Quantcast
Channel: Core77
Viewing all 19147 articles
Browse latest View live

5 World-Changing Projects Win the 2017 INDEX: Award

$
0
0

The United Nations can be fraught with political showmanship and infighting, but at a historic showing of solidarity in September 2015, member countries adopted a 17 point platform to end poverty, protect the planet and ensure that all people enjoy peace and prosperity. With clear guidelines and targets, the UN's Sustainability Development Goals have become guiding principles for member countries to define their own roadmap for achieving a more sustainable planet by the year 2030. 

But beyond government and non-profit organizations, how can individual designers participate in this global effort to move towards a more sustainable future? For the past 16 years, the Danish non-profit INDEX: Design to Improve Life, have been recognizing and supporting design innovations that pave the path towards a more sustainable future. Through education programs, investment and a bi-annual awards program that is not only the world's first sustainable design prize but also the largest monetary design prize, INDEX is a call to action to the design world.

HRH The Crown Princess of Denmark gives out the INDEX: Award to Russian designer Vitalik Buterin and his CEO at The Ethereum Foundation Ming Chan from Schweizerland. To the right host for the ceremony Alice Tumler, Austria.

On September 1st, finalists, jury members and HRH the Crown Princess of Denmark gathered to unveil the winners of the 2017 Index: Award. The winning project from each of the five categories of Body, Home, Play & Learning, Work and Community is awarded €100,000 to support the further development of their proposed concepts and decided on by a panel of design jurists that This year's winners were selected from a pool of over 1,400 nominations from 85 countries making 2017 the award program's most geographically diverse. 

The 2017 INDEX: Award winners represent innovators from the United States, India, UK, Rwanda and Canada and show how global partnerships and a connected community can truly strengthen our efforts to build a more sustainable future. The winners include models for drone delivery, decentralized web, ocean farming, frugal medical tools and a global address system.

Zipline, the winner of the Body Category, is a drone-delivery service and offers a potential model for future partnerships between industry and government. Designed by a Silicon Valley entrepreneur in collaboration with the Rwandan government, Zipline drops blood not bombs, delivering blood and medical supplies to patients in remote areas. 

What3Words, winner of the Home Category, creates a universal digital address system that allows the over 4 billion people living in informal communities to have an address. By mapping the globe in 3x3 meter squares, What3Words uses a simple combination of three words to identify geographies. Dropping a pin in the future could be as simple as "Cat Tuxedo Lamp," instead of latitude and longitude coordinates. The UK company was founded by a musician and is currently available in 14 languages. 

Paperfuge, winner of the Play & Learning Category, is the newest innovation from the inventor of the Foldscope. Manu Prakash, in his continuing research to develop frugal STEM tools to give everyone access to science, has found inspiration from the physics behind the whirlygig, a millenia-old toy, Prakash transforms paper and string into a 20-cent centrifuge for diagnosing everything from malaria to HIV and tuberculosis. 


Winner of the Work Category is Connecticut-based GreenWave's vision for sustainable, 3D ocean farms that can provide food for people, an ecosystem for ocean life and a zero-energy natural solution for restoring acidic waters. Their unique, floating vertical farms allow farmers to harvest things like kelp and oysters while filtering out toxins from surrounding waters. Greenwave was also the recipient of the 2015 Buckminster Fuller Prize.


And this year's Community Category winner is the open-source platform Ethereum that allows developers to build apps using tools of the decentralized web. The Ethereum foundation has created tools to help build a more transparent, open and decentralized web and has potential to disrupt everything from banking to food supply chain transparency.

Notable past winners include the Ocean Clean-Up Array concept that proposed to leverage natural ocean currents to cleanup the Great Pacific Garbage Patch (2015), open-source, programmable micro-computer Raspberry Pi (2013), Fenugreen Fresh Paper that keeps produce fresher for longer (2013), Elemental Monterrey co-designed housing units (2011), the micro loan system Kiva (2009), the market disrupting electric sportscar the Tesla Roadster (2007) and the low-cost, water-filtering LifeStraw (2005). See our past coverage of the INDEX: Award here: [2015], [2013], [2011].


A Re-Release of Euclid's "Elements" as Modern-Day Design Manual

$
0
0

The Elements is to math as the Bible is to Christianity. Written circa 300 B.C. by Greek mathematician Euclid, the 13-volume series contained everything the ancient Greeks knew about geometry. It influenced countless generations of scientists, mathematicians and academics and remains relevant today.

By Euclid (author), Erhard Ratdolt (printer) - Folger Shakespeare Library Digital Image Collection, CC BY-SA 4.0

In the 1800s, English engineer Oliver Byrne took the first six volumes and modernized them, creating colorful visual concepts to illustrate Euclid's principles.

Now an organization called Kronecker Wallis is building on Byrne's work, re-interpreting the last seven books in the series and re-releasing all of them in a crisp, minimalist style within a single tome.

They're selling it for €150 (USD $176) on Kickstarter, and it's been a rousing success; at press time they had $190,536 in pledges on a $136,924 goal.

There are just seven days left in the campaign. If you'd like to see some evidence of Kronecker Wallis' track record, they also gave the design update/modernization treatment to Newton's Principia Mathematica:

If you'd like to buy in, click here.

Reader Submitted: Slice Lighting is Inspired by Neon Signs, but Brings Color to the Exterior 

Focus: Lisa Cheng Smith, Chief Design Officer at Areaware

$
0
0

Are.na is a collaborative research website that allows designers and artists alike to connect dots and dig into creative interests. This article was originally published on Are.na's blog

If you haven't heard of Areaware, it's still very possible you've come across their work—the design objects they produce are found everywhere from museum stores and local boutiques to the pages of the New York Times. Each of their seasonal catalogs is full of original works from small studios and independent designers, many of whom are being introduced to a larger audience for the first time. Lisa Cheng Smith, Areaware's chief design officer, describes the company as the "connective glue between manufacturers, retailers, designers, and the public."

I've long admired Lisa's overarching design vision for Areaware's products, but I hadn't realized the level of detail, creativity, and critical thought she also puts toward the commercial and logistical aspects of her work. After studying both architecture and industrial design, Lisa shifted from a more conceptual practice to one focused on making good design accessible for the most people—to own, share, and pass down, rather than just appreciate. It's clear in talking to her that her scholarship continues to inform her work.

In a conversation over email, she makes a case for why thoughtful product design should also have commercial value, and how considering art and commerce in unison can benefit the items we buy, our attitude toward material culture and our relationship with design.

Meg Miller: When and how did you start working with Areaware? What, in general terms, do you do there?

Lisa Cheng Smith: I started as Areaware's creative director in May of 2014, three years ago almost to the day. My position has evolved constantly since that time. When I started, I was responsible for product selection and development, visual communications, and visual merchandising at industry exhibits and tradeshows. I had a team of three.

In May of 2015, I took on a larger role as chief design officer. It's not the most descriptive title—I sort of view it like CEO-in-training. I currently oversee sales, marketing, product, and communications, which are all handled out of the Brooklyn office. We also have a Columbus, Ohio-based team that handles accounts, logistics, purchasing, and distribution. I work with them directly, but don't manage that side of the business.

It's been very enlightening and humbling to have all of these areas under my watch. I've learned so much about the industry ecosystems that products live in. It's not just enough to make a great and desirable product, you also have to know how to communicate it, sell it, and deliver it. In fact, most products aren't great at all, but they still do well because all other aspects of the equation are worked out, often at the expense of good design.

As much as I love to set the creative tone and direction of the brand, I have also grown to love the nitty gritty of resource and sales management. I don't do any sales myself, but I do communicate deeply with the sales team. This provides me with a holistic view of the designs we produce—not just what designers and the press think of what we've done, but also how the consumers who are actually purchasing the products react to the choices we made. My ultimate goal is to make design products that designers can get behind and that the public want. To succeed in this is a constant exercise in listening and revising.

When I first announced my new role, a few friends were critical, like "How can sales and design be overseen by the same person? Aren't they opposed?" I think that's a common perception, but actually every company has to have someone who can see the big picture. I'm lucky that Areaware has chosen me—someone with a background in design. So often the lead is numbers-focused and the product becomes infinitely less interesting if design is sacrificed for other metrics. On the flipside, I still have a lot to learn about hitting numbers.

It's hard to walk the line between art and commerce, but I want to enable designers to be represented in the marketplace successfully. I want independent designers to be able to compete with big box design-derivative brands. It's one way to make a real impact on the material culture of our generation.

Could you expand a bit on the Areaware point of view, or what makes a product an Areaware product?

We are looking to do a few things. We want each product to represent the studio it came from—to have a design process beyond pure form-making or market-gaming. Each product has to be special, beautiful, and original. At the same time, it also has to have commercial potential.

The overlap in the Venn diagram of commercial and original is not always easy to achieve. This usually translates to doing a lot of work to get a product ready for market, because it hasn't already been done by someone else. We always talk about how difficult products to manufacture are some of the best to make. Even though they require a lot of investment up front, they are very hard to copy.

How do you find most of the designers you work with?

It's very much relationship driven. I won't work with someone I haven't met or at least had a phone conversation with. I prefer to work with designers who have shown that they can reinvent their practices, have a wide range of interests, and can remain self-critical. If you work with someone who has only ever done one good thing, it's a lot of investment into a relationship that might not result in a continuing dialogue of work.

I also look for practitioners who are flexible in preparing a product for the market. Not all designers are excited to adjust their designs based on sales or manufacturing feedback. This makes it more difficult for us to do our jobs well, and the products suffer commercially. We try not to compromise any design intent, but I can't deny that going to market with thousands of units always requires adjustment to the original. A small tweak can make or break a product, and we are experts in that.

You went to undergrad at MIT for architecture and then the School of the Art Institute of Chicago (SAIC) for a masters degree in design studies, concentrating in designed objects. Why did you make that switch?

Designed objects is what SAIC called its product design program, to distance it from commerce. To be honest, this is what attracted me to SAIC over other programs, though I am in the opposite camp now.

I was interested in making design work that was not complicit in the commercial sector. This impulse came from my experiences in architecture—in that field, it felt that doing unbuilt works was an important part of having an impactful practice, because to make a building is a huge undertaking. There was no way to work if you didn't take on self-driven non-commercial projects. I worked in architecture for a couple of years and loved it. I didn't so much change as shift my focus–I was interested in approaching smaller scale objects with the same scholarly angle that I learned to approach spaces with.

Little did I know, it is such a different discipline, with a different set of skills, and a different dialogue. Of course there are overlaps, but I feel fairly disconnected from the bleeding edge of architecture scholarship now. Instead, I feel more connected with other forms of design—I know so much more about graphic and fashion design than I did as an architect. When I was working in architecture, I thought architects could design the best version of anything and therefore wasn't very interested in other fields. Now I've done a 180 and really value specialization and the deep dialogues of other design disciplines.

In a way, I care more about architecture now. I'm less concerned with the heroics of form making, and much more interested in what makes a space one's own. I've become interested in this idea of 'Stimmung,' a term coined by interior historian Mario Praz. As Witold Rybczynski put it in Home : A Short History of an Idea, 'Stimmung is a characteristic of interiors that has less to do with functionality than with the way that the room conveys the character of its owner—the way that it mirrors his soul.'

For me, that's a big driver of working in product design. As the cultural critic and religious historian Michel de Certeau examined in The Practice of Everyday Life, there is a capacity for self-expression in consumption patterns.

After SAIC, you ran the exhibition project Object Design League, as well as ODLCO—its brick-and-mortar off-shoot—with Caroline Linder for about five years. Can you talk about these two initiatives and how they influenced your thinking in regards to design and manufacturing?

In grad school, I was interested in applying design study to smaller objects that could move around the world, be used and misused, discarded and found again. I have always loved little objects and products, not as a collector, but as a pragmatist. But at the time, I was also very anti-commerce, anti-function and pro-conceptual. Now I view this as quite naive, especially given the mundane work I was making.

After graduating, Caroline Linder and I formed Object Design League, a sort of exhibition society. We put on group shows and staged events. This was wonderful in that it brought a community together. Over time, I realized that shows are an effective way to support artists through the sale of their art. This wasn't as true for product design—it's much more rewarding (and financially sustainable) when consumers are part of the equation. So we looked for a way to support designers the way exhibitions created financial opportunities for artists. We realized that product design is really a commercial activity at its core and we should treat it as such. So we got into licensing and production.

I'm still in that line of work. Though I am trained as a designer and employ these skills all day in all kinds of ways, I really view myself as a design facilitator. I'm developing a body of experience that will help me bring products into existence and get them into the hands of everyday people.

When I think back to all the design pieces I love—Castiglioni lamps, Enzo Mari puzzles, etc.—I realize that each one has a great manufacturer behind them. Without that, you might see these pieces in books or museums, but you'd never run across them in random antique shops or on eBay. I want people to run across the work I've touched 15, 20, and 30 years from now, in antique stores and their parents and grandparents homes.

Were there any theorists or artists in particular that influenced that thinking for you, either in school or in individual research?

I have been all over the map. There are the things that I read in grad school simply because I thought I should, like Derrida, Deleuze, etc. These have had basically no effect on me.

I have also come across things that I can't let go of. Though it's fairly controversial for being a white man's version of Utopia, A Pattern Language by Christopher Alexander has been very important to me because it speaks so much about lived experience and the granular detail in how humans occupy their spaces and create their habits.

I also love the writings Atelier Bow-Wow has done on "Behaviorology." They have an insightful book of short essays called Echo of Space/Space of Echo that discusses experience. There is an essay on cleaning that describes sweeping a corner out with a broom as a way of interacting directly with the tiniest particles of the room. This research informs their conception of architectural space, but for me I think of all the implications of the broom and what that tiny experience should be like.

Though I haven't read it in a long time, I was very much influenced by de Certeau's The Practice of Everyday Life. It describes a way to live freely even within structures of control, by using 'tactics.' For example, taking a different route home when the city streets are set up to funnel you along a specific path. Or improvising with products in an ad-hoc fashion to give them functions that they were not ascribed by the companies that made them. I am always looking for a way to engage in commerce without being complicit in the negative effects of capitalism. This book always gave me hope that there was a way out that wasn't a total rejection of industrialized production, which I do believe can have really beautiful and democratizing results at the best of times.

Do you have any personal projects going on at the moment, aside from your work at Areaware?

I should start some! I have been very slowly working on an eBay aggregator project, but can't really talk about it. It's been a few years in the making and basically uses eBay as an archive from which users can curate their own collections (and of course bid).

I would like to get into design writing. There is a lot of suspect stuff going on in the design world, but criticism is hard to come by. Design blogs are collections of press releases or cute spins on dumb stories. We can do better. This is the downside of being so commercial—everyone wants to sell sell sell.

What other artists and designers are you influenced by right now?

I reference the initial work Danese did as a brand almost daily. They were flirting with and representing the avant-garde at every turn, and yet were commercially successful. Enzo Mari and Bruno Munari are very well known names in design, but the brand work they did for Danese is amazing and is really not discussed.

*****

Homepage image from School of the Art Institute of Chicago.

Aura and Jonathan Adler's Smart Picture Frame Collaboration

$
0
0

Gone are the days of flipping through physical photo albums with your family, reminiscing on vacations, weddings and other shared experiences while leaning over a massive book. Now in the digital age, many of us have thousands of photos stored on our phones, many of which we take and never appreciate again since printing them is no longer second nature. 

During our trip to NY Now, we had the opportunity to speak with Abdur Chowdhury and his team about Aura smart picture frames. With the unveiling of the company's collaboration with Jonathan Adler, it felt like an appropriate time to discuss the meaning of photographs in modern times and how technology can adapt to help us process the large quantity of photos we take on a daily basis. Adler talks a little about the collaboration in the video below:

Aura has been around for some time, developing technology to make smart picture frames look less like this:

And more like this:

The concept is relatively simple. The accompanying app scans your camera roll, paying special attention to people that consistently appear in your photos so it can automatically send future photos directly to them. Aura works quietly in the background of your home or office, displaying images from your devices on a screen that auto-adjusts its lighting to fit with its surroundings. If you want to look back at a photo, swipe your hand across the frame from the lefthand side, and if you want to skip a photo, simply swipe across the righthand side. As a side note, the frame also supports those underutilized "live photos" you accidentally take on your iPhone, which creates a nice subtle movement without being a distraction.

Of course Aura's success lies in large part within the high-end, minimal design of the frame. Their recent collaboration with Jonathan Adler took this a step further, allowing the combined teams to experiment with pops of color, packaging design and concept. The team's core design mission has transitioned to include an additional goal of creating a smart frame that integrates successfully into users' lives, which means a long road of constant tech development still ahead.

The Aura team spent upwards of two years developing the motion sensor technology that sets their frames apart from the clunky "smart" frames we're used to seeing. Along with motion technology, the frames have advanced facial recognition technology that recognizes people as they age. This allows for better photo organization, as the frame will recognize a person as just themselves, not a brand new person every year. 

The frame's photo sharing capabilities add social element meant to streamline sharing photos amongst your social circles, almost like an upgraded AirDrop or FileDrop.

In terms of target market, Aura is noticing an interest from young families and, most interestingly, the elderly. It makes a lot of sense when you think about it—have you ever tried to teach an older relative how to use an iPad? They're generally most interested in photo storage and sharing, so in their minds, iPads and other tablets often have too many unnecessary functions. The option for relatives to directly share important photos with their friends and relatives means little to no work if you don't understand or are incapable of learning a complex new device.

Chowdhury recalled a customer service call they received from an elderly woman whose granddaughter was in labor, about to have her first great-grandchild, and she wanted to make sure she could receive the photos immediately to her Aura frame. It's moments like those that reassure the Aura team their design work is more about making technology more intuitive and inclusive and less about the wow factor of another smart object on the market.

Learn more about Aura here, and be sure to let us know your thoughts on modernizing photo organization in the comments thread below. 

A Lifesaving Military Application for…Silly String

$
0
0

I just came across this bizarre story from over ten years ago. A New Jersey mother had amassed 1,000 cans of Silly String and was trying to ship them to her son, who was serving in Iraq at the time.

U.S. soldiers from both the Army and the Marines were doing house sweeps in Ramadi. The insurgents were killing them with booby traps left behind in the houses. A favored technique of the insurgents was to rig tripwires up to explosives. The tripwires were so thin that they were impossible to see.

Some clever U.S. Marine, who had somehow gotten his hands on a can of Silly String, came up with the idea of spraying it into a room or doorway that they were entering. Silly String can shoot up to about 12 feet, and the foam is light enough that it will hang on suspended tripwires without activating the explosives it's attached to. It then provides a clear visual indication, even in low light, of where not to step.

Army Spc. Todd Shriver learned the trick from a Marine unit, told his mother about it in a phone call, and she then arranged to have the decidedly not-standard-kit shipped over to her son's unit.

Design Job: Beautifully Landscape Your Career as Planterworx's Junior to Mid Level Industrial Designer in Brooklyn, NY

$
0
0

Planterworx is currently looking for junior to mid level industrial designers with 2-3 years of industrial design work experience to join our growing design and manufacturing company in Brooklyn, New York. Planterworx is unique in that we have both our design, and manufacturing facilities in the same building, that means that prototypes, and projects that we design in the morning can be manufactured in the afternoon.

View the full design job here

Will Dockless Bike Sharing Work, or Are We All a Bunch of Inconsiderate Jerks? 

$
0
0

Citi Bike, NYC's bike sharing program, is a rousing success. Last year riders took 14 million trips. Each day more than 38,000 trips are taken, meaning less bodies clogging our overtaxes mass transit system. Remarkably, there has only been one Citi-Bike-related death in the program's entire four years. (In contrast, last year alone 48 people died on NYC mass transit.) Citi Bike is safe, it's green, it's healthful, and it's better for our city.

A large part of the program's success is because Motivate, the operating company behind Citi Bike, has gone to the considerable trouble of installing 600 stations (and counting) over 55 neighborhoods. In parts of Manhattan and Brooklyn it feels like there's a dockings station on every third corner. That's a considerable undertaking and a barrier to entry for startups that would like to bring bike sharing to cities that don't have it.

Ofo, a Chinese bike sharing company started by college students, is a company you may never have heard of. But according to Vice News they "went from a tiny campus startup to a billion dollar valuation in under one year." The company operates in 150 cities, primarily in China, and is responsible for a staggering 20 million rides per day. Ofo's bike sharing system is dockless. Here's how it works:

It is fantastically convenient, in concept. But the problem, as you saw, are bikes winding up in untidy piles. 

In China, where dozens of dockless bike sharing companies are competing with each other, "Pictures showed jumbled stacks of vehicles nearly three metres high, with handlebars, baskets and other parts scattered on the ground," the Guardian reports.

"Some people these days just have really bad character," a man named He, who lives near where the stacks appeared, told the Southern Metropolis Daily. "When they're done using [the bike] they just throw it away somewhere, because they've already paid." In the past few days he witnessed people demolishing the bikes before discarding them on the side of the road, he said.

Residents told the paper that bikes had been piling up over the past week, either parked haphazardly by careless users or stacked by local security guards trying to clear narrow residential alleys and footpaths.

The South China Morning Post points to a lack of infrastructure as contributing to the problem. "Problems such as illegal parking remain unanswered, and some experts say that's largely because many cities were not designed to be bike-friendly." Simply put, with no designated place to park a bike, they wind up everywhere. Residents, angered at sidewalks being blocked, resort to doing this:

And this isn't purely a Chinese problem. Another Guardian article reveals what happened when Ofo competitior Mobike brought 1,000 of their bikes to launch their system in the UK's Manchester. 

Two weeks on…there are Mobikes in the canal, Mobikes in bins [dumpsters] and I am fed up with following the app to a residential street where there is clearly a Mobike stashed in someone's garden. On launch day, the Chinese designer told me the bikes were basically indestructible and should last four years without maintenance. It took a matter of hours before local scallies worked out how to disable the GPS trackers and smash off the back wheel locks.

Would New Yorkers behave any better? I doubt it. Spin, another dockless bike sharing company, recently tried to hold a trial in Queens. City transportation officials shut it down in advance with a cease-and-desist, as the Times reports.

Ofo, for their part, isn't giving up. As seen in the video above, two weeks ago they launched their 1,000-bike trial in Seattle, a city known for having bike-friendly infrastructure. The jury's still out on whether it's working or not. We'll be watching this space with interest.

Our question to you: What do you think is the biggest threat to dockless bike sharing, human beings being jerks, or a lack of infrastructure? Do you think dockless bike sharing systems could avoid the piles of bikes if cities simply had designated spaces to park them? For instance, I have no faith that drivers could manage to reasonably park cars in a parking lot that had no lines painted on it.


Twistron Yarn Allows Fabric to Generate Electricity

$
0
0

We've heard of electrically-conductive thread before. But a team of materials scientists have done that invention one better, by developing yarn that can generate electricity.

The research team, which comes from a collaboration between the University of Texas at Dallas and South Korea's Hanyang University, calls their invention Twistron. It's essentially yarn made from twist-spun carbon nanotubes that are coated with an electrolyte, "which can be as simple as a mixture of ordinary table salt and water," says a U.T. Dallas newsletter. Then, says associate research professor Dr. Carter Haines, "you have a piece of yarn, you stretch it, and out comes electricity."

"No external battery, or voltage, is needed," adds Dr. Na Li, a research scientist at the NanoTech Institute and co-lead author of the study. Here's how it works:

The idea of technology-embedded clothing has been floated for a while, but Twistron raises the intriguing possibility that wearables or clothing could actually be used to generate power. This would also make me feel better about gaining weight, as when my T-shirts stretch in ways they didn't used to, I could make the case that my beer gut is helping to save the environment.


Reader Submitted: Using Weather Reactive Paint to Communicate Safety Reminders 

$
0
0

Drivers are being urged to slow down when it's raining after almost 3,000 people were killed or seriously injured when driving in the rain last year. England's Highways Agency used a rain activated paint to deliver the message to drivers outside the front of motorway services when it rained.

View the full project here

A Pharmaceutical Delivery System for the Pediatric Market

$
0
0

Sympfiny™ is an innovative pharmaceutical delivery system for dosing and dispensing multiparticulate, dry powder, and microsphere, drug formulations for oral delivery. It is the first delivery device to dose the same as traditional liquid dispensers, creating an intuitive and user-friendly experience. The Institute for Pediatric Innovation, sponsored by Pfizer, awarded the HSD team a grant to explore novel dosing and

View the full content here

Tools & Craft #63: A New Approach to Teaching

$
0
0

Traditionally, professional joiners and cabinet makers weren't trained the same way we train adults in woodworking nowadays. First of all, joiners and cabinetmakers began their training at much younger ages. Training consisted of a combination of observation and practice and lasted several years. ("Practice," of course, sounds a lot less boring than "repetition," but the two are the same thing.) Certain tools that are pretty common today didn't exist. Dovetail gauges, honing guides, and magnetic saw guides, commonly used for joinery nowadays, are all inventions for the amatuer market.

There is nothing wrong with contemporary methods. There is no reason for anyone to suggest that there is only one true way, but I personally have always been interested in pre-industrial professional practice. I'm sort of like the amateur golfer who wants to be able to hold my own on a pro course. I know the idea is laughable - I will never be able to compete with the pros - but I want to at least be in the ballpark (or golf course).

When I studied years ago I did it the old fashioned way. very slowly, trying for perfection, and intellectualizing every move. Then after I read the Joiner and Cabinetmaker I started thinking about professional training. Trusting yourself, not trying for perfection the first day out - which can be paralying for many, but just trying to do decent apprentice work. Learn how to saw straight. Learn how to do very accurate and consistent layout. What shocked me was how possible it was to get good via planning and practice. I wanted to teach this method of instruction and see its effects on other students. So I developed a multi-part class, Mastering Dovetails, which is finishing up this week. The only tools we use in the class are a dovetail saw, marking gauge, a few chisels, layout knife, and a pencil, with the optional use of a coping saw. Waste on the tail board was done by sawing into the waste with a dovetail saw and making chiseling a little easier. I demonstrated using a coping saw for waste, and some students opted to use that for their tails.

For the first three hours of the class, students were instructed in how to saw straight and use a marking gauge. This was all about hand-eye-body coordination, and how to work with your entire posture so that sawing straight is a natural and expected phenomenon. Then we spent the next three hours cutting a simple through dovetail without marking anything, except waste and where to cut the pins from the tails. The square was used after the fact to check our work, not to lay it out. With the dovetail done, the students took six sets of wood home to work on a daily dovetail homework. For the final three hour session, the students all did a blind dovetail.

I was really impressed by how easily the students learned to saw square. Not perfectly square, but absolutely decent. Their initial dovetails mostly went together without trouble. Everyone came in with pretty well done homework. The blind dovetail (which is exactly like a through dovetail except you have to mark out the top of the tails too, and borrow the teachers skew chisels for the corners) went together for all the students far more easily than I thought. When I studied woodworking, it took ages to get to this point. My students had no trouble. So I am really pleased with the approach and I think it is worth pursuing.

What students liked best about the class is the attention to body movement. One commented that understanding that attention to accurate layout and learning how to saw straight and consistently raises the mist on all joinery, of any complexity and makes it accessible. Where I fell short was I should have written a cheat sheet for the steps in doing the homework. I will for next time (this fall). I also left out some tidbits of information that I ended up sharing a little belatedly. So a cheat sheet would be good.

Another learning experience was the discovery that students didn't all have sharp chisels. So in October, the next time I teach this class I will add in an initial segment on grinding and sharpening. We do offer these classes for free - we have a free grinding class coming up on September 9th - but in the limited-enrollment Dovetail class, the students will be able to grind and sharpen up their own chisels too.

Overall I am really proud on how well everyone did. What's really cool for a teacher is seeing students who never even owned tools before, who are doing the homework on a kitchen table to a couple of clamps, do great work.

___________________

This "Tools & Craft" section is provided courtesy of Joel Moskowitz, founder of Tools for Working Wood, the Brooklyn-based catalog retailer of everything from hand tools to Festool; check out their online shop here. Joel also founded Gramercy Tools, the award-winning boutique manufacturer of hand tools made the old-fashioned way: Built to work and built to last.

Silicon Valley Startup Juicero Throws In the Towel

$
0
0

As a strong indication of the powers of journalism and the sometimes superfluous nature of the Internet of Things, Juicero has officially shut its doors. Last Friday, the company announced they would be shutting down production of their $400 Wifi-connected juicing machines and offering full refunds to customers within the past 16 months.

Juicero's selling point was to provide a mess-free solution to quick and fresh cold pressed juice at home by developing a machine that squeezed vacuum sealed packages of fruit with enough pressure "to lift two Teslas," as said by founder Doug Evans. The company's original business goals were not just to provide advanced juicing technology at a high price, but also an indispensable distribution system where consumers were required to regularly buy "produce packs" for around $7 a pop. 

As of spring last year, their product distribution model only allowed for consumers in California to enjoy the luxuries of Juicero, and with such a heavy price tag, the joke was often that it was a machine specifically built for Silicon Valley. 

via Bloomberg

The Juicero was originally priced at around $700, but after industry pressure the pricetag dwindled down to a still impressive $400. Amid already growing suspicion of the worth of the company's technology, a report in April from Bloomberg Media confirmed that juicing a Juicero packet with your own hands turned out to take less time than squeezing it with their highly engineered cold-press machine. 

There seem to be several issues at play hinting to Juicero's demise: on one hand, there's the price, and on another, the company's decision to adopt a highly complicated distribution model (presumably as a way for the company to make continued income as opposed to creating convenience for their customer). But perhaps most importantly, the Juicero fed into our most indulgent expectations of the Internet of Things. Yes, the product was Wifi enabled to confirm whether or not your produce packet was expired, but as designers have extensively discussed in this day and age, there's a time and place for a product to connect to Wifi. The expiration date model is something consumers have been used to for decades, and although it has its flaws, it's still a pretty good indicator of freshness. It's important for a company like Juicero to ask, "does our product require a level of engagement with people or data in the internet stratosphere?" If not, probably safe to say you can leave the extra wiring out of it.

Perhaps the ultimate lesson learned here is no matter how much people love a mess-free juicer, that love is still not enough for us to pay the heavy price tag. My guess is Juicero will live in our cultural timeline as the Google Glass of 2017, defining the current mindset of an eager and well-funded tech world with skewed expectations of how the future will actually operate. 

We want to hear more about your thoughts on Juicero and the IoT world. What do you think Juicero could have done to save their product? In what realms of product design is internet incorporation appropriate? Contribute your thoughts to the comment section below. 

This is What Virtual Reality Dating Looks Like

$
0
0

Let's think about dating for a moment. Not just hooking up, I mean actual dating—specifically, the first date. You meet someone, there's an apparent mutual attraction, so the two of you agree to go someplace and do something together. Whatever event you agree on is just a pretext for the two of you to interact in order to get to know each other better.

Here's my opinion on what makes for a good first date, based on my own experiences:

The First Date Should Be Fun

You want to pick something lighthearted. Good pick: The county fair. Bad pick: All-day passes to The Museum of Human Rights Abuses.

The First Date Should Be on Equal Ground

To keep both parties at ease, ideally neither of you would have "home court advantage" or be in a venue where one of you is outnumbered by the other's peers and/or specialty. In other words, if your date has climbed Everest and you have trouble climbing stairs, going bouldering with her and four of her expert friends is probably a lousy idea that will wind up with you being choppered out of the canyon.

The First Date Should Provide Ample Opportunity to Interact

A movie or lecture might sound like a good idea, but only if they're short enough that you then have time to chew the fat about what you just saw. Otherwise you're spending two to three hours sitting right next to someone that you can't talk to, which sets up a weird vibe. (On the plus side, it might be funny to go "SHHHHH" anytime your date tries to say something.)

The First Date May Require Lubrication

Some of us have nerves that need to be settled, which is why some of us choose locales that serve booze. Admittedly, restraint must be exercised; kicking the evening off with a double Kamikaze might be overkill.

So, those are my picks. What are yours?

In any case, the producers of a new web series called "Virtually Dating" are betting that VR makes for the perfect first date event. If I go by my little checklist above, it does indeed tick the boxes: It's fun if you don't throw up, both of you are equally off-balance, there's nothing to do but interact with each other, and the novelty provides the lubrication.

So, here's what it looks like:

Would I ever do this? Hell no. Never mind that they haven't worked out the technical kinks, but I get motion sick pretty easily.

Would you?

Design Job: Apply Your Talent in Bold Ways that Matter as 3M's Design Officer in Saint Paul, MN

$
0
0

At 3M, we apply science in collaborative ways to improve lives daily. With $30 billion in sales, our 90,000 employees connect with customers all around the world. 3M has a long-standing reputation as a company committed to innovation. We provide the freedom to explore and encourage curiosity and creativity. We gain new insight from diverse thinking, and take risks on new ideas.

View the full design job here

Can the Scroll Make a Comeback, with Some Modern Updates?

$
0
0

Here's a quick, carefully-researched history of writing surfaces:

1. Sand

You've finally learned written characters, leaving your Neanderthal relatives in the dust. You use a stick to scratch out an inspirational message in the sand outside your hut, but when you bring your friends by to show it to them, a freaking lizard has crawled across it and erased it.

2. Stone Tablets

Now you can tap out your poetry on a much more permanent medium. The problem is that you tore a rotator cuff trying to carry three of these to the village talent show. Also, erasing old ones is a real pain in the neck.

3. Papyrus Scrolls

Awesome invention! Rollable, lightweight, portable. It's a bit of a pain that they keep curling up when you're trying to read them, but at least you can accidentally drop these on your foot with no consequences.

The scroll was of course replaced by the codex, then notebooks, then smartphone apps. But could the venerable scroll make a comeback? Inventor Thomas Sommer hopes so.

Berlin-based Sommer went through a "digital de-tox" four years ago; when ideas popped into his head, he tried forcing himself to sketch them out on paper rather than firing up the CAD. He then struck upon the idea for the Rollgut:

(If you're wondering why the odd moniker, "gut" means "good" in German. Additionally, it's a bit of play on words as "vollgut" means "very good" in German.)

I must say I'm surprised at how plausible Sommer makes the Rollgut look. I'm sure there are some UX obstacles that would prevent mass uptake, but kudos to Sommer for trying to go tactile over digital.

There are three different models of Rollgut:

Thus far Sommer has $12,426 in pledges towards an $83,372 goal, with 26 days left to pledge.

Disturbing Discovery: Plastic Microfibers Found in Drinking Water Worldwide. America Leads With 94% Contamination Rate

$
0
0

Because Orb Media is a nonprofit journalism organization, they don't have to worry about pissing off advertisers or manufacturing sensational stories to attract eyeballs. Instead they can focus on their mission, which is to research and produce stories of global import. Their goal is to write about issues that affect all of us, regardless of geography and station in life.

Something that certainly affects all of us is plastics. We produce way more of it than we recycle, and we know that much of it winds up in our oceans. We also know that plastic never biodegrades, but just breaks down into smaller pieces. And what Orb has uncovered, after conducting a 10-month, six-continent investigation done in collaboration with the University of Minnesota School of Public Health, is that "Microplastics — tiny plastic fibers and fragments — aren't just choking the ocean; they have infested the world's drinking water."

Graphic & data by Orb

How did this happen?

The theory is that we're now so plastics-rich that it's being shed into the environment. Everything from our clothes shedding synthetic fibers to dust from paint and car tires to dryer vents. Rainwater literally grabs these fibers from the air and dumps them into the drinking supply; even household wells in Indonesia have been contaminated.

Is bottled water any different?

Bottled water comes from natural springs. And as the Guardianreports, after having access to Orb's data as well as a similar study done in the Republic of Ireland, "In Beirut, Lebanon, the water supply comes from natural springs but 94% of the samples were contaminated."

What are the health implications?

Orb: "Plastic waste doesn't biodegrade; rather, it only breaks down into smaller pieces of itself, even down to particles in nanometer scale — one-one thousandth of one-one thousandth of a millimeter. Studies show particles of that size can migrate through the intestinal wall and travel to the lymph nodes and other bodily organs."

The Guardian: "Microplastics are also known to contain and absorb toxic chemicals and research on wild animals shows they are released in the body."

Can't we filter it out of the water?

The Guardian: "Current standard water treatment systems do not filter out all of the microplastics, [Dr Anne Marie Mahon at the Galway-Mayo Institute of Technology] said: 'There is nowhere really where you can say these are being trapped 100%. In terms of fibres, the diameter is 10 microns across and it would be very unusual to find that level of filtration in our drinking water systems.'"

So just what the hell are we supposed to do about this?

As Orb puts it, "The only way to keep plastic out of the air, water, and soil is to radically rethink its design, uses, sale, and disposal." They list several potential solutions, and here are two that we, as designers, can participate in:

New Materials: Leading brands and new startups are working to design synthetic fabrics that won't shed fibers into the air and water. Bolt Threads, in California, is using proteins from spider silk to create a strong, stretchy fabric they hope will replace synthetic fleece. A Japanese company, Spiber, also plans to serve the outdoor apparel industry through spider silk. Meanwhile, startup NewLight Technologies has created a plastic called Air Carbon from greenhouse gases produced by cattle and landfills instead of from oil. "We can't say enough about this material," said Joe Burkhart of the U.S. furniture maker KI. "It really has potential to impact the world on a major scale."
Household Solutions. Designers around the world are looking at ways consumers can reduce plastic emissions. One product, the Cora Ball, catches up to 35 percent of the fibers released in a single load of laundry, before they're discharged into treatment facilities, rivers, and lakes.

Whether you're a product designer that works with plastics or not, we highly recommend you read through the entire Orb article, as well as The Guardian's take on it.


Yves Béhar is Now Designing a Smartphone for Gamers

$
0
0

It looks like Yves Béhar has moved on from the Juicero catastrophe and is now working with gaming technology startup Wonder to design a smartphone specifically for gamers. The company and designer announced via Twitter and Wired that they are on a mission to tackle the challenge of designing a phone for a specific target market—one that according to Wonder CEO andy Klienman are the kind of people that, "dissect the latest Game of Thrones and search for hacks in PUBG. They love music and movies, obsess over their favorite athletes and YouTubers, game anywhere and everywhere." If that description sounds like you, you could be in for a well-designed treat as early as next year.

Kleinman and Béhar observing a phone together, via Wired

While tapping into this particular target market is nothing new to Kleinman, who has been developing products for this group for quite some time, Béhar initially viewed the project as a heady challenge, warning Kleinmen that the requested mission is realistically much more daunting than it sounds. 

Most mainstream phones on the market are designed with broad target groups in mind, particularly the sought-after millennial generation. Pleasing a market this niche will be a heady task, even for a power duo like Béhar and Kleinman. 

At least the team has a lengthy history of gaming phones to learn from. Many companies large and small have already attempted this exact mission, including Sony and Nokia, but all have failed. Luckily, the duo seems to have a general idea of what they hope to accomplish. 

Here's what we know so far:

The phone will look more professional than past gaming phones, which generally resembled toys. This is where Béhar is supposed to work his magic.

The phone won't be the only device, rather it will be the nucleus in a whole system of accessories, i.e. controllers.

Wonder will most likely be developing games specifically for this phone. Since the concept lies somewhere in-between a smartphone and gaming console, it'll need a specific type of game to make sense.

The system could end up being a subscription service. Wonder is talking about bundling up a lengthy list of hardware, including games, music, wireless service and more, into a package for around $100 a month.

Wonder is currently finalizing "Wonder Mode," a software that turns smartphones into a full-on gaming system.

We'll have to wait and see how this one goes. 

Is this the future of gaming or another failed phone for gamers in the making? Contribute your thoughts to the comment section below.

Reader Submitted: An Electric Scooter Designed for Short-Distance City Travels

$
0
0

RunOn is an electric kick scooter that helps passengers move short distances (up to 5 km) in an urban city center.

The main design goals were portability, aesthetics and usability. RunOn has maximum speed 25 km/h and battery strength 10 km route consisting of one deck, two front wheels and one rear wheel, a lean-to-steer mechanism, a steering and an electric system (rechargeable battery, motor, controller). The main target group consists of men and women aged 25-45 years old with a stable income who tend to lean towards high quality or luxury objects. Due to the target audience's preferences, RunOn uses simple forms and geometry.

3 editions
Black carbon, white carbon, wood
Back isometric view
Reflector, hub motor
Bottom view
Lean-to-steer mechanism, battery compartment
Detailed front view
Folding mechanism
Minimising the height of the handlebar and bringing it down to snap close to the rear wheel.
Front isometric view
Detailed back view
Parts
Portable form
Side isometric view
View the full project here

Shoes that Make Everyone the Same Height

$
0
0

Berlin-based artist Hans Hemmert (famous for his work with balloons) threw a party where guests wore shoe-extenders to make them all the same height of 2 meters. Aside from bringing the partygoers all to a common eye level (and eliminating the awkward postures of party talk between the tall and the short), the gathering is lent an infographic nature by the shoes: all made from blue foam, the person's real height is read in the visual uniformity of the sole instead of at the head—like a walking b

View the full content here
Viewing all 19147 articles
Browse latest View live




Latest Images