2016

cheung_elaine

THE INTERNET OF CONSCIOUSNESS, Elaine Cheung

The Internet of Consciousness explores the changing design landscape around altered consciousness and imagines a suite of products that cater to a user’s journey into the self. The wearable system augments the experiences of daily life, integrating mind, body, and spirit, to produce a new kind of altered experiential consciousness. The project takes a self-reflective, therapeutic approach to society’s pervasive drug culture and uses technology of the body to physicalize and visualize new states of awareness.

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guo_Giselle

THE TASTING MENU, Xin Guo

The Tasting Menu is a first-person video that speculates on how 3D printing, automation, and mechanization will impact the fine dining experience. This video introduces the viewer to a dining experience with 3D food printers, tiny foraging robots, and drone-printed cakes. The project questions how new technologies might find their a place and expression in culinary events and fine dining performance.

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hong_jay

ANTON IN WONDERLAND, Jay Hong

Anton in Wonderland takes place in a parallel world where people live happily. Thanks to augmented reality (AR) headgear that mediates the lifestyle and emotion of the wearer in relation to others, people in Wonderland live in the “right place” with the “right people.” The project’s speculative technology proposes an augmented environment built on data that supports everlasting user happiness.

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li_qingyi

MAKE UP CIRCUITS, QingYi Li

Make Up Circuits is a systematic form of communication that starts from the skin. Using on-body technology and conductive make-up, the project enables users to construct circuity connections across their body surfaces, including the face and limbs. Cross-user touching can form new circuits to create networks between bodies. Make Up Circuits critiques contemporary wearable technology which prioritizes focused interaction with individual devices, detracting users’ attention from self and other.

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meehan_nick

I’M FEELING…, Nick Meehan

As consuming and interpreting information has ballooned beyond human capacity, people are increasingly reliant on computation and algorithms to interpret the world around them. I’m Feeling… is a set of projects that give users greater agency over the curatorial algorithms that define their knowledge output. The project promotes the design of systems in which people are empowered with algorithms rather than by algorithms.

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oftadeh_faith

BORED IN SPACE: RITUALS IN CLOSED LOOP ENVIRONMENTS, Faith Oftadeh

Bored in Space: Rituals in Closed Loop Environments explores the design of varied experiences and new ritual practices in the context of Mars colonization. The project examines how the engineering-dominant organizations that are leading colonization efforts tend to neglect the full spectrum of psychological human need. Therefore Bored in Space calls attention to the importance of rituals to human experience, in any context.

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shen_shan

STORAGE PROXIES AND OBJECT SPIRITS: MANAGING OUR STUFF IN THE POST-OWNERSHIP ERA, Shan Shen

Storage Proxies and Object Spirits: Managing Our Stuff in the Post-Ownership Era uses speculative narratives, scenarios, prototypes, and diagrams to illustrate a proposed leasing and renting economy. In this scenario, self-storage spaces become hybrid spaces—digital holograms at home, remote physical store rooms—for storing, leasing, and renting unused objects. The project imagines life with these new holographic “spirits” populating our lives.

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sweidan_selwa

QUANTUM WANDERING SEARCH, Selwa Sweidan

In Quantum Wandering Search, uncertainty is used as a basis for the design of search and machine learning systems. Using performance research, simulation studies, and expert interviews, this body of work collides notions of improvisation, wandering, and quantum data to investigate human and computational cognition in the slippages between body and data.

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trofimov_shixieShi

THE LEAGUE OF RESEARCH, Shixie Shi Trofimov

The League of Research is a gamified collaborative writing platform for generating scientific research papers. The reality of working in science is messy, political, and often emotional, while the final outcome can appear objective and uninvolved. The project playfully reconciles the reality with the myth of scientific research, and aims to inspire thoughtful production and consumption of science.

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wang_nan

QUANTIFIED SELF 2.0: DATA FABRICATION LAB, Nan Wang

Quantified Self 2.0: Data Fabrication Lab imagines objects that fabricate themselves by doing experiments with human data. By defying the standardized forms and design conventions of contemporary wearable devices, the project asks: What is our role as humans in a data-embodied object system? What are the implications of giving objects more power and allowing them to give form to themselves?

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ying_zhihan

LANDSCAPED VISION: AUGMENTED REALITY AND THE CHINESE GARDEN, Zhihan Ying

Landscaped Vision: Augmented Reality and the Chinese Garden examines the potential of augmented reality (AR) as a tool for re-ordering real-time spatial experience. When combined with Chinese garden design methods such as Blocking Scenery (障景), Leaking Through Scenery (漏景), and Access to Secrets by Detours (曲径通幽), AR can turn an ancient practice into a near-future form of spatial experience. In the project’s working AR studies, different design principles are brought to life in response to users’ behaviors, creating a novel form of spatial design.

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2015

2014

Kizu_spaceVsLand

SPACE vs. LAND, Matt Kizu

Space vs. Land is a satirical critique of Monsanto’s ability to redefine agricultural property through the use of genetically modified seeds and legal and economic forces.

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Gaitonde_areYouStillThere

ARE YOU STILL THERE? Divya Gaitonde

Are You Still There? is a speculative digital service that allows all or part of an individual to attend social events—through a combination of in-person and remote participation with friends and loved ones.

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Fooshee

NOTHING HIDES, Aaron Fooshee

Nothing Hides creates an exhibit of the spoils of a hunt: amalgams of technology and the mapped bodies of compromised avatars that show the subjugation of form by the painterly, hackerly, photographer-artist-hunter.

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Han

RECODER, Sangwoo Han

REcoder is a speech-modification device that uses algorithmic filters that allow users to avoid detection depending on who the listener is—a human or a machine.

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2013

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PRAIRIE HUM, Sarah Needham

Prairie Hum, based on the latest advances in microrobotics and biological ecosystems, envisions a family farm that includes a hive of robotic bees whose lifecycle—from launch to mechanical fatigue—is built upon sustainable practices that lead to new architectures and landforms.

Project Site

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DECLARATIONS OF INTERDEPENDENCE, John Ryan

Declarations of Interdependence provides alternative models of interaction that are group-centered rather than user-centered. The project critiques the centrality of the individual in Western society and looks at how social media and human-computer interfaces reinforce this worldview.

Project Site

Jessica2

OBJECTIVE DEVICES, Jessica Lee

Objective Devices combine physics, chance, and superstition. The interactive devices include Quantum Trader whose geiger counter detects radioactive signals that determine trades on the open stock market. It’s currently up thirty points.

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MODERN SHAPESHIFTING, Katherine Miyake

In Modern Shapeshifting, sensors and receivers allow one to experience the world through bodily sensations that are otherwise impossible due to distance or scale, from traffic that encircles your torso to trade winds that blow down your back. 

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PLAYING OUTSIDE: AN ALGORITHM RECITAL, Tanner Teale

Playing Outside: An Algorithm Recital is a series of projects that play with the performance of algorithms in our daily lives. The work attempts to expose these immaterial structures by perverting their intended purpose and revealing the fragility of ubiquitous systems.

Project Site

2012

bora

BE MY SATELLITE, Bora Shin

In the eye of the satellite, you are not even a pixel. Be My Satellite allows us to experience the invisible phenomenon of satellite photography through open-source satellite tracking data, a low-tech balloon camera, and collaborative satellite image-hacking. The project brings design and science together to build awareness of the presence, effects, and possibilities of ubiquitous geospatial imaging in our daily lives.

Project Site

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SOFT PUBLICS, Michael Manalo

Soft Publics is a mobile partition system designed for the “political space” of the Los Angeles streetscape: parking stalls, the right of way and setbacks of buildings (as defined by the municipal code). The modular system ‘screens’ and ‘whites out’ buildings, signage and other aspects of a site to provoke new uses for these spaces, including exercises of speech and demonstrating through occupying.

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MANOS

THE EMPEROR’S NEW POST-ITS™, Matthew Manos

The Emperor’s New Post-Its™ is a collection of business-design methodologies that use hyperbole to provoke critical discourse around the notion of “design thinking.” The project is meant to be a catalyst for the development of new approaches to the entrepreneurial endeavor.

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AURELIA

THIS, THAT, AND THE OTHERS, Aurelia Friedland

We live in a world of if/then’s, from our engineered landscapes, networks, and systems to the tools with which we design them. This, That, and the Othersuses narrative simulations, built in Google SketchUp, to imagine techno-urban landscapes that look beyond the if/thens to the how so’s.

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aarti

TEMPLE OF SELF, Aarti Vashisht

Temple of Self brings together the biological self and the artificial self by probing a future where self sensing and tracking become an obsessive norm. The project, a set of stories about devices worn by participants for weeks on end, forces us to confront what happens when the body itself becomes the conduit for information.

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DEE

PROJECT GOODCRY, Dee Kim

Project Goodcry explores the act of crying and its relationship to media in digital space, domestic space and public space. A series of prototypes for social media, interactive television, and a public booth, question the need for stimulation, communication and expression in a mediated social environment.

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SAL

THE AFFECTION STATIONS, Salvador Orara

Affection Stations detect the internal mysteries of our electronic devices. A collection of interactive experiences allow people to interpret, listen, and transcode their own device’s unique incidental sound, revealing it to be more than a tool, toy, or gizmo but a source of greater meaning.

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ADAM

AISTHETIKA, Adam Fischbach

What if an object, like a doorknob, could tell us about another person’s state of mind? Through a network of texture- and pattern-based interfaces in a home, Aisthetika explores how haptic feedback of biophysical and environmental data augments how we perceive our interactions with objects and each other.

Project Site

Web

KINETIC CUISINE, Rubina Ramchandani

Kinetic Cuisine is a gestural interface for cooking that amplifies the memories and sensuality that make cooking one of our most intimate and deeply cultural experiences. The project envisions a system that learns and responds to the user’s body while preparing food in the kitchen.

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chiao

I.N.T.E.R.V.A.L.S, Chiao Ho

Together, Slow Letter, Dandelion, and White Lies create a communication system whose distortions challenge the instantaneity of digital communication. By exchanging convenience and practicality for hidden subjective and emotional values, the applications expose a need for complex human expression that could never be satisfied by a single “SEND” button.

Project Site

link

DASH GARDEN, Link Huang

Situated in a near-future autonomous automobile, Dash Garden is a system of interactive objects that are physically responsive to both the user and the environment. At the point where active information display and active user input meet, the system transforms raw data into a personal ecology of shape-shifting devices.

Project Site

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POPULIST GET A JOB
, Dustin York

Populists Get a Job investigates the idea that democratic protests against the existing economic or political reality can evolve into factions of locally-run communal business enterprises. This project is a critical provocation that asks how the ideals of democracy and the laws of economic markets can merge together for the disenfranchised, so that they may innovate and earn for themselves the future they deserve.

Project Site

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PORTALS (AND FRIENDS)
, Jayne Vidheecharoen

Portals (and friends) introduces a way to play together that is unique to today’s network culture. A collage of portals, poppets, emoties, and grabatars are deployed in Google Street View while rovosand peeps play in a corresponding physical location. The result is a real-time hybrid experience unfazed by notions of space, time, and authorship.

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bROOKLYN

A MACHINE FRAME OF MIND, Brooklyn Brown

A Machine Frame of Mind invites speculation about the wonderfully strange role of artificial intelligence in our lives. Using computer vision as design material, the project presents the machine’s perspective as a source of pleasure, the result of radically different analytical capabilities, the increasing ambiguity of human identity, and the creation of the abstract, computerized self.

Project Site

2011

yang

ORDINARY EPISTEMES, Sue Yang

Ordinary Epistemes mines the tension between objective knowledge and subjective perception by contextualizing abstract phenomena we experience ordinarily. The project defines our epistemic challenges to ‘know’ as the process of creating engaging media, the ‘thought instruments.’

Project Site

hwang

STRANGE COMPANIONS, Jiha Hwang

Strange Companions asks us to experience a new type of robotic companion with unexpected and idiosyncratic behaviors. Through a series of visual studies the audience can imagine how such creatures might behave in their living spaces.

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MYRIAD ACCOUNTS, Julianne Weiss

Written and performed live, Myriad Accounts positions multiple writers beside one another as they record their surroundings textually in real time. This arrangement and its dynamic publishing mechanism allow readers to experience multifarious linguistic and personal reactions to the real.

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chien

HIJACKERS, Yuin Chien

Hijackers is a radical response to patterns of interface design that predict user behavior. These mash-ups of hacked web technology and quirky human expressions illuminate our complicity in the digital status quo.

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inabsentia

IN ABSTENSIA, Sara Moore

In absentia explores how emergent technologies can assist in the processes of personal grieving. Through scientifically- and technologically-informed design, this speculative project creates new rituals and artifacts to help us remember our deceased and deal with death.

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AUGMENTABLE, BELIEVABLE, IMPROVABLE AND INVISIBLE, Ina Xi

Augmentable, Believable, Improvable and Invisible investigates how social media users craft virtual identities, manage reputations and augment real-world relationships by sharing misleading personal information. The project envisions services that incorporate deception as a fundamental affordance of the social networking experience.

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liao

COLLABORATIVE PERCEPTION, Scott Liao

Collaborative Perception researches the affordances of low-cost technologies as tools for participatory storytelling, reconsidering the use of two-dimensional media content. The approach creates a multi-layered authoring space that can be explored with the audience’s imagination and curiosity.

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MINDING THE GAP, Hye Mi Kim

Minding the Gap is an investigation into the ambiguity of data sets, reexamining scientific and technological data. Through exposure, study, and the illustration of gaps, data is transformed from a barometer of reality into a space filled with subjective and imaginative interpretation.

Project Site

lara

BODY 2.0, Daniel Lara

Body 2.0 embraces the day-to-day complexities that are a byproduct of “Ubiquitous Body Computing” and a fully networked world. The project focuses on the unique features, uncommon banalities and possible absurdities of our near future.

Project Site

darden

A SCREEN IS A STAGE IS A SET IS A STORY, Manny Darden

A Screen is a Stage is a Set is a Story explores the creation of immersive narratives, distributing a single story across multiple viewing spaces. Drawing on the principles of scenography, this project addresses both physical and digital design in its engagement with the audience.

Project Site

ramos

OBJECT COMPRESSION, Ana Ramos

We define ourselves through the objects we own. Using fire as a catalyst, Object Compression (OBCO) is a service that synthesizes the most valuable aspects of one’s objects, compressing them into a single essential item. The project challenges consumer culture, planned obsolescence and what is worth inheriting.

Project Site

braidwood

LISTENING INSTRUMENTS, Alex Braidwood

Listening Instruments is a set of inventions that transform the relationship between people and the noise in their environment. The functional prototypes on display are simultaneously devices that respond to their surroundings and tools for manipulating how a user listens.

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oh

THE STORY GETS BETTER, Hoon Oh

The Story Gets Better: Precipitated Experience uses the context of sports to investigate the effects of emerging technologies on relationships among people and spaces. This media-based study inspires speculation about augmented reality, media coverage, and computational environments. Old distinctions begin to collapse.

Project Site

Print

HAPPINESS INITIATIVE, Hae Jin Lee

In a society obsessed with happiness, what kind of genetic, neural, pharmacological and computer technologies may arise to meet people’s increasing desire for happiness? The Happiness Initiative invites people to imagine what it will be like when those technologies enter our daily lives. Will we become happier? What is happiness, after all?

Project Site

2010

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RESTLESS FREETIME, Haemi Yoon

Restless Freetime considers the downtime of electronic objects as an area of investigation for Interaction Design. The project seeks to expose, exaggerate, and shift the master-servant relationship we have with our appliances and household objects.

Project Site

hyang

PARTICIPATORY UNIVERSE, Hyun Ju Yang

Participatory Universe is a visual exploration of ideas from the theory of quantum physics and cosmology that examines how the micro reflects the macro in both process and form. Through in-depth visual analysis, the project reveals how human interactions reflect the immense system of the universe.

Project Site

HunterHdr2

TEXTURE, TOUCH, AND MEANING, Hunter Sebresos

Through a series of studies and prototypes, Texture, Touch, and Meaning looks at alternatives to a screen-saturated future by proposing the ways in which texture, dynamic materials, and the sense of touch could be used in new forms of communication.

Project Site

noh

OBJECT 2.0, Yoo Kyoung Noh

Object 2.0 happens in the near future when the Internet is integrated into everyday objects and spaces. A series of scenarios and physical prototypes suggests new interfaces and demonstrates the world that results: object-generated content, object-oriented social networks, and a coincident ad-hoc network.

Project Site

paek

THE AUTONOMY OF ORDER, Haelim Paek

Anatomy of Order takes a curatorial approach to conversations, Google searches, newspapers, and common objects. By systematically collecting, re-collecting, ordering, and re-ordering, the project explores the gap between perception and truth in the everyday.

Project Site

austin

RESPONSIVE CAUSALITY, Austin Lee

Responsive Causality is an installation of physical objects and digital simulations in which a chain of events moves across these two domains. The project explores how our understanding of movement in architectural space may be reconfigured in a future of digitally-enabled environments.

Project Site

lauritzen

WEB TIME, Chris Lauritzen

Web Time approaches the internet as a time-based media performance, provoking us to consider how we locate, capture and consume our experience of the web. The project offers a cosmological understanding of the web in which Tim Berners-Lee plays God and all time is marked from the moment of the web’s inception.

Project Site

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MEDIA FOR ADVOCACY, Nicole Chan

Media For Advocacy asks what does design research have to offer a grassroots non-profit organization? Working with a local dog rescue group, Chan used multiple media that allowed volunteers to see the organization as a whole and to cultivate creative solutions to the issues that were revealed.

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becker

MARGINALIA, Chris Becker

Marginalia: The Hybrid Textbook connects tangible print media to a digital counterpart. Becker’s hybrid physical + digital prototype exploits the potential of the margin as a communication platform that connects readers in real-time and across history.

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