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Sense Peeling

Date

December 2020

Awards

Yuz Museum:

Hyundai Art + Tech Digital Arts Festival

Teammates

Le Chen

My Role

Ideation

Physical Computing

Exhibition Instructor

Tools

Arduino

Processing

OpenCV

Project Description

'Sense Peeling' is an immersive experience that forces people to communicate with each other by utilizing their unfamiliar senses rather than heavily relying on words.

The first part is about the conceptions and design of our project. As I mentioned above, the concept of “Sense Peeling” is to let users experience how to communicate with each other by not using their most familiar tools. If possible, we hope that this experience could make users reconsider their relationship with people suffering from misfortune who don’t have these tools. To do that, the main way we provide in this project is to use your head as the paintbrush to draw something, so that the guesser on the other side might figure out what you are trying to say to her. Based on the preparatory research. My teammate and I reached an agreement that we need to make the whole project user-friendly, the interaction should be self-evident and easy to handle. For the essay part, we have conducted research on a project called Unstable Empathy by Mattia Casalegno and Enzo Varriale. In this project, it’s not the interaction between human and machine, but an interaction between humans; the project only serves as a communication tool, which means that it’s not the main subject of the interaction/communication, but still provides an important function which links the users together. Combining these two ideas, we form a basic frame and concept of what we are going to build. 

The second part is about the fabrication and production process, which are full of challenges. The most outstanding step in our project must be choosing the OpenCV library. We have considered other approaches to do the drawing part. For example, using a joystick to control the paintbrush. While referring back to the purpose of our project, which is to prevent you from using your most familiar tools. Though not considered used as frequently as language, using hand to draw is still something we are very familiar with. We have been practicing it since our birth. Taking this into consideration, we choose to stick to our plan, which is to use the OpenCV to track and calculate the center of the face. But we haven’t covered OpenCV in class, so we use our spare time to learn how to import and use this from Github. The second decision is to use two wooden hands with arcade buttons embedded in them as the controller for deciding whether to draw or not. Instead of merely using two buttons, we intentionally design the wooden hand part. This gives both the guesser and the painter a feeling that they are communicating with each other. They need to hold hands together so that the painter can draw something. If the guesser loosens the button, the painter can do nothing with it. This design is based on the principle we have applied in the research stage, which is that communication is a two-way process, which means that this process involves two sides, it won’t work if one side refuses to corporate with the other.

This project even pushes my definition of interaction one step further. My old definition is limited to people interacting with the artwork. While after conducting this project, the role of the artwork has changed. Instead of being something that can respond to the same user, it can also show the information to other humans. In this way, it’s playing the role of a middleman in the process of two humans communicating with each other. Being responsive to both sides. If I had more time to finish the project. One of the greatest improvements I think I am going to do is to design a system that is responsive to the guesser’s answer. Now, we do this right or wrong judgment on ourselves. We are the assistants of users. If the system can automatically generate the guesser’s answer and then give the feedback to him, that will be so much fun and the process will be more complete. The most important takeaway from this project is before the user test, try to view this project from a user’s angle. As the designer, you might know well about your project, what is the most important idea and how to control all these things. While users don’t know that in advance, You need something to tell them the basic knowledge and the purpose of this project.

At last, I want to mention the significance of this project. As I have said previously in the essay stage, this project could be defined as an art experience project. Because it allows users to experience what cannot be easily accomplished in our daily life. Though the process might be joyful, we still want the users can reflect on themselves. It is so difficult for us to use these unfamiliar tools to communicate. What about those people who accidentally lost them or were born without them? I hope that after experiencing this project, at least, we could change our attitude towards them. Being nice and helpful to them is a good starting point to focus on this issue. Not merely designed for fun, this project also tries to let people reconsider the relationship between normal people and those people who suffer from misfortune.

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