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:: design flux :: weaving disciplines for innovation

:: design flux :: weaving disciplines for innovation. IEOR 170. Group 4 ● Sharena Paripatyadar ● Vivek Rao● Monish Subherwal ● Carisa Harris ● Sha Hwang ● Cindy Park. Project Definition. How to Break Boundaries Between students Between academics and society Between stages of design

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:: design flux :: weaving disciplines for innovation

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  1. :: design flux ::weaving disciplines for innovation IEOR 170 Group 4 ● Sharena Paripatyadar ● Vivek Rao● Monish Subherwal ● Carisa Harris ● Sha Hwang ● Cindy Park

  2. Project Definition • How to Break Boundaries • Between students • Between academics and society • Between stages of design • To create an environment that fosters • Collaboration • Education • Innovation

  3. Personas • Jack Richardson,25EECS Grad Student in collaborative work and part of Berkeley Institute of Design • Brian Wu, 20 3rd year EE student, with little work in creative design, taking a design class, IEOR 170 • Alexei Papadapolous, 21 4th year ISF major on psychology in ethnic studies who needs to design his own psychology experiments and interviews for his thesis • Jenni Wright, 45 Professor of design at UC Berkeley in department of Architecture who needs a place to teach students where they can interact in teams, actively work on projects as well as hear guest lectures and participate in class discussions.

  4. Constraints • Facilities of the building • 3 areas on the ground floor • 3 rooms on the basement • Structural walls • Budget of $1 Million

  5. Goals • Mix • Nurture • Celebrate • Share • Build

  6. ‘design flux’ • Minimize the barriers to the flow of ideas, equipment, and people • To foster back-and-forth iterative design • Simplify and facilitate design process • Multidiscipline collaboration

  7. ‘design flux’ • We accomplish flux with: • linked LCD monitors in every room • glass walls • perforated floors • mobile workstations • staircase and lift connecting the floors • 6 unique yet connected areas for design

  8. 3D Walkthrough

  9. Floor 1 I II III

  10. Area I: Display and Design

  11. Area II: Brainstorming

  12. Area III: Meeting space & Advanced A/V Recording Room

  13. Basement V VI IV

  14. Area IV: Very Rapid Prototyping

  15. Area V: Digital Prototyping

  16. Area VI: Prototyping Studio

  17. User Survey • Main points gained: • Cool equipment, but how to use it? • How to find people from other disciplines? • Light and colors to keep open and exciting • Arrange furniture for group work • i.e. sofas facing each other

  18. Future Directions • Revolutionize the Berkeley Campus • Lectures/Presentations • Revolutionize Berkeley’s Curricula • Revolutionize design

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