Don't let the title fool you. I have not dabbled down the rabbit hole of sex toy design - but if you thought that you are 'part of the problem'. For our group collab project we wish to design a toy for adults to prove that we can have fun and let down our in habitations in more ways than one (with that one being the sexual one). It's naive to think this is the only way we can let loose. We are a complex species that hates to dwell out of the norms within the societies we create and inhabit. We are looking to challenge those ideologies and create a moment of euphoria with the following credentials for our toy.
We want to create an adult toy, but not as you know it.
Simple in both design and function.
Inspired by tradition, made from natural resources.
Reigniting our child-like innocence of pure joy.
A guilt-free experience.
I have included the presentation & my piece I presented on the 'guilt-free' element.
TOY – guilt-free segment
It may seem a little odd symbolising ‘guilt-free’with a pair of handcuffs with a cross through them but that is precisely the point. The definitions of guilt and guilt-free have become obscured
Read definition and the ‘relates’ to and explain how it is a sinister definition
but the examples do not replication that definition
if we look at the second example we can relate that back to what najla spoke about and how our game would be guilt free in that sense of the term however the idea of a guilty chocolate cake is almost oxymoronic
read both with emphasis on the larger words
‘image of chocolate cake’
So if take another look at the chocolate cake example and surround it with those definitions – shouldn’t they fit? Quite clearly, they don’t.
‘make reparations for wrongs?’
How can we make reparations for our wrongs – conform to what is acceptable! ‘you can have your cake [so long as it is the guilt-free option with the acceptable number of calories or amount of fat] and eat it too!’
‘too much to do’
The feeling of guilt has become so warped as we have this distorted view of it. We feel guilty if we chose fun over what we think we should be doing such as work or chores. How many times have you said one of the following to avoid the fun and, therefore, guilty option? When half the time if we chose to stay and do the work we are not encouraged to do because we’d rather be doing the fun thing, we end up spending that time we are supposed to be doing work, scrolling on some sort of timeline rating other people’s fun
‘utopia vs dystopia’
This echoes the topic of utopia and dystopia. They have lots of different depictions, especially in literature. Utopia is often peoples heaven whereas dystopia echoes a H.G.Wells sort of vision. Critical design has often, ironically, been criticised for dramatically depicting “dystopic scenarios”. It may be interesting to see situations where critical design creates awareness of issues by offering a utopia-esque solution. The following examples reflect on those views.
Dunne and Raby – the king and queen of critical design had to get a mention. Lots of examples but I found this one particularly interesting because it tackles ‘the norm’. The norm is often unimaginative and this series questions the time we will have more “complex and subtle” needs than we do today. They are all designed for anticipation and time. Time is the enemy of our rushed society and we are made to feel bad for wasting time – ironic? They question that these products might even be ‘utopian’. Example relates to guilt and how people feel guilt for enjoying porn [PC version ‘certain sexual programming’]. The more ‘excited’ you get – the more distorted the vision and sound becomes. Ironic, isn’t it? That even though related to the main marketed ‘adult-approved-fun’ there still has that impending sense of guilt.
Wait is one of the games out of a series of games labelled critical play by Lindsay Grace. Grace describes the games as discomfort design and focuses on the OMG moments of gaming. He enjoys the theme, as many in CD do, of juxtaposition. In the game, you are rewarded, with natural sounds and visuals, for “stopping and smelling the flowers”. As time goes on the world fades, you must move to somewhere else or the world disappears. It seems a bit contractionary but maybe it is a lesson in exploration and admiring a series of things rather than just staying with one?
‘twister and jenga’
If we go back to the norm for adult games we see not true toys for adults but rather, games. Group games are often much more silly and where people let down their inhibitions. Examples of detached electronic examples include twister or jenga. Alternatively, independent play games are ‘designed to be silent’ so people are not guilty making noise doing them on trains or waiting rooms. In addition to this, they often must reek some benefit and the reward is intelligence. Even the rubix cube which seems outlandish is notability a “look what I can do” commodity.
The examples I found of adult toys seemed to be purely conceptual. Dutch designer Ingrid Hulskamp created this series of adult toys explaining that we are“a society ruled by the clock” which can cause “stress and burnout”. Her aim was to create an oasis of time with the senses and create moments of contemplation. Toys spin or use a ‘sand timer’like system with water to show time passing.
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