18 January 2015
Mill-Glass – short project presentation – #rmt3
Mill-Glass is a project built around a particular goblet used for drinking games in the 16th century, exhibited at the V&A Museum. It consists of a short, but intense journey for the user, who will experience the effects given by the original use of this object and will see his own reaction at it.
The whole interaction happens in a…
15 January 2015
Max-MSP patch – part 2
I made work the right brain, as Nicholas would say, and I tidy up a bit the patch, the best thing is to use the send-receive objects, with those you can avoid many lines.
I found out also that a good way to clean the patch is to rewrite it on a paper, which gives you the possibility to reflect…
14 January 2015
NeighborGoods – #rmt2
NeighborGoods is a safe community where you can save money and resources by sharing stuff with your friends. Do you need a ladder? Borrow it from your neighbour. Have you got a bike collecting dust in your closet? Lend it out and make a new friend.
“The average lawn mower is used for four hours a year. The average power…
11 January 2015
Ledoliel – The post-modern dating app – #rmt1
Ledoliel is a strange dating toy for iOS, involving procedural creatures and their bizarre customs, where you must try and figure out what topics they might want to discuss, gift they might want to receive and places they may like to be touched – based on their cryptic attributes.
This is a project which perfectly describes our current cultural situation,…
9 December 2014
Max-MSP patch – part 1
In this patch on the left through the microphone we can register a prolonged loud sound which will identify the blowing. A blow longer than 2 seconds will trigger the entire process, showing before the windmill turning, then a random number from 4 to 9 (they will be the shots to drink) is selected by the “urn” function. Each of…
5 December 2014
Great idea!
Reflecting on the project again:
– This goblet was used for a popular drinking game, to incentivise alcohol consuming.
– Drinking games are made to have fun and get wasted, nothing to be serious about.
– Therefore the interaction might be something funny for the user.
– Why not to give to the user a drunk feeling, without let him…
2 December 2014
How to make the user feel drunk?
After a revision and a few discussions, we agreed that the scope of the interaction should be to make the user feel drunk, obviously without letting him drink.
An idea suggested by my course mate Mohamad was to give indication to the user and let him spin around and do some crazy stuff in order to make him feel dizzy…
27 November 2014
Blowing to start the game
Today Alex, my project mate, showed me a very interesting interactive installation realised by an Ukranian agency with the purpose to promote a bottle of Vodka. The most interesting aspect is that to active the process users have to blow on it. This feature might be perfect for our project since it would reconnect to the original sense of the…
26 November 2014
The windmill is spinning!
The first idea is to show what this object is about. If people just saw it in the cabinet at V&A, where it sits among all those other odds and ends, they would never guess what its original function was.
Therefore, they should interact with it and see that the windmill is not a mere decoration, but it was meant…
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