Carrier Assembly For ~ 90 91 92 93 94 95 96 97 Ranger 4870890 on 2040-parts.com
Portland, Oregon, US
Differentials & Parts for Sale
- Carrier assembly for ~ 87 audi 4000s rear axle 4627999(US $139.55)
- Carrier assembly for ~ 90 91 92 93 94 95 96 97 ranger 4901659(US $135.94)
- Carrier assembly for ~ 88-91 92 93 94 95 96 s10 blazer front axle 3.42 ratio op(US $145.97)
- Carrier assembly for ~ 90 91 92 93 94 95 96 97 ranger 4849698(US $135.22)
- Carrier assembly for ~ 90 91 92 93 94 95 96 97 ranger 3813426(US $135.22)
- Carrier assembly for ~ 90 91 92 93 94 95 96 97 ranger 4853979(US $135.22)
Volvo asks: Can science measure how car design makes you feel?
Wed, 27 Nov 2013Can science measure how car design makes you feel? That's the question Volvo designers and neuroscientists have been trying to answer using Electroencephalographic (EEG) machines to measure the emotional response to the Volvo Concept Coupé's design, amongst other things. The results will be revealed tomorrow during a Google Hangout featuring Volvo's exterior design chief Maximilian Missoni and neuropsychologist Dr.
New carmaker Eterniti to debut its first car at Frankfurt auto show
Tue, 06 Sep 2011It's not every day that a new car company jumps into the fray, and it's even rarer that the first model it builds is a super SUV. Enter Eterniti Motors, a startup luxury brand based in London. The company says it satisfies a demand for personalized luxury from wealthy car buyers, “particularly in major cities and global wealth centers.” Apparently Rolls-Royce, Bugatti, Bentley and Spyker just aren't filling that void.
Worth a read: Wired's 'Why Getting It Wrong Is the Future of Design'
Thu, 25 Sep 2014Wired 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.