25/6/11

Tomorrow: NYC get your wobble on! Jell-O Mold Competition 2011


Tomorrow is the big day! Jell-O lovers and wobblers unite for the 3rd Annual Jell-O Mold Competition!

A crack panel of respected judges including our own Allan Chochinov will announce the winners at 8pm—and audience members have the opportunity to vote for People's Choice.

Designers will compete for a grand prize of $400 in cash; a year membership to the Cooper-Hewitt, National Design Museum; a custom candy sculpture of their own design from Papabubble; a $50 gift certificate for Holstee; a slice of pie and coffee from Four & Twenty Blackbirds pie shop; a signed copy of The Secret Life of Food; and more!

Jell-O Mold Competition 2011
Saturday, June 26th
6-11PM

The Gowanus Studio Space
166 7th Street
Brooklyn, NY 11215

Kawamura Ganjavian's "Ductpan" Neatly Collects Three-Hole Punch Confetti, Other Things

DUCTPAN_kawamura-ganjavian-001.jpg

A month ago (to the day), we saw the fanciful side of Kawamura Ganjavian, with their "Ostrich" pillow design. In the meantime, they've largely been focusing on the architectural half of their design practice, including a handful of entries for building projects in Switzerland, but they continue to dabble in product design, as in their new project "Ductpan."

DUCTPAN is not a standard dustpan; it includes an ingenious funnel duct to simplify the process of emptying it out

DUCTPAN_kawamura-ganjavian-002.jpg

It's the sort of thing that must have been thought up before, yet I can't seem to find any other examples of this sort of dustpan design—it might be the biggest innovation in dustpan design was the clip-in handle for the brush. (In fact, it looks like that brush might fit in the pan as well...)

DUCTPAN_kawamura-ganjavian-003.jpg

In any case, it's a nice example of functionality + minimalism (and yet another curveball to Gizmodo, who didn't bite on my last lob...

Device Design Day 2011: Six Questions for Mike Kruzeniski

kruzeniski_6Qs.jpg

In anticipation of Device Design Day 2011, we've partnered with Kicker Studio to bring you a series where speakers from this year's conference reflect on six questions about design and their practice. D3 brings together visual, interaction and industrial designers for a multi-disciplinary conversation about the design of consumer electronics and objects with embedded technology.

This is our third installment of "Six Questions" with the speakers from this year's Device Design Day! We're excited to share some of Mike Kruzeniski's thoughts on being "just" a designer, the importance of storytelling and his love for the Nokia 3310.

Mike Kruzeniski is a Design Lead on the Windows Phone design studio in Redmond. Before joining Microsoft, Mike worked at the Design Strategic Projects studio at Nokia Design in Los Angeles. His focus has been on pushing the boundaries of mobile experience, exploring the language and cultural roles of user interface, and methods for taking product concepts to production.

p.s. Read responses from NASA's Cori Schauer and NONOBJECT's Branko Lukic for more insight on this year's conference!

Kicker Studio: What is the most cherished product in your life? Why?

Mike Kruzeniski: This is one of those questions that you feel like you're supposed to have an answer to, but nothing comes strongly to mind. Maybe I'm stuck on the word "cherished." I do have a lot of products that I really like. Some that I might even say I love, in that way the word love gets thrown around design. I love my Prius. I love watches, Alessi and Nixon in particular. I have a lot of shoes...but love my Converse All-Stars and John Fluevog's the most. I have a pair of classic Tom Ford sunglasses that I love. I love my Eames furniture. I have a large collection of mobile phones, and as far as products go, I spend more time with my phone and PC than anything (and maybe anyone) else. I just bought a new camera and so far that relationship is off to a very good start. But, I don't think of any of these things as "cherished." The emotional connection with them isn't strong enough to deserve that. Maybe that's being too literal with the question, but all of these things can be replaced. They will be replaced, eventually.

When I think about the objects in my life that I do actually feel a sense of "cherishing" for, there are two, but they aren't really products. The first is a painting that my wife and I bought together on our first vacation, in Bangkok. We met the artist and ended up drinking all night with him and his friends, despite neither us being able to speak Thai, or them English. The second is the ring that I proposed to my wife with, which I folded out of paper. Yes, paper. Both of these objects have great stories surrounding them and make me happy just thinking about them—and always will. Both are fragile, by their nature won't last, and are the only things in my apartment that I would actually feel a strong sense of loss for if they were damaged or lost. Both represent a lot more to me than just what they physically are. There is no newer or better version of those objects. And unlike a lot of other things their impermanence only increases their value, at least to me.

As a product designer though, that sort of sentimentalism and interest in stories often finds its way in to my approach toward design. I've always been interested in experiences where meaning unfolds, and products that aren't "done" but leave opportunities for a relationship and a story to take place. I'm still not sure it's something that can really be designed in, but it's worth trying.

What's the one product you wished you designed?

The Nokia 3310 and Twitter. What I like about both of them is that they reduced emerging trends of their time (mobile communication and social networking) to an almost absolute clarity and simplicity.

Though the 3310 wasn't actually my first mobile phone, I tend to remember it that way. At least it was my first mobile phone that really felt right. Like all technologies in their early stages, mobile phones had mainly been comprised of complicated experiences and were sold on feature specs. But the 3310 was an impressively clear expression of what a mobile product should and could be. It was the kind of product that was so pleasant to use that you form some emotional attachment to it. It was one of the best selling phones ever, it was inexpensive, and was very early in the mobile market, so it was the first mobile phone for A LOT of people. I imagine that most of them probably look back on that product with a smile as well.

Similarly, Twitter took existing communication, interaction and networking concepts and reduced them to a very clear and simple experience. I respect their focus and how they've confidently avoided layering on extra features over the years. I really admire how they've grown around the the behaviors of their users but also elegantly guided users where they've evolved the experience. I love their approach to openness and how they've built Twitter to feel more like a platform than a product. I think that Twitter has become the most important evolution of communication since the mobile phone.

And their brand is just fun.

Both products are/were simple, focused, meaningful, have a sense of humor, well-made, beautifully designed and accessible. These are all attributes that admire and hope to bring to my own work.

What excites you about being a designer? Why do you keep doing it?

From the very beginning when I was just learning what design was, I've always liked the way design influenced my way of looking at and understanding the world. Once you learn it, you can't turn it off. Everything is at once a problem and an opportunity. I like the always optimistic mindset that design provides when approaching problems. I like the constant questioning and I like the attitude that most designers have of wanting to make everything around them better. I like the opportunities that design continues to bring: I feel like every project I find myself working on is more exciting than the last. As I grow, the opportunities for influence and impact in my work increases. And as a discipline, I feel like design is continually finding its way in to more interesting industries and settings. Our collective influence and impact is increasing. Of course design itself can't fix everything, but I do think that there is a role for designers in any of the hardest societal and industrial problems. The boundaries of what design is and does is always expanding. That's exciting.

When do you first remember thinking of yourself as a designer.

I took to the idea of being "a designer" very quickly in school. Design wasn't a profession that I had ever heard of growing up, but I went to Emily Carr University (an Art and Design school in Vancouver) right after high chool. My love for painting, sculpture and drawing led me there. But as much as I loved art, I didn't believe that I'd ever make a profession out of it. I didn't really know what I was going to do at Emily Carr. In the second semester of my first year though, I stumbled upon an introduction to Industrial Design class. I had to beg my way into the class since I had missed the sign-up date. When that didn't work, I showed up to the class anyway and eventually the Prof let me stay. As a kid, I was never very fond of math, but I always loved physics. So, the combination of applied problem solving, making and aesthetic discourse in design struck a chord immediately. At the same time came this almost painfully naive realization that EVERYTHING around me had—in varying degrees of success—been designed by someone somewhere. It was fun to explain that to friends and family, and even more fun learning to see that there were opportunities to improve and invent things everywhere. I think that's what eventually led me to the Interaction Design space. For products at the time, it seemed to me like the biggest problem that needed solving.

What's the most important lesson you've learned, and who taught it to you?

I first studied industrial design, then went to Umeå in Sweden to study interaction design. In between my two years at Umeå I took an internship at Microsoft. My first love for design came very firmly through the perspective of industrial design and products. Though I was really excited about interaction design, as a design discipline it still wasn't really clear what it was and I definitely had some trouble with the idea of not being an industrial designer anymore. During that summer at Microsoft I was really starting to struggle with what direction to take as a designer: Basically, was I an industrial designer or an interaction designer? Microsoft arranges mentors for their interns, and mine happened to be Horace Luke, who is now the Chief Innovation Officer at HTC. I remember explaining my career dilemma to Horace one day, and him asking me very simply: "What's wrong with just being a designer?" At first it was hard to believe that it could be that simple, but soon after, it melted down all mental blocks I had that defined or separated those disciplines. Discussions around concretely defining design disciplines started to seem like a waste of time. It's pretty clear that most great designers don't care about those divisions, and are happy to play in any space that catches their interest. That idea has guided my outlook on most things since then—first in trying to bridge interaction and industrial design, then graphic design. And more recently, working for Albert Shum at Windows Phone, we spend a lot of time thinking about Design in close relation to business and engineering. I've been very lucky to have a few managers now that are very open minded about what design is, and are always looking for ways to expand what we do. In a few years, I'm not sure that I will really even define myself as a designer anymore.

What are the 5 things all designers should know?
1. How to tell a great story
2. How to influence, inspire, and lead others
3. How to manage projects
4. How to critique, ask questions, and brainstorm
5. The basics: form, shape, composition, hierarchy, grids, color, type...

About Device Design Day

Device Design Day is a one-day conference for professionals who design consumer electronics, appliances, mobile devices, and objects with embedded technology. It brings together visual, interaction, and industrial designers for a multi-discipline conversation and expert content that is a mix of practical and inspirational from some of the best speakers and thinkers in (and outside) the field. Registration and schedule are on the Device Design Day site at http://devicedesignday.com.

Core77 readers! As a special thank you, save 10% off registration until the end of today!!
Register now with code FOC77!!

Exclusive Interview: Patricia Urquiola at Luminaire Chicago

Patricia Urquiola is easily one of the biggest names in furniture design today, known both for her uncanny design sensibility and her disarmingly effusive personality. Urquiola's signature aesthetic is that she does not impose one on her work; instead, her consistent output—for the likes of Moroso, B&B Italia, Flos, Foscarini, Kartell, Axor, etc.—is characterized by a strong sense of pattern, form and material.

Urquiola-Portrait.jpg

Luminaire and B&B Italia were kind enough to host the esteemed designer for a lecture at Chicago's Museum of Contemporary Art on the occasion of NeoCon 2011. We had the opportunity to chat with Urquiola in anticipation of the talk and concurrent exhibition at Luminaire.

Core77: I'm sure most of our readers are somewhat familiar with your work, but how did you get your start?

I completed university at the end of the 80's, and then I worked for Magistretti and another part of the company that was called De Padova; that was my early work.

And you started your own studio around 2001?

Yes, about 2001... Ten years ago, more or less.

Why did you want to do that?

[It took] a long time, from the moment I ended my studies in architecture and design [to] when I opened my studio was quite a long way of work, because I was working inside a company, and then working with Piero Lissoni in the studio with a community of designers... I was feeling very comfortable.

I thought, because I was raising a family, I could work in a group, with others; I thought that having my own studio could be possibly less comfortable. But then a moment arrived [around] 2000, when I understood that it was really a possibility and a logical reality. In that period, I began to work with Patrizia Moroso and we did two projects that were quite interesting while I was working with Piero Lissoni. But I was working part-time in the studio. And I understood there was a credibility.

But I don't think it was such a big deal to have my own studio or not to have it. I'm quite sociable, working with others, and I would work well with others in other companies. [At some point], you understand that you need to have your own studio and you decide to open it, but there are many ways to work in this discipline—inside a company, with a group of architects and designers...

When you are young, you don't know very well if that's the only way is to be you, [to have] your name and your studio.

Urquiola-installation.jpgInstallation at Luminaire Chicago

Right, I remember you mentioned it when you had the conversation with Patrizia Moroso about a month ago, in New York [at 92Y Tribeca; part of the IIDA NY "Pioneering Design" series]...

I think she was the person who gave me the first push to work on my own.

And so you've been working with B&B Italia pretty closely as well, how would you compare that working relationship with your relationship to Moroso?

It's totally different. But you know my relation with Flos. Or my relation with Axor, the German company I'm working with. Or the relation I have with Kartell. Each relationship is different... it's like your friendships. There are persons with whom you can do certain things with in a very natural way, and others [with whom] you find other affinities.

I'm a curious person; I like to have different relationships with the understanding that each company has different limits and attitudes to technology or techniques, or approach, or the way they work on quality. You know, I'm trying to create tools for living with a certain quality... That's the idea.

But I'm also trying to start a dialogue with the companies, and push the limits; sometimes they are cultural or sometimes they are technical. Trying to make them... to grow myself and them, together, in some way.

Each company proposes that you have a different dialogue; the moment they change the dialogue, things come out differently. It's the DNA of the company, of the dealers... if I can work very well with someone, but I also know if I can very work with someone else. It would be a mistake to do the wrong project with the wrong partner.

Urquiola-Bend.jpg"Bend" for B&B Italia, 2010

For B&B, I know they're trying to stay ahead of the curve, as far as the manufacturing, the materials, the processes that they use.

For example, B&B does the foam molds within the company. You don't find this normally in a company. So for the last sofa, the "Bend" sofa, we wanted to get a better price [with] the same quality they always try to have, in a piece that was interesting but having... reduced, reducing a lot of energy, not the processes—the way we were producing the foam, the way we were producing the dress for the sofa, as a patchwork. Then we were using the leather or the fabrics in a better way, using the maximum capacities of the material. And the foam, we're producing the foam "multi-perforated"—it's going to be lighter, less material but with the same comfort.

So we were able to get a piece for a better price on the market... but which still has very interesting qualities and still working very well. That was possible with a company such as B&B; in the case of Moroso, they outsource the production of the inside of the sofa, they use the other industries all around them.

But they are very strong in the way that they manufacture the dressing, the skin of the couches sofas and armchairs, they have incredible knowledge and attitude towards this. Many projects came quite naturally, and the attitude of Patrizia Moroso helped a lot with this kind of research... other companies, perhaps they are not so interested in this kind of approach about the skin.

Urquiola-Husk.jpg"Husk" for B&B Italia, 2011

Or for example, for the latest armchair with B&B, we tried to do a process where we controlled the plastic mold, the shell, the "Husk"... And the idea is that you can take out the cushions, which are inside the dress—you can open them and take out all the pieces [of the wool or feathers] and you can wash the fabric.

The outside of the plastic mold is [dictated by] the formal elements of the cushions. The cushions are the idea behind the project, they are the fundamental element and everything is going around them. Then the leg, the wooden leg... everything is done separately, they are not glued, they are not fixed... everything is interchangeable. You can substitute any piece, so if something breaks, you can just change the part.

And the idea of the process, of doing an armchair, that everything is made separated and you can substitute parts when they are not ok, or at the end the person can divide them and recycle them separately.

We try to think in this way, and the way we are speaking with Flos, with the lighting we are doing, or we [were] working before with Foscarini, or the conversation we are having with Axor, for doing a new collection...

Always trying to understand new ways to do the process with the company.

For example, we are now working with glass, Murano glass, for the Biennale... we worked with the maestros in Murano, just trying to understand how to use the techniques for using Murano... and then we did this collection of glasswares.

Managing different techniques, Murano techniques has been an incredible approach for me—with the furnace and the maestro. With this material, you have to decide in one second, because it gets solid and definite very quick... it's not something that can be reproduced in a series; in this case, we wanted to show the artisan way to approach Murano glass. That's been fantastic.

Urquiola-Talk.jpg

So speaking of branching out, I know you've done some interiors more recently, and your background is in architecture. Do you see a difference between designing furniture, interiors, or architecture?

It depends a little bit, the professions you have in front of you. I'm an architect and a designer: I started as an architect, then I found Achille Castiglioni at university and I did my degree with him and we were interested a lot in design too... and then I began to work mostly in design at the beginning of my professional career. But I'm an architect too, so I'm always interested in tools for living, the habitat around you, where you introduce yourself as the person who uses the pieces.

It's the equation between the habitat—the tools for living—and the person who is using them; how they're related, which is the thing that interests me.

So on many occasions over the years, Patrizia Moroso asked me to do the booth for Salone, and then to do the showroom for her in London or New York; for Flos I did too. Or B&B asked me to do the shop in Barcelona... or they ask me to do exhibitions, I am now working on an exhibition about time in triennale, in Milano.

Then I'm always open to situations when I have to work with the habitat in relation to the space, as an architect: Patrizia Moroso asked me to do the house, her own house. We constructed a villa, and then it so happened that a group of investors from Spain [saw it and] asked me to work on the hotel—a Mandarin Oriental hotel—as the interior designer for the building, so we worked on handles and taps especially for the work, and the carpets and lighting and things. My work for Axor came out of this experience.

Urquiola-Canasta.jpg"Canasta" for B&B Italia, 2008

Many times, it's a difference of scale, because you're working in another scale. But at the end, I think they are together: part of my outdoor collection with B&B came out of my experience with these hotels. Or the handles, they became a product for production, or the taps, the became a product for Axor. My work is always very related, very linked. My work in architecture is related to my work of design.

Things that come very naturally, the things that they ask me to do; for example, there is a museum in my country, LABoral. They asked me to help them do the entrance, the library and the shop at the entrance and a video consulting the place... and a few things, a few situations for the museum, and then it was natural to work with them.

The difference is obviously in the dimensions of the scale, the change in the scale they're working, but many times they are related. We did a hotel in Vieques, for W, and we worked as architects because we had to remodel some of the 17 buildings on the property... we changed the roofs, we eliminated some elements and added other things. But we were working as designers too, because, for example, the Agape bathtubbecame a product for a collection.

For me, [each discipline is] different, but they are related, you know? Because I'm an architect and a designer, for me it's natural.

I understand you were just at the Art Institute [of Chicago], did you get a chance to see the design exhibition there?

Yes, yes, we didn't have so much time but we saw the interesting "Hyperlinks" exhibition. It was very nice.

Did you see the one with the glass, the triangles that change ["Shade" by Simon Heijdens]... ?

Yes, belissimo, that interacted with the city, with the wind of Chicago... what a perfect place to do this work. We are very lucky because we are in a moment that the city can't be better than this... it's a clear sky, windy but not too much. We've been here with a lot of very cold and very hot... this time is perfect.

Thank you for your time

Thank you.

Urquiola-Walltext.jpg

Urquiola-party.jpg

Patricia Urquiola grew up in Oviedo, Spain and studied architecture in Madrid before transferring to the Politecnico di Milano. There she studied under mentor Achille Castiglioni, who would have an immense impact on the course of her career. Working in the product development office of De Padova with Vico Magistretti from 1990-1996, Urquiola also maintained an associate practice between 1993-1996 with architects Marzia De Renzio and Emanuela Ramerino, with whom she was engaged in the architectural design of showrooms, restaurants and franchising. Joining Piero Lissoni in 1996, she remained as head of his design group until 2001, when she left to open her own studio specializing in design, exhibitions, art direction and architecture. Urquiola's most recent high-profile commercial endeavors include striking interiors for Barcelona's Mandarin Oriental Hotel and the W Retreat & Spa on Vieques Island as well as a new H&M store in London. Extending her reach ever further, in 2010, she collaborated with designer Giulio Ridolfo on an installation called 'the dwelling lab,' in which she explored the interior and exterior of the new BMW 5 series Gran Turismo.

Urquiola has been the recipient of numerous accolades including those from ADI Design Index, the International Design Yearbook, the IMM Cologne Award, Good Design Awards from the Chicago Athenaeum, the Red Dot Award and the Elle Decoration International Awards. Additionally, several of Urquiola's designs are in the permanent collection of New York's Museum of Modern Art.

Urquiola also graced the cover of Fast Company's annual "Masters of Design" issue in 2010.

3/6/11

Australian High Speed Vehicle

This sleek train concept, the latest from international design practice HASSELL, was inspired by the hard styling of the iconic 1960s Australian HK Monaro coupe. The A-HSV double-decker train also offers a modern, spacious interior fit with open commuter seating, private quarters for meetings, luxurious dining, & even a convenience store. Aside from being an aesthetic achievement, the A-HSV also presents an alternative low-carbon, safe mode of transport for travelers between the Australian capital & regional cities.

The real ambition behind designing the A-HSV was its response to Australia’s national debates on environmental, economical & social issues. The train aims to reduce the reliance on air & private vehicles, provide shorter travel times to regional cities under pressure from population growth, & reduce transport related congestion within cities.

Designer: HASSEL

solidThinking Design Competition 2011

If you are a student of a college or university and you are 18 years of age or older, the solidThinking Design Competition is an opportunity to express your creativity, use advanced 3D technologies, be evaluated by global design thought leaders and win great prizes. Enter now to win!

The Competition

The solidThinking Design Competition will award the best design concepts developed using solidThinking 8.5 and/or solidThinking 8.5 Inspired.

Creativity, originality, efficiency, feasibility and presentation effectiveness are some of the key design qualities - facilitated by solidThinking and solidThinking Inspired - that the Competition intends to reward.

The Competition has no category restriction. Design something that solves a problem.
Any type of product design can be submitted, including but without being limited to the following categories: consumer goods, electronics, furniture, jewelry/fashion, medical, packaging, toys.

The Competition will begin on March 30, 2011
Deadline for submissions is September 30, 2011

Who can enter

The solidThinking Design Competition is open to Students of Colleges and Universities only from every country in the world who are 18 years of age or older. Employees, contractors, agents and immediate family members of Altair Engineering, Inc. and its subsidiaries are not permitted to enter the Competition.

Participation is on individual basis only.

Registration is free and applicants must accept the Competition conditions.

Each applicant student will receive a license of solidThinking Inspired expiring on November 30, 2011 with related documentation.
You can click here to verify the system requirements to run the application. Participants can register for a free "Introduction to solidThinking" on line webinar.

Registration is open. Click here to register now.

How to enter

All entries must be modeled and rendered entirely with solidThinking or solidThinking Inspired.

Each applicant can enter more than once.

All entries will be accepted through September 30, 2011 (11:59 pm Eastern Standard Time).


Entries must be original works of entrants. Use of any material owned by a third party is not accepted. Designs that have been commercialized 
or published/exhibited before the competition cannot be accepted.

Entries should be kept confidential and cannot be sent to other competitions until the results of the Competition are published.

By participating in this Competition, entrants agree to grant solidThinking, Inc. a royalty-free license to publish and exhibit all the designs created by competitors at exhibitions and events and in any printed or on-line publications that may deemed suitable and/or necessary and the right to publicize the names of the winners.

Submission requirements


A detailed concept of the design with rendered images from various view angles including the description and reasoning behind the design must be submitted using the submission form.

Images must be in JPEG format with a minimum resolution of 640x480.

Selected projects will be notified by email and authors will be requested to send the .st (solidThinking native format) file in order to prove that the models and the images were created entirely with solidThinking.

Submit your entry here.

Intellectual property and permission to publish

Entrants will retain ownership of their Entry, including all intellectual property rights which may exist in the Entry. However, by submitting an Entry, entrants grant solidThinking, Inc. the unconditional and perpetual right, license and consent to reproduce, encode, store, copy, transmit, publish, post, broadcast, display, and exhibit the Entry in any media throughout the world, without limitation, and without additional review, compensation, or approval from entrants or any other party.

How it is judged

Submissions will be judged by an international panel of high profile professional designers, academics and journalists.

Judging criteria will include:
  • Aesthetic qualities and form innovation (40%)
    Is the design unique and innovative?
    Is the form adapted to the intended function?
  • Function innovation and feasibility (40%)
    Does the design fulfill a need? Does it solve a problem?
    Is the design efficient and the use of material optimized?
    Is the design in line with manufacturing techniques?
  • Presentation techniques (20%)
    Is the design easy to understand through the images?
    Do the rendering techniques used enhance the presentation effectiveness?
The Judges

Winners will be announced by November 30, 2011 on the following web sites:

  • solidthinking.com
  • core77.com
  • designboom.com
  • dezeen.com
  • productdesignhub.com

The Prizes

All entries will be considered for the final prizes:

First prize

US$ 5,000.00 Cash
+ solidThinking Inspired 8.5 commercial license

Second prize

US$ 3,000.00 Cash
+ solidThinking Inspired 8.5 commercial license

Third prize

US$ 2,000.00 Cash
+ solidThinking 8.5 commercial license

All entries published on the solidthinking.com web site will receive a 24-month solidThinking Inspired educational license.

solidThinking Design Competition 2011 Official Rules. Please read.

Questions?

Email inquiries to competition@solidthinking.com
Please write in the subject line : Design Competition 2011

Du thuyền chạy bằng pin Mặt trời lớn nhất thế giới

Có kiểu dáng giống như một tàu sân bay, Tûranor PlanetSolar đã trở thành chiếc tàu chạy bằng năng lượng Mặt trời lớn nhất thế giới.

Tûranor PlanetSolar hiện là chiếc tàu thủy chạy bằng năng lượng Mặt trời lớn nhất thế giới. Nó vừa hoàn thành hành trình đi vòng quanh thế giới để khuyến khích việc sử dụng năng lượng sạch trên toàn cầu.

Tàu Tûranor PlanetSolar bắt đầu hành trình vòng quanh thế giới của mình từ cảng Monaco vào ngày 27/9/2010. Chiếc tàu chạy bằng năng lượng Mặt trời lớn nhất thế giới này đã dừng lại tại Miami, Cancun – trong dịp diễn ra Hội nghị về khí hậu của LHQ – và đảo Galapagos ở Thái Bình Dương.

Tàu Tûranor PlanetSolar, trị giá hơn 12,5 triệu euro, được lắp đặt hơn 500 m2 các tấm pin Mặt trời để cung cấp năng lượng điện cho hai động cơ. Tốc độ tối đa của chiếc tàu thủy này khoảng 26 km/h. Sức chứa của Tûranor PlanetSolar là 40 hành khách.

Dưới đây là những hình ảnh của chiếc tàu thủy chạy bằng năng lượng Mặt trời lớn nhất thế giới được ghi lại tại cảng Brisbane, Australia:

Du thuyền Tûranor PlanetSolar chạy bằng pin mặt trời lớn nhất thế giới

Du thuyền Tûranor PlanetSolar chạy bằng pin mặt trời lớn nhất thế giới

Du thuyền Tûranor PlanetSolar chạy bằng pin mặt trời lớn nhất thế giới

Du thuyền Tûranor PlanetSolar chạy bằng pin mặt trời lớn nhất thế giới


Theo Bee.net

Trẻ em dân tộc Lô Lô trổ tài đua xe

Những chiếc xe được các em nhỏ người dân tộc Lô Lô, ở bản Cốc Xả, huyện Bảo Lạc, Cao Bằng tự chế từ những cây luồng, cây tre, thoạt nhìn giống như một chiếc xe đạp thập niên 90 của Pháp. Vào những lúc rảnh rỗi, các em rủ nhau ra những sườn dốc cạnh nhà để thử cảm giác mạnh.

Không có những buổi đi chơi công viên, vào rạp xiếc cùng cha mẹ như trẻ em thành phố, trẻ em của dân tộc Lô Lô ở bản Cốc Xả, xã Hồng Trị, huyện Bảo Lạc, Cao Bằng đã sáng tạo ra trò chơi của riêng mình

Không có những buổi đi chơi công viên hay vào rạp xiếc cùng cha mẹ như trẻ em thành phố, trẻ em ở dân tộc Lô Lô thuộc bản Cốc Xả, xã Hồng Trị, huyện Bảo Lạc, Cao Bằng đã sáng tạo ra trò chơi của riêng mình.

Làm "cuarơ" và đua trên những chiếc xe độc nhất vô nhị, không cần nhiên liệu, không phanh, không còi, chỉ cần ngồi trên đỉnh dốc và trôi xuống.

Tư thế của một cua rơ.

Tư thế của một ''cuarơ''.

Đây có thể so với những trò chơi X-Game mạo hiểm trên thế giới.

Đây có thể so với những trò chơi... X-Game mạo hiểm trên thế giới.

Thậm chí có những xe chở hai người.

Thậm chí có những xe chở hai người với trọng lượng lên tới 50kg.

Một em nhỏ cười tít mắt khi trôi xuống dốc.

Những sườn dốc có độ nghiêng từ 15 đến 30 độ và vận tốc tối đa có thể lên tới... 30km/giờ.

Tốc độ tối đa có thể đạt... 30km/giờ.

Hầu hết được phanh bằng chân để hãm tốc độ.

Phanh bằng chân để hãm tốc độ.

Ngã xe đối với các em là chuyện bình thường, nhưng chưa có trường hợp nào chấn thương.

Trở về nhà sau một trận đua gay cấn.

Trở về nhà sau một trận đua gay cấn.

Thế Duyệt - Lê Hiếu