Blurring the line between digital and physical craft

A design-based research project exploring the areas of craft production, technology and industrial design.

The Digital Hand consists of 3 interaction defined objects; Skeleton Table, Dot Blanket, and Wave Dish. I defined the project goals around the fourth industrial revolution, and what the implications were for industrial design.

I saw parallels with traditional craft and digital fabrication, but what was lost was a sense of imperfection that is imbued by the hand of the maker. This project was looking to solve the lost human touch in digital fabrication.

Using an Xbox Kinect as a means to translate physical movement into data, I developed 3 different interactions that correlate to physical objects. Each object addresses a different digital fabrication tool, and the scale of the interaction is meant to be representative of the scale of the final product.

SKELETON TABLE

The perimeter of the table top is defined by the lines drawn from a users head, hands and feet. The table legs and bracings are derived from the joint positions and the limbs of the user’s body.

DOT BLANKET

The user is divided into active pixels and their size is determined by the distance in space to the Kinect. The closer a point is, the smaller the pixel will appear, the further away, the larger it will be.

WAVE DISH

The program draws a translucent black circle on every finger point for every frame of recording. The resulting image is then translated into a 3D topography and 3D printed.

The Digital Hand was named a finalist in Fast Company’s Innovation by Design awards in 2016.

Project details

Client

Prototype

Year

2015

Services

Research, Industrial Design, Interaction

Blurring the line between digital and physical craft

A design-based research project exploring the areas of craft production, technology and industrial design.

The Digital Hand consists of 3 interaction defined objects; Skeleton Table, Dot Blanket, and Wave Dish. I defined the project goals around the fourth industrial revolution, and what the implications were for industrial design.

I saw parallels with traditional craft and digital fabrication, but what was lost was a sense of imperfection that is imbued by the hand of the maker. This project was looking to solve the lost human touch in digital fabrication.

Using an Xbox Kinect as a means to translate physical movement into data, I developed 3 different interactions that correlate to physical objects. Each object addresses a different digital fabrication tool, and the scale of the interaction is meant to be representative of the scale of the final product.

SKELETON TABLE

The perimeter of the table top is defined by the lines drawn from a users head, hands and feet. The table legs and bracings are derived from the joint positions and the limbs of the user’s body.

DOT BLANKET

The user is divided into active pixels and their size is determined by the distance in space to the Kinect. The closer a point is, the smaller the pixel will appear, the further away, the larger it will be.

WAVE DISH

The program draws a translucent black circle on every finger point for every frame of recording. The resulting image is then translated into a 3D topography and 3D printed.

The Digital Hand was named a finalist in Fast Company’s Innovation by Design awards in 2016.

Project details

Client

Prototype

Year

2015

Services

Research, Industrial Design, Interaction

Blurring the line between digital and physical craft

A design-based research project exploring the areas of craft production, technology and industrial design.

The Digital Hand consists of 3 interaction defined objects; Skeleton Table, Dot Blanket, and Wave Dish. I defined the project goals around the fourth industrial revolution, and what the implications were for industrial design.

I saw parallels with traditional craft and digital fabrication, but what was lost was a sense of imperfection that is imbued by the hand of the maker. This project was looking to solve the lost human touch in digital fabrication.

Using an Xbox Kinect as a means to translate physical movement into data, I developed 3 different interactions that correlate to physical objects. Each object addresses a different digital fabrication tool, and the scale of the interaction is meant to be representative of the scale of the final product.

SKELETON TABLE

The perimeter of the table top is defined by the lines drawn from a users head, hands and feet. The table legs and bracings are derived from the joint positions and the limbs of the user’s body.

DOT BLANKET

The user is divided into active pixels and their size is determined by the distance in space to the Kinect. The closer a point is, the smaller the pixel will appear, the further away, the larger it will be.

WAVE DISH

The program draws a translucent black circle on every finger point for every frame of recording. The resulting image is then translated into a 3D topography and 3D printed.

The Digital Hand was named a finalist in Fast Company’s Innovation by Design awards in 2016.

Project details

Client

Prototype

Year

2015

Services

Research, Industrial Design, Interaction

Nate Asis is a designer and strategist with experience in graphic, industrial, and UX/UI design. He holds a passion for how technology impacts objects and experiences.

Experience

Currently, Senior Industrial Designer & Strategist - Swave Studios
Previously, Product Designer - Umbra
Previously, Studio Intern - Souda
Previously, Bachelor of Design - OCAD University

N

A

Nate Asis is a designer and strategist with experience in graphic, industrial, and UX/UI design. He holds a passion for how technology impacts objects and experiences.

Currently, Senior Industrial Designer & Strategist - Swave Studios
Previously, Product Designer - Umbra
Previously, Studio Intern - Souda
Previously, Bachelor of Design - OCAD University

N

A

Nate Asis is a designer and strategist with experience in graphic, industrial, and UX/UI design. He holds a passion for how technology impacts objects and experiences.

Experience

Currently, Senior Industrial Designer & Strategist - Swave Studios
Previously, Product Designer - Umbra
Previously, Studio Intern - Souda
Previously, Bachelor of Design - OCAD University

N

A