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Posts tagged ‘projects’

Jealous Furniture

Jan 2009

Aim: critic the time we spend on a computer and not enjoying real life. Play with how machines can express human emotions.

Description: Playing with the Real versus Virtual, Jealous Furniture critic the time we spent nowadays in front of a computer, connected to the “Virtual World” instead of enjoying the pleasure of “reality”. A set of objects will be designed that adapt ” jealous” behaviors, calling or attention or disturbing you. Ex: a lamp( extreme importance for the perception/function of the space) that moves and dim disturbing the space if you spend to much time online; a bookshelf that throws books to the floor or to you, criticizing that nowadays we don’t read anymore but we scan data from website to website without absorbing and understanding it’s meaning

PostMortem: I really like this project. It is a design intervention that worked really well. I think that the only thing I could improve is the final look of the bookshelf and the lamp that needs more work.

I still think that one of my initial ideas was to have street furniture on the streets on the city to have critical behaviors. What I don’t know ?

Please Do Disturb

Jan 2009

Aim: create social interactions in the context of a building/ apartment

Description: Please do disturb is a social experiment, a community based project that aims to encourage social interaction in the context of a building. How many neighbors do you know in the building where you live ? do you interact with them ? The idea of this project came from the “Please don’t disturb sign” that normally we see in hostels and subvert it’s meaning by creating a visual system that invite people to disturb. I thought that the perfect place for this to occur is a building. Shared by so many people that don’t know each other or if do, don’t say more than a “Hi!” or ” Bye!” .Instead of using the signs posted in the door of each apartment, the idea is that each person when wanted to be disturb, should post a sign in the mailboxes. The mailboxes acts as a “shortcut” for the door, since it is visible to all the persons that lived and that entered in the building.

PostMortem: This is a project that was never tested. It still needs to be designed to work better and to improve it’s usability. A critic that I received when I presented was that why I was developing it with paper ( analog) and not with technology? I think that maybe because I really like it to have this more informal look or raw or maybe because I wanted to create a system that could be used everywhere and by everyone, without requiring a computer or any kind of tech to be installed.  The critic also was talking about the fact that a person living on the 6 floor had to come downstairs to “updated” their status but in part I think I wanted to put action/responsibility on people to make it work.

Today I think a little bit different. First after a while, people loose interested but with or without technology. But I still would like to test with and without technology. Improve the same system, build and test. And design a new system to work with cellphones and sms – since everyone has one and every cellphone has the ability of sending sms ( to the system – not to individual neighbors – the privacy will be maintain).


Jan 2009

Aim: create social interactions in the context of a museum

Description: Create a device that enriches the experience of visiting a museum at the same time that allows social interactions by connecting visitors with similar experiences. When visiting a museum our emotions are constantly changing. We like some artworks that we see, we don’t like others and our body responds differently according to the stimulus received/given from an artwork. What if we could map the emotional responses of our body in relation with what we are experiencing? Later on we can have access to that information and visualize how our emotions changed during the visit to the museum and see, for example, how our body reacted to a specific artwork that we really liked. ( only one part was developed..)

PostMortem: I develop this project for my final for PhyComp and ICM. It was really important to me because made understand that I was learning not only the tools and specific programming languages but learning how to loose fear in doing anything else that I wanted. Today the project itself is not so important has the lesson that I took from it. At the time I think I was a little bit to much enthusiastic about technology and about affective computing. I think it is a very interesting project but I guess that people are not so open to have their private/intimate data floating around and networked. If I do it today I completely removed the part that the artworks are logged according to the GSR of the user but probably made him take that decision.

I still think that museums are very rich and powerful social and culture spaces. I think the culture and education side are very well explored but not so much the social function that museums can pratice (?).


Jan 2009

Aim: create social interactions in the context of the park

Description: An object that ” lives” in public spaces and needs simultaneous human voice input to “live”. It works as communication device and it aims to encourage social interaction in public spaces. The object is reacting to the input of the participants, inflating and deflating based on the amount of input from the participants. If you don’t talk with it, he will “die/fall” and if people make talk through “him”, he ´ll become bigger/stronger and happier.



Jan 2009


Aim: create social interactions in the context of the subway

Description: Subtalk is a social experiment which aims to encourage social interactions in the subways of New York City. It´s an instruction based project where people are invited to change /exchange specific given objects (ex.throwaway cameras) while riding the subway trains. Such objects and instructions are given to participants on the starting points of subway lines which they must pass on to another passenger. These objects are not allowed to go over ground and must remain underground – within the subway network. The objects will function as an interface for social interactions and at the same time they will document the interactions. We hope that such actions and exchanges will create happenstance interactions within the subway network.


People really enjoyed and embraced the project, as I and Vaibhav. Around 16 kit’s were distributed at the headquarters of Conflux but only one arrived at my door after 2, 3 weeks. I was really happy at that moment, since I was waiting anxious for it.

After, for the Applications assignment at ITP, I decided to do the same project in the context of a bus. Having the opportunity to be present, observe and talk with people about it was really important for me and for the project.

One of the big problem that I think is the problem is to ask people to take a picture. Of themselves or even worst, ask to take a photo of another person. While on the bus, some many people refused taking pictures. Another problem is that the chain – the number of people needed to complete the project – ideally has to match the number of pictures that the disposable camera has, 24 – it too much. The experimental side of the project requires, in my opinion that less people need to be involved to increase the chance of the package return to home. Maybe also the idea of the project get dissolved as more people are involved.

But still I think that the camera is the very good interface for the purpose. Maybe another objects could be used.



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