Sensus; breathing as future communication
In today's situation, the average screen time for children between 5-16 years old is 5 hours and 54minutes.
This has caused social isolation, which can have lifelong consequences on the brain, relationships, and the ability to make sense of the world. Research found that just one hour of screen time can lead to children and adolescents experiencing decreased curiosity and lower emotional stability.
Imagine a world where a generation has forgotten how to express and interpret/understand other people's emotions. They can no longer pick up the small cues that could signal an emotional state of insecurity, fear, joy, or stress and the reason being that the screen-world we live in today, where life is experienced through screens and emotions is expressed in emojis, have shaped this generation's understanding of the world.
This project was executed as a group work, where we took an activity-centered approach. We used our bodies to experiment and explore impersonal and interpersonal communication using human touch and technology.
The goal was to explore the physicality of breathing, translate it to a set of emotions and simulating it by using sensors and actuators.
The wearable vest, Sensus, was created to enhance inter-human somatic communication through breathing and is not a product for today, but could be for the future. The vest interprets other peoples breathing into emotions and gives a physical response to the user by constricting, expanding, vibrating, pulsating, or changing temperature. The purpose of Sensus is to highlight the issues of today by making a critical design that provokes an audience to think about what they do not want for the future.
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