Catalogue DSAA Interactive Design 2014

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DIPLÔMES DSAA N#1 - PROMOTION 2012 - 2014 Interactive Design Product Design Pôle Supérieur de Design Villefontaine

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DSAA GRADUATE PROJECTS N#1 - PROMOTION 2014 Interactive Design Product Design P么le Sup茅rieur de Design Villefontaine, France

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INTRODUCTION DSAA PEDAGOGICAL DIRECTIONS INTERACTIVE DESIGN PRODUCT DESIGN ACKNOWLEDGMENTS

p. 4 p. 7 p. 8 p. 10 p. 46 p. 93

Le choix de la langue anglaise pour ce catalogue répond à la nécessité de rendre visible à l’étranger le travail de recherche mené dans les diplômes de DSAA, dont la qualité mérite une exposition plus grande, que la médiation exclusive en français rend malheureusement difficile. Il répond également à l’envie initiale du DSAA de Villefontaine de faciliter les passerelles entre la 2ème année (équivalent M1) et le Master 2 dans des écoles et universités étrangères. Les conventions signées avec les Universités de Sheffield et Malmö en sont le témoignage opérant. En 2014-2015 trois étudiants poursuivent leurs études en Suède.

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CLARA VAGNER MÉGANE ROUSSELET JONATHAN HAMOT DAMIEN FAIVRE BARBARA CHABRIW SONIA WOELFFLIN VIOLAINE PÉNELON LAURIANE DUGIT-GROS OPHÉLIE BATTAGLIA CLAIRE FRANQUEVILLE HUGO DI STEFANO LUCIE DUMOULIN-MINGUET JULIE FUND FLORIANE DESNOYER ZOÉ PELLINI DELPHINE CARLSON MARTIN DÉPLANQUE PIERRE GRAMBERT MAXIME BARNIER JOHANNA ROCHEGUDE

Encoreunebellejournée Simphonis 4mod 4mod SQLI Smoby Simire Salomon Erasme NOE interactive Groupe Logo NewQuest Impex Nemera Time Idenea La Casemate La Haute Société Orange Labs Kapt

Strasbourg Nantes Nantes Nantes Lausanne Lavans-lès-St-Claude Mâcon Annecy Lyon Lyon Lyon Chambéry Chimilin La Verpillère Vaulx-Milieu Meylan Grenoble Grenoble Meylan Valence

p. 84 p. 80 p. 68 p. 30 p. 20 p. 88 p. 72 p. 60 p. 16 p. 34 p. 56 p. 22 p. 64 p. 52 p. 76 p. 48 p. 26 p. 38 p. 12 p. 42

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This catalog shows the first graduates of the DSAA diploma from Villefontaine. It sheds light on the originality of this program: the close link between two formative experiences, namely a 2nd year in sandwich course, during which the student undertake an eight-month work-study practicum and the opportunity to conduct a research project in design. Each graduate thus offers both his work experience, as a salaried employee, as well as the coursework undertaken in his degree concentration, including a selfdesigned Master Thesis project, bridging theoretical and practical elements and spanning 3 semesters of study. We are glad to see the richness and diversity of experiences: the students have been involved in many different structures, reflecting the various modalities of design positioning in the modern economy: interaction, UX or global design agencies, start-ups, or also design or R&D teams in industry. Their missions have oscillated between short-term operational demands and long-term strategic or creative questions, covering a broad range of skills of a graduate level design student.

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Ce catalogue présente le parcours des premiers diplômés du DSAA de Villefontaine. Il rend compte de ce qui fait l’originalité de la formation dispensée au Pôle supérieur design du Lycée Léonard de Vinci (établissement public polyvalent de l’Académie de Grenoble) : l’articulation en 2e année d’une expérience de 8 mois en entreprise dans le cadre d’un contrat d’alternance, et la conduite d’un projet de recherche en design. Chaque diplômé y décrit donc d’une part cette expérience d’alternant salarié d’une entreprise, et d’autre part son travail de recherche théorique et pratique mené sur un sujet qu’il a lui même choisi et construit depuis le second semestre de la 1ère année. Ce panorama témoigne de la richesse et de la diversité des parcours : les étudiants se sont intégrés dans des agences interactives, d’UX ou de design global, dans des start-ups, dans des centres d’innovation ou dans des cellules design ou R&D de groupes industriels. Leurs missions ont oscillé entre des missions de design opérationnel à court terme, et des projets de recherche à plus long terme, leur permettant ainsi de déployer toute la palette des compétences d’un étudiant en design de niveau Master.

Indeed, the projects undertaken through the diploma vary widely, ranging from the topics explored to the research tactics applied.

Les projets de diplôme explorent également des voies d’une grande diversité, tant à travers les sujets que les postures et méthodologies de recherche employées.

We hope that this catalog conveys the great enthousiasm and energy of our first class.

Nous espérons que cet objet transmet l’enthousiasme et l’implication qui ont animé cette première promotion du DSAA.


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The DSAA is a 2-year post graduate design course (Master 1) which intends to edu­ cate designers with methodologies, cultural skills and expertise; which will enable then them to deve­lop innovating projects within multi-disciplinary teams, in design agencies, companies or research centres. Main professional skills targeted • to be attuned to the way practices and community issues evolve • to implement technological development tools • to organise and manage creativity and innovation within multidisciplinary teams • to manage and coordinate the design of a project or a research with the user at the centre of the cycle • to offer creative, feasible and viable solutions (products / interface / services / etc.) • to manage and coordinate the technical achievement of a design project. Le Diplôme Supérieur d’Arts Appliqués, spécialité design Le Diplôme Supérieur d’Arts Appliqués (DSAA, Master 1) est un diplôme en 2 ans de l’Education Nationale qui vise à former des designers disposant d’une culture, de méthodologies et de savoir-faire leur permettant de conduire des projets innovants au sein d’équipes pluridisciplinaires, en agence, intégrés à une cellule design ou R&D d’une entreprise, en institution ou en indépendant. Compétences visées • Être à l’écoute de l’évolution des usages et des enjeux sociétaux • Mettre en œuvre des outils de veille technologique et stratégique • Organiser et manager l’innovation par le design au sein d’équipe pluridisciplinaires • Conduire et coordonner la conception d’un projet ou d’une recherche en plaçant l’usager au centre du cycle • Proposer des solutions créatives, faisables et viables (produits, interfaces, services, etc.) • Suivre et coordonner la réalisation technique d’un projet Le DSAA de Villefontaine place au coeur de la formation l’articulation entre les deux options proposées : design de produits et design interactif. Le travail en commun sur différents projets permet de répondre à des besoins qui dépassent les champs de compétences spécifiques à chaque option, notamment en design de services. Si la majorité des cours est donc commune aux deux options, certains enseignements, notamment technologiques, continuent de développer les compétences spécifiques de chacune.

The DSAA degree is built upond the articulation between the two specialities delivered: product design and interaction design. Working together makes it possible to take up new challenges, especially in service design, and to face rapid changes in digital technologies. Courses are in majority shared between the two specialities (design methods, creativity, anthropology, etc.), and each project also gives the opportunity to develop specific skills.

M2 Abroad (Sweden, Denmark, England) Université étrangère 60 ects

M1 / DSAA2 - Sandwich course Alternance

60 ects

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Work placement Entreprise

L3 / DSAA1 / BA 60 ects

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Studying at school École

L2 / BTS2 60 ects

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Orientations pédagogiques

PROFESSIONAL LINKS

RESEARCH AND INNOVATION

A program closely linked to the professional world: • a short work placement (1 month) in the first year precedes the internship takin place during the second year • various projects during the two years in partnership with companies and reseach establishments • many interventions by professionals for the tutorship of projects, workshops, or specialised lectures.

• The formation is situated at the heart of the Rhone-Alps Region of France, near Grenoble’s strong infrastructure of competitive "high tech" companies. • Projects in collaboration with Living Labs (Erasme Centre, CCSTI of Grenoble) and many innovative companies. • The program also collaborates and hosts exchanges with the local engineering schools.

Entreprise

Au cœur de la Région Rhône-Alpes, proche de la recherche, des pôles de compétitivité et des entreprises du secteur des nouvelles technologies, le DSAA vise à positionner le design comme moteur d’innovation à travers : • des projets en partenariat avec des centres d’innovation régionaux (Centre Erasme, CCSTI La Casemate) et des entreprises ou laboratoires de R&D (Groupe SEB, Veolia-ForCity, Groupe Fournier, Orange Labs, Häger, Campingaz, 4mod technology, etc.) • des échanges et collaborations avec Polytech Grenoble, Université Joseph Fourier.

Une formation en étroite relation avec le monde professionnel : • un stage de positionnement (4 semaines) en 1ère année • 12 mois d’alternance en 2ème année : DSAA2 (apprentissage ou contrat de professionnalisation) • des projets sur les 2 années en partenariat avec des entreprises • des interventions nombreuses de professionnels sur la formation (cours, suivi de projets, rencontres, conférences, workshops).

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STUDY ABROAD The school has many international university partnerships (in countries such as England, Denmark, Sweden, Switzerland and Italy). These partnerships enable students to continue their studies and participate in Erasmus exchanges. They will also benefit from the expertise of foreign staffs thanks to exchanges with foreign universities.

Recherche et Innovation International Des partenaires européens dans différents pays (Angleterre, Danemark, Suède) : • pour une poursuite en Master 2 • pour des échanges Erasmus sur la 1ère année (DSAA1-L3) et 2e année (DSAA2-Master1) • pour des échanges pédagogiques et projets en collaboration.


PROJECTS AND WORKSHOPS They are focused on the following themes: end user strategy, technology, prospectivity and visual culture. In all these cases the emphasis will be put on the project management using design conception methods. Projets et workshops La pédagogie est organisée autour de projets et workshops permettant aux étudiants des deux options d’investir leurs champs respectifs (produits et interfaces), comme de collaborer au cours de projets plus transversaux, dans le domaine du design d’objets connectés et de services. Les différents projets sont menés à partir d’entrées spécifiques (usages, marché, savoirfaire ou prospective), et permettent aux étudiants de mettre en oeuvre des démarches de projet diverses et actuelles.

USER RESEARCH The courses focus on user-centered methods and give students an extended culture and operational tools in: • anthropology and ethnography for design • UX methods • Service design. Usages Enseignements orientés vers l’analyse des usages et la recherche utilisateur : • anthropologie et ethnographie pour le design • ergonomie et démarche UX • design de service.

PROTOTYPING FACILITIES Students enjoy access to a workshop of 500 m² equipped with up-todate technology for prototyping and electronics as well as traditional facilities for construction and finishing. In the programme, the use of prototyping is usefull to: • help the student in the conception of an idea • generate criticism and enable the growth of the projects • validate final projects Prototypage Un atelier de prototypage complet (fab lab pédagogique de 500 m2), équipé pour le prototypage rapide (découpe laser, imprimantes 3D, moulage sous vide, usinage numérique), la fabrication numérique (laboratoire électronique et outils de programmation), l’usinage traditionnel et la finition. Le prototypage est envisagé comme un outil de finalisation mais aussi de conception et de validation tout au long du cycle.

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IV E T DE ER SI AC GN T

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INTERACTIVE DESIGN Maxime Barnier Ophélie Battaglia Barbara Chabriw Martin Déplanque Lucie Dumoulin-Minguet Damien Faivre Claire Franqueville Pierre Grambert Johanna Rochegude

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COMPANY MAXIME BARNIER After studying graphic design, I saw the master degree as an opportunity to explore playful interaction and game design on digital devices. Furthermore, I have wondered about the way to make applications more enjoyable. I am currently working on this subject in Malmรถ Hogskola, Sweden.

Meylan orange.com/fr/innovation Orange Labs are branches of the Orange Group specialized in researching and developing new products and services. As a member of the EASE team (including Everyone: Accessible and Simple user Experience), I was in charge of simplifying the applications provided by the afiliate. My work involved regular contact with a diverse team including a project manager, marketing managers, developers and ergonomists in order to meet requirements and provide relevant design solutions.

R&D

New technologies

My Mobile Workspace

Product

Services

contact@maximebarnier.fr www.maximebarnier.fr @Maxime_Barnier

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My Mobile Workspace - UX Research


RESEARCH THESIS Gamification is the process which uses gaming as a tool in order to motivate and arouse interest. Although gamification is mostly used for advertising campaigns and other lucrative goals, I wonder about its ability to help the learning process for the people lacking motivation, or who suffering from disabilities which make learning harder. As a first step, I intended to define the different game mechanics and to understand their effects on human behavior. Thereafter, my project consisted in identifying the games that could help children suffering from Down syndrome or speech impediments to learn hand gestures.

GAMIFICATION AS LEARNING TOOL

La gamification dans l’apprentissage La gamification est le processus qui consiste à utiliser le jeu et ses mécaniques (gagner des points, changer de statut,…) dans le but de motiver et susciter l’intérêt. Alors que la gamification est principalement utilisée pour des campagnes publicitaires ou autres buts essentiellement marchands, je me questionne sur son potentiel dans le domaine de l’apprentissage. Plus précisément comment peutelle aider un apprentissage chez des personnes en manque de motivation. Comme première approche, je tente d’identifier les différentes mécaniques de jeu que comporte la gamification et de comprendre leur effet sur le comportement humain. Par la suite, et pour explorer le contexte de mon macro-projet, j’étudie quelles mécaniques peuvent répondre à des difficultés d’apprentissage de gestes manuels chez des enfants trisomiques ayant des troubles du langage oral. Comment les jeux peuvent nous aider à mieux apprendre ?

Spoken language disorders Gamification

Hand gesture

Playful interaction

Down syndrome Motivation

Disabilty

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RESEARCH PROJECT

ÉVEIL For my final project, I collaborated with two cognitive science specialists, Marion Dohen and Amélie Rochet-Capellan (CNRS). My work involved the creation of a tool for their PhD research about the capacity of hand gestures in helping children with spoken language disorders. Éveil Pour mon macro-projet, j’ai collaboré avec deux chercheuses en sciences cognitives, Marion Dohen et Amélie Rochet-Capellan. Nous avons conçu un outil de recherche permettant d’évaluer l’efficacité des gestes manuels dans l’accompagnement de l’élocution chez les enfants atteints de troubles du langage oral. Cet outil prend aussi en compte le handicap de la trisomie 21 qui peut être, dans certains cas, la cause de ces troubles.

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Éveil is a video-game including tangible character pieces and an amulet. The installation allows children with spoken language disorders to learn hand gestures. According to PhD researchers Marion Dohen and Amélie Rochet-Capellan, these hand gestures could improve pronunciation skills when each action is performed simultaneously. The aim of the game is to learn an unknown word and to pronounce it correctly with its specific hand gesture. As a sorcerer apprentice, the player is guided by a mentor who shows magical gestures and spells in order to awake tiny mythical creatures. The game begins with the use of the amulet that the player has to wear in order to release the magician from a crystal ball. After some presentations, the magician asks the player to bring him a creature. When the player puts a character piece on the base, the magician shows a hand gesture and pronounces the name of the creature. If the player completes the task, the creature awakens and thanks the player. The magician does the same and asks the player to bring another character for further lessons.

The game has been designed to respond to the specific needs of Down syndrom children. Indeed, interacting with tangible pieces helps them to feel involved in the game and maintain their focus on what they learn. Furthermore, in order to identify each creature easily, its shape has been designed in relation to its specific gesture. Lastly, positive feedback was also set to motivate the players and help them see their improvement. 1- Game components 2- The mythical creatures 3- First iteration 4- Éveil, Moodboard


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COMPANY OPHÉLIE BATTAGLIA Lyon I’m a 23-year-old interactive designer looking for a job all around the world. I’m really fond of CMYK and papers. I am also interested in RGB and all types of screen. I design many print projects (branding, publishing, illustrations) and interactive solutions (mock-ups). I usually advocate simplicity and a usercentered approach.

www.erasme.org Erasme is specialised in designing new uses of technologies for public services, especially education and museums. As part of a development team, my mission mainly consisted in designing interfaces for an online learning environment used by more than 160 secondary schools. This platform allows people to communicate, share educational resources, store documents as a digital schoolbag and manage school life.

Education

Museum

Laclasse.com: a digital schoolbag

Senior

ophelie.battaglia@gmail.com www.opheliebattaglia.com @offbattaglia

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Museolab: Erasme monitors technological developments to identify new opportunities that may be available to museums.


RESEARCH THESIS INDECISION ASSISTED BY COMPUTER Nowadays, we have more and more possibilities in our consumption, life choices, studies, careers... However, we also have fewer choices: conformism and technology seem to limit our decisions. It is the same in the creative process for a designer. The digital world takes an important role in decision making and limits our freedom to choose, we feel that our choices are impersonal, delegated or manipulated, they are outsourced. (in)Décision Assistée par Ordinateur Aujourd’hui, nous avons de plus en plus de possibilités, dans nos consommations, dans nos choix de vie, d’étude, de carrière... Paradoxalement, nous avons également de moins en moins le choix : le conformisme et la technologie semblent limiter nos décisions. Il en est de même dans le processus de création pour un designer. À l’heure où le numérique prend une place importante dans la prise de décision et limite de plus en plus notre liberté de choisir, nous avons le sentiment que nos choix sont impersonnels, délégués ou manipulés. La prise de décision nous échappe-t-elle ?

Indecision Random

Logic

Irrationality

Manipulation

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RESEARCH PROJECT

INDECISION LAB In a world of 0 and 1, the computer never hesitates. The indecision appears to be unique to humankind. So I have decided not to choose a final project, but I have opted for presenting a collection of tools to support the decision or to promote indecision, as a laboratory of (in)decision. Laboratoire de l’(in)décision Dans un monde de 0 et de 1, l’ordinateur ne vacille pas. L’indécision semble être le propre de l’homme. J’ai donc décidé de ne pas choisir un seul projet, mais de présenter une collection d’outils, regroupés dans un laboratoire de l’(in)décision.

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Blouge is an app which allows overlapping choices through the anaglyph technic. For example if the user hesitates between two films, he can combine the two and play them simultaneously. Once the double movie start, the user only has to switch between the two films by winking one eye to the other. This app does not aim to be "useful": the indecisive user hesitating between two films will not see any of them at the end.

The Dicesions are a series of wooden dice for creating a random layout. The graphic designers delegate the decision to the dice without spending long hours thinking about its composition. The creative process become a playful moment and the uncontrolled result is unexpected. A second kit is designed for decisions of everyday life.

The Wavering Machines is a series of clear objects. The decisions of the machine appear to be more rational and better calculated than ours. That is why we place a greater trust in digital tools than ourselves. What would our society be if for a few seconds all our machines became indecisive ?

The Heliast (a randomly chosen member of the supreme court of ancient Athens) application is a personal tool to measure our indecision: the user fills in the met dilemma (which type, options, deadlines...). Then, a notification is sent to a random person, an Heliast. He gets an access to the summary of the problem and has to make a decision for you before the deadline.

Alea is a connected dice which is able to answer any type of indecision, in a random way. Via the app, the indecisive user enters its various options. Unlike a conventional dice which is limited by the number of faces, Alea allows a multitude of choices.

1- Blouge 2- Alea 3- The Dicesions Box for indecisions of everyday life 4- The Dicesions for indecisions in graphic design


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COMPANY BARBARA CHABRIW I’m a student in interactive design. I am particularly interested in the design of multi-devices applications, user centered design and generative code. I enjoy working in a team with people with varied skills, engineers, designers, ergonomists.

Lausanne www.sqli.com SQLI is an international group that is constantly evolving, while relying on three fundamental pillars: innovation, technological expertise and quality of production.

Innovation

chabriw.barbara@gmail.com www. barbarachabriw.fr @Stripsodie

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International

UX Design


RESEARCH THESIS My graduate project started from an observation: the computer keyboard, touch screens, our interactions with machines are usually made on flat surfaces, rectangular and static. However, the development of nanotechnologies allows the electronics to become increasingly miniaturized and emancipate rigid materials. I then looked for what could be the opposite of the classic pattern of interaction which led me to think about softness. A component that would matter more than the surface, which would have neither a form nor dimensions that would be established and able to change. To me, exploring this path on soft matter seemed to be an appropriate starting point in order to think about other interactions than the ones we are accustomed to.

DEFORM, FORM, INFORM

Déformer, former, informer Dans le cadre de mon projet de fin d’études, je suis partie d’un constat : du clavier d’ordinateur aux écrans tactiles, nos interactions avec une machine s’effectuent habituellement sur des surfaces planes, rectangulaires et statiques. L’évolution des nano-technologies permet pourtant à l’électronique de devenir de plus en plus miniaturisée et de s’émanciper des matériaux rigides. J’ai alors cherché ce que pourrait être l’opposé du schéma classique d’interaction et j’ai songé au mou. Un composant qui tiendrait davantage de la matière que de la surface, qui n’aurait ni forme, ni dimension établie et qui serait apte à se modifier. Explorer cette piste de la matière molle m’a ainsi semblé un point de départ approprié pour penser à d’autres interactions que celles auxquelles nous sommes habitués. Quels potentiels la déformation de la matière offre-t-elle dans le champ du design interactif ? Interaction

Interfaces

Soft

Matter

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COMPANY LUCIE DUMOULIN-MINGUET Hello, I’m Lucie ! I live in a very small village situated in the Bauges mountains in Savoie. I did my entire higher education in Villefontaine, at the Pôle Superieur de Design: MANAA, BTS Graphic Design and the DSAA in Interactive Design. Now, I am a Webdesigner at NewQuest, a web agency based in Chambéry.

Chambéry www.newquest.fr NewQuest is specialised in creating and developing websites in the field of e-commerce and for institutions or to promote and advertise for a brand. During my sandwich course, I was in charge of designing and thinking about online interactions and creating the logos and the graphic identities of brands. Clic’n Croc Brand Identity Web

E-commerce

lu.dumoulin.minguet@gmail.com

www.ludumoulin.com @LuDumoulin Responsive website of Courchevel Agence

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E-marketing

Fun


RESEARCH THESIS Contemporary consumers look for experiences and pleasures linked to expenditures so as to shape their personality and their personal identity. Individuals consume pleasures that are mass-produced, when they buy packaged and standardised offers and emotional experiences used by brands like a persuasion tool. On the other hand, there are little pleasures that can bring a new light to this society by simple experiences and enable consumers to stand out without feeling any pressure of this massification of pleasure. If they are significative and well-designed, little details in interaction can transform an experience in something better and pleasurable, even if it is difficult to generate little pleasures.

LITTLE PLEASURES IN THE DIGITAL WORLD

Les petits plaisirs dans le monde numérique L’hédonisme contemporain témoigne de consommateurs ayant faim d’expériences, de plaisirs liés à des dépenses afin de se construire une identité personnelle et de répondre à leurs désirs. Les individus consomment du plaisir de masse, à travers des offres packagées et standardisées, des expériences les touchant émotionnellement et affectivement mais qui sont largement contrôlées par les marques, comme outil de persuasion. Et puis il y a les petits plaisirs, qui eux sont authentiques et non préfabriqués, qui permettent de nuancer cette société en valorisant de simples expériences. Par une voie décalée, sous des allures d’instants éphémères, les petits plaisirs peuvent élever l’expérience à un rang supérieur, même si ces derniers sont assez difficiles à déclencher, du fait de leur subjectivité. Comment provoquer et valoriser des petits plaisirs à un public hétérogène, au sein d’une société où le plaisir de masse est roi ?

Little pleasure

Detail

Microinteraction

Tiny

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RESEARCH PROJECT

LITTLE PLEASURES IN THE DIGITAL WORLD Throughout my research year, I wanted to question the positive value of the little pleasures and also to know the place they can take in our human-machine interactions. I wanted to know how to lead them and how to develop them knowing that they depend on many modalities, contexts and different personalities from one person to another. Les petits plaisirs dans le monde numérique À travers ma recherche, j’interroge la valeur positive des petits plaisirs et la place qu’ils peuvent prendre dans nos interactions homme-machine sachant qu’ils s’inscrivent dans une société de consommation où le plaisir de masse est très présent. Je cherche à savoir comment les provoquer et les valoriser sachant qu’ils dépendent des modalités d’apparition, du contexte et de la subjectivité de chacun.

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Happy Tiny Things My first position is the qualification and the development of what we call "little pleasures of everyday life". So I have deliberately chosen a graphic and sensitive vocabulary so as to reveal the richness and diversity of the different emotions and sensations these little pleasures can convey. After preparatory work followed by a graphic collection as the basis for this vocabulary, I developed a collaborative website named "Happy tiny things" in order to highlight these little pleasures in a poetic and delicate way. People can share their little pleasures and compare them with those of the others in order to realize how important they are. I tried to define those little things of happiness in a simple way.

Petits Play-sirs At the same time, I became interested in a second topic focusing on the personalization and appropriation of digital tools entailing little pleasures. Through various interviews, I was able to make out the variety of the modes of appropriation. One of my interviewees told me about one of his little pleasures that he called "a little tic", "a little idiosyncrasy": the attempt to draw a perfect square with the frame selection and mouse on his computer. After discovering this personal experience, I studied the role that the little pleasures could play in humancomputer interaction. After collecting many other little tics from many different people, I realized that many of them had the fun aspect and the spontaneous play aspect in common. I shortlisted a few of them, and I provided them with game rules in order to see if their formalization still kept the fun aspect if it was communicated to others. From that discovery were born little "playsure" as "Perfect Square" and "Ocean Scroll". 1- Graphic vocabulary examples 2- Happy Tiny Things web platform 3- Perfect Square «little tic» 4- Perfect Square game 5- Ocean Scroll game 6- Game controller strategy for Ocean Scroll


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COMPANY

MARTIN DÉPLANQUE In my work as a designer, I’m constantly looking for the balance between good and useful, between form and function, between simplicity and emotion.

Grenoble www.lacasemate.fr I brought all of my various skills to the service of many projects, short and medium terms.

Culture

Digital

Mediation

Control Interface

martindeplanque@yahoo.fr www.raccoonlab.fr The Time Machine

@meraccoon

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RESEARCH THESIS CONSERVATION AND TRANSMISSION Nowadays, we increasingly use digital machines for different memory practices. I have chosen the words "conservation" and "transmission" to describe these practices. The transition from the traditional ways of keeping memory and handing it down to digital ways, leads to many questions. My mission has consisted in listing these questions so as to bring relevant answers. Conservation et transmission Les questions liées aux champs de la mémoire sont aujourd’hui réévaluées par les possibilités et l’émergence des nouvelles technologies numériques. Le numérique que l’on oppose sans mal à l’analogique, est défini par la perte et l’échantillonnage. On perçoit sans mal les premiers risques que peut représenter le numérique pour les champs de la mémoire. On peut toutefois ajouter à notre perspective la fragilité des supports ou encore la nécessité des intermédiaires, machines numériques de lecture pour les afficher sur des écrans. Mon mémoire propose d’établir une réflexion sur ces risques et de chercher auprès de l’utilisateur des pistes pour favoriser le souvenir comme liant intergénérationnel, plus que comme remède à l’oubli. Comment permettre la conservation et la transmission de la mémoire dans ce nouveau milieu numérique en considérant les nouvelles possibilités offertes par celui-ci?

Memory

Conservation

Transmission

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RESEARCH PROJECT

MOMENTS Collecting moments seems more relevant than collecting things. The "Moments" application allows you to share with family and friends the moments that matter the most. It allows people to keep in touch despite the distance but in a different way. People can keep in touch through memories, which are the formative and the origins deserving the relationship between generations. Moments Collectionner des moments semble plus important que collecter des choses. "Moments" permet de partager avec sa famille les moments qui comptent. Garder le contact à distance mais aussi permettre de se retrouver autrement, autour du souvenir, élément formateur et fondateur qui sert de liant intergénérationnel.

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Through my theoretical research I realized that our memory was in danger, both on a collective or on an individual level. My approach was to foster what I called "living memories" by giving the opportunity to the people belonging to a same family to share the moments of their life that matter the most for them. Assuming that if they want to share this particular moment with their family, this moment can be considered a precious thing they want to remember for ever. Then, the idea guiding my approach was to try to conciliate the static and the dynamic models of the memory. I have created the Moments application to ensure the conservation and the transmission of the memory through several generations. By sharing a photo, a short text or a video showing the moments they want to remember, they create different copies of this file automatically to preserve their memories from technical problems. It gives these memories the opportunity to appear to the perception

to be remembered and live longer in their internal memory. I used the metaphor of the butterfly to talk about the ephemeral aspect of the memory and its fragility. I also wanted to work on the notion of randomness with the notification center where butterflies appear and disappear, as if they were in a larger space that cannot be made out. For me, this strengthens the fact that memory is something fundamentally fragile and alive, where the oblivion must also has something to do with balance. 1- Memory workshop 2- Layers, a tangible display to share memories 3- Sizo lamp 4- Visual research on appearance 5- Moments application 6- Moments application


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COMPANY

CLAIRE FRANQUEVILLE Lyon Hello, I am a French interactive designer. I imagine and conceive innovative usercentered interfaces to unite users with products. And I especially like to be one step ahead. Do not hesitate to contact me personally if you are interested in my work.

www.noe-interactive.com NOE interactive agency works mainly in the e-tourism field and has specialized itself in: • The development and creation of Responsive Website (refers to a site capable of reshaping itself depending on various screen sizes and resolutions), mobile application and Extranet • Custom Interactive Maps • The UI/UX Design I was welcomed in the company as a UI/UX Designer in charge of user-centered interface design.

Tourism

Responsive

www.jardin4d.com

Webdesign

UX Design

claire.franqueville@free.fr www.petitescuriosites.fr @petitescuriosit www.chartreuse-tourisme.com

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RESEARCH THESIS UNION LINE In a virtual "ultra socialized" society, the question of social distance is central. In fact, the social medias have helped lessen the distances of reality, thus allowing everyone to keep in touch with everyone, all the time. The digital network has become too dense to maintain a good quality of exchange. The definition of friendship is getting blurred because all social links are on the same level. So I want to restore the importance of distances in relationships by including shades, tact and effort in communication with the aim of strengthening social links. Trait d’union Au sein d’une société virtuellement "ultra socialisée", la question de la distance sociale s’impose comme une problématique centrale. En effet, l’apparition des médias sociaux a permis d’effacer les distances du réel permettant à chacun de rester en contact avec n’importe qui, n’importe où. Le monde numérique est devenu trop dense pour maintenir une qualité d’échange. La définition de l’amitié se trouble car tous les liens sociaux sont au même niveau. J’ai cherché à restaurer des distances dans les relations incluant de la nuance, du tact ainsi que de l’effort et de l’engagement avec pour objectif de renforcer les liens entre les personnes. Devons-nous établir des distances sociales dans nos échanges numériques ?

Communication

Social distances

Good moral standards

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RESEARCH PROJECT The "Whrite" project has questioned the need to translate blanks into the digital conversation and it has revealed the relational distance between our various interlocutors.

WHRITE

We live in a world where verbalization is the rule and silence is an exception. Yet silence is also a form of communication. The response time required between exchanges determines social distances. Whrite Nous vivons dans un monde où la verbalisation est la règle et le silence l’exception. Pourtant le silence est aussi une forme de communication. Le temps de réponse entre les échanges détermine les distances sociales.

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"The truth cannot be transmitted through speech, truth exists in the space between the words between the lines." HIDEO KAMATA During an interaction, a verbal flow may undergo interruptions of various duration, these interruptions are called "blanks" in communication. These blanks enrich the dialogue, adding some form of nonverbal communication. They contribute to contextualize a speech, to regulate the flow of the conversation but also to restore the truth. It is in those moments when we do not talk that we reveal ourselves. While words may be used to express our thoughts, blanks will allow us to say the unsayable to express feelings such as love or pain.

So I imagined the application "Whrite". The application offers a measurement unit of Silence: 1px = 5 seconds. It allows you to see the rhythm of conversation. When you cut the interlocutor off, the application embeds your message in the middle of the dialogue of the other. If you are busy, you can make a "long press" on the conversation to prevent your interlocutor from going on. When you talk too much, the application enlarges your text until it invades the screen. You can also easily take notes in a conversation to be listening to each other. Thanks to "Whrite" you will be able to take a closer look at your interlocutor’s message and interpret his or her message in a different way. With whrite, read between lines. 1- Whrite App http://petitescuriosites.fr/Whrite/ 2- Whrite restores good moral standards in conversation 3- Distances in communication 4- The sound of silence


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COMPANY DAMIEN FAIVRE Nantes Hello, I’m Damien, a newly graduated interaction designer. I have brains to spare, I am meticulous and a pixel lover, with a hint of geek spirit.

www.4modtechnology.com 4MOD Technology is a leading provider of innovative, wireless user interface solutions. The value proposal consists in offering creative design and turnkey solutions such as motion detection or multitouch devices dedicated to home control and broadcast applications. With a wide range of projects, the company has recently embraced the use of connected objects and smart applications. 4MOD identity proposal Remote control

Internet of things

Design

contact@damienfaivre.fr www.damienfaivre.fr @Damien_Faivre The CUBE - object

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RESEARCH THESIS WHEN MEASURES LEAD TO ASSISTANCE

Increasingly, internet connectivity extends to everyday objects. These new web devices bring new uses and are the new foundation of an internet era. I wondered if these assistants, coaches, and technical companions that we can buy everywhere, may not hinder our brains and even make them obsolete? Design, as an ethical discipline, has to bring back human senses in the development of these objects instead of focusing on irrelevant technological features. Des mesures à l’assistanat de soi De plus en plus, internet s’immisce dans nos objets du quotidien, de notre lampe de bureau à nos médicaments. Ces nouveaux périphériques apportent de nouveaux usages et sont les fondations d’une nouvelle ère basée sur les objets connectés. Ces assistants, coachs, compagnons numériques que nous pouvons trouver partout ne sont-il pas en passe de rendre nos cerveaux obsolètes ? Le design peut contribuer à interroger le sens donné à ces objets, au-delà de la fascination technologique. Comment donner du sens à l’auto perception à l’aune d’un compagnonnage numérique continu ?

Connected objects

Binary reflexion

Algorithmic world

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RESEARCH PROJECT

NOTHING PERSONAL

In my research, I could not dodge the fact that today’s world is a technological world. I have chosen to take advantage of this in order to show that the digital threat only depends on how we shape our creations. Nothing Personal Nous vivons dans un monde technique que je ne peux renier. J’ai ainsi choisi de prendre avantage des technologies pour démontrer que la menace dépend uniquement de la manière dont nous modelons nos créations connectées.

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Hyper Datalemie is a design fiction video developed to combine my ideas with the project of my classmate Lauriane. This project aimed to share our views as we worked on a similar field (the relationship between human and machine) but on different subjects. As we developed a scenario of a man living through his connected device, we understood the importance and the power of these personal data, collected and sold by companies thanks to our beloved tiny devices. My research has brought me to understand how influential data-sharing on our self-perception can be and I also realised that it opens new perspectives for a better main-project. Nothing Personal is an application for smartphone to easily quantify what makes us human: our feelings, our mood, our state of mind… Classical digital companions (in our pocket, around our wrist) measure data we don’t even need. So this new application would encourage us to think about ourselves. Thanks to a totally subjective entity in the shape of an organic (yet digital) Blob,

the user will be able to translate his feelings through personal gestures: anger might be quick and sharp when joy will be soft and rounded. The Blob is here to remind you of the most important moments you have experienced. This entity belongs to you and, thanks to your subjective gestures, it can protect your data from intentional or unintentional sharings. Only you and maybe your closest friends or relatives will be able to understand your creations. When you quantify your body, the only spectator should be no one but yourself. 1- Self Quantification, my travels 2- Hyper Datalémie, Manual https://vimeo.com/98517213 3- Subjective graphic notation http://damienfaivre.fr/maads/nope/ 4- NoPe Application


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COMPANY PIERRE GRAMBERT Grenoble I am a 24 year old webdesigner and I work in La Haute Société, a French company situated in Grenoble. I have a passion for mountains, outdoor activities and beautiful sceneries.

www.lahautesociete.com La Haute Société is a digital communication agency in Grenoble France. From websites to smartphone applications, to a classic and sober communication to rich media experiences, La Haute Société has become a landmark expert in the whole creativity process of digital identities, from the brand advice to the technical realization.

Digital strategist

Web

App

UI Design

Website and mobile site for the mountain brand Petzl

pierregrambert@gmail.com www.pierregrambert.fr Digital strategy for the FAI Numericable

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RESEARCH THESIS

THE RISK, MODERN VALUE ACTING ON NEW SPORTIVES ACTIVITIES My work is based on the change and the evolution of sports practices in the recent years. The trend of "always faster", "always stronger", "always further" has changed our relationship to sport and our perception of the risks we my run. Le risque, valeur moderne moteur d’une nouvelle pratique sportive Mon travail s’appuie sur l’évolution de nos pratiques sportives. La tendance du toujours plus vite, toujours plus fort, toujours plus loin a profondément changé notre relation à cette pratique et plus globalement notre relation au risque. Quelle relation avons-nous avec la notion de risque ? Comment s’exprime-t-elle dans le cadre de la montagne.

Mountain

Outdoor activities

Risk

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RESEARCH PROJECT

SUM IT

The new sports have changed our relationship to risk and danger. Sports amateurs tend to behave irresponsibly and underestimate the risk they take when practicing a sport outdoor. They are unaware of the danger they may cause. That’s why I have chosen to design a useful application that would allow everyone to learn and get better organized, without totally forgetting about the quest for excitement and fun, which are inherent to sport practice. SUM IT Les nouvelles pratiques sportives ont changé notre relation au risque et à la dangerosité de nos comportements. Les utilisateurs deviennent de plus en plus inconscients et

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insensibles à toute notion de responsabilité. J’ai donc choisi de penser un service remettant l’information et la sensibilisation au cœur de l’activité, permettant à chacun de s’organiser sans porter atteinte à l’activité et sa quête de plaisir et d’épanouissement. SUM IT is a device that can be used before, during and after sports. Before scheduling an outing, the user is able to organise it, invite his or her friends, and post the route he plans to follow via SUM IT. When editing the route he has chosen, he will be instantly informed about the weather conditions where he plans to go. But his plans may also be suggested to the group of friends who will tell if it is suitable for them or not. The guests will thus be directly informed about what the outing is going to be like, its difficulty and what they have to plan accordingly. During the race, the user can easily communicate with the members of the group who are hiking, running or biking with him. A simple message is used to signal that everything is alright for everyone in the group or not. This communication system

is very convenient in order to connect all the people who do the same activity at the same time. If one of the members of the group loses his or her bearings and gets lost, all the other members will directly be informed about this problem. It will thus help them find each other. At any time the outsider can know about it if he or she previously opted for it. If a member logs out of the group, or if the network does not allow to communicate personal data, freedom of choice is respected. If the group needs the intervention of emergency medical ambulance, they can call it via SUM IT without having to reach the nearest village or town. 1- Field based research: DVA testing 2- SUM IT, connected audio device 3- SUM IT, research UI 4- SUM IT, map


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COMPANY JOHANNA ROCHEGUDE Valence People will tell you I am a grumpy cave dweller and a compulsive doodler. I am also always on the look-out for new technologies (especially Brain-Computer Interfaces) and interactive medias, which led me to pursue my Master’s degree in MalmÜ Hogskola, Sweden.

www.kapt.mobi KAPT is focused on Mobile-first solutions. Its activity ranges from mobile & responsive websites, to native applications, to interactive media. The main clients of Kapt are mostly tourist entities. My role there was to assume the graphic parts of the projects, such as mock-ups, illustrations and such, but also ergonomic mock-ups, marketinganalysis, communication, advertising, and various scenarios.

Mobile

Tourism

Nyons Tourisme, responsive website

Connected

johanna.rochegude@gmail.com Oudormir, illustration for the homepage

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RESEARCH THESIS Sleep has been linked to notions such as passiveness, death, dreams, subconsciousness... It’s a loss of control, that we are ironically trying to control now, in order to either suppress it, modify it, or use it. The evolution of society and technology predicts a future sleep entirely manipulable, cognitively and physiologically. But what would be the means and devices that manipulate people’s sleep? Would there be any consequences for the society? Speculative design is a way to explore these different possible futures.

ONEIRONAUT’S DYSTOPIA

Oneironaut’s Dystopia Le sommeil est souvent associé à des notions telles que la mort, les rêves, l’inconscient... C’est une perte de contrôle que nous essayons maintenant de contrôler, ironiquement, afin de supprimer, modifier ou utiliser à d’autres fins notre sommeil. L’évolution de notre société et de la technologie présage d’un futur sommeil entièrement manipulable, cognitivement et physiologiquement. Mais avec quels moyens, quels instruments sera-t-il manipulable ? Quelles conséquences pour la société ? Le design-fiction est un moyen d’explorer ces futurs possibles. Le sommeil de demain sera-t-il manipulable par l’homme ?

Sleep Dreams

Speculative

Manipulation

Fiction

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RESEARCH PROJECT

SANDMAN & DREAMLOWS In a few years, we will be able to manipulate and exploit our sleep, both biologically and cognitively. What situations, applications, objects, services would appear in this possible future ? Design fiction is a useful tool taking roots in a current context to shape objects, services and situations that could potentially happen. I used processes and methodologies inherited from speculative design in order to explore how our society and its services might evolve if we were able to manipulate our sleep, thus questionning our ongoing research and interest on sleep nowadays. Sandman & Dreamlows Dans quelques années, nous serons capables de manipuler et exploiter notre sommeil, cognitivement et biologiquement. Quelles situations, applications, objets, services dériveraient d’un tel postulat ?

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SANDMAN is the sleep companion you have always craved for. Can you imagine this? No more trouble sleeping, no more jet-lag effect, no more tiredness after the Prom party, no more drowsiness at work! Smart and reactive, he allows you to entirely program your sleep from scratch while knowing your limits, to suit your needs of the moment, however fleeting they might be. This application, coupled with an EEG-headband and a smart-wristband, will track your sleep patterns, your brainwaves, heartrate and even more: it will also learn your needs. Have you got an exam soon? Sandman will change your sleep pattern and gradually reduce it so you have more time to learn. Feeling sleepy? Wear sandman’s light earplug, to reset your sleep needs.

DREAMLOWS Have you ever wondered what your dreamworld is like? Dreamlows is the golden opportunity to have an insight inside your subconscious... record your dreams with the Dreamlows nightcap & rings, or share one with whoever you want while sleeping, thanks to our new Lucid dreaming technology! Dreamlows is the first complete dreamservice. Find your dreams on the platform, organise them, improve your dream-quality, explore your mindmap... Or wander through thousands of others’ dreams, comment on them, and complete them. 1- Experiences: recording brainwaves during sleep 2- Sandman, devices and sleep complements 3- Dreamlows, social network for dreamers 4- Sleeping data visualization in real time


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DE OD SI UC GN T

PR

PRODUCT DESIGN Delphine Carlson Floriane Desnoyer Hugo Di Stefano Lauriane Dugit-Gros Julie Fund Jonathan Hamot Violaine Pénelon Zoé Pellini Mégane Rousselet Clara Vagner Sonia Woelfflin 49


COMPANY DELPHINE CARLSON Hi I’m Delphine, I love trying my hand at making stuff and building up doodle scenarios in order to improve the user experience with design. I enjoy entertaining my friends with hackneyed jokes. Life seen as design is about having fun.

Meylan www.idenea.fr Idénéa Ergonomie is a general agency in ergonomics that provides ergonomics consulting and training in the fields of product design, Human Machine Interface, working conditions, etc. I was in charge of creating an interface that will help a company’s occupational doctors to assess how tough or painstaking working conditions might be for workers who daily use machines in the clean room of an electronic plant.

carlson.delphine@gmail.com

Ergonomics

Human-centered

The app uploaded on the tablet in order to make usertesting

Interface

Working conditions

delphinecarlson.tumblr.com @deedeecarlson Ideation with an ergonomist on the graphical card

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RESEARCH THESIS THE CONTRIBUTOR’S CONTRIBUTION AS A MATERIAL FOR THE DESIGNER TO DESIGN In this essay I wish to question a creativity methodology where the designer would ask for the contributor’s contribution in the conception phase of the design project. The contributor would then be seen as a rewarding variable on the design process that could improve the designer’s shape research of a product. The designer would then not only design the product but the process in order to design this product. La contribution de l’utilisateur comme matériau du designer Dans ce mémoire je souhaite questionner une méthodologie de créativité où le designer fait appel à la contribution en phase de conception dans le processus de design. Ainsi le contributeur est une variable essentielle au processus de design et permet au designer d’améliorer la recherche formelle liée au produit. De ce fait, le designer n’imagine plus seulement le produit mais le processus dans le but de réaliser le produit. Comment la variable du contributeur permet-elle au designer d’animer sa recherche formelle en phase de conception du processus de design ?

Contribution Experimentation

Open-ended

Variable

Design process

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RESEARCH PROJECT

DESSINE TA CABANE I created several experimentations with the variable of the contributions using digital devices that led me to transform physical input into new digital output contribution. This process gave me the opportunity to focus on the process of questioning the contribution in an engaging experience that will lead to surprise both for the contributor and for the designer. "Dessine ta cabane" En m’appuyant sur les technologies numériques, j’ai imaginé de nouvelles formes de contributions interrogeant plus particulièrement la notion de variable. Celles-ci ont été testées sous la forme de prototype afin d’en évaluer l’intérêt pour le designer et pour le contributeur.

The contributor’s contribution as richness for the designer Nowadays, asking for the contributor’s participation is still relevant as the digital technologies can bring new experience of contribution and will be a way for the designer to grasp the contribution in a new digital material permitting new shapes. Which stimulating process is to be created by the designer in order to get the contributor’s contribution? As a designer, how to design this material collected from the contribution? The use of digital technologies aims to include the contributor’s variable in the design process and in order to generate a new shape repertoire for the designer. Dessine ta cabane + Hytt Design Hytt Design is the brand of the designer Aurélie Richard, who mainly works on a local level using wood and woven wool and textile.

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I began observing the way she worked to better understand her collection style focusing on a light development. I then became a working member of her project in order to generate new ideas in the conception phase. Solicit the imaginary world of the contributors I designed an online website in which I asked the contributors to draw an imaginary shed. I collected the contributors’ drawings using an open-ended drawing tool. Design using the imaginary material from the online contribution Once various ideas of the imaginary world were collected, I used them to find new shapes for a light for Hytt design’s Autumn/ Winter collection. 1- First experimentation of collecting drawing shapes from the imagination of contributors 2- Poster made out of the sketches collected previously put in a Mix’n’match Processing program to generate new combinations of shapes 3- Online drawing tool dessinetacabane.tumblr.com 4- A poster of collected drawings from various contributors


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COMPANY FLORIANE DESNOYER My name is Floriane Desnoyer. I have started to study product design to create objects to help people in their daily life. So naturally, I decided to work in medical design.

La Verpillière www.nemera.net Nemera is specialised in pharmaceutical devices. I have worked in collaboration with the marketing service and engineers to create devices like inhalers, syringes, insulin pens, nasal sprays... We have studied a lot so as to make ergonomic and user-friendly devices to help the patients as best as we could. Ergonomic research for bottle shape Pharmaceutical Devices

Patients

floriane.desnoyer@live.fr Prospective research for an electronic pharmaceutical device

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RESEARCH THESIS The collective imagination is responsible for negative images in the medical world. The patient is influenced by this imaginative world which can often convey a sense of fright. There is a lot of imagination in the different stages of treatment (the diagnosis, the treatment, the medication, and healing). By changing the codes of the medical world, the designer can help the patient to improve his or her recovery. The patient can develop an imagination that is not scary but rather reassuring for him. The designer’s work then consists in creating therapeutic objects to help the patients develop a helpful imaginative world.

IMAGINARY IMPROVE RECOVERY

L’imaginaire dans le soin Dans l’univers médical, le patient est influencé par un imaginaire collectif qui véhicule des images stressantes. Il y a différents imaginaires suivant les étapes du traitement (le diagnostic, le traitement, la médication, le soin). En changeant les codes du monde médical, le designer peut aider le patient a développer un imaginaire apaisant pour l’accompagner au mieux vers la guérison. Le travail du designer est alors de créer des objets thérapeutiques qui aident le patient avec son traitement. Comment tranquilliser l’imagination du malade pour améliorer la récupération ?

Imaginary

Medical design

Dreams

Therapeutic object

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RESEARCH PROJECT

THERAPEUTIC OBJECT FOR DIABETES Patients are influenced by their imaginative world. A therapeutic object can help the patient with his or her treatment. I have thus designed a compression bandage to help diabetes-affected patients who have to undergo different injections during the day. It is an object that can help them get accustomed to their painstaking treatment. Objet thérapeutique pour le diabète L’imaginaire présent dans l’univers médical influence le patient. Un objet thérapeutique peut accompagner le patient dans son traitement afin d’apaiser ces imaginaires. J’ai conçu une bande de compression pour aider les diabétiques à moins appréhender les différentes injections de la journée. Ce dispositif est utile au moment de l’apprentissage du traitement et de la maladie.

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The patient affected by diabetes has to cope with daily time-consuming and painful treatment. The patient has to do several glucose tests and several insulin injections throughout the day. The therapeutic education for this treatment is particularly important. If the patient mixes a chemical solution in the wrong proportion, he or she may fall unconscious. A therapeutic object can help the patient in the different stages of the treatment all day long. This object is not a medication or a drug. However it reduces apprehension and pain.

points the patient prepares his/her skin to the injection. In addition it is analgesic.

Positioning The therapeutic object is a compression bandage. The patient wears the band during his or her blood test. Thanks to acupressure

1- Catheter placement 2- The catheter is placed, the marks fade 3- Positioning on the arm 4- Injection on the arm

Marks on skin Patients make three or four injections and blood tests a day. They may be afraid of the idea of it. These imaginary marks are associated to an imaginative world of selfdestruction. The patient can even reject the treatment. The compression band helps the patient to better accept the treatment, thanks to marks that fade quickly. He or she gradually tends to think that his or her being afraid won’t last.


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COMPANY HUGO DI STEFANO My name is Hugo and I am a French product designer. I play the guitar, the bass, and the ukulele and I’m really interested in new technologies.

Lyon www.groupelogo.com Logo group is a French eyewear company. Founded in 1896, the company Logo has taken full advantage of its heritage and traditional know-how. Logo is specialized in making luxury products "Made in France". Even if Logo is focusing on its traditional know-how, the group invests in research and development in order to be dedicated to innovation. In this firm my job consisted in designing optic and solar glasses.

"Barbaplanet" collection, kids glasses for the brand Barbapapa

Eyewear

h.distefano@hotmail.fr www.hugodistefano.fr Eyewear sketches for the brand Tag Heuer

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RESEARCH THESIS Technical objects are part of people’s everyday life. Every day they use and handle them, which implies that they have physical and cognitive interaction with them. However they have basic interaction, based on an utilitarian relationship, with products which have complex functioning. Why are they not able to repair a simple desktop printer which has just broken down? The internal working of technological products has become so difficult to handle and mysterious that users cannot expect to understand them. So users have no choice but to consume them.

MAKING TECHNICAL OBJECTS YOURS

La réappropriation des objets techniques Les objets techniques font partie de notre quotidien. Chaque jour nous les utilisons et les manipulons. Que ce soit une simple fourchette ou un ordinateur, nous entretenons des rapports physiques et cognitifs avec eux, mais plus ils sont complexes, plus nous entretenons avec eux une simple relation liée à l’utilitaire. Les objets technologiques qui nous entourent sont devenus tellement complexes et mystérieux dans leur fonctionnement qu’ils ont généré une part de mystère, l’utilisateur ne peut plus espérer les comprendre. Quelles sont les solutions pour se réapproprier les objets techniques et technologiques ?

Technical object

Intelligibility

Emancipation

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RESEARCH PROJECT

MASHUP Every technological object that you use is hermectic. During a year, I looked for a way to design an "open" object so that everyone could understand each of its components. Mashup La plupart des objets technologiques que nous utilisons sont "fermés". Durant une année, j’ai cherché à concevoir un objet technologique qui serait "ouvert " et dont le fonctionnement et les composants seraient plus intelligibles.

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Mashup is an open source technology that everyone can use easily. Every part of this object can be removed and replaced so if one of its parts doesn’t work anymore, you can easily replace it by a new one. With the same base, you can build a camera, a MP3 player, a speaker… it only depends on which elements you insert. With some imagination, you can also create your own technology or your own element. Everyone can easily build his or her own technology by simply assembling elements on the base which recognizes them and adapts itself. Mashup is a solution which allows you to regain control of your technological object and to really make it yours.

1- Mashup’s packaging 2- Assembled product (magnetized system) 3- In situation 4- Mashup’s components (screens, batteries, buttons…)


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COMPANY LAURIANE DUGIT-GROS Hi I’m Lauriane and I am currently working as a junior advanced footwear Designer in Salomon (Annecy). After one year in Oxford (England) and a short detour in the applied arts university, I decided to take my BTS and DSAA exams in product design.

Annecy www.salomon.com Salomon is a historical and well known sports company. Founded in 1947 in Annecy, it has been an innovative brand, specialized in high quality products for mountain sports. As a footwear designer, I have been working on R&D projects concerning the Trail Running, especially for the S-LAB department.

Sports

Innovation

R&D project meeting the needs of the professional trail running athlete Kilian Jornet

Mountain

laurianedugitgros@yahoo.fr Prototyping the shoe for testing

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RESEARCH THESIS Thanks to current technical objects, we can today create ourselves a body filled with possibilities. However, objects only care for reading information (they have very precise inputs) and they have a very poor feedback potential (their outputs are underdeveloped). We could refine our relation to wearable technologies by taking into account the notions of animism and presence effect, as a communication vector.

THE RECIPROCITY AND REFLEXIVITY BETWEEN THE BODY AND THE OBJECTS

Réciprocité et réflexivité dans le rapport corps-outil Grâce aux progrès techniques actuels, on peut aujourd’hui se forger un corps augmenté plein de possibilités. Pourtant, l’objet technique n’exploite son potentiel que dans un sens et n’est pas conçu pour entrer en véritable relation avec le corps. Il possède effectivement des inputs (capacité à recevoir des signaux) très fins et sensibles alors que ses outputs (capacité à transformer et à restituer ces signaux) sont très limités. Grâce aux progrès techniques actuels, nous pourrions vitaliser notre relation avec les wearable technologies en ajoutant à cette équation la notion d’animisme comme véritable vecteur de la communication. Comment instaurer une communication d’avantage organique entre corps et objet, et qui donnerait accès à une lecture sensible du corps ?

Reflexivity

Animism

Sensitivity

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RESEARCH PROJECT

FRISSON Nowadays the only means of communication with wearable technologies is a quantitative one. By adding the notion of presence effect (given by animism) to that quantitative aspect, we might be able to provide a qualitative answer. Frisson Le seul mode de communication qui nous est proposé aujourd’hui avec les wearable technologies est quantitatif. En greffant à cela la notion d’animisme et d’effet de présence comme vecteurs de la vitalisation de l’échange, nous pourrions accéder à une communication qualitative.

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Frisson is a sensitive device allowing the couples who are trying to have a baby to determine the best periods in the month. Thanks to this device, they can easily tell when a sexual intercourse is likely to be followed by a pregnancy. The time when you realize that getting pregnant might not be so easy as you had expected it can be full of doubts and even fears for both the man and woman in the couple. Many of the existing medical solutions are way too austere to fit the needs of such a mentally hard time. In order to let free space for the couple and the seduction in the procreation process (which still remains the most efficient medicine we know), I tried to put the qualitative communication in the center of my reflexion. Frisson is an armband you wear at night that can inform you, thanks to temperature curves, about the most fertile days in the month. If you are in a fertile day, it simply gets goosebumps that you can only feel by a gentle stroke on your shoulder.

First of all, it favours an intimate relation between the woman and her own body, through the tactile and organic communication of the stroke. Then, it encourages sensitive exchanges within the couple because as the device is mute, communication needs to go through touching and the sensations filter. Finally, the intimate communication continues via the device action through the sensitive link created with the baby. 1- Existing fertility tests as we can find them on the market 2- Frisson: bases establishment 3- Frisson: the intentions 4- First model of Frisson


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COMPANY JULIE FUND Chimilin I consider myself as a crazy designer. But it doesn’t prevent me from thinking a lot and from making some stuff, products, ideas, stories, feelings for the main public. I am also interested in design fiction, good shapes, jazz music & unicorns.

www.impex.eu Impex offers a wide range of car additionals, safety and technic equipments, electronic accessories to large retailers and car stores across Europe. Working with the marketing team has enabled me to diversify my missions, from product design, packaging, graphic design to interactive design or corporate communication. I had the opportunity to design a summer-licenced collection sold in Carrefour supermarkets.

Automobile

Human-centered

BORNE: Interactive kiosk to inform customers about car products for Carrefour’s hypermarkets

Interface

Working conditions

fundjulie@gmail.com www.juliefund.fr @julie_fund Air Funny: Air freshener packaging redesigned to be closer of the young consumers

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RESEARCH THESIS Nowadays, an unease in the French world of tertiary work has been noticed. For instance, workers may experience a lack of acknowledgement or tough managing practice. It is both economists and French social evolutions that have shaped the way we currently value our work. However designers have to question the everyday life at work and the perception of work everyone may have. This research focuses on tertiary industries, which are the most developed ones in today’s world, bearing in mind that a designer can’t change the managing system, but that he aims to make good use of its weakness to make it works as best as possible.

BETWEEN ENDURING AND CHOOSING MY EVERYDAY LIFE AT WORK

Entre subir et choisir mon quotidien au travail De nos jours, on remarque un malaise latent dans le monde français du travail tertiaire (manque de gratitude, pratiques managériales…). Précédemment, les économistes, penseurs et révolutions sociales françaises ont façonné notre valeur actuelle du travail. Sous l’angle du design, j’ai souhaité questionner le quotidien au travail à travers l’observation et les perceptions de chaque acteur. Cette recherche se concentre sur l’industrie tertiaire, la plus développée de nos jours, sans oublier qu’un designer ne peut changer un système managérial, mais tirer partie de ses faiblesses pour agir. Comment choisir notre quotidien au travail pour travailler mieux sans subir ses règles ?

Everyday life

Breach

Interstice

Design & management

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RESEARCH PROJECT

THE GETAWAY The French tertiary sector has recently adopted some new practices such as openspaces or desksharing, without taking the workers’ human needs into account. In this situation, design is trying to make the employee able to choose his daily life at the office, to work better without suffering the rules. L’échappée Le secteur tertiaire français a récemment adopté des nouvelles pratiques (openspace, desksharing) sans prendre en compte les besoins humains des salariés. Dans cette situation, le design tente de rendre les employés capables de choisir leur quotidien au bureau, pour travailler mieux sans subir les règles.

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The getaway aims to fit to these changes in the working rules to offer a balance. Indeed, enhancing the place of an employee is counterbalanced by the benefits of his greater involvement for his employer. My project formalizes this necessary interstice between the work rules and the necessary few minutes for having a break before getting back to work more efficiently. That’s why the getaway isn’t a simple piece of furniture, but more like a breach in the system. Set in front of a window of an openspace, this micro-space opens a door to the outside, infinite source of stories and news. Its role and its uses are defined through the needs of the employees. It is a space to make a micro-break alone or with a colleague, like micro-nook to discuss on a project, or micro-bubble to call someone among one’s relatives or one’s friends. The getaway reveals the gap between personal and professional spheres at work to offer the possibilities to handle it.

This interstice opens as much on the outside as on the inside thanks to its transparency and its light and shadow effects. It enables the worker to be fully part of the place he or she is in. 1- Letting some exchanges appear 2- Enjoying some instants 3- Some pouches are placed to invite the workers to settle themselves for a while 4- Loosing our look in the reflects 5- Searching the good shapes to tell the good story


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COMPANY JONATHAN HAMOT Nantes Hey, I’m Jonathan ! I am a product designer interested in new techs, curious of what is new. I am also a food lover and I like to cook.

www.4modtechnology.com 4MOD is specialised in designing and manufacturing remote controls. The customers to whom we sell our products may either be Internet Service Providers or Set-Top Boxes manufacturers. My mission consisted in working on two different fields. The first one was designing remote controls, which is a key element of today’s company activity. Secondly, I had to prepare the setting up of a new company in the Internet of Things area. Consequently I had the opportunity to think about what our future would be with those brand new products.

Remote control

jonathan.hamot@gmail.com

Some search sketches for a remote control

Connected Objects

User-friendly

www.jonathanhamot.fr @JonathanHamot A connected bulb

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RESEARCH THESIS THE TOUCHED IMAGE

Our sense of touch is currently undergoing deep changes. Nonetheless, digital devices have enabled users to preserve an act of touching, but a programmed one. Digital machinisation of this sense of touch has created a new kind of touch called "the simulated touch". Such a means of interaction enables to free us from the usual constraints of the physical matter and to develop a brand new imagination based on a digital matter. This simulated touch seems to be an opening to the original touch. A wide range of possibilities is being created thanks to this simulated touch where digital matter can be shaped to create a new imagination. L’image touchée Notre sens du toucher est en pleine mutation, de moins en moins sollicité. En revanche, les appareils numériques ont permis de maintenir un acte de toucher, mais un toucher programmé, normalisé. La "machinisation digitale" de ce sens du toucher a ainsi permis l’émergence d’un nouveau toucher : le toucher-simulacre. Une telle médiation permet de rompre avec les contraintes de la matière physique et ainsi de développer une nouvelle imagination basée sur la "matière numérique". Ce toucher-simulacre semble être une ouverture du toucher original. Un nouveau champ des possibles est alors ouvert où la matière numérique peut être transformée sans limite. Comment le toucher lié à la matière numérique modifie les interactions que nous pouvons avoir avec notre environnement ?

Digital matter

Digital touch

Renewing interactions

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RESEARCH PROJECT

AION A digital touch is appearing thanks to digital devices such as tablets or smartphones. Several technologies which are still evolving enable us to think about a near future when this digital touch will overwhelm our environment. There are new interactions which are created again and again. Aion Un nouveau toucher est en train de voir le jour grâce aux appareils numériques tels que les tablettes ou les smartphones. Plusieurs technologies actuellement en cours de développement nous permettent d’envisager un futur où ce toucher numérique sera omniprésent. De nouvelles interactions sont ainsi possibles.

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The development of the new digital touch enables us to think about a world where our objects, our environment will be able to interact differently with us. For example, we can figure that relief can be created when we need to push on something or that roughness may be changed on a surface. Consequently our objects won’t be frozen but dynamic. Such dynamism may be used for several occasions. I have chosen to use this potential offered by the digital in materialising time. Indeed, time is something untouchable and universal. Through tangibility, time becomes closer, more personal. Aion is a wristband which indicates time to its user through tactile feedbacks. The user can feel the time going by the way he wants, constantly or periodically. Technically, the inner skin of the wristband in contact with the arm may change in order to create moving patterns appearing at different spots. The wrist has become a

tangible way to understand the time and to feel it going by. Aion thus offers a new perception of time through tactile sensations. 1- An overview of what our objects could be if they were dynamic 2- The Aion wristband and its application 3- The Aion wristband sends a tactile feedback about time 4- The Aion wristband


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COMPANY VIOLAINE PÉNELON Mâcon Hi ! I’m coming from a science A-level but as it didn’t completely fit me, I then turned to the field of product design which combines technical knowledge and creativity in which I found a way to develop my skills.

www.simire.com Simire has been specialized since 1953 in the manufacture of school furniture and this firm has then expanded its products range in the community furniture. I joined the development department in which I did many different and rewarding things related to marketing or advertising but also to products design. In fact I designed new products for nursery schools and also for catering products.

School furniture

Removable partition destined for nursery: a two-in-one concept

Community furniture

Manufacture

violaine.penelon@gmail.com A few drawings for a folding table

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RESEARCH THESIS THE COLLECTIVE IN DISTRESS Human beings have always felt the need to be together in a more or less symbiotic group of people such as the tribes, firms, and social networks. Relationships between people have considerably evolved since the industrial era. In fact, the individual has gone away from the bonds and the straight path which have been imposed until now, and even more in a consumer society where the individual dominates. Today, the Living-together ideal seems to be inconsistent and it tends to disappear. Le collectif en détresse Les hommes ont depuis toujours éprouvé le besoin de se regrouper sous forme d’ensemble plus ou moins en symbiose comme les tribus, les entreprises ou les réseaux sociaux. Avec l’ère industrielle, ces rapports ont fortement évolué et ont permis à l’individu de s’affranchir des liens et du chemin tout tracé qui lui étaient imposés jusqu’alors, d’autant plus dans une société de consommation où l’individu est roi. De nos jours, le Vivre-Ensemble semble incohérent et dispersé. Dans ce contexte, quelles alternatives entre une planification collective et une logique individuelle ?

Collective

Living-together

Mutual dependence

Individual

Mutual aid

Share

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RESEARCH PROJECT

&CO’ The sense of togetherness stems from the mutual aid. I then chose to achieve the project through a key place: the Oviv Social Center (near Vienne). This is a structure which combines proximity, social mix and a specific issue related to the collective as its objective is to foster the social development within its territory. &CO’ - Jardin des Partages L’entraide est moteur du collectif. J’ai alors choisi de concrétiser le projet dans un lieu clé : le Centre Social Oviv (près de Vienne). C’est une structure qui associe la proximité, la mixité de la population et une problématique propre au collectif, son objectif étant de favoriser le développement social au sein du territoire.

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&co’, which is a kind of hand up box, was born out of an awareness that human being is an incomplete one and that everyone is able to help their neighbours with their own ressources. The intention, which is disconnected from any commercial value, is to help each other without competitiveness and discrimination. It’s in that way that this project is innovative and mainly consists in removing any inhibitions from the system of relationships in order to trigger exchanges and to offset meetings.

as to make it evolve. To achieve this, &co’ is based on "participate hand up" rather than "delegation services". I wanted to stimulate everyone’s involvement and sense of usefulness by showing a collective result, decentralized from the "Self". As a community vegetable garden, &co’ evolves according to users’ exchanges. There are two distinct and user-friendly objects: a multimedia application (&co’App) and a piece of furniture (&co’Mob) allowing collective values to take shape and to make the application accessible to all.

The aim being to create a local Beingtogether, to build complicity and trust so that people can better cope with loneliness.. &co’ is a tool available to inhabitants, as well as local associations via the Social Center (SC). It allows the SC to provide an alternative to services which cannot provide a reliable solution through mutual aid. As Confucius said "Give a man a fish, feed home for a day. Teach a man to fish, feed for a lifetime."

1- &co’ App: give one hand up to use &co’ 2- &co’ App: Exchanges Screen, where mutual aid is translated by photos and comments 3- &co’ Mob: to communicate on &co’ in the Social Center and to rally around the app’ 4- &co’ App: Garden of Share, where on going and completed exchanges come to life

My mission therefore consisted in designed an object users can easily make their own so


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COMPANY ZOÉ PELLINI Vaulx-Milieu I’m Zoé and I’m 23 years old. I think I’m a curious, sensitive and epicurean girl. At work, I like the idea that design makes life easier. I’m deeply concerned with the respect of knowledge and traditions, and I’m also fascinated by materials and process.

www.timesport.com TIME is one of the leading brands of carbon fiber racing bicycle frames and pedals. This company creates, manufactures and sells highly technical bicycle products. During one year, I was responsible for making the link between marketing and design center. My productions were versatile: graphic design, product design, and I have implemented various communication strategies. I could bring a fresh look in this very constrained and technical field.

Carbon Cycle

Pedals

Creation of a complex element to give an identity to all TIME cycles

French manufacturer

zoe.pellini@gmail.com Organization and supervision of various cycles event

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RESEARCH THESIS When the eater is faced with food he or she has never eaten before, he or she is confronted with a contradictory behaviour. He or she is torn between neophobia and neophilia. These two different philosophies oppose the biological obligation to be on a diversified diet to the fear of eating things which might be dangerous for human health. To study these two contradictory terms, it is necessary to explore the farming industry because it is the food world which innovates the most. Thanks to an analysis, we could reach the irrational part in neophobia, in relation to the eaters’ imagination. An exploration of neophobia allows us to question strategies set to struggle against the consumer’s rejection caused by new food. In this way, I have drawn hypotheses of work which enable me to develop prospects for the product design project.

FOOD INNOVATION TO IMAGINATION

La nouveauté alimentaire dans l’imaginaire collectif L’industrie agro-alimentaire est l’un des grands thèmes actuels qui fait débat car elle provoque un rejet important chez les consommateurs. C’est la raison pour laquelle il est parfois difficile de proposer des produits nouveaux aux consomateurs. Le champignon m’a interessé car il fascine mais peut être rapidement associé au dégoût puisqu’il est envahissant et parfois dangereux. La culture du champignon demande peu de moyens en énergie et en entretien. Sa rapidité de croissance permettrait, à une échelle de production massive, d’être vraiment profitable à l’industrie. Et si les propriétés du champignon nous offraient un nouveau modèle de production?

Repulsion

Acceptance

Consumption

Production

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RESEARCH PROJECT

THE MAGICIANS OF THE GROUND Nowadays, there are many natural solutions that could fill our need to be fed. These solutions have to satisfy the industry so that it can be viable. One of them could be the exploitation of existing living products. That is why I am interested in edible mushrooms. Les magiciens du sol Nous avons aujourd’hui à portée de mains, des solu­tions naturelles qui pourraient répondre à nos besoins alimentaires. Ces solutions doivent également convenir aux industriels pour être viables. L’une d’elles consisterait en l’exploitation de matières vivantes existantes mais encore trop peu exploitées. C’est la raison pour laquelle je me suis intéressée aux champignons comestibles.

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Fungi Feeding oneself is not a harmless act, as the intimate is taken into account. That is the reason why I have tried to better define the notion of food acceptance in this study. Fungi is a project which tries to exploit completely the natural properties of the edible mushrooms to transform our organic waste into foodstuffs. This project tries to make this product better accepted, given that users are often reluctant to the idea of eating it. Hybridation My reflection made me think of a new type of food: hybrid products which would arise from a transplant of mushrooms on existing foodstuffs. Graphically treated as engravings

of biologist researches, this project anchors us in a reality in which our intellect takes an important part. This work invites us to think of the food of tomorrow in a different way. Being very easy to maintain, rich in proteins and requiring little energy, mushrooms could meet the demands of today’s necessities. Maccroacceptation Photography project allowing a new relationship between the human being and the mould. 1- Engraving of a watermelon hybridization 2- Fungi 3- Alternaria of leaven (Day 23) 4- Fungi


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COMPANY MÉGANE ROUSSELET Nantes Hello, I am Megane, a young junior designer and I am keen on observing, analyzing and having time with children. Actually, I don’t really like to speak about myself, but we can speak together about a lot of other things.

www.simphonis.com Simphonis is a young company, which is a firm of services and of valuation of industrial companies. It is led by Olivier Dabin. This company is at the head of a working group which includes four subsidiary companies: Orkeis, Hutisa, Fluxeos and Simhatec. All of this subsidiary companies are services companies. Therefore, the company Simphonis is an holding company. It means that Simphonis has different participations in these other companies and provide the global direction.

Services

Internet of things

Simphonis Company

Smarthome

megane.rousselet@gmail.com Smarthome and IOT: connected doors, lighting and garden

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RESEARCH THESIS CHILDREN WITH SPECIFIC LEARNING DISABILITIES Everydays, the children with SLD are hindered when trying to learn things like getting dressed, reading, eating, etc. These actions are made without thinking by "ordinary" people, but they require a huge effort for the children with SLD. That discomfort is accentuated by a lack of adapted objects for the children’s work. The children with SLD are in an in-between situation: between the disabled child and the "normal" child. Children with SLD have some characteristics: they quickly forget, they struggle to do two things at the same time, which lead to a huge lack of autonomy. I based my work on this lack of autonomy. Les troubles de l’apprentissage de l’enfant dans le quotidien hors institutionnel. Ce mémoire présente une réflexion quant aux apports du design pour les enfants ayant des troubles de l’apprentissage dans leur quotidien, en dehors des lieux institutionnels de prise en charge ou scolaires. Ces enfants communément appelés "dys" éprouvent des difficultés dans les tâches les plus banales (savoir s’organiser, mémoriser, anticiper, etc). Celles-ci génèrent à leur tour des effets en termes d’autonomie, d’affectivité, et de relations aux parents. Comment le design peut-il intervenir pour fluidifier le quotidien heurté des enfants atteints de troubles de l’apprentissage ?

Autonomy

Specific disabilities

Learning

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NADO Children with specific learning disabilities need time and help to learn, a little more everyday. This help has to be present in the daily life of the child with specific learning disabilities and it must bring the child to the autonomy he needs. My project is based on a unique and flexible object which could fit the daily life of different families. NADO, l’assistant des parents, le compagnon des enfants L’enfant "dys" a besoin de temps et d’accompagnement pour apprendre, pas à pas, un petit peu chaque jour. Cet accompagnement doit être quotidien, et porter l’enfant vers l’autonomie dont il a besoin. J’ai donc tourné mon projet autour d’un dispositif unique mais flexible pour s’adapter au quotidien de chacun.

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Nado is an object connected to a smartphone and web application. It helps the child to achieve tasks in his daily life. For that, it provides the child with visual and hearing markers so that the task will be done within the expected timeframe. The aim is to sollicit the maximum of senses of the child to make him stay focused on his task and to help him carry on without giving up before having achieved the task. The task’s sequence can be scheduled before the use or in real time by the parents through the application. I have oriented my work around a flexible and progressive object to allow every child to get better at his own pace, and with the time he needs. Plus, the object is also adaptable to his daily life. The children also gather rewards depending on their efforts, so rewards enable them to feel proud of themselves and reinforce their self esteem. Furthermore, it also permits to reassure the child’s parents on his capacities. The improvement of their child is quantifiable through the app, so they can have more confidence in their child. This object aims

to be a part of the child’s self-construction and it gives him the courage to achieve a task he must find difficult. Nado also favours the parents/children relationships which are often complicated because of the specific learning disabilities of the child. 1- Louison testing Nado 2- Louison and his mother watching his getting better 3- For simple everyday tasks 4- Before ringing for a task to do


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COMPANY CLARA VAGNER My name is Clara, I’m 22 years old and I have just finished my higher education. After a five-year-course on product design, I am now working as a global designer in "Encoreunebellejournée", a small agency located in the town of Strasbourg in the east of France.

Strasbourg www.encoreunebellejournee.fr Encoreunebellejournee is specialised in designing brands, identities and consumer’s experiences. My work is then composed of a huge variety of tasks ranging from graphic design (creation of flyers, posters, business cards), communication (thinking about the storytelling of the brand and creating the appropriate message), spatial design (designing places, bars or food concepts) or even creating a complete brand from A to Z (name, identity, packaging, place, story, …).

Creation

Branding

GAGAO Store in Strasbourg

Customer experience

clara.vagner@gmail.com GAGAO Indoor

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RESEARCH THESIS BONDING RELATIONSHIP BETWEEN A CHILD AND HIS/HER PARENT Attachment is a selective link that a child sets up with an adult at the beginning of his/her life. A good attachment between the child and at least one of his/her parents contributes to giving him/her the most appropriate means to be an independent person and to become someone without interpersonal issues. That is why I decided to focus on the quality of attachment between a child and his care giver and more precisely on the little moments when we forget to show him/her the attachment he/she needs. Apprendre à gérer ses émotions L’attachement est un lien sélectif que l’enfant établit avec un adulte au début de sa vie. Un bon attachement entre l’enfant et au moins l’un de ses parents permet à l’enfant d’être plus à même d’être indépendant plus tard et de devenir quelqu’un de sociable. C’est l’une des raisons pour laquelle j’ai décidé de travailler sur la qualité de l’attachement de l’enfant à son parent dans les premières années de sa vie et plus précisément sur les petits moments où l’attachement nous échappe, où on l’oublie sans le vouloir. Comment pouvons-nous réparer/compenser les micro-fissures du quotidien ? Ces moments où l’on oublie de montrer à notre enfant l’attachement dont il a besoin…

Physical contact

Bonding

Secure

Caregiver

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RESEARCH PROJECT

DEALING WITH EMOTIONS Emotions are hard to handle for a kid as well as for his/her parents. That is why I chose to work on a new way for both parents and children to deal with emotions and to express them in a new and funnier way in order to improve their relationship and to enable them to have a secure attachment.

Emotions always lead to reactions. What our children have to learn is then not to hide these emotions or hold them back but to live them positively. The "C’est toi le chef" project allows the creation of opportunities that enable our children to express themselves and their feelings.

Apprendre à gérer ses émotions Les émotions sont difficiles à gérer pour le jeune enfant autant que pour ses parents. C’est pourquoi j’ai décidé de travailler sur une nouvelle façon pour ces deux protagonistes de gérer et d’exprimer les émotions de l’enfant d’une façon inédite et bien plus ludique, leur permettant ainsi d’améliorer leur relation et de les amener vers un attachement plus sécure.

The first experiences of communication for a child often happen during a meal, that is why my project consists in creating a few unusual kitchen tools that can be used as pencils to exchange words and feelings around the making of a pie. Thanks to this project, the child is invited to share a moment of complicity with his or her parents and is encouraged to talk about

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events or tiny little things that has just happened in the day thanks to the reuse of everyday objects. The rolling pin becomes a house creator, the spatula becomes a man’s face whereas another tool enables the child to make footprints on the pastry… The use of all these tools together leads to the tale of a brand new story and the child is the only one to know what will happen next. The instructions are quite simple: you spread the pastry with the rolling pin, you let your child draw his or her own little secrets (and you are really welcome to take part in the making of the story) and then: shhh ! It’s a secret, you have to be quiet for a while, let’s cover the pie with the mix and share a moment of intimacy! 1- Kitchen pens to draw your own secrets 2- Jeremy drawing his dream house 3- A great time as a family 4- "C’est toi le chef" bag


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COMPANY SONIA WOELFFLIN I always liked to explore and discover new places and cultures. This gradually developed my interest on anthropological and contextual design. For me investigation, observation, and immersion are essential steps to understand more thouroughly how things work.

Lavans-lès-Saint-Claude www.smoby.fr Smoby Toys is a firm belonging to the Simba Dickie group located in Jura. They create and manufacture toys for under 10-year-old children. In the market of roleplay and outdoor toys, Smoby is considered to be the leader. Most manufactured products are made of injection and air-blown process plastic. As a member of the design team, I had the opportunity to redesign some of their existing toys and work on new products’ development.

Toys

Plastics

Skin redesign on existing toys

Kids

sonia.woelfflin@gmail.com soniawoelfflin.wix.com/book @MinaOlenSonia Smoby Toys Company

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RESEARCH THESIS In a strong competitive and increasingly globalized environment, the question of territories’ identities has become a crucial issue for the companies which want to keep their competitiveness and attractiveness. This thesis deals with territorial resources and their increasing prestige in terms of design. Indeed, taking territorial resources into account can be a strategic lever by connecting skills, actors and creativity in order to encourage, promote and participate in the local development.

DESIGN & TERRITORIAL RESOURCES

Design et ressources territoriales Dans un contexte concurrentiel fort et fortement globalisé, la question de l’identité des territoires est devenue un enjeu majeur dans leur rayonnement et leur attractivité. Face à ce constat, ce mémoire propose une réflexion sur les ressources territoriales et leur valorisation d’un point de vue du design. Celui-ci peut en effet s’avérer être un levier stratégique en liant compétences, acteurs et créativité pour encourager, participer et promouvoir le développement local. L’ensemble de cette recherche se construit sur deux grandes phases ; la première étudie de manière théorique la situation actuelle, définit les enjeux et la méthodologie d’un design localisé. Suite aux conclusions de cette partie, la pratique a permis d’expérimenter la capacité d’immersion dans le Haut-Jura, d’analyse, d’extraction et d’interprétation de spécificités propices à l’élaboration d’un projet de design contextuel localisé, inspiré d’un ensemble de caractéristiques du lieu. Comment le designer peut-il prendre appui sur des ressources locales ?

Territorial resources Local

Identity

Design

Context

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TOPS TO BUILD The Haut-Jura district was my apprenticeship area, that’s why I chose to carry out my research there. The project approach was to draw in its peculiarities in order to draw up objects inspired and built by and from this territory; and throw a network of local actors. Toupies à construire Au travers d’une mise en réseau d’acteurs locaux, ce projet traduit une démarche de "design contextuel localisé" en puisant dans les particularités du Haut-Jura.

Explore, understand and identify a project opportunity The examination of this area has enabled me to establish a selection of five peculiarities. Highlighting distinctive elements of an area allows us to both bring value to its resources and actors: • Marble stone: this area has a tremendous geological wealth which is a part of its history. • Wood: this material is directly associated with the territory image and its use is widely encouraged. • Wood-turning: this is a typical know-how of this place. Why not giving another view of this traditional skill? • Toys manufacture: it was born thanks to wood turning and still holds a strong position nowadays with plastic firms. • co-op spirit: this site is the birthplace of the cooperative movement. That is why experimenting a collaborative approach with local actors could be a way to remember a connection with the place. Revisiting an object The top is one of the oldest toys to be found. On the one hand, I was able to notice that in

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this particular case, its shape has remained unchanged for a long time. In most cases, it is exactly the same from one place to another. On the other hand, tops have different origins and meanings depending on the places and cultures they are part of. So I decided to find some inspiration from other uses of this game in the world to reinvent the spinning top of the Haut-Jura. The toy size is amplified, decontextualized and made with wood and marble stone. Assembling, combining and making up This is a simple game to play outdoors. The first round of play begins with selecting pieces which have different properties like speed, endurance and stability; in order to build the perfect top. Indeed, it is up to the child to discover and experiment what are the best pieces depending on the ground and its obstacles. The aim is to have the object swivel around as long as possible: the longer, the better! 1- The wood turner 2- Spinning top pieces to assemble 3- Presentation of the game 4- Multiplayers game to play outside


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Remerciements L’équipe du DSAA souhaite remercier l’ensemble des personnes, institutions, entreprises et partenaires qui ont initié, rendu possible, soutenu et accompagné cette formation. Conception graphique Ophélie Battaglia Claire Franqueville Colofon DIN 30640 Std Gotham XNarrow Impression Imprimerie Cusin, Bourgoin-Jallieu — Coordonnées Lycée Léonard de Vinci Pôle supérieur de design dsaa.designvillefontaine.com dsaa@designvillefontaine.com @dsaadesignv — L’exposition continue sur dsaa.designvillefontaine.com/diplomes

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