Mobile App Design with Adobe Experience Design

Richard Turner-Jones, Adobe Part of CW16

Up until now UI and UX designers have had to juggle multiple tools to plan, develop and review their mobile apps. Looking to address the need for a single streamlined application, Adobe Experience Design (XD) has been released. Designed and developed from the ground up and actively involving the creative community, it brings wireframing, design and rapid prototyping of desktop and mobile app development under one application.


This workshop, which will be run by Richard Turner-Jones (Adobe Solutions Consultant across all three Clouds) looks to develop an application from idea to interactive review, highlighting tools and workflows that bring the rapid to RAD (Rapid Application Development).


HTML Animations & Mobile App Development with Adobe Animate CC

Richard Turner-Jones, Adobe Part of CW16

Adobe Animate CC (formerly known as Flash Professional CC) is an application with a rich history of animated and interactive content creation. Whilst Flash output is still forefront it shares that stage equally with additional content types. Mobile friendly formats including HTML5 and WebGL, video export up to 4K and iOS & Android mobile app development, testing and deployment are all part of this creative tool box.


This workshop, which will be run by Richard Turner-Jones (Adobe Solutions Consultant across all three Clouds) will demonstrate core functionality of Animate CC, including HTML5 and Video output as well as Mobile App publishing. In addition the workflow for content creation and enhancement with the Creative Cloud tools will be exhibited.


Adobe’s 3D Solutions with Photoshop, Fuse and Project Felix

Richard Turner-Jones, Adobe Part of CW16

Creative content has evolved from the two-dimensional space of the printed page to an immersive experience of rich media. 3D tools have traditionally had a steep learning curve and difficult to quickly achieve results.

With that in mind Adobe’s design apps brings a rapid and intuitive workflow to the third dimension, whether generating images, characters for games and videos or 3D printed objects.


This workshop, which will be run by Richard Turner-Jones (Adobe Solutions Consultant across all three Clouds) will demonstrate adding extra dimensions to the creative work flow with Adobe Fuse (Preview) for creating humanoid characters, Photoshop’s box of tools for creation, texturing, rendering and 3D printing as well as the recently announced Project Felix (Beta).



Collaborative Design of a Virtual Community: Engaging Students through Online Simulation

Caroline Robinson, Ryun Fell, Tracey Parnell,
Rachel Rossiter, Jane McCormack and Kerri Hicks Part of CW16

‘Riverina Shore’ is a virtual community which has been developed within the School of Community Health at Charles Sturt University as an online learning resource for students. The virtual community is presented as an attractive webpage in which client scenarios are embedded in a range of community places and spaces.

This project used activity theory to inform the process of interdisciplinary collaboration between diverse groups of practitioners to create this virtual community. A reimagining of the academic hierarchy facilitated effective collaboration between media technologists, educational designers, practitioners and academics to enable the development of authentic resources. The value of Riverina Shore as a virtual community is the participation of real people in the development of the audio-visual resources. Real people, telling their unscripted story in authentic contexts, ensures that the ‘messiness and complexity’ of their lived experience is not diluted. Simulation scenarios must be truly contextual, reflecting effectively the real life tensions and issues which people cope with on a daily basis.

The evaluation feedback from students, practitioners and academics demonstrates clearly the value of these authentic narratives in facilitating critical thinking, clinical reasoning and visualising opportunities for inter-professional practice. The learning benefits of these scenarios in which students can see clearly the connections between person – family – environment – occupation, may be more extensive than is possible through the use of digital stories. This virtual community could be used effectively to help prepare students for workplace learning experiences, especially in terms of empathy development and holistic person-focused care.



The Power of Play Based Apps in Patient Self Management of Diabetes

Dale Patterson Part of CW16

Interactive animated 3D computer graphics provide a rich and engaging mechanism with which it is possible to enhance interactions with complex information. This research focused on the use of “flow”, in the form of 3D animated movement of items through depth over time, to display changes in diabetes management and blood sugar levels. It also utilizes “play”, in the form of interactive 3D game play, to demonstrate 3D systems to present complex health information for Type 1 diabetes in a more engaging form. The flow based “Diabetes Visualizer” interface described here uses circulating 3D graphical structures that flow around the users point of view to present information relating to diabetes management tasks. The Diabetes Visualizer utilizes complex diabetic blood sugar, activity level and insulin delivery information, and presents it in an interactive 3D time based animated game form. Utilizing the mechanism of the 3D flow interfaces, this 3D interactive form is quite different to other diabetes management tools (primarily 2D chart based and static) and shows potential in providing an improved interface to this complex condition and its management.



Digital Disruption

Rae Cooper Part of CW16

The exposure of the ‘real or alternative’ has potential to be dangerous, social and interactive media allows society to communicate and share ideas that disrupt mainstream culture. Visually, these messages have potentially more power when they entertain and engage with an audience. This mode of creative communication isn’t always sustained, progressive or democratic, however they act as an archive of resistant practices and representations of ‘the other’. Practitioners such as Ministry of Agnes are exploring protest design within the context of social media and using interactive digital communication to disseminate visual messages. This process acts as both a springboard for conversation and discussion around this creative process and design methodology.



Seeking Spectacle – Digital Design & Construction of Interactive Physical Sculptures

Brad Atkinson, Daniel Della-Bosca and Dale Patterson Part of CW16

This paper describes a project involving an extensive investigation into the manufacturing methods utilized by businesses’ seeking spectacle within the context of themed interactive physical environment’s. Two manufacturing methods in particular are in question as they have fairly similar processes, 3D printing and CNC machining. One process is additive, the other is subtractive. The paper begins by observing the theoretical ground-works of spectacle, archetype, and co-operative inquiry, including how they are used by media culture, and consequently in themed interactive environments. Subsequently a critical examination of key exemplars is described, analyzing the processes and methods used to produce an understanding of not only the current industry but to expose the successes and failures of the manufacturing methods under investigation. Finally the studio methods and processes for the projects physical interrogation are revealed. From developing and capturing the likeness of an on-screen iconic creature and the digital modelling processes involved, to research and testing of materials, production speeds, programming and operation of machinery. Reaching a physical outcome that displayed both processes involved, enabling the realization of a full-scale sculpture and miniatures intended for the themed environment. The project identified subtractive manufacturing’s superiority in contemporary society over additive manufacturing processes contextually grounded in large-scale themed environments and props that seek spectacle.



The Craft of Creating Accessibility in the Post-Digital Era

Pamela See Part of CW16

The elevation of traditional craft practice as a form of resistance against technological development is a key attribute of the post-digital era. In this paper, I posit a sympathetic relationship between Chinese papercutting and computer art (CA). An arts-based research methodology will be applied to analyze the outcomes of an international community art project titled The Float. Undertaken between January and June 2015, it engaged over 100 young people in traditional Chinese craft workshops across Australia, Canada, China, and the USA. The project culminated in a series of exhibitions that emphasized humanity’s shared stewardship of the oceans. The artworks presented included both computer-assisted animation (CAA) and computer numerical control (CNC) cut paper. In this case study, the oft-polarized media of craft and CA were simultaneously engaged.




3D Scanning of Heritage Artifacts as an Interactive Experience – Creating a Window into the Past

Chris Little and Dale Patterson Part of CW16

This paper uses Mephisto, the only remaining German tank from the First World War, as a case study to examine the methods available to accurately record this iconic piece of war history. It introduces 3D scanning workflows as a method to create an accurate three dimensional model of Mephisto and how to use this complete, to scale, colour model of the tank to preserve, analyse and present Mephisto in ways never been seen before. Combining 3D scanning workflows with forensic analysis and historical war records, this paper explores the possibilities of how to best communicate and present this 3D information through Interactive Realities. It describes how augmented and virtual realities can create the window into the past, possibly answering some of the questions surrounding the tank and allowing visitors an interactive user experience to give people’s memories of Mephisto even more meaning.