Finology Group â Insurtech Innovation Award 2024
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Design Team 6 concepts -- Week 4
1. TEAM 6 as designers
RE-Imaging a folklore
the brownie
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
2. TEAM 6 as designers
Brief recap.
Task: design a playful non-digital object that
embodies the values of the Brownie mythical
creature for children aged 3 onwards, preferably
in a school or group activity context.
Product image:
- Importance of a Job well done
- Humble
- Modest
Product goal:
- Encourage curiosity
- Promote sharing and colaboration
- Cultivate Memories
Product aspect:
- Connect with the past
- Tactile and engaging product
- Modern reliavance to traditional Past
- Free or âOpen Sourceâ product
- Utilise Rapid Prototyping
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
3. TEAM 6 as designers
IDEA 1 : Brownie Mobile
Such as the Brownie who remains mostly invisible
during his chores, a huge infrastructure is at work
in urban areas to keep them functional, clean
and safe...And we mostly take these services for
granted.
The Brownie Mobile or Brownie Box is an attempt
at mediating the activity and awareness of various
infrastructures and perhaps engaging children to
build their own service infrastructure.
For example: although children do have
reprentations of the tools used in such recycling
or desposal infrastructures, these toys do not
necessarily mediate the purpose of these tools.
+ The advantage of placing oneself in a modern
context could promote ancient values more
understandably.
+ The background or hidden value of a service
will be more recognisable if the toy has a similar
purpose.
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
4. TEAM 6 as designers
IDEA 1 : Brownie Mobile
During craft activities at kindergarten or school, many bits
and pieces of material are left over from the final creations.
These could be collected for future purposes and engage
the children in keeping a tidy workspace.
Version 1: the Brownie carriage or container could be an
incomplete cut-out model to start with. Leftovers must be
used to complete it.
Version 1
Version 2: the Brownie vehicle could also be a complete
set, yet with uncompatible parts, engaging the children to
exchange parts in order to have a functioning vehicle.
Version 2: Children have to exchange their respective
disproportionate parts in order to complete their sets.
The more the parts and sets, the more dynamic the
exchange.
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
5. TEAM 6 as designers
IDEA 1 : Brownie Mobile
Prototype without tape: just folding
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
6. TEAM 6 as designers
IDEA 2 : Helping Hands
Helping Hands consists in a more direct approach
to the Brownie legend.
Reduced to the most common features of the
Brownie, a Give-Away doll is sent on a journey.
The figurine delivers a subtle message or
a task suggestion, involving help to another
classmate,that needs to be carried out by whoever
finds the doll. Once the deed is done, the helping
hands pass on the doll to whoever they want.
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
7. TEAM 6 as designers
IDEA 2 :
Helping Hands Version 1
A teacher could consider picking a specific
date, a Brownie Day, at which point dolls are
distributed and instructions are given.
Helping Hands Version 2
A Brownie checkpoint, much like an open
bookcase, allows children to chose from
different Brownies or said tasks (think
Collectibles).
Helping Hands Version 3
After completing a task suggested by
the Brownie, the Doll can be hidden.
Challenging someone to find it , by giving
hints or coordinates, adds an extra layer of
playfulness.
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
8. TEAM 6 as designers
IDEA 2 : Helping Hands
Structure:
-ergonomic body with a slot
-twistable head
(to push out/pull in the message)
-minimalistic features
Goals:
-promote helpfulness amongst children
-to perform the task is the reward
- strengthen a sense of independance and
responsability
-develop empathy
- revitalize the Brownie story
- role play: in helping the Brownie, you become
one too.
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
9. TEAM 6 as designers
IDEA 3: Brownie Footprint
In some cases, a noticibly repaired object is
given a new esthetic layer.
The brownie footprint, a little washable or
permanent stamp, can be used to draw attention
to little flaws and revive them.
In some cases an adult could be called to help fix
or clean something.
Goals:
- share with adults how children perceive details
, or redefine decay.
...we must confess we are not quite sure how to
elaborate this idea since it is a more individual
activity.
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
- set little âbrownieâ reminders into your
surroundings
- if the stamp can be designed by a child :
âimagine a Brownieâs footprintâ
10. TEAM 6 as designers
Esthetic and Research
...some inspiring elements for further detailing a
design language of the toy.
OLD or NEW ?
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013
11. Conclusio
QUESTION to Team 3:
Does the toy have to be targeted at all children
from the age of 3 or can we concentrate on
smaller targetgroups (for example: 8-12)?
This could be an issue in future prototyping and
safety measures, since there is a great gap in
behaviour and abilities between certain age
groups.
ESTABLISH NEXT SKYPE SESSION
Fridays are good for us from 1pm...
TEAM 6 Austrian Folklore - Design Proposals 1 - October 23rd 2013