This article was originally published in Domus 948/June 2011
A new design vocabulary
Over the last 20 years we have been witnessing
the early developments of a networked
economy that is operated by its interconnected
participants. Both companies and consumers
have now potential access to a communication
infrastructure that is geared towards sharing and
exchange. This shift is profoundly changing our
models of creation, production and consumption.
Decentralised information streams and sources
have altered people's attention scopes, ambitions
and goals and stimulated a more critical and
proactive attitude. Rather than swallowing
manicured advertising made up by professional
PR departments, consumers are now informing,
inspiring and instructing each other with
home-grown content—using twitters, blogs and
YouTube movies to communicate their skills,
knowledge and ideas. But the global mouth-to-mouth
mechanism of the World Wide Web not
only initiated a dialogue among consumers; it also
started a conversation between consumers and
producers. This emerging dialogue is generating
exciting new business models and rearranging
current artistic practices.
On the one hand it enables consumers to
participate in the design process on various
levels. Blogs facilitate product reviews and
ratings, and easy access to online instructions
stimulate consumers to personalise, adapt, repair
or hack products. On the other hand, producers
can now obtain a huge amount of feedback on
their products by observing all these millions
of small movements online, and subsequently
respond to them in their next product versions.
Some producers are even actively involving the
end-user in the creative process by asking them
to design new applications (e.g. Apple's App Store)
or to propose new uses for their products (e.g. the
Roomba vacuum cleaning robot[1]).
Open Source Design 05: The Esperanto of objects
Thomas Lommée's OpenStructures project explores the possibility of a modular construction system in which everyone designs for everyone on the basis of a shared geometrical grid.
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- Thomas Lommée
- 28 June 2011
- Brussels
As a consequence, the consumer is developing a
different, more active relation with their products.
The proactive consumer no longer judges an object
for what it is but rather imagines what it could
become, and the objects themselves are starting
to behave more and more like dynamic puzzles, self-improving product versions rather than rigid
monoliths. Both producers and consumers are
now enriching the overall "product ecosystem" by
feeding it with new soft- and hardware plug-ins,
updates and add-ons. This shift from product to
process allows the product to be adapted over time
according to personal needs and tastes.
Out of this creative dialogue the need for a
common design language, a kind of shared
design vocabulary with its own specific rules,
characteristics and outcomes, is slowly emerging.
This vocabulary is manifesting itself through
common agreements within the dimensioning,
assembly and material cycles of the object.
These agreements will facilitate collaborative
design processes and streamline customer
interactions. Dimensional guidelines, through
standardisation, will increase compatibility
between interacting products. Design for
disassembly, through self-evident construction
and the use of reusable assembly techniques, will
facilitate adaption and reparation. And finally,
clear material certification will improve closed recollection
and recycling processes.
The concept of introducing a set of open standards is nothing new. Whenever there has been a need for sharing, open standards have always emerged as a means to generate more flexible and resilient models of exchange. The Internet, for example, is entirely based on html coding, a common, freeof- charge text and image formatting language that allows everybody to create and share Web pages. Wikipedia is nothing more than a common standard template that can be filled in, duplicated, shared and edited over and over again. We can clearly identify the use of open standards within our built environment as well. Our power infrastructure is a good example of a system that is regulated by specific design guidelines (standard plug diameters and bulb fittings), but also our logistical infrastructure is based on a set of common agreements within the dimensioning of its individual components (from cardboard boxes to container ships). In all these examples it is no longer about one company that creates a complete system for all, but rather about several companies who all contribute to a bigger, common system. However, in order to do so they all have to operate within certain very specific, but mostly hidden, settings.
The OS ecosystem is built up according to the Wikipedia model, in which different people all contribute to a bigger thing.
Despite the obvious advantages that these
common standards and design protocols bring,
there is considerable scepticism among designers
about adopting and embracing them—probably
because, until recently, a seemingly infinite
amount of resources indicated little need for
more flexible and open systems, and mass
communication offered few opportunities for
exchange.
In addition, these open models also raise questions
regarding accountability, profitability and formal
expression. How do we credit the contributors?
How do we generate money? And, last but not
least, how do we balance openness and protection,
freedom and restriction? Since every standard
by definition imposes a restriction, it limits our
choices, obstructs our freedom to design and
shape, and it disrupts our independent position
as designers. Nevertheless, the more we continue
to share and exchange, the more the need for
common platforms will surface within all
aspects of our culture.
This doesn't mean that
one system will replace the other. Sometimes the
commons will do a better job, while other times
the classical systems will prevail. Both open and
closed systems will continue to exist, but it is the
evolution of both in relation to the emergence of a networked society as well as the growing range
of hybrids (closed systems with open components)
that need to be closely observed and tried out.
Designing within certain common standards will
require a different mindset from all stakeholders
of the design process. In order to think "within
the box", in order to accept and embrace the
new opportunities that emerge out of common
restrictions, we need to acknowledge that we
are part of a bigger whole, rather than being the
whole itself. It requires us to give up the myth
of creating "something new", something that
"hasn't been done before", and to replace it by a
willingness to dissolve into bigger projects that
just make common sense. This new mindset
will severely damage the romantic ideal of
the "designer-creator" and shift it towards the
"designer-collaborator". And, let's face it, that's
quite a different perspective to work from, since no
designer of our generation wants to be a pixel, just
as we all wanted to be the full-colour image.
Thomas Lommée, designer and teacher
NOTES
[1] Roomba is an autonomous
robotic vacuum cleaner that
comes with a serial interface.
This interface is incompatible
with standard PC/Mac ports
and cables. It allows the
user to monitor Roomba's
many sensors and modify its
behaviour. Programmers and
roboticists create their own
enhancements to Roomba
resulting in numerous
"Roomba hacks". Some hacks
are functional, others are
purely fun. Roombas have
so far been converted into
floor plotters, Wii remotecontrolled
robots, "hamster-driven" vehicles, etc.
This text is an excerpt from I don't know where I'm going, but I want to be there, BIS Publishers, Amsterdam 2011. Edited by Sophie Krier, Marjolijn Ruyg
and Minke Kampman.