Category: design

  • 09AugSmall, mobile, clever humanoid robots

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    The Personal Robots Group at MIT media lab is developing mobile humanoid robots that possess a novel combination of mobility, moderate dexterity, and human-centric communication and interaction abilities. The small footprint of the robot -roughly the size of a 3 year old child- allows multiple robots to operate safely within a typical laboratory floor space.


  • 20AugThe hand free controller by nintendo

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    In 1989, Nintendo invents the hand free controller. A player controls the video game without the use of the hands, by using his/her neck muscles. Found on nesplayer. Exploration of physical limitations in game design is interesting, especially when in 2006 Nintendo invents the hand necessity controller, the popular Nintendo Wii.


  • 20AugThe hand free controller by nintendo

    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!

    In 1989, Nintendo invents the hand free controller. A player controls the video game without the use of the hands, by using his/her neck muscles. Found on nesplayer. Exploration of physical limitations in game design is interesting, especially when in 2006 Nintendo invents the hand necessity controller, the popular Nintendo Wii.


  • 21AugBlow and light!

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    Wind to light: when the wind blows, the turbines produce light. Sweet!


  • 21AugBlow and light!

    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!

    Wind to light: when the wind blows, the turbines produce light. Sweet!


  • 12SepInteract 2007 presentation

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    Today at Interact 2007 I presented my research conducted from 2002 until 2005. I presented the story of a Graphical User Interface that became a Tangible User Interface. The presentation introduced a novel approach to collecting, editing and performing visual and sound clips in real time.

    The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It was shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing.

    Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland were presented and discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform were addressed.

    I uploaded my presentation in .pdf format here

    Paper in .pdf


  • 12SepInteract 2007 presentation

    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!

    Today at Interact 2007 I presented my research conducted from 2002 until 2005. I presented the story of a Graphical User Interface that became a Tangible User Interface. The presentation introduced a novel approach to collecting, editing and performing visual and sound clips in real time.

    The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It was shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing.

    Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland were presented and discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform were addressed.

    I uploaded my presentation in .pdf format here

    Paper in .pdf


  • 01OctLifestyle in 2057

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    2057 EP1 The Body featured on Discovery Channel offers mixed information between current research explorations and fictional scenarios of our lifestyle in 2057.

    It is a nice effort in considering what is being done in HCI and medical research which converges into everyday scenarios. Under its over dramatic tone, the examples are sometimes tacky and stereotypical. The show could have incorporated other important issues such as affordable cutting edge technological solutions for the rest of world.

    This video is fun and accessible. I loved the transplantation of a human heart, heart that can be 3d printed! Presenting a vision for a future lifestyle, this video reminds me of the American Look (1958): America lifestyle in the 50’s with its *idealistic* sense for design.


  • 02OctSketch furniture

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    Sketch furniture by Front allows sketching onto space to become an object.

    Motion Capture translates motions into 3D-files and are used in this project to simply record the tip of a pen when people draw pieces of furniture in the air. Rapid Prototyping is a technique that materializes 3D-files. A laser beam builds the 3D-file layer by layer within a liquid plastic material. Every 0.1mm the liquid harden by a laser beam. After a few hours, the 3D-files come out as materialized pieces. The Sketch Furniture project in Japan is made in collaboration with Barry Friedman Ltd. Tokyo Wonder Site Aoyama and Crescent.


  • 20OctChrono Shredder

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    The Chrono_Shredder is a device that makes past time tangible. It is a hybrid between calendar, clock and waste producing automaton. It has no on/off-button, thus it is unstoppable, just like time. It features the 365 days of the year represented on a paper-roll. The paper-roll is led through a hacked paper-shredder, which is programmed to use exactly 24 hours to shred one “day”.

    Designed by Susanna Hertrich the Chrono Shredder invents a near-future scenario, in which people have embraced human hibernation as common practice and efficient method to delay their natural ageing. The chrono_shredder is one product from a fictional series of products, which are developed under the umbrella of “memento vivere” (remember that you also have to live your life). Those products target at people with hibernation obsession.