First published and distributed by viction:workshop ltd.
Unit C, 7th Floor, Seabright Plaza, 9-23 Shell Street, North Point, Hong Kong URL: www.victionary.com Email: we@victionary.com Edited and produced by viction:workshop ltd. Concepts & art direction by Victor Cheung Book design by viction:workshop ltd. Preface by Shirley Surya
'> ++ 2>( ."+$2> ," 2> ," ' ('- '-, > =337 ><:; <;; 0REFACE 0LAY TO AMUSE 3PICE UP LIFE WITH IDEAS 4:65: 6 9 =33<
Š2009 viction:workshop ltd. The copyright on the individual texts and design work is held by the respective designers and contributors. ISBN 978-988-17327-3-6 All rights reserved. No part of this publication may be reproduced, stored in retrieval systems or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording or any information storage and retrieval systems, without permission in writing from the copyright owner(s).
'> ++ 2> ."+$2> , > ><:; < 4:65: 6 9
$ESIGN 3HOWCASE "EYOND WHAT THEY SEEM OVER PROJECTS
. %",! > 2 /" -"(' +2
The captions and artwork in this book are based on material supplied by the designers whose work is included. While every effort has been made to ensure their accuracy, viction: workshop does not under any circumstances accept any responsibility for any errors or omissions.
. %",! > /" -"(' +
=54:
3NAPSHOT CAMPAIGN ,ET EYES BRAINS PLAY
Printed and bound in China
=565
," ' % 2
0ROl LE 'ET TO KNOW THE CRAFTSMEN
=573
!CKNOWLEDGEMENT
'> ++ 2>( ."+$2> ," ' >
," ' % 2
'> ++ 2> ."+$2> , >
=337 +
Quoted from an interview by â&#x20AC;&#x153;Metropolisâ&#x20AC;? magazine (http:// www.metropolismag.com/ story/20090218/marcel-wanders). 1
2
Same source as the above.
A term coined by Johan Huizinga in his book â&#x20AC;&#x153;Homo Ludens: A Study of the Play Element in Culture.â&#x20AC;? 3
% 2> -(> &., > )" > .)>%" > 0"-!>" ,
Theyâ&#x20AC;&#x2122;re everywhere now â&#x20AC;&#x201C; in museum stores or quirky interior boutiques â&#x20AC;&#x201C; beckoning your touch and enkindling a smile. Theyâ&#x20AC;&#x2122;re so well-designed to amuse, they make heart-warming gifts than practical essentials. For those who submit to designâ&#x20AC;&#x2122;s problem-solving mandate to concretely improve everyday living, such playful designs may not be up their alley. They may think declarations like â&#x20AC;&#x153;I am designer of the new age. I am a dreamer. I am a jester,â&#x20AC;?1 by wellknown Dutch product design maven Marcel Wanders a joke, and his frequent â&#x20AC;&#x153;Function is highly overratedâ&#x20AC;?2 comment unrealistic. These seemingly fantastical and non-utilitarian designs have nevertheless pervaded the market â&#x20AC;&#x201C; a movement so evident, it seeded the idea for this book. The featured works proved not only how far and wide this play on the user-viewer has manifested in design, but also how in the eyes and minds of creatives, play is so much more multilayered in its meaning, method and effect. The idea of â&#x20AC;&#x153;playâ&#x20AC;? smacks of trivial pleasures, bordering on uselessness. Some of the works here certainly bear these marks through imaginative pretence. What can one do with ATYPYKâ&#x20AC;&#x2122;s Polaroid photo-looking mirror (P.111) that only reflects a warped image, or Azumi and Davidâ&#x20AC;&#x2122;s Cool Shade Tapes (P.122) made of adhesive tapes printed with images of shades? But these â&#x20AC;&#x153;completely unnecessary thingsâ&#x20AC;? are what designers like ATYPYK professes to enjoy making for thrilled fans whose testimonials include â&#x20AC;&#x153;please send as much of your ideas to make people smileâ&#x20AC;? and â&#x20AC;&#x153;had a great laugh just viewing themâ&#x20AC;? â&#x20AC;&#x201C; fulfilling ATYPYKâ&#x20AC;&#x2122;s promises to let their users â&#x20AC;&#x153;Never Get Bored Anymoreâ&#x20AC;?, â&#x20AC;&#x153;Find Happinessâ&#x20AC;?, and more. So trivial as they seem, while teasing our normative perceptions, theyâ&#x20AC;&#x2122;re no less meaningful as they resonate with people. Humans generally donâ&#x20AC;&#x2122;t just pursue tasks and solve problems. They wonder, love, waste time, or burn their cigarettes on napkins â&#x20AC;&#x201C; one of the mundane acts which Julie Krakowski explores in her Coffee and Cigarettes textile series (P.28) embroidered with marks that look like cigarette burns and food stains typically left on linens. Reflecting on the quotidian in these evocative designs is perhaps inspired by the notion of people as playful creatures or â&#x20AC;&#x153;Homo Ludensâ&#x20AC;? (Man The Player), as opposed to just â&#x20AC;&#x153;Homo Sapiensâ&#x20AC;? (Man The Thinker)3. It would be a mistake to dismiss lifeâ&#x20AC;&#x2122;s trivialities based
on utility. For unless there’s a respect for the full range of values that make us human, the objects and technologies created are likely to be uninteresting at best, and de-humanising at worst. Effective play arises not from high-flying design but the new spin given to familiar objects or experiences. Japanese studio nendo puts it best in their philosophy: to give people the small “!” moments that makes life interesting by reconstituting the everyday into products and scenes that people can encounter. Like the nostalgia for sharpening school pencils as you grate nendo’s pencil-like chocolates (P.30) into shavings that adorn your dessert, or having your senses jolted with the topsy-turvy effect in seeing sofas and plants mounted against gravity on the walls of an atrium (P.190). In a world full of attention-grabbing images where we’re presented with infinite choices, the intrinsic value of any thing (person, place, object) is first noted and acknowledged for how it captures our hearts and minds, how it makes us feel. The element of play has become the designers’ stimulus to create products and spaces with a cult personality by engaging individuals on such visual and emotional level. From Atelier Bow-Wow’s one-pattern design for the entire surface of a room in Lydmar Hotel (P.172) that disturbingly dissolves the normal figure-ground perception to Nina Mrsnik’s 2D illustration on the staircase that becomes a visible 3D chair from a certain angle and distance (P.154), designers have wielded optical play to induce that “!” effect, which has also become a sensational marketing tool – for better or for worse. The bombardment of visual messages that have dulled our minds and effectively raised everyone’s appetite for visual over-stimulation, seems to require such stretching of imagination and suspending of our disbelief to make us see with fresh eyes. But whether in the format of advertising, products or installations, the intentions and effects of play can surprisingly engage us at a more cerebral way than they seem at first glance. Stolen Jewels Collection (P.40), a series of accessories using jagged extracted low-res online images of the most expensive jewellery printed and scored in leather, may come across as a teasing mimicry of computer graphics but it’s Mike and Maaike Inc’s attempt to play on the idea of tangible versus virtual, in relation to real and perceived value. Kumi Yamashita’s
wall sculpture CITY VIEW (P.196), made up of numerical blocks, is more than a stunning visual piece. With each of the blocks carefully arranged to cast a particular shadow that adds up to the illusion of a female silhouette against the balustrade, when illuminated from a single light source, it is a product of both beauty and intelligence with its ability to challenge our perception of predictable relationships between solids and their shadows. One may find Slinkachu’s Little People Project (P.158) amusing, with his miniature characters photographed to contrast real life human figures in actual settings. But, beneath the humour is a call to empathise with the vulnerability of living in a big city. In many projects such as these, light-hearted elements of visual trickery surprisingly launch us to the bigger questions. Function is also not always considered overrated in playful designs that move the heart and the mind. A double dose of surprise awaits the user-viewer of objects or spaces that trick and tickle as much as they serve your needs. Vanessa van Dam’s Wristband Flyers (P.22) – wristbands fully printed with images of tattoos, sweatbands or pearls on one side and event information on the other – is such an example of how solving problems, however small but with a twist, is something innate in designers. Now that the flyer doubles up as an accessory, it will not be so easily lost. And when angle-distance optical trick is often only used to poke fun at people, Axel Peemöller’s directional system (P.150) on the walls of Eureka Tower’s parking lots actually makes use of this trick such that the signage can only be read if one stands (or drives) facing them in the right position. Eureka! Also, who could have imagined that stickers that look like metal rust and scratches can keep the thief off designer Dominic Wilcox’s new bike for 13 days in London? It is truly an Anti-Theft Device (P.112) just through masterful visual mimicry, ultra dry wit and a playful spotlight on the banal. Apart from a sense of humour and recreation, the notion of participation and change – the most visceral form of engagement with the user-viewer and its context – are the often-overlooked but important elements of play. us design studio’s Rain Positive t-shirts (P.130) whose printed messages appear only under the rain; Draft’s Method of Drinking Fairytale glass (P.57) that uses refraction to complete the visual narrative of Little Red Riding Hood only when the wolf ’s im-
age enlarges when water is poured in; and Jamie Wieckâ&#x20AC;&#x2122;s transparent bag (P.56) printed with a face on one side and a pair of hands on another add up to the image of a happy owner holding the object in the bag all require the intervention of actions and surrounding elements to complete the experience of the product. How a product behaves under variable circumstances and how interfaces are devised for well-articulated product-user relationships are further displayed in POLARâ&#x20AC;&#x2122;s Eurocities tablecloth (P.102) on which mayors of EU cities are invited to expressively mark their opinions and drawings on, in an otherwise restrictive occasion, as well as Berber Soepboerâ&#x20AC;&#x2122;s and Michiel Schuurmanâ&#x20AC;&#x2122;s Colouring Dress (P.120) which wearers can colour in its printed patterns to their liking. It can be quite mystifying to fully imagine some of these highly interactive projects on print. But through the various optical and interactive means of play from which we derive the categories Angle-Distance Adapt, Blend-In Dizzy, Bounce-Off Appeal, Process-Interact, Pixel-Like and Look-Alikes, â&#x20AC;&#x153;Design Playâ&#x20AC;? seeks to reveal the communicative potentials â&#x20AC;&#x201C; emotional, mental or interactive â&#x20AC;&#x201C; of seemingly simplistic playful objects and spaces. We hope these quirky yet visionary works stimulate new patterns of thought and action in the visual and material culture, at the same time remind us of ourselves â&#x20AC;&#x201C; sentient beings who see design as â&#x20AC;&#x153;much more than simply to assemble, to order, or even to edit,â&#x20AC;? but as the words of influential American graphic designer Paul Rand ring true, â&#x20AC;&#x153;to add value and meaning, to illuminate, to simplify, to clarify, to modify, to dignify, to dramatise, to persuade, and perhaps even to amuse.â&#x20AC;?
=33< ," ' !(0 ,
!NGLE $ISTANCE !DAPT
Ta a sstep Take pkb back. t T Tiltee you your a h head ilca llittle.e. itS See kt it it? r Th The a .tevvisual ? ldreve revelation ee ise t ofion l tthese eu a artah s a r e works in b work boths 2D aand ot 3D p profile nof re requires h r de you your qil aadaptation s tue d ttoion a ccertain roir a an angle e l or p er g t distance,, nu d nudging is you oudtot a fresh e a perspective. g s s n te. pinh c oea p ge c y te ivf r r
"LEND )N $IZZY
Figure-ground relationships are dissolved; the normal way of seeing is disturbed. With p Wit patterns t n htseamlessly s a ee s covering c ver a othe t rsurface s h m uin and a linear l e in nrdistortions dl ge f dis taking t a se aon asckikt a k lor ei- yr netic quality, n q e, ggetuyou yourself t s e tto ica effeelotu unsettled e ll r itin f en a space s l ywithout wps ae beginning ba it t and aec t h an a lgen eno end, moving vn and unmoving, in d v , real re , m in and g surreal. a re a l ga a onl . nd du s
2(' > 0! ->-! 2> , &>(/ +> / +> 439 )+(# -,
"OUNCE /FF !PPEAL
I tthe ccontext In n h x ofonex exhibitions, e t ,hp prints aand t ibreve everyday e ydn in y ob objects, r ita,dre reflective l t e ion ssurfaces f s je uc h have ve t rc a i become an b a ein instrument n c to t surprise, s s pom o u, fool t and ar r rdelight d isun viewers v eee s optically op m edie l r and aig mentally mewe n t hnnic d tthrough ou h the t illusion il h r of lsspace g e u aand p d dimensions. h sn a im . ion C Complete dc tthe evvisual om h en narratives is r t ee n w with aiv u s srp a mirror ror that mt never ve nlies.. t r ir leh ie a s
0ROCESS )NTERACT
Colour it, write on it, heat it, let it go under the rain â&#x20AC;&#x201C; experience interactivity at its best as b a youew watch st h the t sc designersâ&#x20AC;&#x2122; d h at s creations ce ee tâ&#x20AC;&#x2122; rtransform tsion a orm rig in time ta aand im nwith wn syou your n h hands. e s it .d efr a h These innovative Th in vate e form forms iv s nof communication c e uo om st allow anionw you lto t ictake t l othe t aomccredit eh a ofk rdevelopdeve d e e lit o ing the desired in e pictorial g d effect. ft ep h c ic et . d t or e s ia ir
0IXEL ,IKE Digital tools were once used to enhance realism but with skilful 3D installations, photography, filming and production of real objects and settings, these projects present â&#x20AC;&#x2DC;liveâ&#x20AC;&#x2122; simulation of desktop environments and images we thought only exist in â&#x20AC;&#x2DC;Pixel land.â&#x20AC;&#x2122;
,OOK !LIKES Visual mimicry in everyday products, pervasive print or conceptual pieces is not mere illusions of reality. What you see is not what you get â&#x20AC;&#x201C; these reproductions with their surprising functions and provocative communication trigger the emotions of some and spur the imagination of others.
=33< ," ' !(0 ,