Children with cancer often wind up having learning difficulties, as well as less developed social skills. In the children’s cancer hospital ‘Prinses Maxima Centrum’, an environment is being created to stimulate the on-going development of the children.
To stimulate social interaction between children, an environment to engage the children in social play is being developed. As this is still a very broad subject, following criteria were set:
Inspire children to leave their rooms
Make walking around fun
Turn interaction and communication into an adventure.
Trail is a different world, a second layer placed over the hospital environment. Using the camera of a tablet (augmented reality) a child can walk through the hospital, while this new world unveils itself on the screen. Strange footsteps draw their attention, and invite them to walk around and explore the hospital, in search for the source of the footsteps. Find hints and help each other, in order to find the hidden elements.
Less than the 10% of the world’s population is able to play an instrument. However, the majority of the remaining 90% wish they were able to play any musical instrument. Sounds contradictory, doesn’t it? Some of the reasons that could explain this can be the lack of motivation during childhood or the late discovery of interest in music.
Patatin-Patatan is a musical toy aimed for children from 4 years old on. The objective of this project is to awaken children’s interest in music since their early childhood. It aims to encourage children to play with music and sounds coming through their own actions in a social, dynamic and challenging way. It is composed by two stick-like devices and a main console. While holding the sticks you will feel beats on a certain pace, only by moving the sticks according to that pace the sounds will be played.
A journey trough aesthetic forms and dynamics that resulted in a new magical way of displaying information.
Changing magnetic fields move FerroFluid into controlled shapes while it is still subjected to natural randomness.
This semester is about defining the terminiologie of this new medium. Also it is about creating the most “interesting” shapes and dynamics.
Designing a musical instrument is more than mapping a beautiful sound to a new interaction and giving it a matching look. Designing a musical instrument is designing an experience.
Iridis is a musical installation made for a children’s festival. It focuses on creating a magical experience for these children which keeps these children interested. This is done by taking an interaction which is familiar yet mystic to them and using this to create sound. Iridis creates sound by manipulating a soap film. The sound is controlled by deforming and touching this soap film.
Soap films have special physical properties which give them this mystical appearance. The main properties concern their elasticity, fragility, iridescence and electrical conductivity. Iridis makes use of these properties to create an open interaction. This gives the children room to explore new interactions and hereby create their own way of interacting with the installation.
The concept DiscoverDementia is about creating an intimate moment between the person with dementia and his or her relatives (also including care-takers). The concept focuses on patients in the mid-late phase of dementia, who have little to none possibilities in communication. Within this phase it is difficult for families to connect with their beloved father/mother/grandpa/grandma.
My approach is to use music/familiar sounds as a means to connect these two groups with each other once again (in a non-verbal way). By exploring sounds together in a tactile and intimate manner, beautiful interactions can emerge from the reminiscence: for example a gentle smile, a look or perhaps a story. The music/sounds are brought up by the assumptions of the family and they can be integrated in the cushion. Thereafter the relative takes the patient through the sounds of the cushion by hand and together they are able to discover which sounds trigger a reaction from the patient.
The goal of this concept is to (primarily) offer families an intimate moment in which they could have the feeling that there is a connection and in which the little things (i.e. a smile) are being valued. The ultimate goal is to eventually convert the frustration and the impotence of the family into a valuable visit of their diseased relative and hopefully also raise the family-participation.
DiscoverDementia Final Concept Video from Eriano on Vimeo.
Hospital are known by children as a place to get their treatment. Besides that there is nothing to do for them and they get bored fast. Sometimes children who just had their chemo therapy are physically weak, but are most of the time able to play around. The Princess Maxima Centre has a vision to give the children the feeling that they are in a playing ground instead of an hospital. Besides that it is important for the children to develop physically, intellectually, spiritually, psychical and emotionally just like other children in a clean, safe environment.
KiWallKa is a fun interactive wall to let children forget about their disease and focus on being like a regular child who plays and develops. It is a wall which initially is a physically playing environment for children. Furthermore, children are able to explore and learn about the secrets within the wall by playing with such things as perspective, puzzles and interactions.
Light plays a crucial role in everyday life. It affects our perception of everything around us. Basically reality is constructed around the perception of light. Shadows are the most common thing on Earth. Simply put, shadows are the visibility of the absence of light. What’s interesting to me is the balance between both the presence and absence of light.
The goal is to bug perception through projection. The combination of my personal design brief of focusing on an as daily object as possible and this having an impact on the direct scene naturally resulted in this choice.
Illuminite is a concept where human shadows are converted into light projections, turning the user into an indirect light source. Purpose of this is that the user will explore his way through the darkness, with the use of his entire body.
Fred is not just an ordinary lamp it is an interactive lamp with own personality!
Fred is an outcome of the project bugged 2.0.
Fred is not very clever, but he is a friendly towards everyone, generally kind and very curious. Fred is still a child and therefore likable, nevertheless he can become very annoying since he wants to know and see everything you do. Over all he is courageous and endlessly trying to become your friend. He can survive on top of the office desks. He prefers to be in the places where he is surround by many people. Fred can be easily bored. If there is no movement in the neighborhood he will fall asleep.
Fred is a lamp with tracking sensor. He can look for color movement or distance of a user.
The user can be easily confused with reaction and attitude of a lamp. Fred is trying to get attention by a movement (which depends on the movement of the user).
If the lamp is picked up from the table, it loses its interactivity and become functionless.
We saw that the sick children in the hospital have to carry an IV-pole with them nearly all the time. This large medical instrument is really an obstacle for the children to get out of their room and an obstacle for play. We wanted to change this by removing the negative connotations the children have with the IV-pole. We wanted to make it something to play with. We morphed the IV-pole into several cool motorized vehicles on which children can ride throughout the hospital. When the ColorFusions ride through the hospital, they change tiles in the corridors and rooms to the color of their ColorFusion. If two Children meet and work together their ColorFusions can switch colors. The ColorFusion has as goal to encourage the children to go out of their rooms and work together with the others. The IV-Pole becomes an object to play with instead of a hurdle to play the opposite namely an object to play.
Creating social contact by getting groups of people to move and work together to explore a musical instrument.
Harmony is a sound environment specifically designed for people with a severe cognitive disability and their families. The plush shapes make natural and abstract sounds, and adapt/interact when they are brought together.
Harmony is a simple, soft and safe environment that grants beautiful opportunities for social inter- action and exploration of sound.