On 16, Jan 2018 | In Featured Speculative Tangible Teaching | By phil
Delft AI Toolkit
A tool for the design of AI
We are entering an age of pervasive machine intelligence, and there is an urgent need to develop strategies for the design of these new ecologies. The Delft AI Toolkit (GitHub repo) is a platform to easily create working AI prototypes that intelligently behave – see, hear, process, manipulate data, move, and speak.
Work in progress videos at the bottom of the post
On 30, Dec 2016 | In Featured Installation Tangible | By phil
Acura – Race Your Heart Out
Race Your Heart Out was the 2015 Acura Winter Sales event, which was a slot car race live broadcast on Periscope to raise money for the Pediatric Brain Tumor Foundation. Hearts on Periscope controlled the speed of the cars and they raced. I consulted for Razorfish on this project and created the Arduino software and interface that received the “heart rate” (how many people were tapping the hearts) for each slot car, and controlled their speed – the more hearts at any moment, the faster the cars would go.
The NETLab Toolkit is a system for integrating tangible interaction and media. Designed for project sketching and production, the toolkit enables novices and experts to integrate hardware, media and interactive behaviors for products, installations, and research.
On 10, Jan 2012 | In Speculative Tangible Teaching | By phil
Interaction Design & Animism
In Spring 2011, the New Ecology of Things course in the Media Design Program had the theme of animism, and explored how interaction design can utilize the natural tendency to imagine that inanimate objects and spaces have motivation, intention and/or consciousness. I encouraged my students to design the project behaviors to indicate animism through kinetic expression. They created working, interactive projects with rich materiality, sensors, motors, and light.
On 10, May 2009 | In Speculative Tangible Teaching | By phil
The New Ecology of Things Class
I just wrapped up my The New Ecology of Things class at Art Center’sÂ Media Design Program. The class addressed the design of ubiquitous, massively networked systems – i.e. emerging ecologies of things. Our topic this term was “anti-homogenous” and we looked atÂ heterogeneousÂ alternatives to the mouse, keyboard, screen for specific work and play activities.
On 13, Jan 2008 | In Featured Speculative Tangible Teaching | By phil
Object & Screen Speculations
Update, September 2017: I recently watched this after many years, because I randomly came across a SlideShare from a workshop that David Sherwin and Aaron Rincover ran back in 2010. The workshop was called “Prototyping Interaction with Video Scenarios,” and it references my video as an example of rough prototyping and interaction (slide 16).
When I made the video I was thinking about how to use tangible objects as a way to interact with screens. But what struck me watching it in 2017 is how relevant this kind of interaction is for AR and VR.
On 10, Jan 2008 | In Publication Speculative Tangible Teaching Web | By phil
The New Ecology of Things
The New Ecology of Things is a research initiative to explore emerging forms of interactive communication brought about by pervasive networks, low cost sensors, and computational capabilities in every object and space. The project began as a studio class hosted by Graduate Media Design, and has evolved into a conceptual model, a forum for discussion, and ongoing series of projects and courses, technological inventions, new issues for pedagogy, and a publication.
On 10, Jan 2004 | In Installation Tangible | By phil
Corporate Delicti was a group exhibition at Nucleus Gallery around the topic of disillusionment with corporate life. Collaborating with student Colin Owen, we built a system of interactive objects from an office – a copier, file cabinet, and fax machine. Painted gray, each object was made interactive by removing the guts and putting sensors and speakers inside.
On 12, Jan 2003 | In Music Speculative Tangible | By phil
Physical Music is a series of projects that explore new kinds of tangible interaction through the idea of enabling non-musicians to play with music. Starting in the late 1990’s, these projects have been a way for me to move from screen interaction design to physical interaction design, as well as learn how to prototype interactive objects and spaces.
Interval Research (1997)
I consulted for Paul Allen’s Interval Research Corp. in 1997 and 1998, working for early Apple innovatorÂ Joy Mountford, in herÂ group focused on inventing new consumer electronics devices. In particular, we were interested in creating systems for casual music making by non-musicians. As part of this, we designed and built several working prototypes, including the MusicBox project that is written up in Bill Moggridge’s book Designing Interactions.