Folio 2017

Page 1

APURVA ANILKUMAR

PRODUCT DESIGN

f o l i o ‘17


HELLO THERE! I’m Apurva Anilkumar, 21 years old, studying industrial design at ISD Rubika, Pune, India. I am an ambitious designer in the making and passionate to learn. These are a few projects that show my design journey of 3 years. 06.02.96

UNIQUE

‘‘Keep hustling, remember where you came from and don’t forget where you want to be.’’


01.

The pub experience by JBL. Short project. 2016

02.

Is there a solution to the world’s E-waste? Long project. 2016

03.

Can we make eating fun for kids? Long project. 2015

04.

Sustainable bathroom. Short project. 2017

05.

Miscellaneous


01

For the people who love to karaoke! 1 month project - Individual project

BRIEF: To design a table lamp for a pub

that provides a charging option & compliments the environment for the brand JBL.


Disconnected A medium of connection Analysis

The story Young adults nowadays find themselves on their phones constantly. By doing so they often miss out on the fun! In the search of a fun medium of interaction at a pub, I came across Karaoke. How can I make integrate it with an individual table experience?

Having a good time!


Creativity

Form and function Keeping in mind the brand JBL I explored the different shapes and forms. I tried to add more value to the simple idea of a light and a QI charging dock.


Inspiration

Creativity

Development During the creativity phase, the inspiration taken was the basic forms in JBL and the 70s mic. The concept that was taken forward was the one inspired by the 70s mic.


About

JBL BOLT Live in the now.

JBL BOLT brings the karaoke experience to the comfort of your table! BOLT creates an interactive environment, making your same old pub dining more musical!


JBL BOLT being used separately

QI charging dock

Details

Colour variation

JBL BOLT Live in the now.

JBL BOLT consists of two part. The base that acts as a speaker as well as a QI charging dock and the ‘mic’ that provides the light and acts as a mic to capture you sing.

BOLT working together Ambient lighting

Karaoke mode button and light controls


1.

Scenario

2.

You come into the pub and sync your phone with BOLT through bluetooth. Gives you the access to the pub’s music library.

Interaction

4.

Costumes can explore the charging and light options individually.

5.

The table enjoys and sings along to the music. Lyrics of the song appear on the phone.

The controls on the top are: The karaoke mode and the light intensity controls.

3.

Customer gets an alert on their phone that their song is next, then the Karaoke mode is activated by pushing the top button.

6.

The QI charging dock is also a speaker. It can charge one phone at a time.


02

System level design made fun 4 months project - Team project

BRIEF: To imagine how a kinesthetic tool can help break down abstract/ complex concepts around electronic sustainability.


Collaboration

About Idea Couture Inc. Idea couture, Inc is a global innovation and experience design firm based in San Francisco. Our mentors for this project were Lee FAIN, Co- Head Design Strategy and Udit VIRA, Designer and Engineer.


Analysis

Multi- modal learning MULTI- MODAL LEARNING is a communication practice that uses all senses to compose a message. These tools can be used to explain simple and abstract concepts. KINESTHETIC or TACTILE learning falls under multi- modal learning. This type of learning is through touch or physical activities.


After life

Where does it go? A structure built on top or into the ground that contains buries waste, discarded by homes, commercial organisations, etc.

Analysis

Electronic waste Discarded electrical or electronic devices which are destined for Re-use, Re-sale, Salvage, Recycling or Disposal are termed as e-waste.


Government

Company

The process

E to E-waste We looked into the life cycle of electronic, and found different stakeholder and what impact they have on the electronic waste. In the life cycle, each stakeholder is dependent on each other, making it difficult to pick up a single opportunity.

Design

Resources

Manufacture

Marketing

Consumption

Repair

Dispose


System level

Realization Tackling e-waste with designing a singular product can not create much impact. We needed to focus on it as a whole. Hence we looked at this problem at a system level and came across 2 types of economies, Linear and circular. This gave us insights on how to tackle e-waste.


Resources

Manufacture

Distribute

Consume

Dispose

Recycle

Manufacture

Dispose

Distribute

Consume

#1

#2

Linear economy is an economy where products are manufactured, consumed and disposed with out giving these products a second life. A lot of resources are wasted. This increases the amount of waste we generate.

The circular economy with respect to e-waste, aims at eliminating waste through cradle to cradle business models. Its essence is to create products with no waste.

Linear economy

Circular economy


#1

#2

#3

We explored the city to visit scrap dealers and recyclers to understand how they deal with this growing problem.

With the information gathered we evaluated it with the life cycle of the electronics to find all the interconnections between the stakeholders.

We made mock ups to help us generate new and disruptive ways to tackle e- waste at a system level.

Research phase

Analysis and evaluation

Mock ups


Introducing n

ORBIT ORBIT is a TOOL that makes it easy for you get a deeper understanding of the problem and helps you create a circular economy. The purpose of ORBIT is not to win something at the end, but to teach people to generate new ideas and come up with a unified solution. This is a tool that uses elements of a game to brainstorm.


ORBIT

How does it work?

1.

2.

3.

It starts off with a round of questioning the problem statement, followed by a short post- it ideation. Interesting post- its are taken and form the starting point of the business model. Each player gets a turn to propose their idea from the point of view of their stakeholder. The game ends when all or most of the stakeholders are satisfied.

4.

5.

6.


A detailed rule book for further guidance.

Problem and action cards, used to help generate ideas.

Gold coins and environment tokens to encourage players.

A sum up sheet where you can document your conclusions after playing the game.

The tools

What you need

Personal boards for each stakeholder. Containing 2 identities, emotion token and help words. Emotion tokens, as indicator to tell if an idea works for a stakeholder.

10 stakeholders in the game around whom the entire brainstorming tool is focused on.


A sum up sheet that helps you keep a log of the ideas and the stakeholder used.

Benefits

Versatility We created this as a tool for our project to help ourselves, but it ended up being more than a game. It showed us the power of inclusive thinking. ORBIT has endless possibilities as it can be used to brainstorm on any topic. The only thing that will change are the problem statements and the stakeholders. Poster showing the essences of the game, that is to create a circular economy.


My role

What did I learn. I learnt how to tackle a global issue in a systematic manner. I also saw what designing is from the business and economic point of view and understood how these business models can effect design. It was a project where I got a chance to test my research skills and work on my ability to visually explain complex information.


03

Independent little people 4 months project - individual project

BRIEF:

To create product that can help build a bond and provide an engaging experience between parents and children.


Analysis

NO veggies! Trying to get children to eat right by slipping in a few healthy option for their snacks seems like mission impossible.


Analysis

All play no food? When a child is asked to finish their snacks, they find different ways to escape. Parents are seen running after them to eat and is a unpleasant experience.


Analysis

Existing solutions While looking at the existing solutions It was seen that they lose the element of surprise quickly.

Analysis

Little people The age between 4 - 7 years old. Kids are impressionable at this age and take to their parents as role models.


Direction

Direction

A bond shared between parents and children at this age is special. They lay the foundation for their future relationship.

Kids take quick inspiration from the peers around them and the stories they hear. A good opportunity for parents to teach them good values.

Creating a bond

Story telling


Creativity

Let’s eat better? How to create a new experience that is enjoyable for kids as their are the primary users.


Box w ith healthy snacks inside

Development

top view Tap to roll the dice

Making a connection Looking for the details that will define the snack time experience and create an organic way for parents to shared and tell stories.

Dice rolling dome

Details like the numbers on top of the lid, replaceable stories on the inside of the lid. Giving the child the control to choose the stories as he is the one choosing the box.

Single box w ith a number indication Inside of the box w ith the story option.


Quick mock up An exploded view

Mock up

Testing it out Looking at how feasible the design is and understanding the proportions to refine the concept and learn about the different manufacturing processes.

Form patterns

Thermoforming mock up


Introducing

SNACK BUDDY

A fun way to eat

SNACK BUDDY is a plate that engages both parent and child creating time to bond. The game like appearance makes snack time interesting. Parents use the phrases behind the lid to share their childhood memories with the kids.


1.

First step is to fill the small boxes with health snacks and write down story options or use the existing ones.

3.

2.

Second step is to sit down with the child and get ready to start the game.

4.

Scenario

How to use it? SNACK BUDDY is a game that can be used to teach children good values through stories.

Story topic written behind

Third step, the child shuffles the dice. The number that appears on the dice tells you which box to open.

Lastly the parent reads the story topic under the lid and shares her memories with the child. This continues till all boxes are complete.


04

A safe space of the aging population 1 months project - individual project

BRIEF:

To design a

bathroom for the aging pop-

ulation for the brand ROCA.


AGING POPULATION Analysis

The opportunity The elderly often fear a situation where they fall in the bathroom because of loss of balance. This can lead to horrible consequences.

EXISTING PRODUCTS


Weakness w ith old age. T iredness and need to rest.

Analysis

Understanding their needs A need for independence.

As they continue to age their aches and pains get worse, resulting in fatigue and the inability to stand for long, making them dependable on others.

Fear of falling.


Movable mirror support

Movable mirror Toothbrush stand

Creativity

Support

Combining the needs and wants Seat Rotation While using the sink it is seen that there is no support or safety measures, making standing a bit of a pain. Looking at how this space can be made more accessible and comfortable.

Storage space Movable tow el rack

Handle grip Seat w ith small backrest


CIANA

Comfort | Accessibility | Safety

About

CIANA CIANA is a combination of sink storage and seating. It is designed to provide a comfortable environment for the elderly to carry out their sink related tasks.

Old age

Sink area

Balance


The sink when the mirror and towel rack are not in use. Wall mounted sinks help in easy maintenance.

The handle on he seat provides support while sitting.

Details

CIANA

Easy access to the necessities.

A rotating disc that will enable the user to turn.

To use mirror and towel rack, slide both outwards.


1.

2.

3.

Rotate inwards

Elderly person entries the bathroom and walks towards the sink.

4.

He uses the handle to help himself get seated.

5.

Rotation mechanism

He uses his legs to turn himself towards the sink.

6.

Mirror moving mechanism

Towel rack moving mechanism Rotate outwards

He can pull the mirror towards himself to get a better look.

To use the towel he can slide the towel rack out and slide it back the same way when done.

To get up from the seat, he needs to rotate back and use the handle as support to get up.

scenario

How does it work


05

A short compilation of creative projects and art work I have done.


Miscellaneous

Creative projects | Workshop and factory Internship |

| Creative and Design Internship |

1 month factory internship at jewellery packaging factory.

2 MONTHS design internship at Foley Designs Pvt. Ltd. Bangalore.

Learning: Accuracy and perfection, purchasing raw material.

Learnings: Working with a design team and professional decorum.

College event invitations

2 Month furniture design project. Aim of the project was to explore workshop tools. Learnings: Basic knowledge of workshop tools and processes.

Wall art Master class


Miscellaneous

Art work


Miscellaneous

Ongoing project This is a 4 month team project. The client is visavis design studio, Chennai. The Brief is to design a smart bus stop for India focused on the user’s experience. We have just started the creativity phase.


APURVA ANILKUMAR ABOUT ME

PERSONAL NAME: BIRTHDAY: NATIONALITY: LANGUAGES:

Apurva Anilkumar 6TH FEBRUARY ‘96 Indian English, Kannada, Hindi

REFERENCES

2014 - NOW +91 9663820186 apurva.anil@gmail.com apurva.26

Available on request

LINKS

HOBBIES

I AM LOOKING FOR A 6 MONTHS INTERNSHIP STARTING AUGUST 2017.

DIGITAL

2D

3D

Sketching

Photoshop

Solidworks

Doodling

Illustrator

Maya 3D

Research & Analysis

InDesign

Keyshot

Marker renders

Coreldraw

Rhino 3D

Quick mock- ups

Premiere Pro

Prototyping

EDUCATION

CONTACT MOBILE: E-MAIL: SKYPE:

I am from Bangalore, India. I am a self motivated person. Taking up responsibility comes naturally to me and helps me work effiecently as an individual and as a team. Design is not my only passion, I also use my free time to do my art work and explore places around me. This internship is an opportunity for me to expand my skill sets and develop my knowledge of design.

MANUAL

DSK International Campus Rubika

Pune, India. 5 Years Masters Graduating batch 2019

PROJECTS JBL: Pub lighting with QI charging 1 Month, individual project, 2016. Idea Couture: A teaching tool to explain the concepts of E-waste and how we can solve the problem. Collaboration project with Idea Couture, NYC. 4 Months, team project, 2016. How to make eating fun for kids and easy for parents. 5 Months, individual project, 2015. Sustainable bathroom for the aging population for ROCA. 1 Month, individual project 2017.

2014

The Valley School,KFI

Bangalore, India. 10+2 Graduating batch 2014

WORK EXPERIENCE NAVA PACKS, HOSUR, TAMIL NADU. 2 Months factory Internship to Understand the manufacturing process of the jewelery packaging industry. Summer of 2015.

Foley Designs, Bangalore, KARNATAKA. 2 Months studio internship to Understand how to work in a professional setting. Summer of 2016.

MASTER CLASS

PERSONAL COMPETENCIES

BAP- Bollywood Art Project, India. Ranjit DAHIYA Street art, wall painting. To compose a surreal art piece from the history of art. 1 Week

Organization

DCA Design International, England. Jesse HORNE and Laimis Narsutis. To design a product to make a cyclist’s journey more efficient. 1 Week

Approachable

RAFT Collective, Amsterdam. Joe FLETCHER Studiometis, France. Christian GUYARD To design a UX and UI for kids. 1 Week Awarded team with BEST User Experience Design

Creativity

TEAM PLAYER

Communication


THANK Y O U FO R Y O U R TIME !

Feel free to contact me! apurva.anil@gmail.com +91 9663820186 apurva.26 APURVA ANILKUMAR


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