The experiment as the starting point of the design process: In this module, students develop students develop their own content to explore and uncover functional, aesthetic, emotional and, at best, unexpected combinations. Students look for inspiration from areas they are not yet familiar with – from ancient practices to scientific research – and then transform it into an individual concept.
How can traditional craft be transferred to new technologies and how can they be combined? In this module, design principles and methods are explored that are dependent on a specific technology/software/hardware. This can be thought of as a cycle: from hand to dataset – from dataset to hand and back to dataset, with or without materialisation. Or as a design process in which a machine or software acts as co-creator. Always with the aim of being able to act as a craft position in the transforming world and to interweave craft and digital. Because only those who understand their craft can bring new technologies forward.