Water to Water


2021

Physical Computing | UX Design | Experiential Design

Media: Three.js, JavaScript, Arduino, Socket.IO and Premiere Pro

Maison/0 Green Trail Award: Shortlisted


Water to Water is an interactive experience revealing the different ways that our actions are entangled with other facets of life.  

Through a process of repurposing, a plastic bottle has been turned into a device that is used to navigate this exploration. Taking the user on a journey through the various stages of the bottle’s life cycle, the orientation of the object controls which stage the user chooses to explore and unveils complexities that are obscured by its simple presentation.



To view the full demonstration: here︎︎︎

Design Rationale

Beyond the theoretical references that underlie Water to Water, the design draws upon the visual language of water bottle advertisement in an attempt to familiarise the user whilst juxtaposing it with imagery of pollution. Creating an experience that was both informative yet immersive, I aimed to work against the usual restraints of web based interactions. The interface is designed to feel in depth and game-like to help the user feel as if they're being taken on a journey, unbound by the borders of the screen.








To progress towards a more mindful way of living, Water to Water helps people comprehend the role that everyday objects play in the world they are part of. The user-centred design model that is employed today has produced a culture that disregards things beyond the human realm at the cost of convenience. However, humans must realise that each of our individual actions comes at a cost to the natural world. 

Referencing Paola Antonelli’s theory of Knotty Objects, Water to Water investigates the idea of objects so complex they cannot be categorised by a singular label. Depending on the way in which the plastic bottle device is rotated, different information about its life cycle is revealed - therefore alluding to the idea of un-knotting the practices and processes associated with the object itself. Veering away from user-centred design, the experience questions the disposable attitude that we sustain and the short-sighted culture that we currently inhabit.
Mark