• No results found

Graceful Ageing of Products

N/A
N/A
Protected

Academic year: 2022

Share "Graceful Ageing of Products"

Copied!
165
0
0

Laster.... (Se fulltekst nå)

Fulltekst

(1)

B.G.E. Goosink

Graceful Ageing of Products

A framework on how to create relations between users, their products, and the everyday.

Master’s thesis in MSDESIG Industrial Design Supervisor: Trond Are Øritsland

June 2020

(2)
(3)
(4)

Products, regardless of their utility, face the challenge of time. Whether it is through wear and tear, changes in personal and societal values, or incompatibility with unforeseen technological advancement, very few designs last a life time. This thesis title proposes to challenge this convention, exploring the principles of design that encourage the graceful ageing of

products. This refers to products that stand the test of time by keeping hold of their value in the eyes of their owner and user, being or becoming keep-worthy.

Focus of this thesis lies on the aspects of design that impact the perceived worth of products as they age.

The emphasis of this research lies on uncovering

factors that improve a product beyond aspects initially considered by users during purchase.

The motivation for this thesis proposal is two fold.

Firstly, it is about understanding graceful ageing of products in the pursuit of good design. Secondly, items that last confront today’s standard product lifecycle and consumeristic lifestyle. Lasting products create less need for replacement. Gracefully

ageing products create less want for replacement, encouraging a mindset of fostering and repair.

In the wake of climate change, a mindset shift in consumeristic behaviour would be an encouragement in the right direction.

abstract

(5)

The outcome of this thesis is a framework that

constitutes the elements needed in design to enable graceful ageing. The principle hypothesis of the framework is the notion that the stories we build around our everyday items makes them unique, and that this uniqueness makes our products worth keeping. The framework proposes building aesthetic interaction on the existing ideas around ‘good design’, namely user values, utility, and emotion. Products often loose their novelty after several use cases, and fade into the background of everyday life. Aesthetic interaction is proposed as a method to preserve

salience, for the user to have enough awareness of the products presence in their daily activities, enabling the product to eventually become part of the all important user narratives, memories and stories.

(6)

2

Topic and proposal

Document setup

Scope and limits 1.

2.

3.

4.

(7)

3

Story

The pyramid Process

Discussion

Appendix

Contents

5. 9.

6. 10.

7. 11.

8. 12.

(8)
(9)

5

TOPIC

PROPOSAL AND

1

(10)

topic and proposal

them.

(11)

7

(12)
(13)

9

DOCUMENT SETUP

2

(14)

how to read this document

theories and literature. The second part describes

(15)

11

(16)

12

(17)

13

DEFINING GRACEFUL

AGEING

3

(18)

.

(19)

15 proposition is to a user. This value can be related to product

(20)
(21)

17 plastics as apposed to aluminium as an example, even

(22)
(23)

19

SCOPE LIMITS AND

4

(24)

scope

(25)

21

(26)

22

delimitations

(27)

23

(28)
(29)

25

STORY

5

(30)

product stories

(31)

27 their prized possessions is that there stories vary

control.

(32)
(33)

29

PYRAMID THE

6

(34)

a framework

stories in the everyday

(35)

31

Fig. 1 Good design making an impact on everyday life through thoughtful interactions

(36)

32

both on a personal and social level, to be included experiences.

aesthetic resonant

interaction

(37)

33 interaction, and stories. These are the principle

good design

(38)

good design

(39)

35 product as it scales the pyramid.

Fig. 2

(40)

Fig. 3 the pyramid of keep-worthiness.

(41)

37

(42)

The pyramid

Values

is considered cultured or acceptable.

Utility

(43)

39 Emotion

experiences and memories.

Interaction

Story

(44)
(45)

DESIGN GOOD

7

(46)
(47)

others on anecdotal evidence and experience. Some

that enable story creation.

Good design?

(48)

principle I - values

individually and those held collectively. Collective

sometimes intentionally rebellious.

(49)
(50)
(51)

into a personal assessment, these values are held

(52)

norms and customs on the one side and personal

(53)
(54)

categorical perception

(55)

51 experience.

(56)

52

contextual taste

(57)

53

(58)

familiarity and novelty

(59)

55

(60)

principle II - utility

(61)

57 solution.

(62)

create pleasurable experiences the product cannot

and irritation.

(63)

59

(64)

principle III - emotion

better emotional merit.

(65)

Fig. 4

(66)

inputs. Emotional experience is the instinctual

perceive to be embodied by a product.

conscious. The subconscious processes, since they

(67)

stories.

act and self

experience of meaning described

(68)

so called self

product creates an experience of meaning.

processes that lead to aesthetic and emotional experiences

aesthetic

(69)

Fig. 5

(70)
(71)

EVERYDAY LIFE

8

(72)

the everyday

ones shoe laces.

(73)
(74)

rituals

(75)

71 Rituals &

Emotions

(76)

72

Fig. 6

(77)

73 interactions that occur.

Place and time

equipment is stored. Non material properties related

(78)

Essential and contingent elements

(79)

75 Strong and weak elements

elements may not even be noticed by the user in the

(80)

dependence, and the attributed values and identity represented by it.

To understand salience, it is necessary to understand

. To explain this, he uses the

(81)

77 incentive to explore the unexpected possibilities and

stand out and be noticed, it is no loner the product

invisible.

(82)

on rituals reaches an inconsistency. Products must be

interactions that entice the user to either explore competence and concentration. This can be achieved

place in memories and stories.

(83)

79

Fig. 7

banality of the everyday coffee ritual whilst simultaneously offering moments of salience (smell and sound during use) and exploration towards making the perfect brew.

Via unsplash.

(84)

interaction in rituals

product.

(85)
(86)
(87)

GOOD

DESIGN IN EVERYDAY

LIFE

9

(88)

the role of interaction

(89)
(90)
(91)
(92)
(93)

interaction.

(94)

meaning in action

(95)

91

Fig. 8 the components of rich interaction, from Frens (2006)

(96)

92

Aesthetic Interaction

(97)

93 Rich Interaction

three aspects.

(98)

Fig. 9 Frens’ (2017) digital camera based on the principles of rich interaction. Instead of having a static button as trigger, the latch to the right of the screen is pressed when taking a picture. This releases the screen from the camera, embodying the capturing of an image. The image can then be moved to permanent storage by sliding the screen towards the memory card on the left.

Fig. 10 A payment system that embodies the interaction of payment (Frens, 2017)

(99)

95 hand.

(100)

Interaction Frogger

until almost at the bottom.

(101)

97

(102)

the everyday

(103)

99

(104)

skills and learning

(105)

the need to learn. This can have both a positive

(106)

Social interaction

(107)

Fig. 11 boston shaker: a fairly extreme example of the social in interaction. Observers are able to enjoy seeing a user shaking a drink, as well as the user being aware that others can see the interaction.

Via prconline.

(108)
(109)

PROCESS

10

(110)

design process

have been used to build various prototypes. This

(111)

approach impossible. At this point a scope had been

(112)
(113)
(114)

Exploring

(115)

111 Interviews

much more data.

Method

possessions.

(116)

112

order to create story.

early pyramid

(117)

113

Fig. 12 Clustering factors of keep-worthiness according to there similarity and the levels of the pyramid. The numbers represent how many factors are represented per category.

(118)

the everyday

(119)

115

(120)

literature

next step. At the time the items under consideration

aesthetics. These need to be experienced, and are

(121)

117 used to concretise the usually abstract theory. The

(122)

thesis period, it became possible to trial the pyramid.

trialing

(123)

119

(124)
(125)

121

(126)

122

(127)

123

DISCUSSION REFLECTION AND

11

(128)

and the pyramid described in this document is no

Does everything need a story?

(129)

125 relatedness into account.

(130)

Second hand

(131)

127 Uncontrollable factors

(132)
(133)

129

closing words

a product unique. To the user, there are no other

and eventually stories.

(134)
(135)

131

REFERENCES

12

(136)

132

economy.

experience.

(137)

133

(138)
(139)

135

press.

(140)

Publishers.

(141)

137

(142)
(143)

139

APPENDIX

(144)

Japanese Kitchen Knife

(145)

Cast Iron Dutch Oven

on day to day basis. There are stains on the inside and outside

(146)

Bass Guitar

(147)

Bass Guitar (continued)

(148)

Leather Boots

(149)

Coffee Mug

part the community there.

(150)

(Sony) Noise Canceling Headphones

(151)

Noise Canceling Headphones (continued)

see that they are still in use.

obtained the same personal value.

(152)

(Sony) Noise Canceling Earbuds

also appreciated.

(153)

Apple Wireless Earbuds

(154)

Pulp Fiction Wallet

repair, nor has it been maintained other than the occasional

(155)

151 Sport Wireless Earbuds

and incorporate a sensor to measure heart rate. There is also

(156)

152

Hand Bag

cheaper one.

(157)

153 Dry bag (foldable top)

(158)

Coffee Maker

(159)

155 Ibanez Gio Electric Guitar

(160)

Collection of old phones and game consoles

(161)

157 Book: getting to yes by Fisher and Ury

index to suite this use case.

(162)

Chromecast

(163)

159

(164)
(165)

B.G.E. Goosink

Graceful Ageing of Products

A framework on how to create relations between users, their products, and the everyday.

Master’s thesis in MSDESIG Industrial Design Supervisor: Trond Are Øritsland

June 2020

Referanser

RELATERTE DOKUMENTER

There had been an innovative report prepared by Lord Dawson in 1920 for the Minister of Health’s Consultative Council on Medical and Allied Services, in which he used his

The ideas launched by the Beveridge Commission in 1942 set the pace for major reforms in post-war Britain, and inspired Norwegian welfare programmes as well, with gradual

The malevolent force in The Nether World and New Grub Street remains poverty and its psychological toll on the characters. How, then, are the novels to

As part of enhancing the EU’s role in both civilian and military crisis management operations, the EU therefore elaborated on the CMCO concept as an internal measure for

The dense gas atmospheric dispersion model SLAB predicts a higher initial chlorine concentration using the instantaneous or short duration pool option, compared to evaporation from

Based on the above-mentioned tensions, a recommendation for further research is to examine whether young people who have participated in the TP influence their parents and peers in

Azzam’s own involvement in the Afghan cause illustrates the role of the in- ternational Muslim Brotherhood and the Muslim World League in the early mobilization. Azzam was a West

This naturalistic interpretation emerges as a promising way to deal with common topics in moral psychology (such as moral emotions, moral motivation or the