Active material fabrication makes use of materials that allow for touch input and information output, leading to the creation of interactive devices that are already being explored in a wide range of areas like augmented living, education and healthcare. Examples of this include smart textiles, wearable electronic devices for monitoring health, and any electronic device with a touchscreen. Pairing this with decentralised design and automated fabrication promises to lower the skill threshold needed to not only prototype but reliably reproduce active material devices.
Currently the resources needed to create active material devices span a wide variety of functional materials, deposition techniques and assessment criteria. Those interested in working with these devices are similarly diverse, including artists, researchers, industry and hobbyists, resulting in a lack of communication and knowledge sharing between groups. These issues limit the production of active material devices and restrain the development of the field.
To overcome this barrier, a digital library of active materials and associated fabrication methods has been proposed by project lead Ollie Hanton, a lecturer in Human Computer Interaction at the University of Bath. He is supported by Cameron Steer, lecturer in Computer Science at the University of the West of England, and industry partner Senmag Robotics, self-described VR enthusiasts that specialise in haptic feedback products. The Active Material Library will bring together diverse communities with an interest in this area to build maker-driven comparison scaffolding of material choices which can be used in design. As a hub for resources and collaboration, it will aim to empower even more people to create and replicate their own active material devices.