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2017



Products for Provocation

How to design for evokign thought

(Graduation Project at NID)

classroom project at NID / 2017


The Client 
The project was conducted with studio Museum of Curious Imaginings (MOCI), a brand focused on evokingwonder, fascination, and curiosity through their activities and products. The MOCI has been founded by Ayaz Basrai (of the Busride Studio) and Tarangini Jindal.

The Brief
The clients aim was to create a brand of products that would evoke curiosity and engage audience in slow, mindful interaction with the product.

My personal aim for the project was to practice Discursive Design in the Indian context, explore alternative Indian futures and speculations, and manifest them through intelligent, questioning
objects. The outputs were creation of three product lines with an intent to evoke inquisitiveness through their layered story, form, and interaction.

The Product Ranges
Future Terrariums was a line of collectors item terrariums which contains design fiction plants. Below is a plant discovered in the village of Pokhran which functions on radiosynthesis.

As a designer my role was to design the plant inside out,
and create a fact based believable fiction for its context.
.


The Balance Bike was the second line of products, a cycle for toddlers which could be a balance bike, a tricycle, a car, and take as many other forms as the curiosity of the child would want.


Possible other combinations to visualize animals, places, and other toys.










The Dymaxion Map was the third range of products, a merchandise line. The map in an alternative Dymaxion projection that gives information factual informations. This particular map is designed to go with the Terrarium and the plant in it. It gives information on the nuclear tests around the world.




The last range of outputs is a set of Educational Toolkits for middle school education. It employs the tool of design fiction and speculative design coupled with the philosophy of learning by doing and experimentation, to create a fun and wholesome learning experience.

The Post Apocalyptic Education Toolkit was a set of many kits, each with a universe of its own.
Each kit is an entry into a post apocalyptic world where post a a global catastrophic event, humanity is still thriving  in small numbers. Objects in the kit simulate that scenario giving the child a sense of the context. The child must then figure a way around, thrive, in that world- in the process learning about sciences, math, commerce, and culture.
The Global Catastrophic Risks based on which the kit has been developed are taken from the United Nations study of the possible anthropogenic and non-anthropogenic catastrophic risks to planet Earth. The product was developed until the conceptualization phase, therefore its contents and graphic identity represented here are placeholders for temporary purposes only.












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