Tag Archives: design

Little inventions

Imagine driving down a rainy highway without windshield wipers. Dealing with a painful hang nail without nail clippers. Always having to put on shoes with buckles rather than laces. Or even phones without touch screens.

I love seeing new, inventive products come out, like a tooth brush that brushes all your teeth simultaneously in 20 seconds. Everyone needs to brush their teeth. Almost no one does it extremely well or for long enough. Along comes this little invention to save time and be more effective.

Now I’m not jumping out to buy one. I’m not convinced this isn’t a little gimmick that won’t really do what it promises. But I just love seeing inventions like this come out. I like seeing how people solve little problems we didn’t know we had. Or problems everyone have and think there is no solution to.

They say necessity is the mother of invention, but I think luxury is too. Humans are constantly finding ways to make life easier, and more enjoyable… and creative ideas abounds.

What’s a little invention you don’t necessarily need, but absolutely love?

Positively Subversive Leadership

A colleague in my district was recently complaining that when she went to her staff to see what their needs were, they said they needed new desks. These are an equipment update that:

  1. Will require a fair percentage of the school’s expendable budget.
  2. Won’t help the school progress or move forward with their practice.

As such, my colleague was disappointed that this is what she’d be spending so much of her budget on.

I suggested that she only purchase tables for two students and not individual desks. This meets the need of replacing old desks but invites, if not almost forces, a different way of running a classroom. Students must be in pairs or fours, the tables fold to get out of the way, and they are usually on wheels which invites them being moved regularly.

Instead of randomly replacing desks in different classrooms, she could put all the new desks in one classroom, and distribute the still good desks in that room to where they are needed. Who gets the new double desks? The teacher that wants to have them. If there is more than one, she can have discussions about how the teachers will use them to help her decide.

Transitioning to 2-student tables provides so many opportunities for collaboration, and a teacher excited about using them will change their practice even if they already grouped students together often. This takes a school need and turns it into an opportunity. If someone else is asking for those same tables and the budget isn’t there for them, that invites a conversation about how single desks can be used together to achieve the same goals.

It’s not fun having to use a lot of your budget to replace old items, but this can provide a chance to upgrade in a way that invites a different approach. This is a way to take an expense and turn it into an opportunity.

Secret Origin of the Enneagram

The Enneagram.

A shape that has been around for hundreds of years. It has esoteric significance and it has been used as a model for personality types for years.

But something is missing… and that’s the origin of this unique shape.

Not anymore. Joe Truss discovered, or rather uncovered, the following unique origin story of the Enneagram. Perhaps the Sufis of the past knew, but this knowledge was lost: The 2-Dimensional Enneagram has 3-Dimensional roots. Enjoy this short video to learn more: Secret Origins of the Enneagram.

“The Enneagram is a 3-Dimensional structure which manifests through the vertices of the icosahedron.” ~ Joseph Truss

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And if you think this is interesting, Joe has also uncovered the tetrahedral structure of our universe… if you know a physicist who can challenge these ideas, both Joe and I invite them to break this theory apart: We Live in a Tetraverse.

Please share with people whom you think might be interested.
Thank you.

The Nvidia omniverse

The future is here. In this quick video Nvideo CEO Breaks Down Omniverse, Jensen Huang discusses a virtual space where robots and Artificial Intelligence (AI) practice and rehearse their actions in a virtual space before trying things out in the real world. Specifically, he discusses car manufacturing and trying out designs of both machines and factories before physically building them, reducing rebuilding and redesigning time.

This is a game changer in the design of not just systems but in building physical things. The design phase of new products just got a steroids boost, and the world we know is no longer the world we live in.

We are now in an era of AI assisted design and manufacturing that is going to explode with amazing new products. Robots using AI in a virtual omniverse, trying out new creative ways to build new items faster, and more efficiently. Robots building robots that are tested in a virtual world, tweaked by AI, and retested virtually, tweaking the design of the very robots that will be building the new robots. Let that last sentence sink in… robots and AI redesigning other robots and AI… machines building and designing machines.

But that in itself isn’t the steroid boost. The real power comes from practicing everything first in this virtual omniverse world. Trying out the physics and dynamics of the new tools in an environment where they can be tested thousands and even millions of times before actually being built. This is where the learning is accelerated, and where things will move so much faster than we’ve ever seen before.

Products used to takes years of development to be built, but now a lot of that time is going to happen virtually… and with iterations not happening sequentially but simultaneously. So years of development and production design happen in moments rather than years. With the omniverse we are going to see an acceleration of design and production that will make the next few years unrecognizable.

It makes me wonder what amazing new products await us in the next 5-10 years?

Dear Grocery Store

It’s time to enter the 21st-century and provide intelligent search in your stores.

Create an App that is a shopping list that automatically sorts products by the aisle that they are in. Have sensors that the app detects so that once in that isle, you can see right where the product can be found.

Yes, I know you make a lot of extra money selling stuff because people are searching, can’t find their products, and see other products to pick up, but here’s a better way to do it!

You have an extreme amount of data about what people buy together. Instead of relying on them accidentally stumbling upon something as they search, use the data you have:

1. Put things together that people have bought together on their past shopping experiences. There are hundreds of millions of orders you have already tracked on every receipt you’ve ever printed and stored. Yes, that might be challenging for someone who doesn’t use the app, however, you’re going to design the app so that it would be stupid not to use it.

Who knew that people who bought tacos also bought mango curry sauce… you do because the data says so. So, why not put them next to each other in the grocery store?

2. Use the bottom 1/4 of the App to a) suggest related items when an item is added to the list, and b) show related items or data-suggested items while looking for the next item on the list.

3. Personalize suggestions based on individualized purchase history. If someone adds taco shells regularly, remind them about taco shells or salsa the next time they buy ground beef.

4. Make the App features great. Make it ideal for other lists too, make it indispensable. Add features that might suggest other items if you are on a diet. Or let a vegetarian know that a sauce has meat products and suggest another one that doesn’t.

5. Don’t game this too much. We aren’t stupid. If we see that every item you suggest is by Kraft, or we see the same items again and again that your App is pushing to us for advertising kickbacks, we’ll know the App is made for you and not for us. Here’s a magical idea, don’t just say you put the customer first, actually put them first!

The days of forcing people down every isle for them to buy more products are over… or they will be for you if you competitor takes this App idea before you do.

Ashtrays and Newspaper Racks

If you are Gen X, then at some point in your schooling you probably made your parents an ashtray out of clay. I did, and my parents didn’t even smoke. And if you were in a woodworking class you probably made some sort of newspaper or magazine rack, which was something your parents might have had in your living room. Depending on how good it was, this wooden creation may or may not have been as prominently displayed in your house as the ashtray. But these were a couple ‘practical’ things we made in school ‘back in the day’.

Both my daughters, who went to different middle schools, made gum ball machines out of wood, which used a mason jar to hold the gum balls. And I think for both of them the other option was a birdhouse. These were their versions of ashtrays and newspaper racks.

I bet most kids today will come home from school at some point with a 3D printed keychain. Most houses don’t have ashtrays, or newspapers or even magazines. Most parents wouldn’t know where to go to buy loose gum balls to put in a school made gum ball machine. Times change and so do the crafts students create at school.

Some of the other things students might (and do) create at school these days include: Apps, websites, and online businesses. These are the modern day ashtrays. A bit more practical, and a lot more relevant. That said, I hope kids still get a chance to work with clay and wood. I still want to see art that is 3D but not 3D printed. No one needs a newspaper rack or gum ball machine but bird houses can still be made.

There are cookie-cutter style ‘everyone makes the same design’ kind of bird houses, and then there are versions of the same project which are open to design thinking and personalization. And it really doesn’t have to be a bird house… just a hands-on creation using tools rather than a keyboard. But when I said, “I still want to see art that is 3D but not 3D printed.” I also should have mentioned that I want kids to also 3D print things.

The message of this little, nostalgic visit down memory lane isn’t just to say bring back the old hands-on projects, and do away with the new ones. Rather it’s to say we need both. We need students creating physical crafts, with their hands, at school and we need them designing new digital products with new tools as well. I’d be a bit concerned if kids today came home with ashtrays, but I’d still love to see them producing creative works that involve building and creating physical things with their hands.

I also wonder what the 2050 version of the school made ashtray will be?

Nature-centric design

I came across this company, Oxman.com, and it defines Nature-centric design as:

Nature-centric design views every design construct as a whole system, intrinsically connected to its environment through heterogeneous and complex interrelations that may be mediated through design. It embodies a shift from consuming Nature as a geological resource to nurturing her as a biological one.
Bringing together top-down form generation with bottom-up biological growth, designers are empowered to dream up new, dynamic design possibilities, where products and structures can grow, heal, and adapt.

Here is a video, Nature x Humanity (OXMAN), that shows how this company is using glass, biopolymers, fibres, pigments, and robotics for large scale digital manufacturing, to rethink architecture to be more in tune with nature and less of an imposition on our natural world.

Nature x Humanity (OXMAN) from OXMAN on Vimeo.

This kind of thinking, design, and innovation excites me. It makes me think of Antoni Gaudi styled architecture except with the added bonus of using materials and designs that are less about just the aesthetic and more about the symbiotic and naturally infused use of materials that help us share our world with other living organisms, rather than our constructions imposing a cancer-like imposition on our world, scarring and damaging the very environment that sustains our life.

Imagine living in a building that allows more natural air flow, is cheaper to heat and cool, and has a positive emissions footprint, while also being a place that makes you feel like you are in a natural rather than concrete environment. Less corners, less uniformity, and ultimately less institutional homes, schools, and office buildings, which are more inviting, more naturally lit, and more comfortable to be in.

This truly is architectural design of the future, and it has already started… I can’t wait to see how these kinds of innovations shape the world we live in!

Calculated Misery

I recently watched this TikTok, about ‘calculated misery’.

It starts off with the idea that social media platforms are going to work together to get us to pay or pay more for their services. It’s no longer enough that we have to watch ads to play along. I notice it when I watch YouTube on my phone and I’m regularly asked if I want to upgrade to avoid ads. Meanwhile I’m also watching more ads that I can’t skip after 5 seconds.

My Twitter feed is filled with ‘blue checkmark’ profiles where that check costs anyone $8 a month to have, regardless of if their content or expertise is valuable to me. And meanwhile, my checkmark-less profile is being viewed less often than those who pay.

Also discussed in the video is how airlines use calculated misery to upsell you. The carry-on suitcase I bought 15 years ago used to be good on any airline, now it needs to be checked on many of them. Leg room has been reduced, and while tickets used to include choice of seats, now that’s something you need to upgrade or pay more for to get. You want a meal or beverage on a 5 hour flight? Those used to be free, but many airlines charge for them now.

It used to be that the basic price was good enough, and upgrades gave you perks, but now it seems anything less than premium is meant to suck a little bit, meant to be just enough misery to make you want to pay more. Even amusement parks are doing it, giving people privileged access in lineups if they pay more. And it’s hard to be in line and watch others get priority over you.

We’ve moved from an era of customer value and service being a priority to an era where profits matter more. It’s a world where customers are made less comfortable, unless they pay a premium, and the benefits are really to shareholders. Essentially, services are getting gradually worse, and misery is creeping in… unless you pay a little bit more.

Process, product, and purpose

I love this quote from David Jakes:

“Design creates useful things. Much has been written by various educators about valuing process over product, but in the real world, people create things. It’s easy to value process over product when the product is a grade or points on a test. In your classroom, shift from a transactional approach to a design-based transformational one where the product has value and meaning to students and has the potential to impact intellectual growth, spark personal development, or contribute to improving the human condition.”

There is a lot of talk about process over product. However this comparison is built on a false dichotomy. It’s not about one over the other, rather it’s process with the purpose of producing a product.

For example, when looking at design thinking, we start with empathy for the end user. The final product is the goal, it’s the purpose we are designing for, but the process of design thinking is the journey we go on.

So, it’s not process over product, it’s process with purpose. The final product is important, be it a presentation, an app, a business or business plan, a play, or a piece of art. How you get there is important too. Understanding the purpose, having a real reason to produce a final product is the reason to go through the process.

What’s exciting is having students learn, value, and be motivated to go through the process to get to that final product. That’s a shift from a more traditional test, or a cookie-cutter assignment where everyone produces an identical final product. Instead the students are part of the process, and understand the purpose of getting to the final product… which they have constructed or co-constructed.

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Here is a specific example: There are a couple educators from the Northwest Territories coming to visit us at Inquiry Hub. They are heading this way to see Trevor Mackenzie on Vancouver Island, and he recommended they come visit our school. Unfortunately the only day they can come is a professional development day when there are no kids at our school. So, I asked 6 kids if they would be willing to come in and present to these teachers.

Once they agreed, I sent this in an email to the teachers coming to visit:

“As an FYI, I’ll be handing over the presentation fully to the students, they will design what it looks like. With the design thinking model in mind, the big question is “What does the end user want/need”… so, please give me a short write-up of what you are looking for.

They will give you the shape of our day, what the student experience is like, but beyond that what do you want to get out of the visit? Whatever you share is exactly what I’ll be sharing with them to prepare with.”

Our students will design the presentation, they will understand the purpose of their final product, and while the process is important, and while they have had a ton of practice producing great presentations, they know that delivering a good final presentation to an authentic audience is what will matter in the end.

It’s not one over the other, it’s process for the purpose of a good final product.

User Interface and user experience

It’s a delicate balance: providing a multitude of options and also creating a good user interface that isn’t confusing. Today I went to an online menu and there were several options that only showed up as buttons with tiny icons on the top right of the screen. I would never had known there were other options available if my friend hadn’t mentioned these tiny bubbles were whole other menus.

The concept was good, not overwhelming the page with too many options. The interface was bad, putting tiny icons at the top of the page, which I wouldn’t be looking for as I head to the menu. These icons are not what I came to the page to see, and not having them either float on the screen as I scrolled down or added at the bottom of all the other choices, lacked usability.

This is where design thinking, and focusing on the needs of the end user are so important. Why add features a user either doesn’t see or doesn’t know how to access? Why create unnecessary steps, extra features that are challenging to use, or pop up screens that break the flow of creativity or general use? The answer is almost always that the disconnect is unintentional. Good ideas, bad user interface… bad from the perspective of the end user.

The starting question might be ‘what does the user want’? But the question that most needs to be thought about is ‘what is the user experience?’ The experience is what ultimately matters.