Yoav Schechner, Viterbi Faculty of Electrical Engineering, Technion, Israel
Noam Amir – Department of Communication Disorders, Sackler Faculty of Medicine, Tel-Aviv University
Active Wineglass Musical Instruments
My research concerns the development of a novel active musical instrument, the Symbaline. My aim was to develop a musical instrument which uses wine glasses as sympathetic radiators of string sounds, much like the Sitar uses two sets of strings. Initially, acoustical methods of coupling strings and wine glasses were developed, and prototypes of musical instruments based on these methods were suggested. Later, the Symbaline was developed using electromagnets to generate wine glass sounds using amplified signals produced by a guitar. The Symbaline sound space was then explored using various input instruments, custom virtual instruments and audio effects. I’m currently developing electromechanical effects to enrich the Symbaline’s sound.
Active instruments; Musical instruments; Sympathetic resonance; Symbaline; Wine glass music;
Musical instruments, electric guitars, sympathetic instruments, active instruments, wine glass music, signal processing (mainly musical signals), signal integrity, waves, music.
Dr. David Behar, Professor Karel Martens
Ronen Eidelman is an designer, writer, and researcher based in Jerusalem. A Ph.D. candidate at Faculty of Architecture and Town Planning at the Technion – Israel Institute of Technology, where he also a member of MUNDI (Media Urban New Design Interactions) Lab, Eidelman received an MFA in Public Art and New Artistic Strategies from Bauhaus University in Weimar, Germany, and holds a bachelor’s degree in visual communications.
Ronen is Co-founder and co-editor of Erev-Rav, the leading art and culture magazine in Hebrew. founded and edited several art and political journals/magazines as well as publishing books. Makes a living as a freelance graphic designer mostly serving non-profit sector. Produced and created numerous events and projects linking art, culture and grassroots politics and participated in exhibitions and festivals worldwide. Ronen likes hats and enjoys wearing many kinds.
Research: Community Surveillance in the Public Sphere
The powerful actors involved in surveillance are still governments and corporations, but the possibilities of people performing surveillance on others, as well as being observed themselves (by others), has deeply extended.
In my research, I explore how the control over the surveillance systems can be allocated to communities. I do not only How can surveillance technology be used not to control and/or discipline people; but how communities can use surveillance for their own needs and benefit.
I’m studying surveillance in West Jerusalem Jewish neighborhood public spaces, we I find a paradoxical picture. Both from the authorities controlling the systems and the residents living under them i observed mixed and ambiguous reactions and behaviors. From acceptance, and a desire to expand the system, to uneasiness and not trusting the system, to resident-led participatory surveillance activities on themselves, park visitors, and surveillance of park-related authorities and municipal workers.
These findings are leading to a participatory action research, working with the community to design tools and systems that make the public space not only safer and welcoming, but also more opened and democratic.
Surveillance, participatory design, public sphere, surveillance society, cctv, security
– “Personal Security”, Mafteakh: Lexical Review of Political Thought, 2011 3: In Hebrew
– Plan B for Zionism “Medinat Weimar”, Dissonant Memories Fragmented Present. Charlotte Misselwitz, Cornelia Siebeck (eds.) Berlin, Transcript Books, 2009.
– Artist who love to hate the wall, art practices and the security barrier in Palestine, Theorizing Cultural Activism: Practices, Dilemmas and Potentialities. “Thamyris/Intersecting: Place, Sex, Race”, New York and Amsterdam: Rodopi, 2009
– Public Response to Works of Art, Learning mind : experience into art. Mary Jane Jacob; Jacquelynn Baas (eds.) Berkley, University of California Press, Fall 2009
– “Pipi, Poo, Hitler, Auschwitz, Shoa and Nazi symbolism in contemporary Israeli Art “ Wonderyears – New Reflections on the Shoah in Israel, NGBK, Berlin.
– “On the Possibility of Criticism Today“ Bezalel Journal of Visual and Material Culture, Issue # 2, June 2015, Jerusalem.
– Co-Editor in chief – Erev Rav – art and cultural journal www.erev-rav.com
Urban Interaction Design, Surveillance, Art in public space, the public sphere, activism, participation
Prof. Emeritus Gabriela Goldschmidt, Prof. Ella Miron-Spektor (INSEAD, Fontainebleau France)
Marnina Herrmann has a Bachelors of Design in Visual Communication Design from York University in Toronto, Canada. Upon graduating, she moved from Toronto to Haifa to attend Technion where she completed her MSc in Industrial Design. As a masters student Marnina researched how ‘design thinking’ was defined and described by the design and business communities, trying to find the common ground between the two groups. After graduating Marnina worked as a graphic designer in the medical device industry before returning to Technion to do a PhD. Marnina is interested in the design process, the cognitive processes a designer employs while working, and how non-designers can learn from designers how to be more creative and effective problem solvers. Her dissertation focuses on the constraint – creativity relationship. She is also interested in psychological time perspective and how one’s relationship to time affects performance in a multicultural setting.
The Dynamic Relationship Between Constraints and Creativity
My research explores the question of whether resource constraints that are introduced at different times in the design process will enhance or inhibit creativity by forcing one to search for original ideas within an increasingly narrowing design space. Current research discussing the constraints-creativity relationship almost exclusively studies the effects of constraints that are introduced at the beginning of the creative process. This does not reflect the dynamic nature of the design process and the fact that in the real world, project constraints and requirements are not always available prior to commencing work. This is problematic because the cognitive processes we employ throughout the design process change as we work our way towards a solution. Additionally, as research from other domains, such as fixation and behavioural economics demonstrate, our relationship to our solution changes as we get more entrenched in the problem solving process, making the introduction of new constraints an interesting phenomenon to study. The ability to isolate the optimal time to introduce constraints into the creative process may help explain some of the mixed findings in the research, as well as help us structure projects to optimize creativity.
The research employed controlled laboratory experiments in order to study the effect of constraint timing on creativity. The first study was an ideation task, where participants were asked to use various “parts” to design a series of toys. The experiment looked at whether those presented with no constraints, those who had the constraints from the start, or those who got the constraints midway through the process were more creative. Participants in the no-constraint group had the most creative results. A follow-up study involved a two-part design task that included an ideation phase followed by a development phase. Constraints were given to participants prior to starting the design task, midway through the ideation phase or midway through the development phase. Creativity was highest when constraints were given prior to the ideation phase and was lowest when constraints were given during the ideation phase. When constraints were given during the development phase creativity was not affected. We also examined various boundary conditions such as fluency and paradox mindsets.
Creativity, constraints, design methods, organizational behavior, paradox mindset
Herrmann, M., & Goldschmidt, G. (2013). Thinking About Design Thinking: A Comparative Study of Design and Business Texts. In ICoRD’13 Global Product Development (pp. 29–40).
Herrmann, M., Goldschmidt, G., & Miron-Spektor, E. (2018). The Ins and Outs of the Constraint-Creativity Relationship. In DS 89: Proceedings of The Fifth International Conference on Design Creativity (pp. 160-167).
Creativity, Design Methods, Design Thinking, Organizational Psychology, Psychological Time Perspective, Motivational Psychology
Associate Professor, Noemi Bitterman
Senior Lecturer, HIT – Industrial Design Department
Head Curator, Benyamini Contemporary Ceramics Center
Between Design and Technology: Material-Integrated sensing & Interactive Environment VS Traditional Environments, (User centered approach)
We are in a period of transition between technologies that are constantly changing. New technologies such as nanotechnology, synthetic biology and their combinations have been making a tremendous change which impacts the material aspect in everyday life. Some examples are the growing assimilation of digital media in objects, the development of new nano technological materials and the development of bio-synthetic materials. Objects and products are part of a technology-embedded environment, and often one object has many uses.
The term ‘interactive environments’ refers to ‘environments’ in the sense of ‘material and technological environments’ and ‘interactivity’ in the sense of ‘made of smart materials’. In contrast to the ‘interactive environments’, this study examines them VS ‘traditional environments’ – meaning ‘familiar and raw material environments and technologies’.
The new ‘interactive environments’, as opposed to the ‘traditional’ familiar to us, raise many questions: What does this change mean? At what pace should it be done? What impact do new technologies have on our quality of life? What strategies should be used in designing with interactive materials and interactive technologies? What will change in design? How can you characterize it? How do I create a user interface for a changing object? What will be the changes in the processing of traditional materials? What are the advantages and disadvantages of designing ‘traditional’ or ‘interactive’ environments?
According to those questions – this research is checking which fields (interactive or traditional) are desirable for users? How do users respond to an ‘interactive’ or ‘traditional’ product? How will it be used? What are their preferences? How do they feel about using it? Is it easy to use? What is the attitude of users to the interactive product versus the traditional product? In addition, the research examines changes in the role of the designer, due to the integration of ‘interactive environments’ alongside ‘traditional’ ones.
Technology, sensors, Interactive Environment, materials, User
Material Culture, Ceramics, Research, Education
Architect, PhD candidate
Associate Professor Yasha (Jacob) Grobman, Faculty of Architecture and Town Planning, Technion
Associate Professor Moshe Bar, Brain Research Center, Bar Ilan University
Space and Human Perception – Examining the influence of space geometry on user’s physiological and mental reaction
This research examines the connection between human perception and architectural space. Using new virtual reality techniques, physiological sensors and data analysis methods, we argue that emotional, cognitive and physiological reactions that are generated by various types of architectural space geometries can be empirically measured and quantified. This research is being conducted in collaboration with Prof. Moshe Bar, head of the Gonda Multidisciplinary Brain Research Center at Bar-Ilan University, and Prof. Ronen Talmon of the Technion’s Faculty of Electric Engineering. Early research results were published in conference proceedings (CAADRIA 2015). A journal paper with early results was published (2016) in the Architectural Science Review Journal.
Parametric Design; Design Research; Virtual Design; Visual Perception; Architectural Space Geometry; Virtual Environment; Space Perception; Cognitive Neuroscience; Affective Response; Emotions, Aesthetic Judgment.
Human Perception of urban parks
This research is conducted in a collaboration with The Human and Biodiversity Research Lab, headed by Prof. Assaf Shwartz. Studying human-environment relationships and well-being, we examine how the availability of green infrastructure impact experience of emotional connection to nature. This research setup was built and conducted in a virtual environment, created by the latest real-time engines and VR equipment in order to create immersive nature experiences.
Parametric Design; Design Research; Virtual Design; Visual Perception; Virtual Environment; Nature Perception; Cognitive Neuroscience; Affective Response; Emotions, Aesthetic Judgment.
On June 18 at 14:00
“The last 10 years have seen deeper and more far-ranging changes than any previous decade in human history: the smartphone, autonomous vehicles, cloud computing, blockchain, the maturing of AI, the commercialization of genomics… to name only the most prominent. Indeed, there is a growing consensus that as a species we have embarked upon a “Fourth Industrial Revolution,” the “Second Machine Age,” and any number of other markers of a brave new world. Do the theories and methods that designers have applied so successfully in the past provide a reliable guide to the future? This talk will explore the challenges facing designers in a period of unprecedented systemic change”
Prof. Dr. Gesche Joost
Professor for Design Research at the Berlin University of the Arts and Head of the Design Research Lab.
On 19 June 2019, at 9:30am
Digital Society: The role of Design in transformation
Digital technologies enable participation, access to knowledge and resources as well as groundbreaking innovation – but at the same time they are the root cause for the digital divide, global inequality as well as data monopolies. Therefore, Design plays an important role in shaping our digital future for the better or the worse. Between the vibrant innovation ecosystem of the Maker Culture and the Chinese Social Scoring System we have to navigate our design interventions. In my talk, I will show sample projects from alternative open source infrastructures, wearable computing and new forms of human computer interaction in order to highlight design perspectives on the digital society.
Prof. Kalevi “Eetu” Ekman
Director of Aalto Design Factory, Finland.
On 18 June, at 9:45am
Passion Based Learning
Bridging the gaps between engineering, design, and business was the starting point of new Aalto University in 2010. The Design Factory has served as Aalto’s university-wide, experimental environment for such interdisciplinary activities and courses. In the presentation professor, Ekman shares his thoughts about sustainable learning, the importance of hands-on activities, testing and interacting with users. The word passion is very characteristic for many moments in such a learning process.