Yves Behar: Designing objects that tell stories

73,005 views ・ 2008-05-21

TED


Please double-click on the English subtitles below to play the video.

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Being a child, and sort of crawling around the house,
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I remember these Turkish carpets,
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and there were these scenes, these battle scenes, these love scenes.
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I mean, look, this animal is trying to fight back this spear
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from this soldier.
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And my mom took these pictures actually, last week,
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of our carpets, and I remember this to this day.
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There was another object, this sort of towering piece of furniture
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with creatures and gargoyles and nudity --
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pretty scary stuff, when you're a little kid.
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What I remember today from this is that objects tell stories,
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so storytelling has been a really strong influence in my work.
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And then there was another influence.
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I was a teenager, and at 15 or 16, I guess like all teenagers,
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we want to just do what we love and what we believe in.
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And so,
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I fused together the two things I loved the most,
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which was skiing and windsurfing.
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Those are pretty good escapes from the drab weather in Switzerland.
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So, I created this compilation of the two:
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I took my skis and I took a board and I put a mast foot in there,
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and some foot straps, and some metal fins,
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and here I was, going really fast on frozen lakes.
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It was really a death trap. I mean, it was incredible,
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it worked incredibly well, but it was really dangerous.
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And I realized then I had to go to design school.
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(Laughter)
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I mean, look at those graphics there.
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(Laughter)
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So, I went to design school,
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and it was the early '90s when I finished.
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And I saw something extraordinary happening in Silicon Valley,
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so I wanted to be there,
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and I saw that the computer was coming into our homes,
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that it had to change in order to be with us in our homes.
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And so I got myself a job and I was working for a consultancy,
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and we would get in to these meetings,
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and these managers would come in,
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and they would say,
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"Well, what we're going to do here is really important, you know."
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And they would give the projects code names, you know,
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mostly from "Star Wars," actually: things like C3PO, Yoda, Luke.
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So, in anticipation, I would be this young designer
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in the back of the room, and I would raise my hand,
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and I would ask questions.
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I mean, in retrospect, probably stupid questions,
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but things like, "What's this Caps Lock key for?"
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or "What's this Num Lock key for?" You know, that thing?
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"You know, do people really use it?
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Do they need it? Do they want it in their homes?"
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(Laughter)
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What I realized then is, they didn't really want to change
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the legacy stuff; they didn't want to change the insides.
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They were really looking for us, the designers, to create the skins,
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to put some pretty stuff outside of the box.
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And I didn't want to be a colorist.
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It wasn't what I wanted to do.
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I didn't want to be a stylist in this way.
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And then I saw this quote:
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"advertising is the price companies pay for being unoriginal."
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(Laughter)
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So, I had to start on my own. So I moved to San Francisco,
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and I started a little company, fuseproject.
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And what I wanted to work on is important stuff.
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And I wanted to really not just work on the skins,
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but I wanted to work on the entire human experience.
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And so the first projects were sort of humble,
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but they took technology and maybe made it into things
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that people would use in a new way,
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and maybe finding some new functionality.
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This is a watch we made for Mini Cooper, the car company,
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right when it launched,
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and it's the first watch that has a display
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that switches from horizontal to vertical.
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And that allows me to check my timer discretely, here,
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without bending my elbow.
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And other projects, which were really about transformation,
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about matching the human need.
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This is a little piece of furniture for an Italian manufacturer,
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and it ships completely flat,
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and then it folds into a coffee table and a stool and whatnot.
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And something a little bit more experimental:
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this is a light fixture for Swarovski,
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and what it does is, it changes shape.
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So, it goes from a circle, to a round, to a square, to a figure eight.
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And just by drawing on a little computer tablet,
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the entire light fixture adjusts to what shape you want.
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And then finally, the leaf lamp for Herman Miller.
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This is a pretty involved process;
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it took us about four and a half years.
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But I really was looking for creating a unique experience of light,
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a new experience of light.
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So, we had to design both the light and the light bulb.
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And that's a unique opportunity, I would say, in design.
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And the new experience I was looking for
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is giving the choice for the user to go from
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a warm, sort of glowing kind of mood light,
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all the way to a bright work light.
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So, the light bulb actually does that.
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It allows the person to switch,
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and to mix these two colorations.
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And it's done in a very simple way:
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one just touches the base of the light,
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and on one side, you can mix the brightness,
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and on the other, the coloration of the light.
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So, all of these projects have a humanistic sense to them,
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and I think as designers we need to really think
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about how we can create a different relationship
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between our work and the world,
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whether it's for business,
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or, as I'm going to show, on some civic-type projects.
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Because I think everybody agrees that as designers we bring
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value to business, value to the users also,
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but I think it's the values that we put into these projects
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that ultimately create the greater value.
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And the values we bring
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can be about environmental issues,
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about sustainability, about lower power consumption.
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You know, they can be about function and beauty;
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they can be about business strategy.
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But designers are really the glue
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that brings these things together.
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So Jawbone is a project that you're familiar with,
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and it has a humanistic technology.
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It feels your skin. It rests on your skin,
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and it knows when it is you're talking.
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And by knowing when it is you're talking,
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it gets rid of the other noises that it knows about,
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which is the environmental noises.
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But the other thing that is humanistic about Jawbone
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is that we really decided to take out all the techie stuff,
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and all the nerdy stuff out of it,
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and try to make it as beautiful as we can.
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I mean, think about it:
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the care we take in selecting sunglasses, or jewelry,
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or accessories is really important,
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so if it isn't beautiful, it really doesn't belong on your face.
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And this is what we're pursuing here.
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But how we work on Jawbone is really unique.
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I want to point at something here, on the left.
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This is the board, this is one of the things that goes inside
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that makes this technology work.
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But this is the design process:
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there's somebody changing the board,
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putting tracers on the board, changing the location of the ICs,
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as the designers on the other side are doing the work.
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So, it's not about slapping skins, anymore, on a technology.
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It's really about designing from the inside out.
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And then, on the other side of the room,
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the designers are making small adjustments,
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sketching, drawing by hand, putting it in the computer.
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And it's what I call being design driven.
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You know, there is some push and pull,
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but design is really helping define
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the whole experience from the inside out.
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And then, of course, design is never done.
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And this is -- the other new way that is unique
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in how we work is, because it's never done,
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you have to do all this other stuff.
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The packaging, and the website, and you need to continue
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to really touch the user, in many ways.
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But how do you retain somebody, when it's never done?
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And Hosain Rahman, the CEO of Aliph Jawbone,
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you know, really understands that you need a different structure.
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So, in a way, the different structure is that we're partners,
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it's a partnership. We can continue to work
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and dedicate ourselves to this project,
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and then we also share in the rewards.
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And here's another project, another partnership-type approach.
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This is called Y Water,
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and it's this guy from Los Angeles, Thomas Arndt,
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Austrian originally, who came to us,
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and all he wanted to do was to create a healthy drink,
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or an organic drink for his kids,
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to replace the high-sugar-content sodas
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that he's trying to get them away from.
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So, we worked on this bottle,
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and it's completely symmetrical in every dimension.
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And this allows the bottle to turn into a game.
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The bottles connect together,
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and you can create different shapes, different forms.
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(Laughter)
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(Applause)
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Thank you.
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(Applause)
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And then while we were doing this,
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the shape of the bottle upside down reminded us of a Y,
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and then we thought, well these words, "why" and "why not,"
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are probably the most important words that kids ask.
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So we called it Y Water. And so this is
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another place where it all comes together in the same room:
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the three-dimensional design, the ideas, the branding,
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it all becomes deeply connected.
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And then the other thing about this project is,
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we bring intellectual property,
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we bring a marketing approach,
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we bring all this stuff, but I think, at the end of the day,
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what we bring is these values,
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and these values create a soul for the companies we work with.
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And it's especially rewarding when your design work
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becomes a creative endeavor,
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when others can be creative and do more with it.
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Here's another project,
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which I think really emulates that.
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This is the One Laptop per Child, the $100 laptop.
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This picture is incredible.
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In Nigeria, people carry their most precious belongings on their heads.
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This girl is going to school with a laptop on her head.
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I mean, to me, it just means so much.
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But when Nicholas Negroponte --
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and he has spoken about this project a lot,
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he's the founder of OLPC -- came to us
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about two and a half years ago,
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there were some clear ideas.
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He wanted to bring education and he wanted to bring technology,
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and those are pillars of his life,
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but also pillars of the mission of One Laptop per Child.
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But the third pillar that he talked about was design.
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And at the time, I wasn't really working on computers.
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I didn't really want to, from the previous adventure.
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But what he said was really significant,
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is that design was going to be why the kids
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were going to love this product,
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how we were going to make it low cost, robust.
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And plus, he said he was going to get rid of the Caps Lock key --
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(Laughter) --
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and the Num Lock key, too.
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So, I was convinced. We designed it to be iconic,
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to look different. To look like it's for a kid, but not like a toy.
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And then the integration of
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all these great technologies, which you've heard about,
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the Wi-Fi antennas that allow the kids to connect;
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the screen, which you can read in sunlight;
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the keyboard, which is made out of rubber,
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and it's protected from the environment.
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You know, all these great technologies really happened
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because of the passion and
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the OLPC people and the engineers.
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They fought the suppliers,
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they fought the manufacturers.
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I mean, they fought like animals
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for this to remain they way it is.
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And in a way, it is that will that makes projects like this one --
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allows the process
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from not destroying the original idea.
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And I think this is something really important.
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So, now you get these pictures --
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you get up in the morning, and you see the kids in Nigeria
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and you see them in Uruguay
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with their computers, and in Mongolia.
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And we went away from obviously the beige.
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I mean it's colorful, it's fun.
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In fact, you can see each logo is a little bit different.
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It's because we were able
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to run, during the manufacturing process,
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20 colors for the X and the O,
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which is the name of the computer,
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and by mixing them on the manufacturing floor,
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you get 20 times 20: you get
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400 different options there.
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So, the lessons from seeing the kids
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using them in the developing world are incredible.
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But this is my nephew, Anthony, in Switzerland,
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and he had the laptop for an afternoon,
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and I had to take it back. It was hard.
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(Laughter)
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And it was a prototype. And a month and a half later,
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I come back to Switzerland,
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and there he is playing with his own version.
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(Laughter)
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Like paper, paper and cardboard.
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So, I'm going to finish with one last project,
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and this is a little bit more of adult play.
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(Laughter)
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Some of you might have heard about the New York City condom.
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It's actually just launched, actually launched on Valentine's Day,
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February 14, about 10 days ago.
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So, the Department of Health in New York came to us,
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and they needed a way to distribute
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36 million condoms for free to the citizens of New York.
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So a pretty big endeavor, and we worked on the dispensers.
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These are the dispensers. There's this friendly shape.
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It's a little bit like designing a fire hydrant,
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and it has to be easily serviceable:
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you have to know where it is and what it does.
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And we also designed the condoms themselves.
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And I was just in New York at the launch,
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and I went to see all these places where they're installed:
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this is at a Puerto Rican little mom-and-pop store;
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at a bar in Christopher Street; at a pool hall.
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I mean, they're being installed in homeless clinics -- everywhere.
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Of course, clubs and discos, too.
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And here's the public service announcement for this project.
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(Music)
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(Laughter)
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Get some.
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(Applause)
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So, this is really where design
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is able to create a conversation.
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I was in these venues, and people were,
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you know, really into getting them. They were excited.
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16:20
It was breaking the ice,
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it was getting over a stigma,
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and I think that's also what design can do.
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So, I was going to
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throw some condoms in the room and whatnot,
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but I'm not sure it's the etiquette here.
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16:40
(Laughter)
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Yeah? All right, all right. I have only a few.
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(Laughter)
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(Applause)
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So, I have more, you can always ask me for some more later.
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(Laughter)
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16:57
And if anybody asks why you're carrying a condom,
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you can just say you like the design.
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(Laughter)
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So, I'll finish with just one thought:
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if we all work together on creating value,
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but if we really keep in mind the values of the work that we do,
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I think we can change the work that we do.
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We can change these values, can change the companies we work with,
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and eventually, together, maybe we can change the world.
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So, thank you.
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(Applause)
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About this website

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