The module content covers the relationship between humans and humans, humans and objects as well as the interface between humans and machines (with a focus on lo-fi electronics, hardware hacking, sensors, robotics, sound) The human body is considered a place of collective or individual expression of identity, relationship, gender, communication (verbal and non-verbal), mobility and productivity.
An overview of latest application possibilities and discourse will be given through inputs on the use of digital technologies (physical computing) in the Arts, design, body, performance and communication and on the theme of body/body image and (verbal and non verbal) communication. Through talks and discussions, a sophisticated critical approach to technology and craftsmanship is encouraged and the creative approaches and positions of designers and artists will be discussed and reflected upon.
In the module we will create tangible, wearable function-oriented or speculative-artistic objects using digital technologies. We will investigate, how these objects can interact with our own bodies, what role they play and how they can interact with other bodies.
The conceptualisation, development, manufacture and presentation of these objects in small teams allows the students to practise basic technical skills and artistic expertise in dealing with digital technology.
Thus we will use simple digital and analogue sensors, motors or other electrical components (including microcontrollers (Arduino) to measure and translate body specific signals e.g. Heartbeat or skin resistance.
The content-related and creative process will be documented and the object will be presented in the final exhibition showing adequately its relationship to the body.
The aims of the module are: to gain insight into the discourse, new possibilities and challenges associated with the progressive digitalisation of wearable technologies (wearables) in relation to your respective area of study (Art and Design); acquire basic skills in practical handling of (simple) digital components in relation to your own field of study; get to know and practise the particularities of sketching using digital tools. To test these newly acquired skills practically through concrete projects creating materialized designs (mock-ups, models, prototypes) and to reflect upon their impact on the environment with regard to human interactions and the body.
In collaboration with lectures and students from different professional backgrounds and perspectives, broaden the network of skills in the team and in the team’s interdisciplinary collaboration.