iSlith

Ruby Miller
1 / 15

When bored, sad or unhappy, many tend to gravitate toward  a mobile device. A quick text or snapchat to a friend has been shown to improve ones mood immediately. Such tendencies have resulted in unexpected implications, such as individuals developing addictive  habits when it comes to the use of mobile devices. Receiving a text or Instagram like is thought to release dopamine and other feel-good hormones into the brain, leaving many dependent on their mobile devices for happiness. 

iSlith  is a toy which aims to demonstrate this idea in a way young children will understand. I am making a snake which, when slithered, dispenses a piece of candy to young children . Presumably, this device will introduce ideas of the danger and appeal of immediate gratification when it comes to the use of smartphones.  Candy is used to represent this concept because it is universally enjoyed by children although they are constantly preached about its unhealthiness from older individuals. Through conversation children could think critically about the appeal and challenges of a toy which gives a reward for a simple interaction. Meanwhile, parents could explore how their children react individually to a device which simulates a situation which will exist in their near future. Being the most primal members of the human race, children's reactions could provide much information on how instant gratification can affect reward circuits in the brains of children opposed to adults. In result, a conclusion could be drawn as to whether or not cell phone addiction is a result of nature or nurture.

iSlith was created using a flex sensor, taped to one of the joints and a servo which rotates when prompted to release the candy. The candy is in a slanted tube which allows an easy release, while a programmed Arduino controls the sensor and servo. The body of the snake was crafted with a laser cutter with each peice  loosely screwed together, allowing flexibility and movement throughout. 

Final presentation

Alannah Argyle

Final Post

Matthew Manning

My final project turned out to be almost fully functional, although I did hit some road blocks.  Since my idea changed so much, timing for completing the intricate final aspects of this project proved difficult.  I did assemble all the correct objects needed but It was difficult to create an ear piece that would constantly work and attach to different size and shaped ears.  On another note, the ribbon was difficult to attach, but after printing with wood, it was almost working when wrapped around one ear, and strained to the other ear for tightness to stay on.

draft 2

Ignacio Heusser

The virtual reality helmet consists of a helmet that allows its wearer to experience a virtual reality. It is like you were in a dream while awake. It is as you were stuck in your phone and had to decide where to go. It is like being in a  bubble in another planet. Your body is in the real world but your head's at space.It is similar to VR Headset. The Virtual reality helmet is an example of  how engaged we are in our phones. Young adults are so focused that they forget where they are and who they are with. It is very similar to the helmet in the way of keeping you apart from reality. The helmet is  primarily made of cardboard. Its cool features are, self opening visor, speakers and light. To make the environment more real. I was inspired by  all the pics my family sent from my home country Chile. They sent pics of barbecues,  the family beach house, family reunions, birthdays and so on. It was really heartbreaking to not be able to be there. So i created The helmet which could produce sounds and music from Chile. It felt as if I was there.

iSlith

Ruby Miller
1 / 16

When bored, sad or unhappy in any way, many tend to gravitate toward  mobile devices. A quick text or snapchat to a friend has been shown to improve ones mood immediately. Such tendencies have resulted in unexpected implications, such as individuals developing addictive tendencies when it comes to the use of mobile devices. Receiving a text or Instagram like is thought to release dopamine and other feel-good hormones into the brain, leaving many dependent on their mobile devices for happiness. 

iSlith  is a toy which aims to demonstrate this idea in a way young children will understand. I am making a snake which, when slithered, dispenses a piece of candy to young children . Presumably, this device will introduce ideas of the danger and appeal of immediate gratification when it comes to the use of smartphones.  When pondering how to represent this an abstract concept in a children's toy I immediately thought of candy because it is universally enjoyed by children although they are constantly preached about its unhealthiness from older individuals. Through conversation children could think critically about the appeal and challenges of a toy which gives a reward for a simple interaction. Meanwhile, parents could explore how their children react individually to a device which simulates a situation which will exist in their near future. Being the most primal members of the human race, children's reactions could provide much information on how instant gratification can effect reward circuits in the brains of children opposed to adults. In result, a conclusion could be drawn as to whether or not cell phone addiction is a result of nature or nurture.

I created iSlith using a flex sensor, taped to one of the joints and a servo which rotates when prompted to release the candy. The candy is in a slanted tube which allows it to roll out while a programmed Arduino controls the sensor and servo. The body of the snake was crafted with a laser cutter and each peice was loosely screwed together, allowing flexibility. 

Portfolio & Presentation Posts

Andrew Todd Marcus

The Cocoon (Final Post Example)

Kate Reed and Andrew Todd Marcus
1 / 18

Final Post - Requirements for the Post

Andrew Todd Marcus

The Final Post:

This post showcases your final design through two parts:

  1. An Abstract that shows the final project a concise series of images and diagrams. Its purpose is to allow a viewer or visitor to understand the project in its entirety in a few brief minutes. It is mainly concerned with the What of your project but must contain an overview of the Why and your entire narrative arc. This part of your post will be used in your 2-3 minute NuVu community presentation and will likely be the portion reporters, colleges, and family will see first. 
  2. The Process which tells the comprehensive story of how your idea was born, developed, and manifested. The arc of the story should encompass the, How of your project in a compelling narrative. It showcases your design process including your brainstorming, each of your iterations, and your final prototype. It allows the viewer to delve deeply into your process. This post will be used in your review presentation at the end of the session. 

The title of this post must be The name of your project. 

Slides:

The Final post has 15-20 slides. Every slide MUST have a title. Captions are a good idea as well.

ABSTRACT PORTION 

1. TITLE WITH TAGLINE (1 Slide): This slides shows a crisp, clear final image and the title of your project. with a pithy blurb describing the project. The image, name, and tagline should draw a viewer in. 

Examples:

  • The Fruit - A line following, light tracking robot
  • Segmented Vehicle - A vehicle that conforms to the landscape
  • Cacoon - Wearable sculpture exploring the concept of transformation and death

2. CONTEXT IMAGE: (1 slide) This is a single image that shows a clear precedent or evocative image. This image helps set up the why in a compelling way, sets the stage for your narrative, and will help frame the entire presentation. The caption of this slide (set with the Edit Captions button when editing your post) should be the text of the Thesis Statement/Problem & Solution. You will read these while presenting this slide. No Text on the slide.

3. THESIS STATEMENT / PROBLEM & SOLUTION SLIDE (1 Slide) : This is a TEXT ONLY slide for visitors to your portfolio. In consultation with your coach you will either create a Thesis Statement or state the Problem/Solution. You will skip past this slide in the presentation as you will have read the content in the Context Image.

Problem/Solution: This works best for a project with a clear problem that leads to a describable physical solution.

This slide answers the questions:

  • What is the problem I am trying to Solve? This is likely different for each project in a studio. Be clear and use the problem to set up the narrative for your presentation.
    • Example: The Problem: Design a vehicle for a mountainous world with difficult terrain to traverse.
  • How did I solve it?. This is your 1 sentence project description with an optional additional 1-2 sentences. 
    • Example: The Solution: A segmented vehicle with a universal joint system that handles mountainous terrain by conforming to the landscape.

Thesis: Thesis statements are appropriate for a conceptual project with a nuanced or complex generative narrative. Your thesis states the Why and How clearly and succinctly in 1-3 sentences.

  • Examples:
    • The Cocoon:  A wearable sculpture that explores the concept of transformations and death. The Cocoon explores the spiritual journey beyond the human experience; what it means to be human, how wonder effects us, and the concept of what happens after death.
    • Body Accordion: A musical prosthetic that translates the wearer’s body movements into a dynamic multimedia performance. The Body Accordion converts flex sensor input to sound through Arduino, MaxMSP, and Ableton Live. 
    • Seed to Soup Animation: A whimsical animation about the slow food movement. Seed to Soup showcases a holistic method of cooking. From garden, to kitchen, to dinner table.
    • Antlers: A wearable sculpture inspired by antlers found in the deer and antelope family. "Antlers" explores the comparison between armor and attraction. 

4. FUNCTIONAL DIAGRAM: A diagram showing some aspect of the functionality. These can include:

  • How one uses or interacts with the project
  • The overall behavior of the project over time
  • For a complex interactive project, this can be a clear diagram of the software behavior\

5. FINAL IMAGES: (3 slides) The last slides should have images of the final project. These images should be taken in the photo booth, cropped, and adjusted for contrast, brightness, etc. Choose a wide variety of images that show the project from different perspectives. 

  • 2 slides: project in photo booth
  • 1 slide: an image of the project in use.

PROCESS PORTION

6. PRECEDENT SLIDES (2 slides minimum, 3 slides maximum):  Precedents are any projects that inspired you creatively or gave you technical guidance. No Text.

  • 1 Slide - Conceptual Precedent
  • 1 Slide - Technical Precedent
  • 1 Slide - Additional Precedent

7. INITIAL SKETCHES/CONCEPT DIAGRAM (1 slide minimum, 2 slides maximum): These slides show your initial, generative ideas in sketch form. You can think of this as a sketch of the big idea, it is the chief organizing thought or decision behind the design presented in the form of a basic sketch or diagram. If you do not have a clear concept sketch it is fine to make one after the fact. These should clean, clear drawings. No Text.

8. ITERATIONS: (3 slides minimum, 5 slides maximum): The next part of the process post are the iterations you documented in your daily posts. Explain your design decisions and how your project changed at each step.

  • For build studios, choose 3-5 representative iterations of your project with 1 slides per iteration. The images should show clear, major design changes. 
  • For digital or graphics studios, have a slide for each important design decision. Generally it is best to avoid screen shots. These could include:
    • A storyboard slide
    • A slide with multiple images showing graphical character development.
    • Stylistic explorations

9. DIAGRAMS: (1 slides minimum) Diagrams of the final project.

Build studios will need at least 1-2 additional diagrams:

  • Construction Diagram:  A diagram offering insight on how the project is put together
    • Ideally, this will be an exploded axonometric
    • At minimum this can be a labeled disassembled photo  
  • Electronics Diagram: A circuit schematic showing project inputs, outputs, and architecture.

Digital studios should have a diagram of the storyboard and flow of the project.

10. ADDITIONAL FINAL IMAGES: (1 slides minimum) Additional final images showing the culmination of your process

 

The Brief - Writing Assignment

Andrew Todd Marcus

This writing assignment is due MONDAY night, before midnight.

This text will be edited by the NuVu writing coach. You will have the opportunity to revise this text before the final presentation.
You should post your writing in the Writing tab of your project. Feel free to use your own style or voice in The Brief.

Title the post "Brief".

The Brief should have a strong narrative that ties together the Why, How and What of your project through clear, cogent writing. Tell the story of how your idea was born, developed, and manifest. 

Create 1 post titled “The Brief” with text that includes the following 2 items:

  1. A 1-2 sentence project description for your transcript. This will serve as the basis of the Project Description that appears in your transcript. This description should not include the name of the project and should be written in the third person. On Thursday you and your teammates will add this under project settings.
    examples:
     Night Light Blankie: A child's sensory blanket that provides comfort and privacy in the high stress environment of the hospital using weight, textures, and light. The blanket transforms into a mini light up fort over a child’s head.
    Cocoon is a shroud that explores human spirituality and the concept of life after death through the use of repetitive religious iconography. Composed of over 300 pieces of laser cut balsa wood lined with space tape, the icons are arranged using a mathematical strange attractor.
  2. A 1-2 paragraph brief for your project based on the description below. The primary purpose of The Brief is to explain, entice, and convince the reader that your project is amazing and important. Imagine your project on display in the Museum of Modern Art. The Brief is hanging on the wall next to your work. In 1-2 paragraphs, a viewer should understand what your project is, why it exists, and how you made it. More importantly, the viewer should be interested and care. You will draw them into your project through a compelling narrative.

    Things to think about:
    • The what is a clear statement of the thesis or problem+solution.
    • The why explains how your project changes the world. It is the reason your project exists – what social issue is it engaging, who is your project helping, how does the project change the world, and what important social, intellectual, or technical questions does it raise? The scope of the why can vary widely.
    • The how briefly explains what technical prowess, innovative methods, or cool materials you used in your solution.
    • Think of the reader - it is good to imagine that a college admissions officer AND a potential employer in the field of your design should both be able to understand and be excited by the project based on your writing.
    • Write in the Third person in an explanatory fashion. Resist using I, WE, OUR and focus on describing the work.

      Here is an example from Penelope the Pain-O-Monster:

      Pediatricians and other doctors find it challenging to collect accurate self reported information from children about their level of pain due to lack of communication skills, fear, anxiety, and discomfort. Traditional 1-10 pain scales do not fully address these issues, often leading to uncomfortable children and inaccurate symptom information. Penelope the Pain-O-Monster is a cute plush toy that uses integrated pressure sensors to allow children to express their source and level of pain through play.    

      Our previous project, The EmoOwl, helped children with autism to express themselves by translating motion into color. As we sought to expand our children’s health menagerie, we thought about making a different stuffed animal to help kids in hospitals. We quickly realized that the pain charts that patients used to express their pain could be made more interactive and easier for a child to use. We read that playing with stuffed animals can take the children’s mind off the pain so we created an additional “Fun” mode to distraction from pain and anxiety. The handcrafted stuffed animal uses force sensors in different body parts that light up from blue to red depending on how hard they are pushed to show the child’s pain level. It is our hope that Penelope will help sick children feel safer while providing more useful information to care providers. We anticipate that Penelope and the EmOwl will soon have many more friends to help improve healthcare for kids.

Process

Andy Kreiss and Benjamin Snyder