Categories
New Making

Pocket of Memory

Pocket of memory is a portable origami shaped structure which gives the user the possibility to collect little glimpses of their favorite times at the Fringe Festival. The structure is composed of 3D printed parallelograms with inlayed fabric layers. The layers are composed such that they create a sleeve within the 3D print. This sleeve is the “pocket” where the memories are stored. While developing the product, I  did a series of experimentations combining different fabrics and 3D prints. Trying out different types of fabric was necessary in order to understand which type adheres better to the 3D print. The printed parallelogram shapes are not connected to each other initially. Instead,  they are held by the added fabric, creating a fish scale appearance. To create the pocket, I cut through sections of a single layer of fabric within the parallelogram sections.

Fringe visitors are constantly being given information both verbally and visually, making it difficult to retain single memories of their own. Taking inspiration from the project ‘Dear Data’ and how the two artists make their weekly data set, I have chosen to approach the human scale data gathering path. Contextualizing human scale data within the Fringe Festival, I have decided to represent the personal locations of visitors through the flyers or tickets collected during their visits. It shows, in a non-obtrusive way, where a person has been and what they have liked about their stay. 

Categories
New Making

Digital fabrication

New Making is a course which encourages students to experiment with digital fabrication and understand how both materials and machinery’s boundaries be crossed. The subject areas we were asked to explore included hybrid materials, scaffolding glitches and parametric design.  The machines we had available to work with were 3D printers, laser cutters and CNC milling, with a time frame of one week per exploration. The short time scale was intended to make us create small trials and experiments as opposed to designing a final piece. In this blog post I will briefly go through the three experimentations I have done and then explain the process of the one I have enjoyed the most. Firstly, the work done for hybrid materials had been inspired by Laura Spring’s lecture about her work. I have experimented with weaving techniques initially on fabric and then I proceeded in making laser cut cardboard templates for the weaving to be made. In this way, I was able to explore the combination between old weaving techniques and modern technologies. Secondly, for parametric design we have been introduced to Processing, a coding software, in order to create a 3D print. For this section I have looked into jewelry inspired or made with a parametric design. I found quite fascinating the contrast and the language created when combining geometrical shapes with the fluidity of the human body. The experimentation I worked on was the transformation of a cube to a hollow sphere whose surface is a net. Lastly, for scaffolding glitches I have looked at the artist Do Ho Suh and Unfold Design Studio.  Their work inspired me due to their use of scaffolding and the perception that the structure is the most important part and not the actual inside. With these concepts in mind, I observed the structures created by the scaffoldings and used them to create the object rather than using them just for construction purposes. After the research I have created a few 3D models of fluid shapes and printed them making sure the support material was touching the piece everywhere. This prints created architectural shapes that from first appearance look like to be drawn as a whole piece and not a combination between support material and the modeled shape. Additionally, sections of the piece created extremely interesting shapes while printing. From these observations, I have started cutting the prints in sections and stopping the printer half way to have sections of the scaffoldings and to see the inside structures of them. In conclusion I have created two final explorations, informed by the process undertaken. 

Categories
Projects

Bean Bank

The BEAN BANK cup is a coffee cup for on the go, it allows the owner to pay with it and to be lead to new coffee shops. The design appears to be a reusable coffee cup, but it has additional features that show direction, enable communication and payment. The added features are not obtrusive, the RFID is built in the bottom of the cup and is therefore not visible. Additionally, the interface that gives directions is comprised of 5 LEDs in a cross section. LED’s were chose as the output, as they are the least obtrusive while still conveying the message to the owner. The cup moves people around by being the means of payment, as well as having the LED’s which direct the owner to discover new coffee shops. The cup to owner interaction is disruptive because normally people direct themselves to new places; in this case, however, the coffee cup does it for them. If the owner follows the cup instruction he/she is lead to somewhere unknown to him to purchase a cup of coffee. This factor of being lead somewhere mysterious by your coffee cup is a flipped vision of people to products interaction. https://www.youtube.com/watch?v=bHDGs9dFU3g&feature=youtu.be


Categories
Projects Social Narratives

How sustainable is an electric car?

The common conception of driving an electric car is that people think to be using an eco-friendly vehicle, however, this is not entirely true after our research. The main problem with this misconception is due to a lack of information given, the battery and energy source to run the car’s production are very polluting. A Swedish study proved that the manufacturing of an entirely electric car’s battery is as polluting as driving a fueled car for about 8 years. Additionally to the production pollution, if the car is charged with non-renewable energy, the production of it produces CO2 emissions into the air. The interfaces we designed are to make people conscious about energy production and the car production’s pollution. Our product consists of 3 parts: the dashboard, an interface for the charging station and the car. The dashboard has a design showing how much the car has been driven in correlation to the 8 years of production pollution. Secondly, we also designed an interface for the charging station. These interfaces show a graph with the different energy sources and a precise percentage of the energy that is available at the station. This allows the users to know the provenience and the sustainability of the energy and having the choice of making a conscious decision. Finally, the car interface is an expansion of the charging station interface and the dashboard showing the two, recording each history and having an explanation for each part.

https://vimeo.com/266828206

Social Narratives Project – Shannen Tioniwar and Micol Zardi