I had designed a system to cool down the body for mental health support. It is always nice to see how such system can be used in another context such as the Nike Lab that designs innovative garments for athletes. One of the product, that I found in the Print edition of Fast Company Magazine, is a jacket that cools down the body. Discovering that performance falls off drastically when core body temperature hits 103 degrees, the Nike lab designed a vest that slows the rise of core body temperature. It is simply filled in with water, then frozen overnight. The vest is meant to be wear an hour prior to competition.
Screenshot from the Nike designer story Posted by Cati Vaucelle @ Architectradure
Monday, August 25, 2008
Iced Chest
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Labels: body, culture, fabric, fashion, haptic, health, product design, sport
Monday, May 19, 2008
A Health-Obsessed Robot for Health Obsessives
After leaving us for London, Daisy Ginsberg now designs health obsessed robots at RCA! Daisy uses her Bio Spy concept to express that we develop irrational relationships with machines, mourning dead appliances or resisting unfamiliar replacements. How will we behave when robots are trusted with the most intimate moments of our personal lives? Will the master/slave relationship survive? Is symbiosis with a robot possible? And what are the consequences of offering our most personal data for surveillance? Her questions remind me of my post on jealous computers and the 80's electric dreams movie, with a special RCA's touch!
For the hypochondriac, the BioSpy offers reassuring constant health surveillance, removing the nagging fear of illness. But would such a health aid induce unhealthy behaviour? The user and robot develop obsessive mutual dependence: the user only feels healthy when accompanied by the robot, sharing her most intimate information with it. Meanwhile, recording, storing and analyzing every physical change 24/7, the robot is dependent on its user's health for its existence.
After a period of domestic harmony, the robot captures data that indicates serious illness. ‘Fearful’, it mirrors its user's own neurosis. It logically computes that if it records any more data, it might ultimately result in unplugging. The robot’s erratic behaviour confuses the owner – is it behaving autonomously or malfunctioning? Is the user really ill or is it imagined? Posted by Cati Vaucelle @ Architectradure
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Labels: art, culture, health, interaction design, psychology, research, robotic
Wednesday, February 06, 2008
Vein Viewer

The VeinViewer by Luminetx™ uses a combination of near-infrared light and patented technologies to image vascular structures, thus allowing physicians, nurses and other healthcare professionals to clearly see accessible vasculature (or lack thereof) in real time, directly on the surface of the skin. The near-IR camera located the subcutaneous veins and project their location onto the surface of the skin.
This technology reminds me of the device used to visualize inside a baby in the e-baby's video. 
Screenshot of the e-baby video - 2003
Posted by Cati Vaucelle
♥ Architectradure
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Sunday, January 06, 2008
Therapeutic objects
Having researched and designed haptic devices to support psychotherapeutic treatments, I am fascinated by French designer :) Mathieu Lehanneur's work on therapeutic objects he conceived with psychiatric consultants: Bernard Lachaux, Patrick Lemoine and model makers: Alban Danguy des Deserts. These objects are part of the permanent collection of the MOMA, NYC.
He proposes a series of objects not only as an attempt to bring design into the medical sphere, but essentially to design medications from the perspective of the patient and his/her illness relationship.
His scenario envisions: the placebo effect, a participation of the patient in his/her treatment, making the medication a communicative and sensory object, debating on the mechanistic approach of modern pharmacology, playing on emotions of attraction, desire, fear and repulsion towards a device or a particular form using gestures, usage practices and rituals.
Therapeutic felt-tip pen, 2001.
This analgesic for chronic pain is a systemic medication, which acts on all symptoms together. All that is required is to write on the painful area of the body each day and to remove the used cartridge at the end of each day. This transdermal product is coupled with a user-friendly ink that disappears after several minutes.
The Third Lung, 2001.
This project consists of a base treatment for asthma. The patient who refuses to accept his illness will reject even more the idea of taking medication unnecessary. The idea behind this therapeutic object is to establish a relationship of dependence.
But in this case the medication is dependent on the patient. Between two doses, the volume of the medication increases, this displaying its own physiological problem and indicating to the patient the urgency of taking the medication. Once the dose is administered, the volume decreases and returns to its normal level, only to expand once again until the next dose is administered.
The First Mouthful
Posted by Cati Vaucelle
♥ Architectradure
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Labels: health, product-design, psychology, sensory therapy, therapy
Friday, November 23, 2007
A portent of human augmentation

Greasy Spoon, 2007 by Brian Walker
In our cyborg world, I think it would be nice if prosthesis could mean expanding human skills or on a contrary re-creating fragile and powerless human sculptures.
Examples of prostheses
Via wired
Don't forget to check out the insightful Prosthetic Impulse: From a Posthuman Present to a Biocultural Future
The prosthesis is not a mere extension of the human body; it is the constitution of this body qua “human.”
—Bernard Steigler,Technics and Time

Natalie Portman by freaking news.
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Labels: body, contemporary-art, haptic, health, prosthesis, technology
Sunday, September 30, 2007
Lifestyle in 2057
2057 EP1 The Body featured on Discovery Channel offers mixed information between current research explorations and fictional scenarios of our lifestyle in 2057.
It is a nice effort in considering what is being done in HCI and medical research which converges into everyday scenarios. Under its over dramatic tone, the examples are sometimes tacky and stereotypical. The show could have incorporated other important issues such as affordable cutting edge technological solutions for the rest of world.
This video is fun and accessible. I loved the transplantation of a human heart, heart that can be 3d printed! Presenting a vision for a future lifestyle, this video reminds me of the American Look (1958): America lifestyle in the 50's with its *idealistic* sense for design.
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Labels: consumer, HCI, health, interaction-design, technology, video
Thursday, September 20, 2007
Ambient clock for elders
At Interact 2007, I discovered the work of Yann Riche and Wendy Mackay.
He presented the MarkerClock, an ambient clock for elders.
Pdf of the paper.
Seniors support one another through routines and through shared awareness. The MarkerClock facilitates the sharing and awareness of routines among elders. Built upon seniors’ stories of their daily life, it invites for reciprocal care behaviors.
The clock appears as ambient and non intrusive by giving symbolic graphical information on the user's activity. For instance, if Beatrice goes to the market in the morning, this information is coordinated with the clock and displayed graphically as "absent". Because her friend knows she is at the market, it appears as normal.
Examples of a) users’ codes, b) user’s motion trace
During user observations, an elder explained that she sends a signal by ringing 3 times the phone of her friend so that her friend can assess that she is all right. Users originally invented strategies, such as this code, to be aware of each other's lives. The design rationale integrates these findings into the augmented clock. It embeds active and passive communication and do so by simply detecting the user's motions in front of it, directly measuring the senior's activity.
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Labels: ambient device, elderly, HCI, health
Tuesday, September 04, 2007
Operation for adults!

Operation, game by Hasbro
Today, I met with TMG alumni Paul Yarin. One of his latest project, the interactive sensing module for laparoscopic trainer, developed with Wendy Plesniak reminded me of the funniest childhood game Operation created by Hasbro. The child practices coordination skills by removing the patients symptoms with the tweezers. 
The sophisticated and impressive Interactive sensing module for laparoscopic trainer is a self-contained simulator for structured testing and training of skills used in laparoscopic surgery. Digital video and electronic sensors capture user performance and is approved to be used by medical centers to train and test critical laparoscopic skills. This is such a clever implementation. The advantages of physical objects as tools and the power of computer simulation are combined at their best.
"This interactive laparoscopic training simulator combines the best of physical and virtual simulation into a plug 'n' play solution. It combines validated physical reality exercises, computerized assessment, and validated McGill Metrics. Electronic sensors and digital video capture user performance with a PC interface."
An example of practice task
Real Laparoscopic Simulation's web site
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Labels: body, business, health, technology, TMG
Sunday, July 15, 2007
Vital monitoring system concept
Dan Bishop has designed the Vital Monitoring System concept that enables medical staff to take and record a patient's vital signs effortlessly. The baseline vitals must be taken manually initially for future readings to be based upon it, but subsequent readings are made much easier. All the patient needs to do is swipe the temperature sensor across their forehead, where the device will then get to work by activating its blood pressure/pulse sensor on the inside of the monitor. The patient is alerted to do so via a light vibration (although a slight electric shock on April Fools' day would have been funny). When will we see hospitals feature the Vital Monitoring System? Not anytime soon.
Via ubergizmo
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Labels: body, health, product-design, science, sensory, technology
