Brief: This module offers Product, Digital Interaction and Interior & Environmental Design student’s opportunities to conceive, design, prototype and craft interactive behaviour's on physical objects and/or spaces in response to a creative theme described as an ‘Atelier’.
Intended learning outcomes:
• Critically reflect on the social and cultural roles of physical digital objects and spaces.
• Explore emergent opportunities between interaction, product and interior design practice.
• Craft (not just build, but explore and refine) the interactive behaviour for objects and/or spaces.
• Prototype interactive objects and/or spaces using coding, electronics and software for a given context.
• Develop a hypothesis through an illustrated essay which demonstrate understanding of interactive contexts for objects and/spaces.
The installation we had built for the Wunderkammer exhibition is based on Shakespeare's 7 stages of man and focuses on the storytelling of a fictional character (Ewan k. Drummer). We are using the symbolism of hands holding significant items at each stage of life to convey a walkthrough of the viewer through our ‘fake’ corridor. From the entrance of life, to the exit of death...
The skills harnessed on this project included team work, leadership, coding sensors (Arduino Uno), problem solving, Fusion 360, 3D printing, prototyping (cardboard, foam), graphic design, sketching and many more.