Tessa Gunnell - Post Graduation Portfolio
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Electrolux ViaFresh
A. Promote HealthB.
Simplify SustainabilityC. Make lunch to go Easy
A bridge between the home and office, the ViaFresh portable lunch box encourages sustainability and health by promoting ‘brown bag’ lunches. Iteliminates problems of heat regulation, lack of time, and ease of use.
Electrolux Design Competition
Mission Statement
Number of research participants
-
A
CB
Related to Food and Cooking •
Intelligent Mobility•
Allow for Personalization•
Utilize Existing Technology•
Environmentally Sensitive•
Intuitive Ease of Use•
6322716
1092Number of unique surveys
Number of surveys completed In-home interviews
Participants in target market Number who pack a lunch
Oven
Stove top
Microwave
Simple Prep (Sandwich or Salad)
Snack
Meal for SelfMeal for Multiple People
Most used appliances
What type of meal do you usually cook?
Apartment
Single Family Home
Townhouse or Duplex
Where do the live?
Target Market Claire Whitfield
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: 26Resides: Downtown Chicago
Job: Manages customer relations for a small design studio.Home: Shares a 2 bedroom apartment with a roommate.
Salary: $52,000Relationship: Engaged
Transportation: 2008 Mazda Rx6 and the LLikes: Color, yoga, healthy food, indie music, graphic design,
going out with friends, traveling.
scenarios
Too busy for lunch
-
Claire is having a very busy day at
the office. She has so much to do that
she can’t take time to go have lunch.
Luckily she brought lunch with her in her
ViaFresh, so her lunch is hot and ready
at her desk.
Claire is able to eat a healthy lunch at
her desk while she works.
Claire doesn’t have any leftovers to
pack for lunch tomorrow, so she decides to prepare a meal that can
cook over night in her ViaFresh. She
decides to cook for her boyfriend too.
Claire chooses a recipe from her
ViaFresh’s library and follows its
instructions to make chili. She chops
some vegetables and puts spices,
beans, tomatoes, beef and the veggies
in the two ViaFresh along with some
broth, and then seals them.
Since the recipe was already in the
ViaFresh library, it automatically knows
how long and at what temperature
to cook the meal. It will slowly cook
and be ready for lunch the next day.
Alison Whitfield is Claire’s older sister.
She is married with two children, ages 6
and 8. She and her husband both work,
so all four of them pack a lunch in their
Via Fresh in the evening to make their
mornings easier.
Every one can pick out what they each
want for lunch. Alison wants a salad and
soup, her husband wants soup and a
sandwich, one of the kids wants leftover
spaghetti, and the other wants hummus
and veggies.
The ViaFreshes are programed with their
contents and the time they need to be
ready, then docked to charge and chill
over night.
Family of Fresh
Slow cooking lunch Breakdowns with current usage models
No time to cook• Easy to forget @ home• Containers are bulky•
Containers can leak•
Coworkers take food• Have to wait for Microwave• Containers are messy• Take up space even when empty•
38
1
2
145
3 180
Compartments
My recipes
Teach Me
Final Design
-
Connectivity
1
2
3
5
4
1)
Recycled Aluminum Handles
2) Button shows time remaining and disconnects sections.
3) Spring loaded ball bearings allow sections to lock together.
4) Collapsible silicone wall with imbedded memory metal & lined with conductive plastic for heating and cooling.
5) Base for storing napkin and silverware.
38
1
2
145
3 180
Food
Temperature
Time
145
1:22pm
Soup
145
38
180
2
ViaFresh
Interface
USB Charge
Solar Bag
Dock
Outlet Solar
VF
VF
VF
Lithium batteries w/ tobacco mosaic virus• - Increases storage capacity x10
Thermoelectric heating and refrigeration•
Technology
Printed solar panels - Transfer printing of high performance
• semiconductors onto virtually any surface, including glass, flexible or rigid plastic, metal or other semiconductors.
Mobility Solutions for Haiti
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.
Project Brief
Types of amputations
Medical ResearchExsisting Crutch Designs
Crutch Testing
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.
Daily Life
Design Criteria
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.
Emotional Factors
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.
Daily Life in Haiti is centered on survival, labor, farming, cooking, buying, selling, carrying
water, and perfhaps schooling.
Daily Life
Ideation
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.
Test ModelsWe created rough models of the most promising designs and performed tests on them to check ease of use and structural integrity.
A
B
c
Final Design
The final design keeps it simple, with each crutch made from two pieces ofaluminum 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 90degree 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 crutchesare highly adjustable and are held together with stainless steel bolts,allowing for use by a wide variety of users.
Components
The final design would be easy tomanufacture 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.
A
B
c
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 veryquickly in Haiti and are much toosmall to deal with rocks, mud, andrubble. My design increases thesurface area of the foot for betterperformance in mud, adds extratread for improved traction in rubble,increases stability,and finally, improves gait and comfort by mimicking the flexible motion of the ankle.
Small grooves in the handle prevent the user’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
A. FOSTER LEARNING THROUGH PLAYB.
PROMOTE INTERACTIONC. ENCOURAGE ACTIVITY
A.
B.
C.
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.
3 Team Members
Tessa GunnellBrian KuchlerDevin Deathridge
Mission Statement
6 TO 7 YRS
Target age demographic
47Number of research participants
25iPad applications tested
32Child surveys collected Parent surveys collected
FIVE**ABC Daycare ~ Boys & Girls Club ~ Forsyth Park Notre Dame Academy ~ The Landings @ Skidaway Island
Number of environments studied
$150.00
Magic price point
15
Testing Device: Apple iPad
TELEVISION
MUSIC
VIDEO GAMES
EDUCATIONAL ELECTRONICS
INTERNET
Average Daily Use
ENTERTAINMENT
PHYSICAL ACTIVITY
INTERACTION
ACTUAL VALUE
EDUCATION
SAFETY
Important factors for Children
Important Factors for Parents
A. BEZEL TOO SMALL
-
B. ICONS TOO SMALL
C. NO DIRECTIONS WHEN STARTING
D. HARD TO INTERACT WITH OTHERS
E. NOT ENOUGH FEEDBACK
iPad Breakdowns
A.
B.
Amount of time using objects
IMACTV
BACKPACK
LEGOSNINTENDODS
LAPTOP
Child
STAKEHOLDERS
Parents
Educators
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.
Educators use electronic learning games at school and sometimes assign homework that can be done online.
A.E.
B.D.
F.
C.
Frequently used objects
A. LEGOS
E. TELEVISIONB. APPLE IMAC
C. LAPTOP F. BACKPACK
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.
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.
D. NINTENDO DSUses Nintendo DS when he cant use his mom’s computer or sometimes before he goes to bed.
Meet James
Scenarios
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
Nice Throw!James: 10Simon: 12
Keep Jumping!Current: 34 Record: 72
You’re Fast!!17mph =
New Record!
James brings his Grip with him to the park so he can find out how fast he rides.
He sees Lucy playing a jumprope gamewith her Grip.
When Simon arrives they play football and use the Grip to see who can get the most
MICROSOFT ACTIVE SPORTS
points.
Collect the Nectar from all the Flowers!
Adonis Blue
and limestone grassland. Males
are blue, females brown with
row of red spots with blue edges on hindwing.
Lucy is playing explorer in her backyard. She sees a pretty butterfly and takes a
Her Grip uses special software to identify the butterfly.
By ‘collecting’ the butterfly Lucy can add it to her Animal Sanctuary game and play
MICROSOFT DISCOVERY
picture with her Grip. games with it.
-
While James and Lucy are on the school bus going home they can play a quick
When Simon gets on the bus he can automatically join their game.
When Lucy gets off at her stop she automatically leaves the game, while
MICROSOFT PROXIMITY
Simon and James continue uninterrupted.game of catch.
He does his homework and is rewarded by points for game downloads.
At the end of school Ms.Sawyer uploads homework to James’ Grip.
When it’s time for James to do his home-work an alarm sounds.
10 Download Pionts!!
MICROSOFT TUTOR
concepts
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
Design features
A. INDUCTION CHARGE
E. SPEAKERB. POWER BUTTON
C. GRIPS F. HOME BUTTON
Charges the device through a sealedmagnetic port.
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.
D. INDUCTION DATA TRANSFERUses sealed magnetic port to transfer data to other devices.
A.
B.
C.
D.
E.F.
G. CameraA rear facing camera with flash encourages interactive and explorative play.
G.
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.
GRIP
parents smart-phone
TV’s
Web Browser
CONNECTIVITY
GRIP App.
parental controls
Schedule Control
Microsoft portsEquipment
Throwcalculator
BikeSpeedometer
Pedometer
Football
Baseball
Frisbee
Jump RopeFlash
Games
Parent tochild
Other GRIPs
LinkedGameplay
ProximityGame Play
messaging
Poppy Home recycling system
-
I developed the Poppy Home Recycling System for Working Class Studio and ShelterPop.com’s online design competition in which it was one of three finalists displayed at the NYIGF. This system takes the mess out of recycling and enables the user to save space by using wall mounts. Instead of detracting from decor this system adds a pop of fun.
Mission Statement
Velcro easy-detach tabs
Recycled bag liner
Natural Cotton w/ recycle prints
Wall Mount