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Design For Manufacture

Krutik Shah

The three projects listed are in the fields of transportation, technology and design research but have a single underlying theme, which is enhancing the human experience.

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School of Design

Design For Manufacture

I am a designer whose focus revolves around enhancing human interactions with objects. Our experiences with objects shape the way we look at the world as we are never more than an arm’s length from one. 

With a background in Mechanical Engineering and a decade of manufacturing experience. My design strategies involve a problem-solving approach with an eye for detail.

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Trifecta is the result of a brief labelled ‘The unsettling’. The research for this project digs deep into the true costs of congestion. With the focus on exploring the reasons behind the lack in popularity of alternate modes of transportation.

The name ‘Trifecta’ comes from the aim of the project. There are three crucial factors that would result in the desired experience: stability, portability, and integration.
electric mobilityEngineeringFuture MobilityInclusivescooterStabilityTrafficTransporturban mobility

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Spot was conceived through a brief that asks what the future of home technology would look like. Every day our minds are flooded with information. Spot is a tool that ensures you get the right information when you need it. It is designed using simple components and an effective intervention point. It consists of low-energy Bluetooth tabs that can be attached to objects we need, a trio of receivers to locate the tabs at the door and a door handle with a fingerprint sensor to confirm your identity and warn you via haptic feedback if you forget your valuables.

Hyperquality — I joined this program to understand the essence of what makes great design. The message that I received most often revolved around the phrase ‘attention to detail’ my quest with hyperquality is to try and unpack this loaded phrase. Find out how to recognize it, and how to achieve it. Hyperquality addresses a need that involves eliminating the compensatory behaviours we have when we interact with objects. What is compensatory behaviour and how do we recognize it? Compensatory behaviour occurs when an object is being used the way it was initially intended, but it requires an adjustment in our behaviour to complete the task. This could also occur if there has been a change in the context of its use case that was not anticipated by the designer. Recognizing it requires understanding the function, the context it lives in, and being hyperaware of behavioural changes that are repetitive or unnecessary. It occurs when the designer’s intention does not exactly match its interaction. As designers we let this happen and as users, we are often unaware as these actions are so habitual. Moving forward, we need to enhance the way we use objects and emphasize on the need to eliminate this compensatory behaviour, as it dilutes the essence and the experience that an object has to offer. Below are 3 projects that owe their existence to being able to recognize this compensatory human behaviour. They go through a process of observation, understanding what the nature of the desired experience is, concept development and implications. This loop continues till there is a balance between the desired experience and its implications with the critique being the guiding force.

Bookshelf — Observation: The observation here is our interaction with using a bookshelf. As we place a book, we find that it either slips down or tips over resulting in our compensatory action of popping it back up. In certain cases, we even invest in a book stopper. This is the point of intervention. Design: The base of the bookshelf is lined with grooves that maintain friction keeping the books in place without the need for a book stopper.

Dinner Plate — Observation: The observation here is how often our cutlery seems to slide into our plates and how often we chase around the last morsel of food. The problem here is the lack of friction in between the cutlery and the plate and the lack of a barrier to push food against. Our compensatory action is to wait in a state of tension to ensure the cutlery does not slide in or deal with the consequences. Design: The plate is designed with a lip. The ceramic on the edge of the lip is scuffed evenly to provide enough friction to hold the cutlery. As food and the plates they are served in are enveloped in culture, this product works within a constrained context.

Mouse — Observation: The observation here is how we use the computer mouse. We often find ourselves re-adjusting our hands subconsciously to make accurate movements. This problem is usually aggravated while gaming as you need extremely accurate movements. The movements are inaccurate because of the different coefficients of friction between the hand and the base of the mouse against the table. Imagine a car with 3 rubber tyres and 1 made from marble. Design: The mouse is designed to elevate the entire hand ensuring no dissimilar surfaces are in contact between the table and the mouse. It does this by providing support for the 3 ignored fingers.

My quest to find hyperquality and the attributes that contribute to it has resulted in the formulation of this critique (attached: https://www.krutikshah.co/projects/hyperquality). The contents of this critique make up my methods of identifying the problem, understanding where and how to intervene.

It currently points out the nature of certain experiences and how we might tackle them. I am however, bound by my own understanding and experiences and would like to open it out to a wider audience. This would give me a better understanding of the nuances of this topic, and an insight into cultural differences. So please feel free to reach out with your views. This could be in the form of an essay, an interview, or a product.
Eventually, I hope to curate a book with these responses and couple that with an exhibition of objects that exude this quality.
29 July 2020
13:00 (GMT + 0)
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