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Friday, August 28, 2009

“I want to be a designer because…” 2009 edition

Why do I update these in August instead of at the start of the year? The first time someone asked me to answer the question was during my first week of design education. So, being weird like this, I’ve decided to answer it the same time every year.

“Complete this statement every year while limiting your answer to 15 words or less.”

I want to be a designer because….
… practicing design helps me understand the world and how I can improve it.

(Thanks to Brett for putting this bug in my head.)

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posted by jet at 20:30  

Friday, August 7, 2009

External Validation Never Hurts

If I can turn on the personal hype machine for a moment…

I have been accepted as a Professional Member of the IDSA, which means I can put “, IDSA” after my name. Ok, so it’s not probably not a huge deal for people with traditional ID degrees, but it’s a nice bit of external validation from a respected organization for my unusual educational and professional work.

Now if I can just learn to throw the IDSA gang sign without breaking my Intuous stylus.

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posted by jet at 19:03  

Monday, July 20, 2009

a little design thinking inspiration for the day

[I got stuck while writing three journal entries at once so I went to Papanek for some inspiration and found this nice passage. Typos are due to OCR failures. –jet]

Victor Papanek, Design for the Real World, revised ed, p293 :

[…]

A more durable kind of design thinking entails seeing the product (or tool, or transportation device, or building, or city) as a meaningful link between man and environment. We must see man, his tools, environment, and ways of thinking and planning, as a nonlinear, simultaneous, integrated, comprehensive whole.

This approach is integrated design. It deals with the specialized extensions of man that make it possible for him to remain a generalist. All man’s functions — breathing, balancing, walking, perceiving, consuming, symbol-making, society-generating — are interrelated and interdependent. If we wish to relate the human environment to the psychophysical wholeness of the human being, our goal will be to replan and redesign both function and structure of all the tools, products, shelters, and settlements of man into an integrated living environment, an environment capable of growth, change, mutation, adaptation, regeneration, in response to man’s needs.

Integrated design will concern itself, for the first time since the Late Paleolithic, with unity. This must include locally autonomous planning, as well as regional and city planning, architecture (both interior and exterior), industrial design (including systems analysis, transportation, and bionic research), product design (including clothing), packaging, and all the graphic, video and film-making skills that can be generally subsumed under the phrase visual design. Dividing lines exist between these areas at present, but the lunacy of these divisions is apparent even on the most basic level. To use one example: what is architecture? Assuredly it is more than the skill of building arches. Consider today’s mix of civil engineering, speculative building, contracting, interior decoration, federally subsidized mass housing, landscaping, regional planning, rural and urban sociology, sculpture, and industrial design: what is left?

Architecture can hardly still be considered an area of its own (it lacks definition), and it overlaps with dozens of different fields. In view of all this, what is architecture? Could this be the reason so many architects have moved toward research, self-indulgent paper fantasies, heroic but ecologically unsound monumentalism, planning, and industrial design during the last decade? And during that same time, industrial designers have concerned themselves increasingly with the development of prefabricated houses and building components. Interior designers have developed furniture and tools and got caught up in such fads as supergraphics, nostalgia, brutalism, and so forth, while visual designers develop products and make films.

[…]

If we speak of integrated design, of design-as-a-whole, of unity, we need designers able to deal with the design process comprehensively. Lamentably, designers so equipped are not yet turned out by any school. Their education would need to be less specialized and include many disciplines now considered to be only distantly related to design, if related at all.

Integrated design is not a set of skills, techniques, or rules but should be thought of as a series of functions occurring simultaneously rather than in a linear sequence. These simultaneous “events” can be thought of (in biological terms) as initial fertilization, developmental growth, production (or mimesis), and evaluation, the latter leading to reinitiation or regeneration or both, thus forming a closed feedback loop. Integrated design (a general unified design system) demands that we establish at what level of complexity the problem belongs. Are we, for instance, dealing with a tool that must be redesigned, or are we dealing with a manufacturing method in which this tool has been used, or should we rethink the product itself in relation to its ultimate purpose? […]”

posted by jet at 15:18  

Friday, June 26, 2009

designing for maintenance, a success story

I hate cordless phones. Hate hate hate. They are expensive, break easily, interfere with other wireless devices, and when the battery starts to die down, you have to buy some obscure, phone-specific battery for way too much money.

Last week, we bought yet-another-cordless-phone after the GE died and the replacement handset would never sync properly with the base station. This time, I decided to go with a Panasonic, as some similar models had received good ratings in Consumer Reports and Costco had them for cheap.

Setting them up, I was happy to discover that instead of some cordless phone specific battery, they use regular NiMH AAA batteries. Plentiful and cheap when the time comes to replace them.

Now if I could just get a set of schematics and a parts list so we’d have a chance of repairing the phone itself, maybe I’d have a phone that I could maintain over the long run…

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posted by jet at 17:56  

Monday, June 22, 2009

japan and design 1: Welcome to the FUTURE!

Before landing in Narita, most of my exposure to Japanese design was stuff-for-export-to-the-US: toys, consumer electronics, anime, clothing, etc. It wasn’t until we landed at Narita and started making our way to the hotel that I realized just how different the two countries actually are. Sure, the language and cultural barriers are pretty steep, but there’s also some fundamental differences in how Japanese designers[0] address problems.

Here’s one example: luggage. In the states, luggage is all about ease of movement through airports or accessories that make your luggage clip to other luggage and so on. The problem is, “how do I move a bunch of bags from my house to the airport to the hotel and back again?” and the answer is the latest and greatest products from Victorinox, Samsonite, and their ilk.

In Japan, this problem is solved with an actual service, not better luggage. It’s trivial to drop your luggage off at the airport and have it delivered to your hotel, or delivered from your hotel to another hotel or back to the airport. Within Japan, we travelled only with overnight bags, our massive luggage were dropped off at the front desk of one hotel and delivered to our room at the next.

I don’t think that someone actually said, “how can we solve the luggage problem” as much as someone saw a business opportunity. Yamato Transport doesn’t just move luggage, they move pretty much anything from one point to another. Services instead of consumable products were everywhere. Instead of a stack of napkins at the restaurant, we were given steamed hand-towels. Instead of a bunch of signs at a construction site warning passersby of danger, a real, live human apologized for the inconvenience and directed traffic as needed.

When we checked in to our hotel — jetlagged and confused — we discovered a few other little touches that made a huge difference in our stay and how we thought about our environment. After finding our room and dumping our luggage, we were confused by the fact that the power was out. It took us a few minutes to find the slot by the door where you store your (RFID enabled) room key. When you’re in the room, you put your key in the slot, and the power is turned on for your room. When you leave and take the key with you, everything except the fridge and the washer/dryer are automatically powered down. Not only do you always know where you room key is, but you get a daily reminder of how much energy is wasted by standby power or lights that were accidentally left on.

We were also happy to find that our hotel had a “washlet“, and by the end of our stay we were trying to figure out how to smuggle one home. And also wondering if, perhaps, the Japanese think we’re a bunch of dirty savages when it comes to bathroom hygiene. I’m sure the toilet paper industry would not be happy about the mass adoption of washlets in the States, but I think it’s something that’d probably be better for us (and the environment) in the long run. Washlets are another case of the “service instead of commodity” thinking — instead of buying the best/nicest toilet paper you can afford by the pallet at Costco, why not have a toilet that does most of the cleaning for you?

I’ll end on a question that popped into my head while trying to find a trashcan on the streets of Tokyo,

“Can you design a solution that doesn’t create new consumption patterns?”

[0] For the purposes of simplicity, I’m not going to try and guess whether it was a service designer, interaction designer, UE designer, industrial designer, or whatever designer that designed things that I used.

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posted by jet at 14:30  
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