Monthly Archives: January 2011

Documentary Day 3

We had a visit on day 3 from one of the documentary filmmaking workshops.

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Prototyping the future – wrap-up

Interactive Sculptures + Mapping Workshop

The week wraps up with the final concept presentations to Bygdsiljum staff and an editor at Onboard magazine. Starting with separate briefs both the Interactive Sculptures and Mapping groups collectively conceptualized a new experience in snowpark riding.

While the interactive sculpture group highlighted the physical flow and how riders could interact with different features, the Mapping group complemented the model with the concept focused around making the park into a game. Collectively, the workshop delivered a new and unique experience that was focused around skill diversity, safety, feature expression, feedback, flow, way-finding, and community and personal challenges.

The integrated concept builds on the fact that varying levels of riders share the same space. From the point of view of both physical and non physical, both groups asked the question: In one run how can we create a park that has creative features, is playful, and accessible for all levels, while giving a rider a different experience over time? Both groups build the concept around a user-centric approach- talking to riders and making quick prototypes, trying to understand how and what they want to experience in a park.

Inspired by old pinball machines, the Mapping group approached the park using a video game concept that focused on a more natural and ubiquitous relationship between the features and riders. Using the lift pass as game ticket, and embedding sensors throughout the park, riders can decide how they wanted to engage with the obstacles. Real time feedback from various sensors allows riders to be tracked individually giving them the chance to review their personal data based on some of the following parameters: type of trick, amount of air, and the fun level of a feature. Building on the video game concept, the group explored an area of invisible treasures embedded in an obstacle encouraging riders to be more explorative with how they ride a particular feature. Lights and other way-finding tools are also integrated into the concept to help the rider understand what speed they need to hit an obstacle and land it safely.

While the Mapping group focused on how sensors could be embedded into the mountain to create new experiences, the Interactive Sculpture group focused on how to make features sculptural, beautiful, fun to ride, and at the same time making landings more visible. Creating a backcountry feel, the group used a building at the top of the park to create a pillow drop and used the contours of the mountain to integrate other obstacles including a bone yard. The addition of a dynamic feature at the end of the run used harvested data from the Mapping group to create and obstacle that’s shape was directly influence by the way the rider rode the previous features. Since watching tricks and learning from others on the mountain is one of the more socially engaging activities, the group also created a viewing area allowing a physical meeting place for riders and observers.

Connecting features and creating a flow between objects had both groups looking at but the space between objects. Although the features play an important role in the way one rides the park, the space in between the features gives the rider the opportunity to create their own experience.

Overall, the idea of rider obstacle integration opens a whole new way of interacting with the mountain, other riders, and non-riders providing a platform for interactions on the mountain and beyond.

Thanks Interactive Sculpture group: Stephen Beaton, Erik Evers, Lauren Javor, Graham McLoughlin, Malin Muller and Lina Trulsson. Thanks Mapping group: Lorenzo Davoli, Stoffel Kuenen, Miguel Peres, Alex Peters and Jennifer Sarich-Harvey.

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Prototyping the future – day 5

A tight deadline – all participants are working hard …

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Get well soon Graham

A little overexcited Graham goes into a jump with too much speed and terrible consequences. We hope you get better soon!

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Prototyping the future – day 4

Back at the slopes putting learnings into practise; Interactive Sculpture is doing some real-size prototyping, and Mapping is plotting how to add data collecting and data feedback features into the sculpture.

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Prototyping the future – day 3

After an excellent day on the slopes yesterday it’s time to start designing. The Interactive Sculptures group get hands-on and start to make models out of the available materials, while the Mapping group plot to take over the world …

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Prototyping the future – day 1

This week we are facilitating two workshops with Umeå Institute of Design under the “Prototyping the Future” project. It’s promising to be an interesting week – watch this space.

Team/ building exercise no.1: Building an ‘experience’ in snow – in silence…

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Fact.

I just read a fictional book called ‘The Good Man Jesus and his Scoundrel Brother Christ’ by Philip Pullman, I’d recommend it to a friend. The re-imagining of a commonly told tale, it questions the value of truth and the value of history. What does truth matter if you’re telling people the history they want to hear? It’s made up, but then so is The Bible.

The Biblical version of the (same) story benefits from enhancements of the bits they wanted us to remember, a deletion of the events they’d rather we never knew, embellishment of the heroics and quiet editing of the mistakes. The story makes sense because it’s been shaped around history to make sense. I don’t think it’s too much of a spoiler to say Jesus still dies. There’s only so much history can change.

I also watched an episode of Mad Men set in 1963 which references the then newly released Silent Spring by Rachel Carson. An expertly placed reference to what became one of the most influential texts in the creation of the modern environmental movement.

Hindsight is a wonderful thing; its easy for story tellers and TV show makers to look back on the past and ensure we have become what they predicted. Amending history is the ultimate move in creating the self-fulfilling prophecy, but remembering the truth can lead to a somewhat messier conclusion.

It makes me wonder what editing we’ll do to our own passage of time. How will we mould the truth with the hindsight of the inevitable consequences of climate change? Will we downplay the cradle-death approach of production that the industrial revolution brought us and capitalism retained? Will we erase the voices of those who warned about environmental decay, instead turn climate change into something that just happened upon us one night. What value hath truth when with history we can erase our mistakes?

But, of course, truth matters. If only so we can look back, remember just how much we fucked it up and vow to do better next time.

All this is a long preamble to the role of recording information, of retelling stories and of the value of mapping data. Next week Floda31 will be hosting workshops with students from Umeå Institute of Design. Over the course of the workshops some of the students will be interpreting and mapping data from Floda31, presenting it on this here blog.

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All systems go

The hill park project is taking shape, the friggebodar project is taking shape, we are preparing for an inspiring week with UID next week; it’s all systems go!

Road slash

Hill park site survey

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Friggebod project London meeting

Team Bartlett / Friggebodar meet true british style: in the pub.

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