Wyatt Olson is an artist and designer living in Seattle, Washington. He is studying to receive his Masters of Design with a focus on Interaction Design from the University of Washington's School of Art + Art History + Design.

Work

Publication
Design Education

Spring
2023

School

University of Washington

Roles

Design Educator

Brand & Visual Designer

About the Project

What is a school? A school is a building and an institution, the locus of education. It’s a place of both formal learning (lectures, discussions, assignments) and informal lessons (social hierarchies, collaboration, fastest routes to the next class). A school can also be a collective approach or framework, a mode of thinking and philosophy. As the pandemic caused a global reshuffling in our approach to everyday life, it also provided an opportunity to rethink what kind of shapes school can take, and what kind of environments allow learning to flourish. This is particularly true for art and design education, which is predicated on an in-person studio model that includes both students learning from working alongside one another as well as learning through critique. As we have moved from online, to hybrid, to in-person instruction — as we each recall our own educational experiences and compare them to the present — how can we take the lessons and experiences of the past few years and offer a new vision of a design school?

Mobile UI
Augmented Reality

Spring
2023

School

University of Washington

Roles

User Interface Designer

User Experience Designer

About the Project

RASSAR is a phone-based tool that helps user conduct semi-automatic auditing of indoor spaces, detecting accessibility and safety issues.  To help improve the safety and accessibility of indoor spaces, researchers and health professionals have created assessment instruments that enable homeowners and trained experts to audit and improve homes. With advances in computer vision, augmented reality (AR), and mobile sensors, new approaches are now possible. We introduce RASSAR (Room Accessibility and Safety Scanning in Augmented Reality), a new proof-of-concept prototype for semi-automatically identifying, categorizing, and localizing indoor accessibility and safety issues using LiDAR + camera data, machine learning, and AR. We present an overview of the current RASSAR prototype and a preliminary evaluation in a single home.

Mobile UI
IoT

Winter
2023

School

University of Washington

Roles

User Interface Designer

User Experience Designer

About the Project

The wellness industry is currently booming—different apps and experiences promising to optimize ones mind, body or work. We aim to push this industry outside of its comfort zone of the self, but instead shifting the focus to the household and family unit. By creating an experience that allows individuals who cohabitate to not only identify, but communicate their emotional states, we hope to facilitate conversations, alleviate burdens and ultimately streamline complications that busy households find themselves in.

Mobile UI
IoT

Winter
2023

School

University of Washington

Roles

User Interface Designer

User Experience Designer

About the Project

The Physical Therapy (PT) experience has always involved a combination of appointments and patient motivation. Currently, clinics see an average of 100 million to 200 million patients a day. Patients who seek to reduce long-term pain treatment costs have seen an average of 72% savings compared to traditional medical treatments. Outpatient PT care typically ranges from 7-10 sessions, and only 35% of patients comply with at-home exercise regimens. Our aim was to enhance the completion of at-home physical therapy exercises for both PTs and patients by designing an end-to-end experience. We sought to achieve a smooth transition of physical therapy exercises from clinics to patient homes, which entailed the development of a WebXR product to guide patients in their home exercises, as well as a web platform to track patient data for PT clinics.

Below is a glimpse of the exploration we developed for our future of Physical Therapy vision (Video coming soon).

Public
Installation

Winter
2020

Artist

Ginny Ruffner

Roles

Visual Communication Designer

Industrial Designer

About the Project

Project Aurora is a two-story light show inspired by the Northern Lights (Aurora Borealis) created by Seattle artist Ginny Ruffner. Running a generative adversarial network (GAN) the installation generates a shifting display of the Northern Lights over the 20-by-10-foot sculpture made of hanging bars of led bulbs.

Project Aurora is currently at the Bainbridge Island Museum of Art and will appear at the Seattle Museum of Popular Culture and the National Nordic Museum between 2022 - 2025

Speculative Design
Documentary

FallSummer
20222023

Company

Studio Tilt

Roles

Interaction Designer

Visual Designer

Cinematographer/Editor/Colorist

About the Project

The Inner Ear is a ceramic device that captures vibrations within participants’ homes. Once captured, the Inner Ear becomes a 3D printed porcelain physicalization of the vibration data. In this pictorial, we describe the design and fabrication process of the capturing device as well as the data physicalization workflow. In contrast with ‘always on’ data collecting devices in home environments, like smart home cameras or voice assistants, the Inner Ear allows home dwellers to intentionally capture vibrations of their choice, for only short durations. The final form of the Inner Ear memorializes only one significant instance of data capture. In this pictorial, we contribute insights on the development of the capturing device and the data representation schemes we have prototyped, as well as design decisions involved in balancing legibility with leaving room for meaning making during the transcription of home vibration data.

Public
Installation

Winter
2020

Location

McMahon Hall, DX Arts Gallery

Technical Details

Three channel video, computer-generated-text, images filmed/colored/edited by artist, mono-channel audio (mixed by artist).

About the Project

The Phenomena of the Apology? is a phenomenological inquiry into the nature of the apology. A broken system becoming visible—calculating emotion, incoherently apologizing. The three-channel video installation questions what an apology is in a capitalist society. Is the apology a fleeting phenomenon? A manifestation of Guilt? Relief? Or freedom? Between three HD video channels, a conversation is created both in space and time. Wide shots of domestic environments ranging from suburban homes, offices, and streets, are juxtaposed with close-up shots of specific details in each scene on another screen. Above, seven fleeting apologies, co-authored with GPT-4, appear, writing themselves character by character and disappearing into the darkness of the gallery.

The images shown on screen are unmoving yet human, rejecting traditional notions of cinema. Each image is just long enough to be uncomfortable on its own, yet when put into the conversation, the questions posited are too many to be answered. Exploring the apology through location and absent-minded gaze lets connections between the temporal, contextual- spatial- moments and locations in time become visible. This project engages with the phenomenon of human apology by exploring detachment. Interacting with the piece, we examine the fleeting temporality of the apology—the context surrounding it—and a denial of closure. We never know what is being apologized for or to whom these apologies are meant to be delivered.

Feelings of isolation, nostalgia, and regret permeate the piece. Calling back to the original question—what is an apology? Is it an empty room filled with an air of regret? Here the question remains unanswered; an inherent boundary is, however, reached. The degradation of the apology into an unintelligible mass of code-calls, stolen text, and symbols evades our understanding. But yet, it is only here, when we see phrases of real apologies, lifted from online conversations by OpenAI, that we can begin to understand. The machine may co-opt the language of the apology; it may even be indistinguishable from the banal- the superficial- the avoidant- apologies we might give—yet it does not engage in the “richness of first-person experiences of forgiving and being forgiven,” a concept examined by Marguerite La Caze in Phenomenology and Forgiveness. The artificiality is inherent when juxtaposed with the real—the text image combinations further this complexity, creating opportunities for distant realities to emerge (described by Tom Konyves in Videopoetry: A Manifesto)- realities that oppose the real.

The loop continues onward, marching forward through time. Viewers may enter at any moment, encountering the writing out of phrases, empty screens, or otherwise unintelligible fragments of memory. Only by giving time and observing the system can things be decoded. Perhaps hazily, if you’re not in the know, you might not know. Viewers' projections onto the piece are largely determined by where they enter the loop. Rewatching the piece allows for the noticing of finer details between channels, uncovering more distant realities described by Konyves.

Complementing the piece are sections of Anisktet (The Face): Swindle And Deceit, performed by Erik Nordgren and the Slovak Radio Symphony Orchestra. This music, originally created for the 1958 film The Magician, directed by Ingmar Bergman, calls subtly back to the underlying themes of this piece. The struggle between the cold, rational forces of science, represented by Doctor Vergerus, and the artistic, imaginative forces, represented by the magician Vogler. Volger, described by Olivier Assayas—is a mute illusionist who’s lost his faith in his power and knows only how to perpetuate appearances. His conflict in the film, his decision to disguise himself as mute, and the conflict between analysis and emotion harken here. These apologies were never spoken; they were never real. The apologies manifested out of the ether- the digital sublime- webs of prediction networks and language models- to conjure images of events that never happened.

Digital
Photography

20192023

Wyatt Olson is an artist and designer living in Seattle, Washington. He is studying to receive his Masters of Design with a focus on Interaction Design from the University of Washington. He currently collaborates at The UW Makeablity Lab and Studio Tilt.

Please email wyatto@uw.edu for an up to date CV.

Title
Duration
Category
Location
The Inner Ear
2022-23
Web/Documentary
Seattle, WA
UNSCHOOL
2023
Design Education
Seattle, WA
Phenomena of the Apology
2023
Installation
Seattle, WA
RASSAR
2023
Mobile/AR
Seattle, WA
Cadence
2023
Mobile/IoT
Seattle, WA
On Search
2023
Wearable/Experimental
Seattle, WA
P.A.R.T.
2022
AR/Web
Bothell, WA
L.F.P. C.P.B
2022
Web
Lake Forest Park, WA
M_Interface-01
2021
Tangible IxD
Bothell, WA
Project Aurora
2020
Installation
Seattle, WA
Availability

I am currently studying to receive my Master's of Design from the Division of Design & School of Art + Art History + Design. While my time is extremely limited, I'm still taking on freelance projects on a case-by-case basis. Reach out and touch base. ↓

Contact

You can reach me at wyatto@uw.edu or on the internet in various forms.

Wyatt Olson