 Students, this whole case study which I'm going to share with you is to make you understand how these various mock-up techniques using different materials can actually give us a lot of creative insights, a lot of creative synergy for building forms and functional products. So here, let me sort of take you through this journey, all this spoon design. So we have six students whose presentation I'm sort of sharing with you. For example, the first stage in all these journey was to basically just start with creative ideation. The whole idea was that your purpose was to design a spoon and you don't even look at the function as of now, but you will start using creative analogy. Just to build because it's like an assignment we did. And then, of course, after you build all those processes like I told you last time, when you make a lot of ideas, whatever comes to your mind, you build whatever analogies you take, you build, you can take an analogy of a bird feeding its baby bird, you can take an analogy of indirect analogies which could be, what if I take inspiration from my mobile phone and design a spoon? It looks foxy, no? How can I use a mobile phone to design a spoon? So if anybody can help me there? How can I consider a mobile phone as a symbolic analogy to design a spoon? Maybe the way we hold the phone, maybe the way we hold the phone. I just take the holding aspect very nice. You could take the technical aspect of how you interact with the mobile phone. For example, you use a thumb to do an activity. So can I use a thumb to press something where my spoon becomes more deep or more? So I'm just trying to push our mind into thinking various things. So here, because the assignment was like that, we are trying to do all that, but very good. So like that, for example, you build a lot of ideas, you cluster them and then look for functions. And then you build products. So that was the whole journey to exemplify the issue of creativity. And remember students, we have a lot of these courses. If it's a material course, then we just think of the form, we don't think of the manufacturing. If it's a material course, then we always think how this material should be used effectively. In fact, I've coined a new name called the champion properties of material. Until you don't use its champion property, it becomes very bad. I should tell you this very good instance when I was in Hawkins. I was telling the CEO, why are you making this Hawkins stainless steel cooker like aluminum? Students, you saw the aluminum cooker, you go up and spin it in aluminum because aluminum is a soft material. You can spin it and spin it. To spin stainless steel, you need a huge amount of force and the product becomes very expensive. Stainless cooker, stainless cookers are nearly one and a half times, two times more expensive than aluminum cookers. So then the biggest problem is perception. People want a cooker in the same size, I believe, in the same shape, I believe, because they're used to that shape. So that's the business angle. But a manufacturing angle looks very wrong. So it's very interesting situations which keep coming to us. Sarang had considered his school for a two to five year old child after his idea generation. Let me show you his multiple ideas, very, very interesting ideas, different shapes. So look at all the shapes. These shapes can be inspired by a car, inspired by a tube, inspired by anything around you. It can be inspired by animals, whatever, whatever. So context here is how would you go about the process step by step, cluster formation. So now isn't it interesting? So these are all the ideas. So how do you form clusters, students? And why do you need to learn a systematic idea generation? Maybe because we are able to build on the ideas and add features when we go systematically. Build upon ideas. Very good answer. So why do you think we should have a systematic way of having a lot of ideas and then building into three concepts and fighting to choose one concept to take it to the market? Then we can have extreme ideas and we can pick up something out of it. It might not be possible, but it can have some point that we can include in the actual design that we will take forward. So if we have very good points, what happens is when you put a lot of ideas together, you don't miss any important feature into your final concept. A concept is an amalgamation of multiple ideas and solution to multiple problems. Because one of your products has a lot of functions. For example, this is a bottle. I have to drink it, I have to fill the water, I have to keep it on the table. There are a thousand things. For cap not to leak, I need a different design. For table to rest properly, I need it. For to hold better, I need it. So you have a lot of things. For each holding, I can come up with 10 ideas. For a cap, I can come up with 10 ideas. For putting on the table so that it's stable, I can come up with 12 ideas. Are you following? So a lot of each product is a combination of multiple requirements. And these multiple requirements, you come up with multiple ideas, and you choose the best idea. Of course, you choose a cluster of ideas which will form. For example, if I'm looking at a carry on bottle, fear my cluster will change. The way I cluster the ideas will change. If I'm looking at a bottle for a table, my cluster of ideas will change. So depending upon your functional need, then you build your clusters. And that will be showing you in detail over here. So here we have these cluster of ideas. And then once you've decided here that I want to design for two to three year old, it should be fun. It should be movement. It should be early with our children. But then we got this age group fixed up. So we can see that there are distinctly three different types of shapes. And there is no hard and fast rolling creativity. You can have a different clustering method. And it can give you very, very good results. In cluster one, wherever the handles were slender, the spots were wide. He made cluster one with these type of wider spout. And cluster two, for example, you can see how they are. They've got a very, very funky handle. And there's interesting details. And there's a very handle oriented designs. And of course, the three don't sit any of them. They both have spouts and some interesting handle. So they're both best of both worlds. So you give it into cluster three. So now how do you sort of take these clusters forward? Let us see. So out of this, for example, for each of the cluster, you take one representative, which is a very close representative of your requirement, a spoon for a children, two to three year old children. And once you take that representative, which is wide spout and very nice wide handle, you actually fit in all the features of the other details of the cluster. Look at all the other cluster details. One, two, three, four. Just imagine if you can put in all these things, not directly, but analogically also. Analogy means, if I consider alligator teeth, I don't need to put exactly the alligator teeth, but I can give that rough texture over there so that it grips better. But here, when I say analogical, for example, if the handle and spout is wide, I can just turn this spoon into a wider spout spoon. I can add a triangular feature into it. Let us see how it has been done. So when I add each of those features into it, see how the representative has changed. The representative has got a handle which is bent. It's got a spout which has got a little opening because there's a flat opening on the side for one of your earlier designs. So you change the idea. You grow the idea. And I believe this is not possible automatically in the mind. This is possible only when you externalize your thought process by sketching. And of course, this becomes the concept one. So then we come to concept two, where this becomes the representative, the triangular handle one. And you have to add all that other feature, that hole to hold your thumb, that clamp means to grip better, that bend which is coming in. And this is the way the idea was grown into a concept. And then when you grow the idea into a concept, this is what became the concept two. And of course, from here, we have the representative, one of them forming the representative. You add all the ideas to it, and you make concept three. So you choose out of these three, depending upon your brief, you consider which one would you like to take it forward as the best representation of all the functions or all the requirements of this phone. It should be playful. It should be easy to use. It should be easy to grip. All those things which a three-year-old would like to have. And here still, we're not still doing any survey or any discussion or any internet survey. This is just an assignment to build ideas to concepts and mock-ups. And then here comes the interesting journey now. What we did is remember the strange familiar, familiar strange, but now we are also adding materials. We said we will build these phones with wire. We will build these phones with flat paper and flat metal. Just see how the things change, how the profiles change. And a lot of it happens because when you're doing it, for visually, also it works for us to understand. But when you're doing it yourself, you realize a lot of aspects of when it's a fold, how can I stiffen it? How can I make this glue in the middle so that it's stiff? How can I make the spout so that it's easy to handle? So things like that will come. And of course, when you make it in solid form, what would you get? And then you are doing enacting, you're playing, you're working with it, you're holding it. So all these things are happening. And that will give you, of course, and similarly it is done for all the other ideas too. And then here, you must have done a form course sometime where you had this planar, like a planar solid forms, planar forms and wire forms. See, all the three now are implemented in your form development for your school. And the creativity is phenomenal when you do that. And of course, the wire model. So when you do the wire model, cognitively you're looking at how the rings will come, how the rings will be attached to the wires joining the surfaces. So all that would be big using that. And when you do a solid 3D form models, you will get this done. And of course, you enact, you play, you do drama to check out how things move. And then you sketch out the details. You do the representation of these details using mockup models. And of course, you check up to three variations of the selected concept. This is a self-preserved concept. So they make variations of this concept, try to do further refinement. It can be simplified. Finally, it was considered to use it in the form rather than one whole form. And this was selected. Of course, you bring in all the details of manufacturing, materials, what were done, how will it be manufactured. And of course, what I put, tooling costs will come in. All those are considered. And then of course, you have your final working prototype to see how this school works and how this school feeds. So this is just I want to share with you the journey of this school. There are other interesting spoons also. So maybe I will quickly show you that before I leave you with your own development of these two creative techniques of mockups using a lot of paper, 3D surfaces and planar surfaces to build your models. And of course, analogies from the earlier study. We have the soup spoon, the clusters coming in like this, different radical spoons in cluster one. And this becomes a cluster representative. And there's a concept one. Similarly, you have the thin handle spoons as cluster two. Then he built this as his final concept. And this is an interesting concept where people used to drink it from the back also. The spoon he built that later on. And thick handle spoon again. And the next three models are a must to build all the things. And the exploitative models can be pretty rough because they're just getting your cognitive and your visual thing correct. And of course, find the selected one concept and look it forward. And this is the final prototype he built and could rest on the soup bowl. And it can be used to drink from the back also if some kid is going to play with it. So he made a nice move at the back so it can pull the soup and drink rivers. And each of them like to do that a lot. He didn't say children's soup spoon, but he just called it a school soup spoon. I may have worked on the spoon for the elderly. So here I'll rush to just show you the images. All the explorations are not like they can be very rough, but exploration is very good. Look at the exploration environment, not interesting. This interesting topic, this Naxin took this interesting topic of using the Gujarati weddings. They have something called the tasting spoon. And that bridal spoon has to be really elaborate because it's a procedure like the bridegroom side goes and tastes the food. So what type of spoon that should be. So he tried a lot of options and finally you'll see because of this enacting and the feeling of try, the feeling of a ceremony, the spoon was pretty well designed. And this is the third class representative. So it could be worn on the hand and gone and it's got a valid composition there. And all the exploratory models. And finally, this is selected as the main one because it's an event and you have to have the importance and holding. And of course the spoon is pretty small because you don't need that big thing for tasting. And how would you use it? How would you feel it? And does it give you that type of importance? So all that also comes in this in finding the prototype of it. Darshan was interested in the travelling spoon and again very interesting topics I will rush over here because a similar phenomenon, multiple ideas build mock-ups and build cluster representatives. Sorry, first you build your cluster representatives then after representatives you build these multiple mock-ups using three different materials, very interesting wire paper and thermocols of solids, planars and wires like lines. So with that you build and see how things happen take it forward and enacting is very important though it doesn't work so this is the final spoon which came in so that space in the middle gave very good protection for holding the finger goes inside and really locks when you're travelling for travelling the side so that the food doesn't fall off the side rim which was very important and maybe this is what came up as this final prototype and I think Johan had pets so he liked to make a spoon for a pet let me quickly go and show you the final option here same pattern, same detailing same options wide mouth again very interesting thing is we're not checking out whether it will work well or not we're just still seeing from our perception how the spoon is very short handled and good spout and I don't know that's really good for a pet but that was not the requirement here the requirement was to come up with a new spoon which could be very different but of course that's what happens in courses where if you're built on creativity what are your outcomes you can get inspired and do multiple things out of this and some more spoons this is I think spoon for measuring spoon for semi liquid food then we have the spoon for having tea and coffee this spoon sits on the on the manga vertically very nice design then we had spoon for long jars so you press that and the spout comes up you pick it from a deep bottle you put it in and then you press then the spout comes up I think a very nice idea here spoon for rasgulla as a celebration spoon for another spoon for kids with good handle and spout and of course all the spoons in one place so I'll just show you this the mock-up models for creativity it could play a very vital role whether it be in wire, paper or in three forms you could really come up with very very different and very useful ideas and concepts and finally designs today we discussed two important things one is using synaptics to come up with wonderful different new ideas to use mock-up modeling as a very important tool to come up with good form building