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José Antonio Giménez: When shoes explain the world we live in febrero 16, 2013

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Jose A GimenezShoes and feet say much about the economy and moral health of this world. There are only two types of countries in the world we live in: those where there are more feet than shoes and those where there are more shoes than feet.

We cannot put the blame on shoemakers, neither can we forget that, some way or another, we all have some responsibility. Actually, fashion designers and all actors involved on clothes and accessories creation that dress our nakedness are one of the most aware groups.

The aim of this book is to print this actions in black on white, most of them invisible for the society, which allow a more equitable relationship among design, economy and sustainability. Or, which is to say, to establish more equal balance between feet and shoes in a near future.

As well as, at the beginning, we have borrowed a Luis Piedrahita’s thought -if my memory serves me correctly- we have also borrowed the personal opinions and reflections of the authors that have accepted to take part in this second volume of Hiatus, exclusively dedicated to fashion.

We are not only talking about eco-design or responsible practice, but also about the constant reinvention of the supply, the creative process and the devotion for a profession without which we will not have shoes or anything to dress our nakedness. Actually, I would not make us more similar, but would make our differences more acute, and would culturally impoverish a society which owes fashion more than we think. More info en Sanserif.es

*Este texto es un avance de Hiatus II · Black on white book, publicación que reune la opinión de una veintena de representante de la moda sostenible de una docena de países.

Marci Zaroff, Hana Havelková y John Patrick en la edición monográfica de Hiatus sobre el diseño de moda junio 27, 2012

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De izq. a dcha: Marci Zaroff, Hana Havelková, John Patrick, Tim Van Steenbergen y Tobie Giddio

La promotora del eco-style, Marci Zaroff; y los diseñadores John Patrick y Hana Havelková forman parte de las veinte firmas seleccionadas por Sanserif Creatius para la segunda edición de Hiatus, un libro de reflexiones y artículos de opinión de profesionales que, en esta ocasión, estará dedicado al sector de la moda, con especial atención a los nuevos modelos de negocio y las prácticas de sostenibles y de RSC.

Junto a ellos, periodistas especializadas como Marion Hume, ilustradores como Tobie Giddio o promesas ya confirmadas en las pasarelas como Tim Van Steenbergen conforman un compendio de opiniones internacionales que pretende aportar algo diferente a lo que hasta la fecha se lee sobre moda. Más info en Articulado.

Xénia Viladàs: Applying Service Design to the Design Service Industry mayo 1, 2012

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The days in which design was a topic to be avoided are long gone. Today, design schools are crowded, design departments flourish in all sorts of companies and design promotional bodies are being set up or retained, both in affluent countries and in the less developed ones, as a means to foster economic growth and social welfare. The design discipline is expanding fast and barging into new and unknown territories of practice: user experience, disabilities, ecology, interaction, and, of course, services. At the same time, designers are reaching much higher positions within all types of organisations and finally sitting in the boardrooms, where they actually influence decision-making processes.

Just as it climbs to those new positions, the design profession is undergoing many changes: on the one hand, designers are now made liable for what they do or what they do not do. In the early days, their artistic penchant would exempt them of any responsibility, whereas today they have to endure the consequences of their higher commitment[1]. Another range of changes affecting design lies in its very structures, due, among other things, to the economic downturn: firms are downsizing and networked freelancers take over where large and well-oiled teams used to be.

Squeezed between an ever more demanding market and a shaky organisational pattern, designers need to reflect on the nature of design services and how to manage them.

A service is a service is a service…

… and design is a service. Let’s check whether the main characteristics of services apply in the case of design:

-Intangibility: that means that the rendering of a service does not lead to the transference of ownership of any good or asset. The actual representation of the design is nothing but the evidence of the service. What is turned into an asset and becomes part of the client’s equity are the rights of commercial exploitation of the product that has been designed: intangible indeed!

-Inseparability: because services can only be rendered when contracted, they cannot be enacted separately from the client. The principles of the discipline say that the designer provides a bespoke reply to each and every problem he is faced with, and that no two problems are exactly the same: inseparable it is, therefore.

-Perishability: services cannot be stored, precisely because they are inseparable. Although some designers are suspected of piling up logotypes in their hard drives and distributing them randomly among their clients, this is not (yet?) common practice.

-Variability: being so that they are rendered and decided upon by persons, each time the service is rendered it ends up in something different, even when facing similar briefs. (This is why we have so many chairs…) Such variability can be further increased when the team is not a stable one[2] because more—and diverse—people are involved in the rendering of the service.

The consequence of variability is uncertainty. Now, uncertainty does affect the attitude of clients towards design because they see their resources at stake and doubt whether to go ahead with the investment or not. Variability, in general, can be managed through the standardisation of processes, tools and methods. Now, can this be applied also to design without diminishing its values?

The management of uncertainty in design.

If we are coherent, the improvement of design services should be achieved with the use of service design. To make it short, this would consist in observing, documenting, prototyping and processing the way a design is conceived and developed, wrapping it up in some sort of visual that would convey “the way we do things around here” so as to be able to communicate and share it. This is what allows design practices to grow and to aim for larger clients and their complex commissions, and ultimately what leads to a polarised industry, in which artisan designers compete against design services companies, to put it boldly. The clients choose depending on the nature of the project, the local design market, the specialisation, etc, but also, to a certain extent, in terms of risk aversion: some companies can allow a higher degree of uncertainty, while some others, or some particular commissions, need to be more tightly managed.

If we take it for granted that design methodology applies and make it a regular exercise, does stabilising processes mean that all design practices will end up looking alike and doing the same? Not really: standardisation of processes does not kill creativity, provided service design is properly and efficiently used. On the contrary, it leads to a lean process, almost invisible in its use but efficient in its delivery.

Conclusion. That design is a service may seem obvious, but it is key to understanding how it works and why it fails to meet some market requests. Using service design to redefine and to improve design services may prove a great move towards risk management and, therefore, towards a better future for the sector. After all, if designers don’t trust design, who should? More at Hiatus.


[1] This has been extensively discussed in texts like, among others, “Diseño rentable”, X. Viladàs, Index Book, 2008, translated as: “Managing Design for Profits”, Index Book 2010, and more recently, Tennyson Pinheiro en DMI News and Views, Nov. 4, 2010 or at the 2010 DMI European Conference held in London last fall.

[2] In my book on service design (“El diseño a su servicio”, Index Book 2010, “Design at your service”, Index Book, 2011), I comment on this being a problem for any company having to outsource part of its services.

Tony Hunter: In Search of Characterful Products abril 24, 2012

Posted by jagf in automovil, Editorial.
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Since childhood, and undoubtedly much to the frustration of my parents, I’ve been one of those individuals who spurned things needed until I was able to get what I really wanted. Be it pens, sofas, shoes, or cars, I was always fussy and this inevitably resulted in much saving of weekly pocket money, or later of monthly salary, for something that was for me “The Good One”. It would be beautiful, hand crafted, plastic free, and (predictably) the most expensive. It would be the one with character.

It wasn’t, I should point out, anything to do with the recent trend of showing off the right brand name, or having to prove (or fake) my fiscal worth in the local pub to impress the ladies. This was simply because I believed, and still do, that you should have nothing in your life that you don’t absolutely love, and sadly love has its price!

What is it though that makes us fall in love with a product? A million-dollar question, get this right and you have a good chance of “raking it in”, but I don’t necessarily think it’s such a difficult one.

“Love is your soul’s recognition of its counterpoint in another” I heard rather cheesily in a film. Another way of putting it might be to say it’s simply finding a character that perfectly complements your own, and this I believe can relate also to design. Subconsciously, sometimes very consciously, we pick a mate, or that which is around us for the ability to enhance our positive qualities, or counteract negative ones. Most of us love company which is fun, stimulates us, from whom we can learn, and that challenges our view of the world. With them we are happy, and though often difficult we are attracted, and fall in love with these characters, and I think act similarly with products. Perhaps it’s an attempt to separate ourselves from the mediocrity of the masses, but we seek and are drawn by that which is a little different, stands out from the crowd, and believe our choice of company or ownership reflects well on ourselves and renders us also a little bit more special.

Products with real character are becoming harder to find though. They are being wiped out. The tedious efficiency of mass production teamed with never-ending customer clinics and global marketing are an effective way of ensuring goods are as palatable as is feasible, in the theory that the market for them will be as wide as possible. Great for turnover perhaps, but such products are almost always inevitably tainted or ruined as a result by the dreaded “committee design”. Emotion, quirkiness, excitement, original thoughts, are all averaged out of proposals by cost downs and consumer research, resulting in objects easily used and fulfilling basic needs, but soon discarded for the next model when the customer gets bored. Regardless of how recyclable a product is, this surely isn’t a very environmentally friendly way to be? Wouldn’t it be more beneficial to create objects that last, with which one forms bonds for life, items cherished and passed on to offspring rather than ending their days pushing up daisies in landfill sites, or sapping energy whilst recycled into bargain store welcome mats?

It’s true that character can be polarising, but only the most optimistic marketing director expects his stock to sell to 100% of the market. Isn’t it better to create something loved utterly by half the people, even if hated by the other half, as the former will purchase, repurchase, accept a premium price, and link forever to the brand?

Alec Issagonis, designer of the original Mini said “The people don’t know what they want, it’s my job to show them”. Perhaps then we should hold back from the marketing clinics, not attempt to pacify the multitude’s opinions, and instead allow a designers spirit to remain in the design, let it retain their quintessence and character in the way the tool marks of a craftsman bestow his personality to an artwork. The finished product may be quirky, odd, challenging to use, but it’s these rough edges that allow us to bond with it and establish a relationship. Life as they say is not a spectator sport, it’s very much something to take part in and every item in our life should be there to enrich the experience.

I recently purchase a Morgan for a three month road trip around the Mediterranean, prompting many to ask why? Aren’t they bumpy, uncomfortable, an old design, unreliable? Wouldn’t I be better with a Boxster, a MX5, or Z4? Perhaps, but in the Morgan it will be more than just a journey, the experience of a car like this, character filled, will enhance the adventure and attract positive attention. People will smile, want photographs and be interested. A BMW might be more comfortable, I could step from the other end freshly air conditioned and with my linen suit unscathed, but what would I have learnt about myself in the process? How would I have stretched my mind, where would the spirit of adventure be?

We all need things in life to master, learn how to control and challenge ourselves to constantly improve our handling of them, whether it be a smooth gear change in a Morgan or a perfect espresso from a Pavoni.

We all need products with character, because without them we lose ours. More at Hiatus.

Samantha Sanella: Designers as Superheroes. More Powerful than a Speeding Locomotive abril 17, 2012

Posted by jagf in diseño gráfico, diseño industrial, Editorial.
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All designers can tap into their inner strength, tenacity and knowledge to make huge differences in our world. Design, at its most powerful, is a public service. Many leaders, however, and the citizens they represent, are at a loss. They have no idea how design impacts the greater good and no idea how to reinvent themselves, and they perceive municipal—and societal—decline as inevitable. Imagine if federal governments worked with municipal leaders and teams of designers to re-imagine cities that have deteriorated over the years. We could reinvent Detroit! Imagine if we re-invented the road? The train? Our entire way of transporting goods and services? Our healthcare system? Our education system? Imagine if a Mayor called together a design team to re-imagine the skyline or the abandoned industrial lands of a city? As designers, we are educated to create vision. Perhaps it’s not the X-ray vision of Superman, but it’s still our super power. We need to put it to use for the greater good.

After years of observing our general lack of value for our knowledge (evidenced by low-wages and commodity servicing), I became President and CEO of Design Exchange, Canada’s National Design Centre. At the DX, we place great emphasis on design’s value and its contribution to our economy, environment and quality of life. In fact, we believe that design is a driver of our economy, preserver of our environment and essential to our quality of life. Design is in “every experience, every product and every environment.” Getting our audience to understand the ways in which design is utilized to develop and implement ideas is difficult. I often say, ‘does a fish know that it’s swimming in water’? Likely not. Do people know that they are surrounded by ‘design’? Likely not. We must converse with the public as if we are starting at the very beginning of the ABC book.

I work with diverse audiences to teach them how to ‘connect the dots’ and see the bigger picture of our world. Designers hold great responsibility, but they often do not take time to understand how their choices affect every aspect of our lives. Whether materials, fonts, heights or structures—these choices all have significant implications; it is the ripple effect. An interior designer from Alberta can make a choice that affects an entire stone plant in Mexico. A graphic designer can make a choice about lighting signage that affects the safety of an elderly person with low vision. An architect can make a choice about a building façade that reinvents a business’ entire image. As designers, we have a tremendous amount of power, but fail to recognize it and fail to verbalise it to others. Educators and professional associations should focus on the strategic nature of design and its broader impact on our society. However, it is not their responsibility alone.

Design Policy is critical to our profession. It is absolutely integrated with innovation, economic development, public safety, culture and heritage. For policy to be most effective it must be embraced by leaders at the federal level and translated downstream into provincial/state/regional and municipal levels. Many countries have embarked on policies and programs that have stellar results, including Korea, Denmark and the UK. Countries around the world have linked manufacturing to design innovation, but in North America and in many countries in South America, we struggle to make our case to the leaders of our countries. In Canada, I have spent countless hours in rooms with bureaucrats and politicians who stare blankly at me as I explain the power of design. One particular amusing moment, was in Ottawa with a Senior Advisor to the Minister of Industry. After spending forty-five minutes extolling the power of design as a driver for our economy, he looked at his watch and said, ‘I’m too busy to worry about design, I have to focus on General Motors and Canada’s role in the auto industry bail-out.” It seems that my elementary explanation of the value of design was still not enough for this bureaucrat. Convincing as I am, reaching the government in Canada remains elusive.

For the design profession to advance, we must also approach this problem from the ‘bottom up’. This begins with teaching our children creativity. Creativity has been socialized (or institutionalized) out of many of our schools—especially in North America. It is rare that children participate in a significant amount of art, drama or music instruction. Pushed aside for math, science and computer training—children have been taught to exercise the left side of the brain, but not the right side. Whole brain thinking is required for creative problem solving and it is critical to our society and its survival. This should be emphasized in elementary school and strengthened as a child grows. The easiest way to change the world is to begin with children.

Design is a holistic process that begins with the conception of an idea. It is strategic by nature of the process. We should approach the larger issue of undervaluing design in a holistic manner—by revolution or by evolution. This challenge does not belong to one design discipline alone, it belongs to all of them. As well, this challenge belongs to our entire education system, not just primary education. And it belongs to the world, our global economy—not just one country alone. As we struggle to sustain our population, grow economies and raise the standard of living for developing countries, I ask, how can we put the ‘superpower of design’ to good use? Think about it. You will be in good company. More at Hiatus.

Pamela El Azzi: Design as a Philosophy abril 10, 2012

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Though we blossom from past experiences and we are living in the present, we were asked to give our opinion about the future of design. In itself, this already seems to reflect an essence of what design is. A continuous evolution, developing by looking at the past, indulging in the now and growing into the future.

Current design is both commercial and creative and attracts great attention amongst all sorts of people worldwide. Designers have come a long way and have worked hard to attract this remarkable and widespread interest in design, which has proven to have many positive effects on the design world. But being overly dependent on commercial sponsorships and great amounts of attention also carries the danger of casting a shadow on blooming creativity, cultural relevance and conceptual thinking.

The world seems hungry for a more daring focus on creative processes, substance and the content of design, and that is what we want to put forward and what challenges us as a base for our selection processes. In recent history, design tended to be about bling-bling and big, bigger, biggest. There was little focus on the background behind the pieces, the roots, how the pieces matured to their final destinations, and what their cultural relevance was. We are interested in bringing things back down to earth a bit, and telling stories of how works end up the way they do, or don’t. But this doesn’t mean that we find more commercial works less relevant. This is perfectly illustrated by Maarten Baas’ Real Time series that has proven its cultural relevance; some pieces of the most expensive, limited editions of this series can only be found in important museums, like for example the Rijksmuseum in Amsterdam and major private collections. While another, unlimited, piece from this same series can be downloaded, in a down to earth, commercial version; as an iPhone application, by almost everybody in the world for only €0.79.

For us the future of design lies not only in challenging the beholder by presenting strong examples of commercial and cultural design side by side, but also in continuously searching for challenging design. Like we noticed that process is now a priority for many of today’s designers, we try to keep recognising new priorities in designers’ works, and finding new perspectives and challenges in the world of design. More at Hiatus.

Nacho Carbonell: The Environment and its Adaptation in a Mutating World abril 3, 2012

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Adaptation is something that every living being has to do in order to survive in the environment he, she or it lives in. If designers are, as we presume, a species sensitive to environmental changes, then it is crucial for us to be experienced in adaptive techniques. Personally speaking, I believe that design and designers could be taken as barometers or a statistical measure for what is currently happening around us. In this ever-changing society, in our modern life or mutating age, designers are influenced by the past, present and future of their surroundings, and that is what makes them so sensitive to change.

Analysing our environment and our society should be an everyday task. Searching is the way to come up with answers. Self-criticism and the notion of betterment are essential tools if we want our ideas to progress; and observation is a powerful ally in helping us to understand changes. An astute insight into our environment and its history will point us in the right direction towards a more coherent future. Rather than with the aid of magic, the future is forecast through the understanding that comes to us by means of analysis, and that is what allows us to anticipate what is coming, thus making us participants in that change while it is still in progress. Our input and our perspective can help to enrich the process and to make suggestions pertinent to that change.

In my view, the actual process is absolutely essential for the development of new media, taking media to be those objects or projects a designer may create. A process is something malleable, something abstract that takes place before reaching a solution. Very often, the moment of change lies precisely during the process. Bringing the right elements or taking the proper decisions during the process will lead us to optimum results. And not just to the best of goals: it will be a result that will take us by surprise, something pre-programmed by a previous idea yet at once unexpected thanks to the mutations undergone during the process of creation. The possibility of intervening in those projects will lend us a chance to contribute highly personal and/or key elements for the evolution of the objects.

Long and painstaking processes may provide us enough time for rethinking, re-questioning and interacting in ways not planned in advance. They give us a chance to observe. And that observation should be coupled with analysis. An analysis that will hopefully dig down to the root of a project and thus help us to understand its existence, its drive or need to be—the real reason for an object to be born or created that way.

The word design is coloured by many contextual ramifications, thus making any definition highly fraught and liquid. New meanings are continuously being added to the term, as it adapts in consonance with new elements emerging in our environment.

At this very moment, I would personally define design as a potential tool to be used in the processes of adaptation to the new environments we live in, and to be conceived as a channel for communication that conveys messages for a better understanding of our surroundings. More at Hiatus.

Margriet Vollenberg and Margo Konings: The Future of Design; A Continuous Evolution marzo 26, 2012

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Though we blossom from past experiences and we are living in the present, we were asked to give our opinion about the future of design. In itself, this already seems to reflect an essence of what design is. A continuous evolution, developing by looking at the past, indulging in the now and growing into the future.

Current design is both commercial and creative and attracts great attention amongst all sorts of people worldwide. Designers have come a long way and have worked hard to attract this remarkable and widespread interest in design, which has proven to have many positive effects on the design world. But being overly dependent on commercial sponsorships and great amounts of attention also carries the danger of casting a shadow on blooming creativity, cultural relevance and conceptual thinking.

The world seems hungry for a more daring focus on creative processes, substance and the content of design, and that is what we want to put forward and what challenges us as a base for our selection processes. In recent history, design tended to be about bling-bling and big, bigger, biggest. There was little focus on the background behind the pieces, the roots, how the pieces matured to their final destinations, and what their cultural relevance was. We are interested in bringing things back down to earth a bit, and telling stories of how works end up the way they do, or don’t. But this doesn’t mean that we find more commercial works less relevant. This is perfectly illustrated by Maarten Baas’ Real Time series that has proven its cultural relevance; some pieces of the most expensive, limited editions of this series can only be found in important museums, like for example the Rijksmuseum in Amsterdam and major private collections. While another, unlimited, piece from this same series can be downloaded, in a down to earth, commercial version; as an iPhone application, by almost everybody in the world for only €0.79

For us the future of design lies not only in challenging the beholder by presenting strong examples of commercial and cultural design side by side, but also in continuously searching for challenging design. Like we noticed that process is now a priority for many of today’s designers, we try to keep recognising new priorities in designers’ works, and finding new perspectives and challenges in the world of design. More at Hiatus.

Jasper Morrison: Super Normal febrero 26, 2012

Posted by jagf in diseño industrial, Editorial.
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I was having a cup of tea with Takashi Okutani in Milan, during the 2005 Salone del Mobile, talking about projects underway with Muji and describing to him the Alessi cutlery project and how I felt that this approach to design, of leaving out the design, seemed more and more the way to go.

I mentioned having seen Naoto Fukasawa’s aluminium stools for Magis and how they seemed to have a special kind of normality about them, and he added: “super normal“. That was it, a name for what I have been trying to achieve all these years, a perfect summary of what design should be, now more than ever.

I have been feeling more and more uncomfortable with the increasing presence of design in everyday situations and in products lined up on the shelves of everyday shops. For years people have faulted design for being inaccessible, overpriced and out of tune with the mass market. Now that it has become mainstream it is beginning to look like a sell-out, as if design simply stepped into the shoes of all the cheap ugly products which were previously available and made them cheap and ugly and highly visible.

Design, which is supposed to be responsible for the man-made environment we all inhabit, seems to be polluting it instead. Its historic and idealistic goal to serve industry and the happy consuming masses at the same time, of conceiving things easier to make and better to live with, has been side-tracked.

A while ago I found some heavy old hand-blown wine glasses in a junk shop. At first it was just their shape which attracted my attention, but slowly, using them every day, they have become something more than just nice shapes, and I notice their presence in other ways. If I use a different type of glass, for example, I feel something missing in the atmosphere of the table. When I use them the atmosphere returns, and each sip of wine is a pleasure even if the wine is not. If I even catch a glimpse of them on the shelf they radiate something good. This quota of atmospheric spirit is the most mysterious and elusive quality in objects. How can it be that so many designs fail to have any real beneficial effect on the atmosphere, and yet these glasses, made without much design thought or any attempt to achieve anything other than a good ordinary wine glass, happen to be successful? It has been puzzling me for years and influencing my attitude to what constitutes a good design. I’ve started to measure my own designs against objects like these glasses, and not to care if the designs become less noticeable. In fact a certain lack of noticeability has become a requirement.

Meanwhile design, which used to be almost unknown as a profession, has become a major source of pollution.

Encouraged by glossy lifestyle magazines, and marketing departments, it has become a competition to make things as noticeable as possible by means of colour, shape and surprise. This virus has already infected the everyday environment. The need for businesses to attract attention provides the perfect carrier for the disease. Design makes things seem special, and who wants normal if they can have special?

And that’s the problem. Once normal has been wiped out there’s no going back. Its a bit like building new housing on virgin countryside, or developing huge areas of cities at one time. What has grown naturally and unselfconsciously over the years cannot easily be replaced. The normality of a street of shops which has developed over time, offering various products and trades, is a delicate organism. Not that old things shouldn’t be replaced or that new things are bad, just that things which are designed to attract attention are, from the outset, going to be unsatisfactory. There are better ways to design than putting a lot of effort into making something look special. Special is generally less useful than normal, and less rewarding in the long term. Special things demand attention for the wrong reasons, interrupting potentially good atmosphere with their awkward presence.

The wine glasses are a signpost to somewhere beyond normal, because they transcend normality. There’s nothing wrong with normal of course, but normal was the product of an earlier, less self-conscious age, and designers working at replacing old with new and hopefully better, are doing it without the benefit of innocence which normal demands. The wine glasses and other objects from the past reveal the existence of super normal, like spraying paint on a ghost. You may have a feeling it is there but it is difficult to see. The super normal object is the result of a long tradition of evolutionary advancement in the shape of everyday things, not attempting to break with the history of form but rather trying to summarise it, knowing it is the artificial replacement for normal, which with time and understanding may become grafted to everyday life. More at Hiatus book.

Dopress chinesse editors select Sanserif Creatius to Eco Style Book vol.I febrero 22, 2012

Posted by jagf in diseño industrial, ecodesign, Editorial, environment, Interiorismo.
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(···) The idea behind the collection is to show people the importance of materials like cardboard which until now had never even been seriously considered for the home. Three Little Pigs is a fable on the importance of the materials with which we create our everyday habitat, based on the popular children’s story of the same name. Is not just about presenting a new material, but also hopes to raise society’s awareness of the importance of social design. In other words, it is a brand of design whose goal is to improver quality of life and foster sustainable growth. (···) More at Dopress books.

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