The assignment was to make an educational toy for kids. It was a super open ended assignment, as expected at MICA, so I worked with Andrew to try and bang it out. We started thinking about toys that wouldn’t necessarily be real products, but conceptual toys that would make a comment on society. Our first idea was to make a case that a kid could throw their expensive devices into prior to a temper tantrum, so that when they’re ready to throw a fit and slam their MacBook and iPhone around, this case would protect it.
We moved on from that idea but kept the idea of toys that invite aggression. We arrived at “ColorSmash” a toy that would teach kids the basics of color mixing in a fun and an active way. We took some honey packets from the Meyerhof (MICAs primary cafeteria), rinsed the honey out, and poured acrylic paint diluted with water into each of the packets. Through this process we were able to create “ColorPods”. A kid would take a yellow pod and a red pod for example, place them in our plastic pouches, happily smash the pods in the pouch with a mallet, cut a small opening in the bottom of the pouch, and create awesome drip paintings as the resulting color was squeezed out of the pouch. Mom or Dad can then take the used pouches, all mess contained, and toss them in the trash.
Here’s our teacher giving a demo of ColorSmash !
Just a close up clip of the previous structure assignment
Even though the lady at the laser cutter totally ruined the cutting for me, I found this project very interesting. The assignment was to make a structure with linear forms. I set out to make a modular, configurable stand using magnetic pegs in a base. The user can take the pegs, place them in any arrangement on the grid, and sit the desired object on top. The craftsmanship with the drilling is poor, but I think the concept succeeds experimentally.
i am an interaction design major with focus on digital product design. this involves creating digital products likes apps from early conception, into brainstorming, gathering a team, planing development, designing, programing, scheduling, releasing, and maintaining after launch.