Archive for the 'interview' Category
Material Beliefs is a group of designers based in London. They might create pieces of furniture and accessories but they are not your usual tables and cups. The result of a close collaboration with scientists and engineers, social scientists but also members of the public, their projects take emerging biomedical and cybernetic technology out of labs and into public space. The members of Material Beliefs use design as a tool for public engagement, a mean to stimulate discussion about the value and impact of new technologies which blur the boundaries between our bodies and materials.
Each of the prototypes they develop is the starting point of a fruitful and much needed debate in public space about the relationship between science and society.

Fly-paper robotic clock © Auger-Loizeau 2008

Lampshade robot © Auger-Loizeau 2008
Their prototypes are questionable and puzzling. They include a series of extremely cruel and useful Carnivorous Domestic Entertainment Robots (think moth-eating lamps and a robotic coffee table that doubles as a mouse trap) and pastel pink or baby blue Vital Signs monitors (a product of the child surveillance industry, they enable data about the body to be communicated across a mobile phone network.) You can encounter them in venues as different as the Dana Centre in London and LABoral Centro de Arte y Creación Industrial in Gijon, Spain.
At the heart of Material Beliefs are Andy Robinson, Elio Caccavale, Tobie Kerridge, Jimmy Loizeau (with James Auger) and Susana Soares.
My victim for this interview is designer Tobie Kerridge whom i wanted to talk with ever since i read about about a project he conceived than actually prototyped together with scientist Ian Thompson and designer Nikki Stott: Biojewellery. The project catapults traditional engagement and wedding rings into the world of tissue engineering and biotechnology research by using bone tissue cultured from human cells in order to create bespoke jewellery.

Tobie at the Institute of Biomedical Engineering, Imperial College
I must admit that i almost regretted to have asked you this interview. While preparing it, i had a long look through the website of Material Beliefs and found it so complete and so well documented that i felt that there was nothing left for me to ask you. I then had the idea of doing a 'designboom style' interview where the designer is asked all sorts of apparently frivolous questions. So now the idea has become irresistible and here's a question i stole from designboom: I assume you notice how women dress. Do you have any preferences?

Vital Signs monitors © Tobie Kerridge 2008

Vital Signs scenario © Tobie Kerridge 2008
Then I'm going to be cheeky and and steal someone's answer, Inga Sempé's was nice - "no".
I like the name of the project, Material Beliefs, a lot. Where does it come from and which kind of ideas do you want it to convey?
Ah, this is a long story, and it also shows a lack of imagination under pressure. I was writing the funding proposal for Material Beliefs with Savita Custead, and we had to get the thing submitted. Being a bit stuck for names, the project title came about by co-joining the titles of two beloved projects.
One is Materials Library, run by Mark Miodownik, Zoe Laughlin and Martin Conreen. They operate an archive of materials, and take these artefacts into public spaces by staging performative events. They convened a series at the Tate, and then followed on with events at the Wellcome Collection themed around Flesh and one coming up soon will focus on Hair. Their obsessions create new communities that play across disciplines.
The other was a proposal for funding to the ECRC by Robert Doubleday, Mark Welland, James Wilsdon and Brian Wynne called "Material Imaginations". Their proposal followed on from a project I first read about in See Through Science, a report by DEMOS. Doubleday set up an ethnographic project in Welland's Nanotechnology lab, the aim being to work with scientists to imagine the social outcomes of their nanotechnology research. He said "My role is to help imagine what the social dimensions might be, even though the eventual applications of the science aren't yet clear". This made me think about the role of design as a set of speculative tools for working with science and engineering.
I was a student of Durrell Bishop, Tony Dunne, Bill Gaver, Fiona Raby, and other fine tutors at what's now the Design Interactions course at the Royal College of Art. In this context, my practice emerged through an interrogation of design methods and aims. Material Beliefs is an attempt to make design's association with science and technology more embedded. It takes influence from Doubleday's - and previously Bruno Latour's and Steve Woolgars - encampment in labs. The difference is that the role of that occupation is more than analytical, it attempts to synthesise outcomes - what happens when speculative attitudes to science and technology get located at the site of laboratory research? Well not much sometimes, but other times it works out and you get a fascinating and messy shared practice. Designers and Scientists/Engineers also have to work harder to understand each others roles and offer respect and support - it's difficult and rewarding.

Building fly-eating robots at the Royal Institution of Great Britain
The other aspect is that these collaborations take place in public as much as possible. Taking inspiration from Miodownik, Laughlin and Conreen, it's about doing the work in front of and with audiences. These are not only the audiences you might find at art or design exhibitions. Sometimes the model of public engagement is not top-down, but about getting people into labs and enabling them to do new stuff - making enquiries, building their own prototypes, asking researchers about the ethics of technology, finding out how funding is awarded.
Here design becomes a tool for translating academic knowledge into resources for independent enquiry, and a way of enabling others to access technology. This can be tricky as you have to sneak people into labs, under the radar of public relations departments who might not see the value of access for groups that wont promote the research in a straightforward way. This is not a criticism, it just that some institutions are not yet set up for challenging forms of public engagement. This situation I think is aggravated by an institutional anxiety about campaigning groups, but that is another story.
Finally, when I first Googled "Material Beliefs" it was all about religious practices, and it seemed appropriate, seeing as we were going to be doing so much preaching.

Neuroscope Prototype © Elio Caccavale 2008
Material Beliefs looks like a unique structure. I suspect that many artists and designers would dream of engaging with emerging biomedical and cybernetic technology in close cooperation with engineers and social scientists. Which kind of advice would you give to artists or designers who might want to set up a design lab like yours? How did you manage to get the ear (and funding) of the Engineering and Physical Sciences Research Council in England?
It's a good time to extend design practices that ask questions about our relationship with technology and science. In the UK at least, there is an ongoing discussion about how public engagement of science should be done. This is a discussion at a policy level, about democratising access to the research that will have its outcomes in the products and services we use. So while public engagement of science used to be about persuading the public that science produced a benefit, or where it was a strategy for encouraging a new generation of scientists, engineers and mathematicians to keep the nation competitive, it is now also about looking for new ways to involve different groups of people in science. These discussions then filter down into decisions about how funding is awarded. I think Material Beliefs probably benefited from new attitudes about what public engagement of science is allowed to be.
We set out to say that design lets non-specialists respond to science in creative ways, to make their own things out of their curiosities with bioengineering, and to have an active role within the production of research, or at least to play a role in the discussion of what unfinished research might come to mean. Rather than be told that this or that technology is not really risky, or at best being invited into a conversation that decides if a technology is risky, publics can actually have some kind of active role in how technology encountered. That's what design can do, it encourages an active orientation towards materials and processes, it provides a reason to try to do something, rather than sit back passively, then point your finger out of anxiety, for example over the potential effects of biotechnological products and services that suddenly appear on the market - "Where did that come from? Frankenfoods messing up my body, I am even angrier now!". The fact is that science is complex, it is enacted through a relationship between peers and rivals, institutions, markets, funders, politicians, ethics committees. Rather than ignore that, or treat science as monolithic entity, why not try to situate a practice productively somewhere amongst this fascinating network? Material Beliefs is only starting to think about this extended role for design, others have been doing it for some time, and I'm thinking of Natalie Jeremijenko's practice, Symbiotica's lab in Perth, and the thinking that has informed the Design Interactions course.

Group from the Roundhouse interviewing researchers about cyborgs
More generally, how do scientists react to your interests and works? Are they immediately ready to cooperate? Do you have to painfully win them over? How easy is the dialogue with people who seem to have a radically different background?
One thing learnt from this project is to take the invitations very wide initially, and to rapidly make sense of who might want to collaborate. Material Beliefs is lead by the designers, James Auger, Elio Caccavale, Jimmy Loizeau, Susana Soares and myself, and I must say that all of us broke our backs pursuing eminent, exciting but ultimately uninterested scientists and engineers. If people want to do stuff, then run with them. The hardest aspect was articulating our approach, and making it clear what was expected and what we would be doing. Academics are busy, whatever their discipline, and there are not many academics you could expect to spend time doing activities that are outside of there specialism. That is asking a lot.
Luckily, there is some pressure on science and engineering to do public engagement. Being able to show you have done this helps with funding. This was something we could appeal to. I don't think this is being tricksy, it's just a matter of finding a recognisable space in which to hold the stuff you want to do, that makes sense for everyone, even if it is for slightly different reasons. You all need to take risks, the designer needs to be elastic with their focus as a practitioner, and the engineer scientists need to take into account alternative descriptions of their research objects. It's not easy to make sense of a question about the ethics of a technology that you have been developing intensively for two years.
We are, or I hope were, quite naive in the way we approached science, which of course has a different culture to design. I have a particularly painful memory of filming an interview with a researcher, and not making it clear that the interview was to be put online. He was very angry when | sent him a link for approval, particularly as the first clip was me setting up and dropping the camera, and kind of laughing awkwardly. I thought the clip was charming. He thought I was taking the piss, and sent some quite angry emails. Have a look at some of the interviews that did get approved. This was a way for us to read around the research, to get it from the researchers mouths. Their descriptions are imbued with their excitement, and taken down a notch so we can understand. Perfect. Imaging having to orientate your practice to biotechnology through academic papers, or newspapers - the extremes of possible discourses - that leave you respectively bewildered or sour.

Carnivorous Domestic Entertainment Robots at LABoral
"Material Beliefs blur the boundaries between material culture and bioengineering research, designing speculative products that embody emerging technologies." How does one design a speculative product? And how can a product be "speculative"? How do you avoid the label "Art"?
You design something that you don't mean to manufacture. We all used design methods and processes, and built prototypes, but the emphasis was with the interaction between the prototypes and statements about social life, rather than the prototypes and business. If you want to make a product, you will spend more time specifying materials because unit cost is important, or you will be looking for intellectual property opportunities, and talking to distributors. That's fine, but you can't also then ask public questions about the role of technology. You can try, but I'm sure you will be very tired, and loose some friends and alienate your family.
One place that seems to do sci-art well is the residency programme at Peals, Elio did something there. What often seems to happen, is that there is an assumption that art will benefit from science, and science will benefit from art. That's crap, it's like a small dinner party for two couples, both delighted at the company of one another. What Peals does is address the way the collaboration can be enacted through a much wider network of people.
So it's not about a problem with the label of art, just whose label that is, and what they are trying to do with it. It's worth mentioning SymbioticA again here, who have managed to set up a lab that invites and educates arts practitioners. This is proper, it has been developed slowly and carefully, to the point where it is respected and supported for what it does, by people from many different disciplines. Of note in the UK also is Arts Catalyst.

Design Interaction students isolating their DNA at the Institute of Biomedical Engineering
Do you have pictures of MB working studio? Does it look and function more like a lab or your usual design studio?
Material Beliefs is scattered about the place. There is the Interaction Research Studio and design workshop at Goldsmiths, RapidForm and Design Interactions at the RCA, the Institute of Biomedical Engineering at Imperial College, Cybernetics and Pharmacy at Reading University, and the Institute of Ophthalmology at University Collage London. Project activities are based at the most appropriate site, and in some cases need to be run across multiple sites at the same time. The Neuroscope project is noteworthy here, with Julia Downes and Mark Hammond working with cell cultures and server side software, Elio Caccavale desiging CAD prototypes and David Muth writing a client application.
Equally important are the venues where members of the collaborations curate public events. These have included The Dana Centre, the V&A, MoMA, the Design Museum in London, The Royal Institution of Great Britain, the National Theatre, The Stephen Lawrence Centre, LABoral and Selfridges. There's a full list here. These forays into public spaces have acted as a cross between work in progress shows, design crits and think-tanks.
There have also been some smaller scale activities that are really messy, and which have transgressed divisions between labs and publics. There was an event at the Institute of Biomedical Engineering (IBE) called Mind the Loop, that had no clear design outcome, it was just too interesting to neglect. The silicon beta cell is designed to behave like an artificial pancreas, sensing blood sugar levels in the body and applying this biometric data to an algorithm which controls an insulin pump to regulate the blood sugar levels. That's the loop, It's a biological system rendered in silicon. Then around this technology you have different people, including the engineer who is making it work, the person who might use the silicon beta cell, and the doctor who negotiates and implements use. Mind the loop was a conversation between these three people, filmed by Steve Jackman.

Stills from Cotton Wool Kids, Cutting Edge for Channel 4 UK TV
Material Beliefs kicked off with a statement about biological and silicon hybrids, looking perhaps for the collaborations to establish a contemporary description of cyborg. The conversation about the silicon beta cell was striking because it showed the model of this hybrid was more extensive, it was more than one person, the technology is not stable, both in terms of its function and meaning and it took on the values of different communities. At the same time, as the collaboration at IBE was being discussed at public events I became aware of lots of discussion about the relationship between biomedical engineering and monitoring, trust and risk. I built Vital Signs to locate this discussion in a product that monitors a child's biometrics. In the UK there's a debate about childhood and risk, Cutting Edges Cotton Wool Kids and the RSA's recent report are examples. The Vital Signs prototypes are not critical of biomedical research, but designed to ask some questions about how technologies reproduce and materialise social relations.
Sorry, that's drifted away from the question a bit! I hope it gives an example of how the collaborations operate across different sites.
I am very intrigued by the role of Andy Robinson. He is the project manager of MB. How does one manage the speculative? What does his function involve?
I'll ask Andy.
Andy Robinson: My approach to managing the specualtive is to combine the essentials of any project management role, aims and objectives, timescales and milestone etc etc. with a very clear understanding of the particularities of the participants and their ways of working. It is a conversation between participant and the aims set up for the project, where review and redirection are always possible within an agreed, often revised, playing field. The funder is crucial in this in setting up the opportunity for such a project in the first place. This is where the important tone is set, and i try to manage the conversion between participants and this tone. My function therefore is to have an overview, be neutral amongst agendas, but support the initial voice of the projects aims to engage with the participants skills and motivations. Ultimately it is to support creativity to flourish, risks to be taken, the unexpected to be embraced, and speculation to thrive.
I had a huge row with my boyfriend a few years ago. And you're the one to blame. He was totally into doing one of your biojewellery rings and thought i didn't love him enough to sacrifice a bit of wisdom tooth to make one. Where are the rings now? Are you still working on the project? What separates them from mass commercialization? The technology is too expensive? People find the idea hard to stomach?
Ha, sorry to hear about your row! At least you didn't end up with a nasty mouth infection like one of the participants. She was very nice about it, despite the discomfort and having to go on a course of antibiotics. I think the project managed to pay for parking fines she incurred while having the operation, which is some small compensation for a rather frustrating series of events for her.

Though it was not the tooth that provided the sample for the rings. Painful wisdom teeth merely provided a medical reason to have a bit of jaw bone removed, "while we're in there, lets just take a little chip of bone". I'm trivialising something that Ian Thompson did a great deal of work on - an application to a medical ethics committee for permission to run and experiment on the in vitro interaction of osteoblasts with ceramic scaffolds. So growing the rings for the couples also contributed to research about how to culture bone tissue into fairly large volumes.
The real rings are with the couples, and there are various models that tour around. Nikki Stott is setting up an exhibition in Spain shortly, and there have been quite a few shows this year. So it's archived and still active.

Any upcoming projects you could share with us? Either personal or from Material Beliefs?
Carnivorous Domestic Entertainment Robots and Vital Signs are part of the Touch Me festival in Zagreb, so Jimmy Loizeau and I will take some prototypes for exhibition, and I think present Material Beliefs as part of the symposium. The festival theme "arises from the need for artistic and cultural analysis of contemporary forms of violence and systems of control". This is something of a departure from the other weekend, when I was sitting with four year olds in the Royal Institution of Great Britain drawing fly eating robots with felt tips.
I'm then really looking forward to 2009 and getting into my phd, and your questions have given me some things to think about, so thanks for that!
Thanks Tobie!
All images courtesy Material Beliefs.
Material Beliefs is a group of designers based in London. They might create pieces of furniture and accessories but they are not your usual tables and cups. The result of a close collaboration with scientists and engineers, social scientists but also members of the public, their projects take emerging biomedical and cybernetic technology out of labs and into public space. The members of Material Beliefs use design as a tool for public engagement, a mean to stimulate discussion about the value and impact of new technologies which blur the boundaries between our bodies and materials.
Each of the prototypes they develop is the starting point of a fruitful and much needed debate in public space about the relationship between science and society.

Fly-paper robotic clock © Auger-Loizeau 2008

Lampshade robot © Auger-Loizeau 2008
Their prototypes are questionable and puzzling. They include a series of extremely cruel and useful Carnivorous Domestic Entertainment Robots (think moth-eating lamps and a robotic coffee table that doubles as a mouse trap) and pastel pink or baby blue Vital Signs monitors (a product of the child surveillance industry, they enable data about the body to be communicated across a mobile phone network.) You can encounter them in venues as different as the Dana Centre in London and LABoral Centro de Arte y Creación Industrial in Gijon, Spain.
At the heart of Material Beliefs are Andy Robinson, Elio Caccavale, Tobie Kerridge, Jimmy Loizeau (with James Auger) and Susana Soares, supported by collaborations with Aleksandar Zivanovic, Julian Vincent, Kevin Warwick, Slawomir Nasuto, Ben Whalley, Mark Hammond, Julia Downes, Dimitris Xyda, David Muth, Tony Cass, Olive Murphy, Nick Oliver, Dianne Ford, Luisa Wakeling, Julie Daniels and Anna Harris.
My victim for this interview is designer Tobie Kerridge whom i wanted to talk with ever since i read about about a project he conceived than actually prototyped together with scientist Ian Thompson and designer Nikki Stott: Biojewellery. The project catapults traditional engagement and wedding rings into the world of tissue engineering and biotechnology research by using bone tissue cultured from human cells in order to create bespoke jewellery.

Tobie at the Institute of Biomedical Engineering, Imperial College
I must admit that i almost regretted to have asked you this interview. While preparing it, i had a long look through the website of Material Beliefs and found it so complete and so well documented that i felt that there was nothing left for me to ask you. I then had the idea of doing a 'designboom style' interview where the designer is asked all sorts of apparently frivolous questions. So now the idea has become irresistible and here's a question i stole from designboom: I assume you notice how women dress. Do you have any preferences?

Vital Signs monitors © Tobie Kerridge 2008

Vital Signs scenario © Tobie Kerridge 2008
Then I'm going to be cheeky and and steal someone's answer, Inga Sempé's was nice - "no".
I like the name of the project, Material Beliefs, a lot. Where does it come from and which kind of ideas do you want it to convey?
Ah, this is a long story, and it also shows a lack of imagination under pressure. I was writing the funding proposal for Material Beliefs with Savita Custead, and we had to get the thing submitted. Being a bit stuck for names, the project title came about by co-joining the titles of two beloved projects.
One is Materials Library, run by Mark Miodownik, Zoe Laughlin and Martin Conreen. They operate an archive of materials, and take these artefacts into public spaces by staging performative events. They convened a series at the Tate, and then followed on with events at the Wellcome Collection themed around Flesh and one coming up soon will focus on Hair. Their obsessions create new communities that play across disciplines.
The other was a proposal for funding to the ECRC by Robert Doubleday, Mark Welland, James Wilsdon and Brian Wynne called "Material Imaginations". Their proposal followed on from a project I first read about in See Through Science, a report by DEMOS. Doubleday set up an ethnographic project in Welland's Nanotechnology lab, the aim being to work with scientists to imagine the social outcomes of their nanotechnology research. He said "My role is to help imagine what the social dimensions might be, even though the eventual applications of the science aren't yet clear". This made me think about the role of design as a set of speculative tools for working with science and engineering.
I was a student of Durrell Bishop, Tony Dunne, Bill Gaver, Fiona Raby, and other fine tutors at what's now the Design Interactions course at the Royal College of Art. In this context, my practice emerged through an interrogation of design methods and aims. Material Beliefs is an attempt to make design's association with science and technology more embedded. It takes influence from Doubleday's - and previously Bruno Latour's and Steve Woolgars - encampment in labs. The difference is that the role of that occupation is more than analytical, it attempts to synthesise outcomes - what happens when speculative attitudes to science and technology get located at the site of laboratory research? Well not much sometimes, but other times it works out and you get a fascinating and messy shared practice. Designers and Scientists/Engineers also have to work harder to understand each others roles and offer respect and support - it's difficult and rewarding.

Building fly-eating robots at the Royal Institution of Great Britain
The other aspect is that these collaborations take place in public as much as possible. Taking inspiration from Miodownik, Laughlin and Conreen, it's about doing the work in front of and with audiences. These are not only the audiences you might find at art or design exhibitions. Sometimes the model of public engagement is not top-down, but about getting people into labs and enabling them to do new stuff - making enquiries, building their own prototypes, asking researchers about the ethics of technology, finding out how funding is awarded.
Here design becomes a tool for translating academic knowledge into resources for independent enquiry, and a way of enabling others to access technology. This can be tricky as you have to sneak people into labs, under the radar of public relations departments who might not see the value of access for groups that wont promote the research in a straightforward way. This is not a criticism, it just that some institutions are not yet set up for challenging forms of public engagement. This situation I think is aggravated by an institutional anxiety about campaigning groups, but that is another story.
Finally, when I first Googled "Material Beliefs" it was all about religious practices, and it seemed appropriate, seeing as we were going to be doing so much preaching.

Neuroscope Prototype © Elio Caccavale 2008
Material Beliefs looks like a unique structure. I suspect that many artists and designers would dream of engaging with emerging biomedical and cybernetic technology in close cooperation with engineers and social scientists. Which kind of advice would you give to artists or designers who might want to set up a design lab like yours? How did you manage to get the ear (and funding) of the Engineering and Physical Sciences Research Council in England?
It's a good time to extend design practices that ask questions about our relationship with technology and science. In the UK at least, there is an ongoing discussion about how public engagement of science should be done. This is a discussion at a policy level, about democratising access to the research that will have its outcomes in the products and services we use. So while public engagement of science used to be about persuading the public that science produced a benefit, or where it was a strategy for encouraging a new generation of scientists, engineers and mathematicians to keep the nation competitive, it is now also about looking for new ways to involve different groups of people in science. These discussions then filter down into decisions about how funding is awarded. I think Material Beliefs probably benefited from new attitudes about what public engagement of science is allowed to be.
We set out to say that design lets non-specialists respond to science in creative ways, to make their own things out of their curiosities with bioengineering, and to have an active role within the production of research, or at least to play a role in the discussion of what unfinished research might come to mean. Rather than be told that this or that technology is not really risky, or at best being invited into a conversation that decides if a technology is risky, publics can actually have some kind of active role in how technology encountered. That's what design can do, it encourages an active orientation towards materials and processes, it provides a reason to try to do something, rather than sit back passively, then point your finger out of anxiety, for example over the potential effects of biotechnological products and services that suddenly appear on the market - "Where did that come from? Frankenfoods messing up my body, I am even angrier now!". The fact is that science is complex, it is enacted through a relationship between peers and rivals, institutions, markets, funders, politicians, ethics committees. Rather than ignore that, or treat science as monolithic entity, why not try to situate a practice productively somewhere amongst this fascinating network? Material Beliefs is only starting to think about this extended role for design, others have been doing it for some time, and I'm thinking of Natalie Jeremijenko's practice, Symbiotica's lab in Perth, and the thinking that has informed the Design Interactions course.

Group from the Roundhouse interviewing researchers about cyborgs
More generally, how do scientists react to your interests and works? Are they immediately ready to cooperate? Do you have to painfully win them over? How easy is the dialogue with people who seem to have a radically different background?
One thing learnt from this project is to take the invitations very wide initially, and to rapidly make sense of who might want to collaborate. Material Beliefs is lead by the designers, James Auger, Elio Caccavale, Jimmy Loizeau, Susana Soares and myself, and I must say that all of us broke our backs pursuing eminent, exciting but ultimately uninterested scientists and engineers. If people want to do stuff, then run with them. The hardest aspect was articulating our approach, and making it clear what was expected and what we would be doing. Academics are busy, whatever their discipline, and there are not many academics you could expect to spend time doing activities that are outside of there specialism. That is asking a lot.
Luckily, there is some pressure on science and engineering to do public engagement. Being able to show you have done this helps with funding. This was something we could appeal to. I don't think this is being tricksy, it's just a matter of finding a recognisable space in which to hold the stuff you want to do, that makes sense for everyone, even if it is for slightly different reasons. You all need to take risks, the designer needs to be elastic with their focus as a practitioner, and the engineer scientists need to take into account alternative descriptions of their research objects. It's not easy to make sense of a question about the ethics of a technology that you have been developing intensively for two years.
We are, or I hope were, quite naive in the way we approached science, which of course has a different culture to design. I have a particularly painful memory of filming an interview with a researcher, and not making it clear that the interview was to be put online. He was very angry when | sent him a link for approval, particularly as the first clip was me setting up and dropping the camera, and kind of laughing awkwardly. I thought the clip was charming. He thought I was taking the piss, and sent some quite angry emails. Have a look at some of the interviews that did get approved. This was a way for us to read around the research, to get it from the researchers mouths. Their descriptions are imbued with their excitement, and taken down a notch so we can understand. Perfect. Imaging having to orientate your practice to biotechnology through academic papers, or newspapers - the extremes of possible discourses - that leave you respectively bewildered or sour.

Carnivorous Domestic Entertainment Robots at LABoral
"Material Beliefs blur the boundaries between material culture and bioengineering research, designing speculative products that embody emerging technologies." How does one design a speculative product? And how can a product be "speculative"? How do you avoid the label "Art"?
You design something that you don't mean to manufacture. We all used design methods and processes, and built prototypes, but the emphasis was with the interaction between the prototypes and statements about social life, rather than the prototypes and business. If you want to make a product, you will spend more time specifying materials because unit cost is important, or you will be looking for intellectual property opportunities, and talking to distributors. That's fine, but you can't also then ask public questions about the role of technology. You can try, but I'm sure you will be very tired, and loose some friends and alienate your family.
One place that seems to do sci-art well is the residency programme at Peals, Elio did something there. What often seems to happen, is that there is an assumption that art will benefit from science, and science will benefit from art. That's crap, it's like a small dinner party for two couples, both delighted at the company of one another. What Peals does is address the way the collaboration can be enacted through a much wider network of people.
So it's not about a problem with the label of art, just whose label that is, and what they are trying to do with it. It's worth mentioning SymbioticA again here, who have managed to set up a lab that invites and educates arts practitioners. This is proper, it has been developed slowly and carefully, to the point where it is respected and supported for what it does, by people from many different disciplines. Of note in the UK also is Arts Catalyst.

Design Interaction students isolating their DNA at the Institute of Biomedical Engineering
Do you have pictures of MB working studio? Does it look and function more like a lab or your usual design studio?
Material Beliefs is scattered about the place. There is the Interaction Research Studio and design workshop at Goldsmiths, RapidForm and Design Interactions at the RCA, the Institute of Biomedical Engineering at Imperial College, Cybernetics and Pharmacy at Reading University, and the Institute of Ophthalmology at University Collage London. Project activities are based at the most appropriate site, and in some cases need to be run across multiple sites at the same time. The Neuroscope project is noteworthy here, with Julia Downes and Mark Hammond working with cell cultures and server side software, Elio Caccavale desiging CAD prototypes and David Muth writing a client application.
Equally important are the venues where members of the collaborations curate public events. These have included The Dana Centre, the V&A, MoMA, the Design Museum in London, The Royal Institution of Great Britain, the National Theatre, The Stephen Lawrence Centre, LABoral and Selfridges. There's a full list here. These forays into public spaces have acted as a cross between work in progress shows, design crits and think-tanks.
There have also been some smaller scale activities that are really messy, and which have transgressed divisions between labs and publics. There was an event at the Institute of Biomedical Engineering (IBE) called Mind the Loop, that had no clear design outcome, it was just too interesting to neglect. The silicon beta cell is designed to behave like an artificial pancreas, sensing blood sugar levels in the body and applying this biometric data to an algorithm which controls an insulin pump to regulate the blood sugar levels. That's the loop, It's a biological system rendered in silicon. Then around this technology you have different people, including the engineer who is making it work, the person who might use the silicon beta cell, and the doctor who negotiates and implements use. Mind the loop was a conversation between these three people, filmed by Steve Jackman.

Stills from Cotton Wool Kids, Cutting Edge for Channel 4 UK TV
Material Beliefs kicked off with a statement about biological and silicon hybrids, looking perhaps for the collaborations to establish a contemporary description of cyborg. The conversation about the silicon beta cell was striking because it showed the model of this hybrid was more extensive, it was more than one person, the technology is not stable, both in terms of its function and meaning and it took on the values of different communities. At the same time, as the collaboration at IBE was being discussed at public events I became aware of lots of discussion about the relationship between biomedical engineering and monitoring, trust and risk. I built Vital Signs to locate this discussion in a product that monitors a child's biometrics. In the UK there's a debate about childhood and risk, Cutting Edges Cotton Wool Kids and the RSA's recent report are examples. The Vital Signs prototypes are not critical of biomedical research, but designed to ask some questions about how technologies reproduce and materialise social relations.
Sorry, that's drifted away from the question a bit! I hope it gives an example of how the collaborations operate across different sites.
I am very intrigued by the role of Andy Robinson. He is the project manager of MB. How does one manage the speculative? What does his function involve?
I'll ask Andy.
Andy Robinson: My approach to managing the specualtive is to combine the essentials of any project management role, aims and objectives, timescales and milestone etc etc. with a very clear understanding of the particularities of the participants and their ways of working. It is a conversation between participant and the aims set up for the project, where review and redirection are always possible within an agreed, often revised, playing field. The funder is crucial in this in setting up the opportunity for such a project in the first place. This is where the important tone is set, and i try to manage the conversion between participants and this tone. My function therefore is to have an overview, be neutral amongst agendas, but support the initial voice of the projects aims to engage with the participants skills and motivations. Ultimately it is to support creativity to flourish, risks to be taken, the unexpected to be embraced, and speculation to thrive.
I had a huge row with my boyfriend a few years ago. And you're the one to blame. He was totally into doing one of your biojewellery rings and thought i didn't love him enough to sacrifice a bit of wisdom tooth to make one. Where are the rings now? Are you still working on the project? What separates them from mass commercialization? The technology is too expensive? People find the idea hard to stomach?
Ha, sorry to hear about your row! At least you didn't end up with a nasty mouth infection like one of the participants. She was very nice about it, despite the discomfort and having to go on a course of antibiotics. I think the project managed to pay for parking fines she incurred while having the operation, which is some small compensation for a rather frustrating series of events for her.

Though it was not the tooth that provided the sample for the rings. Painful wisdom teeth merely provided a medical reason to have a bit of jaw bone removed, "while we're in there, lets just take a little chip of bone". I'm trivialising something that Ian Thompson did a great deal of work on - an application to a medical ethics committee for permission to run and experiment on the in vitro interaction of osteoblasts with ceramic scaffolds. So growing the rings for the couples also contributed to research about how to culture bone tissue into fairly large volumes.
The real rings are with the couples, and there are various models that tour around. Nikki Stott is setting up an exhibition in Spain shortly, and there have been quite a few shows this year. So it's archived and still active.

Any upcoming projects you could share with us? Either personal or from Material Beliefs?
Carnivorous Domestic Entertainment Robots and Vital Signs are part of the Touch Me festival in Zagreb, so Jimmy Loizeau and I will take some prototypes for exhibition, and I think present Material Beliefs as part of the symposium. The festival theme "arises from the need for artistic and cultural analysis of contemporary forms of violence and systems of control". This is something of a departure from the other weekend, when I was sitting with four year olds in the Royal Institution of Great Britain drawing fly eating robots with felt tips.
I'm then really looking forward to 2009 and getting into my phd, and your questions have given me some things to think about, so thanks for that!
Thanks Tobie!
All images courtesy Material Beliefs.
LABoral, the art center we have come to associated with new media art, has recently opened an exhibition dedicated to new, audacious and thought-provoking forms of design. Curated by Roberto Feo and Rosario Hurtado (El Último Grito), Nowhere/Now/Here aims to challenge the perception of design by questioning our relationship with the environment. Taking the viewpoint that our environment has become part of us rather than us being part of it, as its point of departure, Nowhere/Now/ Here encourages us to see design as an integral component of the world-shaping process.

Troika. Gijón Magnética. 2008 (foto Enrique G. Cardenas)
Nowhere/Now/Here features more than 60 works that challenge the conception we might have of design. Some by designers you may have met in these pages before (Dunne & Raby, Troika, Auger-Loizeau, Eelko Moorer, David Bowen, Pablo Valbuena, Marei Wollersberger, Yuri Suzuki, Noam Toran, etc. ) and in many other publications (Tord Boontje, Assa Ashuach, Paul Cocksedge, etc.)
The design of the exhibition itself reflects the explorative approach of Nowhere/Now/Here. Conceived like a 'mental adventure' and relying on colourful graphics on the floor that guide visitors through the space, it was created by Patricia Urquiola studio and the graphic image and vision of Fernando Gutierrez.

The catalogue of the the exhibition Nowhere/Now/Here, Investigating New Lines of Enquiry in Contemporary Design is gorgeous and its cast is stellar: there are interview with Ron Arad, Javier Mariscal and other important figures of design, essays by Marti Guixe, Santiago Cirugeda, Matt Ward, Dunne & Raby, a description of all the participating projects, loads of photos and beautiful graphics. Almost 300 pages, in both spanish and english for a mere 35 euros. The online shop of LABoral seems to be a bit under the water these days, so until the situation is fixed, the easiest way to get your hands on the precious volume is to write LABoral and ask if they can send you a copy.
The curators of the exhibition are Roberto Feo and Rosario Hurtado. Ever since they founded El Último Grito back in 1997, the designers have kept away from preconceived definitions and prescribed design paths. A perspective that didn't prevent them from teaching at the most prestigious colleges of design and working for renowned companies and institutions: Mathmos, Selfridges, the Victoria and Albert Museum in London, Lavazza, Budweiser, Style, Metalarte, Hugo Boss, Southwark Council, Arturo Alvarez, the Lighthouse, etc.
I caught up with the Berlin/London-based duo to discuss Nowhere/Now/Here:

Random international. Pendulum Lights.2008 (photo Enrique G. Cardenas)
How did El Último Grito land on the LABoral spaceship? How did two famous designers end up curating an exhibition 'that challenges the perception of design by questioning our relationship with the environment. Taking the viewpoint that our environment has become part of us rather than us being part of it, as its point of departure, Nowhere/Now/ Here encourages us to see design as an integral component of the world-shaping process' ?
Was it a request that came from laboral or your own initiative?
LABoral contacted us to curate and exhibition on 'experimental design' (what ever that means) so for us it was a question of trying to define what experimental meant to us.
We explored different areas of work and try to define a strategic approach for each of them, which lead designers to challenging design's status quo. We identify three basic areas with their accompanying strategies
Material_Intervention: projects that explore material innovation and new material applications, new production techniques, technology, genetic engineering, graffiti,...
Cultural_Resistance: Projects and designers that position themselves in confrontation with the dominant culture, both in terms of the design outcomes, but also in terms of practice within the culture of design.
Psychological_Exploration: projects that analyse the psychological and sensorial experience of the object or that act as triggers of emotions and sensations. And psychological objects that carry the essence of the psychological experience.

Dominique Wilcox, the Glove
This worked for us as a starting point, which provided us a basic structure to classify the researched works. But for us it became apparent that were many other connections between the works, and that such a classification would not allow you to understand. When we started recombining the works in a more intuitive way, for us suggested conceptual connections between really different areas of work. We also felt that this allowed the viewer to find his or her own entry points into the exhibition.
Our intent was to present a collection of objects that would allow you to understand the thinking process of the artists behind them. Presenting them as thinkers who can not only reshape their own particular worlds but that show the potential to transform, re-interpret and re-think industries, production processes, communication strategies, political systems, etc. Challenging our preconceptions of what design can do.

Noam Toran & Nick Williamson. Bra Machine. 2007 (foto Enrique G. Cardenas)
What did this curatorial experience teach you?
It has been a very interesting experience. It has given us the chance (or luxury) to dedicate proper time to lo closely to the work of many other peoples, to understand their motivations and their intentions. And interpret them in relation to each other (including our own work). Creating a bigger pictured that talked about the fantastic potential and diversity of design approaches.
That it's why we treated the exhibition as a project itself, rather of plain review of design today. So in a way is not so much an exhibition on experimental design as much as an experimental exhibition on design. We wanted to create a moment where different aspects of design would collide in a space and something would come up from this experiment. Which in a way has already happened among the participating artists and designers, in terms of friendships and collaborations. But above all, the most incredible feeling is one of 'togetherness' and true interest in each others work, which has become unusual in such competitive world. This is very uplifting and makes us believe that something major is happening within the design world.
Also, it was very interesting to work on the edition of the catalogue, in which we collaborated intensively with Fernando Gutierrez who carried out its design. In a way the catalogue becomes almost more important than the exhibition itself, they have a life beyond the exhibition, so we wanted that the catalogue would be a space that you travel like the exhibition. It follows the same structure of the show, with the works presented according to the six groups created from word associations that connect to the works in an intuitive way:
TYPOLOGY / MUNDANE / ANECDOTE / FICTION / MYTH
SOLIPSISM / EXPANSION / REVEAL / AUGMENTATION
ASSEMBLAGE / ABSORB / DIALOGUE / SUBVERT
LOSS / ABSENCE / TRACE / THE UNSEEN / IDENTITY
SYSTEM / MORPHOLOGY / RECONFIGURE / SYMBIOSIS
SOLITUDE / THE ONE / THE SELF / MEMENTO
The works, texts and interviews have been grouped in order to create moments. Images and stories for the visitor/reader to find their own point of access to the ideas around the works. Very much following the idea of a 'trafalmadorian' book, from Kurt Vonnegut's Slaughterhouse V:
"Billy couldn't read Trafalmadorian, of course, but he could al least see how the books were laid out- in brief clumps of symbols separated by stars. Billy commented that the clumps might be telegrams. "Exactly", said the voice. "They are telegrams?" "There are no telegrams on Trafalmadore. But you're right: each clump of symbols is a brief, urgent message-describing a situation, a scene. We Trafalmadorians read them all at once, not one after the other. There isn't any particular relationship between all the messages, except that the author has chosen them carefully, so that, when seen all at once, they produce an image of life that is beautiful and surprising and deep. There is no beginning, no middle, no end, no suspense, no moral, no causes, no effects. What we love in our books are the depths of many marvelous moments seen all at one time."
The catalogue is an assemblage of works, described by the designers and artists, essays from some of the participating artists, which although often linked to personal projects, are surprisingly useful to understand everyone else's work, and interviews to four of our all time heroes: Ron Arad, Javier Mariscal, Daniel Weil and Gaetano Pesce; which contextualise the work of this younger generation of designers.

Yuri Suzuki, Sound Jewellery
You didn't seem to have selected any of your own works for the show. Why not? And if i asked you to point us to the work you developed that best reflects the theme of the exhibition, which one would it be?
Well, for us the exhibition itself is a piece of work, a project that is the result of the collaboration with everybody involved, from the LABoral team, to all the artists, writers and advisors.
There are two video projects that we feel worked well within the themes of NOWHERE/NOW/HERE.

Pedrita. Dog. 2007 (photo Enrique G. Cardenas)
One is 'LINE' which is a video consisting of a horizontal line where words appearing above and bellow. As the words change, your interpretation of what the line is also changes, and as you keep watching you find yourself adjusting your interpretation of the space and the way of seeing it. This is one of the three pieces, dealing with the idea of perception, which we have used as an introduction to the show. There other two are Grao by Pedrita, which reproduces a photographic image using traditional untreated ceramic tiles, to substitute the pixels of the image; and Marc Owens 'Avatar' film, which he reshot as a walkthrough the exhibition, the piece is fantastic as it is always playing with how you perceive reality.
Nowasteeur
The other video is 'NOWASTEEUR, a laborious poem'. This video is a new direction in terms of documenting our work. We started using video to try to document our installations, as we felt that just by keeping a photographic record of the event, did not reflect our ideas about the nature of the work that we call 'design performance, performing design'. But then we realised that the video itself could even had another narrative which would give it an identity of its own and not just being a document of the work. 'NOWASTEEUR, a laborious poem' was conceived as part of a public sitting commission during ARCO at IFEMA. The idea was to utilise all the packaging materials that are thrown away during the setting up of the fair. We came out with the idea of big bags in the shape of letters that would be filled up with all the waste materials. NOWASTEEUR are the ten letters that you need to write NO WASTE and RE-USE which was the main message that we wanted to put across. After that we elaborated a short poem using those letters (plus M which you get out of turning around the W), which you see forming in the video while all the action of the installation is being recorded:
NO WASTE_RE USE_ANSWER ME_NOT US_USER WON'T_WEST_EAST_RAW WAR_NOTE RUSE_USE ART_STEM NEW_SOME ONE TO STEER_SURE MUST EASE TEARS_MEET TEAM NOW_USE _RE-USE_WASTE NOT.

Nic Rysenbry. LandSpace.2008 (foto Enrique G. Cardenas)
'NOWASTEEUR, a laborious poem' is shown as part of the film program, which runs at the exhibition's design cinema (the cinema sitting is a commissioned piece by Nic Rysenbry)

Pablo Valbuena's Augmented Sculpture. Photo: © LABoral - Author Marcos Morilla
David Bowen's Remote Sonar Drawing Device, and Pablo Valbuena's installation Augmented Sculpture Series, have been exhibited in the past in purely artistic contexts. What made you think that they fitted the exhibition's objective to 'encourages us to see design as an integral component of the world-shaping process'?
Design is an integral component of the world-shaping process. Only because design takes many forms, sometimes we 'can't see the forest from the trees'.
In NOWHERE/NOW/HERE we tried to investigate (like the sub title says) 'new lines of enquiry in contemporary design'. Showing a diversity of work, which presented the different ideas and directions that designers are exploring today.
In the case of David Bowen, we find really interesting his work, where both technological research, and robotics collide with the questioning of the nature of drawing. His design translates movement into drawing. He has deliberately chosen make his machine draw 'marks' (like young children when they start drawing and are just interested in leaving their mark) by translating the movement recorded into impulses, which connect with the idea of representation, so central to the idea of drawing. So in fact, is that drawing purely a mark or is it a representation of the circulation of people? Is that drawing artistic or scientific? Is it both? But it not only raises questions in the nature of drawing as a human activity but in the nature of technological research and its applications.
In the exhibition his piece is in conversation with by Javier Mariscal's hand made wooden drawing of a 'VESPA' (2007), one of the surprise little homage's to the 'maestros' object of the interviews in the catalogue.

Javier Mariscal (foto Enrique G. Cardenas)
With Pablo Valbuena, we saw his work at ARCO and we fell in love with it instantly. The way he uses light and video to transform the perception of space and the materiality of the build, it is simply fantastic. In his case, it is obvious that the content of his work comes directly from his training as an architect, and his research into the qualities of space. So his work is very much design, but its materialization and dissemination is through the art market.

Pablo Valbuena.Augmented Sculpture Series. 2008 (photo Enrique G. Cardenas)
These two pieces, like indeed many others within the exhibition are providing a different point of view on how thing are around us. This helps us understand that there is always more than one answer and that by no means we should accept what the market or the designer or the politician or religion or science tell us. There are always alternatives. Most things are not the way they are because of some force of nature that is beyond our control. Things are the way they are because someone decided at one moment that this or that was a good idea, or make them lots of money or be good for humanity or the environment or ... there are no ultimate truths, just proposals that became 'real' and these could and do change.
In the catalogue we refer to Martin Scorsese's film The Departed quoting Frank Costello, the mob boss, who while describing his neighbourhood says 'I do not want to be a product of my environment, I wasn't my environment to be a product of me'. For us this has a resonance within design and acts as a reminder that it is possible to change the rules of the game.

The MacGuffin Library (Photo: Gunnar Green)

The MacGuffin Library (Photo: Sylvain Deleu)
On the other hand some of the works selected openly dialog with the art world (for example The Macguffin Library and cinema). Which are the characteristics that indicate that these works belong strictly to the field of design and not art? And is the difference always strict anyway? Or is there a conscious desire to keep the boundaries as porous as befits the purpose?
We guess that the answer would be in how do you define each one of them. From our point of view everything is design.
A few weeks ago we read a short interview with Vito Acconci where he was asked a similar question regarding the design/art argument and he was saying that a big part of the problem came from the fact that 'art' is the only discipline that is defined by a qualitative appreciation. We share that point of view and we think that the word art would have to be left for any kind of work that excels in whatever area of human activity. Who is to say that the work of Ferran Adria is less art than that of Jeff Koons? Or that a Frank Lloyd Wright building is less or art than an Andreas Gurski photograph? Or that Leonardo's flying machines is less art than his Monalisa?... What are the grounds for comparison and how or why would you do it? This is the eternal argument, from our point of view is easier as we see no boundaries. Maybe this interpretation of design might be confusing or unacceptable for some people who do have a very clear idea of the boundaries of between the two.

The MacGuffin Library, Civilian fantasy machine (Photo: Sylvain Deleu)
The 'McGuffin Library Collection' by Noam Toran and Onkar Kular obviously lives in the edges of what is traditionally accepted as design, and I guess it raise questions in both directions. As they explain, McGuffin is a term invented by Alfred Hitchcock to define an object within a film, which somehow acts as a devise to carry the narrative of the story. In terms of the story, the design of this object becomes, so its conception is a design exercise on its own. For Onkar and Noam this works perfectly well to explore further their ideas around the use of design as a medium that is central to their work. In this case they wrote 14 synopsis for imaginary films for which they designed an object. These objects are primarily talking about the role of objects as mediators in our understanding of the world (in this case of the story). In a second layer, they are talking about the world of technology, production and design. The objects are produced in rapid form directly from 3D computer models. The objects are not unique necessarily unique as they are printed very much like you would do with a computer document. Is that a banal use of technology, design and engineering just because thy are not pursuing 'the grater good' or the commercial enterprise? Would that make it art? For us what makes them good design and good art is exactly the same thing, they are able to broaden and challenge our preconceived ideas of what things are, while being moving and engaging.

Mathias Hahn's Imperfect Dolls
Most of the works exhibited in Nowhere/now/here come from Europe. Is that a curatorial choice or is it merely because this way to engage with objects is still confined to our continent?
It was not a particular curatorial choice. We tried to select people and works that we found interesting and that helped us illustrate the ideas behind NOWHERE/NOW/HERE. It is true though, that still Europe is the main centre for design in the world, with some of the most prestigious and influential design schools in the world (RCA, Eindhoven, Domus,...) so it is unavoidable that a lot of the designers (although not necessarily European themselves) who are doing interesting work would come from them.
Like with any other project there are many reasons that contribute to the final decisions and results (most of them are usually quite mundane)
For NOWHERE/NOW/HERE we tried to work with people with whom, despite working in very different areas, we found an affinity and a complicity in pushing the boundaries of what is accepted in design.

Photo: © LABoral - Author Marcos Morilla
Why did you ask Patricia Urquiola to take care of the exhibition design? Why not do it yourself? Did you hand her a list of requirements or did you give her carte blanche? How much did you collaborate and how did her vision of the exhibition influence yours?
We did not want to do the exhibition design for the same reasons that we did not really wanted to show our work. It just did not made sense to us to be curators, exhibitors and exhibition designers, for this we could have just done an exhibition of our work. But at the same time is hard being a designer yourself to surrender control to someone else, but in the other hand it brings an unknown element into play which we think adds to the whole process.
With Patricia Urquiola and Martino Berghinz we were very lucky that we could take advantage of their relationship with LABoral, and were very happy when they decided to participate in the project.
We always had the idea that whoever did the exhibition design we would like it to be or feel like one more piece in the exhibition. So our brief was very open, we showed them the six groups of works which we had assembled and asked them to give us six permeable spaces where you could experience the groups as a one thing and at the same time you would be aware or attracted to the works of the other groups, so that the visitor could break away from the structure and find their own way to navigate the show.
Their response was to create a laberynthic exhibition space that creates many small private moments. It broke our idea of being able to experience each group as a whole, but in the other hand, it work very well in the sense that allows you to find your own experience of the show. So we totally respected their proposal and change the concept and create smaller relationships within the pieces rather that the group encounter. For us was important not to step in and allow these and other inputs take their course

Carl Clerkin. Desperate Measures. 2008 (photo Enrique G. Cardenas)
And how much do you feel that her intervention reflects the spirit of the exhibition, making it maybe another work in itself that does belong to the show?
We think that their idea of dividing the space from the top by hanging fabrics its a very spatial (and material efficient) solution that multiplies the space by creating a very atmospheric cloud of mini spaces which are all inter-connected.
You are both lecturers in London, Roberto teaches Design Product at the Royal College of Art and Rosario at the Design Department, Goldsmiths College. How much does your teaching practice reflect the concepts and ideas put forward in the exhibition? And more importantly which kind of career awaits students who might want to follow the paths of the designers you've invited to the exhibition? Will they end up working exclusively in the hope that their projects will be shown in art galleries and museums or does the industry realize there is a real need of such visions and will companies therefore welcome them with open arms?
As you mentioned, we have been lecturers at the Royal College of Art and Goldsmith University for the last 10 years, and we are also Research Fellows at Kingston University. For us this experience is central to the development of our own ideas and to understand the concerns and ambitions of new generations of designers.
We would like that the works in NW/N/H are viewed not as the object that you can see at the exhibition, but as the potential that these designers have to translate their knowledge and skill into different outcomes. How these objects are the products of inquisitive minds that give nothing for granted but are also responsible and very thorough in the development of their work.
Many of the designers invited to the exhibition are very successful and work across industries, what they have in common is a non-conformist approach to their practices. These designers are changing the scope of the design practice, elaborating new industries and opening new areas of work. Some of the younger designers are still starting to navigate their way but surly in years to come they will be some of the leading figures in art or design or design-art or art-design or science or film...

Cau table lamp by Marti Guixé
At the end the question of where some work lives is purely economical. Today there are more possibilities for designers to find means of commercialisation and dissemination of their work through galleries and exhibitions rather than through the mass market. We have to be aware of the changes to the market and to the industry that we have experience in the last years. And industry is falling behind in attracting talent because it is hard for them to react to new ideas.
We have always worked between the experimental and the commercial, the two running parallel and feeding from each other. This self-feeding process has always been part of our work and we think has enriched it (but we are 'old school' now) and the way we work (or even our drivers) are very different to how our students perceived design today or the kind of work they want to do.
We hope that industry reacts (what ever industry) and tries to be again a leading force in research and creativity. At the end of the day what will determine which avenue designers will follow, or where their work will be show cased is a question of market opportunities and ultimately their cultural influence. At the Design Museum tomorrow, at the V&A in a couple of decade or at the British Museum in a few centuries.

Marta Botas & Germán R. Blanco. Rara de raro. 2006 actualidad (foto Enrique G. Cardenas)
Do you see design meccas like the Salone del Mobile in Milan open up to this kind of discourse?
We do not see why not. There have been times where companies would champion new concepts and ideas. Seeing how markets are evolving industry will have to react and accept that cannot just be playing to an outdated lifestyle ideal.
In Milan you can see lots of the things that are going on right now, but it is hard to see with more than 300 exhibitions in the 'fuori salone'. How would we even know that its even there? In any case, for good or bad, there are many new ways of disseminating design much more economical and accessible.

Toypography, by Dainippon Type Organization
Is El Ultimo Grito already working on new projects? Could you share them with us?
We are working in a book about our work, which we are looking to publish sometime in April. Apart of our usual combination of self initiated projects and commercial ones, some of which will be presented in Milan next April. A bit of everything, like always.
Thanks Roberto and Rosario!

Dunne & Raby. Evidence Dolls (foto Enrique G. Cardenas)
Nowhere/Now/Here runs until Mon, April 20 , 2009 at LABoral Centro de Arte y Creación Industrial in Gijon, Spain.
Image on the homepage: Daniel Charny & Gabriel Klasmer. Sports Furniture.2008, based on a photo version from 2003 (photo Enrique G. Cardenas)
Related stories: If you can't travel to Gijon (there are direct flights from London), i would encourage you to visit Wouldn't It be Nice at Somerset House where some of the designers are exhibiting their works until December 14, 2008.
Designing Critical Design - Part 1: Jurgen Bey, Designing Critical Design - Part 2: Marti Guixé and Dunne & Raby, Work in progress show at RCA: Platform 11 (design products), Tony Dunne - Design for Debate, etc.
Daniel Canogar is a media artist living between Spain and Canada. He's also the Artistic Director of VIDA, an international competition on art & artificial life. Launched 10 years ago by Fundación Telefónica, the prize rewards works of art produced with and commenting on artificial life technologies.

Previous winners include projects as different as a robot that sweats, a table that follows you around, robotic dogs suffering from the mad cow disease, solar-powered devices which modify their own instruction code in response to environmental changes, autonomous non-violent protest agents, a mobile cemetery tank, a Universal Whistling Machine, etc. What these artworks have in common is that they engage with emerging behaviours, which evolve over time, react with their environment and seem to have a life of their own.
The dozens of projects which have received an award over the past ten years form a unique collection documenting the evolution of electronic art in one of its most significant aspects. The looming deadline to submit projects (6th of October 2008) is the excuse i took to interview Daniel Canogar about the competition.
Last year the VIDA competition celebrated its 10th anniversary. How did it evolve over the course of the years? Did it get more ambitious? Set itself new goals? Opened its scope to new territories? i'm thinking about last year's winner, NoArk by Symbiotica, which is not based on electronics but on biotechnology.

Oron Catts and Ionat Zurr, Noark (VIDA 10.0)
When VIDA began, A-Life as a discipline was still very recent, a little over 10 years old. So as usually happens with young disciplines, there has been an evolution in the field, which has been reflected in VIDA. A couple of years ago there was a heated discussion amongst jury members if VIDA should be open to biotechnology art projects. The origins of A-Life are in computer simulation, not biotech, so this was quite a controversial issue. In the end, we did decide to include biotechnology projects, as they are closely related to A-Life concerns. The important thing, in my view, is not to remain faithful to categories, but to keep VIDA alive with the kind of art projects that are relevant to our times.

ALAVS, Jed Berk (Honorary Mention VIDA 10.0)
I guess this will sound like a silly question but do you see trends in the entries the prize has received over the years? For example, artificial life of animals being abandoned at some point because the trend is more in artificial life at a nano-level? How closely do the entries reflect the changes occurring in our society and in research more particularly?
It's not art's mission to be a direct mirror of what is going on in research labs. A-Life art has taken some of the evolutionary concepts of the field, and in a sense created a totally new field that is much closer to the general public. But more importantly, these projects are not so concerned with specific technologies generated in research labs. They are extremely concerned with concepts, ideas, questions about how technology has changed the way we feel about ourselves, about notions of what it means to be alive, or dead, etc. It is exactly the kind of conceptual questioning that is often so lacking in research labs. VIDA submissions do not come out of A-Life lab research, though their contribution to the field is extremely valuable. In fact, I hope scientists working in the field of A-Life take note of VIDA art projects, and take some of the serious questioning that occurs at a sociological and cultural level back to the lab.
VIDA rewards works of art developed with artificial life technologies and related disciplines. How much of this artificial life has already moved away from research labs and artists workshops to crawl into our everyday life?
A-Life research is present in everyday consumer products, such as children's electronic pets (Tamagotchi, Dogz, Catz and many more), video games with characters that evolve over time, or in intelligent interfaces for mobile telephones and other electronic devices which "learn" about the user, including search engines. No doubt, in coming years such technologies will become a staple of our quotidian life.

etoy.CORPORATION, Mission Eternity Sparcophagus
Fundación Telefónica exhibited the winners of VIDA 10.0 at the ARCO art fair in Madrid last April. Has FT always done that? I found so far that very few art fairs actually give space to art practices engaged with technology. Why is the presence of VIDA in the commercial context of an art fair so important?
Fundación Telefónica has always exhibited VIDA winners at ARCO. First of all, it is important to give ARCO, Madrid's art fair, a little bit of context. ARCO is not like any other fair, it is a fundamental cultural phenomenon in Spain. It transcends contemporary art, arousing interest from every creative field, and people from all walks of live, young and old, rich and not so wealthy, high-school students and major art collectors. Every year about 200.000 people visit the fair. So VIDA's presence in ARCO is a fantastic way of getting the public to learn about the award.
This is very encouraging. It's a very daring thing for the Fundación Telefónica to present this kind of technological work in the context of the art fair, and through the years, Fundación Telefónica's booth has been one of the most successful at the fair.

Image courtesy Daniel Canogar
VIDA is also involved in a series of workshops taking place in Latin America. Can you tell us something about these workshops? How do they go? What is their objective? What happens there?
Latin America is a region where artists have a hard time funding their new media projects. Fundación Telefónica has exhibition spaces and programs in Lima, Sao Paulo, Buenos Aires, Santiago de Chile and Mexico City, so VIDA's projects in Latin America grow out of this preexisting network. Certain places have a lively new media scene, such as Buenos Aires. In other cities, the scene is practically non-existant. Funding for VIDA workshops is conceived as seed money for potential VIDA award candidates. We want to tap into the tremendous creative talent that exists in Latin America, and also help create a context for the emergence of A-Life art. For this reason we ask VIDA award recipients to develop workshops for Fundación Telefónica's centers in Latin America. This year Gilberto Esparza, a fantastic Mexican artist that won a VIDA award last year, has directed workshops in Buenos Aires, Lima, Santiago and Mexico City. It's a way of creating a community of artists helping other artists create new work. This is an exciting development for VIDA.
Video of the FT workshop in Lima, Peru. Credit: Gilberto Esparza
The Incentive for Iberoamerican productions award helps artistic projects that still have not been produced. How difficult is it to judge the validity of a work which doesn't really exist yet? How far must the artists be in the advancement of the project?
When the artist has a conceptually clear idea of what he/she wants to do with his/her art project, it usually comes through in the actual proposal. The technical description of how the work is going to get made is also important and very revealing. Many members of the jury are very savvy about both software and hardware and can usually figure out if the work can get built as described. Past work by the artist also gives the proposal more context, so we often look at dossiers or webpages. Its always really exciting to see these works actually materialized having seeing them in their infancy as proposals. And what really prides the jury members more than anything else is when we begin to see some of these art pieces circulate in exhibitions and festivals.
Were it not for VIDA and a few other initiatives i, and i'm sure many people in Europe, would know almost nothing about Iberoamerican art projects developed using artificial life technologies, electronics, robotics, etc. Do you have some advice for people curious about what is going on over there?
Well, for starters, it may be interesting to look at VIDA's webpage with documentation of selected past projects: many of them are from Latin America. Another fantastic source of new media art made in this region is the exhibition Emergentes. Curated by Jose Carlos Mariátegui, it is one of the first exhibitions focused on Latin American new media art. This is a traveling show which opened in Laboral, the center for new media art in Gijón, northern Spain. The catalogue is a good source for references, understanding of the cultural specificity and historical background of the emergence of new media art in Latin America.

Part of the exhibition Emergentes: Spio by Lucas Bambozzi (Brasil)

Also at Emergentes: Rafael Lozano-Hemmer, Almacén de corazonadas
Can you tell us something about the project of Fundación Telefónica Virtual Museum? When will it go live? What will web users find there?
It should be available early next year. The Virtual Museum wants to be a didactic tool, the best source for A Life Art on the web, where you will not only see documentation of VIDA awards, but you will actually be able to experience some pieces first hand with web-based projects. It will also document the history of A Life art, and show many landmark projects that have significantly contributed to the field. The interface will allow for a very intuitive and seamless navigation through all this documentation. It's a large project, one that will require constant updating to make it really alive, and hopefully become a significant reference in the new media art scene.
Over the years the competition has gained fame and visibility. How does it translate in terms of number of entries? And do you tend to receive more entries from Spain, Iberoamerica and Portugal?
Last year we received close to 200 entries from 25 different countries. There has been a steady increase of submitted projects through the years, a real accomplishment if you bear in mind how specialized the award is. Every year three projects get awards, plus 7 projects are selected as honorary mentions. That means that on VIDA's web page, you can study an archive of over 100 art works related to A Life. About 30% of submitted projects are from Spain, Portugal and Latin America. Contributions from the US and Canada form another 30%, European projects comprise approximately 30 % and the remaining 10% are submissions from Asian countries. One of our objectives for the close future is to reach out to Japan, Korea and China, where significant A Life art has taken place in the last few years. There is always room to improve! VIDA is a unique award, the only one in the world specialized in A Life and Robotic art. I am now hoping for another 10 years of growth, enabling more artists to realize their life-like creations all around the globe.
Thanks Daniel!
Heidi Kumao's art pieces explore ordinary social interactions in order to reveal what lies beneath them: psychological states, emotions, compulsions, thinking patterns, and dreams. She is currently teaching animation, video, experimental television production, and electronic and conceptual art at the School of Art and Design at the University of Michigan, Ann Arbor. For 2007-08, she has been awarded a Postdoctoral Research Fellowship from the American Association of University Women Educational Foundation.

A few years ago i discovered her set of female kinetic sculptures "Misbehaving: Media Machines Act Out," and classified her work under robotics and kinetics. Then i stumbled upon the performative techno-enhanced series of clothing she had developed and here i was trying to fit her work inside the "wearable" category. A closer look on her portfolio revealed household objects sabotaged to become cinema machines, overtly activist projects and the geekiest wedding cake i had ever seen. The experience taught me that any attempt to classify of her work would be pure folly unless i'd try to trick her into giving me a helping hand:

Resist, 2002
You first graduated in photography at the School of the Art Institute of Chicago. How did you come to work with kinetic installations, RFID activist projects and quirky wedding cakes? What made you broaden the scope of your artistic practice?
This is a big question, so I'll answer it in sections as a way to answer the larger issue of shifts in artistic practice. How I get from here to there to there to there...
Re: transition from photography to sculpture
The Art Institute had a very interdisciplinary photo department at the time and we were really encouraged to "go outside the box" of photography, to mix photography with other media, to be artists who USE photography rather than pure photographers. In the 80's and 90's, photography was exploding in 100 different directions and open to a variety of approaches. Everything was possible. Everything could be photographic in some way.

When I entered graduate school as a photographer I was already starting to work with sequential imagery. I was driven by a need to animate physical gestures and behaviors as indicators of psychological states. Simultaneously, I was collecting domestic objects and record players and researching pre-cinema devices and the 19th century creation of spectacle, Emile Reynaud's praxinoscope from the 1880's, in particular. My first kinetic works were homemade-looking zoetropes that projected a sequential loop of 12 images: a child being spoon-fed, a woman's legs curtseying, a woman frantically sweeping. Like a memory that can't be repressed, each animated sequence repeated endlessly and mechanically. In this way, each object seemed to be speaking with its images, a visual and mechanical voice replacing text. Much like the girls' legs I made much later, they were an artificial life form, a stand-in for a real person that I could construct and bring life to. These "cinema machines" (as I called them) allowed me to combine all of my interests (photography, performance, sculptural assemblage and the psychology of everyday life), into one art form. I loved working this way and continued to create cinema machines for several years.

Defense Mechanism
RE: Installation
While much of my work could be categorized as "kinetic installation," a more accurate descriptor might be "animated tableau." I tend to think of myself as a theater director, staging events for the viewer. A lot of my art practice is about creating a situation for something to unfold over time. This grew organically out of my experience staging photographs. It seems to be a mode of art making to which I am intuitively drawn.
Each tableau intentionally uses recognizable objects that suggest a possible scenario from everyday life. As I craft each piece, I am very conscious of the psychological experience that is created for the viewer. Can the space of each tableau imply both a physical site and a psychological state? How can I make the viewer re-examine seemingly ordinary events such as childhood play, family dynamics, television news or even the wearing of clothes?

Still from Zapped! video
RE: RFID Activist projects
I worked on Zapped! a multi-part project about the mass implementation of RFID technology with Preemptive Media in 2005. I met the members of Preemptive Media (Beatriz da Costa , Jamie Schulte, and Brooke Singer at Carnegie Mellon University in Pittsburgh, PA where I was a Microsoft Artist-in-Residence Fellowship for 1999-2000. Besides being a great school for robotics, computing, AI, engineering and art, Pittsburgh happened to be an amazing hub for art collectives, tactical media practitioners, and technological art at that time. I was surrounded by tons of brilliant people including folks from Critical Art Ensemble, Institute for Applied Autonomy, and Subrosa, to name a few. Just being in this environment made me rethink my artistic process completely, and motivated me to learn how to incorporate electronics, microprocessors, computing, and digital imagery into my work.
Before we ever did Zapped! a few of us had collaborated on a project (Nomadika) about data-veillance and wireless technologies for the 2001 Sculpture Conference in Pittsburgh. We educated and informed the public about the future of data mining by opening a storefront for our fake marketing firm. Researching data mining and privacy loss in our contemporary era later led Preemptive Media to the project on RFID, which seemed to be (at the time) yet another way in which corporations and the government would invade citizens' privacy. As someone who creates and teaches animation and video, my primary role in the collaboration was to make the educational video from all of the research and information we had unearthed as a result of this project.
After working solo for so long, I relished the opportunity to collaborate with others on a project.

RE: quirky wedding cakes
The 6,000 volt wedding cake was a collaborative project with my husband, Michael Flynn, a high school physics teacher and science exhibit designer. As two mechanically minded people, we decided that our cake had to reflect our interests in machines and the project grew from there. It started with the idea to have two cakes cut to look like interlocking gears and progressed to two motorized cakes on gear-run platforms. Michael made two dolls that represented us in our wedding costumes. These dolls were going to stand on the top of each cake and would basically pass one another every time the cakes turned. Eventually, I thought we needed to incorporate an electric "spark" between the dolls, like the "spark" between us (cheesy, I know). This led to the idea of using a Jacob's Ladder to generate a much larger spark. Michael purchased a neon sign transformer and wired the cakes and dolls with opposing charges. When powered on, the cakes turn, and once a turn, the dolls hands meet and a large flaming spark erupts from their meeting hands. It's pretty funny. And like other collaborative projects I've done, it was loads of fun!. Our "how to" article appeared in Make Magazine.
What made you broaden the scope of your artistic practice?
When I look over the various transitions I have made with respect to media
(from photo to cinema machines to kinetic sculptures to animation to collaborative technological projects), I can map those changes onto personal and cultural moments of change. For many years, I made a life as an artistic nomad. I relocated every year or two for jobs, fellowships or other opportunities. This experience of having to re-contextualize and refocus myself in so many different places shaped my art practice in a deep way. Each time I moved, the new school, city or community raised new issues to consider. For example, (like I said earlier) as a research fellow at Carnegie Mellon, I was exposed to art practices that critically engaged technology rather than simply used technology. I had access to people, tools, and resources such as machine shops for the creation of custom parts, computer programmers, robotics labs, video editing equipment, etc. As a result of being at Carnegie Mellon, my work shifted away from more personal themes towards more political issues and cultural critique.
While I had been using technology for many years, my time at CMU caused me to rethink how I used it and why.
Exposure to such a large computing environment had other long-term effects on my art that didn't show up until much later. Researchers in AI, computing, robotics and gaming exposed me to the possibilities of generative artwork, which was a complete paradigm shift from creating "fine art" objects for the art world. I was excited to think about making a dynamic system or a tool as an artwork rather than a fixed object. However, it took me awhile to decide on a project that would best be served by this approach.
Later, when I moved to Ann Arbor, Michigan, 9-11 and the proliferation of cable news caused me to analyze the visual and conceptual construction of the news broadcast more critically. CNNplusplus, an interactive and dynamic news broadcast, was born a few years later (in collaboration with Chip Jansen.
Video:
The short answer to your question is simply new places, new people and A.D.D. or the tendency to get bored easily...
You seem to navigate effortlessly from one discipline to another but are there particular issues or elements that you keep returning to?
Yes! I find that I return to an exploration of ordinary social interactions and their psychological undercurrents, institutional critique (mainstream media, traditional gender roles, others), and performance (creating theatrical spectacle, behaving/acting social roles, performing for a camera). I view performance as an integral part of everyday experience and define it very broadly: as a means to define our identity and sexuality, as an examination of roles we play as employees or family members, and as a tool for self-expression. Every piece has its origins in everyday life: an argument, a memory of childhood, the frustrations of watching television, the act of being a consumer--
My art making process is grounded in these types of experiences.
Combining these three things together has produced two main types of work that are pretty different (at least to me):
1) Work that emphasizes a visceral experience and tells a more personal story: the "cinema machines," the girls' legs, stop-motion animations, and my latest shadow theater pieces
and
2) interactive projects that are more overtly political and use technology to critique technology: CNNplusplus, Zapped!, Wired Wear

Monitor II: Audio-activated Dress, 2005
I find I am drawn to the more personal works because they provide an outlet for me to imply/suggest a critique of institutions of power without being so literal. Almost every piece starts with a personal story of some kind and the creation of a tableau is an opportunity to create a visual poem of images and objects together. By exposing the physical apparatus that drives the bodies into action, I draw a parallel between this machinery and the mechanisms of our unconscious: defense mechanisms, sex drives, thinking patterns, self control, dreams, impulses, instincts.
With the public/interactive projects, the emphasis is more educational and/or ironic. Working collaboratively removes the personal emphasis and creates opportunities to address larger cultural issues and their effects on the general public.
Misbehaving is a series of three female "performers" for intimate installations. What is the performative part of the work?
Misbehaving consists of three pairs of aluminum, mechanized legs fitted with girl's shoes: Protest, Resist and Translator. The legs in Protest stomp loudly and unpredictably while standing on a coffee table. In Resist, a pair of girl's legs squirms on the floor in a way that is both sexualized and challenging in response to viewers' speech. The girl in Translator is trapped on a track between two "adult" chairs with video projectors for heads. As viewers hand crank her from one side to the other, she becomes like a child caught between two feuding parents, or a political mediator, whose body/screen reveals/exposes the real text of the conversation through non-verbal gestures.
With these pieces, I was thinking about the performance of gender, especially for little girls. We learn what is appropriate behavior so early that it becomes naturalized, we don't realize that we perform it. In developing these pieces, I wanted to intentionally create girls that perform "badly", act out, misbehave, or act against type. As machines and girls, these works operate in stark contrast to a culture obsessed with "increasing job performance," high performance cars, and athletic performance. Their acts of defiance are small, yet powerful, signs of agency.
Videos:
The kinetic girls legs have also some feminist (may i use that word?) undertones. Why is it still important to propose a view on feminism today?
YES, you may (and SHOULD) use the word "feminist." I consider myself a feminist and I think the stigma around the word (created by conservative males) has (unfortunately) had its prescribed effect of preventing people from self-identifying as feminists.
Those legs were born out of my experience at Carnegie Mellon where I was surrounded by really macho robots: machines that can fight fires or repair a nuclear reactor, robots for combat, robots for Mars, etc. At the same time, television programs were priming the mainstream public for what I call "performative robotics," including BattleBots and Robo-wars, as vehicles for violent entertainment. With technological art and computing still so male dominated, and the research funding driven by the Defense Department, I do think it's important to remind ourselves that robotics has a range of applications that are social, psychological, poetic, beautiful, and quirky. Are those feminist, or just alternatives to the mainstream?
I think it's important to maintain a vigilant feminist critique of the world in the same way that it's important to be vigilant about racism and economic justice.
A couple of years ago you developed Zapped! together with the other members of Preemptive Media. The work examines the mass deployment of Radio Frequency Identification (RFID) and its effects on our everyday activities. At the time the website of the project said that "RFID is not yet a household name or a pervasive technology, but Preemptive Media predicts that everyday encounters with this technology (whether known or not) will soon be commonplace." How much has changed ever since? How much is the public aware of the possible downsides of RFID technology?

In October 2006, the US started issuing passports with RFID chips that include a digital photo and all other information currently printed in passports. These passive tags in passports are only a small beginning of all-around use as they can be embedded into nearly everything you buy, wear, read, or drive. At the time we did the pi