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Week 08: Practical Project (Research Stage)

Writer's picture: TheGoodwitchTheGoodwitch

At the point, we wanted to research more about similar projects that focused on rubbish. Whatever we found, we shared on our private Facebook Group.


Tanya Menadue found this amazing video about a “trash artist” Thomas Deininger who used rubbish and anamorphism to create stunning, incredibly life-life sculptural images.


Thomas Deininger's anamorphic bee installation


Thomas Deininger's work at Van Vessem Gallery in 2013

Thomas Deininger's work at Van Vessem Gallery in 2013

Anamorphism, defined as a type of illusion that requires viewers to view an image from a certain vantage point to properly see it. This technique dates back to the Renaissance (Hans Holbein’s famous painting “The Ambassadors”which was painted in 1533 possessed this quality).

"The Ambassadors" by Hans Holbein

The technique is becoming increasingly popular nowadays with graphic designers, installation artists as well as graffiti artists. This article by another artist Thomas Quinn even goes as far as dissecting the process of creating anamorphic illusions.

One of Thomas Quinn's installations

Because we wanted to utilise the Bristlebots, this idea of anamorphic art was shelved as we couldn't figure out how to incorporate it into our idea of an enclosure.


The Team

The tasks were also delegated to each team member based on their strengths and level of knowledge and existing expertise:

  • Digital Visual Designers (Gigi Lapid and Puneet Sharma)

  • Marketing specialist and Project Manager (Jennie Franklin)

  • Electronics specialist (Harish Aravind)

  • Lighting specialist (Tanya Menadue)

What constantly came up during the discussions was the idea of “making rubbish great again” or extending the life of rubbish. What we needed to do was to find out how we could translate these into a design intent (something which we hadn’t really formulated just yet).


One thing was sure though and that was that we wanted to create an educational and experiential or interactive piece that would engage the audience. We decided to make our target audience millennials since they made up bulk of the consumers today and they were what we felt were a very “impressionable” group of consumers. These consumers contribute largely to today’s Experience Economy. Described by economists Joseph Pine III and James Gilmore in an article by the Harvard Business Review, the Experience Economy is today’s economic stage and that it is populated by consumers who prioritise experiences over tangible goods earlier favoured in the Goods and Services Economy.


Pine and Gilmore's Progression of Economic Value

The immersive experience that our team needed to design would ideally create an awareness of the GPGP as well spark conversations about it and ultimately, inspire behavioural change of today's consumers.

Now that we had more conceptual framework to work with, the next task for the coming week was to focus on the materials and components that we needed to get started.



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