Electrolux ViaFresh Number of research participants
Electrolux Design Competition
• Related to Food and Cooking • Intelligent Mobility • Utilize Existing Technology • Environmentally Sensitive
Participants in target market
• Intuitive Ease of Use
63 2 109 2 16 27 Number of surveys completed
• Allow for Personalization
Number of unique surveys
Number who pack a lunch
Most used appliances
Stove top What type of meal do you usually cook?
Where do the live?
Meal for Multiple People
Meal for Self
Simple Prep (Sandwich or Salad)
Single Family Home
A bridge between the home and office, the ViaFresh portable lunch box encourages sustainability and health by promoting ‘brown bag’ lunches. It eliminates problems of heat regulation, lack of time, and ease of use.
A.Promote Health B. Simplify Sustainability C. Make lunch to go Easy
Townhouse or Duplex
• Age: 24 to 40 • Male and Female • Single or married • Young professionals and couples with children in elementary school
• College graduates • Have a career/professional job, • If a couple, both work • Upper-middle class • Active social calendars, busy with work and play. Care about health and nutrition, but don’t have time to cook much.
Age: 26 Resides: Downtown Chicago Job: Manages customer relations for a small design studio. Home: Shares a 2 bedroom apartment with a roommate. Salary: $52,000 Relationship: Engaged Transportation: 2008 Mazda Rx6 and the L Likes: Color, yoga, healthy food, indie music, graphic design, going out with friends, traveling.
scenarios Too busy for lunch
Family of Fresh
Claire is having a very busy day at
Luckily she brought lunch with her in her
Claire is able to eat a healthy lunch at
Alison Whitﬁeld is Claire’s older sister.
Every one can pick out what they each
the ofﬁce. She has so much to do that
ViaFresh, so her lunch is hot and ready
her desk while she works.
She is married with two children, ages 6
want for lunch. Alison wants a salad and contents and the time they need to be
she can’t take time to go have lunch.
at her desk.
and 8. She and her husband both work,
soup, her husband wants soup and a
ready, then docked to charge and chill
so all four of them pack a lunch in their
sandwich, one of the kids wants leftover
Via Fresh in the evening to make their
spaghetti, and the other wants hummus
Slow cooking lunch
The ViaFreshes are programed with their
Breakdowns with current usage models
• No time to cook
• Coworkers take food
• Easy to forget @ home
• Have to wait for Microwave
• Containers are bulky
• Containers are messy • Take up space even when empty
Claire doesn’t have any leftovers to
Claire chooses a recipe from her
Since the recipe was already in the
pack for lunch tomorrow, so she
ViaFresh’s library and follows its
ViaFresh library, it automatically knows
decides to prepare a meal that can
instructions to make chili. She chops
how long and at what temperature
cook over night in her ViaFresh. She
some vegetables and puts spices,
to cook the meal. It will slowly cook
decides to cook for her boyfriend too.
beans, tomatoes, beef and the veggies
and be ready for lunch the next day.
• Containers can leak
in the two ViaFresh along with some broth, and then seals them. -
Technology batteries w/ tobacco mosaic virus • Lithium - Increases storage capacity x10
• Thermoelectric heating and refrigeration
solar panels • Printed - Transfer printing of high performance semiconductors onto virtually any surface, including glass, flexible or rigid plastic, metal or other semiconductors.
Compartments My recipes
Teach Me 2 145
1) 2) 3) 4)
Recycled Aluminum Handles
Base for storing napkin and silverware.
Button shows time remaining and disconnects sections. Spring loaded ball bearings allow sections to lock together. Collapsible silicone wall with imbedded memory metal & lined with conductive plastic for heating and cooling.
Mobility Solutions for Haiti Crutch Testing Project Brief
As a consequence of the Haiti earthquake many people were injured and had to have limbs amputated. Following this disaster, Savannah College of Art and Design teamed up with Partners in Health to design improved crutches for amputees in Haiti.
Types of amputations
We researched about problems with existing crutches such as nerve damage to underarms and other strains. We also researched different amputations, some being done in clinics as a result of crush injuries and some traumatic, resulting from the earthquake.
Exsisting Crutch Designs
Daily Life Daily Life in Haiti is centered on survival, labor, farming, cooking, buying, selling, carrying water, and sometimes schooling.
We studied the emotional factors of being a Hatian amputee. Through first hand accounts of trauma and daily life we came to understand some of the difficulties that face amputees. Many aputees suffered traumatic amputations in the quake or were trapped in the rubble for days. In addition, amputees feel like they are a burden to their families and simply want to be able to work and support themselves. Our goal is to empower and enable them.
After a great deal of research we came up with several key design critierea to keep in mind during the next phase of ideation. The Terrain in Haiti is rough, slick, muddy and there are few roads, so the design must be able to handle these conditions. Because the amputees will be using the crutches for a long period of time the crutches need to be longlasting and if possible be able to transform into a universal prosthetic. They must also be very comfortable and ergonomic, not causing stress and injury to the user. It would be best for the Haitian people if the crutches can be locally manufactured, so they must be simple to make and inexpensive.
In the beginning of the ideation phase we went all out, exploring crutch designs as well as prosthetics and even crutches that could transform into prosthetics. Next we moved onto researching local available materials and simple manufacturing methods, we used this research to inform our next round of ideations. This round was simpler and better directed at the target users. These sketches show combinations of the best ideas from previous rounds of sketching, with the additional consideration of manufacturability.
We created rough models of the most promising designs and performed tests on them to check ease of use and structural integrity.
The final design keeps it simple, with each crutch made from two pieces of aluminum pipe that fit inside each other and a third short piece for the handle that is held to the main body with bolts and a T-shaped piece of aluminum. Each pipe has a 90 degree curve at the top to support the underarm piece and the handles attach at an angle to the top bend,allowing for a more natural wrist position while walking. The crutches are highly adjustable and are held together with stainless steel bolts,allowing for use by a wide variety of users.
The unique shape of the arm rest helps prevent nerve damage in long term crutch users by the way it cradles the arm with a medium density rubber. The back of the support has no plastic core, allowing it to provide gentle support during walking, while minimizing pressure on the underarm. The front also curves down, preventing it from digging into the users armpit at the end of a stride.
My foot design helps deal with the extreme terrain in Haiti. Normal crutch feet wear out very quickly in Haiti and are much too small to deal with rocks, mud, and rubble. My design increases the surface area of the foot for better performance in mud, adds extra tread for improved traction in rubble,increases stability,and finally, improves gait and comfort by mimicking the flexible motion of the ankle. The final design would be easy to manufacture in a factory or could be fairly easily translated for manufacturing in Haiti. By purchasing basic pre-made aluminum pipes for the main structure,any hot metal working is avoided, with only 2 simple cold bends required. The casting process is also very easy and inexpensive, especially in higher quantities. Ultimately this design not only improves the comfort and basic function of a crutch through simple yet thoughtful redesign, but also follows a simple manufacturing process that allows for simple and flexible replication and the possibility for future manufacture in Haiti.
Small grooves in the handle prevent the userâ€™s grip from slipping due to sweaty palms or rain by channeling liquid away from the main surface area. The design also improves ergonomics through a tapered shape, allowing a more stable grip that reduces pressure points.
Microsoft Grip 3 Team Members Tessa Gunnell Brian Kuchler Devin Deathridge
Target age demographic
Number of research participants
6 TO 7 YRS 47
Child surveys collected
Average Daily Use
Parent surveys collected
25 32 15
Number of environments studied
Magic price point
iPad applications tested
*ABC Daycare ~ Boys & Girls Club ~ Forsyth Park Notre Dame Academy ~ The Landings @ Skidaway Island
Important factors for Children
ENTERTAINMENT PHYSICAL ACTIVITY INTERACTION Important Factors for Parents
ACTUAL VALUE EDUCATION
Mission Statement We wish to create a simple and interactive handheld device that will provide six to seven year-olds with entertainment while promoting learning, encouraging activity, and fostering cooperative play.
Testing Device: Apple iPad
B. ICONS C. NO
DIRECTIONS WHEN STARTING
D. HARD E. NOT
FOSTER LEARNING THROUGH PLAY B. PROMOTE INTERACTION C. ENCOURAGE ACTIVITY
TO INTERACT WITH OTHERS
Children focus on the entertainment value of electronic devices. They are also greatly influenced in their preferences by older siblings and peers, so they want a device that is considered cool and will result in popularity.
Parents appreciate electronic devices for their ability to entertain and occupy children on road trips. They also want electronic games to educate their children while entertaining them.
Amount of time using objects
F. A. B.
Educators use electronic learning games at school and sometimes assign homework that can be done online.
Frequently used objects
D. NINTENDO DS
B. APPLE IMAC
Has four boxes of LEGOs that he plays with almost everyday.
Plays ﬂash based games on his mom’s iMac. Goes on miniclip.com and plays games for hours on end.
His own Compaq laptop that he uses primarily at school.
Uses Nintendo DS when he cant use his mom’s computer or sometimes before he goes to bed.
Watches TV while playing with other toys, in between activities, and during down time.
Uses his backpack to carry his laptop and all school related materials.
Scenarios MICROSOFT ACTIVE SPORTS James brings his Grip with him to the park so he can ﬁnd out how fast he rides.
He sees Lucy playing a jumprope game with her Grip.
MICROSOFT DISCOVERY When Simon arrives they play football and use the Grip to see who can get the most points.
Lucy is playing explorer in her backyard. She sees a pretty butterﬂy and takes a picture with her Grip.
Her Grip uses special software to identify the butterﬂy.
By ‘collecting’ the butterﬂy Lucy can add it to her Animal Sanctuary game and play games with it.
You’re Fast!! 17mph = New Record!
Adonis Blue Keep Jumping! Current: 34 Record: 72
Nice Throw! James: 10 Simon: 12
When Simon gets on the bus he can automatically join their game.
Collect the Nectar from all the Flowers!
MICROSOFT PROXIMITY While James and Lucy are on the school bus going home they can play a quick game of catch.
and limestone grassland. Males are blue, females brown with row of red spots with blue edges on hindwing.
When Lucy gets off at her stop she automatically leaves the game, while Simon and James continue uninterrupted.
At the end of school Ms.Sawyer uploads homework to James’ Grip.
When it’s time for James to do his homework an alarm sounds.
He does his homework and is rewarded by points for game downloads.
Do w Pio nloa nts d !!
To help fully develop out tablet concept we created scenarios based on our personas and our research. These scenarios helped us determine the technology requirements of our tablet, as well as the physical requirements
We began with concepts that built off of our secenarios, allowing for adjustable and snap on controls inspired by Lego design language. Later we moved on to the brand Microsoft, allowing the device to be seen as both an entertainment and learning device. We also eliminated buttons based on research that showed 6 to 7 year old prefer touch controls.
Final Design A.
A. INDUCTION CHARGE D. INDUCTION DATA TRANSFER Charges the device through a sealed magnetic port.
Uses sealed magnetic port to transfer data to other devices.
B. POWER BUTTON
F. HOME BUTTON
Button integrated in screen.
Silicone grips to keep children from dropping the devices and function as bumpers to protect the screen.
Large speaker directed at the user.
Brings you back to home screen.
A rear facing camera with flash encourages interactive and explorative play.
Pedometer Flash Games
Web Browser Proximity Game Play
Microsoft ports Bike Equipment Speedometer Frisbee Throw
TVâ€™s parental controls
parents smart-phone Parent to child messaging
The final tablet design takes visual cues from the Microsoft Zune and the Xbox while developing a more fun, child friendly look. It combines rugged protection from the grips and feet with a edgy modern shape and screen. By eliminating all ports and substituting a haptic feedback touchscreen for traditional buttons that can trap dirt and grime, we dramatically increased the durability of the Grip, making it as at home in the park as in the home.