I don’t really know the way, but I want to. I have this habit to wander off randomly when I’m unknown with a place. Just to see where I’ll end up if I let go of control. “Let fate decide” says the romantic in me.
After a while I see patterns and I believe that I know where I am. Finding attractive by-streets in every corner. But that’s an illusion. By the next turn this pattern is shattered by reality.
I don’t know where I’m going, but I know I don’t want to stay. Just keep going, till this frame turns into bedlam. Borders can’t contain me anymore. Looking back I can’t trace back my origins. I’m not lost. I’m new here.
I was initially drawn to 70 degrees due to it’s rhomboid design.
Before opening the book you get a sense of quirkiness from the get go.
The layout of content continues to play with you throughout which is eye catching and unique.
My thoughts on the design have led me to consider the potential shape of books, bookcases and technology.
If we look through time we see the generic library format of rectangular books housed on shelves with a 90 degrees support point.
I believe questioning the shape of books, bookshelves and technology can lead to new ways of giving and receiving information.
Traditionally, in two-dimensional geometry a rhomboid is a parallelogram in which adjacent sides are of unequal lengths and angles are non-right angled.
For me this definition represents the book quite well due to it’s content involving a collaboration of artists who are parallel in unison but unique by definition.
Maybe the world has become too accustomed with the usual rectangular book shape and partly forgotten about how much potential there is when it comes to the shape of books and how they are presented.
Are we choosing convenience over creativity, or is the rectangle shape law abiding for the rest of time?
Why is everything mitigated through the rectangle?
Most of the time books are rectangular. Right in front of me I have another book. It’s a rectangular book which fits in my hands like the size of your average telephone. But why is it not shaped like a circle or a hexagon?
In fact if we think about the history of book making technology and the history of the book, there is not a particular reason why it should be rectangular instead of any other shape.
There is something about the ways in which we use technology where that technology effects us and we in turn are effected by the technology.
For example, I find it more satisfying to hold the book in front of me in a portrait position.
But if I’m not going to hold something in my hand then I often find it more satisfying for it to be in a landscape position. What would be some examples of this?
As previously mentioned the book in front of me is the same size as your average phone. They’re almost the exact same size. And although I can hold my smart phone in a landscape position, and will do that sometimes to take pictures, by and large I tend to use it in a portrait upright position.
If we look at a normal paper back book which is usually around the same size as a tablet computer then here they are both oriented in much the same way, in an upright fashion. And can it be used sideways? Yes, when looking at video.
We spend a lot of time looking at monitors and if you look at the shape of the monitor we notice that monitors are not upright, they are horizontal. Historically, televisions used to be more of a square and that’s because the movies used to be more of a square. The rectangular shape came later and then later on as television technology changed, it made it easier to move away from picture tube. Then we started to move away from the square to the rectangular shape for our televisions as well.
There is something about the ways in which we interact in the world that says to us, “If I am going to hold the text in my hand in some way and I am going to interact with it, then I want it to be upright.” But if we are to be more passively observing, like watching a movie or watching television, or if the way I’m manipulating it is at a distance- like looking at a computer monitor, but I’m typing on a keyboard, then i want it to be rectangular. And there are many ways in which we interact with our technology everyday in everyday ways, that we unconsciously accept these things as if they are cultural imperatives.
And which is first? Is it that there is something natural about it? That just being a human with normal size human hands oriented in a normal way? That this is the way in which we desire to interact with both rectangular books and the shape of your average smart phone? Or is it that we culturally developed it and now we have that expectation? The answer is both. We make technology to change the world around us.
But by the same token we are changed by our technologies, interacting with them in many ways.
Nowadays we are looking at some changes, where people want to move to more wearable technology. And some people I think are a little concerned that as we move to wearable, embeddable and AI technology the distinction between us and our technology will be less clear. The truth is we have always interacted with our technology in much the same way.
So the next time your using any piece of technology whether it be a book, a cell phone or a steering wheel of a car, take a moment to think about the ways in which we accept certain things and that technology just seems to fit us properly, because humans made it for humans and we ourselves have adapted to the limits of our own technologies.
To conclude, If we break down the word knowledge we see the words know ledge and no ledge. Maybe this is a sign that we can expand our horizons towards a more creative and compelling environment when it comes to the shape of books, bookshelves and technology as a whole.
Bedwyr Williams: ECHT/70°. design by Åbäke, Rietveld library number: williams 1
When I see emoji I often think of hieroglyphs and wonder if and how there’s a connection. Why I make this connection is obviously not hard to imagine, since in both cases images are being used to communicate. But is this fact relevant, or is it a negligible similarity? In order to try to answer this question I will look at the most commonly known example of hieroglyphics: Egyptian hieroglyphs.
Egyptian hieroglyphs were the formal writing system used in Ancient Egypt. It combined logographic[1], syllabic[2] and alphabetic elements, with a total of around 1,000 distinct characters. Hieroglyphic characters can also have multiple meanings depending on how they are used. For example, the symbol for ‘house’, which was pronounced as pr, can also be used phonetically to represent the sound ‘pr’ in other words. Combinations of hieroglyphic characters could therefore be used to spell out larger words and composite phrases. Only a small percentage of Ancient Egyptians knew how to use hieroglyphs, such as priests, royals and civil officials.
Emoji however are ideograms[3] (or pictograms) and smileys[4] and can be used by anyone with a device that supports emoji. They are often used to signal a certain emotion or to shorten basic sentences by replacing text with image. Decorating and simple joy are in my opinion big reasons for its use as well. Once when I was at the airport to catch a flight, my mother send me a message saying: “Have a good flight! :airplane: ”. Here the airplane emoji really doesn’t add anything in terms of information, but it simply looks ‘nice’.
An important thing that distinguishes hieroglyphs from emoji, is that most emoji don’t have a clear meaning. A simple smiling smiley, for example, can be interpreted in a lot of differentways. This because of the context it is being used in, but also by everyone their personal association with that smiley. Some people believe it to be friendly, others get the idea the sender is being very sarcastic. It can even get so specific that the meaning of a certain emoji is only known by two individuals. Me and my best friend often use a specific emoji and we always know exactly what we mean by using it because we share a certain experience. This experience we share, created its meaning. If someone else sends me that same emoji I will never read the same meaning because it’s an entirely different context.
In essence, the use of emoji cannot be considered a language at all for there is no universal system that teaches us how to use them. One could attempt to write a very complex message with emoji, but it would simply turn into a riddle with a high probability of being misunderstood. This fact shows an interesting paradox, for the use of emoji can be considered very practical in certain situations, but its use quickly turns impractical when the amount of emoji used to communicate something increases.
With hieroglyphs, this is not the case. It allowed ancient Egyptians to compose a huge variety of texts from medical documents to poetry; texts that are significantly more advanced than what is possible to convey with emoji.
So, in the end the similarity mentioned in the introduction seems negligible, even barely existing. One could argue that emoji still holds potential for becoming a language, but it is nowhere near it now. And why should it? Looking at it from this perspective might be the wrong thing to do in the first place. Emoji much more seem to be about joy and intuition. It’s a way of communicating in a free and playful way, not designed to be eloquent at all.
[1] In written language, a logogram or logograph is a written character that represents a word or phrase.
[2] A syllabary is a set of written symbols that represent the syllables or (more frequently) moras which make up words.
[3] An ideogram is a graphic symbol that represents an idea or concept, independent of any particular language, and specific words or phrases.
[4] A smiley is a stylized representation of a (originally) smiling humanoid face that is a part of popular culture worldwide.
Our clothes are probably some of the most tactile and flexible objects surrounding us – touching our bodies at all times. This is probably also why it has been such a hard job for designers and researchers to combine it with the stiff mechanics of technology. The term used when these fields are combined is Wearable Technology. Something that fashion designer Pauline van Dongen has been known internationally for exploring. But while Pauline van Dongens works primarily exist in the span of the human body interacting with its physical surroundings, I find it more interesting to research how technology can elevate our identity through clothing.
We use technology to perform our identities online.
We use fashion to perform our identities through garments.
Why not try to physically combine technology with clothes as a way of enhancing how we showcase our individuality and uniqueness.
“For wearable technologies to become truly integrated with fashion we have to bridge the divide between aesthetics and how we understand technology’s usefulness.” – Pauline van Dongen
FASHIONABLE TECHNOLOGY
It is obvious that clothes functions as a protective extension of the skin, but it is just as important that they help us form our individual identities. Our identities are ‘wearable’ and changeable through fashion, and have been so for a long time now. The new aspect of adding technology to this equation will hopefully be able to offer alternative and new ways of transforming our identities.
At the moment, there is already a lot of researching going on and a lot of solutions being proposed as to how wearable technology can change our current view of fashion. This research does not only include experiments like Pauline van Dongen’s, regarding the practical usefulness of technology in fashion, but can also have a more conceptual or aesthetic focus point. These projects become interesting since this is where a lot of the ‘identity-making’ in fashion occurs.
Ying Gao is another fashion designer dealing with the concept of technology intertwining with her designs. But in comparison to Pauline van Dongen she uses technology primarily for conceptual and aesthetic reasons. However, this still interacts between the human body and its surroundings, but does not allow the wearer itself to manipulate his/her clothing. Something I think that would be a logical next step with wearable technology.
Other research exemplifies how this self-initiated interaction might become possible. Dr. Sabine Seymour, who is the director of the Fashionable Technology Lab at Parsons The New School for Design in New York, has even written a book with this exact title, Fashionable Technology, that researches the intersection of design, fashion, science and technology. On top of that, several companies are working on inventions involving textile – such as touch-screen fabric. I find this study interesting because it is the steppingstone for making fashion truly customizable at any time. And not only by the external domain of a phone or computer, but by actual interaction with the textiles you put on your body. This idea of technology leading to a more tactile and touchable communication with your clothes – instead of it being dematerialized in a device – also takes technology in a totally new direction.
INDIVIDUAL TECHNOLOGY
Of course there is plenty of ways to approach linking the gap between aesthetics and the functionality of technology. Personally, I am curious about a solution where that link would manifest new ways of projecting my personal identity. Combining the idea of a, supposedly soon-to-be, future where textiles can act as touch-screens, I have tried to conceptualize how technology can have an effect on fashion and its personal value.
There is no doubt that technological innovations will have a deep impact on the meaning and communication of fashion and thereby identity.
“[…] we have now entered an age in which technology is not only a bodily extension, but also a physical improvement, enhancement andexpression.”
Throughout your life your identity is constantly changing, so it seems only logical to design new types of clothing that can follow your personal development. As my video suggests, this would be possible if clothing became truly obedient to your personal wishes and could be customized with your own hands. You could then at any given moment change the appearance of your clothing – and your identity. A more analogue example of this is the Color-In Dress, made as a cooperation between Berber Soepboer (fashion designer) and Michiel Schuurman (graphic designer). Although my experiment is limited to colors and patterns, you could imagine that even shape or texture could be transformable too, with the rate technology is developing.
Indeed, this way of customizing your style is already possible, but at the expense of a fast, unsustainable and trend-driven industry. If my (suggestive) model of wearable technology [x] is realized, I believe that this would establish an intimate dialogue between body, mind and fabric – making fashion more valuable to the wearer. It is the relationship you have with your clothes and how it mirrors your personality and emotions, I find interesting to develop further with technology.
Pauline van Dongen’s vision is based on the belief that technology can add new value and meaning to fashion. She does this while focusing on the human body and an interactive relation to its surroundings. I believe, that it is just as important how wearable technology can add an interactive level to our projection of ourselves, and change our relationship with fashion on a very personal level.
Olivier van Herpt is young Dutch designer from Eindhoven, he graduated in 2014 form the Eindhoven design academy. We discovered his work at the “Dream Out Loud” exhibition in the Stedelijk. Both of us were strongly attracted by the 3D world and process in the show. Therefor van Herpt’s work seemed like the most instructing of all regarding his process but also due to the final objects themselves. The other aspect that catches our eye was the combination of brand new technology and crafts, (3D printing/ceramics, weaving). Van Herpt’s work consists in making ceramic shapes (vase looking shapes) with 3d printing machine that he engineered for it. We were therefor even more fascinated not only by the shapes but even more by how he got there. We had the opportunity of meeting him in his studio and ask him more about his work and work process.
The conversation immediately focused on his work process.
It all started when he was still a student at the academy, he was already interested in 3D printing and was taking ceramics as minor. He also mentioned that he had always been interested in the technical part. But was quickly limited by the technical possibilities of the machines at the academy, size wise, material wise and so on. This is when he started thinking about making his own. His approach was also mainly to combine different techniques. He therefor though about a machine that would combine man action and machine made. He wanted to have an interaction with the machine. That combination also takes place in the process of designing the object and making the object. Van Herpt had some help from student friends at the beginning but not from manufacturing industries. He started with a small machine and they got bigger with time. He designed and engineered the machines himself and learned the technical part while in the process of creating them. Also as a designer, unlike an engineer, he already had an idea about what the machine had to look like from the start. That give it a different approach but of course he had to adapt to technical issues and the machine had to adapt on what he wants to make. « It’s a parallel process between the object and the machine. »
After graduation he focused on experimenting with the machine with different techniques all about randomly approach « dripping » with different materials, such as wax, and bee wax. At the time he was experimenting with soft clay by softening it with water but had quickly explored all the possibilities with it so he then decided to focus on ceramics, dive deeper into it and use hard clay for which he had to build a new machine. Again we can see the close relation between the process of making the machine and the object, how one is to the other, and the constant need to develop a machine that is adapted to the material (hard clay).
The second machine he made for the hard clay is basically like a pomp, he described it as an ‘extruder’, the innovative aspect to it is its openness and the possibility to interact with the machine that works with any kind of hard materials : « the machine is really like a tool » that he uses to make objects with. He explained that there were two ways of working with the machine. You can decided to interact with it or not. The most basic shapes are hand made. Some of the shapes are design then put into the computer and then when a machine prints it then it is machine made, or you can shape it yourself on to the machine because the machine is not closed.
This is it’s way of renewing an very old craft (ceramics). It is a human versus machine collaboration. The shapes of the products are all unique you cannot make one twice. Because of the use of clay it is also fast to make and always reusable until you cook it. It is then possible to make a lot of different try-outs and and shaped it until you are satisfied with it. Meaning that there are endless combination of shapes possible to explore. He also sees it only as the beginning and very much as an on going process of experimentation.
«It is only the beginning » as he said « it can be really random but also really controlled » which gives a bigger range of possibilities, also with the use of different colored clay, creating very different kind of shapes. He also told us that he recently started to experiment with new materials such as porcelain.
He is in process of creating a new machine, even bigger, to have the possibly of making bigger shapes and objects. Having the possibility now of collaborating with different fields, which was his idea in combining techniques, he is enthusiast in working not only with designers but also with artists, architects, interior designers and even industries. for example industries ordered his machines for other purposes.
This research project by Daria Nakov and Raphaelle Hugues is based on the "Dreaming Out Load" design exhibition curated by the Stedelijk Museum Amsterdam
I don’t know why I have this anxiety about smartphones.
Maybe, it’s about dependence, it’s about feeling like something is missing when you don’t have it with you, like an actual part of you is missing.
Do we need smartphones, to avoid loneliness ? The relation we have with our phones are so intimate, we hold them in our hands, they connect to our bodies and become an extension of it.
My research became really visual as I found images that spoke stronger for themselves than what I was writing. Here is a selection :
Images from the Cronenberg’s movie ExistenZ came back to my mind. In the movie, the design of this object really intrigued me, this “game pod” [x] that could have been electronic but that is made in a really organic way. They plug it in their spinal column to be able to connect to it and play. Human and the machine are then one.
Brian Cera is a designer that did this phone/glove called Glove One [x]. He says: “It presents a futile and fragile technology with whichto augment ourselves. A cell phone which, in order to use, one must sacrifice their hand. It is both the literalization of Sherry Turkle’s notion of technology as a “phantom limb”, in how we augment ourselves through an ambivalent reliance on it, as well as a celebration of the freedom we seek in our devices.”
Another picture that was significative in my research
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Of one of my first steps, I made this picture to visualize what I wanted to do
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Quite fast I started to make some objects with clay as I wanted to work with touch and the feelings of materials in my hands. I wanted to make an object that you could use instead of your phone. An object that would be made with organic shapes and give a conforting feeling. After using clay I wanted to try softer materials, more fleshy, I started with silicone and end with latex. Here is the evolution.
«Innovation can’t be found in the drawing of an object but in the use that is made of technology, materials, techniques. Technology has no interest for its image, but it is interesting for the service it offers. Its image must disappear, melt into the object. Technology is at the service of the result : price, lightness, comfort…» Patrick Jouin
OneShot.MGX is a 3D-printed stool designed by the french designer Partick Jouin in 2004.This stool was manufactured using the 3D printing technique. Born in the mid 1980s, 3D printing, more formally known as additive manufacturing, was used at this time for visual prototyping. But some companies soon realized that the technology had the potential to do more than just producing prototypes. In 2003, .MGX by Materialise was founded and they invited world-class designers to experiment with this new technique and come up with novel products that were only possible with this new technology. Patrick Jouin was one of them and created on this occasion two chairs, a table and this stool.
I consider this item as one of the the most relevant among the Stedelijk’s design collection. Innovative, surprising, light, handy, delicate, subtile… it satisfies all the expectations that we have from a stool. You can take it anywhere easily, store it in a cupboard, in a car, in a bag. This object is in harmony with Patrick Jouin’s philosophy if we believe his words : «The objects we draw today are more discrete. They are more «affectuous». Discrete friends. They don’t tell less, they simply do it more slowly. It’s like homeopathy. They diffuse rather than they speak.» I discovered Patrick at the same time as his product during the exhibition and I think he has a clear mind about what is going on in design nowadays. He created his own agency in 1998 after some years at Philippe Strack’s agency. His style is often qualified as discrete.
Patrick Jouin is really interested in experimenting new technologies. In an interview about rapid prototyping, P.J. said «The distance in between the creation, the drawing, and the final object was very short. It was like a sketch which is coming alive and taking shape in 3D. I know that every time in the history of design, when there is a new technology, there is always a new aesthetic.»
«Industrial production requires a radical conversion : we must start from the function of the object and possibilities of the machine. The limited performance of the craft production allowed sometimes the realization of original or richly decorated forms. Production by the machine, in series, needs a simplification of manufacturing’s forms and processes.» Willem Sandberg wrote these words around 1970 in a catalogue about the german designer Wilhelm Wagenfeld. Should we consider this way of thinking as still relevant nowadays ? New technologies such as 3D printing make these ideas a bit old-fashioned. I am not saying that this aesthetic is over, but 3D printing doesn’t undergo the same rules as the more industrial technique. Patrick Jouin said : «There are so many aspects, undiscovered yet, it is a new way to think how an object can be made.»
In his book Fabricated : The New World of 3D Printing, Cornell University researcher Hod Lipson describes ten of the underlying principles fundamental to 3D printing. The first principle he notes is that «manufacturing complexity is free». Unlike traditional manufacturing processes, where extra complexity requires a more expensive mold with more parts, there is no penalty with 3D printing when an object is made more complex. On the contrary, in some cases there may even be a benefit. With 3D printing, designers and artists can explore new kinds of highly complex and intricate forms that would have been impossible to realize with traditional techniques, and these come at no extra cost. It is a proverbial candy store of new formal possibilities, resulting in a new design language that is baroque and often eclectic.
«Just because you can, doesn’t mean you have to». It is true that there is a risk of overuse, a risk that it becomes too much. What should designers do now that complexity is not a problem anymore. Designers are still in the early stages of the search for aesthetic in 3D printing. Many of the experiment we see today may appear outdated in ten years, but they are playing an important role in paving the way. With an increasing number of designers, artists, and makers gaining access to 3D printing, a mature formal language will develop over time, uniting and exploiting the full potential of the technology’s aesthetic powers.
«…people often proclaims grand ideas, things that are just after all, the qualities expected about an object. What an object owes us.» Patrick Jouin
Many studios and companies are working on developing this technique. In Amsterdam, we have the 3D Print Canal House, the first 3D-printed house. It also acts as an exhibition and interactive research center for 3D-printed architecture and related areas, such as material recycling, policy making, and smart electricity grids. The 3D Print Canal House has been printed on-site with the KamerMaker, a shipping container that has been converted into a giant 3D printer.
An aspect of 3D printing that I find particularly interesting is the way you share a product. The designer creates a file that could basically be printed anywhere by any 3D printer (if the printer is able to do so), but then a question appears, how is he going to sell it ? In a shop as a finished object or on internet/in a shop as a file still ?
What will make him choose a certain option ? If you decide to sell for example your 3D printed vases in a shop, you will propose to the public a definite object, with definite colors, materials and price. These choices will be of course part of your research and of course as a designer you know better than anyone the nice colors, but you don’t give to the buyer many possibilities. Eventually you could print ten times the same vase with each time different materials and/or colors, but then you take the risk that some of them might not be successful. You might have eventually planned everything with a marketing analyze or something else, but I am sure that 3D printing could be exploited in a much better way. In this way, the 3D print is not highlighted.
Imagine that you sell the product on your website. The vase that you created has a definite shape, but no colors for the moment, it is still a neutral file, just a shape. Then you put it online and decide the price of it. You could also suggests some colors or materials, without saying that one is better than another. The customer will be free now to print the vase as he wants. There is no risk of overproduction in this case and there is also an attractive aspect for the customer. He might feel involved in the project and enjoy the fact of being part of the creative process. I talked about the price previously and I think this aspect is also interesting to discuss. How would you fix a price ? If the customer want to print it at home, you would sell a file only, so the customer will print and pay the material by himself. What is the value of it ? Is it in terms of technical innovation or complexity ? Or in terms of originality ? 3D printing could also lead to personal (home) creations and lead to the disappearance of designers. Of course, there will always be designers, but they could be at stake. For sure, this solution is possible only if a great number a person would have 3D printer at home, and it is still not the case, but it may happen soon. We can already see this kind of website where you have the possibility to create your own product.
I am also wondering about reproduction, re-appropriation and protection. How can you protect a product from reproduction or re-appropriation ? How could you recognize an original from the copie ? You could not.
The last possibility that I find personally the most interesting nowadays is to have your own 3D design/print shop. Imagine that you have your design studio that is at the same time a production place. You keep into the studio a selection of the products, accompanied by suggestions of colors and materials. Customers would come into the shop and ask for the vase 3D printed in red and blue plastic with maybe some adjustements. The nice thing is that you have then a real contact with the buyer, you can advice them, keep them informed and help them. You can imagine many things with 3D printing. It could provide a solution to over-production and consumption.
For example, companies could provide 3D files that allows you to print the piece of your machine that is broken instead of ordering it and get it from the other side of the world. You would just have to print it. For sure, the materials that you use to print will not come alone, but I think it could help. There are many other subjects to discuss, so if you are interested in 3D printing, you should have a look at this conference about the environmental impact of 3D printing that was given on December 13th 2013.
A lot of people are active in 3D printing research. This is the case of Dr. Behrokh Khoshnevis of the University of Southern California which has been developing since 1998 a layered manufacturing process called Contour Crafting, in which cement or concrete is pumped through a nozzle connected to a computer-controlled crane or gantry. This draws the contours of the largescale structure to be built layer by layer.
3D printing with Lunar soil by Foster + Partners[x]
Enrico Dini also, a passionate Italian inventor, has teamed up with the European Space Agency and the architects Foster+Partners to test the feasibility of a 3D-printed permanent moon bases built out of moondust. Contour Crafting is also aiming for the moon in a partnership the NASA. Give the significant challenges of scaling up 3D printing machinery to encompass an entire building, many concluded that, for the time being, the most pragmatic approach is to fabricate constructions in sections and then to stack these sections on-site.
Finally, if you are interested, I link you to some studios who realized some really nice project with 3D printing technique. I hope you enjoyed this article.
The exhibition The Future of Fashion Is Now [museum Boymans van Beuningen until January 2015] showed us an inspiring assortment of progressive designers with their newest techniques.
One of the many designers who participated in this exhibition was Iris van Herpen, who graduated at the Hogeschool voor de Kunsten Artez in Arnhem, the Netherlands. During her study she did an internship at Alexander McQueen in London and Claudy Jongstra in Amsterdam. Later, she began designing shoes for United Nude. An intriguing aspect is that she sees herself as a combination of a fashion designer and designer.
Iris van Herpen describes her own work as fashion where norms have no value and are being discarded. For her, fashion is a combination of craftsmanship and innovative techniques. It’s those techniques that really fascinate me in her work. Personally, I got really intrigued by the unique combination of materials and the technique with magnets she used to create the metal dress with, in collaboration with Jolan Van der Wiel.
On the other hand, the idea of using unusual materials such as wood and synthetics for 3D printing and laser cutting which eventually can be transformed into –wearable or non wearable– fashion, was a true eye opener for me.
Inspired by this project, I have pictured my own body in a plastic vacuum. Since this wasn’t possible with the vacuum machine that is available in school because of its size, I did thorough research on the internet in order to be able to build my own vacuum machine with the help of my father. Firstly, I made a mold out of plaster so that I could ‘pull’ vacuum from a see-through body. The heat got spread by a heater. In this way, only a small surface could be heated and I had no control of how the pvc plate would react to this. The consequence was that the pvc was about to burst or left air bubbles behind.
In the beginning I was quite disappointed because it didn’t go the way I expected it to. On the other hand, these little imperfections in the body actually do give some added value to the work. Having control over your material can be handy, but as soon as you lose this, interesting and unique things can happen. This reminded me of the magnets that have a will of their own in the project of Iris van Herpen en Jolan van der Wiel.
Her growing metal dress from immediately had an impact on me when I saw it from a small distance. The dress presented in the museum was one of her latest experiments. The 3D printed dress lay in a bath and grows with the help of fluoride liquid and magnets. To develop this dress she asked Jolan van der Wiel, a product designer, for help. Because of her urge to constantly apply new techniques, she frequently works together with other artists who specialize in the handling of these certain techniques. Jolan tries to forget the mundane things in his studio and to trust and make use of his imagination. Just like Iris van Herpen, he is fascinated by the working of different instruments that offer him a platform to his fantasy.
One of the instruments he uses are magnets. He creates a mixture of synthetic and metal that transforms by the help of magnets in order to create his own, unique chairs. The magnet grabbed Iris van Herpen’s attention, what resulted in a collaboration. Together, they developed a way to transform metal by using magnets so shoes and garments could be made from this. They used the same technique as Johan van der Wiel (graduated from Rietveld Academy’s
Designlab in 2011) did to design his chairs [x]. They made a basis mold, the form of the dress or shoe, and ornamented this with the synthetic magnet mixture. Subsequently, when the mold is solid, the magnets continue to do their job. They determine how the form eventually will look like. The attracted force designs the shape and after that the plastic hardens whereby the form stays permanent. In this way, thousands of divergent forms can originate and every product has a truly unique aspect.
They practiced this technique in real life situation in the Boijmans museum. Underneath the 3D printed dress, different magnets are hidden. Above the dress, the fluoride liquid drops down, falling on the dress. Through the magnets, the liquid sticks which makes the dress grow layer by layer. Therefore the name ‘growing dress’.
Furthermore, without the fluoride liquid, the dress is made out of synthetic that is 3D printed. This is a technique that we continually see coming back in her designs. A 3D printer is a device that creates arbitrary three-dimensional objects based on digital drawings. The material that is used builds up layer per layer, such as the Ferro fluid process. With this technique, Iris van Herpen is able to accomplish sculptures that are impossible to make by hand.
Next to the 3D printer she also makes use of a lasercut machine. This machine makes it possible to cut or engrave different patterns out of different materials. These patterns are being outlined on a computer program like Illustrator and Autocat. I recently used this technique as well. The only thing is that you need to have good knowledge of material. Is the material elastic, is it going to melt because of the heat?
The laser cut literally cuts the pattern or the figures with a cropped laser. On the basis of the material you coordinate the data for the machine. How deep does the radius have to go? How fast? Is it supposed to go slower somewhere, for example in turns? I personally experienced this when doing material research for the making of my bodysuits. Some materials work a lot better than expected, others are being destroyed completely by the heat. Now I know that table foil is a perfect material to cut and ribbed cardboard is completely useless, while I expected the opposite.
Iris van Herpen and Rem D. Koolhaas, the face behind United Nude, both agree that the border between fashion and design is tremendously vague. Together, they try to make the impossible possible as not everything has to be easy. One of the first shoes they developed together is the ‘Iris van Herpen x United Nude 2.0’, a limited edition made out of patent leather. The big secret of the weirdly formed shoe is the balance between the heel that is curved to the front and the gravity. This shoe was a big challenge for the both of them, but also for the wearer. United Nude was founded with the idea of breaking the conventional rules of designing shoes. The rules don’t have to be broken, they just tried to simply ignore the rules. The higher the heel, the bigger the challenge.
Speaking of challenges, Iris doesn’t only pushes boundaries in the shoe world but also in the fashion world. Here, we also see that she applies techniques that are being used in the design world. She wants to experiment with material and shapes.
This is something I also try to do myself, processing unusual materials while keeping the pure visible. In photography, I try to apply as few Photoshop techniques as possible. In my opinion, Photoshop is only there to corrugate, like for example the contrast, a disrupting line or adapting a color. Thus, I made a triptych in which material is central. In front of the camera, someone held table foil, which actually did all the work for the photo. I could have Photoshopped a nice little effect, but for me it’s all about experimenting with different materials.
Iris van Herpen doesn’t like following the rules blindly and decently too, that’s why she doesn’t think wearability is important for fashion. Because of this reason, she is able to use materials like synthetic, metal and wood, that can be transformed and cut through the help of her favorite techniques, namely 3D printing and laser cutting.
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Just like Iris, I like working with unusual materials, and that’s why her work has a definite impact on me. She inspired me to dare to use different materials and techniques and made me step out of my comfort zone. So the main difference between all the other shown designer pieces is that the Ferrofluiddress is not at all a static object but it is a growing piece of art. Iris isn’t only a traditional designer who only works in fashion, but an artist who converts her experimentation into wearable sculptures.
“I find beauty in the continual shaping of chaos, which clearly embodies the primordial power of nature’s performance”
–Iris van Herpen–
‘By presenting my designs not only physically but also digitally, new dimensions are created to strengthen the experience of fashion.’ (Jacob Kok)
The reason I chose Jacob Koks 3D work – evolution, (animated movie by himself and the software developer Autodesk), was because of the way it was presented as a video made in a computer program. The use of media and what it allows you to do with gravity and form in this animated short film is for me very interesting and relevant for the art and design as it develops today.
I think the title of the exhibition “ The Future for Fashion is now” indicates that; we should use all our technologies and experiences we made so far, in the work of art and design today. For me the technology that is created is not so far mentally reachable, as it may be for my grandmother, but still it has gone to a level of complexity that can be hard to follow for everybody. I grew up in a generation where computers still was a “new” thing. but at the same time still very much existing. I grew up with laptops mobile phones , as an everyday- kind of object. It is therefore extremely relevant, to also include these kinds of objects in our art today.
In Jacob Koks – Evolution, he is working in this “second world“ where space limits and rules of gravity does not exist. He can play with shapes and fabric, as he likes. In the video shapes of clothing and body parts have it’s own rhythm, in the sense that it does not follow the natural movement pattern of what that kind of object, is supposed to do. The pictures is overlapping each other, making one shape or one figurative person floating over to another shape or person, creating a new walking, and idea about what clothing is and can be.
He started out with catwalk videos, mainly because he did not have the money to create collections and also to get them in production; he used his budget on the catwalk sample and didn’t have money to make more. He “crowed founded” his first collection, but he brought up a subject, for him and the rest of the fashion industry to work at.
That’s where he “reinvented himself as a designer” put in his own words, but he also questioned the very materialized fashion world, which I find very interesting. Making the fashion virtual he was not only manipulating with body shapes and fabric, but also he dematerializing clothing in fashion, by doing so. He was able to, in a very experimenting way, to expand himself as a designer in a digitally media, but also making himself able to save some money to make his art/fashion real.
A lot of catwalk clothings is only made for inspiration, which gives the designer a lot of money to spend, without selling /earning anything. I think in the use of digitally media in the fashion industry like Jacob Kok does it, is a big inspiration for other upcoming artist in this field.
Later on he cooperated with the Sims 3 Game, which also gives a whole other perspective to his work.
The Sims game is a virtual game where you create a world of your own. You simply make the figures by selecting their looks, from everything to eye colour, hairstyle, clothing, to personality interest and goals in life.
When you made your characters, you can buy a property and then you start building. There are limits for your house building, as it is in real life, so you have to be patient. Your characters have to go to work to earn money; they have to be stimulated mentally with having friends, hobbies love life and carrier.
You have to fulfill these desires to collect points. In this way the game can go on and on. It does not end. This game has sold over ten million copies worldwide since 2009 release, making it one of the best selling games of all time.
I believe the game is so popular because it works with the simplicity of life, it is like a recipe for how a “normal” life can look like, and you are the controller. In a world where young people are so confused about all the choices they have to make. The Sims game actually makes the player successful, almost no matter what, and if not, just start over.
It’s a game for both girls and boys maybe even some adults, because it is reflecting our own way of living. Maybe even questioning, our way of living.
When Jacob Kok is using these references in his work,[x] it could associate with a feeling, for those who knows the game, that their have control over their looks and behaving and in the end, control over their life. The game is creating a feeling of being more successful as a person, in a world that can be very confusing to live in.
Of course other artist/designers has explored this area of what the digitally media can give us.
Wade Guyton is a post conceptual American artist [x] who makes digital paintings on canvas using scanners and digital technology, but there is also artist who specialize in digitally artworks, that also plays with this virtual external world which computer games is presenting.
David O’Reilly is an artist working in the field of 3D animation movies, he is known for the distinctive absurdity of his work. In his work “External world” He kind of gives an example of how the absurd the world is. The theme of the whole film could be how people are scared of things that are new and maybe more specific about how things are rejected, if others do not understand it. The film is criticizing a lot of things, also the fact that animation movie is allowed to present violence without being taken serious.
The relation between the two artist, is both the media but also how they reach their audience, by creating a space with no rules, a space that have no end and a place where we can create and do whatever we want.
O’Reilly is seen as one of the leading 3D animation artist, which has like Jacob Kok, is dealing with the human role in the world, by using 3D animation.
Jacob Kok works both inside and outside the media, by using The Sims, and catwalk animation movies as (Paradise) he is not only interested in fashion, but also have a background an interest in animation. His start point was not to only work in one media he once thought he would make music videos, because he felt that he in his work was embracing more visuals and music together, than separate (you can easily see this affection in his work; official trailer for his spring/summer collection) He is uniting several of his own interests in fashion/animation/ music, to make a new perspective to fashion and his artworks.
O’Reilly is working as an artist in digital form, Jacob Kok works with fashion and design and needs real time to exist, were O’Reilly only works in the virtual world. He doesn’t claim his works, but put them on the Internet for everybody to enjoy. Which I think also is an interesting point. Jacob Kok is also using this method to expand his works, but not as absolute and clear as O’reilly does it.
Something that I also find really interesting, is when artist use more than one skill, the combination of interest and competence is inspirational, personal and very true as an artist. I think both of these artists are connecting very convincing and beautifully, a personal and new, perspective in the fields of art/fashion/animation.
The DIN color-system.
I started learning about the DIN system and i will try to explain you about it.
When i went looking for this system on google, i didn’t find much. I had some struggles dealing with the explanations, and ofcourse they also had interesting words in it which i didn’t knew the exact meaning of.
I am going to explain to you the DIN color-system in my own words, and hopefully you will get it and than maybe you can explain it to me again.
D deutsche I institut N für normung
The colour-system started development in 1941 on the initiative of the Deutschen Normenausschusses in Germany.
They recognised the need for a more practical color-system than the Ostwald system. The Ostwald system was used since the First World War.
By psychological experiments, they created an order in addition to a circle of 24 color-hues and a saturation scale, introduced a darkness scale as a special parameter for establishing the relative brightness of non-self-illuminating colors. (copied text)
They attempt to show equal distances in defined color series, the idea was to create a color-system operating with the explicit variables of colour-hue [x], saturation [x] and brightness. And than in the most perfect way.
The main aim is a technical application in close connection with colorimetry. (copied text)
I put in some images in the text as you see, those are the technical images of the DIN color system. The explanations of these where nowhere to find, but when you take a look at the other color systems here on the blog, you can have an idea of how it works. Because in a way they all want to show their perfect way of showing colors.
In the end i get what the institute wanted to create, but then if i take a look at the technical part of the system my attentions fades away. And there was not enough information (for me) to find the completely explanations.
As you can read in the text, you can see that the colour-hue [x], saturation [x] and brightness are important in the whole story of the DIN system. In my case I heard and I see these 3 words a lot. Especially while using Photoshop. But what do I exactly do, while using these adjustments?
In the process of learning about a color system for me it’s important that it’s fun, because learning for me is not the most fun and easiest to do. So I started thinking of a nice way to learn about hue, saturation and brightness. First I came up with making pictures of it. But how? I don’t even now exactly the difference between the 3, and how to show it in pictures?
I took my laptop and started playing with the 3 things in Photoshop. I made pictures of white objects on a black background.
HUE
SATURATION
BRIGHTNESS
After I made these adjustments on the picture I thought of a way to present it. Immediately I thought of a flip-book. And this is what I did.
Well now I know the basic importance of the DIN system, and I think also a lot of other color systems haha.
If I had to show the system in one colour? …The most purest and perfect RED.
Daan Roosegaarde has been one of my favorite modern Dutch artists since I saw him once in the TV show De Wereld Draait Door, where he discussed his work Crystal, Marbles and Dune. This is because his way of thinking and working; he combines art with technology and tries to improve the world. Especially the first work, Crystal, caught my attention right away: thousand and one light rocks that interact with people: the lights functions as a ‘digital campfire’, each crystal contains an LED light charged via a power mat. People can move them, add them and even take them with them, once they are moved the basic breathing of the crystals changes. The lighting behavior of crystals moves from ‘excited’ to ‘bored’, keeping visitors curious. The lights become social and people can share their stories about the lights. He said himself: you can share or steal them and sharing is the new having. I think this is a good point because in light of the economic crisis and the earths resources running out we have to change the way we life now and make a new world and I think sharing is a good way to solve a lot of problems.
His side-specific art installation Dune is also one of my favorites and is the work I have chosen from the Stedelijk Museum. A landscape of ‘Wuivend Koren/Waving Wheat’, which interact with human behavior; your motion and sounds. To watch, walk and interact. The work is made of large amounts of fibers with lights in it that brighten according to the sounds and motion of passing visitors. A new way of making a futuristic nature in relation with urban space. Nature and technology together. I saw this work on videos before I saw it in real life in the Stedelijk and that is a world of differences. By interacting yourself with the art work it makes you feel part of it and that gave me a really good feeling. The sight, the sounds, the lights, the change of it made it really special for me and is the reason why I really like it. The work was shown in museums in Amsterdam, Rotterdam, London, Tokyo and Hong Kong.
The specifications are: modular system of length 100 cm, width 50 cm, variable heights. Hundreds of fibers, LEDs, sensors, speakers, interactive software and electronics; variable up to 400 meters.
The last couple of years Daan Roosegaarde had a lot of publicity, his works has become more known, he was a regular guest on Dutch television on shows like De Wereld Draait Door, has won this year Danish Index award, which is regarded as the most important design price, for his work Smart Highway, he has his own studio called Studio Roosegaarde with establishments in the Netherlands and Shanghai. Last summer 2013 he was a guest of the Dutch talk show ‘Zomergasten‘ which was really nice. This episode of ‘Zomergasten‘ is the reason I became a big fan of him and his work, because that was a good way to really get to know him and his ideas. ‘Zomergasten‘ is a Dutch television program broadcast every summer, in which about ten known people, writers, artist, politicians, scientist are invited. They are allowed to show videos or fragments of videos of things that are important for them, inspiration wise, learning wise or which they have found intriguing there whole life, and talk about with the host of the show.
After watching the episode I was really happy, because what he showed and talked about where things I am also interested in and it made me think and philosophize about. I have made some links of some of the things he showed because I though was really interesting:
(Mobiel Bellen 1999)
An interview of Frans Bomet about the use of mobile phones in 1999. It’s in Dutch and no subtitles. What funny is about this video that it shows how fast the world can change, almost 15 years ago not all people had a mobile phone and didn’t even want it and look at the current situation everybody has a phone and more important the way it’s used now, a lot of people can’t life without it.
(Solar Sinter)
A video of the work Solar Sinter by Markus Kayser. He made some kind of machine, a bit like a 3D printer, which absorbs the sun light which then goes through a magnifying-glass and then gets sprayed on sand which becomes hard because it crystalize. So you can make sculptures with only sun and sand, so imagine the possibilities, maybe in the future it can make houses in the desert.
(Ameisen, die heimliche Weltmacht)
This is maybe the most intriguing nature documentary I’ve ever seen: Ameisen, die heimliche Weltmacht (2004). In the Zomergasten episode they only showed fragments but this is worth to watch completely. I had already seen it on a BBC nature documentary and watch it again after the Zomergasten episode. For me this show how much we as humans still can learn from nature and other animals, the way the ants work together, it looks like their ‘city’ is built by one designer, one mind, but of course it’s made by a million ants.
I think the reason why I feel attracted to Daan Roosegaarde is because his way of thinking, most of the time his works are ideologies to change the way we, as people, are living now. He really tries to change the world. I think that that is very important in this time. There are so many problems and in many ways you can say we are destroying the world, and I think that art is a good platform to change the point of view of people, and make people aware of problems in the world. Daan Roosegaarde is one of those artists, he is an innovator.
Are we moving forward, are we evolving as people or have we stopped evolving and are we becoming more human or machine? We got to raise our angle of view, to learn, to grow and make the world a better place. Human and inventions have lived for years together and I think it becomes one (humans and technology), because if you look back in history, humans always have tried to improve themselves and improve life, like fire or the wheel; those are inventions, improvements of life. Technology is part of human’s evolution. We got to work together as one collective.
Lydia Sachse [x] graduated from the Rietveld Academy Department Graphic Design in 2012. Her graduation theses was titled “Half Constructed Infinity; On Algorithmic Literature and Text Generators”. It shows her fascination for complex machines and mathematical order as well as the visual beauty of chance. The essay’s introduction starts with two quotes and before you know you –artist as well as designer– get caught in this rich and intriguing subject;
Roald Dahl, The Great Automatic Grammatizator
“carpets … chairs … shoes … bricks … crockery … anything you like to mention – they’re all made by machinery now. The quality may be inferior, but that doesn’t matter. It’s the cost of production that counts. And stories – well – they’re just another product, like carpets and chairs, and no one cares how you produce them so long as you deliver the goods.”
Sol LeWitt, Paragraphs on Conceptual Art
“When an artist uses an conceptual form of art, it means that all of the planning and decisions are made beforehand and the execution is a perfunctory affair. The idea becomes a machine that makes the art.”
“The subject of the text is automation with a special focus on text generators and algorithmic literature. Text generators are not limited to the computer, Already the invention of the movable type transformed religious and literary writing into algorithmic structures and even sytemic theory of rhetoric (Aristotle) was a step towards this direction. This research focuses on different examples of automatic processors from the 20th century and how these emanate from each other in consideration of the technological background.
Inspired by mathematical thoughts scientists and artists started to experiment with computer generated text in the early fifties. Many writers got exited by the new possibilities of computer technology with the hope of finding new ways of artistic expression…..”
Download this thesis:Half Constructed Infinity
[Algorithm: pattern of action which describes how to achieve an aim in several steps (functions as work routine)]
Kunst, muziek en technologie smelten samen in installaties waarbij de interactie met andere elementen centraal staat.
Het geluid reageert op beweging en beeld reageert op geluid. Het begon allemaal in 1958 met de videopresentatie Poème Electronique van LeCorbusier, ook wel het eerste ‘multimedia-kunstwerk’ genoemd, met als doel te laten zien wat technologische vooruitgang de mensheid oplevert. Een klankgedicht waarin architectuur, geluid en beeld samen vloeien tot een geheel.
Vanaf dat moment ontwikkelen technieken zich verder en daarmee de mogelijkheden voor deze installaties.
Dit boek bevat een overzicht van een aantal kunstenaars die zich vanaf dat moment zijn gaan specificeren in deze ‘multimedia-kunstwerken’.
this post is part of he subjective library project "Unopened Book"
the book can be found at the Rietveld library : catalog no :