From the previous week
To bring adults (age 20-39) outdoors.
The greatest thing that designing a product can do for me to create an attractive experience of being in the outdoors is – the ability to mass produce and customize a product to bring out a sense of novelty.
An incremental design on a product that is already available in the market will entice people who are passionate in the recreation related to the product to try it and use it. But it will merely enhance the experience: 1. for a small, niche group, 2. Until the next best product appears in the market.
Why design a physical product when I know the limitations it has in achieving the goal to bring people outdoors?
- A statement piece for a campaign – One product that triggers the desired response and sends a message to the public. eg Coca Cola
- The approach of co-creation
- Co creating space/experience – an approach found lacking by traditional event hosts: How to create an attractive experience of going outdoors and participating such that it captures returning crowds? (Physical products will have to be complemented by a channel for communication, likely it will be more than a service.) > Pop-up event design
- Content generation for entertainment, crowdsourcing, fanfiction and storytelling, etc. – this is what netflix is doing.
|Physical and tangible||Abstract and intangible|
|Detached Objects||Complex systems|
|Customizable (at most)||Obliged to adapt to constant changes|
|Have immediate value||Have value only when being used|
|Produced by a specific manufacturer||Created by a set of individual departments|
Moving on, will designing a product limit me to customisable products at maximum?
Or will a product be able to meld with on-site and off-site screen based experience to fulfil the other objectives of organisers or boost their portfolio in terms of sustainability, sustainbility etc. ?
Taste and preferences of millennials:
Adventurous, Wanderlusty, Experiential retail, Willingness to encounter danger or risks in pursuit of enjoyment.
What brands are millennials attracted to? (Possible case studies)
- Fashion/Apparel brands: Sephora, Nike, Sketchers, Lorna Jane and Underarmour (active-wear brands), ASOS, Shore Projects,
- Store concepts: Muji, box shops (consumers are also producers), Ikea (sustainability)
- Concept eateries/cafes (gives opportunities to indulge): Themed buffets (durian, chocolate, etc.), PasarBella, Octoberfest, Dinnerama
- Other F&B brands: Coca Cola (Creating Happiness),
- Blogging: (food) Lady Iron Chef, Miss Tamjiak, (lifestyle articles) The Smart Local, other commercially driven blogs, Information driven ones like HongKiat.
- Work: Shared work spaces WeWork (co-working communities) Starbucks
- The Mall: Pop-up retail (Suntec City), PasarBella
- Lifestyle: Jamming, Art jamming, Partying, After-party supper and breakfast, Themed social activity – trampoline park, Headspace (mindful meditation), Nike Women #betterforit Lily VS Margot, Grubhub and Snapchat, GOPRO (Important: User-generated content and product design),
- Pop culture: Netflix, Disney, SuperBowl/NFL (Sports-related), On screen spinoffs for books such as Harry Potter, LOTR, GOT, The Hobbit, Star Trek
- Brands that project wealth: Audi
- Advertising/entertainment digital media network: Huffington Post, Buzzfeed
- Travel: National Geographic, AirBnb
- Movements: Movember, Inktober, Purple Parade, gender equality, lgbt rights