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.