Walky-Worky is a round table which the user can enter and work in, on, and with.
In this way, it provides a table surface around its user, so that the user doesn’t leave the working space,
until the things that have to be done, are pretty much done.
Not only that, but it also makes a lot of other things within the user’s reach reachable; such as: a MacBook, a non-MacBook,
liters of coffee, and other gadgets necessary to make the work more efficient. Walky-Worky’s single leg rests on one wheel,
designed to support faster multi-task work. With Walky-Worky, sitting becomes a post-work reward, found outside of the table.
Poetically speaking, Walky-Worky is wearable work.
Seriously speaking, Walky-Worky does not abide to the rules of how it promotes itself to function. By trapping the workaholic (that is, everyone) in its space with the usage of its promotional powers, Walky-Worky truly aims to distract the workaholic from any serious work (contributing to neoliberalism rather than earning a living income), mainly computational work. The ideals behind Walky-Worky’s design become clear: too much time of a workaholic’s life is put into work, and work only. As much as Walky-Worky’s orange straps help the user carry one’s heavy work, they aim for the user to experience proper back pain and proper inability to concentrate. Walky-Worky supports the idea of not doing anything towards something, but rather just being. The idea of work is meant to be questioned.
Poetically and seriously speaking; Walky-Worky allows you to get bored with, as much as it allows you to get bored of.
Walky-Worky was funded by Berlagefonds, featured in Metropolis M, and travelled to Forum design de Paris.
(Walky-Worky's prototype was being tested during its making. Real-life user experience was collected in a data archive found below.)
The suggestion is to use public elements as if they’re the extensions of the body.
Basically, to have the whole city behave as an extension of the body.
To use the city lights fashionably and according to one’s personality.
To make waiting fun, because waiting is what it always comes down to.
To turn one’s coffee to-go into a coffee to-enjoy, around the trees where the trams pass by.
To believe that bike parkings are not only meant to host the bikes. Bikes are also the extensions of the body, therefore parkings can be too.
To believe that buildings are still climbable when there is a crisis on the city floor.
At the end of a dangerous day, to go to Albert Heijn and buy one Snickers or two, and find the nicest garbage with the nicest couch, to sit on.
To never be bothered by the weather.
Second, and more reasonable suggestion for 2017, is the body parking: new invention for a new public behavior. A parking made for the body to pause when the body is in the busyness of public contexts, full of speed and stimulation. It is designed to support giving up bodies, tired bodies, numb, sad, hyperactive, inactive, lazy, crying, shivering, happy bodies, and all the other types of bodies.
Its vertical structure gives bodily give-up as much time as it needs, be it for a split second or forever. The disadvantage of this body parking is that it was never fully idealized, nor realized.
Bookshelf made for four books (max).
Supportive of a reading body + made to accompany its user; to travel with.
Friendship over service.
The idea was realized in CENTRO diseño | cine | televisión, Mexico City.
The educational institution, in which alive furniture is not produced,
served as an inspiration for 4Bookshelf.
As if! picked from home&design supermarkets, this chair provides discomfort to its user. Joinery with zero nails, screws, or glue, make it easy to assemble; can be dismantled whenever.
Comfort (created by physical needs) dulls senses and playfulness. It offers predictable experiences to its users.
Were comfort to be taken out of its containing space, spatial "misfits" would start to appear.
Classic reaction to obstacles is a well established plan to avoid the obstacles.
Were there to be other people in the room, one would reach out for a gaze, or someone to relate to.
Physical human contact starts with a touch, making the skin the ultimate textile.
Project Hapticity deals with comfort and human contact/interaction. It traps the user in its uneasy comfort, where sleeves to exterior situation can be found and not necessarily used. This scenario depends on the user's willingness to engage with the given comfort. Final stage of the experience aims for a touch between the user and a stranger.