A three week studio project that practice on solving problem-based exercises and understanding the fundamentals of design process. This exercise help designers to move beyond a role and perception as solely "form-givers" and move them to become master processors. This movement of becoming a process driven designer is to help create thoughtful new opportunities during collaboration.
A product/service are designed between three parties: the designer, the audience, and the client. All parties play important role within this process. Great design process take place when all three groups are included from the start of any project. This exercises aims to teach the designer on collaboration, problem solving, and management.
Using research methods and observing president project to understand the fundamentals of how design process work and apply these fundamentals into our own practice. Working in a group of 4, we develop several brainstorm sessions, whiteboard sketches, and creating information models to help illustrator our ideas and concepts.
For this project we focuses in the area of consuming, collecting and giving meaning to objects which has a physical form. Our interest was not about the new products that replaces the old but the idea of "what happens to these items, which people have bought in the past...". The objective was to prevent consumables from simply going to waste.
By learning from examples such as Bill Gaver's History Tablecloth project and Dunne+Ruby's Meat-Eating Products to help illustrate the approach. The idea of a "Tech Tomb" introduce the concept of collecting gadgets. The idea of a story telling would serve as a poetic visualization but also create an awareness of how much the user group has consumed within their lifetime.
Russell Taylor, Professor