INTERACTION FOLLY
An Interaction Folly, is a product which appears to serve a purpose but does not or serves an opposite purpose while interacting with the user. An interaction folly can be self defeating, funny and/or terminating.
Our group was given a task to design our own interaction folly, the example we were given to get us started was the self defeating box. This box has a switch, when this switch is pushed, an object pops out of the box and switches off the switch. This product appears to do something but in reality serves no purpose.
Our group came up with several ideas, narrowed down to a few that were the best and we combine those to come up with one final product.
Initial Ideas
- Run for door - Ahana
Electrocuting keyboard - Sam
Shutting door - Karl
Suffocating bed - Ghodrat
Breakable alarm clock - Ben
Story Boards for initial ideas
Run for door
in the lecture we combined all the ideas into 3 more concepts:
One use keyboard (button pressed once)
Alarm clock which goes off when senses movement and doesn't turn off till no movement for 2 mins (etc.)
One use keyboard (button pressed once)
Alarm clock which goes off when senses movement and doesn't turn off till no movement for 2 mins (etc.)
Keyboard away from door, needed to unlock door with electrocution.
Then Each of us produced a design of the said clock.
include in the design; all round sensor, clock, buttons (optional), make it aesthetically pleasing.
Then Each of us produced a design of the said clock.
include in the design; all round sensor, clock, buttons (optional), make it aesthetically pleasing.
DESIGN MOOD BOARDS
SKETCHES
CAD DRAWINGS
Final Story Board
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