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.