Pervasive Digital Eco System

Self Assessment

This was my second project brief of the year, and I felt more comfortable with this one. When given the first one (Plastic Fantastic) it was still early days in the year and it was new and quite overwhelming. However, I am now in the swing of things, getting on top of my Uni work and was happy with the project given.

As with any project, you develop as a person and as a designer. You accomplish aims and goals which teach you how to do better in future projects. Each project brings new competencies and these are some we touched on and improved during this project:

Ideas and Originality

This time round we were in a group, and so for this aspect it should of been easy because ‘6 heads are better than 1’. We were all able to analyse the brief together, bring our own understandings and thoughts to the table and come away with a wide range of ideas and paths to go down when it came to designing and generating concepts. Everyone has a different approach and thought process when reading a brief so it was interesting to listen and see how the other people in my group went about it and possibly I could learn form them and use it to my advantage in other projects.

User Focus, Usability and Usefulness

As with any product, it cannot be designed unless it has a user. Without a user, the product will be useless and not succeed. Therefore we as a group spent a good amount of time choosing our persona so that we could design for a specific person. So we chose the persona and then conducted a Timeline to show their normal average day. Using this we could identify the problems the person faced in their daily routine and address them. Doing this ensured that the product was useful to them, as opposed to dormant.

Market and Business

Baring in mind we had come up with a Persona now and a target market for our product, we were able to determine some of the economics behind the product. We were in a discussion at one point about having futuristic designs with brand new speak recognition technology and all other kind of fancy things, but because we were designing for a child around age 7-9 we felt that it would then make it far too expensive for a child’s parent to even consider buying their child our product, not to mention the child buying it themselves. So it was aspects like this which had to be considered, including materials and cost to manufacture to make the product commercially viable.

Form and Aesthetics

Being a child’s product we wanted to spend a good amount of time on the aesthetics and look of the product. A child’s first impression is key to whether they like something or they don’t, therefore the general look of the product was important. We wanted a sleek, flowing design which I feel was apparent in the curvaceous lid and sides. Also, most importantly colour was needed as with any children’s product, so we used a contrasting blue and red to catch their attention. I feel the colour scheme takes away from a sleek design but as we were designing for a child, it was a necessity.

Modelling, Visualisation and Communication

I think we accomplished this well and learnt a lot too. We all know how to produce posters because we have all done it throughout our education, so that was not really a problem. We also knew how to use CAD but we delved in further than we usually do, used the animation tool which i think was new to everyone in our group. This was quite exciting I thought, because I love to learn new things, and also the fact that it was quite easy to do made it even more interesting. The thing none of us were too knowledgeable on was the film we made. None of us had real experience at making them. I had made 2 film trailers in a Media A-Level course but I wouldn’t see myself as experienced so therefore I feel this was good practice. I think if it is done well then a short video can be very effective, however if like ours, it does not really explain the product and what it does then it can a bit of a flop.

Design Method

We had a good design method I think. It consisted of each coming up with designs over night, maybe 2 or 3, and then all meeting up the next day to discuss them with each other. This happened two or three times and each time we would analyse the sketches, see which ones we liked, analyse them in accordance to the brief and then all go away and do some more sketches. This was very effective I thought because each time around 8-10 new sketches would be brought to the table and all can be combined to then set us down a new path toward our final product.

Self Assessment

Personally I think we all contributed well to the project throughout. It was clear that some people were better in certain areas than others, such as myself not being very good with the CAD work but George ( being very good at it and producing the CAD model. I thought I was very creative in the initial ideas stage and brought a fair few concepts to the table, all of which (in my own personal opinion) had potential. I am fairly comfortable with sketching free hand therefore this is probably why I feel this is where I did my best work. I also like to think I am quite comfortable with talking in front of people and being involved in the film utilised this. We produced a catchy short film which outlined the problem, showed the product but didn’t quite explain the product enough. Therefore I feel we could of improved on this delivery slightly if we had more time and also more knowledge of how to use the video editing software. Overall I think the project was a success, but with a little more time, parts could of been improved.


One Response to “Pervasive Digital Eco System”

  1. was a great project!! just noticed you had my old blog up there in the self assessment section – my new one is

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