Wearable Precedents and Sketch Modeling

In this activity, we'll be exploring a wide range of design precedents that serve to extend the capabilities of the human body. In design, a precedent is an existing project/work/idea/concept that demonstrates a novel approach to a problem and exposes new concepts related to the context of the studio.

These precedents will serve as inspiration for us as we rapidly make sketch models. A sketch model is a rough prototype made with readily available materials (paper, cardboard boxes, tape, glue, etc) that demonstrates the simplest version of your idea in physical form.

Precedent Resources 1, 2, slideshow above. 

Prototyping Resources: Fabrication and Quick Prototyping

Sketch Model Activity

You will be assigned a body part and a verb (something to achieve) that will serve to constrain your ideas for rapidly making 3 sketch models/simple prototypes during class. At least one must include a mechanical movement.

You will need to generate ideas quickly and focus on how you will attach your prototype to the body. 

Materials

-construction materials: paper, cardboard, paper towel rolls, chopsticks, etc.

- binding materials: tape, hot glue, etc. 

- cutting materials: scissors, etc. 

- decorative materials: fabric, craft items, or anything you want!  


Deliverable

Create a post in Updates tab above that contains the following for each of the 3 sketch models:

1. At least three photographs of the sketch model. Photography is an important part of representing design concepts, and each photograph should tell a story about your idea, and how someone wears and interacts with it! 

2. A 2-3 sentence description of the overall idea for the sketch model that addresses the following... 

  • What does your sketch model do? Include which body part and verb/action word you were assigned.
  • How does your sketch model extend the capabilities of its wearer? 


Friday Activity (if time)

Sketchbook Assignment: Create a sketch for each of the 3 sketch models. Each sketch should expand on the idea, and explain an aspect of the idea that is not visible in the prototype (for instance, a small detail or interactive elements of the wearable design.)