Felix is an Interaction Designer and Creative Engineer, currently working at TEAGUE. He received his Masters from the Tangible Media Group of the MIT Media Lab. Earlier he graduated in the Digital Media Program, hosted by the University of Bremen and the University of the Arts Bremen. He taught workshops, lectures, and classes at MIT, RCA London, Ars Electronica, and other occasions.
In his work, Felix creates delightful experiences, playful interactions, and novel concepts using technology. His work focusses on innovation and spans across the disciplines of art, science, design, and technology.
Design Engineer at TEAGUE designing and prototyping novel ways of living and interacting in connected environments.
Cambridge MA, 2013-2015
Research Assistant at the Tangible Media Group. Exploring ways of physically embodying the digital.
Intern at MESO Digital Interiors creating phygital exhibition experiences.
Studied at the Department of Design and Computation Arts for the fall semester.
Studied in the Digital Media Program and learned the fundamentals of Computer Science and design-oriented problem solving. Worked on science, engineering, and art projects.
J. Ou, M. Skouras, N. Vlavianos, F. Heibeck, C-Y. Cheng, J. P,eters, H. Ishii: aeroMorph: Heat-sealing Inflatable Shape-change Materials for Interaction Design. In UIST'16. (FULL PAPER, HONORABLE MENTION)
J. Ou, G. Dublon, C-Y. Yeng, F. Heibeck, K. Willis, H. Ishii: Cilllia: 3D Printed Micro-Pillar Structures for Surface Texture, Actuation and Sensing In CHI'16. (FULL PAPER)
F.Heibeck, B. Tome, C. Silva, H. Ishii: uniMorph: Fabricating Thin Film Composites for Shape-Changing Interfaces. In UIST'15. (FULL PAPER, HONORABLE MENTION)
S. Leigh, P. Schoessler, F. Heibeck, P. Maes, H. Ishii. THAW: Tangible Interaction with See-Through Augmentation for Smartphones on Computer Screens. In TEI'15. (FULL PAPER)
F.Heibeck, A. Hope, J. Legault. Sensory Fiction: A Design Fiction of Emotional Computation. In ImmersiveMedia'14. (FULL PAPER)
S. Leigh, P. Schoessler, F. Heibeck, P. Maes, H. Ishii. THAW: Tangible Interaction with See-Through Augmentation for Smartphones on Computer Screens. In UIST'14. (DEMO)
F.Heibeck, Cuboino. extending physical games: an example. In CHI'13. (DEMO, WIP)
Creative Applications (2016) 10 Most Memorable Projects of 2015
Gizomodo (2015) Interfaces That Curl, Wave, and Breathe Are Closer Than You Think
Designboom (2015) tangible media group develops shape shifting film for multiple purposes
Creative Applications (2015) uniMorph – Rapid digital fabrication of film shape-changing interfaces
Futurescope (2015) uniMorph - shape-changing interfaces
Atmel Bits and Pieces (2015) MIT is developing shape-shifting interfaces
Trendhunter (2015) Shape-Shifting Films
RCA News (2015) Tangible Media Group Inflates Curiosity at the RCA
Atmel Bits and Pieces (2016) Pneuduino is a modular platform for fast prototyping of inflatable structures
SmashingRobotics (2016) Pneuduino: a Modular Platform for Controlling Airflow and Pressure
npr (2014) Sensory Fiction: Books That Let You Feel What The Characters Do
Core77 (2014) Literary Leaps: 'Sensory Fiction' Gives Us a Reading Experience We Can Feel (and Hear)
FastCo.Design (2014) From MIT, An Interactive Book That Makes You Feel Characters' Pain
Protein (2014) Sensory Fiction
Slate (2014) Do Books Need Soundtracks and Special Effects?
The Verge (2014) Sensory Fiction is a prototype that lets you feel a book's emotions
c|net (2014) Wearable book lets readers feel the fiction
Huffington Post (2014) 'Sensory Fiction' Uses A Vibrating Vest To Tell Stories In New Dimensions
Mashable (2014) Wearable Book Creates Sensory Reading Experience
Paste (2014) "Sensory Fiction" Makes Books Physically Stimulating
CreativeApplications (2013) Cuboino is a tangible, digital extension for the marble-game Cuboro.
Gizomodo (2013) Interactive Blocks Are Sure To Lure Kids Back To Wooden Marble Mazes.
PSFK (2013) Arduino-Laden Building Blocks Add Digital Effects To Basic Games.