In:Accessible Exhibition

Amro's Film (Breaking Bread)

Christopher Kitchen


Isabelle Ramras
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Christopher Kitchen
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Teju Kim and 2 OthersIsabel Whiteside
Ava Rizika
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exhibition thesis.001.png
Isabel's Brief
A collection of three exhibitions showcasing wearables custom-designed for three individuals, in order to provide viewers with perspective as they become immersed in the personalities of people with disabilities.

This exhibition aims to improve accessibility for and inclusiveness of people with a range of disabilities by providing enabled people with perspective and understanding surrounding disability. The wearables exhibited were designed for three dancers, Krishna, who is blind, Tiffany, who has Jarcho-Levin Syndrome, and Jerron, who has cerebral palsy that affects the left side of his body. The exhibits for these wearables do not directly state their conditions, which gives each one a more mysterious, unique feel. Krishna's wearable is shield because she always wanted to shield and protect people, especially to help them feel comfortable when stepping outside of their comfort zone. Tiffany's is called the sunrise because she has a big, bright personality despite being very short because of her condition. Jerron's wearable is called the Spatial Expander because he always felt like he was put into a "box" by society because he is disabled. He wants to show people that he is capable of doing more than they think he can.

Teju's Brief
A display of costumes that are custom-made to represent the personalities of three dancers with disabilities.

The Juxtapose Exhibition displays three wearables made for three individual dancers so that the viewer can experience what the dancers feel during moments of struggle and their feelings of happiness when dancing. Jerron and Tiffany are both a part of Heidi Latsky Dance, a dance company that has both abled and disabled dancers. Jerron has Cerebral Palsy that affects the left side of his body and Tiffany has Jarcho Levin Syndrome, which is a genetic disorder that causes bone malformation in the spinal cord and ribs.The third dancer, Krishna, is based in New York and is almost fully blind.  Each wearable has its own unique display deeply influenced by each dancer's personal traits. That includes tunnel-like structures, walls, quilts, different colored lights and the piece itself. Jerron often felt that as a child he never had any space, so he had to make it for himself so he wanted his wearable to take up space. The Spacial Expander is inside of a tunnel that the visitor has to walk through. The tunnel is made up of several different shaped doorways to make the participant feel uncomfortable and confined. At the end of the tunnel is a light, spacious cloth "room" where the wearable is displayed. Tiffany has a very large and bright personality who loves the sun. The Sunrise display showcases a small figure of her wearing the Sunrise wearable against the wall. Infront of the figure is a light that glows in a sun shape with a large shadow of Tiffany in the center to represent her bright personality.  And Krishna makes quilts and gives them out to the community, and tries to shield others. Krishna's wearable called the Shield. The wearable is displayed in a hallway covered in black and white hexagonal quilts.   The displays create an experience that visitors can walk through and interact with. With the hope that visitors will leave with an understanding of the difficulties, the dancers face and overcome.

Ava Rizika's Brief:

A display of custom-designed for three dancers, portraying each dancer's disability and personality.

The In:Accessible Exhibition displays projects that were designed for 3 three dancers, each of which have a with physical disability disabilities.: Jerron has cerebral palsy, Tiffany has Jerko Levin Syndrome, and Krishna is blind. Each dancer's exhibit focuses in on their personalities, disabilities, and hobbies and incorporates these elements into the display of the costumes . Jerron, who has cerebral palsy, often feels like he feels limited by people's assumptions about him because of his disability. Dancing frees him from this feeling and shows people that he can do what fully abled people can do.Tiffany, who has a shortened torso due to Jarcho-Levin Syndrome, which means that she has no torso, is a strong woman who is incredible to talk to because of her big personality that fills up a room. She loves nature, especially the sun, and says that she gets her energy from the sun's rays.  Krishna, who is blind, will often run into things, and isn't able to avoid that run into her, so sometimes she feels that she needs a protective shield. Although she does not have a shield, In turn, she tries to act as one for protect others in the community, she does this by weaving hexagon print blankets and giving them to people, and by helping people pursue their dreams.

When the visitor looks at Jerron's exhibit, they will see a spacious rectangular cube. When they walk inside they will have the illusion that the hallway is much tighter than it actually is, and will feel claustrophobic. The hallway opens up to a larger room that displays the costume, to show that dancing frees Jerron from the constraints of disability. This shows dancing helps jerron to feel like his disability isn't holding him back. The dancer Tiffany loves the sun, so in her exhibit, a big circular light shines on the wall and casts the shadow of a cutout of Tiffany in her costume inside the "Sun." For Krishna,  a  hallway with walls that are made from fabric with hexagons on it symbolizes the quilts she makes for people in her community. When the visitor walks in it will be dark, which will make them nervous, but the fabrics will get lighter as they walk through, guided by a ballet bar that the participant will grab onto which will lead that leads them through the hallway. The first half of the ballet bar will be covered in sandpaper that gets progressively more fine as they walk through up until the point in which the visitor reaches the open area where the displayed costume is being shown. Here, the sandpaper is at its smoothest, and when you exit the open area, the ballet bar will go back to normal. The design of the ballet bar is meant to show how her blindness and reliance on touch is lifted when she dances. In most museums, the pieces are displayed traditionally with the piece in the middle, and text explaining it on the side. In this exhibition, the visitor gets a better understanding of the project through an interactive display. The exhibition expands awareness into the community of the value of supporting this kind of effort and increases compassion for people with disabilities

The Calming Chair

Isabelle Ramras
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The Night Light Blankie exhibition gives the user a chance to experience what it may be like for a child in the hospital and how the Night Light Blankie can comfort them. The Night Light Blankie is a weighted children's blanket with an LED-illuminated canopy that can be pulled over the child's head to comfort them in the hospital which is often an extremely scary environment. The installation helps the community of Cambridge engage with the Night Light Blankie and inform them about the stresses a child faces during a stay in the hospital. To try the blankie, a visitor sits in the chair designed specifically for testing and using the Night Light Blankie. Bars along either side of the chair attach to the blanket, hooks secure the blanket when it is pulled up, and a ring around the back of the chair supports the canopy when it is up. The user sits in the chair and pulls the blanket over their lap to appreciate its weighted comfort. If they would like to, visitors can also flip the canopy up over their head for a fuller experience of calming isolation. 

The hope is that raising awareness will bring the Night Light Blankie to children's hospitals all over. The exhibit may make people wonder how else they can help children who have a hard time adjusting to the hospital setting, as well as how else this product could be used in other settings. Children with sensory issues or autism who are often extremely sensitive could also greatly benefit from the Night Light Blankie at home, so the chair is installed in a friendly bedroom setting.


Alexander Athanasopoulos and Christopher Kitchen
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The Brief Part 2 - Full Brief

Andrew Todd Marcus

The Brief is due tomorrow, Thursday morning by 9:00AM.

Remember, all documents related to the brief are found HERE. These include a note from the writing coach and the Composition Reminder Sheet.

Now that you have created an document that outlines all of the information you want to relate in the Brief, it is time to weave that information together into a strong narrative that ties together the Why, How and What and Who of your project through clear, cogent writing. Tell the story of how your idea was born, developed, and manifested.

Create 1 post titled “The Brief” in the Writing tab with text that includes the following 2 items, numbered:

  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. This was Question 1 in your Outline.
    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: 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.
  1. A 1-2 paragraph brief for your project based on the description below. This will be based off the information you put together in your Outline and should focus on style. The NuVu writing coach will give you feedback and you will have the opportunity to revise this text before the final presentation. 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, and who it is for. More importantly, the viewer should be interested and care. You will draw them into your project through a compelling narrative.

    Things to think about:
    • Use the information in your Outline. Do not simply put all of the answers together -- you must weave it together into a clear story.
    • The what is a clear statement of the thesis or problem+solution. Your project description for your transcript (#1 above) can be adapted for this purpose.
    • 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.
    • The who explains who will use your design, why they will use it, and in what context.
    • 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, or YOU 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.

A previous project, The EmoOwl, helped children with autism to express themselves by translating motion into color. Penelope the Pain-O-Monster grew out of the desire to expand children’s health menagerie with a different stuffed animal, one that makes the pain charts patients use to express their pain more interactive and easier for a child to use. Because research has shown that playing with stuffed animals can take children’s mind off pain, an additional “Fun” mode was added to distract 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. The hope is that, as one of many future healthcare friends, Penelope can help sick children feel safer while providing more useful information to care providers.


Isabella LaCava and Jackson Danforth
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Izzy: An exhibit for the Drum Garden, a portable drum set that attaches to someone's wheeled chair,  that aims to awaken empathy for the user of the drums. The exhibit conceals the drum set behind a curtain, which reveals only its mysterious silhouette among other instruments, in order to create the impression of inviting the visitor into a musical community where they can play along with others. 

The Drum Garden was created for a girl named Sara who has cerebral palsy. The device attaches to her wheeled chair to give her the ability to play the drums since she would not be able to reach a  stand-alone drum kit.  The product will be exhibited at City Hall in Cambridge, to show the general public what students work on at NuVu and raise awareness of the need for such work.  The exhibit helps people understand how someone can feel held back because they have a certain disability or are in a wheeled chair and therefore the importance of devices such as the Drum Garden. The exhibit has a curtain with a  mysterious silhouette projected onto the outside. Then when the visitor passes to the other side of the curtain, they meet with flowers and a spotlight on the chair, bringing everything to life and making the chair extremely exciting, representing how happy and lively Sarah feels after being given the ability to play the drums. The Drum Garden is also placed between a piano and guitar, representing the concept of being apart of a community. 


Nick Caruso and Kevin Brown
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Kevin's Brief:

The OCDevice and the Skills Vest's exhibits were made to display the Skills Vest and the OCDevice created by Nuvu students to help people with cerebral palsy and obsessive-compulsive disorder.

The Skills Vest's exhibit is an interactive exhibit that you can use special gloves to simulate CP. The OCD Cube's exhibit is also an interactive exhibit where you can interact with the environment around the table with the cube as well as the cube. These exhibits were created to show people who suffer from the conditions what is being done about it. The Skills Vest is helping kids who have CP to define their fine motor skills. The OCD Cube was made for helping control people's OCD. The exhibition was made so that people could find out more about NUVU and maybe even help contribute to the production of the product. For the Skills Vest, the table around it would have slots that the trial pieces could fit into and a place for the CP gloves to slide on. The OCD Cube has an environment that is uncanny and distracting to be in, it looks like a normal home but there are things about it that will get on your nerves. The picture frames will all be tilted just a little bit, the table will wobble, the light switches will all be in different variations, and the lamp shade would be tilted overall making the environment put you in the mindset of someone with OCD.

Final Post - Requirements for the Post

Andrew Todd Marcus
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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. 


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

I this section you are showing the main concept and design of the project. The abstract is an overview meant to excite the viewer. You should not plan to describe the entire project in this section.

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. 


  • 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 IMAGE: (3 slides) The last slides should have an image of the final project. These images should be taken in the photo booth, cropped, and adjusted for contrast, brightness, etc. You can also use an image In-Use. Consider using a GIF to show how the project works. You will NOT describe the whole project here, simply show the completed project before going onto the Process. 


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: (3 slides minimum, 5 slides maximum) Additional final images showing the culmination of your process. You should include:

  • 2-3 Images in the Booth. Make sure they are cropped, adjusted, and look great.
  • 1-2 Images in Use