PLAY: Entertainment Media Design
- Produce innovative and original entertainment experiences
- Design for social impact by connecting people through entertainment
- Create future value in both culture and industry with new forms of entertainment
1. bouquet by the Social Flower Project (Completed)
bouquet is a web service that enables users to gather online and design a virtual bouquet to send as real flowers. This new experience of flower giving was realized with our corporate partner, Hana-Cupid, by connecting online social graphing to a real-world flower shop.
2. Otomemo by the Ridenews Project (Completed)
Otomemo is a news aggregation mobile app for fashion concious girls and women. Developed in collaboration with Mixi and Communication Factory the design centers on its personalized curation function.
3. Navinko (Completed)
Navinko is an iPhone App that enhances the experience of bicycle travel. It generates musical sounds based on GPS, and creates various harmonies from users’ saved cycling routes.
4. Ninefolio (Completed)
The “ninefolio” system creates a highly educated community of qualified and talented individuals, who would like to work in Japan. It connects foreigners who are residing in Japan, international students studying in Japan, and other interested individuals abroad with global-minded Japanese companies. In partnership with Keio Media Design (KMD), About You Inc. has developed an innovative, new way to outreach and PR global talent through “ninefolio,” which will create opportunities to work at global companies throughout the world and in Japan.
5. Social Things
A project with Ericsson, Sweden.
The World Where Things Behave Like Living Beings
Ericsson and KMD "Social Things"
Led by Professor Masa Inakage, five faculty members and six students began work on the "Social Things" project with Ericsson in 2013, exploring different aspects of future information environments that will be possible with the next-generation 5G networking standard.
Ericsson presented the idea of the "Social Web of Things," an evolution in the "Internet of Things" (IoT) in which things are not only networked, but connected to social networks. KMD built on that concept to propose "Social things," a world in which things autonomously build networks and act as if they are living entities.
During Phase 1 in 2013, the project designed emotional experiences using a restaurant as a case study. In Phase 2 that began in 2014, the members created scenarios examining how social things would function and designed some real-life social things. Participants hold Skype meetings with Ericsson twice a week, Ericsson personnel give workshops at KMD, and students visit Ericsson's research labs in Sweden to show and discuss their prototypes.
One of the attractions of the Real Project is that it provides the opportunity to imagine new cities and societies. In this case, high-performance communications will extend not only to furniture and home appliances, but even to medical equipment and industrial machinery.
"There are cultural differences between Japan and Scandinavia but our approach to technology is more or less the same. Students in the project come from all sorts of backgrounds and careers. We have interaction designers, product designers, and even some musicians. As their diversity deepens their discussions, they have been able to arrive at a more concrete picture of what the future will be like. International projects like this demonstrate how much can be achieved through collaboration," says Professor Inakage.
A project with Nabtesco Corporation.
Automated Doors that Bring Value to Buildings and Spaces
Nabtesco and KMD "Projection Door"
The "Projection Doors" Project is a collaboration project with automatic door manufacturer Nabtesco under the leadership of Professor Masa Inakage, Project Assistant Professor Daisuke Uriu, and Project Assistant Professor Chihiro Sato, which researched on ways of augmenting existing automatic doors from two and a half years ago.
Automatic doors are the first artifact the visitors encounter upon arrivals of buildings, but hardly any of them are noticed. This project was brought on the hypothesis that we can create new values such as bringing fun and happiness to the passerby, and explored the meanings as well as functions of the doors; thus the "Projection Doors" were born.
Projection Doors have a specific screen pasted the transparent glass panels, which images are projected the projectors. This alone is very similar to typical digital signages, but the Projection Doors show content images coordinated as they open and close due to the coordination with the motor unit controller of doors. In addition to this function, it is also possible to show creative contents utilizing the door movements.
With Projection Doors, existing buildings can flexibly change the external appearance and provide passerby a new impression and experience of the building itself. It can also become a new medium of expression for various creators. Project is challenging to seek for the variety of contents the doors can provide, in collaboration with programmers, video animators, and illustrators.
In October 2015, Projection Doors were installed in "RICOH FUTURE HOUSE," a commercial complex located in Ebina, Kanagawa. The fieldtest aimed to evaluate its safety and software improvements. Projection Doors were also exhibited in SIGGRAPH ASIA 2015, hosted at the Kobe International Exhibition Hall in November, where we demonstrated to explore the possibilities for installation at fixed-term events. As the sun set and the light dimmed, visitors gathered in front of the doors to see and photograph it.
Some future plans are to develop the software environment suitable for commercial use adding new functions requested by creative designers and improvement.
"We want a variety of creators to produce the contents for Projection Doors, for example game creators and programmers who prefer wide programming languages. We believe to go beyond the conventional concept of the automatic door, and seek for possibilities for providing memorable experience or as branding tools of commercial usage", says Project Assistant Professor Daisuke Uriu.
Masa Inakage / Daisuke Uriu / Atsuro Ueki
Sponsors & Partners
Nabtesco Corporation, OLYMPUS, JST, JEKI, TOPPAN, HANA-cupid, HAKUHODO Inc., Mixi Inc., QUALCOMM, ERICSSON, About You