Making and Presenting

We continued to make our model of our FabLab.  I also came up with a solution to stop the trolley from moving, some small frames to secure the wheels in place.

Presenting

After we had finished making the model, we got to present and pitch our product to the rest of the product design group, this helped us build on our arguing and justification skills.  We also were able to see how others approached the task, showing us new ways to approach problems, and how peoples design processes differ.

48 Hour Project – FabLab Brief

We were given our brief that we had to design a Micro Lab, which is a portable workstation and storage unit, in collaboration with FabLab Cardiff.  This workstation had to house a section of hand tools, materials and a 3D printer.

Ideation

We had to rapidly come up with concepts and solutions about how to make everything fit into our workstation.  This tested us at not only rapidly designing a product in a short space of time, but collaboratively with others.  We each came up with a couple of designs and then discussed and analysed each concept.

We eventually came to choose Connor’s design as it was the most convenient for the user and was rather simplistic.

Model Making

We went work making a model of our chosen design, using corrugated card.

Final Model Making

After choosing the best design from the three designs I then developed it further and made three more models, one of a spoon, fork and a knife all in the same style with the same handles.  These models were also made out of model board.

This design enabled the user to hold the cutlery comfortably and use them without any restrictions.  The indent on the knife was especially helpful as it prevented the users fingers form going anywhere near the blade.

Cutlery Model Making

This week we had to take our 30 sketches for new pieces of cutlery and make models of each one, I used blue modelling foam, which is relatively easy to shape and form.  Although it was a long process it allowed me to see the concepts in a  fully three dimensional form and see if they were comfortable to use and hold.

After making these models we had to use the matrix evaluation technique to narrow down our concepts to the best three, we did this in groups where we were able to gain feedback off of others which we could then use when developing our designs.

After carrying out the matrix evaluation we had to pick the three best scoring designs and develop them, making models out of model board.

Universal Design Brief

We were set our next brief, universal design.  Here we were tasked with designing a new set of eating utensils, whist closely considering ergonomics, interaction design, functional credibility, usability and aesthetics.

First we went about writing a persona for our target market who we would be designing for stating things such as their age, gender, occupation and what their interests are.

Next we made a set of mood boards, comprised of images of different types of cutlery such as luxury utensils as well as more basic ones.  From this we drew a set of line drawings, which helped us to see the general shapes and sizes used in cutlery.

We then used clay to make a set of initial models, familiarising ourselves with the material, but also replicating features of cutlery.

This week we also started to sketch new ideas for pieces of cutlery, sketching concepts, then drawing a scale line drawing along with a render of each for each design.

Final Model Making

Final Model Making

After speaking with my target market and gaining feedback on how my model could be improved both ergonomically and aesthetically I went about making a new model.  I kept the smooth curve on the underside as it allowed the device to fit comfortably into the user’s hands.  This would also be a key selling point for my device.  I also changed the direction of the screens curve, so that it now curved downward instead of upwards, whist keeping the devices overall downwards curve.  When making this model, I made sure to cut far outside of the lines on my when using the hot wire cutter to ensure that I did not damage the form of the gaming device.  After cutting out the basic shape I then sanded down it down to the actual lines, which allowed me to gain a smooth finish.  I also moved the position of the back buttons form the end of the device to the sides as this was a place where the user could reach them easily, which I found out when testing my previous models.  Moving the buttons here meant that I didn’t have to make the screen smaller in order to incorporate them.

User Testing

User Testing

This week I started to think about how exactly I could test my gaming devices models, by making a list of what ways in which I could test them in order to gain feedback.  The main way to test and gain feedback on my models was to speak with my users.  I handed them all my models one by one and then asked them questions, such as how they think the device should be held and how easy are the buttons to press.  After asking a series of questions I finally asked what changes they would like to see based on their answers to the previous questions, here I allowed them to elaborate and fully explain what they would to be changed.  Also I was introduced to the matrix evaluation technique, where I compared my designs to an already existing successful product, the Nintendo DS.  After speaking with my target market and doing a matrix evaluation I choose the device with the curved screen which is held with two hands to develop further as it proved to have the highest affordance.  Each user who I interviewed and questioned knew exactly how to hold the device.

Model Making

Orthographic Projection

We had to fill out a persona of the user which we would be designing for, based on what our primary research had shown us, mine being that the typical user of a portable or any gaming device would be a person aged 18-25.

To narrow down the designs that I would develop further towards a final product/working prototype, I selected several of my initial concept sketches, which I then rendered to give them a three dimensional form.  From this set of rendered designs, I then selected three designs that were best suited for a portable gaming device.  I then took these designs and did an orthographic projection of each of them, along with a three dimensional render.  Doing this type of projection allowed me to show what the device would look like from each side.

Model Making

Using my orthographic projection drawings of my designs, I then traced over them and then cut them out, this made a set of templates which I was able to use to make models of my designs.  To make two of my models I took a relatively square block blue soft modelling foam, then pinned the templates on each side and cut around the shapes using the hot wire cutter.  After doing this I took a piece of wet and dry paper and then sanded the edges down, rounding them when necessary to get a smooth finish.  For my third model I took a piece of white card and then marked out a net for the three cuboids that are staggered, adding tabs where necessary.  I then used a scalpel to cut the net out and used glue to hold the model together.

CAD Sketching Tutorial

This week we were also given a brief tutorial on how to sketch and render designs using CAD, which was insightful.

Initial Research

Initial Research

This week I paired up with one of my course mates and went about conducting primary and secondary research relating to the use of and experience with portable gaming devices.  We started by conducting a questionnaire, which we made on a website called ‘Survey Monkey’.  Each of us then distributed and shared the link to our survey with our peers, relatives and other people via social media, allowing us to get results form a medium sized sample.  We then went around the university campus doing brief interviews using open ended questions on why and how people game, the nature of this research allowed explanations to be given about the answers.  Once our questionnaire had been out for some time, long enough for multiple people to have given their answers, we then checked the results.  After looking at and analysing these results when then presented them to our class.

Ceramic Induction

During this week we were also inducted and informed on how to use clay as a material for our course.  In order to take advantage of this opportunity of working with an unfamiliar material, I went about making a model of one of my 50 designs for a portable gaming device, see photo below.  Making this concept into an actual physical object allowed me to actually see what it would look like as a product and it will enable me to test the ergonomics of it once it has been fired.

Soft Modelling Induction

I also was given a talk on model making with soft materials such as card, where I made a 50mm³ cuboid, which I glued together using superglue.  Using a scalpel to cut and score the edges and tabs of the net I was able to practice my model making skills, preparing for my project.

Rapid Ideation

For my gaming device brief I was tasked with coming up with 50 concept sketches of designs which could be developed for my gaming device, this proved to be a challenge, but allowed me to experiment with a range of different shapes.

Briefing

The first week in the product design studios started with myself and my course mates taking an active part in team building activities with some of the first and second years, this allowed us to get to know them and build up contacts with them for advice relating to stages within the research or design process.  Next, we were given our brief, which is to design a portable gaming device, whist keeping in mind ergonomics, aesthetics and user centred design. This brief was later something which we had to breakdown and rewrite ourselves to achieve a better understand of the task itself, here we were also able to set out a list of common definitions before embarking on our own design assignment.

In order to prepare us for the design task which we had been set we were given a seminar on sketching and perspective drawing techniques.  Here we produced a series of three dimensional drawings of common objects, whist learning about shape construction techniques and how to use vanishing points.  This introduced me to different ways of sketching, which I may need to revisit to improve and better my drawings as I was not fully confident with freehand perspective sketching.

Another task that we were set to do as a group was to print off multiple different examples (photos) of portable gaming devices.  We were then instructed to arrange our sets of images into a mood board, which we ended up making two of.  One of the mood boards was arranged into a chronological timeline of when the gaming devices were produced, showing what previous devices looked like, but also giving an insight into what future of gaming devices could look like.  The other was made up of several clusters of images, which we had organised into groups of products that shared similar features.