Syllabus

Photo credit: ‘The Billion Dollar Code’ – Netflix

 

Description

Haptic Proxies  will work towards the development of interfaces taken from an alternative present, along a series of specific thematics exploration of the borders between software, hardware and the body. Science-fiction movies have long been a frontier in demonstrating futuristic computer interfaces and their reciprocative interactions. Ungoverned by technological limitations, they are free to render the most imaginative systems, including augmenting objects features  that are not yet possible in reality.

 

These interfaces, intended as physical/digital/mixed objects, will be the basis to debate relationships between humans and machines – questioning how to nurture liveable futures for humans and more-than humans alike. Developing ideas experimentally using a daily basic level of technology to investigate how these objects could be used to create new circumstances, rituals and behavioural possibilities by actually plugging prototypes into real environments and observing their use and abuse in social situations over different periods of time.

 

Following an analytical, experimental and design methodology, proposing to use speculation as a tool to study the dynamics of human machine interaction and imagining and realising objects that will allow us to interact between ourselves and with our immediate collaborators. At their core, all of the projects will explore temporality and spatiality in order to provoke novel design insights, to critique the past developments of interfaces, and envision alternative potential presents. 

 

Learning Objectives

  • understand the basics of human interactions and digital technologies, using design as a strategy for linking immateriality to the material world in ways that lead to new communicational opportunities taking references from sci-fi narratives and media props
  • explore analogue complexity in digital phenomena without abandoning the rich culture of the tactile 
  • be capable of research how embodiment plays out in the foundations of spatial thinking and how this can inform HCI
  • how offline or real-time techniques are deployed and what reality is being manipulated (physical or virtual reality), and the purpose of the techniques (to affect object perception or the mapping between real and virtual objects)
  • understand how to combine design for physical and / or virtual spaces.
  • be able to design and execute an user interaction journey where physical and digital worlds are involved

Faculty


Faculty Assistants


Projects from this course

Shape it, feel it

Working in 3D CAD environments can be restrictive. While most CAD software provides tools for creating shapes and generating ideas, they often rely on a mouse and keyboard, or are very expensive. “Shape it, Feel it” investigates opportunities to generate shapes using a computer’s webcam and hand gestures. We utilize cheap and readily available hardware … Read more

Who am I ?

perceiving the world in a human shell called body acting as transition between physical and spiritual The project tackle the understanding of the human existence and complexity of how every aspect in the body perceive life in a different way. “Who am I ?” provides you to feel and experience yourself in a physical world … Read more

Ceramiquest

Ceramiquest draws inspiration from the ancient art of pottery, augmenting it with virtual reality technologies to create a platform that enables users to generate and modify pottery geometries in an immersive environment. By digitizing this art form while retaining the manual generation process, Ceramiquest simplifies pottery-making and allows to 3D print your virtual creations with … Read more

Tastebud techno

In recent years, the exploration of multisensory experiences has gained significant attention in the culinary industries. This project focuses on the potential of leveraging virtual reality (VR) to alter and augment the flavours and qualities of beverages and food – specifically wine in our case – through the integration of music and visuals. Virtual reality … Read more