TipoD – Design e Engenharia de Produto
17mai/100

Novo Uno e velhas práticas de design industrial

Um ícone reprojetado, é assim que vejo o novo UNO. E como o primeiro de 1980 este trouxe novidades e benefícios para o consumidor de 2010. Aguardo um espaço na minha agenda para fazer um test drive!

O projeto foi uma resposta aos carros orientais que chegavam no mercado europeu, mas o carro caiu muito bem no Brasil, onde é um sucesso de vendas comparável aos feitos do VW Fusca e VW Gol. O conceito do veículo original foi desenvolvido por 2 times de design; um dentro da própria FIAT (Centro Stile FIAT) e outro terceirizado com o famoso Giorgio Giugiaro (Italdesign) que desenhou inúmeros sucessos de venda e público, aliás a terceirização é muito comum na Europa e América, algo que ainda lutamos no Brasil para que se torne uma prática.

Uno 1980, o guerreiro. Trouxe diversas inovações em design e acabamento. Projeto realizado dentro da FIAT e em escritório terceirizado.

Já o novo Uno é outra história, veio prioritariamente para comer mercado da concorrência utilizando uma marca de sucesso, o UNO e aproveitando uma plataforma derivada do Pálio. Se será um sucesso de vendas como o primeiro, apenas o tempo poderá dizer. Mas vejo como vitória ao menos o novo Uno ser desenvolvido no Brasil dentro do Centro de Stilo FIAT, em Betim Minas Gerais.

Projeto Uno 2010, parabéns Peter, JP e todos da equipe de design e engenharia!

Falando francamente, espero muito que a FIAT trabalhasse aos moldes da matriz, onde os projetos são levados aos escritórios de design mais compententes através de um concurso. A FIAT teria a força para iniciar esta prática que já é uma realidade nos mercados maduros, afinal, ela já realizou com a Mueller plásticos um concurso de design de interiores onde inclusive ganhamos na categoria escritório... Quem sabe a FIAT inove na próxima também para os designers?

Imagem de Amostra do You Tube

Quanto aos meus comentários sobre o Novo Uno, bem, aguardem meu test drive, análise de acabamento e conforto! Vamos acelerar o bichinho e ver se ele dá conta do recado.

20abr/101

Apple perde o novo iPhone

Incrível, a Apple conseguiu perder o próximo iPhone. Como? Um de seus engenheiros "perdeu" o smartphone em um bar na Califórnia. Obviamente alguém o vendeu para a Gizmodo que automaticamente publicou o achado na internet.

Pásmem, o aparelho é basicamente o mesmo; um pouco mais fino, teoricamente com entrada para MiniSD e aprimoramentos básicos em câmera e flash.

Seguem abaixo as matérias publicas e fotos do aparelho perdido.

From NYTimes

For anyone who has ever lost a cellphone, remember this: it could be worse. You could be the person who left his phone in a bar in California. And it wasn’t just any phone; it was a supersecret version of the next iPhone. That model is not expected to be formally unveiled for a couple of months.

For the people at Apple, it must be like a bad version of the guy walks into a bar joke.

The company is known as the most secretive in Silicon Valley, and leaks are rare. But after the phone prototype was left in a bar in the Silicon Valley town of Redwood City, photos of the device began appearing over the weekend in technology blogs, sparking a frenzy of hype among the Apple-obsessed.

Before long, pictures of the product appeared on Gizmodo, a technology news site, whose editors ripped it apart — as if it were an alien from another planet — to dissect its features. The Web site said late Monday that the phone belonged to an Apple engineer.

The phone’s authenticity was hotly debated, but most bloggers concluded it was real. And a person with knowledge of Apple’s hardware plans who was not authorized to speak on behalf of the company confirmed to The New York Times that it was real.

Apple declined to comment.

“It is very stunning,” said Tim Bajarin, president of Creative Strategies, who has been following Apple for nearly three decades. “Apple has such tight control on new products, and they are kept under wraps diligently and religiously until the day of their release. If it is true, it is really a first.”

Some wondered whether the phone was planted by Apple’s formidable publicity machine.

“For the sake of the person who dropped it, I hope this is a devious marketing scheme,” said Paul Saffo, a veteran Silicon Valley forecaster. “But I think it is unlikely. There is no one else on the planet whose shoes I would less like to be in it at the moment.”

In a blog post on Monday detailing how it obtained the phone, Gizmodo said it was left by an iPhone software engineer at Gourmet Haus Staudt, a German specialty store and beer garden in Redwood City.

The person who found the phone peddled it to Gizmodo, which bought it for $5,000, Nick Denton, chief executive of Gawker Media, which owns Gizmodo, said by instant message.

His company’s sites have had a longstanding practice of paying for scoops, and the windfall was tangible. Traffic spiked on Monday, and at midday more than one million visitors stopped by the site in one hour to see pictures of the coveted gadget.

By late in the day, reports began to surface on the Internet that Apple’s chief executive,Steven P. Jobs, had called Gizmodo to get the device back. Mr. Denton declined to comment, saying any conversation between Mr. Jobs and Gizmodo would most likely have been off the record.

“We haven’t had any formal communication with Apple,” he said. Brian Lam, the editor in chief of Gizmodo, said his publication would “probably” return the device to Apple.

From the front, it looks similar to the current iPhone, but it has sharper edges and is a little thinner. The volume and power buttons are stylistically different, and the back of the phone appears to be a ceramic glass, which would enable better reception. That would address a persistent problem that has plagued the iPhone since its inception three years ago.

Late Monday night, Gizmodo said that it received a letter from Bruce Sewell, Apple’s senior vice president and general counsel, requesting the phone back. "It has come to our attention that Gizmodo is currently in possession of a device that belongs to Apple," Mr. Sewell wrote in a letter that Gizmodo published.

"This letter constitutes a formal request that your return the device to Apple," the letter said.

http://www.nytimes.com/2010/04/20/technology/companies/20apple.html?src=me&ref=technology

26mar/100

Design Thinking e Etnografia são Modas?

Technology First, Needs Last

"Necessity is often not the mother of invention. In many cases, it surely has been just the opposite. When humans possess a tool, they excel at finding new uses for it. The tool often exists before the problem to be solved." Nye, D. E. (2006).

Don Norman, PhD. Northwest University.

I've come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs. I reached this conclusion through examination of a range of product innovations, most especially looking at those major conceptual breakthroughs that have had huge impact upon society as well as the more common, mundane small, continual improvements. Call one conceptual breakthrough, the other incremental. Although we would prefer to believe that conceptual breakthroughs occur because of a detailed consideration of human needs, especially fundamental but unspoken hidden needs so beloved by the design research community, the fact is that it simply doesn't happen.

New conceptual breakthroughs are invariably driven by the development of new technologies The new technologies, in turn, inspire technologists to invent things, not sometimes because they themselves dream of having their capabilities, but many times simply because they can build them. In other words, grand conceptual inventions happen because technology has finally made them possible. Do people need them? That question is answered over the next several decades as the technology moves from technical demonstration, to product, to failure, or perhaps to slow acceptance in the commercial world where slowly, after considerable time, the products and applications are jointly evolve, and slowly the need develops.

Are flush toilets, indoor plumbing, electric lighting, automobiles, airplanes, or modern telecommunication essential needs? Civilization got along quite well without them for thousands of years. Today, many consider them not just needs but essentials. And every one of these was driven by technology.

Revolutionary innovation is what design companies prefer, what design contests reinforce, and what most consultants love to preach. But if you examine the business impact of innovation, you will soon discover that the most frequent gains come from the small, incremental innovations, changes that lower costs, add some simple features, and smooth out the rough edges of a product. Most innovations are small, relatively simple, and fit comfortably into the established rhythm and competencies of the existing product delivery cycle.

Successful revolutionary innovation is rare. In any given arena, it happens only a few times per decade. Why? In part because it is difficult to invent a new concept that truly fits people's lives and needs. In part, it is because existing products already satisfy most people and when the new concepts appear, the older, existing technologies have a remarkable way of rising to the challenge and sustaining themselves for years - decades even - long after people thought they would disappear. How long did it take the train to overtake the canal as a means of shipping goods? How long did it take the automobile to overtake the horse and carriage as a means of transportation? Think decades. Even simple innovations take decades to gain market acceptance. The path of diffusion of innovation has been well studied, well documented. Most radical innovations fail. Those that succeed can take decades before they are successful.

The grand, breakthrough innovation is what professors love to teach their students, love to write about, and to discuss. But not only is it rare, even the occasional brilliant concepts are difficult to pull off. Yes, it is exciting to contemplate some brand new concept that will change people's lives, but the truth is that most fail. The failure rate has been estimated to be between 90 and 95%, and I have heard credible, data-based estimates as high as a 97% failure rate.

In reality, innovation comes in many shapes and forms. Most new product development is innovative, but at a very tiny, incremental level. Costs are trimmed. Manufacturing and distribution efficiencies are introduced. Costly features of little use are removed, new features thought to enhance competitive value are introduced. Simple, small, yet very important in the life cycle of a product.

Myth: Use ethnographic observational studies to discover hidden, unmet needs

To achieve major conceptual breakthroughs, we should do ethnographic field study to understand the hidden unmet needs of our potential customers. Right or wrong?

It all sounds logical: study people. Discover hidden, unmet needs. Fulfill those needs, and leap ahead of the competition, producing yet another wondrous advance. This is the mantra of the design research community. The research community does a wonderful service. It investigates the way people live. It makes voyeurs of all of us, and the results of their studies provide important titillations to our understanding of human behavior. And it's fun to do: you get to go to exotic locations, to watch people do intimate acts, and then to come back and tell the world what you have seen, carefully disguising the identity of the "informants." Oh yes, I know it can also be dull and dreary, exhausting and depressing, and sometimes even dangerous: but even these aspects can serve to embellish the final story.

But the real question is how much all this helps products? Very little. In fact, let me try to be even more provocative: although the deep and rich study of people's lives is useful for incremental innovation, history shows that this is not how the brilliant, earth-shattering, revolutionary innovations come about.

Major innovation comes from technologists who have little understanding of all this research stuff: they invent because they are inventors. They create for the same reason that people climb mountains: to demonstrate that they can do so. Most of these inventions fail, but the ones that succeed change our lives.

Take a look at the powerful inventions that have changed society and ask what role design research played:

  • The Airplane
  • The Automobile
  • The Telephone
  • The Radio
  • The Television
  • The Computer
  • The Personal Computer
  • The Internet
  • SMS Text Messaging
  • The Cellphone

What role did design research play? What role did marketing research play? No role. All were driven by technology. In his recent study of technology, the economist Brian Arthur reached a very similar conclusion: technologies evolve from earlier technologies, driven by science, driven by engineering, driven by tinkerers of all sorts. Needs follow so slowly, that Arthur does not even cover them.

Consider the cycle. First comes a new technology. Perhaps it is a new idea or perhaps an old idea that has finally reached a commercially viable state where inventors can consider it. Note that the time here varies. Edison launched his first phonograph company within months of his invention: he never questioned the need. He had invented the paperless office, he announced, and launched his product. The notion that the phonograph was better suited for playing back pre-recorded music came much later, and from Emile Berliner, a competitor (whose company morphed into RCA Victor and succeeded whereas Edison's several attempts all failed). Technology first: needs last. Multiple-touch interaction with displays took roughly two decades to move from the research laboratory to its appearance in everyday products, and even so, it is not yet common outside of a few limited product categories.

New ideas face two different kinds of hurdles. The first is in the company. Brand new ideas are strange and foreign. If developed within a company, they often do not fit. They compete for scarce resources with other, proven products. New ideas have to fit into the competencies of a company, they have to fit the product schedule, the manufacturing, marketing, and distribution chains. Any new idea that goes outside of the norm has introduced more barriers to success: the innovator's job is not over until all these other barriers have been taken account of, so that the entire system will work smoothly. Innovation is a systems issue; it is not about product or process: it is about the entire system.

The second hurdle is outside the company. If the idea is done outside of a company, then the same hurdles exist in trying to convince people to fund the development. It is risky, unknown, untested. Why should anyone invest? Especially when the data show that most such investments fail. The history of innovation is filled with the stories of those grand inventors who persisted in the face of severe doubt and near financial ruin before they finally succeeded: The xerographic copier, early automobile companies, the development of television, and then color television. The videophone. For that matter, history would be filled with the even greater story of all those who followed similar paths but had to give up for lack of finances: they didn't make it to the history books.

A revolutionary product is fraught with peril: it may not fit people's life or work styles. It probably is too expensive, too limited in power, at least in its initial instantiation. Within an established company, it probably is disruptive of the orderly method of product development, manufacture, and development. It causes strains within the organization.

When I was at Apple, I watched many innovative products fail. Badly done? No, simply ahead of their time. For example, from 1992 to 1994 Apple developed one of the first commercial digital cameras, the Apple QuickTake 100, one of the very first smart pen-based computers (the Newton), and innovative software applications (e.g., CyberDog, Activity Based Computing, OpenDoc). In my consulting practice I helped develop the first digital picture frame and an extremely high quality distance education system for MBA courses. All failed. Were they bad ideas? No. Were they badly implemented? No. All were excellent concepts: they were ahead of their time. The first company to make automobiles in the United States failed. The first commercially sold computer that used a graphical user interface and that helped develop many of the ideas now central to today's world of computing, the Xerox Star, failed. The second commercial attempt to use a similar philosophy, the Apple Lisa, failed. The third attempt, the Apple Macintosh, almost failed, saved only by the fortuitous arrival of Adobe's development of Postscript and Canon's introduction of low-cost laser printing.

Why did the Macintosh almost fail? Was the world ready for the concept? Not really. Apple didn't help with its advertising campaign that snubbed business as dull, dreary, and not worthy of a Macintosh, yet business should not only have been Apple's biggest customer base, but families wanted to buy their children the same computer they would be using in business. As a result, a far inferior computer, the IBM PC, running a command-line, baroque operating system (MS-DOS), swept the market. Within Apple itself, the Macintosh caused huge internal disruption between the Lisa, Macintosh, and the Apple II groups. The Apple II was where Apple was making its money: the other groups were losing money. Internal politics? Massive. Interdivisional rivalry? Yup.

New technological advances inspire inventors to dream of applications, from the silly to the reasonable: examine patent applications over the last century and most are mundane, many are silly, and some hint at broad breakthroughs. New products arose through the tinkering and experimenting of inventors. Most fail. But some were accepted as people discovered their value. Often they had to be nurtured, tamed, modified, but over time, a small number found their niche: the technology launched the products. The products discovered needs. People slowly adopted them, leading to more changes in the products.

Technology first, invention second, needs last.

Where does design research fit into this cycle? Design research has many definitions, but within the product cycle, it consists of studies aiming to understand the activities, desires, and needs of the people for whom a product or service is desired. Design researchers use a wide variety of methods, but all of them, whether it be ethnographic observations, systematic probes, or even surveys, questionnaires, and focus groups aim at one thing: to determine those hidden, unspoken needs that will lead to a novel innovation and then to great success in the marketplace.

In the product world, innovation comes in many forms. The least interesting innovations to the university and company research community are the small, slow enhancements that gradually lower costs while improving performance. But in fact, not only is this where most product enhancement takes place, it is also where the research community can add the most value. This is where ethnographic observation can be powerful, discovering the difficulties people have in everyday use, the workarounds and hacks they invent that suggest product modifications. This allows existing products to be modified at low cost, low risk, yet making them ever more attractive, ever more valuable to the customer base.

But even though incremental improvement is the most powerful and important mechanism for a company, all the excitement revolves around the dramatic breakthrough. And yes, the payoffs from these inventions are so large that their success cam compensate for the risk. But the initial products are almost likely to fail, so it takes a company with money and patience to succeed in these markets. And in these domains, although creativity and imagination are essential, design research, market research, and our beloved careful assessment of people's needs, whether visible or hidden, are largely irrelevant. The inventors will invent, for that is what inventors do. The technology will come first, the products second, and then the needs will slowly appear, as new applications become luxuries, then "needs," and finally, essential.

Once a product direction has been established, research with customers can enhance and improve it. Beforehand? Leave it to the technologists. They will get the grand ideas running, but their implications are apt to be complex, overwhelming, and just plain horrid. Horrid applications? Yes, but that's good news: we will forever be indispensible.

Don Norman wears many hats, including co-founder of the Nielsen Norman group, Professor at Northwestern University, Visiting Professor at KAIST (South Korea), and author: his latest book, Sociable Design: Why Complexity Is Better Than Simplicity is scheduled for publication in Fall 2010. He lives at jnd.org.

READINGS

Arthur, W. B. (2009). The nature of technology: what it is and how it evolves. New York: Free Press.

Kaplan, J. A., & Segan, S. (2008, July 18). 21 Great Technologies That Failed: The most innovative tech doesn't always succeed. Here we present 21 great technologies from both Apple and Microsoft that were simply too far ahead of their time. PCmag.com.
http://www.pcmag.com/article2/0,2817,2325931,00.asp

Nye, D. E. (2006). Technology matters: questions to live with. Cambridge, MA: MIT Press.
Column written for Interactions. © CACM. This is the author's version of the work. It is posted here by permission of ACM for your personal use. It may be redistributed for non-commercial use only, provided this paragraph is included. The definitive version will be published in Interactions.

Link para o Primeiro Capítulo do Livro >>

Extraído de: http://www.jnd.org/dn.mss/technology_first_needs_last.html

25mar/100

As perguntas mais esperadas do iPAD de Mossberg do Wall Street Journal

WSJ's Personal Technology columnist Walt Mossberg joins the Digits Live Show to discuss the most-wanted questions about the soon-to-be-released Apple iPad. Plus, can Tivo stay competitive. And, how algae or beets may one day fuel your car.

Fonte: Wall Street Journal

9mar/101

PARKS RECEBE PRÊMIO DESTAQUE ANUÁRIO INFORMÁTICA HOJE 2009

O Anuário Informática Hoje 2009, editado pela Plano Editorial, premiou a Parks como destaque do ano na Categoria Fabricantes de Hardware. A premiação que ocorreu no dia 31 de agosto, em São Paulo, foi entregue para o presidente da Parks, Edgar Bortolini.

O Anuário Informática Hoje faz, há 23 anos ininterruptos, a análise do desempenho econômico-financeiro das empresas que atuam no mercado brasileiro de tecnologia da informação. O Anuário publica o ranking das 200 maiores empresas de TI do país, de acordo com sua receita líquida, escolhe as empresas Destaque do Ano em cada um dos segmentos que compõem o mercado brasileiro de TI e elege a Empresa do Ano.

Todos os dados são analisados pela equipe que produz o Informática Hoje, sob a supervisão de professores da Fundação Getúlio Vargas de São Paulo. O Anuário atribui ainda o Prêmio Excelência em P&D aos melhores projetos de pesquisa e desenvolvimento incentivados pela Lei de Informática. São avaliadas empresas fabricantes de hardware, desenvolvedores de software, integradores, prestadores de serviços e canais de venda, todos divididos por segmento, porte e faturamento.

Matéria Original, Site da Parks.

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