Paper CUMULUS Borderline
You can download the paper ‘Not quite 100’. A description of design with people with schizophrenic symptoms that we presented at the Cumulus Conference in Genk here.
[Dutch] 31 mei – Happy technology makes happy patients
In het kader van 75 jaar Wit Gele Kruis in Vlaanderen wordt er op 31 mei een event georganiseerd rond “goede” technologie. Happy Technology Makes Happy People brengt praktijkvoorbeelden en reflecties over het inzetten van technologie in zorgomgevingen. Het vertrekpunt van dit event is de relatie tussen mens en technologie: hoe kan technologie ingezet worden om de zorgverlener te ondersteunen een meer patiëntgerichte zorg uit te voeren; hoe kan de technologie “enablend” werken en de zorgbehoevende helpen zijn zorgtraject mee in handen te nemen?
Meer info en inschrijven via de KHLIM.
Presentations final concepts “H(ello).E.T.!”
On February 17 the twelve BACH3 student teams presented their final concepts for the cross-disciplinary research project “H(ello).E.T.!“. In the morning, the teams presented their research process and gave a short introduction of their final concepts. In the afternoon, the students organised an exhibition showing their works to a public of students, teachers and other interested visitors. So, what did the students show?
Team 1 explored the theme of ‘hygiene’ and posed the question “What happens if we make bacteria visible?” This team’s concept – EXUVIA – explores the possibilities of giving mankind a second skin by means of genetic modifica-tion (making the bacteria on the skin visible through colour), not only for protection and the prevention of diseases but also to show people that bacteria on our body are a necessity. The team experimented with the aesthetics of this bacterial skin.
Team 2 did a research on organ transplantation, which led them to pose the question “How far are people willing to go, to sustain their lifestyle?” Using a critical design approach, this team found a fictional company called VIVACE: a company (operating under the slogan “Live like a king”) that offers luxurious and expensive organ donors, allowing rich people to sustain their (unhealthy) lifestyle.
Team 3 researched the connection between physical appearance and happiness, which led them to choose for a critical design approach. This team created WELL DONE: a Botox do-it-yourself-kit that, in a critical way, promotes instant happiness through plastic surgery.
Team 4 found inspiration in territorial demarcation by animal. The students created SENSITIVE: a concept in which the nose, by lighting up in different colours (red or green) becomes a tool that aids people in expressing their emotions and – especially – in defining personal space.
Team 5 presented their concept EVE (or Educational Vision Enhancement), which uses an information overlay in the human eye (via nanobots) allowing the user to see and share his/her medical data. In their research, this team also focuses on the privacy issues, which this concept raises.
Team 6 was interested in the human idolization of intelligence and which resulted in the following question concerning their focus on creativity: “How can we narrow down the gap between realism and a virtual world which stimulates creativity?” The team came up with creaMATE: an interactive play mat for children from the age of 4 – 10 that gives them the possibility to (re)create objects for imaginary worlds, stimulating their creativity.
B-LUXE, the concept of Team 7 – or “Team 7 goes MAD” – aims at bringing back the contact between a person – specifically, a diabetes patient – and his/her body. This team created an arti¬ficial and external ‘insulin injector’ by implementing this into personal and discrete jewellery, such as a ring, a watch or a piercing. By making it – and its tools – more aesthetic, this team wanted to question common therapy and lift it to a higher level.
Team “Flamingo” – presented the results of their research into new ways of communicating emotions through textures. Assuming that expressing and interpreting emotions is problematic and sometimes even misleading, this team explored different textures to visualize emotions, make them tangible and even provoke emotions by the receiver.
Team 9 – or “Team Solution” – researched the consequences of the violation of privacy on a massive scale through the use of past, present and future technologies (e.g. via tracking chips). In the context of PRIVACY QUEST, this team visualised the idea of an underground, counter-movement helping people to blend in with the environment to get off the grid, using an electro-magnetic suit.
Team 10 – or “Team Awesome “ – explored the possibilities of CONTACT: a contact lens (in combination with a smart phone) that makes use of augmented reality. A floating light sphere will guide the user of the contact lens, allowing for an alternative, personalized way of navigation, corresponding with his/her emotions.
Team 11 created E-SENSE: implants with built-in LED’s (showing different colours of light) that shine through the palm of the hands, helping people to start a conversation and giving them an opportunity to show their (hidden) feelings.
Team 12 found that humans are not capable of foreseeing the ethical and societal consequences of actions with a possible severe impact they undertake today. Therefore, this team created SCIEGOS: a fictional company that commercialized artificial gills by making them available to the public, allowing them to breathe underwater. With a marketing campaign, a virtual website and an e-shop, this team aimed for observing how people would react upon such new technologies.
Interested how the students’ works looked like? See the photographs on Flickr:http://www.flickr.com/photos/70246456@N08/.
We also want to thank Woonvorm Laekerveld, BuSo Sint Gerardus, E-hockeyclub Rhodie, Huget Desiron, Superflux and Arne Hendriks for their valuable contribution to this project. But most of all, many thanks to the students for their efforts during the research project!
e-Book Dat is design
On March 1st the e-book Dat is design (This is design) was launched. The book is a collection of essential writings concerning design reflection. It follows the concept of the book Dat is Architectuur (This is architecture) that was published in 2001. 150 texts of the 21st century, starting from 1850, are presented in chronological order. The texts are categorized in 15 themes, namely triviality (alledaagsheid), canon, consumption, digital, function, tool, identity, critique, art?, literature, machine, research, beauty, sign (teken) and responsibility. The MAD-faculty, and more specifically researchers from Social Spaces, developed the themes digital and research.
Dat is design is a collaboration between the design institutions of the KULeuven Association. The professional bachelor program Interior Design of the group Design & Technology (Lessius Mechelen) initiated and coordinated the development of the book. In this phase the book is only accessible for the institutions of the KULeuven Association. However, the book will be published later. Visit the website for more information (it is in Dutch however).