2. EDUCATION
edX MIT + HARVARD
online learning
experimental,
joint non-profit,
open access,
“planet scale” project/org.
experiment tools and techniques for
creating and transmitting knowledge
refine online teaching methods
get insights on how learning online
1st test class:
120.000 students
3. FOOD PRODUCTION
VERTICAL FARMS
Dickson Despommier
Columbia University - 1999
promotes mass cultivation of plant
and animal life for commercial
purposes in skyscrapers
and
ROOFTOP FARMS
many start-ups spread out:
Lufa Farms in Montréal,
Brooklyn Grange, Gotham Greens
and others in Brooklyn/NY
organic locally grown produce
different business models
green roof, hydroponics, aeroponics or air-dynaponics
or container gardens systems
4. BIOTECHNOLOGY
ORGANOVO
start-up on regenerative medicine
San Diego, 2007
hardware and software platform
3-D bioprinting technology: creates
tissue trough cellular construction
tissue on demand
no use of foreign substances
build blood vessels along with
various types of connective tissue
s
upplies pharmaceutical companies to use
as test platforms for experimental drugs
final goal: build organs for transplants
lesser danger of transplant rejection
5. TECH. PRODUCT DESIGN
GOOGLE’S PROJECT GLASS
Google X Lab
“get technology out of the
way while allowing people
to still be connected out in
the real world.”
make interaction faster and easier
be transparent and get out of the
way - display up on latest prototype
experimentations on data input
more than software/hardware
development - factors as style,
ergonomics, comfort and societal
acceptance are also considered
6. NON-TECH. PRODUCT DESIGN
THE BOTTLE BULB
Alfredo Moser, a mechanic,
suffering from a long general
cut in electrical power
individual, creative, low cost,
sustainable solution
accessible solution for
communities around the globe
My Shelter Foundation (Filipino NGO)
A Liter of Light project
bring light to underprivileged people
(aims up one million homes in the Philippines by the end 2012
and four million homes on four continents by the end of 2013)
spread information by word of
mouth and social medias
7. CONCLUSION
Researchers, entrepreneurs and common people look daily
for solutions that would facilitate their lives or the others.
Innovations, based on low or high technologies, are developed
to help cover from basic necessities to “sci-fi desires” Though
.
its fields, complexity and specific uses and objectives vary,
innovations usually share a bigger idea: MAKE LIFE BETTER.
8. THESIS HYPOSTHESIS
This thesis presents the hypothesis that graphic design, as
languages, follows fashions and styles in order to create narratives
and communicate to an audience. On one side it is influenced by
the heritage of previous styles and experimentations. On the other
by technological innovations, which facilitates designers’ lives and
makes possible new approaches. Such a hypothesis questions how
Graphic Design has developed as a language and reinvented itself
through time as a communication system, taking advantage of
both influences to improve itself as an effective language and not
merely been touched on its superficiality in order to follow trends.