Open Design Now » designers http://opendesignnow.org Why design cannot remain exclusive Thu, 13 Dec 2012 09:32:59 +0000 en hourly 1 http://wordpress.org/?v=3.3.1 (UN)LIMITED DESIGN CONTEST / BAS VAN ABEL http://opendesignnow.org/index.php/case/unlimited-design-contest-bas-van-abel/ http://opendesignnow.org/index.php/case/unlimited-design-contest-bas-van-abel/#comments Fri, 27 May 2011 09:55:57 +0000 remko http://opendesignnow.org/?p=473 Continue reading ]]> (Un)Limited Design contest
Experimenting with Open Design

Bas van Abel

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

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

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

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

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

Sharing for Yourself

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

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

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

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

Signature

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

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

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

unlimiteddesigncontest.org

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

Thomas Lommée

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

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

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

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

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

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

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

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

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

  1.  The Roomba is an autonomous robotic vacuum cleaner that comes with a serial interface. This interface is incompatible with standard PC/Mac serial ports and cables. It allows the user to monitor Roomba’s many sensors and modify its behaviour. Programmers and roboticists create their own enhancements to Roomba, resulting in numerous ‘Roomba hacks’. Some hacks are functional, others are purely fun. So far, Roombas have been converted into floor plotters, robots controlled by a Wii remote, ‘hamster-powered’ vehicles, etc.
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OHANDA / JÜRGEN NEUMANN http://opendesignnow.org/index.php/case/ohanda-jurgen-neumann/ http://opendesignnow.org/index.php/case/ohanda-jurgen-neumann/#comments Fri, 27 May 2011 09:52:03 +0000 remko http://opendesignnow.org/?p=457 Continue reading ]]> OHANDA
Open Source Hardware and Design Alliance

Jürgen Neumann

OHANDA is an initiative to foster sustainable copyleft-style sharing of open hardware and design. Since its emergence from the GOSH!-Grounding Open Source Hardware summit at the Banff Centre in July 2009, one of the goals of the project has been to build a service for sharing open hardware designs which includes a certification model and a form of registration. OHANDA is in process, and the process is open.

Why can’t we just use any copyleft license?

In short: copyleft  ACTIVISM derives its legal basis from copyright, which cannot be effectively enforced in the physical world. The equivalent would be patents, but the process of patenting hardware to make it open would be slow and expensive. The proposed solution with OHANDA is a label in the sense of a trademark. The label will allow the developer to associate a copyleft licence with any kind of physical device through OHANDA, which would act as a registration authority. The label could be compared to other common certificates, such as organic food, fair trade or CE certificates shown on products.

How does it work?

The designer  DESIGNERS applies the copyleft license to the product designs and documentation. This makes it possible to licence the work under his name without restricting its use to the point that it could no longer be considered open.

First, the designer signs up for a registered account (as a person or as an organization) and receives a unique producer ID. When the designer registers at OHANDA, he accepts the terms and conditions of using the OHANDA label. This means that the designer grants the Four Freedoms to the user (see below) and publishes the work under a copyleft licence. The designer then registers the product and receives a unique product ID. After doing so, the designer may apply the OHANDA label to the product. The OHANDA label and the unique OHANDA registration key (OKEY) are printed/engraved on each copy of the device. This ensures that the link to the documentation and to the contributors always travels with the physical device itself, providing visible proof that it is open source hardware. The OHANDA registration key on the product helps the user link the product back to the designer, the product description, design artefacts and the copyleft licence through the web-based service offered by OHANDA. Empowered by the Four Freedoms, the user may develop the product further,  BLUEPRINTS register as a producer in his own right, share his design artefacts under a copyleft licence, and be associated with the derivatives of the product.

Four Freedoms

The four freedoms from Free Software Definition lay the foundation for sharing hardware through OHANDA. The adaptations below are made by just replacing the term ‘program’ with the term(s) ‘device /& design’. This may not be the most understandable way of describing freedoms of sharing open hardware, but it describes the degree of openness that OHANDA stands for. By granting these four freedoms for all documentation attached to a product, sharing takes place on a sustainable basis.

Freedom 0. The freedom to use the device and/or design for any purpose, including making items based on it.  REMIX

Freedom 1. The freedom to study how the device works and change it to make it to do what you wish. Access to the complete design is a precondition for this.  WYS ≠ WYG

Freedom 2. The freedom to redistribute copies of the device and/or design.  SHARE

Freedom 3. The freedom to improve the device and/or design, and release your improvements (and modified versions in general) to the public, so that the whole community benefits. Access to the complete design  HACKING DESIGN is a precondition for this.

Who owns it?

Ideally? Nobody… and everybody. A legal entity is needed to register a trademark. This legal entity should either be a credible, pre-existing, not-for-profit organization, or a new non-profit organization with enough transparency in its operational management that the ownership of this common asset does not become an issue. Distributing the ownership gradually among all those who share their hardware feels like the right thing to do, but it may turn out too complex to manage in the long run. OHANDA is still a work in progress; existing certification models are being studied in order to adopt best practices. In the meantime, the community  COMMUNITY gathering around OHANDA will simply proceed without any legal entity or definitive registered trademark.

www.ohanda.org

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FORM FOLLOWS USER / DEANNA HERST http://opendesignnow.org/index.php/case/form-follows-user-deanna-herst/ http://opendesignnow.org/index.php/case/form-follows-user-deanna-herst/#comments Fri, 27 May 2011 09:43:29 +0000 remko http://opendesignnow.org/?p=444 Continue reading ]]> PARTICIPATORY DESIGN, THE OPEN FORM AND ART EDUCATION

Deanna Herst

Participatory design has changed the role of the designer: from an author of finished products, like books or furniture, into a developer of frameworks or structures of ‘open works’, like Wikipedia.

Where users have traditionally been guided by physical forms created by the designer (e.g. reading a book), in ‘open works’ they now share responsibility for the design (e.g. co-creating a chair), in a process directed by the designer. Within the context of participatory design, the concept of ‘user follows form’ appears to have been supplanted by the opposite approach: ‘form follows user’. In this scenario, the designer creates a framework that encourages the user to complete the form or product. What are the ramifications of this role-shifting for art and design education?

The ‘form follows user’ paradigm represents a shift towards the classical (modernist) notion of artistic authorship, traditionally defined by the ‘genius’ of the artist/designer.  DESIGNERS This perspective is especially relevant in art and design education, where authorship is legitimized from an artistic point of view and students are trained to become ‘authors’ by developing their individual aesthetics and signature. Within the context of participatory design, the challenge for art academies is to find and develop new ways to define the artistic signature in participatory authorship and to implement these methods within the educational program. Which areas need to be explored for graphic designers, product designers and other design professions?

From a functionalist point of view, a commonly applied property of participatory design is ‘usabilility’: ‘a method for improving ease-of-use during the design process’. 1 Usability concerns user accessibility and implies a corresponding experience and equal resonance for every user. For art academies, however it is equally important, if not more important so, to also identify aesthetic parameters, complementing the functional properties of the designed object. Within the context of new kinds of authorship, fields such as participatory aesthetics or creative strategies for involving users will need to be explored further. A starting point could be the exploration of the ‘open form’. In The Poetics of the Open Work, Umberto Eco describes the artistic use of the open form as follows:

The author offers … the addressee a work to be completed. He does not know the exact fashion in which his work will be concluded, but he is aware that once completed the work in question will still be his own. … At the end of the interpretative dialogue, a form which is his form will have been organized. […] The author is the one who proposed a number of possibilities which had already been rationally organized, oriented, and endowed with specifications for proper development. 2

This quote pinpoints the role and position of a designer in a participatory situation. For art and design students, the awareness of creative responsibility for the ‘open form’ is an essential point of departure: how do you design rules for the user? A possible next step could be the exploration of participatory strategies derived from other disciplines, for instance storytelling. Anthropologist Marilyn Strathern has identified an effective participatory strategy: ‘In some Papua New Guinean traditions [...] people are told half a story, and have to find the other half from within themselves – or from someone else’. 3 This approach is comparable to the Surrealist model of the cadavre equis; both offer a structure that, by its form, triggers its users. In these examples, form follows user, but in the end it is the designer who issues the invitation.

  1. Nielsen, J, Ten Usability Heuristics. Available online at www.useit.com/papers/heuristic/heuristic_list.html , accessed on 19 October 2010.
  2. Eco, U, The Poetics of the Open Work. Cambridge, Massachusetts, 1989.
  3. Strathern, M, ‘Imagined Collectivities and Multiple Authorship’, in Ghosh, R (ed.) CODE: Collaborative Ownership and the Digital Economy. Cambridge, Massachusetts, MIT Press, 2005. E-book available online at mitpress-ebooks.mit.edu/product/code , accessed on 13 January 2011.
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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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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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DO IT WITH DROOG / ROEL KLAASSEN, PETER TROXLER http://opendesignnow.org/index.php/article/do-it-with-droog-roel-klaassen-peter-troxler/ http://opendesignnow.org/index.php/article/do-it-with-droog-roel-klaassen-peter-troxler/#comments Fri, 27 May 2011 08:40:09 +0000 remko http://opendesignnow.org/?p=419 Continue reading ]]> Renny Ramakers talks about Droog’s latest project Downloadable Design, about making money, designing for the masses, the development of the design profession, and Droog Design’s recent experiments and research in sustainability, local production, co-creation, upcycling and collective revitalization of the suburbs.

Roel Kaassen Peter Troxler

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I’ve done it once; it was quite fun.

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

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

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

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

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

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

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

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

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

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

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

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

You say this as an expert in design?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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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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NO MORE BESTSELLERS / JOOST SMIERS http://opendesignnow.org/index.php/article/no-more-bestsellers-joost-smiers/ http://opendesignnow.org/index.php/article/no-more-bestsellers-joost-smiers/#comments Fri, 27 May 2011 08:38:38 +0000 remko http://opendesignnow.org/?p=413 Continue reading ]]> The present copyright system is beneficial for a few best-selling artists while providing no benefits at all for most creative professionals. Joost Smiers explores ways to improve the market, including the financial situation of most artists and designers, and to keep the sources of knowledge and creativity in common hands instead of privatizing them.

Joos Smiers

It was in 1993 that I started to realize that intellectual property rights – such as copyrights and patents – are steadily privatizing most of the public knowledge and creativity that our communities have developed and cultivated over centuries. Around the same time, I heard that farmers in India were staging massive protests. They faced the threat that seeds they had used for years to plant their crops would be slightly modified (or ‘improved’) by multinational agricultural companies like Monsanto, and that this tiny change would make those companies the owners of this ‘new’ knowledge.  KNOWLEDGE What those farmers and their grandparents, and generations before them, had developed in their communities over the course of centuries could, with a single stroke of the pen, become the sole and exclusive property of a major corporation. These are the selfsame corporations, most of which are based in Western countries, that dominate agricultural markets all over the world.

Is this what IP rights are really doing? Privatizing knowledge and creativity on a massive scale?

I was suddenly overwhelmed by a sense of cynicism. Is this what intellectual property rights are really doing? Privatizing knowledge and creativity on a massive and unprecedented scale? What could possibly justify such a bold move? It was a small step for me to extrapolate these principles from the seeds of Indian farmers to copyrights on works of art and design, which is another form of privatization. Certainly, it could be argued that every new contributor – every person who modifies or adapts seeds, words, music, design, or chemical processes – adds something to what has been developed by his predecessors. But is this a valid reason to hand over absolute ownership to the latest producer, keeping in mind that we will need this knowledge and creativity for further developments? Privatization in this context means that the product can no longer be used for common purposes, unless the ‘owner’ of this knowledge and creativity grants permission – and we pay the price that ‘owner’ sets for it. Never before in recorded history, in any culture, has intellectual misappropriation taken place on such a grand scale as what we have seen in the Western world over the past century, expanding exponentially since the 1990s.

It soon became clear to me — long before Napster and the increasing popularity of open source software — that we have to seriously question whether or not we really need to have intellectual property rights. My main concern, in the context of copyright for artists, entertainers and designers, was that they should have the chance to make a living. There can be no doubt that the present copyright system is extremely beneficial for a few best-selling artists, and fails almost entirely to benefit the majority of creative professionals. How can the market be improved to include a better financial situation for most of the artists and designers? Moreover, can we achieve that goal by keeping the sources of our knowledge and creativity in common hands instead of privatizing them?

During the 1990s, more people started to feel uneasy with our current copyright system, partly due to the opportunities offered by digitization. Concepts like free culture, open source and Creative Commons became fashionable.  ACTIVISM However, these concepts and the practices associated with them are less than helpful when it comes to creating a fairer market for creative professionals. With such a strong emphasis on ‘free’ access and sharing, how can this be the right answer for artists and designers seeking to earn a living from their work? In addition, these developments do nothing to reform current structures and power relations, in which a few huge enterprises dominate cultural markets. Aside from issues of democratic process, such companies artificially exclude from public view all artists who are not big stars, essentially pushing them out of the limelight. To assure a reasonable income for many artists and to stop the privatization of our common knowledge and creativity, a more fundamental answer must be found for the challenges we face.

What if We Would Abandon Copyright?

Suppose we were to leave copyright law behind us. Would it then be possible to structure a market in such a way that protection by copyright law would become unnecessary? The first question that springs to mind is what we would want to achieve in that cultural market. The answers follow from imbalances in the current structure.

→ Many more artists should be able to earn a reasonable income from their work.

→ The resources of production, distribution and promotion should have numerous owners, and access should be given more liberally.

→ An extensive database of knowledge and artistic creativity should exist in the public domain, freely available to all.

→ Audiences should not be overwhelmed by PR efforts aimed at marketing a small number of top stars. Instead, people should be freely exposed to a wide variety of cultural expressions, from which they can make their own choices.

How might all this be achieved? My starting point, which may come as a surprise, is the cultural entrepreneur. This individual could be the artist or designer himself, or someone who represents him or her, or a producer, publisher or commissioning client. The major characteristic of an entrepreneur is that he or she takes a risk in a chosen field, which in itself presents its own specific opportunities and threats. In this case, our field could be defined as ‘cultural activity’, a sweeping title which could also refer to the entertainment industry or to various forms of content production. The field in which the cultural entrepreneur operates bears some similarities to any other business; the cultural entrepreneur should think and act pro-actively. This individual should, in other words, be capable of staying one step ahead of the competition, try to stay on top of potential threats and opportunities, and be acutely aware of what is happening, both in his or her immediate surroundings and in the wider world.

However, a factor seldom mentioned in the context of entrepreneurship is the conditions that facilitate or obstruct risk-taking behaviour. How could such a market be constructed? How should the balance of power be organized, and what kind of regulations should set the limits and offer opportunities for the scope of entrepreneurship?

The Two Controlling Markets

The present cultural markets exhibit two forms of negative dominance. The first is copyright law. Copyright in its current form gives the owner control over the use of a work, with all the consequences that this entails. As an investment protection, it works well for best-sellers, pop stars and cinematic blockbusters, but at the same disrupts the diversity in cultural markets in ways that are harmful for cultural democracy. The second form of market control, monopolization, is often inadvertently overlooked in debates on this topic. Simply put, a limited number of conglomerates worldwide have a strong grip on the production, distribution, promotion and creation of films, music, books, design, visual arts, shows and musicals, as well as the conditions for how these creative expressions are received. Their influence also extends – even more than expected – into the digital domain.

These two forms of market domination go hand in hand. The exciting challenge is to find out whether eliminating both forms of market domination would create a more normal level playing field – whether it would be possible to achieve an environment in which no single party is able to control or influence the market or the market behaviour of others to any substantial degree. In this context, I feel that it is crucial for many cultural entrepreneurs – creative professionals, their representatives, agents, producers, publishers and so on – to actually be able to fully take part in the market.

What is currently keeping them from this level of participation? There is no single answer to that question. Yes, there are thousands and thousands of artists and designers producing work and therefore theoretically taking part in the market. However, they are often pushed out of public view by the omnipresence of the major cultural conglomerates. They do not have a fair chance to trade. Under these circumstances, it is made extremely difficult, to say the least, to bear the risk inherent in entrepreneurship. In essence, access to the cultural market – and therefore to audiences, clients and the opportunity to earn money – is severely limited for the vast majority of cultural entrepreneurs, but wide open for a few cultural giants, which continue to grow through mergers.

The Power of the Giants

These huge enterprises also hold the copyright to a vast number of the products that they market. As copyright holders, they have an even greater stranglehold on the market, as they are the only ones that can determine whether, how and where a vast quantity of work is used. They decide which cultural products are available in the market; they dictate which kinds of content are considered acceptable and appealing, and can determine the atmosphere in which they are enjoyed, consumed or used. Their works may not be changed or undermined, either, and alternative narratives would be banned.

The majority of cultural entrepreneurs have minimal access. Many, even the mid-level ones, enter a market – if they succeed – where a few giants determine the atmosphere and appeal of what they themselves have on offer, often having to compete against big stars and ‘famous’ designers.  DESIGNERS In this doubly dicey position, where a few major players not only dominate the market but also determine the atmosphere of the cultural playing field, it is not entirely impossible to succeed, but it is very difficult for many smaller and mid-level entrepreneurs to achieve any kind of profitable position in which they can survive.

A Proposal for a New Market

To achieve a level playing field in this cultural market, I see no other alternative than to undertake two simultaneous courses of action: first scrap copyright, and then make sure that no market domination of any kind exists with regard to production, distribution and marketing. So how does this work?

Abolishing copyright means it is no longer attractive for entrepreneurs to invest lavishly in blockbuster films, best-selling books or rising pop stars. After all, there is no longer any protection making those works exclusive. If this system were to be implemented, anyone could, in principle, change or exploit the works the next day. So why make such exorbitant investments any longer? Naturally, it is not forbidden. Anyone who wants to can go ahead, but the investment protection that copyright offered – that privileged exclusivity – is no longer available.

There should be many different players in all markets, and society should be responsible for imposing the conditions.

Does that mean, for example, that there will be no more epic films made? Who knows? Perhaps in an animated form. Is that a loss? Maybe, maybe not. It would not be the first time in history that a genre had disappeared due to changing production circumstances. Historically, as genres have vanished, others have appeared to replace them and become incredibly popular. It is not unthinkable that people will get used to the change very quickly. Moreover, there is no reason to offer investment protection to large-scale productions supported by excessive marketing that, in fact, pushes true cultural diversity to the outermost fringes of the market.

The second course of action I propose is to normalize market conditions. This may be even more drastic than abolishing copyright, a proposition which has become increasingly feasible over the past few years. As stated previously, no one party should control prices, quality, range, employment conditions, market access for other parties, or anything else, in any market. Similarly, no one party should be able to act with impunity, without regard for any other social considerations. In other words, there should be many different players in all markets, and society should be responsible for imposing the conditions under which they operate.

What applies to the economy in general surely applies even more to our human communication through artistic media. What we see, hear and read contributes extensively to the forming of our identities, in the plural. It cannot be stressed enough that there should therefore be many, many enterprises in the cultural field; instead of being pushed away from public attention by excessively strong forces, they should be able to offer their cultural wares from totally different perspective. I view that point as non-negotiable.

The Consequences

If such a dramatic restructuring took place, what would the result look like? There would no longer be any conglomerates dominating the production, distribution, promotion and creation of creative work or dictating the conditions for how artistic works were received. The scale of such enterprises would be reduced considerably, ranging somewhere between medium-sized and small. How could this landslide of change be brought about? Most countries have regulatory tools at their disposal in the form of competition or anti-trust laws, which are intended to level the playing field in every market – including the cultural market.

What should be happening is a fundamental investigation of anything that hints at an excessively dominant position in cultural markets, including design. That investigation should, perhaps, be one of the primary aspects of cultural policy. Imagine that large combinations of capital, assets, market positions, and production and distribution facilities were to be divided into many smaller pieces. After all, this is what we have been discussing for the cultural and media sectors in our societies. It may come as a surprise that this is even more necessary in the highly networked digital world, where it tends to be ‘winner-take-all’.

Suppose that the cultural market could be normalized, that a level playing field could be attained. Can the objectives I formulated earlier be achieved there? I think so. There are no longer any obstacles to many cultural entrepreneurs taking the plunge and accepting the risks. Enterprise always entails risk; it goes with the territory. There have always been some artists and entrepreneurs who have dared to brave those risks. In this new market, many of these cultural entrepreneurs can take risks with more confidence. Irrepressibly, those entrepreneurs will evolve in every corner of the cultural universe, serving audiences with a varied range of artistic creations and performances. What used to be niche markets can begin drawing larger audiences than had ever been deemed possible.

If the cultural conglomerates’ overkill marketing is no longer being dumped onto the populace en masse, then current and potential audiences are more than likely to develop interests in a wider variety of trends. Why not? Man is essentially a curious creature and has individual preferences on how he would like to be entertained or accompanied, as evidenced by the varied expressions of culture that people seek out as comfort in moments of grief. If those preferences are no longer being drowned out by a dominant few, then more room is created for far more individual choice.

Despite that individuality, man is also something of a pack animal.  TREND: GLOBALIZATION People will therefore in all probability cluster more around one particular artist than around others. That artist then becomes a ‘well-seller’. In our imagined scenario, the artist can never take that supreme step up to become a best-seller, since the market conditions that made that possible are simply no longer there. A normalized market for the public domain of artistic creativity and knowledge has turned out to be extraordinarily beneficial in our example. After all, artistic material and knowledge can no longer be privatized, and therefore remain the property of us all. There is not a single company left that can monopolize production, processing and distribution, either.
Now it gets interesting: how well does this thought experiment translate into practice? Could a real, functioning market conceivably be created under the conditions that I have formulated, in which devious thieves will be unable to seize their opportunity before taking to their heels? In other words, can numerous artists, their representatives, intermediaries, commissioning parties or producers earn a good living in that market? Are the risks of enterprise acceptable? Do they also have reason to believe that their work will be treated with the appropriate respect?

Let’s start with the question as to whether it is likely that creative work will be used by others without payment. Is there any reason to assume that another cultural entrepreneur will pop up and exploit it immediately after release? In principle, that would indeed be possible without copyright law. Nevertheless, there are several reasons why this is unlikely. First of all, there is the ‘prime mover’ effect. The original publisher or producer is the first in the market, which gives him an advantage. Naturally, with digitization, that prime mover effect can diminish to a few minutes, but that’s not an insurmountable problem in itself. Most artistic work is not famous enough for free-riders to fall on it like hawks. Moreover, an increasingly important factor is that artists and related entrepreneurs add a specific value to their work that no one else can imitate. Building up a reputation may not be half the work, but it is a significant factor. Remember, we are assuming that there are no longer any dominant parties in the market. There are no longer any big companies to think they could easily ‘steal’ a recently published and well-received work because, for example, they control the distribution and promotion channels. In this scenario, they simply no longer exist.

As a normal market emerges, many artists and designers will be earning better than ever before.

In the absence of copyright, there can now be no question of theft; still, free-rider behaviour is an undesirable occurrence. In fact, there are twenty, thirty, forty, or innumerable other companies that could come up with the same idea. With this reality in mind, it becomes less likely, even very unlikely, that another company will put the money and effort into remarketing a work that has already been released. Should one be concerned that someone other than the initiator and risk bearer merrily walks off with a work that belongs to the public domain? It won’t come to that. Investments go hopelessly up in smoke when numerous parties are willing to take a free-rider gamble. In that case, the first creator almost certainly remains the only one to continue exploiting the work; no one benefits from trying to take it over.

Let me remind you that the two courses of action I proposed earlier have to be taken simultaneously. Abolishing copyright should not be an isolated action. It has to be accompanied by the application of competition or anti-trust law and market regulation in favour of diversity of cultural ownership and content. Only then there will be a market structure that discourages free-rider behaviour.

It can happen that a specific work does really well. In that case, another entrepreneur could include it in his repertoire, make ‘legal’ copies, or promote it in his own circles. Is that a problem? Not really, since he or she will not be the only one able to do so. Moreover, if the first entrepreneur has gauged the market accurately and remains alert, then he will have a good head start on all others. The first entrepreneur can also offer the work in a less expensive version, for example, which doesn’t encourage competition. Nevertheless, successful works will certainly be exploited by others. That does not pose a serious problem, as the work has obviously already generated a lot of money for the author and the first producer or publisher. A legal copy or new presentation then only serves to enhance the author’s fame, which he or she can capitalize on  CREATIVE COMMONS in many different ways.

The Power to the Masses

I already mentioned briefly above that, if the market is structured as I propose, the phenomenon of best-sellers will be a thing of the past. That would be culturally beneficial, as real room is created in the artists tastes of people world-wide, encouraging a far greater diversity in forms of artistic expression. The economic consequence is that a tremendous amount of cultural entrepreneurs, including designers, can operate profitably in the market without being pushed out of the limelight by the big stars. At the same time, it has been established that some artists and designers often succeed in attracting more publicity than others. This will not make them best-sellers, as there are no longer any mechanisms for boosting them to worldwide fame. They become well-sellers. Besides being a nice position to be in as an artist, it would also be economically beneficial for the artists and for their producers, publishers and other intermediaries.

Another appealing effect is that the income gap between artists would take on more normal proportions. Before, the difference between rising stars and the rank and file was astronomical. In my scenario, the well-sellers may earn more than many other artists, but the differences are more socially acceptable. At the same time, another change is taking place, which is perhaps even more drastic. As a normal market emerges, many artists, designers and related intermediaries will be earning better than ever before. In the past, these people generally had a hard life, hovering around break-even point and often ending up in the red. Now, a substantially greater number will sell quite a bit better. This will allow them to scramble up above break-even point. They might not become well-sellers, but they don’t have to.

In the scenario we have explored here, a significant improvement has already been achieved, because their activities have become profitable. That is a giant step forward for the income of the artist and, at the same time, an enormous improvement for the risk-bearing entrepreneur (who may also be the artist or designer). The business is no longer in a permanent state of insecurity, barely making ends meet. Moreover, as the investment becomes more profitable, it becomes possible to build up capital to finance for further activities. It also becomes easier to take a risk on artists who deserve a chance – who should be published, who should have the opportunity to perform and so forth – but have not yet had the chance.

One surprising aspect of the economic and financial crisis that swept the world in 2008 is that, for the first time in decades, the idea of markets being organized in such a way that the structure does not solely serve the interests of shareholders and investors has entered the debate. A high price has been paid for the idea that they knew what they were doing and would automatically work to serve the common good. The neo-liberal notion that markets regulate themselves should be abandoned; it simply isn’t true. Every market, anywhere in the world, is organized in one way or another that serves certain interests more than others. Once this realization dawns, it will be a weight off our shoulders. We can then start constructively considering how we can organize markets – including cultural markets – to enable them to serve a broader spectrum of interests. There are exciting times ahead, not without their potential pitfalls, but with ample opportunity for these ideas to take hold and flourish.

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