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Mneme is a bag for transporting memories and belongings during the transition from home to hospital in the case of Alzheimer’s sufferers. Essentially it is a tool to help patients and their caregivers prepare for short hospital stays. Focusing both on the practical aspects of packing the product also uses multi-sensory stimulation similar to snoezelen rooms to put patients at ease.
Images01 Things needed top be packed for hospital02 Mneme bag render03 Prototype with 1st stage of packing04 Detachable exterior of bag, easy access to documents
MnemeMneme bag is a portable piece of home
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CO-DESIGNWORKSHOP
Muzus is a design group specialized in co-creation, with help from Impegno and the City of the Hague we ran a workshop focusing on concerns a group of longtime unemployed Hindustani men, in the Transvaal area of The Hague. Most of the men had a history of substance abuse and were homeless, which resulted in the group hanging about in the streets. The workshop had 40 participants and aimed to address the concerns of the residents of the Transvaal and intermediate needs of the men.
Images01 An image from our tour of the neighbourhood02 A concept to organise personal/private space (their postbox)03 The final presentation of concepts04 A cookbook concept creating link between the community and the men
Muzus WorkshopCodesign with the homeless
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A four day workshop with Japanese designer Shin Azumi focusing on sleep as a very basic human activity and instinct. The aim of the workshop was to develop design proposals which explored the contemporary social mean-ing of sleep. Who, where, how, and why?
My design question was What if Technology got Tired? In the 24/7 world, sleep is struggling to find a place in many people’s lives.
Images01 Image from the final presentation02 Mock ups of tired technology and interfaces03 Body sensor to computer interface04 Still from animation, the tired iPhone
Shin AzumiSleep Workshop
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Designing Health, as Physical, Mental and Social Well-being was a project as part of my Social Design Masters course at the Design Academy in Eindhoven, Netherlands. It investigated through design experiments and dialogue what health care design could be if the mental and social aspects are integrated at the core of design ideation.
This project was the winner of Best Paper at the Design 4 Health Conference 2011.
Images01 Some info graphics part of the concept presentation02 Alternative Prescription system focusing on lifestyle03 Sickbed distraction blanket04 Playful Health literacy, making people remember
Designing HealthPhysical, Mental and Social Well-being
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Created with aims of implementation in Southern Sudan, with the support of the Solid House foundation, a range of products were designed aiming to empower the local community with a focus on construction and training. The project aimed to find ways to em-power communities to physically rebuild their towns and their lives and skills. From practical elements like multi- tool wheelbarrows to low cost flip books as video training tools.
Images01 Rumbek, Sudan. Proposed site of project02 Proposed flowchart of building tools03 Flip book tutorials, sharing techniques without technology or words04 Multi- use wheelbarrow
Solid House FoundationConstruction Tools
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The Think Ink Journal, is essentially a tool to be used by people who are waiting. Created with the assistance of a mental health professionals specialising in post traumatic stress it was initially conceived to be used by refugee applicants as they wait to be approved (A process which may take 3 years).
It contains stress management, nutritional, mental and physical health tips and prompts. Aiming to create a chance to distract its user from the waiting and concentrate on their own health and mood.
Images01 Think Ink Journal02 First page explaining how the mood meter works03 Pages once they have been hole punched showing mood trends04 Close up on a fact page looking at nutrition
Think Ink JournalMental health tool
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World Redugee DaySpecial Edition
Who is who, World Refugee day edition is a game designed to raise awareness through play. This game aims to spark conversation. It creates a platform for voicing refugee stories, which are rarely heard anywhere. They empower refugee participants to share their stories and the players to learn about the reality refugee life. Hopefully mobilising communities to take action on difficult issues.
Images01 An image of the game in progress02 03 04 Images from World Refugee Day 2010 Eindhoven where the game was tested / played by the community
Who is Who GameAwareness through Play
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VeggiePatch uses recycled materials, irriga-tion technology and Permaculture principles to allows climate concerned city dwellers to experience the pleasure of cultivating food in space restricted, urban areas. Eliminating food miles, packaging, processing, and waste water used in flood irrigation at the beginning of the food production cycle. And greenhouse gas emissions, need for landfill and food waste transportation at the end, VeggiePatch allows for a easy approach to food cultivation and composting. Being adaptable, capable of wa-tering itself, VeggiePatch gives urban residents a hands way to reduce their eco-footprints.Images01 The principles of the VeggiePatch02 Initial sketches03 Rendering of the 1st VeggiePatch04 Prototype 4, Balcony edition ( very successful)
VeggiePatchEdible landscape for Urban spaces
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Urban LaundryInitiative
Three alternative approaches to laundering (fast, slow and co-operative) that aim to make the process more sustainable. Allowing for use of grey water, alternative energy input including physical input. This range of products allows it users to re-assess their use or resources on a basic daily level. Designed for separating loads during use (colours, dark, light etc), and for multiple users to use the same machine this system keeps in mind hygiene and existing systems, while utilising mechanics to maximise efficiency.
Images01 Sketches of potential mechanisms02 Schematic of the Fast System03 Render of the Slow System04 Small scale models
Urban Laundry InitiativeSustainable Laundry
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Refugee Realities was a project designed to educate the Australian public about the rights of people affected by crisis and conflict, and the experiences of refugees around the world. The project aimed to creatively engage and inspire active citizens and communities on issues of refugee rights, conflict and humanitarian relief. I was involved in the planning and building of the physical camp (1:1 scale) and the accompanying exhibition and video. The project was a collaboration between designers, humanitarian workers, artists, actors and the Victorian Education Department. Images01 Part of the Refugee Realities Postcard02 Playing cards used by students during the tour03 The entrance to the camp04 The camp itself
Oxfam Refugee RealitiesRefugee journey simulation and exhibition
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The Sentimental Object Library is a project that aims to give the general public the tools to share, learn about, and, interchange senti-mental objects. It is a discussion and celebra-tion of objects that are valuable, but not in a monetary way. Participating in the Sentimental Object Library allows members to browse, lend and borrow objects; and of course give them chance for them to exhibit what’s important to them.
Images01 The application form for the library02 Display / Borrowing bags for objects03 The sentimental library stamp04 A render of the library
Sentimental Object LibrarySharing the un-shareable
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The outback cooler is a solar powered food cooler for campers in remote areas around Australia. Working by utilising natural evaporation the cooler is based on the Zeer ( pot in pot) coolers, and, allows for food to be stored for up to 20 days without use of any external power sources. This project was more focused of the making side of things and in order to be completed used knowledge of wood for mold making, ceramics, metal, fabric, and screen printing. In the end it was a functional fridge replacement.
Images01 Mood board Outback Australia02 Sketches03 Cutaway of cooling system04 Silk screen bowls
Outback CoolerSolar powered food preservation
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Refugee Realities was a project designed to educate the Australian public and share the experiences of refugees around the world. In addition to recreating an actual camp, a virtual game version was also initiated. The aim was to allow those unable to attend the physical camp to follow the experience online. I was involved in creating the Visual Design.
Images01 Introduction screen02 Building your character03 Run or Wait04 Border crossing
Oxfam Refugee RealitiesVirtual Refugee Realities experience
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While at Victoria Police, I worked as a VPSG3,Graphics operative within the Judicial Support Unit. This role entailed generation of 2D- 3D animations and graphical materials for high profile cases to assist in court. Crime scene reconstruction using video editing, flash animation and 3D modelling. Cases included homicides, assaults, abductions, fraud cases, large scale crimecsenes and mechanical failures for the Coroner’s Court.
Images01-04 Screenshots of previous cases.
Graphics OperativeVictoria Police
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One of the resulting products from the Designing Health thesis, Landscape linen aims to create conversation and distraction during illness because having visitors whether at home, or at hospital is beneficial to your recovery. The landscape linen consists of a flat sheet and pillow use piezoelectric sensors to monitor your health, and a blanket provides positive distraction and social interaction. The blanket can be used individually, collaborative-ly or competitively. Starting as a soft textured print on bamboo fleece, washable markers allow it to be filled in and built upon each visit. Primarily this blanket is for interaction activi-ties between friends, and the provision of an escape from the world of sickness.
Landscape LinenExhibited at Dutch Design Week 2011
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The Health Codex allows you to capture your own health history. It is something that follows you through your illness experience. Compiled by its owner the Health Codex can contain what they feel is important to them. They can monitor all the aspects of their health, use humour to ask for help, organise their social health care network, and keep their medical records and legal documents. The Codex can even contain distractions to do while waiting, and activities to reduce anxiety; it can contain wishes from friends to read when on your own.
Images01 Open Health Codex02 Home Help pack, shopping lists, schedules, phone trees03 Health Journal, monitoring Physical, Mental and Social health levels, health levels corresponding to stickers04 Memory pack, thins to distract, remember and talk about with others
Health CodexYour own Health History
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The SocialAir frogThink workshop was all about creating a fictitious airline to engage participants in conceptualizing new ways an airline could become more social, not on a superficial level but on a fundamental way. I worked on creating an experience inclusive of branding,presentations, exercises and props for the workshop. This immersion helped the participants engage with the role play of working for SocialAir and focus not only on the plane passenger but their counterparts, at home, work or their destination. The aim of this was to create a more balanced view and approach to the external factors involved with air travel many of them emotional.Images01 Lucy, one of our characters, unaccompanied minor02 Photo from the day03 One of the concepts generated as a result04 In case of emergency kit that was supplied with a thinking cap
Social AirfrogThink with KLM
KIT
1.15h 9.00 - 10.15
10.15 - 10.30
10.30 - 10.45
10.45 - 12.15
12.15 - 1.05
1.05 - 1.15
10.15-10.30 15 Pete WELCOME Aboard Social Air 10.30-10.45 15 Everyone Break + Activities begin 10.45-10.50 5 Whole group As the facilitator open your pack and introduce your
characters to your group, read through the story for the character and their counterpart.
10.50-10.55 5 Whole group Hand out the frogMob prompts to you group, 1 each. Get the members to read out loud their prompt or summarise what they are about?
10.55-11.15 20 Whole group Identify needs and resources. Together start filling out the head, heart, pocket timeline sheet for the character and their counterpart. As a group fill out the Tool, Data, Interfaces, Resources, Partners Worksheet. And what is available to your characters.
Fabio INTERVENTION Cards 11.15-11.35 10 Whole group Discuss ‘intervention’ implications and additional
needs. 11.35-11.45 20 Whole group Brainstorm ideas, opportunities and features. What
would Social Air Do? 11.45-12.15 30 2 sub groups
for each character
Split your group in two, one for each character. Generate one concept per sub group.(Build upon your best ideas to create a product/service/ experience/o�ering). Use appropriate templates. Select a spokes person per subgroup to present back.
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The frogMob was part of the preliminary design research used to create the subse-quent frogThink workshop for KLM. The aim of the frogMob was to explore how friends and social connections influence travel decisions, especially when taking a plane. My role with the frogMob was to consolidate the findings and identify major and minor themes as well as emerging trends. A great research resource.
Images01 frogMOB site02 Location of frogMOB participants03 Some of the Social Air Travel entries04 Themes before refinement
Social Air TravelfrogMob
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OK, so this is more of a personal project, but for a one-woman project its was highly ambitious method in which to tackle homesickness. For one day, frog Amsterdam became transformed into the colony Australian never had. Despite the weather; fire hazard and other availability issues, there were decorations, bean bags, pies, beers, and Ayers Rock brownie cake. Not to mention plastic mammals, costumes and Aussie Rock mix. The only thing missing was sun, and resulting sunburn. A staple of any Australia Day.
Images01 Decorations in place02 A highly interpretive brownie sculpture of Ayers rock03Some of the costumes ( Sydney Opera house was most popular)04 The grill collection ramping up
Australia DayCelebrate what’s Great
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