2009年10月20日星期二
2009年10月10日星期六
Designing Dream Machines
The video shows how important for the designer to understand the brief and how can they been successful. Also, the significance of communication is for main idea for me to learn. Seymour and Powell influence me that as a professional designer, communication could improve our ideas, personal skill, and satisfy our target market. Based on the video, I think that design process can really influence the success or failure of design project. We need to research, make communicating sketches as well as make a functional mode. After all design process, our design need to fit in with the needs of the society. So, not only the communication among our fellow designers is necessary, but also our target market. All design process are help designers to communicate with target market consumers. To prove the significance of communication, they shows three different projects they had which are the bsa scooter, the india scooter and the kettle+food mixer set.
Designing Dream Machinses by Dick Powell and Richard Seymour is a really useful video for designers. It is clearly show what is the communication for designer through design process and what the significance of communication is.
TOPIC:
I think the main point of the video is communication. It mentions that the design process is an important step for industrial design companies work. The design process are research, make communicating sketches and make a functional model. For research part, designer need to deeply understand brief and base on the brief to exert skills. In the video, Seymour emphasizes how important the brief is and brief is always a key factor in any design field. Ones designers decide their idea, they need to have hand sketch, 2D and 3D rendered images of the product. Hand sketch can help them improve ideas and Seymour finds that hand sketch can make him achieve the final brief perfectly and successfully. 2D image gives designer first feeling in-plane. And 3D image is the last step for designer to affirm their idea of project. Through this I think that computer is a great tool to help design and visual communications and two speakers emphasize that the original concept drawing is still important for visual communications. Also these sketches are best samples to explain the ideas to client. By the way, two speakers highlight that is really necessary constantly refer back to the client and target market because different case have different requirement. The functional model shows the fully product straight way and it will be present to client. The functional model need to agreed by everyone from client. After all, consumers will be asked to do survey about whether they like the product or not. These process are the way for designer to communicate with target consumers, the manufacturer and client.
PROJECTS:
To show the significance of communication, in the video they present three different products they had which are the bsa scooter, the india scooter and the kettle+food mixer set.
ISSUES:
The video have mention some issues like material choice and environment issues, the understanding of brief as well as the communication issues between designer and manufacture. Two speakers talks about that as a designer, the materials must be chosen carefully. For the material, we need to think about it is environmental friendly or not and both recycle and lifecycle of the material. It is the basic requirement that have deeply understanding of brief. Brief can guide the direction of design. Through Seymour emphasises how important the brief is I agree that brief is always a leader in any design parts.Communication with between designer and manufature can really influence the success or failure of design. Like they highlight that our project usually starts of with a simple brief so that constant communication which is the key to eligible design. Client usually have different culture and lifestyle, designer need to understand their different requirement through constant communication so that come out the best satisfactory product.
It is a plentiful video about the main idea of communication through the line of design process. The biggest influence for me is that design products does not everything go smoothly. Communication is a process for design to redo a part or all of their product and it is a improvement for all designers. No change means no improvement and also it is a kind of retrograde.
It is a plentiful video about the main idea of communication through the line of design process. The biggest influence for me is that design products does not everything go smoothly. Communication is a process for design to redo a part or all of their product and it is a improvement for all designers. No change means no improvement and also it is a kind of retrograde.
STORY OF STUFF -- ANNIE
Annie Leonard makes some great points about the untenability of running our linear "materials economy" system on our finite planet, and she offers a little hope and a somewhat scattershot sense of direction at the end of her lecture.
Here are my impressions on each aspect in The Story of Stuff:
There are EXTRACTION, PRODUCTION, DISTRIBUTION, CONSUMPTION, and DISPOSAL.
During this video, I realize the relationship between our products and our environment or the relationship between our products and us. Such as, She mentioned resources are limit to us and we are running out of resources. “Only 4% forest left in the USA, the USA is 5% of global population, but uses 30% of resources.” This count makes me think about how to protect our environment as an industrial designer. We are not only a kind of creators, we have responsibility to protect environment. It is a problem for us that have to use less material, how chose the most environment friendly material and so on.
Here are my impressions on each aspect in The Story of Stuff:
There are EXTRACTION, PRODUCTION, DISTRIBUTION, CONSUMPTION, and DISPOSAL.
During this video, I realize the relationship between our products and our environment or the relationship between our products and us. Such as, She mentioned resources are limit to us and we are running out of resources. “Only 4% forest left in the USA, the USA is 5% of global population, but uses 30% of resources.” This count makes me think about how to protect our environment as an industrial designer. We are not only a kind of creators, we have responsibility to protect environment. It is a problem for us that have to use less material, how chose the most environment friendly material and so on.
2009年9月29日星期二
Project 2: posctal present
My product is an aluminum candleholder. Based on it is a present, I think about engaging the receiver in an interactive way. I choose plant shape to make it becomes more sentiment. Not only 2D object but also 3D object conveys the feeling of fallen leaf. And I make two types models, one is polishing by brasso, the other one is painting by professional paint of Japanese toy model. There are different styles, the polishing one is modern. It can match for smartness. However the painting one is more classical. It is nobility that purple and black are used on the candleholder. Especially for this one, I paint different gradation on every leaf.
PEER COMMENTS
2009年9月21日星期一
Task5 Ross Lovegrove: Organic design
Ross Lovegrove is an industrial designer, best known for his work on the Sony Walkman & Apple iMac. In this highly visual presentation, he presents his recent work—from furniture to water bottles—which is organic in form & inspired by nature.
Known as "Captain Organic," Ross Lovegrove embraces nature as the inspiration for his "fat-free" design. Each object he creates -- be it bottle, chair, staircase or car -- is reduced to its essential elements. His pieces offer minimal forms of maximum beauty. Also in this video, he highlights the idea of DNA design and art. As well as, he describes how he change his design into nature form which is interesting part for me. During this talk, he uses his own design to emphasize the power and beauty of organic design. And I think a water bottle is a really powerful one.
Known as "Captain Organic," Ross Lovegrove embraces nature as the inspiration for his "fat-free" design. Each object he creates -- be it bottle, chair, staircase or car -- is reduced to its essential elements. His pieces offer minimal forms of maximum beauty. Also in this video, he highlights the idea of DNA design and art. As well as, he describes how he change his design into nature form which is interesting part for me. During this talk, he uses his own design to emphasize the power and beauty of organic design. And I think a water bottle is a really powerful one.
2009年9月14日星期一
2009年8月31日星期一
Project One: Experience Enrichment
Wood chopping board & Plastic holder
My product is a wood chopping board and plastic holder. My force is practicality of my product. Basie on durability, for material, the chopping board I choose wood and the holder is plastic. Usually, we always put things in to another dishes when we finish cutting. My product solves this problem convenient. The consumer can put food into the containers at the other side of chopping board when they finish cutting. Also, the five containers can be take off and separate that easier to use and wash. As a design product, I always think about its appearance. I have change the shape of the chopping board a lot that I think about use less space. For the containers part, I use arc line here to make the holder not boring and have more space for food. As well as, operation for the chopping board must be simple.
For the physical pleasure I think thing in kitchen must practical and convenience. For the social pleasure, most consumers are housewives. They do not want a boring life style. They want to have a convenience life and cooking is an expression time for them. The phycho– pleasure, consumers are center of my design. It can be happy, satisfied, a sense of success etc. The good product can make people feel life is colourful. The Ideo-Pleasure is a kind of personal values. For my chopping board and holder, the materials need to be environment or sustainable living.
For the physical pleasure I think thing in kitchen must practical and convenience. For the social pleasure, most consumers are housewives. They do not want a boring life style. They want to have a convenience life and cooking is an expression time for them. The phycho– pleasure, consumers are center of my design. It can be happy, satisfied, a sense of success etc. The good product can make people feel life is colourful. The Ideo-Pleasure is a kind of personal values. For my chopping board and holder, the materials need to be environment or sustainable living.
PEER COMMENTS
2009年8月24日星期一
Task5: Yves Behar: Designing objects that tell stories
In recent years, Yves Béhar has emerged as one of the most important industrial designers on the contemporary scene. Through his San Francisco-based design and branding company fuseproject, the Swiss-born Béhar has shown that a futuristic, hi-tech approach to design can be deeply humane. The fluid forms and innovative function of his products are impressive enough, but it’s Béhar’s interest in the human experience and positive social change that give his objects real meaning.
He has always thought that as designers he thinks that he has a responsibility to put his vision at the service of others, especially in the areas of health and education, like With the One Laptop Per Child with Nicholas Negroponte at MIT, he really pushed the boundaries of design in the electronic realm to a well integrated, low-power consumption, robust and very lovable tool for education in the developing world. He thinks design sometimes forgets its democratizing power. As a designer, we should balance the practice so that design can make the difference it can.
As a professional industrial designer, he really fucks on details of his products. He wants to do excellent from biggest to smallest details. Also, he dislikes the mentality that puts design in the self-defeating position to be a “vendor” to enterprises.
He has always thought that as designers he thinks that he has a responsibility to put his vision at the service of others, especially in the areas of health and education, like With the One Laptop Per Child with Nicholas Negroponte at MIT, he really pushed the boundaries of design in the electronic realm to a well integrated, low-power consumption, robust and very lovable tool for education in the developing world. He thinks design sometimes forgets its democratizing power. As a designer, we should balance the practice so that design can make the difference it can.
As a professional industrial designer, he really fucks on details of his products. He wants to do excellent from biggest to smallest details. Also, he dislikes the mentality that puts design in the self-defeating position to be a “vendor” to enterprises.
2009年8月17日星期一
Task5: Don norman: Emotional Design
Norman refines these broad strokes by developing a cohesive framework that explains, among other things, what makes a design “good” in the eyes of its users. Through his discussions on the three levels of design, the interplay between emotion and design, and a firm grounding in reality, Norman unveils a canvas that is rich in theory and strong in practical application.
Put briefly, visceral design is the first impression of an object, where appearance, affect, and instinct play strongly. An object with a strong visceral appeal would be one that speaks to our pre-conscious feelings and desires. Visceral design operates at the level of affect, influencing us positively or negatively. It is important to note here that a good design is not necessarily one that promotes positive affect; rather, different situations call for different approaches. A design that promotes negative affect would also promote anxiety and focus, which can be useful in circumstances that demand quick, decisive action.
Donald Norman's in depth look at things we use everyday makes you really think. You begin to analyze everyday objects. The speech is all about the intention of an object and how an object is designed, which makes that object what it is. The speech introduces and is laid out by the three aspects, or levels, of design: visceral, reflective, and behavioral. The examples and case studies are interesting reads that keep you involved.
Put briefly, visceral design is the first impression of an object, where appearance, affect, and instinct play strongly. An object with a strong visceral appeal would be one that speaks to our pre-conscious feelings and desires. Visceral design operates at the level of affect, influencing us positively or negatively. It is important to note here that a good design is not necessarily one that promotes positive affect; rather, different situations call for different approaches. A design that promotes negative affect would also promote anxiety and focus, which can be useful in circumstances that demand quick, decisive action.
Donald Norman's in depth look at things we use everyday makes you really think. You begin to analyze everyday objects. The speech is all about the intention of an object and how an object is designed, which makes that object what it is. The speech introduces and is laid out by the three aspects, or levels, of design: visceral, reflective, and behavioral. The examples and case studies are interesting reads that keep you involved.
2009年8月10日星期一
2009年8月3日星期一
2009年8月2日星期日
Task5: David Helley: Human centred design
David Kelley is a successful industrial designer from IDEO Company. In 1982, he designed first mouse for Apple Company. In 1991, David Kelley Design amalgamated with ID Two Company and became IDEO Company. Currently the head office is located in Chicago. It has staff about 400 people and half of them are industrial designer. There are 8 branches over the world and 18 showcases distribute in 20 countries. There have been developed more than 3000 kinds of products (during 2002), i.e. Electronic Products, 3C, fashion, and chairs, and even the bottle. Their clients include many well-known manufacturers, such as BMW cars, Nike, 3 m, Philips, etc
During this speech, David Kelley particular expound what is human centred design. IDEO's main business is to make conception to real product as well as to make the product become practicably and human needs. So, their design philosophy is human centred design. This philosophy most emphasizes innovation. As a designer, innovation is not equal to invention. Designer needs to develop ideas in the reasonable area. Product is not equal to merchandise. The primary standard for all good design are marketing and consumer psychological choice. At last, the professional team is the basic reason for a successful product. The strong personal ability can create great work and the professional team can make great work to Classics.
During this speech, David Kelley particular expound what is human centred design. IDEO's main business is to make conception to real product as well as to make the product become practicably and human needs. So, their design philosophy is human centred design. This philosophy most emphasizes innovation. As a designer, innovation is not equal to invention. Designer needs to develop ideas in the reasonable area. Product is not equal to merchandise. The primary standard for all good design are marketing and consumer psychological choice. At last, the professional team is the basic reason for a successful product. The strong personal ability can create great work and the professional team can make great work to Classics.
订阅:
博文 (Atom)