A short version of my masters thesis presentation. It was presented at the 7th International Conference on Design Principles and Practices, Chiba, Japan, 2013
Comments are welcomed!
2. Problem
Statement
How can design help change an economic model, create
environmental friendly and profitable solutions, all at the
same time?
“Stopping the Throw Away Mentality”
The idea of “consuming” and consumer behavior, needs to
be changed in order to save us from our own waste.
Change from “Consumers” to “Users”
4. Timeless
Design
Productsthat Connect and create Lasting
RelationshipswithUsers.
It is a different approach to the conventional
economic models, where users are not
addressed, and instead just make part of the
cycle in the bigger picture.
6. “Circular Economy 2.0”
Relevant terms
•Economic, profit and experience
maximization
•Emotional Design
•Timeless Design
•Empathy
•Connection
•Change in behavior
•Change from consumer to user
8. D.Norman
&
J. Chapman
D.Rams
&
M.Vignelli
T.Cooper+
C.VanHemel+
M.Charter
U.Tischner
Psychological
& Emotional
Considerations
Design
Philosophy
Considerations
Technical Design
Considerations
Designing for reliability&
robustness
Designing for repair &
maintenance
Design for
upgradability
Designing for product
attachment Designing for
variability
Timeless design
Variability,
multifunctionality
Long life
guarantee
Re-use and Shared
use
Nurture
experiences
Expand product life
through attachment
Understand human
unpredictability
Design user-object
interdependency
Design proper input vs.
output relations
Design product
personality
Design to engage the
“three levels”
Focus on “reflective” and
“behavioral” design
Design for the “needs”
and not the “wants”
Get away from trends
Discipline your self to
follow a design
philosophy
Don’t design for
superficial needs
Design for “active
convenience”
Make it easy to use
Awake curiosity
and imagination
W.Stahel
&
W.McDonough/
M. Braungart
Economic &
Environmental
Considerations
Waste=Food
Conscious Material and
production process selection &
optimization
Maximize
product
enjoyment!
Design awareness of
delicacy, complexity and
interconnectedness of nature
Design for
human &
ecological health
Up-cycle
Think past, present
& future of
materials and
products
Design to recycle your
own products
Design for eco-
effectiveness
Design for long term use
Make it easy to repair
Design to help
people, not to
incapacitate them
Understand users’
complexity
12. Time in the industry
Innovative concepts
High quality materials
User experience
centered
Durable
Simple
Attention to detail
Intuitive
High production
standards
Environmental
Commitment
Upgradable
Recyclable
Repairable
14. Brand Values:
Quality, Imagination, Creativity
, Fun, Learning, Caring.
Aim: “To inspire and develop
the builders of tomorrow”
Brand Values:
Functionality, Innovation, and
Quality
Aim: “To provide our fellow human
beings all over the world with
practical, functional, reasonably
priced and top quality products”.
Brand Values: Empathy, Originality,
Integrity and Courage
Aim : “To inspire people from all
walks of the life with a pioneering
spirit”
17. Why Users Kept Them
Useful
Durable
Has lasted long in
good condition
Great quality
Still works
HeirloomReliable
Beautiful
Comfortable
Durable
Quality
Made well
Well designed
Durable
Great quality
Memories
To pass it on
Collectible
Infinite config.
Still wearable
18. How Users Perceive Them
Useful
Durable
Practical
Quality
InnovationReliable
Multifunctional
Comfortable
Durable
Quality
Classic
Building
Memories
Simplicity
Imagination
Design
Play
Engineering
Old school
Famous
Design Icon
History
Memories
Tradition
19. Users’ Product Perception
vs.
Product Promise
Quality/Durab
ility
Functionality Experience+ +
Greater
Emotional
Connection
Design
View/Philosoph
y
+
21. Experience
Design
User Needs
Design
Philosophy
Design
Quality
Design
(Tangible &
Intangible)
Metadesign
Improve existent solutions
Imagine particular situations
Look for alternatives
DefineUnderstand
Verify
Empathy
True
Ambitious
Exceed Clear
Not Consumers
Passion
Illusion
That share your Philosophy
Individual
Collective
Experts Fans
Potential users
Ethics
Values
Responsibilities
Goals
Beliefs
Promise
Approach
CommitmentConstant
Straight forwardSincere
Clear Non-negotiable
Identity Personality
Objectives
Communicate
Top Management Design team
Academy
Design Researchers
Life cycle
Post-Purchase Service
Upcycle
Packaging
Color
Texture
Material
Production Process
Temperature
Perceivable
Performance
Communicate Transmit
Durable
Reusable
Guarantee
Reincorporate
Attachment History
Craftsmanship
Deliver
Industry
Government
Local policies
Global policies
Scientists Engineers
Environmentalists
Community
Share Handy
Use
Repair
Instructions
Expertise
Control
Repair
Package
Bundle
interface
Engagement
Moment of Truth
innovate
extend
Specific moments
Adapt
Re-invent
Stimulate
Ageing with grace
Useful
“Good” Envy
Moments of reflection
Curiosity
Psychologists
Behaviorists
Sociologists
Anthropologists
23. “Commit to innovate the
users’ experience.”
Philosophy
Design
Philosophy Design Strategies
Experience
Design
User Needs
Design
Quality
Design
(Tangible &
Intangible)
“State the product’s
promise clearly and
make sure to deliver
it”.
25. User Needs Design Strategies
Experience
Design
User Needs
Design
Philosophy
Design
Quality
Design
(Tangible &
Intangible)
“Design durability
only when needed”.
“Ageing with grace”
as complementary
design goal”.
28. Branding and Design
Consultancy
Academy- Design Consultancy
King Mongkut’s Learning Square
(KLS)
Plastic Products
design and
manufacturing
company
Commitment from big
corporations
Implement at the
beginning of the chain
Some are hard to apply
Big designer supporting them
Agree on a change in the
business models
Apply at academic level
Function as corner stone
They should be
implemented together
Staying true to
values=stronger brand
Start educating users
locally
Design for basic needs,
makes products last longer
Quality products with
cheap materials?
Develop better materials
Go back to mechanical
simplicity
Application depends on
right conditions/think
tanks
Appropriate R&D periods
Government support
30. Academic Pilot Project
Experience Design
Needs of the User
Design Philosophy
Semester I
Semester II
Quality Requirements
(Tangible/Intangible)
Product
Presentation
31. Company Pilot Project
Experience Design
User Needs
Design Philosophy
Development Stage I
Development Stage II
Quality Design
(Tangible/Intangible)
Product
Evaluation
Product
development