Open Design Now » amateurissimo http://opendesignnow.org Why design cannot remain exclusive Thu, 13 Dec 2012 09:32:59 +0000 en hourly 1 http://wordpress.org/?v=3.3.1 (UN)LIMITED DESIGN CONTEST / MARIA NEICU http://opendesignnow.org/index.php/case/unlimited-design-contest-maria-neicu/ http://opendesignnow.org/index.php/case/unlimited-design-contest-maria-neicu/#comments Fri, 27 May 2011 09:57:16 +0000 remko http://opendesignnow.org/?p=475 Continue reading ]]> (Un)Limited Design contest
Openness in Vitro

Maria Neicu

Openness is no longer only seen in the context of open software; it has become a broadly applicable concept, carried by the digital in the analogue world. Design tools are in user’s hands now, as access to software programs and machines (such as laser cutters or embroidery machines) is opened up in the new context of digital fabrication. Openness has been picking up momentum, but has not yet hit its high point.

Amateurs AMATEURISSIMO seem well-equipped to take on the stage of combining crafts with high-tech: they no longer expect professionals to tell them what is right and wrong. As design is being opened, experts have to re-legitimize their professions in the face of a high demand “for other kinds of taste construction”. 1

But access alone is not sufficient to achieve this goal. Access is only half-way to openness. If it never progresses beyond access, openness is just a popular bit of OPEN EVERYTHING rhetoric, an over-used “fashionable label”. 2 But what does it take to move further? The other part of the journey is collaboration – the only way to give amateurs the opportunity to make a change. This is the only way for openness to bring serious societal relevance to this profession. If both access andcollaboration CO-CREATION wereattained,thenboth amateurs and experts would reach a new mindset – one that thinks beyond design. A first initiative in this sense is the (Un)limited Design Contest. EVENTS Under the auspices of a design competition, the event provides a context for testing Openness in vitro:

Firstly, it provides Access: opportunities, tools and social recognition for the work of non-experts. Everyone that has an idea can bring it to life: participants are encouraged to create prototypes tailored to their subjectivity. Design becomes invitational.

Secondly, it re-connects design with crafts: Crafts are no longer about working only with things, physical objects, but also with entities of intangible value, like symbols, people and networks; these entities are starting to be considered more and more intellectually engaging. KNOWLEDGE As the status of artisanal work done by hand is upgraded by the addition of a symbolic capital, a new awareness is brought to bear on the artefacts around us, and especially on how we can act upon them. Open design causes a shift in our relationship with the stuff we use, bend, break, wear, consume and eventually throw away. It does justice to what these items are really worth. On the one hand, this brings back to us an ancestral sense of curiosity about the artefacts with which we fill our worlds; on the other hand, it demands that we re-think our responsibility in the way we interact with them.

And thirdly, the contest brings people together: experimenting to see whether “shared thinking” can actually happen. The (Un)limited Design Contest SHARING comes as a line of defence: an attempt to prove that openness can move beyond a transitory buzzword, and that collaboration CO-CREATION is possible, transforming design as a profession into a valuable part of future society. As shown by the (Un)limited Design Contest, the value of an object design is expressed in its potential for being taken beyond its original confines. The ‘unfinished’ nature of the script offers the intangible value of an open design. BLUEPRINTS The derivatives are not perceived as ‘corrective’ in this sense. The existence of derivatives does not mean that your original is incomplete or malfunctioning – on the contrary! When others are mixing, mashing and transforming your design script, they are offering their greatest compliment. It is the prize offered by the community: proof that your idea is valuable and considered worthy of further development. By improving your idea, the collaborators are actually approving it.

Adopt and Improve

In open design, adopting and improving is a way of cherishing. The moral is that nothing gets modified unless it is worthy of the time it will take to modify it or add innovations. Humans are limited in their creational power, so togetherness becomes a pre-requisite for socio-technological innovation: different life stories, mindsets and knowledge experiences are added by other participants, enriching each open design project. These initial efforts are only the beginning; this experiment has to be repeated. The first steps towards fruitful collaboration have already made. Design is fully engaged in the re-shaping process, and openness seems to be breeding a new design culture – a culture that is still under construction.

UNLIMITEDDESIGNCONTEST.ORG

  1. Roel Klaassen, Premsela
  2. Victor Leurs, Featuring-Amsterdam
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FRITZING / ANDRÉ KNÖRIG, JONATHAN COHEN, RETO WETTACH http://opendesignnow.org/index.php/case/fritzing-andre-knorig-jonathan-cohen-reto-wettach/ http://opendesignnow.org/index.php/case/fritzing-andre-knorig-jonathan-cohen-reto-wettach/#comments Fri, 27 May 2011 09:44:11 +0000 remko http://opendesignnow.org/?p=1508 Continue reading ]]> A COMMON LANGUAGE TO EXCHANGE IDEAS

André Knörig, Jonathan Cohen, Reto Wettach

Fritzing is an open source project with the aim of supporting designers, artists and hobbyists (i.e. ‘non-engineers’) to work creatively with interactive electronics. As computer processing power moves away from the desktop and ‘into the cloud’, it becomes useful and important to ensure that this resource is made accessible to tinkerers all over the world.

Originally a research project, Fritzing is now actively used by more than 10,000 people to document their electronic prototypes, share them with others, teach electronics in the classroom, and create PCB layouts for professional manufacturing.

Fritzing’s most important contribution to design is that it gives its practitioners a common, familiar ‘language’ in which to document and exchange their ideas. COMMUNITY At Fritzing, we call this the ‘breadboard view’; it is simply an abstract, but clearly recognizable software version of the way many of our practitioners work in the real world: with a breadboard, chips, and wires. Because these images are easier to interpret than photographs, Fritzing sketches are now used on sites like Arduino.cc or Instructables.com – and in the project gallery at Fritzing.orgSHARE

Beyond facilitating the sharing of knowledge, a major goal of Fritzing is to enable production. In the case of electronics, this means designing and manufacturing printed circuit boards, a skill that has so far been reserved for professionals. Fritzing lets a beginner AMATEURISSIMO seamlessly translate a breadboard sketch into a PCB design (and schematic design, if needed), ready to be sent to a production house or made at home. Additionally, we are setting up our own fabrication service that will eventually make it possible for users to order designs created by other users.

Fritzing is almost as open as it gets, in every respect. The software itself is open source, uses open standards and file formats (SVG, XML), can be used within an ecology of other open tools (such as Arduino, Wiring and Inkscape), and offers open access through online learning materials (under CC licences).  OPEN EVERYTHING

Building on this foundation, Fritzing encourages open sharing of knowledge, from basic electronics to complete documentation for completed projects. Openness is hardwired into the structure of Fritzing: there is a ‘sharing’ button in the software, and Fritzing include rich export options and an online project gallery. We are committing to bringing about a culture in which sharing is self-evident, simply because it is easy and useful for everybody.

In another context, we think of Fritzing as a tool for democratizing production. By putting the tools of the industry into the hands of the people, we hope to open up the discussion of our technological future. People should not take the outcomes of the industrial process for granted. Rather, they should participate critically in shaping our culture, by creating their own objects as alternatives.

fritzing.org

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CRITICAL MAKING / MATT RATTO http://opendesignnow.org/index.php/article/critical-making-matt-ratto/ http://opendesignnow.org/index.php/article/critical-making-matt-ratto/#comments Fri, 27 May 2011 09:17:14 +0000 remko http://opendesignnow.org/?p=434 Continue reading ]]> Open design can be employed to develop a critical perspective on the current institutions, practices and norms of society, and to reconnect materiality and morality. Matt Ratto introduces ‘critical making’ as processes of material and conceptual exploration and creation of novel understandings by the makers themselves, and he illustrates these processes with examples from teaching and research.

Matt Ratto

As noted by other authors in this collection, open design practices, communities, and technologies signal shifting relations in the world of design – between experts and novices, between proprietary and open access to information, and between producers and consumers of media and technologies – to name just a few.  TREND: NETWORK SOCIETY

In addition to these more obvious shifts, open design also encourages an increasingly critical perspective on the current institutions, practices and norms of technologically mediated society. Open design, particularly in regards to digital hardware and software heralds new possibilities for artists, scholars and interested citizens to engage more fully in a simultaneously conceptual and material critique of technologies and information systems in society. Rather than just bemoaning the restrictions placed on users by institutionalized technological systems, engaged makers have the increasing ability and opportunity to constitute and construct alternatives. Such alternatives do not always replace the existing systems, nor are they often intended to. Instead, these material interventions provide insubstantiations of how the relationship between society and technology might be otherwise constructed. Again, this is particularly true for complex hardware and software solutions  OPEN EVERYTHING that have traditionally been seen to require proprietary and closed development in order to ensure success.

Commons-based Peer Production

For example, the many open hardware and software cell phone projects, such as the tuxPhone project started in 2005, provided conceptual and material guidance for the increasingly open development of cell phone operating systems and applications. If nothing else, such projects demonstrated the institutional and legal hindrances to such open developments, revealing that the problems in creating open alternatives were not just technical in character. WYS ≠ WYG While the technical processes and results of projects like tuxPhone provided various kinds of guidance as to future handheld projects and the availability of open hardware alternatives, another important result of this project involved increasing the visibility of the institutional, organizational and legal arrangements that linked cell phone hardware and handset manufacturers to the telephony service providers – arrangements that made opening up the application and operating system development environments tricky at best. In point of fact, it ultimately took market leaders with a lot of pull – Apple and Google – to begin to untie the closely coupled linkages between cell phone applications, operating systems, hardware, and service agreements, and, in doing so, provide transformative competition in the cell phone market.  ARCHITECTURE Both Apple and Google have done so in very different ways and for their own ends. However, Apple and Google’s process and the technical and social choices that they have made are differently open and understood differently by those designers and makers who followed the open cell phone projects, compared to those who did not experience the open cell phone developments as they unfolded.

Open design heralds new possibilities for artists, scholars and interested citizens to engage in a simultaneously conceptual and material critique of technologies and information systems in society.

Yochai Benkler, writing about open source and open content development initiatives, has described these communities and practices as ‘commons-based peer production’ 1 – a somewhat more inclusive term than the narrower ‘user-generated content’ that is currently in vogue.  DOWNLOADABLE DESIGN One claim he makes is that these practices can result in different products and services than those currently produced through proprietary market forces. For Benkler, commons-based peer production can result in more than just open but substantively similar products and services. Instead, these practices can produce entirely novel results – and more importantly, they can serve audiences and needs that are under-addressed by the marketplace.

The above example demonstrates that open design potentially provides more than just another way of designing and creating novel products and services. Instead, and I repeat the word ‘potentially’ here, open design, when embedded in practices of socio-technical reflection and critique, provides the possibility for truly innovative thinking and making, the result of which is not just more of the same, but includes novel and more comprehensive understandings as to the relationships between social life and technical work. In our own scholarship and teaching, we call such potentials ‘critical making’.

Critical Making

The term ‘critical making’ is intended to highlight the interwoven material and conceptual work that making involves. As a teaching and research strategy, critical making shares an emphasis on ‘values’ with both critical design and other critical practices – such as the critical technical practice 2 from which it derives, as well as value-sensitive design 3 and values-in-design. 4 I take the exploration of values in society and their implementation and concretization within technical artefacts as my starting point, choosing to explore these through a series of processes that attempt to connect humanistic practices of conceptual and scholarly exploration to design methodologies including storyboarding, brainstorming and bodystorming, and prototyping.

I call this work ‘critical making’ in order to highlight the reconnection of two modes of engagement with the world that are typically held separate: critical thinking, traditionally understood as conceptually and linguistically based, and physical ‘making’, goal-based material work. I see this as a necessary integration for a variety of reasons: first, as a way of overcoming the ‘brittle’ and overly structural sense of technologies that often exists in critical social science literature; second, as a way of creating shared experiences with technologies that provide joint resources for transforming the socio-technical imagination; and third, as a site for overcoming problematic disciplinary divides within technoscience.

While similar in practice to critical design and the other perspectives listed above, critical making has somewhat adjacent goals. As defined by Tony Dunne:

Critical design is related to haute couture, concept cars, design propaganda, and visions of the future, but its purpose is not to present the dreams of industry, attract new business, anticipate new trends or test the market. Its purpose is to stimulate discussion and debate amongst designers, industry and the public about the aesthetic quality of our electronically mediated existence.5

Critical making, on the other hand, is less about the aesthetics  AESTHETICS: 2D and politics of design work, and focuses instead on making practices themselves as processes of material and conceptual exploration. The ultimate goal of critical making experiences is not the evocative or pedagogical object intended to be experienced by others, but rather the creation of novel understandings by the makers themselves. Neither objects nor services are the currency of critical making. For me, it is the making experience that must be shared. Therefore, critical making is dependent on open design technologies and processes that allow the distribution and sharing of technical work and its results.  BLUEPRINTS In this way, critical making relies on a constructionist 6 methodology that emphasizes the materiality of knowledge making and sharing. The ‘objects’ of critical making are intended to be shared making experiences, curated through both material and textual instructions. Such curated ‘making experiences’ have long been the domain of technical and scientific education; any toy store can provide myriad examples, and electronic ‘kits’ are currently experiencing a renewed enthusiasm.  DIY What differentiates critical making is its attention to the interwoven social and technical aspects of modern life – what theorists call the socio-technical 7 – rather than being primarily about technical expertise or functional knowledge about the natural world.

These are fine-edged distinctions and might cause some readers to wonder why it is necessary to define yet another term for yet another design-based methodology. In point of fact, much of the ongoing scholarly and technical work associated with critical making was initiated by discomfort around the dissonance of the term – why in fact does ‘critical thinking’ seem such a common-sense term, while ‘critical making’ seems odd to most of us? I believe this stems from a continuing separation in Western society between ‘thinking’, which is understood as happening primarily in the mind or at most through the mediation of language, and ‘making’, which is understood as an a-conceptual, a-linguistic, and habitual form of interaction with the world.

Makers – and that involves most of us in one way or another – understand the fallacy of this position. The phrase ‘critical making’ is therefore intended to signal a deep research commitment to the co-constructed nature of our socio-technical world.

Critical Making Lab and Method

The Critical Making Lab at the University of Toronto is sponsored by the Faculty of Information, and by the Canada Foundation for Innovation and the Social Sciences and Humanities Research Council. It was established as a research, teaching and infrastructure project. Our main focus is the material semiotics of digital information. 8 AESTHETICS: 3D In the lab, we explore how addressing information as both symbolic and material object reveals intriguing connections and contradictions in the role of information in individual, cultural and institutional practice. We work to unpack the complexity of information through critical making experiences that link conceptual and physical exploration. These experiences may be curated for pedagogical or for research purposes, but each tends to consist of the following interactive and non-linear steps: a comprehensive review of existing scholarly literature on a socio-technical topic; the development of a metaphorically connected making experience, typically using the ‘kit’ form; the definition of instructions to assist participants in making a technical artefact as well as following a conceptual argument; holding a workshop with stakeholders using the kit and instructions; recording and analysing the results.

Critical Making Teaching

The first critical making course was held at the Faculty of Information in 2008. In the winter of this year, we taught a master’s level course that used making to explore critical information issues such as intellectual property, privacy, questions of embodiment, and so forth. In this course, we made use of the Arduino software and hardware development environment due to its open source nature and its active and supportive artist and designer communities. We explicitly chose to use a physical computing platform rather than a mainly software-based development for two initial reasons. First, the material, hands-on nature of the Arduino called attention to the physicality of information, an important aspect of our teaching and research goals. When working in the primarily textual world of software development, it is less obvious that material work is going on. The Arduino makes such work part of the development process, and the ‘push-back’ of the physical electronics – the resistance of reality to our attempts to contain it – is therefore more present. Second, the movement to the material world often seems to be accompanied by a less functionalist, more emotional and embodied reaction to the topics under construction/discussion. Together, the ‘push-back’ of the material and the embodied and affectual nature of students’ responses to it can engender a more invested and involved participant. These aspects of ‘constructionist’ pedagogy have been previously noted by science and mathematics educators. 9

However, a third reason to use more material forms of development emerged during initial experiences. The ‘making material’ of digital interactions and experiences soon turned out to be an evocative strategy for unpacking the social and technical dimensions of information technologies. For example, one assignment given to the students was to build a ‘physical rights management’ (PRM) system, a digital system that managed physical objects in similar ways to how digital rights management systems manage digital resources. We had initially devised this assignment simply as a way of ‘de-normalizing’ DRM practices by changing their context and making them unfamiliar – a sort of surrealist move of de-familiarization. The students took us at our word, looked closely at how DRM systems controlled digital resources and created often dramatic analogues (literally) of such control mechanisms.

For instance, one group of students built a model of a photocopy machine that used RFID cards to set permissions on the physical copying of books and journals. If these permissions were not followed, the system would automatically send a message to the appropriate (imaginary) authorities and display a message to the photocopy machine user to stay where they were until the police arrived. In the following year, students constructed an alternative PRM system, one that placed the control mechanism in the book itself. In this version, the books used a light sensor to detect when they were being photo-copied. If permissions on copying were breached, the book would ‘self-destruct’ by popping a balloon containing ink.  GRASSROOTS INVENTION

The ultimate goal of critical making experiences is not the evocative or pedagogical object intended to be experienced by others, but rather the creation of novel understandings by the makers themselves.

The absurdity of these modes of control was not lost on the students, who explicitly designed and built their systems based on an analysis of equally absurd methods that they had picked out from existing DRM systems.  KNOWLEDGE Following this assignment, students remarked that previously they had understood in an abstract way how DRM influenced the use and creation of media. However, by constructing their own PRM system and having to make decisions about how it might function, they not only felt that they increased their knowledge, but they also became more invested and in a sense responsible for the adoption and use of DRM. In previous work on critical making, we have called this the movement from ‘caring about’ an issue to ‘caring for’ an issue. 10

The course has since been taught in 2009 and will be taught again in 2010. However, teaching a course which is simultaneously technical, social, conceptual and material is not an easy task, particularly when that course is located within a social sciences faculty rather than one of design or engineering. Such faculties are not set up to handle simple requirements such as sinks in classrooms, or ventilation for soldering irons. The material nature of critical making as pedagogy is demonstrative of why such methods are not more integrated outside of traditional disciplines. However, open design tools and processes provide some of the infrastructure necessary to do this work.

Critical Making Research

In addition to the pedagogical goals outlined above, we are also engaged in critical making as a research strategy. This typically involves curating critical making experiences in order to engender insight and perspective on socio-technical phenomena for stakeholders and other participants. Here we draw upon ethnographically informed research methodologies such as action research 11 and more explicitly on the methods and perspectives associated with cultural probes. 12 Past research that we have undertaken using critical making has addressed the role of materiality in social research 13 and current projects address the socio-technical implications of bio-sensors and the labour and organizational dimensions of digital desktop fabrication. As in the teaching strategies described above, open design tools and processes are essential to the development of critical making as research.

Conclusion and Future Work

Critical making is an intensely trans-disciplinary process, one that requires research skills from humanities and social science disciplines and a familiarity with a wide range of scholarly literatures. At the same time, critical making requires some technical expertise on the part of the researcher, who must curate a technical experience for participants with little or no technical background.  AMATEURISSIMO

As a teaching and a research method, critical making is thus dependent on open design methods, tools and communities. To put it most simply, the expertise necessary to create prototypes and engage in processes of software and hardware construction must be open and available in order to allow for the kinds of critically engaged practices described above. Note that this is not about replacing or reproducing designers or design expertise. ‘Critical makers’ (understood broadly) emerge from a variety of disciplinary contexts and only some of them are interested or engaged in the kinds of tasks associated with design.

Equally, critical making requires institutional resources such as space, equipment and access to expertise that is not typical of the humanities or social sciences. We have been lucky to be located in a supportive faculty, university and funding context that is interested in methodological innovation and in trans-disciplinary research. However, problems still arise, with critical making being seen as either too technical for humanities and social science researchers and students, or, on the other hand, as not being technical enough for the development of novel technological skills and products. Open design methods and tools provide some guidance and support in this regard, but more work is necessary to establish making as an intrinsic part of social research.

Ultimately, we see the integration of socio-technical critique and material making as a necessary part of what Latour has called the development of a ‘cautious Prometheus’. 14 In his keynote address to the Design History Society, Latour lays out a model for acknowledging the interconnectedness of semiotic and material life. He also details design’s role in helping us move from considering material things as given, natural and uncontested objects, e.g. ‘matters of fact’, to thinking of them as being intrinsically political, contentious and open to discussion and debate. He also acknowledges the necessity of this transition for political and ecological reasons, but notes that this move is far from over. Latour raises the issue:

How can we draw together matters of concern so as to offer to political disputes an overview, or at least a view, of the difficulties that will entangle us every time we must modify the practical details of our material existence? 15

Open design is a necessary part of this development, but not just because it democratizes or ‘opens’ design to the masses. Rather than replacing professional design expertise and skill, our sense is that by encouraging and supporting design methodologies for non-traditional design ends – such as the socio-technical critique that is the main goal of critical making – open design helps bring about a kind of socio-technical literacy that is necessary to reconnect materiality and morality. This, ultimately, may be the most important consequence of open design.

  1. Benkler, Y, ‘Freedom in the Commons: Towards a Political Economy of Information’, Duke Law Journal, 52(6), 2003, p. 1245–1277.
  2. Agre, P, ‘Toward a Critical Technical Practice: Lessons Learned in Trying to Reform AI’, in Bowker, G, Gasser, L, Star, L and Turner, B, eds, Bridging the Great Divide: Social Science, Technical Systems, and Cooperative Work. Erlbaum, 1997. Dourish, P, Finlay, J, Sengers, P, & Wright, P, ‘Reflective HCI: Towards a critical technical practice’, in CHI’04 extended abstracts on Human factors in computing systems, 2004, p. 1727–1728.
  3. Friedman, B, ‘Value-sensitive design’, interactions, 3(6), p.16-23. DOI:10.1145/242485.242493.
  4. Flanagan, M, Howe, D, & Nissenbaum, H, Embodying Values in Technology: Theory and Practice. 2005 (draft).
  5. Dunne, A, & Raby, F, Design Noir: The Secret Life of Electronic Objects. Birkhäuser Basel, 2001.
  6. Papert, S, Mindstorms: Children, Computers, and Powerful Ideas (2nd ed.). Basic Books, 1993.
  7. Law, J, After method: mess in social science research. Routledge, 2004.
  8. Haraway, D, Simians, Cyborgs, and Women: The Reinvention of Nature (1st ed.). Routledge, 1990. Hayles, N, ‘The Materiality of Informatics’, Configurations, 1(1), 1993, p. 147-170. Hayles, N, How we became posthuman: virtual bodies in cybernetics, literature, and informatics. University of Chicago Press, 1999. Kirschenbaum, M, Mechanisms: New Media and the Forensic Imagination. The MIT Press, 2008.
  9. Lamberty, K, ‘Designing, playing, and learning: sustaining student engagement with a constructionist design tool for craft and math’, in Proceedings of the 6th international conference on Learning sciences, 2004, p. 652.
    Lamberty, K, ‘Creating mathematical artifacts: extending children’s engagement with math beyond the classroom’, in Proceedings of the 7th international conference on Interaction design and children, 2008 p. 226–233.
  10. Ratto, M, ‘Critical Making: conceptual and material studies in technology and social life’, paper for Hybrid Design Practice workshop, Ubicomp 2009, Orlando, Florida.
  11. Lewin, K, ‘Action research and minority problems’, J Soc. Issues 2(4), 1946, p. 34-46. Argyris, C, Putnam, R, & Smith, D, Action Science: Concepts, methods and skills for research and intervention. San Francisco: Jossey-Bass, 1985.
  12. Gaver, B, Dunne, T, & Pacenti, E, ‘Design: Cultural probes’, interactions, 6(1), p. 21-29. DOI:10.1145/291224.291235.
  13. Ratto, M, Hockema, S, ‘Flwr Pwr: Tending the Walled Garden’, in Dekker, A & Wolfsberger A (eds) Walled Garden, Virtueel Platform, The Netherlands, 2009.Ratto, op.cit.
  14. Latour, B, ‘A Cautious Prometheus? A Few Steps toward a Philosophy of Design’, Keynote lecture for the Networks of Design* meeting of the Design History Society, Falmouth, Cornwall, 3rd September 2008.
  15. Idem (p.12).
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TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS / CAROLIEN HUMMELS http://opendesignnow.org/index.php/article/teaching-attitudes-skills-approaches-structure-and-tools-carolien-hummels/ http://opendesignnow.org/index.php/article/teaching-attitudes-skills-approaches-structure-and-tools-carolien-hummels/#comments Fri, 27 May 2011 08:41:41 +0000 remko http://opendesignnow.org/?p=425 Continue reading ]]> Taking a critical look at current educational models, open design will involve a shift in the relationship between designers and potential users in terms of attitude, skills and approach. Caroline Hummels discusses the consequences of open design for the educational approach and for the structure and tools offered. She advocates an educational model that reflects the flexibility, openness, and continuous development of open design.

Caroline Hummels

Does training for open design require a different style of education? Current initiatives like Linux, VOICED and Fab Lab show the beauty of open platforms for sharing and learning, without requiring its contributors to follow specialized  AMATEURISSIMO education. Despite this innate advantage, an educational model that is slanted specifically towards open design is needed. This chapter discusses how we can shape that model in such a way that it enables designers to blossom in an open structure. Although I focus on design education, the model can also be applied to other fields of expertise.

The Aim and Focus of Open Design

So why do we need a specific education style to facilitate open design? In fact, we don’t. I do, however, believe that education should reflect upon its own paradigms, and envision what types of designers society will need in the future. Open design is one of the reasons to look critically at current educational models. Society is always changing.  REVOLUTION What that means right now, for example, is that we have to be able to deal creatively and flexibly with large amounts of constantly evolving information. It also means that we currently have to find answers to large societal questions, now that we have reached the limits of our financial and environmental ecologies, among other frameworks. Open design addresses and works with these overall trends.  TRENDS

Open design assumes open access, sharing, change, learning and ever-evolving knowledge and skills. It is an open and flexible platform instead of a closed one. Consequently, open design emerges from the New Science paradigm of quantum physics, relativity and self-organizing structures, developed by such scientists as Einstein, Bohr and Prigogine. 1 Where Newton’s classical-scientific view is essentially simple and closed – it can be modelled through time-reversible laws and all complexities can be reduced to simplicities – Prigogine’s reality is multiple, temporal and complex. It is open and admissible to change.

Design education based on a New Science paradigm requires a transformative curriculum, according to Doll 2. In such a transformative curriculum, teachers discard the God’s-eye view, uniform curricula and tests that are considered objective and predictive. On the contrary, they emphasize and support a variety of positions, procedures and interpretations. Design education for open design could benefit from theories like Constructivism, where learning is the learner’s active construction of meaning in context.

Open design is based on a libertarian relationship between designers and potential users, and not on a rational one in which the designer is seen as superior.

It is possible to postulate what educating for open design could look like, based on a constructivist learning model. The educational model for open design described below addresses attitudes and skills, approaches, and structure and tools. The figures in the text exemplify these topics by showcasing the educational model we use in the Department of Industrial Design at Eindhoven University of Technology.

Learning the Attitudes and Skills for Open Design

In his book The Craftsman, 3 Richard Sennett describes the importance of a craftsman’s intrinsic motivation, commitment to doing good work for its own sake, and an ongoing pursuit of mastery in his or her craft. This attitude is the basis for the success of open communities like Linux, where the reward system is based on the quality of the outcome, social appraisal within the group (peer review) and the personal development of the contributors. The success of open communities like Linux depends on a set of attitudes, skills and activities that foster learning from experience, developing skills through doing, curiosity, ambiguity, imagination, opening up, questioning, collaborating, open-ended conversation, experimentation, and intimacy. It is these attitudes, skills and activities that will also determine the success of open design.

I therefore consider it essential that design education focus on forming self-directed and life-long learners, who are intrinsically motivated and who take responsibility for developing their own competencies and delivering high-quality work. Design students should learn to trust their senses and their intuition, and to embrace ambiguity, open-endedness and experimentation, as explained in the next section on approaches to open design. Moreover, design students should develop the attitude geared towards collaboration,  CO-CREATION preferably supported by methods, tools and structures that foster collaboration (as explained in the last section on structure and tools for open design). It is not only designers who are participating in open design; in principle, everyone can participate. The key aspect is that everyone contributes their own expertise, while respecting and building on the expertise of others. This is especially true when addressing larger societal questions and designing systems where expertise is needed from a range of fields, including design, social sciences and engineering.  KNOWLEDGE

Blurring Boundaries

Open design implies that the boundary between designers and users is blurring, at least with respect to motivation, initiative and needs. So what does this mean for the interaction between designers and potential users? On the basis of my organizational classification, 4 open design is based on a libertarian relationship between designers and potential users, and not on a rational one in which the designer is seen as superior. Neither is it based on an integrating relationship, in which the designer looks after the interest of the majority of potential users. The libertarian approach emphasizes the freedom and personal responsibility of every individual. This means that the designer is no longer placed above users when determining what is right for them; rather, the designer is part of a larger community. 5

To be clear, this does not imply that everyone now becomes a designer, as IKEA and many others are implying.  WYS ≠ WYG The design profession is still something that requires many years of education and practice, like any other profession. It does mean, however, that potential users now add their own experience and specific competencies to the mix.
Based on the aforementioned, I consider it essential for current design education to teach students to cooperate with other experts, respecting their expertise and simultaneously reflecting on their own competencies. This means, for example, that design students need to learn to work as part of multi-disciplinary teams, collaborating with students from other departments and schools, both on the same level and on different levels, e.g. students from a regional training centre, a university of applied sciences and a university of technology working together on projects. Moreover, design students need to learn to collaborate intensively with potential users, not as objective researchers that perform one or several user studies, not merely as facilitators that run co-design sessions, but also as subjective participants in an intensive process in which they themselves are part of the solution.

The Approach to Open Design

Due to the flexibility, open-endedness and often innovative character of open design, students should have first-hand experience with the fact that design decisions are always conditional; such decisions are always based on insufficient information, are but taken to the best of their and the community’s experience and knowledge at that point. They can use two strategies to generate information to support these decisions, which reciprocally provide focus: design making (synthesizing and concretizing) and design thinking (analysing and abstracting).

Since open design depends highly on different people and expertise, including the element provided by potential users, tangible solutions that can be experienced are essential throughout the design process to validate ideas and to guide further developments.  STANDARDS Moreover, design-making opens up new solution spaces that go beyond imagination, especially in group settings and when focusing on innovative, disruptive products which lack a well-established frame of reference for users or the market. It recalls the adage ‘quality through quantity’.

I consequently advocate that design students learn to use a highly iterative process of generating dozens of solutions and testing them in situ, in their proper context.  The Reflective Transformative Design Process 6 offers such a flexible and open process that it regards the act of designing not only as thought, but as a generator of knowledge. The process supports developing a vision of social and societal transformation, exploring solutions in situ with others, as well as offering moments of reflection.

Structures and Tools for Open Design

Open design requires a place to co-operate. That said, a hybrid design environment would both take advantage of a digital space that is always available all over the world, while making use of the intensity of collaborating in a physical workspace, making things, exchanging ideas and knowledge, and testing designs in context with potential users. A beautiful example of such a hybrid community is Beppe Grillo’s blog, 7 which enables people to share digitally  COMMUNITY and to meet each other all over the world. What does this mean for design education? Faculties, departments and schools have to think both physically and virtually about workspaces that enhance collaboration.  CO-CREATION At the Department of Industrial Design here at Eindhoven University of Technology, we have structured our workspaces thematically to provide areas in which students can work together, share expertise and learn from each other. In addition to a supportive structure, open design would benefit from tools that support designing and sharing, for a variety of contributors. Design education can support students in exploring these tools through methods such as participatory design, co-design or rapid prototyping equipment at Fab Labs. Universities and schools can also develop open design tools and methods, such as Skin 2.0, 8 the Fab@home printers or design tools developed by former ID students at Studio Ludens.

Conclusions

Open design not only forces designers to think about their profession, role, attitude and competencies, but also challenges design educators to scrutinize their educational system. In this article I have discussed what open design means for the designer’s attitude, skills and approach as well as for the educational structure and tools offered. Since we have stressed the flexibility, open-endedness and often innovative character of open design, the educational model for open design will also be flexible and open, and will need continuous development and testing with all parties involved to become a truly open design system.

  1. Doll, W, ‘Prigogine: A New Sense of Order, A New Curriculum’ in Theory into Practice, Beyond the Measured Curriculum 25(1), 1986, p. 10-16.
  2. Idem.
  3. Sennett, R, The Craftsman. London, Penguin Books, 2009.
  4. De Geus, M, Organisatietheorie in de politieke filosofie. Delft: Eburon, 1989. Cited in: Hummels, G, Vluchtige arbeid: Ethiek en een proces van organisatie-ontwikkeling. Doctoral dissertation, University of Twente, Faculty of Philosophy and Social Sciences, Enschede, The Netherlands, 1996.
  5. Hummels, C, Gestural design tools: prototypes, experiments and scenarios. Doctoral dissertation, Delft University of Technology, 2000. URL: id-dock.com/pages/overig/caro/publications/thesis/00Humthesis.pdf, accessed on 16 January, 2011.
  6. Hummels, C and Frens, J, ‘The reflective transformative design process’, CHI 2009, 4-9 April 2009, Boston, Massachusetts, USA, ACM, p. 2655-2658.
  7. link: www.beppegrillo.it/en/
  8. Saakes, D, Shape does matter: designing materials in products. Doctoral dissertation, Delft University of Technology, 2010.
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DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION / DICK RIJKEN http://opendesignnow.org/index.php/article/design-literacy-organizing-self-organization-dick-rijken/ http://opendesignnow.org/index.php/article/design-literacy-organizing-self-organization-dick-rijken/#comments Fri, 27 May 2011 08:41:18 +0000 remko http://opendesignnow.org/?p=423 Continue reading ]]> The position of knowledge and expertise is changing radically, particularly in relation to how design literacy is affected when confronted with digital tools and media. Dick Rijken analyses design literacy on three levels – strategic, tactical, and operational – and examines the requirements of open design for developing a design vision, design choices and design skills.

Dick Rijken

Life in this network society  TREND: NETWORK SOCIETY is complex. We are involved in many different kinds of fluid relationships with friends, family, acquaintances, co-workers, project partners, companies, brands, websites, platforms, clubs, schools, and many other kinds of communities. More often than not, we maintain these relationships using digital media like Facebook, YouTube, Flickr, and plain old email. We connect, communicate and share like our lives depend on it – as, increasingly, they in fact do.  SHARING

In his article, Paul Atkinson talks about the demise of the grand narrative of modernist design. While this is very true, it is not solely applicable to design; it applies similarly to all grand narratives, and to modernism in general. Where we were once infatuated by concepts like universal truth and linear progress, we now find ourselves in a chaotic maze of anecdotes and interconnected ideas. Linear progress has become perpetual change with no shared direction. Within that change, we are on a perpetual quest for personal meaning, no longer seeking truth. All this is not necessarily a bad thing, but it does make life difficult and unpredictable. If we can learn to improvise and to adapt, life can be deeply meaningful and rewarding. We are not there yet, though; there is still a lot to learn.

We connect, communicate and share like our lives depend on it. As, increasingly, they in fact do.

This article deals with the changing position of knowledge  KNOWLEDGE and expertise in open networks. Digital tools and media are generic infrastructures for creating, sharing and transforming information. They enable and facilitate personal learning on a massive scale. Anything that can be converted into a digital format can also be stored, shared and used by anyone, anywhere. This changes everything that has anything to do with ideas – and therefore also changes design. It changes how we design, it changes what we design, it changes how we think about design, and it changes how we learn and teach design. Ultimately, it will also change who designs. Web 2.0, with the concept of user-generated content at its core, will not leave the design discipline untouched.

Fundamental Paradoxes

In order to understand what is happening to design, we need to understand two strongly related paradoxes that are fundamental features of networks: the paradox of identity, and the paradox of choice.

The paradox of identity arises from the fact that networks are made of nodes and links, i.e. identities and relationships. Nodes have their own unique identity, but that identity is meaningless without links to other nodes. We have become more independent from others through the development and actualization of our own unique individual self. But at the same time, we have become more dependent on others, since who we are depends to a large extent on who we relate to and interact with. We feel a need to stand out in a crowd, but we are nothing if not connected.  TREND: NETWORK SOCIETY

We depend on fluid networks around us for our daily lives’ activities. Parties are announced on and communicated through Facebook, and the fun is later shared  SHARING through pictures on Flickr. We find jobs using LinkedIn, where we present our professional résumés, and ask people we’ve worked with in the past to write positive testimonials about us. We don’t exist if we have no visible presence in the networks we want to be involved in. If you are what you act like, you better make sure you act like who you are – or who you want to be.

This makes the network society an essentially cultural place. This is true not just in the anthropological sense that everything we learn is seen as ‘culture’, but in a very instrumental sense as well: activities like ‘expression’ and ‘reflection’ that are at the core of art and related cultural activities give form to the networked life of an individual. And this brings us to the second paradox, the paradox of choice. We are the designers of our own lives through the choices we make, and there are more choices open to us now than ever before. At the same time, this freedom has a dark side to it: we must choose, whether we like it or not.  MASS CUSTOMIZATION The freedom of choice that we have is also an inescapable obligation. With choice comes responsibility. The ability to reflect and give form to our lives within given constraints is just as important for an individual as reading, writing or arithmetic. In this context, we move from ‘design as culture’ to a culture of design, where design is part of our natural mode of being.

Atoms and Bits

There is help at our disposal. Digital tools, digital media and the vast resources on the internet collectively create a massive open and accessible infrastructure for individual and communal expression and reflection. In some domains, we have seen an explosive amount of activity (music production, digital photography) that has turned whole industries upside down.  OPEN EVERYTHING Other domains are just getting warmed up. This is particularly true for three-dimensional objects. As different technologies for 3D printing are becoming affordable, Fab Labs (‘fabrication laboratories’, a concept developed at MIT’s Center for Bits and Atoms) have spread from inner-city Boston to rural India, from South Africa to the far north of Norway. Activities in Fab Labs range widely, including technological empowerment; peer-to-peer, project-based technical training; local problem-solving; small-scale, high-tech business incubation; and grassroots research.

There is a production infrastructure in the making that works with standardized formats for specifying 3D designs, so that our ideas for objects can be published, shared and modified just as easily as video clips on YouTube.

There is a production infrastructure in the making that works with standardized  STANDARDS formats for specifying 3D designs, so that our ideas for objects can be published, shared and modified just as easily as video clips on YouTube. Do-It-Yourself is no longer a matter of wood and nails; DIY  DIY is becoming more refined in terms of possible forms and construction concepts. In other fields, technological impulses like this have created an explosion of creativity among experts and amateurs alike. Accompanying that surge of creative expression, there is an awareness of the fact that technological facilitation is only meaningful at a very basic level. Anything that is fundamentally expressive or reflective derives its value from ideas and values that are embodied – and ideas and values come from people, not from technology. Again: anything is possible, but what do we want? Before we can rearrange atoms, we have to rearrange bits. Ideas! A richer palette of possible material forms requires a richer imagination than ever before. Buying a guitar does not make me a musician. Access to 3D design tools does not make me a designer.

Why Keep It Simple?

The concept of self-organization is an intriguing idea. Online media environments like YouTube, Flickr and Blogspot prove that well-designed (!) infrastructures
ARCHITECTURE can indeed facilitate personal expression on a mind-boggling scale, but they have one thing in common: simplicity. The media formats are simple (‘upload a picture here’, ‘this is a heading, type your text here’), and the media produced and shared by these tools are simple (a picture, a movie clip, a piece of text). But real life is not always that simple. As I’ve argued above, in networks, life can be annoyingly complex and most of us are not born with sufficient imaginative capacity to fully utilize the potential of the production technologies that are currently available. Most of us need help. When it comes to more complex media or artefacts, rolling out infrastructures and expecting self-organization to take care of the rest is simply not enough. Organizing self-organization is a lot of work, and does in fact involve a great deal of design and inspiration.

We are designers of our own lives through the choices we make. this freedom has a dark side to it: we must choose, whether we like it or not.

Traditional DIY stores know this very well. They don’t just sell basic construction materials anymore, but increasingly also offer ready-made lifestyle products: lamps, furniture, various semi-manufactured products, and so on. What’s more, they know that they need to help amateurs when it comes to making choices. Most websites for DIY stores  DIY feature some form of assistance. Besides tips and suggestions from famous designers, there are online tools that help buyers figure out their personal preferences for interior design. I’ve even seen moodboard tools for interior decoration. For people who feel completely adrift in the sea of choices, there are style coaches to help buyers find out who they are and what choices to make.

Design Literacy

When it comes to more innovative or complex designs, inspiration and imagination are just as crucial as production technologies. This holds true for seasoned pros and enthusiastic amateurs. When motivated prosumers want to express their identities, they need different kinds of knowledge and skills, which together make up what we can call ‘design literacy’. I suggest we conceptualize this at the following three levels:

Strategic vision
Know what you want, based on knowing who you are and what you want to achieve. This is about an awareness of personal goals and values. It can be very explicit, translated into formulated criteria, or very implicit, in which case there is an intuition that can be used to judge examples and design choices. Both approaches can work; more often than not, they co-exist in some form. Whatever it is that you’re going to make, you have to feel its soul and formulate its mission. There is probably no better example here than Steve Jobs, who has always had a very specific vision about using computing technology for personal goals, as opposed to serving the needs of businesses or governments. Apple was founded in 1979; over 30 years later, his vision has become a reality. Every product Apple has produced under Jobs’ guidance was a conscious materialization of that vision. On a more intimate level, amateurs who want to redecorate their homes will be stifled rather than liberated by all the choices and possibilities if they do not have some kind of understanding of what kind of ‘vibe’ or ‘atmosphere’ they want in their house. They, too, need a vision. There is no other way.

Tactical choices
Be able to make choices that determine what it is that you are making. What you are making is ultimately a design that can be produced, in order to make the vision a reality. We are caught between heaven and earth here, and this is the true level where design takes place: crucial decisions are made on a conceptual level that will eventually determine the details of the end result. Choices about content, structure, behaviour and form are made and fixed. This is where professional design becomes a profession, and craftsmanship begins to play a role. The question is: how much professional expertise is needed? Can this be done by an amateur?  AMATEURISSIMO It’s hard to have to start from scratch. Tweaking something that’s already close may be a better way to go. Open design to the rescue! If you see something you like, just download it and modify it to represent your vision. We’ll return to that later.

Operational skills
Be able to use available production tools and infrastructures. This can range from knowing how to point and shoot with a digital camera or upload a video to YouTube to making a final mix of a song that sounds good on different speaker systems or specifying a design with 3D modelling software for a 3D printer.

These are the pillars of what we can call ‘design literacy’: the development of vision (strategic), the formulation of a design (tactical), and technical production (operational). There are interesting interactions between the three levels, however. Ultimately, available production tools and infrastructure determine what can be made in the first place, so operational skills and tactical choices are often strongly aligned. There are also crucial links between tactical choices and strategic vision. If a 3D modelling tool is very user-friendly, very responsive, and well connected to the production tools (possibly through data standards), then the boundary between a sketch and a final design starts to blur, and users can work in a state of flow, where all three levels are active simultaneously.

Online environments prove that well designed infrastructures can facilitate personal expression on a mind-boggling scale, but they have one thing in common: Simplicity.

The distinctions between the three kinds of literacy are epistemological: they involve different kinds of expertise. All three involve mentality, knowledge, and skills – three very familiar pedagogical concepts. Thus, design literacy can be learned, just like many other things, but there’s more to it than learning to work the tools.

Becoming Literate

Professional designers  DESIGNERS have all the necessary expertise. They have an important role to play in the large-scale development of design literacy. They can be heroes when their high-quality designs inspire eager amateurs. They can produce examples to be shared on online platforms that can be used, modified and re-distributed. They can explain how they work, e.g. as teachers in face-to-face courses and online videos. In working towards the advancement of design literacy, professionalism is still our starting point.
Going back to the three central concepts of design literacy mentioned above (vision, design, and production), there are interesting opportunities and challenges in the organization of design literacy:

Strategic vision
The development of a personal vision can be facilitated by presenting, explaining and discussing high-quality designs from professional designers. The development of vision can be a vulnerable and intuitive process, and seeing how pros do it (in a video interview, for instance) can be very helpful and inspiring. Formulating the right question is often the best way to try and find a solution. Inspiration is the keyword here: designers can be inspiring through what they make, but also through showing how they came up with the right vision to begin with.

Tactical choices
The formulation of a design can be facilitated by the same high-quality examples, when they are published in ways that allow for inspection, modification and sharing. Open design plays a crucial role in this. Online environments that feature collections of high-quality examples that can be analysed, used, modified, discussed and re-published hold immense potential. Users need to be able to inspect the internal structure of a design, and then modify and share it. Designers can produce these examples and share their methods and insights in interviews or debates, and design teachers can develop new pedagogical methods and formats. In the world of digital media, users make mashups,  REMIX devising new combinations of chunks of information found elsewhere to create coherent new constructs. Open design allows for a similar approach to 3D objects, physical equivalents to mashups that can also be shared and discussed with others.

Operational skills
Technical production is the easiest skill, since all it requires is decent interface design for the relevant tools, supported by access to technical knowledge in the form of instruction manuals in print, video, or other formats. Many people can teach themselves how to do this and help each other using social media, such as forums or blogs.

Not everything can be done exclusively in the digital domain. There is definitely a need for face-to-face encounters with ‘designer heroes’, design teachers and fellow design amateurs. There is a potential here for existing cultural institutions like public libraries, archives and museums to organize the exchange of knowledge  KNOWLEDGE between pros and amateurs, as well as but just as much between amateurs and other amateurs. They can become hotspots in the real world where amateurs go to work on their expertise. STEIM is an example of such a hotspot.

Design into the Future

The STEIM story below illustrates a shift in the focus of skilled professionals: from high-quality production to high-quality coaching and education in order to facilitate expression and reflection in a larger community of passionate amateurs. Such a significant shift does not happen out of the blue; it is a deliberate choice and it takes real work, based on an informed awareness of how our world is changing.  REVOLUTION This new mentality is the ideal complement to the exchange of information and ideas that is made possible through open design and new technological infrastructures. This calls for an ecosystem of people, institutions, relationships, tools and open infrastructures, where design becomes a natural activity for all those involved. Deliberate initiatives to foster design literacy need to address the three levels discussed above. Open design is essentially a highly social affair: amateur users will gather in online environments that help them by offering good examples in the form of available open designs, which are accompanied by interviews with heroes that explain how they navigate through all three levels of literacy. Heroes are attractors; people will flock around them, learn from them and from each other. Some parts of this ecosystem will grow and flourish autonomously, but others will need to be very consciously designed and planned in order to create a vibrant and living environment. It will help us find inspired ways to deal with tough issues like identity and choice in complex and unpredictable networks.


THE STEIM STORY

STEIM is a laboratory in Amsterdam that experiments with electronic musical instruments for live performance. This was a very specialized affair in the 80s and in the 90s. STEIM’s instrument designers would develop personal instruments and user interfaces for musicians. They became world-famous for their expertise in connecting musical goals (strategic) to technical solutions (operational) through skilful design (tactical).

During the 90s, however, sensor technology and software became more widely available and more affordable. At the same time, the internet became a widely used platform for sharing knowledge and solutions among musicians. STEIM’s core activity became a DIY craze. STEIM consistently supported this trend, being one of the first organizations to hack cheap Wii controllers for musical applications and publishing electronic diagrams for its best-known musical instrument, the crackle box. But as this was happening, STEIM and its professionals had to reorient themselves to the changing situation.

Nowadays, STEIM is an important node in a world-wide knowledge network. There are more workshops than ever before. Moreover, starting in 2011, STEIM will offer a master’s degree in ‘Instruments and Interfaces’ in collaboration with the Royal Conservatory in The Hague. It has become a vibrant hub for learning about DIY instrument design and meeting other people with similar interests. There is a strong co-creation culture. Musicians are challenged to develop their personal ideas about the kind of music they want to make (strategic vision), and STEIM helps them develop their ideas, through co-design (tactical choices) and co-production by means of software configuration and the building of physical objects (operational skills).

Many people who visit STEIM don’t just leave with an instrument; in their time there, they have learned how an instrument is made. And the instrument is just the beginning; there needs to be substantial time spent in learning to play it, as well as resisting the temptation to tweak it further. This represents a big risk at the tactical choice level: know when to stop modifying and start using a product! This is expertise that transcends the operational level. This is years and years of experience feeding into how musicians are currently coached and educated.

www.steim.org

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CREATION & CO: USER PARTICIPATION IN DESIGN / PIETER JAN STAPPERS & CO http://opendesignnow.org/index.php/article/creation-co-user-participation-in-design-pieter-jan-stappers-co/ http://opendesignnow.org/index.php/article/creation-co-user-participation-in-design-pieter-jan-stappers-co/#comments Fri, 27 May 2011 08:40:51 +0000 remko http://opendesignnow.org/?p=421 Continue reading ]]> The roles of the designer, the client (or producer, or manufacturer) and the user are being shaken up in industrial practices that have, until now, been oriented mainly towards mass production. Stappers and his colleagues illustrate the contemporary occurrence of co-creation and co-design and describe the hybridization of the designer’s role.

Pieter Jan Stappers Froukje Sleeswijk Visser Sandra Kistemaker

Open design has numerous aims; some of the most important ambitions include breaking down the barriers between designers and end-users, making it possible for non-designers become designers, AMATEURISSIMO and cutting out the middle-man by having end users fabricate the products they need. Inspiring examples have been presented in the domain of craftsmanship. New, craft-based industries are visibly taking off, either locally oriented or operating globally over the internet. However, the feasibility of open design for more complex products, such as washing machines, cars and jet planes.

The Creative Guy

As yet, it is unclear where the limitations of a user-centred approach to user involvement lie. Despite these complicating factors, the roles of designer, client, user and end user are being shaken up in these more complex areas of design and product development. 1 Traditional caricatures of the designer as ‘the creative guy’ and the user as a recipient, a ‘passive, un-critical consumer’ have been questioned and surpassed in a growing variety of ways.

One example mentioned frequently is the ‘lead user approach’, 2 in which select subgroups of dedicated, tech-savvy users contribute to the process of generating solutions, and develop new features for products. This presents a clear challenge to the traditional division of roles in the design process, but it only serves the needs of specific subgroups in the user populations. Other approaches, such as generative techniques and contextmapping 3, try to involve end users as experts in their own experience by taking them through a carefully orchestrated and supported process of fostering awareness, reflection and expression, in order to help them become competent partners within the design team. In commercial practice, the use of focus groups critiquing proposed new product designs, usability tests, or marketing consultations can also involve users in more active ways than have been practised so far. It is important to define the distinction between co-creation  CO-CREATION and co-design; co-creation indicates a collaborative creative effort, either large or small, and often localized, while co-design refers to co-creation used in the course of the design process, preferably from beginning to end. In this article, we focus on contextmapping, a specific aspect of co-design, in which end users are assigned the role of expert informant, and are supported in that role through access to dedicated tools for observation, reflection and expression. The production of these tools and facilitation of the process have become design research activities which are carried out by professionals with a background in design and/or research.

The Traditional View in Transformation

The traditional view of design identifies three roles: the user, who buys and will live with the product, the designer, who conceives the product, and the client, who manufactures and distributes the product. Popular visual representations of these roles, as well as training materials used in several types of design education, show the connection as a chain of single, narrow links. In this view, the client takes the initiative. For instance, the client conducts market research, spots an opportunity in the market, gives a brief to the designer which specifies design requirements, and expects to receive a concept design in return. A number of trends are chipping away at this linear, unintegrated model from all sides. In co-creation, roles and responsibilities which had previously been thought of as separate are interacting, merging, or even being swapped back and forth between the parties; some roles are disappearing in the form in which we knew them, and new roles are appearing.

There are several reasons for this shift. First, as our lives get more complex, people are more informed, and they need to be more informed.

Users are getting savvier
The internet has made it possible for users to be more informed, giving them opportunities to be involved and have a say in what is made for them. TREND: NETWORK SOCIETY

Designers are getting savvier too
As the design process incorporates more and more areas of expertise from different parties, managing this process increasingly calls for research skills and a talent for facilitation. In some places, including our own school, design education is starting to include those vital skills in the curriculum; elsewhere, people with backgrounds in organizational management or social sciences are specializing in addressing those roles.

The designer-client relationship is no longer as simple as a brief stating a clearly defined problem.

Design clients are diversifying
Some areas of human endeavour are adopting design perspectives. As a result, principles and practices of design are being used to address increasingly complex problems. Projects such as the design of hospitals, services, or policies generally involve multiple stakeholders and areas of expertise. As the structure of design processes shifts, design techniques are being recognized as supporting these very different people by facilitating shared, solution-oriented thinking. Referred to collectively as ‘service design’ or ‘design thinking’, such larger-scope problems are being claimed for the design profession (or at least the design procedures).

Partly as a result of these developments, the relationships between the parties are changing.

→ The designer–client relationship is no longer as simple as a brief stating a clearly defined problem and the concept design proposing a single solution. In the Dashboard User Guide, Stevens & Watson distinguish five degrees of how the client is served by the designer, ranging from prescribing (one concept to deliver on the brief), through menu (several concepts to choose from), co-creation DIY (collaboration as equals), and assistance (the client receiving design coaching and help), to DIY (the client does the design while the designer observes and interjects comments as needed). 4

→ The client–user relationship is opening up in open design and meta-design. In open design, manufacturing options are becoming widespread and widely accessible, and resources for sharing design ideas are available (open movement). In meta-design, 5 products are made with sufficient adaptability to leave a number of final design choices to the user.

→ The designer–user relationship is opening up strongly throughout the entire design process. In several industries, competition on technology and price has saturated the market, and clients are taking a closer look at the user experiences and contexts of use in order to improve their products. Elsewhere 6 we called this the “contextual push”, a force in product development that complements the classic forces of ‘technology push’ and ‘market pull’. Users are being involved increasingly early in the design process, not just in the post-conceptualization phases (e.g. usability testing and concept testing), but also in the fuzzy front end of strategic planning, information gathering, and conceptualizing. The challenge here is not only the timing of when different players are involved, but also the responsibilities and powers granted to them. Frequently, users can participate in informing design, providing ideas for solutions, or evaluating proposed concepts; however, at this stage, they are rarely involved in deciding what will be made (as would be the case in fully fledged participatory design).

In small and medium enterprises, the separation has always been less clearly defined: individuals often take on several roles in the process, with the benefit that several viewpoints are more smoothly integrated than in larger corporations.

The list above shows how some of these developments are unfolding. The traditional view, with its clear separation of roles, seems too restricted to address the current complexities, but its influence has not yet been lifted from design-speak, from thinking, or from practice. In our experience, the separations between these roles are more entrenched in the larger industries, where roles are often separated over many specialized individuals or departments. In small and medium enterprises, the separation has always been less clearly defined: single individuals often take on several roles in the design process, with the benefit that several viewpoints are more smoothly integrated than in larger corporations.

Co-creation with Users in Industrial Practice

User involvement is progressively moving toward the front end of designing. The people controlling the design process are seeing that the user can be a source of valuable input, not just a channel for directing output.

To generalize somewhat, it would seem that the complaints department in many companies was the place that received most input from the users, in the form of returned products. In many cases, the product was returned not because of a product defect, but because the user could not figure out how to operate it, or discovered after purchase that the product completely failed to fulfil his expectations. In the 80s and 90s, consultations with users moved up earlier and earlier, first advancing through sales and marketing, then usability testing, and finally concept evaluation. What happened in these three phases is that users were called in after the concept had been developed to test the products in practice, hopefully revealing any mistakes. This helped companies launch better products by eliminating problems earlier in the design process.

In the 90s and 00s, user involvement was solicited from the other end of the process, bringing in users in increasingly active ways for contextual informing, idea generation, and concept development.  KNOWLEDGE Although the participatory design movement had shown that intensive collaboration with users can be effective throughout the process, progress in the industry in this half of the cycle has been slower and often limited to incidental involvement (short, local contributions).

Contextmapping: Informing Design

Contextmapping methods help users to observe and reflect on parts of their lives, and to use these reflections in making a ‘map’ that reflects the various facets of their experiences. This map provides the design team with information, inspiration and empathy, feeding further development of the concept design into a product. 7 The approach is built on four main principles:

→ Users are involved as the experts on their own experience.

→ The user’s expertise can be coaxed into expression by applying appropriate techniques, which typically involve self-observation and reflection.

→ The information gathered on the context of use should be like a map: it should provide multifaceted, rich and supportive leads for the design team to explore the experiential context. This requires both empathy with the users (a concrete, holistic, feel for the context) and an understanding of the context (an abstract overview of what could be generalized to other users, other situations and future developments).

→ Facilitating this process requires a mixture of design competencies and research skills.

In a series of some 100 design research projects, ranging from individual student graduation projects to larger collaborations  CO-CREATION in consortiums of academic researchers and industrial partners, these methods were developed to fit both user needs and industrial practice. In some cases, user participation has gone beyond informing the process, moving into the realm of idea and concept generation and development.

The client involved in this project offers a large range of hearing protectors for private users, for use in a range of situations: swimming, working, flying, making and listening to music, sleeping or riding a motorcycle. The focus of this project was to gain insight into the life, experience and context of amateur musicians.

Despite our hopes and ambitious rhetoric, design is often not at the forefront of companies’ attention.

The company did not have its own design department; most of the innovations were developed internally with people from the existing team, who came from different backgrounds. The CEO and other people responsible for innovations were highly involved and were part of the research and design team during the entire project. The initial study and the idea generation brainstorming sessions were conducted and facilitated by design agency Muzus, resulting in a concept that was further developed by a second, technical, design agency, and handed back to the company (so we already see several separate design agencies at work).

Process and Techniques

The techniques support designers, helping them to develop empathy for this user group, learn about their lives, understand their context and be able to step into their shoes. COMMUNITY The client already had longer-standing relations with users, but felt that the existing relationship had not led to new ideas for a while. In the contextmapping study, seven musicians who played in amateur bands formed a fresh band and played their instruments in a three-hour session. The participants prepared themselves with a sensitizing package during the week before the test session. By taking part in creative assignments, explaining the artefacts and discussing the different topics, the user group of musicians painted a rich and detailed picture for the research team. Employees from the client company observed the session, took notes from their perspective and subsequently engaged in a discussion with the musicians. An immediate result of the session was the reassessment of several stereotypes; the design team went home with plenty of ideas to for further innovation.

Insights, Ideas and Concepts

Three substantial new insights emerged from the session and subsequent analysis. First, hearing protection is currently geared toward individual usage, but it has an adverse effect in a band: if one band member is using hearing protection, volume will be increased and all other members will suffer. Second, many musicians are ignorant of the risk of hearing damage, and are completely unaware of the decibel threshold for damage. This lack of awareness was new to the client. Third, this group is different from all user groups that this company serves. In contrast to, for instance, construction workers operating heavy machinery, these musicians actually want to hear the sound, even while they are protected from the full impact of it: they love their music and want to be able to experience it to the fullest.

Based upon these user insights, the client conferred with users and the research and design team to generate new ideas for innovative hearing protection that is appropriate to the context, experience and needs of amateur musicians. The resulting concepts covered several different levels: helping musicians become aware of the danger of high volumes;developing new ways of communicating with musicians in their familiar context and fitting their tone of voice; redesigning marketing for this specific user group; developing concepts for new innovative products.

Although this company had already had contact with their users over a longer period, they found that that they had often asked the same people for feedback over and over, only requesting confirmation of their own ideas and asking users to reflect on existing ideas. The experience of opening up, adding a fresh perspective and stepping into the shoes of a specific user group led to new directions for innovation at different levels.

Where Is This Going?

The traditional view is splitting at the seams. In many industries, the traditional separation of roles is recognized as no longer inevitable, effective or desired. However, the evolution to new forms of designing has by no means produced a stable and unified view of how the roles are distributed now. Moreover, these processes are not easy to implement. Despite our hopes and ambitious rhetoric, design is often not at the forefront of companies’ attention due to such factors as budget constraints, insufficient awareness of what a design approach can contribute and should cost, and a lack of innovative user-driven attitudes. The same holds true for the newer trends of doing research within design, especially user research; the concept of opening up design processes to end-user participation  HACKING DESIGN is often not even considered.

In our experiences with large and small industries, we see a variety of formats being used, combining ingredients in different constellations and using different degrees of separation or specialization, depending on the object of design. Moreover, we see a greater need to orchestrate these processes in the large design projects currently gaining attention under the label of ‘service design’; some design professionals are shifting into this new role.

In many industries, the separation of roles is no longer recognized as inevitable, effective or desired.

Clients (or providers, from a user’s perspective) need to become aware of what is possible, and consider how they can become more flexible to accommodate the new design paradigms. The paradox here is that this may be more difficult for the larger industries, which already include user participation in their research budgets, than it is for smaller companies, who have much smaller budgets, but often build a stronger relationship with their users. In large companies, different phases of the design process are often split up, connected only through formal documents that are too limited to convey the full richness of user contexts. These overly structured transitions cause valuable insights to be lost because they are not handed over effectively to the new team. On the other hand, smaller companies, who have a longer-standing relationship with users, are often not aware that their users’ expertise can be brought to bear more effectively with the aid of appropriate methods.  STANDARDS

The role of designers is becoming more varied: part creator, part researcher, part facilitator, part process manager.

The role of designers is becoming more varied: part creator, part researcher, part facilitator, part process manager. We see graduates of design schools specializing in these roles to varying extents. Users’ roles are also changing. A side effect of co-creation
CO-CREATION which we have often observed is that the participating users do not lose their awareness of their own expertise once it has been identified; indeed, they are eager to develop it further. In our own experience, we find that participants are eager to return months after their initial participation, having continued to develop the expertise that was awakened in the study. 8 Gawande recounts a series of similar participatory studies in the area of hospital hygiene, where various participating users discussed and suggested solutions. 9 One effect was that after the sessions, these users would take initiatives to change their work environment in ways that they had never done before in their traditional roles as nurses, cleaners, or doctors. Awakened expertise can lead to confidence, inspiring users to take increased responsibility and initiative. It is likely that this effect can be found in all areas of co-design and co-creation OPEN EVERYTHING in particular, and open design in general: the act of taking part in the creative process, and becoming aware of the expert within, gives people the confidence to take initiative.

  1. How these roles are labelled is a major headache in itself when reading or talking about design, and the various varieties reflect values in the field. For user one can read customer, consumer or beneficiary; for designer, read design team, developer; for client, read provider (from the user’s perspective), client; for product, also read service, system, experience. The different labels are real and important, but dealing with the nuances in this Babylonian word game would go beyond the scope of this text.
  2. Von Hippel, E, Democratizing Innovation. MIT Press, 2005.
  3. Sanders, E & Stappers, P, ‘Co-creation and the new landscapes of Design’, Codesign, 4(1), 2008, p. 5-18.
  4. Stevens, M & Watson, M, Dashboard User Guide. Institute without boundaries, Toronto, Canada, 2008. Available online at
    www.thedesigndashboard.com/contents/dashboard_userguide.pdf , accessed on 13 October 2010.
  5. Fischer, G, Giaccardi, E, Eden, H, Sugimoto, M and Ye, Y, ‘Beyond binary choices: Integrating individual and social creativity’, International Journal of Human Computer Studies, 63:4-5, 2005, p. 482-512.
  6. Sanders & Stappers, op.cit.
  7. Sleeswijk Visser, F, Stappers, P, Van der Lugt, R, & Sanders, E, ‘Contextmapping: Experiences from practice’, Codesign, 1(2), 2005, p.119-149. Stappers, P, & Sleeswijk Visser, F, ‘Contextmapping’. GeoConnexion International, July/August 2006, p. 22-24. Stappers, P, van Rijn, H, Kistemaker, S, Hennink, A, Sleeswijk Visser, F, ‘Designing for other people’s strengths and motivations: Three cases using context, visions, and experiential prototypes’, Advanced Engineering Informatics, A Special Issue on Human-Centered Product Design and Development. Vol. 23, 2009, p. 174-183.
  8. Sleeswijk Visser, F, Visser, V, ‘Re-using users: Co-create and co-evaluate’, Personal and Ubiquitous Computing, 10(2-3), 2005, p. 148-152.
  9. Gawande, A, Better: A surgeon’s notes on performance. Picador, 2007.
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JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN / GABRIELLE KENNEDY http://opendesignnow.org/index.php/article/joris-laarmans-experiments-with-open-source-design-gabrielle-kennedy/ http://opendesignnow.org/index.php/article/joris-laarmans-experiments-with-open-source-design-gabrielle-kennedy/#comments Fri, 27 May 2011 08:39:42 +0000 remko http://opendesignnow.org/?p=417 Continue reading ]]> The mediocracy of the middle classes dominates the current mass production design. In a world less controlled by branding and regulations, a new breed of designers can contribute to an altered, more honest economy. An interview with Dutch designer Joris Laarman, contemplating his relationship to modernism and the modernist roots of open source design and digital fabrication.

Gabrielle Kennedy

There’s always something special about the top crop of Dutch design graduates, but every once in a while one comes along that makes everyone sit up and take notice. In 2003, that was Joris Laarman. His Reinventing Functionality project at the Design Academy of Eindhoven fused function with ornament and was snatched up by Museum Boijmans Van Beuningen in Rotterdam.

Design must accept some of the responsibility for creating many of the world’s current problems.

Since then, he has earned a reputation for himself as a designer with visionary ideas and a concern for societal issues. His first project out of school, the Bone Furniture range, was exhibited in the Friedman Benda gallery in New York, a limited edition series made from marble, porcelain and resin. While he calls it an “annoying coincidence” that much of his work has spawned major contemporary trends, it also testifies to its relevance to the issues that matter.

Furniture That Can Be Grown

Both those early projects clearly expressed Laarman’s highly specific views on modernism. The Bone range DESIGNERS resulted from a cooperative partnership with car manufacturer Opel, using software to design a series of artworks based on the organic way that bones form. Car parts are designed with the help of topology optimization software to increase strength and maximize the efficient use of materials. Furniture, as it turns out, can also be ‘grown’ by adding and removing material to maximize its strength and functionality.

Laarman’s stance is that functionality and extravagance are not mutually exclusive. Where modernism went wrong, and how its core advantages need to be readdressed, are what drive his research. What he is looking for are design solutions that possess a revolutionary quality. Much of his current research repudiates how things are currently done and patiently pursues a better way not just to manufacture, but also to distribute design.

Seen in this light, design must accept some of the responsibility for creating many of the world’s current problems. More importantly, it can play a key role in fixing them. In 2009, Laarman opened his Amsterdam studio to the public for the first time. His purpose was to share his thinking and his process. He wanted to reveal how design experimentation and research can create answers, not just pretty objects.

“In galleries and in Milan, people only ever see perfect pieces,” he says. “In this exhibition, I wanted people to see the research part of design, what is behind all the pretty shapes, and how they could eventually be of use in the world. I wanted people to understand what the future of design could look like using technological progress.”

Laarman hit a wall when he was researching open source design and digital fabrication. He realized that design had taken a wrong turn somewhere along the way and was now failing society. “I am not necessarily against how design is now,” he says, “but I do think the internet can provide a more honest way to design, make, distribute and sell things.” Not modernism, then; what’s needed is a new -ism. It takes some audacity for such a young designer to criticize the industry. Laarman has gone beyond theoretical criticism, underlining his opinion with some tangible ideas that he wants to try out – hopefully with the support of his contemporaries.

I do think the internet can provide a more honest way to design, make, distribute and sell things.

“I started to think of my work and of design in general as a sort of laboratory,” Laarman says. He explains it as a place where solutions might be found to the predicament created by over-production in the post-industrial age. “I’m not condemning the whole design industry,” he says, “or even questioning it. There is a lot of very good industrial production, and that will never go away, but I think it will soon be joined by another revolution made possible by the internet.” REVOLUTION

Despite its failures and the role it played in creating over-production, Laarman’s research kept bringing him back to modernism – not as an aesthetic per se, but as a philosophy. In 2010 Laarman was selected by Ingeborg de Roode, curator of industrial design at the Stedelijk Museum in Amsterdam, to participate in the Modernism Today series. “I guess she sees me as a sort of contemporary version of Rietveld,”  DESIGNERS says Laarman. “That is an interesting comparison, and I see some connection.” 100 years ago, Gerrit Rietveld experimented with technology and materials; Laarman does the same today. His aesthetic is not in the tradition of De Stijl, but his values most certainly are.

The Modernist Roots (of Open Design)

In line with those values, it made good sense to fuse Rietveld’s world of ideas and experiments with open source design and digital fabrication; both could be argued to have modernist roots. Open source has been revolutionizing the cultural content universes of music and software for almost a decade, so why shouldn’t it also be able to change the way design is both made and distributed?

“I think true modernists wanted open source design one hundred years ago,” says Laarman, “but back then it wasn’t possible. Rietveld published manuals about how to make his chairs, but nobody could really use that information, because there were no networks of skilled artisans. His designs look simple, but are difficult to construct. These days, we can distribute knowledge in a way that can potentially bring craftspeople back to the centre stage of design – not in an idealistic, naïvely romantic way, but in an economically sound way. All we need are the networks, and cheaper and more accessible digital manufacturing technology.” One of modernism’s core flaws was the huge amount of power that ended up in the hands of a few big factories and design firms. The movement was supposed to be about the democratization of design – that was their big idea – but somewhere along the line it became nothing more than an aesthetic. Of course there are some obvious differences between modernism and open source design. Modernism produced an international and generic style. Industrialization led to mass production, which meant production had to be centralized and its products transported across the globe from countries with the lowest wages at great environmental and economic expense. Information and knowledge were kept closed and protected by copyrights; even if they had been accessible, it would have been impossible for an individual to use the design data without access to exorbitantly expensive production tools. The quality of design produced was and continues to be guaranteed by the producer; in turn, the producer and the retailer divide the majority of sales revenues.

I think true modernists wanted open source design one hundred years ago.

Open source design, on the other hand, has the capacity to conserve culture and decoration as well as traditional skills by utilizing new technology.
Digital production makes mass customization possible. Open source makes information and knowledge public; in addition, it has low entry costs, quality control takes place in the form of peer review by the public, and revenues are divided between craft and creativity. Also, because the products of open source design can be produced locally, transportation costs are drastically reduced.

What open source design does is redistribute knowledge  KNOWLEDGE and the means of production. It has the potential to change everything that we know about design, from manufacturing to education. Open source design is anti-elitist insofar as it can create fairer and more honest prices. It is democratic and helps to create self-determination in an individual’s immediate environment. Ultimately, it takes power away from the huge multinationals and from production hubs like China and India and hands it back to craftspeople – those individuals rendered irrelevant by industrialization. In short, open source design could feasibly become this century’s new -ism.

Ultimately, it takes power away from the multinationals and production hubs like China and hands it back to craftspeople – those individuals rendered irrelevant by industrialization.

“This does not mean that anyone can make good design or that more rubbish can be produced,” Laarman says. “Just because everyone has a digital camera doesn’t mean that everyone is a photographer. I am not in favour of amateurism, but the way I envision the system working, the good will eventually be filtered from the bad.”  AMATEURISSIMO

Less Production Is Needed, Not More.

Statistics show that up until the Industrial Revolution, a similar amount of products were being produced every year. With industrialization came increased wealth and prosperity, which lead to massive increases in production. The result was more waste, more environmental damage  TREND: SCARCITY OF RESOURCES and a surge in unemployed artisans. The average Western person today has access to more things than Queen Victoria owned during her reign. “The tragedy is that the vast majority of what is being today made lacks creativity and quality and isn’t really needed,” Laarman says. “The over-production of mediocrity for the middle classes has created a difficult economic situation, and there is nothing that can be done about it within the current system.”

If digital design went local, imagine what this would mean for small producers. “Right now, most people are just talking about digital fabrication,” says Laarman, “but it is happening, and I think can eventually take over. I am not going to say it will change the world, but it will change the way things are made. 3D printing is still very limited,  AESTHETICS: 3D
especially in terms of materials, but as digital manufacturing technology evolves, anything is possible.”

One possible scenario would be for local communities to invest in technology. “There are already all kinds of initiatives popping up that give individuals the opportunity to start their own small production facilities,” Laarman says. “We are looking into setting up a sort of professional Fab Lab, for instance, where any design based on a digital blueprint could be mass-customized and made.”

It could work. The RepRap machine, for example, is an open-branded DIY 3D printing machine.  HELLO WORLD The RepRap is a machine that you can make yourself (and that can reproduce itself!)  REPRODUCTION that can in turn make other gadgets. “Right now, this sort of thing is the domain of geeks for geeks, but once it becomes more professional, it will be ready for more general usage,” Laarman says.

The average Western person today has access to more things than Queen Victoria owned during her reign.

Open source design and local digital fabrication could also revolutionize education, which has mostly become outdated and irrelevant. “We could tie the platform into trade schools,” Laarman says. “Education has fallen behind and kids are not being taught what is needed. Digital manufacturing should be taught in schools, especially at the vocational school level.”
These developments are slow, however, because open source design remains the great unknown, with many unanswered quandaries. The new, innovative nature of the ideas works both for and against them; instead of inspiring images of a world less controlled by branding and regulations, open source design ends up sounding chaotic, with too much choice and an over-abundance of experimentation and waste. Issues of copyright and profit-sharing scare off many, leaving a lot of the earliest experimental platforms looking unprofessional and insecure.  MANIFESTOS

But the problem for most of the current websites selling open source design is they lack professional participation. What’s needed is more of the best and most visionary design minds debating and devising ways to make it all work. “What is happening so far isn’t really making a difference, but it does show that there is huge potential,” Laarman says.

Creative Commons  CREATIVE COMMONS has made some interesting inroads. It is a new type of copyright that protects a designer (or anyone else) so that they can make licensing agreements with suitable producers or limit use of their ideas to personal use only. “It works in an idealistic sense if everybody plays nice,” says Laarman. It is still limited, though, and resembles a small-scale iTunes dominated by amateur musicians playing a limited number of instruments. What is needed next is a professional digital platform, or a network where people can meet, access and share information about how and where to have design digitally manufactured.

Digital manu­facturing should be taught in schools, especially at the vocational school level.

Make-Me .com

One exciting project already under way, albeit in its nascent stages, is Make-Me.com, a cooperative venture involving Laarman, the Waag Society, Droog Design and some early internet pioneers. For designers, it means uploading their design for general distribution. For consumers, it means being able to access and customize design. For local producers, it means using licensing agreements to make the things that people want. “It reduces our carbon footprints and allows for more customization,” says Laarman.

That is what we do. We take something from the past and shape it into something new.

Make-Me.com plans to operate like an app store. You go there to get what you want. Some of it is free and some of it is paid for; some are designed by amateurs and some by professionals. “The amateurs and the professionals have to compete against one another,” Laarman says. “You find the chair you want online via us and you go to the local Fab Lab to have it produced on the spot. The platform is linking consumers to craftspeople and digital fabrication tools.”

Make-Me.com as an open source platform is not limited to design. “It is for journalists, architects, businesspeople, scientists – even a place you could go to for a new haircut,” says Laarman. Big pharmaceutical companies, for example, don’t want to invest in research on diseases that only affect small numbers of people, because there is no money to be made. An open source platform could open up possibilities for DIY bio-labs where scientists and doctors could access research and make their own medicines. “Anyone can use Make-Me.com to distribute information in a new way.”

Designers, however, fear what all this means for them in terms of copyright. They think production companies protect their intellectual property, the quality of their designs, and guarantee them an income. What that fails to recognize is that copyright is a complicated question. Who really owns an original idea? Is anything truly and completely original? Every creative person pilfers and borrows ideas from everywhere; referencing what came before is a natural part of the creative process. “That is what we do,” says Laarman. “We take something from the past and shape it into something new.”  REMIX Via Creative Commons licensing, it might become possible to profit from someone stealing your idea.

What limits the scope of open source at this point goes beyond legal concerns. For it to work, a whole new economic model would need to be devised and accepted. Under the current system, a designer takes his or her design to a manufacturer, who makes it and then takes it to a shop that sells it. “If he is lucky, the designer gets 3% ex factory,” Laarman says. “The brand adds 300% and the shop doubles that again. It’s ridiculous how little of the cut a designer gets. If we used digital tools and changed the way stores work, the ratio would be able to favour creativity and the craftsman.”

However, test-driving a new model will require a platform like Make-Me.com. It has to be large scale, and it will need to attract big-name designers and brands so that people can see it working. It’s a tough chicken-and-egg situation: unless designers feel that their financial income and copyright dues are guaranteed, they are not going to take the risk – and without enough designers taking the risk, it will be virtually impossible to erect the solid infrastructure to ensure smooth, safe and legal operations. It will take a coordinated leap of faith from educational facilities, designers and craftspeople for anything like this to work.
None of these obstacles are insurmountable. What Laarman wants is to be a part of the experiment and to be a contributing member of that generation who will be defining the parameters and creating the way forward. It is that vision which distinguishes him from a lot of his contemporaries – he has the commitment and the patience. He knows that this is something big and wants to do whatever it takes to make it work. “Right now, I am making very expensive, limited-edition designs,” he says. “That is a good way to fund the experiments and start a business, but eventually what I’d like to be able to do is provide open source versions of my work for everyone. That is my goal.”

He knows he doesn’t have all the answers, but Laarman is working through all these problems one by one. “I don’t want to say that this idea could take over the entire production world,” he says, “but it can certainly help craftspeople to make things that are not standardized or mass produced. If a world-wide network of craftspeople grows, then this could potentially really change things.”

Closed Societies Fail

Whichever way you look at this, design cannot continue as is. Design reveals a lot about society, and closed societies fail; like organisms that shut themselves off from their environment, a society that shuns reality will eventually die. Likewise, closed design is outdated. Open source, whether it can be what designers want or even understand at this point, is one way for design to play a real role in building a new, more honest economy. A world with less mass production, less waste, less transportation and less standardized design  STANDARDS can only be interpreted as a win-win situation for all concerned.

Another decade of discussion is needed before open source design will ever be able to make a tangible difference. Interestingly, the same arguments being used against the phenomenon now are the very same arguments that were once used against the introduction of democracy. The ruling elite will always feel threatened by the idea of giving power to the people.

What I’d like to be able to do is provide open source versions of my work for everyone.

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ORCHESTRAL MANOEUVRES IN DESIGN / PAUL ATKINSON http://opendesignnow.org/index.php/article/orchestral-manoeuvres-in-design-paul-atkinson/ http://opendesignnow.org/index.php/article/orchestral-manoeuvres-in-design-paul-atkinson/#comments Fri, 27 May 2011 08:30:48 +0000 remko http://opendesignnow.org/?p=399 Continue reading ]]> Investigating the roots of open design and identifying its resulting technological, economical and societal changes, Atkinson contemplates the vast consequences this development will have for the design profession and the distribution of design.

Paul Atkinson

The concepts of open design – the collaborative creation  SHARE of artefacts by a dispersed group of otherwise unrelated individuals – and of individualized production – the direct digital manufacture of goods at the point of use – at first sound like something from a utopian science fiction film. And yet, here we are. We can now easily download designs  DOWNLOADABLE DESIGN from the internet, alter them at will to suit our own needs and then produce perfect products at the push of a button. Magic.

Back to the Future

In many ways though, there are huge similarities here to much older practices of production and consumption. The emergence of Do It Yourself  DIY as a necessity for many is lost in the mists of time, but defined as a leisure pursuit, a pastime, it emerged from a perceived need to ‘keep idle hands busy’. In the hours following a long working day, it acted only to bring the Victorian work ethic from the factory into the home. DIY = productive leisure.

In promoting DIY as an amateur pastime, the profes-sional practices of design (which had themselves only appeared a short while earlier) were democratized. The printing of instructional manuals in the form of popular DIY handbooks and magazines enabled anyone having developed the necessary hand skills (which were then passed down from generation to generation) to engage with creative design and production processes and make functional items for themselves.1 This process of democratization was not all plain sailing – it was one which was strongly rejected by the institutional bodies of various professions, all seeking to protect the livelihoods of their members, and was a source of tension in the relationship between amateur and professional which remains to this day.2

At first, technological developments in the design of tools and the development of new materials aided this opening up of professional practice. Some of the key turning points included the emergence of domestic versions of professional power tools, beginning with the electric drill,3 DIY and the ready availability of new materials such as hardboard, plastic laminates, ready-mixed paints and adhesives. At a time when many products in the home, from furniture to kitchen fittings and from radios to standard lamps, were produced in relatively small numbers from materials such as wood and metal, these developments effectively de-skilled production processes, meaning that the individual handyman could fairly easily design and build many of the products of everyday life. However, as the professions became more and more specialized and further removed from everyday activities, technology became more complex and esoteric and the mass production of injection-moulded plastic parts became the norm, the design and manufacture of many products moved beyond the capabilities of all but the most dedicated of DIY practitioners, and the creative process moved further away from the hand of the individual. Allied to this, the lack of free time in increasingly busy private lives, and the economies of scale involved in mass production provided further disincentives. Why bother to build a bookcase yourself, when a professionally designed, perfectly well made and highly finished self-assembly version can be bought for less than the cost of the raw materials?

DO IT YOURSELF CAN BE SEEN AS: PRODUCTIVE LEISURE.

This distancing of the professional from the amateur in part contributed to the cult of the connoisseur: the idea of the professional designer as one who knew what was best for everyone, no matter who they were. The grand narrative of modernist design sought singular perfection and brought an elitist view of ‘good taste’ to the forefront of any design debate. This view held sway and did not even begin to be dismantled until the realization in the 1960s that a single design solution could not possibly fulfil the requirements of such a wide and heterogeneous market, and that the relevance of any particular design was determined by its user, not its creator.4 Slowly, the opinion of the user grew in importance and more enlightened design practitioners began to promote user-centred design processes, where the observed requirements of the user formed the starting point of creative product development. The logical progression of this view can be seen in the more recent emergence of co-creation design processes, where the user is finally fully involved in the creative process leading to the products they eventually consume. It is a short step from co-creation  CO-CREATION or co-design to a position where users take on the responsibility for creative and productive acts in their entirety – a step which technology has now enabled everyone to make. In open design, the cult of the connoisseur has given way to the cult of the amateur:5 those who know themselves what is best for them.

The processes of technological development that have variously brought amateur and professional closer together or driven them further apart are now acting to potentially remove the barriers between the two completely.6 The open distribution network of the internet promotes an interactive and iterative process of creative design development amongst a globally dispersed group of potentially anonymous participants: a virtual band of individuals who can coalesce around a particular design problem, and who may or may not include design professionals.  COMMUNITY After ‘solving’ a particular design problem, the band dissolves, only to reform with a different membership around a new problem. Furthermore, the people in this virtual band have at their disposal advanced manufacturing capabilities.

The appearance of Rapid Prototyping  HELLO WORLD technologies in the mid-1980s, at first high-level and hugely expensive machines, allowed mass production processes requiring investment in costly tooling to be neatly sidestepped, making it possible to produce one-off products cost-effectively. Low-cost descendants of these – the designs for which are themselves disseminated and downloaded via the internet and made by hand – now enable the desktop manufacture of individualized products in the home.
DOWNLOADABLE DESIGN Technology has moved the goalposts from a position of co-creation to one where the user has the capability to completely design and manufacture products by themselves. It is a return, if you will, to a cottage industry model of production and consumption that has not been seen since the earliest days of the Industrial Revolution. What at first glance appears to be a futuristic fantasy is revealed, in fact, to be just the opposite: a recurrence of past ways of doing things.

Orchestral Manoeuvres

We have seen how this situation of open design and production occurred through the technological development of tools and materials, and a change in the standing of the individual’s opinion. Both factors increased in importance with the introduction of wide accessibility to the internet and low-cost machines for direct digital manufacture. We can safely assume that open source versions of these machines, such as the ‘CupCake’ CNC rapid prototyping machine produced by MakerBot Industries7, the desktop rapid prototyper ‘Model 1 Fabber’ from Fab@Home8, or the self-replicating rapid prototyper the ‘RepRap9’, will continue to grow in capability, becoming more and more efficient, more accurate and able to use a wider range of raw materials. Such is the nature of open development.10

IN OPEN DESIGN, THE CULT OF THE CONNOISSEUR HAS GIVEN WAY TO THE CULT OF THE AMATEUR – THOSE WHO KNOW THEMSELVES WHAT IS BEST FOR THEM.

It appears, then, that there are two physical aspects to be considered in making such technologies more acceptable to the wider public: the development of more user-friendly interfaces, or more intuitive systems for creating three-dimensional designs in the first place; and the distribution of materials in forms suitable for use in such machines. No doubt web-based supply infrastructures will appear as a matter of course as the demand for materials increases, but many current open design systems still require fairly high-level CAD modelling skills  KNOWLEDGE in order to produce designs in a digital form.

Since 2002, I have been leading research projects within the Post Industrial Manufacturing Research Group, initially at the University of Huddersfield and since 2008 at Sheffield Hallam University. This work has explored the development of effective user interfaces to enable the open design of products, with the express intention of increasing amateur involvement in the design process and reducing the distance between amateur and professional. It has pushed such technologies through projects by the industrial designer Lionel T. Dean11 and by the artist/maker Justin Marshall.12

Future Factories

The web portal of FutureFactories allowed observers to watch computer models of organic forms for products such as light fittings, candlesticks and furniture randomly mutating in real time, freeze the design at any point and save the resulting file for later production by rapid prototyping. Marshall’s Automake project went a stage further, and gave the user more ability to interact with the design by allowing them to manipulate various computer-generated mesh envelopes within which selected components would randomly be placed by the computer until a finished form appeared, which could then be printed. PRINTING Depending on the mesh chosen and the scale selected, the finished results could range from fruit bowls and vases down to bracelets and rings.

The exhibition I curated at the Hub National Centre for Design and Craft in May 2008  EVENTS  showed the results of both these projects and allowed visitors to the exhibition to try out the Automake software for themselves. The outputs created were first printed out as colour photographs, becoming part of a growing display wall. A selection of those photographs were printed in 3D  AESTHETICS: 3D by the industrial sponsor each week and added to the exhibition. Visitors returned again and again to see the expanding displays, with those whose work was selected and manufactured proudly bringing friends and relatives to see the results of their endeavours. These people said it was the first creative thing they had ever done, and that they could not have achieved it without the Automake system. The system enabled them to engage in a form of design and production that questioned their familiar relationship with the object.

Generative Software

Numerous systems that employ generative software and allow users to manipulate designed forms for pieces of jewellery and then have them produced by lost-wax casting or laser cutting followed soon after. One of the best known is ‘Nervous System’.13 Visitors to their site can either buy ready-made pieces created using their software, or run various simple interactive applets and manipulate screen designs based on organic structures such as amoebas, orchids, lichen and algae to create their own unique pieces, which can then be saved and manufactured by the supplier.
AESTHETICS: 3D The result is a growing open design library of unique but closely related forms. The code for the software is also released under a Creative Commons licence to encourage others to produce similar work.

THE graphic designer’s role has moved from creating fixed products to A more fluid digital presence, where they may not be totally in control of the content constantly being added to their original creation.

These examples underline the value of systems that allow complex three-dimensional forms to be created by users who, for very valid reasons of lack of time and inclination, are unlikely to develop the type of Computer-Aided Design skills and 3D design awareness required on their own. The development of systems to help and support such people in the creation of their own designs should not be seen as a threat to professional designers – who might see their widespread adoption as an affront to their creative expertise and high-level training – but as an opportunity to retain key roles in the design of products. It would seem certain that the role of the designer in this situation will change rather than disappear altogether, and that this change in role will bring with it the requirement for a change in the attitude of the designer with respect to their relationship with the finished object, as well as in their relationship to the amateur user. Traditional models of authorship and ownership and the existing legal structures over rights and liabilities do not sit well with open systems of design and production, and trying to maintain them will only lead to heartbreak and disappointment. These lessons have already been learned in the allied creative industries of graphics, film and music production as they have tried to protect their income streams, and need to be heeded here.14

Graphic designers have had to learn to cope with the fact that anybody with a computer and the right software has access to the means to create and produce high-quality, finished pieces of graphic design (although the nature of the systems in place often fails to help lay users create anything that would be mistaken for ‘professional’ work). In many instances, the graphic designer’s role has moved from creating fixed, printed products to originating and possibly maintaining a much more fluid digital presence such as websites, where they may not be totally in control of the content constantly being added to their original creation.

The issues that the music industry has had to deal with include not only the enormous and unsettling changes to the processes of how their end products are distributed, but also the opening up of the existing processes of sourcing new, original material. The role of the A+R (Artist and Repertoire) person – acting as a ‘professional’ arbiter of taste and a filter between the plethora of bands aiming to get recording contracts and those that actually get them – has been replaced by the self-promotion and distribution of music by bands acting as their own producers, which is then filtered first-hand by potential listeners as part of a global online audience. Similarly, film studios have been subjected to huge amounts of ‘amateur’ AMATEURISSIMO material being made widely available through websites such as YouTube, which is filtered by enormous numbers of viewers rather than by a director.

The analogy alluded to here, between the role of the designer and the role of the film director, music producer, or orchestra conductor for that matter, is a good one. While the director is recognized as the creative force behind the film, it is widely understood that the process of film production is intrinsically a team effort of co-creation  CO-CREATION involving a large cast of equally creative individuals. Likewise, an orchestra cannot function well without a conductor, but while the conductor’s role is key, the quality of the orchestral music produced relies on the active involvement of all the musicians. Perhaps what we are seeing here is the transition of the designer’s role (which in reality has more often than not been one of co-creation in any case, working as they do with teams of engineers, ergonomists, marketing experts and a host of others) to a role more akin to that of a film director or orchestra conductor – with the cast or orchestra in this instance including every end user. The professional designer, I suspect, will become an agent of design, with the audience of end users selecting which designer’s system they wish to employ.

The professional designer will become an agent of design, with the audience of end users selecting which designer’s system they wish to employ.

This anticipated change of role would potentially have a huge impact. The relationship between the designer and the objects they initiate will change, as they might never see or even be aware of the results of their endeavours, changed as they will be by users to suit their own needs.  HACKING DESIGN The relationship between the user and the products they own changes too, as they move from being passive consumers of designed products to active originators of their own designs. Indeed, the terms ‘amateur’ and ‘professional’ may well disappear as we move into this ‘post-professional’ era. Design education will also have to change its curriculum, perhaps moving closer to the learning style used in craft training – teaching students to create more meaningful, individual pieces rather than huge numbers of identically mass produced products. Designers will have to learn to develop systems that will be used by others rather than trying to remain the sole author of their own work. And while it might seem daunting for the designer to be further removed from the end product they design, it is in fact a huge opportunity for the designer to become far more closely involved with the process of production than before, with all the associated knowledge and awareness of material quality and behaviour that implies. The challenge will be to create systems that enable the design integrity of the end result to be retained and perhaps the identity of the original design intention to be perceived, while still allowing a degree of freedom for individual users to adapt designers’ work to their own ends.

These orchestral manoeuvres in design will change everything for everybody, but while there may be troubles ahead, it is not all doom and gloom. The innate ability of design to adapt to change will surely be its saviour.

NOTES
1 See Atkinson, P, ‘Do It Yourself: Democracy and Design’, Journal of Design History, 19(1), 2006, p. 1-10.
2 “[P]rofessional attitudes to [amateur design] activities have continued to oscillate between fear and admiration.” Beegan, G and Atkinson, P, ‘Professionalism, Amateurism and the Boundaries of Design’, Journal of Design History, 21(4), 2008, p. 312.
3 Wilhelm Emil Fein invented the first electric hand drill in 1895. (www.fein.de/corp/de/en/fein/history.html, accessed 30 September 2010) The device was developed into the ‘pistol grip’ format common today by Black & Decker in 1916, as they were simultaneously working on producing the Colt pistol. After noticing war-time factory workers were borrowing electric hand drills to do jobs at home, they launched a lightweight domestic version in 1946 (www.blackanddecker100years.com/Innovation/, accessed 30 September 2010).
4 Sir Paul Reilly, Head of the Design Council in the UK, wrote in 1967: “We are shifting perhaps from attachment to permanent, universal values to acceptance that a design may be valid at a given time for a given purpose to a given group of people in a given set of circumstances, but that outside these limits it may not be valid at all.” Reilly, P, ‘The Challenge of Pop’, Architectural Review, October 1967, p. 256.
5 ‘The Cult of the Amateur’ is the title of Andrew Keen’s polemic 2007 book, which urges caution in allowing the user too much authority in any creative field if the status quo is to be maintained.
6 See Atkinson, P, ‘Boundaries? What Boundaries? The Crisis of Design in a Post-Professional Era’, Design Journal,
Vol. 13, No. 2, 2010, p. 137-155.
7 makerbot.com
8 fabathome.org
9 reprap.org
10 Charles Leadbeater, in his seminal book on open design We-Think, gives a variety of examples (including an excellent case study of the Cornish Steam Engine) where collaborative open development has created a much stronger and more successful end product than a protected, closed design. See Leadbeater, C, We-Think: Mass Inno­vation, not mass production, Profile Books, (2nd Ed. 2009), p. 56.
11 futurefactories.com
12 www.automake.co.uk
13 n-e-r-v-o-u-s.com
14 As Tadeo Toulis wrote: “Failure to appreciate DIY/Hack Culture is to risk having professional design become as irrelevant to the contemporary landscape as record labels and network television are in the age of iTunes and YouTube.” Toulis, T, ‘Ugly: How unorthodox thinking will save design’, Core 77, October 2008
(www.core77.com/blog/featured_items/ugly_how_unorthodox_thinking_will_save_design_by_tad_toulis_11563.asp, accessed 30 September 2010).
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Amateurissimo http://opendesignnow.org/index.php/visual_index/amateurissimo/ http://opendesignnow.org/index.php/visual_index/amateurissimo/#comments Thu, 26 May 2011 10:00:19 +0000 remko http://opendesignnow.org/?p=260 Continue reading ]]> Isn’t the distinction between professional and amateur strange? It takes more than average skill to engineer a drag racer. Amateur involvement ensures the survival of informal knowledge and is an important force in open design. The unrestrained and playful attitude levels complex technicalities with ease, finding its ultimate expression in amateurissimo, making the most baroque of DIY culture. As work and private life become increasingly intertwined, amateurissimo will make for a highly innovative market power, with YouTube as the engine that drives it.

BANNED PARODY OF CCTV GALA BY BEIJING LOCALS, CHINA


Source: globalvoicesonline.org/2009/02/05/china-shanzhai-spring-festival-blocked/

BANNED PARODY OF CCTV GALA BY BEIJING LOCALS, CHINA


Source: globalvoicesonline.org/2009/02/05/china-shanzhai-spring-festival-blocked/

YOU, AS TONY STARK, AS IRON MAN  >  INTRODUCTION/ MARLEEN STIKKER


Jamo G ➝ www.instructables.com/id/you-as-tony-stark-as-iron-man-a-costume/

ELF EARS


Laminterious ➝ www.instructables.com/id/body-mod-elf-ears

CHOOSE YOUR OWN KNITTING GRANDMA


Meredith Swaine, ‘the knitting nanny’

CASE MODDING: YOUR PC BECOMES A CARTOON CHARACTER


Luis Ricardo ➝ www.flickr.com/Photos/lricardo75

CASE MODDING: YOUR PC BECOMES A TOY CAR


Luis Ricardo ➝ www.flickr.com/Photos/lricardo75

ROBOFANATICS: THE MOBILE BAR ROBOT


Jamiep ➝ www.instructables.com/id/build-a-mobile-bar-bar2d2

ROBOFANATICS: INDIVIDUALITYBOT


Artqney ➝ www.instructables.com/id/individuality-bot

PIMP MY WHEELS


Author unknown

PIMP MY GRILL


Espen klem→ www.flickr.com/people/eklem/

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Introduction / Marleen Stikker http://opendesignnow.org/index.php/article/introduction-marleen-stikker/ http://opendesignnow.org/index.php/article/introduction-marleen-stikker/#comments Tue, 03 May 2011 13:02:52 +0000 remko http://opendesignnow.waag.org/?p=19 Continue reading ]]> The pioneers of our time are not taking the world at face value, as a given from outside; rather, they see the world as something you can pry open, something you can tinker with.

Marleen Stikker

In his novel The Man Without Qualities, Austrian author Robert Musil describes two ways of thinking and interacting with the world.

“If you want to pass through open doors you have to respect the fact that they have a fixed frame: this principle is simply a prerequisite of reality. But if there is a sense of reality then there must also be something that you might call a sense of possibility. Someone who possesses this sense of possibility does not say for example: here this or that has happened, or it will happen or it must happen. Rather he invents: here this could or should happen. And if anybody explains to him that it is as it is, then he thinks: well, it probably could be otherwise.”  1.

Possibilitarians think in new possibilities, and get all excited when things get messy and life becomes disorderly. In disruption, possibilitarians see new opportunities, even if they do not know where they might lead. They believe, with Denis Gabor, that “the future cannot be predicted, but futures can be invented” 2 .

Realitarians are operating within a given framework, according to the rules that are given, following to the powers there are. They accept the conditions and the institutions as given, and are fearful of disruption.

Whether a person is a possibilitarian or a realitarian has nothing to do with their creativity. People representing these frames of reference can be found in all professions: entrepreneurs, politicians, artists. In fact, art and design are not avant-garde by definition, and it would be overstating the matter to claim that innovation is an inherent quality in the arts – or science, for that matter.

It would equally be wrong to think that all realitarians are reactionary. There are many different kinds of realitarians. Some play with the given rules, finding better ways to use them, making them more efficient, increasing their moral justice and fairness. Others want to cover all eventualities, seeking to keep everything under control in neatly written scenarios that contain no surprises whatsoever.

When it comes to open design, possibilitarians are enticed and enthused by the new opportunities it could bring, even if they do not know exactly what open design will become, or where it might lead. ACTIVISM Possibilitarians see the disruption that open design brings to the design world, and respond by embracing the potential that is inherent in that disruption.

Possibilitarians engage in open design as a process, trusting their own abilities to guide that process. And as possibilitarians, they pursue strategies to be inclusive, to involve others, to build bridges between opposite positions: North-South, old-young, traditional-experimental. Possibilitarians represent a sharing SHARE culture which is at the core of open design. As such, they trust others to make their own contributions and to build upon what has been shared. Trust, responsibility and reciprocity are important ingredients in an open, sharing culture. These factors have been discussed at length in relation to software development; the debate has been revived in the context of the ongoing informatization of society. As with open data, open design will have to address these questions. And as with open data, open design will have to involve the actual end users, not organizations, panels or marketers. Design will have to identify the fundamental questions, which supersede the design assignments issued by mass-producers or governments. And design will have to develop a strategy of reciprocity, particularly when objects become ‘smart’ parts of an interconnected web of things, similar to the emergence of the internet.

OPEN DESIGN WILL HAVE TO INVOLVE THE ACTUAL END USERS, NOT ORGANIZATIONS, PANELS OR MARKETERS.

Open design will have to develop its own language for trust. What are its design principles, its ethics, the responsibilities it entails? MANIFESTOS Although a clear answer to these questions is currently lacking, this absence does not prevent possibilitarians from engaging with open design. They know that this trend is not about a dream of the world as a better place, a dream which could too easily be stigmatized as naive and utopian. Possibilitarians also know that only by taking part in the process, by participating and by giving it a direction can those answers be found.

OPEN DESIGN CAN BE VIEWED AS THE LATEST IN A LONG LINE OF SIMILAR DEVELOPMENTS, STARTING WITH THE FIRST PCS – THE ATARIS, AMIGAS, COMMODORES AND SINCLAIRS – THE ARRIVAL OF THE INTERNET, OF MOBILE COMMUNICATION.

Realitarians, in contrast, respond to open design with fear and mistrust. When a fretwork artist recently realized that a laser cutter could achieve within hours what took her four months to cut, she was extremely disappointed and angry with the machine. The positive effect that the machine could have on her work only occurred to her later. This is the Luddite revived, the fear of the machine that might threaten a person’s livelihood, that could render irrelevant an individual craftsman’s contribution to culture and society.

Realitarians fear that all the energy it costs to create something might be wasted; that the time and effort it took e.g. to write a book would be pointless, that anyone could just go and copy it. Fundamentally, they fear that someone else could commercially utilize something that they have contributed to the public domain. Even Creative Commons CREATIVE COMMONS takes on a threatening aspect in this context, creating a concern that the author will no longer be able to control fair use. Or a designer might argue that open design could result in loads of ugly products, expressing a concern that if anyone can do it, amateurs AMATEURISSIMO willpollutethebeautifulworld of design. This is the realitarian speaking.

We’ve had this discussion in other domains, in other areas: it arose in relation to hacking, and we’ve experienced it over and over in media and journalism – in the 1960s with the pirate radio stations, in the late 1990s with the advent of blogging. Now it has emerged in the domain of design.

Open design can be viewed as the latest in a long line of similar developments, starting with the first PCs – the Ataris, Amigas, Commodores and Sinclairs – the arrival of the internet, of mobile communication. TREND:NETWORK SOCIETY It is often the same people who are involved in these initiatives again and again. These are the pioneers of our time, people with that hacker- artist-activist attitude. They are not taking the world at face value, a given from outside; rather, they see the world as something you can pry open, something you can tinker with.

So they started to experiment. GRASSROOTS INVENTION The first computers gave them a feeling of autarchy. 17 Suddenly, they were able to use desktop publishing; they produced their own newspapers, they were typesetters, they took responsibility – they got organized and put their opinion out there. This was the first DIY DIY movement that was a parallel campaign. In contrast to the Parallel aktion in Musil’s novel, it happened beyond the confines of discussion circles: squatting became a parallel movement to the housing market, and they established their own, alternative media infrastructure. In all likelihood, the dynamic of the internet helped it happen. Indeed, in the Netherlands, the first opportunity to experience the internet was created by a possibilitarian movement – De Digitale Stad (the digital city) in Amsterdam. Commercial internet access became available much later.

Open design is rooted in information and communication technology, giving us all the instruments to become the one-man factory, the world player operating from a small back room. Despite this semblance of easy access, many of these resources require the user to be extremely tech-savvy. In addition, purposeful and effective utilization of these resources requires considerable social skills and expertise in social engineering. This combination of technical and social skills is extremely interesting and very rare. Tech-savvy usually carries the connotation of nerdy, socially handicapped and awkward at communication, while the socially adept are generally assumed to lack technical skills.

A similar schism is strikingly evident in education. As a media student, you might finish your degree without ever having made anything yourself, or being responsible for a product. You may have spent your time studying games made by other people, instead of learning to make good games. As a vocational student learning a trade, you might end up sitting at old machines the whole time, never getting to see a 3D printer, or only encountering these relevantly recent developments at the end of your education, or in an external module instead of in the core programme.

In fact, it may be argued that there is a fundamental dichotomy in society, an essential separation between the field of making and the field of science. There is too little science in making, and too little making in 18 science; these two fields are far too disconnected.

Examples of the opposite are emerging, and the connection between modern technology and craft traditions is sometimes aptly named hyper-craft. The implications for education are huge, and hyper-craft broadens the perspectives in education – not only for design, but for all crafts. Hyper-craft as a practice of open design is not primarily concerned with the objects that are being made. Its focus is on the process of making itself and the responsibilities that makers take – for the monsters they may be creating, for the process of creating, and for the ingredients used. PRINTING

Recently, a vocational school in the Dutch province of Brabant took the idea of the Instructables Restaurant and used it as a blueprint for a cross-over programme that combined elements of their hotel and catering education and their design education. Together, they realized an Instructables Restaurant for the CultuurNacht event – students created furniture based onblueprints BLUEPRINTS theyhaddownloadedand cooked meals prepared according to online recipes. The restaurant served 1500 people that night. The school made a smart addition to the very classical trade of cooking, adding more dimensions, more layers, and creating their first open curriculum.

The agenda of open design – increasing transparency in the production chain, talking about responsibility – is certainly a political agenda. Open design is part of today’s possibilitarian movements, such as open data provided by governments seeking greater transparency. The potentially extreme effects of open information initiatives like Wikileaks are becoming apparent in the enormous backlash affecting the people involved. This is a manifestation of the clash between two worlds: the people operating within the bounds of ‘reality’ fighting back against the challenge to their system.

WHEN ACADEMIC KNOWLEDGE STARTED TO DISAPPEAR BEHIND THE PAYWALLS OF LARGE PUBLISHERS, THE OPEN ACCESS MOVEMENT CREATED NEW WAYS TO MAKE IT ACCESSIBLE AGAIN FOR EVERYBODY.

Open design may appear less extreme: designing is seen as more friendly, more creative, more playful. Much of the unfairness in the field of open design is ‘petty injustice’. These incidents include small production runs that are impossible or prohibitively expensive in a mass-production environment – or manufacturers accustomed to mass marketing who decide what will be included in their collection.

These forms of petty injustice are certainly not the only problems in open design, however; there are also profit-driven corporations limiting technical and design solutions, preventing new possibilities from being put to good use. This immediately invokes the global dimension of open design. When international trade agreements become a guise for Western corporations to privatize indigenous knowledge, activists ACTIVISM and librarians deploy open design strategies, documenting and codifying this knowledge and developing protection mechanisms such as the Aboriginal and Torres Strait Islander Library and Archive Protocols in Australia.

When sustainable solutions are locked away in patents, initiatives such as the GreenXchange started by Creative Commons and Nike facilitate easy licensing schemes. When academic knowledge started to disappear behind the paywalls of large publishers, the Open Access movement created new ways to make it accessible again for everybody.

When transnational supply chains blur the provenance of raw materials and the labour conditions of mining, harvesting and manufacturing, fair trade campaigns advocate transparency and propose alternatives, for example the Max Havelaar product range or the Fairphone project.

Disrupting these macro-political movements that privatize the commons or control access to the public domain is the major challenge for open design. An effective response to that challenge starts with understanding and reflecting on what we are doing when we make things.

  1. Musil, R, The Man without Qualities. 1933. Trans. S. Wilkins. London: Picador, 1997, p. 16
  2. Gabor, D, Inventing the Future. London: Secker & Warburg, 1963. p. 207
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