Tiago may best be described as an interdisciplinary creative technologist. Born in Lisbon in 1981, he combines a background in Computer Science with creative practice, teaching and research experience in interaction design and interactive art.
After graduating in Computer Science and Engineering at the New University of Lisbon (PT) Tiago became a researcher for the institution's Interactive Multimedia Group. Shortly after, he moved to Linz (AT) to pursue PhD at Interface Cultures, University of Arts and Industrial Design. Developing his practice-based research, Tiago also became a guest lecturer in programming, physical computing, and play theory. He is currently based in Berlin, where he has worked as researcher, engineer and freelancer developing tangible and wearable interfaces and socially-connected experiences.
His skills and sensibilities bring together different fields to produce unique outcomes, resulting in a body of work which includes original concepts, artistic collaborations, academic research and creative approaches to technology in professional contexts.
Portfolio website:
cargocollective.com/tiagomartinsThesis Title: Art and Technology at Play - A Practice-Based Exploration of Embodied Interaction
Date of completion: 12.06.2017
Thesis Abstract:This thesis explores the use of Embodied Interaction and playfulness as effective creative strategies in the design of human-machine interactions, employed towards aspects of usability and expressiveness of participatory experiences and interactive artworks. It focuses on a body of original works which include multimodal interfaces, interactive narratives, videogames, art installations, and critical design concepts.
As a whole, the works constitute a critical reflection upon the normative design of information and communication technologies, as they address phenomenological limitations, highlight ideologies and provide expressive alternatives – in a playful and embodied way.
A practice-based approach to inquiry was chosen, supporting the situated exploration of opportunities and potentials under the benefit of a holistic and critical perspective. This involved stance allowed the creative development of original and informative experiences of human-computer interaction, as opposed to designs which iterate on established product genres and preconceptions.
After introducing the topics of technology, Embodied Interaction and playfulness, with emphasis on aspects that have served to contextualize and/or inform the practitioner’s approach, an account of each work’s ideation, development and outcomes is offered. Each account highlights specific ways in which embodiment and play contributed towards the work’s successful aspects, while charting the researcher’s progression through different environments of creative practice, refinement of techniques and the development of a holistic and critical approach.