Let's take the stool “Sella” for example: it's fun, but not nice. If we had to build a scheme, we would say: fun yes, curiosity yes, sympathy no. When you touch it and it moves it can be scary, it's uncomfortable.
But when you start using it, you discover that it's not dangerous, on the contrary, it's fun. It's the story that transforms fun, curiosity and sympathy into a method. Amazement at the shape is not enough.
Another example: the spoon Sleek: the fun is lacking, the shape is nice, it resembles a smile. The smile comes when you really understand its purpose: not only is it longer than a finger and collects jam in every corner of the jar, but it has a flat side to spread it on bread.
And this is where the wonder for design comes in: a project that solves every function linked to a gesture, without decorative frills, cute drawings or complex conceptualizations. Other objects that are inspired by this logic are the Snoopy lamp and the Mezzadro stool.
They are the result of an ironic conceptual shift”.