Joyful repair

16 March 2010

Matt sent me these whimsical images of public structures “fixed” with legos. The pieces are done by artist Jan Vormann, in an attempt to “support Mayor Bloomberg in his everyday-struggle to make this city even more amazing!”

Between these and the precious potholes I featured a couple of weeks ago, I’m starting to see a theme around the idea of “joyful repair.” Add to these some of the initiatives at Droog’s takeover of Governor’s island last fall, such as Heleen Klopper’s Woolfiller, and there really seems to be a pattern. I see this as an emerging desire to salvage damaged things, to fill in gaps and holes with something beautiful, whimsical, and colorful. Of course, these are not serious attempts at repair (Woolfiller excepted), but they get us to pay more attention to our environment, and the condition of the world around us, in a joyful way. There’s something compelling about the motivation behind the work — the need to make something whole, and not just whole, but somehow better and brighter than it was. These pieces suggest that a repaired thing can be not just as good as, but better than a new thing, and for me, this is what makes these provocations go beyond humor and novelty to be truly, deeply joyful.

Ball is the universal toy!

18 November 2009
The Daily Show With Jon Stewart Mon – Thurs 11p / 10c
Windowless News Van for Kids – The Ball
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Monday night on the Daily Show, Jon Stewart took the National Toy Hall of Fame to task for waiting so long to induct the ball into its hallowed ranks. In this segment, he rails against the institution for selecting “stick” and “cardboard box” years before the ancient and essential “ball.”

I like that the National Toy Hall of Fame is celebrating simple playthings, not just the latest craze coming out of Mattel and Hasbro’s factories. The truth is that the most stimulating toys are the most open-ended, a point I raised a few months ago in a post on aesthetics of play, and the ball is the most infinitely malleable toy out there. Having a ball means having a game, whether you’re bouncing it against a wall or playing with dozens of others on teams. Surely everyone has a childhood memory of a game they played with a ball where the rules were some imaginative variation on an existing game. My best friend Annie and I invented “pancake-turner ball,” which was a cross between keep-up and tennis played with two spatulas and an over-sized tennis ball.

Like Stewart, it strikes me as ridiculous that it could take so long (11 years!) to get ball into the Toy Hall of Fame. So, congrats Ball, on your long-overdue honor!

Decorative play

22 October 2009

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I love the form and craftsmanship of these tops by KleinReid for Herman Miller in homage to Charles and Ray Eames; the proportions are sweet and they seem like they have a nice weight to them. But they have the appearance of toys that are meant to be looked at, rather than played with. I wish they had a pop of color, maybe just a couple of thin stripes running around the latitude, like piping on a garment. It would make them more approachable, more like toys and less like executive desk ornaments.

(Compare with the color-dipped axe handles from the Best Made Co. — an axe is not a toy, but I have to say that these make slinging wood look like more fun than spinning it.)

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On the other hand, these quirky KleinReid vessels are incredibly haptic. I can almost feel the slightly irregular, muted, glazed surfaces in my mind, and imagine looping a finger through the perfectly-scaled openings to carry one home. The drippy edge where the glaze meets the foot is imperfect, but the imperfection is tantalizing. They have a similar gestural quality to the tops, but the exaggerated proportions, color, and tactile surfaces make them seem more toylike to me.

It’s remarkable that utilitarian objects and decorative objects could have more playful attributes than an object designed to be played with. But then, at $199 a set, perhaps the tops aren’t really meant to be played with at all, and the design is a fitting balance for an object whose relevance is more symbolic than functional.

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Tops can be purchased here, when they’re back in stock. Axes here. Vessels here.

Making merry

21 October 2009

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A simple way to make a mundane object more joyful is to transform it using aesthetic elements of an object you already know is joyful. Designer Wieki Somers’s Merry-go-round coatrack takes a garden variety museum cloakroom and uses the form, scale, and movement attributes of a popular playground toy to transform it into a delightful spectacle.

The coatrack was installed in 2008 in the Boijmans van Beuningen Museum in Rotterdam.

{via Core77, where you can see a film of the piece in action}

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Aesthetics of play: simplicity

26 September 2009

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Toys suck. Well, not all toys, but many of the new ones. You play with them once and then you’ve figured it out, and there’s no more pleasure to be had from the experience. Designer Dror Benshetrit says of experiences like this, “Toys with quick and linear paths to gratification have less longevity,” and I think he’s spot on. Ironically, the simpler a toy is, the less simple the experience. If you watch a child play with a stick or a ball or a cardboard box, you see the hours of enjoyment that come from manipulating these very basic forms in a variety of ways. Because of their simplicity, they don’t indicate an outcome. Instead, they provide points of departure for many different kinds of play. In imaginative play, they become props for an array of fantasies. In physical play, they become obstacles or building blocks. In social play, they are transformed by the interplay of ideas and decisions made by a group.

It occurs to me that this idea of non-linear play experiences connects back to my earlier post on circles and roundness as an aesthetic of play. If you think about it, the ability to come back to a toy repeatedly and continue to get value out of the experience is a cyclical process, and cycles are just a temporal version of a circle. So good play involves not just circles in form, space, and movement, but also time.

Simplicity gets sabotaged by the greedy designer. Says Harry Allen,

I worry that in our desire to sell toys to children, we do too much of the work for them. Toy designers have all the fun and leave little to the child’s imagination. One quickly tires of overly designed toys, but one never tires of one’s own ideas.

It’s an interesting notion: that toy designers are naturally those who like to play, and sometimes get overzealous in that process, keeping too much of the fun for themselves and overdefining the experience. To me, Puzzibits are a perfect example of that excessive design. I was excited when I first saw them because I love all kinds of building toys — Legos, blocks, and my absolute favorite, Tinkertoys. I loved the idea of Puzzibits because their rubbery material means that they’re flexible, an exciting twist that opens up the possibility of creating organic forms. But the reality just doesn’t meet the promise.

The flatness of the pieces means that they lend themselves most readily to 2D creations, which is fine, but not as exciting as the 3D forms. This is a problem of affordances. Affordance is a design-y word for the possibilities that are designed into an object or space; they are the ways in which form dictates function. Doorknobs and handles present a really good example of affordances that Donald Norman uses in his book The Design of Everyday Things. A round doorknob affords turning. A vertical handle affords pulling. A long horizontal bar affords pushing. You know if you’ve ever tried to pull a “push” door how frustrating it can be when the affordances of the design don’t match the intended action. In designing utilitarian objects, the goal is usually to constrain the affordances so that it’s clear how the object is to be used. A door that needs a sign that says “Pull” means that the form is not doing the work it should to make it clear how it’s supposed to be opened. “Pull” is effectively a one-word instruction manual for a door, an object so simple it should never need one.

With toys, the goal is the opposite: affordances should be as broad as possible. The more ways a toy can be manipulated, the more possibilities it engenders. Too few affordances, and the usage becomes linear and finite, which is what happens with Puzzibits. The rigidity of the attachment points means the pieces have to be connected in a coplanar way. That simple choice of connector design makes it very easy to achieve 2D compositions and very difficult to create 3D ones. The designers solve that problem with a manual. If a manual is undesirable in a functional item, it’s positively deadly in a toy. Manuals are not fun. Using them consists of following directions, and directions are nearly always linear in nature, prescribing an outcome. In this case, the manual shows constructions like animals or vehicles that can be built (prescribed outcomes). But even when the suggested outcomes are inspiring, the creation of those things requires such a dull, one foot in front of the other process that it’s like putting together IKEA furniture. On the other hand, free play with the toy is so constricted by the narrow affordances that it’s impossible to make any satisfying new discoveries.

This idea of new discoveries is so essential to what play’s all about. It’s about opening ourselves up to the unexpected, and that can only happen when the ending isn’t written into the form of the toy. Simpler forms lend themselves better to complex possibilities because less of their story is already written, leaving more for the players to create themselves. We know classic toys have a deep resonance that continues into adulthood. It also continues for generation after generation of children who discover the same pleasure that their parents and grandparents felt at interacting with these simple objects. It’s not nostalgia that embeds these toys into our psyches, but rather this aesthetic of simplicity that allows us to infuse them with personal meaning.

It’s a good principle, not just for toy design, but for emotional design of all kinds. Leaving room for the customization, interaction, and play by designing in an open-ended way allows users to write their own stories around their objects and relate in deeper, more personal ways. When it comes to aesthetics of joy, in some cases, less is definitely more.

Image: Ivan M

Designers on classic toys

25 September 2009

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I’m working on another aesthetics of play post to cap off the week (the one about interaction and affordances that I promised earlier) but it’s taking a little long to get fully baked, so in the meantime, check out this amazing set of interviews with prominent designers about their favorite childhood toys.

The snippets are short and feature Michael Bierut talking about matchbox cars, Rob Walker waxing poetic about balloons, Harry Allen reminiscing about Play-Doh, Chris Hacker musing about Lincoln Logs, and many others. It’s hard not to be moved or just inspired to play when reading these evocative stories about the relationships kids have with their playthings, and how these relationships have helped them evolve into the adults they have become.

via ID magazine

Plaaaaaaaay

24 September 2009

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My dad says that when I was a kid and I wanted him to play with me I used to say “Plaaaaaaaaaaaaay!” in this little voice, all drawn out long and laden with a kind of affable insistence. It was code for, “Doesn’t this look like a lot more fun than that big stack of dictation over there?”

When I see these Charley Harper memory cards, that inner child pipes up again with her invitation, except this time it’s aimed at me. It’s really hard to focus on work when someone makes games this beautiful.

Available here, and very reasonably. A nice gift for the children (and inner children) in your world.

Magic blocks

24 September 2009

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I’ll be back tomorrow with more thoughts on the aesthetics of play. In the meantime, today I’m posting a few of the toys my inner child is currently coveting.

Hidden magnets make these blocks a magical remix of the old wooden ones, allowing creations that wouldn’t have even been fathomable before.

Huesito blocks from Tegu. Get them here.

Joyful project: surprise balls

16 September 2009

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Wonderful project idea from Sandra Juto. A surprise ball containing little treasures hidden by wrapping in crepe paper. You can buy them from Kiosk, or make one yourself. It would be a wonderful gift, especially for a child. It kind of reminds me of how my uncle once tricked me by giving me a little present packed in tons of nested boxes. Except as a kid you always think bigger is better, so there was a little disappointment factor to it. This is much nicer because you get little presents the whole way along.

Photos: Sandra Juto, via Oh Happy Day!

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Small pleasures: the joy of miniaturization

15 July 2009

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It starts with babies. Tiny people with tiny ears, tiny noses, and tiny toes. Tiny hats and shoes follow, and for some reason these ordinary things, shrunken down to impossible proportions, give us a big swell of joy.

Kids get bigger, but the miniaturization continues. Toy cars, soldiers, and animals fill our days, all perfect scale models of the real things. Dollhouses — entire worlds in miniature — involve us in hours of joyful play. And I don’t know if it’s because tiny things remind us of these toys and the freedom of childhood, or whether we have a purely visceral reaction to their comical scale, but it does seem that many miniatures have a joyful quality to them and we often seek to miniaturize things even in the adult world.

Think about cupcakes, a craze you’d have to live under a rock not to have noticed. In recent years these small doses of sweetness have been in such high demand by adults, they seem to be capable of keeping entire blocks of the West Village economically afloat. Fruit is getting smaller too. Clementines and cherry tomatoes have been around awhile, but there’s been a growing prevalence of those tiny apples and pears, and now apricots (which already seemed pretty tiny to me) have shrunken into candycots, and watermelons have gotten “personal-sized.”

There’s a pragmatic rationale for small urban cars, but it doesn’t explain why drivers of the Mini Cooper and the Smart car always seem so smiley. We also find miniatures associated with special occasions known to be joyous, such as Christmas ornaments, souvenirs of famous places, and those bride-and-groom caketop miniatures without which any wedding would surely be incomplete. These “tiny worlds” designed and sold on Etsy by Amy Powers seem take a cue from these inspirations, trying to distill moments of joy into something small, pure, and permanent.

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Miniatures are like suggestions of another world, a world of a different scale, but often also a world of a different time or place. Like these miniature tuk-tuks (which, even at life-size, are already miniatures) ensconced in the lighting fixtures of New York Thai restaurant (top photo), they bring distant memories or dreams into a concrete physicality. They also work on a purely visceral level, transforming the world around them in powerful ways. These lamps would look quite ordinary, but the mini tuk-tuks make them look enormous, like giant soap bubbles in comparison. Much the way our hands look giant when held palm-to-palm with a child’s, or a Great Dane looks like horse next to a toy poodle, our world reveals itself to us in new ways in the presence of an out-of-scale element. There’s a transcendence in that feeling that the world is larger than life, or in feeling like we’ve become kids again.