FiiWA provides a novel platform for the creation and play of physical games and sports. Having been designed specifically to meet the needs of the blind and visually impaired (VI)* community, FiiWA finds itself at the intersection between wearable hardware systems design, social entrepreneurship, and games & education.
At the heart of FiiWA is a line of wearable, technologically enhanced modular gaming equipment. The equipment translates a myriad of sensor data into aural and vibrotactile feedback orienting and guiding VI and blindfolded players to their team members, through the play area, and to the equipment.
FiiWA is meant to not only be played with a set of professionally designed games, but encourages players to become creators. By providing users with tools to educate themselves in the field of game design, players can tailor pre-existing games as well as custom build new ones to suit their own specific needs, skill levels, and interests.
We like to think of Hueguru as the type of game Josef Albers would play on the subway. A casual iOS game, Hueguru challenges players’ eyes and minds to quickly find exact color matches while faced with choices atop and alongside various tints, shades, and hues. The game mechanics are simple at their core making it possible for both younger and older gamers to playfully explore the color spectrum.
Our first iOS game, Hueguru is currently at the end of production and will run on both iPhones and iPads.
We expect to have the App available for purchase in the App Store by Jan. ‘15.
At it’s core, 512 is a system, an interface constructed around an individual which allows one to elevate their capabilities of expression while fully detaching oneself from the outside world and the obligations to guide any of the responses given by the system.
A black, grided 8’x8’x8’ cube (creating 512 cubic elements) makes up the outer shape of the installation in which an individual wearing an interactive helmet resides.
As the black cube makes countless appearances in the history and development of our world of ideas and cultures it felt highly appropriate as the form inside of which the individual can plant oneself into the world. Similar to many of the nowadays screen-based devices it is often experienced as a somewhat uncanny, dehumanized object, yet it is one of the most prominent distinctly human creations which have occupied our minds and have subsequently come to dominate the built environment.
The interactive helmet was inspired by the ability of cephalopods to change their skin in response to their environment. (Languages as systems of communication can appear terribly limited once we consider the possibilities open to us if we were, for example, able to use our skin as a means to express the ideas that have formed in our minds without the need for intermediary processes to externalise these ideas.) Software enables live footage data captured by the helmet’s camera to be read and manipulated. The response to this data is immediately reflected back to the viewer via a series of RGB LEDs embedded in the outer membrane of the helmet. A head mounted display and headphones integrated into the helmet allow the individual to monitor the system of sensors and focus on personal development without the distractions of the outside world. Aleatoric compositions based on sound patterns perceived around the cube emanate from the installation.
ZumZumZ creates upscale, all natural, artisanal confections. From the candy itself, to packaging, to print and digital marketing components and photography–we aimed to mold ZumZumZ into a coherent and exciting artistic culinary experience for the eyes, hands, nose, ears, and palette.
We wanted for ZumZumZ to look and feel ‘like a sophisticated country-side gourmet kitchen’– soft, warm and textural. It was also important to build anticipation so that every stage of unwrapping the confections prepares one to find and eat something amazing. Since a major part of ZumZumZ’s customer base is favors for special occasions, we felt receiving and enjoying a box of ZumZumZ confections should be a celebratory experience in and of itself.
Much of design and user experience for the website coevolved with the finishing touches to the overall branding for ZumZumZ, an upscale, all natural, artisanal confectionary. We integrated many of the signature elements, such as the simple lace border and the pattern of lines which references the pattern created with their signature box tie.
ZumZumZ specializes in providing clients with exceptional confections for events with plenty of opportunities to personalize the design of their favors and individualized messages. It was important to equip this first version of the website with a strong initial set of tools that would allow clients to explore a library of designs and message formats and directly choose and personalize their favors with their selections in an easy and convenient manner.
The content management system makes it effortless for ZumZumZ to manage the content of the site and allows for quick reconfiguration and future expansion of the presentation of the companies’ offerings, designs, personalized messages and their relationships to one another.
We developed a dynamic sign for two screens that were installed in the museum’s main window displays on 7th Avenue at the corner of 17th street in Manhattan. The signs were intended to draw attention to the museum and provide quick insights into the worlds that could be encountered within its walls.
Being by far the busier of the two facades of the museum, the high-traffic 7th Avenue location played a very important role for drawing in potential visitors. It was clear that we had an exceptionally short time-frame during which passersby would pay attention. Therefore textual information was kept to a minimum and an emphasis was placed on visually attractive animation and imagery.
The animations across the two screens are coordinated so that they alternate in highlighting happenings at the museum. The shading and coloring of the waterlike background texts are also extending across both screens. The sign loads and formats all information directly from the museum’s database requiring minimal extra effort for maintaining the sign.
All movements are calculated based on a series of dynamic randomized parameters so that the signs will never look exactly the same twice.
A Blade of Grass is a non-profit arts organization that supports artists and organizations who innovate beyond the gallery space and work in communities through socially engaged art. Their branding identity is built upon the concept of individual artists coming together as a group to create contemporary art all while maintaining one’s uniqueness.
In the course of establishing A Blade of Grass’ identity we developed the Stationery Color Workshop. The user of the software can modify a large series of parameters from which an infinite number of unique logo color schemes can be created. These logos are saved in collections within the software, outputted to multiple types of file formats, and used to automatically create all of the stationery elements for print-ready and digital formats.
Envelopes, letterhead, and business cards–each with a distinctly colored logo–can be printed in- or out-of-house while the digital formats allow for email signatures and the website’s logo to continually change colors upon reloading.
The Hack-a-Bat is a reworked regulation baseball bat that measures the speed and tracks the motion of a player’s swing. The corresponding software visually interprets this data for the player and allows him to compare his swing to another’s.
The Hack-a-Bat was conceptualized, designed, constructed, and coded for the technology home makeover television show, My Home 2.0.
This stop-motion adventure game was created for the first ever game design competition held in 2013 by the Games for Change Festival. It’s goal is to fully educate preteens and teens on the subject of sex so they may make well informed, emotionally, mentally, and physically supportive choices during their journey into adulthood. Sex Ed Super Task Force was one of three finalists and was presented at the conference. See our presentation of the game here.
Upon starting the game, a player finds herself recruited to take part in a league of SexEd Superheros. The Task Force (comprised of Lt. Love Glove, Colonel Desire, and Private Thoughts) will train her in the art of defense against such issues as STIs, unwanted pregnancy, and peer pressure. She will use her newly acquired skills throughout the game to guide citizens towards physically safer and emotionally healthier relationships with sexuality, giving them the best possible answers and solutions modern science has to offer. To ultimately win the game, players must successfully pass four challenges, each consisting of training simulations and a real world mission.
The Rubin Museum of Art’s lobby sign provides visitors with a quick overview of the museum’s current exhibitions, daily events and tours, and their respective locations and times where applicable. Visual prompts highlight events and tours as they near their start times.
As the museum focuses on Himalayan art, it was important to incorporate the serene and subtle atmosphere of the space within the sign. We drew inspiration from the Buddhist art practice of creating sand mandalas for the main transition between happenings at the museum, the center images dissolving as if made of sand blown away by a gust of wind. The animation of the images is different every time, created anew and precomputed before it unfolds.
The sign loads and formats all information directly from the museum’s database requiring minimal maintenance effort saving the staff several hours of work every week. Prior to this installation, guests were often unaware of the many events, exhibits, and tours that were happening, nor did they understand where to go to view a specific exhibit. After installation of this lobby sign, tour and event attendance rose significantly.
Gamestar Mechanic is an online game design course for children and preteens. Using fun, game-based quests and courses, it educates players in the theory and practice of game design and aids them in creating their own video games.
We designed visuals, the layout and coded the corresponding Gamestar Mechanic Strategy Guide website. Conceptually, the site was divided into three sections (History, Newspaper, Dictionary) each providing insight into different aspects of gameplay and strategy.
Game Overview: Unhappy with the King’s reign, you’ve left his territory and established your own domain just outside of his kingdom. You must now protect it from others who have done the same, as well as from the King’s army.
The winning and losing conditions can be individualistic (against the board and all other players) or collaborative (against the board, or with one or more players). Play time is between 30 to 90 minutes.
By using a combination of collaborative and competitive mechanics, Domain challenges players to think abstractly concerning bullying. Is it better to help another in need, neglecting strengthening your hold, but aid in keeping the main evil at bay? Lay low and try not to get attacked - someone else can take care of the problem? Or attack first and build up your army? Do you build an alliance with all, or just some? Which is the biggest risk to your safety?