1. Interface design prototyping

    Design of an analog interface prototyping tool. Intended to help designers and concept developers alike
    to sketch and work on the different physical display dimensions across BMW, Mini and RollsRoyce brands.

    at: kontrastmoment for: BMW AG

  2. Head-up display goes augmented reality



    The Head-Up Display was the first step towards in-car implementation of augmented reality. The HUD augments the external scene with additional information and artificially generated objects which react to and adapt to the situation in real time. The Head-Up Display presents useful information such as current speed and navigation information directly in the driver’s line of sight, but the technology has much greater potential than that: its applications can be greatly expanded by the use of contact analogue display technology.

    Contact analogue displays are a special form of augmented reality. The displayed information is integrated into the external environment in the correct perspective and at the actual point or points in the scene to which it relates, so that effectively the information appears to be “attached” to the external objects.

    Contact analogue displays have many advantages. The fact that the information is presented in the driver’s direct line of sight, and that it is overlaid on the objects it is referring to, means that the driver does not have to shift his attention away from the driving scene. His gaze is not distracted and he does not have to change focus, as he does when looking back from an instrument cluster or central information display to the road. This means that information relevant to the driving situation can be scanned more quickly and more directly. At the same time, currently required actions can be displayed in an intuitive form.

    “With the contact analogue HUD, we place the information at exactly that point in the driver’s field of view where it belongs and is required. The driver no longer has to correlate abstract information to the concrete driving situation. Since the display is directly congruent with the real world, we can also selectively direct the driver’s attention to specific information or hazards, so that he can respond quickly and in an appropriate manner”, says Dr Bernhard Niedermaier, Head of Human-Machine Interaction at BMW Group Research and Technology.

    with: BMW AG ZT-3, further reading:telematicnews, bmwblog

  3. PanAm



    Leading scientist are convinced that the next evolutionary step towards intelligent machines needs massive progress within the area of affective computing. Computer will most likely be able to read and interpret our emotions very well. How much control about how we are perceived will we want to retain in this regards?

    at: Design Interactions, Royal College of Art

  4. Hyper real-time



    what is real-time? how could the future of real-time communication look like?

    Traditionally an Avatar-Image at Facebook is supposed to reflect your personality and
    individual style and people in general tend to represent themselves in the most positive light.

    What if your Facebook Avatar was alive. How does that feel?
    Is that too invasive and distracting?
    Is the awareness of “the constant camera” too performative?

    In oder to test our hypothesis we created a prototype application that
    renders your profile picture into a live-stream camera feed.

    Open issues and questions raised during the experiment: How to maintain privacy
    and restrict level of access? What tools and methods to disguise yourself in
    24h real-time life would emerge?

    with: Ben Dalton, Marcin Ignac, Addi Zakaria at: Protothon, London for: Google

  5. Low Calorie Sports



    Our planet holds finite resources and its population is growing exponentially.
    Food will become scarce at some point. What happens when exercise becomes luxury? Will we still enjoy sports? And how?

    This project explores possible consequences of limited human energy resources within the field of sports. The concept is exemplified in “Low Calorie Soccer”. An existing globally popular game with established rules is change by one intervention: every player has just a certain limited amount of energy at disposal. Subsequent the game becomes more strategical and new player typologies would emerge.

    at: Design Interactions, Royal College of Art