Showing posts with label Business. Show all posts
Showing posts with label Business. Show all posts

Monday, 7 February 2011

James Dyson:Design what it should be


James Dyson, founder of Dyson corporation and responsible for the world famous machine looking vacuum cleaners, share his achievements and inspirations in a relaxed show-and-tell talk called ''the art of engineering'' at MIT. Dyson, graduated from the Royal College of Art, tell the story of how he went into engineering and how important it is not to be only a Designer or a Engineer, but to be a Designer/Engineer, and inventor as he said, and the relevance to make mistakes: ''...I think the schools got all wrong, they should be giving good grades to the ones that makes mistakes and learn from them.'' something that himself take to the limit, for his first cyclone vacuum cleaner he spend almost 5 years and did 5,126 prototypes!

The British inventor also criticized the definition of Design as a marketing tool arguing a more meaningful and systemic view that he inherit from one of his heroes, Buckminster Fuller, from whom also borrow the beautiful advice: ''...you see what needs to be done and do it.''

At he end of the talk, in Q&A, he discuss how he manage the creative processes within his organization and how he see the future regarding the rising of the new Asian productive power. Surely an invigorating example of how to make you way through with a huge accent on innovation.

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

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.

Enhanced by Zemanta