A D R I A N A P P
C A B R E R A
O R R TT AF FO O L L I I OO O DESIGN
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CONTENT INTERACTIVE SURFACE DESIGN UNDERCODING INTERACTIVE TANGIBLE DESIGN IN- TOUCH Interactive Tangible Cards INTERACTIVE LIGHTING DESIGN TANGIBLE PIXEL INTERACTIVE SURFACE DESIGN SUSTAINABLE INTERACTIVE SURFACE MEDIA/ ARCHITECTURE DESIGN SIHEYUAN CITY BAMBOO HILL PAVILLON OSCAR SALA EXPERIENCE DESIGN EMBELESO EXPRESSO
GAME DESIGN BUILDVILLE LUTHER 1517 Angriff im Untergrund - HILFE, DIE KANALRATTEN KOMMEN! MY MAGIC BALL 8 I work in the developing of projects in different areas PRODUCT DESIGN of design, my strengths are directed to the Strategic LEARNING TO COOK Management project conformation, in which outstands REMOTE CONTROL ELTAKO the design of interior spaces, product development, textile and apparel products (books, planes, specification TEXTIL DESIGN sheets, packaging, assembly in store windows) and RIPLEY brand strategies (events, brief development, P.O.P material). PACKIGING DESIGN
I implement interdisciplinary tools, viewed from the deRIPLEY PACKAGING BABY’S PIJAMAS sign experiences and emerging consumer trends. OUR PACK Provide solutions in the process, is the set of a well VISUAL COMMUNICATION done job BUGS LETTERS MINDPIRATES
My work converge in different areas in design. Having an Industrial Design background, I complement my studies in Media Art and Design working not only with the conception of the products, but also with the observation of different strategies and responsive materials like paper fiber and textiles among others. Those interesses come from the analysis of culture and it’s daily change and from the challenge between my culture and other cultures. I combine design,crafts, manufacture, sensorial experiences and the exploration of low and high technologies and integrating sustainability processes, which express the smart uses in the development of the objects. For me the experience that the user has with the objects situated in an environment, has an important focus on the development of my projects, with that I can have a good approach and provide fine solutions.
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KH Berlin Weißensee MA Textil- Fläche Design
KH Berlin Weißensee Designing Identity Undercoding
Bauhaus-Universität Weimar Game Designer Hilfe Kanalratten kommen!.
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Printing Future Days 2013 “In touchʼ InteractiveTangible Cards
Bauhaus-Universität Weimar M.F.A. Media Art and Design
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Bauhaus-Universität Weimar Game Designer „Build Ville“ Fraunhofer-Institut IDMT Game Illustaration “Luther 1517”
Fraunhofer-Institut IDMT Game Master Class
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Bauhaus-Universität Weimar I work in the developing of projects in different areas DSH German preparation course of design, my strengths areWeimar directed to the Strategic Germany Management project conformation, which outstands Scholarship in “Colfuturo DAAD the design of interior spaces, product development, textile and apparel products (books, planes, specification Volskhochschule Mainz German as a foreign language sheets, packaging, assembly in store windows) and brand strategies (events, briefGermany development, P.O.P material).
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HALLO !
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HALLO !
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I implement interdisciplinary tools, viewed from the design experiences and emerging consumer trends.
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P. Universidad Catolica de Chile Provide solutions in the process, is theExchange set of a well semester done job Chile
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Scholarship Mobility exchange CINDA
Bogotá, Colombia
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P. Universidad Javeriana Diplom Industrial Designer
Eltako Elektronics Product designer remote controle
Druckladen des Gutenberg-Museums Mainz Volunteer assistant Benjamin Rahyer Web und graphic design
P. Universidad Javeriana Assistant coordination Ingeniar LTDA Innenarchitektur Alliance Française Vida Lab, “Digital Kitchen Lab
Ripley S. A. Santiago de Chile Textil Designer „Pad“ Design Preis “Cafe Expresso”. Design Experience
INTERACTIVE SURFACE DESIGN
U N D E R C O D I N G Design Concept: Identity and new technologies
“Undercoding” is an experimental play with the materialisation of codes in textiles. The notion of code thereby is taken literally as programming code, combining the inherent code of the fabric’s construction with a second layer of visualised digital code, which contains personal information in a standardised format yet unreadable for human eyes. The integration of both codes is argued because both are basically in some way algorithms. Being screen-printed or embroidered, it rather turns into a graphic pattern, emitting an ambiguous aesthetic message about the status of one’s contemporary identity. With this project I try to understand how textile design can work with emerging technologies, bringing together the virtuality of graphics with the physical appeal of textile language.
Advisers: Prof. Dr. Zane Berzina, Mika Satomi, Carola Zweck e- Lab Künsthochschule Berlin Weißensse
IdenIndivitity dualizatex- tion t i -Intiles macy
The construction and ornamentation of textiles includes the creation of structures for knitted, embroidered, woven and nonwoven fabrics. The design of patterns is obvious in clothing, household textiles and decorative environments, but in functional terms also plays a role in other industries such as geotextiles. The implementation of structural functions and aesthetic parameters in a textile - a membrane of thousand fibers - can be seen both in terms of an accurate design process and in terms of mathematical or scientific procedures. In this sense, textiles are themselves constructed or ornamented as a code or an algorithm. Therefore the application of an algorithm has a huge similarity with the process of visualising information. Besides displaying visual motifs, textiles can also be used as a medium to communicate data, with data visualization as another functional layer.
My work consists of the implementation of QR codes as an additive element in the decoration of textiles. Emulating the construction and the logic of textile design. In fact, I used the parameters in the reproduction of QR codes, combining them with the parameters used making ornamentation on textile. I selected embroidering and screen printing as both provide parameters in the tangible and virtual representation of data.
Parameters GRAPHIC Geometric forms Mirrow 55% Color contrast Guide of the patterns in the squares
MATERIAL \ FABRICS \ THREAD Transparency Satin silk Organza Double side Cotton Wool Melange Special light conditions + Solar thread + Glow in the dark
TECHNIQUES Embroidery Cross stitch Satin stitch Fly stitch Blanket stitch Screen printing
Different geometries Different Fabrics
Embroidering
Light conditions
By introducing the Undercoding concept the project tries to explore the textile language. In fact, the project enquires the integration of the traditional and careful work of textile materials with the virtual dimensions of visualising data contributing with the labour of making traditional materials and visualising new ways of functionality and embed technologies onto textiles
INTERACTIVE TANGIBLE DESIGN
IN- TOUCH Interactive Tangible Cards Design Concept: Remote Communication through an Interactive Responsive Postcard System The project develops a concept for a remote interaction using tangible interactive cards, allowing the sender and the receiver to communicate via tangible messages with the card and internet. Printed electronics allow different input and output signals to be embedded in the card. The sender and the receiver connect via the interactive cards system to a computer or a smartphone. The In-Touch Interactive Cards System allows a playful and haptic interaction through light and interactive folding patterns. This interface is meant to make long distance communication more sensual allowing partners to stay in touch through tangible messages.
In- touch Interactive Tangible Cards
Anschluss 체ber Antenne
In- touch Advisers: Prof. Dr. Jens Geelhaar, Michael Market. Chair Interface Design Bauhaus-Universit채t Weimar
In- touch
Sharing experience between people through postcards .
The idea is to allow the sender and the receiver to communicate through tangible messages with the card via Internet.
In- touch
In- touch
Connecting
Tangibility
Emotional Background
Design of the System: First use case scenario In-Touch system communication via antenna The design consists of a pair of cards. The sender keeps one of the cards and the other one is sent per post (as a postcard) to the receiver. The In-Touch Cards can transmit their unique ID via the RFID antenna embedded in them. This establishes the connection to a smartphone or a computer. A short digital message can then be sent via internet between sender and receiver (e.g. Facebook, SMS, ...).
In-touch card of the sender
In-touch card of the sender In-touch card of the receiver
In-touch card of the receiver
In-touch card of the sender
In-touch card of the receiver
Second case scenario In- Touch system communication via “In-Touch Box� The design consists of a pair of cards. The sender keeps one of the cards and the other one is sent per post (as a postcard) to the receiver. The In-Touch Cards can transmit their unique ID via the RFID antenna embedded in them. This establishes the connection to a smartphone or a computer. A short digital message can then be sent via internet between sender and receiver (e.g. Facebook, SMS, ...).
- touch
Insert the card
In- touch
In- touch
In-touch box of the sender
In-touch box of the receiver
Connection of the pair of cards in both alternatives
computer of the sender
In-touch box of the receiver
smart phone of the sender In-touch box of the receiver
Design of the Interactive Postcards
In- touch Basic
Tangible Interactive Cards
The postcard as a responsive surface has an important role because it is designed to generate a haptic and sensorial experience for the user. The electronics of each of the patterns of the postcard can be printed and combined with different techniques depending on the level of interaction and complexity of the output. The design of the interactive cards is based on three levels of interaction:
SSantiago Sant Sa anti antiago ntitiago tiag ag dee Com Co Compostela om omp mpost mpo postel po ostela ost tela la W Way aayy
In- touch
Status activities and connection with other users.
The he Cam Camino amin mino noo de d Santiago SSantiag Sant ago goo dde Com CCompostela, omp mposte pos ostel ela, iss a sy system ystem of of his historic storric sto Each Santiago Compostela, ppilgrimage gge routes. route ro outees.. Ea ach chh path en eends nds ds in SSan antia iago ago dde CCom mpostel mpos mposte ostela laaa, SSp Spain p in, n, where wh where the he apostle apo apost p stltle James's Jam mees's re elics css are bbel be elieve eveed to be b kkept. Spain, relics believed TThou Thousa h ussands ands of pilgrims pilgri pililgr lgrims ims walk w lk thee Camino CCam Caamino mino noo every eve e ry yea year. ar. Thousands year.
The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.
Mode of Use Move closer your card to the device
Destination route
Estella Es s
Sahagún Sah ahagú a agú gún Burgos Burg B gos
Santiago de compostela Sarria
Send a life signal to your friend!
First Model In-Touch Basic This first level applies in situations like travelling, or finding out the loca- tion of a person.
InIn n- ttouch tou toouch uch ch
In- touch Basic
In- touch intimacy
Tangible Interactive Cards
Design Concept: Remote Communication through an Interactive Responsive Postcard System
Hand-slap the hand-slap game,[1] is a children's game which can be played by two players.
In- touch
One player (the slappee) places his hands palm down, hovering above the other player's (slapper) hands. The other player hovers his hands below the first, palms up. The two players' hands should be barely touching each other, and all the hands should be around mid-torso height.
Hand-slap
F K
In- touch In- touch
Move closer your card to the device
In- touch
The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.
The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.
Move closer your card to the device
Second model In-Touch intimacy
Adriana Cabrera Industriedesignerin | MFA Medienkust/gestaltung | +49176 78549157 | adriana.cabrera.g@gmail.com Bauhaus-Universit채t Weimar Interface Design Group Betreuern: Prof. Dr. Jens Geelhaar
The user activates a function in a responsive touch panel, which produces a higher level of intimacy and can express more variable messages.
In- touch Intimacy
In- touch Object
Tangible Interactive Cards
Design Concept: Remote Communication through an Interactive Responsive Postcard System
Touch Touch uchh sounds uc so ssound soun sounds dss
F K
In- touch The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.
Move closer your card to the device
Listen music with your friend!
IIn- to touch touc uccchh
Third model In-Touch Object This model represents the functionality and aesthetics of an object
In- touch Object
Design User Experience
Panel A
Panel B
Transferring data
Connection feedback
Panel B is a c omplementary panel which provides more extensive information of the main panel.
This function is expressed only with the button function, in order to confirm that the information was seen.
Light function, which confirms that the In-Touch System functions correctly.
Communication from the sender to the receiver The interaction by both users through the InTouch System evokes an emotional response characteristic and it suggests the effectiveness of the system by simulating touch over distance. Controls and Feedback The design of interaction areas leads to a different feedback experience. In fact, the user can interact with each element and transform them from 2D to a 3D form. The exchange of the messages between the pair of cards permits a simultaneous interaction.
In this panel I visualize the principal aspects of the information in the patterns; this panel is used for the SSantiago Sant Sa anti antiago ntitiago tiag ag dee Com Co Compostela om omp mpost mpo postel po ostela ost tela la W Way aayy main Interaction. In- touch
The he Cam Camino amin mino noo de d Santiago SSantiag Sant ago goo dde Com CCompostela, omp mposte pos ostel ela, iss a sy system ystem of of his historic storric sto p pilgrimage gge routes. route rooutees.. Ea ach chh path en eends nds ds in SSan antia iago ago dde CCom mpostel mpos mposte ostela laaa, Each Santiago Compostela, SSp Spain p in, n, wh where the he apostle apost apo p stltle James's Jam mees's re elics css are bbel be elieve eveed to be b kkept. Spain, where relics believed TThou Thousa h ussands ands of pilgrims pilgri pil ilgr lgrims ims walk w lk thee Camino CCam Caamino mino noo every eve e ry yea year. ar. Thousands year.
The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.
Move closer your card to the device
Estella Es s
Sahagún Sah ahagú a agú gún Burgos BBurg gos
Santiago de compostela Sarria
Send a life signal to your friend!
Hand-slap the hand-slap game,[1] is a children's game which can be played by two players.
In-Touch Basic
One player (the slappee) places his hands palm down, hovering above the other player's (slapper) hands. The other player hovers his hands below the first, palms up. The two players' hands should be barely touching each other, and all the hands should be around mid-torso height.
In- touch
With the first line of buttons the user can visualize activities with the other pair of cards and share this information in social communities. It extends InIn n- ttouch tou toouch uch ch the experience in a complementary internet platform service such as Facebook.
Communication with more people
Verification
The postcard functions as a bearer that communicates a personal message. The In-Touch System implements internet as a platform, exchanging information through the cards, for that reason the user has the possibility to share contents on the interactive cards in social networks.
Location
Activity
Move closer your card to the device
In- touch
Touch sounds
The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.
In-Touch Intimacy
Mood
In- touch The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.
Move closer your card to the device
Listen music with your friend!
In- touch
In-Touch Object Community
light resource
Prototype
tou ch In-
Pa mp lon a
Sa rr
od ec om po ste la
ia
on fer rad a
Sa ha gĂş n
Bu rgo s
San tiag od eC om pos tela Wa y
StJ de ean Po Pie rt d -
Graphic layer substrate
The pilg Cami n Spa rimag o de e S Tho in, wh rout antia usa ere es. E go d nds the ach e C of p apo pat omp ilgr stle h en oste ims Ja ds la, wa mes in S is a lk t 's r an sy he elic tiag ste Cam s a o d m o ino re b e Co f his eve elie mp tori ry y ved oste c ear to b la, . ek Sa ept nti . ag
In order to achieve the connection between the sender and the receiver in the ideal scenario, I planned to integrate printed electro- nic components in the design of the In-Touch Tangible Interactive Cards. I suggest the following circuit and layer designs that can hopefully be realized in the near future.
Assembly SMD Electronics components (In the case that the LEDs and others components are integrated in the card) Circuits board Printed Electronics
Paper substrate
In this case, the RFID Tag is a passive component embedded onto the In-Touch Card, and the tag establishes the communication with RFID reader, which is connected to a computer, smartphone,
NFC reader Smartphone RFID Tag
RFID Tag
RFID reader
Antennas
Readers
Network
Database (internet)
Realization of the Prototype Demo 1 This prototype describes the simulation of the inputs and outputs of the model In-Touch Basic with conductive paint and conductive foam. The circuits were printed with con- ductive paint and using the screen printing method. In the second part I integrated the SMD LEDs. The ma- nufacturing of this model achieves a visualization of the aesthetic func- tions and interactions of the In-Touch Card.
Demo 2 In this case, Lilypad main board acts as a data storage element and operates the inputs and outputs of the card sending the information between Xbees via wireless
INTERACTIVE LIGHTING DESIGN
TANGIBLE PIXEL Between the digital era and concept the movement such as the communication between natural and the automatic, starts the creation of a story between light and cinematic animation A light and traditional material experience such as paper, metal and wood creates a modular lighting system exploring the products border as an object of art.
Advisers: Prof. Dr. Jens Geelhaar, Chair Interface Design Cooperation Project with Swarflex Bauhaus-Universit채t Weimar
LED LCD (120 º)
Paper structure
Lens
Electroluminescent bright surface Interior mechanism
The Tangible pixel composes a surface of many “pixels“ to generate the animation through the paper effects and the Electronic components.
Movement in relation with others pixels
The technologies used, like LED surface and electroluminescent panels that implements high elements of innovation, efficiency and eco friendly.
directions (X,Y)
Paper Movement
The group of light points and paper that are part of a one lightning system in movement, it is manipulated by the proximity of the person, generating diferent animations between the objects.
SURFACE SCENARIO CONTROL : Brightness in the spatial structure (Y direction) SENSOR: Ping Ultrasonic Range Finder
The warmth texture and sensible to touch paper in combination with the folding technique for manufacture, connecting with the bimetal elements, intelligent material, as well as the support of every one of the points.
Movement close to the user
“Pixel� movements to show more of the light proprieties
INTERACTIVE SURFACE DESIGN
SUSTAINABLE SURFACE
INTERACTIVE
The performance of surfaces are evolving day per day. It has even, become a frequent topic of research in different areas such as architecture, media, fashion (textile) and more. This has resulted in the creation of smart surfaces, which can be applied in the innovation of several products. A surface is something that people still can touch, see, and smell in a world where everything is changing to virtual space. Further- more, in many cases the surfaces have become the interface bet- ween the real world and virtual world. The surface is seen as tangible interactive interface in this context, the project aims to generate a live surface which can interact with the environment and have a natural characteristics. The tangible interface was proposed as sensitive membrane, for this reason, the natural fiber was selected not only as a structural element but also as a sustainable material. In order to contribute to the traditional work of fique fiber production of Colombia, reduce the impact and recycle the electronic components in our environ- ment.
http://vimeo.com/50877249
Advisers: Prof. Dr. Jens Geelhaar, Chair Interface Design Bauhaus-Universit채t Weimar Co- Worker: Diana Cano
PROCESS
LAYERS OF SURFACE It is important to highlight that the interactive interface was produced through layers. The surface is composed by several layers of natural fiber and between these are located the electronic circuit. The natural fiber layers and the paper mache have a similar creation process, it is produced from a mixture of fiber, water and glue which is poured into a membrane thats work as filter. In this case some experiments were made with the fique fiber and the paper to produce a special effect in thus facade, This material is considered, according to their phenomenological-logical (physical) characteristics, communicative (iconographic) effects and the procedural possibilities (joints, weaving, modulating) to generate a natural spiritual individual as well as a personal experience.
CelluloSe (Mix) fiber
lAyer
lonG fique fiber
eleCtroniC CirCuit lAyer
CelluloSe (Mix) fiber
lAyer
l AyerS of SurfACe
INTEGRATION ELECTRONIC SYSTEM
INTEGRATION ELECTRONIC SYSTEM
PROXIMITY SENSOR/ PRESS SENSOR
PROXIMITY SENSOR/ PRESS SENSOR
One of the tasks was to build a proximity sensor, used to detect the presence of a person, moreover, this sensor is integrated on the surface’s layers, which allow to generate a reaction such as movement or turning on the light when the person is next or gets sensor, used to surface. detect in contact with the
One of the tasks was to build a proximity the presence of a person, moreover, this sensor is integrated on the surface’s layers, which allow to generate a reaction such as How it works movement or turning on the light when the person is next or gets This kind of experimental capacitive sensor is built with sheets of in contact with the surface.
How it works
electrically conductive material, such as, aluminum foil, when a voltage is applied it creates an electric field. However, the reason it functions properly is because the human body is mostly water thus creating an electrical current. In fact, when the human body gets in contact with the foil paper sensor, the electric field increases. As consequence it expansion of the amount of energy stored in the field. In conclusion, capacitance sensor works by electric is fields builtthat with are sheets contacted of with polar molecule multiply the energy of electric fields. [9]
This kind of experimental capacitive sensor electrically conductive material, such as, aluminum foil, when a
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Arduino
Arduino Pin
Pin Digital
Digital Output
Input
INTEGRATION ELECTRONIC SYSTEM
SMART MATERIAL: MEMORY WIRE (NITINOL)
Gnd
Pin 9
Arduino
Tip 120
The movement system was developed through the memory wire (Nitinol), which is this allows to generate a natural movement thank to the faculty to keep the memory and also could be programming by Arduino.
Vin
How it works
nitinol MeMory wire CirCuit
The memory wire is a metal alloy of nickel and titanium, the new material called Nitinol have elastic properties, that mean able to deform through of contraction movements when an electric charge INTEGRATION ELECTRONIC SYSTEM is applied and return to its original shape in expanding when the electric charge is removed. [12]
nitinol MeMory wire
LIGHT liGht CirCuit
Arduino Pin
Ground
liGht
The proximity sensor detects someone close to the surface, this output is made of light. The circuit of light has to be integrated with the layers of the surface. For that reason, was used series circuits of small LED which was programmed by Arduino system to create different kind of effects changing the intensive and brightness of the light, when people get in contact with the interactive surface. [11]
CirCuit “An LED circuit usually needs small amount of voltage, in this case is necessary to employ an additional resistor when directly connected to power. The shorter leg is the cathode (-), and the longer leg is the anode (+)� [F. Gmeiner 2012]
21 https://vimeo.com/50877249
CONCEPTUAL APPLICATION
DEVELOPMENT OF LABYRINTH The proposal was originated with the exploration of surfaces and membranes as a facade in architecture. We explored the folding techniques to build the form and volumes of this membrane.
DEVELOPMENT OF THE MODULES
The composition of the labyrinth has a flexible distribution, since it is built by modules that consist of multiple sections that are fixed between them and also could be changing or replaced in case to be necessary, we developed three main modules using two „V“ foldings forms and compressing in a modular configuration.
2M
CONCEPTUAL APPLICATION
MODULES Module with the forM b)
1,90 M
4,30 M
froM view
2M 1,90 M
40 riGht view
toP view
3M
48
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https://vimeo.com/50757047
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EXHIBITION OSKAR SALA 2011 - WEIMAR
INTERFACE DESIGN
Experimental exhibition Oskar Sala 2011 – music do it yourself! The pavillion and the exhibition is produced as interdisciplinary student project of the Bauhaus Universität Weimar, developed and coordinated by Dipl.-Ing. Jan Sieber (Interface Design, Faculty of Media) and Dr.-Ing. Sabine Zierold (Presentation Methodology, Faculty of Architecture).
Adviser: Jan Sieber Co- Workers: Johannes lerdonar, Moritz Schell, Frederic Seybicke.
EXHIBITION OSKAR SALA 2011 - WEIMAR
INTERFACE DESIGN
Websites: http://oskarsala2010.org/ und http:// www.kunstbenutzerforschung.de/salablog/v
MEDIA ARCHITECTURE DESIGN
BAMBOO HILL
Adriana Irina Yas
This proposal is based on a study of the climate conditions and materials that are common in Ethiopia. The project`s objective is to use natural materials, produced in Ethiopia. Therefore we suggest using bamboo and bamboo composite materials produced from local ethiopian natural materials for structural elements. Bamboo is widespread in Ethiopia due to its local availability, its low costs, its high strength and its durability. This building material, made by nature, is appreciated for its natural appearance. What`s more, it is environmentally friendly and can be produced sustainably. Bamboo has been used as a construction material in Ethiopian traditional habitats of various regions ever since. Nevertheless it is not well accepted in the modern construction context. After being already cut bamboo can keep growing when put into water or ground. Therefore we propose, as on of the solutions, to provide the bamboo rods with ground supply and make the structure looking even more natural, and what`s more producing oxygen for the citizens. Advisers: Florian Geddert Chair Urban Planning Bauhaus-Universit채t Weimar Co- Worker: Irina Yasinskaya
Bamb
rain, sun for a pub
Digitale Pl Dipl.-Ing. F
PROPOSAL: bamboo sun, rain and wind shelter The proposed shape responds to the mountainous
The tensile and compressive strength of bamup to ten times of higher compared with landscape of Addis Abababoo andis functionality timber. Due to its varying cross section along construction materials (bamboo leather). its lengthand bamboo in its natural appearance is not as easy to classify as other construction materials. purelyhight, tensile which and compresThe shelter has two entrances ofHence different sive shell structures support the properties fit for diffrent age groups, make the shelter more material most of bamboo culms as a building effectively. interactive and provide the withpart more and Thespace structural of a closed proposed system consists of a curvilinear surface from bamboo rods more open area. woven together, so that it is not needed to cut the rods and use any joints. The surface covers the total area of aproximately 12 sq.m. The supporting surface is supplemented with leather surface with a parametrised pattern, which devedes the area into “sun” (with openings in a surface) and “rain” areas (without openings). The proposed shape responds to the mountainous landscape of Addis Abeba and functionality of the construction materials (bamboo and leather). The semi-open structure of a surface provides protection from rain, sun and wind for people standing inside, but at the same time welcomes passersby to take advantage of a shelter and fits for various public events (e.g. small concerts).
interactive and provide the space with more closed and more open area.
PROPOSAL: Rhino + Grasshopper
1 step > Surface made of Pipes to symulate the flexion of the bamboo structure 2 step > Grid with holes to create a pattern with “leather” surface 3 step > Parametric System to parametrize the pattern and create “rain” and “sun” areas within the structure
EXPERIENCE DESIGN
EMBELESO EMBELESO Degree proyect for “Pontificia Universidad Javeriana� (Colombia), the concept was based upon memorable experiences for couples through gastronomy
Advisers: Martin Castro, Franscisco Herran Chair Estrategic Design Pontificia Universidad Javeriana Co- Workers: Carolina Caceres, Sandra Martinez
Involment
EXPERIENCE DESIGN
EXPRESSO EXPRESSO EXPRESSO Project based upon the experience of taking a coffee for seduction made for the Pontificia Universidad Javeriana (Colombia), winner of the PAD (Academic Design Award) to the best Strategic management project.
Adviser: Martin Castro Chair estrategic design Pontificia Universidad Javeriana Co- Workers: Carolina Caceres, Lina Estrella, Sandra Martinez, Ricardo Vargas.
INTERFACE DESIGN
MEDIA ARCHITECTURE DESIGN
SIHEYUAN CITY CITY SIHEYUAN A Siheyuan is a historical type of residence that was commonly found throughout north China and specially in Beijing[1] . This residential distribution is referered to a chinese squares, where the axis to build is a courtyard. We worked with this concept to generate a typical architectural order with the similar hierarchy in a town plan. We analysed the configuration inside the Sihuyang. How can we generate different types of squares?. Then we wonder how can we do a city planning? and how can we programme this organization through Processing program?.
GRANDSON
SERVANTS UNMARRIED DAUGHTERS
FATHER AND MOTHER
SONS OF FATHER
FATHER´S YOUNGER BROTHER
PRINCIPAL ENTRANCE
OTHER ENTRANCE
1 TASK Direct spatial changes only happen inside the courtyard composition. Every spatial change beyond a courtyard composition must have occurred through the courtyard. The courtyard was the medium and in- terposition[ 3].
Connecting thourgh courtyard
No courtyard No conections building
Figure 2. Relationship between the Siheyuan Layout and the processing
No boundary void space
Liu´s Book (2000 p 319).
building
building building
Definition of * Axis * Simetry * Axis point
Definition by: real boundaries
2 TASK We make a representation of city planning with the help of the Squarified treemap this is constructed via recursive subdivision of the initial rectangle. y1 [5] (figure 4)
4 6 6
6
6
6 step 2
step 3
6
6
6
6
6
step 1
4
6 step 6
step 5
step 4
6
2
6
4 3
step 7
2 2
6
4 3
6 step 8
6
2 2
6
4 3
6
2 21
6
4 3
step 9 step 10
Adviser: Sven Schneider Chair computer science in architecture Bauhaus-Universität Weimar Co- Workers: Che Xinda, Long Fan, Lie Qianan, Zou Peng
Figure 4. Subdivision algorithm
4 32
INTERFACE DESIGN
SIHEYUAN CITY
Min area: no buildings green spaces. when H >= 3 or W >= 14 for Ex. ( W > 3 && W <= 11 )
More than a Courtyard> Different courtyards with symmetry if ( H > 68 && H <= 150 )
No courtyard: Only buildings in a line. ( W > 3 && W <= 11 )
Central building Central building and more elements in a courtyard. if ( H > 150 )
1 Courtyard: The courtyard connects the principal house, the lateral buildings and the inferior wall or build ( H > 11 && H <= 68 ).
INTERFACE DESIGN
GAME DESIGN
BUILDVILLE BUILDVILLE INTELLIGENTES LERNEN e_Learning Educational Game Entwicklung Bauphysik. BAUHAUS UNIVERSITÄT WEIMAR
Advisers: Prof. Dr. Jens Geelhaar, Thomas Bröcker. Chair interface design Cooperation project with chair civil engineering Bauhaus-Universität Weimar
Präsentation der Probleü Präsentation der Probleme
PROBLEM PROBLEM Präsentation der Probleme die Straßenansicht Präsentation der Probleme über über die Straßenansicht
http://apps.facebook.com/buildville/?ref=bookmarks&fb_source=bookmarks_apps&fb_bmpos=1
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INTERFACE DESIGN
BUILDVILLE The objective of this game is that students identify situations and qualitative variants for the solutions of problems in a determined space, going beyond the measuring activities that a student normally does, it is about recognizing the context and the persons that live in this space. For the identification of the space we used photografic archives of different buildings through out the arquitecture history
Visual comunication of the Build Ville and story board for e_learning Bau Physik game.
PROBLEM
ANALYSIS
DIAGNOSIS
SOLUTION LÖSUNG
ANALYSE
Untersuchung möglicher Einflussfaktoren
ANAMNESE
ANALYSE
Untersuchungsmethoden Thermografie Bilder
Unterbreitung verschiedener Vorschläge
DIAGNOSE
Auswertung der Untersuchungen Formulierung der Ursache
Befragung der Einwohner
The room is really warm!
SOMMERLICHE ÜBERHITZUNG
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Transparente Flächen verkleinern
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Sonnenschutz (jeweils fest oder flexibel möglich)
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Fensterfläche verkleinern
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Orientierung der Fensterflächen verändern
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Wärmedämmung opaker Flächen erhöhen (sehr geringfügiger Einfluss)
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1. The resident complains, because there is a high exposure to the sun and at the same time there is a ventilation deficit in the room.
Der Nutzer beklagt sich darüber, dass man es im Sommer in dem Raum nicht aushalten kann.
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2. A detailed vision of the problem. Search methods
3. View of the measurments and verification of the problem. Ex. Thermographic Image. Factors that may influence the problem
4. Formulation of the factormotives
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5. Thermic isolation increasing the dull surfaces (much less influence)
RESIDENTS OF THE BUILD VILLE The devolpment and characterization of the residents is part of the game. The goal is that the students may identify the consume and preference characteristics. The sketch of the residents works as clues to solve the situation that would be developed within each home, in other words the game.
MANW
OMAN
GENDER
AGE -19
20-29
30--45
46-60
60 +
MARITALSTATUS single
married
married small family
married big family
YRARBIL
PROFESSION training [blue-collar] worker freelancer
ORIENTITION
traditionale
xperimental
white-collar worker
Modern
SATISFACTION
In the first phase the player is in charge of creating the resident (men or women, profession salary).
In the second phase the resident is influenced by space, this means that the avatar emotion changes. This depends on the conditions of the living space and in the solution of the problem.
SATISFIED.
DISSATISFIED.
INTERFACE DESIGN
BUILDVILLE Aplication in Processing
Man
Frau
GAME DESIGN
“Luther 1517” Serious Game Visual Communication Illustration of Characters in e-learning March 2012 to October 2012 Advisers: Prof. Dr. Klaus P. Jantke, Sabrina Radegast Fraunhofer Institute for Children Media IDMT
Real Scenarios: Luther Museum. at Luther Wittenberg Photos of: Sabrina Radegast
Gate / next level Key + Points
Gate / next level
Exit
Key + Points
GAME DESIGN ANGRIFF IM UNTERGRUND HILFE, DIE KANALRATTEN KOMMEN! Concept and story board Visual communication and illustration E-learning Serious Game September 2013 to april 2014 Directors: Bauhaus Universität Weimar Heinrich Söbcke LearnFreak - Raban von Buttlar
GAME DESIGN MY MAGIC BALL 8
Need to make a decision? Donâ&#x20AC;&#x2122;t drop the ball! Consult the Magic 8-Ball anytime you need fast, fun guidance. :)
This app is inspired in a classical game Magic 8 Ball by Albert C. Carter, to create a program in iOS , which can be used for fortune-telling or seeking advice.
Adviser: Michael Market Chair interface design Bauhaus-Universität Weimar
How can be use the app Essentially the front view of the ball is the In this simulation each of the 20 faces has an number 8, after the user formulate a yes or no affirmative, negative, or non-committal statequestion, and shake the iPhone , then the ball ment , which function with a random factor. will come with the expected answer.
PRODUCT DESIGN
REMOTE CONTROL ELTAKO ELECTRONICS Development of hand-held transmitter FHS8 in the collection of the wireless sensors. Focus of the proposal: better grip, material savings and user-friendly design.
First Design
Co-Worker: Franzi Kohlhoff
â&#x20AC;&#x153;The batteryless hand-held transmitter FHS8 contains two identical wireless modules the same as the cordless wireless pushbuttons FT4 and has 2 double rockers. It can transmit 8 evaluable wireless telegrams.â&#x20AC;?
Wireless modules
(http://www.eltako.com/fileadmin/downloads/en/_ catalogue/wireless_system_low_res.pdf)
Double rockers laser engraved
ELTAKO ELECTRONICS The redesigned version works well as a single element in serial production. The control appearance is ergonomic, functional, conventional and highly integrable in room situations.
Second Design
Coated/aluminium paint
Anthracite-soft blue painting
Glossy black painting
EXPERIMENT AND RESEARCH
Technology applications in the kitchen utensils for children.
LEARNING COOK LEARNING TO COOK
PRODUCT DESIGN
“The kitchen is not an atelier nor a Laboratory but an interface where we deal with resources that we can open or not install, uninstall, excute, etc. The basis is a open operative plattaform” (Marti Guixé) [6] Advisers: Alejandro Tamayo Vida-Lab Pontificia Universidad Javeriana Co-Worker: Ivan Salazar
EXPERIMENT AND RESEARCH
LEARNING TO COOK The relation between the kitchen utensils and the interaction among them by means of the design and the ubiquitous technology that tries to control the relation of cooking and the food utensils in order to offer an adapted secure system for children in real environments. Microcontrollers, sensors and actuators can receive physicochemical data of meals of which might do a relation of the food groups and their properties.
This proves that fruits reactions as the conductive way for a circuit represents a peripheral. The first test was made with an incorporated circuit analogue chip 555 in a circuit of a potentiometer and with a sound outlet to generate monitoring signs when touching the food. The objective was to identify energy flow between the fruit and the utensil.
TEXTIL DESIGN
RIPLEY RIPLEY FASHION AND DESIGNS FOR RIPLEY S.A SANTIAGO CHILE FILA: Design of clothes and sport accessories REGATTA, AZIZ, PEPE JEANS: Development of the patterns and packaging for kids and teenagers clothing. QUALITY CONTROL in: pattern clothes items, rib, embroidery, printed, bar codes labels and hangtags
C . body
19-4024 TPX
FOG 13-0607 TPX
color A
white
19-4024 TPX
color B
pop red 18-1658 tpx
pop red 18-1658 tpx
embroidery color A
pop red 18-1658 tpx
pop red 18-1658 tpx
color B
white
19-4024 TPX
dark 19-3906 TPX pop red 18-1658 tpx white pop red 18-1658 tpx white
TEXTIL DESIGN
RIPLEY REGATTA AND AZIZ ILLUSTRATION OF APPAREL
TEXTIL DESIGN
RIPLEY SPECIFICATION SHEETS Development of ordering specification sheets with Materials specifications, accessories, materials, sizes and coding of the garments.
PULL ZIP RUBBER TRANSPARENT UNDER RELIEVE
CORD
1,5 cm
FRONT EMBROIDERY WIDE 1”
Fabric
1,5 cm
FABRICSame as original
100% White
PRINTSoft Plastisol
100%Black
5/16”
1/4”
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CONTRAST COLOR. FRONT EMB. PIPING
1 3/4”
METALIC PULL ZIP PIPING CONTRAST BACK EMB.
BARTACKS
security fly label
PLASTIC PULL ZIP
STOPPER / DRAWSTRING LINING MESH INNER CONTRAST COLOR
ELASTIC CUFF 2”
PACKIGING PACKAGINGDESIGN DESIGN
RIPLEY PACKAGING BABY’S PIJAMAS RIPLEY PACKAGING BABY´S PAJAMAS Design for Ripley company, development of packaging for baby´s pajamas (child section) simulation of a milk carton. .
PACKAGING DESIGN
OUR PACK
OUR PACK
PIEL ROJA CONTEST BOGOTA, COLOMBIA” Our pack, Participation in the contest of the cigarette brand Piel Roja under the concept of “Our Land”. Development of the graphic of our aborigens next to a “Piel Roja”
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RUBIOS SIN FILTRO
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GUTENBERG-MUSEUM
DRUCKENLADEN - GUTENBERG-MUSEUM MAINZ GERMANY
DRUCKLADEN MAINZ GERMANY
BUGS LETTERS BUGS LETTERS
VISUALCOMMUNICATION COMUNICATION VISUAL
Through old compress methods, frotage and linotex, samples were made for the Summer 2010 exihibition in the Gutemberfg museum. The objective was to form beatles out of the shape of the alphabet letters.
MINDPIRATES MINDPIRATES
VISUAL COMUNICATION
Visual development of posters and graphics of rebel films on the month of women film directors( September)
ADRIANA CABRERA GALINDEz MFA Medienkunst/gestaltung M.F.A. Media Art and Design Bauhaus Universität Weimar Bauhaus-Universität Weimar Industrial Designer
INDUSTRIAL DESIGNER adriana.cabrera.g@gmail.com Mobil: (+49) 17684351504 Thomas-Müntzer-Straße 18 adriana.cabrera.g@gmail.com 99423 Weimar Handy: (49) 0176 78549157 Germany Thomas Muntzer str. 18 99423 Weimar. GERMANY