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Posts Tagged ‘Product Design’


mShape (photo by Roman Keller)
mShape (photo by Roman Keller)

Después FluidForms (aquí hay un post acerca de ellos), he encontrado otra empresa suiza muy innovadora que basa su actividad en la mass-customization y user co-created content, mShape.
En este caso también se utiliza madera con capas de diferentes propriedades y fresadoras de control numérico, pero aquí la complejidad viene del comportamento de los usuarios, que co-crean una “población de mesas” (con entonces mucha diversidad).

Non se trata de un marketplace open p2p, no es un ejemplo de peer production, sino se trata de un buen ejemplo de user co-created design, diseño co-creado por los usuarios. No es posible comprar las mesas diseñadas por los otros usuarios, por esta razón no es un mercado (marketplace) y no se fomentan las relaciones entre los usuarios (ni siquiera hay el minimo interés). Entonces, esta no es una comunidad, sino un servicio/business de co-creación.
De momento, solo se pueden comprar mesas mShape en dos tiendas en Zurigo, donde:

Our partners can provide you with a Nokia mobile phone for the time of your design

El aspecto más interesante de mShape es que utiliza tecnologias mobile, para moviles, que tienen una buena difusión en la sociedad y que son muy facil de utilizar. Hay que notar que también en este caso, como en todos los proyectos basados en una fuerte participación de los usuarios, se necesite más un diseñador facilitador (enabler) más que un diseñador tradicional. Necesitamos un facilitador que desarrolle proyectos de meta-diseño donde los usuarios seran entonces los diseñadores más tradicionales.
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mShape (photo by Roman Keller)
mShape (photo by Roman Keller)

Dopo FluidForms (a riguardo scrissi questo post qualche mese fa), ecco un’altra innovativa impresa con sede in Svizzera basata sulla mass-customization e user co-created content, mShape.
Anche in questo caso si utilizza del legno con più strati a proprietà differenti e l’utilizzo di frese a controllo numerico, ma in questo caso la complessità deriva dal comportamento degli utenti, dalla loro co-creazione che genera una “popolazione di tavoli” (e quindi una notevole diversità nei prodotti in vendita).

Non si tratta di un marketplace open p2p, non è un esempio di peer production, ma si tratta invece di un buon esempio di user co-created design. Non è possibile acquistare i tavoli progettati dagli altri utenti, per questo motivo non si tratta di un mercato (marketplace) e non si cerca di favorire l’emergenza di relazioni tra gli utenti (a ben guardare il servizio non ne è affatto interessato). Quindi, non siamo in presenza di una comunità ma di un servizio/business di co-creazione.
Attualmente, è possibile acquistare un tavolo mShape solo all’interno di due showroom ubicati in Zurigo, dove:

Our partners can provide you with a Nokia mobile phone for the time of your design

L’aspetto più interessante di mShape è infatti il suo utilizzare tecnologie mobile, basate cioè su telefonia mobile, tecnologie quindi che presentano una ampia diffusione all’interno della società. Bisogna notare che anche qui, come in tutti i progetti basati su una forte partecipazione degli utenti, si abbia la necessità di un designer che sia enabler piuttosto che di un designer convenzionale; si richiede la presenza di un designer in grado di sviluppare progetti di meta-design dove saranno poi gli utenti i designer convenzionali.
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Zoybar is a an open design project from Israel founded and designed by the designer Ziv Bar Ilan, and it will be available from January 2009.
It’s the project of an open design guitar, and it is a very interesting one, because it shows interest in building an economic ecosystem (an Open P2P marketplace) and for sustainability and local business as well (and therefore for a sustainable local development).

Zoybar is a unique platform for developing innovative music instruments and effects.
The Zoybar components provide research and development tools as a sustainable, playable prototype platform. The same modular parts can be assembled as different instruments, can be change during the performance and also be mounted with numerous special effects, just by adding and changing their position across the profile grooves.

As an independent developer you can use the Zoybar hardware platform to integrate your application and become relevant to the whole Zoybar community.
You can submit your projects as a group administrator and interact with your own forum, members, and rich media content platform for free.


Find more videos like this on Zoybar
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Zoybar es un proyecto de open design procedente de Israel, fundado y diseñado por el diseñador Ziv Bar Ilan, que será disponible desde el enero 2009.
Se trata del proyecto de una guitarra de diseño abierto, y es muy interesante por su interes en la construcción de un ecosistema económico (un marketplace Open P2P) y también para la sostenibilidad y el desarrollo local.

Zoybar is a unique platform for developing innovative music instruments and effects.
The Zoybar components provide research and development tools as a sustainable, playable prototype platform. The same modular parts can be assembled as different instruments, can be change during the performance and also be mounted with numerous special effects, just by adding and changing their position across the profile grooves.

As an independent developer you can use the Zoybar hardware platform to integrate your application and become relevant to the whole Zoybar community.
You can submit your projects as a group administrator and interact with your own forum, members, and rich media content platform for free.


Find more videos like this on Zoybar

Basically the design process has two primary principles:

Number one:
Analyzing the system elements by their basic functions and defining them as autonomous components.
Autonomous means that a component is responsible for a specific function, can be attached and removed independently from the platform and does not have an affect on the other components – regarding attachment and production hierarchy.
The development of new features in done on a real working platform at real-time and can be replaced or produced aside the existing components in a quick transition time.
The development of new features can now be focused entirely on a specific function, and can be collaborative with other developers on the platform.
This design approach creates great flexibility to produce a high variety of low demand products, while maintaining the high productivity of large scale production.
It also helps locating problems and to eliminate overproduction by only producing items when they are needed.

Number two:
Every component and future development would have the same attachment method.
This means that all of the parts are also spare parts regardless of their version or manufacturer, keeping them relevant, rather then dumping them as useless waste as soon as a new version has been released.
Upgrading means that you no longer need to replace the entire system and that you can trade your past components with others.

These design steps creates a sustainable platform for emerging decentralized r&d communities.1

What does it mean an open Hardware platform?
Zoybar was designed to accommodate a very high level of modularity.
All of the components can be replaced, added or removed without the need to hack the instrument.
Zoybar is also open for independent upgrades and modifications.
Think of the Zoybar platform as a hardware version that might be similar to the Firefox browser concept.
Independent developers could create new add-ons and plugins (sound effects) that will become relevant to the whole Zoybar users and community. Almost any application can be easily attached to the Zoybar platform, just by adding and changing its position across the profile grooves with common bolts and screws.
Further along the Zoybar users will have numerous modifications and upgrade options as more developers will join the community. Adding a new feature or swapping components within the Zoybar community will be an amazing low cost option for those who are always looking to enrich their sounds, instruments and performance repertoire. 2

via | odesign community

Notes:

  1. http://www.zoybar.net/profiles/blog/show?id=1442290%3ABlogPost%3A2822 []
  2. http://www.zoybar.net/faq []
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Zoybar è un progetto di open design proveniente da Israele e fondato e progettato dal designer Ziv Bar Ilan, disponibile dal gennaio 2009.
Si tratta del progetto di una chitarra open design, ed è molto interessante per il suo interesse nella costruzione di un ecosistema economico (un marketplace Open P2P) ed anche per la sostenibilità e lo sviluppo locale.

Zoybar is a unique platform for developing innovative music instruments and effects.
The Zoybar components provide research and development tools as a sustainable, playable prototype platform. The same modular parts can be assembled as different instruments, can be change during the performance and also be mounted with numerous special effects, just by adding and changing their position across the profile grooves.

As an independent developer you can use the Zoybar hardware platform to integrate your application and become relevant to the whole Zoybar community.
You can submit your projects as a group administrator and interact with your own forum, members, and rich media content platform for free.


Find more videos like this on Zoybar

Basically the design process has two primary principles:

Number one:
Analyzing the system elements by their basic functions and defining them as autonomous components.
Autonomous means that a component is responsible for a specific function, can be attached and removed independently from the platform and does not have an affect on the other components – regarding attachment and production hierarchy.
The development of new features in done on a real working platform at real-time and can be replaced or produced aside the existing components in a quick transition time.
The development of new features can now be focused entirely on a specific function, and can be collaborative with other developers on the platform.
This design approach creates great flexibility to produce a high variety of low demand products, while maintaining the high productivity of large scale production.
It also helps locating problems and to eliminate overproduction by only producing items when they are needed.

Number two:
Every component and future development would have the same attachment method.
This means that all of the parts are also spare parts regardless of their version or manufacturer, keeping them relevant, rather then dumping them as useless waste as soon as a new version has been released.
Upgrading means that you no longer need to replace the entire system and that you can trade your past components with others.

These design steps creates a sustainable platform for emerging decentralized r&d communities.1

What does it mean an open Hardware platform?
Zoybar was designed to accommodate a very high level of modularity.
All of the components can be replaced, added or removed without the need to hack the instrument.
Zoybar is also open for independent upgrades and modifications.
Think of the Zoybar platform as a hardware version that might be similar to the Firefox browser concept.
Independent developers could create new add-ons and plugins (sound effects) that will become relevant to the whole Zoybar users and community. Almost any application can be easily attached to the Zoybar platform, just by adding and changing its position across the profile grooves with common bolts and screws.
Further along the Zoybar users will have numerous modifications and upgrade options as more developers will join the community. Adding a new feature or swapping components within the Zoybar community will be an amazing low cost option for those who are always looking to enrich their sounds, instruments and performance repertoire. 2

via | odesign community

Notes:

  1. http://www.zoybar.net/profiles/blog/show?id=1442290%3ABlogPost%3A2822 []
  2. http://www.zoybar.net/faq []
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One of the key point of Open P2P Design is that the designer/s should become an enabler of the creativity that lays in a community/system. I will write something more about this theme in the future (a very long post is under construction), but for the moment I’d like to suggest you a brief example of a design studio that decided to act as an enabler of the customer’s creativity: Fluid Forms. Individual Design from Graz, Austria. This time I’d like to talk about their latest project, Fluid Earth.

Fluid Earth

Fluid Earth consist in an easy to use Online-Design-Tool, with which the user can design herself/himself unique objects (bowl or lamp) for the home, at home. The user can select a desired locality using GoogleMaps and see it represented as a lamp or a bowl. The selection can also be enlarged, decreased and shifted; at the same time the finished product is displayed as a 3D-Model.

Fluid Earth

Complexity here is not recreated artificially (as it happens in the generative design projects); instead it is gathered from an already existing database (localities and their geography and orography). The user is an agent that discover this complexity and transform it into a design project (in this case, however, complexity and localities are not addressed directly but only superficially, just at the aesthetic level).

Fluid Earth

Note that this is not a collaborative or collective project, it’s just a web-based mass-customization project; anyway, its importance lays in the idea that a design studio can work enabling not its creativity but someone else’s one (they call it meta-design).

Personal tastes are as different as people themselves.

For this reason Fluidforms offers everyone an individual Design. Our website enables you to design according to your own preferences with but a few clicks of the mouse. Create your own unique forms, and bring to life your own individual Design.

Individual Design involves designing not a single product, as in traditional design, but what we call a Meta-Design. A Meta-Design is a framework in which the consumer may modify his or her product. The designers job is to make sure that the consumer is supported in their design process and can not specify a product that does not reach functional or aesthetic requirements.

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Uno de los principales puntos de un Diseño Open P2P es que el diseñador debe convertirse en un facilitador de la creatividad que se halla en una comunidad / sistema. Voy a escribir algo más sobre este tema en el futuro (un post muy largo está ahora mismo en construcción), pero por el momento me gustaría sugerir un breve ejemplo de un estudio de diseño que ha decidido de actuar como un facilitador de la creatividad de los clientes: Fluid Forms. Individual Design de Graz, Austria. Esta vez me gustaría hablar de su último proyecto, Fluid Earth.

Fluid Earth

Fluid Earth consiste en una herramienta de diseño online fácil de utilizar, con la que el usuario puede diseñar sus propios objetos únicos (cuenco o lámpara) para el hogar, en casa. El usuario puede seleccionar una localidad deseada utilizando GoogleMaps y la vee representadas como una lámpara o un plato. La selección también puede ser ampliada, diminuida o movida y, al mismo tiempo el producto terminado se muestra como un modelo 3D.

Fluid Earth

La complejidad aquí no està recreada artificialmente, sino es recogida da un database que ya existe (las localidades y sus geografía y orografía). El usuario como un agente que descubre esta complejidad y la transforma en un proyecto de diseño (en este caso, sin embargo, la complejidad y las localidades no se abordan directamente pero sólo superficialmente, solamente a un nivel estético).

Fluid Earth

Hay que tener en cuenta que no se trata de una colaboración o proyecto colectivo, es sólo un proyecto de personalización en masa basado en una pagína web; de todos modos, su importancia se encuentra en la idea que un estudio de diseño pueda trabajar, facilitando no su propria creatividad, sino aquella de otras personas (en un processo que ellos mismo llaman meta-diseño).

Personal tastes are as different as people themselves.

For this reason Fluidforms offers everyone an individual Design. Our website enables you to design according to your own preferences with but a few clicks of the mouse. Create your own unique forms, and bring to life your own individual Design.

Individual Design involves designing not a single product, as in traditional design, but what we call a Meta-Design. A Meta-Design is a framework in which the consumer may modify his or her product. The designers job is to make sure that the consumer is supported in their design process and can not specify a product that does not reach functional or aesthetic requirements.

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Uno dei punti fondamentali dell’Open P2P Design risiede nell’idea che al designer convenga divenire un facilitatore della creatività distribuita all’interno di una comunità/sistema. Ho intenzione di scrivere un contributo più elaborato su questo tema in futuro (un lungo post è già in cantiere), ma per il momento vorrei segnalarvi un breve esempio di uno studio di design che ha deciso di agire come facilitatore della creatività dei propri clienti: Fluid Forms. Individual Design da Graz, Austria. In questo post vi vorrei parlare del loro ultimo progetto, Fluid Earth.

Fluid Earth

Fluid Earth consiste in uno strumento di progettazione online di facile utilizzo, con cui l’utente può progettare da sé oggetti unici (ciotole o lampade) per la casa, senza muoversi da casa. L’utente può scegliere una località desiderata utilizzando GoogleMaps per vederla rappresentata come lampada o ciotola. La selezione può essere allargata, ridotta o spostata, vedendo in tempo reale la sua trasformazione in un modello 3D.

Fluid Earth

La complessità qui non viene ricreata artificialemente (come nei casi di design generativo, ma viene invece raccolta da un database già esistente (le località e le loro geografie ed orografie). L’utente diviene quindi un agente che scopre la complessità e la trasforma in un progetto di design (in questo caso però, complessità e località non vengono affrontate direttamente ma solo superficialmente, a livello estetico).

Fluid Earth

Bisogna notare inoltre che questo non è un progetto collettivo o collaborativo, ma solamente un progetto di mass-customization basato su una pagina web; ad ogni modo, la sua importanza risiede nella idea che uno studio di design possa lavorare facilitando non la propria creatività, ma quella di qualcun altro (con un processo che loro stessi chiamano meta-design).

Personal tastes are as different as people themselves.

For this reason Fluidforms offers everyone an individual Design. Our website enables you to design according to your own preferences with but a few clicks of the mouse. Create your own unique forms, and bring to life your own individual Design.

Individual Design involves designing not a single product, as in traditional design, but what we call a Meta-Design. A Meta-Design is a framework in which the consumer may modify his or her product. The designers job is to make sure that the consumer is supported in their design process and can not specify a product that does not reach functional or aesthetic requirements.

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La noticia de la publicación de los archivos CAD del subnotebook OpenBook de VIA se ha propagado rápidamente en la red. Hay que leer ahora algunas citas y pensamientos que Michel Bauwens de la P2P Foundation pública en el Blog de la Fundación.

Citando diversas fuentes, Bauwens nos hace ver que la apertura de este proyecto es en realidad muy limitada (los archivos CAD se refieren únicamente a la estructura de plástico, mientras tanto el hardware y su software siguen closed), especialmente si lo comparamos al OpenMoko. Asì que podemos encontrar cuatro diferentes niveles de apertura para proyectos de Hardware Abierto (Open Hardware):

Closed: Closed Hardware is any hardware for which the creator of the hardware will not release information on how to make normal use of the hardware, in such a way that that information may be freely shared with others. A sure sign of closed hardware is requiring the signing of an NDA to receive documentation on how to make use of a device.

Open Interface: In the case of Open Interface hardware, all the documentation on how to make a piece of hardware perform the function for which it is designed is available. In the case of computer hardware, this means that all the information necessary to produce fully functional drivers is available. This is the minimum level of openness that makes hardware useful to the open software community. Surprisingly, large amounts of integrated circuits fall into this category. Any device for which you can get a complete data sheet from the manufacturer, with no limitations on sharing the data contained within, meets the Open Interface definition.

Open Design: Open Design hardware is hardware in which enough detailed documentation is provided that a functionally compatible device could be created by a third party. It is not at all uncommon for the programmer’s guides for a microcontroller to have complete instruction encoding formats, memory maps, block diagrams of the processor core, and other technical details that would make it possible to reproduce a compatible microcontroller. Open Design hardware allows you to see what was implemented and what it should do, but still keeps the finer details of how it was implemented closed.

Open Implementation: Hardware for which the complete bill of materials necessary to construct the device is available fall into the category of Open Implementation. In the realm of computer chips, this means the hardware definition language description of the device is available. For a circuit board, this would include the schematic. Everything needed to reproduce an exact copy of a device is available. This is the hardware parallel to the concept of open source software. The debate between ‘open’ and ‘free’ (libre) that exists in the software space exists for hardware as well. In this regard, the only hardware that can truly be claimed to be free, in the same manner that the Free Software Foundation defines free, is that which falls into the Open Implementation category. Unfortunately, unlike software, an idea and the desire to produce a hardware device that is free and open is not sufficient. Certainly in the semiconductor space, the ability to do so is beyond the individual and in most cases, beyond even a reasonably equipped development group.

Por último, aquí Bauwens nos señala una entrevista, que apareció en la revista Free Software Magazine, a los miembros de Open Graphics Project, un proyecto de desarrollo de una tarjeta 3D de código completamente abierto sea para software que para hardware. En esta entrevista podemos encontrar cuáles son los obstáculos específicos para el Open Hardware (y que puede ser útil para reflexionar sobre el despliegue de un más genérico Open Design).

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La notizia della pubblicazione dei file CAD del subnotebook OpenBook da parte di VIA si è diffusa rapidamente nella rete. Vale la pena ora leggere alcune riflessioni e citazioni che Michel Bauwens della P2P Foundation pubblica nel blog della Fondazione.

Citando varie fonti, Bauwens ci fa notare come l’apertura di questo progetto sia in realtà molto limitata (i file CAD si riferiscono alla sola scocca in plastica, l’hardware non viene trattato e neppure il suo software), soprattutto se lo paragoniamo a OpenMoko. Ecco quindi quattro differenti livelli di openness per progetti Open Hardware:

Closed: Closed Hardware is any hardware for which the creator of the hardware will not release information on how to make normal use of the hardware, in such a way that that information may be freely shared with others. A sure sign of closed hardware is requiring the signing of an NDA to receive documentation on how to make use of a device.

Open Interface: In the case of Open Interface hardware, all the documentation on how to make a piece of hardware perform the function for which it is designed is available. In the case of computer hardware, this means that all the information necessary to produce fully functional drivers is available. This is the minimum level of openness that makes hardware useful to the open software community. Surprisingly, large amounts of integrated circuits fall into this category. Any device for which you can get a complete data sheet from the manufacturer, with no limitations on sharing the data contained within, meets the Open Interface definition.

Open Design: Open Design hardware is hardware in which enough detailed documentation is provided that a functionally compatible device could be created by a third party. It is not at all uncommon for the programmer’s guides for a microcontroller to have complete instruction encoding formats, memory maps, block diagrams of the processor core, and other technical details that would make it possible to reproduce a compatible microcontroller. Open Design hardware allows you to see what was implemented and what it should do, but still keeps the finer details of how it was implemented closed.

Open Implementation: Hardware for which the complete bill of materials necessary to construct the device is available fall into the category of Open Implementation. In the realm of computer chips, this means the hardware definition language description of the device is available. For a circuit board, this would include the schematic. Everything needed to reproduce an exact copy of a device is available. This is the hardware parallel to the concept of open source software. The debate between ‘open’ and ‘free’ (libre) that exists in the software space exists for hardware as well. In this regard, the only hardware that can truly be claimed to be free, in the same manner that the Free Software Foundation defines free, is that which falls into the Open Implementation category. Unfortunately, unlike software, an idea and the desire to produce a hardware device that is free and open is not sufficient. Certainly in the semiconductor space, the ability to do so is beyond the individual and in most cases, beyond even a reasonably equipped development group.

Infine, qui Bauwens riporta una intervista apparsa sul Free Software Magazine ai membri dell’Open Graphics Project, un progetto di sviluppo di una scheda 3D completamente open source. In questa intervista possiamo trovare quali siano gli specifici ostacoli alla diffusione dell’Open Hardware (e che possono esserci utili per riflettere sulla diffusione di un più generico Open Design).

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