Project hydr. was designed during my fifth and last year at Strate - School of design. It was created to answer the problematics brought up in my master thesis about failure. hydr. aims to encourage a different way of using water, a more intuitive, more efficient, more natural way, by using gestures to inform new ritual usages.
Should we learn from our failures?
In my thesis, I addressed the concept of failure. Going beyond the binary of whether failures should be studied at all, I interrogated this topic through history, geography, law, philosophy, psychology and education, in order to question the extent to which learning and failing can cohabit.
From psychoanalysis, I tracked a recurrent behaviour in people incapable of learning from failure : repetition. Using the example of addiction, I illustrated how repeating an excessive behaviour constitutes proof that failure was not a source of knowledge. This led me to the following problematic:
How can I, as a designer, manipulate an ecosystem in order to avoid excessive behaviour repetition?
excessive behaviour identified
hydr. is placed in the context of the over-consumption of a valuable resource: water. Easy access to that commodity, perceived as «unlimited» in Western countries, is the result of placing on the market economic solutions that free people from guilt. An appetite for excessive comfort inevitably leads to overconsumption, which is increased in places such as hotels, where our water consumption has no personal economic impact. On average, an individual consumes two to six times more water in one night at a hotel than their daily water use average. To offset this excess, hydr. uses nudge techniques to allow the user to take responsibility through their habits. They are prompted to turn off the water when it is not needed, and to optimise their shower time proportionally to water consumption.
a 5min shower
shower also consumes
power to heat water
freeing from guilt