Difference between revisions of "project02:Idea"

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(Behavior)
(Behavior)
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<strong>Main Goal</strong>
 
<strong>Main Goal</strong>
  
The environment defines us and we contribute to the molding of our environment. The attitude towards it, influences the interactions and, in the end, the physical form. Changing the user’s perception of the everyday environment comes with changing his attitude and behaviour towards what we perceive as inanimate objects.As children role play with their dolls, we see the environment as a real-time interaction with what seem to be lifeless objects. But what if the things around us have <italic>a life of their own.</italic> How do we deal with that? What do we do with that.
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The environment defines us and we contribute to the molding of our environment. The attitude towards it, influences the interactions and, in the end, the physical form. Changing the user’s perception of the everyday environment comes with changing his attitude and behaviour towards what we perceive as inanimate objects.As children role play with their dolls, we see the environment as a real-time interaction with what seem to be lifeless objects. But what if the things around us have <cursive>a life of their own.</cursive> How do we deal with that? What do we do with that.
  
 
[[File:Morphing.jpg|850px]]
 
[[File:Morphing.jpg|850px]]

Revision as of 16:18, 26 June 2014


Banner group2.png
Banner group2 dark.png

THE IDEA



The user is the explorer

Explorer

The users are explorers. The context change how people behave in it and it changes the behavior of the users. The Living Room wants an interaction relationship with the user that will make him ask questions about his attitude towards daily objects. The learning process of the user focuses on exploration rather than having something taught beforehand. The environment isn't an entity purely shaped by the people.The user is not omniscient, but in a continuous learning process that relies on his senses when it comes to its environment. Familiarity breeds contempt. So people tend to be complacent to the day to day things. What we envision is to take the regular living room and change the perception of the regular.

Explorer.jpg

Behavior

Main Goal

The environment defines us and we contribute to the molding of our environment. The attitude towards it, influences the interactions and, in the end, the physical form. Changing the user’s perception of the everyday environment comes with changing his attitude and behaviour towards what we perceive as inanimate objects.As children role play with their dolls, we see the environment as a real-time interaction with what seem to be lifeless objects. But what if the things around us have <cursive>a life of their own.</cursive> How do we deal with that? What do we do with that.

Morphing.jpg

Interaction

Invites user to discover it's possibilities.

Interaction user.jpg

Movement

Transformation - transition different configuration
Shiver through whole body
Local (group) response: inflating and deflating

Breathing

Breathing.jpg

Arm

Arm combined.jpg

Shelter

Shelter combined.jpg

Lights

General: more air through hoses/installation, more light
Guiding: flickering
Communication between users > (same) colour connecting people

Interaction Distances

01. Movement - IR Sensor, attached to the ceiling
02. Movement + Lights - IR Sensor, attached to the ceiling
03. Microscale - IR Sensor, LDR Sensor attached inside the inflatables

Interaction Distances.jpg

Set-Up

Air Supply These two diagrams show our set-up for the air supply. The diagram on the left makes clear how we get air in the surfaces in the configuration and the diagram on the right shows how we supply the joints of air.

SupplySurfaces.jpg SupplyJoints.jpg