Industrial/Product Designer
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TRIPLE TOUCH

TRIPLE TOUCH

MULTIFUNCTIONAL HEADSET

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details

Brief:
Reimagine the headset. Identify new opportunities to develop more desirable/attractive/ useful/ expressive headset options.
Design response grounded in your observations around behaviours, and explorations of user’s latent desires around technological products and services.

How:
Explore insights within Agile Industrial Design Process and propose new product/service opportunities using methodological approaches developed through the course.
Methods:
- Agile design process
- Dreamscape insight methods
- Elito
- Rapid-prototyping
- Design Improv and Informance

Outcome:
Triple Touch is a multifunctional headset. I designed it to respond to some unknown problems, synthesising everything in some single gesture.

Moving the bar backward it is possible to pause the music or hold a call and let the EAR PADS open, so that user’s attention will be direct only to the surrounding environment.

Moving the bar backward it is possible to pause the music or hold a call and let the EAR PADS open, so that user’s attention will be direct only to the surrounding environment.

A mini-CAMERA is located on the smaller bar. The user will be able to look through the little DIGITAL CAMERA and take panoramic or landscape photos only blinking the eyes.

A mini-CAMERA is located on the smaller bar. The user will be able to look through the little DIGITAL CAMERA and take panoramic or landscape photos only blinking the eyes.

The camera is movable, it slides horizontally along a metallic wire, allowing the user to better allocate it in front of the eye.

The camera is movable, it slides horizontally along a metallic wire, allowing the user to better allocate it in front of the eye.


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About design methods:

Here the focus is on a design that mediates relationships between humans by providing functional and expressive objects to facilitate their interactions.

The first method to experiment was Dreamscaping Method.
We interviewed random people to help us gain insight into people’s unspoken, latent needs, and desires so that we might then interpret and translate these into a new product. The success of the method is dependent on interview subjects feeling free to elucidate their concerns in an open, playful way.

Another mind-blowing process was the well known ELITO Method. Starting from simple observations, then the judgment of it, continuing with the assignment of value and ending up with concept led by one or more metaphors.


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What these gesture remind you of?

Daily gesture like:
- Pull the glasses down
- Lower the visor
- Put the hood on ( isolation/protection)
- Take the hood off (opening to the outside world)


PROFESSIONAL ACHIEVEMENT

- Quick and dirty prototyping design, improvisation method
- Testing metal, wood and plastic workshops
- Video editing program (Adobe Premier)
- Take more from day-to-day life, very single action could be an inspiration for future projects


Naming interfaces, devices, and experiences–or characterizing them as people–is a
method for embodying emotional and social reactions in a way we can interpret and
understand quickly and easily. It is a shorthand that designers can use to understand
people’s relationship to things so that we can design suitable experiences that have the
effects we intend. In user testing, this technique might help designers understand the
less tangible aspects of the things they create; specifically, the social, human values
and meanings conveyed through the things and experiences we design, as well as their
understandability and their usability.
— (Shedroff, 2003)