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1965 1966 Mustang Power Steering on 2040-parts.com

US $500.00
Location:

Lindenhurst, New York, United States

Lindenhurst, New York, United States

Why aren’t Porsche 911 GT3 owners in the UK being compensated?

Mon, 28 Apr 2014

UK owners of the 911 GT3 aren’t getting compensation It does seem reasonable that if you buy a car you subsequently can’t use because of a design flaw, that the car maker pays you compensation for loss of use. So when Porsche ordered owners of the 911 GT3 to stop using their cars after a fire risk was revealed thanks to a faulty connector, it seemed certain owners would be in for some payback from Porsche. But despite offering US owners of the GT3 $2,000 a month for loss of use, up to $4,000 a month for those in the Middle East and €175 a day for German owners, UK owners of the GT3 aren’t getting a penny.

London 'most costly' for car cover

Mon, 18 Aug 2014

MOTORISTS living in London faces paying almost four times the amount that a driver in the Isle of Man would spend on their car insurance, a study has revealed. AA Insurance, which compiles an index of the typical cost of car insurance for someone who shops around, named London as the most expensive place in Britain to insure a car, followed by the postcode area of IG, which includes Ilford, Chigwell, Woodford Green, Buckhurst Hill, Loughton and Barking, with Greater Manchester in third place. The IM (Isle of Man) postcode was found to be the cheapest place to insure a car, with the average quote for someone there who shops around standing at £231.

Worth a read: Wired's 'Why Getting It Wrong Is the Future of Design'

Thu, 25 Sep 2014

Wired has just published a series of short articles entitled 13 Lessons for Design's New Golden Age. While there are some interesting examples cited in the piece, the concluding article, ‘Why Getting It Wrong Is the Future of Design' by the former creative director of Wired magazine, Scott Dadich, feels like it has particular resonance for car design. Dadich's Wrong Theory uses disruptive examples from the world of art, plus his own experience of working at Wired, to explain how design goes through phases: establishing a direction, creating a set of rules that define that direction and finally someone who dares to break from that direction.