BREAKING GROUND
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Breaking Ground /breɪ kɪŋ/ /ɡraʊnd/ To initiate a new venture; advance beyond previous achievements. [IDIOM] Made in Brunel is a reflection of the qualities and values of Brunel Design that are represented by every student it comprises, aiming to promote each individual and cherish the uniqueness of every designer graduating from this institution. As such, Made in Brunel is led by students only, to enable each yearly edition to accurately convey and promote the next generation of designers. Each year, Made in Brunel is directed by a new team, allowing us to present shared values and beliefs and communicate them to the world. As part of this, each year a new programme of events is created to engage with the industry, fellow designers, alumni and others with an appreciation for design. Thus far, we have a run a pop-up event in Central London, challenged Brunel designers during the 24 Hour Design Challenge, presented at Clerkenwell Design Week and cohosted an event with the Royal Bank of Scotland. All of these exciting exploits lead up to the most important event of the year — our annual showcase held in June at the Bargehouse, overlooking the Thames river on the Southbank, Central London. Although this book will be released during the event, it represents an entire degree’s worth of work. The students represented — not only in this book — have fuelled Made in Brunel with their enthusiasm for the last 11 years. Thanks to them, this platform is constantly evolving and finding new ways to represent and promote the next generation of design talent. Due to the strong links Brunel Design has with industry, students are exposed to a learning programme that balances theory and practice, as well as academic and professional development. This mixture of skillsets aids each individual in becoming a successful designer, with both depth and breadth of knowledge in a number of critical areas and awareness of their unique potential. We have been fortunate enough to embark upon this opportunity to learn and communicate to the world what Made in Brunel means to us and that we can change the world through the power of good design. We hope you’ll enjoy reading this publication — a collection of ground breaking ideas and innovative solutions. We are all Made in Brunel and this year, we are Breaking Ground
Sam Dill and Clare Kato, Directors of Made in Brunel 2016
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Brunel Design Made in Brunel is a student led collaborative platform which showcases the creative and technical expertise of Brunel Design, through a year-long series of creative industry and community facing events, culminating in the graduate exhibition in June. This year’s highlights have included the highly popular Craft Café at the Bargehouse (visited by more than 1,500 people), and the 24 Hour Design Challenge where student teams worked around the clock to respond to live briefs posed by our collaborative industry partners. “Breaking Ground” builds on the Made in Brunel legacy, introducing a new generation of innovative designers and showcasing an abundance of creativity, innovation and technical expertise. It is aptly named, as it marks the point where our students take the first steps of a new venture, and advance beyond their previous achievements. I am confident that this year’s graduates have the skills, knowledge and enthusiasm to help shape the future of the UK’s creative and manufacturing sectors, and make a meaningful contribution to societal well-being through responsible and appropriate design. I wish them great success in their professional careers.
Dr Ian de Vere, Head of Design
Dieter Rams’ first principle of good design is that it is innovative. He goes on to say that “the possibilities for innovation are not, by any means, exhausted”. At its best Brunel Design has an inexhaustible desire to innovate. By innovation I mean turning ideas into successful outcomes and this requires smart thinking alongside practical hands-on creativity and iteration. Successful design and innovation means thinking and doing in parallel. It also requires effective collaboration and I am proud of the incredible innovation eco-system we are building of alumni and companies, large and small, who understand the potential of design.
Stephen Green, Director of Teaching and Learning
Design is a critical act of combining vision and passion with in-depth understanding and pragmatism. It is not easy to be both a thinker and a doer, a visionary and a pragmatist. And it is exactly the appreciation of this healthy tension, that makes Brunel Design an outstanding higher education design institution — a place I believe in and enjoy working at. I take pride in our Brunel designers as the next generation of designers who understand context, people and processes and aim to use design to continuously improve life, one step at a time.
Farnaz Nickpour, Head of Admissions
Made in Brunel, what does it stand for? In my experience it stands for young, creative, practical thinkers who have taken pride in design and innovation with a fresh positive approach. The creativity of the students has been outstanding this year and I am honored to have been part of the experience. The future of the 2016 students is now set, it will be an incredibly exciting one in which Isambard Kingdom Brunel would be proud of, as am I. I wish success all 2016 students in their careers. Good luck.
Douglas Rosario, Technician
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Degree Journey Infographic to show the journey our students take.
The majority of the projects presented in this book are the result of seven months’ worth of intense work in the final year of the undergraduate program. The preceding two years (with an optional additional year in the industry) have extensively prepared the students to endure the exciting and challenging journey to culminate in this final year project. For a better understanding of the academic programme offered at Brunel Design, the following breakdown gives an insight into how each year of training acts as a solid base of knowledge and skill, to develop each of the individuals into talented designers. First Year Undergraduate (BA Industrial Design & Technology, BSc Product Design, BSc Product Design Engineering) When starting university, students must to go through a learning program to ensure all individuals start their career with similar skills. The course offers two routes: BA Industrial Design, for the more empirical designers; and BSc Product Design or Product Design Engineering for those who are more analytically focused. Second Year Undergraduate (BA Industrial Design & Technology, BSc Product Design, BSc Product Design Engineering) The second year is a broad and challenging part of a student’s degree. This intense year defines what kind of designer a student would like to become and prepares them for an optional year in industry. Students who do not wish to do a placement can fast track to Level 3. Placement Year (Optional) Between Levels 2 and 3, students are encouraged to apply the skills learnt so far in a placement. This is a unique opportunity to gain vital experience before starting a career in design. Instead of a professional practice, students are also able to complete an exchange year at one of the world’s leading design schools, namely TU Delft in Holland, SFSU in the USA or Politecnico di Milano in Italy.
Artwork by James Long 6
Third year Undergraduate (BA Industrial Design & Technology, BSc Product Design, BSc Product Design Engineering) The final year of the undergraduate program welcomes students back from their year out and those who decided to fast track from Level 2. The year is focused around a major project, which is compulsory for all candidates and is a demonstration of the skills learnt during their time at Brunel. The course focuses on specialising students and offers a selection of modules to best prepare them for their chosen careers beyond university.
Masters Postgraduate (MA Design Strategy & Innovation, MA Design & Branding Strategy, MSc Integrated Product Design, MSc Sustainability, Entrepreneurship and Design) The journey does not have to stop at the Undergraduate level, as Brunel Design offers four Postgraduate courses. The whole learning programme extends to a calendar year, incorporating exciting briefs from highly regarded organisations in the industry as part of this curriculum. These four courses specialise in the development of skills for a professional approach to design and innovation, applicable within a business setting. Postgraduate Research PhD Brunel Design offers the opportunity for a Postgraduate Research programme for those designers who want to stretch their capacity with this academic approach. Brunel strongly encourages and supports researchers to participate in both academic and non-academic activities such as workshops, seminars, conferences and social events. Brunel Design is not only one of the best places to achieve the integrated knowledge of engineering and design, but also offers a well-balanced theoretical and practical approach.
Core Modules BSc Product Design & Engineering BA Industrial Design & Technology Final Year Optional Modules
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Made in Brunel Behind the Brand — Clive Gee
Working on Made in Brunel is one of the things that I am proudest of in my time at Brunel. On the surface, it perhaps seems like a crazy idea. That a small team of students would volunteer to work on a huge project to represent their entire group and that they would choose to do this in the busiest and most pressured year of their University lives, does not sound like something that would happen each year and definitely not something that would generate huge competition for the role. But, it does, it works and — to those who go through it — it is a badge of honour that only those with similar battle scars can understand. There are those who would suggest that working on Made in Brunel does not help to develop designers, but I would disagree. Whilst it is not going to advance the grades of those who take it on through extra credit, the experience of doing it and of following it through across a whole year definitely helps to develop the project and brand management skills of those involved. Furthermore it develops the abilities of the students involved to take responsibility for delivering on time, in budget and to a standard which will usually exceed the expectations of a large and diverse group of professional stakeholders. Which of these skills are not vital to working as a professional designer? It is no coincidence that former members of the Made in Brunel team have gone on to establish companies and develop their own ideas far more frequently than most graduates. The experience that comes from managing a project with so many moving parts indisputably gives these designers the confidence to believe that they can achieve big things in their work, whether for established agencies, or in carving out their own niches within the sector.
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Made in Brunel is a learning experience, so it will never be all plain sailing. However the experience gained has real practical use, not least in learning how to pursuade people to go that extra mile to turn good to great. Made in Brunel is student-led and always should be as that is part of what makes it valuable and what makes it work. Each team can come at it in completely different ways and, for me, this is what keeps it interesting year on year. Sometimes we go over the same ground as previous years and sometimes I have to point out that whilst great an idea is not going to happen without a Lottery win to pay for it, but without exception every team I have worked with has managed to pleasantly surprise me with their creative solution to a problem at least once during the year. Besides being student-led, the other side of the coin, which is as important to its success, is that Made in Brunel is supported from within the institution. This is where those who question the utility of student shows have a point: if Made in Brunel did not have the budget and the support of the University to get things done behind it, it would not work half as well. Whilst not always visible from the outside, there is an important team of people across the University who help Made in Brunel to happen and it is a privilege to work with them. Made in Brunel is about quality and about creativity, allied to practicality and delivery. In the long-term, nothing makes me happier than seeing multi-year groups of Made in Brunelians working together and — to borrow this year’s tagline — breaking ground together on new projects. You are Made in Brunel, you do great work: whatever you want to do, go for it!
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Made in Brunel
Looking back, looking forward Clive Gee Brunel is 50 years old this year; a great achievement for a small former College of Advanced Technology, that had itself not long been separate from Acton Technical College. One of the key things that distinguished this University at its founding was an ambition to be different, and to bring a pioneering spirit to both study and teaching. Made in Brunel is one of the manifestations of that spirit and demonstrates why Brunel can approach the next 50 years with confidence. This year the University has seen a lot of looking back over the half century that Brunel University, now of course Brunel University London, has been in existence. For over a fifth of that time, it has also had Made in Brunel as part of its make-up building on the foundations of many years of Brunel Design before it, so this seems like a good time to reflect on how that has developed over time. It has been said before, but Made in Brunel was a controversial idea when it was developed. Questions ranged from would it detract from the University brand to whether it was really going to be student-led, was that a good idea, and of course, how were we going to pay for it? Any or all of these could have derailed the project right from the outset. However, with luck and determination Made in Brunel has survived and prospered, with its model based around trusting students and supporting them to try to build it better every time now firmly established in the University year. Made in Brunel owes a lot to the early years where it was established to allow for a degree of consistency — each year operates under the Made in Brunel name and is expected to showcase the best student work to a wide-ranging audience — but also had flexibility built in too, so that it can be reimagined each time if the team choose to do so, and crucially, it has always been “more than just a degree show”. Whilst the Showcase — initially at the Business Design Centre to consciously align ourselves with the biggest of Design events at the time, New Designers – was the focus, it was already clear that Made in Brunel, if successful, would demonstrate a new way of working with our students throughout their graduating year. There were, and are, many people involved in Made in Brunel, making it a huge team effort. That being said, it is unlikely that it would have got off the ground at all without the inspiration 10
and commitment of one of Brunel’s most inspirational and committed teachers, Paul Turnock — better known as PT to generations of students. PT has recently retired from Brunel, so now we can embarrass him by recording the thanks of all those who have gone through the Made in Brunel and Brunel Design experiences for his years of dedication. Hopefully alongside the embarrassment he is also a little bit proud as well of all that has been achieved. The Made in Brunel books are the physical reminders of each year, and they themselves tell a story of how Made in Brunel has changed. You have only to look at them all together to see how ideas evolve — from paperback to multi-fold personalised covers, from dazzling orange, to the year Made in Brunel turned blue and the more stripped back design of recent years. The one constant is that they are all spectacular. If you flick through the early years, you can see the fruits of our long-term collaboration with HSBC’s Educational Trust which enabled us to bring students from overseas to exhibit at the event as part of a global network. At its peak in 2010 this meant arranging visits from up to six students each from institutions in China, India, USA, Canada and Mexico, and accommodating their work alongside over a hundred Brunelians. The logistics of how to do this with a fixed budget called on the team’s ingenuity in different ways than normal for the average final-year student, but of course they were equal to it.
Moving to the present day, you hold in your hands the next chapter in the Made in Brunel story and if you are lucky enough to be reading this at the Showcase you can see it all around you. The 2016 team have taken on the challenge of building on the progress made every year since 2006. Made in Brunel is now something which is represented at every occasion the University connects with the world beyond the campus. This has grown to the point where there are now pop-up events, presentations in central London mid-year to corporate connections and an established 24 Hour Design Challenge, working on real company briefs. The Showcase — itself now across two venues on Southbank — is a packed programme of events, with the students’ work giving both the framework and the living proof of what it means to be Made in Brunel.
So, what happens next? Where will future teams take Made in Brunel? Come back and see us again to find out….
To follow this was a challenge and with the HSBC arrangement at an end there was a danger of Made in Brunel feeling reduced. However, the 2011 team made a bold move to a new venue and took the project in a new direction. Previously confined to one (admittedly large) room in the Business Design Centre, Made in Brunel moved to Bargehouse to take over a whole building! Not only that, but a building rather lacking in the more modern conveniences available in Islington. The development of this phase of the project has been to equip the teams with the knowledge and the skills to completely transform a derelict warehouse into a beacon of innovative design.
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Central Research Laboratory www.centralresearchlaboratory.com The Central Research Laboratory (CRL) is the UK’s first incubator dedicated to the success of “hardware” (physical product) startups.
Too often, founders with great products
CRL is based at The Old Vinyl Factory in Hayes, the former global HQ of EMI and home of the vinyl record industry. As well as employing over 20,000 people, the site was home to the original CRL — the R&D hub that brought the world stereo sound for home use, the CAT Scanner and airborne radar.
aren’t able to take them to market, not because the idea or team isn’t good enough, but because they lack the manufacturing expertise, funding, contacts or facilities to
During its pilot year, the CRL has supported a number of Brunel University London’s alumni (James Atkins, Cara O’Sullivan, Solveiga Pakštaitė and Bola Adegbulu) to build new businesses. It is now accepting applications to its second programme.
make it happen. That is where the CRL comes in. — James Nettleton, CRL
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Get in touch at hello@centralresearchlaboratory.com to apply!
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Communication & Technology
Design Consultancy
Co-Innovate www.co-innovatebrunel.org.uk Since 2004 Co-Innovate has been linking business to the incredible range of human, research and physical resources available within Brunel University London. Based on the principles of collaborative design-led innovation our plans will lead to engaging 240 more companies and setting up 120 further collaborations. Capitalising on the quality of Made in Brunel students’ work is central to what we do and has led to projects with: Marks & Spencer, Guys and St Thomas’ Hospital Trust, BT, Jaguar-Land Rover, Heinz, Sony, Coca-Cola, Arup, Joseph Joseph, Heathrow Airport and many others. Many of the excellent project collaborations featured in this book have been supported by the CoInnovate team. This brings benefits to the students, the companies involved and the University.
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Consumer Product
Industrial Review Evenings Now well established in November each year, final year students from the design courses are joined by over 120 industry experts and academics to review the early stages of their final year project. The design experts provide great ‘real world’ advice and guidance to the students. It is also an important opportunity for developing presentation skills and network contacts.
Supporting Students Collaborative Student Projects Over 100 collaborative student “Major” projects have been set up since 2014 with a wide range of organisations, many of which are included in this book. We also match-make groups of students with companies to “crowd source” ideas. For example we are working with BT, Marks and Spencer, Bosch and Unilever in this way.
Supporting Business Events Co-Innovate have lead 211 events since 2012 including skills workshops designed to provide practical support and skills to SMEs, Branding and Design Management professional development workshops for international clients and Knowledge Exchange and networking events opening up access to the research and expertise within Brunel University.
Lighting industry collaborations Designplus has worked with the Lighting Educational Trust (LET) and Brunel’s Placement and Careers Centre to develop strong links with the booming international lighting industry. The sector has a strong demand for the distinctive Brunel combination of technical knowhow and creativity. Over 50 students have taken part in year long placements with lighting companies since 2012.
Research Collaborations Co-Innovate support student and academic collaborations, this can include facilitating R&D funding applications and helping connect businesses to academic teams with particular research interests and expertise.
Other
Entertainment
Technical
Defence
Toys
Sport Design for Health
Transport & Logistics
Marketing
Packaging
Food & Drink Lighting
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Placements & Careers Nadine Scantlebury
Brunel Design continues to go from strength to strength, with students completing industrial placements and exchanges throughout the world. This year in particular, saw over 86% of our students completing their placement year internationally, in countries such as China, the USA, Italy, Holland, Denmark and Monaco. Brunel Design has excellent links with the Politecnico di Milano, TU Delft and San Francisco State University, which provides the invaluable opportunity to study abroad for 1 year, often undertaking master’s level modules. Students can develop skills to a specialised level, work on diverse projects, whilst gaining fantastic cultural experiences. Placement opportunities are broad and cover a wide range of areas including product design, industrial design,
UK Placements Aether Lighting Armour Home Avon Protection BecoThings Blueprint Sub Sea Brunel Design / Made in Brunel Cambridge Consultants Central Research Laboratory Chanel Charles Austen Pumps Crown Packaging DEMAND Detector Testers DeVol Kitchens DPA Lighting Consultants Drift Innovation Dyson Firefly Lighting Design Formula One Management Foster + Partners Fuse UK Futurama Guy’s and St Thomas’ NHS Foundation Trust Haberdashery London
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engineering, lighting, graphic design, packaging, interior, branding and digital design. The Professional Development Centre (PDC) at Brunel has successfully helped to connect employers with students for placements, internships and graduate level roles. We have organised several guest lectures from our industry partners, providing up-to-date industry knowledge and the opportunity to network with design professionals. If you are interested in taking on a Brunel student please contact us at design-placements@brunel.ac.uk
Hasbro Hoare Lea Lighting Identity Consulting Indesit Industrial Design Consultancy Integrity Jaguar Land Rover James Purdey & Sons John Cullen Lighting John Ewans Design Jonathan Coles Light Bureau L’Oreal MAC / Estee Lauder Masters Exhibitions Medivance Instruments Mondelez Mothercare P&G Paperdog Paul Cocksedge PDD Philips Photonstar LED Roper Rhodes SMR Automotive Stateside Skates Team Consulting
Therefore TP24 UCB Celltech The Walt Disney Company West London Shooting School Whitgift School Wrigley
International Adidas Atelier Remy & Veenhuizen Design Concern FabLab RUC Flex Innovation Halskov & Dalsgaard Design Koroyd LEGO Tecatech VanBerlo
Exchange Politecnico di Milano San Francisco State University TU Delft
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Artwork by Chris Ricketts
PERSONAL INFORMATION ABOUT THE STUDENT
Wayfinding Page A guide through the book
SURNAME BY ALPHABET
PROJECT COLLABORATION AND/OR FUNDING
COURSE
POSTGRADUATE RESEARCH (PhD) POSTGRADUATE (MSc, MA) UNDERGRADUATE (BSc, BA)
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PROJECT INFORMATION
MODULE PROJECT TITLE
PROJECT DEVELOPMENT AND SOLUTIONS
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Contents A–D
Brand Futures
E–H
Birdseye Projects
J–L
Masters Group Projects
Pages 24 – 69 Individual Projects
Pages 70 – 86 Individual Projects
Pages 87 – 111 Individual Projects
M–O
Pages 112 – 145 Individual Projects
P–Z
Pages 146 – 191 Individual Projects
Pages 194 – 255 Group Projects
Pages 256 – 261 Group Projects
Pages 262 – 269 Group Projects
BT Projects
Pages 270 – 277 Group Projects
Student Directory Pages 278 – 288
Comapny Directory
Pages 290 – 292
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PROJECT HIGHLIGHTS
4 3
6
8 2
5 1
Assistive 1 – Jon Cooper (54) 2 – Sam Dill (68) 3 – Param Gohil (78) 4 – Rory Lewiston (102) 5 – Richard Marsh (114) 6 – Steph Monty (134) 7 – Lizzie Pearce (148) 8 – Dorothy Wheeler (184)
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PROJECT HIGHLIGHTS
1 2
5
3 4
6
Consumer 1 – Lidia Baszak (28) 2 – Paris Dean-Vigrass (64) 3 – Ollie Hatton (84) 4 – Clare Kato (90) 5 – Alfie Munden (140) 6 – Sebastien Ng Lei (144) 7 – Harrison Page (146) 8 – Georgi Venchev (174) 7
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Service 1 – Annie Maxted (118) 2 – Aoife McCarthy (120) 3 – Sam Mitchell (132) 4 – Dom Waring (178)
1
2 3
4
1 4 2
Technical
3 5
1 – Ben Armstrong (26) 2 – Jack Biltcliffe (32) 3 – Christian Haimes (80) 4 – James Long (110) 5 – Charlie Sekers (164)
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SIMONE AMATO
simoneamato@hotmail.co.uk BA Industrial Design & Technology Great things never come from comfort zones.
Major Project
Interactive Safety Signage The design focuses on the modernisation of safety signage, to address the current problem of lacking relevance in the age of consumers being almost constantly connected to technology. As a result, safety signage is becoming ineffective and easily dismissed. The interactive safety system allows users to engage with safety warnings within high-risk environments, as it will be introduced into the
Brady Corporation 24
preliminary stage of the working routine. The touchscreen interface relies on the user having contact with the screen, as each tactile interaction is a confirmation that the user is aware of the safety risk ahead of them. This can be an added benefit to the company and safety management in terms of monitoring who has made confirmations of safety compliance. Added features such as gamification have been added to the system to reward users for safety compliance and productivity.
Graphics Project
Calmbox The Calmbox is a product extension for Twinings that allows the user to infuse their own custom blend of tea. The three different loose teas, renowned for their calming properties, come within a wooden tea box. The tea box also features a guidebook, tea infuser and measuring spoon and promotional postcard. The project focuses on mimicking Twinings’ brand identity, including attention to detail in terms of ‘calm’ colour schemes and the suitable tone of voice. The selected tones of pink, blue and lilac stem from the individual tea ingredient and all three dominant colours belong together to create a harmony of products. 25
BENJAMIN ARMSTRONG
ben@electrondesign.co.uk electrondesign.co.uk BA Industrial Design & Technology I used to work as a nurse. My experiences showed me what real empathy looks like.
Major Project
Myo — Developing more Affordable Robotic Prosthetics. Myo is a robotic prosthetic designed for above the elbow amputees. The aim of the project was to reduce the cost of such prosthetics. The majority of the current market can’t afford existing solutions. The final results showed that, compared to the current market leader, a 98.2% cost reduction was achieved, whilst also doubling the maximum lift capabilities of the arm. All other specifications were directly comparable. The dramatic
UCL & The Institute of Orthopaedics and Musculo-skeletal Sciences & James Dyson Foundation 26
cost reduction was achieved using a number of novel design techniques including 3D printing, modular design and intelligently chosen product component portfolios. To expand, electronic components were lifted from larger markets, such as RC cars, in order to reduce the cost of the product. The arm is controlled using EMG sensors embedded into the users prosthetic socket. Myo has successfully and dramatically increased the accessibility of robotic prosthetics.
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LIDIA BASZAK
baszak.lidia@gmail.com behance.net/lidiabaszak BSc Product Design My eye doctor told me to change my profession. I don’t think that will ever happen!
Major Project
LipstickLab — Make-up Bridging the Physical and Digital Worlds Keeping up with fast-changing beauty trends and the saturated beauty market can become confusing. LipstickLab is an innovative lipstick device paired with an app that obtains user’s preferences and guides them through a process of generating a customised colour thanks to a unique built-in refill mechanism. To provide an engaging experience the user performs the final lipstick set up by rotating a smart exchangeable part that was
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designed to be used across a future device family. It links wirelessly to a smartphone that receives latest updates on trends. The visual language of this compact product is a balance between a form of a lipstick and a smart device, giving a feel of a creative make-up experience. The product encourages women to challenge the convenience and express their personality. This is a future vision for customised make-up; an exciting bridge between the digital and physical worlds.
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OLIVER BATTLE
olliebattle@hotmail.com BSc Product Design My time at Brunel and year at Foster + Partners has nurtured an immense appreciation of both design and the built environment.
Major Project
Phase Change Material for Thermal Storage Modern, lightweight construction lacks thermal mass — these types of buildings tend to overheat in the summer, whilst struggling to retain heat in winter. Additional heating and cooling is therefore required to keep these buildings comfortable. In collaboration with architectural firm ASTUDIO, the aim of this project was to explore the potential of phase change materials as latent heat storage units. Analysis of many PCMs
ASTUDIO 30
highlighted salt hydrate as a suitable material with unique aesthetic qualities. The concept creates a new usage scenario for salt hydrate PCM, incorporating the material in a modular, adaptable partition that can be adjusted to meet user requirements in many different settings. In this aspect, it aims to compete for a larger target market than its competitors with emphasis on the product being retrofitted into existing buildings.
Brand Future — Fitbit
Playfit Current online gaming does not often facilitate lasting, strong connections between players, creating superficial bonds that only last as long as the game. Playfit is a novel, tactile controller for the augmented future, encouraging playful interactions between Fitbit users on their day-to-day commutes. The compact device provides a tangible gaming experience through the metal analogue stick.
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JACK BILTCLIFFE
jackbiltcliffe@gmail.com jackbiltcliffe.com BSc Product Design Engineering To 3D print, or not to 3D print — that is the question.
Major Project
Novi — 3D Printing with Portland Stone Waste Waste from quarrying Portland stone, a type of limestone, is suggested to be between 80% to 90%. More increasingly than ever has the relevance of waste in this world become important. Therefore, we must show that waste product does not have to end its life, but instead be a new beginning. Through iterative experimentation a limestone paste extrusion process has been developed. Novi is a 3D print mechanism, which has been designed from the ground up, to work
ASTUDIO & James Dyson Foundation 32
with the paste extrusion of limestone. The unconventional 3D printing mechanism allows for any flat surface to become a build area. The first phase of the technology looks to help with the regeneration project happening on Portland through the creation of a sculptural piece. Further development is under way with other practical applications considered which could impact the architectural industry.
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JAMES BURCHILL
james@materialintuition.com materialintuition.com PhD Design I’m a materials researcher trying to put the latest materials into the hands of the designers. I provide customised hands on workshops about radically innovative materials and study how we can improve the dissemination of these amazing new technologies.
PhD Research
Explaining Radical Innovations for Practical Use
Light Touch Matters 34
More materials are being developed now than ever before but designers are locked out of using these materials as they are often described with specialist technical jargon, hiding the design potential. These innovations are often underused or sit on a shelf for years. Without better explanations we are losing opportunities to use amazing innovations which can completely change what is possible with design, adding new functions, manufacturing options or changing a product’s life cycle. My research focuses on creating a repeatable method to explain these radical innovations, trying to get across the potential use and limitations of the material by focusing on the details designers
want to know. I focus on how to accomplish this in two ways; the online explanation and real world workshops. The goal is to empower designers to use these new materials in future designs, creating innovative products that would not be possible with other materials. Currently I run a wide range of materials workshops involving companies of all sizes, whilst continuing to source materials from across the globe. Hopefully I can get involved with more and more companies providing support on materials that can change what we design. If you are interested in holding a workshop please contact me using the details above.
Left Workshop hosted with University College of London’s Institute of Making Other Materials including: coolmorph, ferrofluid, bright green, foamed metal and fibre optic embedded wood.
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ANNA BRAMHAM
design@annabramham.com behance.net/annabramham BSc Product Design We can’t solve problems by using the same kind of thinking we used when we created them.
Major Project
Hybrid Head Protection In recent years there has been a huge rise in the popularity of wearable action cameras for sports use. However, there are no safety regulations for helmet-mounted cameras. Many products on the market permanently damage the helmet’s carefully designed and certified protective structure to a degree that compromises the safety of the wearer. This concept considers the helmet and camera as a whole system, one that is fully integrated to offer better impact absorption
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properties and head protection. The camera has been designed to absorb low velocity impacts that fall within the helmet’s safety criteria limits and in severe impacts, the camera will dismantle to minimise additional injury to the user. The final concept is low profile and lightweight, designed to be used across a whole range of action sports such as mountain biking and rock climbing.
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JENNIFER BRYANT
jennifer.fbryant@aol.com BA Industrial Design & Technology Remember to keep smiling. At some point the endorphins will kick in.
Major Project
TAKE TWO TAKE TWO is a long-term mentoring service to support homeless individuals. The primary aim is to recognise an individual’s identity through friendship. It has been recognised in recent years that providing housing is not a stand-alone solution to the situation of homelessness; every individual has a unique story leading them to their current predicament, and will continue an equally unique path of recovery, determined by their context, capabilities and needs.
Innovation Funding 38
Recognising the crucial support provided by caseworkers, the design solution seeks to expand the availability of 1:1 psychosocial support utilising the skills of trained, volunteer mentors. The mentors provide 1:1, regular and consistent support to their mentee. An online platform will allow mentors to communicate with professional social workers, employed by the charity. The social worker’s role will be to remotely supervise the relationship and provide assistance.
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JAMES BUCK
jamesbuck21@gmail.com BSc Product Design The first step towards failure is trying.
Major Project
Type III Guitar In terms of hardware and structure, the traditional design of the electric guitar has left no easy opportunity for simple modifications to the instrument. Due to this, some guitar players may find customising their guitar intimidating because of their lack of knowledge, skills and equipment. Type III Guitars developed a prototype guitar that featured a cast aluminium frame that tensions the strings to allow for interchangeable neck profiles to encourage the user to explore more playing styles and guitar sounds.
Type III Guitars 40
The aim of this project was to rethink the design and introduce more ways that the guitar could be customised. The end result is a guitar constructed in layers composed of a body that will house electronics and a decorative cover plate bolted together by two aluminium frames. The top frame features two points at which a separate neck profile can be attached to using thumbscrews.
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LODOVICA CATALANO GONZAGA
lodovicacgonzaga@gmail.com BA Industrial Design & Technology Whata are you talkinga abouta? I don’ta have a stronga Italian accent!
Major Project
Fuse
Developing countries are experiencing an increase in the production of plastic waste. Nevertheless lack of infrastructure and corruption are among the main causes for the inefficiency or absence of a proper waste management system. Aware of such an intricate context and of the scarce resources available, this project aimed to change individuals’ perception and behaviour by transforming plastic waste into a commodity material.
Engineering Without Borders & Reignite Action For Development 42
Inspired by the recycling techniques used in developing countries, a simple press mould was designed. Once heated, the mould manufactures beautiful plastic tiles, the use of which is extremely versatile and can be defined depending on the user’s needs. Eventually, the use of the press and the demand in plastic tiles would guarantee economic benefits to all the parties, including the poorest, who would increase their daily income by collecting and then selling plastic waste.
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REBECCA CHURN
rebeccachurn@yahoo.co.uk behance.net/rebeccachurn BA Industrial Design & Technology During my exchange I got within three metres of a bear.
Major Project
Hydrogen Powered Rocket Toy Designed in collaboration with Wow! Stuff, this hydrogen powered rocket toy aims to be both fun and educational for children and adults aged 8 upwards. A safe volume of hydrogen is generated through electrolysis of water allowing the user to learn about electrochemistry as well as basic rocket science in action. It is a closer replication of how a life-size space rocket works than other types of toy rocket currently on the market, such as those powered by compressed air.
Wow! Stuff 44
The design has been carefully considered to allow the user to see how it works and include necessary safety features such as an emergency stop button. The controller has a built in LED launch countdown, which increases the suspense. Development focused on intellectual property research, increasing the efficiency of the electrolysis system and the assembly and configuration of the individual components.
My final year logbook travelled across three continents.
JAMES CLARKE
jamesclarkeindustrialdesign@gmail.com BA Industrial Design & Technology
Major Project
Triton — Intelligent Impact Vest The Triton intelligent impact vest is a protective device, designed for use by big wave surfers. The objective was to prevent drowning incidents in the sport of big wave surfing. Since the emergence of interaction with giant, outer reef waves with trough to crest heights of 8 to 20+ meters, a whole host of safety issues have arisen. In a big wave wipe out, a breaking wave can push surfers down to 15 meters below the surface. Once the buffeting stops, they have
to quickly regain their equilibrium and figure out which direction is up. Surfers may have less than 20 seconds to get to the surface before the next wave breaks. The Triton impact vest works by integrating a pressure sensor with a CO2 inflatable system placed inside a protective outer shell. The sensor detects if the user has been held under for an elongated period and self activates the inflation unit, raising the user to the surface.
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SAM CLARKE
samuelclarke1994@gmail.com BSc Product Design Engineering “Do or do not. There is no try.” — Yoda
Major Project
Tension Tuning Tension Tuning is a product innovation developed for guitar enthusiasts that looks to increase both the efficiency and accuracy with which a guitar can be tuned. In doing so the solution also addresses existing issues of inclusive design; where current tuners on the market utilise both sight and sound exclusively. Tension Tuning differentiates itself by using haptic
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feedback, the feeling of touch, in order to communicate when perfect pitch has been reached by the user. This is achieved by providing a notable change in resistance when rotating the tuning head. During the course of the project, a mechanical solution to achieve this function has been developed in parallel to its ergonomic and user centred considerations.
Graphics Project
Catan: A New Beginning Catan is a popular board game first published in 1995 and originally designed by Klaus Teuber. Since then, its visual identity has remained largely unaltered. For the purpose of this redesign, the game has been reimagined for the current market, taking inspiration from space exploration. To provide additional support for the game’s new context, a three dimensional board has been used in conjunction with raised playing pieces.
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AMBERLEY COLBURN
amberley.colburn@gmail.com BSc Product Design Engineering I once ate a whole pineapple and it made my tongue bleed.
Major Project
The Quick Parents Guide: Menstruation for Girls
The Dave Granshaw Foundation 48
Currently the education about menstruation in schools is inadequate and often too late. Therefore, it is vital parents educate their daughters at home before the onset of menstruation. Due to lack of knowledge and the taboo nature of this topic, many parents find this a difficult and daunting task. This project aims to improve the home education of menstruation for all parenting situations by designing a deck of interactive information cards. These cards include all the information
needed to communicate and educate young adolescent girls to ensure they are well prepared for menarche. The unique features within these cards are the ice breaking tools and activities. They have been specially designed to help face-to-face communication and fully prepare young adolescent girls. With the use of lighthearted illustrations and infographics, and minimal text, these cards are fun and easy to read.
Design in the Public Sector The call for reformation: Part 1
The Design Council thinks so. They propose that design thinking and methodology used in the right way with inclusion of all key stakeholders can provide the solutions to some of the most pressing issues of our time. One of the most prevalent demographic challenges to face the UK, over the next 50 years, will be our ageing population. It is predicted that by 2040 almost one in four people will be aged 65 or over, (Age UK, 2015). With our average lifespan improving year on year many services must adapt to accommodate the growing numbers of elderly clients- most affected by this are the health and care sectors. So far, it is in these sectors that the Design Council have focused the majority of
their efforts initiating competitions to solve problems for dementia patients or working with hospital care staff to redesign their equipment and service. One consequence of the deemed “Silver Tsunami” is of personal concern for many families, as the cost of care support for elderly people has become unaffordable for the majority. With the UK average yearly rate for residential care homes currently sitting at £29,250, (Paying For Care, 2016); it is no wonder then that this has been the topic for discussion in numerous sectors, with many experts suggesting potential solutions. An excellent example of a social innovation project, in answer to this challenge, is the “Give and Take Care” scheme developed by Prof. Heinz Wolff and his team at Brunel University. They have proposed an alternative pension scheme that will see citizens becoming active in the care of other members of their community, incentivising people to give time now in order to receive support themselves in the future; in other words paying forward for their care. In an interview, Dr Gabriella Spinelli, a co- lead on the project from Brunel, discussed the importance of this social revolution. Dr Spinelli defined the opportunity for the designer to draw awareness to the public social challenges and to highlight the needs of the minorities, which are often neglected. In her opinion, design has failed people differently able, by designing for the condition not the
person; overall as an industry it has not given enough thought to designing products to assist people with disabilities to live fulfilling lives. “The challenge when considering service provision is that the experience derived from service fruition is very personal and may vary considerably” Dr Spinelli says. She stresses the engagement of service users as a key element of Give and Take with the intent to transform care from “what you ought to have to survive, to what you wish to have to have a fulfilling life as individual. For some people this may mean help in the garden, in the kitchen, in personal care or a simple chess game to feel cognitively and socially stimulated”. Dr Spinelli explained the open possibilities of the “Give and Take Care” scheme. Such service user’s engagement is extended to all other stakeholders of the Give and Take Care scheme and in many ways it embodies the principles of a co-design approach. Who better to decide what is needed from a service than the users and providers themselves? A well designed service must be mutually beneficial for all parties, as well as sustainable in terms of resources and finances. This article continues on page 53
Contextual Article by Jenni Bryant
In 2013, the Design Council launched the second of their initiatives to change policy in Britain. “Design in the public sector” sought to increase the knowledge and ability of public sector workers to use strategic design skills to solve key challenges and better inform the service commissioning process, (Design Commission, 2013). Its aim is to engage civil servants from a mix of roles and disciplines; training staff to “reframe their challenges” from the perspective of the user and therefore develop more appropriate solutions (Design Council, 2015). However, in light of the recent actions of the UK government and the pending changes to public spending in the face of austerity, can this approach provide scalable solutions for nationwide services? Can a “bottom up” approach to service design help shape the UK’s future public sector?
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HOLLIE COLLINS
hollie.collins@btinternet.com BSc Product Design I used to compete in synchronised swimming and I am going to go back to it once I have graduated!
Major Project
Pathway to Fitness for Obese Individuals In the battle to get fit, it is often the fear of the gym environment and the people within it, which can prove to be the largest hurdle for obese individuals to overcome. Collaborating with BIG Health & Fitness, this project aims to create an easily accessible, approachable and supportive sign up routine, that can be carried out individually or by a GP. The service provides a welcoming introduction to the gym environment, by offering access to trainers and mentors who are able to give help and advice to the users.
BIG Health & Fitness 50
The main touch points of the service are; a friendly and informative GP leaflet, a social website where the individual can seek advice, book a meeting with a trainer and once a member have access to the online community. This service has been based around communication and community to give obese individuals a gym service that they feel comfortable and confident using.
Brand Futures — Yik Yak
Explorer Net This outdoor, handheld device connects children in the local vicinity, by encouraging them to go on adventures together in their local parks using a virtual creature collecting game. As they explore, they scan the creatures and as more wildlife is added, the virtual net becomes bigger, highlighting the children’s progress. Once home, the child can plug their explorer net into their tablet and record their discoveries.
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LUCY COOK
lucyelizabethcook@live.co.uk MSc Integrated Product Design A motivated & analytical designer with sports lifestyle & spatial industry experience.
Major Project
One Pack, One Birth This project aims to address quality of care during childbirth in Sub Saharan Africa, encouraging women to seek modern medical care rather than use often dangerous traditional practices. The pack has two parts: the compostable inner containing sterile medical equipment
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for birth and the outer shell, which doubles as a bath or storage container post-birth. A program run in country allows clinics to source appropriate gifts to fill this box such as cotton wool, oats and cloth for the mother to take home with her and encourage more women to visit the clinic.
Design in the Public Sector The call for reformation: Part 2 Part 1 is located on page 49
While co-design’s relevance to service improvements is widely recognised within the design community, those un-enlightened to the skills of design thinking still have difficulty imagining the potential benefits. One of the biggest challenges for the Design Council (2015) and similar bodies has been to convince key officials and local authorities of
the value of design. They noted the challenges to the sustaining and scaling approaches are the constraints on resources and capacity, and dealing with organisational cultures that do not support design-led thinking. In a world ruled by agendas, spreadsheets and statistics, perhaps what is lacking from the argument is any quantifiable improvements, (Mulgan, G., 2014). Change can be scary, especially in an institution like the welfare state, but for social innovation to be truly successful it requires a creative solution to drastically change the way we behave and see the world. When embarking on a service design project, in local or national government, the key is to help everyone involved perceive the tangible difference it could make for them. It is hoped that with a growing body of successful projects the argument in favour social innovation will become stronger. As the pressures on public sector services grow and more cracks appear, people will need to take the chance and invest in the emerging design-led projects. A revolution is necessary and like it or not people will need to look for new solutions, and it appears design thinking may hold some of the answers.
A full version of this essay with references can be found at madeinbrunel.com
Contextual Article by Jenni Bryant
Dr Spinelli identified trust as the main barrier faced by the “Give and Take Care” scheme, as it brings a disruptive innovation to society. It is something that has not been done before; hence people have no experience by which they can assess whether “Give and Take Care” will be successful. “If they put the time in now, will the service still be available and will they be able to get the time back when they need the care?” A challenge, while specific to this service, alludes to similar problems faced by other emerging, unique social systems. When discussing the sector’s attitudes towards design, she said that there is “a differing understanding of what design can offer. Some people understand its potential, whereas others believe it is simply the final gloss.” Generally, though, the future for this project looks to be very positive, Dr Spinelli noted that “people are beginning to realise there is no alternative, unless communities start to pull together and works towards a solution”. The fundamental fact is that pensions are not stable and the cost of care is too high. The current system can’t continue to absorb the predicted demographic changes.
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JON COOPER
jdcooperdesign@gmail.com BA Industrial Design & Technology I collect many different magazines and publications! I have a passion for editorial design.
Major Project
Saving Water in Cameroon The brief provided by EWB was to “create a household water saving device and educational program to help educate the local people into water conservation for the district of Bambui”. Large quantities of water are being wasted within households, therefore informing and involving them in water conservation programs is critical in restoring a suitable amount of water usage per person. I decided to look at implementing a new showering device to
Engineering Without Borders & Reignite Action For Development 54
be used to replace “bucket showering” and “showering by parts”. The idea is based on combining local materials such as a bike pump and PVC tubing, to increase the pressure on the water before siphoning it out. The final submission is a tool-kit with two custommade injection moulded parts, a jerry can cap that can screw onto a 25 litre jerry can, and a Shower Head ball valve.
Graphics Project
Nitro Coffee
This concept was produced to showcase the possibility of a large multinational company producing the new hipster trend of “Nitro Coffee”. The brand was chosen, as it provides the perfect consumer base for such a product to flourish. The own brand label also provides perfect brand
language to portray the “Nitro Coffee” as a premium drink. It was chosen to enhance the chemistry feel of the product, which enabled the product to reach a very defined and unique look for the final designed outcome.
Brand Future — Pimm’s
Flutter Flutter is a “social butterfly”. It is a high technology drone that can fly seamlessly into an environment of people, be caught, recognise peoples’ fingerprints and increase acrobatics the more interaction it has! Flutter aims to increase social interaction at “social” events, beyond the crowd guests arrive with. It is an antidote to social isolation and a catalyst for participation and engagement. With its special wit and charm, Flutter engages all who lay eyes on it and creates the opportunity for people to interact.
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MATTHEW CORLESS
mscorless@gmail.com BSc Product Design With privacy and an accessible speaker system, DEC is an underrated space late at night through to the early hours of the morning.
Major Project
Schools Without Walls — Acoustic Blinds Educational environments are becoming increasingly more adaptable with their open-plan teaching spaces catering for new ways of learning. The Acoustic Blinds are a sound control solution for open plan environments. Primarily designed for use in schools the solution can be retrofitted or integrated into any indoor setting. Built to dampen acoustic energy, they reduce reverberation time and lower sound pressure levels within their fitted
ASTUDIO 56
environment. The Blinds have a number of configurations and are designed in a modular fashion, using a grid system the units can be ferried across a set space and installed in larger quantities, only hindered by the size of the inhabited space. Each arrangement (i.e. tilted, raised etc.) has a relative acoustic performance value and with a wide range of operational configurations the user can feel more in control of their auditory senses.
Brand Futures — Guinness Nigeria
Vuvuzela The Vuvuzela offers friends and family the chance to show their love and appreciation during key moments throughout their lives. Traditionally used during wedding ceremonies and the parties which precede them, the Vuvuzela can be visually personalised, embodying traditional values and pushing away from the mass marketed novelty stadium horn we are more familiar with today.
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NIAMH COURTAUX
niamh.courtaux@gmail.com BSc Product Design University is easy. It’s like riding a bike and the bike is on fire, and the ground is on fire, and everything is on fire because you’re in hell.
Major Project
Breast Cancer Educational Toolkit Breast cancer is the most common cancer in the UK, with on average 140 women being diagnosed every day. Early detection is key to enable better treatment and in turn increase the chance of survival. This project aims to change the way young women are educated to help spread awareness and encourage women to be more open about their breast health. The toolkit is designed to be used as an educational resource to teach young women about the importance
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of checking their breasts. It includes a deck of cards containing information such as breast anatomy, breast cancer symptoms, treatment options and more. Along with the cards is a “What Happens Next?” leaflet, which details the user journey once a lump or symptom is found. The third element to the toolkit is a reminder magnet that the user can put in a visible place in their home to encourage them to check their breasts.
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MAX CUBITT
Max.Cubitt@gmail.com MSc Integrated Product Design I am interested in Human Space Exploration and its importance to solving challenging technical problems for our long term survival.
Major Project
PULSE
PULSE is a device, which autonomously monitors food freshness to assist the consumer in reducing household food waste. PULSE scans the chemical makeup of food to ascertain its structure and then communicates to the consumer its source and expiry date via the touchsreen.
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The PULSE food monitoring function has numerous benefits.Environmental: Reduces the CO2 emissions caused by decaying food in landfill sites. Financial: Will save the average household ÂŁ700 p/a from food that is disposed of. Social: Gives consumers greater knowledge in efficient storage and improves their understanding of food hygiene.
Do androids dream of electric sheep? The fear of AI: Part 1
Artificial intelligence: John McCarthy, who coined the term in 1955, defines it as “the science and engineering of making intelligent machines”[1] Since then, technology has advanced to a stage were we are now questioning the future capability of technology. Could a ‘machine’ ever become ‘hyper-aware’, capable of self-thought, individuality, even personality? Why do we fear the event of such a singularity, in which artificial intelligence becomes self aware, why does it fill us with a sense of dread? Artificial intelligence has been changing our lives for decades, but never has A.I. felt more ubiquitous than now. To fully understand the over-arcing context, it’s important to review the trajectory of artificial intelligence. What it is, where it derived from, how it exists in its current capacity and what form it is expected to take in the future. Herbert Spencer coined the term ”survival of the fittest” [2]. What would happen if human beings were no longer the most intelligent or superior life form? If you follow the human evolution process, from primordial to modern man, it stands to reason that if a new species were to emerge; it could potentially pose a threat to our own existence. This fear is a deep underlying one; psychologically it mirrors the sentiment of Oedipus; in which the son
kills the father and takes his place. [3] It still doesn’t fully explain why academics would make such claims as:
claims, “very smart computers could solve all our problems, including climate change.” [7]
“The development of full artificial intelligence could spell the end of the human race.” -Stephen Hawking[4]
Hector Geffner, researcher at the Universitat Pompeu Fabra, says, “it will also change how we connect with other humans.” [8]
Does it say more about the insecure, nefarious nature of man? Does it tap into a darker part of our psyche? Are we projecting fears of our own worst behaviour onto human-like technology? Is it a characteristic of mans increasingly insatiable thirst for knowledge and progress at any cost? Are claims of the exponential advancements in A.I. exaggerated or is it a real tangible threat? When Elon Musk is quoted as saying that artificial intelligence is “our greatest existential threat” and “With artificial intelligence we are summoning the demon” [5], then it’s apparent a dialogue has already been initiated. The counter argument, questions this sentiment and discontent and instead provides an alternative view of what capacity artificial intelligence would be used in: Shimon Whiteson, an associate professor at the Informatics Institute at the University of Amsterdam, states - “I think the human and the computer are quickly becoming one tightly-coupled cognitive unit.” [6] Stuart Russell a computer scientist at the University of California, Berkeley,
It is also noted that future robotics could deal with disaster situations, care of the elderly and even off world exploration. The real future applications of A.I. are unlikely to be counterproductive, but yet we still have an apprehension of such an outcome Our anxiety may be summed up by the ‘uncanny valley’ (coined by the roboticist Masahiro Moti) [9] - the phenomenon whereby a computergenerated figure or humanoid robot bearing a near-identical resemblance to a human being arouses a sense of unease or revulsion in the person viewing it. In effect, it’s difficult to manifest feelings of empathy and connection towards a piece of technology. This article continues on page 67 Contextual Article by James Clarke
Is our fear of artificial intelligence posing a future threat to humanity, irrational, or simply symptomatic of the laws of nature?
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GEORGE DAVEY
gdavey.design@gmail.com BA Industrial Design & Technology During my studies at Brunel I was also able to gain the professional qualification of a PADI Divemaster, working in a dive centre in Vietnam over two summers.
Major Project
SCUBA Safety Device Recreational SCUBA diving is currently one of the fastest growing sporting industries in the world with over 2 million dives taking place in the UK alone annually. Despite this rapid growth there has been very little development and technical advancement of the equipment used by divers over the last decade. This project aimed to bring the safety of divers to the level at which it should be in the modern day. The brief for the project was to design a device to significantly reduce the number
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of serious injuries/deaths associated with poor buoyancy and rapid ascent in recreational SCUBA diving. The final product is a valve that measures a divers rate of ascent, if this reaches a dangerous rate, air is released from the divers buoyancy control device, thus controlling the ascent. Both a proof of principle and human factors/looks like prototype were produced in order to fully demonstrate the concept.
Brand Futures — Pimm’s
Iris As a group we tackled the phenomena of social well-being, specifically focusing on social tech. In order to design a range of products we chose the brand Pimm’s to dissect the reason being that Pimm’s is never drunk alone. Iris is a portable projector, capable of projecting memories collated from various social media platforms, into thin air. It acts as a catalyst for good conversation between friends.
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PARIS DEAN-VIGRASS
parisvigrass@gmail.com behance.net/Parisvigrass BA Industrial Design & Technology There are never enough hours in the day!
Major Project
Expandable Snowboard Bindings Bindings currently on the market all offer universal sizing (S, M, L) that cater for multiple boot sizes per size. Accommodating for multiple sizes creates excess space in the binding between the boots and binding, which can only be resolved by inserting foam shims to improve the fit. Studies have found due to the high forces concentrated on the bindings (>292N), ill-fitting equipment
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is the cause of lower limb injury. This project aims to deliver a solution that will remove the need of shims to improve the fit of the binding with a developed mechanism. The bindings can accommodate up to 10 sizes (4 to 13), while tailoring the binding’s size to fit the boot securely and without any gaps between the boot and binding.
Brand Futures — Guinness Nigeria
Ceremonial Wedding Cup The Nigerian wedding tradition of Igbankwu sees the Bride drink from a cup of Palm wine, before offering the cup to each guest and finally reaching her husband. Once the husband drinks from the cup, it signifies that the couple are married traditionally. The artefact is the ceremonial cup for this tradition; a rounded base puts emphasis on giving and engravings can be applied to the stand to personalise the artefact to the ceremony.
Graphics Project
Catan: A New Beginning The project is a redesign of the board game Catan. As resources have been depleted from the world of Catan, the four factions are looking to new worlds to survive. Catan: A New beginning is the journey onto a new planet with resources that represent the sci-fi theme of the board game. Rather than the traditional wood, brick, agriculture, wheat, and ore, the resources have been updated to accommodate for survival in the space race to new horizons. 65
DANI DE LA FLOR
Daniel.DeLaFlorAceituno@brunel.ac.uk PhD Design I am an expert in anything I was once a beginner in.
Design of a Communication Protocol Between Vehicle and Control Room Every year, the transportation sector includes more improvements and in several years we might see driverless cars in our cities. Accordingly, the travelling experience could become unattended and make customers feel like being in a moving home. This research focuses on the development of a real-time communication protocol for interacting with customers while they
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are driving their car. The principal aim is to determine which elements need to be tracked during steering as well as how to sense them. Also, a psychological study has been conducted to prove that the tracked features selected are the best choice in order to reach a high comfort rate when the customer is on the road.
Do androids dream of electric sheep? The fear of AI: Part 2 Part 1 is located on page 61
Stephen Hawking, Elon Musk, Steve Wozniak signed an open letter to ban development and use of autonomous weapons. Over 20,000 people including over 3,000 researchers in the field of AI and robotics signed the open letter on the Future of life institute website. [12] Whilst it may be argued that Messrs Hawking, Gate and Musk’s views are somewhat reactionary to future technological advances, it could be argued that the real reason they fear the concept of self aware A.I. with human features, is not due to it being a mimicry of humanity but specifically because it isn’t human. A.I. begins life fully formed. It does not have a conventional birth or an upbringing of similar construct to ours. It harks back to traditional horror stories such as Mary Shelley’s Frankenstein, [13] which is an archetypal example of our rudimentary primeval fear of creating a non-human sentient being.
If technology ever advanced to a stage were it became hyper-intelligent and developed a conscience, at what point does it stop being artificial and start being a new species, an evolution of sorts? The Turing test [14] developed by Alan Turing in 1950, to differentiate a machine’s ability to exhibit intelligent behaviour equivalent to, or indistinguishable from that of a human. Every few years, technology advances exponentially and A.I. is an amalgamation of a collective human intelligence, thus it is the sum of our parts, therefore fundamentally more advanced, with a hypothetical hivemind mentality. The fear resides in that of the unknown: that if a replicant human being were ever created, would it have morals or emotions? How would it feel waking up in a world were it is instantly the most intelligent being? How would it react towards humanity? It raises more questions than it answers. We fear artificial intelligence primarily because the law of nature and evolution presuppose that the most powerful and intelligent creatures will succeed and supersede. What we don’t take into question with this view is, A.I. is not natural. It follows no known biological trajectory. We are quick entering an era were we are our own Gods, becoming creators of life in our own right, while acting impervious of the consequences and for many, this brings about a profound
A full version of this essay with references can be found at madeinbrunel.com
sense of apprehension. It was René Descartes that proclaimed, “I think, therefore I am” (1656) [15] It is by this definition that we philosophically consider ourselves sentient beings, capable of independent thought and of questioning our own existence. Darwin extolled the virtues of “natural selection” [16]; quite possibly, our fear stems from the knowledge that selection may no longer be natural.
Contextual Article by James Clarke
At the heart of the recent spate of criticisms, are programmes, such as that run by Boston Dynamics[10], which have been established to highlight the military use of biomorphic robotics, programmed to cover large distances across inhospitable terrain, providing equipment and rations to troops and more recently, potentially replacing soldiers with androids. This militaristic use appears to have irked many and lead to detractors, so much so that Google has recently pulled funding from such projects.[11]
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SAM DILL
samjbdill@gmail.com sam-dill.com BSc Product Design Journeys are better than destinations. This applies to design and 2 wheels!
Major Project
Counteracting Visual Impairment Visual impairment is a hugely debilitating condition, having drastic effects on independence and quality of life. This is compounded by opinions held towards disabled people, transcending even products designed to help them, with few holistic solutions that help those with impairments live truly unassisted. Eyessistant is a modular camera system that supports those with a range of visual impairments by allowing them to use their
James Dyson Foundation and Dave Granshaw Foundation 68
remaining vision to the best of their ability. The camera module connects to different attachments, and sends a video feed to any Wi-Fi enabled device, allowing the user to see what they are doing in much more detail. Tests have shown this to be useful in a number of scenarios, including reading, writing, and dexterous work. The aim is to produce a co-designed system that caters for a range of end users, enabling them in as many areas of life as possible.
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ELEANOR EDWARDS
eleanoredwards94@gmail.com BA Industrial Design & Technology Have courage and be kind.
Major Project
Night Time Set for Parents of Infants in a Pavlik Harness The Pavlik harness is used to treat infants up to 6 months diagnosed with Developmental Dysplasia of the Hip. For parents of infants in a Pavlik Harness, taking care of their infant can be demanding in terms of caring for their baby, emotionally demanding and it can be very difficult to source relevant information. The aim of this project was to create a set of products to aid the night time routine focusing on these three elements.
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The majority of infants in a Pavlik Harness have to be sponge bathed which motivated the idea to create a bathing set, making the process easier and more enjoyable for new parents. Furthermore, the lack of clothing available to parents of infants in a Pavlik Harness prompted the idea for a pyjama set. Alongside these products, there is an information book provided to inform and support parents whilst using these products.
I had the best year of my life on placement at Brunel Design!
SOPHIE ELLIS
sellis.design@hotmail.co.uk BSc Product Design
Major Project
Humanising the MRI Experience for Children just the existing respiratory bellows which are there at the moment. The concept is a breathing game where the child controls a character in a vehicle through a story to distract them away from the scan which is happening around them. In addition, the game is supported by an educational app which tells them about the scan in the style of a Social Story in order to make it clear and concise to the entire age group.
Guy’s and St. Thomas’ Hospital Trust
My project focuses on ensuring that children feel more comfortable when inside of an MRI scanner. At present between 10% and 30% of all people who have an MRI scan are caused to emergency stop it, thereafter either rescheduling or never coming back. This wastes the NHS a lot of time and money. Therefore, I have designed a game for children for when they are in the scanner, that uses no additional equipment,
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SILVIA EMILI
silvia.emili@brunel.ac.uk PhD Design With a background in sustainable strategic and service design and experience in African contexts, Silvia is interested in tackling the issue of energy access in low-income and developing countries.
PhD research
Designing Sustainable Business Models for Energy Access in Low-Income Contexts
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This research addresses the issue of energy access in low-income contexts by investigating the design of sustainable business models. In particular, it explores the combination of Product-Service Systems (PSS), a specific type of business model that shifts the business focus from selling a product to delivering a combination of products and services that together fulfil customer satisfaction using Distributed Renewable Energy models (DRE). Scholars have widely investigated PSS and DRE models separately, but the combination of these two lacks academic research. This approach is considered promising to deliver clean and affordable energy in low-income contexts and this research aims at filling the knowledge gap by exploring the applications of PSS and DRE and
providing supporting tools for Product-Service System Design for Sustainable Energy for All. The main outputs of this PhD are two strategic design tools created for supporting companies and practitioners in developing business models: the Innovation Map gives an overview of all models of PSS and DRE and aims to explore opportunities and generate new business concepts; the Design Framework & Guidelines guide the business idea generation by visualising all elements of PSS applied to DRE and by providing critical factors, guidelines and case studies. These strategic tools have been used by several companies, practitioners and energy experts in Botswana, South Africa and Kenya.
Top right Detail of the design guidelines Above PSS+DRE Design Framework Left Companies using the Design Framework Oppostie page: left PSS+DRE Innovation Map Oppostie page: central Companies using the Innovation Map Oppostie page: bottom PSS+DRE Design Frameworks and Guidelines
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KATEY FITTON
fittonkatey@gmail.com BA Industrial Design & Technology Comic sans is an accurate representation of my life: horrifically misunderstood.
Major Project
Making it Happen: Project WALLK There are over 400 million persons with disabilities living in developing countries with 80 million in Africa. In these regions, children with disabilities often do not receive the walking aids they require. Project WALLK aims to deliver a sustainable and easily manufacturable walking aid kit to the communities that need them most. Creating a service that both educates and provides jobs to those with disabilities, removing associated
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stigma.The solution is an 18-piece evolvable walking aid kit that can be manufactured locally, made from pallet wood using hand tools, nuts and bolts. Alongside the kit, there are universally understandable assembly instructions in the form of DVDs and illustrations. Finally, there is a 5 year plan to ensure that Project WALLK is self-sustainable and eventually removes the need for western aid, putting the power back into the community’s hands.
Graphics Project
Lonely Planet Backpacker Starter Kit Lonely Planet is the most popular travel guide brand in the world. The backpacker starter kit consists of a welcome card, a basic guide of cultural do’s and don’ts, a temple exploring t-shirt, a lightweight microfibre towel and a travel medical kit. As well as hostel top trump cards that enable the user to choose and navigate to the appropriate hostel whilst also providing a game.
Disclaimer I was not engaged by Lonely Planet in any consultancy role, my output is not endorsed by the company and any publicity will is limited to my own projects and not used for larger scale publicity or validation.
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Measuring String The birth of target culture: Part One The phrase, target culture is never uttered in praise, and despite the general public’s disdain at its mere mention, few people understand the origins of the culture or consider the alternatives. Is there really anything wrong with trying to define our objectives and giving ourselves goals? The factors that led to the adoption of target culture in the UK might be attributed to three key people and the computing revolution that took place across the world from 1970’s onwards.
Contextual Article by Charlie Sekers 76
The Scottish-born doctor, Archibald Leman Cochrane, while being a prisoner of war during WWII, witnessed the death of many of his friends to TB while in the camp. (Cochrane, A. L. 1972) He recounted “I shortened the lives of some of my friends by unnecessary intervention”. It wasn’t the TB that concerned him but the lack of supporting evidence to prove that the drugs commonly prescribed at the time did anything but worsen the suffering of those infected. Cochrane lived among his patients and saw them suffer first hand as a result. Cochrane observed that, aside from the drugs that existed at the time that obviously saved live, deduced from unarguable mortality reductions, there were countless commonly prescribed drugs and techniques that had no evidence to substantiate any beneficial effect. Cochrane surmised this was simply down to prevailing expert opinion and market pressure. Witnessing the results of this first hand while in captivity drove him, along
with several other clinicians to make random clinical drug trials the key test of the effectiveness of drugs before they reached the market. Cochrane observed this lack of scientific rigor in the medical profession at large. He summarized his approach in his widely regarded book “Effectiveness and Efficiency” 1971 but even before then he set about employing the same qualitative techniques within the institution of the NHS, of which he was a great supporter. When Humans have to make observations there is always the opportunity for bias (Cochrane, A. L. 1972) The second important instigator of change, from father a field Milwaukee Wisconsin, was Herbert Alexander Simon who received the Nobel Memorial Prize for Economics “for his pioneering research into the decisionmaking process within economic organizations” (1978). Alexander Simon’s work questioned the limited capacity of humans to make effective value based judgments when compared to computers. (Simon, H. A. 1955) He argued that “quantifiable data should be the bases of decision making” within organizational structures, not the whims of individuals. Simon attacked haphazard decisionmaking in government based on “inconsistent proverbs drawn from common sense and handed down expertise, completely lacking in scientific rigor”. Simon believed that the decisions should
be based on scientific observation and laws of human behavior. “government decision-makers should analyze every alternative and put them as numbers into a computer and let the computer show the most efficient alternative.” (Simon, H. A. 1955) He took this to an extreme, adding that in the interest of achieving efficiency, decision-makers should not concern themselves with any options that they could not turn into numbers. This small detail is rather significant. It strikes me that, Public Administration is in great part, addressing social and moral implications of decision making. Inconveniently moral and social issues are a question of an individuals’ beliefs and are rather difficult to convert into figures. So it’s best then just to ignore these unquantifiable complexities. Absurd though this sounds this is now common practice. (Simon, H. A. 1955) His methodology became known as “New Public Administration”. Both Cochrane and Herbert, in their respective disciplines, Medicine and economic organizations saw the damage being done by simply taking a, In the words of Simon “common sense” approach to decision making and not questioning prevailing opinions or “handed down expertise.”. To recap, the world was falling in love with the potential of the binary world. These new ideas offered an enchanting possibility of perfectly run organizations, institutions and governments. Part 2 is located on page 83
DAN GLADMAN
daniel.gladman@yahoo.co.uk BA Industrial Design & Technology Fascinating...
Major Project
Trans-Tibial Prosthetic Solution for the Developing World 80% of amputees in the developing world do not have access to standard prosthetics for walking. This is mainly to do with the cost and access of a prosthetic being out of reach to most. The concept behind the prosthetic was to empower the amputee by enabling them to have a hand in creating their own prosthetic by sourcing bamboo
for the prosthetist. The locally made socket will be available to fit all stumps and created from a 3D printer on site, and will attach to a NHS foot already supplied from the UK. The outcome of the project was reducing the price for a prosthetic leg significantly and creating a socket that universally fits all.
Brand Future — Old Spice
DAD PAD
The dad pad is a new way of creating long lasting bonds between dad and kids. It incorporates voice detector and sensory technology to help dad communicate his thought of the day, if he doesn’t get to see his kids before work.
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PARAM GOHIL
param22@hotmail.co.uk BSc Product Design Success will only begin to show itself when you invest yourself fully in your own process.
Major Project
ECG Lead Storage Guy’s and St Thomas’ Hospital is based in London Bridge. Electrocardiography (ECG) machines are used throughout clinical environments, including those at Evelina London Children’s Hospital, to monitor the electrical activity of the heart. ECG machines use 12 leads, which are connected to the patient’s chest and limbs to gain an accurate representation of the heart’s electrical potential across the skin. The ECG leads get tangled and damaged very
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easily between uses, either when they are packed away clumsily or left to dangle freely. The aim was to find a solution that would prevent the leads from being tangled and damaged whilst maintaining high standards of clinical practice. This retractable housing will solve the problem the hospital is facing, be able to extend the leads to various lengths depending on patient sizes, and stay damage free within the retractable mechanism.
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CHRISTIAN HAIMES
christianhaimes@googlemail.com linkedin.com/in/christianhaimes BA Industrial Design & Technology A placement with Philips and a collaboration with light project has developed me as a designer, whilst also uncovering a passion for lighting.
Major Project
LP Tophat — Recessed Downlight In collaboration with Light Projects, LP Tophat was designed for the lighting designer and provides superior build quality and usability. Through the use of a ball joint mechanism the downlight is able to achieve a full 360° rotation resulting in a smooth and pleasant interaction. The ball is locked into place using a Viton O-ring, the grip of this lock is released when the user pushes up against the ball to adjust. User testing found the interaction with the
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overall system to be smooth and intuitive. The ball also acts as the heat sink for the Xicato LED chip, dispersing heat efficiently into the ceiling void and away from the chip. LP Tophat offers some of the highest quality light output on the market with a wide range of output, colour and rendering options. The simple clamp mounting mechanism allows for quick and easy installation with no risk of damage to the ceiling.
Brand Futures — Pimm’s
Beam Beam acts a facilitator for social interaction and outdoor activities. Once deployed beam floats above a group and projects an activity, such as hopscotch, onto the ground below. The games allow for friends and families to get outside and enjoy the moment together. The result of this is to also promote face-to-face interaction.
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DOM HARKER
harker.dominic@hotmail.co.uk BSc Product Design Engineering “Integrity is the essence of everything successful” — R. Buckminster-Fuller
Major Project
Investigating the Implementation of Active Disassembly into Mobile Devices E-waste is the fastest growing stream of waste globally; it is also one of the most toxic and hardest to process, with many deaths associated with its processing. The aim of this project is to redesign smartphone devices to actively disassemble, whilst moving to a manufacturer continuous ownership model. A remanufacture and refurbishment system intends to close the material loop in the
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handheld electronics market, optimising material use, reducing the environmental and social impacts of e-waste whilst increasing the sustainability of the market for future generations. A circular economy mobile device could keep up with short innovation cycles, built in obsolescence and supply the global market with tiers of devices from premium handsets to ones costing as little as £7 per month.
Measuring String The birth of target culture: Part 2 Part 1 is located on page 76
However, just like any device designed to measure - a ruler for example - the accuracy of the measurements depend entirely on the individual in control of the tool. How long is a piece of string? It depends if you’re selling it or buying it. Despite the honest intentions of both Cochrane and Simon, the problem of bias in any organization is endemic and within the political system it is inherent. An observation, one might add that is simply “common sense.” The third proponent of the adoption of data driven decision making is also the most contentious. Margret Roberts graduated from Oxford in 1947 with a bachelor of science in chemistry, but she is more familiarly known by her married name, Thatcher. Although it might be construed that an education in science would be a natural basis for applying the very same principles to governance. I can find nothing in the way of a quote or reference to validate such a theory. She does though provide some insight into the weaknesses of the New Public Administration approach. Thatcher’s belief in the free market and in capitalism would be the greatest
influence on her policy making. It is the Economist and philosopher Friedrich Hayek who is often cited as her greatest influence. It was from this economic bias that she arguably found her “most efficient alternative”. “1984 began the great round of privatisations, in which behemoths such as British Telecom, British Gas and British Airways were sold off.” (2013 economist) It was a two-way street. At the same time as these institutions were being sold off, the data-driven objectives and techniques that had been successfully adopted in the private sector, were being introduced by Thatcher to the NHS, Education, and Policing. The techniques continued with John Major then Blair’s government and each successive government since. The problem was that while the success of businesses can be measured by the profits they make, in public sectors this is not so. What New Public Administration did was to measure success by creating target figures based on the un bias collection of key data. This only becomes problematic if, in the presence of a bias, facts are ignored, expert opinion dismissed and distorted or at best misconstrued. During her time as Education and science minister she demonstrated quiet admirably her ability to do all these things. Despite clear evidence presented in its favor and against the recommendations of 121 doctors and scientists Thatcher removed the funding from the independent
A full version of this essay with references can be found at madeinbrunel.com
scientific research departments of the Agricultural Research Council, the Medical Research Council and the Natural Environment Research Council. Although questioning popular consensus might be something both Cochrane and Simon would have applauded, evidence aside, the belief in ones persons opinion over that of 121 other experts is an interesting interpretation of “New Public Administration”. This was one of her earliest political decisions of any consequence. With it she demonstrates the top down administrative decision making that would define her political career and leave us with her greatest legacy. It was a mixture of Market forces, Ideologies and computing that made the idea of measuring goals so appealing. As the excitement surrounding computers died down the limitation of basic input and output data analysis became clear. The Question is now, how to make space for both a binary approach and acknowledge the importance of the less measurable factors? In the words of Cochrane “Observational evidence is clearly better than opinion but it is thoroughly unsatisfactory.” But in the absence of an unbiased perspective, maybe all we can really rely on is listening to the opinion of experts and using our own “common sense.”
Contextual Article by Charlie Sekers
Undeniable logic would define the shape of the world around us. The limitations of individuals to engage with detailed data and make decisions without emotional detachment would no longer be a problem. In the same way that the business world was adopting binary culture to go for greater profits, so we would do the same for all Institutions and computers would be the answer.
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OLLIE HATTON
hello@oliverhatton.com oliverhatton.com BA Industrial Design & Technology As designers I believe we should never forget the importance of curiosity.
Major Project
adam & eve adam & eve enables the parents to share the responsibility of feeding during the first six months. It is also the first baby bottle that allows the infant to exercise the same tongue routine used whilst breastfeeding, giving them the most natural bottle-feeding experience. This is possible through enabling mothers to replicate their breast and nipple through the use of an impression putty and kit. Regular baby bottles can compromise the quality
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of breastfeeding. Enabling the mother to educate the infant in the correct angle for breastfeeding thereby creating harmony between both bottle and breastfeeding and removing the possibility of “nipple confusion�. The bottle also incorporates a color indicator, which allows for parents to remember the temperature their infant(s) prefer their milk, like giving parents a final small, but necessary element of reassurance.
Graphics Project
Insect Meal Pots The concept was produced to showcase the possibility of a recognisable brand incorporating insects into the food chain. Wagamama’s was chosen as they have the voice and positioning that is needed. This is due to the fact that they encourage their customers to try new dishes through the use of their exploded photography campaigns. It was important for the packaging to challenge, intrigue and engage consumers.
Disclaimer I was not engaged by Wagamama in any consultancy role, my output is not endorsed by the company and any publicity will is limited to my own project and not used for larger scale publicity or validation. The images used above have been modified to prevent copyright infrigement.
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JOHN HAYES
hello@johnhayes.co.uk BA Industrial Design & Technology My tortoise lived in halls with me for most of first year.
Major Project
Ice Cream Shopping Centre Kiosk Whipsmiths are a liquid nitrogen ice cream company that currently operate through a café, pop-up stalls and carts. The project has involved the design of a permanent shopping centre kiosk which uses a new processing system, focussing mainly on operator and customer experience. The ergonomically designed 3 stage making process eliminates the need for operators to step, bend or stretch when completing their
tasks. Displays and liquid nitrogen effects are used throughout to communicate and create excitement around the ice cream’s unique making process. The kiosk’s design reduces processing time by a total of 36% compared to the company’s café, whilst improving customer experience by creating a unique and interesting environment.
Brand Futures — YikYak
Walking Buddy
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Walking Buddy connects recreational walkers using an interactive, holographic projected map. GPS is used to track walker’s locations allowing users to meet each other with the aim of creating physical friendships within the local community
During my degree I lived and studied in Milan, this was a huge opportunity for me
BECKY JONES
beckyljones@live.co.uk BA Industrial Design & Technology
and I successfully completed the year without speaking a word of Italian.
Major Project
Whipsmiths Ice Cream Portable Trailer of the customer interaction, there needed to be a balance between this aspect and the comfort and ease of working for the operators within the trailer itself. This led to the development of the ergonomic layout, allowing for the sleekest work flow in such a limited space. Finding a balance between the two was difficult as one always affected the other, but I believe I succeeded with this project.
Whipsmiths Ltd
For my final year project, I worked in collaboration with Whipsmiths Ltd to design and develop a portable trailer. Through research and development, this project focused mainly on the importance of customer interaction with the trailer. It was important to sell the company’s USP of using liquid nitrogen to freeze fresh ingredients in front of the customer, as this is what was the intrigue and excitement that pulled customers to their previous outlets. Whilst also identifying the importance
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ADAM JOUQUES
ajouques@live.co.uk BSc Product Design I am a spare time Munro climber (Scottish Mountains over 910 metres) having currently ‘bagged’ 33, only 249 to go!
Major Project
EatSmart
EatSmart is a new way of looking at weight loss. Conventional weight loss methods look at regulating nutrition. EatSmart is looking at regulating eating rate, which not only causes weight loss, but also creates lasting habitual change to help maintain it. Scientific study shows that if you eat slower, your body’s natural processes will take over and help you to feel fuller for a smaller total food consumption. EatSmart is delivered through three methods.
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1. A piece of connected smart technology that monitors the users eating rate and helps to regulate it through throughout the eating process. 2. A linked app helps to collect the data from the EatSmart tool and gives the user greater depth through gamification, data analytics and social elements. 3. The product service system helps to bring health professionals and users together, enabling a more sustainable delivery and maintenance of product.
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CLARE KATO
clarekato27@gmail.com BSc Product Design Engineering I was cheeky enough to take two placement years.
Major Project
Snug — a Dual Identity Travel Accessory Snug is a product designed for people on the go, whether travelling long distances or commuting in the city. Addressing the general lack of aesthetics amongst neck pillows, Snug is a dual identity product, which functions both as a fashion and a travel accessory. It is a scarf, which can transform into a neck pillow and vice versa, at the user’s prompt through a seamless transition in the user’s hands. In its uniqueness, the product always looks like a scarf — even when it is used as a travel neck pillow, removing the existing stigma associated of wearing equivalent solutions. It has a full degree of adjustability of tightness around the neck and positioning of the pillow.
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This feature, ensures this product allows the user’s head to rest on it in an optimal position, avoiding neck strain and thus preventing neck pain. Furthermore, the pillow itself can also be filled to fit the user’s build and provide a tailored support for the head. Snug has been designed to accomodate two different sizes (M and L), allowing the user to test and purchase the ideal option for them. The product has an additional aesthetical variant — the functional layer can be bought with an optional exterior layer, for better concealment of the pillow inside the scarf. The fabrics are interchangeable due to a modular system, allowing the user to mix and match the styles and materials for the seasons.
Step 1: Locate the pockets in the functional unit, start stuffing it with the filling scarf. Step 2: Start filling the other half, or alternatively the same half as before, for a fuller pillow. Step 3: Mould it however you like — more empty in the middle, or an equally distributed filling. Step 4: Wrap the Snug around your neck like a scarf, position the pillow wherever you like. Step 5: Enjoy your Snug! 91
GLEB KOSHELCHENKOV
glebkarasik@gmail.com BA Industrial Design & Technology EX ANIMO, FRATER!
Major Project
Simple Juicer This project began with a very simple question — why is drinking fresh juice not a habit for most people? The projects goal is to make healthy diets an easy and regular part of people’s lives – not just a fad. The main problem with current juicers is their size and the fact that they have to be hand cleaned after each session. Research of current juicers models was carried out to
identify possible improvements. As well as traditional juicing methods, parallel ways and techniques of liquid extraction in industrial scale were researched and taken into consideration. The goal for this project is to design an efficient and easy to use self-cleaning juicer that will provide good results and meet user requirements.
Brand Futures — Michelin
Outdoor Charging Station Outdoor charging station powered by renewable energy. The Michelin charger functions as a street light at night time to illuminate your path.
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Is the “sharing economy” really the consumption model to rule our world? Making money from sharing our everyday household items sounds amazing, but in reality so many factors have to make align to make it work: Part 1
The potential positive impact of a fully proliferated sharing consumption system are huge, Botsman believing that “these systems provide significant environmental benefits with increasing efficiency, reducing waste, encouraging the development of better designed products, and mopping up the surplus created by over-production and -consumption” (1). On top of this, she also believes that these exchanges can be the foundation to save money, space and time, make new friends and become active citizens within our communities. While all of this would be fantastic, is it an idealistic fallacy to believe that these financial, social and environmental motives could spell the end of our individualistic buying habits and make us have a completely different idea of ownership? To truly change our deeply engrained consumption habits, sharing services would need to be seamlessly utilised in all walks of our lives. Currently, a whole crop of companies are attempting to do this by building off the hugely successful
model of Airbnb and Uber and allow us to share in a plethora of different ways, from renting dresses on Rent the Runway, learning new skills with Skillshare and even share your pets with DogVacay. The key lies beyond niche areas and is to conquer the sharing of everyday household consumer products, the largest group of products owned in our lives. The flagship example of a consumer product suitable for renting, that repeatedly comes up in publications about the sharing economy, is the power drill. Air Bnb co-founder Brian Chesky cites that “there are 80 million power drills in America that are used an average of 13 minutes in their lifetime, does everyone really need their own drill?” (2). Seems ideal: the lender gets money for renting a drill they already own and the borrower doesn’t have to buy a new drill for one task - job done, everybody happy right? A whole host of start-ups such as; Crowd Rent, Share Some Sugar, Ecomodo, SnapGoods, Thingloop etc. have tried but failed to successfully facilitate this hyper-local exchange of household goods. Founder of Neighborrow Adam Berk explains that “Everything made sense except that nobody gives a shit. They go buy a drill. Or they just bang a screwdriver through the wall” (3). So why did an idea that seemed so useful and straight forward fail? Despite being enthusiastic about the idea, people did not really partake in the process because the sharing platforms did not understand the customer’s
true desires in a service like this. Cost and convenience rule all, as soon as something does not have a competitive cost and is not easy enough to do, they won’t do it. Why travel to pick-up the rental drill, pay for it, use it, travel to take it back to the owner, when for around £25 you can just buy your own drill off Amazon and have it delivered the next day. Meeting people and being good to the environment are happy additions to the sharing process but are unlikely to beat cost and convenience for the average user. Part 2 is located on page 108
Contextual Article by Rory Lewiston
Rachel Botsman, author of What’s Mine Is Yours: The Rise of Collaborative Consumption puts the combination of the 2008 recession and the ubiquity of the smartphone app as the cause of the “sharing economy revolution” (1). This desire to look for creative new ways to make money with the support of efficient peer-to-peer exchanges created an unbounded marketplace between producer and consumer, seller and buyer, lender and borrower, and neighbour and neighbour.
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SZE YIN KWOK
kwokyin7@gmail.com PhD Design Research Sze Yin Kwok is a PhD student in Design Research. Her research interests include sustainable design, design for behaviour change and human computer interaction.
Designing Eco Information Individualisation Aiming to encourage more sustainable consumer behaviour, this PhD project titled ‘User Centred Design of an Individualised Eco Information System’ investigates the opportunities enabled by contextual technologies in enhancing eco information design. Eco labelling is the practice of eco information provision that most directly addresses consumer behaviour. Nowadays consumers are facing difficulties in perceiving and understanding existing eco labels. Informed by literature and findings from user studies, this research proposes the concept of Eco Information Individualisation
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that tailors eco labels according to the specific needs of the individual user. Enabled by contextual technologies, both user and product can be seen as data carriers that can exchange information digitally. An enabled product can be intelligent enough to appeal to the particular preferences of a user. This can potentially change people’s perception and understanding towards everyday products and impact consumer decision-making processes. Deliverables from the project include a framework and a design toolkit that guide designers in creating individualised eco labels.
Opposite Example scenario of eco information individualisation Above Map of existing eco labels Left The design toolkit being used in a design workshop
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AMY LANGTON
amy.langton@hotmail.com BSc Product Design Engineering I can shear a sheep.
Major Project
Power from Play As technology continues to shape the lives of children and adults alike, there is raised concern for those who are growing up with less emphasis on active play. The generator is able to respond according to a kinetic input, as it converts the mechanical deflection, caused by a trampoline, into a renewable electricity source which encourages increased activity levels and child engagement. Under test conditions, the trampoline system generates 4.2 Volts
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and 1.89 Watts of electricity but is capable of generating up to 8 Volts depending on the size and weight of the bouncer and the type of bounce. The electricity generating trampoline has initially been designed to enhance play by rewarding activity by producing bubbles. Other outputs such as LED reward sequences, score counters, sounds and potential app integration are currently being considered as future development.
Graphics Project
Asthma Kit Asthma is an incurable condition that affects 5.4 million people in the UK, yet according to asthma UK, 75% of hospital admissions are avoidable. The kit efficiently links peak flow readings (measure of lung function) to appropriate medicines and actions. “This kit allows self-management which is the key to long term conditions” — Rebecca Lee, Head of Outcomes & Effectiveness at Royal Infirmary Hospital Leicester.
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NATHAN LAWSON MCLEAN
nathanlm@hotmail.co.uk BSc Product Design Engineering Sometimes, innovative ideas come in the most koala-ty forms.
Major Project
Tot
An alarm system for parents of those suffering from Chronic Neonatal Lung Disease. Guys & St Thomas’ Foundation Trust & Evelina Children’s Hospital “Tot is an alarm system to alleviate parental anxiety associated with neonates suffering from CNLD. After receiving care within the NICU parents must provide oxygen therapy to their neonate at home. Yet equipment provided by the NHS offers no feedback to confirm the sufferer is receiving the correct flow rate, with common problems such as flow blockage. Using thermal mass flow
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meter technology, Tot is capable of noninvasive flow rate measurement inside the nasal cannula between 0.1-1.5ltr/min with an accuracy of 0.1 ltr/min. The device clips around the cannula at any point the user desires, with a simple one-button and dial interface to turn on, set flow rate, and calibrate. Through a pulsing green light, parents only need to glance at Tot to trust that their child is receiving the correct flow rate. If there is an issue, Tot pulses a red warning light and sounds to quickly alert users.
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SOL LEE
nalesolish@gmail.com BSc Product Design Engineering May your university memories last as long as your student loan payments.
Major Project
Chlear
Cochlear Implant (CI) is an electronic device universally used to rehabilitate patients with sensorineural hearing loss, and has occasionally reported complications (Muzzi et al, 2012). During cochlear implant surgery, the most prerequisite step is electrode insertion since optimal electrode placement is crucial to maximise the surgery success (Cosetti et al, 2010). Accidental misplacement of electrodes due to the blind insertion procedure can cause damage to the delicate
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internal membranes, which permanently impairs hearing. The aim of the project is to develop a proximity tool for the electrode insertion procedure of the cochlear implant surgery that helps to reduce patients’ physical trauma, thus minimising accidental damage to diminishing hearing. This project is proposed in collaboration with Guy’s and St Thomas’ NHS Foundation Trust supported by Guy’s and St Thomas’ Hospital.
Graphics Project
Speech Rehabilitation for Children with Hearing Loss The speech rehabilitation tools include a guide book for parents to help the whole process from pre-surgery to rehabilitation, and a series of books for children with hearing loss. The childrens’ books are intended to help their speech development focused on their difficulties in language. The animal flip-flop books will not only engage them to pick up the concrete words and abstract words allowing them to have giggles and laughs with their families which helps to build the interaction and affection among them. 101
RORY LEWISTON
rorylewiston@gmail.com rorylewiston.com BA Industrial Design & Technology Good design is all about the details.
Major Project
Bambui Hand Cart This hand-pushed cart aims to lower the labour, whilst increasing the productivity of transporting produce from farm to market, in Bambui, Cameroon.
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The project is in response to a Engineers Without Borders Challenge brief, which identified issues Bambui farmers have when transporting produce. Currently, the process is physically strenuous and not very productive, as only a limited amount of produce can be transported per journey.
The final outcome was a modular design, a “core” product that could then be built upon by adding modules that allow the user to customise the cart, to cater to their specific needs and desires. A testing and co-design trip was undertaken to Bambui, to best understand the target users, whilst also investigating the manufacturing capabilities of the local fabricators, to ensure the product can be completely produced locally, and therefore help ensure sustainable development.
Graphics Project
Oxfam Desertification Campaign Desertification is one of the greatest environmental problems of our time. This project was to design an Oxfam campaign to combat it. Two posters aim to raise awareness of the campaign, both with degrading typefaces to reflect the effect of desertification. One of which is made of sand, so physically degrades with time, leaving the poster blank. The third poster is an exhibit poster to advertise a photography exhibition, launching the campaign. The final element is an information pack to be sent to potential donors or collaborators.
Brand Futures — Guinness Nigeria
Engagement Letter Holder A traditional Nigerian wedding is made up of three stages, the first of which, is a ceremony where the groom hands the Bride’s Father a letter asking for his daughter’s hand in marriage. This product holds this letter, creating an artefact to commemorate the occasion. The letter holder can be personalised with the inclusion of beads and a custom pattern, each side is to be handed to a different side of the family to be engraved separately. When the two sides are brought together it symbolises the union of the two families. 103
HAYLEY LIDDELL
hayley.liddell123@gmail.com BSc Product Design Engineering I am always thinking about creating. My adventure starts when I wake up in the morning and see the light... and my saxophones.
Major Project
Ayo
Many children with autism struggle to understand emotions, and thus often struggle with social interaction. Developed in collaboration with special needs teachers and specialists in autism, Ayo is a modular educational tool for one to one use in educational settings. The product enables professionals to teach children with autism about emotions (both facial expressions and body language), with the additional benefit of promoting communication.
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This is done through the use of interchangeable heads (each of which represents a single emotion), and the use of interchangeable arms (fixed and moving). To assist visual learners, colours have also been incorporated. By including levels of change, the product has a long life span, and can be adapted to accommodate individual needs. To keep sensory stimuli balanced, Ayo is made from maple wood, creating tactility and visual interest.
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YONGHUN LIM
yong.lim@brunel.ac.uk PhD Design Research What makes design more inclusive for everyone? I believe that design is not only a tool for making something useful or beautiful, but it can also be a comprehensive approach to engage a person to produce a pleasurable and memorable experience in the society where they live in.
Psychosocial Aspects in Inclusive Design: a Definition and Framework With the dual demographics of an ageing population and people with disabilities, inclusive design has been recognised as a driving force for accessibility and social equality in the design of products, services and environments. However, it is yet to be thoroughly and effectively applied. The limited understanding and knowledge of inclusive design principles among the various stakeholders and the public is one contributing factor. On the other hand, the conventional application and interpretation of inclusive design has mainly focused on physical inclusion, usefulness and usability aspects rather than the psychological or social aspects of inclusion or exclusion.
In this research, these psychological and social aspects of inclusion will be called “psychosocial inclusion”. The psychosocial perspective could have a potentially significant role in the next stage of facilitation and practice of inclusive design. In existing design literature, however, the concept of psychosocial inclusion in the field of inclusive design is limited. In this research, therefore, a definition and framework for psychosocial inclusion in the field of inclusive design will be proposed and evaluated through appropriate studies.
Phase I
Initial definition & framework
Literature analysis
Phase III
Phase II Delphi study
Field studies
Expert interviews
Interviews
- Round 1
- Mobility experience
Interviews & Observations
Delphi study
- Shopping experience
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Clear understanding of PSI in ID
Expert interviews - Round 2&3
Developed definition & framework
Refined Framework
Names of phases Details of phases Preliminary findings Potential outcomes
Phase IV Evaluation study Questionnaire
Comprehensive definition & framework
Ideological aspects
Individual circumstance
Equal life Emotional well-being Mental well-being Support & service
Social aspects Social awareness Social impact Social relationship
Physical capability Behaviour Level of education Knowledge Experience
Psychosocial inclusion
Usability & Accessibility Adaptability Capacity Mobility EfďŹ ciency
Mental aspects
Financial aspects
Stress Cognition Perception
Financial state Financial barrier
Emotional aspects Distress Positive emotion
Above Working framework for psychosocial inclusion in the field of inclusive design based on literature analysis and the first field study Left Co-design workshop with participants with lived experiences for the second field study Previous page Research methodology that shows research structure, preliminary findings and potential outcomes of future studies
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Is the “sharing economy” really the consumption model to rule our world? Making money from sharing our everyday household items sounds amazing, but in reality so many factors have to make align to make it work: Part two Part one located on page 93 Another major issue that would concern many potential users is trust, how would it work if your item was returned damaged or broken? When speaking to the NY Times Simon Rothman a partner at Greylock Partners, whose firm were early investors in Air Bnb and Facebook believes “If it isn’t a trust issue to have a stranger spend the night in your house, then it won’t be a trust issue to have a stranger rent your lawn mower” (4). This may not actually be true for many people, there is a definite difference in the way these assets are used, consumer products crucially being mostly hands on. Using the power drill example, it is not hard to imagine that someone may misuse the product and may even care less about being careful with it, as it’s ‘just a rental’.
Contextual Article by Rory Lewiston 108 108
When discussing with Richard Green a Senior Consultant at Plan, a product strategy consultancy, the potential of the sharing economy model becoming prevalent with consumer goods, he believed that “it’s a niche and shall remain a niche”. He thought that too many factors have to align for it to be convenient enough for the average person to want to partake. He thought it was important also to look deeper at the individual systems involved, for example, the much-lauded bike and car sharing schemes that are increasingly popping up in our cities are seen to be the solution to reducing emissions and getting cars off the road. The reality for car shares schemes such as Zipcar is that even if we are selling our cars to move to renting, the company still puts a fleet of new cars onto the road to fuel
the service and is only making relatively slight profits doing it. Bike shares are a positive thing in many many ways but they don’t even get close to making a profit and are only possible due to government legislation, and therefore would not work for private companies. To ensure profitability companies end up having to negate the purity of the ‘sharing’ element; if you were to rent a dress using Rent the Runway you’re more likely to be getting it from their warehouse instead of a trendy neighbour. Despite the challenges to make a profit and engage users there are still some companies traversing over the carcasses of the previously failed platforms that tried to get us to share our possessions with those around us. The forerunner being Peerby, a company founded in Amsterdam in 2012 has processed more than 100,000 transactions and has more than $1 billion worth of items in its database (3). Who knows, if they manage to tick all the boxes by creating an ultra-efficient, safe and easy to use platform, that empowers us to be microentrepreneurs, as Airbnb and Uber did, then it may be able to topple our environmentally crippling consumption habits. It’s a tall order, only time will tell.
JENNY LIU
Jennyliu2835@gmail.com MSc Integrated Product Design On a journey balancing both creative and analytical thinking in Design
Major Project
Everyday Frozen Everyday Frozen is a new mix-and-match frozen food and recipe range inspired by modern day living. Modern day lifestyle factors which include work-related time constraints and unpredictable social schedules make meal planning a challenge. With time being a key restraint, the Everyday Frozen food and recipe range is a solution for balancing nutritious meals without the compromise of cost or convenience. Mix-and-match the 10 ingredients food range for 30 easy and simple recipes for any meal occasion. With recipes inspired by the Everyday Frozen food range, frozen food can finally shift from being a backup solution to everyday staple meals.
According to WRAP, a staggering 70% of household food waste is cited as due to ‘not being used on time’. This is an equivalent of 2.9 million tonnes of waste or £6.7 billion cost to customers a year. If nearly half of the average UK shopping basket consists of fresh food, simply shifting 10% from fresh to frozen can save UK households at least £670 million a year. Small changes can make a significant impact to both financial and carbon savings whilst making the most of the resources of our planet, all of which is what Everyday Frozen aims to bring about.
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JAMES LONG
james.long2012@gmail.com BSc Product Design Nothing is impossible, the impossible just takes longer.
Major Project
No More Mudguards Mudguards were invented to keep cyclists clean and dry. They were developed to do a job a wheel could not do alone. They’ve been redesigned, remodelled and repositioned but the wheel remains the real problem. This project investigates how a bicycle tyre can be redesigned to reduce the amount of spray created whilst cycling in wet conditions. Preliminary experiments were completed to assess the
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nature of the attraction between existing tyres and surface water, which lead to the development of a theory of interaction and the production of a range of prototype tyres. These were subjected to rigorous testing through the use of a physical test rig and appropriate computer simulations. The final solution reduces the amount of spray by up to 99%, whilst maintaining sufficient grip with the road surface.
emoving the need or mudguards when ycling in the wet
Exposed contact region to grip the road
Hydrophobic coating to repel water
still
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FREDDIE MARRYAT
freddiemarryat12@gmail.com BA Industrial Design & Technology I have a fascination with brand strategy and how human behaviour influences this, in particular how brands are positioned in the market.
Major Project
Anthropomorphic Trans-Humeral Prosthetic The Brief was given by The Royal National Orthopaedic Hospital and The Institute of Orthopaedics and MusculoSkeletal Sciences, UCL. They proposed an opportunity to redesign a trans-humeral prosthetic as many on the market are substandard, focusing on fine motor skills rather than the overall natural motions. Secondly this project focused on the stigmatism attached to prosthetics and how to combat this by utilising Dr. Masahiro Mori’s “Uncanny Valley” principle.
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The crux of the Major was to design a prosthetic that could achieve the full range of motion a natural elbow joint offers. Current prosthetics only deal with flexion and completely ignore pronation and supination. By using air muscles to mimic natural muscle and a series of tension bands to mimic ligaments you can recreate these motions. Hopefully this project can provide a basis for further trans-humeral prosthetic innovation.
Brand Futures — Pimm’s
Beacon Beacon is a high-tech tactile device to allow you to form real connections with strangers around you. When playing a game on public space the majority of people would welcome strangers to join in however that initial ice breaker almost never occurs. Beacon shows passers by that this activity is free to join in if you want and hopefully will encourage users to interact with people in a social environment.
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RICHARD MARSH
richardmarsh@hotmail.co.uk BA Industrial Design & Technology Since starting this project, I have gained an obsession of dental hygiene.
Major Project
ace — UV Oral Care The project began looking into the how the sun’s germicidal UV could help clean one’s front teeth, hence why they survive the longest in the mouth. From there, the project progressed into using UV to combat the issue of plaque and tartar formation. Germicidal UVC in the spectrum 254nm is applied through a small, lightweight handheld device, morning and evening. The device has been designed in accordance with UV exposure guidelines with additional consultations with Cancer
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Research and organizations with regards to Safety, standards and product approval. The project has involved growing bacteria and exposing it to UV, then reviewing the reductions. It has also been designed to allow individuals with poor hand strength and dexterity to comfortably use the device. The project resulted in a concise and compact product that delivers UV evenly throughout the mouth at a safe exposure limit.
Graphics Project
How to Tie a Bow Tie A new design of how to tie a bow tie was developed alongside its interaction in the mirror. The graphic was reversed and printed onto a t-shirt to be worn over the top of the shirt. This method does not distract the user from the process of tying the bow tie. The project discovered an extremely simple method for tying a bow tie, which was implemented for the final design.
Brand Futures — Guinness Nigeria
Childs Naming Ceremony Family members, friends and well wishers play active roles in the naming ceremony of a child. Suggestions are gathered to help the parents select their child’s name. Once all the names are collected, they are reviewed and a name is chosen. The name holds great meaning in Nigeria, with names deriving from the profession of the family or even the religious practices.
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RACHEL MARTINS
rmdesign.rachel.martins@gmail.com BA Industrial Design & Technology I play with fire.
Major Project
FOCUSTAR
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Flexible lighting systems are in high demand in the hospitality and gallery sector to accommodate events and changing exhibits in multifunctional spaces. FOCUSTAR, a collaborative project with Aether Lighting, is designed and manufactured to allow complete adjustability and customisation. This new range of remote control spotlights uses a high-quality motorised system to provide accurate alignment. The attractive
housing promotes Aether’s brand values of simplicity and clarity of form. The standalone projector offers various CRI, colour temperatures, lumen outputs, lenses and reflectors with optional beam angles; essential in creating different moods and atmospheres. FOCUSTAR saves time and money compared to existing solutions, as the intuitive remote controls allow precise positioning without the need for ladders, scaffolding or trained technical staff.
Brand Futures — Duolingo
DuoRead At 3 to 7 years old, children are beginning to compare themselves to others. Migrant pupils face self-esteem issues caused by alienation due to learning a new cultural norm. Duo Read is an approachable futuristic owl toy that takes the whole class on an interactive cultural learning experience. He provides comfort and encourages everyone’s participation to help him proceed on their adventure.
Disclaimer I was not engaged by Duolingo in any consultancy role, our output is not endorsed by the company and any publicity will is limited to my own projects and not used for larger scale publicity or validation.
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ANNIE MAXTED
anniemaxteddesign@gmail.com BA Industrial Design & Technology I’ve owned my own horses since I was 12.
Major Project
Flo — Optimising Surgical Patient Safety In the NHS, 1 in 10 surgical patients experience an adverse event in surgery. This can be anything from an infection to, in more extreme circumstances, wrong site surgery or tool retention. Whilst protocol is in place to help surgical teams adhere to correct patient safety practice this project aims to optimise these practices and engage clinical staff with the entire safety procedure further. Flo is an app based service developed with the help of surgical professionals which helps support
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teams throughout the entire surgical journey. Through initially providing teams the ability to easily document their daily briefing sessions, Flo ensures all patient specific data is discussed appropriately, then allowing key patient specific risks to be displayed and communicated whilst in theatre. Concluding the surgical journey, Flo also helps teams document their debriefing, allowing reflective discussion in the team.
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AOIFE MCCARTHY
aoife.m@live.co.uk BA Industrial Design & Technology (ee - fah)
Major Project
The Brompton Fold Since 2011, Brompton Bike Hire have been committed to providing flexible and environmentally friendly travel all over the UK, via their innovative cycle hire scheme. However, the fold/unfold procedure for the bike can be a challenge at first, ultimately discouraging people from joining. This key issue provided the brief for this project: develop an effective means of communicating the process, to users who are not necessarily
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technically minded. A human-centred, iterative design process was adopted to deliver this deceptively complex piece of information design to its fullest potential. Rigorous user testing helped to validate the effectiveness of the work produced. The outcomes — a large instructional infographic, and animated step-by-step instructions — integrate neatly into the existing docks; providing users with all the help they need, at the point of hire.
Graphics Project
The Procrastinator’s Guide to the Galaxy For some, procrastination is more than an occasional guilty pleasure — it is a lifestyle. This desk kit was developed using Tim Urban’s brilliant web comics, and serves to gently nudge long-suffering procrastinators towards more productive habits. The kit includes a short storybook designed to elicit self-awareness and a few helpful tools: a reward poster, mantra cards and a decision-making fortune teller.
Brand Futures — Duolingo
Unity Globe English as an Additional Language (EAL) pupils now form a majority in one in nine schools in England; a number that has risen by 20% in the last five years. The Duolingo Unity Globe is a future concept for a durable playground toy that promotes integrated play, even if verbal communication is difficult at present. Facial recognition technology and dynamic lighting effects work in sync – the bigger the mix of children playing, the more exciting the globe becomes!
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MATTHEW MCCLUMPHA
matt.mcclumpha@gmail.com BSc Product Design Engineering I spent my placement year at TU Delft in the Netherlands, where I took courses in ‘Automotive Design’ and ‘Zen and the Art of Design’.
Major Project
Pure Water
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Currently there are more than 780 million people worldwide who live without clean and safe water. Pure Water is a project aimed at improving and implementing water purification systems in order to provide safe drinking water for all. Pure Water includes a range of different systems which can be selected depending on an area’s needs. Each system is low cost, effective and sustained by the local community. The focus of the improvements
was creating a chemical free disinfection process. Chemicals are costly, potentially dangerous and require high training levels. This led the design and development of a process that can disinfect water using solar water disinfection and solar pasteurisation. As part of the project I travelled to Bambui, Africa. Due to increased pollution from rapid population growth, the water purification system is no longer safe. Pure Water could help solve this problem.
1. Water Wheel and Borehole STREAM
2. Natural Coagulation
3. Mechanical Screening 4. Gravel Filter
WATER STORAGE
5. Sediment Chamber
9. Water Pump
7. Granular Activated Carbon Filter
SEDIMENT
Aquifer
6. Slow Sand Filter
WATER
WATER
MIXER
SCRAPER BIOFILM
FINE GRAVEL COARSE GRAVEL
FINE SAND
RIVER STONES
GRAVEL/FABRIC
8. Solar Disinfection and Thermal Storage
IMPROVED WATER PURIFICATION SYSTEM FOR DEVELOPING COUNTRIES
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EMILY MCNAMARA
emily@lightsouth.com BA Industrial Design & Technology “It does not do to dwell on dreams and forget to live.” — J.K. Rowling
Major Project
HEAL — An Empathetic Fracture Aid Elderly hospital patients with leg fractures put too much weight on their leg, increasing healing time and chance of further injury. Patients have poor relationships with hospital staff due to the change in surroundings, loss of independence and communicative problems due to dementia, hearing loss etc. This project studied the use of design to contribute toward a positive experience by using emotional design
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techniques, and how these can combat technophobia and create a device which the patients feel comfortable and safe using during their stay in the hospital ward. The product is a wearable, user-centred device which communicates the excess pressure increase to the patient whilst maintaining their independence and therefore improving their relationship with hospital staff for a more positive experience.
Always dance like there’s no one watching.
CHRIS MEADWAY
chris@meaders.karoo.co.uk BSc Product Design
Major Project
Durable Pointe Shoe Ballet pointe shoes’ lifespan is short due to them breaking and wearing out very quickly. This comes at a great cost to aspiring dancers and their families, who are often not financially supported. The aim was to develop a more durable shoe, aimed at dancers still in training, which has a longer lifespan than current pointe shoes, ultimately bringing the cost down for young aspiring dancers. The final concept is a single component that slots
into a pointe shoe to perform as the shank and toe box once did. It is designed to fit into the manufacturing process currently performed at Freed of London. Polystyrene was picked as a suitable replacement material, as it performed similarly if not better than the current materials used. The component is made from a single piece of polystyrene. This allows the component to be injection moulded at a low cost.
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ELEANOR MENSFORTH
eleanormdesign@gmail.com BA Industrial Design & Technology I illustrated the end pages of a ‘Winnie the Witch’ book when I was 10.
Major Project
Aura — Bioluminescence for Lighting Approximately 90% of marine life exhibits bioluminescence — a biochemical reaction which allows them to emit light. In collaboration with ASTUDIO, this project examines the possibility of using natural light in architectural spaces. Following the selection of non-hazardous bacterium, P. phosphoreum, a system was developed for renewing the life of the bacteria, increasing its viability by minimising contamination risks, providing nutrients and removing waste.
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Aura makes use of this system to provide a beautiful, sustainable light source which lives longer than any existing bioluminescent lamp. Aesthetically, Aura is simple — the shape inspired by the marine life which support the bacteria in the wild. Maintaining the illusion that this light is entirely natural, the support system, is disguised behind a mirrored surface which reflects the light, making the most of the calming blue glow.
Brand Future — Duolingo
DuoDuo Expectant migrant women are at increased risk of stillbirth and maternal death. DuoDuo teaches maternity — specific language lessons to support women through medical appointments and prenatal classes, while the pendant tracks biometric data to ensure that accurate information is shared throughout. DuoDuo translates in real time during emergencies, enabling the medical team to act quickly.
Disclaimer I was not engaged by Duolingo in any consultancy role, my output is not endorsed by the company and any publicity will is limited to my own projects and not used for larger scale publicity or validation.
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MASSIMO MICOCCI
micocci.massimo@gmail.com PhD Student I believe Design has the power to positively change and affect people’s lives. One of the missions of designers is to responsibly manage the tension between technology and new products development to put the user first, fulfilling their needs and fostering active behaviour.
PhD Research
Design for the Ageing Population
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The world of design continuously delivers new technological innovations. This evolution has produced a very interesting mix of available product experiences that are improving the way our environment helps and informs us. The Internet of Things, Ambient Intelligence and Smart Products are some of the available technologies aiming to improve the independence and well-being of older users minimising the cognitive and physical distance between them and the novel available product functionalities. The high speed at which technological innovations are becoming available, poses continuous challenges that prevent the full adoption of technological products by older adults.
This doctoral research, sponsored by the European project “LTM — Light Touch Matters”, focuses on the application of a fully-new generation of materials in products for the ageing population. The research investigates how to support learning processes through embedding metaphorical or analogical messages into novel product designs. A crucial point of the research is the investigation of the role of “materials” as vehicles of information, whose properties can be designed beforehand to enhance the interaction between product and users. This vision is the first step towards the design of technological products that are familiar in their use and therefore easily adopted and accepted by the target users.
Top Workshop with Smart Materials Above Left Prototype of a novel device with embedded Smart Materials Above Right Older user taking part in the study Left Samples of Changing Colours Materials Previous page Top Workshop on Smart Materials application and new meanings generation Bottom Sample of Electroluminescent Material with flexible sensor embedded
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SMITESH MISTRY
smitesh26@gmail.com BSc Product Design The equation to completing a project = (estimate how long you think it will take to complete) x 2 + (a little bit extra for procrastination)
Major Project
CHR — Collapsible Seating The initial purpose was to alter people’s perception of public seating and how we rest in public areas. Originally aimed for people on the go, the solution of the brief was a form of seating for many purposes. The main selling point of the product is the simplicity; consisting of five pieces of timber attached to a specially sourced nylon composite, making up its shape
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and structure, with additional support included through the beams. Beneath the simplicity, there was a great deal of technical development in order to get each element to integrate with one other smoothly. CHR was created as a result, which is a convenient and practical form of seating, with an elegant and aesthetically pleasing style.
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SAMUEL MITCHELL
samuel.mitchell.design@gmail.com samual-mitchell.com BSc Product Design Besides design, I’m a keen motorcyclist who has just inherited a 1974 Norton 850 Commando.
Major Project
Tag Along: A SMS Based Walking Initiative Walking is one of the most accessible ways of keeping active and can significantly reduce the onset of avoidable illnesses in later life. However, current walking initiatives rely on led group walks. For many, this is undesirable and walks can be few and far between. Tag Along is a community based walking initiative, which uses SMS messaging to provide engaging, social opportunities for physical activity. By providing a service for individuals to share
casual, convenient walks with others in their area, a motivation to walk is formed that helps connect communities. All that is needed to take part is a mobile phone. With just a single word text, a user is instantly connected with a local network of verified users to either share or join a walk. It is completely up to them how and when to take part, making a flexible service that encourages spontaneity.
Above Using the Tag Along welcome pack and SMS based system. Right Tag Along users meet during a pilot of the service.
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Above Generative focus group with a word association task. Left Desktop walkthrough of an initial service concept.
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STEPHANIE MONTY
stephaniemonty@hotmail.co.uk BA Industrial Design & Technology Brunel has definitely inspired the way I think. My year out on placement has helped shape the designer I am today.
Major Project
Ostomy Appliance for Intimate Occasions This new appliance offers a beautifully functional and fully customisable alternative to traditional ostomy solutions. Designed specifically for intimate occasions for both men and women, it is a breathable, flexible silicone plaster, which adheres comfortably and securely to the skin. Integrated vents allow gas escape yet contain any unpleasant odours, whilst the waterproof membrane maintains a natural,
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skin-like feel. The unique process allows customers to design their own plaster or choose from a variety of available designs according to their personal aesthetic and stoma requirements. The appliance can be worn with the accompanying antimicrobial wafer, which contains new anti-bacterial nano technology and fits comfortably around the stoma, helping to eliminate harmful bacteria whilst protecting the skin.
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GUSTAV MOORHOUSE
gustav@moor.house moor.house BA Industrial Design & Technology We make products to promote delight in people we will never meet. That’s the motivator behind every feature: someone’s happiness.
Major Project
Amateur T1 — Furniture Modules This product is aimed at people who need flexibility. With more people working from home and more people renting rather than buying houses, furniture needs to adapt to our lifestyles. The brief is to develop a piece of furniture for the interiors of homes and offices. Using natural materials of high quality, the product’s aesthetics can evolve and improve over time to create a unique emotional bond with the user.
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We should make use of smart materials to create delightful surprises that are also of functional benefit. I want to encourage customisation. Working with the crowd either through crowdsourcing, later through a custom collaborative web-platform or some amalgamation of both would allow me to get real outside input. It makes a lot of sense to involve the end user in the design process.
Top Left Material samples for surface options Top Right Example of use as a customisable dining table Above & Left Process from rendering to 3D printed prototype
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ZOE MORTON
zoemorton77@hotmail.co.uk BSc Product Design “Build a man a fire and he’ll be warm for a day. Set a man on fire and he’ll be warm for the rest of his life.” — Sir Terry Pratchett
Major Project
Pyrodancer When fuelling fire performance equipment such as fire poi, lots of fuel is wasted as it is spilled or splashed onto the ground. This has environmental, safety and cost implications. All current poi are fuelled by submerging them in a fuel bucket and then removing excess afterwards, which causes it to be splashed onto the ground. The current process is also ergonomically bad, inevitably causing more fuel to be spilled into the environment.
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The Pyrodancer system applies the exact amount of fuel needed to the poi. Then the special core in the poi delivers the fuel to the Kevlar quickly and evenly, without the need to remove excess. This solution neatly and efficiently fuels the poi with no spillage, amd has generated a very positive user response.
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ALFIE MUNDEN
alfmunden@gmail.com BSc Product Design Enough is a feast.
Major Project
The Finger Plane — Traditional Luthiery Tools Redesigned for Post-Industrial Practice. When carving a musical instrument, detail is everything: the precise shape and thickness of the soundboard in different areas are crucial to the sound. The variation in the wood used means this is no job for a machine, rather a skilled craftsperson fine-tuning the piece with minute planes. These are called “finger planes” for a reason — the fingers do all the hard work.
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This redesign of an ancient tool uses an articulated handle to push the plane with the hand, leaving the fingers to guide the blade around the contours of the instrument. A fine screw adjustment sets the depth of cut, which together with the sculpted handle allows the craftsperson to voice their instruments precisely, comfortably and quickly.
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LAITH NADA-ALI
laith0713@hotmail.com BSc Product Design Engineering If you’ve identified and fully understood the problem, and its context, then you will have the solution.
Major Project
Smart Vision Mirrors Smart vision mirrors are designed to improve motorcyclists’ safety on the road by reducing blind spot areas that manifest when a motorcyclist changes their posture. Posture variation can be induced by factors such as discomfort, high wind speeds, rain and other external elements. Smart vision mirrors are specifically aimed at sport and super-sport motorcycles where the posture variation can be greater and more frequent. The mirrors are electronically driven and
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automatically correct for changes in the line of sight of the user, using a position tracking IR camera that can be mounted on the windscreen of the motorcycle (although the ideal situation is to have it integrated in the dashboard itself). The camera detects the relative 3D displacement of IR markers mounted on the helmet, from a fixed reference initially set by the user. The data is used to continuously adapt the mirrors accordingly.
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SEBASTIEN NG LEI
sebastiannglei.001@gmail.com BA Industrial Design & Technology I have 3D printed two lightsabers and a lance which I use to segway joust. I am also terrified of insects.
Major Project
Entomophagy Experience This project intends to address strain on the food supply and crises deriving from global growth in demand, by raising awareness and allowing people to try alternative protein from entomophagy – the practice of insect consumption. Western markets were targeted due to their higher spending power and resource consumption per capita, allowing greater improvement from change whilst being financially viable. To address any negative perception of eating insects that Western consumers
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may have, a three pronged approach was pursued; using branding to promote a friendly, food explorative image; long reach digital channels to provide nutrition and sustainability information alongside ordering with personalisation; and a physical presence machine, which processes insect flour into snacks. This low cost accessible gateway for the wider public to try insect foods — altogether becoming the complete entomophagy experience.
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HARRISON PAGE
harrisonpagehp@gmail.com BA Industrial Design & Technology “The futher up and the futher in you go, the bigger everything gets the inside is the larger than the outside.� — Mr. Tumnus
Major Project
Enhancing Equestrian Body Protection Equestrianism is responsible for more hospital admissions than any other sport. Despite known risks, riders tend not to wear ample body protection, as uncovered during primary research. Existing solutions are uncomfortable, restrictive and unfashionable with health specialists also confirming that they provide minimal protection of vital body parts. The redesign eradicates these negative views through enhancing desirability. Comfort is maximised by an integrated hex
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cut into the foam, improving breathability and flexibility. The visual appeal is enhanced through combining modern sports detailing and traditional equestrian styling. Health specialist needs are also met through integrating Koroyd over vital body parts providing better shock absorbency and a more light-weight solution, compared to current market materials. The concept is backed by various stakeholders ready to take the product to market.
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ELIZABETH PEARCE
lizziepearce93@gmail.com BSc Product Design I spent over 500 hours on my major project ASSISTarm.
Major Project
ASSISTarm — Assistive Device for Children with Cerebral Palsy
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ASSISTarm is an assistive arm device for children with muscle weakness as a result of Cerebral Palsy, or other neurological diseases. It attaches to a wheelchair, and balances the weight of the user’s arm using spring tension applied through cables to four-bar-linkages. This helps the user to move with minimal effort through a sufficient range of motion to carry out activities of daily life such as eating, playing and communicating. The linkages and pivots are manufactured through
3D printing, which allows the size of the device to be customised to each user. The lower cost of 3D printing compared with metal machining also allows the device to be updated regularly, making it the ideal solution for growing children. The covers on the arm supports and over the mechanisms make the device safer and more comfortable, but can also be personalised to improve the acceptability of the device to each user.
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STEPH PEARSON
stephp94@hotmail.co.uk BA Industrial Design & Technology Choose a job you love, and you will never have to work a day in your life.
Major Project
Collapsible Baby Bottle An initial observation showed that bottlefeeding mothers are carrying up to four bottles with them to feed their baby whilst out. They reported that the space these occupy is problematic. Bottles needs to be sterile before each feed, which inspired the project brief: “Create a portable sterilising unit.� However, primary research revealed that sterilising is considered a household chore.
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Pre-sterilising at home and carrying in bulk is preferred over re-sterilising one bottle on-the-go, despite existing bottles being impractical for this. The brief was therefore changed to create a desirable, space-saving solution to the baby bottles themselves. The final silicone design collapses to 25% its original size when not in use. Unlike existing alternatives, it delivers functional and aesthetic value equivalent to that of standard bottles.
AINE PETRULAITYTE
aine.petrulaityte@brunel.ac.uk PhD Design for Sustainability For me design is a collaborative problem solving activity aiming to achieve environmental sustainability and societal well-being. Developing this PhD project my aim is to enable and encourage designers to deliver innovative environmentally-friendly solutions.
life cycle (system) resources optimization: product function-based discrete resources optimization: phase-based (e.g. producer)
wide system resources optimization: solution based
e -lif r of d- age n n e a m
lie
rs
[e.g. product]
su
pp
lie
rs
e -lif r of d- age n n e a m
[e.g. additional products]
prod
prod
ucer prod pp
designer
r ume cons t clien
su
r ume cons t clien
r ume cons t clien
designer
retailer ucer
retailer ucer
retailer
designer
su
pp
lie
rs
e -lif r of d- age n n e a m
[e.g. maintenance service]
[consumer satisfaction fulfilled]
PhD Research Project
Distributed Manufacturing for Sustainable ProductService System Solutions This PhD research is a part of the European project LeNSin which involves a number of international partners worldwide. The project aims to provide designers, researchers and educators with a number of tools and knowledge helping them to implement Sustainable Product-Service System solutions applied to Distributed Manufacturing.
The overall ambition of this PhD research is to forecast the future of modern manufacturing techniques, such as 3D printing, and innovative ways of organising production of goods and investigate how this can contribute to development of more sustainable Product-Service System solutions. The outcomes of this research should overcome existing limitations of service-based business models, improve design education and encourage companies and design practitioners to consider working towards more environmentallyfriendly design solutions.
Figure: Stakeholders in a product-service system life-cycle mix, working towards system sustainability. Source: UNEP (2002) Product-Service Systems and Sustainability: Opportunities for Sustainable Solutions.
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ROB PORTLOCK
portlock_r@yahoo.co.uk BSc Product Design Engineering “To see victory only when it is within the ken of the common herd is not the acme of excellence” — Sun Tzu
Major Project
Liberating Light Inadequate seasonal lighting drastically reduces the time in which skateboarders can practice throughout a large proportion of the year, and is an issue that has hardly been touched upon within a market that caters to over 11 million active participants globally. With certain anti-social connotations surrounding the activity, it felt important to consider how perceptions of skateboarders could be altered, highlighting the enriching
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experiences and skills that the sport gives to its user group. Liberate is a telescopic floodlighting system aiming to provide users with a flexible platform to help sustain performance and remain active during the winter months. The solution provides a similar luminance to other floodlighting products but caters to the requirement for a truly portable, affordable and convenient system, allowing the user to easily deploy and transport the product.
Brand Futures — Stanley
Sense Devastating wildfires are becoming commonplace globally, destroying over seven million acres of land in the US alone each year. Sense employs augmented reality technology to map the environment for the user, combining with real-time satellite imagery and existing weather models to provide recommendations in relation to the speed and direction of the fire, alongside advised methods for suppression.
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ILARIA REGA
i.rega0508@gmail.com MA Design and Branding Strategy Communication expert specialising in Brand Management and Design Strategy, with a particular interest in FMCG and Hospitality Industries.
Major Project
Enhancing Customer Experience in Casual Restaurant Start-ups’ Brand Building, through Food Experience Design Research problem The Casual Restaurant industry is a fast growing sector in the UK that is facing a changing market with an increasing desire for social and experiential dining. In fact, customers are becoming more demanding in terms of food knowledge, service customisation and unique experiences. Due to the high demand, restaurant startups are rather prolific in London, without an appropriate differentiation among competitors. Customer Experience has recently been addressed through Food Experience Design, a strategy that aims at
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innovating and analysing every aspect of a food-related experience, including food and non-food components. Research Aim The main purpose of this research is to illustrate the potential of the application of a Food Experience Design strategy to the Casual Restaurant industry, with a particular focus on start-ups’ brand building, and therefore to provide a design led framework intended to guide and facilitate the application of this approach.
I once beat a Mongolian Cheiftan in a wrestling match.
CHRIS RICKETTS
rickettsdesign@gmail.com BSc Product Design
Major Project
Non-Invasive Blood Glucose Monitoring ear and measures blood glucose hands free using near- infrared spectroscopy. A cluster of LEDs is used to shine light through the earlobe, changes in blood glucose can be calculated by measuring the change in different wavelengths absorbed. Meli pairs with the user’s phone via bluetooth in order to give the user instant blood glucose levels, as well as warnings, notifications and tips.
McLaren Applied Technologies
Blood glucose monitoring is a source of stress, hassle and discomfort for millions of diabetics. Current monitors on the market require the users to prick the skin and draw blood every time a blood glucose level measurement is required. Not only does this cause mess and discomfort for the user but can also disrupt any activity they were doing and gives no indication as to whether blood glucose levels are rising or falling. Meli is a device that is worn behind the
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BRONSON ROSENBERG
bronson.rosenberg@gmail.com BA Industrial Design & Technology Creativity is a step away from Insanity.
Major Project
Raising Pixels Raising Pixels is a crowdfunding website that focuses on video game projects exclusively. The core objective of this project was to produce a website where game developers have the chance to present new ideas to the video game community and potentially receive financial backing. This website also aims to incite a sense of excitement and joy in gamers experiencing projects they support becoming fully developed games.
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Along with crowdfunding features as seen on websites such as Kickstarter and Indiegogo, Raising Pixels provides additional features which are intended to help support and maintain a community such as a Job board, Forum and Profile pages for users. The site also produces a range of online content from blog entries and videos, to webinars and live streams in order to entertain and educate users about video game development and the industry.
SALMA SALAMA
Salmassalama@gmail.com MSc Integrated Product Design Designer/maker inspired by the art of craft.
Major Project
Tubes & Cubes Furniture makes up 42% of all bulky waste in the UK, amounting to approximately 670,000 tonnes. Further to this, approximately 400,000 tonnes of wood waste is produced by furniture manufacturers. There is a clear need for a more sustainable approach to furniture design. Tubes and Cubes aims to add value to offcuts from the furniture making industry by converting them into building blocks which form the basis of a furniture building system.
Finished units are easy to assemble and disassemble so they can be adjusted and/ or made into something else. The concept relies on the crowdsourcing of ideas via an online platform where users can store and share their design concepts along with instruction. Users are encouraged through competitions which will see winning designs assembled in house and sold with a percentage of profits going to the designer. Sales come from individual components as well as pre-assembled units.
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SOMA WIRAGA SANISCARA
soma.wiraga@gmail.com MA Design Strategy & Innovation A Collaborative Designer and Strategic Design Researcher
Major Project
Human Centred Service Design Strategy in the Sharing Economy The Challenge: a global survey report ‘Listening to Sharing Economy Initiatives’ indicates that most peer-to-peer business models of the sharing economy have low outreach to the age group 35-50+. Often however, this age group of people have more forms of ‘wealth’ to share. There is therefore an opportunity to increase the growth of the sharing model by increasing motivation/ease of access to share ‘wealth’ (skills, knowledge and products as well as money). The Research Process: the Design Research looks at the characteristic of Generation X and relationship with the Theories of
Figure 1
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sharing. The role of design is examined using methods such as Customer Journey in selected Case Studies. (Fig.1) research uses mindmaps to explore the relationship between types of sharing, the role of design and characteristics of generations (Fig. 2). The Outcome: a human centred service design strategy for sharing economy initiatives that can motivate/ease access for Gen X in sharing, by utilising multiple design disciplines within one synergistic framework (Fig. 3). Figure 2
Figure 3
EHAB SAYED
ehab.sayed@hotmail.com MSc Integrated Product Design We are a product of nature. Nature is the epitome of design. Design comes naturally.
Major Project
Biohm
The UK annually produces around 220 million tonnes of waste with around 110 million tonnes resulting from construction, demolition and excavation (CDE) works. This mammoth amount must not be ignored; even though the majority is recycled or incinerated, these processes can create harmful emissions and require vast amounts of energy to carry out. Eco-design strategies can help prevent waste at the early stages of the rigorous and iterative design process. An optimised concept was developed using principles of biomimetics, design-for-deconstruction, health well-being and productivity, biophilia and human centred design to tackle this issue. Life cycle assessments have shown that it is capable of reducing the environmental impact of waste by a staggering 74%, energy by 83% and transport by 48%. The various economic and social benefits of the proposed concept offer an excellent competitive advantage and may have a great impact on the economy and, specifically, the current housing crisis. A business venture known as Biohm will help support the concept as it would be part of a large interconnected system that utilises the circular economy. The final concept details cannot be disclosed due to intellectual property rights.
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SASKIA SCHULAR
sschular@gmail.com BSc Product Design Engineering I love to design and make jewellery.
Major Project
Aesthetic Redesign of the Hearing Aid
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There is social stigma around the use of hearing aids that prevents people from using them and can make them feel selfconscious when they do. The current trends of hearing aid design are focused around miniaturisation and discretion, which can not only compromise the power of the hearing aid, but also project a message that hearing loss is something to be hidden away and be ashamed of. The project aimed to challenge this by creating a hearing aid that was visible, but beautiful; a product that users would want to be seen wearing.
The hearing aid has been redesigned to be worn with a range of covers, allowing users to decorate and express themselves through their hearing aids. The project focused on designing for women aged 18 to 25. Designs that are “fun”, “elegant” and “dramatic” were created using visual metaphors; they ranged from subtle pieces to be worn every day to statement pieces to complete an outfit.
When Designers Take Sides Are We Creating Infographics or Propaganda? Part 1
Propaganda is information, often of a biased or misleading nature used to promote a particular point of view. Essentially, you have an organisation with a desired result in mind — who then pursue a way of communicating it to the masses. For many, propaganda is synonymous with the wartime posters of the past. These visual displays were designed to incite fear, fury or ardent patriotism, in a context of great conflict and uncertainty. It was a method employed by governments to gain citizen compliance, by appealing their emotional response. Think ‘Lord Kitchener Wants You’ — Britain’s heavily mustached Secretary of State staring and pointing at you, calling you to enlist in the British army. You may be surprised to know this method of persuasion is not entirely a thing of the past — ‘information warfare’ is a technique
employed by the US Military to this day. On March 16th last year for example, a US F-15E fighter jet dropped 60,000 copies of grisly anti-ISIL propaganda on Raqqa, the base of operations for the Islamic State of Iraq. However, with free and widespread access to information, this example of graphic design has largely lost its influencing power. Data visualisation on the other hand, is a rapidly growing discipline in a culture shifting from the written word towards the image. Infographics are being seen as more ethical sources of information, as they can present reliable and quantifiable data. But is there more to them than meets the eye? Mushon Zer-Aviv contends that we are trained to “process the products of language as arguments”, but “the visual environment as evidence”. As a result, selective data readings and visual trickery can still manipulate the masses – not through the spreading of false information, but rather the visual misrepresentation of it. In these cases, design can still lend itself to a predetermined narrative, rather than an unbiased representation of the data. Pictograms for example, are repeat offenders in the oversimplification of complex information. In an infographic offering from LiveCitizen.com (a prolife website), the process of abortion is indelicately reduced to the icon of a woman, a baby and a dustbin. Barack Obama was also criticized in his 2012 election campaign, for using graphic illustrations to over-simplify the issues he was tackling. Colour, scale, and structure can also play a part in visual deception. Truncating
the y-axis of graphs, for instance, can create an amplified and ultimately untrue representation of a dataset. This is a technique often appropriated by fear-based media, to heighten danger or urgency in news stories. Preying on and justifying the anxieties we hold enables them to reliably secure ratings and capital. So bearing all this in mind, infographics are arguably not exempt from the art of demagoguery. Part 2 is located on page 170
Contextual Article by Aoife McCarthy
We have never lived in an age where information has been more accessible. The Internet, in particular, has imbued us with a sense of total omniscience — the answers to all of our questions are always just a few clicks away. But is all as it seems? Information should not be confused with knowledge — what we obtain when we consume and understand information, to arrive at a justified and true belief. Knowledge is arguably where the power resides, and in a counterproductive twist of fate, perhaps this super abundance of information — or ‘data glut’, as David McCandless has called it — is hindering, not helping our pursuit. And it could be argued, that in this struggle, comes the rise of propaganda.
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STUART SCOTT
stuart.sco@live.co.uk linkedin.com/in/stuartsco BA Industrial Design & Technology I could fly solo before I could drive a car.
Major Project
digi
Do you spend too much time on your smartphone? digi is a receipt-style printer that changes the way you interact with your devices. It helps you to better understand your digital lifestyle, bringing you back to the moment and gradually improving your relationship with technology. Through carefully thought out, randomised daily challenges, digi will help you gain back precious time that is being lost through the screens of your smartphone and other
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digital devices. In the morning, digi will print out a new daily challenge. At the end of the day, a daily summary will display how many minutes you have spent on your smartphone and whether you have achieved a personal best. This data is sent via bluetooth from an accompanying application. With further development, digi could offer printed rewards in the form of cinema tickets or supermarket vouchers. Take control of your digital lifestyle!
Graphics Project
Tube Map for Children Thousands of children venture across London’s transport network every day. The younger ones have a very short attention span and can become bored. The London Tube map was therefore reimagined for children, with the intention of keeping them more engaged and entertained on a journey. Each tube line is represented by a different character and each map contains a variety of puzzles and interesting information.
Disclaimer I was not engaged by TFL in any consultancy role, our output is not endorsed by the company and any publicity will is limited to our own projects and not used for larger scale publicity or validation.
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CHARLIE SEKERS
charliesekers@me.com BA Industrial Design & Technology Anyone who has never made a mistake has never tried anything new.
Major Project
Bespoke 3D Printed Protective Material system Utilising the manufacturing and design potential of Selective Laser Sintering (SLS) manufacturing, this project is an exploration of the associated techniques, systems and processes necessary for the development and production of a dynamic protective fabric. The fabric system uses interchangeable module components with specific functional advantages to create a bespoke, tailored, protective outerwear. This bespoke protective system allows the incremental refinement and evolution
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of protective sports clothing, creating the potential to introduce incremental performance gains throughout the course of and between competitive seasons. These findings and refinements might further serve the development of the domestic market creating better fitting, lighter, less bulky and more protective consumer equivalents developed in conjunction with athletes and experts.
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TZUWEI SU
s991759@gmail.com MSc Integrated Product Design I am a Taiwanese student, I enjoy travelling, painting and discovering something new everyday.
Major Project
Planet Hero Planet Hero is an educational website that aims to incorporate entertainment with teaching children to cherish resources, reduce waste and develop a habit to recycle waste into useful products. By targeting children from age seven to twelve with games and animations, it aims to change the culture and behavior of the future.
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Children are able to watch and follow tutorials set at levels appropriate to their age group and complete projects to earn rewards. The project is created from completely recyclable materials and could be introduced in primary schools through a school charity to create a strong message to all children from both teachers and parents.
I have long had an interest in human-centred design; I believe in prioritising the users’ needs to make for more purposeful and
LIAM THOMAS
liamthomas1994@gmail.com BSc Product Design
honest solutions.
Major Project
Sano: Home Electrotherapy for Sports Injuries Over the course of long-term rehabilitation from sports injury, motivation is often lost and patients are found to encounter issues complying with home physiotherapy programmes. Current alternative therapies to traditional physiotherapy — namely home electrical stimulation products — do not effectively address the psychology of long-term sports injury and tend to carry negative stigma. This project utilises a new approach to electrotherapy design, with
human factors and usability at the core of the design aims. The final product consists of a knee brace, a TENS module and an electrode set — this hardware and the treatment settings are controlled wirelessly using a mobile app. The proposed concept provides a much more appropriate solution for the target audience, optimising the overall user experience and improving motivation in line with physical recovery.
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RACHEL TINKLER
racheltink@yahoo.com BA Industrial Design & Technology I’ve always had a passion for anything creative, my time at Brunel has enabled me to use this. Although it’s safe to say, I’m still terrible at drawing.
Major Project
Corey — the Adjustable Storage System. Corey is an adjustable storage system designed for the compact living environment, an initial brief set by HEAL’S, the furniture store. It was designed to bridge the gap between adjustable, flat-pack furniture and standalone, high quality furniture. The design uses high quality materials combined with an efficient adaptable connection system to create a solution for users that may want to adjust their storage areas.
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The finish of the product adheres to the HEAL’S brand guidelines, in terms of quality, aesthetics and craftsmanship. The system also comes with a range of colour spacers and wood finishes so the user is able to match the aesthetics to their personal preference and to a range of spaces. Corey is an innovative space saving solution that allows the user to decide their own configuration.
Brand Futures — Carex
Carex Nature Carex Nature is designed to immerse and reconnect children aged 7 to 11 with their natural surroundings. The weatherproof device is thrown onto the ground and then controlled by an app on any handheld device, where the child can record and capture footage. The device is powered by shaking up and down, engaging the child in the charging process.
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When Designers Take Sides Are We Creating Infographics or Propaganda? Part 2 Part 1 can be located on page 161
Contextual Article by Aoife McCarthy 170 170
Graphic design is a powerful tool, for good or bad — and truth is an easy victim of power. But what does this mean for designers? Is it always our responsibility to be conscious of the message being received? Arguably, everybody will interpret a data visualisation slightly differently. Wainer argues that anybody viewing an infographic will “interpret its appearance as a sincere desire on the part of the author to inform. In the face of this sincerity, the misuse of graphical material is a perversion of communication, equivalent to putting up a detour sign that leads to an abyss”. This explores the concept of ‘freedom of choice’ as a basic human right; in order to have true freedom of choice, we must be fairly informed of our choices. Tufte writes that creators of data presentations should be held intellectually and ethically responsible for their work, in order to make the consumption of said work an intellectual and moral activity. In essence, data does not lie – humans do. That said, graphics can still mislead without the conscious intervention of the designer. So ultimately, the viewer could still arrive at the same end result (adopting a biased view of the information). A way of limiting this is letting the data do the talking, rather than its presentation. Also to try and preserve transparency, data visualisations should be accompanied by a ‘blueprint’ – explaining how and why the data was manipulated. This empowers the viewer in making their own conclusions from the presentation.
So even adhering to a strong ethical code may not entirely ensure we are presenting unbiased information. It is still absolutely important nonetheless, in maintaining integrity in the profession of graphic design. And this is also not to say we must refrain from visual communication, which has limitless possibilities and impact in this information age. Instead, we should accept that the visual communication of data, whilst exciting and often beautiful, is an inherently flawed and human process. As designers, we should strive for honesty in our approach to visual communication. But as consumers of designed information, we also have a responsibility to think critically. It is important that we seek to develop the visual literacy skills necessary to cut through the ‘hidden’ propaganda. With these skills, we improve our access to information; and ultimately, our path to acquiring real knowledge.
A full version of this essay with references can be found at madeinbrunel.com
For me design is a fluid changing process, is it finished? is it ever really finished.........
DAN TOWNS
danielluketowns86@gmail.com BA Industrial Design & Technology
Major Project
PNH Passive Nutrient Harvesting of eutrophication and the improvement of water quality. Additionally, a second life for waste agricultural fertiliser run off has been found through this project.
James Dyson Foundation
The project focus was the development of a device and subsequent system by which nutrients are extracted from a static body of water. The outcome of this brief have been multiple results, namely the reduction
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OSCAR HENRY TWEED
ohtweed@gmail.com BSc Product Design Design is a functional art that never stops evolving.
Major Project
Occasional Lounge Seating for Small Space Living We are now living in an urban age, where small space living is a necessity in most cities around the world. The renting or owning of small apartments, rather than houses, is now the reality for most people. This project was to establish a solution to occasional lounge seating for small space living. Catering for the need for additional seating in the lounge environment that can be compacted away to not occupy any floor space creating a more flexible lounge
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area in a limited footprint. Responding to the findings that the main reasons for dissatisfaction in people’s homes are not enough space for furniture, not enough storage and not having enough space to entertain visitors at all. This chair creates the ability to cater for guests and intuitively folds away in different ways in order to be stored in the limited space the user has, focusing on utilising dead space as storage.
Educating Digital Natives Through Gamification: Part 1
Digital natives are individuals who have been fully immersed in the language of computing throughout their childhood and are therefore considered to be native speakers. Their immediate exposure to technology has changed the way they think and as a result, how they learn. Conversely, digital immigrants grew up before widespread computing. In many cases they have learnt to adapt to the digital world but it has not come naturally. This has created barriers and stunted relationships within classrooms as teachers and pupils are essentially speaking different languages. For example, natives work quickly and thrive on instant gratification from relatively small achievements. In contrast, immigrants are happy to take a slower, step-by-step approach to ensure they get the right answer. This is just one of the many reasons why existing teaching practices are often proving unsuccessful. An increasingly popular tool, available to teachers today, is gamification; the
application of game play in other areas of activity. Educational computer games were first developed in the 1980s but have recently been thrust into the public limelight. As increasing numbers of children are glued to their computers and consoles, scientists have begun to ask, what makes these games so addictive? According to Jane McGonigal, a game designer at the Institute for the Future, an average young person today, in a country with a strong gaming community, will have spent 10,000 hours playing online games by the age of 21. This is roughly equivalent to the amount of time a child spends in school throughout their entire secondary education. So the question remains, how are games keeping players entertained? The answer lies in the theory of game mechanics. Game designers have discovered 24 unique mechanisms of motivating gamers that have the potential to engage students too. The mechanisms range in complexity from very simple concepts like ‘achievements’ to more advanced features such as an ‘epic meaning’. Biologically, when an objective is achieved in gameplay it triggers the release of dopamine in our brain. Dopamine is a hormone that enables us to explore and to try new things. We feel great as a result and will continue playing to experience the rush repeatedly. This is this sort of engagement that teachers crave and has the potential to work wonders if correctly applied. Shawn Young, an American high school teacher, took matters into his own hands and developed an educational gaming
platform called Classcraft. Within the game, students are assigned a character and placed in small teams, making success interdependent by encouraging them to work together. The system has received excellent reviews from other teachers who have seen significant improvements in both engagement and motivation in class. Despite the success of platforms like Classcraft, one of the issues facing gamification in schools is the diversity of students. Teachers are unable to adopt a ‘one size fits all’ policy as each child prefers different types of games. Based on this, Richard Bartle developed a psychological test, used to classify students into four groups. They were defined as: achievers, explorers, socialisers and killers. Designing a concept to suit every child can be very difficult, especially when teaching large classes. Problems can arise when gamification is considered to be simply incorporating a points system into an activity. This particular strategy might appeal to the class’s achievers but is not enough to satisfy other groups of students. This prevents them from achieving success in the game and also in their studies. Part 2 located on page 177
Contextual Article by James Long
The rapid rise of digital technology is creating a growing divide between younger and older generations. In schools, education is proving increasingly difficult whilst teachers attempt to engage pupils via traditional methods. As technology begins to play a larger role in the classroom, it has the potential to take learning in new and exciting directions but it requires the cooperation of pupils, teachers and parents alike. Curriculums must be reimagined to suit a new breed of students, the so called ‘digital natives’; to support their learning and help prepare them for the ever-changing world beyond the school playground.
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GEORGI VENCHEV
georgi.y.venchev@gmail.com BSc Product Design Do to others what you would have them do to you.
Major Project
Sitboard
Sitboard is an office furniture product enabling movement when sitting. The project was inspired by the desire to help people lead healthy and productive lives. Currently British people sit for 8.9 hours a day on average. Irrespective of physical activity, prolonged sedentary working increases the risk of: heart disease, diabetes, obesity, depression and muscle and joint problems. Sitboard aims to raise awareness of the dangers of prolonged
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sitting and to promote movement. It provides intuitive and engaging interactions with the device to help office workers improve their physical activity whilst sitting. The aesthetics of the product are designed to be both visually and haptically engaging to compel the user to spontaneously move their feet. The device also uses a built-in Bluetooth technology for setting and monitoring personal goals.
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CHIH HUNG WANG
wdwrwdwr0315@gmail.com MSc Integrated Product Design If I choose to do it, I want to be the best.
Major Project
Be Cool To Save The Ocean Introducing: a new type of skateboard shoe. To enhance the strength and durability of the shoes, ocean plastics are used on highly consumable parts; customers can replace torn components easily through our standardised repair system. Alternatively, customers can choose or design their personalized patterns and color for replaceable components. This innovation can benefit both consumers
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and companies by reducing ocean plastics, cutting down cost and consumption of raw plastic and building brand image and loyalty through providing tailored services. Most importantly, this invention will be the catalyst for the fast-moving fashion industry promoting a sense of sustainable development and finally facilitating public participation in green living.
Educating Digital Natives Through Gamification: Part 2 Part 1 can be located on page 173 to learning. However, it is currently being attempted, and poorly executed, by digital immigrants who lack an inherent understanding of the technology involved. Professional game designers and schools must work together, applying techniques previously developed for online games to reinvigorate classrooms up and down the country. Gamification may not be the answer, but it is a tool that could help to build constructive relationships between digital natives and their immigrant counterparts. Only once this has been achieved, will teachers and pupils be able to understand one other and fundamentally, speak the same language.
The critical issue that faces education is the uncertainty that lies ahead. Nobody knows what the world will be like in five or ten years time and yet children are supposed to be educated for it. Gamification has the potential to be extremely beneficial
A full version of this essay with references can be found at madeinbrunel.com
Contextual Article by James Long
But what does the future hold for gamification? Is it just a passing trend or is it here to stay? From a business perspective, it appears to be on its way out. Many companies who initially adopted the strategy have failed to achieve their goals and have subsequently discarded the idea. However, the future looks bright for those who have employed appropriate game mechanics; for example, Nike+ has helped thousands of users achieve their personal fitness goals. In classrooms, gamification is yet to have a noticeable impact. At the moment this is because the vast majority of schools and teachers are simply unprepared to give it a go. Experiments are essential to understanding whether gamification can be truly effective, but this is often discouraged by parents who do not wish their children to be the ‘guinea pigs’ of the education system. Another issue lies in the technology currently available to teachers and students to facilitate interactive learning. The cost and time required to implement and maintain such systems is often too great to justify and creates a divide between wealthier and poorer schools. Even simple problems like a poor internet connection or a device running low on battery can quickly throw a lesson plan down the drain.
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DOMINIC WARING
hello@dominicwaring.com dominicwaring.com BA Industrial Design & Technology Creativity isn’t confined to the workplace. Some of the best meetings I had on placement were down the pub with the marketing team from Volkswagen.
Major Project
MYWAY — Contextual Wayfinding Would it not be nice if you could easily improve the lives of everyone around you on your daily commute? You could let them know there are long queues for the Jubilee Line at London Bridge, warn commuters behind you that they should take an alternative route or even let City Hall know about the problem. MYWAY provides the user with live navigational information designed to find the best walking route from A to B using pre-defined parameters, ultimately routing them to their chosen
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destination as quickly as possible by avoiding crowded areas. The application gathers anonymous location and speed data from smartphone users, tracking location and speed to map out areas of high crowd density, ascertain whether the crowds are moving or not and predict future crowd movement. Data is fed back to the user in the form of a traffic light colour system overlaid on top of their navigation screen.
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ANDY WARRINGTON
andy@electrondesign.co.uk www.electrondesign.co.uk BSc Product Design I lived in Denmark for my placement year, but failed terribly at learning any Danish.
Major Project
Family Mobile Gaming Children are socially excluding themselves through an increased use of mobile gaming on smart devices. The project objective was to create a whole family sociable mobile gaming experience, using motion game controllers for multiple players on mobile games. A market opportunity was identified for a product combining portability of mobile gaming with the multiplayer experience of a static game console. A prototype heavy approach was used to validate the concept’s functional
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requirements using microcontroller development boards and Unity Game Engine. A platform App contains the controllers’ Bluetooth connection, colour ID, library of mini (short duration) games and player handicap system. This allows adjustment of gameplay difficulty and game selection to suit all family abilities. The controllers as pictured provide visual and haptic feedback to enhance the game experience.
Embedded Project
Motorised GoPro Mount The project brief was to create a fun, compact and functional electronic prototype using PIC microcontrollers. The concept enables full control of the camera rotation and elevation to easily shoot footage from creative positions. Use the GoPro App for live streaming to ensure you capture the thrills in action scenes and those memories of a lifetime.
Brand Futures — Old Spice
Sizzler Designed to provide a desirable and masculine alternative to picnicking, the Old Spice Sizzler is a portable outdoor cooker that uses induction technology to enable faster, easier and safer family barbecuing.
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MOHAMMED WASIM
m_wasim21@hotmail.co.uk BA Industrial Design & Technology My time at Brunel has enabled me to become a more-rounded individual and designer, giving me the key knowledge needed to be successful in any future career path.
Major Project
Portable Modular Wireless Speaker System Regular portable speakers generally only produce sound from one angle, resulting in uneven sound levels for listeners depending on their relative location to the product and causing the sound to dissipate the further away they get. These factors combined decrease the enjoyment factor of music, movies and social atmospheres (84% of all people surveyed throughout this project also agreed with the aforementioned statement). The portable modular wireless speaker system solves this problem, 182
it features four magnetically linked satellite speaker units, which can be individually removed and placed around in any environment you are in, to give an even dissipation-free sound field as well as creating an immersive sound experience and a sense of surround sound. The source device is connected to the control (base) unit which sends the audio files to the various speaker modules wirelessly over a Wi-Fi network.
MARLENE WEBER
marlene.weber@brunel.ac.uk PhD Human Centred Design I am a PhD researcher at Brunel and part of the Human Centred Design Institute, my main interests are Human Emotions, Automated Driving, Human Centred Design, Product Design and Technological Developments.
PhD Project
Emotional Measurement Techniques in the Automotive Environment The automotive industry is going through major changes such as self-driving and robotic technologies, significant transformations of human-car interaction and many more. My research aims to explore the constantly changing automotive environment from a human-centred perspective to improve the future driving experience for drivers and passengers. Part of my research is the use of emotional measurement techniques, such as galvanic-skinresponse sensors, facial expression analysis, eye tracking
and movement/posture analysis in a simulated and a real-driving environment. The measurement results will be used to gain important insights about driver and passenger behaviours and interactions in the car. This knowledge will lead to a better understanding of in-car behaviours and emotions.
Above Visual explaining Measurement Techniques and Inferface of the Imotions Tool Right Scheme of different Emotion Measurement Techniques
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DOT WHEELER
dot.designs@outlook.com BA Industrial Design & Technology Surprisingly I have completed my gold Duke of Edinburgh expedition.
Major Project
Personalised Walking Aid Kit for the UK Mobility impairments may improve or worsen with time. The transitions require daunting changes in mobility aids as familiarity and attachment with the existing aids are lost. This kit gives independence to people with impaired mobility by providing choice and control over their healthcare, allowing them to make a walking stick, crutches or frame. System modularity means the product adapts to the user’s situation and eases the aid changeover. Collaboration with stakeholders showed a
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need for more comfort and space-saving solutions. Comfort was added via a new styled handle with an easily replaced, cushioning insert. The kit fits into a small suitcase making the product easily transportable, benefiting end users on holiday and Occupational Therapists taking aid samples to the community. Colour options and elegant styling make the product appeal to any age, enhancing social inclusion and empowering users.
Far Left Modular system in walking stick, crutches and frame configurations. Left Degeneration users with walking sticks. Below Short term Rehabilitative user with crutches. Bottom Simple pin mechanism for assembling and disssembling.
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NATALIE WILLIAMS
natw_7@yahoo.co.uk BSc Product Design I once circumnavigated an island in a kayak.
Major Project
Helping Herbs Helping Herbs is a customisable indoor gardening kit, designed to help bring gardening to people with dementia. This horticultural therapy kit was designed to be inclusive and available to not only those with early to mid-stage dementia, but the older generation in general. The different aspects of the kit have been individually designed to target a variety of senses and experiences which aim to reduce common problems associated with dementia, improving their wellbeing.
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For example, included in the kit is a mindfulness colouring book, where the pages have been impregnated with herb seeds making the sowing process easier, as well as giving them something to do throughout the day, to enjoy and reduce anxiety, in turn providing the carer with some well-deserved respite. As a gentle reminder, a moisture sensor is located in the windowsill tray to alert the user when the herbs require water.
Graphics Project
Design and Technology Task Cards Focusing on GCSE Design and Technology, a set of educational task cards was designed to reduce disruption levels in a classroom caused by students finishing their work early. When a student finishes their work, they simply go and select a card based on the topic they want to revise. Each card includes information on a given topic, an interesting fact, a quiz and tasks for the student to complete. The set also includes record cards and stickers for them to keep track of their revision.
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LULU YIN
lulu.yin@brunel.ac.uk PhD Design With a design background, I have interests in healthcare, user experience, environment and inclusive design. I am carrying out a study to encourage and guarantee older people walking in age-friendly footway environment.
Investigating the Footway Environment and its Effects on the Walking Behaviour of Older Adults Footways in urban areas play a key role in facilitating or limiting older adults’ walking. This research aims to address the relationship between footway environments and the walking behaviour of older people. Several studies were conducted with residents aged over 65 and fit to walk in Central and West London. After carrying out an extensive study investigating negative aspects of footways through use of interviews, observations, cultural probes and a focus group, it was found that some negative aspects affect older people during walking. They are classified as: pavement conditions such as broken, irregular and narrow footways; and environmental factors such as ponding, parked cars, and overhanging trees. When encountering different footways, it was observed that older people demonstrated
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distinct variations in terms of their walking behaviour. For example, they have to walk slowly and even change their gait patterns frequently when encountering uneven pavements. Further studies will address positive aspects of footways and correlations between pavement conditions and environmental factors in influencing the elderly during walking. This research contributes to new knowledge amongst the urban walking environment and confirms previous findings. A final research achievement will be an assessment approach used by designers, policy makers and city planners in constructing and building age-friendly and inclusive footway environments for residents in their neighbourhood.
Research focuses There are two main research areas which are walking behaviour and footway environment in this project. Walking behaviour includes walking performance, experience, purpose, time taken, and other behavioural factors during walking. Footway environment is consisted of pavement conditions, such as ground surface and covered area; and environmental factors, such as street facilities and obstacles. The relations between the two research focuses are explored
by leaning about the impact of footways upon older people’s walking habits and their requirements in using them.
How do Negative Aspects of Footway Environment Affect Older People’s Walking? Different negative aspects influence the elderly to change their walking behaviour in different ways. Footways with narrow, uneven and broken surfaces are common to see in West London. Along with gaps and holes, these pavement conditions are likely to cause a risk of falling and tripping to older people. When older adults encounter obstacles such as overgrowing tree roots and ponding, they walk around and
adopt cautious steps in a slow speed. If trees are growing beside of a footpath and overhang, people have to lower their head under the trees or walk on the outside of the path alternatively. In each situation, overgrowing plants and other negative aspects can be a challenge with potential risks for senior residents who have reduced functional performance to walk on footways.
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NICHOLAS STEFAN ZIVKOVIC
nicholas.zivkovic@gmail.com BA Industrial Design & Technology I once saw the sun rise over Tower A.
Major Project
Kinematic Ankle For transtibial (below the knee) amputees it is important to maintain a healthy gait, this is to avoid long-term health complications to the back and joints. With extra stress placed on the body 60% more energy is required for walking. The Kinematic Ankle addresses this problem by targeting gait asymmetry. It uses an offset crank, planetary gears and a two-way overrunning clutch mechanism to translate
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the movement of the knee into ankle motion. This motion can then be adjusted by tweaking the planetary gear ratio to more closely match the user’s gait profile. The two-way clutch serves as a stopping mechanism to prevent ankle movement from jerking the knee.
Brand Futures — Michelin
Jumelles Documenting and sharing experiences is an integral part of adventure, Jumelles aims to facilitate this by providing a meaningful way of sharing in three dimensions.
Embedded Project
Astron Learning about astronomy can be daunting at first. Astron aims to provide an intuitive method for learning about the stars and the constellations they belong to. The green laser is powerful enough to be visible at night as a green beam that points to stars in the sky. As a laser is used, safety is a primary concern. A light sensor and trigger circuit are set to immediately shut off the beam if it is interrupted at a short range. This is triggered by the reflected laser light hitting the sensor. 191
Co – Creation in Practice A study into maintaining long distance, family relationships
Understanding the needs of your user is hard. It can be notoriously difficult to get an individual’s unfiltered opinion. Such information cannot be obtained from questionnaire results — it requires a human-centred approach. We set up a co-creative workshop to understand long distance family relationships. We brought together a diverse group of people to take part in a series of activities that probed their experiences and tactile perceptions in relation to the theme. Through these tasks we uncovered people’s unspoken needs.
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The cultural differences between our participants led to diverse responses influenced by their background. This research resulted in a mission statement for the embodiment of concepts that would enable the expression of a personal experience through a combination of culture and meaning.
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Brand Futures Future concepts for the brands of our choice Every year, groups of final year design undergraduates at Brunel University London choose an existing brand and explore its future through the means of a repositioning exercise. This project allows these young designers to understand current trends, and how they will affect the future. This future tense then becomes a new context for the brand to be re-discovered in. We call this ‘Contextual Design’, with these projects resulting in a series of possible future products for the selected brands. For each brand the designers have explored and extrapolated the key principles behind the brand’s identity, visible to the consumers, but also taking apart the DNA essence built from the core brand values. These then have to be projected into the future, five to twenty years away and justified by a rigorous investigation and deep understanding of trends and the prospective societal issues. Concepts are then developed for a refined brand position encompassing these factors.
1. Create
2. Explore
3. Define
Living Services Silver Tsunami Social Wellbeing Crowd Clout Eco Bounty
Selecting brands within the chosen research area for potential repositioning.
Researching and exploring the chosen brand, its mission, values and everything it stands for.
4. Reposition
5. Conceptualise
6. Identity
Moving the brand approximately 5 to 15 years into the future and creating new values and principles.
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Creating individual product proposals for the future brand, leading to prototype development.
Refining the meaning, synchronising identitiy within the team and ensuring a solid link between models.
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Aston Martin Empowering women through the father daughter relationship. Aston Martin have relied on their reputation for many years without changing their strategy, but recently they have expressed a desire to attract more female customers (proven to be successful by others) to boost declining sales. We believe that targeting the father-daughter relationship is the answer. Through our range of Aston Martin products, fathers and daughters take part in activities together. This enables them to improve their relationship and allows the father to become a greater part of his daughter’s world. During these activities the daughter is encouraged to think for herself, nurturing her confidence and self-reliance as well as removing the fear of trying new things. Additionally, the activities promote personal growth and develop life skills. By focusing on the father-daughter relationship and investing in a generation of aspirational women, Aston Martin will benefit from improved customer relations and brand loyalty while also expanding their customer base.
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Empowering women through the father daughter relationship.
1. Rebecca Churn – Logic A locket containing a secret code-cracking wheel, Logic aims to make everyday communication more exciting. By sending her coded messages to decipher through a companion app, the father can help develop his daughter’s problem solving skills and encourage her to engage in STEM subjects.
2. May-May Lee – Culinary Aims to encourage fathers to cook with their daughters. The device scans ingredients available in the fridge and recommends recipes, it also can record and share new and old recipes passing on family culinary heritage to the next generation.
3. Hayley Liddell – Memory Aston Martin Memory encourages fathers to teach their daughters new skills, and give them exciting new experiences. Each bead stores a special moment, and can be scanned to relive it. You make the memories; Aston Martin keeps them safe.
4. Emily McNamara – Calm This tactile stress-relieving trinket gives fathers a direct role in helping their daughter through stressful times. With their fathers’ guidance girls learn valuable life lessons, setting them on the path for a lifetime of confidence and success.
5. Zoe Morton – Fitness The Aston Martin smart watch encourages fathers and their teenage daughters to spend time together, meeting their fitness goals and encouraging one another to be the best they can be.
6. Mohammed Wasim – Compass The compass is a precision instrument that can be given to a daughter as a reward for her efforts in improving her navigational skills. The compass is able to find the nearest geocached locations, ready for her to explore and share her experiences. 198
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Carex We chose to use Carex as the brand within this group project, as their values and attributes fitted well with what we hoped to achieve. Each of our individual projects aim to refocus a child’s mind to other important elements in their lives; as we believed that there was currently too much focus on education being of greatest importance whilst growing up. Using the six pillars of happiness, stated by Logan LePlant, we used these as starting blocks to each design around. The six focused on were relationships, nature, diet and nutrition, exercise, relaxation and recreation. By using these as the basis of our concepts we were able to create products that allowed children between the ages of seven and eleven years old, to fully appreciate the different pillars in life and understand that they are all of equal importance.
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1. Eleanor Edwards – Carex Super Smoothie Set The Carex Super Smoothie Set encourages children to explore and immerse themselves within the fun element of healthy eating. The set consists of a colour changing mixing cup and base with fun fruit character plugs relating to the smoothie recipe that the children invent themselves.
2. Rhys Goodman – Carex Smart Tracker The smart tracker encourages more daily physical activity through fun and enjoyment. Connecting to a shoe, the tracker features a full body scanner and a colour changing light to represent current activity levels. An online app also enables 7-11 year olds to view their results, connect with friends, and receive bacteria inspired characters to customise their tracker with as they move up levels.
3. Becky Jones – Carex Relationships My product is a visual stimulus to remind children of relationships they should maintain to have a balanced life. By including a glow light that distinguishes the longer it is out of use, as well as a camera and projector to relive an experience; it offers several reminders of an important friendship.
4. Rachel Tinkler – Carex Nature Carex Nature immerses children in their natural surroundings by capturing and recording footage from ground level, all controlled through an app. The weatherproof device is charged by shaking up and down, engaging the child in the charging process. 202
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Disclaimer We were not engaged by Duolingo in any consultancy role, our output is not endorsed by the company and any publicity will is limited to our own projects and not used for larger scale 204 publicity or validation.
Duolingo Create a culture of community. Duolingo is a free, crowdsourced language learning service; accessible online or via a mobile app. They believe in facilitating equal access to education for everyone, regardless of wealth. At the brand’s core, you will always find collaboration, communication and the desire to break down barriers. However, language is only one part of the puzzle. Immigration is a major contextual issue that has been brought to the forefront by politicians and the media over the last few years, showing no signs of fading away. Duolingo believe people are better together, and deserve equal access to everything a community has to offer. In 2025, they could provide product-based solutions that aid social and cultural integration, creating more meaningful interactions and stronger communities.
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Create a culture of community.
1. Russel Lim – DuoFinder Creating a culture of community can start on the playground with DuoFinder. A ‘pico projector’ and built-in camera transforms this toy magnifying glass into a game, encouraging whole classes to play together and capture memories.
2. Rachel Martins – DuoRead Duo Read is an interactive owl toy for multicultural classrooms. He brings stories to life, celebrating cultural differences through engaging adventures, building self-esteem by exploring cultural identity as a group.
3. Aoife McCarthy – Duo Unity Globe English as an Additional Language (EAL) pupils now form a majority in one in nine schools in England; a number that has risen by 20% in the last five years. The Unity Globe is a future concept for a durable playground toy that promotes integrated play, even if verbal communication is difficult at present.
4. Eleanor Mensforth – DuoDuo Non-native speakers often experience inequality in standards of healthcare. DuoDuo helps recently migrated pregnant women to gain equal access to pre- and post- natal care by facilitating the communication vital for a healthy pregnancy. 206
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Falcon “Taking Enamelware to new places� Falcon enamelware and its simple honest aesthetic and ethos is defined by the materials and manufacturing processes they employ: spinning, pressing and vitreous enameling. This clear brand identity and versatile set of processes were the basis for our individual projects. Through each of these we explored the potential for the brand in new contexts using these core values and processes as the foundations of our designs.
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“Taking Enamelware to new places”
1. Lodovica Catalano Gonzaga – Falcon Toolbox For a long time, Falcon has created products dedicated to those simple but intimate moments of interaction between humans and materials. The simplicity of the design makes the box versatile, while its size makes it easy to move around. It’s not for professionals, it is not for amateurs. It is for people.
2. Alfie Munden – Falcon Fire The falcon fire-pot uses passive gasification to burn wood quickly, efficiently and without smoke. This should bring the pleasure of cooking on a real fire to new settings, and cut down on the use of gas canisters and prepared fuels.
3. Steph Pearson – Falcon Capsule Creatives thrive on discovery and new experiences. These often entail factors like terrain and weather, which make vital vulnerable items — especially paper — an annoyance at best. Falcon’s timeless durability gives users freedom to take these anywhere.
4. Chris Ricketts – Falcon Flame Falcon Flame is a simple fire lighter, designed to remove the stigma of lighters associated with smoking culture.
5. Charlie Sekers – Falcon Light Inspired by the core values, materials and production methods of Falcon enamelware products, this simple light incorporates clever design features to create a versatile and adaptable lighting system. 210
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Fitbit Interact. Act. Fitbit - the leading brand in activity trackers - design products and experiences that fit seamlessly into your life. Their mission is to empower and inspire you to live a healthier, more active existence, helping you to achieve your health and fitness goals, whatever they may be. Fitness tracking is currently very well catered for, however there is little in the way of products targeting other aspects of wellbeing in a similar way. To maintain their position ahead of the curve, in the next five years Fitbit could release a range of new products aimed at improving the health and wellbeing of its users, in all age groups. Employing the growing trends of the internet of things and gamification, these new products aim to encourage social interaction through intelligent tracking and competition between friends.
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Interact. Act.
1. Oliver Battle – Playfit Playfit is a novel, tactile controller for the augmented future, encouraging playful interactions between Fitbit users on their day-to-day commutes. The compact device provides a tangible gaming experience through the metal analogue stick.
2. Harriet Bradburn – Gardenfit GardenFit is placed in your garden and takes data from your soil. By connecting GardenFit to an app you can learn all about your garden, compare your garden against others and check to see if your produce is ready.
3. James Buck – Hitfit A drum stick sleeve that monitors the user’s playing style and builds them a data profile. Encouraging them to interact with other musicians through an online app.
4. Anna Williams – Cookfit CookFit keeps track of the user’s health, diet and nutritional information whilst helping them to maintain a healthy lifestyle. The detachable screen can be taken on the go and allows the user to have their shopping list at hand, or have their doctor’s information ready for their appointment. 214
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Guinness Nigeria Life’s Key Moments Guinness Nigeria currently targets a younger demographic with an energetic and modern marketing campaign. In 15 years’ time, this group of people will be building their lives and families, leading to a natural connection to their heritage through participation in events such as; births, education, marriage and funeral ceremonies. The range of products created aim to enrich these key moments in life, by providing artefacts that enhance the occasion and allow the user to effectively commemorate these special moments. These products aim to keep people connected to their culture in a modernising Nigeria. This authentic connection to heritage and legacy is something that is intrinsic to the Guinness brand. The product range can be customised by the user to ensure the user has an individual affinity with the product, creating an emotive and timeless artefact that truly celebrates life’s key moments.
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Life’s Key Moments
1. Matthew Corless – Vuvuzela Setting the tone for every celebration, the Vuvuzela offers friends and family the chance to express their love and appreciation during the occasions which matter most.
2. Paris Dean Vigrass – Ceremonial Wedding Cup 5 A ceremonial drinking cup for a Nigerian Wedding Tradition called Igbankwu. The tradition involves the passing of palm wine between the bride and their guests. The final offering is to the groom, once the groom has drunk from the cup, the couple are traditionally married.
3. Sophie Ellis – Baby Blessing Pot Materials are used as symbols of the hopes and prayers of the parents for the new baby. These include honey, kola, water, palm oil, sugar, sugar cane and salt. Each of these has a special meaning in the world and is kept and displayed in the baby blessing pot.
4. Rory Lewiston – Engagement Letter Holder A traditional Nigerian wedding is made up of three stages, the first of which, is a ceremony where the groom hands the Bride’s Father a letter asking for his daughter’s hand in marriage. This product holds this letter, creating an artefact to commemorate the occasion.
5. Richard Marsh – Child’s Naming Ceremony Family members, friends and well wishers play active roles in the naming ceremony of a child. Suggestions are gathered to help the parents select their child’s name. Once all the names are collected, they are reviewed and a name is chosen. The name holds great meaning in Nigeria, with names deriving from the profession of the family or even the religious practices.
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Happn make it happn Wellbeing is one of the global mega-trends that in recent years has taken the UK by storm. We have begun to prioritise our personal needs, recognising that this is the key to being happy. Due to our busy lifestyles, we are turning to technology to help manage our time, health and well being. Happn’s unique USP of living in the moment, through its GPS feature, has been the inspiration for a collection of lifestyle products. In keeping with the brand values and the ‘happn experience’ we are branching out into other areas of our lives connecting us to wellness.
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make it happn
1. Jennifer Bryant – Bliss Happn Bliss is a meditation companion that guides you through your practice. Helping you to let go of life’s stresses for better psychological wellbeing. Bliss is personally tailored for your time and needs, allowing you to switch off and be in the moment.
2. Harrison Page – Track Mask People cannot find time to fit fitness into their lives. The Track Mask solves this by applying more oxygen pressure to the lungs, forcing them to work harder. This results in users achieving their desired fitness levels in a fraction of the time.
3. Oscar Tweed – Sketch Happn Sketch, learns your schedule to help you find time, personally tailors daily drawing tutorials. Sketch automatically digitalises you’re drawing and transfers them to the Happn app, allowing you to edit, share and browse other users drawings.
4. Dominic Waring – Lingo Lingo works in unison with the happn smartphone application to intelligently translate foreign languages into the user’s mother tongue. The system takes into consideration the user’s current mood, context of conversation and personality traits. 222
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Help take less, live more Help, an over-the-counter drug brand, promises to provide simple remedies for everyday life. However, these quick fixes only provide short-term impact. Their ethos, embodied by the phrase “take less”, stems from a humane and simple approach to pharmaceuticals. In 2030, we imagine Help would be enhancing a single, natural remedy — sleep. With an increased age of retirement, an unsustainable work-life balance and a high dependency ratio, sleep will become increasingly precious to us all. This pure and empathic solution, in natural harmony with the individual, represents a proactive approach that takes sleep beyond the bedroom. By striving to readjust the work-life balance during the daily routine, passive technology reintroduces sleep as a ritual. Help’s products will help you to live more.
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1. Lidia Baszak – Zest Zest is a technology-free water infuser, which encourages regular water intake by its subtle balancing movements due to the water inside. A citrus boosted solution to revitalise the energy levels needed throughout the day, for a fast-paced life.
2. Clare Kato – Aroma Aroma helps with daily productivity around a healthy sleep routine. The pebble has two sides, each assigned with a scent — an awakening and a relaxing one. It helps the user stay alert and productive during the day, and relax in the evening for better sleep.
3. Sam Mitchell – Ripple Ripple is a passive technology to help relax your breathing rate as part of a sleep ritual. By placing the speaker under your pillow, ebbing and flowing auditory feedback reacts to your breathing pattern, monitored wirelessly by the receiver. The rhythm of the audio gradually slows, encouraging your breathing rate to match it and induce your body’s natural stress relieving hormones.
4. Gustav Moorhouse – Mute With Mute you control the amount of ambient noise you let into your room. It lives on your window and allows for complete silence at night or on those days where you just cannot focus because that car alarm will not stop going off. If you prefer to let just the slightest amount of noise in to make you feel comfortable, that’s cool too.
5. Georgi Venchev – Bulge Bulge is a haptic wearable device that helps you improve and monitor your nutritional intake to help you enjoy a replenishing night sleep. The device’s sleep and digestion tracker is incorporated into a compact removable clip for comfortable wear. 226
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Intel Intelligence Outside — Nurturing core needs through personal, meaningful interactions For over 40 years Intel has been the brain behind our technological world. Through the development of their products they have empowered the masses to do more with technology and embrace it within their daily lives. The rise of the Internet of Things (IoT) has created a unique opportunity for Intel to lead the way through the engagement of customer needs. Our concepts aim to reach out to the hearts of consumers, encourage meaningful relationships and stimulate seamless interactions between people and products. Currently, the primary source of interaction with IoT devices is screen based which automatically creates a barrier between people and products. Our concepts provide feedback to users through haptics and light, creating multi-sensory relationships. They utilise existing behavior patterns to offer solutions that comiment the ever evolving needs of modern society.
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Intelligence Outside — Nurturing core needs through personal, meaningful interactions
1. Anna Bramham – Dimi Dimi is a cute companion for children to make washing hands fun. Dimi has sensors in its tail measuring bacteria levels on the hand, and when it gets too dirty Dimi lights up and wiggles its tail letting the child know they need to clean their hands.
2. Adam Jouques – Norman Norman is the next generation of wireless router from Intel, providing seamless internet connectivity to all your devices. He helps to manage all these devices, being a central hub of observation and control, and keeping you safe by preventing malfunctioning devices from distributing your data.
3. James Long – Celsius Celsius is a personal thermostat which looks after your thermal comfort. It understands the local climate and your individual needs to provide the perfect drink when it is needed most.
4. Sebastien Ng Lei – Wei Wei combines AI feedback through a wearable and inputs from sensors worn in a wrist piece, to deliver tracking and bespoke support of a user’s mental state; altogether providing live diagnosis of activities which encourage personal growth and pursuing of intimate goals.
5. Elizabeth Pearce – Vesta Vesta helps elderly people and their families feel more connected. It glows gently with the prevalent mood, which can be transferred with haptics to paired devices by squeezing. Special moments are captured as Vesta takes a photo when the mood is intense.
6. Caleb Whitmore – Om In response to busier lifestyles, it is easy to loose touch with sleep. ‘Om’ offsets sleep debt by recommending correct sleeping patterns. By monitoring rest and REM, it plays noises associated with relaxing scenes to invoke healthy dreams. 230
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Michelin Adventure Is Closer Than You Think Michelin is all about mobility, and providing the necessary products for transportation. However, Michelin has historical ties to emotional aspects of journeys as well, publishing travel guides and awarding star ratings to select restaurants. As pressure increases from consumers and governments to produce environmentally responsible products, the tyre giant has developed a marketing strategy that features the technical and efficient prowess of its production and performance. But with stagnating growth in saturated markets, and a decrease in the influence of conventional green-washing techniques, the time is ripe for an extension of Michelin’s branding focus. Our rebranding strategy is about realising the potential of micro-adventures within one’s own locale. It is about discovering your environment, and the connection between physical and emotional aspects of a journey; that is at the heart of Michelin.
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Adventure Is Closer Than You Think
1. Gleb Koshelchenkov – Outdoor Charging Station The Outdoor Charging Station is powered by renewable energy. The Michelin charger also functions as a street light at night time to illuminate outdoor spaces.
2. Jack Lyons – Personal Transportation Device The Personal Transportation Device enhances the way we move around urbans spaces. It builds upon Michelins knowledge in tyre compound technology to offer the future of transportation.
3. Bronson Rosenberg – Fournir Fournir allows users to create 3D models in augmented reality within different locations across their local city. The product can only be used at designated ‘Michelin Art’ areas where users can create 3D art using their hands and augmented vision.
4. Nicholas Zivkovic – Jumelles Documenting and sharing experiences is an integral part of adventure, and the Michelin Jumelles aims to facilitate this by providing a meaningful way of sharing images in three dimensions. 234
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Disclaimer
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We were not engaged by Old Spice in any consultancy role, our output is not endorsed by the company and any publicity will is limited to our own projects and not used for larger scale publicity or validation.
Old Spice Old Spice is a brand focused on male grooming and fragrance products and is well known for its humorous, celebrity endorsed, advertisements. Despite this, their traditional brand values have been downplayed in recent years. Playing on Old Spice’s long-standing heritage, the changing role of men in society, and analysing future trends, a new range of products were developed to reinstall Old Spice’s brand values. Although the traditional idea of a man remains the same, their role in society has developed presenting new challenges. Major milestones in a man’s family life were used to develop a variety of consumer products. From having a first child to watching them leave home for the first time. Developing a sleek, and more exclusive brand aesthetic, each product marks one of these major achievements whilst still incorporating the masculine brand values Old Spice is known for.
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1. Benjamin Armstrong – Links Though smell is usually a bonding process exclusively between a mother and her child, Old Spice Links can also remind a baby of its father using olfactory memory. With Old Spice’s signature fragrance, father-child bonds can be built even when he is not there.
2. Daniel Gladman – Dad Pad The Old Spice Dad-Pad is a new way of creating long lasting bonds between fathers and children. It incorporates voice detector and sensory technology to help the Dad communicate his thought of the day, even if he does not get to see his kids before work.
3. Stephanie Monty – Prime Old Spice Prime uses smart technology to help keep men in touch with their families and children, no matter where they are in the world. Users can share funny photos, tips and advice whilst also competing for “man points” to prove they are still the man to beat.
4. Andrew Warrington – Sizzler Designed to provide a desirable and masculine alternative to traditional picnicking, the Old Spice Sizzler is a portable outdoor cooker that uses induction technology to enable faster, easier and safer family barbecuing. 238
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Pimm’s Share the moment. In 1823, James Pimm decided to invent a gin based drink that could be enjoyed at leisure, so consumers would break from their regimented lifestyles. Since its conception, Pimm’s has come much further than James could ever have imagined and the brand now synonymous with many sporting and family events. In recent years the Pimm’s jug has been introduced, allowing people to also share their experience with their peers. Pimm’s is no longer just a drink, but an experience, and one that is better shared. A well established brand, people have consumed Pimms for a myriad of reasons and while perceptions have developed, there have been a myriad of reasons, perceptions have developed but there have been certain values that have been left unchanged. It was their below the line and core values that we were most interested in. These are: sharing of experiences, fulfilling life, creating atmosphere, engaging the senses and providing social stimulus. The fast paced change in technology has transformed the way humans interact in recent years. Never before have we been able to communicate with such ease and the effect of this on the way humans behave and interact has been huge. Whilst many of these effects have been positive, the negative side cannot be ignored. Shockingly, 48% of British people now admit they are addicted to their smart phone and the effect on the younger generation is even more significant, with 61% admitting to smart phone addiction. This has led to a reduced level of face to face communication between people, as we are now at a stage where we turn to our phones sooner than our friends. As a group we believed we could design a range of products to help tackle the problem of social wellbeing, to engage people in social situations and be a catalyst for them to “share the moment”.
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Pimm’s — Share the moment.
1. Jon Cooper – Flutter Flutter is a high technology drone that can be released seamlessly into an environment of people. With fingerprint recognition in the wings, Flutter increases acrobatics the more interaction it has! Flutter aims to be a catalyst for social interaction and engagement to ‘share the moment’.
2. George Davey – Iris Iris is a portable projector, capable of projecting memories collated from various social media platforms, into thin air. It acts as a catalyst for good conversation between friends.
3. Christian Haimes – Beam Beam is designed to be a playful tool for promoting face-to-face interactions. It achieves this by projecting games onto the ground for friends and family to enjoy together. These activities allow users to enjoy the outdoors and enjoy the moment.
4. Ollie Hatton – Spark Spark allows users to become part of the crowd giving people a sense of involvement and belonging through the use of multi-sensory engagement, creating excitement, participation and providing a talking point.
5. Freddie Marryat – Beacon Beacon is a tactile device to allow people to form real connections with strangers around them. Beacon encourages others to join in with group game, beneficial for all parties and helping to form future friendships.
6. Liam Thomas – Weaver The Weaver is a ceiling-mounted luminaire that uses vocal cues to read a family’s emotions. The overall mood is displayed through a subtle colour change and thus gently encourages meaningful and open conversation. 242
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Stanley Build. Repair. Protect – Natural disaster future tools For over half a century, Stanley’s tools have provided customers with quality and reassurance, integrating user feedback to enhance performance. Stanley tools would survive a natural disaster, but would you? Every year 100,000 people are killed as a direct result of natural disasters, with a further 250 million affected. Stanley has been assisting the emergency services for four decades, initially focused on tools, but now expanding into technology-driven services. The future tools presented here will help build, repair and protect the most important thing you have before, during and after a natural disaster: your life. Designing for 2030, the focus for the range of future concepts is the implementation of progressive technologies to provide a connected product network, aiding the process of combatting the effects of a natural disaster for both emergency services and those most affected.
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Build. Repair. Protect – Natural disaster future tools
1. Simone Amato – Save Stanley Save is a personal device that acts like a whistle to trigger a GPS signal. This signal can then be tracked via an internet platform by emergency services who will locate and rescue those in urgent need of help during an earthquake.
2. Hiren Chhatralia – Survive Stanley Survive is a survival pack attachment with a release mechanism as part of a drone delivery system. Intelligent human life detection efficiently scouts an area and can deliver the pack to people suffering during and after a natural disaster.
3. Aaron Kumar – Slate By providing on-site diagnosis, Slate can lessen traffic in hospitals so patients will get through triage at a faster pace, making the process much more efficient. By using Slate to assess the level of harm to a patient, those with extreme life-threating symptoms can be seen to first.
4. Robert Portlock – Sense Sense provides crucial environmental information to the user through use of an augmented reality display, conveying variables such as air quality and heat alongside the direction and speed of the spread of fire, allowing the user to make educated decisions. 246
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Disclaimer We were not engaged by TfL in any consultancy role, our output is not endorsed by the company and any publicity will is limited to our own projects and not used for larger scale 248 publicity or validation.
TfL Every Journey • Every Person • Every Moment Every journey matters. TfL exists to get people to where they want to go, providing a safe and reliable travel network for the 31 million journeys made every day. They are an integral part of London. With people at its heart TfL must ensure they feel a part of its future too. Through empowering customers and enabling them to experience a more ‘fulfilled’ journey, we can create a future city that thrives for years to come, as well as an improved TfL. The company must stay open and accepting to new technologies while also ensuring that customers are not lost along the way. Through the ongoing collection of ‘big data’, customer opinion and journey details as well as expansion into the collection of lifestyle and ‘London data’, TfL can continually improve and create a more fulfilling journey experience. London has one of the best transport networks in the world. While continuously improving our service, TfL can also take a new approach to secure its future and focus on what really matters: the people within London’s beating heart. Every journey still matters, but every person and every moment matters most.
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Every Journey • Every Person • Every Moment
1. Nathan Lawson McClean – Mind TfL Mind is the future of surveillance: a system of rail-mounted autonomous units ensuring the wellbeing of users. Conflating affective computing with biometrics attained through discreet sensors, Mind works to understand their needs. The system manages a database with this information, creating a smarter city.
2. Annie Maxted – Inform 1 TfL Inform is a concept based around the future of disseminating information. With newspapers and printed media becoming obsolete, TfL inform allows customers to be to able to access up to date information about the world around them whilst they travel and at their convenience.
3. Smitesh Mistry – Assist TfL Assist is a product which allows anyone using TfL services to quickly gain assistance. The product works through proximity, so whenever a helping hand is necessary, a member of staff will know the user’s location to come and help through a press of the button.
4. Stuart Scott – Touch London is your Oyster! TfL Touch is the new way to connect with the city, services and the people within it. Touch in to start the day by tapping an Oyster card on the screen and review everything from tube status updates to live events across the capital.
5. Dorothy Wheeler – Together TfL Together is a small device is a travel aid for groups of tourists who want to enhance their London adventure. It records time and location to keep users together, whilst saving their memories as a virtual journey. With multiple ways of wearing the product, it is customisable and convenient to each individual.
6. Natalie Williams – Discover TfL Discover is a new way to explore the city. The handheld device uses the individual’s location and set markers to navigate them to hidden gems within the city. Just take hold, follow the bearing, and let it guide you on a new adventure. 250
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Yik Yak “Bringing Us Back Together” The introduction of technology into the mainstream of our lives over the last fifteen years has changed the way people interact with one another; but the more technology has advanced, the less amount of time people spend with one another. Within the next fifteen years, Yik Yak wants to reinvigorate local communities and bring people back together. Smaller groups of people within the community can connect over hobbies, problems and similarities, which in turn will enable people to build a stronger neighbourhood. Yik Yak’s foundations are in connecting a hyper-local community together through a geo-fenced messaging board; our five products aim to work outside of these confines to engage everyone from the quiet kid at school to the elderly pensioner who needs help at home or in their community.
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1. Samarthya Bhargava – Band The Yik Yak Band encourages the user to physically meet and engage in social activity, therefore fulfilling the veiled, unmet need of actual social activity by enabling them to control any anxiety created by social media.
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2. James Clarke – Geo Ring The Yik Yak Geo Ring is an educational toy that enables children to interact with one another, helping them to develop essential social skills through fun teamwork exercises. Combining aspects from geocaching with ‘hide and seek’, the Geo Ring aims to cultivate connections.
3. Hollie Collins – Explorer Net The Yik Yak Explorer Net is an outdoor handheld device, which can connect children in the local vicinity. Using a virtual creature collecting game, it encourages them to go on adventures together in their local parks.
4. Dom Harker – Social Hub The Yik Yak Social Hub is a new table-top device for bars and clubs which gives customers the power to control their night, the way they want it. It provides table-by-table control of sound and light and allows selfies to be taken from ceiling cameras.
5. John Hayes – Walking Buddy The Yik Yak Walking Buddy connects recreational walkers using an interactive, holographic projected map. GPS is used to track walker’s locations and allows users to meet each other with the aim of creating physical friendships within the local community. 254
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Iglo Birdseye Single Serve The Sustainable Happy Food
The team’s concept celebrates the occasion of eating alone, and it’s called the Sustainable Happy Food. It is a recyclable PE coated cardboard box that also serves as a tray; once the food is cooked, the packageing can be used as a plate eliminating the need to wash up afterwards reducing waste and water usage. The graphic design is playful and relies on hand drawn elements. On the front side, the product is identified by colour and an animal drawing. It clearly indicates the serving size, and has a soft background with hand drawn vegetables that are consistent with the hand drawn animal. On the front, the sustainability related icons illustrate, educate and inform the consumer about the major and crucial points of frozen food and the company. The back contains nutritional information, cooking
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instructions, and health tips. The inside of the lid contains the “happy board”, hand drawn, and designed to interact with the consumer, make them laugh, and teach them about the process the food goes through in order to reach their table. The key elements are: (1). Joke of the Day; (2). Farmer’s Story; (3). Production Process. The lateral sides have contact information and a drawing indicating that the package can be used as a tray. Finally, the inside bottom has printed images of food, designed to inspire creativity in the consumer. The final result is a product that can easily stand out, be original and modern, and at the same time is relatable to the common customer.
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Single Serve; Primary and Merchandising Packaging Challenge Shaping the Future of FOOD
Our concept proposal is a cylindrical packaging design that represents an innovative and effective solution for an attractive and eye-catching “meal for one’’ product. This packaging provides functional benefits such as easy-handling, protection, storage and opening. Due to its cylindrical shape, the package stands out quite readily. The new packaging design involves less material and the elimination of the plastic tray, allowing for material savings to the company as well as a considerable reduction of environmental impact because less waste goes to landfill.
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MyMeal Birdseye Single Serve Packaging
The proposed MyMeal single serve packaging will change how people experience frozen foods. These easy to open, colour coordinated, stand up pouches are durable yet require less energy and generate less CO2 emissions in production. This proposal will be accompanied with a phone application and website which provides consumers with a new interactive experience encouraging them to browse through a variety of delicious, fun, and healthy Birdseye recipes that can be prepared in 30 minutes or less. The shelf ready packaging would mean that less material is used and would result in lower transport costs as well as reduced storage space requirements. They are recyclable, easy to open and offer added printing space.
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am-e From Virtual to Reality
Through an extensive analysis of current and future trends coupled with various future forecasting tools, a dark and lonely future was predicted for people in developed societies. Heavy reliance on technology and long hours spent behind screens have been proven to have detrimental effects on an individual’s health, wellbeing, productivity and the quality of their social relationships. ‘Generation Z’ was identified as the generation with the highest risk of such effects and there was a clear need for design to initiate behavioural change amongst urban Gen Z’s to reverse the decline of the quality of their relationships. am-e is a future solution that has been developed to help address this issue in 2025. It is a subdermal implant that constantly monitors the user’s health and wellbeing, ensuring they remain fulfilled and
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content. By connecting with everyday objects (the Internet of Things), am-e visualises the user’s daily schedule, helps them manage social interactions and measures key health indicators. Knowing the location and schedule of the user and their friends, am-e nudges them towards potential opportunities to meet and socialise (nudge design). By syncing the user’s calendar, am-e is able to adapt throughout the day, taking every opportunity to encourage and reward physical human interaction. Future forecasting and trend analysis tools allow designers to foresee future events and design accordingly. This is crucial when it comes to commercial success and predicting human, environmental and economical behaviour as considering the future and designing for tomorrow can only make better designers.
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Doogal Taking Care of the Elder Generation in the UK in 2035 : The role of the Dog! Doogal was created as a service system with the aim of letting dogs take care of elderly people in the UK in 2035. Doogal was inspired by our ‘Foresight Exercise’ which indicated that dogs could bridge the gap between technology and older members of society, providing a smart and humane solution to help seniors’ psychological and physical health. Foresight Process: Trends from published sources were used to explore the significance of an elderly population in 2035. It showed that in the UK, the population
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comprises of 16% older people, but this figure will rise to 23% in 2033. There will be 29.8 million of 60+ populations in the UK in 2035 according to an estimate by the Office for National Statistics. Take care of old people (Fig 5).
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Future Fitness & Health Internet of Things Embodied Exoskeleton
For this project, technology and social trends from the 1950’s to the present day were analysed using foresight tools for product development. The future presence of the Internet of Things (IoT) would be implemented into the proposed Exoskeleton technology to monitor individuals’ health and fitness plans. The product addresses the ongoing issues with obesity and takes the growing ageing population into consideration. A design concept was developed for the projected year of 2040, when a custom Fitness Exoskeleton could be widely available to the general public.
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Experiential Game for Preventing Dementia in 2030 An Experiential Game that could Prevent Dementia by using Virtual Technology Problem Definition: In 2015 there were more than 800.000 people in the UK with Dementia. This number is estimated to keep increasing (Alzheimer’s society, 2014). To reduce the risk of Dementia, Physical Exercise, Cognitive Exercise and Social Interaction are seen as important (Department of Health and Human Services, 2008, National Institute on Ageing, 2002, Wang et al, 2002). Project Scope: This ‘Design Foresight’ exercise looks at the year 2030 and considers how the design-led application of emerging technologies might be a future solution for Dementia. Trend analysis projected to 2030, using Janus Cone (Center for Foresight & Innovation — Stanford University, 2009) (Fig. 1) shows possible technology growth of Virtual Technology, Big Data and increased engagement with Social Network. The Future process looks at both technology trends integrated with views on how people might
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be in the future. Tools such as ‘Future Shifting of Personas’ (Fig. 2), analysis of Human Opportunity, scoping intuitive solutions are combined using Design as both a research approach and facilitator. A clear opportunity presented itself and that was the use of an experiential game with real-time technologies which could engage, be accessible and improve physical, cognitive and social skills in a flexible environment. The potential result: dementia reduction. Value to design profession: Identifying the role of a Design-led intervention in a key health area.
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Map my Wifi Enhance the Internet Connectivity in the Home with this Mapping Tool, Designed for BT Map my Wifi is a new digital and visual way to map the home network to find the ideal spot for your Wifi router and best internet coverage, rolled out as an additional function of MyBT. Set-up is quick and easy through three simple steps and puts the customer in control as a self-service platform accessible 24/7. By utilising easy drawing principles such as drag-and-drop, drawing up the solution is just a few clicks away. Map My Wifi visualises Wifi connectivity in the home by asking users to map out their layout and key structures. This allows users to simulate where weak connection areas will be according to the key features of the home — saving time and effort by optimising the Wifi router location digitally before putting it into action.
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Customer service is on-hand to support the customer throughout the process. More importantly, using Map my Wifi, the customer and customer service agent can communicate visually to address issues more effectively by using a digital library of tools. The number one frustration when it comes to customer service is contact with multiple agents and starting over every time (ClickFox, 2010), Map my Wifi allows customer service agents to save the visual communications as a history making it seamless for any agent to resolve an outstanding issue. After all, a picture is worth a thousand words. Make it easier for customers to help themselves and quicker for customer service to resolve problems using Map my Wifi because it’s easy with MyBT.
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BT Amicus Introducing BT Amicus, a Friendly and Intelligent WiFi Range Extender, that Removes the Limitations of WiFi Connectivity. Amicus connects to your home’s existing WiFi and delivers greater speeds, by boosting the signal range of your wireless connection. One unique feature of Amicus is the product’s portability. The extender docks onto a hub, which charges its 24-hour NiHM rechargeable battery. This enables the extender to be positioned around the home, finding the optimal area to expand your WiFi. Amicus allows you to enjoy a reliable connection throughout your home and garden, eliminating dead zones and reducing mobile data charges. The product intelligently optimises the WiFi range between the hub and your device, through a combination of audio and visual cues. Imbedded in the top of Amicus is a dot screen interface, which displays emoticons that guides you to the optimum WiFi boosting location. The base of the
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extender houses a 360-degree speaker, which voices additional navigation for it’s ideal position. The benefits of these two cognitive elements, follow the design principles of inclusive and emotive design. The product is accessible for people with difficulties in hearing or vision; the simple icons can be understood by multiple nationalities and the emoticons stimulate a positive emotional response in human interaction. Amicus includes an integrated smart diagnostic system, which allows you to ask a range of questions. From how to improve the WiFi connection, to checking the current internet status. Further assistance can be provided using the BT Amicus mobile application or website.
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BT flo Making it Flow Together
BT flo is an integrated software that allows individuals to understand and manage their WiFi at home. It can be installed on several devices to offer the user(s) a visual representation of their broadband health and usage. Once installed, the householder can choose to download the flo app, allowing them to scan their home with their phone, offering flo a better understanding of the environment where the BT Home Hub will be operating. This would result in personalised suggestions regarding the optimal location for the hub, the need for power-line adapters and possible blackspots. The home page contains a visual map of the journey that the broadband signal goes through to reach the user’s home and their connected devices, clearly outlining the boundaries of the user’s responsibility. This is especially useful when
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problems arise as it can help accurately diagnose the source of an issue and suggest solutions and useful information. When the problem lies outside the user’s responsibility boundaries, flo would ensure that a technician is called to address the issue. Early notifications will make users aware of any problems as soon as they arise and before they are noticeable. This would help manage and reduce feelings of anxiety and frustration, creating a more peaceful experience and boosting customer satisfaction. A usage control feature allows users to allocate sufficient bandwidth to each connected device, which would also help prevent any frustration relating to broadband speed. Integrating principles of ‘design delight’ allows the user to be pleasantly surprised by how smart and intuitive flo can be.
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BT Hero Internet connection is part of an important element in our daily life today. However there are challenges in having a well-connected Internet for every home in the UK, as highlighted in this BT Competition. There have been many complains found on the difficulty of communication with the customer service. In times of customer’s difficulty when dealing with internet problem, community forum has given many helps within them. This helping experience from the community could support customer loyalty. Internet problem can be very simple and can also be very complex. Using human centred design approach, it is believed that the best way to treat a complex issue is through a person interaction approach. Our concept is to create a decentralised network of BT customers community that supports
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each other through a reward system set by BT, using various forms of communication. The idea is to create a platform that lets the community to help each others within their own regions/ location, instead of relying on Customer service as a centralised service. The concept is called BT Hero, where it is a network of people who has internet know-how and gained knowledge from BT with other regular customers, and make task support transaction on a monetary basis. BT Hero are loyal customers, well-skilled or even BT Employees that have knowledge in creating the right BT home broadband experience. Customer can access this help, through phone-call or website to receive support from the closest BT Hero.
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Student Directory This section lists every student who has taken part in Made in Brunel Breaking Ground. Here you can find an individual’s project page numbers and contact details.
page no.(s)
FIRST NAME SURNAME Course title Placement Company Email Address Website Year Out International Exchange Fast Track
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24 244
30 212
SIMONE AMATO
26 236
BENJAMIN ARMSTRONG
28 192 222
LIDIA BASZAK
BA Industrial Design & Technology
BA Industrial Design & Technology
BSc Product Design
IDentity Consulting
Intelle Tender
Integrity
simoneamato@hotmail.co.uk
ben@electrondesign.co.uk
baszak.lidia@gmail.com
www.electrondesign.co.uk
www.behance.net/lidiabaszak
OLLIE BATTLE
252
SAMARTHYA BHARGAVA
32
JACK BILTCLIFFE
BSc Product Design
BA Industrial Design & Technology
BSc Product Design & Engineering
Foster + Partners
Roper Rhodes
SMR Automotive UK
olliebattle@hotmail.com
samarthyabhargava@gmail.com
jackbiltcliffe@gmail.com www.jackbiltcliffe.com
212
HARRIET BRADBURN
36 228
ANNA BRAMHAM
38 220
JENNIFER BRYANT
BSc Product Design
BSc Product Design
BA Industrial Design & Technology
Polly Dolly
Koroyd
Foster + Partners
harriet.bradburn@hotmail.co.uk
design@annabramham.com
jennifer.fbryant@aol.com
www.behance.net/annabramham
40 212
JAMES BUCK
LODOVICA CATALANO GONZAGA
244
HIREN CHHATRALIA
BA Industrial Design & Technology
BA Industrial Design & Technology
BSC Product Design Engineering
Hoare Lea Lighting
San Francisco State University
Year Out
jamesbuck21@gmail.com
Graphic Blade Studio
hiren_rc@msn.com
www.linkedin.com/in/james-
lodovicacgonzaga@gmail.com
buck-849158119
280
42 208
44 196
REBECCA CHURN
45 252
JAMES CLARKE
46
SAM CLARKE
BA Industrial Design & Technology
BA Industrial Design & Technology
BSc Product Design Engineering
San Francisco State University
Year Out
Formula One Management Ltd
rebeccachurn@yahoo.co.uk
jamesclarkeindustrialdesign@gmail.com
samuelclarke1994@gmail.com
www.behance.net/rebeccachurn
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56 216
64 216
AMBERLEY COLBURN
50 252
HOLLIE COLLINS
54 240
JON COOPER
BSc Product Design Engineering
BSc Product Design
BA Industrial Design & Technology
Cloudbass Graphics
DEMAND
Mondelez International
amberley.colburn@gmail.com
hollie.collins@btinternet.com
jdcooperdesign@gmail.com
MATTHEW CORLESS
58
NIAMH COURTAUX
62 240
GEORGE DAVEY
BSc Product Design
BSC Product Design
BA Industrial Design & Technology
IDentity Consulting / PreVox
Velopex International
dpa Lighting Design Consultants
mscorless@gmail.com
niamh.cortaux@gmail.com
gdavey.design@gmail.com
PARIS DEAN-VIGRASS
68
SAM DILL
70 200
ELEANOR EDWARDS
BA Industrial Design & Technology
BSc Product Design
BA Industrial Design & Technology
San Francisco State University
Dyson Technology Ltd
The Walt Disney Company
parisvigrass@gmail.com
samjbdill@gmail.com
eleanoredwards94@gmail.com
www.behance.net/parisvigrass
www.sam-dill.com
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71 216
78
SOPHIE ELLIS
74
KATEY FITTON
77 236
DANIEL GLADMAN
BSc Product Design
BA Industrial Design & Technology
BA Industrial Design & Technology
Brunel Design
Crown Packaging
Fast Tracked
sellis.design@hotmail.co.uk
fittonkatey@gmail.com
daniel.gladman@yahoo.co.uk
PARAM GOHIL
200
RHYS GOODMAN
80 240
CHRISTIAN HAIMES
BSc Product Design
BA Industrial Design & Technology
BA Industrial Design & Technology
Fast Tracked
Sourcing OK
Phillips Lighting UK
param22@hotmail.co.uk
baszak.lidia@gmail.com
christianhaimes@googlemail.com www.linkedin.com/in/ christianhaimes
82 252
87 200
DOM HARKER
84 240
OLLIE HATTON
86 252
JOHN HAYES
BSc Product Design Engineering
BA Industrial Design & Technology
BA Industrial Design & Technology
Aether Lighting
VanBerlo
Fast Forward Time
harker.dominic@hotmail.co.uk
hello@oliverhatton.com
hello@johnhayes.co.uk
BECKY JONES
88 228
ADAM JOUQUES
90 224
CLARE KATO
BA Industrial Design & Technology
BSc Product Design
BSc Product Design Engineering
Politecnico di Milano
Dyson Technology Ltd
Peppermint Products / Andreas
beckyljones@live.co.uk
ajouques@live.co.uk
Weber Architektur & Design Studio clarekato27@gmail.com
282
92 232
98 248
GLEB KOSHELCHENKOV
244
AARON KUMAR
96
AMY LANGTON
BA Industrial Design & Technology
BA Industrial Design & Technology
BSc Product Design Engineering
Year Out
Year Out
MERU
glebkarasik@gmail.com
mr.aaron93@hotmail.co.uk
amy.langton@hotmail.com
NATHAN LAWSON MCLEAN
196
MAY-MAY LEE
100
SOL LEE
BSc Product Design Engineering
BA Industrial Design & Technology
BSc Product Design Engineering
Haughton Design
Fast Tracked
Guy’s and St Thomas’ Foundation
nathanlm@hotmail.co.uk
mmlee360@gmail.com
NHS Trust nalesolish@gmail.com
102 216
RORY LEWISTON
104 196
HAYLEY LIDDELL
110 228
JAMES LONG
BA Industrial Design & Technology
BSc Product Design Engineering
BSc Product Design
San Francisco State University
BANG CREATIONS
PDD Group Ltd
rorylewiston@gmail.com
hayley.liddell@gmail.com
james.long2012@gmail.com
www.rorylewiston.com www.behance.net/rorylewiston
112 240
FREDDIE MARRYAT
114 216
RICHARD MARSH
116 204
RACHEL MARTINS
BA Industrial Design & Technology
BA Industrial Design & Technology
BA Industrial Design & Technology
Mirage
Futurama Ltd
Phillips Lighting UK
freddiemarryat12@gmail.com
richardmarsh@hotmail.co.uk
rmdesign.rachel.martins@gmail.com
283
118 248
124 196
130 248
ANNIE MAXTED
120 204
AOIFE MCCARTHY
122
MATT MCCLUMPHA
BA Industrial Design & Technology
BA Industrial Design & Technology
BSc Product Design Engineering
BecoThings / Siegel + Gale
Paper Dog
Delft University of Technology
anniemaxteddesign@gmail.com
aoife.m@live.co.uk
matt.mcclumpha@gmail.com
EMILY MCNAMARA
125
CHRIS MEADWAY
126 204
ELEANOR MENSFORTH
BA Industrial Design & Technology
BSc Product Design
BA Industrial Design & Technology
West London Shooting School
Union of Brunel Students
John Ewans Design / Active Tools
emily@lightsouth.com
chris@meaders.karoo.co.uk
eleanormdesign@gmail.com
SMITESH MISTRY
132 192 224
SAM MITCHELL
134 236
STEPHANIE MONTY
BSC Product Design
BSc Product Design
BA Industrial Design & Technology
Fast Tracked
Team Consulting
Haberdashery London
smitesh26@gmail.com
samuel.mitchell.design@gmail.com
stephaniemonty@hotmail.co.uk
www.samuel-mitchell.com
136 192 224
GUSTAV MOORHOUSE
ZOE MORTON
140 208
ALFIE MUNDEN
BA Industrial Design & Technology
BSc Product Design
BSc Product Design
San Francisco State University
SMR Automotive UK
Year of Reflection
Graphic Blade Studio
zoemorton77@hotmail.co.uk
alfmunden@gmail.com
gustav@moor.house www.moor.house
284
138 196
142
148 228
155 208
162 248
LAITH NADA-ALI
144 228
SEBASTIAN NG LEI
146 220
HARRISON PAGE
BSc Product Design Engineering
BA Industrial Design & Technology
BA Industrial Design & Technology
Fast Tracked
Drift Innovation
Masters Exhibitions Ltd
laith0713@hotmail.com
sebastiannglei.001@gmail.com
harrisonpagehp@gmail.com
ELIZABETH PEARCE
150 208
STEPH PEARSON
152 244
ROB PORTLOCK
BSc Product Design
BA Industrial Design & Technology
BSc Product Design Engineering
Cambridge Consultants
Fuse London Ltd
PhotonStar LED Ltd
lizziepearce93@gmail.com
stephp94@hotmail.co.uk
portlock_r@yahoo.co.uk
CHRIS RICKETTS
156 232
BRONSON ROSENBERG
160
SASKIA SCHULAR
BSc Product Design
BA Industrial Design & Technology
BSc Product Design & Engineering
Cambridge Consultants
FOUND
KiaRose Jewellery Design
rickettsdesign@gmail.com
bronson.rosenberg@gmail.com
sschular@gmail.com
STUART SCOTT
164 208
CHARLIE SEKERS
167 240
LIAM THOMAS
BA Industrial Design & Technology
BA Industrial Design & Technology
BSc Product Design
CHANEL
Self Employed
Fast Tracked
stuart.sco@live.co.uk
charliesekers@me.com
liamthomas1994@gmail.com
www.linkedin.com/in/stuartsco
285
168 200
174 192 224
182 196
RACHEL TINKLER
171
DAN TOWNS
172 220
OSCAR HENRY TWEED
BA Industrial Design & Technology
BA Industrial Design & Technology
BSc Product Design
Liqui Design
Firefly Lighting Design
Self Employed
racheltink@yahoo.com
danielluketowns86@gmail.com
ohtweed@gmail.com
GEORGI VENCHEV
178 220
DOMINIC WARING
180 236
ANDREW WARRINGTON
BSc Product Design
BA Industrial Design & Technology
BSc Product Design
Industrial Design Consultancy (IDC)
Integrity
The LEGO Group
georgi.y.venchev@gmail.com
hello@dominicwaring.com
andy@electrondesign.co.uk
www.dominicwaring.com
www.electrondesign.co.uk
MOHAMMED WASIM
184 248
DOT WHEELER
228
CALEB WHITMORE
BA Industrial Design & Technology
BA Industrial Design & Technology
BSc Product Design
Optikinetics Ltd
Therefore
Delft University of Technology
w_wasim21@hotmail.co.uk
dot.designs@outlook.com
Microsoft hello@calebwhitmore.co.uk www.calebwhitmore.co.uk
212
286
ANNA WILLIAMS
186 192 248
NATALIE WILLIAMS
190 232
NICHOLAS STEFAN ZIVKOVIC
BSc Product Design
BSc Product Design
BA Industrial Design & Technology
Beco Pets
Whitgift School
Year Out
anna.mtw.design@gmail.com
natw_7@yahoo.co.uk
nicholas.zivkovic@gmail.com
34
JAMES BURCHILL
52
LUCY COOK
60
MAX CUBITT
PhD Design
MSc Integrated Product Design
MSc Integrated Product Design
james@materialintuition.com
lucyelizabethcook@live.co.uk
max.cubitt@gmail.com
www.materialintuition.com
66
106
150
DANI DE LA FLOR
72
SILVIA EMILI
94
SZE YIN KWOK
PhD Design
PhD Design
PhD Design Research
daniel.delafloraceituno@brunel.ac.uk
silvia.emili@brunel.ac.uk
kwokyin7@gmail.com
YONGHUN LIM
109
JENNY LIU
128
MASSIMO MICOCCI
PhD Design Research
MSc Integrated Product Design
PhD Student
yong.lim@brunel.ac.uk
jennyliu2835@gmail.com
micocci.massimo@gmail.com
AINE PETRULAITYTE
154
ILARIA REGA
157
SALMA SALAMA
PHD Design for Sustainability
MA Design and Branding Strategy
MSc Integrated Product Design
aine.petrulaityte@brunel.ac.uk
i.rega0508@gmail.com
salmasalama@gmail.com
287
158
176
288
SOMA WIRAGA SANISCARA
159
EHAB SAYED
166
TZUWEI SU
MA Design Strategy & Innovation
MSc Integrated Product Design
MSc Integrated Product Design
soma.wiraga@gmail.com
ehab.sayed@hotmail.com
s991759@gmail.com
CHIH HUNG WANG
183
MARLENE WEBER
188
LULU YIN
MSc Integrated Product Design
PhD Human Centred Design
PhD Design
wdwrwdwr0315@gmail.com
marlene.weber@brunel.ac.uk
lulu.yin@brunel.ac.uk
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Company Directory
ASTUDIO
Aether Lighting
Brady Corporation
BIG Health & Fitness
Jack Biltcliffe Ollie Battle Matthew Corless Eleanor Mensforth
Rachel Martins
Simone Amato
Hollie Collins
Brompton Bike Hire
Dave Granshaw Foundation
Engineers without Borders
Evelina Children’s Hospital
Amberley Colburn Sam Dill Sebastian Ng Lei Saskia Schular
Jon Cooper Rory Lewiston Matt McClumpha
Nathan Lawson McLean
HEAL’S
Institute of Industrial Technologies and Automation
James Dyson Foundation
Aoife McCarthy
Guy’s & St Thomas’ Hospital Foundation Trust Param Gohil Nathan Lawson McLean Sol Lee Annie Maxted 290
Rachel Tinkler
Elizabeth Pearce
Ben Armstrong Jack Biltcliffe Sam Dill Stephanie Monty Sebastian Ng Lei Dan Towns
Jan Campbell Associates Dot Wheeler
National Research Council of Italy Elizabeth Pearce
Prof. Heinz Wolff Jennifer Bryant
Jones & Partners
Light Projects
McLaren Applied
Harrison Page
Christian Haimes
Technologies Chris Ricketts
Nimble Babies
Ossatura
Plum Play UK
Steph Pearson
Katey Fitton Dot Wheeler
Amy Langton
Reignite Action for Development
Royal National Orthopaedic Hospital
Ruislip and St Martin’s Lodge
Jon Cooper Matt McClumpha
Ben Armstrong Freddie Marryat
Matthew McClumpha Rory Lewiston
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Company Directory
TYPE
Guitars
Type III Guitars James Buck
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University College London Ben Armstrong
Whipsmiths LTD
Wow! Stuff
Becky Jones John Hayes
Rebecca Churn
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Made in Brunel Managers Directors
Branding
Events
Sam Dill Clare Kato
Chris Ricketts
Sol Lee Annie Maxted
Publications Holly Birkin
Jon Cooper Caleb Whitmore
Planning
Web Manager
Jack Biltcliffe
Gustav Moorhouse
Social Media
Visual Arts
Lidia Baszak
Ollie Hatton
Communications
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PGR Managers Yong Lim Marlene Weber
PG Managers Salma Salama Lucy Cook Ehab Sayed
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Craft Café 296
297
Photography Weekend 298
299
Process 300
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Made in Brunel Brunel University London Uxbridge UB8 3PH www.madeinbrunel.com Art direction by the Made in Brunel Editors Jon Cooper Sam Dill Clare Kato Jack Bitcliffe Holly Birkin James Long Lidia Baszak Aoife McCarthy Caleb Whitmore Sam Clarke Rory Lewiston Stuart Scott Dot Wheeler
Photographers Jon Leigh Patrick Quayle Ollie Hatton Gustav Moorhouse
Special thanks to Clive Gee. Type set in Proxima Nova and Minion Pro. First published in 2016 in collaboration with Brunel University London. Copyright 2016 Made in Brunel All rights reserved. No part pf this publication may be produced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording or any other information storage and retrieval system, without prior permission in writing from the Publisher. A CIP catalogue of this book is available from the British Library. Printed & bound in Great Britain by Pureprint Ltd
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Each year, Made in Brunel is an exciting journey and also a bond, uniting all the Brunel Design students as one body. This inspiring project is constantly kept alive as Made in Brunel gets passed onto the next generation of Design students each year, which would not be possible without the individuals working behind the scenes. Thank you PT, for creating Made in Brunel, teaching us about its importance and firing up the flame in every single one of us. Through Made in Brunel you have taught us how to work hard, strive for the best and achieve our goals, all with a humble spirit. Our thank yous also go out to Clive Gee and team without whom this venture would not have continued to be this successful and within budget each year! Without your tips, vast knowledge and help with tackling all the problems we’ve encountered, we would have been lost. Thank you for constantly looking out for us! Stephen Green, Ian de Vere and all the Brunel Design department academic staff, workshop technicians, Les and Minal — thank you for supporting us and helping us out! Made in Brunel would not have been the same without you. Thank you to all our fellow students and alumni for believing in us, helping out and getting involved. Made in Brunel was designed to promote students and we hope we can achieve this with “Breaking Ground”. Finally, thank you to the dedicated Made in Brunel team — it has been an eventful and action-packed year, and it would not have been the same without you all. Thank you for your time, constant flow of ideas, talent and perseverance. We wish you all the best of luck in your next steps in life and with kickstarting your career.
Thank you Made In Brunel 2016 Team
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