37
07 NOKNOK 03 UMBRELLA 02 NOES portfolio MILOU PIKAART

m2.2 showcase milou pikaart

Embed Size (px)

DESCRIPTION

showcase portfolio TU/e milou pikaart m2.2

Citation preview

Page 1: m2.2 showcase milou pikaart

07 NOKNOK

03 UMBRELLA

02 NOES

portfol io MILOU PIKAART

Page 2: m2.2 showcase milou pikaart

07 NOKNOK

03 UMBRELLA

02 NOES

portfol io MILOU PIKAART

This showcase portfolio contains an overview of five years of studying at the Depart-ment of Industrial Design at Eindhoven University of Technology. It shows highlights of the projects, assignments and exchange I did during my last bachelor year and the projects and modules I did during the master programme. As you will see throughout this showcase there are four aspect that are key points in my designs. First of all I often start a project based on an observation of small real life event. An example of this is the project ‘Shall we play’ (b3.2) that I started because I got intrigued by a deaf dancer that I saw on the television.

The second key point is focused towards the aim of most of my solutions/designs. In most of my projects my aim was to stimulate a change in behavior/emotion of the user by creating a direct coupling between the actions and sensations of the user within the interaction with the product. A good example of this is NOES (m1.1), in which I created a breathing pillow that had to stimulate a breathing pattern and it therefore needed to be positioned on your belly. This direct coupling between your breathing and the breathing of the pillow made it easy for users to apply to the rhythm of the pillow.

b3.1 b3.2 m1.1 m1.1 m1.2 m1.2 m2.1 m2.2

STIMULATE CHANGE IN BEHAVIOR OF PEOPLE

EMBODIED

OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

INTRODUCTION

Page 3: m2.2 showcase milou pikaart

b3.1 b3.2 m1.1 m1.1 m1.2 m1.2 m2.1 m2.2

STIMULATE CHANGE IN BEHAVIOR OF PEOPLE

EMBODIED

OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

A third key point is the position that most of my designs take within the interaction with a user. Most of my designs are in a way embodied. They become part of the users body and are therefore mainly focused towards the experience of the user with the product. A good example of this is the headphone project I did in my m1.2. Within this project I tried to create a 3D sound telephone conversation in which the actions of the user were coupled to the sound. Within this interaction the headphone didn’t play a central role, it was more about the experience that was given by the headphone to the user.

The last key point is focused towards the appearance of my designs. Most of my designs are pure, simple, minimal and intuitive; As you can see in most of the drawings above, the appearance of the designs is stripped to the functionality they have. For example my last project NokNok; with NokNok you can knock and therefore the phone has a ‘nipple’. I like the straigthforwardness in this way of designing, it shows just what it is and exactly for that reason you can create ‘characters’ of you designs.

On the next page you can find an overview of the four keypoints and how much they were of influence in the different projects. After that you can find a short explanaiton of the different projects and their content.

I hope you will enjoy reading this document!

kind regards,

Milou PikaartDepartment of Industrial DesignEindhoven University of Technology

Page 4: m2.2 showcase milou pikaart

07 NOKNOK

03 UMBRELLA

02 NOES

portfol io MILOU PIKAART

b3.1 b3.2 m1.1 m1.1 m1.2 m1.2 m2.1 m2.2

STIMULATE CHANGE IN BEHAVIOR OF PEOPLE

EMBODIED

OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

STIMULATE CHANGE IN BEHAVIOR OF PEOPLE

EMBODIED

OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

Page 5: m2.2 showcase milou pikaart

b3.1 b3.2 m1.1 m1.1 m1.2 m1.2 m2.1 m2.2

STIMULATE CHANGE IN BEHAVIOR OF PEOPLE

EMBODIED

OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

STIMULATE CHANGE IN BEHAVIOR OF PEOPLE

EMBODIED

OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

Page 6: m2.2 showcase milou pikaart

ELECTIVE: 3d portfolio

SEMESTER: b3.1

SCHOOL: rmit melbourne

DURATION: 2 weeks

CONTENT

PERFORATED LAMPEMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 7: m2.2 showcase milou pikaart

november 2005

Page 8: m2.2 showcase milou pikaart

november 2005

During my exhange with the Royal Melbourne Institute of Technology,

in Australia, I made this lamp of perforated steel.

The lamp is meant for outside settings, like a terrace or a garden. It

is based on the folding and unfolding of a water lily. I tried to create

a mechanic/rough look by using perforated steel, which will immedi-

ately drag your attention when you are sitting on a terrace or walking

in a garden. The lamp is made of three different layers and every layer

is made of another kind of perforated steal. By unfolding of folding the

lamp different patterns of light and shades will be appear.

EXPLANATION

Page 9: m2.2 showcase milou pikaart
Page 10: m2.2 showcase milou pikaart

PROJECT: shall we play?

SEMESTER: b3.2

CLIENT: barry emons bv.

COACH: gijs ockeloen

DURATION: 12 weeks

CONTENT

shALL wE PLAy?EMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 11: m2.2 showcase milou pikaart

june 2006

Page 12: m2.2 showcase milou pikaart

june 2006

Most problems for deaf and hearing impaired people have to do with their

growth of personal and social skills. Especially in a child’s development this

growth of personal and social skills is important with regards to the future.

For children who are born deaf or hearing impaired it’s often difficult to de-

velop their social and personal skills in the same amount of time as their hear-

ing ‘friends’. From the day children are able to communicate with sounds,

it becomes difficult for a deaf or hearing impaired child to keep up with a

hearing child. As a result playing with deaf children and hearing impaired

children becomes less interesting for hearing children which often leads to

the isolation of deaf children from their hearing ‘buddies’.

‘Shall we play?’ is a game with the goal to make deaf, hearing impaired and

hearing children able to jointly play without having the feeling that the hand-

icap of the deaf child has any influence on the interaction between the chil-

dren.

As a solution I designed a hide and seek game that can be played by one or

more children. The game consists of a little beacon, that ‘talks’, but nobody

can hear the talking because the sound produced by the beacon has a high

frequency. The only way you can ‘hear’ the beacon is by searching it with a

radiographic track-device that vibrates when it detects the frequencies of the

beacon. When the track device detects other sounds in the room it gets dis-

turbed and for a while the device is not able to vibrate and thus to show you

the location of the beacon. So to find the beacon you have to be as quiet as

possible, which brings the children, deaf or hearing, on an equal level.

EXPLANATION

Page 13: m2.2 showcase milou pikaart
Page 14: m2.2 showcase milou pikaart

MODULE: distraction

SEMESTER: m1.1

CLIENT: wilhelmina kinderziekenhuis

COACH: caroline hummels

DURATION: 10 weeks

CONTENT

NOEsEMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 15: m2.2 showcase milou pikaart

december 2007

Page 16: m2.2 showcase milou pikaart

december 2007

Staying in a hospital can be scary, especially for young children. They have

to undergo all kind of examinations and get injections and although these

procedures might be essential for their healing process, the accompanying

fear and pain is the reality these children have to deal with.

Noes is a breathing pillow that helps children to relax when they are scared

during an injection.

By laying NOES on a child’s lap, she immediately starts to breath. The child

has to try to breath on the same rhythm as Noes does. This will help the child

to feel more relaxed and less nervous for the injection.

To make a child aware of his/her own breath, Noes has two pockets in which

a child can put his/her hand. In the pockets there are sensors that measure

the breathing rhythm of the child. This rhythm is displayed by the LEDs in

the little circles.

Noes also helps the doctor or nurse to find the right moment to give an injec-

tion. When a child is breathing on the same rhythm as Noes, the doctor or

nurse will see the lights in the big circle burn at same time as the other lights.

Through this the doctor knows when a child is breathing out and thus when

the muscles of the child are most relaxed and thus when it is the best moment

to give the child the injection.

EXPLANATION

Page 17: m2.2 showcase milou pikaart
Page 18: m2.2 showcase milou pikaart

MODULE: passion for design

SEMESTER: m1.1

ASSIGNER: damien o’sullivan

DURATION: 1 day

CONTENT

CARDBOARD UMBRELLAEMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 19: m2.2 showcase milou pikaart

december 2007

Page 20: m2.2 showcase milou pikaart

december 2007

People nowadays take daily life products more and more for granted.

They assume that products with an certain appearance have a certain

functionality.

No questions are asked about the design, functionality or material

of for example an umbrella. Everybody assumes that a products that

looks like an umbrella has the functionality of keeping you dry during

rain.

With help of this cardboard umbrella I provoke people to think a step

further about daily life products. The combination of material and

function are meant to stimulate people to ask questions. The umbrella

is not meant as an answer to a question or a problem, it’s main func-

tion is not keeping you dry, it is meant as a question transformed into

a product.

EXPLANATION

Page 21: m2.2 showcase milou pikaart
Page 22: m2.2 showcase milou pikaart

MODULE: passion for design

SEMESTER: m1.1

ASSIGNER: damien o’sullivan

DURATION: 1 day

CONTENT

OMEOEMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 23: m2.2 showcase milou pikaart

may 2008

Page 24: m2.2 showcase milou pikaart

may 2008

Omeo is a device that evokes reflection and discussion of memories by link-

ing digital memory triggers to physical artifacts in the real world.

With the help of omeo children and parents can share experiences and mem-

ories together. This stimulates the child to learn about lessons of life outside

the classroom and it helps parents and children to discuss these lessons of

life on a playful way together.

EXPLANATION

Page 25: m2.2 showcase milou pikaart
Page 26: m2.2 showcase milou pikaart

project: how perception gets emotional value

through an object

SEMESTER: m1.2

CLIENT: university of technology compiegne

DURATION: 10 weeks

CONTENT

AUDiTORy LOCALizATiONEMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 27: m2.2 showcase milou pikaart

june 2008

Page 28: m2.2 showcase milou pikaart

june 2008

Starting point for this design was the difference in perceptual qualities dur-

ing a face to face conversation and a telephone conversation. When talking

to someone face to face, the way you perceive the other persons presence

(including the perceptive actions and reactions) is totally different from the

situation in which you talk to that same person on the telephone. Important

difference between both types of conversations is the way you perceive the

other one’s voice during the conversation and vice versa.

When talking to someone on the phone you are not aware of the changes of

distance and direction of the other person compared to you, which makes it

more difficult to understand the other person’s point of view an thus the emo-

tional content that is communicated. In literature this ability of the listener

to judge the direction and distance of a sound source is defined as auditory

localization. This ability is influenced by different parameters, like time dif-

ference, frequency difference, reflection, vertical positioning difference etc.

To restore the loss of perceptual qualities during a telephone conversation a

design application was built that tried to apply the principles of auditory lo-

calization in the context of a telephone conversation. The way this was done

was by using the direction and distance of both subjects in space to influence

the perceptual qualities of the voice perceived by both subjects. When e.g.

Bob and Julia would have a telephone conversation, Julia experiences Bob

as being in her living room, which is caused by the perceptual qualities added

through auditory localization.

EXPLANATION

Page 29: m2.2 showcase milou pikaart
Page 30: m2.2 showcase milou pikaart

PROJECT: yakers

SEMESTER: m2.1

CLIENT: tecnoblu; yakers

DURATION: 3 months

CONTENT

yAkERsEMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 31: m2.2 showcase milou pikaart

december 2008

Page 32: m2.2 showcase milou pikaart

december 2008

Yakers’ is a brand inspired by russian planes of the Seventy’s. At that time

these planes were used as training planes for russian army, nowadays aero-

batics are being made with these planes by a team of italian pilots. During

my internship at Tecnoblu in Blumenau (Brazil), I designed two packagings

for Yakers that were exposed at the Pitti fashion fair in Florence.

The design of the packaging was based on the brand values of Yakers, that

consist of the feeling of being connected to the world of flying for fun, a mix

of adrenalin, fun, awareness of your limits, confidence in the plane and many

skills. The other aspect concerns the construction and behavior of the plane

itself: analogicity, simplicity, reliability, direct connection between a com-

mand and the reaction, honesty and predictability of those reactions, and a

very tangibile concreteness of materials.

In the packaging design shown on this page, you these values shown in the

way the packaging is presented to you. At first it is displayed as the rubber

Yakers label onto your piece of clothing and when you buy the piece of cloth-

ing this same label can be unfolded like a parachute after which the packag-

ing appears.

EXPLANATION

Page 33: m2.2 showcase milou pikaart
Page 34: m2.2 showcase milou pikaart

MODULE: passion for design

SEMESTER: m1.1

ASSIGNER: damien o’sullivan

DURATION: 1 day

CONTENT

NOkNOkEMBODIED

PURE, SIMPLE AND INTUITIVE SOLUTION

Page 35: m2.2 showcase milou pikaart

november 2009

Page 36: m2.2 showcase milou pikaart

november 2009

NokNok is a product based on the more and more individualizing world we

are living in an the role interactive products play in that world. A lot of in-

teractive products have enriched our lives, but at the same time these prod-

ucts create barriers between people; people become more individualistic and

single minded. A lot of people stare at their laptops, phones, mp3 players and

often forget to look around them and to experience the ‘real’ world.

With help of NokNok I tried to change this ‘absent presence’ behavior by

redesigning a mobile phone (focused towards the telephone conversation) in

such a way that the actions and interactions needed around the conversation

are aimed to avoid ‘absent presence’ behavior of the user.

One of the issues I tried to tackle is the sometimes loud behavior of a mobile

phone user in a public space. Users are not aware of this loud behavior since

they are involved in their virtual world, while the social surroundings of the

user might be annoyed and disturbed by this behavior. Within my concept I

tried to dis-encourage this behavior by giving feedback when you’re talking

too loud for the situation you’re in; Through translating your own sound to

vibrations. Next to this I redesigned some other aspects of the mobile phone

conversation, such as a more tangible way of making a call (by knocking).

EXPLANATION

Page 37: m2.2 showcase milou pikaart