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Collect / Clips - Amina Abbas-Nazari

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If Objects Could Speak...<br />

Self Initiated<br />

2009<br />

Badge ME<br />

Self Initiated<br />

2009<br />

Mirror, Mirror<br />

Self Initiated<br />

2009<br />

These first three projects were completed during my final year at University,<br />

all broadly centered around the theme of identity.<br />

They look at how we portray ourselves and how we are perceived, through<br />

the objects we own, the music we listen to and finally our personal<br />

appearance.


If Objects Could Speak...


Initial Investigations:<br />

If Objects Could Speak...<br />

“Don’t overlook an heirlooms potential genealogical value. Your<br />

ancestors belongings can illustrate their tastes, social status<br />

and the time period they lived in.”<br />

– Allison Stacy, Family Tree Magazine editor.<br />

Initially I proposed a service called Heirloom Memories which would be offered as part of<br />

funeral care to people who were preparing for death, to start a dialogue into these issues. I<br />

also investigated how we might put an actual price on sentimental value.


Primary Research: Interviews<br />

If Objects Could Speak...<br />

In interviews possessions were used as a vehicle to facilitate<br />

the recalling of memories about people, places, events etc.<br />

Interview excerpt. Object: 1 Toman (Iranian currency) Piece.<br />

“I moved to England from Iran in 1972 when I was 19 years old. Before<br />

I left for England my Great Grandma gave me some money. By this time<br />

she was already very old and probably hadn’t been shopping in about 20<br />

years. She gave me a 1 Toman piece. She was too old to understand that<br />

because of inflation the penny was worth nothing, even in Iran. At that<br />

time probably the equivalent of about 1/15 English pence. I remember her<br />

telling me how I was not to spend it all at once! I’ve always kept the penny<br />

though, safe in a drawer. It reminds me of my Great Grandma and when I<br />

came to England. She lived to be very old. Over 100 years.”


Technology:<br />

If Objects Could Speak...<br />

I originally investigated using Bone Conduction Technology to<br />

allow objects to ‘speak’. I later decided the use Radio Frequency<br />

Identification would be more appropriate for the devices design.<br />

Bone conduction is the conduction of sound to the inner<br />

ear through the bones of the skull and is a very simple<br />

technology. A bone conduction speaker can be constructed<br />

from a rubber over-moulded piezoelectric flexing disc.<br />

This technology is used for some hearing aids, ears-free<br />

headsets or headphones and other specialised applications.<br />

The sound produced seems to come from inside the user’s<br />

head, but can be surprisingly clear and crisp.<br />

I deconstructed a Hasbro ‘tooth tunes’ toothbrush that uses<br />

bone conduction technology to play music while children<br />

brush their teeth. Inside was a circuit board connected to a<br />

small diaphragm that vibrated as the music played. When<br />

this vibrating disc was pressed against my head I could hear<br />

the music. I then strapped it to my hand and put my finger in<br />

my ear, again I could hear the music clearly.<br />

RFID (Radio Frequency Identification) Tags are like advanced<br />

forms of barcodes. Each RFID tag has a unique ID number<br />

that it transmits. This means when they are attached or<br />

implanted in objects that object can then take on that<br />

unique identity. They make it possible to identify and<br />

track almost any physical object. The tags can already be<br />

purchased quite cheaply making it possible for them to be<br />

utilised by the general public.<br />

I attended a Tinker It! course to gain some practical<br />

knowledge of physical computing, Arduino, processing and<br />

incorporating RFID technology, to help me with designing<br />

this product.


If objects could speak...<br />

What would they say? And how could this become reality?<br />

Utilising radio frequency identification( RFID) this device<br />

allows the narrative of our lives to be told through the objects<br />

we own and the memories associated with them. Memories<br />

about the objects (embedded with RFID tags) and their owners<br />

can be recorded and played back using the device and then<br />

also updated as new memories are formed.<br />

The device is intended to create a different way of preserving<br />

and cataloguing information about our family history and<br />

ourselves, that can live on after we die, to be passed to future<br />

generations.<br />

The project explores potential uses for RFID technology and<br />

was the result of investigation into subjects including oral<br />

history, ubiquitous computing, sentimental value, heirlooms<br />

and memory preservation.


Semantics:<br />

If Objects Could Speak...<br />

I wanted the device to be an impressive and striking object in its<br />

own right. Something that people will take care of, respect and<br />

be inclined to display, not hide away.<br />

Sound:<br />

The cone is based on the form of gramophones. When the device is in ‘play’<br />

mode it symbolises the amplification of the sound recording belonging to<br />

the object. When the device is in ‘record’ mode it signifies how the sound<br />

is being taken in and compressed so that it can be stored in the device. It<br />

also has connotations of nostalgia and antiquity.<br />

RFID:<br />

RFID is a wireless, intangible, technology and because of this it can take<br />

on almost any form. I created a graphic that borrows from existing icons<br />

for wireless technology and combined it with a diagram of a family tree to<br />

describe the device’s function (left). This pattern was then laser cut into<br />

the top of the corian base.<br />

Illustration -<br />

“A Graphic Language for<br />

Touch” by Timo Arnall


Additional Information:<br />

Brass Cone:<br />

Audio In / Audio Out<br />

Corian Base:<br />

Houses data storage and RFID reader<br />

On - Off - On Toggle Switch:<br />

Play - Off - Record<br />

If Objects Could Speak...<br />

After this project was featured on the Fast Company website<br />

described as “Scrapbooking, for the RFID age” I was contacted by<br />

Linda Fantin at The Salt Lake Tribune, Utah -<br />

“I read about your RFID device and found the idea fascinating<br />

especially as it relates to my passion - scrapbooking and<br />

memory preservation. I would like to learn more about your<br />

idea and write about it in my monthly scrapbooking column<br />

in The Salt Lake Tribune, a newspaper in Utah, the epicenter<br />

of modern scrapbooking. (Members of the Mormon faith are<br />

encouraged to document their family histories, fueling the<br />

past-time’s popularity).”<br />

I found this feedback very interesting as it made me view my project<br />

in a new light and consider different ways the device my be used by<br />

different people.


Badge ME


Badge ME<br />

Socket for<br />

headphone<br />

jack<br />

Show off your music, not your music player.<br />

Scrolling dot<br />

matrix LCD<br />

screen<br />

Skip Track<br />

Forward<br />

Applications and websites like www.last.fm exist as social<br />

networking tools that bring listeners of the same types of<br />

music together.<br />

Badge ME is a tangible, mobile version of www.last.fm,<br />

bringing this digital interaction into the real world. It<br />

connects between your mp3 player and your headphones to<br />

reveal the song you are listening to.<br />

If Badge ME was manufactured I would be interested to<br />

see peoples reactions to it and also their behaviors when<br />

using the product. Would people be more inclined to start<br />

conversation with strangers knowing they listen to similar<br />

music? Would people change their playlist according to<br />

their environment or the people they are surrounded by, or<br />

even what they are wearing?<br />

Volume Up<br />

Volume Down<br />

Skip Track<br />

Back<br />

Wire to MP3<br />

player


Context:<br />

Now Listening -<br />

As part of this project I interviewed people about their favourite songs verses their guilty<br />

pleasure tracks, which would be disclosed for everyone to see as a result of wearing the badge.<br />

Jamie Rachael<br />

Sea of Love -<br />

Cat Power<br />

/<br />

Step Back in Time -<br />

Kylie Minogue<br />

Juliet Nikki<br />

America -<br />

Razorlight<br />

/<br />

Bat Out of Hell -<br />

MeatLoaf<br />

Badge ME<br />

Research suggests the types of music we listen to can be a good<br />

indication of our personalities, other interests and disposition.<br />

Often when you meet new people the subject of what music<br />

you like is one of the first topics of conversation and it creates<br />

bonds between people with similar interests.<br />

These Streets -<br />

Paolo Nutini<br />

/<br />

Poker Face -<br />

Lady Ga Ga<br />

In for the Kill -<br />

La Roux<br />

/<br />

Claire De Lune -<br />

Debussy


Mirror, Mirror<br />

“Mirror, mirror on the wall, who’s the<br />

fairest of them all?”<br />

- from the story of Snow White


Initial Investigations :<br />

How is cosmetic surgery changing?<br />

How will cosmetic surgery effect and be affected by human<br />

behaviour as technology develops?<br />

Mirror, Mirror<br />

Originally I proposed, what if the household name brand Braun provided cosmetic surgery,<br />

taking their current catalogue of beauty and grooming products to an extreme. Perhaps as<br />

medical technology evolves it will become more affordable and therefore more commonplace.


Physiognomy is the reading of a person’s character or<br />

personality from their physical appearance, especially<br />

the face.<br />

Recent research shows evidence that people’s faces<br />

can indicate such traits as trustworthiness, social<br />

dominance and aggression. It is also suggested you and<br />

your personality determine your own facial appearance<br />

as you age - facial bones are eroded and facial muscles<br />

are built up by the expressions that we habitually<br />

display.<br />

In these computer-generated images, the emotionally<br />

neutral face in the middle has been morphed to show<br />

the typical characteristics that make a face look more or<br />

less trustworthy and dominant.<br />

Illustration by Professor Alexander Todirov, Princeton<br />

University. Trends in Cognitive Sciences (Vol. 12, P. 455).<br />

Mirror, Mirror<br />

Development Research:<br />

Dr. Stephen Marquardt created a mask of the ‘perfect’<br />

face calculated using the golden ratio. The template<br />

is known to be used by plastic surgeons to map out<br />

patients features and suggest how to adjust them.


Mirror, Mirror<br />

What if when we looked in the mirror it gave us feedback, similar<br />

to that of standing on the bathroom scales?<br />

This mirror analyses your face using recognition technology and<br />

cross-references it with collated data to give quantified readings<br />

about your appearance. For example, It can give a measurement<br />

not only of beauty, but a reading of trustworthiness or describe<br />

how aggressive you are.<br />

Consciously and subconsciously we make judgements based on<br />

personal appearance about ourselves and others. On a primary<br />

level we asses factors like attractiveness and interpret emotions<br />

but research suggests our character can also be evaluated from<br />

our facial appearance.<br />

With this kind of data about ourselves being more freely<br />

calculated and communicated it may pressure people to have<br />

cosmetic surgery now, not only to make them more attractive, but<br />

also to hide or highlight certain attributes.


Tina<br />

For Habitat<br />

2008<br />

Cascade_09<br />

Multidisciplinary Group Design Project run by onedotzero and D&AD<br />

2009<br />

Helen Storey MBE Exhibition<br />

Working with KIN Design for Helen Storey and London College of Fashion<br />

2010<br />

These three projects were produced for external briefs.<br />

‘Tina’ marks where my cross-over from furniture design to interaction design<br />

began, to become my main focus of attention for my work.<br />

The following two projects gave me the chance to collaborate in<br />

multidisciplinary groups, working on interaction design briefs.


Tina


Tina<br />

In order to keep Tina’s light on you must give the lamp<br />

continued attention.<br />

To wake up Tina adjust its position and the light will come<br />

on for 20 minutes, after which it will turn itself off. Adjust<br />

it again to turn it on for another 20 minutes. Intended as<br />

a gentle reminder of time passing as you work, it will also<br />

ensure the lamp is only kept on when needed.<br />

Asked by Habitat to design a piece of domestic lighting<br />

constructed primarily from paper, this table lamp named<br />

Tina, is based on packaging nets and the form of a<br />

concertina.<br />

When Tina is moved or adjusted it will hold that position<br />

due to the wire structure in the folds of the lamp. The<br />

top can also be opened allowing the light to spill out<br />

increasing the brightness.<br />

20<br />

20<br />

20


Cascade_09<br />

Six day multidisciplinary design project.<br />

I was selected to take part in a multidisciplinary<br />

group design project run by D&AD and onedotzero.<br />

We were asked to ‘re-imagine the city’ for a project<br />

that was an experiment into the design process<br />

and how different design disciplines work and work<br />

together.<br />

We gave a presentation of our concepts and<br />

ideas at BFI, Southbank to members of the public<br />

and design industry as part of the onedotzero<br />

adventures in motion festival.


‘Re-imagine the city’ outcome.<br />

Our group developed a concept were people could<br />

customise the noise their oyster card makes when they<br />

touch in / out to describe their taste in music. This would<br />

then create a soundscape at tube stations to reflect the<br />

type of people that were travelling through it.<br />

Cascade_09


Helen Storey MBE Exhibition


Helen Storey MBE Exhibition<br />

‘From Fashion to Science. 1985 - 2010’.<br />

Working at KIN Design, we were asked by London College of<br />

Fashion to design, construct and install an exhibition for the<br />

fashion designer Helen Storey, in celebration of her recently<br />

awarded MBE.<br />

In-between four televisions that showed a retrospective of Helen<br />

Storey’s work, we folded origami panels from tracing paper<br />

with polypropylene supports, that fitted together to form a 3D<br />

structure. The structure was lit from behind with colour changing<br />

LED’s and grew out from the walls at a space in King’s Place,<br />

King’s Cross, where the exhibition was held.<br />

In addition we also created a DVD showing a collection of Helen<br />

Storey’s work that was held in a CD case handmade from folded<br />

origami for guests to take home with them.


Mapping Oral History<br />

For the GeoVation Challenge organised by Ordnance Survey<br />

2010<br />

Freesheets<br />

Self Initiated, intended for Art on the Underground<br />

In Progress<br />

100th_Monkey_Movement<br />

Self Initiated<br />

Ongoing<br />

The final three projects are concepts I have been working on recently and<br />

reflect ideas that I am currently interested in. They are still in early stages<br />

of development. They investigate how the internet is affecting peoples’<br />

behaviour, blending the virtual and real worlds and encouraging real world<br />

interactions / experiences via digital stimuli.


Mapping Oral History


Mapping Oral History<br />

Local social networking through oral history.<br />

This website concept utilises digital mapping, allowing users<br />

to tag locations and leave recorded messages / memories /<br />

stories about that area. This website offers people the chance<br />

to give a personal view of the places they have lived and been,<br />

building both a current and historical perspective, that can be<br />

catalogued and then heard by other people, tourists, visitors<br />

and possibly future generations.<br />

Also preconceived to make users more aware of their<br />

neighbours and encourage interaction between members of<br />

the same community within a digital space, hopefully being<br />

mirrored in the real world.<br />

This concept was devised for the GeoVation challenge,<br />

organised by Ordnance Survey. The brief was to explore<br />

innovative ways to use digital geographical information.<br />

Oral history is the recording, preservation and interpretation of<br />

historical information, based on the personal experiences and<br />

opinions of the speaker.


Freesheets<br />

A newspapers readership is around three times it’s circulation figure.


Freesheets<br />

“The web lets us all be publishers” - Russell Davies,<br />

Newspaper Club<br />

The web allows people to contribute their own content to<br />

it through a variety of mediums including blogs and twitter<br />

etc. And this kind of behaviour is becoming increasingly<br />

popular. Freesheets is intended to be deployed on London<br />

Underground to enable an analogue, real world experience<br />

of this activity.<br />

The average newspapers’ readership is about three times<br />

it’s circulation figure. Freesheets will highlight this subtle<br />

interaction between public transport passengers while<br />

also promoting it. People will be encouraged to contribute<br />

their personal news / views / adverts to freesheets, then<br />

leave it behind for the next person to do the same, building<br />

“localised” content in real-time. Conversations can be<br />

continued online using the #Freesheets hashtag.<br />

c<br />

m<br />

y<br />

k<br />

Text<br />

Advertisement<br />

Image<br />

Newspaper Information<br />

- Freesheets, modelled on the Evening Standard


100th<br />

Monkey<br />

Effect<br />

is<br />

a<br />

supposed<br />

phenomenon<br />

in<br />

which<br />

a<br />

learned<br />

behavior<br />

spreads<br />

instantaneously<br />

from<br />

one<br />

group<br />

of<br />

monkeys<br />

to<br />

all<br />

related<br />

monkeys<br />

once<br />

a<br />

critical<br />

number<br />

is<br />

reached.<br />

By<br />

generalization<br />

it<br />

paranormal<br />

spreading<br />

of<br />

an<br />

idea<br />

or<br />

ability<br />

to<br />

the<br />

remainder<br />

of<br />

a<br />

population<br />

once<br />

a<br />

certain<br />

portion<br />

of<br />

that<br />

population<br />

has<br />

heard<br />

of<br />

the<br />

new<br />

idea<br />

or<br />

learned<br />

the<br />

new<br />

instantaneous,<br />

means<br />

the<br />

ability.<br />

100th_Monkey_Movement<br />

Illustrations in collaboration with Daniel Haddock


100th_Monkey_Movement<br />

Secret Cinema - Lawrence of Arabia:<br />

I spent some time working for Secret Cinema, which also influenced<br />

this project.<br />

All of Secret Cinema’s promotion, hype and communication with<br />

audience members happens through digital means. They have a very<br />

strong online presence and members of their community are asked<br />

to carry out certain tasks for film screenings. For example, they’re<br />

asked to dress up accordingly and bring props, but for this film they<br />

also had to group themselves into ‘tribes’ according to where they live<br />

in London, which in turn created online and real world interactions.<br />

People displayed their ‘tribe markings’ on their social network profiles<br />

to link with other people who were in the same tribe as them. They<br />

were then encouraged to display their tribe markings when traveling<br />

to the film screening and group together once at the location. Visitors<br />

seemed really excited at the chance to act out of the norm and be part<br />

of this collective ‘secret’ immersive experience.


100th_Monkey_Movement<br />

Concept for a social experiment investigating the potential of<br />

social networking to affect people’s behavior and blending the<br />

real with the virtual.<br />

This project relates to ideas like “flash mobs” and “guerilla<br />

gardening” whereby people come together via digital means to<br />

perform collective actions in the real world. Also partly inspired<br />

by the subject of “serious gaming” and secret societies.<br />

The concept involves building a progressive digital community<br />

of at least 100 people, who every week are sent a message of<br />

a task they are to perform in the real world. Reinforced by the<br />

100th monkey theory and the belief that at least 100 other<br />

people are performing that same task during the same week<br />

they feel as though they are having a positive effect on the<br />

behavior of the whole of society.<br />

A big incentive for the experiment is to purposely disrupt<br />

people’s daily routine and give them an excuse to act slightly<br />

out of the norm. A small challenge for the week that will give<br />

them a bit of variation to what they do day after day. They may<br />

see it as a game they are playing with people around them, like<br />

they know something others don’t.


Example task and how it might be communicated.<br />

The tasks may be activities that people always have good<br />

intentions to do but never manage to get around to or lack<br />

motivation to carry out. They will be decided on collectively by<br />

the self-governing, online community of 100th Monkeys.<br />

100th_Monkey_Movement


<strong>Amina</strong> <strong>Nazari</strong><br />

www.aminanazari.com<br />

info@aminanazari.com<br />

0794 662 3551

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