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Dream

Device

-Senthil Arul

Table of Contents
List of Figures ........................................................................................................................... iv
Product Study, Market Study and User Study ........................................................................... 1

2.1

Product Study, Market Study and User Study ......................................... 1

2.1.1

Introduction ........................................................................................ 1

2.1.2

Market Study & Design Research...................................................... 1

2.1.3

Need identification ............................................................................. 3

2.1.4

User Study .......................................................................................... 4

2.1.5

Product Study ..................................................................................... 6

2.2

QFD and PDS ........................................................................................... 7

2.2.1

Quality Functional Deployment ......................................................... 7

2.2.2

New product function Mind Mapping ............................................... 8

2.2.3

Design Direction ................................................................................ 8

2.2.4

Product Design Specification ............................................................. 9

2.2.5

Function Story Board ....................................................................... 10

2.3

Concept Generation ................................................................................ 11

2.3.1

Life Style Board ............................................................................... 11

Figure 2. 7 Life Style Board ......................................................................... 11


2.3.2

Mood Board ..................................................................................... 11

2.3.3

Theme Board .................................................................................... 12

2.3.4

Form Exploration ............................................................................. 12

2.4

Concept Selection and Justification ....................................................... 12

2.4.1

Concept Sketches ............................................................................. 13

2.4.2

Concept shape .................................................................................. 13

2.4.3

Participatory study for Shape ........................................................... 13

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2.5

Detailing of Selected Concept ................................................................ 14

2.5.1

Product function brief ...................................................................... 14

2.5.2

Base geometry and feature ............................................................... 15

2.5.3

CAD Model ...................................................................................... 15

2.5.4

Final concept render ......................................................................... 16

APPENDIX B ....................................................................................................................... 16

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List of Figures
Figure 2. 1 Television Growth [7] ........................................................................ 2
Figure 2. 2 Device Usage ...................................................................................... 2
Figure 2. 3 Market Share ...................................................................................... 3
Figure 2. 4 Digital Platform Wave ........................................................................ 6
Figure 2. 5 QFD Chart .......................................................................................... 7
Figure 2. 6 Mind Mapping .................................................................................... 8
Figure 2. 7 Life Style Board ............................................................................... 11
Figure 2. 8 Mood Board ...................................................................................... 11
Figure 2. 9 Participatory study ............................................................................ 14

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Nomenclature

Acronyms
DTH- Direct-To-Home
EST-Electronic sell-through
NPD- New Product Development
PDS- Product Design specification
QFD- Quality Functional Deployment
UCD - User Centered Design
UD - Universal Design

Dream Device

Product Study, Market Study and User Study


2.1 Product Study, Market Study and User Study
2.1.1 Introduction
Media Device is the platform for delivering and monetizing a new generation of
compelling, differentiated video experiences. It is the next generation of the Video viewing
platform, now strengthened and enhanced with solutions and expertise from NDS that bring
powerful new capabilities across cloud, networks, and clients. Stability in home
entertainment continued for the second straight year in 2013 as total consumer spending rose
nearly one percent to $18.2 billion. Results were boosted by the growing awareness and
acceptance of digital services and products offered by both online and brick and mortar
retailers. Electronic sell-through (EST) now branded as DIGITAL HD jumped 50 percent
for the year, surpassing $1 billion for the first time, while video-on-demand (VOD) spending
rose five percent in 2013 from a year earlier[6]. New platforms such as media hub consoles
like Microsofts Xbox One and Sonys PlaysStation 4 contributed to growth by expanding
consumer access to entertainment. So I thought to do research on home entertainment, to find
the need or space for new product. The following topic will follow the same path.
2.1.2 Market Study & Design Research
The Entertainment & Media (E&M) industry in India is one of the fastest growing
sectors of the Indian economy. It is riding on the economic growth and rising income levels
that India has been experiencing in the past few years. The entertainment and media industry
in India is expected to grow faster than the countrys GDP growth and consequently more
spent is expected on leisure and entertainment. The following literary survey will show the
over view of home entertainment market trend.

Television:
Television (TV) is known home entertainment product. Its plays a major role in the
flow of information and is equipped with the power to influence people, their beliefs and their
opinions. Being a visual medium, its impact transcends the social and educational
background of its viewers; more so, in a diverse country like India, where TV dominates the
Media & Entertainment landscape as the preferred choice of entertainment. Media
consumption habits of consumers in Metro & Tier 1 cities in India closely resemble the
sophistication to that of consumers in developed markets, like the UK and the US. While the
media & entertainment market (M&E) in India is relatively small when compared with other

countries, India has the third largest television market, in terms of number of viewers after
China and the US. TV continues to dominate

the

M&E sector followed by print and filmed


entertainment. The figure 2.1 fill show that.
DTH & Set Top Boxes:
To we cant find any HD TV without
top box. A Set-Top Box (STB) is an

set

Figure 2. 1 Television Growth [7]

electronic device that is used to decode


digital signals received from satellite to TV sets. Set-Top Box devices will witness huge
adoption in India.
According to a research report "Indian DTH Market Forecast to 2012", direct-to-home
(DTH) industry in India has been witnessing tremendous growth for the past few years. Such
a stupendous growth is mainly due to the continuous drop in setup and service costs of DTH.
Further, decline in the prices of Set-Top Box has made DTH a viable option for the Indian
users. It is anticipated that, the DTH market will post 28% CAGR growth during 2011-2014.
Laptop & Tablet:
Today laptop & tablet also becoming home entrainment for upper middle class
family. Sometime this becoming the second screen of entrainment. A night of watching TV
on the sofa is now likely to mean there's a laptop,
tablet, or smartphone or a combination of these
"second screens" within reach. How are people
using these second screens? Are they interacting
with additional entertainment content? Or are
they using them as distractions from the TV
programming instead? The Figure 2.2 will show
the device usage.
Figure 2. 2 Device Usage

Dream Device

Gaming:
Gaming can be classified under three segments
Personal Computer Games (PC), Mobile Games, Console
Games and Online Games. Revenues from Console
gaming are expected to reach USD343.8 million by 2017E
from USD144.5 million in 2012. Revenues from Mobile
and PC & Digital TV are expected to grow to USD329.1
million and USD96.9 million by 2017 from USD104.2
million and USD32.9 million, respectively in 2012. The
figure 2.3 will show the gaming industry components
market share.

Figure 2. 3 Market Share

The above topics had shown the market trends. So the home entertainment market has
good room for new products and technologies.
2.1.3 Need identification
The home entertainment market is too open, its have may device and different type.
So finding a gap for new product is tricky. Inside find a gap find the current product problem
will be easy. I lead the design research towers find the current home entertainment issue. The
targeted user group is upper middle class and electronics lover, like people who have multiple
entertainment products (HD TV, Laptop, Game consoles, media player and DVD player)
Problem Identified:

Many entertainment products like DVD palyer, Home


Theater, set top box, media player and Gaming
consoles kept near to TV, because this all need
display.

People or facing wire management issue with


multiply product.

Every product has different remote.

Switching display issue, like Some time they are


streaming the video from internet on laptop or tablet
that time they need a big screen

All products occupy space in living room.

Dream Device

This need identification helped me to find the gap new product position. The gap area
is home entertainment networking. One device need to communicate with input as well as
output device. How the products need to function? What are feature needs to add in the
product? What kind communication will be better? To find answer for this question I carried
out the user study.
2.1.4 User Study
User survey questioners:

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This questioner is circulated to my friend by e-mail, face to face, and social network. I
got the reopens from 58 people. Its have male and female gender. They fall in the age group
of 22 to 48. The following graphs will show the result.
Wire/cable management issue

Number of TV hold at home

Interest in wireless connectivity

Watch online videos and movies

Uncomfortable with the small screen

Interest to push the screen connectivity

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Videos stored in pen drive/hard disk

Space issue for entertainment product

Number of Remotes

Interest to record TV program

2.1.5 Product Study


Users study is given the clear idea about their needs, wants and desire. But I want to
understand the facility. The new technology next generations of video experiences are
Multiscreen, Synchronized, Personalized and Social. The figure 2.4 will show the Digital
platform wave. The
first

issue

is

wire

management. To solve
this

entertainment

product and TV or
projector

(display

unit) needs to connect


without wire, in new
age

technology

possible

its

with WiFi,

WiDi and Bluetooth. Now a days

Figure 2. 4 Digital Platform Wave

many few

HD TV, Laptop, smart phones come with WiDi enabled, with this technology we can solve
Dream Device

the wireless entertainment network. To combine few products I taken the Set top box as base
product, because its connect with TV always. So I want to connect all products to set top box
and set top box will communicate to TV or Projector.

2.2 QFD and PDS


2.2.1 Quality Functional Deployment
The figure 2.5 will show the QFD result

Figure 2. 5 QFD Chart

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2.2.2 New product function Mind Mapping

Figure 2. 6 Mind Mapping

Input

The products like laptop, tablet, smart phone will communicate with the new product
with Wi-Fi or WiDi (without wire)

Game consuls will connect by Wi-Fi or HDMI

Storage devices like pen drive or hard disk will be connect by USB

Output

The new device will communicate with TV/ Projector/ Home theater by Wi-Fi or
WiDi (without wire)

2.2.3 Design Direction

Adapt the current technology and incorporate the user requirement

Determine the space to combine home entertainment products

Identifying the optimum wireless solution

Product aesthetics improvement for futuristic trend

Dynamic & Decorative - in living room dont just stay as a box

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2.2.4 Product Design Specification

Physical Specifications
Dimensions: 235 x 145 x 25 mm (the dimension derived by golden radio)
Input ports:
HDMI (Type A- female)
USB 3
Coaxial cable in
Power
SD card slot
Wireless input & output option:
WiFi MIMO (802.11n - 5 GHz)
Bluetooth (v3.0 / v4.0)
WiDi
Format :
Wall Mounted,
Color:
Black (textured) and silver
Material:
Body: polymer (ABS)
Wight:
Less than 500 g

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2.2.5 Function Story Board

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2.3 Concept Generation


2.3.1 Life Style Board
The figure 2.7 will show the Target group User lifestyle

Figure 2. 7 Life Style Board


2.3.2 Mood Board

Figure 2. 8 Mood Board

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2.3.3 Theme Board

2.3.4 Form Exploration

2.4 Concept Selection and Justification


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2.4.1 Concept Sketches

2.4.2 Concept shape


I developed nine concepts shapes based on the theme board.

2.4.3 Participatory study for Shape

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The participatory contacted for shapes, the user need to like the shape. Its easy way
to success the product. I circulated this shapes in social network (refer the APPENDIX B,
for Facebook screen shot) and face to face interview. Figure 2.9 will show the Participatory
shape study for result.

Figure 2. 9 Participatory study

2.5 Detailing of Selected Concept


2.5.1 Product function brief
This product is dream for many people. So I named this product as Dream Device.
This product will replace many products. This product has optimum wireless solution. The
following points will explain the function and advantage of the Dream Device .

Dream Device will work as Set top box, media player and DVR..

Dream Device will do two way data communication, receiving as well as sending

Dream Device input communication is possible with HDMI, WIDI, Wi-Fi and USB.

Dream Device will broadcast the input data to several display devices like TV and
Projector.

Dream Device will record the in data in connected hard desk.

Its has 7 touch display with many apps , so while hang in wall is not dup device.

Dream Device itself you can do any setting, no need to connect with computer.

For remote operation every smart phone will communicate with this product, with the
help of Dream Device app.

Very trendy aesthetic design, very compact

One device multiple functions..

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Freedom from wire routing and multiple devices

Its the comprehensive wireless entertainment Hub.

2.5.2 Base geometry and feature

This product size is 235 x 145x 25 mm and


screen size 154 x 99mm (7), its meet the
golden radio.
The block color is selected based on the
living room color, generally its will light
color.
All wires insert points (power, cable in,
HDMI) are in bottom, to avid the wire bending.
The plug & play ports (USB, SD Card slot) at top for easy access
Top and bottom has 15 draft for easy visibility of ports.
The highlighted logo (WiFi, Bluetooth, WiDi, HDMI, USB and SD Card) has Wight
LED backlight. The backlight will on at the time of particular mode of data transfer.
This product is recommended to mount on the wall.
This product is very less part for easy assembly.
The side pattern holes for air vent.

2.5.3 CAD Model

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2.5.4

Final concept render


Backlight symbols
Air Vent

7 Touch Display

USB 3.0

Power Switch

Power in

Cable in

SD Card slot

HDMI

APPENDIX B

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