Thursday, October 30, 2014

Materials and Design Chapter 3: Design & Designing Reflection

The intro of this chapter goes over the technical terms for various areas of design, in order to prevent confusion with the term, but then the chapter goes on to explain that these areas are all still closely interconnected, and we need to understand those relationships. It then goes on to explain the different types of thinking and skills associated with the different types of design, but that is truly irrelevant. Why, do you ask? Because as designers, understanding the relationships between the different facets of design is not enough. We need to learn the skill sets, absorb as much information as possible, and regurgitate it in such a way that it helps whatever design innovation we are working on. Part of being an effective designer is understanding what goes into a design from all sides, understanding each role, and constantly feeding yourself with new information for those roles so you can be as useful as possible in the design process and end product. We must know how to observe in an effective manner, how to conduct R&D, how to make things look good, how to sell our ideas to those who are not educated, etc. The list goes on and on, but the end result is still the same. Designers must be multi tools that are constantly upgrading, rearranging, and getting better.

-Randa

Electronic Wasteland Reflection

First, I would like to point out that there is also a film called E-Wasteland that was released in 2012 which shows what the actual effects of dumping E-waste on developing nations does. Getting that out of the way, let's talk about 60 minutes.

First of all, this story starts with the general public not being educated about where their waste is going. Those with the best intentions still cause devastating damage to the underprivileged. IGNORANCE IS NO EXCUSE. Although ignorance of illegal behavior... is totally warranted for this particular situation. People probably don't even know that their computers and electronics contain so many hazardous materials. Lead, Cadmium, Mercury, Chromium, Polyvinyl Chlorides. I only know 2 of those are toxic off the top of my head, and I'm trying to be educated.

When you turn your laptop over to a recycling company, chances are that it's going to end up somewhere illegally and those harmful materials are going to hurt someone else. So what are we to do, if those who promise to dispose of things properly are lying? It isn't going to be a quick-fix, that's for sure. Designing things so by the time their lifespan is over, they will degrade quickly and with less harmful emissions seems to be the way to go, but that could take decades, or longer. What are we supposed to do now?

-Create products that truly recycle instead of downcycle.
-Buy refurbished computers and electronics instead of buying a new model every. single. time.
-Repair your electronics whenever possible as opposed to replacing them.

Here is a link to a helpful webpage with other GREAT electronic waste reduction ideas:
http://www.sustainelectronics.illinois.edu/

Enjoy. Or at the very least, educated yourself on this unenjoyable subject.

As always, thank you May for introducing our class to this issue.

-Randa

Dimensional Innovations Field Trip!

Ok, so I didn't actually get to go to Dimensional Innovations, because I wasn't feeling so good that day (unfortunately) but I researched their website and I'M SO BUMMED I MISSED IT. They look so cool. 192 graphic designers, industrial designers, engineers, and basic tech geeks, plus many others, all under one roof! And it's so nifty that they have all their fabrication and design teams in-house so they don't have to outsource for much at all!

They truly are the whole package, they rebrand, design, and fabricate! As well as make advancements in their abilities all the time! I AM SO BUMMED I MISSED THIS. Like, I really don't think you understand the level of bummed...ness.

They've worked for Google, Verizon, Disney, Sprint, NFL, NHL, and so many more, and they've done work ALL OVER THE WORLD. They paint, cut, weld, fabricate materials, etc. and probably have all sorts of complicated machinery to do so, and although I don't know the specifics, I can dream. And guess, guessing is good. They make interactive displays too! Such a design crush on these guys right now.

THEY MAKE RUM BOTTLES THAT LIGHT UP. And have patents for lots of other things. They made the world's largest Hockey Helmet (My dad will be excited about that one!) and a virtual Stanley cup that is also completely accurate.

And it's Real Good. It's all real good. Gosh, their re-branding for Brugal is AHmazing. I am so jealous and sad that I missed this. Oh well, I got to listen to their cool announcer guy. Oh yeah, they have one of those too.

Thanks May.

-Randa

Reflection on the Documentary "Design Thinking"

When I stumbled into the design program my freshman year of college, I didn't know much about design, but as I went through classes, it was evident to me that there was indeed a design process. Thinking about it further, I understood that the steps in this process could be applied to other things, but it never occurred to me that people may not have thought of that yet. That is where the documentary "Design Thinking" comes in, talking about those who are making an effort to educate non-designers on applications for the design process to other scenarios. This documentary also educates the viewers on what design thinking is and how it works, and I love that about it. Making the world a more cohesive place by making people smarter in their work and passion is a great thing.

Prototyping and learning that failure is not the enemy but a means of learning and creating something better is the first thing they talk about. Teaching that failing in order to succeed is better as a journey than succeeding the first time with an idea that isn't as innovative as it could have been is important. Playing it safe is the enemy.

Thinking about the system as a whole and how people immerse themselves in and interact with it is more important than one part of the system.

Understanding construction of a system can bring people that much further in their understanding and knowledge of the world.

Do before you think.

Thank you May, for having us watch this.

-Randa

Friday, October 24, 2014

Materials and Process Chapter 2 Reflection

 What Influences Product Design?

According to the book, the market, technology, investment climate, environment, and industrial design. Let's see... I'm studying one of those things, which means I need to get my butt in gear for the other four! Technologies mixed with scientific research should be a thought on the back burner at all times, because new technologies mean cooler, more efficient and effective designs. The market is also powerful, considering almost 95% of all products fail there. That isn't necessarily because the product was a failure either. Sometimes, it is because the market temperatures weren't right. People weren't receptive to the idea or it wasn't advertised properly to the right margin. Trying to predict how the marketplace will react to a product is crucial, and the more you know, the better equipped you will be to deal with that type of problem. The market is mostly driven by desire, and one of their biggest desires is greater functionality in the products they already have. Using electricity, magnets, and other materials to create useful do-dads, bells, and whistles (but especially ones that make sense for that product) can help here exponentially. Developments in science offer new combinations of, and lighter, stronger materials (THE BASIS FOR EVERYTHING). Finding new ways to utilize them in products can make or break the design. Powering different components that have been developed to be smaller and more efficient, can be addressed merely by doing some extra research. Education about surface technologies will be key in the years to come. Trying to design products with the ecosystem and waste management in mind is also important, although not as much for this generation, but future ones. Thinking of the lifespan of a product, and using materials that will break down organically, without releasing harmful toxins and chemicals is IMPORTANT for our environment. The average life of a product is usually only 10 years, keeping that in mind is key. Extending the life of a product or making the design so it rapidly decomposes after its end is reached with no problem are 2 ways we can address that problem. In the marketplace, making sure the value of a product exceeds the cost is important when thinking of your target audience. Without this, a product will, inevitably, flop. When taking industrial design into consideration, consider the old adage "form follows function". If you live by this, you are an engineer, not a designer. However, if you combine this adage as the core, and design aesthetic features around it that don't compromise the functionality at all, you can successfully design popular, useful things. Giving a product simple, easy-to-use interfaces whilst giving it a customized personality and a brand/identity (if it is part of a brand collection) is also quite important.

-Randa Marie

Materials and Processes Textbook: Chapter 1 Reflection


After reading chapter 1 (because my book finally came in, YAY!) the basic premise seems to be that materials are important to consider when creating a product. That is a No-Duh kind of thought, but realizing that it is more than just the aesthetics of something, that it is also the tactile feel of a product in someone's hands, it's that way that it makes them feel that can add a whole new dimension to a product, which makes people love it even more. Solving design problems simply through switching production material can save lots of work and can also enhance the product, rather than the designer trying to find another way around the original material. Materials help with product functionality and personality, and both are important (although I would say something should work before it looks remarkable in terms of success.) Learning the material, how it works, what it's strength and weaknesses are, and learning how to join it with other materials is as important as knowing who you're designing for and the history of the particular product you're designing. Thinking about the three points listed (the surging maker movement, materials exploration around the world, and branding), there is TONS of external research that needs to be done for each project, and there is a lot of untapped information freely available, so adding that to your design process NOW is important. "Your product is your story, your story is your product" is a fantastic line to live by in design. Building your product and brand from the inside out is the most effective and fulfilling.

And the list from creamy center to outer shell is: Material, Product, Packaging, Identity, Retail, Digital, Service, Systems, Organization, and finally, Brand. The brand is like the pretty bow on top. It's the encasing of the entire package, and recognizing/building off of a solid foundation is the most important thing.

-Randa Marie

Thursday, October 9, 2014

#25daysofHalloween is HERE!!!

Here are the first three faces in my series, #25daysofHalloween

Mystique of the X Men:

#25daysofHalloween has a new face tutorial! Mystique is in the building! Check it out:
https://www.youtube.com/watch?v=D-p8HzJEWLI&feature=youtu.be





Darth Maul of Star Wars, Phantom Menace:




And Kratos, of the video game God of War: