the machine

proposal: the workstation

(ST1) Station 1, (ST2) Station 2, (ST3) Station 3, (ST4) Station 4

(a) Gear, (b) Microphone, (c) Ink dipping device, (d) Kinect sensor, (e) Beamer (f) Sensitive surface, (g) Light

The Machine

The machine consists of a network of 4 stations connected by a continuous roll paper loop. It is powered by users who need to work together in a collaborative action to animate the mechanisms by telling stories for themselves and each other. The users give the mechanisms the motive power needed to keep the machine running. When the users stop, the machine stops as well.

The machine is activated, in the first place, by the user standing at the STATION 1. By turning a single hand crank the user makes the system start running the continuous paper roll forward or backward, slow or fast, as he or she desires.

Moving the gear turns on the built-in microphone installed in STATION 2. When the user at STATION 2 initiates making sound (talking, singing, clapping, etc.) the built-in lights turn on and the machine starts dripping ink into the paper following the sound cadence.

Meanwhile, at STATION 4 one to two users can draw or write on the moving paper. The pressure applied with the color pens enables the kinect sensor and the beamer.

The kinect sensor registers the movements of the user situated in STATION 3, which are translated and projected by the video projector into the paper in the form of overlap abstract color traces. A continuous roll of paper allocates the four station’s interactions repeatedly over and over again in ever new variations, overlapping the user’s process undergo. A loop that permits users to construct a journey through associations and time is thereby created.

cultural probes

Researching and experimenting with translations across generations.

Exhibition at medea (Research Lab for Collaborative Media, Design, and Public Engagement) MALMÖ, SWEDEN 2015

process

1) RESEARCHING  

Field Work, Cultural Proves, Embodiment, Storytelling

2) IDEATION

Brainstorming, Bodystorming, Visualization

3) PROTOTYPING  

Arduino, Coding, Carpentry, Laser Cutting

transgenerational transmission

machine

transgenerational transmission machine
TTM is a playful interactive framework for a collaborative creation of a piece of art. It playfully seeks to engage participants across generations to express themselves in a variety of ways and embrace the generational differences in the participants understanding of technology. 
 
PROJECT DESCRIPTION

Understanding the complex and often contradictory roles of emerging hybrid artefacts in contemporary society and culture is an issue of significant relevance to interaction design. Hybrid artefacts are both physically and digitally mediated. They are inhabited and used by people in a collaborative interaction. ‘Transgenerational Transmission Machine’ (TTM), a hybrid artefact realized to investigate and demonstrate how the physical and the digital can be bridged to support inclusive collaborative interactions across generations. TTM explores how different generations pass on its unique identity and culture, examines how different generations form records and store information that goes beyond the individual experience, and analyses the mechanisms that facilitate the transmission of memories across generations.

CREDITS

University

School of Arts and Communication (K3) > Faculty of Culture and Society > Malmö University, Malmö, Sweden

Time & Location

February 2015. Malmö, Sweden

 

Context

The project was developed in 2014 and 2015 during the course Embodied Interaction, led by Susan Kozel and David Cuartielles, as part of the Interaction Design Master Course of the School of Arts and Communication (K3) at Malmö University, Malmö Sweden

 

Stakeholders

The specific brief of the Embodied interaction course, “Archiving the Intangible” locates the practical work within the Living Archives project at K3, an active research project supported by the Swedish National Research Council

 

Transversal Team

TTM is an interdisciplinary project carried out by a multidisciplinary team formed by Felipe Erias (Software Engineer), Ida Pettersson (Web & Digital Designer), Isabel Valdés Marín (Interaction Designer and Concept Developer), Martin Krogh Mattuck (Furniture maker and musician) and Rafael Rybczynski Interaction Designer and Photographer)

 

Keywords

Hybrid Artefact, Collaborative Interactions, Affordances, User Interfaces, Physical/digital, Storytelling, Embodiment, Cultural Probes

Essay 

Hybrid Artefact - Bridging the physical and the digital

Isabel Valdés Marín. All rights reserved. © 2018