Topic: Materiality – focusing on relationships with materials through senses and interactivity
A Body of Skin - Studio 9191: Source |
Materials can be used to promote human response through
passive and interactive methods. In the
project ‘A body of skin’, material is used passively to cause an emotional
response when the product is used by the consumer. Pink dyed leather is used to
emulate human flesh and initiate an internal reaction akin to the skin-on-skin
contact that is seen to be so important to newborn infants.
Mew - Royal College of Art, London: Source |
Interactive materials can also be used to evoke a connection
to a product. In the project ‘Mew’, fur
fabric woven with conductive thread is used with a pressure plate to allow the
user to stroke the object, which then measures this input and reacts by
outputting a noise. This project was a collaboration between students on Design Products, Information
Experience Design and Visual Communication courses at the Royal College
of Art in London.
GER Mood Sweater - Kristin Neidlinger: Source |
The ‘GER Mood
Sweater’ also takes input from the human user, but in this case the sweater
uses temperature changes in the wearer associated with mood change and reflects
a colour onto the user with respect to their temperature – e.g.
Blushing/embarrassment causes a temperature raise, read by the smart material
in the sweater and producing a red light.
X.Pose - Xuedi Chen and Pedro G.C. Oliveira: Source |
Smart materials can also be used to highlight how technology
affects our daily life. X.Pose is a 3D
printed corset that uses smart material that becomes transparent as the user
transmits Meta data about themselves through mobile apps such as facebook and
twitter.
Though materiality and connection with materials can be
heavily influenced by technology and smart materials through electronic
feedback, more traditional materials can also evoke emotional connections
through tactile feedback and novel usage.