Portfolio Francesco Leuzzi

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CV

Francesco Leuzzi Italy, 25 07 1986


Education

Skills

2010 - 2012

Languages

Contacts

Master of Science in Design for Interaction at Delft University of Technology (TU Delft), The Netherlands

Address

2006 - 2009

97 Cranley Gardens, Muswell Hill, London N10 3AD

Email & Phone frcleu@gmail.com +44 7879909078

Webpages

lomography.it/homes/ tensmugen http://bolivianexperience.blogspot.co.uk/

Bachelor in Industrial Design at Polytechnic University of Turin, Italy

2001 - 2006

High School Scientific Diploma at “T. Monticelli� College of Science in Brindisi, Italy

Profile Software

Mother tongue ITALIAN Other languages English Fluent, High level: speaking, writing, and listening Spanish Fluent, High level: speaking, writing, and listening French Basic

Major areas of interests Bottom of the (BoP) Projects

Pyramid

Human Centred Design Techniques (Context Mapping, Brainstorming, Mind maps, Creative session, Flowcharts, personas) User Experience Design

High Level: Adobe Creative Suite, Rhinoceros, Office Basic Level: SketchUp, Blender, 3D Studio, Axure

Technical

Good experience with all materials for prototyping (plastics, metals and woods). Able to operate machines such as: drilling, cutting, grinding, thermoforming, injection moulding, rotational moulding and rapid prototyping machines.

High confidence during the overall design process with special regard to research analysis, users involvement, creating concepts and prototypes. Operating different design methodologies and techniques especially during Creative group sessions, drawing sketches and storyboards. Confident and creative in working in multicultural environments, contributing positively to team operations and working relationships. Willing to travel and to work abroad for long periods. Keen on analogue photography and practicing Traditional Archery, Yoga and meditation.


Jan – Nov 2012

GUAZU - Graduation Project abroad (Bolivia) in collaboration with TU Delft and PLAXBURG S.R.L. Designing a new super-light sanitary prefabricated product able to work in extreme weather conditions and without any supplies (water, electricity and sewer), giving back free fertilizer. My role in the project: - Analyze the company’s production capabilities (materials, industrial process, current products in the market) as well as their aim and wishes. - Running Creative sessions with Guaraní indios in order to gather valuable data for the Idea Generation. - Running a brainstorming session with the manager of the company and a NGO operator expert of healthcare condition in South America. - Translating the data gathered into three new concepts and explaining their function through storyboards and renders. -Developing one Concept (chosen by the company) through a wireframe prototype and 3D models.



GUAZU - Graduation Project abroad (Bolivia) in collaboration with TU Delft and PLAXBURG S.R.L.

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The challenge Applying Western Creative session techniques in a NonWesterns environment 1 - Stakeholders’ relationship 2 - Analisys of the situation 3 - Guaraní living conditions 4, 5 - Creative sessions 5 - Future Scenario

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GUAZU - Graduation Project abroad (Bolivia) in collaboration with TU Delft and PLAXBURG S.R.L.

The Product GUAZU - Solar Dehydration system with urine diversion and inner switching system. - Suitable for a family composed by 6 people. - The product is meant to be integrated inside a house or for a separated cabin. - Prefabricated it can easily reach the place and be mounted rapidly. - Cheaper then the current solutions. - Shaped around the users and suitable for the manufacturing processes of the company. - It gives back free fertilizer.


Feb – Jun 2010

New Interface for PHILIPS Home Theatre System The project was a joint-venture between TU Delft and Philips in order to redesign the interface of the Philips Home Theatre System series 9000. My role in the project: - Working in a multinational team. - Designing the tasks for the Creative Sessions (ice-breaker games, interviews, sketch sessions, collages, mock-ups and paper prototypes) - Dealing with the users during the sessions. - Translating the info gathered from the sessions into tangible data for the Idea Generation. - Actively working together with the programmer during the design of the final prototype.



New Interface for PHILIPS Home Theatre System

The Process - What was wrong - Problem solving - Testing the new concept 1 - Analysis of the previous PHILIPS Home Theatre system 2 - Context Mapping and Creative Session with the users; comparing and rating the interaction of the new and the old system

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The old interface’s analysis with users: http://www.youtube.com/watch?v=syPNqq2EEd4


New Interface for PHILIPS Home Theatre System

ON/OFF Button Scroll Button Menu Button ! Button Info and problems resolutions

The Product NEW INTERFACE AND REMOTE CONTROL The new interface sample: https://vimeo.com/66712223 - Redesign the interface of the Philips HTS series 9000. - Users had difficulties with the device understanding, especially in the relation between the interface menu and the remote control. - Information overload. The results regard to two different items, the system’s interface and the remote control. The conclusions should be interpreted by seeing both products as one, due to their mutual dependence and the company’s desired working integration.

Fan interface Menu Smaller and intuitive structure Semantic Icons Menu and Screen The Menu does not occupy the entire screen


Jan – Jun 2011

Interactive Play Advertising device for SpiderPlay Project in collaboration with SpiderPlay, a Dutch company that design and commercializes advertising brand games for big events. My role in the project: - Working in a multinational team. - Dealing with the manager in order to understand and transform the new technologies and market’s trends into design’s specification. - Designing the tasks for the Creative Sessions (ice-breaker games, interviews, sketch sessions, collages, mock-ups and paper prototypes) - Dealing with the users during the sessions. - Interpreting the info gathered from the sessions and translating them into tangible data for the Idea Generation. - Creating three different Concepts to be presented to the managers of the company.



Interactive Play Advertising device for SpiderPlay

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The challenge Involving kids into the design process and dealing with the company’s requirement

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1 - Observation during outdoor creative sessions with kids of a local school 2 - Generative indoor sessions 3 - Translation of the data, some early sketches 4 - Embodiment Design

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Interactive Play Advertising device for SpiderPlay

The Product SPIDERPLAY INTERACTIVE FLOOR The Spider play floor is a modular concept of interactive tiles that can be temporarily installed on virtually any floor. Every module consists of 7 tiles that are fitted with RGB-LEDs and pressure sensors and which can communicate with each other. The floor can be laid out in multiple configurations and special joysticks can be added to increase fun, size and possibilities. The number of participants in a game depends on the game and the configuration and size of the floor.


Sep – Dec 2011

Multisensory game – Construction for children with vision impairment Internal project of TU Delft about exploring the human senses related to the interaction for the project. The goal was to design a playful but mature toy. My role in the project: - Exploring human’s senses through workshops. - Generate Ideas and test them together with the users. - Present the results and the prototype.



Multisensory game – Construction for children with vision impairment

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The Analisys Senses Exploration

1 - Chart of the Process 2 - Poster done while exploring the human senses 3 - Mindmap exploring the concept “mature” related to the human senses

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Multisensory game – Construction for children with vision impairment

The Product MULTISENSORY CONSTRUCTIONS Multisensory approach enriches the product experience, avoids unwanted conflicting messages, and results in products that are also comprehensible for users with sensory impairments. These Construction for blind children are a pure juice of the senses’ perception, translated into tangible characteristics. The pieces are entirely made out of a smelling wood able to release a smooth and fresh fragrance when it is handled. They have two main shapes made out of two different smelling woods. The surfaces’ intersections differ from the rest of the bricks, so it is easy to understand the parts of the bricks just by touching them.


Sep – Dec 2011 Interactive ticket

Internal project of TU Delft about exploring the Interaction between the artist and the visitors of a museum. My role in the project: - Exploring the current interaction through an observation in the field. - Interviewing some artists and people who are used to going to visit museums or photo-museums. - Elaborating concept. - Building a prototype and test it with the users in a real exhibition in a museum.



Interactive ticket

The Product INTERACTIVE TICKET Just try to imagine you going to see a nice Photo-Exhibition in a museum. At the box office you receive a weird cardboard ticket, in which you can see instructions to look for a single picture during your tour inside the exhibition; “when you will be in front of the Picture, remove the black stripe� says the instruction. Once you are in front of the picture you realize that there is a question regarding the artwork under the black stripe. This game forces you in a playful way to interact with the artist through the artwork. Then you can split the ticket, keeping one part for yourself as souvenir, handing in the part in which you wrote your consideration. The Interaction Ticket was tested during the Exhibition of the Surrealist photographer Chema Madoz at the Netherland Photomuseum in Rotterdam.


Interactive ticket


Feb – Jun 2009

New Running shoes for SUPERGA Project in collaboration with SUPERGA an Italian shoes company and the at Polytechnic University of Turin for the design of new running shoes. My role in the project: - Market research. - Designing the soles. - Graphics


The Product NEW RUNNING SHOES FOR SUPERGA This Design proposal was made in collaboration with two designers: Giovanni Duro and Francesco Avesio. The idea was to design a running shoes with a leather esoskeleton and a cotton upper for a good perspiration. We studied different kind of soles, in order to find the ideal shape that allows a good flexure and a good grip to the ground. In order to connect the product to the old Superga’s video spots and to give the idea of “extreme running” we did a catchy spot announcement as well (available at http://www.coroflot.com/ FrancescoLeuzzi/Design-Proposalfor-Superga).


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