MARCH 30, 2015
Can gamifying our everyday tasks make us more productive?
Matthew Rosenberg, an architect at Los Angeles-based firm M-Rad predicts our future will become somewhat of a peewee’s playhouse. In “Gamification of our Everyday” from PKN Toronto Vol. 31 we see that He believes gamifying our everyday life can induce people to live a more meaningful life. Matthew takes us through a few examples of digital and physical projects that use gaming to solve global issues.
MARCH 09, 2015
How many of your appliances are already controlled by the collective intelligence of the internet?
Science, engineering, and collective intelligence have come together to create a powerful internet of things around us. In “The Invisible Internet of Things” from PKN Toronto Vol. 31, Madhuri Eunni, founder and CEO of SKE labs, explores the infinite possibilities of the internet of things from wearables, smart homes, to smart cities, and how it changes the way we live.
FEBRUARY 23, 2015
Can augmented reality make us into super-humans?
AR Specialist Helen Papagiannis, Ph. D tells us how AR has the potential to change the way we experience the world. In “Designing the Future of Augmented Reality” from PKN Toronto Vol. 31 Helen goes into the ways AR can created meaningful, helpful, human-centered experiences for us.
FEBRUARY 09, 2015
Just what is colour anyway?
It all started with a surgery to remove Carly Blackman’s thyroid in 2012. In “Colour Decoded” from PKN Toronto Vol. 32 we see that this was the beginning of Carly’s years-long journey of research, writing, and designing for a book focused on the science of colour intended for the more “right-brain” inclined individual.
FEBRUARY 09, 2015
JANUARY 19, 2015
“We create virtual reality 3D interactive walkthroughs.”
Invent Dev's CEO, David Payne, explores the history, present, and future of architectural visualization, which has been used to communicate the art and function of architecture and design over the ages. In "Evolution of Architectural Visualisation" from PKN Toronto Vol. 31, David helps clients building structures get immersed in their future project by allowing them to virtually walk through 3D spaces, as well as make changes to the space on the fly.
DECEMBER 03, 2014
“These are the most important buildings of the future.”
Architect Graeme Stewart speaks out on benefits of 1960s tower-style high-density urban housing as opposed to the sprawl often found in the US. In “Tower Neighbourhood Renewal” from PKN Toronto’s special Urban Innovation Happy Hour, we see that Graeme has taken the lead on the Tower Renewal project — whereby he’s taken steps to eco-retrofit these 50-year-old buildings, and worked to transform the surrounding areas into villages through policy changes and community-building campaigns.
JULY 29, 2014
How can we create change in society? Sometimes all we need is a little nudge.
How can behavioural economics be used for social good? Tanya Bass believes in behavioural economics as an intersection between psychology and economics, and examines how everyday people make everyday decisions.
In "Behavioral Economics" from PKN Toronto Vol. 28, Tanya discusses how researchers and governments around the world have been using behavioural economics to re-design the environment to facilitate positive decision making.
JULY 15, 2014
Who knew auto-generated patterns could turn out to be beautiful?
Elizabeth "Libs" Elliott merges old craft and modern art forms to create beautiful quilts with a technological twist. In "The Morden Heirloom: Coding Quilts" from PKN Toronto Vol. 29 using the Processing visual programming language, Elizabeth generates random patterns for her quilts by altering code to play with colour palettes, geometric shapes, and other variables. She draws out each pattern by hand and then sews them onto quilts.
JULY 08, 2014
The LongStory: an Online Dating Game for Youth
"There's the question of whether young people want to learn from their teachers ... the answer is probably, 'No.'"
Miriam Verburg is the producer of LongStory, one of the first LGBTQ friendly dating games made specifically for young people.
In "The LongStory: an Online Dating Game for Youth" from PKN Toronto Vol. 29, she discusses why she decided to devote two years of her life to producing a dating game for kids and shows some of the interesting things she learned along the way about creating games about feelings.