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<strong>industrial</strong> <strong>design</strong> <strong>engineering</strong>, <strong>royal</strong> <strong>college</strong> <strong>of</strong> <strong>art</strong> <strong>david</strong> <strong>sweeney</strong> 2007<br />

Brief<br />

The brief <strong>of</strong> this project was chosen to address the fact that smell is generally misunderstood<br />

and its potential within the product <strong>design</strong> field is underrepresented. It is accepted<br />

that western cultures have a difficulty expressing themselves through smell, and also a difficulty<br />

describing smells through language 1 . These are inherited cultural issues that can<br />

be overcome. I was very interested in working in an area where the topic is so widely misunderstood<br />

yet still affects in such a pr<strong>of</strong>ound and stealthy manner.<br />

From the outset I aimed to employ smell’s ability to:<br />

• trigger individual memories,<br />

• shift our perceptive states,<br />

• evoke moods that are rich and emotionally variable.<br />

…and to do this all in an ambient fashion.<br />

Whatever the implementation <strong>of</strong> the product, it would provide powerful olfactory cues so<br />

that memories could be triggered or moods and perceptions could be altered in positive<br />

directions.<br />

The device should not just exist as a tool to disperse odour for its aesthetic value, it should<br />

append further meaning to these smells. This will hopefully challenge those who believe<br />

that smell only holds an inherent hedonic value with which we perceive. With very few exceptions,<br />

there is no such thing as a universally good or bad smell.<br />

I wanted this product to be ultimately perceived in the same light as a television or an<br />

audio system could be. By this I mean that these devices are infinitely configurable, they<br />

transmit information to us and can steer our moods and perceptions, each in their own<br />

characteristic fashion. For this project I intended to <strong>design</strong> a strong character into the device<br />

and for the experience <strong>of</strong> interacting with it.<br />

Summery <strong>of</strong> Theory<br />

The object that I am suggesting is in essence an odour-associative learning tool. Associative<br />

learning is the process by which one event or item comes to be linked to another<br />

through experience. It is a Pavlovian process and can explain both how odours can elicit<br />

emotion and influence thinking and behaviour.<br />

Our brains operate by the process <strong>of</strong> association, it is a pivotal cognitive process by which<br />

our brains accesses memories and formulates meaning. Objects, events and the sensorial<br />

stimuli that perceive them become linked to the emotions that were present at the time <strong>of</strong><br />

perception. This explains how these objects, etc. obtain their hedonic values. When we<br />

1 The theory and all other quotes and references not stated within this report can be found in my dissertation<br />

on the subject “The Smell <strong>of</strong> Good Design (RCA 2007)”.<br />

4

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