Play 'n Store
A range of small storages designed to keep children engaged and spark their creativity in the small space of their individual homes during the pandemic of Covid-19.
The project was executed from Feb-March 2021 as a part of my industry project at Boingg!, a kid's furniture and décor company based in Gurugram, Haryana, India. It taught me that a designer not only has to design, but has to design keeping in mind the consumer, the brand and most importantly the cost of production.
Design Process
Market Research
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Given the fact that the buyers are parents even though the intended users are kids, products are designed in a manner attractive to kids but worthy enough for the purchase by parents
Need
Children centric products with an educational value, worthy of investment.
The Impact of Covid-19
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Children being confined to their homes and increased digital consumption is leading to hampered learning from
- Peer-to-peer activities
- Outdoor Play
Kids
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Parents working from home, making it hard to keep children engaged all the time
Parents
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Economic hardships due to decreased business or salary cuts.
Gap Identification
Products keeping kids engaged and occupied through creative ways as a way of encouraging open-ended learning.
Products appealing enough to break away from the digital centric lifestyle - encouraging physical engagement of the mind over solely digital consumption.
A piece of furniture rather than any installations on the wall to keep the expenses to a minimum and increase interaction with the user.
To design pieces of furniture which are small, visually attractive and physically engaging to educate and engage children at home. Some of the characteristics of the furniture pieces are
Hands-on
Fidgety
Interactive
Colourful
Engaging
Creative
Safe
Inspiration and Research
Furniture that doubles as Play & Learning
Though the concept of sensory walls emerged as a need of playful and effective learning for neurodivergent kids, it has been adapted to be used in spaces that need to keep children's minds captivated and occupied - e.g. a clinic's waiting room, nurseries and playschools.
This project aims to bring the same concept inside the house. It revolves around giving the child's (3-6 years of age) brain some colourful and playful activities to spark creativity and enable open-ended learning through something that they would interact with everyday - their toy storages.
Ideations
Prototypes
Print Explorations
Dog 'n the bone
Fun prints and colours that would work with the existing materials used by the brand were finalised.
Lost In the City
The dog travels through the city to find his bone.
Knobs
Groove Path
Through the Park
The dog travels through the park to find his bone.
Treasure Island
Knobs
User Scenario
The prints and knobs are designed in such a manner that rather than having only one correct action, it encourages the kids to find the best possible solution.
Because it is a practical experience and one of self-learning, it would be more impactful leading to increasing the retaining the capacity.