Keiichi Matsuda

Blending Realities

nomad editor
the-nomad-magazine
4 min readOct 20, 2022

--

Photos by Pelle Crépin
Words
by Sarah Dorkenwald

Keiichi Matsuda’s dystopian short film, Hyper-Reality, follows one Juliana Restrepo into increasing disillusionment, overwhelmed by constant bombardment from the augmented reality that has plastered itself over her physical environment like a glittering, transparent skin of sensory overload. Merger, the latest of several self-­initiated films by Matsuda, likewise depicts an oppressive near-future reality in which the main character, an accountant, installs gesture-controlled augmented reality interfaces to optimise her working environment and ensure she can be reached by her clients at all times. Matsuda’s artistic films have been shown at venues including MoMA in New York, the Art Institute of Chicago, Vitra Design Museum in Weil am Rhein, Shanghai Expo and the V&A in London.

A British-Japanese citizen now living in London, Matsuda describes himself as a critical designer. He has long been fascinated by how our living environment will change as advancing digital technologies increasingly intermesh and interweave our physical and virtual realities. The interaction designer and architect is partnering with leading technology companies and startups in his recently founded design studio, Liquid City, to explore how these ideas can be realised using technology. An important priority is to work with his customers on developing a positive future for these augmented realities and for the metaverse. Asked how he aims to achieve that, he replies, I approach the issue in two ways. I extrapolate the dark side of techno­logy, then try to find out how we can use it to build a better future.

From a very early stage, you were involved with the possibilities ­offered by technologies like augmented reality (AR) and virtual reality (VR). It seems to me that as an architect and UX (user experience) designer, you combine ­architecture and the digitalisation of space. In your films, you extend physical space into virtual space. What interests you most about this?

K
M
I am interested in how new technologies become a part of everyday life. When I started thinking about AR in 2009, consumer technology was driving these huge cultural shifts in the world around us. Smartphones and ­social media were just taking off and radical models of production, like open source, were entering the mainstream. It felt like technology was changing the way we lived.

As a designer of spaces, it was very exciting for me to discover the technology of AR, because it allowed me to think about space not as something which is made just with concrete, but something that could be made out of bits and bytes as well. Our experience of space can be a hybrid of virtual and physical. It raises many new design questions and opportunities that have not been considered before. It also brings many of the problematic issues of online culture into the physical world. There is no guarantee of a positive outcome, but our choices can make a huge difference to how things turn out. That’s a really exciting place to work as a designer.

-
-
-
-

What are the boundaries between physical and virtual environments? Or will we switch back and forth between them fluidly in the future?

K
M
With VR you are fully immersed in another world, cut off from your physical environment. But AR introduces the idea of blending realities together, because it layers the virtual content on top of the physical world. So this blending of realities is the core essence of AR.

And actually, for me, focusing on the difference between physical and virtual is not so interesting, because we already live our lives in these kind of hybrid environments. It’s perfectly natural for us to daydream or get lost in a book–both virtual experiences. We interact with toothbrushes and cars and books, as well as with email and Zoom. The brain doesn’t seem to care much which things are physical and which are virtual.

Of course there are many limitations to virtual objects. The experience of eating a virtual apple can’t compare to eating a physical one. But virtual objects can have properties that are impossible in the physical world, so it works both ways. I’m not really trying to think of how we can replace the physical, or anything like that. It’s more about how we can expand our reality beyond the physical, and what that allows us to do.

--

--