Bernhard Burkard's Plama Marble Run 2D is Perfect for Kids and Adults
Meghan Young — March 29, 2011 — Life-Stages
References: bernhard-burkard & design-milk
The Plama Marble Run 2D is a magnetic marble toy that is suitable for kids of all ages that is sure to be a ton of fun for any girl or boy's playtime.
Created by Bernhard Burkard, the Plama Marble Run 2D is comprised of 12 pieces, all different in shapes and sizes. These pieces combine to form thousands of possible paths for a marble to travel down. Simply arrange them on the wall and watch transfixed as the marble travels down your creative lanes.
What I like most about the Plama Marble Run 2D is that when it is not in use, it can act as an abstract art piece that relies on your imagination.
Created by Bernhard Burkard, the Plama Marble Run 2D is comprised of 12 pieces, all different in shapes and sizes. These pieces combine to form thousands of possible paths for a marble to travel down. Simply arrange them on the wall and watch transfixed as the marble travels down your creative lanes.
What I like most about the Plama Marble Run 2D is that when it is not in use, it can act as an abstract art piece that relies on your imagination.
Trend Themes
1. Magnetic Marble Toys - The trend of designing magnetic marble toys with endless possibilities of creation and invention is providing opportunities for toy manufacturers and education system to promote STEM-based learning through play.
2. Interactive Wall Toys - The trend of creating interactive wall toys that can be designed and redesigned according to one's imagination is providing opportunities for designers and manufacturers to create products that are both functional and aesthetically pleasing.
3. Artistic Playtime - The trend of incorporating artistic designs and elements in toys is offering opportunities for toy manufacturers to create products that can function as both toys and art pieces.
Industry Implications
1. Toy Manufacturing - The toy manufacturing industry can explore disruptive innovation opportunities to create toys that combine functionality and artistry, encourage STEM-based learning, and foster creativity and imagination through playtime for kids and adults alike.
2. Education - The education industry can explore disruptive innovation opportunities to incorporate toys that promote STEM-based learning and encourage creativity and imagination through playtime into school curriculums.
3. Art and Design - The art and design industry can explore disruptive innovation opportunities to create wall art pieces that can function as both artistic expression and interactive toys that engage and inspire people of all ages.
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