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Tag: Prototyping

Exploring Futures of Sexuality: Cloud Breathe Lust

Cloud Breathe Lust is a speculative design artefact that explores the relationship between erotic aspects of sexuality and inclusive technologies. Inspired by sex toys and soma design, it engages the body and creates somatic sensations through breathing and temperature changes while also being a communication tool for the feeling of lust in a teasing way. It involves two persons. When one breathes into the cloud, the air is translated into heat on the other person's arm as an indication of lust, and a mediated intimate space is established. The experience can also be supported by eye contact and whispering between the two persons. The artefact…

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Affective Intimacies

BACKGROUND: Sometimes the world is in a state of shock and sometime s that shock shakes us not only as a collective but as individuals. February 24th 2022 Russia invaded Ukraine, an event that surprised us all and started an active war on European ground. My boyfriend was in the army and in the midst of fear and change we had to adjust to a new normal, where he was deployed and I was at home. Fear and distance are the biggest threats to intimacy and now we had to learn and evolve in order to keep that intimacy between us. This experience became the…

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LY

LY is a reimagining of our relationship with nature and is the result of a redesign process which started as a critique of the app SHELTER. The app represents an ontological view of nature which sees humans and nature as two separates. This project challenges this view and creates a more sensory and emotional nature experience, grounded in a holistic nature-human ontology. LY is a sensory experience that lets you interact with a nature soundscape through touch-based interactions. The physical installation consists of carefully selected nature elements which is combined to create a wall mounted panel that connote nature. When you put on the attached noise cancelling…

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A Sense of Direction

  This explorative project examines the unique capabilities of haptics for personal mobility purposes by examining current issues with pedestrian navigation. A research through design methodology was adopted, using sketching and prototyping practices in the design of a haptic wrist-worn display, able to express spatial directional guidance through vibrotactile stimuli. The final prototype is user-tested, and the process findings are discussed. It is argued that the designed interaction presents an alternative approach to turn-by-turn navigation, although more research is needed in this area. PROJECT MEMBER Gabriel Frederik Brodersen  

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The Sensory Garden

The Sensory Garden was designed in collaboration with Bioteket Nørrebro; a volunteer-based green culture hub for sustainability that accommodates the growth of plants, music, art, social events and sustainable ideas. The goal was to make the space outside Bioteket more inviting while creating awareness about Bioteket among locals by enticing them to participate in a playful activity in green surroundings. The final design is a plant bed placed outside Bioteket with a screen hanging above it. The screen invites passers-by to interact with the plants by touching them. Touch is registered by the MPR121 capacitance sensor which activates sound and the screen to display information about…

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Collective Affective Loops

Designing for shared experiences in Affective Computing This thesis explores the proposed concept of a Collective affective loop. The Collective affective loop aims to reinforce a mutual emotion within both its users, and increase the engagement in the social experience. A prototype was built in the social context of a blind date. This social context was chosen for its specific set of expectations, culture and rules. We anticipated that participants were more likely to express a smile in this social context, as it would be perceived as a positive gesture. Through the applied technology of Facial Expression Recognition (FER), the system tracked both participants’ facial…

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SoundDive

SoundDive is the result of a collaboration between the Center for Art, Design and Technology (CATCH) in Elsinore and AIR LAB at the IT-University of Copenhagen. The installation is an auditive augmented virtuality experience of a science-fiction soundscape. The soundscape represents what the deep sea around Elsinore could sound like in the not too distant future. When entering SoundDive, users encounters the buzzing of internet cables along the seabed and drones speeding by them as they explore and interact with the soundscape by moving around the room. The project was an experiment in how sound could function as the main modality of mixed reality experiences.…

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LEDcube

The LEDcube is an interactive art installation that is designed using quantification of movement types through an analysis of five field studies in Copenhagen. Field study areas: Søpavillonen, Ofelia Plads, Højbro Plads, ITU, Fælledparken. It is argued that LEDcube can stimulate movement in the visitor to some degree based on the theories and models involved in its making. The movement types are divided into categories to describe the way in which active and passive visitors interact with LEDcube. A Bachelor project by: Daniel Brandt-Olsen, Max Madsen & Jakob Løfstedt.

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