n u i c m a m t o i o C n k T c l p a k c r e o i 2 W 0 3 n o 0 I u ol Q
P r o f es sional Design Studio Szuchi Wang
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CONTENTS RESEARCHES
1 2 3 4 5 6 7 1 2 3 4 5 6 1 2 3 4 5 6
EXECUTIVE SUMMARY
PROJECT MANAGEMENT
INTRODUCTION
BRAIN STORMING
CASE STUDY
INSIGHT FORCASTING
PROBLEM FINDING
PROJECT LASEREN
PROJECT THE BAT
PROJECT SPIDERPIDER
VALUE ANALYSIS
SCENARIO
PORTABLITY
BENCHMARKS
FINAL MODEL
REFERENCES
CONCEPTS ORIGIN OF CONCEPT
DEVELOPMENT CONCEPT DEVELOPMENT
RESEARCH SUMMARY
0
1
EXECUTIVE SUMMARY
Curious about the future has been a common feeling in human beings from the beginning of existence. They not only want to know where they come from, but also where they will go. Nowadays, people spend most of their time on work, so wheather workplaces is confortable has become a very important issue. The aim of this research project is to prodict the uncertain future. Through it, our team members came up predictions of society, economics and culture among others. In addition, we analyed workplaces of some most futuristic companies, then in order to have better understanding of how the workplace will be like in 2030, we also developed various experiments, interviews and questionaires to support our research.
QUICK COMMUNICATION
2
PROJECT MANAGEMENT
WEEK
6
WEEK
12
WEEK
18
WEEK
24
Discover -User research -Managing information -Design research groups. DeďŹ ne -Project development -Project management -Project sign-off Develop -Visual management -Development methods -Testing Deliver -Final testing, approval
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3
INTRODUCTION
Nowadays, everyone can find out that it is a trend workplaces change years by years. A well-designed workplace can improve employees’ innovation and creativity. Moreover, employers want have more productivity result from changing the work environment. “The most expensive cost of any workplace is the salary of the people who use it. Thus, the most important measure of workplace effectiveness is workforce productivity, not simple cost control.” (Jim Ware, January 16, 2012) “Workplace professionals—whether architects, designers, facilities managers, or real estate specialists are essentially designing employees’ work experiences.” (Jim Ware, January 16, 2012) Technology is one of the most significant changes into the workplace. According to some research and reports that people can find out how work types and places are changed. Working culture: The competition of the fast globalizing world economy is demanding longer working hours.
Automation: The automation projects and smart design evolve changing how plans are designed. Virtualization: Services and features will become detached from hardware platforms. Telecommunication infrastructures are crucial, forming a web of connections and networks and with it a high level of control.
Value-Driven Design: Facilities managers are shifting design focus towards cost-effective and productivity enhancing facilities. Space Utilization: Geographical boundaries lose meaning and a no border rule applies – dispersion of business is increasing and low occupancy rates are on the increase. Green technologies are put forward as a response in spurring economic growth. QUICK COMMUNICATION
4
BRAIN STORMING
Self-fullfill Social
Communicate
Interaction
Working types
Chatting Space Work efficiency Energy efficiency
Branding
FILTERING
From the first step Brainstorming, we generate few topics for former reasearch.
Workplace 2030
SUSTAINABILITY INTERACTION COMMUNICATION SPACE UNDERSTANDING ISOLATION QUICK COMMUNICATION
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CASE STUDY
DESIGN OPPORTUNITIES OF PIXAR Technical changes make movie making easier and less need in labor World trends about new kind experience of movies (ex. 3D, 4D or maybe in the future viewers can touch the characters) Animation designer need to have access to new technology to know what they can achieve in making movies - Inspiration!!
QUICK COMMUNICATION
Pixar 6Ws
Who: animation designers. When: whenever workers stay in office. Where: personal office, play ground, selfserved cafeteria mail office, chatting space. What: lots of toys, free deserts, personal wooden house. Why: the goal of company is have workers think unlimited. How: keep workers have expose to fun things so they can stay creative and able to imagine fun things.
Workplace in Pixar
Pixar is one of the best 3D computer animation companies in the world, its aim are letting employes stay creativity and always encourage employs explore new habits to bring back some ideas. Pixar gives each animation a wooden house as office, which can be decorate in own well as "home" to enjoy working hour, besides this Pixar also provide lots of group chatting place all over the building because it values ideas that come out of chatting.
Work in Fun
To make sure that employs can have enough equipment to make experience, Pixar provide movie theater, playground, recording studio and lots of workshops to make test model, and of course employs can enjoy cafe, desserts and some basic service for free. Self-serve Cafe
Chatting Space
Office Like “Home” QUICK COMMUNICATION
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INSIGHT FORCASTING
- Teachers’ and students’ relationships are changing, as they learn from each other. - Teachers roles are shifting from owners of information to facilitators and guides to learning. - Educators are finding different ways of using class time. - Introverted students are finding ways to participate in class discussions online. - Different approaches to teaching are being used in the same class. - Students are getting a global perspective. - Speech recognition software converts first person’s spoken words into text. - Translation software immediately translates text into text of second person’s native language. - Speech synthesizer software pronounces the translated text into ear of second person. - Bundle it all together in a practical, ear-piece sized computer, and sit back to watch a new world emerge.
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6 EDUCATION
INSIGHT FORCASTING
COLLABORATIVE
Progress of schools around the world, students and teachers are learning from each others in variety ways. Sharing information and connecting with others has been proven to be a powerful tool in education. By which students can cooperate with each others through social media, learn more about specific subjects, test out ideas and theories to understand courses, and share ideas with others. But social networking is not just for teens, as evidenced by the 500 million-plus Facebook users. Teachers are putting their collective smarts together to find the best ways of engaging students, using social media to teach everything from reading and writing to Shakespeare. Educators are also using social media to connect with each other, share ideas, and find the best teaching tools and practices. Sites like Classroom 2.0, Teacher Tube, PBS Teachers, Edmodo, Edutopia, and countless others are lit up with teachers sharing success stories, asking for advice, and providing support. Collaboration is happening offline, too, at schools where educators team-teach and organize professional learning networks. Collaboration is also finding its way into curriculum with open-source sites to which everyone is encouraged to contribute. Working together is woven into the fabric of project-based schools like the Science Leadership in Academy, which focuses on science, technology, math and entrepreneurship, and Napa New Tech High High. The idea is simple: by working together, students figure out how to find common ground, balance each others’ skills, communicate clearly, and be accountable to the team for their part of the project. Just as they would in the work place. QUICK COMMUNICATION
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INSIGHT FORCASTING
EDUCATION TECH-POWERED
Recently more and more teachers include games into education to have a better result for kids to learn, for example. Some may use Guitar Hero (a kind of video game mimic playing guitar) in music courses to let children feel fun and welling to learn instrument, or use Google map to show the real environment for geography courses, moreover, LiveMocha to learn global languages with native speakers. Creating media is another noteworthy tech-driven initiative in education. Using software like iMovies or Adobe Photoshop or countless APPs that are no limits in function, children can make their thoughts easier to communicate, expanding the learning skills in their own ways.
BLENDED
Blended learning is using computer technologies to improve traditional teaching. Consider that nowadays children are “online” all the time, gathering or recalling information by linking to the Internet, teachers are directing students’ natural online proclivity towards schoolwork. By this, communicate between students and teachers would not be limited by time or location because the popularization of portable devises, students can also have discussion with peers more efficiently through social networks.
QUICK COMMUNICATION
With the development of the new technologies, social isolation will become a more serious problem to individuals, which not only has great influence on work efficiency, but also has bad effects on employee’s mental health. Base on our research, isolation in the workplace can be positive or negative, depending on the situations that individual needs. For example. Creative work requires brainstorming with teams, but paper works needs some quiet places to work along. If individuals balances their working condition well, they would have good productivity and also health mind.
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RESEARCH SUMMARY
If individuals fail to balance isolation and socialization in a good way, they may suffer from low efficiency and mental stress. In this case, we want to direct our project development toward designing tools to help better balance in the workplaces.
PROSITIVE ISOLATION
NEGATIVE ISOLATION
BALANCED
UNBALANCED
SOCIA
LIZAT
SOCIALIZATION
ISOLATION
ION ISOLA
TION
CREATIVITY
CREATIVITY
SATISFACTION
SATISFACTION
PRODUCTIVITY
PRODUCTIVITY
CONCENTRATION
CONCENTRATION
COMMUNICATION
COMMUNICATION
QUICK COMMUNICATION
TOO MUCH? BROKEN?
RESEARCH SUMMARY
ORIGIN OF CONCEPT
1
ORIGIN OF CONCEPT
COMMUNICATION PROBLEMS IN CREATIVE WORKPLACE CREATIVE WORKPLACE - product design - architecture - fashion - interaction design
BAD COMMUNICATION - time consuming - misunderstanding - lose opportunities
SOLUTION - QUICK & EFFICIENT COMMUNICATION GOAL OF QUICK & EFFICENT COMMUNICATION - less time - more ideas - more aspects - combining different elements - allow physicial experience
QUICK COMMUNICATION
KEY INSIGHTS: - WIFI control - path track on feet - stable feet - power source - protector under the material - thin materials only - easy to carry - quick & dirty
ISOLATION of good ideas
2
PROBLEM FINDING
PROBLEMS IN CREATIVE WORKPLACE
Product designers frequently face situations that they can’t express their ideas to others in an efficient way, or they need to wait long time to get a prototype to have physical test of their ideas. Due to these reasons, a portable devise which can build out a more precise model rapidly can be very useful to designers.
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3
PROJECT LASEREN
PROJECT LASEREN
This concept generate from insights of education, as the collaborative learning is the trend of the future, the way in education workplace that people communicate with each others would become so important. And concidering to blended learning style of the future, portable technology device will be an essential tool for every student to gather informations and share ideas to others. As a design student, I always spend lots of time explain my ideas by talking and drawing, which I consider as unefďŹ cient and waste of time. In my own experience, the most helpful method to demo a working prototype is laser cutting, which is fast and suitable for multiple materials. That’s how I come out with the idea of portable laser cut device Laseren.
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3 CONCEPT DETAILS
PROJECT LASEREN
Laseren is a laser cutting devise which can be operate by human hands, with the development of technology, Laseren can be connected to the portable devise like iPad and loading file which need to be cut. When using Laseren, users can check the drawing and navigation from iPad, then correct the direction.
The little screen on Laseren is for users to check the direction of cutting line.
Because Laseren is operate by hand, so it would automatically stop cutting when it is out of the cutting line, and for safety concern, Laseren can only be used on thin materials like paper board or thin wooden board, but it is enough to make out fair quality prototype.
The hook on Laseren is used to fix it on the users’ hand. If Laseren deviates too much from the path it will stop cutting for safety concern.
There are three tracing balls which can trace the length and stable Laseren.
.
Upload cutting file to Laseren, then users can come out with a prototype very fast.
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3
PROJECT LASEREN
SCENARIO
PAPERCRAFT APPs
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√ √ √
4
PROJECT THE BAT
PROJECT THE BAT
Easy way for interior designers to do the measurement. The Bat is a glasses that people can wear on and tracking their eyesight to measures things which users want, and transforms dimensions into CAD models.
EYESIGHT TRACKING TECHNOLOGY
SOUND NAVIGATION AVD RANGING
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PROJECT SPIDERPIDER
INTERIOR DESIGN WORKPLACE SCENARIO
Interior designers frequently face situations that some mistakes happen when measuring the sizes.
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5 CONCEPT DETAILS
PROJECT SPIDERPIDER
Step 3: Lie down have a lovely cup of tea and let Spiderpider do its job :)
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6
VALUE ANALYSIS
LASEREN
SPIDERPIDER
THE BAT
FIT THE FUTURE
1
2
3
TECH-REQUIREMENT
2
1
3
COST TO PRODUCE
1
3
2
EASY TO ENTER
1
3
2
EASY TO BE REPLACED
2
1
3
HELPFUL
3
1
2
TOTAL
10
11
15
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71 VALUE ANALYSIS
CONCEPT DEVELOPMENT
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CONCEPT DEVELOPMENT
DESIGNER TOOL KIT
After value analysis, I chose “The Bat” as the element of my next step design, base on this, I tried to combine necessary input and output functions to fit designer’s needs. For example, 3D scanner for recoding 3D datas and 3D projector for delivering ideas visually. Besides this, this device can let users to exchange models enhancing the communication efficiency while discussing the detail of the product.
3D SCANNER
PROJECTOR
QUICK COMMUNICATION
1
CONCEPT DEVELOPMENT
PORTABLE SCANNER INPUT
The shape of this product is designed for easy controling while holding this device to scan things. Input: - Real models - Environment items Transform to: - CAD model
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1
CONCEPT DEVELOPMENT
SCANING SCENARIO
OUTPUT: CAD MODEL
QUICK COMMUNICATION
INPUT: SCAN
1
CONCEPT DEVELOPMENT
VIRTUAL-HOLOGRAPHIC
OUTPUT
The output function of this device is projecting the reactable 3D models, so that designers can explain their works with each others easily. OUTPUT: - Interactable/changeable CAD model - Visual model to communicate with others QUICK COMMUNICATION
2
SCENARIO
Model share
Mock-up check QUICK COMMUNICATION
Work on the same data base
2 Hey, can everyone check my model on “cloud?”
2
SCENARIO
SCENARIO
Let’s disscuss together, change the model if you have any idea.
QUICK COMMUNICATION
2
SCENARIO
SCENARIO
Haha I made an rough clay chair!
QUICK COMMUNICATION
Scean and improve it in the VIRTUAL-HOLOGRAPHIC mood.
Send it to 3D printing then get a lovely chair!
3
PORTABLITY
PORTABLE DESIGN
This device is easy to be carried around while working, so designers can keep it handy when needed.
4
BENCHMARKS
PORTABLE SCANNER Armada
Armada is a conceptual portable 3D scanner that can rapidly capture the physical forms of objects in an editable 3D format and maintains a Z axis resolution of .004 inches up to 5 feet from object. Through triangulation between its two angled cameras and a cross-beam laser Armada could create a 3D scan of any size object. The cameras are self-positioned and they track the movement of the laser as it travels over the surface of the object, providing the three necessary reference points to create a single point. From this, a cloud of points are created and assembled into polygon map. Over the course of the scan, Armada creates thousands of cloud-points and merges into polygons to form a 3D model. After scanning, Armada syncs with your iOS or Android phone through bluetooth and the ďŹ nished scans are then stored in a library. The scan can afterwards be exported as STP ďŹ les to 3D software. QUICK COMMUNICATION
4 BENCHMARKS SCENARIO
BENCHMARKS
HOLOGRAPHY
Holography is a technique which enables three-dimensional images to be made. It involves the use of a laser, interference, diffraction, light intensity recording and suitable illumination of the recording. The image changes as the position and orientation of the viewing system changes in exactly the same way as if the object were still present, thus making the image appear three-dimensional. The holographic recording itself is not an image; it consists of an apparently random structure of either varying intensity, density or proďŹ le.
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FINAL MODEL
THE FINAL MODEL
The ďŹ nal model is built after the earlier concept, which including functions of input, output and exchanging datas, so it would be so convenient in industrial design work place that everyone can have easy access to the same model no matter it is a physical prototype or visual model. For example, somebody in the design team makes a physical prototype and wants to discuss with it’s team members, so everybody in the team can use their own devices to scan the model and make some changes on it in their vision of works, then each of them can sends their works to 3D modeling machine and can compare all the models quick and clean.
TWIN CAMERAS
PROJECTOR LENS
OUTPUT
The output function of this device is projecting the reactable 3D models, so that designers can explain their works with each others easily. OUTPUT: - Interactable/changeable CAD model - Visual model to communicate with others
SCANNING
DIFFERENT COLOR COMBINATIONS
6
CONCLUSION
CONCLUSION
This concept provides a suggestion of a quick communication tool toward workplace 2030, aiming to enhance the workplace efďŹ ciency, by building up a model sharing systm that allow designers to input others’ models, adjusting models quick and easy, and sharing their ideas with others in a visual way. So far this is only a brief concept, however it has great opportunities to change the way that people communicate in the present day.
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REFERENCES
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