iSeed
Year: 2007
Team:
Mikko Aro, Mikko Reinkainen, Shanfan Huang, Ville Mensio, Willem Haen
Supervisor: Peter McGrory
Looking back, this project done in early 2007 right after iPhone v1 launch, has served as an interesting reference to observe and forecast the evolution of iPhone in the coming years.
Design Process
[-] Close
Strategy Realizing
+ 3 levels of platform: iSeed-mini, iSeed, and iSeed-Pro
+ "Click", the little square button can be easily click into the platform
+ Each "click" has different functions, such as loudspeaker, camera, stylus or game controller.
+ Front: the touch-screen displays applications that are installed on this iSeed.
+ Back: the "clicks"
+ In the iCore interface, it shows all the applications (software), "clicks" (hardware) and documents that are stored in the memory card.
+ iCore is a web service installed on the user's computer.
+ It displays all the iSeed applications and "clicks" available to purchase online.
+ iCore offers 4 types of profiles to target at different user needs: "multimedia" for entertainment, "professional" for advanced users, "education" for students and children, and "travel" for tourism needs.
+ iCore also use various themes to categorize the offers.
Click on the image to view the demo.
+ An imaginary fan-created accessory that accompanies the "click"
+ The vision is that people would exchange and collect the "click"
+ People are emotionally attached to the things they collect, hence emotionally attached to the brand
+ An imaginary co-branding with gaming brand
The user scenarios was set in an imaginary background of BBC news report. Four street interviews were recorded as our projected users descried their experience with the product.
+ Urban Youth (19)
The product features in gaming and "cool" factor.
+ Graphic Designer (37)
The product features in its professional performance and extensibility.
+ White-Collar Professional (28)
The product features in its multi-media capability
+ Less Tech-Savvy User (51)
The product platform offers a basic version for people who have less needs, while the product itself still remains extendable.
Diary from the Year 2030
iSeed - the Tree Growing in Tomorrow
+ It is the summer of 2030, the kid is spending his holiday with his grandpa. The diary starts from his 10-year-old birthday, when he gets an iSeed from grandpa as a gift.
+ Through swapping and collecting the "click", the product creates emotional attachment between the kid and the people (grandpa, friends ...etc.) surrounding him.
+ The future scenario envisions the sustainability of the brand. It is not only due to an extendable product platform, but more importantly, it enables emotional brand experience.