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Design News 268

DESIGN NEWS 268

('04.12.10)


Concept to Creation: Sony Design Management

From Growing Bench to Leaf Project

Direction for Designing: Mobile phones used as service terminals and their design development

Feature:The TOKIWAX project: A new methodology of production

Announcement of the Good Design Awards 2004



Concept to Creation: Sony Design Management return

Sony made a start with its company system in 1994. The design division was split up into ten companies. However, because of the difficulties involved in running the division in such a fragmented manner, the current organization involves a division into two company design centers belonging to the Home Electronics Network Company (HENC) and the IT & Mobile Solutions Network Company (IMNC).
Apart from this there is also a Creative Center at head office. The Creative Center has two main functions, one being to promote and manage the whole of the current design sector and the other being to conduct research and development with sights set on the future. There is also a wholly-owned subsidiary with the name of Sony Digital Design (SDD) which is also responsible for the design of Sony-Ericsson mobile phones. The Creative Center has launched four organizations for the purpose of strengthening R&D functions: the Concept Laboratory, the Value Creation Studio, the Communication Design Development Department, and the Interaction Design Development Department. The Communication Design Development Department is engaged in graphic work and brand creation, and the Interaction Design Development Department is involved in R&D on human interfacing. The new ventures of Keiji Saito, who took up his current position as Senior General Manager of the Creative Center in March 2003, are gradually seeing the light of day. What is the future of strategic organizations involved in in-house design? The design journalist Keiichiro Fujisaki here interviews Mr. Saito, who bears overall responsibility for design at Sony.

Keiji Saito, Senior General Manager Creative Center, Sony Corporation. Interviewed by Keiichiro Fujisaki, design journalist

From Growing Bench to Leaf Project return

Tejo Remy, one of the main members of Droog Design, the 1990s European design movement, has just paid a visit to Japan. The “Milkbottle Lamp”, the “Rag Chair” and the “Chest of Drawers” designed by him have unsettled the very concepts of everyday products and furnishings as they have existed in the past. Full of fresh discoveries and surprises, they have met with high praise from all over the world.
Tejo Remy has now separated from Droog Design and has formed a design unit with Rene Veenhuizen, with whom he is involved especially in the fields of architecture and spatial design.
In this article we take a look at Tejo Remy's design work since his years with Droog Design and interview him about his recent design activities from “Growing Bench” to the “Leaf Project”.

Tejo Remy, designer. Interviewed by Yuichi Yamada, Design News

Direction for Designing: Mobile phones used as service terminals and their design development return

The success of the P900i customers' jacket is ascribable not just to the exchangeable outer panel but also to the structure that makes it possible for users and third parties to become involved in customizing the mobile phone. This is a good example of open-ended design development that differs from how products have been created in the past. It is a form of new business creation, organization and promotional activity involving collaboration with experts from other fields who have previously had little connection with design. In this article we take a look at how mobile phones are being developed by the Design Group at Panasonic Mobile Communications. We focus especially on how discussions are being held with external staff and experts in a variety of fields such as hardware, software and service that play an indispensable role in the development of mobile phones, at a time when they are increasingly being used as terminals for the provision of services.

Yuichi Yamada, Editor-in-Chief, Design News

Feature:The TOKIWAX project: A new methodology of production return

Moving away from design development that follows in the path of marketing-led production and trends as has been the case in the past, the Tokiwax project featured in this issue of Design News aims to reconstitute design on the basis of new ideas and processes and to generate creative value.
In this feature, which explores new modes of innovation and creation in design, we focus in particular on the following five examples:
1. Kenya Hara and the Japan Design Center Ltd: Hara Design Laboratories.
2. Kazuhiko Yamazaki and IBM Japan, User Experience Design Center.
3. Hiroshi Kumamoto and Realfleet.
4. Rem Koolhaas and AMO.
5. Shin Nishibori and Cafe “efish”.
Our aim in this plan is to take these activities as a starting point for throwing light on the features of contemporary design laboratories, workshops, collaborations, product development processes, methods and devices.
It might be described as an attempt to create a new forum for contemporary design in the image of the Tokiwa-so, the apartment building in Tokyo where up-and-coming manga artists such as Osamu Tezuka, Fujio Fujiko, Fujio Akatsuka and Shotaro Ishinomori, who later all came to occupy center stage in the Japanese manga world, initially acquired knowledge of their craft, met up with their colleagues, and pitted their skills against each other.

Edited by Design News with Keiichiro Fujisaki, Noriko Kawakami and Noriko Takiguchi

Announcement of the Good Design Awards 2004 return

The 2004 Good Design Awards have finally been decided, with the Grand Prix being awarded to the NHK children's programs Do-re-mi-no TV and Nihongo de asobo (Let's Play in Japanese)
The two programs that won the main prizes were both launched in April last year. Do-re-mi-no TV is a musical education program aimed at children of early primary school age. Based on the theme of communication, musicians and production staff work in close collaboration to convey the pleasures of music to children. Nihongo de asobo is based on the idea that young children really don't like childish things at all and much prefer the real article. In line with this idea, great effort is taken with the screen images and the emphasis is placed on wordplay that children are likely to find enjoyable and entertaining. The judges assessed these programs very highly for the way in which they are produced by designers and other experts at the cutting edge of their respective fields and for their adventurous approach to visual images and sound.
In this article we present the works that were awarded the Grand Prix in this year's Good Design Awards along with the thirteen recipients of the Gold Prize and the six recipients of the Theme Prizes.

Edited by Design News

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