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A resource for inspiration with an emphasis on typography, interactive design and space.

Coriandoli

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Coriandoli is a very cool exhibition come confetti fight, such a nice way to make visuals as well as interacting with the public.

(via Pan-Dan)

X-Band

Nice instructions from VVANK on how to make a ‘X-Band’.

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Patachronic Clock

If your not already, keep your eye on Tobias’ blog, he has just started to build his Patachronic Clock. This should be amazing, and interesting to watch him build.

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(via Three Sips of Tepid Iced Tea)

Lathe Chair

I think this is seriously amazing! Be sure to check out Sebastian Brajkovic’s other work on his website, there is some seriously nice stuff on there. Love it all.

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“Everyone who ever played around with some 3D modelling software know the lathe function. Sebastian Brajkovic took that esthetic to the real world. One of his objects is this Lathe Chair VII. If you are in London you can go and visit his exhibition at Carpenters Workshop Gallery.”

(via Today and Tomorrow)

Daniel Rozin

Very cool piece of work by Daniel Rozin.


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“Mirrors Mirror creates the viewers’ image by directing 768 small mirror tiles in a way that reflects different portions of their image. The piece is made of 24 columns of “pixels” that form a concaved curved surface that is aimed at the viewer. Brighter pixels reflect the upper body of the viewer and the wall behind him and dark ones are aimed lower. So the environment is important as it affects the reflection. The viewing experience is quite private as the resulting image can be seen only by the reflected person. This piece also includes an algorithmic animation feature that is triggered every time a person leaves the piece.”

(via Today and Tomorrow)

Cog

I love spirograph! Great work, as always from Company.

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“We were invited to collaborate with ‘g’ (graphic design studio), at the Design Walk 2008 in Athens, Greece. The idea for our project was taking Co. and g, to make Cog; the tooth of a gear and a symbol of collaboration.

We designed a cog tool and invited the public to create their own ‘spirograph’ posters, thus extending the collaboration further into an interactive workshop.”

Folch Studio & Jonathan Puckey

Nice project by Folch Studio.

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“This project is a tribute to the individuals who write the headlines for a newspaper published in England called EVENING STANDARD more than three times each and every single day.

This platform including the typeface named TRIVIAL is created and designed to bring hand written and hand made calligraphy into an entire new context. In its core this is all about SPREADING THE WORD and dedicating trivial.

This project is a collaboration by FOLCH STUDIO and QOMPENDIUM directed by Albert Folch and Kimberly Lloyd for QOMPENDIUM.”

This reminds me of a project by Jonathan PuckeyThe Quick Brown.

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“The Quick Brown checks Fox News regularely and notes any changes in the headlines.”

(Folch Studio via Many Stuff)

Frequency and Volume

Yesterday, me and James visited a place we both love – Barbican Centre – to see an amazing interactive installation by Rafael Lozano-Hemmer, who I have mentioned not so long ago. It is free and definitely worth checking out.

On entering the space, participants’ shadows are cast on the wall. Monitored by a video tracking system, each shadow tunes in to a radio frequency, changing channels as it moves around the gallery. The outline of a projected shadow affects the tuning, while its size controls the volume, thus the human body becomes an antenna able to tune into different frequencies. The resulting sound environment is a continuously evolving composition created by multiple contributors.

Rafael Lozano-Hemmer

Rafael Lozano-Hemmer is a Mexican artist who makes amazing interactive light installations. Especially, my attention was grabbed by this one:

Pulse Room, a sensor records the pulse of the public and converts it into light flashes shown by incandescent light bulbs. At any given time the room shows the heartbeat of the 100 most recent participants.


(via today and tomorrow)

Duncan Wilson

Everything Duncan Wilson does is amazing.

“Inspired by an encounter with a snow covered park bench; the experience of disturbing the surface, leavings ones mark or discovering the trace of a previous presence. The Snowbench uses visco-elastic memory foam and diaphragm valves to retain the imprint of the user, documenting the physical interaction.

The bench becomes an icon of the object and situation that inspired it, evoking memories of an experience that contrasts with the present environment and context.”

“Six Students from Design Products, Industrial Design Engineering and Interaction Design at the Royal College of Art designed a landscape of concept furniture derived from the statue-like forms of people sitting, standing or leaning against walls engaged in playing the PlayStation Portable (PSP). Visitors to the exhibition are able to enter these forms and play on the console while exposed to an audio installation echoing player activity.

The cocoon-like nature of the furniture is related to the experience of playing games on the PSP. Initial inspiration came from observing group play at a barbecue: when still light in the early evening, a group of players put their coats over their heads to create shade and see the PSP’s screen better. Despite not being able to see each other at all, they continued to happily taunt, insult and otherwise interact with each other as is the norm throughout the course of a game. Later on, the students observed people huddled together during play, adopting statue-like poses and postures – some sitting, some standing, some leaning – largely unaware of the party going on around them.

This everyday re-appropriation and simple, utilitarian acts on the part of the players became useful metaphors for what the students found most interesting about the PSP, as well as other devices like it: that they are simultaneously public and private objects, that they encourage shared experience but require a degree of isolation and immersion, and that proximity is as much a factor as mobility. We aimed to question and address the immateriality and relatively new language of use of these devices. What impact will they have on future patterns of living?”

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