


Possessed by Possessions
A systems study on consumerism
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System Design as a tool to understand the scenario of people and their attachment with products.
#Instant gratification #slow movement #post consumerism #clutterfree #minimalism #systemthinking
Team
Guide
Year
Recognition
Ashwathy Satheesan, Archana Valecha, Shilpa Sivaraman, Sooraj S.S, Vyoma Haldipur
Praveen Nahar
National Institute of Design, Ahmedabad
2017



Being product designers, we are always on the lookout on what needs to be created next and are finding gaps in what exists today. We are constantly working towards making things bigger, better and more. But where and how did this all begin? Are we all mindfully creating, catering and consuming according to the needs of 21st century?
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The advent of the industrial revolution shortened the lifespan of the mass produced goods, which in turn forced the masses to keep the economy running. On the flip side this fostered a sense of want among the crowd, to be constantly in trend with the new products. We were made to believe that life would be better with more things.
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These decisions and actions taken by us has shaped our lifestyles. We have become a part of the ‘Use and throw’ culture and are constantly looking for instant gratification. People today want the latest phone, the best car and the biggest house. We switch to the latest version of a product as soon as it has launched and trash things without batting an eye.
The availability and affordability of things have made us underestimate the value of things and has developed a casual approach in the way we use things. The debate rises whether we are using products or are we being used by them. Also what happens to all the products that get thrown away or all the others that stay in our attic and remain forgotten forever?
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Taking a step back and reflecting on our current way of life, paid way for our project. Moreover being the makers of the next big things we wanted to delve deep into what sort of a relation has been developed between humans and products.
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This quest to understand our role in the current scenario led us to wander deep into the wicked problem of production, consumption and all things that surround us and our beloved products that we live with today. Using design as a tool, we looked at this problem from different perspectives and tried to draw some sense from the madness that exists.
During research along with secondary data collection, some interactive methods and experiments were carried out to understand consumerism and how we were entangled in this system.
5 Whys

My valuable object

Interviews & Visits


Show your Clutter
We were curious to know how people keep things in their living spaces and what is ‘clutter’ for them. So we got people of different demographics to share what their clutter looks like.



Dream Shopping Activity








An experiment was set up asking people to shop for their dream home. They were then asked to segregate the items into categories of needs, wants and desires and reflect on their decisions.
Data Mapping
These experiments and the secondary research helped us map out the current system and to find connections and opportunities for change.




Data Visualization
The collected data was then visualized into a Gigamap. It also includes proposals of solution that we developed. The analogy of a baby growing up into the cult is used to explain different elements of the system.
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Visualizations in the form of a Gigamap help in communicating the system very easily and effectively to any audience. It also plays an important role in striking up a conversation about the existing problems and inspiring change.
( scroll on the map to zoom in )





Stations to learn
& share the art of reusing and upcycling
Games designed for people to play and understand concepts like materialism






Thought provoking exhibitions and mindful recreational spaces
The Shift
One of the 3 proposed solution was executed to see the response and the effect.
We set up a pop up space with several activities which could create awareness, encourage the act of sharing and lead to skill building for visitors to tackle the problem of consumerism.
Documentation
The process of this project, the research and the outcomes were documented in the form of this booklet.
( flip through it here )

Fleo | Writing aid for people with Parkinson's tremors
Designing for second life | Rethinking the lifecycle of appliance packaging
Upshift Deck | Upcycling Behavior Intervention Toolkit
Elephants & Villages | A Boardgame About Elephant-Human Conflict
Shades of Corona | Revisualizing Coronavirus with different emotions
WaterCycle | Water purification aids during flood
Sensory Padukas | A souvenir from the future
Swarm – I | Honeywell Aerospace Design Challenge
Possessed by Possessions | A systems study on consumerism
Weardo | Daily wear rental service