Crafts in the Netherlands
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Transcript of Crafts in the Netherlands
The current state of crafts (or what crafts have become)
in The Netherlands is directly linked to the multiple-sided
economy (but mostly capitalist economy) that is prac-
ticed within the western world. We have noticed that
there are more and more initiatives that urge us to con-
sider alternatives to today’s economical dynamics. There
seem to be a lot of faults in the way we produce and ex-
change goods. Today’s industry is aiming towards higher
production, higher retail values, and it tends to overlook
aspects that help increase the efficiency and sustainabil-
ity of how we make and consume things. It is a fact that
we need to change the rules of the game in order for us
to use the resources that we have and make what we
need. Therefore, today’s craft in The Netherlands ( and
in the western world in general) is about being critical
towards the way we produce things, the way we behave
and use the things that we make. We realise more and
more that we need an economy driven by creativity and
innovation, in order to solve global problems.
Crafts, experiments, new techniques and materials are a
few themes that we saw in the museums/exhibitions we
visited. These exhibitions can be seen as a mirror of the
past and the future of society. An example of a combi-
nation of the past and the future is the Textiel Museum
in Tilburg, where you can find both very old and high
technology machines. And also a selection of new ideas
and experiments related to textile. A traditional exhibition
is presented in the Museum Boijmans, where there are
typical crafts of Dutch culture, from the ceramics of Delft,
to Leerdam glass. At the New Material Award 2014 there
was a strong focus on the future. Every year several
projects are selected for this award which mostly focus
on experimentation and the search for new sources. The
New Material Award believes in the innovate power of
creativity within various design and art disciplines with
regard to sustainability and the development and the
application of new materials.
INTRODUCTION
TRADITIONAL CRAFTS METALSILVERSMITH
HAND FORGINGCASTING BRONZE
WOODCLOGS
SHIP MODELSGUITARBUILDING
TEXTILE FISHING NETS
WEAVING
CERAMICSDELFTS BLUE
GLASS STAINED GLASS
GLASS BLOWING
SILVERSMITH
The basic techniques of a silversmith are casting and
hammering. Casting methods were used mainly for
sculptures. To make a vase a silver plate is entirely
hammered into the shape of the vase or even a teapot.
There are various decoration techniques, for example
embossing. This is a similar technique as the hammering,
only this is done with finer instruments to leave a decoration
at the surface. The gear has nowhere and never reached
a greater perfection and sophistication than in the
Netherlands during the Golden Age.
HAND FORGING
Forging is one of the oldest metalworking methods. In
this craft, a piece of metal is being heated in a flame
and subsequently brought into the correct shape with a
blacksmith’s hammer by means of an anvil. Objects that
are forged, are significantly stronger than objects of similar
shape that have been moulded. This is because the crystal
structure in a moulded object is random, while the micro
crystals, through forging, are aligned in the direction in
which the object is hammered. There have been years
when the blacksmith craft threatened to disappear but that
tide has turned. Nowadays The Netherlands know quite a
few blacksmiths that forge metal in an authentic way. They
are affiliated with Dutch Guild of Art Forging.
CASTING BRONZE
Casting bronze can be seen as a very broad craft. In ancient
times bronze casters mostly made utensils. Nowadays the
focus is more on making bronze sculptures. There are two
methods that are being used the most: lost wax method”
and the “sand casting method”.
Lost wax method:
This method is used for small sculptures, which are
immediately being moulded into their shape. The clay is
baked and at the same time, the wax will melt. The bronze
can now be poured into the hollow space. After this bronze
has cooled, the mould is being removed and the object will
be cleaned and the vent channels will be removed.
Pouring sand method
In this method, the object that has to be moulded is made
out of plaster, wood or plastic. Then the object will be
placed into a new mould, which contains out of two parts.
After hardening you have to carefully take the object out of
the mould. Then there are small channels made from the
casting mouth to lead the molten bronze to the recessed
shape. This method is often used for symmetrical shapes
like a church bell.
CLOGS
The origin of wooden footwear in Europe is not precisely
known. However, there is a possibility that the Celtic and
Germanic peoples from Southern- and Northern Europe
were familiar with some sort of wooden foot covering.
Wooden footwear often ended up as firewood and,
because of its nature, wood will rot away in the long run.
The oldest surviving wooden footwear in Europe is found in
Amsterdam and Rotterdam in the Netherlands, and dates
from 1230 and 1280. These finds look very similar to the
wooden shoes as they are still worn in The Netherlands.
Since wooden footwear was a hand-made product, the
shape of the footwear, as well as its production process
showed great local and regional diversity in style. At the
beginning of the 20th century machine-made wooden
footwear was introduced. After WW2, in particular, wooden
shoes disappeared from sight. But in the Netherlands
some people still wear these type of shoes. Mostly as a
piece of traditional clothing.
SHIP MODELS
Wooden ship models are scale representations of ships,
constructed mainly of wood. This type of model has been
built for over two thousand years. Ship modeling is a craft
as old as shipbuilding itself, stretching back to ancient
times when water transport was first developed.
Until the early 18th century, virtually all European small
craft and many larger vessels were built without formal
plans being drawn. Shipwrights would construct models to
show prospective customers how the full size ship would
appear and to illustrate advanced building techniques.
These were also useful for marine artists, and it is clear
that from Dutch Golden Age Painting onwards extensive
use of models was made by artists.
Wooden ship model hulls can be constructed in several
ways. The simplest is a solid wood hull sawn and carved
from a single block of wood. This method requires the
greatest skill to achieve accurate results. You start with a
big block of wood and start cutting, sawing and sanding
with the help of various tools. When you have the basic
shape of the ship you can cover it with very fine pieces of
wood to create details. Especially bending and fitting it,
takes a lot of time.
GUITARBUILDING
Around 1930 there are already several small workshops in
the Netherlands, where violins, mandolins and guitars are
being build to a smaller extent. The guitar gets the image
of a cheap and easy instrument, the three chords can
quickly be learned. After the War, the guitar gained great
popularity because of the start of Rock & Roll.
Soon production lines for the guitar manufacturing are
being set up in the Netherlands. At first it was small scaled
craft, but now it turned into mass production. After the
seventies the competition from abroad becomes so large
that the mass production stagnates. As fast as they came
the big factories disappear again. What remains are the
smaller workshops, where building guitars is again pure
craftsmanship.
The type of wood is very important for the sound of the
guitar. The most commonly used wood species are pine,
maple and mahogany for acoustic guitars. European pine
or spruce is used for the sound box. For the strings both
nylon or metal is being used. Thicker strings are being
wound with metal.
FISHING NETS
Herring plays an important part in the history of the Low
Countries. The first settlers were fishermen and in the
Middle Ages the herring trade became a cornerstone of
the economy. In the nineteenth century herring fishing
moved to coastal towns and Scheveningen became an
important centre of the herring trade.
Herring fishing vessels were traditionally crewed by men.
Women did not sail, they made and mended the torn nets
on shore and sold part of the catch on the streets of the big
cities. In Dutch the making of new nets is called ‘breien’
(knitting) and repairing damage of a net is called ‘boeten’.
The nets are made from fibers woven in a grid-like
structure. Fishing nets are usually meshes formed by
knotting a relatively thin thread. Early nets were woven
from grasses, flaxes and other fibrous plant material. Later
cotton was used. Modern nets are usually made of artificial
polyamides like nylon, although nets of organic polyamides
such as wool or silk thread were common until recently and
are still used.
WEAVING
Weaving is a method of fabric production in which two
distinct sets of yarns or threads are interlaced at right
angles to form a fabric or cloth. The longitudinal threads
are called the warp and the lateral threads are the weft or
filling. The method in which these threads are inter woven
affects the characteristics of the cloth
The predominant fibre was wool, followed by linen and
nettlecloth for the lower classes. Cotton was introduced to
Sicily and Spain in the 800s. When Sicily was captured by
the Normans, they took the technology to Northern Italy
and then the rest of Europe.
The weaver worked at home and marketed his cloth at
fairs. Warp-weighted looms were commonplace in Europe
before the introduction of horizontal looms in the 10th and
11th centuries. Weaving became an urban craft and to
regulate their trade, craftsmen applied to establish a guild.
By the 13th century, an organisational change took
place, and a system of putting out was introduced. The
cloth merchant purchased the wool and provided it to the
weaver, who sold his produce back to the merchant. The
merchant controlled the rates of pay and economically
dominated the cloth industry. Later production was moved
into purpose-built buildings. The working hours and the
amount of work were regulated. The putting-out system
had been replaced by a factory system.
DELFTS BLUE
Delfts Blue originated around the end of the 16th cen-
tury as a cheap alternative for the Chinese (blue,white)
porcelain. It went true a period of growth between 1650
until 1750. Nowadays the only company thats stil pro-
ducing this kind of earthwork is ‘de Porceleyne fles’ in
Delft. When the ceramic bakers started their venture with
Delfts Blue they mostly decorated the pieces with an
oriental taste to it. Later on the images started do be of a
more Dutch oriented look. Nevertheless did they stil keep
a hint of Oriental influences and decorations on the tiles,
vases and other products that they produced.
A pottery baker, the production site for Delfts blue was
a complex with many different specialities. The workers
had a large variety of skills needed when making this
kind of pottery. The first session in the oven took about 2
hours in average, after this the object had to cool down
in the oven for a period of 2 days. The second baking
session followed after painting and glazing. If it was
needed to add additional colours besides the original
blue, this is when a third baking session would take
place (colours like gold, red or black).These colours are
more difficult to proces and they have to be baked at a
lower temperature.
The blue pigment is Kobaltoxide, almost pure kobalt.
When applied it has a grey color but when baked it turns
to a clear blue. The paint knows many shades and you
kan apply as an almost black colour to nearly transpar-
ent. This used be down solely by hand but today we also
use screen printing for the proces.
Pepe Heykoop
Marcel WandersKLM
KLM
STAINED GLASS
Stained glass is an art form that has been fascinating
for centuries. A long time ago the base of this technique
originated in Egypt with the making of embossed panels
with a frame of wood or bronze. The Romans spread
this technique over the entire world. So that’s how it also
came to the Netherlands. The stained glass technique
was developed in the Middle Ages, since than it has
barely changed.
GLASSBLOWING
Glassblowing is a glass forming technique that involves
inflating molten glass into a bubble, with the aid of a
blowpipe (or blow tube). A person who blows glass is
called a glassblower, glass smith, or gaffer. A lamp worker
manipulates glass with the use of a torch on a smaller scale,
such as in producing precision laboratory glassware out of
borosilicate glass.
As a novel glass forming technique created in the middle
of the last century BC, glassblowing exploited a working
property of glass which was previously unknown to the
glassworkers: inflation. Inflation refers to the expansion of
a molten blob of glass by introducing a small amount of air
to it. This property is based on the liquid structure of glass
where the atoms are held together by strong chemical
bonds in a disordered and random network, therefore
molten glass is viscous enough to be blown and gradually
hardens as it loses heat
A well known glass factory in The Netherlands can be
found in Leerdam. Here glass is blown with the use of
machines. But there is also a small department where they
still blow glass by hand. Which results into beautiful and
very valuable objects.
MODERN CRAFT BIO-MATERIALSCOLEOPTERALEVENDE PIXELSFORMAFANTASMA CRAFTICALOCAL PRODUCTIONZANDBANK & CLAY SERVICE3D PRINT CANAL HOUSERENEWABLE ENERGYENERGY ADDICTSALPINE CAPSULESOCIAL ISSUESBLUE SKY LAMPEDIBLE GROWTHMEMENTO
WASTE MANAGEMENTTHE SAO PAULO COLLECTION
PALMLEATHER DIGITAL PRODUCTION
RAYFISHENDLESS
BONE CHAIRSTUDIO UNFOLD
L’ARTISAN ELECTRONIQUE 3D DOODLE PEN
SOCIAL ISSUES ARCO LOCAL WOOD BRONZE AGE
NEXT NATURERAYFISH
AAGJE HOEKSTRA COLEOPTERA
In the Netherlands, mealworms are grown for the food in-
dustry. Now mainly as food for animals; in the future also
for people. The mealworm originates from the mealworm
beetle, which dies several months after laying eggs.
Growers see these beetles as waste and throw them
away. In order to reduce waste and reuse natural re-
sources, Aagje Hoekstra examined how the beetles could
be given a second life, as part of her graduation project
at the Utrecht School of the Arts.
Hoekstra peeled the insects by hand, leaving only the
wing cases. In a laboratory, she converted these wing
cases into pure chitin and then into chitosan. By pressing
the chitosan, a material called Coleoptera is formed a
bioplastic made from insect wing cases.
INGRID NIJHOF LEVENDE PIXELSUsing pigment-carrying bacteria, ink is being grown that
can be used in the field of graphic design. Ink nurs-
ery Levende Pixels (Living Pixels), can grow the whole
colour spectrum, including neon colours. For the CYMK
selection, bacteria can be found in, for example, earth
(blue), on our skin (pink), on plants (yellow), and also in
our mouths (black). The ink-growing machine makes the
graphic designer of the future self-sufficient in natural ink.
Bacteria play an increasingly large role as auxiliary ma-
terials and building materials. In theory, the ink nursery
system can be put into practice. Ingrid Nijhoff is looking
into the possibilities of realizing a real, working nursery.
TJEERD VEENHOVEN BIO-LAMINATES
Tjeerd Veenhoven is initiator of HuisVeendam. Together
with a dedicated team of specialists he develops appli-
cations for starch technology. The rural town Veendam
has a rich history of potato starch production. The hum-
ble potato was the start of a large value chain resulting
in countless products, most often fully biodegradable.
With the rise of oil this value chain diminished drastically
and much knowledge and experience was lost.Now the
petrochemical value chain is troublesome and ending
there is a revival of this potato starch technology. Due to
modern technology and improved analysis the possibili-
ties of the biological adhesive are plentiful and often even
more effective than its synthetic opposite.To emphasize
the success of this biodegradable product HuisVeendam
designs new applications for potato starch. For HuisVeen-
dam designer Tjeerd Veenhoven selected 120 organic
waste streams and turned them to a collection of biolam-
inates. This product is fully biodegradable en applica-
ble on walls, objects and in the future also flooring. The
excellent adhesive properties of starch can upgrade the
value of organic waste and kickstart new value chains
which are more transparent and sustainable.
ED VAN HINTE LIGHTNESS
Lightness Studios stimulates development and applica-
tion of lightweight structures. Lightness saves energy and
materials (emission decrease), accelerates, and en-
hances productivity and flexibility. The aim is to get more
added value out of less material and energy. Lightness is
more efficient. At the same time lightness is ambiguous.
We like light things when we have to carry ore wear them,
yet we prefer endurance and weight for most things we
can enter: vehicles, buildings. It is a great challenge to
render the preference for lightness universal.
It takes years for lightness to become normal. Apart from
that new technologies need to be designed and new
processes need to be developed. Lightness Studios
seeks to stimulate innovation by creating scenarios and
elaborate elements from those in tangible models. Light-
ness Studios cooperates with designers, engineers and
companies.
The first theme for Lightness Studios to pick up is Light
Building. Building requires a lot of transportation, produc-
es mountains of waste and suffers from inertia. Buildings
doesn’t only concern buildings, but also machines, tools,
vehicles, materials and, of course, structures.
DRAWN FROM CLAYATELIER NL
In line with a tradition that lived in Makkum until well
into the 19th century in which the presence of local raw
materials was a first condition for manufacturing, Royal
Tichelaar Makkum introduces a straightforward pottery’s
service by Atelier NL.
The project Drawn from Clay started by digging up, shap-
ing and baking clay from different locations through the
Netherlands. They created a beautiful series of plates and
bowls in different colors and structures, showing the local
identity of the area the clay was taken from.
Artists have long explored the significance of ‘place’ – as
a site of history and identity; as a dynamic process in
constant flux; and as a politically charged way to both
challenge and contextualise the world.
SANDBANKATELIER NL
The glass industry uses only white, pure sand for the
manufacturing of glass. This type of sand can only be
found in a small number of sand quarries around the
world. As part of the Sandbank project, Atelier NL is
experimenting with various local, non-pure types of sand.
Types of sand from different locations produce different
colours, patterns, and textures. Sand from different loca-
tions produces different colors, patterns, and textures.
Melted in the oven the sands fracture, foam, and harden
into crystallization patterns. With SandBank Atelier NL
explores the potential of these new material variations
(mixtures of minerals, metals and other components that
are attached to the grains).
The deceptively simple act of transforming sand into
glass reveals stories of the grains themselves and their
dazzling diversity, stories of deep time and endless
change.
DUS ARCHITECTS3D PRINT CANAL HOUSE
The 3D Print Canal House is a three-year research project
in which DUS Architects, in collaboration with a number
of national and international partners, work on the printing
of a canal house to study the possibilities of 3D printing in
architecture.
DUS Architects print the canal house room by room with
the KamerMaker, or Room Maker, a portable 3D printer.
The granules used for printing consist of 80% vegetable
flaxseed oil. 3D printing in architecture provides numer-
ous benefits in terms of sustainability, such as transport
reduction, little to no waste, printing on location, and the
possibility of recycling the building.
NAOMI KIZHNERENERGY ADDICTS
Industrial designer Naomi Kizhner has developed a
concept for an invasive jewellery collection that converts
kinetic energy from the body’s involuntary movements
into electricity. It is a response to the world’s impending
energy crisis, looking for an existing energy source that is
yet to be tapped in to.
The pieces would be embedded into the surface of the
skin to capture the energy of subconscious movements,
such as the flow of blood through the veins and blinking,
transforming it into a useable energy resource. Made
of gold and 3D-printed biopolymer, each design in the
collection would be worn on different parts of the body to
harvest energy from specific physiological functions.
ROSS LOVEGROVEALPINE CAPSULE
The capsule comprises a mounting living unit, where
visitors can stay over night in the Italian Alps. Power is
provided by several “power plants’, which consist of
photovoltaic panels combined with a vertical axis wind
turbine. The Alpine Capsule defines a new architectural
condition, off grid and harmonic with nature. It expands
the potential of modern life, its comforts, its technological
connect and its vision, away from cities and into the realm
of landscape and “open space”.
The project is a prototype for a new way of living off-grid,
even as a temporary experience, a new ambition for the
21st century that can be implemented in so many envi-
ronments.
BLUE SKY PROJECTCHRIS KABEL
Scientific research has shown that the best way to deal
with winter depression is the light of a clear blue sky on a
summer’s day. For the Anti-Winter Depression exhibition
that took place in the winter of 2013/14 in Marres in Maas-
tricht, Chris Kabel conducted a study into the physical
process that makes the sky blue. The preliminary result of
this study is the Blue Sky lamp, a prototype therapy lamp
that simulates the light of a clear blue sky on a summer’s
day.
Kabel conducted trials with green soap, aerogel, and
Pastis dissolved in water, and talked to a diffusion expert
at the Agricultural University of Wageningen. Eventually,
he opted for a nanopowder (O2Ti). Once suspended in
transparent resin, these nanoparticles diffuse the incom-
ing rays of light in the same way that the earth’s atmo-
sphere diffuses the light from the Sun.
EDIBLE GROWTHCHLOE RUTZERVELD
We live in an era where food is not only grown or bred
anymore, but manufactured in a laboratory setting or
build with a 3D printer. These technologies influence
supply chains, eating habits, preparation methods and
introduce entirely new food products to the market. Edible
growth is an example of a future food product that forms
a bridge between new technologies and authentic prac-
tises of growing and breeding food.
Multiple layers containing seeds, spores and yeast are
printed according to a personalized 3D file. Within five
days the plants and fungi mature and the yeast ferments
the solid inside into a liquid. The product’s intensifying
structure, scent and taste are reflected in its changing
appearance. Depending on the preferred intensity, the
consumer decides when to harvest and enjoy the deli-
cious, fresh and nutrient-rich edible.
MEMENTOGERALDINE SPILKER
In response to a recent increase in the number of crema-
tions, Geraldine Spilker’s project, Memento – After Time
Elapsed, provides an alternative way to keep ashes that
could replace the traditional urn.
The choice of what to do with ashes is very limited. They
are put in the ground, scattered or preserved. In the latter
case, they will be put in an urn – an alien object, most
commonly made from synthetic material. She proposes
creating a small tactile object that can be held and inter-
acted with, made from the ashes of the deceased bound
with resin. The object is completely biodegradable.
THE SAO PAULO COLLECTIONSTUDIO SWINE
Taking its name from where it has been designed and
made, the ‘são paulo collection’ by studio swine employs
waste materials found in brazil’s largest city, transforming
it into design objects. Known as the ‘aluminium capital’
because it collects and recycles more cans than any-
where else in the world, the UK and brazil-based duo of
azusa murakami and alexander groves have harnessed
the potential of the scrap metal material surplus through
means of sandcasting to create the legs of their ‘cactus
coffee table’, as well as the abstracted palm pattern seen
in their ‘lounge chair’.
The series of pendant, floor and table lamps feature bulbs
have been fashioned from beverage bottles, heated and
re-blown into an eclectic set of organic forms, rather
than through the application of the conventional glass
recycling process where cullet is used. This decision to
use the original vessel in its entirety and manipulating it,
results in a clearer higher quality glass which requires
less energy and retains some mark of its previously
industrial manufactured state. These bulbs are then fitted
with customized brass fittings and illuminated through the
use of LEDs. The ‘cactus standing light’ features a main
structure made from pine off-cutes which has16 branch-
es extending from its central base, holding these bottle
bulbs.
PALMLEATHER PROJECTTJEERD VEENHOVEN
Palmleather’ is an innovation in material research by
dutch designer tjeerd veenhoven. A new fabric was
born from a mere interest in throw away plates made
from dried palm leaves, and from this raw vegetation the
veenhoven conducted numerous experiments to create
a plant-based substance that mimics cow-leather. The
inventor achieved this through soaking the fragile, brittle
greenery in water which in turn became flexible and
soft. To maintain this useful condition, within 6 months,
veenhoven engineered a bio-chemical solution to keep
it from dehydrating. This new textile can replace animal-
based items, such as bags, shoes and book covers, with
much less pollution and, furthermore, is also able to be
composted.
Bags and book covers can be made from the leather-
like material from this discovery veenhoven met with
neelam chhiber, founder of the industree craft foundation,
and set up a business model of which artisans are able
to produce and use the textile at a local level. As the
product is very cheap, plentiful and simple to fabricate,
only a year from its inception the first producer-owned
processing unit has been set up. The venture makes
6000 ‘palmleather’ leaves a month and is manufacturing
throw-away sandals and purses. The commodity is
continually being tested for improvements in slicing, cross
laminating, gluing and stitching, with more community
initiatives budding concurrently.
HONING YOUR CRAFT Mastering a certain craft is something that isn’t a
prominent aspect of modern society. To become a
master in a craft you need devotion and a lot of time to
put into mastering your craft but within a consumerist
society where time is money this isn’t a preferable
aspect to take in consideration. Historically a craft
was passed on from master to apprentice, once the
apprentice was finished and set up his own shop he
also could call himself a craftsman/woman.
In the age where craft was the standard, repairing
was optioned long before replacing. If the fix was
manageable for the consumer this could happen with
a few bangs off a hammer or maybe some glue. If
it would be beyond the hands of the consumer he/
she would let it get repaired by the hands of the
craftsman.
Nowadays you buy a product lets say : a Iphone from
Apple. The warranty terms state that if you open the
product yourself and try to fix it you automatically
discard your right on a warranty. What they say with
terms like this, is that ‘you’ the consumer are not
qualified enough to tamper with their own crafted
product and if you even attempt to do say your wallet
wil feel the consequences. The choice of self repair
disappears.
By making these kind of terms they slowly toss out the
availability and will for consumers to let’s say become
a master craftsman in repairing apple products. The
rapid speed in which the technology around us is
constantly growing is also a factor which makes it
almost near impossible for us to keep up knowledge
wise. Replacing is in most situations the best or even
only option.
Arco Local Wood
BUYNOTHINGNEW
Becoming a master in your craft isn’t that necessary
anymore, with the help of technology and education
it has become a much more greater tool to outsource
various qualities. While our knowledge grows the
fields in which one wishes to specialise grows along
with it. Sharing skills is more efficient than passing on
skills. A craft is a pastime or a profession that requires
some particular kind of skilled work. In a historical
sense, particularly as pertinent to the Middle Ages
and earlier, the term is usually applied to people
occupied in small-scale production of goods, or their
maintenance. In a more contemporary setting we can
still see crafts in the way that we share our skills and
knowledge locally. an example is the Buynothingnew
initiative in Amsterdam.
Buynothingnew.nl is a platform where people are
offered to exchange goods and services. It’s based
on local communities that rebel against the consumer
norms we have set for us. That replacing is the better
option over repairing. on buynothingnew.nl you are
able to exchange your car with someone else his
motorbike but also exchange your skill with the skill of
a neighbour.
CONTEMPORARYCRAFT
For example you have to revarnish the outside of
your house and you happen to find someone close
to you that happens to be very skilled at varnishing
but paying someone to do so just doesn’t fit the
budget. The idea of butnothingnew.nl is also that if
you are a skilled carpenter you can offer your craft as
payment for the craft of another. The predecessor of
buynothingnew.nl is a similar platform noppes.nl, buy
nothing new simply expanded on the concept.
I believe this is a very interesting view on what crafts
could be and become. crafts in a sense that “goods”
are created by combined skills and the sharing /
trading of such skills. Our perception of what crafts
should be is usually linked to hand-made without
any intervention of a machine. The could be sad
conclusion is, ‘ that just doesn’t happen that often
anymore’. when calling something craft because it’s
hand made you are saying that every single good we
make is craft.
The interference of human hands hasn’t been
excluded just yet, their is always need for human to be
involved in the production process.
Formafantasma Craftica
DIGITAL CRAFTS
The concept of hand made totally disappears
when talking about digital crafts. I see digital crafts
as something that brings us as humans closer to
machines and robotics. A playful interaction between
software and biology. To be able to write code for
software you really have to train yourself to gain a
certain comfort in it. Coders are craftsmen in their own
digital world.
The interaction between human and machine
is something thats been growing in a rate that
consumers aren’t even able anymore to comprehend.
The speed in which our technology is growing isn’t
anywhere near comparable with the speed in which
the industrial revolution took place. The industrial
revolution almost made crafts die out. Handiwork
was replaced by machinery and unique pieces
where replaced by mass produced products. The
technological revolution in which we are present
however is bringing a new dimension to what craft
could be considered as.
Formafantasma Craftica - Makkink And BeyTouchable memories
L’ARTISAN ÉLECTRONIQUE
A good example is a project of studio Unfold.
In L’Artisan Électronique, pottery, one of the oldest
artisanal techniques for making utilitarian objects,
is combined with new digital media. However, the
installation still clearly refers to the artisanal process
of working in clay.Unfold’s ceramic 3d printer has
a great resonance with the way traditional potters
handled clay by building a form out of coils of clay.
The virtual pottery wheel on the other hand, is a digital
tool to ‘turn’ forms in thin air.
This digital crafts in way that people are able to
hone a craft (pottery) in a conventional technique
yet in a unconventional setting. Pursuing lost crafts
and making them digital. This just one approach to
what you could consider digital craft. You could also
see digital craft as something completely new and
incomparable with older crafts.
The thing that strikes me within the whole field of
digital crafts is that the relation between what is digital
and what is human is the most important role, and
when creating digital it seems to be very important to
simulate crafts we all know from past times.Studio Unfold
DIRK VAN DER KOOIJENDLESS
One plastic string, made out of old refrigerators,
crafted by a robot, into a chair. When the first plastic
chairs were made, they began with fairly simple tools
and moulds to form the plastic. The simple tools
were easy to adjust and this gave the designer the
chance to evaluate the final product and adjust the
tools almost endlessly. As labour grew more and
more expensive, it was filtered out of the process with
automated and complicated tools. These automated
processes have been very inflexible until now. High
investments in complicated moulds made it almost
impossible for a designer to evaluate and refine
his final object. The designer is no longer involved
in the production process and the design stage is
completely shifted to a pre production phase. As Dirk
van der Kooij considered this a lost chance he made
a pact with the devil, because he found a solution,
not in labour but in computerization. By combining
different techniques, he was able to design an
automated but very flexible process.
Doodle 3d pen
A NEW VISUAL LANGUAGE
I believe it’s interesting to think about the visual
language digital crafts have to offer. It could open
a new realm of aesthetics and conceptions.Today
we live in a Digital Age; a time when technological
advancements are presenting craft practitioners with
liberating opportunities. A new visual language is
emerging. A language which involves manipulating,
distorting and exploiting the parameters of digital
software and fabrication tools. These tools enable the
production of objects that move beyond the limitations
of the hand. Imagine objects three-dimensionally
printed from a bed of nylon powder; shapes
appearing to seamlessly morph and merge with
each other; materials etched and cut by computer-
controlled lasers and milling machines; movements
and sound waves captured and translated into
physical objects by sensors and scanners; and new
forms randomly self-generated by computer software.
As the human touch is considered a pivotal anchor in
the definition of craft, is this made redundant amid the
adoption of digital tools? Does digital perfection allow
space for the great charm of mistakes?
Studio tjerp
JORIS LAARMAN
Our lab is an experimental playground set up to
study and shape the future. It tinkers with craftsmen,
scientists and engineers on the many new possibilities
of upcoming technology. We want to add cultural
meaning to technological progress and show the
beauty of how things could work. Our work is very
diverse, from experimental furniture and production
processes to museum installations, to architecture,
film and workshops at universities around the world.
In 2011 we received 1 of the 8 innovator of the year
awards by the wall street journal and since 2004 the
work we’ve made with Joris Laarman Lab has been
added to the permanent collections many renowned
international museums like the MoMA, V&A, Centre
Pompidou and recently the Rijksmuseum Amsterdam.
Bone Funiture
NEXT NATURE Rayfish Footwear is a fictional company that offered
personalized sneakers crafted from genetically
modified stingray leather. The launch of the company
catalyzed a debate on emerging biotechnologies and
the products it may bring us. It furthermore ques-
tioned our consumptive relationship with animals and
products in general. While such discussions often
remain abstract, we aimed to make them tangible in a
concrete product you can love or hate.
RayFish Foodwear
OPEN DESIGN ENZO MARI
For Enzo Mari “design is always education”,
with the “proposal for an” assemble furniture
using rough boards want to push people
to take over the project physically bringing
to fruition, with his own hands, carrying out
various pieces of furniture, to start off the
chair. Sedia 1 stimulates reflection on the
theme of do-it-yourself celebrating a world in
which the dignity of labour is not alienated.
ENZO MARIRECESION DESIGN
NOSIGNERRE:FARM
TOMORROW LABOPEN SOURCE
ECOLOGYPLAY THE CITY
INSTRUCTABLESINSTRUCTABLES
RESTAURANTTHINGIVERSE OPENSOURCE BEEHIVES
STADSLAB ROTTERDAM UIT JE EIGEN STAD
RECESION DESIGN
A way of “designing” that goes beyond current trends and
returns the object’s essential form and function to the forefront.
Recession Design is a collection of objects created using
everyday DIY products that are processed and assembled
using common utensils and accessories. Featuring a design
that is clean but not banal, essential but not meager, the
objects show how a good project can result in high-level
design, even with the use of readily available materials and
utensils.
The idea behind Recession Design is very simple but opens
an interesting debate on the meaning of “DESIGNING” today:
The economic crisis is fact a pretext and opportunity for
critical reflection on the contemporary design world.
NOSIGNER
Mozilla Factory Space, based on the idea of Open
Source. Mozilla Japan is part of the Mozilla Foundation,
which has promoted the idea of open source and open
source software.
“Open Source” is a movement to open the source code
of software. It enables everyone to use that software and
participate in its improvement. This movement has made
it possible to continually develop high-quality software
on a budget. This office is constructed by using common
products such as corner modules or plastic pallets,
exploring the concept of “Open Source Furniture.”
Because general products are used and all drawings are
uploaded to the web, it is possible for anyone to make
this functional office furniture inexpensively.
RE:FARM
Re:Farm is a collective project started and led by
Hernani Dias with the purpose of developing open
source software and hardware tools for urban farmers.
In its creators’ words, the project is a cross between a
good meal, hardware (the urban farm, the composter,
the electronics, the sensors, the recycled materials),
and software. Re:farm seeks to provide people with
tools to easily create, manage and visualize their
urban farms. Its ultimate goals are to encourage the
production and consumption of local goods, using
methods that respect the environment, and promote
organic agriculture, science, biodiversity, and local
gastronomy.
TOMORROW LAB
Tomorrow Lab developed a open-source traffic
counter device called WayCount. WayCount leverages
crowdsourced traffic count data to create better cities.
It is a hardware and website platform for automobile
and bicycle traffic data. WayCount users collect
data in the streets using WayCount devices, then
upload and map their data to WayCount.com. The
website is an unprecedented method for collecting
and sharing open traffic data. Tomorrow Lab believe
that if we collectively gather and share traffic count
data, together we can create a leap in understanding
the movement patterns of automobiles and bicycles
worldwide.The result can positively influence
transportation design decisions and create safe,
efficient, sustainable, and more logical transportation
systems.
OPEN SOURCE ECOLOGY
Open Source Ecology developing open source
industrial machines that can be made for a fraction of
commercial costs, and sharing their designs online
for free. The goal of Open Source Ecology is to create
an open source economy, an efficient economy which
increases innovation by open collaboration.They publish
Requirements and Requests for Proposals and encourage
anybody to apply either to work remotely or on-site. On-
site work includes prototyping, infrastructure buildout,
Immersion Workshops, agriculture, and other education
opportunities. The approach is creating not single
machines, but instead modular, scalable construction
sets for building any machine, to build yourself, to build
civilization.
PLAY THE CITY
Gaming is becoming a popular solution for complex urban
planning processes. In Amsterdam, the Play the City
project uses the logics of gaming to open up entrenched
urban developments. Ekim Tan founded the Play the
City Foundation in an attempt to create an alternative to
executing planning. The lack of collaboration between
diverse groups and the supremacy of a few dominant
parties that spend vast amounts of money can create
inadequate planning results. Play the City unites various
people proposing different ideas in order to create an
open urban project. After obtaining an idea of the different
people and organizations involved or interested in the
planning of an area, ‘players’ meet around a physical 3D
model of the target area.
INSTRUCTABLES
Instructables is a website speciali- zing in user-
created and uploaded do-it-yourself projects,
which other users can comment on and rate
for quality. It was created by Eric Wilhelm and
Saul Griffith and laun- ched in August 2005.
Instructables is dedicated to step-by-step colla-
boration among members to build a variety of
projects. Users post instructions to their projects,
usually accompanied by visual aids, and then
interact through comment sections below each
Instructable step as well in topic forums.
INSTRUCTABLES RESTAURANT
Everything in the restaurant is downloaded from Instructables,
and what we could not find there, we added to its contents.
Download it or take the instruction with you from the restaurant
during your visit.
The Instructables Restaurant comes with full instructions for ev-
erything. In most restaurants you get to buy and enjoy the food.
In some restaurants, if you like the furniture you can buy it.
But in the Instructables Restaurant you go home knowing how to
make the food as well as the furniture.
The Internet is full of passive informa- tion, and more is added
every second. By really using and implementing this information
not only do you plug into a world of know-how but it’s also great
for the people who have shared their knowledge.
The Instructables Restaurant originates from the input of others.
This creates a different notion of ownership and the intellectual
property of a regular business. A lot of the input comes from
others. This is what we like about the idea.
The Instructables Restaurant creates a space between limitless
information and reality. It’s a 2.0 dock station where digital and
real connect and communicate.
THINGIVERSE
Thingiverse is a website dedicated to the sharing of
user-created digital design files. Providing primarily
open source hardware designs licensed under the GNU
General Public License or Creative Commons licenses,
users choose the type of user license they wish to attach
to the designs they share. 3D printers, laser cutters,
milling machines and many other technologies can be
used to physically create the files shared by the users on
Thingiverse.
Thingiverse is widely used in the DIY technology and
Maker communities, by the RepRap Project, and by 3D
Printer and MakerBot operators. Numerous technical
projects use Thingiverse as a repository for shared
innovation and dissemination of source materials to the
public. Many of the objects are for the purpose of repair.
SOURCE BEEHIVES
A new crowdfunding project aims to put the power to
fight colony collapse disorder in the hands of everyday
people. Now, anyone can log on and download a
simple design for their own internet-connected beehive.
These hives do more than provide a home for local
bee populations, they also give scientists new tools to
monitor global bee health using specialized sensors
which track geolocation, humidity, temperature, bee
numbers, and even the mood of the colony. The hope
is that being able to crowdsource this data will help
scientists better understand why bees are declining and
how to protect them.
STADSLAB ROTTERDAM
A FabLab is a space equipped to function as
a technical platform for prototyping, devoted to
invention and innovation, intended to provide a
stimulus and inspiration for the local company. A
place to create, play, learn, educate, invent. Being
part of a FabLab means being connected to a global
community of students, educators, technologists,
researchers, makers and innovators, including
subjects takes a continuous exchange of knowledge.
FabLab users learn or design and manufacture
of objects or to realize created by other users.
Strengthened by the experience of producing
autonomously tools and technology, users acquire
the dual role of apprentices and mentors exchanging
with each other different types of skills: from learning
the use of machinery, to the knowledge of materials,
design processes and engineering.
UIT JE EIGEN STAD
Uit je eigen stad project shall have the objective
that all of their activities make a positive contribution
to a more sustainable food system in which, as
we know consumers and producers manage our
food in a conscious way. Focusing on three points:
-Education, showing how food is produced, allowing
them to feel, smell and taste of course, through
guided tours, lectures, workshops, educational
materials, discussion evenings and events;
-Innovation, are open to new developments and
techniques of food production and distribution,
preparation and consumption of it. A place where
there is no room for experimentation, and space to
facilitate the discussion on it; -Enhance, emphasize
the interest in the city and all its inhabitants to
engage in what you do, but also create a beautiful
place for city dwellers to enjoy the food produced
locally.
ExcursionsTEXTIELMUSEUM
TJEERD VEENHOVENWIEKIE SOMERS
COR UNUMORIGINAL MARKET LEIDEN
MUSEUM ROTTERDAMVOLKENKUNDE MUSEUM LEIDEN
NEW MATERIAL AWARD 2014
Textielmuseum
Tjeerd Veenhoven
Wiekie Somers
Cor Unum
Original Market Leiden
Museum Rotterdam
Volkenkunde Museum Leiden
New Material Award 2014
New Material Award 2014
Craft has become more complex than we know
it from the past but it is still very much related to
current needs and current resources. The only
difference is that it’s no longer about specialised
knowledge and skill, but instead it is adapting to
today’s developing knowledge sharing economy.
People are not makers anymore. In developed
economies, people have become accustomed to
consuming what different industries make instead
of producing these things themselves. Therefore
craft obtains a wider significance according to
technological advancements, being no longer
limited to manual work.
The concept we have around crafts only seems to
be related with the aspect hand-made. We believe
that craft is something that is present in every
object around us yet when working with craft as a
designer their are more aspects than hand/man
made to take in consideration. The relation be-
tween design, environment, material, production
and user are the guidelines in which we believe
you can hone a craft in a contemporary setting.
We believe that a craftsman in way that he/she
masters only one particular skill/craft isn’t the-
standard anymore. Craft in a designer context is
becoming a less tangible expression, it’s the way
how we incorporate global interests and show this
in a local context. Understanding how something
is made, why it’s made that way, is more vital to
modern life than ever.
Craft is a language of material, provenance and
making. It is learning the value of things. The
reason craft, authenticity and uniqueness has be-
come such a great value for consumers is linked
to the break-neck speed in which the technologies
around us keep growing. Even if people go along
with the digital trends becoming digitalised sparks
a feeling of detachment. You are 1 of a million
others linked to perfectly similar database.
Having a unique crafted object takes us back to
a more individualised feeling a local product that
makes us feel like home, a quality that is desired
in the race of technology. However understand-
able we believe that this digital age only provides
an opportunity for new crafts and craftsmen to
arise. As said earlier it is learning the value of
things and the appreciation for time and
skill which is needed within a craft.
CONCLUSION