Maker Portfolio

Tinna Grönfeldt
1 / 11

Link to Film: Vimeo.com/TheVoicemail

DISPUTE INSTRUCTIONS AND EXPLANATIONS

Jacob Fishman
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DISPUTE PROJECT BOARD

Jacob Fishman
1 / 1

Dispute!

Jacob Fishman
1 / 19

BRIEF:

Dispute! A board game aimed to expose players to landlord-tenant housing issues in an easily digestible form.

This project arose from the Engineering Landscapes studio. During that studio, students were exposed to various parts of Cambridge and came upon the posters for the Somerville-Cambridge Tenants’ Union. A compilation of Interviews with that union and with local tenants as well as significant research into housing laws and issues formed the basis for the characters in the game. Dispute! Is an opportunity to introduce the concept of landlord tenant issues to people from a variety of different socioeconomic and cultural viewpoints. The goal is for the players to be engaged in landlord-tenant issues and introduced to the role income, savings, other social issues, and how even issues that might seem as trivial as landlord mood might affect the outcome of those disputes.

A combination of 3-D printed plastic game pieces as well as a wooden laser cut board with movable acrylic spinner and laminated printed cards make up this dynamic board game. Using the format most people are familiar with as board games from their childhood this easily digestible format provides a recreational manner in which to introduce an emotionally charged and sometimes heated subject.

If you want to share your own landlord tenants stories go to disputeboardgame.com


Dispute! Issues with your landlord never seemed so fun!
#apartmentwoes #argueitontheboard

Mental Unfolding Shoebox

Ben Haber
1 / 22

"Mental Shoebox" is a vessel in the form of a shoebox locked in a complicated way that helps someone empathize with the mental and social roadblocks I have had to overcome to be able to perform athletically in track and field. Made out of wood, this box opens up when the user moves a piece through a maze appropriately to unlock one of four chains that lock the box, each representing a different challenge to accessing the shoe.

The goal of the box is to create empathy with the frustration and difficulty it takes to overcome mental challenges while simultaneously struggling with physical ones. It also helps users understand by creating mindset where they can access the racing shoes and run, having overcome all relevant challenges. While a complicated puzzle to access your shoes is not what every runner wants, the challenge and mental preparation it takes to open a box of some complicated variety, is necessary in preparation to actually run the race. The box is taller than it is wide or long, and has a maze on top the user must complete to unlock the box. Four chain attach the piece that moves through the maze to each side, so that when you have completed each chain, you can life the top off. Hopefully, any non runner could open this box and understand the correlation between mental, social and physical preparation and empathize with the mental difficulty of getting ready to run. 

Arrow Catch Final Presentation

Jonathan Haber and Malachi Harris
1 / 15
Mid review (4).jpg

Malachi 

Arrow Catch is a virtual reality game with the goals of either dodging or catching arrows by relying on visual and hearing ability. The audio in this game is panned spatially, allowing people with or without visual impairments to enjoy the game. Arrow Catch was inspired by the students of the Perkins School for the blind. Due to the fact that most of the students who attend this school are visually impaired, the students heavily rely on audio to have great gaming experience. Students at the Perkins school expressed frustrations and the limitations of mainstream video games. Arrow Catch was designed to allow the user to know the direction of the arrows based on sound, making it possible for a user to hear when an arrow is coming near. The user can then catch the arrow based on its proximity. 

Arrow Catch was created by two different software programs called Rhinoceros which was used to make sharp, precise, and scaled objects for the game. Lastly, Unity was used for coding the objects, adding sounds and bringing everything into playing motion.

Sob stories - presentation

Aveen Nagpal
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The therapist's office can be stressful. loud white noise, complete isolation, often very cold. The most stressful part of all? Talking. A lot of therapists struggle to connect with their patients because often patients find that it's hard to lay out their story in an understandable way. Sob Stories is a module - based board game that allows patients to lay out their stories in a tangible way and show their therapists how they progressed through them. Each module represents a different part of experiencing and processing bulling and together they make up a course that a marble can move through, these modules magnetize to each other to create a path. The patient can then explore their story with the marble, explaining it to the therapist along the way.

A Cold Homecoming Poster

Maddie Johnson-Harwitz
1 / 1
countermonumentposter.ai

Uprising

India Adam
1 / 15

Uprising: A wearable that captures strength, kindness, and flight in an interactive piece designed for Sabrina, a dancer and wheelchair user. The structure of the piece has six half-heart shapes in different sized that are mounted, three to each shoulder.

 Many people with disabilities are ignored and not represented in the dance and performance world. Our piece is designed specifically for use in a wheelchair while showing the beauty and strength of the performer. 

The piece features bioplastic which is a unique material. It is easily manipulated when making and pouring the recipe. It is sturdy but semi-flexible material that doesn't harm the environment. The piece features a thin sheer fabric with acrylic and a pigmented bioplastic poured over. The translucency and flesh tone color of the piece created the feeling that the piece is growing out of Sabrina.

Sabrina had tetanus that caused nerve damage, leaving her unable to walk. She works hard at physical therapy to reconnect the nerves and walk again. The wearable is designed to empower her and represent her journey from going to sitting to standing. The wearable highlights Sabrina's strength and power that she exudes every day. The three bioplastic half-heart pieces are attached to the fabric strips that stabilize them and have straps adhering them to the arm. The straps are located at the top of the shoulders and right above the elbow. The overall effect creates a light and uplifting feeling. The location and design of the project allow Sabrina to perform and dance with enhancers rather than restrictions.

project board

Abby Burgess
1 / 1