Innovation Studio SP19 [Master]

Green Air

Mariela (Mari) Abramson

Green Air is an artificial tree containing plants to produce oxygen with an accompanying mask to store oxygen and give the humans clean air. The purpose of this design is to imitate the functions of a real tree, such as absorbing carbon dioxide and releasing oxygen.

The mask is designed for a future world that has no trees. Without trees, air quality is very poor making it difficult for life to survive.  Green Air is a sustainable way to breath clean air. Users have their own mask, with an attached oxygen and carbon dioxide tanks. Users inhale oxygen from the plants inside the artificial tree. Once an individual runs low on oxygen, they attach their tanks to the artificial tree to release the collected carbon dioxide and gather oxygen from the tree. The artificial tree has bioplastic panels on a frame, and the mask is made out of bioplastic. The mask is made with a composite of iron filings to make it magnetic as a way of attaching it to the oxygen and carbon dioxide tanks. Green Air creates a symbiotic relationship between nature and humans.

Eco-Humanoids

Tiandra Ray


As humans face the existential threat of a warming climate that promises natural disasters and extreme living conditions;  politicians, engineers and scientists are scrambling to create infrastructure to mitigate impending chaos. For centuries humans have settled in and adapted to vastly different ecologies and landscapes. In the wake of rising global temperatures, however, large populations of climate refugees will have to quickly adapt to unfamiliar terrain and coexist in urban areas already bursting at the seams. Despite rapidly developing technology and medicine, it is unclear if the human species can survive this transition as is.


On the flip side - the world of entertainment and science-fiction has been dreaming up alternate realities of augmented cyber-humans and cross-species superheroes for decades. In this studio, students will channel that creativity while responding to the consequences of climate change by designing “cyborg” body extensions to push the limits of human evolution.



Rhino Rubber Band Launcher Tutorial

Luis Carbajal

Bonus - design and lasercut your own ammunition using the skills you've learned!


Tips:

*Make sure you are in planar mode so that your drawing lays flat on the CPlane

*Make sure your end snap is on to draw precise, connected lines 

* The thickness of your material is 3.175mm. Use this to create your notches in step 3

Corda

Jennifer Levin and Christian deWeck

The Rythemizer is a game that communicates a beat and in return the player must repeat the beat.

This game is based off of the Brazilian children's game called Pular Corda. The game consists of two people swinging a rope and one kid jumping. The kids that are waiting in line to jump, sing along with a song. The game could be used to teach a language and/or could be played on playgrounds just for fun. We created a game that includes this important aspect of rhythm, physical movement, and teamwork. The goal of our game is for each player(with a different action) to perform a rhythm and the jumper must stay KEEP jumping. There is a circular center piece that monitors all the rhythms. Going off of the center piece there are four actions: a drum, clapping, stomping, and jumping. One player is doing each action. The players who are drumming, clapping, and stomping all create their own personal rythm playing at the same time. Then, the jumper must try to jump to the beat. All the players work together to try to stay with the beat all the way to the end of the song. If the jumper jumps off beat, then the team will not accomplish the goal of finishing.

Surfboard

Jess Derany and 2 OthersLeo Saitz
Rory Martin

          Our Urban Game called "Surfboard" is a game that challenges the user both mentally and physically to balance at certain angles for at least 3 seconds with a new angles as soon as the last one is completed. Our idea was to create a game that provides enjoyment and reward at the end and incorporates the two major factors that normally go into games. Our game uses decorative lights as a reward once the user completes the challenges, however their is also a certain amount of self-satisfaction that is gained once completed. 

           Our project provides several answers to long time gaming problems. One of the more important problems that it solves is incorporating physical play in a short amount of time. Currently most physically active games require a certain amount of practice and than another 30 minutes to play in a competitive way. However our game allows the average pedestrian to challenge himself physically in just 1-2 minutes. It also allows the user to gain enjoyment or self-satisfaction without any other players. 

           Our game could be the stepping stone into a whole new world of games. These games could help to get the world off the couch and produce the same amount of enjoyment while also moving and challenging your body. Our game could also help the elderly with balance issues as well as war veterans. It could also be modified to people who have recently come out of a coma who are looking to regain some of their balance in a more exciting way.

            Our game's use of simple rewards, as well as physical challenge, and easy to use interface makes it one of the most unique projects that we have made. We believe that as is it is already a very enjoyable game and that it's further uses are exponential.

Coins for Change

Madeline Tallarico and Annabelle Fulton

Lilypads

Jack Saperstone and Sofia Cabral

Finished Model

Ian von Schroeter

Collaboration

Sam Scher and Irene McLaughlin-Alves

The theme for this studio was the Syria crisis. Specifically, we were connected with the Karam Foundation and they wanted educational games for the kid refugees to use in Reyhanli, a town on the southern border of Turkey. We decided to create a game made to help kids learn Turkish. This is important because Turkey does have programs for the refugees to be able to go to college, but they must be able to speak Turkish to do so. We made a more physical game that was modeled after the idea of a carnival game. We took the idea of throwing something and knocking over an object that would then provide information for the person playing. We decided that two people (or teams) would stand on either side of the game. Each card would have a Turkish word on one side, and the Arabic meaning on the other. On the bottom of each card would be an image to confirm the vocab word when hit. One player would speak a chosen word by one player on one language's side, and their partner (or team) on the other side would throw a small bean bag at the word they think matches in the opposite language. Once knocked over, a slide would go down to reveal the confirmation image. Our cards have dry erase surfaces so they can always be new words and personalized by the kids and teachers. We planned to also make a pre-made set of cards to go with the game so the game could be played without having to write out the cards by the players. These would be able to switch in and out of the card frames build onto each row. We spray painted the frames outside so the structure was more colorful and created a point system where a certain number of points are assigned to each frame hit. This was for the competition aspect of the game. We ran into problems with measurements along the way but worked them out as they came. Our product did not end up completely finished. We didn't get a chance to build in the sliders correctly in each frame and we never tested out actually throwing something at the cards.