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.