Wednesday 27 October 2010

Design: e²



This is a series from the PBS that talk about the biggest energy consumers and polluters devices made by man. The buildings. As it is claim in the opening of every one of the six episodes from the first season now available in the PBS You Tube channel, buildings consume 40% of all energy resources and emit 50% of all green-house gases.

The e² stands for: ''the Economies of being Environmentally conscious'' and they analyze which kind of approaches are been taking in the world of architecture and construction business to diminish the impact of our build environment in the ecosystem, and how we raise awareness about the relevance of this area in the climate change and in the sustainable future.

The analysis goes from the high- tech construction materials and processes to the social issues attached to the green movement and show projects and experiences from U.S.A, Mexico, China and Europe.

The episodes are:
1.- The green apple
2.- Green for all
3.- The green machine
4.- Gray to green
5.- China: from red to green?
6.- Deeper shade of green

25:45 min, each

Sunday 24 October 2010

World quality innovation alliance: Fraunhofer Institute in Chile


Chile will have the first research center in South America of one of the most innovative research institutions in the world, The Fraunhofer Institut. The largest research institute in Europe is focused on transforming scientific expertise into applications of practical utility. Funded in part by public grants and mostly by privates contracts the Fraunhofer institute brings to Chile a new model of research that institutionalize the cooperation between the industry and the fundamental research institutions as the universities. The aim of this institute is to develop product starting from basic science all the way to commercial maturity, it's the link between invention and commercialization, what we can say is an innovation machine.

The research center projected in Chile will address the System Biotechnology and will work in agriculture, aquaculture and sustainable use of natural resources, boosting up big part of our raw material economy. Some of the partners in this alliance are Pontificia Universidad Católica de Valparaíso, Universidad de Talca and Fundacíon Chile; and it is cofounded by INNOVAchile.

Maybe is too much to ask but now that we have cover the agriculture and aquaculture it may be good to start thinking on address forestry and minery, and how we can jump into develop and commercialization products in this areas to give our resources more value and leave behind the raw material economy.

More information click here

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Friday 22 October 2010

Designer! which kind? ....mm...Designer


Design is a common noun for a big amount of different occupations. As people who have a degree on design sometimes we feel a rather disappointed with common notion of Design that able to almost everybody to become a designer just by personal statement, and because of this we usually try to separate ourselves from the crowd saying that we are Industrial, Graphic, Product, Information, Interaction, Car, Yacht, Fashion, Furniture, Interior, Stage, Green, Red, Blue or else Designer; we are good on that.

In contrast with this recently a group of Design researchers has publish a paper on Design Issues that try to find common places in diverse disciplines of the design though a very simple methodology, conversation. They realize a series of workshops with a handfull of expert Designers (more than 10 years of practice) from different fields. From the fashion design to jet engine design and from furniture design to TV documentary. The first thing they found was that, although with some nuances, all the Designers talk the same language. When an engine Designer was put into conversation with a graphic one the only idea that needed an explanation was ''thumbnail'' and it was quickly grasped... by the engine designer. So language, I mean technical language, even through heavy specialization is a common tool.

Other interesting finding of the study was that we relate the idea of good design mainly with the acceptance and recognition coming from our peers, and only then with the user acceptance, sintitutional recognition or commercial success.

One big resemblance in all the stories told by the designers is the creative relationship with the material. Great deal of the time expended in the projects and the actual search -and find- of solutions goes through the hands and the direct contact with the material. Though the ''conversations'' with the material can be more or less physically attended, the direct experience and experimentation seems to be extremely relevant. In this way the lamp designer play with the glass to find out new shapes, properties and effects that can be use in the design as the engine designer, as well as the graphic one, includes the properties and qualities of the steel or the typography as constrains and capabilities that drives de design process.

The research unveils that in the communication area the main tool is by far the Sketching. Even when the computer techniques allow us to render projects more accurately (and more convincingly for the clients) than the hand, the sketching still prevail when it comes to capture and develop ideas.

The study also goes through the relationship with the final user and the big amount of energy spent in every design project on managing the uncertainty of collaborations with people and policies and as a conclusion stress the wide range of commonalities that bring designers together rather than split them around different technical, cultural and business context; and how much we need tools that make us aware of this and foster respect across the design world.

Even though this research found some really important insight of the design praxis, there are still some questions that should be address in order to bring about information on how designers are connected to each other further than the common places of the practice, which can also be found in others disciplines. We need to ask us about, how designers work out the difficult relationship between creation of new things (or stuffs as R.Gold said) and the renovation of the already existent things? Also, which are (if there are) the commonalities of our generative process in contrast with other creative areas? Learn about this can drive us to a more deep understanding of our discipline and its practical values.

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