Search this site
Embedded Files
Catalina Muñoz-Arias
  • Home
  • MFA Thesis
    • Background
    • Methodology
    • Results
      • Tool development
      • Workshop results
    • MATERIA
    • Discussion
      • Design vs. Engineering
      • Application role in material selection
    • Conclusion
  • Work
    • Bio-based Material Explorations
    • ISPARK Mobile Maker Cart
    • Project Circle
    • Solar
    • Designing with Non-humans
    • BIOPACK
    • Livable Futures
  • About
  • CV
Catalina Muñoz-Arias
  • Home
  • MFA Thesis
    • Background
    • Methodology
    • Results
      • Tool development
      • Workshop results
    • MATERIA
    • Discussion
      • Design vs. Engineering
      • Application role in material selection
    • Conclusion
  • Work
    • Bio-based Material Explorations
    • ISPARK Mobile Maker Cart
    • Project Circle
    • Solar
    • Designing with Non-humans
    • BIOPACK
    • Livable Futures
  • About
  • CV
  • More
    • Home
    • MFA Thesis
      • Background
      • Methodology
      • Results
        • Tool development
        • Workshop results
      • MATERIA
      • Discussion
        • Design vs. Engineering
        • Application role in material selection
      • Conclusion
    • Work
      • Bio-based Material Explorations
      • ISPARK Mobile Maker Cart
      • Project Circle
      • Solar
      • Designing with Non-humans
      • BIOPACK
      • Livable Futures
    • About
    • CV

Project Circle

The strength of collaborative games is that they distribute activities between players and encourage them to work together to achieve a common goal. They promote social interaction, cognitive development, and can even improve the quality of personal relationships. All these benefits transfer directly to both children with disabilities and those without and have the potential for impact that goes beyond the child and extends into the community.  

Project Circle team:

Advising team

Kyoung Swearingen

Scott Swearingen

Asimina Kiourti

Jamie Boster

Software team

Rae Waters

Emma Burns

Skye Winters

Dominic Camps

Yeoleum Choi

Engineering team

Andrew Holton

Willow Kim

Industrial design team

Catalina Munoz-Arias

The audience for Circle (our collaborative gaming platform) are children with moderate-to-severe cognitive and/or physical disabilities who experience difficulty with activities and often lose out on the benefits of playing with their families and caregivers. Using human body communication (HBC), Circle engages those with and without disabilities equally by normalizing the experience of play between them using touch as the primary input. 

A unique approach to interactive play is incorporating the use of a wearable technology that capitalizes on touch via skin-to-skin contact through Human Body Communications (HBC). Using wearables and smart fabrics in collaborative gaming may redefine the design and use of wearable electronics for children with developmental disabilities such as autism. 

The platform behind Project Circle is comprised of 3 parts: (1) the sensors, (2) the wearable, and (3) the software. 

Initial wearable design proposal

Project Circle Wearable

Process:

Resin 3D Printing

Silicone Rubber 

3D Printing

Project Circle Wearable

Project Circle

The wearable component of Project Circle is designed to capitalize on the value of touch via skin-to-skin contact. Project Circle 

 

ISPARK Mobile Maker Cart

Solar

 

 

Catalina Muñoz-Arias

LinkedIn
Google Sites
Report abuse
Page details
Page updated
Google Sites
Report abuse