BAD CHess

Sina Ball and Janice Tabin

Bad Chess: A quasi-futuristic chess set based on the expectations of  1980s culture, portrayed by both physical illusions and Augmented  Reality.

Humans have contemplated and ruminated over what their  future might look like since the beginning of time, often indulging  themselves by fantasizing possibilities more akin and catered to the  desires and aesthetic of the era they presently live in than what could  be realistic in the time frame they set for themselves. This gluttonous  go-getter exuberance is charming in an entertainment setting, and found  its way to the forefront of media, eventually creating its own genre,  SciFi (Science Fiction). The decade of the 1980s is a prime example of  such exuberance, known for loud music, louder colors, and even louder  hairstyles. The 80s had a garish flamboyance that was unmatched by any  other decade in the 20th century, and it showed especially in its  visions (and obsessions) of the future. In "Back to the Future II"  (1989), lead character Marty McFly time travels to 2015, where he  discovers flying vehicles, lasers, and lots of metallics, a far cry from  how 2015 really looked when the time came. Arguably trends recycle  every 30 years, so maybe it is realistic to think the future will look  like an extension of the present, but not to the extent dreamt of. Bad  Chess attempts to emulate this unrealism with the visual nature of the  80s.

Bad Chess is a contemporary representation of the ideals of  the 1980s, taking advantage of the long history of chess, to show a  cyclical preserved image of people's expectations for a shiny future.  The chess set is composed of a dashingly clashing geometric board, an  intensely epic graphic design on the box (inspired by 80s video game  covers), and metallic cubic pieces with lasers. When the tips of these  cubes are scanned by a phone, a 3-D model of the chess piece pops up,  only to dissolve when the piece is killed in the game from a laser.