responsive objects surfaces and spaces

Research Groups

Creative design and technology research program

Defining collaborative design solutions where emerging technologies weave physically and digitally across all facets of our everyday experiences with performance, knowledge, play, environment.

Research Groups

ACME Lab: A Creativity Machine Environment Lab
Faculty: Ellen Yi-Luen Do
Description: At A Creativity Machine Environment (ACME) Lab, Professor Do is committed to building better design tools, from understanding the human intelligence involved in the design process and leading to the improvement of the interface with computers. Her research explores new modalities of communication, collaboration, and coordination, as well as the physical and virtual worlds that push the current boundaries of computing environments for design.

Faculty: Claudia Winegarden
Description: The D-Matters research group, housed in the Industrial Design Program, investigates and experiments with technological opportunities for human communication of all kinds, especially at a distance. The group explores basic research and applications at the intersection of design, technology and communication. It is highly participatory, and its agenda reflects the interests of partner companies, industry collaborators and GT researchers.

Public Design Workshop
Faculty: Carl DiSalvo
Description: The Public Design Workshop is research group in the School of Literature, Communication, and Culture at Georgia Tech. The broad agenda of the Public Design Workshop is to investigate the existing and possible roles of technology and design in shaping and enabling public discourse and action. We pursue this agenda through design inquiry and our investigations take multiple forms including theory and criticism, ethnographic research, writing and media, participatory design, workshops and events, program development, critical design projects and technology development.


Faculty: Ali Mazalek, Tristan Al-Haddad and Claudia Winegarden
Students: Martin Bednar, Mehdi Ben Yahmed, Jin Ah Chon, Jakob Crowder, Daniel Gibson, Sergio Goldenberg, April Headen, Chih-Chieh Hsu, Emily Kiel, Amelia Mendez, Jacob Porter, Ritesh Rathi, Martin Rojas, Joy Salter, Stephanie Sellers, Yang Ting Shen, Jasjit Singh, Kurt Stilwell, Jacob Tompkins, Joshua Tuminella, Theodore Ullrich, Cooper Welch, Sarah Williams, Crystal Wrenn, Steph Yang, Arseni Zaitsev
Description: Tables are artifacts around which people gather. They become organized spaces of exchange and consumption. Kitchens are organized around the dining table; meeting rooms are organized around the conference table; living spaces are organized around the coffee table. Tables perform two complementary and simultaneous tasks: bringing people together to promote intimacy and holding them just enough apart to provide security. As technology becomes a vehicle for tangible interactions, tables establish the framework for social interaction instances. The Story Table is a symbiosis of two social spaces: story and table collapsed onto one another. Created through a process of co-construction of digital and physical media, the Story Table is an interactive installation that encompasses shared engagement in cinematically-inspired narrative expressions that unfold on its surface and space.
Date: Since Spring 2008 (ongoing)

Collaborative Meeting Spaces
Faculty: Keith Edwards, Beth Mynatt, Ali Mazalek
Students: Meekal Bajaj, Kirti Goel, Chris LeDantec, Darryl Prince, Puja Verma, Steve Voida, Manvesh Vyas, Andy Wu
Description: This project aims to create, deploy, and evaluate a system of technical infrastructure that will help rather than hinder the sorts of fluid collaboration that are increasingly core to knowledge work. We couple the digital infrastructure - the services, applications, protocols, and devices in a space - to the physical infrastructure of that space. In doing so, we expect to achieve three broad goals. First, we will make the digital infrastructure responsive to actions taken in the physical realm; second, we will make the physical infrastructure a medium for conveying affordances and feedback of the digital capabilities in a space to its users. Finally, through this coupling we will also allow the fluid movement of information and collaborative artifacts from the physical domain to the digital, and vice versa. Our outputs include a set of digital services designed to enhance collaboration, a deep integration of those services into the physical environment, and a set of design guidelines, principles, and evaluation methodology for how to successfully blend the physical and the digital to better support fluid collaboration.
Support: Supported in part by Steelcase Inc. & NSF
Date: Since Fall 2005 (ongoing)

Faculty: Carl DiSalvo
Students: Jisun An, Courtenay Bird, Pamela Griffin, Heerin Lee, Joel Linderman, Adam Rice, Will Riley, Jasper Sluijs, Daniel Upton
Description: How does one engage sensing and visualization from a design and humanities perspective? And once so engaged what new knowledge and forms of expression result? Over the course of Spring semester 2008 we investigated the opportunities and challenges of participatory sensing and experimental information visualization. Although sensing and visualization are often cast as distinct fields and efforts, we chose to bundle them because from a design perspective sensing necessarily gives way to visualization: the data collected must be expressed. In particular, we were motivated to explore and understand sensing and visualizations as social practices and artistic mediums.
Support: Supported in part by Intel Corporation
Date: Since Fall 2007 (ongoing)

Flourishing Future
Faculty: Elise van den Hoven
Students: Kim, Imke, Jeanine
Description: Flourishing Future is a digital tabletop game developed to support collaboration among children. The players interact with the game on a digital tabletop by means of tangible tools. The goal of Flourishing Future is to develop an environmentally friendly city. The environmental status of this city is reflected in the amount of leaves growing on a tree. In order to achieve this goal the children can place objects on the board, for example a tree or an airport. These objects can influence the environmental friendliness positively or negatively. Each child gets its own set of objects and related game character. By dividing the objects among the children, they are encouraged to collaborate to reach the goal. The game was developed as a platform for three different research purposes. The first research subject is sound analysis. Auditory icons and physical sounds are used to see which of the two the children liked better for feedback on their actions. For the second research subject, the effect of different material properties on the child's haptic experience is tested. Four tools with different hardness are haptically explored by the children, while they express their perceptions. The third research subject is about testing collaborative learning amongst children. Two sets of tangible tools are compared on the amount by which they invoke collaborative interactions between the children.
Date: Fall 2007

To view all ROSS research groups and projects, click here.