Projects
Project Leader: Massimo Banzi
Assistant: Renzo Giusti
I-Design Advisor: Claudio Moderini
Project Title: Dinamo / Complesso Plastico
Student: David Boardman (Italy)

Made in Italy is an aggregative concept that hardly can be defined in few words. It contains at the same time qualities, history and characteristics without following a particular rationality. It merges together common perceptions, stereotypes, noticeable outcomes, styles and opinions that often are more related to the own cultural background than the subject to be defined.
The idea of Made in Italy is an element of the collective imagery, a representation coming from a multitude about a country and its reputation in terms of production, past glories, national skills and characteristics. As a consequence, such this concept can be in part explained by using a rhetoric figure such as the synecdoche that allows the use of a term denoting a part of something that can be used to refer to the whole thing. Dinamo|complesso plastico looks at Made in Italy from this point of view and delivers a representation of the concept complexity by offering an overview on its most recognizable elements.
Being italian, the author aims at propose a personal interpretation of Made in Italy by re-designing a famous Futurist installation and improving its interactive qualities in order to both establish relations human-to-machine but also human-to-human.
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Project Title: HANDY
Student: Alexandre Bastos Ceneviva (Brazil)

HANDY is an artistic installation that brings an Italian design studio atmosphere to the Nomadic Exhibition, engaging the user to play both artisan and designer - in a evocative way - by using the handy tangible interface – as a reference to prototyping and craftwork - to control the results of his/her interaction that appears in real time on a projection.
The aim is to assemble a family of cubes on a worktable to find or discover Italian successful lamps, revealing the production process behind them. Also by assembling modules the user can create an own lamp, and than take a picture with it, add comments, send by mail, save - collaborative aspect - and print the own design result. HANDY’s goal is to bring information and reinforce the Italian competence on design - represented by lamps - and unique processes, plus adding the freshness of the innovative characteristic present in Italy, allowing the user to feel itself as part of the Made in Italy experience.
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Project Title: Lost in Translation
Student: Sølvi Finnøy (Norway)

Your surroundings are designed environments that subconsciously influence you and your behavior. It is a design mold for the typical stereotype. What one does not see are the other aspects, the ones that are less obvious, such as the history and background of Italy.
My concept is to make people more aware of how their surroundings have been designed to fit different cultures. I want people to experience what is behind the stereotypical view of `Made in Italy` objects and concepts, make them see what is designed and what has been lost in the translation. Demonstrating how ‘Made in Italy’ is projected to different cultures, in comparing to the original product allows for the person to experience the truth behind the icon and gaining a new understanding and knowledge of different products.
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Project Title: BoomBloom
Student: Shadi Lahham (Palestine)

This project is an exploration of a new point of view on what ‘Made in Italy’ might be. It looks at Emergency as a particular case of expanding the Italian sense of deep care for family and solidarity with others to encompass the universal family of human kind. In addition it looks at the Italian ability to use creativity to maximize the benefits and possibility of such situations and turn them into a positive asset. Emergency tries to utilize the lessons learned in Italy and Italian ingenuity for the purpose of alleviating pain and suffering in the most traumatized, chaotic conflict zones on the planet.
The project uses gaming as a simple an engaging metaphor to draw people into experiencing and thinking about the larger issues that this project is tackling. The intention of the project is to present Emergency as a new aspect of ‘made in Italy’ and to increase awareness regarding the critical role that Emergency is playing, mainly concerning its continuing campaign against mines and civilian victims of conflicts.
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Project Title: Win-e-xperience
Student: Keyur Sorathia (India)

Win-e-xperience’ is an installation which allows people to experience the wines produced in the varied regions of Italy. This attempts to indulge them into the idea of an absolute wine experience through the means of sensory experience.( like smell and touch ).
’Win-e-xperience’ offers to explore the idea of tasting and understanding the various characteristics and traits of wines produced in the sub regions of Italy in a very distinct manner.
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Project Title: Baita Li
Student: Sigrid Wiederhecker (Brazil)

Nomadic Exhibition brief demands interactive transportable installations for compounding an exhibition in 2012 that promotes a new overview on Made in Italy. A finding on the early stages of the project when people were interviewed delineated popular icons and stereotypes of Italian culture that darkens unusual and unexplored topics. Also was shown that the some New Made in Italy exemplars are global and are not commonly associated to Italy.
Baita Li introduces to a young audience one obscure facet of Made in Italy. It uses an actual notorious Italian topic to visually connect a popular Italian icon to an unexplored Made in Italy. The system creates a magic atmosphere combining real and virtual worlds in a metaphor of a mechanical vending machine that in the end gives to the user a small gift. This gift is a toy miniature of the presented new Made in Italy during the interaction and is followed by a card with basic information and hints on where to find more information on that. This project presents a structure of a system able to hold many thematic cores and an example of application introducing kids to new contents in a playful and tangible way.