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Organizers:
October 6-10/2014. Bogota, Cali & Medellin. Colombia
408
Salamanca, J., Desmet, P., Burbano, A., Ludden, G., Maya, J. (Eds.). Proceedings of the Colors of Care: The 9th International Conference on Design & Emotion.
Bogotá, October 6-10, 2014. Ediciones Uniandes, Bogotá, 2014. ISBN: 978-958-774-070-7
EXPERIMENTING WITH MATERIALS –
A SOURCE FOR DESIGNERS TO GIVE
MEANING TO NEW APPLICATIONS
Camilo Ayala García
Assistant Professor
Faculty of Architecture & Design, Universidad de los Andes, Carrera 1 A No. 18A-70 Bogotá, Colombia.
c.ayala954@ uniandes.edu.co
ABSTRACT
As part of local availability of materials and processes research, this paper presents experi-
mentation with methods to teach designers about materials. State of the art tools, technical
and graphic literature and workshops are combined to place designers in an environment,
which facilitates direct physical contact with materials. This allows students to understand the
technical, mechanical and physical properties of materials, while easily comprehending their
aesthetic and sensory attributes, and behaviour. In most cases, such experimentation leads to
unconventional and ground-breaking solutions, which are dierent to what the industry com-
monly produces. Close interaction with materials and their in-depth understanding opens new
directions, which inspire designers to create new product languages.
KEYWORDS: Design methodologies; project based research; experimentation; materials
and design.
INTRODUCTION
Material Science, as broad as it is, can evolve only when the
right material applications are set. For designers, most of the
challenge lies in articulating the right material with the right
form for desired use. This is usually achieved by understand-
ing material properties, applied processes and typical appli-
cations. However, what happens when designers enter a more
complex phase of interacting with materials, discovering un-
seen properties, crossing processes and discovering new ap-
plications, which then become an alternative design process?
In the Department of Design at Universidad de los Andes, this
question is used as a starting point for a materials lab and
teaching resources research. During the research, we have en-
countered several obstacles, pursued some alternatives and
derived some conclusions that have led the team to create a
pilot course under the title Design, Materials and Processes.
Over a year, this course has shown enormous creative poten-
tial for product development in the near future. Designers
have combined state of the art literature & software, gained
access to a broad worldwide source of material libraries, in-
teracted with materials that are disconnected with associ-
ated processes and experimented with them to discover new
languages for product design. In addition, the key factor has
been material accessibility. Inaccessibility to material in terms
of touch, feel, breakage, form or experimentation hinders a
designer’s ability to innovate. Special attention is paid to local
availability of materials.
Today, material libraries are considered key for designers, ar-
chitects and engineers to develop projects. This enormously
advanced field makes it easy to encounter several resources of
material libraries, online as well as in the form of software [1].
Although in several cases they give specific information about
a material, it is not sufficient for design purposes.
In the book Materials and Design (Ashby & Johnson 2002),
this issue is dealt with, indicating that the mechanical and
physical properties of a material are not the only things de-
signers consider when it comes to its use for a particular pur-
pose. It is important to explore other properties based more
on perception and personality of materials. Attributes such
as Classic, Plain, Extravagant, Honest, Mature, Futuristic or
Serious among others are central to understanding a mate-
rial for an ideal application [2]. Manzini (1989), one of the first
authors to explore this subject stated in his book La Materia
dell´Invenzione that a daily experience of objects around us is
what determines certain qualities of materials. Stereotypes of
common products are evoked through the materials used for
their creation (stone walls, wood furniture, steel swords). The
name of the material disappears and its personality becomes
the fact, which we as humans recognize, giving the material
cultural weight and dimension [3].
409
EXPERIMENTING WITH MATERIALS - A SOURCE FOR DESIGNER TO... | C. Ayala
METHODOLOGICAL ISSUES
OF DESIGN AND EMOTION
As designers, we must pay attention to both sides of the coin.
Neither of them, when seen separately is sufficient to succeed
in our goal of developing products that fulfil customer expec-
tations and develop experiences around it.
In their book Materiology, Daniel Kula & Elodie Ternaux (2009)
posted another feature that the research team has found in-
teresting in the way materials are shown to designers. As the
authors state, the intention of the book is to contribute to
the dialogue between the creative and scientific fields for the
good of the product [4]. In order to achieve this goal, we be-
lieve that the way materials are shown in the book is an inter-
esting and rather novel idea. Materials are presented in their
most honest and comprehensible form; either how they occur
in nature or after they are processed prior to application. That
may sound irrelevant, but we have encountered that most
material data sheets have typical applications of materials
indicated in them. This may limit designers to explore other
uses or possibilities. As explained later on, this is a key fea-
ture in the developed methodology to teach students about
materials. Not because common applications are wrong or
inadequate (decades of effort and research from all over the
world has gone into the conception of those applications),
but certainly because the future designer has to understand
materials based on their attributes and not their applications
to innovate.
Budinski (2001) affirms that one of the first things that design-
ers ask initially while considering the use of a specific mate-
rial is whether the material is at hand [5]. Karana, Hekkert &
Kandachar (2007) conducted a research in this field asking
designers from In-house manufacturing companies and con-
sultancy design studios, what sources for material selections
are commonly used. As a conclusion, in several cases, de-
signers create depending on what is available or can be found
locally [6].
MFID Materiales como fuente de inspiración para el Diseño
(Materials as a source to inspire design) is the name given to
the research which advocates a methodology that encourages
students to interact with materials in a local context with top
tools available. The methodology presented in this paper con-
tains the tools to teach designers to achieve material compre-
hension to create a material proposal. This material proposal,
if met with the desired standards, will be granted a place in
a physical material library intended to maintain a source to
inspire designers and encourage other institutions to network
around new materials and possible applications based on ex-
perimentation.
METHOD
To encourage designers to learn about materials, the method-
ology developed in research and applied in the course includ-
ed three main areas (Fig. 1) Processes, Materials and Design.
Processes Chapter
As mentioned before, processes are being taught separately
as a unique area. Students learn about the four main families
and their subsets that may give birth to a product: Forming,
Cutting, Joining and Finishing. The book Manufacturing Pro-
cesses for Design Professionals [7] is a key tool for this chap-
ter. The book layout clearly presents the process involved
with good graphics and relevant information about tooling
and manufacturing costs. In addition, the author describes
two elements of the layout that are fundamental to designers:
Design opportunities & Design considerations. They are cues
to keep in mind while understanding the processes; a strong
element that designers may consider useful when interacting
with a process. The second trigger of the learning process be-
gins with the interaction of CES [8]; a remarkable tool used
mainly in engineering that designers are unfamiliar with (Ka-
rana, Hekkert & Kandachar, 2007). It gives students a way to
compare processes based on characteristics. The charts cre-
ated with the software enlighten students with the novelty of
what is presented.
Fig. 1. Design, Materials and Processes Course Layout.
410 DESIGN & EMOTION 2014 | SOCIAL INNOVATION | COLOMBIA
Together with the CES process training phase comes an exer-
cise called What’s in your world? that aims to encourage stu-
dents to look around and understand what their surroundings
are made up of, based on what they have learned (Fig 2). On
concluding the first third of the course and assuming that in
many cases depending on the manufacturing processes in-
volved, designers get little or no access to the manipulation
stage of the process. In our research, we included a chef who
had the specific task of reproducing almost all the industry
processes used, with food in the kitchen as a factory. Although
the full description of the workshop will not be explained in
this paper, it is important to highlight that during that phase
called The basis of the processes (Fig. 3), students understand
how to physically transform matter into a project.
Materials Chapter
Entering into the second phase of the course where materials
are the main focus, literature is switched based on the particu-
lars and specifications of the matter. The course proceeds with
a series of lectures based on the book Materiology [4] that,
as mentioned in the previous section, presents all the mate-
rial families and subsets disconnected from an application.
Alongside the lectures, key speakers are invited to talk about
material properties. Engineers address mechanical, physical,
chemical, thermal and optical properties, while designers talk
about aesthetics and personality [2]. With technical and as
described by Karana, Hekkert & Kandachar (2007) & (2010)
Intangible characteristics of Materials or ICM [6], [9] in mind,
students enter into a second CES interaction and a second ex-
ercise of What’s in our world? focusing on observation of ma-
terials instead of processes.
For this phase, several products are examined trough CES
technical charts and common design tools [10] [11], which aim
to show ICM attributes.
Design Chapter
For the final stage of the course, contact with materials and
experimentation are key elements. For instance, if a designer
is not capable of feeling, understanding and interacting with a
Fig. 2. What’s on your world? Phase Chart.
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METHODOLOGICAL ISSUES
OF DESIGN AND EMOTION
material, no innovation through product can occur. The avail-
ability of materials in a local context is a key element for that
interaction to take place. Although we encourage students
to feel familiar with state of the art online resources such as
Material Connexion [12], Materió [13] or Transmaterial [14], we
have stated in the research that they don’t provide all the re-
quired information a designer needs (at least if the designer
has no access to their physical libraries). For this reason, stu-
dents are encouraged to understand and put into practice all
that they have learned about materials by experimenting with
them. In order to contribute to a local material library being
created at Universidad de los Andes as a pilot, this research is
currently taking place.
Energy and Eco audits: Nowadays, product life cycles are im-
portant to guarantee efficiency and sustainability. An empha-
sis on the correct use of energy, embodied energy [15] and how
this affects product development is gauged by the use of Eco
audit tool form CES. Although no specific product design proj-
ect is scrutinised, it is crucial, when it comes to understanding
materials, to deal with this particular subject.
MFID phase.
The experimentation phase starts with a selection based ei-
ther on the designer’s personal desire for a particular mate-
rial or on its availability in the local market. It is important
to underline that local availability of materials is maybe the
most important factor considering that people interact with
thousands of materials on a daily basis. These materials have
splendid characteristics, which are taken for granted most of
the time. One of the roles of a designer is to observe those
materials and their interaction with people and translate
them into a product language suitable for society and the en-
vironment [16].
Fig. 3. The basis of the processes Phase Chart.
412 DESIGN & EMOTION 2014 | SOCIAL INNOVATION | COLOMBIA
Once the students select the material or a series of mate-
rials, they start researching possible processes involved in
the experimentation to create new languages of product de-
sign. It is important to underline that the students have the
liberty to decide whether they want to replicate an indus-
try process to give shape to a particular product (this hap-
pens when students have a particular interest to replicate a
product they like in order to understand capabilities of the
material for further designs), or to cross processes in order
to explore new combinations of material-process to explore
new languages.
Once the path is chosen, the protocols for experimentation
are set. Students must be sure that the experiment is feasible,
that there is no potential risk for the student or for the loca-
tion where the experiment is conducted. Engineers, scientists
and technicians are deeply involved in this phase in order to
guarantee no harm comes to anyone (Fig 4).
Also important in terms of success in experimentation with
materials is the use of charts as guidelines. This is why CES
and literature [2] [3] [4] [7] come handy when developing the
basic charts that will determine properties to consider either
for materials or the processes involved.
Mood boards have been proven to be key visual and graphic
support elements for designers, to elaborate the intention of a
particular project [11]. At this moment, students are asked to
develop boards that will express—in terms of ICM—what the
material is going to suggest. This may be the target vision that
will lead the experiment to pursue an intended goal. Without
mood boards, the experiment will remain a mere interaction
with a material and won’t establish a dialogue between de-
signer and material. Mood boards should be seen as a tool for
transformation. They are not static. If the experiment with a
material is starting to suggest attributes or behaviours, those
may be included on the board later on.
With protocols, materials & processes charts and mood boards
at hand, students begin with an experimentation process that
will lead to the creation of a piece that can compete to be in-
cluded in the local material library.
Fig. 4. Experimentation Protocols.
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METHODOLOGICAL ISSUES
OF DESIGN AND EMOTION
No experiment will be considered valid if a clear guide is not
included. A format is provide to guarantee that the interaction
with a material is fully replicable by others and to avoid what
can be called a stroke of good luck. Crucial data like a map of
the city where students can highlight the source of material
(this will led to generation a big picture view of local availabil-
ity of materials), a step by step photo instructions, quantity of
material used, format available, dimensions, other materials
required and tools involved complete the chart.
RESULTS
The delivery of the new experiment with a material begins with
the process chart (Fig. 5).
D- Location of the material: Highlights on a city map where
the material was found. Several entries are permitted
because the student may have previously undertaken re-
search to compare prices and technical sheets (if any).
B- Materials required: Description of materials utilized to
complete the experimentation. In some cases some ma-
terials, chemical components, or layering is required and
this is described.
C- Tools: List of the tools, machinery and supports used to
complete the task. It has happened that students get ac-
cess to a particular industry to fulfil their goal, so respec-
tive credits are mentioned.
D- Photo Recipe: A step-by-step photo record of the experi-
mentation to illustrate the process with a short descrip-
tion of each step.
E- Description: Short description of the experiment and
intention.
F- Footnotes: Additional information needed to complete
the experiment.
G- Key Shot: Advertising style photography of the material
created with basic principles of composition and set up.
Fig. 5. MFID Experimentation Process Chart.
414 DESIGN & EMOTION 2014 | SOCIAL INNOVATION | COLOMBIA
Fig. 7. MFID Key Shot. Student: Mariana Chacón
Fig. 6. MFID Experimentation Process Chart. Student: Mariana Chacón
H- Credits: Information for the material library catalogue:
author, and institutional data.
3.1. Example 1: An experiment involving polyamide with two
types of temperature & thermoforming process. (Fig. 6-7).
3.2. Example 2: An experiment deforming PMMA using focal-
ized temperature (Fig. 8-9).
Students are invited to present their final result in an ex-
hibition open to the public where the whole process that
led to the obtention of the new material is presented.
Poster size pictures of the material accompanied by a
sort of book that includes the new material and the in-
structions to obtain it (Fig 10). There will be no success
without prevoius observation and understanding of ma-
terials and processes.
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METHODOLOGICAL ISSUES
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Fig. 9. MFID Experimentation Sheet. Student: Maira Leguizamo
Fig. 8. MFID Experimentation Process Chart. Student: Maira Leguizamo
Fig. 10. MFID Experimentation Book ready for the material library.
416 DESIGN & EMOTION 2014 | SOCIAL INNOVATION | COLOMBIA
DISCUSSION
The iterative process of interacting with a material in a work-
shop or a lab proves that designers are capable of extracting
new data from a material even if it is one of the most common-
ly used in the market. The experiment results in new perspec-
tives of materials and inspires further applications.
Designers have the capability to reinterpret a material’s lan-
guage if the right pathway is set. There is no unique method-
ology or an exclusive pathway to reach that goal but the sum
of different theories, research and tools is fundamental. The
future of materials lies in how people interact with them, how
those materials are perceived by a society and how they can
transform and evolve at the same speed that humans do.
The course exhibitions have lead to unexpected situations
where for instance, engineering, art and architechture stu-
dents are willing to take the course. It is remarkable to see
how students from other departments get involved and ex-
cited to work with this methodology to unlock their creative
pathways, thanks to materials.
One common reaction that ocurrs when people are invited to
the exhibition is surprise accompanied with the expression
suggesting that they didn`t know that a particular material
could look a particular way or behave otherwise.
Although this isn’t new in the field of design because one can
see material experimetnations and new product languages ev-
ery year at fairs like Salone del Mobile in Milan [17], London
Design Festival [18] or La maison de objet in Paris [19], it is
important to imprint this art of methodologies on future de-
signers, engineers, architects and artists. New technologies
are evolving; for instance, FabLabs & 3d Printing are on the way
to displace classic manufacturing processes and people are
getting more access to industry, opening gates to customiza-
tion and product experience [20]. If designers are aware of the
potential they have in hand while interacting and experiment-
ing with materials, a new industry will emerge sooner than we
expected with more sustainability and efficiency in the process
of transformation and creation of products of any kind.
Special attention to intellectual property also needs to be giv-
en. We are aware in the research that open sources and social
networks are the way to a near future where sharing is more
constructive than hiding knowledge about material, especially
in the field of design. It is important to underline and develop a
correct line of action whereby creators of the material receive
due recognition and protection of their work with the right bal-
ance of sharing and collaboration with the industry. We are
still working to complete this task.
CONCLUSIONS
Physical interaction is a desirable and necessary condition
to accompany the design process to lead to innovation. Al-
though this is a methodology developed for the early stag-
es of design studies, it is important to apply it further for
professional development. If a designer with a clear path-
way to experiment with materials gets the chance to enter
a particular industry, he will be able to make substantial
changes to its structure and goals. With the spread of that
methodology, new product languages will hit the market in
a sustainable long term fashion sooner than expected, in a
world dominated by standardization and global boredom,
where the same shapes and discourses are found in differ-
ent typologies of products but at varying scales. The correct
balance between the technical and perceived properties of a
material will lead to new material interpretations and inspire
more emotional and desirable applications.
ACKNOWLEDGMENTS
Many thanks to Prof. Amparo Quijano at Universidad de los An-
des for her support in the MFID research; Prof. Dante Donegani
at Domus Academy for suggesting the approach developed in
this research. Prof. Mike Ashby for the opportunity to present
some results of the research at the 5th International Materials
Education Symposium held at Cambridge University.
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OF DESIGN AND EMOTION
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