Hedron
Glass + Aluminum
Pen and finger powered touchscreen
Though the idea of a touch screen PC is already in the market, the current solutions are still adapting a normal PC to attempt to satisfy the size requirements of a sketchbook. At some point in the process of using the computer to create, everyone has said, “I wish this program would just let me do _____ the way I see it in my head.” Hedron will help it happen.
The inspiration for this project was to take touch screen computing to the next level. I decided that the creative field could best take advantage of the changes in interaction that touch screens can give. The creative process generally starts with a pen and paper, so in many ways it makes sense to continue this familiar action to the next step of definition. With a computer that functions very similar to an old-style drafting board, you won’t be writing a dissertation on it. However, a revisit of the software that designers, engineers and architects use every day might create a more natural experience creating data on a computer.
Drawing is how visual thinkers communicate. Ideas are born in sketch books, on notebook paper, even on napkins. Drawing on the go is an activity that has many options that fulfill the needs of a creative person. Hedron aims to help people take their napkin sketches to the next level of development. A computer designed for creating should play to the main strength of creative people: drawing. A computer designed to respond to the touch of a familiar instrument will be an almost magical experience.
The pen that is included with Hedron is completely wireless. The insert underneath the clip is a color display the shows the battery level. The pen does not need to be plugged in, it charges automatically when placed inside the charging ring on Hedron.
Do you click your pen top obsessively? This pen will save your document when you click it. You keep you data safe without even thinking about it.
Below is the product map I create to evaluate the potential market for niche devices. In my research, I looked at how people relate to objects that they “own.” I tried to design a product that would be likely to succeed as an object that people would want to keep for a long time, thus creating a stronger bond than the average electronic gadget and to reduce e-waste.










