Mine The Scrap

Mine the Scrap is a data driven process that designs new structures algorithmically generated from existing scrap. Using computer vision and construction automation, we address the pressing need to convert waste into resource. The installation allows one to experience an algorithm at work.

The project transforms irregular, non-uniform stocks of construction scrap into new forms, finding beauty and intricacy in neglected waste. Instead of pulverizing and chemically aggregating these disparate scraps in energy-intensive processes, Mine the Scrap finds the unique best use of each piece in a new structure through a process of scanning and classification. Combining the logic of the quilt with customized shape and pattern detection, Mine the Scrap scans the material and generates an inventory of different forms.

The exhibition functions as a look inside the algorithm. The data gathering and analysis processes are shown through a series of projected screens. Each of 4 processes, Scanning, Analysis, Graphing, and Building, are represented with their own motion graphics. The exhibition has been shown at the Forecast Platform at the Haus der Kulturen der Welt, the Human Factor exhibition for Ars Electronica at the Volkswagen Group Forum, and the Coder Le Monde at the Centre Pompidou.


Role: Concept, Strategy, Graphics, Motion Design, Audio Assembly, Installation Overview, Video Production
Date: 2015-2016
Client: Certain Measures
Team: Tobias Nolte, Andrew Witt, Mike Degen, Cody Glen, Claire Kuang, David Hamm
Sound Design: Simon Epstein / Signal Sound
Model Images: Marcel Mettelsiefen
Partners: With support from Forecast Platform, thanks to Jürgen Mayer H., and BigRep
Website :http://certainmeasures.com/mts_installation.html
Exhibitions: Forecast Festival at Haus der Kulturen der Welt, ARS Electronica: Human Factor - Endless Prototyping  , Coder Le Monde at the Centre Pompidou

PRODUCT USERS

RESEARCH INSIGHT

With short engagement, a wide range of age and interests, and limited resources in venue, it makes sense to go experiential instead of technical.
PROJECT GOAL

How can we take this technology and message and translate it into an immersive atmospheric experience ?



 03

 VISUALS / FINAL

 


CODER LE MONDE @ CENTRE POMPIDOU IN PARIS


FORECAST FESTIVAL @ HAUS DER KULTUREN WELT IN BERLIN


“HUMAN FACTOR – ENDLESS PROTOTYPING” ARS ELECTRONICA @ DRIVE. VOLKSWAGEN GROUP FORUM IN BERLIN



 02

SCREEN DESIGN

 


ALGORITHMICALLY GENERATED SCREENS

01_Scan

02_Identification

03_Analysis

04_Build


GRAPHIC LAYOUT + MOCK-UPS

01_Scan

02_Identification

03_Analysis

04_Build


INITIAL WIREFRAMING

01_Scan

02_Identification

03_Analysis

04_Build



 01

USER EXPERIENCE

 


BREAKING DOWN THE ALGORITHM


INCLUDING RESEARCH AND STATISTICS

Didactic portions of the exhibit showed research around scrap, details of the process, and prototype models.


DESIGNING AN ENTRANCE TEASTER

As a teaser for the exhibit, the lobby had a prototype with sample pieces laid out, the visitors could try their hand at putting together the puzzle, and get a first hand experience with the complexities doing the process by hand.


DESIGNING FOR IMMERSIVENESS