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TRISHA MEHTA

BAD DESIGN

WEEK 3
SesnsoReality 
References: 
Tableware as Sensorial
Stimuli by Jinhyun Jeon:
https://www.dezeen.com/2012/
11/18/tableware-as-sensorial-
stimuli-cutlery-by-jinhyun-
jeon/
Basic research about
DAY 5&6 what kinds of colours,
textures, temperatures
The second assignment, much like and shapes  evoke
the first, involves designing and sensitivity towards an
creating a product which,
individual's eating
seemingly good, is subtly bad.
Using 'Senso-Reality' as an anchor,
experience were
the initial product- a spoon- was investigated:
redeveloped through
progressive concepts,
          sketches and data. 
CREATING A 'GOOD' DESIGN

Based upon the results 


from the previous investigation, 
a few rough concepts and ideas were
 generated. Following a 3-step process, the
first being the basic sketch based on shape, colour,
texture and thermodynamic material, followed by
the second step of pointing out potential flaws and
design hazards and the final third being improving
navigated flaws to advance towards a good design. 
EXPERIMENTING WITH FORMS

In an effort to arrive
at a flawless
design, more ideas,
iterations for the
previous ideas, and
form exploration
were done. The
plan was to create
a visually appealing
yet conventionally
suitable design
with as less flaws
as possible to later
add the minute-
most error for
increased subtlity.
The 3-step process
was repeated for
the new concepts
again. 
A concept that started as a spoon design was
modified to make a 'spork' and having iterated and
re-constructed previous concepts repeatedly to filter
out as many potential flaws, final 4 designs were
created concentrated on a preset principle, concept
and anchor. As shown in previous sketches, the primary
aim of each design is for the user to curve their mouths
in an untraditional way to consume the utensil's
contents and experience a range of textures in
the process. The lastly added flaw would be
the opening- with a tendency of
being biased to wither right, or left
handed users.

FINAL CONCEPT
Having discussed the previous 4 designs in a
peer review, it was decided to discard the

FINAL CONCEPT-
 ambition of designing a 'spork' and focusing the 
initial idea of a spoon instead. The other preset REDONE
principles and aims would be maintained and
thus fresher designs with the same concept
were created. the hand-biased design flaw too,
is maintained and the the designs allow the
user to experience a range of textures, as well as
unconventional methods of consuming liquid
foods with an extra dose of warmth (due to the
material being steel).  Thus, to decide
 between the 3, clay models
were created:
PLAY WITH
CLAY
Too short in length. 
Needs thicker grip.
Looks aesthetically
appealing and 'modern'. 
Material (stainless steel)
compliments smooth
texture.  Untraditional,
yet, appealing.

Too unconventional-
may appear threatening. 
Also repulsive due to  
shape and size of bulge  in 
comparison to the rest of the
sleek body.  Uncomfortable
grip.  Suit stainless steel          Each clay model was
as well  as clay.        rotated around for a peer
review (with PG students) and
having evaluated the generic
reaction to each design, the final
design was decided upon,
    with basic modifications. 
THE PROCESS OF
MAKING
Idea chosen:
The chosen design and concept
features an otherwise
unconventional design- one with
an enclosed content bowl. This
would effectively avoid any spills
and cause a gaping movement
to the consumer's mouth while
consumption. However, the same
shape reduces the possibility of
containing bigger solid contents,
like sugar cubes, and its side- slit
is designed to be biased to a
particular group of consumers 
using a specific hand. The clay model was modified to be
followed by digital renders for a longer handle, a bulkier
bulge (for better grip as well as texture- sensitivity while
handling) and a sleeker form with the width only being wide
towards the bowl. 
Since such creation may not the possible to perfection, more
digital renders and mock-ups were created, mock-ups being
created in flexible, manually handle-able materials-clay,
paper mache and milk board. 
FINAL CONCEPT+ FORM:
FINAL MOCK-UP
USER REVIEW
With the final being  "Looks extremely
only a mock-up, users 
 sleek and modern-
became rather prone to 
reviewing only the aesthetics.
kind of like the
This digress their attention from  cutlery people only
the fact that it is instead built out  save to special
of the same material their every- occasions".  
day spoons and forks are- and
wear-and-tear would thus be
minimal even after prolonged
usage. Furthermore, the
unconventional but seemingly The first impression
impressive visual appeal  of a few users was the 
also distracted from  confusion of its role as a spoon. 
its habit of preventing  Upon being explained of its
spills and leaks.  required consumption methods,
people expressed that the change in
"I'll probably be too                 the visual structure of the spoon
itself would significantly improve
swayed by the looks
(due to its 'modern' charisma their
itself too notice if the
eating experience. The smooth
 food is good or not- the texture that effectively hides the
inability to see the present bulge too is believed to
contents might make a       allow the user to change their
 difference too" perception of its contents.
REFLECTION
For this week, while the process of
creating, iterating, recreating and making 
taught me various attributes of design thinking, 
problem solving ( problem creating in this case), 
material exploration and feedback generation, it was the
final user review that brought forth main insights. 

I learned that products/ concepts can not be carefully understood


and thus reviewed through pictures, or even mock-ups. A working
simulation in most cases is usually necessary- to allow the user
interaction with the object's touch, physical visual, 
smell as well its material's suitability with itself.
Judging the basic elements physically significantly affects one's
opinion of any materialistic object, and therefore, I would like to 
point out my observation of every physical product being an
example of sensoreality- due to its ability to physically involve and
affect its user's senses. Without generating any sounds, most
objects can impact their user's auditory senses significantly simply
through other attributes like colour or even smell- a trait that has
much to do with a typical human method of sensory perception. 

To sum it all up, I highlight the key role that not only a product's but
also its producers' and users' senses play in the basic perception of
said product's quality as a design.