OK. Today we have Carla Diana amazing with experimental media. But before we start I would like you to leave your cell phone and before she starts on what I gave you an overview of. Herself like that you and I think creative professionals would oversee thing yourself and various experience in the sun and Engineering her career began conducting product designed research at the good house and keeping in situ the New York City where she led a team of engineers and researchers who influenced many of the objects we use on our homes today. She went on to study the sign theory and apply her experience to projects ranging from housework to and from next. With a focus on interface an innovative interaction design color have worked with some of the world's best peacetime professional photographer of the fine. The amazing me them and caring for Hughes has to deal with crime such as Hewlett Packard Microsoft. She's a found them partner in they have recently formed the fine consulting fees punk and the creator of the interactive project the river Christian dot org which has been featured in several publications our festival and events were all before she holds M M F A in this time from our money back to the R.C. mechanical engine you can probably cover in the car I had thought at the time that everyone including Parsons School of Seven A College of Art on the side of the Georgia Institute of Technology where she currently hold the position of the from Professor. So this welcome card would have a go. Thank you thank you. Claudia and thank you all of you. This is really an honor and a pleasure. I spent last semester and some of the previous semesters as. AUDIENCE MEMBER at some of these lectures so I really am honored and pleased to be in front of you today. So let me talking about is my combination of experiences I'm a hybrid person every sense of the word. I do have a really very background and I believe in combining all of those experiences to create something that's deeper than that and following one discipline on its own. And this is a little bit of a painful place to be because sometimes you feel like you're part of everyone's Crabbe and sometimes you feel like you're part of no one's club but I really enjoy the thrill of the complexity of bringing different disciplines together. So I told you a little bit about my background. I studied engineering at the Cooper Union we're in New York City which is a really interesting place was founded by Peter Cooper who was very interested in community and very supportive. It's all scholarship school and it only has art architecture engineering. So from very early age I was in a community that was at least socially combining these disciplines and I took many courses in the art school even though I was in the engineering school I did pursue engineering because I saw it as creativity with mechanisms I saw it as creativity I was going to a lot of questions from people who say How did you wind up doing what you do that doesn't make any sense and I think. As you'll see from my talk I do think that it actually makes a lot of sense because I'm interested in systems. So when my first experiences it was at this. Fabulous place that was a job. I never knew existed so for all of you out there who can't. Think of what you might be doing there are all kinds of jobs that you haven't imagined existed and I was at first research engineer and eventually I was leading up part of the lab the engineering part of the lab at. Good Housekeeping Research Institute and we had a climatology lab where we could make it any temperature and humidity. We had a wooden dummy that would bounce up and down on the bed we had lots of equipment for metrics and also a connection with our readership where we would try to take a look at these products and see how they fit into people's lives particularly women sizes so women's magazine so I did a lot of buyers guides and a lot of television appearances talking about our results but I had always wanted to do design and I always wanted to actually be a creative designer and not simply analyzing So when you wake up five years later. No matter how good your situation is and you still want to be a designer and you're not there yet. Then you've just got to go. So I quit and I moved to suburban Detroit of all places and I studied at Cranbrook Academy and. During this time I got an opportunity to work in camera she'd studio which was a very brief but very formative experience. He was in the process is a merriment thing with programmable C.N.C. machines that would be able to bring an element of randomness to the form and I worked with civically as a Product Manager on the nom de la and so I became very ill. Keen about curves and obsessing over curves and also in this idea of taking manufacturing processes and being very experimental with them through computer control. And at some point I also worked for an ad agency and we did a lot of experimental technology I started actually using imagery. Because I was doing more and more rendering of images and I started taking these images and manipulating the ways that they appeared by applying formulas that would react to the cursor so these this was a big branding job that I did with D.D. before Compaq around the idea of nonstop servers that are always alive so we had this series of ads. Where there is always some life happening in the background because their servers are behind Barnes and Noble they were high and you're fast food restaurants and so those were some really early experiments. And I also as a creative director on a kids' software project which I'll talk about a little bit later. And according to mention I was a senior design technologist a fog design which was very much about control in devices and I have taught in some places an amateur attack and I'm finding it to be a really fascinating place and a really great fit for my combination of interests. And Michael user who also teaches here and he just was I'm program and I we do some consulting work under the name spank and we are specializing in interactive objects and objects for that embodies the spirit of joy and. So this talk was going to be about some things that I have noticed. For one thing. There's always a big picture. It's very easy for us to become obsessed with tools and processes. But one of the things that I'm very inspired by is some of the work that happens at Philips I did not work on this project but I like to show this work. As an example of how they're not really thinking about interface in terms of a box in the screen and something you sit in front of they are really incorporating interface into our environments into our lives into our experiences that we were already having. So another thing I've noticed is that I think being shaped is good. I'll tell you what that means. Idea which is a big industrial design strategy creative product design firm looks for what they call T. shaped people. Meaning that you have a breath of experience which is the top of the T. but then also a depth of experience. So I'll read this quote from Tim Brown they have a principle skill that describes the vertical leg of the T.. But they're also so important. Empathetic think they can branch out into other skills such as anthropology and do them as well they're able to explore insights from many different perspectives and recognize patterns of behavior that point to a universal human need. So this is about broad awareness and deep understanding so but I like and shape people. Who have a depth of knowledge in a couple of relevant fields along with the breadth of knowledge because I really find that combining a couple of seemingly disparate things can really bring a depth that doesn't come from that one of those things on its own. So being that I've done a lot of interface design. We see a combination of things which I found to make the most powerful designer so someone who becomes really adept at type progress feat and combines that with scripting comes up with some really innovative solutions and at the same time that person. Might start to branch out from school combining scripting and sound or scripting in electronics to be making devices that can be programmed to have behaviors or three D. model modeling and electronics to actually make prototypes or photography in three D. modeling combining a couple of these depths of knowledge with the draw breath the design brings you can make for really excellent results. So something else that's important is it's the right. Not the how this sounds like a really obvious thing but it's one thing that we often ignore because we do become seduced by tools and process sees. This is not again not one of my projects but it's from a group in Russia that I have been paying attention to. They're called are deaf. This is a digital clock and it only displays time and phrases. So a quarter to half past one on midnight noon things like that and. I like this project because it tells us that technology enables the experience so it allows us to have accurate time but it doesn't define it. It doesn't tell us that we have to read time or we have to think about time in a fraction of a second. So it pays to have a philosophy. How do the philosophy is going to help you with every decision along the way design is in the sense decision making. Especially since we have access to so many sophisticated tools everyone in this room has access to every kind of three D. modeling every kind of interactive design actually taking drawings and turning them into physical models. So at one point do you know what the form is At what point do you know what the color is so how going philosophy Really how so. Mine is that I really believe in. Control as a comfort. I really believe that all of this activity that we do around creating artifacts is a way that human beings comfort themselves with the fact that we actually don't have control over our environment we actually can't change the weather we. But we can come in and we can turn the temperature up and it gives us in the Lucian that we're superhuman that we have more power over our environment than we actually do so I'm very obsessed with the interface for this reason. And so I see designers as this kind of caretakers is as being the person people who understand that we it makes us feel better to be able to turn the light on when it's dark out. We have the ability to express compassion through the creation of devices that give our users a feeling of being understood and a sense of disempowerment through a tactile engagement with their surroundings. So physical objects suggest behavior. So these are some really early pretty rough pieces that I did but. They were some of the first explorations into this idea of designing objects to make us feel more comforted with the disarray in our environment so how does series of objects that are about keeping essentially keeping things tidy if I were to put it in a really plain and simple way but take something like a door stop where we usually have some frayed piece of wood that's left behind. That's discarded and. We don't really have a place to put it so this gets stored on the door knob when you're not using it. Here's a bottle opener and this activity of being at a party and opening bottles and having them just this mass of metal all over the place is. Feel an unconsidered moment so being able to prevent that chaos that little piece of chaos and this is the times table and you wouldn't read the Sunday New York Times or any one of the big Sunday papers can experience the chaos of having the paper all over the place so this is a table that has a space in it that is exactly the size of the Sun The New York Times. So you can always kind of bring order back into your environment and the those aren't very non-technological items from there I want to really working on a lot of technology and feeling that we do have a lot of technology. That's alienating to us but it's through our role as design as designers to humanize those devices and to actually bit make them a talisman of comfort through control these are the interface is actually where we have the most magic with the object where we have the most control so this is also really conceptual really early rough project that's a T.V. remote control and the idea is that you have a track ball that allows you to select two different devices and you can print you can roll around to move an X. and Y. and you can press it and and the idea is you sit in front of the television and you look and it's a little face in order for it to tell you what's going on. So this was really some of the early work and this is an e-mail device that has a little face where you can inform expression into the text. I was doing all this work in the ninety's in the early mid mid ninety's when there was a lot of people are starting to use e-mail and starting to use emoticons so I was trying to find some kind of automatic emoticon and I worked with a graphic designer and we did some animations of this type progress feed that would swell and bound. And and so again what everybody said is that this focus on the interface is really about giving us the ability to control so that we feel more than human. We feel that we can have control. So within the context of control. I've been bouncing around between the real world in the virtual world and virtual behaviors in physical products and physical behaviors and virtual products and so on the first things that I started doing were these virtual sculptures were these these objects that were seductive because of what's appears to be material properties but they actually never leave the screen. So I did do a series of these flowers and they're really just playing around with patterns in form. And then I have this was a promotional postcard which is a similar thing was this ritual object that you might never actually touch or see in the real world but that was representative of physical objects that we already read meaning into so I like this idea of these and these naked and of. Of audio cables. And some they started doing interfaces the built off of these forms and patterns forms that had patterns of forms that had facets. This is a really early experiments that she'd done a sound check. Has. We can hear that. I got it. Yeah. So. Here I was looking at a scene where we have because I was an industrial designer I was always thinking about objects and. How objects fit into our lives. So I put together this virtual scene of these two chairs of conversations the words are really supposed to represent conversations and when they're separate you're really in the stark environment and as they get closer together the environment fades away but the relationship between the two chairs becomes more meaningful and this conversation grows. So really the social aspect is informed by how these objects are related to one another. And I did a similar piece that is for a magazine that's called Born magazine that pairs up. Poets with visual designers so this was a really interesting experience because I worked with this poet who had written this piece called The vomit or which was about how when people relate to each other they send out signals and they wait for those signals to come back and she connected this with the device it's used to measure the depth of the ocean and so we work closely together and I really struggled with her poem and then really guy. A lot of insight as we worked together and found a way to have the interaction in the objects and her and feel of the objects here. There's a lot that she talks about the body on the bad and she talks about the sky and so that's a piece you can see on Born magazine. So structures can be built around information this is one of the first. Piece I did which is the website for independent filmmaker Adam growing in and each of the legs represents a different film of his so this creature is his body of knowledge and it moves and as you click on one of the joints. It highlights the sound a little sound clip from that film and so the sound kind of fades in and out as you make these joints well. And this is a piece I did for Scholastic which it was a They've asked me to come up with a couple of concepts that were environments around this software that they had to help kids learn reading comprehension. And. What I always do with Interface projects is think about the structure of the information and then think about what kind of metaphors can fit and especially with kid stuff metaphors work really well. So there are four different topics and within those topics are a number of readings and. There are always four topics but the amount of readings can be what we call scalable. So you have one of these cartridges that's one of your readings and then you have these power words but you can collect as you go through the experience so and then they had a star system so the first iteration I had had these cartridges and then what you get as a as a prize. Are these. And then the the chips in the air go together and you collect them so that as you learn more and more you have more and more of a complex system. That's a collection of your vocabulary words and then the other metaphor that I built around the same concept was the garden. So there was actually an avatar to represent of the user and there's a help system. So you hummus garden with four specific kinds of trees and then within I didn't other iteration where I was still thinking about if I could have this information be scalable so that you have more or less facets to each of your flowers and and then I think kind of a bird's in the beanies thing where this avatar collects the pollen and some sort of a star system we have this pollen and the idea is that the more knowledge you have the more you are growing the more you can cultivate further knowledge. So those are really fun. I showed you some of those proposals. Then I do a lot of sound mixers and this is a really one of the first ones and what I was simply doing is taking different sound clips and mixing them so they're all pretty much playing at the same time but what I do is I adjust their volume by the size of the shapes on the screen and so this was one of the first ones actually going to show that pretty soon and I won I actually did a lot of these I didn't know the one where I worked directly with a musician of vocalist and an instrumentalist and we took three tracks off a CD they had put out and they gave me the music broken down and I really studied the live. Erik's and we work together so that each of the visuals corresponds to a different sound so the facts about the crowds are growing the louder this initial hum is and then I have these this really basic sound and I have another bit of music to calm down and that kind of gets tucked away in the clouds and. So I became really intrigued with this idea of the visual mixing board and I didn't other one that was based off a story that was actually my own sound sampling is based on a story of a tiger that learns to trust its owner and then becomes betrayed. So this is going to be from the eyes of the Tiger isn't actually a wall projection in a gallery space and as you shut the sound off we go away and eventually it moves back into the beginning and there's there's actually more complexity to it and there are these incidental sounds that you can add but I became really tired of this formula of four pieces of music playing simultaneously volume up volume down so I really wanted to deconstruct the structure of the music. I was already really studying how information already had structure and how I was representing that information visually so I wanted to take the structure of the sound and start to represent that visually so this was the first piece I did which is still somewhat narrative in that we see an underground world a ground level and then there's an interstellar world and there. There are three pieces of music that are playing in the this part of the world is probably the closest to the previous formula because here we still have three sounds better combining when the planets are aligned there are about one sound is the loudest but and here I have been here I'm starting to play with some physical behaviors so we have a sound that's being generated by the collision of these flowers that are bouncing and you know underground I have this little one arm. That's following basically a sine curve and the amplitude in the frequency of the curve can be adjusted and the. And it could also be interrupted. So that the viewer can control interrupt the rhythm or can continue playing with it. So I became more interested into how I can be really generating music or generating rhythm and at the same time again was looking at how virtual objects can have these physical behavior so this is this is an iteration of my perform the Zero side which has different sections broken down. And I was really interested in this architecture the structure of the information if I have four different things in each of those things enclose is within it. Some variable number of things. How might I represent that in a structure and how can I let somebody play with that structure and open and close it. So that's kind of where this interface comes from and I was doing that a lot for my cry at work and then. That really and I did some other experiments like this is actually looking at type progress feet and. How I can take type and have it be really dynamic So this is this type progress feel that you can kind of play with you can disturb it you can build with it. You can give it different behaviors blues really are just a smaller experiment. But what this really allowed me to was. Creating these virtual objects. So like a sudden it always really wasn't just real design I was really interested in how physical objects had behaviors but also how these virtual objects could borrow from what we know of the physical world. So here this was something I submitted Sony when they had an online gallery and the theme of the gallery was elected as one of the winning entries. Soon I kind I just like the idea of having this really kind of sterile clean perfect Jack in the box. I'm doing here again is I'm taking the structure of the music and I'm giving the timeline to the user. So the timelines not just playing in these loops but it's art. Actually broken down and the user determines how it evolves and. And then I have another piece that I did the holiday card that I sent out to friends and clients where I have a loop again that's playing but the viewer can actually choose to hear the music at a different point. So what I've done is I've mapped the music to this three dimensional diskless on the screen and obviously because it's a record player. I'm. And there's a moment I can scratch and so there were doing is I'm really capitalizing on what I know that people know of objects and. I am I want to turn a lot of the sort. This is a project where I was a creative director which is really really a fabulous experience because I had a great team of an animator and programmers and we created this and actually most of my art directors was very very much about physical object design as I was so we actually had this physical model that we had built of this world and there's one part of it that represents. That represents your preferences and it's a little room where the kids can go they have a lord system. The one through six is actually a building that has and if anybody's interested I don't I'm kind of running out of time so I'm not going to get into this project but there this is a very very deep project in terms of what the forms represent and how the curriculum is laid out within. The inside of that building as a father worked on a lot of virtual gadgets the calculator for example the paper runs up you can ripoff. Part of it turns into Notepad and it all has these really physical behaviors and this is a work that the people who have shown through to really enjoy and scald repercussion dot org And this was really the culmination of all the sounds stuff I have a tendency to get really excited and try to do everything at once a man I take a step back and I say wait a minute let me just draw boxes and I draw boxes so. And so what I did is I had this work that I wanted to relieve be something. That would show musical structures within this architecture I was still very interested in structure in architecture. So I thought I thought and I had studied music a lot as a child sort of thought about musical structures and how they might manifest into little buildings and it's really all about mapping different characteristics. So here. I'm mapping the volume of the IN C. major scale to how open or closed boxes and then of course I had to do a drum machine so I have these four drums and there are different. There's a volume to each one and I can turn off some of the sound so that when I get variations in the rhythm and what I've done here is I've taken the timeline. And I've mapped it out into this isometric space. So instead of having the sarong and you actually have what feels like it's going into space and I have ways to. So I can sync this there's actually a sync. So and I can change the sound and I did want her melody and what happens with the melody is I built off the same system. Of these blocks and this time line but now I had tone on top of rhythm. So I built a ladder structure that maps the tone to the vertical high of each of these notes and so you can kind of lay out a melody and then you can you can speed it up or you can slow it down then you can add another one I have another piece that's a combination of the melody and the drums. I used Microsoft flash for a lot of those monarchists up like media but I really talk a lot about mapping in terms of interface design so this one is really the height of mapping in a way because I tried to map the volume to the distance that you pluck the string and then I mapped the tone actually into the length of the straying and then I have a master volume down here and so I really fun one to do and this was really the enjoyment of these virtual objects. So what I have a lot more experience so another thing I've noticed because this whole talks about things I've noticed is that you can't ignore the chord or of the screen. So what I mean by this is we're. A lot of times designing lamps or. We might even design something like a humidifier we're starting to see this really beautiful humidifiers and it's this kind of light public goes off in our heads like I'm not supposed to ignore that and we're seeing the same thing with a lot of interfaces now so. When I was working on this repercussion I got invited to show it in galleries and then suddenly I felt like having the screen in this. Screen sitting in the middle of a room with a mouse and keyboard didn't really make sense in the room. I couldn't really ignore the fact that the screen was this this kind of boring object within the context of a big room. So what I decided to do was do a big what all projection and instead of controlling it with a mouse and keyboard I actually have sensors so I have four sensors that are suspended from the ceiling fan and I have eight sensors that are along the wall and those represent a rhythm so this is someone who's standing furthest away and this is someone who's standing in the closest and then it goes down the rhythm. And. That's a little bit of what the inflation look like. And I have some and then I started doing these objects around the repercussion project. If I had these boxes and you pull them apart. So I did some cheap programming classes where I was looking at ways of having these rhythms. But actually the the boxes blinked. And I'm not going to spend too much time with that and then I have an invitation to do a show in a gallery space in France where actually Mike was teaching and I. I knew a little bit about the spaces there and I knew that there were these really rough spaces. So I am at the same time I was teaching a physical computing class where I was working a lot with lights and electronics and sensors in our fi D. tags. So I when I got this invitation to show in this space. And the place really looked like like this and I knew this count going into it and I thought how can I capitalize on all of these rough rocks in these spaces and I wanted to do this project with sound mixing with objects and so. When the opportunity to be in that kind of space and this interest in the objects what I did was like I was experimenting with a system of our for ID tags where I could place objects in certain positions and if an object was present it would trigger a sound or if the object was not present it would there would be silence and this would also reduce room and require people to collaborate and the objects that I chose were actually. Eggs and eggs represent life they also represent individuals are for ID being individual identities really it resonated with me. Conceptually And also I liked that these would look like and I really was fascinated by how great an alley D. inside of a hollowed out egg looked so I thought I would if I could fill that space with these AG So that's what I did and then I had this growing mess that was made of wax that actually house the readers. So what I wanted was pretty much everything that someone touched were natural materials and so you have this really rough rocks and these really fry. Joe Ags and you're forced to deal with the emotion of touching this really fragile thing and you're not supposed to touch the art anyway. And you're in this rough space where if you drop it. It's certainly going to break. But if you do risk touching it. You actually get the pressure of changing the sound in the room so this has been a really fascinating project for me and it's a little bit of what the space look like with these There's And they're really like these gems that just kind of glowed and I have a really small video of this and I know that I'm kind of running over on time I do want to show one more piece after this. So. So in the song. This kind of goes on there was one really great moment of someone using this where she said I feel like I'm inside of a giant toy which to me was the ultimate success because I really just wanted people to have the joy of collaboration of expression the fun of musical composition with these objects without having to know about musical composition. So as we're running out of time I do want to show this one last project which is really recent and. What And I have some images of this and what's true fun for me about showing this is so this is. This is called the nest and it's the cleaner slicker version so I got an invitation to show at the Jefferson Center which is part of the Telfair Museum of Art in Savannah which is a brand new building designed by Marcia Saft and it's pretty fabulous building and the director of the museum said well we have this art technology program I can sponsor you on this project to do you but you know I don't want to do the eggs because we're going to have kids in the going to break and let's just do one of those projective like no no I want to do the thing with the ball I said I can do it. I know we can do it so I came up with the sicker friendlier kid friendly version and Mike and I built it right here Georgia Tech. So this was actually pretty pretty fun because I know a lot of you saw us building this thing I have some pictures of the shop but frantically building something in the last couple weeks but instead of the eggs I put together these glowing. Plastic balls that have a little nucleus inside. It's got the R. fi the tag and the lights and they're suspended with the stocking and then they can be placed in these holes in this really kind of clean flick abstracted nest and so I can show you some of the video of someone using this. Yeah and he was the gentlest one there were actually lots of kids really became pretty rough with with these and so this is going to pass and I just took this video on Sunday. This is pretty fresh and I think I will leave you with with that. Thank you for having me. So I don't agree with you. Why. Well I mean it's really interesting. There's a lot of in one way cram books very much about digital and craft because they do have a very rich history of metal smokers and ceramicist and sculptors but they're also very experimental and interested in crossing boundaries and a lot of. People who are in print makers might do some work in the ceramics department so there's a lot of interdisciplinary you rock and there was also a lot of Futurism so we were in a way kind of forced to deal with imagery because we were designing things that couldn't be built in the way yet and I actually wanted doing a third year because I started experimenting and they have this program where you can be invited to take a spot and be a third year they reserve one spot and so I did a third year in the graphic design program. So I did my industrial design work and then I did a graphic design so that's really how I I combined there but it was really just being in a place that that didn't have these boundaries and nobody questioned a sculptor who was making video art. It wasn't a problem. Well chosen means. Definitely an inspiration that I have a lot of inspiration in even as I saw real inspiration to me in actually in more of a personal way because what is she one hundred three. Now how old is she now is she still doesn't she still obsessed with design I want to be one hundred three and waking up and can't wait to build and make and explore and play. So those are some of my influences. Yes. Twenty three days with no. And you know I don't like the next interaction or. Yes. Yes. Yeah. But I mean you can already get a refrigerator with a touch screen and. Sensors have become very affordable and so I mean I really think that in a way that's what it comes down to and it's it's it's our playground now. In a sense because you know we have it successful. Yes. Yeah I didn't get a chance to show a lot of the stuff that I did at Frog but when I got fired. I was working on a lot of objects and I did work on an oven that actually had a screen interface as its main way to interact with it and also a series of H.P. devices that was a camera on a scanner and a T.V. and they all communicated with one another. So I mean all the big firms are are certainly engaged in doing that. But I think we're going to see a lot of really interesting little companies and I certainly would spank my can are doing some really interactive objects. There's a group. There's a group I am announcing a lot of it. So there's a group in San Francisco they call themselves thing Adam and they're branched out. I think adaptive path. Which is really an interaction firm and they've been publishing what they call these technology sketches which I think actually we can do a lot better. They're a little bit rough around the edges but they are sketches. So I think we're seeing a lot of new models of ways of being a designer which I think is really exciting and there's also a big D.I.Y.. Craft movement of people who like to tinker who are starting to make things and maybe make them in multiples and maybe find a way to sell them and so I think there's I think that will. We're going to see right now. I really do see that it's kind of the big three or four I like the idea of smart frog but I think the potential for some new interesting firms is good this. They're at Culloden and the dot com. Most of my most of the stuff is there so and we had it for us. You know you know I mean I really struggle with this because I really like so I like control so much so I don't like be having my hands in all parts of the project but I really love teams and it doesn't matter to me if it's in a big corporation or in a small company or an academic institution I really just love a group of people who can't wait to get up in the morning and figure something out together and and break up. Break up for a really big task into pieces. So I think it's a little bit harder to get someplace faster in a big corporation than it is in the smaller firm I tend to also like the consultancy where you're moving from one project to another and not necessarily always doing the same thing. And that's kind of a vague answer but. Research is design. And design. And I don't. I you know I mean I deal with this all of the time people ask me where I I do and. And. You know I certainly think that. It is industrial design but I would not call it interaction designer. I mean I think interaction design is probably the closest music restless. Water. You know what is what. Right. Yeah I mean I think that this term and I mean and actually in our recent meeting we were discussing the term and how we define industrial design. I mean I do think industrial design in the traditional sense is a bit of a dinosaur a lot of those jobs are going overseas I mean there still is a lot of craft through Those are very very important. I mean I'm a big believer in great craft. You know being able to sketch and draw and render and. Either hire someone to make a model or make model but. You know I think that we're not going to get away from this virtual digital it's the soup now the. Their program behaviors and physical objects there are physical behaviors and virtual objects and. You know what really is industrial designers have a knowledge of studying the user and coming up with a strategy and understanding how form communicates understanding how form has. Meaning and bringing that meaning into projects and so I mean I don't know what we want to calling it but it is the same thought process. It's a question of how you saw yourself. Miss Just now I haven't and I'm very interested in making connections with I know the quality has been working with T.V. you a lot because just watching right now I'm very interested if you have any names or connections or don't hesitate to tell people look me up. I'll be happy to meet people. I'm really excited to meet people on campus and we want to partner Mark and I.