U N I T 2 ASSE SME N T ma industrial design central college
saint
of
art
martins
and
design
Index Beginning Statement 2.0 Designers presentation: Gaetano Pesce 2.1 Connections, Kinections, Confections 2.2 Shoplifting project. Design Against Crime 2.3 Gift project: thought that counts 2.4 Rapid Manufacture project. Manufacturing & Consumption futures 2.5 Appliance project. Design insights and improvements
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
Beginning statement
It is have been a year since I decided to take part in this personal project
at Central Saint Martins’ Master Industrial Design. As an architect I have to say that it has not been an easy challenge. Product design differs from architecture in being much more open to a creative level. It has been difficult to get rid off the slower process of making and the boundaries implicit in Architecture.
It is being a hard journey, really fast and without any pause. It is helping me
to enrich my creative and cognitive processes. It has also awakened me the willing to know more and ask questions rather than answers.
Below I am going to summarize some thoughts about design, as I have
been seeing over the several projects, lectures, briefings that have been taking during this first year course.
1- Design as a combination of interconnected factors. It is a mix of discipli-
nes, cultures, materials, etc. Trying to create new products with no precedent is an almost impossible task. Nowadays we live in a consumer society where needs are invented, the task of the designer seems to be looking for these new connections. A
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
new cutting-edge design trend is to new meanings to object significant. Create new
order to get rid of them are good creating stories. Developing a new context helps
twist on products that have a certain character, in order to match them with other
to create a new object. You are creating a character, this persona may not exist, but
contexts or uses.
for sure there are several persons that thinks like him/her.
2- Design as a tool to solve problems. There are many factors that influen-
5 - Design as a process. To project is to look ahead. Thinking about current
ce at the time of making a decision. Behind every aspect of design there is a huge
situations in x years ahead. Thinking future is one of the ideas which draws design
previous study of not only what has been done before on a particular area. Also
for me. Science and art are by leaps and bounds ahead of society. Our role as
looking for processes, markets, new technologies, etc. is essential. The key is the
designers in creating links in a chain that connects to the future scenario that today
analytical task to detect problems. Like a detective has to investigate putting himself
is only on paper.
in the user’s skin or as a journalist who is gathering information in order to produce a final document that will serve as the basis of the later on creative process.
6 - Process Design. New technologies such as 3D printing shows that the
role of the designer as we understand it today may be relegated to the background.
3- Design as knowledge. Having cultural knowledge is essential to practi-
New technologies are becoming increasingly simple and accessible to users. This
ce the profession with integrity and efficiency. It is an essential task is to become a
conflict of roles makes the consumer’s voice more powerful. It can be interpreted
scholar of the subject on which you’re working. The mere process of knowledge is
as an intrusion into the role of the creative. But after all is a new factor to adapt to
creative because it is selective. We choose what we want to know and where we
design. So maybe the future is rather than to say what to do things, explain how it
want to be specialized on. For this step is essential to have criteria for being able to
has to be done.
choose and discern clearly. For example we received what could be considered an advanced course in the hands of the Design Against Crime team for the Shoplifting
7- Designed by and for the user. We often forget that they are outsiders
project. They showed us a whole new terminology, sociological studies, etc. behind
who inhabit or use our designs. Nowadays design intends to get closer to people,
shoplifting, which was the start point for the project.
rather than the divismo of the 90’s. Firstly approaching the problem through a research that revolves around the user and avoid complex mechanisms that isolate
4 - Design as a creative game. Even the most insignificant article, has a
the product in a particular sector of the population. Democratic design is a term
story behind. An important part to make this work is to create personas and scena-
coined by almost everyone today and carried out by a few.
rios. We always put a big part of us in our projects. Our interests, concerns ... but in
As Konstantin Grcic said to Alice Rawsthom at the Serpentine Dialogues:
“Design are many things that live in parallel”. This enumeration Could continue for long. “Nowadays the design principles are more broad, Modernisim build ideas on tools and on what they had, nowadays rather than a projection we think about our today, about the reality of our world” said also mr Grcic.
But is a good start seting up my principes about design. As my net work
will grow up, my knowledge of the world will be spreaded and more points will be added to this list.
26th May 2010 Curro Pérez Alcántara
MAID presentation: WHO AM I?. Maping my life, making connections.
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
(1)(1)
(1)(1) [**] [**] UP SERIES UP SERIES ...which he ...which designed hefor designed for C&B ItaliaC&B (now Italia B&B (now B&B Italia). Italia). Gaetano Pesce Gaetano brought Pesce his influenbrought his influence to the project ce to and the inproject particuand in particular his own personal lar hisinterpretaown personal interpretation of women tion as viewed of women by socieas viewed by society. ty.
[**] [**] RADICAL RADICAL DESIGN DESIGN MOVEMENT MOVEMENT ...wwhich ...wwhich opposed purely opposed purely functionalfunctional design. design. This movement This emerged movement in Italy emerged in in Italy in the 1960s and,the like 1960s its and, closelike its close counterpart Anti-Design, counterpartwas Anti-Design, was firmly opposedfirmly to theopposed tenets to of the tenets of ‘Good Design’ ‘Good and style Design’ as markeand style as marketing tools divorced ting tools from divorced the from the social and cultural socialpossibilities and cultural possibilities inherent in the inherent design in process. the design process. Centred aroundCentred avant-garde around design avant-garde design groups such asArchizoom. groups such asArchizoom.
The presentation is structured by a main text that resume mr Pesce work and biography. The audience will have cards like these two above. They will have to read the content of the card when I reach the missing gap in the main text. The audience will be able to recognise the symbol that appear in the up right corner. They are clasiifed in projects and works (x), movements and influences [*] and key words [+]. After that I will give more detail about the missing word.
Gaetano Pesce
2.0
D e s i g n e r p re s e n t a t i o n
Interaction and communication are keywords for the unorthodox Italian
designer Gaetano Pesce. He began his career as an artist/achitect (0) and took up design only in the late 1960s.
Pesce was the pioneer of Pop design [*] made a name for himself in the
late with his Up series (1), which he designed for C&B Italia (now B&B Italia). It consists in seven sits made from polyurethane foam [+] (at that time, a new and innovative material) that pop out of their packaging to take on rounded, anthropomorphic forms. Up made Pesce famous almost overnight and turned him into one of leading proponents of the Radical Design movement [**], which opposed purely functional design. Pesce has always been more interested in an object’s meaning than in its function [++]. He continues to comment ironically on the principles of mass production [+++] by developing objects that are mass-produced yet not identical. He applied this principle as early as 1980, the polyurethane/resin armchairs from the Dalila series (2). Each of the slightly amorphous chairs is unique, differing slightly from the others in its detailing. This principle is also incorporated in his Sansone resin table (3) from the same year (both products for Cassina). The manufacture’s craftsmen were given free rein to decide on the design of the upper section of the MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
table. Some of Pesce’s more recent designs have taken up this idea once again. His Nobody’s Perfect furniture collection for Zerodisegno (4) is made from his favourite material, synthetic resin [++++], and is a further ironic comment on mass production and individuality. Each piece in the collection is unique.
He still succeeds in creating products that are innovative and contain an
element of surprise, as in the 543 Broadway chair for Bernini (5), which incorporates springs in its frame, or the Umbrella Chair for Zerodisegno (6), which indeed resembles a closed umbrella and can be opened when required. His unconventional Feltri furniture series (7) felt has become a symbol of rebellious Post-modernism [***].
In 1980 Pesce moved to New York. Architecture (8) has recently become
the mayor focus of his work. (0) Artist/ architect After registering in 1959 in the School of Architecture, Gaetano Pesce (La Spezia 1939) also attended, from 1961 to 1965, the courses at the “Istituto superiore di design industriale” in Venice, an Experimental school whose teachers included Ernesto Rogers, Mario Bellini, Carlo Scarpa, Richard Sapper and Giuseppe Mazzariol. During this period he participated, in the context of the Arte Programmata movement, in the kinetic-visual research of Gruppo N of Padua. One result of this research, aimed at getting the spectator actively involved in the artistic process, was the project for a Casa elastica (Elastic house). Observing his entire output, even without considering the many visionary architectural designs and the many objects and sculptures in glass and plastic, one often has the impression that for Pesce there isn’t much difference between an artist and a designer. [*] Pop Art It is an art movement that emerged in the mid 1950s in Britain and in the late 1950s in the United States. Pop art challenged tradition by asserting that an artist’s use of the mass-produced visual commodities of popular culture is contiguous with the perspective of fine art. Pop removes the material from its context and isolates the object, or combines it with other objects, for contemplation.[1][2] The concept of pop art refers not as much to the art itself as to the attitudes that led to it. Pop art is an art movement of the twentieth century. Characterized by themes and techniques drawn from popular mass culture, such as advertising, comic books, Pop art is an art movement of the twentieth century. Characterized by themes and techniques drawn from popular abstract expresionisim, as well as an expansion upon them. Pop art, aimed to employ images of popular as opposed to elitist culture in art,
Gaetano Pesce
emphasizing the banal or kitschy elements of any given culture, most often through the use of irony. It is also associated with the artists’ use of mechanical means of reproduction or rendering techniques. Much of pop art is considered incongruent, as the conceptual practices that are often used make it difficult for some to readily comprehend. Pop art and minimalism are considered to be art movements that precede postmodern art, or are some of the earliest examples of Postmodern Art themselves. Pop art often takes as its imagery that which is currently in use in advertising.[5] Product labeling and logos figure prominently in the imagery chosen by pop artists, like in the Campbell’s Soup Cans labels by Andy Warhol. Even the labeling on the shipping carton containing retail items has been used as subject matter in pop art, for example in Campbell’s Tomato Juice Box 1964 or his Brillo Soap Box sculptures. POP DESIGN With the expansion of Pop art in the 50s and 60s decades, it began to appear also in the design of everyday objects, since the designers sought an approach younger and less serious than the “good design” of fifties. Pop design was very stylish, sought the immediate effect but short-lived, so it was inherently obsolete (“use it today, throw it away tomorrow.”) For example, the baby seat of cardboard or plastic created in the sixties, were basically disposable. In the same decade, many designers chose plastic as work material, as its new forms and modeling processes were becoming more common and inexpensive. The bright colors and shapes associated with Pop art swept away the last vestiges of postwar austerity. Pop design, with its associations antidiseño, offset the sober rendered ‘less is more’ modern movement and led directly to the radical design of the seventies. The Pop design was inspired by a variety of sources (Art Nouveau, Art Deco, Futurism, Surrealism, Op Art, psychedelia, Kitsch) and received encouragement from the rise of global media. Pop design had a powerful influence and laid some of the foundations of postmodernism, since questioned the precepts of good design and therefore the modern movement. (1) Up Series Before they became B&B Italia, the company of C&B Italia and Gaetano Pesce collaborated to create the Up series in 1969. This collaboration brought together the furniture industry and an artist on the Up project. Gaetano Pesce brought his influence to the project and in particular his own personal interpretation of women as viewed by society. He stated, “I was telling a personal story about my notion of women: despite themselves, women have always been prisoners of their own making. Along these lines, I liked the idea of giving this armchair a feminine shape with a ball and chain, the traditional image of the prisoner.” Thus, was the inspiration that created Up 5_6 which is now an iconic piece of furniture history. The “ball and chain” chair and ottoman set were reproduced in 2000 with improved upholstery and manufacturing techniques. The Up series remains a popular part of B&B Italia’s furniture line. [+] Poliuretane foam A polyurethane (IUPAC abbreviation PUR, but commonly abbreviated PU) is any polymer consisting of a chain of organic units joined by urethane links. Polyurethanes are widely used in high resiliency flexible foam seating, rigid foam insulation panels, microcellular foam seals and gaskets, durable elastomeric wheels and tires, automotive suspension bushings, ... and hard plastic parts (for electronic instruments).
(0)
(8) (4)
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
2.1
Connections
“The Connections, the connections, the connections” by Charles Eames Keep it simple and easily re-settable. With these two premises in my mind I
wanted to add something related with my country or cultural background. I was attracted by the images of windmills. Ancient structures with ethnographic and cultural references which are universal due to El Quijote. At first it was an easy one-way spin trigger but then I made it more complex with 3 levels of connected movements and with nylon threats in order to slow down the movement.
Even though it was a small project, it reveals me an important lesson about
design in general: there are many factors in the process of thinking and making that we cannot control. As designers we have to be one step forward and be able to react quickly with the best possible option.
Communication has been a key point during the whole year and in this
project it was essential and the most difficult part of it. I was used to deal with other people but cultural issues has been tough. On the top of that working with people from other countries has been the most enriching experience of this whole year. MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
Note: the measures are in milimetres
fig. 1
fig. 3
fig. 4
fig. 5
fig. 1 & 2 Connections set up in MAID studio. fig. 3 & 4 GET CONNECTED Exhibition in NorthandSouthIdeas Gallery. fig. 5 My personal interpretation of Don Quijote’s monsters.
fig. 2
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
HUNG
VE HUNG
2.2
S h o p l i f t i n g p ro j e c t
In this project we were asked to research and document a visual narrative
relating to the issues of shoplifting and retail crime. This could address not only the issue of crime, but also the shopping experience as a whole.
I was attracted by the idea of implementing the vending machines sys-
tem in nowadays consumerism experience. It is working successfully at the oriental market and I reckon he system would suit with certain products of international trademarks. The problem comes with the confrontation between our social heritage and how we interact with the goods we are buying. I tried to solve this problem by hanging the garments, strored in the machine, so people can easily test or try them on. With this method only suits these items you do not need a fitting room to see how you would look like with them: t-shirts, scarfs, accessories, etc. This was the reason the project was bounded to a restricted list of products and it was not suitable for the competition organized by Design Against Crime.
Although the project may not fulfil completly the brief, it maintains its co-
herence from the beginning until the end and it is a good starting point for future concepts of new shopping and retail experiences. MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
Firstly we were divided in groups to do a co-designed, user centred and
thinking thief research. We made a cross diagram to focalize our interest in the shops where cheap and easy products are sold. We were very surprised to notice that accessorizes, cosmetics, food do not have any security at all.
This was our benchmark for the next step. We thought that this type of
product might be the first stolen good and also may be a strong temptation for a young/teenager thief. Statistics says that 1 in 4 youth have experienced with shoplifting. What it is important about this is that more than the 45% of the “current, professional elder thief’s� started between the ages of 11 and 13 commiting criminal offences. As designers we realized the importance of education to deal with this problem because 80% of the offenders do not fully understand the consequences of their acts on themselves, the victims and the community.
HUNG
VE HUNG
User centre approach denotes one common factor between these large/
small stores where cheap and easy products are sold: the retail experience is a chaos. It is a user-unfriendly and abuser-friendly enviroment. Moreover the current way products are exhibited is a constantly distraction for the staff of the store, who have to check the lay out several times during the day.
The answer to this problem could be a storage vending machine, a way of
selling woods during the past 100 years. The next step will be to distribute the machines in a real store lay out. I noticed during the research that the weak part of the architecture on these spaces are the structural pillars because of their distribution.
1.
2.
CL
EA
R
VI
EW
E NG ℘m SP 2 AC
SA VI
ST
O R DI AG SP E LA + Y
It usually does not fit with the store display.
3.
My proposal is to concentrate the vending machines surrounding them
and leaving the rest of the space with low furniture to give visibility for the staff and
4
helping to create a more abuser-unfriendly space. 5
2
3 1 + 2 + T-Shirts = Vending machines 1
A) Chaotic / Messy Space / Abuser Friendly, User Unfriendly B) Organized / Clean Space / User Friendly, Abuser Unfriendly
3
HM store at Westfield Shoping Centre Key 1. Display at the main entrance and to divide into different spaces the store. / 2. Accesorizes areas. / 3. Sail point. / 4. Fitting rooms. / 5. Warehouse.
2
1
display
A
display
B
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
fig. 7
Accessories that are commonly display in every corner in a chaotic way
are now stored into a vending machine. Inside they are classified by type, colour and size, but outside will be a hanging display of each product. So before you finally decide which one to buy, you would be able to test and try them on.
fig. 6 The packaging of the vending machine is 100% recycable or reusable for other purposes. fig. 7 Detail of the packaging for a HM t-shirt while my classmate David Benett was filling in the assesment form for my project. Key next page 1. Structure of stain steal curved and united to the others to form the rails where the cylinder packaging roll. / 2. Cylinder packaging made of acrylic and plastic with the gods inside classified by type, size and colour. / 3. Transparent acrylic surface, with a film inside that reflex as a mirror. / 4. Control panel and personal card lecture. / 5. Vending collector. fig. 6 HUNG
VE HUNG
1 2 3 4 5
Frontal view of the vending machine display MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
The structure of the vending machine is very simple. The display and the
control of the machine are a solid base where the main structure of the rails is screwed on. Furthermore they are also screwed on the ceiling to make it stronger.
132
89
133
all, you try them on or just touch them to test the fabric, etc. Then you go to the ma-
from both sides and it is produced in different sizes depending on the item content.
38
process more secure. 165
3
65
0.7
Note: the measures are in centimetres
The way of payment is with a top up chip card that will work in the same
way as in the public transport. Skipping paying with cash or credit card makes the
78
91
143
35
Lateral elevation of the vending machine
VE HUNG
chine control panel. You select the product that is hanging and you collect it from the bottom of the machine. The packaging is an acrylic cylinder that you can open
216
Junction between the machine and the displayy system
13
R
ted to a roman curtain mechanism that permits the goods go up and down. First of
60
HUNG
Clothes accessories and t-shirts are sustained by a elastic threat connec-
70
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
FILLING BOX: STORE YOUR THOUGHTS
2.3
G i f t p ro j e c t
In collaboration with Agnieszka from BA Ceramics of CSM
We are forgetting how to give presents. Real giving had its joy in imagining
the joy of the receiver. At best they give what they would have liked themselves. (...) A paradox of gift giving, conducted as obligation. The gift ought to include a double joy, of the receiver in the object and of the giver in receiver’s joy. (...) Why do we make things for another’s use? It is possible to rethink the interactions of objects and things. Extract from the article The Gift by Clive Dilnot published in the book “Design & Ideas”
We live in a world saturated with information and experiences. Sometimes
we do not have time to calm down and think about ourselves. With our gift we are obliging the receiver to make this act of reflection. Write down your feelings as a therapy; collecting interesting texts, photos and news as a treasure. You have two options: pass it on in order to share your thoughts or keep it with you. The only way to open the box is destroying it to feel relief of the negativity that it may contain or to see the treasures content. It depends on you, which is the purpose of the filling box.
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
Find a container
2 Tools required
Make it beautiful *
Destroy it with two possible purposes
To open it and see what treasures are inside or to get rid of it and feel relief of negative feelings which contains
6
Fill in it with your thoughts
Put glue or double face tape in the top 2cm
Texts, cuttings, pictures,drawins...
4
3.3
Use: magazines, free newspapers, plastic bags, buttons, cardboard,...
3
Agnieszka and Curro / BA Ceramics and MA Industrial Design / Central Saint Martins / University of the Arts Lodon
(image of different pithos: greek storage jars)
Share your thoughts about that person to continue the chain of storing
And may be bury it for nexts generations
STORE YOUR THOUGHTS
Write down the purpose of the box in its bottom
5b Pass it on someoneelse
3.5
Paste the pieces of paper around the container
3.4
Make cuts in the piece of paper each 0.5cm prox.
5a Keep it with you
3.2
Cut magazine sheets in 3
Scissors, knife, glue, tape, graps,ruler
3.1
* Example of making it beautiful:
Plastic bottle, can, tetrapack,...
1
A CONTAINER TO KEEP WHAT HAS SIGNIFICANCEFOR YOU
FILLING BOX: STORE YOUR THOUGHTS
Images from the POUND STRETCHER Exhibition in NorthandSouthIdeas Gallery.
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
Images from the intern critique in the MAID studio. Samples of the evoluition of 3D printed toys [ FUTURE (plastic figure of Warhamer) < 3D PRINTING nowadays < REP RAP]
造
T HE
N E X T G E N ER A T I O N 3 . 0
2.4
R a p i d m a n u f a c t u re p ro j e c t
This was a hard project to do. From the beginning was not an easy to think
about future markets and processes. The exercise raised was framed under the new rapid manufacturing technology. Even if the project could have been 100% low tech, I wanted to delve into the world of 3D printing.
From my point of view, implementing this new technology to the industry
of games like World of Warcraf was a success. However, as soon as I entered this world, it became too big. I had access to a Rep Rap 3D printing machine. Its software is so complicated to handle behind, that many of the samples I created in CAD could not be performed. For this reason I had to resort to a professional 3D printing.
Delving into the world of Warhamer was very instructive on a professional
level but later I realized that it is difficult to create something academically attractive to such a popular brand. Part of the feedback I received was saying that something similar exists. I have to disagree on this because introducing the user to create their own figures with rapid manufacturing is something new. Even though the project was not a paradigm shift, it looms as the next step in which the game will evolve. MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
=
SOCIAL ACTIVITY
+
CREATIVITY DEVELOPMENT
TANGIBLE RESULT
=
Building up and painting the figure s
HOBBY with a im portant SOCIAL component
Playing a hight le vel strategy game
造
T HE
N E X T G E N ER A T I O N 3 . 0
Discovering a whole world behind (books, magazines, websites, forums)
of the figures
material, (+)
customization of
expensive ma-
chine, (+) cheap
plastics: (-) Very
you can create
less figures. B)
(-) material is 3 times first
B
expensive and
Create a trial miniature in wax Green sculpture (3 UP)
A) metalic: (+)
Creation of the cast Texted by the main sculpture
3rd STEP
Introduce it
talked about the history of the different industrial proccesses of making the small
nic chisel
E
fig. 11
fig. 8
SCULPTOR Level 2
with a electro -
SCULPTOR Level 1
D
3D scaning sculpture.
C
by the main
fragile material APPRENTICE
3D MODELING
3D DESKOPT PRINTING
Rapid prototyping Pen scaning model made in a
SCULPTOR Level 2
SCULPTOR Level 1
Building up your figure: fig. 8 Cut the different parts from the frame. fig. 9 Choose in between the different options to assemble the figure. fig. 10 Glue them and wait until they are dry to contnue assembling the rest of the parts. fig. 11 Guidance to choose the correct combination of colors and symbol for each character fig.12 Painting the model is a social event for all the players of the game
fig. 10
SCULPTOR
create a mold
figures (see the table). I did user centre research buying some figures. I built them up
USER
into a gel to
4th STEP
and also I went to the store to take some painting lessons.
5th STEP
mething that I had in my mind during all the process of developing this project. We
2nd STEP
experiences in one, where at the end the social part is the most important, so-
1st STEP
cheap machine,
street and he explained to me the philosophy of these war games. They are three
A
Fabrication
I went to talk to the manager of the Games Workshop store in Oxford
Process
6st STEP
fig. 9
fig. 12
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
Strory Board of the proccess from the creation of the figure in your computer until you print it and paint it at the shop
造
T HE
N E X T G E N ER A T I O N 3 . 0
Games Workshop is a hobby which consists on build up, paint and play
with armies of collectible miniatures. The main problem is the time that it takes to finish and to customize the figures. Most of the users see their creativity limited. With an advanced 3D printing and the apropiate software I am giving the neccessary tools for the players to create their on characters. Based in a easy 3D modeling the software allows you to choose from a library of different extremities, weapons, etc.
With GW 3.0 we skip the assembling part. Without frames the process of
casting disapears, the company does not have to invest in moulds and there is no waste material. Moreover this system is user friendly because it gives the opportunity to build your own unique miniature and it enables you to share it with your friends easily.
+
=
Credit System Payment
USER: Pakito PASSWORD: ****** ACCOUNT NUMBER: 0035******* UMBER OF CREDITS: 200
Video game companies like Playstation and Microsoft Xbox have started to sell games online. In our case, the user will change his money for credits. These virtual money will allow you to amplify your library of model parts and to pay for your 3D prints.
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
造
T HE
N E X T G E N ER A T I O N 3 . 0
fig. 13
fig. 14
fig. 15
fig. 16
The main space of the store is focus on the work tables, keeping the paiting part of making the model as the most enjoyable and playful part.
MANUFACTURING
0,41
1,76
0,15
0,86
0,46
0,15
0,58
0,38
2,25 0,66
0,35
0,04
0,12 0,63
0,61
1,47
0,65
0,7
0,51
1,12
1,04
0,27
0,7
C
A counter
working area
All the pieces that make the shape of the out box which contains the 3D
printer either the ceeling and the bookshelves are made out of laser cuted plywood painted in different glossy tones of grey.
New interior design plan Key for the rendering points of view A) fig. 13 / B) fig. 14 / C). fig. 15 / D) fig. 16 Store plan
B
D
playing area
warehouse
0,37 0,65
0,25
TECHNICAL DRAWINGS
0,66
2,17
3D printing space
0,03
0,21
1,32
0,99
1,66
0,43
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
reDESIGNINGWASHING
2.5
A p p l i a n c e p ro j e c t
We were asked to design a high tech home appliance (a detailed proposal
for a washing machine) for 2012-2015 European market.
I learned so much with this project. First of all enjoyed a lot the previous
ethnographic research proccess that we had to do. I strongly believe that it is an indispensable tool for the development of any product. Second because I rose from the start going back to the workshops and it has been an effort that has paid off. Build a prototype of your design helps you polish paper possible failures that cannot see. In addition to work with professionals whose experience gives to the project a more efficient point of view in order to develop your product.
I am very proud of the result. Working with the perceptions and feelings of
the user is a way of design that I like to go further with it. At the end, a good product changes people for a better behaviour. Introducing domotic technology (computerized home appliances) in the project was not a mistake. However I think the only problem was that the future scenario, which should be raised between now and five years, is impossible because of the high-tech expenses that the device involved.
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
TARGET MARKET PERSONA for the ethnographic research MALE/FEMALE around his/her 3Os LIVING ALONE (without a partner) WORKER & (recently) EMANCIPATED NOT much TIME at HOME ECO FRIENDLY GOOD VALUE FOR MONEY Note: In order to conduct the user center research I went through the proccess of washing with three young emancipated profesionals: Geofrey, Ana and Issac (users names from top to bottom). The stills form the videos are displayed a folded paper form left to right.
ough the proccess of washing with three young emancipated profesionals: Geofrey, Ana and Issac (users names folded paper form left to right. ETHNOGRAPHIC
RESEARCH CONCLUSIONS TRANSPORTATION
Appliance Design: insights and improvements / RESEARCH SENSATIONS
INHERIT METHODS
ORGANIZATION
reDESIGNINGWASHING
TAKING CARE
Going through the stills from the videos that I filmed and the notes that I They do THE LAUNDRY ONCE A WEEK took tlking to them I can sum up this conclusions: They wash MOST in the WEEKENDS No more thanLAUNDRY TWO PROGRAMS They do THE ONCE A WEEK [They wash with COLD WATER] They wash MOST in the WEEKENDS They are always BUSY during the washing No more than TWO PROGRAMS [They wash with COLD WATER] [IT IS PLANNED] They are always BUSY during the washing [IT IS PLANNED] SOMETHINGIS ISCLEAN CLEANWHEN WHENITS ITSFRESH FRESH[sensation [sensationofofcomfort, comfort,but do not like SOMETHING but do not like people smell washing powder] people smell washing powder] They admit that cleanliness is IMPOSED BY SOCIETY They admit that cleanliness is IMPOSED BY SOCIETY IT IS IS ALL ALL ABOUT ABOUT WASTING WASTING TIME TIME IT
• He made a white wash. He is sure by experience that the shirt doesn’t fade
• He looked twice to the bag after finding a mising sock from the previous load, just in case
• Geoff wasn’t able to explain why he uses detergent tablets... (*user friendly, economic, out of habit)
• Ana did her laundry with me in her day off from her part time job, before going to take classes of flash
• She had to classify on the floor the garments before putting them into the machine
• She showed me the existence of small bags to protect delicate clothes
• Ana prefers liquid soap because the tablets left white spots
• I went to Isaac home to put one load on a Satuday morning before going to meet friends for lunch
• He cleans in cold and he is selfconfident about not making any mistake mixing colours
• He classified in order to hang out the clothes in order
• She accumulated them on the sofa
• She needs to use the radiator to place the huge amount of socks that she cleans in every load
• Isaac transported and accumulated the load like Ana
• He told me that this part of the process is the most annoying after ironing
• He uses tables as Geoff but of an unknown brand and he admits that it is out of habit
• And for sheets, carpets and towels she uses the handrail
• He sometimes leaves the laundry inside the machine when it stops
• She thinks there are many programs. Ana uses always the same one and under 30 degrees of temperature
• In the middle of the washing program...
• Geoffrey switch off most of the machines from his house
• ... Ana was told by her mother to put the conditioner, but she doesn’t have a strong reason
• Ana hides the clothes horse as well as the basket to collect the dirty clothes
• He classified by type the clothes in the work top
• He pilled up and transported in one go all the load
• Ana took bit by bit the clothes from inside of the drum
• She has a reservated drying area in the living room
• Isaac always put the Sport program as he always make the load with his gym clothes
• He used the hangers for not to do the ironing on the shirts
• He used the hangers for not to do the ironing on the shirts
• She used hangers for the cardigans
• She used hangers for the cardigans
• Geoffrey dry area is in his room so he didn’t have to take them anywhere
• He took the socks all in one...
• ... in order to pill them up with his hands to store them
• Because of he was meticulous in the proccess it didn’t take him much time to put his wash away
• For her dress she used the clothes rack
**... here
• He placed them carefully up in his room
• She put it inside the drum because she thinks that the system of the machine doesn’t work properly
• He knows the different programs of the machine but never wash delicate garmens in it, always by hand
the stills in chronologycal other continues...**
• Geoffrey is an Architect with who I spent his washing proccess with on a Sunday morning before going back to the office
• Isaac collect his clothes on his kimono...
• ... to transport his dry clothes upstairs
• In a empty space of the surface of his bed he started to classify the clothes folded
• Most off the garments where turned around
• He went one by one folding them using his body as a support
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
USER BEHAVIOUR: TO PUT IN ORDER
First scketches of ideas according to the ethnographic research explained
before. Each idea is based on a user behaviour. “To put in order” refers to how
Technology: Electronic textiles Nano technology
Geoff and Ana clasified the clothes taking it out of the laundry bag before put them into the machine. “Fresh clothes” is related with how three of them where taking care by folding and touching there garments with meticulous care. The last one is based on Isaac behavoiur of using his kimono to transport his clothes from one to another part of his house.
I took this last to ideas further to make a design based more in feelings and
perceptions of the user combined with the technology of a near future scenario.
USER BEHAVIOUR: Isaac study case
Appliance Project: washing machines
USER BEHAVIOUR: FRESH CLOTHES
Bring the concept of body care to the washing. “Clothes care”
“DomoGarments” Technology: Domotic, home informatic control Autonomous Robotic Cleaners ZigBee: new communication protocol for WPANS, using low power digital radios
reDESIGNINGWASHING
Technology: Heavy metals Chemical compounds
Appliance Project: washing machines
Appliance Project: washing machines
QUESTION: How to change the perception of dirtiness? PURPOSE: Using your clothes more than once a week, in order to postpone the
the perception of dirtiness?
laundry and do it every two weeks. Emphasize the idea of Wardrobe Essentials.
s more than once a week, in order to postpone the ks. e Essentials. Planning your week with a combination es every day.
Planning your week with a combination of basic garments and accessories every day. [REFERENCE: The Project Uniform. http://www.theuniformproject.com/]
Uniform. “Starting May 2009, I have pledged to wear one ainable fashion. Here’s how it works: There are 7 identical dresses, I will reinvent the dress with layers, accessories and all kinds of be vintage, hand-made, or hand-me-down goodies.”
CONCEPT: creation of a controlled environmental place in the bedroom to keep used clothes FRESH* [Etymology: “unsalted” / “sweet” / “new, pure, eager”. To freshen a drink [=garment] / To top it off [to finish it up / to fill up a container when it is almost full] > referring to the longlasting concept in objects.]
OBJECTIVE: create a new space like the drying area but for refreshing the clothes,
environmental place in the bedroom to keep
w, pure, eager”. To freshen a drink [=garment] / ontainer when it is almost full] > referring to the
simulating a clothes-line on an open space. Work on driving the sensation to the Appliance Design: insights and improvements / IDEA
user that their colthes are “clean”.
ke the drying area but for refreshing the clothes, ace. Work on driving the sensation to the user
QUOTE: More than 70% of the worlds population will be concentrated in big cities by 2050. This means that the habitable spaces will be reduced and experiences that today brings quality of life will have to be technologically reprodu-
orlds population will be concentrated in big
that the habitable spaces will be reduced and quality of life will have to be technologically reproduced.
ced.
ONCEPT: AmI [Ambient Intelligence]*
NEW TECHNOLOGY CONCEPT: AmI [Ambient Intelligence]*
ntelligence refers to electronic environments that are he presence of people. It is related with a long term vision of an
hnologies are: devices are integrated into the environment se devices can recognize you and your situational context ored to your needs response to you ate your desires without conscious mediation connected and more integrated into our environment, the technology only the interface remains perceivable by users.
2
Appliance Design: insights and improvements / CONCEPT
alvador Dalí / 2. Philips research on AmI for museums / 3. Philips 1
3
1. Woman At The Window by Salvador Dalí 2. Philips research on AmI for museums 3. Philips Ambilight TV HD Aurea
Appliance Design: insights and improvements / TECHNOLOGY
*AmI: in computing Ambient Intelligence refers to electronic environments that are sensitive and responsive to the presence of people. It is related with a long term vision of an intelligent service system, in which technologies are: - embedded: many networked devices are integrated into the environment - powering context aware: these devices can recognize you and your situational context - personalized: they can be tailored to your needs - adaptive: they can change in response to you - anticipatory: they can anticipate your desires without conscious mediation As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the interface remains perceivable by users.
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
William has to go every day early in the morning to work. His iAirFresher device wakes him
up with his favourite song and with a sunrise even it is dark outside.
He stands next to it and suddenly the BBC news online is activated. While he is tiding up his bedroom he searches for a video on youtube and then he turns on the boiler
to have a hot shower.
When he is back he can tell that the iAirFresherâ&#x20AC;&#x2122;s fans are on. A smooth breeze is moving his clothes hanging on the back of the device. It is Friday, so he chooses a shirt that he wore at the beginning of the week. When he put it on, the feeling of something clean comes to
his mind as he watches the animation of a stream next to the mountains, on the LED screen.
reDESIGNINGWASHING
LED Ambilight and proyection system
0,1
0,21
0,38
0,1
0,2
0,73
0,83
0,87
0,19
1,77
0,98
Touch screen to control the AmI system
0,4 0,5
0,42
Basement with a mechanisim of 2 fans combine with a non-olor spray Note: All dimensions are in metres
MAIDinsights • CSM • unit 2 assesment • Curro Pérez Alcántara Appliance Design: and improvements / DRAWINGS
Domotic, home informatic-control. For the machines of the house and Autonomous Robotic Cleaners The house is full of sensors that read what it is needed in the house with a new technology evolved from the bluetooth and wifi*. *ZigBee: new communication protocol for WPANS, using low power digital radios
4
3 2
3
Ket 1. Central Unit of Processor. With a high tech network connection. 2. Non-olor system. It sprays to the garmens a mix beteween H20 + Sodium Bicarbonate + odour eliminator. 3. Batery+two electric fan system to air the clothes.
1
reDESIGNINGWASHING
0,4
0,06
0,02
0,07
0,21
0,42
2
Key 1. Basement made of a folded metal sheet with drilled holes for the impulsion of air and non-olor spray [1mm thickness]. 2. Bracket made out of a plastic based material [15mm thickness]. 3. LED touch screen [50x100mm]. 4. Hangers of 2mm square secction.
0,2
0,21
0,38
0,1
0,07 0,38
1,19
1
Quarter of the metal sheet for the base Note: the measures are in metres
iWindFresher, a central station for your house
iWindFresher, hight technology for your desires
MAID • CSM • unit 2 assesment • Curro Pérez Alcántara
Appliance Design: insights and improvements / RENDERINGS
Contact Fancisco Pérez Alcántara +44 (0)7538882783 Flat 16, Coleridge House Browning Street, Walworth SE17 1DG London UK curro@Q2xRo.com For further information visit http://q2xro.com/