Design Brief

INTROUCTION
Wellness is defined by being a conscious, self-directed and evolving process for a person to achieve their full potential. By giving a person confidence in their day-to-day lives it can enable them to achieve great things. A person’s ability to remember is what defines them. If an adult forgets something, such as dates and times it can be detrimental to their work and their own mental state. It’s not just being late to an event, it’s what happens consciously to the person. Feelings of regret, uselessness and idiocy can be felt by anyone that forgets important information. This problem of forgetfulness is the target of design.
AIMS
The aim of this project is to design a product that will improve the user’s wellbeing by giving them confidence in their work and social lives.
OBJECTIVE
This aim will be achieved by providing the user a product that will assist them with remembering; events, items, people, locations, lists, etc in their day-to-day life.
PURPOSE
The purpose of this product is to enhance the mental wellbeing of the user through giving them confidence in their lives by enabling them to remember more and forget less.
DESIGN PROFILE
SPECIALISATIONS
Jack Gurr Design’s has been involved with numerous projects that include; Kitchen Products, Flooding Solutions, Advertising Campaigns and Mass Transport Systems to name a few. In small to large scale work this design firm has produced only extremely high quality designs for future users.
DESIGN PROFILE
To see an in-depth look into what previous designs and work that has been developed you can have a look at the digital portfolio at Behance.com by following the link: https://www.behance.net/jvgurr98e1

COMPANY NAME
Jack Gurr Designs is the company that will be producing the design work for the client and their partners. If these clients or partners would like to monitor the progress of the design, they can visit the firms design blog which gets updated weekly with research and concepts. You can find this blog by following the link: https://jackgurr.wordpress.com
CLIENT PROFILE
The Client is NEC Australia in partnership with the Quantas Assure Wellness Program.
BACKGROUND
NEC Australia is a leading technology company. They aim to deliver innovative solutions to help customers gain greater business value from their technology investments. This customer focused attitude gives it a great bond with their partners in the Quantas Assure Wellness Program. This program started by Quantas Australia promotes Wellness through technology and future products. With this information gathered through these devices Quantas can better serve their loyal customers.
PRODUCT RANGE
NEC produces a variety of quality electronics that include; displays, monitors, projectors, phones and handsets that are touch enabled. With their 45 years of technological manufacturing prowess, NEC has the global capacity to produce millions of units nationwide.
Quantas Assure Wellness Program is a health insurance scheme that helps individuals stay well and active. They do this through developing products to give to customers when they sign up for their insurance. One such promotion they have going at the moment is that they are giving customers a free Apple Watch that will send Quantas information about their activities. With this information Quantas gives the customer Quantas Points and other rewards for the amount of physical activity they do.
DESCRIPTION OF MARKET
NEC has offices in 45 countries around the world where they employ over 109 000 workers. NEC Corporation also has a Net Revenue of $36.9 Billion since in 2013. Quantas is a diverse corporation that has seven different Subsidiary companies that include the popular Airline, QuantasLink, Q Catering, Qantas Freight, Express Ground Handling, Qantas Holidays and Jetstar.
PROBLEM STATEMENT
DESCRIPTION
The issue of forgetfulness affects everyone regardless of age or sex. A person’s mental state can be affected negatively by this. The feeling of uselessness when you forget an important meeting, the feeling of stupidity when you don’t remember to bring a present to that party, the depressing thoughts that are cast over you when you forget your friend’s birthday. These are just some of the situations that the user faces on a weekly or even daily basis. By removing these negative feelings from their lives it can have appositive effect on their wellness.
POTENTIAL OPPORTUNITIES
Possible design opportunities will include devices that can make it easy and efficient to take down reminders. These reminders can be accessed at a later date. This removes the need for crude reminders like writing on one’s hand or bits of paper. Other opportunities could include memory exercises that could improve the person’s ability to remember things over a duration of time. Any device that reduces the amount of, “damn, I forgot that” moments. Thus helping the person gain more control over there wellness.
DESIGN CRITERIA
USER DEMOGRAPHIC
The user demographic will include current young people from Gen Y, which means that in 10 years’ time when the product will be in the market the user will be in their early 30’s. The product will be for any sex and culture. These people will be in a full time position at work. They are in a field of work where dates, people’s names, phone numbers must be remembered. They are looking to becoming more focused in their day-today life. They are also looking to reduce the amount of negative thoughts brought about by their forgetfulness.
PERSONA
Jordan Gurrawford is the focus user. He suffers from lack of sleep due to his work hours being long, he doesn’t get to move around much at home or work, and he lacks motivation outside and inside work, when he does get free time at home he spends it sitting down drinking alcohol. All of these life choices feed into his forgetfulness which is a day-to-day battle.
USER REQUIREMENTS
This user group will need a base level of competence with technology. The user needs to have the physical abilities of a 1st percentile male or female. They need the basic dexterity to manipulate electronic devices that can be found in 2016. The user may also need to have access to a smart device to use additional features of the product.

FORM AND FUNCTION RESOLUTION
The form will follow a modern look as the device will be sold in 2026. The functions of the device will be to remind and assist the user in tasks, items, people and places at any time.
CULTURAL AND ENVIRONMENTAL REQUIREMENTS / CONSIDERATION
The Australian environment has to be considered when realising this device. The Culture of Australia compared to other countries is one of diversity. People from different nationalities make up a large portion of the Australia’s people. Thus the design must be accessible to any person regardless of their cultural background
MATERIALS AND MANUFACTURING
Materials and the manufacturing process will be of high quality for the product when being developed.
SYSTEMS DESIGN
The system in place for the product might be woven into already existing products. Smart phones may give the user an extra level of information for the user to implement in their lives. Other devices such as computers may give the user larger portions of data to analyse.
SAFETY
The safety of the person using this product and for the people around the user will be prioritize accordingly. Thus no harm will come to the user or people around the user.
SUSTAINABILITY
From when the materials are dug out of the ground to when they are smelted into raw metals, all the way to when these metals are formed to make the product; Sustainability for the future will be paramount. The recyclability of the product will also have to be a focus.
MAINTENANCE
As little maintenance as possible will be required by the user. This will reduce the need for extra components or disposable materials.
TESTING REQUIREMENTS
The product will be tested by those that originally did the Model of Goal Directed Behaviours survey. This will help determine if the product has sufficiently helped them. Testing will also further the designs progress as issues that arise can be dealt with.
DESIGN PROCESS
INITIAL BRAINSTORMING
RESEARCH
Research regarding the user and other aspects of the design include; The user, the current marketplace, technology, the user experience and the product ecosystem. From the gathered information that you can find in this research report we come to some conclusions.
IDEATION
INITIAL CONCEPT PRESENTATION
DESIGN DEVELOPMENT
FINAL PRESENTATION
DELIVERABLES
GANTT CHART

GOALS/ MILESTONES AND DELIVERABLES
1. RESEARCH REPORT – This research report will analyse the gaps in the market and help to evaluate what product needs to be deigned in the first place.
2. DESIGN BRIEF– Research will be compiled and a design brief will be drafted
3. INITIAL CONCEPTS TO FINAL CONCEPTS –Concept development will start. These initial concepts will be followed up by the final design.
4. FINAL DESIGN – The final design will be CADed up and rendered
5. WRITE DESIGN SPEC – Develop the final design into spec drawings
6. UPDATE DESIGN BRIEF/NEW PROPOSAL – The design brief will be updated with new information about the design and proposal
7. DETAILED DESIGN / DESIGN ENGINEERING – The final design will be created in high fidelity with all features in place.
8. MODELLING – The product will be assembled through modelling techniques
9. TEST – This finalized design will go through rigorous testing to determine any flaws.
10. PROTOTYPE – The design will be made into a working prototype.
11. SUBMISSION – after the product has been completely tested it will be submitted to NEC and Quantas for review

ANALYSIS
RISKS AND BENEFITS
There will be little to no risk in using the product. Any that arise in the development cycle will be removed or reduced to a degree that will be satisfactory to the client. The benefits the user will be massive. Ranging from a more positive outlook on remembering things to physical changes in the person manner as they get to enjoy life further.
LIMITATIONS OF DESIGN
A limitation of the design may be that it can’t reduce the number of things a person forgets to zero. This will be due to a number of factors out of our control. Such as how the person interacts with the device, the environment it is used in and when it is used.
MITIGATION OF ISSUES
To reduce the amount of issues the user will come across, the product will have to go through thorough testing. This way any faults in the design can be found and removed.
SYNOPSIS
CONCLUSION AND SUMMARY
To conclude, this design brief outlines all the aspects of the design that will come about in the future. As this product is developed the client will be given a say in the direction that it will take. At any point in the design cycle the client can contact us to make adjustments to this document. This changes will be taken into consideration by the designers.
CLIENT APPROVAL
RESEARCH
The research gathered by the group is of satisfactory quality.
INITIAL CONCEPT
FINAL CONCEPT
FINAL DESIGN
TERMS AND CONDITIONS (LEGAL)
1 DESIGN BRIEF | Interactive Product Design

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