Maker file · China
KADA EDC
Most makers change alloys to change feel. Yu changes voids.
[IMAGE SLOT — id: pm-kada-00-startrek-hero — 星轨 STARTREK, three-quarter, raking light. Through-cut voids must read as open volume, not surface pattern.]
KADA is named after a click. Its founder will tell you, without being pushed, that sound is not what he optimises for. That is not a branding error. Ask most makers in this category what they gave up and you get a list of things they didn't. Jack Yu names three corners, says which one he defends and which two he lets slide, and then hands you two pieces of the same steel that do not weigh the same in the hand.
01 He named the corner he would lose Method · declared trade-off
An impossible triangle — Yu describes every product design as running into an 不可能三角 (bù kě néng sān jiǎo — boo kuh nung san jyao; 不可能 = "impossible," 三角 = "triangle"). Asked to name the corners, he gave three: 美感 (měi gǎn — may gahn) aesthetics; 手感 (shǒu gǎn — show gahn) feel in the hand, which he explicitly says includes sound; and 结构 (jié gòu — jyeh go) structure.
His account of the constraint is that the three interfere with each other, and that very few brands get all three to a finished state. His stated position for KADA: prominent on aesthetics, middling on feel, deliberately weak on structural innovation.
That is not a confession. It is a specification. Most makers in this scene claim all three and quietly fail at two. Yu picked one, declared it, and accepted the consequences — and the consequences are visible in the objects.
02 He came in through the art school door Origin · RISD
An unusual route, and it explains the choice — Yu trained at Rhode Island School of Design, in an art and design school rather than through machining and manufacturing. As far as we can establish, he is one of very few people in this scene who came that way.
He is direct about what each side taught him. RISD gave him what he calls a distinct aesthetic training. What it did not give him was manufacturing, which he describes as unavoidable in commercial work. His formulation: art can be unrestrained; commercial design has to land. He calls commercial design a product of compromise.
That single sentence is the studio's operating logic. The impossible triangle is what compromise looks like when someone decides to be precise about it instead of vague.
03 Named for a sound he does not chase Position · the name
KADA comes from 咔哒 — (kā dā — kah dah), the onomatopoeic Chinese word for the click a slider makes as it travels. Yu built the studio's name from the sound that first made people pick these objects up. Then he told us sound is not the heaviest weight in his design philosophy.
He is consistent rather than contradictory. The click, he notes, is present in every EDC object except spinners, and he does want objects with varied sounds — but sound sits inside 手感, which is the corner he chose to hold at middling. The name is a memory of why the category exists, not a claim about where his effort goes.
We asked him directly whether he had ever changed a part purely because of how it sounded. He did not claim that he had. We are recording the absence rather than filling it.
04 Two objects, one steel, opposite mass Mechanism · hollowing
The clearest mechanical evidence in the file — we asked how stainless steel, his named material and the most common in the category, can be made to read as light or heavy through design alone. His answer names the levers: curved surfaces versus hard angles, solid versus hollowed, and structural configuration. Then he gave two of his own objects as proof.
沙丘 DUNE (shā qiū — shah chyo; 沙 = "sand," 丘 = "hill/dune") reads, in his description, like a compacted block of desert ground. In stainless steel the mass is present in the hand; the object does not hide its density.
星轨 STARTREK (xīng guǐ — shing gway; 星 = "star," 轨 = "orbit/track" — the Chinese name means star orbit, not the television franchise) reads like a low-orbit satellite. Large through-cut voids run across the body. The result: in the same stainless steel, the object looks open and does not deliver a strong weight signal in the hand.
That is the whole argument made physical. Two objects, one material, opposite mass perception, achieved through hollowing geometry and surface treatment rather than material substitution. Most makers change alloys to change feel. Yu changes voids.
[IMAGE SLOT — id: pm-kada-04-dune-vs-startrek — 沙丘 DUNE and 星轨 STARTREK side by side, identical lighting, same scale. The whole article rests on this comparison being legible.]
05 耐看 — the claim that needs years Standard · unfalsifiable
His strongest and least provable claim — 耐看 (nài kàn — nigh kahn; 耐 = "to endure/withstand," 看 = "to look at"), literally "withstands being looked at." An object that does not tire the eye.
Pressed on which design decision actually produces it, Yu declined to name a mechanism. His answer was that 耐看 requires time to prove, that nobody can guarantee inside a short window that an object will survive, and that a designer who ignores the question will be eliminated by the market and by time regardless. He connects it to durability of a different kind: he expects his objects to still hold up when the play cycle is exhausted, as objects worth having on a shelf.
He also names what he routes around. The default style of the market, in his account, is 硬核机械风 (yìng hé jī xiè fēng — ying huh jee shyeh fung; 硬核 = "hardcore," 机械 = "mechanical," 风 = "style"). His stated reason for avoiding it is not that it is bad — it is that it already exists in volume, and he describes a designer's natural resistance to repeating a saturated design language. That is a positional argument rather than an aesthetic one, and the more defensible of the two.
PM interpretation. 耐看 is an unfalsifiable claim, and he knows it. What makes it worth recording is that it functions as a design constraint even though it cannot be verified at the point of sale. He is designing against a test he will not get the results of for years.
06 A 70% scrap rate, and the project he stopped Process · GUMMY BEAR
The first-generation GUMMY BEAR ran a scrap rate near 70%. Yu's account of the cause is process, not design intent: standard EDC manufacturing methods do not cope well with volume production of that form — a limitation he says persisted into 2.0. When defective units still reached players despite bulk scrapping, he shut the project down, compensated buyers, and spent an extended period reworking the machining problems.
We asked for a more specific mechanical breakdown — which operation, which feature of the part, whether organic geometry was fighting the toolpath. He described it as very complex to explain and left it at the process level. We are not going to invent the detail.
What the episode does establish is the order of his priorities under failure: the project was stopped rather than shipped through. In a category where scrap rate is invisible to the buyer, that is a decision nobody would have caught him making.
The same logic runs through the platform. KADA Slider and its themed versions, including RICH, look from outside like one mechanical platform wearing different clothing. Yu confirms the reading and generalises it: every EDC product can change theme, with body and structure unchanged, the product acquiring another set of clothes. PM interpretation: that is the aesthetics-first position taken to its logical end. If aesthetics is the corner you defend and structure is the corner you concede, the mechanism becomes a stable substrate and the visual layer becomes the actual product work. The themed slider is not a shortcut around design. It is the design.
[IMAGE SLOT — id: pm-kada-06-gummybear-machining — GUMMY BEAR 2.0, the organic form at the machining boundary. Close enough to show surface transitions.]
The argument in full — what KADA contributes is an explicit, published trade-off. The value is not that aesthetics-first is the correct choice — Yu says plainly that other brand owners make different choices and that there is no right or wrong in it. The value is that the choice is stated at all. A category where every maker claims total excellence cannot develop useful criticism, because nothing is falsifiable. A maker who says this corner, not that one makes his own work assessable.
Asked for the one object that represents KADA, he chose STARTREK — the object he is most satisfied with, which he places at a certain aesthetic height, and which he notes is not easy to make. Read against his own triangle, the choice is consistent: STARTREK is where the aesthetic corner is pushed hardest and where the hollowing does the most mechanical work.
The impossible triangle is not KADA's problem. It is KADA's method. Yu picked the corner he would defend, said so, and then proved it with two pieces of the same steel that do not weigh the same in the hand.
Maker-sourced facts in this file come from two interview rounds with 于新熠 Jack Yu. Passages marked PM interpretation are Pocket Mechanica's reading and were not asserted by the maker. Images and object photography to be credited to KADA EDC. Open item before publication: confirm the pinyin transcription of 于新熠 with the founder.