Category: design

  • 19Maywhen fashion technology design meets fairy tales …

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    This project is part of a body of research that focuses on relational and ubiquitous performance. Investigating historical performance-centric contexts and adapting new scenarios for wearable and sensing technologies, “Peau d’Âne” seeks to create a bridge between the symbolic percipience of fairy tales and current technological innovation. In particular, this project explores the potential for wearables to become agents of performativity.

    I am a total fan of Valérie Lamontagne’s work. She interprets one of my favorite Charles Perrault fairy tale “Peau d’Âne” by giving life to the ‘impossible’ dresses that a young princess orders her stepfather to thwart marrying him.

    These three dresses made of immaterial materials. The first is to be made of the “sky” and should be as light and airy as the clouds. The second is to be made of “moonbeams” and should reflect the same lyrical intensity as the moon at night. The third, and last, is to be made of “sunlight” and should be as blinding and warm as the sun above.

    The Sky Dress

    The Sky dress will display changing structure and sounds based on changes in the sky. The dress will be made of inflatable plastic complete with wind-chiming tunnels. The more clouds in the sky, the larger the dress will grow, much like a cloud itself. The more wind outside, the more the dress will “sing” as air is propelled through small plastic pipes to create sounds. Precipitation or rain will make the dress vibrate as the rhythm of the airflow in the dress is regulated (i.e. air will go in + out in a rhythmic fashion).

    The Moon Dress

    The Moonbeam dress will display changing colour patterns based on the 28 day cycle of the moon. These at times subtle and other times shocking transformations will be made utilizing conductive threads and epoxies along with a combination of plastisol / thermochromic paints. Thermochromic paint is heat-sensitive paint, which can change from one colour to another or from opaque to transparent when exposed to a heat source. The Moonbeam dress will be embroidered with conductive thread in order to trigger responses in the paint and represent the moon cycle as it appears and disappears. As the moon cylces from a small sliver on the right to a full mood to a small sliver on the left, the dress’ colours and patterns will do the same.

    The Sun dress

    The Sun dress will display lights in motion based on changes in the sun. The dress will be constructed with a checkerboard of LEDs (light emitting diodes). The LEDs will be set in motion based on UV and sun intensity readings. The greater the intensity of the sun, the brighter the dress will glow, much like the sun itself. The more UV rays outside, the more the dress’ LEDs will flash, like a warning/danger sign. The changing patterns of the fully addressable LEDs will also permit to graphically represent the rising and setting sun as well as the changing direction of the sunrays.

    Valérie Lamontagne’s work in details

    In when fashion design meets fairy tales


  • 19Maywhen fashion technology design meets fairy tales …

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    This project is part of a body of research that focuses on relational and ubiquitous performance. Investigating historical performance-centric contexts and adapting new scenarios for wearable and sensing technologies, “Peau d’Âne” seeks to create a bridge between the symbolic percipience of fairy tales and current technological innovation. In particular, this project explores the potential for wearables to become agents of performativity.

    I am a total fan of Valérie Lamontagne’s work. She interprets one of my favorite Charles Perrault fairy tale “Peau d’Âne” by giving life to the ‘impossible’ dresses that a young princess orders her stepfather to thwart marrying him.

    These three dresses made of immaterial materials. The first is to be made of the “sky” and should be as light and airy as the clouds. The second is to be made of “moonbeams” and should reflect the same lyrical intensity as the moon at night. The third, and last, is to be made of “sunlight” and should be as blinding and warm as the sun above.

    The Sky Dress

    The Sky dress will display changing structure and sounds based on changes in the sky. The dress will be made of inflatable plastic complete with wind-chiming tunnels. The more clouds in the sky, the larger the dress will grow, much like a cloud itself. The more wind outside, the more the dress will “sing” as air is propelled through small plastic pipes to create sounds. Precipitation or rain will make the dress vibrate as the rhythm of the airflow in the dress is regulated (i.e. air will go in + out in a rhythmic fashion).

    The Moon Dress

    The Moonbeam dress will display changing colour patterns based on the 28 day cycle of the moon. These at times subtle and other times shocking transformations will be made utilizing conductive threads and epoxies along with a combination of plastisol / thermochromic paints. Thermochromic paint is heat-sensitive paint, which can change from one colour to another or from opaque to transparent when exposed to a heat source. The Moonbeam dress will be embroidered with conductive thread in order to trigger responses in the paint and represent the moon cycle as it appears and disappears. As the moon cylces from a small sliver on the right to a full mood to a small sliver on the left, the dress’ colours and patterns will do the same.

    The Sun dress

    The Sun dress will display lights in motion based on changes in the sun. The dress will be constructed with a checkerboard of LEDs (light emitting diodes). The LEDs will be set in motion based on UV and sun intensity readings. The greater the intensity of the sun, the brighter the dress will glow, much like the sun itself. The more UV rays outside, the more the dress’ LEDs will flash, like a warning/danger sign. The changing patterns of the fully addressable LEDs will also permit to graphically represent the rising and setting sun as well as the changing direction of the sunrays.

    Valérie Lamontagne’s work in details

    In when fashion design meets fairy tales
  • 09JunHarvard University commencement 2006

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    ,

    The 2006 commencement ceremony at Harvard University

    Official news about the commencement …

    So, I did it! I decided to enjoy the experience of US commencement’s ceremony. My Bostonian family was here: Daisy & Adam. I did rent the academic dress and marched to Harvard Yard 🙂 and Daisy and Adam took pictures under the rain

    Finally I received my degree at the Harvard Design school. A Master in Design specializing in product design and architecture …

    I received my grades. Among the grades I received a High Pass from Dr Antoine Picon and Distinctions from Marco Steinberg. What a nice ending for such a challenging degree!

    My ID, a last glance at it before starting the exciting journey of a MIT PhD at the Media Lab, in the Tangible Media group run by Prof. Hiroshi Ishii

    In academic achievements


  • 09JunHarvard University commencement 2006

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    ,

    The 2006 commencement ceremony at Harvard University

    Official news about the commencement …

    So, I did it! I decided to enjoy the experience of US commencement’s ceremony. My Bostonian family was here: Daisy & Adam. I did rent the academic dress and marched to Harvard Yard 🙂 and Daisy and Adam took pictures under the rain

    Finally I received my degree at the Harvard Design school. A Master in Design specializing in product design and architecture …

    I received my grades. Among the grades I received a High Pass from Dr Antoine Picon and Distinctions from Marco Steinberg. What a nice ending for such a challenging degree!

    My ID, a last glance at it before starting the exciting journey of a MIT PhD at the Media Lab, in the Tangible Media group run by Prof. Hiroshi Ishii

    In academic achievements


  • 21JulFramework for Haptic Psycho Therapy

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    Hurt Me prototype



    Cool Me Down prototype

    It is a pity that just the excellent personalities suffer most from the adverse effects of the atmosphere -Goethe

    Together with Leo we wrote a paper on a framework for Haptic Psycho Therapy. We presented our research at the Health Pervasive Systems Workshop of the IEEE International Conference of Pervasive Services 2006.

    Download the powerpoint slides of our presentation

    Abstract: A growing body of evidence supports touch-based therapy for assisting sensory issues stemming from common social and psychological problems. Simulating touch through haptic devices can complement existing treatments for mental illness by providing soothing sensations that help to ground the senses. We introduce the concept of using computerized touch stimulation as a means for psychological therapy, and present a haptic device that allows touch information to be captured, broadcast and replayed in a wearable garment. To be effective outside the home or care-giving facility, this new type of therapeutic wearable needs to be highly customizable, easily controlled by the user and discrete enough to be worn in public.

    We developped four prototypes that will be exhibited at the A + D Gallery in Chicago, September 7 – October 21, 2006

    The Touchcasting serie consists of:

    COOL ME DOWN – An Electronic Cold Wrap for the Treatment of Schizophrenia

    More info about Cool Me Down

    – Patent pending –

    HURT ME – A Bracelet that Generates Controlled Pain for Psycho-Therapy

    More info about Hurt Me

    – Patent pending –

    SQUEEZE ME – A Vest that Simulates Therapeutic Holding

    More info about Squeeze Me

    – Patent pending –

    TOUCH ME – A System and Method for the Remote Application of Touch Therapy

    More info about Push My Buttons

    – Patent pending –

    I now working independently on Seamless Sensory Interventions for the treatment of mental and neurological disorders.

    My current research proposes haptics as the key to bringing treatment into the social sphere through devices, and providing new ways to mediate between the patient and the therapist both in and outside of therapy. Self-mutilation is a perfect test-case, because of the definitive “physicality” of the symptoms. However, the broader solutions that I am proposing have implications for diseases as diverse as autism, depression, and schizophrenia.


  • 24JulFeedback for people with OCD

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    UBICOMP TO PROVIDE FEEDBACK FOR PEOPLE WITH OBSESSIVE-COMPULSIVE DISORDER

    Obsessive-Compulsive Disorder (OCD): Patients are Impaired in Remembering Temporal Order and in Judging Their Own Performance, J. Clinical and Experimental Neuropsychology, vol. 24, no. 3, 2002, pp. 261–269.

    Today, Rob Van Kranenburg sent me an interesting article he wrote in 2003 on how ubicom applications could provide feedback for people with OCD. He is developing solutions in the framework of contemporary performance and theatrical practice.

    The paper can be found here.

    The paper mentions that in the US and Netherlands, one in 50 adults currently has OCD, and twice as many have had it at some point in their lives.

    How could ubicomp be instrumental here? Phase 1 is researching if ubicomp applications can assess if a person has a tendency for audio, visual, tactile, or other kinds of feedback that would signal the task scenario’s closure. In Phase 2, we would have to access, for example, if visual feedback on clothing or another appliance could break the chain of repetition for a person who functions on visual feedback but is dealing with an apparatus that does not provide such feedback. Working closely with psychiatrists and OCD patients, in Phase 3 we could test whether such ubiquitous computing applications could break the loop of repetition, assuming that it is the kind of feedback that is responsible for the taskloop’s nonclosure.

    Finally the paper concludes that ubicomp applications could focus on temporal markers and serendipitous feedback scripting into various scenarios to raise self-awareness.

    In pervasive computing


  • 24JulFeedback for people with OCD

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    UBICOMP TO PROVIDE FEEDBACK FOR PEOPLE WITH OBSESSIVE-COMPULSIVE DISORDER

    Obsessive-Compulsive Disorder (OCD): Patients are Impaired in Remembering Temporal Order and in Judging Their Own Performance, J. Clinical and Experimental Neuropsychology, vol. 24, no. 3, 2002, pp. 261–269.

    Today, Rob Van Kranenburg sent me an interesting article he wrote in 2003 on how ubicom applications could provide feedback for people with OCD. He is developing solutions in the framework of contemporary performance and theatrical practice.

    The paper can be found here.

    The paper mentions that in the US and Netherlands, one in 50 adults currently has OCD, and twice as many have had it at some point in their lives.

    How could ubicomp be instrumental here? Phase 1 is researching if ubicomp applications can assess if a person has a tendency for audio, visual, tactile, or other kinds of feedback that would signal the task scenario’s closure. In Phase 2, we would have to access, for example, if visual feedback on clothing or another appliance could break the chain of repetition for a person who functions on visual feedback but is dealing with an apparatus that does not provide such feedback. Working closely with psychiatrists and OCD patients, in Phase 3 we could test whether such ubiquitous computing applications could break the loop of repetition, assuming that it is the kind of feedback that is responsible for the taskloop’s nonclosure.

    Finally the paper concludes that ubicomp applications could focus on temporal markers and serendipitous feedback scripting into various scenarios to raise self-awareness.

    In pervasive computing


  • 11SepThe Emotional Wardrobe

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    The Emotional Wardrobe, by Lisa Stead, Petar Goulev, Caroline Evans, Ebrahim Mamdani

    In Personal and Ubiquitous Computing archive, Springer-Verlag, Volume 8 , Issue 3-4 (July 2004), Pages: 282 – 290, 2004.

    Abstract follows …

    Since the industrial revolution, fashion and technology have been linked through the textile and manufacturing industries, a relationship that has propelled technical innovation and aesthetic and social change. Today, a new alliance is emerging through the integration of electronic technology and smart materials on the body. This study addresses the integration of technology with clothing from a fashion perspective, and examines its expressive and interactive potential. It proposes the concept of “The Emotional Wardrobe”: clothing that represents and stimulates emotional response through the interface of technology. It asks if fashion can offer a more personal and provocative definition of self, which actively involves the wearer in a mutable aesthetic identity. A multi-disciplinary framework combines fashion, material science and the real-time, affective computing platform, called “AffectiveWare”. By merging technology and fashion, The Emotional Wardrobe becomes a poetic interface, shifting emphasis from human–computer interaction to computer-aided, human–human communication.

    Website of the Emotional Wardrobe project


  • 11SepThe Emotional Wardrobe

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    The Emotional Wardrobe, by Lisa Stead, Petar Goulev, Caroline Evans, Ebrahim Mamdani

    In Personal and Ubiquitous Computing archive, Springer-Verlag, Volume 8 , Issue 3-4 (July 2004), Pages: 282 – 290, 2004.

    Abstract follows …

    Since the industrial revolution, fashion and technology have been linked through the textile and manufacturing industries, a relationship that has propelled technical innovation and aesthetic and social change. Today, a new alliance is emerging through the integration of electronic technology and smart materials on the body. This study addresses the integration of technology with clothing from a fashion perspective, and examines its expressive and interactive potential. It proposes the concept of “The Emotional Wardrobe”: clothing that represents and stimulates emotional response through the interface of technology. It asks if fashion can offer a more personal and provocative definition of self, which actively involves the wearer in a mutable aesthetic identity. A multi-disciplinary framework combines fashion, material science and the real-time, affective computing platform, called “AffectiveWare”. By merging technology and fashion, The Emotional Wardrobe becomes a poetic interface, shifting emphasis from human–computer interaction to computer-aided, human–human communication.

    Website of the Emotional Wardrobe project


  • 12SepThe creation of meaning in interaction design

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    But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback

    In Section 06: objects in space: But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback By Tom Djajadiningrat, Kees Overbeeke, Stephan Wensveen

    June 2002, Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques. Publisher: ACM Press.

    Abstract is below.

    In recent years, affordances have been hailed by the interaction design community as the key to solving usability problems. Most interpretations see affordances as ‘inviting the user to the right action’. In this paper we argue that the essence of usability in electronic products lies not in communicating the necessary action and instead shift our attention to feedforward and inherent feedback. With feedforward we mean communication of the purpose of an action. This is essentially a matter of creating meaning and we discuss two approaches to do so. With inherent feedback we try to strengthen the coupling between the action and the feedback. The sensory richness and action potential of physical objects can act as carriers of meaning in interaction. We thus see tangible interaction as indispensable in realizing feedforward and inherent feedback. We illustrate our ideas with examples from our teaching and research.