Open Design Now » network society 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 OPEN STANDARDS / THOMAS LOMMÉE http://opendesignnow.org/index.php/case/openstandards-thomas-lommee/ http://opendesignnow.org/index.php/case/openstandards-thomas-lommee/#comments Fri, 27 May 2011 09:53:08 +0000 remko http://opendesignnow.org/?p=461 Continue reading ]]> Open Standards
Design for Adaptation:
A New Design Vocabulary

Thomas Lommée

Over the last 20 years, we have been witnessing the early developments of a networked economy that is operated by its interconnected participants. Decentralized information streams and sources have altered people’s attention scopes, ambitions and goals and stimulated a more critical and pro-active attitude. Rather than swallowing manicured advertising made up by professional PR departments, consumers are now informing, inspiring and instructing each other with home-grown content – using Twitter feeds, blogs and YouTube movies to communicate their skills, knowledge and ideas.

But the global mouth-to-mouth mechanism of the World Wide Web  TREND: NETWORK SOCIETY not only initiated a dialogue among consumers, it also started a conversation between consumers and producers. This emerging dialogue is generating exciting new business models and rearranging current artistic practices.

On the one hand, it enables consumers to participate in the design process at various levels. Blogs facilitate product reviews and ratings, while easy access to online instructions stimulate consumers to personalize, adapt, repair  REPAIRING or hack  HACKING products. On the other hand, producers can now obtain a huge amount of feedback on their products by observing all these millions of small movements online and subsequently respond to them in their next product releases. Some producers are even actively involving the end user in the creative process by asking them to design new applications (e.g. Apple’s app store) or to propose new uses for their products (e.g. the Roomba vacuum cleaner 1).

Out of this creative dialogue, the need for a common design language, a kind of shared design vocabulary with its own specific rules, characteristics and outcomes, is slowly  STANDARDS emerging. This vocabulary is manifesting itself through common agreements within the dimensioning, assembly and material cycles of the object. The concept of introducing a set of open standards is nothing new. Whenever a need for sharing has become apparent, open standards have always emerged as a means to generate more flexible and resilient models of exchange. The internet, for example, is entirely based on HTML coding, a common, free-of-charge text and image formatting language that allows everybody to create and share web pages; Wikipedia is nothing more than a common standard template that can be filled in, duplicated, shared and edited over and over again.

Despite the obvious advantages that these common standards and design protocols bring, there is considerable scepticism among designers to adopt and embrace them – probably because, until recently, a seemingly infinite amount of resources indicated little need for more flexible and open systems, and the hierarchical, top-down monologue of mass communication offered few opportunities for exchange.

In addition, these open models also raise questions of accountability, profitability and formal expression. How do we credit the contributors? How do we generate money? Last but not least, how do we balance openness and protection, freedom and restriction? Since every standard by definition imposes a restriction, it limits our choices and obstructs our freedom to design and shape, and it disrupts our independent position as designers.

Nevertheless, the more we continue to share and exchange, the more the need for common platforms will surface within all aspects of our culture. This doesn’t mean that one system will replace the other. Sometimes the commons will do a better job; other times the classical systems will prevail. Both open and closed systems will continue to exist, but it is the evolution of both in relation to the emergence of a networked society as well as the growing range of hybrids (closed systems with open components) that need to be closely observed and tried out.

Designing within certain common standards will require a different mindset from all stakeholders of the design process. In order to think ‘within the box’, in order to accept and embrace the new opportunities that emerge out of common restrictions, we need to acknowledge that we are part of a bigger whole, rather than being the whole itself. It requires us to give up the myth to create ‘something new’, something that ‘hasn’t been done before’ and to replace it by a willingness to dissolve into bigger projects that just make common sense. This new mindset will severely damage the romantic ideal of the ‘designer-creator’  DESIGNERS and shift it towards the ‘designer-collaborator’.

And, let’s face it, that’s quite a different perspective to work from. No designer of our generation wants to be a pixel; we all want to be the full-colour image.

  1.  The Roomba is an autonomous robotic vacuum cleaner that comes with a serial interface. This interface is incompatible with standard PC/Mac serial ports and cables. It allows the user to monitor Roomba’s many sensors and modify its behaviour. Programmers and roboticists create their own enhancements to Roomba, resulting in numerous ‘Roomba hacks’. Some hacks are functional, others are purely fun. So far, Roombas have been converted into floor plotters, robots controlled by a Wii remote, ‘hamster-powered’ vehicles, etc.
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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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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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THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND / PETER TROXLER http://opendesignnow.org/index.php/article/the-beginning-of-a-beginning-of-the-beginning-of-a-trend-peter-troxler/ http://opendesignnow.org/index.php/article/the-beginning-of-a-beginning-of-the-beginning-of-a-trend-peter-troxler/#comments Fri, 27 May 2011 08:38:59 +0000 remko http://opendesignnow.org/?p=415 Continue reading ]]> This portrait of open designer Ronen Kadushin reveals his vision of ‘opening’ industrial design and putting the designer firmly back in the centre of the design process. It tells of successful examples of Ronen’s design practice – the Hack Chair, the Italic Shelf – showing how Ronen works as a designer and revealing how he envisages earning a living from Open Design.

Peter Troxler

“I’m smelling the beginning of a beginning of a beginning of a trend,” Ronen said to me when I visited him at his Berlin Mitte flat in September 2009. He moved to the city “with his wife and dog to work on Open Design”, to explore how today’s products could regain their contemporary relevance in relation to “the grand vision of human society”, as expressed in the internet. “You don’t get to have many adventures as a professional designer”, DESIGNERS he said in his lecture at Premsela’s Unlimited Design Forum, 11 May 2010. “I’d say this is a good adventure. A revolution REVOLUTION in product development, production and distribution is imminent due to the disruptive nature of the internet and the easy access to CNC machines. Open Design is a proposal to make it happen. Its aim is to shift industrial design, making it relevant again in a globally networked information society.”  TREND: NETWORK SOCIETY

MY AIM IS TO MAKE INDUSTRIAL DESIGN RELEVANT AGAIN IN A GLOBALLY NETWORKED INFORMATION SOCIETY.

I first heard about Ronen Kadushin at an event showcasing projects using CC licences, 1 which was held in a former military barracks in Zurich in January 2009. It was not until August 2009 that I first met Ronen in person; we were launching the first (Un)limited Design Contest in Vierhouten, the Netherlands, at Hacking at Random, the 2009 international technology & security conference.  EVENTS This big family get-together of European hackers was attended by over 2000 people. The contest was intended to promote open design; as its number-one proponent, Ronen seemed just the right person to kick it off. Unknowingly, we were inviting Ronen into a community he had only recently discovered for himself; his memories of the event still bear the glow of his first explorations in open design.

Ronen gave a fascinating talk on Open Design on that occasion; it was only his first stop on a series of subsequent talks that took him to Vienna, Tallinn and London. In the time that I have known him, Ronen has developed his view of “Open Design” (the capitals are his) quite a bit, from the early 2009 Introduction to Open Design 2 to the Open Design Manifesto 3 of September 2010.  MANIFESTOS

Ronen’s interest in open design stems from his Master’s thesis, which he completed at Middlesex University in 2004. Before that, Ronen had studied industrial design at the Bezalel Academy of Art and Design in Jerusalem and graduated cum laude with a Bachelor of Design in 1991. He went on to work in furniture design in Tel Aviv at Studio Shaham and for Znobar, and in London at Ron Arad’s One-Off studio. In 2005, he moved to Berlin to found his open design venture and to become a lecturer at the Universität der Künste (UdK). In 2010, he taught open design at Burg Giebichenstein University of Art and Design, Halle, as a visiting professor.

I looked at other design fields, such as graphic design and game design, and they were having a field day on the internet! Creativity was booming. But industrial design wasn’t even a blip on the radar.

Ronen has been preoccupied with bringing the ideas of open source software to the world of industrial design: sharing the source code for designs over the internet, allowing anybody to download, copy and modify it and to use it to produce their own products. “I looked at other design fields, such as graphic design and game design, and they were having a field day on the internet! Creativity was booming. But industrial design wasn’t even a blip on the radar.” Sharing CAD files on the internet under a permissive license is the first condition of Open Design. The second condition is that Open Design products must be able to be produced on CNC machines, directly from the CAD file, without requiring specialist tooling such as moulds or matrices.

We’re talking about a new movement in its infancy here: People are Taking their first steps with the technology, producing the stuff they just need.

Designs that adhere to these two conditions – and the associated derivative designs that evolve from them – are continuously available for production, in any number, with no tooling investment, anywhere and by anyone. For Ronen, this is no longer just an aspiration. “We’re talking about a new movement in its infancy here. People are taking their first steps with the technology, producing the stuff they just need.” Yet these early adopters are more into making things for the sake of making, regardless of what they create, whether it’s some mechanical toy or a decoration for their laptop.

Perhaps just for the sake of validating the Open Design movement, Ronen designed a chair: the Hack Chair.

“If you’re in a design movement, in a style, or if you’re an individual designer, you would probably want to do a chair that would embody the basic attitudes and points of view or technologies. The chair is a central object in our culture and a central object in design. So the Hack Chair is my first Open Design chair.  DESIGNERS  I wanted it to be an object or a chair that makes you say, ‘I’ve never seen anything like this before.’ At the same time, the Hack Chair is very sculptural, very dangerous, but also very funny; it’s pure expression. I had no buyer for it. I was not working for some producer who told me how to design it so it could be sold. I suppose it won’t be a bestseller, but that’s not the point. I did it because it helps me make a statement about being an independent designer. It says loud and clear that I’m able to design something like this, and share it, and make it open; if you want to make the chair more cushy and comfortable, it’s an open design. Go ahead, make it comfortable, add your nice round radiuses. I see the Hack Chair as very concise: my story, in a very basic product. Hack.” HACKING DESIGN

Of course Ronen’s Hack Chair employs certain procedures that are considered ‘clever’ in design, such as producing a three-dimensional object out of a single, two-dimensional sheet of metal. Ronen has been doing this for years, and has even given the technique a name: ‘thinology’. He wanted to invest this chair with a sense of his own aesthetic preferences:

“I was designing the chair so everything would look wrong and be as unconventional as possible; an un-chair, a chair that has a look that makes you stop and consider your own self, reassess your relation to an object that is not the expected. You may not enjoy its beauty, but you’ll enjoy the conflict between its appearance and your experience of sitting and of chairs in general. I could have designed it to be straight and rounded and nice, but I chose not to.

“The chair has conflict in it. There is some anger in it, there is some humour in it; there are many things in it that I want my viewer to experience. I don’t want them to just go out and buy it in the first place. It will be available to purchase shortly, but it is also open. There is an important connection between it being open and the way it looks. This is my choice; you have other choices, and you can have different points of view. If you’re a designer, or if you want to be a designer, or if you think you are a designer, you could make your own version. You are actually welcome to make your version.

“It looks edgy and sharp, but it’s quite sittable. It’s not the first chair to have a user-object conflict, but it’s the first one I’ve made.”

Ronen just sent me some photos from his Hack Chair exhibition, Recent Uploads, at Berlin’s Appel Design gallery. He extended the Hack Chair and produced several permutations. The exhibition was truly process-oriented. The walls were decorated with the remains of the 2D cut-outs.  AESTHETICS: 2D Throughout the evening, Ronen would take new sheets of metal and fold them, within a matter of a minute, into yet another Hack Chair derivative, a clear nod to the active process of creation rather than the finished product. People could sit in the chairs and interact with them; there were also miniature versions that the audience could buy and fold themselves. It was an intriguing concept – and indeed, the exhibition chairs were all sold out.

When sharing his own designs, Ronen offers friendly production instructions:

“In order to produce this object, you need to be somewhat proficient with handling DXF files, have knowledge of laser-cut part  AESTHETICS: 2D production, have two good hands and a creative personality that thrives on experimentation. If you have all these, there’s a good chance you are an industrial designer or design student; if not, welcome aboard.

I AM SAYING: PLEASE COPY. BUT IF YOU WANT TO MAKE A BUSINESS OUT OF IT, THEN CALL ME AND WE’LL DISCUSS ROYALTIES. IT IS MY INTELLECTUAL PROPERTY, AFTER ALL; THAT’S THE BOTTOM LINE.

“Please note that you can use this design as many times you like, change it, send it to others, and express through it any personal point of view and creativity, as long as you follow the Creative Commons licence.”

The Creative Commons license that he applies allows anybody to reproduce and modify his designs. There are only two limitations: these modifications and derivatives must be shared under the same license, and the licence prohibits commercial uses.
“I am saying: please copy. But if you want to make a business out of it, then please call me and we’ll discuss royalties. It is my intellectual property, after all; that’s the bottom line. If you want to use it, I would love you to use it; we can talk about it. But if you’re making money out of it, then I would like a share SHARING of it also. That’s the principle behind my design.

“Open Design is not an intellectual property trap. It is not something I do to get money out of suing companies. I consider my audience to be designers and makers and anyone who is interested in creating.

The intellectual property rights, the Creative Commons license I publish it under, these are just a legal framework that supports my work, but they are not at the centre. The centre is creativity through designing objects.”

Ronen is well aware that his ability to prosecute somebody is fairly limited, particularly if a big manufacturer copied his designs illegally, without his consent.

“Copyright protection gives you the big guns, but can you afford the ammunition? You can register your intellectual property, but you don’t usually have the money to defend it. This is life; the big fish eat the little fish.”

“Suppose you have a good bicycle. You like it and you want to keep it, so you buy a really nice lock for it. If a thief truly wants your bicycle, no matter how good your lock is, he will find a way to steal your bicycle. Intellectual property protection is exactly the same. I’m not saying that I’m leaving my bicycles completely unlocked; they have a lock. But the lock says, ‘hey, why don’t you take a ride and give it back when you’re finished.’ So you can take it out for a test drive, but if you want to keep it, I’m asking you to buy it from me, and I am willing to sell it to you. If you want to produce it, I will let you do it. There are many other options available too. People should just be honest about it.”

And many people are honest. While Ronen gets many emails asking if he’s really serious about sharing his designs, he does not get to see most of the private copies or modifications. An exception was São Paulo-based designer Oswaldo Mellone, who produced a Hanukkah design based on Ronen’s Candle Holder1 and sold it at a gallery; proceeds went to a local educational project.

Suppose you have a good bicycle. You like it and you want to keep it, so you buy a really nice lock for it. If a thief truly wants your bicycle, no matter how good your lock is, he will find a way to steal your bicycle. Intellectual property protection is exactly the same.

Ronen is not out to squeeze every eurocent he could possibly get from every user of his designs; he does not even see recovering production expenses as a truly commercial enterprise.

“My answer to this is always, you’re welcome to sell them to cover your expenses; it would be my pleasure to have you make some money out of it.”

He occasionally makes some money himself, too. In September 2009, his original prototype of the Italic Shelf was included in the Phillips de Pury & Co. auction ‘Now: Art of the 21st Century’. The estimate was around four to five thousand pounds; the shelf sold for six and a half thousand pounds, plus the 25% commission for the auction house, bringing the final sales price to GBP 8,125.

“The interesting thing about selling in an auction is that buyers usually research the background of what they might be going to buy, because each piece has a name, a designer’s name, a history, and so on. They probably knew beforehand that the shelf was Open Design and that anybody else could copy it and build it, so there is an interesting conflict between the rarity of an object and the fact that anybody can copy it. Even so, they got the prototype. There is no real difference between the prototype and a copy. So putting yourself in that situation is an interesting concept. I wanted to do it that way, displaying things in a gallery. It takes Open Design and the concomitant legal copying of an object and brings about a confrontation with the collector’s situation, collecting rare things or limited editions. The limited edition is exactly the same as any other copy to be produced anywhere by anybody, legally. This is an interesting intellectual puzzle.”

The only thing that differentiates the original from any other original copies is a little brass plaque on the edge of the shelf, incised with the words ‘RONEN KADUSHIN 2008/ITALIC SHELF PROTOTYPE’, naming the Open Designer as the author.

In the meantime, Ronen is garnering increasing attention with his Open Design products. His Square Dance coffee table already made it into Wired in 2009. The iPhone Killer which he launched in a style worthy of Steve Jobs, presenting it at Premsela’s Unlimited Design Forum in 2010, landed him a prominent spot on some of the most widely read web publications: Wired, BoingBoing, The Huffington Post. Ronen knows how the Net ticks; with no real marketing budget to speak of, his self-created media ripples are not to be underestimated. And he is certainly enjoying his ‘15 megabytes of fame’ on the internet.

Yet Ronen’s real Open Design business is clearly geared towards the producers of lighting and furniture accessories. It’s a business-to-business thing. If we’re talking about royalties and serious marketing, and production and branding, and so on, this is what I’m looking at.

THERE’S NO REAL DIFFERENCE BETWEEN THE PROTOTYPE AND A COPY.

“If an accessory producer or lighting manufacturer would want to include it in their collection, then we would have to sit down and work out the details: not just royalties, but the whole concept. There is no big company today – no big producer, no mid-sized producer, not even a small producer – that is doing something that is in any way connected to Open Design. There is mass customization,  MASS CUSTOMIZATION yes, but not Open Design as such. I would like to convince the producer that it could be to his advantage to try it out, and it would not cost him more to try it out. Actually, it could be a marketing pitch for the company to position itself as the first business to embrace Open Design. This claim would be very likely to benefit the company that does it.”

The real benefit for a producer that adopted the principles of Open Design would of course be that a second and third Open Design product would not incur any extra costs for tooling. They would only have to care about marketing, packaging, production. However, the companies Ronen has spoken to so far have not considered this concept to be relevant. “They are investing in tooling to make a specific product. If a company produces something made of plastic, or that involves tooling by definition, Open Design becomes irrelevant. Making it open would also not make it relevant for any other user to make modifications. They don’t have the equipment, they don’t have the know-how,  KNOWLEDGE they don’t have the money; it’s too complicated.”

I’m not pleading, “oh please, please, do my design for a 3% royalty”, with the manufacturer equivocating, “no, well, maybe later”, and then changing it and so on.

Ronen still believes that commercial adoption of open design could be possible. Yet he’s not a fundamentalist about his own ideas; he is not pushing open design to companies. Rather, he is introducing it gradually, helping companies develop a basic understanding that they have ‘this type of designer’ in their network of contexts, a designer who sees things a little differently. This approach seems to be paying off; Ronen secured a rather large project about two years ago. “The company approached me because they liked the Open Design concept, and they liked the product that resulted from this concept. I was never put at a disadvantage, I was never mistreated; quite the opposite.”

So one day, Ronen dreams, another producer might approach him, asking him to become their chief designer. “What I would like to see is not about getting money from other people. I just want to be … let’s call it an ‘art director’ on this kind of projects. I want to be in a position where I can influence how people understand what quality is, how to make the connection between the producer, Open Design and consumers, to search for the next stage, things like that. That would put me in a very comfortable position; I would enjoy that. But it will take time. I’m waiting patiently, no hurry. I’m doing other things at the moment. But my plan is to introduce this concept to companies.”

Ronen’s Hack Chair has all the characteristics of an open design product. It is native to the internet, and was clearly designed to use the internet as a marketing and distribution channel.

Ronen believes that “if you do something this way, it will be watched, viewed, produced, copied, talked about, blogged about in more places than if it was a closed design, if it was a normal design”.

“So, in this situation, the designer is at the centre of an enterprise. If I meet a manufacturer, we’re talking eye-to-eye. I’m not pleading, ‘oh please, please, do my design for a 3% royalty’, with the manufacturer equivocating, ‘no, well, maybe later’, and then changing it and so on. It’s really about having control of your creative output.

“At a fairly low cost, a designer can select suitable producers and sell products at a price he or she thinks it appropriate. It is a flexible venture that adapts easily to the customers’ needs and locations, and it is scalable in terms of quantities. The presence of the designs on the web gives a large number of designers, producers and entrepreneurs access to creative content to experiment with. It can be considered as a business opportunity, on a ‘try before you buy’ basis. It also creates space for new business practices that are unknown in ‘normal’ circumstances”, Ronen writes in his 2009 Open Design primer. 4

At a fairly low cost, a designer can select suitable producers and sell products at a price he or she thinks it appropriate.

Ronen talks about his experiences with design schools and how they see open design. “Students are kind of suspicious, but once I tell them how I make money out of it, why people don’t copy from me, they get it; they understand that I’m on to something here. And the design professors complain that it’s not working for them anymore; they say that design is not what it used to be. So maybe we are discovering a new opportunity, a new approach here.”

This new approach as proposed in Ronen Kadushin’s concept of Open Design has another interesting aspect as well. “You’re designing for a consumer, but you’re also designing for a user. Somebody has to use it as a design, to change the design. And this distinction causes a lot of confusion in students. They don’t know how to handle it until they are pretty far into the projects.”

However, once they finally understand the concept, some students produce very interesting transformations. In a course on open design at the Institute of Advanced Architecture in Barcelona, students converted the Square Dance table into what they imagined could become a shelter for use in South America. For another design, they took the idea behind the construction of the Italic Shelf to build a church hall. Ronen is fascinated by what these students are doing: “They are turning Open Design into architecture.”

In the future, maybe ten years from now, Ronen imagines a couple walking down the street, peeking into the shop windows of designer outlets and saying to each other, “God, I simply can’t stand this Open Design junk anymore, it’s everywhere. Can’t they come up with something else?” So there still will be designers, their products will still be sold in design shops, and there will still be couples going shopping to furnish their new home.

But maybe the situation will have changed fundamentally. Maybe the producer will have disappeared altogether, or perhaps just have taken on a completely different role. Ronen is searching how to make his vision of Open Design a reality: “I have to find a way to ensure that my creativity will not stop at the producer’s front door. I will be independent in pursuing that goal.”

  1. link: creativecommons.org/licenses/by-nc-sa/3.0/
  2. Kadushin, R. Open Design. Exploring creativity in IT context. An Industrial Design education program by Ronen Kadushin, 2009. Available at www.ronen-kadushin.com/uploads/2382/Open%20Design%20edu3.pdf, accessed 11 January 2011.
  3. Kadushin, R. Open Design Manifesto. Presented at Mestakes and Manifestos (M&M!), curated by Daniel Charny, Anti Design Festival, London, 18-21 September 2010. Available at ronen-kadushin.com/uploads/2440/Open%20Design%20Manifesto-Ronen%20Kadushin%20.pdf, accessed 11 January 2011.
  4. Kadushin, 2009, op.cit.
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LIBRARIES OF THE PEER PRODUCTION ERA / PETER TROXLER http://opendesignnow.org/index.php/article/libraries-of-the-peer-production-era-peter-troxler/ http://opendesignnow.org/index.php/article/libraries-of-the-peer-production-era-peter-troxler/#comments Fri, 27 May 2011 08:37:00 +0000 remko http://opendesignnow.org/?p=411 Continue reading ]]> Mapping the landscape of commons-based peer production, Peter Troxler analyses the arena of open source hardware and looks into various initiatives being spawned by fabrication labs, trying to identify their business potential and asking how these initiatives contribute to giving people more control over their productivity in self-directed, community-oriented ways.

Peter Troxler

In today’s society, individuals often collaborate in producing cultural content, knowledge, and other information, as well as physical goods. In some cases, these individuals share the results and products, the means, methods and experience gained from this collaboration as a resource for further development; CO-CREATION this phenomenon is referred to as commons-based peer production.

Commons-based peer production is most widely practiced in the area of software development: open source software. The most prominent examples of open source software are the Linux operating system and the Apache web server. Open source is not the exclusive domain of software, however; it has spread into other domains, from culture and education to knowledge discovery  KNOWLEDGE and sharing. Examples include the many people who use Creative Commons licences, CREATIVE COMMONS the Blender movies, VEB Film Leipzig, the countless initiatives in open education, the SETI@home project, Wikipedia, Open Street Map, or Slashdot. Commons-based peer production is generally attributed to digital revolutions: the widespread availability of new, digital information technologies. 1

While its origins can indeed be traced back to digital development, commons-based peer production goes beyond the purely digital domain. A number of open source hardware projects currently aim to produce tangible goods through a peer-production approach, not to mention ‘fabbing’ initiatives (abbreviated from fabrication) that seek to make it possible for anyone to manufacture their own goods.

Perhaps these initiatives are emerging because many “physical activities are becoming so data-centric that the physical aspects are simply executional steps at the end of a chain of digital manipulation”, as Shirky suggests. 2 Then again, perhaps the commons-based peer production model “provides opportunities for virtuous behavior” and so “is more conducive to virtuous individuals”. 3

Yochai Benkler argues that “in the networked information economy – an economy of information, knowledge, and culture that flow through society over a ubiquitous, decentralized network – productivity and growth can be sustained in a pattern that differs fundamentally from the industrial information economy of the twentieth century in two crucial characteristics. First, non-market production (…) can play a much more important role than it could in the physical economy. Second, radically decentralized production and distribution, whether market-based or not, can similarly play a much more important role”. 4 TREND: NETWORK SOCIETY

The business, or rather, the benefits of commons-based peer-production are not uniquely monetary. 5 The rewards include indirect mechanisms, such as the positive effects of learning on future earnings or enhanced reputation, which in turn can lead to future (paid) contracts for consultancy, customization, maintenance or other services. The business also includes what economists call hedonic rewards: not consumption, but the act of creation gives pleasure to the prosumers. Peer recognition is another physiological reward, involving ego gratification. This part of the business is an exchange of production for consumption that does not rely on monetary means.

Open Source Hardware

Since 2006, Philip Torrone and Limor ‘Ladyada’ Fried have been curating Make Magazine’s definitive guide to open source hardware projects MANIFESTOS that started out as a holiday season spending guide to ‘gifts that give back’. 6 Under the heading Million Dollar Baby – probably alluding to the underdog nature of open source hardware – they presented fifteen examples of companies at O’Reilly’s Foo Camp East in May 2010:

Adafruit Industries, makers of educational electronic kits; Arduino, the open source computing platform; Beagle Board, a manufacturer of open development boards for computers; Bug Labs, known for their modular Lego-type computer hardware; Chumby, standalone Internet content viewers; Dangerous Prototypes, Dutch hackers turned entrepreneurs who sell an open source reverse engineering tool; DIY Drones, for open source unmanned aerial vehicles (autopilot drones); Evil Mad Scientist Labs and their fun educational projects; Liquidware, who make Arduino accessories; Makerbot Industries, the company behind MakerBot 3D printers and the sharing platform Thingiverse.com; Maker Shed, the shop behind Make Magazine and Maker Fair; Parallax, education in microcontroller programming and interfacing; Seed Studios, for Chinese Arduino derivatives; Solarbotics, for solar kits, robot kits and BEAM robotics; Spark Fun Electronics, for education and prototyping electronics products.

All these companies are selling open source hardware and creating some kind of community around them. Together, they generate a turnover of about US$ 50m, or so Torrone and Limor estimate. They reckon that there are currently about 200 open source hardware projects of a similar kind. The open source hardware community will reach a turnover of US$ 1b by 2015, according to the forecasts made by Torrone and Limor. Some of these communities have seen exponential growth recently, such as the RepRap community. 7

Kerstin Balka, Christina Raasch and Cornelius Herstatt went to great lengths to collect examples of open source hardware projects through Open-Innovation-Projects.org. In 2009, their database consisted of 106 entries, 76 of which were truly open development of physical products, or open design. Open design as defined on that site is characterized by revealing information on a new design free of charge, with the intention of collaborative development of a single design or a limited number of related designs for market exploitation. Among others, their database includes community projects such as Openmoko, Fab@home, OpenEEG, One Laptop Per Child, SOCIAL DESIGN Mikrokopter, or RepRap.

it is naïve to believe that open source software practices could be copied to and applied in the open design realm without any alteration, ignoring the constraints and opportunities of materiality.

Balka, Raasch and Herstatt used this database of open design projects for statistical studies to identify similarities and differences in open source software projects. 8 They found that, “in open design communities, tangible objects can be developed in very similar fashion to software; one could even say that people treat a design as source code to a physical object and change the object via changing the source”. 9 However, they also find that “open parts strategies in open design are crafted at the component level, rather than the level of the entire design” 10 and that “the degree of openness differs significantly between software and hardware components, in the sense that software is more transparent, accessible, and replicable than hardware”. 11 WYS ≠ WYG Indeed, despite the many academic discussions that support such a view, it is naïve to believe that open source software practices could be copied to and applied in the open design realm without any alteration, ignoring the constraints and opportunities that the materiality of design entails.

Fabbing

Besides these single-aim or single-product projects, there are other initiatives promoting commons-based peer production primarily by sharing designs and encouraging people to ‘make things’. Some are about making things for the fun of it;  GRASSROOTS INVENTION the Maker Faire in the USA, Make Magazine and Craft Magazine are all good examples. Some initiatives are about easy sharing, distribution and promotion, such as Ponoko, Shapeways and Thingiverse. Others involve more serious or more ambitious social experiments, such as the Open Source Ecology with their experimental facility, Factor E Farm. 12

And there are initiatives of commons-based peer production that could be summarized under the heading of ‘shared machine shops’. 13  These initiatives are typically centred around workshops equipped with hand tools and relatively inexpensive fabrication machines (e.g. laser cutters, routers, 3D mills). Users produce two-dimensional and three-dimensional objects that once could have only been made using equipment costing hundreds of thousands of euros. They use digital drawings and open source software to control the machines, and they build electronic circuits and gadgets.

100k-Garages is “a community of workshops with digital fabrication tools for precisely cutting, machining, drilling, or sculpting the parts for your project or product, in all kinds of materials, in a shop or garage near you”. 14 Most of these workshops are located in the USA and Canada (about 180), with five shops in Europe and two in Australia. 100k-Garages are essentially establishing a network of distributed manufacturing shops that produce their users’ designs for a fee. They are providing a professional manufacturing service, rather than offering shop access for makers to make their own things themselves. Through quality of workmanship and standardization of equipment – the network is sponsored by ShopBot Industries, a maker of CNC routers – they are establishing a platform which guarantees the making end of it and frees users to focus on design. Ponoko, one of the preferred sharing platforms, enables further exchange.

TechShop is a group of workshops that are equipped with typical machine shop tools (welding stations, laser cutters, milling machines) and corresponding design software. TechShops are mainly based on the ‘gym model’: a monthly subscription buys users access to tools, machines, design software, and other professional equipment. Courses on how to use the tools are offered, too, for a fee. Located in Menlo Park, San Francisco and San Jose, CA, Raleigh, NC, Portland, OR, and Detroit, MI, they cater to a US-based clientele. 15 Chris Anderson describes them as an “incubator for the atom age”; 16 according to his account, the facilities are mainly used by entrepreneurs who come to a TechShop for prototyping and small batch production. The online member project gallery, however, shows such diverse projects as a 3D scan of an alligator skeleton, custom-made sports equipment, movie props, a laser-cut gauge for bamboo needles, a laser-etched laptop and an infrared heater for an arthritic dog.

Hackerspaces are another venue where peer production takes place, self-defined “as community-operated physical places, where people can meet and work on their projects”. 17 Emerging from the counterculture movement, 18 they are “place[s] where people can learn about technology and science outside the confines of work or school”. 19 Equipment and funding are collective endeavours.

A hackerspace might use a combination of membership contributions, course fees, donations and subsidies to sustain itself. Activities in hackerspaces evolve around computers and technology, and digital or electronic art. Hackerspaces are founded as local initiatives following a common pattern. The Hackerspaces ecosystem comprises several hundred member locations world-wide, of which roughly half are either dormant or under construction. 20 Becoming a hackerspace is essentially a matter of self-declaration – an entry on the hackerspaces.org wiki is sufficient – which lowers the barrier to entry enormously, at least for advanced computer users. However, this low barrier to entry is probably also the reason for the relatively large number of ‘registered’ but dormant hackerspaces. Collaboration  CO-CREATION between Hackerspaces has recently begun in the form of ‘hackathons’; these marathon sessions currently do not seem to extend beyond displaying the activities happening at the spaces taking part. 21

the open source label confers a certain coolness in some circles of a gadget-crazy world.

Fab Lab, short for fabrication laboratory, is another global initiative with a growing number of locations around the world. Fab Labs have a more conceptual foundation, as they emerged from an MIT course entitled ‘How To Make (almost) Anything’. 22 While there is no formal procedure on how to become a Fab Lab, the process is monitored by MIT, and MIT maintains a list of all Fab Labs worldwide. At the moment of writing, the Fab Lab community COMMUNITY comprises about sixty labs, with another fifty to open in the not-too-distant future. There are a few collaborative projects within the community, and a number of initiatives to exchange designs and experience between the labs. Similar to the hackathons, but occurring more regularly and systematically, all the labs around the world can get in contact with each other through a common video conferencing system hosted at the MIT which is used for ad-hoc meetings, scheduled conferences and the delivery of the Fab Academy training programme.

Academic publications note a number of examples of Fab Lab projects. Mikhak and colleagues report on projects in India, at Vigyan Ashram Fab Lab just outside the village of Pabal in Maharashtra, and at the Costa Rica Institute of Technology in San Jose, Costa Rica. The projects in India are about developing controller boards to facilitate more accurate timing of the diesel engines they use to generate electrical power, and developing devices to monitor milk quality not at the collection centres and the processing plants, but at the producer level. The Costa Rican projects revolve around wireless diagnostic modules for agricultural, educational and medical applications, for example monitoring a certain skin condition in a rural village. 23 SOCIAL DESIGN

In FAB: The Coming Revolution on Your Desktop, Neil Gershenfeld lists examples of what students at MIT made in his course on ‘How to Make (almost) Anything’. The list includes a bag that collects and replays screams, a computer interface for parrots that can be controlled by a bird using its beak, a personalized bike frame, a cow-powered generator, an alarm clock that needs to be wrestled with to turn it off, and a defensive dress that protects its wearer’s personal space. 24

Arne Gjengedal reports on the early projects at the Norwegian MIT Fab Lab at Solvik farm in Lyngen. His list includes the ‘electronic shepard’ (sic) project that used telecom equipment  RECYCLING to track sheep in the mountains, the ‘helmet wiper’ for clearing the face shield in the rain, the ‘wideband antenna’ for the industrial, scientific and medical (ISM) radio band, the ‘Internet 0’ project for a low-bandwidth internet protocol, the ‘perfect antenna’, and the ‘local position system’ for positioning of robots in the lab. 25

Diane Pfeiffer describes her own experiments and projects in the context of distributed digital design. Her experiments were Lasercut News, Digital Color Studies & Pixelated Images, Lasercut Screen, and Lasercut Bracelets (which she sold at a local shop); the projects she worked on were Distorted Chair and Asperatus Tile. 26

The Business Promise

All those initiatives represent various aspects of a commons-based peer production ecosystem (non-market or radically decentralized production) or are at least contributing to the emergence of such an ecosystem.

Torrone and Fried have shown how a regular and sizeable market has grown around open source hardware. Those open source hardware businesses clearly operate under market conditions and their production is not radically decentralized. Indeed, Torrone and Fried’s agenda might even be said to ‘prove’ that open source hardware results in marketable products. Evidently, the open source label confers a certain coolness in some circles of a gadget-crazy world.  OPEN EVERYTHING

Yet many of these open source hardware components – Arduino and MakerBot being the most prominent examples – are providing open source ingredients to a peer production ecosystem at a price that outweighs the pain of sourcing all the parts, having to deal with manual assembly, or facing issues of incompatibility. As components, they can become building blocks of higher-order machines. In that sense, they function as a platform for open source development. As far as the components themselves are concerned, they are open source in the sense that their internal structure and functioning are made transparent and potentially modifiable.  BLUEPRINTS

As flat-packed, self-assembly, open source machines, they are the choice of many peer-producers and form an important basis for highly decentralized – and highly customized – production. It becomes possible to own machines at the price of building them rather than the price of buying them pre-assembled. DOWNLOADABLE DESIGN And their open source nature makes it easier to adapt them to specific requirements or even repurpose them in novel ways.

Rather than commoditizing ingredients, 100k-Garages commoditize one part of the making process: the cutting. If there is a dense enough network of such facilities in any particular region, this makes a certain practical sense in terms of efficiency and safety, given the somewhat demanding fabrication process of a ShopBot CNC router as compared to a laser cutter. However, it establishes a division of labour, and it deprives user-clients from accessing potential learning experiences and therefore potentially contributing to a more general commons. The result is that the ShopBot remains a commons apart, and somewhat closed at that.

TechShops, Hackerspaces and Fab Labs are all providing facilities and knowledge as part or rather as a basis of a commons. The environment in which TechShops operate is strictly commercial. Peer production might happen by accident, but there seem to be no incentives to support it. As an ‘incubator for the atomic age’, they remain safely in the market arena, yet they are effectively creating opportunities for decentralized prototyping and production.

In contrast, Hackerspaces live up to their name, definition and history by building on non-market, sometimes even anti-market  MANIFESTOS commons-based principles. Their core focus is doing personal and collective projects. And Hackerspaces are far from exclusive; they frequently include casual users who might spend a lot of time in hackerspaces. Nick Farr even speculates that those casual users are “perhaps making more significant contributions than regular members, but decline to officially join for many different reasons.” 27

The Fab Labs’ commitment to a commons is clear from how they are structured. Fab Labs subscribe to a charter which, among other things, stipulates open access, establishes peer learning as a core feature and requires that “designs and processes developed in fab labs must remain available for individual use”. In the same clause, however, the charter also allows for intellectual property to be protected “however you choose”. Underlining this point, it explicitly continues that “commercial activities can be incubated in fab labs”, while cautioning against potential conflict with open access, and encouraging business activity to grow beyond the lab and to give back to the inventors, labs, and networks that contributed to their success. 28 Fab Labs incorporate an interesting mix of characteristics that might seem contradictory at first, but might well be considered the best practical approximation of Benkler’s networked information economy.  TREND: NETWORK SOCIETY


‘Libraries’ of the Peer Production Era

The fabbing universe could be described on two dimensions, characterizing initiatives as more reproductive or more generative in their nature, and as more infrastructure-oriented or more-project oriented in their approach.


Books, Libraries, and the Choices of Self-Directed Productivity

Open source hardware – as components or production equipment – not only embodies the technical knowledge of products and production the way that traditional components and machines once did. In sharp contrast to the opaque and impenetrable black boxes of advanced 20th-century engineering,  WYS ≠ WYG they give users access to that knowledge as a result of their open source design. Akin to books, which seem meaningless to people who cannot read, but open their content to those who have achieved literacy, open source hardware reveals its technicalities to those who grasp that language.

If open source hardware can be compared to the ‘books’ of commons-based peer production, then TechShops, Hackerspaces and Fab Labs are its libraries. Traditional libraries act as common points of access to knowledge coded in books, and in fact offer locations where knowledge can be produced. Similarly, copy shops allow anybody to produce their own range of print products, from cards to books, T-shirts and mugs. Cyber-cafés also provide access to knowledge, as locations where everybody can link into a common information and communication infrastructure. Those new labs are the places that provide general access to the tools, methods and experience of peer production. Indeed, the National Fab Lab Bill presented to the US Congress in 2010 EVENT argues along these lines, aiming “to foster a new generation with scientific and engineering skills and to provide a workforce capable of producing world class individualized and traditional manufactured goods”. 29

The business proposals of open source hardware and the various fabbing initiatives are not equally straightforward in every case. As discussed, commons-based peer production has found ways to generate monetary returns by selling open source products, charging memberships fees in open source communities, or providing paid education and manufacturing services. To some extent, the strong appeal of commons-based peer production can probably be attributed in part to its hedonic rewards: the pleasure of being creative, the pride of recognition by peers, the feeling of achievement and status. However, there are no clear examples of indirect mechanisms deriving tangible benefits from these hedonic rewards, such as makers getting corporate development assignments or contracts as product managers thanks to their reputation in open hardware design. If such examples exist, they are not being discussed openly. And commons-based peer production has yet to realize its potential as a platform for many more developers and producers to generate a substantial income under market or non-market conditions.

As Yochai Benkler notes, it is “important to see that these efforts mark the emergence of a new mode of production, one that was mostly unavailable to people in either the physical economy (…) or in the industrial information economy.” 30 The initiatives of commons-based peer production give more people more control over their productivity in self-directed and community-oriented ways. The variety of the initiatives give people a range of fundamentally different options to choose from, and indeed requires them to make those choices instead of accepting a mode of consumption that has been predetermined by a lobby of the current “winners in the economic system of the previous century.” 31

Even if the emergence of open source hardware and fabbing initiatives only dates back a few decades, commons-based peer production is still in its early days. Nobody knows yet whether the one and only correct, long-lasting and sustainable approach to this new mode of production has been found yet – or even if such a uniform approach will ever emerge.
REVOLUTION It seems much more likely that the current trend will develop into a plethora of different models that embrace various aspects of commons-based peer production, with users switching between different models as appropriate. It will be interesting to see whether and how traditional businesses will be able to adapt to a new reality of real prosumer choice.

  1. See e.g. Benkler, Y, The Wealth of Networks. How Social Production Transforms Markets and Freedom. New Haven and London, Yale University Press, 2006.
  2. Shirky, C, ‘Re: <decentralization> Generalizing Peer Production into the Physical World’. Forum post, 5 Nov 2007 at finance.groups.yahoo.com/group/decentralization/message/6967 , accessed on 30 August 2010.
  3. Benkler, Y and Nissenbaum, H, ‘Commons-based Peer Production and Virtue’, The Journal of Political Philosophy, Vol. 14, No. 4, 2006, p. 394.
  4. Benkler, Y, ‘Freedom in the Commons: Towards a Political Economy of Information’, Duke Law Journal, Vol. 52, 2003, p. 1246f.
  5. See also Benkler, Y, ‘Coase’s Penguin, or, Linux and The Nature of the Firm’, The Yale Law Journal, Vol. 112, 2002.
  6. Available online at blog.makezine.com/archive/2006/11/the_open_source_gift_guid.html
  7. Jones, R, Bowyer, A & De Bruijn, E, ‘The Law and the Prophets/Profits’. Presentation given at FAB6: The Sixth International Fab Lab Forum and Symposium on Digital Fabrication, Amsterdam, 15-20 August 2010. Available at cba.mit.edu/events/10.08.FAB6/RepRap.ppt , accessed 30 August 2010.
  8. Balka, K, Raasch, C, Herstatt, C, ‘Open Source beyond software: An empirical investigation of the open design phenomenon’. Paper presented at the R&D Management Conference 2009, Feldafing near Munich, Germany, 14-16 October 2009. See also: Balka, K, Raasch, C, Herstatt, C, ‘Open Source Innovation: A study of openness and community expectations’. Paper presented at the DIME Conference, Milan, Italy, 14-16 April 2010.
  9. 2009 study, p. 22.
  10. 2010 study, p. 11.
  11. Idem.
  12. Dolittle, J, ‘OSE Proposal – Towards a World-Class Open Source Research and Development Facility’. Available online at openfarmtech.org/OSE_Proposal_2008.pdf , accessed 6 June 2010.
  13. Hess, K. Community Technology. New York: Harper & Rowe, 1979.
  14. 100kGarages. Available online at www.100kgarages.com , accessed 30 August 2010.
  15. TechShop is the SF Bay Area’s only open-access public workshop. Available online at techshop.ws/ , accessed 30 August 2010.
  16. Anderson, C, ‘In the Next Industrial Revolution, Atoms Are the New Bits’, Wired, Feb. 2010. Available online at www.wired.com/magazine/2010/01/ff_newrevolution/all/1 , accessed 4 June 2010.
  17. HackerspaceWiki. Available online at hackerspaces.org/wiki/ , accessed 30 August 2010.
  18. Grenzfurthner, J, and Schneider, F, ‘Hacking the Spaces’ on monochrom.at, 2009. Available online at www.monochrom.at/hacking-the-spaces/ , accessed 30 August 2010.
  19. Farr, N, ‘Respect the past, examine the present, build the future’, 25 August 2009. Available online at blog.hackerspaces.org/2009/08/25/respect-the-past-examine-the-present-build-the-future/ , accessed 30 August 2010.
  20. List of Hackerspaces. Available online at hackerspaces.org/wiki/List_of_Hacker_Spaces , accessed 30 August 2010.
  21. Synchronous Hackathon. Available online at hackerspaces.org/wiki/Synchronous_Hackathon , accessed 30 August 2010.
  22. Gershenfeld, N, FAB: The Coming Revolution on Your Desktop. From Personal Computers to Personal Fabrication, Cambridge: Basic Books, 2005, p. 4.
  23. Mikhak, B, Lyon, C, Gorton, T, Gershenfeld, N, McEnnis, C, Taylor, J, ‘Fab Lab: An Alternative Model of ICT for Development’. Paper presented at the Development by Design Conference, Bangalore, India, 2002. Bangalore: ThinkCycle. Available online at: gig.media.mit.edu/GIGCD/latest/docs/fablab-dyd02.pdf , accessed 11 July 2010.
  24. Gershenfeld, op.cit.
  25. Gjengedal, A, ‘Industrial clusters and establishment of MIT Fab Lab at Furuflaten, Norway’. Paper presented at the 9th International Conference on Engineering Education, 2006. Available online at: www.ineer.org/Events/ICEE2006/papers/3600.pdf , accessed 3 March 2010.
  26. Pfeiffer, D, Digital Tools, Distributed Making & Design. Thesis submitted to the faculty of the Virginia Polytechnic Institute and State University in partial fulfilment of the requirements for the Master of Science in Architecture. Blacksburg, VA: Virginia Polytechnic Institute and State University, 2006.
  27. Farr, N, ‘The Rights and Obligations of Hackerspace Members’, 19 August 2009. Available online at blog.hackerspaces.org/2009/08/19/rights-and-obligations-of-hackerspace-members/ , accessed 31 August 2010.
  28. Fab Charter, 2007. Available online at fab.cba.mit.edu/about/charter/, accessed 11 January 2011.
  29. H.R. 6003: To provide for the establishment of the National Fab Lab Network (…). Available online at www.govtrack.us/congress/billtext.xpd?bill=h111-6003, accessed 13 Oct 2010.
  30. Benkler, Y, ‘Freedom in the Commons: Towards a Political Economy of Information’, Duke Law Journal, Vol. 52, 2003, p. 1261.
  31. Idem, p. 1276.
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AUTHORS AND OWNERS / ANDREW KATZ http://opendesignnow.org/index.php/article/authors-and-owners-andrew-katz/ http://opendesignnow.org/index.php/article/authors-and-owners-andrew-katz/#comments Fri, 27 May 2011 08:33:02 +0000 remko http://opendesignnow.org/?p=407 Continue reading ]]> Andrew Katz traces the origins of the problems of copyright legislation and practice when confronted with the natural, human, social mode of creative endeavour. Building on developments in open source software, he outlines how designers could benefit from a similar model and reveals the differences between the digital and the analogue realm.

Andrew Katz

We are reaching the end of a great historical experiment. Printing (starting with Gutenberg-style presses  PRINTING and leading to huge industrial Heidelberg printing machines), radio broadcasting, 78s, vinyl, CDs, cinema, television: all these discoveries formed the technological backdrop for this experiment. All are (or were) media based on the principle of one-to-many distribution. To understand how this experiment was initiated, and how it is reaching its end, we need to understand a little of the nature of the businesses involved in these activities, and how the law enabled them to attain, and retain, that nature.  WYS ≠ WYG

As the public grew accustomed to the idea of passive consumption, creativity became increasingly marginalized.

The one-to-many broadcast distribution model distorted our perception of creativity. A key characteristic of one-to-many distribution is the role of the gatekeeper: the corporation which decides what we, the public, get to read, watch or listen to. The roles of creator and consumer are starkly defined and contrasted. As the public grew accustomed to the idea of passive consumption, creativity became increasingly marginalized, at least in those areas covered by copyright.  ACTIVISM Creativity was perceived as capable of flourishing only through the patronage of the movie studios, the record companies or the TV stations.

The industrial technology behind printing, broadcasting and vinyl duplication is expensive. Copyright law grants a monopoly which enables the distributors of media to invest in the capital infrastructure required for their packaging and distribution. These are the businesses which grew fat on the monopolies so granted, and they succeeded in convincing the public that it was the corporations’ role to provide, and the public’s role to pay and consume.

The original social approach to creativity did not become extinct as the dominant producer/consumer mode became established, even for media (like music, for example) where it applied. Andrew Douglas’s film Searching for the Wrong-Eyed Jesus shows that a visitor to the late 20th century Appalachians of the American South may well be asked: “What instrument do you play?” If the visitor answers: “I don’t play any”, the questioner will go on to say: “Ok, so you must sing.”

Steven Johnson in Where Good Ideas Come From makes the convincing case, based on a mass of evidence, that the social mode is more effective at maximizing creativity than relying on lone inventors and creators sitting in their garrets and sheds. Lone creators make good central figures in a compelling narrative – one reason why this meme is so popular. However, examining the truth behind the narrative often reveals that any creative work has much broader parentage than the story suggests. James Boyle in The Public Domain reveals the story behind the Ray Charles song I Got a Woman, tracing it backwards to Gospel roots, and forwards to the YouTube mashup George Bush Doesn’t Care About Black People, which sprang to prominence in the aftermath of Hurricane Katrina. To be sure, companies sometimes tried to foster a social model within the organization, but as Johnson points out, the benefits of social creation increase very dramatically with the size of the pool of participants, due to network effects. Until company silos are able to combine, the beneficial effects are relatively small.

Technology is Expensive

The internet has proved hugely disruptive.  TREND: NETWORK SOCIETY The sharing and social nature of Web 2.0 has enabled the rediscovery of the natural, human, social mode of creative endeavour. The social side of the internet is dominated by individuals acting in their private capacity, outside the scope of businesses. Companies were initially wary of losing control over the activities of their staff, and regarded internet social activities as time-wasting at best. In the worst-case scenario, businesses saw online social networking as a potential channel for employees to leak the company’s valuable intellectual property, and were therefore often slow to see the benefits of social interaction in terms of benefits to their creativity. As they have seen the benefits accrue to their competitors, however, compa-nies are starting to embrace a more open mode of business.

A return to the social mode is not without its setbacks. The internet radically lowered the barrier to entry for collaborative participation, and consequently increased the number of potential contacts that an entrant can make.  SHARING This immensely powerful engine of creativity comes with a brake that inhibits its full capacity: the effect of unfit-for-purpose copyright laws.

The copyright laws of the broadcast era do more to assist the incumbent gatekeepers (the film companies, music companies and so on) than to promote the social mode of  CO-CREATION collaboration. A side effect of the digital world is that almost every form of digital interaction involves copying of some sort. Whereas copyright law had nothing to say about sharing a book with a friend by lending it to her, in the digital realm, lending her a digital copy of Nineteen Eighty-Four to read on her e-book reader or computer involves a form of copying which may potentially violate copyright law.

The broadcast-model gatekeepers have used this unintended side effect of copyright law to their advantage, taking action against private individuals who had no intention of monetary gain, including mash-up artists,  REMIX home video enthusiasts and slash fiction authors. Incumbent rights holders, fearful of losing their profitable monopoly-based businesses, have sought to extend their rights ever further by lobbying governments (frequently successfully) to legislate for new and increased intellectual property rights, extending such rights far beyond their original purpose and intention. To put the issue in context, it is necessary to ask a fundamental question: what is copyright for?

Thomas Jefferson was one of the most lucid writers on the topic. He understood well the unique nature of knowledge:

“If nature has made any one thing less susceptible than all others of exclusive property, it is the action of the thinking power called an idea, which an individual may exclusively possess as long as he keeps it to himself; but the moment it is divulged, it forces itself into the possession of every one, and the receiver cannot dispossess himself of it. Its peculiar character, too, is that no one possesses the less, because every other possesses the whole of it. He who receives an idea from me, receives instruction himself without lessening mine; as he who lights his taper at mine, receives light without darkening me. That ideas should freely spread from one to another over the globe, for the moral and mutual instruction of man, and improvement of his condition, seems to have been peculiarly and benevolently designed by nature, when she made them, like fire, expansible over all space, without lessening their density in any point, and like the air in which we breathe, move, and have our physical being, incapable of confinement or exclusive appropriation. Inventions then cannot, in nature, be a subject of property.” 1

A Monopoly is a Bad Thing

Jefferson did admit that creative people should be given a limited right of exclusive control over their creations. A monopoly is inherently a bad thing, a fact that was recognized in the late 18th century, as it is today. Nonetheless, a monopoly of control in the form of copyright or a patent was the most convenient way of enabling the creators to be remunerated for their work. And once the monopoly expired, the idea would be freely available to all and would become part of the common heritage of mankind, to be used without restriction by anyone. The necessary (but limited) monopoly includes ‘copyright’. The principle that the restrictions should be the minimum possible to achieve that aim should be copyright’s golden rule.That golden rule has been repeatedly ignored. The scope of protection has increased steadily over the last three hundred years, to the extent that the protection granted in Europe to the author of a novel, for example, lasts for seventy years after his or her death. Materials that are not restricted by intellectual property are considered to be ‘in the public domain’. Commentators have become increasingly strident in arguing that the public domain is a public good; it is likely that Jefferson would have agreed. In the same way that common land is an area where anyone can allow their animals to graze, the public domain has been described as a commons of knowledge, where potentially anyone can graze on the intellectual creations of others. The public domain has one crucial difference from a commons in the tangible world: a meadow open to all can easily be over-grazed and ruined, so that it becomes of use to no one (sometimes referred to as the ‘tragedy of the commons’). It is impossible to exhaust the commons of knowledge and ideas.

The Tragedy of the Commons

The modern ‘tragedy of the commons’ is that, just as the internet makes it easier to pass ideas and knowledge  KNOWLEDGE from one person to another (for “the moral and mutual instruction of man, and improvement of his condition”), it seems that legislation and the more extreme activities of the rights holders are making it more difficult for those ideas and knowledge to enter the commons in the first place. This is because the duration of intellectual property is constantly being extended (will the early Mickey Mouse films ever enter the public domain?), and so is its scope, as evidenced by the patenting of genes or plants. Increasingly, people are becoming aware of the value of the commons and are seeking to protect it. At the same time, we are gradually realizing that the monopoly granted by intellectual property laws is a blunt instrument, and that people are prepared to create for reasons other than the expectation of payment for the use of their creation. Copyright law does not always have to work against the commons. Free and open source software has been an undeniable success. Gartner confidently states that all businesses today use at least some free software in their systems; the Linux Foundation is predicting that free software will underpin a $50 billion economy in 2011. Following from these and other successes, the applicability of the open source model has been considered in other contexts.

The Creative Commons Licenses

One of the most prominent open source models has been the Creative Commons  CREATIVE COMMONS movement. Founded in 2001, Creative Commons has written a suite of licences which were inspired by the GNU/GPL, but which are intended for use in relation to a broad range of media, including music, literature, images and movies. The licences are drafted to be simple to understand and are modular, in that the rights owner can choose from a selection of options. The attribution option requires that anyone making use of the work makes fair attribution to the author; the share alike option is akin to the GPL, in that if a licensee takes the work and redistributes it (whether amended or not), then the redistribution needs to be on the same form of licence; the no derivatives option means that work may be passed on freely, but not modified, and the non-commercial option means that the work can only be used and distributed in a non-commercial context.

There are now millions of different works available under a Creative Commons licence: Flickr is just one content hosting site which has enabled Creative Commons licensing as a search option. There are, at the time of writing, nearly 200,000,000 Creative Commons-licensed images available for use on Flickr alone. Similar sites provide music and literary works under a Creative Commons licence. Creative Commons provide a legal infrastructure for designers and other creatives operating within the digital domain to adopt this model. They also offer an effective choice as to whether an appropriate model is GPL-style share-alike, or BSD style. Where designers’  DESIGNERS work moves into the physical world, matters become much less straightforward. The movement of hardware design into the commons has been difficult. The fundamental issues can be summarized as follows:

→ In the digital world, the creator has the choice of whether a GPL or BSD model is appropriate. This choice does not translate well to the analogue world.

→ Digital works are relatively easy to create and test.on low-cost equipment. Analogue works are more difficult to create, test and copy, which creates barrier-to-entry problems.

→ Digital goods are easy to transport; analogue goods are not. This creates a barrier to the communication necessary to get the maximum benefit out of network effects.

The barrier to entry for any participant in a digital project is remarkably low. A low-cost computer and basic internet access are all that is required to have a system capable of running the (free) GNU/Linux operating system, accessing (free) project hosting sites like sourceforge.com or koders.com. A vast range of tools required to develop software (such as GCC – the GNU Compiler Collection) are also available as free software. Copying purely digital works is trivially easy. Physical (or ‘analogue’) objects are a different matter.

Hardware development is likely to require more intensive investment in equipment (including premises in which the hardware can be placed), not just for development, but for testing. Electronic digital hardware is probably closest to software in terms of low barrier to entry: for example, the open-source Arduino microcontroller project enables an experimenter to get started with as little as $30 for a basic USB controller board (or less, if the experimenter is prepared to build the board). Arduino’s schematics, board layouts and prototyping software are all open source.  BLUEPRINTS However, Arduino-like projects represent the lowest barrier to entry in the hardware world.

Complications of Analogue

An Arduino-style project is essentially a hybrid of the analogue and the digital domains. Prototyping software makes it possible to develop Arduino-based hardware in the digital domain, where it retains all the characteristics of the digital world: ease of copying, the ability to upload prototypes to fellow contributors for commentary, assistance and the chance to show off. These are characteristics which enable network effects, and which make the open source model very powerful. It is only when the project is implemented as a physical circuit board that these characteristics are lost.

The analogue world is not always so simple. One of the most ambitious open source projects is the 40 Fires/Riversimple hydrogen car project, which has developed a small urban car (the Hyrban) powered by hydrogen, using a fuel cell/electric drivetrain. Elements of the design (such as power control software or the dashboard user interface) can be developed largely in the digital domain, but the development of motors, brakes, the body shell and so on are strictly analogue only.  WYS ≠ WYG Not only do these analogue elements present a large barrier to entry for interested tinkerers, but they also tend to restrict their ability to participate in the development community: a necessity if network effects are to work. It is, clearly, difficult to upload a car to a development site and say “can you tell me why the windscreen leaks?”

Copyright protects the expression of an idea. Retaining the same idea, but recasting the expression of it in a different form, does not infringe on the copyright.

Another significant issue is the lack of access to design software at a low cost. Software developers have access to high-quality tools like development environments and tools available for free under free software licences. There is no similar suite of CAD software, and proprietary CAD software is notoriously expensive. The barrier to entry is raised once again.

Many of these issues are surmountable, given time. Ever-improving simulation software means that more and more testing and prototyping can be undertaken in the digital domain. The introduction of 3D printers PRINTING like the RepRap means that it is becoming increasingly affordable and feasible to print physical objects, such as gears, from a variety of plastics. The lack of suitable CAD software is being addressed by a number of projects.

For designers, progress in open source tools, increased connectivity and so on makes the establishment of open source communities ever more feasible. The legal issues, however, are less straightforward.

So far, we have concentrated on copyright issues. In some ways, other forms of intellectual property pose greater challenges. Copyright protects the expression of an idea. Retaining the same idea, but recasting the expression of it in a different form, does not infringe on the copyright. The story of two people from warring tribes meeting, falling in love, and dying in tragic circumstances can be told in a myriad of different ways, each with their own independent copyright, none of which infringes on anyone else’s copyright. This has two practical consequences. The first is that if a creator creates something which he or she has not copied from something else, then the creator will not be in breach of copyright, even if their creation turns out to be very similar, or even identical, to someone else’s. The second is that if a component of something is found to be infringing on a copyright, it is possible to salvage the project by recasting the same idea in a different expression.  REMIX

Design Rights

Copyright also has the advantage of being (reasonably well) harmonized worldwide, and has also proved amenable to hacking (e.g. by Richard Stallman)  HACKING so that it can be used to guarantee openness in the code it covers. However, other forms of intellectual property protection are more problematic for designers.

This issue is linked to the distinction between the analogue and digital domains. Designs almost invariably start with some sort of drawing or description, which is protected by copyright as a literary or artistic work. Often, this material will be digital in nature. At this point, it is similar to software. Licensing options include the suite of Creative Commons licences. Once an item is created in the physical world, a different set of legal considerations applies.

The most obvious is design right. Unfortunately, design right is complex and uncoordinated. There are many different types of design rights, and they differ from country to country. In the UK, for example, there are four separate design right regimes operating simultaneously. Depending on the right in question, they cover aspects such as shape, texture, colour, materials used, contours and ornamentation. Registered designs are in many ways similar to patents; in fact, they are sometimes called petty patents or design patents. Infringement can be unintentional, and independent creation is irrelevant. Unregistered designs are more in the nature of copyrights, and are vulnerable to infringement only where copying has taken place. The very fact that registration of design rights is required in itself provides a barrier to entry for collaborative projects, whereas copyright arises automatically and without the necessity of registration. On a collaborative project, who will pay for the preparation of a design registration, and who will make the application and maintain it?

Patents

Patents provide a particular problem for both programmers and designers, as they can impinge on both the digital realm and the analogue realm. Patents are a protection on the idea itself. Regardless of how that idea is expressed, its expression would represent patent infringement. Independent invention does not excuse patent infringement. The only way to be sure that an invention does not infringe a patent is to do an exhaustive check in patent offices worldwide. Such checks are very rarely carried out, since the expense is enormous and creates a vast barrier to entry for small businesses. US law in particular applies a positive disincentive to search: if a search is undertaken, then the searcher can be deemed to have knowingly infringed a patent – even if their reasonable determination was that the patent was not infringed – and will be liable to triple damages as a consequence. Pressure groups are lobbying worldwide for a reform of the patent system and process, but at present it is clear that the system benefits incumbent large companies with an existing patent portfolio.

The upshot of the intellectual property issues is that the BSD model is the only viable option in the hardware, analogue world. In contrast, those operating wholly in the digital domain (which includes programmers, but which can also extend to digital creatives such as filmmakers, novelists or graphic designers) have the ability to choose whether they prefer the GPL model to the BSD model, for a number of reasons. In brief, the two main reasons are as follows:

Copyright, being largely universal, automatic, unregistered and long-lasting, is better suited to the development of a copyleft model than other forms of intellectual property. The difference in cost between copying and reverse engineering  WYS ≠ WYG (which is vast in digital world, but much smaller in the analogue world), makes the copyleft a less compelling problem. A more detailed discussion of these reasons is needed to clarify why they are pertinent.

The system benefits incumbent large companies with an existing patent portfolio.

If a GPL model were applied to hardware designs, in order to be effective, it would need to impinge on the ideas underlying the design (patents), or on the visual characteristics of the design (design rights). A GPL-style model based on patents would likely fail because of the cost, complexity, and time involved in applying for the patents – not to mention the necessity of keeping the invention secret prior to its publication, since part of the application process squares badly with the open source ethos. If the model were based on design rights, it would fail in relation to registered design rights, for the same reasons as for patents. If it were based on unregistered design rights, it would be unlikely to work because the scope and length of protection would be too short, and because the rights are insufficiently universal (although there is some scope for a limited GPL-style model in relation to unregistered design rights). Even if a GPL model were feasible in the world of hardware, there is an economic reason why it would be unlikely to work. The reasoning is as follows: the digital world makes things extremely easy to copy. Imagine a programmer wants to create some software based on a program with similar functionality to a word processor released under the GPL. The options are either to take the original GPL program, modify it, and release the result under the GPL; or to take the GPL program, reverse-engineer it, and rewrite a whole new program from scratch, which would be unencumbered by copyright restrictions. There is a vast difference in the amount of work involved in the two scenarios, and any programmer is likely to consider very seriously adopting the easier, cheaper and quicker option (modifying the original), where the ‘cost’ is licensing under the GPL. However, to offer a different example, even if there were a functioning mechanism for applying share-alike to a mechanical assembly, an engineer wishing to reproduce the mechanical assembly would, in effect, have to reverse-engineer it in order to set up the equipment needed to reproduce it. Copying a digital artefact is as simple as typing:

cp old.one new.one

Copying an analogue artefact is vastly more difficult. REPRODUCTION Consequently, there is little difference between slavish copying, which would invoke GPL-like restrictions, and reverse-engineering and re-manufacturing, which would not. In this case, it is much more likely that the ‘cost’ of GPL-like compliance would be greater than the benefits of having a GPL-free object. In conclusion, even if GPL-style licences were effective in the physical world, economics would tend to disfavour their use.

It can therefore be stated that designers operating in the analogue realm are likely to be restricted to an openness model more akin to BSD than to GPL. Their challenges are to make this model work, and to discourage free riders with a combination of moral pressure and a demonstration that playing by the community norms will be beneficial both to them, and to the community as a whole.

Benefiting from Connected Creativity

Designers and creators are increasingly able to benefit from the promise of the connected, social mode of creativity. The way was paved by free software pioneers, who skilfully hacked  HACKING the copyright system to generate a commons which has not only generated a huge global business, but also provided the software which runs devices from mobile phones through to the most powerful supercomputers. It provides the software which gives the developing world access to education, medical information and micro-finance loans and enables them to participate in the knowledge economy on similar terms to the developed nations.

Designers and creators are increasingly able to benefit from the promise of the connected, social mode of creativity.

The challenge for designers and creators in other fields is to adapt the model of software development to their own field of work, and to counter the extensive efforts of incumbent beneficiaries of the broadcast era to use ever more draconian legislation to prop up the outmoded business models. Ultimately, the social mode will win: it takes one of humanity’s defining characteristics, the fact that we are highly social and community-oriented, and uses it as the foundation of the entire structure. One-to-many works against this fundamental trait, but Nature will ultimately triumph.


GNU/GPL AND BSD LICENSES

In the late 1980s, computer programmer Richard Stallman realized that copyright law could be turned inside out to create a commons of computer software. The method he proposed was simple, but brilliant.

Software is protected by copyright. The software business model used in the 1980s involved granting customers permission (the licence) to use a specific piece of software. This licence was conditional on the customer not only paying the software publisher fee, but also adhering to a number of other restrictions (such as only using the software on one computer). Why not, Stallman reasoned, make it a condition of the licence that if you took his software and passed it on (which he was happy for people to do), then they had to pass it on, together with any changes they made, under the same licence? He called this sort of software ‘free software’: once a piece of software has been released under this sort of licence, it can be passed on freely to other people, with only one restriction: that if they pass it on, in turn, they must also ensure that it is passed it on in a way that guarantees and honours that freedom for other people.

In time, he reasoned, more and more software would be released under this licence, and a commons of freely available software would flourish. The most widely used version of the licence is the GNU General Public License version 2, known as the GPL. In the 19 years since it was issued, it has become the most commonly used software licence. The GPL is the licence at the core of Linux, the computer operating system which powers Google, Amazon and Facebook, and which enabled Red Hat to forecast revenue in excess of $1Bn in financial year 2010-11.

The software commons envisioned by Stallman not only exists; by any measure, it has been an overwhelming success. Its success can be measured in countless ways: the number of participants creating software for that GPL commons, the number of open source software programs in use, or the environments in which such software can be found. More than 90 of the 100 most powerful computers in the world run on GPL software, not to mention mobile phones and in-car entertainment systems; open source software is at the core of the business offerings of such large companies as IBM and Red Hat.

The Commons Analogy

The success of free software cannot be solely attributed to the GPL. The GPL extracts a price for using the commons. To risk taking the analogy too far, a landowner who has property adjoining the GPL commons and who wants to use it also has to add his own land to the commons. (Remember, this is the magical land of ideas which cannot be ruined by over-grazing.) This will have the effect of increasing the size of the commons as more and more adjoining landowners want to make use of the commons and donate their own land in the process. However, many of them may not want to join this scheme, either because they do not want to add their own land to the commons, or because they have already pledged their land to another commons.

Is it possible to generate a commons of ideas without forcing participants to pay the price of entry; without requiring that they add their own adjoining land to the commons? Is the compulsion of the GPL necessary, or is the social and community dynamic powerful enough to allow a similar commons of ideas to spring up on its own?

The software industry has given us several outstanding examples of this. Apache, the most popular web server software in the world, used by many of the world’s busiest web sites, is issued under a licence which does not ask users to pay the GPL price. Anyone can take the Apache code, and modify it and combine it with their other software, and release it without having to release any sources to anyone else. In contrast to the GPL, there is no compulsion to add your software to the Apache commons if you build on Apache software and distribute your developments, but many people choose to contribute in return even without this compulsion. FreeBSD, to take another example, is an operating system bearing some similarity to GNU/Linux which is licensed under a very liberal licence allowing its use, amendment and distribution without contributing back; nonetheless, many people choose to do so.

Free Riders

A parallel development to the GPL was the BSD licence, first used for the Berkeley Software Distribution (BSD). As opposed to the GPL, the BSD licence only requires the acknowledgement of the original authors, and poses no restrictions on how the source code may be used. As a result, BSD-licensed code can be used in proprietary software that only acknowledges the authors.

The GPL tackles an issue called the free rider problem. Because BSD does not compel people to contribute back to the commons, those who take advantage without contributing back are called free riders. The question is whether free riders really are a problem (as the GPL band would maintain), or whether they are (as the BSD band would maintain) at worst a cost-free irritant, and at best, a cadre of people who will eventually see the light and start to contribute, once they recognize the benefits. Supporters of both the GPL and BSD models of licensing have similar aims. In both cases, they seek to support a software commons which will enable the social mode of creativity to flourish.

While the BSD model could subsist in the absence of copyright, GPL relies (perhaps ironically) on copyright law to enforce its compulsion to share. It still remains an open question as to whether the better model is to use licensing to compel people to participate in the software commons, thus reducing the free rider problem (as with GPL), or whether voluntary engagement will result in a more active community (as with Apache). Designers working outside the digital domain will rarely have the chance to choose a GPL-style option.


RIGHTS AND LICENSING SCHEMES

The re-use of designs is governed mainly by copyright, design rights and patents. Traditional open licensing schemes have been based on copyright, as this is the main intellectual property right which impinges on software, the most fertile ground for openness.

Software licensing schemes include the GPL (which enforces copyleft) and BSD (which doesn’t). Software licences rarely work properly when applied to other works. For literary, graphic and musical works, the Creative Commons suite is more effective. They allow both copyleft (share alike) and non-copyleft options. They may work well when applied to underlying design documents, which are covered by copyright, and control the distribution of those documents, as well as the creation of physical objects from them, but (depending on the jurisdiction) their protection is unlikely to extend to copying the physical object itself. Some efforts have been made to create licences that cover hardware; the TAPR Open Hardware Licence is one example. However, these efforts have frequently been criticized for their lack of effectiveness.

www.opensource.org/licenses/index.html


CREATIVE COMMONS AND DESIGN RIGHTS

Creative Commons licensing is fundamentally based on copyright, and there is little clarity or consensus on how such licenses would operate in relation to design rights across the myriad different jurisdictions and types of rights.

Those designers operating purely in the realm of copyright will find that there is already an existing structure of support in terms of Creative Commons licences and associated communities. Where other forms of intellectual property impinge, matters are far more murky. The Creative Commons licences are arguably drafted to be sufficiently broad as to cover unregistered design in certain circumstances. However, since they were not drafted with design rights in mind, it cannot be assumed that the copying of a three-dimensional object will automatically fall within the scope of such a license.

www.creativecommons.org


STRUCTURE OF INTELLECTUAL PROPERTY

The rule of thumb for intellectual property is that all works are considered to be in the public domain, with intellectual property protection as the exception. However, this exception is highly diversified. Copyright protects the creative, original expression of an idea, whereas patents protect the idea itself and its technical specifications. Design rights cover aspects such as shape, texture, colour, materials, contours and ornamentation. Other forms of protection include trademarks, database rights and performers’ rights.

  1.  Jefferson, T. Letter to Isaac McPherson, 13 August 1813. The Writings of Thomas Jefferson. Edited by Andrew A. Lipscomb and Albert Ellery Bergh. Washington: Thomas Jefferson Memorial Association, 1905. Vol. 13, p. 333-334. Available at http://press-pubs.uchicago.edu/founders/documents/a1_8_8s12.html , accessed 11 January 2011.
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Network society http://opendesignnow.org/index.php/visual_index/network-society/ http://opendesignnow.org/index.php/visual_index/network-society/#comments Thu, 26 May 2011 11:30:02 +0000 remko http://opendesignnow.org/?p=321 Continue reading ]]> In the network society, information will travel at light speed. In the network society, no one will be offline anymore. In the network society, the boundaries between public and private will blur so much that it will become unclear whether innovation comes from the industry or from households. The spectrum between one-to- one and many-to-many will fully be utilized by both humans and machines, messages will still be broadcast, but objects will too.

THE ULTIMATE DECENTRALIZATION MACHINE: THE INTERNET, AS IT WAS MAPPED ON 3 AUGUST 2009


PHOTO: MATT BRITT ➝ COMMONS.WIKIMEDIA.ORG

ONLINE EVERYWHERE YOU GO, 24 HOURS A DAY ➝ AUTHORS AND OWNERS / ANDREW KATZ


PHOTO: BEATE PALAND ➝ WWW.FLICKR.COM/PHOTOS/ALICE_C/4554189742

UP FRONT, PERSONABLE AND FACE-TO-FACE ➝ DESIGN AND GOVERNMENT / BERT MULDER


SCREENSHOT

HOME IS WHERE I PLUG IN MY LAPTOP


PHOTO: KEVIN MCSHANE ➝ WWW.FLICKR.COM/PHOTOS/LOBRAUMEISTER/4126174862

DECENTRALIZATION = RETRIBALIZATION (BURNING MAN FESTIVAL, USA)


PHOTO: CHRISTOPHER MICHEL ➝ WWW.FLICKR.COM/PHOTOS/CMICHEL67/4966958892

MOBILE PEER-TO-WORLD REPORTING


STILL FROM AMATEUR VIDEO ➝ GOOGLE SEARCH ENTRY= ‘NEDA + IRAN’

TWITTER VISUALIZED BY FLOWING DATA ➝ DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION / DICK RIJKEN


PHOTO: YOAN BLANC ➝ WWW.FLICKR.COM/PHOTOS/GREUT/502095764

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

Marleen Stikker

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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