Tag Archives | Design
Perhaps they were conceived as toys for children, but video games of the 1970s, 80s, and 90s are significant artifacts of 20th-century technological, cultural, and design history. Much of that history is being lost or thrown away. Gamasutra discusses the Game Preservation Crisis:
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Trash cans, landfills, and incinerators. Erasure, deletion, and obsolescence. These words could describe what has happened to the various building blocks of the video game industry in countries around the world. These building blocks consist of video game source code, the actual computer hardware used to create a particular video game, level layout diagrams, character designs, production documents, marketing material, and more.
These are just some elements of game creation that are gone — never to be seen again. These elements make up the home console, handheld, PC and arcade games we’ve played. The only remnant of a particular game may be its name, or its final published version, since the possibility exists that no other physical copy of its creation remains.
A Parisian design team has conceived the Treepod, a synthetic tree that soaks up CO2 and expels oxygen without requiring water, soil, or years spent growing to full size. Should our planet’s trees be killed off by plague, pollution, or water shortfalls, this is what will fill the void. Via My Modern Metropolis:
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When tasked with creating a synthetic urban tree for the City of Boston (or any city) that could provide all the benefits of a real tree (de-carbonization and protection) without requiring soil and water, a team from Paris rose to the challenge. Their innovative concept is called Treepods. The systems are capable of removing carbon dioxide from the air and releasing oxygen using a carbon dioxide removal process called “humidity swing.”
Inspired by dragon blood trees, its wide branches and umbrella style tops support large solar panels. After some testing, they found out that the trees couldn’t be powered by the sun alone so they added interactive hammocks and see-saws to the base of the tree, so that humans could help create a secondary source, through kinetic energy.
The Atlantic has scans from the notebooks of telephone inventor Alexander Graham Bell, who had an abundance of ideas for serious and non-serious devices. It’s a delight to peruse his sketches, of both nature and such inventions as helicopters, futuristic eyeglasses, playground equipment, the “radiotome”, and (at right) the horse-pulled kite:
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It was on March 10, 1876 that Alexander Graham Bell made the first successful telephone call. “‘Mr. Watson–come here–I want to see you,” he said to his assistant, who was in the next room. Bell recorded those early telephone experiments in his lab notebooks from the time, as he did with countless other experiments and ideas.
The books are a priceless treasure of an incredibly fertile mind working through one of the most exciting periods of technological innovation in the history of the world. The sketches, though, are more than just dry recordings of physical principles. Bell’s drawings are expressive in ways that few technical sketches are.
Lost a limb, but dissatisfied with the normal prosthetic options? Recent University of Washington industrial design graduate Kaylene Kau built a functioning prosthetic tentacle. Powered by an internal motor with control buttons, it allows the disabled, or anyone fed up with being “too humanoid,” to live a more serpentine existence.
Initially produced by designer Pierre Stephane Dumas, “bubble tents” are now available for use at a growing number of campsites across France, the Daily News reports. Equipped with wardrobes, shelves and electric lights, the bubbles can be rented for around $600 per night, or purchased outright for $12,000. Right now they’re a luxury option for European campers, but I dream of a day in which this will be a viable housing option:
If you haven’t heard, information technology iconoclast Nicholas Carr has a new book coming up called The Shallows: What the Internet Is Doing to Our Brains. The basic case he makes is this: the Internet is altering our brains and making our thinking wider but more shallow. Carr makes a compelling case, and it’s time for web professionals to start thinking about how we can fix the problem. Carr lays out his argument in a new piece in the Wall Street Journal. He’s also made the case in this Wired article The WSJ is also running Clay Shirkey’s response to Carr – or actually, they may have just asked him whether the Internet was making us stupid, because Shirkey’s piece doesn’t seem to specifically address Carr’s arguments and it doesn’t mention Carr at all...