Designing social interactions? → for University of Ljubljana �
Hello, my name is Pika Novak I was born on May 16th 1988 in Kranj, Slovenia, where I still live. In 2007 I enrolled at the University of Ljubljana, Faculty of Engineering and Science to undergraduate studies. In 2010 I enrolled as a parallel student in Academy of Fine Arts and Design in Ljubljana. I graduated in 2011 from Graphic and interactive communications. Our graduation project was nominated for two major exhibitions, national review of visual communications BVSS in Ljubljana and international review of graphic design ZGRAF 11 in Zagreb. I took part in few workshops eg. Splitinteractions, (GrafiÄ?ki) Dizajner: Autor ili univerzalni vojnik 3 in 2012 and (GrafiÄ?ki) Dizajner: Autor ili univerzalni vojnik 4, Urban IxD Summer school and Summit of Practical Utopias in 2013. I am currently studying Graphic and Interactive Communication MA at Faculty of Engineering and Science and Visual Communication BA at Academy of Fine Arts and Design in Ljubljana.
My goal is to engage myself in socially oriented design combined with aspects of nonlinear education and theory of games. I try to work on fields such as public space, education, social interaction and technology. I also believe that multidisciplinary teamwork enriches your personal work, therefore I love to work with different people, communities and organizations around the world.
Public space all over the world is getting smaller. It is replaced by private corporative space and shopping malls. The question is, where do we citizens fit in? Can we reestablish our values in the city? By showing citizens the lost areas of communal content in the city, such as Savamala river bank in Belgrade which used to be the city beach, we wanted to challenge inhabitatnts awareness of that public space. Not many of them remembered the time of city beach in Savamala. However some of them did remember, therfore we displayed their stories or quotes about this beach. In addition we tried to convert the area into a beach, using stickers, and made a siganage system around the city.
Situation of public space is
concerning.
Therfore we need to
reclaim what we used to have.
The Fabrika Split project explores the impact of wearable displays on people and society. Through the development of iWear, a t-shirt computer that allows people to interact with their digital content on their body, we raise concerns on how technological advancements change our daily routines. What happens when personal messages are displayed in the open? What kind of body movements will we use to access our content? What sort of urban rituals will we develop? Through this fictional critique, Fabrika Split wants to challenge the seemingly normal behaviour that heavy smartphones usage has brought about.
FABRIKA AND RITUALS IN SPLIT: Effect of technology in urban environment
We shape our environment, and it in turn shapes us Sandy Claes, Karey Helms, Pika Novak and Sjors Timmer, Split - 31. August 2056
50 years ago we had robust technology: laptop computers, tablets and smartphones. They were inconvenient when on the move and impossible to use for public broadcasting. The final blow to laptop computers and smartphones came in 2034, when Google, the last remaining producer of smartphones and glasses quietly retreated from the mobile device market. It was amazing that these products, produced by the introvert geeks of Silicon Valley, ever made it this far. From the first moment in 2021 when display enabled fabric became commercially available, extroverts aggressively reclaimed the public space. High tech and high touch wearables allowed unrestricted display of personal and communal content. No longer were they tied to an obtrusive handheld device, but were free to wear their heart on their sleeve. In the years that followed, wearable technology developed and adapted in different urban contexts. Consequently, the technology modified urban life and caused new rituals within human behavior.
iWear
Fabrika Split™
ČISTAČ
Best e-logical cleaner in Croatia
Our research focused on the emergence of this technology in Split, a mid-size city in Croatia. Here, compared to other regional cities, three major deviations exists: • discovery of daily cycle, • public display on connection cords and • urban rituals specific to Split
One major discovery, first observed in Split, is the phenomenon of the daily cycle, where content builds up during the day and gets cleaned in the evening. We believe this phenomenon is caused by the introduction of the cleaning softwear Čistač by Fabrika Split, a product that helps you clean your iWear in the evening. The second discovery was the display of public messages on connection cords between buildings, a technique the citizens use to claim their public space in the city. The final discovery are urban rituals -existing, though to a lesser extent in other cities as well- caused by use of Čistač. Of these rituals we have collected some rare documentation that can be seen in the footage.
How will digital and
public space merge in near future?
Frameworks are part of our daily lifes. This project is about making your own frameworks. We have constructed various frameworks and three of them are presented here. This are simple tools to enrich your projects, lifes, learning experience, or your daily space.
1. You have to describe you project problem in 4 words 2. Several tasks that helps you relax and have fun with physical and mental games: M optical test M physical test (simple fun “yoga�) M heart test with stethoscope M brain scan 3. Write your first two letters of 4 words (1. task) together into google image search engine 4. Pick one of 10 first images and describe: how does this image describe your problem in project
Teamwork tasks are games or frameworks for children to embrace team spirit and get accustomed to group work, where no one is left behind. 1. Human connection Stick 2 hands and 2 feet on walls of the room randomly. By holding each other try to connect hands and legs on the walls with your own body parts. 2. Team Scrabble Print letters on sticking paper and cut them out. Each student gets one letter, and sticks it on their throughout. Split into two groups. First group has to rearrange the second group so they make one word. Letters that were left off join the first group. Now the second group, which is arranged in a word, rearranges the first group. The game is complete when all the letters are connected into words. You can also split up words to make a better solutions. 3. Group Art Split into two groups. Give each group a large piece of paper. Each participant gets a marker. Both groups have 15 minutes to fill the paper by drawing. Each group gets one scissors and must cut their drawing in to several pieces. Game is complete when both groups connect their drawings in to one large artwork.
Toilet is an intimate space where you have lots of time to think and come up with new ideas. By puting some refrences on the wall and providing markers everyone can contribute to knowledge toilet. It uses the principle of cross-referencing.
Educational space needs pl to
layfulness o empower communities.
Brainblender is a board game that encourages people to play with ideas – from plain silly to world changing. The game fosters team work and assists people to come up with unconventional solutions to conventional problems. It was developed at the Interaction Design Workshop at UMAS (Arts Academy, Split) The aim was to create both, a game and an idea generator. Brainblender’s game principles and strategies can be applied in everyday life whether we would like to change our perception of the world around us or just to put the decision making into a playful process.
Brainblender is a board game for four players. First, all players choose a question, either out of twenty preset questions or create their own. Second, each player writes his or her idea in response to this question on an idea card and places it on the board. In the next round a dice throw decides which variation of their initial idea players have to develop. For example the idea should be made more strange or horrific or architectural. This idea variation is then written on another idea card which is placed on the board. Players explain briefly their ideas and the choice of placement of the idea card. When idea cards of different players connect, the two players have to blend their ideas and create a joint idea in response to the initial question. The game ends when all idea cards are connected to each other. The versatility of the game can be exemplified by different scenarios: What should we do? A game to make your life more interesting by coming up with more unconventional ideas to replace your “bore space” - bored state of mind. What do we want to change in our room/house/ yard/city? Imagining up possibilities in a playful fashion to change one’s room or a classroom, re-imagining your courtyard, or the activities in the city. How can we take our ideas further? Liberating our mind flow through playing we can arrive to unexpected, creative solutions.
Brainblender is an open source game prepared as DIY assembly in PDF format. It was designed for everybody and it is free for download at brainblender.org
This is how my utopian wor creativity and
Game for developing ideas: Brainblender / authors: Ivan Jelačić, Sara Salamon, Aleksandra Prole, Pika Novak co-authors: Tea Filipović, Aleksandra Tomc, Lidija Rabrenović, Marjana Milinović, Mia Vučić, Dash Macdonald, Demitrios Kargotis, Loove Broms, Oliver Kochta-Kalleinen, Pekko Koskinen, Christina Kral, Djordje Belmazović, Davor Mišković, Ivica Mitrović / umas & ykon / Splitinteractions / Spilt / 2012 / brainblender.org
rld of games, collaboration looks like.
If you have any questions you can a.) call me on 00386 31 496 293 b.) send me a letter at Lojzeta Hrovata 9 4000 Kranj Slovenija c.) send me an e-mail at pika.dotty@gmail.com d.) friend me on Facebook, I go by my real name Pika Novak e.) connect to me on LinkedIn, I go by my real name Pika Novak
Pika Novak → pika.dotty@gmail.com ←