Loading...
Hello, everyone.
How are you doing today? Hope you're feeling really good.
My name is Ms. Afzal, and I will be your art teacher for today.
The lesson is called Defining Design.
Yeah, that's what we're gonna do.
We're gonna find out what is design, we're gonna define it, and you're gonna get into some designing of your own, which I'm really excited about.
It comes from the unit of work, An Overview of Design.
So, if you're ready, got some interest, got some enthusiasm, and a bit of focus, let's get started.
The outcome for today's lesson is I can apply the design principles of aesthetics, function, and interactivity.
Sounds interesting.
Let's find out more.
We have some keywords in our lesson today.
They are design, aesthetic, function, and interactivity.
Let's find out what these keywords mean.
Design is the process of planning and creating things to solve problems. Aesthetic refers to the visual appeal of a piece of design.
Function refers to how the design piece works.
And interactivity is a two-way experience, where the person using the design can change or influence it.
These are our keywords, design, aesthetic, function, and interactivity.
Our lesson is called Defining Design and it has three learning cycles, contextualising design, design principles, and design solutions.
Let's begin with contextualising design.
Take a look at these two images.
What's the purpose of these two images? Pause the video and share with someone.
Thanks for sharing your ideas.
They are both examples of designs from different design disciplines.
So, on the left, the table is an example of product design.
And on the right, the jacket is an example of fashion design.
Design is the process of planning and creating things to solve problems, to meet a need, to make something look and work better, to push traditional boundaries.
Can you think of any design pieces or projects that challenge traditional ideas about what design is for? For example, work that goes beyond solving problems or selling products, and instead sparks conversation, raises awareness, or inspires social or cultural change? Pause the video and share with someone.
Thanks for sharing your ideas.
Here's an example of design that is pushing boundaries.
The car designers, Hyundai, designed a walking car named Elevate.
Its legs help it climb steps, jump over gaps, and move through tricky places where normal cars can't go.
And here's a pupil's design of a car that has movable legs.
And this could help rescue teams reach people in danger or make travel easier for people in wheelchairs.
How do you think this pupil's design of a car that can walk pushes the boundaries of what we think of as design? Share with someone nearby.
Thanks for sharing your ideas.
Thinking about pushing boundaries in design, the designer Alix Bizet pushes traditional boundaries of design.
She doesn't aim to solve every problem, but instead wants to inspire change by using materials that would normally be wasted to focus on raising awareness about local issues.
In "Hair Matter(s)" Bizet designed three jackets and headpieces made from human hair.
She's interested in using trimmed hair in design as it is often thrown away and seen as waste.
She also uses it to start discussions and debates around cultural heritage and diversity.
Let's have a check for understanding.
True or false? Design should always be about making something to solve an existing problem.
Pause the video and share with someone whether you think this is true or false.
Thanks for sharing your answer.
Hopefully, you came up with the answer of false.
And now I'd like you to say a little bit more about your answer.
Pause the video while you do this.
Perhaps you said something like this.
Design is about planning and making something.
It doesn't always need to solve an existing problem.
It can also be about pushing boundaries and being innovative.
Since the beginning of humankind, design has helped innovate how we live.
Here's Sam, "The Kanjera Tools were found in modern day Kenya and date back 2 million years! This shows that even then our ancestors were designing useful things to help solve problems." And here's an illustration of a tool similar to the Kanjera Tools.
Laura's adding to the conversation.
"Early cave paintings often use stencils such as the Cueva de las Manos (Cave of Hands) found in Argentina Patagonia and created between 7300 BCE and 700 CCE!" Quite a long time ago.
And we can see an example of a pupil's use of stencilling inspired by Cueva de las Manos.
Today, this innovation occurs across many different creative industries and disciplines, including graphic design, architecture, social design, product design, fashion design, environmental design.
Pause the video and share with someone which of these design industries and disciplines are you most interested in? Thanks for sharing your interest.
Let's have a check for understanding.
Which of the below are disciplines of design? A, architecture, B, sculpture, C, social, and D, installation? Pause the video while you decide.
Well done if you selected architecture and social.
Both of these are disciplines of design.
The impact of designers' work can be seen across many different aspects of our daily lives.
We can see solar panels to generate electricity and skate parks and playgrounds.
Can you think of any other examples of the impact of designers' work in our daily lives? Pause the video and share with someone.
Thanks for sharing your ideas.
I'm sitting at a desk that has been designed in a particular way, which is really helpful for how I'm sitting.
I also have a lamp beside me, which is angled.
It's this sort of shape.
And a lot of design work has gone into creating that.
And now it's time for your first task.
I would like you to observe and sketch pieces of everyday design.
You could consider design from where you live, such as curtain patterns, cutlery and glasses.
Design on your way to school, such as adverts, a bus stop, car or bike.
Design in your school, such as the school building, playground equipment, or the logo.
Pause the while you observe and sketch pieces of everyday design.
Design is everywhere.
Okay, great to be back with you.
How did you get on with observing and sketching pieces of everyday design? You may have sketched designs you see on your way to school, shops, railway tracks, playground, postbox, buildings, lamppost.
Design is all around us.
And now we're onto our second learning cycle, design principles.
Designers use design principles to help them in their work.
These include interactivity, function, and aesthetics.
This is a happy moment, all four of our keywords are on one page.
I like that.
Aesthetics refers to the visual appeal of a piece of design.
It's how the visual elements of a design are used to create a certain style or mood.
This table has been designed for primary school pupils to eat lunch at.
How does the aesthetics of the table relate to the purpose? Pause the video and share with someone.
Here's Sofia.
"I think that the aesthetics of this table is visually appealing because it uses primary colours so the children will want to sit at it and use it." Great thinking there, Sofia.
The Karelia armchair was designed in 1966 by Liisi Beckmann, a designer from Finland.
The chair is shaped with wavy curves, inspired by the lakes and rivers in the part of Finland where the designer was from.
This approach to aesthetics shows how furniture in the 1960s was starting to become more creative, playful, and different from traditional styles.
And we can see an illustration of the Republic of Karellia landscape.
The artist and designer Yinka Ilori upcycles discarded chairs using bright and playful colours.
The collection of chairs was inspired by Nigerian stories and sayings he learned as a child.
His aesthetics are inspired by Ankara fabrics which gives each chair its own look and message, turning old chairs into works of art that tell a story.
And we can see an illustration of some Ankara fabrics there.
You can see how visually appealing these chairs must be.
Check for understanding.
What design principle relates to visual appeal? Is it A, function, B, aesthetics, C, composition, or D, interactivity? Pause the video while you decide.
Well done if you selected aesthetics.
Function in design refers to how the design piece works.
The function needs to meet the needs and purpose of the piece.
Does the function of this chair meet the needs of its purpose? Pause the video and share with someone.
Here's Alex.
"The function of this chair currently is not very successful as there's no seat to sit on! This means that it is not fit for its purpose." Hopefully you spotted that two.
Forget uncomfortable, I think it would be a pretty painful experience if you tried to sit on this chair and fell right through it.
Sir Jony Ive is a designer best known for creating famous apple products, like the iPhone, iPad, and MacBook.
He worked closely with Steve Jobs and helped make Apple one of the most successful companies in the world.
Ive's design for the iPhone was focused on making function beautiful and effortless.
Every design choice was not just based on aesthetic appeal, but to make it as easy and simple to use.
Designers often challenge traditional ideas of what function is and the function of the material they use.
Like Alix Bizet's use of hair, other designers are exploring the functionality of sustainable materials.
Nuatan is a new biodegradable plastic which aims to reduce waste in the oceans as the plastic can be safely eaten by fish and other sea life.
Check for understanding.
Name at least one way that the function of this table meets its purpose.
Pause the video while you do this.
Perhaps you said something like this.
It has four legs.
It has a flat tabletop.
Legs are placed in each corner.
And there are drawers to store objects.
Interactivity refers to a two-way experience where the person using the design can change or influence how it functions or moves.
What elements of this water bottle are interactive? And how can the person using it change or influence how the design moves and functions? Pause the video and share with someone nearby.
Here's Lucas.
"It is interactive because the person using it can open the lid and it also has a pop-up straw that allows the person to influence how it moves and is used." It also has little built-in hooks, so you could attach this to a bag using a clip.
The Mediated Matter Group, led by designer Neri Oxman, created a 3D printed interactive garment.
It's worn on the body and is designed as an interactive 'factory' that converts sunlight into useful things, such as food and fuel, for the person wearing it.
Where and when do you think a garment like this could be useful? Pause the video and share with someone.
Thanks for sharing your ideas.
Maybe it would be useful for someone going on a hike, or someone going to a festival being out for a long time.
And we can see on screen is a sketch of a 3D printer.
Check for understanding.
Complete the sentence: A two-way experience where the person using the design can change or influence how it moves is called.
? Pause the video and fill in the missing word.
The answer is interactivity.
So, a two-way experience where the person using the design can change or influence how it moves is called interactivity.
And now it's time for your next task.
I would like you to discuss a piece of design in your environment considering the aesthetics, its function, and interactivity.
So for example, a bookshelf, does it work well for its purpose? Is it visually appealing? Why or why not? And is it interactive? And how is that so? You could choose furniture, such as chairs, tables, shelving.
And you can use products, such as pens or other tools.
So, here's an example of a bookshelf.
So, does it work well for its purpose? Yes, as the height of the shelves allow a range of books to be shelved.
Is it visually appealing? It's plastic looking, so not very appealing.
I think this could be improved.
And is it interactive? Yes, very interactive.
You can higher and lower the height of the shelves.
So, pause the video while you discuss a piece of design in your environment and consider the aesthetics, function, and interactivity of it.
Okay, it's good to be back with you.
So, how did you get on with discussing the design in your environment? You may have chosen your teacher's bookcase and noticing whether it's working well for its purpose, whether it was visually appealing, and if it was interactive.
Thanks for having a go at this task.
We are now onto the next learning cycle, design solutions.
A designer will often create designs to solve a problem or meet a need.
These solutions can be aesthetic, interactive, and functional.
Take a look at this coat for example.
This coat was designed to meet the needs for a multi-use jacket suitable for teenagers.
How has the designer considered aesthetic, functional, and interactive solutions? Pause the video and share with someone.
Thanks for sharing your ideas.
Here's Sofia.
"The designer has considered the aesthetics by using a blue palette, which may appeal to lots of different people." Yeah, it's quite a nice shade of blue, as well.
"They have considered functionality by including elements such as a zip, padding to keep the wearer warm, and a faux fur collar for extra warmth." Nice touch.
"The designer has made it interactive by including removable arms for when it is warmer." Some really nice design solutions there.
The evolution of blades for amputee runners shows how aesthetic, function, and interactivity can improve and develop designs.
Van Phillips invented the first blade in the 1970s by observing animals like kangaroos and cheetahs, as well as the mechanics of diving boards and pole vaulting.
His invention and subsequent designs have helped para-athletes compete.
Check for understanding.
Complete the sentence: A designer will often create designs to solve a or meet a.
? Pause the video while you complete this sentence.
And here are the missing words.
A designer will often create designs to solve a problem or meet a need.
Well done if you completed the sentence in this way.
When planning design solutions, mind mapping is a useful tool to consider different options.
So, you've got your problem to solve, and then we can think about possible interactive solutions, possible functional solutions, and possible aesthetic solutions.
Check for understanding.
True or false? An important part of the design process is the planning stage to consider different possible solutions.
Pause the video while you decide if this is true or false.
Well done if you selected true.
And now I'd like you to say a little more about your answer.
Pause the video while you do this.
An important part of the design process is planning possible solutions.
A mind-map could be a useful tool for this.
What problem is the pupil in the illustration facing? And what could be the design need of the pupil in this illustration? Pause the video and share with someone.
And has your desk ever looked like that? Here's Lucas.
"A desk tidy could help solve the problem of how this pupil can keep their desk organised while doing homework." I think that would be a great idea for this pupil.
After identifying the need, Lucas has used a mind-map to consider possible solutions.
So, the need is helping pupils keep their desks organised.
And here are some solutions.
Interactive solutions, the compartments can be moved according to what the pupil wants and the tidy can be rotated.
I love that idea.
Functional solutions, different sized compartments.
Super.
And aesthetic solution.
Colourful and patterned to appeal to young people.
Great ideas.
"I developed my possible solutions through sketching to help me visualise my design." Aha, I love that.
We've got a modular design, the base, a range of colours, different compartments.
Love seeing this sketched visualisation of Lucas's design.
Check for understanding.
What can be used to help visualise a design solution? A, a mind map, B, a sketch, C, a photograph, or D, a checklist? Pause the video and share your answer with someone.
Well done if you selected sketch.
And now it's time for your final task.
I would like you to design a piece of clothing for a fictional character.
First of all, I'd like you to decide upon your character.
Next, discuss their personality, traits, or powers.
You could choose a superhero from a film, a character from a book, a character from a video game, a mythical creature from a myth, or an ancient god or goddess.
So, pause the video while you decide upon your character and discuss their personality, traits, or powers.
Okay, so, who did you pick? Let's find out who Laura's gone for.
"I chose the myth of Icarus.
In the myth, Icarus was able to fly but flew to close to the sun and his wings, made from metal feathers set in wax, melted and he plummeted to his death." Hope you enjoyed choosing your character and discussing their personalities, traits, or powers.
Onto the next part of our task.
Now, I would like you to use a mind-map to explore possible solutions.
So, interactive solutions.
How could it be interactive to help the character? Functional solutions.
What materials would be suitable for what the character needs to be able to do? And aesthetic solutions.
What style, colours, and patterns would suit the character? So, pause the video while you create a mind-map to explore possible interactive, functional, and aesthetic solutions.
Okay, good to be back with you.
Let's hear from Laura.
So, Laura wants to create a heatproof wing garment.
Her interactive solutions are, there will be a button that Icarus can push to roll up the garment from his wings when not flying close to the sun.
Great thinking.
Functional solutions, the garment will be made from heat-resistant materials such as a ceramic fibre.
Very helpful.
And aesthetic solution, I wanted to use gold and reds and shiny materials to reflect the sunlight.
Oh, wow.
It's going to look great.
And I hope you enjoyed creating your mind-map.
Finally, I would like you to create a drawing of your design.
You could use pieces of material, sketches and diagrams, labels and annotations, closeups of details, colour combinations.
Pause the video while you create the drawing of your design for your piece of clothing for your fictional character.
Great to be back with you.
How did you get on? You created a drawing, and you may have done something like this.
Here's Laura's drawing of her design.
You can see the ceramic fibre, the colours.
There are telescopic poles.
There's a button to activate.
Oh, my.
This is looking great.
Icarus, you're gonna have a great flight thanks to Laura's design solutions.
And I hope you enjoyed creating your design.
In our lesson, Defining Design, we have covered the following.
Design is the process of planning and creating things to solve problems, to meet a need, and to make something look and work better.
Designers use design principles to help them in their work and to design solutions.
Design principles include aesthetics, function, and interactivity.
Well, thank you for your interactivity in this lesson.
It was so great to see your designs and I especially love that final task.
I hope you enjoyed it, too.
I'll see you at another art lesson soon.
Until then, stay creative.