WEBVTT - The Art and Science of Designing a Car

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<v Speaker 1>This episode of tech Stuff is sponsored by Nissan. Welcome

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<v Speaker 1>to tech Stuff a production from iHeartRadio. Hey there, and

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<v Speaker 1>welcome to tech Stuff. I'm your host, Jonathan Strickland. I'm

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<v Speaker 1>an executive producer with iHeartRadio and How the tech are

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<v Speaker 1>you Now. I don't often spend much time on this

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<v Speaker 1>show talking about the actual design process when it comes

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<v Speaker 1>to tech. I might talk about discoveries and innovations, or

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<v Speaker 1>ways that people figured out how to take an innovation

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<v Speaker 1>and then make a product based on it. I've also

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<v Speaker 1>talked about how developments like three D printing aka additive

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<v Speaker 1>manufacturing have revolutionized tech by streamlining the process from going

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<v Speaker 1>from the concept to the physical. Mena festation of that concept,

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<v Speaker 1>But what goes into actually designing a product? So in

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<v Speaker 1>this episode, using our sponsor Nissan as the model, I

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<v Speaker 1>thought I would talk about the design process for a vehicle.

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<v Speaker 1>And just like your typical vehicle, there are a lot

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<v Speaker 1>of moving parts. Designers and engineers have to take into account,

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<v Speaker 1>everything from the technical specifications of the engine to the

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<v Speaker 1>ergonomics of the cabin. In some cases it might mean

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<v Speaker 1>tweaking an older design, and others it could literally be

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<v Speaker 1>a case of going back to the drawing board now, y'all.

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<v Speaker 1>I believe in being transparent with my episodes. When I

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<v Speaker 1>was approached with the opportunity to work with Nissan to

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<v Speaker 1>talk about the art and science of design, I got excited.

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<v Speaker 1>See the auto industry in general, a Nissan in particular,

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<v Speaker 1>have known that design is absolutely critical. You have to

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<v Speaker 1>create a design that resonates with people. And because we're

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<v Speaker 1>talking about a vehicle that carries real life human beings,

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<v Speaker 1>you need it to be safe. You need to be secure,

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<v Speaker 1>and you need it to be compelling. The experience of

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<v Speaker 1>using the technology needs to be a positive one. A

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<v Speaker 1>lot of us spend a whole lot of time in

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<v Speaker 1>our vehicles, and if that time is uncomfortable or unsatisfying, well,

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<v Speaker 1>that can translate into poor sales. When you consider how

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<v Speaker 1>much money goes into the development and then the manufacturing

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<v Speaker 1>of a vehicle, you start to see how large a

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<v Speaker 1>challenge it is to design something that checks all the boxes. Plus,

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<v Speaker 1>I'm not gonna lie. Brie Larsen is a spokesperson for Nissan.

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<v Speaker 1>She hosts a lot of videos that give an overview

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<v Speaker 1>of the company's design philosophy and processes, and I hoped

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<v Speaker 1>I could land her for an episode of tech Stuff,

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<v Speaker 1>but it turns out she's busy with something called the Marvels.

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<v Speaker 1>So my plans to have her on the show while

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<v Speaker 1>I talk about how great she was, and Scott Pilgrim

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<v Speaker 1>kind of went nowhere. That being said, Bri, You're welcome

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<v Speaker 1>on the show anytime. So let's talk about design in Nissan.

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<v Speaker 1>So over the years we can see trends come and

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<v Speaker 1>go with the auto industry. Some of those trends might

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<v Speaker 1>seem kind of puzzling when viewed by today's driver. So,

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<v Speaker 1>for example, in the nineteen seventies and the nineteen eighties,

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<v Speaker 1>the years of my childhood, there was a tendency for

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<v Speaker 1>vehicles to have really boxy designs with lots of sharp

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<v Speaker 1>angles and flat surfaces. Finding a curve incorporated into a

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<v Speaker 1>vehicle in those days was rare unless you were looking

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<v Speaker 1>at luxury vehicles. It's not like cars from older generations

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<v Speaker 1>were all boxy. If you go further back, classic cars

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<v Speaker 1>had beautiful curves worked into them, So you might be

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<v Speaker 1>tempted to think that there was some practical reason for

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<v Speaker 1>the seventies and eighties vehicles to go with these sharp

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<v Speaker 1>angles and straight lines like maybe it was easier to

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<v Speaker 1>manufacture vehicles that way or something, but really a big

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<v Speaker 1>reason for the change was simply that in America, tastes

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<v Speaker 1>were changing. The boxy cars were bigger, with more interior space.

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<v Speaker 1>There wasn't so much concern about not taking up too

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<v Speaker 1>much room, and gas was cheap in the early seventies,

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<v Speaker 1>so there was less of a consumer push for vehicles

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<v Speaker 1>to have aerodynamic designs and to really emphasize things like

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<v Speaker 1>fuel economy. So we got an era of big, powerful,

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<v Speaker 1>boxy cars because that's what people wanted. However, toward the

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<v Speaker 1>second half of that span of time, the boxy cars

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<v Speaker 1>got a lot smaller because the world went through an

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<v Speaker 1>oil crisis. The story behind that is a complicated one.

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<v Speaker 1>But while the cars were smaller, they were still kind

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<v Speaker 1>of boxy, and it wasn't until the mid nineteen eighties

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<v Speaker 1>that companies began to introduce curved lines in car bodies

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<v Speaker 1>again for American drivers, and the change proved to be popular.

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<v Speaker 1>So one major part of design is common sense. You

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<v Speaker 1>need to design something that appeals to people. Now, maybe

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<v Speaker 1>you're following a trend, something that you already know people want,

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<v Speaker 1>because well, that's what they're buying already, or maybe you're

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<v Speaker 1>taking a risk and you're creating a design that is

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<v Speaker 1>outside the norm with the hope that your work will

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<v Speaker 1>become the new trend. In the tech world, we've seen

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<v Speaker 1>a few of these moments where a company introduces a

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<v Speaker 1>product that doesn't fit a mold, but then defines a

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<v Speaker 1>new mold. It is hard to do, but when it works,

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<v Speaker 1>buckle up. Of course, the design of a vehicle goes

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<v Speaker 1>beyond esthetics. There are practical considerations as well, whether it

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<v Speaker 1>is reducing drag to increase fuel efficiency, adjusting the size

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<v Speaker 1>because you plan to put a larger engine under the

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<v Speaker 1>hood and you can't do it if it's too small,

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<v Speaker 1>or you have this crazy idea to incorporate some of

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<v Speaker 1>the features of an suv into a sedan, something Nissan

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<v Speaker 1>has actually done in the past. Those decisions will guide

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<v Speaker 1>a lot of future decisions. It's a marriage of practicality

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<v Speaker 1>and art that goes into industrial design, then a balance that,

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<v Speaker 1>when it is done right, produces a vehicle that performs

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<v Speaker 1>in a delightful way while looking amazing. As it does

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<v Speaker 1>so with some models, just the appearance of the vehicle

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<v Speaker 1>gives you an impression of what it must be like

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<v Speaker 1>to drive it, or to paraphrase my buddy Carl, it's

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<v Speaker 1>going fast, we'll stay in still still what is run deep?

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<v Speaker 1>But how the heck does this process all start? Well,

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<v Speaker 1>typically a vehicle starts in a way that might not

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<v Speaker 1>seem that exciting. It starts as a business plan. So

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<v Speaker 1>if you were to look at a vehicle at the

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<v Speaker 1>very earliest stages of development, you wouldn't see a vehicle

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<v Speaker 1>at all. You wouldn't see a picture, you wouldn't see

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<v Speaker 1>a sketch. What you would see would likely be a

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<v Speaker 1>spreadsheet with a whole bunch of numbers on it. But

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<v Speaker 1>those numbers represent a goal and the journey to that goal.

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<v Speaker 1>That's where all the cool stuff happens. One early consideration

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<v Speaker 1>designers must make is how the driver is going to

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<v Speaker 1>use this vehicle. What is the purpose of the vehicle itself,

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<v Speaker 1>apart from just taking someone from point A to point B.

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<v Speaker 1>Is it meant to be a commuter car? Where someone's

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<v Speaker 1>going to be taking this vehicle every single day to

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<v Speaker 1>and from work and shopping and entertainment and all sorts

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<v Speaker 1>of things. Is it something that's designed for off road adventures?

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<v Speaker 1>A vehicle that needs a lot of cargo space. These

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<v Speaker 1>are questions that will guide teams of designers. They land

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<v Speaker 1>a little bit more on the practical side of considerations,

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<v Speaker 1>and they guide designers so that they can follow the

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<v Speaker 1>best path, one that doesn't compromise on the vehicle's purpose.

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<v Speaker 1>But that's a pretty broad set of guidelines. Beyond that,

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<v Speaker 1>designers look at all sorts of objects to get inspiration

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<v Speaker 1>for a vehicle's design. For example, when designing the twenty

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<v Speaker 1>twenty three Nissan Z a sports car, Nissan's team looked

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<v Speaker 1>at the curves of a samuraized sword as part of

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<v Speaker 1>their inspiration. They saw how light would play across the

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<v Speaker 1>blade and use that to guide them when designing part

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<v Speaker 1>of the vehicle's body. And knowing that this was a

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<v Speaker 1>starting point, and then looking at the finished product of

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<v Speaker 1>a twenty twenty three Nissan Z, you can actually see

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<v Speaker 1>where that fits in with the car's design. If you

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<v Speaker 1>look at an image of the Nissan Z, you're looking

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<v Speaker 1>at it from the side, and you focus on the

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<v Speaker 1>silver roof element that's on the side of the vehicle,

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<v Speaker 1>the one that extends from the A pillar on the

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<v Speaker 1>side and then goes all the way down past the

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<v Speaker 1>back window. You see the katana blade there, that's what

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<v Speaker 1>it was modeled after. But the designers also incorporated an

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<v Speaker 1>interesting element that occurs in nature and has a surprising

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<v Speaker 1>tendency to pop up again and again, and they put

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<v Speaker 1>that into the Nissan Z and that was the golden ratio.

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<v Speaker 1>But what the heck does that mean? Well, let's say

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<v Speaker 1>you've got two objects. You have object A and you

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<v Speaker 1>have object B. A is larger than B, and we

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<v Speaker 1>can express the difference in size as a ratio. Now,

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<v Speaker 1>we could do that if things were really simple, in

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<v Speaker 1>a very easy way. So if A were twice the

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<v Speaker 1>size of B, we would say A is to B,

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<v Speaker 1>but it is not to B. Wait, what's the question?

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<v Speaker 1>Before I go on a hamlet tangent, let me get

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<v Speaker 1>back to the golden ratio. So the ratio is not

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<v Speaker 1>two times. Rather, the ratio is one point six '

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<v Speaker 1>one eight zero, three, three, nine, and then a bunch

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<v Speaker 1>of numbers extending into infinity forever endeavor. But what is

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<v Speaker 1>special about this particular ratio. Well, if you take object

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<v Speaker 1>A and you compare it to object B, and you say,

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<v Speaker 1>object A is this ratio times as large as object B?

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<v Speaker 1>That's one thing. If you add A and B together

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<v Speaker 1>to create a larger object. Something really interesting happens because

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<v Speaker 1>you get a new object. Let's say object A plus B,

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<v Speaker 1>which we will rename as objects C. This is the

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<v Speaker 1>larger one that represents the combination of the first two.

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<v Speaker 1>If we combine object C with the original object A,

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<v Speaker 1>we'll see that same ratio holds true that A is

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<v Speaker 1>to B as A plus B is to A. And

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<v Speaker 1>you can repeat this. You can do this over and over.

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<v Speaker 1>You can add A to C and you create an

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<v Speaker 1>even larger object D, and D will have this same

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<v Speaker 1>ratio relationship to C. So this mathematic curiosity inspired countless

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<v Speaker 1>philosophers throughout antiquity to pursue all sorts of paths while

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<v Speaker 1>exploring this ratio and its implications. And it also inspired

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<v Speaker 1>artists to incorporate this ratio into their works. And you

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<v Speaker 1>can find the golden ratio represented in many different artistic endeavors,

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<v Speaker 1>from tilework to architecture. And in the twenty twenty three

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<v Speaker 1>Nissan z the designers purposefully built elements of the vehicle

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<v Speaker 1>to be in alignment with the golden ratio because for

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<v Speaker 1>centuries it's been thought of as esthetically pleasing. Now you

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<v Speaker 1>probably wouldn't notice this without someone pointing it out. Unnless

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<v Speaker 1>you happen to be one of those ancient philosophers who

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<v Speaker 1>are absolutely gaga about maths. But it does make a difference.

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<v Speaker 1>It makes an impact, even if you cannot articulate why

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<v Speaker 1>it does. Now, before you start getting into specifics like

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<v Speaker 1>a katana blade or the golden ratio, you have to

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<v Speaker 1>work out your ideas, and designers typically start with a sketch.

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<v Speaker 1>That sketch could be old school. There's some designers who

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<v Speaker 1>use paper and pencils to create their sketches. They will

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<v Speaker 1>start off with basic shapes and they'll refine their ideas

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<v Speaker 1>from there. They'll add color, they might even add some effects,

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<v Speaker 1>like create some little blurder lines in the back to

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<v Speaker 1>give the impression of a vehicle in motion. Or they

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<v Speaker 1>might start with something much more high tech, like a

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<v Speaker 1>waycom tact and they'll create a digital two dimensional sketch

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<v Speaker 1>of their ideas. But generally speaking, the first visually appealing

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<v Speaker 1>part of the design process is a two dimensional sketch.

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<v Speaker 1>This initial sketch is really just a starting point, and

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<v Speaker 1>the designer will likely go through many versions before honing

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<v Speaker 1>in on what will be the actual design to be

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<v Speaker 1>used as the generative element for the whole vehicle. In fact,

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<v Speaker 1>the early finished sketches can be abstract. They might give

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<v Speaker 1>a sense of shapes and colors, of lines and reflective surfaces.

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<v Speaker 1>They're there to impart a feeling that this car was

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<v Speaker 1>meant to go fast, or this car is meant to

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<v Speaker 1>take you on an adventure. Ideally, the sketch marries form

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<v Speaker 1>and function. It looks like the type of vehicle that

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<v Speaker 1>will take your breath away but also be perfectly suited

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<v Speaker 1>for its intended purpose. Those sketches aren't just for car

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<v Speaker 1>exteriors either. Artists will also sketch out cabin interiors and

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<v Speaker 1>the like, giving a hint at the color schemes, the materials,

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<v Speaker 1>the positioning of controls, the ergonomics of the car's interior.

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<v Speaker 1>These sketches can also hint at what the driving experience

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<v Speaker 1>is aiming for. So what happens after this flurry of sketches, Well,

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<v Speaker 1>we'll get to that after we take this quick break

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<v Speaker 1>for a word from our sponsor. So we've created a

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<v Speaker 1>bunch of sketches. Where do we go from here? The

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<v Speaker 1>design team has to select which sketch is really going

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<v Speaker 1>to be representative of where this vehicle is headed from

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<v Speaker 1>a design perspective, of course, and then it's time to

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<v Speaker 1>hand that over to a three dimensional design team. To

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<v Speaker 1>be clear, everyone on the design team is three dimensional.

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<v Speaker 1>I just mean this particular team specializes in creating virtual

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<v Speaker 1>three dimensional models. So it's their job to take this

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<v Speaker 1>two dimensional sketch and, using software like ALIAS, build out

0:15:18.280 --> 0:15:23.880
<v Speaker 1>a virtual three dimensional model. These tools, these software pieces

0:15:23.960 --> 0:15:27.120
<v Speaker 1>are collaborative and they include computer assist features, and they

0:15:27.200 --> 0:15:30.680
<v Speaker 1>make it much easier to adjust a design, which allows

0:15:30.680 --> 0:15:34.359
<v Speaker 1>the team to iterate quickly and even pivot if necessary.

0:15:34.840 --> 0:15:36.960
<v Speaker 1>So if it turns out that something that was in

0:15:37.000 --> 0:15:42.480
<v Speaker 1>the original sketch is impractical or impossible, they can make

0:15:42.520 --> 0:15:45.560
<v Speaker 1>adjustments to that without going all the way back to

0:15:45.600 --> 0:15:49.960
<v Speaker 1>the beginning. The virtual three dimensional model can be viewed

0:15:50.080 --> 0:15:53.400
<v Speaker 1>on a computer screen. It can be imported into an

0:15:53.480 --> 0:15:57.520
<v Speaker 1>environment where someone can don a VR headset and carry

0:15:57.520 --> 0:16:01.600
<v Speaker 1>a controller, and then can virtually walk around the model

0:16:01.680 --> 0:16:04.800
<v Speaker 1>and see what it would look like in person. The

0:16:04.800 --> 0:16:08.000
<v Speaker 1>three dimensional model has to accommodate for all the technical

0:16:08.080 --> 0:16:10.640
<v Speaker 1>requirements of this vehicle, so it's not just the aesthetics.

0:16:10.720 --> 0:16:13.800
<v Speaker 1>It has to also be there to allow for things

0:16:13.840 --> 0:16:16.720
<v Speaker 1>like the powertrain for the vehicle that has to be

0:16:16.760 --> 0:16:20.680
<v Speaker 1>built into this model as well. And design software has

0:16:20.800 --> 0:16:24.160
<v Speaker 1>really come a long way over the years, so these

0:16:24.240 --> 0:16:28.120
<v Speaker 1>days this software can simulate all sorts of lighting conditions,

0:16:28.120 --> 0:16:30.880
<v Speaker 1>for example, so designers can actually see what a vehicle

0:16:30.920 --> 0:16:35.040
<v Speaker 1>would look like at noon or at sunset, or in

0:16:35.080 --> 0:16:38.560
<v Speaker 1>the light of street lamps. You can even export designs

0:16:38.760 --> 0:16:41.560
<v Speaker 1>so that they can be milled out of clay or

0:16:41.680 --> 0:16:45.880
<v Speaker 1>foam and create a real world three dimensional model based

0:16:45.880 --> 0:16:50.000
<v Speaker 1>on this virtual computer model. Now, just because you can

0:16:50.080 --> 0:16:54.800
<v Speaker 1>have a milling machine guided by computers cut out the

0:16:54.840 --> 0:16:57.240
<v Speaker 1>basic shape of a vehicle in a block of clay

0:16:57.880 --> 0:17:02.640
<v Speaker 1>doesn't mean that sculptors. Human sculptors don't play an important

0:17:02.640 --> 0:17:06.280
<v Speaker 1>part too. They do. A milling machine can reduce an

0:17:06.359 --> 0:17:09.360
<v Speaker 1>enormous block of clay to a vehicle design, but it's

0:17:09.400 --> 0:17:13.359
<v Speaker 1>the team of sculptors who come in to refine that

0:17:13.520 --> 0:17:18.000
<v Speaker 1>rough cut into something special. They use tools that are

0:17:18.040 --> 0:17:23.440
<v Speaker 1>descended from centuries of artistry and by hand. They use

0:17:23.480 --> 0:17:27.479
<v Speaker 1>these tools to shape that model, to define edges, to

0:17:27.520 --> 0:17:33.320
<v Speaker 1>create curved surfaces, to use site and touch to get

0:17:33.359 --> 0:17:36.760
<v Speaker 1>the feel of the vehicle just right, something that a

0:17:36.800 --> 0:17:41.000
<v Speaker 1>machine can't do. They work as a team to reach

0:17:41.080 --> 0:17:44.760
<v Speaker 1>the goal envisioned in those early sketches, to create something

0:17:45.080 --> 0:17:48.720
<v Speaker 1>that people will want to interact with. So while the

0:17:48.720 --> 0:17:52.440
<v Speaker 1>clay model might begin with a computer, the human artists

0:17:52.480 --> 0:17:56.280
<v Speaker 1>are the ones to mold the vehicle from there. Interestingly,

0:17:57.040 --> 0:18:00.000
<v Speaker 1>after this step, it's time to get the vehicle designed

0:18:00.560 --> 0:18:06.240
<v Speaker 1>back into the virtual realm. Nissan uses sophisticated optical scanners

0:18:06.280 --> 0:18:09.760
<v Speaker 1>to get a precise three D model of the sculpted clay.

0:18:10.160 --> 0:18:13.760
<v Speaker 1>So we start with a two dimensional sketch, we go

0:18:13.840 --> 0:18:17.600
<v Speaker 1>to a virtual three dimensional model. We then go to

0:18:17.720 --> 0:18:21.520
<v Speaker 1>a real world three dimensional model from clay that then

0:18:21.600 --> 0:18:25.160
<v Speaker 1>gets reshaped and refined by artists, and then we scan

0:18:25.280 --> 0:18:29.639
<v Speaker 1>that to create a new virtual three dimensional model. Eventually,

0:18:29.680 --> 0:18:32.480
<v Speaker 1>this design process narrows in on what will be the

0:18:32.640 --> 0:18:36.440
<v Speaker 1>final design, and the information that was used to create

0:18:36.680 --> 0:18:40.240
<v Speaker 1>that finalized virtual model then can be used for the

0:18:40.280 --> 0:18:45.640
<v Speaker 1>actual manufacturing process. The stamping dies and the production molds

0:18:45.680 --> 0:18:48.840
<v Speaker 1>that are used in manufacturing can come from this data.

0:18:49.440 --> 0:18:52.280
<v Speaker 1>There are other departments that also play an integral role

0:18:52.400 --> 0:18:54.680
<v Speaker 1>in determining what the finished vehicle is going to look

0:18:54.760 --> 0:18:57.760
<v Speaker 1>like and how it will perform. This also includes things

0:18:57.800 --> 0:19:01.080
<v Speaker 1>like color design. These teams elect the colors that will

0:19:01.119 --> 0:19:04.760
<v Speaker 1>give the vehicle its own personality. That includes both the

0:19:04.800 --> 0:19:09.320
<v Speaker 1>exterior and the interior colors, with a guiding principle being harmony,

0:19:09.800 --> 0:19:14.800
<v Speaker 1>a harmony between the intent of the vehicle and its appearance.

0:19:15.280 --> 0:19:17.960
<v Speaker 1>A car that's meant to thrill needs to have a

0:19:18.040 --> 0:19:21.760
<v Speaker 1>color palette to match. After all, that also includes the

0:19:21.800 --> 0:19:25.360
<v Speaker 1>actual materials used for the interior. How are they going

0:19:25.400 --> 0:19:27.879
<v Speaker 1>to feel, how is it going to look, how are

0:19:27.920 --> 0:19:30.440
<v Speaker 1>they going to capture color? How will they reflect light?

0:19:31.040 --> 0:19:34.640
<v Speaker 1>All of these considerations play a part and ideally are

0:19:34.720 --> 0:19:39.080
<v Speaker 1>in alignment with the intent the purpose of this vehicle.

0:19:39.840 --> 0:19:44.120
<v Speaker 1>It's pretty remarkable how every decision in the design process

0:19:44.400 --> 0:19:48.200
<v Speaker 1>has to do several things. It's like having multiple bosses

0:19:48.200 --> 0:19:50.520
<v Speaker 1>and you have to please all of them because the

0:19:50.600 --> 0:19:54.639
<v Speaker 1>design needs to meet the requirements of that initial business plan.

0:19:55.240 --> 0:19:58.320
<v Speaker 1>It needs to perform in a specific way depending upon

0:19:58.359 --> 0:20:02.119
<v Speaker 1>the intended function of the vehicle. It needs to evoke

0:20:02.240 --> 0:20:06.720
<v Speaker 1>an emotion, It needs to be esthetically pleasing. If the

0:20:06.800 --> 0:20:11.440
<v Speaker 1>process fails in any of these duties, it can mean

0:20:11.560 --> 0:20:17.320
<v Speaker 1>going back to the drawing board, sometimes literally. So a

0:20:17.400 --> 0:20:22.360
<v Speaker 1>quick word about the twenty twenty three models Nissan has designed,

0:20:22.359 --> 0:20:25.040
<v Speaker 1>because I think it's fun to know what sort of

0:20:25.200 --> 0:20:29.960
<v Speaker 1>influenced the designers as they worked in those early stages,

0:20:30.080 --> 0:20:34.679
<v Speaker 1>as they sketched and three D modeled and sculpted. I

0:20:34.720 --> 0:20:38.760
<v Speaker 1>already mentioned that the Z, Nissan's sports car, incorporates the

0:20:38.840 --> 0:20:43.159
<v Speaker 1>Katana as part of the vehicle's design. There's also the Frontier,

0:20:43.680 --> 0:20:46.400
<v Speaker 1>a truck that with a grill that took inspiration from

0:20:46.440 --> 0:20:50.680
<v Speaker 1>warrior helmets, which I think is amazing, this idea of

0:20:51.160 --> 0:20:55.480
<v Speaker 1>really being able to tackle the world like a warrior

0:20:56.000 --> 0:20:58.960
<v Speaker 1>in this in this truck. And then there's the Aria,

0:20:59.440 --> 0:21:04.320
<v Speaker 1>which Kon says followed a Japanese concept of welcoming openness.

0:21:04.960 --> 0:21:08.200
<v Speaker 1>The Aria is a crossover vehicle. It's an all electric

0:21:08.400 --> 0:21:12.960
<v Speaker 1>suv with really cool inset button controls that light up

0:21:13.080 --> 0:21:16.720
<v Speaker 1>on the interior surfaces of the car. Honestly, as I

0:21:16.760 --> 0:21:19.840
<v Speaker 1>watched video demonstrations of the vehicle, it made it seem

0:21:19.880 --> 0:21:22.679
<v Speaker 1>like you're in a spacecraft. I really really dug it.

0:21:22.760 --> 0:21:25.000
<v Speaker 1>I really want to be inside one. I have not

0:21:25.160 --> 0:21:29.840
<v Speaker 1>actually set foot in an Aria yet. So in their

0:21:29.920 --> 0:21:33.720
<v Speaker 1>twenty twenty three models, Nissan's goal was to create designs

0:21:33.760 --> 0:21:35.879
<v Speaker 1>that impart the feeling of what it must be like

0:21:36.040 --> 0:21:40.440
<v Speaker 1>to drive those vehicles before you even opened a door,

0:21:40.520 --> 0:21:43.840
<v Speaker 1>let alone turned it on. By the time a car

0:21:44.119 --> 0:21:48.320
<v Speaker 1>rolls off the production line, dozens of people have played

0:21:48.359 --> 0:21:52.400
<v Speaker 1>a critical part in the vehicle's look, feel, and operation,

0:21:53.000 --> 0:21:56.880
<v Speaker 1>all aligned with this goal of imparting a specific emotional

0:21:56.920 --> 0:22:03.240
<v Speaker 1>response the thrill of driving. To me, this entire process

0:22:03.880 --> 0:22:11.080
<v Speaker 1>is incredibly inspiring because it's going from the psychology of

0:22:11.560 --> 0:22:14.760
<v Speaker 1>human beings, how we react when we see something that

0:22:14.800 --> 0:22:20.280
<v Speaker 1>appeals to us. It also incorporates both traditional and modern

0:22:20.480 --> 0:22:26.920
<v Speaker 1>techniques for design, everything from shaping clay to using additive processing.

0:22:27.200 --> 0:22:29.560
<v Speaker 1>Three D printing can play a big part as you're

0:22:29.600 --> 0:22:32.720
<v Speaker 1>printing out specific components to see how they fit in

0:22:33.200 --> 0:22:37.200
<v Speaker 1>with the overall concept of a vehicle. It's this marriage

0:22:37.440 --> 0:22:42.359
<v Speaker 1>of the traditional and the modern that I find really interesting.

0:22:42.800 --> 0:22:46.840
<v Speaker 1>It isn't all about let's abandon the old way because

0:22:46.840 --> 0:22:49.560
<v Speaker 1>we have a new way. It's how do these things

0:22:49.600 --> 0:22:53.639
<v Speaker 1>work together in harmony to produce the result that we

0:22:53.760 --> 0:22:59.040
<v Speaker 1>have intended. And in the case of Nissans vehicles, it

0:22:59.160 --> 0:23:01.639
<v Speaker 1>really makes a lot of sense because you start to

0:23:01.680 --> 0:23:05.159
<v Speaker 1>see where that appeal really comes through, and you realize,

0:23:05.359 --> 0:23:09.159
<v Speaker 1>if we left this all up to automated processes, we

0:23:09.440 --> 0:23:14.439
<v Speaker 1>probably wouldn't end up with anything even remotely as esthetically

0:23:14.520 --> 0:23:19.240
<v Speaker 1>pleasing and thrilling as what we get through the marriage

0:23:19.280 --> 0:23:22.800
<v Speaker 1>of all of these methodologies working together. I want to

0:23:22.800 --> 0:23:26.520
<v Speaker 1>thank Nissan for sponsoring this episode. It's always fun to

0:23:26.560 --> 0:23:29.760
<v Speaker 1>really take into consideration what has to happen for a

0:23:29.840 --> 0:23:33.680
<v Speaker 1>product to come together. Often I just look at how

0:23:33.720 --> 0:23:37.320
<v Speaker 1>the product works and the various technologies that allow it

0:23:37.320 --> 0:23:42.359
<v Speaker 1>to work, without really considering how did teams decide what

0:23:42.520 --> 0:23:44.960
<v Speaker 1>that product would look like and how it would feel

0:23:45.240 --> 0:23:49.400
<v Speaker 1>to use it. So putting myself in that mindset, it's

0:23:49.440 --> 0:23:51.560
<v Speaker 1>a bit of a stretch, and you know what, we

0:23:51.600 --> 0:23:53.080
<v Speaker 1>could all use a stretch now and then in the

0:23:53.080 --> 0:23:55.920
<v Speaker 1>middle of the day. Thanks for listening to this episode.

0:23:56.160 --> 0:23:58.800
<v Speaker 1>Hope you enjoyed it. I will talk to you again

0:23:59.640 --> 0:24:09.320
<v Speaker 1>really soon. Tech Stuff is an iHeartRadio production. For more

0:24:09.359 --> 0:24:14.119
<v Speaker 1>podcasts from iHeartRadio, visit the iHeartRadio app, Apple Podcasts, or

0:24:14.119 --> 0:24:16.080
<v Speaker 1>wherever you listen to your favorite shows.