Slow Design Principles

One of the design projects that fit into the six design principles and that I was impressed about was the Pit-Art in Public Space. Amongst this project the two artwork by different designers were, Pieterjan Gijs and Arnout Van Vaerenbergh, and Florentijn Hofman. In the design project that Pieterjan Gijs and Arnout Van Vaerenbergh did they designed a steel church shape-like. This church was a see-through building, but still kept its shape. It persuaded the tourist to visit this piece, which will attract the landscape in its background. Florentin Hofman design a giant duck that floats in the water. Like the steel church, this also attracts people that are passing by. 
Within the six design principles, this includes principle 2 and principle 3. Principle 2 is expand; this considers the real and potential “expressions” of artifacts and environments beyond their perceived functionalities, physical attributes and lifespan. Principle 3 is reflect; artifacts/environments/experiences induce contemplation and what slowLab has coined ‘reflective consumption.’ For principle 2, the designers did this project towards the tourist as their audience. The giant duck, wanted to make the area standout and not be plain. Usually when people see a rubber duck, it is the size of your hand not as huge as the final design is, which attracts people’s attention. Along with the duck, the transparent church was to collaborate with the background and its scenery on the hill it sits on. For principle 3, the finish product brings out an emotional feeling. To me the giant duck, makes me think back to being a child and get a sense of humor. The church brings a sense of tranquility and calmness. Especially with the breath-taking background.
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Another Design product I found that was really interesting is the Viliv N5, this is a UMPC that will allow you to use the full version of Microsoft Office, Photoshop, and etc. The reason why it was not popular because it was hidden by the Apple Ipad. But from this article, it is a better and more functional for the user. This will allow you to visit actual websites, build websites, or edit documents all on this mobile device that can fit in your pocket. 
This could fit into some of the design principles, for example of principle 1 and principle 6. In principle 1; reveals experiences in everyday life that often missed or forgotten, including the materials and processes that can easily overlook in an artifact’s existence or creation. In a sense, this product was overlook from its capabilities because of the mainstream product name that the Ipad comes from. Costumers over look this device that could do the same or more than what the Ipad can do. In principle 6; recognizes that richer experiences can emerge from the dynamic maturation of artifacts, environments and systems over time. Looking beyond the needs and circumstances of the present day, slow designs are change agents. In this product, there are many capabilities that it includes and can upgrade to. Also it is small and versatile, for example a customer may need to make a document on the train, or work on photoshop. In which another device cannot do. All this is a handheld device that can fit into your pocket and Ipad may be a hassle to carry around.
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Brad Guthrie