Designing with Energy, by Richard Gilbert from The Agency of Design

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A few years ago, I became slightly obsessed with embodied energy, which led to a new perspective on both materials and design, in the form of a self-initiated experiment and ultimately a design tool. I wanted to share some of my thoughts from this process to try and pass on a passion for embodied energy.

The whole process started by reading David Mackay’s book “Sustainable Energy Without the Hot Air.” His “we need numbers not adjectives” attitude really appealed to me at the time, as I was getting very frustrated with some of the subjectivity and lack of depth in some sustainable design. It was with this mindset that I went searching for embodied energy data. The first time I trawled through a data set, I was pretty intrigued. This was a single number that summarized the intensely complicated journey of a material from digging its ore out of the ground through to the myriad of processes that lead to a usable material. The numbers also varied hugely between materials, revealing energy stories that I was completely unaware of. In a fairly short span of time, this data had completely changed my perspective on a lot of materials that I previously thought I was very familiar with.

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What really caught my imagination was the fact that this was physical data. Unlike electricity consumption, where you need to go to great lengths to record and visualize energy, this data told you that the lump of material you’re holding took 10 megajoules of energy to go from earthbound ore to product in hand. I could now define my whole material world in terms of energy—and that’s exactly what I started doing, carrying a screwdriver and a set of scales I started disassembling and weighing products to try and calculate their embodied energy. This quickly escalated to doing an embodied energy calculation for everything I owned.

These calculations were very rough, but gave me an approximate figure for everything, allowing me to compare different elements of my lifestyle. Computers and camera gear, with their exotic circuitboard materials and batteries, far outweighed everything else, while other things, like my bikes, seemed pretty insignificant. This showed me that crunching the numbers, however crudely, will reveal all sorts of insights into the energy stories of our stuff.

At this point, I had gathered a lot of data and started to see the world in a slightly different light but what I was really interested in was how this data would affect the design process. There were various tools for conducting life cycle analysis on finished designs but I wanted to experiment with ways of using embodied energy to drive the design process from the start. I set myself a simple design brief with ambitious energy quotas. To redesign the Anglepoise lamp (which had weighed in at 140 Megajoules) to quotas of one, ten and 20 Megajoules. The idea was to put energy as the driving force at the start of the design process and see what happens.

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Downsides of Dog Design

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I’m a big fan of the “campsite rule” in most realms of life. You should be too. You’re going to tinker with something for fun or profit? Make sure you’re contributing positively in both the long and short terms, and above all, do no harm. Seems pretty straightforward, right? So when I stumbled across a series of “then vs. now” photos of dog breed development through the ages my Aghast Button got a good poke. My conclusion was this:

Many purebred dogs are the product of idiotic aestheticized design sense, and engineered to fail.

This might provoke some internal knee-jerks. Whether you’re thinking “Well, MY [favored breed] is happy, healthy and recently rescued a bus full of children from a fire,” or “Sure, all breeders are immoral and should be shot,” I’m not here to argue the meta point on animal husbandry. In fact, I’ll cop to being both a shelter-only wonk and a big Viszla fan. Rather, I’d encourage you to consider the purebred dog as a heritage brand product that has lost hold of the function side of the scales and any vision of the object as a whole. (Think PT Cruiser.)

No denying it, some beloved purebred dogs are terribly configured, and it’s hardly surprising. When you allow aesthetics or a single praised trait to dictate form, you run the risk of compromising overall quality, usability and durability. If there’s one thing pedigreed breeding is all about, it’s single-minded dedication to very specific traits, and when you multiply that dedication over the course of generations… the results can be bizarrely out of touch. Here are a couple of examples.

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The new, improved, even more horrifying bloodhound

Bloodhounds: Bred as a practical purpose-built dog for game chasing and savvy sniffing as far back as medieval France, the bloodhound dipped deeply in popularity around the early 1900s (as pictured above) and may have disappeared if competitive dog shows hadn’t taken off around that time. Subsequently, their prized scenting skills have been “improved” on with increasingly unreasonable physical characteristics: a tall peaked skull, ears like grandma’s caftans, sunken eyes, and lots and lots of wrinkly skin. The jowelled face on these guys could belong to an aging president. While handsome to a bloodhound fancier, some of these bred-in traits are in direct conflict with the dog’s hunting nature. What’s worse, they now commonly suffer from eye, nose and ear problems, cancer, and high instances of bloat. Some surveys report an average lifespan as short as 6 or 7 years. Planned obsolescence? Pretty sure that’s unethical.

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On Design Ambition, by Martyn Perks

ISRO-AltafQadri_AP.jpgKoppillil Radhakrishnan, chairman of the Indian Space and Research Organization, holding a model of the Mars orbiter. Altaf Qadri/AP

By Martyn Perks

As contrary as it sounds, in 2014 designers should be more ambitious and less worried about being socially responsible. That way, we will all get to benefit more from their efforts.

Take the reaction to how India launched its probe to Mars in November. No sooner had the Mangalyaan taken off than critics slammed the project for being a huge waste of money, given that much of the Indian population live in abject poverty.

But to criticise the Indian space program is wrong for two reasons. First, it will help bring about many technological benefits that will help improve the lives of millions including the poor. Thanks to India’s ongoing investment in space and weather satellite technology, many thousands of lives were recently saved from a coastal cyclone in October due to early warnings.

The second reason is that, as Samanth Subramanian, the India correspondent for The National, writes in The New Yorker, the project will give many people in India an all-important “spurt of optimism and confidence that can urge people, even for a brief moment, to lift their eyes upward and aim a little higher.”

Such cause for optimism is sorely lacking here in the West, perhaps made worse as China, like India, is beginning to excel in space. China’s Jade Rabbit rover is the first to land on the moon in over 40 years.

There will be much to learn from India and China’s space programmes. The scientific and technological breakthroughs will help bring about many innovations, just as the Kennedy space programme did in the 1960s and 1970s.

All of this should be cause for designers to celebrate. But not so, according to what is now majority opinion in the design community, which holds that design needs to exhibit more humility and less environmental hubris.

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A Museum of Mobile UX Practices

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“Good artists borrow. Great artists steal.”

These words have been attributed multiple times to Pablo Piccaso, though the source itself is dubious. But as with every myth, there’s a kernel of truth: we learn best by learning from the best. That’s the theory behind the age-old practice of going to museums to sketch and draw.

Mobile designers have their own version of a museum through a large and extensive collection of apps for both iOS and Android.  But how do we sift through everything? How can we contextualize the workflow? UX Archive, which I learned about recently, is one such museum. A collection of UIs and workflows from popular mobile apps for iOS, documented by actions and tasks like “Getting directions” and “Onboarding.”

“UX Archive aims at helping designers in this process,” notes the site’s About page.” We lay out the most interesting user flows so you can compare them, build your point of view and be inspired.” Right now, it’s very iOS heavy, focusing on the iPhone 4S and the iPhone 5, though they point to other popular workflow sites like pttrns (including Android Patterns) and the always popular UI Parade. Each app contains detailed imagery, and it’s easy to sift and click through. There’s even a section that compares iOS 6 and 7, so you can school yourself on the differences.

UXArchive-iOS6vsiOS7.jpgUX Archive documents and displays the differences between iOS 6 and 7 for different actions.

Not that this is a substitute for good, solid interaction design research. “Before comparing any user flow,” the site’s founders note, “start by trying them out! Once you have been through them on the actual apps, use UX Archive to compare them!” Good advice indeed.

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From Shenzhen to San Francisco: HAXLR8R’s Third Demo Day

haxlr8r3.JPGCalvin Chu pitches Palette at the HAXLR8R Demo Day in San Francisco. All event images by the author for Core77.

If you were to take apart the hardware on your computer, you’d see a microcosm of the world. A simple look at a laptop computer on SourceMap, the popular software for sourcing the materials and components of just about any object and where those pieces come form, reveals an incredibly complex trade route: Unlike software, which can be hacked together regardless of location, hardware requires a lot of moving parts, from raw materials to manufacturing to assembly. It’s a process that criss-crosses the globe until the final product arrives in our hands, ready to use.

Shenzhen is a key focus of HAXLR8R, which bills itself as “a new kind of accelerator program.” Accepting applications twice a year from hardware startups around the world, it provides seed funding of $25,000 (with opportunities to increase that amount through additional funding paths), office space and regular mentorship on a variety of topics, from building products to pitching them. Most importantly, it offers an opportunity to live and work in Shenzhen, interacting directly with manufacturers who have the ability to take the product to scale.

JDFI also applies to us,” notes the accelerator program’s website, as they list out the services and equipment they provide, including a laser cutter, 3D printer, CNC machine and in-house services like product design and small batch assembly and testing, not to mention the basic tools of business. HAXLR8R is very much a project about doing and making at the highest levels.  And as I explored in my recent column, this intermixing of disciplines and processes undoubtedly makes for better designs.

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Evernote’s Digital/Analog Bridge and the Death of Skeuomorphism

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Image via evernote.com.

At first glance, it seems natural: when designing notepad software, why not design it to look like a notepad? A voice recorder app should look like a microphone, right? Skeuomorphism—which we’ve, er, skewered before—has influenced so much of software design. And yet I think many of us will attest that it’s good to see that the trend, like iOS 7’s “flat” icons (though I’m not a total fan), is to keep the digital digital.

But to be generous, I do think the popularity of skeuomorphism reflects less an unwillingness to accept digital experiences as digital experiences, but more a desire to retain some of the joys of physical objects. There is something nice about scribbling into a paper notebook and to see human handwriting, but there’s also something nice about searchable archives and having all our notes tucked away in our pockets and available at a moment’s notice.

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An Open Courseware Series of Textbooks for Design

idfscreenshot.pngA screenshot of the Interaction Design Foundation site

A solid design education is an excellent investment, but as more and more educational institutions move toward offering open courses online, free classes in design remain limited. A quick search on Coursera for graphic design yields zero results, as do results for industrial design, product design and a search for “color theory” yields a class on programming from the University of Colorado (though they do offer this class on film that relates to color and sound). Of the 68 offerings on the popular edX.org, only a few classes relate to design, and they’re focused on architecture. A quick Google search led me to this MOOC from the University of Cincinnati, and MOOC List has a good number of entries, but those remain paltry compared to, say, computer science.

Which is why I was thrilled to learn about a new series of free design books available online from the Denmark-based Interaction Design Foundation. Starting with their popular Encylopedia of Human-Computer Interaction and two other books—Social Design of Technical Systems and Gamification at Work—they plan to release dozens of textbooks on topics like persuasive technology, human-centered design and design anthropology.

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solidThinking Evolve 9.5: A Swiss Army Knife of 3D Modeling Software

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The 3D software market has never been in as much turmoil as it is right now. But this isn’t meant to sound like a bad thing—quite the contrary. There was a time when CAD Jockeys stayed only in the program they knew and would snub their noses at anyone else that used another software that wasn’t the one they loved. Oh, how times have changed—the past ten years have seen a variety of new developments in speed, functionally and accessibility.

Fast forward to today’s market and any designer worth their salt will tell you that they use at least two to four different software packages in the design/engineering process. Any seasoned vet will acknowledge that no one program offers everything that a design/engineer might need on any given day. Data Interoperability has become the new phase for today and is meant in ways that refer much more to maintaining geometry without losing its “topology.” (More on that later)

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Among the many options in today’s 3D software market is a relatively new/old-comer to the scene called solidThinking. I’d best describe this 3D design creative engineering package as jack-of-all-trades for the breadth of its offerings compared to some of its other mid-range competition. If you haven’t had the opportunity to take it out for a test drive, here’s a quick run down of some of its offerings:

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Fab’s Fate in China

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Guest article by Stephany Zoo

E-commerce site Fab.com is making waves in China after Shenzhen-based web giant Tencent recently decided to invest $150 million at a $1 billion valuation. Fab stands apart from other Western e-tail giants like Amazon and eBay, promising the online consumer a sensible selection of tasteful—yet edgy—products for everyday use. It’s a major success in the US, with impressive numbers behind their growth since they (re)launched just two years ago. Given the recent attractiveness of online retail in China, Fab hopes to expand into the Chinese market with Tencent’s support.

However, Tencent’s investment is not necessarily a stamp of success either—as previously shown by Groupon’s failed entry into the Chinese market. How will Fab fare among the existing lean, mean, e-commerce machines of China, led by the most cutthroat of home-grown entrepreneurs?

Taobao reigns supreme

While Fab has seen success in the US, they have pivoted far from its previous incarnation as a gay social network, and even further from the niche ecommerce startup they were originally. By now, they’ve staked a claim to be a curated version of Amazon—much more mass market, with pricepoints accessible to anyone. However, this already exists in China: based on the company’s price range and item selection, the majority of similar products are already available as comparable quality copycat items on Taobao, with entire stores dedicated to emulating Fab. No one can compete with Taobao prices. Fab sells everyday design at what is considered “affordable” prices for US consumers but bear what Chinese consumers would consider to be a substantial premium markup. Fab’s brands will run into the counterfeiting problem already all too familiar for luxury brands but will suffer at an even greater expense. Unlike luxury brands, they don’t benefit from the distinguished status or quality assurance that comes with the big couture names that brand-conscious Chinese consumer are looking for.

Does Fab care about Chinese emerging brands, or just sales in China?

About half a year ago, Fab.com launched a similar marketing campaign in India, partnering with the country’s largest media firm, Times Internet. With huge populations and developing e-commerce markets as common denominators, both India and China make obvious targets for the company’s strategic expansion. However, this calls to question Fab’s interest in Chinese design in particular. Can Fab.com really, truly serve the Chinese designer? Is the company dedicated to creating and honoring the voice of Chinese innovators or promoting Chinese creativity? Or is Fab just a corporate machine focused solely on amassing the world’s most lucrative consumer base?

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Think Diffrient: Human-Factors Pioneer Niels Diffrient Passes Away at 84

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Text by Brian Lutz

Niels Diffrient, the artist, architect, author, and industrial designer whose seminal research on ergonomics established standards for the furniture industry, died at his home in Ridgefield, Connecticut, on June 9, 2013. Diffrient was 84.

Diffrient’s death was announced by wife, Helena Hernmarck, the internationally acclaimed textile artist.

Niels Diffrient was born on the sixth of September, 1928, on a farm near the small town of Star, Mississippi. He was a gifted, curious child, full of wonder for the things around him, and he loved to draw. Not only was Diffrient able to take the measure of his world from an early age, but he was also capable of rendering his impressions with uncommon ability.

The national economy faltered and failed during the first six years of Diffrient’s life, and the Great Depression took an enormous toll on the lives of Mississippi farmers. In 1934, Niels’ father Robert Diffrient hitchhiked to Detroit to look for work while his family remained behind. Factories such as those of the Detroit auto industry were looking for workers, and after a short time found work and sent for his wife and son. Naturally, Niels’s imagination took root in the new setting—lessons from the farm gave way to the experiences of northern urban schools, and his artistic interests flourished.

Diffrient also had the good fortune to attend Cass Technical High School, where his interest in drawing airplanes led him to the curriculum for aeronautical engineering. As he related in his recent autobiography, Confessions of a Generalist, he struggled with the scientific subjects at Cass until a fellow student saw his drawings and recommended that he transfer to the art department, where his talent found recognition. Upon graduation, Diffrient continued his studies at Cranbrook Academy of Art, where he was employed by the headmaster’s son, Eero Saarinen, to assist in the development of two chairs Saarinen designed for production by Knoll Associates, the Model 71 and Model 72. Diffrients’ first exposure to the workings of a manufacturer bringing a design to production occurred in meetings between Saarinen and Florence and Hans Knoll. He recalled: “There was little talk of things like market share. It was the days when there was mostly a lot of interest in proving modernist principles.”

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