so. i really should get down to work. today, i'll attempt to flesh out a bit more of the what it is that i'm doing for my thesis.
in case you don't want to reference what it is that i wrote down in the previous post:
What?
+Kinetic Sculptures
..... -Wire
..... -Found Objects
..... -Interactive
..... -Ganson
..... -Calder
+Education
..... -Mechanical Design
..... -Structural Design
..... -Hands-on/Project-based
..... -Art as a safe play/exploration space
..... -My experiences with being taught design
......... *007
......... *009
......... *thesis
ok. so.
the broad idea is using art as a way to introduce engineering concepts to kids/people who might otherwise not think that these ideas are accessible to them. to make knowledge accessible to a different set of people from that of the traditional route of learning design/mechanisms/structures/math/programming/etc.
more specificially, what i'm interested in is the use of low-cost interactive kinetic sculptures as a way to enable the hands-on learning of mechanical/structrual design. to use art as a safe place to play and experiment with new concepts. to attempt to bridge the gap between knowledge/comfort in programming/the virtual world to the physical world. to carry over the idea of debugging a program to "debugging" a mechanism or structure. to encourage comfort and intuition in building with physical materials.
i guess this is just rehashing and clarifying things i've said before. so let me try to say something different... or at least expand more fully.
why kinetic sculpture? i was inspired along this path after seeing arthur ganson's exhibit in the MIT museum. i had already been experimenting with wire as ways to make little figures, jewelry, and chainmail. something about it just spoke to me. later on, i discovered calder's work. i'm still finding new artists to inspire me. but, mainly, i like using wire and things i find around me. my budget is always small to none, so this is convenient. as for wire as a material, it's good because you can find it most anywhere, and it's really flexible. with a little bit of thought/understanding the material you can do pretty much anything with it. it's easy to tweak if things mess up. and it's good to use to incorporate found objects into your work. adding the interactivity of sensors/programming is great. it adds a whole new aspect of things that can be done with the materials. also, there's this nice parallel of thought between programming and building. both require trials and debugging. both require logical thought. i think they reinforce each other.
another idea that goes along with why kinetic sculpture is that of art as a safe place to play, a place where there's no "wrong". the only measurement to live up to is your own. through introducing technical concepts through art, some of the intimidation factor is taken away. it's more of (as david puts it) "hard fun". part of my desire to do this stems from my experiences with MIT's mechE design classes. particularly with 2.007 (previous post on that matter found here). since my own experience with that class, i've realized that i wasn't the only one who had issues with the way it was taught. i think there's a problem with the competitive aspect of the class. the competition clouds over the design aspect. also... the competition can be intimidating for people whose first design experience this is. by feeling that whatever they do will be shown in front of a crowd and compared to their peers, fewer people are willing to really try to push the limits of what they can do with design. and as a result, people's machines all end up looking relatively the same, because the people who are less comfortable with design just take the working bits from the people who get something working first. (i really should go into this more at some point). anyway. point is that i think that maybe having a non-competitive, creative way to explore design would be good for a certain set of people.
as for my experience with 2.009, i thought it was better structured. as a group, we came up with our project and worked on it. it was mostly the group dynamics that were a bit funky. i think i would've been better prepared for designing a larger scale thing had i had better design experiences earlier on. and i think hands-on is the only way to go when it comes to design.
but, really, the time i learned most about design was the time i worked on my thesis. i designed and built my own gyroscopic kinetic sculpture. it wasn't until here that i really tried to push my limits when it came to design. and i think it's possible to encourage other people to have similar experiences. to start to experiment. to set a challenge that's just enough beyond your limits that you learn new things. and this is ultimately what i want to do through my thesis... to encourage exploration for everyone. to help make learning mechanical and structural design accessible, non-intimidating, and fun.
maybe a better proposed outline for the intro would be:
+Kinetic Sculptures
..... -Wire
......... *Ganson
......... *Calder
..... -Found Objects
..... -Interactive
+Education
..... -Art as a safe play/exploration space
..... -My experiences with being taught design
......... *007
......... *009
......... *thesis
..... -Hands-on/Project-based
......... *Mechanical Design
......... *Structural Design