Products

Students learn to design products and their interactions within the context of human needs and they develop a deep understanding of the ways in which products shape behavior. Our curriculum acknowledges that no product exists in isolation—it is always part of a larger system comprised of people, communications and environments. Within the context of design for service, products exist as ‘touchpoints’ in a service ecology. For this reason, students learn systems thinking and engage in an iterative, multi-disciplinary and collaborative design process that involves research, observation, modeling/prototyping and rigorous evaluation.

Light and Touch Controlled Interactive Radio

by Daniel Kaufman
This interactive radio uses light controlled by an aperture to raise and lower the volume. The user controls the tuning by simply touching or sliding anywhere on the mahogany veneer which is embedded with a SoftPot potentiometer. This project takes something simple, like a radio and reshapes the user's behavior towards it through the interaction. *Featured on Adafruit Website, Yanko Design and GetAddictedTo

Top Radio

by Yooyoung Ko
Instruments bring joy with the process of learning, anticipating, and achieving. The Top Radio is an instrument that requires subtle hand control to proficiently maneuver. Aiming to create a unique experience, the Top Radio depicts the value of tangible interaction in the products among us.

A Wine Pairing Radio

by Emily Hacker

Coffee Table

by Daniel Kaufman
A coffee table made with maple, walnut and welded steel square tubing.

Kitchen Table

by Daniel Kaufman
A Kitchen Table made of maple, walnut, and welded steel square tubing

  • The Buddy System

The Buddy System | Tool to help connect with companions in moments of stress.

by Mackenzie Dunn
The system opens up effective communication channels between people, helping them notice behavioral patterns among their friends. By creating the Buddy System users are enabled to help themselves by providing control of their stress in connecting with their companions. Team Members | Mackenzie Dunn, Lauren Goldstein, Judy Han

Shepherd: Bicycle Safety System

by Mina Kim
Shepherd is a three part bicycle safety system that helps cyclist ride more safely and efficiently. The mobile dashboard lets the cyclists plan their rides, while the device attached to the helmet gives haptic feedback and sound alert to notify the cyclists about dangers on the road. The light projector scans potholes ahead and it projects directional signs to help the cyclists find their ways.

Whisker

by Robyn Lambert
In a team of three we researched the connection between people and their pets for an entire semester. Our research spanned from surveys, interviews, to make tools. From this research, we identified that many frustrations of cat owners are centered around sleep. So our team developed an interactive cat toy that aims at helping you and your cat sleep better.

Bio Medical Engineering Design

by Sharon West
In this project Kevin Kan created a 3D model of an autoclave.

Covalent

by Rachel Ciavarella
Covalent is a matchmaking application for interdisciplinary campus research and collaboration.

Wakenote

by Lauren Goldstein
Wakenote is a device made to help students stay awake in class and get every word in lecture. Wakenote provides students with a safety net when they sit down in their lectures. By having wakenote in class students will have more efficient notes and never fear the embarrassment of snoring in class.

  • Enlighten Light Therapy Box
  • Enlighten Components
  • Enlighten Interfaces
  • Enlighten at Work

Hi-Tech: Treatment Tools for SAD

by Gina Huang
Enlighten is a system designed to help users with Seasonal Affective Disorder optimize their treatment methods. Combining data from a wearable wristband, a light therapy box, and the user's daily self-reported mood, an application on the user's phone can draw comparisons between daily activities and mood in order to give a holistic picture of how their actions influence their emotional state.

Enhancing dust mask usage

by Yooyoung Ko
After researching what dangers existed in our 3D lab, I began to look into why they did exist, and how I could solve them. The safety that my research defined was safety that depends on behavior, which comes from awareness. In order to increase awareness, I played with the form of a disposable mask to control and concentrate the areas of dust collection. Dust would collect at a faster rate and show users an accelerated coloration change. This is for peers to wear their masks if they have not.

  • Fertilizer Spreader
  • side view
  • front view
  • perspective

Optimizing the Usage of Fertilizer

by Jessica Shen
With the increasing demand for beautiful lawns in front of our houses, more and more people are using chemical fertilizers. The optimized system takes a bag of fertilizer that can be simply attached to the spreader. This requires no pouring or measuring. The spreader has four parts: The bag, tester, weight feedback, and drop spreader itself. As the user walks, the spreader tells the user how much they have used vs how much they should have used, letting the user know the perfect amount to use.

The Pursuit of the Perfect Lawn?

by Ji Young Ahn
This project was to redesign/ create one of the lawn products that causes environmental problem. The challenge of this project was to understand deep knowledge about the problem through different research methods and to create a product that can enrich lawn caring behavior through different mechanisms. Not only the function had to be considered, but also the form of the product had to be considered.

MedPort

by Morgan Fritz
This is a two part project, MedStor and MedPort. MedPort is the continuation of MedStor. This project works to simplify the process of medication scheduling for users by providing a single unit to carry with them instead of sorting their medications manually and carrying around multiple bottles.

Visual Brand Language

by Justin Finkenaur
Visual Brand Language is the visual communication of brand values and identity through design. The purpose of this project was to design an accessory product for an existing automotive brand. I re-designed an electric drill that reflects the core visual elements that encompass the BMW 5 Series Sedan. The process consisted of researching BMW's history as a car manufacturer as well as understanding the aesthetic elements and features that distinguish the BMW 5 Series from other luxury vehicles.

Porta

by Ji Young Ahn
Many people want to organize their notes by different classes of occasions. They even want to collect their sketches in one notebook. However, there are situations where people can't organize their creations. People try to keep their notes by printing it out and putting it in the notebook or simply leave it somewhere they might not be able to remember. Porta will solve these problems and limitations. Porta is a product that helps users to print out their creations right onto their notebook.

Kiosk Redesign

by Lauren Zemering
This Kiosk is a redesign of traditional Reverse Vending Machines. The machine is meant to incentivize recycling for users by making it easier and less time consuming, by providing visual recycling feedback, and by allocating a monetary reward.

Geoform - Footstool

by Lea Cody

Four Board Foot Stool

by Jesse Klein
A foot stool made from four planks of poplar, cut and assembled at right angles

Geoform Foot Stool

by Justin Finkenaur
The objective of this project was to design and construct a foot stool using planar surfaces at right angles in a well balanced composition. The foot stool is considered a geoform because of its additive geometric construction. The form is intended to exhibit rudimentary functionality, while maintaining a hierarchy of planar surfaces. I sketched various forms, generated quarter-scale models as well as a full-scale model, and eventually built the foot stool out of a 60 inch by 10 inch by 1 1/8 inch piece of poplar. I cut and shaped the poplar using machines such as a jointer, thickness planer, table saw and router.

Rotoform Vessel

by Justin Finkenaur

Rotoform Air Plant Vessel

by Albert Topdjian

Rotoform

by Lauren Zemering
Objective was to create a vessel to house a rock, stick, and plant. Vessel form was made by covering a turned wooden form with styrene.

Rotoform

by Diana Sun
Plastic vessel designed for a particular set of 1 stone, 1 stick, and 1 plant.

Rotoform Air Plant Vessel

by Jeffrey Houng

Rotoform

by Lea Cody

  • Hand Ax
  • Hand Axe
  • Rendering 1
  • Rendering 2

Plastiform / Primitive Tools

by Linna Griffin
In this project, we had to design and craft primitive tools under the guide of semantics. This meant that the two tools we had to construct had to use the language of form to communicate their use. Using chavant clay and plastiform foam, the two tools were constructed. My two forms, an ax and a scraper, were designed for the use of splitting wood and Mashing food as well as separating the hide from fallen prey. Such actions were common tasks for Primitive man.

Plastiform Hand Tools

by Justin Finkenaur

Primitive Hand Tools

by Lea Cody

Primitive Handtools

by Hannah Salinas

  • Context shot 1
  • Context shot 2
  • Studio shot 1
  • Studio shot 2

Project 1: Flowform - Spatula

by Daniel Kison
Our task was to take a block of wood, and, using two cuts through the top and two cuts through the side, create a spatula. I used fair curves to create an aesthetically pleasing shape that could fit comfortably in a hand.

Flowform - Spatula

by Lea Cody

Flowform Spatula

by Justin Finkenaur
The objective of this project was to create a spatula that emphasizes functionality through its form and fit within my hand. The spatula is considered a "flow form" because of the complex transitional surfaces that make up the overall shape and composition of the spatula. I sketched various forms, generated models, and eventually cut the spatula out of a solid block of alder wood using a bandsaw and various sanding techniques.

Flowform_Spatula

by Albert Topdjian

Students are introduced to current production and manufacturing processes as well as sustainable approaches. The School has a well equipped analog and digital prototyping facility where students work with traditional materials such as wood and metal and learn to design and prototype using CAD software and 3D digital printers.

Product design can include the design of computer devices, mobile phones, medical and sports equipment, tools and safety devices, shoes and functional apparel, soft goods (such as bags and fabric shelters), ticket and vending machines, domestic and consumer goods, furniture and the interaction mechanisms for all of the above. Our alumni have been associated with the design of many well known products such as: the Apple iPhone and iOS interface, Adidas, PUMA and Nike footwear, Nike Fuel Band, BMW’s bobsled for Team USA in the 2014 Olympics and the Nest thermostat.