Invited to InnovationSpace for three consecutive years to lead, conduct and facilitate concept framing, brainstorming and ideation. Introduced the “Pill Plant” and “Slow Cleaning” concepts to InnovationSpace | innovationspace.asu.edu part of the Herberger Center for Design Research in conjunction with Herman Miller, Intel, Procter & Gamble, Biodesign Institute, Center for Nanotechnology in Society, Flexible Display Center, Center for Cognitive Ubiquitous Computing and the Arizona Business Accelerator.
The Pill Plant is a an ambient signaling system based on an anthropomorphized gesturing robot that takes the form of a synthetic plant. Originally proposed for Alzheimer’s patients, the Pill Plant has far reaching applications. Using only natural and easily understandable gestures to discreetly remind users of medication intervals, the Pill Plant concept creates an intuitive personified caring relationship that strengthens medication compliance. The conception was the amalgam of three theoretical ideas: 1.What is the least amount of movement needed to anthropomorphize inanimate objects? 2.Relationships with pets work as great externalized signaling systems. 3.People are able to build emotional relationships with digital pets.
Can we create public structures that constantly clean themselves?
Yes, through the concept of Slow Cleaning. The concept of Slow Cleaning is self-cleaning through imperceptibly slow movement. This practical and intriguing idea unleashed a torrent of ideas from colleagues. Almost instantly the possibilities were apparent. This core idea enabled the team to explore new forms of practical elegance.
Observe behavior in action.
Saturday night on the busy streets of Tokyo, Japan people won’t throw trash on the ground, but they have no problem passing off the problem in other peoples’ bike baskets. What social motives, physical affordances, cultural artifacts and personal beliefs are at play here?
Activity Centered Design is adaptive design.
In Austria, the Bösendorfer factory work bench is an organic example of adaptive design that focuses and improves interaction over time. The tools have been thrown down so many times that the work bench now literally has conformed to the tools and catches them in its molds.