christiane holzheid

MFA Candidate / Media Design / Art Center College of Design

m3
 
super studio
interactive objects & spaces
    Growling Shoe-Rack
        development
        mishaps
    Zip It
communication design 3
interaction design 2
motion design 1
 
contact
 
Sketches and research for senario and materials.
 

There was a lot of action scripting envolved. This is what I maped out:

DOG GROWLING SCENARIO

Different possibilities of scenarios - in order to research the behavior and affect of object - human interaction / behavior / input / output.

 

Dog-Scenario

1. all shoes are on the rack = no reaction

2. person decides to leave the house - takes shoe of the rack = shoe rack makes SAD sound (because person is leaving)

sad_leaving.mov

3. Person comes home = motion sensor detects - gives signal DOG IS HAPPY = tail wags and dog makes happy sound (sniffing and panting)

A. Person enters house all shoes are on the rack - dog just wags tail and makes happy welcoming sounds

welcome.mov

B. Person enters house, but shoes are missing = dog again wags tail and makes happy welcoming sounds BUT time is being measured from moment of entering the house. Person has 30 seconds to take of shoes and place them on the rack.
welcome.mov

1.B: if person places shoes on the rack before the 30 seconds are over - dog is VERY happy = wags tail and makes happy sound

happy.wav

2.B: if person DOES NOT places shoes in the rack before the 30 seconds - dog gets angry and starts making sounds at first little barks to remind the person to place the shoe on the rack. If the bark is being ignored the dog starts to bark more and eventually starts growling. It will only stop once the person places the shoe on the shelf - once the shoe is places in the rack CASE 3 happens.

growl.mov

happy.wav