Category

design

Deep Time: Extinction Rebellion

Decomputation students worked with climate protest group Extinction Rebellion to design a direct action. Under the guidance of co-founder of ER Clare Farrell students created a range of actions and campaigns on the topic of species loss and the current… Continue Reading →

Proprioception

Proprioception is the sense though which we perceive the position and movement of our body, including our sense of equilibrium and balance, senses that depend on the notion of force (Jones, 2000). Proprioception is defined as the conscious or unconscious awareness of… Continue Reading →

Transient phenomena

This project was about transience as a design quality, and a characteristic of constructed experiences. Materials that degrade or transform when subject to specific processes, human actions performed in space and time, fleeting impressions and transitory effects were the focus for… Continue Reading →

Resonances

All the materials around us vibrate at specific frequencies, external influence can be introduced to create resonance in them, a playground swing works in this way, as does the mainspring in a mechanical watch and the optical cavity in a… Continue Reading →

Emergence

A property is emergent if it is a novel property of a system or entity that arises when a certain level of complexity is reached. Emergence in a system is distinct from the properties of the parts of the system… Continue Reading →

Humannutrition

The first project of the new term involved the students creating a design, product, or dish building on the idea of the human body as a source of nutrition. Drawing on recent research into the human trophic level, which puts us roughly… Continue Reading →

Telepresence

The term Telepresence originates in a story by Robert Heinlein. Waldo, published in 1942, is about a misanthropic character who lives in space, despises humanity and operates through Waldos, telepresence machines that mimic human hands. In the story Waldos have two important qualities;… Continue Reading →

Resonance

The second iteration of this project focused on resonance as a physical and social phenomenon. Physical resonance depends on amplification of a signal through frequency matching. The key elements are that one external system acts on another, causing an increase in the… Continue Reading →

Soundobject 2016

The conceptual emphasis for Soundobject is physical objects that elicit new kinds of social behaviour from users. The audience for these objects is not confined to gallery settings – they are fully working hybrid objects intended to reflect on the possibilities… Continue Reading →

Labyrinths

This project required students to Design and implement a virtual reality experience that featured a labyrinth or maze. Labyrinths and mazes occur in many cultures and take diverse forms. Labyrinths are monocursal – there is only one route through them…. Continue Reading →

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