Hannah Tomlinson / Industrial Design Portfolio

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HT portfolio May2021



Hannah Tomlinson March 2021 Industrial Design Portfolio


Hannah Tomlinson Hello, I’m Hannah Tomlinson, a fourth year industrial design student at Northumbria University. While I consider myself a well rounded designer, I find my skills are strongest is initial concept generation, communication and maintaining a critical eye for detail. I am greatly interested in responsible design and believe all design should be environmentally conscious. Having finished my degree I am excited to apply the skills I have grown in consultancy role.


Experience Matter Design Consultancy Design Intern

5 months

David Irwin Design Studio Design Intern

3 months

Education Northumbria University Design for Industry

2017present

New College Pontefract English Literature (A*) Maths (B) Art (C)

20152017

Crofton High School 9 GCSE’s graded A* to B

20102015

Achievments John Lewis Shortlisted in their ‘Somewhere Else’ Brief Wilko Design selected to be developed by Wilko (This unfortunately means I am unable to share this project) Howdens Shortlisted / Runner Up Gillette / Matter Group Project selected as ‘Gillette’s Choice’ (As a live brief, I am unable to share this work)



01

2020 internship / Matter

02

2019 internship / David Irwin

03

Carbon Counters

04

Playback

05

The Walking Bench

06

Non-Literal Product


01 WFH Matter are a multidisiplinary design consultancy based in Bath that works with a clientel ranging from start-ups to international brands. Their work includes industrial design, packaging design, forsight and strategy, concept vision, visualisation and prototyping.

At the start of May I began team at Matter were work team through google hang we used to share and coll

06/05


n my internship; due to COVID, the whole of the king remotely. I was introduced to the 12 person g-out video meetings. Miro was the primary tool laborate project work.

In Studio In August I moved to Bath to join Matter in their studio for 6 weeks. I enjoyed meeting everyone as well as the studio’s working atmosphere. The move meant I also gained access to the workshop.

03/08

11/09


Most of the projects I worked on are confidential and so can’t be shared but throughout each I gained insights into Matter’s design process as well as tangible skills.


Experience in: Creating: _Product landscapes _User profiles _Product language boards _Client Presentations _Presenting exploratory work to clients Visualising Design Ideas With: _Photoshop _Illustrator _SolidWorks _Waccom https://www.matter.co.uk/studio/


02

Irwin established his Design Studio in 2011 and has since been working with leading manufactures and companies such as Habitat, Deadgood and Juniper within the bracket of contemporary furniture and lighting design. His focus on material exploration attracted me to the placement position, the goal of all of Irwin’s work is to combine strong concepts with fundamental usefulness.


For three months I worked for David Irwin in his Newcastle based studio +workshop. I worked individually on a lighting project as well as with two other interns on group projects including Irwin’s stand at Clerkenwell Design Week.



I developed in various software programs including SolidWorks, Keyshot and the Adobe Programs. As well as digital work, I gained experience in a workshop environment; in all of David’s work he stays in touch with the materials and processes he is using. I greatly admired Irwin’s approach towards sustainability and his continuous work in building longer lasting, high quality furniture. Through our work with Bute Fabrics I began to understand the importance of story telling in design.


03 Carbon Counters *shortlisted*

A brief set by John Lewis design information communication an around screen-use iwthin the la


n team. The brief was centered around nd novel interactions. With thoughts ast century.


Digital Pollution The information communication and technology industry - which delivers internet, video, voice and other cloud services - produces more than 830 million tonnes of carbon dioxide annually. That accounts for roughly 2% of CO2 emissions.

Changing Behaviour The aim of my product(s) is to bring a physicality to a problem that users are detached from. Through familiar interactions, the products will demonstrate the physical work needed to provide the data they use. Interactions like pumping, winding, twisting and pulling all demonstrate this. As well as creating a ‘charging’ sensation.


The product language of a thought-provoking set of objects designed to create a tangible link between data use and a physical problem.


Initial Concept My first concept focused solely on the digital pollution created by emails. I tried to push the idea of a ‘physical inbox’ where the carbon emmissions tied to each email sent and secieved could be viewed and interactions were tactile.


First Design I used a soft foam to create simple shapes alonside wooden dowl. The spray painted foam almost accidentally looked like concrete, the two material combined created a grounded or natural look that combats the digital problem they tackle.


03 / carbon counters / grey foam + dowel painted models



Wind-Up Web The house’s internet hub: this attachment works like a wind-up toy. The user must wind-up the plug-in to ‘power’ their router. With each internet search the dial spins back. Each quarter spin representing 25g of CO2 emissions.

Email Thread To gain an idea of the carbon cost of an email, the user pulls out the string. With each email sent / received the string is pulled back in - the length dependant on the carbon emissions of the email.

Streaming Service Plugged into the TV, this device acts like an eggtimer. The user winds up the device which slowly ticks down through video streaming sessions. Having to rewind mid-show gives the user a sense of the emissions they’re using.


A lofi video that demonstrates the product’s functions. https://youtu.be/sHyloG2xv_8


07 Playback

For my Final Major Project I dev devices use analogue interactio digital music. The aim of the pro benefits of streaming music and


veloped three conceptual devices. The ons - taken from a radio - to control oject was bridge the gap between the d the satisfaction of tangability.


Analogue vs Digital The popularity of streaming services such as Spotify and Pandora suggest an upcoming movement towards more seamless and more integrated listening. However, physical forms of music such as vinyls, CDs and tapes are refusing to die out - and in some cases, see a resurgence.

How can I create interesting physical interaction which contol a digital medium?

Paper models allowed me to quickly highlight a single interaction.


Familiar Interaction There is a satisfaction associated with tangible interactions - the physicality of a button or switch. Especially in terms of an emotion driven medium such as music, where physical touch can be used to closely control and manipulate the tracks. The use of familiar shapes or devices created a preset as to how users might interact with the device.


Finding Form My first concept focused solely on the digital pollution created by emails. I tried to push the idea of a ‘physical inbox’ where the carbon emmissions tied to each email sent and secieved could be viewed and interactions were tactile.



1.0 Discover

2.0 Rewind

Analogue Feature: Antenna Digital Benefit: Unlimited Discovery

Analogue Feature: Volu Digital Benefit: Instan

The music we stream is constantly being evaluated to create new track suggestions. Streaming platforms provide users with access to an almost limitless music library. The discover device takes the antenna - an iconic radio feature to aid in the discovery of new music. The farther the antenna is extended, the more ‘new’ or ‘risky’ songs will be played. While the antenna is not extended at all, only songs the user frequently streams will be played.

Music streaming platforms listening history, from the very This device takes advantage access any song or artist you h large dial takes inspiration fr feature of most audio devices through the years and play e to in order of first listen. The L give the user a sense of time.

New tracks

Frequently played tracks


3.0 Connect

ume Knob nt Nostalgia Fulfilment

Analogue Feature: Frequency Tuner Digital Benefit: Increased Social Connection

posses records of our entire y first track you ever streamed. e of that ability to instantly have previously streamed. The rom a volume knob - a staple s. Twist the dial to scroll back every song you’ve ever listened LCD screen displays the year to

Despite our increasingly connected digital world, many music listeners find sharing music over streaming platforms more disconnected and less personal. Services such as Spotify allow users to view live the tracks their friends are currently playing. The Connect device uses a radio’s tuner however, rather than tuning into radio stations, connect to your friends. The different ‘ frequencies’ will play whatever your friends are playing.

Friend #2 is playing Love Story Friend #1 is playing Save Your Tears 1997, first listen to Candle in the Wind 2007, first listen to The Sweet Escape


The playback devices are accessories for the modern music streamer. Their functions highlight the exciting new features of music streaming whilst maintaining the satisfying tactility of analogue products.

Video A short video allowed to communicate the devices functions the most efficiently.



An 80s Vibe The intention of the devices is to remind the user that there are many benefits to streaming music. 80s technology advertisements and a retro neon aesthetic inspired the visuals. The aim here was to ‘sell’ the product - despite them being more conceptual - as new technology. To sell the exciting, new benefits of streaming as if was a new CD player. A series of posters and a printed magazine, all selling the devices as if they were new technology. The intention of the devices is to remind the user that there are many benefits to streaming music.



04 The Walking Bench

A competition brief from the RS encourage the elderly to travel cycling) for health benefits.


SA addressing the aging population: to via active transport (walking and


Sylvia Sylvia follows the same route from her home to the local shopping centre almost everyday - rarely deviating from her weekly routine. However does get a taxi when making slightly longer routes. Sylvia relies on a walking frame and is cautious about her balance; she finds long journeys tiring.

86 years old relies on walking frame


post office +5mins shopping centre

10mins

home

Sylvia’s walk Sylvia’s daily walk to the local shopping centre, taking around 15 minutes at her slower pace. She sits and has a coffee at a cafe here as a rest point before walking back home. When making the extra distance to he Post Office, Sylvia will get a taxi from home even though it is only a few minutes further than usual.

Can we find a way to inform her that it is only a 5 minute walk from her usual desination?


Awareness Without a smart phone and instant internet access, finding the best route and destination distances can be hard for the elderly. Can we encourage the elderly to make longer journeys on foot by raising awareness of key route times into popular areas?

The Built Environment Elderly people can be put off walking by a lack of public benches and toilets. enches are crucial for people with short stamina to take a break. Could a series of street furniture pieces known to be of assistance to the elderly promote active travel by giving the eldererly the confidence?



steel back

threaded steel rod recycled plastic bench

The Walking Bench The nuts, bolts, washers and threaded rods are all standard componants and so readily available for town councils - reducing the number of bespoke pieces reduces the cost of each bench.


The signs are secured with bolts and so can be updated if the bench changes position. Having the two pieces of information on seperate plaques means if needed - only the destination could be changed.


05 Non-Literal Product

Design a product with no pescri of encapsulated electronics and form, user engagemnt and inter


ibed function which conveys the image d not arbitary decoration. Considering ractive elements.



Form The form is a response to the word Streamline, I took elements from the decorative streamline moderne movement. The curves, horizontal lines and grooves are reminiscent of art deco style architecture without losing a contemporary feel. The club moderne and San Francisco’s maritime museum came as inspiration.


From initial sketches and finding a form, to an exploded view showing the final details. I sketched elements that become part of the final design and formed key product language details. Using clean horizontal lines and curved edges I follow the streamline architecture style in my final design.




05 / non-literal product / grey foam model


Bonus

A brief set to test our abilities o display your abilities on solidwo create an interesting video.


on various programs. The task was to orks, keyshot and premier pro and


05 / non-literal product / keyshot render



HT portfolio May2021


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