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Future Products UNDERSTAND > CREATE > DELIVER Project objectives : - To understand the issues surrounding the use of lighting in sub- Saharan Africa. To.

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Presentation on theme: "Future Products UNDERSTAND > CREATE > DELIVER Project objectives : - To understand the issues surrounding the use of lighting in sub- Saharan Africa. To."— Presentation transcript:

1 Future Products UNDERSTAND > CREATE > DELIVER Project objectives : - To understand the issues surrounding the use of lighting in sub- Saharan Africa. To identify a specific problem to solve. To recall and apply your previous knowledge and experience. To analyse a range of information sources and select relevant information. To extend your creative skills. To design a solution to the design problem.

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3 Future Products UNDERSTAND > CREATE > DELIVER (1) Starter: - 1. Read this article and summarise, in one sentence, the essence of the problem. 2. Underline / highlight the important or technical words. The Times newspaper Christmas appeal article (SolarAid )

4 Future Products UNDERSTAND > CREATE > DELIVER (1) Learning objectives: - To understand the issues surrounding the use of lighting in sub- Saharan Africa. To identify a specific problem to solve. To recall and apply your previous knowledge and experience.

5 Future Products UNDERSTAND > CREATE > DELIVER To understand the issues surrounding the use of lighting in sub- Saharan Africa. To identify a specific problem to solve. IDENTIFY THE DESIGN CHALLENGE VIDEO #1: http://www.youtube.com/watch?v=1lVVCheH-Wo Can there be issues with even understanding the problem?

6 Future Products UNDERSTAND > CREATE > DELIVER To understand the issues surrounding the use of lighting in sub- Saharan Africa. To identify a specific problem to solve. IDENTIFY THE DESIGN CHALLENGE TO DESIGN …TO MAKE…TO UNDERSTAND… TO STOP…TO REPLACE… VIDEO #3: http://solar- aid.org/yourdonations/mo vies/02_schools_mobile.m p4 VIDEO #2: http://www.youtube.com /watch?v=nxhXbjtYzRg &noredirect=1

7 Future Products UNDERSTAND > CREATE > DELIVER To recall and apply your previous knowledge and experience. CREATE A ‘RELATIONAL MAP’

8 Future Products UNDERSTAND > CREATE > DELIVER

9 Future Products UNDERSTAND > CREATE > DELIVER ‘RELATIONAL MAP’ WHAT DO I KNOW?

10 Future Products UNDERSTAND > CREATE > DELIVER ‘RELATIONAL MAP’ WHAT IS THE PROBLEM?

11 Future Products UNDERSTAND > CREATE > DELIVER To recall and apply your previous knowledge and experience. HOMEWORK : KEEP A LIGHT DIARY http://lifewithoutlights.com/# HOMEWORK: WRITE A SHORT STORY / POEM BASED ON A PHOTOJOURNAL HOMEWORK: INVESTIGATE A PRODUCT

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13 Future Products UNDERSTAND > CREATE > DELIVER (2) Starter: - SHARE YOUR HOMEWORK: FINDINGS SUMMARISE YOUR CLASSMATES FINDINGS

14 Future Products UNDERSTAND > CREATE > DELIVER (2) Learning objectives: - To understand a theory of creativity. To practice ‘brainstorming’ to aid idea creation. To explore a source of inspiration.

15 Future Products UNDERSTAND > CREATE > DELIVER To understand a theory of creativity.

16 Future Products UNDERSTAND > CREATE > DELIVER To understand a theory of creativity. Synthesis is the act of making sense of what we’ve seen and heard during the observations. Synthesis takes us from inspiration to ideas, from stories to strategic directions. By aggregating, editing and condensing what we’ve learned, synthesis enables us to establish a new perspective and identify opportunities for innovation. Brainstorming with rules like Defer Judgment and Build on the Ideas of Others is a proven method for coming up with unexpected innovations. Brainstorming makes us think expansively and without constraints. The practice of generating truly impractical solutions often sparks ideas that are relevant and reasonable. It may require generating 100 ideas (many of which are mediocre) in order to come up with three truly inspirational solutions. Prototyping is a method for making solutions tangible in a rapid and low-investment way. It’s a proven technique for quickly learning how to design an offering right and for accelerating the process of rolling out solutions to the world. Prototyping is about building to think, acknowledging that the process of making ideas real and tangible helps us to refine and iterate the ideas very quickly. Creating many different prototypes that highlight different aspects of your product or service not only enables people to give honest feedback, but also prevents the team from getting attached to an idea prematurely. Feedback is critical to the design process. It brings the constituents directly back into the design process. Feedback inspires further iterations to make solutions more compelling for constituents. http://www.ideo.com/images/uploads/hcd_toolkit/IDEO_HCD_ToolKit.pdf

17 Future Products UNDERSTAND > CREATE > DELIVER To practice ‘brainstorming’ to aid idea creation.

18 Future Products UNDERSTAND > CREATE > DELIVER To explore a source of inspiration. QUIZ: WHAT WAS THE INSPIRATION? WHAT WAS THE INSPIRATION.ppt http://www.youtube.com/watch?v=1gB9dN4nk-E http://www.animalsontheunderground.com/

19 Future Products UNDERSTAND > CREATE > DELIVER To explore a source of inspiration. WHAT SHOULD I COPY? WHERE DO I GET INSPIRATION FROM? HOW DO I COPY? WHAT IF I CANT FIND INSPIRATION? WHAT SHOULD IT LOOK LIKE? WHERE DO I LOOK FOR INSPIRATION?

20 Future Products UNDERSTAND > CREATE > DELIVER To explore a source of inspiration. HOMEWORK : SKETCH SHAPES & FORMS HOMEWORK: USE ICT TO CREATE A MOODBOARD http://wallwisher.com /

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22 Future Products UNDERSTAND > CREATE > DELIVER (3) Starter: - How many different uses can you think of for these?

23 Future Products UNDERSTAND > CREATE > DELIVER (3) Learning objectives: - To create a range of prototypes. Task: Rank these prototypes in the level of ‘finished-ness’

24 Future Products UNDERSTAND > CREATE > DELIVER To create a range of prototypes. BUILD TO THINK: Prototypes are disposable tools used throughout the concept development process, both to validate ideas and to help generate more ideas. Prototypes are a powerful form of communication and force us to think in realistic terms about how someone would interact with the concept. ROUGH, RAPID, RIGHT: Prototypes are not precious. They should be built as quickly and cheaply as possible. ANSWERING QUESTIONS: It is essential to know what question a prototype is being used to answer, for example about desirability, usefulness, usability, viability, or feasibility. MODEL STORYBOARD DIAGRAM

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26 Future Products UNDERSTAND > CREATE > DELIVER (4) Learning objectives: - To develop and refine a range of prototypes. To consider feedback (in the form of group ‘crit’) FEEDBACK ITERATION

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28 Starter: What has changed, and why?

29 Future Products UNDERSTAND > CREATE > DELIVER (5) Learning objectives: - To develop and refine a range of prototypes. To prepare a proposal for independent feedback FEEDBACK ITERATION

30 Future Products UNDERSTAND > CREATE > DELIVER (5) Learning objectives: - To prepare a proposal for independent feedback PROJECT PROPOSAL: Your vision Story telling Communication Images Pre-empting questions Ask for feedback

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32 Future Products UNDERSTAND > CREATE > DELIVER (6) Learning objectives: - To consider and apply feedback To continue to develop and refine a prototype. FEEDBACK ITERATION http://www.youtube.com/watch?v=8mSjteku6VM

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34 Future Products UNDERSTAND > CREATE > DELIVER (7) Learning objectives: - To continue to refine a prototype, moving towards a final solution. To resolve technical details thought testing and peer-feedback. FEEDBACK ITERATION http://www.bbc.co.uk/learningzone/clips/designing-a-lamp/4949.html


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