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Exhibition 2004
BITE: a taste of interactive explorations

Sponsored By: Interaction Design Institute Ivrea

Michal Rinott, Tal Drori, Davide Agnelli, Luther Thie, Simone Muscolino and David Slocombe, Holly Coleman

More Photos: BITE Gallery



Peek-A-Boo by Erez Kikin-Gil and �znur �zkurt, photo by Walter Aprile


If it is true that people shape technology, why do we often feel controlled by it, rather than in control? Could it be that instead of walking the dog, the dog is walking us?

This exploration is organized into four zones, each presenting a different perspective on the ways in which technologies and people shape each other. It engages multiple senses not only to excite but to provoke debate.

Sensational shapes interactions that use the senses in unexpected ways.

Talkative illustrates how mobile phones are shaping peoples' behaviors in social situations.

Borderline highlights the contradictions of security systems and peoples' ways to benefit from them.

Visions explores the use of video as a tool for shaping and communicating ideas.
Interaction Design Institute Ivrea and friends bring to Fondazione Sandretto Re Rebaudengo a sampling of interactive explorations developed by international designers during the last year.

zone #1
Sensational
Sen-sa-tion-al adj.

1. Of or relating to sensation
2. Intended to arouse strong curiosity, interest, or reaction
3. Outstanding

Two interactive works that warp the usual relationship between the senses. Works in which you play with, or simply play, your digital products.

In SonicTexting, sound and touch are used to perform the predominantly visual task of writing.

In Freak TV, sound and vision are released from their bond and let loose to create unexpected connections.

These works are best understood through direct sensory experience.

Projects in this zone:
SonicTexting by Michal Rinott
Freak TV by S�ren Pors

zone #2
Talkative

In the last ten years, the adoption of mobile communication devices has been as fast as subtle, as radical as invisible. Their ubiquitous presence is not only redefining the way people communicate but also the way people more generally behave.

This zone proposes one-off products that critically illustrate the way mobile phones are used in everyday situations. These are not meant to be market products but rather critical design explorations created to pose carefully crafted questions and make us think.

Critical design takes as its medium social, psychological, cultural, technical and economical values, in an effort to push the limits of lived experience.

zone #3
Borderline

A borderline indicates a boundary, the signifier that connects or divides two adjoining sides. It also implies a latent, mild or uncertain schizophrenia - the passage from a stable mental state to one of instability.

These works stretch the limits of border concepts within various contexts and challenge notions of social and political acceptability: state boundaries and security mechanisms are hypothesized as opportunities for profit and fascination, the loss of individual privacy and ubiquitous surveillance are turned into an opportunity for game-play, long-distance child care raises questions concerning our value systems, a scheme to manipulate conscious and unconscious drives is charted.

This work highlights the contradictions and desires for such control.



Surveillance Memorabilia by Ethan Lowry and Thomas Stovicek, photo by Walter Aprile




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