This project investigates the role technology and neuroscience play in making meaningful connections between people and architectural space. It discusses why it is important to focus on designing with more significant impact, focusing on the quality of experience rather than quantity of objects. It moves on to indicate that design can harness this power for social changes and discusses how technological relationships with humans can be the center of the design conversation. To interrogate this further, we have created a series of simulations, based on a piece of interactive, intelligent furniture as the centerpiece to an architectural space. It utilizes a computational pattern that is coded to respond to human activity. It is subsequently materialized with temperature responsive bi-materials, which are coated thermochromically, and electrically programmed with micro-controllers, and then connected to a computer code that makes readings based upon human interaction. Through this process, it manifests a methodology that categorizes the test results into: Static, Repetitive, and Non-static morphologies. These question the potential of the prototype, making certain that no elements other than the furniture and its integral parts are used to investigate a series of outcomes. The paper offers definitions of the process in the following terms: Repetitive Morphologies = consistent basis actions Non-static Morphologies = non repetitive actions based on input variables Static Morphologies = actions that don't change, or are considered unsuccessful. As the computational patterns and colors change, we are made aware of the relationships between space, technology, and the human sensorium.
Marcus Farr, American University, United Arab Emirates
Andrea Macruz, Tongji University, China
Alexandre Ulson, Centro Universitario Belas Artes, Brazil
Stream: Arts - Visual Arts Practices
This paper is part of the ECAH2020 Conference Proceedings (View)
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