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Work Shop topic -1

The document outlines a series of workshop activities aimed at enhancing students' design thinking and problem-solving skills through practical projects. Each workshop focuses on different themes, such as repurposing everyday objects, designing for travelers, solving kitchen problems, and incorporating technology into common products. The activities include brainstorming, prototyping, and presenting designs, encouraging creativity and usability in product development.

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0% found this document useful (0 votes)
3 views4 pages

Work Shop topic -1

The document outlines a series of workshop activities aimed at enhancing students' design thinking and problem-solving skills through practical projects. Each workshop focuses on different themes, such as repurposing everyday objects, designing for travelers, solving kitchen problems, and incorporating technology into common products. The activities include brainstorming, prototyping, and presenting designs, encouraging creativity and usability in product development.

Uploaded by

lifetalksvideo
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Work Shop Activities-

WSA-1-"Everyday Hacks" - Redesigning Common Objects for New Purposes

Objective:
Inspire students to creatively reimagine ordinary household objects with new
functions, promoting multifunctional and innovative design thinking.

Activities:

1. Warm-Up (15 minutes):


o Students list their most-used household objects to identify familiar
items and their typical functions.
2. Challenge Setup & Group Formation (15 minutes):
o Introduce the challenge of repurposing everyday objects. Form small
groups or assign individual tasks, ensuring each student or team has a
unique object to reimagine.
3. Thinking Time (30 minutes):
o Students brainstorm potential new uses for their objects, encouraging
lateral thinking and unconventional applications.
4. Prototype Development (1 hour 30 minutes):
o Students create quick, low-fidelity prototypes that showcase their
reimagined objects. Each group or individual also produces one final
rendered sketch to visualize the completed design.

WSA-2

"Travel Companion" - Designing for Nomadic Living

Objective:
Design a versatile, compact product tailored to the needs of modern travelers and
digital nomads.

Activities:

1. Persona Creation (15 minutes):


o Develop personas for various traveler types (e.g., backpackers,
business travelers, digital nomads) to identify unique needs.
2. Challenge Introduction (30 minutes):
o Present the task: design a compact, multifunctional product that
enhances travel, such as a transforming backpack, foldable
workstation, or sustainable food kit.
3. Ideation & Concept Development (45 minutes):
o Brainstorm and sketch ideas that emphasize portability, durability, and
minimalism.
4. Prototyping (1 hour 30 minutes):
o Create rough models or low-fidelity prototypes that highlight practicality
and functionality.
Outcome:
Students gain skills in designing practical, multifunctional products for mobile
lifestyles, focusing on minimalism and real-world usability.

WSA-3
Workshop Theme: Solving Kitchen Problems through Design

Brief:
Design a kitchen product inspired by real-life kitchen challenges to address specific
everyday problems.

Objective:
Reflect on past kitchen experiences to identify difficulties and create effective
solutions.
Workshop Outline:

1. Introduction: The Kitchen as a Design Space


o Discuss the kitchen's role in function, ergonomics, and creativity.
2. Identifying Kitchen Challenges (30 minutes)
o Students list challenges faced while cooking or organizing their
kitchens, using observations or cooking videos.
3. Ideation and Sketching (1 hour)
o Brainstorm and sketch solutions, focusing on usability and safety.
4. Prototyping (1 hour 30 minutes)
o Use provided materials (sunboard, snap-off cutters, Fevikwik) to create
rough prototypes.
5. Presentation and Reflection (30 minutes)
o Present designs, explaining the process and receive feedback.

WSA-4

Daily Frustrations - Redesigning Annoying Everyday Products

Objective:
Identify common everyday products with design flaws or pain points and redesign
them to enhance the user experience.

Activities:

1. Observation (30 minutes):


o Students identify frustrating everyday items (e.g., tangled headphones,
difficult jar lids) through personal experience or group discussions.
2. Problem Analysis (30 minutes):
o Analyze the identified products, discussing specific challenges related
to ergonomics, functionality, and ease of use.
3. Redesign and Prototyping (1 hour 30 minutes):
o Students sketch and create prototypes of their improved versions,
focusing on user comfort and efficiency.
4. Presentation and Feedback (30 minutes):
o Each student presents their redesign, explaining the problem
addressed and the improvements made.
o Facilitate feedback and discussion on each design.

WSA-5
Time Savers - Designing Products for Faster Routines

Objective:
Create products that help save time in daily routines, from morning preparation to
household chores.
Activities:

1. Pain Point Identification (30 minutes):


o Students identify time-consuming tasks they encounter daily (e.g.,
breakfast prep, organizing bags).
2. Solution Design (45 minutes):
o Brainstorm products that streamline these tasks, such as automated
organizers, multi-function tools, or portable kits.
3. Prototyping (1 hour 30 minutes):
o Create basic models emphasizing efficiency, simplicity, and time-
saving features.
4. Presentation and Feedback (30 minutes):
o Present designs and receive feedback on the proposed solution.

WSA-6
Modular Living - Designing Adaptable, Space-Saving Furniture

Objective:
Design multi-functional or modular furniture that saves space and adapts to small or
flexible living environments.
Activities:

1. Inspiration (15 minutes):


o Explore examples of modular furniture, discussing principles such as
foldability, stackability, and dual-purpose functionality.
2. Ideation and Sketching (45 minutes):
o Brainstorm furniture items that can adapt to various spaces and needs.
3. Prototyping (1 hour 30 minutes):
o Build scale models or sketches, focusing on portability, ease of
assembly, and modular features.
4. Presentation and Feedback (30 minutes):
o Present designs and gather feedback on the proposed solutions.

Outcome:
Students enhance their skills in practical design for modern living, creating compact
and efficient furniture solutions.

WSA-7
Smart Product Redesign - Adding Technology to Everyday Items

Objective:
Incorporate “smart” features into common products to enhance usability and
interactivity.

Activities:

1. Product Analysis (30 minutes):


o Choose a simple product (e.g., backpack, keychain, mirror) and
brainstorm how technology can enhance it (e.g., a backpack with a
charging pocket or a mirror with built-in lighting).
2. Ideation and Prototyping (1 hour 30 minutes):
o Sketch the redesigned product with new features and create a mockup
integrating tech components like sensors or LEDs.
3. Presentation (30 minutes):
o Discuss how the technology additions improve functionality and user
experience.

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