Fictitious Artifacts of the Millennial Generation
An exploration on the nature of culture and design, to understand how moments in time transform into artifacts and how these artifacts communicate a story.
Scope: Naming | Art Direction | 3D Print | Print | Video | Photo & Video Edition
The word “artifact” evokes an imagery of an old relic, of something ancient belonging to a time long gone by. This, however, is a false notion to hold as each generation contains objects and symbols; artifacts that are representative of the society, culture and behavior, along with others of that time period and hence are considered iconic. Our approach is to initially create artifacts based on the gestures and movements of the human body while interacting with what we believe is one of the most iconic artifacts of our generation: the smartphone.
By creating fictitious artifacts centered around the interactions of Millennials with technology, and analysing those artifacts, a deeper insight into the behavioral patterns of our generation can be obtained and therefore analyse the traces we will leave behind us as a generation.
In collaboration with Denine Thode
Today, most Millennials understand the way a smart phone works. As a generation, we have witnessed the evolution of mobile phones. Unique behaviors have emerged from the constant interaction between man and the machine.
Keeping this in my, we developed three different projects based on interactions between humans and devices and the transformation of the non-tangible behaviors into artifacts willing to represent the culture and mannerisms of a generation who is obsessed with connectivity.
Since the introduction of smart devices, certain hand gestures have emerged as a medium of communication between humans and electronics. The unnatural movements generated by the continuous use of these primary artifacts have almost given rise to a new language. Gestures have become an important means of interacting with handheld devices because of their prevalence in the millennial generation, and hence were transformed into tangible artifacts as an iconic representative of this generation.
The realization of this project, in particular, was full of experimentation and trials, which made the sketching and production of models an essential part of our process. From the beginning, we were able to work with the 3D printer Ultimaker 2 Extended, which gave us a chance to create fast tangible objects, which enriched our design process.
One of the first difficulties that we encountered was the modeling of the hand. By using the Kinect for modeling, we were able to scan our hands and get different and interesting textures and positions. Additionally, we used different models from thingiverse.com33 as references for different positions and as an example on how to create a printable file.