DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Agata Budner, Henriette Frøslev Hjortshøj
Weronika Cyrankiewicz, Angela C.M Munro
1
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Agenda: 1.
Introduction: Project timeline, Key knowledge points slides: 3-23
2.
Concept Development: Design process covering Product Design and Communication slides: 24-45
3.
Final Outcome: System, Physical Model and Visual Language slides: 46-67
4.
Summary: Final thoughts and reflections slides: 68-72
Agata Budner, Henriette Frøslev Hjortshøj
Weronika Cyrankiewicz, Angela C.M Munro
2
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
01 How it started?
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
3
Denmark’s animal #1 #1 farmed #1 consumed #1 exported #1 objectified
1 2
3 4
If we shared the territory equally...
5
We lost connection
6
Industrial farming
7
Why are we like this?
Hunter gatherers nomadic lifestyle, strong connection to animals and nature
Stone Ages
Climate crisis
Middle Ages
Domination of nature Loss of basic instincts that connects us to nature
Re-discovering our need for nature and its benefits on our overall health & well being
Now
8
Where are we now?
9
A community pig farm in Kolding
10
Give and receive culture
●
time
●
resources
●
love
●
knowledge
●
commitment
●
fulfillment
11
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Project timeline
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
12
13
14
15
16
17
18
19
20
21
22
Key knowledge points #1
#2
#4
Spiritual connection from ancient cultures
#5
Contact with animals creates appreciation & respect
#3
Industrialization of animals has made us see them as a product
Managing the power of life and death with respect
Pigs are ranked as 4th most intelligent animal 23
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
02 Concept Development
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
24
Moodboard
25
Paths split-up PRODUCT
Henriette & Agata
●
Physical form of the project – defining the shape, structure, placement and facilities.
●
Visualising and creating a physical model.
COMMUNICATION ●
Defining introduction of the project to the audience
● ●
Building a visual language Designing visual identity
Weronika & Angela
26
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Product
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
27
The question
how do we encourage interaction between humans and pigs?
28
The goal
To create sympathy, understanding and relations between humans and pigs.
29
Mindmap
30
Rules for interaction
Teamwork
Creating knowledge
Movement
Intuitive play
31
Interaction games
32
Interaction through voluntarily approach
33
How would it look? Side view
Top view
34
Creative constraints
Administration building
four fields for rotation
Food waste collection point
Shelter for the pigs
Farm shop and cabins
a ‘playground’
Water / hay source in fields
Food storage building
pig place outdoor interaction human storage
35
Sketching farm
36
Sketching together
37
Maquette
38
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Communication
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
39
Communication design process
Getting aligned
Workload split
Confronting ideas and visions
Splitting tasks and sharing knowledge
Co-creation
Design collaboration
Building moodboards, collecting references
Hand sketching, painting, physical concepting, working closely as a team
Defining direction
Final solutions
Defining messaging, target group, concepting the style
Clearing up the concepts, building visual language and implementing it into designs
40
Naming
Farm
+
Karma (give–receive)
=
Farm a’karma
41
Key assumptions for visual communication
bold
catchy
intriguing
genderless
accessible playful
modern
consistent original positive 42
Initial moodboards and references collection
43
Visual language development
44
Visual language development
45
03 Final outcome
Project
Process
Product 46
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
System
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
47
Personas: potential collaborators
48
Personas: potential collaborators
49
Personas: potential collaborators
50
Personas: potential collaborators
51
Personas: target profiles
52
Personas: target profiles
53
Personas: target profiles
54
Personas: target profiles
55
System: User levels 01 A visitor
Can enter the farm when the keeper/main farmer is there. To upgrade has to participate in 10 regular visits.
02 A friend
Can enter the farm when the keeper/main farmer is there. To upgrade has to participate in 25 regular visits.
03 A keeper
Gets unlimited entry to the farm, whenever he wants. The requirement to remain in this position is to come 2 times a week and be regular
56
Level: Visitor
step 01 Becoming a Volunteer. Creating a profile in the system, filling out the intro quiz and getting access to the schedule (shifts fitting this level)
step 02
step 03
Visiting the farm – an introduction to the facilities and first contact with animals + receiving an info book with list of guidelines.
Signing to the first shift and getting first tasks, based on basic care assignments (sweeping the floor, taking out the turd, laying straw in the huts)
57
Level: Friend
step 04
step 05
After 10 regular visits user gets more engaged into farm life and his level goes up to 'A friend', he grows more into farm community and get more responsibilities.
The responsibilities include feeding (can sign for that shift in the system), gets access to the yard and can interact more with animals
58
Level: Keeper
step 06
After 25 visits on a 'friend level' gets promoted to a 'keeper'
The requirement to remain in this position is to come 2 times a week and be regular
The keepers get to manage deliveries, shifts and other people, required commitment and management skills
59
System synchronisation with Foodsharing example:
60
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
The farm
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
61
Model of the farm
62
Pig shelter / hill
Model of the farm
End of life facility
Barn
Sound screen
kitchen garden
Interaction spots 4 divided pig fields
Parking lot
Cabins
Food waste sorting Main building
63
Model of the farm
64
Model of the farm
65
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Communication
Project Agata Budner, Henriette Frøslev Hjortshøj
Process
Product Weronika Cyrankiewicz, Angela C.M Munro
66
Logo
67
Brand guidelines
68
Visual language
69
Posters
70
Posters
71
Website
72
User ID’s
73
User ID’s
74
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Summary thoughts
Agata Budner, Henriette Frøslev Hjortshøj
Weronika Cyrankiewicz, Angela C.M Munro
75
Reflection
Present time
Near future
Far away future
76
Position in a sustainable future
77
Strengths and weaknesses of our design solution: Strengths: 1.
2.
3.
It is implementable in short time. It is an actual reality. Easier transition towards a more sustainable future.
Weaknesses: 1.
Not enough knowledge about the life span of the pigs
2.
In the big sense, the pigs would still be a ‘product’ in order to provide value. We can’t offer the pigs a long life where they die of natural causes.
3.
limit of how many members can fit. It would only change the habit of a few. (but maybe influence many)
It could inspire and set a patterns for other communities also outside Kolding. When the system is ready it is quite easy to implement. It could bring the community together and create a new environment of interaction in the city
78
Our roles Angela, MO 1. 2. 3. 4. 5.
Deep research skills Critical questioning Reaching out for resources Interview skills Visual and manual skills
Agata, ID 1. 2. 3. 4. 5.
Visionary skills Cooperation skills Material knowledge Technical design skills Materialising ideas
Weronika, CD 1. 2. 3. 4. 5.
Realistic and ethical vision Deep research skills Communication in group Graphic design skills User understanding
Henriette, AC 1. 2. 3. 4. 5.
Facilitating co-design Managing skills Attention to detail Materialising ideas Broad approach 79
DSKD, Learning from the Past, Group 02 – The Pig Farm Project
Agata Budner, Henriette Frøslev Hjortshøj
Weronika Cyrankiewicz, Angela C.M Munro
80
Credits: Slide 9 https://unsplash.com/ Slide 25 https://www.kirknielsen.com/project/underground/ The Organic House, Javier Senosiain (1985) The Chinese Coin House, Juan Carlos Menacho Durán (2013) Palais Bulles, Antti Lovag (1989) https://www.behance.net/gallery/87567291/Unpublished-Stuff-19 https://www.lifenatural.com/wrestle-the-pig/pigs-in-mud/ https://quenoensperdinlesformes.blogspot.com/2014/08/espais-exteriors.html Slide 48 & 49 https://unsplash.com/ Slide 54 https://www.volunteerlocal.com/ Slide 64 Pictures of pigs: https://unsplash.com/ Slide 71 https://sdgs.un.org/goals Slide 74 https://www.pexels.com/ 81
products
product-service systems
local communities
socio-technical systems
socio-technical ecological
spatio level
product level
consumptio n habits
material component level
user-produc t interaction
product-service system level
community practices
socio-technical system level
socio-technical system dynamics
socio-technical ecological system level
earth-centric
materials and components
systemic
techno-centric
Insular
Evolution of design for sustainability Fabrizio Ceschin and Idil Gaziulusoy
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