Two riders sit face-to-face on bikes with a shared front wheel. Their goal is not to race – but to move in synch.
A project that allows people to take something from the physical world, and make a sound of it. With RFID technology we succeeded in creating a machine that converts those items into sound.
When people talk, there is another conversation with going on with their hands.
CUBES abstracts the interactive object into the simplest of forms: a cube. The collection of 20 cubes is currently exhibited in the Design Museum Holon.
An interactive bench that creates an interaction between two strangers that sit on it.
A controller made from a crocodile puppet in order to play “CROC: Legend of the Gobbos” (a third person 3D computer game from 1997).
The Defensive coat creates a “psychological defense shield” in states of threat.
The InterActivator is a holding rail located inside an elevator. Its goal is to enhance the elevator ride experience.
Digi-Dog is a transitional doll for a new mother and her baby. It records quality times between the two, and allows the mother to listen to these sounds during times when they are separated.
“OR” (light in Hebrew) is a doll for children who are afraid of the dark.
Making waving gestures over the device opens, closes or sets the direction of the top shutters.
Amusity is a living room coffee table that returns music back to the center of attention in the home.
The peep-hole project allows a sneak peek into the interaction design laboratory.
Radio.co is a music sharing product with a dedicated software and an online community.
The SensiMote is an interactive remote control for an air conditioning system. It is activated by intuitive gestures.
The SuperNav is a supermarket navigation system that is provided to customers by the supermarket.
An ordinary supermarket carriage empowered with motors so handling the carriage becomes easy and as intuitive to the shopper as if it’s a regular carriage.
The Perplexed Guide is a device that helps users differentiate between the prime and the bland while shopping at the supermarket.
Our “Social Kettle”, as opposed to the regular kettle in the kitchen, functions as a social entertainment device which is used place in the living room.
LOOKUP is a shopping-cart locating device.
We tried to help people with visual disabilities enjoy the independence of shopping in the supermarket.
SensaTV is a novel television remote control embedded into the coffee table.
The Samurai Samorai is an interactive cutting board that shows you how to make sushi in an easy and playful way.
The project is meant to give life to a simple plant and remind it’s owner that if you don’t water it.
Drunken Mirror is designed for social gathering places such as Pubs.
“Bubu monsty” is a toy box with a soul. The idea is to encourage the kids to return the toys back to the toy box after playing.
Zen for kids is an interactive puzzle for toddlers and small children that educates them about life in the jungle.
The project is meant to teach children how colors mix while at the same time making it a fun experience.
Create a toy that enables the teaching of a concept through the act of playing.
Can Carnage is a Pimped version of the classic “throw stuff at cans t’ill they fall out” game.
YamYabasha is a game based on a classic outdoor game that is played by children in Israel.
Why not make the whole living room into virtual objects?
Project goal was to encourage people to go outside to the street.
Something To Someone.
RoadRider is a training gadget for bicycle road riders.
Instead of pulling out the book you just press on it and it moves a bit out of the shelf.
You go inside the cabin and selects one of the five books which where left there by previous readers.
Create a little robot (possibly a book worm) that helps people find the book they’re looking for.
creating a Series of spices Accompanied by sound.
The ‘Sonic Maze’ is a table-top maze game for two players.
Two players are trying to free Willy, which is a poor whale got stuck on the island.
The computer calls for two body parts, the first one needs to touch the second one.
A personal object, which will acompany students during their breaks.
A hi-tech interactive musical game
A smart shirt or pants which tells you when you missed a button.
A flexible device that can be easily connected to all kinds of faucets and make the users to stop wasting water.
In every chair there’s a speaker and a sensor that acknowledges if someone is sitting on the chair.
You can whisper those dark confessions or secret desires into the confessional.
Ha-kir is a fun and intuitive way to create music by touching a wall.
The super water-tap is an enhancement of a regular water-tap.
The Screaming Sink will make you do the dishes. If you don’t, it’ll start screaming.
Paper thin electronic drum pad.
The I-Shirt project deals with uncomfortable situations in a humorous way.
P.E.T.R is a plastic bottle recycler (hence P.E.T + Recycler).
We hear the electric guitar playing, and although we couldn’t play to save our lives we make believe.