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How can we incorporate augmented reality and collaboration into early education? 


Kids often aren’t engaged in STEM topics in ways they can dive in and explore until middle or high school. We believe that augmented reality can help capture their imaginations early and often, encouraging love and curiosity for what are often fated to be “boring” subjects.  

Hubble uses computer vision, AR Markers, and projection, to make abstract concepts more tangible for early elementary students by bringing subjects to life. Using a tabletop device, it turns classroom surfaces into interactive spaces. Our vision for Hubble is for it to be used as an educational kit that combines augmented reality with physical objects.

This project was showcased at NYC Media Lab Summit '17. It has also been selected to be further prototyped through the 2018 Verizon Connected Futures Program


I worked on this proof of concept over the course of six weeks with Scott Cowell, Amsha Kalra, and Christine Lawton. My role included ideation, concepting, and technical prototyping with the Lampix device. 

Research & Ideation

For this project we had a unique opportunity to use the Lampix device. As a group we decided to focus on education and brainstormed areas where augmented or mixed reality could be used to encourage students to pursue subjects that often fall by the wayside. We debated between math, music, and science and eventually narrowed in on space.

We researched the ways that students currently learn about space, relearned a few of the lessons ourselves, and identified an opportunity to create a learning tool that was collaborative, physical, yet could still provide a lot of informaiton. 

Iteration & Prototyping

We wanted to combine the layered information of a digital application with the tactile experience of using 3D models. To achieve this we added a dome to the interface.

We went through many iterations of lessons and varying levels of fidelity. These ranged from rough outlines and video prototypes to computer vision sketches using the lampix devices. We wanted to prototype basic interactions, which meant that we had to understand exactly where on the table those interactions would take place and the functions needed to use the computer vision capabilities fo the device.

Proof of Concept

For our final proof of concept we used video prototypes and shifted between lessons remotely. We presented the final proof of concept at Frog's Dumbo office and later at the NYC Media Lab Summit. 

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