Sealeaf (Work in Progress)
A modular hydroponic floating agricultural system for urban coastal environments.
Royal College of Art
SEALEAF is a modular hydroponic floating agricultural system for urban coastal environments that challenges the systems of land use and a culture of global food importation by returning food production to the centre of its consumption. By 2015, a project 340 million people will reside in the worlds 21 megacities, of which 18 are coastal. Feeding these cities against a backdrop of explosive population growth, urbanization, rising sea levels, desertification and a demand for abundance will become a challenge beyond that of our existing infrastructure. However we at SEALEAF believe that while our working urban space decreases and prices can only increase there is still ‘land’ available to us. This land surrounds our cities, is largely under utilized, is cheap and is actually increasing.
This land is water.
Fast Company Interview
UX and visual work for the Nike "Game on World" campaign and Nike+ product line
Sex, Sensation, Violence and Death
A thesis discussing the future of brand China in the shadow of brand West
Innovation consultancy and narrative concept generation for Philips on the "3rd age of lighting"
Ever since Johannes Gutenberg invented the mechanical printing press mankind has lived with an abundance of information. Entering the information age we have all come to experience to some degree what Alvin Toffler popularly introduced as "Information Overload". Or as Clay Shirky would say "It's Not Information Overload. It's Filter Failure". Either way the information available to us today is vast and the tools we use to analyse it inadequate. Technologies such as search engines, widgets and RSS offer us a taste of how an incomprehensible mass of information can be efficiently accessed and tailored to our requirements but still fall short of the optimum or preferred experience. My project, Datacubes, is not intended as a solution to this problem but instead an experiment as to how information could one day be condensed and offered through new methods and technologies.
Crafting a unique identity and suite of experiences for the Dongdaemun fashion district of Seoul.
Utilising a large multi-touch surface, multiple electrodes and an entertaining array of mini-games our team created an engaging game environment featuring haptic pain feedback. The idea is for each player to be outfitted with multiple electrodes throughout the body and as this player successfully navigates through various challenges their opponents are physically shocked. The experience of beating your opponent physically rather than virtually certainly makes for interesting gameplay.
Consultancy and idea incubation for Hitachi's global water strategy.
Innovation consultancy and idea generation for Ford Motors
A re-imagining of the 'Airport Arrival Hall Game' inspired by the London 2012 Olympics
Royal College of Art
Gifted a unique London location (Heathrow Airport) then asked to critically analyse what constitutes a game and install our own inspired by the 2012 Olympic Games. Research identified a game known to many, but realised by few, the "Airport Arrival Hall Game". Discovering 2 players, the "Waiter" and the "Arriver", we opted to introduce a 3rd player, one looking for whatever they can get.
Shot over 3 days while dodging security the project resulted in a short film.