Experiments & Collaborations.

Ongoing research, collaboration and small experiments with stories, products, and technology.

Reality Platformers

AR Playful interactions, with Lorenzo Romagnoli, 2018

Reality Platformers is an ongoing research in collaboration with Lorenzo Romagnoli. We are exploring playful ways in which AR can help us look outside of our phones again and play with the city and the streets around us.

Inspired by old-school platform games and our cities, we built a Cow runner game to help a cow jump cars in the streets of Rotterdam and a Goat Parkour game, as goats love doing parkour anywhere.

Built with AR Core and Unity.

Lars The Iceberg

Multi Sensors game controllers, with Lorenzo Romagnoli, 2018

Lars is the first game of a series of mini games to explore the use of environmental sensors in combination with traditional game controls in collaboration with Lorenzo Romagnoli. You need to keep Lars cold to avoid sea level rise as well as avoid hitting ships at the same time. 

The game was inspired by the gigantic iceberg Larsen-C  breaking off and wondering around and should help kids understand the issues related to icebergs detaching. 

Built using Microbit.js library and P5.play.


Screen to Kilos

Critical Sketch Plugin, 2016

Screen to Kilos is a plugin for Sketch that transforms your daily fatigue into a measurable and understandable amount. It tells you how many kilos of wireframes or visual comps you produced if you would print it on beautiful and precious 200g paper and it humanizes the data by giving you a reference in high-quality food types like Blue fin Tuna or Kobe beef.

A true measurement of your daily digital fatigue.

Have you ever had the problem quantifying the work you've done? Is your boss or your client never happy about how much you produced ? Isn't it just complicated to assess the value of your daily production of wireframes or screens?
Those days are over! 

 Get it on Github.

The machine that doesn't know what it wants but wants more

Behaviors of Objects Exploration, 2012

The machine that doesn't really know what it wants but wants more, is an exploration in applying behaviours in a product that are not communicated or comprehensible by the person interacting with it.

The machine has 3 inputs, that constantly read randomly. Every time it is turned on, it sets certain values to be satisfied by each of the 3 inputs. If satisfied a light turns on, but then the value necessary to be happy becomes higher. In a sort of fight and nonsense set of actions the machine seeks for the satisfaction of something that the person cannot really understand, if it happens it is just temporary and probably not replicable.

Built with Arduino and some spaghetti code interpretation of addictions theories.

Made by Simone Rebaudengo ┬ę 2019
Creative Commons License