Tuesday, 2 February 2016

Design Meets Art: The Making of REUTPALA for the World Retail Congress

The intersection of design and art is a line often crossed and certainly danced upon. And here is how that dance unfolded with The Making of REUTPALA for the World Retail Congress

https://www.worldretailawards.com/reutpala-world-retail-awards-trophy

REUTPALA is the completely redesigned award for the World Retail Congress with it's origins in retail and the connection between the maker/giver and the receiver. REUTPALA is the juxtaposition of utpala - “longevity or renewal”, “to burst open”, “youth” and that of the future of retail. REUTPALA is a symbol and when examined closely inside, the victory of the spirit of giving and receiving an award, a reward with two hands is preserved. The typology of REUTPALA allows it to keep the brand identity of the World Retail Congress in a prominent position on a person’s desk yet obscurified by the object itself, a reminder of the worldly spirit of giving and receiving.

The design and engineering for REUTPALA took almost 300 days of R&D with more than 10 international partners and manufactures using advanced 3D Metal Printers in conjunction with 3 university laboratories in 3 countries and the team at iGNITIATE. The result is a spectacular example of advanced design, manufacturing and production techniques. The award is given to some of the world most prominent leaders in retail including a 2015 special lifetime achievement award given to Alberto Alessi for his incredible contribution to design and retail world wide.



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Friday, 29 January 2016

When Design & Innovation Isn't Enough Then What? Here's What.

When Chiara Alessi released DESIGN SENZA DESIGNER (Design without the Designer)  the gauntlet was thrown down because when design & innovation isn't enough then what? Art. That's What.


The notion of design not being enough is a common understanding in the Italian mentality. In the European Mentality. In any mentality that has embraced a Renaissance. Because a Renaissance isn't a time or a place it is a way of realising that "doing" or "creating" or "innovating" or "breaking through" sometimes is only the 1st baby step and can happen in a corporation, a university, a government or a person. What comes next is what's important:  creating Art that stands above the innovation. How? Described quite well in Wired's When Innovation Isn’t Enough and certainly in When Good Design Isn’t Enough the reality is that when design and innovation isn't enough, design becomes for the propose and well articulated by Designing Products for Evolving Permanence and Enduring Meaning and this is what makes the future now.



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Friday, 22 January 2016

Design Necessity - If you Don't Design It, What's the Value of It? Here's What.

What is the Value of Design? Constantly asked, a market necessity and ultimately the same reason to climb mountains. But if you don't design it, then why have value at all?

In the development of "the new" there is not only the value of the function as outlined in Beyond form and function: Why do consumers value product design? but more specifically in Identity References in Product Design: An Approach for Inter-relating Visual Product Experience and Brand Value Representation detailing further the reasons of perception over function. But is this enough? No.


Often the reality is like minded capabilities and the desire factor of why one thing over another. However this popularity contest is only a function of further philosophical needs to drive behaviour in one way or another and in that a fiefdom model of usage is created: Pepsi vs. Coke. This however is different from the usage model of electricity vs gas and as such a design value model can be codified, measured, bought and sold. What is the value of design? A necessity to climb certain mountains as defined by social and scientific progress. Not to mention of course, aesthetic investigations as tied to the above.



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Friday, 15 January 2016

McKinsey says Organize for Breakthroughs? Or Hearding Cats? Here's How

McKinsey, famous for defining darkness as a standard and then inventing lighbulbs, has outlined the model for breakthroughs. Hearding cats is also possible. But how do you encourage breakthroughs? Here's how.


In a recent McKinsey Insights, The discussion turns to "Organizing for Breakthroughs" and clear steps that can create successes in a field that is beset with a very long term window: 
- everyone is aware of the products and technologies from the secretary to the scientist
- global heads cause "preferences" but diagnostics reports to X and pharma to Y
- champions determine success: global development or the head of product strategy
- pursue, pursue, pursue. at your own risk
- keep it in the family becuase "giving...a few shares..delivers the worst of both worlds"
- innovation hubs don't help solve specific problems, go where the challenges are
- de"risk" to help late stage efforts make it rather than axing them
- "10 percent more innovation [is better] than 10 percent more efficiency"
- thinking in 30yr cycles means 10-15yr goal windows and 3-5yr focus areas

With these fully valid windows for long term and difficult problems to solve, the outcome is never gauranteed. With shorter windows, we see a better possibility in the hearding cats model of Organizational linkages for new product development: Implementation of innovation projects and specific mechanisms to build cross functional


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Friday, 8 January 2016

R&D&D How Great Ideas Become Game Changers

What is the capacity of innovators in 2016? What is the capability of R&D&Design influence in the future? How does this empower designers to create game changing environments? Here’s how.

In Understanding influences on engineering creativity and innovation: a biographical study of 12 outstanding engineering designers and innovators the basis of personality types, design mentalities, efficacy capabilities and more, management mentalities are explored and detailed to understand the value that design plays in the R&D mind. 


Via key factors such as environment, knowledge, attitude and insight, the associated values connected to moving from one illuminated state to another while in complete darkness are explored. What becomes apparent is how the systems to support such breakthroughs are not entirely complex, however it is the environmental queues that design innovators use via rapid series of iterations allowing interests by key users who work in tandem with R&D and Design to bring game changing possibilities to market.  



  

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#iGNITIATE #Design #DesignThinking #DesignInnovation #IndustrialDesign #iGNITEconvergence #iGNITEprogram #DesignLeadership #LawrenceLivermoreNationalLabs #NSF #USNavy #EcoleDesPonts  #Topiade #LouisVuitton #WorldRetailCongress #REUTPALA #WorldRetailCongress #OM #Fujitsu #Sharing #Swarovski #321-Contact #Bausch&Lomb #M.ONDE #SunStar

Tuesday, 29 December 2015

MIT & Design – The Next Zuckerberg Will be a Designer


More than expected design is playing a larger and larger role. Especially when the world is not content with only one Zuckerberg. But where will the next one emerge? From design.


Earlier in 2011 MIT became enamored with the capability of design and design thinking to further push the capability of “new”, R&D and the scientific method into the venture world. Giving quite a bit of detail in Will the Next Zuckerberg Be a Designer, not a Hacker? it was soon followed up by fast Company in Why VC Firms Are Snapping Up Designers and most recently in 2015 how the Star Wars BB8 made it into the world. In cases such as Designing a Real Life BB-8, there is no denial the impact of R&D and Design thinking and how it directly effects bringing the future to the real world. 


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Tuesday, 22 December 2015

3D Is Here. Now What Will Make The World Use it?


3D has been in our lives for more than 40 years with the earliest of forms in vector graphics games of the 70’s and the early emersive work of Jaron Lanier. Times have changed.


With the advent of Occulus Rift and the more easily accessible yet not quite 3D of Google Glass, comes the efforts of how to engage users. In Understanding Factors Affecting Consumer Intention To Shop In A Virtual World a clear link is drawn to factors of enjoyment as well usability and the controls associated with each. Examples of real world experiences as well as the technology used is presented along with factors that can easily influence how nascent technologies make the jump to market reality. 


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Friday, 18 December 2015

Innovation Toolkits for the First Stage New Service Development


New Services and New Products occupy the same domain of innovation but often very dissimilar interactions. This is the basis for the use of Toolkits for the First Stages of New Service Development

 
Via timely questions of users interactions and opinions of functions a series of additional entry points can be defined and enumerated allowing for factors and functions to be understood and codified thus making the final functional map of the new user experience possible. In combination with several other innovation techniques and measurement tools, the Service Card model allows for an ease of creation to take place.


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Friday, 11 December 2015

The Governance of Design – How the Europeans Make Design Happen


In the world of design, it is often the many forms of interaction between manufacturers and designers that foster the complete model for pushing the boundries of new product development. But how? 


In today’s world of rapid progress and technological change, it is exactly as described in Brunelleschi's Dome: The Story of the Great Cathedral in Florence and more specifically the models described in The Governance Of Design Alliances as, the Italian’s have the model and just as the French, Portuguese, Spanish and most of Europe have had since the beginning of the Renaissance.


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