Page 1

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NOES

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portfolio MILOU PIKAART

UMBRELLA

07

NOKNOK


b3.1

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07

NOES

b3.2

m1.1

NOKNOK

INTRODUCTION

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This showcase portfolio contains an overview of five years of studying at the DepartUMBRELLA ment of Industrial Design at Eindhoven University of Technology. It shows highlights CHANGE BEHAVIOR OF PEOPLE of the projects, assignments and exchangeSTIMULATE I did during myINlast bachelor year and the projects and modules I did during the master programme. As you will see throughout this showcase there are four aspect that are key points in my designs. First of all I often start a project based on an observation of small real life event. An example of this is the project ‘Shall we play’ (b3.2) that I started because I got intrigued by a deaf dancer that I saw on the television. The second key point is focused towards the aim of most of my solutions/designs. In EMBODIED most of my projects my aim was to stimulate a change in behavior/emotion of the user by creating a direct coupling between the actions and sensations of the user within the interaction with the product. A good example of this is NOES (m1.1), in which I created a breathing pillow that had to stimulate a breathing pattern and it therefore needed to be positioned on your belly. This direct coupling between your breathing and the breathing of the pillow made it easy for users to apply to the rhythm of the pillow.

OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

portfolio MILOU PIKAART


m1.1

m1.2

m1.2

m2.1

m2.2

A third key point is the position that most of my designs take within the interaction with a user. Most of my designs are in a way embodied. They become part of the users body and are therefore mainly focused towards the experience of the user with the product. A good example of this is the headphone project I did in my m1.2. Within this project I tried to create a 3D sound telephone conversation in which the actions of the user were coupled to the sound. Within this interaction the headphone didn’t play a central role, it was more about the experience that was given by the headphone to the user. The last key point is focused towards the appearance of my designs. Most of my designs are pure, simple, minimal and intuitive; As you can see in most of the drawings above, the appearance of the designs is stripped to the functionality they have. For example my last project NokNok; with NokNok you can knock and therefore the phone has a ‘nipple’. I like the straigthforwardness in this way of designing, it shows just what it is and exactly for that reason you can create ‘characters’ of you designs. On the next page you can find an overview of the four keypoints and how much they were of influence in the different projects. After that you can find a short explanaiton of the different projects and their content. I hope you will enjoy reading this document! kind regards, Milou Pikaart Department of Industrial Design Eindhoven University of Technology


b3.1

02

07

NOES

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b3.2

m1.1

NOKNOK

UMBRELLA STIMULATE CHANGE IN BEHAVIOR OF PEOPLE STIMULATE CHANGE IN BEHAVIOR OF PEOPLE

EMBODIED EMBODIED

OBSERVATION BASED ON SMALL REAL LIFE EVENTS OBSERVATION BASED ON SMALL REAL LIFE EVENTS

PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION PURE, SIMPLE, MINIMALISTIC AND INTUITIVE SOLUTION

portfolio MILOU PIKAART


m1.1

m1.2

m1.2

m2.1

m2.2


PERFORATED LAMP EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

ELECTIVE:

3d portfolio

SEMESTER:

b3.1

SCHOOL:

rmit melbourne

DURATION:

2 weeks

CONTENT


november 2005


november 2005

EXPLANATION

During my exhange with the Royal Melbourne Institute of Technology, in Australia, I made this lamp of perforated steel. The lamp is meant for outside settings, like a terrace or a garden. It is based on the folding and unfolding of a water lily. I tried to create a mechanic/rough look by using perforated steel, which will immediately drag your attention when you are sitting on a terrace or walking in a garden. The lamp is made of three different layers and every layer is made of another kind of perforated steal. By unfolding of folding the lamp different patterns of light and shades will be appear.


shall we play? EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

PROJECT:

shall we play?

SEMESTER:

b3.2

CLIENT:

barry emons bv.

COACH:

gijs ockeloen

DURATION:

12 weeks

CONTENT


june 2006


june 2006

EXPLANATION

Most problems for deaf and hearing impaired people have to do with their growth of personal and social skills. Especially in a child’s development this growth of personal and social skills is important with regards to the future. For children who are born deaf or hearing impaired it’s often difficult to develop their social and personal skills in the same amount of time as their hearing ‘friends’. From the day children are able to communicate with sounds, it becomes difficult for a deaf or hearing impaired child to keep up with a hearing child. As a result playing with deaf children and hearing impaired children becomes less interesting for hearing children which often leads to the isolation of deaf children from their hearing ‘buddies’. ‘Shall we play?’ is a game with the goal to make deaf, hearing impaired and hearing children able to jointly play without having the feeling that the handicap of the deaf child has any influence on the interaction between the children. As a solution I designed a hide and seek game that can be played by one or more children. The game consists of a little beacon, that ‘talks’, but nobody can hear the talking because the sound produced by the beacon has a high frequency. The only way you can ‘hear’ the beacon is by searching it with a radiographic track-device that vibrates when it detects the frequencies of the beacon. When the track device detects other sounds in the room it gets disturbed and for a while the device is not able to vibrate and thus to show you the location of the beacon. So to find the beacon you have to be as quiet as possible, which brings the children, deaf or hearing, on an equal level.


NOES EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

CONTENT

MODULE:

distraction

SEMESTER:

m1.1

CLIENT:

wilhelmina kinderziekenhuis

COACH:

caroline hummels

DURATION:

10 weeks


december 2007


december 2007

EXPLANATION

Staying in a hospital can be scary, especially for young children. They have to undergo all kind of examinations and get injections and although these procedures might be essential for their healing process, the accompanying fear and pain is the reality these children have to deal with. Noes is a breathing pillow that helps children to relax when they are scared during an injection. By laying NOES on a child’s lap, she immediately starts to breath. The child has to try to breath on the same rhythm as Noes does. This will help the child to feel more relaxed and less nervous for the injection. To make a child aware of his/her own breath, Noes has two pockets in which a child can put his/her hand. In the pockets there are sensors that measure the breathing rhythm of the child. This rhythm is displayed by the LEDs in the little circles. Noes also helps the doctor or nurse to find the right moment to give an injection. When a child is breathing on the same rhythm as Noes, the doctor or nurse will see the lights in the big circle burn at same time as the other lights. Through this the doctor knows when a child is breathing out and thus when the muscles of the child are most relaxed and thus when it is the best moment to give the child the injection.


CARDBOARD UMBRELLA EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

MODULE:

passion for design

SEMESTER:

m1.1

ASSIGNER:

damien o’sullivan

DURATION:

1 day

CONTENT


december 2007


december 2007

EXPLANATION

People nowadays take daily life products more and more for granted. They assume that products with an certain appearance have a certain functionality. No questions are asked about the design, functionality or material of for example an umbrella. Everybody assumes that a products that looks like an umbrella has the functionality of keeping you dry during rain. With help of this cardboard umbrella I provoke people to think a step further about daily life products. The combination of material and function are meant to stimulate people to ask questions. The umbrella is not meant as an answer to a question or a problem, it’s main function is not keeping you dry, it is meant as a question transformed into a product.


omeo EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

MODULE:

passion for design

SEMESTER:

m1.1

ASSIGNER:

damien o’sullivan

DURATION:

1 day

CONTENT


may 2008


may 2008

EXPLANATION

Omeo is a device that evokes reflection and discussion of memories by linking digital memory triggers to physical artifacts in the real world. With the help of omeo children and parents can share experiences and memories together. This stimulates the child to learn about lessons of life outside the classroom and it helps parents and children to discuss these lessons of life on a playful way together.


auditory localization EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

CONTENT

project:

how perception gets emotional value

through an object

SEMESTER:

m1.2

CLIENT:

university of technology compiegne

DURATION:

10 weeks


june 2008


june 2008

EXPLANATION

Starting point for this design was the difference in perceptual qualities during a face to face conversation and a telephone conversation. When talking to someone face to face, the way you perceive the other persons presence (including the perceptive actions and reactions) is totally different from the situation in which you talk to that same person on the telephone. Important difference between both types of conversations is the way you perceive the other one’s voice during the conversation and vice versa. When talking to someone on the phone you are not aware of the changes of distance and direction of the other person compared to you, which makes it more difficult to understand the other person’s point of view an thus the emotional content that is communicated. In literature this ability of the listener to judge the direction and distance of a sound source is defined as auditory localization. This ability is influenced by different parameters, like time difference, frequency difference, reflection, vertical positioning difference etc. To restore the loss of perceptual qualities during a telephone conversation a design application was built that tried to apply the principles of auditory localization in the context of a telephone conversation. The way this was done was by using the direction and distance of both subjects in space to influence the perceptual qualities of the voice perceived by both subjects. When e.g. Bob and Julia would have a telephone conversation, Julia experiences Bob as being in her living room, which is caused by the perceptual qualities added through auditory localization.


yakers EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

PROJECT:

yakers

SEMESTER:

m2.1

CLIENT:

tecnoblu; yakers

DURATION:

3 months

CONTENT


december 2008


december 2008

EXPLANATION

Yakers’ is a brand inspired by russian planes of the Seventy’s. At that time these planes were used as training planes for russian army, nowadays aerobatics are being made with these planes by a team of italian pilots. During my internship at Tecnoblu in Blumenau (Brazil), I designed two packagings for Yakers that were exposed at the Pitti fashion fair in Florence. The design of the packaging was based on the brand values of Yakers, that consist of the feeling of being connected to the world of flying for fun, a mix of adrenalin, fun, awareness of your limits, confidence in the plane and many skills. The other aspect concerns the construction and behavior of the plane itself: analogicity, simplicity, reliability, direct connection between a command and the reaction, honesty and predictability of those reactions, and a very tangibile concreteness of materials. In the packaging design shown on this page, you these values shown in the way the packaging is presented to you. At first it is displayed as the rubber Yakers label onto your piece of clothing and when you buy the piece of clothing this same label can be unfolded like a parachute after which the packaging appears.


NOKnok EMBODIED PURE, SIMPLE AND INTUITIVE SOLUTION

MODULE:

passion for design

SEMESTER:

m1.1

ASSIGNER:

damien o’sullivan

DURATION:

1 day

CONTENT


november 2009


november 2009

EXPLANATION

NokNok is a product based on the more and more individualizing world we are living in an the role interactive products play in that world. A lot of interactive products have enriched our lives, but at the same time these products create barriers between people; people become more individualistic and single minded. A lot of people stare at their laptops, phones, mp3 players and often forget to look around them and to experience the ‘real’ world. With help of NokNok I tried to change this ‘absent presence’ behavior by redesigning a mobile phone (focused towards the telephone conversation) in such a way that the actions and interactions needed around the conversation are aimed to avoid ‘absent presence’ behavior of the user. One of the issues I tried to tackle is the sometimes loud behavior of a mobile phone user in a public space. Users are not aware of this loud behavior since they are involved in their virtual world, while the social surroundings of the user might be annoyed and disturbed by this behavior. Within my concept I tried to dis-encourage this behavior by giving feedback when you’re talking too loud for the situation you’re in; Through translating your own sound to vibrations. Next to this I redesigned some other aspects of the mobile phone conversation, such as a more tangible way of making a call (by knocking).


m2.2 showcase milou pikaart  

showcase portfolio TU/e milou pikaart m2.2

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