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The Other Creating Rural Energy creating a rural energy network though hardware and service design Marcel van Heist / M22 theme: Next Nature Map nr: 14 This project is an inquiry into bottom-up distributed energy networks in rural India. Based on a vision to create smart, small-scale energy and information networks in India, a design-driven visit resulted in the development of small solar-powered LED lamps developed to share. An entrepreneur was empowered who now runs a lamp-sharing business in the village of Sankuhi. Design was used to develop tools that communicate western visions to Indian entrepreneurs, who then design the systems themselves locally. See how the spark reaches more and more villages at www.ruralspark.com.

Afya design to improve Maternal Health by enhancing Mutual Understanding Janne van Kollenburg theme: Playful Interaction Map nr: 14 How often did your mother visit the antenatal care clinic before you were born? Maybe more than 15 times. In Kenya, most mothers visit their clinic only one time throughout their pregnancy. This is one of the causes of the high mortality number during childbirth in

Kenya. Why do Kenyan women only visit the antenatal care once? My field research indicated a communication problem. Pregnant women and healthcare professionals do not understand each other. Professionals talk with a lot of medical terms which women often do not understand and women provide information which is irrelevant for the professional. This results in advices of which women do not recognize the value, or which they cannot execute with their limited resources. Thus it becomes an useless visit. That is what “Afya” wants to improve. The African mortality rate has to be reduced! “Afya” facilitates communication for understanding be- tween pregnant women and healthcare professionals. With clear visuals they can develop a care plan together which the woman can realise with her limited resources and demonstrates the importance of the advice. All to ensure that childbirth becomes a gift.

The Intimate Service design for enhancing contact between producer and customer Aylin Groenewoud / M22 theme Next Nature Map nr: 14 The Intimate Service creates the opportunity to develop custom-made clothing on a global scale. For this, customers are encouraged to use the so-called Intimate app, with which they scan the purchased fashion item’s label and experience the production process, people and specific story of their garment. Customers can use the same app to submit a picture where they show the knitters how they like to wear a purchased garment. They can win a custom-made garment for which they can select their favourite knitter and sewer. The producers use these pictures as source of inspiration. Thus they are able to create garments that resonate with the customer’s style and preferences.

Eerlijk Zullen We Alles Delen service design aimed at enhancing the distribultion and conservation of dairy products in Ethiopia Lia Bardoel / M22

a product service system was developed.

Map nr: 14

My vision was fed by the inspiration of associating with local people, and to provide a possibility for farmers in order to create awareness, and to change the quality of dairy products by decreasing the malnutrition of milk in Ethiopia.

Partnering with the project ‘Solar Milk Cooling’ of LEI Wageningen UR and Mueller BV provided an entry to research possible interventions to decrease the malnutrition on dairy products in Ethiopia. Throughout a dynamic design process of switching between contexts,


Designing Out Crime

Intimacy Designing Out Crime proposals for social safety in the Eindhoven public realm Marloes Brinkema, Luc Hermans, Frits van Beek, Joost Huys, Sander van Berlo, theme Changing Behaviour / B32 / M12 Map nr: 15 Designing Out Crime consists of five separate projects. Three projects address the city of Eindhoven’s railway station, regarding issues of public safety and visitor-friendly information. These three design proposals were developed in conjunction with the Nederlandse Spoorwegen. The other two address the Stratumseind area, where many bars and clubs are located, and thus safety issues and social networking also are points of consideration. Here the municipality of Eindhoven was instrumental in developing the Stratumseind concepts.

NUPPI post-disaster companion for a child Martijn Kors / M22 theme: Out of Control Map nr: 17 Friday the 11th of March 2011, Tōhoku, Japan. A magnitude 9.0 earthquake sets off underwater and triggers a devastating tsunami which engulfs more than 350 kilometers of Japan’s northeast coastline and claims around 18.000 lives and counts well over 400.000 evacuees who became home- less in the event, among which 100.000 children.

The NUPPI is a travel companion, a “guide dog” for children (6-10) in the months that follow such disaster. A self-sufficient (navigation) system designed to support them in their independent traveling needs. Its pur- pose is to presents children and their respective caretakers with a more gradual transition in the process of gaining trust and awareness of surroundings within their dramatically changed situation. By providing proportional guidance throughout this process the Nuppi naturally contributes to the essential resilience children need to prosper during possibly one of the most difficult periods of their life.

In Vitro ME wearable bioreactor jewel for In-Vitro meat production Chloé Rutzerveld / B21

grid.

theme: Next Nature Map nr: 17

The grid contains an artificial vascular system, connected with the user’s bloodstream. It circulates blood which allows substances to diffuse in and out of myoblast cells. Oxygen and nutrition are obtained by the myoblast cells and waste substances such as CO2 are released back into the blood circulation and filtered inside the human body. With this system muscle cells can grow, without added hormones or chemicals, and without the (unhealthy) application of electrical current.

In vitro ME is a bioreactor amulet, attached to the human body. It is able to produce human In Vitro meat for future consumption. The amulet can be worn as necklace or bracelet. The most important part, needed for the production of human In Vitro meat, is the bioreactor within the amulet. Myoblasts (clusters of muscle cels), obtained from human muscle cell tissue, are put inside the amulet, on top of a 3D-printed edible

Intimacy

For many children the psychological burden of the disaster was not directly related to the experience of the tsunami itself, but moreover caused by the unhealthy home situation left after forced relocation.

Mourning Rituals, Light Rituals...

Baobab Memento

a child’s mourning support tool, according to set moments in time

jewellery collection designed for the so-called Third Culture Kid

Marjolein Kors / B32

Bram Smis / M32

theme: Light Time Space Move Map nr: 17 Mourning Rituals encompasses the development of child’s mourning support tool after the death of a parent. It stimulates the remaining parent and child to jointly become aware, discuss, and redefine changes. The parent provides the child with the proper context and protocol, in order to accomodate the mourning process. The design consists of a central object and a number of small plastic tokens in different shapes and colours.

With these the child can indicate connections to events and experiences and their level of importance. Since a mourning process is highly personal, the child has the freedom to alter and define the symbolic meanings to its own liking. It is the intention that parent and child jointly discuss the meaning, after which the central object with the tokens is put in the child’s bedroom. It is the child’s responsibility to keep track of the overview and notifies the parent if necessary. When the object’s light is turned on, the image of the overview of events is projected on the child’s bedroom ceiling.

theme: Wearable Senses Map nr: 17 “A Third Culture Kid (TCK) is a person who has spent a significant part of his or her developmental years outside the parents’ culture. The TCK frequently builds relationships to all of the cultures, while not having full ownership in any. Although elements from each culture may be assimilated into the TCS’s life experience, the sense of belonging is in relationship to others of similar background”. (David Pollock)

The Baobab Memento is a jewellery collection aimed at the Third Culture Kid. Two common challenges that arise with the TCK lifestyle are issues related to identity: which of all the many “selves” am I? And unresolved grief that they may feel when leaving a country expecially due to the abruptness and permanence of the move. According to David C. Pollock a way to aid the grief felt for a previous country is to aid in the “mourning” ritual by collecting “sacred objects” which essentially are mementos that remind the TCK of the previous country.


Lighting

Data Gardening Microsoft Design Research Challenge Expo 2013

Igenous

Flexlight

improvising with light in the outside public realm Rob Kouwenhoven, Willem Horsten

artificial lighting design based on the natural interactive light bulbs qualities of light that respond to a Neil van Es person’s presence

theme: Out of Control / B32 Map nr: 1

theme: Light Time Space Move / B32 M11 Map nr: 3

IGNEOUS is a system of lamps shaped as short columns with which users can bring ambient lighting to urban spaces. Each user has his/her own token, on this token a color palette is stored with which he or she can create his or her own light plan. The user can then distribute this (and that of others) light plan to other pillars. Online the light plans can be tracked, as well as where and with whom is contributed to an area. On this profile the user can also change his/her color palette, copy someone else’s or create a new one from scratch. IGNEOUS is developed to eventually be applied in a variety of contexts with a variety of interactions. The system and community eventually develops itself with the input of external stimuli.

Flexlight was borne out of the research project Natural Artificial Light. Its aim is to develop a framework for artificial lighting design based on the natural qualities of light. In essence the goal is to design with associative and perceptual qualities instead of merely perceiving units as color-temperature and beams. Flexlight is the result of research in lighting- and accommodation industries. Its origin lies in the process of actively designing with natural lighting qualities. Being a modular daylighting system for flexible building purposes it creates the experience of indoor daylight. The Flexlight luminaires are developed by designing with perceptual depth, daylight- and weather dynamics and association in mind.

Light In Transition

Nadine van Amersvoort theme: Light Time Space Move / M22 Map nr: 8 Our experience of the everyday is more and more determined by technology. Light in Transition reflects activity in the space through the light behaviour of its lamps and is actively ‘looking’ to connect with people. The lamp follows a person’s path and positions itself accordingly.

Prospera a casual game that uses your personal home energy management as input for a virtual gameenvironment Karin Niemantsverdriet, Bart Wolfs, Nick Hermans & Thomas van de Werff Map nr: 16 Prospera is a game, made for tablet or smartphone, that uses your personal home energy management as input for a virtual game environment. We all know the reasons why we should save energy: it’s better for the environment, it’s better for our energy spending… but in our daily lives it appears to

be very difficult to stay conscious of our energy usage. Prospera shows you the direct effects of your energy usage through a game. In Prospera’s virtual environment, you can design your own planet. Make mountains, dig for water and plant trees to sculpt the landscape the way you like. Prospera translates your real-life home energy usage into the game to become the environmental conditions.

Six half mirror-coated incandescent bulbs hang from thin aluminum pipes. The incandescent bulb is chosen for its warm and intense glow. Since we want to welcome people into our homes, it is important that the lamp not only emits light but a feeling of warmth as well.

Dare

AMP

proposal to integrate new technologies and social networks for public streetlighting

service and network design for enhancing contact between producer and customer

Ashwin den Dolder, Sway Leung, Wouter van der Wal, Yannick Brouwer

Leonie Tenthof van Noorden, Koen Beljaars, Ken Giang & Tom Fejér

theme: Light Time Space Move / B22 Location: Outside DARE is an award winning streetlighting system for save and beautiful streets at night. DARE is streetlighting redefined. With DROP, a dynamic, safe and at the same time atmospheric lighting solution and SHARE, a new transparent service to power both houses and

streetlighting, we realised our vision on the future: a future where sharing and collaboration become the new driving forces of our economy and society. Visit www.projectdare.nl for more information about Drop and Share.

Map nr: 16 AMP is a application where multiple people can explore the city through tweets and photos taken in and around Eindhoven. AMP consists of a lamp, which casts a shadow on a table representing the map of Eindhoven. When interesting things are happening in the city, for example a concert, and many people

are tweeting about this, hotspots will be shown on the shadow map. By placing your phone on that spot, you can access real time information of that location. When you are using the system with more than one person, the visible hot spots will be a result of the combined interests of the people using the system. When accessing multiple hotspots at the same time, additional relevant hotspots will appear.


Index

Outside The Exhibiton Space

Nano Supermarket Various students Industrial Design/ Next Nature Lab

Experio Manon Junggeburth Tom van Rooij Luca Giacolini Bastiaan van Hout Dare Ashwin den Dolder Sway Leung Wouter van der Wal Yannick Brouwer NUPKY Rhys Duindam

1 igneous Rob Kouwenhoven Willem Horsten 2

Bistro In Vitro Various Students

3 Flexlight Neil van Es

7

Linea Nexu Ard Jacobs

13 ShadoWell Alexander Van Dam

8

Light In Transition Nadine van Amersvoort

9

City Explorer Rens alkemade

14

The Other Lia Bardoel Marcel van Heist Janne van Kollenburg Aylin Groenewoud

15

Designing Out Crime Sander van Berlo Joos Huys Frits van Beek Luc Hermans Marloes Brinkema

10 Time Sphere Erwin Hoogerwoord

4 Kokkerelletje Angeliki Sioliou et al

11 Corpus Chloé Rutzerveld Ralph Zoontjens Jeroen Blom Mart Wetze

5 Pillo Ard Jacobs 6 TangiTales Thom van Boheemn Robin Brouns Bowling Karapun Ardjoen Mangre

Toilet

18 Ex Nihilo Memorials Ate Sens R Reading Table

AMP Leonie Tenthof van Noorden Koen Beljaars Ken Giang Tom Fejér 17 Intimacy Chloé Rutzerveld Marjolein Kors Martijn Kors Bram Smis

16 Data Gardening Microsoft Design Challenge

12 Hint Chair Doorknob Chris Gruijters

4 Projects are located outside the Exhibition Space

Prospera Karin Niemantsverdriet Bart Wolfs Nick Hermans Thomas van de Werff

11

14

16

9

1 7 5 4 Entrance Entree

Reception Receptie

R 2

6

10

17

13

3 8

12

15

18

Exit Uitgang


Corpus

Quantifying The “Fingerspitzengefühl” a simulation model to gain expertise in venipuncture Mart Wetzels / M22 theme: Out of Control Map nr: 11 The project Medical Simulation and Team Training focuses on developing a lifelike experience for gaining expertise in venipuncture.

Kids Zone

Sensible Sense Flowtime

TangiTales

prodcut and system for a wearable interactive creating a tactile sense yoga experience to be for hand protheses used at home

TangiTales brings together child’s play and storytelling

Jeroen Blom / M22

Ralph Zoontjens et al

theme: Comfort and Bonding in Health Care Map nr: 11

theme: Wearable Senses Map nr:

Thom van Boheemn, Robin Brouns, Bowling Karapun, Ardjoen Mangre

Sensible Sense is a project aimed at creating a tactile sense for hand prostheses. When talking about interaction with a prostheses the per- ception stream is equally important as the action/control stream.

Slow and synchronous breathing and arm movements are essential for an optimal yoga experience. Flowtime assists the yoga practitioner in achieving such an almost meditative state at home.

However, in the current generation of commercially available prostheses there is no perceptive sense.

An on-screen yoga teacher demonstrates the exercises, while rhythmic vibrations on the back help to sync breathing and movement. When performed correctly, breathing, movement and vibrations are merged, which leads to a full, relaxing experience.

Together with Diagnostiek voor U the researchers and designer decided to focus on training for venipuncture, using an available training arm as starting point.

This project tries to create a perceptive sense which allows the user to experience the objects in the world around us again, and to distinguish the perceptive qualities of these objects.

The biggest flaw in current venipuncture training are the material properties; during puncture the resistance that is felt is not coherent with human tissue. In order to design human-like tissue new tools were needed to measure the tissue resistance. This was achieved by using a load-cell with amplifier, connected with a standard needle. Measurements of different kinds of human tissue provided insight into their mechanical properties. Based on these measurements a mixture of silicone and ballistic gel was created in order to mimic human tissue.

Using sensors integrated in the glove we generate data which is inter- preted by custom designed software. The output is expressed by a vibrotactile display in the socket of the prostheses. Through multiple iterations we explored how certain variables and patterns were perceived. We created a system which enables the user to perceive functional aspects, e.g. whether the hand is opening or closing, or to experience touch. At the same time the user can perceive subjective qualities like the approximate size and hardness of the object, and the stability of the grip.

Flowtime is a unique exploration on how on-the-body technology can functionally yet intuitively contribute to a healthy lifestyle.

theme: Changing Behaviour Map nr: 6 As a child there are two ways to enter the world of imagination: either by listening to stories and fairytales told to you, or otherwise by playing with toys in a make-believe setting. TangiTales combines the best of both. The reader tells a story from the book to the child, yet the child can play with small toys inside the pages of that book. These toys are detected automatically by means of intelligent software and the child can actually change the events in the story in real time. By drawing the child into the story and having him engage more actively, his imagination becomes truly without limits!

Kokkerelletje learning children to cook with (intelligent) system and easy-to-understand interface Angeliki Sioliou et al theme: Changing Behaviour & DQI / B22 e.a. > research DQI Map nr: 4 Kokkerelletje brings children closer to healthy eating through hands-on experience. It involves a kitchen that contains basic cooking ingredients and utensils. The

Pillo a pillow that works as a controller, and as such created new dimensions for play in the context of health Ard Jacobs

IDiO self-diagnosis tool based on iridology Chloé Rutzerveld / B22 theme: Next Nature Map nr: 11

student’s goal for the weekend would be to realize a simple recipe by the guidance of a smart device (tablet, smartphone) or a written recipe. Gradually, this pragmatic experience will stimulate their awareness about healthy food and familiarize them with its preparation procedure. Children will feel proud of themselves for their achievement and, hopefully, enjoy the food they have prepared.

IDiO is a self-diagnosis toolkit based on iridology that helps people to gain insight and understanding of their body and its often unseen visual signals related to health. The light sensitive nano-coated lens absorbs the defect pattern of the iris which can be deciphered and interpreted afterwards by following the steps in the reader. Periodic repetition and comparison of this diagnosis enables the user to monitor personal changes of body and health. IDiO translates signals of your body into an understandable visual language.

theme: Playful Interactions / M22 Map nr: 5 Pillo enables a wide audience, including parents, elderly and even toddlers, to experience the fun and social benefits of playing video-games together. By introducing a cushion game controller, Pillo is very simple to use and fun to explore. Try hugging, pressing, squeezing and punching Pillo to manipulate the game content. Pillo is also designed to be co-dependent. For example,

grandma presses Pillo to move a game character from left to right, while her 3-year-old granddaughter punches Pillo to make the character jump. Pillo is therefore extremely suitable to socially connect these societal extremes via an easy-to-use gaming interface. Think for example of parents and their physically/mentally challenged child, autistic children, or girls in a pillow fight. With Pillo overcoming the tactile constraints of today’s game controllers, infinite new ideas for applications arise that enable non-hardcore or less-abled gamers to experience the fun and social benefits of playing video-games together.


Various

NUPKY

Linea Nexu

ShadoWell

Experio

Time Sphere

City Explorer

a clip-on device that transforms any sport tool into a controller for an audio game

an interactive movement/dance game, loosely based on eurythmics

an interactive system for the public space where passers-by can leave their shadows behind

interactive installation where people can use sensory laser light as a musical instrument

a small electricalmechanical sphere, to be worn as a chain watch

a city discovery product for the visually challenged

Rhys Duindam Location: Outside

Ard Jacobs / M22

Alexander van Dam / M11

Map nr: 7

Map nr: 13

Manon Junggeburth, Tom van Rooij, Luca Giacolini, Bastiaan van Hout

Linea Nexu is an interactive platform designed to persuade children to exercise expressive movement during school breaks. It is inspired by Eurythmy, incorporating metamorphosing geometric patterns and dynamic movement sequences, trying to make children feel more comfortable with and in their own body.

ShadoWell is an interactive installation for the public space where people can leave their shadow behind. They can also interact with the shadows of others who used it before to create an ever-expanding sha- dow play.

Nupky is a clip-on device that transforms any sport tool into a controller for an audio game. The game is a sound-reward based leveling system that only triggers when the user is above their personal sporting best. The resulting reward tells the other players that the Nupky user is doing very well in the sport at that moment, which in turn opens up the social dialogue and social rewards. Nupky is wearable, in the sense that it is designed for use within the inti­mate personal space of the user. Nupky adds to the fun of the sports or outdoor games, and does so using well-understood gaming me­chanics. Most importantly, there are many gamers who are excited to get the final Nupky for their own sport.

The project has two goals. The first goal is to provide people in the public space with a platform to express themselves in an innovative way. The second is to get people more involved by showing hte identity of the city through the visual interactions between the city inhabitants and visitors.

Hint Chair Doorknob a personal communication system between a prisoner and his-her loved ones Chris Gruijters / M22 theme: Out of Control Map nr: 12 Chris likes reality-relevant products that tackle current issues in new ways. For his graduation project he developed his own design approach, called ‘design-from’ and designed products that add value to ‘the things we already do and have’. To challenge this approach to the fullest, he chose a context that involves many perspectives and stakes: the prison. Thanks to the client Penitentiary Institution of Vught,

Chris has experienced imprisonment at first hand for 15 days and has spent another few weeks shadowing the guards in a different prison unit. This experience and treasure chest of information and inspiration has resulted in three elaborated design concepts; a cell door- knob, a cell chair and a communication system for prisoners with the outside world called ‘hint’. The fundamental idea is to provide possibilities and ways of expression, based on the ‘things that already happen’.

theme: Out of Control / B1 Location: Outside Experio is a new atmosphere in which dancers, as visitors of an event, are responsible for the musical experience. The goal of the experience is to give the audience the responsibility to provide themselves and the crowd around them with pure entertainment. Create your own musical environment and have a great time while performing and seeing other people perform. Through dancing on the laser platform inputs are given to the moderator in the middle of the platform, who provides the beat to dance to, The platform is divided in sections with each one having a different function. The moderator mixes all the inputs he gets from the audience into a great song. Experio delivers a completely new musical ambiance.

Erwin Hoogerwoord theme: Wearable Senses / B32 Map nr: 10 The term ‘overview effect’ refers to a cognitive shift in awareness reported by some astronauts and cosmonauts during spaceflight, often while viewing the Earth from orbit or from the lunar surface. It’s a cognitive shift towards becoming more aware of the planet that we live on. It seems that going into space is an effective way to physically experience this, although only a very small number of people will be able to actually experience this. The Time Sphere is ‘Pre-Cognitive Space Travel’: experiencing space travel without leaving Earth. It is a mechanical device that can be wound up. The sphere resembles the earth. When the mechanism is released it starts to spin, one side of the sphere lights up and resembles the day time of the earth while the dark side resembles the night side. A stationary led indicates where you are.

Rens Alkemade theme: Wearable Senses Map nr: 9 The CityExplorer, designed for the visually impaired, consists of two distinct parts, the first is a smart phone application, which contains floor maps of buildings and a community. In combination with audio feedback it gives the user an idea of the general structure of a building such as a railway station. The community contains a database of blind specific tips and activities per city. The user can add things to this community and can rate other’s their tips and activities. When a blind person walks in the city he can no longer use a smart phone application together with a cane and guiding dog. For this situation the TinyExplorer can be used. The TinyExplorer is a Bluetooth device communicating with the phone and is mounted on either a guiding dog handle or a cane. The TinyExplorer can be used on the go and gives visually impaired people the ability to scan their surroundings.

Ex Nihilo Memorials mourning compressed into a interactive social platform that combines social exchange and creating a 3D prototyped image of the deceased Ate Sens / B32 theme: Light Time Space Move Map nr: 18 Ex Nihilo Memorials is a online service that allows people to put their personal thoughts and feelings into the design of a memorial such as a gravestone or colombarium. The design is the result of an online

co-creation session between people in a mourning process around the same person. The result will resemble the facial features of the deceased person and can be 3D-printed by everyone in a choice of material or form they prefer. The target group is the social media culture at large. More and more people are hooked up to social media and the service is meant for them as a new way of memorizing a deceased friend or relative.


Colophon Curator and exhibition design ID’13 Ronald van Tienhoven Advisor exhibition Miguel Bruns Exhibition team Jeanette Schoumacher Roy van den Heuvel Joost Liebregts Mart Wetzels Graphic design ID’13 tabloid Studio Toer Photography The Participants

Meat The Future

Try some delicious In-Vitro Meat Ice here

Producing companies ID’13 exhibition and ID’13 tabloid Construction Van der Hoorn buigtechniek, Geldrop Textile Printing Van Straaten, Boesingheliede ID’13 tabloid Janssen/Pers Rotatiedruk, Gennep

Dutch Design Week 2013 Eindhoven 19-27 October Opening Main Building TU/e Saturday, october 19, 2013, 2pm

Department of Industrial Design www.industrialdesign.tue.nl Visiting Address Main Building Den Dolech 2 5612 AZ Eindhoven The Netherlands

Meat Powder © NextNature Lab

Postal Address P.O. Box 513 5600 MB Eindhoven The Netherlands


EN

MAGIC MEATBALLS

RAYFISH SHOES

TEACH YOUR CHILDREN TO EAT LAB GROWN MEAT

GROW YOUR OWN SNEAKER WITH BIOCUSTOMIZATION

As the planet’s population speeds towards 9 billion, it becomes impossible to continue consuming meat like we do today. Lab grown meat, which is grown in bioreactors from animal cells, could be a sustainable alternative. Magic Meatballs playfully familiarize children with in-vitro meat. The balls come in different tastes and colors. They are full of vitamins, omega-3s and crackle in your mouth!

Always dreamt of a pair of uniquely personalized sneakers? At Rayfish.com you can now ‘grow’ your own sneaker from a genetically engineered stingray. Using our online design tool you can remix the DNA of existing animal patterns into something nature could never have imagined. One fish. One shoe.

ENERGY BELT ELECTRICITY FROM EXCESS FAT

With Energy Belt, stop treating your excess fat like a liability, and instead embrace its untapped potential. Artificial protocells in the belt mimic natural brown fat, taking the energy from white fat and converting it into ATP. This chemical energy can be used to power everything from cell phones to pacemakers. Eat what you want at dinner, and give up that gym membership for good. Energy Belt cuts down on electricity costs while you cut down on size.


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