Tuesday, August 24, 2010

Life PsycleOlogy: The Secret Life of a Little Mobile Phone

Firstly this video stood out mostly to me because of itS clever use of characters and personification, the use of the old style camera helping much less obsolete technology reach another life is pointing out how far technology has come along.
the video takes  on an emotional journey through the eyes of a mobile phone from the hectic memories had by the phone being mined from all over the world to the ecstasy felt when being used.

The mobile phone feels worthless because of its planned obsolescence after 1 the phone gets 'replaced' with a new sleeker phone with more features.

The phone , like a child has vague memories of being shipped by ship, plane and train which shows the viewer how much work is put into making a phone which just gets out done a new one, this is quite wasteful as later in the film its shown that a better design would see a new life for the neglected phone. Design for disassembly simply means that instead of keeping phone for it to take space the drawer it would taken apart with ease to harness the materials to recycle, to again provide the phone with the sought after happiness experienced when first charged. Mr eric-sun's emotions persuade the viewer to sympathise with him and sway the viewer to believing that a better design could result in less waste.
The other option for a better design a design that has no planned obsolescence , compatible with upgrade and not in tune with fashion trends, these factors and more contribute to any phone classification as being obsolete.

Another way of emphasising the fact that the phones that have planned obsolescence equal waste is the example shown in the film where there is hole filled with phones, infinite drawers with phones in them, and shredding of phones, these animation create a negative vibe due to music and harsh imagery which in turn convinces the audience that it is bad.

I believe that all things could be designed better, but profit rules the world, money is the driving force behind all good and bad decisions, the fact the these decisions negatively impact certain people (mobile phones) is disregarded by the 'parents'. Good design for something as profitable as bringing out the latest mobile phone which greatly supersedes the last of its kind in all aspects whether it be aesthetically, fashionalbility or even technically.

Perhaps profit should be looked at differently, profit could mean a simple benefit, whether it be financial or moral. Moral benefits include making a good quality product that will not fail until other forces interfere with its inner workings for the customers. Of course it’s easy to say the we should be looking at better design for recycling or better quality which prolongs the development of new phones, but perhaps it’s easier said than done when irresponsible 'parents' only have financial profit in sight.

Tuesday, August 17, 2010

Don norman....emotional design



In this video Don Norman discusses how products have emotions; the products work the senses in our brains on three levels, visceral, behavioural and reflective. The examples he gives such as the teapot that turns when the tea is ready or not, is a prime icon of how the tilting of the pot conveys different emotions, just as humans connect emotions with their facial expressions, the products reflect emotion in their function and form.

The products that are fun to use, such as the mentioned mini coup induces happiness which affects the brain's function, as quoted by don Norman "Fun things work better" the things work better because of the attitude given by the fun product. The pleasant things offered by designers seem to interact better with the consumers as it makes it fun.

The impact of products as explained by Don Norman as being very influential is conveyed by his story about the two strings, the incentive or idea of a prize makes the problem fun which induces out of the box thinking. Whereas the normal problem wasn’t able to be solved without a prize to be won.

The visceral instinct level of emotions is perfectly explained by the blue bottles that are re used as vase or water bottles again, the eye likes the symmetry and the colour rather than the water inside.

The emotion inside the global knives for me demonstrates the behavioural level of processing the control had over tool is not connected to the feel of control that the weighted knife gives the user.

The reflective level of processing is how your brain reflects over why this product appeals to you, in the example given the gm hybrid car makes you think you are being helpful to the environment, which wouldn’t be noticed had you used a visceral level of processing.

The way products interact with the user as highlighted in the video interests me a great deal I would have known how detrimental the levels of processing used by our brains is when created an emotion from that product.

The very last picture that instantly tells a story intrigued me the most where a story appears from nothing more than placement of objects.



Monday, August 9, 2010

Very first attempt at sketching, doesnt do Gonz' heart box justice
the joystick marks a new era of gaming in the 80s
First practice at sketching the joystick in the 80s exhibition
i like this design because its function follows the form of the prduct, much like a baywatch kind of floater(design awards)
the versatiltly of this clip is incredible (design awards)
ths chair reminds me of a reliable chair my family owned years ago, i know how comfortable it is.(reloved) ps. i was confident enough to attempt the webbing inside of the back and the seat.

This gun is iconic of the A teams impact on pop culture, toys like these were sold by the millions (80s exhibition)
This i like simply beacuse of its form, the repetitive radii of the corners gives a soft but reliable look (ID20)
This chair really interests me because having a woodworking background i know how much work it is to form ply wood(workshopped)
i really like the fluidness of the spiraling metal, very free flowing yet with boundaries. (Society for responsible design)

Design excellence

The Tami bar primo isnt the most original idea in the world it sure does give a new face to the once simple water purifier that every has owned at least once in thier lives. The interface of the water bar gives it its charm with the simplistic way of operating the machine, it turns the purifier into a somewhat fashionable piece to have in any home.
The deconstruction process by which i picked out raw visual elements was very intersting in that i would have never known how much deliberation there would have been in the design of small detail such as buttons.

Tuesday, August 3, 2010

David kelley: Human centred design

Watching this video for the first time really awakened my idea of how things should be designed, from the video i concluded that products or processes shouldnt be realised with practicality solely in mind, the creations should be human centred, that is the products should react and interact with the user personifying the product and giving it life.

The first example of this is the Prada shop in London where the mundane task of shopping for clothes is transformed into a highly interactive experience provoking interest and creating a comfortable experience for the shopper, the scanning system used the shop eliminates any kind of confusion by the sales person and the customer that would normally be present, little differences like these offer a much more enhanced experience when shopping.
The clever use of the liquid crystals to cloud the changing room as to replace the need for a curtain also would offer a more humble futuristic feel to the shopping experience , the whole concept isnt over embellished with the usual bells and whistles but more simply just a button operated by the foot, this would make the customer feel more catered to rather than feeling like the shop is trying to make a shallow attempt to impress the customer.

As i am watching the video i am always reminded that the designs are to create emotion and to deliver an environment where one could feel a certain way towards the product, such as the SPYFISH. The product would act as a somewhat 'teacher' where you would learn something new every time the SPYFISH is used, that in itself would place trust in the product thus encompassing it with feeling.

When getting to the crux of it all the cubicle for Dilbert senario is what the whole concept of human centred design is based on, making the product be more human without it looking like human. The final design  manifests many tell tale signs that dibert wants to feel welcomed by his cubicle, the subtle things like the weltering flower instantly gives the cublicle the ability to express happiness and sorrow as simple as it is this personifies the product which in turn makes it human centred.

The last product discussed with the heroic name, "The super money maker", has a sort of iconic place in Africa with trust being placed in it for thousands of poeple's main source of income, people love their new product as it brings happiness, and most important of all  money. The action of pumping water with the great product aslo makes poeple feel the joy of earning money when getting charity is unreliable, its as though the pump for the poeple is an almost holy item which answered their prayers.

By the end of the video i was totally convinced that making the personality of the product plays a most vital role in how successful it is and how it can make poeple feel.
If all products were as loved as the super money make there wouldnt be waste in the world.

Shape of a scent

A good welcome into design studio 1,

Finding the out more about a scent, exploring textures, feelings, lines and even colours of the given scent, what i came up with was my interpretation of what the scent was if it were to take on a more tangeable form.
The scent was strong at first, with an initial impact represented by the flat bottom face of my shape, then as the smell dissipates there are times where the smell comes back , this is represented by the wave profile that my sculpture took on, the end point encompasses the last moment that the scent has within our olfactory senses.

The spiraling 'noodle' around the sculpture is a portrayal of the intensity or over bearing grip the scent had as it was a rather strong scent, when first smelled the spiral has a tight coil and as time goes by the sprial has a less and less tight hold on the sculpture.

Overall i think i portrayed the scent as best i could with the occasional mind block on how hell a scent has a shape, but after that initial impact it became clearer in my head...but not as clear in the model

Monday, August 2, 2010

Why industrial design?


Working with my hands has always been a great passion of mine whether I’m tiling a bathroom or carving wooden animals i always thought I’d be the maker not the designer, it only came to me that i wouldn’t contribute anything new to the world of construction had i solely kept working with my hands, there have been many great craftsmen in all fields construction but none gain recognition as designers.

When choosing whether to do wood works for my major project or design and technology, instead of eliminating one from my list i did both to somewhat test both subjects to find my favourite and by the end of yr 12 i had my mind set on how influential designers can be not only on how people react with new innovative products but they can become inspiration for future creations.
My choice between maker and designer was becoming clearer, but then i couldn’t find a reason why i couldn’t be both, i didn’t want to neglect my skills in crafting projects and i certainly didn’t want to stop thinking of new ways or new looks for things guess when i really thought about it came down to if i wanted to leave a legacy that would have a shelf life in people’s homes or in certain poeple’ minds and ideas, which is more sought after? 
when i was choosing where to begin my road of developing these products i conducted a vast amount of research into where i would get the best head start for my career and the final push that drew me into UNSW was a DT excursion to the Powerhouse Museum in year 11 where a student from UNSW studying industrial design spoke about his time at the course, this proved to be very influential in my decision to study at UNSW because I never got the chance to speak with students.
I have always been the sort of person to make things for others to evoke a certain feeling, such remembrance and joy, i like to think that the creations i will envision in the future can make you feel a certain way. For me, to produce things that make people feel important or happy would be my ultimate goal.
My future in design would hopefully steer me towards the design of products where the consumer would have maximum interaction, before developing sentimental attachments to the products. In comparison to other designers I believe I would try to be in a world of my own, being the influence for me is more powerful than being influenced.