Friday, April 25, 2014

How to make a working cell phone out of cardboard

How to make a working cell phone out of cardboard


For related resources, Design for Disassembly, Eco-Design, Environment and AD Technology guidelines related to this can be downloaded for free at:










MIT's David Mellis wants to help people unlock the mysteries of a cell phone.

No one would confuse Mellis’s handiwork for Samsung’s or Apple’s. The dozen or so versions he’s built are not Internet-connected smartphones. Rather, they are feature phones, with simple black and white old-Nokia-style LCD screens or a red-on-black matrix LED.
Ad placeholder

But thanks to Mellis’s open-source designs, they’re "dumbphones" you can build yourself, from scratch, with about $200 of parts.

Mellis offers a method for making the enclosure that holds the electronics out of laser-cut plywood, though others have created their own from cardboard and 3-D printed plastic.
Ad placeholder

MIT's David Mellis wants to help people unlock the mysteries of a cell phone.







How To Make A Working Cell Phone Out Of Cardboard


With $200 in parts and some soldering skill, anyone can build what may be the world's first DIY cell phone.
There’s no device more simultaneously intimate and mysterious than the cell phone. It’s in your front pocket, carrying private texts and emails--and yet it’s also a voluntary tracking device and a technological black box. “There’s little DIY culture around them, at least in the west,” notes David Mellis, MIT professor and co-creator of Arduino, a popular DIY hardware platform.
But Mellis wants to change that.
“Making a cellp hone seemed exciting but also challenging--which I thought would reveal more about the possibilities and limits of DIY practice,” he says. Which is how he came to develop what may be the world’s first DIY cell phone.




No one would confuse Mellis’s handiwork for Samsung’s or Apple’s. The dozen or so versions he’s built are not Internet-connected smartphones. Rather, they are feature phones, with simple black and white old-Nokia-style LCD screens or a red-on-black matrix LED. But thanks to Mellis’s open-source designs, they’re "dumbphones" you can build yourself, from scratch, with about $200 in parts. Mellis offers a method for making the enclosure that holds the electronics out of laser-cut plywood, though others have created their own from cardboard and 3-D-printed plastic.
The process is not exactly papier mâché. You have to solder 60 components, many of them tiny, some of them hazardous. ("Be careful of the polarity on the large (1000 uF) capacitors," his directions note. "They may explode if you solder them backwards.") But Mellis says a half dozen or so have emailed him the results of their labor, in addition to those who’ve built them at workshops at MIT and in Sweden.




“Some are interested in learning more about how devices work; others just need a new phone,” says Mellis. “Some wanted to explore different design possibilities; others were more interested in DIY as an alternative to buying devices from big companies. Some people have just been looking for a fun, geeky way to spend a weekend.”
Mellis himself has been using a DIY phone as his primary phone for over a year. “The current one has been going strong for about five months so far,” he says.

Original post:





Thursday, April 24, 2014

Classic Series: Barcelona industrial design pioneer on classic craft and minimalism

Classic Series:  Barcelona industrial design pioneer on classic craft and minimalism


Originally posted:
http://faircompanies.com/videos/view/barcelonasign-pioneer-on-classic-craft-and-minimalism/


Barcelona design pioneer on classic craft and minimalism ...

faircompanies.com › videos

He began to create the interior designs- furniture and lamps- that his architect brother couldn't find on the market. Working by hand, Milà created his prototypes ...

  • Barcelona industrial design pioneer on classic craft and ...

    www.youtube.com/watch?v=iUQ_tpKM4Es

    Jun 13, 2012 - Uploaded by Kirsten Dirksen
    His family left their mark on the Barcelona skyline (his uncle ...Barcelona industrial design pioneer on classic ...
  • Barcelona industrial design pioneer on classic craft and ...

    www.youtube.com/watch?v=-1ecZr0SfT0

    Jun 13, 2012 - Uploaded by faircompanies
    Barcelona industrial design pioneer on classic craft and minimalism ... the Barcelona skyline (his uncle ...


  • Barcelona industrial design pioneer on classic craft and minimalism
    https://www.youtube.com/watch?v=iUQ_tpKM4Es


    Published on 12 Jun 2012
    His family left their mark on the Barcelona skyline (his uncle commissioned Antoni Gaudí to design the Casa Milà, AKA La Pedrera, now a UNESCO World Heritage site and one of the city's biggest tourist attractions), but Miguel Milà chose to leave his imprint on a more modern field of design, dropping out of architecture school in the 1950s to pioneer the field of Spanish industrial design.

    Post-war Spain of the fifties was a place of scarcity and for Milà this became an opportunity. He began to create the interior designs- furniture and lamps- that his architect brother couldn't find on the market. Working by hand, Milà created his prototypes himself in his home workshop. "I love to do handwork and DIY and this has helped me, always".

    Gradually, he made a name for himself and his products have become classics; his TMC and TMM lamps are still on the market after more than half a century, but he hasn't stopped tinkering and making things by hand, when possible. For Milà, craftwork is about making useful objects and he's spent his career perfecting lamps, chairs, benches and faucets (he recently released an eco-faucet designed to make it intuitively easy to conserve hot water).

    With his son, industrial designer Gonzalo, Miguel has created such practical designs as modular exterior lighting and a garbage can- plus accompanying ashtray- for Barcelona's streets. Their collaborative process, like their solo endeavors, is one developing an idea by removing the superfluous. The results are minimalist designs, but Milà shies away from the term. "Minimalism as a style seems silly to me because, the less it has the better? And if it falls then what?" A rationalist minimalist perhaps, now at age 81, Milà is officially retired, but hasn't stopped crafting.





    For related resources, Design for Disassembly, Eco-Design, Environment and AD Technology guidelines related to this can be downloaded for free at:
    http://www.activedisassembly.com/strategy/

    Wednesday, April 16, 2014

    Women in Industrial Design

    Women in Industrial Design
    and not just about crafts either!

    For related resources, Design for Disassembly, Eco-Design, Environment and AD Technology guidelines related to this can be downloaded for free at:
    http://www.activedisassembly.com/strategy/


    Originally posted at:
    http://www.designnews.com/author.asp?section_id=1365&doc_id=272651&dfpPParams=ind_184,industry_consumer,industry_machinery,aid_272651&dfpLayout=blog

    Jenny Corteza, Contributing Writer

    April 8, 2014  


    The first Women in Industrial Design show is coming to San Francisco Design Week this June. The show is the first exhibit organized by the Women in Design section of the Industrial Designers Society of America, and the first exhibit to feature female industrial designers.

    The group is currently accepting entries for the show, which is the first to bring attention to women in industrial design. Women have been heavily contributing to design since the Damsels of Designs helped Harley Earl with interior trim, colors, and features for post-WWII automobile designs.

    This is the first year women will be recognized for their work in industrial design. Many believe women have not been heavily recognized in industrial design. In 2012, women represented 100 of the 550 registered attendees of the IDSA conference. It's estimated that females make up 10% to 15% of the industrial design workers. Three of IDSA's former presidents have been women. "We've done quite a bit of outreach to make it's not just a bunch of 45-year-old white guys,' " said Michelle Berryman, a past president of IDSA.

    Notable women industrial designers include Betony Vernon, Belle Kogan, Greta Von Nessan, and Isabelle Olsson, the lead designer of Google Glass.

    Many believe that women often gravitate toward the craft or DIY industries after studying industrial design. The DIY and craft industries don't focus on product-oriented or manufactured designs.

    If you are a female industrial designer, the IDSA-sponsored show is offering a free call for entry. They're looking for female industrial design designers, enthusiasts, students, and professionals. Fifteen designers will be chosen to present their conceptual or production works for the final event. The work can include conceptual or full production or any work in-between. The program hopes to showcase a wide variety of industrial design work by women, throughout the stages of their careers. To apply, visit ISDA.org and fill out the entry form.

    The Up+Coming group includes currently enrolled students and professionals who have less than five years of experience. The Professional group is for those who have been in the field for more than five years.

    Guests attending the first show will include female engineer Irene Radcliffe and industrial designer Jennifer Linnane. They will share their thoughts on current industrial design.

    Even if you don't attend the event, being a female in the world of design is very exciting -- but you need to be careful about how you design for different things. For instance, if you're designing something for a creative iPhone app development company, you're going to want to incorporate their ideals into the design of the physical piece.

    Sunday, April 6, 2014

    Sheridan update transition to degree programs continued

    This post is an update from:
    http://craftindustrialdesign.blogspot.ca/2014/03/sheridan-update-transition-to-degree.html

    Here, is the highlighting of two (2) new Design related degree programs at Sheridan in Oakville, ON. In addition, there are three (3) professorships currently posted. Two (2) are full-time and one (1) is part-time.



    1. Bachelor of Craft and Design
    http://www.sheridancollege.ca/academics/programs-and-courses/bachelor-of-craft-and-design.aspx

    Career position: 
    Professor, Industrial Design Studio
    https://careers-sheridancollege.icims.com/jobs/3630/professor%2c-industrial-design-studio/job?mobile=false&width=807&height=500&bga=true&needsRedirect=false
    Career position: 
    https://careers-sheridancollege.icims.com/jobs/3661/professor%2c-craft-and-design-%28part-time%29/job?mobile=false&width=806&height=500&bga=true&needsRedirect=false

    2. Bachelor of Design (Honours)
    http://www.sheridancollege.ca/academics/programs-and-courses/bachelor-of-design.aspx
    Career position: 
    https://careers-sheridancollege.icims.com/jobs/3626/professor,-bachelor-of-design/job

    The author proposes the following guidelines Design for Disassembly and other guidelines related to this can be downloaded for free at:
    http://www.activedisassembly.com/strategy


    Friday, April 4, 2014

    Don Norman: State of Design: How Design Education Must Change


    Don Norman



    Author Design of Everyday Things. Nielsen Norman group

    For related resources, Design for Disassembly, Eco-Design, Environment and AD Technology guidelines related to this can be downloaded for free at:
    http://www.activedisassembly.com/strategy/

    This article was originally published on the 25th of March, 2014.

    http://www.linkedin.com/today/post/article/20140325102438-12181762-state-of-design-how-design-education-must-change?trk=prof-post

    Don Norman is a famous design thinker. He published a pivotal book in the area of Industrial Design, Design of Everyday Things. He is an accomplished thinker in the area:
    http://en.wikipedia.org/wiki/Don_Norman



    By Don Norman and Scott Klemmer
    Design is the practice of intentional creation to enhance the world. It is a field of doing and making, creating great products and services that fit human needs, that delight and inform. Design is exciting because it calls upon the arts and humanities, the social, physical, and biological sciences, engineering and business.
    Design thinking comprises strategies for finding and solving problems by bringing an understanding of people and society to technology design, focusing upon finding the correct problem before rushing to a solution. We believe that design thinking skills will be a key success factor for a new generation of creative leaders in technology, business, and education.
    But design faces an uncertain future. The traditional design fields create artifacts. But new societal challenges, cultural values, and technological opportunities require new skills. Design today is more human-centered and more social, more rooted in technology and science than ever before. Moreover, there is need for services and processes that do not require the great craft skills that are the primary outcome of a design education.
    Although design can sometimes bring creative insight to new problems, this ability is more of an art than a science, limited to a few especially talented individuals and design firms. In order to expand beyond chance successes, design needs better tools and methods, more theory, more analytical techniques, and more understanding of how art and science, technology and people, theory and practice can commingle effectively and productively.
    Design has the capability to lead because it cuts across all disciplines. Design istransformative because of four major characteristics:
    • Design Thinking: ensuring that the correct problem is being solved.
    • Systems Thinking: cutting across and encompassing all disciplines.
    • Integrative: blending of practice and theory.
    • Human-centered: assuring that people and technology work harmoniously as collaborative players.

    The Uncertain Path

    Design is still mainly taught as a craft. There are remarkably few fundamental principles, almost no science. If design is to live up to its promise it must create new, enduring curricula for design education that merge science and technology, art and business, and indeed, all the knowledge of the university. Design is an all-encompassing field that integrates together business and engineering, the social sciences and the arts. We see a tremendous opportunity for students that learn design in this integrated way.
    A number of schools have developed integrated programs, combining design programs with engineering or business. Many more schools have developed individual courses where students from mixed disciplines do projects. These courses and programs are all wonderfully exciting, often producing useful, practical results (sometimes leading directly to commercialization). At first glance these look excellent: just what we wanted. But these efforts, though commendable, are disconnected, individual courses within a few scattered programs. Most are aimed at the practice, not the theory. Designs are intended to be used by people, yet the social and behavioral sciences play almost no role in design curricula.
    Today, the glue connecting disciplines in design courses and programs is almost entirely practitioner wisdom. While many universities are newly keen on design, the opportunity for real and durable innovation is limited unless we can create a practical theory of design. To some reading this, it may seem obvious. We agree. And yet such work remains rare.

    How Design Education Must Change

    Interestingly enough, most theory in design today comes from other disciplines. Principles of product design come from Mechanical Engineering. The theoretical foundations for what is today called Interaction Design, User Experience, and Human-Computer Interaction come primarily from the social and behavioral sciences (e.g., psychology, cognitive science, anthropology, and sociology) and computer science and the primary outlet for this work is an annual conference sponsored by the ACM, the society for Computer Science. These fields provide solid, useful theories and principles, but with little understanding of the aesthetics and traditions that characterize great design. They are mostly analytic principles whereas design is a synthetic field, a field of construction of building and doing. We need theories and approaches that combine the analytic with the synthetic, the knowledge of science and engineering with the practice of design. Alas, traditionally trained designers play a surprisingly small role in creating, challenging, and advancing practical theory.
    There is now great need to add more emphasis on the findings from the social sciences and engineering into the theory and practice of design. Design’s purview has widened from its historical focus on artifacts to its new, expanded role in developing services and experiences, and improving sustainability, health, and education. In earlier years, designers were trained in form, function, materials, and aesthetics. Today, culture and emotion are central, plus knowledge of societal issues, techniques for subtle persuasion, and the intricacies of complex, interdependent systems. Design education must change.
    But where will the relevant theory come from? The design profession has relied upon others to provide a scientific backbone to the discipline. Craft skills and carefully honed intuition may have sufficed in the past, when designers primarily contributed form to industrial products, but it no longer suffices with today’s complex systems of people, machines, and services. A more systematic approach is required. If designers do not provide the appropriate theory, others will do it for them, and it is not apt to be to their liking.
    Design is a field of doers and makers. In the practical world, successful products and services require generalists who can cut horizontally across many of the deep, vertical specialties. Generalists cannot succeed without close collaboration with specialists, while the knowledge of a specialty is too limited to create an effective service or product for people without the aid of design generalists.
    In the university, specialists rule. As a result designers are misfits: generalists in a world of specialists. Many of the best design faculty do not fit comfortably into existing traditional departments. Specialists thrive in universities: generalists wither and die, for the promotion policies rely heavily on reviews from world authorities, which invariably means specialists. But it would not be difficult for universities to change their evaluation process to to encourage both specialists and generalists, in part by valuing broad synthesis, integration, and real-world impact when appropriate. This shift can enable world-class programs that celebrate both craft and theory, and trains students to augment depth with breadth to tackle the multifarious challenges we face.
    For design to succeed, grow, achieve its potential, and train future leaders, we envision a new curriculum. In our vision, these new programs combine learning the art and craft of beautiful, pleasurable well-crafted design with substantive courses in the social and biological sciences, in technology, mathematics and statistics, and in the understanding of experimental methods and rigorous reasoning. Programming and mechatronics are essential skills in today’s product world. Not only will this training make for better practitioners, but it will also equip future generations of designers to be better at developing the hard, rigorous theory design requires.
    Design is an exciting powerful field, filled with promise. To meet the challenges of the 21st century, design and design education must change. So too must universities.
    ============================================================
    Don Norman wears many hats, including cofounder of the Nielsen Norman group , professor (Harvard, UC, San Diego, Northwestern, KAIST, Tongji), business exec (former VP at Apple, executive at HP, and now co-founder of a startup), on company boards and company advisor, and author of best-selling books on design: Emotional Design, Living with Complexity, andDesign of Everyday Things. Learn more at jnd.org.
    Scott Klemmer is an Associate Professor of Cognitive Science and Computer
    Science & Engineering at UC San Diego, and a Visiting Associate Professor of Computer Science at Stanford University. Before joining UCSD, he was an Associate Professor of Computer Science at Stanford University, where he co-directed the Human-Computer Interaction Group and held the Bredt Faculty Scholar development chair. He has a dual BA in Art-Semiotics and Computer Science from Brown University, Graphic Design work at RISD, and an MS and PhD in Computer Science from UC Berkeley. Learn more at d.ucsd.edu/srk/
    Photo: Students at work in the Ford Design Center at Northwestern University. Courtesy of Don Norman.