MA Industial Design Catalogue 2016

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MA INDUSTRIAL DESIGN

2016



ma industrial design Central Saint Martins 2016 @csmMAID @csm_ma_industrialdesign ORGANICDICTATORSHIP.COM

#organicdictatorship



Index 11 13 15 17 19 21 23 25 27 29

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Chi-Chih Chang The Funeral of Objects Andrea de montis CRKT Linyan Du Body Image Esteem FranCOIS FARNAULT Transparent Interfaces ELIF GENGOR Mom Too Joao GIL Biocomputer Pablo gil auber Soersditch Reminiscentia Bowen Hou Harmony Objects xinyi hu Wake up Daniel leiter Chai[R]iator silvia lonoce Intangible Vulnerability MariNA MELLADO MENDIETA Neurogastronomy Alexander michell Unlikely Reflections Seongkyeong mun What is real?

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Di peng Dementia simulator Max pieters Waste Knot Soizic Porhel Scent at 30 000 qian qiu The Harmony Lamp Bronka de sage Re:creative Tools Leslie Shaw Tear Catcher Furik Vignaud The Product Rhetorics Hao Wu Performative Glassware Haosen Xu Design probes for post traumatic stress disorder and self stigma Feng YE Barbership Meng-Han Yu The Key-A heartfelt Ruxin Zhang Indoors VR


S T E P H E N H AY W A R D PhD, Contextual Shaman

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rganic Dictatorship is the intriguing title of this year’s MAID exhibition. It sounds rather like a clue to a crossword puzzle, or perhaps a description of the studio culture at CSM (consensual, one hopes), or the political visions presented in the different projects. It could even be an illustration of the creative process, as when unrelated categories are brought together, to produce work that is thoughtprovoking and extraordinary. In fact, all these impressions are correct, for the exhibition represents a version of design that is adaptive, collaborative and emergent.


So why now, and why does this work matter? To start with this is design for a time and a place where problems are seldom simple, and answers are never straightforward. For just as new technology promises to make us smarter, we grow increasingly wary of unintended consequences. Perhaps we would be happier with less stuff, or at least experiences that were more attuned to our real needs; except that it is difficult to disentangle such needs from social norms and spectacle. And then there is the shifting conception of the body in design; from a focus on metrics and ergonomics to consciousness and emotions. What could a brain scan tell us about an intuitive interaction? And we mustn’t forget technological determinism as it is experienced today. In the past the car ‘made’ the suburbs and cultivated a relatively hierarchical form of social status. But now ubiquitous computing and social media facilitate the viral transmission of memes, and a digital self that is in many ways superior to the natural self. So how might we recover the feeling of an authentic memory, how do we become part of a geographical community, and how do we recapture the sense of agency that comes from work? Welcome to the Organic Dictatorship, it promises to be an unsettling journey.



NICK RHODES Course leader and Sensei

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his year we have made new friends and reconnected with old ones. First-time collaborators include Renault, Camden and Lambeth Councils, the Public Collaboration Lab, and Visa Europe. We were also invited to participate in the London Design Festival at Design Junction, hosting a wideranging public debate, running a live design studio engaging with the topic of future design education – a presence that reconnected us with almost 200 graduates who had left us anything between 3 and 43 years ago. With both the long view of our alumni and our place at the heart of London’s contemporary design community, we find ourselves reflecting on our discipline. The outcomes of the debate and studio at Design Junction reinforced our commitment to Industrial Design as intrinsically process-led rather than typologically driven, and has given us an acute awareness of the directions design practices are moving. Consequently, rather than operating “routes” or “pathways” MA Industrial Design sees sub-disciplines, or emphases. These emphases – Enterprise, Service, Publics, and Discourse – each have their own specific agendas, methods, skills and audiences, and are held under continual examination, review and revision. The projects in this exhibition reflect the concerns and obsessions of 27 individuals within these emphases of practice. They express many thoughts and positions, but, if I were to pick out a few notable strands these would include Service and Publics propositions addressing medical and psychological conditions, creativity as both Enterprise and Discourse, and a questioning of the body as Service and Discourse. Each work is accompanied by a short video contextualising the proposition and telling its story – because of course, the objects you see are not a final destination, rather a point in a process of questioning and enquiry; a process that for our graduates will be ongoing long beyond their studies here.


T he Funera l o f O b jects Modern consumerism has conditioned us to think that products are at their best when they are new. We do not expect them to change with time and if they do, we consider them defective and often throw them away. In order to challenge this I have designed three objects that slowly change through everyday use to become new products. A

clock shaves a block of material changing its shape over time; a bulb melts its own lamp shade; a plant pot starts to erode as its contents grow. ‘The Funeral of Objects’ asks if we learn to embrace these changes in the same way that we learn to embrace changes in our friends and family and learn to see potential for other products as they move beyond their initial states?

Chi-Chih Chang

Chi-Chih Chang

www.fchang-design.com fred10416@gmail.com


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CRKT The production of meat is unsustainable for the earth’s growing population. We will soon need to shift our eating habits, introducing new sources of proteins into our diets.Western society is slowly getting familiar with the practice of entomophagy, which states clearly the benefits of introducing insects into our diet; they are far more nutritious than meat and their production has a significantly lower environmental impact on our planet. How would a piece of furniture to grow protein rich food in the domestic environment, look and work when this practice finally kicks off?

‘CRKT’ imagines a near future scenario where people will become interested in using crickets in their culinary culture and diet. Design should be the facilitator of innovation: answering challenges, rising interest, fighting cultural barriers and informing our behaviours. ‘CRKT’ takes part in this by envisioning a domestic cricket farm that empowers users to produce their own food leading them to experiment with new culinary adventures

Andrea De Montis

Andrea De Montis

andrea_nich_dm@live.it


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be fan to see B ody Image E stee m ‘Be Fan To See’ is  a  set  of  fashion  accessories for young women looking to improve their physique. A series of smart accessories, like the elastic high heel, flexible belt, yoga necklace, push-up glove and stretching backpack allow women to exercise during the working day whilst uploading data about the exercises to a social media platform. This creates competition between other women, encouraging them to pay more attention to their body image and how they work out.

This study uses design to explore the relationship between social media, body image and body building. The project defines a new range of fashion accessories that enables young women to pursue a healthy lifestyle and tone their bodies combined with the sense of reward that comes from competing against others.

Linyan Du

Linyan Du

linyan-du.com dulinyan0122@hotmail.com


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t ran spa ren t In ter faces The project explores alternative designs for domestic technologies. By observing the unintended consequences that arise from using everyday electronic devices, the project proposes a series of experiences at the crossroads between exploration and re-appropriation: - ‘Ubiquitous Windows’ : a set of two connected devices that reproduce the interaction of drawing on a foggy window. They allow drawings to be simultaneously visible at two separate locations. - ‘Air timer’ : a timer that reacts to the time

spent on a computer. A balloon inflates slowly to physically indicate that it might be time to have a break. - ‘Electronic dreams’ : a pendulum that transforms electromagnetic radiations into sound. Inspired by the Maker movement and the Open-Source approach, these artefacts are not designed to be perfect and finished: they are designed to be reinvented.

François FarnaulT

Francois Farnault

francoisfarnault@live.fr


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MO M TOO E-s earch for infantile colic To this day the causes of infantile colic are still unknown. Despite the fact that the condition is short lived, parents often struggle to deal with the frequent and loud outbursts of crying caused by this condition. ‘Mom Too’ is a research service solution, intended to find the cause of infantile colic through design interventions that explore possible various theories and suggestions from doctors studying the condition. Tools like an air pressurised tummy massager, a

back massager, an automated swaddle and an infant carrier can be programmed to perform certain actions through research. These objects are intended to mimic a mother’s behaviour. They are activated automatically and the data is recorded through a smartphone app. ‘Mom Too’ is a service that helps researchers find the unknown, relieve parental distress and change the perspective of medical community by proposing novel research methods. elif gengor

Elif Gengor

www.elifgengor.com gengor@gmail.com


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B I o co mputer Future of Health In stitute ‘Biocomputer: Future of Health Institute’ is an installation that goes beyond speculative design into public consultation on upcoming changes on the future of health. In the Institute, the public is invited to perform, participate and experience a scenario in which humans are biocomputers connected to the internet to regulate and monitor their bodies seamlessly. Drawn from current advancements in synthetic biology, the quantified self, body hacking, transhumanism and the financial struggles of health services, this project offers an ambiguous alternative to public

engagement and participatory policy-making, seeking to understand how far we are able to negotiate the upcoming changes in health. Stimulating debate between public and experts, from different research fields including design, science, bioethics and policy makers. This opens a space for deliberative democracy and technological assessment using speculative design probes and performative tools to experience future fictional worlds. Welcome to the internet of bodies. joao gil

JOAO GIL

J.Bragancagil@gmail.com Cargocollective/Joao-Gil +44(0)7514252718


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S o er sditch Reminiscen tia ‘Soersditch Reminiscentia’ criticises the transformation and distortion of Shoreditch through a range of narrative objects.Three scenarios: organic shop, listed building and vintage shop, invite a debate about the erasure of our urban memories and its consequences.

The products have been made from jesmonite, a water based resin and mixed with elements that represent the area like coffee, soil, spices and beer. This mixture is intended to connect the designs with the neighbourhood in a sarcastic, metaphoric or poetic way .

PABLO GIL AUBER

Pablo Gil Auber

www.gilauber.com pgilauber@gmail.com


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H armo ny O b jects ‘Harmony Objects’ are a family of satirical products designed to solve issues associated with tech addiction with even more technology. The project explores otaku culture whose relationship with technology defines their behaviour, leading to certain stereotypes. Each object explores one of these stereotypes: ‘The Harmony Walkie Talkie’ attempts to solve anti-social behaviour by paying otaku children to talk with their parents; ‘the Harmony Care Device’ moni-

tors the otaku’s exposure to electromagnetic radiation and releases a gas that shields them from radiation if levels are too high; ‘the Harmony Diet Device’ gives the otaku eating their pot noodles in front of the computer the impression they are having a nutritious meal in a restaurant full of people. The project is intended to challenge our negative stereotypes associated with otaku culture and asks us instead if we should accept their way of life.

bowen hou

Bowen Hou

b.hou1@arts.ac.uk


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Wa ke u P Pres ence in dig ital age Nowadays, the Internet allows everyday products to be networked so that they can talk with each other as much as they can talk with us. They understand us better, our behaviors, routines and social relationships. Could daily products use this understanding of our social life to enlarge their impact on our daily routine?

This is the main question the project trying to ask. ‘Wake up’ clock is designed to push people to get up in the morning using this social pressure. It accesses social media data through the Internet, encourages the user to be active when their social media gets busy in the morning. It transfers rational data into emotional output, sound and smell, to evoke the atmospheric experience of others’ morning activity. Xinyi Hu

Xinyi Hu

huxinyi19930608@gmail.com


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chai [R] iator D e f ining a ne w f ur niture t y polo g y Imagine nestling up against a hot tiled stove, sitting next to a fire on a chimney bench on a cold winter’s day or lounging on the ‘Chai[R]iator’. Nice and warm… pleasantly cosy. The ‘Chai[R]iator’ is a chair, it is a radiator. It is both at the same time – a new furniture typology!

According to the macro and micro climate around a specific place, it comforts the user by providing a seat with the extra bit - a temperature adjustment feature that can be controlled. It can replace any conventional radiator or be installed as an addition to existing heating systems. Both heating and cooling are supported.

daniel leiter

Daniel Leiter

www.cargocollective.com/Leiter leiter.daniel@gmail.com


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In tangible Vulnera bility ‘Intangible Vulnerability’ is a Human-Centred Design project. It aims to generate product and service design outcomes able to establish communication and support to people suffering from cancer. This project is a starting point for further developments and evaluations in order to improve the quality of life of these patients. During my research, I found that a digital life through social media, provides benefits to human emotions. I wanted to make a

version of this specific to cancer patients so I created a kit called MYC. It contains a portable recording device and instructions about the use of a digital sharing platform allowing people to share their feelings and fears amongst people who have experience of cancer (former patients, retired doctors, etc). MYC has the following meanings: “MyCare”, “MyCancer” and “Microphone” since it gives voice to the people.

Silvia Lonoce

Silvia Lonoce

http://cargocollective.com/silvialonoce silvia.lonoce@hotmail.com


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Neur o ga stron om y

‘Neurogastronomy’ is a set of tools that raises awareness on a psychological condition namely Orthorexia nervosa through creating tools that support Cognitive Behavioural therapy recovery of this eating disorder using high sensorial outputs and neurological procedures. Orthorexia nervosa is a paradoxical eating disorder accelerated by social media, where people restrict their diet based not on quantity of food they consume, but on quality. This condition is intended for health reasons but leads to malnutrition and impairment of daily functioning.

The proposed tools are designed to learn how to control feelings of anxiety by creating an intermediate area of experiencing between self imposed norms and sufferers’ growing ability to accept reality by using subtle changes in objects that allow the user to mirror their feelings, re-sensitising the body to certain habits, and challenging their thought with the assistance of a psychotherapist.

Marina Mellado

Marina Mellado

marinamellado.com marinamellado1@gmail.com


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U nlikely Refletions ‘Unlikely Reflections’ is about making your cycle into town more fun. It is about giving you the opportunity to try out new routes, stand up in your saddle and do things on your bike that you have not done since you were a kid. Based in the spa town of Tunbridge Wells the proposal consists of three separate elements that attempt to retrace the filtration process that is responsible for its famous water: a pool of water that mirrors the riders path through a pool of water with a tracer; a network of cycle lanes following

water channels whose flow can be reconfigured by the rider; a spring that is only activated when the other elements are being used, creating a small whirlpool at the same time. The project aims to open up a discussion about what we should expect from our infrastructure. Do we still want our routes to get us from A to B as efficiently as possible, or could we design them to introduce some serendipity beck into our lives?

Alexander Michell

Alexander Michell

alexander.d.michell@gmail.com


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W h at is rea l? Human-s en s e cog nitiv e simulation

Seongkyeong Mun

‘What is Real?’ tracks the pupil dilation of shoppers as they look over a range of shoes. The shopper wears a set of monitoring glasses and moves through different rooms to touch and see the different parts of shoe. The data recorded by the monitoring glasses will produce a shoe that the shopper will have chosen through their unconscious responses.

In this project, I argue that human-senses require a new form of interaction, in a world of ever increasing and intensifying technology, where all types of technology are converging into something ‘more real’ in order to excite our five senses. By questioning what is real, a physical interface allows users to be emotionally engaged. The important thing is to follow the journey and ensure that the outcome is one that merges with the real world.

Seongkyeong Mun comonofactory@gmail.com


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D emen t ia Simulator Dementia is a difficult disease to understand. Those looking after dementia patients may struggle to appreciate exactly how the disease can affect everyday experiences. ‘The Dementia Simulator’ aims to provide a way to experience the disorientation caused by the disease. This is achieved through a virtual reality headset creating an immersive experience that affects all five senses. In using this headset, those looking after dementia patients should be

able to get a better understanding of how the disease affects day to day life improving empathy and subsequently the level of care it is possible to give.

Di Peng

Di Peng

londonpengdi@gmail.com


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Wa s te Kn ot Upbrella ‘Upbrella’ is an open source, upcycled umbrella that uses discarded inner tubes and rip stop sail material offcuts. The project is available on Instructables in keeping with the democratic principles of this project, allowing anyone to have a go and giving third parties the opportunity to refine the design. This project investigates current waste streams and asks whether certain goods can be reused rather than recycled, as recycling is often energy intensive and requires an extensive infrastructure network. It is designed to be manufactured and repaired using local resources, taking the production process away from large companies and expensive factories.

At the heart of the project is an air tight, 3D printed junction from which the inner tubes can be inflated, forming the umbrella’s structure. It is a ‘facilitator of waste’, allowing the use of these or other waste products to produce an umbrella or any other project that requires an inflatable structure. The project also tries to explore stories behind waste. Understanding the lives of couriers in London who rely on inner tubes every day for their livelihoods and exploring if narratives can add more layers of meaning to something that gets discarded as ‘just’ rubber.

max pieters

Max Pieters

maxpieters@gmail.com


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Scent at 30 000 B e home at 3 0 0 0 0 feet Nowadays the sense of the word “scent” is too often reduced to being a category from the fashion beauty market. We tend to forget what a scent is actually made of and how it may influence and benefit our everyday life.

‘Scent at 30 000’ is an olfactory experience which allows anxious travellers to reduce their fear of flying. It uses olfactory memory to associate a new relaxing scent to their home environment. On board, smelling this scent again brings the user back to his cosy home, conjuring feelings of security and familiarity. This scent uses theories developed in aromatherapy to ensure the calming effect of this experience.

SOIZIC PORHEL

SOiZIC PORHEL

soizicporhel.com porhelsoizic@gmail.com


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t he H armon y L a mp On 29th October 2015, the Chinese government announced to end the 35-year long one-child policy as China’s society begins to age. However the legacy of the one-child policy has changed people’s mindset. Most of the single-child generation want only one child despite the termination of the policy. This goes against the governments wishes who want to see an increase in population in order to sustain economic growth.

‘The Harmony Lamp’ attempts to boost pregnancy rates in China by setting the mood for romance. The lamp acts as an aphrodisiac, increasing the libidos of those near to it by modifying their hormone levels.

qian qiu

Qian Qiu

qian.qiu@icloud.com


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Re:creative Tools

‘Re:creative tools’ are designed to guide users through the creative process. It is a set of objects to be used in a co-creative workshop. Each tool focuses on a different aspect of creative engagement: the ability to observe and to deconstruct; finding links between random elements and validating an idea. By interacting with the tools, the user exercises his creative abilities at the same time as providing valuable insights for the workshop facilitator.

In the world where innovation is a key concern for business and society, designers will find themselves in a position of facilitating creativity for others. My project asks questions on how it could be done, what vision of creativity does it evoke and what does it mean for designers.

bronka de sage

Bronka de Sage

bro.desage@gmail.com bronkadesage.com


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T e ar C atcher Mour ning Je welle r y ‘Tear Catcher’, an exploration into mourning jewelry, is an attempt to examine modern attitudes toward mourning and how it differs from past practices. During the Victorian era, mourning rituals and jewellery were considered an important part of daily life, as Queen Victoria herself went into perpetual mourning after the death of Prince Albert.

‘Tear Catcher’ begs the question of what is the appropriate method for dealing with the loss of a loved one by challenging received rituals and traditions. How can mourning help people deal with important life changes? How is mourning related to depression? Are current psychoanalytic theories on mourning and melancholia up to date with what people are experiencing today? “Weeping may endure for a night, but joy comes in the morning” — The question is — is there joy without weeping?

leslie shaw

Leslie Shaw

avangel99.wix.com/leslie-shaw Leslieshaw1023@gmail.com


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The Product Rhetoric Metonymy, hyperbole, personification.. these are all tropes fundamental to language and we all use them unconsciously every time we speak. ‘The Product Rhetoric’ asks what if these tropes were also fundamental to Design Language?

‘The Product Rhetoric’ is a new approach to read and generate design, in order to facilitate the development of evocative and impactful creative answers. Intended for designers, this creative tool is composed of thirty tropes applied to product design and categorised in eight families. This constitutes a palette of nuances that could be concentrated, diluted or mixed in order to encode a specific identity or branding within the nature of a product.

furik vignaud

Furik Vignaud

furik@hotmail.fr


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Performative Glassware ‘Performative glassware’ is designed to make people more aware of their social gestures by making drinking a strange and difficult activity.

acquired skill, learned through observation and trial-and-error. Once attained, it becomes subconscious, and is situational depending on the social environment.

The glassware is intended to be unfamiliar to the user, who in thinking about the practical aspects of holding it will find that they will need to adapt their social behaviour too. As with most social interactions, communication by holding a glass is an

The aim of this design is to encourage people to act or express themselves more, even exaggerate their behaviour in order to facilitate conversations and understanding.

HAO WU

Hao Wu

www.homerwu.com homer.wu1991@gmail.com 008618661008100


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D esign probes For post traumatic stress disorder and self-stigma These designs are intended to gather information on, and comfort patients suffering from post traumatic stress disorder and self stigma. The proposal consists of three designs: - A pillow with a set of VR goggles allows the patient to view themselves doing an everyday task like eating or doing household chores. This comforts the patient taking them ways from painful flashbacks and reassuring them with images from home.

- A mirror with a microphone enables the patient to have a conversation with themselves. The microphone is linked to an AI designed to give the patient positive feedback. - A digital calendar with a camera monitors the patients environment, recording their daily routines. This allows therapists to gather more reliable data on the patients condition.

haosen xu

Haosen Xu

xuhhhaosen@gmail.com


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Barbership

‘Barbership’ is a grooming service for men that is intended for use in either the gym changing room or the barbershop. A smart mirror allows people to review their haircut and recommends potential grooming products or hairstyles that would suit the user. The mirror can visualise hairstyles in realtime and then allow the user to book an appointment with a hairdresser or find

grooming products through an app. The Barbership is aimed at busy professionals looking to maintain a high level of care when time is tight.

Feng Ye

Feng Ye

fengye.co.uk barbershipkiosk.com


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The Key A heartfelt gift for someone special ‘The Key’ is a portable device that dispenses handwritten advice from a confidant. If the user is under stress ‘The Key’ will display a key person, key words and a key time with the aim of providing effective and timely relief. The advice is grounded in the understanding that we require help from others in times of difficulty and that we cannot always get through these problems alone. The information in the recorder can be created by a teacher, an elder, a relative, a friend or an idol.

This product is intended to be a special gift that people give or receive at important life events when it is no longer possible see each other on a regular basis. These events can range from studying abroad, having a baby, getting married or moving abroad to moments when ones own life is in peril, for example receiving knowledge of a serious illness. The words “My heart will always be with you” are inscribed on ‘The Key’ to let the user know that they will never be alone. Meng-Han Yu

Meng-Han Yu

evameng25@gmail.com


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Indogs VR

‘Indogs VR’ is a virtual reality kit for dogs. The kit consists of a headset and a hitching post that has an odoriser at its base. The headset enables the dog to explore different outdoor scenarios that are dynamically linked to the hitching post, emitting different scents depending on where it is in virtual space.

This project is a critique on our current obsession with technology, and tests the limits of what is possible in the name of convenience. Many of us want to own a dog without having the space to do so, or the will to look after it properly. Should we allow technology provide the way to avoid the more difficult aspects of owning a pet?

ruxin zhang

Ruxin Zhang

ruccie@sina.com


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Catalogue Desgined by: Bronka de Sage Soizic Porhel Joao Gil Elif Gengor Alexander Michell

MA INDUSTRIAL DESIGN @csmMAID @csm_ma_industrialdesign ORGANICDICTATORSHIP.COM

#organicdictatorship




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