Archive for August, 2006
Our clients have a deeper understanding of their consumers! Depending on the focus of the project, takeaways can include items we create to illustrate the findings, such as strategy maps or design frameworks, posters, booklets, edited videos, and presentations. Takeaways can also include various forms of raw data that have been used throughout the project, such as video footage, pictures, workbooks, and immersive spaces. See our Deliverables page for more information.

Kevin contributes a unique perspective to the research and design process through an understanding of both market and user research. For over 20 years, Kevin has applied his expertise to the design and development of products, packaging, branding, and marketing strategies. Kevin is instrumental in merging the dreams and needs of consumers, customers, and users with new technologies.

Trained in Industrial Design and User Research, Uday brings 22 years of professional experience to SonicRim. Uday specializes in helping clients explore the tacit dimensions of user experience such as emotions, cognitive models, and metaphors that are critical components of user interaction with hardware and software products.
Uday’s approach is driven by the need to inform and inspire the ideation process in your company. He pushes the boundaries of discovery while maintaining focus on your business objectives. He continually experiments with ways to involve your team throughout the research process.
Uday is associated with many academic institutions, including The Industrial Design Center (IDC) at the IIT, Mumbai; National Institute of Fashion Technology, Delhi; and the Department of Industrial, Interior, and Visual Communication Design at The Ohio State University.
Currently Uday is exploring opportunities to extend SonicRim’s design research to India.
ACCO Brands Corporation
Acme United Corporation
Aliant Inc.
American Fluorescent Corporation
BBC
Canon U.S.A., Inc.
Church & Dwight Co., Inc.
Connecticut Historical Society
Dell
Eastman Kodak Company
Evenflo Company
Gillette Company
Intel Corporation
Mead
Microsoft Corporation
Motorola, Inc.
Pantech
Procter & Gamble Company
Samsung Electronics Co.
SanDisk Corporation
Seagate Technology
Sprint PCS
Sony Electronics Inc.
Steelcase
Synaptics
Target Corporation
Thomson Multimedia, Inc.
WebMD
Future home digital media space
Mobile professional experience
Music experience
Complete business presentation from creation to execution
Museum experience
Communication needs of mobile working lifestyles
Ultra mobile computer experience within the education environment
Understanding emotions and interpersonal communication
Toothbrush purchasing experience
Future of home computing
The American cooking culture
The PC buying experience
Virtual PC segments and scenarios
Understanding family communication
Youth messaging
Paper towel home experience
Bath tissue experience
Personal security
Time management
Online payment technology
Outdoor flooring
Garage lighting
Trend mapping
Uday will be moderating “The Design Element” session during the Elements of Change - IDSA National Conference in Austin, TX, September 17-20.
from design perspectives 6.06 Change is the only constant. As physical design changes so must the thinking behind each design. We must anticipate what’s coming and orient our thinking based on an ever-evolving world stage. Come compare notes with some of the most forward-thinking design minds and learn where the future opportunities lie, and the type of thinking that will be required to navigate through to success.
Traditional market research has depended largely on verbal or written methods of collecting data. SonicRim research, on the other hand, accesses information about people’s behaviors, needs, and aspirations through a wide variety of tools and techniques drawn from several different disciplines.
We use principles from a variety of knowledge domains to develop research tools that are customized to your project needs:
What people say: Market Research
Contextual interviews, focus groups, online diaries and surveys, in-store intercepts, blogging, etc.
What people do: Anthropology and Sociology
Ethnography, shadowing, self-ethnography (photo, video, MMS), product deployment, longitudinal studies, scrapbooking, etc.
What people make: Design and Psychology
Co-creation workshops, day-in-a-life collage, ideal experience mapping, Velcro modeling, look-and-feel exercise, cognitive mapping, etc.
That depends on the nature of the project. We can provide anything from a half-day workshop to a year-long, multi-market longitudinal study with multiple rounds. A typical Deep Dive usually takes approximately three to four months from kickoff to the final presentation.
Uday Dandavate conducted a workshop and presented at In Between: Crossing the Borders of Design, the 2006 IDSA Western District Conference at Arizona State University held April 7-8. To read more about the conference, SonicRim’s workshop and Uday’s presentation, check out these links:
Day 1 - Western Conference - SonicRim User Research Workshop
Day 2 - Western Conference - Uday Dandavate, The Scam Called Experience Design
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