Panasonic Karma Handset

In February 2011, Virgin Atlantic Airways achieved the distinction of being the inaugural customer to receive Panasonic Avionics' innovative Karma touch-screen handset. This cutting-edge device was meticulously designed to offer passengers an intuitive and user-friendly navigation experience, featuring a dynamic graphical user interface. Notably, it also provided airlines with the flexibility to craft custom designs that align with their branding strategies.
Karma ushered in a new era of in-flight convenience, empowering passengers to seamlessly multitask. While enjoying the latest video content on their screens, passengers could effortlessly place drink orders, shop for duty-free products, track their flight's progress, or engage in conversations with fellow travelers.

Client: Panasonic
Date: 01.11.2012
Tools: Autodesk 3DS Max, Adobe Photoshop


The Process

This 3D illustration of the Panasonic Karma Handset marked a significant milestone in my journey through 3D design, and it originated as a project during my studies at the University of Washington. This project has undergone multiple iterations and refinements since its initial concept, and it stands as one of my early ventures into creating visuals for Panasonic.
My introduction to 3D design began with self-guided attempts to navigate the vast world of 3DS Max, a formidable and expansive software platform. While the built-in tutorials provided valuable insights, I found that I needed a more structured and practical approach to truly grasp its potential. Enter my dedicated instructor, Jason MacCoy, and his proficient assistant, Roy Stanton, both of whom played pivotal roles in honing my skills. With their guidance, I swiftly progressed to creating intricate 3D models.
The Panasonic Karma handset, a device that was actively in development at the time, became a key project in my journey. Thankfully, I didn't have to start entirely from scratch. Armed with line drawings and photographs of the unit, I embarked on crafting a faithful representation of the handset. The course I undertook at UW, spanning nine months, transformed the software controls into a more intuitive language, enabling me to delve into the intricacies of the program.
Over time, the Karma handset itself underwent evolutions and updates by Panasonic. Consequently, I revisited the original files and incorporated these changes, ensuring that my 3D model remained in sync with the evolving product.
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My journey in creating the 3D illustration of the Panasonic Karma Handset began with meticulous attention to detail. I started by examining product shots of the unit to capture its authentic look and feel. To ensure precision, I referred to specification drawings that provided dimensions and the exact placement of buttons and the viewscreen. Given the absence of a fully developed graphical user interface (GUI) at the time, I utilized logo screens for Panasonic and IDAIR to provide context.
Each element of the handset, including buttons, graphics, and more, was painstakingly crafted piece by piece. These components were then seamlessly integrated into the final shell. A notable aspect of the process involved creating the handset panel. I initially outlined its shape in Adobe Illustrator, and upon importing it into 3DS Max, I employed Boolean Subtraction techniques to create the holes for the screen, buttons, and directional controls. The result is a highly detailed representation, as evident in the close-up views showcased here.


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