Water Play - www.tiltool.com/water.htm. Water play is a water-based interface. It allows users to view content displayed on the water surface. The users can engage content through direct interaction with the water. This interface enables users to interact with content using water, just like a touch screen. Users can immerse their hands to the water, swirl, splash, or use other forms of interaction which are unique to the water. This project, done for the future center of telecom Italia, explores novel ways of interaction. It draws its inspiration from the constant friction between the city’s inhabitance and the water they are surrounded by. In the design process, my explorations were focusing on the particular qualities of the water and the data type, which match them. Introducing interaction with liquid substance, on three dimensions can enhance some types of information. on the other hand, they might fit less to other types. My first exploration examined the interaction of historical information composed of visuals names and numbers in the water. I have designed an experience prototype, in which I could play with information placed on maps, through gestures. This experiment led me to peruse types of information that allow the user to play with them, rather then carry the need for accuracy, like the historical figures. I have proceeded to explore qualities such as depth, surface, movement’s types and possible interaction with “pile of images” placed within water. On the following movies you can observe some of these explorations.
Power Eco-Pods - “Eco Pods” is a TUI-controlled system that mimics the growth of a flower. There are four “pods,” each of which can be held in the hand, representing (respectively) wind, rain, the sun’s heat, and the sun’s light. Each can be manipulated with a movement characteristic of the natural element it represents: waving the wind pod violently, for instance, activates an internal windmill. A group of children is encouraged, as a game, to physically enact the role of the elements whose pod they hold. Their combined effect is shown on a computer screen as the gradual growth (or death) of a flower, accompanied by other monitoring graphics, in a simulated ecosystem. The game can be played both cooperatively and competitively. Watching how their actions affect both the flower and – equally important – the interaction between the natural elements, they learn about the interactive processes of nature. They also, by this bodily experience, begin to internalize core systems-thinking concepts, such as feedback loop, interconnectedness and change over time.
Visa - Cal - Read the case study at :http://www.tiltool.com/visa.htm In 2001, Visa-CAL - one of the biggest Israeli credit cards companies (issuer of VISA, Diners and MasterCard) - was about to change its brand entirely. A new law allowing all credit card companies to issue all credit cards, has turned this market segment upside down, and caused many changes that these companies had to face. The brand change was part of a strategic plan that meant to keep the loyalty of CAL's existing customers, while acquiring new potential clients.
Light wall - see how it works at : http://www.tiltool.com/light_wall.htm The light wall, as shown in the name, is a structure made of pressure-sensitive tiles, mounted on a wall. As children press on a tile, they can “charge” light to it, and then direct the movement and the intensity of the light from that tile to another. As time passes, some tiles lose their light, while others become bright. The children can create loops between the different tiles and try to maintain a challenging equilibrium, in a playful and tangible manner.
NOKIA - Read the case study at :http://www.tiltool.com/nokia.htm Flow aims to help self-employed workers to manage their business by transforming the phone’s content from discrete bits of data into meaningful flows of information. We propose a package which consists of an OS shell which organizes data in a meaningful way to the user, input accessories which support familiar behaviors, and a backup service which increases trust in the system. This is a new and flexible way for users to manage client relationships and jobs through the phone. Concept What it is? A system for managing your phone the way that makes sense to you. Helping users to manage their business by transforming the phone’s content from discrete bits of data into meaningful information flows. How it works? Based on a wiki like system, when you receive or input text into your phone, the phone underlines each meaningful word or phrase it recognizes, be it someone’s name, an address, the name of a job, or an appointment. Based on that content you can organise your phone around a specific task, or someone’s name. A new and flexible way for users to manage client relationships and jobs through the phone. Our OS shell is the default view of the phone and is based on “wiki” like principals such as: Ad hoc content creation and editing Links and cross referencing Data contextualizing and user taxonomy (Tagging) The input accessories include digital pen and a dairy made from compatible paper that allow for a natural way to take notes and insert them into the phone. The notes remain in the diary as physical evidence. The backUp service provides automated backups and synchronization to ensure data endurance even when the phone is lost or damaged.
gLike
Portfolio
Erez Kikin-Gil
london, United Kingdom