Transcend Goggles

Climb every mountain and ski any path with the world’s first GPS-enabled goggles
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For backcountry trailblazers, Recon Instruments‘ new Transcend goggles introduce advanced technology for carving your own path while providing essential protection from sun and snow. The GPS-enabled goggles “require minimal interaction” yet boast an impressive amount of features, including a full-color micro LCD display, Google Maps overlay, real-time statistics (speed, altitude, vertical, run-counter, temperature and more), and keep a log of averages, maximums and minimums for each run over the entire day.

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Vancouver-based Recon fitted the goggles with lenses from Boulder, CO-based Zeal Optics, who created two versions—polarized ($400) or for an even greater sun shield, polarized and photochromic ($500). Both styles are PC and Mac adaptable and through a micro USB port you can easily upload your stats at the end of the day.

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The goggles weigh just around nine ounces, last six to eight hours through a rechargeable lithium-ion battery and sell online from both Recon Instruments and Zeal Optics.


Using Kinect, MIT Media Lab pulls off gesture-based web browsing, with more on the horizon

Whoa-ho! Depth JS, an open-source project run by a quartet of MIT Media Lab guys, has successfully connected Microsoft’s Kinect motion-sensing technology with Javascript. What does this mean to you and I? It means actual gesture-based web browsing (and eventually, more):

DepthJS from Fluid Interfaces on Vimeo.

Nuts, no?

As the aforementioned quartet (Aaron Zinman, Doug Fritz, Greg Elliott, and Roy Shilkrot) explain, this is just an early first step and there’s plenty more to come:

Navigating the web is only one application of the framework we built – that is, we envision all sorts of applications that run in the browser, from games to specific utilities for specific sites. The great part is that now web developers who specialize in Javascript can work with the Kinect without having to learn any special languages or code. We believe this will allow a new set of interactions beyond what we first developed.

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Microsoft Surface 2.0

Voici la nouvelle génération de la table Microsoft Surface dotée d’un écran de 40 pouces full HD avec une résolution de 1920×1080. Elle permettra une utilisation verticale et horizontale, ainsi qu’une technologie PixelSense avec reconnaissance tactile des objets. Disponible courant 2011.



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Prix annoncé de la Microsoft Surface 2ème génération : 7600$.

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An Interview with J Mays

Ford’s new all-electric Focus and their Chief Creative Officer on thinking globally and making drivers happy

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Ford’s revival continues with today’s launch of the electric-only Focus at CES—heralding both the latest in Ford’s technical innovations and bucking traditional auto show debuts. We got a sneak peak last night of the new model (arriving in showrooms fall 2011) and learned about the advancements in charging that come with it. The new vehicle charges in just over three hours, about twice as fast as the Nissan Leaf, and a smart charging feature allows users to leverage fluctuations in electricity pricing by programming when they want to charge. With the new Focus, an updated version of MyFord Touch
includes electric-only features, and a companion mobile app will help monitor the car’s status and performance.

These progressive tech developments—reflections of the brand’s understanding that people and their technology evolve much more quickly than traditional auto design cycles do—are part of a series of continued enhancements by Ford allowing drivers to control the car and their mobile apps through MyFord Touch
and Ford Sync AppLink. (These features are currently available on the 2011 Focus and coming next on the 2012 Mustang, which will also offer voice-activated navigation.)

To learn more about the role of design within Ford’s corporate and product evolution we sat down with J Mays, Group Vice President of Global Design and Chief Creative Officer, during the Paris auto show. He shared his thoughts on how the brand is moving forward.

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Tell us about designing for a global market.

For years, Americans just didn’t buy five-door cars, because they only liked four-doors. And Europeans only like five-doors.

As we started to launch the Fiesta (and we’re getting the same feedback on the Focus), it turns out that new four-door, designed primarily for Asia Pacific and the United States, is getting a lot of attention in Europe. Just the opposite is happening in the U.S. We designed a four-door for the American and age-specific market, and suddenly everybody is going, “Yeah, but actually the five-door is really cool and I’d like that.” That’s a real cultural shift that has to do with a different generation, one that’s getting their information off the Internet. Everybody just wants the best design.

We’ve gone from being seven brands with 360,000 people in the company to two brands essentially—really one brand with a small domestic brand, Lincoln—with about 170,000 people. We’re not developing three Focuses anymore, we’re developing one.

How does this impact your customers?

You can imagine the amount of money that we save there, It allows you to put more into the car that allows the customer to have surprise and delight.

How has this shift affected your job?

I used to describe my job as an inch deep and a mile wide because I’d just go around and sort of sprinkle fairy dust on stuff and never have time to really delve into it. Now that everybody is focusing on Ford globally, it allows me to be an inch wide and a mile deep.

What does this mean for Ford’s many regional design centers?

We’re not Ford of Europe design anymore. We’re not Ford U.S. design. We’re just Ford global design because—this sounds a bit stupid—but we’re a small enough company that we can get away with that now.

How has technology facilitated that global design process?

Read more of the interview after the jump.

It’s just one more tool. Most of us in leadership positions in design at Ford have come out of university at a time when there wasn’t any such thing as PowerWalls or even two dimensional or three dimensional design. We’ve easily made the transition, but probably what it does more than anything is allow us to speed up the development process.

What is the number one problem you look to solve designing for the global market?

Making people happy. What we’re constantly looking for is that thing that will make people say “I want a Ford because I hear they’re fun to drive.” There’s the mechanical side of it; they have to be better handling cars with great quality, fast engines, great fuel economy and super aerodynamics. But that’s just kind of what you have to do to be able to be a producer of automobiles. To sell something and make a brand that’s got long-term sustainability, you’ve got to have something that brings people back time and time again.

Has what and how you hear from consumers helped the design process?

Our understanding of the kind of questions we should be asking the consumer has changed, because a contingency within Ford five or six years ago said the customer is the most important thing. And I would go, “Yeah, the right customer is.” So we’re customer-informed, but we’re not customer-driven. We have to know who our customer is, but we’re brand driven. We know our cars are fun to drive, they’re going to look fun to drive, feel fun to drive, smell fun to drive, and the customer that we need and the customer we want to sell to wants to be looking for a car that fulfills that criteria as well.

(Let me) use the Fiesta as an example. We’ve now sold over a million of them, and if you look at it compared to the last generation Fiesta, that’s about a 50% improvement. We were going to sell it to this fictitious 23-year-old Italian woman named Antonella. We laid out the entire sort of cultural map of who Antonella was. We knew she lived with her parents, we knew she liked style, we knew all the things that were important to her. That’s the customer-informed side of it and you overlay that with the fun to drive part. Fun to drive doesn’t mean in the BMW, “ultimate driving machine” way; it means what are the elements that for Antonella makes this car fun to drive.

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What role does design play within the company?

Right at the top. If you look at the programs that we released—from Fiesta to Focus to what will be the new Mondeo, in fact the current Mondeo—if you judge those against the competition, we’ve got design leadership in every one of them.

Has the role of design kind of shifted at all?

I think where we are—and I credit Jim Farley—we have great brand focus so we know who we are as a brand now. I’ve been with the company now 12 years and I’d say for six of those twelve years we weren’t quite sure. We were some things in the U.S., we were a slightly different thing in Europe.

Engineering is there not for us to make it less ugly. Engineering is there to help us design and deliver the brand message. We use design as a communication tool to convey a message to the customer, whatever that message may be. So engineering helps us as a means to an end to deliver that. But design we consistently say is going to always have a leadership position.

I haven’t driven a lot of Fords in the last several years, I was surprised how much I enjoyed driving them.

It’s shocking to most people, I think. I arrived at Ford in ’97 and said at the time, based on my Audi experience, I said this is going to definitely take us 10 to 12 years before we can turn this brand around. And it’s turned around for completely different reasons than I thought it would. Had we not had the financial crisis of 2008, the Toyota meltdown and all these other problems, it would not have had Americans in particular scratching their head and going “Gee, maybe I should have another look at Ford.” Everybody was really happy that we didn’t take a loan from the U.S. government, and it was any number of things that got us on their list to possibly look at. But once they got into the car they were like “Wow, these are really good cars!” So that was the big surprise. What we’ve done now at Ford, through a combination of product and sort of big cultural change, is that we’ve gotten on the shopping list. And now we’ve got to just start ratcheting it up, but we feel pretty confident about that.


Functional Aesthetics

LED eyelashes, wearable displays and biofeedback accessories in Dr. Sabine Seymour’s latest book
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Featuring a woven fabric cover embossed with a scannable QR code, Sabine Seymour‘s new book “Functional Aesthetics: Visions In Fashionable Technology” immediately offers a simple proof that textile can be interface. In Seymour’s second book on the subject, the professor and innovator defines fashionable wearables as “designed garments, accessories or jewelry that combine aesthetics and style with functional technology.”

Seymour takes a more analog approach to the discussion on fashionable technology with eight chapters that break down the various forms of functional aesthetics and major examples of each, spanning Soomi Park‘s LED Eyelashes (filed under The “Garment as Amplifier of Fantasy”) to CuteCircuit‘s Galaxy Dress (“The Epidermis as Metaphor”). The chapter “Woven Interface” shows how innovations in textiles and the weaving process enable new practices or an extra layer of personalization, while “Scientific Couture” demonstrates how biological advances can lead to a more sustainable world.

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From current fashions to exploratory prototypes, “Functional Aesthetics” covers every aspect of the subject in an easily digestible format. Additionally, Seymour offers the section “Kits & DIY” for those looking to experiment as well as “Inspirations”—a list of websites, blogs, books and creatives that best tackle the fashionable technology topic.

“Functional Aesthetics: Visions In Fashionable Technology” sells online from Amazon.


DJ Light Installation

Conçu par le designer interactif anglais Dominic Harris du studio Cinimod, voici le projet “DJ Light”. Une installation en extérieur qui permet au public de participer grâce aux mouvements : ils servent alors d’orchestre à la lumière et au son de l’espace, et des 85 ballons gonflables.



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"Thimble": Another smartphone enabled concept for the visually impaired

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You might recall the very impressive “Blinput” concept by Scotland-based design student Erik Hals from earlier this month. Well now it seems that the visually impaired could be spoiled for choice with student design projects, as University of Washington design students Erik Hedberg and Zack Bennet offer up another, potential revolutionary, smartphone application for the blind.

Where “Blinput” sought to utilise the technology already widely available in smartphones, “Thimble” combines the powers of the phone with an intriguing finger glove that offers “an entirely new literary experience” to the user. The fingertip camera would be used to scan printed text and signage and translate it into impulses of Braille within the glove. The location and real-time capabilities of the smartphone could also provide the user with relevant ambient and real-time updates at the touch of a button.

Has anyone else got any more ideas whilst we’re at it?!

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(via The Design Blog)

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Peekaboo Forest

Charley Harper’s imaginative illustrations come to life in an app designed for kids

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A new app for kids, Peekaboo Forest, brings the storybook quality of illustrator Charley Harper to the small screen. Constructed around the passing of seasons, the narrative features animals emerging from the bush and hiding in the dark of night, delighting toddlers with its roster of real animal sounds and interactive technology. Children can control the animal motion—a weasel’s tail wag, or a bee buzzing among blooming wildflowers—with a light tap.

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The story moves at the patient pace of a small child with silent interludes between the action of moving animals. Words, imagery and sound interconnect through repetition, adding an educational component to the purely entertaining aspects of the forest. You can switch the audio track between a sweet childlike voice to the more articulate tone of an adult in both English and Spanish with more languages coming in February 2011.

The Peekaboo Forest recreates the imaginative imagery of Harper who was raised on a farm in West Virginia before studying at the Art Academy of Cincinnati, where he used minimal realism in paintings and illustrations depicting animals in their natural habitats.

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Created by Night & Day Studios, the app—available for the iPhone and the Android—continues their series, which began with Peekaboo Barn and was followed by Peekaboo Wild. A fourth application called Peekaboo Fridge, currently in production, will feature the artwork of Richard Scarry, and another called “Tree of Life” and also featuring Charley Harper’s imagery is also in the works. Peekaboo Forest sells for $2 from iTunes.


Short Film: "Modern Times" by BC2010

“Made with no money, just a little time and a lot of passion”, a london-based art director going by the name of “BC2010” has totted up over 125,000 hits on a short film uploaded to Vimeo less than a fortnight ago.

The sci-fi short, entitled “Modern Times”, gives us a mouthwatering, if slightly optimistic, glimpse into a future world of space-crafts, intelligent interfaces and transformer-esque workstations that magically materialise from the floor. The story, rather endearingly, centres around a humble cinema projectionist as he boots up a less-than-humble mega-projector; blasting its image on what appears to be the surface of the moon, for the pleasure of the orbiting viewers.

The viral spread of this futurist clip is more than a little reminiscent of last December’s YouTube hit turned (expected) Hollywood blockbuster “Panic Attack”, and is yet further proof of the impact a few enthusiastic amateurs can have broadcasting their goods on the net. Make sure to check out the “Behind the Scenes” clip to see how Director of Photography, Richard Mountney and the team created their vision for the future.

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Collaborative Consumption – Questions from the Author for the Core Community

This video aired a while back but we thought it was so great that we decided to type up a transcript. It’s a TEDx talk given by Rachel Botsman, co-author of a new book entitled What’s Mine is Yours: The Rise of Collaborative Consumption. The book and talk are about the re-emergence of redistribution markets, collaborative lifestyles, and product-service systems that are enabled by web and mobile technology.

What does all of this have to do with design? Well, that’s what we’d like to ask you. If consumers are truly engaging more and more in sharing products and services, then how do we designers address that behavior with our work? As with any rising social change, we as designers have to ask – is this a threat or an opportunity? Have a look at the video and gives us your thoughts in the comments. How do you see Collaborative Consumption influencing the future of the way products and services are designed? How can design play a critical role in making the ideas of Collaborative Consumption appealing and scalable?

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