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

Maria Neicu

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

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

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

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

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

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

Adopt and Improve

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

UNLIMITEDDESIGNCONTEST.ORG

  1. Roel Klaassen, Premsela
  2. Victor Leurs, Featuring-Amsterdam
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MEDIALAB PRADO / LAURA FERNÁNDEZ http://opendesignnow.org/index.php/case/medialab-prado-laura-fernandez/ http://opendesignnow.org/index.php/case/medialab-prado-laura-fernandez/#comments Fri, 27 May 2011 09:51:29 +0000 remko http://opendesignnow.org/?p=455 Continue reading ]]> Medialab Prado
a Methodology for Collaborative Prototyping

Laura Fernández

Medialab Prado, part of Madrid’s municipal arts department, is aimed at the production, research and dissemination of digital culture and the area where art, science, technology and society intersect. 1 Medialab Prado has several on-going programmes, all of which are free and open to the general public; two of their initiatives are discussed here.

The Interactivos? programme, launched in 2006, is an open research and production platform for creative and educational uses of technology, facilitating collective creation using open hardware and open software tools. Its goal is to experiment with the use of electronics and software in art, design and education projects. The Visualizar programme, which started in 2007, explores the social, cultural and artistic implications of data culture and proposes methodologies to make them more understandable, opening up opportunities for participation and criticism.

Medialab Prado organizes international events  EVENTS in the context of its programmes, using a hybrid form that combines production workshops, symposiums and final exhibitions to showcase the results. These initiatives take place in Medialab Prado’s new facilities, which provide a versatile space for reflection, research and intensive collaboration.

In that space, several projects previously selected from the responses to an international open call for proposals are developed in interdisciplinary working groups, consisting of the author of the initial proposal and all the people who are interested in collaborating. Over a three-week period, the members of each working group work in consultation with expert advisors to develop prototypes; at the end of that period, the results are presented and displayed in an exhibition.

The process is open to the public from beginning to end. Participants are encouraged to prepare proper documentation for their projects, both during and after the workshop, and to publish the results and source code under licences that grant access to and distribution of the knowledge produced by the working groups. Medialab-Prado offers a range of tools to facilitate knowledge  KNOWLEDGE exchange on the projects, including forums, wikis, blogs and a code repository.

The methodology developed by Medialab Prado has been used to carry out fifteen workshops so far, in which 140 prototypes were developed by more than 900 participants.

Low-cost, DIY Methods of Digital Fabrication

During the Interactivos?’09 Garage Science workshop, a RepRap 2 machine (a self-replicating 3D printer for rapid prototyping)  REPRODUCTION was built at Medialab-Prado by a team of nine people. Inspired by RepRap, Zach Hoeken Smith from NYC Resistor started the MakerBot project, 3 an iterative design process that resulted in a low-cost 3D printer which can easily be built from a kit. In January 2009, Medialab-Prado organized a workshop to build and start using a MakerBot, with the aim of gathering a local community that can continue working on those two projects.

Text Digitization Workshop

In May 2010, a digitization workshop was held with the aim of covering the full scope of activity related to text digitization using free and open technologies. Inspired by DIY Book Scanning, 4 this workshop was about digital mark-up, editing and publishing, as well as the promotion of digital content.

medialab-prado.es

  1.  http://medialab-prado.es/article/que_es
  2. http://reprap.org
  3. http://makerbot.com
  4. http://www.diybookscanner.org
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FIFTY DOLLAR LEG PROSTHESIS / ALEX SCHAUB ET AL http://opendesignnow.org/index.php/case/fifty-dollar-leg-prosthesis-alex-schaub-et-al/ http://opendesignnow.org/index.php/case/fifty-dollar-leg-prosthesis-alex-schaub-et-al/#comments Fri, 27 May 2011 09:42:56 +0000 remko http://opendesignnow.org/?p=442 Continue reading ]]> Intercontinental Collaboration on Prosthetic Design.

If you plan to produce a $50 below-knee prosthesis for a developing country like Indonesia, where would you start? Is it even possible, considering that a below-knee prosthesis in the Western world costs $4,000? Waag Society’s Fab Lab Amsterdam in the Netherlands and the House of Natural Fiber, a media and art laboratory in Yogyakarta, Indonesia are working on a collaborative project aimed at finding answers to these questions.

Alex Schaub, Deanna Herst, Tommy ‘Imot’ Surya, Irene ‘Ira’ Agrivina

The House of Natural Fiber (HONF) has initiated a number of projects in the surrounding area, ranging from arts and design to education and public services. In line with its consistent focus on interactivity between people and environments, HONF selects and structures its projects based on the needs of local communities.  SOCIAL DESIGN One of these projects includes research on production and fabrication processes in relation to such fields as robotics, open source, and scientists (e.g. microbiologists). One of the partner organizations that benefit from the support provided by HONF is Yakkum, a rehabilitation centre for disabled people. HONF has been collaborating with Yakkum for almost 9 years, working as a non-official mediator and facilitator through workshops in the field of arts and empowerment. The collaboration with Yakkum confronted HONF with its biggest challenge in the context of fabrication processes. Yakkum produces prosthetics and orthotics for people with physical disabilities, particularly in Yogyakarta and other urban areas in Indonesia. However, these medical aids are expensive to produce, and take far too much time; one prosthesis is finished every two weeks. The situation is particularly problematic since there are many patients who urgently need prostheses, and most of them come from poor families. The aim of the $50 prosthesis project was to enable Yakkum to provide prostheses for two people a day using Fab Lab technology.

The first step in this collaborative process took place in May 2009, when Fab Lab Amsterdam invited HONF to an introductory prosthetics workshop for an initial exchange of experiences between users and designers.  CO-CREATION The workshop covered methods, techniques and materials and included expert input from Hugh Herr, director of the Biomechatronics Research Group at MIT, and Marcel Conradi, director of the De Hoogstraat Rehabilitation Centre in Utrecht. End-user evaluation was provided by Appie Rietveld, initiator of Korter maar Krachtig, 1 a Dutch support and advocacy group for people dealing with limb loss.

A second prosthetics workshop in January 2010 aimed to define design parameters for adjustability, to devise inexpensive, efficient methods for production, and to explore the use of local materials – using local bamboo instead of aluminium reduces production costs considerably.  TREND: SCARCITY OF RESOURCES Some very useful insights emerged, such as the discovery that the patent of the ‘pyramid adapter’, a crucial part of the prosthesis, is expired, which allowed the collaborating partners to re-engineer it.
The next step was to test a first bamboo prototype and to make it adjustable. Most prosthesis users currently depend on orthopaedists for every minor adjustment of their prostheses, but that could theoretically be avoided. Many users do not realize that they already have a lot of first-hand knowledge about their own prosthesis, since they wear them 24/7; they are the experts on their own prosthetics use. Children generally need to have their prosthetic legs recalibrated by a doctor every six months. In Indonesia, this costs a lot of time and money. An adjustable leg would enable end users to adjust their prosthetic legs themselves by feeling and experiencing the fit, measuring the prosthesis and adapting it.

Walking on different surfaces also requires adaptation of the leg. The roll-off curve of a foot changes drastically when walking on different surfaces. The majority of prostheses on the market are designed for just one standard surface. An adjustable prosthesis would enable users to manage aspects like the roll-off curve, the angle of the foot or the height of the prosthesis themselves. In Indonesia, prosthesis alignment is mainly done manually. To facilitate the process, the collaboration team started to develop tools, such as a cheap alignment laser device and a portable 3D scanner. As DIY  DIY kits, these tools could improve accuracy while remaining affordable and accessible. Besides using digital fabrication resources, the team embraced open innovation principles, drawing knowledge from the expert users in Yakkum, the designers from HONF and Fab Lab Amsterdam, academic advisors such as Professor Bert Otten (Center for Human Movement Sciences, NeuroMechanics, University of Groningen) and specialized manufacturers like Kamer Orthopedie in Amsterdam. Input from all the parties will be used in the process of developing and designing the adjustable leg. The concrete results of the $50 prosthesis project so far also include key design insights. For instance, adjustability allows end users to take a crucial step toward independence, and the visual design of the prosthesis is important to end users. In addition, knowledge transfer during production is important for empowerment and self-reliance. In terms of production, the team gathered knowledge  KNOWLEDGE on how to user thermoforming to produce quality limb sockets quickly.

The next steps will address specific, tangible end-user needs and preferences. What do users need in order to adjust the prosthesis effectively? How would they like the design to look and feel? The aim is to develop a process or method for design based on the parameters defined in consultation with ‘expert users’: adjustability, open innovation and digital fabrication. To this end, a Fab Lab will be set up in Yogyakarta with a special Prosthetics section. The collaborative team working on the $50 prosthesis project will not stop there. In the future, they plan to research options for using intelligent materials to enhance the experience and effectiveness for the end user. Another goal is to explore the use of embodied cognition. Professor Bert Otten expects the process of prosthetic design to be guided by the team’s increased insight into the development of embodied cognition in amputees as they learn to walk with the leg prosthesis. Their improved sense of dynamic balance can be observed best from the way they move and how they intuitively adjust the prosthesis. No technical insight or expertise should be needed to adjust the prosthesis optimally, as long as the design is based on embodied cognition.

blog.waag.org/?p=2454

  1. The name of this Dutch foundation translates as ‘shorter but powerful’. www.kortermaarkrachtig.com
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FAIRPHONE / JENS MIDDEL http://opendesignnow.org/index.php/case/fairphone-jens-middel/ http://opendesignnow.org/index.php/case/fairphone-jens-middel/#comments Fri, 27 May 2011 09:42:35 +0000 remko http://opendesignnow.org/?p=440 Continue reading ]]> ANSWERING THE CALL OF A GENERATION

Jens Middel

Suppose you want to make people aware of grave human rights abuses in a faraway country. Suppose you also want to convince them to take action against those abuses. And suppose, finally, that you want to interest even groups who aren’t particularly idealistic. How do you pull it off? FairPhone is an answer to this question – and open design plays a crucial role.

To create and promote the world’s first fair mobile phone, together. One that can easily compete with today’s best and most sharp-looking phones. This is FairPhone’s  SOCIAL DESIGN objective – or better said: it’s the common goal of the people visiting this interactive online community. Here, men and women from all over the planet pool their design skills,  KNOWLEDGE campaign ideas and social concerns. In the process of trying to make a fair mobile phone, participants eventually realize that they’ll need certain key minerals for the phone’s production – and that phone brands have so far refused to reveal where these minerals came from, or are clearly retrieving them from African mines where working conditions are deplorable.  TREND: SCARCITY OF RESOURCES FairPhone will facilitate both the participants’ search for better mines and their petition to phone brands to contract those better mines.

The Call for Interaction

The keyword in FairPhone is ‘together’. It is, after all, a community of people participating in a co-creation CO-CREATION process. It is not a traditional process, though; there is no-one hovering over the contributors, deciding who responds to whom or who does what. The only top-down coordination on the project is that the initiative presents ‘challenges’: specific design and campaign problems for visitors to solve. Contributors can choose for themselves which ideas and designs they send in, and have permission to freely use other people’s entries as building blocks – just as their ideas and designs in turn might form the basis of other, future contributions. FairPhone is interactive, co-creational, peer-to-peer  CO-CREATION and open. According to its founders, this is exactly what makes the project so attractive to so many people – even the ones who usually aren’t interested in taking part in idealistic initiatives.

The Call for Freedom

The founders in question are: Waag Society, a foundation that develops creative technology for cultural innovation; NiZA, an NGO, that fights for equal rights and fair distribution of wealth; Schrijf, a company specializing in creative communication concepts and text products.

Their basic assumption is that men and women in today’s society may be more individualistic than ever, but are nevertheless social and creative creatures at heart. People still want to belong; they just want to choose a community for themselves, be free to decide when or where to participate in it and make a unique, individual contribution to the group’s goals. They also want their participation to be challenging: to let their interaction with others stimulate their own personal development.

The Call for Justice

FairPhone taps into this modern mentality: by creating an internet community  COMMUNITY that people can enter and leave at will; by inviting and enabling each person to use their own creative talents in completing a collective project; and by posting design and campaign challenges online, inviting participants to comment and build on each other’s ideas. FairPhone also appeals to idealists, because it follows consumers’ growing call for corporate responsibility and transparent production lines. The project is not primarily about developing a prototype of the first fair mobile phone. Rather, it is about bringing people together, inspiring all telephone brands to ‘go fair’ and fighting injustice the most effective way possible: together, as a collective.

www.fairphone.com

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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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LEARNING BY DOING / MUSHON ZER-AVIV http://opendesignnow.org/index.php/article/learning-by-doing-mushon-zer-aviv/ http://opendesignnow.org/index.php/article/learning-by-doing-mushon-zer-aviv/#comments Fri, 27 May 2011 09:15:39 +0000 remko http://opendesignnow.org/?p=427 Continue reading ]]> Mushon Zer-Aviv describes his efforts to teach open source design as an attempt to investigate why collaborative work combined with individual autonomy has not been common practice in design, as it is in open source software development. He discusses whether what worked for code might just as easily be transferred to design: the physical object as binary structure.

Mushon Zer-Aviv

I have been teaching open source design since 2008, in an attempt to figure out whether it can even exist. This article is an opportunity for me to reflect on and share my latest failures and successes in teaching what has yet to be learned.

I was first exposed to the open source world as a user of some free software; it was only later that I was introduced to the idealistic arguments about Freedoms, ACTIVISM as a more abstract principle. This combination of collaborative work and individual autonomy intrigued me. Coders were developing appealing political structures that were fostering creativity, collaboratively. I envied that degree of creative freedom; as a designer, I live in fear of ‘design by committee’.

Don’t designers know how great free collaboration can be? Are they too afraid of trying? Do they just need a helping hand? Or is the problem that what works for code just doesn’t really translate into the design process?

Inspired by these initiatives, I started my own open source project, co-founding ShiftSpace.org; I took part as a designer, collaborating with Dan Phiffer, a coder. It was my enthusiasm about open development that inspired me, but I was surprised to find that this excitement was not shared by my fellow designers. Don’t designers know how great free collaboration OPEN EVERYTHING can be? Are they too afraid of trying? Do they just need a helping hand? Or is the problem that what works for code just doesn’t really translate into the design process?

I set out to answer these questions, but trawling through online resources did not yield enough satisfactory writing on the subject. Many discussions confused sharing with collaboration,  CO-CREATION or were trying to advocate the use of open graphics software for purely ideological reasons. These arguments did not convince me; I was fairly sure that the ideological stance of coders could not be the only element that makes ‘Free Software’ such a desirable practice. Similarly, there is no intrinsic sociable instinct that leads coders to one another. The networked collaborative model of Free Software for coding is pragmatically the best way to go; any other way just makes much less sense. In this context, ideological reasons are secondary to simple pragmatism.

An Open Design Lab, with My Students as Lab Rats

It might be that we just haven’t found the right way to transcend the design process; it’s not as if we’ve tried all that hard yet. Art and design schools still nurture the image of the genius  DESIGNERS as an individual artist. Originality is rewarded as a higher standard than com-munication, and copying is considered a sin. I figured the classroom would be the first place to start, so I proposed a class for the Parsons School for Design entitled Open Source Design. I assumed that our exploration of design based on Free Software methods should probably start with interface design, since interface is an integral part of most of the software we use. My hope was that I would be able to convince my students to contribute their design skills to some projects – have them get hands-on experience working on real projects while actually making some actual (and much-needed) contributions to Free Software.

To drive home the point about collaboration (and to scare off any students who might not be ready for the bumpy ride), I decided to kick off the first class with some bold statements:

“In this class, we’re going to explore the possibilities of Open Source Design while learning HTML, CSS & WordPress theming. However, I should warn you that I don’t have much experience in HTML & CSS, and I will practically be learning WordPress for the first time along with you guys.”

You can imagine the looks on their faces. Luckily for me, only some of them left as soon as the class was over. My approach to this class was different than what I had done in previous classes I had taught. Rather than teach the students to use the technology, we learned how to figure things out on our own. Rather than memorizing every HTML element and what it might be good for, we learned to use Firefox and the Firebug extension to inspect the source code of every site. Open source made sense immediately when the students could read the HTML code   KNOWLEDGE of any page like an open book. Unlike in other classes, the students were encouraged to copy, to analyse, to understand and to implement code and design patterns they found on the web.  HACKING

To look at grid-based design, we used the Blueprint BLUEPRINTS CSS framework; for WordPress, we used the Sandbox and Thematic framework themes. In both cases, the students based their work on previous design decisions coded into these frameworks and explored ways of modifying the code or design to fit their needs. We were using design foundations that were strong, but at the same time easy to modify. It made sense to the students; they understood why the concept of openness might actually be relevant for them.

Teaching vs Learning

Like many other design educators, teaching is one of the ways that I can stay up to date. I am required to constantly keep myself informed, constantly learning and make sure I actually understand new subjects enough to teach them. That is also a benefit of being involved in open source initiatives. The professional exchange between coders facilitates a sustainable peer-to-peer learning environment – and one that extends beyond the structures of institutional education. To extrapolate, if I learn by teaching students and geeks learn by teaching each other, maybe my students can learn that way too.

The first assignment in my class was ‘The Tutorial’. Students were required to create a (non-digital) tutorial on something they already knew how to do, preferably a topic that others might not be familiar with. They exchanged tutorials in class; over the following week, all the students had to follow the guidelines provided by their peers and report to the class on their experiences. The students wrote tutorials on such topics as ‘How to curve a football’, ‘A recipe for banana bread’, ‘DIY 3D glasses’, ‘Finding an Apartment in NY (Without Paying a Broker)’ and ‘How to Sell Multiple Pairs of Shoes’. A tutorial is an involved interactive design task, even when the tutorial is not digital. It also provided a framework for the semester that was constructed around knowledge sharing, documentation and peer learning.

Art and design schools still nurture the image of the genius. Originality is rewarded as a higher standard than communication, and copying is considered a sin.

Tutorial hunting has become a substantial part of the semester, as tutorials become a major source of pooled knowledge. We used a class mailing list where students could submit technical questions and ask for creative feedback. I encouraged them to post their code and questions on the blog and refer their peers to the relevant blog post from the mailing list. However, in many cases, a code snippet was not enough to get the full picture, reproduce the problem and help solve it; we needed to share the full code repository. I was concerned that getting the students on a version control system would be pushing them just a bit beyond the geekdom level that design students could handle in one semester, but it became unavoidable. I set them up on a centralized Subversion code repository, so every student would get every code update downloaded directly to their computers. They shared all the code by definition and could modify each other’s work when needed. SHARING

This worked well, but it had an unacceptable side effect: at the end of each semester, the class code repositories created in that semester would be left abandoned. Symbolically, each class became an abandoned open source project. Obviously, that was not the message I wanted to leave the students with. I recently gave up on the Subversion system, which used centralized version control, and got my students on Git and the Github.com ‘social coding’ site. On Github, the students publish their code in public and other users (not just the other students in the class, but also other users) can easily fork, merge and comment on the code. When the semester ended, the students maintained control of their own repositories, beyond the context of the class.

Pragmatic, Not Altruistic

By that point in the semester, I have managed to convince the students why free and open source content available online is relevant to them and will advance their creative work. But that was the easy part; I have not yet managed to convince them why they should contribute too, why they should give back to the commons.  MANIFESTOS

I initially set up the final assignment of the semester as an arbitrary task: “Find an open source project, and contribute to it as a designer.” I was naïve, to say the least, and this ill-conceived task failed miserably. My students didn’t really understand the projects they chose, and the geek-talk on the mailing lists was incomprehensible jargon to them. The communities they approached did not have a frame of reference to appreciate the students’ contributions and were suspicious of the students’ motives. The first semester of the Open Source Design class ended in disappointment; it was clear we were on the wrong track.

In the following semester, I understood that assigning an arbitrary contribution was the wrong way to go. I had a smaller class that time around, and we chose to work together twice during the semester. First, we took part in the WordPress 2.7 icon design challenge. Later, the students chose to help some of their friends get their portfolios up online using the Indexhibit system. They wrote tutorials, they recorded screen-capture videos, they wrote code examples and style comments. Finally, they posted their contributions on the class blog and on the Indexhibit forums. Back then, the documentation available for Indexhibit was lacking and the students’ work was well received.

The second attempt had worked much better than the first one, but I knew its success had a lot to do with the qualities and personalities of the students in class. They enjoyed working together but at its core, the Indexhibit documentation was still a relatively altruistic contribution to a project that they were not actually planning to use after the class ended. If they were not going to benefit from their own contributions, why should they contribute again once they were no longer required to for a group assignment?

In the following semesters, I guided students to write the kind of tutorials they would have liked to find for themselves. Their tutorials focused on CSS, WordPress, Github… environments they used for their own benefit, in their own work. They not only covered the technical side of the technologies they documented; they also looked at the design aspects. At the end of the semester, the blog featured valuable, peer-reviewed and tested tutorials that benefited the students who had already completed the class. Months and years after each of these semesters ended, these publicly available contributions constantly receive thank-you comments from random users on the web. And still, it was not enough yet.

Toward a Collaborative Design Process

As far as knowledge sharing is involved, the tutorial approach has indeed proved itself. However, sharing technology and design tips is not collaboration. In this context, sharing has been happening post mortem to the creative act. To really challenge the design process and discover whether design can enjoy the benefits of the networked production  REVOLUTION revolution, I needed to focus my efforts on design collaboration.
Writing a wiki and coding software both benefit from a highly collaboration-friendly technology: text. Both types of content generation use a vocabulary predefined by language, which levels the playing field for the various contributors. It poses implicit prerequisites (literacy) and it funnels the contributions through a finite list of the syntax options standardized by language. For better or worse, both visual and behavioural languages are not confined within such rigid structures.  STANDARDS Ironically, it is the openness of these languages that makes networked collaboration harder.

In the last few decades, interface design emerged as an important cultural practice. There have been many attempts recently to coordinate and standardize this new language. The critical discussion of interface linguistics does not happen in the academic arena, it happens in the blogosphere. These interface linguists document design patterns and evaluate best practices for following them. Many of them are advocating semantic content and structured data, claiming such approaches would support efforts to index and process this content. The aim here is to serve artificial systems that are not intelligent enough to derive the meaning without external assistance. At the same time, these index-based and component-based approaches help structure the creative process as well. We see it in Wikipedia, where the way that articles are structured helps to focus and process the collaborative act. We see it in the structure of Cascading Style Sheets (CSS), where design decisions propagate through the document’s structure. And we see it in interaction modules, where code libraries encapsulate a single action which can still be modified externally through APIs.

The critical discussion of interface linguistics does not happen in the academic arena, it happens in the blogosphere.

The next frontier for the academic collaborative design lab that my students and I have been leading would have to involve the linguistics of interaction design. We will start drafting characters, then words and then sentences; some might call it building a structured visual language. We will try to define a syntax, then rearrange it and try again; some might call it designing modular systems. We will try to set standards, then extend them, then break them; some might call it developing a design guide. We will try to evaluate the legibility and readability of our messages; some might call it usability testing. We will try to discover a new collaborative paradigm for the design process; some might call it ‘Open Source Design’.

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TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS / CAROLIEN HUMMELS http://opendesignnow.org/index.php/article/teaching-attitudes-skills-approaches-structure-and-tools-carolien-hummels/ http://opendesignnow.org/index.php/article/teaching-attitudes-skills-approaches-structure-and-tools-carolien-hummels/#comments Fri, 27 May 2011 08:41:41 +0000 remko http://opendesignnow.org/?p=425 Continue reading ]]> Taking a critical look at current educational models, open design will involve a shift in the relationship between designers and potential users in terms of attitude, skills and approach. Caroline Hummels discusses the consequences of open design for the educational approach and for the structure and tools offered. She advocates an educational model that reflects the flexibility, openness, and continuous development of open design.

Caroline Hummels

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

The Aim and Focus of Open Design

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

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

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

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

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

Learning the Attitudes and Skills for Open Design

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

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

Blurring Boundaries

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

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

The Approach to Open Design

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

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

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

Structures and Tools for Open Design

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

Conclusions

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

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

Dick Rijken

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

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

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

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

Fundamental Paradoxes

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

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

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

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

Atoms and Bits

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

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

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

Why Keep It Simple?

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

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

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

Design Literacy

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

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

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

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

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

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

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

Becoming Literate

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

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

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

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

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

Design into the Future

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


THE STEIM STORY

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

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

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

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

www.steim.org

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

Pieter Jan Stappers Froukje Sleeswijk Visser Sandra Kistemaker

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

The Creative Guy

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

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

The Traditional View in Transformation

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

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

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

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

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

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

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

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

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

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

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

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

Co-creation with Users in Industrial Practice

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

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

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

Contextmapping: Informing Design

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

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

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

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

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

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

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

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

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

Process and Techniques

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

Insights, Ideas and Concepts

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

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

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

Where Is This Going?

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

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

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

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

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

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

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

Gabrielle Kennedy

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

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

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

Furniture That Can Be Grown

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

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

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

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

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

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

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

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

The Modernist Roots (of Open Design)

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

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

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

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

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

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

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

Less Production Is Needed, Not More.

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

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

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

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

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

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

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

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

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

Make-Me .com

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

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

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

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

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

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

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

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

Closed Societies Fail

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

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

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

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