hi bri + monica.

TACTILITY

M: I have a passion tactility, and my research led to learning that touch has the most powerful impact on human emotion,

M: our skin contains receptors that directly elicit emotional responses such as pain or love or…

:) HAPPY

B: happiness.

from my research and conducted survey a dominant conclusion is that people find their moments of happiness from

B: being surrounded by people. it’s no surprise because major life events are generally centered around others.

M: we both were interested in making environmental pieces and

once we realized our objectives aligned, we decided to join forces to create an experience that utilizes both of our topics of
interest

B: we are now brionica

M: and even from an early age brionica has always been hands on, and full of joy.

B: and we want to spread it with the world.

?

how can an interactive installation utilizing technology &
design provoke happiness and positively affect a person’s
immediate emotional state?

M: we set forth to solve how an interactive installation utilizing technology and design provokes happiness and positively
affects a person’s immediate emotional state.

B: Together we learned in order to create a lasting experience design should merge the worlds of discovery(click), play
(click), and community (click) through the understanding of human psychology.

FEEL

B: and together we FEEL that FEEL encompasses both the idea of touch and a positive emotional response.

GOAL

give participants a moment of happiness as
payoff for interacting with the installation

M: FEEL would give participants a moment of happiness as payoff for interacting with the installation

OBJECTIVE

to get people to live in that particular moment
as they experience the importance of human
connection through touch

B: we want to get people to live in the moment as they

experience the importance of human connection through touch

PARTS

M: Our project has 3 components,

an instructional system

an interactive table

and take aways that give us user feedback

take aways-that show

instructional system
interactive table
take aways that give us user feedback

B: so for our branded system we wanted to graphically represent different sources of positive emotion through shapes(click), color(click) and sound(click).

M: we started by exploring the brand mark

a touch of happy.

B: here’s our solution with a touch of happy.

B: where we’ve got the “insides” like inner personal feelings, and then the “outsides” for your sense of feeling. Together all
of the feels.

love

love

creativity

creativity

optimism

meaningful work

meaningful work

optimism

accomplishments

accomplishments

stress free

stress-free

puppies and kittens

faith

puppies + kittens

beer

beer

faith
people

people

M: we then developed our shape system for our sources of happiness. happiness is a universal emotion, but its sources depend upon the individual. From our readings and survey, we narrowed down to ten
sources that had high responses. (click for each thingy) Featured are faith, love, accomplishments, creativity, stress-free-ness, meaningful work, family and relationships, beer, optimism, and last but not least
puppies and kittens.

B: we wanted to stay true to the psychological science of happiness but be light hearted and playful with the inclusion of beer and puppies.

M: In order to maximize FEEL’s interactive experience we decided to use an arduino to power the installation. Put simply, an
arduino is a super tiny computer that can be programed to react to the environment it’s been placed in. We are using a
Makey-Makey, an arduino that functions when people interact with it through touch and conductive materials.

B: these were some of our initial ideas for the installation by having a podium and wall mounted interactive piece.

B: but then we realized it would be better to have a table installation, to more prominently provoke collaboration and
gathering. the logo stands vertically in the middle of the board serving as a visual invite to our table.

M: the sound shapes are dispersed around the logo encouraging people to connect with each other, and promote
collaboration to reach the other side of the table. Both ends have instructional points.

IT’S TIME TO GET TOUCHY FEELY
& DISCOVER SOMETHING NEW

M: one with guidance on how to start connecting

M

E

IN

G

WO

RK

T
BE SURE TO TOUCH SOME AREA OF THEIR BARE SKIN

D

don’t be afraid to grab
some friends, or make
a new one, in order to
reach far away shapes

UCH M
E!

+

EE
YO U N

simultaneously touch
the circle to the right
and touch the other
shapes on the table

O

TO

M A KE EVER

YT

H

B: the other with take away cards, and an explanation about the meaning behind FEEL.

M: The cards extend the interactive experience beyond the installation. they also serve to define our system, and prompt
people to think about their personal meanings of happiness.

B: And we can also use them to measure feedback of what makes our audience the happiest by how many are left over, and
possible hashtag uses.

SOUNDS

M: We then developed our correlating sounds for the sources found on the cards. We’ve used a range of abstract to more
literal to represent each source of happiness. (7 clicks) our hope is that the surprise of hearing each individual sound would
intrigue the user and prompt them to continue exploring the piece.

i

i i
+

B: To begin our construction, a significant amount of our prototyping dealt with mixing our own conductive paint.

M: As we mentioned earlier, in order to use our arduino we needed a reliable conductive material. We found a pre-made
paint, but ended up going with our own mixture of graphite powder and screen printing ink.

B: we enjoyed the testing process, because you know it was ….FUN (click)

M: Speaking of fun, we enjoyed the building process even more. we spent time in the wood shop handling power tools and
a soldering iron.

B: Once we were finished with construction we kept thinking that there are endless possibilities for the future for FEEL

B: for example, the individual elevated shapes could have their own distinct under glow.

M: the table could be flat with lighting as a response to the areas touched. or each shape could have its own collection of
photos tagged with the hashtag.

B: we also see FEEL being placed in different environments. bored waiting for your flight? well Feel could provide you with
some entertainment while getting acquainted with your fellow travelers.

Or possibly in an active urban park, a popular gathering place and perfect spot to interact with new people. And even in
learning environments such as discovery museums.

M: Here is a documentation of how FEEL can be experienced

M: Perhaps the most impactful part of this project is seeing the diverse reaction from our users. We now have a better
understanding about the people we design for.

FEEL has left a lasting impact on Brionica, and we hope it leaves one on you too,

B: let’s just go see…follow us…

Master your semester with Scribd & The New York Times

Special offer for students: Only $4.99/month.

Master your semester with Scribd & The New York Times

Cancel anytime.