smart art project - final booklet
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TECHNOLOGIES
ART
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A joint partnership between:
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Table of Content:4.5.
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Design FactoryThe Team
The Aboriginal Smart Art Project
Project aims
Process
- Primary & Secondary Research
- Evaluation of Options- Development of Scenarios
Key Findings
- Customer
- Stakeholders
- Design Considerations
The Database
3 Concepts
- Concept 1
- Concept 2
- Concept 3.
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Swinburne Design Factory integrates teams of business, design, engineering,
and technology students, scholars, and business partners to address
complex social, economic, cultural, and technical challenges. Teams across
the Faculty of Design, Faculty of Engineering and Industrial Sciences, Faculty
of Information and Communication Technologies, and Faculty Businessand Enterprise combine the conceptual frameworks and methods of
several disciplines in order to develop radically new ideas about the nature
of products and services that create change for organizations, but most
importantly for people.
Swinburnes Design Factory is one of only three Universities in the world
with the Design Factory model. The other two are Aalto University in Finland
and Tongji University in Shanghai.
Design Factory
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The Team
Laura McKinnonBuisness Amanda WilliamsBuisness Tim KnowlesBuisness
Adam Cochrane
Design
Ken Mozuna
Digital Media
Andrew PoonDesign
Quoc Tan Tran
IT Systems
David McPherson
Design
Clair MauriceBuisness
Myles Russell Cook
Design Anthropology
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Exploitationis rampant...
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The Aboriginal
Smart ArtProject
Indigenous artwork is created from stories; stories that
are considered by the artists as much a part of the
artwork as the actual art itself. Sadly, these stories areoften lost in the delivery of indigenous art to the public.
Education and understanding of the rich Indigenous
Australian culture is not passed on to viewers or saved
for future generations.
Additionally, Indigenous artists have typically been
targets for exploitation with minimal authentication
options available to ensure fair trade and ethical
business practices between the two cultures. Systemsto keep a fair share of the profit returning to original
artists, such as the Onsale Royalty scheme, rely on the
honesty of gallery owners and art buyers.
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We wantto changethis...
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The Aboriginal Smart Art Project aims to:
Capture, Embed and Share the story surrounding
creation o Aboriginal artwork and then authenticate
the artwork and Facilitate on-sale royalties
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Process
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Research covered indigenous cultures, the state of the current art
market, technologies and innovations in capturing, embedding andsharing content, market analysis and international applications.
Various methods were used including a visual annotative
bibliography, self-documentation kits and face-to-face interviews
with artists and gallery owners.
1. Primary & SecondaryResearch
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Libraries of available technologies for the capture,embed and share stage were evaluated according to
preferred features. Discussions with industry experts
were held to gain clarification on possible applications
of technologies and tools such as affinity diagramming
were employed to identify potential solutions and
clarify knowledge gaps.
2.Evaluation ofOptions
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Scenarios for each stage of the journey were mapped out from
viewpoints of various stakeholders, providing in depth understanding ofthe user experience and generating ideas for each touch point. Using a
business design thinking maps provided key insights into business model
considerations such as customer, revenue streams and primary activities.
3.Developmentof Scenarios
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Key Findings
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Customer:The primary customer o the Smart Art technology was identiedas an Aboriginal Art Centre/Artists Firm. Customers will have:
The resources to procure access to the technology
Connections with artists who would utilize the
technology or distribution on the market
Motivation to utilize the SmartArt technology
Ethical standing within the Indigenous community
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Stakeholders:Key stakeholders interacting with the technology are:
Rural Artist
Urban Artist
Smart Art Representative
Art Centre/ Artists Firm
Smart Art Technologies Pty ltd.
Gallery Owner
Private Consumer Public Consumer
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Design Considerations:Aside rom meeting the core brie, the solution needs to be:
Artist led and controlled to avoid exploitation
Useable and accessible to all stakeholders
Long lasting and fexible to cope with changes intechnology over generations
A sustainable business model
Promoting ethical practices
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3 Concepts
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The DatabaseThrough the research it became apparent that a timeless, non-changing storage solution for the captured informationwould need to be developed, This solution would tie all the components of the project together across all stakeholders
and maintain the data for generations regardless of changing technologies. This storage facility has been termed The
Database and is a key component to each solution presented.
Five Stages
ARTIST CAPTURE EMBED
POINT
OF
SALE
USER
Each solution also contains these
five stages. These five stage
represent the flow of the overall
product from artist (creation) to
user (consuming).
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ARTIST CAPTURE EMBED
POINT
OF
SALE
USER
3D
KEY ACTIVITIES
Platform Design and Management.
Research, Development and Sales of
Resources.
Research, Development and Sales of Capture
Technology.
Training and Customer Service.
RISKS
Development dependent on Partnership.
Technology distant and unproven.
Digital Rights Management requirement
higher.
Potential resistance towards new
technology.
CAPTURE:Motion Sensing InputCanvas not required
3D Scanners
EMBED:Biometric Scanning
Data Protection
POS:3D Printer
Hologram ProjectionDigital Displays
REVENUE
Proprietary Capture and Share Technology.
Subscription to the platform.
Commission on sales of artwork.
Advertising in Marketplace.
Government Subsidies.
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Immersive user experience utilizing uture technology
highlow
INVESTMENT
- TIME
STORY
INTERACTIVITY
LONGEVITY
AUTHENTICATION
EASE OF USE
INVESTMENT ($)
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Interactive user experience utilizing developed technology
highlow
INVESTMENT
- TIMESTORY
INTERACTIVITY LONGEVITY
AUTHENTICATION
EASE OF USE
INVESTMENT ($)
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ARTIST CAPTURE EMBEDPOINTOF
SALE
USER
1D
KEY ACTIVITIES
Platform Design and Management
Retail Sales of Resources
Training and Customer Service
RISKS
RFID technology owned by external interests
Application reliant on smartphone access
Authentication is primarily via users of App
Capture technology and subsequent data
lacking uniformity
CAPTURE:Smart Phone
CameraAUDIO Recorder
EMBED:RFID Chip
GPS image tracking
POS:Picture RecognitionSmart Phone App
REVENUE
Subscription to the platform
Commission on sales of artwork
Retail of RFID chips
Advertising in MarketplaceSmartArt Technology Application
Government Subsidies
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Simple user experience utilizing current technology
highlowINVESTMENT
- TIMESTORY
INTERACTIVITY
LONGEVITY
AUTHENTICATION
EASE OF USE
INVESTMENT ($)
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We are all
part of thestory ...
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