minerva loos

 

smart cup

group project | 3rd master semester

Smart homes promote to make activities easier and life more convenient by connecting and synchronizing devices. The growing number of interactive and computational devices present in our lives brings new modes of interactions and increases complexity. Smart technologies tend to be advertised with the additional benefits of saving time and reducing energy consumption for example, however often fail to fulfil this promise and, what's even more, actually have opposite effects.

 

Inspired Nichols and Strengers1, who describe this phenomenon and the effects it can have on us, we developed a research artefact which aims to unpack the relation between the promises of smart devices and how people behave.

 

 

 

 

 

This work is currently being prepared to be sent to the DIS (Designing Interactive Systems) conference 2019.

1    Strengers, Y., & Nicholls, L. (2017). Convenience and energy consumption in the smart home of the future: Industry visions from Australia and beyond. Energy Research & Social Science, 32, 86-93.

The goal of this study was to explore how future interaction with smart technologies could be shaped and which effects expectations towards the smartness of such devices can have on this interaction and behaviour of users.

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Smart homes promote to make activities easier and life more convenient by connecting and synchronizing devices. The growing number of interactive and computational devices present in our lives brings new modes of interactions and increases complexity. Smart technologies tend to be advertised with the additional benefits of saving time and reducing energy consumption for example, however often fail to fulfil this promise and, what's even more, actually have opposite effects.

 

 

Inspired Nichols and Strengers1, who describe this phenomenon and the effects it can have on us, we developed a research artefact which aims to unpack the relation between the promises of smart devices and how people behave.

 

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FRANK is an interactive material experience that senses and reacts to the user's input. By embedding sensors, magnetic actuators and a microcontroller, we were able to program its behaviour in detail. Interacting with FRANK makes you experience a future where everyday environments will be composed of dynamic objects, intuitive interactions and stronger emotional connections between user and product.

Interacting with FRANK makes you experience a future where everyday environments will be composed of dynamic objects, intuitive interactions and stronger emotional connections between user and product.

FRANK

FRANK is an interactive material experience that senses and reacts to the user's input. By embedding sensors, magnetic actuators and a microcontroller, we were able to program its behaviour in detail.