Entries Tagged as 'Design and More'

100 Million Printers, 3 Empire State Buildings. Is This Really Something to Celebrate?

HP is running a promotional campaign about it’s 100 millionth HP LaserJet printer shipped since 1984. Seriously, given the built-in obsolescence that seems to be an unspoken “feature” of most consumer printers, I question whether this is something to be proud of, or even mention.

What do 100 million printers mean? Read on.

Let’s do some non-scientific guestimation here on the impact of 100 million printers over the last 22 years.

An informal survey tells me that most people I know (who buy printers, obviously) have had to replace their printer (HP, or otherwise) about 6 times since 1984. If we get conservative (and give HP the benefit of the doubt, recognizing their hardware’s good anecdotal track record) and assume that maybe 2 out of 5 HP printers purchased since that year have since been discarded, then that’s 40 million HP LaserJet printers in the garbage.

Looking at the HP announcement, we see that 1984 printers weigh 71 lbs. and 2006 printers weigh 43.8 lbs. For this 22 year timespan, let’s assume, then, that’s about 57 lbs. per printer. That’s 2.28 billion pounds of plastic and metal (if my math’s correct? Lemme know).

And that translates into 47,174 metric tonnes per year on average in landfills (note that’s just HP LaserJet printers, not any of their other product lines, nor their competitors, like Epson or Lexmark).

The Empire State Building weighs 330,000 metric tonnes. So, in our rough guestimation, we threw away about three Empire State Building’s worth of HP LaserJet printers in the past 22 years.

Sure, that’s just a drop in the ocean compared to the 132 million tons of solid waste trucked away to landfills every year in the United States alone. But still. We can design ways to avoid this. We can. But we need to get our priorities straight.

The time is coming when it will not be “cool” to be a reckless consumer. In fact, the trend toward eco-friendly consumption has been in the works for a long time. And that’s probably the key to making true change — the market goes where consumers go (it can be said otherwise, but I’ve yet to see it on a grand scale). So maybe the trick is to use our slickest marketing tools and manipulations into making obsolescence unfashionable. Is it possible? I think so.

But the pathetic reality is that, for now, and despite my complaining and holier-than-thou grand-standing here, I will probably end up opting for the saving-my-money route. Screw the environment. I need a printer. NOW.

It’s still cooler to make money than to save the world.

Oh well.

Here’s some help for those of you willing to fight the power and reanimate your own defunct printer: http://www.fixyourownprinter.com/

Amit’s Game Programming Information

Amit’s Game Programming Information

Amit is a hobbyist game programmer. He must see lots of action.

But I digress. Cause I’m actually reading everything on his site and enjoying it.

Design Observer: writings about design & culture

Pentagram’s Michael Bierut comments on The National Design Award Communication Design winners’ political statement to theWhite House in his Design Observer article. The article is well worth the read as it gives the briefest of overviews regarding American politics and design.

The whole CommD declining the invitation is an interesting, if not empty, gesture, to be sure. My favorite take on the controversy is Michael’s note:

“What we have here, then, is a symbolic protest to a symbolic event.”

BAM! Ouch! Served!

Shame on You, Copy Writer

Here’s an example of misleading IA/UI: http://www.gamespot.com/misc/top100_pop.html

“Most Popular Games”?? I don’t think so. Try “Most Popular Game Details Pages on Our Site”. Cause today it ranked “Halo 3″ as #4, and I damn well know that the third Master Chief installment ain’t even close to being released!

(Note the tiny “Ranking based on GameSpot traffic” text under the title.)

Game Design With Agile Methodologies

Gamasutra - Feature - “Paper Burns: Game Design With Agile Methodologies”

This article talks about the ”Agile” development method, as applied to game development. I can see this as quite applicable to interactive design. We kind of work this way already (though on a much, much smaller scale): we rapid prototype, get the client involved early and often, work flexibly, and test throughout.

The one thing this article alludes to but doesn’t answer to my satisifaction is how costs are controlled. Yes, the traditional ”Waterfall” method (akin to an assembly line) may be inefficient and lead to degraded products, but how does one plan and budget for the potentially limitless iterations of Agile? This may not be an issue in game design, but for projects with strictly fixed budgets and deadlines, I can’t see how this is “controlled” effectively.

Perhaps, I’m just not getting the point that this methodology may apply more for large teams developing really large, really complex projects.

Still, it’s nice to see our approach validated, even if not directly.