1. Search for Meaning Open-source development
Computing Fear Ubiquitous computing
Freedom
Google Android
ty
Insta-grati cation Web 3.0
Daily information Niche-Media Disruption
Communication Sensory Augmentation
Mobile Technologies
Connected E-paper Display of Life
Relevance
Facebook Training Experiences
Improvement
es Internet e-reader
Wireless Home Digital Interface
Accuracy Constantly-
iPod developing Personal Journey
Concentration Content objects
Clean Water
Go-To
Twitter
CHNOLOGY Pleasure
Hyperconnectivity Allan Robinson
iTunes
Recording Platforms of mass communication
Connectivity Human-Tech
Portfolio
EHAVIOUR Belonging
Live Processing Soundbooth Purpose
Collaboration
Dependency
Self-suf ciency
es Data Transmission
Fretplay Isolation
Tech-bubble
Connected 2.0
Facebook Web experience
o Micro-Blogging
Danger
YouTube
Narcissist impulses
Adaptation
Instantaneous
2. “ORBIS” Electric Guitar
The “Swiveling-neck guitar” is an
electric guitar designed to prevent
hand injuries that occur with extend use
of string instruments. The uniqueness
of this product is in its design; the
guitar has a core that can swivel and
rotate independently from the rest
of the instrument body, following the
movements of the fretting wrist. This
guitar has been designed for beginner
musicians, particularly keen of rock
music (Guitar hero crowd).
3. Concept Development
Different sessions with stakeholders yielded many insights that were later
translated into design changes. The design of the Orbis guitar follows
these design considerations, including mechanical and psychological
features that will enable users to play safely without incurring in injuries
to the playing hands. (This guitar has a neck that swivels and rotates to
follow the movements of the player instead of forcing the wrist to play in
awkward positions).
4. Rough Prototyping
Keeping the pace with the ever-shifting opinion of
human stakeholders was very challenging. In order
to develop the design and move forward, it was
necessary to quickly prototype the frequent design
changes. In order to accomplish that, I forfeited
aesthetic pleasantness in favour of functionality;
many prototyped ideas were shut down when
guitar players played the rough models, giving
way for strong design to flourish in the process.
5. Final Design Direction
The final design direction includes a logotype
and a name based on an analysis of the Gibson
brand. Many aesthetic considerations where taken;
stakeholders favoured a mirror-fnish black as the
colour for the guitar
6. This thesis project ended with final working prototype that is
the presentation of a final as close to the final design as
design direction, including possible.
Working Prototype all the research, concept
development, working This is a picture of myself
prototypes, and of course, a playing the final prototype
7. Map of technology and behaviour trends in North America, as
of Jan 2010
Quantum Technology
Tablets
Human Strength magni ca- Clean Coal
Energy Storage Technologies
Open-source development
This map shows
Cloud Computing
current and Biometric Authentication
Ubiquitous computing
Google Android
emerging trends and
signals in technology Smart Grid Web 3.0
Touch-sensitivity News and Daily information
and behaviours in Sensory Augmentation
Netbook Mobile Technologies
North America, as of Biogerontology NAVTEQ Facebook E-paper Display
January 2010.
3D Cinema iTunes Internet e-reader
Social Media Wireless Home Digital Interface
The value of a map Apple iPod
Wireless Power Induction Clean Water
that displays Twitter
Go-To objects
information on these Netbook Google TECHNOLOGY
Nuke Technology Hyperconnectivity
two categories is to
enable the Platforms of mass communication
Crowd Mining
formulation of insight Sedentarism BEHAVIOUR Belonging
and evaluation of Purpose
Collaboration
emerging signals. Dematerialization of experiences Education
Self-suf ciency
Terrorism Isolation
Tech-bubble
This map was Real-time information diffusion
Feedback Connected experience
developed as a Information Overload Micro-Blogging
User-based
personal project in Narcissist impulses
Adaptation
the winter of 2010. Evolution
Memes and exclusive lingo
Sense augmentation
Alienation
Industrialization of Hacking Real-Time Collaboration
Instant Grati cation Virtualization
Sexting
Omnipresence of Data
8. Survival Kit for MEC
For this student project, Mountain
Equipment Co-op commissioned
the design of a winter survival kit for
outdoor sport enthusiasts. The kit
should appeal to non-recreational
skiers, snowshoers, trekkers, etc. The kit
would retail in MEC outlets, therefore
aligned with the MEC brand, and
had to be portable, lightweight, and
support the user’s survival for 24 to 48
hours
12. The User
• Male-Female
• 25-35
• High-income
• Well-educated
• Environmentally
conscious
• Disposable income
• Physically fit
Drivers
• Footprint reduction
• Leaving a better
world
• Need to get in touch
with nature
• Personal growth
• Empowerment
13. MEC User Spectrum
Cycling Hiking / Camping Snow Sports Climbing Water Sports
Track Backpacking SNOWMOBILING Kayaking
Bouldering
Mountain Dog Hiking SNOWBOARDING Scuba-Diving
Free solo Climbing
Road Free Hiking Freestyle Free Diving
Traditional Climbing
Hill Walking Freeride Canoeing
Sinul Climbing
Scrambling SKIING
Sport Climbing
Thru-Hiking Downhill
Top Roping
Ultralight Backpacking Cross-Country
Waterfalling SkiBoarding
Snow Shoeing
SLEDDING
BackCountry
Downhill
Toboggans
Target audience
Audience
14. No
extraordinary
event
Immobilizing First Aid Shelter
Project
Water Food
Project Rescue
Location Water Food
Location Team
Outdoor Injury
Assess /
Activity
Adress
Bearable First Aid Continue
SAFE
LOCATION
Lost Assess / Project Project
Water Food Rescue
Set Up Shelter Water Food Location
Adress Location Team
T= 0 Hr T= 24 Hr T= 48 Hr
Usability
Experience
Map / User
15. Discovery and Expansion
The purpose of this student project is
to further explore a topic of interest,
and place it in the context of design,
society and culture in 2010. This process
includes an exploration of behaviours
and technologies related to the topic,
as well as an analysis and description of
trends resulting from research.
The topic chosen for this project is
“Electric Guitar”
16. 01. Discovery : Trends and signals as opportunities
New Opportunities Insta shredder Rate my single Riff Machine Basement Global Jam
Label
A tool that enables beginner guitar Related to the “basement label”. Online program that can produce Having the capability of a home The infrastructure already exists: A
players to increase the perceived With the capability to record and music bits –riffs— based on user computer that can process electric system of interconnected
speed and accuracy of their playing edit music material at home, comes input. Users can input variables like signals from the instrument and computers that can interact in real
The Unknown technique through digital the next step: evaluate ME through keys, time signatures, tempo, record it, the next manifestation of time. These computers have the
manipulation of input. the evaluation of my content; tuning, feel. The program will then
Meaning of Life content being considered as an present the user with riffs that can
the garage band is the “ME”band; capability to process live signal from
users can write and record music in electric instruments (guitar). Global
extension of oneself be then developed into songs the convenience of their home, and Jam would be an online community
Search for Meaning then release them on the net. The
Independence infrastructure is there.
where users can log in and… jam.
Jam in real time to songs under a
Fear common format/time
signature/metronome.
Preservation Change Real Time Freedom
Connectivity
Insta-grati cation Optimal Health Bene t
Niche-Media Disruption
Personal
Higher Communication
Customization
Sensory Integration Processing Connected Relevance of Life Change activity (reduce practice)
Therapist
Ice and pain medication
Ful llment Training Experiences Rest
Improvement Splints and braces
Modify wrist positioning
TECHNOLOGICAL
Broadcast Modify posture
Insecurity Coordination Medication POSSIBILITIES
AccuracyConstantly- Teu el
Destiny Development developing Personal Journey Modify seating
Concentration Steroid injection
Star sh
Technology signals / New
Real Time Content Torzal
possibilities
Feedback Dexterity
Pleasure Chiropractor Orchid Bass Self-tuning instrument
Finger-tracking software
Short Term Long Term Multiple Release (CD + Game)
Magni cation iTunes Bene t Bene t
Trapezoidal neck
Carbon Fiber “Branded” Ferrari
Satisfaction Recording Forshage Hollow Body Electric Guitar
Guitar
FL Studio Electric Instruments Tim Miller
Connectivity Human-Tech Klein KX Bass
LBG carbon graphite composite guitar Guitar games
Rick Toone Dove Guitar
Home Studio Live Processing Soundbooth Rick Canton Real time feedback
Customization Effects Personal Customization
Acupunture
Dependency
Guitar Rig Nava Guitars Insta-grati cation
Related Technologies Fretplay Mini Gordo
Connected experiences
Data Transmission Henry Olsen MASH
Shift Constantly-developing content
Garage Band Facebook Web 2.0
Less Health Bene t
Self-publishing Guitar Pro
YouTube Danger
E- Commerce Instantaneous
We are connected. Mobile devices We exist in multiple dimensions at As we exist in an interconnected Current trend related to instant Instantaneous feedback. We are
Feddback enable us to send and receive once. There is, of course, our environment, we no longer perceive grati cation. We expect our actions interested in creating content as
Hope information at all times. This hyper physical existence, but there also ourselves through methods of self to have an immediate effect across well as receiving immediate
connectivity causes us to feel eager exist virtual manifestations of evaluation, but we evaluate space. This trend is also related to reactions to it that can be stored
Dreams to participate in our environment, ourselves that currently reside on ourselves through the perception of instantaneous feedback; we expect and referenced. This feedback
Future we are anxious to manifest ourselves the internet. We have gained the other entities in our network. We are our actions to be immediately becomes content itself in the form
through existing media platforms. capacity to revisit our own existence not who we think we are, but what recognized and eagerly review of lingo, memes and other repetitive
through mobile platforms that others perceive we are. feedback produced from our forms of metacommunication
record media of our existence. disruption in the pond.
Plugged in and You! Across time Hello? Can you I want it all and I
Trends and Signals ready to go and space hear me? want it now
What do you
think?
17. 02. Expansion : De ning what could be possible
Material
Material experimentation
will be part of the
Shape
development of this
concept. The goal is to
possibly reduce injury
through the sue of a Experimentation with the
softer materiual than section shape of the
wood guitar neck is necessary to
determine an ideal
playing position that
reduces/eliminates the
need for unecessary
tension in the fretting
hand
Mechanics
The main value for players
will be the prevention of
awkward hand
positioning. One way to
acomplish that could be
to incorporate a
swiveling/twisting neck
that follows the playing
hand
Shape
One aspect that is often
overlooked in electric
guitars is the way that
they sit on the players leg.
Experimentation and
prototyping will yield
alternative ways of
acomplishing the goal of
designing a guitar that
sits comfortably on the
players leg
Shape
Similar to the leg rest,
the picking hand rest on
the guitar is often
overlooked. A study of
FENDER
FEND
ER
FENDER
FENDER
ER FENDER
FENDER
FEND
FENDER
FEND
ER
FENDER
ER
FEND
FENDER
FENDER
FEND
ER
FENDER
FENDER
FENDER ER
FEND
FE
ER
ND
FEND
ER
picking hand
ND
FEND
FE
FEND
ER
ER
ER
ER
FEND
ER
FEND
ER
ND FE
FE
ND
ER
FE ND
FEND
ND
ER
FE
ER
ER
ER
ER
FE
ND
ND FE
ND
FE ND
FE
positioning in relation
ER
ER
ER
ER
FE
ND
ND FE
ND
FE ND
FE
ER
ER
ER
FE
ND
ND
ER
FE
ER
ND FE
to the instrument will
ER
FE ND
FE
ND
ER
ND
FE
ER
ER
ND FE
FE ER
ND
ER
yield a more
ND FE
FE ER
ND
appropriate design
solution to this problem
Design Direction:
Mechanics, Shape and Material Intervention User Manufacturer Retailer
18. Tape dispenser for Scotch
This project was sponsored by Scotch.
The brief required to design a tape
dispenser for a specific audience. The
design was required to fit into the
aesthetics of the Scotch brand and its
audience, be able to be mass
produced /packaged and distributed.
20. NO METAL!
Too masculine-looking
Concept
Development
In the process of determining
an ideal direction, I went
through numerous iterations
and ideas.
While most of them stayed on
the drawing board, all of these
previous articulations helped
shape what I believe to be an
ideal solution that addresses
the criteria set out at the
beginning.
Base too heavy-looking,
too angular.
Allan Robinson - 2283927
22. R 10
Orthographic Views
Friendly looking shapes,
rounded corners make part of 28
the dynamism of this object. R3
Previous iterations of this idea
featured straight angles and an
overall masculine look and feel; All measurements in MM
a look that was left behind in *Not to scale
order to effectively reach the
target audience.
70
157
25 20
64 - 32 O
74
45
136
Allan Robinson - 2283927
23. Manufacturing
Snap-fit plastic parts, the lack
of adhesives or permanent Injection Moulded Parts
joinery and the use of a
recycled aggregate to weight
down the unit are some of the
characteristics of this product.
This product has been design
for durability, this is NOT A
THROAWAY TAPE DISPENSER.
It is meant to be a playful,
sculptural piece that will
lighten up the appearance of
a desktop within the target
demographic.
Snap Fit Design
http://engr.bd.psu.edu/pkoch/plasticdesign/snap_design.htm
Recycled Content as Weight
Allan Robinson - 2283927
24. Exploration, Insight and Foresight
This student project seeks to discover
signals that create patterns of
emergence and explores the significant
possibilities at the intersection of new
technology towards the creation of new
experiences, spaces and products.
The project focuses on understanding
behavior in people in order to
foresee future product and service
opportunities by studying emergent
micro-cultural norms
25. Experience / Behaviour Map (2008)
Superior being
Meaning of life
Change The unknown
What`s next Evolution Freedom
Quality of life Personal journey
Mammal Adaptation Independence
Preservation
Nurture Support Evolution
Instinct Relevance of life
Survival
Community Need
Purpose
Procreation Answers
Fulfillment Meaning
Food/water/air
Reproduction Realization
Family Social being
Friends I want Status
Family Pleasure
Social animal Sex Partner Secondary needs
Destiny Narcisism Occupation Education
Insecurity Vanity Development
CONSUMER Guitar
Recognition Facebook Philosophy
Competition Connectivity
Ipod Computer Alienation
Satisfaction User-experience Music Ignorance
Internet Dependency
Individualism Apple Cellphone Information
User-based Information Overload
Foresight Intelligence
Go-to object Communication
Independence
Self sufficiency Curiosity Exploration
Anxiety Social being
Selfishness
Eagerness Isolation Feedback
Danger
Reaching out
Sense of belonging Sharing experiences Echo chambers
Hope
Future
Dreams
26. Phase 1: Discovery
Insights Explaining new opportunities by revealing insights
TRENDS:
Dematerialization of social The GO-TO object
Facebook
interaction The go-to object is the entity that enables
MySpace
Products and experiences that dematerialize us to function in this world. It has changed
YouTube social interaction enable you to connect to over time, it used to be a pocket book, or an
a larger network; by removing the physical agenda, or even a wrist watch. Kids usually
Twitter have a transitional go-to object that offers
constraints (time and space) of physical social
LinkedIn interaction, these services enable the user to them comfort when faced when unusual
interact with whomever they want whenever situations (generally a blanket or a toy); adults
Second Life have cellphones/blackberries that serve a
they want.
similar purpose
Go-to Object
Current physical social interaction demands
“Enablers” that you be present here and now; What started as being just a portable phone
dematerialized social interaction enables has quickly transformed into an object that
you to interact anywhere and expands the we depend on to function. Forgetting a
timeline for such event (no longer you interact cellphone or losing it is sure to cause anxiety
with the person just in present time, you and depression; we feel our cellphones
can see and react to past actions of such vibrating even when they are not. They are
person, presented in the format of “status”, the first thing we check when asked with the
“favorites”, “friends” and text messages question “What are you doing later?”
displayed on profiles.)
While the present manifestation of this object
Future manifestations of these services will serves mostly as a phone and organizer, future
surely include a clear and stronger way to manifestations of this trend will be more of
interact with others across time and space; the a MANAGER, an object that sorts life out for
existance of ourselves on a network will evolve you, and object that can read and respond
into a more meaningful part of our life, and to your physical and emotional state. The
it’s linked to the evolution of what we call the ultimate “go-to object” will be the one that is
Internet now. no longer an object, but a part of yourself.
27. Phase 1: Discovery
Insights Explaining new opportunities by revealing insights
TRENDS:
Sharing Experiences Portable, connected and able
Facebook
The current trend of online services that allow With the existance of a second manifestation
Photo-sharing services
you to share the experience of life through of our self (Currently, “me on the internet”),
YouTube your eyes (Facebook, Flickr, YouTube) is only comes the need to create and maintain the
the early manifestation of deeper desire; the transfer and actualization of information
“Me on the net” desire to be recognized. between the two (I want to know what people
Blogs think of my new pictures - people who
Our narcissistic desire to see ourselves comment on my pictures want to know what I
Forums reflected on everything that surrounds think about their comments)
us is now being projected on our social
User-created content interactions. We realize that our inner circle Currently, this desire to be “connected” to our
Cellphones of intimate friends is no longer enough to larger network at all times is being released
satisfy our desire to see ourselves reflected through the ability to navigate the internet
Wireless Internet on society, therefore, we open accounts, we from a portable device (cellphone, laptop,
collect friends, we thrive on the “view count” blackberry, iPhone)
Bluetooth connectivity
of our online content.
There is plenty of room for the development
This desire to see ourselves on everything and implementation of a device or service
is currently constrained by technology; that should effectively keeps us connected at
successful products/services will release all times with our larger network (currently on
this narcissitic desire by enabling us to the Internet). Such device or service should be
share whatever we decide we want to share, aware of our wants and desires and present
including emotions, sensations, feelings the information from our network accordingly.
and physical experiences (I am no longer
“excited”, ultimately, you will be able to
temporarily experience my excitement
through your own body)
28. Phase 2 : Expansion Report.
Scenarios Summary of possible experiences
TRENDS:
JENNY AND SEAN
Go-to Object
Human - Tech “What do you feel like doing tonight then?”
Asked Sean
Portable, connected and
able “I don’t know, I kind of feel like just heading
home and going to bed early tonight” Replied
Jenny
DISCLOSURE:
“Well, you could do that… but what if we
Emotion-recognition catch a movie instead? I hear that the latest
James Bond movie opened last week. Having
Information Analysis
a little fun might help you forget about—“
(personality traits)
“Yeah, yeah, I know. I don’t feel like a movie
though” What ever happened to that weird
ALLIANCES: 80’s rock bar on Duncan St? I haven’t been
Google Earth there since college…”
Google Maps “Hang on… yeah, it’s still there. Do you feel
like reminiscing over a couple of drinks?”
Google
“Sure”
“Alright!”
Jenny hails a cab while pressing Sean’s
standby button and putting him away in her
purse. He’ll come in handy again when she
needs to save a couple of numbers at that bar.
29. Phase 2 : Expansion Report.
Scenarios Summary of possible experiences
TRENDS: The SOULSCAN display it on the headgear screen. As Patrick
walked through the demolished embassy, he
Human Tech started to see a weak hint of blue coming from
5 minutes after that senseless explosion in the
Sharing Experiences and Swedish embassy in London, all you could see underneath. He approached further, increased
Emotions was smoke; all you could hear was screams. the SOULSCAN’s range by 10 and then he
Hans, a 50-year old diplomat had been saw Hans’ emotional state, depicted in a deep
knocked in the head by the antique book- blue. He signalled the rescue team with the
shelf in his office and further buried under the hydraulic tools behind him, and moved on to
DISCLOSURE:
crumbling walls of the building. He could see wave in other teams to all the colour patches
SOULSCAN his hands in front of him, although he could he could see now on his screen.
barely move them; his eyes were open but
Emotion recognition
all he could think of were distant memories
Emotion-sensitive Lens brought into his brain by the shock of the
explosion.
By the time Patrick jumped off his fire truck,
his SOULSCAN headgear was already boot-
ing. He had only been able to use it twice
before, once in a fire, once in a rescue mis-
sion. The second time he used it he realized
that the SOULSCAN had saved the life of that
baby, but left him with a sour aftertaste, he
had seen a bit more that he needed to know.
Patrick ran onto the remains of the building af-
ter the first team signalled him to do so. With
his SOULSCAN turned on, he started to scan
the area for survivors. According to the train-
ing, the SOULSCAN would assign a colour
to the emotional state of a person and then
30. Information Toolkit
Healthcare Human Factors has
developed a best practices toolkit to
be distributed in hospitals in Ontario,
with the objective to spread information
about proper disinfectation techniques
to avoid the spread of nocosomial
infections.
The objective of this student project is
to define a form and experience model
for optimal engagement with the tools
in the toolkit, in order to create best
practices and real sustainable results,
using an experience design based
approach.