[Greenhouse Effect] Concepts (Part 4)

This is the fourth (and last) part of the the GreenHouse Effect concept series, showing and explaining some of the thoughts behind the design concepts. The GreenHouse Effect is an exhibition by Orcadesign as part of the Singapore Design Festival, exploring what it means to tackle sustainability through design.

lullaby-plug-copylullaby-plug-explanation

We have many mobile and electronic accessories, and when we charge them we tend to leave it on and forget about them (or go to sleep). Even while they are fully charged, the devices still consume phantom electricity. There’s also always the nagging suspicion that such overcharging may reduce battery life.

Borrowing a familiar metaphor found in baby pull-string toys, the Lullaby Plug is a power socket with an intuitive timer interface. Pulling the string down activates the power supply; the length you pulled is proportionate to the time you require (markings are on the string for every hour).  As the device gets charged, the ring slowly retreats upwards until it finally cuts off power after the desired time span.

paperhaus1paperhaus-usage

Newspaper recycling is one of the more accessible and common eco practice (at least here) – they are often however either stacked at a corner messily, or are relegated to the storeroom. Their fate somewhat mirrors the mindset of households – they are conceived more as an inconvenient waste rather than a valuable resource input (albeit recycled).

The PaperHaus elegantly houses the newspapers, fitting into the living room environment (where newspapers are often read/kept). Flaps on the four sides keep strings neatly tucked. The graphics on the rear wall does more than lifting the product visually – it also indicates how many kilograms of newspapers are accumulated. When you’re done, you can just unzip the edges, tie and bring the newspaper for sale/recycling.

[This post is a part of the series on the ‘GreenHouse Effect’ exhibition under the Singapore Design Festival]. This will be the final post on it – if you have any comments or critiques of any of the ideas (or the thought behind), let ‘em loose!]

 

Car that Drives Itself

Sure, we’ve seen the automatic parking stuff from Lexus and all – but a car driving itself? Well BMW has answered that too. On Top Gear they demonstrated a car that drives itself. Apparently you drive it around the circuit once, and the car ‘learns’ and ‘remembers’ it. Mind you, we’re not talking about weak “safe” cruising speeds and all, but full-fledged >100km/h average speeds.

Now they need to figure out how to implement this on the roads…

[Greenhouse Effect] Concepts (Part 3)

This is the third part of the the GreenHouse Effect concept series, showing and explaining some of the thoughts behind the design concepts. The GreenHouse Effect is an exhibition by Orcadesign as part of the Singapore Design Festival, exploring what it means to tackle sustainability through design.

bottleneck-saver

This is the Bottleneck Saver – it’s the little black ‘C’ shape thing on the neck of the nozzle. It’s a little simple device designed to attach onto the necks of common dispensers – be it shampoo, lotions or handwash – and it works by restricting the ‘travel’ of the nozzle (and thus the final amount dispensed each time). It may not be a product for everyone – some do need that much of whatever solution is in the bottle – but what Bottleneck Saver gives is a choice. Just think of the average crew-cut guy – typically he doesn’t need all that shampoo for one full press; by natural instinct, however, he would have dispensed a full amount. In addition, manufacturers always have an incentive to make users use more of their products – in some ways, this design attempts to counter that inherent bias in product design. It’s not only less of the soap/shampoo that you save – eventually you’d save more water too.

sticker-identitty

The product in this picture is actually in the top right corner – it is a set of stickers known as Sticker Identity. Often, we sub-consciously or conveniently reuse old products for new usages – we might make do with the back-of-a-notepad as a mousepad; we might use a CD jewel case as a coaster, etc. This is in fact a good practice – we don’t really need to always get a new item. The sticker set affirms these actions – iconic graphics on the sticker affirms the new-found identity of old products – in someways, you can think of it as a ‘re-birth certificate’.

[This post is a part of the series on the ‘GreenHouse Effect’ exhibition under the Singapore Design Festival].

[Greenhouse Effect] Concepts (Part 2)

This is the second part of the the GreenHouse Effect concept series, showing and explaining some of the thoughts behind the design concepts. The GreenHouse Effect is an exhibition by Orcadesign as part of the Singapore Design Festival, exploring what it means to tackle sustainability through design.

black-out-lamp

This is the Black Out Lamp. In normal days, it sits pretty as per any normal table lamp, casting light through the efficient LED light bulbs. But it’s more than just a table lamp – if and when you need a torch, you can actually detach the ‘lamp’ portion and use it as a torch, as the internal circuit can be switched to run on battery mode instead. For the same function (of illumination), we don’t really need two separate products (lamp + torch). They could very well be the same thing – plus you can definitely find it much easier compared to ransacking your third drawer in the store room.

facade-vase

The question – what exactly is a vase? Do we need a real, whole (and pretty) object to place flowers in, or is a simple facade up to the mark? Made of industrial felt, the construction of the Facade Vase is absolutely simple – two flat pieces of felt sewn together. It then becomes a parasite onto a ‘partner’ as structure – the omnipresent PET bottle that we almost certainly can find around our house – and becomes a fully functional vase. It is a versatile design too – different silhouette gives rise to rather different visual outcome.

notepadpostit-pad

Post-It pads are almost exclusively used on one side only. We also often scribble only on one side of our notepads. So, we have two ‘one-sided’ products. In this concept Post-It Notepad, the second life usability is built into the design. You start off with the notepad (using one side, presumably). When you’re done, you can remove the cover, turn it over and you get a Post-It pad. A product’s reincarnation is straightforward and integrated within the design – turning two ‘one-sided’ products into a single ‘double-sided’ one.

[This post is a part of the series on the ‘GreenHouse Effect’ exhibition under the Singapore Design Festival].

Vii (Wii copycat) Disassembled

vii-rip-off

Nintendo Wii’s been so successful, it’s still unable to fully satisfy demands despite running in peak production for over a year. So what do enterprising (and morally suspect) businesses do? Ride on the wave of rip off, of course. Many of you may have seen the ‘Vii’ – a Chinese copycat of the Wii. But it was the opening of the Vii’s innards that got me laughing rather hard.

They must’ve mastered the art of circuit miniaturizing, eh? I really wonder what that pathetic circuit board does. At about 12:17 you can also see an iron plate included within the case part to give it more weight. This is simply hilarious.

[Greenhouse Effect] Concepts (Part 1)

cup-lasso

Cup Lasso might require some understanding of the Singaporean context. When you buy a take-away hot drink in a coffee shop, chances are you’d end up with a disposable plastic cup carrier (the green thing on the left photo). Cup Lasso (pictured on the right) is a permanent alternative to this item. Apart from reducing the usage of plastic carriers (which may occur on a daily basis – e.g. for your post-lunch coffee), it can also be an identity, a statement in support of being more sustainable – somewhat like the Live Strong bracelets.

bin-there-table

‘Bin There’ is a table with an in-built rubbish trapdoor. While eliminating an unnecessary extra rubbish bin, it also makes it more convenient for the users, who can simply sweep their tabletop wastes into a plastic bag below. Eco-design does not necessitate sacrifices – in some cases, they can even enhance the functions. The plastic bag can be hanged onto sliding hooks below the table, accommodating a wide variety of plastic bag sizes.

wax-pod

WaxPod brings a familiar eco-concept to a new area of application. Refillable shampoos, lotions, etc. have been around for a long time – they consume less resources as the refills are packed in less energy and resource intensive packagings. Why not hair wax then – as it is a product that one uses constantly? In WaxPod, the white external casing is permanent, while refills come in ‘pods’ (black parts). The slits you see at the bottom of the product are vents for an optional air-freshener module, which are frequently deployed within the same setting. This reduces the total packaging and housing materials required substantially.

[SDF GreenHouse Effect] – Exhibition in SDF

greenhouse-effect-main-picture

Concurrent with the (somewhat) regular blog posts and tidbits scoured from web, I’d be doing a series of blog posts on some of the exhibitions and going through designs featured in the Singapore Design Festival(SDF) over the next few days. The first (only?) one that I will cover is the GreenHouse Effect, which is conceptualized by Orcadesign especially for the design festival.

[Disclosure: I am part of the team that conceptualized and designed for this exhibition. Which, helpfully, also affords me some ‘behind-the-scenes’ thoughts to the exhibits.]

It was clear from the start (about 3-4 months ago) that we wanted to do an exploration into green/sustainable design. This is a major (almost too overwhelming) topic in design recently, and very likely will continue to be so. The exploration for a more focused theme soon kicked off – and we reached an agreement of what we are not going for rather quickly. There are some prevalent ‘standards’ or approaches in ecodesign:

  1. Guilt: “If you do X, you’re destroying the Earth!”. Guilt is often a primary psychological emotion to exhort the consumers into alternative actions; this is often coupled with pictures of dilapidated landscape and/or cuddly animals, with the hope that the consumer would link ‘ungreen’ practices to the more invisible destruction caused. In many ways, these scare tactics would lose their effectiveness, especially as consumers become more jaded with overexposure.
  2. Statistics: “Every year, we spill X tonnes of Y into Earth; we cut down Z acres of forests just to …”. Statistics is yet another tool to back up – to argue (against the user) logically. Statistics may be quite illuminating when analyzing macrotrends – but they seldom connect intimately with the user.
  3. Sacrifices: “If we just reduce P per person, as a nation we would have saved Q…” – the argument in this is that if everyone does some green thing, the world can be saved. The person is thus persuaded to make some personal, noble sacrifices for the greater good of humanity. But sacrifices are what they are: sacrifices.
  4. Materials/Technology: “The new plastic in this product uses 30% less energy to produce, and does not emit toxic fumes to the air…these appliances uses 50% less electricity”. Important as it is, technological and material eco-innovations are seldom visible or directly appealing to the user. Often also, products stressed their ‘all-natural’ origins (e.g. no synthetic materials), leading consumers to assume that ‘natural=harmless’. This may or may not be the case – it really depends on how that natural resource is being managed and replenished.
  5. Recycle-bility: “It’s made to be recycled: you can take it apart so easily, and you can recycle all the parts!”. Many-a-times, recycle-bility is equated directly to being green. It’s simply not the case – recycling is just a small component of the whole picture of sustainability. It’s often exacerbated by the fact that ‘green-as-recyclebility’ often turns up in many frivolous products, as much to assuage guilt while encouraging consumption.

It’s not that the principles behind those trends are wrong – in fact, those are still important considerations and tools to sustainable living. However, they are admittedly tired – we’ve seen it over and over, while we are still nowhere in sight to being meaningfully greener. This was the question we set to ourselves: “what could green design be – beyond statistics, technology and sacrifices?”. Where and how could designers contribute? How can we more meaningfully connect with people through better (green) designs?

How do we create products that are appealing to the users not simply because they are green, but because they are inherently superior (and green too!)? If a greener product is better – whether in function, aesthetics or meaning – than the ‘non-green’ counterparts, there is simply no reason for the consumer to choose otherwise.

That was our idea in the GreenHouse Effect, which lead to the exhibition (photo below). In the next few days, I’d be posting the actual product concepts and approach, and how we’ve answered our probe (or not). If you want to see these concepts physically, they are still on show at the Utterubbish Exhibition (in Singapore) till Dec 16th.

greenhouse-effect-exhibition

Evolution of CG over the years

124

Computer graphics have certainly gone a long way in the last few decades – and what  better ways to see it than to compare one of the most difficult elements – water – and see how water has become ever more realistic through the ages in various games. Here’s a collection of screen captures: from the Flight Simulator way back in 1982, to what we’re now taking for granted in games like Crysis.