Inside your heart, outside the world.

Searching Inspirations3: Liaison Ceramic/ Plastic/Paper

Liaison is a set of pair of interactive houses using different materials (ceramic, paper, plexiglass) to keep in touch with someone you find special in a more poetic way, designed by Erika Rossi, Maria Chiara Toncich and Kui Wang. For ceramic house, people show their presence by putting a lighting candle onto the roof of house, and the house in another end will light up to tell the people that their friends are around. Blowing out the candle means you are not accessible. For plastic one, people can shake the house, which will synchronize the motion at the other end to show they are thinking of you. For the paper one, the light will flicker when someone blows the light at another end, dynamically sharing the moment of two people.

Liaison ceramic from ADAA Gallery on Vimeo.

Liaison plastic from ADAA Gallery on Vimeo.

Liaison paper from ADAA Gallery on Vimeo.

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Searching Inspirations2- Pantio

An Interactive Pot to Augment Plantsʼ Expressions “Plantio” realizes hybridization between plants and electronic computing systems,  and creates an intimanate relationship between human and plants. Plantio represents plantsʼ biopotentials changed by surroundings,  and it makes various expressions according to daily interactions with human.



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inTouch by MIT Tangible Media Group

“inTouch” is a medium that enables users, who are separated from each other by distance, to communicate through touch. Specifically, force-feedback technology is employed to makes the users feel as if they are operating a shared physical object. The idea behind inTouch is to create the illusion that two people, separated by distance, are interacting with a shared physical object, developing the metaphor of a single physical object that exists in multiple places at once.


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An interesting way to visualize the message

The use of online social networks – such as Facebook and Twitter – connect us with everyone yet at the same time leads to a loss of intimate connections between close friendships and other relationships. While the nature of these networks facilitate surface level communication, K.I.T enables deeper communication through better expressing emotions.  Emotion is important for everyday social interaction and brings value and life to communication.  K.I.T is a set of interactive, tangible, objects that allow users to physically express their emotions. The users’ emotions are shared on a visual online network that is private and represents emotional histories over time. The aim is to reconnect close relationships and provide better emotional health, support, and awareness.

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Current plan and idea for my FYP

Today, people’s ways of living, working and thinking have been greatly transformed. Just by making a phone call or sending a message we can communicate with our friends, located in areas all around the world. However, interactions between people separated in the long term are still largely limited by distance. What we want is to see, to feel, to touch and to show the information and the emotions.

My plan is to create an Interactive Digital Plant that can help and support close family members or friends living apart to better interact and communicate with each other, where tangible interaction, co-participation, emotional design and embodiment interaction are considered.

This Interactive Digital Plant is an interactive artifact which is embedded with electronic controls, sensors, actuators and is a visualization and embodiment of some application or service. It offers the possibility of keeping in touch with someone we find special in a more interesting and less intrusive way. It consists of a pair of interactive potted plants for two people sentimentally connected, each can react to user actions, display some information and synchronize the information and states with distant end user’s device, creating a real-time connection, a physical link between people separated by distance.

Possible scenario and quick sketch:


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Reflective Level (Part3: Class interaction)

During my speech, I set a small competitive game which you can see described in the following picture. And we divided people into groups of 2. The group which is first to write down the right answer would be the winner of the game, and for the winner group, we would take a photo of them to keep their moment!

P.S. After this task, I asked a question ,”How many of you would like to buy a watch like this?”, it was so suprising and great to see that most of our classmates raised their hands, including our teacher. ^^ Guess most of our class like thinking and reasoning.


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Reflective Level (Part2: Case study)

1.Instant cameras


Most instant cameras are well designed in its appearance and are very convenient for people to use. What’s more, instant cameras also convey a concept to their users, that is— to keep every moment of your life, so the cameras are more than the tool, they represent an attitude of the owner and a life style.

2. Novel watches


One example here is Time by Design’s series. Each watch is unique design, a new way to tell the time, which makes people to rethink the time. The value of Time by Design comes from the clever representation of time and also it successfully transforms the watch into a fashion statement. People can tell the taste and the characteristic of the owner from the product. Usually the owner of the watch is also proud and satisfied by displaying and explaining it to others.



LEGO is a world famous construction toy, which keeps many people company in their childhood, some people even play it within their lifetime since the joy of LEGO never ends. In addition, LEGO allows users to create rather than to regulate their behaviors.

4. Computer games


Actually, most of cool and impressive computer games are the products of emotional design. For the visceral level, they use 3D to look more attractive and real; for the behavior level, they use handles to accord with people’s using habits; for the reflective level, some games have loyal fans and long-term passionate followers because the game brings them much more than fun, but also satisfaction, sense of belonging, etc.

5. Websites

As for the web design, we can see the value of reflective design from various types of websites, like personal blogs, social network, and e-learning sites. What we need to pay more attention to is the importance of the personalization, the service, the potential relationships and benefits of the websites. Actually people are not relying on the platform, they are relying on the service, the memories and all the relationships they gained through the platform.

6. Robots

Currently in the market, we have many emotion relevant robot products design, like digital pets, therapeutic robots, etc. Most of the products are changing our ways of interacting and communicating with the objects, from one-way to bi-directional, from passive to active. The things we deal with now can give us a direct response in an emotional way, which can also evoke some deeper emotions of people and help to build a long-term relationship with the product.

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