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| DESIGN SPOTLIGHT - CHARLIE PYOTT |
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A designer and artist of all sorts. More accurately, a modern day renaissance man. Designer Charlie Pyott took some time out of his busy schedule to answer a few questions about his art, design, and more.
UI: Many artists accept the phrase as makers but you’re literally like a modern day Leonardo Da Vinci in your field as many of your concepts come to life and must have major functionality. Where do you find your inspiration for these projects you create? CP: First off, that is one of the best compliment/questions I have ever gotten so thanks for that one. On the inspiration side of things, most of my concepts are focused on revisiting classic designs but reevaluating them from the ground up for a niche market or task. The ski project and the Many of the objects around us in day to day life have a massive design legacy behind them that we tend to get locked into. In the case of a ski there are hundreds and hundreds of years of evolution that is based off of a design that was created with the materials available at the time, in this case wood and leather straps. Although there has been endless innovation of the ski in camber, metal edges, bindings, fiberglass and laminate construction, side cut, etc. the basic form of a modern ski is similar to the oldest wood designs. What I love about the industrial design field is that you have an opportunity to explore what is possible if you eliminated the most basic legacies of a design and create something that is for a very specific use and end up with a concept that is really unique. The Linos has similar characteristics to this as well where instead of developing a record player for the traditional goal of highest possible sound quality it was made to celebrate physical media (records) in a small and portable package. By eliminating the large platter and boxy form of a normal turntable you can end up with something a little different from your run of the mill player. There was also a lot of leeway in the styling of the Linos so much of the form was lifted from the cut lines you find in an aircraft wing (lots of filleted symmetrical edges) to reinforce the mobility aspect of the product.
UI: It seems you bridge the fields of Art and Science with your design. Can you tell us if you were a bit of a natural talent or did it take years of practice and study? CP: Well, my background is kind of a strange one. I have a lot of memories of taking stuff apart to see how it worked as a kid (usually not being able to put it back together of course) so the wanting to know how things worked thing was always there. But building slightly bizarre stuff was always a big interest to me too. I did a lot of interface things like building controllers, virtual reality helmets and rewiring Power Gloves in the early As far as education goes it's about as lacking as you can get. I always liked reading about history, mathematics, physics and sociology but ended up dropping out of high school and working in the computer animation field for a number of years. I was really attracted to the fact that you could express complex ideas through animation but the commercial/TV/film side never excited me that much. Fortunately I randomly heard about Art Center College of Design in Pasadena and ended up in their Product Design program which suited me perfectly (I don't think they ever caught on to the whole "high school dropout" thing either. Score.) So yeah, ACCD gave me a whole new set of toys to play with in rapid prototyping, styling and manufacturing so I could combine my interest in mechanical interactive stuff with design and I never looked back.
UI: Planning seems to be essential to the sort of art and design you do and artists or designers are always working on time lines. What sorts of time frames do some of your projects span and how many hours could go into creating a “functional piece of art” as designers such as you do? CP: Timelines for a project are always pretty tricky and really depend on how far you are going to take a concept. If something is just an idea that you want to explore through sketches and 3D renderings it can be as quick as a day or two but to make a working model that is ready for production is where things can stretch to months and beyond. The devil is always in the details with product design so rattling out concepts that could work goes quick but getting the necessary components to fit inside the design with the correct wall thicknesses on the parts, working through how the thing will assemble and making sure the mechanics actually function is where things always slow down. That, at least in my opinion, is the most difficult part of design, the step between taking a great concept and making a great final product that still carries over the intent of the initial concept.
UI: Artists are often their biggest critics but what is an accomplishment in particular you are proud of? Maybe something you think that could be defined the “best” of your work? CP: Actually the project that I am most proud of working on is a wheelchair design that came out of a joint CalTech/Landívar Univirsity/Art Center class and eventually became the non-profit Intelligent Mobility International. The basic idea was to reconfigure mountain bikes into low cost appropriate wheelchairs for developing nations. By using mountain bike parts we were able to make a durable chair that was easily repairable and built locally in the starting place of our pilot program in Guatemala. The great part of the program was seeing how the chair developed from an initial concept prototype to a really effective final product with the help of designers from Landívar and our partner shop in Guatemala, Transitions. We actually received the UI: Lastly, it's interesting to ask other artists which sort of art they enjoy personally. What would some be for you? CP: Although I do go to a lot of galleries and design conferences this is always a hard question for me to answer. I have a really difficult time connecting art and design with the person who created them so I have a lot of deep design conversations that run along the lines of "Hey, that reminds me of that one chair done by that guy....it was in a magazine or blog or something at one point....the guy with the face....you know who I'm talking about.”
To view more of Charlie Pyott's work, visit www.pyottdesign.com.
(Photograph by Jose Mandojana) |