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PLAY ON

January 2017

The Memphis movement of the 80’s commercialised the playful aesthetic, but it is making a strong return into our homes. Is play needed as an antidote to the anxiety and long working hours of adult society? 

 

WGSN predicted a ‘Youth Tonic’ trend for Spring Summer ‘18. The reasoning behind the trend being that life expectancy is becoming longer, and so generations are mixing more in “multi-generational lifestyles”, with age being a state of mind rather than a number. Brands are starting to employ “gen-blending strategies”, pushing products towards all ages, whilst celebrating individuality and freedom to live without restrictions. With the popularity of this aesthetic ever-growing, some designers are adding an interactive element to further expand this idea into the physical. Independent trend forecaster Geraldine Wharry observed that the “freedom of customizable and convertible design and the spontaneity of childhood” are influencing major trends that are looking to be long-lasting.

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'Miranda' by Giles Miller

The definition of play is to “engage in activity for enjoyment and recreation rather than a serious or practical purpose”, which requires an element of interaction.

Giles Miller Studio are known for their innovative surfaces, which aim to create an experience. Miller’s surface designs encourage interaction with the viewer, they almost require this interaction to fulfil their function.  The studio team are constantly playing with materials to manipulate light, texture, and exploit material properties to extremes.  Miller created the ‘Miranda’ surface whilst studying at the RCA, which “consists of thousands of tiny plastic hairs that can be brushed in any direction.” The surface was inspired by patterns on football pitch turf, as the blades of grass get pushed in opposing directions when the turf is mowed. A statement from the Giles Miller website, describes ‘Miranda’ as “ever-adaptable and the temptation to touch is impossible to resist.” It is almost drawing, through touch. This type of free expression is unlike ‘play’ in the digital way, when games are already structured, and so taps into a creative quality. Creativity is a safe play known to inspire inventiveness, which in turn, helps towards problem solving. The freedom of the mind helps someone think outside the box and expands the mind, to give a different stance on problem solving and decision-making. This belief is seen to be exercised in the Google California Headquarters, being described to have a Lego play station, scooters, and workers being able to assemble their desks from oversized building toys.

 

Furthermore, the design not only counters a flat wall surface that most are used to, but the flatness of everyday life. Sally Angharad, curator of Future Thinking at the 2016 Surface Design Show stated that “texture is key, I will be looking for surfaces that address all the senses and encourage touch and feel as we look for more engagement with our surroundings.” This statement poses a question as to why there is a growing need for more engagement? The answer to this might be because of the growth of a digital presence in modern life. Screens are flat and smooth, and the human body requires tactility to feel fully alive.  In a 2012 conference, highly-regarded trend forecaster Li Edelkoort confirmed that “super technology is going to ask for super tactility” as screens play a bigger role in daily life. It makes us crave tangibility and pushes designers to engage in this requirement.

 

Because of the fast growth of a digital presence in everyday life, there is a strong need for the physical. Bauhaus textile artist Anni Albers wrote in her book ‘On Weaving’, “we touch things to assure ourselves of reality.” In an environment of increasing technological developments thrusting screens in every form into our lives, and the rise of virtual worlds blurring lines of materiality, tactile surfaces which encourage play seem almost a necessity.

Although flat and smooth, the rise in sales of adult colouring books is demonstrating the need for play in modern life. Author of an ever-expanding and very popular colouring book series, Millie Marotta, stated that colouring brings a “nostalgia” to some, which is part of the appeal of this interaction. From a psychological point of view, colouring can be seen as a form of therapy.  Carl Jung was the first psychologist to address this in the early 20thCentury, and prescribed colouring books to his patients to relax their minds. Modern day psychologist Gloria Martinez Ayala explains the reasoning behind this: “the relaxation that it provides lowers the activity of the amygdala, a basic part of our brain involved in controlling emotion that is affected by stress.”

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'how does it feel?' photography by Ellie Turner & Ella Mai Downes

‘Neoteny’ is a retention of juvenile feature in the adult animal, which Dr. Stuart Brown believes is essential to survival and brain development in many ways. The issue was raised in his 2008 TED Talk; “play has a biological place, just like sleep and dreams… it is not just something you do in your spare time.” He has done studies on play in many different types of people; one finding that a severe lack of play in ‘Texas Tower Sniper’ Charles Whitman’s life contributed towards him committing mass murders.  Brown fully supports the importance of play in any form as a release and a way to grow. “A fundamental part of being playful. The human hand in manipulation of objects is the hand in search of a brain, and the brain in search of a hand. Play is the medium by which these two are linked in the best way.”

 

Ellie Turner’s graduate textile collection ‘how does it feel?’ further argues the psychological benefits of play, not only in children and adults, but people with Autism too. The recent graduate of Gray’s School of Art developed pieces that create not only a visual, but tactile experience. She created textile samples by screen-printing patterns and textures of rubbery puff-binder onto soft fabrics, alongside cushions that encourage touch in the forms of hands to hold and one that encircles the body. Turner explains that “sensory interaction and integration provide ways of communicating, expressing and developing play skills, in a way that is especially benefiting for individuals with Autism”, as verbal communication is often limited. By engaging with touch, spatial awareness and motor mobility skills can be improved, which are essential in life. Professor of Urban Design and Planning at the University of Washington, Ron Kasprisin expresses that play through tactility is useful for everyone, not just people with Autism; “I have found through hands-on play that they (materials, objects and skills) are classic and relevant in creative problem-solving today more than ever.”

 

Adele Orcajada of the SCIN Gallery (a material library home to new and exciting architectural developments) fully agrees with the idea of materials with a purpose of interaction. “Interactive tangibility supports the recognition of oneself as a physical entity that can engage with the material world… I believe tangibility helps one understand and engage with abstract concepts and emotions.” She feels that a sensory interactive experience is important for everyone because it releases feelings, emotional insight and a sense of self in the fragile modern world. 

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'Applicate' photography by Ella Mai Downes

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Another designer who toys with the idea of play is Emily Skinner, founder of Evan James Design who designed ‘Applicate’. Wall panels with cut slots provide a natural interface to create designs, as perfectly cut wooden pieces of different shades are arranged into a three-dimensional pattern, which resembles a large-scale woven textile. The product encourages interaction “with the surface by removing and repositioning the configuration of shapes. It’s almost like its slow design, it’s that idea that you can rejuvenate it but you still keep it and you’re not then completely wasting it.” In ‘Applicate’, the element of play is used in a way to increase the lifetime of the product. As a result of an increasingly disposable society, a need for customer longevity in designs is present. Interactive play in modern surface design can provide a way of customisation and personalisation. Skinner wanted to create something that was “more about the longevity of play; it wasn’t that immediate toy that you could grow tired of and then want the next thing because that’s still just encouraging a disposal economy.” Sally Angharad agrees that interactive play is important in surface design, as personalisation opens up “design as an experience… this open-ended narrative, where the consumer controls the final look and functionality, is something that designers now recognise to be crucial for a product’s success and longevity.” 

Features:

 

gilesmiller.com

cargocollective.com/elliedeborahturner

 

evanjamesdesign.com

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