v. design
The implementation of a system complemented removing function as a design parameter. Since designing for function was not an option, the original explorations relied on intuition. While intuition is a necessary design skill, relative to this thesis, the degree to which intuitive design had to be emphasized was ultimately considered to be inhibitory. It was necessary to disconnect the unique design objects to a degree from the designer. Thus, the new design approach would be to design a system.
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A collection of transformations. This exercise of visualizing different transformations onto a box was a step after having made critical decisions, and helped push the design system even more. After the pencil sketch, these transformations among others were experimented with digitally as well. The most provocative were selected to move forward with.
The box was not defined to be a specific material type, but rather to have a soft material quality allowing these transformations to take place. The exercise started with sketching what these transformations might look like. As the sketches were satisfactory in consistency while also maintaining variability, the single-word transformations were decided to be the main step of the design strategy. The collection of objects resulting from a singular transformation verb is considered a series.
The next parameter determined was the frequency and degree that the box would undergo each transformation. In theory, the system can be repeated endlessly, resulting in infinite objects. However, for the sake of representation and producibility, a scale and frequency had to be implemented. As a scale with a relative end, the intervals defined by a circle were chosen. The box underwent each transformation 36 times, each stage a ten degree change. Of the aforementioned transformations, six were selected and the strategy was executed. Six boxes were transformed 36 times resulting in 216 unique designs. The design decisions were contained within designing the strategy, as opposed to unique conditions affecting each object. Opposed to the previous approaches, this designed strategy proved itself successful in generating a multiplicity of designs.
Stage for activation: 33
Stage for activation: 24
Stage for activation: 25
Stage for activation: 33
Stage for activation: 24
Stage for activation: 25
The initial interest of this thesis began at the human scale, and mostly continued in this way. Scale was of focus for a moment when exploring designs through material, however was temporarily sidelined. When it came to projecting uses onto the objects, scale had a crucial role to play. Through discussions, it was decided that the ultimate multiplicity of these objects would be proven through an activation at various scales. Not only can the shape be multiple things when it is the size of your hand, but also when it is the size of a couch, or even a pavilion. To continue the pattern of 36 stages in each series, each object was activated 36 times. Six different scales were selected, each object being activated in each scale six times. The scales of the objects were consistent with each other in each scale shift. The uses projected onto each object were not all the same, and they were not all different. There are cases in which the same use is projected on the same object in different scales, cases where a specific use is projected onto only one object, and instances where a use is projected onto all three objects and at various scales.
The objects selected to activate are from the series depicted. Once the objects were selected and oriented, it was decided that it was crucial to show the objects from all angles. The three objects were illustrated from all around, turning ten degrees each time to complete the set again in 36 stages.