This course develops and demonstrates the students’ capability to design products for
specific spaces - home, work, public, mobility, etc. wherein they establish the context of the consumer profile, the meaning and significance of the space in the consumer’s lifestyle and the relevance of the product/s to the space and lifestyle.
To introduce the students to lifestyle and various influencing factors that impact people’s living style.
To develop their capability to interpret the influencing trends and generate scenarios
vis-à-vis consumer profiling and product essencing which serve as useful design
direction.
To establish an understanding of spaces and the role products and accessories play
therein.
To equip the students to design a product or system of products that fit into a specific
space and consumer profile/s.
To build an attitude to research for collecting and analyzing information and drawing
relevant inferences.
- The project commences with an intensive Trend Workshop wherein the students must engage in research and detailed mapping of broad influencing forces and phenomena that impact consumer lifestyles. The selected phenomena are then articulated using the tool of storyboarding.
Based on these, the students build individual consumer scenarios highlighting the consumer’s persona and lifestyle and generate product directions.
They need to justify the relevance of the suggested products in the consumer’s lifestyle and the experiential value the products are expected to accord.
The design solutions need to be validated by actually developing a singular product or a system of products for the selected space. This is to be presented in the context of the 3D space models made by the students to articulate the look and feel of the space for which the products are designed.
- The students may collaborate with students from other disciplines, such as textiles, furniture, ceramics and new media.
- picking a user /character from the trend research done
- persona building realised in the form of narrative,a day in the character's life
- Drawing out from the narrative, the space within which the user interacts
- Charting down the activities, experiences and hence the attributes of the user space interaction
- Visual representation of those spaces through the medium of mood boards Visual representation of those spaces through the medium of mood boards
- Choosing a particular space to work with which seems to have the most potential
- Ideating about the requirements of the user and what could make the user's life more comfortable in that particular space
- Charting down the activities, experiences and hence the attributes of the user space interaction
- Product creativity ( with the help of inspiration, initial doodles, etc
- Detailing the products ( refined sketches, inspiration boards, materials boards, etc.
- 3d visualisation of the product
- The prototype is to be developed using actual or simulated material.
Research
interactive sessions
brainstorming
sharing of case studies
presentations
group discussions and critiques
Ability to research ideas, issues and problems in the chosen context. Level of understanding and comprehension, linking new learning to the existing knowledge for better organization of information. Ability to understand concepts comprehensively, remember and articulate them
Ability to adopt a methodological approach to solve design problems
Ability to imagine and articulate in the form of visuals. Diversity and range of explorations
Ability to generate ideas that are not imitations
Ability of the product creation to fulfill the objective/ purpose within the given constraints and communicative/ experiential or expressive quality/ substance of product/ creation
Ability to organize and regulate one's own activities and time management
Ability to adhere to professional behavior in business interactions. Incorporating design issues, social concerns and ecological responsibility. Ability to confirm to professional values
Quality of class participation and interaction with fellow students and faculty