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Versatile Furniture
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Title:
Versatile Furniture
Posted by:
Carlos Noguera
Date:
12/07/2009
Grade Level:
High School
Category:
Furniture Design
Subject Area:
Arts
Lesson Time:
360 minutes for classroom activities and 120 minutes for homework
Introduction:
For this lesson, students will be asked to design simple pieces of furniture that have at least more than one use. For example, a chair that can be put sideways on the floor and be used as a bookshelf or a small table.
State Standards:
No State Standards available.
National Standards:
Visual Arts
Standard 2.  Using knowledge of structures and functions.
Standard 3.  Choosing and evaluating a range of subject matter, symbols, and ideas.
Standard 5.  Reflecting upon and assessing the characteristics and merits of their work and the work of others.

Objectives:

Students will:

  • think about alternative uses or possibilities to alter “mundane” furniture
  • think about how anything that is placed inside a room takes up space and could be used for something else
Resources:

Ellen Lupton, Design and Everyday Things: https://cooperhewitt.org/teacher-resources/

cardboard furniture from:  https://www.designboom.com/cardboard3.html

teenage furniture from: https://www.designboom.com/contest/view.php?contest_pk=8&item_pk=2852&p=1
Materials:
  • sketch-pad
  • colored pencils
  • cardboard
  • box cutters
  • tape
Vocabulary:
  • convertible furniture: furniture with more than one fuction
  • ergonomics: an applied science concerned with designing and arranging things people use so that the people and things interact most efficiently and safely — called also biotechnology, human engineering, human factors; the design characteristics of an object resulting especially from the application of the science of ergonomics
  • versatile: changing or fluctuating readily; variable; embracing a variety of subjects, fields, or skills; turning with ease from one thing to another
Procedures:

Lesson Outline:

  • Define the Problem: Create a piece of furniture that has more than one function.
  • Research the Problem: Examine the subject: break it down, classify it.
  • Develop Possible Solutions: Think, fantasize, produce ideas. Generate options towards a creative solution. Relate, rearrange, reconstruct.
  • Choose the Best Solution: Choose your best option.
  • Implement: Put your ideas into action. Realize it. Transform imagination and fantasy into tangible forms.
  • Test and Evaluate: Judge the result. Think about new options and possibilities that have emerged. Revisit your process.
  • Communicate
  • Redesign

 

Day 1: Consider the Design Challenge

 

1.Define the Problem (30 minutes): Review the design brief by having students look at examples of convertible furniture and the Ellen Lupton presentation about the design process.

2.Research the Problem (30 minutes): The design problem is: too many things too little space; reconcile.  Ask the students, “How can we combine or re-adapt the furniture so that we can maximize the use of a small space.”  Give students time to think and brainstorm and discuss.

Day 2: Model-making

1.Develop Possible Solutions (30 minutes): Students should start drawing! Tell them to think about combining pieces of furniture that they already know (chairs, tables, shelves, couches, beds, etc.) and to see if they can come up with anything new.

2. Tell students to consider how their piece of furniture opens, closes, re-adapts.  Students should draw the various stages of transformation.

3. Each student should choose his or her Best Solution to concentrate on the following day.

Day 3: Final Model

1. Students should create a final cardboard model.  Tell students, “Keep in mind that cardboard when used with the ridges perpendicular to the ground will have the most strength. If your model will not be to scale, then create several small models showing the steps of the transformation.”

2. Test and Evaluate (during the group/ class critique). Students should ask another student to sit in or otherwise use your structure. Students should give each other feedback.  Student designers should keep mental track of comfort, functionality, stability, and other ergonomic characteristics.

Day 4: Assess

1. Communicate: In their sketchbooks, students should record/answer the following:

  • Compare your piece to others in the class.
  • Constructively criticize your design or those in the class.
  • Identify strong points of your design.

2. Each student (or group, if you have broken the class down this way) will present their projects and explain their thought process for creating their structures.

3. The moment of truth: have them try it out!

4. Group critique: 

  • What worked for you?
  • What can you improve next time?
  • What was the most challenging aspect of this project?
  • How did you overcome these difficulties?

 

5. Redesign: In their sketchbooks, students should draw a sketch of an improved design.  They should consider what they would do differently next time.  Students should be able to support their design changes or lack of changes with examples from their class experience.

Assessment:

Does the structure show evidence of the “eight design steps”?

Did the student create a solid concept piece of furniture that adapts into something else?

What evidence can the student show about generating options towards a creative solution?

Did the student’s project meet the following criteria:

  • Can the structure serve more than one function? 
  • Is it practical?
  • Is the structure able to function?
  • Does the structure combine at least more than one traditional piece of furniture?
Enrichment
Extension Activities:
No Enrichment Extension Activities available.
Teacher Reflection:
N/A.
Related
Files:
 
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