‘Designing Dream Machines’ featuring Dick Powell and Richard Seymour gives the audience an insight into the design processes and practices; from the pen to the final product. Powell Seymour focuses on creating a sound concept and nurturing the idea. A great example was the batman motorcycle, it displayed the strong development process needed to design that ‘x-factor’. The video also focuses on the industry concept of ‘client satisfaction,’ designers need to be aware of many factors including the client’s needs and requirements. Communication is an integral part in the design process; without meeting the client’s needs, design is not complete. This video emphasises the importance of identifying the problem and the stages of working through solutions until the manufacturing process.
Saturday, October 10, 2009
video reflections - seymour powell: designing dream machines
Thursday, October 8, 2009
project three: upcycling unwanteds
Sunday, October 4, 2009
video reflections - annie leonard: the story of stuff
" ...you cannot run a linear system on a finite planet indefinitely" - Annie Leonard gives a frighteningly truthful and informative talk in her video: "The Story of Stuff". Extraction, Production, Distribution, Consumption, and Disposal; Leonard has broken down the cycle into five sections.
Extraction is the process of, what Leonard frankly puts it, "trashing the planet". We are using up all the natural resources by mining and cutting down trees, etc. As the planet has a limit, and we've already used up one third of the planet's resources, it's only a matter of time before we have nothing left.
Production uses energy to run factories that pump out toxins into the air, which is not only bad for the surrounding environment, but also for the population. Toxins in, toxins out means we're enclosing ourselves in a toxic habitat and leaves by-products and pollution.
Distribution is the act of selling the goods to keep inventory moving so as to make room for the production for more goods. The cost of products are externalised, we aren't paying for the goods we purchase. It ends up like a reverse domino effect, others are paying for our products; shop assistants pay by receiving poor wages, the people in the production phase are paying by risking their health, and the environment pays by having its resources exhausted.
People consume to upkeep the flow of production, 99% of the material goods we purchase are disposed of within 6 months. This is so because of two reasons: planned obsolescence and perceived obsolescence. Products are intentionally made to break down within a short period of time to accelerate the level of production; the more people buy the more goods can be produced. Perceived obsolescence is an interesting notion, it makes us think that the products we own are out of style and that we need to buy more goods. Advertising and the media target consumers to think they are less than they are, thus buying more material goods. Advertising brainwashes consumers into thinking they need to ‘keep up with the Jones’ in order to be happy. It seems like a vicious cycle; we work then come home and watch TV to then be bombarded with advertisements that tell us to shop, go out and buy things we most likely don’t need then go back to work to pay off the things we buy. The pattern repeats itself and therefore keeps the cycle of material goods alive.
It's shocking to find out how the products we purchased are disposed of landfill and incineration don't seem like healthy options for both the planet and its inhabitants. Industrial designers need to look into more sustainable options when designing goods. Recycling is an effective alternative to eliminate the extraction stage. By keeping the cycle of material goods in mind, industrial designers have the chance to make intentional responsible decisions when it comes to making products.
Sunday, September 27, 2009
project two: postal presents
Sunday, September 20, 2009
video reflections - ross lovegrove: the power and beauty of organic design
Monday, September 14, 2009
task four: bad design
Wednesday, August 26, 2009
project one: experience enrichment
The base of my idea originates from the frustration of having to unpick stitches with the standard feeble tools available. This redesigned seam unpicker makes the job more bearable with its sturdy yet lightweight frame. Not only does this seam unpicker have an ergonomic shape for a comfortable grip for either left or right-handed users, but also it has the added feature of a needle threader at its base. This dual function tool eliminates the need to have both a seam ripper and needle threader in one sewing kit, freeing up space for other items. The design of the exterior is whimsical and cute with its playful yellow and black striped pattern resembling a honeybee.
Ideally, this product would be made of plastic for its lightweight properties. The product would not only be available in a range of patterns, i.e. ladybird print, butterfly pattern, etc. but it could be made in a broad range of plain colours to appeal to a wider market. For this particular design, the product is aimed at 35 - 50 year old housewives that enjoy making cute crafts and sewing projects.
Overall, this delightful product enhances the user's experience because it's simple to use, has a dual function, and is a fresh change of pace from the standard devices available.
Mood board:
Original concept:
Technical drawing:
Sunday, August 23, 2009
video reflections - yves béhar: creating objects that tell stories
"Together... maybe we can change the world" - Yves Béhar has been strongly influenced by story telling; he elucidates in creating objects that tell stories. After finishing design school, Béhar started working for a consultancy where he began questioning the true needs of people. He then branched out into designing on his own and focused on what was important to him - the human experience and matching human needs with functionality.
Y Water is a perfect example of taking an everyday object and launching it to another level. Taking a simple product such a water bottle and turning it into a healthy and organic drink for kids, epitomizes transformation in design. The bottles themselves are entirely symmetrical and have the ability to fit together and create a fun game for children to play with. Whilst looking at the shape, it unintentionally led to the development of its name - Y. 'Why' being one of the most important question children ask.
The XO '$100 Laptop' combines education and technology, the mission of 'one laptop per child' was the start of the of the XO story. The XO Laptop provides the world's poorest children with a low-cost, wifi connected computer, which is designed to promote education and learning through a fun and colourful medium. This product is inspiring, and knowing that children in less fortunate countries now have the opportunity to develop in ways they previously may not have had the chance to is heart-warming.
As Béhar exclaims, "Design is never done" - this statement perfectly encapsulates why designers need to constantly grow and adapt to current changes. As designers we have to think about how we can create a unique relationship between our work and the world.
Image source: http://www.designboom.com/eng/interview/behar/1.jpg
Sunday, August 16, 2009
video reflections - don norman: emotional design
Monday, August 10, 2009
Sunday, August 2, 2009
video reflections - david kelley: human centred design
Approtec is a prime example of designing to benefit humanity. The production of water pumps benefits communities by generating jobs for the population and providing year round commerce, which inevitably boosts the economy concurrently.
It is imperative for industrial designers to view such videos to get a sound understanding of the importance of fusing human needs and progressive problem solving. Remaining well educated in new discoveries is crucial in evolving a contemporary vision. Such developments not only inform, but inspire designers to think in a new light.