IRENE RÓDENAS
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Hello, I’m Irene. This is an introduction to me, to my personal work & collaborations I’ve done. An intro to some skills I have and to my beloved values. Open to explore and learn. Eager to be my best self.
IRENE RÓDENAS
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HELLO, I’M IRENE
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2022
HELLO, I’M IRENE. This person on the left is me in 2019, when I was living in a workshop space with friends, sleeping in a 9m3 wood cube and surrounded by 3D printers, machinery noise and an industrial woody smell. Extremely happy! Today, I find myself in a new place, with all those lessons behind and many more to come. I’m surrounded by mountains, trees, the sound of birds, and I live with my sister. I cook good food for us every day and we take care of our souls - the place where everything comes from. In these few pages I will try to show you who I am and sum up what I’ve done a collection of works, some individual and some collaborative, which contain questions, discussions, methodologies, processes, trials, errors, answers, and reflections. The journal of long and beautiful travels.
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HELLO, I’M IRENE
So, let’s start briefly from the beginning... I was born in the city of Barcelona (Spain) on a sunny and cold morning of January, in 1992, some months before the Olympic Games would begin. Raised by a warm and generous family, I learned how to love, care and respect; and after 18 years of experiencing the world, I decided to study Product Design.
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took the user and their wider context into account from the beginning, at its center.
After two years in Austria, I moved back to Barcelona. With my interest in new technologies applied to objects, the ease of fast prototyping and the appearance of new production processes, I started teaching to transfer what I’ve learnt to other people. Today, I manage an in-house FabLab of a perfumery In my last year of college I started exploring new company, researching new materials, circular design product scenarios, new production processes and and economy, and exploring the future of scents. new interactions with the object itself, from 3D And tomorrow? printing, to IoT, to interactive products. I see Design as a way to observe and understand And there is where my journey with new technolo- people, needs and contexts; as a way to investigate gies began, a wild and fun new world to dive into! the status quo and to raise debate; and to contriAfter college, I moved to Austria to study interactive bute to a larger vision. I see Design as a sincere and art. I enrolled in a MA that taught me about other truthful responsibility, in which I take part of, toward types of interfaces that gave me new knowledge, society and the environment.
skills, and learn tools for design and production, I see and feel the beauty in objects. I stare at shapes, while discovering a wide range of sensorial inputs materials, and textures and wonder how it came to and outputs. be. Design reflects the power and impact of conscious I learned to answer important questions in the creation - How, why, and for whom? creative process: “Who is the piece for? Who is going If you made it until here, thank you for taking the time and wanting know me a bit more. Now, enjoy the rest :) I hope you have some to interact with it? Why are we doing it? What is the to questions at the end so we can have an inspiring chat together! goal and the need? How is the user going to play with it? How can we develop it? What is the user going to learn from it? Is the piece understandable? Is it easy to use?” The research of our projects always
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Personal work & collaborations
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IRENE RÓDENAS
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FUZZY_LOGIC
2017
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PERSONAL WORK
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FUZZY_LOGIC 2017
In mathematics and engineering “fuzzy logic” is a principle of judgement that involves ambiguity, similar as the actual process developed by human perception. These rules are always approximated, and allows the possibility of mutation, or the belonging of one element to different definitions.
PROJECT TEAM: GABRIELA GORDILLO (MX) IRENE RÓDENAS (ES)
Fuzzy_Logic is an instrument designed to control the values of a sound device through an analogue manipulation. A set of sensors are triggered by light parameters that are arranged in a grid (X,Y,Z position). Each value can be manually accessed, connecting image and sound through a spacial variable. Thus, the mechanism reproduces the inner structure of the audible result while it triggers its changes, in a feedback relation between the two mediums. The instrument becomes a medium/interface in which performer and spectator are sharing a similar perception about the variables that are composing the sound. The motion of the lights are guiding the cognitive approach of the listening experience (spectator), as well as the creative one (performer), letting them understand what is behind the interface. The instrument questions the need of self-made systems that allow a different contact with technology through the understanding of its logic. By doing this, it intends to take complexity, and express it through simplicity.
KEYWORDS: TANGIBLE USER INTERFACES COLLABORATIVE EXPERIENCE INTERACTIVE ART LIGHT, SOUND PROTOTYPING AND MECHANICS
A machine that exposes its internal parameters as an interface that can be directly accessed and is equally visible for the performer and the observer, that can control its process.
Exhibitions & Performance TADAEX Festival, Teheran (IRAN), November 2018 Victoria & Albert Muesum under London Design Week, London (UK), September 2018 Made in Linz under Ars Electronica Festival, Interface Culture Exhibition, Linz (AT), September 2017
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FUZZY_LOGIC PROCESS OVERVIEW
FIRST PROTOTYPE UNDERSTANDING THE MECHANICS
TADAEX EXHIBITION COLLABORATIVE EXPERIENCE
FIRST PROTOTYPE UNDERSTANDING THE DYNAMICS SYSTEM DIAGRAM
CUBES LED CIRCUITS
CUBES COLOR CODE VISUAL COMMUNICATION
TADAEX EXHIBITION THE BEST BUNKER IN THE WORLD
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ANDI - A LOW-TECH 3D PRINTER
2015
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ANDI - A LOW-TECH 3D PRINTER 2015
ANDI is a hand-operated 3D printing machine meant as an interactive, collaborative, and educational playful interface. It is defined as a game which is constructed from beginning to end so that users understand all of the technicality behind the machine - in this case, a 3D printer.
PROJECT TEAM: IRENE RÓDENAS (ES)
This machine works through a manual experience: building ANDI by joining the different assemblies or parts together. Moreover, in order to use the machine collaboration is necessary, from building the axes X, Y and Z, to moving the bed and extracting the material. The objective relies on the understanding of how things work by a learning-by-doing process, which is a proven and effective way of learning.
KEYWORDS: PLAYFUL INTERFACE COLLABORATIVE EXPERIENCE LOW-TECH PROTOTYPING AND MECHANICS EDUCATION 3D PRINT
WORKSHOPS Victoria & Albert Museum for the London Design Week , London (UK), September 2018 Ars Electronica Center for Create Your World Tour, Mistelbach (AT), May 2017 U19 Create Your World under Art Electronica Festival, Linz (AT), September 2016
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VERSIONS OVERVIEW 02. MISTELBACH WORKSHOP 2017
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*Iterations were done to improve mechanics, ease of assembly and use, and aesthetics.
BUILDING ANDI A SELF EXPLANATORY MANUAL MAKES THE USER UNDERSTAND ALL THE COMPONENTS, WHERE THEY ARE AND HOW THEY WORK
PRINTING THE FIRST LAYERS THE COLLABORATION BETWEEN 2+ USERS ARE NEEDED, ONE FOR EACH AXIS (X,Y & Z) MANUAL G-CODE DRAWING BEFORE PRINTING TO UNTERSTAND THE VECTORS AND HOW THE MACHINE WORKS
MATERIAL EXPLORATION TRYING WITH DIFFERENT RECIPES
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VERSIONS OVERVIEW 03. LONDON WORKSHOP 2018
PERSONAL WORK
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*Iterations were done to improve mechanics, ease of assembly and use, and aesthetics. The whole experience is the same..
ANDI IN EXHIBITION SPACE FOR ITS EXPLANATION BEFORE THE WORKSHOP WALLS ARE TRANSPARENT TO SEE HOW THE AXIS WORKS USERS ELDER USERS ALSO PLAY, BUILD AND ARE EAGER TO UNDERSTAND NEW TECHNOLOGIES
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3D PRINTED PARTS VARIETY IN COLORS HELPS RECOGNIZING MORE EASILY THE 3 AXIS MANUAL G-CODE AND COLLABORATIVE LEARNING
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CONCEPTO Y DIRECCIÓN
ANDI WAS MY FIRST LOVE PROJECT. AS IT WAS A FINAL DEGREE PROJECT I WENT THROUGH ALL SORTS OF DIFFERENT STAGES OF THE CREATIVE PROCESS; AMUSEMENT, HAPPINESS, PAIN, ANGER, BOREDOM, HATE, LOVE. I DIDN’T WANT TO ABANDON IT JUST AFTER I FINISHED IT, SO I DECIDE TO CONTINUE OUR VOYAGE CLOSELY. WE WENT TOGETHER THROUGH AN UNDETERMINED NUMBER OF DIFFERENT PHASES AND WE COULD LEARN FROM EACH OTHER (ME MORE THAN ANDI, I GUESS). IT FELT LIKE A CLOSE FRIEND, A FRIEND THAT IS ACCOMPANYING ME ON A JOURNEY, ON A LONG LEARNING ADVENTURE.
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I COULD EXPERIENCE THE BLESSING OF ANDI - A MACHINE - HELPING ME UNDERSTAND AND SEE, HELPING ME CONNECT WITH PEOPLE AND FEEL THEIR PASSION FOR NEW THINGS. I COULD EXPERIENCE THE BEAUTY OF TEACHING AND LEARNING TOGETHER BY TRYING AND DOING. I WANT TO THANK YOU ANDI FOR THE JOURNEY, A TRIP THAT MAYBE ONE DAY WE CAN DO TOGETHER AGAIN.
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PILUMNUS
2014
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PILUMNUS 2014
PILUMNUS is a 100% glycerine handmade soap made for kids.
PROJECT TEAM: IRENE RÓDENAS (ES)
This soap tries to encourage children to experiment and explore their own body. While they play in an intimate space as the bath is, they can start exploring and knowing a bit better their body, their sexuality and some of the feelings that appear in those situations. Through its form, the soap PILUMNUS tries to encourage them to explore and develop their own sensual taste in a relaxed and intimate environment.
KEYWORDS: INTIMATE EDUCATION KIDS EMOTIONS CRAFTS
MODELLING PROCESS THROUGH MOLD
PROTOTYPING
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(DE)CONSTRUCTING EMOTIONS
2016
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(DE)CONSTRUCTING EMOTIONS 2016
Is everyone able to express their emotions? And, are we able to understand and empathise with others?
PROJECT TEAM: GREGOR WOSCHITZ (AT) IRENE RÓDENAS (ES)
“(De)constructing emotions” is an interactive installation that explores human-machine-human communication through a physical language in the framework of affective computing: how a machine is able to detect and express emotions. Breaking away from the verbal and written language, we develop an interface that is able to transform something as abstract and subjective as emotions into something tangible. The interface is based on a binary selection tree, in which the first user is encouraged by different stimuli to discover her/his final emotion. At this point, the machine expresses this emotion to the second user, making her/him empathize with the other user’s emotions. KEYWORDS: TANGIBLE USER INTERFACES COLLABORATIVE EXPERIENCE EMOTIONS INTERACTIVE ART LIGHT, HAPTIC PROTOTYPING AND MECHANICS
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(DE)CONSTRUCTING EMOTIONS PROCESS OVERVIEW
FIRST PROTOTYPES UNDERSTANDING THE INPUTS PROTOTYPE CONNECTING CABLES
WORKING IN A MULTIDISCIPLINED TEAM HELPS YOU DISCOVER PLACES WHERE JUST YOUR DREAMS CAN ARRIVE. IT’S INCREDIBLY FUN AND ENCOURAGING TO PLAY AROUND UNTIL YOU GET SOME CRAZY RESULTS.
CIRCUITS PULSE SENSOR AS INPUT , LEDS & SPEAKERS AS OUTPUTS
BUILDING THE LITTLE ROBOT HIDING MECHANISMS
SKIN PROTOTYPE TRIALS FOR TEXTURES AND TRANSPARENCIES
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THE PEBBLE - ROCA DESIGN CHALLENGE 2013
CONCEPTUAL WORK
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THE PEBBLE 2013
The Pebble is a soap dispenser for schools. Water is a scarce resource that, in many cases, it is not enough to clean up the microbes that we could have in our hands when we try to clean them. Depending on the area of the planet, water is polluted by germs, bacteria and some other diseases. The Pebble aims to reduce the environmental impact that is generated by cleaning our hands with water, soap and an electric dryer.
PROJECT TEAM: MARTINA NADAL (ES) JADE DE ROBLES ROSSDALE (ES/UK) IRENE RÓDENAS (ES)
This module is placed in schools in areas of transit between food-eating and play sectors. It is filled with antibacterial gel and it engages the hygienic habit of children in a fun and interactive way. Moreover, the object also rethinks the current antibacterial dispensers of hospitals aesthetics. The Pebble project is designed to be applied in schools around the world, including the areas where the enterprise ROCA is collaborating with its foundation “We Are Water”, such as India and Ecuador.
KEYWORDS: PRODUCT DESIGN CONCEPTUAL SOLUTION DESIGN THINKING
2ND FINALIST OF THE CHALLENGE The Pebble was finalist at the ROCA ONE DAY DESIGN CHALLENGE 2013 out of 200 participants in Spain.
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GREEN FILTER
2016
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GREEN FILTER 2016
Green Filter is a symbiosis project between humans and nature.
PROJECT TEAM: JULIA NÜSSLEIN (DE) IRENE RÓDENAS (ES)
The visitor is invited to imagine we’d be using nature’s elaborate ways to filter the air that we breathe, instead of causing polluted air and ecological imbalance by exploiting the earth for plastic and oil. Imagine plants being part of our every move, and every human having a pet plant. Green Filter consists of wearable objects made from plants and natural materials that filter the air we breathe. The objects challenge habits and assumptions, and encourage critical thinking about our position on planet Earth.
KEYWORDS: SPECULATIVE DESIGN SUSTAINABILITY DIGITAL FABRICATION BIOBASED MATERIALS
EXHIBITIONS: Speculative Materialities Exhibition under Ars Electronica Festival 2016, nterface Culture Exhibition at Postcity Linz (AT), September 2016 Priceless, nterface Cultures Exhibition at Künstuniversität Linz, Linz (AT), October 2016
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DOMESTIC DATA STREAMERS
2014
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DOMESTIC DATA STREAMERS 2014
Domestic Data Streamers is a collective of designers and researchers from Barcelona. We developed and proposed new representation methods centered in co-creation and interaction, based on an everyday language and tangible experience. I participated in the first 5 interventions as a Production and Development Assistant during one year, from its fundation until I travelled to Austria. The installations were: - The Mood Test (street installation) - Data Strings (SWAB International Contemporary Art Fair)
PROJECT TEAM: DIRECTION: PAU ALEKUMSALAAM (ES) CREATIVE HEAD: DANI LLUGANY (ES) PRODUCTION & CREATIVE DIRECTION: ALEXANDRA REQUESENS (ES) ELECTRONICS & ENGINEERING: JOAN PLANAS (ES) PRODUCTION SENIORS: POL TRIAS (ES) & OCTAVI SERRA (ES) PRODUCTION & DEVELOPMENT ASSISTANTS: MARTA RIBAS (ES), MARTA DOMÈNECH (ES) & IRENE RÓDENAS (ES)
- Behance Reviews (Moritz) (Silver LAUS) - Data Furniture (Teatre Principal for HAIKURTS Festival) - Golden Age (Ús Barcelona, Art and Public Space Festival)
KEYWORDS: DATA VISUALIZATION COLLABORATIVE EXPERIENCE PROTOTYPING AND MECHANICS PEOPLE INTERACTION
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BURNHARD
2015
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BURNHARD 2015
DATA PLAYER B
Burnhard is a two-player-game that visualizes the electrical current in the user’s body in a tangible way.
PROJECT TEAM: JULIA NÜSSLEIN (DE) IRENE RÓDENAS (ES)
How does it work? A piece of plastic sheet is placed inside the fixture, in between the two players. The players then put their hands on the copper board to start the game. Then, two wires (hidden under the plastic sheet) are turned on by the user’s body current. Slowly, patterns start to appear on the plastic sheets, one for each player. The stronger your body’s current is, the bigger and faster your pattern appears. And you, how much energy do you have?
PS: The light bulbs give a direct visual indication of the burning time. KEYWORDS: DATA VISUALIZATION TANGIBLE USER INTERFACES PLAYFUL INTERFACES COLLABORATIVE EXPERIENCE PROTOTYPING AND MECHANICS
EXHIBITION
DATA PLAYER A
PUSH Conference - UX Conferences at Alte Kongresshalle, Munich (DE), October 2016
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BURNHARD PROCESS OVERVIEW FIRST PROTOTYPES TRYING TO NOT BURN THE HOUSE DOWN.
JULIA (MY PARTNER IN CRIME) & BURNHARD HAVING SOME FUN AT NIGHT.
RELAYS HAVE A FUN AND ADDICTING SOUND!
MOUNTING TOASTERS AND CONNECTING CIRCUITS
HOW TO SET UP A PLASTIC SHEET
LEARNINGS SOMEONE SAID CIRCUITS WERE EASY? ... A HIDDEN BEAUTY
BAKING THE SHEETS! TRYING THE INTERACTION AND THE EXPERIENCE
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TAPE-O-GRAPH 2016
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TAPE-O-GRAPH 2016
The Tape-o-graph is a media-archeological experiment, using a reel to reel tape deck player and a pencil as essential parts.
PROJECT TEAM: JULIA NÜSSLEIN (DE) ONUR OLGAC (TR) IRENE RÓDENAS (ES)
While on the player, both decks are moving continuously as the music plays. Two arms attached to the reels, and joined in the middle are moved in ever-changing patterns of geometry, and drawing these patterns onto a piece of paper. This drawing machine is putting emphasis on the physicality of analogue audio devices by producing patterns that act like seismographs of the movements of the reel. Can a machine be an artist?
KEYWORDS: DRAWING MACHINE MUSIC MECHANICS AND PROTOTYPING
EXHIBITION: BACK TO THE FUTURE, Interface Cultures Exhibition at BB15, Linz (AT), October 2016
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CONTACTO ESTELAR
2015
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COLLABORATION
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COLLABORATION
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CONTACTO ESTELAR BY MONICA RIKIC AND LUCIA SEGURAJAUREGUI 2015
Collaboration with the project of CONTACTO ESTELAR of Mónica Rikic and Lucía Segurajáuregui. Two weeks project development of a constellation creation game that aims to emulate the classic game of joining points notebook to draw a shape, but instead of using paper and pencil, using the body.
PROJECT TEAM: PROJECT MAMA’S: MONICA RIKIC (ES) & LUCIA SEGURAJAREUGUI (ES) COLLABORATOR: IRENE RODENAS (ES)
My task was to give support on digital fabrication, illustrations and think about the interaction with the users. The project was part of the Media Art Festival Interactivos?’15 from Medialab Prado at Múrcia, Spain.
KEYWORDS: PLAYFUL INTERFACE COLLABORATIVE EXPERIENCE INTERACTION EDUCATION GAMES
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SHE STEM
2018
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COLLABORATION
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SHE STEAM
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COLLABORATION
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SHE STEM PROJECT COLLABORATION 2018
This collaboration was with SHE STEM (www.shestemproject.org). The workshop was addressed to girls between 14 and 16 years old in the context of Sónar+D (Sónar Festival 2018) under the title Discovering how to feel better throughout odors.
PROJECT TEAM: PROJECT CREATORS: SHE STEM TEAM (ES) COLLABORATOR: IRENE RODENAS (ES)
My role was to develop the wearable, electronics and code for the interaction as well as teaching during the second part of the workshop all about it: how to make and use the wearable yourself.
KEYWORDS: GIRLS IN TECH WEARABLES TEACHING SOLDERING & CIRCUITS
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FABLAB CASA DEL MIG
2019
COLLABORATION
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FABLAB CASA DEL MIG
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TEACHING
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FABLAB CASA DEL MIG 2018
Kids workshop under the title “Make your own interactive hat!”
PROJECT TEAM: IRENE RODENAS (ES)
The activity was to build a simple circuit to understand various electrical components, parallel and serial circuits and put everything together in a fun way.
KEYWORDS: KIDS IN TECH WEARABLES TEACHING SOLDERING & CIRCUITS
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OPEN TO ALL
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DESIGN, PEOPLE, ELECTRONICS, MECHANICS, TEACHING, WEARABLES, WOOD, LIGHT, 3D MODELING, PLAYFUL, INTERACTION, GAMES, DATA, CAD, CIRCUITS, SOUND, COLLABORATION, PROTOTYPES, INPUTS, CONTEXT, DIGITAL FABRICATION, CRAFTS, EXPERIMENTATION, OUTPUT, FUN, MOTIVATION, IMAGINATION, PRODUCTION, MEDIA ARCHAEOLOGY, DRAWINGS, SKETCHES, MATERIALS, COMMUNICATION, RENDERS, PAPERS, CONCEPTS, TRIALS, CIRCULAR, MANAGEMENT, COURAGE, PASSION, LOVE.
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THANK YOU!
I HOPE YOU ENJOYED IT AND THAT YOU COULD GRASP SOME BITES OF WHO I AM AND WHAT I DID IN THE PAST YEARS. I CHOOSE TO NOT PUT EVERYTHING IN CHRONOLOGICAL ORDER BECAUSE THINGS IN LIFE COME AND GO, BACK AND FORTH, ALL THE TIME, AND EVERYTHING IS IMPORTANT, NO MATTER WHEN IT HAPPENS. UNFORTUNATELY, I COULDN’T ADD ANYTHING OF MY ACTUAL JOB DUE TO SOME NDAS, BUT IF WE SEE EACH OTHER AT SOME POINT, I COULD SHOW YOU A FEW THINGS. NEVERTHELESS, IT WAS A PLEASURE AND I HOPE TO MEET YOU ALL SOON :) PLEASE, CONTACT ME AND I WILL EXPLAIN YOU SOME MORE ADVENTURES!
IRENE RÓDENAS irenerodenas0@gmail.com 0034 660 334 310 www.irenerodenas.com
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