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I am currently an interaction design student at ArtEZ academy
in Arnhem (the Netherlands). My fascination lies in data, prints, video, products and
installations focusing on interactivity. My work can be considered either art
, design or a combination of the two, intertwining different and non artistic disciplines
to projects based on technology, biology and history.
The work might be recognised by its nostalgic character as alot of projects are inspired by family or my childhood. My interest in late 19 and early 20th century machinery comes from my english father who has an engineering background. Other inspirational sources are more related to my childhood in general.
In a growing society where people are becoming more familiar with the computer I am stryving to find a balance between two technical disciplines: the mechanical and the computerised.
Personal space is often seen as a physical diameter or measurable distance between one person and another. It is often associated with the ability to feel comfortable and secure. In this modern age, however, can such a phenomenon as a digital personal space also be identified? We spend a large proportion of our lives on the internet, where accessibility of personal information increases exponentially as time passes. Looking at the numbers of Facebook users world wide, it is as though the current generation is oblivious to this matter, happily sharing their personal data online. Other growing developments in technology also pose the same risk to ones privacy; take for example Samsung's product: their televisions could possibly be recording the conversations of consumers in their own homes. Who is to say this was not already happening? What control do we really have? As a consumer we use and trust these transparent technologies and rarely stop to consider the consequences. How can these concerns with the internet and privacy be exploited to create personal space? i.e. can we as a consumer control or defend against this invasion of privacy creating our own private bubble? An inflatable cubicle capsule is made from a light isolation material. The material, existing of a Mylar blanket and a seperate mesh, effectively fends off wifi signals. When walking with the capsule through a wifi rich area, the capsule inflates and can be used by the wearer as a shield. This urban landscape, consisting of wifi signals, has an influence on the capsules shape without effecting the users physical and digital personal space. The capsule increases personal space by punching a hole into the WiFi saturated landscape.
Inspired by the "Voyager Golden Record" launched in 1977, a time capsule has been made to preserve the chemical structures of mankind's most prominent medical discoveries. In a growing world of technology it was contemplated how much we depend on computers. Nowadays some tend to panic when losing their phone, as it can become difficult to find the way home or contact people. This was, when I was a child, not a problem as consulting a paper map was general knowledge and payphones were still common siight on the streets. The Millenium Bug fortunately didn't happen, yet still caused huge panic. What would happen if all computers stopped working for some reason? Medical treatments would still be ofcourse necessary, but how do we know how to prepare medicine if we no longer possess digital databases? Five medical compounds that have been discovered accidentally in the past are preserved with these time capsules. Each time capsule holds two slides which can be slotted into the side of a cylinder containing a light source and lens. One slide shows the chemical structure whilst the second provides a description of how to prepare these medicines. The time capsules are presented in the form of lamps.
Mushroom is a series of prints inspired by the natural structure of funghi. This natural phenomenon is re-created using mathematical algorithms. What you see is a visual interpretation of the growth of a mushroom colony including the structure of the lamella (stem). The two mentioned aspects of the mushroom fascinated me after viewing a timelapse video of funghi. I wished to visualise the way the mushroom reproduces and grows over time in an abstract way and constructed an algorithm that would allow me to do this. A seperate algorithm was produced for recreating the way the lamella takes shape in the mushroom's top and was then combined with the first. This was then coded and rendered in Processing creating dynamic outcomes. The algorithms constructed are as follows: 1. X number of shapes are being placed on random positions maintaining the same vertical coordinate. 2. This whole row takes a step downwards whilst moving either one point plus or one point negative on the x-axis. 3. As the shape makes more steps, the wider the shape gets. 4. When the shapes reach the bottom of the working area the entire process repeats again at new random positions at the top of the screen. Due to the enormous diversity of the mushroom types I tried to create as many visual outcomes as possible. They are all unique in shape, colour, and placement, achieved whilst leaving the algorithm untouched.
Initiated by Philips, myself and Willem Kempers have produced inhale/exhale, an object that imitates human breathing. Our task, given by the design lab, was to visualize our own measured data. Without any medical knowledge we have chosen to measure and research our breathing patterns. We were curious as to how breathing would change in differing situations. Breathing is a vital function that can be subconscious as well as controlled. Our goal was to make people aware of their breathing habits by making breathing data more legible. As anyone can testify, taking a deep breath before a nerve-racking experience can calm that anxiety, but to what further extent can controlled breathing benefit the human body? Through gathering primary breathing data taken during various activities, the aim of this project was to heighten awareness of subconscious breathing patterns, patterns that can then be overcome and controlled. We built an installation that represents a pair of human lungs and interacts with the measured breathing data. The installation creates a giant bubble, the suspended bubble is inflated using the collected data patterns. This piece has been exhibited at Uncertainty Studios during Dutch Design Week 2014 in Eindhoven
Inspired by Google translate's voice recognition service and "New Speak" (a language from the famous novel 1984 by George Orwell), this interactive sound repeater has been created to imitate the phenomenon of Chinese Whispers. The inner workings of two cassette recorders have been used to achieve the feedback loop effect; one of which records a sound input whilst the other repeats the recording. The two pieces of cassette apparatus are joined with one looped length of magnetic tape, creating a delay on whatever sound input has been recorded. This tool can manipulate the meaning of whatever is being dictated and recorded.
Many Faces is a project about the tragic life and my personal view on Timothy Treadwell. The documentary, Grizzly Man, directed by Werner Herzog is about Timothy Treadwell, who spent many summers with dangerous grizzly bears. He decided to leave his dark life after he overcame his addictions and believed he could protect the threatened species by being physically close. He recorded his life with the bears to share his passion and knowledge. Unfortunately, in the summer of 2003, Timothy Treadwell and his girlfriend Amy Huguenard were attacked and found in the stomach of a grizzly bear. Described as a very warm and friendly man, who cared a lot about these creatures, Timothy had psycological problems as he suffered from depression. Although this isn't obvious in the documentary, it is noticable towards the end of the documentary. What seems to be a very happy and caring man, seems somehow obsessed, naive and even hypocritical. The copy machine was used to translate this personal opinion into prints. Also, a manual method was applied to visualize the alienation and change in a dramatic way. The repetitive procedure went as followed: an A4 format portrait of Timothy Treadwell was copied in colour. This result would be copied again, dropping the quality of the original image more and more over time. The ninety copies were then transformed into a book and three prints, showing the "many faces" of Timothy Treadwell. This work is displayed in cinema "Filmhuis Oosterbeek".
Evolution of Resolution is a video made during a workshop in Linz given by designer Rosa Menkman. The main focus of the workshop was to glitch something within in a short time. The scanner/printer was taken as a medium in the hope that it could glitch something. During the research of the scanner I noticed how scanners produce different tones in sound when choosing a particular resolution number. For example, it would produce a hight pitched rythmic sound when a high dpi was chosen. I was wondering: What do all the different resolutions sound like? Also, what would this sound look like? A completely blank piece of paper was scanned at different resolutions, that sound was then converted and finally glitched with Photoshop and Audacity resulting in interesting visual outcomes. A video of the different resolutions has been made showing the slow and long taking evolution of resolutions.
The Sound of Volume is a collaboration project with Willem Kempers, which arose from the workshop given by designer Ralf Baecker. The task to design an element of a physical computer was given to us. The location we worked at most of the time was a big empty space being acoustically very sensitive. We decided to physically realise sound as a signal through materials. Elastic string was used due to the different possibilities it provides in terms of functionality and design. Besides the technical and visual advantages we also interpreted this material as a metaphor for signals. Two strings of elastic held by an element containing a piezo element were stretched between walls. The piezo element picks up whatever comes in contact with the elastic string, which sends out a deep throbbing bass sound. This design setup is delay sensitive; the further away from the piezo element the bigger the sound delay. This is an important factor as it gave us the possibility to involve space with the project.
Arnhem siblings is a collaboration between CASA(Centrum voor (landschaps) Architectuur en Stedenbouw Arnhem) myself and Wilmer Weeink. CASA wished to re-visualise a model of the city of Arnhem located in their office. The assignment called for us to add an additional layer, which was open to interpretation, to the model through a technique called mapping. During our researched we discovered that Arnhem has seven twinsisters all over the world: Wuhan (China), Hradec Kralove (Czech Republic), Kimberley (South Africa), Vila el Salvador (Peru), Gera (Germany), Airdrie (Scotland) and Croydon (England). These cities are all unique and diverse in size, density, population etc. We wanted to decrease the proximity of these cities by projecting the aformentioned information over the 3D map. Seven transparent sheets of the same size containing information and a map of the city have been scattered around the location of the model. Only when the observer stands infront of these sheets is the correct scale of the twin cities shown overlapping the model of Arnhem. This way of mapping (using sheets rather than a projector) was chosen as we wished to create an interaction between the observer, the model and the location. This way the entire space was involved and an important factor of the project.