Radical Materiality showcases postgraduate work exploring the interplay between the digital and physical – where the convergence of the two has an impact on how we create artefacts and shape experiences. The exhibition explores themes such as the future of biotechnology and augmented beauty, the simulation of space through illusion and the use of mixed reality to explore a migrant’s journey. Ravensbourne showcases interdisciplinary design works, fashion and art installations from postgraduate students representing 21 nations.
IVRT Is a form of virtual environment content delivery system that utilizes current mental health treatments available to be provided via a VR headset to patients seeking alternative or more effective means of treatment for ‘general anxiety disorder’.This is an exciting opportunity to minimise reliance on pharmacological garments for mental health lies in Virtual Reality (VR). Advances in VR technology allow you to enter a world that is authentic enough to trigger your mind and body to behave as if it’s the real world. The product will provide broad access to newer and more effective means of treatments for their anxiety disorders. The application of this new technology in the field of mental health treatment has introduced new methods of treatment alternatives which could lead to to truly life changing implications. as a basis of treatment structure the headset and its immersive content will provided a platform of content delivery to treat the symptoms of general anxiety using current N.I.C.E recommended treatment pathways.
Bio: Adam Bloomer studies MA Moving Image. He is a passionate moving image innovator. Adam is currently in part-owner in a media production company based in the midlands, which give him and advanced understanding in media delivery systems. Adam’s historic interest in mental health technology development both past and future has lead to the combination of future content delivery in the form of VR and the help which is intended, could have on a prospective patient.
‘Anagenesis’ is a ten outfit fashion collection that embodies the marriage of the ancient with the contemporary. The concept of this collection highlights the importance of historic embroidery and how they can be saved from disappearing through time and revived using contemporary technological mediums. Inspired by the ancient Greek stitch embroidery technique called: The ‘Rethymnian stitch’, this collection is a journey about the embroidery’s legacy and it’s evolution through time and how it could be transformed by technology, in order to create unique and modern textiles. The technologies that have been used for the creation of this collection are laser-cutting, UV reactive 3d-printing and sublimation heat transfer printing.
Bio: Alkistis Kournianou is MA Fashion student. She is a Fashion and Textile designer from Greece specialized in womenswear. Alkistis has a backround in the wedding industry and haute couture custom made collections. She has a passion for craftmanship and the combination of traditional crafts with new technologies. During her experimentation with new technologies she found her love for subverting traditional embroidery and her vision of contemporizing them. This has been explored throughout her collection where she has reinvented the traditional embroidery from Crete called ‘The Rethymnian Stitch’ using new technologies such as 3d-printing, laser-cutting and heat transfer printing. All these in her effort to prevent the stitch from getting forgotten through time.
This projects analyses the concept of modular sustainable zero energy housing system and possibilities to build in a different part of the world depending on the climate and cultural influences. Studies and analyses are collected from different fields to obtain a zero energy housing system. By choosing to build sustainable, architects and building owners show that they care about their living environment. In today’s world, people aim towards a healthier environment so by building sustainable, my system offers the chance to push housing to produce as much energy as it uses, creating a zero carbon emission building. Thus, housing could make even less harm to the environment and function by itself according to the occupant needs from the module chosen. I want to create a system that aims to reduce the ecological but also economical aspect of housing. No energy bills sound very seductively, but what if creating modular architecture that adapts to the client needs at a reasonable price is the key. Why are these modular buildings not a part of our everyday life?
Bio: Baudoin Fort studies MA Environment Design. He is a French architect who obtained his bachelor degree in Architecture from Parsons, The New School, New York. He has experience working in both Eastern and Western cultures which can be seen in his work and aesthetics towards architecture to bring culture into architectural design. His passion for Architecture and the built environment led him to come to Ravensbourne where he has developed special interest in using creative thinking, clean energy and ecological materials. Sustainability and Zero energy building are his main approaches towards reducing the environment but also human health.
We Are Here is a documental visual series of Post-Industrial cities, Baltimore and London Urban Underground Art Cultures. The installation combines all elements of visual design, visual art, video art/projection, and visual storytelling to foster a better understanding of the uncounted emotional and pyschological disrupters that the post-industrial system has had on the millennial and centennial underground art population. The outcome of the installation is to encourage the viewer and society to feel more connected to the understanding urban art cultures that thrive in both Baltimore and London. To illuminate that there is more to these cities and these underground urban art cultures that are the backing economic and sustainability structure of them.
Briana is a visualist who fluctuates between the realms of visual arts, visual design, and visual communication. The nature of her work and aesthetic is to show how visual representation shapes the contemporary visual culture in which we live.
In the Eyes of the Prey is an online interactive motion comic, part of a larger series of planned comics using fictional storytelling to inform on current societal and political events/topics; allow readers to see various perspectives of these topics to achieve a greater understanding and/or deevelop a new mindset. The motion comic medium comprises of illustrations, sound, cinematic motion along with navigational & parallax interactivity. The first leading story under development highlights the idea of medical freedom; this is the differences between allopathic and complimentary/alternative medicine and an ultimate aim for patients to make more informed decisions about their healthcare through better understanding of a greater variety of medical practices.
Bio: Xhrn Smith studies MA Interactive Digital Media. He is a digital media producer specialised in digital storytelling and the creation of motion comics. With previous accreditations including a BA (Hons) Degree in Web Media and other self taught skills in motion graphics, illustrations, music and video production (both in front of and behind the camera); he aims to amalgamate his various skill sets and create his own interactive motion comics start up company based on exploring fact through fictional storytelling.
Any > Which > Way is a flexible and adaptive signage system, designed for temporary and ever-changing workspaces. In support of the emerging, temporary workspace trend, this modular signage system empowers users of a space to shape their environmental communication needs, allowing users to flexibly install and rearrange signs with ease. This system is a future-proof, environmental communication tool, that evolves and changes as a space does – creating a sustainable future for signage in temporary spaces. The system encompasses a custom-designed stencil typeface, coordinating pictograms and a modular three-piece signage system.
Bio: Emme Jacob is a MA Communication Design student. She is a graphic designer from New Zealand, who after working in the field of user-centred design and design research, has chosen to grow her career in London. With an affiliation for ‘design beyond the page’, Emme’s international and cultural experiences shape her design, as she designs for experience. Emme believes graphic design supports, shapes and disrupts our environments, as evident in her Masters research: ‘flexible and adaptive signage for temporary every-changing spaces’. This project was inspired by her own experience working in temporary workspace Camden Collective, working for graphic and architectural studio Bolter Design. With a fire in the belly, Emme hopes to continue growing her career in London, working across brand, publication, digital and environmental graphic design.
Paraiso. A Journey to Paradise. (Immersive storytelling) is an installation combining live performance with a mixed reality platform. The user will be immersed, via the mixed reality platform, in the story of a refugee fleeing from her country looking for a place where she can build her life again. The aim of this project is to try to devise an intermedia experience, a live performance where the immersive technology is at the service of the narrative. Live acting will be at the core of the performance, in which we will consider the traditional concepts of immersion, atmosphere, presence and engagement in the theatre practice, intertwined with the interpretation of these concepts that come from the immersive technologies research and practice. Theatre aspires to stop time and embark the audience upon a journey full of fascination and surprise, oblivious to the world outside during the performance, to come back transformed and moved by the experience. We introduce new technologies while keeping the live human experience at its core to empower the medium to reach a wider audience more compellingly.
Bio: Enrique studies MA Moving Image. He is a moving image creative, actor and director. Trained in different schools in Spain (BSc Aeronautical Engineering, Drama degree), Italy (Scuola Internationale dell’Attore Comico with Antonio Fava) and United Kingdom (Set Design short course at Central Saint Martins). He has worked in and out of the stage as an actor, director, playwright, light designer, sound designer and set designer. He is now exploring the use of the new immersive technologies within the Performing Arts.
“Economic growth is a constant pursuit of modern society, dogmatically associated with the prosperity and happiness of a country. It is, however, impossible to have perpetual growth inside a finite system like our planet. Can we contest our paradigms by materializing alternative scenarios?
Within the Orbit presents a fictional future region that develops an alternative economic system based on thriving balance. Concepts of intergenerational equality, distributed networks and regenerative economy are explored through ritualistic tableaux and artifacts.”
Bio: Fernanda Valério studies MA Wearable Futures. She is a London based researcher and designer with a background in both Fashion and Graphic Design. Interested in the clash between material and imaterial, her current work explores visualizing complex systems through narratives, illustration and artefacts. Fernanda aims to further develope her speculative illustrations as a medium for debating emmerging technologies and their cultural place in future societies.
Spatial Identity is a study on experience-based visual identity that permeates into spatial dimensions through optical illusions. It explores how space can be simulated and transformed with the help of illusions, and how such spatial element can enhance the overall experience of visual communication. With the band ‘alt-J’ as the subject, a visual language was developed and integrated into the artist’s stage design and promotional campaign. The two main phases of the project were designing the performance environment and building an installation piece that travels with the band’s tour. By incorporating the environment into the design of an artist’s brand, Spatial Identity creates a visually immersive experience for audiences across spatial dimensions.
Bio: Geli is a MA Communication Design student. She is a multi-disciplinary designer by heart, Geli is passionate about developing ideas and getting creative with anything she can get her hands on. As an experienced Filipino architect who is completing her Masters in Communication Design, she loves combining the two fields (and more) to create visual experiences for people. Her work, Spatial Identity, investigates how visual identity can permeate in environments and create immersive experiences through optical illusions. Geli is prepared to take on the design world, encouraged by good friend Beyonce who is often quoted warning the industry, “I don’t think you’re ready for this Geli.”
Can digital design and artists’ books have a future together? In a time where the virtual world competes with the real world the intention of this project is to return to values that are being replaced by digital media, adding to this, new values, through the emotional involvement of the user. Sensorial design is applied in a book of visual poetry, aims to express the procedures adopted to create a book publishing project in an approach seeking the new printing technologies, to induce the senses of the people. The design aims to stimulate several senses, generating then synesthetic sensations, making the book itself, more interactive and interesting for the user. The book will also contain some pop-up elements in order to enhance the sensorial and interactive field. This kind of book become a piece of art perhaps by mixing so elegantly and playfully with paper, art and design engineering.
Bio: Ioana Goste studies MA Communication Design. She is graphic designer based in London. Ioana is Romanian but grow up and discovered design in Portugal. She graduated in 2016 from University of Derby with a Bachelor of Arts in Graphic Design. As a Designer, she produces a variety of different design applications like identity design, typography, book, layout and brochure design, print and editorial design, pattern design, packaging, illustration, image making, craft and artwork. She is challenging current design norms with her last book design by experimenting sensorial design with a craft-based approach.
Domus Futurum seeks to define the word “green” into another spectrum. It is designed as an organism thriving in its urban ecology. It is an example of how structures can have a symbiotic relationship with the environment and its inhabitants. Taking sustainability further, it aspires to foster social connections between families and individuals within the buildings, and between the occupants and the immediate community. These are achieved through a communal living set-up and integrating urban farming spaces and algae bioreactors maintained by the housing community. Thus, giving them a sense of ownership and enterprise. These elements, among others make up the sustainable and self-sustaining features of the structure.The proposal is a manifesto on how we could design and build housing that are further than sustainable, but are also self-sustaining and can bring a renewed community spirit.
Bio: Jelina studies MA Environment Design. A versatile architect from the Philippines, Jel gained her degree in Architecture from the University of Santo Tomas, Manila. Having extensive background in architecture, interior design, and construction, she has accomplished numerous projects, of all scales. Working with some prestigious firms in Manila, she discovered her calling for climate change responsive design. She moved to London to learn more about sustainable practices in Europe, which she hopes to pursue as a specialization. This passion is shown in her project, where she aims to demonstrate how different aspects of sustainability can be achieved by ‘future-proofing’ – disrupting conventional typologies and ideologies in architecture.
What if you could augment your body’s efficiency? Current scientific research explores ways to program human biology offering glimpses of improved efficiency, health risks reduction or simply ultimate conveniences. How far are we willing to go to accomplish our desires? Techosmetics is a speculative design project that considers a future path for the cosmetic industry in the age of biotechnology. In it, new types of skin enhancement procedures are created using genetic engineering responding forthcoming social and cultural demands. The project delves in the techosmetic culture derived from the impact of an evolved neoliberal society in which the desire to achieve a hyper-efficient body becomes the utmost value. The project aims to raises critical questions over the understanding of the possible cultural and social implications of these biotechnologies, showing as obsession to beautify the body could shift into a new body performance based obsession.
Bio: Judit Florenciano studies MA Wearable Futures. She is a creative hair and make-up designer professionally trained between Barcelona and London. After some experience in the beauty and film industry she decided to extend her knowledge with a Master’s research in order to explore how current breakthroughs on technology and science can provide new insights to the beauty industry. Her research explores how the integration of new technologies will affect the way we experience, treat and understand the body with the aim to inspire new paths. Judit aims to apply her on-going research into new opportunities as creative designer for the beauty and film industries.
Within the past decade, architecture has been introduced to the high potentials of computational form development and generative design. This implementation has allowed designers to unlock unimagined experiences, synthesize the digital realm with reality, and challenge the potentials of architecture and space.
Bio: Justin is a MA Environment Design student. He is a multi-disciplinary designer specializing in the built environment and enthralled by the aspect that a spark of brilliance and delight – can be rendered into an everyday matter that is not only purposeful and interactive, but also pleasing to the mind’s eye. He holds a Bachelor’s of Design from OCADU and is determined to complete his Masters in Environment Design, while questioning the definition of space and pushing it’s imitations with the implementations of new emerging technologies. Justin’s purpose in life is driven around supporting others and to become a catalyst to many. He recently started a youtube channel to showcase the various talents around him, and wants to use his skillsets in the various fields of design to maximize the betterment of the greater good.
How can be mobile games used to encourage people learning something new about history? Many of us distinguish learning from entertainment. But I think that entertainment games can encourage people to learn, not just bring some joy and fun experience, but also influence real players’ lives and create a better future for us. Sager is that particular concept of a game that engages by creating a meaningful play also motivates people for out of the game learning. The game is a historical quiz where players try to complete game missions and extend their historical awareness. As per plot, a player is a member of the Resistance who has been sent into the past in order to explore and discover the history. The game is multiplayer in which one may compete against other players by collecting badges and earning points in a form of a game that passes him through levels discovering more and more new historical teasers and put his knowledge to the test.
Bio: Kristina Miles studies MA Communication Design. She is a game designer, living in Brighton, who started her career quite early while studying at university as graphic designer mostly involved in branding and web. Design and creativity have always been a part of Kristina’s life, that’s why the choice of future profession was an inevitable decision for her. She has devoted the last 8 years ensuring the consistent delivery of beautiful, purposeful and highly functional design to help businesses show up in ways that make people care. In most cases working directly with clients on a wide range of projects, Kristina always ensures being thorough and meticulous about the result.
Aide is a solution to our global ageing population. It aims to preserve the independence of seniors and vulnerable adults by utilising integrated technologies to create a smarter home environment. The Aide smart home creates a valuable and ultra-accessible line of communication between family and friends to prevent injury, monitor health and provide peace of mind. Key metrics on movement, sleep and security are relayed to a companion through an intuitive reporting platform where they can then connect with their loved one and make changes remotely.
Bio: Louis studies MA Communication Design. He is a human-centered designer focusing on the medium of UI and UX design, he has over four years experience working as a graphic designer and has a keen interest in smart home technology. As a self-taught designer, Louis has grown and nourished in the industry, working as a designer for an in-house marketing team he developed strong communication design skills for marketing campaigns and websites. Louis’ agency and freelance experiences have given him the tools to manage as well as deliver. Working within an agency has given Louis a more technical edge to his practice, learning to design for all device platforms and assist with front-end development.
A board game aiming to entertain and educate the audience around diverse aspects and psychological applications of communication design and human perception. The significance and contribution of Psychovisual lies on the fact that nowadays people tend to receive dozens of visual messages, that are failed to be properly filtered and decoded, hence wrong interpretation are being subconsciously created. Being educated regarding visual meanings can drastically enhance the visual communication process of both the sender and the receiver. Psychovisual attempts to enlighten the players on the above through a both sophisticated and entertaining manner. Lastly, the notion of empathy is being introduced as a collateral gain of the enhanced knowledge of psychological and emotional applications of visual communication.
Bio: Maria Makropoulou is a MA Communication Design student from Greece, emphasising on Advertising Design. She holds a BSc in Business Administration specialising in Marketing Communications, and has previous work experience primarily from marketing and digital advertising agencies. She is currently searching for a designer role in creative advertising or design agencies in London.
“The Reality-augmenting medium is steadily gaining momentum as a developing platform. Although still in its infancy, it is perceived as the next innovative step in human-machine interfacing technology.
As a transformative concept, Augmenaut takes a user centred approach in its exploration of the thematic elements of the medium, and considers how accessibility and usability needs could be met through the definition of a visual, gestural and intelligence language all while giving users the most optimal experience.
The project also explores the standardisation of the language required to achieve tasks while still providing a dynamic experience, and considers the next stage of wearable development.
Bio: Mehmet Mulla is a MA Communication Design student holding a degree in Multimedia Solutions, his work has traversed various industry sectors, freelance and charitable projects, including full time UI/X Designer.
With a strong and dynamic interest in the various aspects of usability and accessibility, his research looks at the future of human machine interfacing and what form/s it could take within the reality augmenting medium.
The development of artificial neural networks (ANNs) is loosely based on learning processes in the human brain. These networks can learn to perform tasks such as identifying handwritten words based on a set of examples. With the rise of big data, developers have been able to teach deep neural networks to exhibit more intelligent behaviour such as describing different objects in an image. As computers get better at perceiving the world and telling stories about it, machine perception is increasingly able to simulate and in some cases replace human perception. Sonic Neurality (SN) is a working prototype for an interactive head-mounted device, which generates a narrated description of the world around it in real time. It uses a camera, which is located at the front of the headset as input for a neural network which generates poetic, story-like descriptions of what it sees in the image. It then reads the descriptions to the user with an artificial voice. SN illustrates how reality is constructed through human-machine interaction and collaboration. It raises questions about the impact that machine perception and storytelling are going to have on the way we relate to the world through technology.
Bio: Peter Schaefer studies MA Interactive Digital Media. He is a creative technologist and designer from Germany. Living the modern nomadic life, he studied Industrial Design at the University of Twente in the Netherlands and went on to develop his practice with a Masters in Interactive Digital Media in London. Peter is passionate about combining cutting-edge physical and digital design to create interactive devices and experiences that allow for new ways of perceiving and interacting with the world.
‘Lifeline’ is a mobile application that tends to empower citizens of Pakistan to save lives in event of a terror attack. The app is supported by a series of posters and an animated ad campaign that triggers emotional feelings and promotes active individual participation. Pakistan faces multiple threats of terrorism e.g. target killings, cross-border violence, suicide bombings and sectarian attacks. These events often have such huge impact that a large number of people are affected. The mobile app lets a user respond immediately if any attack happens within the country by sending an alert and offering features like first aid instructions, blood and fund donations, connecting with affected communities and reporting any suspicious activity to control crimes. This collaborative effort would prove to be useful in reducing the death toll and improvements in attack situations. The purpose of the app and campaign is to motivate the citizens about their civic responsibility and promote positive actions, leading to positive change in the country.
Bio: Rabia Ali is a MA Communication Design student. She is a graphic designer from Pakistan. Rabia obtained her bachelor’s degree in Communication Design in 2004 from National College of Arts, Pakistan. After gaining extensive work experience in broadcast and print media, she decided to pursue her studies abroad to enhance her skills and is currently completing her Masters in Communication Design from London. She is passionate about designing for social change which reflects in her practice, where she seeks to find solutions to her country’s social problems. Rabia aspires to be a responsible graphic designer one day by working for humanity and wants her work to speak for itself.
The outdoors of Norway is increasing in popularity and specific areas have seen a record growth in the number of tourists visiting each year. In this study, various measures of using visual information have been created in order to better prepare foreign tourists for the Norwegian mountains. The information design created for this project aims to communicate knowledge about mountain hiking in Norway by practicing a representation of important information in a visual format.
Bio: Ragnhild Utne studies MA Communication Design. She is a photographer and communication designer from Bryne, Norway. She graduated in 2015 from RMIT University, Melbourne, with a Bachelor of Arts in Photography. After growing up in a country where hiking is a huge part of the culture, and seeing how a high pressure from foreign tourists are threatening these outdoors traditions, she felt the need to create something that can reduce the number of rescue missions that have been seen the last few years. The Norwegian mountains are not as friendly as they might seem. With an ever-growing passion for the outdoors of Norway, Ragnhild will be moving back up north to pursue a career within communications.
The world is changing everyday nor every seconds. Electronic devices have been developed everyday and become compact and convenient. However, why we are attracted by old fashions? This set of projection mapping presents nostagia of the past and interact with it in order to deliver nostagic moments with high technology, ironycally.
Bio: Sangwoo studies MA Moving Image. He is a visual artist, motion designer, projection mapping artist, photograper. He holds a bachelor degree of communication design at Chungbuk National University in South Korea and had worked in motion graphic studio for 2years in Korea.
Augmented Reality (AR) is becoming increasingly present in our day-to-day digital lifestyles, presenting a new interactive paradigm on the verge of becoming the next big revolution in computing. AR brings with it spatial, 3D interfaces like the ones we used to only see in movies, and with these interfaces come new challenges for interaction designers of all sorts; without the confinements of a flat screen, where do we put interface elements, how do we develop interactive properties without mouse cursors and how do we visualise these tools? Moving from 2D to 3D interfaces brings many new challenges, and this project aims to investigate the thinking that would go into developing one such system, making an example of the architectural field of practice and how it might benefit from AR technology.
Bio: Sebastian Nielsen is a MA Moving Image student. He is a 3D and motion graphics practitioner with a background in UI/UX conceptual development. He holds a Bachelor’s degree in Information Science from Aalborg University Copenhagen and is currently looking to start a career within UX design for Augmented Reality devices. He hopes to embed prior experiences in experimental interface design, video game design logic and newly acquired animation skillsets to prototype and develop vivid, spatial experiences.
This project’s primary aim is to build the community design for the borough of Southwark using a campaign titled, “Exploring Southwark”, and build a digital platform that allows users to explore and learn the area’s various attractions – food, entertainment, etc. – and ultimately plan their own day out.
Soo Yang is a MA Communication Design student. She is a talented designer with a large pool of experience gathered from various industries. Having worked with a number of different start-ups in both London and Seoul, she has the rare capacity to approach subjects from a variety of perspectives that extend beyond the aesthetic. With a flexible and dynamic outlook on what “design” entails, she is thorough in her methods but aesthetic and functional in her products.
Currently, Soo’s work predominantly focuses on the role design plays in reflecting the true identity of her subjects. Her latest work is a product of in-depth research into the characteristics of the Borough of Southwark conducted through photography and personal interviews, as well as a thorough review of the existing body of research on “Identity Branding”.
“In this research, I’ve been trying to exploiting new possibilities of production combining sustainability with manufacturing and digital technologies, create products using the methods of industrial production, recyclable materials and the emerging technologies in traditionally analogue fields. Making a design process Influenced by observation of nature, pursue and seek new fantastic ideas of how to create forms inspired by nature. This concept of product design in 21st century is the translation of technology into products that we use everyday and relate with beautifully and naturally things which could elevate the people’s perceptions and respect for the source that we extract from the earth. Create design products which shows intricate shapes, textures and patterns made using generative design softwares and combine their production processes with recycled materials to make a new branch of sustainable products.”
Bio: Valerio Adiutori is studying a MSc in Applied Technology. In his research, he exploits new possibilities in manufacturing and emerging digital technologies to create sustainable products using recyclable materials.
“He looked at me and then immediately looked away again. I was thoroughly disconcerted. I realized that insouciance is the one thing that can provide inspiration for our lives and yet have no argument to offer in its own defence.”
Inspired by Françoise Sagan,well-known French female writer. The whole collection is about her dramatic life, her personality, her works and the characters in the novel – Bonjour Tristesse. This collection was influenced by the background of the story, the warm and summer atmosphere colours, the clean and simple shape of fashion in 1950s. The unsymmetrical silhouette and the embroidery of drug plants is tend to present the conflict of the characters and the insouciance spirit in their mind.
Bio: Yi-Lin Cheng studies MA FASHION. He is a fashion designer from Taiwan, specialised in minimalism women’s wear. Interested in literature, fine art, photography and interior design. He is also a professional Taiwanese tea lover currently learning tea ceremony.
Fashion is my window which others can see me through. I decide how much I want to express myself through what I wear. Sometimes I like to hide away to avoid the voyeur but sometimes I want to reveal all like an exhibitionist. I travel the line of expression between voyeurism and exhibitionism using the Hide and Seek capsule collection.
Bio: Youmin Lee studies MA Fashion. She is a conceptual fashion designer specialising in womenswear for retail and fashion show collections. Youmin has over 3 years experience managing her own collection and collaborating with other designers to create garments for G.Botticelli. While experimenting with new techniques in her masters. Youmin has found a new love for knitting design and has evolved this technique throughout her projects leading up to her final collection. Along with knitting design, Youmin has explored the concept of exhibitionism and voyeurism which has influenced her final collection, showing and hiding different parts of the body through the garment.
Mind your fucking language seeks to use fashion to open a dialogue; creating a conversation around problematic traditional gender ideals in the West, and our persistent use of sexist language. Not just clothing for the sake of aesthetics, the project is driven by intersectional feminism, focusing on using fashion for political means, particularly focusing on subverting the male patriarch construct of society, the constrictions of masculine and feminine boxes we are forced into , and a campaign against sexist language in Western Society. It uses modern technologies, such as 3D printing, and combines them with traditional techniques to create wearable art pieces and contemporary fashion looks that make a statement against sexism. The work also includes a documentary on how to use creativity to combat the issue, a full fashion film, and an interactive piece designed to make you think about Minding your Fucking Language.
Bio: Zoe Alexandria Paton Burt is a MA Fashion student. She is a passionate feminist designer and stylist, with a gender neutral focus. Her experience spans across international celebrity and editorial styling, teaching, costume, prop design and making, and fashion design. Her work has been featured in Fiasco, Notion and Dazed magazine to name a few. A really prominent area of her life are her feminist beliefs which bleed into everything she does. She truly believes that fashion and art can be used as a driving force for change.