Author Archive

  • Fri, Sep 3 2010

    Here’s a quick update on the Wrapster, Quirks.

    We are currently testing Wrapster prototypes coming directly out of the tooling. Over the last month or so, our factory has sent us four samples. These samples are each a different type of plastic and have varying levels of hardness. Wrapster’s form is simple but every part of its design is functional. And choosing the right material for this product is imperative to its success from a design standpoint (actually from every standpoint).

    Above is a shot of the four samples we’ve tested so far. From left to right, the tooled prototypes range from a hard plastic to a much softer TPE. We might actually receive another batch of samples today, if Hurricane Earl doesn’t blow our messenger off the map.

    These new samples we hopefully get in today will be made out of TPE. However, this time they will be stiffer than before. This material choice allows for flex but also holds its form. In the beginning of the production process (post tooling) our factory engineers were a bit concerned with this material choice not behaving nicely with internal design of the tool. But so far things have been looking good and we feel confident that we are moving in the right direction.

    We will slide in another update after the holiday when we receive/test the new samples.

    Brain* out!


    Community Ambassador note: Brain is Brian’s new nickname. Spread it like wildfire!

  • Fri, Sep 3 2010

    Logo time and that means another round of images to help inspire. UnHampered should make laundry easier and fun. So when designing the logo – let’s think about that. The images below each communicate visually. Try not to be concerned about what the object is, but rather what it is communicating abstractly.

    The first is classified as negative space. How can the removal of material (or in the sense of logos, space between lettering or type itself) become functional, cost effective, and at best poetic?

    The 2nd is about color. In this image there are two colors but the design is still energizing and very interesting. In your design, think about the dominant color choice and what is supporting it and how it can sit as a whole?

    And the 3rd represents structure. How can scale, proportion, and organization express content?

  • Thu, Aug 12 2010

    Move-it!

    By brian at 11:06 am

    I just came across this product concept called “Move-it” designed by David Graham. After recently going through the pains of moving myself, I could relate to the designer’s motivation. “Move-it” certainly has its limits (like a rainy day for example) but I still thought it has great potential. It’s inexpensive, light-weight, portable construction makes it an ideal utility product for the college student or urban dweller.  Here’s Graham explaining where his inspiration came from:

    The inspiration for Move-it came from watching members of the public struggling to carry packages. I was struck by the paradox of modern life; promising everything ever quicker, easier and more convenient, and the reality of what I saw: that there are a million-and-one reasons it doesn’t work out for people.

    Check out the video below for a demonstration.

  • Tue, Aug 10 2010

    For Splash Stacks we decided to go with 4 images to help inspire the logo creation process. The images below represent some basic design elements we are currently investigating. Each one tells its own story.

    Image 1 is about gesture

    Image 2 color juxtaposition

    Image 3 simple geometry

    Image 4 material layering

    Remember try not to take these product images too literally when designing your logos. Instead, use them as loose starting points or abstract references for your creative process.

    Good luck!

  • Fri, Jul 30 2010

    Tape Stamp-A-Rama

    By brian at 4:55 pm

    So the Tape Stamp is still under construction — we’re fine-tuning everything from the internal mechanism to the exterior form. As you can see above we are exploring many different form/layout options. With this project our design team is grappling with the aesthetics/ergonomics concurrently with our engineers, who are making sure the mechanism works at an appropriate size. This project is a challenging one and day by day we’re getting closer to making it a reality. It may be a little longer than expected, but we want to make sure we can get this right before we put it up for pre-sales!

  • Mon, Jul 19 2010

    To spice things up a bit, we wanted to give the Waffler logo project a boost.

    Below are three images that abstractly reference our current in-progress Waffler design. These images have certain qualities/details that reflect our design sensibilities for this project.

    When designing your amazing logo(s) for the Waffler take a look at these images and bear in mind the design language you are seeing here. Please DO NOT copy these images into your logo design in any way, shape or form. But instead, think of your logos as reflecting this level of sophisticated consumer product design.

    Here’s what we’re hoping this’ll accomplish:

    - Give the community a better understanding of how the final product will look, so that they can have a better basis for designing their logo submissions.

    - Give the community one last project before the product launches to reignite the momentum.

    - Most importantly, result in better logos.

    We’re going to see how this goes — let us know what you think!

  • Tue, Jul 13 2010

    Over the next few weeks, Brian will be telling you about the different types of software used by the Quirky Design Staff to create those shiny vector illustrations and photo-realistic renders. Today, Graphite.

    The design department at Quirky uses many types of software. Each one lends itself to its own area of expertise, providing a very specific set of tools to help get the job done. Whether you’re using a two dimensional graphic program laying out a vector illustration or virtually sculpting a CAD model to render out into a photorealistic image, when these applications are used sequentially they act as a software relay-team.

    Our design process initially starts with research and hand sketching to establish a general direction. Once a path is established, we will start to introduce software into the mix and begin the transition from sketch to screen.

    Graphite is a type of drafting program that we use during this early phase. It allows us to create orthogonal line drawings that assist in understanding layout, proportion, and scale. A quick hand sketch can elude to detail but not actually provide enough information for construction, this program helps the user define these elements and become more concrete with their design.

    Another benefit of this program is the speed with which you can produce multiple variations around one design concept. Take, for instance, the following tool variations. Can you guess the product?

    Producing options to pick from early on most often will yield a better end result. At this point we often jump away from our computers and begin the mock up phase for testing. Since our vellum drawings are mostly done at full scale, we can print them out to use as guidelines to cut the form out of foam, cardboard, wood, metal etc.

  • Tue, Jun 15 2010

    With all the World Cup excitement going round, I figured I’d follow up with something timely.  Check out this video showing how Adidas makes their 2010 Jabulani World Cup ball.


  • Thu, May 6 2010

    Click here to watch a video of our new Objet Connex 350 that should be hoisted into the Quirky office in just a few days. As you can see from the photo above, it’s a pretty big machine – already taking over our workshop!

  • Thu, Apr 29 2010

    If you are looking for a movie to watch this weekend, I recommend Gary Hustwit’s Objectified.  This is the same director who also brought you the font-focused documentary, Helvetica (2007).  Objectified, released last year, is a walk through the world of product design/manufacturing, punctuated with interviews by design practitioners like Chris Bangle, Mark Newson, and Karim Rashid (to name a few).  Along with the famous faces in the design world, this movie also shares the thoughtful commentary of design critics like New York Times columnist and author, Rob Walker.

    Objectified provides a quick/entertaining overview into the system(s) of creating products and our complex relationship to them.  This movie can serve as a good starting point for anyone who wants to learn more about design and get aquainted with some of its notables and topics. For more information about the film, check out this review posted last March on Core77.

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