student project

Tagline

How would our world look like 20, 30, 40 or 50 years from now? Will we monitor each individual on the planet to live a low-risk life? Will we replace organs, eyes, or other parts of our body with artificial alternatives? Will we upload our brains and live on a server? Or do we seek ways to embrace a life more related to mother earth? In this Design Fiction project, several potential healthcare futures are explored. The project is a collaboration between Philips Design, Eindhoven University of Technology, Design Academy Eindhoven, and Frank Kolkman.

When designing and developing for an audience, as was done in this project, a wide range of different opinions have to be dealt with. A well-known example are robots and Artificial intelligence (AI). Some people only see the positive side and potentials: what if robots could take over all our work so we have full-time vacation? Others only see the downsides and risks: what if robots become smarter than people and start attacking us? Either way, the truth will be somewhere in the middle, but it is very important to capture such opinions and discover what society thinks of current developments. The goal of this project was to do exactly that by developing design probes for four potential healthcare futures – based on a framework by Philips Design – and exhibiting them during the Dutch Design Week (DDW) and within Philips to provoke a debate.

During the first part of the project, four teams each developed a design probe for one of the potential futures, which were exhibited at the Dutch Design Week.

The project was continued within another team and a fifth probe was designed based on the insights gathered at the DDW. This time, the focus was laid on preventive healthcare in the present time, which led to the design of a fictive device that helps parents to monitor their baby’s health and aids them in growing a healthy child.

Data resonance

student project

Tagline

What does data feel like? Data Resonance makes the table resonate with surrounding Wi-Fi traffic. Qualities of the digital signals are translated to something you can feel. This gives you a sense of activity at the workplace that is otherwise quiet and hidden. It creates a feedback loop about your own network usage, and a new connection with the activity of colleagues.
Data Resonance is inspired by how the traditional shared workshop acted as an extension of the craftsperson’s body. You saw and heard your colleagues work, and awareness of their activity influenced what you did. Now that much of our creative work happens on the screen, we lost something. With Data Resonance, we become more aware again of colleague’s work in a calm way: we notice when someone is dealing with heavy traffic and when people are taking a break, or just tune in to the rhythms of data that flow through space.


aGravity

student project

Tagline

The aGravity is a device which lets one experience the challenge of levitation. The fingerboard allows one to float over a straight platform, while experiencing a constant evolving environment within. It creates unique interactions that makes one able to develop a new skill and improve over time. The aGravity aims to make more aware and sensitive to what is being perceived and how the slightest movement can influence the whole system.
To get the board hovering, requires focus, concentration and some skill. Though once it is learned to hover the board, it is up to the user how far he or she can go. Giving no precise guidelines, the only rule is to explore, interact and challenge yourself.


Monty

student project

Tagline

Monty a curious entity that has the ability to perceive activity within its field of vision. When Monty detects activity it will gradually move towards the activity until it is in centre of its perception. If its interest is kept on the activity long enough, Monty becomes engaged and will start taking pictures of the activity.
The envisioned environment in which Monty can be used is a designer’s working environment. Here Monty will mainly be interested in the activity of the designer which will lead to process pictures of all the activities performed by this designer. This in turn gives the designer the possibility to reflect on his own process by scrolling through the visual representation of his activities. And will give him process pictures that can be used for communicative purposes.
Due to its curious nature Monty might not always be focused on what you are doing. He can however be temporarily motivated to move towards a particular area on your desk.


LUMA

student project

Tagline

This research project focuses on how to design for perceptive activity in artifacts in order for crossing in perception of expressivity between person and artifact to happen. It is part of the research of Deckers et al (2011), on designing for perceptual crossing between person and artifact. In their work they propose a series of design notions which are meant as a tool for synthesis when designing for perceptive activity in artifacts. In this research we follow a research through design approach in order to generate design specific knowledge on the application of these design notions when designing an artifact capable of showing expressivity through its perceptive behavior. We designed LUMA, an dynamic light design capable of expressing a variable level of excitement thought its perceptive actions. We conducted research using the LUMA design in order to investigate how the stage of perception of expressivity can be reached in an artifact and if crossing of perception of expressivity can happen over the course of interaction between person and artifact. For this we specifically investigate the relation between the perceived expressivity and the occurrence of a cross-influential interplay of expressivity between person and artifact. The results of our experiment show that clarity in variability of this expression is essential for this interplay to occur. We discuss possible changes to the design to improve the clarity in variability of expressivity as well as further research steps.


Kinetic folds: interaction priming

student project

Tagline

This research focuses on what happens to our relationship with objects when they come alive and engage in reciprocal communication with us.
The prototype was inspired by the moment of perceptual crossing that occurs when you meet a stray cat in the street, and a moment of anticipation makes time stand still, as you and the cat try to figure each other out.
Using a single sheet of folded paper and embedding it with motors and custom-built touch-capacitive sensors, an object which breathes and responds to the presence of human touch was designed, creating the perception that the Kinetic Fold is alive.