
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
Thursday, July 26, 2007
Kinetic vs electric toys
Posted by
cati
at
5:54 pm
0
comments
Labels: children, creativity, design, design research, energy, environment, HCI, interaction-design, MediaLab, project, toy
Wednesday, July 25, 2007
Abstract by Joëlle Bitton

Abstract is the upcoming interaction installation by Joëlle Bitton at Gallery EF in Tokyo.
On the theme of waiting and the perception of the time passing-by: inviting visitors in a space where the body and its movement play the role of interfaces. From a point of view on the Japanese garden and its vision on the surrounding, aesthetic and philosophical world, this project is inspired by the tension between elements intentionally thought here in a contradictory dialog: abstraction and texture, concealment and disclosure, empty space and framed space. This installation places the visitor on the razor's edge: always on the border, between two worlds, passing from one to the other. This is the experience of difference and of a fragile balance, of what is called in the Japanese culture, the impermanence of things. The latter is then staged in a relationship to the cycle of time, to the emotions that the expectation of something to happen can generate.
Joëlle's portfolio
Posted by
cati
at
8:40 am
0
comments
Labels: ambient intelligence, art, color, conceptual, critique, exhibition, installation, interactive, Japan
E-puzzle at IDSA IDEA 2007

Discovered on Gizmodo, the BusinessWeek/IDSA IDEA 2007 Awards Gallery presents the E-puzzle designed by Peter Chen. The pictures appeared to be self explanatory.
At first I wandered what the e-puzzle could do, because it seems like a child is moving pieces around on a most probably "interactive map". What could it do? Play "bip bip" sounds? tell a winnie the poo story... in any case, from the picture it did not seem great. Just e-something.
However it is more innovative than that, even if improbable for quite a while, the concept idea is to use e-paper that parents could download patterns to and that children could endlessly discover and assemble. The idea to play with tangible pieces using unlimited digital information is fascinating.
Now how interesting is the project for children? For parents? It seems it can save space (less puzzle at home), money (10000 puzzles into one), offer control (my child will play with a family picture and not a winnie the poo!) ...
Posted by
cati
at
7:26 am
0
comments
Labels: children, design competition, design research, HCI, technology, toy
Tuesday, July 24, 2007
Transformable Toys

It started with transformable sculptures: The “expanding geodesic dome” from 1991 at the Liberty Science Center in New Jersey - Via Pingmag
Last time I visited her in San Francisco, my friend Kimiko Ryokai gave me this awesome toy. A ball that changes its shape and color when flipped in the air! This tricky toy was invented by the famous kinetic sculptor Chuck Hoberman. An interview on Pingmag recently covers his background, creations and inspirations. 
Switch Pitch by Chuck Hoberman. Image from Educational Innovations
Posted by
cati
at
6:06 pm
1 comments
Labels: children, color, Kinetic architecture, sculpture, 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
Posted by
cati
at
9:47 am
2
comments
Sunday, July 22, 2007
Music videos: after the e-baby ...

E-baby Produced by Pleix / Chased by Cowboys. Music: Bleip. 2003.
Beauty kit Produced by Pleix. Music: Bleip. 2001.
Music videos that mainly deal with the question of the influence of technology on our lives such as biotechnology, media and plastic surgery, etc ... Pleix is a virtual community of digital artists -3d, musicians, graphic designers- based in Paris. I like their progression from the beauty kit, the e-baby: how to order a baby online, to birds as flying dogs: the imagery is stunning, to the complete human assimilation of freaky gigantic robotic-plastic rabbit.
Birds Produced by Pleix / Blink. Music: Vitalic. PIAS. 2006.
All their videos.
Check also Régine Debatty's report on Pleix's talk.
E-baby video
Posted by
cati
at
1:02 am
0
comments
Labels: animation, color, consumer, critique, culture, graphic-design, inspiration, music, science, video
Friday, July 20, 2007
An Investigation into Perspective Taking Skills

"Children believe that animals understand them and that they can share some of their problems with animals. Animals unconditionally love children without judging them so children can easily share their daily problems with animals"
An Investigation into the Perspective Taking Skills of 6-Year-Old Children in Terms of Pet Feeding and Gender Variables by Aysel Koksal Akyol and Vuslat O uz. In Humanity & Social Sciences Journal 2 (1): 08-13, 2007
Paper available online.
Abstract This research has been designed in order to investigate the perspective taking skills of 6-year-old children in terms of the variables ‘pet feeding at home’ and ‘gender’. 100 six-year-old children attending nursery schools participated in the research. Data were collected through a “Personal Information Form” and the “Perspective Taking Test”. In analyzing the data, t-test was applied. As a result of the analysis, it has been determined that the status of pet feeding has an impact on the perceptional perspective taking skills of children (p<0.05) and the gender of the child has an impact on the cognitive perspective taking skills (p<0.01). Consequently, some recommendations have been made.
Overview
This paper presents the potential of a pet, as a companion for a child, transitioning from stuffed animals to communicating with others and supporting the child's emotional development. Communication with pets can be mainly non-verbal so that children with communication difficulty progress with pets. Also a study demonstrated the important correlation between the level of the relationship of children with their pets and their level of empathy.
The authors present a comprehensive definition for perspective taking
Perspective taking skills are formed from perceptional (to be aware of what another person sees), cognitive (to be aware of what another person thinks) and emotional (to be aware of how another feels) elements(...) Perspective taking is also defined as the emotional reactions shared in the experience of the child against the emotional reactions of the other person. Perspective taking includes both cognitive understanding of another person’s experience (playing a role) and the emotional understanding of another person’s emotional situation (experiencing). A person with the perspective taking ability can feel the other’s emotions after defining his emotion and perspective partially
Study
The study in this research involved 100 and 6-year-old children. Children take the “Perspective Taking Test (Perceptional Perspective Taking Test, Cognitive Perspective Taking Test, Emotional Perspective Taking Test)” and parents take the Personal Information Form and the Empathetic Skills Scale. In the results, the empathy points of pet feeding children are higher. In children’s interaction with animals, their being able to put themselves in the animal’s place is important for them to understand whether the animal is hungry or not, whether they are hurt or not, or else whether they want to be taken care of or not. The perceptional perspective skills of pet feeding children may have resulted high for this reason.
They conclude that the communication skills of pet feeding children improve and their perspective taking skills are affected positively. They propose that parents support the love and interest of their child to their pet. Children’s love for animals can be developed through visual mass communication tools and the media, by allocating more space for animal related publications and broadcasting.
Based on this result, I wander if children playing with Tamagotchi perform better at empathy, unless the attribution of feelings to a character that is virtual kind of mix the cards ...
I am particularly interested in the subject of perspective taking. Studying perspective taking in discourse structure as well as social perspective, I designed from 2000-2002 a computational toy to enhance narrative perspective-taking. The most fascinated finding in the part of this research on social perspective taking, is that children benefited from the technological toy in reflecting on their hypothesis about their environment, about people, about their personal experiences. I discovered there was a huge potential in computing toys for comforting children in their natural discoveries. Technology cannot replace human or pets interrelationship, but it has the advantage to be neither of these and just offer children fun, authorship and feedback on their creation. In this process a mechanism can be designed to reinforce a particular cognitive skill.
I later designed video systems for children to share creations with one another using video game controllers in a public museum space. Computational tools for adults and children to perform videos in real time using their video database, as well as sms'ing in the public space using a community video database, and a tangible system for remote communities to create, edit, perform and share video creations.
The power of video is immense, it is the witness of an event. I am now researching on the relationship with perspective taking between personal video and personal voice using tangible materials.
Picture extracted from my thesis Dolltalk: A computational toy to enhance narrative perspective-taking. Thesis available online
Dolltalk (2000)
I created DollTalk to help young children take different perspectives during storytelling play. The child tells his/her story to an animated computer character, using two stuffed animals as props while their story is recorded. The stuffed animals contain accelerometers that monitor the movement of those toys; statistical analysis of children's play with props allows the system to assume that if a toy is being shaken, then the child is narrating a story segment associated with that toy. The system also computes different types of motions, from a single toy being shaken, to multiple ones and their frequencies over time. In parallel, the system analyzes the speech of the child. The combination of sound and gestural parameters analysis allows Dolltalk to determine the structure of the narration: from a dialog to a narrator voice, this to offer adequate interaction. In Dolltalk "easy mode", when the child is done telling a story, the recorded audio is played back with two different pitches to signify the stuffed animal that was speaking at the time. In a more "advanced mode", the story is played back using a narrator voice and offers different understandings for the same story using the storyline of the child.
Posted by
cati
at
9:56 am
0
comments
Labels: awareness, children, design research, perspective, pet, PhD, project, reading, toy
Thursday, July 19, 2007
Eco-friendly robots

Picture of Theo Jansen work found on Myninjaplease.
I am fascinated by the giant kinetic sculptures of Dutch artist Theo Jansen, always elegant, massive and impressive with their ability to be eco friendly at the same time than resembling apocalyptic robots.
Posted by
cati
at
8:37 am
1 comments
Labels: art, craft, culture, Kinetic architecture, robotic, science fiction, sculpture, sustainability, technology
Scarf with electrically operated massager
Scarf with electrically operated massager United States Patent 6537235, by Connor, Clara (Fountain Valley, CA, US) and Busto, Ernest J. (Cypress, CA, US), March 2003.
A combination massager and scarf assembly having a number of electrical motors secured in a flexible casing, which flexible casing is removably secured in the interior of the scarf. The scarf is wrapped around the flexible casing and the motors in the casing are electrically connected to a control box having an A.C. or D.C. power supply to actuate the electrical motors. The control box includes a knob to regulate the speed of vibration of the motors.
Posted by
cati
at
8:23 am
0
comments
Labels: haptic, massage therapy, patent, public, ressource, sensory therapy, therapy, touch, touchsensitive
Wednesday, July 18, 2007
The next step for Tangible Media research

Photography by Jean-Yves Lemoigne
Posted by
cati
at
10:48 pm
1 comments
Labels: consumer, contemporary-art, culture, design research, HCI