Some Unscientific Notes on Design & Other Things


Public lecture,  Faculty of Art & Design, Institut Teknologi Bandung, 7 December 2007 [slightly edited, 6 March 2013]


What I am about to tell you is based on my experiences as an observing participant in the field of design. My lecture contains some history, some observations and some advice, which you can take for what it’s worth.

I was asked to say something about things for your faculty to consider in view of its position now and in the future. Well, the good news is that from one point of view it is all very clear and simple. There is really only one thing to consider, towards which all our actions and ingenuity should be directed, namely, saving our planet.


The bad news is that we need to save our planet in the first place, but I really think it is so, as do more and more people, maybe even some politicians, now that Mr. Gore has been awarded a Nobel prize for relaying a message that has been out there for a while, but better late than never. Your own President has jumped on the bandwagon too, and I hope many more will follow.

Strictly speaking it is not the planet we should save, but life as we know it. We may be messing up in a bad way, but the planet will survive, including the most tenacious forms of life. Micro-organisms have been around the longest and will remain in the long run. We like to think of ourselves as a very successful species, but that’s because the most successful organisms, both in total body mass and durability, are usually invisible to an animal our size.

As any other organism, we are constantly dealing with changes. We think we are pretty good at adapting, but, again, who do we compare ourselves with? Only with animals or plants that are roughly our size. Compared to most other organisms we are bulky and complex, and our organization in large, incoherent social groups is and extra complication. Of course we have the advantage of being able to think and invent, but thinking can also give us the wrong ideas, and there are numerous examples of discoveries and inventions that were scorned for years until we finally recognized their value.

It is no secret that the weapons industry accounts for a large part of technological developments, and this has been the case for centuries. I think it would be a better idea if we use all this energy to develop new technologies which fundamentally support life – not just human life, but all life – in stead of destroying it. Or in the words of visionary designer Buckminster Fuller: developing ‘livingry’ in stead of ‘killingry’. So in stead of having wars on terrorism and other kinds of disagreements, we should have a war on global warming or pollution or something. Which would really be a war on ourselves, because we are responsible for disturbing the ecological balance on our planet.

Science and technology have always been driven by the objective to ‘conquer nature.’ Therefore, it comes as no surprise that we should end up fighting ourselves, because no matter how highly we think of ourselves, we are still part of nature. ‘Conquering nature’ has come to mean, to exploit nature until there is nothing left. I am fully aware that this is basically a Western idea, and nothing to be proud of. It has divided the world into what we misleadingly call ‘developed’ and ‘underdeveloped’ or somewhat more mildly ‘developing’ countries. And it has brought us to where we are now: on the brink of endangering ourselves as a species.

So how are we going to win this fight with ourselves, and how is design involved in this? I propose to start seeing design as a natural phenomenon. In this I follow the ideas of the American architect William McDonough and the German chemist Michael Braungart. In their book Cradle to Cradle they propose a new design paradigm, modeled after nature. Its main principle is ‘waste equals food.’ In practice this would lead to a radical form of recycling, not at all like the half-baked attempts that we are engaged in now. Every scrap of material has to be re-used, in stead of being discarded as useless and harmful waste. And of course we should only use renewable sources of energy and avoid environmentally harmful production and building methods. For example, McDonough and Braungart have built a textile factory in Switzerland, which uses water from a nearby river. This water leaves the factory cleaner than when it comes in. They succeeded in doing this by carefully choosing and controlling the chemicals used in the production process.

I think the fields of design and architecture are very fortunate to have these ideas spelled out for them, so they can start working at saving our planet today. This new paradigm is by no means easily established, but it undoubtedly is a real solution and not merely fighting symptoms as we have done so far. It should encourage and inspire us, and release us from the stranglehold of indifference and fear. Cradle to Cradle is required reading for anyone studying design or architecture, and their teachers too, for that matter.

One thing I got from reading Cradle to Cradle is that eco-design so far has been rather superficial and short-sighted. To make truly sustainable design, and even to qualify precisely what that means, you need to have very specific scientific knowledge, which is not readily available and accessible for designers. Your faculty being part of a technical university is a tremendous advantage in making connections between different fields of knowledge that are traditionally separated. There must be people at every faculty working on environmental issues. I suggest you find them and make them work together with your students, even though it may be difficult at first.

When somebody at the age of eighteen starts studying design, they probably don’t know a whole lot about what design actually is. And I think that even after two or three years, they are still in the process of finding out what design is, which is not so easy, because to design can be many things, design can be many things, and there are many types of designers. This is something you may regret, preferring clarity and a simple world, but there it is.

Another thing that adds to the confusion about design, is that it is historically connected to many different and sometimes contradictory objectives. The roots of the design profession lie in the 19th century and along the way it has picked up many different ideological biases: socialist ideals and capitalist ambitions, Modernist convictions and nostalgic tendencies, claims of artistic originality and claims of objective universality.

One of its inheritances from the 19th century is taste education, easily recognizable when the term ‘good design’ is being used. The idea was that common people should develop their taste to the level of the educated. Which is impossible, because taste changes according to the dynamics of fashion. ‘Good taste’ is not a timeless, universal property, but a social instrument with which an elite separates itself from the majority. The educated are always developing their taste away from where the masses are.

Another historical trace in design is a peculiar mix of American and European influences. In America, design developed itself as a profession in the 1920s and 1930s, introducing styling, especially in the car industry, as a means to fight the Economic Depression. And they did so with self-proclaimed success – success being narrowly defined as commercial success. Meanwhile in Europe its development as a profession was held up, first by the economic crisis and then by the Second World War. European designers were much more serious about their social ideals, and didn’t have the advantage of a unified mass market. The years of scarcity and reconstruction after the war – starting from zero – matched the puritanical Modernist design philosophy so perfectly, that it has been untouchable for decades. At the same time European design was infused with American self-confidence through propaganda activities as part of the Marshall Plan.

Another example is a theory which was developed around the 1970s, in which designing is described as a ‘problem-solving’ activity. Although by no means conclusive, this theory has gained wide acceptance within the design field. Designers seem to like the idea that they are solving problems, even when they are not. This poses two tricky psychological problems. When a designer gets a commission he will automatically translate it into a ‘problem.’ Consequently, he will present his design as a ‘solution,’ even if there was no problem in the first place – except maybe the designer’s problem to come up with an acceptable design. This conceptual mistake gives him the feeling of being somewhat like a mechanic or a doctor, who fix broken things. And consequently he will treat his commissioner as someone who has a problem or some sort of disease. This narrow view of what design is, may help a designer believe that he is doing a good job, but it prevents him from letting design be all it can be.

Somehow all of these confused and sometimes contradictory ideals have accumulated in the way we see design. Some may fade, but they never really perish. They are still being carried over by generation upon generation of designers, only adding to the confusion of students who try to figure out what they are dealing with.

Obviously, since the 19th century, and even in the last 10 to 15 years a lot has changed. But the way we try to define design has not caught up yet. We still use the terms “graphic” and “industrial” design even though the graphic and other industries have changed dramatically. The classic idea of industrial production has to do with conveyor belts, Taylorism, and mass markets – the bigger the better. This has changed. New production and distribution methods have made it possible for niche markets to acquire a ‘mass’ of their own. And niche markets require a very different approach than mass markets. As the British design-historian Helen Reed wrote ten years ago: designers don’t design for industry anymore, but for consumers.

Consequently, design is in the middle of a great transition: from being private property of a rather small group of professional practitioners, to being public property, while the number of professional designers is exploding. Another important factor is the incredibly fast rise of the computer as a universal design and communications tool.

As a matter of fact, the actual transition itself has already happened quite a few years ago, but we haven’t fully adapted to it yet. The design landscape has become infinitely more complex and the values of design are no longer determined by a small in-group. It is difficult for some to accept that is has become an integral part of popular culture, which has a life and dynamic of its own. In short, all the ingredients you need for a classic generation gap are in place.

As the design landscape becomes more complex and the processes within which designs are constituted become more sophisticated, more people are involved in the design process. It is hard to maintain control in a situation like this. Many designs are the outcome of a multidisciplinary collaborative effort rather than the achievement of a single individual. Moreover, consumers and users are starting to influence the way a design looks more directly than before. In webdesign this is already obvious: interactive designs are not fixed and change according to the use that is made of them. But the possibility to adapt a design to the personal preferences of any user is being incorporated in many ‘harder’ products as well, especially digital devices. The interactivity of the software seems to rub off on the hardware.

Meanwhile, the existing copyrights system is under pressure. In the digital world an alternative system for fair use and shared developing is being established (called Creative Commons), and there is a lot of talk about the Open Source approach to software development as a model for product development. These changes go directly against the traditional designers’ instincts, because they have often been trained to strive for originality in an individualistic, pseudo-artistic sense.

Not only designers like the illusion of being in control – it is a general human trait. At the end of the 19th century men believed that there was little left for scientists to discover. We had it all pretty much figured out and we thought we had practically conquered nature. Well, we couldn’t have been more mistaken. Our world view was shattered by Einstein’s theory of relativity and later the discovery of quarks and other strangely behaving subatomic particles. Of course this shattering didn’t happen overnight – we are still trying to get used to the idea. It is always awkward for human beings to adapt to changes such as this, because usually our brains are way ahead of our emotions. Knowing certain things does not necessarily mean that we can fully accept them right away emotionally. We need change, but we also need continuity, and often in our hectic society the balance between both is upset.

Subsequent discoveries in many other fields, ranging from molecular biology to astrophysics, have reinforced the feeling that ultimately we hardly know anything at all and that natural processes are so complicated that they defy human understanding altogether. Slowly we are getting used to the idea that things are rarely as simple as we think they are. At the same time, having invented the computer, we have something with which we can handle complexity much better than we could before.

Rather then using a reductionist approach to get a better understanding of design, I think we should accept its richness and diversity, which I consider to be the true power of design. Also in this sense it is important to think of design as a natural phenomenon. Loss of diversity is lethal. Design in all of its manifestations is an instrument for human beings to express their individuality and at the same time confirm their social aspirations. This calls for maximum diversity – not uniformity. This has been obstructed for too long by Modernism’s objective to simplify (with slogans like ‘less is more’ and ‘form follows function’), which may have been useful during a certain period of time, but is now obsolete.

Traditionally, design has been divided into a number of disciplines, which have attracted and repelled each other in wave-like patterns. Nowadays, in many situations these traditional boundaries are irrelevant. One can think of innumerable other ways to divide the field. The Design Academy in Eindhoven has been successful for many years with an unusual division of departments: Man and Mobility, Man and Living, Man and Identity, Man and Communication, Man and Humanity, etc. Another possibility is to look at scale, ranging from small, unique hand-made pieces (such as jewelry) to city planning. Or maybe an extended division according to materials as is traditionally used in the applied arts. Or according to price per product. Or speed of turnover of products. Or level of innovativeness. Just use your imagination. The general picture is always a gliding scale, which should in no case be seen as a hierarchy. No specialization or style or approach is inherently superior to another.

References
Richard Buckminster Fuller, Critical Path, 1981
Richard Florida, The Rise of the Creative Class, 2002
William McDonough and Michael Braungart, Cradle to Cradle. Re-making the way we make things, 2003
Helen Rees, ‘Patterns of making: thinking and making in industrial design,’ in: Peter Dormer (ed.), The Culture of Craft, 1997

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