Designed distractions to coerce us into playful and shared forms of interaction
Salone internazionale del Mobile di Milano
Brera Design District, from 4 to 9 April 2017
Our “Salone” invites visitors to discover twelve projects conceived as ludic antidotes to a world filled with screens. Designed distractions that coerce us into playful and shared forms of interaction. Everyone plays. Electronic. Analog. Social. Play is a form of connection. Social platforms feign connecting us, but in the end they just leave us in limbo. Inversely, play is superficial by design, while secretly inviting us into a deeper understanding of each other and of our own limits.
Designed and developed by the Media Design Master of the –HEAD Genève within an identity designed by students of Visual Communication, the Salone Ludico invites visitors to explore the nature of play. Projects range in scope and scale from robotic mixologists and domotic hi-fi to infinite rooms where space itself becomes the play station. For the more adventurous, an underground club proposes a redefinition of the seedy games room with updated parlour games of strategy and chance.
Home planetarium as infinite play station. Two chairs, adapted from the original PadPad design, allow players to interact with space by simply leaning left and right, or hopping up in short bursts. Each player controls a free-floating vessel inside of an infinitely contracting and expanding galaxy.
Situated somewhere in between home stereo, installation, and club sound system, kbps offers an unusual way to listen to music at home. Each USB stick contains a music track in a specific file format that directly controls four electrical outlets. Every flash drive uses domestic objects to create its own experience of light, sound, and even air.
A cabinet of curiosities excavated from the year 3017. A series of objects from the Ssiws, a people living on the shores of Lake Namel. These capsules tell us about the customs and rituals of this centrally significant tribe of the old Aporue at the beginning of the millennium 2000.
After virtual reality and augmented reality, transcendent reality. Lay down and place the helmet over your eyes. This is your death. You are now transported into the world of the deceased and must be guided by a shaman into the world beyond using a redesigned digital teponaztli.
An interactive storytelling machine exploring the concept of time through the physical and the ephemeral. As players turn the handle clockwise and counterclockwise, a character moves forward and backward in time, generating a short story that visitors can take home with them.
A board game parody of the modern democratic system where class, gender, and religion determine your station in life. The game explores and questions citizens’ conflicts of self-interest, through a system of votes that allows players to change the rules to their own advantage, or to the disadvantage of their adversaries. Democrapcy was developed in collaboration with the Chancellerie d’État to encourage adolescents to explore issues related to the voting process.
Opening Tuesday 4 April, 18:00–21:00
Tuesday 4 to Sunday 9 April 2017, 11:00–20:00
Press Preview Monday 3 April, 14:00-16:00
Brera Design District
c/o Mimmo Scognamiglio
Via Goito 7, 20121 Milano
M2 Moscova/Lanza M3 Turati
Bus 43, 61, 94