EVEN HELVETICA HAD TO START SOMEWHERE.
Personal Portfolio Eleonora Bison Scuola Italiana Design 2015-2018
WHO I AM.
Hello, my name is Eleonora Bison and I am a Product Design and Communication graduate at SID (Scuola Italiana Design). There is not much I can tell you about me that you wonâ€™t be able to see for yourself by flipping through the pages of this portfolio. The truth is, I have always been the kind of person that likes to show, rather than tell. Curiosity lies at the core of everything I do in life. I was that annoying kid that would tirelessly ask the reason behind things. Yes, a lot has changed: now I am that annoying young adult that always asks the reason behind things. My curiosity has led me to develop a passion for the most diverse subjects and activities and that reflects greatly in my work as a designer, since I have found a way to turn even my most uncommon bits of knowledge into potential inspirations for new concepts and ideas. One thing that has never ceased to fascinate me is the human mind and I am naturally drawn to pursue a deeper understanding of people and their needs. This aspect has shaped me as a person and the way I perceive my field of work. Design to me is more than the ability to create an aesthetically pleasing object. Design is understanding people and finding a way to solve their problems, even the ones they are not aware of. Design is for the people.
My journey started in a Liceo Scientifico, where I developed a rational and analytical approach towards the world, but at the same time I understood how, even in the most scientific fields, creativity is essential to solve problems. After High School, I felt the need to find a path that would allow me to feed my curiosity and, at the same time, challenge myself in a creative way. That is when I discovered SID. If people asked me what major change SID has brought into my life, I would say that this experience has shaped the way I look at my surroundings. I constantly ask myself: “Why and how was this made?”, but also, most importantly: “What can I learn from this?” Design is a different way of perceiving the world and SID gave me a pair of new eyes. The first two years at SID introduced me to Creative Design in both a conceptual and a practical way, by learning software programs and various practical skills. Working on my own personal projects also taught me how to not fall in love with my own ideas and how to keep a critical approach towards my own work. The third and last year of SID allowed me to dive deeper into a real working environment and gave me the chance to develop products for companies, working autonomously and creating my own method. That is when I understood how the user is the real main character of the story, not me.
“LOOK AT USUAL THINGS WITH UNUSUAL EYES” VICO MAGISTRETTI
- Algol - Handspresso - Gt skate - Dyson - Less lamp
- Less adv - Grace Jones vinyl - Gufra Business - Mfh vinyl
CONCEPT - DVO - Stefanplast - Fitt - Sisma - Labrenta
PRODUCT MODELING AND RENDERING
In the following pages you will be able to see modeling exercises based on already existent products as well as products I developed on my own in terms of concept and modeling. The software programs I used are: Rhinoceros (modeling), KeyShot and V-Ray (rendering). In these three years at SID, I had the chance to focus on the use of lights, materials and finishes to create renderings that valorize the product in all its characteristics.
Algol. Brionvega (1964)
2nd year Modeling Course
Replica of the iconic Algol television by Marco Zanuso and Richard Sapper for Brionvega. This product, with its unique shape, is one of the symbols of the Italian style of the â€˜60.
Handspresso. Handspresso (2008)
2nd year Modeling Course
Replica of Handspresso, a portable coffee machine invented and produced by the homonymous company. Responding to the slogan â€œEspresso anywhereâ€?, this product revolutionized the international coffee market. Its elegant, original and simple design allowed Handspresso to win 7 major Design Prizes.
GT Skate. Evolve (2012)
2nd year Modeling Course
Replica of the motorized skateboard GT Skate produced by Evolve. My aim was to give an Old School touch to this innovative and modern product by integrating a raw wooden surface.
Dyson AM09. Dyson (2015)
2nd year Modeling Course
Replica of the Dyson AM09 bladeless air heater. Its simple and functional yet innovative design is what makes Dyson such a recognizable brand all over the world.
Less. SID, School Team (2016)
2nd year Product Design
Development of an IP65 outdoor and indoor lamp. The team took care of the project in its entirety: from the concept, to the inner engineering and the prototyping.
Less Lamp is not a simple reading lamp or a ceiling light, but a portable and functional light source that draws inspiration from the traditional lantern. That is how the concept for Less was born: our aim was to create a multi-functional product just as valid for domestic use as for outdoor use. Less can be recharged through a wall-mount wireless induction charging system that provides an impressive battery life. Once Less is completely recharged, the users can remove the lamp from the wall bracket and take it with them wherever they wish.
PROTOTYPING All components were made at SID using thermoforming and the sculpting of polyurethane foam, and even the inner electronic system was completely designed and assembled by the team. The result was a fully functioning product.
Simple, smart and functional: these are the the main qualities that define this unusual lamp. Less was initially inspired by the shape of the traditional lantern and altered to become a product that is minimal in its shape as well as extremely functional.
Kaleido. SID, School Team (2016)
Workshop for LEUCOS
Development of a lamp made of aluminium sheet metal, with particular attention to the aesthetic value of the product. The keywords of the brief were: transformability, renovation and modularity.
This ceiling lamp was created using a perforated aluminium sheet painted with a metallic powder coating. The particularity of this product lies in the fact that the intensity of the light can be changed by the user by rotating the metal sheets. Every different
combination allows the light to pass through the holes in a different way, creating a variety of different shades and atmospheres.
GRAPHIC GRAPHIC AND STORYTELLING You are about to see a few examples of graphics I had the chance to design during the three years at SID. The software programs I used are: InDesign, Illustrator and Photoshop.
Less Adv. SID, School Team (2016)
2nd year Visual Course
Design of an advertising poster and brochure for Less, a product we developed during the second year of SID. The payoff recites: â€œWhy more, when you can have Less?â€? We decided to keep this concept of simplicity and essentiality and translate it into the graphics for the advertising.
InDesign Illustrator Photoshop
POSTER 50x70 cm (FRONT)
POSTER 50x70 cm (BACK)
Grace Jones. SID, Personal Project
Design of a vinyl set for the album Slave to the Rhythm (1985) by the iconic singer Grace Jones. This new-wave graphic is inspired by the visuals of the year this album was published in as well as the artistâ€™s personal style.
LESS IS MORE.
LESS IS A BORE.
Gufra. SID, Personal Project
2nd year Visual Course
Design of a corporate identity for our hypothetical company. The brief included the creation of the naming, the logo, a business card and a stationery set.
NAMING & LOGO The Arabic word Gufra can not be directly translated into English. Gufra is â€œthe exact amount of water that a person can hold in their handsâ€?, the amount of water you need for your survival, not a drop more and not a drop less. In a more metaphorical sense, this word represents the idea of simplic-
ity and essentiality. Water, the element that symbolizes life and purity, needs to be valued and cherished without exceeding. A sense of moderation is essential in life and, of course, design.
InDesign Illustrator Photoshop
MFH vinyl. SID, Personal Project
2nd year Culture of Communication
Illustrator Photoshop Keyshot
Styling of a vinyl set for YHR Tapes, an original tape by the British band MFH (1980). The keywords for this project were inspired by the sound of the band: electronic, abstract, noise and experimental.
DOMANI ORA. SID, School Team (2016)
2nd year Workshop TED X
Design of the graphics for TEDx Padova 2016, starting from the theme for the year: â€œDomani oraâ€?. The event explored a wide range of different subjects, such as future, innovation, technology and education.
Illustrator Photoshop Keyshot
For the graphics, we decided to play with words and transparencies. The word domani (tomorrow) is slightly lifted to reveal the word ora (now) underneath it. This symbolizes how, to create the world of tomorrow, an immediate collective action is required. The future is closer than we think.
FUTURE VINTAGE FESTIVAL. Personal Project
2017 Superfly Lab
Design of advertising posters for an event sponsored by Riders Magazine for the Future Vintage Festival, design of the final brochure for the Festival and posters to promote workshops that Nikon and Wahl organized during the event.
I GOT 99 PROBLEMS BUT A CONCEPT * AINâ€™T ONE.
* BECAUSE A CONCEPT CAN SOLVE ALL OF THEM
DVO (Dalla Valentina Office) S.P.A. was founded in 1990 and is specialized in the production of original, functional and comfortable solutions for workspaces. The company operates in 100 different countries and counts more than 1.000 customers worldwide. The DVO brand is showcased at the most important Design exhibitions: Milan, Madrid, Cologne, Moscow and Dubai. Every DVO collection is based
on constructional qualities, functionality and design, which is always inspired by the costumerâ€™s unique style. A close dialogue with the client allows the company to understand different cultures, industry regulations and specific workspace requirements.
Team: Baciu, Bison, Bruno, Masiero, Pianta Tutor: Prof. R. Bonetti S. Tasca
Human dynamics: How will our offices evolve? Research and envisioning project based on new ways of perceiving working spaces, with special emphasis on the idea that the technological development always goes hand in hand with the anthropological evolution and the socioeconomic dimension. Design of innovative and flexible spaces transcending
the notion and the function of the traditional office and made to integrate with the user in an holistic sense.
â€œSmart-working, co-working, flexible work, holistic work: a research on future anthropological scenarios.â€?
RESEARCH By year 2050 technology will introduce machines that will be able to learn and reproduce human behaviour, movements and even physical appearance. We will be assisted in our daily tasks and, with the advent of sentient robots, humans will become replaceable. Human force will no longer be required in various fields, with consequences on the labour market and on the fabric of society. The development of Artificial Intelligences and Machine Consciousness will enable the creation of robots that will communicate independently with humans. New Virtual Reality technologies will
In the medical field, new wearable products for medical monitoring will be introduced. These devices will send feedbacks and immediate diagnosis, assisting patients with treatments based on digital therapies. The smartphone connection will allow a constant and detailed overview of the patientâ€™s state of health. A fast and digital diagnosis will spare
allow us to expand our abilities and augment our perceptions, leading us to the discovery of different realities. If Virtual Reality will allow humans to enhance already existing perceptions, the progress of biohacking may open the door to a whole new range of perceptions and senses. Even language will be subject to change, as the result of the introduction of new wearable technologies that will be able to deliver simultaneous translations. These worldwide products may pave the way for a new, global way of communicating: clear and with no misunderstandings.
people from physically visiting the hospital and from hours spent waiting outside of doctorsâ€™ offices. These changes will promote the development of a non-invasive yet reliable medical monitoring system.
Accessible health care and longevity play a great role in the demographic growth of humankind. The global population has grown from 1 billion in 1800 to 7.616 billions in 2018 and studies estimate that the population will reach 9.8 billions by 2050. We are also living through a period of population ageing that is without parallel in the history of humanity. Ageing will have a profound impact on society and politics, with consequences on health care, retirements and social protection sys-
tems. Even the role of elderly people in our society will undergo a meaningful change and age will no longer be a discriminant.
ARTIFICIAL INTELLIGENCE NEW REALITIES PERCEPTIONS WELLNESS
How will new technologies affect future working environments?
Artificial intelligence. Cognitive robotics and
Machine Consciousness Replacement of human force in various fields
No human intervention required
New Realities and biohacking
Chance to augment human
New ways to get in touch with different cultures and
Medical Monitoring through smartphones
Demographic growth with world population reaching
9.7 billion in 2050 Increasing
working scenario 01.
of the worker, that will be inserted in new working environments
Artificial Intelligence integrated in workstations
of man and machine to enhance productivity
of non-stop machine work and more productivity
and quality time to spend with coworkers
Working hours determined by
quality and productivity
- working hours + salaries + productivity + free time
Interactive working stations that will create work plans based on the needs and the perceptions of the user. This Integrated system will
Interactive areas for training blitzes. Spaces dedicated to fast and intuitive learning to give employees the chance familiarize with new technol-
become the main (and possibly only) working tool.
ME & YOU
Working stations that will allow the user to have the right amount of privacy to interact with this Artificial Intelligences. Employees will have
WHITE AREA Recreational areas free from any kind of technology to help workers enjoy their free time and detox from work in a relaxing and analogical way.
the possibility to isolate completely from their surroundings.
DONUT CHAIR CONCEPT
Our anthropological research underlined the need to find a way to allow users to feel more at ease and comfortable during meetings through informal and functional spaces. Donut Chair is a seat that perfectly integrates in this kind of environment. The playful design is
inspired by the analogic ring toss game. Donut Chair is portable and assemblable in a variety of different ways.
Stefanplast has a fifty-year history behind, since it was founded in 1964 by Antonio Stefani. Now with a workforce of 190 people, the company has become one of Italyâ€™s leading manufacturers of plastic goods for domestic use, gardening and, more recently, pets. Stefanplast has always been the symbol of contemporary style, with an unique ability to look ahead
to the future, inventing new shapes and products to interpret the needs of the costumers in terms of innovation.
Team: Baciu, Bison, Bruno, Masiero, Pianta Tutor: Prof. L. Bertoli G. Turra
“Because this is not a box”. Design of a new toy box with the following characteristics: stackable, palletizable (80x120 cm) and desirable for children. Other requirements were for the product to be unisex, made for indoor use and produced through injection moulding.
“For every child there is a world inside a box. Find it.”
RESEARCH We conducted a costumer analysis on a global scale with particular emphasis on neuromarketing. In our results emerged how the offline world still represents the reference point for purchases, while large scale retail trade remains the preferential purchase channel. Baby Boomers, the Generation Z and Millennials are our main costumers. They look for a product that tells a story and evokes their main values. They also pay attention to the aesthetic quality of the product and appreciate good design, always keeping an eye on the price. They are looking for a bargain, but they wonâ€™t settle
for low-quality products that look cheap. Good quality and design for a good price may be the key that leads to impulse buying.
An impulse purchase (or impulse buying) is the unplanned and sudden decision to buy a product or a service made just before a purchase. Emotions, feelings and the need for instant gratification play a great role in this kind of purchase. There are four main kinds of impulse buying: - Pure Impulse (casually browsing Amazon and buying something that you donâ€™t need and never thought about) - Reminder Impulse (seeing a product and
remembering that you need it, like batteries at the check-out in a store) - Suggestive Impulse (seeing a product and visualizing a need for it based on impressions, advertising and pure suggestion) - Planned Impulse (taking advantage of a promotional offer with an unplanned purchase).
Our products need to respect and express family values (home, well-being, sharing...) We wanted to create designs that are self-explanatory and don’t need an introduction. We believe that the best marketing is as less marketing as possible. The main qualities we focused on to design our products are: - Eye-catching shape and colour - Evergreen - Fashionable - Functional - Wow effect - “It might come in handy”
In the next pages, you will be able to see a few examples of infographics that explain how we conducted our research to get to the final product.
EVERGREEN NEW VALUES WOW EFFECT
MILLENNIALS, who are they? Hyperconnected
They live in the present
Born between 1977-1995 20-40 years old They buy products and look for information on the Internet
24% of the population
THEY HAVE CREATED A FAMILY AND HAVE 1 OR MORE CHILDREN
GENERATION Z, who are they? Born in the Digital Era
Projected in the future
Their world is made of images
Born between 1995-2000 17-22 years old
20% OF CONSUMERS
SOURCE OF INFORMATION
Word of mouth
Large-Scale Retail Trade
Functionality Education Nostalgia Complicity Informed choice
Openness to cultural diversity Innovation Education Dedication
Aesthetics Organization Technology Tradition Comfort
Bargains Sharing Minimal Indulging whims
SAMPLE of 325 people
Apartment 50% 2 children or more, between 0-6 years of age
Single-family house 50%
PRACTICALITY SPACE-SAVER AESTHETICS COLORS
SMOKY CONCEPT For the design of Smoky, we have drawn inspiration from children â€˜s imaginary worlds with all their animals and fantastic creatures. We decided to reproduce the shape of a little dragon, trying to keep a simple and familiar, yet fun design. We managed to evoke the idea of a dragon and, at the same time, respect the main characteristics that the company required ( a stackable,
palletizable and unisex product).
CIUFF CONCEPT For the design of Ciuff, we focused on the interactive quality of the product. Thanks to the wheels placed on the lower part of the box and the lid evoking the shape of a saddle, the child will have the chance to ride the box and move around the house. In addition to this, the child will be able to connect more boxes together, like the coaches of a train.
Fitt has become the market leader in the development of solutions for the passage and delivery of fluids for domestic, professional and industrial use. Every product is designed to improve the lives of people and the costumerâ€™s businesses. In their 50-years history FITT has designed high-technology and high-design pipes and ducts, always focusing on innovation, reliability, safety and performance.
Team: Bison, Marcon, Masiero, Pianta Tutor: Prof. E. Farina F. Verdelli
Remake of the iconic extensible hose for watering and washing YOYO by FITT, that was elected Product of the Year in 2018. Our team was asked to expand the range of YOYO products by going beyond the traditional idea of watering gun. The keywords for this project were inspired by the main values of the company: innovation, brand-identity, performance.
“We design by listening to the user’s needs and looking for new innovative solutions.”
RESEARCH This research was based on the user’s needs and on discovering solutions to make gardening more enjoyable. Through a Semiotic Square, we developed a user profiling with 4 possible scenarios. The four main profiles that emerged through this process were: Pragmatic Looking for: a simple product with few, but practical functions. Utopic Looking for: an intuitive and ergonomic product, easy to take with you and always ready for use. Otium Looking for: an innovative product that allows new ways of interaction. A high-quality and
modern-looking product. Critical Looking for: a functional product, simple to clean and to maintain.
According to the conclusions we had drawn from our analysis, we decided to focus our work on the handle and its ergonomic quality. As Ellen Lupton writes in her brilliant book, Beautiful Users: Designing for People: “As a physical thing, a handle invites human grasp. It is a point of connection between people and products. [...] The verb handle
means to feel, touch, or manipulate with the hands. [It is] an active, lived exchange between creatures and things.”
Every potential user was characterised by different needs and priorities, but everyone of them shared the need for a versatile and practical product.
This is the process that led us to the creation of different outputs inspired by ergonomics and the need to solve the problems surfaced during the market research, such as: uncomfortable handle, storage after each use and cleaning. Our goal was to find simple, yet original solutions by focusing on the user and their needs. We didnâ€™t just limit our work on problems already pointed out by the users, but extended our analysis on potential long-term problems or negative
aspects that could surface in the future and that the users may have potentially not noticed yet. By listening to people we all can work together to make things better. Design for the people.
COMFORT ERGONOMIC VERSATILITY
DESIGN STARTS DESIGN STARTS DESIGN STARTS DESIGN STARTS DESIGN STARTS DESIGN STARTS
S WITH PEOPLE. S WITH PEOPLE. S WITH PEOPLE. S WITH PEOPLE. S WITH PEOPLE. S WITH PEOPLE.
WAVES CONCEPT Our market research highlighted the lack of a versatile and ergonomic product that is also easy to store after each use. The outcome of our research is Waves: a system for the passage and delivery of fluids with 4 jets of different intensity. Its core in harmonic steel allows the user to modify its shape for a better comfort and easy storage after each use.
ZEN CONCEPT Our market research highlighted the scarceness of an unique and versatile system that allows the user to use the water pistol in more positions. Taking this into consideration, we developed a system for the passage and delivery of fluids with 4 jets of different intensity. The possibility to rotate the frontal part of the handle by 30Â° allows the user to modify the inclination of the water jet.
BULLET CONCEPT While conducting a research on the most common problems users encounter while gardening, our team noticed the lack of a product that would simplify the cleaning process of the garden hose. This is how Bullet was born, a cleaning system that can be applied directly to the hose. When the user slides Bullet on the hoesâ€™ surface, its internal cleaning system (made of bristles and sponges) removes dirt and absorbs the excess liquids.
Sisma is a worldwide reference for design and production of extremely high precision machinery founded in Schio (Vicenza, Italy) in 1961. The companyâ€™s philosophy aims at satisfying the specific needs of costumers, by developing production systems and supporting the customer technical assistance. Sisma works with laser technology, precision mechanics
and additive manufacturing tools. Its independent and cutting edge design makes Sisma a worldwide recognizable brand.
Team: Bison, Citton, Marcon, Schiavon, Turolla Tutor: Prof. C. Arroyo A. Carraro
Modeling of a SLA 3D Printer with a distinctive design to become one of the hallmarks of the company. Apart from that, we were asked to conduct a research on the user’s experience and find new ways to solve problems related to the machine’s functionality and practicality.
“From prototyping to producing.”
RESEARCH For this particular project, we decided to divide our research in two main branches. The first one was oriented towards a more pragmatic approach, with a special focus on the internal components and the user interface. This research was more than just a restyling in an aesthetic sense, since we had to focus on the inner engineering: refilling of the resin tank, internal mechanism, print removal, user interface, build platform, cartridge and so on.
petitors. We found solutions in the resins refilling, cartridges cleaning, print removal through pistons and a branched support, design and ergonomics of the platform.
Our starting point was set by the most common problems users encounter during the use of a 3D printer developed by the com-
The second part of the research was dedicated to the aesthetic direction of the project. We were asked to create a new disruptive design, to create a product that would be different and immediately recognizable. A new, innovative design that would become one of the companyâ€™s signature printers. We started by analyzing competitors and the most common designs in the market. We decided to look at things from a new perspective and find new ways to inter-
pret the classical 3D Printer. Disruptive design means, conceptually, creating an interruption into something that is maintaining a status quo, challenging the mainstream with new innovative solutions or designs.
The output of this project was a combination between a disruptive and identifiable aesthetic and a more pragmatic part, focused on the userâ€™s needs.
DISRUPTIVE VS PRAGMATIC PROBLEM-SOLVING USER INTERFACE DISRUPTIVE
â€œEngineers start with technology and look for use for it; business people start with a business proposition and then look for the technology and the people. Designers start with people, coming towards a solution from the point of view of people.â€? Henry Dreyfuss
DISRUPTIVE DAWALL CONCEPT Modeling of a wall-3D Printer, the first one in the market, that integrates perfectly with the wall without seeming “heavy” or “misplaced”. We successfully managed to obtain a slim and sharp silhouette and, at the same time, keep every characteristic of the usual desktop-3D printer. We also cured the design of the internal components to adjust it to the machine’s design and developed an intuitive and minimal user’s interface
PRAGMATIC EDGE CONCEPT The 3D Printer Edge was inspired by the metal sheet style, with a more severe design that makes this product more similar to the machines we are used to seeing in the market. We intervened in terms of interaction and ergonomics, by making the userâ€™s experience more intuitive and practical.
Companies I have worked for :
“Do or do not. There is no try”
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