In a world mediated through computing, our everyday lives are increasingly affected by complex and invisible systems. Some of these are algorithmic trades on the stock market, others are search results for information, movies, or a date. These systems often aspire to transparency, usability, and efficiency. Playful systems take a different approach, bringing the systems to the foreground as games, stories, narratives, and visualizations. Playful systems embrace complexity rather than conceal it, and seek to delight, not disappear.
Research Projects
Tools for Super-Human Time Perception
Kevin Slavin and Che-Wei WangTime perception is a fundamental component in our ability to build mental models of our world. Without accurate and precise time perception, we might have trouble understanding speech, fumble social interactions, have poor motor control, hallucinate, or remember events incorrectly. Slight distortions in time perception are commonplace and may lead to slight dyslexia, memory shifts, poor eye-hand coordination, and other relatively benign symptoms, but could a diminishing sense of time signal the onset of a serious brain disorder? Could time perception training help prevent or reverse brain disorders? This project is a series of experimental tools built to assist and increase human time perception. By approaching time-perception training from various perspectives, we hope to find a tool or collection of tools to increase time perception, and in turn discover what an increase in time perception might afford us.
20 Day Stranger
Kevin Slavin, Julie Legault, Taylor Levy, Che-Wei Wang, Dalai Lama Center for Ethics and Transformative Values and Tinsley Galyean20 Day Stranger is a mobile app that creates an intimate and anonymous connection between you and another person. For 20 days, you get continuous updates about where they are, what they are doing, and eventually even how they are feeling, and them likewise about you. But you will never know who this person is. Does this change the way you think about other people you see throughout your day, any one of which could be your stranger?
32,768 Times Per Second
Kevin Slavin and Taylor LevyThe crystal oscillator inside a quartz wristwatch vibrates at 32,768 times per second. This is too fast for a human to perceive, and it's even more difficult to imagine its interaction with the mechanical circulation of a clock. 32,768 Times Per Second is a diagrammatic, procedural, and fully functional sculpture of the electro-mechanical landscape inside a common wristwatch. Through a series of electronic transformations, the signal from a crystal is broken down over and over, and then built back up to the human sense of time.
Amino: A Tamagotchi for Synthetic Biology
Kevin Slavin and Julie LegaultAmino is a design-driven mini-lab that allows users to carry out a bacterial transformation and enables the subsequent care and feeding of the cells that are grown. Inspired by Tamagotchis, the genetic transformation of an organism's DNA is performed by the user through guided interactions, resulting in a synthetic organism that can be cared for like a pet. Amino is developed using low-cost ways of carrying out lab-like procedures in the home, and is packaged in a suitcase-sized continuous bioreactor for cells.
AutomaTiles
Kevin Slavin and Jonathan BobrowA tabletop set of cellular automata ready to exhibit complex systems through simple behaviors, AutomaTiles explores emergent behavior through tangible objects. Individually they live as simple organisms, imbued with a simple personality; together they exhibit something "other" than the sum of their parts. Through communication with their neighbors, complex interactions arise. What will you discover with AutomaTiles?
beneath the chip
Kevin Slavin and Taylor LevySculptural artifacts that model and reveal the embedded history of human thought and scientific principles hidden inside banal digital technologies. These artifacts provide alternative ways to engage and understand the deepest interior of our everyday devices, below the circuit, below the chip. They build a sense of the machines within the machine, the material, the grit of computation.
Case and Molly
Gregory BorensteinCase and Molly is a prototype for a game inspired by (and in homage to) William Gibson's novel Neuromancer. It's about the coordination between virtual and physical, "cyberspace" and "meat." We navigate the tension between our physical surroundings and our digital networks in a state of continuous partial attention; Case and Molly uses the mechanics and aesthetics of Neuromancer to explore this quintessential contemporary dynamic. The game is played by two people mediated by smartphones and an Oculus Rift VR headset. Together, and under time pressure, they must navigate Molly through physical space using information that is only available to Case. In the game, Case sees Molly's point of view in immersive 3D, but he can only communicate a single bit of information to her. Meanwhile, Molly traverses physical obstacles hoping Case can solve abstract puzzles in order to gain access to the information she needs.
Cognitive Integration: The Nature of the Mind
Joscha Bach and Adam MarblestoneWhile we have learned much about human behavior and neurobiology, there is arguably no field that studies the mind itself. We want to overcome the fragmentation of the cognitive sciences. We aim to create models and concepts that bridge between methodologies, and can support theory-driven research. Among the most interesting questions: How do our minds construct the dynamic simulation environment that we subjectively inhabit, and how can this be realized in a neural substrate? How can neuronal representations be compositional? What determines the experiential qualities of cognitive processes? What makes us human?
Cordon Sanitaire
Kevin SlavinNamed for, and inspired by, the medieval practice of erecting barriers to prevent the spread of disease, Cordon Sanitaire is a collaborative, location-based mobile game in which players seek to isolate an infectious "patient zero" from the larger population. Every day, the game starts abruptly–synchronizing all players at once–and lasts for two minutes. In 60 seconds, players must choose either to help form the front line of a quarantine, or remain passive. Under pressure, the "uninfected" attempt to collaborate without communication, seeking to find the best solution for the group. When those 60 seconds end, a certain number of players are trapped inside with patient zero, and the score reflects the group's ability to cooperate under duress.
Darkball
Che-Wei WangCristiano Ronaldo can famously volley a corner kick in total darkness. The magic behind this remarkable feat is hidden in Ronaldo's brain, which enables him to use advance cues to plan upcoming actions. Darkball challenges your brain to do the same, distilling that scenario into its simplest form–intercept a ball in the dark. All you see is all you need.
DeepView: Computational Tools for Chess Spectatorship
Gregory Borenstein, Kevin Slavin, and Maurice AshleyCompetitive chess is an exciting spectator sport. It is fast-paced, dynamic, and deeply psychological. Unfortunately, most of the game's drama is only visible to spectators who are themselves expert chess players. DeepView seeks to use computational tools to make the drama of high-level chess accessible to novice viewers. There is a long tradition of software trying to beat human players at chess; DeepView takes advantage of algorithmic tools created in the development of advanced chess engines such as Deep Blue, but instead uses them to understand and explain the styles of individual players and the dynamics of a given match. It puts into the hands of chess commentators powerful data science tools that can calculate player position preferences and likely game outcomes, helping commentators to better explain the exciting human story inside every match.
Designing Immersive Multi-Sensory Eating Experiences
Kevin Slavin and Janice WangFood offers a rich multi-modal experience that can deeply affect emotion and memory. We're interested in exploring the artistic and expressive potential of food beyond mere nourishment, as a means of creating memorable experiences that involve multiple senses. For instance, music can change our eating experience by altering our emotions during the meal, or by evoking a specific time and place. Similarly, sight, smell, and temperature can all be manipulated to combine with food for expressive effect. In addition, by drawing upon people's physiology and upbringing, we seek to create individual, meaningful sensory experiences. Specifically, we are exploring the connection between music and flavor perception.
Dice++
Kevin Slavin and Jonathan BobrowToday, algorithms drive our cars, our economy, what we read, and how we play. Modern-day computer games utilize weighted probabilities to make games more competitive, fun, and addicting. In casinos, slot machines--once a product of simple probability--employ similar algorithms to keep players playing. Dice++ takes the seemingly straight probability of rolling a die and determines an outcome with algorithms of its own.
For Once In Your Life...
Mike Lazer-Walker and Kevin Slavin"For Once In Your Life..." is a site-specific interactive radio play that uses the various sensors in a smartphone to determine specific details, such as where the user walks within a space, to dynamically affect the story. It's a blend of experiential theatre, modern choice-based interactive fiction, and audio walks such as the work of Janet Cardiff.
GAMR
Shoshannah Tekofsky and Kevin SlavinDoes how you play reflect who you really are? The Media Lab and Tilburg University are bringing science into the game to figure out the connections between our play style and our cognitive traits. To do that, we are gathering data from League of Legends, World of Warcraft, and Battlefield 4, and Battlefield: Hardline players to gain insights across all the major online game genres (MOBA, MMORPG, and FPS). In return, every participant will get an in-depth GAMR profile that shows their personality, brain type, and gamer type.
Hello, Operator!
Mike Lazer-Walker and Kevin SlavinHello, Operator! is a vintage telephone switchboard from 1927, refurbished and wired up to a modern computer. It currently runs a time-management game; other games being prototyped are exploring the narrative potential of the system. Overall, the project exists to explore what we gain when we are able to physically engage with the antiquated technology that made the past tick.
Holobiont Urbanism: Revealing The Microbiological World of Cities
Kevin Slavin and Miguel PerezThis project investigates urban metagenomics to reveal the invisible microbiological worlds within our cities. Using honeybees to gather samples[,] and hives modified to capture “bee debris," the project employs genetic sequencing to discern and visualize urban microbiological neighborhoods and render microbiological landscapes of the city. The Holobiont project was first displayed at the Palazzo Mora in the 2016 Venice Architecture Biennale, with an installation that includes a "metagenomic beehive." Creative, scientific, development and production collaboration with: Ben Berman, Dr. Elizabeth Henaff, Regina Flores Mir, Dr. Chris Mason, Devora Najjar, Tri-Lox, and Chris Woebken, with contributions from Timo Arnall and Jack Schulze and local beekeepers in Brooklyn, Sydney, and Venice.
Homeostasis
Kevin Slavin, Kamal Farah, Julie Legault and Denis BozicA large-scale art installation that investigates the biological systems that represent and embody human life, and their relationship to the built environment. This synthetic organism, built from interconnected microbiological systems, will be sustained in part through its own feedback and feedforward loops, but also through interactions with the architectural systems (like HVAC). As the different systems react and exchange material inputs and outputs, they move towards homeostasis. In the process, Homeostasis creates a new landscape of the human body, in which we can experience the wonder and vulnerability of its interconnected systems.
MicroPsi: An Architecture for Motivated Cognition
Joscha BachThe MicroPsi project explores broad models of cognition, built on a motivational system that gives rise to autonomous social and cognitive behaviors. MicroPsi agents are grounded AI agents, with neuro-symbolic representations, affect, top-down/bottom-up perception, and autonomous decision making. We are interested in finding out how motivation informs social interaction (cooperation and competition, communication and deception), learning, and playing; shapes personality; and influences perception and creative problem-solving.
radiO_o
Kevin Slavin, Mark Feldmeier, Taylor Levy, Daniel Novy and Che-Wei WangradiO_o is a battery-powered speaker worn by hundreds of party guests, turning each person into a local mobile sound system. The radiO_o broadcast system allows the DJ to transmit sounds over several pirate radio channels to mix sounds between hundreds of speakers roaming around the space and the venue's existing sound system.
Sneak: A Hybrid Digital-Physical Tabletop Game
Greg Borenstein and Kevin SlavinSneak is a hybrid digital tabletop game for two-to-four players about deception, stealth, and social intuition. Each player secretly controls one agent in a procedurally generated supervillain lair. Their mission is to find the secret plans and escape without getting discovered, shot, or poisoned by another player. To accomplish this, players must interact and blend in with a series of computer-controlled henchmen while keeping a close eye on their human opponents for any social cues that might reveal their identity. Sneak introduces a number of systems that are common in video games, but were impractical in tabletop games that did not deeply integrate a smartphone app. These include procedural map generation, NPC pathfinding, dynamic game balancing, and the use of sound.
Soft Exchange: Interaction Design with Biological Interfaces
Kevin Slavin and Kamal FarahThe boundaries and fabric of human experience are continuously redefined by microorganisms, interacting at an imperceptible scale. Though hidden, these systems condition our bodies, environment, and even sensibilities and desires. The proposed works introduce a model of interaction in which the microbiome is an extension of the human sensory system, accessed through a series of biological interfaces that enable exchange. Biological Interfaces transfer discrete behaviors of microbes into information across scales, where it may be manipulated, even if unseen. In the same way the field of HCI has articulated our exchanges with electronic signals, Soft Exchange opens up the question of how to design for this other invisible, though present, and vital material.
Storyboards
Sepandar Kamvar, Kevin Slavin, Jonathan Bobrow and Shantell MartinGiving opaque technology a glass house, Storyboards present the tinkerers or owners of electronic devices with stories of how their devices work. Just as the circuit board is a story of star-crossed lovers--Anode and Cathode--with its cast of characters (resistor, capacitor, transistor), Storyboards have their own characters driving a parallel visual narrative.
Troxes
Jonathan BobrowThe building blocks we grow up with and the coordinate systems we are introduced to at an early age shape the design space with which we think. Complex systems are difficult to understand because they often require transition from one coordinate system to another. We could even begin to say that empathy is precisely this ability to map easily to many different coordinates. Troxes is a building blocks kit based on the triangle, where kids get to build their building blocks and then assemble Platonic and Archimedean solids.