Designing and Orchestrating Technologies for Future Home or Objects for Arithmomaniacs
Five electronic objects
Five anecdotic stories
One fictional failed research
This design project presents an experimental tangible narrative accompanied with five electronic design objects, aka ‘scientific probes’. Ordinary products – a chair, a pair of shoes, a pair of boxing gloves, a doormat and a chestbelt – are supplemented with electronic digital counters that count peculiar interactions with their users. For example, the chair counts its swings, whilst the boxing gloves count the number of the punches they have made.
This simple counting function added into the the everyday things is perhaps the simplest digital intervention possible. The products become then interactive props that serve as both a sarcastic tangible rhetoric and avant-garde products.
The project’s ambiguous nature is amplified even more by dressing and contrasting the tangible-functioning objects with a series of anecdotal stories of fictitious research. In this storyline, the ‘probes’ are used to allegedly collect statistical data of domestic psychological, social and physical dynamics and interactions for designing a better domestic space. Research fails, alas! Though, happily, stimulating results are produced that prompt to rename the research “Objects for Arithmomaniacs”, crowning the comedy of the poetic failure. Beside the poetic aims, the fictional story offers some creative ideas or scientific ‘comments’ rarely applied in conventional design.
Nonetheless, the objects are open for even wider interpretation or use since they may function as utilitarian objects with their own memory (of usage), as toys of design comedy, as occult instruments (e.g. for numerologists), or even placebos for arithmomaniacs, who are entirely neglected by designers (much like other minorities).
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* Arithmomania is a mental disorder that may be seen as an expression of obsessive-compulsive illness. Sufferers from this disorder have a strong need to count their actions or objects in their surroundings.
Five electronic objects
Five anecdotic stories
One fictional failed research
This design project presents an experimental tangible narrative accompanied with five electronic design objects, aka ‘scientific probes’. Ordinary products – a chair, a pair of shoes, a pair of boxing gloves, a doormat and a chestbelt – are supplemented with electronic digital counters that count peculiar interactions with their users. For example, the chair counts its swings, whilst the boxing gloves count the number of the punches they have made.
This simple counting function added into the the everyday things is perhaps the simplest digital intervention possible. The products become then interactive props that serve as both a sarcastic tangible rhetoric and avant-garde products.
The project’s ambiguous nature is amplified even more by dressing and contrasting the tangible-functioning objects with a series of anecdotal stories of fictitious research. In this storyline, the ‘probes’ are used to allegedly collect statistical data of domestic psychological, social and physical dynamics and interactions for designing a better domestic space. Research fails, alas! Though, happily, stimulating results are produced that prompt to rename the research “Objects for Arithmomaniacs”, crowning the comedy of the poetic failure. Beside the poetic aims, the fictional story offers some creative ideas or scientific ‘comments’ rarely applied in conventional design.
Nonetheless, the objects are open for even wider interpretation or use since they may function as utilitarian objects with their own memory (of usage), as toys of design comedy, as occult instruments (e.g. for numerologists), or even placebos for arithmomaniacs, who are entirely neglected by designers (much like other minorities).
___________________________________________________________
* Arithmomania is a mental disorder that may be seen as an expression of obsessive-compulsive illness. Sufferers from this disorder have a strong need to count their actions or objects in their surroundings.



