Design Pockét / 2024
Let randomness spark your creativity
Design Pockét is a tool based on the idea of the random design method. It inspires through random and playful techniques.
Skills
-Research
-Prototyping
Tools
-Photoshop
-Illustrator
-After Effect
-Figma
Deliverables
-Physical product
-High-fidelity model
Context
Throughout the design process, I follow a personal logic of thinking—a way of reasoning that may differ from person to person. This individual thinking pattern consistently shapes the outcome of my design decisions.
In my opinion, the main reason why ways of thinking often remain unchanged is because people unconsciously stay within their comfort zones. It's not easy to learn something new or seek out fresh inspiration.
When I realized this, I thought—it might be time to spark a breakthrough in my own mindset.
So the question became: What can I do to make that happen?
Research
Design poker
I believe that embracing randomness is a powerful way to break out of repetitive thinking—after all, with randomness, no one knows what will happen next.
Following a recommendation from Prof. Martin Schmitz, I explored the design method known as "Design Poker", developed by Andreas Brandolini in 1987.
At the core of the method are six key criteria that Brandolini identified as essential to product design:
Material, Technology, Material Sourcing, Design Motivation, Cultural Background, and Idea Generation.
Each category contains a variety of keywords, which are used to spark unexpected combinations and creative directions.
Next, participants must define their task, which involves selecting an object to design. The following step is: Each "designer" draws a card from each category and attempts to incorporate the components into their design. If there are significant contradictions between the cards, they are allowed to redraw up to two cards.
playing Design poker
Based on this theory and its rules, I created my own set of cards and tested the method several times with friends.
Below are the session logs and observations from these experiments.
To begin the Design Poker session, I asked the group:
“What criteria do you consider most important when designing a product?”
The responses included:Target user group/ Functionality of the object/ Design goals/ Design style/ User needs/ Relationship between the product, the user, and the environment/ Product usage/ Emotional value/ The feeling or experience the product provides/ Innovation/ Materials used/ Product appearance...
It's worth noticing that user needs were mentioned multiple times. Then, the Design Poker game officially began.

We started with the original version of Design Poker.
Here are the three selected objects and the cards drawn for each:
Here’s a summary of the feedback I received from participants during the Design Poker session:
1. Mismatch of materials and techniques:
Some participants felt that the materials and techniques drawn at the beginning didn’t seem to fit together—at least from a subjective point of view. Even if a combination might technically work, many participants chose to redraw cards immediately. Often, they already had a preferred answer in mind before drawing.
2. Lack of unexpected inspiration:
After drawing all six keywords, participants felt they didn’t gain new inspiration. Instead, the keywords felt more like constraints. The categories "Material Sourcing" and "Design Motivation" were perceived as particularly limiting.
3. Creative value increases with repetition:
Several participants suggested that the activity becomes more meaningful and inspiring when repeated. The more often you play, the more creativity and ideas you can generate.
4. Disconnect between keywords:
Many participants noticed that the randomly selected keywords didn’t always relate to one another, which made it difficult to develop a coherent concept.
Summarize the process
Some participants showed little interest in completing the design task, either because they were not inspired by the method or simply felt disconnected from the process.
I believe that Design Poker offers an interesting and playful design challenge. However, it often feels like working on a design challenge with preset constraints.
While these constraints are meant to inspire creativity, in practice they can limit the range of possible ideas and design directions.
However, I found the idea of randomized design to be very compelling. That’s why I wanted to transform this theory into a practical tool that could support designers during the brainstorming phase.
As a next step, I explored several rule variations on how Design Poker could be played, and tested them together with friends.
Rule Variation 1
In this version, no specific object is defined beforehand.
Each participant draws six random keywords—one from each category—and creates a design concept based solely on these keywords.
Feedback from participants:

1. Some keywords were contradictory, making it difficult to form a cohesive concept.
2. Certain keyword combinations described scenarios that were hard to realize or imagine.
Rule Variation 2
In this version, the method is carried out in groups.
All participants agree on one common design goal. Then, one keyword is drawn from each of the six categories.
The group then engages in a collective brainstorming session, exploring ideas and combinations based on these keywords together.
Feedback from participants:

1. The collaborative discussion process was found to be more inspiring than working individually.
2. Some participants expressed a preference for starting with materials or user needs, rather than a predefined object. As a result, the game didn’t fully align with the natural approach of many designers.
3. One participant was reminded of a Steam game called Storyteller, where players build a story using a set of predefined elements. This association suggests that Design Poker could be explored further as a narrative design tool.
Rule Variation 3
In this version, the method is carried out in groups, but with a twist:
Each participant can choose their favorite category from the six available. This means some categories might be repeated, while others might not appear at all.
The selected keywords are then combined and discussed collectively, with the goal of developing a shared design direction based on the spontaneous combinations.
Feedback from participants:

1. No one selected the "Design Motivation" category, as the keywords drawn in the first two rule variations often felt disturbing and didn’t align well with motivational aspects.
2. Cultural motivations emerged as the most frequently chosen category, offering a broader range of possibilities.
3. While this variation provided more options compared to the second rule variation, participants struggled to convince each other, and consensus was difficult to achieve.
Rule Variation 4
In this version, the method is carried out individually.
The participant first defines their starting point for the design, which could either be an object they want to design or a material they wish to use.
Next, the participant selects 2 to 6 favorite categories from the six available. Based on the drawn keywords and starting point, they then engage in a brainstorming session to explore design possibilities.
Feedback from participants:

1. Participant A, who wanted to create a product from "eggshells", selected techniques, material sourcing, and idea generation.
Participant B, who aimed to design a vase, selected motivation, idea generation, material, and material sourcing.
2. During brainstorming, participants often focused more on the meaning of the keywords themselves, neglecting the categories they belonged to. They frequently confused material sourcing with "where do I use my product."
⭐Conclusion and goal
After running all the variations, I gathered the following key insights:
1. When participants had no initial design idea, cultural motivations—which often reflect target audience considerations—were the most important factor for them.
2. When a starting point was provided, participants tended to select different categories based on their individual design goals.
3. Discussing design ideas with others consistently led to more inspiration and broader perspectives.
These findings led me to believe that the best version of Design Poker is one that balances control and randomness. The element of chance can spark fresh ideas, while maintaining a degree of control allows designers to stay aligned with their original intentions.

To achieve this, I decided to develop my own version of Design Poker—one that builds upon the original method, but introduces new rules and structures tailored to support both creative freedom and designer needs.
Refined Process
Possible Rule 1 - Blind Co-Creation
Each participant selects 1–2 keywords from the same category to contribute to a collective product design—one after another.
This means that each person only contributes to a specific part of the design process, and no one except the last participant knows what the final product looks like.
It’s a playful, chain-reaction approach that emphasizes individual interpretation, surprise, and the unpredictability of collaboration.
After testing the new rule variations, I identified the following key takeaways from the process and participant feedback:

1. In Brandolini’s original framework, there are certain overlaps between categories:
-Material and Material sourcing often blur together.
-Techniques can sometimes contradict the chosen material.
-Cultural motivation often overlaps with design motivation.

2. This version proved to be quite confusing. Participants often got lost in thought, and while the experience was experimental and fun, it didn’t directly help with existing design ideas. It worked best as a creative exercise, rather than a practical method.

3. This process is not suited for solo ideation—it truly depends on collaboration to be effective and inspiring.
Possible Rule 2 -  Design Reflection over Time
Each participant creates a design based on randomly drawn keywords. After two weeks, they repeat the process with the exact same keywords to see whether the outcomes differ.
This experiment explores how time, mood, and context can influence the interpretation of the same input—and how creative thinking evolves.
My Observations During This Process:

1. The overall process took too long to complete.
2. The final design results showed little variation, even after a two-week gap.
3. A different outcome only emerged when the designer’s mindset had truly shifted.
Possible Rule 3 - Open Interpretation of Keywords
There are no strict rules on how to use the drawn keywords.
Participants are encouraged to focus on the meaning of each word itself and explore multiple interpretations.
For example, if the keyword “park” appears, it doesn’t have to strictly mean “can I find the material in a park?”
—It could also inspire questions like: -Is the product used in a park? -Does it serve a need in that environment?
Feedback from Participants and My Reflections:

1. When focusing solely on the meaning of the keywords themselves, participants found it easier to broaden their thinking.
2. This approach also resulted in fewer conflicts between categories.
⭐the new rule
After reviewing all the outcomes and feedback from the different rule variations and experimental methods, I developed a new version of the Design Poker rules.

The process is designed to be carried out individually, and includes two possible approaches depending on the designer’s starting point.
Case 1: The participant has no initial design idea
The participant is provided with three fixed categories: Cultural Background, Material, and Idea Generation. One keyword is randomly drawn from each category. The combination of these three keywords serves as a prompt to help the designer define a potential direction.
If the participant is not satisfied with the combination, they may re-roll all three categories as many times as needed — however, all three keywords are always refreshed together, not individually.
Rationale behind this case:

1. These categories are the most frequently mentioned and used by participants during previous sessions.
2. While technical criteria such as "technique" do play an important role in product design, Francois Burkhardt argues in his book GESTALTUNG that Brandolini emphasizes the importance of pushing an idea to its limits, rather than prioritizing feasibility or marketability.
Based on this perspective, I believe that the process should not be limited by technical constraints, but instead encourage unrestricted creative thinking.
Case 2: The participant already has initial design idea
For example, the participant might already have a specific object in mind that they want to design, or a particular material they wish to work with.
So the participant begins by selecting only the categories they find relevant. From each chosen category, one keyword is randomly drawn. These keywords are then combined with their existing design ideas to spark new directions and inspiration.
Importantly, the designer is encouraged to focus solely on the meanings of the keywords themselves, without being constrained by the original category labels.
Rationale behind this case:

In this case, it strikes a balance between control and randomness, offering enough structure to stay focused while still allowing room for unexpected inspiration.
Testing the New Rule
After defining the new rules, I invited several friends to test the tool. Here’s what I learned from their feedback and design thinking:

1. Compared to the previous versions, the new rules simplified the thinking process and were easier to understand.
2. Participants felt that the method was practical for real-world design workflows and helped them think beyond their usual patterns. However, even though the combinations of keywords led to fresh ideas, the keywords themselves often felt too familiar. This made me realize the importance of introducing a sense of surprise, even within individual words.
Optimization in categories
Based on the feedback above, I optimized the overall process:

1. Replaced the category “Material Sourcing” with “Scene”, providing more relatable and flexible contexts for idea generation.
2. Revised some keywords and added more categories to offer a broader range of options and stimulate more diverse thinking paths.
To enhance clarity and usability, I added different categories and distinguished them using colors and unique patterns.
This helps users quickly identify and navigate the categories during the brainstorming process.
Naming the new rule
I named this new method “Design Pockét”, hoping that finding inspiration could feel as effortless for designers as reaching into their pocket and pulling something out.
Design Pockét
physical edition
To gather richer feedback, I translated Design Pockét into a physical tool.
Each card is color-coded and shaped according to its category, with a solid colored back and the keyword displayed on the front.

Following that, I held a workshop where participants shared their thoughts and gave valuable feedback.
Feedbacks FROM THE PARTICIPANTS :
1. This method effectively helps designers broaden their design thinking. The use of randomly drawn combinations can spark unexpected inspiration.
2. The physical cards provide a pleasant tactile experience for participants.
3. During the process, participants were eager to exchange ideas with others and to hear different perspectives on design thinking.
4. Some participants felt slightly frustrated by the fact that the tool couldn't be used when the physical cards were forgotten, regardless of their compact size.
⭐my reflections
Taking all of these thoughts into account, I realized that it would be meaningful to "digitize" Design Pockét:

1. It would allow users to access and use the method anytime, anywhere on their mobile devices to spark inspiration.
2. By building a community, users could also share and discuss their design ideas with others on the platform.
Design Pockét
digital edition
As mentioned earlier, the digital process is also divided into two cases:
The first is when the user has no design ideas, and the second is when the user already has a design concept in mind.
As mentioned earlier, the digital process is also divided into two cases:
The first is when the user has no design ideas, and the second is when the user already has a design concept in mind.
Case 1
Case 2
Reflection
Random design is truly a fascinating topic, and I was really happy to see a few sparks of inspiration ignite during the process.
Ongoing research and hands-on practice are the only way to turn those tiny sparks into a lasting flame.
Next Project
Montag
A clock inspired by the design of Konstantin Grcic.