Monday, October 25, 2010

Project Two: Upcycling - Hero Shot

This project I had to be creative and innovative in reusing and transforming trash into objects of practicality with a hint of elegance. This upcycled object should be positioned for sale in upmarket boutiques and museum gift shops.

I created a Set of Candy Bowls

Project Two: Upcycling - Transformation Poster

Project Two: Upcycling - Context Of Use

Project Two: Upcycling - Rationale

I was really interested in the idea of sustainability, with one understanding the interaction between humans and the environment and how it impacts. Through taking back what we use and use the materials at their end of life for our benefit now. By closely looking at ways of reusing, recycling or declining the use of resources and processes to enable a sustainable society.


Through this project I have chosen to concentrated on a material of scrapped steel, as this material at the end of its life, still has its strong properties but due to the large amount of waste that comes from construction sites, appliances, equipment, fasteners etc, re using scrap metal has its potential, but will be difficult in the sense that it can’t be manipulates with heat in this project being hard to bend and reform. It is said in 2002/3 that the recycling of steels was meant to be up to 60% - 65%, but currently 44% of steel is being recycled.

I have chosen to focus especially on metal fasteners as the shape they came in was very interesting for me to connect and experiment with the form in different ways to create a product. These metal fasteners are used in industries for assisting in shipping and transporting goods on crates. Millions of these metal fasteners are used every day, which multiple to large amounts being wasted as these metal fasteners are made to be used only once and then disposed of. The reason for this one time use is because when the strapping is wrapped around the goods the metal fasteners are used to tighten and secure the strapping around the goods. When force is applied in opposite directions to the fastener it causes the metal to be stretched out of form making the fasteners not effective in using a second time. There is no maximizing its securing ability, therefore no maximum retraction force. So due to their inability to be recycled they are at the end of their use, meaning we aren’t sustaining this good steel product, with great properties, but they are just adding to land fill.

These steel fasteners have strong, durable, weather resistant and high hardness properties, but due to the minimum size of the fasteners I am not able to use the metals properties to their advantage. Even if I decided to solder them together as a way to link them, they aren’t able to sustain the high impact that steel is able to withstand, so my choice of products to do in this project were with limitation/restriction.

However I came up with creating Candy Bowls by up cycling these steel fasteners. I was experimenting with different ways of forms and linking the steel fasteners and came up with a way for them to be linked in a swirling, circulars formation, instead of them just being joined at the sides. Having this circular formation, I created them into a bowl like shape, but I wasn’t restricting myself to an original bowl form. The shape of the bowl depended on the way I linked in the fasteners to each other, in other words the way each angle, direction and length I placed them into each other determined the shape of the bowl. Having this shape as the base for the bowl made it ergonomically suitable to be held in the palm of one’s hand, making them comfortable. Also the way the edge of the bowls, gradually form a nearly flat edge, helps the users to grip and handle the bowl when placing or passing around.

Having this circular form I had the repetition of the recycled metal fasteners which created an illusion but an effective result in appeal to the users. Through the use of repetition I was trying to manipulate the form of the steel fasteners in a weaving, intertwining way so at first glance there wasn’t recognition of the recycled steel fasteners. The only way I could link them, in order to keep them at a temporary formation was to use minimum amounts of super glue as it wasn’t possible otherwise to try to link the fasteners with string/wire, while trying to keep the fasteners in place at the sometime. However the use of super glue has an effect on the environment, due to its toxic fumes and degradable process, but it is minimal compared to using a toxic resin or heating device to link and harden them together. The option of super glue had a less drastic effect on the environment compared to the other more dangerous options available to me.

So a way to link my steel fasteners together after the super glue wear away, I introduced another recycling material, known as E – WASTE. E – Waste is found in all electrical appliances and materials, such as cords, wires, computers, etc, that are disrepair or are at the end of their capability of life.

Using E – waste as another material was a way for my product to grasp the issue of sustainability. I have read that e – waste is a big problem in the area of business as there is a constant change and development of new software’s causing these materials to go to land fill, making the heavy metals in the material leak into the environment, effecting the land. It is said that Australia has “estimated that in 2006 there will be around 1.6 million computers disposed of in landfill, 1.8 million put in storage (in addition to the 5.3 million already gathering dust in garages and other storage areas) and 0.5 million recycled in Australia alone.”

So I decided to use the electrical wires of internet cabling, phone cords, electrical cords, as a part of e – waste to addresses the above stated statistics. E – waste is a big problem in our society so using these wires as an additional piece to my bowls was a way to fasten the metals. Also I will be using its properties are well as its appearance.

In terms of my bowl I stripped the wires down from their polymer coatings to use the thin coloured wires. From the choice of colours available to me I chose to use black, yellow, red and blue. I weaved the wires over and under with two loops in between the metal fasteners. This weaving technique enabled the wire to secure the metal fasteners in both directions allowing the usage of wire to be minimal but effective. Having this pattern added appeal and quirkiness to the design, but at the same time I wanted to try and manipulate the materials by weaving so the users wouldn’t recognize the recycled material at first glance, but at first impression think that they are unique bowls. I chose the colours and weaving technique through various testing and experiments. Through using the coloured wiring, creating a spiral effect, captures the essence of beauty and elegances in the design of the bowls, making reused and recycling materials into an up cycle boutique product.

The bowls sit on their side, making the effect of the wires and the colours vibrant and interesting to the viewer’s. Having the bowls sitting this way gives the impression of the bowl to be wanted to be investigated / looked at and the first reaction would be to pick it up and readjust it. It will allow them to experience a bowl in a new way and with a closer look observe it is made out of materials that are unexpected.


Overall the size and shape of the bowls displayed a practical factor to the design and adds an element of comfort when hands and palms are used as well as addressing the aspects of design keeping in mind the idea of sustainability. By using something that is so small and unnoticed and largely put to waste can be used in a creative and innovating way in order to reuse and up cycle the fasteners and e – waste wire into something bigger and still useful for today’s society with minimal effect to the environment.

Sunday, October 10, 2010

Design for Life - Episode 6

Through the process of identifying and prototyping, the two students left in the competition have to look further into production techniques and marketing. The more complex an idea the more difficult it will be to manufacture due to the limit of technology as well as the cost involved in the object. This will impact on the usability and function of the product to the user in terms of cost.


Although from what Dick Powell says “If you get to the point of manufacturing and then find out what you have done is unworkable. You have failed.....That’s not what design is about making things that can be done. Not just developing dreams.” This confronting statement got me thinking that most of the time we are focusing on the concept and idea of the design, not knowing the cost or impacts/implications that will come through to the manufacturing stage.

We as designers should be aware of what can and can’t be made, but also designers should push the limits and see if something that is designed could be made without really knowing the outcome. However designers will still have to go through the process of designing and developing in order to find out if a design is possible or not.

A big factor in success in the market place is if the designed product is competing with existing designs as well as the amount of investment that will be put into the product. These things are important to think about when deciding to manufacture a product. Something that is innovating and useful to the humanity of the world will influence success in product and willingness to manufacture.

Great marketing is the key to success. If people don’t know about your design then no one is going to buy it. If your product pin points on all the aspects of need, want, function, appearance, ecology, etc, it doesn’t influence the success of the product if your targeted market doesn’t knows about it. So marketing is a way to get your target market to remember the advertisement and then influence them to want and buy the product. The marketing will highlight the key features and values that a designer has and wants to share with the world.

In the end of the process of designing, these two last students put all their learning and efforts into their designs through Philippe Starcks approach in design and developed in one to look at design in another way due to their experiences. There was only one winner, who was Ilsa. She won on the basis of ambition.

Design For Life - Episode 5

In this episode we are shown that the students have to pick up their game as their ideas and designs are becoming real, into prototypes. They will experience the industrial design corporate world with demanding and harsh criticism. Prototyping is a huge investment for designers in which there has to be a real want and ambition in the designer’s idea to enable them to trust and invest a lot of money to see their ideas development and abilities.

It is seen that having technical and more in-depth information into your idea will help you and the prototype fully understand the designs, function, appearance and safety as well as the end result. From this insight being a designer, you have to think in terms of the creator, inventor and technician (to an extent). It is important for designers to believe in their ideas, but to not over complicate the idea itself due to the target markets use and their capability to use it. Having something that is simple in its form and function will increase the usefulness of the design to the targeted user.

Through the process of initial thinking, to development of ideas, to harsh criticism, then to working with a prototype, we as designers cannot forget the real reason in designing products. It is in reason of the user and their experiences and thoughts in the designs use, function etc. Clever branding will influence this attraction and want of the intended target market. There are three things in branding, a promise, an experience and memory. It is meant for the target market to feel these three key things through branding. The branding has to represent these beneficial aspects of the product for the target market.

Know there are two students left in the competition.

Design Fro Life - Episode 4

Through this episode the students have experienced hard criticism which has influenced them to have low self esteem. One student has a different point of view to the situation, she states that they have to rise to the challenges, even if they were harshly criticised. In fact hard criticism is addressed all the time by others and we have to think of it as a sign of development which we use to improve or do different. This is similar in when learning about design in university the teachers and tutorials always critic our work that the design is bad but not to take it on at a personal level. It is hard not to include that criticism from Philippe Starck in relation to their abilities and themselves.

Philippe Starck has based his designs of sustainability around his student’s projects. They have to re do the project seen in episode 3 so they can get to the next stage which is prototyping. Design at the stage of prototype making, is an opportunity for your ideas to be explored in a real and physical way. But before this stage innovation is the large step. Jeremy Myserson says that “Your internal source is your own personality, memories, recollections, creative influences that you have soaked up over time. The second internal source comes from observations. What’s happening around us.” From this insight I understand that everything we do and see, and experience in life is a idea, a problem that can be seen and addressed, such as when you are sitting at a dining table and you see the difficulties people have in passing bowls to tipping a water glass, that is a firsthand experience and starting point in an innovation as well as something bigger.

However at the sometime when designing these products the complex and technical knowledge of the product has to be thought of and included within the design as technical design, such as how and with what will it work, comes in the definition of design. But overall the presentation and communication of a product has to be seen with the conviction and passion a designer has felt through the process of designing the product. It is a key to a good and selling idea to the market.

Inspiration is hard to come by, but simple things like looking around you at the forms, experiences, colours and nature will influence, ignite that spark that can be used as an addition in your design. However at the end of the day Philippe Starck had to pick 4 students to enable them to produce their ideas into prototypes. This video episode was very intriguing as it showed the tough world of design and the hard path through to designing from the initial concept and what it evolves. It showed me that having the entire package of ideas and being technical with ambition will influence one in selling and creating something more innovating.

Design For Life - Episode 3

Philippe Starck believes the drive of laziness doesn’t result in good design. They have to change their attitude in order to succeed. I believe this as hard working in research, and communication will drive us as designers to develop something worthwhile and sustainable, without the potential threats of failures or faults in designs.

So with this statement the students have to put it to the test in their final project in which they have to create a product that is ethical, ecological, democratic and for daily use (non electrical), adding their creative, honest and moral insight in their design. As Philippe Starck states “INVENTION is the goal” as it something that will be useful, compared to if it is a redesign. From this proposal it can be seen that the most successful designs in the market is something that is invented differently which will intrigue the user to want and buy, such as that of the Apple company.

The key to the project is sustainability as in designing a product there needs to be the reasons of use and solving problems, and most importantly the idea of necessity. Philippe Starck repeats to his students as designers to think in terms of creativeness in which products and ideas will emerge. He doesn’t want them to pick a product and redesign as he believes that isn’t the communication of design and creativeness.

However most importantly encouragement, confidence and self believe is another aspect of good designs. Having these characteristics will influence as designers to believe in themselves and their creative minds, as Nick Powell quotes by Tom Edison “Invention is 90% perspiration and 10% inspiration”. Being convinced you possess these qualities as a designer will strive you to create good designs for people with enthusiasm and effort.

This is what he wants his students to be and taking risks with certainty and encouragements will influence them to have a wow factor and intrigue their audience in their designs. So we as designers have to embrace ourselves in the people we are designing for and understand what their life involves by putting ourselves in their shoes as a way to experience firsthand their needs, and wants in order to capture what the design needs to have and understand what the target market doesn’t know what they want yet.

Nevertheless Philippe Starck briefs the students by saying that when designing a product, it isn’t just the appearance and it works like this , but the designer has to design the entire product from how and what technology will be needed to design the product. From this insight, I recognize that being a designer one needs more than the background of design, but elements of engineering, knowledge and such to help in advancing a design and see if it is possible.

Design for Life - Episode 2

Philippe Starck is known as a designer to mould his creativeness to the time. He tries to adapt the idea of demographic designs to suit the economic situation of our time, as he wants not an object of fashion and trend, but an affordable, sustainable and functional product to benefit all consumers. If an object is expensive the consumer isn’t going to buy it, and therefore the design will not be successful. However this is impacted by the economic down fall and inflation, which in turn will affects sales.

The students involved in this design experience are getting to know the city of Paris and with its art and their experiences from this one place can influence their views and creativeness in design. Also reflecting good and bad design in a subjective view, which is highly critical to designers. It is a way for them to look at their designs to see why some people like it and others think otherwise. Philippe Starck says “Designers need to embraces the future, by putting sustainability at the heart of their work.” The idea of design is based around the way you communicate an object to suit the need of a wide range of people. This insight is understandable as having objects that are designed truly for sustainability is relevant in our era, due to issues of less space, use of large amounts of materials and the environmental impact.

Through the diminishing resources in the world Starck is teaching the students about the potential of the world and therefore they have to look at design in terms of it being beneficial to humanity. From this I understand the idea of beneficial design with the use of creativity will assist in new and innovative design, which will be required in the world without the repetitive process that is happening of redesigning more of the same object with the same use.

Looking at real life problems of hunger, poverty, disabilities, ethics, in underdeveloped countries come to mind when Starck placed the brief onto the students of designing for the benefit of humans. By researching and understanding in-depth the target people, such as their lifestyles, likes, dislikes etc, and from this looking at a smaller target market in-depth, and looking at their problems, will be less challenging in the sense that you will not be approaching the brief as if you are trying to cure cancer. Having a specific target market will help in reason and creating a product. However in the end of the project two contestants left in reasons of lack of effort and innovation.

Design for Life - Episode 1

Philippe Starck addresses in this video that skilful design speaks about life and its effect on one’s life. He believes that as a product designer can change the world with creativity. He has taken on twelve design students to teach them to criticize and challenge design decisions. These students will face projects each week which will result in one student left in the end to be offered to work six months in Paris with him. They all have to inspire Philippe Starck with their creative and visionary approach.

He believes that design should be something beautiful, usable and sustainable, which can be enjoyed by everyone. Design has to be something that is functional and beautiful at the same time, there has to be a reason behind the creation of a new and improved idea for it to be a good and useful design.

Through the competition being set in Paris, the environment and atmosphere of Paris culture will test their ability to cope with criticism. Through hard judgments it will encourage them to achieve high quality designs with good and positive results. This strategy will influence different designs that haven’t been explored before in oneself. It is a way to improve and reach into ones creative nature that hasn’t yet been grasped. It allows designers to question the need of design.

Philippe Starck believes that it is a school of creativity not a school of design. It is meant to be spoken in terms of everything around us, not about design. It is about improving the life of people/society. It is not art in terms of sculptures. Philippe Starck explains that design is more than that, there is more conceptually. Designing anything is very well thought out with strong reasoning’s in functionality and why something is the way it is.
To observe their understanding of design Philippe Starck has sent the group of students to buy two items that reflects gender, functionality and ecology. He believes that something that is simple and only reflects either functionality not marketing is good design. From this he wants to determine the way his students think of design in terms of creativity. He wants them to discover the unnecessary items that are designed and what future designers should design for the reasons of function and sustainability. There is no need for ten of the same item.
Philippe Starck shows that looking at objects in the three areas presented to the students, it gives insight to the reasons of good, bad and useless designs, as well as the influence of design on the encouragement of users to be either sustainable and environmentally friendly or otherwise. A product that has symbolism will influence creativity and innovative thought.

Monday, September 20, 2010

Product Poster "Hero Shot"

Product's Context Of Use

Four Pleasure Anaylsis

Technical Drawing

Rationale

This Lemon Squeezer is targeted for women between the ages of 48 - 50+ who love the arts, crafts and cooking, with sentimental values attached to objects or items with history that they are using, such as where the ball of yarn originated from and when and from whom or why they got it. Similarly to when they remember the first time that got a particular novelty gadget or cooking recipe. These women have a lot of time on their hands to research and look around for objects of value. The idea of authenticity is a main aspect of the material choices of the design of the lemon squeezer. The appearance of the design captures the pleasurable aspect of the design targeted to these women.


The idea of redesigning a lemon squeezer for this particular target market was motivated through the aspect of maturing women who at this stage of their life can now relax and simplify their lives doing things at a slower pace. Having a lemon squeezer which can be held in one hand and the lemon in another is useful for these women as it is a smaller item to hold and clean, it doesn’t have multiple parts to it and can be used to squeeze straight onto the intended food. Also there isn’t great effort put into squeezing a lemon with this device as the twisting motion of the lemon squeezer and the hand going in an opposite direction counter balances the force needed to squeeze a lemon, whereas it is squeezed by a stationary lemon squeezer and the lemon being turn with force. This reduces the force and stress on the hand that a woman has to apply when squeezing a lemon.

This lemon squeezer is intended to be used in the kitchen or on the dining table to season your food. At the same time it can be a talking point or a mantel piece decoration due to the wooden material it is made out of. It can be portrayed as an antique due to it being wooden with the idea of originality and authenticity to the design. It not only portrays that it is an item for use but it gives the sense of it being delicate and valuable. It adds to the idea of remembrance and experience to when and where the lemon squeezer was bought and the ease of usability. Wood was chosen due to the reason of plastic being more modern and cheaper, with the effect of obsolesces in it when over used. The wood is able to achieve the same sharp edge of the greater need to juice the lemon and allow the smooth motion of the squeezing, with it also resembling an item that is old, an antique piece of furniture adding the idea of authenticity.

The shape of the lemon squeezer was inspired by the elegance of an egg like shape form, with the idea that the slanted round edge on the side of the item will fit comfortably in the contour of one’s palm, while your fingers curl around the top of the lemon squeezer allowing comfort and ease. It can be rotated so the users zone of hand is satisfied , such as it can be griped on the side where there is no grove, or you can place your fingers along the rim, or otherwise. The shape indicates a main way and area of placing your hand to satisfy with pleasure the women’s hand while twisting the lemon squeezer. Through various testing of different shapes of the lemon squeezer, it was found that they didn’t suit the comfort or the appeal to the lemon squeezer due to the size required for comfort and grip, such as, if having a more geometric edged shape, it will increase the discomfort.
The size of the lemon squeezer is practical to use in an easy and efficient manner, as the teeth are within the standard width, length and depth of an original lemon squeezer which assists with the different shapes and sizes of lemons that can be squeezed adding a simple and elongated body. The teeth of the greater direct the juice in the depth of the groves and will not meet the hand at the top. If the juice reaches as far as that, there is a round groove at the joint between the top and the bottom of the lemon squeezer where the juice will accumulate and drop tangent to the squeezer.
By having a handle similar to the mould of your hand reduces the pain of pressure when squeezing a lemon. This form is used to project the easy movement that is needed to squeeze a lemon and therefore encourages the rolling motion and twisting direction that is needed to squeeze the lemon. Also it being slimming in appearance like the figure of women, not being blocky, projected with smooth, well rounded lines in a cylindrical form resembles a delicate women and her soft touch. Having this elegant form and choice of material has a simple and effective relationship with the target market.

The overall size and shape displays a practical factor to the design being a quick and efficient way to squeeze a lemon. It is practical, similar in size to a salt and pepper shaker, it doesn’t obstruct with anything on the table or in the kitchen, but adds to the decor with an authentic touch.

Project One: Experience Enrichment

This project involved redesigning an everyday tool into a more pleasurable one that enhances the experience in engaging with it. At the sametime the tool has to be redesigned for a particular target market.

My target market is for women between the ages of 48 -  50+ who love the arts, crafts and cooking, with sentimental values attached to objects or items with history that they are using, such as where the ball of yarn originated from and when and from whom or why they got it. My mood board reflects my target market.



Monday, September 13, 2010

Task 6: OBJECTIFIED

The objects are created on the bases of the target market and in turn will satisfy them. The object is testified through people in development and manufacturing were they look at the form, material and architecture of the object, to best suit the ergonomics of the person intended to use it. From this great thought process and development of one object in the end will satisfy the consumer. The continuous trial and error process is done for the purpose of the consumer’s satisfaction and comfort.


The development of the interaction of the object with the user, touch, smell, hold, feel etc is considered in all areas of the object, from materials, to form to colour to texture. There are reasons of why an object has a particular groove or shape. However, industrial design’s main focus is on mass production, meaning that objects that are created for consumers are generic, but at the same time, designer’s try to create the object in the sense that it will comfort most of the intended users. As a result designers have come up with STANDARDISING designs for all users. Nevertheless each object that is in one’s home has been designed for a purpose and reason of why they have bought it, such as for the comfort, appearance or function of the object. Each decision of why the object looks like the way it does is because of a cultural, functional, aesthetic, or user reason. Each object has a story developed through the communication of the users and their problems with objects.

It is conveyed in the video that if they design an object for the extremes of the target market, like people with disabilities, or objects with high strength, everyone in between will be satisfied. This process will assist in a better and functional object, which in turn will then satisfy a wider target market. Something that is simple can be improved to create comfort to one’s hand or body, such as people with arthritis. There is a long process of improving and developing the dimensions and grip for one object, getting it to feel better and right, so the best way of doing this is to look, hold and experience the existing product, and discover the pressure points and areas that are creating the problem, such as the areas on one’s hands or body.

Ergonomic is an important factor in redesigning products, were a particular shape of the design can make the experience for the user better, as well as it eliminating extra work put into the use. This will improve the way people use an object and therefore help them experience a chore in a more fun and comfortable way. However there are designs today that are unnecessary, if every designer looked not just the need and cost of a product but the user’s wants in aesthetics and function it will help them in discovering the ergonomic aspect of the product. We are constantly looking at existing products and asking ourselves why is the object like this and not like that. Reasoning behind this is so we can discover the problematic aspect and help us create the object more functional, especially ergonomically for humans.

What really fascinated me is that designers from the Apple company have gone further than just looking at the function, by making their process of parts of a product in one part, so they have the ability to make their designs more comforting, as they try to find other easier and effective ways in their assembling so as to improve ergonomics of a part, such as a products slimness. However in this new day and age, designers are getting more interactive designs not through form but the functionality of the object, especially with the introduction of technology.

Looking at rituals of the objects use too helps designers give reason and guidance to the form of the object, but more than that by looking at the interaction and experience between the human and object. An example is the Dyson vacuum, were there is a strong focus on the function, expressed in the form, but with the use of texture and colour, the designer has enhanced the ritual of the vacuum.

However, the biggest questioned asked to designers is, what is the form the object should take? When this question was stated, it made me ponder that to get the form it is important to understand the people and make them feel good in the environment designed.

Marc Newson states that”dissatisfaction motivates you to do what we do”. In this sense something with discomfort or irritation to users, will aspire the designer to fix it and experiment with other materials in order to satisfy the user. But at the same time good design is something that you want, however, the idea of mass production agencies and shops, don’t just want the element of good ergonomically design but they want new stuff, so consumers can buy it. This idea made me consider that design shouldn’t be about the amount of money a retailer wants from a consumer, but the idea of an object being made for a purpose, which is contradicted with the consumer’s want of new things.

The video mentions that it is important to be aware of emotional authenticity in an object, and how the user views the object and if they find what it expresses to them. The idea of creation is also the idea of seeing what the user wants the object to be in the future, something that is wanted or something that just fades in time. The object has to reflect the user, so they will be encouraged to buy and use the object, as well as reflect an experience or memory from the object.

Even though the revolution of technology has changed the way objects are made, used and function, it is juxtaposed in the sense that we still use the old processed of objects, such as wooden chairs, which don’t connect with the technological world. This is surprising, to develop objects for this day and age designers look back at the original model of the object, such as the camera, but only adapt the technology of new processes or electronic components in the design keeping the form the same. Designers are focused on the making and effect of change, incorporated in their design, with the addition of an interaction design as a key to interact their objects with the users. It is important to see that designers are aware of the interaction and ergonomics of the object with the users and at the same time that users are subconsciously interacting with design.

It is surprising that designer’s are only creating for 10% of the world population that have already too much stuff. So it has become aware to us as designers that there is an implication of the amount of objects designed and their effect on the environment. They are looking at sustainability as a key factor in their design. Apart from focusing on the design of objects, it had astonished me that communication between countries has highly influenced design to develop and change based on the circumstances of people and the effect of survival it has on their world. The value of the object can be sentimental, people will choose these objects in desperate times, for the reasons of value, remembrance and authentic, not because of new and developed.

I recommend this video to Industrial Designers to watch, to give them an insight on what they can potentially do to products that are designed and therefore be redesigned for the ergonomic purpose as well as the reason of need, function and aesthetics. Designing have developed due to the interaction that designers see with their users, especially technological development and being aware of sustainability.

Monday, August 30, 2010

Task 5: Design Confusion

With this task I had to find a confusing designed object or product were the user has misunderstood the designer's intent, resulting in erroneous usage. I have focused on the communication and interaction of the product with the user and then viewing the problems of the product.

I have found that the Microsoft Office Outlook Container was confusing as to how and where to open the container due to the misleading features.

This poster presents the before and after anaylsis of the product.

Monday, August 23, 2010

Task 6: The story of Stuff - by Anne Leonard

The video The story of Stuff - by Anne Leonard, is about the cycle of stuff that everyday people are obsessed with. People always question what happens to stuff that you adore when the item isn’t in use. Anne Leonard says that “stuff moves through a system Extraction, Production to Distribution to Assumption to Disposal which is the Material Economy”. People take this process for granted, buying items for their own pleasure, but not really considering the after affect of the item, when it is no longer a wanted item or a new craze.

Throughout Anne Leonard’s years of research of the process of an item from use to disposal, it is a system in “CRISIS”. The linear definition of the cycle of an item doesn’t correspond with our finite planet. Each process of the cycle doesn’t explore the effects it has on the planet, but hides it. This influenced my understanding of the true life cycle of an item and the effect the disposal of the item has on the environment. Each process of the cycle of an item does have great effects on the environment, from the process of manufacturing to the land fill were the item ends up. From this it emphasises the importance of recyclability, people need to be aware of the effects an item has on the planet.

Anne Leonard has gone back to the beginning of the cycle and further explored that some people have more effects than others, especially the government and corporations. These particular people influence the choices people make and therefore the amount of money people are allowed to spend in order to live but also place boundaries, limit things that they can do. From this I have discovered that these people who have a high authority over others therefore should have the responsibility of looking after us and the planet.

The first step, Extraction is the resource of materials which have a great impact on the planet. People are cutting down trees, mountain sides and using large amounts of water which affect the ecosystems in the environment. This part of the process explores the high consideration of materials for the product but disregards the life built from animals in the environment. People are using more materials than the environment can reproduce. We as a society have to be aware of the consumption of material use. America is using 30% of the natural resources which creates 30% more waste. We have to use a fair amount of natural resources in the world, if we overuse we will not have any more resources left to use.

The second step, Production is where materials are processed. This has an effect on the environment, greatly due to the large amounts of energy that is consumed in the process and manufacturing of products as well as the transportation of the materials to the factories. This energy turns into fossil fuels, which are distributed into the planets air space polluting our air. Through this pollution it has a large impact on the internal components of our bodies, due to the combinations of chemicals and fumes distributed in the process of materials, which leads on questioning the responsibilities of the governments and cooperation’s on our health. It is said that the moving of factories to other states, isn’t suitable as it is not only effecting the air of that state but due to wind currents, blows straight back.

The third step, Distribution is the buying and selling of the products that contain chemicals. Anne Leonard indicates that we are not paying for the stuff we buy, but the paying of the product is coming from the effects the products have on the land and the people working in the manufacturing factories due to the deconstruction of the land. These effects have contributed to a cheap product, the cost of the product isn’t it true value but the real cost it has on the environment. This is the Exterminating Cost.

The fourth step, Consumption originated through the values society has come to want when in times of need or grief. Society is influenced to shop, as a way to get away from things (retail therapy); however this has influenced the wasting of products, as well as the demand of using more materials to create more stuff. In turn this amount of wasted materials creates unnecessary production of products as well as damaging effects on the environment. The idea of reuse is valued, but the idea of consumption designed by government wasn’t considering the health care or education of others but the consumption and wealth of the country. This consideration has caused large effects on our world now and has shaped people’s ideas of the environment with money.

Through the idea of obsolesces in products it is a ploy for people to be forced to buy the product after a certain period, which then increases the problem of waste and land fill. This obscene perception has also influence buyers to discard good working products due to the improvement and advancements of the new product as well as the trends and appearance of products. This idea is clever, but terrible in terms of the environment and the space the waste is placed.

Media is a contributor to the reason why consumers buy and discard products, as the fashion trends are important to consumers and therefore feel valued in society. However media hides and covers all the effects the product has on the environment when we are continuously discarding and buy new ones.

The last step of the process, Disposal, is the discarding of the unused products that society has bought. Our rubbish either is burnt and then thrown into landfills or just thrown into land fill, either way this has extreme effects on water, air and land. Something as simple as moving products from a home into the environment is harmful, as the products that sit in the ground and decompose let out chemicals and toxins that when first placed into the ground affects the plantation and growth of nature as well as the temperature of the world. One way to reduce the effects on the environment is recycling, but recycling will never be enough. On the other hand we now have people trying to produce using different processes and techniques to save the environment and at the same time still have a dynamic world of products.

Through this video I have discovered that each process has a vast effect on the environment which isn’t strongly seen in diagrams or understood by society and therefore, people aren’t aware of the actual harm it is having on the planet. Resent discovers from scientists and others, feel there is a great concern in the effects on the environment and they have come to the realisation that if we as a society don’t slow down the use of fossil fuels and electricity as well as the use of natural resources, the planet will be running low on these materials.

There is a strong mindset that is being encouraged that GREEN IS THE NEW IN. The idea of recycling and new processes of obtaining resources as well as reuse is encouraged and used. The use of awareness has helped people understand that the process of a product that we dearly love has a great impact even if it isn’t as noticeable to the eye as it is to the environment. This is the reason why Industrial Designer should see this video as an insight of what they are doing to the environment and encouraging the rest of us to do the same.

To see this video go to: http://www.storyofstuff.com/

Monday, August 16, 2010

Task 6: Video Reflection - Don Norman: Emotional Design

Don Norman demonstrates that a design can be seen but not understood for its intended purpose. He considers in his design the usefulness of products that aren’t necessarily aesthetically pleasing, but influence the urge for the consumer to want and buy it. This gives me an insight as to what really is involved in design. Don Norman has demonstrated that a product can be useful but at the same time ugly, misinterpreted for its use due to the objects appearance. Regardless of the purpose of the design Don Norman moves on to looking at the appeal of design as a way to influence emotional design meaning that an unusual appealing product can evoke a consumers wants, needs and sense of fun as he states “My new life is trying to understand what beauty is about and pretty and emotions. The new me, is all about making things kind of neat and fun.” He used the example of Philippe Spark’s Juicer to demonstrate that he has it as a furniture piece, more than the intended use as a juicer. The provoking emotions of beauty, fun and quirkiness has made him come to this conclusion of the juicer.


With Don Norman’s sense of humour and enthusiasm he has made me discover that emotional design is a way for consumers to love and look for the beauty in the designed object itself and not always focus on the use of the object but the feelings it provokes you to have with it and the way you use it. For example Don Norman comments on the Global Cutting Knife, he describes it as a beautiful, well balanced shaped design. This emotion is projected through the motion and purpose of the design, as when the knife is used, it slices with effortless delight. From this example I understand Don Norman’s theory on emotion in design, which is also demonstrated through the aesthetic, function and reflection of a product. A design that has an aesthetic appeal and the function provoking the same sensation of appeal will create an emotional design. Consumers after using the product will remember the design, due to the sensation they got from the product.

He explains aspects of design should have elements of fun, as he states, “I really feel that pleasant things work better and they never made any sense to me until I finally figured out... it changes the way you think...makes you focused.” For examples, the MINI Cooper Automobile was being promoted in magazines as a car with a lot of faults but buying it anyway, experienced the sensation of fun in the design of the car, as the interior of the car was well finished and made him feel a sense of fun and enjoyment. From this it explains that a design can be more than a purposeful item, with the element of fun in design it makes products more interesting and full of life.

However, this video also gave me insight to the way the sense of colour, the likes and dislikes of humans, facial expressions, change in temperature, sound and bitter tastes, communicates emotional designs and makes the emotions of the design felt by the consumer. The choice of fonts and the colour red, symbolises and suggests hot and exciting, used in design as a ploy to attract consumers to the product, eg. the 1963 Jaguar, which was a badly structured car, but due to its appeal and beauty of the design people loved it.

Also with the choice of a water bottle, consumers don’t buy the water bottle for the water but for the shape and design of the bottle. The components of this design are not only based on the product itself, but the consumers emotions. The elements and principles of design used is a way for the consumer to feel a want and need for it with an emotional attachment. Something as simple as a colour can influence an emotion so powerful for a consumer to buy the product for its appeal or beauty, not for its intended purpose, as Don Norman quotes, “It’s all about the visceral experience.”

Through the discovery of emotional design, it explains that the behavioural design is an influence on human’s emotions, as the way a design looks, functions or feels, encourages the communication of a design, the same way emotions are seen, they are communicated. Emotions are interpreted in categories of good, bad, safe, dangerous etc, similar in a design of a teapot, were when the teapot is situated upwards it is communicating that it is finished and communicates to a waiter that it needs to be refilled. The emotions in design have to reflect the consumer emotions and wants.

From the conclusion of this video, I recommend Industrial Designers to see this video, to inspire oneself in design, as a product that has an aesthetic appeal and a function with an emotional output, encourages fun design as the reflective emotions of the design are influence in the user, which is understood to be the emotions communicated from the product. Having a fun and beautiful design can influence the consumer to also enjoy the product, not for its use but for the product itself.

Sunday, August 8, 2010

Task 4: Design Excellence

The WELLS WATER PURIFIER was an object that was awarded the 2010 International Design Excellence Award /The 2010 Australian International Design Awards. This poster analyses the Water Purifier’s visual qualities and abilities through the design elements.

Having looked at the Wells Water Purifier I was very surprised to see that something so slick, elegant, simple, and basic, has a real purpose, addressing the health of humans, from the aspects of the purity and cleanliness of water, the amount of water a person should be digesting and monitoring ones health as well as ones conscious of not wasting water. It is amazing how something like a water purifier that has been designed before, has been re – designed and advanced to suit the present issues of the worlds health and limit the supply of water, but at the same time have a modern appearance to it, making the consumer aware of the issues that designs are trying to address.

Through the process of a product form analysis only based around the design elements, it has made be learn how one element can explain a lot about the true purpose of the product, such as in the Well Water Purifier, how by using the colour white, meaning purity and cleanliness, reinforces the purpose of the product, having to be concerned with health and the waste of water, as well as the high gloss finish of the product symbolising a clean and sterile surface. I have also learn that breaking down the product into each feature and the reference to the design elements, advances your understanding in the reason of why the designer has created the product in this form, and why this is the end result. It makes you go in depth and really think about the forms and features of a product.

Task 3: Product Sketching

This task involved us choosing one object from each exhibition which was our favourite and sketching them.


The exhibitions that were visited included:

* POWERHOUSE Museum:

- Australian International Design Awards



I found that the product called, LONGREACH Buoyancy Deployment was a very convincing product, it would be a great help and use in emergencies in saving people’s lives, especially when people who work in emergency situations want to save as many lives as possible when time is crucial in saving a life. This products purpose is strong when it comes to aeroplane crashes or boat incidents, when there is a problem is in a very sensitive area and access is limited by others, this product will be useful in the life saved. Other products in the exhibition like the Solar Gem Solar Home Lighting System and Pulse Heart Transportation system, Enviromesh and Signos TM Pocket Sized Ultrasound system, I thought were also very purposeful in our society today.

These were some other product designs in the exhibition:



- Re – loved

 
I found that the chair that was made out of pure plastic sheeting was one of my favourites in the exhibition, as the designer saw a new way in the construction of a chair using vertical contours. As well as the cushion chair, as it protruded the emotions of comfort and warmth, it was great in size, made fully out of fabric with cushioning. It made me want to sit on it.

These were some product designs in the exhibition:



- The 80s are Back




Looking through this exhibition I found a lot of products that have been developed into the 21st century with a new face. One product that stood out for me was the Walkman. The blocky and boxy design amazed me with it’s transformation in appearance of portable music devices that have been revolutionized, such as the iPod. It reminded me of the days where no product was small and slim, but boxy and heavy like this design. It brought back memories when I owned a walkman in the early 20th century close to this design. It was very inconvenient in size and the tapes you had to carry around.

These were some product designs in the exhibition:
*ID20, 20 years of Industrial Design @ UNSW



Through this exhibition I found the most interesting design was the W product, in which the metal was bent and moulding into a W shape. I found this object very interesting due to its unusual shape, the choice of material and the modern aesthetics about the product. It reminded me that design is evolving with the creation of new techniques and use of different materials.

These were some product designs in the exhibition:


*Society for Responsible Design @ PYD

Throughout the exhibition, the product that really stood out for me was the Halo – Conceptual Surgical Light, I found having the light in an elliptical formation is clever in a surgical atmosphere. Xindong Che structure of the product enables the whole or some of the lights to be turned on, and covers the width of the surgical bed. His product is practical and very modern in its appearance. The products elements communicate the feeling of a sterile and clean place to be used in.

*Workshopped @ Chifley Plaza

I thought the Twist Chair by Kenan Wang, was the best design in the exhibition, the red with the contrasting white gloss finished timber added a modern twist to the chair attracting the viewers eyes. Also the chair had a quirky design structure for a chair, as it seemed that the chair could be flipped or turned and a chair would still appear for a person to sit on. It gave the feeling of invitation, wanting, as I felt I wanted to sit in the red part of the seat and the colour, shape and material of the chair was inviting me to try it out. Compared to other designs in the exhibition I thought that this chair was very different based on it structure, the visual of a chair isn’t the shape of this chair that you would think of at first. The creative aspect of the design will make me reflect on this as a chair.










Monday, August 2, 2010

Task 6: Video Reflection 1 - David Kelley: Human Centred Design

David Kelley: Human Centred Design Video was based around the changing world of design. His company focused on the design of products and technological objects such as the EYE module 2. Then moved on to developing other highly advanced technology’s such as The TRIO, the Heart Stream Defibrillator, that has been saving lives and The Zinnio Reader which changed the style and interest of reading magazines. Kelley could see companies were focusing more on the human aspect and interaction in design. He brings to light design is changing towards creating designs with the element of human behaviours and personalities.


In products today designers are focusing on the behaviours, personalities and needs of the consumer, and somehow incorporating this into the design, as a way to influence the consumer to want it and interact with the design. For example, in this 21st century everyone wants something fast and straight away, at a touch of a button, so the introduction of the IPod, was clearly researched in the way a human would interact with it, focusing on the need of the consumer and the capacity of the technology. This gives insight to the way designers think in their approach in designing products and how they persuade consumers to buy and interact with their designs, by studying the human experience and addressing the need of the consumer, not just assuming the use of the tool.

They have advanced their way of thinking in creating their designs, and broadening their knowledge of human experience, making their work more fun. They have defined design as another scope. In the video David Kelley has achieved this by changing his approach of not using 3D models or rendering to communicate ideas, but creating internal video production groups, demonstrating the man machine relationship of the product. David Kelley had redefined his design of the consumer’s environment, products and services by looking at the way a designer has created his products focusing on human experience.

This has given insight to the way technology has made humans do things easier and more interactive and fun to use as in the examples seen in the video, the PRADA renovation in technology, were David Kelley created custom made technologies, to gather customer detailed knowledge of the mechanise they had interest in centring design in fashion and also this technology allowed the dressing room doors to appear clear and them opaque when in use as well as a three second delay mirror which had various angle views allowing the consumer to see the back or other angles of their clothes.

With the advancement in technological designs it has made the consumer trust more the product and encourages the user to come back to buy or use the technology, which is a clear way of marketing your store and at the same time showing the new approach to design through a human perspective that has changed the idea of design.

In the video, David Kelley ventures into more examples of technologies that he and his team have created, with a strong focus in the ergonomics of the design, such as Cubicles for Gilbert, focusing on the problems of an office work cubical and there restrictions, the SPYFISH submarine tele-presence vehicle, which captures the feel of scrubber diving without being beneath water. Through these examples also, I had discovered that creating products with a human centred theme will enhance humans to successfully interact and be more involved with the design.

Using this direction in design, it has made designers use the creation of technologies to also inform the consumer about a given environment, such as in the London Science Museum installation. This involved a digital installation inspired from the Underground London Subway System. Visitor’s comments of the design were streaming across the wall as a train. When the room is exited, there are interactive tables of games. I discovered that there is a hidden purpose for interactive products, not only created for human engagement but learning more about the issues of biomedical and digital issues of the museum.

This ergonomic approach to the design of products has revolutionised the interactive learning and communication to customers, which is reinforced through the example of Appro Tec, where Dr Michel Fisher and David Kelley has started a manufacturing process in Kenya which influenced the creation of jobs as well as products. Through the focus of human centred design, David Kelley and his team created low cost products for crop assistance, which reinforces that the ergonomic aspect of design has also made it possible for less fortunate people to learn and for designers to create products and objects for the need of humans.

Overall this video is important for Industrial Designers to view. It shows them different ways and developments in product design and the pathways design can take. It encourages designers to via away from the main focus of design and explores the boundaries of design, not only in the practicality of a product but the true human experience in the design. It has made it clear and is important that technology of a product can do more than just be used, but can help and inform a consumer. It has allowed the product to be focused on the human ergonomic experience.

Saturday, July 31, 2010

Task 2: My Design Career

It has been a childhood interest since I started school with a passion to draw and construct products with various materials to create something with originality and uniqueness. I had a fascination with colouring, drawing, sewing and the Lego blocks. Every chance I had I would occupy myself with one of these activities. At the start of high school, I was enthusiastic to include Visual Arts and Design and Technology as my two major choices of subjects. From the interesting and challenging work I had completed with different art and design forms which I studied for 6 years, made it clear that I was going to pursue this interest into a career. The decision of becoming an Industrial Designer was influenced when it came to designing my Major Design Project in Year 12.


I created a multi functional furniture piece. I developed and constructed an innovative and original design for a particular need focussing on my interest in the function and purpose of the design. The idea of creating and making a product that is different to existing projects out in the market, compelled me to complete it professionally and successfully whilst underpinning all the knowledge of the design process, through the initial stages of a design brief and identification of a need to the understanding of materials, processes and impacts on the design, to using sophisticated software and machinery, to employ a final product. Through this ambition I gained a band 6 in the Design and Technology subject.

Through this development it was obvious I needed to further my passion of Product Design at university. I chose the University of New South Wales as my learning area, as I attended the Industrial Design information day and read the course outline for Industrial Design at UNSW and was impressed. I found it to be interesting and challenging. This course would suit my ambition to be a product designer. Also living close to the university was an advantage and convenient with minimal travel time involved. I thought I could spend longer hours at the uni to do individual and group work, and also take advantage of the facilities available without worrying about travelling time.

In the future I see myself as a Product Designer dedicated and motivated to do my job at a professional level, reflecting my interest and passion for Industrial Design. I would like to venture into the product and furniture design area, producing items with elements of simplicity, a hint of complexity and beauty in design. I aspire to make the world a better place with functional designs.

Task 1: Shape of Scent

As a task, I was given an unknown scent to analyse and interpret. I started with brainstorming words that represented and described the scent, e.g. the shape, colour, line, texture, scene, emotion etc. As a group we decided that the scent was very strong and musky at first, but as it was placed on our skin it then evolved into a floral sweet scent.


We then had to interpret the scent into a “bottle” or shape. With the initial start of sketches it provided me a means to compile all the knowledge of the scent into a visual representation.





At the end, we were told that the scent was a romantic scent.