E Studio IV

Max Stockdale
3 min readJan 24, 2023

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Spring 2023 -readings + assignments

Elliason Abstract Episode

Notes:

“It’s about us”“I better be myself”“Conjuring an unthinkable thought as an artist” Design things in a positive narrative. The variety of projects he works on is insane and incredibly diverse. As a designer he is very eccentric and a little crazy but he has an interesting way of looking at the world around us. It’s just a completely different way of thinking. The yellow room was fascinating how it changes your surroundings to a monochromatic space. Existing in this ephemeral experience makes you more aware of your surroundings. You begin to notice things you haven’t before. It’s this type of design that excites, inspires, and motivates creators to design an unthinkable thought. A way of visualizing a totally abstract concept and placing it in the real world for people to interact with.

Molly Steenson on AI impacts Design

Notes:

“Each pattern describes a problem which occurs over and over again in our environment and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice.” -Alexander

“It’s a rearrangment of the political power in the design and building process.” -Kent Beck

  • engaging with the system changes the system
  • it was really interesting to learn about the origins of AI and pattern language and how it effected the fields of architecture & design
  • rethinking our relationship with machines
  • I think a lot of people see AI as cheating instead of it being a learning tool to further your ideas

Enchanted Objects: Design, Human Desire, and IOT — David Rose

  • ordinary things made extraordinary
  • pervasive is persuasive
  • seeing how much energy you use, decreased energy usage by 20%(tangible success rates)
  • enchanted objects have the ability to change behavior(smart pill case example)
  • embedded bus stop
  • ladder of enchantment: connection, personalization, socialization, gamification, and story-fication

Sonic Arcade: Shaping Space w/ Sound

  • looking at the abstract nature of sound into something more material/physical
  • I really like how this experience is “not only heard, but felt”
  • “reorienting the body”
  • Examples I enjoyed: immersive light soundscapes, audiowear (musical jewelry)

Spiralala- singing architecture

  • This experience seems lowkey scary to me, just how ominous it is. However, I really like the visual simplicity of it and the combination of lights with audio feedback. On top of that, I like the use of input to create new “unfound/unique” sounds.

Bloom Open Space

  • holo lens mixed reality space building off an app experience
  • goal of simply making beautiful soundtracks
  • pinching the air in front of you to make a note
  • I like the use of micro-interaction to create some sort of output
  • described as relaxing, therapeutic, and collaborative

Nike Music Shoe

  • using everyday objects and manipulating them to make sound
  • reminds me of Playtronica(using conductive objects like fruits and vegetables to make music)
  • This is actually a really sick concept, they should seriously make shoes that create like a personalized soundtrack for the user when they exercise.

Sigur Rós: Magic Leap

  • interactive audio-visual exploration of sounds and nature
  • Overall this tech seems very magical and exciting to use. I could see something like this being incorporated into everyday life.

Mar 20

Towards a Framework for Designing
Playful Gustosonic Experiences

  • interactive sounds + eating experiences(could support a more positive relationship with food
  • more playful experience with food
  • we should instead create more celebratory technologies
  • gastrolugical experiences
  • perceived sounds while eating; sound foods can sound crunchy with the addition of “crunchy sounds”- I’ve never really thought about that, would be intersting to look into that more. I worked on a project last semester that focused on a multi-sensory dining experience to try food from different cultures and have the audience guess where the food is from, using environmental cues, music, city ambiance, and popular street food dishes. It would have been interesting to manipulate the experience more intentionally with sound
  • match sweet tastes to wood instruments; bitter tastes=brassy instruments
  • fast vs. slow paced music can change the pace of how people eat
  • sound ambiguity drawing attention back to food

Toward Understanding Playful Beverage-based Gustosonic
Experiences

  • visible feedback on water intake
  • augmented drinking experiences
  • playing eating/drinking can bring joy into mundane activities

Initial thoughts: Project 2

  • multi-sensory dining experience
  • actions: helping people with eating disorders(focusing on a playful experience),
  • precedents: projection mapping, fine dining experience

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