WE MAKE PEOPLE INTERACT WITH PEOPLE
WE MAKE PEOPLE INTERACT WITH PEOPLE
We make objects, installations and games that invite and challenge people to think and act differently.
We collaborate with brands and institutions to develop scenarios in which we stimulate interaction and learning in any environment* that people, organizations and brands meet.
Our work can be used for learning, to help at conferences or workshops, to increase human/brand interaction, for developing company culture and many other instances.
Our work is sometimes highly technical and at other times reasonably simple, but always functional and usually with a good sense of humor.
*Environment = Places like events, exhibitions, trade shows, on the workfloor, at points of sale, out in public, around the coffee machine, at festivals. Well any place, really.
And we make people think and improvise
By changing the rules of the game or altering the environment we create the unexpected. We catch people off-guard, but seduce them into playing. This triggers them to adapt, be creative and learn.
Painstation is a two player game of Pong that reverses the reward mechanism of common computer games. In stead of glorifying the winner it physically punishes mistakes, making people think about their role in the game and their relationship to the other player.
Street Furniture is a site specific installation that was made for Dutch Design Week at Area 51 skatepark in Eindhoven. It is a skateable living room, challenging skateboarders to adapt to the new environment and the visitors to reevalute the relationship between form and function.
And we make people play and work together
Getting people to work together can be challenging. It requires sufficient communication and understanding. One of the scenarios we use is to create a simple game that allows the players to quickly understand the objective, but gives them the opportunity to create their own tactics and ways of working together. The learning process develops organically and the players have more fun. The process then becomes the outcome of the game.
This version of the classic game of Snake is played differently from the version that was on Nokia phones from some time ago. The controllers are on all four sides of the square allowing players to either work alone or in teams. One player or team operates the yellow foot controllers and the other operates the red ones.
This objective of this Amazing game is to simply get the ball through a maze into a hole. However to do that the players have to work together by coordinating the tones of their voices. Each player controls the raising and lowering along one axis of the field, but because they have to control the tone or pitch of their voices they can't really discuss.
And we make people interact with brands
Brands are not human. They don't behave like humans do. And despite very talented people's work they remain quite abstract, which makes it difficult for people to relate. To reduce the distance between humans and brands we develop ideas and scenarios for brands to be more human and interact on a personal level.
Everyone's an Artist is an online tool that allows visitors to contribute to the making of an alternative brand identity for the Centraal Museum, in Utrecht the Netherlands. They do this by uploading an image which an algorithm transforms into a unique image of colored dots. This fun little interface gets people involved and enthusiastic about the concept of the museum.
The Nike ID Rubiks cube above is a very simple solution to show people the multiple color options for Nike Dunk sneaker. It allows them to play and create their own color combinations, reversing the traditional object of the game. It was displayed at all Nike retailers across and heavily used.
AND THEN SOME
We are a collective of creative strategists, experience designers, technicians, hit producers, club members and all around good people. We value personal connection and communication as well as the creation of highly functional and fun work.
We have worked with many different types of organisations, ranging from cultural instutions to global brands and local businesses.
Nike, Goethe Institut, National Football Museum Manchester, Red Bull, O'Neill, Centraal Museum, Dutch Design Week, Der Bundespräsident and others.
New interactive playground at Computermuseum Paderborn.
It has been 50 years since the first humans set foot on the moon. The Heinz Nixdorf Museums Forum celebrates the role of the computer in that achievement with a big exhibition. The images above are from the play area in which children can experience the journey through several games. From operating the space module and moon lander to navigating the lunar landscape in the rover and eventually leaving a footprint on the surface. It's a small step.