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.3

 

  

 

Bottledproject's fourth installment is Bottled V.3 in the WATER show at the Atlantic Gallery. Bottled V.3 focuses on the statistic that it takes 3 liters of wastewater to produce just one plastic liter bottle. The waves reference all the water lost to create each plastic bottle.

The average four-person American family drinks 460 liters of bottled water a year. This results in 1380 liters of wastewater being used to produce those 460 bottles of water.

The bottles in the installation are stacked or strung. There is no adhesive during the construction of the installation so that the bottles remain recyclable.

Each plastic bottle was available for purchase of $1 and agreement that you will either recycle or upcycle the bottle.


Resources:

Atlantic Gallery
Opening Reception for WATER Wednesday June 23rd ,  6-8pm
June 23rd – July 23rd 2010
135 West 29th Street  between 6th & 7th Avenues
Suite 601  New York, NY 10001-5104
(212) 219-3183 http://www.atlanticgallery.org
Gallery Hours: Tuesday-Saturday  12noon-6pm


Bottled V.2.5

 

ScrapCycle was created by Dr. Marie Evelyn as a part of Analogous Projects. Dr. Evelyn is one of the co-founders of the Analogous Projects. ScrapCycle is an ongoing project devoted to the creative reuse of refuse, and charges a piece of refuse for reuse as the price of admission.

I was fortunate to be chosen as their 2008 sponsored artist. Since my installation art uses discarded water bottles, the admissions to their performances that year were used plastic water bottles. It is because of ScrapCycle’s support that I have been able turn BottledProject into an ongoing series of installations.

My concept for the REUSE/RECOMBINE exhibition is to represent a waterfall out of the water bottles. The inspiration for this piece came from Michelle Loughlin's Waterfalls.  Her piece was a response to seeing trash in nature. A colleague of mine, Marianne Petit said the piece reminded her of a grade school trip to "nature" where they went see waterfalls and there was big tire.  The combination of these two influences lead me to reevaluate the advertising for bottled water.


 Exhibition Venue:

REUSE/RECOMBINE
Devotion Gallery
Williamsburg, Brooklyn, NY, US


Bottled V.1


Photo by: Joanna Rose White

 

Bottled V.1 is an installation created out of 1098 discard water bottles. This is the amount of bottled water I drank in a year. The highlight portion of the sculpture emphasizes that only 10% of most discard water bottles are recycled.

Bottled V.1 was conceived and developed during the 2008 Wonder Women Residency. The theme was World War III. Bottled V.1 came out of my experience in the aftermath of 1999's Hurricane Floyd which left those of us in Greenville, NC without safe tap water for several months.

 

Exhibition:

World War III
March 14 – April 12 2008
Mana Fine Arts Exhibition Space
Gallery Hours M-F 10-6 pm or by appointment
227 Coles Street, Jersey City, NJ 07310
(800) 330-9659

 

Resources:


lapPAC

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lapPAC facilitates independence and privacy for students using motorized wheelchairs. Typically students who use motorized wheelchairs carry all their possessions in backpacks that hang on the back of their chairs. The students do not have the ability to reach around behind their chairs to access the backpacks. This lapPAC is designed for students with Duchennes Muscular Dystrophy(DMD). Students with DMD have limited reach and macro-movements while they retain dexterity and micro-movements. The lapPAC provides DMD students with the ability to access a laptop, a voice recorder and a water bottle.

The form and aesthetics of the lapPAC is proof of concept that assistive technology devices don't have to be clinical to be functional. This tray is currently being used by a student at a public school in New York City. The student calls it his "docking station".


 

Development Blog: All Fixed

Roles: Designer and Fabricator | 2006

Collaborator: Karen Roston, Occupational Therapist

Consultants: The students who use motorized wheelchairs and the occupational therapists at P.S. 199 in New York City.

Professors: Marianne Petit, Anita Perr and Michael Schneider
Developed in Introduction to Assistive Technology at Interactive Telecommunications Program at New York University.


Grab-a-Crab

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Grab-a-Crab is a game that assesses the user's skills and abilities for completing tasks in an inventory job. The game uses the metaphor of sorting sea creatures which map to the high level skill set needed to successfully perform inventory tasks. The data of user’s game actions are captured for analysis. This game is the first in a series of assessment gaming experiences for evaluating the digital literacy of people with cognitive disabilities. View Mapping Diagram.

Gaming Experiences for Evaluating Digital Literacy (GEEDL)

People with cognitive disabilities currently have limited job placement opportunities because of antiquated job placement methodologies and assumptions of limitations by potential employers. The goal of this project is to develop gaming experiences that will open new opportunities of employment in our expanding technology driven society of a population that is often overlooked by employers.

To date we have conducted two rounds of field testing on the Stage 1 initial pilot online game, Grab-a-Crab, in May, 2009: December, 2009.  Multiple sets of developmentally delayed/autistic students and adults participated in the field-testing, conducted at a school for students with developmental delays and at an adult day program. Although there was a broad range of levels of the student and adult beta testers, students exhibited a consistently high degree of engagement, motivation and interest by the participants.


 

Client: Bridgemultimedia

Roles: Project Manager and Game Designer | 2009 - 2010

Collaborators: Matt Kaplowitz and Dharmarajan Ayakkad

Organizational Support: Interactive Telecommunications Program (ITP) at New York University, and the Chimes Foundation, Baltimore, MD,


Remember Me

Photos by: Rotem Tashach

Remember is an exploration of personal community. In this case the community is comprised of the mobile devices we carry with us everyday. The layers of technology that we tote around with us daily create a digital second skin. The jacket is a physical representation of this second skin and is wired to display the communication between our digital devices.

In this project we empower the objects to converse with each other through the use of Bluetooth. The conversation serves two purposes. The first goal is for the objects to stay in touch with each other. If one of the objects goes missing, leaves the conversation, the jacket will visually displays the disruption. The second goal is for the conversation to create a shield of digital noise that will prevent any attempt to access personal data.

Finally, the devices and the Jacket are equipped with physical switches. The LEDs on the jacket displays whether all the devices are connected or not. This function creates a physical security of the items.

Featured Venues

CuteCircuit Show: video by Megan MacMurray


Roles: Co-Designer and Co-Developer | 2006

Collaborators: Sonali Sridhar and Angela Pablo

Professor: Raffi Krikorian
Developed in Every Bit You Make at Interactive Telecommunications Program at New York University.