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Wednesday, May 12, 2010

Project Paper

Connection & Interaction: An Introduction of the Design Process and Craft to a Community of End- Users by Kimberlie Wade




Introduction
This project explores the usage of digital media to introduce the design and craft process of interior products to a community of end users. Providing access to the knowledge of the design processes helps in the market development of interior products by creating a sense of community among designers and consumers through digital media and co-design practices. Interior products are increasingly marketed online in addition to the traditional print format, since digital media and mass production are becoming more effective in the accessibility and marketing of well-crafted and designed products. Photorealistic representation infused with the interactive web provides a new tool for emerging product designers to convey their design ideas and intent to consumers. Therefore, the ability to virtually produce an object as a form of a collaborative design process allows for a greater level of communication to be established among designers, consumers, and manufacturers. The experience of collaboratively designing objects, in a physically or virtually environment can foster a sense of community while appropriately introducing the design process to consumers (Mitchell 1993). This project investigation required a review of marketing strategies utilized through interactive interfaces over the past 10 years. This information informed the designer’s exploration of digital representation methods. The scope of this research will be limited to the time constraints of conducting this project within a semester and the learning curve associated with utilizing new software programs and interfaces.

Literature Review: Background and Significance
The emerging concept of meta-design practice incorporates a relationship based holistic approach to include consumers in the design process (Inns 2007). The meta-design practice is primarily achieved through social and technical infrastructures that allow the end user to become an active partner in the design process (Chapman & Gant, 2007a). This concept of the end-user as the designer emerged from the collaborative or co-design design practice that allowed the end- user of a designed object or environment to have an active voice in the design process of that particular object of environment. Additionally, participating in the actual design experience of a particular product creates memories that connect the consumer to the brand or product that they are designing. This builds the sentimental value of a product before it is even purchased and develops a deeper sense of brand loyalty, which is a critical component to marketing strategies. Additionally, the design knowledge shared in social design practices builds the validity of design practices for non-designers (Chapman & Gant, 2007a, 2007b; Margolin, 2002).

Methodology: The Project Design and Procedures
Existing prototypes produced during the previous graduate studio provided a foundation for this project in regards to the selection of interior products that were modeled in Sketch Up Pro 7. The digital manipulation of cutting and folding flat sheets of paper (representing steel sheet metal) was utilized to visually recreate the original prototypes and develop new variations. The design derives and emulates the characteristics of origami paper folds. Variations of the previous designs were developed within the parameter of designing dinnerware and tableware products. The inspiration of these products originally transpired from the desire to foster community through products used during social gatherings and activities, therefore the digital representation of these products is geared towards the interactive representation of interior products as a continuation this effort. Marketing strategies for these interior products include photorealistic renderings, co-design practices and the inclusion of design knowledge between the designer and potential end-users.

Locations. The primary location for viewing and experiencing the digital media for this project is a simulated version of the virtual web.

Participants. Participants will include fellow design students, design professors, design professionals, and potential end-users of the interior products.

Assessments Used. Design critique was used to document participant’s reactions to the aesthetic and digital quality of digitally represented interior products in a web format.

Constraints. The main constraints of this project included time restrictions and the learning curve of using digital programs such as Adobe Flash CS3 and appropriate rendering techniques.

Tools and Techniques. Google Sketch Up Pro 7, Podium US, Adobe Flash CS3, Adobe Illustrator CS3, Adobe Photoshop C4 and Apple i Movie HD were utilized during the completion of this project.

Specific Steps. Sketch Up was used to replicate final existing prototypes using the sandbox tool. Screen captures also recorded the digital design process and served as a visual aid for putting the process scenes of the products into Adobe Flash CS3. Each process scene for the individual objects was placed in the same location and scene within a Google Sketch Up file and rendered with simulated omni and three-point lighting techniques. Individual scenes of each process were saved and digitally rendered using SU Podium. Adobe Flash CS3 was initially used to animate the craft process. Each file that documented a process step was overlapped within a timeline and placed into a motion tween animation. The backdrop for a simulated web interface was created in Adobe Illustrator CS3 to be integrated into Adobe CS3 Flash in order to produce a template for an interactive web scene of each product.



Project Timeline
Fall 2009: Interior objects will be designed
Spring 2010: Modeling of objects in Sketch Up Pro (including modeling of process for prototype construction)
Digital Rendering of final objects and process scenes
Import process scenes into Flash Motion Tween movie
Merge Flash Motion Tweens with Illustrator background files to stimulate interactive web interface
Revise production of animations by implementing rendered scenes into Apple i Movie HD
Document response from critique

Importance of the Research
Social design practices are providing new ways for the general public to be involved in the design process, which creates a new source of validation for the design profession. By including end users in the design process, knowledge is shared between designers and the communities that they design for and provides a socially connection between designers and the individuals who benefit the most from their design initiatives (Bernasconi, MacDonald, & Mendoza, 2007; Chapman & Gant, 2007c). Additionally, social connections formed through digital media applications assist designers in understanding their potential user group and validates the necessity of quality design among non-design professionals (Margolin, 2002).

Results
The expectation of this project was to learn the proper navigation of Sketch Up, Podium and Adobe Flash in order to digitally simulate the design and craft that has previously been accomplished through the physical manipulation of sheet metal. By providing an interactive interface for potential consumers to explore the digital cutting and folding process of the material, consumers were engaged in the act of collaborative co-design while gaining a greater understanding of the designer’s process. The collective utilization among consumers of the interface fostered conversations about the design process. In a larger scope the developed knowledge gained through this research investigation will also aid designers in assessing the appropriate forms of digital media for marketing interior products (Inns, 2007; Wood & Landry, 2008a, 2008b). After an initial animation was created in Adobe Flash CS3, the designer and professor concluded that using Apple I Movie HD would produce a higher quality animation and allow for further investigation of digital rendering qualities and techniques. Additionally the use of an animation in Apple i Movie HD simulates the co-design experience for potential consumers in a user friendly interface for the designer. The initial consumer experience was documented as potential end-users relayed their reactions based on their experience of viewing the design process in an animation form.

Conclusions
Technology can be utilized to create new venues for social interactions to occur as a form of collaborative and contextual design (Inns, 2007). The intellectual and creative process of design can be openly expanded to the public through interactive software. The success of this project will embody opportunities for knowledge and community to occur through the interactive process of product design and digital representation.

Table 1: Digitally Rendered Food Scoop and Serving Dish



References

Inns, T. (2007). Designing for the 21st Century: Interdisciplinary Questions and Insights. Burlington,VT: Gower Publishing Limited.

Mitchell, T. C. (1993). Redefining Designing: From Form to Experience. New York, New York: Van Nostrand Reinhold.

Spalter, A. (1999). The World Wide Web. In The Computer in the Visual Arts (pp. 432-435). Addision Wesley Longman Inc.

Wood, P., & Landry, C. (2008a). Shopping as Social Linking. In The Intercultural City: Planning for Diversity Challenge (pp. 150-3). Sterling, VA: Earthscan.

Wood, P., & Landry, C. (2008b). The Nature of Modern Retailing. In The Intercultural City: Planning for Diversity Challenge (pp. 149-150). Sterling, VA: Earthscan.