Time is an illusion

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time is an illusion

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03 03 TFR +5 03 03 03 time is 03an 03 i l l u s i 03 on 03 0303 03 The epidemic 03 of ‘ A f f l u e n 03 z a ’ continues to thrive within 03 consumer culture, suffering in a “time famine”. Even 03 with the proliferation of time-saving 03 services, deluded consumers, live their lives of stress,03 anxiety and dissatisfaction. “Everything 03 is amazing and nobody is happy.” due to leading modern busy 03lives. We must uncover the answer 03 to how to reconnect with what really matters and learn 03 to value what you’ve got. Success and 03 sanity, can they work in tune? 03 03


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t i a

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illusion

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Origin Consumers are bored, their minds have been moulded by creative outlets that have shorten their attention spans. Trendtype S o c i a l Trend Drivers |Born out of consumers|Attention spans diminish; smart phones provide the quick fix as we live our lives in a feed.|Everything has become so readily available|Consumers desire instant gratification |We demand more and more to feed our ‘boredom’, we are presented with quick fixes and fads, which die out once they pass the early majority goal post.| VWL


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trend drivers

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attention deficiency 003

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mind meld 0003

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03 micro trends

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003 attention Deficienc

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1 . . . 2 . . . z z z . How many seconds does a brand have to win over the media bombarded brain of the consumer? Evolving from the rise of mobile; information is now only consumed little and often from within a feed format you must be bold and brave to capture the consumers valuable brain time.

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impact

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consequence

01 Nokias thermo reactive outdoor ads promote the sensitivity of the new touchscreen, centered around users losing a single glove when taking one off to use the phone.

Brands thinking outside of the product focusing on the user experience and rewarding the first 100 participants whom have lost a single glove due to using touchscreen phones, with a new pair.

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Amstel Beer created a vending machine in the street that offers a free beer to any passer by, without instruction as to how to attain it.

Concentrating on the consumer experience aside from that of in store, encourages eco friendly lifestyle to be associated with Ikea as a brand.

The vending machine only reacts if the passer by can stand still for three minutes then rewards them with a free beer. Forcing the participants to ‘Take a Break’ and enjoy the reward.

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Ikea is providing encouragement for their consumers to travel with the Parisian eco–friendly car system ‘Auto Lib’. The cars were dressed with Ikea packages on their roofs to look as though the drivers were on their way back from an Ikea trip.


0003 mind meld

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This infinite theme changes and challenges the perceptions of ‘normality’. Square morphs to sphere. Light fades to dark. Quietude ricochets. A room is an endless cave of opportunity with chameleon coloured walls. This is a dynamic market that is full of one time only opportunities; this limitless shapeshifter cannot be restrained.

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Hu ca th ba

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impact

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consequence

01 The Google smart shoe knows up to 250 phrases that are said to the wearer to encourage exercise. They track physical activity and communicate with the wearer.

Removes all self motivation, in turn coercing the wearer to become reliant on virtually inanimate objects.

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Huggable Telepresence bear fitted with cameras, speakers and servo-motors that wirelessly send and receives data back and forth from bear to bear.

Saving the user up to 2 days a year on getting up to boil the kettle, iKettle seamlessly performs a menial task on your behalf. Again, slowly letting objects over rule your sub conscious.

Humanizing technology, creating a new bond between user and interface.

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Boil the ikettle from anywhere in your house with the iKettle app reminding you when to refill if the kettle is empty, when the water is boiled and when the correct time to pour the water is.


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00003 unhappy hour

Why are we feeling more time constrained when have so much time to attain? Regardless of additional leisure hours, surveys reveal that we spend the same amount of time feeling grouchy as we did 40 years ago. Burning chunks of free time watching TV and friending people is a technique people imagine aid in de-stressing, when in fact, effortful activities are more effective at helping us to relax. Burn the calories to singe the stress.

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Ti life

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impact

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consequence

01 Tell TaskRabbit what’s on this months to do list and hand pick your own TaskRabbit to tick off the tasks on your behalf. Pay when the to do list has vanished and wait until the next time.

Pretending to pass on your chores with no guilt but still complaining about too much to do? ..Thought so!

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Tikker the death watch that counts down your life in order to make the world a better place.

Turning your camping experience inside out. Escape to the storage unit.

So the watch die with me, yeh??

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Base Camp in Bon is a Hostel made up of old trailers and campervans to offer guests remarkable experiences.


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t i m e is an illusion key takeaways for the future VWL


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Value consumers time Get to the point, save the waffle for brunch.

you can only take a horse to water Some people, just like to be grumpy.

Deliver to the feed It’s the only place to consume information.

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Help don't hinder Time saving devices are fantastic, when they actually work.

Turn THE cogs Re-engage the c o n s u m e r s primal instincts. Make them think.

Offer the cure For consumers who are suffering in a time famine. Prescribe them.

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08 T e a c h a p p r e c i at i o n Motivate your consumer to make the right choices to add value to life.

Burn To singe distinguish good and Effortful aid in

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Disrupt at the barriers Create campaigns that will abrupt the n o r m a l i t y of the daily commute.

09 calories the stress between bad effort. activities relaxation.


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unhappy hour

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Attention Deficiency

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01| Nokia, Outdoor Ad, 2014. 02| Ikea, Auto lib, 2014. 03|Amstel Beer, ‘Take a Break’ vending machine, 2014. 04|Google, ‘Talking Shoe’, 2014. 05|Firebox, iKettle. 06|Telepresence Bear, Gadget, 2014. 07|TaskRabbit, Service. 08|Base Camp, Hostel. 09|Tikker, ‘Death Watch’, 2014.

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t i m e is an illusion reference points

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