Matter and Knowledge Among Digital Communities
Maroula BACHARIDOU Georgios ADAMOPOULOS National Technical University of Athens
KNOWLEDGE
COMMUNITY
KNOWLEDGE AMONG COMMUNITIES Digital Infrastructure
KNOWLEDGE
COMMUNITY
KNOWLEDGE AMONG COMMUNITIES Digital Infrastructure
MATTER KNOWLEDGE OF MATTER Producers
MATERIAL PRODUCTS Consumers
? KNOWLEDGE
COMMUNITY
KNOWLEDGE AMONG COMMUNITIES Digital Infrastructure
Which Whose
Matter Knowledge
?
Easy-to-use Design Software
Sketch Chair shapeWright
Cell Cycle
forger
Easy-to-use Design Software
Digital Manufacturing Machines
Easy-to-use Design Software
Digital Manufacturing Machines
Online Design-To-Manufacturing Platforms
“The average Consumer will soon be a Producer of his own goods.”
Gartner’s 2012 hype cycle for emerging Technologies
3D printing
EXPECTATIONS
augmented reality
crowdsourcing
Internet of Things
cloud computing
machine-to-machine communication services
autonomous vehicles
gesture control
volumetric and holography display 3D bioprinting
speech recognition
media tablets
human augmentation
virtual worlds
TECHNOLOGY TRIGGER
PEAK OF INFLATED EXPECTATIONS
TROUGH OF DISSILLUSIONMENT
SLOPE OF ENLIGHTEMENT
PLATEAU OF PRODUCTIVITY
TIME plateau will be reached in : less than 2 years
2-5 years
5-10 years
more than 10 years
What is a good product?
What is a good product?
Consumer
Producer
useful
competitive
high quality + lowprice
low costs + high price
tasteful
appealing
BENEFIT
PROFIT
Cost of design ? Cost of materials ? Cost of labour ? Cost of manufacturing ? Cost of transportation ? ...
Consumer
Producer
useful
competitive
high quality + lowprice
low costs + high price
tasteful
appealing KNOWLEDGE
BENEFIT
PROFIT
Can we find other material cultures that propose alternative ways?
Interplay With Matter *
haptic, direct contact with matter and matter manipulating tools can implicitly induct material knowledge to the craftsman
Adaptive artifacts *
knowledge of matter can get distributed and administrated within a context of participatory design.
Marrakech, Morocco
- Contact with matter and knowledge of its properties
- Knowledge propagation within the community - Design by the users for their own benefit
Craftsman: The person who does something well for its own sake.
‘The smart machine separated human , mental understanding from hands-on learning’ R.Sennett
Smart Machine vs Smart User ?
“The average Consumer will soon be a Producer of his own goods.”
JEWELERY. TOYS & FASHION ACCESORIES
UTILITARIAN DOMESTIC ITEMS
TOOLS & HIGH PERFORMANCE HARDWARE
FURNITURE & MEDIUM SCALE STRUCTURES
BUILDING MATERIALS & COMPONENTS
The average Consumer /user will soon be a Producer /designer of his own goods.
We propose a way of thinking about digital design environments, towards incorporating creative learning within the process of digital object manipulation.
Α shift towards:
-Treating users as producers and not as consumers -Intutive digital matter simulation and experimentation tools -Unmediated exchange of material knowledge & non hierarchical collaboration -Open ended, never finalized systems
GLOBAL, SCIENTIFIC, INTERDISCIPLINARY
Explicit Knowledge
ANALYSIS, CROSS-REFERENCE, SYSTEMATIZATION, REASSEMBLY
Interpretation Process
ENGINEERS, SCIENTISTS, DESIGNERS, CRAFTSMEN
INTUITIVE, INTERACTIVE, USER-FRIENDLY, VERSATILE
Parametric Toolset
User Community
Contirbutor Community
USER FEEDBACK
Front End : Makers and Interfaces
Stress & Impact
Examples of Digital Experiments
Temperature & Climate
Chemical & EMG
Production & Human Safety $€£¥
DEFLECTION COMPRESSION TENSION TORSION SHEAR
STABILITY/ WEIGHT DISTRIBUTION
EXTREME TEMPERATURES
CORROSION RESISTANCE
CO2
COST OF MATERIALS
REFLECTIVITY / REFRACTIVITY / TRANSMITTANCE
SOLAR EXPOSURE
TOXICITY
POWER REQUIREMENTS
HUMIDITY BEHAVIOR
REACTIONS
CARBON FOOTPRINT
WATER PERMEABILITY/ SOLUBILITY
BIO-DEGRADABILITY
RESOURCE TRACKING
ROUGHNESS / HARDNESS / SHARPNESS
FLOAT CAPACITY
RECYCLABILITY
ERGONOMICS
ELASTICITY / PLASTICITY / BRITTLENESS
INSULATION CAPACITY
DYNAMIC LOADS COLLISION BEHAVIOR
Optical & Other Qualities
CONDUCTION / INSULATION / RESISTANCE
FOOD SAFE / SKIN SAFE / CHILDREN SAFE
Form/ Structure
Material
Fabrication Process Performance Properties
The designed 3d object to be tested and produced
The systemized packages of scientific material data
The machines, tools and processes required to shape matter
The simulation outputs of the tested object
User Input A
+ Form/ Structure
=
?
Performance Analysis
Material
+ Properties
=
?
Structural Form-Finding
?
Optimal Material Suggestions
Material
+ Properties
System Output
User Input B
= Form/ Structure
Form/ Structure
Material
Fabrication Process
Properties
Face Sculpture via Microsoft’s Kinect
Gesture based object Manipulation via Leap Motion
Conclusion
Thank you