Major Project - Cardboard Furniture

Design Brief -
1. You will be designing, testing, and prototyping cardboard furniture.
2. It should be designed to be KNOCK-DOWN, foldable or reassemblable without any tools or additional parts.
3. Explore a wide range of concepts and solutions using the techniques we will develop in this course. You can use drawings, and scale models
to test your ideas.
4. Target your design for a specific function and use-scenario. The more specific the better. Illustrate the use-cycle with drawings, photos or
5. The final prototype must be fully functional. (ie. if a chair, you can sit on it, if a shelf, can take a normal weight).
6. Create presentation materials in addition to working prototype to highlight the design, innovation and business opportunities of the

Evaluation -
20% - Design (visual, detailling, technical)
20% - Innovation (technical, concept)
20% - Business Opportunity (concept, reality)
60% TOTAL (of total course)

starter links-
Pop Up Office

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10 presentation & Evaluation

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9 Iterative Design, Reuse & Customization

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8 Communication

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7 Brainstorming & Concept Development

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6 People & Users

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5 Research, History & Culture

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4 Analysis & Problem Solving

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3 Space & Time

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2 Abstraction & Inspiration

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1 Creativity & Observation

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CEDIM Innovation I

23 November - 04 December 2009
CEDIM, Monterrey, Mexico

Course Goals-

1. To understand the importance of innovation and its components to find opportunities through observation.

2. To classify the concepts creativity and innovation according to its characteristics and to understand that creativity is a requirement for innovation.

3. To relate or associate creativity with the modification of time and space to generate relevant and positive experiences.

4. To define the problem or challenge as a starting point to build knowledge.

5. To value research as a tool for understanding the root of the problem.

6. To understand people according to their behavior to generate ideas through diversity.

7. To use the tools and information obtained to generate valuable proposals.

8. To integrate discussion (share) and documentation (capture) as an effective resource to build new knowledge, develop critical speeches, question and understand the relevance of the proposed solutions.

9. To integrate other possibilities or modifications to the proposals to generate relevant changes.

10. To be able to develop a valuable discourse to justify the proposal and convince the user.

1. Entender la importancia de la innovación y sus componentes para detectar oportunidades a través de la observación.

2. Clasificar los conceptos creatividad e innovación según sus atributos para entender que la creatividad es un prerrequisito para la innovación.

3. Relacionar la creatividad con la modificación del tiempo y el espacio para generar experiencias relevantes y positivas.

4. Definir el reto como punto de partida para construir conocimiento.

5. Valorar la investigación como herramienta para el entendimiento de la raíz del problema.

6. Entender a los demás de acuerdo a su comportamiento para generar ideas a partir de la diversidad.

7. Usar las herramientas y la información recabada para generar propuestas de valor.

8. Integrar la discusión (share) y su documentación (capture) como recurso efectivo para construir nuevos conocimientos, desarrollar discursos críticos, cuestionar y comprender la relevancia de las soluciones presentadas.

9. Integrar las posibles modificaciones a las propuestas para generar cambios relevantes.

10. Ser capaz de desarrollar un discurso de valor para justificar la propuesta y convencer al usuario.

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