Yumingcho’s Weblog


Design for chair
October 31, 2007, 10:02 am
Filed under: Making

chair_d2.jpg

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chair_d1.jpg



abstractive organic interaction
October 29, 2007, 8:10 am
Filed under: Making

The object that I chose to create for my work is an ice cube placed above the light source. In this way, the shadow was created and I made it projected to the wall. When the ice was melting, I moved the ice cube to create the shadow of movement. This movement was captured by the camera. Here, I tried to make my point that the relationship between shadow and the object can be abstracted by the time. If the object exists, shadow exists. If shadow exists, the space will be created. However, if the shadow doesn’t exist, the object cannot be existed.

During the process of time changing, the roles of the figure and the ground will exchange themselves. The only way for the participant to find the truth is to discuss the dialectic relationship between the figure and the ground. It is also the same when you observe the movement under the microscope. Behind the movement, the object itself creates a macro achievement. However, this macro achievement is just an object under the other microscope. Now you see my micro experiment video for inspiring my work. This work, I hope, could represent the macro thesis “abstractive organic interaction- the interaction has its own behavior”



behavior interface
October 26, 2007, 3:16 am
Filed under: Thinking

As designer, I am interested in the interaction among objects, space and the people’s imagination.

The question begins with why you always have emotional connection with your favorite objects. For me, people treat an object just like a person. They create friendship and talk to each other through rich and complex human emotion. You feel the objects alive because they have their own behaviors just like we do. They can dream , they can talk and they can feel. In oder to create that kind of relationship with the objects you need to make an interaction. The interaction is not like clicking a hyper link which is boring and insensitive. It is more organic and natural. Therefore I am start to explore the human behavior through interaction, and I hope after I understand people’s behavior that I can create a innovative way for communication.

The first of investigation for people’s behavior I start make a box with many different kind of images on top of surface. Then after that i will ask the people to play with it. What I expect to learn from the observation is to seek a new way of interaction that might generate a new behavior for my future project. So after that study, I am going to design two project, one is running chair and other one is a secret life of box.

The project of Running Chair is a delightful installation for me to investigate how to create a new relationship between people and object by a organic interaction. The chair will run away if you think he is a chair. What I playing here is change people perception by twist the function of chair. How i am going to make organic interaction? Inspired from the animal natural instincts, I am going to create a device that is triggered by animal behaviors. One of the natural instincts of the mouse is when it sees human, it runs. So if I put a mouse on a chair with the wheels in it, the chair will move itself when people come near the chair. Because the mouse becomes a biological sensor that can detect the human movement and try to run away from them. This natural instinct triggers the movement of the chair. The purpose of this study is to start a dialogues, can a behavior interface create more emotion connection to a object? Can we call this kind of design for emotionally durable design.

Secret Life of Box is a magical installation box with different object inside. Before you close to the box, the lights twinkle inside, somehow you will feel objects are chatting the secret inside of box. The secret lighting produces a emotion of curiosity. That will generate a behavior of peeking. So when you close to the box everything will stop. You wonder what is the source that cause the lights.  so you peek inside of box through a hold on the side of box. There is a hanging lamp. a empty vase. All the objects in white. When you look at this vase. The vase knowing you are look at him by response the action of lightened up and the text of conversation coming out from the vase to make it alive. When you move your eye away from the vase, the animation will be disappeared. When you look at the lamp, the plant of text will come out from the lamp. Now you may wondering why the vase has the light coming out and the lamp has the plant of words. The reason is that people will ignore the object detail if they are normally functioned. The method I would like to use here is to disturb people’s routine to catch their attention so that they can create the emotion with the object. The goal for this study is to seek a new way to create a emotion with a behavior that make you believe the object have their own life.



Week 6 Oct 26 A Visit with Lauren Bon, Artist/Activist @ FARMLAB
October 25, 2007, 10:41 pm
Filed under: Design Dialogues

Farmlab is a place for artists investigate the social aspect of relationship between land and people. They explore the relationship through making the art craft.

For example, the suitcase experiment a new way to encourage the artist have their own voice of creation.

http://www.inhabitat.com/images/notacorn1.jpg
“Not a Cornfield” is an interpretation of social sculpture. Lauren Bon use this work to start a dialogues for the land social adjustment. For me to take aways is how she find the a dialoguse between environment and people. Use a lab as the idea to create a community and explore the working process for her goal.



Week 5 Oct 5 A Visit with Tracy Fullerton, Game Designer @ USC
October 25, 2007, 9:37 pm
Filed under: Design Dialogues

In my knowing of game developer, they are good at science and technology. However Tracy is film major and that is most spacial part of start point for a game developer. While other game developer pursue the technology and visual effect is everything about game, she is focuses on culture perspective to seek problems for research. They use physical prototyping as a probe to research for the usability. She want to create the game that is for appealing people which not just for core gamer. She are interesting to create a deeper emotional investment in the game.(story, empathy for characters, ….) For me take away form her practice is how you find a interesting question that can lead you to a rich area for research and find the way to create a deep emotion to connect people with your subject matter.

http://www.tracyfullerton.com


Week 4 Oct 12 Wilam Henri Lucas and Davey Whitcraft, WILLEM AUGUSTUS
October 25, 2007, 8:32 pm
Filed under: Design Dialogues
Willem Henri Lucas, a student of Karel Martens at the Academy of Visual Arts
in Arnhem, served from 1990 to 2002  as a professor and chair of the Utrecht
School of the Arts' Graphic Design department. In 1998 he designed holiday
postage stamps for the Dutch Post and telecom company. In 2003 and 2004 he
won a 'Best Book' award and a nomination from the Art Director's Club in the
Netherlands. Since January 2004 he has been a visiting lecturer at UCLA's
Design | Media Arts program. He and Whitcraft, a D|MA alumnus, founded
WILLEM AUGUSTUS just over a year ago, doing project that concentrate on the
cultural and art worlds. http://willemaugustus.com/


Week 3 Sep 28 Adriana Parcero, Nokia and Nikolai Cornell, George P. Johnson
October 25, 2007, 8:31 pm
Filed under: Design Dialogues
These two distinguished young MDP alums are on their way to London this
fall, and we thought we'd take the opportunity to hear how they negotiated
their first few years out of graduate school. After winning wide acclaim for
her MDP thesis project seams, Parcero worked for Ogilvy & Mather¹s Brand
Integration Group and then joined Nokia to work as a futurist/designer.
Cornell has drawn from his multi-awardwinging thesis project Life-Size in
his position at George P. Johnson, and earlier this year he completed
several interactive installations which debuted at the 2007 Detroit Auto
Show. http://www.adrianaparcero.com/, http://www.madein.la/


Week 2 Sep 21 Sally Menke, A.C.E.
October 25, 2007, 7:41 pm
Filed under: Design Dialogues

She has cut every one of Quentin Tarantion’s film, from Resevior Dogs to Jackie Brown to Kill Bill vols. 1 and 2, to Death Proof, the second half of last year’s Grindhouse. Her philosophy of film editing, she want to create a impact through showing something that people would not see in their daily life. The way she create her own voice to the sequence of movie was clever. Vol. 1,  Uma Thurman
For example, there was a scene of fight in the Japaneses house, in order to give the unexpected aura in the scene of garden she chose use black and white color in the first scene when actress open the door to the garden, then everything become color.
Vol. 1,  Lucy Liu
For me what I like to take on is how can I seek a new way for people to look a normal object but still create a impact and trigger a different dialogues.

Her IMDb page is: http://imdb.com/name/nm0579673/


Week 1 Sep 14 Jens Gehlhaar, Creative Director, Brand New School
October 25, 2007, 6:32 pm
Filed under: Design Dialogues

He was a print designer in Germany. As a media design, for me that is very interesting to know how he move his practice form a print media to time media and now he is doing some interaction work in public space . I like his collage of images style in early work for MTV and the way how he create his artwork about apple change T-shirt.

 

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http://brandnewschool.com

 

 



Biological Sensor for running chair
October 16, 2007, 4:24 am
Filed under: Making

Can the animals express their emotions to an object through the technology and create this new relationship between the object and you when you interact with it?

 

 

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