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Airport Baggage Claim

A quick and intense project of process, with Corey Shulman, Laura Janet, and Ted Ullrich. This always reminds me why I love working in studio environments.

Click for the entire process.

The goal was to understand the connection between products, users and environments, by establishing relationships --physical, virtual, visual, and in-between-- and using concept generation techniques to inform the creative process. And to do it all under the concept of "play things."

Sets of three
We begin with a pile of sketches of three-element scenarios of users/products/environments, such as nail/ hammer/wall, car/traffic-light/intersection, kid/ballpit /fast-food. By grouping similar sketches, themes start to develop: linkage, nesting/scaling, change of motion, boundary of control, and perception of time. We then use word associations to define the characteristics of play and categorize them into nouns/concepts, verbs/actions, and adjectives/ descriptions. Then begins another round of sketches for these newly defined 3-element play things.

Finding opporunity
After pinning up these new sketches, we begin to find patterns and map them bases on scale and intention, from small to large and for-play to not-for-play. A void of ideas becomes apparent, a large environment where play is secondary to its intended purpose. And what is large and no fun.. baggage claim!

Final design method
So back to the original objective, playful relationships between user, product, and environment...

Take isolated entities (traveler, baggage, claim area), introduce interactions (baggage delievery method, seating, carousel), and link them together. This results in an airport baggage claim for arriving travelers that inspires playfulness through impromptu seating arrangements, an intriguing baggage carousel, and an inviting environment.

 

 

 

 

 

poster
Diagraming the entire process. Click here for a larger image.

airport
The process begins with a pile of sketches of three-element scenarios.

airport
We then grouped and categorized the sketches to establish connections: linkage, nesting/scaling, change of motion, boundary of control, and perception of time.

airport
Sit back and stare, what are the associations to the original theme of play?

airport
Defining the characteristics of play with word association, later categorizing into nouns/concepts, verbs/actions, and adjectives/descriptions.

airport
Lots of sketches of these new concept/action/description combinations.

airport
Pinning up the new sketches and finding patterns.

airport
Finding a void for a large environment where play is secondary to its intended purpose, when plotted by scale (small to large) and intention (for-play to not-for-play).

airport
What is big and not fun at all? You guessed it, baggage claim!

airport
Lots of sketches for different elements, both physical objects and interactions with those objects.


An airport baggage claim for arriving travelers that inspires playfulness through impromptu seating arrangements, an intriguing baggage carousel, and an inviting environment.


Industrial Design / Prototyping / Brainstorming / User-centered approach / Problem Solving / Always Thinking