This modular LED lamp and socket system concept for architectural lighting applications is intended to modernize fixtures that use linear fluorescent lamps by removing significant barriers to using LED technology. It permits easy assembly by fixture manufacturers and enables end users to repair or upgrade their light fixtures via forthcoming global socket standards.
Credits: Brad Koerner and Aki Hirota of Micron Technology Inc. and Tom Mollnow of Cognition Product Development for Micron Technology Inc.
The Pakmat® is a comfortable, eco-friendly and compact inflatable air mattress ideal for outdoor enthusiasts, as well as for emergency use during disaster relief efforts. There is no need to carry a separate pump or rely on an electrical power source. Pakmat uses human energy combined with an easy-to-operate hand-held pump to fill the air mattress.
Amigo is a walking aid for injured dogs that enables them to continue their normal activities. Its cradle supports the dog’s body from the bottom and can be adjust to perfectly match the dog’s shape and size, allowing the pelvis to move normally. With Amigo dogs can easily move between walking, sitting and even lying down—all without assistance from their humans.
Credits: Nir Shalom of Bezalel, Academy of Art and Design, Jerusalem (Israel)
BeatBox is a high-definition audio system with integrated iPod and iPhone dock. This compact and portable stereo system delivers incredible Beats by Dr. Dre sound that can fill any room with powerful music. It is the first non-headphone product from the Beats by Dr. Dre line of products, intended to expand the Beats experience from individual enjoyment to a social experience.
Credits: Robert Brunner, IDSA, Kenny Sweet, Rhys Bonahoom and Anne Kitzmiller of Ammunition and Barry Pon, Tony Dichiro and Mitch Whitten of Monster Cable Product
DiddyBeats is an in-ear headphone for use with portable media players. Designed in conjunction with music entrepreneur and fashion icon Sean P.Diddy Combs, DiddyBeats combine impeccable style with flawless sound to give consumers a new and exciting way to listen to music.
Credits: Robert Brunner, IDSA, Victoria Slaker and Tim Tan of Ammunition and David Leung and Gernard Feril of Monster Cable Products
Breakout Title: Leveraging Design to Amplify Brand Truth & Engage Consumers VINCE VORON
This presentation will share insights regarding Coca-Cola’s pivotal shift in its approach to leveraging design to build brand value. Lately, Coca-Cola had designed packaging and equipment that they could manufacture. Now, they manufacture what they design allowing for the brand voice and all of the consumer touch points. First Touch: The consumer’s first physical connection to the brand is through packaging and equipment that provides important engagement opportunities. By applying sustainable design methodologies they are focused on optimizing these crucial first impression points to enhance the consumer experience. Innovative Differentiation: They are using brand equities and applying insight driven "design thinking" techniques to improve both the form, functionality and media role of equipment. End Result: Coca-Cola North America now has scalable design systems in place to consistently incorporate core brand equities and values into new packaging and equipment designs.
VINCE VORON, IDSA Associate Vice President IMC Design, Coca-Cola North America
Vince Voron, associate vice president, sets the graphics, retail and industrial design vision for Coca-Cola North America. While head of global industrial design he led the form and user interface design for the Coca-Cola Freestyle platform. He also developed the first 3D visual identity system. The resulting proprietary design language has been commercialized on four continents. He’s earned several design patents. Before joining Coca-Cola in 2006, Voron was senior industrial design manager at Apple. During his 16 years there, he developed and led the human factors and color teams responsible for iMacs, PowerBooks, iPods and the iPhone. His background includes a bachelor’s in electrical engineering from Pennsylvania State University, an MBA from San Jose State and a master’s in human ecology design from Université Paris V. He serves on the advisory board for the University of Wisconsin Business School.
Breakout Title: Who Gives a Damn or These Are Game Changing Days TOM De BLASIS
We’re told that we live in a time of connectivity - but we experience global crisis and disasters as spectators, perhaps longing to engage but paralyzed by the questions of who, what, where, why, when and most importantly how. How do we engage not just as citizens or volunteers but more importantly as designers? How as designers do we connect to the world around us and serve more than the needs of business? How can designers create the future that we dream of while living in a present that we want to look back on? Each of us must answer the questions of who, what, where, when and why to give a damn for ourselves, but I will use my experiences over the last year in Haiti to show how we can give a damn.
Tom De Blasis, a global design director for Nike, took his first step towards a life in industrial design when as an 8-year-old boy he took apart his Star Wars Tie-Fighter and gazed upon the mess of circuit boards, wires and molded parts contained within. Magic, inspiration and a painful lesson in spring-loaded assemblies hit him all at once. He believes in designing experientially and so in the name of design research he has found himself walking into a burning building in full firefighter turnout gear, firing an illegal Belgian semi-automatic assault rifle, going on a stakeout with a private detective and walking the tent cities of refugee camps. Blasis’ latest creation is The Gamechanger Bucket, a health and happiness kit that brings access to clean water and sport to disaster areas and emerging communities all over the world.
Traditional design approaches relying on business goals and existing user needs are failing us. They fail to account for the often irrational choices and behaviors that are the product of numerous subtle influences on all of us, and they fail to account for our ability to move people from their current patterns. Now, multiple disciplines are sharing their knowledge to explore the mechanics of influence. One of them is known as “Persuasive Design” – an approach to creating strategies and experiences that aim to deliberately change behavior for personal or community goals. In this session we will explore several business cases from industrial and interactive design with successfully implemented persuasive design techniques, outline key questions that can be applied to design problems and look at where the field may go in the future.