ecopolis

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Archive for the ‘Design’ Category

Are you the next great British designer?

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BBC Two and Philippe Starck are teaming up for a brand new TV series to find the next great British designer.

Internationally renowned designer Starck will be heading up a specially created School of Design in Paris.

Ten aspiring designers with the talent, drive and vision to create the next ‘must have’ products of the 21st Century will be given the unique opportunity to learn and work alongside Starck and his team over a period of several months.
Selection

A shortlist of the most promising applicants will be invited to Paris to be interviewed by Philippe, after which he will select the ten who will be offered a place at the school.
Opportunity of a lifetime

At the end of the series Philippe Starck will decide whom he wants to become part of his ‘tribe’ – the chance to stay on in Paris working in his office for a further six months.
What we are looking for

Production Company Twofour Broadcast is looking for applications from people from all walks of life; you don’t have to have had any formal training, it’s all about catching Philippe’s eye and convincing him your designs can change the way we live – for the better. A background in drawing or a creative industry could be helpful – but we are just as interested in hearing from people who are passionate about design or have a strong visual sense.

Iscriptions here.

Written by Luca

July 16th, 2008 at 4:38 pm

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Joshua Davis and John Maeda in Toronto

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Joshua Davis and John Maeda talk about design, programming and the world that exists somewhere inbetween at the FITC Festival in Toronto in 2007.

Written by Luca

May 27th, 2008 at 4:47 am

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Design and the Elastic Mind

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Design and the Elastic Mind, from February 24th till May 12th, is organizeed at the The Museum of Modern Art Exhibition Gallery of New York.
Here you can read the explanation text of the curators Paola Antonelli and Patricia Juncosa Vecchierini:

In the past few decades, individuals have experienced dramatic changes in some of the most established dimensions of human life: time, space, matter, and individuality. Working across several time zones, traveling with relative ease between satellite maps and nanoscale images, gleefully drowning in information, acting fast in order to preserve some slow downtime, people cope daily with dozens of changes in scale. Minds adapt and acquire enough elasticity to be able to synthesize such abundance. One of design’s most fundamental tasks is to stand between revolutions and life, and to help people deal with change. Designers have coped with these displacements by contributing thoughtful concepts that can provide guidance and ease as science and technology evolve. Several of them—the Mosaic graphic user’s interface for the Internet, for instance—have truly changed the world. Design and the Elastic Mind is a survey of the latest developments in the field. It focuses on designers’ ability to grasp momentous changes in technology, science, and social mores, changes that will demand or reflect major adjustments in human behavior, and convert them into objects and systems that people understand and use.

The exhibition will highlight examples of successful translation of disruptive innovation, examples based on ongoing research, as well as reflections on the future responsibilities of design. Of particular interest will be the exploration of the relationship between design and science and the approach to scale. The exhibition will include objects, projects, and concepts offered by teams of designers, scientists, and engineers from all over the world, ranging from the nanoscale to the cosmological scale. The objects range from nanodevices to vehicles, from appliances to interfaces, and from pragmatic solutions for everyday use to provocative ideas meant to influence our future choices. The exhibition will be accompanied by a fully illustrated catalogue.

Written by Luca

April 12th, 2008 at 4:14 pm

Posted in Design

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Ambient Orb (Ambient Information)

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greenorb_onwhite.jpg

This is ”ambient information” — the newest concept in how to monitor everyday data. With Ambient the physical environment becomes an interface to digital information, rendered as subtle changes in form, movement, sound, color or light.

The Orb is a frosted-glass ball that glows different colors to display traffic congestion or any other Ambient information channel: weather, windspeed, pollen, traffic congestion, real time stock market trends. The Ambient Orb arrives preset to track the Dow Jones Industrial Average, glowing more green or red to indicate market movement up or down, or yellow when the market is calm. It can be customized to a set of free channels, such as market indices or weather in major cities.

http://www.ambientdevices.com/cat/platform.html

Written by Ilari Valbonesi

April 9th, 2008 at 8:57 pm

What Is Manufacturing in the Era of Design-Art-Technology?

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Julian Bleecker talked at the conference at Share Festival, on Saturday 15th march, here you can see the conference and read the text pubblished in the catalogue.

“There are a few things to say about manufacturing, design and digital arts. First, we’re not talking about manufacturing. Manufacuring is about making things on a large scale using machinery. Manufacturing evokes cavernous, cold, awesomely huge assembly lines with scales all out of proportion to the experiences of mere mortals. Factory floors throwing sparks, littered with metal shavings, huge overhead cranes moving impossibly large masses of steel ― this is what manufacturing means. Half million ton crude oil-carrying super tankers are manufactured. The Airbus 380 is manufactured. Millions of Herman Miller Aeron Chairs are manufactured. Billions of cellular phones are manufactured. These things have meaning in the idiom of manufacturing. Manufacturing is the engine of growth and dispair of the 20th century.

If anything, we’re talking about a kind of materialization of ideas. Slick connections between an your imagination, a circuit board and a 3D printer. It’s artful for its scale and personalization. Small-scale, passionate, individual ideas made material. Why is this different from manufacturing? Because manufacturing deals in enormous scales ― scales of time, material, logistics, operational fortitude, finances, consumption of natural resources. Ultimately, manufacturing endeavors are impossible imbroglios of spin-doctors and reassurances, speculation, trust and hope as much as they are supply-train logistics and CAD systems. Just ask the Boeing 787 “Dreamliner” team. Is it advanced avionics and carbon-fiber-reinforced plastic skins or spin-control and renegotiated contracts that’ll make that perpetually delayed endeavor a success?

The sad consequences of manufacturing’s scale is that it defaults to the least common denominator. Manufacturing on a mass scale can only be an effective business enterprise when you make one thing that millions and millions of people are convinced they need to buy. Customization as a manufacturing process has not moved much beyond Henry Ford’s Model T color option ― you can have any color, so long as it’s black. An iPod is an iPod is an iPod, hand-painting and laser etching not withstanding. True customization means materializing one’s own designs, one’s own imagination. This is where we begin.

What we are talking about are emerging “materialization” ― not manufacturing ― processes. What makes it worth talking about is that it is the power of creation that manufacturing is able to achieve, but done at an entirely different scale ― quicker, cheaper, individually, with fewer intermediaries and fewer incumberances. This is the crucial element ― there are fewer and less awkward hurdles, deals, negotiations and alliances to be formed in the process of materializing an idea. The power of the idea and its “moment” is not lost through the trials of enrolling people, machines, enterprises, financiers into your cause. It’s as if a sketch in a notebook can materialize immediately. No more fumbling around with awkward descriptions of your weird idea ― let the material object speak for you.

What else can be said about this different kind of idea-manufacturing? How does it integreate with design and digital arts? It relies on “toolkits” consisting of digital software and hardware, fab machines, CNC “Robodrills” and 3D modeling. As importantly, the toolkits are also the far-flung networked communities of craftspeople and designers, artists and technologists sharing ideas and insights. The practical tradecraft starts from the bottom and works its way up. We’re familiar with the elements of this process, and the activities taking place in various corners of the digital arts and art-technology communities. This is an emerging practice informally taken up by thoughtful designer-tinkerers. It is a practice that will find greater adoption within more formal and conservative design, engineering and art communities as its significance is refined.

The “tooling” for this practice includes open-source firmware for inexpensive microcontroller-based kits like the Arduino; hacked Nintendo Wii controllers; low-cost, rapid-turnaround printed circuit board production houses; free development environments like Processing; online knowledge sharing communities; parts suppliers with no minimum orders, and so forth.

The “manufacturing process” is a kind of extended sketching activity. Ideas are first expressed informally, perhaps with a simple “wouldn’t it be cool if..?” question at a moment of inspiration. But the question should be answered ― and it can be, often enough, with a quick pen drawing, some poking around the net for practical answers or to source some parts or other material ― perhaps even finding other people who have asked the same question and thereby entering into conversations with all the other similarly inspired folks out there on the networks. In short order a refined, functional technology engine is created using small-scale surface mount printed circuit board techniques so as to fit within the refined contours of a fab’d surface model. Now you have a fully functioning materialization of your idea ― much easier to answer that initial question with the real-deal. You can share it, put it in other people’s hands and work through the nuances of your idea.

What does this all mean for an emerging design-art-technology practice? At present, the evidence of something compelling centered around new interactions is indicated by a richly stocked cabinet of curios ― expressive artifacts and objects that, like early Net Art, stitch together inputs and create expressive outputs. Only ― and this is important ― they do so off the computer screen, and with no keyboard and mouse. Rather, these expressive objects form their interactivity around physical actions that may include the Nabaztag’s articulating rabbit-like ears, or Clocky the coy alarm clocks that roll away when you try to hit the snooze button, or Maywa Denki’s punch-drunk dancing BitMan character. These are distinct kinds of digital objects that mix physical space, digital technology and design.

We know that the art of digital media continues to emphasize the screen, the keyboard, the mouse and the network. The weak signals suggest kinds of design-art-technology that are growing tired of the screen. Digital art is ready to move beyond the confines that Douglas Englebart and his contemporaries created in 1968 with their patent line drawing depicting the now canonical assembly of keyboard, screen and mouse. If there is a “new materiality” to digital arts, it will emphasize material interactions in physical space, embodied experiences and contexts beyond the typically sedentary confines of the screen/keyboard/mouse/network assemblage.

For this new process to do something new, it must become a ployglot practice steered by undisciplinary craftspeople who believe in the possibility of creating fictional, unbelieveable, even preposterous objects that say as much about what they’re moving away from ― the uninspired, least-common denominator landfill-destined plastic device ― as they say about what sort of near future world we could have. What is emerging is an ability to make your own stuff ― not just “skinning” your mobile or modding an MP3 player. Materializing ideas is about making your own ― “whatever” ― unanticipated, unknow, visionary, expressive things. It is not a manufacturing process. This is a process that requires multiple perspectives and multiple skills thoroughly mixing engineering-design-art into a hybrid sensibility. It is a process that’s strictly for trouble-makers and boundary crossers. Nothing expected and everything unexpected will come from this.”
Julian Bleecker march 2008

Written by Luca

April 9th, 2008 at 3:43 pm

Posted in Design

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Design Pubblico

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Agire sulla città nei suoi spazi, nelle piazze e nelle strade, lavorare nei cosiddetti non luoghi: questo è uno degli obiettivi primari di esterni. Dall’osservazione continua del mondo, da un’incessante riflessione sugli spazi pubblici nasce esterni, da cio’ trae spunto e ispirazione per organizzare e proporre alternative, nuovi modi per vivere la città suggerire nuove abitudini e comportamenti. E, sotto il progetto di design pubblico, riunisce temi solo ora molto diffusi e sulla bocca di tutti, quali la sostenibilità, la flessibilità, l’integrazione e l’interazione, per una città a misura d’uomo.

Gli spazi urbani cambiano, si modificano continuamente sotto gli occhi di tutti, nascono senza sosta cantieri, progetti e idee per mutare il volto delle città. Qualcuno parla di “rinnovamento”, altri di “speculazione”, altri ancora “azioni di make-up”. Ma, al di là del dibattito infinito sulla natura di queste trasformazioni, quello che probabilmente manca alla base è un “disegno” comune: molto spesso si costruisce senza tener conto che le città sono luogo di relazioni, di scambi e di interazione tra le persone. Si edificano quartieri, complessi residenziali e piazze senza pensare sufficientemente ai cittadini, alle loro abitudini, ai loro bisogni, senza porre l’attenzione alla costruzione di luoghi per la socialità, di spazi di condivisione aperti a tutti, che siano veramente utili e funzionali alla vita collettiva.

La settimana del design pubblico, a Milano dal 14 al 21 aprile, nasce da queste considerazioni e propone idee e progetti concreti per la città, per la comunità, per tutti, ponendo al centro dei suoi interventi le persone e le relazioni all’interno di una città reale e possibile, dove ognuno può trovare la propria dimensione, dove il design diventa, finalmente, pubblico.

esterni, in concomitanza col Salone Internazionale del Mobile propone la sua “alternativa”: la settimana del design pubblico, a Milano dal 14 al 21 Aprile 2008, sceglie il tema del cantiere come simbolo della città che cresce, che si espande e che si modifica.

Allontanandosi dall’accezione negativa che facilmente si collega all’idea di cantiere, alla quale tutti sono inesorabilmente portati, design pubblico allestisce cantieri, per costruire un’idea nuova di città, per rendere una piazza inospitale un luogo d’incontro, per trasformare l’idea comune che il cantiere necessariamente porti con sè traffico, confusione, polvere e rumore. Cantieri che diventano punti di partenza per una riflessione e riprogettazione degli spazi, suggerendo di fermarsi e iniziare a costruire una città che sia veramente la risposta alle necessità e ai bisogni di tutti.

Un Cantiere nel vero senso della parola, un ostello temporaneo come la Casa dei designer, un esempio di un’ospitalità allargata e alternativa con il bed sharing, un calendario ricco di appuntamenti sono gli elementi, i tasselli che vanno a comporre la settimana del design pubblico, una settimana di idee e progetti per dare il via ad una riflessione profonda sulla città che cambia, sugli spazi pubblici e sul concetto di design.

Written by Luca

April 7th, 2008 at 4:25 pm

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Space Invaders (Play it again)

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Written by Ilari Valbonesi

April 3rd, 2008 at 8:13 pm

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Graffiti Offense (National Graffiti Database UK)

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Written by Ilari Valbonesi

March 31st, 2008 at 9:23 am

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