3rd Year Project: Semester 1
3rd Year Project: Semester 1
3rd Year Project: Semester 1
3rd Year Project: Semester 1
Clay Modelling
Clay Modelling
Clay Modelling
Headphones.
Headphones.
Headphones.



Final Clay Headphone Model.
Final Clay Headphone Model.
Final Clay Headphone Model.
Final Clay Headphone Model.
Modelling Process.
Modelling Process.
Modelling Process.
The Clay Modelling of Headphones project shows the full design journey, from early sketches to refined prototypes. This model focuses on flowing curves, sharp edges, and sculptural twists that wrap around the head. The way the surfaces connect creates a sense of movement and continuity, while grooves and lines add depth and detail. The final result is a bold, dynamic design that feels both structured and fluid.
The Clay Modelling of Headphones project shows the full design journey, from early sketches to refined prototypes. This model focuses on flowing curves, sharp edges, and sculptural twists that wrap around the head. The way the surfaces connect creates a sense of movement and continuity, while grooves and lines add depth and detail. The final result is a bold, dynamic design that feels both structured and fluid.
The Clay Modelling of Headphones project shows the full design journey, from early sketches to refined prototypes. This model focuses on flowing curves, sharp edges, and sculptural twists that wrap around the head. The way the surfaces connect creates a sense of movement and continuity, while grooves and lines add depth and detail. The final result is a bold, dynamic design that feels both structured and fluid.
The Clay Modelling of Headphones project shows the full design journey, from early sketches to refined prototypes. This model focuses on flowing curves, sharp edges, and sculptural twists that wrap around the head. The way the surfaces connect creates a sense of movement and continuity, while grooves and lines add depth and detail. The final result is a bold, dynamic design that feels both structured and fluid.

Final Model
Clay Modelling

Final Model
Clay Modelling

Final Model
Clay Modelling
Shape Evolution Model II.
Shape Evolution Model II.
Shape Evolution Model II.
Headphones.
Shape & Form.
Shape & Form.



Modelling Process.
Modelling Process.
Modelling Process.
This prototype pushed me to explore stronger curves, break lines, and grooves within the form. By experimenting with twists and more dynamic shapes, I began moving toward a headset design that felt bolder, more expressive, and outgoing compared to the earlier models
This prototype pushed me to explore stronger curves, break lines, and grooves within the form. By experimenting with twists and more dynamic shapes, I began moving toward a headset design that felt bolder, more expressive, and outgoing compared to the earlier models
This prototype pushed me to explore stronger curves, break lines, and grooves within the form. By experimenting with twists and more dynamic shapes, I began moving toward a headset design that felt bolder, more expressive, and outgoing compared to the earlier models
This prototype pushed me to explore stronger curves, break lines, and grooves within the form. By experimenting with twists and more dynamic shapes, I began moving toward a headset design that felt bolder, more expressive, and outgoing compared to the earlier models
Shape Evolution Model I.
Shape Evolution Model I.
Shape Evolution Model I.
Shape & Form.
Shape & Form.
Shape & Form.



Modelling Process.
Modelling Process.
Modelling Process.
I explored a more angular, structured approach with this model. I worked with sharper lines and a blockier form, I was able to test how geometry and simplicity could contrast with the flowing, curved iterations I developed.
I explored a more angular, structured approach with this model. I worked with sharper lines and a blockier form, I was able to test how geometry and simplicity could contrast with the flowing, curved iterations I developed.
I explored a more angular, structured approach with this model. I worked with sharper lines and a blockier form, I was able to test how geometry and simplicity could contrast with the flowing, curved iterations I developed.
I explored a more angular, structured approach with this model. I worked with sharper lines and a blockier form, I was able to test how geometry and simplicity could contrast with the flowing, curved iterations I developed.
Style Board
Style Board
Style Board
The style board served as a guide throughout the design process, helping me decide on the different features of the headphones. I continually referred back to it to ensure each idea stayed aligned with the overall theme. Detailing fluid forms and organic geometries, the board inspired a final design defined by flowing curves, sculptural twists, and balanced surfaces.
The style board served as a guide throughout the design process, helping me decide on the different features of the headphones. I continually referred back to it to ensure each idea stayed aligned with the overall theme. Detailing fluid forms and organic geometries, the board inspired a final design defined by flowing curves, sculptural twists, and balanced surfaces.
The style board served as a guide throughout the design process, helping me decide on the different features of the headphones. I continually referred back to it to ensure each idea stayed aligned with the overall theme. Detailing fluid forms and organic geometries, the board inspired a final design defined by flowing curves, sculptural twists, and balanced surfaces.
The style board served as a guide throughout the design process, helping me decide on the different features of the headphones. I continually referred back to it to ensure each idea stayed aligned with the overall theme. Detailing fluid forms and organic geometries, the board inspired a final design defined by flowing curves, sculptural twists, and balanced surfaces.



Iterations
Iterations
Iterations
Exploring variations in form, curves, and proportions through an iterative sketching process to refine the headset’s balance of function and creativity before beginning clay modelling with some intent.
Exploring variations in form, curves, and proportions through an iterative sketching process to refine the headset’s balance of function and creativity before beginning clay modelling with some intent.
Exploring variations in form, curves, and proportions through an iterative sketching process to refine the headset’s balance of function and creativity before beginning clay modelling with some intent.
Exploring variations in form, curves, and proportions through an iterative sketching process to refine the headset’s balance of function and creativity before beginning clay modelling with some intent.






Initial prototyping
Initial prototyping
Initial prototyping
Headphones.
Headphones.
Headphones.
During the initial prototyping stage, I focused on experimenting with clay to understand its behaviour and how it responds to heat, handling, and hardening. This phase helped me get comfortable with shaping and refining the material while exploring different headphone forms. Using the mannequin head as a reference allowed me to test proportions, fit, and overall aesthetics as I iterated through each prototype. These early models were essential for visualising how the final product might sit and interact with the user.
During the initial prototyping stage, I focused on experimenting with clay to understand its behaviour and how it responds to heat, handling, and hardening. This phase helped me get comfortable with shaping and refining the material while exploring different headphone forms. Using the mannequin head as a reference allowed me to test proportions, fit, and overall aesthetics as I iterated through each prototype. These early models were essential for visualising how the final product might sit and interact with the user.
During the initial prototyping stage, I focused on experimenting with clay to understand its behaviour and how it responds to heat, handling, and hardening. This phase helped me get comfortable with shaping and refining the material while exploring different headphone forms. Using the mannequin head as a reference allowed me to test proportions, fit, and overall aesthetics as I iterated through each prototype. These early models were essential for visualising how the final product might sit and interact with the user.
During the initial prototyping stage, I focused on experimenting with clay to understand its behaviour and how it responds to heat, handling, and hardening. This phase helped me get comfortable with shaping and refining the material while exploring different headphone forms. Using the mannequin head as a reference allowed me to test proportions, fit, and overall aesthetics as I iterated through each prototype. These early models were essential for visualising how the final product might sit and interact with the user.
Prototype 3
Prototype 2
Prototype 1






























































