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Bartlett School of Architecture, UCL

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we.ar___.

we.ar___.

A series of installation projects that explore the challenges of environmental advocacy and responsibility focusing specifically on the damaging and wasteful uses of water in the fashion industry. Iterative projects explore how multisensory interaction design might be used to not only delight and intrigue an audience but also inform, persuade and elucidate participants in how our clothing impacts our environment. These projects use various technologies such as projection mapping and augmented reality to create ‘wearable stories’ of garment production and provenance, ‘wearable data’ in personalised consumer statistics, and finally ‘wearable spaces’ in the form of an immersive audio-visual environment.

wearable augmentation

A project that helps the buyer visualise the environmental impact of the garment before they buy it. An Augmented Reality project that aims to inform and augment the retail process.

Twenty percent of the industrial water pollution of the world comes from the treatment and dyeing process of textiles. Shaped as an interactive mirror this project aims to communicate this through personalised consumer statistics that augments the environmental cost of a garment based on the colour and material.

wearable stories

An experiential concept store that immerses the customer into the story of their garment.

When an individual becomes a participant and a direct reference point of a certain situation, information may be understood deeper as it relates directly to the participant themselves. Staging a concept store this project invites visitors to engage with the storyline of a garment. Visitors can choose white shirts labeled as either cotton, silk or viscose. The participant can choose one of the three and proceed into a changing room to try it on. After wearing the garment, the participant enters the experience space which is located behind the changing room.

 

wearable projection

A shopping environment that amplifies the shopping experience, aiming to disrupt unconscious habits in the retail environment.

The brain is divided into two cognitive systems, automatic and reflective.  Habits are considered as the automatic system that people often neglect. However, this automatic system plays a big role into our decisions and actions. Therefore by augmenting small moments in a shopping experience, through this project we proposed to disrupt the unconscious moments of the shopping experience and channel them into a different conscious, reflective, and self-aware behavior.

wearable information

A conceptual phone application aimed to induce transparency in the blockchain.

Future Retail (Summer 2019)

The fast fashion industry is one of the industries that provides us with misleading marketing and insufficient information. Through this project we proposed to create a  transparent system to  access the sustainable resources that a garment should be able to provide.

wearable space

Enclothed cymatics is sensory instrument that aims to generate a wearable field of light and sound using the expressive potential of just 1.5 litres of water.

The work shifts the environmental advocacy from the artists to the medium and allows the small amount of water to impress its natural patterns onto the audience allowing them to ‘wear’ water in a new way.