Weeknote 6.0 - Behavior change, ambient awareness as a "here" nor "there"...
Of all design intentions, behavior change is the most difficult outcome to achieve. From the 1960s to the 1980s, scientists believed goals were the key to changing behavior. Today, we design...
View ArticleWeeknote 8.0 - Fast Learning, BDSM, and Critical Design
Fig. 1—the prototyping process Interaction designers love to talk about failures. In lecture, Gary Chou recounted his experiences as a product manager for Tribe, the “Craigslist with a face” that...
View ArticleWeeknote 10.0 - Loose-ends, minimizing design risk, and embracing uncertainty
Fig. 1 For months, my attention, energy, and time has been devoted to acquiring knowledge from various domains to engineer a speculative device that will regulate the ripening rate of fruit. (Fig. 1)...
View ArticleWeeknote 12.0 - Scriptwriting, Aesthetic Inspiration, and Material's...
In October of last year, we were given a guided tour of the MoMA exhibition, Talk To Me, by its curator, Paola Antonelli. She spoke of the exhibition’s main theme: designers as scriptwriters of...
View ArticleWeeknote 13.0 - Getting by with the help of friends, fabrication, and SNAFUs
Fig. 1 I edited and posted the user experience video study I shot with Dave Levin last week. The goal of the study was to depict a user performing a biological age test to establish a baseline age. The...
View ArticleWeeknote 14.0 - Roundtable critique, scriptwriting, and coming down to the wire.
“You can watch nature age quickly, tying that to human behavior is powerful.” —Tamara Giltsoff This week, we participated in another roundtable session of critiques with faculty: Chloe Gottlieb, David...
View ArticleWeeknote 15.0 - Framing and Post-Production
This work touches upon so may areas of interest—Big Data, data visualization, tangible user interfaces, behavior change, feedback loops, quantified self, personal activity trackers—it has been...
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