title





2D Dimension Concept Drawings

The initial ideas for the ‘Mobile Device' project, were transferred into AutoCAD for this task and introduced me to the dimensioning tools. Each design is placed in various ‘first angle’ views, showing a front or plan elevation within each view port. The first design was incorrectly scaled in inches (see below) and required multiple attempts. However, referencing data from my anthropometric research, helped in correcting this error. The final sketches were of a higher quality, and as a whole this exercise has aided my understanding of applying units to CAD drawings.




initial sketch



sketched elevations



INITIAL INCORRECT DRAWING

incorrect drawing






2D CAD sketch



2D CAD sketch



2D CAD sketch




3D Concept Drawings

This task helped with the visualisation of the concept, and how it could be tailored to the target demographic. Our solution was originally a wrist-based design, and was improved by changing its shape. This smaller design with a curved shell and lid, was at first challenging to draw. However, I enjoyed constructing these models, as it tested my thought processes on assembling each section.




initial sketch



sketched design



sketched design



sketched design



As shown in these visuals the design is now more compact, after being inspired from smaller devices (e.g. Google Clips). The new features included an aux port and volume control, on the user interface. Other development ideas could be through additional parts, in the form of an interchangeable strap or clip mechanism, that could would offer the user flexibility of how to wear it. The shell form was complicated to recreate in CAD, and any unequal lines meant that the whole model would be extruded incorrectly.




2D CAD drawing



2D CAD drawing



2D CAD drawing



In the end, some areas of the models were out of proportion (too thin) and possibly wouldn’t function efficiently in real life. Despite this, the exercise helped to improve my positioning and use of the UCS gizmo. I now understand the importance of documenting the building process, recorded via screen shots or written notes. These could offer a point of reference for solid/surface modelling in the future. Below is the completed series of 3D designs, with an animated gif of the best model (as AutoCAD on Mac doesn't have animation tools).




INITIAL DESIGN GIF

3D CAD gif



3D CAD Drawing



3D CAD Drawing



3D CAD Drawing



process



process



process



FINAL RENDERED DESIGN

Below is a series of renders of the final device design, produced with the other CAD member in my team.



rendered examples




Mobile Device Project


INTRODUCTION

The brief for the ‘Mobile Device’ Project was to create product concept that relates to a mobile, portable, or integrated device. This concept also had to be designed for a chosen target audience, in order to be fit-for-purpose.




mind map



mind map



INITIAL & CHOSEN IDEA

Initial ideas for the concept ranged from a digital tape measure to a ‘human periscope'. The final idea was based on a sound monitor device, inspired by the fragility of human hearing to everyday noise at entertainment and recreational events (e.g. concerts/firework displays). Where noise can potentially reach damaging frequencies. It is designed to alert the user to any potential danger, via mobile notification or device display (traffic light system) and then prompt them to apply ear protection or leave the area.




initial sketch



initial sketch



initial sketch



The target audience ranged from the hard of hearing/deaf minorities, to people who care about maintaining their hearing health (25+). As the headphone feature would both amplify and mute surrounding sound. Overall, this device would offer a stylish way to both protect and enhance a person's hearing.




RESEARCH & INSPIRATION

The two main areas to research, consisted of existing wearable devices (inspiration for initial designs) and the effects of sound on the human hearing. 'Wearable technology' is already present in the mobile device market, exsiting products include the Fitbit or the Alex Posture Regulator, and are designed to regulate or monitor the human body. The most popular position for these devices is on the upper body (wrist), and the main is consumer young-mature adults. This research proved the potential of our idea, and its relation to our target market and existing product preference.




research



research



INITAL CAD DESIGNS (WRIST BAND)

My main roles were the CAD and research tasks. This involved working closely with the other CAD member on the team, sharing the ideation and production on AutoCAD. The research process was enjoyable, exploring the commercial viability and market relevance of our idea. The ergonomic features through sourcing human data (references linked in bibliography), helped to inform the bio-mechanic and anthropometric aspects of the design. This included hand, wrist and finger measurements, and the mechanical variables of buttons/switches. These considerations are key in designing a handheld device, where the interaction should be effortless and intuitive.




research



initial sketch



Making a visual mood board of existing products, helped in analysing a commonality of certain features. These included rounded edges for comfort and safety, or a simple interface layout. This inspired four different ideas, encompassing some of the successful aesthetic and functional design elements in my research. As covered in the 2D concept sketches exercise, the initial CAD drawing process was tricky but informative. Especially in regard to the ergonomic research, that was useful in future development.




2d band sketch



2d band sketch



The third and fourth designs were the strongest, as they covered key design considerations. Including softened edges (foam) to prevent friction on the bony parts of the wrist, and a clear diamond interface. However, despite such attention to detail there were still issues with the entire band design, as the monitoring hardware would not have fitted inside a band shaped body.




2d band sketch



2d band sketch



SHAPE DESIGN DEVELOPMENT


These issues inspired further research and development of the device's shape, with close referral to our target audience. This revealed that a more sleek and portable design with a series of attachments, would better suit the device to a user’s situation (being aimed at a range of people). For example, having a hands- free wrist attachment (strap or clip), would allow them to comfortably move and interact with the device.




research



inital sketch



The other CAD member in my team devised and digitally drew up this improved design, that consisted of a thin and sleek main body surrounded by a curved shell. The interface was positioned at either end, with a dove tail slot on one side for a corresponding clip, and removeable lid to access the hardware inside. My own interpretation of this development is shown in CAD work separate to this project (see exercises above).




initial sketch



initial sketch



ERGONOMICS & USER DIMENSIONS

This improved design incorporates the three areas within efficient user interaction design. Anthropometric factors considered related mainly to hand and finger measurements. This also links to biomechanics and the force required to push a button, both to increase the ease of interaction..




ANTHROPOMETRICS

data


BIOMECHANICS

data


USABILITY

data



Being a wearable and handheld device, there would also be variables in making it light-weight. The specifications of similar sized products (e.g. wrist watches), was helpful for finding the lightest combination of materials. This was a mixture of plastic and metal parts. The user interface was purposely spaced out to avoid a crowded display to prevent confusion and any detraction from further use.




PROTOTYPE & TESTING

The materials used for prototyping our final design varied in quality and production time, as it depended on the purpose of the prototype. The initial model formed from clay, acted as a quick representation to visualise how each component would come together. Using a photographic reference helped with the construction and assembly process of the two final models. These were made using a 3D printer to achieve a better-quality finish, but the long manufacturing time meant the original CAD drawing had to be completely finalised to avoid wasting time.




prototype



We devised the production of two models, one scaled up to fit and test the functionality of the hardware. The other was designed to be the most accurate representation of the device, with finishing touches achieve a convincing result. This consisted of sanding and painting the surface, using metallic silver paint for the shell (to mimic the material). The final result was comfortable to hold, with the curved and textured surface offering friction for extra grip.




prototype



The functional model was left in its red form, as its aesthetic appearance not of importance. The parts required inside this were a programmed Arduino board (detect sound) with a battery holder and LEDs for the traffic lights. Despite extensive effort, the model lacked enough space for these parts to fit inside and left the shell lid unable to close. After testing, it is clear that a model combining the successfull parts of the two prototypes together, would produce a working product design.




prototype



BRANDING & PROMOTION

Hearing and sound were the two main themes of this project and inspired the general branding design. The name ‘Sound Sentry’ was based on how our concept is designed to monitor sounds, almost guarding the user like a sentry. This is also present in the shield shaped logo, with an ear and music note symbol in the centre. The colour mirrors the metallic finish of our device, and the colour pallet used for the rest of the branding. This monochromatic and neutral choice corresponded with the preferences of target market. As neutrals like black and grey are considered to be sophisticated, whilst green ties into the theme of health.




research



inital sketch



logo



As well as posters and packaging, our aim was to also produce a series of promotional clips. Although this was only in its initial stages (due to time constraint) we still planned and wire framed the structure of the adverts. This included the idea of applying a finished model into a user scenario (e.g. a night club) and experiment with promotion into social media.




colour scheme



packaging design



wire frame



CONCLUSION

The final outcomes were not completed to match the standard of a real ‘product’, but instead fitted to the original brief of being a strong concept idea. For the time scale given, we produced a successful visualisation of the design through models and a documented process. The device has multiple selling points, including the shell shape and its function of regulating a person’s hearing. Overall, the idea offers the possibility of future expansion in further design work, with aspirations to take the development beyond an conceptual stage. This could be by attending festivals to test and receive feedback.











The Interactive Project

INTRODUCTION
The ‘Interactive Project’ was the final group project of semester two, with the brief to design and develop an interactive exhibition (for this year’s Trans Media Show). Designed to engage a chosen target audience through its delivery of information.




mind map



initial ideas



INITIAL & CHOSEN IDEAS

The first ideas were aimed at international students, based on a VR ‘language quiz' and be a fun way to learn a series of phrases. Another idea was a movement activated digital display, aimed at people with disabilities. Interacted via upper body actions, this display would change colour or have moving objects. This was inspired by sensory rooms that designed to be a relaxing space for those with special needs, and spectrum related conditions. We chose to develop this concept, as it would be the most socially beneficial to our target audience.




intial sketch



initial sketch



research



RESEARCH & INSPIRATION

Research was a key part of the project, being previously unaware of the subject of interactive technology. This included sourcing initial context and understanding how this technology is affecting society, especially within certain communities such as education or disability. Another topic of investigation was motion activated technology, to understand the basic function and find existing examples.




research



logo



wireframe



TECHNOLOGY & DEVELOPMENT

The popularity of motion and touch activated devices, has recently increased for commercial and educational purposes, for its effectiveness of displaying information. The general format of touch and motion projection consists of a projector, with either additional or integrated sensor device. This can be positioned above a flat surface, turning a table or the floor into an instant touch screen. This combination of touch and arm movements would be a far more intuitive experience, and would create a more accessible exhibition.




research



inspiration



FINAL IDEA

This extensive research also revealed some existing motion-based 'games' and inspired the rebranding of the entire concept. Instead of a single screen, the board would be a full application with a menu and interface. The name 'Comet Kinect' was inspired by the themes of space and motion. Another improved aspect was the graphic display, from just flat colours to multidimensional shapes that would enhance the illusion of a 3D space on a 2D plain.




research



wireframe



wireframe



CAD ASSET CREATION

The CAD work for this project consisted of the shape graphics modelled on AutoCAD. These models required precision and attention to detail, especially in shapes with specific internal angles (e.g. diamond or star). At this stage, I also took the opportunity to learn Fusion 360 to expand my range of CAD platform experience. After a brief introduction, I think the software is more suited for designing and rendering functioning product models, rather than clip art colourful objects. The final models were imported into photoshop, which improved the colour and overall quality of the finished outcomes.




research



sketch



2D SHAPES

2d spreadsheet



2d spreadsheet



2d process



finished images




FUSION 360 EXPERIMENT

notes



process



example model




3D SHAPES



3d spreadsheet



3d spreadsheet



3d spreadsheet



3d spreadsheet



3d spreadsheet



3d spreadsheet


3d spreadsheet



process



finished models




PROGRAMMING & SOFTWARE

There was a potential problem in the lack of a developer, and limited knowledge of key software within the group. However, our collective investigation and relevant research helped us to understand how our idea would be programmed. This was through watching online tutorials and project videos that included similar gestural interaction. There are also online resource packs (SDKs), with pre-programmed action or gesture controls to help with scripting and dealing with variables within Unity.




research



notes



INTERACTIVE EXHIBITION DESIGN

Designing the exhibition space, allowed us to consider the appearance and contents within the exhibit. These considerations include the practical or visual requirements, such as a power source for computers. These designs were represented in varying accuracy, through sketches and digital models, to also cover any ergonomic variables or specifications. My role in this was the initial pencil sketching, working with the other CAD member in the team so they could produce rough and scaled drawings.




research



reference sketch



reference sketch



FINAL CONCEPT IDEA

The visuals below represent the appearance of the finished exhibition. The main attraction of the would be the table, positioned centrally to be used as the surface for the display, and would allow for easy user access or navigation. There would also need to be a computer or laptop, to source the motion graphics and project presentation. Other features could include branded wall/poster embellishments, to temporarily customise the space and make it stand out. The wire frame shows the basic function of the installation, including a mini flow diagram of the user experience and input from the team of discussion.




final sketch



final sketch



final wireframe



final visual



CONCLUSION & REFLECTION

Overall, the final concept outcome and experience of this group project was successful. The creative journey has introduced me to a new genre, within the digital design industry, and as a group we gained a new perspective of the complexity of programming. The successful aspects of the ‘Comet Kinect’ is a clear consideration of user interaction, using a unique and appropriate method of displaying visual content. This design and technology choices were also tailored to preferences and abilities of the target audience. Areas to improve could be in the form of additional features, including a way to personalise the appearance shapes. In regard to the platform choice, changing to a VR format could turn the board into an immersive environment. The next stage will to eventually bring our idea to life, by testing and exhibiting in this year’s Design Trans Media Show.










3D Object Modelling

The purpose of this modelling exercise was showcasing our understanding of the mesh modelling method. Including how to use the smooth or crease tools and achieve the desired effect. This modelling style has been the most challenging so far, in comparison to mesh and solid. However, my pencil sketches acted as a point of reference, and from this I gained a new confidence in using the UCS gizmo (from practicing with the 3DISO template).




research



inital sketches



The most successful models were the car and electric plug, as they show a clear progression of my overall understanding of AutoCAD (especially in comparison to my previous 3D models). The objects in real life have a variety of surface textures, which made them ideal objects to replicate. In future CAD work, mesh modelling will be best for quickly constructing an object in 3D, and still achieve an accurate outcome.




3D CAD Drawing



3D CAD Drawing



3D CAD Drawing



process




Dynamic Blocks - Using Parameters

Dynamic blocks enable the properties of a drawing to be edited and applied to other drawings. This exercise showcases the possibilities of using dynamic blocks, through visual examples. Each one showcases an example of a dynamic block parameter; flip, visibility, stretch and array. The 2D objects used were assets in my interactive project, including the shapes and table from the exhibition design.




spreadsheet



The process of making a regular block dynamic, begins with the 'BEDIT' command to reveal the parameters menu. Only when both an action and parameter is created the block will then work, for example the linear parameter can stretch the length of an object. The array parameter, seen in the table drawing has a clickable arrow symbol that can array a block into a controlled pattern. Similar to a mirroring tool, the flip parameter can flip objects over a middle point line and has been applied to the red circle objects. The final example is the visibility parameter, represented by the pink ovals and can make multiple parts of a block disappear (depending on the visibility state). See these pictured in the spreadsheet above, or in more detail in the original .DWG CAD file below.











Exhibition Space Planning - 'The Digital Future of Painting'

The theme of this task was based on selecting a hobby or interest, to theme a digital exhibiton and reflect our perspective of the future of this subject. My choice was painting, as after visiting art galleries for over the last 6 years, I have noticed the slow introduction of digital elements within certain exhibitions. This change is designed to make these venues more attractive to younger children, with interactive devices (e.g. tablets) already used in their everyday lives. More interactive tech such as virtual reality or touch screens, have also been implemented into museums and galleries to compliment the short attention span of today’s younger generation.




research



mind map



wireframe



The design of my concept exhibition combines both physical and digital forms of creativity. The target market is 11-16-year-old secondary school students, so there were certain considerations needed within the design. Including the potential size of the room; 12x18m with a celling height of 4m. Carrying out research on existing exhibitions helped to inspire my plans, with average dimensions of seating and tables. As well as the average height of the target audience, in relation to their eye line or kneeling dimensions.




inital sketches



inital sketches



inital sketches



After initial sketches and brainstorming, I produced a basic 2d floor layout and a 3d model with labelled embellishments (for media placement). The first 2d plan conveys a series of simple, but informative drawings with colour code that highlights each section. I found calculating available space around physical components in the plan tricky and made effort to avoid mathematical errors by sketching out dimensions. This helped to visualise the space, and how the user will fit into that environment. The second 3d plan brings my idea to life, with clear indications of each interactive area.




2d cad plans



3d cad plans



3d view



3d view



3d view



The overall design and choice of interactive media in my designs would be suitable for the target audience, through the aesthetic and functional considerations within the space. Although, one area I forgot to consider was the lighting, as this is often used to pinpoint or enhance areas in a room. Overall, this task opened my eyes to the of planning of exhibitions and will be a good point of reference, in planning a space for this year’s Trans Media Show. To highlight the details of the exhibition further, I also created a series of informative posters for each area. Similar to flyers or maps given in museums to help direct visitors through a space, these mini posters show the flow of the exhibition. The icons emphasise certain features to indicate how visitors can not only view but use their phone to reveal more educational content.




visuals




visuals




visuals




visuals




visuals




2D Architectural Plans - Using Xrefs

The use of external references is very beneficial within a group projects, and is a efficient way of organising a CAD drawing. The method for this task was very challenging, having multiple commands and set properties. Including the attaching and manipulation of an individual reference, to make sure it is overlaid and positioned correctly. My simple errors when inserting references, meant they pasted at the wrong coordinates, and reminded me of the importance of consistency when dealing with multiple drawings.




spreadsheet










spreadsheet










spreadsheet



The final plans (source used for educational purposes) have been presented on a A2 spreadsheet and can be viewed in more detail by clicking the buttons above. Each viewport shows a different layer for each level, the multiple layer sets within each reference made setting these properties very complicated. Rather than freezing the entire set universally, I discovered the view port freeze tool and managed isolate layers to reveal the desired objects. This experience with Xrefs has shown me an essential process within a CAD specialism (architectural visualisation), and insight into the industry. As well as gaining a wider understanding of how to use viewports to achieve a set result.




viewport detail



The Design of Everyday Objects

Ergonomics is an essential aspect in the process of designing a product, from the shape to its materials these features must cater to the preferences of a target audience. For this exercise I had to choose an existing product and redesign it into a more ergonomic concept based on personal experience with that item. To help inspire my creative thinking, I created a mind map and visual mood board looking at the range of shapes within the designs of the same product. This also offered a wide range of anthropometric data to use in my own designs.




research



mind map ideas



The initial ideas related to how I could make the action of using an item easier or less uncomfortable etc. These ranged from an attachable rubber grip for a key, designed with finger grooves to help grip whilst twisting it in a lock. Or a flexible band to hold paintbrushes, that could be stretched around the neck of a cup or round vessel and capture excess water (see sketches below). However, the object of choice was a teaspoon with my avid tea drinking giving me a familiarity and experience with different shaped spoons.




inital sketches



intial sketches



The action of draining a tea bag can sometimes take longer than needed, or I am often burning my hands from having to touch the bag. The purpose of this new design is to make this process, from draining to disposing the tea bag as effortless as possible. My main design changes are based on the head of the spoon, rather than the handle. As this is already suitably sized and shaped for the human hand, with enough surface area to be comfortably held.




intial sketches



idea sketches



Although the dimensions of the handle weren't changed, a rubber strip would add extra grip if positioned near where the thumb would sit. This feature is seen in toothbrush handles, where the smooth surface of the plastic tends to be slippery in contact with moisture. The grip would provide the necessary friction for the user’s fingers and decrease the likelihood of dropping the spoon. The head of the spoon has been completely changed, consisting of a scoop shaped design with a deeper shelf and would allow the tea bag to sit safely inside. The materials would be a flexible silicone mesh for base, that could mould and compress to the inside arc of a mug. This would act like a mini sieve to drain the excess liquid. In contrast, the handle would be made of a rigid plastic, as this is where the hand pressure is focused and prevent the whole spoon from bending unnaturally. Another feature similar to toothbrushes, with flexible brush heads and solid body.




final idea



In terms of anthropometric considerations, the standard sizing of the handle and rest of the spoon were still referenced. The most attention was on the dimensions of a tea bag and the different types (e.g. circle and triangular). Reference to this data should make the spoon better suited for the act of making a cup of tea. Although colour preference is not considerably important in ergonomic design, it arguably plays a role in how the user would interpret the spoon. The green and blue toned colour pallet was inspired by existing kitchen tools, as these items are often in bright or pastel colours. As seen in products by ‘Joseph Joseph’ with the intention to make them stand out amongst other utensils within the kitchen environment.




basic cad model



To further visualise my concept design, I attempted to recreate the components in CAD (see above). The models are made in AutoCAD and Fusion 360, as I like practicing and comparing different software tools. The curved shape of the spoon was tricky recreate, from planning which part to draw in 2D first to then chose the correct type of extrusion. These CAD mini designs were enjoyable to create, using an experimental approach to help visualise parts of the design. Overall, this task not only tested my CAD abilities, but also developed my creative thinking as a designer and how design is constantly evolving. The objects around us could offer an unlikely source of inspiration within our own work.




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