7/7/11

Aandeboom's "P-Tree" Takes Piss Out of Festivalgoers (in a manner of

ptree-1.jpg

Based on the popularity of the "P-TREE" at Denmark's Roskilde Festival, Dutch design studio Aandeboom is deeming their pilot program (Petri dish?) a success. The company "produced 50 P-TREES in the typical Roskilde Orange color, placed in 2 different spots near the main stage," to the delight (and utility) of "more than 100,000 visitors."

The P-TREE is a temporary tree-friendly urinal that can be fixed on every tree using straps and lashings. The P-tree gives a feeling of freedom during peeing. It is the same as peeing into the wild. The hoses from the urinal can be combined and connected on a waste pipe with container. The P-tree is very accessible for festivals, public gardens, events, etc. P-tree and Lashings are available in different RAL-colors.

ptree-2.jpg

The summer music festival setting is, of course, the most appropriate place for the "P-TREE"—its natural habitat, one might say. And lest we miss the forest for the trees (or the urinal for the pee): "By using the P-TREE the festivals problem with public peeing was significant reduced."

Teaser video and behind-the-scenes photos (or something like that) after the jump:

Hopefully, next season will see the release of a more discreet woodgrain colorway.

ptree-3.jpg


Core77's Ultimate Gift Guide, Week 3: Choice Cuts from hipstomp

gg_summer_banner_468.jpggg_summer_Rainx4.jpg

We were thrilled when our longtime contributor hipstomp agreed to pick ten of his favorite tools for our Ultimate Summer Gift Guide. As he explains below, his selections reflect his signature unconventional yet practical approach:

I love working with my hands and I'm extremely picky about my tools. A crap tool will ruin your day and a cleverly-designed tool multiplies its own value exponentially by helping you easily create lasting objects or enduring repairs. There's probably nothing in my life more carefully curated than my tool collection, and looking over it for this review, I realized how many different tools I have specifically for cutting things—paper, plastic, cardboard, foam, fabric, rubber, wood and more—so here I'll focus on Ten Cutting Tools I Can't Live Without.

Check out the full gift guide here

OR browse by curator:
» Choice Cuts from hipstomp
» Cycling gear and other goodies from Geekhouse Bikes
» Tools from Hand-Eye Supply
» Gifts for the maker in your life from Core77

Core77 Design Awards: Live Broadcast Schedule

This is the moment you've been waiting for. Since launching the Core77 Design Awards program earlier this year, we've had an incredible outpouring of support and participation from all corners of the design community. Set your clocks because beginning next week, we'll be broadcasting LIVE over 10 days from eight countries with our distinguished judges announcing the winners from 15 categories.

CORE77 DESIGN AWARDS LIVE BROADCAST SCHEDULE
July 12-22, 2011
10 Days. 15 Categories. Eight Countries. 74 Jurors. Live!!

Recognizing excellence in all areas of design enterprise, the Core77 Design Awards celebrates the richness of the design profession and its practitioners. For our inaugural year, we present 15 categories of entry, providing designers a unique opportunity to communicate the intent, rigor and passion behind their efforts. From client work to self-initiated projects, entrepreneurial to pro-bono engagements, we embrace a wide diversity of design enterprise: commercial, cultural, social, environmental, or discursive. We welcome projects in all these spheres and honor the time, effort and quality of the endeavors, no matter their provenance.

For this first program, dedicated jury teams based around the globe will be gathering in eight countries to judge 15 categories of design practice. Results of this year's awards program will be announced via Live Web Broadcasts. Drumroll please...And here is the broadcast schedule for the inaugural Core77 Design Awards.

**Please Note: All times and dates are based on Eastern Standard Time.

Tuesday, July 12th
@1PM ESTFURNITURE/LIGHTINGJudging location: LONDON, UKJury Team: Max Fraser [Jury Captain], Anthony Dickens, Laura Houseley, James Mair, Libby Sellers

@8:30PM EST
NEVER SAW THE LIGHT OF DAYJudging location: BEIJING, CHINAJury Team: Aric Chen [Jury Captain], Ben Hughes, Ou Ning, Tewa Srilaklang

Wednesday, July 13th
@2PM ESTINTERACTIVE/WEB/MOBILEJudging location: AUSTIN, USAJury Team: Jon Kolko [Jury Captain], Jan Moorman, Todd Wilkens, Gregg Wygonik

@6PM EST
DESIGN EDUCATION INITIATIVESJudging location: MELBOURNE, AUSTRALIAJury Team: Elizabeth (Dori) Tunstall [Jury Captain], Dr. Deirdre Barron, Dr. Herman Pi'ikea Clark, Vince Dziekan, Russell Kennedy

Thursday, July 14th
@10AM ESTGRAPHICS/BRANDING/IDENTITYJudging location: NEW YORK CITY, USAJury Team: Steven Heller [Jury Captain], Arem Duplessis, Paula Scher, Bonnie Siegler, Mark Randall

@7:40PM EST
SERVICE DESIGNJudging location: SYDNEY, AUSTRALIAJury Team: Fran Samalionis [Jury Captain], Craig Davis, Damian Kernahan, Iain McDonald, Oliver Weidlich

Monday, July 18th
@9PM ESTINTERIORS/EXHIBITIONJudging location: TOKYO, JAPANJury Team: Astrid Klein and Mark Dytham [Jury Co-Captains], Momoko Kishino, Hideyuki Nakayama, Jean Snow

Tuesday, July 19th
@9:30AM ESTSTRATEGY/RESEARCHJudging location: TURIN, ITALYJury Team: Mark Vanderbeeken [Jury Captain], Monica Dalla Riva, Eva Teruzzi, Lowie Vermeersch

@4PM EST
PRODUCTS/EQUIPMENTJudging location: NEW YORK CITY, USAJury Team: Julie Lasky [Jury Captain], Harry Allen, Rama Chorpash, Zoe Coombes, Maria Popova

@6:30PM EST
DIY/HACK/MODJudging location: SAN FRANCISCO, USAJury Team: Christy Canida and Eric Wilhelm [Jury Co-Captains], Simone Davalos, Arwen O'Reilly Griffith, Jeffrey McGrew

@9:40PM EST
SOFT GOODS/APPARELJudging location: PORTLAND, USAJury Team: Peter Kallen [Jury Captain], Damon Clegg, Jennifer Dzienis, Patrick Long, Emily Ryan Stark

Wednesday, July 20th
@1PM ESTTRANSPORTATION DESIGNJudging location: COPENHAGEN, DENMARKJury Team: Lars Holme Larsen [Jury Captain], Peter Ingwersen, Nille Juul-Sørensen, Frederik Ottesen, Jens Martin Skibsted, Kristian von Bengtson

@3PM EST
SPECULATIVE OBJECTS/CONCEPTSJudging location: PALO ALTO, USAJury Team: Branko Lukic [Jury Captain], Dominika Nell Applova, James Auger, Banny Banerjee, Nebojsa Rogic, Steve Takayama

@5PM EST
PACKAGING Judging location: NEW YORK CITY, USAJury Team: Mark Christou, [Jury Captain], Josh Handy, Marianne Rosner Klimchuk, Joe Marianek, Melanie Wiesenthal

Friday, July 22
@12:45AM ESTDESIGN FOR SOCIAL IMPACTJudging location: AHMEDABAD, INDIAJury Team: Ashoke Chatterjee [Jury Captain], Anil K. Gupta, Dr. Vikram Parmar, Suchitra Sheth, H. Kumar Vyas

From all of us at Core77, we extend our gratitude to everyone who submitted work and participated in our inaugural year.

It's Different: Architectural League Prize for Young Architects 2011

ALP11.jpg

The Architectural League's Prize for Young Architects yearly round-up of the best emerging practices features several young global practices under the banner It's Different. The show is on view now at The New School.

This year, the Architectural League asks: What is the role of the designer?

Every generation thinks it is special, new, and different—and ours is no exception...This difference will require architects and the discipline to practice architecture and design without preconceptions and assumptions, rethinking how designers engage constructively with our cities, our environments, and our societies...What is the new role of the designer?

Interestingly, none of the practices positioned their work in direct response to this question about the role of the designer (gone are the days of lengthy wall-length essays inspired by '80s semiotics or '90s post-structuralism). Instead, It's Different conveys a more pragmatic landscape, a candid snapshot of a diasporic collection of activity where architects are exploring the different edges of disciplines, ideas and technologies that they express personal affinities for.

THE PROS:

More room for experimentation=more latitude.

A common thread running through the practices in the exhibition was openness to interdisciplinary collaboration and the question of choosing which technologies to use and how to integrate it into architecture.

One good example of this is experimentation with interactivity and responsive environments from Future Cities Lab, a practice based in San Francisco.

xeromax.jpg

Future Cities Labs constructs complex environmental installations that often harness a dynamic and ongoing environmental interaction, whether it is the heat energy of human bodies near a wall, or the slow process of a piece of glacier melting and being captured by contact mics and amplified to create a sonic environment.

glaciarium.jpg

Future Cities Labs takes the model of interaction design or experience design as their way of creating architecture that integrates the factor of human and natural processes in the built environment. Is it architecture, sculpture, exhibit design or installation? Future Cities Labs works in the fringes of these disciplines with an approach that is rooted in solving design problems for the built environment.

xeromax3.jpg

Another aspect or issue of interactivity and responsive environments is that of empathy: how humans can relate to their environment in a way that taps into a more emotional consciousness, as well as how humans can be inspired to take care of their constructed environment, thus blurring the line between nature and artifact. As in human computer interaction, empathy is a key design approach to be further explored by design practices: creating soft environments where the give and take relationship between the environment and the human can be made more organic.

A design practice that explores empathy in their approach is Nameless Architecture, a conceptual design practice based in Seoul and New York. Their exhibition design is a series of proposals displayed in delicate glass bowls that encapsulate the concept of a project. Each glass bowl, like a terrarium, contains the ecosystem of a concept, balanced by its own equilibrium.

nameless1.jpg

playcloudclose.jpg

Committed to "the simplicity on the unpredictable world," Nameless Architecture explores "creating alternative relationships between nature and artifacts." The project "Playcloud" is a proposal for a self-sustained and human centered environment. All factors of the built environment are sought to be harmonized by being based on a relationship between the humans and the environment. Essentially a nomadic shelter, "Playcloud" hovers like a jellyfish-like environment that goes only where it is needed by being led by users who tug on its soft tentacles and thereby act as a ballast for the structure.

playcloud.jpg

THE CONS:

Less cohesion means less conversation

The practices in the exhibitions seemed closed off from one another, and overall the tone was a bit of a free for all; each practice seems to be isolated in their own remarkable world or fiefdom, which makes for amazing diversity of ideas, but wanting in connections made between the individual practices. For all the tantalizing overlaps in themes that occur, it makes one itch for a conversation to start building inroads connecting each biodome of brilliant ideas and proclivities.

I'd say an apt title for a follow up exhibition to It's Different could be But Similar.

Stay tuned.

It's Different
Arnold and Sheila Aronson Galleries
Parsons The New School for Design
Now through July 29th

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!!