Tuesday, August 9, 2011

Art/Design Concepts

Eat With Your Fingers:
There is an unwritten etiquette rule that says “Don’t eat with your fingers”, however most of our daily-life munching requires our fingers’ help (nuts, chocolate bars, toasts, sandwiches, tapas…). This project consists of a set of three mini-pieces of cutlery (knife, fork, spoon) that fit at the end of our fingers reinventing to a small degree the experience of eating and finding a hygienic middle ground between the etiquette rule and our daily routine.















Phonekerchief:
The Phonekerchief is a mobile-phone-signal blocking hankie that you can wrap around your phone while you're at dinner as a way of telling your dining companion that s/he is more important than your invisible wireless friends.














Social Mobiles:
Social Mobiles is an exploration into mobile phone behavior. Rather than create a set of phones that addressed aesthetic concerns of mobile phones, designer and artist Crispin Jones worked as a research associate with IDEO to create five working mobile telephones that in different ways modify their users’ behavior to make it less disruptive.

SoMo1 is the electric shock mobile. This phone delivers a variable level of electric shock depending on how loudly the person on the other end is speaking. As a result the two parties are induced to speak more quietly.

SoMo2 is the speaking mobile. This phone allows a user to converse silently: a person receiving a call in a quiet space can respond without speaking, using simple but expressive vowel sounds that they produce and intone manually. This is the antithesis of text messaging in that it conveys rich emotional nuance at the expense of textual information.

SoMo3 is the musical mobile. This phone requires the user to play the tune of the phone number they wish to call. The public performance that dialing demands acts as a litmus test of when it is appropriate to make a call.

SoMo4 is the knocking mobile. The user knocks on this phone to communicate the urgency of their call. The recipient hears this knock through their phone and can be discerning about which calls they answer.

SoMo5 is the catapult mobile. This phone can be used to launch sounds into other people’s phone conversations. Firing the catapult transmits a sound into the offender’s phone. This provides a direct yet discreet way of invading their space. Businesses will supply users with a choice of interrupts to launch from their phones.











Habit Cutlery:
-Double Edged for every perfectly size bite: Efficient, Easy and Precise.

-Designed for people with the habit of picking one food item at a time, they play more than eat.

-Double Layered for decieving others, the spoon looks quite innocent on first glance, but for the second spoon hidden underneath, allowing the user to sneak in more soup.


















Tiptoi:

It is a digital audio learning system for children ages 4 and up. Kids use a brightly colored electronic stylus to touch pages or parts of similarly branded books, games, and puzzles. The intelligent pen “reads out” a story, explains the context, asks questions, comments on the right answer, formulates tasks, or inspires children to play on. Children get to know their environments better, and entertaining games and exercises reinforce their newly acquired knowledge. A similar object can also be used to teach manners. The information is stored in objects, environments around the child.











Reinventing British Manners: Ideo+ Wired
People standing in queues for hours would get frustrated with other jumping the line, holding them up. Since the solution couldn't have been re-engineering shops and services, they decided to change people#s psychology. They developed a teaser campaign to promote the strategy, with posters positioned wherever people are likely to be queuing or waiting: the bus stop, the post office, traffic black spots. It read: "Queue Britain - the longer you queue, the better Britain gets!" One earned points by the number of minutes they spent in a queue which counted as Queue minutes and could be exchanged for donation of money to a charity of their choice. Obviously form the point of view of the shops, it took less money on paying for the Queue minutes than employing new staff.

Tactful Calling:
At the time of an incoming call, users increasingly find themselves in the dilemma of either taking the call, which may be impolite towards others, or simply inadequate, or rejecting the call, which may be – towards the caller – impolite or inadequate, as well. In the Tactful Calling project, a level of urgency is added to the phone call. There are three categories:
Force Sensitive dialing
Iconic Representation
Urgency Filter

Call My Attention:
Its an application for immediate Line-of-Sight Signaling on Mobile Phones. The application, which proposes a mobile device function to be used like a remote control, enables ‘buzzing’ of nearby friends to achieve immediate attention.

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