The Morphing Table plays with the future of dining
Europe – Creative Chef Studio and Designfabrik BASF are challenging the tradition of the dining table with an experimental, animated concept.
The Morphine Table project offers a future vision of dining that removes the need for serving plates; instead the table itself becomes the object on which food is served. Using vacuum technology and a touch-sensitive material, the table surface automatically forms bowls or dishes in response to the shape or weight of food placed onto it.
Acting as an investigation into the future possibilities of food and dining, the Morphing Table is presented as an experience-driven artwork that combines food, objects, technology and interactivity. Artist Jasper Udink ten Cate, who created the project, envisions the user experience as being similar to a science fiction film, allowing visitors to be immersed in the potential of futuristic materials.
Increasingly, designers and artists are experimenting with reactive materials and technologies that push the boundaries of physical touch-points to create Programmable Realities.
The Makeup Museum tackles loneliness with memories campaign
New York – Generations of Beauty is a social media campaign from The Makeup Museum celebrating the history of make-up while connecting people across generations.
Created in lieu of the museum’s official New York opening, the campaign encourages older and and younger beauty fans through the exchange of beauty-related memories. The campaign allows anyone to submit their own memories as well as intergenerational beauty interviews, ensuring the concept remains open and inclusive to authentic consumer voices.
According to Caitlin Collins, founder of the Makeup Museum, the campaign was also created as a way to mitigate loneliness among seniors who may be suffering from the impact of self-isolation. ‘By sparking these conversations now, we can bring a sense of comfort to older generations who may be socially isolated and looking for connection during this uncertain and scary time,' she explains.
Look out for our Flat Age Beauty Market, in which we explore the ways that brands and activations are recognising and catering to the needs of this often overlooked group of consumers.
Virtual hot springs elevate home bathing
Japan – Arima Onsen has created a series of YouTube videos to virtually capture the experience of being in a Japanese hot spring.
While many public bathing spaces and tourism sites remain closed, the virtual onsen concept allows people to experience the sensations of visiting a hot spring while in their own bath. The concept requires users to wear a virtual reality (VR) headset to fully immerse themselves in the experience. Featuring sounds including cherry blossom branches swaying in the breeze and the hiss of thermal waters, the experience aims to be multi-sensory in order to elevate at-home wellness.
‘Japan’s hot springs can help healing people in quarantine around the world, as well as increase the efficacy of the quarantine,’ says a statement from Arima Onsen.
With the health and wellness industries experiencing a boom during global lockdowns, spaces such as Arima Onsen are focusing efforts on bringing the benefits of physical wellness experiences to the home.
Part of the Pleasure Revolution, many people are embracing a bathing renaissance as a more considered approach to wellness.
Stat: eSports wins in India during lockdown
According to research by Global Web Index, the gaming and eSports industries have grown significantly since global lockdown measures were put in place.
The study finds that 10% of internet users worldwide have been spending more time watching eSports. This figure rises to more than 20% in India, which indicates huge possibilities for eSports growth, local tournaments and fan engagement as the nation moves through Covid-19.
Meanwhile, more than a third of internet users aged 16–64 have been spending more time playing video games in recent weeks. Younger users in particular account for a large percentage of growth, with 43% of male internet users aged 16–24 saying they’re spending more time gaming.
With traditional sporting events cancelled or postponed in light of Covid-19, eSports participation is becoming increasingly popular. For more, discover the eSports Market.