industry project: happily unmarried
tdv pg students undertook an industrial design project with happily unmarried, a youth centric brand known for quirky designs and services offerings to the ta. the project involved designing an out of box bar for home for the busy urban youth. client briefs, surveys and market research were done to understand the demography, unique attitudes, social statues, aspirational value and unattended demands of the ta. the product was ideated upon through concept ideas and sketches and the final design concept was presented to the jury comprising of the client “happily unmarried” and the faculty. the design prototypes were later made by the students.
social project: laddoo
the tdv students ideated on a giant installation at the central atrium of select city mall, a premium shopping arcade in south delhi. the 20 feet high and 1.5 ton heavy geodesic structure was covered with 40,000 handmade ladoos. the students and tdv faculty roped in the by-passers and the shoppers to participate in “ladooing some love” activity with support from chappan bhog, lucknow. the ladoo’s were later distributed to the street children.
game design project
level o1 presented seven projects created at the of games residencies at khoj between 2013 -15. the works included in the exhibition represented a diverse range of media, showcased the transformative experiences made possible through art games. using the exhibition as a launch pad khoj in conjunction with tdv used elements from the students’ experiences with the games exhibited to create their own form of ‘art game.’ the students envisaged a game which utilises the tools of designers and problem solvers to deal with the various disasters and catastrophes which strike the imaginary city. fictional narratives are built by the players and pitched to the collective body ‘people,’ (using the terminology of the game) as solutions to what’s occurring by chance on the board; the people then decide who wins the round and thus the points of that square. game play in this context repositions the role of the game, its players and the sharing of information, blurring the lines between art, design, history, literature and simply creative thinking.
product design workshop – metal and wood
the students were taken to “knock on wood” factory site in ambala, a state-of-the-art furniture design and manufacturing unit. each student was asked to ideate and design a specific piece of furniture. each piece was representative of the student’s distinct personality yet merged the product line with tdv philosophy. the furniture prototypes now acquire a proud place in the tdv reception area.