Summary
A series of five anthropomorphic sculptures designed to trigger memories through movement, materiality and sound.
With technology, objects can be given 'life' by appearing receptive and responsive to their users. By mapping anthropomorphic behaviors onto inanimate objects, we can create 'beings' perceived as alive. We take pleasure and comfort in identifying human qualities to develop more meaningful connections. Inspired by people who have been personally influential, each sculpture is a representation of their dominant traits - Controlling, Clumsy, Attention Seeking, Nurturing and Passive/Aggressive.
With technology, objects can be given 'life' by appearing receptive and responsive to their users. By mapping anthropomorphic behaviors onto inanimate objects, we can create 'beings' perceived as alive. We take pleasure and comfort in identifying human qualities to develop more meaningful connections. Inspired by people who have been personally influential, each sculpture is a representation of their dominant traits - Controlling, Clumsy, Attention Seeking, Nurturing and Passive/Aggressive.




