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PORTFOLIO 2012-2016 Yulia Brazauskayte Product Design & Research

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PORTFOLIO

2012-2016

Yulia BrazauskayteProduct Design & Research

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GRASSHOPPERINNOVATIVE RECUMBENT TRICYCLE

Design a competition kart (with 3-4 wheels) capable of transporting 1 person, mostly using muscular force.

In this project we have tried to expose our ideas on the understanding of design through the process of shape creation as well as making a working prototype. We have tried to find an inspiration in the safety cages of the mountain climbing cars and implement it in a more organic solution. The shape is built out of a series of metal tubes, and every bend as well as shape turn is driven by the function behind it. The final appearance of the Grasshopper is a combination of efficiency - ‘the safety cage’ and nature inspired aesthetics which makes the shape recognisable and unique.

Task:

1 Work in a group of 3

Project duration12 weeks

Projectdescription:

SPRING 2012

SINCE 2015 IN A COLLECTION OF THE POLYTECHNIC MUSEUM MOSCOW

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Wheels: 2 x BMX 20’/ 1 x mountain bike wheel 26’/Tubes: Alloy steel/ Chair: Nylon/ Paint: Chromoflair

Participated in exhibitions: BHSAD (Moscow, 2012)INNOPROM (Ekaterinburg, 2012)“Inventing a bicycle” VDNH Polytechnic Museum (Moscow, 2015)“Faces and Laces” (Moscow, 2015)

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OUTROSOUNDTRACKING YOUR LIFE

Work on proxemics and reduction of stress caused by a personal space invasion.

In the article “The effects of emotional valence and source of music on interpersonal distance” American scientists Ana Tajadura-Jiménez states that listening to music through headphones may affect representations of our personal space.

Outro is a headset that contains sensors to read body parameters and environmental changes. The data received from a headset is then analysed with an application and transformed into a unique music piece constantly and simultaneously composed by the program. Any changes in the environment or the body parameters would cause a change of music pattern. Thus, a soundtrack to the user’s life is created.The product was made to solve personal space limitations issues. By immersing a user and responding to his/her needs it is supposed to help people deal with crowdedness, it can also be used by autistic people and blind people to explore the world through sound.

Task:

2 Individual work

Project duration13 weeks

Projectdescription:

SPRING 2014

The idea:

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See how the prototype works: goo.gl/TetdyN

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Read more about research and project development: http://goo.gl/D1wS8M

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SCEN

ARIO

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LISTEN

After pairing devices and opening an application, a user only has to put the headphones on and enjoy the result.

TRACK

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The play window shows some body parameters of the user and the parameters of the surrounding environment so the user can observe how these changes influence an audio file. Outro is a musical representation of changes in human life.

Moscow 28°C partly cloudlycrowded1080 (lx)75 (dB) recording on

75(HR)37.1 °C 120-80 (BP)70% (SaO2)4 km/hhappy

TURN THE DEVICE ON

02

The headset has only one button on the right side. The button is to be held for ca. 3 seconds to turn the device on or off.

Outro is a product built under a paradigm of the internet of things. The object is synchronised with an application.Sensors built in a headset work like senses of living creatures, they collect the data and then send it to an application on a user’s smartphone or tablet, an application which subsequently analyses data and transforms it into a composition which is afterwards sent back to a headset.

DOWNLOAD AN APP

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CONNECT

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The home page of an application has three main options: play, compose and world. Compose is a function whereby one has to manually turn on/off sensors and parameters to control the musical piece.

The social part of an application allows people to share small samples of the compositions and add photos, in order to remember and share moments not only visually but also auditory.

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SELFISHSELFSTANDING TRIPOD AQUARIUM

To design a product that can be sold in Moscow as the basis of your new company.

The idea of “Selfish” is to present an aquarium as an independent interior element by raising the aquarium to eye level. The solution was to combine an aquarium which needs a constant light with a floor lamp. Thus the object becomes independent and multi-functional. The shape however, is supposed to stay simple, elegant and laconic.As the the design was made as a basis for a Russian design company, it was decided to use a recognisable shape associated with Russian style but not a cliche shape. A USSR satellite became an inspiration for that product.

Task:

3W

ork in a group of 2

Project duration9 w

eeks

Projectdescription:

WIN

TER 2013

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BE.CONNECTDESIGN AS AN INFLUENCE ON SOCIALIZATION

Research on socialisation and helping users to overcome social anxiety through design.

In this project a big psychological issue, such as socialisation of adults, in the context of big cities, was researched. One of the strongest socialisation tools such as smoking, was taken into consideration to define attributes and qualities a product should have to foster socialisation. The solution should provoke socialisation just as smoking does, but with a healthier impact on one’s health. The final outcome is an air condition tracking and air oxygenation systems, that are nudging people to socialise through a series of predefined actions. Thus, two problems were solved, namely that of air pollution and dealing with social anxiety issues amongst adult population.

The first object is an air condition tracking bracelet which suggests when it’s time to get some oxygen. The second object is an air oxygenation station. A collaborative consumption object that purifies air, supports breathing meditation and provokes socialisation.

Task:

4 Individual work

Project duration10 weeks

Projectdescription:

SPRING 2013

The idea:

Read more about research and project development: http://goo.gl/JFFBGv

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STEP

S TO S

OCIAL

ISATIO

NKEEP HANDS BUSY

Create a product which would represent a new lifestyle. Unite users who chose such a lifestyle, people with common interests and beliefs. Create a meaningful story behind it.

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CLUB SYSTEM

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Make users feel like they are a part of a community or club. Make club members identifiable. Being a part of the club should seem significant. The bracelet is the main attribute of the club membership identification. By buying the bracelet, the user is paying the club membership fee. Bracelets as a sign of a club membership are starting to blink when users are close to each other. Moreover, during the breathing sessions a crowd of people all with blinking synchronically bracelets would look like a united society.

MEETING POINTS

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Provide an area of socialisation.

Based on the example of smokers, it was decided to describe the social attractors. That would seem very obvious, but at the same time so natural that it could be never noticed. Rubbish bins got this role because of the practical point. Attraction points are needed to create social spots. It that project stationary breathing stations are representing such areas.

NOTIFICATIONS

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You need to nudge people gently to go to a predefined social spot.

The bracelet recognises when a level of oxygen is low and the user needs to go to the station.It starts to glow gently, notifying him/her.

People need to keep their hands busy when they feel nervous or uncomfortable. Create a partly engaging activity just as smoking or drinking a coffee. Users need to complete some action to deal with anxiety and have an excuse for a break, some relaxing action that does not require active brain work and keeps users free for communication.

In that term a stationery collaborative consumption system is working better for the socialisation issue. Tubes for inhaling were made in a comparison to cigarettes, they help to keep hands busy.

COMMON LIFESTYLE

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HTC OMNISCOMMUNICATION DEVICE FOR THE 2020’S

HTC company created a competition for the best smartphone concept and I have been chosen as a competition manager. My role was to prepare a research ground and introduce it to other students, as well as to organise master classes and curate the process.

Dematerialisation is our unavoidable future, the whole consuming system is transforming from consuming goods to consuming services. The virtual content will start to gain more and more importance, and the physical carriers will have to become accessible and reshapable. In this concept, presented personalisation and personal fabrication of design (here in accessories for the device) represents the main issue. At some point the device have to be seamless but as much adjustable as possible.

Task:

5Individual project

Project duration10 w

eeks

Projectdescription:

AU

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PROJECT FOR HTC RUSSIA

Read more about research and project development: http://goo.gl/JFFBGv

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THE W

ORLD

IN 20

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BRAN

D NEW

FEAT

URES

CUSTOMISATION

With the modern technology information becoming more transparent, the global tense is growing on an issue of an in-formation privacy. How can we create a feeling of privacy and intimacy for the users? It can be done by simply transmitting the sound through, one’s body. By turning the body into an elec-trostatic speaker we are reach-ing a new level of smart tactile feedback.

SOUND THROUGH TOUCH

01PERSONAL ASSISTANT

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With maximum miniaturisa-tion of the device we will face a problem of a display size lim-itations. However, would we really need to search through menu icons by ourselves in the coming era of robotisation? The best solution for that kind of device was to create a system that would respond and help the user, a personal assistant. Tech-nology is going to be smarter and we need to humanise it as in the era of such a rapid technology development, users are going to be frustrated and would be pleased to see some-thing more human-like.

AUGMENTING THE ENVIRONMENT

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By 2020 most of the modern technologies would reach the peak of miniaturisation. After that point, technology will have to be reconsidered. We can not confidently claim that the whole projection system would fit inside the device of that size, however, we can definitely find all the presuppositions to say, that it would be possible to create tiny devices which would turn surfaces into interactive displays.A single camera inside the screen part of the main body can provide conventional touch events by using a per-pixel depth threshold determined from a histogram of the static scene.

HAPTIC RESPONSE

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Visual and tactile are equalon smartphones, visual is pri-mary and tactile is secondary. We use vibrate mode to reduce distraction and disruption, and rely on the rich visual displays typically only when we are di-rectly interacting. As wearable devices are in direct contact with the skin, tactile feedback can be even more salient and communicative than visual. As a result tactile feedback is just as important, and in some cases, more important than visual dis-play. With a better understand-ing of the skin as a medium, future devices could give more sophisticated tactile feedbacks.

haptic/vibrating/temperature changing/weight shifting/responsive/

As far as technology is becom-ing a part of an appearance, we can no longer afford one object to suit everyone, that is the greatest complexity behind the wearables development. I suggest that a communication device has to be made in the way that it can be easily adjusted to different types of accessories. According to a growing trend of small local production and rise of 3D printing technolo-gies, those accessories could be custom made and suite any user need. Moreover, our bodies are not equally ergonomic. Acces-sories enable users to adjust devices to their own needs and preferences.

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HEXAGOA UNIVERSAL NAVIGATION LANGUAGE FOR INNER CITIES

Research and review the mobility issues peo-ple face in the cities during their daily lives to identify the areas of improvement and suggest new product/service design strategies/solu-tions to improve the current issues.

Our team has designed a universal navigation language for inner cities. This would be deliv-ered as a service, collaborating with city coun-cils and travel companies.Our designers will use a uniform set of guide-lines, to divide city maps into custom co-lour-number zones. These zones will provide an easy way to understand where you, or your destination is in relation to the city around you, and provides a simple way of referring to an area. This is particularly helpful for anyone who may struggle to follow long, complicat-ed area codes or names`. Additionally, these zones will be a uniform size across all cities. In this way, distances between destinations can be easily understood by the user.

Task:

6 Work in a group of 4

Project duration10 weeksSPRING 2016

The idea:

See more: https://vimeo.com/168972032

In collaboration with Places4All (Portugal)

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2066

Identify trends and future scenarios with-in innovation platforms, a specific problem or prediction of the future. This can be of a near or distant future but must focus on the changes between current and future techno-logical advances.

In this project I have explored the intercon-nection between people and technology. Defined a scenario of how technological development could change humans. What qualities people in 50 years time will obtain or lose. What kind of product would they require. An idea of information and stimuli overload was taken as a core issue.

Samsara is a meditation machine that knows exactly how to help you reach a deepest re-laxation and reload your brain.

Task:

7Individual project

Project duration10 w

eeks

Projectdescription:

SPRIN

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HUMAN -TECHNOLOGY INTERDEPENDENCE: ONTOLOGICAL DESIGN FUTURES

Read more about research and development: https://goo.gl/i9V4e6

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The idea:

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FUTU

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EDITA

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SENSORY DEPRIVATION

Interfaces are no longer limited with just a screen, just as human senses are not limited with a vision only. The object recog-nises your appearance, simulta-neously it’s performing a body scan and a mood/emotions recognition. Interactive and haptic surfaces sending you the response in a form of vibrations. You would think it’s a telepathic bond, that is how quickly and intuitively the interaction is happening. You are entering the future where an object starts from its surrounding: tactile, responsive, intelligent.

AFTER SCREENS

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PERSONALISED EXPERIENCE

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LUCID DREAMING

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After the complete relaxation user is starting to experience a meditative state the sensory augmentations are slowly fad-ing away, one by one, creating a slow and gentle transmission from an over-stimulated expe-rience to experiencing nothing. The chamber is isolated from light and sound due to the smart structure on the molec-ular level. A zero-gravity state is supported with the magnet-ic levitation functions of the chamber itself and the synthetic bio material inside which is ad-justed accordingly to the user’s body temperature and due to its granulated texture is fully sup-porting a natural body position, thus becoming unnoticeable for a user.

Our sensory experiences are creating the perception of a reality we live in. However, ex-periences and perceptions differ significantly from individual to individual. The meditation machine is not trying to uni-fy these experiences, its role is to enrich and enhance what is already there. To create an in-ternal communication, provoke self reflection and in the end reach an alpha state of a user’s consciousness. As the more absorbed we are in the digital world of instant gratification the we lose connection with our physical selves. Meditation ma-chine is an ultimate relaxation experience. An experience of silence and a complete solitude almost unachievable these days.

DIRECT NEURAL SCANNING

03

In the future, neuro-implants and wearable electronics per-forming a direct communica-tion between a brain and exter-nal devices could become a big thing. It can be used in a variety of scenarios from a general brain scanning to augmenting and assisting its functions. In Samsara, neuro-mapping is used to detect an activity and tension of different brain re-gions. The results sent to the meditation machine will adjust its performance to facilitate the best user experience with the most precise functioning. It will understand which tensions user is suffering from and create a personalised session plan for the best experience of relaxation.

Lucid dreaming is a dream in which a person could act vol-untarily and had full awareness of his waking life — but he was still so deeply asleep that no external stimuli or bodily sensa-tions entered his dream percep-tion (Schredl, Erlacher, 2004). The machine tends to simulate this experience by reading the brain activity and projecting some abstract visuals from it augmented with slight move-ments, sounds and smells. It creates a user controlled envi-ronment the role of which is to subconsciously enhance the lev-el of trust and stimulate sensory experiences to facilitate their further deep relaxation. This is a path stage between conscious-ness and meditation.

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EXHIBITIONEXPO STAND DESIGN

Task:

8 Individual Freelance Project

Project duration4 weeks

Projectdescription:

SPRING 2015

PROJECT FOR THE MEGAPROM GROUP

To design and produce an Expo Stand for an International Exhibition on the technologies an machinary for the modernisation of factories. To represent the Russian company Megaprom which is an approved agent of a variety of companies producing tools and equipment for the metal-work manufacturing.

This project is a great example of a variety of skills I am able to use in practice, from graphic design to space planning. Accomplishing work within tight deadlines and limited resources was the most important skill. The project took less than 4 weeks from a brief to the exposition date. I have presented a concept, produces stands, printed wall decoration, as well as managed the stand installation.

METALLOOBRABOTKA - 17 TH INTERNATIONAL EXHIBITION - MOSCOW

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3301 Design, Planning, Visualisation

02 Banners

03 Wall Graphics

04 Stands

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Production

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