P-al (A moment)
P-al
If you’re frustrated by your partner’s habit of constantly checking their phone during dates, पल offers a unique solution. Food is ordered through hand gestures, and phones are set aside. If a phone is detected on the table thereafter, warning messages appear, and the table flashes blue, drawing attention to the disruption. The table also recognises objects and gifts exchanged by the couple, suggesting conversation starters based on these items. The most enchanting feature is activated when the couple holds hands: the table turns pink and plays “Careless Whisper.”
If you’re frustrated by your partner’s habit of constantly checking their phone during dates, पल offers a unique solution. Food is ordered through hand gestures, and phones are set aside. If a phone is detected on the table thereafter, warning messages appear, and the table flashes blue, drawing attention to the disruption. The table also recognises objects and gifts exchanged by the couple, suggesting conversation starters based on these items. The most enchanting feature is activated when the couple holds hands: the table turns pink and plays “Careless Whisper.”
If you’re frustrated by your partner’s habit of constantly checking their phone during dates, पल offers a unique solution. Food is ordered through hand gestures, and phones are set aside. If a phone is detected on the table thereafter, warning messages appear, and the table flashes blue, drawing attention to the disruption. The table also recognises objects and gifts exchanged by the couple, suggesting conversation starters based on these items. The most enchanting feature is activated when the couple holds hands: the table turns pink and plays “Careless Whisper.”
Group / Individual
Group / Individual
Group / Individual
Group Project with Shreya Mishra and Chokchey Cappai
Group Project with Shreya Mishra and Chokchey Cappai
Group Project with Shreya Mishra and Chokchey Cappai
Location
Location
Copenhagen Institute of Interaction Design (Bergamo, Italy)
Copenhagen Institute of Interaction Design (Bergamo, Italy)
Copenhagen Institute of Interaction Design (Bergamo, Italy)
Course
Course
Designing with AI (Lecturers : Bjørn Karmann and Matteo Loglio)
Designing with AI (Lecturers : Bjørn Karmann and Matteo Loglio)
Duration
Duration
Duration
2024. 12. 9 ~ 12. 13 (5 days)
2024. 12. 9 ~ 12. 13 (5 days)
2024. 12. 9 ~ 12. 13 (5 days)
The goal of the project in class was to identify our habits and design a physical product with friction that could either encourage or hinder those habits. Among the 9 habits we shared, we chose the habit of "always feeling bored without a smartphone" as the theme for our project and derived its 'Trigger', 'Behaviour' and 'Reward'
Trigger Time consuming / Seeking a replacement for something
Behaviour Purposeless curiosity
Reward Dopamine / Time is consumed
The goal of the project in class was to identify our habits and design a physical product with friction that could either encourage or hinder those habits. Among the 9 habits we shared, we chose the habit of "always feeling bored without a smartphone" as the theme for our project and derived its 'Trigger', 'Behaviour' and 'Reward'
Trigger Time consuming / Seeking a replacement for something
Behaviour Purposeless curiosity
Reward Dopamine / Time is consumed
The goal of the project in class was to identify our habits and design a physical product with friction that could either encourage or hinder those habits. Among the 9 habits we shared, we chose the habit of "always feeling bored without a smartphone" as the theme for our project and derived its 'Trigger', 'Behaviour' and 'Reward'
Trigger Time consuming / Seeking a replacement for something
Behaviour Purposeless curiosity
Reward Dopamine / Time is consumed








Based on the three elements above, we focused on diverting attention as a way to hinder the habit and sketched various ideas. Through the sketches, we identified various contexts of aimless smartphone immersion and decided to focus on situations where people look at their smartphones instead of paying attention to their partners during meal times. We then decided to design a 'dining experience' to address this bad habit.
To curb smartphone dependency, we focused on attention diversion during meals. By identifying contexts of aimless phone use, we designed a 'distraction-free dining experience' that fosters engagement between partners instead of screens
Based on the three elements above, we focused on diverting attention as a way to hinder the habit and sketched various ideas. Through the sketches, we identified various contexts of aimless smartphone immersion and decided to focus on situations where people look at their smartphones instead of paying attention to their partners during meal times. We then decided to design a 'dining experience' to address this bad habit.


Implemented a non-contact UI system utilizing a projector-camera setup. The system tracks hand gestures and objects via GPT-4o (evolved from LLaVA/Teachable Machine) for intuitive menu control. The project was fully developed and refactored using Cursor AI.
Implemented a non-contact UI system utilizing a projector-camera setup. The system tracks hand gestures and objects via GPT-4o (evolved from LLaVA/Teachable Machine) for intuitive menu control. The project was fully developed and refactored using Cursor AI.
Implemented a non-contact UI system utilizing a projector-camera setup. The system tracks hand gestures and objects via GPT-4o (evolved from LLaVA/Teachable Machine) for intuitive menu control. The project was fully developed and refactored using Cursor AI.






When AI detects a smartphone, a blue light blinks to draw attention
When AI detects a smartphone, a blue light blinks to draw attention
When AI detects a smartphone, a blue light blinks to draw attention


Leverages object recognition to suggest relevant conversation starters based on the tabletop environment
Leverages object recognition to suggest relevant conversation starters based on the tabletop environment
Leverages object recognition to suggest relevant conversation starters based on the tabletop environment











Reflection
Engaging practically with AI tools highlighted both their potential and their limitations, offering an ideal space to explore creativity while addressing ethical concerns about AI observing human actions. Technology, in many ways, reflects what humans project onto it, but can it truly nurture and understand the connections and rituals that make us profoundly human?
Reflection
Engaging practically with AI tools highlighted both their potential and their limitations, offering an ideal space to explore creativity while addressing ethical concerns about AI observing human actions. Technology, in many ways, reflects what humans project onto it, but can it truly nurture and understand the connections and rituals that make us profoundly human?
Reflection
Engaging practically with AI tools highlighted both their potential and their limitations, offering an ideal space to explore creativity while addressing ethical concerns about AI observing human actions. Technology, in many ways, reflects what humans project onto it, but can it truly nurture and understand the connections and rituals that make us profoundly human?