Course case study · Material Exploration
Get Your Hands Dirty: Material Exploration as a Competition
A 10-day studio module where design students stopped deciding what a material is, and started listening to what it does.
In brief
- Problem
- First-year students force materials into forms they have already decided on.
- Approach
- I rebuilt a 10-day module as a team competition: scoring that rewards deeper discovery, one phone per team, and no points without proof.
- Outcome
- 17 teams, 9 materials, documented discoveries and working products chosen by class vote.
- Learning
- In this run, scoring seemed to make the depth of a discovery visible to students. Whether it caused deeper exploration is what I’m now studying.
- Course
- Material Exploration, B.Des first year
- Format
- 10 full-day studio classes, two sections, 17 competing teams
- Materials
- GI sheet, MDF, bamboo, wood, acrylic sheet, wire mesh, plaster of Paris, sun board, clay
- Structure
- 4-day Exploration Challenge, then 6-day Product Challenge
- My role
- Course design, rules and scoring system, live leaderboard, daily reviews and mentoring
The problem
First-year students usually treat a material as a means to an end. They arrive with an idea, pick a material that looks right, and force it into shape. They rarely let the material change their mind.
I wanted the opposite. The goal I wrote on the board on day one was simple:
Understand how the material talks to you, and develop an intuition for it.
The aim was to do something extraordinary with a material property, not with a pre-decided form.
Turning a module into a game
I redesigned the module as a competition, with rules built to push behaviour in a specific direction.
- Teams and a live leaderboard. Each section was split into predetermined groups that competed on a leaderboard updated in real time, on the whiteboard and in a shared sheet. Teams chose their own names, and meaningful names earned a 5-point bonus: Quaternery, Metamorphosis, Beyond Matter, Grit Force, Material Alchemy, Trust the Process and more.
- Materials by choice and by chance. Each team picked one material and drew two more by lottery. Working with a material you didn’t choose is where most of the surprises came from.
- Swapping costs you. Exchanging a material cost 10 points; adding one cost 15. Teams could still do it, if they believed the new material would earn back more than it cost.
- One phone per team. All other phones were handed in to the lab head. The one phone was only for documenting work and milestones, which kept attention on the bench.
- No proof, no points. Only the written record and photos or physical samples counted. Verbal accounts earned nothing.
Scoring as teaching
The rubric was the curriculum. Each tier asked for a deeper kind of looking.
- 1 · Obvious2 pts
Direct properties and behaviours: it bends, it floats, it’s see-through.
- 2 · Un-obviousup to 5
Indirect or modified behaviours revealed through manipulation.
- 3 · Complexup to 10
Interesting combinations and experiments across materials.
Discoveries were judged on three words: Creative, Revealing, Compelling.
Students explored through all five senses (see, hear, feel, smell, taste) using existing and improvised tools, and manipulated materials chemically, mechanically and by combining them with light, water, heat and sound.
One rule made the combination tier competitive: if a rival team presented a similar combination insight, you lost those points. Teams started protecting their discoveries, and hunting for the ones no one else would think of.
Evidence over talk: the record format
Every team kept a running record on paper in a fixed format:
The last column mattered most. Writing down why you tried something turns accidental discoveries into repeatable ones. In the review stage I framed this as “doing and finding” versus “intentful doing”, and asked teams to map their work as a branching tree where each node is a milestone.
From discovery to product
The second half of the module moved from properties to products, with its own scoring:
See how products were scored
- At least 7 alternative ideas showing creative material useup to 40
- Justifying how the product uses the material propertyup to 25
- Meeting committed deadlines (teams set their own timeline; beating it earned points, missing it cost them)up to 30
- Completion, finish and workingup to 65
- The design journey story10
- Class vote for best product on day 10100
For ideation I gave every team the same frame: no idea is a bad idea, it might inspire a great one; and one idea is not enough. Ideas were mapped on an axis from originality to abstraction, by source: an existing product, an existing product reimagined, a product category, the user’s life, or something that just occurs to you. Teams then narrowed down through “idea bouncing”:
~25 ideas7 shortlisted1 chosen
Mentoring at the table
Most of my teaching happened in quick sketches beside each team.
See six examples
- Acrylic clutch purse. Soft-heating the sheet in repeated passes instead of once; why MDF breaks as a former; how the latch should work; asking about usability and occasion before looks.
- A clay piece using capillary action. Splitting the work into detailed functional design and testing; comparing kiln-fired, normally dried and fine-art clay slabs; warning that MDF in a damp setup invites fungal growth.
- A pen designed part by part. Breaking a pen into nib, refill, grip, stem, cap, weight distribution, connections and ink, and exploring inks from bamboo, coffee and fragrance.
- Puppets in clay, bamboo and wire mesh. Three aims in order: something children would buy, characters with family relationships and a story, then something sellable, cheap and quick to make.
- Wearable art in acrylic, bamboo and POP. Letting a story drive the form, and balancing “story power” with “aesthetic power”.
- A food and medicine keeper for mothers and hostel students. Context first (who and what), then functional requirements (temperature range), then cost, durability and looks.
What students made
Beyond Matter
Bamboo · clay · wire mesh
Their name came from their approach: not judging bamboo by its appearance, but changing, testing and combining it until its behaviour suggested design directions. Their loop was observe → change → notice → connect to a design possibility.
Discoveries included the different sounds of a node and a hollow section when tapped, how scraping the outer skin reveals fibre and changes water absorption, and bending bamboo after soaking and heating. Combining clay with salt, they found they could control shrinkage, create self-forming surface textures, and re-plasticise dried clay with water, making reworkable clay construction possible.
Design directions: a glue-free self-locking bamboo joint (node, slit and tapered cut), a foldable slit-bamboo screen or lampshade, a bamboo water channel, a tactile surface library, and a sound object built from nodes and hollows. Their product work led to a puppet story with fully developed characters, and a drawing station: an adjustable MDF board, wire-mesh reference holder and storage, and a clay paper stopper.
Metamorphosis
Bamboo · GI sheet
They listed nearly 30 properties of GI sheet alone (magnetic, conductive, formable, perforable, able to store energy when bent) before turning them into Laser Maze Challenge: a two-player game where each player steers a coloured laser through a maze of GI sheet hurdles on a bamboo frame to hit the centre target first. It came with written rules, timed and night modes, and a “first to three wins” series.
Transformers
Acrylic sheet · plaster of Paris
Careful recording of how acrylic bends when heated and holds its new shape, how sanding creates a texture that scatters light, and how plaster of Paris behaves when mixed with sand or glue instead of only water.
Design Alchemy
The best-documented timeline: dated photos from day one (17 September) through exploration (23–24 September) to the finished product (4 November).
Quaternery
Section 2’s top team on the leaderboard, with 380 points at review, and the team whose photo timestamps show work continuing past midnight.
More from the studio
See five more teams
Outcomes
- 17 teams across two sections, 9 materials, 10 studio days
- Every claim backed by a written record and a photo, video or sample
- Working products and prototypes, chosen by class vote on the final day
Reflection
The game was a means, not the point. On the leaderboard a 2-point observation and a 10-point discovery sat side by side, so students could see the gap between noticing and really noticing. The strongest teams weren’t the ones who knew the most at the start; they tended to be the ones who stayed curious longest and wrote down why they tried things. Whether the scoring itself produced that is the question my current research asks.