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Simone Giertz photographed in her studio, in a striped blue shirt
Simone Giertz in her studio on 24 November 2025. Archival portrait.

Simone Giertz’s Yetch: From Funny Robots to Everyday Design

Simone Giertz's Yetch Studio turns the habits behind her maker videos into physical products, from a goal calendar to a chair for half-worn clothes.

By Isiagu Tobby5 min read
Updated October 29, 2026 5:45 am
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Table of contents
  1. Simone Giertz's Yetch grew from permission to fail
  2. A calendar that keeps the interaction physical
  3. The clothes chair becomes an actual design brief
  4. What happens between the workshop and the customer

Simone Giertz’s Yetch story starts with a useful reversal. The inventor and YouTube creator became known for machines whose failure was part of the entertainment. Now her design studio sells objects intended to work in ordinary homes. The connection is not a sudden abandonment of playfulness. It is the movement from an amusing experiment on camera to a product that has to make sense after the video ends.

That change is visible in the Laundry Chair, a piece of furniture built around the familiar pile of clothes that have been worn but are not ready for washing. Yetch’s current product page lists a December 2026 shipping plan. As October closes, it offers a concrete example of the new demands that come with turning an audience’s enthusiasm into a physical object.

Simone Giertz’s Yetch grew from permission to fail

Giertz founded Yetch in 2022, according to the studio’s own account. Its name follows the pronunciation of her surname. In the company’s introduction, she credits her earlier, deliberately unsuccessful robots with helping her get past perfectionism. Starting with a low expectation of practical success made it possible to build at all; growing skill later allowed a different standard of ambition.

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That is a distinctive route through creator work. The original attraction is a way of thinking as much as a finished result. It has a parallel in Felicia Day’s movement between online series and longer storytelling: an audience can follow a creator into a new format when something recognisable survives the change.

A calendar that keeps the interaction physical

Yetch’s Every Day Goal Calendar makes the design approach easy to understand. A user chooses something to do each day and touches the corresponding date when it is done. The date lights up, turning progress into a visible pattern. The product description presents it as a system for one repeated habit, rather than a digital planner attempting to organise every part of a life.

The listed design uses a printed circuit board, gold-plated touch pads and a bamboo frame. Yetch says the calendar does not connect to the internet, retains progress after a power interruption and has adjustable brightness. Those are manufacturer descriptions rather than independent test results, but they show the intended interaction: touch an object on the wall and see a small record of follow-through.

Simone Giertz speaking and gesturing on a stage in San Francisco in 2016
Giertz presenting at Innovation Hangar in San Francisco on 21 September 2016. Archival photograph. — Image: Glogger / Wikimedia Commons. CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/). Source already cropped; resized.

Giertz discussed that idea in a 2022 appearance on The Amp Hour, describing the calendar as a personal reward system for habits. The interview also covered her move toward selling things she had designed. The conversation captures a transition already under way years before the present catalogue; the studio was developing from an established making practice, not simply attaching a name to unrelated merchandise.

The clothes chair becomes an actual design brief

The Laundry Chair takes an existing behaviour seriously enough to build around it. Yetch describes a movable rail that holds clothes and can rotate behind the seat. The premise is deliberately specific. People who recognise the problem can understand the object immediately, much as a familiar format gives audiences a way into Rhett and Link’s expanding Mythical world.

The chair’s page says 1,281 Kickstarter backers pledged $1.26 million in spring 2026. Those figures describe crowdfunding support, not profit or completed customer deliveries. The same page identifies the current shipping timetable as December and notes that production dates can change. Keeping those distinctions clear is part of understanding the business beyond the appeal of the original build.

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Its construction details include a hardwood frame, cotton corduroy upholstery and a rotating mechanism. More revealing than the materials list is the shift in responsibility. A prototype can communicate an idea; a sold chair also has to be produced, packaged and supported. Yetch lists a two-year warranty for manufacturing defects on this product, putting a continuing obligation behind the initial creative pitch.

What happens between the workshop and the customer

The studio explains that its process begins with Giertz building rough versions by hand, followed by engineering and manufacturing samples. Its description includes repeated revisions and checks, with outside quality-control inspections as well as a final check before dispatch. These are the company’s account of its procedures. They should not be confused with an independent audit of every item.

For viewers, that less glamorous middle stage can be part of the attraction. The interest lies in seeing why a first attempt does not solve everything. A similar emphasis on process makes Michelle Khare’s training in Challenge Accepted more than a reveal of the final challenge. The work between the starting point and the result supplies the story.

Portrait of Simone Giertz wearing a blue striped shirt in her studio
Giertz photographed in her studio on 24 November 2025. Archival photograph. — Image: Tessa Bury / Wikimedia Commons. CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). Resized.

Giertz’s own account also resists the idea that useful products require effortless certainty. In material published by Maker Faire Shenzhen ahead of her 2025 appearance, she described development as repeated attempts in which failures become smaller. It is a practical way to connect the earlier comedy machines to later objects: experimentation remains, while the definition of an acceptable final result changes.

The current Yetch catalogue therefore offers more than evidence that a creator can open a shop. It shows how an identifiable creative habit can survive a move into manufacturing. Simone Giertz’s Yetch work still begins with an odd everyday observation. The harder question comes afterwards: whether that observation can become something people will continue to use when the novelty wears off.

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Isiagu Tobby

Wowplus editorial contributor.

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