Our childhood was filled with creatures hidden in the dark. The feeling of them existing outside of our imagination was a source of interaction with the physical world, creating places for them to live. Our imaginary friends were sharing our secrets, they were our closest partner in the world discovery. One book that I recommend on the subject is The House of Make-Believe: Children's Play and the Developing Imagination by Dorothy G. Singer and Jerome L. Singer, one of my favorite book on imagination and child development.

Children interacting with Kage no Sekai
When I discovered Kage no Sekai, I immediately felt in love with it. The piece projects cute tiny creatures on shadows -and only on shadows- so that anyone can play with them, try to grab them, make them exist in specific places with shadows created just for them, or even trap them (see video of the children interaction with the system).
Photo by the authors of Kage no Sekai
"This device expresses this perspective not by using existing media but in the real world itself. The mechanism is concealed, giving the device the appearance of an ordinary piece of furniture. Although at first glance it looks like a regular wooden table, if you look at the shadows on its surface you'll see the movement of mysterious life forms. When you approach it to have a better look, they sense your presence and hide away. They do not emerge while human shadows are cast over the table, but the life forms hiding within a distant shadow are watching them."
Video Posted by Cati Vaucelle @ Architectradure
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Blog Jouons Blog Maison
Blog Lesson
Saturday, March 15, 2008
These little things in the dark ...
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Labels: children, creativity, imagination, inspiration, shadows, technology, video
Friday, February 29, 2008
Impossible things? Negative Capability and the Creative Imagination
I came across an intriguing paper written by Professor Irene McAra-McWilliam, researcher that I admire. She reviews the history and contemporary understanding of the concepts of creativity and the imagination, referring to poetry and visualization to explore the role of the imagination, and to reflect on the concept of creativity.
Excerpt from her paper
I challenge the popular view of the Romantic poet as “mad, bad and dangerous to know”, and propose instead that these artists were committed to the project of understanding the creative imagination and being attentive to its modes of operation. Indeed many of their poems, such as Coleridge’s Kubla Khan (Coleridge, 1996, pp. 229-231), are expressions of their research. The Romantic project can be seen therefore as an attempt to understand the creative imagination through its own operation, and to articulate this in artistic expression. Poets such as Wordsworth and Coleridge were interested in how we see the world, and they proposed that the first act of the imagination was perception itself.
Summary offered by the Creativity or conformity conference:
Using examples from art, psychology and science, she illustrates a number of ways in which we have ‘imagined the imagination’. She proposes that education, with its increasing reliance on the jargon and practices of business and bureaucracy, has lost sight of its central role in developing the Keatsian concept of a ‘negative capability’ which is the basis of creativity: Negative capability, that is when man is capable of being in uncertainties, Mysteries, doubts, without any irritable reaching after fact and reason.
This ‘negative capability’ is the ability to deal positively with complexity, paradox, and ambiguity in processes which have uncertain contexts and outcomes. This capacity is increasingly of value in a world in which the contexts and fields of operation of academic disciplines, governments and businesses is expanding. Indeed, industry, whose leaders work within ‘wicked environments’ characterized by increasing complexity and change, is recognizing and rewarding this ability.
Professor McAra-McWilliam proposes that the current educational milieu, with its ‘final vocabularies’ of business and bureaucracy, is placing a relatively higher value on positive capabilities which lend themselves to measurement. Students’ and teachers’ negative capabilities are thereby marginalized or excluded, along with their ways of thinking and making, and their languages of expression.
She suggests that current educational models are driven by inadequate and outdated models of business which focus exclusively on productivity and results while, ironically, industry and management research is increasingly defining negative capability as essential to innovation in uncertain business environments. The presentation concludes by offering some insights into research practice in art and design as a means to reaffirm the role of education in the development of negative capability, and in imagining solutions to ‘impossible things’. Posted by Cati Vaucelle @ Architectradure
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Labels: creativity, design research, papers, PhD, research
Thursday, August 02, 2007
Pillow-ing
Talking about fashion, this garment is absolutely awesome. Pillowig by Joo Youn Paek.
"Pillowig" is hand made wearable pillow comforting trieness of people in daily lives, enabling users to sleep comfortably whenever and whenever they’d like. When user test is done in public spaces - subway, airplane, library, class room and laundromat, viewers commented: “I would like to have it for my trip.”, “Very funny.” “This is practical, but a laugh, too." I made 50 limited editions and sold 47 pieces at the exhibition of the work and gained “Pillowig” fans. Two months later fans did a group performance piece at the Old Palace, Seoul.



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Labels: art, creativity, fashion
Digital, mechanical and eletronic fashion show
Amanda Parkes just gave me the booklet she designed for Unravel, a technology-driven fashion event at Siggraph 2007 this year. A premiere. I am so lucky to share an office with the curator and fashion chair of this event!
"Unravel" brings together the works of international designers and artists to present innovative and interactive works in computational and conceptual couture, socially conscious fashion, science-inspired from, and new technologies in textiles.
If you attend the event in San Diego, California, you will see:
· Solar Bikini by Andrew Schneider. A solar film bikini that charges your iPod! (With a USB connection!) The suit is a standard medium-sized bikini swimsuit retrofitted with 1" x 4" photovoltaic film strips sewn together in series with conductive thread. The cells terminate in a 5 volt regulator into a female USB connection
Solar Bikini
· Walking City and Index of Indifference by Yin Gao, projects that I particularly love! Dresses respond to their physical and acoustical environment, the ethereal garments just breath ...
Walking City
· Intimate Controllers by Jenny Chowdhury. A platform where video games are played by couples touching each others.
· Smoking Jacket by Fiona Carswell. The jacket has a built-in pair of lungs on the front. As the wearer smokes, the lungs fill up with the exhaled cigarette smoke and begin to gradually darken over time.
Smoking Jacket
· Hacking Couture, a web portal that allows the launching of new fashion aesthetics by the continuous contribution of users of the site, giving an exploratory spin to the traditional design process in fashion, allowing a collective collaboration in means of self-expression and the enhancement of creativity by the application of the concepts of Open Source.
· Self-Sustainable chair by Joo Youn Paek, a conceptual garment that motivates users to consistently switch between walking and sitting as a loop behavior on the street. The balance between exercise and rest would be maintained by wearing this suit. 
Self-Sustainable chair
· Muttering Hat & Talk to Yourself Hat by Kate Hartman.
Muttering Hat A pair of muttering balls are tethered to the hat. They may be stuck to your ears, so that all other noise is obstructed by the mutterings, or they may be detached, providing the opportunity to escape from the mutterings or to share them with a friend.
Talk to Yourself Hat Through the use of a communication system embedded in the hat, you may speak outloud to yourself while retaining the right to a somewhat private conversation.
Muttering Hat
· Knitter's Tapestry by Daniela K. Rosner and Kimiko Ryokai.
An experimental dress knit with recordable magnetic tape that travels with the knitter and captures the knitter's experience as she knits.
Knitter's Tapestry
Knitter's Tapestry - detail
· Solar vintage, we will become silhouettes by Elena Corchero, a collection of accessories for the eco-fashion-minded in which technology meets tradition.
Solar Vintage
· Jacket Antics by Barbara Layne and Studio subTela, that feature unique texts and designs scrolling through the LED array on each of the backs.
· Kameraflage(TM) by Connor Dickie, a display technology that is invisible to the naked eye, yet is visible when imaged with a digital camera.
On this picture, the thunder-cloud has a lightening-bolt appear in the photograph
· Negociation by Daniela Kostova, Galina Kumanova, Olivia Robinson, a wearable interactive video system that combines textiles and technology to explore concepts of identity creation, presence and absence, integration and estrangement in different political and cultural environment. The wearers of the suit merge with the visual environment they inhabit.
Negociation
Negication' still during a performance: The persons seem to disappear.
· Cherry Blossoms: When War Comes Home by Alyssa Wright addresses the disparity between human suffering and perception of that suffering.
A mapping technology that transports one into the world of another, Cherry Blossoms gives witness to the tragedy of war. A backpack is outfitted with a small microcontroller and a GPS unit. Recent news of bombings in Iraq are downloaded to the unit every night, and their relative locations are superimposed on a map of Boston. If the wearer walks in a space in Boston that correlates to a site of violence in Baghdad, the backpack detonates and releases a compressed air cloud of confetti, looking for all the world like smoke and shrapnel. A technology for empathy, Cherry Blossoms honors the human cost of war.
Cherry Blossoms, a cloud of confetti, each confetti showing the name of a civilian who died in the Iraq war and the circumstances of his/her death.
· Shutters by Marcelo Coelho and Steve Helsing, is a soft kinetic membrane for environmental control and communication.
It is composed of actuated louvers (or shutters) that can be individually addressed for precise control of ventilation, daylight incidence and information display. By combining smart materials, textiles and computation, Shutters builds upon other façade systems to create living environments and work spaces that are more energy efficient, while being aesthetically pleasing and considerate of its inhabitants’ activities.
· Bracelets and Reconfigure, two projects by Leah Buechley.
Each bracelet, woven on a traditinoal bead loom out of beads, conductive thread and surface mount LEDs, is a 5x10 display matrix that can be programmed with animations like cellular automata and scrolling text. I strove to make the bracelets lovely with the electricity on as well as off; the most recent versions are almost as thin and flexible as traditional beaded jewelry, controlled with surface mount electronics and soft circuitry and powered with flexible Lithium-ion batteries.
Reconfigure is a platform for interactive performance. A reconfigurable costume consists of a torso piece and an assortment of sensing appendages that can be snapped to the torso. Sensors in the appendages include muscle flex sensors, accelerometers, bend sensors and touch sensors. Sensor data is relayed to a computer, via a bluetooth module embedded in the torso, where it can be used to control or generate music, video and other multimedia content.
· Peau d'Âne by Valérie Lamontagne. Peau d'Âne, a fairy tale from Charles Perrault, is reinterpreted by giving life to the 'impossible' dresses that a young princess orders her stepfather to thwart marrying him.
Peau d'Âne
Technical diagram of Peau d'Âne.
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Labels: awareness, body, concept design, creativity, fashion, technology, TMG
Thursday, July 26, 2007
Kinetic vs electric toys

Odo by Sony
We change our habits and we design accordingly. In the era of socially responsible design, a new business model is emerging. Discovered on Idealist, Odo by Sony is a generation of toys that takes advantage of user-generated kinetic energy. As mentioned in Sustainable Day: "there are a lot of conceptual solar powered cell phone prototypes and hand cranked chargers popping up in response to the strong consumer interest in more environmentally responsible products but in general consumer electronics usually lag behind in the development of green alternatives."
Odo Spin N'Snap
In 2005, I co-designed Playpals, a set of figurines with their electronic accessories that provide children with a playful way to communicate between remote locations. In our first prototype, the figurines were activated using the child-generated kinetic energy. We tried to find a branch of alternative to electrical by using reverse motors.
Playpals movie
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Labels: children, creativity, design, design research, energy, environment, HCI, interaction-design, MediaLab, project, toy
Monday, July 23, 2007
Hottness is always the tiebreaker
Everything you wanted to know about creativity and the design process. I stole this video from Marc Rapps' blog that I enjoy reading. This short movie is just so funny and well done.
Enjoy!
More on Perfect People Make Perfect Design
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Wednesday, July 18, 2007
Elisabeth Sylvan: the Sharing of Wonderful Ideas

Dr Elisabeth Sylvan
Today I attended the thesis defense of my friend Elisabeth Sylvan, now Dr Elisabeth Sylvan, from the Lifelong Kindergarten research group at the MIT Media Laboratory. Her dissertation is entitled the Sharing of Wonderful Ideas: Influence and Interaction in Online Communities of Creators.
At her dissertation committee: Mitchel Resnick, Alex P. Pentland and Peter Gloor
Abstract
This thesis presents a new framework for understanding how communities of creators share work, influence one another's creative processes, and learn from one another. I introduce the concept of Online Communities of Creators (OCOCs), which are online communities where the core activity is sharing personal creations. Using a mixed-methods approach of ethnography and social network analysis, I study two specific OCOCs: the Computer Clubhouse Village and the Scratch online community.
I analyze how ideas spread through OCOCs using the framework for diffusion of innovation developed by Everett Rogers. I map specific behaviors in OCOCs to Roger's five stages of adoption of innovation: awareness, interest, evaluation, trial and adoption. Within OCOCs each of these stages represent deepening understanding of other community members' work. The last two stages can be seen as members learning from each other. I report on how different social and project-related activities support the communities. I analyze which community members and which projects are most commonly in the trial and adoption stages. Finally I describe what creator and project factors predict influence in OCOCs.
Even though developed for two specific communities, her framework could be re-applied to the understanding of the sharing of creations within another community. It would be interesting to research on the mechanism of creation through blogs, or social communities.
Throughout her research, she analyzes the forms of participation, the mechanism of adoption of ideas and how ideas spread within the community, and finds ways to predict influence. For instance, prediction for download of user's projects happens:
1st- when the project is featured by administrator of the community
2nd- when the creator of the project has many projects already
3rd- when the creator of the project comments on projects
4th- when the creator of the project has uploaded projects recently
5th- when the creator of the project has friends, etc...
By observing a specific community, she studies how the learning happens socially.
Community members spontaneously filled in surveys that her software uses as data to generate a network visualization. She noticed that community members were developing popularity and skills that went beyond the community itself and could motivate users to later do something on the internet.
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Labels: awareness, children, communication, creativity, evaluation, future, inspiration, MediaLab, online, PhD, teenagers, user-study
Tuesday, July 17, 2007
Never too pink


Pink Prank Project found on itfashion
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Labels: art, color, conceptual, consumer, craft, creativity, critique, culture, pink
Saturday, July 14, 2007
Felt rocks


Just because I find them beautiful ... Felt rocks by Molo.
In their raw form, a felt rock is technically a lump of felt formed when small bits of wool fluff gather while making polishing wheels for optical lenses, spun around in a drum with them. With steam and pressure, each stray piece of wool begins to entangle itself with others roughly creating a completely unique rock-like shape without the help of any bonding agents. Each felt rock is then carefully selected by molo and then finished through their own process. Felt rocks are solid all the way through, made out of 100% pure wool felt, and carefully dyed. they come in hand selected sets of 5 ( 2 natural and 3 grey, or 2 moss green and 3 grey ) and are packaged in a natural grey wool felt bag.
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Labels: craft, creativity, inspiration, product-design
Monday, July 09, 2007
Organic keyboard?

Organic keyboard? It is possible. Process explained on ifun
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Labels: craft, creativity, HCI, organic
Tuesday, June 26, 2007
Hungry stuffed animals

The Hungries by Dana Gordon is a family of plush monsters with an impressive appetite for RFID. Each Hungry has a different personality expressed with its own unique voice. It listens to the secrets whispered to its ear. When its arm is pulled, it plays them back in its own voice. When they are fed to one another, their voices are mixed in a burp-like way.
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Labels: children, creativity, interaction-design, technology, toy, voice
Undercover

I recently spent time with friends Jean-baptiste Labrune and Dana Gordon these past two days, and we had awesome research discussions about the future of HCI! Dana Gordon explained me her fascinating projects and I loved her Undercover blanket.
The Undercover contains 24 wireless speakers and provides a special physical sound experience. The Undercover allows you to enjoy the vibrations of the speakers on your body and provides a private mobile soundscape.
The blanket has an embedded array of small speakers that can receive a wireless audio signal via a Bluetooth connection. This audio signal can be beamed from any kind of audio device, such as mp3 player, television, computer, radio, etc. The volume controllers were designed in a way, which suits the blanket’s natural cuddling behaviour. The upper corners (A.K.A 'the blanket’s ears') control the volume - (pull the right one for higher volume and the left one for lower).
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Labels: creativity, emotion, fashion, HCI, interaction-design, sound, technology, textile, touch
Thursday, June 21, 2007
Stock puppets

8 foot tall fiberglass mannequins act as puppets, each puppet movement is connected to a face animation of the appropriate finance minister on the VGA monitor head. Via Pasta and vinegar.
The G-7 Stock Puppets are an Internet-driven kinetic installation that tracks the movements of global stock markets with seven larger-than-life marionette puppets. Using a real-time data stream, a network of PC laptops, and a complex electro-mechanical control system, the installation reanimates the abstract machinations of global financial markets as an absurdist carnival puppet show.

Web site
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Labels: art, creativity, critique, culture, digital
Fabric suppliers

TreeFall design listed and commented on online fabric stores. A useful list for any craft designer! Via craft magazine
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Labels: consumer, craft, creativity, fashion
Friday, June 15, 2007
You need a brand?
A nice set of slides about branding a logo, a product or a company created by Neutronllc.
More slides on slideshare.net
The company also published a book The Brand Gap: How to Bridge the Distance Between Business Strategy and Design 
A funny graphic with cross cultural meaning the nail that sticks up is one brave nail
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Labels: brand, creativity, design research, graphic-design
Thursday, June 14, 2007
Materializing 3D

The company Dassault Systèmes envisions ways to materialize 3D, a research theme that has also been explored and implemented for quite a long time in the Tangible Media group. Dassault Systèmes made an inspiring TV commercial, probably in the same vein than SF.
One can always find inspiration in Philip K. Dick's books ... Now the hard part is to materialize these concepts into a working prototype. How can we physically manipulate objects that can morphed themselves in the desired physical form?
Video of the TV commercial, a bit too Adolf Loos' form follows function type of aesthetic, but definitly explains their concept.

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Labels: architecture, creativity, HCI, interaction-design, technology
Fashion digital

by Anthony Vaccarello
Transmitting power and data using the human body makes us seamless with the digital environment. It feels we are not invaded with digital data anymore, neither do we invade digital data, we are just seamlessly part of it, with it.
This particular piece of Anthony Vaccarello discovered on Style Bubble is for me a subtle left over of our cyborg mania, organic yet wired looking.
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Labels: body, creativity, fashion, technology
Tuesday, June 12, 2007
Playground for all ages

The company Lappset designed Smart Us, a technological playground to connect all age users. Even though it is a very interesting concept and I cannot wait to try the interactive playground, I could not determine how it can really connect users of all ages, especially ederly. Thank you Susanne Jacobson for introducing me to this innovative Finish company!
SmartUs is a product concept developed by Lappset that uses technology to link the playground and its users. SmartUs offers interactive games for all age groups. The users can create games and applications based on images, sounds and text that support learning on the playground. The SmartUs product concept can be made use of in learning through play, playing computer games physically and in different kinds of well-being applications for special groups.
Among the four games available, the conquistador is a game of conquest, which gets people moving. Conquistador is played over the whole SmartUs field and players compete to be the first player or team to gain a specified number of different territories within the field. Territorial conquest is achieved by getting to the iPosts message poles and showing your iTag ID at the pole’s identification point. "It is especially suitable for players who are agile and alert. On the field, each player tries to conquer his/her own part of the game's fantasy world, and helps his/her team towards a common goal. The game develops tactical ability and teamwork skills."

Players carry on the iTag with them. The iTag sensor, distributed to users of the SmartUs environment is a key-sized sensor, that can be carried as a wrist watch or at a key chain.
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Labels: children, creativity, HCI, interaction-design, interactive, product-design, toy, universal design
Sunday, June 10, 2007
Modern bird houses

I could not resist, these bird houses are awesome. Birds deserve architecture too!
Design Commission’s The Modern Bird, an exhibition of designer birdhouses created by more than 20 of the top artists and design studios worldwide, will show how far contemporary visionaries have taken the traditional wooden birdhouse.
The structures—of laminated wood, plastic, clay, and even stainless steel—include several designed especially for this show. They range in size from a six-inch creation to a 2-foot birdhouse.
The eclectic mix includes Modern Birdhouses’ sleek architect-designed homes made with oil-finished teak, stainless steel screws, and sandblasted aluminum roofs. For a little whimsy, there’s even J. Schatz’s colorful ceramic birdhouses shaped like eggs. Seattle artists Erich Ginder and Toi Sennhauser are also contributing original pieces to the show.
Web site of the commission
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Labels: architecture, bird, creativity, product-design