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	<title>KithKin Presents &#187; function</title>
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		<title>The Space between I and You</title>
		<link>http://www.kith-kin.co.uk/presents/index.php/london-09/the-space-between-i-and-you/</link>
		<comments>http://www.kith-kin.co.uk/presents/index.php/london-09/the-space-between-i-and-you/#comments</comments>
		<pubDate>Sat, 05 Sep 2009 21:44:16 +0000</pubDate>
		<dc:creator>Elizabeth Graham</dc:creator>
				<category><![CDATA[London 09]]></category>
		<category><![CDATA[function]]></category>
		<category><![CDATA[intervention]]></category>
		<category><![CDATA[object]]></category>

		<guid isPermaLink="false">http://www.kith-kin.co.uk/presents/?p=618</guid>
		<description><![CDATA[A series of interventions into objects.]]></description>
			<content:encoded><![CDATA[<p>Elizabeth Graham is an artist who selects objects specifically. This is not to say that they are the &#8217;specific objects&#8217; of Donald Judd’s late-modernist conception, but rather a careful selection of items and products that find their function and purpose outside of art. Once the choice has been made, an intervention into the object usually takes place. Such an intervention does not completely transform the object, but neither does it allow it to continue to be experienced as having a fixed identity. A swimming pool plugged with plywood, or a box filled with paint.  </p>
<p>Works like this are simple without being empty, playful without being cheap, and internally coherent whilst still referring to a world outside of itself. Decisions about things such as form, colour or placement in art are not confined only to a kind of formalism but are in fact deeply ingrained into the way we navigate the world of objects around us. It is Art like Elizabeth Graham’s, which reminds us of this fact.</p>
<p>[Written by Peter Simpson.]</p>
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		<title>Close Encounter</title>
		<link>http://www.kith-kin.co.uk/presents/index.php/courses/product-design-central-saint-martins/close-encounter/</link>
		<comments>http://www.kith-kin.co.uk/presents/index.php/courses/product-design-central-saint-martins/close-encounter/#comments</comments>
		<pubDate>Mon, 24 Aug 2009 16:57:10 +0000</pubDate>
		<dc:creator>Oscar Lhermitte</dc:creator>
				<category><![CDATA[(Ba) Product Design @ CSM]]></category>
		<category><![CDATA[London 09]]></category>
		<category><![CDATA[diversive]]></category>
		<category><![CDATA[function]]></category>
		<category><![CDATA[random]]></category>

		<guid isPermaLink="false">http://www.kith-kin.co.uk/presents/?p=565</guid>
		<description><![CDATA[No name/no function, looking at functions through forms.]]></description>
			<content:encoded><![CDATA[<p>A series of objects that have been designed without any function but with the purpose to fulfil an unpredicted need. At first they might appear useless, but the fact that they are present in time and space give them the opportunity to be used for something. It is up to the user to perceive/think of a function or not. If used as a seat, then it is a seat; if used as a bowl, then it is a bowl, etc.</p>
<p>Instead of deciding of a function and creating an object to achieve this function (Form follows Function), I wanted to create unknown products and see how we could use them (Function follows form).<br />
The object is here, it has a material, a shape, a colour, a weight. What can it achieve?</p>
<p>During the design process, I realized it was impossible to create useless objects as the simple fact of sketching a shape and giving it a scale was already giving it a function. In order to fulfil my objectives, I had to step away from the design process; I had to dislocate myself from any rational thinking. The RX227 process is a card game combined with 3D software that allows me to create random useless objects. Its aim is not to create highly complex forms, but only forms I would not expect. All the objects emerging from this process are rapid prototyped so that any product designed by the game can be produced.</p>
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