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BACHELOR OF DESIGN COMPUTING 
& MASTER OF INTERACTION 
DESIGN AND ELECTRONIC ARTS 
GRADUATE CATALOGUE
DESIGN LAB, FACULTY OF ARCHITECTURE, 
DESIGN AND PLANNING 
UNIVERSITY OF SYDNEY 
© 2011 The Faculty of Architecture, Design and Planning at the University 
of Sydney. The individual works belong to their respective owners and are 
published with their approval. No responsibility is accepted by the book’s 
creators, printer or the Faculty for any infringements of copyright relating 
to the work within this publication. Every attempt has been made to ensure 
that the works are original and that the correct designer is attributed to each 
design. No part of this book is to be reproduced without the written consent 
of the Faculty and the student to whom the work belongs.
CRICOS Provider No. 00026A   |   Cover image © WebDirections 2011
Contents
Introduction
By Associate Professor Andy Dong, Head of Design Lab              5
Structuring Play
DeCo & M.IDEA                  6
On Design Computing
The Undergraduates                  8
Self-Directed Play
With Honours                 34
M.IDEA: The Age of Interaction Design & Electronic Art
The Masters                 38
5Interaction design is about the moment.
The moment your body becomes in contact  
with a device.
The moment the device responds to your 
presence.
The moment an interface is produced between 
you and the device.
Such are the moments of attract, relate and 
sustain.
In an interconnected world, this becomes the 
role of the designer, to articulate and construct 
moments of encounter. 
Sometimes you feel the moment of encounter.
Sometimes you hear the moment of encounter. 
Sometimes you are the moment of encounter. 
Sometimes you only bear witness to moments  
of interactions between machines. 
The designer is always there, though, shaping 
the moment of encounter, even if the framing  
of the encounter is only implied or suggested.
It is commonly held that experience of a moment 
is the provenance of the user, whether the user 
is the reader of a literary work or the audience 
at a play or, here, the user of an interactive 
system. Reader-response theory, from the 
literary arts, theorizes that meaning inheres 
not in the text but in the reader or the reading 
community. The range of actual experiences that 
we can experience in any moment seems too 
multifarious to be designed a priori. This makes 
it important for designers to consider what it is 
about moments of encounter that can be made 
available and perceptible to us.
The projects described in this end-of-year 
catalogue introduce a range of moments of 
encounter. At times, you will need to implicate 
yourself in the moment, as you are the trigger. 
At times, you may deliberately and voluntarily 
step back and allow the moment to just happen. 
There are no instructions for how to become 
part of the moment of interaction. The designers 
have created framings, but who is under 
apparent control of the moment is up to you  
to decide.
Let yourself be attracted, related and sustained.
Andy Dong
Head of the Design Lab
The Moment
6Bachelor of Design Computing
B Design Computing (UAC course code: 511102)
Known to our students as ‘DeCo’, after the prefix 
for the units of study we o!er, the Bachelor of 
Design Computing is a three-year undergraduate 
degree in design with electronic media.  
Our students go on to become art directors, 
creative directors, producers, and developers at 
interaction design firms, advertising, marketing 
and public relations agencies, animation houses, 
and IT consulting companies. If you have 
watched a movie on an inflight entertainment 
system, played a video game associated with 
a Hollywood movie, or recorded a movie 
with FOXTEL Remote Record, you’ve already 
used interactive multimedia and applications 
imagined, designed and developed by one of  
our graduates.
This course pushes you to develop your own 
design concepts, and then progress these ideas 
into working systems that are functional and 
a pleasure to use. We emphasise the design 
of interactive systems that excite, enrich user 
experiences, and are technically robust. We 
teach using a studio model, meaning you work 
intensively with your lecturers, tutors, and peers 
to produce new design works. Our flexible 
program includes Australia’s widest choice of 
units in design related disciplines, as well as IT, 
marketing and commerce, arts and sciences. 
This exhibition catalogue shows some of our 
recent graduates’ design work, and for more 
examples, see sydney.edu.au/architecture/
design_lab.
In addition to working with the latest software 
for design including the Adobe Creative Suite, 
3D Studio Max, Final Cut Pro, and Max/MSP, 
we teach a variety of programming languages 
including HTML5, Javascript, Java, PHP, 
and Objective C. Our students deploy their 
interactive multimedia and applications on 
various hardware platforms including iPhone, 
iPad, Android-based mobile phones, multi-touch 
tables, and Arduino microelectronics boards.
We invite you to engage with design in a 
contemporary and forward thinking way in  
the Bachelor of Design Computing course.  
Our course lets you explore your passion 
for design along with the fundamentals of 
computing and electronic media. Our industry 
advisers tell us that they need people who 
can develop technologies and understand the 
relevance and appropriateness of design, and 
this is what we prepare you to do. For students 
who do not meet the ATAR entry score cut-o!, 
we o!er a Flexible Entry Scheme for admission 
with a portfolio. For further information about 
admissions and the degree program, please visit 
our Web site:
sydney.edu.au/architecture/programs_of_study/
undergraduate/design_computing/index.shtml
Structuring Play | DeCo & M.IDEA
7Master of Interaction Design 
and Electronic Art
 
The MIDEA (pronounced “emm-idea”) program 
started with a rather simple premise: provide 
students an opportunity to produce creative 
and innovative interactive multimedia and 
applications using high-end electronic media not 
yet normally found in industry. In other words, 
prepare our graduates to become the future of 
this industry, not what it is currently doing.
If you have never heard of mobile augmented 
reality, reacTIVision, Arduino, Fritzing, or 
SmartSlab, then this catalogue shows you some 
of what you’re missing out on. See in particular 
the MIDEA student works for their Installation 
Studio and Device Studio.
The MIDEA degree is for students who demand 
to be challenged by the integration of the 
newest computing technologies and creative 
design thinking, and who are ready for a 
cutting-edge future in interaction design and 
electronic arts. Most of our students come 
from a first degree in industrial design, visual 
communication, digital media, IT, and the arts. 
They all share an interest in how humans behave 
and will interact with computers, and how art, 
technology and culture have merged in inspiring 
forms of media and interactive systems.  
The course is both technically demanding and 
intellectually challenging, where the creative and 
aesthetic ambitions of design drive technology 
without the loss of rigour in any aspect.
The course teaches four distinct studios, with 
each emphasizing the design and technological 
challenges associated with di!erent aspects  
of interaction design and electronic arts:
Virtual Studio – computer-mediated reality  
and virtuality
Screen Studio – time-based and tangible media
Installation Studio – experimental, responsive 
environments for performance and direct 
engagement
Devices – smart artefacts and everyday objects.
Already, our students have gone on to exciting 
careers in this industry including interaction 
design firms, game design companies, and 
product design firms, or they have made lateral 
moves within their existing jobs. During the 
degree, many have taken on internships  
with companies including Spinifex and  
Amnesia Razorfish.
The course duration is 1.5 years full-time study. 
Although the course is available part-time, 
full-time study is timetabled to run for half of 
Thursday and all day Friday each week to enable 
students to make suitable arrangements with 
their employers (and to be fresh enough to be 
creative!). For further information on the course 
and admissions, please see:
sydney.edu.au/architecture/programs_of_study/
postgraduate/IDEA.shtml. 
8On Design 
Computing
The Undergraduates
9Studying design allows you to be creative and 
learn how to communicate visual, audio and 
tactile media e!ectively.
I am completing a major in digital design. 
Throughout the course I’ve been able to 
work as an individual and in groups to create 
websites, videos, a touch app and other assorted 
programming projects. Design Computing is 
an interesting field to be studying especially 
now that touch technology is becoming more 
commonplace. 
Ben Alcantara
Digital Design Studio: Stop motion LEGO™, Final Cut Pro.
10
In this course I have learnt that design is not 
simply about letting your imagination run wild. 
You have to try and create something that  
not only looks good and is impressive but  
also manages to communicate clearly what  
it achieves. 
You will learn that when you are designing for 
a client, what you had pictured as the perfect 
solution may not turn out to be so. You must 
understand the client’s needs or realise that the 
problem requires you to approach the job in a 
completely di!erent way. 
Be prepared to have your ideas shot down due 
to something as finicky as a misplaced button, 
but never give up; always be open to criticism  
so that you may improve. 
Throughout the course I have had the 
opportunity to experience exciting and 
challenging projects such as creating a social 
network plug-in for web browsers, multi-touch 
table applications, 3D modelling, 2D animation 
as well as Life Drawing.
Benjamin Cha
Information Visualisation Design Studio: Infographic of USA UFO Sightings, Processing.
11
This degree removes you from your comfort 
zone. 
This may not sound appealing for some, but  
for my peers and I, regardless of our tears,  
would always rise to the challenge. 
Some very fond memories were made here, 
which I will always treasure; and the invaluable 
skills and work ethic that I have developed here 
are sure to help me in the future.
Nick D’Souza
3D-Modelling: An Illustration, 
Maya.
12
To me, design is the ability to look at a problem 
and imagine a solution that doesn’t yet exist. It 
is the ability to combine thoughts, feelings and 
inspirations into something outstanding. 
I believe that, as designers, we not only have the 
opportunity to change and capture the world 
around us; we have the opportunity to code, 
assemble, and animate our way into the future. 
 Design Computing is exactly that, with the help 
of technology. This degree has allowed me to 
extend my design skills beyond the traditional 
screen working with technologies such as 
iPhone, Android, touch table interfaces and 
Arduino-based robotics. 
Additionally throughout this degree I gained 
experience in fields such as 3D modelling, 
animation, film photography, web design and 
video filming, editing and post-production. 
I was also chosen as one of three students 
in my year invited to participate in the work 
interANTARCTICA exhibited in Canberra and 
Sydney in 2009. 
Looking to the future I hope to pursue a career 
that will allow me to broaden my design skills 
and have a lasting impact on society.
Nadine DentEn
Independent Study Elective: InterANTARCTICA, Multi-screen installation. 
13
Our group from Design Computing shared 
similar traits in relation to procrastinating and 
leaving assignments to the last milliseconds. 
Despite many long and stressful nights in Room 
313, we were all able to learn a great deal and 
grow closer as a group. Good luck to everyone  
in whatever path you choose. Go kill it!
Adriano Di Palma
Interaction Design Studio: 
GroupShare, Mozilla 
AddOn.
14
I’ll always look back on my time studying 
Design Computing as one of the most fun and 
interesting times in my life.
Any knowledge I have gained during my time 
in Design Computing should be credited to the 
group of highly skilled and experienced lecturers 
who taught us. The broad range of themes and 
directions covered during these three years 
have made it an ideal place to be. My interests 
were focused on the theory behind information 
visualisation and interaction design.
Practically, I was able to gain skills in a number 
of programming languages and design 
environments. I also benefitted from our position 
within the Faculty of Architecture, Design 
and Planning and the access we had to their 
art workshop electives. However, the most 
significant lesson I believe I have learned was 
how to work as a group with the talented and 
interesting people studying alongside me. 
James Dumesny
Information Visualisation Studio: Ambiguous, Processing and Multi-Touch Table.
15
This is what design means to me: making a 
positive e!ect in the environment around me 
through creativity and finding that perfect 
balance between function and form. 
Design Computing has been an eye-opening 
experience in which I was not only able to learn 
about design but also experience it.  Web design 
and development has always been my interest 
and DeCo taught me many skills that I can use in 
this ever-evolving field. I have learnt that great 
design can come from almost anywhere and the 
possibilities are endless. 
This is what inspires me and what makes me 
excited to be a part of the design process.
Throughout the three years at DeCo, I have 
made projects including two-dimensional and 
three-dimensional works, animation, and video. 
My aspiration is to have a career in web design 
and development, and I believe DeCo has given 
me the tools and skills to help me achieve that.
Mark Fonacier
Design Programming:  
Four-Sided Invasion, 
Processing.
16
“I can rage all I want, but in the end, I’m going to finish my challenges to the very end.”
Information Visualisation Studio: The Internet World Explorer, Processing
Real Time Multimedia: Music Visualisation, Processing.
Renato Gaylican
17
The Design Computing degree is not just a 
degree about design; it opens a window to a 
whole new way of viewing the world.
Throughout my degree, I learned the principles 
of design and this allowed me to demonstrate 
my skills more e!ectively and discover my 
creativity in many areas. I really enjoyed the 
course structure as a whole since every subject 
is directly related to the next new subject.  
This enables you to demonstrate your freshly 
learned skills in a di!erent area. 
I want to thank you all my lecturers, tutors 
and classmates with a special thanks to Dr. 
Martin Tomitsch, Dr. onacloV, Dr. Rob Saunders, 
Neil McCann, Melinda Wimborne, and James 
Dumesny. I also have unforgettable memories 
with my classmates, which allows us to make 
strong relationships with each other.
Selhan Haksoz
Independent Study Elective: InterANTARCTICA, Multi-screen installation.
18
Creativity is endless and has no bounds. 
Throughout the three years of this degree,  
I had the chance to experience creativity at  
its prime through designs and friendships.  
These friendships encouraged our creativity 
and design made our three years of minimal 
sleep worth the time we spent at Uni. We have 
been able to design and share an unforgettable 
experience. 
Being able to challenge the briefs given to us 
from our amazing lecturers and trying to outdo 
what has been created the year before was a 
challenge we all accepted and survived. 
We have experienced life outside of the box; 
experienced events and people.
Information Visualisation Studio: Broken Data, 
Mixed Media.
Eva Hung
Thinking outside the box, 2011
19
3D Modeling is the subject that sparked my 
interest in the 3D industry and hopefully in the 
near future I will be able to work in a blockbuster 
movie as a 3D model maker and animator.
I’ve really enjoyed the creative side of the entire 
course in these 3 years. My favourite subject 
would definitely be 3D Modeling because at the 
end everyone got to make something they like 
and had a sense of achievement. 
My projects consist of randomly generated 
programmed graphic images, 3D modeling, 
short film, real-time motion-tracking fluid and 
particle system, and TUIO multi-touch game.
Arthur Jing
3D Modelling: 
Robot-Shinkiro, Maya.
20
“Design is all about creativity. Creative design 
comes from our creative mind.”
What is CREATIVITY? In my opinion, it can be 
divided into three categories: ability, attitude  
and process. 
Creativity is the ability to view, imagine and 
invent something novel in di!erent ways, 
creativity is the ability to adopt alteration, 
change and newness and a willingness to play 
with ideas and possibilities. Creative people 
always need to work hard, keep aware of current 
trends and continually contribute their e!ort 
to improve their ideas and solutions, through 
making gradual alterations and refinements  
to their works.    
I have studied for the past three years about 
“CREATIVITY” with my beloved DECO coworkers 
at the University of Sydney. In this environment,  
I worked with several di!erent team members  
to design and create multiple interactive 
projects, such as multi-touch information 
visualisation and a web browser add-on. 
Through the projects, I have realized the  
value of communication in translating a  
client’s ideas into visual and virtual products. 
It is important to produce visual solutions that 
“inform, inspire and impress.”
Stella Kim
3D Modelling: 
Robot-Shinkiro, Maya.
Interaction Design Studio: Lexicon,  
Mozilla Browser AddOn.
21
For me design is essentially about the ability to 
empathise. 
A designed object becomes a host to interaction 
and as designers we guide this experience in 
such a way that it is intuitive and exciting. 
I have learned that in designing I am always 
creating a narrative and this directs the very 
purposeful selection and placement of elements, 
leading to a design outcome that is aesthetically 
beautiful and e!ective. Today anything that can 
be made digital, will be, and through the fusion 
of design and computing technologies we are 
ultimately changing the ways we communicate, 
interact and collaborate. This is something I’m 
very excited to be a part of. 
Design Computing has given me the knowledge 
and understanding to design and the technical 
ability to bring my ideas to fruition. During my  
degree I have worked with Mozilla Labs in 
creating a cross-cultural social communication 
tool, created an interactive game, a virtual space 
for collaboration, and I’ve also traveled to South 
Korea on exchange, where I was able to work 
with Hyundai in creating gesture based user 
interfaces for future cars.
Harry Mann
Real-Time Multimedia: Temporal Luminescence, 
Processing.
22
The Bachelor of Design Computing has taught 
me how to innovate and think outside the box 
within a design environment. 
While being trained to plan, follow and 
accomplish a strict production schedule,  
I have learnt key skills within programming, 
sound design, Flash animation and other  
visual mediums. 
We have experimented with di!erent kinds of 
user-interaction and explored the many di!erent 
aspects of collaboration and teamwork design 
can bring. 
With my interest in animation, film and visual 
design, I feel that Design Computing has put me 
on the proper path to achieving my dream job.
Rory McPherson
Interaction Design Studio: SmartWheel, Javascript.
23
I am truly inspired by the way that design a!ects 
our everyday life, where beautiful, e!ortless design 
is created from something that is intuitive to 
interact with, easy to learn, and a pleasure to use.
One of the most important things I have 
learnt throughout my years studying Design 
Computing is that design is more than just 
having a good idea. It is about bringing everyone 
into your project: watching the problem in 
action, analysing what designers are doing, 
testing, listening, revisiting, and sooner or later 
you find yourself building beautiful things with 
purpose, bringing small scribbles into reality.
Design Computing to me is more than just 
a degree; it is a community of like-minded 
designers who are passionate about design, 
actively creative and so willing to help. It is a  
real community, and I have been truly inspired 
by the creative people around me.
The collaboration between technology and 
design is expanding and I love how the web is 
shifting to accommodate for mobile devices  
and designed to be more initiative to its users.  
I would love to get on board creating mobile 
web applications and online campaigns for  
all businesses and projects, great and small.
Laura Minchella
Information Visualisation Studio: Fisher Library’s Research Catalogue, Folded Paper.
24
Colours of my words, 2011.
Design Programming: Snow, Processing.
Design is something we cannot avoid. 
It’s everywhere. 
It evolves to suit the user, their needs, and 
context in use. Design Computing helped me to 
use more than just my imagination, to not only 
design to fit the purpose, but to design beyond 
that by speculating and conceptualizing.
Catherine Park
Information Visualisation Studio: Fisher Library’s Research Catalogue, Folded Paper.
25
Design Computing is about the way we interact 
with forms and functions. We design the way 
it would appear to the users and make it more 
intuitive to use, so aesthetics would play an 
important part in the production. 
I believe that it is crucial that interaction design 
be taken into account when creating something 
for use by others; to make time spent with it 
enjoyable and hassle-free. Over this course I 
have learnt to pay attention to the details;  
that it is worthwhile to explore areas that are 
in your own interest and to build upon things 
happening around you. 
Working with graphics has been most enjoyable 
for me and I endeavour to bring out quirkiness 
in my designs to pique interest. Projects that 
I have worked on over the years include film, 
2D animations, 3D modelling, a multi-touch 
application involving information visualisations 
on gambling data, printmaking, life-drawings, 
ceramics, web design and programming 
applications for games.
Roxanne Phan
3D Modelling: Steam Punk Sculpture, Maya.
26
I am a current DeCo [Design Computing] 
student in the final countdown of the semester. 
During these three years I have been introduced 
to a broad spectrum of the extensive possibilities 
in the field of Design and Computing and am 
especially glad to be involved in the studio 
activities in this course
I intended to target my study on graphic design 
when I entered Uni and originally thought that 
DeCo is just the right degree to take. 
It has allowed me to explore my understanding 
of art and technology in this digital age as well  
as opportunities in the field. 
I have had a great experience in this course. 
Kathy Qiu
An Illustration, 2011.
27
The constructive narrative of technology 
over time has produced many physical and 
behavioural legacies within an extremely broad 
timeframe. Products and devices created for 
practical use can be developed in a relatively 
short amount of time when compared to 
our overall technological understanding and 
behaviours, which have developed organically 
over the last century.
My work considers the application of the 
Internet’s capabilities to a!ect and progress 
environments. Once a method or system has been 
developed it can have additional applications; this 
is true for technology and design.
I believe my field of study and learning 
experiences have encompassed both elements; 
long, enduring analysis and quick, real-time 
project development. I have worked in an English 
prep school, an eco store and a stadium bar. 
I have done work experience with a marine 
engineer, and I’ve managed a fair bit of  
gaming too. I have developed a design thought 
process throughout this, learning how and 
why things are done in professional and casual 
environments and then using this understanding 
to improve or simply acknowledge objects and 
systems.
Toby Reid
Human-Computer 
Experience Studio:  
Lightwriting, 
Arduino.
28
I believe design is about the freedom of creative 
expression. It is something that I am inspired by 
because it gives me the opportunity to create, 
but also to manipulate the aesthetics in my 
designs as well as explore di!erent realms in 
terms of their intended functions and the forms 
they become.
Design is everywhere. We are immersed in 
design everyday. It’s what has drawn us to the 
cars that we drive around, to the e-commerce 
websites that we use to do our shopping online.  
I believe that design is what drives whole 
business cultures in ensuring that their  
business environments are easier to navigate.  
The beautiful thing about design that I have 
learnt is that there is no singular approach and 
that it is ever-changing and constantly evolving 
process which in turns allows for fresh and 
innovative ways of going about design. This is 
what makes design exciting, and it’s the reason 
why I have immersed myself so much in design.
Some of the projects that I did in this course 
consist of 3D Modeling, such as my Bath 
Sink, as well as Interaction Design Studio, in 
which my project partner and I designed an 
Internet browser application prototype called 
FaceGROUPS. The issue during the prototype 
was privacy; we wanted to allow users control 
over which people can get to view certain 
content generated by them on Facebook.  
The aim of the FaceGROUPS prototype was,  
“…to streamline the grouping process so users 
are more in control over the information that 
they publish”. 
Betinho Soares
3D Model: Bath Sink, Maya.
29
My dream is to make special e!ects for movies.
I am a very relaxed person when it comes to 
work, but always pull my weight regarding 
teamwork. I find theory challenging, so use my 
creativity to make up for it. My inspirations and 
ideals come from tutorials; I learn and expand 
from what I am taught rather than produce  
what I am told. 
Alan Tran 
3D Modelling: Bionicle, Maya.
30
Design. E!cient. E"ective. Elegant.
Hanley Weng
Internship: Kiosk for Visitor 
Exploration, Multi-touch table 
and C++.
Real-Time Multimedia: Kinect Conducts, Microsoft Kinect, Processing, OpenGL.
31
Design allows my creativity to flow. I receive a 
strong sense of achievement from doing what 
I’m expert in. My belief is: work hard, play harder!
I am a third year Design Computing 
undergraduate, with an Australian-Chinese 
background, and I’m passionate about all 
facets of design. 
I’m seeking a career in the field of design to 
make better use of my degree and experience 
whilst benefitting the client. I’m adaptive to 
di!erent roles; be it designer, photographer, 
program coder, software technician, or  
decision-maker. 
Connie Yan
Interaction Design  
Studio: SharePad,  
HTML and Javascript.
32
The core subjects of Design Computing opened 
my eyes. I understand that this field is not just 
about the technical programming, but also 
about considering the user and design  
elements that make an application, object  
or visual simply “work”. 
This fueled my interest in the field of user-centric 
design and made me aware of how much of it 
a!ected our lives. Unfortunately, that’s all theory, 
so it’s hard to “show”. Nevertheless, I believe 
Design Computing has revealed to me the world 
of visual design and user-centric design.
Adrian Yoong 
Human-Computer 
Experience Design  
Studio, Location-based  
iPhone Game, HTML  
and Javascript.
33
I wish to bring passion and excitement to  
the world.
Design Computing is bringing design and 
technology together and creating a new  
channel to present, communicate and  
interact with the users. 
In Design Computing we learn from visual 
design, web design to user experience design. 
Through these opportunities we gained insight 
into a new generation of technology within the 
design industry. 
In addition, we developed high communication 
level skills as well as creative thinking.  
I particularly enjoyed the graphic design of all 
the projects we’ve done as I value aesthetics  
and believe that visuals are what grab a  
users attention and is also the best way  
to communicate. 
Danielle Yu
Interaction Design Studio: SmartWheel,  
HTML and Javascript.
34
Self- 
Directed  
Play
With Honours
Interaction Design Studio: SmartWheel,  
HTML and Javascript.
35
This project explores ways of improving the 
experience of public transport in Sydney 
through commuter-led e!orts. Sharing and 
visualising data about the performance of 
transport services can potentially aid designers, 
researchers or government bodies in deigning 
more informed transport solutions that adapt to 
the way services are actually used by commuters 
in Sydney. 
‘What the bus’ (www.wtbus.net) is a mobile 
application designed to allow commuters to 
share information about the performance of 
their buses in Sydney. The application allows 
users to easily contribute information about the 
location, lateness and fullness of their buses 
while they wait. 
This information is then combined with 
existing timetable information and fed back to 
commuters in a number of di!erent ways: first, 
by enabling users to view real-time reports 
about their buses; and second, in the form of 
various data visualisations.
The project also explores what the aggregation 
and visualisation of this crowd-sourced data 
can reveal about buses in Sydney, but also 
commuter’s own travel habits. For every bus 
route in Sydney, the application creates a ‘profile’ 
of performance, which can help commuters 
make more informed travel decisions. As well as 
this, the application allows users to reflect on a 
history of their personal travel habits. 
Tamara Chahine 
What the bus, 2011
Mobile application
Honours: What the bus,  
HTML5 and Sencha Touch.
36
Enrolling in Design Computing has opened 
up many opportunities for me in terms of 
academics and work experience. I have been 
lucky enough to embark on an International 
Exchange, and been given the opportunity 
to further my interest in research through an 
Honours year. It was through this degree that 
I was able to develop an interest in wearable 
technology, interactive systems, user interface, 
and interaction design. 
I greatly appreciated the ability to design my 
own degree of study from such broad range 
of classes, from biological sciences to general 
drawing to interactive installations. Even though 
not every class was my favourite, *cough* sound 
design *cough* I can still see the clear benefits 
of everything we have studied. 
In hindsight I am also able to reflect on how 
on the pulse this degree is attuned to the 
latest emerging technologies and techniques. I 
remember back in first year having to theorise a 
design for an application for this new phone that 
had not even arrived into the Australian market. 
It was a strange device with a touch screen, who 
would have thought that was possible? Why 
was I being asked to develop an application 
for something that did not even exist? Well, it 
turns out that phone was an iPhone, and only 
two short years later I would have the skills 
to develop, design and implement a working 
application for it. 
Emma Chee
Honours: Curious  
Whispers 2.0, Arduino. 
37
E!ective design is preceded by a genuine 
consideration of a range of perspectives. 
Completing a project as part of Design 
Computing is the result of a thought process 
that is both analytical and creative. 
My recent Honours work has focused on 
augmenting built environments through 
projection to enhance the control of its 
inhabitants over the space. It is the  
culmination of an arduous, but rewarding,  
cycle of programming, visual design and 
interaction design.
Oliver Dawson
Honours: Augmentid, Microsoft Kinect and Processing.
38
M.IDEA:  
THE AGE OF  
INTERACTION  
DESIGN &  
ELECTRONIC ART
The masters
39
I am an IT consultant gone haywire.
I am now exploring the interactions between 
modern technology, visual art & electronic art 
forms working with time-based media. 
I grew up in Sweden and moved to Sydney in 
order to pursue a Masters in Interaction Design 
and Electronics Arts at University of Sydney.  
Below is a selection of my projects.
MotiBin  
My research (2011.idea9202.net/archives/988) 
identified a user group with high motivation in 
regard to recycling but who still struggle to act 
pro-environmental due to practical constraints 
such as lack of time, lack of money and lack 
of information. MotiBin aims to help these 
users increase their recycling by addressing 
such constraints, primarily allowing its users to 
understand how their individual recycling action 
is making a di!erence.   
Motibin – vimeo.com/31559184 
WWE – The Rock Scissors Paper Game 
WWE – The Rock Scissors Paper Game was 
created on the open hardware platform Arduino 
as part of the MIDEA program at University of 
Sydney.   The device is inspired by the WWE 
wrestling scene where one could imagine the 
wrestlers in the locker rooms before the match 
settling who’s going to win through a game 
of Rock Scissors Paper. This device features 
Mario, Domo kun and Batman as “wrestlers”. 
Two players go head-to-head by selecting one 
wrestler each and placing them in the “arena”.
Music Rick Derringer - Real American    
WWE – vimeo.com/29300830    
eco defenders – By Mikey Ford, David Montero 
& George Bachrach  . Urban Playgrounds  | 
Grid Gallery | Sydney – the grid gallery is a 
media-based public art space, it consists of 
a 15x1 metre large-scale display serving as a 
engaging street-front located in central Sydney.   
Design brief:  Transform the space into an urban 
playground engaging passers-by into playful 
moments of interaction.   
Music:  failotron – Tristan    
eco defenders – vimeo.com/25181390 
Device Studio: WWE – Rock, Paper, Scissors, 
Arduino.
Installation Studio: Eco-Defenders, SmartSlab 
and Processing.
George 
Bachrach
40
“If space junk is the human debris that litters 
the universe, Junkspace is the residue mankind 
leaves on the planet.” – Architect, Rem Koohlaas
The concept was to expand the Grid Gallery to 
encompass the space underneath the Western 
Distributor. Instead of simply promoting media 
screen art/screen interaction, there was a need 
to provide a space that enabled various artistic 
genres to be showcased. The expanded gallery 
space would unify the unnoticed screens of 
the Grid Galley and the ugliness of the Western 
Distributor, hence turning the corner of Erskine 
and Sussex Street into an artistic destination.
The decision to re-use and re-purpose plastic 
bags was to show how we neglect to consider 
the environmental impact of plastic bags – 
according to Clean Up Australia, there are 3.76 
billion plastic bags in landfills. By populating the 
plastic bags around the areas of the screen and 
highway brings attention to the neglected space. 
The plastic bags are metaphors for the neglected 
space in our minds – something we just don’t 
consider, as it doesn’t impact us directly.
Our group Fy. is an art and design collaborative 
trio comprising of Susanne Chan (Artist), Adityo 
Pratomo (Programmer), and Johnny Campos 
(Visualisation/Sound Editing).
Susanne Chan, Johnny Campos &  
Adityo Pratomo
Skin, 2011
Installation Studio: Prototype Sketch for what 
became Skin, 2011. 
Installation Studio: Skin, SmartSlab and Processing.
41
The Making Space universe is concerned with 
the cosmos as a reflection of our society and 
collective human pursuits. Gravity of individual 
atoms each exerts influence on the solar system, 
as a part of something bigger. In human society, 
strangers come together in pursuit of common 
goals. Collective actions ultimately manifests into 
advances in the society we live in now. As stars 
on a starry night, daily actions of single human 
beings are important pieces to a functional 
society as a whole. Each singularity is in relation 
to others as a part of something bigger.
Using motion detection, the viewer uses  
her presence to engage the universe  
while collectively creating it with others.  
Each presence in front of the installation  
draws the universe closer and creates a new 
star in the cosmic scene, progressively filling the 
void.  The universe draws close when the viewer 
is detected, creating an engaging experience, 
while appearing distant and vulnerable when the 
viewer is far and outside detection. The star that 
each individual leaves on the cosmic scene are 
just like our everyday actions that causes small 
changes on society as a whole. Ultimately, on  
the screen, each individual influence builds into  
a powerful scene for others to appreciate.
Kevin Chan, 
Bella Du &  
Jazz Trinos
Making Space, 2011
Interactive Installation
Installation Studio: Making Space, SmartSlab  
and Processing.
42
We wished to create a curious manifestation 
that would spark the interest of the pedestrian 
waiting on the street corner. 
The individual, who, a short time ago was 
waiting on the street in a monotonous state, 
becomes a Flâneur – a wanderer of the street 
who establishes a temporary relationship  
with what he or she sees; engaging in an 
unplanned journey through a landscape,  
where they encounter an entirely new and 
authentic experience.
This is reflected via a projection that appears 
at the foot of the pedestrian. It projects an 
evocative ‘path’, using vivid imagery that leads 
them to the screen where their silhouette is 
reflected back at them. We sought to reward 
their curiosity by creating an experience that  
will immerse them for a period of time.
Once they arrive at the screen, the passerby 
immediately catches sight of their silhouette 
reflecting back at them. As they stand 
motionless for a short period of time,  
colour and movement begin to emerge  
out of their silhouette.
The amount of colour they generate is 
proportional to the amount of time they stand  
in front of the screen. They are creating a piece 
of art that becomes part of the space.
As they move away from the screen, their 
silhouette and their generated colour remains  
on the screen as a remnant of their experience.  
This is left on the screen for others to see.
Stephanie 
Fynn, Heather 
McKinnon &  
Jane Sivieng
A Flâneur’s Trace, 2011
Interactive installation
Installation Studio: A Flâneur’s Trace, SmartSlab  
and Processing.
Installation Studio: Making Space, SmartSlab  
and Processing.
43
Phillip Gough, Adityo Pratomo and Ge Wu 
created installation components for their 
MIDEA research projects. Presenting the 
science of global climate change is a challenge, 
particularly with the prevalence of climate 
denialism. Creative methods of communicating 
environmental science, such as visualisations, are 
needed to engage and inform the public. Art and 
science collaborations are therefore essential for 
climate change education. 
One such concept is Reefs on the Edge,  
an experimental hybrid between art and  
science that fuses marine biology, environmental 
science and multiple art forms to explore coral 
reef habitats and ecosystems threatened by the 
e!ects of climate change. There is an urgent 
need to increase awareness of global climate  
change through innovative new partnerships.  
Education about climate change can be 
improved through science and art collaborations. 
Reefs on the Edge has a strong educational 
focus, and aims to enable education about the 
GBR and the e!ects of climate change. It aims  
to foster important partnerships in science and 
art by having exhibitions in Berlin at WerkStad, 
and in San Francisco at the Exploratorium;  
a science museum that encourages learning  
and discovery.   
Project Director and Concept Designer:  
Dr. onacloV
Three-Channel Video Installation:  
Ge Wu (Goldy) 
Data Visualisation: Philllip Gough 
Tangible User Interface: Adityo Pratomo 
Marine Biologist: Erika Woolsey 
Sound Artist: Michael Bates
Phillip Gough, 
Adityo Pratomo 
& Ge Wu (Goldy)
Reefs on the Edge, 2011
Designed by Artist onacloV in collaboration  
with Marine Biologist Erika Woolsey and  
Sound Artist Michael Bates.
44
Every day, we cross paths with familiar strangers 
– the melancholy man who sits on the same 
seat in the train, the young woman sharing our 
steps to the o"ce building, the teenager with 
the same penchant for our favourite restaurant. 
We are aware of their existence, but we do not 
communicate with them.
...Or do we?
Liquid Light is an interactive video installation 
stemming from the concept of “familiar 
strangers” – people we meet regularly yet fail 
or simply avoid reaching through and striking a 
more direct relationship. It plays with concepts 
of social responsibility and the often-immaterial 
impact each person brings into their surrounding 
environment. 
The artwork alludes to the fluidity of the modern 
social fabric, representing people in the audience 
being connected by shining energy halos linking 
their glowing auras while gliding through ripples 
of dark water. Every now and then, glimpses 
of enlightenment about their shared condition 
are materialised as a fleeting burst of blinding 
white light, only to fade again, in an endless 
continuum.
Human interconnectedness is way stronger than 
we realise. The distances between us are not 
empty spaces, but entities permeated by the 
energies we produce. 
We are inescapably bonded.
Luke Hespanhol, 
Mela Sogono 
and Ge Wu 
(Goldy)
Liquid Light, 2011
Interactive video installation 
Installation Studio: Liquid Light, SmartSlab and 
Processing.
45
It is envisaged that a somewhat larger  
version of this platform will provide healthy 
companionship and intelligent assistance to 
individuals and groups, both in the developed 
and developing world.  
The Rover X is an open prototype, exploring the 
possibilities for a...
“low-cost-high-payload, tracked mobility 
platform…” [otherwise translated as “tank-thing 
that carries stu!”]
His basic capabilities include:
– Autonomous obstacle detection & avoidance
– Exploration mode (free roam!)
– Infra red human tracking (follow me!)
– Remote program selection / speed control
– Eco-regenerative braking / solar option
– Integrated safety cutout & battery monitoring
– Speech control option.
It is also hoped that by open-sourcing the 
plans for the device and its embedded 
software, custom versions of the little Rover 
may find a home globally and even start to 
create a community, Wiki, or user-base online, 
expanding the possibilities beyond the individual 
imagination.
For starter ideas and applications for the  
Rover X, go to: 2011.idea9202.net/?p=2401
Chris Law
RoverX, 2011
Prototype industrial design device
RoverX video – vimeo.com/32142280  
46
Have you ever experienced the hard feelings and 
di"culties of a long distance relationship? 
When I was devising my concept, I thought 
from the user’s perspective. I considered what 
I wanted to get from this device in order to 
overcome the hard feelings and di"culties from 
a long distance relationship as the user. Then I 
think of my own experiences, a situation where 
I really missed my beloved, and wanted to hug 
him. Unfortunately he is not at my side. I try to 
recall the feeling when I hug him – I hear his 
heartbeats. Therefore I created [M]ushion, which 
stands for [My] cushion – private, unique and 
special. M also stands for [miss].
Where: two di!erent locations.
Who: two human beings, one at each location.
What: a pair of cushions; when both sides users 
hug [M]ushion at the same time, the users will 
hear the sound of heartbeats coming through 
from the cushion.
[M]ushion cannot communicate complex 
languages, but the users could express the 
feeling of miss and love to their beloved. 
[M]ushion is not a medicine that saves you  
from homesickness, but it’s like a vitamin,  
that helps provide relief from your symptoms  
of homesickness.
Ka Yu LI (MeL)
[M]ushion, 2011
Device Studio: Mushion, Arduino and Pillow.
47
Ardunie is an animatronic head, which follows 
your position with his eyes when he feels 
that you have spent time enough with him to 
consider you his friend, and, if he is in the mood, 
he will try to engage you in a small talk. The 
head uses motion tracking to keep viewer’s 
attention while it attempts to make a phone 
call to a random number which will be who 
eventually will be dragged into an unexpected 
conversation.
Eco-defenders is an interactive motion-sensing 
urban screen installation. The amount of invaders 
of di!erent colours respond to real data of  
wasted recyclables in the city, dropping an  
item into the right bin will destroy the matching 
invader. Recycle, and save Sydney from 
destruction.
Disturbance is an interactive multi-screen video 
installation about the consequences of getting 
into somebody’s conversation. A pressure pad 
in the middle of the two screens disturbs the 
talking characters and triggers their reaction”
Snow Battle is a simple game for two players 
using smartphones with TouchOSC as 
controllers. Dodge the snow balls thrown by your 
adversary using the device’s accelerometer.
Ever had a Doh! moment? This device scans for 
your important items before you leave the house.
David Monterro 
Gillaranz
Screen Studio: Disturbance, Final Cut Pro.
Device Studio: Ardunie, Arduino and Mixed media.
Device Studio: Doh!, Arduino, RFID and Plastic. 
48
“Lúcila” comes from “Lucila”, which is a feminine 
Spanish name that means “light” and the word 
“Lúcida”, that means lucid, clear and luminous”
Lúcila is a piece of interactive jewellery that by 
means of sensors, reacts to user’s heartbeat, 
providing an experience in a personal level  
and a profound connection with the object.  
Based on human’s natural sense of belonging, 
this installation wants to dialogue with the user 
as well as communicates feelings to others.
This device is inspired by the fact that despite 
materialism and its negative messages, there are 
some objects with strong personal significance 
and meaning. Some of them contain a powerful 
narrative, dialoguing with us and evoking diverse 
feelings, remembrances and ideas. In that sense, 
the aim of Lúcila is to represent that the real 
and precious value is our personal experience, 
symbolised by the colour and frequency of 
flashing, which is always di!erent according  
to every person. 
The central light shows our instant emotions by 
the use of colour as a tool of communication. 
Every colour represents di!erent emotional 
stages, associated with the user’s levels of 
anxiety and calm. This characteristic change 
are constantly challenging other’s empathy, 
especially when the colour turns an intense 
red, mainly because red is a colour that is 
conceptually related to a sort of alert mode in 
our social conventions. 
This design suggests that from the depth of our 
inner self, it is possible to manifest something 
really inspiring, unique and priceless.
Claudia Nunez-
Pacheco  
LÚCILA, 2011
Interactive jewellery 
Device Studio: LÚCILA, Arduino and Jewelry.
49
Presented by a multiple screen-based platform, 
Let Go explores the notion of personal feelings 
regarding the complexity and the boundaries 
between western and eastern cultures. 
The film captures the journey of a traditional 
Chinese girl struggling to find her originality.  
She goes back to the places where she 
belonged, trying to discover who she was,  
who she is, and who she will be.
Ge Wu (Goldy) 
Let Go, 2010 
Screen Studio: Let Go, Final Cut Pro.
50
Interactive Chinese Shadow is one of my final 
unit projects. It allows a participant to interact 
with a Chinese shadow device by using iPhone’s 
TouchOSC app. 
For this device, I used Touch OSC, an easy and 
accessible independent interface for iPhone 
application design. This was augmented with 
Firmata, Firefly, Arduino uno, four servos, an 
RGB Led, a flashlight and a Chinese shadow 
toy. Firefly is a very easy-to-use software that 
allow Arduino fans to achieve multiple functions 
without time factor of coding and Processing. 
The framework and 3D illustrations can help 
one more easily understand the basic working 
process and how these software and hardware 
connect and work together. Internal structure 
demonstrates what the device itself looks like. 
TouchOSC interface shows how the app works 
and controls the specific functions of device.
This TouchOSC interface allows participants 
to adjust the device’s background colour, 
brightness and Chinese Shadow’s actions. Red, 
blue and green rotary-buttons control the RGB 
colour and the white rotary-button controls the 
normal LED brightness value. Four fader-buttons 
play the role of adjust Chinese Shadow’s actions. 
Yang Zhou 
(Alicia)
Interactive Chinese Shadow, 2011
Arduino Uno + Firmata + Firefly + TouchOSC
 
Device Studio: Interactive Chinese Shadow, 
Arduino and iPhone.
51
The Design Lab within the Faculty of Architecture, Design and Planning would like to acknowledge 
their community collaboration between their department and New Media Curation. Thank you too, to 
Amy Common of Sai Designs and Vanessa Lim for both the inspired A::R::S exhibition design layout 
and the beautiful visual identity of this publication.
A special thank you to the Apple University Consortium for providing us with iPod Touch devices, 
to Greg Shapley at the Verge Gallery for accommodating us on short notice and to John Elliott for 
funding the printing of this catalogue.