Saturday 10 September 2011

Project 1- Experience Enrichment

Brief:
Your task is to redesign an everyday hand tool into a more pleasurable one that enriches and enhances the experiences of the user while engaging in its use. "Hand tool"refers to any utensil, device, instrument or gadget that is mainly hand-held, driven by manual force to facilitate work or to produce a certain result.



INDULGENCE SPOON


Appearance Model:
















Product Poster :





Product Usage Storyboard :





Rationale :




Technical Drawing: 






Blog Comments:







Prototypes

First Prototype




This design was a bit too wide, making it hard to use the ice cream scoop/spoon. The model was also aesthetically displeasing, while the handle was not curved enough for a comfortable hold. The scoop was needed to be a bit more shallow and the scoop was a bit too big. 


Second Prototype




The second prototype was created with the handle increasing in size towards the end, this proved to be disfunctional as the end closer to the scoop was too weak and broke off. The curve of the handle did not mould to the shape of the palm and the end of the handle was too wide. With the handle symmetrical when viewed on top would allow both left and right hand users to use this hand held tool. By having the curves of the handle, when viewed from the side, parallel would increase the aesthetics. The proportion of the scoop and handle were still not as desired. The scoop was also still too chunky, so a smaller spoon like shape would increase the aesthetics.  


Third Prototype




For my third prototype I experimented with shape and texture. The handle was a bit more aesthetically pleasing but not thin enough to create a sleek and smooth appeal. With a higher and thinner arc for the handle would increase the aesthetics and hence pleasurability of my design. The scoop was still yet a bit too big and it needed to be more rounded at the bottom, while the inside of the scoop needed to be much thiner/shallower. The use of air dry clay allowed me to experiment with a different texture, although it could be sanded to allow a smooth texture, the hollow feeling, and the light weight did not replicate the elements of stainless steel. So MDF would be used to complete my final model.

Saturday 13 August 2011

Design Career

I've desired to become a designer as I enjoy creating and I love how design is never ending. I found designing interesting as it is ever changing and reflects the current influences and can portray a religion, community, gender etc just through the form, colours and materials used. I've always enjoyed art and drawing, during high school I studied visual arts and design and technology and found it interesting. I would like to pursue a career where I spend my time doing hands on practical work and sketching. I find teamwork and communicating with others effective and I like sharing opinions and receiving feedback. I decided to study Industrial Design at UNSW as UNSW has experienced and motivated lecturers and tutors. UNSW also has a good environment for study and is a profound University. UNSW has great facilities, which would enhance my learning and improve my experience. My future in design would most likely be working for a company where we design objects for humans to satisfy consumer needs and to make life easier. Objects created from designers allows the improvement of ones standard of living, and I would like to increase the quality off experiences in life. Eventually I would love to open my own company where we create modern innovative designs that are aesthetically appealing, functional and a pleasure to use.

Monday 8 August 2011

Design Confusion Poster


My design confusion product is light switches, with so many light switches and no clear symbols or labels we are often confused as to which switch operates what function, with the use of colour I have clearly labelled and linked the switches to there functions.

Wednesday 3 August 2011

Design Excellence Poster

For Design Excellence I got given ICON which is the futuristic playground created by Kompan.


I chose to use a black background to convey how the buttons which light up can be seen at night, yet making it more fun for the kids. The spread out layout replicates the playgrounds components and sections making it chaotic and exciting.

Experience Enrichment

I started off with 3 ideas of different handheld tools, they were an ice-cream scoop, pliers and a can opener.

For the ice-cream scoop i decided to improve the shape and ergonomics of the handle, letting it flow and look aesthetically pleasing, for the actual scoop I created a teeth or wave like design, allowing ice-cream to be scooped more easily. The shape represented ice-cream melting off the sides.




My second design of the pliers was inspired by a memory, where as a kid I found it hard to use work tools as they were so big, and I had to apply much more energy and effort to control the tool. So by designing handles with 2 sets of sizes, where smaller hands would fit inside the handle and bigger hands could use the outside, I overcame this issue. I would create the handles out of grip like rubbery plastic to enhance the ease of use and comfort. The tip of the handle would be extended so the thumb and fingers would be kept away from the metal pliers.




Can openers as my third design was inspired as I realised how modern can openers require 2 hands to operate the tool, while army and scout can openers are compact and simple, where one hand can be used to hold onto the can while the other operates the hand tool. I improved the old can openers by creating a blade which could swing 180 degrees, so it could be operated by either left or right hand users, the surface of the tool would also be textured or bumpy so grip and stability could be increased.


Saturday 30 July 2011

Video Reflections

Bill Moggridge: What is Design?
http://www.youtube.com/watch?v=cOx_Zx95hxM

I found this video very inspiring as it covered a range of aspects in designing. I recommend this video to other industrial designers, as there are plenty of examples showing good and bad design. Bill Moggridge defined a design as anything, which has been altered by man. This shows how broad design can be. Design can be categorised into graphic, fashion, interaction and even interior designs or objects in everyday life.

Design Disciplines include architecture, furniture design, industrial design, glassware, system, surface and digital design. Design Disciplines can be illustrated and divided into various sections, it ranges from the physical design to the digital design and the human and subjective aspect to the technical and objective perspective. Within these four boundaries careers and specialisation occurs, they are industrial design, graphic design, web design, interaction design, as well as physical ergonomics and H.C.I. For more technical and objective careers, they include mechanical, production, hardware and software engineering, and also physical sciences and computer sciences.

A new design, which I have now been exposed to is a combination of a few technological products, which is an imagined new concept, that can be summarised as an ultra mobile pc, which has been created to include navigation, a parking assistant application, personalise your rental car, provide environmental information as you drive, personalise music and hands free calling. This "good design" allows the consumer to buy one product but complete various tasks with ease.

On the other hand I am also now aware of various bad designs, such as a Japanese application, which allows one to buy a drink from a vending machine through cell phone connection. The lack of research and prototyping lead to a consumer, to waste over 35 minutes to purchase a drink. Remote controls are another invention, which has been labelled a bad design as there are so many remotes in our houses and so many buttons. Bad designs are often related to technology and interaction design.

There is a process when designing or improving a product. With any innovation you need to understand people, as they are the consumers. Experience innovation can be achieved when the 3 aspects of understanding people has been completed, these are people desirability, technology feasibility and company viability. When making a product we also need to satisfy emotional, process and functional innovation if we want a successful final design.

Bill Moggridge states that the key factors of success are the use of prototypes and by leaning through doing. When designing for different people we need to understand what people need and desire. There are 4 different methods to achieve this:
1. leaning - using a mind map to explore a persons needs
2. observational - discovering what people really do and not what they say they do
3. asking - through participation we can discover new insights
4. experimentation - understanding and feeling what it is like to use a product from someone else's perspective

Prototyping is a very important stage as during this stage mistakes can be made, we can find faults and improve our designs. This stage consists of 3 minor stages, they are inspiration, evolving and validating, where we check the product works. Prototyping can be through many forms, such as simulations, story telling through videos, modelling using technology- microchips or working at a bench with certain materials and tools. Prototyping can be just a sketch or an enactment or a physical object. It is the quickest and simplest way to portray an idea. These ideas can initially be quick and simple but are later refined for the final prototype.

Sometimes we start off with one idea but it leads and expands to something bigger. This occurs when we create a personal product which can sometimes be expand into influencing health and well being. An example would be self prescribed glasses, where people who can not afford to go to the optometrist can pay just $19 to improve their sight and well being. Physical designs can influence social innovation and designing sustainable products can lead to improving global sustainability. This is shown through a biodegradable mushroom material, which can be used to replace polystyrene, which is creating pollutants in our atmosphere.

Another superb design is an interactive digital globe. This innovation is created from a glass sphere and a projector, this globe shows the current Earth and can be rotated by touching its surface. This interactive globe has improved our understanding of this planet. This visual presentation shows the current sunlight, movement of the clouds, sea surface temperatures, displacement of air pollutants, it can recall historical events such as tsunamis, which when magnified by a magnification function can be linked to images and digital footage etc.

I have been updated on various inventions and concepts which have been designed around the world. I have also achieved further understand of design and the aspects and processes necessary in design. I would recommend other industrial designers to enjoy this video.

Wednesday 27 July 2011

Video Reflections

Annie Leonard: The Story of Stuff
http://www.youtube.com/watch?v=gLBE5QAYXp8

From this video I have learned about the worlds' system from creation to disposal. As an industrial designer I think it is important that we understand this linear structure in order to create for the future.  Annie Leonard discussed the lifecycle of products, and what is known as the materials economy. The materials economy starts at the stage of extraction, then production, distribution, consumption and destruction. This linear system is impossible as our planet would not support this structure indefinitely. This system is also flawed as there are influential factors and limits to this system which have been left out, such as the people, government and corporations.

At the first stage of extraction, natural resources are exported, at this stage the main issue is that we are running out of resources and developed countries such as America are consuming more than their own share. By using resources from third world countries it leaves the nations people as jobless and out of options, so they eventually move into cities are find jobs which are harmful to their bodies. Manufactures use reproductive toxins, which not only affect the current people working with the products, but also causing pollution and the consumers. As toxins are added to our products, toxic waste is produced contaminating our water supplies, our air and even noise pollution from these factories.

Annie highlighted how the products we pay for don't actually cover the costs, they are often payed for by each of the stages, including the workers who are underpaid and pay with the cost of their health. The most important stage according to the Governments is consumption. Through surveying consumers it has been concluded that up to 99% of materials or products have been discarded within the 6 month period of acquiring. Advertising and manipulation through media has allowed shopping to satisfy our ego and spiritual needs. The Government has also outlined that the ultimate purpose of our countries are to provide more consumer goods. This throw away society is based on 2 marketing strategies, planned obsolescence, where the products have been designed to be thrown away so they can be easily replaced or perceived obsolescence, where we discard still functional products for something that appeals to us more, which can be summarised by fashion. The constant need to be up to date is through the commercialising and advertising of new products and how we should look and what we need.

This system has resulted by individuals participating in a cycle, where they work to earn money, go home and watch tv, where they are demoralised and hence go out to shop for things they ''need''. As we buy more stuff, we spend more time watching tv then enjoying our leisure time with friends.

The last stage of disposal shows our 'obsolete' products being dumped in a landfill or burned and then dumped in a landfill. The process of incineration releases all the toxins that we added to the resources in the first place, this creates super toxins called dioxins, which are released into the air, land and water, which indirectly effects our climate. Recycling does help us reduce garbage, which is the last stage of our linear system, and a reduction in resources, which is the first stage, but this just isn't enough.

Through this observation, we realise that our system is in climate, because overall happiness is declining and our climate is changing. So Annie has proposed that we need a whole new system, that is not a linear structure. We need a cycle where sustainability, equity, green chemistry, zero waste, closed loop production, local living economies and the notion of renewable energy can be upheld. This cycle needs to go from extraction, production, distribution, consumption, destruction and back to extraction.

From this video I have learnt the real system our Government has lead us into. I think it is essential for industrial designers to be aware of the bigger picture and not just what the Governments want us to believe, if we want a future for this planet. Industrial designers create products for our present and future so we need be able to create useful and sustainable products that do not harm our environment and future.



Thursday 21 July 2011

Video Reflections

David Kelley: Human Centred Design 
http://www.ted.com/talks/david_kelley_on_human_centered_design.html


From this video I have been enlightened by these new inventions which have been immersed into our daily lives. David Kelley explains how designs are still mainly based on the products for human use although instead of using 3D models and renderings of prototypes to portray ideas, improvements in creations have allowed products to include behaviours and personalities, adding another dimension to design. Now their company has video production groups that create experiences through the products when they show other companies furthering the understanding of the product and how it'll be used or function. This highlights the relationship between machines and humans. The idea of humanising the product and creating an experience is similar to the architectural prototypes with the people and car models inside, allowing the consumer to visualise the functions.


Instead of the current method of shopping, by customising the technology in store new experiences have been created, bringing the assistance of machines to a new level. From RF tags on all items in-store, which allows the buyer to view each item and select sizes and colours on screens, to liquid crystal doors in dressing rooms, adding a new element of surprise and convenience, and a magic mirror, which has been adjusted making it more easy to view yourself from all angles. David Kelley's company also assisted a museum by creating an interactive wall and interactive games throughout the museum to allow teaching to be more engaging and fun. 


Through the goal to design more humanised cubicles groups were able to explore the use of having each wall as a projection screen or live walls. The final design and effort to create a more comfortable environment while in an office cubicle features a built in fish tank, hammock and a boxing, punching bag to relieve stress. 


For the Greenwich Watercycle Pavilion, the designers had to celebrate the recycling of water from the roof and through waste water. In this task they designer an interactive yet informative product which consisted of 3 panels, which rotated and allowed the audience to view the recycling plant which filtrated the water. This quiet yet peaceful design contrasted the busy and seriousness inside the dome.


A new product called Spyfish for the H 2 Eye Company consists of 2 subaquatic video cameras which allows boat owners to experience scuba diving without getting wet. They designed the interface and the model of the product, which allows live video feed, of both visual and audio information to be viewed on a display inside the boat. The Spyfish are controlled through a wireless remote, which allows the consumers to explore the ocean, gaining a realistic experience. 


Another project which has been ongoing to benefit the people of Kenya is called Appotec, where products have been created for them to make money. This non-profit organisation has allowed the families of Kenya to grow crops in off season so that their standard of living has risen. 


These advancements in technology have allowed humans to enjoy and experience a broader range of activities in life while also being convenient and engaging. I recommend this video for other industrial designers as it shows innovative designs that have been immersed and benefited our communities. It also provides an update to inventions which are not shown or highlighted in our daily life. 

Wednesday 20 July 2011

Video Reflections

Don Norman: Emotional Design
http://www.ted.com/talks/lang/eng/don_norman_on_design_and_emotion.html

From watching this video I have understood that there are 3 experiences or processes that makes a good design. Visceral the first process, appeals to the consumer through the senses, so the use of colour, which captures our attention or the smell or feel of a design or object. Visceral is subconscious, where the mind interprets what we see and feel. Behavioural is the middle process that allows one to feel in control, our automated response shows that it is a subconscious reaction as our mind decides our emotions, which are shown through our actions and facial expressions. Thirdly is the reflective experience, which is based on our 'super ego', hence in the state of consciousness. This occurs when we decide to buy things for pure need to be accepted and acknowledged in our communities, leading to the stereotypical classing of our peers and community. By buying expensive, flashy or new things we deliberately show off, so our purchases reflect our social standing and status.

I've also concluded that good design is defined as something that appeals to us in more than one way and something we would pay for. The attraction is though the 3 categories, which make a design 'good', although one is usually more prominent that the other. Sometimes we choose to buy a product because of its functionality, while other times it is reasoned that the aesthetics and emotions are aroused. Creative designs can target audiences through making life or tasks fun, it could be beautiful, funcional or reflective, bringing back memories or past experiences, while simple and subtle creations are just clever. It is important when designing to incorporate the elements of design, such as balance, size, shape, repetition etc. It is based on how individuals interpret designs. Don Norman has conveyed that when in a joyous mood, the receptors in the brain produce chemical reactions which allows one to be more creative, and hence a better problem solver and sometimes designer. Although saying that, anxiety allows the brain to focus and concentrate on a particular task.

It is important that industrial designers view this video as I found it easy to understand and it was clearly presented with various examples, which supported his argument. It successfully summarised the 3 important processed needed to complete a good design and was quite engaging.

Thursday 2 June 2011

Weeks 2-13

Week 2
For this poster mash up assignment I decided to look through artworks and photographs in order to find a suitable and clear image to complete this assignment. I eventually found a black and white photograph of an Aboriginal man who was throwing a boomerang. By changing the object he was throwing I could change the context and era that this photo was taken. I replaced the boomerang with a vortex, a popular toy that whistles as it's thrown through the air. This object is commonly used in the park and on the beach, amongst friends, family and with pets. This would show how instead of hunting for food the character was enjoying his time, on a sunny day with his family. I printed it on gloss paper and mounted it so that it would still have its photographic quality. It would also portray the assimilation symbolised by enjoying the activities of the European and buying their toys.



Week 3
The group colour project was due this week. With 15 sectors and 16 people in the group, Vonnie and I decided to group up and assemble the "red orange" sector. By collecting everyone's contact details and handing them out on slips of paper and texting them, each individual could discuss with the alternate groups, to achieve the right tones. We also met up a few days before it was due to stick the already cut out squares onto our individual sectors. With the colours of:
- ultramarine
- prussian
- blue green
- green
- yellow green
- lemon
- cadmium
- yellow orange
- orange
- red orange
- vermillion
- carmine
- red purple
- purple
and blue purple, we completed our colour wheel.










As not everyone turned up and contacted their friends the tones and shades were not consistent across the colour wheel, and also the method of tearing or cutting our squares. Overall it was a successful assignment as we were all able to complete our designated sectors and create a whole colour wheel.






Week 4
From week 2 we were given a designer to research. We were firstly asked to design a poster for an exhibition at the Powerhouse Museum, from our designers' point of view. So using the black and white style of Marcel Wanders, and incorporating his curve on a lace iconic design, I presented an A3 poster. But my poster could've been freer in style and design as Marcel Wanders uses more curves and organic forms. We were then asked to create static and dynamic patterns using iconic shapes, which are used by our designers. For the week after we painted our dynamic patterns, one in black and white and another in a set of complementary colours. I used the tones and shades of my colours in order to show the radiance of light, because one of the shapes I picked was Marcel Wander's lamp. Eventually we created 2D reliefs using our coloured patterns and a 3D model. The relief was hard to fit on an A3 stiff board. While I wasn't able to achieve an organic shape for my 3D model, as the cardboard shapes could not be successfully joined at different angles, without leaving a gap. This was all completed by the end of week 6.


Week 7
For week 7 there were 2 things to hand in, one for Communications!, an engineering drawing of an object and a 3D model of our chosen subject. Half our 3D model was constructed from foam core or cardboard, and the other half by blue foam. I chose an electric hand mixer/egg beater, the foam core was sliced into vertical structures with horizontal supporting structures, while the blue foam was cut into layers and sanded. The beaters proved to be difficult as the blue foam became very fragile as it became thinner.

For Design Fundamentals our group project on the environment was due. We were given Central station, and with each of our 5 postcards, were were asked to create an overall picture. We decided to use the symbolism of gum, to show the busy and messy Central Station. I use the mediums of water colour pencil, collage and sketching to design my 5 postcards.





Then we entered Easter break.



Week 9
During our mid-sem break we met up to assemble 50 images of our movement 'Rest'. Our group consisted of 9 girls: Vonnie, Ginny, Christine, Christina, Tina, Rowena, Kirsty, Vivian and I.

We also completed our Past, Present and Future Essay on Hidden Stories: Product History. As I am a Hip Hop dancer, I decided to focus on my favourite shoes, Air Force 1, released in 1982.


On Thursday we also had an in class assignment for Model Making, which we had to hand in. This was created within 4 lessons out of blue foam. We were given an engineering drawing explaining all the parts and dimensions of a radio speaker. During class time we were asked to create each piece, cut them, sand them and assemble them together in order to prepare us for our last assignment, where the model would be made out of wood.



Week 10
In week 10 for Fundamentals we continued our group work in order to create a short animation of our movement. For this week we thought about our story board, and in week 11 we handed in our story board, where we had presented our idea of going to the beach and filming a paper boat floating off into the horizon as the water became darker and darker, to portray our idea of rest. The tutors liked the originality of the idea but sait it would be too hard to complete. We changed our idea, to dropping food dye into the water and watching it disperse until it came to rest. Luckily we did as the whole next week was filled with rainy days, so we couldn't have completed our initial idea of filming at the beach.




Week 12
Piranesi was our second last assignment for Fundamentals and we were given about 6 weeks to complete it. Firstly we were given an A3 design of a Piranesi work, and told to incorporate this image into our own A1 design of Piranesi, where we could set it in an imaginary world. I decided to base it around an underwater theme, where there were sea animals, a submarine, coral and a stone castle. I started out by test strips where I experimented with pens to achieve a Piranesi style. I also drew the Piranesi image I had chosen to get an overall feel of the style and depth of the image. I then over-layed A2 sheets of tracing paper to construct the whole idea of my underwater world, and getting the perspectives right. I completed research into animals and castles from the 14th Century. I then explored were the lighting should com in and out and the overall composition. After this I added sea creatures and plants to the foreground and surrounding areas, and incorporated sharks and turtles within my castle. I found it complicated to draw the dirt floor but I tried to present my idea through contour lines and lines representing where the light would hit the sea floor.



Week 13
The last week of sem was filled with lots of assignments and a quiz. My Moving Pictures flip book and engineering drawing completed on CAD was due on Monday. I had decided to do nail clippers as it's a common household object. I ended up showing the motion of the nail clippers through 48 slides where I had printed them, then mounted them on green paper, and glued together to construct a flip book using PVA.

On Tuesday our Product Family Tree and quiz for Past Present and Future had arrived. I based my product family tree on a blu-ray portable dvd player. I printed off my pictures and captions and glued them onto a black A3 foam board, this proved to be hard as I had forgotten how small A3 really was.





By Wednesday our Design Resource Books were due and our animation of 'Rest'. We constructed a home made set, where the fish tank was surrounded by us holding pieces of white cardboard, in order to reduce reflections from the fish tank and water. We had an original idea for our film but we didn't realise that the camer was set on auto focus, and so it resulted in a blurry animation.



Finally our last day of semester 1, concluded with our Appearance Model Project, where we had spent endless hours measuring, cutting, priming, sanding, painting, sanding, painting, sanding and gluing our wooden speaker models.

Tuesday 29 March 2011

Week 1 (28.02 ~ 06.03)

First week in uni, I attended a compulsory excursion to the beach. While admiring the landscape and making new friends 3 exercises were completed. We were split into 3 groups in order to complete each exercise. Still life sketching, where we were instructed, using different methods and techniques, to draw a water carrier. This trained our eyes and developed techniques for accurate sketching. Secondly we were taught a hip hop routine, and finally out onto the beach, where we use our view finder to sketch the landscape. Both close up, detailed drawings and landscapes were achieved. 



 


Then we grouped back together and had lunch. While enjoying provided lunch we discussed our next task. Forming a group of 4 girls, Christine, Christina, Tina and I agreed upon the basics of the dimond shaped kite, adding the elements of bat wings to improve the aerodynamics. Using the provided materials of bamboo sticks, wooden sticks, sticky tape and string, our kite was constructed. 


After all the kites were constructed, we went back onto the beach and a competition was held to find the most successful design. Ours successfully won the competition =]. Overall, it was an exciting day filled with learning and socializing.