Monthly Archives: December 2014

Final Presentation Schedule

6:05 – 6:20 Park Talk

6:30 – 6:45 Jared

6:55 – 7:10 Flux

7:20 – 7:35 Break

7:50 – 8:05  Malm

8:15 – 8:30 Tapper


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Team Jared Final Prototype

We when out to Union Square and 3rd Ave to interview people and collect media, pictures and video. Our goal was to collect information from each area to influence the content we are making within the subway.

Area right by the 3rd Ave. stop.


The north end pavilion in Union Square.


Patterns and color schemes for 3rd Ave’s subway stop.


Patterns and iconography for Union Square.




Possible Audio:

3rd Ave’s subway stop: 3rd Av

Union Square: 14thUS


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Team Tapper—FINAL prototype

Our 4th prototype, watch the video here.

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Team MALM final prototype

Our last iteration was a feed the frog inter-borough battle in the studio. We simulated the catapult experience with plastic spoons and paper:

IMG_1340  IMG_1350  IMG_1349  IMG_1348


  • There was a learning curve with the game, it wasn’t easy to ‘catapult’ paper balls into the frogs mouth.
  • People learned fast though, and started adjusting their distance from the frog/ the amount of pressure they applied to the spoons while launching paper balls
  • Towards the end they started to grab any paper ball they could find and seemed to forget that their points were being counted using the colour of the borough they were representing
  • People got creative with their strategies on how to get the most paper balls in given the allotted time.  Luke, for instance, kept his set of paper balls in his shirt pocket so he didn’t bend down and reload each time.
  • Is there someone we can assign to collect the paper balls that end up on the ground instead of the basket?  Some players ran out of paper balls and had to restock by running around picking them up.
  • the game was fun and intense. It created a lot energy and excitement not only for players, but for the viewers of the game too.

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Flux Final Iteration

This week we worked a lot on making the prototype more engaging for passers-by. We wanted to involve the actual passing pedestrians in the light show. To achieve this we collaborated on pseudo-code to try and add projector and video functionality. Sam W dove into a Processing sketch that incorporated a video library and a color sensor. After some trial and error we were able to get a live feed, choose a certain range of pixels (roughly one third of the way down the screen, as seen below) and then map those pixels across the full height of the screen. When we translated this to the projected image on the floor the effect was much more compelling and could hopefully help pedestrians recognize the connection between their attire and the projected image.

Photo Dec 03, 12 41 41 PM

The physical prototype proved to be a bit more time-consuming, somehow. We set out to build a system which would let us position the projector vertically and scatter the light across the floor nearby. We took some rough measurements and built a second prototype. Its visual effect left something to be desired, largely because the angle and height were incorrect. We returned to the VFL to adjust the design and came out with a much more effective product. We will be using this in our final presentation and video.

Below you’ll see some stills from our earlier and more recent prototypes.




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Park Talk Final Iteration – “Make Your Mark”

Final Stretch . . . Park-talk final iteration was conducted at SVA Interaction Design studio Friday @ 1pm.  A personalized profile drawn Badges were made to represent each student from the class of 2015.  Each badge was laid out with a hand-drawn caricature, an unfinished prompt eliciting individual’s activity to be written in upon deciding the location to leave their mark within the studio.

Our approach was basically to create an analog opinion/poll/choice/input that gets placed AT the location rather than on a map, and by “locals” of the studio.

The result– students reacted favorably to the prototype because it’s amusing to see the range of commentary – some comments are practical, others are inside-jokes/humorous that would be understood within the local community that inhabited the 3rd floor of Interaction Design program at 136 W. 21st NY, NY.

Our final prototype elicited a sense of whimsy  and playfulness prompted by the design but really only actualized and the story to come in full fruition based on the participation by the community themselves. The collected identities left at each location expressed the various “personalities” to come through the studio, giving a sense of “aliveness” and a sense of belonging and/or community to the locals inhabitant.  The markers left by the “locals” were a co-creation that we could not have imagined by pure design alone.

Here are the results of the outcome of the prototype which is grouped by similar location:

North Classroom/Breakout Rooms


Kitchen/Dining Area


Lounge Area


Student Lab

student lab area

Men’s Loo

mens loo

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Week 13 News

Class Recap

This week, class began with each group presenting their Calvino design fiction. Then Michael walked us through some examples of design deliverables and gave us a tour of ESI. Finally, each group shared and got feedback on their slide outlines.


Each group completes a final iteration that represents the culmination of their idea and post documentation by Sunday. Please focus on the prototype this week, since the final presentation will not be due until the week after next. File your documentation under the Final project – final prototype category.

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Team MALM – Tin Cans in Euphemia

Here is a quote from Calvino’s description of Euphemia, page 36. We’ve inserted our concept in bold:

You do not come to Euphemia only to buy and sell, but also because at night, by the fires all around the market, seated on sacks or barrels or stretched out on piles of carpets, at each word that one man

sees on his tin can

— such as “wolf,” “sister,” “hidden treasure,” “battle,” “scabies,” “lovers” — the others tell, each one, his tale of wolves, sisters, treasures, scabies, lovers, battles…

through his tin can, among the endless network of strings, under the starry night sky…

…And you know that in the long journey ahead of you. when to keep awake against the camel’s swaying or the junk’s rocking. you start summoning up your memories one by one, your wolf will have become another wolf, your sister a different sister, your battle other battles, on your return from Euphemia, the city where memory is traded at every solstice and at every equinox.



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Team Tapper: Barcade in the city of Perinthia (Invisible Cities)

In the final planning stages of the city of Perinthia, in the center point of the city, the stars and the moon are projected onto the roads to bring the people together at the town square.

The astronomers’ hopes are to provide a home all cultures and nationalities.

At this big open space, there are long tables for people to congregate and socialize. A map of the city of stars is projected onto the tabletops for the people to talk over and about.

They embrace their various different backgrounds and gain interests in each other. Rich stories are overheard every night.

When they part ways, each leave behind a token of their culture and once in their respected homes they are able to share their memories which is displayed on the surrounding square for all to see.

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Team Flux: Armilla

Photo Jul 26, 4 22 11 PM
Abandoned before or after it was inhabited, Armilla cannot be called deserted. At any hour, raising your eyes among the pipes, you are likely to glimpse a young woman, or many young women, slender, not tall of stature, luxuriating in the bathtubs or arching their backs under the showers suspended in the void, washing or drying or perfuming themselves, or combing their long hair at a mirror. In the sun, the threads of water fanning from the showers glisten, the jets of the taps, the spurts, the splashes, the sponges’ suds.

A naiad rises from a bathing pool, glistening with water droplets. Her dusky eyes sweep the scene, dazzled by the ever-changing water surfaces all around. She leaps effortlessly across a steep drop from the pool to a small shower platform. A cascade of drops fall to the dry earth far below.


She eases her way through another fluid curtain, light and water intermingling in the blinding heights. She sees a walkway up ahead cast in bright sun and walks along it. Her skin dries slightly as she moves forward toward a wide, cool chamber. As she enters, directly ahead of her she sees that one entire wall of the chamber is made of yet another curtain of water. This one is much stronger and heavier than the others she’s seen before. It is clear that one step into the font would carry her over the edge, so she instead walks up to it and then veers along just behind it.


The water is so torrential that it largely obscures the bright sunlight to which she and her sisters are accustomed. As she walks along the water wall it gives way here and there to streams of bright, warming light. The interplay between the stretches of cool shade and the extravagant warmth and brightness of the light channels is refreshing and sensual after so much time spent among the glare and vibrance of the waters of Armilla. Our naiad knows that when she needs a respite she’ll return to the chamber once more and luxuriate in the cooling, calming shadows cast by the wall of water.


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