Im working on a concept involving measuring your level of endorphines and dopamines through a bio sensor injected into your blood. Since endorphines and dopamines are the our natural dope and are released to give us natural positive feeling, you can measure when and how good you feel. Im currently exploring what this data could be used for, possibly in an application for your smartphone – giving you and your friends feedback on how good you feel.. in progress, more to come.

Collaboration with students from the textile departement at Khio (Oslo National Academy of the arts). A range of sitting objects, puffs, to be placed in public spaces. When you sit on one, another one lights up, creating contact and possible communication between the users.

Article in the Universitas newspaper:

http://universitas.no/kultur/55440/hoyspente-trader/


We experimented with conductive yarn, ending up with knitting a strech-sensor which  registrate whenever someone is sitting on the puff. We chose the knitting technique for the rest of the puffs as well, to use the flexibility and transparency of knitting in combination with the ligths. Cooperation with Julie Olssøn, Ane Eines and Helena Gyhagen.

A secret box for your secret club, hiding away the most precious objects your mom never should see! The three members in the club each have their unique key to open the box, and all the members have to be present with their key to both open and close the box. Sensors and coding through Arduino. Collaboration with Morten Knutsen.

Pictures and video are under progress..

A white carpet on the floor, with 16 stepsensors underneath and projected image from above. When you step on the carpet and activate a stepsensor, the projected image will behave like you dip your fot in water. A wave pattern in the projection will grow out from where you step. Sensors controlled by Arduino, and projection programmed in Processing. Collaboration with Nick Stevens and Svetlana Mikhaylova.

 

A tactile version of the classic memory game; by only feeling the different materials, the competition is to collect the most pairs. Its interesting to see how focused you get when you only can feel your way around, the tactile memory vary very from person to person. We made the test-crew play in different ways, but the classic competition created definitly the most involvement.Cooperationwith Tuva Eikås.

The compartments are filled with materials of different texture.

The first week we went through a range of activities and lectures as an input on the term Sensation. Included the bed of nails as a part of the lecture of the fakir Håvve Fjell, paintball, snoezelen sansehus, Ståle Stenslie on pleasure etc.

an interactive installation showing users a new dimension of known objects through the use of a microscope. Done in cooperation with the Science museum in Oslo. Activity emphasize exploration, creativity during use and expressive bodylanguage. Cooperation with Lars Marcus Vedeler.

Olars is an electronic interactive toy inspired by Karl Sims’ evolved virtual creatures. Having thousands of varieties in movement and behaviour by attaching different geometrical limbs, modifying the angle of these, twisting the body itself, and by adjusting the deflection of the motorised joints, results in both familiar and strange motion patterns. Cooperation with Lars Marcus Vedeler.

See Olars in play! http://vimeo.com/12454254

 

‘Build a playable game for more than one player that includes a set of rules, physical objects, and can be played on a table.’

EVIDENCING and PACKAGING

We made videos of a couple scenarios with the BeatBox in use, to show the usability and to put the concept  in context (not available here). Packaging with instructions were produced.

PAPER PROTOTYPING

‘To quickly recognise, explore and cultivate the strengths in a concept. What physical props are required to explain,and user test, your concept idea.’

Chosen concept: Beat Box – battle each other with your beats, learn beats or build beats by recording and looping.

Simple paperprototypes of user interface: viewing different soundtracks while playing.

Sensors and vibrators used during the user testing, making it possible to give the tactile input.

Sensor placed on the fot, to feel vibration.

Sensor placed on the hand, to feel vibration.

User testing to a flash mockup of the game. Giving valuable feedback for improving the game:  instructions could be more intuitive, easier to change level etc.

WORKSHOP

‘Design,plan and execute a workhop with the specific aim of producing a broad range of game ideas around your chosen criteria.’


Warming up: With a time limit of one minute, they were to explain the randomly picked words. Two teams competing.

Based on given keywords (tactile,rfid,motor funtion, cooperation, experience) the participants generated ideas and words.

In groups of two, they generated concepts from the words and ideas.

Sandwiches and refreshments were served to keep the motivation going.

Workshop in action.

Ideas generated based on the workshop:

1: Using texture to navigate through the game or getting clues on what to do. Not visable, so it is only you knowing what is there.

2: Using temperature to feel your way through the game. Feel the clues on where to go, or spread your temperature to conquer new land.

3: Feeling a rythm

Reproducing the rythm

Could be played in groups, building and learning beats.

‘Produce a novel interactive invitation for a specific event’.

The invitation is to a halloween party, and are made to scare whoever get the invitati0n, to get in the right mood for the party.

A spider-dummy is delivered in a paper bag.

The spider taken out of the bag

Attached to one of the hairy feet, you find your invitation.

Inside the spider there is a device which makes the spider vibrate when you squeeze it. It can only vibrate when it is outside the bag, because of a swith which is activated when you pull the spider out from the bag.

Opening the invitation

Spider shakes, and you jump.

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