The following videos were linked from the original presentation:
1) Scenario - http://www.vimeo.com/4903991
2) Touchscreen UI Concept: http://vimeo.com/4910002
3) No Touchscreen UI Concept: http://www.vimeo.com/4910043
3. | 3
table o f co ntents
Courses / Students / Faculty — p.4
Section 1: Research — p.7
Section 2: Research Synthesis — p.29
Section 3.1: Industrial Design / Concept Development — p.35
Section 3.2: Industrial Design / Final Concepts — p.61
Section 4.1: Interaction Design / Methodology — p.113
Section 4.2: Interaction Design / Touch-Screen User Interface — p.139
Section 4.3: Interaction Design / Non-Touch User Interface — p.153
4. 4|
IDUs 42 1 : Projec t G oals
With the product creation process becoming more integrated with Practices in Industrial Design worked closely with students
business strategy planning, tomorrow’s designers will need to from IACT 720, Interactive Product Design developing netbooks
be able to discover unarticulated opportunities and rapidly for three main target groups: 7-11 years of age • 12-15 years
transform them into breakthrough product concepts. Central to of age • 16-18 (+) years of age
this process is an understanding of the customer. The students The students analyzed existing technology, conducted com-
will look at how the design of experiences can determine prod- petitive and peripheral market research, as well as in depth
uct attributes that lead to innovative solutions. The students contextual research with the different target groups. Diverse
will create human-centered concepts from primary research that concepts were explored, usability testing was conducted and
satisfy people’s explicit and implicit needs for useful, usable final designs were build to previously developed specifications.
Verena
and exciting new products. Solutions are presented in form of 3D computer renderings as
Paepcke-Hjeltness
Over a ten week period students of IDUS 421, Commercial well as full scale volume models.
Brad Bryan Zarni Colin Trevor Liz
Fenning Hemenway Ko Martin McKay McKibbon
Mason Cody Julian Win Gunter
Pfau Rexrode Romero Tangsakulsuthaporn Watkins
F r e e s c a l e /s ca D
C o u r s e s / S t u d e n t s / Fa c u l t y
5. | 5
Iac t 720
The following course goals articulate the general The following course outcomes indicate competencies
objectives and purpose of this course: • To under- and measurable skills that students develop as a
stand the implications of designing for a digital result of completing this course: • Explore and
medium • To look towards the future of interface develop creative, exploratory interactive solutions
design, where standard widgets are no longer relied to complex, non-linear problems • Draw connections
upon and traditional interface paradigms are rejecte between current technological trends and futuristic
• To think analytically about interaction design in visions for interactive product design • Develop
the future • To visually document an interactive physical and interactive designs that mesh cohe-
design process sively to create an all encompassing interactive
David
design product.
Malouf
Matt Charlie Jill Wei Hsin Alex Quianru
Cole Gongora Graves Lai Wang Zhang
F r e e s ca l e /s ca D
C o u r s e s / S t u d e n t s / Fa c u l t y
7. | 7
sectIo n 1
research
ganizers
Palm original
Clam Shell Cover
Talking Dictionary
meras
SLR
Palaroid
Camera Recorder
Cell Phone Cam
Webcam
rm/music
Ipod
Walkman
Tape/ Cassette
Mini Disk
SD Card
DVD player
8. 8|
freescale
research
Along with the initial presentation of
the project parameters, Freescale also
provided a wealth of market data, and
target user investigations. The research
provided by Freescale was reviewed and
mined for any opportunities or jump-off
points for our own research.
F r e e s c a l e /s ca D
Sec tion 1: Research
9. | 9
opportunities
Form/Function Personalization Comprehension
• Remove association with laptops • Color/pattern to communicate with • “Understanding Linux” feature
• Expression of style user group -Startup
-Operation
• Optimize accessories to users -Customization
-Storage -Programs
-Battery Life
-Optical Drive
-Internet access type
Mobile
Devices
Applications
• Application distribution center
Netbooks
Human Factors
• Keyboard size
• Key/switch placement
• Touchpad/button feel
• Overall dimensions
• Weight distribution
Laptops
F r e e s ca l e /s ca D
Sec tion 1: Research
10. 10 |
A study of current and former tech use was
current/former done to see trends in handheld devices. We
looked at video games and mobile phones
portable devices from the early 90s as well as today’s
everyday devices to gain insight on the
ergonomics and user understanding of
successful devices.
video game
Gameboy (Nintendo)
Game gear with speakers
Tamakachi
Tiger
PSP
mobile
Clamshell
Slider
Touch Screen
Candy bar
Scissor
Triptic
F r e e s c a l e /s ca D
Sec tion 1: Research
11. | 11
organizers
Palm original
Clam Shell Cover
Talking Dictionary
cameras
SLR
Palaroid
Camera Recorder
Cell Phone Cam
Webcam
alarm/music
Ipod
Walkman
Tape/ Cassette
Mini Disk
SD Card
DVD player
CD player
F r e e s ca l e /s ca D
Sec tion 1: Research
12. 12 | Media in the Home
- The typical U.S. 8-to-18-year olds live in a house
hold media equipped with three TV sets, three
video players, three radios or radio players, two
game consoles, and a personal computer.
- Television is the most ubiquitous personal
medium among children, but far from the only one.
- The percentage of personal media is positively
media in
related to children age and device dimension.
the home
- The typical U.S. 8-to-18-year olds live
in a house hold media equipped with three
TV sets, three video players, three radios
or radio players, two game consoles, and
a personal computer.
- Television is the most ubiquitous per-
sonal medium among children, but far from
the only one.
- The percentage of personal media is
positively related to children age and
device dimension.
F r e e s c a l e /s ca D
Sec tion 4 .1: Interac tion Design / Methodology
13. | 13
- The table
that new m
and video g
as TV.
- Total med
- As childre
audio medi
related med
media - Media Mu
new genera
exposure
- The table provides little support for
speculation that new media, such as com-
puters, the Internet, and video games, are
displacing such older media as TV.
- Total media exposure increased.
- As children grow older, they are exposed
to more audio media and computer but less
television-related media.
- Media Multitasking is the normal behav-
ior for new generation children.
F r e e s ca l e /s ca D
S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
14. 14 |
web design trends 2009
Embossing Font Replacement Carousels (slideshows) One-page Layouts
Rich User Interfaces Modal Boxes Introduction Blocks Multi-column Layouts
PNG Transparency Media Blocks Out-of-the-box layouts Huge Illustrations & Vibrant Graphics
Big Typography Magazine Look More White Space Social Design Elements
F r e e s c a l e /s ca D
Sec tion 1: Research
15. | 15
web design trends 2009
Speaking Navigation Author Icons Watercolor Badges
Dynamic Tabs Icons & Visual Clues Handwriting Price Tags
Large Search Boxes Tag Index Retro & Vintage Ribbons
Category Visuals Illustrations in Blog Posts Organic textures, tiles & photographic backgrounds
F r e e s ca l e /s ca D
Sec tion 1: Research
16. 16 |
fashion trends 2009
Context Focus on accessories
Imagine a familiar yet strange • Women. Tech or romantic glasses.
dreamlike world. Mixes periods Bubble necklace. Wide belt with
together in an anachronistic way. wavy design. Soft tote. Draped
Revamp vintage yet fall for the messenger bag. Translucent mules
grace of the ephemeral. Invent a and sandals. Floral men’s shoes.
modern techno romanticism.
• Men. Straw hat with ribbon. Bow
Colors tie. Printed floppy bow-style tie.
Tomorrowland An urban mood, in pale, bleached Acid drop sneakers.
and artificial colors, teamed with
the softness of grey-cast neutrals,
and crossed by grating flashy
colors.
Context Focus on accessories
Dare to take up the challenge • Women. Tribal design sculpture
of modern times. Build a bold jewelry. Bandeau belt in metallic
and creative future like the leather. Chrome leather clutch bag.
architecture of cities such as Heavy-sole sandal in raw leather,
Power Full Shanghai or Dubai. A new lesson in thick-heeled lace-up shoe. Platform
luxury and glamour. gladiator sandal.
Colors • Men. Cuff links. Braces for slim
Mysterious and night-time shadows jeans. Maxi tote in anodized
and austere faux blacks that leather. Mercurized-look oxfords.
catch the light are enriched by Metallic leather, canvas and rubber
shimmering glints. Livened up by sneakers
vivid accents of electric light.
F r e e s c a l e /s ca D
Sec tion 1: Research
17. | 17
fashion trends 2009
Context Focus on accessories
Give classics a new look through • Women. Shades with striped
color. Create interactions between frames. Necklace between scarf and
worlds and looks. Go for urban jewelry. Charm necklace. Ethnic
elegance with active sportswear, ribbon belt. Clutch bag with
virtual images and exotic bracelet strap. Tote with graphic
influences. A redefinition of urban beaded motif. Plastic and leather
Electrochoc codes. sandal. Wedge sneaker.
Colors
• Men. Printed bandanna and sun
Saturated brights, sulphur,
hat. Printed maxi tote. “Frogman”
electric blue, flashy orange, purple
leggings, color ed or printed
pink to twist with color ed greys
oxfords, canvas and leather
and classics. To wear in pop or
sneakers with day-glo accent.
cubist style color blocks.
Classic Chic Casual
The Classic world is deeply inspired by colors Chic shades are inspired by a harmonic and natural Casual colors reflect the cold light of pixels and
of the Mediterranean beaches, where the strong world, invaded by the warm and fascinating colors deformed effects. Unusual combinations remind us
appeal of the sea combines with the period of of plants. Basic colors conveying quiet and of new forms of mimetism. Iron grey cuts these
figurative arts. Flaming and almost primary colors pureness, but taking us back to the ‘60s when colors and makes them matchable, while deep yellow
convey strength and energy, but drive us towards a combined with green and violet, with more cutting inflames them of a dazzling light with psychedelic
measured chromatic indiscipline through creative vivid spirit. effects.
and post-futuristic combinations.
F r e e s ca l e /s ca D
Sec tion 1: Research
18. 18 |
accessory trends 2009 materials & assembly trends 2009
1. Tough economic conditions will force greater
efforts to reduce cost and improve product
effectiveness through accelerated design
engineering. Value engineering processes took a
back seat when business was booming. Now efforts
will be redoubled to find more efficient assembly
systems and more cost-effective materials.
2. Injection molding will gain more attention as
a design tool, for plastics, metals and ceramics.
Advances in materials, simulation and processing
technology make injection molding more feasible
for difficult (e.g. high temperature) applications.
There will be growing emphasis on molders who offer
design support and advanced technology, as other
molders fall by the wayside.
3. Weight reduction efforts in cars will get far
more serious as OEMs such as General Motors finish
materials engineering for electric cars, such as
the Chevy Volt. The short-term winners will be
known materials solutions (e.g., forged aluminum
wheels) rather than exotic and very expensive
solutions (e.g., large scale use of carbon fiber
composites).
4. Medical engineering will rise in importance
2009’s shoe trends are all about making a state-
as OEMs continue to move away from low-margin
ment. The biggest trends to hit the runway were
manufacturing. The troubles in the car industry
received huge press in 2008, but this is a trend
• fetish-inspired shoes • fringing
established more than 20 years ago.
• reptile skin • architecturally-inspired
5. The Japanese companies will lead in new
engineering applications for plastics using
Jewelery in the 2009 collections took many and
natural feedstocks in place of hydrocarbons. Sixty
various forms. There were a few common threads
per cent of the interior components of Toyota’s
amoung them, however, including
new hybrid will be made from plant-based plastics.
• geometric shapes • exotic/ethnic inspirations Parts include scuff plates, headliners, and seat
• rich colours • prominent stones/gems cushions.
F r e e s c a l e /s ca D
Sec tion 1: Research
19. | 19
gaming trends 2009
1. Tinkering in games 2. Networked experiences (game communities) for nichés
Game editors and users tool for altering the game world will become more Niché products and online game communities targeted to specific target groups
common on the web and in games. There are several ideas focusing on color- (based on demographics, interests etc.) are being put together. When talking
ing or drawing and games utilizing the camera. PS EyePet will be one of the about niché users, keep in mind that in an online environment niché can eas-
most visible embodiments of this but there are also lots of other concepts ily be a lot of people. There are 400M broadband users in the world and there
utilizing the same idea. This will be the time when camera interface takes are ~137M active online community accounts out there. When looking at the
off. Coloring is another “coming up strong” thing. total number of registered users e.g. in Shanda games (700M) or SL (16M) it
seems that the users are starting to find their place in the online worlds.
3. Revenue models and payment methods diversify
Online (game) communities are no longer about the number of registered 4. Massive competitive co-op FPSs (and potentially other genres)
users but about [this is] living. Where as earlier the number of regis- There seem to be a need for scalable co-op games - something in between
tered users was highlighted, now the focus is on stickiness, value for “playing with friends” and MMOs. Resistance 2 is one example of a shared
the users, uniqueness and interactivity. Online communities are intro- experience and collaborative gaming in a scalable and/or flexible game
ducing dual (Habbo.com, GuppyLife.com) or triple currencies (whirled. environment.
com). Time spent and activity in increasingly relevant.
F r e e s ca l e /s ca D
Sec tion 1: Research
20. 20 |
photo journals
Photo Journals are a form of tool kits
that we developed. It consists of a jour-
nal, and a Disposable Camera. The journal
is used to document communication behav-
ior of students during their daily life.
It is also used for them to leave comments
and suggestions in it. The camera is used
take photos of these specific moments to
visually understand the methods of com-
munication and lifestyle.
F r e e s c a l e /s ca D
Sec tion 1: Research
21. | 21
Customization plays a good role in the test
subjects. Signs of personalization could be seen
on their id cards to the photo journal that we
handed out to them. They were all decorated in
a unique style. But sometimes you can see some
similarity in terms of styling which signifies
that they do things in groups and how trends are
followed by groups and not just individuals.
Pictures of personal belongings like the DS shows
of personalization also where there was a decal on
it. A creation of a personal internet avatar was
also seen in the photos.
F r e e s ca l e /s ca D
Sec tion 1: Research
22. 22 |
There were several notes and scribbles written
on the photo journals. There were also photos
of the subjects personal belongings that have
scribbles and drawings on them. This shows
that the subjects like to write notes and
comments or even draw on items in proximity.
There were several comments on the journals
stating that everyone meet during the
beginning of the day at the homeroom to
socialize and the other places were also in
the lunchroom and at the playground. These
areas are where multiple people interact and
collaborate with each others to perform tasks
or play games.
F r e e s c a l e /s ca D
Sec tion 1: Research
23. | 23
A text book with a phone beside it was
seen in the photos. This indicate that the
subjects keeps in contact with friends
closely via mobile phone while studying or
doing school activity at home. They also
have instant messengers like gtalk that they
use to communicate to their friends and the
computers that they use are on study tables
making it possible for them to communicate
with their friends while studying.
There were pictures of announcements and notices and
bus schedules displayed on a tv screen in class.
This shows that information was fed to the subjects
digitally via the tv by the school.
F r e e s ca l e /s ca D
Sec tion 1: Research
24. 24 |
show your bag
As part of our contextual research of
the middle school students, we wanted to
find out what these students carried on
a daily basis. We asked the students to
empty the contents of their bags, and sort
the contents by different characteristics.
We looked for similarities between the
contents of their bags and the responses
they gave us.
We discovered during this research,
that the students at Coastal Middle School
were not allowed any electronics, but did
Revelation: The show your bag
typically carry a thumb drive.
session revealed tendencies We also found that students were lim-
and characteristics of this ited to the type and style of backpack
user group that would remain they could carry, so most of their per-
unseen in a typical question sonalization was found on their IDs for
and answer session. the school. Students would add buttons,
pins and different lanyards to their IDs.
They would also sometimes keep notes,
house keys, tickets and other keepsakes
in their ID holders.
Students liked to scribble and draw on
themselves and on the outside of their
notebooks.
F r e e s c a l e /s ca D
Sec tion 1: Research
25. | 25
F r e e s ca l e /s ca D
Sec tion 1: Research
26. 26 |
high school session timesheet
3:00 — Introduction
— Briefly explained what we are meeting for
3:05 — Explain your Journal
— What is used to communicate
• Chalk board on kitchen counter to write notes.
(Gets erased by family cat)
• Dry erase board for daily tasks
(homework and chores)
• Relay messages between friends
(Like the game “telephone”)
• “ I hate Facebook ”
3:20 — Post-It
— Post likes/dislikes and interesting
information for features
Likes
• Foreign Language app
• Draws/ doodles while waiting for the
computer to start
• Planner with Alarm Reminder
• User created content input (art/sketches)
• Visual internet bookmarks
• Display incoming messages
• Volume control/mute
• Color customization with original in
(black, white, grey)
• Basic features Easily accessible
• Cargo Pocket size (small and cute)
F r e e s c a l e /s ca D
Sec tion 1: Research
27. | 27
high school session timesheet
Dislikes
• Slides
• Viruses
• Internet spam
• Startup speed
• Phones (too small)
• Durability (on screens)
• Login (Hard to remember)
• Reading on Screens
3:50 — Form Factor exercise
— What size/shape is favored
• Smaller is better (cute //Cargo pocket size)
• Prefer squared shapes (afraid of edges being
damaged //fits easily in backpack)
• Start small //add hardware components later
• Removable carrying handles
• What keyboard/screen is favored
— Larger keyboard
— Touch screen
— 2 finger typers
— Detachable keyboard with stand free screen
— Screen protector
4:30 — Played with actual Netbooks
• “ How do you turn it on “ : (
• Loved the screensavers // also liked the
Start-up screen
• Loved the HP Button to return to the Home Screen
F r e e s ca l e /s ca D
Sec tion 1: Research
28. 28 |
learning disabled research
F r e e s c a l e /s ca D
Sec tion 4 .1: Interac tion Design / Methodology
29. | 29
F r e e s ca l e /s ca D
S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
30.
31. 16-18
E
n 19+ | 31
t
d
EXA
MP
L
AGE
sectIo n 2
research
E
target age groups
12 - 15 16 - 18 19+
synthesis
findings: - 15
12 findings: findings:
• Identify with Parents. • Form own identity • Self Reliant
• Begin to become individuals. • Independent (work, responsibility) • College / Job / Family
• Mostly about fun. • Curious • Survival
• Less focused (short attention span). • School focus (future) • Fashion (interest dependent
• Music (what parents/ • Values Possessions (works for them) on income/lifestyle)
older siblings listen to). • Fashion / Brand Recognition
een
• Transported by parents. opportunities:
EXA
• Carries around more stuff
• Fewer mobile possessions.
opportunities:
• Portability.
opportunities:
•
•
Larger form factor
Customizability (color options)
•
•
•
•
Reference software
Professional (minimal / modern)
Not a clamshell
Travel (lightweight)
MP
L AGE
•
•
Modular.
“Cute” / Versatile (small).
• Productivity focus (accessories) •
•
Video output (option?)
Communication 16-18
E
• Social interaction (study help)
• Identification (Accessories, etc.). - Flash card generator • Data / organization
•
•
•
Options (interface).
Organization (time management).
Creative programs.
•
•
- Foreign language help
Reference software (encyclopedia)
Media storage (memory expansion)
19+
• Durable • Style > Durability
• Investment
32. 32 |
target age groups
12 - 15 16 - 18 19+
findings: - 15
12 findings: findings:
• Identify with Parents. • Form own identity • Self Reliant
• Begin to become individuals. • Independent (work, responsibility) • College / Job / Family
• Mostly about fun. • Curious • Survival
• Less focused (short attention span). • School focus (future) • Fashion (interest dependent
• Music (what parents/ • Values Possessions (works for them) on income/lifestyle)
older siblings listen to). • Fashion / Brand Recognition
• Transported by parents. • Carries around more stuff opportunities:
• Fewer mobile possessions.
opportunities: • Reference software
opportunities: • Professional (minimal / modern)
• Larger form factor • Not a clamshell
• Portability. • Customizability (color options) • Travel (lightweight)
• Modular. • Productivity focus (accessories) • Video output (option?)
• “Cute” / Versatile (small). • Social interaction (study help) • Communication
• Identification (Accessories, etc.). - Flash card generator • Data / organization
• Options (interface). - Foreign language help
• Organization (time management). • Reference software (encyclopedia)
• Creative programs. • Media storage (memory expansion)
• Durable • Style > Durability
• Investment
F r e e s c a l e /s ca D
S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
33. | 33
alternate target niches
Engineer Type Traveler (Business / Leisure)
Soccer Mom Business Executive
Non-Profit Organization In The Field (Contractor)
Government (Survival / Military) Hometown All-Star
Recent College Graduate Economy - minded Individual
“Beta” Mom
F r e e s ca l e /s ca D
S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
34. 34 |
form factor
ideas
clam shell EXA
MP
AGE
LE
Split angel keyboard
12-15
19+
Reg.Keyboard
split keyboard EXAM
PL
E AGE
Split side way
12-15
16-18
dual screen EXAM
PL AGE
All Ages
E
Touch Screen
F r e e s c a l e /s ca D
S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
35. | 35
swivell EXA
MP
L
AGE
N/A
16-18
Rotate Screen
E
19+
tablet EXA
MP AGE
16-18
LE
Only Screen 19+
Wall Mount
Hand Held
EXA
flip screen MP
L
AGE
E
slide-out screen EXA
MP AGE
L
16-18
E
19+
F r e e s ca l e /s ca D
S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
36. 36 |
F r e e s c a l e /s ca D
Sec tion 6 .1: Interac tion Design / Methodology
37. | 37
sectIo n 3 .1
industrial design
concept
development
38. 38 |
brad fenning — ideation
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
39. | 39
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
40. 40 |
bryan hemenway — ideation
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
41. | 41
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
42. 42 |
zarni ko — ideation
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
43. | 43
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
44. 44 |
colin martin — ideation
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
45. | 45
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
46. 46 |
trevor mckay — ideation
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
47. | 47
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
48. 48 |
liz mckibbon — ideation
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
49. | 49
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
50. 50 |
mason pfau — ideation
F r e e s ca l e /s ca D
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51. | 51
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
52. 52 |
cody rexroe — ideation
F r e e s ca l e /s ca D
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53. | 53
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
55. | 55
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
56. 56 |
win tangsakulsuthaporn — ideation
F r e e s ca l e /s ca D
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57. | 57
F r e e s ca l e /s ca D
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58. 58 |
gunter watkins — ideation
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
59. | 59
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
60. 60 |
usability
testing
User testing was done with a focus on the
16-18 and 19+ age groups. Each form fac-
tor concept was developed into a 3D test
model. During the usability testing each
participant was asked to interact with the
test model and fill out a protocol on the
parameters of size, position, usability,
and readability of key aspects of the
designs. The protocols were evaluated and
synthesized in order to recognize trends
and opportunities within each form fac-
tor design.
F r e e s ca l e /s ca D
Sec tion 3.1: Industrial Design / Concept Development
61. | 61
F r e e s ca l e /s ca D
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62.
63. | 63
sectIo n 3 . 2
industrial design
final concepts
64. 64 |
brad
fenning
Age Range:
• 15-18
• 19 +
Features:
• Compact Size (6.5” x 4.5” x 1.1”)
• 6” x 4” Touchscreen
• Sliding keypad
• 2 Hidden USB 2.0 Ports
• 1 Ethernet Port
• QWERTY Keyboard
Accessories:
• Interchangeable Keypad Grips
• Screen Protector
• Extended Battery
F r e e s c a l e /s ca D
Section 3. 2: Industrial Design / Final Concepts
65. | 65
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bryan
hemenway
Age Range:
• 19 +
Users:
• Soccer Moms
Size:
tioning.
• 9” X 7”
Features:
• Rotating acrylic flip open screen cover / stand.
• Easy access, touch hot keys, with choice of left
or right positioning.
• Color Variation LEDs.
• Top Mounted Camera, with LED indicator light.
• Speakers.
• Easy to spot, Power Button.
• Customizable Leather Insert on back.
Accessories:
• Changeable Cover Protector
• Straps
• Flat keyboard and mouse
• Changeable Grips
• Wall Mount
• Fridge Mount (wall with
magnetic attachment)
Color Options (Body): 6
• Black, Pewter, Mocha, Deep red, White, Silver.
Rear Fabric Options:
• Leather (Black, Brown, Deep Red)
• Knit (Burberry)
• Logo (Luis Vitton, Coach)
Hot Keys: 5
• Camera, Photos, Calender, Internet, Weather
Ports:
• USB (2), Memory Card (SD, CF), Power Cord
Car Cigarette lighter,
Mounting Options:
• Wall Mount, Fridge Mount (wall with
magnetic attachment), Car Cigarette
lighter, Desk / Table top.
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eatures: Features
1. Speakers
Camera
2. Acrylic Screen
Cover/Stand
3. Selectable
Hot-key
Shortcuts
4. Custom Fabric
Inserts
Speakers
1. 3. Selectable Hot Key Side
Camera
Acrylic Screen 2. 4.
Cover / Stand Custom Fabric Insert
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trevor
mckay
Age Range:
• 19 +
Size:
• 10” X 6” X 0.56”
Features:
• 7” x 5” Screen Size (Touchscreen)
• two 0.9” X 5” Ink touch screen
• Multi Color LED lights
• Cover protector
• Web cam
• Speakers
• Side Grip
• Security/Memory USB Card
• Wireless and bluetooth
• Hidden Ports:
• 2 USB Ports
• 1 VGA
• 1 Ethernet Port
• Power port
• Intergraded stand
Accessories:
• Changeable Cover Protector
• Straps
• Flat keyboard and mouse
• Changeable Grips
• Wall Mount
• Fridge Mount (wall with
magnetic attachment)
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LED Light Touch Ink Screen Off Touch Ink Screen On
Slide Cover USB Ports
Integrated Stand
Ethernet
VGA
Power
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julian
romero
Age Range:
• 19 +
Size:
• 10” X 6” X 0.56”
Features:
• Touch Screen Keyboard
• Integrated Mouse
• Multi Color LED lights
• Leather Cover Protector
• Speakers
• Side Grip
• Bluetooth Connection on
• 2 USB Ports
• Integrated Stand
Accessories:
• Customizable Cover Protector
• Customizable Colorways
• Flat Keyboard and Mouse
• Strap Connection on for
Transportability
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Touchscreen Keyboard
Bluetooth Connectivity
Integrated Stand
Flats Screen
Mouse
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Strap Connection Leather Cover Protector Magnetic Clip
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liz
mckibbon
Age Range:
• 10-13
• 15-18
Features:
• Asymmetrical, one-handed grip
• 6” x 4” touch screen
• Dual USB ports
• Usable in portrait or landscape view
orientation
• Minimal, lightweight design
• Gently angled at-rest view
Accessories:
• Music Lover Set
• Sports Case
• Gaming Set
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Hardware buttons; quick access to
most often used applications.
LED notification for messages
Built-in webcam
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Age Range:
• 10-13
• 15-18
Accessories:
• Two part shell case
• Tinted front case to ease glare
• Caribeaner to clip on a bag, clothing,
or other surface
• Bands on reverse provide an option of
‘hanging‘ like a photo frame
Features:
• Touch through polycarbonate case
provides screen access, even when closed
• Form fitting clamshell design
• Stretchable band keeps two part
hardshell case together.
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Caribeaner
Slightly tinted
case top
Rubber closure
Form fitted base
Straps for hanging and
additional support
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Age Range:
• 10-13
• 15-18
Accessories:
• Two part shell case
• Detachable speakers
• Straps for easy transport
Features:
• Touch through polycarbonate case
provides screen access, even when closed
• Form fitting clamshell design
• Detachable speakers provide increased
volume on or off ofthe device
• Easy-to-open, sliding clasp keeps
kit secure
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Form fitting bottom part Sliding Clasp Removable speakers Hinged opening
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Age Range:
• 10-13
• 15-18
Accessories:
• Two part shell case
• Gamer mouse/controller
• Stylus and stylus clip
Features:
• Touch through polycarbonate case
provides screen access, even when closed
• Form fitting clamshell design
• Wireless controller mouse can be used
in mouse orientation or controller
orientation
• Stylus is easily accessible for
quick sketching
• Easy-to-open, sliding clasp keeps
kit secure.
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Storage area for memory
cards or headphones
Mouse/controller
Stylus with snap-in groove
built into the case
Flattened ‘joystick‘
navigation pad
Double sided for video game grip
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mason
pfau
Age Range:
• 15-18
• 19 +
Features:
• Compact Size (7.3” x 4.5” x 1.2”)
• 6” x 4” Screen Size (Touchscreen)
• Dual-Pivot Screen: Tablet or
Clamshell orientation
• 3 USB Ports
• 1 Ethernet Port
• Full-Function Keyboard
Accessories:
Interchangeable units plug into base
• Battery Life Extender
• Optical Disk Drive
• External Hard Drive
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Connection Plug for accessories
USB and Network ports on back
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Left Click
Display Flip for
left/right hand users
(closest to edge)
Right Click (closest to screen)
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Color Options
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cody
rexroe
Age Range:
• 13-19
Size:
7.5”x 5x 1”
Features:
• SD micro ID Card
• Slide qwerty key board
• 4 usb drives
• Camera
• Speakers
• Ethernet port
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win
tangsakulsuthaporn
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gunter
watkins
Age Range:
• 15-18
• 19 +
Features:
• Ergonomic form focused on hand
function & portability.
• A redesigned QWERTY thumbing keyboard
• 6” x 4” (touch screen)
• 5.75” x .5” status (touch screen)
• Compact size: (6.5” x 4.5” x 1.4”)
• Dual USB 2.0 ports with
• Optional connection upgrades
Accessories:
• Interchangeable skins for the units:
grips, keypads, and shell
Hardware Add-ons:
• Port Expansion Upgrade
• Optical Disk Drive
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USB ports on back
Status Alert screen Screen
Webcam
Track Pad
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Ergonomic form focused on hand
function & portability
Hard key navigation directly to your:
traffic, weather, e-mail , calendar,
music, Contacts, and internet
Redesigned QWERTY thumbing keyboard
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Color and Material options
are limitless. Every
feature is completely
customizable.
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123. | 123
sectIo n 4 .1
interaction design
methodology
CALENDAR: RESOLuTION: ITERATION: LAST uPDATED BY: LAST uPDATED: 7
vIEWINg NEW ENTRIES 800 x 600 1.0 mATTHEW COLE 30.04.2009
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