Many products rely on human physical interaction such as the user space we have in a car- from how the space can be changed to accommodate a 5th%ile female and a 95%ile male for driving, controlling the radio, seeing our the back window and so on. In some toys such as action figures or virtual products such as computer games, a cognitive journey takes place where we imagine we are that character. We can relate our knowledge of physical activity to the object we choose to control. We also understand how they move and can quantify the extent of the motion.
3D designed outputs (real or virtual) are often gendered and have an attitude or personality. These briefs will allow you to explore how such characteristics can be communicated through form, surface aesthetic, function and features..
