\r\nA poetic alarm clock \r\n \r\n \r\nAuthors \r\n \r\nStudents\tGiulia Galli, Ginevra Rudel \r\nCourse\t2.2 Think Real, Design Wonder \u2013 2015 \r\nTeachers\tInnocenzo Rifino, Diego Rossi, Habits team \r\n \r\n \r\nYear/Edition \r\n \r\n2015/2016 \r\n \r\n \r\nAbstract \r\n \r\nThe aim of the workshop was to develop an interactive object related to the waking up experience. We wanted to design an object that would wake the user while giving him information\u00a0that might prove important for his day. \r\nWe designed Nuvola, an interactive lamp, that wakes the user by means of sound and line in tune with the weather and provides a daily weather forecast. It was conceived to inform the user about the weather before he gets up and takes a look or opens the window. We found that being \u00a0waked by light and nature's sounds is a poetic way to start one's day. It may be helpful to know what the weather is like immediately on waking up: If the sun is shining you feel good and know that you may take your time and get up slowly while rain \u00a0may mean you have to jump out of bed because you need different clothes and an umbrella and will have to catch a bus instead of riding your bike or walking. \r\nThroughout the project we kept the idea of the \"lamp-clock\" in the shape of a cloud. We thought this was a poetic way of representing the weather. The cloud being a symbol invoking meteorology,\u00a0we developed the basic structure of a cloud shape in which the electronic components were to be inserted. We then applied a hood covering the cloud, thus making it appear more geometric and stylish. The coating\u00a0consists of a pattern of plexiglass triangles applied on a cotton fabric. As the structure \u00a0allows the light to shimmer through, waking up becomes\u00a0a pleasant experience. \r\nThe alarm system in the lamp is programmed via an app and via Bluetooth signals it receives as weather information. Depending on what the weather is like, \"Nuvola\" transmits colors ranging from yellow when it's sunny to purple with simulated flashes when a (thunder)storm is expected. The sounds emitted by the lamp are related to weather as well. Two motion sensors enable the user to see either if the weather will change in the course of the day or to turn the lamp off, depending on the way he moves his hand beneath the lamp. \r\nWe tried to develop a functional object in a nice design associated with a pleasant experience for the user on waking up.","uploadDate":"2016-02-10 04:07:40","thumbnailUrl":"https://designwanted.com/wp-content/uploads/2023/08/nuvola.jpg","embedUrl":"https://player.vimeo.com/video/154829550","duration":"PT25S","width":"1920","height":"1080","isFamilyFriendly":"True","@id":"https://designwanted.com/interaction-design-supsi-master/#schema-853357","isPartOf":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"},"publisher":{"@id":"https://designwanted.com/#organization"},"inLanguage":"en-US","mainEntityOfPage":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"}},{"@type":"VideoObject","name":"O-KAO","description":"O-KAO \r\nRobot kit for Maker Education at the Hospital \r\n \r\nAuthors \r\nStudent\t\tGinevra Rudel \r\nSupervisor\tSerena Cangiano, Matteo Loglio \r\nCourse\t\tThesis Project \r\n \r\n \r\nYear/ Edition \r\n2015/2016 \r\n \r\n \r\nABSTRACT \r\nThe aim of the kit is to provide recreationally and educational experience to children \r\nhospitalized for long periods, in particular, the kit is intended for the teenager in insulation, \r\nfor which the contact with other people takes place only through the glass of their room. \r\nThe idea is that the child in their room builds the robot, addressing different levels and \r\nwinning points, exceed the limits of their own room, until arriving, again through the robot, \r\nin the game room. The desire and need of the teenager is to reach peers in the game room, \r\nhe can communicate with them and understand what happens outside of their \r\nroom. The final purpose of the robot construction is, therefore, to create communication \r\nwith other patients and robots, increasing the score. \r\nThe kit is a training product that allows the patient to maintain a certain degree of \r\nsocialization with hospitalized peers. \r\nThe goal is to make the hospital a gaming platform, through a new recreational \r\nand educational experience, transforming the teenager from patient to player.","uploadDate":"2016-09-15 10:22:32","thumbnailUrl":"https://designwanted.com/wp-content/uploads/2023/08/o-kao.jpg","embedUrl":"https://player.vimeo.com/video/182860643","duration":"PT89S","width":"1920","height":"1080","isFamilyFriendly":"True","@id":"https://designwanted.com/interaction-design-supsi-master/#schema-853358","isPartOf":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"},"publisher":{"@id":"https://designwanted.com/#organization"},"inLanguage":"en-US","mainEntityOfPage":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"}},{"@type":"VideoObject","name":"Beats","description":"Beats \r\nMap and involve connected crowd \r\n \r\nAuthor: \tAlessandra Angelucci, Ramona Banfi, Giulia Galli, Ginevra Rudel \r\nCourse: \t2.1 Designing Advanced Artifacts \u2013 2015/16 \r\nTeachers:\tDario Buzzini, Serena Cangiano, Lorenzo Romagnoli \r\nYear/Edition:\t2015 \r\n \r\n \r\nAbstract \r\n \r\nBeats is an interactive system designed to involve the crowd in the show and connect clubbers directly with the Dj. Beats wearable technology relates audience to pulsating lights detecting the heartbeat and movement. In this way, people attending the show become active participant and, at the same time, are able to communicate their amusement to the stage. \r\n \r\nBeats interactive wearable assigns 5 different colours (generated by LED) that shimmer, changing and pulsate, depending on the two detected parameters, providing a sort of \u201chuman-pattern experience\u201d that it also creates club\u2019s scenography. The Dj, thanks to an interactive display, is able to mix visual effects, switch off/on lights and building excitement in the crowd. \r\n \r\nDuring the interactive system\u2019s creation, we took into consideration both main actors (dj and participants), the context (club\u2019s environment) and the whole experience (synergy between different people to achieve the same purpose). \r\nIn this way, the \u201chuman-pattern\u201d scenography could be also a Dj tool for engagement's measuring and the wearable sensor \u2013 that was firstly seen just as a detector \u2013 becomes a \u201cdj\u2019s prevision\u201d designed to inform and raise awareness the users. \r\n \r\nThe goal of the workshop was to learn how to design advanced artifacts that are able to translate a whichever experience through a tangible interactive product. To do this, we refined the product design by sketching with Processing, we prototyped with 3D printer technology and we used an heartbeat sensor, a LED and a Genuino UNO. Our storytelling is focused on 2 specific users: Dj and clubbers.","uploadDate":"2016-02-08 09:34:36","thumbnailUrl":"https://designwanted.com/wp-content/uploads/2023/08/beats.jpg","embedUrl":"https://player.vimeo.com/video/154593082","duration":"PT63S","width":"1920","height":"1080","isFamilyFriendly":"True","@id":"https://designwanted.com/interaction-design-supsi-master/#schema-853359","isPartOf":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"},"publisher":{"@id":"https://designwanted.com/#organization"},"inLanguage":"en-US","mainEntityOfPage":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"}},{"@type":"VideoObject","name":"dreamHub","description":"Dream Hub \r\nWaking up and analyzing sleep quality through light \r\n \r\n \r\nAuthors:\t\tAlessandra Angelucci, Abrar Burk, Julien Courbat \r\nCourse:\t\t2.2 Think Real, Dream Wonders \r\nTeacher:\t\tHabits \r\nYear/Edition:\t2015 \r\n \r\n \r\nAbstract \r\nDreamCatcher is a connected lamp and a sleeping quality data visualiser. Inspired from the amerindians dreamcatcher, the aim is to create a unique wake up experience based on the amount of light, deep and REM sleep one had overnight. The light animation starts at the moment the alarm clock of the user is triggered. Following the dreamcatcher metaphor, it will then switch off when the light is turned on in the room. \r\nIt is composed of a hundred LED controlled by an Arduino board, the shape are created using a layered stencil and a translucent paper.","uploadDate":"2016-02-10 04:07:31","thumbnailUrl":"https://designwanted.com/wp-content/uploads/2023/08/dreamhub.jpg","embedUrl":"https://player.vimeo.com/video/154829541","duration":"PT89S","width":"1920","height":"1080","isFamilyFriendly":"True","@id":"https://designwanted.com/interaction-design-supsi-master/#schema-853360","isPartOf":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"},"publisher":{"@id":"https://designwanted.com/#organization"},"inLanguage":"en-US","mainEntityOfPage":{"@id":"https://designwanted.com/interaction-design-supsi-master/#webpage"}}]}
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This master’s programme focuses on interaction design to train you for innovative design practices
A little more than 1 hour north of Milan there is a school that you should know if you are pondering on how to kickstart your career in the design sector
I'm the co-founder of filename.one the studio-lab-agency-hub serving design companies: we do socials, photo, video, 3D, campaigns, activations and all the rest (more or less), but less is more, so do not stress. Ah, we do copy too (I mean copywriting).
We are talking about SUPSI University in beautiful Lugano, Switzerland, where the 7th academic year of Master of Advanced Studies in Interaction Design is about to begin.
Aiming at preparing professionals to become decision makers and get involved firsthand in innovative industries and design practices, the programme throws the students into a vortex of inputs and knowledge from the most relevant disciplines of the field, from design thinking, and prototyping techniques to digital fabrication, programming and physical computing.
MAInD, made in SUPSI
At MAInD, Interaction Design is the core concept on which is built every module, leading the thought approach to the development of modern design solutions for Advanced Artifacts, Environments, and Services.
When working on a new design application, the student is encouraged to maintain the end user at a central spot in the research, creating a solution around real needs, contact and use-case.
Promoting a pragmatic and prototype oriented learning process, the best way to understand what the Master of Advanced Studies in Interaction Design is about is by having a look at some of the projects developed by its very own students for the classes and final thesis.
Inner Light by Nicolò Calegari, Giulia Galli and Ginevra Rudel
A system of devices created for the Cirque du Soleil Show, encouraging the audience to play an active role in the show and interacting with one another.
Before the beginning of the show, an enigmatic light emitting artifact is handed to each spectator attending the performance: this neat and simple object is symbolic for the “Inner light” and enables attendees to stream part of their luminous energy towards the stage, lighting up a character.
As a metaphor for a person’s energy, the light will fade a little after it is used, designing the interaction among the attendees so they can share and convey one’s light to others in the audience simply bringing two devices near one another.
Created to reshape the waking up experience, Nuvola triggers a conscious morning routine according to the weather changes taking place outside of your window. The alarm can be set through a specific programmed app, while the device will automatically wake you up representing the weather with colours and sounds matching its current state.
Designed with a modern geometric style, the 4mm plexiglass triangles are attached to a cotton fabric creating a soft yet structured casing for the electronics, sound and light source of this cloud-shaped innovative alarm clock.
The components include a Digital Habits Board, based on Arduino combined with Bluetooth connectivity, providing all the features needed to design the interactions for this project.
As the final project for her thesis, this student designed a robot with the significant mission of helping hospitalized kids in their journey of recovery.
Children and teenagers lose contact with the outside world while spending long months in the hospital: the O-KAO robot kit is designed to engage them in an interactive challenge which begins with building the robot following the instructions inside the kit, programming it through a specially developed interface which does not require coding skills and finally controlling the robot to explore the hospital and interact with other hospitalised kids.
Beats by Alessandra Angelucci, Ramona Banfi, Giulia Galli, Ginevra Rudel
Rethinking the design of a club night starting from the interaction between the DJ, the crowd and the club environment: this is the Beats project, applying design thinking to nightlife entertainment.
A wearable sensor detects the heartbeat and the movement of each person in the crowd and emitting pulsating lights accordingly making every clubber directly involved in shaping the visual landscape of the event.
The DJ can also monitor the crowd engagement by through an iPad app which translates the tracked metrics into visual patterns of shapes and colours for an immediate feedback or an after-party analysis.
DreamCatcher by Alessandra Angelucci, Abrar Burk and Julien Courbat
The first moments after waking up every day are said to be the most influential on our mood for the rest of the day and on our attitude towards the events that we will have to face.
DreamCatcher was designed to put us in contact with our dreams and sleep cycle from the past night, helping with a soft and gentle awakening.
This lighting piece is programmed to turn on with the alarm clock of its user to accompany him or her in the first moments of the day with soft lights generated accordingly to the past night’s sleep cycle and intensity of REM phases.