Venture Culture: Week 5 – Pitch Perfect (Mini Group Pitch)

Mini Group Pitch

Today we focused on pitching our product. This session was aimed solely at pitching (rather than the product), and how we can build on and improve our skills. We did this by first doing a single pitch, getting feedback, then going away and improving it and pitching it again.

First Pitch:

Some of the tips we were given were:

  • The scenario and aims of the product were clear, but what the product actually is was not made clear.
  • Be more clear about target audience, but also think about how it could be expanded in future (such as in a care setting)
  • be clearer on what the product is, what its for, and the USP.
  • Look up from devices, make more eye contact with audience.
  • Be clear on where the games for the device come from.
  • Lose the tablet picture from the slides – it makes it seem too close to a tablet than a mirror.
  • Think about the control system- would it have voice activation or motion controls?
  • Perhaps look at a reward system for chores?

After receiving the feedback, we set to work fixing our pitch & supporting slideshow.

Final Pitch:

View our final Pitch Script here.

What was good:

  • We defined what our product was, who it was for and how it worked much more clearly. We talked about the product in more depth, making sure the unique selling point was known, and (most importantly) setting it apart from “just an iPad in a waterproof case”.
  • Removing the kids tablet image helped break us away from the “iPad in a case” idea.
  • We set our product apart from others by being clear on the education aims of the product, rather than making it seem like a leisure device. We did this by being clear on the rewards system, and how the game controls link into the aims of the product.
  • We were more confident and knew our cues, so the whole presentation flowed better.
  • We made a scenario to try and relate to the audience, and included questions to make viewers think about the issue and how it effects them. This was difficult, however, as a large part of our audience are not our target demographic.

We could still improve by:

  • preparing so we remember our lines and cues better, making the whole pitch flow better and seem more natural.
  • Use better visuals in the presentation, this could be actual images of product prototypes (when we have a final product) as well as coming up with a better “theme” related to our product (i.e. more related to children)
  • Breaking up the speaking roles so those who are more confident have more to say.
  • Have more structure in explaining the product, by following a clear “problem to solution” structure in our pitch.
  • Having a stronger start to our pitch, with a better introduction.

Venture Culture: Week 5 – Brand Mood Board

Brand Mood Board:

mirrorbrand moodboard2

Brand Mood Board (See “Read more” for references)

I created this brand mood board for our project. The general theme is around children, toys, fairy tales and ties in with bathroom and hygiene. We want our brand to reflect our ideals of making hygiene fun and easily accessible to children, so I chose imagery that reflects this.

The brand would be aimed at children and their parents, so would have to be accessible to children and use child friendly design elements, such as primary and secondary colours, and easy to read ‘friendly’ handwritten fonts. These bright colours are much more attractive to children (particularly younger children) and are much more appropriate than darker colours. (Pancare, 2017)

PRODUCT mood board (Magic Mirror):

mirrorbrand moodboard

Product Mood Board (Magic Mirror) (See “Read more” for references)

The mood board also looks at fairy-tales. It looks at the links between storybook style artwork and how that could draw into our project. There are examples of storybooks and storybook related fonts that could be used in our branding; reflecting its name and tying in with the theme.

There is also elements of interactive game play aimed at children, as well as children’s toys and children’s digital products. The children’s games also frequently use bright colours, sound and intuitive means of interactions, which we would have to embrace for our own brand.


Pancare, R. (2017). How Do bright colours appeal to kids?. [online] Available at: [Accessed 11 Nov. 2017].

OfDesign (n.d.). Smart Mirror. [image] Available at: [Accessed 11 Nov. 2017].
Amazon (2017). Fire Kids tablet. [image] Available at: [Accessed 11 Nov. 2017].
bforball (n.d.). Colour mixing. [image] Available at: [Accessed 11 Nov. 2017].
Amazon (2017). Philips sonicare interactive toothbrush. [image] Available at: [Accessed 11 Nov. 2017].

(For full list – Read more)

Read More

Venture Culture: Individual Ideas 2

Digital Service:

  1. GitHub for Artists
    System similar to GitHub, but inspired by and dedicated for Artists & Designers. Allows you to keep versions of your artwork/website/design as well as keep all the supporting documents in one place. Could be expanded into full project management system with payment tracking
    Audience: Artists, professionals,
  2. Automatic backup/restore system
    A system for automatic backups across multiple platforms that also organises the files, so that versions are controlled and nothing is duplicated or overwritten, and you don’t have to worry about keeping backups up to date
    Audience: Everyone, adults, even businesses
  3. Project Skills finder
    Links you with those with the skills needed to complete your project. Could be based on Art collaborations or in university work
    Audience: Adults, Artists, Professionals
  4. Train platform finder
    For connections or just general travelling. Takes the stress out by telling you exactly where to go and when. Could also be expanded for buses .etc
    Audience: anyone
  5. System to help reduce loneliness in older people
    Such as a friend finder or chat system
    Audience: Elderly people, could also work for other vulnerable or disadvantaged groups
  6. Time management Helper
    For those with ADHD – something to help organise/manage time effectively, possibly using a rewards based system, also having a place to write down thoughts or daily plans/checklists
    Audience: Those with ADHD or similar
  7. Security System (Also Product)
    Security system that lets you see who has accessed a space and when. This could be implemented by Hotels, University Halls, even homes.
    Audience: Hotel owners/university/businesses/ general public/adults


Digital Product:

  1. Games for elderly
    Particularly those with dementia or similar. An easy to understand, easy to use system to help them by both reducing loneliness and boredom and helping them stay mentally well.
    Audience: Care Homes, Elderly
  2. Car parking space finder
    Works around permit times .etc, finds you a free parking space during the day.
    Audience: Drivers

Venture Culture: Week 4 part 2 – Pitching & Prototyping

After the previous week’s ventures into pitching and prototyping, we held a group meeting to decide which steps to take in order to move our project forward.

We carefully considered each idea, looking into how it could be progressed and any issues we could run into in the near or far future. After eliminating some ‘dead-end ideas’, we took a group vote and settled on the ‘Smart bathroom’ idea, spinning it into a solution to assist children and their parents with daily tasks.

We decided to name it “Mirror Mirror” or “Magic Mirror”, inspired by the mirror in the classic Snow-white story, linking its appeal to children


We split into two groups to handle this week’s tasks; Nhel, Ged & Gert focused on Prototyping the idea and looked into the visual and functional side of the product. They began by researching similar products and seeing how they worked and were presented.


Josh, Aaron and I took on the task of writing a training pitch for this idea. We considered the main points of of our product, such as the name, What it is and what it does, who it is for and the unique selling point (USP). We used this as a starting point to put together our pitch, adding elements from our training pitches such as questions and stories to keep it interesting and involve the audience.

“Don’t focus on perfecting your pitch, focus on the prototype. The goal of your company is not to have a great pitch, but to have a great product … The best pitch you can make is “Let me show you what it does” —Guy Kawasaki (Kawasaki, 2014)



Kawasaki, G. (2014). The art of the start. New York: Portfolio.

Venture Culture: Week 4 – Practise Pitch

Today we tried our hand at creating our own elevator pitches based on our individual ideas. This is just a starting point — we will later be developing & refining them, tailoring them as we further develop our product(s).

I started out by taking my nascent idea, picking out the most important points and rewriting it in a way that is short and punchy, whilst engaging to the audience. The storyboard/planning for my pitch can be viewed here.

Below is our group practise pitch video:

Ways to improve the pitch (Based on audience feedback):

  • Be concise – Stick to the key points, keep it short. All our pitches were a little long – A shorter pitch is punchier and won’t lose the listener’s interest.
  • Be competent/confident – Know what you are trying to say and what you are trying to sell and be sure you can confidently talk about it. Remember key points such as statistics and use this as a starting point, the rest can be ad-libbed!
  • Don’t spend to long looking at notes (or phone) – Eye contact is engaging to the audience and is key to keeping their interest. Nobody wants to listen to someone talking to their phone or a piece of paper!
  • Directly Address the audience with questions or a story – Make the problem “theirs” so you can sell the product to them. Make them realise the issue effects them too, and show them that your product is the way to solve it!

“The purpose of a pitch is to stimulate interest, not to close a deal.”
― Guy Kawasaki, The Art of the Start (Kawasaki, 2014)


Kawasaki, G. (2014). The art of the start. New York: Portfolio.

Venture Culture: Week 3 Part 2 – The Elevator Pitch

What is an Elevator Pitch?

An elevator pitch is a concise introduction to your business goals and values, which is typically only 30 seconds long.

  • What is the objective of your pitch? An effective pitch should be made with a specific goal in mind.
  • Explain what you do and your USP – focus on the problem being solved, using a little information or statistics to help (but don’t overdo it!) (, 2017)
  • A good pitch should be tailored to whoever is hearing it (HuffPost, 2017) – for example, if I was pitching my blue light product to a school, I would focus on the particular damaging effects of blue light on children’s eyes. However, the main message should remain the same.
  • You shouldn’t be forcing someone into supporting your company or buying a product – A good pitch should act as a conversation starter, not a conversation killer. (, 2017)
  • Engage your Audience with a Question – This will involve them and make them think about how your product or service will help them. (, 2017)


My Elevator pitch

Your brain is being damaged every day – and you don’t even realise.
Harmful blue lights are used everywhere. It can lead to serious health issues. How many artificial lights do you come into contact with every day?

A lot of existing solutions are inefficient and don’t combat the main source. Our lights adjust automatically, meaning you are properly protected, without having to bat an eye.



HuffPost. (2017). Top 7 Tips for Crafting the Best Elevator Pitch. [online] Available at: [Accessed 24 Oct. 2017]. (2017). Crafting an Elevator Pitch: Introducing Your Company Quickly and Compellingly. [online] Available at: [Accessed 25 Oct. 2017].

Venture Culture: Week 3 – Distill & Develop (Nascent Idea)

Nascent Idea –
The hidden danger of the modern age

Your brain is being damaged on a daily basis – and you probably don’t even know about it.

We wear sunglasses to protect our eyes from harmful solar rays, but often don’t even think about other sources of damage. What about screens and other sources of harmful blue light? How many devices and artificial lights do you come into contact with on a daily basis?


Laptop screens are a source of Blue light (Getty Images, 2017)

White LEDs and fluorescent lightbulbs are frequently used in offices and homes, and their use is on the rise. (Dunbar and Melton, 2017) It is commonly used in TVs, computer screens, and devices such as phones and tablets. (Czeisler, 2017) This type of lighting is rich in shortwave blue light, which the retina is more sensitive to, and is the same as the harmful rays produced by the sun (Dunbar and Melton, 2017) Research has shown that retinal damage is caused by even short-term exposure to blue light. (Kitchel, 2017) This constant exposure to blue light accumulates over time and damages retinal cells, leading to cell death and resulting conditions. (Dunbar and Melton, 2017)

Blue light-emitting devices can also lead to sleep disorders, as it directly affects levels of melatonin (a hormone associated with sleep and circadian rhythm) much more than other wavelengths. (, 2017)  Reading from such devices, particularly at night, can prevent users from falling asleep and reduce the amount of restful sleep. (, 2017) On top of this, studies suggest having lower levels of melatonin could even lead to conditions such as cancer. (Harvard Health, 2017)


(Eye Emporium, 2017)

Who is at risk?

Everyone — but children are most at risk. As the lens of the eye ages, it yellows, producing minor protection against UV & blue light (although not adequate to protect from the amount encountered on a daily basis). Children do not yet have this yellowing, so blue light which enters the eye will hit the retina at full strength, damaging both the lens and the retina. (Kitchel, 2017)Studies have shown that 72% of children under the age of 8 have used blue-emitting devices; over one-third of those being under the age of 2. (Eye site on wellness, 2017)

70% of children have some type of technology in their bedroom responsible for release of blue light.T his leads to an increase in numbers of young people suffering from retinal stress, leading to earlier onset of conditions such as trouble sleeping and functioning in school, and even leads to long-term conditions such as chronic eye disease. (Davis, 2017)

What can we do about it?

Whilst apps to “fix” blue light already exist, such as f.lux for Desktop PCs (justgetflux, 2017), twilight for Android Devices (, 2017), and Nightshift for IOS devices (Apple Support, 2017) — this only blocks blue light some of the time, and in most cases means having to install multiple apps across platforms you might come into contact with.

Other non-digital solutions exist, such as Blueberry blue light filtering glasses (, 2017) and blue light filtering screen protection (Ocushield: Blue Light Screen Filter | Blue Light Screen Protector, 2017)

These are clunky, inefficient and difficult ways to deal with the problem, and mostly only deal with the screen-side of the issue. In an age where everything is instant, most people don’t want to take the time out of their busy daily lives to set up or even think about it.

Our Product:

When you are busy with your day-to-day life, or head home after a long day of work, the last thing you think about is “Are these lights damaging my eyes right now?”

Automatic lighting for home/office/schools .etc reduces the amount of harmful rays emitted at all times of day, and automatically changes colour temperature inside the building at sunset times — increasing productivity (you can’t work properly if you’re not sleeping properly) and reducing the amount of eye damage and related problems caused on a daily basis.
This automatic solution means that your eyes are protected without you even having to think about it. It offers protection for children’s sensitive eyes and promotes healthier sleeping patterns. (Davis, 2017)


Getty Images (2017). Laptop. [image] Available at: [Accessed 30 Oct. 2017].

 Dunbar, M. and Melton, R. (2017). The Lowdown on Blue Light: Good vs. Bad, and Its Connection to AMD. [online] Available at: [Accessed 21 Oct. 2017].

Harvard Health. (2017). Blue light has a dark side – Harvard Health. [online] Available at: [Accessed 22 Oct. 2017].

Eye site on wellness. (2017). Blues clues: Detecting the effects of blue light on kids’ vision | Eye site on wellness. [online] Available at: [Accessed 21 Oct. 2017].

Davis, A. (2017). Doctor: Blue Light From Electronics Can Wreak Havoc On Children’s Sleep. [online] Available at: [Accessed 22 Oct. 2017].

Eye Emporium (2017). Blue Eye. [image] Available at: [Accessed 30 Oct. 2017].

Kitchel, E. (2017). Ultraviolet A, Blue Light and Children. [online] Available at: [Accessed 22 Oct. 2017].

Czeisler, C. (2017). Do iPads and electric lights disturb sleep?. [online] Available at: [Accessed 22 Oct. 2017]. (2017). How Blue Light Affects Kids & Sleep. [online] Available at: [Accessed 24 Oct. 2017].

Leif, E. (2017). Teens Are Sleep-Deprived, and Screens Are Why, Study Suggests | American Council on Science and Health. [online] Available at: [Accessed 24 Oct. 2017].

justgetflux. (2017). f.lux. [online] Available at: [Accessed 24 Oct. 2017]. (2017). Twilight | for healthy sleep. [online] Available at: [Accessed 24 Oct. 2017].

Apple Support. (2017). Use Night Shift on your iPhone, iPad, and iPod touch. [online] Available at: [Accessed 24 Oct. 2017]. (2017). Anti blue light glasses – Blueberry – Blueberry EN. [online] Available at: [Accessed 24 Oct. 2017].

Ocushield: Blue Light Screen Filter | Blue Light Screen Protector. (2017). Ocushield: Blue Light Screen Filter | Blue Light Screen Protector. [online] Available at: [Accessed 24 Oct. 2017].




Venture Culture: Week 2 – Individual Ideas


  1. automatic lighting
    Related to apps like f.lux. Device that automatically adjusts lighting within the home according to time of day. Reduces the amount of blue light at evenings and night, offering benefits such as better sleep. Must have a manual override.
    Audience: Homeowners, but could work in offices.
  2. Sunlight blocker
    Reactive windscreen glass – blocks out sun where the normal visor can’t; such as side windows. Makes driving safer by reducing glare,  – but wont impede vision of road.
    Audience: drivers, commercial or private.
  3. Uni mobile app – door unlock/library .etc
    Add uni card functionality to the preexisting mobile app; allowing the use of your phone to unlock doors .etc with just a tap, by using inbuilt NFC tech (like beam). Everyone has their phone on them whilst they may not have their card; also means you don’t have to dig your card out of your backpack. Could work in conjunction with card swipe (or tap).
    Audience: Students and staff at University, could be applied to other university’s or businesses.
  4. Wireless laptop charging
    Desk space in uni often comes without easily available plug space — in a course where we often have to use laptops (such as with Raspberry pi’s, which drain your battery even faster), this can cause problems! If the desks had inbuilt charging technology, this would no longer be an issue – you could even leave your charger at home!
    Audience: University, but could be used in businesses or even airports .etc
    Side note: wireless charging on laptops is possible, but would require the laptop to be fitted with wireless charging, which don’t exist except for very rare cases.
  5. Library computer finder
    Live map that shows you which computers are taken within the library  so you can find a free one on a busy day (similar to how some car parks work). Could be displayed on a screen in the library entrance; or could be added to the uni app.
    Audience: University
  6. Music beat finder
    Phone app that uses the inbuilt gyroscope to work out your pace and finds music to match (e.g. for running).
    Audience: general public, mostly runners .etc




Venture Culture Week 1: Part 2 – The Art of the Startup

What do you want to do in the future? Where are your skills?

I would like to work in the creative technology field; possibly either website design or within the film-making industry, and work with new technologies (such as mentioned in part 1). My skills are in website design and management. I am also good at time management when it comes to completing projects.

Entrepreneurial Test


Entrepreneurial test outcome (Psychometric Tests, n.d.)

Achievement Striving

Achievement striving is a person’s internal motivation to achieve outstanding results and their propensity to work hard towards goals. A score of 42 indicates a high level of internal motivation to succeed. You are more driven than the majority of people when meeting goals and striving for achievement. Your work is of very high priority, possibly even at the expense of your own work life balance at times. You are very likely to go the extra mile, and/or undertake additional responsibilities. Despite your high motivation, you may feel that you must achieve even higher results, rarely being satisfied with your own achievements, causing you to strive ever onwards.


Industriousness is a person’s level of persistence, resistance to stress and self-discipline. A score of 40 indicates a high level of industriousness. You are likely to thrive in stressful, challenging situations, possibly finding laidback environments boring. You will have a strong advantage over most people in high pressure environments. You are very unlikely to become distracted or procrastinate, instead opting to continue until the job is done. You are very likely to put in extra work or extra hours when the opportunity arises.


Passion refers to an individual’s emotional intensity, enthusiasm and emotion based decision making. A score of 28 indicates an average level of passion. You use emotional factors as performance enhancers as much as most people. You show about as much enthusiasm for your work as most people. When making decisions, you are likely to use a mixture of intuition, emotional intelligence, rationality and logic. Inspiration, motivation and emotional intelligence are about as important in facilitating job performance as other factors.

Taking Control

Taking control is related to the psychological personality theory of “locus of control”, the extent to which individuals believe they can control events that affect them. A score of 27 indicates an average perceived ability to take control. You are able to take control of situations as confidently as most people. With both positive and negative outcomes, you are equally likely to attribute the cause of these outcomes to either your own ability or to external factors i.e. luck, chance etc.


Creativeness is the use of imagination to develop and implement original and innovative ideas. A score of 33 indicates a fairly high level of creativity. You show a relative preference for generating new ideas and handling complex problems. When addressing issues, you tend to focus on delving deep into the issue rather than focusing on superficial aspects. You are more likely to use abstract and lateral thinking than conventional and traditional thinking when making decisions. (Test, 2013)


Psychometric Tests (n.d.). Entrepreneurial test outcomes. [image] Available at: [Accessed 12 Oct. 2017].
Test, P. (2013). Entrepreneur Test – Psychometric Tests. [online] Available at: [Accessed 12 Oct. 2017].

Venture Culture – Week 1: Inspirations

Inspirational company: Bot & Dolly – Art and technology intertwined

When looking at the film industry, no company has worked outside the box quite like Bot & Dolly have. Bot & Dolly was created by Jeff Linnell and Randy Stowell, as a spin off from their production company, Autofuss, in 2009. B&D utilise industrial robots as the film-making tool from the future. (Shea, 2017)

Image result for bot & dolly

IRIS & Scout, two of the Robots at Bot & Dolly, pictured in the piece “Box” (2013) – (Yellowtrace, 2013)

The KUKA robotic arm is an instrument designed for the the production line – mainly car production – and is capable of  a wide range of movement and carrying heavy loads. B&D recycled these retired robots and used them in new purposes, such as film production and installation art. (Shea, 2017)


Kuka robotic arms on the production line – before re-purposing –(Robotiq, 2016)

B&D created a platform to integrate their robotic systems into the film-making world. Known as BDMove, the software allows the camera rigs to be controlled using Autodesk Maya, a software widely used within the industry. This allows translation of animations to real life camera movements. (Shea, 2017) This is particularly exciting, as control interfaces no longer require designers to learn a whole new skill set in order to use the robots. (Staff, 2013)

Inside the Bot & Dolly Studio – (Bloomberg, 2014)

Breaking into the film industry: Gravity


IRIS camera rig & light box, during filming for Gravity (2013 film)  – (dedeceblog, 2014)

B&D’s most noteable work was on the 2013 film Gravity, where their robotic rigs were responsible for creating the groundbreaking dynamic lighting and camera effects.(Engelen, 2014)

“We built a system that could shoot a feature film, and actually shoot the majority of that film, so it had to be very malleable, very quick, and get into places you wouldn’t expect” – Jeff Linell, creator of Bot & Dolly (YouTube, 2017)

Traditionally, space scenes would be created by suspending actors on wires to make them appear weightless, supported by post-production methods.  (Shea, 2017) Instead, B&D created a light box with environment projections. Both this and the camera rig could be moved, creating realistic lighting and motion.. The IRIS robotic camera rig could, for example, be made to move rapidly towards the actor, producing the effect of falling (Engelen, 2014)

(A.UD IDEAS Lecture Series 2013-2014: Bot and Dolly – Movement and Precision, 2014)


“Box” by Bot & Dolly, 2013. video source : (Box, 2017)

“Box” is a film created by B&D in 2013, combining their robotic systems with projection mapping. (Engelen, 2014) The piece was inspired by the “principles of stage magic”. (Munkowitz, 2013) To make the camerawork feel much more natural, they motion-captured someone watching the performance, and translated it into a camera path for a bot to follow. (Creators, 2013)

Making of “Box”:

“The process for making the piece was quite involved, combining conventional graphic design and animation tools with robotics animation, projection mapping, automated cinematography and a grip of other technologies unique to the studio.” –Bradley G Munkowitz, Lead graphic designer for “Box” (Munkowitz, 2013)

Image result for bot & dolly

Behind the scenes: Creation of “box” –(Reyneri, 2013)


B&D have not just created these robots for film, however. In 2012, they created an interactive installation for Google, named “Kinetisphere“, built using their Scout robot. Kinetisphere was a model of Google’s Nexus Q streaming device which could be controlled by viewers with Nexus gadgets. (Shea, 2017)

Video of Kinetisphere in action (Rodholm, 2012)

B&D was purchased by Google in 2013, along with several other robotics companies. (Google Acquisitions, n.d.) Some members have gone onto further projects such as the Lightform projection system.  (Lightform, 2017)

How they are Inspirational

B&D is inspirational to me because they look at the way we can re-purpose objects that wouldn’t usually get a second thought outside of their everyday uses; and are a prime example of how taking a risk can lead to new heights.

Their film “Box” inspired my interest into new forms of film-making, even trying out projection mapping for myself.

They are successful because they arose as a spin-off from a small film company, gained popularity; leading to them climbing the ladder of company growth. They expanded from a small, humble production team to being the masterminds behind a major Hollywood blockbuster; proving their worth to not only the robotics industry, but to the film making industry.


Shea, C. (2017). The Robot Afterlife: An Exciting Story About the Post Factory Years. [online] Available at: [Accessed 9 Oct. 2017].

Staff, R. (2013). Bot & Dolly Fuses 3D Animation and Industrial Automation – Robotics Business Review. [online] Robotics Business Review. Available at: [Accessed 10 Oct. 2017].

YouTube. (2017). Bot & Dolly’s Iris, World’s most advanced Robotic motion control camera system. [online] Available at: [Accessed 10 Oct. 2017].

Pescovitz, D. (2014). Bot & Dolly and the Rise of Creative Robots. [online] Available at: [Accessed 11 Oct. 2017].

Engelen, J. (2014). Bot & Dolly – a small company with BIG Robots – Dedece Blog. [online] Dedece Blog. Available at: [Accessed 10 Oct. 2017].

A.UD IDEAS Lecture Series 2013-2014: Bot and Dolly – Movement and Precision. (2014). UCLA: UCLAArchitecture. Available at:

Munkowitz, B. (2013). Box Demo. [online] Available at: [Accessed 9 Oct. 2017].

Box. (2013). Directed by T. Abdel-Gawad. San Francisco: Bot & Dolly.  [online] Available at:

Yellowtrace. (2014). ‘Box’ | Projection Mapping on Moving Surfaces by Bot & Dolly.. [online] Available at: [Accessed 11 Oct. 2017].

Reyneri, P. (2013). Box. [online] Phil Reyneri. Available at: [Accessed 10 Oct. 2017].

Creators. (2013). Behind The Scenes Of Box By Bot & Dolly. [online] Available at:–video [Accessed 10 Oct. 2017].

Kinetisphere: An Interactive Installation for Google IO 2012. (2012). Directed by A. Rodholm. San Francisco: Bot & Dolly. Available at:

Google Acquisitions. (n.d.). Bot & Dolly. [online] Available at: [Accessed 11 Oct. 2017].

Lightform. (2017). Lightform: Projection Mapping Evolved. [online] Available at: [Accessed 11 Oct. 2017].

dedeceblog (2014). Gravity IRIS camera rig. [image] Available at: [Accessed 11 Oct. 2017].

Robotiq (2016). KUKA robotic arms. [image] Available at: [Accessed 19 Oct. 2017].

Yellowtrace (2013). IRIS & Scout in “Box”. [image] Available at: [Accessed 24 Oct. 2017].

Rodholm, A. (2012). Kinetisphere: An Interactive Installation for Google IO 2012. Available at: [Accessed 27 Oct. 2017].

Reyneri, P. (2013). Making of Box. [image] Available at: [Accessed 28 Oct. 2017].