Who am I
I am a French designer working in the field of interaction and object design focusing on the investigation of aesthetic and social potentials of technology. I create narrative, system and objects to experiment and think about present/future possibilities.
I hold a master of industrial design engineering (University of technology de Compiègne), spend a first year in the Interaction design Master in Potsdam (Germany), and I am know studying at L’Ensci les Ateliers (Paris). You are welcome to get in touch if you are interested of working with me.
Fabrique | Hacktion begin an involmement of people in their public and collectif space through installing “grafts”, complementary objects, which support an usage and practice, improve or question current urban systems and furnitures.
The manufacturing of theses grafts use Fablab technologies (digital and traditional machinery) which enable to make custom-build pieces, and so be adapted to urban standards
Each interventions is made for a specific context. A movie, a building guide, and all the 3D files are available online, inviting peoples to take part in the manufacturing and the transformation of the standardized city into diversified and singular neighborhoods.
Dedicated website project
explorative use of fablab
as intervention tool
VIDEO EXPERIMENTS —
ENTRÉE EN MATIÈRE
12 PORTRAIT X 1 MIN 30S
THIS EXPLORATION IN THE VIDEO MATTER, MADE OF A 12 PORTRAIT SERIE, UNDERLINE THE AMBIGUITY BETWEEN THE PERCEIVED IMAGE AND THE REAL IMAGE. WHEN THE LIGHT SHOW US BACK AN UNUSUAL IMAGE OF THE OTHER. THE VIDEO, THROUGH THE LIGHT, SHAPE NEW FACES... BELOW IS A SMALL SELECTION
Dedicated website project
“the skates of the sledge were shaped in birch of Kolyma by the best craftsman [...] No screw or nail was used for the construction of the sledge. Everything was hold by solid and enduring thongs.”
— Tichon Sjomuschkin (anthropologist) in Brand in der Polarnacht.
Reinterpretation of inuit’s sleigh, ONLY structured with pieces of wood hold by the tension of the rope.
Work done during a week workshop lead by Etienne Mineur at L'Ensci Les Ateliers.
Each of the 3 game is made with a 'downloadable' paper spaceship cliped on the iphone. The player can then play on a map he printed, which will have specific effects in each game, using camera detection and analyses. More info on the games and how it works on
Dedicated Project website
Interaction design —
3 Augmented paper spaceship
How to help people to develop their own critical opinion towards different scenarios of nanotechnologies use?
We believed that a deep understanding of technologies and its impact need that we experiment them. Test, manipulate, and play with the speculative world bring by nanotechnologies is a way to help people to build their own critical opinion.
This project is an add-on for the existing life game simulation “The Sims”, introducing nanotechnologies in this game based on the social development of a character.
The add-on contain new places and objects questioning (in a serious or funny way) different theme of the nanotechnology (body improvement, integrated medicine labo, over informations, capacity enhancement, etc…). Every object has a both good and bad impact on the sims character but also on the gameplay.
HOW TO EXPERIENCE NANOTECH SCNENARIO?
WHEN SPECULATIVE FUTUR ENTER INTO REAL LIFE SIMULATION
This project was presented during the ENMI 2010 (conferences for the new industrial world, this year thematic was the imaginary of nanotechnologies) at Centre Pompidou in Paris.
This concept of radio is primarily an exploration trying to make sense of something intangible, the radio waves. Radiou proposes to map radio frequencies in our space. To select a specific frequency, the object must be oriented in a particular direction, like a compass.
In a fixed point, association are possible, for example, just left-side to the Eiffel tower is a jazz radio, etc...
interaction design —
Where radio waves 'may' come from ?
How to work high?
One week workshop,
made at ensci les atelier,
with karlsruhe students,
bless & franÇois azambourg,
Space design research —
An ideal workspace

1.Seenergy
augmented reality application enabling us to explore our home for discovering and understanding our energy use.
From a technological point of view, this application combines “smart meters” solutions to geolocalization/orientation.

2.Wa_tt_let
is a reconsideration of the traditional system electric-meter -bills. it represents the stock of electricity for of a home and involves an action (physical and financial) for restocking it.

3. Volvic_loset
it's is a critical image, playing with the guilt of the user. When flushing, the bottles empty one by one.

4.Seenergy
Exploration of social interaction as an incentive to save energy. Sometimes, we like to exhibit our preferences and values. Some are visible on our clothes and accessories (in more and less implicit way). What about our choices concerning energy use?
Wouldn’t be possible to be proud of our low home energy consumption? But then where and to whom do we want to share our efforts? Where is the limit with privacy? Do we really want to show these informations to everyone or only some?

“Field trials of smart meters in the two-way-information flows have indicated that only by this measure consumers reduce 10% of their consumption.” - (Viviane Reding, European Commissioner for Information Society and Media)”
But make user aware of their energy consumption is not necessarily enough. The way these issues and information are communicated to the users (emotional and positive way for example) may be really important.
4 projects were imagined and/or protyped (arduino and processing) around this theme
interaction design -
The common question is to make energy use visible, by transforming it in something (object or experience) tangible, you can touch, grasp and feel.
We are surrounded by lot of objects in our pockets, bags, on table – or even on our clothes – that have a rich interaction potential. Furthermore, electronic devices are converging in a single object with a poor and much less diversified interaction.
The idea of this project is a mobile or desktop device that could detect and analyze our interaction with our non-electronic objects. (using technologies as video analyze, vibration detection, rfid, etc… )
Example: I can use the coffee cup on my desktop, on which I attach my pen to make my musical selection. At the same time I use my bunch of keys to call one of my favorite contact.
Such a system would have the advantage of being customizable according to the user’s taste. Maybe one just want to use classic screen and keyboard for everything, except one particular activity he loves to control with a corkscrew.
design research —
Still Objects
Partnership with Schneider electric. Context : Designing a range of product for inhabitants of township or remote countryside not connected to the electrical network.
Ropes are available everywhere around the globe, and used a lot by different populations and culture since a long time. Moreover, in the context targe- ted by the Bipbop Project (base of the pyramid population) ropes are used before any nails and wall.
All the object of the Indiya family are characterized by hooks, to take the most advantage of ropes to be hanged, hooked or transported. A specific attention to the affordance of the objects was made so that the different functionality, like the possibility to wind the cable, are understandable by the users without any instruction manual. This objects also attempt to follow a relative low cost (minimum mold and pieces, tinted in the mass, no printing operation). This project was selected and prototyped by Schneider Electric.
industrial design —
In-Diya for Schneider Electric