Abstract

This paper presents a research project showing how the intangibility of the technology embedded in electronic devices can be made visible and tangible through hands-on experimentation and participatory approaches, converging in stages of multimedia prototyping. The case study leverages research-through-design approach, intended as the crafting of the possible scenarios describing the social and environmental consequences of technologies. The crafting activity follows the process of “thinking through making”, defined as the generation of knowledge by the manipulation of matter. By manipulating and disassembling electronic devices through a craft-oriented approach, the materials embodied in those objects become alive and active, with an agency of their own. Indeed, the paper claims that despite the “cloud” and “air” narrative with which electronic devices are described, they ultimately are geological objects that embody various materials, minerals, and processes. Do-It-Yourself, disassembling, experimenting with materials from waste are the main performed actions, through which the project aims to persuade and positively mobilize the audience towards responsible behaviours regarding the topics of e- waste and consumption. The project unfolds in key prototyping actions such as: (i) two workshops with 8 participants, aimed at exploring forms and material qualities of the Lithium-ion battery contained in most electronic devices; (ii) secondly, a disassembling activity of the metals contained inside a MacBook Pro, where the matter is manipulated through melting and casting of the recovered metals;(iii) visiting a recycling center in Kista (district in the Stockholm municipality) and recovering the metals from waste in order to build a low-tech series of batteries for experimentation. Ultimately, the project is presented in an exhibition context where different prototypes co-exist in the space, including an evocative film that mixes 3D animations, maps, and studio footage to support the narrative and spark conversations amongst the public.

Keywords

Thinking-through-making; e-waste; DIY; electronic devices; materials.

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

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Jun 19th, 9:00 AM Jun 20th, 7:00 PM

Crafting e-waste through speculative narratives to raise material awareness

This paper presents a research project showing how the intangibility of the technology embedded in electronic devices can be made visible and tangible through hands-on experimentation and participatory approaches, converging in stages of multimedia prototyping. The case study leverages research-through-design approach, intended as the crafting of the possible scenarios describing the social and environmental consequences of technologies. The crafting activity follows the process of “thinking through making”, defined as the generation of knowledge by the manipulation of matter. By manipulating and disassembling electronic devices through a craft-oriented approach, the materials embodied in those objects become alive and active, with an agency of their own. Indeed, the paper claims that despite the “cloud” and “air” narrative with which electronic devices are described, they ultimately are geological objects that embody various materials, minerals, and processes. Do-It-Yourself, disassembling, experimenting with materials from waste are the main performed actions, through which the project aims to persuade and positively mobilize the audience towards responsible behaviours regarding the topics of e- waste and consumption. The project unfolds in key prototyping actions such as: (i) two workshops with 8 participants, aimed at exploring forms and material qualities of the Lithium-ion battery contained in most electronic devices; (ii) secondly, a disassembling activity of the metals contained inside a MacBook Pro, where the matter is manipulated through melting and casting of the recovered metals;(iii) visiting a recycling center in Kista (district in the Stockholm municipality) and recovering the metals from waste in order to build a low-tech series of batteries for experimentation. Ultimately, the project is presented in an exhibition context where different prototypes co-exist in the space, including an evocative film that mixes 3D animations, maps, and studio footage to support the narrative and spark conversations amongst the public.

 

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