POLYPIA

TIM STOLWYK

Polypia is a manifestation of searching for magic as a design process. Taking the form of an auditory experience, Polypia consists of sound sculptures, known as Polypis, that hold a story and want to tell it to you. It beckons a conversation and an interaction between things, people, space, and yourself. This conversation leads to new discoveries of the world, which are uncovered through magic. Things have a voice and are always speaking to you. Are you listening?

AREUM

KAYLA FIEHN

I want to push the boundaries of how we see the world and how we envision spaces and objects. By designing a space that is a full glimpse into my artistic universe, I can forcing submergence and interaction that feels unfamiliar and fantastical.

THE PARADE

CAVAN HAAS

The Parade is comprised of three branding explorations. The three brands, Discover,  Dissect, and Displace, were inspired by absurdist philosophy and tell the story of a dystopian future. In this future, the age of information has begun to exceed its practical capacity, and the battle between the human desire for meaning and the natural chaos of the universe is reaching a climax.

CLOVER

LAUREN BEICH

As technology continues to evolve, it’s critical that we evaluate the role it plays in our closest relationships. Between generations, meaningful remote communication is often muddled by cultural misunderstanding and platform inaccessibility. Inspired by the visual feedback and shared experience of being together in person, Clover is a hands-free holographic calling device that embraces the intimacy of close relationships. Designed for all ages, cutting edge drone, AI, camera and volumetric projection technology are streamlined to be discrete and easy to use.

 PROJECTS

Traverse 24 time zones; the journeys of 24 designers as they define the present and envision the future. Get lost in the space-time continuum and open your mind to design not only for the physical and digital world, but also philosophical manifestations. We might just be on your mind 24/7 after the journey you are about to embark upon!

- The Drexel Product Design Class of 2021

WELCOME

AISLE CUES

BREANNA BECHTOLD

Is retail dead? Why do people choose to shop online instead of in stores? Can stores control the attitudes of shoppers while they shop? Why do people buy things? Are retailers really doing everything they can to make sure customers’ needs are being met? I answer these questions and more with a brick-and-mortar retail solution that brings the best of online shopping into stores.

ROOTS

ALEXANDRA FARRAR

Reconnecting with Nature. A series of interactive educational stations designed
to teach kids about specific topics in their local ecosystems. Each one contains interactive activities and illustrative graphic information. All Roots stations are tailored to their environment and can educate users about anything from birds, to trees, to rivers or rocks. Through hands on sensory learning experiences, Roots will inspire discovery, wonder, joy and empathy.

SAFESPACE

PACE SINGLETARY

SafeSpace is an integrated system that works to improve unhoused or at risk people’s access to social supportive services and local resources. My proposed service model will be the first point of contact for any person who may be unhoused or at risk of losing their housing. The system creates multiple methods of connecting people with someone who is informed about the social services system and can help facilitate help on a personal level.

THE SHOOTS VOYAGER

TYLER HAAS

The Shoots Voyager is a Virtual Reality controlled camera that acts as an extension of a photographer’s tool kit. It takes the form of a collapsible, completely self-mobile camera robot that fits snug in a standard medium size shipping box. Enabling the photographer to perform professional level photoshoots across the world without spending the time and money it takes to physically travel.

FLOAT

BEN WONG

This project is a stepping stone for people that struggle to get out of social isolation by creating a point of interaction between users to share stories and experiences.

UPCYLING GENERATION

ADRIANA MORANTE LARRAíN

Society has developed a disposable culture where linear economies fuel our mass waste problem. We seek to provide a space where environmentally conscious consumers can shop responsibly, build awareness, support circular products, and regain control of their ecological footprint. Upcycling Generation celebrates exploration, innovation, and individuality of local artists while humanizing the connection between customer and creator. We believe that promoting the practice of upcycling will revolutionize how we perceive waste and get us one step closer to a sustainable future.

ENVISION THIS

EMMA DIETZ

After a whole year of research, help from an influential middle school teacher, and 4 wonderful adolescents, I have found a way to facilitate a new type of learning. My tool Envision This, facilitates a future where the complex and ambiguous is not hidden from our next generation, but is explored and celebrated.

THE TALKBOX

MARY TOMCAVAGE

The Talkbox is a kit designed to accompany “the talk”. It’s designed to provide the giver of the talk all the information they need and the flow to present it. It should be fun for both people involved and make the experience more comfortable.

COLLEGE JOURNEY GUIDE + CAREER BOXES

NATALYA MIRONYUK

 Getting into college can be both stressful and exciting for high school students. It's a step into the unknown and most of them aren't prepared for it. 

I am making a College Journey guide website and career boxes that will help high school students navigate the college process and discover their ideal career.

POPULUS FOOTWEAR

ANDREW VERMAELEN

Populus Footwear defines a balance between environmental considerations and durable, high performance, footwear for skateboarders. Skateboarding shoes wear down extremely fast and this adds to the increasing amount of textile waste. Populus footwear uses both recycled and biofabricated materials that are resistant to abrasion to extend the shoe’s lifespan and address the increasing quantity of textile waste.

GUESS THE SNACK

PETER GYATENG

Weight loss is a very common practice in society. However, it is not as easy as it sounds for some people now that we have been asked to stay at home. Because of the pandemic, it has made it even more difficult for people to stay away from the food they crave because we are closer to our kitchen. Intrigued by this challenge, the game Guess The Snack, which is an interactive game that encourages people to snack more while being mindful about what they consume, was created.

ART & FLOW

MEDHA UPPAL

This thesis is a culmination and curation of conversations, readings, and my journey of art as a life practice that resides in a manifesto-score. At its core, a manifesto-score is a written statement declaring publicly the intentions, motives, or views of its issuer. An event-score is a performance art script that is usually only a few lines long and consists of descriptions of actions to be performed rather than dialogue.

ANXIHIDE

CINDY BLATZ

An interactive gameplay experience for third and fourth graders that educates them about anxiety. The plushies personify not only symptoms of anxiety but coping mechanisms for those with anxiety. With the help of a parent, therapist, or an advisor, kids can learn new ways to cope with anxious feelings, and have the opportunity to share their own feelings. To use ANXIHIDE, the child would choose the symptoms they felt that day and choose who hides the symptom plushies. The other person finds them and then asks the child which of the coping plushies they think would help them feel better. Through this process, kids can learn not only how other people deal with anxiety, but also new ways that they can deal with their own feelings. The plushies make a difficult subject easy to discuss.

SELANIONS

OLIVIA CHIN

Exploring the self-conscious emotions, Selanions empowers children to develop their sense of self through play. Selanions is an educational toy that facilitates failure, an important learning experience of unexpected outcomes which is usually undervalued. Designed for 6 to 8 year olds, Selanions works to help children combat the emotional turmoil when experiencing moments of failure.

COMPANIONS

NATHEN OLERT

Giving people objects they can fidget and play with throughout their lives to help enhance moments of calm, while not detracting from the beauty of their home. I am currently hand crafting several objects meant to be displayed just as much as they are used - giving you the ability to sift through the many similar shapes and sizes to find the perfect object for you.

THE MENDEL 120

TREVOR CORNING

As kids we use bikes for play drawing from them a potential for adventure that becomes lost as adults. While commuting and exercise are valuable functions a bike can provide, I believe that we must not lose the desire for play that exists in children. The Mendel 120 is a bikepacking tent that utilizes the form and structure of a bike - turning your ride into your shelter and making adventures that much more possible.

INCLUSIVE CODESIGN CARDS

BRIANNA HORNBERGER

A digital resource for designers to create more accessible codesign sessions. In a world typically designed for the “average man”, codesigning allows designers and users to collaborate on creating better products that serve real needs. These codesign sessions, while great for discovering unmet needs, are often physically, linguistically, or financially inaccessible to many users. These digital inclusive codesign cards prompt designers with a variety of accessibility considerations for before, during, and after codesign sessions to ensure all potential participants are able to attend and contribute for even greater innovation.

STEALTH

XIANGLIN CAO

Stealth is a garment that creates the ideal private space by reducing noise and providing a comfortable tactile experience. People know the importance of private space, but they don’t understand the seriousness of losing it. Our personal space protects us and keeps us from feeling overwhelmed, sparing us from verbal harassment. The lack of private space can make us distracted, lead to low work efficiency, and even lead to mental illness. People can relax in their own private world created by Stealth. Stealth will provide them with a quiet and soft tactile experience for relaxing themselves whenever and wherever they need.

AGORA

CHARLOTTE GUEDALIA

Agora is a speculative dinnerware set that considers the importance of maintaining physical connection during meaningful food ritual moments during disruptive times.

XYLI (zai-lai)

BRANDON BAUER

Welcome to XYLI, the infinitely buildable furniture system. XYLI is an adaptable, modular, and mobile furniture system that takes inspiration from children’s building sets. It uses ubiquitous shape structures and self-storage methods to simplify your furniture assembly. Over time, people grow. From a twin sized bed to a queen, or from a sitting desk to a standing desk. XYLI was created to change with you. Reassemble as you please.