In my diploma project at the Oslo school of Architecture and Design i wanted to explore and create new tangible interactive game mechanics, hence my diploma title : The exploration and creation of new tangible interactive game mechanics. Yeah.
I started researching how i could tweak or alter existing game mechanics. This ended up into the Sloowweer device and the Human latency device. (seperate posts) The HLD and the Slowwwer . This game me good insight into what would be needed to make new an tangible game mechanic.
I then moved on to see what kind of game mechanics i could create myself, with the use of electronic sensors. I did some workshops and trial and erroring and choose to proceed with the photocell as my choosen sensor.
One of my most valuable findings was that i could use the photocell to read different brightness values from the computer screen based upon what was showing on said screen.
The interactive tools that could be used in workshop with gamers and game developers and to test out interactions with the photocell was great for explaining to other people what i was doing and to get new ideas for interactions. After that i started to sketch out games and game ideas in various different high-low end states.
Further i divided my diploma delivery into two parts. One, a set of low-end demoes that showed different possibilities of the light sensor (photocell) in game settings. And a more finished game that showed a more high-end demo.
The result for the low-end part is in the video on this page.
My report is linked here if anyone wants to dig into the material:
The reason for making game like instances was to show of the many new opportunities you could get with such a mechanic. I wanted a video to show of a set of mini games where the game on the screen reacted to various ways of interactions with the light-sensors. Those games had to be at such quality that they clearly displayed what they tried to display, that they should not look like playable games as then they would be critiqued and interpreted as such.
I wanted to use a halfway devloped game to show how a light sensor (photocell) could be used as a part of a game mechanic.
I wanted the game to be low-poly and simple (no high score, no levels), because this is not supposed to be a finished game.
The game is made to show one way of utilizing the photocell/light game mechanics. I still wanted some good light effects to be true to the game mechanic and to catch attention.
The game and tangible interactive objects uses the lightsensor to read light from different sources on the screen, then store it in the tangible object. The user will then use this light to “pour” light into two slots on the light user tangible object that would in turn fuel ingame onscreen lights.
The items and games work likes this.
The game starts up, with a green faceted landscape and a faceted pink/red ball. This ball have some light around itself that quickly fades to black
You are then barely able to see anything. What you have to do then is to fuel your ball with light.
The ball got tow lights a directional and a ambient light.
Those are linked to the faceted “light user” tangible object that are connected with a wire to the computer.
To get light use the “collector” to catch and store light from various lightscources on-screen or off-screen
You can then “pour” this light into the “Light user” this will in turn stream light into the two light sources in-game
VIDEO HERE ------------------------->
I am co-founder of Drap og Design together with Sven håkon Voldum, Simon Søgnen Tveit and Per Johan Sandlund. The Interacket was our first project.
We started this project playing with the idea of how fun it could be to experience and interact like animals. The wast array of animals that inhabit this planet interpret and interact with the world in other ways then humans do. Some examples are obvious, like how the bat uses sonar to navigate or how the elephant can feel and interpret vibration from afar.
Other are more mysterious like some shrimp that can see the full color spectrum or like the Platypus that uses its beak to "see" the electronic signals other animals use to control their limbs.
So we set to make something that gave kids or other users the ability to experience the way animals see, feel and otherwise interact with the world
Many animals got cool "powers" but few of these can be translated directly to humans. We are not be able to use a sonar the way the bat does and we can't see all the colors the shrimp does, it is physically impossible for our eyes to see more then the colors we already do.
Our goal was not to replicate the powers of the animals as exact as we could. We wanted to give the users the idea and the concept of the interaction animals have. We would abstract interactions and change input and output based on how we best could interpret powers from the animals and give it to the users.
Mapping out the various animals and their powers is where we started, we chose exciting "powers" from various animals and set out to find out how we could translate those interactions into something we could use. We wanted this to be a complete gear that people could don to use it. Our vision was a base station, and various attachment that you put on to enable certain powers. We also developed settings and user scenarios, looking into possible usage of our gear in an educational way.
We chose one single animal and its power to use as a proof of concept and to help talk about our idea.
But we have planned out most of the other powers we want to recreate and aim to do them soon.
More info about the project can be found here: http://hackaday.io/project/2582-animal-interaction
I am in the process of making a visual identity. For this i wanted a small application that would create random polygons in beautiful colorful gradient. Also i wanted the app to be able to output the shapes as stl. files so that i could use them in various other application, such as 3DS Max. And the output could even be 3D printet straight from the application.
Used Processing and a lot of help from the www.
The images are from the processing sketch, and the video shows how it is used.
You can rotate, spin and zoom the given shape. The shape is made up of a random number of polygons placed random in space, but with some smart coding they will never overlap or invert the shape.
The user can press the "new shape" button until satified. The 3 different colors can aslo be adjusted to the users liking.
Further i am in the process of making this into a full app for phones.
I love getting things in the mail. I think we all do, as long as it is not bills. So i made this site www.whatigotinthemail.com to show what i got in the mail.
Latency in games are a huge issue.
Very much effort is put into making it as low as possible, to make the gameplay better, but it could also be utilised as a game mechanic.
During my research of my diploma i explored how i could do just that, The result is the human latency device.
The human latency device is kind of a multiplayer device, the master holds the controller. This kontroller got 6 buttons up, down, left, right and two action buttons (a, and b) the other "players" have a led attached to their forehead.
They each holds a object with a button on it. Thoose buttons are hooked up to the game console.
So, the master presses "left" and a led blinks up on the forhead to the "player" holding the object with the button coresponding to "left" in the game. When this person sees the red light he have to press his/her button as soon as possible, this wil make the game recieve a "left" command.
This creates an interesting gameplay, where you as the master have to account for the time it takes for the other players to see the the red led adn tehn react by pressing the button.
In the fall of 2015, Sjøfartsbygningen announced a competition for a sound absorbing art installation. This was to be installed hanging from the ceiling in the glazed courtyard of a 100 year old building previously housing all shipping related companies.
The courtyard was relatively large, approximately 20 meters high and 30 meter long, and the installation would obviously be seen from a lot of angles.
The concept from us at Drap og Design S/A is a stylized ship hanging from the ceiling, which is recognizable as you walk into the courtyard. As soon as you go further into the room the ship dissolves and reveals that it is in fact just numerous individual pieces of thick felt. Each of these pieces are unique in size and shape, which makes sure that the installation will look different from every other angle than the main entrance.
This round radio "the raduino" was an experience in interaction design at Drap og Design S/A
We wanted to experience how it would be to have a very large knob to tune in the radio signals. From there we build this radio. The experience is very unique and gives a good feeling (atleast to us), and the the only two actions required comes naturally when you start to interact with the object. (big wheel- radio signals, small wheel - volume controll)
Are we as cold to others as we are rumored to be? Do we have a blunt national soul that make other people percieve us as social
akward and cold.
That was my question i made myself in this task where i wanted to explore the subject "Discursive Design"
Svalinn is a object that is made for
the true beliver of the cold norwegian behaviour. It is made for the fanatic who will inflict pain upon
himself rather then socialize with others.
Svalinn works like this: Turn the brass knob to start it. Then after 180 seconds the object starts to radiate cold directly to your skin.
The only way to stop it is to talk to someone, then the object starts to warm the skin instead. After some time without talking the object starts to chill down again.
The true cold Norwegian would enjoy this coldness instead of talking to people. A punishement he is willing to take in order to be a true cold norwegian.
The set comes in this nice bladck box, customfitted to the objects and with a handmade "S" in brass lowered into the material
So this is a device that punish a user for not talking to people.
Of course this is not a device that is meant for a wide audience, or to be used at all. It is made for fictinal cold norwegian fanatic that would
rather hurt himself then talk to other people. It is in the same street as flaggelation. You belive so much and you want to pay homage to your faith.
Alot of work went into getting the right and small enough components, and to get them to work properly. And the coding..... blah..
CNC`ed the brass into this. Ready for assembly
With this project me and Sven Håkon Voldum wanted to make an immersive experience. We wanted to create a world where the user did not have total controll. The game is dark and loomy with snowfall and mysterious music. The player controls a light with its finger. In the game a figure is drawn to this light. So you drag the light around to make the character follow.
The task is to explore the world with the figure without dying (by wolves or deep waters)
This quick work showed us how you can create something that is immersive and engulf the players (for a short amount of time) relative quick and with easy available software tools.
Made in cooperation with Sven Håkon Voldum during two weeks.
We at Drap og Design (drapogdesign.com) made this device because senses and how we interpret them are awesome.
What is moss green to you? How does a seagull sound to your mother? What does 'just right' feel like, and how far away is that bear anyway?
For this project we quickly decided to focus on the individual differences in sensory impressions. No matter how we choose to describe what we sense, our counterparts can never really know how it feels to us and how this relates to their own sensory impressions. This gap is as unique as every single individual, and we saw great potential in investigating this.
In the early phases of this project we worked on ways to bridge said gap between how sensory impressions are perceived in individuals. For instance, even though we can usually agree on whether something is near or far, loud or quiet or heavy or light, these are still learned impressions so to speak. Initially we worked on two directions, the first one being a system to calibrate personal perceptions to a standardized scale. In addition to this we also worked on a new unit system similar to the International System of Units, but that would be based on the range of human sensory potential.
After working on these two directions for a while, we decided that we wanted our work to have a more abstract approach. We evaluated our research and the insight gained at this point and found that individual differences in sensory perception was well worth continued exploration. However, instead of trying to bridge the gap we decided to emphasize and applaud it.
We explored how to amplify these differences and developed a system of imaginary tools, one for each sense. Rather than working with the receptors related to each sense, these tools enhance our individual differences by modifying the sensory input based on qualities like for instance physical traits.
Hörlur is a device that adapts the sounds surrounding you according to the unique physical qualities of your ear.
Chunky earlobe, dumbo ears, hard cartilage or narrow helix? These are all examples of physical traits that influence our perception of sound. With Hörlur these features help amplify our personal soundscape, enhancing our unique listening experience.
Hörlur activates as soon as you hold it up to your head, and continuously converts sound around you based on the shape of your ear. An intricate system of rods spread out in circles around a centering pin is pushed in when you use Hörlur, changing the sound input by various degrees of resonance throughout the frequency range.
This project explores how what we hear is really a unique listening experience, and illustrates how minor differences can impact this.
We wanted to emphasize the explorative and playful side of Hörlur rather than its utility value. To stress this we chose to build the first prototype in cork, concrete and cloth.
Me and Alexandre Chappel made a table from some leftover materials. It was designed coffetabbleish, and landed at a neat 70 kg.
The idea started with some rough sketches, then 20 hours in the workshop.
It is composed of wood, (16 types) screws, glue, glue, glue, albow grease,and some metal rods called gjengestag in Norwegian
The Social Augmentor
Everyday we socialize with people. Trough a varerity of social interaction we percieve others and are percived by others.
This was second task in my exploration of the field "Discursive Design"
The Social Augemtor give us the opportunity to augment or highligt a set of these social interactions. To better be able to discuss what make us percive others the way we do. And how others percieve us.
Everyday we socialize with people. Trough a varerity of social interaction we percieve others and are percived by others.
The Social Augemtor give us the opportunity to augment or highlight a set of these social interactions. To better be able to discuss what make us percive others the way we do. And how others percieve us.
Cardboard prototyping and mock-up making
Fold adjustable wall armature
Lightfold does not have a conventional light switch, instead its activated by lifting its corners.
The brightness is adjusted by how much the corner is lifted.
Created at Drap og Design S/A
Currently looking into making a working prototype
U dont hav 2 Worry
We at IDDD will make shure U R Safe from
Just Type in Ur Address
and We will take care of the Rest
This box was made as an experiment to better understand API`s.
The box reed four different feeds, Fox news, the naasdag index, weather forecast and Lindsay Lohans twitter feed. This info is then analysed and The IDDD box then buy things, services and items from ebay to defend you against threats.
Its a lifelong commitment to the IDDD service, so once you sign the only way to cancel the deal is to track down the IDDD box and destroy it.
Made togheter with Martin Moi Lundstad
This is a great example of a young, strong beautiful girl that wants to be prepared for the impending doom. She is able to bond with the IDDD box before its shipped away to a secret place.
Thanks to Gabriella for looking beautiful on pictures.
Puncher was created as a result of the frustration in not having a quick and simple way to register how many hours we spent on the projects we were working on. We wanted something that was flexible and intuitive to use, and that would allow us to do all of the tedious calculations in one batch rather than all the time. Skrekkøglesbeautiful Work Recorder also influenced our decision to make something tangible rather than simply digital.
Puncher seemingly consists of two parts, a base and a rotary push-button. The base contains all the hardware, hookup for cable, and a teeny tiny battery, while the button is used to choose project and start/stop registering hours. The button also serves as a diffuser to ensure an even spread of light.
With Puncher your list of projects is represented by different colors that you can scroll through by turning the button. When you land on your desired project, simply push the button and puncher starts doing its thing. When Puncher is activated, the light pulsates slightly to indicate that it is counting hours. As soon as you push the button again the logged hours are uploaded to an external server.
Made at Drap og Design S/A
I love Heroes of Might and Magic 3, we all do.
In my old class we set up an old computer to play a hotseat game (all players take turn playing on the same machine) This was fun but people started ghosting (looking over the shoulder of the current player. So to eliminate this problem and to remove the ugly old computer i made this machine
This compact wooden machine contains a computer and a screen, with the press of a hidden button its boots straight into Heroes 3. Needs a external mouse and keyboard though.
The fun part begins when you start a the computer, the screen looks completely white to viewers. Only when you put on the special glasses you can se whats going on. Thus eliminating the ghosting problem altogheter.
To achieve this i simply removed the polarizing filter on the lcd screen and made some simple glasses with polarized film on them.
Version #2 In the works btw.
We at Drap og Design S/A were contacted by musician Morten Qvenild who was looking for a little something extra to compliment his music while performing live. Morten is adament that his music is the focus point during live performances, constantly looking for ways to "erase" himself from the scenario. What he wanted was something that could communicate with and play on the highly digitized format of his music. The result was Lightning Mountain.
4 x 1 meters, black, faceted and with an inner glow of endless color variations, Lightning Mountain drapes the stage around Qvenilds grand piano. Blobs of light in different colors pass across the installation, with their speed and size depending on what Qvenild plays or sings. From a little control panel next to him, Qvenild can adjust both responsivity and presets on the lightning mountain, from relatively calm three-color-presets making their way comfortably down the length of the installation, through more staccato, fragmented neon-like appearances, or simply a number of white sparks sweeping randomly all over the Lightning Mountain.
Morten was recently nominated for the Norwegian Spellemannpris, and asked us for a something wearable for the ceremony and afterparty. We made a small 'Lightning Handkerchief' to hang from the breast pocket of his blazer. This is as responsive as Lightning Mountain, lighting up in various colors when the wearer speaks.
A test pice as part of my exploration into game mechanics during my diploma at AHO.
Just a scam, but i am testing out a way to make this into a real working object.
The Sloowweer is tanigble device that can be hooked up to computers or game consoles. With the knob it enables the user to slow or increase the speed of the game that is played.
A tangible object that wold stimulate senses at kids with multiple disabilities. Movement around the "rock" starts a beat, if you put something into the hole the beat gets reconfigured. The arms got different sound effects thats get added to the beat.
Made by Jan Anders Ekroll og Amra Osmanovik
supervised by Birgitta Cappelen and Anders (from sweden) and Redrick also from Sweden but Lives in Germany.
Really fun to be workig on this scale and with "soft" objects.
At Drap og Design (drapogdesign.com) we had a design challenge, a designoff.
We all got 250.- to spend at Claes Ohlson and make something.
I made a new take on the useless machine.
So this device blow out a candle after you light it.
So light candle, let the machine blow it out, repeat.
Togheter with Lucien Skånseng we tried to take an alternative run at how the Norwegian public transport could become better.
Our approach was that if we made the public transportation system worse, then the people (users) would get tired and eventually rise up and take action.
The outcome would be a better public transportation system.
We made a fully functional riot kit containing;
Usb stick with posters and our manifesto / Pamplet explaining our idea/ a rfid card destroyer (the long stick) press the button and a coils charges up and releases after ca. 8 seconds and destroys rfid card up to 1 cm from the device. The last device is a rfid jammer, an altered gms jammer made to jam rfid frequencies.
Candlesticks is a great contribution to the season of Advent.
One common tradition in western Christmas celebration is to use a candlestick with four arms and light a new candle each of the Sundays of Advent.
I think we should light a candle every day from first of December to Christmas Eve the twenty-fourth.
Tjuefire (twenty four in Norwegian) brings us that possibility. With twenty four possible places for your candles. You can light up a candle every day. Celebrating a bit more.
Tjuefire gives us a bonfire of candles, bringing light, warmth and joy. The light are far enough away from each other so that they do not burn each other down and the wood is treated with a special compund to make it fireproof.
Tjuefire can also be used the rest of the year, with combinations of candles made by the user. The large, nicely treated wood slab and the brass insert makes a beautiful object in itself. But when you add candles, the object really comes to live.
Don’t play with fire, light some candles instead.