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Graphical Interface for the Tesla Roadster
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Ferrari-like acceleration, zero emissions.
The world's first production electric sports car invites the automotive industry to dream in new directions,
and its on-board touch-screen display helps drivers to understand what is special about driving an
electric car.
Roles: user research, information architecture, interface and interaction design, software development,
project management and technical support.
Site: http://www.teslamotors.com
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Roadster Recognition
Best Product Design: EcoDesign
BusinessWeek, 2007
Best Inventions: Transportation
Time Magazine, 2006
Best Car of the Year
WIRED Autopia, 2007
Breakthrough Award
Popular Mechanics, 2006
Design Samples
Screen Flows (pdf)
Start-Up Sound (mp3) Created with E.J. Holowiki, at Pixar
External Collaborators
Hydrant SF
Agency Partner
E.J. Holowiki, Pixar
Sound FX
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Consumer Barcode Links
What are you buying?
What are you buying into?
As the considerations people bring to everyday purchases grow increasingly sophisticated and varied,
printed product labels become less effective as a means to assist consumer decision making.
Mobile devices hold great potential to inform modern purchases, but directing them towards product
information can be cumbersome and error-prone.
Laser barcode readers have offered retailers point-and-click ease for years, and can be leveraged to
inform consumers as well. In the system I have implemented above, a modified key-chain barcode scanner
eases access to health & sustainability information. Scanned barcodes are read wirelessly by custom
mobile phone software and used to access a remote database maintained by
GoodGuideTM, a pioneering
product information service in the Bay Area.
GoodGuide: www.goodguide.com
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IDC Web Site
In its public communications, the Interaction Design Centre must strike a delicate balance between playful enthusiasm
(to attract researchers, technologists & designers), and professional polish (to attract corporate, academic &
government interests). Designing the IDC site provided the chance to learn how to balance the needs of some very different
stakeholders, and created an opportunity to examine an organization's values, practices & working culture along the way.
Roles: user research, information architecture and project management
Team: Lisa McElligot, Krispin Leydon, Stephen Hurley, Terrence Hickey, Paul Gallagher, Bruce Richardson
Support: Interaction Design Centre
Site: http://www.idc.ul.ie/
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Z-Tiles
How does a floor see the world? Z-Tiles is about making a floor's perspective accessible for the study & appreciation of human movement. By making weight visible, Z-Tiles opens new opportunities for domains such as medicine, dance, security & sports science.
Technically speaking, Z-Tiles demonstrates a self-organizing dense sensor network. Each z-tile is a modular, interlocking & pressure-sensitive floor tile that communicates with neighboring tiles electronically to create & maintain a digital representation of a physical floorspace.
Roles: project management, CAD modeling, hardware development and systems integration
Team: Bruce Richardson, Krispin Leydon, Lisa McElligot, Michelle Dillon,
Enrique Franco, Mikael Fernstrõm, Joe Paradiso
Sponsors: Higher Education Authority of Ireland
Site: http://www.idc.ul.ie/ztiles/project_overview.html
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• MIT Media Lab, USA, 2003
Invited Demo
• Media Lab Europe, Ireland, 2003
Invited Demo
• UbiComp '02, Sweden, 2002
Paper Presentation
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Visibreath
In Ireland, an estimated one out of seven children suffers from asthma. While a cure remains elusive, this condition can be managed. Visibreath is an initiative sponsored by the Irish government, with the aim of introducing children to domestic asthma management techniques through mobile gaming. By embedding daily spirometer (lung capacity) checks within the familiar context of game play, we seek to motivate children to become active participants in their own care.
A key part of this initiative was the development of a compact, robust & inexpensive hand-held device for breath flow measurement; a device suitable for use by children. My role in this effort was to realize tangible forms for the device from concept sketches through computer-aided rapid-prototyping.
Roles: circuit prototyping, CAD modeling, technical support
Team: Marilyn Lennon, Mark Marshall, Mikael Fernstrõm
Support: Bruce Richardson, Krispin Leydon
Sponsors: Enterprise Ireland
Site: http://www.visibreath.com
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Gestural Control for
Hand-Held Devices
As hand-held digital devices grow ever smaller & more capable, providing them with intuitive controls becomes increasingly challenging. Hand gestures offer an intriguing possibility for control that is largely independent of device size & surface area. For my Bachelor of Engineering project, I worked with a team to explore the viability of gestural control for personal digital assistants. We found simple gestures & simple recognition techniques surprisingly effective in the face of more sophisticated alternatives. The investigation was conducted for Analog Devices, a leading manufacturer of inertial sensors.
Roles: user research, hardware development
Team: Jonas Åkermark, Andrew Jones, Krispin Leydon
Sponsors: Analog Devices
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• C.A.B. Engineering Design Prize
Thayer School at Dartmouth, NH, USA, 2001
• Citation for Excellence
Dartmouth College, NH, USA, 2000
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REM-Monitoring Alarm Clock
Studies demonstrate that people woken from REM sleep – a sleep state identifiable by rapid eye movements – rise more refreshed & alert than when woken from non-REM sleep. Could this result be harnessed to ease the process of waking up on a workday?
Intrigued by the prospect of a kinder & gentler alarm clock, my project team in Introduction to Engineering devised a clock sensitive to REM/nREM sleep states. At best, its alarm sounded at moments favorable to waking, at worst it functioned as a standard alarm clock.
Though the prototype functioned, and was a respectable technical achievement for my team, it failed to satisfy basic user requirements for physical & psychological comfort. The clock's failure in use opened my eyes to the world of interface & interaction design.
Roles: hardware development, firmware coding and wireless communications
Team: Suneth Jawardene, Samantha Feakins,
Mike Brennan, Krispin Leydon
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Test Flight
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3 minutes, 20 seconds
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• Official Selection, Ann Arbor Film Festival, USA, 2001
• Official Selection, Auburn International Film Festival, Australia, 2001
• Official Selection, PISAF Animation Festival, Puchon, Korea, 2001
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In this short animated film,
a student finds & shares an
unusual way to deal with
test anxiety.
Additional...
Animatics:
Thing for Bling,
Foo'd Fight,
Giant Talk,
Animation:
Test Flight,
Tracks,
Continental Drift,
Monkeying Around,
Crunched,
Dangerous Math
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Nonlinear Lacrosse
What do you get when you cross an old-fashioned drill brace with a contemporary lacrosse stick? A new way to cradle, that’s what! While a standard lacrosse stick is rocked from side to side to keep a ball in its pocket, this prototype is spun. Cradling control is thus transferred from weaker muscles of the wrists to stronger muscles of the upper arm; a change with the potential to enable robust stick handling in the face of heavy defensive pressure.
A revolutionary improvement for the game of lacrosse? Probably not. According to current legislation, the stick is most definitely crooked. This prototype’s main purpose is to provoke. By offering a fresh twist on the experience of cradling, it creates space for reinterpreting North America’s oldest sport.
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