Saturday, April 10, 2010

Reference

Barry Wellman
Professor of Sociology and NetLab DirectorCentre

“Kraut and colleagues asserted an Internet paradox, claiming a decline in social involvement and an increase in loneliness and depression among a group of Internet newbies generation of social isolates who are comfortable only in front of computer screens


- What does KOKOMA do

Monday, April 5, 2010

Branding



For what.

- Somepeople who don't know how to join or start relationship on virtyal space.

Someone who are fed up with on-click relationship ( someone want to keep continuous

relationship)

Someone who wants to feel and touch friendship on social networking websites(virtual space)


As getting older, making friends and having continuous relationship in terms of

sincerity is not that easy in contrast to childhood.

What I want to achive through my product is giving a motivation to people to build up

relationship on both real and virtual space.

So I named my product Kokoma Playground, small child in Korean, containing my wish

that people can actively communicate with each other without any hesitation or prejudice

like a child.

+ children recognize their world by touching, tasting, smelling or listening. Kokoma aims

to satisfy people's basic desire- physical attachment for emotional contact.

Sunday, March 28, 2010

Feedback

Copyright - E-toy crew.

Visible representation

Innovative ways : What's difference between emotional and funtional ( talk play love)

Clearify and specify what e-toy crew do

Thursday, March 18, 2010

Description




From the Research, I extracted some features can be applied into my product.

Also I defined the identity of my product, and find innovative ways.

+ I named this project e-toy crew; is an ambient device, which reacts to messages,

updates and many other situations in social networks
Since it is collectable, users can choose different toy according to their favor or purpose

(E toy crew consists of Face book toy,Twitter toy, Google toy,U-tube toy and Skype toy)

E- toys are getting developed through being feeded treated owned (emotional)/ talking

playing loving ( Functional) / being Selled, created, boomed up (Business)


Monday, March 15, 2010

Analysis

Analysis of Ambient gadget (+ toy)
- From Vomoder to Nabaztag


















Friday, March 12, 2010

Research -bearbrick - movement


Be@rbrick is a collectible toy designed and produced
by the Japanese company MediCom Toy Incorporated.

The name is derived from the fact that the figure is
a cartoon-style representation of a bear, and that it
is a variation of MediCom's Kubrick design.
The at sign in the place of the letter a is a visual
device that is a part of the Be@rbrick brand, and
as such, a trademark of MediCom Toy.

Monday, March 8, 2010

Analysis



I extracted two functions which can be applied to my product from the previous research

I've done; one is from Nabaztag and another is from Cube world.

Nabaztag: wi-fi enabled gadget ( + programmed tag detecting wifi)

Cube world : Interactivity ( digital citizens in a box interact with each other when they stick)