MA Industrial Design Degree Show 2017
MA INDUSTRIAL DESIGN Central Saint Martins 2017 www.idcsm2017.com @csmmaid @studio_K102 @csmMAID
ACKNOWLEDGMENTS Today, we, graduates from MA: Industrial Design 2017, are very honoured to present you our self-directed projects year’s work in this Shift degree show. As we have all been on an intense journey, full of iterations and insights in Design, we would like to sincerely express some words of thanks to show our gratitude to Central Saint Martins, University of the Arts’ people. First of all, we would like to deeply thanks our four tutors and their teaching for this unique course: Nick Rhodes, course director, for guiding
into the future our Industrial Design cohort and the next ones; Dr Matt Malpass, course coordinator, for your gifted and exited teaching pedagogy; Dr Stephen Hayward, contextual studies and dissertation tutor, for your incredible intellect and style and finally, professor Ralph Ball, practise tutor, for your teaching and guidance. Second of all, the team of technicians for all your help and knowledge in any situations: Johnny Wilkinson, Melvin Friend, Ricky Lee Brawn, Billy Dickinson, Simeon Featherstone, Jeremy Keenan, Nigel Burgess, Mark Simpkins, Massimo Cappella, George Foster, Saffie Pluck, James Winston and Rhys Allan.
We would also like to thanks all the other members of the administration and staff for making this university rolling and going. Not to forget our sponsors: Andreea Ciobanu and his team from AzoPrint; Stuart Rising and Ryan Milne from the marketing team of Canon Uk. Finally, we would like to mention Jeremy Till, head of college Central Saint Martins, for giving us this amazing education opportunity. MA Industrial Design Students, year 2015-2017, strong in our hearts and in design.
Canon UK Ltd. Chatham Way Brentwood CM14 4DZ canon.co.uk
Azoprint 44 Kingsway, London WC2B 6EL azoprint.com
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NICK RHODES Course leader
That the meanings and practices of industrial design are in flux is uncontroversial. Inevitably, as a form of situated action in the world, industrial design can be seen as a weather vane not simply indicating the direction of the prevailing forces but also disclosing the potentials, new directions and, importantly, actions.
client brief. And this regard, we have this year been fortunate to work on projects with enterprises including Huawei, Renault, Ordinance Survey, and Camden Council. However, as the means of production become increasingly distributed it If the past few years have is ever more possible for a told us anything, it is that designer to form their own commentary alone is agenda and to infiltrate inadequate as a response. domains previously beyond Action and the creation of conducive conditions for action purview. At Central Saint Martins, industrial design as are increasingly important service, for publics, or as concerns of the industrial discourse, joins enterprise to designer. Traditionally, the create the territories central to actions of the designer have our discipline’s practice. been conditioned by the external imperatives of a While we are restless in our reappraisal of industrial design’s scope, this broadening of horizons presents obvious challenges as well as opportunities.
Locating one’s practice in expanding and unconstrained territories being but one; the dilemma encapsulated by Bruce Mau as, “Now that we can do anything, what will we do?” becomes “Now that we can apply our practice anywhere, where will we go?” and underpins much of the work on show here. The exhibition’s theme of “Shift” reflects not simply the challenges of change, but the territories that are simultaneously racing to the horizon. Welcome to the show.
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DESIGN AS SHIFT Stephen Hayward
The title of this show is a reference to the transformative power of design; its ability to address problems, to enhance wellbeing, and to enable individuals to make informed choices. It sounds very reasonable, until one considers the complex nature of design in context. When does too much information lead to stress and indecision? When does a technological innovation, like cloud seeding, provide an excuse to ignore the bigger picture of climate change? And is a suicide vest an example of good design? And yet this exhibition is a reminder of how design needs a sense of purpose, at a time when simple formulations like ‘design-as-progress’ no longer seem appropriate. Today we require something more nuanced and ambivalent, and hence the title: ‘design-asshift’. This essay reflects on this development.
To begin with, how might we characterise the older idea of design-as-progress? A starting point might be the laboratory of the Harvard research student B.F Skinner around 1930. This pioneer of behavioural psychology is best known for conducting animal experiments in a socalled ‘operant conditioning chamber’, or more popularly a ‘Skinner’s Box’. The experiments are a useful way of conceiving modern architecture and design, albeit in a highly simplified form. Skinner could shape the behaviour of his rodents, pigeons and small primates by controlling their diet and modifying the heating and lighting etc. It sounds rather like Le Corbusier’s notion of a house as ‘machine for living’, or the functionalism of the Bauhaus, and before that, a
strand in Utilitarian thinking that was given architectural expression by the late 18th century philosopher Jeremy Bentham. His model prison design, the Panopticon (as drawn by Willey Reveley in 1791) employed a concentric plan, internal windows, spy holes etc., to create the impression of an allseeing presence, and with its uncompromising regime set out to reform the inmate by inculcating attitudes of diligence and restraint (Foucault 1975). While the Panopticon was never built, the concept did inspire a number of 19th century institutions and longer term has come to be regarded as a sort of physical precursor to surveillance CCTV, and an archetypical image of the police state.
economist Adam Smith, and culminates with the assembly line as introduced by Henry Ford to his Michigan car plant in 1913 (Smith 1776). In the positive reading of this tradition the ‘division of labour’ maximises output, provides regular employment, and leads to products of a better standard and reliability. In the negative interpretation, mass production not only necessitates the continuous massaging of demand (via advertising), but it also causes a toxic division of society into capital and labour. Moreover, there is a loss of authenticity, with regard to both the selfimage of the ‘deskilled’ worker, and his or her output. In short, a death of craft A second episode in the In our post-industrial, design-as-progress narrative globalised, information begins with the 18th century economy, the conveyor belt pin factory as described by the may have been replaced by the computer, but the dilemma remains.
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In living by and through data, we are extensions of technology. The irony is that we recognise the fact. And this is probably the major contrast with the earlier phase of consumer capitalism; the feeling of being complicit in a process, of curating an identity which is ostensibly ‘personal’, but which never quite succeeds in capturing a full sense of self. At this juncture we can usefully introduce the designas-shift proposition, for it reimagines the discipline as something more reflexive, fluid and collaborative. ‘Shift’ communicates the lack of a single direction; the absence of a Utopia- outside the grounds of a futuristic Expo- and the doubts that now surround ‘objective’ measures of progress, like ‘gross domestic product’. This scepticism has even infiltrated the UK government, and it is not
unusual to hear an economist quoting the King of Bhutan. ‘Gross National Happiness is more important than Gross National Product’. The importance of happiness and wellbeing has been reinforced by an influential study of 2000 (Layard 2005). As countries grow richer they appear to become happier until reaching a threshold (c. 15,000 dollars). After that point, the most affluent societies are prone to what the critics call ‘status anxiety’ (De Botton 2004). This is important for design practice in that it encourages products and services that facilitate personalisation and a subjective idea of authenticity (Pine and Gilmore 2007). The difficulty arises of course, when the pursuit of ‘self actualisation’ comes into conflict with the idea of public amenity. And this is inevitable perhaps, on a planet that is
increasingly crowded, and where resources are seen as finite. So must the good life be rationed? One response is to let the consumer decide, on the basis that more information will lead to socially responsible decision making. This explains the increase in food labelling and services like NHS Direct. But at the same time there is a recognition of human fallibility. The result is an image of a ‘bipolar’ citizen: one who switches between thoughtfulness and spontaneity; who thinks ‘fast’ and ‘slow’, to paraphrase the ideas of the influential advocate of behavioural economics Daniel Kahneman (Kahneman 2011). The UK government’s response has included both ‘choice editing’, where ‘anti-social’ options are taxed or removed from sale (like the smoking ban, or the reduction of sugar in
junk food), and the initiatives of the so-called ‘Behavioural Insights Team’, a unit set up within the Cabinet Office in 2010, and now working as an independent consultancy (Halpern 2015). In general terms this ‘psychologically informed’ approach to social innovation mirrors the kind of design thinking advocated by Tim Brown of Ideo, the Design Council and the Royal Society of Arts (Brown 2009). Problems are seen as multi-dimensional, and change comes about through an aggregation of individual choices. It is a process of viral transmission involving the copying of advantageous behaviours, or what are increasingly on-line memes. For instance, would people be more conscientious in their recycling habits, or
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their tax returns, if they knew the level of compliance among their neighbours? In such cases peer group pressure, or ‘guilt’, combines with smart feedback as part of a mechanism termed ‘nudge’ (Thaler and Sunstein 2008). This is a label which has come to be attached to the operations of the Behavioural Insights Team, or ‘nudge unit’, and in practical terms resembles a benign version of Big Brother, or what Jeremy Bentham called Utilitarianism. Policy decisions are to be made on the basis of their usefulness to human happiness. The question then follows, who is to define happiness? And at this point the critics of nudge begin to make allusions to the ‘nanny state’.
So nudge, or shift can appear to lack the confidence of the older idea of design-asprogress. The proposition relies on co-operation and the sense that we share a palette of commonsense norms. But in the context of post-truth, those norms are becoming less certain. Is climate change just a story? Does a lack of exercise matter? Is design-asshift giving way to a still more fluid, relativistic paradigm? I am reminded that one of the more prominent uses of ‘shift’ is in the context of the computer keyboard. It refers to a key command which enables the operator to switch between registers. As such it encapsulates our ability to flip between digital ‘realities’. Does the truth reside in lower case, or UPPER CASE?
References De Botton, A (2005) Status Anxiety. London: Penguin Books. Brown, T (2009) Change by Design. How design thinking transforms organizations and inspires innovation. New York: Harper Collins. Foucault, M (1975) Discipline and Punish. The Birth of the Prison. New York: Random House. Halpern, D (2015) Inside the Nudge Unit. How small changes can make a big difference. London: W.H. Allen. Kahneman, D (2011) Thinking Fast and Slow. New York: Farrar, Straus and Giroux. Layard, R (2005) Happiness. Lessons from a new science. New York: Penguin. Pine, B.J and Gilmore, J.H (2007) Authenticity. What consumers really want. Harvard Business School. Smith, A (1776) An inquiry into the nature and causes of the Wealth of Nations. London: Strahan and Cadell. Thaler, R.H. and Sunstein, C.R (2008) Nudge. Improving decisions about health, wealth and happiness. Yale University Press.
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THE FUTURE OF ENERGY Jidapa Akrajitranonth
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ADAM’S RIB PROJECT Vincent Bae
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A VIRTUAL WORLD WITH REAL MATERIALS Benjamin Brook
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IN QUEST OF ALLEVIATION Anne Charpentier
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DIGITAL SHAMANISM Evgeniya Chernykh
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EATERATION Florence Cuvilliez
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LIGHTEN UP Luiza de Biasi
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KAYOZ Belinda Deschamps
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THE CLOTHES HANGER Francesco Doria Lamba
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VIRTUAL INTERTWINED REALITY Zhenyou Gao
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WEARABLE CAMERA Ziqian Gu
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SYMBIOTIC OBJECTS Xiang Guan
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DRO DRO Stephanie Huang
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[EM]POWER Sigrid Husson
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OPPOSITES Zhen Jiang
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HOLIS Marie Laffitte
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GOV.UK SECURE Yoori Lee
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THE MICROBIOMES COLLECTIVE Gerardo Leon Galvez
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MINDNOSIS Sara Lopez Ibanez
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REFRAMING FASHION STIGMA Lucy Mulholland
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FOOTPRINT Calixte Ollagnier
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NUTRIVORE Marie Ramon-Daré
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HIGH HEAT, LOW WATER Lily Saporta Tagiuri
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SUSPENSE Mike Simonelli
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EMOTIONAL FIRST AID KIT Rui Sun
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THE POINT Robert Tang
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TIME TIDES Chengzhen Wang
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OPEN GARDEN Florian Wegenast
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WUDU DROP Ifa Yusof
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THE FUTURE OF ENERGY
Utopian Vision for Self-power Generation Society Jidapa Akrajitranonth
The Future of Energy project aims to explore the consequences of energy harvesting technology in relation to changes in human behaviour. It focuses on existing advanced energy generation technologies and proposes a smart infrastructure that can influence the role of the energy consumer in the future. This project consists of three parts: power generation, an energy wallet application and a smart infrastructure. These three are part of a future self-power generation society.
jida-akra.com jida.akra@gmail.com
First, wearable power generator technologies will allow people to be able to generate their personal energy from daily activities. Next, the energy wallet application will be used to monitor and manage their energy productivity. Then, people can use the smart infrastructure to transfer their personal energy to anybody who supports the energy economy in the future. People can use electricity as a new currency in exchange for products and services. This process will encourage people to be more active, to generate their own electricity, a more sustainable solution for the world and the environment.
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ADAM’S RIB PROJECT
Human Completion and the New Type of Evolution Vincent K. Bae
Adam’s Rib Project is a biologically connectable wearable device that consists of the combination of external sensory organs and A.I. By directly connecting to the nerve system through the spine, the wearable device provides augmented information sensing abilities, which detects dangers and key information at 360 degrees. Evolutionarily, we have significant drawbacks. Unlike certain types of animals, we can’t see our back, or hear certain
vincentkbae.com ibkg1121@me.com
frequencies and or smell death. Meanwhile, we are crossing into the singularity where artificial intelligence paradoxically takes over human intelligence. Sooner or later, we may lose our privileged position on Earth. By introducing the possibility of transhumanism, the project proposes a new type of evolution that makes up for our shortcomings and allows us to maintain dignity. When the wearable is plugged-in, the user accesses the A.I through a symbiotic relationship that once plugged-off allows the user to still maintain pure humanity.
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A VIRTUAL WORLD WITH REAL MATERIALS Benjamin Brook
This project discusses the potential of engaging with the internet as a physical feature within our landscape. By identifying the internet in this way, we can question the benefit of connectivity and assess how we consume and share data online. By proposing a physical connection to our online services, we can broaden our experience of the internet and explore an alternative way to access information online. I designed a space to encourage awareness of the physical dimensions,
brook.benbrook@outlook.com
movements, behaviours and varying strengths of the internet. The visualisation of Wi-Fi determines the composition of the objects and space. This section of a table reflects online activity through ripples in the table’s surface as the physical manifestation of Wi-Fi signal strength. As well as triggering a person’s internal awareness of their internet use, the seating is a snapshot of Wi-Fi in a physical form and the surfaces of table tops visualise Wi-Fi activity levels as people access content online.
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IN QUEST OF ALLEVIATION The Personal Health Companion for Chronic Pain Sufferers Anne Charpentier
A recent study has shown that approximately one-third of the population in the UK are affected by chronic pain. Only 5% of the sufferers received an effective treatment. This project is the result of a ten-month collaboration with Pain Management Programmes and patients aiming to simplify the health journey of the sufferers. It results from the cocreation of a self-reflective tool simplifying the use of Cognitive Behaviour Therapy (CBT) and Mindfulness for the treatment of Chronic Pain. It promotes self-management and empowers patients by applying those techniques in
anne-charpentier.fr contact@anne-charpentier.fr
an intuitive and playful way at home. Prescribed by the care team, In Quest of Alleviation is composed of a physical device and a mobile application. In the case of distress, it provides an immediate relief using games and tailored activities based on Mindfulness and CBT. The physical device acts as a personal companion and a remote link with the care team, giving more autonomy and confidence to the patients. The application assists patients to make sense of their pain, easing communication with others and fosters actions to improve their quality of life despite the pain.
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DIGITAL SHAMANISM Healing Vibes
Evgeniya Chernykh What if spiritual practitioners could use technologies to improve their healing rituals? Digital Shamanism connects spirituality and science and advocates the power of metaphysical knowledge. In this project, I observed the healing nature of vibrations and explored applications in curing rituals. Interest in spiritual practices is increasing. People have begun to realise that they are losing a natural connection to their body.
digital-shamanism.com digitalshamanism@gmail.com
Such important rituals like visiting a doctor have become commercial and impersonal. A spectrum and growing range of issues in the health industry are related to the lack of emotional and spiritual condition in society. Through a series of objects, Digital Shamanism it proposes a future where non-traditional ways of thinking and healing are scientifically supported and accepted and where spiritual practitioners can use technologies in their sessions and in such it questions contemporary doctor-patient relationships.
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EATERACTION Florence Cuvilliez
The act of eating is one of the most fundamental ways in which we enact and experience self-awareness and show respect for food, especially in a world where it is not accessible to everyone. In our 24/7 society, we are always stressed and busy. It is important to take the time to look at our food, recognise it, reconnect and enjoy the simple act of eating, the pleasure of food, taste and flavours. This project addresses the mindful food consumption
trend and makes consumers aware of their specific behaviour. I propose an enjoyable way to be conscious about eating. Playing with eaters’ perception of a normal meal frame, Eateraction is a set of plates and hybrid cutlery that makes the diner conscious of micro-interaction when eating, within the restaurant context. It creates a new visual story that elevates food beyond a simple commodity. With the participation of Chef Jozef Youssef, founder and chef patron of Kitchen
florencecuvilliez.com florence.cuvilliez@hotmail.fr
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LIGHTEN UP Luiza de Biasi
What if lighting could read your emotions? Lighting is a crucial element in an environment and something that often goes unnoticed, however, it has a great influence on ambience, people’s behaviour and moods. It can cause warmth and balance and enhance, transform and enrich an environment if properly designed. Conversely, it can cause discomfort and low mood if used incorrectly. What if lighting could read your emotions? Sometimes, we can be unsure of what our feelings are at certain moments.
luizadebiasi24@gmail.com
What if technology knew more about us than ourselves? This project aims to explore the relationship between humans and technology lighting and emotions through a lamp that can change an environment and stir up emotions depending on the user’s feelings. It is a lamp that can read one’s emotions and transform it into light through interaction while enriching the emotional bond there exists between humans and technology. It also aims to question the boundaries of art and design.
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KAYOZ
Knocks out Snoring! Belinda Deschamps “Laugh and the world laughs with you, snore and you sleep alone.� Anthony Burgess Snoring is not just a humorous nuisance, it can have serious effects on quality of life. Snorers might believe that they sleep well but probably never realise how disturbed the night really was. Snoring interrupts sleep for a brief period, without the snorers knowing. These interruptions create fragmented sleep that leads to memory and concentration problems. Snoring tonight can make both snorers and their bed
deschamps.belinda@gmail.com
partners sleepy tomorrow. They both go through the day listless and irritable. It is necessary to knock-out snoring for a better night sleep for both snorers and their bed partners. Kayoz is a comfortable 3 months cure composed of two key interdependent tools. The sleep position trainer keeps the snorer off their back and the breathing trainer decreases the collapsibility of their upper airways to strengthen them. As a result of this product design, the snorer snores less, the couple sleeps better and consequently, their relationship is rekindled.
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THE CLOTHES HANGER An Unlikely Status Symbol Francesco Doria Lamba Some everyday objects are stuck in time. Such objects have remained the same for decades. It is important to question, celebrate, and at times rethink these everyday objects. Such an object is the hanger. What opportunities does looking deeply at these established objects and typologies offer Industrial Design? This collection of unique and high-quality hangers use innovative formal languages and functionalities to celebrate the humble everyday hanger. The collection focuses on satisfying the need for a better quality and innovative
francescodoria.com francescodoriadesign@gmail.com
hanger for fashion collectors, tailors, fashion museums or brands interested in having a unique hanger to represent their identity. Through using a range of traditional and experimental techniques, each hanger is handmade and personalised to the client and use. The hanger is categorised as a humble unassuming everyday object. It is therefore important to celebrate it and underline its material relevance. Like a frame for a painting, these hangers highlight the value of what they hold.
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VIRTUAL INTERTWINED REALITY Game Test Centre Zhenyou Gao
What if virtual technologies could mobilise all your senses and provide an immersive game experience? The consequences would be serious; people might lose the ability to distinguish between the Real and Unreal. In the near future, when game companies produce both VR and AR mixed games, they must fully test the game before it can safely be released on the market. In this project, I designed a speculative Game Test Centre run by the government. In this narrative, they run tests on games
una.zhenyou@gmail.com
to develop and adjust the game system, to preview incidents, and to balance the virtual and physical worlds. Ultimately the government shares their findings with game company clients. The test equipment includes the simulator Headset which contains an audio system, 3D screen, smell and taste simulator, two cuffs for forearm and leg, contain tracking and feedback sensors. The system also includes a haptic feedback system, weather simulator, heart rate monitor, blood pressure monitor, and a pain simulator.
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WEARABLE CAMERA
Developing Photography for the Blind and Visually Impaired People Ziqian Gu Without sight, blind people are able to understand objects or environments with the help of technologies. Without sight, it can be difficult to participate in everyday gestures of visual life. Wearable Camera is designed for blind and visually impaired people, based on the potential of emerging technology.
cecily_nori@hotmail.com
This device transforms visual images into sound and sensory pulses. Through haptic feedback, it creates a multidimensional representation of a moment. An accompanying App adds a network for users to share and like images between each other. This intervention suggests a new technology and experience for the visually impaired.
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SYMBIOTIC OBJECTS Xiang Guan
Reimagine and reflect the relationship between people and objects. Symbiotic Objects aims to make people reimagine and reflect on their relationship to everyday objects such as tables and chairs. Through making and experimentation, it questions: What if you had a symbiotic relationship to daily objects? If this symbiosis existed would we find more meaning and possibilities in everyday objects? Would we be inclined to throw them away so readily?
guanxiangdesign.com hello.xiangguan@gmail.com
And could we eliminate unnecessary waste in the spirit of a sustainable world? Through a table, chair and lamp that require a person to complete them, Symbiotic Objects explores a new relationship with people and objects exploring how the relational characteristic of product and furniture design, in specific everyday moments and interactions, can provide a method to challenge cultures of consumption and obsolescence at a time of global environmental crisis.
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DRO DRO
Design for the Family that Lives Apart Yung-Ting Huang With the rise of global interconnection, more people are migrating worldwide in search of better social and economic opportunities. Millions of children are left behind as their parents work in different cities or countries. Their physical health may be well attended to, but their need for psychological and emotional support is often ignored as a result of longterm separation from their parents. Through creating a digital way of sharing drawings,
stephanieee.kk@gmail.com
Dro Dro aims to create digital family space and heart-warming experiences to connect family members who live apart. With digital technologies and everyday objects functioning together, drawing and story-telling can become a creative day-to-day family activity. It not only facilitates better communication but also motivates family members to make it routine and stay close. Parents can create bonds and intimacy with their young children over the distance.
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[EM]POWER Sigrid Husson
How can design help to reduce energy consumption at home and make electricity visible? We face a lack of energy resources and a significant price increase. Finding new energy resources, ways of limiting the intensive use of energy, and re-prioritizing our energy needs is therefore crucial. Empower is a Low Tech and Off-Grid washing machine, which questions new making processes and sustainable materials while highlighting a collaborative and transversal system between the designer, fab labs and users.
hussonsigrid@gmail.com
Through giving users an understanding of how the machine is built and assembled [Em] power aims to strengthen their relationship to it. By promoting DIY and RIY, people can repair the machine easily, increase its lifecycle and take complete ownership of the object. The purpose of [Em] power is to reduce energy use in the making process, be independent of industrial systems by creating our own objects and energy, and ultimately to facilitate and democratise the use of clean energies.
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OPPOSITES Zhen Jiang
This project subverts and disrupts traditional design rules. The objects are intended to find a balance between fantasy and practical design. Through altering these systems, we might develop new behaviours of use. Adopting an opposing perspective exposes the limits of conventional design. These objects clearly ‘oppose tradition’: a mirror that is not flat, a table that similarly lacks a flat surface,
zhen_jiang15@163.com
a warped photo frame and a dustbin placed on its head. Through altering our perspectives, we alter our use of these objects. The objects are simultaneously unusable for their original purpose and useful in a new way. They enable people to realise that the object’s form in itself is not important, and the key is how things serve people. These objects oppose aesthetics of daily objects externally but connect with our daily life internally.
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HOLIS
A Permaculture Game, Interactive Classroom Designs Marie Laffitte
How can the design process translate a philosophical educational theory into a pedagogical tool? How can permaculture principles, based on holistic alternative educative methods, inform pedagogical serious play for 8 to 11 years old children in an urban school environment? HOLIS, A Permaculture Game is a set of classroom designs that argues how holistic permaculture principles and alternative pedagogical thinking from Celestin Freinet (France) applied to design can educate through serious play. In this context, the storytelling set of agonistic tools and boundary objects is based on an urban agriculture narrative, aiming to engage children
laffittemarie@gmail.com
with the notions of diversity, interconnectedness and resilience. Step 1 of the game is the observation of natural ecosystems on a field trip, step 2 is reflection through interaction with a mandala shaped table game, step 3 is obtaining a yield through planting seeds. The project explores micropolitics for social transition, in a shifting landscape of design, drawing on the notion of transitional design; a movement which is global and is taking roots locally, between natural and social complex systems. The educational philosophical theory opens the debate of a strategic change in educational values and the possible points of influence to mobilise and improve the curriculum.
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GOV.UK SECURE Yoori Lee
Gov.uk Secure: Connected Britain or Controlled Britain? Gov.uk Secure is a fiction illustrating what could happen if we rely on the national government for our data security and hand over our data ownership to them.
This new service has allowed them to test whether they can manipulate people’s political preference or interested subjects by delivering individually customised news and information.
In this scenario, UK Government provides the first national operating system (OS) to manage and mitigate cyber threats from outside the UK.
The intended message of the scenario is that no one will protect our data for us without trade-offs.
However, the service has been provided to give the government access to every citizens’ data secretly.
leeyoori.com yoori.lee.design@gmail.com
In this speculative world, citizens should be able to take their data ownerships back from big corporations or national governments and secure it individually and collaboratively.
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THE MICROBIOMES COLLECTIVE
A Platform for Uncovering our Biological Connection with the Environment Gerardo Leon The Microbiome is the community of microorganisms that belong to a particular environment, inside and outside of our bodies. They surround the spaces we inhabit and have the great role of keeping the balance of these ecosystems. The presence of microorganisms in these microbiomes have both positive and adverse influences on our physical health. The accelerated growth and pace of life in cities is altering the natural balance of these microbiomes, making cities into volatile habitats. How would you navigate the city every day knowing the
gerardoleon.co studio@gerardoleon.co
biological impact that different spaces have on our bodies? The Microbiome Collective is a speculative platform that makes visible the biological connection we have with spaces. Through the use of a handheld device and a mobile application, it displays how our movement through the city affects the balance of our health in relation to usually unseen microbiomes. This platform suggests a different way of seeing our urban spaces, opening possibilities of exploration and unlocking the access to our personal health.
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MINDNOSIS
Self-explore and Relate to Others Sara Lopez Ibanez What if mental distress could be assessed by those who have experienced themselves? Due to the lack of empathy in mental health services that rely exclusively on medical models, Mindnosis set out to discover what a person thinks and feels in emotional distress. The result is a social enterprise that offers selfexploratory tools and oneto-one meetings developed by those who are thriving with good mental health. The service’s aim is to validate personal learning and help those who are experiencing
cargocollective.com/saralopezib saralopezib@gmail.com
mental distress for the first time and those who struggle to make sense of it, communicate it to others or seek help for it. The tools can be ordered anonymously online to gain insight into personal circumstances remotely, in non-medical settings. A week after receiving the discreet parcel, users receive a text invite to meet one of the contributors to the tools, in order to talk about their experiences, learn about wellbeing alternatives and co-create an empowering action plan.
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Emotional Distress First Action
MINDNOSIS
MIND TOOLS
Emotional distress first action
Tools and support designed by mental health survivors Order your confidential kit from www.mindnosis.com
WHO WE ARE A social enterprise driven by people with lived experience of emotional distress.
WHAT DO WE DO AND WHY We design tools and peer support to share the things we have learnt. Our aim is to use our journeys to help you thrive with good mental health.
1 AWARENESS User finds out about the service
2 ACCESS User orders tools from the website
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3 USE User receives tools by 1st class post
NAME OF PEER AND DATE
CURRENT SITUATION
4 CONTINUE User receives invite to meet a peer
TOOLS EXPERIENCE
DESIRED GOALS
MIND PEERS
ACTION PLAN
5 LEAVE User and peer co-create an action plan
MIND PEERS
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REFRAMING FASHION STIGMA Lucy Mulholland
Assistive Technologies: Fit for Function but not for Fashion? This project aims to reframe the stigma associated with assistive technologies through the design of fashionable assistive technologies. My research has inspired me to reframe the image of hearing devices from a medical device to a fashion statement – such as with glasses. Fashion is a much-neglected area of wearable medical devices. According to Action on Hearing Loss, in 2015, there are 11 million people with hearing loss and who
LucindaMulholland@live.co.uk
wear a hearing aid. By 2033, it is estimated that there will be 15.6 million people with hearing loss in the UK. On average, it takes 10 years for wearers to address their hearing loss and buy a hearing aid. Reframing Fashion Stigma has two parts; the Embrace Collection a set of decorative adjustable hearing aid accessories for women. The second part is the Smart Aid App which allows users to interface with their hearing and is accompanied by a set of thermo-electric battery jewellery that allows wearers to fashionably charge hearing aid batteries.
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FOOTPRINT Run Against CO2 Calixte Ollagnier
How can industry’s global carbon emission be reduced using a transparency strategy? Footprint is an application and a wearable pedometer that improves transparency for mass consumption products to limit their impact on our planet. The strategic design creates a virtuous circle for users, brands and finally our planet. Based on sportswear, Footprint has two aims; First to reduce carbon emissions by making cleaner products more appealing to customers. Through using the app, users can unlock discounts based on the carbon footprint of the
Calixte.ollagnier@gmail.com
products they purchase. The cleaner the product, the bigger the discount. This will simultaneously direct users towards low impact purchases and persuade brands to reduce their carbon emission to fit customer’s needs. The second aim is to increase user’s health as they move through urban space. The pedometer works in tandem with the app to protect users from car pollution. Cloudy, the Footprint application, guides runners through the city to avoid polluted areas based on traffic density and unlocks sustainability facts if they run safely.
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NUTRIVORE. Marie Ramon-Daré
How can design help consumers make informed choices in supermarkets by reimagining the in-store experience? The way we consider food has changed. It has become more of a preoccupation than a pleasure. Following the increase of health and environmental consciousness and the emergence of new technologies, consumers’ needs have changed and retailers are challenged to rethink the customer path. Nutrivore is a digital and in-person service that helps retailers rebuild customer loyalty by affording shoppers a physical and virtual nutritionist. It connects
marie.ramon.dare@gmail.com
to personal biometric information improving their daily shopping experience. The in-store service is a onestop shop for education and advice, staffed by experts providing consumers with information they require to make informed choices. If consumers have health conditions, this application offers the support they need to make good choices for a healthy life. The website merges different services in a platform where consumers can book workshops, shop online, shares their experience with other consumers and discover ‘Yummy’ an educational computer game about nutrition.
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HIGH HEAT, LOW WATER Tools for a Hotter Thirstier Planet Lily Consuelo Saporta Tagiuri Our climate is changing and our access to fresh water is becoming increasingly precarious. How can we modify our lifestyles to adapt to future climates? High Heat, Low Water explores ways to increase democratic access to fresh water in a warming world. Designed as a network, the piece consists of three tools; together they offer a glimpse into the ways our domestic and individual lives will
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exist in the wake of climate change and the resulting power systems. This includes a set of culinary tools that conserve water and recipes using drought-resistant plants, a cloud catching kite that gleans fresh water from air moisture, and a cloud seeder which induces rain through chemical injection. Together these objects respond to the risks of a changing planet and highlight the potential for individuals to have resource sovereignty.
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SUSPENSE
A New Wine Tasting Experience Mike Simonelli
Suspense is an exploration of the consumption of wine, both in public spaces and in the home environment. The aim is to draw attention to the rituals behind wine tasting and highlight them through an object that can create a new experience for the consumer and an opportunity for reflection. In a society where fast is best and everything is consumed rapidly, Suspense challenges this behaviour inviting people to take their time while they
mikesimonelli.com contact@mikesimonelli.com
consume wine, evoking the slow process necessary to obtain the precious liquid. The device creates a new condition in which the wait for the wine increases the desire and adds value to the wine itself. Suspense is designed for wine aficionados who are looking to embrace all aspects of their wine enjoyment; the object is based as much on functionality as it is theatre, creating an all encapsulating experience in which wine becomes the protagonist and they are the audience.
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EMOTIONAL FIRST AID KIT Rui Sun
In spite of culture, background, wealth; everybody suffers the same emotional ups and downs of life.What if we treated emotional health equally to psychical health? This kit is designed for five different emotional scenarios. ‘Purple Breathing Mask’, allows people to think clearly and to destress. It does so as the user inhales the calming smell of violets. ‘Indigo third eye glasses’, is a pair of playful kaleidoscope glasses. It gives the sense of a third eye to remind people to look at things differently and more openly.
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‘Blue stress buster’, It is a portable loudspeaker which visualises sound with blue ink. This tool allows people to release pressure in a playful and dramatic way. ‘Green Mediating Stethoscope’, The Stethoscope is re-designed to mediate a relationship after having a very intense argument. ‘Yellow confidence booster’, It is a jacket made of super light materials but with a strong support to helps people who lack the confidence to solve dilemmas or address a situation.
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THE POINT
A Meeting Point for Our Understanding Chien-wei Tang The Point is designed for people who want to improve and augment the efficiency and quality of their communication. The design is used to express users’ information in the form of edited images and various visual data stored on databases from their personal device. There is a simple and wellorganised application which allows a wearable electronic badge to synchronise with our verbal words to show others supporting information that has a direct relationship to what we are communicating. New technologies are now
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widely spread throughout our daily life; however, our innate human bodies are still the same and have the same restrictions. The problem of how to convey our words and expressions to others is still a challenge. Consequently, extra techniques to support communication, through an extended self, may help. This project delivers a connected wearable electronic badge and supporting computing system that aids in expressing our thinking, languages, and expressions for augmented communication.
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TIME TIDES Chengzhen Wang
Attention needs to be paid in particular to the fact that ‘time stress’ is harming urban dwellers. Time Tides is a tide based clock that uses magnetic fluid to abstract time. It introduces new ways for time to flow and adds a sense of the unpredictable nature of mechanical products to build an awareness of nature.
chengzhenhot@gmail.com
This object aims to change the rules and «agencyloss» that urban people are continually exposed to. It uses a natural and gentle method of design language and metaphor to express the concept of a «unmechanical» product. Further, it uses the laws of nature as key elements of interaction to form a contrast with common objects.
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OPEN GARDEN Florian Wegenast
Open Garden is designed to act as a basic platform structure for urban gardeners, individuals that do not have access to a garden, and anyone that wants to counter the evergrowing concrete jungle. It proposes a shift of the perception that we have of public land and begins to see the city as a big garden, providing the tools and knowledge to legitimise community city gardening. Based on permaculture and open design principles, these tools facilitate relationships between individuals and their communities.
florianwegenast.com f.wegenast1@gmail.com
They join personal experience of space with local surroundings and connect plant growth to emotional attachment. Open Garden is composed of a digital geotagging network app that acts as a virtual connection between communities and offers freely available Open Design Plans for personal and public planting structures. The project aims to initiate sustainable change through the democratisation and facilitation of public engagement with local environments.
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WUDU DROP
New Option for Muslim Travellers Atifah Binti Mohd Yusof The focus of this project is to aid Muslims residing in non-Muslim countries in their performance of Wudu, a Muslim practice of ritual washing. As Muslim travellers and Millennials are always on the go they need to perform wudu on public transport or in inconvenient circumstances. Wudu Drop provides clean water balls in public spaces where the performance of Wudu would be inconvenient and is accessible to subscribers of the Wudu Channel. It is intended to be used when either a wudu facility is not available or it is hard to gain access to
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clean water. Wudu Drop was designed to solve some of the concerns of performing wudu in public spaces/restrooms: water spillage on the floor, selfconsciousness, negative perception of others, the lack of public comprehension, ergonomic factors of the sink and space in public restrooms, unfriendliness towards disabled people and other restrictions for Muslim women who are forbidden to expose certain body parts in public. Wudu Drop is a convenient and discreet improvement to the performance of Wudu in public spaces.
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MA INDUSTRIAL DESIGN Central Saint Martins
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