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Design Dialogues – Project 2

Stick and Dowel  – project 2 (30%)

This assignment is designed to challenge you to design and make a “beautiful”, “interesting” artefact.

It is based around the idea that you can create a simple sculptural piece with a stick and a dowel rod.

The stick should be sized between 30mm to 45mm diameter and have length of between 300 and 450 mm.

The dowel should be between 3mm and 10mm diameter and have a length between 10mm and 3000mm

dwoelandrod.jpg

You should create a sculptural piece that uses both pieces as they intersect. You make cuts in either the stick or the dowel to allow intersection and to add “beauty and interest”

You can glue the components together if you wish. No screws or other fixings are allowed.

You should present a sketch book of ideas, a final design rendering, an orthographic drawing and the constructed final piece. The final piece should be well made, crafted and nicely finished. The final pieces will be offered for sale by auction with no reserve prices at the end of year degree show.

Challanges:

What way can you add “interest” to the components.

What is “beautiful”

You will need to draw and think about your solution. You will then need to “find” your stick. That will cause a random element to the design process. Perhaps the stick will cause a revision to the design. You will then need to make the piece. The making will involve cutting and drilling and assembling. What can possibly go wrong?

On the face of it this is a simple project – drill a hole in the stick and place the rod in the hole – project finished. But it is not that simple. Will the hole be at 90 degrees to the stick? Will there be a number of cuts in the stick made? How ambitious is the design? How capable are you when it comes to making? The design brief is simple but restricted. What level of design ambition will you settle for? How long will it take to design the object? Will you show any of your class mates? Will they come up with the same idea?

Interaction Designer- Job advert

Interaction Designer | Central London | Permanent | Opportunity to work in a fun Vibrant Cutting Edge Studio

Our client is a digital user interface design studio that develops pioneering user experiences for some of the world’s leading brands. They are looking for experienced mid-weight to senior Interaction Designers for their London studio to work on and across an array of digital multi-platform projects, from mobile and tablet to TV, in-car and beyond. You will be working with your fellow Interaction Designers to get to the heart of user requirements and business objectives. You’ll be working fully integrated with the visual and motion design team to deliver beautiful user experiences on spec and on Time. The work you design will be used by millions of people worldwide. You will deliver across a range of sectors including mobile, consumer electronics, fashion, medical and finance.

Main Duties & Responsibilities
Project & team management
• To be responsible with your team for estimates and delivery of the project UX components
• To interface with clients and stakeholders both with the project producer and directly
• To understand client’s complex organisational structures and to act accordingly
• To present concepts and ideas to clients of all levels
• To lead workshops, research and testing sessions with stakeholders
• To be aware of and mitigate project risk

Senior level requirement
• To act as a team and company UX lead
• To mentor Junior Interaction Designers in various aspects of their role
• To represent the company in thought leadership at conferences and workshops

Design documentation expected
• Personas, User Scenarios, User stories, Concepts, Specifications documents (Sketches,
Wireframes, Flows) – showing excellent attention to detail in all your documentation
• Research reports: Contextual inquiry, Task Analysis, Competitor analysis, Usability testing
• Prototypes – working with visual and motion designers and technical delivery teams to
produce prototypes of varying fidelity, and knowing how much time to invest in each (or
even better produce them)
• Understandable presentation documents for non-technical stakeholders

Professional Experience Requirements
Must have…
• Expert knowledge of user centered design, usability principles and techniques
• Agency-side user experience background
• Client-side experience for a technology brand
• Device oriented UX design
• Working with visual design teams comprising of visual and motion designers
• Working with technical delivery teams to solve technical & logical issues on UI design
• Visualising concepts to demonstrate ideas
• Experience working within Agile/SCRUM process
Nice to have…
• Multi and cross-platform design experience
• Experience in interaction design for mobile
• Mobile app project experience
• TV and IPTV UX experience
• Finance sector experience
• Experience leading interaction design teams

The tools they use
• Design Tools: OmniGraffle, Illustrator, Photoshop, Flash, Axure, After Effects
• Project Management Tools: Basecamp, Unfuddle, Jira

Character Requirements
• You have passion and hunger
• Detail oriented, well organised and self motivated
• Excellent communication/presentation ability, capable of inspiring both colleagues & clients
• You are outgoing, personable, sociable and easy going
• You are open to criticism from your team to benefit project development and understanding
• You are always ready to learn and to share knowledge
• You can deal with pressure and can work in a fast paced environment

October, 2010
Salary: Up to £50,000 dependent on experience
Benefits: Pension after 1 year of service.
Health after 3 months of service

If you would like the opportunity to work for a fun exciting faced paced studio please send your details to David@abrs.com or call me on 01491411020 – 07909223518 for further details

Design Dialogues wk 3: Principles in Design 1

In class last week we discussed why designers draw and drawing/thinking methods for example SCAMPER.

We remembered that during the project work 1. keep all drawings A3, number the pages, work prolifically (quantity matters) 3. define and modify the brief.

In class today we will work through examples of the principles in design of: Time, Totality and Value

We will also discuss the Interative Design Waterfall.

Start me up!

The start up

The business start up situation is simple

sellstuff.gif

Ideally the amount of time between Start up and Sell stuff should be as short as possible. There nearly is always a gap. Funding is often required to bridge the gap.

To minimise the gap you should know:

  • ·         What the product is
  • ·         Who might pay for it
  • ·         How to reach the potential customers
  • ·         How the product fits into the “value chain”

Tech start up’s often don’t know:

  • ·         What the product is
  • ·         Who might buy it
  • ·         How to reach the potential customers
  • ·         How the product fits into the “value chain”

Funding is required while the start up figures these things out. Risky!

It is clear that a business makes stuff for sale: That pre-supposes that:

  • ·         The stuff works
  • ·         Somebody wants it
  • ·         There is a means to distribute it to the customers

In many tech start ups those pre suppositions cannot be made. Even riskier!

In start up cases where being able to sell the stuff is a dead certainty the start up owners simply go to bank and get a loan using their houses or their parents houses as a guarantee.  

If however as is the case in some start ups, the stuff may not work, the customer may not exist yet and the method of reaching the customer is unclear then it is clear that the risk is too big to use your parent’s house as collateral. For example: Twitter. This is where venture capitalists, business angels and other investors come in. Nothing to worry about, it just is what it is!…..

DES 809 Entrepreneurship: Customers

What is a customer? A customer is someone who gives you money in exchange for products or services. How can you increase the amount of money customer send you?

  1. Get more customers
  2. Sell more of a range
  3. Wait for the customer to grow
  4. Make the product or service better
  5. Charge more
  6. Charge less

Sometimes, the end user is the customer, other times not. In the case of a theatre this is true. It is also true for a gallery or a shop and it is not the case very often for a farmer. It is important to understand the “value chain” that exists between the originator and the end user and where your role is in that “value chain”.

valuechain.gif

Assignment 1

No matter where you are in the development of your business a list of your customers can be a good way to understand the business and how to grow it.  Sounds simple ! Write a spreadsheet list of your (potential and/or existing) customers. Looking at each customer describe how you may be able to increase sales to that customer.

DES 809 Entrepreneurship: Elevator Pitch

WTF is an elavator pitch? http://en.wikipedia.org/wiki/Elevator_pitch

10 top tips http://www.readwriteweb.com/start/2010/04/the-art-of-the-elevator-pitch-10-great-tips.php

12 top tips http://www.elevator–pitch.com/

elavotor pitch 101 http://www.elevatorpitchessentials.com/essays/ElevatorPitch.html

Anto’s 5 point elavator pitch guides:

  1. ask a question
  2. Quantify the benefits
  3. Talk about the current situation! Highlight the pain!
  4. How you can change it.
  5. Ask for another meeting/follow up/can you call them

Additional guidelines: In general measure everything, quantify everything. How many of them are there, how long does it take to build one, how much does it cost, how many do they need, how much is it worth, how many people will buy it. Don’t state things, ask questions? What is the value of your proposition to the customer, understand their point of view.

Please prepare well but dont get uptight about this assignment. Its a good skill, but all the good goes out of it if it becomes a stress point.

Sales

Believe in this:

Sales are essential to build a company (sounds obvious?)

Sales as a customer driven culture: Deliver value and success to customers

Do you know what you are talking about? Go over the last written assignment that you wrote about your project. Are there any numbers in it?

Where is the pain? Sell me this pen! Answers

Guideline 1.

In general measure everything, quantify everything.

How many of them are there, how long does it take to build one, how much does it cost, how many do they need, how much is it worth, how many people will buy it.

Guideline 2

Don’t state things, ask questions?

Guideline 3

What is the value of your proposition to the customer, understand their point of view.

Making a good Elevator Pitch

  1. ask a question
  2. Quantify the benefits
  3. Talk about the current situation! Highlight the pain!
  4. How you can change it.
  5. Ask for another meeting/follow up/can you call them

DES 809 Entrepreneurship – 2011

There will be five lectures and three assignments. Lectures will take place at 9.15 on Thursday mornings over the first six weeks of semester.

Module contents

wk 1 Introduction: The idea of business and the entrepreneur. The elements of an elevator pitch

wk 2 Customer lists

wk 3 Marketing and strategy: Intercept the strategic vector

wk 4 Writing week

wk 5 People and money

wk 6 Presentations of business plans and elevator pitches

There will be 3 Assignments

1. Customer lists (30%)

2. Product description / Strategic vector (40%)

3. Elevator pitches (30%)

Design Dialogues: more about drawing

In class today we discussed:

Why Designers draw

Sometimes build quality and craftsmanship are simply a “design goal” all by themselves.

Take a look at this: The Studley tool chest http://www.foylearts.com/ahutton/?p=651

We discussed how ideas form in a sketch book and why one sketch leads to another. We looked at approriate levels of sketch detail. We examined sketch doodles.  We discussed why a certain quantity of sketch is critical.

SCAMPER

Substitute

Combine

Adapt

Modify

Put to another use

Eliminate

Reverse

Why do designers draw?

Art Drawing versus Design Drawing.

There are two types of drawing: drawing stuff that you can see in front of you (a form of recording) and drawing stuff that you imagine.

Drawing from sight (where the object is front of you) is mostly associated with Science and Art.

Drawing from imagination (where the object is an idea in your head) is mostly associated with Design tasks.

Designers give form to things. That process is a process of creation.

So why do designers draw?

1.      To get an idea that is in your head out of your head so that you can think of another idea.

2.      To store an idea so that you can refer to it later.

3.      To help resolve a partially formed idea. Ideas are often incomplete – drawing the incomplete idea out helps to resolve the unfinished parts of the idea. By putting down what you know you can fill in the blanks.

4.      To get another idea. Once an idea is drawn its presence on paper helps to evoke another idea.

5.      To act as a guide while you are manufacturing the artefact.

6.      To show other people to get their help and viewpoints about your idea.

7.      To maintain a record of ideas enabling you to understand your own idea developmental progress.

Why are people who can draw sometimes called creative?

Drawing is particularly useful when you are trying to bring something into being. It acts as a tool that helps you solve problems. As you draw  you partially evaluate ideas as the ideas appear on the paper and more ideas are sparked in the brain leading the designer into idea spaces not previously envisaged. In this contest a “creative leap” can occur. Thoughts, drawing skill, the drawings themselves  and an evaluation process feed each other enabling greater, wider, deeper perhaps creative exploration of the problem to be solved than could have been possible without drawing.