WATER project concepts

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MAJOR STUDIO: INTERFACE

Final PresentationsProfessor Victoria Vesna

December 14 & 16, 2010

MFA Design and Technology

Parsons The New School for Design

MAJOR STUDIO: INTERFACEFINAL

Professor Victoria Vesna

GREAT PACIFIC GARBAGE PATCH:THE GAME

Nicolas Cinquegrani12.14.2010

ABSTRACTGreat Pacific Garbage Patch is a collaborative board game that aims to call attention to the marine debris in an entertaining and social manner.

CONCEPT | TOPIC

A board game that:

 - Raises awareness of the Great Pacific      Garbage Patch and marine debris       in general

 - Simulates the damaging effects of garbage in the oceans

 - Encourages cooperative gameplay and a sense of camaraderie

 - Is a fun and challenging experience for       the players

SOCIAL CONTEXT

- Ideal for educational exercise and to raise awareness about issues of  pollution and international cooperation

- Family game and wide audience

- In the future, would be ideal for chat enabled online multiplayer

PANDEMIC by Matt Leacock

- Embodiment- Algorithmic "mindless" enemy- Collaborative gameplay

WORLD GAME by Buckminster Fuller

“Make the world work, for 100% of humanity, in the shortest possible time, through spontaneous cooperation, without ecological offense or the disadvantage of anyone.”

 - Collaborative gaming - Games as culture and   education - Complex game systems

RULES OF PLAY by KATIESALEN and ERIC ZIMMERMAN

- Games as systems: Set of rules, Play, and Culture- Meaningful play- Negative feedback loops- Games as simulations

"WHAT DO PROTOTYPES PROTOTYPE?" by Stephanie Houde and Charles Hill

- Role, Look and Feel, Implementation and   Integration prototypes- Prototype with a purpose and make it  clear to the tester

 

GAME BOARD

PROTOYPES

POSSIBLE FUTURE VERSIONS

REFERENCES- Jacob Silverman, "Why is the world's biggest landfill in the Pacific Ocean", accessed Dec 12, 2010, http://science.howstuffworks.com/environmental/earth/oceanography/great-pacific-garbage-patch.htm

- The Plastics Project, Port Townsend Marine Science Center, accessed Dec 12, 2010, http://www.ptmsc.org/plastics.html

- Seaplex, Scripps Institute of Oceanography UC San Diego, accessed Dec 12, 2010, http://sio.ucsd.edu/Expeditions/Seaplex/Science/

- "Pandemic", Board Game Geek, accessed Dec 12, 2010, http://www.boardgamegeek.com/boardgame/30549/pandemic

- "Designing a Pandemic: lessons learned", Google Tech Talks, April 30, 2008, http://www.youtube.com/watch?        v=cdTVcFo2EQw

- "World Game", Buckminster Fuller Institute, accessed Dec 12, 2010, http://www.bfi.org/about-bucky/buckys-big-ideas/world-game

- Gene Keys, "Evolution of the Dymaxion Map: An Illustrated Tour and Critique", June 15, 2009, http://www.genekeyes.com/FULLER/BF-6-later-ed.html

- O.S. Earth Global Simulations, accessed Dec 12, 2010, http://www.osearth.com/index.shtml

- Frank Latz and Eric Zimmerman, "Rules, Play and Culture: Towards an Aesthetic of Games ", accessed Dec 12, 2010, http://www.ericzimmerman.com/texts/RulesPlayCulture.htm

- Katie Salen and Eric Zimmerman, Rules of Play (Cambridge: The MIT Press, 2004)

- Stephanie Houde and Charles Hill, "What do Prototypes Prototype?", accessed Dec 12, 2010, http://www.sics.se/fal/kurser/winograd-2004/Prototypes.pdf

- Wikimedia Commons, accessed Dec 12, 2010, http://commons.wikimedia.org/wiki/Main_Page

- Apple, accessed Dec 12, 2010, http://www.apple.com/

MAJOR STUDIO: INTERFACE

FINALProfessor Victoria Vesna

Moving Water

Andrew Knaup12.14.2010

Mobile Floating Evac Bridge

A lightweight mobile floating bridge which collapses into Itself and is opened by the power of moving water.

Water Powered Rescue

This project is designed to help evacuate people out of flood areaswhen they have become trapped by rising waters.

Recent Problems:

Recent floods around the world including the floods in Pakistan have raised attention to more need for flood Preparedness.

INITIAL PRECEDENT:

PRECEDENTS: Water Wheels

PRECEDENTS: Bridges

PRECEDENTS: Military MobileBridges

Initial Proposal

Proposal: A water-poweredmobile floating evac bridge

PROPOSAL

PROPOSAL

CONCLUSION

Something like this is much easier to conceptualize than to actually prototype.

REFERENCES

http://www.waterwheelfactory.com/Baltimore.htm

http://emsh.calarts.edu/~mathart/Zoetrope1.html

http://world.std.com/~jwpowell/zoetrope.html

http://www.armedforces-int.com/article/leguan-ferry.html

http://www.armedforces-int.com/article/mobile-bridges.html

http://www.treehugger.com/files/2007/04/pet_project_rec.php

http://www.ucar.edu/learn/1_1_2_3t.htm

MAJOR STUDIO: INTERFACE

FINALProfessor Victoria Vesna

project: message in a bottle

Hilal Koyuncu12.14.2010

ABSTRACT

Project: Message in a Bottle intends to bring awareness

about water related issues by capturing environmental

data from the water (ranging from ambient sound to

petroleum levels in the water) and sharing this

information with the audience.

CONCEPT | TOPIC

The central goal of the project is to motivate the public to take action

and make a positive change to intervene water related issues.

The user interaction will be established through a website that

is aimed toward presenting the data that is collected from the

water.

SOCIAL CONTEXT

The bottles will be launched in water bodies all over the world,

the information will constantly be communicated through the

website. I am also considering various public displays of the data.

PRECEDENTS

Message In a Bottle from Ramsgate to the Chatam Island

http://www.laylacurtis.com/bottle/fullscreenclose2.htm

PRECEDENTS

A project by Happiness BrusselsDesigned by Anthony Burrill

Limited edition of 200 posters,screen printed with oil from theGulf of Mexico disaster

PRECEDENTS | LIT REVIEW

Why do we always have to revisit the archetype?

PROJECT PROPOSAL

PROJECT PROPOSAL

The Website

PROJECT PROPOSAL [3]

PROJECT PROPOSAL

Physical interactive piece for public display

CONCLUSION

Designing to create an impact and make a change in the society is

a great challenge. Attempting this task by experimenting with

different media could bring important results which could than be

utilized to actually accomplish the task.

REFERENCES

1- Dunne, A. (1999). Hetzian Tales.London: Royal College of Art Computer Design Research.

2-Objectified. Dir. Hustwit, Gary. Plexi Productions, Swiss Dots, 2009.

3- Tufte E.(1990) Envisioning Information. Ellicott City: Graphics Press.

4- http://www.laylacurtis.com/bottle/fullscreenclose2.htm

5- http://www.gulfmexico2010.com/

MAJOR STUDIO: INTERFACE

FINALProfessor Victoria Vesna

SHOWER TIME

David Lazarus12.14.2010

ABSTRACT

The aim of this project was to create an installation which recreated the setting of taking a shower, and adding to it an interactive component, which would lead the user to contemplate his own shower usage, the impact the user has personally on the environment, and therefore what can be done to reduce it.

CONCEPT | TOPICWater Usage in NYC:50-75% of residential water usage is in the bathroom. Av. person consumes 60-70 gallons of water a day. Av. duration of shower is 9/10 minutes. Standard shower head uses 6 gallons of water per minute.A 10 minute shower is equivalent to 60 gallons (an average persons consumption).

Endorphic Enduced Relaxation & Pleasure Association:Post effort, post workout, post sex relaxationPost work, cleansing ritual.Endorphic release happens when showering thus psycho-association between pleasure, relaxation and showering.

Showering is an extremely personal experience, that may have an addicting aspect. Regardless, it represents 40% of NYC’s daily water consumption, and by reducing our showering time by just 2 minutes we could save 8 – 10 % of our fresh water source.

CONCEPT | TOPIC

The user is supposed to walk into the space, as if entering a shower. Pull the curtain, walk in, and close the curtain.

The user is then supposed to turn the shower on (quite simple) by pressing on the release button. We perform this action daily, so I assume it isn’t a stretch of the imagination for users to get this far.

Once the button is pressed, it initiates a pre-recorded audio message, that leads the user in a 2 minute (hopefully humorous and not condescending) reflection. The user is essentially getting showered by facts about showers, rather than water.

The goal of this interactive shower is to create a reflection within the user that isn’t based on a condescending infomercial tone that can be found in a lot of eco-friendly projects. The visual cues, and the recreation of an actual shower atmosphere hopefully come together to truly reach the user in a very short amount of time which makes it fun & effective.

SOCIAL CONTEXT

In order to get the create the strongest reaction in users, they would need to be ready to shower, and be surprised by this unexpected alternate medium of showering.

Thus, Shower Time would ideally be shown in public places where people commonly use showers: swimming pools, beaches, spas, road stops, etc…

Exposition in art galleries would be a good alternative, which would create, however, a much weaker user reaction, as they would be experiencing this fully dressed, and expecting some sort of alternative to an actual shower.

PRECEDENTS

Interactive, Web & Mobile Apps that illustrate the water footprint of individuals, companies and nations. The water footprint is defined as the total volume of freshwater that is used to produce the commodities, goods and services consumed by a person, company or nation.

The idea of the water footprint is essentially an aquatic ecological footprint.

PRECEDENTS

Koolhaus tap ware facilitates user to measure the amount of water dispensed from each bathroom appliance over any particular period. This innovative and functional concept has been designed with a goal of producing greater understanding about the usage of water and help taking proper initiatives to reduce the amount up to an optimum level.

PRECEDENTS | LIT REVIEW

Importance of planned design, and user interactivity & usage:The Social Life of Small Urban Spaces - William H. Whyte

Water wastage, our impact and what we can do about it:Solid Waste Management in the World's Cities: Water and Sanitation in the Worlds Cities 2010 - United Nations

Water and Wastewater Technology - Mark J. Hammer

PROJECT PROPOSAL [1]

PROJECT PROPOSAL [2]

User Testing showed that the script wasn’t adequate. Not humorous enough, and a little too condescending. Finding the right balance between funny, tacky, yet sensible and reflective was challenging. Needs more work.The interface worked in replicating a shower, and users reported that the visual cue of the cup created a strong effect / reaction.The facts were unknown to 95% of users.

PROJECT PROPOSAL [3]

Physical Construction Components – Total Cost - $69

# Arduino UNO ATmega328- 30$#breadboard - 8$ #Resistors – 1$#Generic Shower Head – 8$#MiniSpeaker – 4$#SolarPanel – 6$#SoundChip – 12$

PROJECT PROPOSAL [4]

With an unlimited budget, Shower Time would become a small Arduino type self powered kit that one could order online (it would be delivered with specific statistics according to area of delivery). Upon receipt it could replace any common shower head.

It could therefore be installed in any shower, anywhere, thus reaching an extremely wide amount of the population.

REFERENCES

http://nyc.gov/html/dep/html/drinking_water/index.shtmlhttp://www.nyc.gov/html/dep/html/drinking_water/droughthist.shtmlwww.virtualwater.euThe Social Life of Small Urban Spaces - William H. WhyteSolid Waste Management in the World's Cities: Water and Sanitation in the Worlds Cities 2010 - United Nationshttp://www.nyc.gov/html/dep/html/residents/wateruse.shtmlhttp://hypertextbook.com/facts/1999/JessicaHowellONeill.shtmlWater and Wastewater Technology - Mark J. Hammerhttp://www.gearlog.com/2010/08/koolhaus_faucet_track_your_hom.php

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