Ufuk Bircan Özkan-Blindbox Wooden Game

At Design Interviews

Interview with Ufuk Bircan Özkan : Frank Scott: What is the main principle, idea and inspiration behind your design?. Ufuk Bircan Özkan : Starting point for designing this game was to create a puzzle in a 3-dimensional structure with simple rules. .Frank Scott: What has been your main focus in designing this work? Especially what did you want to achieve?. Ufuk Bircan Özkan : My aim was to create something that interact with our senses. BlindBox does not allow players to see what's happening inside. Instead it encourages to use our memory and hearing capabilities supported with touching and strategical thinking. .Frank Scott: What are your future plans for this award winning design?. Ufuk Bircan Özkan : I want to develop it a bit more and market it as a production ready game worldwide. .Frank Scott: How long did it take you to design this particular concept?. Ufuk Bircan Özkan : It was actually a school project of mine in Middle East Technical University, Department of Industrial Design. First version of the game was finished in November 2006. Later on in 2013, I revised the design and rules. .Frank Scott: Why did you design this particular concept? Was this design commissioned or did you decide to pursuit an inspiration?. Ufuk Bircan Özkan : As a school project, our brief was just designing a wooden game. Then I come up with this idea as a final decision. .Frank Scott: Is your design being produced or used by another company, or do you plan to sell or lease the production rights or do you intent to produce your work yourself?. Ufuk Bircan Özkan : I have applied for eligible copyrights, but it is not yet mass produced. I want to lease its property rights to a manufacturer. .Frank Scott: What made you design this particular type of work?. Ufuk Bircan Özkan : I think people need to use their senses while having fun, like touching and feeling natural materials, instead of only using plastic buttons and LED displays. .Frank Scott: Where there any other designs and/or designers that helped the influence the design of your work?. Ufuk Bircan Özkan : In the first sight it looks like a popular wooden block stacking/collapsing game. However, my first inspiration came from a game where you try to align 4 discs in a row to win. .Frank Scott: Who is the target customer for his design?. Ufuk Bircan Özkan : As the game includes 10mm marbles made of glass and steel, it is not proper for children under 6. Anyone in any age over 6 and from any social level who will enjoy playing it are my target customers. .Frank Scott: What sets this design apart from other similar or resembling concepts?. Ufuk Bircan Özkan : Although it does not allow players see the paths inside, it gives clues about where your marbles are and force you to use your memory and senses. .Frank Scott: How did you come up with the name for this design? What does it mean?. Ufuk Bircan Özkan : BlindBox directly refers to a blind box, which you don't know what contains inside. BlindBox is a blind box for the game itself because in each session you have different maze paths and strategies. .Frank Scott: Which design tools did you use when you were working on this project?. Ufuk Bircan Özkan : I started with sketches and then made a mock-up. When the product proved itself I prepared CAD data for presentation purposes. .Frank Scott: What is the most unique aspect of your design?. Ufuk Bircan Özkan : It requires using senses to be successful in the game. .Frank Scott: Who did you collaborate with for this design? Did you work with people with technical / specialized skills?. Ufuk Bircan Özkan : I was on my own while developing the game. .Frank Scott: What is the role of technology in this particular design?. Ufuk Bircan Özkan : It does not require high technology. It can even be produced as an hand-made product. .Frank Scott: Is your design influenced by data or analytical research in any way? What kind of research did you conduct for making this design?. Ufuk Bircan Özkan : I conducted market researches in order to define the needs in present games in the market. .Frank Scott: What are some of the challenges you faced during the design/realization of your concept?. Ufuk Bircan Özkan : The hardest point was to achieve a bug-free game-play. Because games need rules, there shouldn't be any open point to manipulate the game out of its rules. .Frank Scott: How did you decide to submit your design to an international design competition?. Ufuk Bircan Özkan : I explained the game to many of my friends and colleagues and everyone who listened were excited about it. .Frank Scott: What did you learn or how did you improve yourself during the designing of this work?. Ufuk Bircan Özkan : I proved one more time what I had experienced before; that building mock-ups for products that require high physical interaction is vital. .

Ufuk Bircan Özkan-Blindbox Wooden Game Images:

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