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PORTFOLIO - Selected projects

This endeavoring work collection gathers my most valuable projects as a designer and physicist. Here, you can grasp how my desire to merge digital and physical platforms creates impressive and meaningful experiences focused on people. I hope you enjoy this journey, as well as I have done designing it.

This endeavoring work collection gathers my most valuable projects as a designer and physicist. Here, you can grasp how my desire to merge digital and physical platforms creates impressive and meaningful experiences focused on people.

I hope you enjoy this journey, as well as I have done designing it.

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VICTOR MAHECHA

PORTFOLIO

SELECTED DESIGN PROJECTS

Designer & Physicist


Welcome to

my portfolio

This endeavoring work collection

gathers my most valuable projects as

a designer and physicist. Here, you

can grasp how my desire to merge

digital and physical platforms creates

impressive and meaningful

experiences focused on people.

I hope you enjoy this journey, as well

as I have done designing it.

“Study hard what interests you the most in

the most undisciplined, irreverent and

original manner possible.”

Richard Feynmann


INDEX

PHYSICAL

COMPUTING

01 PONY WALL - THE GOALKEEPER

02 LIVING THE BOGOTAZO

03 THE WAY OF THE RABBIT

EDU

TECH

04 DIGITAL INNOVATORS - THE SPACE JOURNEY

05 PEDAGOGICAL INNOVATORS

06 GUARDIANES - EXTREME UNIVERSE

WEB

AND APPs

07 CONFIDR

08 CREATI



PROJECTS

01-03

PHYSICAL

COMPUTING


PHYSICAL COMPUTING

01

PROJECT GROUP

CRITERTEC SAS

PONY WALL

THE GOALKEEPER CHALLENGE

Within the framework of Pony Futbol, an event

aimed to highlight the future talents of this sport in

the country. A series of interactive games were

created to relax players and entertaining the public

before the matches. One of them was the Pony

Wall, a game designed to search hidden football

talents on the participants.

Created by

Doble Efecto , Francisco Ramirez and

Victor Mahecha / Arduino Programmer


PHYSICAL COMPUTING

50%

of scheduled events are matches; the

other part are activities for general public.

THE

BRAND

interest is to help

people discovering

hidden talents

IDEA

Create a simulation game for players

and nonplayers who want to discover

and share their hidden football talents.

NON

PLAYERS

share that feeling of competition. However,

there are not activities focused on this aspect.


PHYSICAL COMPUTING

The installation simulates a goalkeepers training

where the agility and concentration are valuable

skills. For this purpose, the wall has 20 holes, which

represent the ball position. A tactile sensor located

behind each surface detected changes in

capacitance, an aspect that confirmed the exact

moment when the user touches a space.

Randomly a specific hole is lighted, indicating the

action to catch the ball inside it. If the user matches

with the light, the score rise, and the ball

occurrences are more frequent. A digital ranking

stores the number of balls saves, along with the

general champions ranking.

10

Capacitive

sensors

are distributed

behind each hole

GAME SPEED

TIME

REGION

As time goes by, the zones far away from

the center are more likely to be active.


PHYSICAL COMPUTING

RESULT

Match between the sensor

and the hole activated.

The screen ranking enhances the competition

between participants.

* Project Videos https://www.youtube.com/watch?v=VlTJWcuuEiU


PHYSICAL COMPUTING

02

PROJECT GROUP

CRITERTEC SAS

Living the

Bogotazo

To illustrate this event called "El Bogotazo," we

designed an experience for traveling back to that

time. The time machine is an antique telephone

which rings when a user walks in front of it. If the

user raises the speaker, a recovered radio

broadcasting audio is heard telling in real time how

this event happened.

Created by

Doble Efecto , Jaime Rodriguez and

Victor Mahecha / Arduino Programmer


PHYSICAL COMPUTING

IN THE

CONTEXT

of the international book fair, the Bogotá City

Hall installed a timeline about the local history .

Photo by Pony Semana Magazine

ONE OF

THE MOST

important events of the chronology occurred in

the 40s when an opposition leader was killed,

unleashing a revolt that destroyed a significant

area in the town.

IDEA

Create a significant experience that

invites the participants to emphatize

with local history


RESULT

PHYSICAL COMPUTING

Adapt the telephone ringer voltage to the

Arduino Uno was one of the toughest parts.

However, It can be sorted using my electronic

knowledge from my physics background.

RING!!

RING!!

RING!!

The original telephone speakers

were used to foster an impression

of antique.

DISTANCE

30-50cm

is the distance that triggers the call from

the past as a result of multiple iterations

with the public.


PHYSICAL COMPUTING

The audios and an old telephone waken up

nostalgic feelings along with different

generations.

* Project Videos https://www.youtube.com/watch?v=m-_MtwuP-Xs&t=48s


PHYSICAL COMPUTING

03

PERSONAL PROJECT

UNIVERSIDAD OF LOS ANDES

THE

Wa

R

y

ofthe

a B

B

I

t

This project develops an interactive installation

that seeks to divulge scientific knowledge

experientially. The immersion provides an approach

to the main concepts of quantum mechanics for a

non-academic public.

From this experiential exercise, the hidden rules

behind concepts like duality wave-particle or

uncertainty principle create meaningful learnings

around counterintuitive topics inasmuch as the

visitor experiences them as a part of the macro

world.

DESIGN DEGREE PROJECT

Created by

Victor Mahecha


PHYSICAL COMPUTING

QUANTUM

MECHANICS

is an essential topic for understanding the

universe. However, it is not taught at school

because it is considered a tabu yet.

PUBLIC

AWARNESS

of science needs

experiential experiences

rather than master

classes

IMMERSIVE

MEDIA

plays with perception and recreate

new realities through digital elements.

IDEA

Create an immersive experience to

approach the most counterintuitive

physics topics for a non-academic

public.


RESULT

PHYSICAL COMPUTING

The installation uses a projection as a portal that

connects the everyday and quantum worlds. This

audiovisual content is controlled by a book divided

into four pages, whose texts describe a series of

instructions written as rimes to follow a white rabbit.

01

The journey following a white rabbit takes as a

reference to the book Alice in Quantum Land,

written by the physicist Robert Gilmore. This book

adapted Lewis Carroll's story, in a world where

Alicia lives a series of adventures ruled by the laws of

quantum mechanics.

The book closed triggers the intro projection

QUANTUM

WORLD

REAL

WORLD

02

The second page shows a forest ruled by the quantum

laws.

The Kinect only projects the user if it is

moving. As a metaphor for the uncertainty

principle.


PHYSICAL COMPUTING

03

05

The player tries to catch the rabbit, but it is dissapear

when user moves.

If the player reaches the end of the book,

he will find the rabbit hidden on the last

page.

04

The player is duplicated under the wave-particle

principle.

Proyect Video https://vimeo.com/album/3850449/video/158409698



PROJECTS

04-06

EDU

TECH


PHYSICAL COMPUTING

04

PROJECT GROUP

CRITERTEC SAS

Space Journey

Tangible coding

The "Space Journey" is a learning experience in

charge of bringing the electronics and design of

physical interfaces in a student-friendly manner.

This experience took as reference the "user

experience" structure of that posits Jesse Garret,

transmedia storytelling, and role-playing game

mechanics to create a meaningful and enjoyable

approach to tech.

Created by

Yesid Borda, Andrea Miramag, Natalia Pinzón,

Jaime Rodriguez, Nikolai Rubio and

Victor Mahecha /UX & UI designer


EDU TECH

THE

CENTENNIALS

have a close relation with tech, mainly focused

on entertainment and video games.

*

MAKERS

is a movement aimed

to democratized the

STEAM. The initiative

is emphasized in learn

doing.

IDEA

Create a learning experience where

students build their knowledge around

coding an electronics sorting different

mission close to their social concerns

and motivations.

*

Cultural behaviours observatory

School of Advertising

Jorge Tadeo University

INNOVADORES

DIGITALES®

is a learning program whose main objective is to

re-signify the notions of 4500 students from public

schools in Bogotá around their community, society,

and their role as citizens.


EDU TECH

As a follow-up strategy, a tracker was designed to register medals, bonuses, and unlockables, while for

day-to-day purposes, a traveler's book was considered to record the experience.

INTRO ANIMATION VIDEO GAMES ANIMATRONICS FINAL

PROJECT

This proposal tells the story of a lost astronaut in

the space, who sends a help message to the

participants waiting to be rescued. This character is

the very class teacher.

The participants form crews and undertake a trip

into space, solving a series of challenges about

electronics, programming, and design. The phases

of the developments begin with animations using

algorithms, video games, to build spaceships and

end with exploration rovers.

36

Weeks of activities made the complete

experience Each one specified: mission,

resources, learnings, and gamified

components involved.


EDU TECH

RESULTS

Starter pack: register book,

control-board, spaceship,

and physical computing

components.

All interfaces are

made of cardboard, a

resource available in

our daily life context.

The classroom-like

space where the

students can create,

play and share.

Project Videos https://www.youtube.com/watch?v=d9UdpBW0cEQ


EDU TECH

05

PROJECT GROUP

CRITERTEC SAS

TANGIBLE CODING

Innovadores Pedagógicos® aims to equip public

schools teachers with methodological and

technical strategies that allow them to create

meaningful learning experiences in their

classroom. Around 500 teachers had an immersion

in emerging technologies (AR, VR, 360 content and

tangible coding) in two phases: the first one

addressed to familiarizing themselves with the

topics and the second was more targeted to create

an experience to bring to the classroom.

Created by

Daniel Moreno, Nelson, Lopez,

Jaime Rodriguez, Milton Mahecha, Oscar Pico

Victor Mahecha ( Tangible Coding leader)


EDU TECH

INNOVADORES

PEDAGÓGICOS®

wants to establish an

intellectual installed capacity

on schools and empowers

professors as an ambassador

of Innovadores Digitales®

MAKERS

is a movement aimed

to democratized the

STEAM. The initiative

is emphasized in learn

doing.

THE

PROFESSOR

are hesitant to use technology in

their classes because, for them,

those resources look so complicated

and unfamiliar.

IDEA

Design a meaningful experience

where professors create content

for their classroom-based on

experiential approaches to

technology and disruptive

methodologies for applying it.


From tangible coding, the learning process took as

reference previous developments of Innovadores

Digitales®, but unlike students, the teachers have

an immersion to the step by the step construction

process. "Design thinking for educators" made by

IDEO was taken as a reference as well, whose

strategy allows teachers to see the world since the

student perspective, the latter considered as

protagonists of the classroom experience.

Additionally, from the methodological approach,

storytelling was used to create narratives and

gamification as a tool to integrate game mechanics

into this purpose.

12 missions

As a videogame, each professor collects

technological and methodological

knowledge as a vehicle to achieve their

project

EDU TECH

4. Ideation

Digital

Análogo

En el lenguaje de programación

volvemos a ver los elementos

básicos de la programación

tangible.

Gamificación

Narrativa

3. Storytelling

Evaluó el estado

de mi proyecto y

fijo mi rumbo.

5. RV-DUINO

Controlamos un entorno

Virtual 3D transmitiendo

información por clable.

UNITY

8. RV+REAL

Interactivo

Inalámbrico

RV

2. Play

Ejemplos de

dispositivos de la

experiencia fase II.

6. REAL-DUINO

Reforzamos conceptos de

programación controlando

un dispositivo tangible.

Estructuras

Misión de exploración

de los medios inmersivos

con efectos tangible.

Multiplataform

1. Intro

Inicio de la ruta

de los maestros

que inspiran.

Celular

7. BT - DUINO

Etapa de observación interfaces

en otras plataformas capaces

controlar contenido tangible.

bitácora

proyecto


EDU TECH

RESULTS

Projects range from programmed musical instruments,

interactive museography pieces to CAD

machines.

Quick animated tutorials, teachers' projects, and virtual sessions

are shared freely in our own Youtube channel.

Many participants didn't

have previous experience

with physical computing.

Project Videos https://www.youtube.com/channel/UCX8m1V8kLLwj-LiAK9w4urg


EDU TECH

06

PROJECT GROUP

CRITERTEC EDUCACIÓN SAS

EXTREME UNIVERSE

GUARDIANES is a learning STEAM experience

aimed to encourage students from Colombian

Schools as protectors of life on and off the planet.

Through critical, creative, and scientific thinking,

the participants will be able to solve situations and

problems in their context as real superheroes.

All the proposed contents are endorsed by the

Astrobiology Institute of Colombia - IAC, an

international partner to the NASA Astrobiology

Institute (exclusive for Colombia).

Created by

Victor Mahecha ( Unity developer and UX

Extreme Universe leader ans science curator)

Daniel Moreno, Nelson Lopez Cristian Sabogal,

Lopez, Jaime Rodriguez, Milton Mahecha, Oscar

Pico, Nataly Opazo, Natalia Pinzón, Nicolai Rubio,

Jennifer Pedraza, María Diaz.


EDU TECH

IDEA

Design a learning experience where

students became social agents

supported by science, technology, and

empathy for all living things.

PISA

TEST

evidences that Colombian students have scientific and math

skills significantly lower than the average. From 79 countries

evaluated, Colombia is ranked 59.

*

THE

HERO

is a trending topic around centennials. The

way how those characters endeavor social

issues are the perfect hook to aware kids

about their local concerns.

Organisation for Economic

*

Co-operation and Development

Pisa 2018


EDU T

RESULT

Universe Extreme is a brach of GUARDINES, which

focuses on astronomy and astrobiology targeted at

13 to 15 years old students. This proposal empowers

the participants as a member of an intergalactic

secret agent ATI (Interspatial Technological

Agency) who wants to save the universe. To

achieve this goal, the participants must decipher a

series of extraterrestrial devices that contain a plan

to conquer the universe. As long as the experience

progress, the students face several significant

challenges that involve: the creation of digital

content, science experiments, and a friendly

approach to astrophysics.

Invasion Project

This app invites students to explore

different Colombian ecosystems, which

will be transformed into extreme

habitats by the aliens.

Solar Tracker

APPS

The following apps guide the participa

games and augmented reality imm

This journey drives the participants

through the solar system. Only if they

understand the characteristics of each

plant, they can collect all the clues about

the purpose of the extraterrestrial.

EXTREMOPHILES SOLAR SYSTEM STARTS

MAIN TOPICS


ECH

UIDE

nts through an experience where video

erse participants into the narrative

Stellar Code

As well as our ancestries, the agents

need to read and learn from stars. If

they want to find a place where the

aliens could come from, they must

foster this valuable skill.

Ancestral Enigma

From pre-colonial communities to the

spacial race, this experience explores

our cosmovision evolution. This aspect

is essential to understand the historical

invasion background.

30 missions

immerse students and professors in a

transmedia experience where science,

storytelling, and tech creation save the

universe.

GALAXIES

FINAL

PROJECT

Extraterrestrial material used to activate

the apps with messages encrypted.



PROJECTS

07-08

WEB

AND APPS


WEB DESIGN

07

PROJECT GROUP

NEURONAPTIC SAS

The connection to your doctors

ConfiDr is a platform aimed to create an

interpersonal relationship in healthcare between

patients and doctors. With this social connection,

the information shared after and before an

appointment can improve the current health

scheme. Specifically, this development allows

patients and doctors to communicate with each

other, Clinical consultation and storage efficient,

schedule appointments base on locations, and a

customizable chat with doctors. We plan to change

how consultation and patient care are handled -

and control it.

Created by

Juan Zambrano, David Jimenez and

Victor Mahecha ( Front)


WEB DESIGN

SCHEDULING

an specialized appointment is hard work. It

requires prolonged bureaucratic process, or

sometimes the avaliable can take months.

*

Do not exist

variables that help

users to qualify and

compare their health

services.

IDEA

Create a platform that improves the

health service experience for doctors

and patients, connecting both parts in

an empathic and efficient way.

ALONG THE

CONSULTATION

,doctors often spend several minutes

asking questions and updating the

patient's information in his database

*

Source : https://uniandes.edu.co/es/noticias/derecho/el-sistema-de-salud-colombiano-bueno-o-malo

University of Los Andes


WEB DESIGN

1

e s t a b l e c e t u h o r a r i o , o f i c i n a s , y t i p o s d e c i t a s

SEARCH

TOOL

t h e f i r s t s o c i a l n e t w o r k f o r p a t

2

3

Mauricio Perez

Clara Lopez Obregon

Call 120 # 20-30

Call 120 # 20-30

This function allows patients

to schedule quickly an

appointment based on

location, area, insurance

company, and cost.

HO

The first screen displays

supported by an image

KNOW YOUR

DOCTOR

Academic and professional

background validated by the

platform improves the patients'

confidence before a

consultation.

2

MANAGE YOUR

HEALTH INFO

Graphic health stats provide

valuable feedback about

treatments and lifestyle factors.

FOR PATIENTS

REGI

This step narrows users

specific benefits and adv

crea


i

i

MAIN SERVICE EXPERIENCE

i e n t s a n d d o c t o r s i n t h e w o r l d

QUICK

CHAT

ME

the characteristic colors

illustrating our mission.

FOR DOCTORS

This function allows patients to

have quick consultations with

doctors, and doctors to contact

engaging colleagues they might not

know and follow the patient's

progress.

REVIEW PATIENTS

WITH UPDATED INFO

u s e f u l d a t a f o r y o u r n e x t a p p o i n t m e n t

A doctor can give a more keen

diagnosis knowing before each

consultation clinic history, lifestyle

info, current systematics, and

previous doctors' treatments.

MANAGE YOUR

OWN CALENDAR

STER

and reminds them of the

vantages if an account is

ted

From your cellphone or computer,

the platform can manage the

schedule of all the offices in a

friendly way.

RESULTS


08

PROJECT GROUP

CRITERTEC EDUCACIÓN SAS

CRE-ATI

UNIVERSAL CREATIVE TOOL

CREA DIGITAL WINNER 2019

CREATI is an augmented reality application where

videos, audios, 3d models, and photos can merge

into real life on amazing and customizable

compositions. As a part of the GUARDIANES

project, this tool allows users to overcome their

status of tech consumers and empowers them as a

creator of digital content.

This idea started in 2018 in a conversation with my

developer partner Milton Mahecha. Our

experiences teaching at schools and as developers

show us how conditions like connectivity,

antiquated equipment, or software licenses,

impossibilities perform activities in some public

schools. Keeping this in mind, we decided to start

investing personal time on this project, and now it

has become a reliable tool for the company.

Created by

Milton Mahecha, David Nieves

Victor Mahecha (UX/UI and Unity

programmer)


APP DESIGN

AS WINNERS

OF THE

Crea Digital 2019 contest about

transmedia storytelling, The GUARDIANES

components, such as CREATI must boost

thier development.

AUGMENTED

REALITY

is a low-cost and engaging technology

adequate for workshops in schools

without equipment.

CRITERTEC

EDUCACIÓN SAS

IDEA

Create an added value to the Critertec

Educational experience designing an

application that allows the public to

create their customizable content in

augmented reality without computers.

needs to establish it as an

educational benchmark;

for this reason, it is

important to develop their

own tech tools.


APP D

APPS GUIDE

The following sequence illustrated step by step how CREATI allows

create augmented reality content.

INTRO

FIND

TRAN

1 2 3

A friendly tutorial starts with a primary mission. Discover

the content hidden inside the card two.

The app identifies the cards or cube face seen by the

camera. To interact, you must press over the screen where

the target is located.

Change

attache

JOYSTICKS

4 5

As videogames, touchscreen joysticks create an

interaction friendly for kids

.

BROWSER

This file searching function allows the user to explore

file-by-file all the content they want to upload.


ESIGN

SFORM

rotation, scale, and position guided by the axis

d to the content.

This application has visited Colombian cities like Popayan,

Bucaramanga, Barranquilla, and Medellin, helping local teachers to

develop AR content with their smartphones.

6

COMPOSITION

3d models, images, and videos can create amazing

compositions merging digital content in the real world.


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