R I C H PA R K ’ S SELECTED DESIGN WORKS
CONTENTS P. 2
PREFACE P. 3
CURRICULUM VITAE P. 4 - 5
PRODUCT & SOFTWARE 2015 P. 6 - 11
PRODUCTIVE UBIQUITOUS EXPERIENCE THESIS RESEARCH 2014 P. 12 - 15
PRODUCT & SOFTWARE 2014 P. 16 - 17
EPHEMERA SOFTWARE 2014 P. 18 - 19
SUNDIA WRISTWATCH PRODUCT 2014 P. 20 - 21
“Life is made up of small and large experiences. Design is the struggle to create meaningful ones.” The contents included in this portfolio are not, by any means, a complete explanation to the process of each projects. The works shown here are merely visual and textual summaries of the resulting outputs. The purpose of this portfolio is to quickly introduce the viewers to few of my recent works. In order to understand each and every project’s stories, please visit my online personal portfolio website: www.rich-park.com I would like to thank you for taking the time to view my works. Hopefully, you will discover who I am as a designer, and perhaps more important, who I am as a person.
CURRICUL CONTACT INFORMATION
Name: Rich J. Park E-Mail: firstname.lastname@example.org Website: www.rich-park.com Cell: +8210-8768-0365 Current Location: Seoul, South Korea
Birth: 28.12.1992 Place of Birth: New Jersey, USA Citizenship: USA Language: English (First), Korean (Very Fluent), Spanish (Beginner) Visa Status: n/a Gender: Male
Cardiff Metropolitan University & SADI Duration: 10.2013~11.2014 Location: Cardiff, United Kingdom & Seoul, South Korea Major: MDes (Master of Design) Degree: MD Award: Distinction
Product Design Project Management 8/10 Concept Generation 9/10 Digital Visualization 9/10
Apple Mac OS 9/10 Microsoft Windows 7/10 Adobe Photoshop 10/10 Adobe Illustrator 9/10 Rhinoceros 7/10 Keyshot 7/10 Adobe Lightroom 10/10 Adobe Premiere 6/10 Adobe After Effects 4/10 Microsoft Powerpoint 10/10
IELTS Score Overall: 8.0 Listening: 8.0 Reading: 8.5 Writing: 7.0 Speaking: 7.5 Samsung Art and Design Institute (SADI) Duration: 06.2010~02.2013 Location: Seoul, South Korea Major: Product Design Awards & Scholarships: Creative Design Award (Graduation Show) Marian Catholic High School Duration: 2007~2009 (Graduated 2 years early with GED test) Location: Pennsylvania, USA
Photography Analog Photography 8/10 Digital Photography 10/10 Post-Production 9/10 Videography Digital Filming 7/10 Post Production 7/10 Music Acoustic Guitar 7/10 Electric Guitar 5/10 Drums 8/10 ETC Cycling 9/10 Table Tennis 7/10
LU M V I TA E ONE-OFF PROJECTS
(2012) Leeum Museum Project: Souvenir Design Job: Concept development / Visualization / Manufacturing
Freelance Photographer Duration: 2014~2015 (On-going) Location: Seoul, South Korea Summary: - Photographing one-off shoots for newly opening restaurants. - Updating interior and food photography for existing restaurants.
(2012) Samsung Electronics Project: Digital Whiteboard Pen Design Job: Design direction / Product design / Engineering (2012) Samsung Electronics Project: E-Contents Application Design Job: Concept development / Design direction (2012) Samsung Electronics Project: Remote Controller Design Job: Visualization / Ergonomic development / Rough Mockup (2011) Samsung Electronics Project: Notebook Computer Design Job: Design direction / Visualization (2011) Seoul National Museum Project: Souvenir Design Job: Team leader / Concept development / Visualization (2011) Hyundai Automobile Project: Car Feature Desi gn Job: Concept development / Visualization
Leeum Museum (Freelance) Job: Freelance Wristwatch Design Duration: 03.2014~07.2014 Location: Seoul, South Korea Summary: - Design and engineering for production. - Fast-paced development from concept to production. - Successfully produced a limited number of the ‘Sundia Wristwatch.’ felixheckdesign Job: Unofficial Product Designer Duration: 06.2013~09.2013 Location: Munich, Germany Summary: - Jumping into the studio’s current Samsung projects and visualizing product design ideas, under supervision of Felix Heck. - Support work on camera-phone design visualizations, smart kitchen GUI, smart sport equipment visualizations, and product concept digital videography.
Hajen (Freelance) Job: Freelance Product and Brand Design Duration: 04.2013~07.2013 Location: Seoul, South Korea Summary: - Design and developing Hajen’s first consumer product, portable Bluetooth speaker. - Defining aesthetic standard for the brand with design language. - Creating Hajen’s logo. Leeum Museum Job: Souvenir Product Designer Internship Duration: 04.2012~06.2012 Location: Seoul, South Korea Summary: - Conceptualizing quick and affordable souvenir designs to manufacture and market in small quantities. - Visualizing and defining CMF solutions. Samsung Electronics VD Job: VD Product Designer Internship Duration: 10.2011~12.2011 Location: Seoul, South Korea Summary: - Developing a new proejct in designing a solution to controlling and interacting with future Samsung’s smart TV products. - Presenting digitally visualized concepts of various ideas and machine prototyped mock-ups.
Questioning the tide of today’s digital market. Modern digital cameras. What have they become? Why are they the way they are? How should they be? These were all that questions that gave birth to this experimental project. FRAME is a completely unique take on the experience of modern digital photography. The project’s focus was to develop a product in order to provide a pleasing experience for the consumers, and perhaps more meaningful experiences. May be this project provides an insight to what the digital camera market should strive for. Trying to satisfy the smartphone consumers with mediocre digital cameras that half-heartedly try to copy the convenience of smartphone cameras is not the answer. Most of all, this project is a statement to the large consumer electronics manufacturers to take a look at themselves, and really think about what consumers would really need and want. Current market situation. In the midst of rising qualities of smartphone’s functions and features, especially the camera, the existing camera market has seen a dramatic change. A lot of consumers no longer feel the need to own a separate digital camera. Even
professional photographers recognise and constantly take advantage of smartphone photography. What this means is that even though the professional photography market still remains almost the same, the mid-level and entry-level cameras are losing their focus. Every dark cloud has a silver lining. Due to ubiquity of smartphones, many camera companies have resorted to something in the middle between a camera and a phone. These products try to blur the line between a smartphone and a camera, but in fact, they are satisfying neither of the needs. This behavior sounds reasonable, but have been executed poorly. If a consumer is into photography, he buys a specific camera because it has a purpose. In terms of camera phones, it’s an indecisive answer from desperate calls for help in the digital camera market. On the bright side, there are many brands that are trying to differentiate themselves and offer unique benefits from what smartphone camera experiences can’t provide. These benefits can include distinct ergonomics, special features, and perhaps most important, emotional values. These products still believe in the joy of using an actual camera. Perhaps
there is still hope in the digital camera market. The elephant in the room. Now there is very little difference in quality in between smartphone cameras and entry-level cameras. Dedicated cameras are heavy and cost more money. A smartphone camera is accessible, easy to use, and the quality is increasing incredibly quickly. Casual consumers no longer have the need to actually buy a camera. This is the main reason why camera brands are trying to persuade the smartphone users. However, these entry-level cameras are only poorly imitating the features and usability of smartphones. They are not integrating the experience in a smart way. Enhanced photography experience. In order to provide a camera that can be unique, yet blend in with modern consumer lifestyles, a new direction had to be taken. The project’s direction centered around on changing the focus of the entry-level camera market.
Film has obviously died from the mainstream consumer market. However, there are many reasons why people still use them. On the other hand, the majority of consumers do not want to invest in such a difficult process of film photography, so they resort to purchasing entry-level digital cameras. Looking at today’s camera market trends revealed that people are nostalgic. They long for the genuine experiences of the older days. It only made sense that the project’s direction try to somehow allow consumers to have access to these experiences in a modern context. The project’s main concept is inspired by how film photography gives a very raw experience. By taking advantage of how computers have become so ubiquitously accessible today, the purpose of the camera can be more focused on the actual photography experience.
Ask any professional photographer, and they will say: “If you want to learn photography, start with a film camera.”
Setting a powerful look, for a bold project. With all the concept direction details having been decided, having the right visual impression is quite important. For such a bold project with strong characteristics, arguably the face of the project, the logo was developed simultaneously with all design developments. The name FRAME is inspired by the act of choosing the moment to capture with a camera. Because the project's concept focuses so much on the experience of photography, the name FRAME represents that idea. Frame your beautiful memories with FRAME. In terms of typographic developments, the look compliments the core idea of the project: offering a bold statement that looks directly towards the future. It is powerfully minimal, yet elegantly charismatic. Thick typefaces are characterised by subtle personalities. All fonts used for the development of FRAME App, software application, are consistent with the project's concept direction. Minimal yet highly visible typefaces were chosen in order to help users focus on the software's contents. Developing a completely unique camera system. It all started with the thought of a display-less digital camera. This itself was a very bold thought. The challenge was finding a way to retain a similar experience by finding inspiration from film photography. Also, the fact that it had to be an entry-level digital camera meant that it had quite a few limitations. All the functions had to be easily understandable yet very efficient to use. Therefore, all the buttons and dials had to have a very specific purpose that were easy to learn and remember.
Initially, the layout for the physical features of the camera were developed as well as the features for the software application. Basically, this was the stage of developing the skeleton structure for the projectâ€™s concept. Intimate. The project looked to develop an intimate experience, unique to photography. Physical objects soon become very personal after long use. Whenever we hold a personal object, we are reminded of the memories that we've spent it with. The goal was to somehow give the familiar nostalgic feeling in its physical features through its shape and materials. Puristic. After having been obsessed about accessing loads of new contents and informations, we still want our lives to be simple. Not simple as in dumb, but simple as in elegantly effortless. This philosophy applied to the project's design can result in a very puristic experience. No distractions or confusions. Direct, yet elegant. Hyper-minimal. Minimal, minimal, minimal. Every new products these days try to be so minimal that they end up obscuring their core functions of a product. It's not about removing as many buttons as possible, but adding the truly essential buttons. It looks like the age of endless number of buttons is passing. But how should we take it to the next level? How do we make it, hyper-minimal? The look and feel of the camera. A special camera deserves a special design. Various form factors were considered before finalising on its details and
features. For example, even though a separate accessory system was considered, an all-in-one system turned out to be the right solution for an entry-level camera. A modular accessory system will only complicate the manufacturing process along with having to develop various small products that will cost more for the manufacturers and consumers. Premium quality, accessible to everyone. Premium in a product is not the price tag but its quality of experience. FRAME focuses on providing a quality photography experience in the most accessible way possible. Physically, it is constructed of multiple parts of anodised and coated steel. The seemingly uni-body adds to the premium quality of the build, while at the same time, its construction has been simplified, reducing possible costs. All in all, this gives the consumers the chance to comfortably purchase the product and appreciate the high quality in the camera's performance. Instantly recognisable tactile interaction. As much as the quality of photographs matter, a camera's physical feel is also incredibly important. This is why all of FRAME A1's physical interactions are unique from each other. You don't even have to look at the camera to search for buttons or dials. Everything is recognisable just by feel. Dials will click easily yet in a confident, reassuring way. Buttons will press with a sensitive yet firm force. Each unique shapes will let you know which button is which, even if there aren't any written text to remind you. The two buttons located on the backside
of FRAME A1 are user-customisable buttons. The concave and convex shape are easy to distinguish by feel, and are located in an instantly accessible location. Program them to your liking, and easily change the camera's manual/auto settings. See more than reality itself. FRAME A1's hybrid viewfinder is the core of your visual interaction with the camera. The digital & analog hybrid viewfinder provides all the information you need to know when taking a photograph. The clear optics will provide with a detailed view of the camera, while digital overlay graphics gives you any information you need in order to take the photo. Also, it acts as a mini display for quickly reviewing the photos that you have taken at the moment. It's pointless to look at a dull display if it won't match up to the quality of the actual photograph. Introducing the modern way to digital photography. Dot matrix technology has existed for quite a while, however, it has never been implemented in the right way, until now. The dot-matrix display system installed on top of FRAME A1 provides essential photography settings in a single area. Set the correct Aperture, Shutter Speed, and ISO, then take the photo. If you are not comfortable with manual controls, everything can be changed to automatic settings, so you can concentrate on recording beautiful moments in your life.
THE COMPLETE EXPERIENCE.
Confident, yet reserved. The contrast of a bold look with reserved functionalities best describe the experience of the FRAME App. Sharing similar characteristics with the FRAME A1 camera, the software application continues the visual experience from physical to digital. All philosophies applied to the physical camera has been applied to the smartphone application. This holistic approach to the whole project design direction makes the concept a very unique product. Continuity of visual experience. Every visual elements for the FRAME App has been developed in a specific grid. All icon designs share the same proportions, yet are uniquely distinguishable. The location of main control buttons are always located in the same place. The distinct movements of horizontal and vertical movements mean different things. All contents move vertically, while accessing different levels of folders to menus appear horizontally. This distinction makes the whole experience much
clearer and direct. Tangible. The physical world and digital world are starting to blend together. What makes something digital feel real? If something can feel tangible, like a real object, we feel more in control and better aware. It can characterise something digital as natural. This is why all digital elements should be tangible.
Every element should have consistency and be easy to recognise and remember. Seamless flow in digital photography experience. One thing about digital cameras is that all photographs need to be transferred to a computer in order to edit, share, or print. We are now surrounded by computers in all different forms like smartphones,
tablets, laptops, and desktop computers. And all of these computers now offer a far superior quality visual experience than mediocre displays on todayâ€™s digital cameras. Increasingly, our smartphones are becoming the central point in which consume, create, and interact with the digital world and other technologies.
Focused. Especially for a photography-centered software application, its contents are the core focus of the experience. Everything else should be clear out of the view, yet still very accessible. Low-profile, yet highly visible. After all, it's about looking at photographs, and not useless beautiful buttons. Direct. Get rid of complex hidden setting menus and customisations. In such a content-focused software application, no one wants to waste time digging around menus. FRAME CAMERA
2014 MDES Research & Design Thesis Project
PRODUCTIVE UBIQUITOUS EXPERIENCE
This is the turning point. For a very long time, the concept of ubiquitous computing has only been that, a concept. However, over the recent years, many ideas are starting to be implemented into consumer products. Numerous smaller trends based on ubicomp (ubiquitous computing) have started forming.
Determine. To obtain a wider perspective on current conditions of ubicomp developments, literature reviews and trend studies have been done. These methods help to cover a wide range of subjects in relation to the topic. This stage is necessary in order to quickly get a sense of the information currently available.
What’s happening in the real world? We are at the turning point where real users are slowly starting to adapt to the ubicomp lifestyle. But do we even know what the users are doing? This project looks to uncover the reality of ubicomp. I wanted to find out what consumers are experiencing today and utilise the information gathered in order to come to a detailed conclusion with a designer's perspective.
Discover. To gain primary data and insights, it was best to perform open-ended surveys. This allowed for detailed experiences with a wide range of users. After analyzing the survey results, unique characteristics of users are categorized into four general categories. Deeper knowledge is gained through in-depth research techniques like shadowing observations and AEIOU(Activity, Environment, Interaction, Object, User) observations.
Right tools for the right job. In order to approach the project in the most effective way, a bespoke process with methodologies have been thought out. Inspired by the 'double-diamond' research process, the 'infinite loop' takes into account that all data and insights have to be very accessible at any point of the process. The grounded theory methodology is a way of collecting information initially and then distilling the data into a detailed 'theory.' The research can be seen as a narrowing cone, where large amounts of research are organised and compressed into a single theory. Grounded theory methodology. A combination of the well-defined grounded theory and constructivist grounded theory methodologies were both utilised for the research. This allowed for a more flexible approach while still being able to follow the clearly defined steps in a grounded theory research process. However, the bigger focus was on emphasising the views, beliefs, feelings, assumptions, and ideologies of individuals, rather than on the actual methods of research itself. All of these research methods considered, the ‘infinite loop’ process becomes the bone structure to the whole project. Each stages determined by 7 D’s (Determine, discover, depict, define, dream, develop, deliver), it is a guideline to the progress of the research. Included in the infinite loop process is the grounded theory methodology, where open-coding analysis, core phenomenon definition, and axial coding are done.
Depict. Having obtained numerous insights and empathetic observations, a clear and distinct way to visualize them was through personas. Four unique personas were developed in detail that accentuate key differences among ubicomp users. Information was narrowed down through open-coding analysis, which tries to organize small data into larger groups to derive keywords and important factors. Define. To utilise the large amount of information gathered from loop one part of the infinite loop research process, a brief was clearly set. Final results were to derive a theory that best represents the current user-experience of ubiquitous computing, and to develop a product/service prototype that will effectively showcase the possibilities of future ubicomp technologies. Clear direction like the main ubicomp user, understanding the concept background were defined in order to start on the ‘dream’ phase. Dream. Making use of resources like image boards, multiple loosely confined brainstorming sessions were performed, along with quick parallel prototyping for fast evaluation progress. Reevaluating the concepts through focus group sessions gave a clear vision of what direction the project’s concept prototype should take.
Develop. After having chosen the main direction of the concept prototype, sampled interviews and expert interviews were referenced in order to start developing the grounded theory. Then, axial coding analysis was done along with selective coding from the information distilled from loop one. This sets up the data to be analysed further to derive a grounded theory. Meanwhile, information architecture was developed for the concept prototype. KANO analysis helped to determine which features were essential. Because there were simultaneous developments in software and hardware concept ideas, techniques such as heuristic evaluation have been used to ensure that the concept was heading in the right direction.
focused on understanding and gaining empathetic insights from the users, the core phenomenon is a theoretical persona that represents the current general user of ubicomp technology. It is a guideline to meeting the needs and insights to the core users’ desires in a ubicomp technology. In turn, this sets up a very detailed brief for the design development direction. However, this does not mean that these insights apply to all users of ubicomp technologies. Taking account of the resulting grounded theory, a concept prototype is finalised as a practical solution for the core user of ubicomp technologies.
Deliver. For the grounded theory, a theoretical representation has been produced that consisted of all the results from open-coding analysis, axial-coding analysis, selective coding, persona creation, and observational data research. The theoretical visual model shows different levels of factors that are currently affecting the core user of ubiquitous computing technologies. Because the research was
THE RIGHT SOLUTION. FOR THE RIGHT USER. PRODUCTIVE UBIQUITOUS EXPERIENCE
G R O U N D E D T H E O R Y Core phenomenon. The resulting core phenomenon became one of the four categories of main ubicomp technology users. The smart extrovert persona, has very distinct personality, characteristics, beliefs/ideals, and interests. Also, the grounded theory consists of detailed behavioural factors that are described in casual conditions, intervening conditions, strategies, and consequences. These are clearly defined categories that help to better describe the concentrated information gathered and analysed from the research. An infographic of grounded theory can be explored as the result and contains valuable data for future references and studies in user experience for ubiquitous computing technologies. The diagram shown above includes the casual conditions, which are the contextual causes of the core phenomenon, and AEIOU insights that have been derived from the user experience during use of ubiquitous computing technologies.
Strategies. Responses to the core phenomenon/user. These include insights/observations/analyses such as: Users now look for better or unique experiences rather than a simple list of features. Ability to adapt to a different lifestyle. Unique unconventional workflow in businesses. Large developments of ubiquitous technologies raising awareness of quality in products and consumer now looking deeper than just visual aspects in a product. Consumers being more powerful than ever and able to learn every detail about any product. Online data becoming bigger by the second, and consumers taking advantage of it. Intervening conditions. Factors that influence the strategies. The factors include: Cloud storage becoming a very usable product. Experimental mindset of the core phenomenon, who are willing to try new experiences. Information accessibility. Mobile-user becoming a big platform for which many services can be developed. Users desiring simplic-
PRODUCTIVE UBIQUITOUS EXPERIENCE
ity in todayâ€™s world of chaotic information and products. Influential technologies that are adapted by the whole world creating and suggesting new lifestyles and changing the way people behave. Consumersâ€™ lifestyles changing depending on their use of different technologies. Consumers having access to so much more information and data from online availability and accessibility. Consequences. Outcomes from using the strategies mentioned before. These include: Chaotic product/service experimentations. Constant information notifications and alerts. Growing importance of user behavioural data. Peopleâ€™s environments changing physically and the standards becoming more sophisticated. Instant gratification becoming some-what of a standard. Consumers experiencing a much more personalised service. Context-aware experiences developing as mobile users are becoming more mainstream. Product/service ideas that do not appeal to the mass consumers being immediately
abandoned. Businesses focusing on faster and easier products/services. Output summary. Although the overall project did not follow a strict academic standards of research project progression, the resulting documents can be referred to as an example of user-behavior and experience research. Because this research only looks into the overall behaviors of users, it is a good starting point for further research. With this basis, very specific user-experiences on digital technology can be performed in order to obtain detailed information. Very specific methodologies were adapted in order to derive a process that was fit for understanding a holistic user-experience. Understanding empathy, especially for user-experiences, is very important and is required in order to provide effective insights and develop design solutions. Researching user-behavior allows the development of empathy. Overall, this is a study that opens another door of insight into the world of consumer product experiences.
PRODUCTIVE UBIQUITOUS EXPERIENCE
Make it practically predictable. After having gone through an intensive process of learning about the users' experiences in ubiquitous computing technologies, the goal for this part of the project was to develop a physical product and software service prototype that will effectively showcase the possibilities of future ubicomp technologies. Basically, the derived solution should be 'practically predictable.' Meaning, current users are more likely to accept a familiar form of solution rather than a grand innovation that ignores existing human experiences.
Ubiquitous data management solution. 'Memory' is a platform for which the user can build their own organizational workflow and data management. It has been designed to make data an intimate part of your everyday life, where your data becomes truly ubiquitous. Memory is portable in the way you want it to be. Memory Device can be carried on its own through its unique key-ring hole. Also, the key-ring hole is a docking mechanism for either the smartphone case mount or the wristband mount.
Leading users of ubicomp technology. The idea development focuses on the leading ubicomp user persona. This is due to their ability to easily adapt to ubicomp products.
The device. Memory device has offline flash drive storage which can be accessed through the spring-loaded USB port. Memory also uploads the same data to the cloud storage server, allowing online and offline data accessibility.
Know where you stand. Understanding what products and trends are out there today is also important, in order to focus on a specific product market field. In accordance with the main target user, the concept direction centralized on mobile experiences. Think of all the possibilities! Looking into various ideas that could improve and simplify current ubiquitous computing experiences. The ideas considered both physical and software products that could define a whole experience. Does it work? Based on insights revealed from the research, central concept was chosen. In order to find out if the idea will work or not, usability tests were done, which looked into every details of the product.
Wristband mount. Separate accessory, the water-resistant wristband mount, makes your data physically portable and stylishly noticeable. Smartphone case. Smartphones are with us at all times. It only makes sense to have Memory with us, too. Seamlessly access your data physically, or digitally.
Streamlined data organisation. Every bit of Memory app experience has been planned out in order to find the most stream-lined solution. Start instantly recognizing your own files and access them faster than ever. With Memory, you can finally organise your data and manage them the way they should be managed. Access, organise, and share. Memory is all based on the user’s data. Therefore, the more you put into it, the more you will get out of it. Its ‘visual preview’ feature that shows the content of the last updated file allows users to quickly get used to recognizing their data. Memory’s mobile application is a combination of efficient text layout and content-focused image visualization. All features have been stripped down for the most effect experiences. Practical solution. The concept derived from the grounded theory and infinite loop research process is a very practical solution. Rather than trying to change the world of ubiquitous technology, the solution tries to blend its availability with the users of today. Smoothing the experience of ubicomp lifestyle. ‘Memory’ is not innovative, but it takes advantage of available technology and makes it usable by everyone. This is a solution that expands the usability of a ubicomp technology. It is an example of how ubicomp technology can be applied to everyday lives of the people today. Perhaps this can be an example to how ubicomp technology should be applied. But most importantly, every solution should strive to improve our lifestyles and create an enjoyable experience.
Chaotic information overload. In today’s age of fast and overwhelming information, we barely have any time to actually sit down and think. We often find ourselves losing our train of thoughts due to so much exposure to unnecessary information. Everyday people are suffering from information overdose. We need some time to think. As important as social life is, it is during the times we are alone with our thoughts where we are able to organize and think about our lives. But as soon as we get back to the world, our insightful yet fragile thoughts are so easily crushed by the weight of chaotic information. “You should write that down.” This is why we record our thoughts. Whether it’s by writing a meticulously prepared paper, or merely doodling a sudden thought, we never want to lose important thoughts, and that’s why sometimes we find ourselves desperately grabbing for a blank piece of paper to write down that information. We let go of 18
so many important thoughts only to regret it later on. With access to so much technology and tools, why do we still behave this way? An inspirational tool for inspiration. We are using our smartphones everyday to constantly consume and regurgitate information. The project's concept focuses on giving the people a special experience where they can be inspired to create original thoughts and ideas. Through the effective use of visual and gestural interactions, the goal was to develop a strikingly simple and inspirational tool for inspiration. Fluid experience, with a dead-simple layout. Ephemera’s interactions have been designed so that it allows the users to take full control, however, the strong grid system automatically guides the users’ actions. Every action is smooth, but the elements automatically align to the screen in order to effectively display the board. Whether it’s interacting with a single
square or with multiple columns in the size of a gigantic board, it’s all easily accessible with Ephemera. Square format & grid system. However the visuals might be captivating, a very straight-forward interaction system had to be built, especially for organising the users' thoughts. Square format canvases are precisely laid out in a grid system for instant visual cleanliness. All of the app's layout has a cohesive look, allowing users to quickly understand what they are doing. Hyper-realistic objects. Key part of the visual concept was to mimic the characteristics of actual objects. The visual elements are interpretations of foggy glass windows, metallic plates, and frosted glass. Although they look and behave similarly as actual blocks of glass would, the subtle colours. Natural progression of human experience. For as long as we know, humans have
recorded information on physical objects in order to organize their thoughts. With the developments of today's consumer technology, we all deserve unique modern experiences. Some things never change. Whether it's writing on foggy windows, or using a smartphone, we love physical interaction. The main inspiration came from the possibility to heighten this behaviour into a truly special experience.
SUN DIA WRISTWATCH
During my studies at SADI MDes 2014 programme, I was asked to design a new wristwatch for LEEUM Museum located in Seoul, South Korea. While working as a team on other new souvenir product ideas, I was briefed to separately design a wristwatch that will be sold at the museum shop. Initial concept development. Composed of a fairly straight-forward project brief, I was lucky enough to have the freedom to come up with fairly wide range of ideas and variations. However, the purpose of a souvenir wristwatch is very different from that of a luxury high-end jewellery like a Rolex. Although LEEUM showcases big international art works constantly, they only have in-house graphic designers for souvenir products. Also, the limitations to production technique availability and time almost forced the project into finding a simple yet elegant design solution. The design idea had to be unique enough to stand out, yet subtle and practical enough to be worn regularly by practical consumers. Plus, the design should ‘fit’ with the general brand image of LEEUM Museum. In terms of limited production techniques, steel was the watch-making factory’s main material. This has caused a large limitation in effectively representing the more elaborate design ideas. Through the stages of prototyping and communicating with the client, I was able to come in to terms with the right solution.
design ideas were centralised on the concept of time itself or the theme of LEEUM. Design development. Because this was a fast-paced project, the finalisation of the design details and production development progressed simultaneously. Early steel prototypes were roughly made during the development of the main concept. Final design direction. In the end, taking advantage of the steel production possibilities, the concept chosen was the 'sundial watch.' The mechanical precision of steel engravings were used to create a unique pattern for the watch face along with the body itself. In turn, while simplifying the production process, it was a very cost-effective way to visualise the concept. In terms of the process, CAD models were created along with illustrated guidelines for the factory production. Final product. Two versions of the design were produced and released: steel and anodized black. Both versions consist of engraved patterns, matching watch hands, genuine leather strap, and engraved logo and signature on the back of the watch.
Visual development. In order to effectively communicate my ideas to the LEEUM representatives, quick renderings of few plausible concepts were picked out and visualised. The
Please visit my online portfolio website to view all projects process in detail.
ark.com Rich Park email@example.com www.rich-park.com +8210-8768-0365 Seoul, South Korea
Introductory design portfolio to Rich Park's works in 2015. Please visit rich-park.com for detailed information.