How do you quantify the effects of things that don't happen to you? "The whole point of living in a culture is that much of the labor of perception and judgment is done for you, spread through media, and absorbed through an imperceptible process that has no single author." (previously; via)
That’s how I feel about the web these days. We have a map, but it’s not for me. So I am distanced. It feels like things are distorted. I am consistently confused. — Frank Chimero, on What Screens Want
Tim Jenison had a theory that Joseph Vermeer had made used of particular lens technology to make his paintings almost photo-realistic. To test this, he recreated the setting of The Music Lesson from scratch, harpsichord and all, and even recreated the theorised lenses using 17th century tools. For someone who doesn't know how to paint, he sure did a good job.
The Nordic Society for Invention & Discovery has brought never-before-seen and totally exclusive technologies into the world, such as the Aaltopuck (an ice hockey puck modeled after Alvar Aalto's Savoy Vase), the Flower Shell (a shotgun shell that shoots seeds into the ground), the Wall of Sound (an 8000-watt iPod dock) and No More Woof (a device that wraps around your dog's head and translates his or her brain waves to computerized speech).
Prototypes are usually the missing links in the evolution of human technology, the dead-ends of ideas that give way to the refinement of the final physical product. Prototypes aren't just for Darth Vader. While the legal back and forth between Apple and Samsung continues, a treasure trove of prototype designs for Apple devices has been released to the public, showing insights into various design approaches and feature enhancements, including larger form-factor iPads with and without kickstands and landscape ports and iPhones that parody the Sony logo, show a different layout for camera elements, and look remarkably like fourth-generation models, as far back as 2005. On the other hand, some have made prototypes into the end goal itself, such as the folks at Dangerous Prototypes, a site which features a new open-source electronic hardware project each month. Some are just gratuitous fun, while others are a bit more practical, such as one project that recycles old Nokia displays and another that provides access to infrared signal, useful for hacking together remote controls for all sorts of IR-based devices. Other prototypes of tomorrow's technology are less concerned with shrinking down the guts of the invention itself, to make it disappear, but rather on how we interact with and integrate physical representations of these ideas into our daily lives. Above all else, prototypes are always forward-looking and are therefore inherently optimistic expressions of human creativity: Even children are getting into imagining the world of tomorrow.
The Automata Blog is packed full of interesting images, videos and information about all kinds of amazing automata, cool machines, mechanical music, orchestrions and kinetic sculptures. This month's focus is the history of vintage Japanese tin toy robots and the toy robot paintings by Steven Skollar.
The Menstruation Machine: an invention created by artist Hiromi Ozaki. "As a female designer I had one big problem I wanted to solve. "It’s 2010, so why are humans still menstruating?" "Fitted with a blood dispensing mechanism and lower-abdomen-stimulating electrodes, the Menstruation Machine is a device which simulates the pain and bleeding of an average 5 day menstruation process of a human (As a female designer I have done my best to simulate my own, at least)." Also: Menstruation Machine - Takashi's Take is a music video about a boy ‘Takashi’, who builds the menstruation machine in an attempt to dress up as a female, biologically as well as aesthetically, to fulfill his desire to understand what it might feel like to be a truely 'girly' girl. He determinedly wears the machine to hang out with his kawaii friend in Tokyo, but…"
Redesigned notebooks, repurposed toys, grow-your-own breakfast, paper radios, parental pants, and more - all from the mind of design fiction enthusiast Matt Brown