"Buyer's Guide to 'Fixie' Bikes!"
This article, found on the website of a store called "Bicycle Habitat" located in New York, offers basic understanding and explanation of the Fixie phenomena to their current clientele who would perhaps be interested in using Fixie bikes as opposed to other most commonly used bikes. This way the store is able to capitalize on a current trend while also offering more variety and knowledge to cyclists of all levels of skill and interests.
Personally, I had only before heard of the term “Fixie” when a friend of mine who kept a blog of his creative productions began posting images of a bike he was building himself. At first I thought it was just a matter of him wanting to create his own bike, it was only a while later that I caught on to the fact that it was a movement he had decided to become involved in which had certain rules and restrictions. At the time there was a Montreal community website for Fixie riders and while reading through it, there was definitely a “Manifesto” feeling to it. This was about 3 or 4 years ago which is probably around the time when the Fixie culture in Montreal began to emerge. I remember seeing very few Fixie bikes and the term in itself was more word of mouth and underground.
However, in recent years, the Fixie phenomenon seems to have become a bit more widespread and has risen above ground. I believe this particular article proves this fact as Fixie bikes can now be bought in stores and the information relating to the what, how and why is much more accessible.
In truth, I was never very clear on what riding a Fixie bike meant specifically except for the fact that it was a bike with a single fixed gear and I couldn’t quite grasp why that was such a fantastic thing. Which is why I have chosen an article that sort of reminds me of the “…for dummies” book series and can give me a clearer understanding of what a Fixie bike is.
Essentially, it is indeed a bike that only has one gear, which is chosen by the rider depending on their strength going uphill, down and on flat terrain. A Fixie bike will not allow or coasting, so it is necessary to be pedaling at all times. The mechanics are very simple and unique which is how the writer of this article chose to describe Fixie riders as well. It also mentioned that there are different types of Fixie bikes such as the track bikes (for velodrome racing), street bikes, mountain-bikes and singlespeed fixies (which allow for coasting).
Also, it was interesting to learn that the very first patented bikes, going back to the late 19th century, was in fact a fixed-gear bicycle, which closely intertwines with the Fixie concept of reducing the bicycle to its essentials.
Since there are no breaks on the Fixie bike, the pedals are directly connected to the back wheel which means that in order to break it is necessary to pedal backwards and thus become very in-tune with the bicycle. This is demonstrated as a positive and unique aspect of riding a Fixie bike as it allows for the bicycle to become a bodily extension of the cyclist as opposed to an object that is manipulated and set as means of transportation. Riding a Fixie bike is definitely offers a more visceral experience which gives the rider a sense of boundless freedom.
Although this article only touches upon the subject lightly, it does mention that it is possible to construct a Fixie bicycle with the right set of tools and knowledge, which the store in question offers. I believe it is not surprising to see that some of the first Fixie culture riders were creatively driven and have enticed a slew of new riders to follow this movement either for functional or aesthetical purposes.
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In relation to our product, this article is useful in our research as it gives us a basic understanding of the different types of users/riders of Fixie bikes and the aspects of.
The simplistic and aesthetic nature of a Fixie bike will definitely influence the outcome of our product as well as helping us understand what type of Fixie rider Desmond is and how we can satisfy his particular need while respecting certain guidelines.
Saturday, October 24, 2009
Thursday, October 15, 2009
Prototype Presentations II
3A - Interactive web source for foreign student
- Play session, small floor plan of action figurines.
- Book source, “Show me how: 500 things you should know”
- Gerd Arntz iconography work conveys information with little details. Visual inspiration.
- Social acquisition article
- Interpersonal vs. intrapersonal
- Interpersonal: resolved quickly, thoughts/feelings linger
- Intrapersonal: conflict, embarrassment, reflective
- Brenda Laurel, developed toys for girls to create virtual playground.
- Possibly an iphone application
- “The New Media Reader” by Terry Winegrad, helped decide why to choose web based media vs paperback. Greater platform, global access to information.
- Ontology: nature of things and how they are organized
- Web interaction not intuitive. Web based scenario with clickable stackable speech bubbles (previous ones become dimmer and less important).
- Feedback/advice from user. “Advice” as opposed to “comments”
- Self moderates by voting system n advice by other users listing most agreed with at the top and least at the bottom.
- More interpersonal than intrapersonal
- Doesn’t address multiculturalism in certain countries.
- Dark colours, too impersonal/intimidating
3B Blog based community offering information for foreign student
- Breaking the ice with humour as effective way to learnand interact with awkward situations
- Boook source, “Slangman Guide to Street Speaking”, learnt more about what not to do.
- More user generated content
- Videos and pictures as opposed to pictograms
- Focused on specific information for specific foreign student
- Dynamic and modern
3C– Board game for foreign student
- Board game approach to facilitate learning through having fun
- Layout based on layout of an apartment
- Sociological and sociolinguistic research
- Importance of fun and games in breaking down real life structures
- Avoids going into the situation cold turkey
- Can improve interaction skills through “play” and practice
- If the product isn’t used anymore than the goal has been reached and can be passed on to another student or person looking to improve their interaction skills.
- Game allows for role switching of users
- Proactive
- Addresses possible confidence issues
- Good open endedness, can become an online game and different culture versions
3D – USB + flashcards for foreign student
- Interaction engagement
- Pictograms
- Portability
- Addresses parental engagement/non engagement of child\s abroad student life
- Postcards offered to send back home
- Element of humour in flash cards and pictograms
- Packaged in pizza box, humouristic approach to student life
- Book source, “Citizen Designer: Perspectives” by Helen Keller
- Visual brainstorm map
- Postcards a bit too impersonal and may worry family and friends rather than comfort
- Offering USB key with option to personalize flash cards and postcards
4A – Glass is Class
- Community website as public service announcement to convince people to reuse their glass jars
- Resources available to create your own label and tutorials on how to create cozies, etc…
- Information on reasons and research that proves why glass is a better option than plastic
- Interactive information page
- Promote re-using jars creatively and for health reasons
- Proactive campaign to spread the benefits of reusing glass jars
Tuesday, October 13, 2009
Meeting with Rhona
David, Marian and Miliana meeting in Rhona's office concerning DIY aspect of project and new direction.
Thursday, October 8, 2009
Prototype presentations I
2A - The Tubepad
- Recycled movie banner
- Modular can be detached and attached elsewhere
- Constructed bike simile during play session
- Eliminates gender issue
- Functionality and style, exists in fixie shops
- Visited “Breakless” a fixie shop on Parc Avenue
- Independent and waterproof circuit
- Use of glow sticks in first prototype
2B – D I Flashy
- Greatly inspired by the strong visual effect of Vadim's glowing ELwires during play session
- Any coat can be modified and glowing ELwires can be sewn on in any desired design.
- Offer online tutorials of how to create such a coat.
- Looked at pre-existing DIY web communities that are flourishing and use that as a model for creating our own for this particular bike visibility night vest.
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Feedback:
- Too DIY, Desmond might not want to actually sew glowing wires onto his favorite Prada coat
- Our design will not necessarily be duplicated if users are encouraged to arrange wires in their own aesthetical way, therefore how can we say we have designed this?
- Perhaps incorporating pockets or slots into the coat that allows the user to change the placement of the wires
- Perhaps use pre existing construction of shirts, ex: hoody, instead of string, putting an ELwire through.
- Desmond would not wear this coat as a halloween costume.
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2C - Fixie clothing/accessories Gear
- Use of reflective materials
- Fixie Aesthetic began around 2005.
- Started by West Indian immigrants in NY.
- Explored accessories
- Incorporating safety aspects in fixie fashion.
- Behavior of inserting cards in sporks used as reflective possibility by adding an independent light source and making the card reflective.
- Simple and striking
- Creating a brand
- Visual communication of product
- Micro economy
1A – Cushion Laptop multitasking support
- Soft approach to object as opposed to hard
- Research: soft and organic looking products
- Easy to assemble
- Tactile relationship with product
- Pillow as support and blends into bed context.
- Modular, can be modified for different uses
- Used as a unit or in pieces
- Can be used as a pillow or toy or whatever imagined
- Engages notions of play and work together.
1B – swivel laptop bedside desk
- Compressed office space similar to the compressed computer being the laptop.
- Swivels, does not rest on actual lap
- Lighting, passage of time represented by a diming of light every 30 min after which the brightness returns. Passive suggestion of not spending all day on computer work.
- Drawer included that can be removed
o Accommodates lefties and righties
- Height can be modified
- Not constricted by the product and allows for movement
- No dedicated purpose, can be appropriated
- Back lighting considered as opposed direct light of the screen.
- Small size for small apartments.
1C – Wood laptop support
- Wood, accessible material
- Desk inspiration
- Ergonomics of most comfortable position combined with effective working
- Simplistic aesthetic approach
Wednesday, October 7, 2009
Post 4 - Questions
Rhona's Questions
How much of what you present next week should be virtual/digital (if at all), or visualized in drawings or sketches, and how much should be made with real-live physical material? With regard to the latter physical material), should you use the actual material you envision for the artifact, or a stand-in (eg. Cardboard or something else instead of wood if the final thing is supposed to be made of wood)? I do not expect the prototype to look like a finished artifact (it would be a waste to spend time and materials on something premature), but that doesn’t mean the prototype can be falling apart or super-sloppy. It does need to have, or convincingly suggest, sufficient functionality so as to be able to represent your
idea enough for you to communicate what you’re trying to do so that we can understand and respond to your design.
We will be presenting visually with a basic prototype. The material we chose is a great example of our DIY project- in which we will be encouraging others to reuse their own jackets and materials in order
to recreate this, our project.
Should you build a prototype of the whole artifact or part of it (A WHOLE manual or just a section)? If a piece will sufficiently represent the whole, don’t waste time doing the whole certainly not at this stage
We are currently building the prototype in its entirety.
I recommend that you focus on two or three details of the prototype to give a bit more attention to for next week (or the week after), beyond a basic representation of the rest. Which two or three
details should you choose; how far should you take them?
The basic details are: The jacket, the wires and the DIY design.
Should you build a full-scale prototype, or a maquette?
We are building a full scale prototype.
Guidelines about the presentation:
1. Influence of the “play” session:
Which aspect of the play session had the strongest effect on the developing design?
The biggest influence of the play session was when we all started creating vests and different variations. Secondly, the use of the wire and the reaction from the class made us decide to definitely incorporate the wires.
How is it manifested in the prototype?
It is manifested as the main light source on our jacket. The wires are sewn onto the jacket.
2. Influence of the “research” session:
Which research resource proved particularly influential in developing your design?
Eco Velo is a great webpage for its various resources such as: What does a cyclist wear? What kind of green materials do cyclists incorporate into their wardrobes? What is trendy in the cyclist world?
How is it manifested in the prototype?
By making our project a DIY project we are making it sustainable which is the whole idea of the webpage Eco Velo. We will provide information on how to create your own safety jackets to use when cycling based on cycling needs for visibility and aesthetics.
3. Influence of the questions we developed on sustainability/ecology/ecosophy:
Which question(s) are especially relevant in your evolving design?
How do these questions apply to your scenario, and the design decisions you have made so far?
4. What are the three best things about your design? Why?
The three best things about our design are the three things we included in our prototype. The glowing neon wires, the jacket and DIY direction we plan to take. The jacket is essential as a vessel to carry the light on. The glowing neon wires are the safety feature which makes cyclists visible to others on the road. And the DIY direction we are taking makes our project sustainable, customizable and easy for others to do.
5. What are the three weakest things about your design?
The three weakest things about our design are the attachments of the
wires, the cutting and sewing of the jackets and??(help)
6. What’s your next step? What ideas do you have to drive the design as you go to the next level of the design?
Our next step is to create a final project based on the suggestions of our classmates. We also plan to make a DIY instruction website for our project so that others will also be able to make our project.
How much of what you present next week should be virtual/digital (if at all), or visualized in drawings or sketches, and how much should be made with real-live physical material? With regard to the latter physical material), should you use the actual material you envision for the artifact, or a stand-in (eg. Cardboard or something else instead of wood if the final thing is supposed to be made of wood)? I do not expect the prototype to look like a finished artifact (it would be a waste to spend time and materials on something premature), but that doesn’t mean the prototype can be falling apart or super-sloppy. It does need to have, or convincingly suggest, sufficient functionality so as to be able to represent your
idea enough for you to communicate what you’re trying to do so that we can understand and respond to your design.
We will be presenting visually with a basic prototype. The material we chose is a great example of our DIY project- in which we will be encouraging others to reuse their own jackets and materials in order
to recreate this, our project.
Should you build a prototype of the whole artifact or part of it (A WHOLE manual or just a section)? If a piece will sufficiently represent the whole, don’t waste time doing the whole certainly not at this stage
We are currently building the prototype in its entirety.
I recommend that you focus on two or three details of the prototype to give a bit more attention to for next week (or the week after), beyond a basic representation of the rest. Which two or three
details should you choose; how far should you take them?
The basic details are: The jacket, the wires and the DIY design.
Should you build a full-scale prototype, or a maquette?
We are building a full scale prototype.
Guidelines about the presentation:
1. Influence of the “play” session:
Which aspect of the play session had the strongest effect on the developing design?
The biggest influence of the play session was when we all started creating vests and different variations. Secondly, the use of the wire and the reaction from the class made us decide to definitely incorporate the wires.
How is it manifested in the prototype?
It is manifested as the main light source on our jacket. The wires are sewn onto the jacket.
2. Influence of the “research” session:
Which research resource proved particularly influential in developing your design?
Eco Velo is a great webpage for its various resources such as: What does a cyclist wear? What kind of green materials do cyclists incorporate into their wardrobes? What is trendy in the cyclist world?
How is it manifested in the prototype?
By making our project a DIY project we are making it sustainable which is the whole idea of the webpage Eco Velo. We will provide information on how to create your own safety jackets to use when cycling based on cycling needs for visibility and aesthetics.
3. Influence of the questions we developed on sustainability/ecology/ecosophy:
Which question(s) are especially relevant in your evolving design?
How do these questions apply to your scenario, and the design decisions you have made so far?
4. What are the three best things about your design? Why?
The three best things about our design are the three things we included in our prototype. The glowing neon wires, the jacket and DIY direction we plan to take. The jacket is essential as a vessel to carry the light on. The glowing neon wires are the safety feature which makes cyclists visible to others on the road. And the DIY direction we are taking makes our project sustainable, customizable and easy for others to do.
5. What are the three weakest things about your design?
The three weakest things about our design are the attachments of the
wires, the cutting and sewing of the jackets and??(help)
6. What’s your next step? What ideas do you have to drive the design as you go to the next level of the design?
Our next step is to create a final project based on the suggestions of our classmates. We also plan to make a DIY instruction website for our project so that others will also be able to make our project.
Sunday, October 4, 2009
Post 3
CONTEXT
What is the cultural, social, functional, market and technological context?
- cultural ~ Cyclists
- social ~ ?
- functionality ~ visible safety
- tech context ~ flexible wires
How does this artifact fulfil the requirements without unnecessarily compromising the non-human world?
How does this artifact encourage exchange across cultural/social/ethnic etc. groups?
Our website will exchange our idea and allow other individuals across the world to implement our design as they please.
How are perceived cultural needs/values exploited as a means to gain an audience for a product?
DIY movement is encouraged through online participation.
How does the artifact impact on trends / tendencies of consumption and the creation of needs?
We are creating a trend, and taking part in one as well (DIY)
CONNECTION
How should the design engage emotionally with the consumer?
By making this product something self-made, and easily done...this quickly becomes intimate with it’s user.
How should the design draw attention to the ways in which the consumer makes an emotional attachment to the artifact?
A consumer will look at the product, ask questions about where it was bought, the user will then explain he made it, adding emotional attachment.
Is the designer’s perception of the user [empathetic (realistic?)] consistent with a “sustainable” outlook?
Yes.
How is the designer fulfilling his/her role in terms of sustainability?
Look at all our responses thus far.
CONSUMPTION
What are the functional and emotional requirements of everyday use?
Our product is intended to create an emotional connection with it user, whic hopefully will have him/her use it every day.
CLOSURE
How can the user’s disengagement become a positive experience?
Will be a lasting experience for the user because he/she made the product.
Wires can be taken off to be used as a regular jacket.
Will the product exist USEFULLY once the user is finished with it?
Materials = reusable
Lights can be used as lighting fixture
Makes an interesting halloween costume.
Was the initial need fulfilled?
Once worn while cycling it has.
Has the user learned anything (useful, culturally productive?) in terms of future practice and desires?
- DIY has inspired his creativity much more than if it was bought at a store.
What is the cultural, social, functional, market and technological context?
- cultural ~ Cyclists
- social ~ ?
- functionality ~ visible safety
- tech context ~ flexible wires
How does this artifact fulfil the requirements without unnecessarily compromising the non-human world?
How does this artifact encourage exchange across cultural/social/ethnic etc. groups?
Our website will exchange our idea and allow other individuals across the world to implement our design as they please.
How are perceived cultural needs/values exploited as a means to gain an audience for a product?
DIY movement is encouraged through online participation.
How does the artifact impact on trends / tendencies of consumption and the creation of needs?
We are creating a trend, and taking part in one as well (DIY)
CONNECTION
How should the design engage emotionally with the consumer?
By making this product something self-made, and easily done...this quickly becomes intimate with it’s user.
How should the design draw attention to the ways in which the consumer makes an emotional attachment to the artifact?
A consumer will look at the product, ask questions about where it was bought, the user will then explain he made it, adding emotional attachment.
Is the designer’s perception of the user [empathetic (realistic?)] consistent with a “sustainable” outlook?
Yes.
How is the designer fulfilling his/her role in terms of sustainability?
Look at all our responses thus far.
CONSUMPTION
What are the functional and emotional requirements of everyday use?
Our product is intended to create an emotional connection with it user, whic hopefully will have him/her use it every day.
CLOSURE
How can the user’s disengagement become a positive experience?
Will be a lasting experience for the user because he/she made the product.
Wires can be taken off to be used as a regular jacket.
Will the product exist USEFULLY once the user is finished with it?
Materials = reusable
Lights can be used as lighting fixture
Makes an interesting halloween costume.
Was the initial need fulfilled?
Once worn while cycling it has.
Has the user learned anything (useful, culturally productive?) in terms of future practice and desires?
- DIY has inspired his creativity much more than if it was bought at a store.
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