Hi I'm Abdul, an aspiring industrial designer
My design practice explores different areas of design ranging from industrial to footwear. Driven empathy, my work aims to understand user needs and produce solutions that resonate and inspire people, this approach allows me to develop my breadth of knowledge as I continuously look to learn how things can be better. My time at university has developed a keenness to delve into design challenges that are often overlooked.
Hi I'm Abdul, an aspiring industrial designer
My design practice explores different areas of design ranging from industrial to footwear. Driven empathy, my work aims to understand user needs and produce solutions that resonate and inspire people, this approach allows me to develop my breadth of knowledge as I continuously look to learn how things can be better. My time at university has developed a keenness to delve into design challenges that are often overlooked.
Ben-Jordon Readings is a Product Design Engineering graduate with a passion for mechanical systems and mid-20th century design. From a young age, Ben has been obsessed with 60s Lambrettas and Vespas, restoring and maintaining them, and embedding himself within the surrounding culture.
Nuovo is an electric conversion retrofit system designed for vintage Lambrettas. Utilising modern technology and manufacturing techniques, paired with the original designs, Nuovo facilitates an authentic Lambretta experience. By replacing the petrol-driven crank with a DC motor and bespoke coupling, the original engine remains intact. The affective and experiential elements that arise from the clutch, gears, and feelings offered by a 50-year-old engine are all retained.
This conversion has been designed as a DIY kit, and will allow all scooter riders to continue to enjoy their vehicles unencumbered by new pollution-reducing measures.
In analysing the affective nature of the Lambretta experience, Ben engaged with wider the scooter community, and used the work of Patrick Jordan and the four pleasures to provide a framework for understanding the user experience. In retaining the authenticity it became apparent that key elements of the experience including the use and feel of the clutch and gears, the connection to the original design, and the hands-on relationship with all aspects of the vehicle through on-going maintenance and improvements.
Ben-Jordon Readings is a Product Design Engineering graduate with a passion for mechanical systems and mid-20th century design. From a young age, Ben has been obsessed with 60s Lambrettas and Vespas, restoring and maintaining them, and embedding himself within the surrounding culture.
Nuovo is an electric conversion retrofit system designed for vintage Lambrettas. Utilising modern technology and manufacturing techniques, paired with the original designs, Nuovo facilitates an authentic Lambretta experience. By replacing the petrol-driven crank with a DC motor and bespoke coupling, the original engine remains intact. The affective and experiential elements that arise from the clutch, gears, and feelings offered by a 50-year-old engine are all retained.
This conversion has been designed as a DIY kit, and will allow all scooter riders to continue to enjoy their vehicles unencumbered by new pollution-reducing measures.
In analysing the affective nature of the Lambretta experience, Ben engaged with wider the scooter community, and used the work of Patrick Jordan and the four pleasures to provide a framework for understanding the user experience. In retaining the authenticity it became apparent that key elements of the experience including the use and feel of the clutch and gears, the connection to the original design, and the hands-on relationship with all aspects of the vehicle through on-going maintenance and improvements.
Emmanuel is a graduating BA Product Design Student with a keen interest in working across product/service/systems. Emmanuel has a keen interest in UI/UX, which is evident his Final Major Project, GamAssist.
GamAssist is a mobile gambling recovery app which aims to aid users in keeping clean from online gambling activities. Existing recovery apps are designed to help the user once already in deep trouble with gambling behaviour, whereas GamAssist is designed not only to help those in deep trouble change their behaviour but also for anyone who realises that they need a change or are concerned that they may be heading down the wrong path with gambling. GamAssist desires to help and intervene as early as possible in the process of recovery. GamAssist's goal is not designed to be an alternative solution to human will to stop gambling but aims to change the user's association with gambling. The app is designed to be an intervention for the user and help reduce likelihood of relapsing.
Emmanuel is a graduating BA Product Design Student with a keen interest in working across product/service/systems. Emmanuel has a keen interest in UI/UX, which is evident his Final Major Project, GamAssist.
GamAssist is a mobile gambling recovery app which aims to aid users in keeping clean from online gambling activities. Existing recovery apps are designed to help the user once already in deep trouble with gambling behaviour, whereas GamAssist is designed not only to help those in deep trouble change their behaviour but also for anyone who realises that they need a change or are concerned that they may be heading down the wrong path with gambling. GamAssist desires to help and intervene as early as possible in the process of recovery. GamAssist's goal is not designed to be an alternative solution to human will to stop gambling but aims to change the user's association with gambling. The app is designed to be an intervention for the user and help reduce likelihood of relapsing.
Hi I'm Huw Morgan and I'm a Product Design Engineer. This year I am graduating from Middlesex University after 4 years and a placement at the Redloop design and innovation centre. During my placement I was part of a team that designed and tested a medical product meant to facilitate real time monitoring of lung aeration. I realised while working on that project I realised that this was what I wanted to do; help people and fix real world problems.
This is my product Stasis.
It's a device to help skin cancer remission patients and their doctors identify recurrent cancers in their early stages. Stasis allows patients to know when they should make emergency appointments if something has changed, and provides doctors with long term monitoring as opposed to 3-6 month check-ups.
Stasis removes variables when taking a photograph, allowing AI to track the visual evolution of a mole, spotting micro changes that would normally go unnoticed. Using sensors to track thermal recovery after rapid cooling means Stasis can detect increased amounts of blood vessels around the mole, another early sign of the presence of cancer.
Hi I'm Huw Morgan and I'm a Product Design Engineer. This year I am graduating from Middlesex University after 4 years and a placement at the Redloop design and innovation centre. During my placement I was part of a team that designed and tested a medical product meant to facilitate real time monitoring of lung aeration. I realised while working on that project I realised that this was what I wanted to do; help people and fix real world problems.
This is my product Stasis.
It's a device to help skin cancer remission patients and their doctors identify recurrent cancers in their early stages. Stasis allows patients to know when they should make emergency appointments if something has changed, and provides doctors with long term monitoring as opposed to 3-6 month check-ups.
Stasis removes variables when taking a photograph, allowing AI to track the visual evolution of a mole, spotting micro changes that would normally go unnoticed. Using sensors to track thermal recovery after rapid cooling means Stasis can detect increased amounts of blood vessels around the mole, another early sign of the presence of cancer.
Hi there! I'm Jack, a soon-to-be Graduate of Product Design Engineering. I am actively pursuing careers in Industrial, Product, UX and UI Design. I look forward to hearing from you to discuss my potential career opportunities with you!
The concept, Supernova, stemmed from the idea that printers usually present the same user experience, a cocktail of tedious and frustrating interactions. Therefore, more modern and innovative approaches are needed. The main focus of a printer is typically the display; with current printers, the removal of buttons and switches is standard, other than a power button. Therefore, the display is a crucial area, more specifically, the GUI. However, current printers overlook some elementary forms of interactions, such as previewing printing jobs before printing or having a form of editing tools for manipulating text or images.
Through researching and developing fundamental concepts, three central interactions have been formed based on five areas of focus – 1. AR (Augment Reality), 2. Scanning, 3. Editing and Manipulation, 4. GUI (Graphical User Interface) and 5. Wireless communication, specifically NFC (Near Field Communication).
The interactions are the following:
· Constellation – A GUI focused on image printing via wireless transfer
· Spacetime – An information and troubleshooting experience, power by AR
· Nebula – A GUI designed around the scanning of Documentation, ID and Literature
Hi there! I'm Jack, a soon-to-be Graduate of Product Design Engineering. I am actively pursuing careers in Industrial, Product, UX and UI Design. I look forward to hearing from you to discuss my potential career opportunities with you!
The concept, Supernova, stemmed from the idea that printers usually present the same user experience, a cocktail of tedious and frustrating interactions. Therefore, more modern and innovative approaches are needed. The main focus of a printer is typically the display; with current printers, the removal of buttons and switches is standard, other than a power button. Therefore, the display is a crucial area, more specifically, the GUI. However, current printers overlook some elementary forms of interactions, such as previewing printing jobs before printing or having a form of editing tools for manipulating text or images.
Through researching and developing fundamental concepts, three central interactions have been formed based on five areas of focus – 1. AR (Augment Reality), 2. Scanning, 3. Editing and Manipulation, 4. GUI (Graphical User Interface) and 5. Wireless communication, specifically NFC (Near Field Communication).
The interactions are the following:
· Constellation – A GUI focused on image printing via wireless transfer
· Spacetime – An information and troubleshooting experience, power by AR
· Nebula – A GUI designed around the scanning of Documentation, ID and Literature
I am a final year Product design student from Middlesex University.extensively trained in a wide range of design mediums and processes extending into my interests of digital design, user interfaces, packaging and products.
Aside from design I have many hobbies which include, fashion, photography and footwear (I am currently hoarding over 40 pairs with barely enough room for them all).
MO: The Modular sneaker that gives you Mo.
A sustainable lifestyle sneaker that utilizes modularity and customization to provide users with a new system to repair and personalize their sneakers. helping to reduce the amount of waste generated by footwear and promote product longevity.
MO allows users to update individual components to keep up with trends and replace these components as they wear, rather than disposing the entire shoe, providing a more environmentally sustainable alternative to current lifestyle sneakers. Comprising of six key components: the upper, outsole, insole, shank, bolts and laces MO is easily assembled and disassembled. And by using recycled and recyclable materials the sneakers overall impact is greatly reduced.
MO also gives users the ability to create their own customized sneaker using the product configurator allowing the users to be involved with the design process, establishing a lasting relationship between the user and the product.
Finally, MO provides users with a reutilization service in which users have the ability to return damaged and worn out parts back to the manufacture where they are recycled and remanufactured into new parts. Users who send back parts will receive a percentage of original cost back to purchase new parts.
I am a final year Product design student from Middlesex University.extensively trained in a wide range of design mediums and processes extending into my interests of digital design, user interfaces, packaging and products.
Aside from design I have many hobbies which include, fashion, photography and footwear (I am currently hoarding over 40 pairs with barely enough room for them all).
MO: The Modular sneaker that gives you Mo.
A sustainable lifestyle sneaker that utilizes modularity and customization to provide users with a new system to repair and personalize their sneakers. helping to reduce the amount of waste generated by footwear and promote product longevity.
MO allows users to update individual components to keep up with trends and replace these components as they wear, rather than disposing the entire shoe, providing a more environmentally sustainable alternative to current lifestyle sneakers. Comprising of six key components: the upper, outsole, insole, shank, bolts and laces MO is easily assembled and disassembled. And by using recycled and recyclable materials the sneakers overall impact is greatly reduced.
MO also gives users the ability to create their own customized sneaker using the product configurator allowing the users to be involved with the design process, establishing a lasting relationship between the user and the product.
Finally, MO provides users with a reutilization service in which users have the ability to return damaged and worn out parts back to the manufacture where they are recycled and remanufactured into new parts. Users who send back parts will receive a percentage of original cost back to purchase new parts.
Children suffering from dyspraxia often struggle to develop the muscle tone and coordination needed for effective hand writing. PLAY THINGS are a collection of game controllers that enable children to target and train a series of muscles in the hands, wrist and forearms to support the skills needed for legible handwriting.
PLAY THINGS helps create fun experiences, allowing children aged 5-7 who are diagnosed with developmental coordination disorder (DCD) to control a continuous runner video game. The premise is based on the notion that "practice makes better." Therefore, increased exercising of the targeted muscles a child uses for handwriting, will both strengthen the muscles and in turn enhance the child's hand-writing.
The targeted muscles are - flexor digitorum profundus (helps you bend your index, middle, ring and small fingers); flexor digitorum superficialis (helps you bend the middle joint of each finger, except for the thumb, which allows you to do things such as eating with chopsticks); extensor pollicis brevis (helps you straighten the thumb); flexor carpi ulnaris (helps you move your wrist away from the thumb); flexor carpi radialis (helps you bend the wrist and move it toward the thumb).
Children suffering from dyspraxia often struggle to develop the muscle tone and coordination needed for effective hand writing. PLAY THINGS are a collection of game controllers that enable children to target and train a series of muscles in the hands, wrist and forearms to support the skills needed for legible handwriting.
PLAY THINGS helps create fun experiences, allowing children aged 5-7 who are diagnosed with developmental coordination disorder (DCD) to control a continuous runner video game. The premise is based on the notion that "practice makes better." Therefore, increased exercising of the targeted muscles a child uses for handwriting, will both strengthen the muscles and in turn enhance the child's hand-writing.
The targeted muscles are - flexor digitorum profundus (helps you bend your index, middle, ring and small fingers); flexor digitorum superficialis (helps you bend the middle joint of each finger, except for the thumb, which allows you to do things such as eating with chopsticks); extensor pollicis brevis (helps you straighten the thumb); flexor carpi ulnaris (helps you move your wrist away from the thumb); flexor carpi radialis (helps you bend the wrist and move it toward the thumb).
Ryan Ward is a final year Product Design Student at Middlesex University who is based in London. His interests consist of improving people's experiences, taking different approaches to designing current solutions, illustration, and graphic design. As a design student Ryan has undertaken live projects with companies such as Curventa, TocaLabs, and Opendesk. As well as the live projects, Ryan participated in the design process for the organisation SMASHfestUK in 2017 which won numerous awards, including the Times Higher Education Award.
Description of the project:
Connect is a system/service that is provided by gyms that allow their members to receive help from more experienced members who are allowed to if trusted by members of staff.
Inspired by people's negative experiences and feelings towards gyms, Connect aims to resolve these issues by making gym environments less intimidating for current and future members to build communities and relationships within gyms as well as allow members to ask for help without feeling embarrassed.
Connect is a system that is provided by gyms and is comprised of a wearable and an NFC device that is attached to gym machines that work cohesively. The wearables allow the user to scan the NFC device and request for help. The help system was inspired by airplane service and self-checkout which both use visual communication to identify people in need of assistance.
The design of the wearable grants a wide range of adjustability to allow all users no matter size or shape to be able to make use of the system. If gym organisations were to adopt the system to their gym branches, the system would be easily accessible as it would just be an extension.
Ryan Ward is a final year Product Design Student at Middlesex University who is based in London. His interests consist of improving people's experiences, taking different approaches to designing current solutions, illustration, and graphic design. As a design student Ryan has undertaken live projects with companies such as Curventa, TocaLabs, and Opendesk. As well as the live projects, Ryan participated in the design process for the organisation SMASHfestUK in 2017 which won numerous awards, including the Times Higher Education Award.
Description of the project:
Connect is a system/service that is provided by gyms that allow their members to receive help from more experienced members who are allowed to if trusted by members of staff.
Inspired by people's negative experiences and feelings towards gyms, Connect aims to resolve these issues by making gym environments less intimidating for current and future members to build communities and relationships within gyms as well as allow members to ask for help without feeling embarrassed.
Connect is a system that is provided by gyms and is comprised of a wearable and an NFC device that is attached to gym machines that work cohesively. The wearables allow the user to scan the NFC device and request for help. The help system was inspired by airplane service and self-checkout which both use visual communication to identify people in need of assistance.
The design of the wearable grants a wide range of adjustability to allow all users no matter size or shape to be able to make use of the system. If gym organisations were to adopt the system to their gym branches, the system would be easily accessible as it would just be an extension.
Tatiana is a graduating BA Product Design Student from Middlesex University, London. Based in London. Her interests include product and visual communication, aswell as photography and fashion. Tatiana has undertaken live projects with companies and consultancies including Curventa, TocaLabs, and Opendesk, alongside the multi-award winning SMASHfestUK - to design, develop and deliver engaging, immersive Arts-driven STEM (STEAM) events, and activities with the specific outcome of engaging BAME audiences and young people living with poverty.
BUDDY
An Interactive Toy Facilitating Learning Through Play for Children with Type 1 Diabetes
BUDDY is an interactive, educational toy for children (age 5-8years) with Type 1 diabetes. BUDDY simulates what it is like to live with a chronic illness like T1 diabetes and the scenarios that comes with it, facilitating learning through play. Storylines are mapped to daily routines and interactions, aiding the child to learn how to care for their little BUDDY with T1 diabetes, and in process, themselves. Parents and carers can also use BUDDY as a medium to interact and educate.
Children can select a range of food, using BUDDY's innovative and interactive NFC cards, to feed BUDDY and understand the impact food has on one's physical wellbeing. BUDDY also allows interactions including carb counting, monitoring blood glucose levels and "administrating" insulin.
Tatiana is a graduating BA Product Design Student from Middlesex University, London. Based in London. Her interests include product and visual communication, aswell as photography and fashion. Tatiana has undertaken live projects with companies and consultancies including Curventa, TocaLabs, and Opendesk, alongside the multi-award winning SMASHfestUK - to design, develop and deliver engaging, immersive Arts-driven STEM (STEAM) events, and activities with the specific outcome of engaging BAME audiences and young people living with poverty.
BUDDY
An Interactive Toy Facilitating Learning Through Play for Children with Type 1 Diabetes
BUDDY is an interactive, educational toy for children (age 5-8years) with Type 1 diabetes. BUDDY simulates what it is like to live with a chronic illness like T1 diabetes and the scenarios that comes with it, facilitating learning through play. Storylines are mapped to daily routines and interactions, aiding the child to learn how to care for their little BUDDY with T1 diabetes, and in process, themselves. Parents and carers can also use BUDDY as a medium to interact and educate.
Children can select a range of food, using BUDDY's innovative and interactive NFC cards, to feed BUDDY and understand the impact food has on one's physical wellbeing. BUDDY also allows interactions including carb counting, monitoring blood glucose levels and "administrating" insulin.
I am a student at Middlesex University that has just finished my final year on the Product Design course. My interests aside from product design also include Graphic design, Branding, UI/UX design as well as using the Adobe creative suite softwares. Live projects I've taken part in include working with popular companies such as Curventa, Tocalabs, Swifty Scooters, Roberts Radio, Opendesk and SmashfestUK.
PATHFINDER: The Handheld Haptic Navigational Device
Pathfinder lets people interact with their commutes in a new and innovative way; prompting the use of active commuting and taking alternate routes where possible. This can help people tackle the negative effects of commuting in urban environments during busy periods, unexpected delays and overcrowding with the aim to implement more pleasurable experiences allowing people to not be completely reliant on visual guidance for commuting.
Pathfinder is a handheld haptic navigational device, that uses haptic vibrations to guide users to their destinations instead of always relying on following screen-based instructions. The tactile pebble-like device pairs with the Pathfinder mobile application (via Bluetooth) to provide the haptic feedback on the selected routes. The user follows the vibrations and direction is indicated through rhythm - straight ahead follows the pace of footsteps; left/ right would vibrate two or three times respectively. This provides an innovative and active experience, allowing one to keep focus on the world around them and removing the need to be dependent on mobile phones when trying to get to navigate to a new destination or take an alternate route.
I am a student at Middlesex University that has just finished my final year on the Product Design course. My interests aside from product design also include Graphic design, Branding, UI/UX design as well as using the Adobe creative suite softwares. Live projects I've taken part in include working with popular companies such as Curventa, Tocalabs, Swifty Scooters, Roberts Radio, Opendesk and SmashfestUK.
PATHFINDER: The Handheld Haptic Navigational Device
Pathfinder lets people interact with their commutes in a new and innovative way; prompting the use of active commuting and taking alternate routes where possible. This can help people tackle the negative effects of commuting in urban environments during busy periods, unexpected delays and overcrowding with the aim to implement more pleasurable experiences allowing people to not be completely reliant on visual guidance for commuting.
Pathfinder is a handheld haptic navigational device, that uses haptic vibrations to guide users to their destinations instead of always relying on following screen-based instructions. The tactile pebble-like device pairs with the Pathfinder mobile application (via Bluetooth) to provide the haptic feedback on the selected routes. The user follows the vibrations and direction is indicated through rhythm - straight ahead follows the pace of footsteps; left/ right would vibrate two or three times respectively. This provides an innovative and active experience, allowing one to keep focus on the world around them and removing the need to be dependent on mobile phones when trying to get to navigate to a new destination or take an alternate route.
Hi, I'm Tzu Tao.
A junior industial designer who is always passionate and insistent.
I love to play with design and products.
Let's play together!
Hi, I'm Tzu Tao.
A junior industial designer who is always passionate and insistent.
I love to play with design and products.
Let's play together!