Farmakarma (Learning from the Past 2020)

Page 1

DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Agata Budner, Henriette Frøslev Hjortshøj

Weronika Cyrankiewicz, Angela C.M Munro

1


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Agenda: 1.

Introduction: Project timeline, Key knowledge points slides: 3-23

2.

Concept Development: Design process covering Product Design and Communication slides: 24-45

3.

Final Outcome: System, Physical Model and Visual Language slides: 46-67

4.

Summary: Final thoughts and reflections slides: 68-72

Agata Budner, Henriette Frøslev Hjortshøj

Weronika Cyrankiewicz, Angela C.M Munro

2


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

01 How it started?

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

3


Denmark’s animal #1 #1 farmed #1 consumed #1 exported #1 objectified

1 2

3 4


If we shared the territory equally...

5


We lost connection

6


Industrial farming

7


Why are we like this?

Hunter gatherers nomadic lifestyle, strong connection to animals and nature

Stone Ages

Climate crisis

Middle Ages

Domination of nature Loss of basic instincts that connects us to nature

Re-discovering our need for nature and its benefits on our overall health & well being

Now

8


Where are we now?

9


A community pig farm in Kolding

10


Give and receive culture

time

resources

love

knowledge

commitment

fulfillment

11


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Project timeline

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

12


13


14


15


16


17


18


19


20


21


22


Key knowledge points #1

#2

#4

Spiritual connection from ancient cultures

#5

Contact with animals creates appreciation & respect

#3

Industrialization of animals has made us see them as a product

Managing the power of life and death with respect

Pigs are ranked as 4th most intelligent animal 23


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

02 Concept Development

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

24


Moodboard

25


Paths split-up PRODUCT

Henriette & Agata

Physical form of the project – defining the shape, structure, placement and facilities.

Visualising and creating a physical model.

COMMUNICATION ●

Defining introduction of the project to the audience

● ●

Building a visual language Designing visual identity

Weronika & Angela

26


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Product

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

27


The question

how do we encourage interaction between humans and pigs?

28


The goal

To create sympathy, understanding and relations between humans and pigs.

29


Mindmap

30


Rules for interaction

Teamwork

Creating knowledge

Movement

Intuitive play

31


Interaction games

32


Interaction through voluntarily approach

33


How would it look? Side view

Top view

34


Creative constraints

Administration building

four fields for rotation

Food waste collection point

Shelter for the pigs

Farm shop and cabins

a ‘playground’

Water / hay source in fields

Food storage building

pig place outdoor interaction human storage

35


Sketching farm

36


Sketching together

37


Maquette

38


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Communication

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

39


Communication design process

Getting aligned

Workload split

Confronting ideas and visions

Splitting tasks and sharing knowledge

Co-creation

Design collaboration

Building moodboards, collecting references

Hand sketching, painting, physical concepting, working closely as a team

Defining direction

Final solutions

Defining messaging, target group, concepting the style

Clearing up the concepts, building visual language and implementing it into designs

40


Naming

Farm

+

Karma (give–receive)

=

Farm a’karma

41


Key assumptions for visual communication

bold

catchy

intriguing

genderless

accessible playful

modern

consistent original positive 42


Initial moodboards and references collection

43


Visual language development

44


Visual language development

45


03 Final outcome

Project

Process

Product 46


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

System

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

47


Personas: potential collaborators

48


Personas: potential collaborators

49


Personas: potential collaborators

50


Personas: potential collaborators

51


Personas: target profiles

52


Personas: target profiles

53


Personas: target profiles

54


Personas: target profiles

55


System: User levels 01 A visitor

Can enter the farm when the keeper/main farmer is there. To upgrade has to participate in 10 regular visits.

02 A friend

Can enter the farm when the keeper/main farmer is there. To upgrade has to participate in 25 regular visits.

03 A keeper

Gets unlimited entry to the farm, whenever he wants. The requirement to remain in this position is to come 2 times a week and be regular

56


Level: Visitor

step 01 Becoming a Volunteer. Creating a profile in the system, filling out the intro quiz and getting access to the schedule (shifts fitting this level)

step 02

step 03

Visiting the farm – an introduction to the facilities and first contact with animals + receiving an info book with list of guidelines.

Signing to the first shift and getting first tasks, based on basic care assignments (sweeping the floor, taking out the turd, laying straw in the huts)

57


Level: Friend

step 04

step 05

After 10 regular visits user gets more engaged into farm life and his level goes up to 'A friend', he grows more into farm community and get more responsibilities.

The responsibilities include feeding (can sign for that shift in the system), gets access to the yard and can interact more with animals

58


Level: Keeper

step 06

After 25 visits on a 'friend level' gets promoted to a 'keeper'

The requirement to remain in this position is to come 2 times a week and be regular

The keepers get to manage deliveries, shifts and other people, required commitment and management skills

59


System synchronisation with Foodsharing example:

60


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

The farm

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

61


Model of the farm

62


Pig shelter / hill

Model of the farm

End of life facility

Barn

Sound screen

kitchen garden

Interaction spots 4 divided pig fields

Parking lot

Cabins

Food waste sorting Main building

63


Model of the farm

64


Model of the farm

65


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Communication

Project Agata Budner, Henriette Frøslev Hjortshøj

Process

Product Weronika Cyrankiewicz, Angela C.M Munro

66


Logo

67


Brand guidelines

68


Visual language

69


Posters

70


Posters

71


Website

72


User ID’s

73


User ID’s

74


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Summary thoughts

Agata Budner, Henriette Frøslev Hjortshøj

Weronika Cyrankiewicz, Angela C.M Munro

75


Reflection

Present time

Near future

Far away future

76


Position in a sustainable future

77


Strengths and weaknesses of our design solution: Strengths: 1.

2.

3.

It is implementable in short time. It is an actual reality. Easier transition towards a more sustainable future.

Weaknesses: 1.

Not enough knowledge about the life span of the pigs

2.

In the big sense, the pigs would still be a ‘product’ in order to provide value. We can’t offer the pigs a long life where they die of natural causes.

3.

limit of how many members can fit. It would only change the habit of a few. (but maybe influence many)

It could inspire and set a patterns for other communities also outside Kolding. When the system is ready it is quite easy to implement. It could bring the community together and create a new environment of interaction in the city

78


Our roles Angela, MO 1. 2. 3. 4. 5.

Deep research skills Critical questioning Reaching out for resources Interview skills Visual and manual skills

Agata, ID 1. 2. 3. 4. 5.

Visionary skills Cooperation skills Material knowledge Technical design skills Materialising ideas

Weronika, CD 1. 2. 3. 4. 5.

Realistic and ethical vision Deep research skills Communication in group Graphic design skills User understanding

Henriette, AC 1. 2. 3. 4. 5.

Facilitating co-design Managing skills Attention to detail Materialising ideas Broad approach 79


DSKD, Learning from the Past, Group 02 – The Pig Farm Project

Agata Budner, Henriette Frøslev Hjortshøj

Weronika Cyrankiewicz, Angela C.M Munro

80


Credits: Slide 9 https://unsplash.com/ Slide 25 https://www.kirknielsen.com/project/underground/ The Organic House, Javier Senosiain (1985) The Chinese Coin House, Juan Carlos Menacho Durán (2013) Palais Bulles, Antti Lovag (1989) https://www.behance.net/gallery/87567291/Unpublished-Stuff-19 https://www.lifenatural.com/wrestle-the-pig/pigs-in-mud/ https://quenoensperdinlesformes.blogspot.com/2014/08/espais-exteriors.html Slide 48 & 49 https://unsplash.com/ Slide 54 https://www.volunteerlocal.com/ Slide 64 Pictures of pigs: https://unsplash.com/ Slide 71 https://sdgs.un.org/goals Slide 74 https://www.pexels.com/ 81


products

product-service systems

local communities

socio-technical systems

socio-technical ecological

spatio level

product level

consumptio n habits

material component level

user-produc t interaction

product-service system level

community practices

socio-technical system level

socio-technical system dynamics

socio-technical ecological system level

earth-centric

materials and components

systemic

techno-centric

Insular

Evolution of design for sustainability Fabrizio Ceschin and Idil Gaziulusoy

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