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Illuminate Africa Project: Lighting Solutions for Sub-Saharan Communities

Dive into the challenges of lighting in sub-Saharan Africa, identify problems, recall past knowledge, and design innovative solutions. Explore creativity, brainstorm ideas, and understand the theory of synthesis for effective product development. Engage in prototyping and feedback to deliver impactful solutions. Resources provided for interactive learning and inspiration.

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Illuminate Africa Project: Lighting Solutions for Sub-Saharan Communities

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  1. Future Products UNDERSTAND > CREATE > DELIVER Project objectives: - • To understand the issues surrounding the use of lighting in sub-Saharan Africa. • To identify a specific problem to solve. • To recall and apply your previous knowledge and experience. • To analyse a range of information sources and select relevant information. • To extend your creative skills. • To design a solution to the design problem.

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  3. Future Products • UNDERSTAND > CREATE > DELIVER • (1) Starter: - • 1. Read this article and summarise, in one sentence, the essence of the problem. • 2. Underline / highlight the important or technical words. • The Times newspaper Christmas appeal article (SolarAid)

  4. Future Products • UNDERSTAND > CREATE > DELIVER • (1) Learning objectives: - • To understand the issues surrounding the use of lighting in sub-Saharan Africa. • To identify a specific problem to solve. • To recall and apply your previous knowledge and experience.

  5. Future Products • UNDERSTAND > CREATE > DELIVER • To understand the issues surrounding the use of lighting in sub-Saharan Africa. • To identify a specific problem to solve. VIDEO #1: http://www.youtube.com/watch?v=1lVVCheH-Wo • IDENTIFY THE DESIGN CHALLENGE • Can there be issues with even understanding the problem?

  6. Future Products • UNDERSTAND > CREATE > DELIVER • To understand the issues surrounding the use of lighting in sub-Saharan Africa. • To identify a specific problem to solve. • IDENTIFY THE DESIGN CHALLENGE VIDEO #2: http://www.youtube.com/watch?v=nxhXbjtYzRg&noredirect=1 VIDEO #3: http://solar-aid.org/yourdonations/movies/02_schools_mobile.mp4 • TO DESIGN … • TO MAKE… • TO UNDERSTAND… • TO STOP… • TO REPLACE…

  7. Future Products • UNDERSTAND > CREATE > DELIVER • To recall and apply your previous knowledge and experience. • CREATE A ‘RELATIONAL MAP’

  8. Future Products • UNDERSTAND > CREATE > DELIVER

  9. Future Products • UNDERSTAND > CREATE > DELIVER • ‘RELATIONAL MAP’ • WHAT DO I KNOW?

  10. Future Products • UNDERSTAND > CREATE > DELIVER • ‘RELATIONAL MAP’ • WHAT IS THE PROBLEM?

  11. Future Products • UNDERSTAND > CREATE > DELIVER • To recall and apply your previous knowledge and experience. • HOMEWORK: INVESTIGATE A PRODUCT • HOMEWORK : KEEP A LIGHT DIARY http://lifewithoutlights.com/# • HOMEWORK: WRITE A SHORT STORY / POEM BASED ON A PHOTOJOURNAL

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  13. Future Products • UNDERSTAND > CREATE > DELIVER • (2) Starter: - • SHARE YOUR HOMEWORK: FINDINGS • SUMMARISE YOUR CLASSMATES FINDINGS

  14. Future Products • UNDERSTAND > CREATE > DELIVER • (2) Learning objectives: - • To understand a theory of creativity. • To practice ‘brainstorming’ to aid idea creation. • To explore a source of inspiration.

  15. Future Products • UNDERSTAND > CREATE > DELIVER • To understand a theory of creativity.

  16. Future Products UNDERSTAND > CREATE > DELIVER • To understand a theory of creativity. Synthesis is the act of making sense of what we’ve seen and heard during the observations. Synthesistakes us from inspiration to ideas, from stories to strategic directions. By aggregating, editing and condensing what we’ve learned, synthesisenables us to establish a new perspective and identify opportunities for innovation. Brainstormingwith rules like Defer Judgment and Build on the Ideas of Others is a proven method for coming up with unexpected innovations. Brainstormingmakes us think expansively and without constraints. The practice of generating truly impractical solutions often sparks ideas that are relevant and reasonable. It may require generating 100 ideas (many of which are mediocre) in order to come up with three truly inspirational solutions. Prototypingis a method for making solutions tangible in a rapid and low-investment way. It’s a proven technique for quickly learning how to design an offering right and for accelerating the process of rolling out solutions to the world. Prototyping is about building to think, acknowledging that the process of making ideas real and tangible helps us to refine and iterate the ideas very quickly. Creating many different prototypesthat highlight different aspects of your product or service not only enables people to give honest feedback, but also prevents the team from getting attached to an idea prematurely. Feedbackis critical to the design process. It brings the constituents directly back into the design process. Feedback inspires further iterations to make solutions more compelling for constituents. http://www.ideo.com/images/uploads/hcd_toolkit/IDEO_HCD_ToolKit.pdf

  17. Future Products • UNDERSTAND > CREATE > DELIVER • To practice ‘brainstorming’ to aid idea creation.

  18. Future Products • UNDERSTAND > CREATE > DELIVER • To explore a source of inspiration. • WHAT WAS THE INSPIRATION.ppt • QUIZ: WHAT WAS THE INSPIRATION? http://www.animalsontheunderground.com/ http://www.youtube.com/watch?v=1gB9dN4nk-E

  19. Future Products • UNDERSTAND > CREATE > DELIVER • To explore a source of inspiration. • WHAT SHOULD IT LOOK LIKE? • WHAT SHOULD I COPY? • WHERE DO I LOOK FOR INSPIRATION? • WHERE DO I GET INSPIRATION FROM? • WHAT IF I CANT FIND INSPIRATION? • HOW DO I COPY?

  20. Future Products • UNDERSTAND > CREATE > DELIVER • To explore a source of inspiration. • HOMEWORK : SKETCH SHAPES & FORMS • HOMEWORK: USE ICT TO CREATE A MOODBOARD http://wallwisher.com /

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  22. Future Products • UNDERSTAND > CREATE > DELIVER • (3) Starter: - How many different uses can you think of for these?

  23. Future Products • UNDERSTAND > CREATE > DELIVER • (3) Learning objectives: - • To create a range of prototypes. • Task: Rank these prototypes in the level of ‘finished-ness’

  24. Future Products • UNDERSTAND > CREATE > DELIVER • To create a range of prototypes. ROUGH, RAPID, RIGHT: Prototypes are not precious. They should be built as quickly and cheaply as possible. BUILD TO THINK: Prototypes are disposable tools used throughout the concept development process, both to validate ideas and to help generate more ideas. Prototypes are a powerful form of communication and force us to think in realistic terms about how someone would interact with the concept. ANSWERING QUESTIONS: It is essential to know what question a prototype is being used to answer, for example about desirability, usefulness, usability, viability, or feasibility. MODEL STORYBOARD DIAGRAM

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  26. Future Products • UNDERSTAND > CREATE > DELIVER • (4) Learning objectives: - • To develop and refine a range of prototypes. • To consider feedback (in the form of group ‘crit’) FEEDBACK CHANGE ITERATION INSPIRATION IDEA PROTOTYPE

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  28. Starter: What has changed, and why?

  29. Future Products • UNDERSTAND > CREATE > DELIVER • (5) Learning objectives: - • To develop and refine a range of prototypes. • To prepare a proposal for independent feedback FEEDBACK CHANGE ITERATION INSPIRATION IDEA PROTOTYPE

  30. Future Products • UNDERSTAND > CREATE > DELIVER • (5) Learning objectives: - • To prepare a proposal for independent feedback PROJECT PROPOSAL: • Your vision • Story telling • Communication • Images • Pre-empting questions • Ask for feedback

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  32. Future Products • UNDERSTAND > CREATE > DELIVER • (6) Learning objectives: - • To consider and apply feedback • To continue to develop and refine a prototype. FEEDBACK CHANGE ITERATION INSPIRATION IDEA PROTOTYPE http://www.youtube.com/watch?v=8mSjteku6VM

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  34. Future Products • UNDERSTAND > CREATE > DELIVER • (7) Learning objectives: - • To continue to refine a prototype, moving towards a final solution. • To resolve technical details thought testing and peer-feedback. FEEDBACK CHANGE ITERATION INSPIRATION IDEA PROTOTYPE http://www.bbc.co.uk/learningzone/clips/designing-a-lamp/4949.html

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