Forms that Communicate and Persuade. Prototyping for Design Communication. Warm-up Reading. Task 1: End-user Level Communication. Designer. User. Product. Channel. Channel. Channel. Task 1: Working Definition – Channel.
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Forms that Communicate and Persuade
Prototyping for Design Communication
Case 1: To Give the Product a Form
“Very often design is the most immediate way of defining what products become in people's minds”
Jonathan Ive, Designer of iMac
KitchenAid Proline by ZIBA
Adapted from: http://www.frogdesign.com/client/lufthansa/index.html
Canon T90, 1986
Canon camera concept by Luigi Colani 1986
Canon EOS300X, 2004
Canon F-1, 1984
Case 2: To Point out Innovative Direction
“Designers like to play with it, cut it up and put it into things. They see the possibilities”
Mike Shield of CI³
The family of futuristic products utilizes the latest advances in miniaturization and wireless connectivity technology to enable entertainment, business, and security-related communications and broadband applications. The devices each have an independent power source and memory, and are individually designed to be worn as fashionable accessories. The futuristic family of modular devices is wirelessly connected, allowing each device to share information with other devices and the user, operating as a seamless personal network.
“The idea is to provide a maximum level of connectivity and security without interfering with an individual’s lifestyle. We want to create a series of accessories that are stylish, intuitive, and attractive in their form and function.”
Adapted from: http://www.frogdesign.com/inside/news_press/press_releases/2003/pr046.html
QTC looks and feels like rubber and has the insulation properties of rubber, but when the material is pressed stretched or twisted its electrical properties change from those of an insulator to a conductor. Therefore instead of a mechanical switch on a power tool or a motorised device there can be a QTC surface which can be pressed. More electricity is conducted the harder the press, so the power tool or motorised device goes faster. In granule form QTCs can be put into and onto any surfaces to make them touch sensitive.
The framework for this assignment was to create a series of contemporary design stories around the theme of eyewear. Each story inspired a concept that was implemented in either copolyester or cellulose. The stories were gathered into a unique book, Collective Vision: The Advance of Design Through Materials, that admirably captures the effort and emotion behind the exploration and presents it to a wide audience.
Eastman copolyester and cellulose application by IDEO
The case of this portable television is made from recycled materials from the wood industry, which provide a material that is itself in turn highly recyclable. The design proves that a poor-quality material, traditionally hidden under veneer, can instead have a potent, appealing aesthetic impact.
Thomson “Jim nature” TV by Philippe Starck, 1994
The FPE is made of two aluminium extrusions and a plastic membrane. The plastic membrane slides through the aluminium extrusions when they are lying flat, and the components are then bent together in one motion. The fact that the chair is moulded flat makes the tooling cheaper and simpler.
The aluminium acts like a skeleton, giving the chair its structure. From a structural point of view it's a very efficient design, because the plastic membrane is the structural connection, so there is no glue or screws - just the two components that are bent together to become a chair.
HP Masher concept by IDEO
Case 3: To Represent the Users
Vistalab Ergonomic Pipette by Frog Design
Caterpillar control steering by IDEO
OXO leave in meat thermometer
OXO angled measuring cup
Microsoft Media Player by Frog Design
Apple laptop docking system by IDEO
Case 4: To Create Experience
"Think about Starbucks. Experience is the differentiating factor and it is where you create loyalty. This experience is something you have to design."
Form, Shape, Colour, Texture, Touch, Temperature, Sound, Text, Speech, Movement, Action, Non-action
Pictures, Recorded moving images, Sound, Text, Speech, Prototype