Switch Critters instigate a re-imagining
of, and re-engagement with the world through provocative interactions.

Prototype Switch Critters: the Gummy Ball, Anenome, and Clamshroom.

Switch Critters are physically animated interactive objects that, when played with, can be persuaded to perform specific everyday tasks such as turning on lights and starting the car. Their behaviors are influenced by data flows, such as the quality of local air, the load on the power grid and the global carbon index. Data becomes mood, designed into personality. Switch Critters know something about the world that people can absorb through observation, interaction... and a little bit of imagination.

←The animated films, at left, show scenarios for how streaming data can form the behavior of an object. And how that behavior can be interpreted and elaborated on by users to create rich personal narratives. These are the “Imagined Worlds” of Switch Critters. Accompanying each imagined world is its “straight story,” a detailed description for each proposed Critter’s interactions and designed behavior.

As cultural objects, Switch Critters create space for users to think and create new narratives about how we live and relate to the infrastructures of electricity and fuel. Without being didactic, Switch Critters are realtime bioindicators of the technological ecologies they are part of. In contemporary urban culture, the actions of power consumption have been simplified to a turn of a key or a flick of a switch, but there is so much more behind the scenes. As outgrowths of the electrical and fuel ecologies, Switch Critters ask us to wonder about and be affected by what is behind the scenes. →Read more on the Cultural Objects pages…

A person interacting with a Switch Critter may learn how to observe its changing behavior as an indicator of environmental change, or may invent a narrative that makes more personal sense, or some combination of the above. It is an opt-in situation that aims to raise interest and awareness in general, not press people into guilt about living their lives. →Read more on the Related Work and Theory pages…

Integrating the imaginative possibilities of use into the design process, the short films represent glimpses into imagined worlds created through collaboration with creative writers. In a process of “Imagination Research,” three different prototype Switch Critters were given to creative writers, who were then asked to produce pieces inspired by their experience with the object. The Switch Critters in the films display dynamic behaviors that were inspired by the writers’ responses. Intended as continued provocations, the films are open-ended in their own right. They portray possible recollections, wonder, apathy, and annoyance that would accompany having to stop and negotiate for light or transportation. →Read more about the Creative Process, Prototypes and Writing as Research on their pages…

 

→This website contains the entirety of the writing and documentation of Hannah Regier's 2007 Art Center College of Design, Media Design Program, MFA Thesis.