Creative Processes and Ideation 

Introduction

This project is dedicated to showcasing my creative process and ideation. In the first couple of weeks, we were assigned a set of tasks completed as a group, centered around the Crate and Kids case study. The following report will present my ideas and illustrate how I narrowed them down to reach my final concept. This project closely mirrors a real-life design process, emphasizing initial research to inform the development of ideas that address user pain points while aligning with current trends.

Crate and Kids Website Analysis

Brand Message 

The key message of the Crate&Kids brand is to inspire creativity and exploration through subtle environmental prompts. They achieve this by weaving natural shapes and designs into their work, sparking users' curiosity to discover these shapes and animals. This approach provides ample room, especially for younger individuals, to learn, develop understanding, and fuel their curiosity.

Example Products

This section will showcase a few examples of their products, providing a comprehensive understanding of their brand and the variety of products they offer

Product Analysis

This scene is a set of products designed for a kids' playroom, creating a simulated outdoor camping experience in the jungle. It encourages children to imagine themselves exploring in the mist. These products go beyond typical toys by allowing users to use their imagination, learn about the toys they are playing with, and potentially develop a lifelong interest. The materials used also enhance the product's appeal with vibrant colors and a high-quality appearance, capturing the user's initial interest and withstanding wear and tear.

Conclusion

his design philosophy is intriguing, offering users the freedom to interpret and be creative with the product. While the items function exceptionally well, they also incorporate an additional layer of design innovation that empowers younger users to explore the world around them.

However, the drawback of the brand lies in the high cost of its products, making them prohibitively expensive for the average consumer. Unfortunately, this pricing means that many people won't be able to afford these learning and exploration-promoting products.

Nevertheless, this brand serves as excellent inspiration for the future due to its unique approach. Designing with a more relaxed product identity in the future can offer users more than just a product; it can provide inspiration beyond the immediate purchase.

Types of Play 

Play - to learn through recreation and fun activities rather than formal and instructed tasks.

Playing has lots of different perspectives and can mean something different to everyone. Below is a list of the Types of Play:

1. Symbolic Play - Using items, actions and objects to represent other objects, actions and items - shown similarly in case study Crate&Kids

2. Rough and Tumble Play - Physical Play explores flexibility, strength - not fighting - uses up a lot of energy.

3. Socio-Dramatic Play -  Acting out through play - doll house, shop keeper

4. Social Play - following a game - set of rules

5. Creative Play - Imaginative Play -  they make things up as you go along

6. Communication Play - Word/Gesture Play - jokes

7. Dramatic Play - Play a character role and act it out

8. Locomotor Play - Movement through Play - TAG, Hide and Seek

9. Deep Play - Discovering Risks and Overcoming Fears - they find out more about themselves - hidden talents

10. Exploratory Play - Using Senses to find out functions and textures of objects.

11. Fantasy Play - Make-believe world where imagination runs wild

12. Imaginative Play - Changing worldly views through play - they have magic powers, they have wings

13. Mastery Play - Interacting physically in environments - Digging Holes

14. Object Play - Hand/Eye Movements  conveys sequences - Paintbrush

15. Role Play - “Play exploring ways of being, although not normally of an intensely personal, social, domestic or interpersonal nature - brushing with a broom, dialing with a telephone.”

16. Recapitulative Play - Introduces them and explores ancestry, history, rituals, stories, rhymes, fire and darkness.



Factors That Influence Learning 

Motivation:

Kids learn faster when they understand why a topic is important for their future. Knowing the real-world impact makes them more adventurous in learning, helping them grasp new areas quickly.


Prior Knowledge:

Students exposed to a subject before are more likely to pick it up. For instance, someone fluent in both English and French is more likely to learn another language than someone who only knows one, as they can catch on to language rules more easily.


Learning Strategies:

Different students benefit from different learning strategies. Practice testing, practicing similar questions and examples, is one effective method to understand a subject.


Understandable Language:

If students can't comprehend the phrases or words during explanations, they won't be able to grasp the topic themselves.


Age:

Different subjects are easier to learn at various ages. Languages, for example, are best learned at a native-speaking level before the teenage years.


Student Personality:

A student's personality significantly influences how they approach a subject. Having all the necessary information won't help if there's no willingness to learn.

Mindmap

Stakeholder Map

Why/How Laddering

Persona 

Name: Bruce Irvin 

Age: 8 years

Gender: Male

Country: France

Accommodation: Lives with parents and 2 younger siblings   

Academic School Year: KS3 Y4

Family Income: £30,000

Hobbies: Reading comics, sleepovers with friends, going to the theatre, loves watching cycling events Pain points: Eye strain, anxiety, stress, suffering from Xeroderma Pigmentosum

Storyboard

Bruce Irvin, a 13-year-old boy living in Marseille, France, faces challenges due to a rare skin disease called Xeroderma Pigmentosum (XP). Because his skin is highly sensitive to UV light, his daily routine differs from that of other children. For instance, when going out during the day, he needs to wear protective clothing due to his condition.

Morning:

Bruce, a 13-year-old, starts his day when his parents wake him up at 7:30 am. After a shower, he heads downstairs for breakfast, typically consisting of French toast and snails, prepared by his mother. If he has to be at school in person, his father drives him along with his siblings as it's on the way to his father's workplace.

At School:

Bruce's school follows a staggered schedule for classes, with many alternating between in-person sessions and online classes through Zoom. During online classes, Bruce struggles to concentrate for extended periods due to boredom and a lack of engaging educational content.

Free Time:

Bruce dreams of becoming one of the best cyclists and participating in the Tour de France. During his free time, he watches cycling events worldwide on YouTube. He also enjoys playing video games and spending time with his younger sibling. If he wants to play outside, he has to wear protective clothing.

At School:

At night, because he's older and his mother often works late, Bruce helps his dad put his younger siblings to sleep. After this, his father gives him his prescribed medication. Before going to sleep, he drinks a small glass of hot chocolate, reads a comic, and then falls asleep.

Insights

The following spider diagram is showing the insights from Bruces storyboard. This will help identify problems associates with learning and may lead into a certain design direction.

Areas To Focus On

After looking at the research that was done as a group and on my own there are certain areas regarding ambient learning that can be explored in a way that would benefit Bruce. 

Types of Play:

Combining play and learning can be challenging, but when achieved, students have fun while learning without realizing it. I want to focus on locomotor play and rough-and-tumble play, both involving physical activity that benefits Bruce, as he enjoys it. Learning through play also helps children develop skills like multitasking that can be used throughout life.

Factors that influence learning :

Motivation is a key factor that influences learn-ing and effects every one of all ages. It is said that people over the age of 19 find it difficult to motivate themselves due to thinking to deeply into the subject matter. Before this age children merely are copying their parents and are very in-fluenced. For example children are more likely to obey authority such as a teacher where as adults would not. If a child is motivated to learn they tend to push themselves further into the subject and do so at a fast pace.

Using the Brain Efficiently:

One aspect I wanted to incorporate into the design is avoiding the wrong types of multitasking. After reading an article by Emily Bonnie, I learned that multitasking can actually take longer and tire the brain more when there are five tasks to be completed. Doing each task individually can be more efficient and less taxing. Therefore, when learning is happening, it's beneficial to implement a no multitasking rule, especially if the tasks involve working memory. The exception is when exercise or physical activity is involved. Exercise enhances oxygen circulation and provides nutrients to the brain, improving memory, focus, and problem-solving.

Ideation- Thumbnails 

Ideation- Image Board

Ideation- Concepts

Concept 1 

The first concept is a wooden toy that is able to be taken apart and put backtogether stimulating the mind of the user.

Concept 2 

This is a toy robot that is preloaded with a number of educational games. It is able to interact with the user both verbally and physically.

Concept 3

This concept is based is a desk and a cycle but just the mechanism meaning that there are no wheels. The desk and the seat height would be fully adjustable to meet the users requirements and needs

Final Idea Sketches

The initial concept is a wooden toy that can be disassembled. The ultimate idea, an evolution of concept 2, is the "fietstafel," a cycle table designed to tackle some of Bruce's challenges, such as difficulty concentrating during online classes. Considering the future uncertainty of online classes, the product can still serve as a work environment for homework and other activities. Given Bruce's passion for cycling, this provides a straightforward solution to the concentration issue.

The fietstafel's base incorporates a charging unit that repurposes energy generated while cycling for various uses. Positioned at the top of the main pole are three USB ports, serving as outputs for the energy. This design choice aligns with the charging unit's maximum output of 12 volts, making USB ports the most suitable option

The design is also backed by research on various types of multitasking. The research indicates that physical activity is one of the few exceptions that actually enhances multitasking and concentration. By studying psychology, Bruce might also learn to link the enjoyment of cycling with doing schoolwork, motivating him to push himself academically and improve.

Models

CAD Renders