Mobo Fashion

 

mono led bracelet  mono scarf

Mobo Fashion Pod ran as part of Quest2Learn’s after school program.  Quest2Learn (Q2L) is a New York City Public School that is focused on the translation of the underlying form of games into a powerful pedagogical model for its 6-12th graders.

 

As Q2L’s after school program, Mobo Studio is an enrichment space designed to activate kids' curiosity about creativity, design, and mobile technologies. Mobo Studio utilizes a project-based, studio-like learning environment to inspire kids to explore new topics and hone new skills. With a focus on digital citizenship, design expertise and community engagement, Mobo Studio extends Q2L's focus on tinkering, problem-solving, designing, and inventing.

 

mono qrc mobo fashion

Mobile Fashion Pod

I designed a mobile fashion curriculum for launch of Mobo Studio. I ran the Mobile Fashion Pod during the fall of 2009. The atmosphere of the pod was to create a professional environment. To reinforce the professional environment the following were put in place:

  • The students were referred to as “Fashion Professionals” (FP) by mentors and each other
  • At the first session, the FP drafted a code of conduct that was a series of guidelines that everyone signed.
  • Each session consulted the mentor and agreed on agenda that was written on the white board.
  • Each FP was assigned a task to ready the space for work: arranging tables, setting up sewing machines.
  • As new terms were introduced the FPs were encourage to use them as appropriate in conversation.
  • When conflict arose the FP came together as a group to devise a way to resolve the issue(s).

The Goals:

  • Participants be comfortable with technology: sewing machine, smartphones, building soft circuits
  • Learn industry terms regarding fashion and fashion industry
  • Concept, design, produce and user test products
  • Learn importance of collaboration and communication in the creative process

The Products:

  • Txt Scarf – A scarf with a pocket to store a phone or ipod so that the wearer could access the phone undetected. An added bonus is that it also served as a way to carry the phone when the user was wearing a dress without pockets.
  • Sema (QR) Code  Purse – A purse designed with an opening on one side to allow the camera lens of a phone to be accessible. This allowed user to take convert pictures or decipher sema-code posted in the environment. High tech passing notes.
  • LED bracelet – A felt bracelet that has three leds on it. The participants learn about how to control electricity in a circuit by prototyping on a breadboard. Then they build a soft circuit for the bracelet.

Resources:


Roles: Mentor and Curriculum Designer | 2009


Mobile Quest

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Mobile Quest is a week-long game design camp where 5th graders created games using smartphones. During Mobile Quest students stepped into the role of game designers: playing, analyzing and creating games for their peers to play. Campers worked with professional game designers to experience first-hand how to turn great ideas into great games using smart phones.

I was a mentor and a game designer for Mobile Quest camp. As mentor, I had the opportunity to work closely with Institute of Play staff.  I was an active participant in the development of the curriculum for the camp and designing the mobile games for the campers to play.

We designed three games as an introduction to the three types of mobile technology we wanted them to explore: GPS, Bluetooth, and QR Codes (sema code).
Each day of the week was focused around a game mechanic and a mobile technology.

04 07


Day 1 - GPS

Campers played Mega Scrabble a mapping game that require part of the team to be on the street sending photos and while the other half stay at headquarters to receive the information and create words. We then critique the game and determine what worked, did not work and did not work. The students then worked on redesign of the game.

Day 2 – QR Codes

Campers play Silent Semacodes. Each team has one smart phone and there is a maze of random QR codes posted on the wall. The teams use their phones to decipher the code and reveal a keyword. The first team to get to the winning keyword wins the game. We then critique the game and discuss other codes and ciphers. Students experiment with creating games based around codes.

Day 3 – Blue Tooth

Campers play Blue Samurai. Each member of a team battles the person opposite them on the opposing team by a Rock-Paper-Scissors match. The team with most winners out of 3 rounds wins. The losing team must send their avatar to the winning team’s phone. We then discuss trading mechanics in games and impact of technology on game play. Using the knowledge they have learned they begin creating their own games for Games Festival.

Day 4 - Found Objects

Campers make games from found objects and continue to work on their ideas for a game for the game festival.

Day 5  – Game Festival

Students finish up their games in the morning and in afternoon present their games and everyone plays other groups games.


Resources:

 

Roles: Mentor, Game Designer | 2009 , 2010


Consume

consume 

This project was inspired by The Hungry Planet, a book that documents the amount of food and money spent by families all over the world. Considering today’s economy woes I am adjusting my budget. Groceries and dining are the big expenditures. Here in the U.S. and most developed countries, I have access to largest variety of food all year long. This access lead me to begin exploring the cost of out of season eating. The combination of technology and wealth has provided the market and expectation of the availablility of seasonal fruit or vegetables all year long. There are some countries that benefit from exporting food all year round. The unsavory side is the labor practices of harvesting and environmental impact of the transportation.

For "Consume" I took a single dish, the Cobb salad and researched the path(s) of each ingredient from origin to its arrival in New York City. The result is a table installation representing the distance and the carbon impact of each of ingredients of the salads. The installation represents the paths for March. Each week a variation on the Cobb Salad is created depending on the store where the items are purchased. My intent is to explore how my everyday choices could impact beyond my immediate community.

 

This piece is a first step in a bigger project. The the goal of the project is to create a resource where a user chooses a recipe and gets a data visualization of the path and economic cost of easy ingredient. They will get a recommendation of the best time of year to make the dish. Eventually, people will be able to submit their own recipes and create their own geo tagging and tracking for their recipe.

"Consume" was developed in the winter of 2009 in a residency call Wonder Women. The theme for the residency is Money Money Money!


Exhibitions:

WW$: MONEY MONEY MONEY!!
March 13 - April 2, 2009
ABC No Rio
156 Rivington Street, New York, New York 10002

January 29 - February 13, 2010
Lex Leonard Gallery
143 Christopher Columbus Drive, suite 2 , Jersey City, NJ


Bottled V.2

The plastic bottle is a symbol of controversy It the first worlds it a status symbol of health and wealth paying 1,000 times more than for tap. In third worlds it is a one of the leading causes of pollution. In 2002, approximately 31% of soda bottles were recycled, while only 11% of water bottles are due to lack of deposit required on water bottles. This is shocking when you consider that bottled water is the second most popular beverage to soda.

I created the first iteration of the sculpture to reference the Hudson river waves.

flickr: Bottled V.1

For Bottled V.2, I had the wonderful  the opportunity to collaborate with Jersey City Museum and the students of Jersey City Schools. We worked together to collect over 2000 bottles to create the bottled V.2 installation. The students decided to create a skyline similar to the downtown district.

flickr: Bottled V.2: Installation

flickr: Bottled V.2: Opening

The sculpture was on display at the Jersey City Museum Satellite Sculpture Center at Mack-Cali building on Christopher Columbus Drive in downtown Jersey City. Bottled V.2 ran from January - August 2010.