Perceived
Weight

Improving motor control over heavy prosthetic tools.

1/3 of all upper limb-loss patients abandon their prosthesis due to weight, function and comfort. There is therefore a need to improve the overall user experience of a prosthesis.

This project looked to understand how we perceive weight on the arm and how its placement affects our end-point control, and explore ways in which this can be optimised, both statically and dynamically.

This was a research project

(2018)

“The first task was to make sense of the hours worth of interviews recorded. The conversations were annotated, mapped, edited, and divided into shorter clips, of around 30 seconds each. We then identified how the clips followed on to one another, before finally identifying connections between clips from the different interviews. The clips were then mapped in 3D space, with clips referring to the event being in the centre, and bring placed further out as the time since the earthquake passes, and then drew the paths of the interview’s progression and connections between different interviews. This was to form the basis of the interface by which the interviews could be explored.

Using the web as the platform meant that the installation could be distributed digitally and easily setup without the need for in-depth technical knowledge or specialist equipment which would likely not be available in a smaller community hosting a pop-up exhibition.” - 2016, Unstable Ground Case Study, Jack Wild.

We had to translate my spatial mapping of the conversation narrative in relation to the earthquake and the present. The images above are my different concepts for mapping out all the data. Jack and I then came together to create the digital architecture, which is shown below.

 

We created a web based platform that allowed divers to navigate their way through the narratives of the interviews. They would interact with the information and through the use of a digital architectural landscape, physically move their way though the narrative time lines.

The interface was placed inside a structure that allowed for an immersive and intermit experience. As the user would navigate through the digital landscape, their physical environment would respond. (Each interviewee's had a colour thread as shown in the interface display reel.) The structure surrounding the user was opaque, allowing other visitors to develop a curiosity before engaging with the interface.

This project was an experiment with regards to the ‘attention economy’. How can we get people to really engage with information and develop deep empathic understandings of events? In this case, it was inspired by ‘gamifying’ and narrative.