The SINK Concept is a Smartphone-Powered Device
Amy Duong — September 24, 2024 — Art & Design
References: behance.net & yankodesign
A group of designers including Dagyeong Kim, Chanhee Park, Dugyeong Lee, and Songhee Kim create the SINK concept. This is a tabletop stopwatch concept that transforms deep focus into an interactive game. There are already apps on the market that push a similar concept, encouraging those to go through periods of time working without having to unlock their phone.
SINK is similar but actually uses the phone instead of putting it away in a different approach. The inspiration comes from gaming consoles where users had to put the cartridge in to activate the game -- this is a simple process and avoids any complications. In this case, the smartphone is the cartridge that is being slid into the system.
Image Credit: Dagyeong Kim, Chanhee Park, Dugyeong Lee, Songhee Kim
SINK is similar but actually uses the phone instead of putting it away in a different approach. The inspiration comes from gaming consoles where users had to put the cartridge in to activate the game -- this is a simple process and avoids any complications. In this case, the smartphone is the cartridge that is being slid into the system.
Image Credit: Dagyeong Kim, Chanhee Park, Dugyeong Lee, Songhee Kim
Trend Themes
1. Integrated Gamification - By merging gamification with productivity tools, the SINK concept offers an engaging way to sustain focus using a gamified system reminiscent of old gaming consoles.
2. Smartphone-driven Accessories - The use of smartphones as integral components in peripheral devices like SINK showcases a trend towards expanding the functionality of existing tech.
3. Interactive Productivity Tools - Evolving traditional productivity tools with interactive elements, such as the SINK stopwatch, enhances user engagement and effectiveness.
Industry Implications
1. Consumer Electronics - Innovations like the SINK concept reveal potential in creating hybrid devices that leverage smartphones for enhanced user experiences.
2. Edtech - The application of gamification and interactive tools for focused activities can revolutionize educational approaches and student engagement.
3. Gaming - Incorporating elements from gaming consoles into everyday devices such as the SINK stopwatch concept demonstrates the cross-industry influence of gaming design.
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