INTERACTION DESIGN
Cornell University, Spring 2018
In this assignment, students were asked to design an interactive artifacts box to make people see differently by eliciting in them a sense of wonder.
Bloom, Robotic Flower: Whimsical Gadget Inspiring Delight
Student: Janine Mazur
Every winter, about 5% of populations in northern climates experience the negative effects of Seasonal Affective Disorder (SAD). Bloom is a portable and compact, artifact built to inspire joy.
For human-centered design and computing, Bloom broadens the spectrum of inclusive design for those that experience less visibly obvious disorders- disorders that are psychologically and emotionally based.
Cuberpillar: Mixing the organic and the geometric
Student: Kevin Guo
This robot is a cube, the most geometrically restricted of the 3D forms and yet it moves in a way that resembles organic creatures, especially a crawling worm. And unlike most other conceptions of a robot, this one simple crawls along endlessly and persistently. It doesn’t interact with users in a traditional input-output. Instead, just by being and doing what it is, the robot can elicit a wide range of responses from those around it.
Infinity Wonder Box: Window to a Boudless Hallucinatory World
Student: Tamanna Nabar
People want to escape the world of bounds and constraints and escape into a limitless world. The infinity box provides an immersive experience into the mysterious, eerie world of faces, that knows no bounds. On looking into the box, one is transported to the midst of an inescapable dream of horror, with the mirror walls and broken rotating mirror shards reflecting red light on the eternity of faces. The user can control the rotation of the mirror shards with the touch sensor only to discover a hidden sign.
Fred: The Box with Emotions
Student: Miranda Jeffries
Fred the Box was designed to be a companion for individuals feeling lonely, through the use of various emotional states triggered by the user. These emotional states create a similar experience for the user as they’d have if they were interacting with a pet. These emotional states include a content state, a peaceful state, and an upset state. The understanding of these states are intended to evoke a sense of delight and companionship in the user.