Page 1

PORTFOLIO Øystein Helle Husby

1


テ郎STEIN HELLE HUSBY

PERSONAL INFO

EDUCATION, DUTIES & GRANTS

TECHNICAL & PRACTICAL SKILLS

I am a student at the Oslo School of Architecture and Design, taking a masters degree in Industrial Design while working part time at an Apple Premium Reseller.

Education In my third year of a five year Master in Industrial design at the Oslo School of Architecture and Design, and class representative for the third consecutive year.

Sketching Analytical freehand line drawing and marker rendering both analogue and digital with the Alias Sketch Suite and Photoshop.

I have a keen interest in almost everything and the ability to learn quickly and understand thoroughly. I am both creative and goal-oriented setting high standards for myself and working hard to achieve them. I have been chosen to run and maintain our schools 3D Rapid Manufacturing Lab. A task requiring a high level of material and manufacturing knowledge and the ability to work independently.

Running and maintaining 3D Rapid Prototyping lab under Professor Steinar Killi.

Model building Proficient at working with a wide range of materials, for instance foam, plastics, wood and metal.

Responsible for arranging and running CATIA 3D CAD software tutoring for lower grades. Responsible for designing and producing the official AHO study catalog with information about the education and school. Grants & Prizes 2011 - Fulbright Foundation for Educational Exchange - 100 000 NOK (1700 USD) to pursue MA level studies in the U.S.

The purpose of this portfolio is to show the process behind the projects to better display my capabilites throughout the design process. For this reason, four of the five presented projects are thoroughly documented. These projects are not presented merely with the end results, but includes the iterations and decisions taken along the way.

CAD 3D Modeling and Rendering SolidWorks Catia Keyshot/Hypershot/Shot Visual Communication One semester dedicated to learning graphic design and mastering the Adobe Creative Suite. Proficient in oral and written English with a TOEFL score of 110 of 120.

2011 - Nominated for the Young Norwegian Talents awards with the nut cracker Knekk! Sincerely yours,

2


SELECTED WORK

LINJE THE NORWEGIAN COFFEE EXPERIENCE THIRD SEMESTER - USER ORIENTED DESIGN 7 WEEKS COLLABORATIVE PROJECT

KNEKK THE NUT CRACKER FOR EVERYONE THIRD SEMESTER - USER ORIENTED DESIGN 5 WEEKS PERSONAL PROJECT

PIQUE A CONSUMER SODA BOTTLE FOR GRAPE FRUIT AND TONIC FOURTH SEMESTER - PRODUCTION TECHNIQUES 4 WEEKS COLLABORATIVE PROJECT

TURTLE RACE A KINDER SURPRISE TOY FOURTH SEMESTER - PRODUCTION TECHNIQUES 4 WEEKS COLLABORATIVE PROJECT

travel share

TRAVELSHARE social traveling

A WEB AND APP BASED SOCIAL TRAVELING SERVICE FIFTH SEMESTER - IDENTITY AND INTERACTION PERSONAL SEMESTER PROJECT

3


ESPRESSOMAKER The espressomaker “Linje” is the result of a Norwegian approach to coffee - a world by and large dominated by Italian influences. By defining the core values of Norway and Scandinavia and transform these values into a design language, we have achieved a truly unique product. The result is a conscious choice of materials and bold esthetics, neccesary to stand out in this product category.

This project was done in collaboration with Mariko Kurioka Rohde, Audun Grimstad and Åsne Kydland.


PROJECT BRIEF We were contacted by the Norwegian coffee production house Solberg & Hansen to design a espresso maker for the norwegian market for whole coffee beans. Existing whole bean espresso makers are often complicated machines requiring skill to operate. The should be easy to use while maintaining a high quality cup of coffee. The target user group are adults from 45 and upwards. Their kids have gone off to college and they have a healthy economy allowing them to spend money on their interest in great coffee. They rarely visit coffee bars, but are still interested in all things coffee. They are focused on quality and the latest trends, and are looking for a new product that will let them continue to pursue their interest. These factors combined will ensure their interest in buying a new espresso maker in the near future. The machine itself must have a low threshold of use, meaning the process of making coffee should be as simple as possible. The maker must be easy to use, or else the projected users will not spend their money nor time on the maker. The aesthetics should communicate high quality and ease of use, all while suited for the Norwegian market.

PRODUCING COUNTRIES

5


EARLY IDEATION The early stages of the sketching process was dominated by sketches within the reign of traditional espresso makers. They usually have a very distinct appearance, a good thing because they are immediately recognized as espresso makers, but a bad thing since they often disappear in the big plastic/metallic mass that is espresso makers. Having set our goal of tailoring the norwegian coffee experience, we needed a story - a deeper idea.

6


FURTHER SKETCHING While brain storming, the founding idea emerged from a small architectural contour model made of cork. This model and the succeding ideas defined our concept story. Norwegian mountains and forests would spark the idea for both the shape and materials of the espresso maker. Wood would be the material, and mountains would be the shape. Layering the wood like the cork model would create a very different and new appearance. A look completely unique for these type of products. The sketching now focused on this direction.

7


MOCKUP & FOCUS GROUPS Having sketched out a shape we were happy with, we built a one to one mock up model. The model was carved out of styrofoam and finished off with putty to present to our focus group. Quick 3D mockups lets the end user get an approximate impression the end product. Letting the user influence the design at a early stage ensures that the product is tuned in to its targeted

consumer group. The focus group consisted of random people within our target user group. They were first interviewed regarding their relation to coffee, and was then presented with our espresso maker. The testing provided us with unbiased and very valuable feedback. In general our maker received a very positive feedback with some remarks on the size, positioning of the dials and buttons, and the water and waste compartments.

8


REFINING THE SHAPE On the basis of the focus group feedback we started refining the shape in CATIA CAD software complemented with sketching. We worked on the placement of external and internal components, figuring out where to put the water tank and the milk skimmer. Continuosly we worked on refining the profile - adjusting the overall contour lines in an effort to give it a sharp and refined look. A lot of effort was put into working out every angle, giving the user the possibility of placing the maching on a kitchen island.

Refining the profile

9


3D MODEL & DRAWINGS A complete CAD model was created, allowing us to calculate the size of the maker neccesary to fit all the internal components. Further, it allowed us to calculate the capacity of the water tank and waste bin, important factors when describing the user service interval of the machine.

BUILD PROCESS Coffee bean cup

This CAD model served the basis of the build process ahead. Water tank

Milk skimmer Waste bin & drip tray

10

The challenge was taking the shape from 3D CAD software to a real size physical model. This was achieved by slicing the model up in cross sections in CATIA CAD software. These cross sections were then plotted out and project onto the multiple planks of wood. After marking off each profile the cross sections were cut out, glued together to a big block and sanded down to a smooth finish. Holes were cut out for the bean tray on top of the machine and the water tank and brewing area in front. In total the build process was very time consuming, but the mass production aspect was not relevant in this project.


LAYERING OF THE WOOD PLANKS

ASSEMBLING THE SHAPE 11

SANDING DOWN THE MODEL


FINISHED PRODUCT The final product is a completely different approach to the traditional espressomaker. Through its use of new materials and esthetics the product is a breath of fresh air in the market of espresso makers. This is combined with a focus on ease of use, and most important - the ability to brew an excellent cup of coffee.

12


KNEKK!

NOMINATED FOR THE NORWEGIAN YOUNG TALENT AWARD

NUT CRACKER The Nut cracker KNEKK! is a nut cracker for everyone. As part of a User Oriented Design semester, the nut cracker sets out to solve some of the challenges with todays nut crackers. User research was central in this project. Elite users - persons whom have reduced abilites to perform certain tasks with existing products - gives an understanding of the way these products should be designed. Consequently, the focus areas of this project were: Universal ergonomics Highly effective power transmission. Universal aesthetics


USER TESTING The benefits of user testing are many. Observing how existing products are used reveal their shortcomings. A wide range of users will operate the cracker - some have small hands, others reduced strength. These elite users often constitutes a small percentage of the total users, but demand higher performance from the product.

For the user testing we chose persons with varying degree of arthritis - from those who have a minimum of strength reduction, to those who cannot properly use normal kitchen tools. We then presented them with a range of existing products, and observed. Using the products and communicating with us provided very valuable insight to their situation.

15


Reduced angle ables smaller hands to operate the cracker

PRODUCT ANALYSIS Out of the six different nut crackers provided, one distinguished itself as the favorite cracker, with the most effective mechanism and the most comfortable one to use. The wedge shaped body also collected the debris from the cracking. Although they preferred this cracker, there were still several drawbacks. Firstly, the handle was very narrow and thus the large grip force was distributed over a small surface area. In addition to this, the large angle between the handle and the main body required a wide grasp. A sketch analysis was performed with possible solutions.

Larger surface area reduce point pressure

EXISTING NUT CRACKER

POSSIBLE SOLUTIONS 16


USER REQUIREMENTS On the basis of the user testing feedback a requirement specification was formulated. These requirements adressed several key findings from the user testing. The requirements adress both the function of the product, but also the esthetics. Function The function of the nut cracker should be as effective as possible, allowing as many as possible to use the cracker.

By setting up three tentative users, some with reduced abilities, and actively referring to these users they guided the process in the right direction. Esthetics When it comes to esthetics, successful universal products should look as little universal as possible. Unfortunately these universal products have a tendency to inherit an esthetics of their own. This is unfortunate because the elite

users do not want identify themselves with these products as they communicate a shortcoming with the user. Users requiring universally design products wish the fact that they use these products. Therefore, the esthetics of the nut cracker is very important. Letting these elite users drive the design process, is beneficial for everyone.

The things that make life easier for the few, makes life easier for everyone.

HAND SIZE AND STRENGTH VARIATIONS

THE PRODUCTS OBJECTIVES

Arvid

To make an ergonomic and esthetically clean nut cracker with an efficient power transmission for users with reduced grip strength.

70 years old, retired. Hand size 19cm Grip strength 2/6

PRODUCT REQUIREMENTS

Kari 42 year old Hand size 18cm Grip strength 5/6

Technical requirements • •

Persons with smaller than normal to normal hand size. Persons with less than normal to normal grip strength.

Esthetic requirements

Nils 10 year old Hand size 16cm Grip strength 3/6

• •

17

Should be esthetically pleasing for as many as possible, and exclude as few as possible Product should be appealing to people between 10 and 70 years.


EARLY IDEATION Early ideation is all about sketching. To be able to communicate your ideas with others, they must be presented visually. The shortest way from mind to paper is through quick sketching. With the knowledge from the user testing, I tried to analyze the information and manifest it in shapes and forms. The pros and cons of the different crackers were looked at, and attempts at solving them were sketched out. In this process, you try to take into account as many factors as possible, from ergonomics to overall esthetics.

Founding sketch of concept 1 and final product

18


2

THREE CONCEPTS On the basis of the sketch material, three main ideas were chosen and rendered out with markers. The three concept were: 1. A further developed version of the mechanism that proved most efficient in the user testing. 2. A more traditional nut cracker, but with a larger surface area between the cracker and the hand. 3. A more ergonomical approach to the nut cracker deemed most effective in the user testing.

3

A combination of 1 and 3 was chosen. Merging efficiency and ergonomics.

1

Combination of these concepts

19


REFINING THE SHAPE Combining the two concepts meant adding another arm to increase effectiveness while factoring in ergonomics. This meant shrinking the grip size while still being able to effectively crack the largest nuts - walnuts. Factors such as efficiency, ergonomics, ease of use and ease of cleaning were balanced, trying to achieve an attractive and effective nut cracker. In this process, the final form was approximately sketched and drawn up in 3D.

Final product sketch

20


MANUFACTURING The CAD model was done in CATIA, allowing a free forming of the grip shape while running FEM (Finite Element Method) analysis to ensure sufficient dimensioning and structural integrity. A mechanics simulation was performed to confirm the efficiency of the mechanics. The model consists of six parts, all produced in recycled aluminum - providing a light and strong construction.

21


MECHANICS The two arms pivot around the screws on the upper part of the cracker. They yield power on to the inner clamp, pressing this together. The pressure squeezes the nut together until it breaks. When the user releases the force, the clamp retracts back to its normal position, and the handles follows.

Screw, arm pivot point

The reduction of distance between the points of contact executes the cracking, as explained in the schematics below.

Power transfer point

Outer pivoting arm Inner moving clamp

Wedge shaped main body

DISTANCE 1

DISTANCE 2

22


FINISHED PRODUCT The finished product is a nut cracker for everyone. Driven by a user oriented approach with elite users and high requirements it is universal from its effectiveness to its esthetics. The effective power transmission system and ergonomic shape reduce the strain on the user. The appearance model is SLS sintered and treated with a finish. To achieve a highly realistic aluminium finish, several layers of two-component putty and spray putty is applied and sanded down with wet sanding paper from 400 to 2000. Then three layers of metallic paint coat and two layers of clear paint brings out the desired finish.

23


PIQUE CONSUMER SODA BOTTLE PIQUE is a bottle specifically designed for its content - a mixture of grape juice and tonic. This very refreshing drink is popular in the warmer areas of the world, and our assignment was to design a bottle container for the drink, taking into account the different consideration when producing PET Injection Blow Molded containers. The superior goal was to have the user taste the drink before they even had a sip. The design then, had to bridge the gap between the two senses - taste and vision. The project was part off a fourth semester course - Production Techniques - giving an in depth knowledge of Extrusion and Injection Blow Moulding. This project was done in collaboration with Maria Karlsen, Harald Hermanrud and Ă…sne Kydland.


USER TESTING Introductorily to the design process we researched the taste and experience of the drink. Taste is often said to be a subjective matter, but our research revealed several similarities in how the drink was perceived.

BITTER

We asked the users how they expected the drink to taste, then let them taste it while describing both the immediate taste and a more thorough description. We also challenged them to draw the taste in an attempt to understand the relation between their perception and their sense of form.

SOUR

The collected data proved valuable to the design process, helping us manifest the form of the taste.

SWEET

FRESH

FRUITY


EARLY IDEATION Together with the research material we set out to develop three concepts through diverse and extensive sketching. Concept 2

Concept 1

Concept 3

26


CHOSEN CONCEPT

SIMPLE ELEGANCE

TASTE IN FORM

UP-SIDE-DOWN


DEVELOPING THE SHAPE After choosing the “taste in form” concept, we started refining the shape. We brought in some elegant properties from the “simple elegance” concept while working on the cut profile around the bottle. While sketching we tasted and discussed the drink, anchoring our ideas and decisions to the taste. Through the process we built up a solid vocabulary on the relationship between taste and form.

28


DEVELOPING THE SHAPE 3D CAD MODELS & STL PRINTS Parallel to sketching out iterations on paper, we modeled them out in CAD and printed STL RP models. The STL model then allowed us do sketch directly on the surface, giving us a much better feel of the continuity of the lines around the bottle shape. We wanted the bottle to manifest the taste from every angle, meaning we had to work with continous lines running around the shape. Every idea had to be evaluated within the confines of the manufacturing process. This meant there was limitations on the sharpness of edges, the length of the container and the amount of surface details.

Sketching directly on the 3D models

29


FORM AND TASTE The final design is an attempt to embed the complexity of the taste in the shape of the bottle. Throughout the design process, the goal has been to connect senses. Giving taste a spatial and tactile shape, and making the user taste the drink even before they ever had a sip. Different parts of the bottle represents different aspects of the taste.

Accelerating neck hints to the carbonated tonic

Straight lines provides a upright and elegant appearance

A sharp cut testifies to a piquant taste dominated by bitterness

A asymmetrical cut wraps around the bittle and communicates a contrasting taste of bitterness and sweetness.

A asymetrical body prepares you for an unexpexted taste of contrasts.

30


TECHNICAL SPECIFICATIONS & MANUFACTURING

12 mm

standard soda cap PET (Polyethylene terephthalate) Injection Blow Moulding enables a wide array of different forms, but also have important limitations that must be abided. Mainly, the shape must have draft angles and no undercut allowing the mold parts to seperate freely. Sharp edges are tough to achieve, especially around the center part of the bottle due to lower pressure against the mold walls. The top and bottom must also be relatively symmetrical. The cap is a standard black PP (Polypropylene) soda cap.

gasket sealing ring

standard screw thread

160 mm

> 1 mm radius on sharp edges

reinforced bottom 31


FINISHED PRODUCT The finished model is made from 3D printed Epoxy resin. The model is split in half and carefully polished on the inand outside and glued back together, complete with label. The result is a bottle indistinguishable from a mass produced PET bottle. The name Pique is a reference to the piquant and intriguing taste, reflecting the many-faceted body of the drink. PIQUE - Form follows taste.

32


33


TURTLE RACE KINDER SURPRISE TOY Turtle Race is a kinder surprise toy with a story - the story of every turtles inherent racer. The project was a collaborative project running parallel with the PIQUE project in our fourth semester. The project took us through the whole process of designing a new product, from concept development to Injection Mold manufacturing. Analyzing Kinder surprise toys revealed interesting statistics on what makes a popular toy.

This project was done in collaboration with Maria Karlsen, Harald Hermanrud and Ă…sne Kydland.


RESEARCH AND ANALYSIS By collecting statistics from the Facebook group “Whats the best Kinder Surprise Toy you have ever got?”, we concluded with several key findings.

1. INFO FROM THE STATISTICS 68 percent of the preferred toys were part of a build kit and 79 percent of the preferred toys were interactive.

1

68%

79%

CAN BE BUILT

INTERACTIVE

2. KINDER TOY LIFESPAN The kinder surprise toys usually have a very short life span. Buildable and/ or interactive toys are - according to statistics - the preferred toys. But when children grow tired of the toys they are put away. The potential lies in extending the life span of the toys. How could this be done?

The toy is not interesting anymore

EXPECTATIONS

UNWRAPPING

BUILDING IT

INTERACTIVITY

HERE LIES THE POTENTIAL!

2

3. RECIPE FOR A POPULAR TOY? If one can prolong the looping phase between building and interactivity, the toy will increase in value for the child. The solution is to make the kinder suprise toys modular, meaning parts are interchangeable within its series When a child receives a new toy they are combatible with elder toys, enabling the child bring these back into the game.

STANDARD CONNECTIONS

FAMILIES OF TOYS 3 35

COMBINE THE VALUE OF COLLECTING AND BUILDING


EARLY IDEATION The egg - a large constituent of the Kinder Surprise packaging is usually thrown away. One of the first ideas were to integrate this egg into the toy, using the egg as a body of a kinder character. We later departed from this idea, because it was confined to the body of the egg. Looking at the information from the statistics, we knew we wanted a toy the kids could play with.

36


THREE CONCEPTS We continued sketching, and developed three concepts. Kinder Module Kinder Olympics and Turtle Race

37


TURTLE RACE

38


TURTLE RACE SKETCHING After choosing the Turtle Race concept, we continued the sketching process to define several key aspects. To be both buildable and interactive the toy needed a way to assemble and disassemble the parts, and a propulsion system to give forward movement. We also analyzed how turtles look and realized we had to create caricatures to create a more friendly and childish appearance.

Assembling the head

Rim profile

39


FINAL SHAPE & MANUFACTURING The final shape was very precisely 3D modeled to be ready for Injection Molding. For these kind of products, Injection Molding is the preferred manufacturing process. They have a relative small mass, but in large quantities. Creating 3D models suited for this process requires intensive CAD work. Each of the seperate parts that make up the complete model are straight pull design molds, requiring no slide action tooling. This is a neccesity when producing large quantities requiring multi-cavity molds to keep the cost down. In addition to this, the parts are designed with a uniform material thickness, reducing the cooling time and thus tool longevity. All these factors greatly reduces the manufacturing cost as a whole.

Joining pin for head assembly.

2

Cut ellipse ensuring correct assembly

3

The chosen material is ABS polymer, mainly for it’s excellent strength and high gloss finish. • • • •

1

Six parts in total 1-2 degree draft angle ABS polymer Even material thickness reducing the cycle time and cost of production. Straight pull design with no slide action tooling required.

40

Tight fitting rim profile.

4

Two wheel sets with sprockets

5

Joining pins with mating holes.


FUNCTION & USE The turtle body is built in accordance with the analysis of the preferred kinder toys. The toy is therefore interactive, both by being buildable, and having different modes creating interactivity. Out of the box the turtle is in resting position with its head retracted into its body. From this starting point, you can reassemble the toy in to a different mode. Parts are also interchangeable between turtle racers making old toys reusable when you purchase new ones in the same series.

1

3 2

1 . Because of the designed rim profile, the top and bottom parts seperates when applying a moderate pull force. 2. When seperated you can rotate the head outwards, and flip the bottom part to reveal its wheel mechanism. 3. The joining mechanism is mirrored on both sides of the bottom part and assembling the parts is just as easy. 4. Quick and explanatory instructions are also provided in the box.

4

41


PRODUCT RENDERINGS A fully functional 3D CAD model, modeled in CATIA and rendered in Bunkspeed Shot. The above rendering explains the propulsion system. A toothed rod is inserted inside the turtle body, and pulling the rod out spins the wheels causing the turtle to accelerate forward. The bottom renderings show the graphics applied in the molds when produced and the packaging.

42


PRODUCT PHOTOS Real life models were sintered out in a SLS sinter machine and hand painted afterwards. The SLS technology does not allow for very fine details, and the porous surface does not represent the finish of a Injection Molded ABS polymer. Despite this, Rapid Manufacturing give a valuable feel of the overall dimensions and ensures that the mechanics work. This is a fully functional model with the ability to assemble and reassemble the shape.

43


TRAVELSHARE SOCIAL WEB & APP SERVICE Travelshare is a WEB and smartphone service focused on uniting social media and traveling. Plan your trips online with your friends, and share your moments on the go. Travelshare was developed in my fifth semester - Identity and Interaction. The overall purpose of the semester was to develop a complete brand concept, from the values and vision, to the products and services they offer, complete with a visual identity. Also learning interaction design, and the way physical products relates to the user was key in this semester.

travel share

Traveling and social media united.


MAPPING YOUR TIPS When in a travel planning process, information is key. The advice you receive from friends through social media like facebook and twitter are perfectly tailored for you. Your friends know what you like. The challenge is the way information is presented. The best way to plan a trip is the same way you navigate when traveling - through maps.

Guri Venstad

John Doe Visiting Barcelona next month. Got any travel tips?

La Rambla is vibrant! You should check it out.

23 hours ago Comment Like Jane Doe likes this.

Jane Doe Check out the Antoni Gaudi exhibitions. His art is just stunning! 23 hours ago - Like

Hank Peterson You HAVE to check out La Sagrada Familia.

23 hours ago - Like

45


KEEP YOUR FRIENDS IN THE KNOW Travelshare updates your facebook and twitter accounts with your latest endeavours, all from your iOS or Android device.

Giza Pyramid, Egypt

46


REMEMBER THE MEMORIES Travelshare generates beautiful books in no time with your own photos and text, generated while you were traveling.

47


WEB The Travelshare experience starts on the web. When you enter the site, you are presented with a quick tour explaining the service. Whenever you want to try it out, you can sign up for the service for free. When registered, Travelshare will help you plan your trips by harvesting the feedback you receive from friends through social media, and present these tips in maps. This way, planning your trips become much more interesting - and fun.


APP Travelshare is designed as an integrated system, so all your information is syncronized between platforms. If you create a trip on the web, it’s synced to your mobile device. If you share a photo or video from your mobile device, this is uploaded and stored on the web. 12:34

Telenor N

12:34

Telenor N

My M y ttrips rips

Marrakech Barcelona

Vienna

Øystein Husby

December, 2010

December 2010

February, 2011 May, 2011

Completed trips

Planned activities Spots

8

July, 2010

Restaurants

3

Hvar

May, 2010

Museums

5

December, 2009

Vienna, Austria Kunsthistorische Museum Pos: 59.925095, 10.708253

Check in now?

Tenerife

Val d’Isere

12:34

Kunsthistorische M.. Kunsthistorische M

Your Vienna Yo our ur V ienna

Planned trips Vienna

Telenor N

See day-to-day schedule

49


CONTACT INFORMATION Ă˜ystein Helle Husby Professor Dahls gt 43 0367 OSLO oysteinhusby@gmail.com www.oysteinworks.com www.twitter.com/oysteinhusby www.flickr.com/oysteinworks 50


51

Industrial Design Portfolio - Oystein Helle Husby  

This is my selected work from my five semesters at the Oslo School of Architecture and Design.

Read more
Read more
Similar to
Popular now
Just for you