Sharing digital media has become second nature for most of us. Throughout the day, we interact a lot with media in the cloud without even noticing it. The cloud has become an essential part of our workflows, but not of our natural behavior. The goal of the project was to share and interact with digital media in the cloud in such a way, that it becomes an integral part of our daily routines. ‘Unify’ aims to link our smart devices together, to make them truly an extension of each other. By knowing the relative position to other devices, we are able to connect them in a much more intuitive way. For example, you can share your digital music with someone else in a physical way by just swiping a song. Magical and meaningful interactions do appear by blending the digital and physical design space.
S. Zoontjens, Internet of Screens, M22 Report, Department of Industrial Design, Eindhoven University of Technology, 2015.
Immersive and interactive Storytelling is a form of digital entertainment in which an actual narrative is recreated into highly immersive and interactive fictional worlds where a user can have the experience of being a character in a story that unfolds based on her actions. We take advantage of novel technologies, by merging real and virtual worlds to produce new environments that confront the user in an intense and a seemingly real experience. The user is physically immersed in the narrative, co-creates the story, and interacts with the space instead of watching on a screen.
M. Nakevska, Interactive Storytelling in Mixed Reality, PhD Thesis, Department of Industrial Design, Einhoven University of Technology, Eindhoven, 2015.
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This project explores some related work about utilizing recorded data to reflect past experiences and maintain relationships. The first iteration was carried out in the university and a growing collective memories album service named Shiguang Time Machine was developed. With the input of client, Mobile Taobao, a second iteration was carried out focusing on the photo merging. Shiguang Time Machine is a mobile social application that brings past memories to present and merges photos together based on the location. The service aims at (1)making recorded data easily accessed in the right situation and (2)bringing touched moments and joy to the user. Finally, after the evaluation of the project, further development directions were discussed.
F. Chen, Shiguang Time Machine, M22 Report, Department of Industrial Design, Eindhoven University of Technology, 2014.
The design challenge in this project is to find ways to design a physical locus of interaction, a specific, physical device that opens the ‘digital’ action possibilities of a city to the physical ones. While the context is the city, it is up to the designer to focus on the design challenge within that context. How to let a ‘generic’ device grow into different meaningful forms and shapes dependent on the context of use, or the specific location in a city, and how to operationalize the concept of context dependent action possibilities.
E. Marinkovic, Social Interaction in a Public Space: Words of Wisdom, B32 Report, Department of Industrial Design, Eindhoven University of Technology, 2014.
FLink! is a service designed to increase the social climate at flex workspace Seats2Meet, located in Strijp-S Eindhoven. It is a combination of a physical Meeting Point that triggers flex workers who can interact with it by using their tokens. With this interaction other possible interesting people are presented to the flex worker, through the Mix& Match system. If the flex worker decides to address another person, they can easily connect their LinkedIn accounts by FLinking. This is interaction is similar to performing a high five. Playful yet functional, FLink! motivates people to interact with each other.
Y. Arslan, Flink!, M11 Report, Department of Industrial Design, Eindhoven University of Technology, 2014.
“The purpose of the project was to find ways to design a physical locus of interaction, a specific physical device or installation that opens the ‘digital’ action possibilities of a public space to the physical. For this project we were also asked to travel to China for a workshop to explore the concept of the patina of culture by means of designing an interactive installation.”
T. Elfferich, Design for Social Interaction in Public Spaces, M11 Report, Department of Industrial Design, Eindhoven University of Technology, 2014.
by Alexander van Dam and rick de Visser, a result of the Master module “Sense your heart”.
In this report we discuss our process of creating an application for a PPG heart sensor. The PPG heart sensor is based on an arduino board and self build as part of the module. From here one we did a short design iteration of two days in which we created a game as the application, made two working prototypes with a second arduino, tested them in game play and made some small adjustments to improve the game.
A. VAN DAM, and R. DE VISSER, Sense your Heart, M12 Report, Department of Industrial Design, Eindhoven University of Technology, 2013.
This thesis approaches the issue of interoperability between devices and services in thehome f rom a design perspective. It builds on the fundamental idea of ubiquitous computing; that the majority of our products and devices will be able to interconnect and interoperate. This tenet faces designers with a challenge: to create meaningful interactions for users to deal with the complexity of the ecosystem of interoperating devices they function in.
When moving away from interaction with a single product towards interaction with a system of products, designers need to nd ways to communicate the relationships between the products and the larger system they are part of. Additionally, designers are challenged to communicate the possibilities of new, emergent functionalities, that emerge when products are being interconnected. This paradigm shift changes the way action and function are coupled and spatially distributes user interaction.
B. van der Vlist, Semantic Connections: Explorations, theory and a framework for design, PhD Thesis, Department of Industrial Design, Einhoven University of Technology, Eindhoven, 2013.
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EURECA is a platform to enable a stronger connection between the clinical care and clinical research settings through seamless, secure, scalable, and consistent information sharing between the currently disparate electronic health record (EHR) systems and clinical research information systems. This will allow both clinical care to more readily incorporate the latest research results and clinical research to access the wealth of real life clinical care data. Further, it will make the process simpler and create opportunities for patients to participate in clinical trials and potentially benefit from access to the latest treatments.
J. Keijser, Yakobo: Clinical Trial Recruitment Tool – Designing and Prototyping, USI Final Report, Department of Industrial Design, Eindhoven University of Technology, 2013.