Felix Heibeck

Media / Interaction / Technology / Engineering / Design

Projects

cuboino is a tangible, digital extension for the marble-game cuboro. It consists of a set of cubes that are seamlessly compatible with the cuboro cubes. In contrast to the passive cuboro cubes, cuboino modules are active parts of a digital system consisting of sensor cubes, actor cubes and supply cubes. By snapping them together, the player can build a modular system that functions according to he individual functionalities of the cuboino cubes.

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Appearances: Creative Applications , Gizmodo
Publications: Cuboino: extending physical games. An example.

WILD&TAME is an artifact with its own character. In a playful interaction the player tries to tame the artificial entity WILD using the flexible Controller TAME. The shape of WILD is based on a sphere but changes during interaction, expressing the emotions of WILD.
Interacting with WILD&TAME does not mean controlling it but trying to tame it. It has its own character and emotions that it expresses through surface-animations, behavior and its heart-rate

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Publications: WILD&TAME - System-Demonstration

Networks are shaped, shifted, defined by movements. If we consider them as planes, they exist within certain boundaries, frontiers that separate one from one another. They are contained within edges that sometime get dull or sharpen, that sometime extend or break. A malleable matrix of push-pull dynamics, a self defined entity reviving itself continuously. Scar tissues are networks.
Echo physically visualizes invisible tectonics plates : the unstable virtual ground. It's silent but far from inert. Most see it as a whole medium, as an homogeneously stable mixture of media when in fact, it react like nitroglycerin. Billion times a second. How can we render those crossings, those collisions, that noise? The same as if they would be actual earthquakes; using cross-references as signs that tectonics plates are shearing, digital movements are translated visually using a seismograph.

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Metadoors is a try, to find and visualize information hidden in everyday life, something simple as a door. While everyone transfers rooms hundreds of times a week, even small information such as color or the time in which doors have been passed form a set of interesting values.
It is the try to extract as much information as possible from a everyday routine. The very different visualizations and sets of doors represent a lot more information than what can be seen in a single photo. Today, a lot of these apparently meaningless actions are recorded everywhere, online or by surveillance.

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Experiments

VÄRI is the game that I built during the Global Game Jam 2013 together with my friends Julian Hespenheide, Michele Krüger, Hendrik Heuer and Sarina Walters.
The theory of subtractive color mixing provides the core mechanics for VÄRI. The player is presented with towers that generate fields of colors in cyan, magenta or yellow. These fields are only activated by the heartbeat of the central tower, and only if it is in range. According to color, each field can then trigger towers of its own color, which in turn shoot the upcoming enemies. While only fields of yellow active yellow towers etc., more advanced towers demand the combination of two.
With the red, green and blue towers each consisting of the combination of two, VÄRI's ultimate tower, while only as a concept, would require all fields at once, making it the black tower. Since a tower can only attack enemies of it's own color ( or a subcolor thereof ), this manifests in an approach to rethink the class system of common tower defense games.

Pictures on flickr

Aila is a sidescolling game developed for the iPhone. At the heart of the game is the Umwelt-Theory, which describes that depending on the sensory organs of an animal, the perception of its environment changes.
In this game the player has to navigate through

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Documentation [German]

Capillary Action creates a fingerprint for a certain word or sequence at a certain time in the context of the twitter network. It captures volatile moments, structures and quantities defined by users connected through a network. The network of grammar and sentences creates new connections by scanning the twitter-network and thereby creates its own network.

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Marsh-o-matic is a "Simon Says"-like game that is played by touching, squishing but preferably eating marshmallows. After hearing a melody with each tone related to a certain marshmallow, the player has to repeat the melody by eating the marsmallows in the right order and rhythm.
In a second mode the device can be used as loop station, making eating marshmallow more musical than it ever was!

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About

Felix is an interaction designer and explorer from Germany. Currently he is a research assistant and MS candidate at the Tangible Media Group | MIT Media Lab. He is interested in how digital materiality and programmable materials can change interaction with digital models and information. Prior to joining the Media Lab, Felix received a B.S. in Digital Media at the University of Bremen [Germany] and worked for Meso in Frankfurt. His earlier work revolves around tangible play and the digital extension of physical games.

Contact

mail / heibeck[at]media.mit.edu

twitter / @flxhbck

vimeo / f3h

flickr / F3H3