SENSE.emotion. products - does it make SENSE?
manifesto / proposal frank lori
first of all i have to mention that based on what i have in mind to do, it seemed to make more SENSE not to seperate phase 3 and 4 from each other.
so i desided to put the manifesto and proposal of my work together in to one writing.
(find some images on blogg-part phase 4)
looking at phase one and two of the synaesthesia project
i tried hard to relocate the esSENCE of the project; something I could work with. and to use for the original idea of this project and its industrial design setting.
to recall a very intence 'SENSUAL' experience and to investigate particular sets of
senses helped me to understand and to be more aware of the way we use, depend and are unfortunately manipulated by them.
for me, phase three (and four) starts with a personal question of the project rather than with a thought of a final product.
before asking how, the question is why. why use the 'synaesthetic' theme as an method
ore base for the design process?
it seems to be very basic and not in he first place important question but for me, answering this is the determinant factor in doing this manifesto and the corresponding project.
just to pick the one or two SENSES of most interest to me, to point to and name them,
to work on and to press them into some object, which explains, stimulates, satisfies or even confuses them doesn't seemed to be the right way from my point of view.
as the project synopsis says, "..the aim of this studio is to re-inivigorate how we experience
our object based world and to focus heavily on the intangible or less immediate factors of design " to create "..what may be called a hyper design pradigm.".
so what is, can or could be the connection between our SENSORY experiences and industrial designed objects, products, concepts or even events? what is it good for?
why do i see a need or a good chance to improve things, to change structures to a better
by using this technique?
how does contemporary, visually dependent design work with this idea? what is the important connection between our SENSES and our 'product world'? what is caused by this?
actualy i'm very conscious of the immense potential which lies in this subject;
we easily could fill books with investigations, experiments, discussions, questions,
comparisons, solutions, drafts and philosophies regarding the method, importance and
causes of the 'synaesthetik' ore SENSORY thought in the design process.
the 'book' could go on to discuss historical matters, coherences between industrial, social and global developments and changes, their influences on the 'sensual' appearance and
awarenes of objects and products as on human living and values.
this brings us in the end to question the purpose and meaning of certain products in our life.
how do we rate, how do we define their qualities and importance?
for example,how is it possible that we have specialized psychiatrists treating people
afraid of being without their mobile phone?
what are a designer's chances and what a designer's responsibilities to influence
such developments by creating objects?
what are the opportunities i see in creating more 'multiSENSE related' objects or products?
what makes SENSE anyway in a sensory overloaded time?
the following thoughts are ment as a small contribution to this and are not to be mistaken
as an tenet or an only truth, if there is any..?
based on my backround and experiences these thoughts are meant to be a basic constuction
in a "wikipedia" sense, maybe to agree, maybe to start new questions.
as we know, synaesthesia stands for the 'union of senses' "..which refers to a rare neurological condition in which at least two streams of sensory data interlink ore cross..".
next to these very intense and uncommon SENSATIONS of personal synaesthesia
(e.g. smelling colour ),the 'normal' sensations of all of us non-synaesthetes are still
individual and individually intense.
the smell and taste of one and the same thing can be experienced completely different by different people even under the same conditions, e.g. climate, place, time, mood, age,
context and social situations.
if we change these elements, one and the same thing can be SENSED in a different way
just by the same person.
to open a door knowing the beloved wife is waiting in love ore is about to leave,
gives a door two completly different meanings.
as memphis founder ettore sottsass said, "..to know what awaits me behind a door,
is an important parameter to design a door."
the factor here is emotion, next to SENSATION, thought and intuition
one of the four modes of human consciousness and and to my mind strongly connected
to almost all of our sensations.
the important point is that next to this innate experience of personal synaesthesia,
we all daily do experience a kind of synaesthesia as well, at least in every form of art
(created synaesthesia).
in fact "life is a continious synaesthetic experience, seeing, smelling, touching,hearing, tasting. THE WORLD DISCLOSES ITSELF TO US THROUGH THE SENCE."
and as said this world we sense and live in is mainly an object based one.
so if that what we SENSE also influences our emotions, decissions and our ideas of
what we want ore need, what influence has our 'product world' to us?
to understand this fact, became an important and basic point for the whole concept of my work.
to design an object(product) for this class (or an object based on
"multisense related design' in genaral) i have to understand the situation of contemporary design, it's influence on society, life qualities and moral concepts.
i think it is important to ask for the reasons and intentions of the mainly visual based designig, their causes and so on..
to design a thing shouldn't mean to design just something.to create a thing always means
the try change something,..to whatever.
it may be a 'first-semester-thought', but at basic and common SENSED it is,
the more incomprehensibly it is how often we seem to forget about it.
to design means ask and answer, it means to try to change and spread processes,
posibilities and qualities in our lives, for the better.
(guess it should't degenerate to an manifestation of ego or an happening just comprehensible
by a view elite people either.)
in an industrial point of view it may be moral nonSENSE, but this is uni,.. right?!
as on old common saying says :
"fine feathers make fine birds..clothes make the man", we all are influencend by the objects
we life with, we are surrounded by.
there are view objects almost all of us know, need and own today. but still there is an whide range of qualities in them that make an recognizeable different to us.
surrounded by different qualities of chairs, tables, cloths, cars and so on, we start to
feel and act different.
studies have shown that the surounding social components(including the quality of the
'product world') have an larger influence of the originating charakter of an child than the breeding.
we feel different in an big expensive air-conditioned, leather seated, mp3 playing car
than in an small, old, cheap one.
we touch, smell, feel and even hear different qualities of materials,
we experience two different ways of one and the same process.to drive a car.
i don't want to judge these feelings, i'm just saying that they are different, what is mainly caused by two reasons.
the first reason is media and society generated, and entirely based on status.
the second is almost free of alien influences and based on induvidual experiences, affectations and decisions about qualities in life.
it is proven that the feeling of the personal social status is an determining factor in the health and lifespan of a person.
the self confident feeling of an important and 'superior' roll in society adds an everage of
five to seven years to life expectancy.
the result of this investigation was not affected by the point that wealthier people can effort
to buy better food and consult better doctors.
my thesis is that this feeling of being an 'important' part of the society, is supplementary to the social status, and is hereby affected by the material, 'product world' a person lives in.
we may not want to admit it, but unconsciously it affects us.
so the connections and relationships between sensation, emotion, and objects, become interesting for my work as well.
that includes the influence of the industrie, and how affecting it is to our society and interpersonally.
as the original function of our senses is to help us to survive and orientate in nature by identifying and qualifying objects and situations, to distinguish between dangerous and harmless, healthy and unhealthy, toxic, sexual compatible ore not
..and all our sensations are strongly conected to our emotions.
we say: "that was really touching" and ask how things feel when we touch them ore can easily imagine how things would feel just by watching them.
we interact with our world (the objects in it) by information. we inform and become informed about our or the object's qualities.
this process is never monocausal. this information flows two ways; if we recognise that something is hard,soft ore cold we are saying that, comparatively, we are softer,
harder ore warmer.
our sense provide us with functional and emotional information; very often we translate and transform our sensual experiences into emotions that we can recall later.
if we look at the act of celebrating and enjoying a meal, then we have to see that this joy is something created by our civilisation and culture.
this joy is not functional information, originally this information was not required for survival.
we need to eat and drink to stay alive, and so as not to forget about eating and drinking
we know hunger and thirst.
so basically there seems to be no need for joy. to find joy in certain things is a human quality
we have developed and cultured over the ages. next to our mind, love and the SENSE of humor (hey!!! we never talked about this one!!) it is one of these wonderful things about being human.
in german joy means "genuss", and it comes from the word "nutzen" which means to use.
and indeed this concept is very importnat to the design industry.
so that's how it goes; that's what it's all about. design tries to sell products by using emotions.
the clearest examples are in fashion design which next to the fabrics and their haptic,
the emotions of the good old days of the 70s, 80s... are recalled and sold.
indeed 'retro' has been a very successful design tool throughout the ages.
ok.back to the point!
so what is it, i will look for?
questions:
how do the following facts impact on the appearance and qualities of the products in today's design world?
+profit optimization
+globalization
+mass production
+food production
+outsourcing, world wide trading, monopolizing,
+material, technolgy and production process inventions
+digitalization, minimizing
+digital design tools and processes (2d and 3d programs)
+advertising and marketing techniques
what do/can the following product characteristics offer to user and society? :
+inaccessability of the technical stucture
+be beyond repair ore second use (throw away products> causes throw away society >causes ?)
+digital predetermined breaking points?
+incompatibility between same functions of different brands
+multifunctional integration, ore what a thing is, pretend, is expected to be and
what it actualy is and can do..
+artificial flavoured and coloured food
+ mainstream technical, clean haptic
how much is what we think to want self-genarated how much is influenced by the media?
(e.g.: magazines, 'experts' telling how to get dressed, how to smell, how to be successful...)
can we, do we still trust and rely on our senses, like we are meant to in the original sense? (sensory overload)
are there other senses worth to bring into the design process (sence of balance,sence of humor...)?
what causes industrial trends aimed at taking advantage of human needs and moral values (e.g.: "..this season we have to react to insecurity of people caused by social and economic changes ,
political helplessness, ecological disasters and world wide terrorism ! lets generate a feeling of trust and honesty, lets use more natural materials and so on..")
based on these thoughts, reflections and facts i want to investigate and have a closer look at:
+'mainstream design solutions', contemporary design and it's 'declarations of sense',
+products done in a 'synaesthetic' way
+literature, movies and alternative sources reflecting and critecising social developments,
moods and needs affected ore caused by our product culture.
(just look around with my senses open).
the next step will be to bring all thoughts and research results into the design process
and to find a few possible 'answers' ore 'solutions' (objects, products....) with reference to them.
in fact i will look for different ideas on objects at different topics on my way.
the 'topics' will be influenced by my research.
it is more the way (process) that im interested in than the final result.
object / product:
if i'm thinking of an object, it will be most likeky reduced to one main function
still able to touch different senses.
i'm not going to pick on one ore two special senses and i'm not mainly interested in creating something that plays to transparently and most importanately with the stimulation of an sense.
lets say i'm more interested in creating a 'wine glass' than a new delicious tasting and smelling wine, but still it is possible to find a wine glass made out of wine, ore out of something you can eat in the end.
if i'm thinking of an scenario, event ore of an object not clearly to define as an product
i see a warm, emotional, sort of ironic design language.
i will look at various fields of human being, like i will look at seperate products of our culture.
reinterpretation and invention, both is possible.
looking for the technical character and solution it will become a very simple,
but hopefully high quality and smart solution piece. but character is certainly first!
so punk, chaos and intended imperfection are possible as well.
the used and combined materials will be an important element to achieve this quality.
i don't want to put too much complicated technical elements ore inventions in it.
this is for three reasons
first: in the most of the cases it splits the users attention into too many directions and just reduces the sensual awarness and experience
second: the aesthetic of an pure and simple but well finished object is just 'simply beautiful' and timeless and there is no need to spoil it by wasting lots of money an resources manufacturing it.
third: i hate overly complicated things..
fields to look at:
+eat and drink
+rest and sleep
+personal hygiene
+basic furniture and their use
+clothes
+communication, interaction, interpersonally
+nature elements
+urban perception (how to feel a city)
+urban needs(how to enjoy the city more)
+lights +love +fire +time
most important is an unique and not trend orientated character which 'makes sense'
even if the first impression is an entirely contrary to it.
i aim to create an object ore product that needs the interaction with the user to actualy
become senseful ore functional.
the final result will be an digital end presentation including:
+images, graphics, moodsheets, quotations, and diagrams to reflect my research
and to present the theoretical part of my work
+scetches and images oft the different ideas and objects
+detailed drawings and digital illustrations of the final object
+prototyp if possible
..wow that's it.. got to get out here and do something for my SENSE of humor..whatching old roadrunner cartoons i guess!!!!!!!!!!!
REFERENCE: "art and synesthesia:in searchof the synesthetic experience"
by dr. Hugo Heyrman, 2005 unversidad de almeria, spain