This is some text inside of a div block.
Kiran Scott de Martinville
My process approaches from both sides — conception (design) and execution (technology)
These two perspectives continuously guide and inform each other.
The following work is a sample of this conversation.
Journey, 2024
My thesis is a holistic design and research project that proposes product, behaviour and system-level interventions with the objective of tackling the single most preventable cause of death worldwide:
tobacco addiction
Today, vapes are the most popular tool for smokers to quit...
However they don’t address the root cause of nicotine addiction, perpetuating it in a new medium
Their design leads to passive and continuous use, lacking the start and end points of cigarettes
Driven by a commercial market to deliver higher doses of nicotine in increasingly convenient packages.
The result is a single use product containing a rechargeable battery
With bright colours and sweet flavours driving underage usage
What could a vape be if it prioritised cessation instead? If it supported you through your personal and non-linear journey to sobriety?
a smarter vaporiser
two pods
nicotine and placebo
prototype varying each pods output
reducing dosage automatically and comfortably
charging case
1. undock
2. flick scroll wheel to activate
3. ‘smoke’ for a finite amount
4. conclude the activity
mimicking the (familiar) gestural ritual of smoking
connected experience
setting realistic weekly goals of reducing a specific trigger
scroll wheel increases in resistance during target trigger times and locations to nudge adherence,
addressing both the chemical dependency and behavioural aspects of addiction
through digital and physical interventions
in an enduring and desirable form
that wears in physically and algorithmically to its user
ensuring they feel proud in their initiative towards a healthier future
always-present ambient display
growing and wilting based on goal adherence (feedback)
the day you quit smoking
a brand that aligns with cultural trends towards wellbeing and healthier lifestyle choices

rather than the clinical nature of current medical interventions
marketing that promotes quitting first, with the product as a means to the goal
research process
Stereophones, 2023
Touch controls on headphones disrupt the experience of enjoying music.
They’re objects we don't use in front of our eyes, so why apply the same swiping gestures as handheld devices?
This project explores a more intuitive alternative...
Initial research into media controls on physical audio products (semiotics, layout, heritage)
the familiar volume knob
Made from a motor , magnet and hall effect sensor (a really precise compass)
all talking together to create depth through haptic behaviours
off/on volume (with resistance at higher levels)
snapping between play/pause and spring loaded song skips
these tactile media controls can be used blindly and intuitively
magic earcups
gently held by replaceable branches
housing batteries, the first point of failure
Inviting the same communities that modify and restore vintage hifi to extend the lifespan of the product
purely through the allure of its experience
serviceable
(test points, large component packages, well-supported microcontrollers)
folded
charging case
editorial
at the end of the day, its about enjoying music