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

Neal Gorenflo

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

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

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

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

Learning from Car-sharing

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

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

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

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

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

shareable.net/

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FROM BEST DESIGN TO JUST DESIGN / TOMMI LAITIO http://opendesignnow.org/index.php/article/from-best-design-to-just-design-tommi-laitio/ http://opendesignnow.org/index.php/article/from-best-design-to-just-design-tommi-laitio/#comments Fri, 27 May 2011 09:16:55 +0000 remko http://opendesignnow.org/?p=432 Continue reading ]]> Can open design contribute to the world’s bigger problems, such as depletion and squandering of natural resources, population growth, consumerism and widespread poverty? In turn, can pooling knowledge and resources, re-evaluating the concept of time, and facilitating user participation help open design make a strong contribution to sustainability? Tommi Laitio investigates and reflects.

Tommi Laitio

In a world of material scarcity and competent people, the right question to ask when designing is not who knows best. Rather, we should be asking what is just and fair.

The world’s problems are rooted in moral bankruptcy that underlies all the systems in which we live and operate. Over 90% of the resources taken out of the ground today become waste within three months. 1

To avoid the catastrophic effects of climate change, we need to cut our carbon emissions to a tenth of the present level. Approximately 75% of the world’s population live in countries where national consumption exceeds the planet’s bio-capacity.2 Worse yet, the world’s population is expected to grow by 50% in the next forty years. That will make nine billion of us.

Consuming less will not be easy. In the developed world, the demand for new products, different lifestyles and more active forms of participation grows as people gain new skills, have more expendable time and money, and find themselves looking for meaning in their lives. Meanwhile, basic standards of living are far from being met in many parts of the world. While the developed countries are dealing with hedonistic angst, approximately 50,000 people die daily from poverty-related causes – most of them women and children. One billion people go to sleep hungry every day.

The world as it is, in all its flawed complexity,  TREND is the ultimate design challenge of today. The issues that need to be tackled do not have a clearly identifiable owner or one simple solution. We’ve entered an era of co-existing versions of truth that may not be fully compatible, even to the point of being mutually exclusive. The ultimate problems of this time are results of the way we eat, interact with others, exercise and consume. This is why they are also far too serious to be left entirely to professional designers.

This complex combination of problems calls for open design. So far, professional designers have dealt with material shortages by minimizing their negative impact on production and distribution. Classic approaches to market segmentation no longer function when factors like age or ethnicity no longer define ambitions and desires. Neither professional-led design nor classic approaches will be broad enough to solve pandemic problems like climate change and other worldwide anthropogenic issues, stemming from an absence of moral responsibility. The facts are clear: we need a full paradigm shift; minor tweaks to traditional methods will no longer suffice.  REVOLUTION

The challenge that we all share is to create design that actually solves problems.  SOCIAL DESIGN The questions to be answered become far clearer with this strategic focus. If design is to be used successfully in striving for a fairer place to live, a number of things will be needed, including more participatory tools for understanding the architecture of the problem, quicker ways to test alternative solutions, smarter methods of negotiation and selection, and flexibility in production and distribution.

A Tale of Two Worlds

For the first time in human history, more than half of the world’s population lives in cities. According to the UN, in 2020 half of these city-dwellers will live in slums. Aspirations for urban lifestyles are inevitably going to clash. It is harder to build communities when everyone feels they belong to a minority.

Urban freedoms need to be pursued in ways that do not limit other people’s freedoms. Strong local communities  COMMUNITY are fundamental in assisting people in planning their lives, sharing resources and knowledge, developing a sense of home, solving the problems they face, feeling safe, having room to laugh and play as well as building lasting relationships with the people around them. Community structures necessitate government investments as well as new inventions in affordable communication, food production, public transport and housing.

It is in cities that the world of tomorrow is being made, as they build resilience against global turmoil. Issues like local food production are being acknowledged in government programmes. However, in order to share their ideas and resources, people need to feel comfortable and safe. This poses a tremendous challenge, especially in societies where people are most affected by global injustice. When people are struggling to meet their most basic day-to-day needs, the motivation to search for solutions together is small. The same applies to marginalized groups, even in developed societies. When people consider themselves victims of circumstance, opening up to others takes several preparatory steps. Equality, good public spaces and education are fundamental preconditions for open design. The same applies to open design for public services – and equal societies are both happier and more cost-efficient.3

Open design is part of a shift from ‘wow design’ to ‘we design’.

Even if there are many developments that run parallel in developed and developing countries, there are also vast differences. Developing countries urgently need affordable, yet sustainable solutions using easy-access resources. Initiatives like the non-profit International Development Enterprises 4 in Nepal allow the local farmers to tap into global information without having to spend their limited resources on personal equipment. The cooperatives share phones so that they can check market prices and avoid being taken advantage of in negotiations.  SOCIAL DESIGN Combining local trust networks and striving for sustainability calls for other, better solutions than poor copies of the systems in the developed world. It also tackles one of the pitfalls that growing economies need to navigate: the risk of spending a disproportionate percentage of increased national revenues on technology instead of health and education. Systems like free text messaging, reliable communication networks and easy-to-build recharging systems become crucial.

The same logic was used in the development of the Open Source Washing Machine 5 using solar power, loudspeakers or bicycle tires. The design work started from the available materials and actual needs of the local communities. This approach to design would make it possible for developing countries to become frontrunners in smart recycling.

Smarter Crowds

The greatest potential in open design lies in building from incentives. According to Michel Bauwens, open and peer-to-peer processes have a built-in drive to seek the most sustainable solution. 6 When the entire process is a negotiation of the common good, there will be an automatic push to search for a solution that can be applied to various situations. As people twist and turn the matter, analysing it from many different angles, the true nature of the problem becomes clearer. A crowd of people will always be able to subject a problem to more thorough scrutiny than an army of corporate anthropologists.

In a climate of adaptation and rapid prototyping, PRINTING we can test the functionality of various alternatives in a faster pace. This reduces the risk of betting everything on the wrong horse, as is often done in the traditional process. Open design is part of a shift from ‘wow design’ to ‘we design’. Making that shift, however, requires broader access to places of experimentation and learning like Fab Labs.

The new dividing line is the underlying motives of the people involved: whether things are done for benefit (altruistic motives) or for profit (selfish motives). Legislation and education play a key role in the ongoing change. As Michel Bauwens has pointed out, true for-benefit design leaves room for new people. 7 New people notice undiscovered errors and contribute new resources and new ideas. A good example of design for benefit is Whirlwind, 8 which has in the last 30 years provided thousands and thousands of wheel-chairs to developing countries. Product development collaboration  CO-CREATION between developing and developed countries has guaranteed that the chairs can handle the rough circumstances. The drawings are protected by a Creative Commons license. The biggest success is the RoughRider wheelchair, produced by local manufacturers and already used by 25,000 disabled people in developing countries.

By pooling knowledge and resources, individuals can actually turn the supply chain around. Inspiring examples can be found in the field of architecture. Take Loppukiri, 9 a home for the elderly in Helsinki, Finland. Disappointed by the options for assisted living currently on the market, a group of pensioners pooled their funds and selected an architect to work with them on building residential facilities that would meet their specific needs. The Loppukiri cooperative did not limit their design process to their physical surroundings; they also designed structured activities and living arrangements in consultation with numerous professionals. The people in this community split domestic chores, cook lunch for each other and eat together. All in all, they have efficiently solved one of the greatest challenges of aging: loneliness and social isolation. The co-designed architecture of the building supports this community-based ethos and the members are keen to share their lessons with others.

As the example demonstrates, crowds do not make the professional irrelevant. The same approach could be adapted to other groups with special needs. The role of the designer would increasingly shift toward the roles of a trainer, translator and integrator. In order to tap into available resources and the in-depth knowledge held by the group, the designer needs to adapt to their needs and desires. Pooling a number of designers to tackle a bigger community challenge might be a way to win the trust of a new client. In a world where the crowds control the resources, the need for value-driven design grows. This clearly represents a potential growth market for design agencies functioning as a cooperative or a social enterprise.

Time Is Money

Open design requires a re-evaluation of the concept of time. People are willing to contribute more time to shared initiatives when they have a sense of the common good. True happiness comes from feeling needed, valuable, wanted, confident and competent. Open design at its best allows people with skills, experience, knowledge and enthusiasm to contribute their time and energy to building something together – and the desire is there. The recent economic turmoil and an increasingly well-educated population also add potential momentum  OPEN EVERYTHING to the open design movement.

Super-diversity makes it all the more difficult to apply clear distinctions between experts and amateurs. The strategy towards inclusion and trust often acts outside the global monetary world. It means valuing people’s contributions based on the assumption that every individual can have equal value. This is where innovations such as time banks 10 , the Design Quotient proposed by design agency IDEO, and hyperlocal currencies 11 come in. When people earn credits by participating in a design process,  CROWDSOURCING we give a useful and important reminder that citizens have both the right and the responsibility to take part in shaping their world. Structured participation can accelerate the positive cycle; for instance, each person’ contributions could be tracked in the form of hourly credits, which could then be traded for help from someone else. Systems that foster healthy co-dependency, such as time banks, remind us that everyone has something valuable to share: social skills, technical excellence, catering for a session, or translation. Tools like the School of Everything 12 – local social media for bringing people together to learn from each other – make it possible to provide a clearer impression of what a community actually can do.

Open design towards sustainable local happiness seems to take a major time investment. Luckily, time is something we have in abundance. The age of ‘useless people’ looks very different in different parts of the world. In Central Africa and the Middle East, the number of young people clearly outnumbers the number of elderly people; in sharp contrast, Japan has nearly five pensioners to every young person. Although many people from both groups will remain in or enter the labour market, the number of people who have nothing meaningful to do is still growing. Whether this time is directed into private endeavours or put to use for the common good is crucial to the well-being of our communities, as well as for the global resource potential. This means serious rethinking, especially in cultures where individual value has been closely linked to gainful employment.

Design for Better Living

Participation in the process is also a strong driver for sustainability. Taking part in the creative process associates the final result more strongly with an experience. Recent studies have shown without a doubt that product consumption has a lower impact on personal happiness than experiences. The sense of ownership generated by participation creates a stronger emotional bond, both between the object and its owner, and between the object and the people in the owner’s network. Objects with an experiential dimension transform into tangible memories, whereas pure objects are subject to material degradation and devaluation. In addition, if we assume shared ownership of the solution as well as the end product, we need more people to be involved in deciding how to handle disposal.

Design stemming from a desire to serve the common good is really about giving people tools to live fuller and better lives and creating objects with a longer shelf life. Inspiring examples of the potential already exist. For instance, Open Source Ecology 13 is a project of strengthening self-sufficiency in food production. Sharing the instructions on how to turn a Toyota Corolla into an eCorolla 14 allows people to improve something they already own.  REMIX The Open Prosthetics Project 15 shares the peer-to-peer learning curve with all the physically disabled people of the world. The Factor e Farm in Missouri 16 explores ways to create an off-grid community relying on scrap metal and labour. By putting the results out in the open for everyone to see and adapt for their own use, communities of people can learn from each other. Through copying, prototyping, improving and formatting, the common good can grow. Motives are crucial here: if a person’s intrinsic motives for participating are about solving problems in their own community, the right strategy for growth is sharing the methods openly.

It is difficult to say whether open design leads to better services and products. What it certainly does accomplish is building stronger communities. COMMUNITY It allows people to get to know the people around them while doing something meaningful. It builds bonds and healthy, reciprocal dependencies as people exchange services, equipment and time. As people join in, design is rooted in the DNA of their lives and they keep the end products longer. Open design also builds support for peer-to-peer politics.

Open design is a crucial tool for discovering ‘Us’ again. When successful, it challenges the traditional preconceptions about knowledge, professionalism and democracy. Open design shakes up the current balance of power. It will therefore not come as a surprise that many of the remarks warning against the purported dangers of open design – lower quality, poorer aesthetics, more junk, things that will not work – express the same complaints echoed in every democratization process in history, all the way back to the French Revolution.

The right question to ask is not which process will lead to the best design. The fundamental question is far simpler: what is right and just?

  1. Chapman, J, Emotionally Durable Design: Objects, Experiences and Empathy. Earthscan Ltd, 2005.
  2. link: wwf.panda.org/about_our_earth/all_publications/living_planet_report/, accessed on 16 January, 2011.
  3. Wilkinson, R and Pickett, K, The Spirit Level: Why More Equal Societies Almost Always Do Better. Allen Lane, 2009.
  4. link: www.ideorg.org
  5. link: www.oswash.org
  6. Michel Bauwens, TEDxBrussels, 2009. Video available online at www.youtube.com/watch?v=DGjQSki0uyg, accessed 29 November 2010.
  7. Bauwens, M, ‘ To the Finland Station’. Available online at p2pfoundation.net/To_the_Finland_Station, accessed 29 November 2010.
  8. link: www.whirlwindwheelchair.org
  9. link: www.loppukiri.fi
  10. link: www.timebank.org.uk
  11. As used on the Dutch island of Texel, for example.
  12. link: schoolofeverything.com
  13. link: openfarmtech.org
  14. link: ecars-now.wikidot.com/cars:electric-toyota-corolla:c-guide, accessed on 16 January, 2011.
  15. link: www.openprosthetics.org
  16. link: openfarmtech.org/wiki/Factor_e_Farm, accessed on 16 January, 2011
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DESIGN AND GOVERNMENT / BERT MULDER http://opendesignnow.org/index.php/article/design-and-government-bert-mulder/ http://opendesignnow.org/index.php/article/design-and-government-bert-mulder/#comments Fri, 27 May 2011 09:16:00 +0000 remko http://opendesignnow.org/?p=429 Continue reading ]]> Governmental institutions are challenged to use design and open design as a strategic tool. Bert Mulder addresses issues of participation and quality, and suggests how a government could develop a system that would include information, tools, methods and a set of values to reap the benefits of open design for citizen involvement.

Bert Mulder

Open design for government is a challenge. Not only is open design itself a relatively recent concept, but design and government generally do not interact easily. We do not often talk about governments designing things; we say that governments institute policy and procedures, develop urban planning and create services. Even in a recent Dutch initiative with the grand name of The Hague, Design and Government the tagline reads ‘design for public space, architecture and visual communication’. When design for government is discussed at all, design is mostly seen as functional.

But design will become an increasingly necessary and strategic tool for government at all levels. That is why exploring the relationship between open design and government is not only interesting, but also timely and necessary.

Today’s society requires us not only to create a wider range of diverse solutions, but also to do so faster and better.

Exploring the possibilities of open design for government requires delicacy. Much of open design thinking seems to be in the ‘hype’ phase of Gartner’s hype cycle, where arguments for and against reflect hopes and expectations rather than reality, simply because there is little or no experience on which to base tangible forecasts. This article takes a somewhat analytical approach, outlining several qualities of open design and government and identifying potential challenges. It describes a plan and proposes developments that would stimulate open design in the public sector. Essentially, this article tries to envision what open design would be like as a structural and strategic tool for government.

The Importance of Design

The first reason to consider open design for government is the increasing importance of design across the board. This increase is occurring because our increasingly complex society requires more design. TREND Where supermarkets in the 1960s stocked 1000 products, today’s supermarkets carry between 20,000 and 40,000 items. All these products need to be created, produced, marketed, bought and used. This process is why design has grown from ‘nice to have’ to ‘need to have’: we need to create more products and services to sustain our society, and to present them in a way that is meaningful to us.

But design is also becoming more important for another reason. Today’s society requires us not only to create a wider range of diverse solutions, but also to do so faster and better. New challenges require fundamentally new solutions; simply extrapolating the past will no longer suffice. And because solutions will have to survive into a future different from today, the ability to design well becomes more important. We need to shape society with the future in mind, REVOLUTION not relying on a past that increasingly has little bearing on the problems we face today; we need to realize better and more sustainable solutions using imagination, innovation and our talent for creativity and creation.

Why Government is Involved in Design

Future-driven thinking is what makes design fundamentally important for government. To face the challenges that the future will hold, the government needs to develop and integrate design competencies into its processes. Analysis and simple extrapolation governed by political processes will have to give way to imagination and more original creation, buildings more sustainable solutions. The development of social innovation serves as an example: design professionals are creating novel solutions in social contexts.  SOCIAL DESIGN This approach involves a more strategic use of design by the government than the simply functional use of design in public space, architecture and visual communication.

A second reason why design capability becomes essential for government is the new complexity of the networked society: government policies and services are increasingly developed in networks that link many different partners. The complexity of a context involving many different stakeholders and regulatory frameworks makes it essential to have a central concept to bind it all together. These considerations also mean that any development in the design field will potentially have relevant applications in the public sector. Clearly, the development of open design for government purposes is an important trend.

Open Design: Requirements and Domains

Current discussions of open design often refer to two related developments: open production and open design. Design(ing) with reference to the ongoing revolution that is triggered by the ubiquitous availability of digital design and production tools and facilities and that reverses the distribution of design disciplines. It portrays design as an open discipline, in which designs are shared and innovation of a large diversity of products is a collaborative and world spanning process.1 Neither happens by itself and each requires very specific conditions. Analyzing those general requirements will make it possible to achieve a more precise indication of what preconditions would be needed to facilitate open design for government.

DIY  DIY is a good example of how open design gets started. To really take off, do-it-yourself production requires access to appropriate materials, tools and techniques to empower enthusiastic amateurs. For instance, DIY projects around the house require a power drill, easily available wood and fastening techniques that unskilled workers can use. This is how amateurs start designing and making things in any field; every professional started somewhere.In the same way, open design emerges in parallel with the availability of user-friendly and accessible information, methods, concepts, values and tools that allow non-professionals to create their designs. Homebrew electronics materials are available in electronics stores, and the corresponding plans can be obtained from electronics magazines or websites. When all these resources are available, more people may be encouraged and empowered to create their own designs.

Both DIY production and open design empower the user by putting professional tools in the hands of the masses. Those tools are usually available on different levels. At the simplest level, professional solutions are provided as easy-to-use templates   TEMPLATE CULTURE that users can re-use and apply without significant modification. At the intermediate level, tools are available as design templates or generative code that users can modify to create their own designs.  BLUEPRINTS At the highest level, skilled amateurs may access and use advanced design tools used by professionals. When open design for government becomes a reality, it will by necessity consist of a variety of ready-to-use solutions, design templates and advanced tools. Open design should be distinguished from other recent design developments in which users have been more intimately involved in the design process, such as participatory design, co-design or social innovation. In open design, many users are able to design on their own. They are not users involved in a design processes that is initiated and run by professional designers. Open design moves in two directions: outward, when individuals design and produce their own individual products, and inward, when people design solutions collaboratively. The latter faces the additional challenge of coordinating complex systems. Open design for government creates the conditions for many people to design solutions together – and that’s exactly what governments do.

Both DIY production and open design empower the user by putting professional tools in the hands of the masses.

Open design for government may lead to different outcomes than are currently being achieved. These outcomes may include harvesting novel ideas from a larger audience, such as in crowdsourcing; improving the quality of a design; promoting participation and loyalty; or facilitating the creation or composition of actual services. Open design may be used for all or any of these, but will have to be adapted to the desired outcome. There are two roles that open design could fulfil in the private sector. First, it could serve the government in its interactions with the people, as a civic resource that gives citizens the ability to take part in the processes of governing. Second, it could serve the government internally to support and contribute to existing government processes supporting government agendas. Again, it could be used in both directions, inward and outward, but the way open design is used would have to be adapted to the desired outcome. The tools for open design themselves are not affected either way, but supporting a pre-existing agenda means obeying pre-existing procedural constraints, which means that open design is not solely reserved for citizens.

When Open Design Meets Government

When open design meets government, design must adapt to the constraints of government in order for the two to interact. In the same way that architects or industrial designers have a basic understanding of building materials, the forces of physics, and the requirements of production, design in the public sector is subject to its own specific constraints. What would open designers need to operate in a government context?

Open design and government might have been made for each other. After all, doesn’t the government work for all of us, and wouldn’t it be much better if we all contributed? In some sense, democracy at large might be seen as a form of ‘design’ where society is run ‘by the people, for the people’: all of the people are involved in designing better futures for each other. However, the structure of the democratic process as it stands now (whether representative or direct) hardly involves citizens in the process of designing new solutions.  MASS CUSTOMIZATION The government seems to have its own requirements. So how could the characteristics of open design fit those requirements?

Open design for government will follow government activities. The government is involved in setting policies and providing services in such domains as economics, infrastructure and urban design, welfare and healthcare, culture, education and public safety. These are the subjects of government, and open design for government will have to produce useful solutions in those areas in order to be successful.

The government’s agenda mirrors society’s needs. Running a country or a city involves a finite number of activities; one might assume that open design would focus specifically on those activities. It can be compared to having a family, which also involves making a finite number of decisions in consensus: we really only need to sit down together a few times a year to deliberate such matters as buying an expensive household appliance, deciding where to go on holiday, choosing where to move or what school would be best for our children. While the process of open design may involve more people in the discussion, it will not increase the number of issues on the agenda, nor make dramatic changes to its structure.

Public administration works for the public good. Accordingly, open design for government will have to balance the wants and needs of many different citizens while dealing with power, politics and the manufacture of consent. That is why open design does not mean designing individual solutions for individual cases; rather, the process will have to take into account the balance of power between different stakeholders. One of the important elements in that process is fair representation: open design for government cannot be a process taken on solely by the strong and able; it must also involve the weak and underrepresented.  SOCIAL DESIGN

Open design for government needs to support a deep and empathic sense of the needs of ‘users’. The best solutions never consider such concepts as ‘society’, ‘citizens’ or ‘the public’ to be a generic class. One neighbourhood is not the next, one side of town is not identical to the other, and one city does not face precisely the same challenges as another. The same holds true from one generation to the next, and no group in society can be considered a carbon copy of another. Either the open participants, or the process in which they are involved, needs to have the ability to recognize and honour these distinctive qualities and let them ring through in the solutions that are created through open design. In order for open design for government to be effective, it has to be sensitive to the rhythm of government. Policy and development processes have their own dynamic and may take many years to synchronize. To achieve maximum effect, any contribution needs to play its role at the right time in the policy cycle or development process. It will be a major challenge to integrate a complex process of open design, with its own dynamics, without disrupting the necessary tempo and quality of decision-making.

Participation

Open design implicitly assumes that many people will participate once tools and materials become available. However, participation is more complex than that. Participation in today’s political process is a challenge in itself, but participation in online activities is also uneven. On large-scale, multi-user communities and online media sharing sites, user contributions are characterized by participation inequality. Only 0.16% of all YouTube users actually contribute video content; approximately 0.12% of Flickr users contribute their own photos. It’s called the 1% law: only 1% of users contribute, while 9% post comments, and 90% are silent observers.

Doesn’t the government work for all of us, and wouldn’t it be much better if we all contributed?

What’s more, the online communities on those sites are not representative of average web users; actual participation is probably lower if the subset is extended to include all websites on the internet. In itself, the 1% law does not have to be a disadvantage. It closely resembles the state of political participation: only 3% of the Dutch population is actively involved in a political organization; of those, about 30% are active in local politics: about 1% of the population. Early findings on the reality of online political participation show that it tends to be biased, and, just as in real life, the active participants are always the same group of people. Preliminary research on e-petitions for the German Parliament shows this. The online audience is a different group from the people who participated in real life (in this case younger), but online political participants seem to belong to a separate group anyway: highly educated white males.

In open source software development, participation is a major challenge. Projects have a hard time finding enough people who are sufficiently qualified and motivated, and an even harder time keeping those people involved. The current successful examples, such as Linux and Apache, draw their contributors from the 1.5 billion users on the global internet – and only about 1600 programmers among those 1.5 billion users are actual contributors. Scaled down to the level of small cities or neighbourhoods, that level of participation presents a major challenge. Although there are more than 120 million blogs on the internet, it is hard or even impossible to find one good blogger at the level of a single neighbourhood. There is simply too little news content and too few people able and willing to write daily or weekly posts. In the Netherlands, the number of contributors to the Dutch version of Wikipedia is too small to maintain good-quality content. Open design for government may be a good idea, but finding enough people to sustain it will be a challenge.

To really participate in a process of open design for government, participants would at least need access to information on aspects like the financial, regulatory and political consequences of their design effort.

Another widespread assumption is that there is a correlation between civic participation and the democratic quality of society. A related assumption is that finding ways to increase online participation will, in turn, contribute to the democratic quality of society. Research does not support that assumption; rather, it shows that the relationship between participation and democratic quality may be more complex.

Quality

One of the challenges of open design for government is quality. Decision-making at a government level is not about individual and small-scale projects, nor is it about short-term, localized projects. Any contributions to the process would have to create the kind of quality that supports large-scale, long-term projects, answering to regulatory, financial and political constraints. Of course such an argument may be focusing too much on the design outcome: the real result of open design for government might be a greater sense of participation, transparency and increased loyalty.

Involving more people does not create better design, most of which comes from individual designers or small teams. In fact, involving more people may be detrimental to the quality of the result. Of course a larger group may produce more unexpected and useful ideas – that is one of the ways that crowdsourcing produces results.  CROWDSOURCING However, turning ideas into a good design requires a completely different process. An illustration may be seen in online petitioning. First results show that e-petitions often fail to contribute serious new policy ideas, though they may increase the people’s feeling of participation and transparency.

Good design requires experience and knowledge of many different aspects of materials, production, marketing and user needs. Design for government is its own domain requiring its own skills. For social innovation, where designers operate in a social context, professional designers estimate that about 5% of their colleagues possess the necessary skills to deal with new and different complexities. Open design for government invites untrained and unskilled participants; the open design process must empower them in a way that compensates for their lack of experience. In open design for government, projects may be active in a wide variety of domains and bring complex challenges on different levels. Open design is simple where challenges and solutions are straightforward and the aim of the process is participation. But when real complexity comes into play, creating the right prerequisites for open design becomes more of a challenge – it will require more extensive information, better tools, more refined methods and deeper shared values.

The Ecology: Information, Tools, Methods and Values

Open design relies on participants who have been empowered with the right information, the right tools, fitting methods and shared values. When done well, these create a constructive balance between the complexity of the design task and the abilities and motivation of the prospective participants. To really participate in a process of open design for government, participants would at least need access to information on aspects like the financial, regulatory and political consequences of their design effort. Then they would need tools to work with that information: visualize it, analyse it, integrate it. They would need methods to support the design process and the manufacture of consent. All of this would be active within a framework of values and concepts that is needed to design appropriate solutions.

New digital tools allow users to create mashups that show the policies and regulations currently in effect on every piece of land and property.

The field of urban design shows the complexity and the power of such an ecology of information, tools and methods. In that field, basic information is becoming available now that datasets of geographic and policy information are open to citizens. This trend is apparent in the DataGov projects in several countries, including the US, UK, Australia and the Netherlands. New digital tools allow users to create mashups that show the policies and regulations currently in effect on every piece of land and property.

After Hurricanes Katrina and Rita, Louisiana was in urgent need of immediate community redevelopment, which had to be implemented far more quickly than usual. The Louisiana Speaks Regional Plan was a key part of the response. One of the design tools used in the project was the Louisiana Speaks Pattern Book, a resource used to inspire and empower all those rebuilding their communities. It contained an extensive analysis of Louisianan quality in buildings, communities and regions and provided design patterns for new houses and communities, formulated as easy-to-understand examples with the aim of inspiring better, higher-quality projects. The design patterns incorporated the complexity of historical analysis, the qualities specific to the region and the possible modern interpretations in such a way that it was easier for designers to create quick solutions while retaining good quality.

These efforts were based on another generative model, which aims to bring about a ‘21st-century correction’ of the American urban landscape. Called Smartcode, it outlines the best physical attributes of regions, communities and individual buildings and specifically embodies the views of the New Urbanism movement. It addresses all levels of design, from regional planning and the shape of communities down to individual buildings. Smartcode also outlines a design method in which local citizens are actively involved in calibrating the general design code for use in local circumstances. All this shows that, in urban planning, the general trend is increasingly facilitating the requirements for open design. As basic information becomes available, various tools are developed to use the data, followed by a design method that supports active involvement by citizens; finally, the code clearly describes its value systems. Of course, we may want to influence the trends to ensure that they suit the needs of a real open design for government – but the basic elements of the ‘open ecology’ are being developed.

This is just one example; there are many more, but it illustrates the necessary ‘ecology’ in which different components (information, tools, methods and values) may be necessary to support open design. The necessary support framework may be more readily apparent in urban planning, since it is already a design-based domain. When open design meets government, we should see a similar development in other domains like healthcare, welfare, public safety, economics and education. Creating the same ecology for policymaking in healthcare or public safety will require further development.

Fostering Open Design for Government

Open design is in its early stages and open design for government is a promise at best. What if we not only described the possible preconditions needed to facilitate open design for government, but also developed an agenda to stimulate it? Although some projects embrace new ways of working, such as crowdsourcing to involve citizens, that is far from open design for government. A much clearer practical agenda may help to harmonize relevant developments, creating synergy and better quality.

An agenda for development would require an investment on four fronts: further developing the core concept, outlining its possible implementations, identifying their components and stimulate experience in different projects. We need to ask ourselves what we really mean by ‘open design for government’, what it could be, what it should be and what it needs. Only a more operational view can provide the basis for a practical development agenda. Scientific studies are not the first priority; there is nothing to research yet. What is needed is a design effort to outline what open design for government might actually look like. We need scenarios, concept studies and small projects to refine possibilities and parameters. Such a clearer understanding of what open design actually means would allow us to gauge the current trends (such as open government data, new tools for visualization, new developments in design) and to determine whether they possess the right qualities to support a truly open design process.

We will see open design being used in government, partly because design is becoming more important, and partly because the tools and methods necessary for open design will become more readily available. Open design may serve a range of aims, from creating a sense of participation and harvesting new solutions, to genuinely inspiring better solutions for government challenges. However, in order to realize the potential this presents, we will need to make the move from dreams to reality, despite the serious challenges that arise in considering open design for government. As practical concepts are developed further, creating synergy between new and current developments may provide the parameters needed to support open design for government. Whether all of this will lead to higher-quality design for government will depend on the quality of the tools, methods and values that we come up with. Perhaps it is time to make use of the open design process in establishing open design for government.

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

Mushon Zer-Aviv

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

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

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

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

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

An Open Design Lab, with My Students as Lab Rats

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

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

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

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

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

Teaching vs Learning

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

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

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

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

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

Pragmatic, Not Altruistic

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

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

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

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

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

Toward a Collaborative Design Process

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

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

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

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

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

Caroline Hummels

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

The Aim and Focus of Open Design

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

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

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

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

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

Learning the Attitudes and Skills for Open Design

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

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

Blurring Boundaries

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

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

The Approach to Open Design

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

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

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

Structures and Tools for Open Design

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

Conclusions

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

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

Dick Rijken

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

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

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

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

Fundamental Paradoxes

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

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

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

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

Atoms and Bits

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

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

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

Why Keep It Simple?

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

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

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

Design Literacy

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

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

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

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

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

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

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

Becoming Literate

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

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

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

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

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

Design into the Future

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


THE STEIM STORY

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

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

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

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

www.steim.org

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JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN / GABRIELLE KENNEDY http://opendesignnow.org/index.php/article/joris-laarmans-experiments-with-open-source-design-gabrielle-kennedy/ http://opendesignnow.org/index.php/article/joris-laarmans-experiments-with-open-source-design-gabrielle-kennedy/#comments Fri, 27 May 2011 08:39:42 +0000 remko http://opendesignnow.org/?p=417 Continue reading ]]> The mediocracy of the middle classes dominates the current mass production design. In a world less controlled by branding and regulations, a new breed of designers can contribute to an altered, more honest economy. An interview with Dutch designer Joris Laarman, contemplating his relationship to modernism and the modernist roots of open source design and digital fabrication.

Gabrielle Kennedy

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

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

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

Furniture That Can Be Grown

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

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

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

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

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

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

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

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

The Modernist Roots (of Open Design)

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

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

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

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

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

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

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

Less Production Is Needed, Not More.

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

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

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

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

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

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

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

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

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

Make-Me .com

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

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

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

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

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

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

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

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

Closed Societies Fail

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

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

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

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

Bre Pettis

2007: Pizza around the Clock

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

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

2008: Printing Vodka Shot Glasses

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

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

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

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

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

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

2009: MakerBot Industries

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

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

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

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

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

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

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

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

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

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

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

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

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

2010: Thing-O-Matic

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

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

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

2011: 2,500 MakerBots

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

  1. http:// www.thingiverse.com/tag:knob
  2. http://www.thingiverse.com/thing:3465
  3. http://www.thingiverse.com/thing:2030
  4. http://www.thingiverse.com/thing:1483
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