Sunday, September 30, 2012

Diseño de Servicios

Para los que están empezando con lo que es el "Diseño de Servicios" o Service Design en inglés, aquí les dejo algunos recursos interesantes para comenzar a tratar de comprender el tema.


1. Service Design network: Esta es la mayor red a nivel internacional alrededor del diseño de servicios.

2. This is Service Design Thinking: El libro más importante que se haya hecho en relación al diseño de servicios  Tiene una completa explicación de lo que es la disciplina además de métodos y manuales para utilizar y trabajar.

3. Service Design Books :

...Continuará.... Se me acabó el tiempo pero seguiré pronto con este post.

Wednesday, August 08, 2012




Este articulo lo escribí en el Blog en Inglés en wordpress que tengo y lo quería compartir por este medio también.


Usually I am quite dreamy when it comes to reading or paying attention to things for long periods of time. This is because my mind starts flowing and thinks of other stuff when I am doing these things (triggered by the content so I am actually paying attention).  So I love doing it for the reason that it is very useful as a source of inspiration. Anyway, when I was reading Change by Design by Tim Brown, in the beginning, he explains the “three spaces of innovation” arguing that he does not have a specific step by step process or a recipe to success. In contrast, he argues, “to the champions of scientific management at the beginning of the last century, design thinkers know that there is no “one best way” to move through the process. There are useful starting points and helpful landmarks along the way, but the continuum of innovation is best thought of as a system of overlapping spaces, rather than a sequence of orderly steps. We can think of them as inspiration, the problem or opportunity that motivates the search for solutions; ideation, the process of generating, developing, and testing ideas; and implementation, the path that leads from the project room to the market. Project may loop back through these spaces more than once as the team refines its ideas and explore new directions” (Brown 2009).
Inspired by this section of his book I started drawing what was going on in my head, putting all these concepts together in what I called Design Thinking, “The cloud of innovation”. This is because I think it has a structure but no boundaries whatsoever and was only to be able to visualize and understand in a better way. This structure is based on the basic process of design thinking starting with inspiration, ideation, prototyping, testing and therefore iterating, and its final implementation. Inside, it has a number of different projects with its useful starting points that Tim Brown was talking about and helpful landmarks that goes through an exploratory process. Along the way, many of these projects will fall out of the cloud, many will iterate to improve or change directions and many more will go through until reaching innovation. Finally, as this dense cloud generates action inside, it moves forward to success by achieving its goal which is to create value and be truly innovative.

Tuesday, July 31, 2012

Participa LAB design está en Chile


Laboratorio de diseño estratégico de productos, 

servicios y experiencias por medio de las nuevas 

metodologías del diseño y la innovación.

Felipe González (Mdesign)
Industrial Designer_Design Thinker

Saturday, May 12, 2012

Design Thinking I

Este es el Seminario n° 1 que trata del Design Thinking y que es parte del Programa Masisa Lab Latam 2012 que estamos haciendo con los labs de innovación de Masisa.

Tuesday, March 20, 2012


Marcela Reynolds presentó BE CURIOUS, Observación Etnográfica para Marcas y nuevos Negocios. La charla es parte del Innovation meeting que hace El Club de la Innovación.
Este es el diagrama que resultó de aquello y lo comparto aqui con ustedes.

Aqui el link de B-Curious.

Wednesday, January 25, 2012

1000 Words: A Manifesto for Sustainability in Design By Allan Chochinov

1000 WORDS: A Manifesto for Sustainability in Design By Allan Chochinov

Este texto está sacado de la pagina de Core77 donde Allan es partner y es donde publicó su Manifiesto. Está en Ingles y usualmente posteo les temas en ingles en el mi Wordpress pero es interesante de leer para los diseñadores Industriales, especialmente si quieres tener un mejor futuro en esta profesión.

I don't like the word manifesto. It reeks of dogma and rules—two things I instinctually reject. I do love the way it puts things on the line, but I don't like lines, or groups. So a manifesto probably isn't for me. The other thing about manifestos is that they appear (or are written so as to appear) self-evident. This kind of a priori writing is easy, since you simply lay out what seems obviously—even tautologically—true. Of course, this is the danger of manifestos, but also what makes them fun to read. And fun to write. So I'll write this manifesto. I just might not sign it.

Anyway, here they are. Exactly 1000 words:

Hippocratic Before Socratic
"First do no harm" is a good starting point for everyone, but it's an especially good starting point for designers. For a group of people who pride themselves on "problem solving" and improving people's lives, we sure have done our fair share of the converse. We have to remember that industrial design equals mass production, and that every move, every decision, every curve we specify ismultiplied—sometimes by the thousands and often by the millions. And that every one of those everys has a price. We think that we're in the artifact business, but we're not; we're in the consequence business.

...designers are feeding and feeding this cycle, helping to turn everyone and everything into either a consumer or a consumable. And when you think about, this is kind of grotesque. "Consumer" isn't a dirty word exactly, but it probably oughta be.

Stop Making Crap
And that means that we have to stop making crap. It's really as simple as that. We are suffocating, drowning, and poisoning ourselves with the stuff we produce, abrading, out-gassing, and seeping into our air, our water, our land, our food—and basically those are the only things we have to look after before there's no we in that sentence. It gets into our bodies, of course, and it certainly gets into our minds. And designers are feeding and feeding this cycle, helping to turn everyone and everything into either a consumer or a consumable. And when you think about it, this is kind of grotesque. "Consumer" isn't a dirty word exactly, but it probably oughta be.

Systems Before Artifacts
Before we design anything new, we should examine how we can use what already exists to better ends. We need to think systems before artifacts, services before products, adopting Thackara's use/not own principles at every step. And when new products are needed, they'll be obvious and appropriate, and then can we conscientiously pump up fossil fuels and start polymerizing them. Product design should be part of a set of tools we have for solving problems and celebrating life. It is a means, not an end.

Teach Sustainability Early
Design education is at a crossroads, with many schools understanding the potentials, opportunities, and obligations of design, while others continue to teach students how to churn out pretty pieces of garbage. Institutions that stress sustainability, social responsibility, cultural adaptation, ethnography, and systems thinking are leading the way. But soon they will come to define what industrial design means. (A relief to those constantly trying to define the discipline today!) This doesn't mean no aesthetics. It just means a keener eye on costs and benefits.

Screws Better Than Glues
This is lifted directly from the Owner's Manifesto, which addresses how the people who own things and the people who make them are in a kind of partnership. But it's a partnership that's broken down, since almost all of the products we produce cannot be opened or repaired, are designed as subassemblies to be discarded upon failure or obsolescence, and conceal their workings in a kind of solid-state prison. This results in a population less and less confident in their abilities to use their hands for anything other than pushing buttons and mice, of course. But it also results in people fundamentally not understanding the workings of their built artifacts and environments, and, more importantly, not understanding the role and impact that those built artifacts and environments have on the world. In the same way that we can't expect people to understand the benefits of a water filter when they can't see the gunk inside it, we can't expect people to sympathize with greener products if they can't appreciate the consequences of any products at all.

Design for Impermanence
In his Masters Thesis, "The Paradox of Weakness: Embracing Vulnerability in Product Design," my student Robert Blinn argues that we are the only species who designs for permanence—for longevity—rather than for an ecosystem in which everything is recycled into everything else. Designers are complicit in this over-engineering of everything we produce (we are terrified of, and often legally risk-averse to, failure), but it is patently obvious that our ways and means are completely antithetical to how planet earth manufactures, tools, and recycles things. We choose inorganic materials precisely because biological organisms cannot consume them, while the natural world uses the same building blocks over and over again. It is indeed Cradle-to-Cradle or cradle-to-grave, I'm afraid.

Balance Before Talents
The proportion of a solution needs to balance with its problem: we don't need a battery-powered pooper scooper to pick up dog poop, and we don't need a car that gets 17 MPG to, well, we don't need that car, period. We have to start balancing our ability to be clever with our ability to be smart. They're two different things.

Metrics Before Magic
Metrics do not get in the way of being creative. Almost everything is quantifiable, and just the exercise of trying to frame up ecological and labor impacts can be surprisingly instructive. So on your next project, if you've determined that it may be impossible to quantify the consequences of a material or process or assembly in a design you're considering, maybe it's not such a good material or process or assembly to begin with. There are more and more people out there in the business of helping you to find these things out, by the way; you just have to call them.

Climates Before Primates
This is the a priori, self-evident truth. If we have any hope of staying here, we need to look after our home. And our anthropocentric worldview is literally killing us. "Design serves people"? Well, I think we've got bigger problems right now.

Context Before Absolutely Everything
Understanding that all design happens within a context is the first (and arguably the only) stop to make on your way to becoming a good designer. You can be a bad designer after that, of course, but you don't stand a chance of being a good one if you don't first consider context. It's everything: In graphics, communication, interaction, architecture, product, service, you name it—if it doesn't take context into account, it's crap. And you already promised not to make any more of that.

So there's my manifesto. A little stern perhaps, but that's what editing down to 1000 words will get you. The power of design is an amazing thing. Let's wield it wisely.

Allan Chochinov is a partner at Core77. He teaches one day week at Pratt Institute in Brooklyn, NY.

Aquí está el Link :

Wednesday, January 11, 2012

2011: Start-Up Chile

Esta pagina da que hablar. CHILE da que hablar ya que quiere ser el centro de la innovación en Latinoamerica.

From Startup Chile,

We received more than 1600 applications from more than 70 countries, held over 80 meetups, and our participants raised nearly USD$5 million.

We hosted a national meetup in each of Chile’s 15 regions on the same date, at the same time; we received over 500 applications for the positions we posted on our unique job portal; we connected Chile with the world.

2012 is just beginning– if you ever wanted to be a part of Start-Up Chile, now is the time!