Advertising is a monkey business
And Honda used a choir to simulate the sound of a car:
Advertising is sometimes like the donkey which played the flute.
...a warm cup of coffee, good music on the background... Now let's have a relaxed, informal conversation about design.
“-What is it that I like so much about the house you’re building for me, Howard?ciao
-A house can have integrity, just like a person,” said Roark, “and just as seldom.
-In what way?
-Well, look at it. Every piece of it is there because the house needs it – and for no other reason. You see it from here as it is inside. The rooms in which you’ll live made the shape. The relation of masses was determined by the distribution of space within. The ornament was determined by the method of construction, an emphasis of the principle that makes it stand. You can see each stress, each support that meets it. Your own eyes go through a structural process when you look at the house, you can follow each step, you see it rise, you know what made it and why it stands. But you’ve seen buildings with columns that support nothing, with purposeless cornices, with pilasters, moldings, false arches, false windows. You’ve seen buildings that look as if they contained a single large hall, they have solid columns and single, solid windows six floors high. But you enter and find six stories inside. Or buildings that contain a single hall, but with a façade cut up into floor lines, band courses, tiers of windows. Do you understand the difference? Your house is made by its own needs. Those others are made by need to impress. The determining motive of your house is in the house. The determining motive of the others is in the audience.”
"After Orange and Peach, Blender Institute continues with a new open project: Apricot. This time it isn’t a movie but a 3D game! Starting february 1st 2008, a small team of again the best 3D artist and developers will develop a game jointly with the on-line community. The main characters in the game are based on the short 3D animation open movie Peach "Big Buck Bunny". At the end of July 2008 the game will be launched."ciao
The sense of touch: Lisa's surface is covered by thousands of micro-sensors. Each of these sensors has a special function. Some measure temperature, others register proximity and touch. The data of each sensor alone is not very helpful, but combined all the gathered bits of information provide valuable results. By analysing the temperate and touch sensors' data Lisa can for example distinguish her proprietor from other people.Lisa's intelligence is not fixed. She can connect to the internet wirelessly whenever she encounters an unknown situation, object or piece of news... or thinks she's going to get a headache and needs to download a virtual aspirin. A male version will be available in the near future... However, Summer Glau's Otaku fans will be disappointed, 'cause it will be a while until they develop a robot like Cameron Phillips. Did I mention that Lisa never gets a headache?
The sense of hearing: RKS technology is based on technologies for the interpretation of collected data (ICD). The hearing sense is mostly created through vocal recognition. Sound sensors are located near the ears and send the arriving signals to the on-board computer which then analyses the data. These sensors register the tonality and the amplitude. They also split the signals into syllables just like vocal recognition programmes do. Like for the sense of touch it is the combination of these pieces of information that allows for augmented use. By associating tonality, amplitude and syllable recognition Lisa is for example able to distinguish between different tones of voice (question, excitement, sorrow…)
The sense of sight: Lisa possesses 2 micro cameras that are directly connected to her internal computer. Through these 2 cameras she can register large amounts of information simultaneously and for example follow the movements of objects or recognize certain people. This works like this: first the "scene" is divided into several levels – foreground, background etc. Each level is then again segmented into zones and finally every object is detached from its background and analysed.
Then of course Sietze describes Mead's theory about gestures and social objects, and how Chris Abel transformed Mead's theories into the idea of "rational design".Each of these fallacies describes a common misperception of designing by designers. Because of this the issue of designing, the creation of the built environment according to needs and perception by users, becomes obscured. There is need to break through these fallacies and to take a sociological approach to design problems.
- Designer fallacy: It describes the fallacy of architectural determinism which operates as though architecture directly determines behavior through design. The designer assumes that, by designing in such a way as to stimulate certain behavior, his design will assure the occurrence of this behavior.
- Genius fallacy: When an extraordinary concept is devised by a designer, the so-called genius, it may be copied by others. If wrongly copied and applied, the concept may lose it function or even fail.
- Common man fallacy: This fallacy denies that architecture has any effect at all on human behavior. It disconnects building programs from social programs.
- The open society fallacy: It states that the physical location of people does not influence social status and development possibilities. It supports urban structures of cities.
- The manipulation fallacy states that over-planning may lead to a too sterile urban environment and eventually to a totalitarian state.
- The know-nothing fallacy: Designing with vision is overruled by practicalities and the visions and ideals are abandoned.
"In architecture, rational design should therefore be based upon common meaning. In that way, the meaning that a built form arouses in the designer, will arouse the same response in the users. If common meaning is not the basis, then the designer has no control over the effect his built design will have over users. The designer, through taking the attitudes of others involved in the building process, adjusts his or her own behavior as a designer in the light of critical awareness of the meaning a design may have for other persons. The products of rational design will be significant symbols in built form."His analysis of perception focuses only on the primary senses and some psychological responses to Gestalt and composition. Despite being this quite simple and obvious, it is sometimes (or most of the time) forgotten by many design practitioners. Critics always write about famous architects (or designers). Because those critiques are the only source of information for many students, they are led to believe that some basic principles that famous designers use, are part of the "unreachable" package. Thing that only the great designers or architects do, but no one is expected to do the same in "real life". I mean, students dream about designing the next Guggenheim museum or maybe an international airport... but when they are given the task of designing something like a 3 bdrm house, they soon forget about having the passion of innovation, creation... and following any of those basic principles. Same story with Industrial Design: if it's a car, they dream about being the next Pininfarina and try to get into their design all the tools and design principles they've learned. But if it's just a foldable chair, they don't get the motivation to think about composition, style, ergonomics, or any other basic design principle in the book. Anyway, we may all agree on the importance and effect of principles like proximity, similarity, closure, emergence, reification, multistability, invariance, experience/ emotion, psychology of colour, etc... but those are seldom used on "everyday" projects... (and are BTW totally absent on kiwi houses).