Once upon a time... there was Pollicino who lost his way in the wood leaving behind him breadcrumbs and, once upon a time, there was a child who listened carefully his story and adventures. Today that child reads the same story on the screen of an e-book reader, a tablet, a smartphone and becomes himself Pollicino. His fast and able fingers move from one page to another and from a multimedia content to another. He is little but at the same time big enough not to get lost in the wood of technology, which is now part of his daily life becoming in this way the protagonist of a new story, of a new scenario. In his book “Non è un mondo per vecchi”, Michel Serres puts us in front of a new reality in which Pollicino and Pollicina, as he friendly calls them, are immersed. A more and more technological/digital world in which the way the children think, learn and play is changing. The designer should exploit these child's new capabilities and create toys that use the technology not as a purpose but as a powerful means of expression for the child himself. The world of toys is undergoing great changes and this thesis wants to be, on the one hand, an inquiry on how this world is changing and on the other a proposal for a toy that combines both the technological/ digital world, that is continually expanding (and source of attraction for children from the early childhood) and the analog/material world of the traditional toys. Therefore, the reference project area is the world of hybrid toy as an educational tool at the service of child's creativity. There are several reasons why I’ve decided to develop a project within this field and these are of a different nature. First of all, there is a personal interest in the design world of objects for kids gradually developed during my studies and the will to continue in this field throughout my working life. Then, there is the collaboration with Italiantoy, an Italian toy company taken into consideration as a case study for its strong educational values and for its approach of user centered design that puts the child and his needs at the center of its every single project. As product designer and about to graduate in PSSD this thesis wants to have as final objective the creation of a product-system that treats not only an object but also the system that orbits around it by applying, to the toy world, the tools and knowledge acquired. The user of this project is twofold: on the one hand there is the child aged between 4 and 10 (that is the project target to which the company wants to address) and on the other there is the company itself that becomes not only the promoter of products and services, but becomes itself the user of the system within which it is integrated. The result is a detailed analysis not only concerning the toy world but also the business reality taken into consideration by respecting the children's expectations and needs and by adapting to the values, needs and to the business dynamics within which it intends to insert itself in a strategic design perspective. The final project is Marion Etta, a prototyped and functioning toy for the interactive storytelling tested by the reference user.
C’era una volta... Pollicino che si perdeva nel bosco lasciando dietro di sé molliche di pane e c’era una volta il bambino che ascoltava attento la sua storia e le sue avventure. Oggi quel bambino legge la stessa storia dallo schermo di un e-book, di un tablet, di uno smatphone e finisce per diventare lui stesso Pollicino. Le sue dita rapide e capaci si spostano da una pagina all’altra, da un contenuto multimediale all’altro. È piccolo, ma allo stesso tempo grande abbastanza da non perdersi nel bosco della tecnologia che ormai fa parte della sua vita quotidiana diventando così il protagonista di una nuova storia, di un nuovo scenario. Michel Serres nel suo libro “Non è un mondo per vecchi” ci mette di fronte ad una nuova realtà nella quale Pollicino e Pollicina, come lui simpaticamente li chiama, si trovano immersi. Un mondo sempre più tecnologico/digitale nel quale il loro modo di pensare, imparare e giocare sta mutando. Sta al designer sfruttare queste nuove capacità del bambino e creare giocattoli che utilizzino la tecnologia non come un fine, ma come un mezzo potente di espressione per il bambino stesso. Il mondo del giocattolo sta subendo grandi cambiamenti e questa tesi vuole essere da un lato un’inchiesta su come questo mondo si stia modificando e dall’altro una proposta di giocattolo che unisce il mondo tecnologico/digitale in continua espansione (e fonte di attrazione per i bambini fin dalla prima infanzia) e quello del giocattolo tradizionale più legato al mondo analogico/materico. L’area progettuale di riferimento è quindi il mondo del giocattolo ibrido in un’ottica di strumento educativo a servizio della creatività del bambino. Esistono varie ragioni per cui si è deciso di sviluppare un progetto all’interno di questo ambito e sono di varia natura. In primo luogo vi è l’interesse personale per il mondo della progettazione di oggetti per bambini progressivamente sviluppato durante il mio percorso di studi e la volontà di proseguire in questo ambito anche nella mia carriera lavorativa. In secondo luogo vi è la collaborazione con Italiantoy, azienda di giocattoli italiana presa in esame come caso studio per i suoi forti valori educativi ed per il suo approccio di user centered design che mette il bambino e i suoi bisogni al centro di ogni suo progetto. In qualità di designer del prodotto industriale e laureanda in PSSD questa tesi vuole avere come obiettivo finale la realizzazione di un sistema prodotto che si va ad occupare non solo di un oggetto, ma anche del sistema che orbita intorno ad esso applicando gli strumenti e le conoscenze acquisite al mondo del giocattolo. L’utente di questo progetto è duplice: da un lato il bambino di età compresa tra i 4 e i 10 anni (target a cui l’azienda vuole rivolgersi con questo progetto) e dall’altro l’azienda stessa che finisce per diventare non solo promotrice di prodotti e servizi, ma diventa essa stessa utente del sistema all’interno della quale è inserita. Il risultato è un’analisi approfondita non solo del mondo del giocattolo, ma anche della realtà aziendale presa in considerazione rispettando le aspettative e i bisogni dei bambini e adattandosi ai valori, alle esigenze e alle dinamiche aziendali all’interno della quale si propone di inserirsi in un’ottica di design strategico. Il progetto finale è Marion Etta, un giocattolo per lo storytelling interattivo prototipato e funzionante per essere testato con l’utente di riferimento.
Marion Etta. Un sistema-prodotto giocattolo tra analogico e digitale. A toy product-system between analog and digital
BOSISIO, GRETA
2014/2015
Abstract
Once upon a time... there was Pollicino who lost his way in the wood leaving behind him breadcrumbs and, once upon a time, there was a child who listened carefully his story and adventures. Today that child reads the same story on the screen of an e-book reader, a tablet, a smartphone and becomes himself Pollicino. His fast and able fingers move from one page to another and from a multimedia content to another. He is little but at the same time big enough not to get lost in the wood of technology, which is now part of his daily life becoming in this way the protagonist of a new story, of a new scenario. In his book “Non è un mondo per vecchi”, Michel Serres puts us in front of a new reality in which Pollicino and Pollicina, as he friendly calls them, are immersed. A more and more technological/digital world in which the way the children think, learn and play is changing. The designer should exploit these child's new capabilities and create toys that use the technology not as a purpose but as a powerful means of expression for the child himself. The world of toys is undergoing great changes and this thesis wants to be, on the one hand, an inquiry on how this world is changing and on the other a proposal for a toy that combines both the technological/ digital world, that is continually expanding (and source of attraction for children from the early childhood) and the analog/material world of the traditional toys. Therefore, the reference project area is the world of hybrid toy as an educational tool at the service of child's creativity. There are several reasons why I’ve decided to develop a project within this field and these are of a different nature. First of all, there is a personal interest in the design world of objects for kids gradually developed during my studies and the will to continue in this field throughout my working life. Then, there is the collaboration with Italiantoy, an Italian toy company taken into consideration as a case study for its strong educational values and for its approach of user centered design that puts the child and his needs at the center of its every single project. As product designer and about to graduate in PSSD this thesis wants to have as final objective the creation of a product-system that treats not only an object but also the system that orbits around it by applying, to the toy world, the tools and knowledge acquired. The user of this project is twofold: on the one hand there is the child aged between 4 and 10 (that is the project target to which the company wants to address) and on the other there is the company itself that becomes not only the promoter of products and services, but becomes itself the user of the system within which it is integrated. The result is a detailed analysis not only concerning the toy world but also the business reality taken into consideration by respecting the children's expectations and needs and by adapting to the values, needs and to the business dynamics within which it intends to insert itself in a strategic design perspective. The final project is Marion Etta, a prototyped and functioning toy for the interactive storytelling tested by the reference user.File | Dimensione | Formato | |
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2016_04_Bosisio.pdf
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Descrizione: Testo della tesi
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https://hdl.handle.net/10589/122012