Knollbot™ Preproduction

Sketching the Design

Like Athena from Zeus, the Knollbot sprung, fully formed, from my head.

Photo Nov 04, 8 30 27 AM

I did take the time to do a sketch design exploration to work out potential other form factors and mechanics. Although it was apparent that the original form was the most likely the right one to proceed with.

Refining the Concept

Based on the feedback from play testing, it was clear that people liked the idea but thought it lacked a clear interactive element. True. The core concept is a silly bit of automation: knolling objects so you don’t have to. By definition it lacks a certain degree of interactivity.

I thought about the Knollbot’s user interaction/cycle and it occurred to me that while there isn’t an immediate feedback loop, there is a definite feedback loop over time. Say Knollbot is in your house. You get home from work, toss your stuff on the desk and go about your business. Now it’s Knollbot’s turn to get to work. The next time you go to grab your stuff, it’s perfectly knolled. You take your stuff, come home, drop it on the table again, Knollbot does its thing.

In this case, the “interaction” aspect of the object is purposefully subtle.

Project Plan

There are two major systems at work (and a few more sub-systems): the computer vision and the mechanical robotic action. I’ll tackle the computer vision system while I wait for the mechanical parts to arrive.

System Diagram


Bill of Materials


Nov 4 – 11

  • Finalize schematic
  • Order materials
  • Gather programing resources
  • Begin programming

Nov 12 – 18

  • Programming con’t
  • Gather non-material build resources

Nov  19 – 25

  • Programming con’t
  • Build
  • Troubleshooting

Nov 26 – Dec 2

  • Troubleshooting

Dec 3 – Forward

  • Business plan
  • Market research
  • Branding
  • Hire a CMO
  • Take meeting with President Obama about his “messy-ass desk”