Open Design Now » downloadable design 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 / BAS VAN ABEL http://opendesignnow.org/index.php/case/unlimited-design-contest-bas-van-abel/ http://opendesignnow.org/index.php/case/unlimited-design-contest-bas-van-abel/#comments Fri, 27 May 2011 09:55:57 +0000 remko http://opendesignnow.org/?p=473 Continue reading ]]> (Un)Limited Design contest
Experimenting with Open Design

Bas van Abel

Open design covers an extensive area and its contours are not yet clearly defined, making it difficult for designers to come to grips with the developments. One of the most tangible open design experiments was the (Un)limited Design Contest, which challenged the designers to try something out and experience for themselves what happens next. Alexander Rulkens (Studio Ludens), 1 Sylvie van de Loo (SEMdesign) 2 and Goof van Beek 3 share their experiences.

All designs that were submitted were made with digital manufacturing technology, using machines that turn digital designs into physical products. Digital manufacturing offers the designer many new possibilities. Professional designer Sylvie van de Loo used a computer-controlled laser cutter to create her Fruit bowl 128DOWNLOADABLE DESIGN The bowl is constructed from 128 pieces cut out of cardboard. Her initial idea was to work out a prototype of the bowl in clay. As she was drawing the bowl in 3D on the computer with a friend, she began checking the possibilities for manufacturing the product digitally. For this, she went to the Fab Lab in Utrecht.

Sylvie: “I’ve been in the Fab Lab before, but I didn’t see the potential for my own work at that time. I thought it was all a bit too technical; I felt that a creative approach was lacking. Now I’m discovering that the technique is an important source of inspiration to me.” Sylvie took the advice to turn her bowl into a technical drawing program, which was capable of breaking the 3D form up into sectional planes with a specific width. This approach allows her to generate forms for different materials, which are then cut out with the laser cutter.
AESTHETICS: 2D It is a fairly technical process, which has had an important influence on the creative process and was one of the deciding factors in the final form and appearance of the end product.

Sylvie: “Working with the laser cutter was really a revelation for me. What a cool machine! Anything is possible. You can form 3D layers out of 2D layers. It’s very precise, and you can engrave the most beautiful forms with it. Because you yourself get to work with the prototyping technology, the process of making it is a valuable addition to the final design. If I hadn’t had the chance to experiment with the machine, the definitive form and choice of material would never have occurred to me.”  HELLO WORLD

But still, designer Alexander Rulkens van Studio Ludens feels there is a great deal of room for improvement in how people gain access to the designing process and machines.  ARCHITECTURE Alexander: “I think the Fab Lab concept can benefit from better interfaces to wield the great power that the technology can give.” He didn’t submit a product for the contest; instead, he submitted a software tool that enables everyone to create their own design easily.

Sharing for Yourself

It’s clear that access to technology offers new possi-bilities, but what possibilities does sharing creative work offer the designer? Goof van Beek won the design contest in 2009; his design received extensive publicity. Goof: “It’s fun when people come up and talk to you because they saw your design somewhere. I’m not sure if it really was the open nature of the design that gave the dress the amount of attention that it got, but it was a good first introduction to the reality outside the environs of my study. Meanwhile, I have been approached to take part in an exposition.”

It could be that the conditions of the contest played a role in this: under the (Un)limited Designs terms, the design could be published and shared without prior approval from the  DESIGNER designer. On the one hand, this made it possible for the designers to establish a name for themselves more quickly, and a company that finds the product interesting knows who to go and talk to. However, it also means that designers have given their permission for others to adapt the design and publish their derivative design. “It is a bit scary, but it also has its advantages,” says Sylvie. “The bowl is finished as far as I’m concerned, and I think it’s really great that someone else could pick it up and give it their own twist.”

She isn’t afraid this openness will stand in her way as a designer or harm her business interests. Sharing the design also associates her with the product as the original designer – and even if a design hasn’t been explicitly shared, the designer still always runs the risk of ideas being stolen.

Alexander emphasizes that it’s not just a business matter. Alexander: “The major benefit of sharing is the opportunity to get feedback on your thought and design process early on. You are opening yourself up to the knowledge of others, to different perspectives, which you need as a designer to come up with ideas that are relevant to society. The fact that your design is open to improvement ultimately means that it will be better suited to the people who are going to use it in their day-to-day lives.”

Signature

But looking at the entries in the design contest, only three products were submitted in the ‘fusion’ category. It’s a category that provides incentives for the re-use and re-interpretation of designs that had already been submitted.  REMIX Sylvie and Goof both expect that this has to do with the importance of the designer’s signature style, especially in a contest. Sylvie: “There is a difference between what you use from other designs as an inspiration for your own design, and basing your design entirely on somebody else’s. Originality is important to a designer, and designers aren’t used to explicitly recognizing others for contributing to their design. This makes us choose the safe way by inventing something new.’ Goof: “It’s strange that we don’t consider improving somebody else’s product a challenge, because I would really like to take a few designs in hand in my surroundings. I do know several designs that I think could be done better.” Sylvie thinks that education has an important role in forming this attitude. Sylvie: “At the academy, we were encouraged to be original by creating work that is unique and distinguished.  DESIGNERS I never saw any–one literally taking an existing design as a starting point for a personal interpretation or addition. Maybe we still consider ourselves too good to do that.”

Alexander has a somewhat more radical view. He believes that open design will essentially change the role of the designer. Alexander: “Designers will have to start listening better in a world where the designer doesn’t make the design decisions, but rather facilitates the process of designing decisions.” The meaning of a signature style is changing, as is the way in which we handle that signature style. Alexander: “We have to move towards a system where a person’s contribution to a design can be measured and that person can be given proper credit for their efforts. This means that the designer has to let go of the feeling that “it was my idea”.

It is not yet possible to draw hard and fast conclusions from the results of the (Un)limited Design Contest, EVENTS but it is clear that the designers will engage in the challenge. The most valuable aspect of this kind of experiment is that it enables us to explore certain aspects of open design. In the first edition of the contest, the question was still whether designers were willing to throw open their own design. The emphasis in the second edition was on compound products; the challenge for the third edition will probably be achieving a design dialogue between the contestants.

unlimiteddesigncontest.org

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SHAREABLE / NEAL GORENFLO http://opendesignnow.org/index.php/case/shareable-neal-gorenfeld/ http://opendesignnow.org/index.php/case/shareable-neal-gorenfeld/#comments Fri, 27 May 2011 09:54:54 +0000 remko http://opendesignnow.org/?p=469 Continue reading ]]> SHAREABLE
Open Design for an Access Economy

Neal Gorenflo

Like any innovation, open design by itself is neither good nor bad. Its social value depends entirely on how it’s used. It can be used for the common good, or it can be used to destroy the human and biological communities we depend on for survival.

The latter would not only be tragic, but boring. We deserve a better story than this! Our species has already accrued 2.5 years of ecological debt. 1 And the debt is mounting rapidly – this year we’ll use an estimated 150% of the resources the earth can generate. 2 TREND: SCARCITY OF RECOURSES Despite this profligate level of resource use, a billion of our fellow passengers on Spaceship Earth live in extreme poverty. This is an EPIC FAIL!

So the question is: how can you help reverse ecological debt and raise a billion people out of poverty? This is a challenge worthy of your remarkable ingenuity. Sure, there’s time to create that sculpture of Obi-Wan Kenobi with your 3D printer, but set aside some time for this EPIC WIN too! Don’t you think our species has more exciting places to go than oblivion? Let’s look at the problem at the level of products for a possible road map.

What’s obvious is that we don’t need more stuff. 99% of the stuff humans make becomes trash after just six months. 3 And most of our stuff is idle most of the time. For instance: Cars are idle an average of 22 hours a day; Power drills are used an average of 20 minutes total; Most lawn mowers are used 4 hours a year. 4

Learning from Car-sharing

So what can we do about this? Car-sharing offers a clue. Duh, we should share! Car-sharing statistics show the positive change that could come from an access economy, one where products are services accessed on demand  DOWNLOADABLE DESIGN by users. A 2010 study 5 of over 6,000 North American car-sharing members found that 51% joined who didn’t have a car but wanted access to one. Almost a quarter of members shed a car, 1,400 cars total. A 2004 UC Berkeley study of City Carshare 6 found that members drove 47% less after joining and saved 700,000 pounds of CO2 emissions. If you’re wondering if car-sharing makes things worse by increasing access to cars, consider that the average ratio of users to cars in North American car-sharing systems is 1:24. 7 Compare this ownership in the US where cars outnumber drivers by 1.2 to one. 8 And more benefit is coming – car-sharing companies 9 are partnering with ride-sharing companies to increase the number of passengers per car rental.

I don’t know of another innovation that increases access to a resource and decreases the environmental footprint. Our environmental and energy crises have some people thinking we must scrimp to survive. Sharing offers a better story – it suggests that we can live well and still reduce our footprint.

But the impact goes beyond material concerns. Research shows 10 that sharing makes us happy and can prolong life.  SHARE In addition, the New Sharing Economy study 11 done by Shareable Magazine 12 and Latitude Research 13 showed that car-sharers share across dramatically more categories than non-car-sharers – 11 versus 8. Not only does sharing offer many benefits, it also begets more sharing. Now that’s an elegant hack.

The news gets better – entrepreneurs are applying the car-sharing template  TEMPLATE CULTURE to a wide range of assets that include parking spaces, 14 planes and boats, 15 camera lenses, 16 textbooks, 17 children’s clothing, 18 handbags, 19 spare rooms 20 and houses, 21 office space, 22 household items, 23 and a lot more. 24 What’s more, the New Sharing Economy study suggests there’s a big future in sharing – 75% of participants felt that their sharing of material goods will increase in the next five years. Rachel Botsman, 25 author of Collaborative Consumption, 26 believes that the access economy could be as big as the Industrial Revolution. REVOLUTION

So I invite you to help build the access economy. Aside from that sculpture of Obi-Wan Kenobi, there may be no better use of your talent.

shareable.net/

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IKEA HACKERS / DANIEL SAAKES http://opendesignnow.org/index.php/case/ikea-hackers-daniel-saakes/ http://opendesignnow.org/index.php/case/ikea-hackers-daniel-saakes/#comments Fri, 27 May 2011 09:50:20 +0000 remko http://opendesignnow.org/?p=451 Continue reading ]]> IKEA HACKERS: THE LAMPAN
Opportunities for ‘New’ Designers Bring Challenges for ‘Old’ Designers

Daniel Saakes

At the beginning of the 20th century, when standardization successfully separated design from manufacturing, a new profession emerged: the industrial designer. Industrial designers cater to mass production by making trade-offs between engineering, human factors, design constraints and marketing. Today, new ways of manufacturing and distribution are emerging that can effectively scale mass manufacturing down to small series of products marketed over the internet, or even unique products manufactured at home.

With these modern methods of fabrication and distribution, end users will participate as designers, and producers will be able to make their own trade-offs. It would not be overstating the matter to say that the traditional skills of the industrial designer will change fundamentally.

As an experiment, I designed a lamp, in the form of an ‘IKEA hack’.  HACKING DESIGN IKEA hackers are people that repurpose IKEA products to create personalized objects. In contrast to ‘everyday creativity’, 1 they share their results online. Due to the standardization STANDARDS and global availability of IKEA products, hacks can be reproduced by other people anywhere in the world. I shared  SHARE my lamp design online on the Instructables website, a popular place to share everyday knowledge and skills.

For me, sharing the design turned out to be more challenging than making the design. I was designing not only for users, but also for makers. I wanted to take into account the availability of materials and the level of expertise that my makers would have, with the aim of designing for optimal reproducibility. What, for instance, are globally available, safe ways of connecting electrical wires?  WYS ≠ WYG Reading the online discussions and comments posted by people making the lamp made me realize my responsibility.

I was amazed by the amount of people willing to void warranty, who felt confident that they would successfully be able to reproduce a lamp design that they found on the internet. After all, DIY disasters cannot be returned to the store. Also, I was surprised to find that makers made my lamp exactly as I had designed. I had secretly hoped to see new solutions and adaptations to the posted design.  REMIX Then again, it is possible that makers had no incentive to adapt the design, or no incentive to share designs online. 2

Similar to the way that IKEA hacks adapt existing products, desktop manufacturing will give end users the tools to make professionally produced products tailored to their preferences, without the need for compromises aimed at satisfying a large market.  DOWNLOADABLE Currently, the design software to cater these technologies remains in the realm of professionals. The challenge is in adapting the software to the end user’s needs, ensuring design freedom and including validation of engineering and human factors; SketchChair.cc is an example of how these parameters can be incorporated. Desktop manufacturing facilitate user confidence, allowing designers to benefit from many iterations and affordable prototyping.

The challenge for the industrial designer will thus be in metadesign: designing for the ‘new’ designer: the empowered end user. Traditional designers will design the tools and techniques to support end users, as the designers and makers of the products they need, want and desire.

www.ikeahackers.net

www.sketchchair.com

www.instructables.com/id/Big-lamps-from-Ikea-lampan-lamps

  1.  Wakkery, M, ‘The Resourcefulness of Everyday Design’. Available online at www.sfu.ca/~rwakkary/papers/p163-wakkary.pdf
  2. Rosner, B, ‘Learning from IKEA Hacking: ‘I’m Not One to Decoupage a Tabletop and Call It a Day’’. Available online at people.ischool.berkeley.edu/~daniela/research/note1500-rosner.pdf
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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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DO IT WITH DROOG / ROEL KLAASSEN, PETER TROXLER http://opendesignnow.org/index.php/article/do-it-with-droog-roel-klaassen-peter-troxler/ http://opendesignnow.org/index.php/article/do-it-with-droog-roel-klaassen-peter-troxler/#comments Fri, 27 May 2011 08:40:09 +0000 remko http://opendesignnow.org/?p=419 Continue reading ]]> Renny Ramakers talks about Droog’s latest project Downloadable Design, about making money, designing for the masses, the development of the design profession, and Droog Design’s recent experiments and research in sustainability, local production, co-creation, upcycling and collective revitalization of the suburbs.

Roel Kaassen Peter Troxler

Roel Klaassen: Looking at recent and future developments in design in the Netherlands, Droog has played an important part, perhaps even a key role. One of your latest projects is about design that can be downloaded. Are you giving your designs to users so they can modify them?

Renny Ramakers: We started the Downloadable Design DOWNLOADABLE DESIGN project together with Waag Society because we saw that designers these days make products that could be downloaded very easily, but aren’t available for download. Take Jurgen Bey’s design for our store in New York, for example. Even though it’s based completely on laser cutting, it is constructed from so many parts and its assembly involves so much manual labour that it is not possible at this stage to offer it as a downloadable design.

We’ve seen the idea of flat-pack products that you assemble yourself, and are seeing the growth of the 3D printer,  PRINTING which can now be used to create physical objects from various designs. These concepts looked interesting, so we thought: let’s see if we can build a platform for these kinds of designs. Together with early internet pioneer Michiel Frackers and designer Joris Laarman, we are now working on the realization of this platform, which will be released as Make-Me.com.

We set up the project with the aim of achieving a number of goals. First, we wanted to eliminate some of the many steps between design and production, so the products become cheaper, similar in a sense to what IKEA has done. Compressing the process is an important reason. We know from our experience with producing designs that it may take up to two years before a finished product reaches the shops. Two years is a tremendously long time, so it’s interesting to explore whether designers would be able to design products without this second part of the process. It could be a very interesting development. Second, if you produce locally, you cut down on the need for transport. Reducing transport adds an ecological benefit. Third, local production on demand means that you don’t need to have your products in stock. This constitutes an economic advantage. From the consumer’s perspective, providing everybody access to design products also has value. Design is everywhere: even the most inane magazines feature design. However, a high level of design isn’t available to most end users; our products are just too expensive for the people who read those magazines. As a result, people end up going to stores like IKEA. We think that Downloadable Design will make it possible for us to bring our products within reach for people who would not otherwise be able to afford them. All these end users would have to do is assemble the product themselves.

Take Jurgen Bey’s design for our store. Even though it’s based on laser cutting, it is constructed from so many parts and its assembly involves so much manual labour that it is not possible at this stage to offer it as a downloadable design.

This leads me to another aspect: do it yourself, or DIY.  DIY There are countless DIY shows on TV; DIY is everywhere. So we thought: what if we not only made design products cheaper, but also introduced more variety. How many times have you found almost the perfect table, but it’s only 80 cm wide and you need a table that’s 90 cm or 120 cm wide to fit in your living room? In so many cases, your house is too small or too big for the standard sizes. What if you could adapt all these measurements to suit your space? That would be hugely practical, much more functional. Or you could choose your own colour, to make it your own thing. Downloadable design is also a form of co-creation.  CO-CREATION

Challenging the creativity of designers is yet another reason, and a very important one. Designers have to adapt their design process to the platform. They have to figure out which parameters of the product can vary, while still earning a profit. What we did here was not just to ask the designers to design a product and have the consumer choose a colour or a pattern; that’s already been done. We asked them to be creative and think of completely different ways for consumers to interact with the design. We also challenged designers to consider how they would make money on their design. We asked them to be creative in what they would offer for free and what they could be offering for an added fee. What if there could be layers in a design? For example, a product could be more expensive if it bears the designer’s signature. The business model requires creativity, too, and it is the most challenging part. As I said, we were inspired by laser cutting and digital technology, but our focus is not limited to digital technology; we also want to revitalize craftsmanship.

We plan to set up a whole network of small studios for highly skilled crafts; as I’ve discovered, it is not easy for small-scale workshops to survive. This network of craftspeople is as important to us as the 3D printers and laser cutters. The emphasis on craftsmanship is crucial, particularly since Ponoko and Shapeways are already offering 3D printing and laser-cut products. AESTHETICS: 2D I think that including crafts gives us a distinctive edge. It also facilitates cross-pollination by introducing digital technology into crafts workshops and vice versa. Finally, using local materials is also important to us; local sourcing is a high priority.

Let me zoom in on making money. Designers have to come up with new business models. Do you have ideas or examples from your experience with the Downloadable Design platform?

At this stage, the designers are not there yet; they are just getting started. One designer came up with an interesting suggestion: as you download a product, say a chair, you receive more and more pixels. If people could stop a download half-way, they could get the design for free, but it would be incomplete or low-resolution. If they decide to download the whole product, they would have to pay for the privilege.
Another idea was to offer an interior design service, so customers could have their interiors custom-made to suit their individual needs, based on variable designs that would be available on the platform. They would pay for the customization rather than for the products. Rather than buying a ready-made cupboard, they would pay to have the basic design adapted to their individual requirements.  MASS CUSTOMIZATION

In so many cases, your house is too small or too big for the standard sizes. What if you could adapt all these measurements to suit your space?

I asked the designers to think of different stages, different levels or different services; to think of a way to create a need for their services. While this is the most obvious idea, it’s not easy for a designer to conceive a product that generates demand for a service. It’s easy to do that with something like a phone, which comes with software, but it becomes a real challenge when you’re working with purely physical products. But there is another difficulty: customers have to get used to customization. Take the example of Blueprint, a physical blueprint of a home — or rather parts of a home — in blue Styrofoam which Jurgen Bey designed the Droog shop in New York. The idea was that people would buy the products but could specify the materials to their own liking. There’s a display model of a complete fireplace in blue foam, with a chimney and everything. If somebody wants to have this fireplace in their home, they could have it that shape done in tiles or bricks. But people don’t dare to buy it like that; they first want to see it for real, as a tangible object. They want to know what material it is made of, what it looks like, how it feels. We’ve learned that a project like that could only work if you produced an actual, physical specimen and offered that for sale.

Similarly, people don’t want to make all their clothes by hand themselves; they want to try the garments on in the shop to see how they’ll look. We’ve also discussed whether we would want to offer a separate category of designs: to expand what we offer, not only for download but also for sale. But what would be the point of a platform for downloadable design if you also have a web shop? Not having a standard web shop is one of the important reasons why I’m working on this project, so we’re not going to have one. However, the fact that this topic keeps cropping up is certainly a sign of things to come.

What do you feel it signifies? Is it just laziness on the part of the consumer?

No, it’s a lack of confidence. Changing the colour of your sneakers at Nike ID is less of an issue.

I’ve done it once; it was quite fun.

But now try doing that for a whole cupboard or bookcase, a design that would become a physical object. Imagine that you could change all the parameters. Not just an option for customization, but a required part of the process. You would have to specify each and every aspect. So the question is, wouldn’t people rather go to a shop and simply buy a cupboard?

It may have to do with lack of confidence. Also, not everyone is an expert in interior design. That’s also why standard furniture exists. Not everyone starts out with an empty floor plan. All those consultants and home decoration centres are there to help people define their interior design preferences. This is a separate issue from the presumed lack of confidence; you could call it ‘assisted design literacy’: how to design your own world.

We would be willing to help people. All these design magazines offer plenty of advice on home decoration, and there does seem to be a demand for it. But then we need to consider the extent to which design can be open. I remember modular furniture in the 60s. People wanted to see examples, too, back in those days; they wanted to see a visual impression of the best way to combine those modules. These are investments that people make. Downloading something that’s purely digital doesn’t cost much.

And if you don’t like it, it’s not a big deal.

But with downloadable design,  DOWNLOADABLE DESIGN people really need to take the next step. It means that they would have to go to a workshop to have the product made, or they would need to make it themselves. You say that it sounds like fun, but I doubt it would be fun for the majority of people out there; they wouldn’t want to take the time. That even holds true for me; I wouldn’t want to do it either. I’ve got other things to do.

This trend, this movement, this development: how does it change the design profession?

Designers have always wanted to work for the general public. in the 1920s and ‘30s, it was products for the masses that they wanted to design. Designers gave directions for how to make things that were good for the masses, and the belief was that the masses needed to be educated. Then, in the 1960s, there was an emancipation of the masses. The re-industrialization led to incredible market segmentation, so the masses had more choices and could buy more. As a result, designers started to follow the preferences of the masses. When the market is saturated, it becomes segmented; it’s a logical progression.

If you download music, You can start listening to it immediately. Design is different; you still need to go somewhere to have it made, or you have to make it yourself.

After that, a counter-movement emerged, as evidenced by Memphis and Alchimia, who got their inspiration from the choices of the masses and used it to design highly exclusive products. The inspiration from the masses has always been there, always. However, design is always a top-down process.

In the 1990s, some designers started to turn away from an overly designed environment; they reached a saturation point. They were interested in the fluidity of form. These designers would initiate a process, then stop the transformation at an interesting point and produce the result. It was presented as a free-form exercise, but it was very much directed by the designers.

New opportunities are emerging from the Internet and from digital fabrication, which means that the masses can start to participate in design.

That seems like a logical next step, at least from your perspective. But when I look at the products showcased on sites like Ponoko and Shapeways, I am concerned that the result will be a huge volume of unattractive and clunky design. This trend will not end well.  AESTHETICS: 2D

You say this as an expert in design?

I say it as a human being. I am worried that this trend will spread like a virus. In my opinion, the internet has brought us a lot of ugly stuff. There have been a lot of beautiful things, too, but a lot of ugly ones. Leaving people to their own devices… I don’t oppose it on principle, but it’s not my thing.

The design world draws inspiration from these developments, but these trends are not all that’s going on. Looking at what’s going on in the design world, the designers we work with and the projects we work on, I see two things happening. On the one hand, there is the open source story, which is about trying to find possibilities for participation; that goal is in line with the principles we espouse.

The other side is a devotion to local sourcing, a type of anti-globalism.  MANIFESTOS Many designers are concerned about the transparency of production processes and would like to see more use of local materials and local sources. That is part of our platform, too, since we want to encourage working with local sources and local workshops. Another important issue at the moment is sustainability, the concept of relying on renewable resources.

Designers are becoming entrepreneurs. By telling them to create their own way to make money, we relate to their sense of entrepreneurship. However, the concept of finding their own innovative ways to earn a profit has not yet been developed. This is a real challenge; they really have to make that mental shift towards entrepreneurial design.

On the one hand, there are designers like Tord Boontje,  DESIGNERS who distributed the design of his chair as a file as early as the 1990s. These digital designs were the start of a growing trend, but the content was static. There wasn’t much you could do with it, other than possibly choosing a different upholstery fabric; the idea was simply to distribute it as-is. It was essentially a predecessor of open design. As a designer today, I can imagine that I would have to get used to deciding what to give away for free and what to keep. I would define the parameters, but to what extent would I really have to relinquish control of my design? It is an interesting dynamic, and designers do need to maintain a creative focus on it.

Another issue that I’ve noticed is that designers do not really believe that consumers would download their designs. If you download music, then you have it and you can start listening to it immediately. Design is different; you still need to go somewhere to have it made, or you have to make it yourself. That’s more onerous.

People are too scared to add their own contribution to a lamp they bought for about 100 euros.

The Downloadable Design platform is a learning process for us, too. We started it as an exploration of a concept, and we want to investigate it thoroughly. It is important for us that the platform is curated, that we have a certain amount of control over what is put on the platform. We are playing around with ideas for allowing people to upload things, but I’m still undecided about whether or not I want to do it. In any case, I would want uploads to be related to the designs being posted by our designers. Maybe people could upload how they made the products they downloaded, so it would remain within the parameters defined by the designer.

Open design as a new way of designing. What does that mean to you?

At Droog, we’ve been doing open design all along, right from the start. Our work has always been connected to projects or events.  EVENTS We’ve always been interested in the interaction with consumers. Consistently, one of the key elements in our work has been that consumers could personalize a design, that our designs had an element of fun, pleasure or interactive co-creation.  CO-CREATION

A very good example is do create, a concept that we realized in collaboration with the KesselsKramer PR agency in 2000. 1 One of the projects was do scratch by Martí Guixé, a lamp that’s covered in black paint. People were supposed to scrape patterns in the paint to create their own drawing. This lamp has been sitting around in the shop for seven, eight years, and nobody has ever bought one. People are too scared to add their own contribution to a lamp they bought for about 100 euros. Even when we added sample drawings that people could copy onto the lamp themselves, nobody would buy it. We only started selling the lamp when we had artists do the drawings. After that experience, we decided not to continue this product. This type of interactive design did not seem to work.

Then, in 2008, we did Urban Play in Amsterdam, which also involved a contribution by Martí Guixé. 2 It was a large cube built from blocks of autoclaved aerated concrete or AAC, a low-density, non-toxic material that can be carved very easily. The idea of this Sculpture Me Point was that everybody could add their own sculpture. Everybody chopped away from day one, but after six weeks the result was deplorable. So we ended up with two questions. A, are people willing to do something? And B, what happens when people actually do it; is the result interesting?

Did you do further research on co-creation involving interaction with users? What did it reveal?

One of the projects that started from the Droog Lab is a digital platform for co-creation invented by Jurgen Bey and Saskia van Drimmelen. That comes fairly close. It is about co-creation,  CO-CREATION but it provides a platform for designers to work with other designers. Jurgen and Saskia moderate participation; only people they find interesting can get involved. It is extremely curated; they decide who gets in, who stays out, and who will be making something together, but they also allow room for people’s individual development. We are also working on a different platform which is about ‘upcycling’ dead stock from producers. The aim here is to make dead stock accessible for designers. It’s got nothing to do with using digital technology; it is about all the material that would otherwise simply be thrown away. In point of fact, most of these discarded products get recycled.  RECYCLING But the point here is that all those designs vanish into thin air. Thousands of shavers just disappear. A designer designed them; a certain amount of development went into them. Costs were incurred, and a lot of energy was spent. That’s another development we’re pursuing: we try to direct design towards re-designing what already exists.

China, for instance, might be coming to the end of its tenure as a cheap manufacturer pretty soon. That’s one of the reasons why we started Downloadable Design: to invent new systems.

Again, this is about the creativity of designers. In some sense, it could be considered co-creation, since a designer is building on something created by another designer. The challenge here is whether it is allowed. Somebody designed it, but now it’s dead stock that the company would rather throw away than have us picking it up and putting designers to work on it. There are very loose links to co-creation, to bottom-up design. More importantly, however, these are all developments that are part of what is happening now. So much more is going on now; the bottom-up part is only a small proportion of it.

You talked earlier about services, mentioning the example of interior design. The interesting thing is that you link the designer to the consumer directly, rather than through a middleman or organization.

That truly is a development that is happening right now. Take the fashion collective Painted, for example; they would love to make products for the user. The designers would prefer to make clothes for real people, not averaged-out stuff in shops; they would much rather make things one-on-one, in direct contact with the user. And I think that this really what’s going on in design at this very moment.

Distribution and the middle links in the production process are issues that IKEA has started addressing. We have first-hand experience with how much energy, money and time it costs. Everyone is trying to invent something to mitigate this problem, be it Downloadable Design or a designer who works directly for the customer. That’s where everybody is looking for solutions at the moment. It has to do with the current system; the whole production chain is starting to fall apart. There are environmental questions, economic questions, questions about production in developing countries. Not long ago, everybody was starting to have their stuff made in developing countries, but people in those countries are starting to earn more. China, for instance, might be coming to the end of its tenure as a cheap manufacturer pretty soon. That’s one of the reasons why we started Downloadable Design: to invent new systems.

Our other answer is a resolution of the dead stock issue. If we develop a system in which products are not thrown away, but instead are ‘upcycled’ and brought back into circulation, then we would not need to use so much new raw material; we could use what we already have. There are a few things that need to happen before people start adopting the concept, but we are interested in exploring systems to see how we could create new incentives for creativity, but also how we could start to fix the ecological and economic problems.
In the Droog Lab we are addressing yet another issue: the problem of globalization.  TREND: GLOBALIZATION You see the same stuff everywhere; you get the same retail chains everywhere; you get shopping malls everywhere. High-rise buildings are springing up all over the place; food travels all over the planet with no consideration of what’s in season. These examples are part of an incredible and very special aspect of globalization that makes people forget where things come from. People start to take everything for granted and lose touch with what is part of their own culture. That’s why we set up this lab, as a system to develop creativity based on local conditions, based on how people live and work. We want to develop creative ideas that come from talking to normal people – a taxi driver, a hair dresser – not graduates from an arts academy.  GRASSROOTS INVENTION This approach allows us to get to the heart of the matter, achieving a comprehensive understanding of how creative ideas are viewed by the end users. The aim is for designers come back with so much inspiration that they are able to develop new ideas in a global context.

We want to develop creative ideas that come from talking to normal people – a taxi driver, a hairdresser – not graduates from an arts academy.

Led by Jurgen and Saskia, the Droog al Arab team came back from the Droog Lab project in Dubai with the idea for a platform for co-creation.  CO-CREATION After seeing all these shopping malls, they have seen how the current system of mass production is a one-way street that leaves consumers in the dark about how things are produced. On their platform, they want to show how things are designed, especially how they are designed collaboratively, and they want to establish contact with customers and producers on that single platform.  MASS CUSTOMIZATION

In another project being done in the suburbs of New York, the team led by Diller, Scofiodio + Renfro wants to bring new life to these emptying satellite towns by turning residents into entrepreneurs. An amateur chef might start a sideline as a restaurant owner, or a person might open an informal library because they have a lot of books. Our designers are not at all interested in downloadables and the like, but they are investigating what happens at that level and developing ways to react to it creatively. At that point, they step back let the residents do their own thing. It’s such a fun project. Imagine going to visit a suburb, and discovering that one house has become a restaurant, another one a library, and another one a café. Imagine that somebody opened a cinema simply because they had a projector. All the fun things are available again, and people don’t have to leave the neighbourhood to find them. It creates a renewed sense of community.

Imagine that somebody opened a cinema simply because they had a projector.

On the one hand, I am fascinated to see what those people are actually going to do. On the other hand, I am interested in how we are blurring the boundaries between public and private; essentially, we are asking people to fulfil a public role in their private home. Accepting that involvement could even have an influence on the architecture of these people’s homes. What will houses look like if suburbs develop in that direction? If everybody, or at least a significant part of the population, becomes entrepreneurs, then their homes will look differently. Their private residence will include a public section.

That’s exactly why I do these things. I always return to the challenge of inventing a system, a method of generating innovation, regardless of how it happens. Downloadable Design, innovating the designer, upcycling dead stock, working within the local context, whatever. For me, these are all parts of the same story, facets of one whole entity. Maybe, two months from now, I will have dreamed up something else, have had yet another idea.

Those are a few of the projects we are running at the moment. All these initiatives are born from the same motivation: a sense of curiosity about the user, and a drive to bring innovation to design in a different way, by developing fresh methods while never forgetting that design is also fun.

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MADE IN MY BACKYARD / BRE PETTIS http://opendesignnow.org/index.php/article/made-in-my-backyard-bre-pettis/ http://opendesignnow.org/index.php/article/made-in-my-backyard-bre-pettis/#comments Fri, 27 May 2011 08:33:33 +0000 remko http://opendesignnow.org/?p=409 Continue reading ]]> Envisioning the potential of open source tools to facilitate making, Bre Pettis retraces the thorny and convoluted path from wanting to produce self-replicating robots, through a series of prototypes, to being at the core of a little universe of 2,500 MakerBots. He reports just a few examples of what makers and artists have made with the MakerBot and wonders what the future might hold.

Bre Pettis

2007: Pizza around the Clock

In 2007, I was actively recruiting hardware hackers in New York City to be part of NYCResistor, a hackerspace where we could make anything together. I met Zach at an NYCResistor microcontroller study group. After hearing about self-replicating robots, I spent the autumn in a corner of a film studio, where some friends of his were letting him work on RepRap robots  REPRODUCTION when films weren’t being made. We spent a lot of time working on the McWire RepStrap, a 3D printer  PRINTING made out of plumbing pipes. We would meet up, solder some new boards that he had designed from tutorials on the internet, swear at broken traces, and in general just have fun. One of the things to come out of this time was a commitment to LEDs. I remember him turning to me and remarking that he had not put LEDs on a PCB. At that point, we made a solemn vow that no electronics board would ever make it through the design process again without blinking LEDs.

We did not have a working machine yet, but for months on end, we seemed just hours away from getting it to work. We were close enough that I ordered my own plumbing pipes and bent aluminium to take to Vienna, Austria, where I had an artist-in-residence spot with Monochrom, an artist collective in the Museum Quarter. I enlisted the help of the local hackerspace; the entire crew there, including Marius and Philipp Tiefenbacher, and Red, helped out for a week straight. Back in those days, we had to make our own wiring harnesses for everything, and it took forever. The code wasn’t working yet, but it was constantly very close to working. We ate pizza round the clock.

2008: Printing Vodka Shot Glasses

This first Austrian experiment was beautiful.  HELLO WORLD It worked for about a minute before the first-generation electronics burned traces and let the magic smoke out. The extruder was made from a mix of ballpoint-pen hardware and angled aluminium that was ground down with a Dremel, a handheld rotary grinder. We pulled stepper motors from old disk drives and scanners found in the depths of the Metalab archive. We had planned to print out shot glasses at Roboexotica, the cocktail robotics festival  EVENTS  in Vienna that happens every winter, but our machine failed completely; we couldn’t even print out swizzle sticks. Even more shame was heaped on our failure when we were awarded the ‘lime’ award, which is reserved for non-functioning robots. I left the machine in Vienna with Marius and Philipp. By the next year’s Roboexotica festival, they had fixed it up and got it working. Through a combination of brute force and alchemical magic, they spent the cocktail festival of 2008 printing out shot glasses that they promptly filled for visitors with a horrid Scandinavian concoction of vodka and Fisherman’s Friend throat lozenges. Robots and alcohol are a fantastic combination.

Finally, the ordinary person is in the unique position of being able to make almost anything with off-the-shelf modules, parts, community and shared code.

Back in the States, after I had left the McWire machine in Vienna, NYCResistor had found a location and the hardware hacking club was in full swing. Starting with nine people, we created a wonderful clubhouse for hardware hackers. The NYCResistor motto is ‘Learn, Share, and Make Things’. Early on, we chose to collectively share our tools, and we pooled our money to buy a $20,000 laser cutter. The team at NYCResistor is a special group of people who are not afraid to push technology forward and with a tendency towards the absurd; almost anything is possible. Electronics have gotten to the place where creating the electronics of your dreams has become a real possibility. Microcontrollers like the Arduino are accessible. Blogs like Make Magazine and Hackaday, as well as countless personal blogs, are fantastic resources for tinkerers. Finally, the ordinary person is in the unique position of being able to make almost anything with off-the-shelf modules, parts, community and shared code.

On a Saturday in August 2008, Zach and I started Thingiverse to give people a place to share digital designs for things. We had been telling people that downloading designs would be possible someday. Since nobody had created a library of digital designs that allowed people to share their work under open licences, we created it ourselves. Thingiverse is now a thriving community where sharing runs rampant and creativity is found in abundance.

Later that year, Zach got a Darwin up and running, but that design had so many flaws that getting it to work was a challenge. It extruded plastic for a few minutes before this model joined the ranks of machines that release the magic smoke. It was very disappointing. He had spent years trying to get a machine working, and then it worked for only a few minutes before failing completely. We had developed a taste for 3D printing by working on the RepRap project, and we wanted more. That early McWire machine and the RepRap
Darwin  REPRODUCTION showed us that creating an inexpensive 3D printer was possible. We promptly quit our jobs.

That winter, in December of 2008, Zach and I were at the 25th Chaos Communication Congress.  EVENTS Zach gave a talk about RepRap and I spoke about living a prototyping lifestyle. We got home and somehow came to the conclusion that we should start a company to make 3D printers that could be made with the tools we had at hand (the laser cutter) and as many off-the-shelf parts as possible. In January of 2009, we formed MakerBot Industries. Adam Mayer, another friend from NYCResistor, got involved; since he had spent 10 years working on firmware and software for embedded devices, he was immediately charged with making the software functional and friendly.

2009: MakerBot Industries

When we started MakerBot, we set different priorities than RepRap had done. Rather than focusing on self-replication, we wanted to make our first MakerBot the cheapest 3D printer kit that anyone could put together and have it actually work. Those first few months of MakerBot were intense. While prototyping during the first two months, we rarely left NYCResistor. We went through two whole cases of Top Ramen instant noodles and drank countless bottles of Club Mate, a carbonated and caffeinated soft drink from Germany. Powered by caffeine and carbohydrates, we used the tools we had at hand, a laser cutter, and off-the-shelf parts to create the MakerBot Cupcake CNC kit. We went to our friends for funding: Jacob Lodwick, who started Connected Ventures, and Adrian Bowyer, who initiated the RepRap project. They invested some money in us so we could start ordering the electronics, parts, motors and other things we needed to get the first kits together.

We worked hard on those first prototypes. After two months of work, we got the first machine to work at 8:15 on the 13th of March, 2009. As soon as it worked, we threw it in a Pelican case and took off to SXSW, the big music, film and interactive festival in Austin, Texas, where we shared it with the world for the first time. I set up shop in bars and printed endless amounts of shot glasses and twelve-sided dice. The machine printed flawlessly for the entire week. We had been able to pull together 20 kits; we expected to sell 10 of them that first month and have 10 in stock to sell the next month. When all 20 sold out in two weeks, we started staying up late running the laser cutter making the parts.

WE MAKE 3D PRINTERS TO OFFER AN ALTERNATIVE TO CONSUMERISM.

The buyers of those machines were brave. The electronics came unassembled and required SMD soldering, not a trivial task even for seasoned tinkerers with Heathkit assembly experience. Still, they were putting them together and they worked! The MakerBot Google group buzzed with chatter, shared pro tips and stories. Thingiverse, which up until then had been mostly a repository for DXF files for laser cutting, started seeing more and more 3D-printed designs.

Our mission at MakerBot is to democratize manufacturing. We make 3D printers to offer an alternative to consumerism. A year and a half after we began, there are now 2500 folks with MakerBots, and those people are living in a future where they can 3D print the tangible products of their imagination. They get to make a choice between buying something and 3D printing it.  DOWNLOADABLE DESIGN Kids that grow up in a household or classroom with a MakerBot have the option to 3D print the things they want as an alternative to shopping. If a MakerBot Operator needs a doorknob, they can check Thingiverse to see if someone else has made it. (There are 22 things tagged ‘knob’ on Thingiverse. 1 ) If you don’t like the knobs made available by the community of digital designers, you can download the designs and modify them if they are shared under an open licence, or you can design your own. This idea of sharing and being able to customize and modify other people’s designs is a powerful force in the universe. It goes beyond doorknobs to all sorts of practical and beautiful objects.

Designing things for 3D printers is still at an early stage. The programs have traditionally been set up as CAD programs, with a learning curve similar to Photoshop. Only recently have we seen programs like openSCAD that are designed for programmers who are interested in programming dynamic and parametric objects. Software engineers are now able to transform code  AESTHETICS: 3D into real physical objects.

MakerBot operators report that fixing things around the house is a point of pride for them. Thingiverse user Schmarty created his own shower curtain rings when his local store was out of stock. He shared the design on Thingiverse, and now nobody with a MakerBot
REPRODUCTION will ever have to buy shower curtain rings again. On the thing page for the curtain rod rings, Schmarty says:

“It’s a story that can happen to anyone. You move to a new town and leave your shower curtain behind. ‘No problem,’ you think, ‘I’ll just pick up a new liner at the pharmacy down the street.’ So, you trek to the local pharmacy and find the shower curtain liner you were looking for, only to discover that they are out of shower curtain rings, hooks, anything made for holding up a shower curtain! Facing down defeat and the very real possibility that you will have to take a dirty, inefficient bath, you come to a stunning realization: You’re a MakerBot owner. You live for these moments.”

Schmarty made his curtain rings in openSCAD and shared the source files, so you can download them and make curtain rings to your own specifications. One Thingiverse site user has already uploaded a design for a derivative variation with spikes. 2

When we made the MakerBot, we were limited by the size of our laser cutter.  AESTHETICS: 2D That meant that the first model, the MakerBot Cupcake CNC, can only make things that are 100x100x120 mm. That size is big enough to make things that are slightly larger than a coffee mug. Architects in particular complained about this, until Thingiverse user Skimbal created an amazing modular cathedral. 3 There are 10 different cathedral pieces that can be modularly connected to make your own customizable and expandable cathedral! This print pushes the limit of what a MakerBot can do. One of the limitations is in regard to overhangs. A MakerBot can do overhangs of around 45 degrees. It will still print things with overhangs, but they’ll turn out ‘fluffy’ and require cleanup and trimming after printing.  AESTHETICS: 3D

The MakerBot is open source. You can download the schematic and board files, the DXF laser-cutter files, and the software, firmware and parts lists. This allows MakerBot users to truly own their MakerBot inside and out. Charles Pax was one of the first to take advantage of this. He wanted to put the electronics on the inside of his MakerBot, so he modified the DXF laser-cutter files to accommodate an alternative power supply and gave his MakerBot a clean form factor. Unsatisfied with having to reset the machine after each print, he developed the MakerBot Automated Build Platform. Charles now works in the R&D department at MakerBot Industries, pushing the technology of personal fabrication forward.

Because it’s an open platform, you can swap out the tool heads easily. Besides the MakerBot plastruder, which extrudes plastic to create a programmed 3D shape, we’ve launched the MakerBot Unicorn Pen Plotter, which artists can use as a drawing tool. We also created the MakerBot Frostruder so that anyone can use their MakerBot to decorate cupcakes or print with anything that you can fit inside a syringe. This opens up a whole new range of possibilities for artists, chefs and DIY bio-experimenters. MakerBot operators have also used the stepper motors to create beautiful music. Bubblyfish, an 8-bit artist, has composed music for the MakerBot; many others have converted midi files to play their favourite music on the MakerBot.

MakerBot Operators are a great community for each other. When Cathal Garvey (creator of the DremelFuge 4 ) had a mouse problem, he wanted to catch the mouse without killing it, so he put a bounty out for a better mousetrap. He said that he would pay $25 to anyone who could make a MakerBottable mouse trap that actually caught his mouse. The day after he made the call for a MakerBot operators to design a better mousetrap, eight new designs for a mousetrap showed up on Thingiverse!

2010: Thing-O-Matic

Throughout 2009 and 2010, we have constantly updated both the software and the hardware of the MakerBot Cupcake CNC. Now, in autumn 2010, we’ve launched our second machine, called the Thing-O-Matic, which incorporates all the updates. This new machine has a new way of moving the print bed, which moves down along the Z axis as an object grows in height during printing. All the tolerances are tighter, and we have increased the build area to allow users to make bigger things.

At MakerBot Industries, we are excited about the future. This new industrial revolution is still in its early days.

At MakerBot Industries, we are excited about the future. This new industrial revolution  REVOLUTION is still in its early days. Ordinary people are taking up the tools of manufacturing, fabrication and production. I love to check Thingiverse.com to see what new possibilities have emerged during the night. There are so many opportunities for anyone who has the passion and interest to explore the frontier of personal manufacturing. With the tools at hand and the community of sharing that has developed around the MakerBot, the future is bright. Exciting innovations and amazing things are emerging.

2011: 2,500 MakerBots

When we first started MakerBot, we would wonder, “What will people do with it?” We knew that anything could happen; sure enough, we’ve shared the excitement as people shared their work. Now, with 2,500 MakerBots in the wild and more shipping every day, I am curious what the community will do together. What kinds of problems can 2,500 MakerBots solve? What kind of projects can we, as a worldwide community of sharing,  SHARING do together?

  1. http:// www.thingiverse.com/tag:knob
  2. http://www.thingiverse.com/thing:3465
  3. http://www.thingiverse.com/thing:2030
  4. http://www.thingiverse.com/thing:1483
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THE GENERATIVE BEDROCK OF OPEN DESIGN / MICHEL AVITAL http://opendesignnow.org/index.php/article/the-generative-bedrock-of-open-design-michel-avital/ http://opendesignnow.org/index.php/article/the-generative-bedrock-of-open-design-michel-avital/#comments Fri, 27 May 2011 08:32:25 +0000 remko http://opendesignnow.org/?p=405 Continue reading ]]> A shift in communications infrastructure is an important factor in how open design has taken shape and the possibilities it offers. It is a transition from the ‘internet of things’ to the things of the internet. Michel Avital analyses the main drivers behind open design, open innovation and open source. He describes the major features of open design and explores the preconditions for open design in relation to four aspects: object, process, practice and infrastructure, with a specific focus on infrastructure.

Michel Avital

‘Openness’ is a recurring and increasingly frequent theme in recent buzzwords that populate the discourse on the forefront of technology, from open source via open innovation to open design. A review of related articles in the popular press and trade magazines indicates that the modifier open often denotes better, cheaper and faster. Apparently, the qualities inherent in openness or being open have materialized as the underlying enablers that pave the way for creativity, innovation and prosperity. In keeping with the thrust of this volume, this article contextualizes open design, focusing in particular on the characteristics of the infrastructure that are most conducive to its generative capability in relationship to innovation.

The Context of Open Design

Openness pertains to accessibility. Openness is a relative characteristic that refers to the degree to which something is accessible to view, modify and use. The ability to view refers to sharing  SHARING content and the availability of detailed information about the subject matter. The ability to modify refers to sharing labour and empowering changes, improvements and extensions of subject matter. The ability to use refers to sharing ownership and enabling semi or unrestricted reuse of the subject matter or parts thereof. These are the three fundamental operations that are implied by accessibility. Subsequently, from a systems theory perspective, openness relates to the transparency and permeability of any natural or constructed boundaries. Yet openness is not merely a technical attribute that conveys flow or lack thereof; it is an embedded trait that pervades the structure of a thriving civil society. From a social perspective, openness is a core characteristic of an infrastructure that conveys and reinforces sharing, reciprocity, collaboration, tolerance, equity, justice and freedom. The application of openness,  OPEN EVERYTHING as implied by various accessibility features, to a growing number of central ubiquitous practices that drive the human enterprise, has turned into a megatrend that can be labelled the Rise of Open-X. Megatrends are widespread trends which have a major impact and are likely to affect all levels – individuals, organizations, markets, countries and civil society – for a long duration. Understanding megatrends  TRENDS and their rolling effects can provide valuable information for developing futuristic scenarios and can subsequently help to shape current actions in anticipation of that future. So far, as described below, Open-X has materialized in various configurations that can be classified according to three archetypes: open innovation, open source and open design. The three archetypes are juxtaposed in the table on the previous page as a preliminary overview to point out their different respective value propositions and thrust (as a distributed collective action), core openness orientation, and prime actors involved.

Open Innovation

The value proposition and thrust of open innovation is ‘distributed knowledge’ processes that emphasize the view-related capabilities of openness. The prime actors of open innovation are organizations. According to the traditional doctrine, industry leaders self-create the most and the best ideas; innovation should therefore be fostered by internal development teams behind high organizational walls and protected as a trade secret. In contrast, according to open innovation, industry leaders make the best use of internal and external ideas to develop better business models. In other words, superior outcome should be expected with permeable boundaries between a firm and its environment, which allow idea flow, knowledge
KNOWLEDGE exchange, and intellectual property trade. Reaching out and tapping into external knowledge resources extends the generative and innovative capabilities of a firm, as demonstrated by industry leaders like Procter & Gamble, Boeing, Philips and many others. The tenets of open innovation have promoted the proliferation of communities of practice and laid the foundations of crowdsourcing.  CROWDSOURCING

Open Source

The value proposition and thrust of open source is ‘distributed development’ processes that emphasize the modification-related capabilities of openness. The prime actors of open source are developers. The open source concept originated in the software industry; according to the traditional doctrine, software is developed in commercial software firms by professional personnel, guarded through legal and technical measures, and then licensed for a fee. In contrast, according to the open source business model, software is developed through coordinated peer production by independent volunteers.

THE APPLICATION OF OPENNESS TO A GROWING NUMBER OF PRACTICES THAT DRIVE THE HUMAN ENTERPRISE, HAS TURNED INTO A MEGATREND THAT CAN BE LABELED THE RISE OF OPEN-X.

Subsequently, everyone can freely access the source code, and can modify and redistribute it under the same terms, thus nourishing continuous cycles of improvement, adaptation, and extension in a distributed fashion. Reaching out and tapping into external development resources extends the generative and innovative capabilities of a core project. Inspired by the impact of high-profile projects like Linux and Mozilla Firefox, the tenets of the open source development, licensing and distribution model have promoted the proliferation of open source projects of all sorts – from digital content development (e.g. Wikipedia), via vehicles (e.g. c,mm,n) and beverages (e.g. Free Beer – Vores øl), to 3D printers (e.g. RepRap), just to name a few.  OPEN EVERYTHING

Open Design

The value proposition and thrust of open design is ‘distributed manufacturing’ processes that emphasize the use-related capabilities of openness. The prime actors of open design are consumers. Although designers undoubtedly play a pivotal role in fostering open design by producing and sharing suitable design blueprints,  BLUEPRINTS ultimately the consumers who engage in distributed manufacturing are the core players and raison d’être of open design. According to the traditional doctrine, design is mostly a preliminary stage prior to commercial manufacturing and distribution. In contrast, open design is directed toward consumers who engage in fabrication, passing over the conventional manufacturing and distribution channels. Open design implies that the design blueprints are publicly available, sharable, licensed under open-access terms, and distributed digitally in a general design specification file format (e.g. dxf, dwg). Moreover, open design is not black-boxed or exclusive; it implies reconfigurable and extensible design that can be fabricated in distributed and scalable fashions through commercially available, off-the-shelf, multi-purpose means of production.

A structured description of the unique features and boundaries of open design is provided in the table on the next page. The inherent reconfiguration and extension potential of a user-driven open design reinforces the generative and innovative capabilities of consumers. The tenets of open design have inspired the development of public manufacturing facilities networks like Fab Lab, and laid the foundations of open design clearinghouses like Ponoko, Shareable and Instructables. In summary, the distinctions between the three archetypes of Open-X are more a matter of thrust and areas of application. They are not mutually exclusive. All three inherit the core features of openness and naturally overlap to some degree. Open design, for example, is not merely a matter of re-use and distributed manufacturing – it also entails sharing design blueprints and sharing extensions thereof, thus distributing knowledge and development. Building on the working definition of open design and an understanding of its unique features, the remainder of this article will discuss its potential, in particular addressing the infrastructure characteristics that are most conducive to its generative capability in the context of innovation.

Unpacking Open Design

Open design signifies open-access digital blueprints that can be adapted at will to meet situated requirements, and can subsequently be used by consumers to fabricate products on demand by commercial, off-the-shelf production methods. The open design model diminishes the traditional vertical value chain that is formed by designer-manufacturer-distributor-consumer relationships and offers an alternative, open web of direct links between designers and consumers. The resulting short-spanned, transient and non-hierarchical relationships forge dynamic and flexible arrays of blueprints that are not only user-centred but also user-driven.

The discourse on open design encompasses a multitude of considerations: for example, design specification, fabrication, collaborative action, supply and value chain management, business models, legal aspects, technological infrastructure and normative values. The complexity of this ecology can be untangled to some extent by classifying the underlying issues of open design into four interdependent conceptual layers, as follows:

Object layer refers to the design blueprints that enable and constrain the specification of the design artefacts. This layer encompasses the design and distribution of open design objects, that is, configurable and extensible blueprints that are available under open access license in online public repositories.

Process layer refers to the means of production that enables and constrains the fabrication of the design objects. This layer encompasses open design fabrication, that is, the application and operation of commercial, off-the-shelf machinery like printers,  PRINTING  laser cutters or CNC machine tools to produce customized products with no custom-built moulds or machines.

Practice layer refers to the work practices that enable and constrain the conception of the design processes. This layer encompasses open design culture, that is, the related nomenclature, professional standards, craftsmanship, rules of the trade, code of conduct, rituals and normative values.

Infrastructure layer refers to the underlying institutional and technical foundations that enable and constrain the vitality of the design practices. This layer encompasses open design substructure, that is, the related legal system, market structure and technical archi—tecture that govern open design activities and future growth.

The discourse so far is focused on the object and process layers, with some touches upon the practice layer. However, quite surprisingly, despite its fundamental role, the infrastructure layer is virtually ignored.

Designing Generative Infrastructure

The infrastructure that governs open design activities, business models and development is based on the related code of law, market structure and technical architecture, which together enable and constrain most human activity systems in an attempt to balance inherent conflicts and pursue the common good. In a general sense, infrastructures are designed to promote fairness, wealth and operational efficiency. TEMPLATE CULTURE Much has been written about the general nature of infrastructures elsewhere, leaving no need to reiterate it here. Instead, let us elaborate on the generative capability of infrastructure as an additional area of concern that should be considered particularly in the context of developing infrastructure requirements for open design. In view of the generative character of design in general, and open design in particular, developing an appropriate infrastructure should aim to incorporate the structural features that are most conducive to creative processes and products. Building on the concept of generative design, I suggest a set of generalizable considerations for designing such infrastructures. More specifically, I propose that the infrastructure of open design should be evocative, engaging, adaptive, and open.

Generative design refers to the design considerations in developing an array of artefacts and interactions that support and enhance generative capacity – that is, the considerations in designing systems that are conducive to the ability of a person or group to produce new configurations and possibilities, to reframe the way we see and understand the world, and to challenge the normative status quo. 1 People’s generative capacity is a key source of innovation; by definition, generative design aims to encapsulate the design directives that enhance and complement that human capability.

In general, generative capacity refers to having an evocative power or aptitude that can result in producing or creating something, or tapping into a source of innovation. In the context of open design infrastructure, the modifier ‘generative’ denotes that the noun it modifies is conducive to the production of something innovative or the discovery of new and hitherto unknown design alternatives. In other words, generative design refers here to the design requirements and considerations in developing open design infrastructures – that is, the related code of law, market structure and technical architecture – that augment people’s natural ability to innovate. Subsequently, four top-level design directives are suggested for infrastructures, as follows:

Generative infrastructure is evocative
Generative infrastructure inspires people to create something unique. It evokes new thinking and enables them to translate their ideas into a new context. The infrastructure can help to create the environment or conditions that are prone to those insights by generating and juxtaposing diverse frames that are not commonly associated with one another within an underlying context. Systemic features that drive evocative design enable, for example, seeing an object or situation from multiple perspectives, testing it in multiple situations, examining it at multiple degrees of granularity, and exploring multiple overlay configurations.

Generative infrastructure is engaging
Generative infrastructure is enchanting and holds the attention of people by inducing their natural playfulness and ‘flow experience’. The infrastructure TEMPLATE CULTURE can help in the creation of engaging environments or platforms that stimulate the users’ cognitive spontaneity and playfulness as well as overall positive affect state, thus encouraging further exploration, tinkering and experimentation. Systemic features that drive engaging design enable, for example, fostering positive affect and high spirit that stimulate a state of ‘joie de vivre’, activating cognitive spontaneity induced by playfulness, and stirring up curiosity through intriguing challenges.

Generative infrastructure is adaptive
Generative infrastructure is flexible and conducive to effective use by a heterogeneous set of people in their own respective environments and for various tasks within an intended scope. It can be adapted with respect to the type of users or groups that it serves in diverse problem spaces. It is also simple to understand and easy for anyone to master. The infrastructure can help in the creation of adaptive systems or platforms that are flexible yet powerful enough to enable the generation of a continuous stream of new ideas and configurations. Systemic features that drive adaptive design enable, for example, user-induced tailoring and customization to meet situated needs, self-production of complementary extensions and features that meet new or initially unforeseen needs, automatic system-induced adaptation, and overall scalable functionality with no regard to size-related attributes.

Generative infrastructure is open
Generative infrastructure accentuates permeable boundaries and transparency that promote co-production, cross-fertilization and exchange of any kind. The infrastructure  ARCHITECTURE can help in the creation of open systems or platforms that provide connectivity, enable transparency, allow information sharing, and encourage dialogue with no regard to institutionally or culturally imposed boundaries. Systemic features that drive open design enable, for example, free and unrestricted access to information, communication among all stakeholders, and the easy integration of third-party extensions by independent boundary-spanners. In summary, from the generative requirement perspective, infrastructures of open design should be evocative, engaging, adaptive and open. However, while the last two directives are clearly implied in the discourse of open design, the first two have not yet been addressed. Subsequently, the inclusion of evocative and engaging features in the infrastructure of open design, let alone in the discourse concerning its requirements, is strongly recommended. Although this conclusion might not be obvious for legislators, policymakers, managers, and engineers, it should be quite intuitive for designers.The expected proliferation of open design has far-reaching implications that are likely to extend well beyond design practices as such and have significant socio-economic effects on a global scale.

Another Brave New World

Open design presents entrepreneurs and agile companies with a grand opportunity to expand existing markets, to develop new ones, and to capture large shares from current market leaders. Mobilizing open design to generate organizational value and to boost its market position requires radical strategic and operational changes. However, the tight coupling between design and production, which has so far been instrumental in fostering economies of scope and competitive advantages for the current industry leaders, is now likely to hinder their agile capability and their ability to take advantage of the new vistas that are beginning to be afforded by open design.

PEOPLE’S GENERATIVE CAPACITY IS A KEY SOURCE OF INNOVATION; BY DEFINITION, GENERATIVE DESIGN AIMS TO ENCAPSULATE THE DESIGN DIRECTIVES THAT ENHANCE AND COMPLEMENT THAT HUMAN CAPABILITY.

The adoption of open design practices by esta-blished industry leaders, let alone run-of-the-mill manufacturers, where the dominant culture and mode of product design has been shaped and reshaped over long periods, is likely to pose multiple challenges to these organizations at all levels, from the boardroom to the production floor. Subsequently, the resistance to change in these organizations is expected to reinforce the current tight coupling between product design and industrial manufacturing. Just as Amazon could conquer the market share of established retailers that were unable to adapt quickly enough to the new marketplace of e-commerce, emerging market players based on open design business models are likely to cannibalize the turf of established manufacturers that are entrenched in the old model of industrial production.

From Push to Pull

Open design paves the way to the next iteration in the massive shift from push to pull business models. In general, push business models are based on top-down value chains where a line of a few mass-produced products is distributed broadly through value-driven downstream marketing techniques. In contrast, pull business models are based on bottom-up value chains where a line of customer-configured products are distributed individually through features-driven upstream marketing techniques. Whereas push models are based on economies of scale and emphasize cost efficiency, pull models are based on flexible manufacturing and emphasize mass ustomization. In previous centuries, most artefacts – from shoes to carriages – were custom-designed and built on demand by a craftsperson.
Building on push business models, the industrial revolution almost wiped out cottage manufacturing and shifted its lion’s share to production lines and mass-scale manufacturing in factories that offer economies of scope and scale. Consequently, the resulting abundant supply of affordable products was instrumental to massive market expansion, higher living standards, and growing wealth across the board. This prosperity has come at the expense of product variety and personalization, as most notoriously conveyed by Ford’s remark “any color as long as it’s black”.  MASS CUSTOMIZATION

OPEN DESIGN INFUSES ‘DO IT YOURSELF’ WITH A WHOLE NEW MEANING THAT GOES FAR BEYOND COST SAVINGS OR THE JOY OF CRAFTING.

The advent of the internet has bestowed a new communication infrastructure that made it possible not only to exceed the economic accomplishments of industrialization, but also to offer an unprecedented variety of products and personalization thereof. The latter has been accomplished through pull business models and upstream marketing that take advantage of automated fulfilment and logistics centres supported by fast, wideband, many-to-many communication networks. The extent of product variety and personalization has been attained and fortified in three main phases enabled by the accessibility (i.e. ability to view, modify and change) afforded by the internet. In the first phase, retailers have introduced consumers to the ability to view up-to-date, rich and targeted information about off-the-shelf products, thus enabling them to make informed decisions. Then, in the second phase, manufacturers have introduced consumers to the ability to modify base products and specify a customized configuration thereof, thus enabling them to fine-tune a product according to their preferences. Finally, in the still-nascent third phase, designers have introduced to consumers the ability to use blueprints for self-managed fabrication, thus enabling them to gain full control over the features of the resulted product as well as its production process. In summary, as in a stage model, every phase builds upon the previous one to bring the consumers closer to the designers and to provide them with more control over what they get, how it is produced, and how it is delivered.

The Road Ahead

Open design is still nascent, yet it provides a springboard for radical changes in the way we acquire almost anything that is currently mass-produced. Open design presents a new way of design that complements new methods of fabrication, commonly branded as 3D printers  PRINTING of all sorts. Open design infuses ‘Do It Yourself’ with a whole new meaning that goes far beyond cost savings or the joy of crafting. It allows consumers to be in charge and offers them an opportunity for full customization of an artefact, including a choice of features, materials and delivery options. It allows for continuous innovation and localization, which in turn has major implications for consumers in shoestring economies as well as in developed countries. It also provides a fertile ground for the development of new forms of organization, new business models, new supply chain structures, new varieties of products and services, and the like, as demonstrated in the many cases in this volume. Nonetheless, traditional design and mass manufacturing practices have been extremely valuable since the Industrial Revolution  REVOLUTION and are unlikely to disappear in the future. Although the threat to the dominant technologies and practices may seem implausible, open design presents a clear alternative that may grow strong once it reaches a critical mass in the right socio-economic conditions. Open design is not a threat to designers’ livelihood. Quite the contrary; it opens new vistas and new opportunities and is likely to generate increased consumer appreciation of the role of designers. Moreover, it is likely to bring designers closer to the intended and unintended applications of their designs. Grand opportunities also imply undeveloped land. There is much development to do in all four layers of open design – the object, process, practice and infrastructure layers. To a large extent, the discourse mirrors the field; the most immediate attention is required in shaping practices and laying the foundations of the support infrastructures.

Conclusion

It has been suggested that open design stands for accessible design in the form of blueprints that are publicly open to view, modify and use under open-access terms. Moreover, open design often implies that the design blueprints are available via open-access digital repositories, that they can be adapted at will to meet situational requirements, and that they can be used by consumers to fabricate products on demand by commercial, off-the-shelf means of production.  DOWNLOADABLE DESIGN Open design is generative. It is conducive to continuous re-design, adaption, refinement and extension. Open design is a potent elixir that mitigates stagnation and awakens generative action.

  1. See Avital, M. and Te’eni, D, ‘From Generative Fit to Generative Capacity: Exploring an Emerging Dimension of Information Systems Design and Task Performance’, Information Systems Journal, 19(4), 2009, p. 345-367.
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REDESIGNING DESIGN / JOS DE MUL http://opendesignnow.org/index.php/article/redesigning-design-jos-de-mul/ http://opendesignnow.org/index.php/article/redesigning-design-jos-de-mul/#comments Fri, 27 May 2011 08:31:21 +0000 remko http://opendesignnow.org/?p=401 Continue reading ]]> Open design is not a clear and unambiguous development or practice. Jos de Mul names a few of the problems he perceives with open design, without venturing to suggest any indication of how they might be solved. He then goes on to extend his well-documented and widely published ‘database’ metaphor to design, attempting to define the concept of design as metadesign.

Jos de Mul

At the 2010 edition of PICNIC,  EVENTS an annual Amsterdam event that aims to bring together the world’s top creative and business professionals to develop new partnerships and opportunities, Tom Hulme talked about ‘Redesigning Design’ 1 : “The design industry is going through fundamental changes. Open design, downloadable design  DOWNLOADABLE DESIGN and distributed design democratize the design industry, and imply that anyone can be a designer or a producer.” The subtext of this message seems to be that open design 2 is something intrinsically good and should therefore be promoted. Though I generally view open design as a positive development, it is important to stay alert to potential obstacles and pitfalls in order to avoid throwing out the (designed) baby with the proverbial bathwater. Like other fields influenced by the ‘open movement’, such as open source software, open science, and open technology, open design is closely connected with the rise of computers and internet. In view of this intrinsic association, the fundamental characteristics of the digital domain are worth examining further. To develop the positive aspects of open design without falling prey to its pitfalls, the designer should not abandon his activities as a designer; rather, the designer should redesign the activities themselves. The designer of the future has to become a database designer, a meta-designer, not designing objects, but shaping a design space in which unskilled users can access user-friendly environments in which they can design their own objects.  TEMPLATE CULTURE

Design as Open Design

Openness is a fundamental part of life – and so is closedness. Although organisms have to remain separate from their environment in order to retain their discrete identity, they also need to open themselves up to their environment in order to nourish themselves and to dispose of the by-products of their essential processes. However, whereas the openness of other animals is limited in the sense that they are locked up in their specific environment (their niche or Umwelt), human beings are characterized by a much more radical openness. Their world is unlimited in the sense that it is open to an endless supply of new environments and new experiences. This makes human life incredibly varied and rich, compared to the life of other animals, but at the same time it also imposes a burden on us that animals do not share. Animals are thrown in an environment that is just given to them (which does not exclude, of course, that their environment may sometimes undergo radical changes due to forces beyond their control or understanding), but humans have to design their own world. Dasein, or ‘being-in-the-world’, as Heidegger characterizes the life of human beings, is always design – not only in the sense that they have to shape an already existing world, but in the more radical sense that human beings have to establish their world: they always live in an artificial world. To quote German philosopher Helmuth Plessner, humans are artificial by nature. 3 This is a never-ending process. Over the past few decades, accompanying the development of computers and the internet, we are witnessing the exploration and establishment of a whole new realm of human experience that leaves hardly any aspect of our lives untouched, including the world of design. Although human beings have, from the very dawn of humanity, been characterized by a fundamental openness, the concept of ‘openness’ has become especially popular in the last couple of decades. Wikipedia – one of the most successful examples of an open movement project – offers the following definition: “Openness is a very general philosophical position from which some individuals and organizations operate, often highlighted by a decision-making process recognizing communal management by distributed stakeholders (users/producers/ contributors), rather than a centralized authority (owners, experts, boards of directors, etc.)”. 4 In the global information society, openness has become an international buzzword.  OPEN EVERYTHING One of the recent developments has been the emergence of open software, from operating systems to a variety of applications. However, the demand for open access not only concerns software, but also extends to all possible cultural content, ranging from music and movies to books. All information (enslaved by copyrights) wants to be free.  MANIFESTOS Moreover, open access is not limited to the digital world. An increasing number of scientists are pleading for open science and open technology. They cooperate with the public and demand open access for their publications and databases. The Open Dinosaur project, for example, which advertises itself on its website as ‘crowd-sourcing dinosaur science’, involves scientists and the public alike in developing a comprehensive database of dinosaur limb bone measurements, to investigate questions of dinosaur function and evolution. 5 However, in this case, the demand for open access not only targets the results of their research, but also extends their objects. The OpenWetWare organization not only promotes the sharing of information, know-how and wisdom among researchers and groups who are working in biology and biological engineering, it also tries to prevent efforts to patent living matter, such as DNA. I could list many more examples of the open movement, from open gaming to open love. We seem to be open to everything. In the presence of so many trends towards openness, it does not come as a surprise that we also are witnessing the emergence of an open design movement, albeit slightly later than in many other domains. It seems to be part of a shift in the world of design from form via content to context, or from syntax via semantics to pragmatics. 6 But what does ‘open design’ actually mean? In his article The Emergence of Open Design and Open Manufacturing, 7 Michel Bauwens distinguishes three different dimensions of open design:

Input side
On the input side we have voluntary contributors, who do not have to ask permission to participate, and use open and free raw material that is free of restrictive copyright  ACTIVISM so that it can be freely improved and modified. If no open and free raw material is available, as long as the option exists to create new one, then peer production is a possibility.

Process side
On the process side, it is based on design for inclusion, low thresholds for participation, freely available modular tasks rather than functional jobs, and communal validation of the quality and excellence of the alternatives (peer governance).

Output side
On the output side, it creates a commons, using licenses that insure that the resulting value is available to all, again without permission. This common output in turn recreates a new layer of open and free material that can be used for a next iteration.

Making Almost Anything

At the Fab Labs, founded by Neil Gershenfeld at MIT’s Center for Bits and Atoms, these three dimensions are merging. Fab Labs give individuals access to tools for digital fabrication; the only provisos are that you must learn to do it yourself, and you must share the lab with other uses and users. Users can use the Fab Lab ‘to make almost anything’. This sounds exciting – and indeed, it is. However, there are also some serious problems connected with open design, three of which are associated with the open source movement in general. The designer of the future has to become a meta-designer, shaping environments in which unskilled users can design their own objects. The first problem is particularly linked with open source movements that deal with the production of physical objects. Where any immaterial project is concerned, as long as there is a general infrastructure for cooperation, and there is open and free input that is available or can be created, then knowledge workers can work together on a common project. However, the production of physical goods inevitably involves costs of raising the necessary capital, and the result at least needs to recoup the costs. Indeed. such goods compete with each other by definition; if they are in the possession of one individual, they are more difficult to share, and once used up, they have to be replenished. Thanks to the 3D printer, this problem seems to become less urgent every month. The first consumer 3D printer has been announced for this autumn, produced by Hewlett-Packard.  PRINTING Although it will still cost about 5000 euros, it is expected that the price will soon drop below 1000 euros. Nevertheless, the laws of the physical economy will remain a serious constraint, compared to open source activities in the digital domain. A second problem for the open design movement is that many people are not able or willing to join the open design movement. Human life is an eternal oscillation between openness and closedness, and this holds true for design. Many people do not have the skills, the time or the interest to design their own clothes, furniture, software, pets, or weapons (see below, under the fourth problem). Third, we should not automatically trust those who think that they are able to design. As long as the individual is happy with the result, this issue does not seem like a big problem. But as soon as the crowd starts sourcing,  CROWDSOURCING the varied input might affect the reliability, functionality or the beauty of the design. Unfortunately, crowdsourcing does not always result in wisdom; quite often, all it produces is the folly of the crowds. In You Are Not a Gadget, 8 Jaron Lanier argues convincingly that design by committee often does not result in the best product, and that the new collectivist ethos – embodied by everything from Wikipedia to American Idol to Google searches – diminishes the importance and uniqueness of the individual voice, and that the ‘hive mind’ can easily lead to mob rule, digital Maoism and ‘cybernetic totalism’. 9 Fourth, I want to address an additional problem. We should not forget that the 3D printers and DNA printers  PRINTING in the Fab Labs and homes of the future probably will not be used solely to design beautiful vases and flowers; they could also be used to engineer less benign things, such as lethal viruses. This is not a doomsday scenario about a possible distant future. In 2002, molecular biologist Eckhard Wimmer designed a functional polio virus on his computer with the help of biobricks and printed it with the help of a DNA synthesizer; in 2005, researchers at the US Armed Forces Institute of Pathology in Washington reconstructed the Spanish flu, which caused the death of between 50 and 100 million people in the 1920s, roughly 3% of the world’s population at that time; to understand the virulent nature of that influenza virus, consider this: if a similar flu pandemic killed off 3% of the world population today, that would be over 206 million deaths. Although we have to take these problems seriously, they should not lead to the conclusion that we should avoid further development of open design. It should urge us not to ignore or underestimate the potentially dangerous pitfalls of open design, and invent new strategies to face up to them.

Design as Metadesign

In the digital era, we have moved from the computer to the database as material or conceptual metaphor. It functions as a material metaphor when it evokes actions in the material world. Examples of this are databases implemented in industrial robots, enabling mass customization (e.g. ‘built-to-order’ cars) and bio­technological databases used for genetic engineering. Conversely, it functions as a conceptual metaphor if it expresses a surplus of meaning that adds a semantic layer on top of the material object.

The psychologist Maslow once remarked that if the only tool you have is a hammer, it may be tempting to treat everything as if it were a nail. 10 In a world in which the computer has become the dominant technology –more than 50 billion processors worldwide are doing their job – everything  is becoming a material or conceptual database. Databases have become the dominant cultural form of the computer age, as “cinema was the key cultural form of the twentieth century”. 11

They are ‘ontological machines’ that shape both our world and our worldview. In the age of digital recombination, everything – nature and culture alike – becomes an object for manipulation. The almost unlimited number of combinations that databases offer would seem to prescribe some form of limitation imposed on the possibilities. In the case of open, database-mediated design, this calls for a new role for the designer. The designer should not give up his role as a designer (or restrict himself to his traditional role as designer of material or immaterial objects).

Instead, he should become a metadesigner who designs a multidimensional design space that provides a user-friendly interface, enabling the user to become a co-designer, even when this user has no designer experience or no time to gain such experience through trial and error.

Designing Models

The task of the metadesigner is to create a pathway through design space, to combine the building blocks into a meaningful design. In this respect, the meta-designer resembles the scientist who no longer creates a linear argument, but a model or simulation that enables the user to explore and analyse a specific domain of reality, or a game designer who designs a game space that facilitates meaningful and enjoyable play, if he is successful.

The Tower of Babel

This implies that the designer’s task is to limit the virtually unlimited combinational space in order to create order from disorder. After all, like the infinite hexagonal rooms in the Library of Babel postulated by Jorge Luis Borges 12 , most of the (re)combinations of design elements will have little or no value. To some extent, the designer will create these design elements himself, while others will be added by the co-designer. The recombination of the elements will also take the form of an interaction between the possible paths within the design space on the one hand, and the choices of the co-designer on the other. Of course, data mining and profiling algorithms will also play a role by suggesting or autonomously adding design elements (depending on the metadesign). You might ask yourselves what makes the metadesign presented here essentially different from forms of mass customization that already exist, for example on the Nike website. The answer is that mass customization is part of the project of metadesign, but only part. In the main article I referred to the three dimensions of open design.

In the case of mass customization, as with Nike, the aspect related to openness only exists in the output dimension, and even there the openness is rather limited: a customer can choose from a small range of available colours. It would naturally be impossible to offer a detailed blueprint or road map for exactly what metadesigns  will look like; this discussion is merely my reflections on the topic – or perhaps my considerations of a development yet to come. Creating them will be the task of the meta-designers of the future.

Designability

Some time ago, Kevin Kelly published an article called ‘Better Than Free’ 13 which advocated a new business model, based on free copies in almost every domain – from music, books and films to your DNA – which should be supplemented by added value. He lists eight ‘generative values’ that might enhance the value of the free copies, and for which people will be prepared to pay: immediacy, personalization, interpretation, authenticity, accessibility, embodiment, patronage, and findability. I think we should add one more value: designability. It is my belief that this value will encompass all the others, presenting a great challenge for the meta-designer.

  1. link:  http://www.picnicnetwork.org/program/sessions/redesigning-design.html , accessed on 16 January 2011.
  2. In this article, for brevity’s sake, I use the term ‘open design’ as a catch-all to cover open source design, downloadable design and distributed design.
  3. Plessner, H, ‘Die Stufen des Organischen und der Mensch. Einleitung in die Philosophische Anthropologie’, in Gesammelte Schriften, Vol. IV. Frankfurt: Suhrkamp, 1975 (1928), p. 310.
  4. link: en.wikipedia.org/wiki/Openness , accessed on 16 January 2011.
  5. link:  http://opendino.wordpress.com
  6. Oosterling, H, ‘Dasein as Design’. Premsela Lecture 2009, p. 15. Available online at www.premsela.org/sbeos/doc/file.php?nid=1673 , accessed 16 January 2011.
  7. Available online at www.we-magazine.net/we-volume-02/the-emergence-of-open-design-and-open-manufacturing/ , accessed 16 January 2011.
  8. Lanier, J, You Are Not a Gadget. Knopf, 2010. More information at www.jaronlanier.com/gadgetwebresources.html .
  9. Lanier, J, ‘One-Half of a Manifesto’, on the Edge Foundation’s forum. Available online at www.edge.org/3rd_culture/lanier/lanier_p1.html , accessed 16 January 2011.
  10. Maslow, A, The Psychology of Science: A Reconnaissance. 1966, 2002. Available online at books.google.com/books?id=3_40fK8PW6QC , accessed 16 January 2011.
  11. Manovich, L, The Language of New Media. MIT Press: Boston, 2002, p. 82. Available online at books.google.com/books?id=7m1GhPKuN3cC , accessed 17 January 2011.
  12. Borges, L, ‘The Library of Babel’, reprinted in The Total Library: Non-Fiction 1922-1986. The Penguin Press, London, 2000, p. 214-216. Translated by Eliot Weinberger.
  13. Kelly, K, Better Than Free, 2008. Available online at www.kk.org/thetechnium/archives/2008/01/better_than_fre.php , accessed on 16 January 2011.
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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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Downloadable design http://opendesignnow.org/index.php/visual_index/downloadable-design/ http://opendesignnow.org/index.php/visual_index/downloadable-design/#comments Thu, 26 May 2011 11:21:16 +0000 remko http://opendesignnow.org/?p=292 Continue reading ]]> Back in the day, The Pirate Bay was an infamous P2P file-sharing service, used to exchange illegal CAD files for products of global brands like Mercedes, Apple and Gucci, which were fed into every household’s 3D microwave to replace the household’s car parts, PCs or clothing. It became legal again when the world government placed a very high sales tax on the liquid copy medium for those 3D prints. If this is to become our future, if digital files will be so easy to distribute and turn into physical products, what will become of our post-industrial age?

COOLPLUS MICRO KNITTED SHAWL BY MARINA TOETERS ➝ (UN)LIMITED DESIGN CONTEST / MARIA NEICU


PHOTO: MAARTEN VAN DER MEER ➝ WWW.MAARTENVANDERMEER.NL

SHAWL LASERCUT PATTERNS


PHOTO: MAARTEN VAN DER MEER ➝ WWW.TOETERS.NET

LASERCUT SUNGLASSES MADE WITH MAGIC BOX, STUDIO LUDENS ➝ (UN)LIMITED DESIGN CONTEST / BAS VAN ABEL


PHOTO: WOUTER WALMINK & STUDIO:LUDENS ➝ WWW.STUDIOLUDENS.COM

FRUIT BOWL 128 BY SILVIE VAN DE LOO ➝ (UN)LIMITED DESIGN CONTEST / BAS VAN ABEL


PRODUCT: WWW.SEMDESIGN.NL – PHOTO: NORBERT WAALBOER ➝ WWW.DEBESTEFOTOGRAAF.NL

WOODEN BOX MADE WITH MAGIC BOX


PHOTO: WOUTER WALMINK & STUDIO:LUDENS ➝ WWW.WALMINK.COM

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