

The first is a project about human conversation. Below are the two projects I did for my Environments Studio this semester. I'm a student at CMU studying Environment Design and Game Design. In working on the projects, and 'showing' them internally, we explored combinations of Discord, Figma, and other tools to see whether we could partially replicate the feeling of 'stopping by someone's desk' in a physical studio-I don't think we're quite there yet, but this group of students have the sensitivity to the design of physical and digital environments, and the talent, to be at the forefront of evolving design practice in the new environments of the lives ahead of us. These Virtual Environments Studio projects are a diverse mix of ideas ranging from new ways of experiencing music and art online, to remote therapy environments, some addressing aspects of the current COVID-19 situation directly, and others looking to a world beyond or above our contemporary distress. In the second half of the semester, we were forced by circumstances to pivot to an online form of distributed studio-which offered challenges but also some interesting new ways of responding to the environments of our everyday lives: the interior world, the endless Zoom, and the connections across space and time zones. We have sonification of sunsets, new kinds of educational building blocks, ways to experience laughter, 3D printing as a real-time visualization of a human-machine conversation, synchronized breathing, a physicalization of the thread of a conversation, and design fiction extrapolating from your digital traces. We took this prompt as a starting point, with an intro to data materialization from Marion Lean, and created a wide range of interactive projects which build on and expand the idea, addressing everything from physicalizing a person's heartbeat through ferrofluid, to a VR physicalization of race and privilege. But it can be designed intentionally, and perhaps can reveal patterns which would otherwise be invisible. Sometimes the trace is accidental or incidental, or solely a side-effect of a property of the materials. The term (by Dietmar Offenhuber) refers to things that create a record or trace of something that's happened to them-how they are used by people, or how something in the surrounding environment affects them (they are forms of indexical visualization, or qualitative interface). In spring 2020, our first set of projects focused on Autographic Visualizations. The course comprises practical projects focused on investigating, understanding, and materializing invisible and intangible qualitative phenomena, from intelligence to social relationships, through new forms of probe, prototype, speculative design and exhibit. We explore design, behavior, and people's understanding, in physical, digital, and 'hybrid' environments. My project explores the ways in which users can become further involved in said online experiences by contributing, connecting and sharing what they see.ĭesign for Environments Studio IV is a course for juniors (third-year undergraduates) taking Carnegie Mellon School of Design's Environments Track. 2D and 3D), but are mostly for browsing purposes. flush out many different methods of display (i.e. Displays feature users' saved contents so that friends or people with similar interests may browse for discovery.(edited)Įxisting digital galleries, streams, etc. In addition, every user becomes a curator with their own display. Users have the opportunity to explore galleries, videos, live streams, and music from makers (professionals) featured on the site. My project explores the benefits of at-home streaming, browsing, and sharing to create a contemporary digital experience in the form of a website.(edited) To begin my image to sound research, I looked into a color to sound device, an article on different types of background noise, and Yuri Suzuki's Face the Music project.Īn installation that showcases generative music derived from images of the sky.Ĭarnival - digital platform for streaming, browsing and sharing.Ĭoncept Art and music are frequently found hand-in-hand at festivals to create rich experiences for attendees. Although the sky is generally a visual experience, I wanted to experiment with ways it might become audial as well. Sound of the Sky - generative music installationįor this project, I was interested in the sky and and its invisible trace of sound. I like projects that make people think or feel differently and merit more than their measurable results. I'm Amber, a third-year environment and communication design major at Carnegie Mellon University.
