DESK, FIELD, SHARE, MAKE, PROVOKE
As a practice, we works through a simple process of brainstorming themes, creating scenarios that place the themes in everyday life, constructing functional prototypes that allow people to experience the scenarios, and finally share this near future world that with in-depth analysis of the theme as revealed through the project process.
The near future a time, but it is also a place — a setting occupied by slightly older digital kids, slightly older baby boomers and a slightly different social world. Its a setting through which new ideas can be thought through and tried out. Its a place where speculation, innovation and the development can happen without constraint. It’s a place where new ideas, however unlikely or unusual, can be rehearsed, played out. Living in the near future today provides a better understanding of the possible worlds we may inhabit, allows us to think about new kinds of social practices, and provides the analysis necessary to discover what sorts of opportunities for innovation might exist in the near future.
We split our work between client projects and self-supported initiatives. Our clients include BBVA, the French Ministry of Industry, the Louvre, Nokia Design, Orange and Swisscom.
The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city
Location : Los Angeles, USA
Leader : Julian Bleecker
Method : Prototyping
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An elephant path is a trail developed by erosion caused by people making their own shortcuts (a phenomena we love to observe). The Elephant Path application reveals unofficial routes and beaten tracks from the the thousands of pieces of information...
Flavonoid is a little device that's used to capture your physical movement and translate that into digital data. The simple link between physical activity (1st Life) and digital activity (2nd Life) is what Flavonoid provides.
Leader : Julian Bleecker
Year...
To ensure a good experience to their visitors and users facility managers must innovate in order to respond to a dynamic demand and the complexity of flows. In this project we developed metrics that shade new lights on crowd behaviors in key areas of...
PDPal is an art-technology project that used a Palm PDA (personal digital assistant) application to create a "map" of personal-digital experience based on a set of emotive coordinates — Social, Preposition, Texture, Speed and Weather. Based on h...
PSX is a game controller designer for the Playstation 2. The controller must be "fueled" before play with the use of an attachable Flavonoid device. By carrying Flavonoid with you, you generate fuel for the controller. The controller will "play"...
Slow Messenger is an instant messaging device that delivers messages exceptionally slowly. Built into the device is a messaging technology that unfolds its content based on an interface that borrows from the traditions of long-form letter writing,...
In the era of information and network technologies, a bank has the potential to increase its influential role as a prime actor of the “smart city” that thrives on measures, information and indicators. In this project we produced multidimensional ind...
Worry Wand is a design-technology-art project that explores two aspects of my practice. The first is understanding the work that links ideas to materializations in the era of "what you model is what you get." The second is deliberately revealing...