Upper Management

Beckett Munson and Beckett Munson

Upper Management

By: Beckett Munson and Finn Mayeux

Upper Management (3).html

Upper Management is an interactive, horror story starring Tim, A mild-mannered office worker who has an epiphany that he is throwing away his life to something that will amount to nothing. This prompts him to impulsively quit. After quitting Tim goes into the office to collect his stuff, there Tim finds strange happenings.

A Walk Down Oak Path

Keenan Gray and Siena Jekel

A Walk Down Oak Path

By Siena and Schuyler

A Walk Down Oak Path recreates an area of Arnold Arboretum in virtual reality. To create the experience, we overlaid a visual effect on top of the original landscape of Oak Path. During the short journey along the path, each user witnesses dazzling animations that illustrate the disappearance of our natural landscapes. A Walk Down Oak Path enables the user to experience a piece of the Arboretum in a new way.

Clermont: A Murder Mystery

Kody White and Kody White

Clermont: A Murder Mystery

By Zoe White

Clermont:  A Murder Mystery is a mystery visual novel following a group of teens investigating a homicide in their town. The game was created in Ren'py and all art was made in Procreate or Photoshop.

Saturday the 14th

Cole Krivak and Cole Krivak

Saturday the 14th

By Cole Krivak

Final Project(4).html

Saturday the 14th is about a group of friends doing a Halloween movie marathon that suddenly ends when the power goes out. With it being very late, and having nothing else to do, they decide to go to sleep, but no one is able. They then start hearing strange noises, friends disappear, and a hockey mask wearing man appears behind them, setting off a spiral of events.

Will F. & Amiyr A. - Final Open Innovation Video

Will Fosnot

 

Process

Rajveer Parekh

I started working on a similar project during Summer'21. I began this project intending to create wearables classical dancers from all over the world could wear. I quickly realized that this was a big, audacious goal and, I should start small. I decided to make a wearable Bharatanatyam (Indian classical dance) dancers could wear to help communicate their story by leveraging the power of emotions. 

I made a belt with mechanical lotus flowers.  These flowers translated emotions into petal movement. For example, if the dancer wanted to represent happiness, the flower bloomed.


I believed I had a clear vision for what I wanted my project to be when I started the Open Innovation period and; that I could jump right into creating a final product, but boy was I mistaken! As I journeyed through the design process over the following weeks, I encountered several instances where I had no notion what my project even was.


The main problem with the project I made over the summer was that it was either black or white. It became quite difficult to represent complex emotions generally shown in Bharatanatyam pieces simply through a mechanical output.  

The next iteration incorporated two wearables. One for the dancer, consisting of mechanical lotus flowers, and another for the audience, comprising two components: touch/feeling and smell. 


Despite only having a vague idea of what my updated design looked like, I completed a few design research interviews with Bharatanatyam dancers. 


Through these interviews, I quickly learned that having so many features distracts the audience from the dancers' performance. They also informed the further iterations in terms of keeping the dancer at the center rather than just focusing on the dance form.

Another thing we realized was that having a wearable for the dancer(s) wasn't the best idea because - 1. They already wear stunning clothing, and wearable may detract from that. 2.  They already wear ghungroos, which are quite heavy garments on their feet, and adding another layer will only add to their stress.


The last design iteration I got to was a neck wearable worn by the audience members. This wearable had Peltier tile modules. these modules have a very broad temperature range. The emotions the dancer wants to convey are inputted through accelerometers that track their palm and finger movements and are then translated onto a temperature scale (with the output being the Peltier tiles). 

Through this design the audience can actually feel the story rather than it simply being told to them like in some past iterations.


I can't wait to go through the design process again and see where it takes me with this project!


Skill Building

Coffy lessig

By Coffy Lessig

Skill Building


This open innovation I wanted to focus on exploring 3D modeling and printing, working with photography and visual communication through smaller projects, and improving the shop space to improve my skills in these areas to help contribute to the upcoming shop move.

Expedition

Jack McSwain and Hide

Expedition

Jack & Gordon

Final Presentation

11.9.21

Our game, Expedition, is a strategy board game about tension. The original idea for Expedition was to be a 3d-like chess with new pieces, but it quickly evolved into its current idea- a tactical, customizable, just-random-enough board game of its own. Expedition incorporates just enough randomness to give you exciting new strategies every match without being unfair, and it applies new properties to existing chess pieces in a way that doesn't interfere with your existing knowledge of them but is still able to introduce new gameplay. Most board games you pick up will be somewhat outdated, but Expedition introduces new design principles, taking inspiration from classic roguelikes and using modern game balancing ideas to give a modern touch to a somewhat dated medium.

Ambivalence

Keenan Gray and Faith Field

Ambivalence

By Faith Field

Ambivalence is an immersive narrative where a young girl, Melanie, is faced with a harsh and inescapable reality. In a coming of age story and small town murder mystery, we dive into the head of a teenager as she is forced to face her mental health issues. This project aims to expand upon this story and bring it into the physical world. Ambivalence as a project is meant to immerse a reader by offering tangible evidence of this book's world through maps, brochures, party flyers and diary entries from or about the characters.


Step 1: 

    In this post we have included a presentation template. This is the standard template that you are used to from studio.  Be aware that you do not have to follow this template exactly. It is designed to serve as a guide and you should work with your coaches to the tailor the presentation to showcase the unique aspects of your project.

Please remember to tell the story of your project, from initial conception through open innovation.


Step 2 : 

    Molly is creating the schedule for the recordings on Thursday.  Practice your presentation ahead of time and be ready to record at the appointed time. 

    We will be using Zoom rooms to capture the presentations so all you will need to do is enter a booth, click the record button, share your screen, and present.

Hydrodynamics of a Single Scull

Aveen Nagpal


Sculling

Hydrodynamics

By Aveen Nagpal

A 5% scale testing chamber for model rowing singles, used to apply creative thinking to rowing shell design in the pursuit of speed and comfort.