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[responsiveness] [seamlessness] [mobility] [fluidity] [participation]

Tesla Roadster
The Living Exhibition
Dartmouth Animation DVD
Gestural Mobile Control
Dowsing for Documents
Z-Tiles
IDC Web Site
Test Flight
Non-Linear Lacrosse
TAEdge Site Builder
Truckers & Satellite Radio
FieldPlot
Consumer Barcode Links
Visibreath
Mobile Text Entry
Splash Bowl
Rem-Monitoring Alarm Clock
Alternative-Energy MicroBlimp
Balsa Transformers

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Graphical Interface for the Tesla Roadster

[Dashboard]

[Performance] [Parked] [Energy]

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

[Roadster]


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

[Scenario] [System]

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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Face Mecca

[Face Mecca: App] [Face Mecca: Settings]

Imagine you are a jet-setting Muslim businessman, straddling cultural contexts.

Your holy book asks that you pray facing Mecca, but you are in an unfamiliar airport, hotel room or office building. Which way do you turn?

"Face Mecca" is a mobile application designed for the traveling Muslim. It leverages the location and compass capabilities of new mobile phones to provide a modern solution to an ancient challenge.


 
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Dartmouth Animation
1997-2000

Hanover, New Hampshire, USA is home to a small but vibrant community of student animators. Year after year & frame by frame, these students create delightfully idiosyncratic short films that amuse, challenge & inspire viewers at festivals world-wide. To celebrate the ingenuity and the humanity of these animators, I created the compilation: Dartmouth Animation Highlights: 1997-2000.

Site: http://www.dartmouth.edu/~fs35/


[Dartmouth Animation DVD]
 
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IDC Web Site

[IDC Site: Contact]  [IDC Site: People]  [IDC Site: Publications]

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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The Living Exhibition

Every museum collection has its "ambiguous artifacts": objects whose origins & purpose remain a mystery. Such objects invite us to wonder, inspire our imaginations and remind us that history is always open to interpretation.

When the Hunt Museum of Limerick partnered with the Interaction Design Centre to explore what alternate interactive paradigms & technologies could do for their visitors, we focused on expanding the natural role that ambiguous artifacts play within a museum collection. This effort culminated in the "Living Exhibition": an interactive installation that invited visitors to explore the properties & lore of select artifacts, then empowered them to incorporate their own interpretations into the exhibit for the benefit (and befuddlement!) of future visitors.

Roles: storyboard development, technical support, RFID antenna design

[Shape A][Shape B][Shape C]

E.U. Future & Emerging Technologies Program/Disappearing Computer Initiative/
SHAPE Project/Living Exhibition II:Retracing the Past. IST­2000­ 26069

Partners:  University of Limerick (Ireland)
Royal Institute of Technology (Sweden)
King's College London (U.K.)
University of Nottingham (U.K.)

Site: http://www.disappearing-computer.net/projects/SHAPE.html


[Living Exhibition]

"Every visitor, from grannies to small children, gets to be the expert."
- Karlin Lillington,
The Irish Times

• The Hunt Museum:
Ireland's Museum of the Year, 2003
 
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Truckers & Satellite Radio

[Trucker 1] [Trucker 2] [chrome dash]
[Study] [Prototypes]

In 2004, flush with the success of the world’s most popular MP3 player, Synaptics began to explore how people interact with mobile media of all kinds.

To help Synaptics understand the emerging medium of Satellite Radio, I focused on the medium’s early adopters: cross-country truckers.

Through a series of interviews, place studies and design probes conducted at a truck stop in Gilroy, CA, I equipped Synaptics with an understanding for the way experienced listeners navigate stations and genres, and discover new things to listen to while on the road.

Site: http://www.synaptics.com
 
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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



[Z-Tiles]

• MIT Media Lab, USA, 2003
Invited Demo

• Media Lab Europe, Ireland, 2003
Invited Demo

• UbiComp '02, Sweden, 2002
Paper Presentation


 
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Fieldplot

Visualizing field lines is a difficult challenge for many students of the physical sciences. Software tools exist to facilitate this task, however most are created for developers in industry, not students at college. Fieldplot is a field visualization tool I created with Professor Ulf Osterburg for engineering students at Dartmouth College. It provides an exploratory environment that students can access with minimal initial learning.

Roles: user research, interface design and application development Team: Krispin Leydon, Ulf Osterberg

Sponsors: Thayer School, Dartmouth College


[FieldPlot]
 
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Mobile Text Entry

Ever need to type while on the go? The premium placed on mobility & multitasking in modern work suggests a need for alternate ways to enter text. My senior project at Dartmouth College addressed this need. Its goal: create a comfortable tool for mobile typing.

Iterative refinement led to a final prototype: a wireless device that rests comfortably in the palm of one hand. Letters, numbers & symbols are “typed” by pressing keys in combination, and the device's shape adjusts to accommodate hands of all shapes & sizes. While the final prototype allows comfortable mobile typing, it requires training to use. The cost of learning the new system likely outweighs its benefits for most people, however for some, it would be a welcome & liberating typing tool.



[Comfortable Mobile One-Handed Text Entry]

• Citation for Excellence Dartmouth College, NH, USA, 2000
 
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Dowsing for Documents

The paperless office promised by Silicon Valley in the ‘80s never materialized; more people use more paper than ever before. Inventors & researchers have once again turned to the venerable medium for inspiration; this time not with an implicit agenda of replacement, but with the goal of understanding how paper & digital media can best work to complement one another.

Dowsing for Documents addresses one frustration of paper archives – retrieving lost documents – through application of a digital technology commonly used in inventory & supply chain management. The aim is to make a digital capability – rapid search – available for physical collections while respecting the wonderfully idiosyncratic and effective ways in which people organize, arrange & categorize.

My masters project at the University of Limerick fit within this agenda; it concerned the design of interactive behaviors for a hand-held "locator".



[Dowsing for Documents]

• Eurohaptics '03 Trinity College & Media Lab Europe, Ireland, 2003
Invited Demo

• IBM Research, USA, 2001
Invited Presentation

 
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Splash Bowl

The present moment holds beauty for those who pause to observe it. Time and time again, turning bowls from wood returns me to this simple truth. As you turn a vessel from a block of wood, you must exercise ever-increasing care; the more material you remove, the more fragile the vessel becomes. Wood turning demands greatest attention to process just as results come within reach.

The vessel to the right is inspired by Harold Edgerton's efforts to capture & illuminate the hidden world of the present through high-speed photography. The lid is varnished pine, the bowl an oil finished cherry.



[Splash Bowl]
 
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TAEdge Site-Builder

During the early '90s when the rise of internet-based business had travel agents pondering their collective future, TAEdge bravely set out to support this community. Its mission: intuit the needs of mom & pop travel agencies throughout the U.S, and develop tools and services to support their work.

The TAEdge Site Builder is one result of this initiative. This tool empowers travel agents to make their own offerings & expertice available on-line, without the overhead & hassle of web development and hosting.

Roles: usability analysis, interface design and web development

Site: http://www.taedge.com


[Site Builder]
 
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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


[Visibreath]
 
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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


[Gestural Control for Handheld Devices]

• 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


[REM-Monitoring Alarm Clock]

 
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Test Flight 3 minutes, 20 seconds • Official Selection, Ann Arbor Film Festival, USA, 2001
• Official Selection, Auburn International Film Festival, Australia, 2001
• Official Selection, PISAF Animation Festival, Puchon, Korea, 2001

[TestFlight, Frame 1] [TestFlight, Frame 2] [TestFlight, Frame 3] [TestFlight, Frame 4]

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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    Alternative Energy MicroBlimp

    One interesting toy to emerge during the early ‘90s was the radio-controlled microblimp, a miniature airship that affords pilots 15-30 minutes of carefree flight before falling to the earth; inert & powerless.

    When I first saw a microblimp, its reflective & rounded form reminded me of a solar collector dish. Could a blimp bag be constructed, I wondered, so as to harness available light & power the blimp indefinitely? Thus began a whirl-wind introduction to non-imaging optics, power electronics & dirigible construction that culminated in a visit to Aerovironment, the pioneer of solar & pedal-powered flight. Though the technical challenge of realizing an alternative-energy microblimp proved beyond my abilities at the time, this project sharpened my resolve to seek out projects that expose interdependency of form & function.



    [Blimp Concept]

    [Blimp Realization]
     
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    Nonlinear Lacrosse
    [Non-Linear Lacrosse Stick]

    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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    Transformers from Balsa Wood

    My parents refused to buy Transformers©: the marvellous shape-changing toys that had captivated my second grade class. Unwilling to accept a life without them, I began to construct my own from balsa wood, bent staples and parts scavenged from the broken & returned bin at Uncle Drew's Radio Shack. After replicating Transformers I knew, I began to create new models with their own transitioning behaviors. I loved to envision how transitions would work, and then to feel them materialize between my fingers. Soon I was selling the custom toys to other kids at school – even trading them for the "real" Transformers that were once so unattainable.

    Though I'm a little older now and have (mostly!) stopped playing with Transformers, the window these toys opened for me onto the world of invention remains open. I continue to be fascinated by the transitions of complex systems from one state to another, and how people experience these transitions in everyday life.

    © Hasboro, Inc.



    [Balsa Transformer]
     
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    © Krispin Leydon, 2009 -