Joseph Joseph

I can’t quite believe I havent blogged about this live project yet, probably because of the sheer workload that came with it, not that I’m complaining (well a little maybe :) only due to sleep deprivation)

It was a great opportunity to work with a company renound in the design world for its innovative products; with the possibility of a work placement in the company and our design going in to production… so there was a lot to play for!

Joseph Joseph; a company founded by twin brothers Richard and Antony Joseph; design contemporary kitchenware, by combining an impoertance of style with innovative technology they have created a range of extremely desirable products.

So Anthony Joseph came to Middlesex university and set us the brief to design a new product for their range. We worked in teams of 2, one student on the BA focused on design and one on the BSc focused on engineering. The combination of the two disciplines encourages us to really push our designs.

Me and my partner Puja Varsani presented a number of ideas to Anthony and he the idea he encouraged us to go forward with was a salad spinner. The salad spinner has a clever mechanism which allows the holes to open and close which lets the water spin out but also allows the user to spin in dressings. The design was made up of a series of bowls which can be used as a colander, a serving bowl and a salad spinner. We also attempted to incorporate a pair of serving tongs into the design.

The design followed the stacking theme seen in their range of nest products. As a product it is multifunctional and space saving, two important characteristics seen throughout the Joseph Joseph range.

The presentation of the final product went really well and me and my partner were awarded a design prize from Anthony!

We are still awaiting further feedback from Joseph Joseph about whether they wish to take our designs further with a  possibility they may consider putting it into production in their company. Therefore unfortunately I can not attach any images of the work we created to this blog at the moment.


The End of 2009

Wow what a crazy end to the year!

With so much going on leading up to the end of term…

The Joseph Joseph live project, developing a prototype website, visiting exhibitions and reading  journals (I will come back to all of these!)

I havnt had a second to blog! But all that changes now, new year, new resoloutions! (for now at least :) let the blogging (re)begin…


Our Winning Design

The article in ‘Middlesex World’ about our winning design for the braiform design project. Braiform are still in the process of developing the design and therefore I can not put up any of the images of the design yet.


Examples of Good Interactive Design

  • Landshare

landshare

  1. You

    landowner, grower or helper

  2. Post a listing

    tell others where you are and what you are offering or looking for

  3. Get responses

    use our mail system to receive and send messages

  4. Have a chat

    and see what happens…

This simple graphic represents quite a complex idea about sharing land in london.

  • The Tate Modern Interactive Map

Our Made Good Designs

Developing graphics to represent a possible interactive interface for Made Good, and a service ecology to explain who is involved….

It needs to be

  • Engaging
  • Simple
  • Adaptable

We decided to develop a design around the molecule structure.  The design allowed the circular shapes to represent people and projects, and the links between the circles represent the links between these people and the projects.

mgkieronbeccadwayne_page_41The design is adaptable as more molecules can be added to the structure as the project grows. The links can show where the direct links to the project apply, and how everyone is linked together; the bigger the link on the graphic, the more direct the link to the project. A colour code helps to represent the different people involved. Each colour is defined by a specific RGB so is only attributed to that one group or project. It helps people to recognise which designs fall under each category, (e.g. Design = Blue, Marketing =Grey) when browsing through existing designs and contributions to the project.

The Molecule structure only allows you to see small sections at a time, as you click on one of the circles it brings it to the front of the screen, a detailed blurb expands from it and its direct links are visible around it for the user to click on and expand further. This is so that the user is not overwhelmed with information but it is available if they wish to know more.

mgkieronbeccadwayne_page_3

The graphic at the bottom of the page, demonstrates how you would get involved. These also act as direct links to the actions it is encouraging you to do through the website.

home-page-1

Our designs have been uploaded to the Made Good website and can be viewed here.


Made Good: Our Collaboative Design Project

As part of our module (HFPSI) Human Factors, Product Semantics and Interaction Design, we are embarking in an online, collaborative open source project under the title of Made Good.

Made Good as I understand it, is to be used as an open source information hub to help design and develop ideas in projects worldwide.  The hope is that Made Good will form an open source web-based community of experts (in a huge number of fields) who can advise and develop upon the designs in each project.

jua kali logoThe project that forms the main activity of ‘madegood.net’, initially, is a collaboration among Middlesex University (MDX – Product Design and Engineering), Kenyatta University (KU – Energy Department)  and Terra Nuova East Africa (TN – Jua Kali Programme), developing an existing KU/TN partnership.

It focuses on fuel briquette manufacture within the informal sector in Nairobi, development of design and engineering skills and artisan partnerships for KU and MDX students, training of unemployed local youth and promotion and dissemination to the wider populace in areas of appropriate technology, sustainability and entrepreneurship. The project addresses deforestation and domestic energy use, using appropriate technology, in Kenya.

Now to encourage more people to get involved, you need to develop a design which is attractive, fun and easy to use, which makes the project it simple to understand and get easy to get involved.

That is where we get involved! We have been instructed to look at interaction design, and develop some simple (to the eye, containing complex information) graphics, which aim to explain

  1. The service ecology of the project- who is involved and how they are related
  2. The philosophy and Process- what the project is and how people get involved with it.

These graphics have to be ‘designed’ in a way that encourages the user to engage and interact with the site!

Hmm…. difficult! lets start by creating some mind maps to identify who is involved and generate some ideas for the user interface…

IMG_0039[1]

 

 

IMG_0055_1

 

 

 

 

 

 

IMG_0054


We Won the Design Prize

primark stuff 12As part of our course we have just completed a live project with a company called Braiform who design hanging solutions. They are attempting to secure a huge contract with Primark to design a better hanging system for their stores and they allowed us to get involved in the initial design process, with the possibility of a cash reward and our design going into production.

primarkbags77

Me and my partner came up with a design, made from one piece, with a shape cut out of the central section to allow it to fit over the pole. It relied on the flexability of the material and a series of cuts into the shape to snap on and off the pole. The design improved user interaction with the hanger, and also improved organisation, with the hangers unable to get tangled up in eachother. A selection of different coloured and shaped clips were used to display the size in an easily recognisable way.

The design went down really well with Braiform, and we won the design prize!

We are in talks at the moment with Braiform about whether they will put the design into production, and so I can’t post any of the images of the design, but I will update this post with some images as soon as possible!


Telling Tales

v&a telling tales

V&A museum.

Telling Tales Exhibition

The ‘Telling Tales’ exhibition at the V&A is a collection of works which attempt to convey meaning through design and showcases the emergence of what has been termed as ‘Design Art’. Designers come from an industrial and product design background but have created pieces which are more symbolic than functional. The pieces are said to bridge the gap between art and design. However when questioned about their designs in reference to the term ‘Design Art’   designers

Tord boontje studio job Jurgen Bey

Tord Boontje,                        Job Smeets (Studio Job)    and      Jurgen Bey seem quick to dismiss the term and deny the relevance to their work.

Walking through the exhibition, I was required to look at the works from the perspective of a product designer and more specifically to look at how these designs correspond with the idea of unproduct design (discussed in my previous blog). Now to do this I need to think again about what I understand by the term design and its purpose.  I dont subscribe to the industrialised view of design; a mass production of products with a focus on function. I believe good design must consider form, style and indeed art in its production, however this must not be to the detriment of its functionality.  I think that many of the pieces in this exhibition have lost a great deal of their functional purpose as products instead concentrating on the aesthetic qualities of their products.

Each of the pieces in the collection tells a tale; in the forest glade, designers make reference to fairy tales, and a world of fantasy; in the enchanted castle designers have created a collection which parodies historical design styles displaying affluence; in heaven and hell the designers have made pieces which question views surrounding mortality and the afterlife. It is the narrative element in each of these designs that draws them together and brings them to this exhibition.

fig_wardrobe

As you walk in to the exhibition the forest glade opens up your imagination. Each of the pieces have a fantastical element to them, many referring to specific fairy tales. They center around the ability of design to allow their user to disengage with ordinary life and reconnect them to a state of innocence and wonder.

Tord Boontje is an interesting designer to look at in the forest glade, especially in terms of unproduct design. The fig wardrobe refers to the biblical notion of Paradise. It is a very beautiful object and intricate detail has been paid in its manufacture with majority of the wardrobe being hand made from luxurious materials. The meaning people attach to the story of paradise encourages positive connotations with the fig wardrobe and creates an emotional attachment to the product.

Tord chair

The fantastical element to his designs encourages escapism and allows its user to disengage with the stresses of modern life. With a renewed importance placed on decoration and a move away from modern minimalistic design. “I wanted to create something richer more narrative and story telling in that sense” (Tord Boontje, 2009: http://vimeo.com/5743694). By attaching a deeper meaning to design, the user engages with the product and it becomes more than just an object.

Tord vase

Boontje has an easily recognisable design style. His designs are very organic, their form inspired by nature and containing a magic or romantic feel to them. (http://designmuseum.org/design/tord-boontje) While this style transcends through all his products, Boontje’s earlier designs such as the tranSglass series of recycled green bottles,  Rough-and-Ready furniture and the Garland light re-created and mass produced as the ‘wednesdaylight’ for habitat, look at ways of reusing existing materials, cutting down on manufacturing, and creating products that could be described as ‘unproduct’; which appears to be in stark contrast to his latest pieces. His previous designs were inclusive, in that they allowed the masses to create a ‘Tord Boontje’ design themselves, the DIY type manuals given away to help people create a piece of  ‘rough and ready furniture’ out of refuse materials, and the sheet of cut metal which wrapped around a light bulb to create a decorative shade. Tord recucle chair This chair was made and the image posted up by a person called Versluis in his blog (http://dcaiga.blogspot.com/2009/08/thoughtfully-appealing-design.html) using the instructions gained from Tord Boontje’s website.

Tord lightTord light 2

However this latest collection, while the products carry the same deign style, reflected in the themes of nature and fantasy, they are made up of one-off exclusive pieces, aimed at a completely different market, made of unsustainable materials and using labour intensive manufacturing processes, putting design out of reach off the masses.

Speaking briefly  now of other products in the forest glade; table1#the narrative themes of myth and fantasy run throughout. Almost to the point that they are creating a lie, claiming to be something they are not. I am thinking specifically of the ‘Sculpt’ wardrobe (Maarteen Bass) sculpt wardrobewhich appears to be made of a solid tree trunk but is in fact veneered steal, and ‘Table# 1′ (Patrik Fredrikson) which appears to be roughly put together using scraps of wood, in reality, ‘the logs were carefully chosen for their even, pale grain, and the highly polished cut surfaces are perfectly aligned’.  Thus in attempt of a conclusion, the forest glade appears on first look to depict a fantasy which allows us to escape the reality of modern life and be consumed by these magical products, however in reality the fantasy is merely that, an unachievable dream or idea; a badly functioning product.

Moving on from the forest glade, I walk into ‘The Enchanted Castle’ a section of the exhibition which has a satirical look at historical design, and the references it made to status. Jurgen Bey chair One of the more appealing pieces in the collection for me, was the pixellated chair by Jurgen Bey. Its simplicity and rustic feel appeal to me in the same way that Boontje’s rough and ready furniture does. It looks at a beautiful design and deconstructs it, creating something that resembles the original, but takes on a character all of its own. This ‘innappropriate’ use of poor materials and modern manufacturing process creates a parody between this chair and the 18th century design it resembles, which was produced in a time when ‘style and design were a visual language that indicated social and worldly status.

Jurgen Bey is also an interesting subject when considering the question of ‘unproduct’.

“Jurgen Bey (1965) is driven by the ambition to understand the world. He is able to question it in a unique manner. According to him, wanting to think or create something new is bizarre, for every thing or solution we can possibly dream of does already exist in the world around us. It is just a question of recognizing it and then of being able to translate it into something people want to use.” (Louise Schouwenberg)

crate furniture crate furniture2 vacuum bag furniture

Jugen Bey’s contribution to the ‘Designing Critical design’ exhibition demonstrates a look at design from an ‘unproduct’  stance. His designs are produced by recycling and reusing existing materials seen in his collection of ‘crate furniture’ displayed at the z33 exhibition, and by converting waste materials, such as dust in his production of ‘vacuum bag furniture’

To look at other exhibits from the ‘Desigining Critical Design exhibition’ click here.

Another exhibit which attracted my attention in the Enchanted Castle collection, for completely different reasons, was the ‘Robber Barron Collection’ by Studio Job. This collection consisting of the mantel clock, table, cabinate, standing lamp, and jewel safe, resemble 18th century design.

The Robber Barons were those ruthless 19th-century American industrialists who amassed – and spent – vast fortunes. The objects in this collection, decorated with imagery drawn from heavy industry and warfare, may appeal to the Robber Barons of today: power-hungry despots, oligarchs and bankers

RB Clock RB table RB lamp RB Clock RB Cabinate RB Jewel safe

In my opinion these pieces have a very interesting narrative quality, the longer you look at them , the more detail you notice about the ‘tale’ they are telling. spaceball RBThe standing lamp for instance is based on the shape of the empire state building, however if you look closer at the base of the lamp, it appears to be built on top of an ancient roman building telling the tale of historical origins. The top of the building has been replaced by the roof of the Whitehouse and there is some sort of airship crashing into it, suggesting some relation to the 9/11 disaster, the middle of the building is surrounded by gold balls which resemble an explosion. This use of warfare imagery makes this a very evokative narrative piece.

However as design pieces the functionality of these products have had wide criticism, they “ err on the side of dysfunction”  and in an interview with Smeets he admits to not being interested in functionalism (NY times http://themoment.blogs.nytimes.com/2009/03/12/studio-job-the-art-of-clicheed-design/) . It is as if Studio job has ‘taken functional, everyday objects, yet rendered them useless’ (NY400, http://www.ny400.org/arts/dutch-design-studio-job-loves-clich)

The pieces by Studio Job could not be further from the idea of unproduct, they are produced without focus on their funtionality, made as one off production from expensive materials. However if we consider where these pieces will end up; in the houses of modern ‘Robber Barons’ as discursive pieces, then technically they fulfil the function they were designed for, and cant be criticised for that.

Finally moving into the ‘Heaven and Hell’ section of the exhibition, this was the section as a product designer I was the least inspired. storm chairThey were very evokative, thought provoking pieces, but in most cases I couldnt see how they translated to functioning products, for example look at the storm chair, visually representing both the form of a chair, and the chaos of a storm, but completely useless as a product.

damnedThe pieces in this section seem to hold the most meaning; the other sections tell tales that we can remove ourselves from, the fantasy of fairytales and magic of enchanted castles, this final section tells a tale of death, one which eventually will be a reality for us all. The meaning behind the majority of these pieces relies upon these associactions with death and our anxieties surrounding our own mortality.

From an unproduct stance, the two pieces which look at taxidermy; the ‘Moulded Mole Slippers’mole slippers( Niels van Eijk , and Miriam van der Lubbe), and the stuffed fox stool fox 1‘Do you hear what I hear?’ (Kelly McCallum) have transformed these animals, taking their dead carsus’ and giving them new life as products. The gold plated maggots represting new life created from death. These products question our attitudes surrounding death, but also around the use of animals, the ongoing debate surrounding fur.

Revital Cohen is an interesting angle to look at this debate surrounding life death and the use of animals as products. His project ‘Life Support’ jack-correctedlooks at the transformation of animals into medical devices. He looks at the use of guide dogs as medical aids and the ‘natural symbiosis with the patients who rely on them’ compared to the use of a computerised machine and questions whether this can be applied elsewhere. For example in the case of a retired greyhound, where its respiritory function could be used to help ventilation in humans.ventilation-dog_graph It questions the way we see animals in relation to ourselves.

In some attempt at a conclusion, the telling tales exhibition was a thought provoking experience. Searching for meaning in the exhibits, made me think so hard my brain hurt at the end, especially ending the experience in heaven and hell, where all the products were viewed by peering through small awkward windows, almost like view holes in a psychiatric hospital. The whole exhibition has quite a sinister feel to it, even within the childlike blissfull ignorance of the forest glade, everything is not as it seems (Bass’ ‘Sculpt wardrobe’) and even the most beautifully formed pieces have a dark undertone (Boontje’s ‘Petit Jardin’ chair) where the chair made of lazor cut steel threatens to impale anyone who attempts to sit in it. As a product designer these pieces seem to bypass functionality when creating these elaborate ‘creative manifestos’. I think while it is important to attach meaning to a product, and create some kind of emotive attechment with its user to ensure longevity, it should not do this to the detriment of its function as a product, or we move away from the rhelm of product design and into the rhelm of art.


Unproduct

Russell Davies speaks of the idea of ‘unproduct’ through his blog: http://russelldavies.typepad.com/planning/unproduct/ .

Unproduct- coined by Matt Jones the underlying principle being: ‘unproduct is basically maximum idea, minimum stuff.’

Unproduct=

‘Unproduct’ is a concept which addresses the conflict between peoples ‘need’ to consume with the ‘need’ to reduce consumerism in our current environmental climate.

Two fundamental questions-

  1. What is it?
  2. How does it attempt to make this change?

There is a lack of knowledge or ‘real facts’ surrounding the issue of climate change, positive steps are often criticised as hysterical panic or green washing*

To make a change you need to change public perception surrounding the issue. To make green issues attractive to the masses.

“Contemporary civil society can be led anywhere that looks attractive, glamorous and seductive”

(Viridian Green Manifesto) http://www.viridiandesign.org/manifesto.html

Ways to change public opinion

  • Raising awareness through ad campaigns

Innocent’s  ‘Carbon Footprint’

Greenpeace name and shame campaign

6a00d8341c6b5453ef00e54f0bcc578833-640wi

  • Making ‘green products’  more attractive to consumers

green_hindmarch_anyahand-me-down-jacket

Anya Hindmarch’s I’m not a plastic bag          Howies’ Hand me Down Jacket

How can we satisfy peoples consumption needs, without producing more products?

  1. By renewing our love for existing products.
  2. By exanding the market for virtual products

By increasing products durability and reliability you reduce the need for greater quantities of products, and create greater customer satisfaction. Products become harder wearing and adaptable.

A great example of this is the Howies Hand Me Down range – a range of jackets and bags designed to be very long-lasting. The products are guaranteed by the company for 10 years.  (http://www.howies.co.uk/)

By looking at people’s interactions with their existing products, the emotional attachment they have towards them, people can be encouraged to relove their existing products. Through the use of  ‘Wiki’ sites, people can share their experiences with different products and get people to use old products in new ways. ‘Wiki‘* pages allow anyone who access’ the page to contribute or modify content. The Science Museum has started to put together a catalog of objects and products that have featured in their museum called the ObjectWiki;    http://objectwiki.sciencemuseum.org.uk/wiki/Home

A shift towards digitally based or virtual products removes or reduces the need for physical objects.  A great example of a forward thinking company bridging the gap between physical and virtual is ‘Moving Brands’ a branding and digital agency. A recent project of theirs  to create a scarf designed completely from graphic icons created by the public. People were allowed to upload their graphics to the ‘weare’ website where they were used to co-create the scarf. Getting people involved in the design process using digital technology.

http://vimeo.com/6192068 Intro__image http://www.movingbrands.com/

There is much more of an emphasis on mass involvement in global issues. Encouraging people to get involved with debates surrounding climate change and green issues and how to generate change. More than ever thanks to the mass emergence of online communities, blogs and the introduction of ’unconference’  people can really get involved with current debates and issues. Workshops and conferences are organised and run by members of the public with an interest in important complex and controversial issues, and looking at fresh ways of solving them. Notably

Interesting (http://www.interesting2007.com/),                                        Reboot(http://www.reboot.dk/page/66/en)                                               Barcamp (http://barcamp.pbworks.com/)

In conclusion, people are being made aware of the effects of mass consumption on the environment. New ways of designing and a move towards digital products are changing the way we consume. There is a definite shift in attitude towards the future of design and in who makes the decisions surrounding where it is headed. Design is changing but it is the consumer who has a greater say in how.


Mind-mapping the Course

Almost a week after our introductory session I am attempting to recall a mind map outlining the basic principles underlying the course and how we attempt to cover them. Bit of a memory exercise, see if the session worked in cementing it to out memory.

The course title… Human Factors, Product Semantics and Interaction Design (HFPSI)

The course takes a fairly philosophical look at design, throws up numerous questions about our perception of design.  What is design? What do we use design for? Why do we need design? What makes good design? How is design changing? . The types of questions that produce a million different answers, that could be debated for hours and still not be concluded.  That in essence appears to be the core of this unit, to question what is already and out there and as designers, to question what is possible for the future.

The course will look at an apparent move from industrial product design; the production of physical objects, to an emergence of more digitally based, virtual products. We will look at the effect that this will have on design, on the environment and issues surrounding sustainability, on the consumer and on consumerism, on the markets and economy.

I shall return to this blog to create a more visual mind map, when I have the photos to the maps made in the first session.


Follow

Get every new post delivered to your Inbox.