ANDI - A “low-tech” 3D printer
2015_ ongoing
ANDI - A “low-tech” 3D printer is a hand-operated 3D printing machine understood as an interactive, collaborative and educational playful interface. It is defined as a game which is constructed from beginning to end so that users understand all of the technicality behind the machine, in this case, a 3D printer.
This machine works with a manual experience: the first part is building Andi by using the pieces and a colour code with the objective of kids understanding where each piece goes and why.
At the same time, a series of actions are developed from the machine that make it a collaboration, from building the axes X, Y and Z, to moving the bed and extracting the material. Andi is built upon a cartesian plane, with axes X and Y on the same plan and with the objective of understanding in an intuitive way the way the axes work. With these a square is formed which is what defines the base of the machine and the future sequences of actions that come from that.
This work poses some questions between our relation with technology. The objective relies on the understanding of how things work by a learning-by-doing process. This claims to be an alternative on the educational system (learning processes) that might change the perception that kids have among things and, more specifically, about new technologies and digital fabrication tools.
This machine works with a manual experience: the first part is building Andi by using the pieces and a colour code with the objective of kids understanding where each piece goes and why.
At the same time, a series of actions are developed from the machine that make it a collaboration, from building the axes X, Y and Z, to moving the bed and extracting the material. Andi is built upon a cartesian plane, with axes X and Y on the same plan and with the objective of understanding in an intuitive way the way the axes work. With these a square is formed which is what defines the base of the machine and the future sequences of actions that come from that.
This work poses some questions between our relation with technology. The objective relies on the understanding of how things work by a learning-by-doing process. This claims to be an alternative on the educational system (learning processes) that might change the perception that kids have among things and, more specifically, about new technologies and digital fabrication tools.
