A research on the deterioration of conductive fabrics, woven and knitted as result of daily use in pressure sensing application. I've conducted the research as part of the development of the 'Pressure Mat' which was the sensing unit in the pressure monitoring device which i was part of the development team on Wellssense Technologies.
The research included Scanning Electron Microscope (SEM) examination of the effect of usage over the mechanical and electrical properties of the fabric. Conducted at the Nano-Characterization Department at the Hebrew University Jerusalem, Israel.
Based on the analysis, we've developed an innovative novel material with selective conductive properties. We've developed the bespoke fabric which can be seen in the picture, here shown pressure imaging using the bespoke fabric. (Pat. IB2011051016).
Fonhandle is an Iphone nonsense accessory, launched at Kickstarter.
inspired by hafting, the act of attaching artifacts to a handle to turn them into useful objects. Humans have used this method throughout history to turn rocks, metal and bone into axes and hammers, and a bit later on – simple lens into magnifying glasses. This idea is now echoed by adding a handle to our most useful and precious object – our smartphone.
Bacteria are the biggest biomass on the planet; more than all living things exist together and still their presence remains obscure in our lives. Bacteria are often perceived as negative, as a pathogen or as a purely scientific issue. Germo turn bacteria and germs into positive & meaningful learning experience.
Germo is a digital-biological platform, enhancing children’s scientific knowledge and interest of the biological field, bringing children together through science, technology and fun.
Germo has been developed in collaboration with Microlab ltd. a leading lab specializing in microbiology analysis. This collaboration between design and science yielded a new platform for hands-on educational experiences.
Germo is a biological-digital toy which turns scientific complexity into a playful and meaningful educational experience for children.
The project, which was honored by Britain’s Secretary of Education, Ms. Nikki Morgan, has won the Sandberg Grant for Development of the Israel Museum in Jerusalem (2015) and Polanski Excellence in Design award.
a series of 3D Postcards, in which I’ve tried to question a few assumptions:
The first comes from the fact that I am the owner of the production tool and materials. How can I use my 3D printer in a way that outsource services can’t?
The second challenge comes from the fact that 3D prints are watertight. This is a well known fact, but what can be done with it (other than vases)? In this popsicle postcard I also make use of water anomalies: by placing it in the fridge the water freeze, therefore expanding and breaking the mold/postcard.
Last but not least, what are things that I can literally mail? What items can I make, then stamp and put in the post?
This is an ongoing project, which has already been exhibited in Jerusalem and Tel Aviv and I’m happy to share its concept and how-to.
The idea for the interactive kitchenware came from G.G. Marquez’s short story ”Light Is Like Water”, wherein he describe two children breaking light bulbs, swimming in the liquid light, dripping from the windows down to the street. I thought it could be great to imitate this kind of physical behavior of water with light, as real as I can. For modeling the behavior I’ve used: LED rings, microprocessor (Basic Stamp), light and tilt sensor. The glass can be ‘filled’ by light from any light source, much like water from a tap, and the turning off is done by just purring the light out :)
In my thesis project - “My Toys of Illness” at the Bezalel Academy Jerusalem, in the Industrial Design department, I explored the subject of common illness among children, from a different perspective - an attempt to turn the negative experience of “being sick” into one with educational aspect.
Through observation I came to realize that children perceive the state of illness and the root causes of it, like germs, as abstract concepts. My idea was to display illness in a visual and tangible manner, through a series of biological substance-based (i.e. Agar) toys that imitate the process of illness and healing.
Each toy consists of two parts: an incomplete transparent figure with the substance; and its completing shape with capsule containing antibiotics. In one instance, the child exhales air into the base figure, transferring his germs into its inner surface. In turn, germ colonies will grow and appear inside the figure, adding to its color and texture. In the next phase, the ill child assembles the completing shape onto the figure, which completes the figure visually, activates the antibiotics that prevent the germs from spreading further, and provides the child with a visual reflection of his/her own healing process.
By enabling children to grow and treat their own germs, the illness ceases to be merely a series of biological symptoms or a general bad feeling; it now also becomes an educational and meaningful experience.
About three years ago, I've created a neon sign for a local design exhibition in TLV, through the visiting at the neon factory during the manufacturing process the idea started growing. Using the the technology of bend glass tubes filled up with gas for creation of functional three dimensional objects, light fixtures wherein the light source and body unite into one element. As a prototype for neon construction light fixture I've used a glow stick liquid and 3D printed model.
Credits for the clip:
Photography:Daniel Shechter
Editor: Eitan Dorfman (dorfman-video.com)
Music: "Caught In The Beat" by Broke For Free (brokeforfree.com/)
Crowdfunding, Copycat and Evolution
(First published on Alaxon)
About a year ago, I’ve launched a Kickstarter campaign named “Fonhandle”, it was about humoristic object which its main function was to hold and shoot with an iPhone device in a bit of baroquish gesture (that was before the notorious selfie stick). The campaign begun with good opening, with few dozen of thousand views of the product clip, over 100k mentions of it on google but it never reached its target goal, not even coming near it.
For me it was fascinating to see and understand the meta-system behind the crowdfunding campaign, from the required PR which determine the traffic which therefor determine the extent of funds been raised and up to the un-replaceable direct contact with the backers. Taking that perspective, crowdfunding platforms creates straightforward connection between creator and audience; no longer a product placed on a shelf but rather breaking the fourth wall. Thus I was able to argue with Saudi Arabian guy on the practical aspect of the product and to get other feedbacks from backers US to Hong Kong, not to mention media coverage…In that sense, crowdfunding platforms turns into cultural event where creators and backers take a shared part in a creation of a collaborative story.
But the story goes beyond the campaign timeline, where realty faces itself. Few weeks after the campaign’s deadline out of the compulsive habit of googling the project’s name and looking for new results, I saw unpredicted search results. Under the exact same name – Fonhandle, I’ve found the never manufactured product being marketed with match package and even same logo… Furthermore a quick search under the hashtag at Instagram resulted pictures with users of it from China to Panama. Of course first thing I’ve done was to order myself my product which I designed and never funded and second thing was to ask what’s next?
After further, deeper search yield there are several manufacturers in few variation of the products and that it being distributed over number of e-commerce platforms all connected to same origin (thank you How.is). I realized that all the marketing materials- texts (word by word and even printed hyperlinks…) pictures and the same logo. For me as the creator it was a compliment, failed project got to be copied and even sold over the web was a success, even though not financial or materialistic at least it made me smile and the pleasure of watching raw idea being realize. In parallel, I tried to act as well as responsible person, tried to understand what and how I can yet protect my creation, still I applied provisional patent application for it prior to any publication of it. After few meetings with patent attorneys, which promise you fortune as well as you pay a fortune I realized I better put my effort into creation of my next project instead of perusing justice.
Products and project gets to be copied constantly, sometimes the replicas hit to market even before the original gets to, such as Pressy the add-on button for android mobile and even cases wherein the crowdfunding platform itself being used to market replicas such as TangiBot 3D printer which is a cheap replica (which even they admit) of the makerbot.
I think that the platform itself and the connection it creates with the audience and backers is unreplaceable, and products replicas (for existing or not) will always be here, and they are part of the creation driving force and if you haven’t being copied you didn’t make it yet. Although, compromising approach toward copying can be from one point of view from lacking the abilities to pursue each infringement and copy and from other hand, understanding that every “invention” is just another development of previous idea. From James Watt steam engine and up to Kickstarter itself, which have local and international replicas, each idea configuration, is a result of a need real or fictional otherwise it wasn’t been existed and evolution need all ideas small as big in order to evolve, where to is another question…
The work on both projects - My Toys of Illness and Germo required lab testing of the different concepts. This development conducted in collaboration with 'Microlab', a private owned laboratory supplying quality verification analysis in fields of phytopathology, food and cosmetics. The hands-on development yield an a fully functional prototypes for the children to experiment with and a way to examine the interaction with the subject in real-life environment.
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