Open Design Now » mass customization 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 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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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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THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND / PETER TROXLER http://opendesignnow.org/index.php/article/the-beginning-of-a-beginning-of-the-beginning-of-a-trend-peter-troxler/ http://opendesignnow.org/index.php/article/the-beginning-of-a-beginning-of-the-beginning-of-a-trend-peter-troxler/#comments Fri, 27 May 2011 08:38:59 +0000 remko http://opendesignnow.org/?p=415 Continue reading ]]> This portrait of open designer Ronen Kadushin reveals his vision of ‘opening’ industrial design and putting the designer firmly back in the centre of the design process. It tells of successful examples of Ronen’s design practice – the Hack Chair, the Italic Shelf – showing how Ronen works as a designer and revealing how he envisages earning a living from Open Design.

Peter Troxler

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  1. link: creativecommons.org/licenses/by-nc-sa/3.0/
  2. Kadushin, R. Open Design. Exploring creativity in IT context. An Industrial Design education program by Ronen Kadushin, 2009. Available at www.ronen-kadushin.com/uploads/2382/Open%20Design%20edu3.pdf, accessed 11 January 2011.
  3. Kadushin, R. Open Design Manifesto. Presented at Mestakes and Manifestos (M&M!), curated by Daniel Charny, Anti Design Festival, London, 18-21 September 2010. Available at ronen-kadushin.com/uploads/2440/Open%20Design%20Manifesto-Ronen%20Kadushin%20.pdf, accessed 11 January 2011.
  4. Kadushin, 2009, op.cit.
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THE GENERATIVE BEDROCK OF OPEN DESIGN / MICHEL AVITAL http://opendesignnow.org/index.php/article/the-generative-bedrock-of-open-design-michel-avital/ http://opendesignnow.org/index.php/article/the-generative-bedrock-of-open-design-michel-avital/#comments Fri, 27 May 2011 08:32:25 +0000 remko http://opendesignnow.org/?p=405 Continue reading ]]> A shift in communications infrastructure is an important factor in how open design has taken shape and the possibilities it offers. It is a transition from the ‘internet of things’ to the things of the internet. Michel Avital analyses the main drivers behind open design, open innovation and open source. He describes the major features of open design and explores the preconditions for open design in relation to four aspects: object, process, practice and infrastructure, with a specific focus on infrastructure.

Michel Avital

‘Openness’ is a recurring and increasingly frequent theme in recent buzzwords that populate the discourse on the forefront of technology, from open source via open innovation to open design. A review of related articles in the popular press and trade magazines indicates that the modifier open often denotes better, cheaper and faster. Apparently, the qualities inherent in openness or being open have materialized as the underlying enablers that pave the way for creativity, innovation and prosperity. In keeping with the thrust of this volume, this article contextualizes open design, focusing in particular on the characteristics of the infrastructure that are most conducive to its generative capability in relationship to innovation.

The Context of Open Design

Openness pertains to accessibility. Openness is a relative characteristic that refers to the degree to which something is accessible to view, modify and use. The ability to view refers to sharing  SHARING content and the availability of detailed information about the subject matter. The ability to modify refers to sharing labour and empowering changes, improvements and extensions of subject matter. The ability to use refers to sharing ownership and enabling semi or unrestricted reuse of the subject matter or parts thereof. These are the three fundamental operations that are implied by accessibility. Subsequently, from a systems theory perspective, openness relates to the transparency and permeability of any natural or constructed boundaries. Yet openness is not merely a technical attribute that conveys flow or lack thereof; it is an embedded trait that pervades the structure of a thriving civil society. From a social perspective, openness is a core characteristic of an infrastructure that conveys and reinforces sharing, reciprocity, collaboration, tolerance, equity, justice and freedom. The application of openness,  OPEN EVERYTHING as implied by various accessibility features, to a growing number of central ubiquitous practices that drive the human enterprise, has turned into a megatrend that can be labelled the Rise of Open-X. Megatrends are widespread trends which have a major impact and are likely to affect all levels – individuals, organizations, markets, countries and civil society – for a long duration. Understanding megatrends  TRENDS and their rolling effects can provide valuable information for developing futuristic scenarios and can subsequently help to shape current actions in anticipation of that future. So far, as described below, Open-X has materialized in various configurations that can be classified according to three archetypes: open innovation, open source and open design. The three archetypes are juxtaposed in the table on the previous page as a preliminary overview to point out their different respective value propositions and thrust (as a distributed collective action), core openness orientation, and prime actors involved.

Open Innovation

The value proposition and thrust of open innovation is ‘distributed knowledge’ processes that emphasize the view-related capabilities of openness. The prime actors of open innovation are organizations. According to the traditional doctrine, industry leaders self-create the most and the best ideas; innovation should therefore be fostered by internal development teams behind high organizational walls and protected as a trade secret. In contrast, according to open innovation, industry leaders make the best use of internal and external ideas to develop better business models. In other words, superior outcome should be expected with permeable boundaries between a firm and its environment, which allow idea flow, knowledge
KNOWLEDGE exchange, and intellectual property trade. Reaching out and tapping into external knowledge resources extends the generative and innovative capabilities of a firm, as demonstrated by industry leaders like Procter & Gamble, Boeing, Philips and many others. The tenets of open innovation have promoted the proliferation of communities of practice and laid the foundations of crowdsourcing.  CROWDSOURCING

Open Source

The value proposition and thrust of open source is ‘distributed development’ processes that emphasize the modification-related capabilities of openness. The prime actors of open source are developers. The open source concept originated in the software industry; according to the traditional doctrine, software is developed in commercial software firms by professional personnel, guarded through legal and technical measures, and then licensed for a fee. In contrast, according to the open source business model, software is developed through coordinated peer production by independent volunteers.

THE APPLICATION OF OPENNESS TO A GROWING NUMBER OF PRACTICES THAT DRIVE THE HUMAN ENTERPRISE, HAS TURNED INTO A MEGATREND THAT CAN BE LABELED THE RISE OF OPEN-X.

Subsequently, everyone can freely access the source code, and can modify and redistribute it under the same terms, thus nourishing continuous cycles of improvement, adaptation, and extension in a distributed fashion. Reaching out and tapping into external development resources extends the generative and innovative capabilities of a core project. Inspired by the impact of high-profile projects like Linux and Mozilla Firefox, the tenets of the open source development, licensing and distribution model have promoted the proliferation of open source projects of all sorts – from digital content development (e.g. Wikipedia), via vehicles (e.g. c,mm,n) and beverages (e.g. Free Beer – Vores øl), to 3D printers (e.g. RepRap), just to name a few.  OPEN EVERYTHING

Open Design

The value proposition and thrust of open design is ‘distributed manufacturing’ processes that emphasize the use-related capabilities of openness. The prime actors of open design are consumers. Although designers undoubtedly play a pivotal role in fostering open design by producing and sharing suitable design blueprints,  BLUEPRINTS ultimately the consumers who engage in distributed manufacturing are the core players and raison d’être of open design. According to the traditional doctrine, design is mostly a preliminary stage prior to commercial manufacturing and distribution. In contrast, open design is directed toward consumers who engage in fabrication, passing over the conventional manufacturing and distribution channels. Open design implies that the design blueprints are publicly available, sharable, licensed under open-access terms, and distributed digitally in a general design specification file format (e.g. dxf, dwg). Moreover, open design is not black-boxed or exclusive; it implies reconfigurable and extensible design that can be fabricated in distributed and scalable fashions through commercially available, off-the-shelf, multi-purpose means of production.

A structured description of the unique features and boundaries of open design is provided in the table on the next page. The inherent reconfiguration and extension potential of a user-driven open design reinforces the generative and innovative capabilities of consumers. The tenets of open design have inspired the development of public manufacturing facilities networks like Fab Lab, and laid the foundations of open design clearinghouses like Ponoko, Shareable and Instructables. In summary, the distinctions between the three archetypes of Open-X are more a matter of thrust and areas of application. They are not mutually exclusive. All three inherit the core features of openness and naturally overlap to some degree. Open design, for example, is not merely a matter of re-use and distributed manufacturing – it also entails sharing design blueprints and sharing extensions thereof, thus distributing knowledge and development. Building on the working definition of open design and an understanding of its unique features, the remainder of this article will discuss its potential, in particular addressing the infrastructure characteristics that are most conducive to its generative capability in the context of innovation.

Unpacking Open Design

Open design signifies open-access digital blueprints that can be adapted at will to meet situated requirements, and can subsequently be used by consumers to fabricate products on demand by commercial, off-the-shelf production methods. The open design model diminishes the traditional vertical value chain that is formed by designer-manufacturer-distributor-consumer relationships and offers an alternative, open web of direct links between designers and consumers. The resulting short-spanned, transient and non-hierarchical relationships forge dynamic and flexible arrays of blueprints that are not only user-centred but also user-driven.

The discourse on open design encompasses a multitude of considerations: for example, design specification, fabrication, collaborative action, supply and value chain management, business models, legal aspects, technological infrastructure and normative values. The complexity of this ecology can be untangled to some extent by classifying the underlying issues of open design into four interdependent conceptual layers, as follows:

Object layer refers to the design blueprints that enable and constrain the specification of the design artefacts. This layer encompasses the design and distribution of open design objects, that is, configurable and extensible blueprints that are available under open access license in online public repositories.

Process layer refers to the means of production that enables and constrains the fabrication of the design objects. This layer encompasses open design fabrication, that is, the application and operation of commercial, off-the-shelf machinery like printers,  PRINTING  laser cutters or CNC machine tools to produce customized products with no custom-built moulds or machines.

Practice layer refers to the work practices that enable and constrain the conception of the design processes. This layer encompasses open design culture, that is, the related nomenclature, professional standards, craftsmanship, rules of the trade, code of conduct, rituals and normative values.

Infrastructure layer refers to the underlying institutional and technical foundations that enable and constrain the vitality of the design practices. This layer encompasses open design substructure, that is, the related legal system, market structure and technical archi—tecture that govern open design activities and future growth.

The discourse so far is focused on the object and process layers, with some touches upon the practice layer. However, quite surprisingly, despite its fundamental role, the infrastructure layer is virtually ignored.

Designing Generative Infrastructure

The infrastructure that governs open design activities, business models and development is based on the related code of law, market structure and technical architecture, which together enable and constrain most human activity systems in an attempt to balance inherent conflicts and pursue the common good. In a general sense, infrastructures are designed to promote fairness, wealth and operational efficiency. TEMPLATE CULTURE Much has been written about the general nature of infrastructures elsewhere, leaving no need to reiterate it here. Instead, let us elaborate on the generative capability of infrastructure as an additional area of concern that should be considered particularly in the context of developing infrastructure requirements for open design. In view of the generative character of design in general, and open design in particular, developing an appropriate infrastructure should aim to incorporate the structural features that are most conducive to creative processes and products. Building on the concept of generative design, I suggest a set of generalizable considerations for designing such infrastructures. More specifically, I propose that the infrastructure of open design should be evocative, engaging, adaptive, and open.

Generative design refers to the design considerations in developing an array of artefacts and interactions that support and enhance generative capacity – that is, the considerations in designing systems that are conducive to the ability of a person or group to produce new configurations and possibilities, to reframe the way we see and understand the world, and to challenge the normative status quo. 1 People’s generative capacity is a key source of innovation; by definition, generative design aims to encapsulate the design directives that enhance and complement that human capability.

In general, generative capacity refers to having an evocative power or aptitude that can result in producing or creating something, or tapping into a source of innovation. In the context of open design infrastructure, the modifier ‘generative’ denotes that the noun it modifies is conducive to the production of something innovative or the discovery of new and hitherto unknown design alternatives. In other words, generative design refers here to the design requirements and considerations in developing open design infrastructures – that is, the related code of law, market structure and technical architecture – that augment people’s natural ability to innovate. Subsequently, four top-level design directives are suggested for infrastructures, as follows:

Generative infrastructure is evocative
Generative infrastructure inspires people to create something unique. It evokes new thinking and enables them to translate their ideas into a new context. The infrastructure can help to create the environment or conditions that are prone to those insights by generating and juxtaposing diverse frames that are not commonly associated with one another within an underlying context. Systemic features that drive evocative design enable, for example, seeing an object or situation from multiple perspectives, testing it in multiple situations, examining it at multiple degrees of granularity, and exploring multiple overlay configurations.

Generative infrastructure is engaging
Generative infrastructure is enchanting and holds the attention of people by inducing their natural playfulness and ‘flow experience’. The infrastructure TEMPLATE CULTURE can help in the creation of engaging environments or platforms that stimulate the users’ cognitive spontaneity and playfulness as well as overall positive affect state, thus encouraging further exploration, tinkering and experimentation. Systemic features that drive engaging design enable, for example, fostering positive affect and high spirit that stimulate a state of ‘joie de vivre’, activating cognitive spontaneity induced by playfulness, and stirring up curiosity through intriguing challenges.

Generative infrastructure is adaptive
Generative infrastructure is flexible and conducive to effective use by a heterogeneous set of people in their own respective environments and for various tasks within an intended scope. It can be adapted with respect to the type of users or groups that it serves in diverse problem spaces. It is also simple to understand and easy for anyone to master. The infrastructure can help in the creation of adaptive systems or platforms that are flexible yet powerful enough to enable the generation of a continuous stream of new ideas and configurations. Systemic features that drive adaptive design enable, for example, user-induced tailoring and customization to meet situated needs, self-production of complementary extensions and features that meet new or initially unforeseen needs, automatic system-induced adaptation, and overall scalable functionality with no regard to size-related attributes.

Generative infrastructure is open
Generative infrastructure accentuates permeable boundaries and transparency that promote co-production, cross-fertilization and exchange of any kind. The infrastructure  ARCHITECTURE can help in the creation of open systems or platforms that provide connectivity, enable transparency, allow information sharing, and encourage dialogue with no regard to institutionally or culturally imposed boundaries. Systemic features that drive open design enable, for example, free and unrestricted access to information, communication among all stakeholders, and the easy integration of third-party extensions by independent boundary-spanners. In summary, from the generative requirement perspective, infrastructures of open design should be evocative, engaging, adaptive and open. However, while the last two directives are clearly implied in the discourse of open design, the first two have not yet been addressed. Subsequently, the inclusion of evocative and engaging features in the infrastructure of open design, let alone in the discourse concerning its requirements, is strongly recommended. Although this conclusion might not be obvious for legislators, policymakers, managers, and engineers, it should be quite intuitive for designers.The expected proliferation of open design has far-reaching implications that are likely to extend well beyond design practices as such and have significant socio-economic effects on a global scale.

Another Brave New World

Open design presents entrepreneurs and agile companies with a grand opportunity to expand existing markets, to develop new ones, and to capture large shares from current market leaders. Mobilizing open design to generate organizational value and to boost its market position requires radical strategic and operational changes. However, the tight coupling between design and production, which has so far been instrumental in fostering economies of scope and competitive advantages for the current industry leaders, is now likely to hinder their agile capability and their ability to take advantage of the new vistas that are beginning to be afforded by open design.

PEOPLE’S GENERATIVE CAPACITY IS A KEY SOURCE OF INNOVATION; BY DEFINITION, GENERATIVE DESIGN AIMS TO ENCAPSULATE THE DESIGN DIRECTIVES THAT ENHANCE AND COMPLEMENT THAT HUMAN CAPABILITY.

The adoption of open design practices by esta-blished industry leaders, let alone run-of-the-mill manufacturers, where the dominant culture and mode of product design has been shaped and reshaped over long periods, is likely to pose multiple challenges to these organizations at all levels, from the boardroom to the production floor. Subsequently, the resistance to change in these organizations is expected to reinforce the current tight coupling between product design and industrial manufacturing. Just as Amazon could conquer the market share of established retailers that were unable to adapt quickly enough to the new marketplace of e-commerce, emerging market players based on open design business models are likely to cannibalize the turf of established manufacturers that are entrenched in the old model of industrial production.

From Push to Pull

Open design paves the way to the next iteration in the massive shift from push to pull business models. In general, push business models are based on top-down value chains where a line of a few mass-produced products is distributed broadly through value-driven downstream marketing techniques. In contrast, pull business models are based on bottom-up value chains where a line of customer-configured products are distributed individually through features-driven upstream marketing techniques. Whereas push models are based on economies of scale and emphasize cost efficiency, pull models are based on flexible manufacturing and emphasize mass ustomization. In previous centuries, most artefacts – from shoes to carriages – were custom-designed and built on demand by a craftsperson.
Building on push business models, the industrial revolution almost wiped out cottage manufacturing and shifted its lion’s share to production lines and mass-scale manufacturing in factories that offer economies of scope and scale. Consequently, the resulting abundant supply of affordable products was instrumental to massive market expansion, higher living standards, and growing wealth across the board. This prosperity has come at the expense of product variety and personalization, as most notoriously conveyed by Ford’s remark “any color as long as it’s black”.  MASS CUSTOMIZATION

OPEN DESIGN INFUSES ‘DO IT YOURSELF’ WITH A WHOLE NEW MEANING THAT GOES FAR BEYOND COST SAVINGS OR THE JOY OF CRAFTING.

The advent of the internet has bestowed a new communication infrastructure that made it possible not only to exceed the economic accomplishments of industrialization, but also to offer an unprecedented variety of products and personalization thereof. The latter has been accomplished through pull business models and upstream marketing that take advantage of automated fulfilment and logistics centres supported by fast, wideband, many-to-many communication networks. The extent of product variety and personalization has been attained and fortified in three main phases enabled by the accessibility (i.e. ability to view, modify and change) afforded by the internet. In the first phase, retailers have introduced consumers to the ability to view up-to-date, rich and targeted information about off-the-shelf products, thus enabling them to make informed decisions. Then, in the second phase, manufacturers have introduced consumers to the ability to modify base products and specify a customized configuration thereof, thus enabling them to fine-tune a product according to their preferences. Finally, in the still-nascent third phase, designers have introduced to consumers the ability to use blueprints for self-managed fabrication, thus enabling them to gain full control over the features of the resulted product as well as its production process. In summary, as in a stage model, every phase builds upon the previous one to bring the consumers closer to the designers and to provide them with more control over what they get, how it is produced, and how it is delivered.

The Road Ahead

Open design is still nascent, yet it provides a springboard for radical changes in the way we acquire almost anything that is currently mass-produced. Open design presents a new way of design that complements new methods of fabrication, commonly branded as 3D printers  PRINTING of all sorts. Open design infuses ‘Do It Yourself’ with a whole new meaning that goes far beyond cost savings or the joy of crafting. It allows consumers to be in charge and offers them an opportunity for full customization of an artefact, including a choice of features, materials and delivery options. It allows for continuous innovation and localization, which in turn has major implications for consumers in shoestring economies as well as in developed countries. It also provides a fertile ground for the development of new forms of organization, new business models, new supply chain structures, new varieties of products and services, and the like, as demonstrated in the many cases in this volume. Nonetheless, traditional design and mass manufacturing practices have been extremely valuable since the Industrial Revolution  REVOLUTION and are unlikely to disappear in the future. Although the threat to the dominant technologies and practices may seem implausible, open design presents a clear alternative that may grow strong once it reaches a critical mass in the right socio-economic conditions. Open design is not a threat to designers’ livelihood. Quite the contrary; it opens new vistas and new opportunities and is likely to generate increased consumer appreciation of the role of designers. Moreover, it is likely to bring designers closer to the intended and unintended applications of their designs. Grand opportunities also imply undeveloped land. There is much development to do in all four layers of open design – the object, process, practice and infrastructure layers. To a large extent, the discourse mirrors the field; the most immediate attention is required in shaping practices and laying the foundations of the support infrastructures.

Conclusion

It has been suggested that open design stands for accessible design in the form of blueprints that are publicly open to view, modify and use under open-access terms. Moreover, open design often implies that the design blueprints are available via open-access digital repositories, that they can be adapted at will to meet situational requirements, and that they can be used by consumers to fabricate products on demand by commercial, off-the-shelf means of production.  DOWNLOADABLE DESIGN Open design is generative. It is conducive to continuous re-design, adaption, refinement and extension. Open design is a potent elixir that mitigates stagnation and awakens generative action.

  1. See Avital, M. and Te’eni, D, ‘From Generative Fit to Generative Capacity: Exploring an Emerging Dimension of Information Systems Design and Task Performance’, Information Systems Journal, 19(4), 2009, p. 345-367.
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Mass customization http://opendesignnow.org/index.php/visual_index/mass-customization/ http://opendesignnow.org/index.php/visual_index/mass-customization/#comments Thu, 26 May 2011 11:29:20 +0000 remko http://opendesignnow.org/?p=319 Continue reading ]]> Open design, hacking, sharing, co-creation is becoming truly fashionable and therefore valuable to corporations and advertising agencies. A characteristic example is the mass customization of sportswear. Frontrunner NIKE launched its NIKEiD service campaign back in 1999. It was a blank canvas for almost anyone to fill, and simultaneously a crowdsourced market study for the ad agencies working for the sportswear manufacturer. What does the average 17-year-old Asian sweatshop employee think about this book?

NIKEiD logo

SELECT YOUR MODEL …

CHOOSE FROM A WIDE RANGE OF COLOURS …

ADD THE JUICY DETAILS …

AND ORDER! ➝ THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND / PETER TROXLER

NIHILIZT ➝ REDESIGNING DESIGN / JOS DE MUL

PINK CLOUD

GLOBAL SALVATION

UNITE

NEXT NATURE

SAMOTHRACE

JUST DO IT: WWW.NIKEID.COM OR WATCH IT AT WWW.FLICKR.COM/GROUPS/NIKE-ID

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