Design Camp 2011 – The final projects

Explore the projects made during DesignCamp 2011

The Electro Starship Troopers

The Electro Starship Tour is an interactive experience for children intended to be implemented in primary schools as an educational system, making the world of energy tangible for children through a universe of new metaphors.

The idea is to engage children through play, and continue the interest by handing out a ’token’; a symbol of the conservation of energy, and through interaction with the token, conversation in the class room and conversation with family, engage in future interest in and understanding of energy.

The Electro Starship Tour is based on three elements; educate, connect, play.Â

The education system is built up of three main elements. The first ele­ment is the bus; an interactive mobile class room which will provide the children with the knowledge needed to understand the intangible concept of energy. The children are encouraged by the facilitators, the Electro Troop­ers, to engage physically in the activities, creating new metaphors for the world of energy.

The second element of the system is the tangible touch point; the token. This is introduced in the bus and through the storytelling made into a tangible symbol of energy. A token is given to each of the children partici­pating and represents the connection between the bus experience and their every­day lives. The idea is that the children will have to store solar energy in these tokens, giving them a sense of responsibility, as the Electro Troopers will come back to ‘collect’ the stored energy. The token will light up when all lights are switched off, creating little ’stars’ in a dark room, adding an element of ’magic’ to the experience.

The third element is the gameplay. This is where the knowledge learnt in the bus will be implemented in the everyday lives of the children. The children are encouraged by the Electro Troopers to play with the token every day for seven days, collecting as much energy as possible. The idea of community is also implemented in the games as the tokens have a better effect when put together. The gameplay will engage the children to take good care of the token, giving them a sense of responsibility. When the bus comes to ’collect’ the energy saved by the children, the gameplay will continue in the homes of the children, encouraging them to include their parents, making the children ambassadors for being responsible for the use of energy.

Presentation (PDF)

Artoverpower is a concept for an art movement which uses small works of art to occupy power outlets. The works of art increase awareness and make people think twice before consuming energy.

The concept uses guerrilla marketing to create a movement that enables the power of community to reinterpret electricity. In order to create maximum attention, the movement is kick-started by world-famous artists. They will be the ones creating the very first works of art that will be secretly installed inside castles, parliament buildings, etc. – and then the news will spread in true guerrilla style.

Subsequently, people will create their own ”power outlet art” – and possibly start a business by selling their art to those who cannot/ will not create their own.

Presentation (PDF) uses humour to create awareness of electricity consumption. The concept evolves around black boxes located around cities. The boxes intend to picque people’s curiosity and draw them in. Once inside, they will be greeted by complete darkness and a single switch. Turning the switch creates a shock effect of light and sound. Trying to turn the switch again results in an audio message telling you that there is no more power available to illustrate the fact that electricity is not an inexhaustible resource.

The concept also includes stickers shaped like speech bubbles. The idea is to write a message inside the bubble and then place it in a relevant spot somewhere in the city. The affiliated website has an online community where you can upload images of the bubbles you encounter. The best images/bubbles will be awarded a prize.

The group has decided to let the streetlights state that they are “a little afraid of heights”, and the neon-light teasingly says that “although I need to blink 20,000 times per day, that’s not a message to say I love you”.

Presentation (PDF)


Turbino combines the familiarity of the classic toy pinwheel with a little bit of electricity education to teach children that electricity does indeed have its limits.

Action is energy. Energy is electricity. Turbine works when you move, and doesn’t when you don’t or just hold it to the wind. It is that simple. This teaches children that without action there is no reaction, in this case electricity.

The Fun Side of Light
By allowing unrestricted, free play and by encouraging imagination and make-believe, fun is at the centre of the Turbino design.

Presentation (PDF)

The ElecTree

ElecTree is a small installation which resembles a tree and presents a visual overview of the current household electricity consumption. ElecTree hangs as a work of art inside the home, and the branches and colours change according to how much electricity is being consumed by the washing machine, the television, the computer, and the rest of the household appliances. If the consumption is excessive, the branches of the tree will spread. A sensible consumption will bring the branches together to display balance. Movement, shape, and colours of the ElecTree will increase consumer awareness of household electricity consumption.

Background for the ElecTree

The EU has issued an obligation for member states to prepare ten-year plans for implementation of smart meter systems. However, within 18 months from the coming into force of the regulation, member states can assess the economic feasibility of smart meters.
The goal is that by 2020, 80% of those customers for whom smart meters are economically feasible should have them installed.

Presentation (PDF)


Communergy aims to make people aware of their electricity consumption and as a result anticipates that people would save money by being more energy efficient. This saved money could then be invested in renewable energy projects like wind turbine farms, solar panel fields, or wave energy plants.

The campaign attempts to sell ownership and energy to consumers. By making it a community wide, the people within the community would be enticed to own their own energy, and at the same time, achieve a clean and healthy environment for their future generations.

Presentation (PDF)

Exess Energy Experience

Exess Energy Experience combines a work of art with a smartphone application. The work of art lights up when there is excess green electricity within the system, and the smartphone application informs the users of the excess energy and the fact that if they need to use energy, now would be a good time!

The concept is a framework that can be used all over the world. It is to be adapted to its surroundings. The source of energy is also the source of inspiration for the installation.

Presentation (PDF)


ElectriCITY in an online community and service which increases awareness of household electricity consumption. Â The service aims to incentivise families to adopt new habits in order to save electricity.

Among other things, visual statistics displaying household electricity consumption encourages electricity savings. The savings award points which can be exchanged into discounts in fitness centres and the zoo. For the community part, you can decide to compete for points against other families.

Via easily accessible usage information, an inverse points system, benefits and recognition within a community, the experience of saving electricity becomes more than just saving money. It becomes an integral part of your daily life. ”Friendly competition among families,” is the idea.


Luna is an ambient technology product which embodies household electricity consumption. The shape invites you to interact with it. It is abstract but draws references to sea anemones which look like plants but are actually animals.

Luna relates to both children and adults. Every time an electrical device is switched off in the home, the Luna reacts in a subtle way (a vibration, a small sigh, a pulsation of light, a woosh). This adds an ambience to the presence of electrical equipment and makes you aware of the electricity consumption in the home.

Presentation (PDF)

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