Brief
A three week studio project that practice on problem-based exercises and understanding the fundamentals of design process. The main focus of this exercise is carefully go through the process ultimately than the form itself. This exercise help designers to move beyond a role and perception as solely "form-givers" and move them to become master processors. This movement of becoming a process driven designer is to help create thoughtful new opportunities during brainstorm sessions and ideation.
Design is always a shared concept between three parties: the designer, the audience, and the client; where all three play important and valuable roles. Better designs and better strategic decisions are created when all three and included from the start of any process. This exercises aims to teach the designer during their design process and how they all collaborate with each other.
Process
The project begins by using research methods and observing president project to understand the fundamentals of how design process work and apply these fundamentals into our own practice. Working in a group of 4, we develop several brainstorm sessions, whiteboard sketches, and creating information models to help illustrator our ideas and concepts. This project also uses the IDEO method cards to help us narrow down our ideas through story boards and scenarios, when observing as design problem from a larger scale.
For this project we focuses in the area of consuming, collecting and giving meaning to objects which has a physical form. Our interest was not about the new products that replaces the old but the idea of "what happens to these items, which people have bought in the past...". Our objective was to prevent consumables from simply going to waste. We looked at examples such as Bill Gaver's History Tablecloth project and Dunne+Ruby's Meat-Eating Products to help illustrate the approach, which the team was leaning towards. Considering the idea of a "Tech Tomb" we introduce the concept of collecting gadgets to help form a story. The idea of a story telling would serve as a poetic visualization but also create an awareness of how much the user group has consumed within their lifetime. The project goes through several phases of revisions and critiques from the client along with given feedback for improvements.
Client
SFU SIAT
Category
Interaction Design
Prototyping
Role
Project Lead
Programmer
Prototype Developer
Tools
Illustrator
Photoshop
Physical Prototyping
Arduino
Collaborators
Derek Pante
Kiks Chua
Winnie Chan