Author: Julie Knight

  • 23OctWhat a visionary anime!

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    I’ve just finished the awesomness Denno Coil anime, only 26 episodes, an epic end. Everyone out there working on HCI should give it a try, it’s not just about wearing VR glasses and having a secret child’s world, it is about fusion between anime culture, with a tiny revolution: girls use their brain quite inventively, and a vision of a digital world merging physical, microscopic illegals that needs special encodes, kids collecting metabugs to gain more credit, with a digital police that can also be hacked. O well, I had fun watching these!!

    A “trailer” with a soundtrack I never heard before!


  • 23OctAn illuminating paper book …

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    Absolutely gorgeous! A pop-up book that explores the integration of paper, electronics, mechanics, and computation by Jie Qi, Leah Buechley and TungShen Chew.

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    Electronic Popables is an interactive pop-up book that sparkles, sings, and moves. The book integrates traditional pop-up mechanisms with thin, flexible, paper-based electronics; the result is an artifact that looks and functions much like an ordinary pop-up book, but has added elements of dynamic interactivity.

    Via my old Architectradure blog, lol!!


  • 09OctEnter the Barbie world

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    Barbie Cafe

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    After the Barbie Cafe in Shanghai, China by architect Hayes Slade designs the first ever Barbie Flagship for Mattel. The 35,000 square foot store holds the world’s largest and most comprehensive collection of Barbie dolls and licensed Barbie products, as well as a range of services and activities for Barbie fans and their families.

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    Mattel wanted a store where “Barbie is hero”; expressing Barbie as a global lifestyle brand by building on the brand’s historical link to fashion. Barbie Shanghai is the first fully realized expression of this broader vision. Mattel worked with BIG, the branding and design division of Ogilvy & Mather, to develop creative concept, identify project location, explore featured activities and identify creative partners.

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    The central feature is a three-story spiral staircase enclosed by eight hundred Barbie dolls. The staircase and the dolls are the core of the store; everything literally revolves around Barbie.

    The staircase links the three retail floors:

    The women’s floor (women’s fashion, couture, cosmetics and accessories).

    The doll floor (dolls, designer doll gallery, doll accessories, books). The Barbie Design Center, where girls design their own Barbie is on this floor. This activity was planned by Chute Gerdeman Retail and designed by Slade Architecture.

    The girls floor (girls fashion, shoes and accessories). The Barbie Fashion Stage, planned and designed by Chute Gerdeman Retail, where girls take part in a real runway show, is also on this floor.

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  • 26SepFor WoW insiders only: We don’t date n00bs we pwn them!!

    A video that is hilarious, for World of Warcraft insiders only!!!

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  • 10SepPUYO-CON: the soft controller!

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    This new controller technology goes far beyond traditional button-type devices. It enables input based on direct touch, force, and shape transformation. Because the soft material is “crash-worthy”, the controller can even be thrown.

    Human beings use many different types of sensory information to perform a broad range of activities. But most conventional game controllers limit sensory input to a small, fixed portion of the sensorial spectrum. Players can press or release buttons or move the controller in space, but the controller must always be held in the user’s hand. With PUYO-CON, sensory input is far more flexible because players can control activities by applying force to soft material, grasping the controller, and transorming its shape.

    The goal of this project is to enhance entertainment experiences for millions of game players around the world.

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  • 06AugTechnical objects make music

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    Yuri Suzuki and Naoki Kawamoto want to contribute to the design of daily domestic noises. alarms, mobile phones, a doorbell; They reexplore their sounds. The musical kettle is a part of series ‘re-design soundscape’. As the kettle boils it whistles your favorite tunes.

    I particularly love the way the kettle is outfitted, but I also love the idea of reinventing the sound of objects!

  • 20JulThe IT Crowd

    The IT crowd is a splendid British TV show for the geek in each of us. I watched it on Netflix and can’t wait for season 3! It is written by Graham Linehan and produced by Ash Atalla for Channel 4. The series has won BAFTA and International Emmy awards.

    Also, according to Wikipedia: “The show tries to add a large number of references to geek culture, mostly in set dressing and props. Dialogue (both technical and cultural) is usually authentic and any technobabble used often contains in-jokes for viewers knowledgeable in such subjects.”

    Time is money friend 😀

    Posted by Cati Vaucelle @ Architectradure

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  • 22JunPlay-it-by-eye! Collect movies and improvise perspectives with tangible video objects

    My journal paper Play-it-by-eye! Collect movies and improvise perspectives with tangible video objects is now published at Cambridge University Press!

    The paper in .pdf ->here<-

    We present an alternative video-making framework for children with tools that integrate video capture with movie production. We propose different forms of interaction with physical artifacts to capture storytelling. Play interactions as input to video editing systems assuage the interface complexities of film construction in commercial software. We aim to motivate young users in telling their stories, extracting meaning from their experiences by capturing supporting video to accompany their stories, and driving reflection on the outcomes of their movies. We report on our design process over the course of four research projects that span from a graphical user interface to a physical instantiation of video. We interface the digital and physical realms using tangible metaphors for digital data, providing a spontaneous and collaborative approach to video composition. We evaluate our systems during observations with 4- to 14-year-old users and analyze their different approaches to capturing, collecting, editing, and performing visual and sound clips.


  • 15JunPetite visite en France …

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