Thinking Toys for Commoning
Experimental digital game systems for managing the complexity of commoning processes.
Institutions as a Way of Life
Institutions as creative practice.
An investigation into how human technological and infrastructural activities have marked the earth.
The Sensorium of Animals
Electroreception in experimental and historical media and design research.
Knowledge production in hybrid spaces augmented by interactive and locative media.
Design as a critical mode for the reflection of information technologies.
Creativity cultures in underground electronic music production and software engineering.
Atmospheric experience in an affective-responsive environment.
Times of Waste
Tracing the networks of material and symbolic transformations of waste.
UbiComp for knowledge transfer
Ubiquitous Computing for knowledge transfer, exhibition design and museum operations.
Moulding the Human Being
Clothing as a cultural practice: The example of Hanro, 1884 to 2012.
History and practice of creativity and ideation techniques.
An ongoing inquiry into algorhythmic structures in our contemporary life, culture and society.