Source: http://www.alessi.com/it/prodotti/dettaglio/psjs-juicy-salif-spremiagrumi
Any customer can have a car painted any colour that he wants so long as it is black.
Henry Ford
an approach to systems design and development that aims to make interactive systems more usable by focusing on the use of the system and applying human factors/ergonomics and usability knowledge and techniques
Source: ISO 9241-210
ISO 9241-210:2010 provides requirements and recommendations for human-centred design principles and activities throughout the life cycle of computer-based interactive systems. It is intended to be used by those managing design processes, and is concerned with ways in which both hardware and software components of interactive systems can enhance human–system interaction.
Source: ISO 9241-210
Source: ISO 9241-210
Human–computer interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study.
Source: http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction
Source: http://www.ideo.com/work/human-centered-design-toolkit/
Source: http://www.hcdconnect.org/
Source: http://www.ideo.org/
Participatory design (known before as cooperative design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process in order to help ensure the product designed meets their needs and is usable.
User-centered design (UCD) is an approach to design that grounds the process in information about the people who will use the product. UCD processes focus on users through the planning, design and development of a product.
Usability Professionals' Association
Source: http://www.usabilityprofessionals.org/usability_resources/about_usability/what_is_ucd.html
Source: http://www.wqusability.com/articles/language-usability-tekom-proceedings.html
design model vs. user model
as understood by designers vs. as understood by users
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Mack, R. L., & Nielsen, J. (1994). Usability inspection methods. Wiley & Sons.
Source: Norman, D. A. (2013). Design of everyday things. [S.l.]: Basic Books.
Source: Norman, D. A. (2013). Design of everyday things. [S.l.]: Basic Books.
Source: Norman, D. A. (2013). Design of everyday things. [S.l.]: Basic Books.
Source: Ritter, F. E., Baxter, G. D., & Churchill, E. F. (2014). Foundations for Designing User-Centered Systems: What System Designers Need to Know about People (2014 edition.). New York: Springer.
Experience Design focuses on the need of designing the quality and the esthetics of the experiences that people live while interacting with an artifact, wether material or immaterial, physical or cognitive, putting on the first level the concept of user experience.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Two possible interpretations:
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Norman, D. A. (2004). Emotional design why we love (or hate) everyday things. New York: Basic Books.
Source: http://www.themindensemble.com/tag/mind-processing-chair-emotiv-epoc-anton-rhino/
Experience Design does not aim at understanding how products enter effectively into people's activities. This was the aim of UCD [...] UED tries to understand the deep meaning of how artifacts enter reflexively in relations with the users, of how people understand themselves in relation to the artifacts. Experience Design aims at an empathic understanding of the user [...] [the designer is] an interpreter. The role of an interpreter is to mediate the user experience inside a design process.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Pine, B. J., & Gilmore, J. H. (1999). The experience economy work is theatre & every business a stage. Boston: Harvard Business School Press.
Co-design is defined as a form of collaboration aiming at design [...] It is a methodology for the designing with the users and not necessarily for the users.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Sanders, E., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. doi:10.1080/15710880701875068
The goal of the explorations in the front end is to determine what is to be designed and sometimes what should not be designed and manufactured.
Source: Sanders, E., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. doi:10.1080/15710880701875068
But it is now becoming apparent that the user-centered design approach cannot address the scale or the complexity of the challenges we face today. We are no longer simply designing products for users. We are designing for the future experiences of people, communities and cultures who now are connected and informed in ways that were unimaginable even 10 years ago.
Source: Sanders, E., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. doi:10.1080/15710880701875068
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Mattelmäki, T. (2006). Design probes. Retrieved from https://www.taik.fi/kirjakauppa/product_info.php?products_id=28
Source: http://www.flickr.com/photos/93570163@N02/9204754137/
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Von Hippel, E. (1988). The sources of innovation. New York: Oxford University Press. Retrieved from http://web.mit.edu/evhippel/www/sources.htm
Source: Von Hippel, E. (2005). Democratizing innovation. Cambridge Mass.: MIT Press. Retrieved from http://web.mit.edu/evhippel/www/democ1.htm
Source: http://commons.wikimedia.org/wiki/File:Plan_B_(3598746031).jpg
Source: http://commons.wikimedia.org/wiki/File:Devinci_bike.JPG
Source: Chesbrough, H. W. (2003). Open Innovation: The New Imperative for Creating and Profiting from Technology. Harvard Business School Press.
Source: http://www.crowdsourcing.org/editorial/open-innovation-creating-through-community-creation/16499
Source: http://www.innocentive.com/
A (software) project published with a license that facilitates its access + modifying + sharing in a collaborative way.
A (software) project developed collaboratively by a community, based not on hierarchy but on reputation.
Source Code (human readable)
-->
Binary Code (machine readable)
Source: http://content.time.com/time/covers/0,16641,19840416,00.html
Source: http://stallman.org/
Source: http://en.wikipedia.org/wiki/GNU
“Free software” means software that respects users' freedom and community. Roughly, the users have the freedom to run, copy, distribute, study, change and improve the software. With these freedoms, the users (both individually and collectively) control the program and what it does for them.
RMS Stallman
Source: http://www.fsf.org/
Source: Richard Stallman. (2010). Free Software, Free Society - Selected Essays of Richard M. Stallman, 2nd Edition. GNU Press. Retrieved from http://archive.org/details/FreeSoftwareFreeSociety-SelectedEssaysOfRichardM.Stallman2nd
Source: http://en.wikipedia.org/wiki/Ubuntu_(operating_system)
Source: Raymond, E. S. (2001). The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary (Revised.). O’Reilly Media. Retrieved from http://www.catb.org/~esr/writings/cathedral-bazaar/
Source: http://opensource.org/
Source: http://opensource.org/osd
Source: http://opensource.org/osd
Source: http://www.gimp.org/
Source: http://www.inkscape.org/
Source: http://www.blender.org/
Source: http://www.scribus.net/
“Open innovation is sometimes confated with open source methodologies for software development. There are some concepts that are shared between the two, such as the idea of greater external sources of information to create value. However, open innovation explicitly incorporates the business model as the source of both value creation and value capture. This latter role of the business model enables the organization to sustain its position in the industry value chain over time. While open source shares the focus on value creation throughout an industry value chain, its proponents usually deny or downplay the importance of value capture.”
Source: Chesbrough, H. (2011). Open Services Innovation: Rethinking Your Business to Grow and Compete in a New Era (1st ed.). Jossey-Bass.
Source: http://en.wikipedia.org/wiki/You_(Time_Person_of_the_Year)+
http://content.time.com/time/magazine/article/0,9171,1570810,00.html
Source: http://www.kiva.org/lend/333427
Source: http://www.innocentive.com/
Source: http://www.crowdspring.com/
Source: http://www.mshape.com/
Source: http://www.openideo.com/
Software is just the beginning … open source is doing for mass innovation what the assembly line did for mass production. Get ready for the era when collaboration replaces the corporation.
Source: Goetz, T. (2003, November). Open Source Everywhere. Wired, 11(11). Retrieved from http://www.wired.com/wired/archive/11.11/opensource.html
Source: http://en.wikipedia.org/wiki/Free_Beer+
http://en.wikipedia.org/wiki/OpenCola_(drink)
Source: http://freedomdefined.org/OSHW
Source: http://oshwlogo.com/
A (software) project published with a license that facilitates its access + modifying + sharing in a collaborative way.
A (software) project developed collaboratively by a community, based not on hierarchy but on reputation.
A design a project published with a license that facilitates its sharing and that can be “compiled” or “manufactured” locally.
Open Design refers to every kind of design projects that can be shared in a digital format over a network.
Source: http://design.okfn.org/
Source: https://github.com/OpenDesign-WorkingGroup/Open-Design-Definition
Source: https://github.com/OpenDesign-WorkingGroup/Open-Design-Definition
Source: https://github.com/OpenDesign-WorkingGroup/Open-Design-Definition
Source: https://github.com/OpenDesign-WorkingGroup/Open-Design-Definition
Source: https://github.com/OpenDesign-WorkingGroup/Open-Design-Definition
Source: Sawhney, N. (2003). Cooperative innovation in the commons: rethinking distributed collaboration and intellectual property for sustainable design innovation. Massachusetts Institute of Technology. Retrieved from http://dspace.mit.edu/handle/1721.1/61861
Source: http://www.ronen-kadushin.com/index.php/open-design/
Source: http://reprap.org/
Source: http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&item_id=Gentium
Source: http://www.openwear.org/
Source: Kovidvisith, K. (2007). Open source building alliance ecology : the Internet framework for consumer driven participative design (Thesis). Massachusetts Institute of Technology. Retrieved from http://dspace.mit.edu/handle/1721.1/39313
Source: http://www.wikihouse.cc/
Source: http://opendesigncontest.org/
Source: http://www.domusweb.it/en/news/2012/04/11/autoprogettazione-2-0-on-display.html
Source: http://buglabs.net/
Source: http://openxcplatform.com/
Source: http://www.openp2pdesign.org/2013/open-design/first-global-company-to-embrace-open-design/
Source: http://opendesignnow.org/
Source: http://www.droog.com/news/category/design-for-download-2/
Source: http://www.instructables.com/community/Instructables-Joins-Autodesk/
Source: http://www.123dapp.com/create
Open Source Sea Chair from Studio Swine on Vimeo.
Source: http://sourceforge.net/
A collaborative distributed system of design & manufacturing based on:
A system of agents that:
Source: http://www.getaround.com/
Source: https://www.airbnb.com/
Source: Botsman, R., & Rogers, R. (2010). What’s Mine Is Yours: The Rise of Collaborative Consumption. HarperCollins e-books.
HCD asserts as a basic tenet that technology adapts to the person. In ACD, we admit that much of human behavior can be thought of as an adaptation to the powers and limitations of technology.[...] People do adapt to technology. It changes social and family structure. It changes our lives. Activity-Centered Design not only understands this, but might very well exploit it.
Source: Norman, D. A. (2005). Human-centered design considered harmful. interactions, 12(4), 14–19. doi:10.1145/1070960.1070976 Retrieved from http://www.jnd.org/dn.mss/human-centered_desig.html
Source: https://github.com/OpenDesign-WorkingGroup/Open-Design-Definition
Source: http://openmetadesign.org/
Source: http://openmetadesign.org/
Source: http://www.dezeen.com/2013/01/02/zaha-hadid-building-pirated-in-china/
Source: https://torrentfreak.com/3d-printer-drm-patent-to-stop-people-downloading-a-car-121012/
Source: http://www.sculpteo.com/en/app/
Source: http://living.corriere.it/catalogo/prodotti/Campeggi/Santapouf.shtml
Source: http://twitpic.com/7t9879
Source: http://www.refinedhype.com/hyped/entry/adidas-beachstar-sandal
Source: http://www.adidas.fi/Men%27s-Duramo-Clog-Slides/G62583_640,fi_FI,pd.html
Copyright essentially attaches to every original creative work that is fixed in a tangible medium. This includes most things that are written, drawn, or designed. However, the copyright only protects the actual writing, drawing, or design itself, not the idea that it expresses.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
Works in the public domain are those whose intellectual property rights have expired, have been forfeited, or are inapplicable. [...] The term is not normally applied to situations where the creator of a work retains residual rights, in which case use of the work is referred to as "under license" or "with permission". [...] Copyrighted works may not be used for derivative works without permission from the copyright owner, while public domain works can be freely used for derivative works without permission.
Patent protection is not granted automatically. An inventor must apply for a patent on her invention at the Patent and Trademark Offce (PTO). The invention must be new, useful, and non-obvious. In making the application, the inventor must disclose information that would allow others to practice the invention. Finally, patent protection is significantly shorter in duration than copyright protection.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
Once an object has been patented, all copies, regardless of the copier’s knowledge of the patent, infringe upon that patent. Simply stated, if you are using a 3D printer to reproduce a patented object, you are infringing on the patent.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
When a child in Seattle writes an ode to his pet dog, that work is protected by copyright. If, two years later, another child in Atlanta writes an identical ode to her pet dog (unaware of the frst ode), the second work is also protected by copyright. This is possible because copyright allows for independent creation, even if the same work was independently created twice (or even more than twice). While a work must be original in order to receive copyright protection, the work does not need to be unique in the world.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
However, and relevantly for reproducing 3D objects, patent law does have a novelty requirement. Patent law does not allow for parallel creation. Once an invention is patented every unauthorized reproduction of that invention is an infringement, whether the reproducer is aware of the original invention or not.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
Source: http://www.wired.com/gadgetlab/2012/08/s-korea-court-rules-damages/
Trademark developed as a way to protect consumers, giving them confdence that a product marked with a manufacturer’s symbol was actually made and backed by that manufacturer. As a result, trademark is not designed to protect intellectual property per se. Intellectual property protection is instead a side effect of needing to protect the integrity of the mark.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
Because trademark protection is specifcally geared towards preventing consumer confusion in the marketplace, trademark infringement is described in terms of “use in commerce.” Unlike patent or copyright, it is not copying a trademark that creates a trademark violation. Instead, it is using that trademark in commerce (thus potentially confusing a consumer as to the origin of the product) that results in a violation.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
A trademark may be designated by the following symbols:
- ™ (the "trademark symbol", which is the letters "TM", for an unregistered trademark, a mark used to promote or brand goods)
- ℠ (which is the letters "SM" in superscript, for an unregistered service mark, a mark used to promote or brand services)
- ® (the letter "R" surrounded by a circle, for a registered trademark)
Source: http://arduino.cc/en/Trademark/HomePage?from=Main.Trademark
Trademark protection can extend beyond a logo affxed to a product to include the design of the product itself. However, in order to extend protection to product design, courts have required that trade dress acquire a distinct association with a specifc manufacturer. Acquiring this type of distinctiveness takes time, and must be proven by survey results or some other proof of association in the eyes of the general public. As a result most product designs, even unique designs intended “to render the product more useful or more appealing,” will not be protected as trade dress.
Source: http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up
Source: http://www.voga.com/still-legal/
Source: http://creativecommons.org/
Source: Margoni, T. (2013). Not for Designers: On the Inadequacies of EU Design Law and How to Fix It (SSRN Scholarly Paper No. ID 2361682). Rochester, NY: Social Science Research Network. Retrieved from http://papers.ssrn.com/abstract=2361682
Source: https://github.com/OpenDesign-WorkingGroup/Open-Design-Definition
Massimo Menichinelli / info@openp2pdesign.org / @openp2pdesign
This work is licensed under a Creative Commons Attribution 4.0 International License.
Massimo Menichinelli 2015
openp2pdesign.org