Customisation Documentation 0
A plushie can be seen as a soft toy, but it can be seen as much more than that. They are also perfect for gifts for family, friends and loved ones. Sometimes these gifts can hold significant sentimentall value.
Although these toys are extremely aesthetically pleasing, they are usually produced in mass amounts, which means that just anyone can buy one from the shop, but they will also have the same toy as many other people out there. This is why I wanted to create a tool where users can generate combinations of facial expressions and fabric textures that cannot be recreated, therefore creating a one of a kind plushies, resulting in a more deeply personal and sentimental gift.
I had initially thought of basing my customisation on a common online customisation tool, the South Park Studio. I liked the simple interface and the large seperate interview. I also considered the idea of customising every single part of the plushie in a similar way to how it is done is this studio, but it wasn’t as generative as I wanted, and I found it was a very different graphical style. In the end, the only idea that I implemented was the seperate preview window, which I would have implemented regardless.
I have chosen to use a largely graphical interface, with very few words. This makes sense as the appeal of the product being produced is purely visual. I have chosen to predominantly use sliding bars and visual examples in the early parts of the interface, adding to the simplicty of the cuatomisation tool. This gives a user a good look and feel of the character in its initial stages. However, in the later stages, the character becomes more personalised and more options become available. This is when more words are brought in to explain what options are available to the user.
Because the aim of this tool is to create a toy, I have decided to keep the layout fairly simple, with large buttons and a straightforward timeline for users to follow. There are 5 steps the user needs to follow in order to complete their customised plushie design, and they can skip forwards and backwards through the steps although it works most logically when used in chronological order.
Step 1: Colour
Users are presented with a silhouette of a plushie with no details on it. A they select colourd along the 3 slider bars, the character comes to life as the corresponding body parts change to the colour that the pointer is located on the slider. I decided to put this step first as it gives the user a feel of the toy before giving it any form of personality.
Step 2: Arms and Legs
This page is all about angles and dimensions. Users are able to change the length, width and angles of the arms and legs, to a specified range. This is useful when users want to achieve a stance or a certain body shape in their characters.
The width and length of the arms and legs are altered using a slider, similar to the ones on the previous page, except they aren’t linked to a colour. The angle of the arms and legs are altered simply by clicking and dragging a part to the desired angle. They will always have the same pivot point.
Step 3: Head and Ears
This step is similar to the previous step in terms of layout and making alterations. The only difference is this time its regarding the size of the head and ears.
Step 4: The Face
This is when the fun really starts. Now that the shape and colour of the figure has been established, we can start to generate patterns to be sewn and printed on to the plushie. This starts off with the face.
Users click on ‘generate more faces’ and that asks context free to create 4 face shapes. Each face is made by combining grammars for the eyes, nose and mouth. Each facial feature is given basic shapes to follow, showing different emotions. Within the different shapes, they are assigned a range of values that they must meet, so that they can always be different.
Then users can drag the faces that they like into another section where they are previewed on the plushie. They can drag numerous faces into the holding box at the same time. They can either use the faces that have been generated, or they can choose to mash all the facial expressions together similarly to the parametric evolver that we have explored in class. Users can keep generating, dragging and mashing faces together until they have found a combination that they like.
Step 5: Patterns and Textures
I realised that simply customising the face just wasn’t enough for an artwork to be unique. I was looking through the Context Free website and was reminded of the power of the program. I then decided that the users should be able to overlay the fabric with patterns that have been generated. I found 3 different grammars that I thought were interesting and wondered how they would work with the design of a plushie. The idea of this page is that when the users click on ‘generate patterns’ 1 possible image is created for each grammar. Their ability to evolve would be maximized as the grammars are compatible with Processing, and work in the way that the parametric grammar randomiser that we explored in class does.
Users have many options when they reach this page. They can opt out of creating a pattern for their plushie, or they could generate patterns they like and just overlay them on the plushie. They could just choose 1 pattern or a combination of more that 1 pattern. If they wish, they can also select more than one patern and then mash them together so the patterns chosen seamlessly blend into eachother.
Once they have chosen the pattern, users are given the opportunity to choose the fabric that the plushie is made of. Possible choices are felt, cotton or polyester. I have implemented a drop down menu of a very few options as there would be very few fabrics suitable and it would not be feasable to give the user full control here.
At an stage, users can go back or skip forward in the process if they suddenly feel inspiration in a particular field.
Once they have chosen their fabric, users finalise it by clicking on the button that takes them to the checkout where they choose the size of the plushies that they want.
While creating this customisation, I hit many obstacles. I wasn’t sure how I was going to implement a generative element to this customisation, as I had gotten the idea from a gift that I had recieved. The toy was so simple that I wasn’t sure how many ways it could be customised. I also didn’t know how many parts of the toy I wanted to be be altered. I first thought that I should just have a customiser for colour and the faces, but I realised that I could make this much more broad and come up with some extremely surreal effects. I really enjoyed how we explored the parametric randomiser and evolver and thought that the patterns created in Context Free were quite phenomenal, so I decided that not only could the faces be randomised, but the patterns on the fabric. I was hesitant at first because it is so different to my initial idea, but once I made a mockup I realised that the patterns were actually quite aesthetically pleasing and decided to work towards a customisation tool that achieves just that.
























