"First Hand": No Two Watches Are Alike With This 3D-Printed Design

"First Hand": No Two Watches Are Alike With This 3D-Printed Design

Designed by recent grad Louis Elwood-Leach as part of his Masters Thesis, FirstHand is a watch with an algorithmically-generated and digitally-manufactured watchface. Using parametric design on the input side, and digital fabrication on the output side, the innovative watch concept produces a unique design every time it is ordered and sold. "The experience of purchasing and assembling the product connects the user to the design and manufacture process," Elwood-Leach offers, "thereby developing a relationship with the product through understanding the details of its design.”

HACKING THE RACIAL BINARY: Design Provocations for Identity and Shame

HACKING THE RACIAL BINARY: Design Provocations for Identity and Shame

Manako Tamura has spent the last year trying to reconcile her experience as an assimilated immigrant of color by interviewing, designing for and reflecting with the generation 1.5 immigrants of color who, like her, migrated to the US in the most formative years of their identities. Going into this journey, she first thought her thesis was going to be about transnationalism, where the main tension she had to resolve was around immigrants’ countries of origin and their adopted homelands. “As I spoke with users and experts on the subject, it became clear that the real tensions had to do with the transactional nature of assimilation where,” she reveals, “one could not embody both American and another culture.”

YOU ARE ON THE FASTEST ROUTE: Intentional Community and Responsible Autonomy in the New Motor Age

YOU ARE ON THE FASTEST ROUTE: Intentional Community and Responsible Autonomy in the New Motor Age

Lassor Feasley’s thesis You Are on the Fastest Route: Intentional Community and Responsible Autonomy examines how self-driving cars might impact American culture and the habits of everyday life. For many Americans, the traditional motor vehicle mediates access to everything from social and economic connections to childhood independence and family roles. "What happens when the underlying calculous behind motor age culture is rewritten and the way people explore and understand the world is reimagined?”, Lassor asks. Through his research, Lassor wanted to try and anticipate the consequences that autonomous cars might inspire. Over the past year, he has explored the social, the economic, and the ethical aspects of car culture, and leverages the tools of design to imagine how an advanced mobility system might drive positive change.

Do We Really Need Each Other? Maybe More Than You Think. Omidyar Network + SVA Project Kicks Off!

Do We Really Need Each Other? Maybe More Than You Think. Omidyar Network + SVA Project Kicks Off!

SVA Products of Design and the Omidyar Network are collaborating this summer 2018 on an initiative that explores how we can harness our interdependence to build a stronger, more tolerant and tolerable society; how we can reveal to one another the ways in which we are already deeply interdependent; and how design can facilitate a consciously, radical interdependence that draws on emotional connections with loved ones to more clearly invest in the vast network of humanity that provides the interconnected framework of daily life.

YES, MAYBE NOT: A Design Investigation Into Young Adulthood

YES, MAYBE NOT: A Design Investigation Into Young Adulthood

As a designer, Jiani Lin believes that great design can be inspired by our everyday experiences. Her thesis YES, MAYBE NOT: A Design Investigation into Young Adulthood focuses on exploring the shared emotions, behaviors, and experiences young adults have as they graduate college and enter the working world, or plan to do so, all while leaving behind their comfort zone. She addresses young adults’ identity exploration on a professional, romantic, and social level through designing objects, products, service platforms, apps, and systems that can help this generation prepare for the period of life post-graduation.

RESPAWN: Activating the Bedroom Generation By Gamifying Public Spaces

RESPAWN: Activating the Bedroom Generation By Gamifying Public Spaces

Nowadays, many people enjoy visiting amusement parks like Disneyland or Universal Studios. These parks are all about theme-based experiences—experiences which, in a sense, are very close to living inside a game. “Why then, can’t a person’s daily life be experience-based in a similar way? What would it look like if we augmented ordinary life with games and experiences to make a new lifestyle for people” Teng Yu questions. In response, he developed Respawn: Activating the Bedroom Generation By Gamifying Public Spaces—a thesis of speculative, service, experience, and product design that imagines near futures where games are designed to help people building character, learning skills, and conquering challenges. Yu’s designs and ideologies subvert the unhealthy lifestyles associated with gamers by providing new and wholesome ways to game in real-world contexts.

IN EQUALITY: Migration, Labor, and Our Modern Global Economy

IN EQUALITY: Migration, Labor, and Our Modern Global Economy

Bernice Wong’s thesis, In Equality: Migration, Labor, and Our Modern Global Economy, explores our relationship and role in the interconnected systems that allow some to prosper and others to suffer exploitation or enslavement. She traces the state of labor rights in today’s American agricultural industry back in time to the abolition of slavery in 1865, understanding that agriculture in the U.S. remains rooted in a system historically intended to control and repress the black body. Her design projects seek to intervene where there are structures of abuse, confronting the issues of immigration, exoticism, colonization, and race as intersected and inseparable.

PROSUMERISM: Crafting Alternate Consumption Experiences

PROSUMERISM: Crafting Alternate Consumption Experiences

In her thesis Prosumerism: Crafting Alternate Consumption Experiences, Sowmya Iyer explores whether products and services can ease the consumer’s guilt of excessive spending and materialism by providing them with options that best fit their values of sustainability. She also wanted to find out if these products/services could be adaptive to the consumer’s lifestyle and built for their convenience. As part of her research process, Sowmya spoke to researchers, innovators, educators, authors, and artists exploring ways to reduce the effects of modern consumerism on the environment.

CAST AWAY: Designs For Socially Isolated Korean Men Contemplating Suicide

CAST AWAY: Designs For Socially Isolated Korean Men Contemplating Suicide

Juho Lee’s thesis work was inspired by the conversation that he had with his close friend about depression and suicidal feelings in South Korea during the summer of 2017. He recalls, “It seemed like a very serious issue, and I didn’t know what my friend was going through until he shared his suicide ideation. Even though he said he is okay now and laughed it off when he told me, I didn’t know how to respond.” This experience made Juho realize that perhaps Korean men are unable to reach out for help when they really need it. As someone who spent his youth in South Korea, Juho also recognized that he never learned how to discuss the topic of suicide with anyone. This insight inspired his master’s thesis Cast Away: Designs for Socially Isolated Korean Men Contemplating Suicide.