What are the key points relating to the concept of second life objects? What do I as a designer need to to know about this process?
Familiarity - High tech/low tech: individuals are likely to be more familiar with low tech objects instead of high tech ones. For example, many people will know all the features of a plastic bottle - the cap, the thread, the bottle and the label, whereas the same people are unlikely to know all the components of a printer (see post dating back towards the beginning of the year)
Instruction - Not many individuals have the craftsmanship to even make the bottle brush broom that I did in a few days. Regardless of the tools required, many individuals will lack the know-how to complete such second-life objects.
Creativity - Regardless of the craftmanship skills some people may obtain, not all these people will have the desire or the creativity to generate the concepts that could be produced.
Key finding - is there a way to give people instruction and creativity, and insure that they know all the components of the object that could become a second-life object?
We'll find out tomorrow...
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