Ontwerpinterview
Panini101 Oplader · 20 vragen
The core idea behind Panini101 is to challenge the growing “black-box” nature of modern technology. As devices become more powerful, they also become more opaque—users interact with them daily, yet understand them less…
What is the main principle, idea and inspiration behind your design?
The core idea behind Panini101 is to challenge the growing “black-box” nature of modern technology. As devices become more powerful, they also become more opaque—users interact with them daily, yet understand them less and trust them less.
Panini101 reimagines a common everyday object—a desktop charger—as a transparent and culturally resonant artifact. The inspiration comes from 1990s computer towers, an era when technology felt more tangible, understandable, and emotionally engaging. By exposing internal components through a viewing window and referencing nostalgic design language, the product aims to rebuild a sense of trust, curiosity, and emotional connection between people and technology.
What has been your main focus in designing this work? Especially what did you want to achieve?
My main focus was to go beyond pure functionality and explore how consumer electronics can carry emotional and cultural meaning.
Technically, the goal was to deliver a reliable 100W GaN fast-charging experience across multiple devices. But more importantly, I wanted to transform a charger—typically an invisible, purely utilitarian object—into something that users would notice, appreciate, and even display.
The ultimate goal was to create a product that not only powers devices but also reshapes how people perceive and emotionally relate to everyday technology.
What are your future plans for this award winning design?
Panini101 has already moved into mass production, and we recently introduced a limited edition featuring colored transparent CMF variations to further explore its collectible and cultural appeal.
In the United States, the product is currently sold through a direct-to-consumer (D2C) online model. This allows us to maintain a close relationship with our users and better communicate the design story behind the product.
On the retail side, we have established a partnership with DrivePro, a premium consumer electronics retail chain with over 20 stores across China, where Panini101 will be introduced into offline channels.
Looking ahead, we plan to expand into globally recognized design and cultural retail platforms such as MoMA Design Store, as well as curated lifestyle and street culture retailers like KITH.
Our broader goal is to take Panini101 from a design-driven product into a globally distributed cultural object, bridging consumer electronics with design, fashion, and contemporary culture.
How long did it take you to design this particular concept?
The initial idea came together very quickly. From concept to the first visualized design, it took only about two weeks.
However, turning that idea into a real product was a much longer process. We conducted extensive user research, manufacturing feasibility studies, and charging technology validation, which led to multiple iterations and significant refinements of the original design.
By the end of 2023, we developed three engineering prototypes. In April 2024, we launched an independent crowdfunding campaign under our brand, and by October 2024, we completed the first batch of mass production.
The colored limited edition was developed later and entered R&D in fall 2025. An engineering prototype of this version was first presented at ComplexCon in 2025.
Because this is not just a design concept but a product built from the ground up, the journey spans multiple years. It reflects the full process from idea to engineering, manufacturing, and market validation.
Why did you design this particular concept? Was this design commissioned or did you decide to pursuit an inspiration?
This was not a commissioned project. It originated from my own long-term interest in how design can rebuild human relationships with technology.
I have been exploring themes around transparency, emotional engagement, and human-centered technology systems for years. Panini101 became a natural extension of this exploration—applying those ideas to a highly standardized and overlooked product category.
Is your design being produced or used by another company, or do you plan to sell or lease the production rights or do you intent to produce your work yourself?
Panini101 is being produced and distributed under my own brand, PaniniClub. We manage the design, production, and go-to-market strategy directly, allowing us to maintain consistency between design vision and user experience.
What made you design this particular type of work?
I was drawn to this category because of how overlooked it is.
Chargers are among the most essential consumer electronics products, yet they are typically treated as invisible infrastructure. People use them every day, but rarely think about them, notice them, or form any emotional connection with them.
This disconnect made the category particularly interesting to me. It represents a broader condition in modern technology, where products become more powerful but also more distant and less meaningful to users.
Designing Panini101 was an opportunity to challenge that norm. I wanted to explore whether even the most ordinary, standardized object could be reimagined as something visible, expressive, and culturally relevant.
Where there any other designs and/or designers that helped the influence the design of your work?
Panini101 is influenced more by a cultural and technological era than by a specific designer.
The form and visual language draw inspiration from the 1990s and early 2000s, particularly from computer towers that were once a common presence in households but gradually disappeared as technology became more compact and opaque.
Those objects carried a sense of physicality and transparency. You could often see or imagine how they worked, and they became part of people’s everyday environments and memories. Panini101 reinterprets that familiar form in a contemporary context, bringing back a sense of tangibility and emotional connection that has been largely lost in modern consumer electronics.
Who is the target customer for his design?
The target users are design-conscious consumers, tech enthusiasts, and culturally aware individuals who value both functionality and meaning in the products they use.
It also appeals to a younger generation that is increasingly interested in objects that reflect identity, nostalgia, and personal taste.
What sets this design apart from other similar or resembling concepts?
Most chargers compete purely on technical specifications—power output, size, and efficiency.
Panini101 introduces a different dimension: cultural and emotional value. By combining high-performance GaN technology with a transparent and nostalgic design language, it transforms a purely functional device into a conversation piece.
How did you come up with the name for this design? What does it mean?
The name Panini101 comes from the story behind our brand, PaniniClub.
One morning, my co-founder Sam had his favorite breakfast, a panini, and proposed the idea of building a brand together. He described a vision where every product we create would be like a delicious panini—simple, satisfying, and capable of bringing a small moment of joy into everyday life.
That idea resonated with me immediately. We named the brand PaniniClub, and since then, we have thought of each product as an “electronic panini” we contribute to the world.
Panini101, as our first product, naturally carries the “101” designation. It represents both a starting point and an introduction—the first expression of what PaniniClub stands for.
Which design tools did you use when you were working on this project?
The project involved a combination of industrial design, visualization, and content production tools.
For product development, I used SolidWorks for 3D modeling and structural design, and KeyShot for rendering and visual validation. Cinema 4D was used to create animations that helped communicate the form and internal structure of the product.
For storytelling and content creation, I used Adobe After Effects for video editing and motion design. I also incorporated AI-based tools such as Nanobanana for image enhancement and Sora for video enhancement, which helped refine visual quality and accelerate the production of marketing assets.
This combination of traditional design tools and emerging AI workflows allowed us to maintain both technical precision and strong visual storytelling throughout the project.
What is the most unique aspect of your design?
The most unique aspect is the integration of physical transparency with emotional storytelling.
Instead of hiding complexity, the design reveals it—turning internal circuitry into part of the visual experience. This shifts the product from a black box into something users can observe, understand, and connect with.
Who did you collaborate with for this design? Did you work with people with technical / specialized skills?
This project was a close collaboration between me and my two co-founders, Sam and Hunter.
Sam is based in the city where our manufacturing partners are located and has been leading supply chain management and quality control. His role has been critical in ensuring that the design can be translated into a reliable, manufacturable product at scale.
Hunter focuses on brand building, visual identity, and the design of many of our creative assets. He also manages fulfillment operations in the United States, helping us connect the product with our customers.
Beyond our core team, we worked closely with engineers and manufacturing specialists throughout the development process. Their expertise in power electronics, production processes, and compliance was essential in bringing the product from concept to reality.
This combination of design, engineering, supply chain, and branding allowed us to build not just a product, but a complete system from idea to market.
What is the role of technology in this particular design?
Technology is both the foundation and the subject of the design.
The product uses GaN fast-charging technology to deliver high efficiency and a compact form. At the same time, the design deliberately exposes parts of this technology, making it visible and understandable rather than hidden.
Is your design influenced by data or analytical research in any way? What kind of research did you conduct for making this design?
The design is informed by both qualitative and contextual research.
I looked into user behavior around everyday electronics, especially the growing sense of detachment and lack of trust toward increasingly complex devices. Observations around nostalgia, collectibility, and emotional attachment to objects also played an important role.
What are some of the challenges you faced during the design/realization of your concept?
One of the main challenges was balancing aesthetics with engineering constraints.
A transparent structure introduces challenges in heat dissipation, safety certification, and internal layout. Ensuring that the product meets strict safety standards while maintaining the intended visual experience required multiple iterations and close coordination with engineers.
How did you decide to submit your design to an international design competition?
Submitting to an international design competition was a way to validate the broader relevance of the idea.
Panini101 is not only a product, but also a statement about how we can rethink everyday technology. Competitions provide a platform to communicate that perspective to a global audience.
What did you learn or how did you improve yourself during the designing of this work?
This project strengthened my ability to integrate design thinking with engineering realities.
It reinforced the importance of designing not just for function, but for meaning—while still delivering a viable, manufacturable product.
Any other things you would like to cover that have not been covered in these questions?
Panini101 is not just a product. It is a statement about what consumer electronics could become.
In today’s industry, most brands optimize for performance, efficiency, and distribution. That is why events like CES are often centered around technology showcases and channel expansion. Our approach with PaniniClub is fundamentally different. We treat consumer electronics as cultural artifacts rather than purely functional tools.
This perspective was validated in the real world. Instead of only appearing in traditional tech environments, PaniniClub was invited for two consecutive years to ComplexCon, one of the most influential cultural festivals in the United States. We were not there because we are a charger brand. We were there because the product carries cultural meaning.
At ComplexCon, Panini101 existed alongside fashion, music, and street culture. It attracted celebrity buyers and inspired creators and influencers to organically produce content. This led to strong digital visibility and engagement across platforms. The product was not only used. It was interpreted, shared, and talked about.
For me, this was a clear validation. Consumer electronics do not have to remain invisible infrastructure. They can become visible, expressive, and emotionally resonant objects.
Panini101 is only a starting point, but it suggests a shift from devices people simply use to objects they relate to, and from technology as utility to technology as culture.