PHASE ZERO
The Challenge & Initial Iterations
As humans and organisms, we live, we breath, we think, we interact, and we use the world around us to get inspiration and discover new opportunities. Interactive design is about creating unique interactions. By applying an approach to interactive design, such as the Material Oriented Design (MOD) method, an interactive entity can be created from a different perspective. Within this approach the Material stands central. In this paper we present Living Leather, a MOD driven interactive entity which respects its history and uses interactive systems to incorporate the alive element. We show the benefits of applying this approach and the unique aspects of reviving the live in modified artefacts. By combining two interactive elements, the sweat and breathing layer, we designed a standalone entity which is unpredictable, might evoke emotions and provides a unique immersive interaction.
“What if we could ‘revive’ leather to re-expose its amazing natural qualities?”
PHASE ONE
Understanding materials
In our project, we explored leather’s dual-layer structure: the grain and the flesh (suede). The grain, being dense, smooth, and hydrophobic, contrasts with the suede, which is open, looser, and hydrophilic. Understanding these properties was crucial as the suede’s composition significantly affects leather’s thickness and stretchiness. This guided our selection process based on the intended application, balancing malleability and durability.
We also delved into the historical and cultural context of leather. Initially a staple material, leather’s role has evolved due to synthetic alternatives. Today, it represents craftsmanship and luxury, influenced by societal values and ethical considerations. This awareness informed our approach, ensuring sensitivity to leather’s complex contemporary perception.
PHASE TWO
Material Driven Design
With a fundamental understanding of leather our challenge was to create a unique experience. We started with Material Experimentation, thus changing and manipulating the properties of leather to create new interactive properties. This meant; bending the leather, stretching it, poking small holes, watering it, etc. This created interested insights from which a haptic experience could be designed.
To revive leather we wanted to incorporate the ‘sweating’ aspect compared to the human-skin. By poking small holes and testing different patterns, needles (diameter) and techniques we developed a first prototype. To mimic movement we created two prototypes; one including a rotational approach to test the haptic feedback of moving leather, and one other to create a fully randomized movement by the implementations of a haptic force feedback motor and different size paper and wooden balls.
PHASE THREE
The Final Prototype
With a fundamental understanding of leather our challenge was to create a unique experience. We started with Material Experimentation, thus changing and manipulating the properties of leather to create new interactive properties. This meant; bending the leather, stretching it, poking small holes, watering it, etc. This created interested insights from which a haptic experience could be designed.
A breakdown of the final artefact that shows how the experiments with the materials, mechanisms, and interactions came together.
- Demonstration of the pinholes in the leather to allow the surface to sweat.
- The selections of lather to decide the final surface, we chose a thicker pebbled leather.
- The selection of sponges and foams used to retain and release the water.
- The cling film layer to protect the electronics as well as assist in pushing the water up through the leather surface.
- One of the mechanisms to give the artefact movement, the balls are used to create randomized movement as they roll over each other and press against the leather.
- The final artefact was printed in PETG, which supports a more sturdy base and housing for both the Feelix Motor as the balls and leather attachment.
- The Feelix Motor system which provided the needed power to move the final artefact.
PHASE FOUR
Concluding
“Living Leather” demonstrates the potential for creating immersive experiences using a MOD approach while honoring the material’s history. We successfully recreated a breathing and sweating layer, reflecting the original features of leather. By analyzing, synthesizing, and detailing aspects of interactive materiality, designers can research material properties, delve into its history, and explore interaction opportunities. Ultimately, our project showcases key learnings and design process elements, illustrating how to integrate material history into MOD-driven interactive design.