Open Design Now » do it yourself 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 FIFTY DOLLAR LEG PROSTHESIS / ALEX SCHAUB ET AL http://opendesignnow.org/index.php/case/fifty-dollar-leg-prosthesis-alex-schaub-et-al/ http://opendesignnow.org/index.php/case/fifty-dollar-leg-prosthesis-alex-schaub-et-al/#comments Fri, 27 May 2011 09:42:56 +0000 remko http://opendesignnow.org/?p=442 Continue reading ]]> Intercontinental Collaboration on Prosthetic Design.

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

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

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

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

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

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

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

blog.waag.org/?p=2454

  1. The name of this Dutch foundation translates as ‘shorter but powerful’. www.kortermaarkrachtig.com
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DIWAMS / PAULO HARTMANN http://opendesignnow.org/index.php/case/diwams-paulo-hartmann/ http://opendesignnow.org/index.php/case/diwams-paulo-hartmann/#comments Fri, 27 May 2011 09:42:06 +0000 remko http://opendesignnow.org/?p=438 Continue reading ]]> DO IT WITH ALREADY MADE STUFF

Paulo Hartmann

As the environmental crisis grows ever more urgent, an awareness of ecological values is spreading. Overtly eco-friendly trends run rampant in corporate communications and marketing, plastering buzzwords like ‘sustainability’ all over every conceivable campaign and industry. Despite the hype, the growing eco-consciousness is a truly interesting movement that deserves attention for its simplicity, as well as the reutilization processes it inspires. DIY is good, but DIWAMS – ‘Do It With Already Made Stuff’ – is infinitely better.

Some Brazilian co-design pioneers have been promoting DIWAMS methodology for quite some time. Augusto Cintrangulo is a good example. 1 His Volcano project creates toys, musical instruments and games from wear-resistant and long-lasting packaging, delaying its entry into the garbage cycle.  RECYCLING In addition, this post-consumer packaging project includes workshops where children and adults learn how to build the products. Thanks to Augusto’s innovative, well-designed building process, no glue or stamps are used in the assembly of most of the planes, animals, cars and toy figures.

After creating tons of toys and a fully developed methodology with this innovative process, Augusto has now created a new project, Banco Sinuoso (Winding Bench), 2 built from the unused pieces of MDF spares from furniture manufacturers that use FSC-certified wood. Banco Sinuoso recently won bronze at the Prêmio Senai-SP Excellence Design Awards, exhibiting at the Senai-SP Design Show 2010 hosted by FIESP, the São Paulo Federation of Industries, and Senai-SP, the São Paulo branch of the National Service for Industrial Training. Banco Sinuoso is a modular system that can be used in public spaces. The modules are made from FSC-certified wood and finished with a water-based varnish. 3

Another Brazilian eco-designer who has successfully applied the DIWAMS concept is Eduardo Pereira de Carvalho, a businessman that built the flotation system for his boat from 2040 recycled  RECYCLING PET bottles. 4 Both designers view the educational layer of their projects as an intrinsic and crucial aspect, and frequently give workshops and lectures in local communities.

It would seem that DIY  DIY culture and open source are not the only trends that will guide the following Industrial Revolution. The DIWAMS concept, ‘Do It With Already Made Stuff’,  REMIX deserves due consideration here as well. DIWAMS design not only adds new recyclable material – which is a basic principle these days, almost mandatory – but also emphasizes re-using what is already there.

  1.  www.volcano.tk, volcanoecodesign.vilabol.uol.com.br
  2. www.designenatureza.com.br/catalogo09
  3. www.principemarcenaria.com.br/Produto.aspx?cod=4 - http://premiodesign.sp.senai.br/PDF/catalogo.pdf
  4. www.projetomegapet.com.br  - www.treehugger.com/files/2005/09/wip_eduardo_de.php
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DESIGNSMASH / ENLAI HOOI http://opendesignnow.org/index.php/case/designsmash-enlai-hooi/ http://opendesignnow.org/index.php/case/designsmash-enlai-hooi/#comments Fri, 27 May 2011 09:41:39 +0000 remko http://opendesignnow.org/?p=436 Continue reading ]]> AN OPEN DESIGN BUSINESS MODEL.

Enlai Hooi

It is still somehow an unusual thought that open design might be considered a viable, possibly even beneficial, strategy for business. The product design industry has been slow to move on the issue of open intellectual property, despite the fact that intellectual property is one of the safest fields for an open structure. While many people have the facility to copy software and download music, it is somewhat less common for people to have access to rapid manufacturing services, workshops, specific components and materials.

In truth, there should be no reason for preventing people with the resources to produce such objects from doing so. They tend to be the people most invested in how the processes of production relate to the quality of the object. They offer excellent and necessary critical feedback. DesignSmash is a company that produces and sells products based on Creative Commons  CREATIVE COMMONS licences that allow the legal reproduction of designs. The feedback and design changes offered by the community of people invested in our open design project are an essential part of our business plan. Regular events  EVENTS take place where designers come together in a collaborative design session, a charette, and ‘smash out’ products in the middle of a party. The products are laser-cut on the spot and presented to the audience at the end of the night.

While the design objects are not always fully refined after the four-hour design charette, the value of the object becomes clear. Importantly, the release of the design file over the internet allows other designers to comment on and modify the work of the original designer. The development process is user-driven. The potential revenue lost by DIY  DIY is negligible compared to the benefits of the feedback and promotion received from allowing others to get involved in the design work. For a start-up company with limited resources, this interaction is essential.

The events offer the designer exposure and the chance to learn, produce, collaborate and dance within the space of an evening. Some of these designs are picked up as products. If they are produced by DesignSmash, 12.5% of the product’s profits go to the designer. This is significantly more than the industry standard; clearly, the designer will benefit from this arrangement. A further 12.5% of profits are reserved for future open design initiatives and open design education.

Customers decide whether or not to purchase a product based on an assessment of its value. When the cost of a product is below a certain threshold, i.e. low enough to be purchased without interfering with the buyer’s lifestyle, the values of the brand have significantly more influence on whether or not the customer buys the product. Open design, local manufacture, the designer’s story: all these aspects accumulate as mutually beneficial factors in the value equation that accompanies the product. DesignSmash has a clear position on this matter: why not? Why not give the designer a greater portion of the profits? Why not allow people to learn from the objects being produced? Why not re-invest in the design community? Why not? It will certainly be good for business.

design-smash.com

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CRITICAL MAKING / MATT RATTO http://opendesignnow.org/index.php/article/critical-making-matt-ratto/ http://opendesignnow.org/index.php/article/critical-making-matt-ratto/#comments Fri, 27 May 2011 09:17:14 +0000 remko http://opendesignnow.org/?p=434 Continue reading ]]> Open design can be employed to develop a critical perspective on the current institutions, practices and norms of society, and to reconnect materiality and morality. Matt Ratto introduces ‘critical making’ as processes of material and conceptual exploration and creation of novel understandings by the makers themselves, and he illustrates these processes with examples from teaching and research.

Matt Ratto

As noted by other authors in this collection, open design practices, communities, and technologies signal shifting relations in the world of design – between experts and novices, between proprietary and open access to information, and between producers and consumers of media and technologies – to name just a few.  TREND: NETWORK SOCIETY

In addition to these more obvious shifts, open design also encourages an increasingly critical perspective on the current institutions, practices and norms of technologically mediated society. Open design, particularly in regards to digital hardware and software heralds new possibilities for artists, scholars and interested citizens to engage more fully in a simultaneously conceptual and material critique of technologies and information systems in society. Rather than just bemoaning the restrictions placed on users by institutionalized technological systems, engaged makers have the increasing ability and opportunity to constitute and construct alternatives. Such alternatives do not always replace the existing systems, nor are they often intended to. Instead, these material interventions provide insubstantiations of how the relationship between society and technology might be otherwise constructed. Again, this is particularly true for complex hardware and software solutions  OPEN EVERYTHING that have traditionally been seen to require proprietary and closed development in order to ensure success.

Commons-based Peer Production

For example, the many open hardware and software cell phone projects, such as the tuxPhone project started in 2005, provided conceptual and material guidance for the increasingly open development of cell phone operating systems and applications. If nothing else, such projects demonstrated the institutional and legal hindrances to such open developments, revealing that the problems in creating open alternatives were not just technical in character. WYS ≠ WYG While the technical processes and results of projects like tuxPhone provided various kinds of guidance as to future handheld projects and the availability of open hardware alternatives, another important result of this project involved increasing the visibility of the institutional, organizational and legal arrangements that linked cell phone hardware and handset manufacturers to the telephony service providers – arrangements that made opening up the application and operating system development environments tricky at best. In point of fact, it ultimately took market leaders with a lot of pull – Apple and Google – to begin to untie the closely coupled linkages between cell phone applications, operating systems, hardware, and service agreements, and, in doing so, provide transformative competition in the cell phone market.  ARCHITECTURE Both Apple and Google have done so in very different ways and for their own ends. However, Apple and Google’s process and the technical and social choices that they have made are differently open and understood differently by those designers and makers who followed the open cell phone projects, compared to those who did not experience the open cell phone developments as they unfolded.

Open design heralds new possibilities for artists, scholars and interested citizens to engage in a simultaneously conceptual and material critique of technologies and information systems in society.

Yochai Benkler, writing about open source and open content development initiatives, has described these communities and practices as ‘commons-based peer production’ 1 – a somewhat more inclusive term than the narrower ‘user-generated content’ that is currently in vogue.  DOWNLOADABLE DESIGN One claim he makes is that these practices can result in different products and services than those currently produced through proprietary market forces. For Benkler, commons-based peer production can result in more than just open but substantively similar products and services. Instead, these practices can produce entirely novel results – and more importantly, they can serve audiences and needs that are under-addressed by the marketplace.

The above example demonstrates that open design potentially provides more than just another way of designing and creating novel products and services. Instead, and I repeat the word ‘potentially’ here, open design, when embedded in practices of socio-technical reflection and critique, provides the possibility for truly innovative thinking and making, the result of which is not just more of the same, but includes novel and more comprehensive understandings as to the relationships between social life and technical work. In our own scholarship and teaching, we call such potentials ‘critical making’.

Critical Making

The term ‘critical making’ is intended to highlight the interwoven material and conceptual work that making involves. As a teaching and research strategy, critical making shares an emphasis on ‘values’ with both critical design and other critical practices – such as the critical technical practice 2 from which it derives, as well as value-sensitive design 3 and values-in-design. 4 I take the exploration of values in society and their implementation and concretization within technical artefacts as my starting point, choosing to explore these through a series of processes that attempt to connect humanistic practices of conceptual and scholarly exploration to design methodologies including storyboarding, brainstorming and bodystorming, and prototyping.

I call this work ‘critical making’ in order to highlight the reconnection of two modes of engagement with the world that are typically held separate: critical thinking, traditionally understood as conceptually and linguistically based, and physical ‘making’, goal-based material work. I see this as a necessary integration for a variety of reasons: first, as a way of overcoming the ‘brittle’ and overly structural sense of technologies that often exists in critical social science literature; second, as a way of creating shared experiences with technologies that provide joint resources for transforming the socio-technical imagination; and third, as a site for overcoming problematic disciplinary divides within technoscience.

While similar in practice to critical design and the other perspectives listed above, critical making has somewhat adjacent goals. As defined by Tony Dunne:

Critical design is related to haute couture, concept cars, design propaganda, and visions of the future, but its purpose is not to present the dreams of industry, attract new business, anticipate new trends or test the market. Its purpose is to stimulate discussion and debate amongst designers, industry and the public about the aesthetic quality of our electronically mediated existence.5

Critical making, on the other hand, is less about the aesthetics  AESTHETICS: 2D and politics of design work, and focuses instead on making practices themselves as processes of material and conceptual exploration. The ultimate goal of critical making experiences is not the evocative or pedagogical object intended to be experienced by others, but rather the creation of novel understandings by the makers themselves. Neither objects nor services are the currency of critical making. For me, it is the making experience that must be shared. Therefore, critical making is dependent on open design technologies and processes that allow the distribution and sharing of technical work and its results.  BLUEPRINTS In this way, critical making relies on a constructionist 6 methodology that emphasizes the materiality of knowledge making and sharing. The ‘objects’ of critical making are intended to be shared making experiences, curated through both material and textual instructions. Such curated ‘making experiences’ have long been the domain of technical and scientific education; any toy store can provide myriad examples, and electronic ‘kits’ are currently experiencing a renewed enthusiasm.  DIY What differentiates critical making is its attention to the interwoven social and technical aspects of modern life – what theorists call the socio-technical 7 – rather than being primarily about technical expertise or functional knowledge about the natural world.

These are fine-edged distinctions and might cause some readers to wonder why it is necessary to define yet another term for yet another design-based methodology. In point of fact, much of the ongoing scholarly and technical work associated with critical making was initiated by discomfort around the dissonance of the term – why in fact does ‘critical thinking’ seem such a common-sense term, while ‘critical making’ seems odd to most of us? I believe this stems from a continuing separation in Western society between ‘thinking’, which is understood as happening primarily in the mind or at most through the mediation of language, and ‘making’, which is understood as an a-conceptual, a-linguistic, and habitual form of interaction with the world.

Makers – and that involves most of us in one way or another – understand the fallacy of this position. The phrase ‘critical making’ is therefore intended to signal a deep research commitment to the co-constructed nature of our socio-technical world.

Critical Making Lab and Method

The Critical Making Lab at the University of Toronto is sponsored by the Faculty of Information, and by the Canada Foundation for Innovation and the Social Sciences and Humanities Research Council. It was established as a research, teaching and infrastructure project. Our main focus is the material semiotics of digital information. 8 AESTHETICS: 3D In the lab, we explore how addressing information as both symbolic and material object reveals intriguing connections and contradictions in the role of information in individual, cultural and institutional practice. We work to unpack the complexity of information through critical making experiences that link conceptual and physical exploration. These experiences may be curated for pedagogical or for research purposes, but each tends to consist of the following interactive and non-linear steps: a comprehensive review of existing scholarly literature on a socio-technical topic; the development of a metaphorically connected making experience, typically using the ‘kit’ form; the definition of instructions to assist participants in making a technical artefact as well as following a conceptual argument; holding a workshop with stakeholders using the kit and instructions; recording and analysing the results.

Critical Making Teaching

The first critical making course was held at the Faculty of Information in 2008. In the winter of this year, we taught a master’s level course that used making to explore critical information issues such as intellectual property, privacy, questions of embodiment, and so forth. In this course, we made use of the Arduino software and hardware development environment due to its open source nature and its active and supportive artist and designer communities. We explicitly chose to use a physical computing platform rather than a mainly software-based development for two initial reasons. First, the material, hands-on nature of the Arduino called attention to the physicality of information, an important aspect of our teaching and research goals. When working in the primarily textual world of software development, it is less obvious that material work is going on. The Arduino makes such work part of the development process, and the ‘push-back’ of the physical electronics – the resistance of reality to our attempts to contain it – is therefore more present. Second, the movement to the material world often seems to be accompanied by a less functionalist, more emotional and embodied reaction to the topics under construction/discussion. Together, the ‘push-back’ of the material and the embodied and affectual nature of students’ responses to it can engender a more invested and involved participant. These aspects of ‘constructionist’ pedagogy have been previously noted by science and mathematics educators. 9

However, a third reason to use more material forms of development emerged during initial experiences. The ‘making material’ of digital interactions and experiences soon turned out to be an evocative strategy for unpacking the social and technical dimensions of information technologies. For example, one assignment given to the students was to build a ‘physical rights management’ (PRM) system, a digital system that managed physical objects in similar ways to how digital rights management systems manage digital resources. We had initially devised this assignment simply as a way of ‘de-normalizing’ DRM practices by changing their context and making them unfamiliar – a sort of surrealist move of de-familiarization. The students took us at our word, looked closely at how DRM systems controlled digital resources and created often dramatic analogues (literally) of such control mechanisms.

For instance, one group of students built a model of a photocopy machine that used RFID cards to set permissions on the physical copying of books and journals. If these permissions were not followed, the system would automatically send a message to the appropriate (imaginary) authorities and display a message to the photocopy machine user to stay where they were until the police arrived. In the following year, students constructed an alternative PRM system, one that placed the control mechanism in the book itself. In this version, the books used a light sensor to detect when they were being photo-copied. If permissions on copying were breached, the book would ‘self-destruct’ by popping a balloon containing ink.  GRASSROOTS INVENTION

The ultimate goal of critical making experiences is not the evocative or pedagogical object intended to be experienced by others, but rather the creation of novel understandings by the makers themselves.

The absurdity of these modes of control was not lost on the students, who explicitly designed and built their systems based on an analysis of equally absurd methods that they had picked out from existing DRM systems.  KNOWLEDGE Following this assignment, students remarked that previously they had understood in an abstract way how DRM influenced the use and creation of media. However, by constructing their own PRM system and having to make decisions about how it might function, they not only felt that they increased their knowledge, but they also became more invested and in a sense responsible for the adoption and use of DRM. In previous work on critical making, we have called this the movement from ‘caring about’ an issue to ‘caring for’ an issue. 10

The course has since been taught in 2009 and will be taught again in 2010. However, teaching a course which is simultaneously technical, social, conceptual and material is not an easy task, particularly when that course is located within a social sciences faculty rather than one of design or engineering. Such faculties are not set up to handle simple requirements such as sinks in classrooms, or ventilation for soldering irons. The material nature of critical making as pedagogy is demonstrative of why such methods are not more integrated outside of traditional disciplines. However, open design tools and processes provide some of the infrastructure necessary to do this work.

Critical Making Research

In addition to the pedagogical goals outlined above, we are also engaged in critical making as a research strategy. This typically involves curating critical making experiences in order to engender insight and perspective on socio-technical phenomena for stakeholders and other participants. Here we draw upon ethnographically informed research methodologies such as action research 11 and more explicitly on the methods and perspectives associated with cultural probes. 12 Past research that we have undertaken using critical making has addressed the role of materiality in social research 13 and current projects address the socio-technical implications of bio-sensors and the labour and organizational dimensions of digital desktop fabrication. As in the teaching strategies described above, open design tools and processes are essential to the development of critical making as research.

Conclusion and Future Work

Critical making is an intensely trans-disciplinary process, one that requires research skills from humanities and social science disciplines and a familiarity with a wide range of scholarly literatures. At the same time, critical making requires some technical expertise on the part of the researcher, who must curate a technical experience for participants with little or no technical background.  AMATEURISSIMO

As a teaching and a research method, critical making is thus dependent on open design methods, tools and communities. To put it most simply, the expertise necessary to create prototypes and engage in processes of software and hardware construction must be open and available in order to allow for the kinds of critically engaged practices described above. Note that this is not about replacing or reproducing designers or design expertise. ‘Critical makers’ (understood broadly) emerge from a variety of disciplinary contexts and only some of them are interested or engaged in the kinds of tasks associated with design.

Equally, critical making requires institutional resources such as space, equipment and access to expertise that is not typical of the humanities or social sciences. We have been lucky to be located in a supportive faculty, university and funding context that is interested in methodological innovation and in trans-disciplinary research. However, problems still arise, with critical making being seen as either too technical for humanities and social science researchers and students, or, on the other hand, as not being technical enough for the development of novel technological skills and products. Open design methods and tools provide some guidance and support in this regard, but more work is necessary to establish making as an intrinsic part of social research.

Ultimately, we see the integration of socio-technical critique and material making as a necessary part of what Latour has called the development of a ‘cautious Prometheus’. 14 In his keynote address to the Design History Society, Latour lays out a model for acknowledging the interconnectedness of semiotic and material life. He also details design’s role in helping us move from considering material things as given, natural and uncontested objects, e.g. ‘matters of fact’, to thinking of them as being intrinsically political, contentious and open to discussion and debate. He also acknowledges the necessity of this transition for political and ecological reasons, but notes that this move is far from over. Latour raises the issue:

How can we draw together matters of concern so as to offer to political disputes an overview, or at least a view, of the difficulties that will entangle us every time we must modify the practical details of our material existence? 15

Open design is a necessary part of this development, but not just because it democratizes or ‘opens’ design to the masses. Rather than replacing professional design expertise and skill, our sense is that by encouraging and supporting design methodologies for non-traditional design ends – such as the socio-technical critique that is the main goal of critical making – open design helps bring about a kind of socio-technical literacy that is necessary to reconnect materiality and morality. This, ultimately, may be the most important consequence of open design.

  1. Benkler, Y, ‘Freedom in the Commons: Towards a Political Economy of Information’, Duke Law Journal, 52(6), 2003, p. 1245–1277.
  2. Agre, P, ‘Toward a Critical Technical Practice: Lessons Learned in Trying to Reform AI’, in Bowker, G, Gasser, L, Star, L and Turner, B, eds, Bridging the Great Divide: Social Science, Technical Systems, and Cooperative Work. Erlbaum, 1997. Dourish, P, Finlay, J, Sengers, P, & Wright, P, ‘Reflective HCI: Towards a critical technical practice’, in CHI’04 extended abstracts on Human factors in computing systems, 2004, p. 1727–1728.
  3. Friedman, B, ‘Value-sensitive design’, interactions, 3(6), p.16-23. DOI:10.1145/242485.242493.
  4. Flanagan, M, Howe, D, & Nissenbaum, H, Embodying Values in Technology: Theory and Practice. 2005 (draft).
  5. Dunne, A, & Raby, F, Design Noir: The Secret Life of Electronic Objects. Birkhäuser Basel, 2001.
  6. Papert, S, Mindstorms: Children, Computers, and Powerful Ideas (2nd ed.). Basic Books, 1993.
  7. Law, J, After method: mess in social science research. Routledge, 2004.
  8. Haraway, D, Simians, Cyborgs, and Women: The Reinvention of Nature (1st ed.). Routledge, 1990. Hayles, N, ‘The Materiality of Informatics’, Configurations, 1(1), 1993, p. 147-170. Hayles, N, How we became posthuman: virtual bodies in cybernetics, literature, and informatics. University of Chicago Press, 1999. Kirschenbaum, M, Mechanisms: New Media and the Forensic Imagination. The MIT Press, 2008.
  9. Lamberty, K, ‘Designing, playing, and learning: sustaining student engagement with a constructionist design tool for craft and math’, in Proceedings of the 6th international conference on Learning sciences, 2004, p. 652.
    Lamberty, K, ‘Creating mathematical artifacts: extending children’s engagement with math beyond the classroom’, in Proceedings of the 7th international conference on Interaction design and children, 2008 p. 226–233.
  10. Ratto, M, ‘Critical Making: conceptual and material studies in technology and social life’, paper for Hybrid Design Practice workshop, Ubicomp 2009, Orlando, Florida.
  11. Lewin, K, ‘Action research and minority problems’, J Soc. Issues 2(4), 1946, p. 34-46. Argyris, C, Putnam, R, & Smith, D, Action Science: Concepts, methods and skills for research and intervention. San Francisco: Jossey-Bass, 1985.
  12. Gaver, B, Dunne, T, & Pacenti, E, ‘Design: Cultural probes’, interactions, 6(1), p. 21-29. DOI:10.1145/291224.291235.
  13. Ratto, M, Hockema, S, ‘Flwr Pwr: Tending the Walled Garden’, in Dekker, A & Wolfsberger A (eds) Walled Garden, Virtueel Platform, The Netherlands, 2009.Ratto, op.cit.
  14. Latour, B, ‘A Cautious Prometheus? A Few Steps toward a Philosophy of Design’, Keynote lecture for the Networks of Design* meeting of the Design History Society, Falmouth, Cornwall, 3rd September 2008.
  15. Idem (p.12).
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DESIGN AND GOVERNMENT / BERT MULDER http://opendesignnow.org/index.php/article/design-and-government-bert-mulder/ http://opendesignnow.org/index.php/article/design-and-government-bert-mulder/#comments Fri, 27 May 2011 09:16:00 +0000 remko http://opendesignnow.org/?p=429 Continue reading ]]> Governmental institutions are challenged to use design and open design as a strategic tool. Bert Mulder addresses issues of participation and quality, and suggests how a government could develop a system that would include information, tools, methods and a set of values to reap the benefits of open design for citizen involvement.

Bert Mulder

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

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

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

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

The Importance of Design

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

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

Why Government is Involved in Design

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

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

Open Design: Requirements and Domains

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

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

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

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

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

When Open Design Meets Government

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

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

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

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

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

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

Participation

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

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

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

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

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

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

Quality

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

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

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

The Ecology: Information, Tools, Methods and Values

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

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

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

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

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

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

Fostering Open Design for Government

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

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

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

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DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION / DICK RIJKEN http://opendesignnow.org/index.php/article/design-literacy-organizing-self-organization-dick-rijken/ http://opendesignnow.org/index.php/article/design-literacy-organizing-self-organization-dick-rijken/#comments Fri, 27 May 2011 08:41:18 +0000 remko http://opendesignnow.org/?p=423 Continue reading ]]> The position of knowledge and expertise is changing radically, particularly in relation to how design literacy is affected when confronted with digital tools and media. Dick Rijken analyses design literacy on three levels – strategic, tactical, and operational – and examines the requirements of open design for developing a design vision, design choices and design skills.

Dick Rijken

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

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

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

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

Fundamental Paradoxes

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

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

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

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

Atoms and Bits

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

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

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

Why Keep It Simple?

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

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

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

Design Literacy

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

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

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

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

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

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

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

Becoming Literate

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

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

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

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

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

Design into the Future

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


THE STEIM STORY

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

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

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

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

www.steim.org

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

Pieter Jan Stappers Froukje Sleeswijk Visser Sandra Kistemaker

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

The Creative Guy

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

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

The Traditional View in Transformation

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

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

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

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

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

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

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

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

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

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

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

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

Co-creation with Users in Industrial Practice

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

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

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

Contextmapping: Informing Design

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

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

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

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

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

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

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

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

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

Process and Techniques

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

Insights, Ideas and Concepts

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

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

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

Where Is This Going?

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

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

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

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

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

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

  1. How these roles are labelled is a major headache in itself when reading or talking about design, and the various varieties reflect values in the field. For user one can read customer, consumer or beneficiary; for designer, read design team, developer; for client, read provider (from the user’s perspective), client; for product, also read service, system, experience. The different labels are real and important, but dealing with the nuances in this Babylonian word game would go beyond the scope of this text.
  2. Von Hippel, E, Democratizing Innovation. MIT Press, 2005.
  3. Sanders, E & Stappers, P, ‘Co-creation and the new landscapes of Design’, Codesign, 4(1), 2008, p. 5-18.
  4. Stevens, M & Watson, M, Dashboard User Guide. Institute without boundaries, Toronto, Canada, 2008. Available online at
    www.thedesigndashboard.com/contents/dashboard_userguide.pdf , accessed on 13 October 2010.
  5. Fischer, G, Giaccardi, E, Eden, H, Sugimoto, M and Ye, Y, ‘Beyond binary choices: Integrating individual and social creativity’, International Journal of Human Computer Studies, 63:4-5, 2005, p. 482-512.
  6. Sanders & Stappers, op.cit.
  7. Sleeswijk Visser, F, Stappers, P, Van der Lugt, R, & Sanders, E, ‘Contextmapping: Experiences from practice’, Codesign, 1(2), 2005, p.119-149. Stappers, P, & Sleeswijk Visser, F, ‘Contextmapping’. GeoConnexion International, July/August 2006, p. 22-24. Stappers, P, van Rijn, H, Kistemaker, S, Hennink, A, Sleeswijk Visser, F, ‘Designing for other people’s strengths and motivations: Three cases using context, visions, and experiential prototypes’, Advanced Engineering Informatics, A Special Issue on Human-Centered Product Design and Development. Vol. 23, 2009, p. 174-183.
  8. Sleeswijk Visser, F, Visser, V, ‘Re-using users: Co-create and co-evaluate’, Personal and Ubiquitous Computing, 10(2-3), 2005, p. 148-152.
  9. Gawande, A, Better: A surgeon’s notes on performance. Picador, 2007.
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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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ORCHESTRAL MANOEUVRES IN DESIGN / PAUL ATKINSON http://opendesignnow.org/index.php/article/orchestral-manoeuvres-in-design-paul-atkinson/ http://opendesignnow.org/index.php/article/orchestral-manoeuvres-in-design-paul-atkinson/#comments Fri, 27 May 2011 08:30:48 +0000 remko http://opendesignnow.org/?p=399 Continue reading ]]> Investigating the roots of open design and identifying its resulting technological, economical and societal changes, Atkinson contemplates the vast consequences this development will have for the design profession and the distribution of design.

Paul Atkinson

The concepts of open design – the collaborative creation  SHARE of artefacts by a dispersed group of otherwise unrelated individuals – and of individualized production – the direct digital manufacture of goods at the point of use – at first sound like something from a utopian science fiction film. And yet, here we are. We can now easily download designs  DOWNLOADABLE DESIGN from the internet, alter them at will to suit our own needs and then produce perfect products at the push of a button. Magic.

Back to the Future

In many ways though, there are huge similarities here to much older practices of production and consumption. The emergence of Do It Yourself  DIY as a necessity for many is lost in the mists of time, but defined as a leisure pursuit, a pastime, it emerged from a perceived need to ‘keep idle hands busy’. In the hours following a long working day, it acted only to bring the Victorian work ethic from the factory into the home. DIY = productive leisure.

In promoting DIY as an amateur pastime, the profes-sional practices of design (which had themselves only appeared a short while earlier) were democratized. The printing of instructional manuals in the form of popular DIY handbooks and magazines enabled anyone having developed the necessary hand skills (which were then passed down from generation to generation) to engage with creative design and production processes and make functional items for themselves.1 This process of democratization was not all plain sailing – it was one which was strongly rejected by the institutional bodies of various professions, all seeking to protect the livelihoods of their members, and was a source of tension in the relationship between amateur and professional which remains to this day.2

At first, technological developments in the design of tools and the development of new materials aided this opening up of professional practice. Some of the key turning points included the emergence of domestic versions of professional power tools, beginning with the electric drill,3 DIY and the ready availability of new materials such as hardboard, plastic laminates, ready-mixed paints and adhesives. At a time when many products in the home, from furniture to kitchen fittings and from radios to standard lamps, were produced in relatively small numbers from materials such as wood and metal, these developments effectively de-skilled production processes, meaning that the individual handyman could fairly easily design and build many of the products of everyday life. However, as the professions became more and more specialized and further removed from everyday activities, technology became more complex and esoteric and the mass production of injection-moulded plastic parts became the norm, the design and manufacture of many products moved beyond the capabilities of all but the most dedicated of DIY practitioners, and the creative process moved further away from the hand of the individual. Allied to this, the lack of free time in increasingly busy private lives, and the economies of scale involved in mass production provided further disincentives. Why bother to build a bookcase yourself, when a professionally designed, perfectly well made and highly finished self-assembly version can be bought for less than the cost of the raw materials?

DO IT YOURSELF CAN BE SEEN AS: PRODUCTIVE LEISURE.

This distancing of the professional from the amateur in part contributed to the cult of the connoisseur: the idea of the professional designer as one who knew what was best for everyone, no matter who they were. The grand narrative of modernist design sought singular perfection and brought an elitist view of ‘good taste’ to the forefront of any design debate. This view held sway and did not even begin to be dismantled until the realization in the 1960s that a single design solution could not possibly fulfil the requirements of such a wide and heterogeneous market, and that the relevance of any particular design was determined by its user, not its creator.4 Slowly, the opinion of the user grew in importance and more enlightened design practitioners began to promote user-centred design processes, where the observed requirements of the user formed the starting point of creative product development. The logical progression of this view can be seen in the more recent emergence of co-creation design processes, where the user is finally fully involved in the creative process leading to the products they eventually consume. It is a short step from co-creation  CO-CREATION or co-design to a position where users take on the responsibility for creative and productive acts in their entirety – a step which technology has now enabled everyone to make. In open design, the cult of the connoisseur has given way to the cult of the amateur:5 those who know themselves what is best for them.

The processes of technological development that have variously brought amateur and professional closer together or driven them further apart are now acting to potentially remove the barriers between the two completely.6 The open distribution network of the internet promotes an interactive and iterative process of creative design development amongst a globally dispersed group of potentially anonymous participants: a virtual band of individuals who can coalesce around a particular design problem, and who may or may not include design professionals.  COMMUNITY After ‘solving’ a particular design problem, the band dissolves, only to reform with a different membership around a new problem. Furthermore, the people in this virtual band have at their disposal advanced manufacturing capabilities.

The appearance of Rapid Prototyping  HELLO WORLD technologies in the mid-1980s, at first high-level and hugely expensive machines, allowed mass production processes requiring investment in costly tooling to be neatly sidestepped, making it possible to produce one-off products cost-effectively. Low-cost descendants of these – the designs for which are themselves disseminated and downloaded via the internet and made by hand – now enable the desktop manufacture of individualized products in the home.
DOWNLOADABLE DESIGN Technology has moved the goalposts from a position of co-creation to one where the user has the capability to completely design and manufacture products by themselves. It is a return, if you will, to a cottage industry model of production and consumption that has not been seen since the earliest days of the Industrial Revolution. What at first glance appears to be a futuristic fantasy is revealed, in fact, to be just the opposite: a recurrence of past ways of doing things.

Orchestral Manoeuvres

We have seen how this situation of open design and production occurred through the technological development of tools and materials, and a change in the standing of the individual’s opinion. Both factors increased in importance with the introduction of wide accessibility to the internet and low-cost machines for direct digital manufacture. We can safely assume that open source versions of these machines, such as the ‘CupCake’ CNC rapid prototyping machine produced by MakerBot Industries7, the desktop rapid prototyper ‘Model 1 Fabber’ from Fab@Home8, or the self-replicating rapid prototyper the ‘RepRap9’, will continue to grow in capability, becoming more and more efficient, more accurate and able to use a wider range of raw materials. Such is the nature of open development.10

IN OPEN DESIGN, THE CULT OF THE CONNOISSEUR HAS GIVEN WAY TO THE CULT OF THE AMATEUR – THOSE WHO KNOW THEMSELVES WHAT IS BEST FOR THEM.

It appears, then, that there are two physical aspects to be considered in making such technologies more acceptable to the wider public: the development of more user-friendly interfaces, or more intuitive systems for creating three-dimensional designs in the first place; and the distribution of materials in forms suitable for use in such machines. No doubt web-based supply infrastructures will appear as a matter of course as the demand for materials increases, but many current open design systems still require fairly high-level CAD modelling skills  KNOWLEDGE in order to produce designs in a digital form.

Since 2002, I have been leading research projects within the Post Industrial Manufacturing Research Group, initially at the University of Huddersfield and since 2008 at Sheffield Hallam University. This work has explored the development of effective user interfaces to enable the open design of products, with the express intention of increasing amateur involvement in the design process and reducing the distance between amateur and professional. It has pushed such technologies through projects by the industrial designer Lionel T. Dean11 and by the artist/maker Justin Marshall.12

Future Factories

The web portal of FutureFactories allowed observers to watch computer models of organic forms for products such as light fittings, candlesticks and furniture randomly mutating in real time, freeze the design at any point and save the resulting file for later production by rapid prototyping. Marshall’s Automake project went a stage further, and gave the user more ability to interact with the design by allowing them to manipulate various computer-generated mesh envelopes within which selected components would randomly be placed by the computer until a finished form appeared, which could then be printed. PRINTING Depending on the mesh chosen and the scale selected, the finished results could range from fruit bowls and vases down to bracelets and rings.

The exhibition I curated at the Hub National Centre for Design and Craft in May 2008  EVENTS  showed the results of both these projects and allowed visitors to the exhibition to try out the Automake software for themselves. The outputs created were first printed out as colour photographs, becoming part of a growing display wall. A selection of those photographs were printed in 3D  AESTHETICS: 3D by the industrial sponsor each week and added to the exhibition. Visitors returned again and again to see the expanding displays, with those whose work was selected and manufactured proudly bringing friends and relatives to see the results of their endeavours. These people said it was the first creative thing they had ever done, and that they could not have achieved it without the Automake system. The system enabled them to engage in a form of design and production that questioned their familiar relationship with the object.

Generative Software

Numerous systems that employ generative software and allow users to manipulate designed forms for pieces of jewellery and then have them produced by lost-wax casting or laser cutting followed soon after. One of the best known is ‘Nervous System’.13 Visitors to their site can either buy ready-made pieces created using their software, or run various simple interactive applets and manipulate screen designs based on organic structures such as amoebas, orchids, lichen and algae to create their own unique pieces, which can then be saved and manufactured by the supplier.
AESTHETICS: 3D The result is a growing open design library of unique but closely related forms. The code for the software is also released under a Creative Commons licence to encourage others to produce similar work.

THE graphic designer’s role has moved from creating fixed products to A more fluid digital presence, where they may not be totally in control of the content constantly being added to their original creation.

These examples underline the value of systems that allow complex three-dimensional forms to be created by users who, for very valid reasons of lack of time and inclination, are unlikely to develop the type of Computer-Aided Design skills and 3D design awareness required on their own. The development of systems to help and support such people in the creation of their own designs should not be seen as a threat to professional designers – who might see their widespread adoption as an affront to their creative expertise and high-level training – but as an opportunity to retain key roles in the design of products. It would seem certain that the role of the designer in this situation will change rather than disappear altogether, and that this change in role will bring with it the requirement for a change in the attitude of the designer with respect to their relationship with the finished object, as well as in their relationship to the amateur user. Traditional models of authorship and ownership and the existing legal structures over rights and liabilities do not sit well with open systems of design and production, and trying to maintain them will only lead to heartbreak and disappointment. These lessons have already been learned in the allied creative industries of graphics, film and music production as they have tried to protect their income streams, and need to be heeded here.14

Graphic designers have had to learn to cope with the fact that anybody with a computer and the right software has access to the means to create and produce high-quality, finished pieces of graphic design (although the nature of the systems in place often fails to help lay users create anything that would be mistaken for ‘professional’ work). In many instances, the graphic designer’s role has moved from creating fixed, printed products to originating and possibly maintaining a much more fluid digital presence such as websites, where they may not be totally in control of the content constantly being added to their original creation.

The issues that the music industry has had to deal with include not only the enormous and unsettling changes to the processes of how their end products are distributed, but also the opening up of the existing processes of sourcing new, original material. The role of the A+R (Artist and Repertoire) person – acting as a ‘professional’ arbiter of taste and a filter between the plethora of bands aiming to get recording contracts and those that actually get them – has been replaced by the self-promotion and distribution of music by bands acting as their own producers, which is then filtered first-hand by potential listeners as part of a global online audience. Similarly, film studios have been subjected to huge amounts of ‘amateur’ AMATEURISSIMO material being made widely available through websites such as YouTube, which is filtered by enormous numbers of viewers rather than by a director.

The analogy alluded to here, between the role of the designer and the role of the film director, music producer, or orchestra conductor for that matter, is a good one. While the director is recognized as the creative force behind the film, it is widely understood that the process of film production is intrinsically a team effort of co-creation  CO-CREATION involving a large cast of equally creative individuals. Likewise, an orchestra cannot function well without a conductor, but while the conductor’s role is key, the quality of the orchestral music produced relies on the active involvement of all the musicians. Perhaps what we are seeing here is the transition of the designer’s role (which in reality has more often than not been one of co-creation in any case, working as they do with teams of engineers, ergonomists, marketing experts and a host of others) to a role more akin to that of a film director or orchestra conductor – with the cast or orchestra in this instance including every end user. The professional designer, I suspect, will become an agent of design, with the audience of end users selecting which designer’s system they wish to employ.

The professional designer will become an agent of design, with the audience of end users selecting which designer’s system they wish to employ.

This anticipated change of role would potentially have a huge impact. The relationship between the designer and the objects they initiate will change, as they might never see or even be aware of the results of their endeavours, changed as they will be by users to suit their own needs.  HACKING DESIGN The relationship between the user and the products they own changes too, as they move from being passive consumers of designed products to active originators of their own designs. Indeed, the terms ‘amateur’ and ‘professional’ may well disappear as we move into this ‘post-professional’ era. Design education will also have to change its curriculum, perhaps moving closer to the learning style used in craft training – teaching students to create more meaningful, individual pieces rather than huge numbers of identically mass produced products. Designers will have to learn to develop systems that will be used by others rather than trying to remain the sole author of their own work. And while it might seem daunting for the designer to be further removed from the end product they design, it is in fact a huge opportunity for the designer to become far more closely involved with the process of production than before, with all the associated knowledge and awareness of material quality and behaviour that implies. The challenge will be to create systems that enable the design integrity of the end result to be retained and perhaps the identity of the original design intention to be perceived, while still allowing a degree of freedom for individual users to adapt designers’ work to their own ends.

These orchestral manoeuvres in design will change everything for everybody, but while there may be troubles ahead, it is not all doom and gloom. The innate ability of design to adapt to change will surely be its saviour.

NOTES
1 See Atkinson, P, ‘Do It Yourself: Democracy and Design’, Journal of Design History, 19(1), 2006, p. 1-10.
2 “[P]rofessional attitudes to [amateur design] activities have continued to oscillate between fear and admiration.” Beegan, G and Atkinson, P, ‘Professionalism, Amateurism and the Boundaries of Design’, Journal of Design History, 21(4), 2008, p. 312.
3 Wilhelm Emil Fein invented the first electric hand drill in 1895. (www.fein.de/corp/de/en/fein/history.html, accessed 30 September 2010) The device was developed into the ‘pistol grip’ format common today by Black & Decker in 1916, as they were simultaneously working on producing the Colt pistol. After noticing war-time factory workers were borrowing electric hand drills to do jobs at home, they launched a lightweight domestic version in 1946 (www.blackanddecker100years.com/Innovation/, accessed 30 September 2010).
4 Sir Paul Reilly, Head of the Design Council in the UK, wrote in 1967: “We are shifting perhaps from attachment to permanent, universal values to acceptance that a design may be valid at a given time for a given purpose to a given group of people in a given set of circumstances, but that outside these limits it may not be valid at all.” Reilly, P, ‘The Challenge of Pop’, Architectural Review, October 1967, p. 256.
5 ‘The Cult of the Amateur’ is the title of Andrew Keen’s polemic 2007 book, which urges caution in allowing the user too much authority in any creative field if the status quo is to be maintained.
6 See Atkinson, P, ‘Boundaries? What Boundaries? The Crisis of Design in a Post-Professional Era’, Design Journal,
Vol. 13, No. 2, 2010, p. 137-155.
7 makerbot.com
8 fabathome.org
9 reprap.org
10 Charles Leadbeater, in his seminal book on open design We-Think, gives a variety of examples (including an excellent case study of the Cornish Steam Engine) where collaborative open development has created a much stronger and more successful end product than a protected, closed design. See Leadbeater, C, We-Think: Mass Inno­vation, not mass production, Profile Books, (2nd Ed. 2009), p. 56.
11 futurefactories.com
12 www.automake.co.uk
13 n-e-r-v-o-u-s.com
14 As Tadeo Toulis wrote: “Failure to appreciate DIY/Hack Culture is to risk having professional design become as irrelevant to the contemporary landscape as record labels and network television are in the age of iTunes and YouTube.” Toulis, T, ‘Ugly: How unorthodox thinking will save design’, Core 77, October 2008
(www.core77.com/blog/featured_items/ugly_how_unorthodox_thinking_will_save_design_by_tad_toulis_11563.asp, accessed 30 September 2010).
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Do It Yourself http://opendesignnow.org/index.php/visual_index/diy/ http://opendesignnow.org/index.php/visual_index/diy/#comments Thu, 26 May 2011 11:20:20 +0000 remko http://opendesignnow.org/?p=287 Continue reading ]]> We find ourselves in the brief pocket of the history of mankind in which DIY is a choice, compared to thousands of years of a DIY-by-default past and thousands more of a DIY-by-default future, not to mention the vast majority of people on the globe at this very moment for which the term is redundant. Like modern mass fabrication technology has produced the term DIY, modern peer fabrication technology might make it disappear again. How about knitting your own car tonight, or modding your furniture in the microwave?

FIRST PORTABLE B&D DRILL, 1916   ➝  ORCHESTRAL MANOEUVRES IN DESIGN / PAUL ATKINSON


COURTESY OF BLACK & DECKER

DRILL FOR THE CONSUMER MARKET, 2010   ➝  CO-WORKING / MICHELLE THORNE


PHOTO: MIKE NEILSON

THE ARTS & CRAFTS MOVEMENT


COURTESY OF THE DAILY BUNGALOW @ FLICKR

IKEA PARODY


AUTHOR UNKNOWN

BUILDERS MARKET   ➝  DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION / DICK RIJKEN


PHOTO: THOMAS VAN DE WEERT

DIY BECOMES DIY CULTURE: THE MAKER’S BILL OF RIGHTS


ILLUSTRATION: JAMES PROVOST ➝ WWW.JAMESPROVOST.COM

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