13.01.2013 Views

bachelor of design computing & master of interaction design and ...

bachelor of design computing & master of interaction design and ...

bachelor of design computing & master of interaction design and ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

BACHELOR OF DESIGN COMPUTING<br />

& MASTER OF INTERACTION<br />

DESIGN AND ELECTRONIC ARTS<br />

GRADUATE CATALOGUE<br />

DESIGN LAB, FACULTY OF ARCHITECTURE,<br />

DESIGN AND PLANNING<br />

UNIVERSITY OF SYDNEY


© 2011 The Faculty <strong>of</strong> Architecture, Design <strong>and</strong> Planning at the University<br />

<strong>of</strong> Sydney. The individual works belong to their respective owners <strong>and</strong> are<br />

published with their approval. No responsibility is accepted by the book’s<br />

creators, printer or the Faculty for any infringements <strong>of</strong> copyright relating<br />

to the work within this publication. Every attempt has been made to ensure<br />

that the works are original <strong>and</strong> that the correct <strong>design</strong>er is attributed to each<br />

<strong>design</strong>. No part <strong>of</strong> this book is to be reproduced without the written consent<br />

<strong>of</strong> the Faculty <strong>and</strong> the student to whom the work belongs.<br />

CRICOS Provider No. 00026A | Cover image © WebDirections 2011


Contents<br />

Introduction<br />

By Associate Pr<strong>of</strong>essor Andy Dong, Head <strong>of</strong> Design Lab 5<br />

Structuring Play<br />

DeCo & M.IDEA 6<br />

On Design Computing<br />

The Undergraduates 8<br />

Self-Directed Play<br />

With Honours 34<br />

M.IDEA: The Age <strong>of</strong> Interaction Design & Electronic Art<br />

The Masters 38


The Moment<br />

Interaction <strong>design</strong> is about the moment.<br />

The moment your body becomes in contact<br />

with a device.<br />

The moment the device responds to your<br />

presence.<br />

The moment an interface is produced between<br />

you <strong>and</strong> the device.<br />

Such are the moments <strong>of</strong> attract, relate <strong>and</strong><br />

sustain.<br />

In an interconnected world, this becomes the<br />

role <strong>of</strong> the <strong>design</strong>er, to articulate <strong>and</strong> construct<br />

moments <strong>of</strong> encounter.<br />

Sometimes you feel the moment <strong>of</strong> encounter.<br />

Sometimes you hear the moment <strong>of</strong> encounter.<br />

Sometimes you are the moment <strong>of</strong> encounter.<br />

Sometimes you only bear witness to moments<br />

<strong>of</strong> <strong>interaction</strong>s between machines.<br />

The <strong>design</strong>er is always there, though, shaping<br />

the moment <strong>of</strong> encounter, even if the framing<br />

<strong>of</strong> the encounter is only implied or suggested.<br />

5<br />

It is commonly held that experience <strong>of</strong> a moment<br />

is the provenance <strong>of</strong> the user, whether the user<br />

is the reader <strong>of</strong> a literary work or the audience<br />

at a play or, here, the user <strong>of</strong> an interactive<br />

system. Reader-response theory, from the<br />

literary arts, theorizes that meaning inheres<br />

not in the text but in the reader or the reading<br />

community. The range <strong>of</strong> actual experiences that<br />

we can experience in any moment seems too<br />

multifarious to be <strong>design</strong>ed a priori. This makes<br />

it important for <strong>design</strong>ers to consider what it is<br />

about moments <strong>of</strong> encounter that can be made<br />

available <strong>and</strong> perceptible to us.<br />

The projects described in this end-<strong>of</strong>-year<br />

catalogue introduce a range <strong>of</strong> moments <strong>of</strong><br />

encounter. At times, you will need to implicate<br />

yourself in the moment, as you are the trigger.<br />

At times, you may deliberately <strong>and</strong> voluntarily<br />

step back <strong>and</strong> allow the moment to just happen.<br />

There are no instructions for how to become<br />

part <strong>of</strong> the moment <strong>of</strong> <strong>interaction</strong>. The <strong>design</strong>ers<br />

have created framings, but who is under<br />

apparent control <strong>of</strong> the moment is up to you<br />

to decide.<br />

Let yourself be attracted, related <strong>and</strong> sustained.<br />

Andy Dong<br />

Head <strong>of</strong> the Design Lab


Structuring Play | DeCo & M.IDEA<br />

Bachelor <strong>of</strong> Design Computing<br />

B Design Computing (UAC course code: 511102)<br />

Known to our students as ‘DeCo’, after the prefix<br />

for the units <strong>of</strong> study we oer, the Bachelor <strong>of</strong><br />

Design Computing is a three-year undergraduate<br />

degree in <strong>design</strong> with electronic media.<br />

Our students go on to become art directors,<br />

creative directors, producers, <strong>and</strong> developers at<br />

<strong>interaction</strong> <strong>design</strong> firms, advertising, marketing<br />

<strong>and</strong> public relations agencies, animation houses,<br />

<strong>and</strong> IT consulting companies. If you have<br />

watched a movie on an inflight entertainment<br />

system, played a video game associated with<br />

a Hollywood movie, or recorded a movie<br />

with FOXTEL Remote Record, you’ve already<br />

used interactive multimedia <strong>and</strong> applications<br />

imagined, <strong>design</strong>ed <strong>and</strong> developed by one <strong>of</strong><br />

our graduates.<br />

This course pushes you to develop your own<br />

<strong>design</strong> concepts, <strong>and</strong> then progress these ideas<br />

into working systems that are functional <strong>and</strong><br />

a pleasure to use. We emphasise the <strong>design</strong><br />

<strong>of</strong> interactive systems that excite, enrich user<br />

experiences, <strong>and</strong> are technically robust. We<br />

teach using a studio model, meaning you work<br />

intensively with your lecturers, tutors, <strong>and</strong> peers<br />

to produce new <strong>design</strong> works. Our flexible<br />

program includes Australia’s widest choice <strong>of</strong><br />

units in <strong>design</strong> related disciplines, as well as IT,<br />

marketing <strong>and</strong> commerce, arts <strong>and</strong> sciences.<br />

This exhibition catalogue shows some <strong>of</strong> our<br />

recent graduates’ <strong>design</strong> work, <strong>and</strong> for more<br />

examples, see sydney.edu.au/architecture/<br />

<strong>design</strong>_lab.<br />

In addition to working with the latest s<strong>of</strong>tware<br />

for <strong>design</strong> including the Adobe Creative Suite,<br />

3D Studio Max, Final Cut Pro, <strong>and</strong> Max/MSP,<br />

we teach a variety <strong>of</strong> programming languages<br />

including HTML5, Javascript, Java, PHP,<br />

<strong>and</strong> Objective C. Our students deploy their<br />

interactive multimedia <strong>and</strong> applications on<br />

various hardware platforms including iPhone,<br />

iPad, Android-based mobile phones, multi-touch<br />

tables, <strong>and</strong> Arduino microelectronics boards.<br />

We invite you to engage with <strong>design</strong> in a<br />

contemporary <strong>and</strong> forward thinking way in<br />

the Bachelor <strong>of</strong> Design Computing course.<br />

Our course lets you explore your passion<br />

for <strong>design</strong> along with the fundamentals <strong>of</strong><br />

<strong>computing</strong> <strong>and</strong> electronic media. Our industry<br />

advisers tell us that they need people who<br />

can develop technologies <strong>and</strong> underst<strong>and</strong> the<br />

relevance <strong>and</strong> appropriateness <strong>of</strong> <strong>design</strong>, <strong>and</strong><br />

this is what we prepare you to do. For students<br />

who do not meet the ATAR entry score cut-o,<br />

we oer a Flexible Entry Scheme for admission<br />

with a portfolio. For further information about<br />

admissions <strong>and</strong> the degree program, please visit<br />

our Web site:<br />

sydney.edu.au/architecture/programs_<strong>of</strong>_study/<br />

undergraduate/<strong>design</strong>_<strong>computing</strong>/index.shtml<br />

6


Master <strong>of</strong> Interaction Design<br />

<strong>and</strong> Electronic Art<br />

The MIDEA (pronounced “emm-idea”) program<br />

started with a rather simple premise: provide<br />

students an opportunity to produce creative<br />

<strong>and</strong> innovative interactive multimedia <strong>and</strong><br />

applications using high-end electronic media not<br />

yet normally found in industry. In other words,<br />

prepare our graduates to become the future <strong>of</strong><br />

this industry, not what it is currently doing.<br />

If you have never heard <strong>of</strong> mobile augmented<br />

reality, reacTIVision, Arduino, Fritzing, or<br />

SmartSlab, then this catalogue shows you some<br />

<strong>of</strong> what you’re missing out on. See in particular<br />

the MIDEA student works for their Installation<br />

Studio <strong>and</strong> Device Studio.<br />

The MIDEA degree is for students who dem<strong>and</strong><br />

to be challenged by the integration <strong>of</strong> the<br />

newest <strong>computing</strong> technologies <strong>and</strong> creative<br />

<strong>design</strong> thinking, <strong>and</strong> who are ready for a<br />

cutting-edge future in <strong>interaction</strong> <strong>design</strong> <strong>and</strong><br />

electronic arts. Most <strong>of</strong> our students come<br />

from a first degree in industrial <strong>design</strong>, visual<br />

communication, digital media, IT, <strong>and</strong> the arts.<br />

They all share an interest in how humans behave<br />

<strong>and</strong> will interact with computers, <strong>and</strong> how art,<br />

technology <strong>and</strong> culture have merged in inspiring<br />

forms <strong>of</strong> media <strong>and</strong> interactive systems.<br />

The course is both technically dem<strong>and</strong>ing <strong>and</strong><br />

intellectually challenging, where the creative <strong>and</strong><br />

aesthetic ambitions <strong>of</strong> <strong>design</strong> drive technology<br />

without the loss <strong>of</strong> rigour in any aspect.<br />

7<br />

The course teaches four distinct studios, with<br />

each emphasizing the <strong>design</strong> <strong>and</strong> technological<br />

challenges associated with dierent aspects<br />

<strong>of</strong> <strong>interaction</strong> <strong>design</strong> <strong>and</strong> electronic arts:<br />

Virtual Studio – computer-mediated reality<br />

<strong>and</strong> virtuality<br />

Screen Studio – time-based <strong>and</strong> tangible media<br />

Installation Studio – experimental, responsive<br />

environments for performance <strong>and</strong> direct<br />

engagement<br />

Devices – smart artefacts <strong>and</strong> everyday objects.<br />

Already, our students have gone on to exciting<br />

careers in this industry including <strong>interaction</strong><br />

<strong>design</strong> firms, game <strong>design</strong> companies, <strong>and</strong><br />

product <strong>design</strong> firms, or they have made lateral<br />

moves within their existing jobs. During the<br />

degree, many have taken on internships<br />

with companies including Spinifex <strong>and</strong><br />

Amnesia Razorfish.<br />

The course duration is 1.5 years full-time study.<br />

Although the course is available part-time,<br />

full-time study is timetabled to run for half <strong>of</strong><br />

Thursday <strong>and</strong> all day Friday each week to enable<br />

students to make suitable arrangements with<br />

their employers (<strong>and</strong> to be fresh enough to be<br />

creative!). For further information on the course<br />

<strong>and</strong> admissions, please see:<br />

sydney.edu.au/architecture/programs_<strong>of</strong>_study/<br />

postgraduate/IDEA.shtml.


On Design<br />

Computing<br />

The Undergraduates<br />

8


Ben Alcantara<br />

Studying <strong>design</strong> allows you to be creative <strong>and</strong><br />

learn how to communicate visual, audio <strong>and</strong><br />

tactile media eectively.<br />

I am completing a major in digital <strong>design</strong>.<br />

Digital Design Studio: Stop motion LEGO, Final Cut Pro.<br />

9<br />

Throughout the course I’ve been able to<br />

work as an individual <strong>and</strong> in groups to create<br />

websites, videos, a touch app <strong>and</strong> other assorted<br />

programming projects. Design Computing is<br />

an interesting field to be studying especially<br />

now that touch technology is becoming more<br />

commonplace.


Benjamin Cha<br />

In this course I have learnt that <strong>design</strong> is not<br />

simply about letting your imagination run wild.<br />

You have to try <strong>and</strong> create something that<br />

not only looks good <strong>and</strong> is impressive but<br />

also manages to communicate clearly what<br />

it achieves.<br />

You will learn that when you are <strong>design</strong>ing for<br />

a client, what you had pictured as the perfect<br />

solution may not turn out to be so. You must<br />

underst<strong>and</strong> the client’s needs or realise that the<br />

problem requires you to approach the job in a<br />

completely dierent way.<br />

Be prepared to have your ideas shot down due<br />

to something as finicky as a misplaced button,<br />

but never give up; always be open to criticism<br />

so that you may improve.<br />

Throughout the course I have had the<br />

opportunity to experience exciting <strong>and</strong><br />

challenging projects such as creating a social<br />

network plug-in for web browsers, multi-touch<br />

table applications, 3D modelling, 2D animation<br />

as well as Life Drawing.<br />

Information Visualisation Design Studio: Infographic <strong>of</strong> USA UFO Sightings, Processing.<br />

10


Nick D’Souza<br />

This degree removes you from your comfort<br />

zone.<br />

This may not sound appealing for some, but<br />

for my peers <strong>and</strong> I, regardless <strong>of</strong> our tears,<br />

would always rise to the challenge.<br />

11<br />

Some very fond memories were made here,<br />

which I will always treasure; <strong>and</strong> the invaluable<br />

skills <strong>and</strong> work ethic that I have developed here<br />

are sure to help me in the future.<br />

3D-Modelling: An Illustration,<br />

Maya.


Nadine DentEn<br />

To me, <strong>design</strong> is the ability to look at a problem<br />

<strong>and</strong> imagine a solution that doesn’t yet exist. It<br />

is the ability to combine thoughts, feelings <strong>and</strong><br />

inspirations into something outst<strong>and</strong>ing.<br />

I believe that, as <strong>design</strong>ers, we not only have the<br />

opportunity to change <strong>and</strong> capture the world<br />

around us; we have the opportunity to code,<br />

assemble, <strong>and</strong> animate our way into the future.<br />

Design Computing is exactly that, with the help<br />

<strong>of</strong> technology. This degree has allowed me to<br />

extend my <strong>design</strong> skills beyond the traditional<br />

screen working with technologies such as<br />

iPhone, Android, touch table interfaces <strong>and</strong><br />

Arduino-based robotics.<br />

Independent Study Elective: InterANTARCTICA, Multi-screen installation.<br />

Additionally throughout this degree I gained<br />

experience in fields such as 3D modelling,<br />

animation, film photography, web <strong>design</strong> <strong>and</strong><br />

video filming, editing <strong>and</strong> post-production.<br />

I was also chosen as one <strong>of</strong> three students<br />

in my year invited to participate in the work<br />

interANTARCTICA exhibited in Canberra <strong>and</strong><br />

Sydney in 2009.<br />

Looking to the future I hope to pursue a career<br />

that will allow me to broaden my <strong>design</strong> skills<br />

<strong>and</strong> have a lasting impact on society.<br />

12


Adriano Di Palma<br />

Our group from Design Computing shared<br />

similar traits in relation to procrastinating <strong>and</strong><br />

leaving assignments to the last milliseconds.<br />

Despite many long <strong>and</strong> stressful nights in Room<br />

313, we were all able to learn a great deal <strong>and</strong><br />

grow closer as a group. Good luck to everyone<br />

in whatever path you choose. Go kill it!<br />

13<br />

Interaction Design Studio:<br />

GroupShare, Mozilla<br />

AddOn.


James Dumesny<br />

I’ll always look back on my time studying<br />

Design Computing as one <strong>of</strong> the most fun <strong>and</strong><br />

interesting times in my life.<br />

Any knowledge I have gained during my time<br />

in Design Computing should be credited to the<br />

group <strong>of</strong> highly skilled <strong>and</strong> experienced lecturers<br />

who taught us. The broad range <strong>of</strong> themes <strong>and</strong><br />

directions covered during these three years<br />

have made it an ideal place to be. My interests<br />

were focused on the theory behind information<br />

visualisation <strong>and</strong> <strong>interaction</strong> <strong>design</strong>.<br />

Practically, I was able to gain skills in a number<br />

<strong>of</strong> programming languages <strong>and</strong> <strong>design</strong><br />

environments. I also benefitted from our position<br />

within the Faculty <strong>of</strong> Architecture, Design<br />

<strong>and</strong> Planning <strong>and</strong> the access we had to their<br />

art workshop electives. However, the most<br />

significant lesson I believe I have learned was<br />

how to work as a group with the talented <strong>and</strong><br />

interesting people studying alongside me.<br />

Information Visualisation Studio: Ambiguous, Processing <strong>and</strong> Multi-Touch Table.<br />

14


Mark Fonacier<br />

This is what <strong>design</strong> means to me: making a<br />

positive eect in the environment around me<br />

through creativity <strong>and</strong> finding that perfect<br />

balance between function <strong>and</strong> form.<br />

Design Computing has been an eye-opening<br />

experience in which I was not only able to learn<br />

about <strong>design</strong> but also experience it. Web <strong>design</strong><br />

<strong>and</strong> development has always been my interest<br />

<strong>and</strong> DeCo taught me many skills that I can use in<br />

this ever-evolving field. I have learnt that great<br />

<strong>design</strong> can come from almost anywhere <strong>and</strong> the<br />

possibilities are endless.<br />

15<br />

This is what inspires me <strong>and</strong> what makes me<br />

excited to be a part <strong>of</strong> the <strong>design</strong> process.<br />

Throughout the three years at DeCo, I have<br />

made projects including two-dimensional <strong>and</strong><br />

three-dimensional works, animation, <strong>and</strong> video.<br />

My aspiration is to have a career in web <strong>design</strong><br />

<strong>and</strong> development, <strong>and</strong> I believe DeCo has given<br />

me the tools <strong>and</strong> skills to help me achieve that.<br />

Design Programming:<br />

Four-Sided Invasion,<br />

Processing.


Renato Gaylican<br />

“I can rage all I want, but in the end, I’m going to finish my challenges to the very end.”<br />

Information Visualisation Studio: The Internet World Explorer, Processing<br />

Real Time Multimedia: Music Visualisation, Processing.<br />

16


Selhan Haksoz<br />

The Design Computing degree is not just a<br />

degree about <strong>design</strong>; it opens a window to a<br />

whole new way <strong>of</strong> viewing the world.<br />

Throughout my degree, I learned the principles<br />

<strong>of</strong> <strong>design</strong> <strong>and</strong> this allowed me to demonstrate<br />

my skills more eectively <strong>and</strong> discover my<br />

creativity in many areas. I really enjoyed the<br />

course structure as a whole since every subject<br />

is directly related to the next new subject.<br />

This enables you to demonstrate your freshly<br />

learned skills in a dierent area.<br />

Independent Study Elective: InterANTARCTICA, Multi-screen installation.<br />

17<br />

I want to thank you all my lecturers, tutors<br />

<strong>and</strong> classmates with a special thanks to Dr.<br />

Martin Tomitsch, Dr. onacloV, Dr. Rob Saunders,<br />

Neil McCann, Melinda Wimborne, <strong>and</strong> James<br />

Dumesny. I also have unforgettable memories<br />

with my classmates, which allows us to make<br />

strong relationships with each other.


Eva Hung<br />

Thinking outside the box, 2011<br />

Creativity is endless <strong>and</strong> has no bounds.<br />

Throughout the three years <strong>of</strong> this degree,<br />

I had the chance to experience creativity at<br />

its prime through <strong>design</strong>s <strong>and</strong> friendships.<br />

These friendships encouraged our creativity<br />

<strong>and</strong> <strong>design</strong> made our three years <strong>of</strong> minimal<br />

sleep worth the time we spent at Uni. We have<br />

been able to <strong>design</strong> <strong>and</strong> share an unforgettable<br />

experience.<br />

Being able to challenge the briefs given to us<br />

from our amazing lecturers <strong>and</strong> trying to outdo<br />

what has been created the year before was a<br />

challenge we all accepted <strong>and</strong> survived.<br />

We have experienced life outside <strong>of</strong> the box;<br />

experienced events <strong>and</strong> people.<br />

Information Visualisation Studio: Broken Data,<br />

Mixed Media.<br />

18


Arthur Jing<br />

3D Modeling is the subject that sparked my<br />

interest in the 3D industry <strong>and</strong> hopefully in the<br />

near future I will be able to work in a blockbuster<br />

movie as a 3D model maker <strong>and</strong> animator.<br />

I’ve really enjoyed the creative side <strong>of</strong> the entire<br />

course in these 3 years. My favourite subject<br />

would definitely be 3D Modeling because at the<br />

end everyone got to make something they like<br />

<strong>and</strong> had a sense <strong>of</strong> achievement.<br />

19<br />

My projects consist <strong>of</strong> r<strong>and</strong>omly generated<br />

programmed graphic images, 3D modeling,<br />

short film, real-time motion-tracking fluid <strong>and</strong><br />

particle system, <strong>and</strong> TUIO multi-touch game.<br />

3D Modelling:<br />

Robot-Shinkiro, Maya.


Stella Kim<br />

“Design is all about creativity. Creative <strong>design</strong><br />

comes from our creative mind.”<br />

What is CREATIVITY? In my opinion, it can be<br />

divided into three categories: ability, attitude<br />

<strong>and</strong> process.<br />

Creativity is the ability to view, imagine <strong>and</strong><br />

invent something novel in dierent ways,<br />

creativity is the ability to adopt alteration,<br />

change <strong>and</strong> newness <strong>and</strong> a willingness to play<br />

with ideas <strong>and</strong> possibilities. Creative people<br />

always need to work hard, keep aware <strong>of</strong> current<br />

trends <strong>and</strong> continually contribute their eort<br />

to improve their ideas <strong>and</strong> solutions, through<br />

making gradual alterations <strong>and</strong> refinements<br />

to their works.<br />

I have studied for the past three years about<br />

“CREATIVITY” with my beloved DECO coworkers<br />

at the University <strong>of</strong> Sydney. In this environment,<br />

I worked with several dierent team members<br />

to <strong>design</strong> <strong>and</strong> create multiple interactive<br />

projects, such as multi-touch information<br />

visualisation <strong>and</strong> a web browser add-on.<br />

Through the projects, I have realized the<br />

value <strong>of</strong> communication in translating a<br />

client’s ideas into visual <strong>and</strong> virtual products.<br />

It is important to produce visual solutions that<br />

“inform, inspire <strong>and</strong> impress.”<br />

Interaction Design Studio: Lexicon,<br />

Mozilla Browser AddOn.<br />

20


Harry Mann<br />

For me <strong>design</strong> is essentially about the ability to<br />

empathise.<br />

A <strong>design</strong>ed object becomes a host to <strong>interaction</strong><br />

<strong>and</strong> as <strong>design</strong>ers we guide this experience in<br />

such a way that it is intuitive <strong>and</strong> exciting.<br />

I have learned that in <strong>design</strong>ing I am always<br />

creating a narrative <strong>and</strong> this directs the very<br />

purposeful selection <strong>and</strong> placement <strong>of</strong> elements,<br />

leading to a <strong>design</strong> outcome that is aesthetically<br />

beautiful <strong>and</strong> eective. Today anything that can<br />

be made digital, will be, <strong>and</strong> through the fusion<br />

<strong>of</strong> <strong>design</strong> <strong>and</strong> <strong>computing</strong> technologies we are<br />

ultimately changing the ways we communicate,<br />

interact <strong>and</strong> collaborate. This is something I’m<br />

very excited to be a part <strong>of</strong>.<br />

Design Computing has given me the knowledge<br />

<strong>and</strong> underst<strong>and</strong>ing to <strong>design</strong> <strong>and</strong> the technical<br />

ability to bring my ideas to fruition. During my<br />

degree I have worked with Mozilla Labs in<br />

creating a cross-cultural social communication<br />

tool, created an interactive game, a virtual space<br />

for collaboration, <strong>and</strong> I’ve also traveled to South<br />

Korea on exchange, where I was able to work<br />

with Hyundai in creating gesture based user<br />

interfaces for future cars.<br />

21<br />

Real-Time Multimedia: Temporal Luminescence,<br />

Processing.


Rory McPherson<br />

The Bachelor <strong>of</strong> Design Computing has taught<br />

me how to innovate <strong>and</strong> think outside the box<br />

within a <strong>design</strong> environment.<br />

While being trained to plan, follow <strong>and</strong><br />

accomplish a strict production schedule,<br />

I have learnt key skills within programming,<br />

sound <strong>design</strong>, Flash animation <strong>and</strong> other<br />

visual mediums.<br />

Interaction Design Studio: SmartWheel, Javascript.<br />

We have experimented with dierent kinds <strong>of</strong><br />

user-<strong>interaction</strong> <strong>and</strong> explored the many dierent<br />

aspects <strong>of</strong> collaboration <strong>and</strong> teamwork <strong>design</strong><br />

can bring.<br />

With my interest in animation, film <strong>and</strong> visual<br />

<strong>design</strong>, I feel that Design Computing has put me<br />

on the proper path to achieving my dream job.<br />

22


Laura Minchella<br />

I am truly inspired by the way that <strong>design</strong> aects<br />

our everyday life, where beautiful, eortless <strong>design</strong><br />

is created from something that is intuitive to<br />

interact with, easy to learn, <strong>and</strong> a pleasure to use.<br />

One <strong>of</strong> the most important things I have<br />

learnt throughout my years studying Design<br />

Computing is that <strong>design</strong> is more than just<br />

having a good idea. It is about bringing everyone<br />

into your project: watching the problem in<br />

action, analysing what <strong>design</strong>ers are doing,<br />

testing, listening, revisiting, <strong>and</strong> sooner or later<br />

you find yourself building beautiful things with<br />

purpose, bringing small scribbles into reality.<br />

23<br />

Design Computing to me is more than just<br />

a degree; it is a community <strong>of</strong> like-minded<br />

<strong>design</strong>ers who are passionate about <strong>design</strong>,<br />

actively creative <strong>and</strong> so willing to help. It is a<br />

real community, <strong>and</strong> I have been truly inspired<br />

by the creative people around me.<br />

The collaboration between technology <strong>and</strong><br />

<strong>design</strong> is exp<strong>and</strong>ing <strong>and</strong> I love how the web is<br />

shifting to accommodate for mobile devices<br />

<strong>and</strong> <strong>design</strong>ed to be more initiative to its users.<br />

I would love to get on board creating mobile<br />

web applications <strong>and</strong> online campaigns for<br />

all businesses <strong>and</strong> projects, great <strong>and</strong> small.<br />

Information Visualisation Studio: Fisher Library’s Research Catalogue, Folded Paper.


Catherine Park<br />

Design is something we cannot avoid.<br />

It’s everywhere.<br />

It evolves to suit the user, their needs, <strong>and</strong><br />

context in use. Design Computing helped me to<br />

use more than just my imagination, to not only<br />

<strong>design</strong> to fit the purpose, but to <strong>design</strong> beyond<br />

that by speculating <strong>and</strong> conceptualizing.<br />

Colours <strong>of</strong> my words, 2011.<br />

Design Programming: Snow, Processing.<br />

24


Roxanne Phan<br />

Design Computing is about the way we interact<br />

with forms <strong>and</strong> functions. We <strong>design</strong> the way<br />

it would appear to the users <strong>and</strong> make it more<br />

intuitive to use, so aesthetics would play an<br />

important part in the production.<br />

I believe that it is crucial that <strong>interaction</strong> <strong>design</strong><br />

be taken into account when creating something<br />

for use by others; to make time spent with it<br />

enjoyable <strong>and</strong> hassle-free. Over this course I<br />

have learnt to pay attention to the details;<br />

that it is worthwhile to explore areas that are<br />

in your own interest <strong>and</strong> to build upon things<br />

happening around you.<br />

3D Modelling: Steam Punk Sculpture, Maya.<br />

25<br />

Working with graphics has been most enjoyable<br />

for me <strong>and</strong> I endeavour to bring out quirkiness<br />

in my <strong>design</strong>s to pique interest. Projects that<br />

I have worked on over the years include film,<br />

2D animations, 3D modelling, a multi-touch<br />

application involving information visualisations<br />

on gambling data, printmaking, life-drawings,<br />

ceramics, web <strong>design</strong> <strong>and</strong> programming<br />

applications for games.


Kathy Qiu<br />

I am a current DeCo [Design Computing]<br />

student in the final countdown <strong>of</strong> the semester.<br />

During these three years I have been introduced<br />

to a broad spectrum <strong>of</strong> the extensive possibilities<br />

in the field <strong>of</strong> Design <strong>and</strong> Computing <strong>and</strong> am<br />

especially glad to be involved in the studio<br />

activities in this course<br />

An Illustration, 2011.<br />

I intended to target my study on graphic <strong>design</strong><br />

when I entered Uni <strong>and</strong> originally thought that<br />

DeCo is just the right degree to take.<br />

It has allowed me to explore my underst<strong>and</strong>ing<br />

<strong>of</strong> art <strong>and</strong> technology in this digital age as well<br />

as opportunities in the field.<br />

I have had a great experience in this course.<br />

26


Toby Reid<br />

The constructive narrative <strong>of</strong> technology<br />

over time has produced many physical <strong>and</strong><br />

behavioural legacies within an extremely broad<br />

timeframe. Products <strong>and</strong> devices created for<br />

practical use can be developed in a relatively<br />

short amount <strong>of</strong> time when compared to<br />

our overall technological underst<strong>and</strong>ing <strong>and</strong><br />

behaviours, which have developed organically<br />

over the last century.<br />

My work considers the application <strong>of</strong> the<br />

Internet’s capabilities to aect <strong>and</strong> progress<br />

environments. Once a method or system has been<br />

developed it can have additional applications; this<br />

is true for technology <strong>and</strong> <strong>design</strong>.<br />

27<br />

I believe my field <strong>of</strong> study <strong>and</strong> learning<br />

experiences have encompassed both elements;<br />

long, enduring analysis <strong>and</strong> quick, real-time<br />

project development. I have worked in an English<br />

prep school, an eco store <strong>and</strong> a stadium bar.<br />

I have done work experience with a marine<br />

engineer, <strong>and</strong> I’ve managed a fair bit <strong>of</strong><br />

gaming too. I have developed a <strong>design</strong> thought<br />

process throughout this, learning how <strong>and</strong><br />

why things are done in pr<strong>of</strong>essional <strong>and</strong> casual<br />

environments <strong>and</strong> then using this underst<strong>and</strong>ing<br />

to improve or simply acknowledge objects <strong>and</strong><br />

systems.<br />

Human-Computer<br />

Experience Studio:<br />

Lightwriting,<br />

Arduino.


Betinho Soares<br />

I believe <strong>design</strong> is about the freedom <strong>of</strong> creative<br />

expression. It is something that I am inspired by<br />

because it gives me the opportunity to create,<br />

but also to manipulate the aesthetics in my<br />

<strong>design</strong>s as well as explore dierent realms in<br />

terms <strong>of</strong> their intended functions <strong>and</strong> the forms<br />

they become.<br />

Design is everywhere. We are immersed in<br />

<strong>design</strong> everyday. It’s what has drawn us to the<br />

cars that we drive around, to the e-commerce<br />

websites that we use to do our shopping online.<br />

I believe that <strong>design</strong> is what drives whole<br />

business cultures in ensuring that their<br />

business environments are easier to navigate.<br />

The beautiful thing about <strong>design</strong> that I have<br />

learnt is that there is no singular approach <strong>and</strong><br />

that it is ever-changing <strong>and</strong> constantly evolving<br />

process which in turns allows for fresh <strong>and</strong><br />

innovative ways <strong>of</strong> going about <strong>design</strong>. This is<br />

what makes <strong>design</strong> exciting, <strong>and</strong> it’s the reason<br />

why I have immersed myself so much in <strong>design</strong>.<br />

Some <strong>of</strong> the projects that I did in this course<br />

consist <strong>of</strong> 3D Modeling, such as my Bath<br />

Sink, as well as Interaction Design Studio, in<br />

which my project partner <strong>and</strong> I <strong>design</strong>ed an<br />

Internet browser application prototype called<br />

FaceGROUPS. The issue during the prototype<br />

was privacy; we wanted to allow users control<br />

over which people can get to view certain<br />

content generated by them on Facebook.<br />

The aim <strong>of</strong> the FaceGROUPS prototype was,<br />

“…to streamline the grouping process so users<br />

are more in control over the information that<br />

they publish”.<br />

3D Model: Bath Sink, Maya.<br />

28


Alan Tran<br />

My dream is to make special eects for movies.<br />

I am a very relaxed person when it comes to<br />

work, but always pull my weight regarding<br />

teamwork. I find theory challenging, so use my<br />

creativity to make up for it. My inspirations <strong>and</strong><br />

ideals come from tutorials; I learn <strong>and</strong> exp<strong>and</strong><br />

from what I am taught rather than produce<br />

what I am told.<br />

3D Modelling: Bionicle, Maya.<br />

29


Hanley Weng<br />

Design. Ecient. Eective. Elegant.<br />

Real-Time Multimedia: Kinect Conducts, Micros<strong>of</strong>t Kinect, Processing, OpenGL.<br />

Internship: Kiosk for Visitor<br />

Exploration, Multi-touch table<br />

<strong>and</strong> C++.<br />

30


Connie Yan<br />

Design allows my creativity to flow. I receive a<br />

strong sense <strong>of</strong> achievement from doing what<br />

I’m expert in. My belief is: work hard, play harder!<br />

I am a third year Design Computing<br />

undergraduate, with an Australian-Chinese<br />

background, <strong>and</strong> I’m passionate about all<br />

facets <strong>of</strong> <strong>design</strong>.<br />

31<br />

I’m seeking a career in the field <strong>of</strong> <strong>design</strong> to<br />

make better use <strong>of</strong> my degree <strong>and</strong> experience<br />

whilst benefitting the client. I’m adaptive to<br />

dierent roles; be it <strong>design</strong>er, photographer,<br />

program coder, s<strong>of</strong>tware technician, or<br />

decision-maker.<br />

Interaction Design<br />

Studio: SharePad,<br />

HTML <strong>and</strong> Javascript.


Adrian Yoong<br />

The core subjects <strong>of</strong> Design Computing opened<br />

my eyes. I underst<strong>and</strong> that this field is not just<br />

about the technical programming, but also<br />

about considering the user <strong>and</strong> <strong>design</strong><br />

elements that make an application, object<br />

or visual simply “work”.<br />

This fueled my interest in the field <strong>of</strong> user-centric<br />

<strong>design</strong> <strong>and</strong> made me aware <strong>of</strong> how much <strong>of</strong> it<br />

aected our lives. Unfortunately, that’s all theory,<br />

so it’s hard to “show”. Nevertheless, I believe<br />

Design Computing has revealed to me the world<br />

<strong>of</strong> visual <strong>design</strong> <strong>and</strong> user-centric <strong>design</strong>.<br />

Human-Computer<br />

Experience Design<br />

Studio, Location-based<br />

iPhone Game, HTML<br />

<strong>and</strong> Javascript.<br />

32


Danielle Yu<br />

I wish to bring passion <strong>and</strong> excitement to<br />

the world.<br />

Design Computing is bringing <strong>design</strong> <strong>and</strong><br />

technology together <strong>and</strong> creating a new<br />

channel to present, communicate <strong>and</strong><br />

interact with the users.<br />

In Design Computing we learn from visual<br />

<strong>design</strong>, web <strong>design</strong> to user experience <strong>design</strong>.<br />

Through these opportunities we gained insight<br />

into a new generation <strong>of</strong> technology within the<br />

<strong>design</strong> industry.<br />

In addition, we developed high communication<br />

level skills as well as creative thinking.<br />

I particularly enjoyed the graphic <strong>design</strong> <strong>of</strong> all<br />

the projects we’ve done as I value aesthetics<br />

<strong>and</strong> believe that visuals are what grab a<br />

users attention <strong>and</strong> is also the best way<br />

to communicate.<br />

33<br />

Interaction Design Studio: SmartWheel,<br />

HTML <strong>and</strong> Javascript.


Self-<br />

Directed<br />

Play<br />

With Honours<br />

34


Tamara Chahine<br />

What the bus, 2011<br />

Mobile application<br />

This project explores ways <strong>of</strong> improving the<br />

experience <strong>of</strong> public transport in Sydney<br />

through commuter-led eorts. Sharing <strong>and</strong><br />

visualising data about the performance <strong>of</strong><br />

transport services can potentially aid <strong>design</strong>ers,<br />

researchers or government bodies in deigning<br />

more informed transport solutions that adapt to<br />

the way services are actually used by commuters<br />

in Sydney.<br />

‘What the bus’ (www.wtbus.net) is a mobile<br />

application <strong>design</strong>ed to allow commuters to<br />

share information about the performance <strong>of</strong><br />

their buses in Sydney. The application allows<br />

users to easily contribute information about the<br />

location, lateness <strong>and</strong> fullness <strong>of</strong> their buses<br />

while they wait.<br />

35<br />

This information is then combined with<br />

existing timetable information <strong>and</strong> fed back to<br />

commuters in a number <strong>of</strong> dierent ways: first,<br />

by enabling users to view real-time reports<br />

about their buses; <strong>and</strong> second, in the form <strong>of</strong><br />

various data visualisations.<br />

The project also explores what the aggregation<br />

<strong>and</strong> visualisation <strong>of</strong> this crowd-sourced data<br />

can reveal about buses in Sydney, but also<br />

commuter’s own travel habits. For every bus<br />

route in Sydney, the application creates a ‘pr<strong>of</strong>ile’<br />

<strong>of</strong> performance, which can help commuters<br />

make more informed travel decisions. As well as<br />

this, the application allows users to reflect on a<br />

history <strong>of</strong> their personal travel habits.<br />

Honours: What the bus,<br />

HTML5 <strong>and</strong> Sencha Touch.


Emma Chee<br />

Enrolling in Design Computing has opened<br />

up many opportunities for me in terms <strong>of</strong><br />

academics <strong>and</strong> work experience. I have been<br />

lucky enough to embark on an International<br />

Exchange, <strong>and</strong> been given the opportunity<br />

to further my interest in research through an<br />

Honours year. It was through this degree that<br />

I was able to develop an interest in wearable<br />

technology, interactive systems, user interface,<br />

<strong>and</strong> <strong>interaction</strong> <strong>design</strong>.<br />

I greatly appreciated the ability to <strong>design</strong> my<br />

own degree <strong>of</strong> study from such broad range<br />

<strong>of</strong> classes, from biological sciences to general<br />

drawing to interactive installations. Even though<br />

not every class was my favourite, *cough* sound<br />

<strong>design</strong> *cough* I can still see the clear benefits<br />

<strong>of</strong> everything we have studied.<br />

In hindsight I am also able to reflect on how<br />

on the pulse this degree is attuned to the<br />

latest emerging technologies <strong>and</strong> techniques. I<br />

remember back in first year having to theorise a<br />

<strong>design</strong> for an application for this new phone that<br />

had not even arrived into the Australian market.<br />

It was a strange device with a touch screen, who<br />

would have thought that was possible? Why<br />

was I being asked to develop an application<br />

for something that did not even exist? Well, it<br />

turns out that phone was an iPhone, <strong>and</strong> only<br />

two short years later I would have the skills<br />

to develop, <strong>design</strong> <strong>and</strong> implement a working<br />

application for it.<br />

Honours: Curious<br />

Whispers 2.0, Arduino.<br />

36


Oliver Dawson<br />

Eective <strong>design</strong> is preceded by a genuine<br />

consideration <strong>of</strong> a range <strong>of</strong> perspectives.<br />

Completing a project as part <strong>of</strong> Design<br />

Computing is the result <strong>of</strong> a thought process<br />

that is both analytical <strong>and</strong> creative.<br />

Honours: Augmentid, Micros<strong>of</strong>t Kinect <strong>and</strong> Processing.<br />

37<br />

My recent Honours work has focused on<br />

augmenting built environments through<br />

projection to enhance the control <strong>of</strong> its<br />

inhabitants over the space. It is the<br />

culmination <strong>of</strong> an arduous, but rewarding,<br />

cycle <strong>of</strong> programming, visual <strong>design</strong> <strong>and</strong><br />

<strong>interaction</strong> <strong>design</strong>.


M.IDEA:<br />

THE AGE OF<br />

INTERACTION<br />

DESIGN &<br />

ELECTRONIC ART<br />

The <strong>master</strong>s<br />

38


George<br />

Bachrach<br />

I am an IT consultant gone haywire.<br />

I am now exploring the <strong>interaction</strong>s between<br />

modern technology, visual art & electronic art<br />

forms working with time-based media.<br />

I grew up in Sweden <strong>and</strong> moved to Sydney in<br />

order to pursue a Masters in Interaction Design<br />

<strong>and</strong> Electronics Arts at University <strong>of</strong> Sydney.<br />

Below is a selection <strong>of</strong> my projects.<br />

MotiBin<br />

My research (2011.idea9202.net/archives/988)<br />

identified a user group with high motivation in<br />

regard to recycling but who still struggle to act<br />

pro-environmental due to practical constraints<br />

such as lack <strong>of</strong> time, lack <strong>of</strong> money <strong>and</strong> lack<br />

<strong>of</strong> information. MotiBin aims to help these<br />

users increase their recycling by addressing<br />

such constraints, primarily allowing its users to<br />

underst<strong>and</strong> how their individual recycling action<br />

is making a dierence.<br />

Motibin – vimeo.com/31559184<br />

WWE – The Rock Scissors Paper Game<br />

WWE – The Rock Scissors Paper Game was<br />

created on the open hardware platform Arduino<br />

as part <strong>of</strong> the MIDEA program at University <strong>of</strong><br />

Sydney. The device is inspired by the WWE<br />

wrestling scene where one could imagine the<br />

wrestlers in the locker rooms before the match<br />

settling who’s going to win through a game<br />

<strong>of</strong> Rock Scissors Paper. This device features<br />

Mario, Domo kun <strong>and</strong> Batman as “wrestlers”.<br />

Two players go head-to-head by selecting one<br />

wrestler each <strong>and</strong> placing them in the “arena”.<br />

Music Rick Derringer - Real American<br />

WWE – vimeo.com/29300830<br />

39<br />

eco defenders – By Mikey Ford, David Montero<br />

& George Bachrach . Urban Playgrounds |<br />

Grid Gallery | Sydney – the grid gallery is a<br />

media-based public art space, it consists <strong>of</strong><br />

a 15x1 metre large-scale display serving as a<br />

engaging street-front located in central Sydney.<br />

Design brief: Transform the space into an urban<br />

playground engaging passers-by into playful<br />

moments <strong>of</strong> <strong>interaction</strong>.<br />

Music: failotron – Tristan<br />

eco defenders – vimeo.com/25181390<br />

Device Studio: WWE – Rock, Paper, Scissors,<br />

Arduino.<br />

Installation Studio: Eco-Defenders, SmartSlab<br />

<strong>and</strong> Processing.


Susanne Chan, Johnny Campos &<br />

Adityo Pratomo<br />

Skin, 2011<br />

“If space junk is the human debris that litters<br />

the universe, Junkspace is the residue mankind<br />

leaves on the planet.” – Architect, Rem Koohlaas<br />

The concept was to exp<strong>and</strong> the Grid Gallery to<br />

encompass the space underneath the Western<br />

Distributor. Instead <strong>of</strong> simply promoting media<br />

screen art/screen <strong>interaction</strong>, there was a need<br />

to provide a space that enabled various artistic<br />

genres to be showcased. The exp<strong>and</strong>ed gallery<br />

space would unify the unnoticed screens <strong>of</strong><br />

the Grid Galley <strong>and</strong> the ugliness <strong>of</strong> the Western<br />

Distributor, hence turning the corner <strong>of</strong> Erskine<br />

<strong>and</strong> Sussex Street into an artistic destination.<br />

The decision to re-use <strong>and</strong> re-purpose plastic<br />

bags was to show how we neglect to consider<br />

the environmental impact <strong>of</strong> plastic bags –<br />

according to Clean Up Australia, there are 3.76<br />

billion plastic bags in l<strong>and</strong>fills. By populating the<br />

plastic bags around the areas <strong>of</strong> the screen <strong>and</strong><br />

highway brings attention to the neglected space.<br />

The plastic bags are metaphors for the neglected<br />

space in our minds – something we just don’t<br />

consider, as it doesn’t impact us directly.<br />

Our group Fy. is an art <strong>and</strong> <strong>design</strong> collaborative<br />

trio comprising <strong>of</strong> Susanne Chan (Artist), Adityo<br />

Pratomo (Programmer), <strong>and</strong> Johnny Campos<br />

(Visualisation/Sound Editing).<br />

Installation Studio: Prototype Sketch for what<br />

became Skin, 2011.<br />

Installation Studio: Skin, SmartSlab <strong>and</strong> Processing.<br />

40


Kevin Chan,<br />

Bella Du &<br />

Jazz Trinos<br />

Making Space, 2011<br />

Interactive Installation<br />

The Making Space universe is concerned with<br />

the cosmos as a reflection <strong>of</strong> our society <strong>and</strong><br />

collective human pursuits. Gravity <strong>of</strong> individual<br />

atoms each exerts influence on the solar system,<br />

as a part <strong>of</strong> something bigger. In human society,<br />

strangers come together in pursuit <strong>of</strong> common<br />

goals. Collective actions ultimately manifests into<br />

advances in the society we live in now. As stars<br />

on a starry night, daily actions <strong>of</strong> single human<br />

beings are important pieces to a functional<br />

society as a whole. Each singularity is in relation<br />

to others as a part <strong>of</strong> something bigger.<br />

Using motion detection, the viewer uses<br />

her presence to engage the universe<br />

while collectively creating it with others.<br />

Each presence in front <strong>of</strong> the installation<br />

draws the universe closer <strong>and</strong> creates a new<br />

star in the cosmic scene, progressively filling the<br />

void. The universe draws close when the viewer<br />

is detected, creating an engaging experience,<br />

while appearing distant <strong>and</strong> vulnerable when the<br />

viewer is far <strong>and</strong> outside detection. The star that<br />

each individual leaves on the cosmic scene are<br />

just like our everyday actions that causes small<br />

changes on society as a whole. Ultimately, on<br />

the screen, each individual influence builds into<br />

a powerful scene for others to appreciate.<br />

41<br />

Installation Studio: Making Space, SmartSlab<br />

<strong>and</strong> Processing.


Stephanie<br />

Fynn, Heather<br />

McKinnon &<br />

Jane Sivieng<br />

A Flâneur’s Trace, 2011<br />

Interactive installation<br />

Installation Studio: A Flâneur’s Trace, SmartSlab<br />

<strong>and</strong> Processing.<br />

We wished to create a curious manifestation<br />

that would spark the interest <strong>of</strong> the pedestrian<br />

waiting on the street corner.<br />

The individual, who, a short time ago was<br />

waiting on the street in a monotonous state,<br />

becomes a Flâneur – a w<strong>and</strong>erer <strong>of</strong> the street<br />

who establishes a temporary relationship<br />

with what he or she sees; engaging in an<br />

unplanned journey through a l<strong>and</strong>scape,<br />

where they encounter an entirely new <strong>and</strong><br />

authentic experience.<br />

This is reflected via a projection that appears<br />

at the foot <strong>of</strong> the pedestrian. It projects an<br />

evocative ‘path’, using vivid imagery that leads<br />

them to the screen where their silhouette is<br />

reflected back at them. We sought to reward<br />

their curiosity by creating an experience that<br />

will immerse them for a period <strong>of</strong> time.<br />

Once they arrive at the screen, the passerby<br />

immediately catches sight <strong>of</strong> their silhouette<br />

reflecting back at them. As they st<strong>and</strong><br />

motionless for a short period <strong>of</strong> time,<br />

colour <strong>and</strong> movement begin to emerge<br />

out <strong>of</strong> their silhouette.<br />

The amount <strong>of</strong> colour they generate is<br />

proportional to the amount <strong>of</strong> time they st<strong>and</strong><br />

in front <strong>of</strong> the screen. They are creating a piece<br />

<strong>of</strong> art that becomes part <strong>of</strong> the space.<br />

As they move away from the screen, their<br />

silhouette <strong>and</strong> their generated colour remains<br />

on the screen as a remnant <strong>of</strong> their experience.<br />

This is left on the screen for others to see.<br />

42


Phillip Gough,<br />

Adityo Pratomo<br />

& Ge Wu (Goldy)<br />

Reefs on the Edge, 2011<br />

Designed by Artist onacloV in collaboration<br />

with Marine Biologist Erika Woolsey <strong>and</strong><br />

Sound Artist Michael Bates.<br />

43<br />

Phillip Gough, Adityo Pratomo <strong>and</strong> Ge Wu<br />

created installation components for their<br />

MIDEA research projects. Presenting the<br />

science <strong>of</strong> global climate change is a challenge,<br />

particularly with the prevalence <strong>of</strong> climate<br />

denialism. Creative methods <strong>of</strong> communicating<br />

environmental science, such as visualisations, are<br />

needed to engage <strong>and</strong> inform the public. Art <strong>and</strong><br />

science collaborations are therefore essential for<br />

climate change education.<br />

One such concept is Reefs on the Edge,<br />

an experimental hybrid between art <strong>and</strong><br />

science that fuses marine biology, environmental<br />

science <strong>and</strong> multiple art forms to explore coral<br />

reef habitats <strong>and</strong> ecosystems threatened by the<br />

eects <strong>of</strong> climate change. There is an urgent<br />

need to increase awareness <strong>of</strong> global climate<br />

change through innovative new partnerships.<br />

Education about climate change can be<br />

improved through science <strong>and</strong> art collaborations.<br />

Reefs on the Edge has a strong educational<br />

focus, <strong>and</strong> aims to enable education about the<br />

GBR <strong>and</strong> the eects <strong>of</strong> climate change. It aims<br />

to foster important partnerships in science <strong>and</strong><br />

art by having exhibitions in Berlin at WerkStad,<br />

<strong>and</strong> in San Francisco at the Exploratorium;<br />

a science museum that encourages learning<br />

<strong>and</strong> discovery.<br />

Project Director <strong>and</strong> Concept Designer:<br />

Dr. onacloV<br />

Three-Channel Video Installation:<br />

Ge Wu (Goldy)<br />

Data Visualisation: Philllip Gough<br />

Tangible User Interface: Adityo Pratomo<br />

Marine Biologist: Erika Woolsey<br />

Sound Artist: Michael Bates


Luke Hespanhol,<br />

Mela Sogono<br />

<strong>and</strong> Ge Wu<br />

(Goldy)<br />

Liquid Light, 2011<br />

Interactive video installation<br />

Installation Studio: Liquid Light, SmartSlab <strong>and</strong><br />

Processing.<br />

Every day, we cross paths with familiar strangers<br />

– the melancholy man who sits on the same<br />

seat in the train, the young woman sharing our<br />

steps to the oce building, the teenager with<br />

the same penchant for our favourite restaurant.<br />

We are aware <strong>of</strong> their existence, but we do not<br />

communicate with them.<br />

...Or do we?<br />

Liquid Light is an interactive video installation<br />

stemming from the concept <strong>of</strong> “familiar<br />

strangers” – people we meet regularly yet fail<br />

or simply avoid reaching through <strong>and</strong> striking a<br />

more direct relationship. It plays with concepts<br />

<strong>of</strong> social responsibility <strong>and</strong> the <strong>of</strong>ten-immaterial<br />

impact each person brings into their surrounding<br />

environment.<br />

The artwork alludes to the fluidity <strong>of</strong> the modern<br />

social fabric, representing people in the audience<br />

being connected by shining energy halos linking<br />

their glowing auras while gliding through ripples<br />

<strong>of</strong> dark water. Every now <strong>and</strong> then, glimpses<br />

<strong>of</strong> enlightenment about their shared condition<br />

are materialised as a fleeting burst <strong>of</strong> blinding<br />

white light, only to fade again, in an endless<br />

continuum.<br />

Human interconnectedness is way stronger than<br />

we realise. The distances between us are not<br />

empty spaces, but entities permeated by the<br />

energies we produce.<br />

We are inescapably bonded.<br />

44


Chris Law<br />

RoverX, 2011<br />

Prototype industrial <strong>design</strong> device<br />

RoverX video – vimeo.com/32142280<br />

45<br />

It is envisaged that a somewhat larger<br />

version <strong>of</strong> this platform will provide healthy<br />

companionship <strong>and</strong> intelligent assistance to<br />

individuals <strong>and</strong> groups, both in the developed<br />

<strong>and</strong> developing world.<br />

The Rover X is an open prototype, exploring the<br />

possibilities for a...<br />

“low-cost-high-payload, tracked mobility<br />

platform…” [otherwise translated as “tank-thing<br />

that carries stu”]<br />

His basic capabilities include:<br />

– Autonomous obstacle detection & avoidance<br />

– Exploration mode (free roam!)<br />

– Infra red human tracking (follow me!)<br />

– Remote program selection / speed control<br />

– Eco-regenerative braking / solar option<br />

– Integrated safety cutout & battery monitoring<br />

– Speech control option.<br />

It is also hoped that by open-sourcing the<br />

plans for the device <strong>and</strong> its embedded<br />

s<strong>of</strong>tware, custom versions <strong>of</strong> the little Rover<br />

may find a home globally <strong>and</strong> even start to<br />

create a community, Wiki, or user-base online,<br />

exp<strong>and</strong>ing the possibilities beyond the individual<br />

imagination.<br />

For starter ideas <strong>and</strong> applications for the<br />

Rover X, go to: 2011.idea9202.net/?p=2401


Ka Yu LI (MeL)<br />

[M]ushion, 2011<br />

Device Studio: Mushion, Arduino <strong>and</strong> Pillow.<br />

Have you ever experienced the hard feelings <strong>and</strong><br />

diculties <strong>of</strong> a long distance relationship?<br />

When I was devising my concept, I thought<br />

from the user’s perspective. I considered what<br />

I wanted to get from this device in order to<br />

overcome the hard feelings <strong>and</strong> diculties from<br />

a long distance relationship as the user. Then I<br />

think <strong>of</strong> my own experiences, a situation where<br />

I really missed my beloved, <strong>and</strong> wanted to hug<br />

him. Unfortunately he is not at my side. I try to<br />

recall the feeling when I hug him – I hear his<br />

heartbeats. Therefore I created [M]ushion, which<br />

st<strong>and</strong>s for [My] cushion – private, unique <strong>and</strong><br />

special. M also st<strong>and</strong>s for [miss].<br />

Where: two dierent locations.<br />

Who: two human beings, one at each location.<br />

What: a pair <strong>of</strong> cushions; when both sides users<br />

hug [M]ushion at the same time, the users will<br />

hear the sound <strong>of</strong> heartbeats coming through<br />

from the cushion.<br />

[M]ushion cannot communicate complex<br />

languages, but the users could express the<br />

feeling <strong>of</strong> miss <strong>and</strong> love to their beloved.<br />

[M]ushion is not a medicine that saves you<br />

from homesickness, but it’s like a vitamin,<br />

that helps provide relief from your symptoms<br />

<strong>of</strong> homesickness.<br />

46


David Monterro<br />

Gillaranz<br />

Ardunie is an animatronic head, which follows<br />

your position with his eyes when he feels<br />

that you have spent time enough with him to<br />

consider you his friend, <strong>and</strong>, if he is in the mood,<br />

he will try to engage you in a small talk. The<br />

head uses motion tracking to keep viewer’s<br />

attention while it attempts to make a phone<br />

call to a r<strong>and</strong>om number which will be who<br />

eventually will be dragged into an unexpected<br />

conversation.<br />

Eco-defenders is an interactive motion-sensing<br />

urban screen installation. The amount <strong>of</strong> invaders<br />

<strong>of</strong> dierent colours respond to real data <strong>of</strong><br />

wasted recyclables in the city, dropping an<br />

item into the right bin will destroy the matching<br />

invader. Recycle, <strong>and</strong> save Sydney from<br />

destruction.<br />

Disturbance is an interactive multi-screen video<br />

installation about the consequences <strong>of</strong> getting<br />

into somebody’s conversation. A pressure pad<br />

in the middle <strong>of</strong> the two screens disturbs the<br />

talking characters <strong>and</strong> triggers their reaction”<br />

Snow Battle is a simple game for two players<br />

using smartphones with TouchOSC as<br />

controllers. Dodge the snow balls thrown by your<br />

adversary using the device’s accelerometer.<br />

Ever had a Doh! moment? This device scans for<br />

your important items before you leave the house.<br />

47<br />

Screen Studio: Disturbance, Final Cut Pro.<br />

Device Studio: Ardunie, Arduino <strong>and</strong> Mixed media.<br />

Device Studio: Doh!, Arduino, RFID <strong>and</strong> Plastic.


Claudia Nunez-<br />

Pacheco<br />

LÚCILA, 2011<br />

Interactive jewellery<br />

Device Studio: LÚCILA, Arduino <strong>and</strong> Jewelry.<br />

“Lúcila” comes from “Lucila”, which is a feminine<br />

Spanish name that means “light” <strong>and</strong> the word<br />

“Lúcida”, that means lucid, clear <strong>and</strong> luminous”<br />

Lúcila is a piece <strong>of</strong> interactive jewellery that by<br />

means <strong>of</strong> sensors, reacts to user’s heartbeat,<br />

providing an experience in a personal level<br />

<strong>and</strong> a pr<strong>of</strong>ound connection with the object.<br />

Based on human’s natural sense <strong>of</strong> belonging,<br />

this installation wants to dialogue with the user<br />

as well as communicates feelings to others.<br />

This device is inspired by the fact that despite<br />

materialism <strong>and</strong> its negative messages, there are<br />

some objects with strong personal significance<br />

<strong>and</strong> meaning. Some <strong>of</strong> them contain a powerful<br />

narrative, dialoguing with us <strong>and</strong> evoking diverse<br />

feelings, remembrances <strong>and</strong> ideas. In that sense,<br />

the aim <strong>of</strong> Lúcila is to represent that the real<br />

<strong>and</strong> precious value is our personal experience,<br />

symbolised by the colour <strong>and</strong> frequency <strong>of</strong><br />

flashing, which is always dierent according<br />

to every person.<br />

The central light shows our instant emotions by<br />

the use <strong>of</strong> colour as a tool <strong>of</strong> communication.<br />

Every colour represents dierent emotional<br />

stages, associated with the user’s levels <strong>of</strong><br />

anxiety <strong>and</strong> calm. This characteristic change<br />

are constantly challenging other’s empathy,<br />

especially when the colour turns an intense<br />

red, mainly because red is a colour that is<br />

conceptually related to a sort <strong>of</strong> alert mode in<br />

our social conventions.<br />

This <strong>design</strong> suggests that from the depth <strong>of</strong> our<br />

inner self, it is possible to manifest something<br />

really inspiring, unique <strong>and</strong> priceless.<br />

48


Ge Wu (Goldy)<br />

Let Go, 2010<br />

Presented by a multiple screen-based platform,<br />

Let Go explores the notion <strong>of</strong> personal feelings<br />

regarding the complexity <strong>and</strong> the boundaries<br />

between western <strong>and</strong> eastern cultures.<br />

Screen Studio: Let Go, Final Cut Pro.<br />

49<br />

The film captures the journey <strong>of</strong> a traditional<br />

Chinese girl struggling to find her originality.<br />

She goes back to the places where she<br />

belonged, trying to discover who she was,<br />

who she is, <strong>and</strong> who she will be.


Yang Zhou<br />

(Alicia)<br />

Interactive Chinese Shadow, 2011<br />

Arduino Uno + Firmata + Firefly + TouchOSC<br />

Interactive Chinese Shadow is one <strong>of</strong> my final<br />

unit projects. It allows a participant to interact<br />

with a Chinese shadow device by using iPhone’s<br />

TouchOSC app.<br />

For this device, I used Touch OSC, an easy <strong>and</strong><br />

accessible independent interface for iPhone<br />

application <strong>design</strong>. This was augmented with<br />

Firmata, Firefly, Arduino uno, four servos, an<br />

RGB Led, a flashlight <strong>and</strong> a Chinese shadow<br />

toy. Firefly is a very easy-to-use s<strong>of</strong>tware that<br />

allow Arduino fans to achieve multiple functions<br />

without time factor <strong>of</strong> coding <strong>and</strong> Processing.<br />

The framework <strong>and</strong> 3D illustrations can help<br />

one more easily underst<strong>and</strong> the basic working<br />

process <strong>and</strong> how these s<strong>of</strong>tware <strong>and</strong> hardware<br />

connect <strong>and</strong> work together. Internal structure<br />

demonstrates what the device itself looks like.<br />

TouchOSC interface shows how the app works<br />

<strong>and</strong> controls the specific functions <strong>of</strong> device.<br />

This TouchOSC interface allows participants<br />

to adjust the device’s background colour,<br />

brightness <strong>and</strong> Chinese Shadow’s actions. Red,<br />

blue <strong>and</strong> green rotary-buttons control the RGB<br />

colour <strong>and</strong> the white rotary-button controls the<br />

normal LED brightness value. Four fader-buttons<br />

play the role <strong>of</strong> adjust Chinese Shadow’s actions.<br />

Device Studio: Interactive Chinese Shadow,<br />

Arduino <strong>and</strong> iPhone.<br />

50


The Design Lab within the Faculty <strong>of</strong> Architecture, Design <strong>and</strong> Planning would like to acknowledge<br />

their community collaboration between their department <strong>and</strong> New Media Curation. Thank you too, to<br />

Amy Common <strong>of</strong> Sai Designs <strong>and</strong> Vanessa Lim for both the inspired A::R::S exhibition <strong>design</strong> layout<br />

<strong>and</strong> the beautiful visual identity <strong>of</strong> this publication.<br />

A special thank you to the Apple University Consortium for providing us with iPod Touch devices,<br />

to Greg Shapley at the Verge Gallery for accommodating us on short notice <strong>and</strong> to John Elliott for<br />

funding the printing <strong>of</strong> this catalogue.<br />

51

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!