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John James Marshall thesis.pdf - OpenAIR @ RGU - Robert Gordon ...

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Holy Ghost (detail)<br />

It is very different to how things used to be where normally I’m working on a<br />

design project I had to have a studio full of bits and bobs and models at various<br />

stages of this project - physical models – whereas now I’m seeing the thing on<br />

the screen the whole time. In fact with Entropia the prototype was built out in<br />

Italy I didn’t see the models until long after the client had seen them. Which is<br />

quite an eerie feeling when the client – you are talking to the client on the<br />

telephone – he’s looking at the model and you are not you’re seeing it on the<br />

screen but it’s not quite the same thing.<br />

So this is the model as it ended up. It is quite an interesting to work with<br />

something other than a lamp form. SLS® is – if you’ve seen the process – it is a<br />

textured finish that you get with this. It’s fairly rough and ready and<br />

interestingly enough I was at a conference last week the TCT (Time<br />

Compression Technologies Conference) where they were talking about the<br />

future of rapid manufacture and saying that the big hurdle is the finish of SLS®.<br />

I was saying in my talk how beautiful the finish of this was because as a designer<br />

working with objects that are on the art fringe it is a very beautiful material.<br />

Particularly when you use it for lighting because when it is back lit it is almost<br />

like a wood grain finish. The problem with it is it being a textured finish it picks<br />

up grease basically so if you handle these things they do get dirty over time.<br />

Also they are UV sensitive so if they are in strong sunlight they will yellow over<br />

time. I think there are a lot of people out there with nice expensive lights that<br />

maybe in ten years time will be a bit sort of nicotine yellow.<br />

Finish is one of the big issues it would be nice to have a really nice glossy finish<br />

you could achieve via rapid prototyping. The first objects I did were hand<br />

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