edith (at) media.mit.edu

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With INVIVIA Inc. (Design firm). Founders: Allen Sayegh, Peter Mabardi [works I participated in include: Machine & Geist, Tulipomania, Wink, Anemones, Path-finder, Keeping touch, Calendar, Prove it! cf.   http://www.invivia.com/ ]

Selected Projects


Keeping Touch (2006) – Smart surface for families and homes

Team: INVIVIA. Client: Hewlett-Packard, 2006

Visit website: http://www.invivia.com/v3/

This project brings the tradition of white boards a step further by providing families with a digital “magnetic frig kit” to help it members touch base and keep in touch. Conceived of as a shared “doodling” surface, the board allows users to easily jog down, edit, and group personal notes, pictures, and recorded voice notes on digital post-its. Post-its can be addressed, dated, and used as reminders. While designed to help families manage their time and orchestrate their chores, the tool fosters creative exchanges and reflects a family’s identity. It is ultimately these hidden qualities of the “doodling” board that users may fall in love with.

My role: Help INVIVIA team keep-alive end-users’ needs and wants. Turn research findings (personae, user studies) into scenarios that capture key aspects of [actual and desired] user experience. Make sure users’ preferences don’t get lost along the way. Allow designers to offer innovative solutions that users can’t express, yet will love once they see it. Invent techniques (ex: rapid prototyping) to check relevance of proposed solutions.


Nano within Reach - A Children’s Museum Science Project

Team: INVIVIA. Client: Gyeonggi Children’s Museum, Seoul, Korea

Space design and technology come together to provide museum goers with a highly engaging and a fully immersive experience into the intangible - and invisible - worlds of nano: Changes in scale, powers of ten, and active features of nano textures and nano-bots are brought to mind’s reach through a variety of hands-on, heads in, and play-back activities. Activities are woven into a continuous journey in and out of a magic nano-room. INVIVIA’s proposed Travels into the Tiny devises unedited “transforming” mechanisms, to help young visitors “see”, feel, and grasp the world of the tiny, as they themselves are made to shrink and grow.

My role:  I am responsible for the learning philosophy and interaction principles behind the design of the exhibit.  Drawing from my work with children, I help craft a metaphorical journey that captures young visitors’ imagination and sustains mindful engagement, beyond “wow”.



Tulipomania (2005) - Interactive spaces, ambient presence

Team: INVIVIA. Client: Darty, Torino, Italy

This is an interactive installation for the entrance of a retail store at the heart of Torino’s elegant downtown shopping gallerias. Colorful animations are projected onto an “alee” of sandblasted glass panels, while sensors detect the proximity of passers-by. Animations move gently, as if animated by a breeze, when visitors pass close by. In addition to the responsive panels, INVIVIA designed the lighting and the interior physical space of the entrance. The idea was to create an ambient mood of welcoming serenity as a counter-point to the bazaar-like buzz of usual shopping centers.

Visit website: http://www.invivia.com/v3/

My role: I am responsible for interaction design. I visit the site. I help align client’s requests and visitors’ enjoyment. I participate in the overall design process.


Path Finder (2005) -  Dynamic Maps,  Beirut City Center

Team: INVIVIA. Client: Solidere

New comers and residents of a city like to find their way around by zooming in and out and navigating to find their favorite and new restaurants, events, museums, shops, arts, history and life. They like to map distances, learn about Beirut’s archeological history, and be connected to others in their communities.  INVIVIA provides an interactive map of downtown Beirut as well as the ability for users to zoom in to see a detailed view of the street façades, the type of business, cultural spaces and events. The proposed interface draws our distant-travelers into the map and lets them “mouse” their way around while the map unveil otherwise missed secrets, at their hands’ passage: The map becomes the territory! Users can tell the system about their moods and the map will unveil what pleases them. It will help them casually run into what they want!

My role: I help devise navigational metaphor for current interface design.