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E n D <strong>®</strong><br />

11-13 İL SDDV<br />

DAİ ITH DIBDRDERS DESİG DISCOURSE, DISASTE<br />

Edited by:<br />

TevfîkBALCİOĞLU<br />

Özlem ÇAĞLAR TOMBUŞ<br />

Derya IRKDAŞ


This EAD07 Proceedings 2007 edition published by Izmir University of Economics<br />

Address: Sakarya Caddesi No:156 Baîçova, İzmir-TURKEY<br />

Teİ:+90 232 2792525<br />

Fax: +90 232 2792626<br />

Website: http://www.ieu.edu.tr<br />

Copyright © İzmir University of Economics<br />

Ali rights reserved. No part of this publication may be reproduced, stored in retrieval system, or transmitted, in any form or by any<br />

means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publisher.<br />

ISBN: 978-975-8789-21-4<br />

EDITORS: Tevfik BALCIOĞLU<br />

Özlem ÇAĞLARTOMBUŞ<br />

Derya IRKDAŞ<br />

DESIGNER: Derya IRKDAŞ<br />

Printed and bound in TURKEY<br />

Produced by Yılmaz Sürekli Form ve Matbaacılık, Engin YILMAZ<br />

Address: 2826 Sokak No: 52 Kat 3/301 1. Sanayi Sitesi, İzmir - TURKEY<br />

Tel:+90 232 4599600<br />

Conference website: http://fadf.ieu.edu.tr/ead07


ACKNOWLEDGEMENTS<br />

We are grateful to those who have supported the EAD07 Conference:<br />

IZMIR UNIVERSITY OF EGDNDMICS<br />

TÜBİTAK<br />

Ekrem Demirtaş, President, Board of Trustees of IDE<br />

i I Prof. Dr. Attila Sezgin, Rector of IDE<br />

Photograph by Güven İncirlioğlu<br />

EAD Local organizing comittee, EAD Comittee, Reviewers, Authors, Assistants, Student Assistants, Technicians, ELDA, XXI.


LOCAL ORGANIZING COMMITTEE<br />

A. Can Özcan<br />

Artennis Yagou<br />

Christopher S. Wilson<br />

Gülsüm Baydar<br />

Hakan Ertep<br />

Markus Wilsing<br />

Özlem ÇağlarTombuş<br />

Şölen Kipöz<br />

TevfikBalcİoğlu<br />

EAD COMMITTEE<br />

A. Can Özcan,Turkey<br />

Anna Calvera, Spain<br />

Artemis Yagou, Greece<br />

Brigitte Borja de Mozota, France<br />

Deana Mcdonagh, USA<br />

Hans K. Hugentobler, Switzerland<br />

Jacqueline Otten, Germany<br />

John Wood, UK<br />

Julian Malins, UK<br />

Lisbeth Svengren, Sweden<br />

Rachel Cooper, UK<br />

Silvia Pizzocaro, Italy<br />

Stuart Walker, Canada<br />

Tevfik Balcı oğlu, Turkey<br />

Toni-Mattl Karjalainen, Finland<br />

Tore Kristensen, Denmark<br />

Vasco Branco, Portugal<br />

Wolfgang Jonas, Germany<br />

INTERNATIONAL ADVISORY BOARD<br />

Alain Findeli, France<br />

Alpay Er, Turkey<br />

Anna Calvera, Spain<br />

Artemis Yagou, Greece<br />

Brigitte Borja de Mozota, France<br />

DagmarSteffen, Germany<br />

Deana Mcdonagh, USA<br />

Dirk Baecker, Germany<br />

Eckard Minx, Germany<br />

Fatlma Pombo, Portugal<br />

Fatina Saikaly, Italy<br />

Fatma Korkut,Turkey<br />

Franz Liebl, Germany<br />

Füsun Curaoğlu, Turkey<br />

Gülay Hasdoğan, Turkey<br />

Hakan Ertem, Turkey<br />

Hans Dehlinger, Germany<br />

Hans Kaspar, Switzerland<br />

Harold Nelson, USA<br />

John Broadbent, Australia<br />

John Langrish, UK<br />

Kari-Hans Kommonen, Finland<br />

Keith Russell, Australia<br />

Ken Friedman, Norway<br />

Klaus Krippendorff, USA<br />

Lisbeth Svengren, Sweden<br />

Maria C. L dos Santos, Brazil<br />

Maren Lehmann, Germany<br />

Matthias Gotz, Germany<br />

Michael Erihoff, Germany<br />

Mike Press, UK<br />

Mine Ertan, Turkey<br />

Nigan Bayazit, Turkey<br />

Ozlem Er, Turkey<br />

Rachel Cooper, UK<br />

Ranulph Glanville, UK<br />

Rosan Chow, Germany<br />

Silvia Pizzocaro, Italy<br />

Terence Love, Australia<br />

Uta Brandes, Germany<br />

Uwe von Loh, Hofthiergarten<br />

Tore Kristensen, Denmark<br />

Vasco Branco, Portugal<br />

Wolfgang Jonas, Germany<br />

Zuhal Ulusoy, Turkey<br />

EXTENDED LIST OF REVIEWERS<br />

Ali Cengizkan, Turkey<br />

Aren Emre Kurtgözu, Turkey<br />

Bahar Şener, Turkey<br />

Bernhard Rothbucher, Austria<br />

CliveDilnot,USA<br />

Daniela Sangiorgi, Italy<br />

Deniz Güner, Turkey<br />

Deniz Hasırcı,Turkey<br />

Eduardo Corte Real, Portugal<br />

Francesc Aragall, Spain<br />

Gül Kaçmaz Erk,Turkey<br />

Güven İncirlioğlu,Turkey<br />

Hakan Edeholt, Sweden<br />

Hilary Cunliffe-Charlesworth, UK<br />

JillyTraganau, USA<br />

Martyn Evans, UK<br />

Miodrag Mitrasinovic, USA<br />

Naz A.G.Z. Börekçi, Turkey<br />

NecdetTeymur, UK<br />

Nur Demirbiiek, Australia<br />

Oya Demirbiiek, Australia<br />

Philippe Gauthier, Canada<br />

Rabah Bousbaci, Canada<br />

Sara llstedt Hjelm, Sweden<br />

Suat Günhan, Turkey<br />

Tiiu Poldma, Canada<br />

Tomas Dorta, Canada<br />

Ulla Johansson, Sweden<br />

CONTRIBUTERS<br />

Alessandro Segalini<br />

Alkin Korkmaz<br />

Angela Burns<br />

Aslı Çetin<br />

Aylin Mavioğlu<br />

Bahar Kürkçü<br />

Berna Yaylalı Yıldız<br />

Burkay Pasin<br />

Christopher S. Wilson<br />

Deniz Hasircİ<br />

Duygu Kocabaş<br />

Elif Kocabiyik<br />

Ertan Demirkan<br />

Eser Selen<br />

Sonay Perçin<br />

Suat Günhan<br />

Tuna Yılmaz<br />

Xander Van Eck<br />

Zeynep Tuna Ultav<br />

Zuhal Ulusoy<br />

ASSISTANTS<br />

Argun Tanrıverdi (Photographer)<br />

Bahar Emgin<br />

Gülden Canol [Photographer)<br />

Sonay Ş. Perçin<br />

TECHNICIANS<br />

Eser Sivri<br />

Ünal Çiçek<br />

VİDEO<br />

Erkin Araz<br />

...and ali student assistants


INDEX<br />

Introduction 12<br />

Keynote Speakers: Eİif Akarlilar, Ayşe Birsel, Clive Dilnot and Gert Dumbar 14<br />

Theme: Discourse<br />

"I want disorder - get it?":The paradoxical representations in contemporary architectural narratives 17<br />

AçalyaAlImer<br />

On the relevance of blind-variation-and-selective-retention in creative architectural problem solving within the context of 23<br />

architectural education<br />

Hakon Anay<br />

Computer aided design (cad) and computer aided manufacturing (cam) in the jewellery sector in Turkey 28<br />

Dilek Ayyildiz<br />

From chaos to clarity: the central role of the designer's appreciative system in design activity 36<br />

Monique Josephine Bade<br />

New categorization for a virtual on-line poster museum 47<br />

Heieno Borbosa, Anna Calvera, Vosco Branco<br />

Developing the brand of a born global company from Turkey as a newly Industrialized country: The Gala&Gino case, 58<br />

İrem Bektoş, Özlem Er<br />

Directive, discreet, discriminatory: Modern signage and the design of gender 69<br />

Pedro Besso<br />

Crazy ideas or creative probes?: Presenting critical artefacts to stakeholders to develop innovative product ideas 77<br />

Simon John Bowen<br />

Competing with global players: The other side of the coin 87<br />

Suzan Boztepe<br />

The question of design aesthetics: Some thoughts on its formulation nowadays 98<br />

Anna Colvera<br />

Cultural diversity In product design and product usability 110<br />

Henri Christiaons, Jan Carel Diehl<br />

Dancing with design - a study of the national design policy and design support programmes in South Korea 118<br />

Young Ok Choi, Rachel Cooper, Sungwoo Lim<br />

Re-assessing assessment practices in design to support students' long-term learning 129<br />

Teena Clerke<br />

An alternative method of communication between client and designeratthe"fuzzy front end" of the design process 145<br />

Deborah Camming<br />

The role of the learning context and designer characteristics challenge and reveal the design process 155<br />

Nur Demirbiiek, Dianne Joy Smith, Andrew Scott, LesDawes, Paul Sanders<br />

Design intensive born global companies in Finland: Challenges of the designer as entrepreneur 168<br />

Zeynep Falay<br />

Sustainable design: A critique of the current tripolar model 179<br />

Alain Findeli<br />

The balancing act of product discourse and performance 190<br />

Josiena Gotzsch


"Interfaces of the real": Semantic discourse of object and consumption in interactive product design 199<br />

Ateş Gürşimşek<br />

Sustainable fashion 207<br />

Li Han<br />

Controlled disorder: Mental imagery and external representation in the creative design process 213<br />

Deniz Hasırcı<br />

Service-scape and white space: White space as a structuring principle in service design 224<br />

Stefan Hoimlid, Anni{


Signs of discourse: Site markers as places of cultural negotiation in Ladakh, India 409<br />

Angela Norwood<br />

How to add cultural attributes to the design process of a digital video library's user interfaces 414<br />

Metin Çavuş, Oğuzhan Özcan<br />

Lean design discourse: Searching for structure and eliminating waste in design 421<br />

Şule Taşlı Pektaş<br />

Cultural product design 428<br />

İrini Pitsoki<br />

Order, disorder, complexity 441<br />

Silvia Pizzocaro<br />

Drawing and images of design. Representation and meaning. 448<br />

Fdtima Pombo, Graça Magalhâes<br />

Strictly ballroom or dancing in the moment? Methods for enhancing the partnership of design and business 458<br />

Emma Murphy, Mike Press<br />

Today's illustration. Representations of a designer's way of design thinking 469<br />

Joana Quental, Fdtima Pombo<br />

An exploratory study of fashion design: Designer, product and consumer 477<br />

Osmud Rahman, Xiuli Zhu, Wing-sun Liu<br />

A footwear design project as a design discourse 488<br />

Seçil Şatır, Demet Günal Erîaş, Deniz Leblebici<br />

Designer's metis 498<br />

Osman Şişman<br />

From the universal to the particular: Emotional responses to pattern 507<br />

Frances Stevenson<br />

Limited utterances within journals: The functionality of architectural discourse on earthquake as disaster 515<br />

Zeynep Tuna Ultav<br />

An un-natural world:The designer as tourist 527<br />

Viveka Turnbull Hocking<br />

Devising the plot: Communicating designers thinking through storytelling 537<br />

Louise Valentine<br />

Design redux 544<br />

Stuart Walker<br />

Dancing with disorder: Synergizing synergies within metadesign 554<br />

John Wood<br />

Discourse through making:The role of the designer-researcher in eliciting knowledge for interactive media learning resources 563<br />

to support craft skills learning<br />

Nicola Wood<br />

Beyond disaster: On establishing a Greek-Turkish design research programme 572<br />

Artemis Yagou<br />

A general look at cross-cultural usability methods applied in interactive interface design: Localisation and Turkey 579<br />

Asım Evren Yantaç, Oğuzhan Özcan<br />

Intelligent product designs that involve convergence of multiple technologies: The examination of relevant applications in 586<br />

Turkey<br />

Sıla Yiğit


Technomethodology: Interface design as a hybrid discipline between system design and ethnomethodology 599<br />

Victor Zwimpfer<br />

Theme: Disorder<br />

Order and disorder in keyboards - IVlemetics of typing 608<br />

Aysur) Aytaç<br />

The dance of disorder: Can an understanding of chaos and fragmentation lead to a design approach for a socially inclusive 623<br />

public realm?<br />

Bradley Braur)<br />

Objects for peaceful disordering: Indigenous designs and practices of protest 632<br />

Tom Fisher<br />

Killer products in the market ecosystem, the role of design in killer products 642<br />

Melehat Nil Gülari<br />

Periodization in a research on the history of design in Turkey 653<br />

Gülname Turan<br />

The parody of the motley cadaver: Displaying the funeral of fashion 660<br />

Robyn Fieaİy<br />

How often do you wash your hair? Design as disordering: Everyday routines, human object theories, probes and sustainabillty 668<br />

Sabine Hielscher, Tom Fisher, Tim Cooper<br />

Overcoming the mental barrier: Social and environmental responsibility in design from a newly industrialized country 679<br />

perspective<br />

Çiğdem Kaya, Özlem Er<br />

Harnessing disorder and disaster in responsive narrative systems 688<br />

Donna Roberta Leishman<br />

Design against and for crime in urban life: Crime Prevention through Environmental Design (CPTED) versus Design for Crime 699<br />

Deniz Deniz, A. Can Özcan<br />

Cities and the destruction of human identity 704<br />

Michelle Ann Pepin<br />

Inventing design idioms from the plurality of identities in South Africa 712<br />

Phillip John du Plessis<br />

Social mobiles and speaking chairs: Applying critical design to disruption, discourse and disability 726<br />

Graham Pullin<br />

Naqqal's gifts: The affects of external dynamics on computer games 733<br />

Tongue Ibrahim Sezen, Diğdem Işıkoğlu<br />

Design as a negotiator between self and its world - towards a reasonable state of disorder 743<br />

Ahmet Zeki Turan<br />

Dancing with displacement: The conditions of displacement in Athens 752<br />

EleniTzirîzilaki<br />

Social responsibility of design; contribution of design in development of national industry and economy 760<br />

Selen Devrim Ülkebaş<br />

Designer and consumer as victims in consumption culture 772<br />

5. Selhan Yalçın Usal


Theme: Disaster<br />

Design against disaster: Siıİftİng lifestyles to prevent environmental disaster 780<br />

Ln. EceAnburun<br />

The life cycle assessment of temporary housing 789<br />

Hakon Arslon<br />

Design disasters In the history of computing 797<br />

Paul Atkinson<br />

How to design for the base of the pyramid? 807<br />

Jan Corel Diehl, Henri Christiaans<br />

A local analysis of a global challenge; A step towards understanding mobile phone choice ofTurkish university students 813<br />

Mehmet Dönmez, Nigan Bayazit<br />

Postwar visions of apocalypse and architectural culture: The architectural review's turn to ecology 821<br />

Erdem Erten<br />

Liberty versus safety: A design review 831<br />

Adam Thorpe, Lorraine Gamman<br />

Fear and knowing: Design disasters 846<br />

Neal Haslem<br />

Darwinian Change: Design from Disaster 856<br />

John Z, Langrish<br />

The invisible shades of disorder 862<br />

Raja Mohanty<br />

Representing disaster: Significance of design in communicating social responsibility 871<br />

Şebnem Timur Öğüt, Hümanur Bağlı<br />

Does color drift design to disaster? 877<br />

Tülay Özdemİr Canbolat<br />

Fights and fires are the flowers of Edo 883<br />

Jennie Tate<br />

Profit from paranoia - design against'paranoid'products 894<br />

Lorraine Gamman, Adam Thorpe<br />

Information for people about medicines: Why is it so difficult to swallow? 910<br />

Karel van der Waarde<br />

Picturing and memorializing disaster in Japan: Visual responses to the Great Kanto Earthquake of 1923 916<br />

Gennifer Weisenfeld<br />

Visualising disaster: Environmental anxiety and the urban imaginary 922<br />

William M. Taylor, Michael P. Levine


European Academy of Design<br />

INTRDDUCTIDN<br />

The 7th Conference of the European Academy of Design took place on 13-15 April 2007 in Izmir, Turkey and was organised by Izmir<br />

University of Economics, Faculty of Fine Arts and Design. The context for the conference, the people involved and the themes are<br />

summarised below.<br />

The European Academy of Design (EAD) was formed in 1994 by a group of leading academics from around Europe to promote<br />

the publication and dissemination of research in design through conferences hosted by different educational institutions in<br />

Europe. EAD has also undertaken the publication of proceedings, newsletters and a journal, to improve European-wide research<br />

collaboration and dissemination. Although the word European sounds limiting, it has in face gone beyond the boundaries of Europe<br />

and contributors from all around the worid have always been welcome. For Instance, at the Izmir Conference, 12% of the speakers<br />

were from outside of Europe. This suits the aims of the EAD well, which are to encourage discussion across traditional boundaries<br />

between practice and theory, and between disciplines defined by working media, materials and areas of application.<br />

The Academy is headed by a committee of acknowledged academics from across Europe, as well as from the United States and<br />

Australia. The Academy has organised six International conferences organized every two years since 1995. The conferences previous<br />

to 2007, their locations, organisers and themes are listed below:<br />

1995 Salford, University of Salford (Rachel Cooper) UK: Design Interfaces<br />

1997 Stockholm, University of Stockholm (Elisabeth Svengren) Sweden: Contextual Design<br />

1999 Sheffield, Sheffield Hallam University, (Mike Press) UK: Design Cultures<br />

2001 Aveiro, University of Averio, (Vasco Branco) Portugal: Desire - Designum - Design<br />

2003 Barcelona, University of Barcelona (Anna Calvera) Spain:Techne: Design Wisdom<br />

2005 Bremen, University of Bremen (Wolfgang Jonas) Germany: Design - System - Evolution<br />

The Conference Theme<br />

Three thematic components of this design conference-disaster, discourse and disorder - indicate three interrelated but relatively<br />

autonomous fields that highlight various aspects related to contemporary issues in design. As one of the most ambitious design<br />

faculties In the country, the organising team in Izmir decided to choose an equally ambitious title for the conference.'Dancing with<br />

Disorder: Design, Discourse, Disaster'. The team particularly like the dances of the'capital' Ds In the title, but the selection was not<br />

accidental. Although no one never wishes it to happen, there are signs that human beings will face different kind of disasters in this<br />

century varying from terrorist attacks to global warming, from tsunamis to scarcity of water. We as designers have a duty, amongst<br />

others, to contribute to the prevention of disasters when possible, to alleviate any pain and to repair the damage.<br />

Definitions of design, a well-known and studied concept, include such terms as "plan," "purpose," "intention" and "function," In<br />

addition to others such as "artistry" and "creativity" that take central importance in the definition of art. Plan, purpose, intention<br />

and function are concepts related to predictability and hence systematic thinking. Systematic thinking in turn is related to order.<br />

Design brings order to the relationship between us and the objects that we use, see and perceive.


Design discourse involves the current language of design, i.e., the terms with which we conceptualise and talk about design.<br />

Design management, design research and current issues in design are some of the specific topics that can be addressed within<br />

this framework. This area of the conference included presentations that sought to go beyond the over-asked question of'what is<br />

design?'and advocate a re-appraisal of accepted design conventions. The role/position of design was particularly scrutinized from<br />

the viewpoint of design research, design and everyday life, images and representation, new materials and methods, and design<br />

management.<br />

Order, on the other hand, suggests a straightening out so as to eliminate confusion. The function of design then, is to eliminate<br />

disorder, i.e., confusion, chaos, unpredictability. All of this is based on a binary thinking which privileges purpose over idleness,<br />

function over dysfunction and order over disorder. Order is a desirable attribute, the failure of which ends up in disaster. But how<br />

are order and disorder defined at first place; by whom; on what basis; and In whose interests? What is the price that is paid in order<br />

to establish order and who pays for it? Is order a historical concept having acquired different meanings in different contexts? If<br />

so, what is the order of today's world, bodies, objects? Is it one or many or have we lost our sense of existence based on plan,<br />

predictability and order? What is the meaning and role of design in relationship to changing notions of order? All these questions<br />

are historical as well as universal to examine crucial relations at any given time.<br />

What can design do for physical and mental disorders: Dysfunctional bodies, schizophrenia and hysteria. How can design contribute<br />

to the end of social disorders, unrest, upheavals, wars, vandalism, crime, domestic violence and so on. How can design counteract<br />

virtual disorders: viruses, hacking, fake identities, deceptive information and information pollution.... Disaster is related to order<br />

because disaster may be defined as the breaking down of order. Presentations that were included In this theme addressed specific<br />

contexts when notions of order, control, social hierarchy and unity are rendered irrelevant. Like order, the identification of disaster<br />

may too be dependent on context. What counts as disaster for a particular culture, group or society may be regarded as victory<br />

for another. Also, disaster may be seen as a precondition for the birth of novelty, especially in the field of design. Hence the<br />

questions range from "what counts as disaster in design?" to "what is the place of design in a world of disasters?" The relationship<br />

between discourse, disaster, disorder and design calls for multi-disciplinary approaches and can be addressed from a variety of<br />

diverse theoretical perspectives such as science, metaphysics, phenomenology, post-structuralism, feminist and psychoanalytical<br />

theories, anthropology, evolutionary approaches, management, etc.<br />

Papers in this volume address contemporary or historical situations from clearly stated research experiences. Naturally, they do<br />

not respond to all of the questions raised above, but illustrate a convincing list of variety that design has much to contribute to this<br />

process - one of the reasons why we are publishing this book.<br />

Prof. Dr. Tevfik BALCIOGLU<br />

Dean, Faculty of Fine Arts and Design<br />

Izmir University of Economics, Izmir, TURKEY


Elif AKARLILAR<br />

'Designing Maviterrenean'<br />

Elif Akarlilar (1969) studied at the University of Vienna and received her post-graduate degree in International Politics. She then<br />

joined International Human Rights seminars at Strasbourg University. As she worked for Mavi New York offices she completed her<br />

masters degree in the New York University in the Costume History field.<br />

In 1991, Elif Akarlilar started to work for her family company in the foundation process of Mavi Jeans brand. Since 1999 she has<br />

been working as the Global Brand Manager at the Istanbul and New York offices of Mavi Jeans. She acts as the creative head of the<br />

brand by managing the design teams in Istanbul and NY as well as the marketing and visual merchandisng teams. Her longtime<br />

collaboration with Adriano Goldschmied, known as the gold hand of jeans design, and her other projects including Rıfat Özbek for<br />

Mavi, Maviology magazine, Martin Parr's'Style Hunting in Istanbul'Photo-book, Organic Denim and Istanbul T-shirts all bear her<br />

signature.<br />

Designer, Birsel + Seek<br />

Ayşe BİRSEL<br />

'My Disorderly Mind'<br />

Ayşe Birsel grew up in Izmir, Turkey. In 1989 she received a Fulbright Scholarship to complete her Master's Degree at Pratt<br />

Institute, Brooklyn, NY<br />

Recipient of the 2001 Young Designer Award from the Brooklyn Museum of Art, Birsel was a finalist at the Cooper Hewitt National<br />

Design Awards In 2002. She was named a Fellow at the International Design Conference at Aspen, and has taught at Pratt Institute.<br />

Her work is in the permanent collections of Cooper Hewitt National Design Museum and the Museum of Modern Art. In 2002, a<br />

collaboration with Bibi Seek led to the creation of their studio Birsel -i- Seek. Fueled by curiosity, disrespect for existing solutions and<br />

a love for drawing as a way to think, they have designed products for Herman Miller, Hewlett Packard, HBF, Merati, Target and Acme.<br />

Their work was included in the National Design Triennial 2006.


CliveDILNOT<br />

'Dancing with Disorder: Design and the Overcoming of Disaster'<br />

Clive Dilnot is currently Professor of Design Studies at New School University, New York where he teaches both design and in the<br />

University Humanities program. Previously, he was Professor of Design Studies and Director of Design Initiatives at the School of the<br />

Art Institute of Chicago. He has also taught at Harvard University, in Hong Kong and in Britain, and has been a visiting Professor at<br />

the University of Technology, Sydney, the University of Illinois in Chicago and Rhode Island School of Design. Dilnot has lectured,<br />

given keynote addresses and acted as visiting critic at universities and conferences world-wide. He has written extensively on design<br />

history and theory. Recent publications include Ethics? Design? {Chicago, 2005) and a forthcoming study on design research. Outside<br />

of design, he has written on aesthetics and art theory photography {Pirelli Work, SteidI, 2006) on the decorative arts; on museums and<br />

their framing of objects and on architecture and architectural theory. He has served on the advisory board of The Journal of Design<br />

History and is now on the advisory boards of the journals Visual Communication, Design Research Quarterly, andThRAD (Portugal).<br />

Gert DUMBAR<br />

'Breakfast, lunch, dinner and disaster pictograms'<br />

Gert Dumbar (1940) studied painting and graphic design at the Royal Academy of Fine Arts in The Hague. He studied in the<br />

post graduate graphic design program at the Royal College of Art in London. In 1977 he established Studio Dumbar, where he has<br />

completed numerous extensive corporate identity programs for many major national and international clients including: the Dutch<br />

Postal and Telecom Services {PTT), the ANWB (Dutch Automobile Association), the Dutch Railways, the Dutch Police, the Danish<br />

Post (together with Kontrapunkt a/s, Danmark) and the Czech Telecom. Studio Dumbar won numerous national and international<br />

design awards. Among these were two D&AD golden pencils, a prize that has never been won twice by any other graphis designer<br />

in the world. Since 2003 Dumbar has been teaching at the Royal Academy of Fine Arts in The Hague. In addition to this he frequently<br />

lectures at art schools and international design conferences. Between 2000 and 2002 Dumbar was visiting professor at the Royal<br />

College of Art in London. From 1985 until 1987 he was visiting professor there as well and headed the graphic design department.<br />

Since 1980 he has periodically taught and lectured at the University at Bandung, Indonesia. From 1996 until 1998 he was visiting<br />

professor at the Hochschule der Bildenden Künste Saar In Saarbrücken, Germany. From 1998 until 2002 he was a board member at<br />

DeslgnLabor In Bremerhaven, Germany. Dumbar has been the chairman of the Dutch association of Graphic Designers (BNO). In<br />

1987/1988 he was the president of British Designers and Art Directors Association and was a member of the Designboard of the<br />

British Rail Company until 1994. Gert Dumbar is a member of the Alliance Graphlque International (AGI). In 1990 the Humberside<br />

Polytechnic honoured him as Honorary Fellow. In 1994 the Asoclacion de Disenadores Grafaficos de Buenos Aires (ADG) appointed<br />

Dumbar to be a Honourary Member and in 1995 the English Southampton Institute honoured Dumbar with the title of Honourary<br />

Doctor in Design. Dumbar is the initiator of the travelling exhibition'Behind the Seen'about the work of Studio Dumbar, which has<br />

been shown in the Netherlands, Germany, Japan, the USA, China, Australia, Canada and The Hague in 2006.


E n D<br />

"I W A N T D I S O R D E R -- G E T IT?": T H E P A R A D O X I C A L R E P R E S E N T A T I O N S IN<br />

C Q N T E M P D R A R Y A R C H I T E C T U R A L N A R R A T I V E S<br />

Dr.Açalya Allmer<br />

Dokuz Eylül University<br />

Department of Architecture<br />

İzmir, Turkey<br />

acalya.allmer@deu.edu.tr<br />

Abstract:<br />

Underneath outwardly exhibited randomness and disorder<br />

in contemporary architecture today, there is a tendency<br />

towards greater organization for its representation. And this<br />

tension—between order and disorder—provides much of the<br />

narrative power of contemporary architecture. The seemingly<br />

chance encounters of surfaces, materials, or forms - which are<br />

generallyjudged to be negative - are today seen as immensely<br />

exciting. And yet, behind this seemingly disordered outlook,<br />

which demands the attention of the viewer, there is an<br />

enormous organization without which it would be impossible<br />

to build such designs in reality. To demonstrate paradoxical<br />

representations in contemporary architecture this paper turns<br />

toaSimpsonsepisode which features Frank Gehry as the guest<br />

architect who builds a concert hall in Springfield. This paper<br />

argues that playfulness, hollow virtuosity, and mystery are<br />

some of the conditions driving the language of contemporary<br />

architecture - but largely neglected in the current discourse.<br />

Exemplified by the scenes In the episode, the recent work of<br />

Frank O. Gehry will be studied for how it encourages, even<br />

impels, these conditions.<br />

Frank Gehry : ...And none of this would happen if<br />

it weren't for a letter written by a little girl.<br />

Marge Simpson: I wrote that letter.<br />

Frank Gehry : You wrote "You are the bestest<br />

architect in the world"?<br />

Marge Simpson : Well aren't you?<br />

{Simpsons, Season 16, Episode 14)<br />

Figure 1<br />

Underneath outwardly exhibited randomness and disorder in<br />

contemporary architecture today, there is a tendency towards<br />

greater organization for its representation. And this tension—<br />

between order and disorder—provides much of the narrative<br />

power of contemporary architecture. The seemingly chance<br />

encounters of surfaces, materials, orforms-which are generally<br />

judged to be negative - are today seen as Immensely exciting.<br />

And yet, behind this seemingly disordered outlook, which<br />

demands the attention of the viewer, there is an enormous<br />

organization without which it would be impossible to build<br />

such designs in reality.<br />

To accentuate myconcern with the paradoxical representations<br />

in contemporary architecture, I would like to draw attention<br />

to the Simpsons, the most favorite animated family in the<br />

world. In the fourteenth episode of The Simpsons' sixteenth


season (first aired on April 3, 2005 in the US), Frank O. Gehry<br />

is featured as a guest star. As the first architect to appear in a<br />

Simpson's episode, Gehry voiced the part and played himself.<br />

Let me narrate the episode briefly:<br />

TheSimpson family visits the neighbouring town ofShelbyville,<br />

the citizens of Shelbyville call Springfield's residents 'stupid<br />

hicks. 'This makes Marge very angry and when they return,<br />

Marge, as the Chairman of the Springfield Cultural Activities<br />

Board, proposes that the town builds a new concert hall so that<br />

Springfield would be seen as a cultured and refined place. And<br />

to upgrade Springfield's image she suggests Frank Gehry as<br />

the architect of course. We then see Gehry checking his mails<br />

in front of his house in Santa Monica, LA. He receives Marge's<br />

letter, asking him to design a concert hall in Springfield.<br />

Figure 2<br />

Although he is especially impressed by the Snoopy stationary,<br />

hedeniesherrequest, crumples upthe letter and throws it away<br />

on the sidewalk. But when he sees the paper's rumpled shape,<br />

he calls out: "Frank Gehry, you are a genius!" The crumpled<br />

paper transforms into a model for a new $30 million concert<br />

hall and Gehry then presents his design at the Springfield<br />

Town Hall. The town approves and the construction starts.<br />

First we see a regular, orthogonal steel system construction,<br />

and then cranes start swinging wrecking balls to knock and<br />

beat the structure into shape literally. Gehry gives his thumbs-<br />

up once the final form is achieved. However, the opening<br />

night of the Concert Hall was a disaster because apparently<br />

no one in Springfield but Marge likes classic music. And the<br />

building turns into a ruin soon. The town sells the building to<br />

Montgomery Burns who decides to turn it into a state prison.<br />

Figure 3<br />

It might be dubious to pick up the Simpsons to discuss Gehry's<br />

architecture. However, I believe, it can be particularly effective<br />

for illustrating the problems in contemporary architecture in<br />

a comedic narrative. Without argument one can assert that<br />

Gehry's architecture is known worldwide, and he is one of the<br />

few contemporary architects with little interest in theorizing<br />

his work. Needless to say, his work has been controversial. In<br />

many ways, his work speaks for the present problematic state<br />

of architecture and it deserves serious examination.<br />

Gehry in Springfield<br />

Figure 4<br />

Let's start with how Gehry shows up the first time in the<br />

Simpsons episode. At the Cultural Activities Board Marge<br />

mumbles desperately: "Think Marge think. Culture... vulture...<br />

birds of pray... pray In a church... the father, son, and Holy<br />

Ghost... ghosts are scary... scary rhymes with gary... that's it,<br />

architect Frank Gehry!" And she tries to convince the board


members by showing Gehry's Los Angeles Concert Hall seen<br />

on the cover of Concert Hall Weekly where it says: "So Good It's<br />

Gehry!"iVlarge convinces the committee to fund a new concert<br />

hall, designed by Frank Gehry. Sofarİtisstrangelyfamiİiar,asall<br />

the architect audience here would know, Simpsons illustrates<br />

'the Bilbao effect', a phenomenon entered into contemporary<br />

language ofarchitectural discourses afterGehry's Guggenheim<br />

Museum In Bilbao, Spain. The museum changed Bilbao, the<br />

former industrial city in economic decline, into one of the<br />

most popular destinations in Europe; virtually overnight. The<br />

Simpsons episode highlights the municipalities' attempts<br />

to get a Bilbao-esque architectural wonder in their cities to<br />

draw in visitors. Here, the city Is Springfield; the architect is, of<br />

course, Frank Gehry.<br />

Here comes the new concept of'Starchitect'or'Stararchitect',<br />

although giving celebrity status to architects is nothing new<br />

since Renaissance. However, since the popular success of the<br />

Guggenheim Museum in Bilbao, the media started to talk<br />

abouttheso-called'Bilbaoeffect'and a star architect designing<br />

a prestige building was thought to be the solution to produce<br />

a landmark for the city. I would like to cut short this discussion<br />

of starchitect, and'Bilbao effect'in an attempt not to reiterate<br />

what is known in current architectural narratives. And yet. It<br />

Is clearly seen that the Simpsons episode offers a relevant<br />

architectural commentary of the last decade, touching on<br />

issues like'starchitect', and'Bilbao effect'.<br />

I am a genius!<br />

Returning to the episode, we see how Frank Gehry gets his<br />

inspiration from a crumpled-up letter on the sidewalk. We<br />

should not forget that it is a highly satirical parody. And yet, it<br />

depicts his empirical design method, which famously begins<br />

at the very low-tech level of crumpled paper models and<br />

assemblages of found objects. Playfulness has been particular<br />

apparent In Gehry's oeuvre since the 70s. The consequences<br />

of this formal playfulness can best be observed, in the<br />

transformation of the architectural design process into a kind<br />

of game. Anthony VIdier (1992, p.102) explained the dilemma<br />

of the notion of play In its resemblance to Alice's playing<br />

croquet with the Queen of Hearts in Alice in Wonderland: 'She<br />

knew what the game was called, but there did not seem to be<br />

any fixed rule and to complicate matters the equipment was<br />

in continuous and random movement. From the flamingo-<br />

mallets to the hedge-hog-balls and the soldier hoops,<br />

everything was open to chance, deprived of the security of the<br />

articulated moves and their known consequences' Similarly, in<br />

Gehry's game, there seems to be no apparent rule. The formal<br />

implications of a design process informed by the aesthetic of<br />

playfulness are also demonstrated in Springfield Concert Hall,<br />

as in other Gehry buildings.<br />

The "bestest" architect in the world!<br />

The impact of technology on architecture Is not new and 1 have<br />

no intention of examining these issues in this paper. What I want<br />

to stress briefly, though, is the duality between construction and<br />

appearance, a crucial theme for today's architectural narratives.<br />

This duality can also been detected In the Simpsons'episode.<br />

Kolorevic {2005, p.n7) asserted that, 'in the new digitally-<br />

driven processes of production, design and construction are no<br />

longer separate realms but are, instead fluidly amalgamated.'<br />

In the episode we see Gehry at the construction site with his<br />

helmet on. Cranes start swinging wrecking balls to knock and<br />

beat the structure into the shape of a typical Gehry building.<br />

He gives his thumbs-up once the final form is achieved. It does<br />

not look like a digitally driven but a crane driven process, design<br />

and construction are done at the same time, amalgamated<br />

in a satirical way. It looks also as if it is very easy to build the<br />

Springfield Concert Hall. And later when the building turns<br />

into ruins, the mayor asks the town, 'Why did you tell that you<br />

did not like classical music?'They reply:'we did not have time,<br />

everything happened so quickly.'This dialog İsa parody of what<br />

happened in the construction of the Concert Hall in Los Angeles,<br />

which took 15 years to finish the construction.<br />

Mr. Burns'budget<br />

Looking at Gehry's architecture, what one sees is the display<br />

of extravaganza, Impetuousness, and technological virtuosity.<br />

But, there is another thing that exists behind the glossy surface,<br />

the unlimited budget of the cWent.lWis raises a number of critical<br />

issues. Perhaps the most obvious of these is that signature<br />

architecture requires rich clients who are able to afford it, such<br />

as Lillian Disney, the widow of Walt Disney, or Paul Allen, the<br />

co-founder of Microsoft, or the Guggenheim family, to mention<br />

only a few. Similarly, rich clients seem to preferGehry's work, as


they are able to represent their wealth through his architecture.<br />

In Walt Disney Concert Hall, for instance, when the 50 million<br />

dollars of Lillian Disney were not enough for completing the<br />

construction, the contribution of the donors saved the life of the<br />

building (Architectural Record, 1995, p.23). The donor names<br />

were etched onto floors and walls in letters proportionate in size<br />

to the amount they gave. The most generous donors had their<br />

names given to the parts of the building: hence, the Eli Broad<br />

auditorium, the Henri Mancini family stairway, and so forth.<br />

The Simpsons episode has a critical commentary on this issue<br />

as well. When the building turns into a ruin, the town sells the<br />

building to Mr. Burns, the fictional character on the Simpsons.<br />

He is the owner of the Springfield Nuclear Power Plant and<br />

Homer Simpson's boss. Mr. Burns is Springfield's richest and<br />

most powerful citizen, with an estimated net worth of $16.8<br />

billion USD (Montgomery Burns, wikipedia). He uses his power<br />

and wealth to routinely do whatever he wants. This time<br />

Mr. Burns has the power to buy the Gehry design-bankrupt<br />

Concert Hall and turn it into a federal prison.<br />

"Ha, ha! No Frank Gehry-designed prison can hold me!"<br />

Simpsons offer the biggest tragedy that has happened in<br />

a Gehry building: 30 million dollar Springfield Concert Hall<br />

ends up being converted Into a prison. Here we see another<br />

paradox. With a little effort, a concert hall can be turned into<br />

a prison. Is it not a known fact that Gehry's projects are all<br />

extremely similar in their sculptural language of curvilinear<br />

forms? From the Guggenheim Museum Bilbao to the Walt<br />

Disney Concert Hall, the EMP, the Richard B. Fisher Center for<br />

Performing Arts at Bard College and the Ray and Maria Strata<br />

Center at MIT, they are generally undifferentiated given the<br />

program, cultural context or existing site context.<br />

There Is no Intention to discuss Gehry's complete work In this<br />

paper. Instead it is intended to focus on some of the conditions<br />

driving the language of contemporary architecture. Gehry's<br />

architecture finds its realization in its exploitation of the<br />

latest technological advances. No argument can be made<br />

against this. He takes pleasure In displaying the technological<br />

capabilities of contemporary architecture thus leaving the<br />

spectator in a state of wonder at the skill and technical mastery<br />

that lies behind its construction.<br />

Figure 5<br />

Here I want to Introduce the idea of virtuosity for its own sake<br />

as another theme important for Gehry's recent architecture.<br />

What seems to be neglected in the contemporary discussions<br />

of architecture, however, is that a certain display of technical<br />

virtuosity - virtuosity for its own sake - is taken for granted, it Is<br />

apparent that a certain principle of technological virtuosity is<br />

essential to the realization of Gehry's architecture. This pursuit<br />

of virtuosity for its own sake culminates In Gehry's architecture<br />

with an Intention to leave the spectator in a state of wonder at<br />

the skill and technical mastery that lies behind its construction.<br />

Gehry depends on playful virtuosity to send the visitor out of<br />

the building grinning with delight.<br />

Figure 6<br />

"Frank Gehry, you like curvilinear forms much?"<br />

Speaking of rich clients, 1 want to give another building as<br />

example: the Experience Music Project (EMP) in Seattle,<br />

Washington (1995-2000), the ideal building for Gehry to test<br />

his ideas. A representative of the triumph of technology,


Microsoft cofounder Paul Allen acted as client with deep<br />

pockets for the EMP project. The private funding for this<br />

publicly accessible project meant the citizens of Seattle had<br />

no authority to be involved or influence on the design of the<br />

EMP {unlike Springfielders). Gehry's freedom is evident when<br />

looking at the plan of the EMR Lacking any of the traditional<br />

Gehry back of house budget-meeting boxes to which forms<br />

are draped; the EMP plan appears organic in nature. With the<br />

exception of "Sky Church", the remaining five programmatic<br />

volumes have seemingly chance encounters of surfaces,<br />

materials, or forms.<br />

Figure 7<br />

Behind this seemingly disordered outlook, there is an<br />

enormous organization without which it would be impossible<br />

to build such designs in reality. Gehry adopted a number of<br />

various advanced technologies to facilitate the construction<br />

of the EMR The most important tool being the CATIA<br />

(Computer Aided Three-dimensional Interactive Application}<br />

software used to model the building three-dimensionally. As<br />

an adaptation from aerospace Industry, this software has the<br />

ability to flatten complex multiple-curved surfaces which can<br />

then be used as a template to cut them into pieces. At EMP<br />

the flattened shapes of exterior panel cladding were cut using<br />

CAD/CAM and CNC (Computer Aided Drafting/Computer<br />

Aided Manufacturing, Computer Numerically Controlled)<br />

milling machines one by one and bending them back into<br />

their shape before mounting them in place on the building<br />

using GPS location devices and a highly customized mounting<br />

system which allows for adjustment (Linn, 2000, p. 175). One<br />

peculiar aspect in this construction process needs to be<br />

mentioned is the employment of custom-made elements,<br />

which represents an important change in the logic of building<br />

production. The use of custom-made pieces is one of the<br />

elements that makes Gehry's architecture unique, but at the<br />

same time makes it troubling. No two panels are similar out of<br />

the roughly four thousand panels covering the EMP exterior.<br />

Although the process of creating templates and cutting the<br />

shapes was highly automated by way of CATIA, these complex<br />

shapes had to be hand bent into their final shape and hand-<br />

assembled to include the necessary structural supportive<br />

metal fin framing. Each panel holds about seven shingles each<br />

of which has a unique shape and size. Each shingle is tailored<br />

to fit exactly in its designed location and each panel Is woven<br />

together in situ. As a result, the building's surface looks like a<br />

patchwork fabric.<br />

The notion of patchwork fabric, 1 have just Introduced, can be<br />

further studied considering a specific set of buildings. From the<br />

EMP, to the Jay Pritzker Pavilion In Millennium Park In Chicago<br />

(2004) (here 1 can add Springfield Concert Hall projecttoo), there<br />

is an apparent change in the surface treatment. The enveloping<br />

surface wrapping around the building, as in Bilbao, became<br />

continually {but unexpectedly) interrupted or broken in Gehry's<br />

later projects such as the Millennium Park pavilion. This frayed<br />

characteristic of the building's surface reveals the thinness of<br />

the surface, thus exposing the artificiality of his gesture.<br />

Figure 8<br />

The consequence of this series of interruptions on the<br />

metal surface is "the frayed and torn drapery," demanding<br />

the attention of the viewer and aspiring to the status of<br />

an autonomous sculptural object. Here, I would like to<br />

draw attention to the pattern of the draped surface. As


Leatherbarrow and Mostafavi (2002, p.l98) asserted, 'the<br />

patchwork of panels that makes up its surface is composed<br />

of pieces that have been cut from the same cloth, giving the<br />

building's novel geometries great regularity and cohesion.'<br />

This is evident in almost all of the buildings built after the<br />

EMP. Despite of their apparent formlessness, the pattern of<br />

their cladding appears to be cohesive and repetitive. Given<br />

the materiality and weight of the building, rendering such a<br />

surface is not an easy task. Nonetheless, it becomes a vehicle<br />

for displaying technological virtuosity, spectacle, and mystery,<br />

through which Gehry earns his appearance in the Simpsons.<br />

Figure 9<br />

REFERENCES:<br />

'The Seven-Beer Snitch', the fourteenth episode of The<br />

Simpsons' sixteenth season, 2005, television program. The<br />

FOX Network, US, 3 April.<br />

Kolorevic, B 2005,'Designing and Manufacturing Architecture<br />

in the Digital Age', Architectural Information Management,<br />

no. 3, p. 117.<br />

II •<br />

Leatherbarrow, D & Mostafavi, M 2002, Surface Architecture,<br />

The MIT Press, Cambridge.<br />

Linn, C 2000, 'Creating Sleek Metal Skins for Buildings^<br />

Architectural Record, vol.188, no.10, pp. 178. ^ ^<br />

'Frank Gehry's Walt Disney Concert Hall -his Masterpiece-<br />

Dances with Death' 1995, Architectural Record, vol. 183, no.<br />

10, p. 23.<br />

'Montgomery Burns', wikipedia, viewed 20 December 2005,<br />

<br />

Vidler, A 1992, The Architectural Uncanny: Essays in the<br />

Modern Unhomely, The MIT Press, Cambridge.<br />

1


O N T H E R E L E V A N C E D F B LI N D-VARI ATI a N-AN D-S E L E C T I V E - R E T E NTI D N İN<br />

C R E A T I V E A R C H I T E C T U R A L P R O B L E M S D L V I N B W I T H I N T H E C O N T E X T O F<br />

A R C H I T E C T U R A L E D U C A T I O N<br />

Hakan Anay<br />

Middle East Technical University,<br />

Department of Architecture, Ankara, Türkiye<br />

hakananay@yahoo.com, anay@metu.edu.tr<br />

Abstract<br />

Blind-variation-and-selective-retention process is essential<br />

for ail genuine gains and achievements in epistemic activities<br />

such as thinking, learning, and general problem solving. This<br />

idea is fundamental to the conception of "creativity" and<br />

"creative thought" in "evolutionary epistemology,"and should<br />

be equally applicable to the epistemic activities concerning<br />

"creativity" and "creative thought" such as architectural<br />

problem solving. Taking this argument as its basis, the present<br />

study examines and discusses the relevancy and applicability<br />

of blind-varlation-and-selective-retention as a model for<br />

architectural problem solving, particularlywithin the context of<br />

architectural education, it underlines particular characteristics<br />

of the model that should be considered prior to its adoption<br />

to architecture which these characteristics also point to lines<br />

of research which should be considered in depth.<br />

The present paper is based on the idea that bllnd-variation-<br />

and-selective-retention process Is essential for all genuine<br />

gains or achievements in epistemic activities such as thinking,<br />

learning, and general problem solving. (See Campbell 1960)<br />

This idea Isfundamentaltotheconceptlon of'creatlvethought"<br />

in "evolutionary epistemology," particularly in the works of Karl<br />

Popper and Donald Campbell and should beequallyappllcable<br />

to the epistemic activities concerning "creatlvlty"and "creative<br />

thought"such as architectural problem solving.' The main aim<br />

of the present study is to examine and discuss the relevancy<br />

of blind-variation-and-selective-retention process as a modeP<br />

for creative architectural problem solving within the context<br />

of architectural education. Its main thesis is that we can<br />

expand this model for the (re)conception of problem solving<br />

and "creative thought" or "creativity" in architecture, with<br />

some reconsiderations and modifications. Consequently the<br />

model will be profitable for architectural design education, for<br />

teaching/learning how to design and for gaining architectural<br />

knowledge.<br />

The nature of blind-variatlon-and-selective-retention<br />

process<br />

Blind-variation-and-selective-retention process in problem<br />

solving Is fundamentally based on trial-and-error with an<br />

"evolutlonary"argument.The process has following essentials<br />

(See Campbell 1960,1974):<br />

' The present paper is based on the hypothesis that architectural<br />

design can be evaluated as a "type of" problem solving activity in the<br />

sense that it is a purpose driven or teîeological process where acts<br />

of making, evaluation and remaking take place towards the creation<br />

of a work that potentially fulfils the objectives, or provide a solution<br />

to the stated architectural problem. The activity has an "epistemic"<br />

nature since it concerns and requires utilization and production of<br />

various levels and types of knowledge. However this does not amount<br />

to architectural design equals to problem solving or reduction of<br />

architectural design to a mere knowledge activity. These uses are for<br />

convenience, for isolation and foregrounding certain aspects of a very<br />

complex activity such as design that helps the paper to clarify the<br />

main problem, set its main argument and discuss the relevancy of it.<br />

^ The use of the term "model" refers to "a simplified description of a<br />

complex entity."


1."a mechanism for introducing variation," namely a series<br />

of -blind- trials which attempt to make a forward move<br />

which potentially carry the process from one stage to<br />

another, towards the solution.<br />

2. a "consistent" intentional "selection process" which<br />

eliminates the unsuccessful trials while keeping the<br />

successful ones.<br />

3. "a mechanism" for preserving the successful-so-far<br />

variations, and a "mechanism"for transferring them to the<br />

next series of trials.<br />

The process has an evolutionary argument in the following<br />

accounts: trials are more or less accidental or blind gambits,<br />

varied from the previous successful-so-far moves. Each gambit<br />

is controlled by a selection mechanism, which eliminates<br />

erroneous or unsuccessful moves, while leaving the successful<br />

ones to continue the search process.<br />

Blind-variation-and-selective-retention process in<br />

architectural problem solving<br />

The architectural adaptation of the model is based on<br />

the following main assumptions: In architectural problem<br />

solving, like all other problem solving processes, a blind-<br />

variation-and-selective-retentlon process is fundamental to<br />

all "genuine" and "creative" achievements. This intrinsically<br />

implies that in creative architectural problem solving, making<br />

always comes before selection and modification. Any shortcut<br />

bypassing this process, such as adoption of an Initial solutlon-<br />

in-prlnciple, schemas, or use of patterns, is dependent upon<br />

already existing knowledge or wisdom gained earlier by blind-<br />

variation-and-selective-retention -in a great extent- from<br />

earlier solutions. This viewpoint also implies that architectural<br />

problem solving activity Is actually embedded in the world of<br />

architectural works and architectural problems. In this sense,<br />

these arguments also apply to adaptation of earlier knowledge<br />

or wisdom to the new conditions which -also- requires more<br />

or less blind-variation-and-selective-retentîon process.^<br />

However, at first sight, blind-variation-and-selective-<br />

retention model ofarchitectural problem solving seems to be<br />

contrasting with the conventional view(s) of problem solving<br />

In two accounts. Dwelling on these widely accepted Issues<br />

may help us to clarify the model and adopt it to architecture.<br />

First, it is often argued that some sort of already achieved<br />

knowledge and wisdom reduces thefrequency of blind search,<br />

or trial-and-error Is not random or blind at all (See Campbell<br />

1960, Simon 1969, Akin 1986, Newell et'al 1958). For example<br />

in the Sciences of the Artificial, Herbert Simon (1969) argues<br />

that existence of previous knowledge or experience gained<br />

from "similar" or earlier problems affects the frequency of<br />

"trial and error" in the problem solving activity to the degree<br />

that it can be "altogether eliminated." Similarly, Newell et' a!<br />

(1958) argue that "trial-and-error attempts take place in some<br />

'space'of possible solutlons."Trials are controlled by some type<br />

of strategy that makes the progress "meaningful." A strategy<br />

"either permits the search to be limited to a smaller sub-space,<br />

or generates elements of the space in an order that makes<br />

probable the discovery of one of the solutions early in the<br />

process." (Newell et al. 1958) It is true that previous knowledge<br />

and wisdom provides a basis to begin with and proceed,<br />

and it provides shortcuts in creative search İn various stages<br />

and levels. In fact this is required, since no problem solving<br />

starts from a tabula rasa. But "knowledge" cannot altogether<br />

eliminate the "blind" search since what is creative and new<br />

Is what is -yet- unknown to us. If we reformulate, "creativity"<br />

means going beyond what was already known and achieved,<br />

therefore It should be blind. Knowledge of earlier solutions is<br />

essential to architectural problem solving, but even the use of<br />

earlier forms for the conception of new ones is not about basic<br />

repetition or imitation but requires interpretative/creative<br />

modification prior to their application to new conditions<br />

^ Architectural problem solving activity can be evaluated as<br />

"evolutionary" and "epistemîc" in two accounts: first, the activity is<br />

evolutionary since each work is somehow tied to tradition, earlier<br />

solutions, problems, and earlier body of knowledge. However, this<br />

type of "evolutionary" continuity is relatively more open to shifts,<br />

ruptures and discontinuities, and the "evolutionary" link might no be<br />

clear and observable at all. Second, the problem solving "process"<br />

itself is "evolutionary" since every new stage is successor of earlier<br />

stages and a modified or transformed version of them. This type of<br />

"evolutionary" continuity is generally not concern shifts and ruptures,<br />

and the "evolutionary" line is more clear or observable.


which also requires a type of blind-variation-and-selective-<br />

retention process.<br />

Simon (1969) further argues that problem solving activity<br />

"involves much trial and error" and "the more difficult and<br />

novel the problem, the greater is likely to be the amount<br />

of trial and error required to find a solution." However, "at<br />

the same time, the trial and error is not completely random<br />

or blind; as it was in biological evolution, but "...it is in fact,<br />

rather highly selective." (Simon 1969) He states that "the new<br />

expressions that are obtained by transforming given ones are<br />

examined to see whether they represent progress toward the<br />

goal. Indications of progress spur further search In the same<br />

direction; lack of progress signals the abandonment of a line<br />

of search." (Simon 1969) This might mean even if we do not<br />

possess any prior knowledge or experience related with the<br />

current problem situation, we can still determine the course of<br />

our search tovyards a goal: "problem solving requires selective<br />

trial and error." (Simon 1969) However, drawing a "search"<br />

direction Is also a trial, and precedes our evaluation of whether<br />

the line was progressive or not if it was not based on an earlier<br />

wisdom of some type. In addition, a currently progressive line<br />

does not guarantee that that it will remain so, or it will yield<br />

a successful solution, respectively a currently regressive line<br />

may turn into a progressive one if pursued further, and may<br />

lead to a successful solution. It is obvious that architectural<br />

problem solving Is not a random but a goal driven, intentional<br />

activity. Sut the source of intentionallty does not lie in the<br />

"making;' or in the "trials," but in the "selection" process. In<br />

other words, in architectural problem solving, goals are not<br />

totally attained through foreslghtful moves, but also by blind<br />

"trials," and the selection of unsuccessful trials followed by<br />

bearing on to explore the best-so-far trial lines. So we may<br />

reformulate the argument as follows; creative problem solving<br />

requires knowledge of earlier solutions and wisdom to start<br />

with and proceed, but at the same time it involves a blind trial,<br />

and selective error elimination, or more specifically, bllnd-<br />

variation-and-selective-retention process.<br />

Second account that seems to be conflicting with the idea of<br />

blind-variation-and-selective-retention is that architectural<br />

problem solving is purpose-oriented and teîeological.'' The<br />

main purpose of the architectural problem solving activity Is<br />

to construct a work that will -potentially- provide a solution<br />

to the formulated problem.Typicaliy, an architectural problem<br />

is stated in the form of a brief or a program. A popular view<br />

of architectural design, which was perhaps descendant from<br />

the functionalist doctrine in architecture, proposes that the<br />

program is the only legitimate and neutral source and origin<br />

of the form, an asset which directly implies, governs the<br />

formalization process and the solution: Form or the solution<br />

is something postulated as the purpose or posited at the<br />

expense of function or program. This view of architectural<br />

problem solving is problematic at least In two accounts: first,<br />

the program can neither be objective nor comprehensive.<br />

There will always be preconceptions and prejudices playing<br />

an active role In the preparation of a program, and for this<br />

reason, the program will always be selective and biased. (See<br />

Rowe 1996) Second, even If such a program exists, there is no<br />

algorithm, and no method that can guarantee a program to<br />

be directly translated into a meaningful form or solution. This<br />

problem was perhaps best stated by John Summerson (1957)<br />

as follows: "The conceptions which arise from a preoccupation<br />

with the programme have got, at some point, to crystallize<br />

into a final form and by the time the architect reaches that<br />

point he has to bring to his conception a weight of judgment,<br />

a sense of authority and conviction which clinches the whole<br />

design, causes the impending relationships to close into a<br />

visually comprehensible whole." But he confesses that there<br />

We may distinguish at least two main types of teîeological<br />

achievements which an architectural problem solving activity<br />

might concern: first is intrinsic to the activity or the process itself<br />

and actually embedded in it. It concerns construction or design of<br />

an architectural work that should provide a -potential- solution to<br />

an architectural problem which was stated in the program or the<br />

brief. In this sense "prog ram"or purpose is an element which actively<br />

plays a constructive or formative role in the process. Second resides<br />

beyond the process and the work. It concerns for example an<br />

intended change in the environment through architecture; better<br />

living conditions, a livable city, more accessible environment and<br />

buildings, etc. In this case, the control between the work and the<br />

intended modification or change is not direct and clear. The model<br />

proposed here particularly concerns the first category. However, an<br />

architectural work can still be considered as a "device" that has the<br />

potential and responsibility to make a change in the environment,<br />

which can be interpreted as a "trial."


is a "hiatus:""tinere is no common theoretical agreement as to<br />

whathappensorshould happen at that poinf'of crystallization.<br />

(Summerson 1957) It is true that program is a fundamental<br />

"constructive" or "formalizing" element in architectural<br />

problem solving, but the problem is that it is often misplaced<br />

in its widely accepted concept!on(s). Program or purpose<br />

neither implies the solution nor prescribes the formalization<br />

of the solution, but only good for selection and judgment: Any<br />

teleologica! achievement in architectural problem solving is<br />

notattained-fully-through direct formalization process, based<br />

on the program, plan, aim, purpose or something else similar,<br />

but through blind-variation-and-selective-retention, or more<br />

architecturally, through making, selection by criticism, and<br />

remaking. Program or aim is not good for directly "forming"<br />

the solution but only for "selection" and through the selection<br />

process for guiding the course of "search" and consequently<br />

determining the"so!ution."<br />

In a final analysis, conventional views of problem solving are<br />

compatible with blind-variation-and-selective-retention in<br />

these two seemingly-contradicting accounts. They rather seem<br />

to focus and foreground certain aspects of creative problem<br />

solving which are already contained by the proposed model.<br />

To sum up and reformulate, architectural adaptation of the<br />

proposed model has three essential points:<br />

First, creative problem solving in architecture, as in other<br />

problem solving processes, requires knowledge of earlier<br />

solutions and wisdom to start with and proceed, but at<br />

the same time it involves a blind trial, and selective error<br />

elimination, or more specifically, blind-variation-and-selective-<br />

retention process. We may adopt this process to architecture<br />

as follows: creative problem solving in architecture calls for a<br />

process of making, critical selection (or selection by criticism),<br />

and remaking.<br />

Second, knowledge of eariier solutions is essential in<br />

architectural problem solving, but the use of eariier forms<br />

for the conception of new ones is not about basic repetition<br />

or imitation but requires an in depth understanding and<br />

interpretative/creative transformationpriortotheirapplication<br />

to new conditions which also requires a blind-variation-and-<br />

selective-retention process. Since the solution already exists.<br />

the process of understanding can be interpreted as more of a<br />

hypothetical (re)construction.<br />

Third, any teleological or purpose-oriented achievement in<br />

architectural problem solving is not attained -fully- through<br />

direct formalization process which is prescribed in the purpose,<br />

program or problem formulation, but through making and<br />

selection by criticism, or by blind-variaîion-and-seiective-<br />

retention process.<br />

Conclusion: Things to (re)consider<br />

If blind-variation-and-selective-retention model will be<br />

adopted and employed for architectural problem solving,<br />

particularly within the context of architectural education,<br />

various essentials must be (re)considered. These essentials<br />

also point to various research lines or fields that should be<br />

studied in detail.<br />

1. There must be methods and strategies and also tools<br />

for the analysis and understanding of the existing works<br />

of architecture for gaining already existing knowledge<br />

and wisdom as the basis for creative investigation. In<br />

architectural problem solving, reliance on tradition Is<br />

inevitable: one must start where his or her predecessors<br />

left. This has the primary importance for the students<br />

of architecture since they barely possess the required<br />

background knowledge to start with, and proceed the<br />

search process.<br />

2. Variation-creation is essential to the proposed model.<br />

However, creation of many variations or parallel exploration<br />

lines seems to be contradicting the conventional making<br />

habits of architectural problem solving. Still it seems to<br />

be a viable approach particularly for education, but needs<br />

further investigation.<br />

3. Combined with the previous, there is also a need for<br />

methods and strategies and also tools for making and<br />

variation-creation process. Existence of methods and<br />

strategies-although they still do not guarantee the success-<br />

Is what makes the difference between "blind" search and<br />

"random" search. Tools help methods and strategies work<br />

or even make them available to this process.


4. Creation of many variations or parallel exploration<br />

lines seems to be harder and more complex than the<br />

conventional making habits seeming o follow a single<br />

line. It seems that computer software is a viable and<br />

powerful tool to be used for this purpose if they were once<br />

(re}considered and (re}designed particularly to support<br />

this process.They can further provide seamless control on<br />

the"evolutionary" process. (See Anay 2005)<br />

5. There is a need for experimentation and free play: the<br />

point is; an unblocked forward movement is essential for<br />

"creativity.'This must not be confused with "free expression,"<br />

or a similar unmedlated making activity. Any forward<br />

movement should depart from the existing wisdom, or<br />

should be based on the criticism of what already existed,<br />

and should be controlled by rigorous selection through<br />

criticism.<br />

6. Combined with the previous, there Is a need for rigorous<br />

selection processes. In architecture this is generally tied to<br />

problem formulation, program and contextual forces. It is<br />

worth to restate that neither of these or similar assets imply<br />

or prescribe the solution. Critical selection (and retention)<br />

is the only way for reaching teîeological achievements in<br />

architectural problem solving.<br />

7. There Is a need for methods, mechanisms and tools<br />

enabling the continuity of the evolutionary process, for<br />

preserving the successful-so-far solutions, and Informing<br />

the next generation of variations. It must be noted that<br />

this is relevant for both within the unique problem solving<br />

process; from one stage to another, or without it; between<br />

the present architectural problem solving process and the<br />

problems and the solutions preceding it.<br />

Finally, It must be underlined that previous arguments also<br />

(re)locate the tradition (or the body of earlier knowledge)<br />

and the program (or architecture's Utopian or teîeological<br />

component) within the architectural problem solving process.<br />

This structure differs from most "accepted" approaches,<br />

but essential, and must be considered as such prior to Its<br />

application In any area Including education.<br />

References<br />

AKIN, Ö., 1986, Psychology of Architectural Design, London:<br />

Pion Limited<br />

ANAY, H., 2005, Towards a Reconsideration of Computer<br />

Modeling in the Idea-Creation and Development Stages of<br />

the Architectural Design Process In: New Design Paradigms,<br />

Conference proceedings of lASDR 2005 Taipei-Taiwan<br />

CAMPBELL, D.T., 1960, Blind Variation and Selective Retention<br />

in Creative Thought as in Other Knowledge Process, In:<br />

Psychological Review, Vol. 67, No. 6,380-400.<br />

CAMPBELL, D.T., 1974, Evolutionary Epistemology, In: P.A.<br />

Schtipp (Ed.) The Philosophy of Karl Popper, La Salle, Illinois:<br />

Open Court, 413-463.<br />

NEWELL, et'al., 1958, Elements of a Theory of Human Problem<br />

Solving, In: Psychological Review Vol.65, No. 3,151-166.<br />

POPPER, K.R., 1972, Objective Knowledge: An Evolutionary<br />

Approach, Oxford: At the Clarendon Press<br />

ROWE, C.,1996, Program versus Paradigm: Otherwise Casual<br />

Notes on the Pragmatic, the Typical, and the Possible In:<br />

A.Caragonne (Ed.) As 1 was Saying: Cornelliana,The MIT Press<br />

SIMON, H., 1969, The Sciences of the Artificlal,Cambrldge,<br />

London, Mass.: The M.l.T. Press<br />

SUMMERSON, J., 1957, The Case for a Theory of Modern<br />

Architecture, In: R.I.B.A. Journal


G D M P U T E R A I D E D D E S I G N (GAD) A N D C D M P U T E R A I D E D M A N U F A C T U R I N G<br />

(GAM) IN T H E J E W E L L E R Y S E C T O R IN T U R K E Y<br />

Dilek Ayyildiz<br />

Industrial Product Designer<br />

Research Assistant<br />

Doğuş University, Faculty of Fine Arts and Design,<br />

Industrial Product Design Department<br />

Istanbul, Turkey<br />

dilekayyildiz@gmail.com<br />

Abstract<br />

The jewellery sector in Turkey, which is the second most jewel<br />

exporting country in the world after Italy, gained dynamism<br />

by the use of computer aided design (CAD) programs. While<br />

previously the molds and the models were made in a small<br />

quantity by the craftsmen In the workshops around Grand<br />

Bazaar, now more designers have begun to work in this sector<br />

by using CAD programs such as Jewelcad, Rhino and Matrix.<br />

Now designers not only design the models and leave the<br />

production process to the craftsmen, they also draw the mold<br />

designs by using CAD programs.<br />

Jewellery sector has become a more innovative one by CAD<br />

and computer aided manufacturing (CAM) systems. Especially<br />

by designing much more models and molds, production gained<br />

a huge speed and the decrease in costs caused an increase<br />

in exportation. Besides, designs that have perfect finishes are<br />

produced by using CAD programs and CAM systems.<br />

This paper includes the process of jewel production by using<br />

CAD and the stages of CAM. Also there will be some examples<br />

of many jewels which were produced by CAD/CAM systems.<br />

CAD/CAM and the Sectors It Is Used<br />

CAD/CAM isdefined a5"a computer system used in engineering,<br />

combining design techniques and manufacturing principles,<br />

as in the creation of complex wiring diagrams and the design<br />

of coordinated machine parts" (Webster Dictionary, 1995).<br />

Computer Aided Design (CAD) was referred to a technique<br />

which employs the computer in the design process in order to<br />

increase the efficiency of the designer. By use of computer in<br />

design, labor and time reduce which are attributing towards<br />

producing a safer and a better design (Kim et al., 2002).<br />

CAD is a wide range of computer-based tools that assist<br />

design professionals in their design activities. In CAD, the<br />

use of computer could be very effective during the task of<br />

reproducing the drawings or drawing alternatives. For that<br />

reason, some people re-defined CAD as "Computer Aided<br />

Drafting". Computer Aided Design and Drafting (CADD) are<br />

used for differentiating it from the traditional definition of<br />

CAD (Onwubiko, 1989).<br />

Computer-aided manufacturing (CAM) is "in relation with the<br />

product lifecycle management computer-based software<br />

tools that assist engineers, in the manufacture of product<br />

components" (Wikipedia, 2006). By the help of CAD, the<br />

products firstly modeled in computer and then the data<br />

converted to generate CNC code to drive numerical controlled<br />

machine tools. Usually the CAD operator exports the data in<br />

one of the common data formats, such as IGES or STL, that are<br />

supported by a wide variety of softwares (Wikipedia, 2006).<br />

In jewellery sector the CAD-CAM programs especially use<br />

the .STL file format, for this reason operators exchange their<br />

drawings to this format.<br />

The first CAD systems were developed in MIT in 1963 by Ivan<br />

Sutherland and his professor Stephen Coons. They improved


the Sketchpad which allowed the designer to Interact with<br />

computer graphically. The design was fed into the computer<br />

by drawing on a monitor with a light pen (Kaftanoğlu, 2006).<br />

I<br />

The first applications of CAD were in automotive, aerospace<br />

Industries and In electronics. Also the first applications of CAM<br />

were in automotive and aerospace industries such as UNISURF<br />

In 1971 at Renault (Bezler) for car body design and tooling<br />

(Wikipedia, 2006).<br />

Today CAD is used in many sectors such as;<br />

• Industrial Design (Automotive, Fashion, Jewellery,<br />

etc.)<br />

• Building Engineering<br />

• Civil Engineering<br />

• Mechanical Engineering (Automotive, Aerospace,<br />

Consumer Goods, Machinery, Ship Building etc.)<br />

• Many other organizations where designers and<br />

engineers work together.<br />

The Jewellery Sector in Turkey<br />

Istanbul Is the core area ofgold jewellery production in Turkey.<br />

These firms were all close to Grand Bazaar, but In recent years<br />

these firms moved in a new region called Kuyumcukent In<br />

Istanbul. However, production In Ankara and Izmir Is also<br />

extensive. Jewellery making Is a traditional work for Turkish<br />

people; therefore, the handcraftsmanship in Turkey is better<br />

then the other countries. There are still small workshops<br />

and craftsmen that are producing handmade jewellery in<br />

Diyarbakır, Mardin and Trabzon. Filigree (telkari) -made in<br />

Mardin- and golden wickerwork bracelets -made in Trabzon-<br />

are some of unique arts used in handmade Jewellery.<br />

Filigree or telkari, as it is called In Anatolia, is a jewel work,<br />

which is made with twisted threads ofgold or silver (Figure 1).<br />

In this art, metal Is curled, twisted and plated and then united<br />

from their endpoints with each other (Filigree, 2007). Before<br />

making filigree, the silver is melted first and then poured Into<br />

a mold to make thin rods. Then, these thin rods are drawn to<br />

wires which are 1 millimeter in diameter. First the frame is<br />

made with 2 millimeter thick wire to attach the motifs, and<br />

then the motifs are welded to the frame with silver and borax<br />

mixture. Making filigree jewellery is a very hard work; for this<br />

reason, they are only made by talented craftsmen.<br />

Figure 1. (Wind of Anatolia, 2007)<br />

On the other hand, golden wickerwork bracelets - which<br />

are made of tiny golden or silver wires - are woven by hand<br />

at homes by young girls (Figure 2). Firstly gold or pure silver<br />

Is melted and then they formed into sticks. These sticks are<br />

then drawn to 0.3 millimeters; thus, silver or gold wires are<br />

obtained. Then they are given to the weaver ladies. There is no<br />

machine involved at any stage of this art. But It takes too many<br />

hours; such a bracelet could be weaved in 12 days.<br />

Figure 2. (Trabzon Culture and Tourism, 2007)<br />

In gold jewellery production, Turkey ranks among the top-five<br />

countries in the world. It has the total capacity to produce 400<br />

tons of gold and 200 tons of silver annually. For this reason,<br />

Turkey is pointed out as a rival to Italy in this field by world<br />

jewellery authorities.<br />

The gold jewellery sector of Turkey has turned Its attention<br />

to exporting its products in recent years. Jewellery produced<br />

by an intense accumulation of information and technology<br />

and ornate concept of design has been exported to a total of<br />

130 countries. In 2004, the US occupied the first place in our


jewellery exports, -by order of exportation ratios- the other<br />

countries are;The United Arab Emirates, Switzerland, Germany,<br />

Russian Federation, Italy, Libya and Israel (IMMIB, 2006).<br />

Moreover, there are some foundations that are supporting<br />

the jewellery production and exportation In Turkey. Istanbul<br />

Chamber of Jewellery is making researches for companies<br />

about the new countries for exporting trade or promoting<br />

companies to attend the exhibitions in different countries to<br />

introduce the Turkish jewellery companies and their products<br />

(Karbeyaz, 2005).<br />

Turkish companies are attending international exhibitions<br />

suchas"Vicenza"in Italy and national exhibitions such as "Gold<br />

& Silver Expo Made in Turkey" in Istanbul. In these exhibitions,<br />

the companies advertise themselves with catalogues and<br />

their products.<br />

Another organization for jewellery is Istanbul Precious<br />

Minerals and Jewellery Exporters' Association which was<br />

founded in July 2003. Basic aims of Istanbul Precious Minerals<br />

and Jewellery Exporters'Association can be summarized as:<br />

• To increase exports,<br />

• To provide better promotion of the sector in the<br />

international domain,<br />

• To organize the professional relations and activities of<br />

exporters,<br />

• To find solutions to all types of problems,<br />

• To guide the export activities of member firms (IMMIB,<br />

2006).<br />

Use of CAD-CAM in Jewellery Sector<br />

As it is mentioned before, there are a lot of companies that<br />

are producing jewellery in Turkey. Also there are workshops<br />

where craftsmen make handmade jewels. A craftsman could<br />

make a piece of jewellery in 2 ways. He could make it by hand<br />

using many types of equipment to form the metal (Figure 3).<br />

The second way doesn't take a shorter time with respect to the<br />

first way, because the craftsmen make the same operations<br />

with wax. He makes the model with wax and then have this<br />

cast in metal.<br />

Figure 3. (Buccellati, 2000)<br />

Today there is another way for making jewellery. By using<br />

CAD/CAM, this process doesn't take a long time.The model of<br />

any complex design could be made in a day with its drawing<br />

and wax model. By using a computer program that is written<br />

for jewellery production, the designer or a CAD operator could<br />

draw the design's mold in a few hours. It also depends on the<br />

intricacy of the design. 11<br />

After the design's mold which is modeled by computer,<br />

the CAD data are converted to another file format which is<br />

compatible with the manufacturing machine's CAM system. In<br />

jewellery sector, especially a special type of machine is used<br />

which prints wax from its"jets"just like in an Inkjet printer. This<br />

machine prints wax to build up the form of wax jewellery. By<br />

the help of CAD/CAM the operator could calculate how many<br />

hours this process would take. In Turkey, designers involve<br />

all these processes of jewellery making. They could design<br />

jewelleryandthen model its mold in computer. After modeling,<br />

designers exchange the data to the format that is used in the<br />

manufacturing machine. For this reason, the designer could<br />

control every details of the jewellery. S/he could also calculate<br />

the weight of the jewellery so that s/he could change some<br />

parts of the model to make it a little bit weightless. The other<br />

advantage of the CAD/CAM approach is that the designer<br />

could render the model (Figure 4) to show the customer how<br />

the finaj piece vyill look like before producing the cast.<br />

Figure 4. (Author's Collection)


The Process of Jewellery Production<br />

Design software is the most important thing during the<br />

process of making jewellery by computer. There are lots of<br />

programsthatallowmodeling products, but in jewellery sector<br />

more detailed programs should be used. For this reason some<br />

special programs were written for jewellery. These softwares<br />

are; n i ||<br />

• Artcam Jewelsmith,<br />

• 3Design Jewel,<br />

• Freeform,<br />

•Jewelcad,<br />

•Jewelspace 3,<br />

• Matrix 3D Jewellery Design Software Version,<br />

• Solidworks,<br />

• Rhinoceros.<br />

InTurkey especially Jewelcad, Matrix, Rhinoceros and Freeform<br />

are used. The operator using Jewelcad, begin drawing by lines<br />

and design all surfaces as a solid model. The program also<br />

allows the designer to see every sides of the design on the<br />

monitor. Figure 5 shows the interface of Jewelcad program.<br />

[ Figure 5. {Author's Collection)<br />

Rhino (Figure 6) and Matrix (Figure 7) are other softwares.<br />

These programs are especially used for taking photorealistic<br />

images of the jewellery. Maybe the most important advantage<br />

of using such programs is that the operator could show the<br />

clients the rendering before beginning production. So the<br />

client could imagine what s/he would buy. Furthermore, a<br />

web site of the company or the catalogue of the products<br />

could be prepared by using these images. Contrary to these<br />

programs, Jewelcad's rendering (Figure 8) is not as good as<br />

these software programs.<br />

Figure 6. (Rhinoceros, 2007)<br />

Figure 7. {Gemvision, 2007)<br />

Figure 8. (Author's Collection)<br />

In addition, in Rhino the operator could see the four sides of<br />

the design while drawing, and the most important advantage<br />

of Rhino with respect to Jewelcad is that the user could also<br />

write the command to the command line at the top as it is In<br />

AutoCad. On the other hand, the disadvantage is that the user<br />

should draw all the jewellery components such as gem stones<br />

before drawing a model. But in Jewelcad there are many<br />

kinds of gem stones in every shape and cut in the software's<br />

database.<br />

Freeform is another program which is very different from the<br />

other ones. In this program the operator should work like a<br />

sculptor. Another feature of this software is that the operator


doesn't draw by lines as in other programs but hew the solid<br />

form so as to give shape. Operator uses equipment for hewing<br />

which is working by touching sense. (Figure 9). Artistic designs<br />

could be made by this program.<br />

Figure 9. (CADEM, 2007)<br />

After drawing the model in the computer, the next step is<br />

converting the design format into another format that a CAM<br />

program can read. The .STL format is mostly used for files.<br />

Modelworks (Figure 10) is a program that converts the jcad<br />

file format to the .STL format. With the help of this program,<br />

it can be calculated how many hours does it take to complete<br />

the model before beginning to produce the mold, the process<br />

status of the wax model could be seen at any time. Furthermore,<br />

if there is an error, it could be controlled and changed before<br />

beginning manufacturing.<br />

Figure 10. (Author's Collection)<br />

There are also a lot of producing machines that produce wax<br />

models. Some of them use wax as an Inkjet printer. It forms the<br />

design slice by slice, as printing wax in every slice.<br />

InVision HR 3-D Printer: In this machine there are a lot of jets<br />

that spout hot photopolymer. There is also wax for support<br />

material. After the model finishes, the wax is melted and the<br />

model is taken.<br />

ThermoJet: In this machine there are 352 jets. The main<br />

advantage of this machine is that you can produce high<br />

amounts of models in a few hours, so the model could be used<br />

without taking their rubber or silicone molds.<br />

Viper Sİ2: This machine uses hard resin and doesn't use any<br />

support material. Because the model is produced by the<br />

machine using hard resin. It could be used for silicone mold<br />

to produce high amounts. However, in other machines the<br />

wax model should be turned Into a metal master piece. Then<br />

it could be put into silicone or rubber to take their molds and<br />

use them in next productions. |i| ;<br />

Solidscape-T66 (Figure 11): The main advantage of this<br />

machine is that the system delivers higher precision models,<br />

prototypes and patterns than any other pattern making<br />

systems with build layers as fine as 0005 inches. It has 2 jets,<br />

one for build, and one for support material. Therefore, this<br />

machine isn't as fast as the other ones. 11 i<br />

Figure 11. (4C Engineering, 2007) ;<br />

After all the process that could be done by CAD/CAM systems<br />

finishes, the craftsmen begin to work In the other processes.<br />

Because the wax should be held and then prepared for<br />

casting. First of all the wax molds are all collected and are put<br />

on to a wax body (wax tree) (Figure 12).Then they are sent to<br />

casting. There, the wax melts and the spaces are filled with<br />

metal (silver or gold), so the master pieces are gained for<br />

silicone and rubber molds. But in some machines the molds,<br />

which are produced In the modelmaker machine, could be<br />

used as the master for building the silicone rubber mold. As


a result, the process could be shortened by the help of those<br />

machines.<br />

Figure 12. {Author's Collection)<br />

After the master piece is taken, it is put into the rubber and<br />

pressed in a high temperature by a press machine. After a few<br />

hours, the rubber mold is cut and the master piece is taken out<br />

(Figure 13). In this process, silicone mold could also be used.<br />

White making silicone molds, the model is fixed in a small<br />

box and then silicone is poured around the model. After the<br />

silicone has solidified, it becomes a silicone bar with the metal<br />

master piece inside. Then the bar is cut by scalpel in order<br />

to separate the bar into two parts. The master piece is taken<br />

out from the silicone bar to create a cavity. At the end of this<br />

process a silicone mold is gained from the silicone bar.<br />

Figure 13. (Author's Collection)<br />

Now the silicone mold could be used for casting the wax<br />

pattern. By injecting wax into the cavity inside the mold, lots<br />

of wax patterns could be reproduced (Figure 14).<br />

Figure 14. (Author's Collection)<br />

After all of this process the stone setters put the gem stones<br />

on the jewellery (Figure 15) and the other craftsmen polish<br />

the jewellery. At last, it is ready for the customer.<br />

Figure 15. (Buccellati, 2000)<br />

The Importance of CAD/CAM for Jewellery Sector<br />

The main important role of the computer aided design<br />

is generating hard-copy engineering drawings; by its 3D<br />

representation it improves the communication between<br />

designers and the engineers, so this increases the efficiency<br />

of the design process (Kim et al., 2002). It also improves the<br />

communication between the designer and the customers.<br />

Contrary to handmade models, the jewellery made by CAD/<br />

CAM systems brings more efficiency, time and profit to the<br />

producers. CAD softwares and CAM systems are improving<br />

day by day. In the next step the process of making rubber mold<br />

would be abolished and so the production process would be<br />

shortened.<br />

On the other hand, trying to make all the models with CAD/<br />

CAM systems is not possible. These systems are beneficial<br />

for producing some technical and complicated pieces that<br />

are difficult to make by hand. There are still some pieces<br />

that should be made by the goldsmith. Hence, Molinari and<br />

Megazzini (2000) say that CAD/CAM isn't a substitute for<br />

traditional techniques, but as a complementary technique<br />

that helps the goldsmith to carry out some operations more<br />

rapidly and more accurately.<br />

In Turkey, jewellery designers are just like goldsmiths or CAD<br />

operators. Therefore, they already understand the factors,<br />

such as wall thickness or structural integrity of various<br />

lengths, which affect the molds. These effective factors give<br />

opportunity to the craftsmen and the jewellery designers to


collaborate İn this work. In some parts of these drawings the<br />

craftsmen could make recommendations to the designers<br />

about how the mold could be more efficient.<br />

In CAD systems, model can be viewed at any angle during<br />

the modeling process. This technique could be determined<br />

as virtual prototyping or digital mock-up (Kim et al., 2002)<br />

because It enables to control the finished design or the mold<br />

before production. Hence, this saves time, reduces the cost<br />

and helps to realize possible mistakes. In jewellery design<br />

during the computer aided design step the designer could<br />

calculate how many gem stones would be used or what would<br />

be the weight of the design. So before manufacturing the<br />

jewellery could be shown to the customer and their wishes for<br />

the design could also be applied.<br />

In addition, the communication between the design team and<br />

the marketing department is improved by CAD systems. In<br />

traditional design methods there was only the sketches of the<br />

design until a model was created, for this reason imagining<br />

the final product by marketing staff was very hard. With the<br />

addition of CAD, marketing staff could better visualize the<br />

final product, and make suggestions earlier in the process.The<br />

sales person could calculate the cost of design. Some revisions<br />

could be made on design before production. We could say<br />

that CAD/CAM is beneficial for every department of the<br />

company. It helps the relatalonship between the departments<br />

and enables the people intervening the design process If it Is<br />

needed.<br />

Due to the precise control of the computers, more complex<br />

and detailed jewellery designs could be manufactured.<br />

Sometimes the models could be made just like the handmade<br />

products. The machines that the CAM systems are used help<br />

the producers In this stage.<br />

As it is mentioned before, Turkey mostly ranks among the<br />

top-five countries in the world in gold jewellery production.<br />

Inevitably, jewellery sector in Turkey should produce much<br />

more jewellery. But the designs should be unique and<br />

excellent. Technological developments should be pursued by<br />

the people In this sector. In order to increase the production<br />

rate, sector should use CAD/CAD systems. These systems offer<br />

great benefits to the Jewellery industry from the design stage<br />

through manufacturing process. By the use of CAD/CAM<br />

much more models and molds could be produced so that the<br />

production and exportation could gain a huge speed. It would<br />

enable Turkish design and firms Increasing their export ratios.<br />

In this way, Turkish jewellery design could also compete In<br />

global market.


Author's Work Experiences in theTurkish Jewellery Sector<br />

CAD., 2006. In Wikipedia the Free Encyclopedia. Retrieved<br />

November 20, 2006, from Wikipedia The Free Encyclopedia<br />

Online: http://en.wikipedia.org/wiki/Computer_aided_design<br />

CAM., 2006. In Wikipedia The Free Encyclopedia. Retrieved<br />

November 20, 2006, from Wikipedia The Free Encyclopedia<br />

On line:http://en.wikipedia.org/wiki/Computer-aided_<br />

manufacturing#History<br />

CAD/CAM., 1995.The New Webster's Dictionary of The English<br />

Language, Lexicon Publications, New York.<br />

FILIGREE., 2007. In Encyclopaedia Britannica. Retrieved January<br />

3, 2007, from Encyclopcedia Britannica Online: http://www.<br />

britannica.com/eb/artlcle-9034262<br />

IMMIB, "Jewellery", Retrieved December 26, 2006, from IMMIB<br />

Online: http://www.immlb.org.tr/Eng/MUCEVHER/INDEX.ASP<br />

Erişim 26.12.2006<br />

KAFTANOĞLU, B., 2006. "Bilgisayar Destekli Tasarım ve İmalat<br />

Nasıl Başladı ve Gelişti?", TurkCADCAM, January-February<br />

2006, No. 1,pp. 8-12.<br />

KARBEYAZ, A., 2005. Interview on 30.06.2005, Retrieved<br />

December 26, 2006, from E-Jewe!lery Online: http://www.e-<br />

jewellery.com/tr/haber.asp?VID=43<br />

KIM, H., QUERIN O.M., STEVEN G.P., 2002."On the Development<br />

of Structural Optimisation and Its Relevance in Engineering<br />

Design", Design Studies, Vol. 23, No. 1, pp. 85-102.<br />

MOLINARl, LC. and MEGAZZINI, M.C., 2000. "The Role Of Cad/<br />

Cam In The Modern Jewellery Business", Retrieved February<br />

23, 2007, from Gold Organisation<br />

Online: http://www.gold.org/discover/sci_indu/GTech/<br />

1998_23/Cadcam.pdf<br />

ONWUBIKO, C, 1989. "Foundations of Computer-Aided<br />

Design", West Pubishing Company, St Pauls.<br />

References For Figures<br />

Collection of Author<br />

4C ENGINEERING, "Solidscape-T66", Retrieved January 03,<br />

2007, from 4C Engineering<br />

Online: http://www.4c.com.tr/en/solidscape.asp<br />

BUCCELLATİ, G., 2000. "Buccelati Arte in Oro, Argente e<br />

Gemme", Skira, Italy.<br />

CADEM, "InVision HR 3-D Printer, ThermoJet, Viper si2".<br />

Retrieved January 03,2007, from CADEM<br />

Online: http://www.cadem.com.tr/indexalt.php?s=14<br />

GEMVISION, "Matrix", Retrieved January 03, 2007, from<br />

Gemvislon<br />

Oniine:http://www.gemvlsion,com/html/products/matrix/<br />

matrlx.html<br />

RHINOCEROS, "Jewellery Design", Retrieved January 03, 2007,<br />

from Rhineceros<br />

Online: http://www.rhino3d.com/jeweliery.htm<br />

TRABZON CULTURE AND TOURISM, "Golden Wickerwork<br />

Bracelets", Retrieved January 03, 2007, from Trabzon Culture<br />

& Tourism<br />

Online: http://trabzonkulturturizm.gov.tr/lngkultur.asp<br />

WIND OF ANATOLIA, "Silver Telkari", Retrieved January 03,<br />

2007, from Wind of Anatolia<br />

On line:h tt p://w w w. windofana t olia.com.tr/kumas.<br />

asp?lng-eng


F R O M C H A D S TD C L A R I T Y : T H E C E N T R A L R D L E D F T H E D E S I G N E R ' S<br />

A P P R E C I A T I V E S Y S T E M IN D E S I G N ACTIVITY<br />

Monique Josephine Bade<br />

College of Fine Arts, University of New South Wales, Sydney,<br />

Australia<br />

m.bacic@unsw.edu.au<br />

Abstract:<br />

Despite design situations becoming increasingly complex<br />

designers have the extraordinary ability to clarify ill-defined<br />

design situations and design meaningful and appropriate<br />

outcomes. Traditionally understood as a problem solving<br />

process, Donald SchÖn (1983) described design as a<br />

'reflective conversation with the situation', that is 'bounded'<br />

by the designers 'appreciative system' or persona! knowledge.<br />

Similarly, Kees Dorst's (2006) recent framework of 'design<br />

paradoxes' suggests design problems are 'unknowable' and<br />

that design Is a social process determined by the designer's<br />

capabilities.<br />

It has been suggested that Schon's true legacy was that he<br />

'legitimised informal knowledge'in foregrounding the agency<br />

of the designer within the design conversation (Sanyai 1997).<br />

This paper offers a contemporary re-reading of Schon's theory<br />

focused on the agency of the designer as evidenced by the<br />

use of their appreciative system. This is elucidated using<br />

description from case study research Involving a novice<br />

designer. These preliminary findings suggest that novice<br />

designers employ their appreciative systems to commence<br />

designing In the absence of repertoire knowledge and to direct<br />

and structure the acquisition of new repertoire knowledge. As<br />

domain-independent activity, this offers new perspectives<br />

toward design research, pedagogy and practice.<br />

Introduction<br />

Despite design situations becoming increasingly complex<br />

designers have the extraordinary ability to clarify ill-defined<br />

design situations and design meaningful and appropriate<br />

outcomes. Traditionally understood as a problem solving<br />

process, Donald Schön (1983) described design as a 'reflective<br />

conversation with the situation'. This conversation Is largely<br />

dependent, as Is any conversation, on the phenomena the<br />

designer decides to'attend to'(Schön 1992) and Is therefore<br />

largely directed by the agency of the designer. Despite<br />

offering a significant alternative, 'rational problem solving' has<br />

dominated both the conceptual framework and the language<br />

of design discourse since the 1960's (Dorst 2006:4). Within<br />

this dominant paradigm the designer seeks to resolve the<br />

'design problem' using an Information search process within<br />

a 'bounded' problem space (Simon 1969:58). The problem<br />

space determines the design task and the designer's activity,<br />

thereby reducing the designer to a conduit for knowledge<br />

determined by the design problem. The subsequent lack<br />

of focus on 'subjective' design activity, and informal design<br />

knowledge, has reduced the designer to a 'missing person'<br />

within design research (Dorst & Reymen 2004).<br />

Schon's epistemology of reflection-ln-action represents<br />

a direct attack on normative definitions of professional<br />

knowledge. Rather than focusing on 'systematlsed logical<br />

domain information' (Cross 2000: 94), it is a descriptive<br />

model of 'professional artistry' (Schön 1983:Vll), which<br />

validates the use of knowledge designer's cannot normally<br />

justify as 'legitimate' (Schön 1985:28). 'Reflective practice'<br />

depends on a combination of the designer's repertoire<br />

{domain knowledge), their appreciative system (personal<br />

experience, values and beliefs), and their stance (attitude).<br />

In marked contrast to a rationalist view of 'valid' design<br />

knowledge, Schön argued valid design activity results from<br />

an internally consistent design episode based on 'fidelity'<br />

to the appreciative system and a 'web-of-moves' (Schön


1983:94). Foregrounding the designer has been supported<br />

within Kees Dorst's (2006) new conceptual framework of<br />

'design paradoxes'where, he states the designer can never<br />

hold a complete mental representation of the design<br />

problem because it is constantly evolving and therefore<br />

'unknowable'. The 'ill-structuredness' of design problems<br />

may not be an a priori quality of the problem but a result<br />

of the designer's capabilities. Schön and Dorst's theories<br />

both highlight the role of personal knowledge within the<br />

qualitative interpretations or judgements necessary for<br />

socially situated design activity.<br />

In order to locate the 'missing' designer within design<br />

activity the most subjective areas of design activity need<br />

to be examined. This paper explores the correspondence<br />

between Schon's work and contemporary theory Including<br />

Dorst's 'design paradoxes' with the intention of illustrating<br />

the agency of the designer as evidenced In the use of their<br />

appreciative system within problem setting phases of design<br />

activity. The re-reading of Schon's work is elucidated using<br />

emergent findings from qualitative research exploring the<br />

design activity of a novice designer within a tertiary design<br />

degree. These preliminary findings indicate that novice<br />

designers employ their appreciative systems in order to<br />

commence designing in the absence of repertoire knowledge<br />

and to direct, and structure, the acquisition of new repertoire<br />

knowledge. The discussion and conclusion of the paper<br />

explore the ramifications of these emergent findings in terms<br />

of supporting design activity and facilitating new approaches<br />

within design research and pedagogy.<br />

Reflective practice<br />

Within Schon's theory of a 'reflective conversation' design<br />

activity involves an open-ended, transactional design<br />

situation rather than a 'bounded' problem space. 'Problem<br />

setting' involves the designer generating an initial 'frame'<br />

and undertaking 'move' experiments to fit the 'frame' to the<br />

situation, thereby simplifying the 'overwhelmingly complex<br />

reality' they face into something that they can manage<br />

(Schön 1979:265). Problem setting and problem solving<br />

work symbiotically with design activity. Schön saw problem<br />

setting as a form of'hypothesis testing'which was'bounded<br />

by the appreciations'or qualitative judgements made by the<br />

designer based on their appreciative system {Schön 1983:151).<br />

Rather than rejecting normative knowledge structures Schön<br />

suggested the 'designers artistry' mediated the use of research<br />

based theory in practice (Schön 1985:92). The designer's<br />

structured and motivated use of their appreciative system<br />

to mediate forma! domain knowledge is one of the least<br />

acknowledged aspects of Schon's theory.<br />

Viability as a form of validity<br />

Unlike rational problem solving, which is governed by validity<br />

of the solution, reflective practice rest on the designer<br />

establishing the viability of their frame. Schön & Rein<br />

{1994} describe 'framing' as the process by which designers<br />

clarify chaotic or 'complex' design situations as 'radically<br />

constructivist':<br />

There is no way of perceiving and making sense of<br />

social reality except through a frame for the very task of<br />

making sense of complex, information rich situations<br />

requires an operation of selectivity and organization<br />

which is whafframlng" means...<br />

{Schön & Rein 1994:30)<br />

Within radical constructivism, knowledge Is not Independent<br />

or absolute but an 'activity or a process'{Schwandt 2000:127).<br />

The validity of knowledge is not based on 'correspondence<br />

to an independent existing world', but is valid If it is viable,<br />

or establishes a functional fit with a goal. Whereas validity<br />

is based on elimination, on 'identifying and removing<br />

contradictions' (Dorner 1999:7) viability is based on<br />

establishing internal consistency based on the designer's<br />

initial sense of similarity between dissimilar situations. This<br />

is tested and confirmed through 'fidelity' (Schön 1983:91}<br />

to a 'web-of-moves' that is 'bounded' by their appreciative<br />

system (Schön 1983:151).<br />

Even where well defined, designers change the 'constraints<br />

and goals' of design problems (Restrepo & Christians 2004).<br />

Problem framing may not be about defining the problem or<br />

situation but about aligning it to the designer's appreciative<br />

system in order to establish 'viability'. In order to determine<br />

how designer's do this, it is necessary to understand why<br />

designer's do this.


Tolerating ambiguity<br />

Design activity can be perceived as journey from tiiaos to<br />

clarity' because design problems are ill-defined and design<br />

activity is 'ad hoc and surprise-ful' (Cross 1999). As a result<br />

design problems are often described as 'vague' (Dorst 2006,<br />

Restrepo & Christiaans 2004, Reymen et al 2006). Vague<br />

situations require different forms of knowledge to ambiguous<br />

ones and design activity is actually ambiguous. Qualitative<br />

research parallels design activity In dealing with 'ill-structured'<br />

persona! experiences (Stake 2000). Qualitative researchers<br />

Maykut and Morehouse (1994) offer the following distinction<br />

between vagueness and ambiguity:<br />

Ambiguity and vagueness as terms are often used<br />

Interchangeably; however, these words have different<br />

meanings, which might aid to understanding tolerance<br />

of ambiguity. An ambiguous situation is one, which can<br />

be understood in more than one way. A vague situation,<br />

on the other hand. Is one which lacks precision. (Maykut<br />

& Morehouse 1994:31)<br />

Vague situations are resolved with the addition of more<br />

Information but designers never hold ail the 'necessary<br />

Information'within lil-defined design situations (Cross 1982<br />

224). Several studies have found that Information 'gathering'<br />

is not a successful design strategy (Cross 1994: 50) and in the<br />

absence of reflection or processing, has been associated with<br />

an inability to cope with uncertainty (Cross 1994, Restrepo &<br />

Christiaans 2004). While 'the ability to tolerate uncertainty'<br />

and working with 'incomplete Information' Is identified with<br />

design expertise (Cross 1994:41) this Is poorly understood<br />

within design theory.<br />

Within qualitative research a 'tolerance for ambiguity' is the<br />

ability to negotiate'multiple perspectives'(Stake 2000:443) or<br />

'multiple Interpretations' of a situation while assessing which<br />

Is merited or most 'viable' (Maykut & Morehouse 1994:31).<br />

The agency of the designer In shaping the design situation is<br />

based on similar concepts such as 'parallel lines of thought'<br />

(Lawson 1994) or'double vision'(Schön 1983:281):<br />

At the same time that the Inquirer tries to shape the<br />

situation to his frame, he must hold himself open to<br />

the situations back-talk. He must be willing to enter<br />

into new confusions and uncertainties. Hence he must<br />

adopt a kind of double vision.'(Schön 1983:164)<br />

Designers re-define well defined design situations, because<br />

of the generative potential of maintaining 'double vision^<br />

in 'restructuring' design situations (Casakin 2004:3) and the<br />

generation of 'novel ideas' (Mumford et al. 1994:24). This<br />

argument explains why designers re-define or frame design<br />

situations but not how.<br />

Organising principles<br />

The unique way designers work, known as a 'deslgnerly way of<br />

knowing' (Cross 1982: 221), Is based on domain independent<br />

forms of knowledge which constitute an 'awareness' within<br />

design activity (Cross 2000:97).This'awareness'is often alluded<br />

to across multiple design domains in the structuring activity<br />

of designers, which parallels Schon's concept of 'framing'.<br />

This type of design activity has been described as organising<br />

principles (Rowe 1987), primary generators (Darke 1979),<br />

interpretations (Goldschmidt 1988), placements (Buchanan<br />

1995), design gambits (Lawson 2004), early representations<br />

(Restrepo & Christiaans 2004) and problem representations<br />

(Mumford 2004)<br />

Organising principles are generally developed in action,<br />

enabling the designer to commence guided design activity<br />

in the absence of sufficient domain knowledge by 'providing<br />

a means to analyse and structure the design situation' (Darke<br />

1979:37). Organising principles structure activity without<br />

being prescriptive. They are designed to encourage multiple<br />

perspectives of the design situation and experimentation<br />

within a focus of Inquiry. Organising principles can change<br />

between design episodes and within a design episode. This<br />

allows for the 'conceptual repositioning' or altered perception<br />

that is fundamental for Innovative design thinking (Buchanan<br />

1992:13).<br />

Because organising principles do not appear to be generated<br />

from an 'objective analysis of the design problem' (Lawson<br />

2001:12), their actual genesis Is accounted for in vague terms<br />

such as 'Insight' (Restrepo & Christiaans 2004), 'Intuition' (Cross<br />

1994), and 'Imagination' (Dorst 2006), resulting In a creative


'accident' (Buchanan 1992), 'leap' (Dorst & Cross 2001) or<br />

'spark' (Goldschmidt 2003). This mystification of the genesis<br />

of organising principles has limited our understanding of the<br />

structured and motivated use of subjective knowledge within<br />

design activity.<br />

Organising principles have however, been described as the<br />

'necessary rationality for designing' (Cross 1994) and as an<br />

'ordered systematic approach to the invention of possibilities'<br />

(Buchanan 1995). Known for connecting new and extant<br />

knowledge (Restrepo & Christiaans 2004), they create a<br />

'principle of relevance' for knowledge that enables the<br />

designer to accommodate or 'filter' knowledge from multiple<br />

domains or disciplines (Buchanan 1992). The'ac/aptafa///t/of<br />

organising principles that enables designers to reformulate<br />

design situations (Buchanan 1992), is based on the use of<br />

personal and social knowledge in their construction. This is<br />

possible because the designers personal experience, and the<br />

situation, are both enculturated and therefore negotiable<br />

(Restrepo & Christiaans 2004).<br />

Goldschmidt (1988) suggests that an 'interpretation' (or<br />

organising principle) represent a 'personalised program' or a<br />

critical reading ofthe situation which transforms the'pieces Into<br />

a stable structure by achieving a unique relationship' between<br />

them (Goldschmidt 1988:235).The stabilising relationship offers<br />

a vital clue to the objective use of subjective knowledge within<br />

structured design activity. This idea is reinforced in Dorst's<br />

(2006) recent conceptual framework of design problems as<br />

'design paradoxes' in which designers address a 'network of<br />

local links' rather than an absolute problem.<br />

Socially situated design activity<br />

Dorst (2006) holds that designers can never establish a<br />

fixed mental representation of the problem at any one time<br />

because it is constantly evolving. Instead, design problems<br />

are approached as a 'local network of links' or sub-problems<br />

within a larger 'global' problem. These links (or local actions<br />

and decisions) are determined by the designer's subjective<br />

interpretation based on their personal experience. Design<br />

problems are essentially'unknowable' in a traditional sense,<br />

and are in fact 'paradoxical'. 'Design paradoxes' reflect the<br />

ambiguity of design situations and offer a contemporary<br />

framework of design activity, which focuses on the agency of<br />

the designer, as their solution often requires'the development<br />

and creative redefinition of that situation' (Dorst 2006:14).<br />

Paradoxical situations are understoodthrough theirunderlying<br />

'discourses', including embedded terms and relationships.<br />

The paradox is resolved when the designer 'transcends or<br />

connects'different'discourses' by'stepping out'of the familiar<br />

understanding of the'discourse'at points when design activity<br />

'breaks down'. In effect, this alters the designer's situational<br />

perspective using their 'personal experience' and a 'strong<br />

intuitive element' (Dorst 2006:14).<br />

'Paradoxical situations'correspond on many levels with Schon's<br />

'reflective conversation'. Design activity, based on 'discourses'<br />

as enculturated knowledge, Is socially situated and mirrors<br />

the transactional nature of the 'reflective conversation'. The<br />

alternative interpretations of normative discourses, resulting<br />

from'break downs'within design activity, parallel the vital role<br />

of surprise in generating altered perspective in Schon's model.<br />

Most significantly, Dorst's concept ofa'local networkof links'in<br />

which 'the linking behaviour of designers' relies on subjective<br />

interpretation, corresponds with Schon's 'web-of-moves', in<br />

which designers use their appreciative system to generate<br />

and evaluate subjective, local 'moves experiments'within an<br />

objective global frame. While Dorst's framework perpetuates<br />

the understanding that altered perception results from<br />

intuition, it supports a contemporary re-reading of Schon's<br />

theory based on the agency of the designer in generating<br />

these structuring relationships or links.<br />

Naming and framing<br />

While the use of informal and unorthodox knowledge in<br />

design activity sounds subjective and chaotic. It is structured<br />

and motivated and Schön argued,'objective'{Schön &Wiggins<br />

1992:138). Unlike intuition, 'professional artistry'is'learnable'<br />

(Schön 1983:18) and is based on the objective useof subjective<br />

knowledge in action. Schön saw 'artistry' as 'an exercise of<br />

intelligence' and a 'kind of knowing' (Schön 1986:13) which<br />

was most evident when frames are generated in response a<br />

feeling of surprise within'unique'design situatİons.Thİs activity<br />

has been summarised as'naming-faming-moving-evaluating'<br />

(Roozenburg & Dorst 1998). While helpful in understanding<br />

the basic principles of reflection-in-action this model vastly


oversimplifies Schon's theory.This paper draws on thirty years<br />

of Schon's writing to clarify and enrich this summary.<br />

Appreciative system in action<br />

The designer's appreciative system is evidenced In expressions<br />

of their likes and dislikes or 'appreciations' {Schön 1985:65).<br />

Appreciations are tacit judgments which guide the decisions<br />

that designers make within a 'web-of-moves' (Schön &<br />

Wiggins 1992:168) which is 'bounded' or determined by<br />

the 'appreciative system' (Schön 1983:151). Both the 'web-<br />

of-moves' and the 'appreciative system' are essential for<br />

establishing and evaluating the viability of a 'frame'. The<br />

designer begins reflectlon-ln-action when they form an 'Initial<br />

frame' which may be completely unrelated to the situation<br />

but is designed to make 'initial descriptions' to guide further<br />

investigations (Schön 1983).These descriptions elicit surprising<br />

'immersion triggers' (Schön 1979:259) which generate a sense<br />

of similarity, evoking the familiar in the unfamiliar.<br />

Significantly, reflection only begins when the feeling<br />

generated by a trigger is 'treated as Information' (Schön<br />

1985:26). This manifests itself in the 'qualitative judgments'<br />

that establish 'move experiments'. The designer's appreciative<br />

system guides what phenomena they'attend to', or consider<br />

relevant, and how they organise them. This transforms their<br />

situational understanding from chaos to clarity by establishing<br />

a 'coherence' or a stabilising relationship between the<br />

phenomena of the situation and 'sets a direction for action'<br />

(Schön 1987:5). Each 'move experiment' is based on previous<br />

moves and suggests future moves. This 'web-of-moves'<br />

corresponds with Dorst's (2006) 'local network of links', and<br />

also highlights the relationship between the 'web' and the<br />

appreciative system In maintaining internal consistency and<br />

structuring the designers activities.<br />

Fidelity and the structured and motivated use of<br />

appreciations<br />

Despite employing personal knowledge, 'reflective practice' Is<br />

not arbitrary when the designer maintains internal consistency<br />

within the design episode. Internal consistency is established<br />

within a design episode by maintaining 'fidelity' to a 'web-<br />

of-moves' and their 'appreciative system'. Fidelity enables<br />

the designer to 'recognise unintended consequences and<br />

qualities'of their actions through the continuous evaluation<br />

of previous and anticipated moves (Schön & Wiggins 1992).<br />

While moves are 'on-the-spot' experiments (Schön 1983:308),<br />

the appreciative system is generally stable during a design<br />

episode. The 'constancy of the appreciative system' allows<br />

frames to change within a design episode rather than<br />

reducing design activity to a series of'disconnect episodes'<br />

and Is essential for reflection (Schön 1983:272).<br />

As designers become aware of'mlstakes'through 'fidelity', they<br />

establish a'kind of objectivity'within the web-of-moves (Schön<br />

& Wiggins 1992:138). This structure enables the designer to<br />

maintain 'double vision'without 'disrupting the flow of inquiry'<br />

(Schön 1983:130) and It is this'sequential structure'of'seeing-<br />

moving-seeing' that enables the novice designer to manage<br />

complexity (Schön & Wiggins 1992:143). The designer's<br />

appreciative system is also employed to terminate design<br />

activity. A web-of-moves is finalised or becomes 'stable' as a<br />

results of a positive'feeling-clue'or sense of satisfaction {Schön<br />

1967:67) which effectively clarifies the viability of a frame<br />

and finalises a web-of-moves even though other "plausible<br />

alternatives'exist {Schön 1983:151). Although rarely discussed<br />

the evaluations or qualitative judgments made within a web-<br />

of-moves motivate and direct design activity:<br />

In the absence of such qualitative judgments, her<br />

designing would have no thrust or direction; it would<br />

be entirely unmotivated. She would neither be able to<br />

set problems nor to tell when she had solved them.<br />

(Schön StWlgglns 1992:137)<br />

The link between motivation and the structuring effect of a<br />

web-of-moves Is best understood through Mumford et ai's<br />

(2004) model of'creative problem construction', which bears<br />

striking similarities to Schon's model of reflection-ln-actlon.<br />

They argue that constructed 'representations' {or frames) are<br />

based on personally meaningful 'cues' (or triggers) and that<br />

representations Involving 'self-set' goals are more successful<br />

than those which are commonly accepted because they are<br />

highly personalised (Mumford et al 2004:24). The appreciative<br />

system Is intrinsic to design activity because of Its motivational<br />

role In directing what the designer attends to or deems<br />

relevant.


Seeîng-as<br />

The objective use of personal and social knowledge is not only<br />

structured and motivated, it accounts for what is generally<br />

understood as 'intuition'within design activity. Schön called<br />

this'seeing-as' (Schön 1967} and while rarely acknowledged<br />

it may be the single most important aspect of reflection-in­<br />

action.'Seeing-as'accounts for the recognition of phenomena<br />

as information, the identification of patterns or similarities and<br />

the generation of meaning above and beyond the meaning of<br />

individual elements or concepts through a shift in perception<br />

(Schön & Wiggins 1992:135).<br />

Seeing-as begins with 'sensing similarity' or mapping one<br />

concept or description onto another in response to an<br />

'immersion trigger'. Well before the basis of this similarity is<br />

established,thedeslgnerattendstothisfeeling as information.<br />

'Sensing similarity' is generative when it involves concepts<br />

which are usually perceived as dissimilar or from different<br />

domains so that 'one thing has the capacity to change<br />

everything you know about the second and visa versa' (Schön<br />

1983:1984-85). What has previously been understood as<br />

intuition or imagination İs İn fact the 'judgments embodied<br />

In acts of seeing' or altered perception (Schön & Wiggins<br />

1992:137). Interpreting informal and unorthodox information<br />

as design knowledge through sensing similarity between<br />

different domains is essential for altered perception. Seeing-<br />

as, is therefore, a form of domain-independent knowledge<br />

which enables designers to move from 'chaos to clarity' in the<br />

absence of domain specific knowledge.<br />

Novice design activity<br />

It is often noted that Schon's model of reflective practice<br />

resonates more with design practitioners than models of<br />

'rational problem solving'(DorstS( Dijkhuis 1995}. Yetthecentral<br />

role ofthe designer's appreciative system in the early phases<br />

of design activity has been largely ignored. The excepts used in<br />

this paper to support the contemporary re-reading of Schon's<br />

theory are based on an 'intrinsic case study' (Stake 2000:437}<br />

of a novice design student studying within an Integrated<br />

cross discipline tertiary design degree over a semester. This<br />

unique program exposed the novice designer Halle to a range<br />

of design domains including the spatial, object, and graphic<br />

design studios. The study focused on Halle's experience of<br />

design activity not the creativity of her design outcomes.<br />

Several key patterns emerged within her design activity, which<br />

are common to al! three studios across multiple briefs. These<br />

emergent categories help exemplify the central role of the<br />

designer's appreciative system within design activity.<br />

Halle entered university directly following high school. Halle's<br />

parents and step-parents are 'arty and musical' and she<br />

Identifies with this creative legacy. For instance, she is proud<br />

that she sings In the alternative choir they helped found,<br />

and writes and performs her own music. This informs Halle's<br />

design activity with a strong sense of self-determination,<br />

independence and confidence.<br />

Halle Is motivated by differentiating her ideas from her<br />

peers admitting 'I don't like the idea of making something<br />

that I am not going to like and really sort of feel like "that's<br />

not mine"' She resists doing things that she 'has to do' or in<br />

the way 'they' want her to, and prefers choices based on her<br />

personal interests. Halle wants Ideas to 'have quiet a lot of<br />

information'embedded in them so that they are not'obvious'.<br />

Halles believes that her design activity begins chaotically<br />

but is clarified by developing 'random things, that could be<br />

anything, and that's how my mind will start working out what<br />

I am going to do, and how 1 am going to do It'.<br />

Random ideas<br />

One ofthe most elucidating aspects of Halle's design activity<br />

is her pervasive belief that her design concepts are based<br />

on 'random ideas' which she defines as 'things that seem<br />

unrelated or out of place'. Random ideas are a spontaneous<br />

response to a brief, often based on visual or verbal stimulus<br />

within her immediate vicinity. Although her attention is<br />

almost always drawn to something associated with her<br />

personal interests and memories, these connections are<br />

'tacit'. Halle's belief that her Ideas are 'random' enables her<br />

to be surprised. In fact Halle's initial response to a brief sets<br />

up what she attends to. When give a brief to design a box to<br />

hold'memories', Halle thought of a'mousetrap'that'snaps'on<br />

memories. Her initial response however, was an appreciation<br />

ofthe brief, based on an aversion to one ofthe design criteria,<br />

which called for an examination of'surface and texture':


You know, texture, surface, and all that kind of stuff,<br />

and I thoughf'Uhh It's really like crafty kind of stuff and<br />

I can't stand that kind of stuff.<br />

Halle depends on her appreciative system to sense 'random'<br />

ideas.They are only'random'because they are base on informal<br />

and unorthodox knowledge not domain knowledge. The<br />

'mousetrap' metaphor is based on Halle's personal interests,<br />

which Include a childhood fascination with mechanisms, a<br />

preference for making over drawing, for kinetic over static<br />

objects, and for form over colour, texture, and surface. Halle<br />

establishes self set criteria based on these preferences,<br />

which then Inform what she attends to as a 'random idea'. For<br />

instance, Halle perceived a 'limited colour palette' in a brief<br />

where it didn't exist.<br />

To stimulate'random ideas'Halie often conducts a literal key­<br />

word search based on the title of the brief. Halle considers<br />

these to be 'random' searches because she actively seeks<br />

stimulus that amuses her because Is not logically connected<br />

to the brief. In this way 'random' searches maintain an open<br />

stance toward surprise and enable Halle to interpret her<br />

appreciations as information;<br />

I would find something really random that 1 thought<br />

was funny, that I could somehow link to the brief and<br />

then 1 would get more inspired to do It and then I'd<br />

start working on it a bit more.<br />

Halle believes 'random Ideas' are essential to move from<br />

'chaos to clarity' stating that she needs to 'get the random<br />

ideas before I can develop it into something that really<br />

makes sense'. Halle develops random ideas through activity<br />

she calls'branching'.<br />

Branching<br />

'Branching' is the means by which Halie connects disparate<br />

concepts to form a unique interpretation or frame. Branching<br />

usually Involves generating a metaphor which combines<br />

abstract ideas, basedon personal appreciations with situational<br />

information derived from the brief or domain research. While<br />

'branching'ls initially chaotic,'little branches'lead to'unity and<br />

clarity':<br />

Going through random stuff to find something to go<br />

through it. So like the chaos theory where everything<br />

looks chaotic, and then in the chaos you find the system<br />

and then the systems relates to the brief.<br />

Random ideas as 'Initial frames' structure 'branching' by<br />

directing her response to information. In the 'memory box'<br />

example, Halle conducted a key-word search on 'memory'<br />

resulting in'cognitive maps'. Her metaphor of a mousetrap led<br />

her to connect 'maps' with puzzles and a mechanical toy her<br />

little sister had been recently given. Halie framed the Idea of<br />

the memory box as a toy associated with childhood memories.<br />

She connected the toy to her understanding of branding<br />

based on the book 'No Logo' that her father had given her<br />

and arrived a fame for a hollow promotional toy which<br />

evokes memories. Haile thereby connected extant personal<br />

knowledge (of mechanisms) with new personal knowledge<br />

(of consumerism) and domain knowledge (cognition and<br />

packaging). This example liiumlnates how the appreciative<br />

system both structures and motivates design activity and<br />

connects formal and informal knowledge.<br />

Halle terminates 'branching' following a sensation of clarity<br />

with a concept, stating, 'as soon as 1 get some sort of<br />

clarification in my concept, that's when 1 start making' which<br />

mirrors Schon's theory of fidelity within a 'web-of-moves'.<br />

Whilst Halle believes her design activity is 'not really uniform'<br />

because of the use of 'random ideas' and 'branching', her<br />

design activity is in fact very uniform over her three studios. It<br />

only appears un-uniform because It depends on informal and<br />

unorthodox knowledge. Although Halle's concepts are very<br />

different in each studio they are often based on the similar<br />

triggers or'random'ideas. This cross-fertilisation corroborates<br />

Mumford et al's notion that representations are based on<br />

highly personal cues and goals. Neither Halle nor her tutor<br />

understand the determining role her appreciative system is<br />

piaying in her design activity.<br />

Relationship with origami<br />

Two significant events take place during the study which<br />

illuminate the central role of Halle's appreciative system within<br />

her design activity, both of which relate to legitimising the use<br />

of her strong personal interest in modular origami.


Halie believes her 'obsession' with modular origami is a<br />

personal interest because it was seeded by her father and is<br />

self-directed. It represents a meta-interest associated with a<br />

her fascination with mechanisms, mathematics, geometry,<br />

modular systems and making things. Halle has cultivated this<br />

interest through personal goals which she describes as 'trying<br />

to find new paths'and applied it {despite protests by teachers)<br />

to many art and design projects. The depth and duration of<br />

this personal knowledge corresponds with Schon's concept of<br />

'constancy of appreciation'.<br />

Halle describes the most significant event In her design<br />

education as the validation of her use of modular origami.<br />

Prior to this event, Halle was finding it difficult to 'connect' to<br />

her briefs. In a brief transaction Halle showed her tutor some<br />

sketch models based on modular origami analysing the design<br />

of a coffee pot. Halle suggested It'would have looked like it had<br />

nothing to do with it, but I found some sort of little way that<br />

it related', and that the tutor 'understood', and explained that<br />

she believed it was Halle's'way of visually communicating'. This<br />

affi rmationfinally legitimised her use ofthis personal knowledge<br />

and enabled her to personally connect with her briefs.<br />

In an inverse situation Halle's use of this personal knowledge<br />

is misunderstood by both herself and her tutor. When<br />

conducting a random search for stimulus for a shelter design<br />

Halle discovers the 'next level up' to modular origami in<br />

Santiago Calatrava's book on 'flexible geometry'. While aware<br />

of his work from lectures Halle associates this discovery with<br />

her 'obsession' because 'it just summed up everything that I<br />

was interested in'and interprets it as a'random'Idea that'just<br />

sort of appeared in front of me'. Halle identified a 'foldable<br />

cube'from his models as a potential form for her shelter and<br />

made a replica which she presented. Her tutor's reaction also<br />

marks a significant event for Halle:<br />

I was still really buzzing and I said 'I have something I<br />

have to show you' and 1 showed her this little model<br />

that I had made of what I wanted to make and she said<br />

'Yeah that's really cool but you have gone a step too far<br />

and 1 don't want you to do that<br />

Both Halie and her tutor interpret the model as a prototyped<br />

final design rather than an extension of the experimental<br />

medium of modular origami. Halle responded to the 'foldable<br />

cube' because of her personal interests and because the<br />

initial frame she had establish for her project of a portable<br />

shelter based on philosophical ideas of private space she had<br />

previously researched. The model could have functioned as a<br />

'move experiment' used to test her'initial frame' of a "portable"<br />

shelter leading to a stable final frame. Because Halle's tutor<br />

failed to demonstrate any kind of'move'for Halle to imitate, she<br />

was unable to connect her personal and domain knowledge<br />

and generate a strong solution from her initial frame. Halle<br />

was unable to manage a complex web without support.<br />

Interestingly, she remained motivated by the discovery of<br />

flexible geometry despite failing to fully resolve her project<br />

and for the first time associated her personal interest with<br />

legitimate design knowledge:<br />

I mean now It's good because I've actually still found it<br />

and I still have that knowledge in my mind<br />

Hallehasusedthis/cnow/edgeeffectively In subsequent projects<br />

suggesting personal interests seeds domain knowledge.<br />

Discussion and Conclusion<br />

A contemporary re-reading of Schon's theory of design as a<br />

'reflective conversation with the situation' offers an insightful<br />

model of design activity which accommodates ambiguity<br />

and the objective use of subjective knowledge. It highlights<br />

the agency of the designer as evidenced in the use of their<br />

appreciative system. This model corresponds with 'organising<br />

principles, 'design paradoxes' and the motivational aspects<br />

of 'creative problem construction' which help enrich our<br />

understanding of Schon's theory, and novice design activity.<br />

What often appears to be 'opportunistic' undisciplined design<br />

behaviour is the use informal and unorthodox knowledge to<br />

structure, motivate and evaluate design activity in the absence<br />

of sufficient domain knowledge. The emergent categories of<br />

'random ideas'and'branching', within thecase-study, illuminate<br />

the central role of the appreciative system within Halle's<br />

design activity. In the absence of domain knowledge,'random<br />

ideas' enable Halle form and understand interpretations as<br />

information and experience the altered perspective necessary<br />

to generate innovative frames. Subjective random ideas


are structured and rendered objective through 'branching'<br />

within an associative network of explorations, 'bounded'<br />

by her appreciative system. Branching enables Halle to filter<br />

and adopt new muiti-dlscipiinary domain knowledge in<br />

relation to her extant personal knowledge. Halle's design<br />

activity not only illustrates the central role of the designer's<br />

appreciative system but the need for it to be legitimised and<br />

supported In order for novice designers to resolve complex<br />

design situations. The 'particularised' design tutonng called<br />

for by Schön (1987) may require tutor to demonstrate 'moves'<br />

for 'Imitative reflection' which accommodate the designer's<br />

appreciative system In order to bridge the gap between<br />

domain and persona! knowledge.<br />

This new presentation of Schon's theory suggests design is<br />

a socially situated activity, that depends on the negotiability<br />

of enculturated personal and situational knowledge, which<br />

enables the altered perspective necessary for innovative<br />

design.This becomes objective within an evaluative structure<br />

such as 'local network of links', or web-of-moves, which<br />

maintains internal consistency within the design episode<br />

and enables the designer to generate a stable relationship<br />

for the phenomena of the situation or a 'frame'. The objective<br />

use of subjective knowledge in 'problem framing' offers a<br />

new perspective of domain independent knowledge. The<br />

appreciative system does not prescribe the outcome of<br />

design activity but enables designer to filter Information from<br />

multiple domains or disciplines. How designers structure and<br />

motivate the objective use subjective knowledge requires<br />

further research. While designers are as unique as design<br />

situations, the central role of the appreciative system is the<br />

basis of a domain independent 'deslgnerly way of knowing^<br />

and the principle means by which designers move from chaos<br />

to clarity within design activity.


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STAKE, R. E., 2000, Case Studies, in DENZIN N K & LINCOLN Y S<br />

(eds) Handbook of Qualitative Research, Sage, California, 435-<br />

454<br />

SCHWANDT T A., (2000).Three epistemological stances<br />

for qualitative inquiry in DENZIN N K & LINCOLN Y S (eds)<br />

Handbook of Qualitative Research, Sage, California, 189-213


NEW CATEGDRIZATiaN FDR A VIRTUAL ON-LINE POSTER MUSEUM<br />

Helena Barbosa<br />

Departamento de Comunİcaçâo e Arte da Universidade de<br />

Aveiro, Portugal<br />

helenab@ca.ua.pt<br />

Anna Calvera<br />

DİVİSİÖ de Clencies Humanes I Socials,<br />

Facultat de Belles Arts, Universltat de Barcelona, Spain<br />

acalvera@telefonica.net<br />

Vasco Branco<br />

Departamento de Comunİcaçâo e Arte da Universidade de<br />

Aveiro, Portugal<br />

vab@ca.ua.pt<br />

Abstract<br />

The University of Aveiro Is at present developing a project<br />

involving the construction of a virtual on-line poster museum,<br />

containing around 40,000 artifacts.<br />

Given the large number of posters In existence, and the<br />

great diversity of representations, this paper describes the<br />

development of the project and the reasons behind the<br />

creation of "key topics," which function as gateways to other<br />

related Information on the web - metadata. It also presents<br />

the proposed key topics, considered as a tool that allows the<br />

visitor access to contents, not only from the perspective of<br />

traditional classifications and catalogue, but also from the<br />

point of view of design.<br />

The categorization of topics Is essential to establish a particular<br />

order In the collection, and is a way of orienting the visitor.<br />

The exhibition is therefore no longer imposed by the museum<br />

but rather is constructed according to the visitor's own choice,<br />

allowing each visitor to effectively curate their own exhibition.<br />

It also proposes a new concept, relative to the access to and<br />

availability of contents, taking as a basis the creation of a<br />

classification system with particular characteristics that could<br />

serve as a reference for other virtual on-line poster museums.<br />

1. Introduction:<br />

Creating a taxonomy (the word comes from the Greek taxis ~<br />

order + nomos - law) Involves establishing rules and order by<br />

means of a system that sets up species, groups, families and<br />

genres of subjects. A taxonomy can help In the classification<br />

of posters by setting up divisions, linked by topic, subject and<br />

graphic content. However, It is a complex task, since any single<br />

poster may deal with a number of different subjects, therefore<br />

allowing it to be categorized In a number of different ways.<br />

Given the large number of artefacts, It will be necessary to<br />

specify the criteria used In the creation and Implementation of<br />

the taxonomy. There are four processes involved: orientation,<br />

cataloguing, Indexing and classification itself.<br />

Orientation is based upon an indexed lexicon that is organized<br />

hierarchically, thereby enabling a prioritization of terms, from<br />

the generic to the specific. The poster thesaurus of the Library<br />

of Congress (which provides an exhaustive list of interrelated


terms, organized alpliabetically and systematically ordered)<br />

was used as a reference and indexation aid.<br />

Cataloguing involves the physical description of the<br />

documents. Many different descriptions can be used<br />

depending upon the specific characteristics ofthe document<br />

in question (author, title, printer, dimensions, etc), but the<br />

same descriptive model has to be maintained, always In the<br />

same order. In Portugal, the RPC and ISBD (NBM) are used.<br />

Indexing is the construction of terms relating to the concepts<br />

used in thedocument.ltinvoives the description of information<br />

contained and the allocation of keywords, which lead off to<br />

more detailed subjects, concerned particularly with the type<br />

of message and what this represents (eg. 25th April, yellow,<br />

flowers, gouache, off-set, etc.), always aiming to be user-<br />

friendly. Clip is a Portuguese example of a document-indexing<br />

tool, which standardizes topics for inter-library use,<br />

Classification involves attributing codes (a combination of letters<br />

and/or numbers) to subjects, resulting in an ordered division of<br />

information. The Universal Decimal Classification (UDC) system<br />

is used in Portugal. For the construction of the on-line virtual<br />

museum, theUnimarcstandard and Aleph system (partofSlNBAD<br />

Digital Library and Archive integrating System) were used.<br />

Given the variety of rules and methodologies available for<br />

the technical processing of documents, we hoped, with this<br />

selection, to obtain a degree of representativity similar to that<br />

used by International institutions and systems, while at the<br />

sametime taking into account Portuguese cultural matters and<br />

the specific nature of the artefacts existing in the museum. For<br />

this, it was necessary to modify, adapt, add and remove some<br />

of the information made available through the processes<br />

described above. However, we also felt the need to analyse<br />

other reference sources, particularly specialist publications<br />

about posters, in order to take account of the criteria used by<br />

those authors in the creation of their classification systems.<br />

As the construction of a thesaurus is very complex, it is hoped<br />

that this work might function as a platform from which such a<br />

project might be launched. The word 'taxonomy'was felt to be<br />

a more appropriate term than 'thesaurus'for the information<br />

included here. As indexing is related to the thesaurus and<br />

given the lack of a thesaurus of posters in Portuguese, the<br />

decision was taken to create a taxonomy for the museum.<br />

The main body of the text may or may not begin with a<br />

subtitle. The main text is also"! 2 point, normal, single space,<br />

Times New Roman. The text is aligned left, a single space is<br />

allocated between the paragraphs and the new one is again<br />

aligned left as you see below.<br />

2. Various systems used for the orientation, cataloguing,<br />

indexing and classification of artefacts.<br />

Although various thesauri exist, the one used by the Library<br />

of Congress was chosen for being the most extensive for the<br />

processing of non-book material, and also because it makes<br />

available all the information produced within the framework<br />

of library science. Considered to be the oldest and biggest<br />

library in the worid, the LoC is internationally respected for<br />

its preservation and technical processing of dilTerent types of<br />

artefact. The universality (as regards subject matters covered)<br />

and diversity of its collection have meant that this library has<br />

rapidly distinguished itself in the field of research. It provides<br />

an encyclopedia, or lexicon, of graphic materials in two parts,<br />

namely: TGM ! -Thesaurus for Graphic Materials I and TGM II -<br />

Thesaurus for Graphic Materials II. This term list Is organized<br />

hierarchically, facilitating use by museums, archives, libraries,<br />

collectors and researchers, and serves as a tool for the creation<br />

of taxonomies for graphic artefacts, with the purpose of<br />

standardizing the system used by different institutions.<br />

The thesaurus provides a controlled vocabulary for<br />

describing a broad range of subjects depicted in such<br />

materials, including activities, objects, types of people,<br />

events and places. TGM I includes subject categories<br />

only. Thus, proper names of people, organizations,<br />

events and geographic places areexciuded. Art historical<br />

and iconographical concepts are not included, butTGM<br />

1 does supply terms for abstract ideas represented in<br />

certain types of images {...Y<br />

' Library of Congress - TGMI. [On-line]. Washington: LoC, 1993- .<br />

[Consulted 1 Jun. 2006]. Available on WWW:


While the TGM 1 serves to index subjects based upon a<br />

specific terminology, giving rise to terms represented in the<br />

graphic material, the TGM II [Thesaurus for Graphic Materials<br />

it) adds information relative to the documents and allocates<br />

descriptive terms for different kinds of graphic materials, i.e.<br />

it distinguishes betw/een different types of material, setting<br />

up categories according to types, such as (in relation to<br />

posters): intention and objective (publicity); characteristics<br />

of the created Image (done by children, students, designers,<br />

etc); type of publication or occasion (censored of celebrated);<br />

type of representation (abstract, landscape, monuments etc).<br />

All artistic movements and styles are excluded. The physical<br />

characteristics of the graphic materials used have also been<br />

Included, such as production methods and techniques (off­<br />

set printing, lithography); materials (photograph, airbrush,<br />

gouache), format and size (rectangular, square, etc, and<br />

respective dimensions). 'As graphic collections grov/ and<br />

catalog records accumulate, it Is clear that additional access<br />

points greatly facilitate research related to functional<br />

categories, production contexts, and artlfactual aspects<br />

of graphic materials'^ An online search of the LoC using<br />

the keyword "poster" results in 45 preferential and 27 non-<br />

preferential hits, making a total of 72 terms (with associated<br />

references in some of them).<br />

Posters<br />

Art exhibition posters<br />

Use Term: Exhibition posters<br />

Billboard posters<br />

Book & magazine posters<br />

Burlesque posters<br />

UseTerm:Theatrical posters<br />

Campaign posters<br />

Use Term: Political posters<br />

Carnival posters<br />

Use Term: Circus posters<br />

Circus posters<br />

Concert posters<br />

Dance posters<br />

^ Library of Congress - TGMII. [On-line]. Washington: LoC, 1993- .<br />

[Consulted 1 Jun. 2006]. Available on WWV^:


Stock posters<br />

Theater posters<br />

UseTerm:Theatrical posters<br />

Theatrical posters<br />

Tourist trade posters<br />

Use Term: Travel posters<br />

Transportation posters<br />

Use Term: Travel posters<br />

Travel posters<br />

Vaudeville posters<br />

UseTerm:Theatricai posters<br />

Wanted posters<br />

War posters<br />

Wild west show posters<br />

UseTerm: Circus posters"^<br />

This list allows the librarian or researcher to retrieve the<br />

information required, functioning as a kind of guide through<br />

the various types of posters and other information available.<br />

For cataloguing, the RPC (Portuguese Cataloguing Rules) and<br />

iSBD/NB(lnternatlona! Standard Bibliographic Descnption for<br />

Non-Book Materials) were selected. The RPC (1984) operates<br />

through the application of cataloguing rules for the choice<br />

and form of headings, and may be used for the cataloguing<br />

of graphic material. The iSBD(NBM) specifies the Information<br />

necessary for the description of non-book material, orders<br />

that information and distinguishes Items using a point<br />

system. The objective is to achieve universal compatibility<br />

in cataloguing. Like other models. It alms to transcend the<br />

language barrier, allowing records to be exchanged between<br />

different Institutions, irrespective of culture.<br />

As regards Indexing, the Portuguese project Clip (1989) was<br />

selected. This alms to standardize indexing in various subject<br />

areas, including Design (1993), producing a hitllst of 56<br />

preferential terms and 24 non-preferential. It is presented In<br />

the form of a thesaurus In order to simplify the equivalence<br />

^ Library of Congress -TGM 1: summary of features [On-line].<br />

Washington: LoC, 1993- . [Consulted 1 Jun. 2006]. Available on<br />

WWW:


structured form. It consists ofthe summarised description of<br />

the Unimarc records, where the information is stored in XML,<br />

allowing importation of Unimarc records available by Aleph.<br />

3. The classification system adopted by some leading<br />

publications<br />

Over the course of this research, some publications about<br />

posters were selected in orderto study the distinctions made by<br />

some authors in the creation of their own taxonomies, thereby<br />

furthering our knowledge of the subject and broadening our<br />

horizons as regards the existence of and reasons for different<br />

systems.<br />

Françoise Enel distinguishes three types of poster (commercial,<br />

propaganda and cultural), justifying this division on the basis<br />

of differences existing between them. The first, she claims, is<br />

related above all to business and thus links economics and<br />

society; such posters are not only informational in character,<br />

but also seek to influence consumers by stimulating desires<br />

and inciting them to buy. 'Arousing complex feelings like<br />

desire for prestige and respectability, the poster stimulates<br />

new needs and creates tensions in the individual, while at the<br />

same time suggesting how those tensions can be resolved'<br />

(Enel 1974:118)<br />

Normally, this type of poster is large format and has a simplified<br />

message and picture, using as few graphic elements as<br />

possible in order to cause the biggest impact.<br />

As regards the propaganda poster, she considers that this<br />

differs from the commercial poster in that there is no direct<br />

sale of any product, despite the fact that a message is<br />

transmitted between the organization and the public. 'This<br />

category includes all posters that could be considered to<br />

be "of public interest", in the sense that they do not 'sell' a<br />

product or doctrine as such, but function rather as a way of<br />

protecting the individual - against alcohol, the destruction of<br />

the environment, etc' (Enel 1974:119)<br />

The propaganda posterusessimilarresourcestothecommercial<br />

ones, Enel points out; it establishes communication in a similar<br />

way via image, text, colour, composition and rhetoric, and uses<br />

similar persuasive techniques that operate subconsciously.<br />

The differences reside only in the desired results. While the<br />

commercial poster seeks to arouse sentiments of possession,<br />

wellbeing, status, etc, the propaganda poster attempts to<br />

stimulate subconscious feelings or emotions of hope, life,<br />

death, rivalry, fear, sensitivity, etc, thereby changing people's<br />

behaviour.<br />

As regards the cultural poster, Enel considers alt those<br />

concerned with Intellectual and artistic activities, generally<br />

aimed at a more restricted audience and transmitting more<br />

specific information which does not need to be understood<br />

by everybody. Unlike other types of poster, cultural posters<br />

are related to cultural events. '(...) the concert, exhibition,<br />

conference... They scarcely use the persuasive techniques of<br />

the commercial poster. The cultural poster does not attempt<br />

to manipulate reality or to give It any kind of mythical charge'<br />

{Enel 1974:127-128)<br />

This category includes posters for shows and films. Abraham<br />

Moles reduces the number of categories to two, i.e.<br />

advertising/commercial posters and political/propaganda<br />

posters. Although the message and representation techniques<br />

are the same, he claims that the former is concerned with<br />

socioeconomic matters while the latter inclucies non-<br />

advertising organisations. However, he also considers that<br />

posters may be classified according to their message and<br />

representations, presenting the following classification<br />

system, to which he attributes the following characteristics:<br />

(1) poster that has been photographed or drawn<br />

(2) poster in black and white or in colour (two-colour,<br />

four-colour)<br />

(3) use of argumentation or seduction<br />

(4) primitlvist (- Savignac) or elaborate<br />

(5) poster of a recognisable "style", eg. 1900-style,<br />

1926 (Art Deco) style, or "modern", or no appeal to any<br />

definite date.<br />

(6) abstract, symbolic or concrete {high degree of<br />

iconiclty, eg. packed soups) {Moles 2005:199).<br />

In additiontothlsclassification, he suggests a system of records<br />

that could be applied to posters. The various classifications<br />

are presented on the same record card with the subjects<br />

listed above, from which one subject can be selected for each


classification. However, he considers that this information may<br />

be complemented by other subjects of interest, such as:<br />

- intensity of colour shock/dash;<br />

- retention rate on an empirical scale;<br />

- dimensions of poster;<br />

- length of text, etc'{Moles 2005:201)<br />

John Barnicoat provides yet another classification system,<br />

consisting ofthefollowingcategories:ArtisticPosters (including<br />

Arte Nouveau, those related to Symbolism, and Hippy Posters);<br />

Modern and Professional Posters (including posters related to<br />

Formal Artistic, Decorative and Contemporary Movements);<br />

Posters and Reality (Expressionism, Realism and Surrealism);<br />

Posters and Society (the People's Poster, Poster and Humour,<br />

Political Revolutionary Posters and War), and finally, theThree-<br />

Dimensional Poster. Throughout his publication, he describes<br />

posters using terms that could themselves be understood as<br />

categories and subcategories, such as the advertising poster,<br />

anonymous poster, film poster, tourist poster, war poster,<br />

recruitment poster, heroic poster, etc, finally including these<br />

different types in the examples already given.This often results<br />

in a certain overlap, such as the Realist Poster of Mussolini by<br />

Xanti Schawinsky (1934), which is also related to the Society<br />

Poster in the subcategory Political Poster.<br />

Finally, Müller-Brockmann and Shizuko Yoshikawa's system<br />

consists of the following categories: Illustrative Poster;<br />

Objective-Informational Poster, Constructivist Poster,<br />

Experimental Poster and Series Posters.<br />

Among illustrative posters we include those designs<br />

which represent situations, people or objects shown<br />

by straightforward graphic or photographic means.<br />

Objective-informative posters are those which impart<br />

factual information in as objective a manner as possible.<br />

Their designs suppress any subjective artistic feelings,<br />

and an almost anonymous expression is typical of<br />

these posters. The arrangement always forms the basis<br />

of a constructive poster {...). There is a harmonious ratio<br />

between the whole design and its constituent parts, and<br />

the'structural'aspects predominates.The experimental<br />

poster always surprises. Its forms, and variety of forms,<br />

appear strange at first because they still do not belong<br />

to the form-vocabulary of their time. The best of these<br />

posters are ahead of their time (Müller-Brockmann<br />

2004:9).<br />

As regards the Series Posters, they consider three types based<br />

upon colour, form and text. Any of these discourses or possible<br />

relationships between them may be included in this category,<br />

which is based upon the predominance and repetition of one<br />

or more of their characteristics, allowing people to identify<br />

them as belonging to a poster series.<br />

4. Creation of a taxonomy for the on-line poster museum<br />

None of the existing systems and models available for<br />

orientation, cataloguing, indexing and classification have<br />

really succeeded in providing a closed and stable structure for<br />

the poster. Language barriers may be overcome but cultural<br />

differences, those unique characteristics specific to a country<br />

or even experienced within a particular country itself, are not<br />

really accounted for. it was for this reason that we felt the need<br />

to create a new taxonomy for the on-line poster museum<br />

(while of course recognising it as one possible system rather<br />

than the definitive taxonomy). This taxonomy would have to<br />

be sufficiently open-ended to be able to adapt to the specific<br />

demands of the poster as the whole collection is gradually<br />

analysed and researched or as new posters are added, and it<br />

would have to be flexible enough to allow new information to<br />

be included, and avoiding a rigid or self-enclosed model.<br />

In orderto bring together different reference sources to create a<br />

terminology that is appropriate to the area of design, a specific<br />

methodology was sought that would enlarge the range of<br />

information available on this theme. Thus, the on-line poster<br />

museum serves as a vehicle by means of which other information<br />

may be introduced and accessed through specific headings. It<br />

does not propose to be a new thesaurus to rival the American<br />

one, but rather sets up a list of terms with a particular logic that<br />

can serve as indexes for the subject. The visitor may enter the<br />

museum through headings related with four main subject areas.<br />

What is new is the sheer diversity of information available upon<br />

entry to the museum, topics which function as access portals to<br />

other subjects. While a thesaurus excludes events and proper<br />

names (of people and organizations), this on-line museum<br />

includes these and other matters in its taxonomy, particularly


as regards the area of design and the graphic message existing<br />

in each poster. This maizes it into an innovative concept, which<br />

may be used as a model for similar museums İn the future.<br />

Thetaxonomydrawsclosertoexisting models in its treatment of<br />

representations, mobilizing conventional criteria from the field<br />

of Design as regards the study of form, which is perceived as an<br />

informational category in itself. The arguments represented in<br />

each poster allow for the creation of a new taxonomy.<br />

At present the collection contains around 40,000 posters, and<br />

is likely to increase In number. The inclusion of new posters<br />

may lead to new representations and consequently to new<br />

subjects, and so the taxonomy needs to be flexible in order to<br />

accompany the growth of the collection.<br />

If we look at Clip in the area of Design, we can see that the<br />

indexing terms are interrelated. It presents a vast list of topics,<br />

covering the whole field of Design, and thus served as an<br />

orientation tool for the construction of the taxonomy for<br />

the on-line museum, particularly as regards Design-related<br />

themes. Of the 56 preferential indexing terms, 19 were<br />

selected, and some of the headings were altered in order to<br />

adapt them to the particular needs raised by the poster.<br />

The CDU system was adopted for the classification of the<br />

posters, the Unimarc for the organization of records, and<br />

Aleph forthe cataloguing of those records in accordance with<br />

ISBN(NBM) and RPC standards. At present, the on-line poster<br />

museum is integrated Into SINBAD, which permits access to<br />

information In a structured way (although the presentation of<br />

Information in the museum is as yet provisional in character).<br />

As visits are expected from a wide range ofdifferent publics, the<br />

information may be accessed from five perspectives: 1 .History<br />

of the Poster; 2.Categories; 3.Authorship; 4.Exhibitions;<br />

and 5.0bservatlons. The information will be presented<br />

chronologically, and will cover topics ranging from history,<br />

politics and economics to Design-related subjects. It may also<br />

target more specific publics, as In the case of Categories, which<br />

is subdivided into the following main and subsidiary topics:<br />

2.1. Subject matter of posters (general topic concerned with<br />

the thematic characteristics of the poster):<br />

Performing arts posters (posters designed to advertise<br />

theatrical performances and other types of entertainment or to<br />

promote artistes without reference to any particular event).<br />

Film posters (posters for films and cinematic events).<br />

Circus posters (posters for circuses, festivals, shows, etc).<br />

Concert posters (posters for orchestras, solo instruments,<br />

vocalists and other musical performances).<br />

Sports posters (posters advertising sporting events, such as<br />

football, basketball, tennis matches, etc, or to commemorate<br />

spurring figures).<br />

Exhibition posters (posters for art exhibitions, inauguration<br />

ceremonies, trade fairs, etc).<br />

War posters (matters related to war, including military or civil<br />

support and propaganda).<br />

Books and magazines posters (posters that advertise books,<br />

magazines, newspapers, journals, etc)<br />

Educational posters (posters on education-related matters,<br />

or which instruct, educate orsensitlsethe public about specific<br />

issues).<br />

Political posters (including election campaigns, posters on<br />

social / political subjects or about environment, health, civil<br />

rights and propaganda).<br />

Protest posters (posters that comment upon or criticise social<br />

aspects, are related to propaganda or support a revolutionary<br />

movement).<br />

Rock posters (promotes concerts of rock or other kinds of<br />

popular music or musicians).<br />

Sensitization posters (posters that sensitize the public in<br />

some way, are concerned with social issues in the sense of<br />

protecring people or the cultural / natural heritage, or are<br />

related to a historical event, commemorating a political,<br />

narional or popular occasion, irrespective of subject).<br />

Souvenir posters (posters that can be purchased In specialist<br />

poster outlets, second-hand bookshops and antique shops,<br />

that are reprints or artefacts where the concept of the poster<br />

has priority over what it represents or communicates, or which<br />

are collector's Items).<br />

Theatrical posters (posters for theatre plays, singers,<br />

musicians, poetry recitals, comedy acts, burlesque, variety<br />

shows, opera, musicals, reviews, magician shows or other<br />

stage acts)<br />

Travel posters (posters promoring tourism generally, trips or<br />

means of transport, such as railways or boats).<br />

Others


2.2. Poster design (genera! topic relating to the design/<br />

creative aspects of the poster):<br />

Abstract posters (includes representations of anything that<br />

does not exist outside the abstract realm).<br />

Artistic posters (posters with a strong artistic component, not<br />

only as regards the means of representation but also in the<br />

way the message is communicated, and which reveal artistic<br />

influences).<br />

Calligraphic posters (posters with manually executed text:<br />

with serif; sans serif; mixed).<br />

Concrete posters (posters with factual and objective<br />

representations, unlike the artistic poster, or which have<br />

characteristics that are almost non-expressive and which do<br />

not allow the author to be recognised).<br />

Colour posters (term relating to the use of colour in the<br />

poster: black and white; monochrome; two-colour; three-<br />

colour, etc.).<br />

Drawn posters (image created using lines or patches).<br />

Style posters (posters in a clearly-defined identifiable style:<br />

Arts & Crafts; Arte Nouveau; Wiener Werksatte; Futurist; Cubist;<br />

Constructivist; Bauhaus; Hyperrealist; Pop Art; Minimalist,<br />

etc.).<br />

Formal posters (posters in which the forma! aspect or<br />

composition is particularly important or where there is a logic<br />

between the parts).<br />

Experimental posters (posters with shapes that do not have<br />

any obvious logic, or which shock and surprise, particularly<br />

when decontextualised from the formal stereotypes of an<br />

era).<br />

Geometric posters (posters with mostly geometric shapes or<br />

shapes that are generally geometrically simplified).<br />

Illustrated posters (includes representations of anything that<br />

does not exist, although it has a realist presence).<br />

Pattern posters (posters consisting of repeated motifs).<br />

Symbolic posters (posters containing images that have<br />

become icons over time).<br />

Typographic (lettering) posters (posters with a<br />

typographically-executed text with serif; sans serif; mixed).<br />

Others<br />

2.3. Poster as Physical Object (general topic concerning the<br />

physical characteristics of the poster as three-dimensional<br />

object):<br />

Billboard posters (poster composed of a series of sequential<br />

sheets mounted in a particular order)<br />

Dual-sided posters (posters printed on the front and back).<br />

Stock posters (poster with generic pictures and spaces left<br />

blank in order to be reprinted later with new information).<br />

Sequential posters (series of several posters forming a<br />

sequence).<br />

Three-dimensional posters (posters that communicate their<br />

message three-dimensionally, ünlüce the traditional poster).<br />

Posters dimensions (large format; medium format; small<br />

format).<br />

Posters format (square; rectangular; other shapes).<br />

Others<br />

2.4. Production Technologies (general topic concerned with<br />

the technological characteristics used in the production ofthe<br />

poster):<br />

Posters in Adobe Illustrator (uses the computer as a<br />

production resource).<br />

Airbrush posters (uses airbrush as a production resource).<br />

Water colour posters (uses water colours as a production<br />

resource).<br />

Collage posters (uses collage as a production resource).<br />

Drawing posters (uses drawing as a production resource).<br />

Photographic posters (uses photography as a production<br />

resource).<br />

Photomontage posters (uses photomontage as a production<br />

resource).<br />

Freehand posters (uses the computer as a production<br />

resource).<br />

Gouache posters (uses gouache as a production resource).<br />

Pencil posters {uses lead, graphite or colour pencils as a<br />

production resource).<br />

Charcoal posters (uses charcoal as a production resource).<br />

Mixed posters (uses more than one production technique).<br />

Pastel posters (uses pastel as a production resource).<br />

Photoshop posters (uses the computer as a production<br />

resource).<br />

China ink posters (uses china ink as a production resource).<br />

Others<br />

2.5. Reproduction technologies (general topic concerned<br />

with the technological characteristics ofthe printing process


used to reproduce the poster):<br />

Xylographic posters (uses xyiographic printing as a<br />

reproduction resource).<br />

Lithographic posters (uses lithographic printing as a<br />

reproduction resource).<br />

Serigraphic posters (uses silk-screen printing as a<br />

reproduction resource).<br />

Off-set posters (uses off-set printing as a reproduction<br />

resource).<br />

Digital posters (uses digital printing as a reproduction<br />

resource).<br />

Others<br />

2.6. Design (general topic concerned with the design subjects<br />

presented in the poster);<br />

Designers associations (posters about or by designers<br />

associations).<br />

Posters & representations (feminine; masculine; objects;<br />

flowers, etc).<br />

Design centres (posters about or by design centres).<br />

Design competitions {posters advertising design<br />

competitions).<br />

Design conferences (posters advertising design conferences,<br />

including congresses, lectures, meetings, etc)<br />

Colour in the posters (access to posters by colour; how<br />

many blue posters exist; the most commonly used colour; the<br />

predominant colour, etc).<br />

Companies related to the posters (RED, JCDecaux; space<br />

rental; formats of spaces for the posters; who affixes them;<br />

affixation techniques, etc).<br />

Design education (posters relating to the teaching of design;<br />

courses; training schemes; workshops; polytechnic education;<br />

higher education).<br />

Spaces for posters (the development over time of spaces for<br />

the placement of posters).<br />

Design exhibitions (posters advertising design exhibitions in<br />

this area).<br />

Design offices (posters advertising designers' offices; design<br />

workshops; advertising agencies).<br />

Printers involved in the printing of the posters (list of<br />

printers that print posters; short history of graphics - when<br />

new printing technologies were adopted, etc; information<br />

may be presented geographically with the country divided<br />

into the northern, southern and central zone, and thus,<br />

gradually, a map will be developed presenting the density of<br />

printers per Km2).<br />

History of printing technologies used for posters<br />

(presentation of miscellaneous subjects, such as: how they<br />

developed; how they evolved; when they were adopted, etc).<br />

Brand image (covering various aspects, such as logotypes,<br />

which aim to give coherence and unity to the visual aspects of<br />

a company or institution's activities; often extended to other<br />

artefacts - flyers, advertisements In magazines, newspapers,<br />

radio and TV).<br />

Impacts of technology on poster printing (the effect of<br />

technological intervention or technological limitations upon<br />

posters).<br />

Logotypes (posters that present logotypes).<br />

Materials used in the production of posters (eg. paper ~ Its<br />

history; raw materials; manufacture; development of print sheet<br />

formats; formats most used for posters; papers most suitable for<br />

printing posters; papers selected by the designers, etc.).<br />

Materials used for the reproduction of posters (eg. inks<br />

- history; raw materials; manufacture; inks most used for<br />

posters, etc).<br />

Print runs (research into the numbers of copies printed at one<br />

time: 100,200, 500 copies, etc).<br />

Use of language (posters whose language has altered across<br />

time).<br />

Others<br />

3. Authorship (general topic concerned with individual or<br />

collective authorship);<br />

Advertising agencies (posters created by advertising<br />

agencies, where collective authorship is more important than<br />

individual).<br />

Design workshops (posters created in design workshops,<br />

where the author Is a collective rather than individual<br />

identity).<br />

Anonymous posters (posters of unidentified authorship).<br />

Author posters (posters identified by an author or where<br />

the authorship is Identifiable through the graphic language<br />

used).<br />

4. Exhibitions (general topic concerned with exhibitions<br />

organised by the curator): to be proposed


5. Observations (complementary topics):<br />

Collecting (collecting as a memory-recording action;<br />

motivations for collecting - monetary value (investment),<br />

rarity (exclusivity), pleasure (acquiring, i


References Electronic Documents<br />

ALMEIDA, A. C and SANTOS, M., 2005. CDU: Classificaçâo<br />

Decimal Universal: tabela de autoridade: ediçâo abreviada em<br />

lingua portuguesa com base no Master Reference FILF UDC<br />

Consortium. 3rd ed. Lisboa; Biblioteca Nacional<br />

BARNICOAT, J., 2000. Los carteles su historia y su lenguaje.<br />

Barcelona, Gustavo Gill<br />

ENEL, R, 1974. El cartel: lenguaje, funciones, retorlca. Valencia,<br />

Fernando Torres<br />

FEDERAÇÂO INTERNACIONAL DAS ASSOCIAÇÖES DE<br />

BIBLIOTECARIOS, 1990. ISBD (NBM): Descrlçâo BIbllografica<br />

Internacionai de Material Nao Livro. Colmbra, Sistema<br />

Integrado de Informaçâo Bibllogrâfica da Zona Centro<br />

MOLES, A., 2005 - O cartaz. Sao Paulo: Editora Perspectiva<br />

MULLER'BROCKMANN, J. and YOSHIKAWA, S. 2004. History of<br />

the poster. London: Phaldon<br />

RESENDE, J. M. and VENTURA, J. AND DUARTE, E., 1996.<br />

Terminologia controlada para indexacao de documentos na<br />

area do design. Lisboa: Instituto da Biblioteca Nacional e do<br />

Livro, 1996<br />

ESTADOS UNIDOS. California State University - Dewey<br />

Classification System [On-line]. Los Angeles: CalStateLA, cop.<br />

2006, actual. 19 Nov. 2002. [Consulted 6 Jun. 2006]. Available<br />

on WWW:


D E V E L O P I N G T H E B R A N D D F A B O R N G L O B A L C O M P A N Y F R O M T U R K E Y A S A<br />

N E W L Y I N D U S T R I A L I Z E D C O U N T R Y : T H E G A I A & G I N O C A S E<br />

İrem Bektaş<br />

Istanbul Technical University<br />

Industrial Product Design,Turkey<br />

irembektas@gmail.com<br />

Dr. Özlem Er, Assoc. Prof.<br />

IstanbulTechnical University<br />

Department of Industrial Product Design, Turkey<br />

ero@itu.edu.tr<br />

Abstract<br />

This paper reviews the development process of a design<br />

intensive brand, Gaİa&Gino, from a newly industrialized<br />

country' setting. The fact that the brand targeted the global<br />

market right from its inception makes it an interesting<br />

example to study in relation to the concept of "born global".<br />

The paper examines the strategic steps taken by the founder<br />

company Decorum Inc. to establish Gaia&Gino as a global<br />

brand. By examining these steps in terms of their potentials in<br />

creating an alternative path for gaining a share in the global<br />

market, the paper aims at discussing whether pursuing a<br />

born global strategy can be a viable strategy for growth for<br />

a company located in a newly industrialized country. The<br />

paper particularly focuses on how the design and production<br />

functions were organized and managed in the business model<br />

created for developing the Gaia&Gino brand. The findings<br />

' A Newiy Industrialised Country (NIC) is one which is a developing<br />

country but has not yet achieved the status ofthe advanced countries<br />

(The Penguin Dictionary of Economics, 1987).<br />

According to Er (1994) what makes NICs interesting in terms of<br />

design research is that they are the only developing countries which<br />

attempted and succeeded, at least in some sectors, to establish an<br />

industrial design activity.The most significant common characteristic<br />

of NiCs is that they have explicitly attempted to develop their<br />

economies on the basis of industrialisation (Dicken, 1986 quoted in<br />

Er,Ö., 1995)<br />

indicate that the brand is based on an original business model<br />

highly benefiting from international networks of production<br />

and communication. Another indication is that being<br />

positioned as high design value and price, the brand benefits<br />

from a global vision of operation. This is particularly important<br />

for a company operating from a newly industrialized country<br />

setting as such a country, would typically suffer from an<br />

unsophisticated consumer culture due to low income levels<br />

and limited product offerings.<br />

Introduction<br />

Since the early nineties, the emergence of dynamic, newly<br />

established small and medium-sized enterprises which<br />

internationalize right from their inception {or shortly after)<br />

and compete against well-established, large companies in the<br />

global markets have drawn great attention. Several studies<br />

were conducted to identify and explain these types of firms,<br />

whose internationalization behaviour fit into none of the<br />

existing models. Labelled as Born Globals, these firms have<br />

chosen different paths to become global players and their<br />

emergence has already grown into a big phenomenon.<br />

Born Global companies first emerged in small, open economies<br />

such as New Zealand and the Nordic countries. In these cases,<br />

rapid internationalization was essential for the survival of the<br />

companies. However, the emergence of these firms are not


specific to these countries. They exist in other places such as<br />

the USA, the UK, France and Israel (RIalp-Crlado, Rialp-Criado<br />

and Knight, 2002). The Born Global companies, that emerge<br />

from countries with different economic structures should also<br />

be investigated to contribute to the existing literature.<br />

Gala&Gino Is the brand of a design intensive Born Global<br />

company from Turkey. Since its launch In 2004, it has gained<br />

international reputation and Gaia&GIno branded products<br />

have been sold in prestigious shops in major cities. The fact<br />

that Decorum Inc. positioned Gaia&GIno as a global brand<br />

right from the beginning is the main factor which took our<br />

attention to it. Could this strategic choice be an example for<br />

other companies in Turkey v^hich face the problems of an<br />

unsophisticated consumer market due to the low-income<br />

level of the majority of Its population? In this paper we will try<br />

to investigate the Gaia&GIno case, which is a brand of home<br />

accessories, to reveal its way of doing business In becoming<br />

an internationally known brand.<br />

The Concept of Born Global<br />

The first researcher who referred to the "Born Global" term<br />

was Michael W. Rennie (1993). McKinsey & Co consultants,<br />

while doing a research on the emerging Australian high-<br />

value-added manufacturing exporters, discovered the rise of<br />

small and medium- sized enterprises (SMEs) that successfully<br />

compete against large, established firms In the global market<br />

starting from the beginning (Rennie, 1993).The data indicated<br />

that the export behaviour of these firms did not conform to<br />

the two models, which define internationalization as an<br />

incremental process starting with national operations: The<br />

Uppsala Internationalization Model (Johanson and Vahine,<br />

1977) and the Innovation Related Export Development Models<br />

(Bilkey and Tesar, 1977; Çavuşgil, 1980; Reid, 1981). The data<br />

was soon studied by Çavuşgil (1994) and the theory of Born<br />

Global v;as developed.<br />

Several definltons of the Born Global concept were made<br />

according to different criteria such as the firm's establishment<br />

date, export-to-sales ratio, time spent between the period of<br />

the first export and its founding and organizational behaviour.<br />

For instance, Rennie emprlcally defines Born Globals as the<br />

companies that 'began exporting, on average, only two years<br />

after their foundation and achieved 76 percent of their total<br />

sales through exports' (1993). Knight and Cavusgll define<br />

them as 'business organizations that, from or near their<br />

founding, seek superior International business performance<br />

from the application of knowledge-base resources to the<br />

sale of outputs in multiple countries' referring mostly to<br />

the technology-oriented companies (2004, p.124). Mika<br />

Gabrlelsson defines these type of firms as'those that from their<br />

inception pursue a vision of becoming global and that often<br />

globalise their business rapidly without an eadler longterm<br />

domestic or Internalization period'{2005, p.199). In this paper,<br />

the researchers refer to Moen's definition of these firms as<br />

companies'having export sales higher than 25 percent and an<br />

establishment date post 1990' (2002, p.l 56).<br />

The Characteristics of Born Globals and the Key Influences<br />

on These Firms<br />

There has been numerous studies, which identify and examine<br />

the internal and external influences on these firms and trends<br />

behind their emergence and continuous rise. These can be<br />

grouped as: (1) Globalization and the homogenization of buyer<br />

preferences around the world, (2) present market conditions<br />

(change in customer demands, the increasing importance<br />

of niche markets for SMEs woddwide), (3) the technological<br />

improvements in the areas of production, transportation<br />

and communication, (4) the increased number of business<br />

executives and enterpreneurs with international experience,<br />

(5) the Increased importance of international networks and<br />

alliances and (6) easier access to financing (Rennie, 1993;<br />

Knight and Cavusgll, 2004; RIalp-Crlado, Rialp-Criado and<br />

Knight, 2002; Falay,2006).<br />

The characteristics of Born Globals have been identified In<br />

several studies. These companies usually emerge from small<br />

and open economies, in which quick internalization is the<br />

way to survive (Falay, 2006). They are mostly SMEs, whose size<br />

give them the flexibility to internationalize faster. Born Global<br />

companies usually operate In highly specialized niche markets<br />

(Rasmussen and Madsen, 2002). Rennie (1993) states that they<br />

create a market where they have almost no competitors by<br />

understanding and satisfying the needs of a particular group<br />

of customers. Geographical distance is not a factor for these<br />

companies since they rely on international networks and


form strategic alliances. Born Globals have different branding<br />

strategies than traditional companies (Gabrielsson, 2005).<br />

The past experiences and global attitudes of their founders<br />

are also characteristics of them. As young enterprises, these<br />

firms need to compete with their limited sources (Falay, 2006).<br />

On the other hand, they rely more on a group of intangible<br />

knowledge-based capabilities (Knight and Çavuşgil, 2004).<br />

Although recent studies about the phenomenon seem to<br />

have been focused widely on high-technology businesses.<br />

Born Globals operate in all industries and In all major trading<br />

countries. Rennie (1993) asserts that to be successful, these<br />

companies need to compete on quality and value. Besides,<br />

Knight and Cavusgii (2004) mention that these firms tend to<br />

benefit from technological skills, relatively unique products<br />

and a great focus of quality to sell their products worldwide.<br />

The innovative corporate culture and proactive attitudes of<br />

Born Globals are also emphasized.<br />

Design Intensive Born Globals<br />

Born Globals appeartoexistinfivedifferent product categories,<br />

which are high- tech, high-design, high-service, high-know-<br />

how and high systems (Gabrielsson, 2005). Although, most<br />

of the studies address high-tech product groups, these<br />

companies have also found their place in the design industry.<br />

There are examples of companies which rapidly<br />

internationalized by using design as the main core<br />

competence to compete in the global markets. Falay (2006)<br />

states that design industry enables companies become Born<br />

Globals by providing an open arena where these companies<br />

can focus on highly specialized niches, make small volumes of<br />

production feasible and gain price advantage by the perceived<br />

value added by design. Gaia&Gino can also be considered as a<br />

company specializing in a global niche market with a distinct<br />

design identity.<br />

The Case of Gaia&Gino<br />

Gaia&Gino is the design brand of Decorum Inc. from Turkey.<br />

Decorum Inc., which was founded in the first quarter of<br />

the 1990s, has an export rate of %100 and design being its<br />

core competence, is an example of a design intensive Born<br />

Global company. Below we will try to explain its particular<br />

globalization experience on the basis of our semi-structured<br />

interviews with the founder and the marketing responsible<br />

of the company and our search of the secondary resources<br />

including newspapers, national and international magazines<br />

and the internet.<br />

From an Importer to the Creator of a Global Design Brand<br />

Decorum Inc. was founded In 1992 by Gaye Çevikel. The<br />

mission of Decorum has been stated as 'to develop design<br />

consciousness in Turkey and to orient customer tendencies<br />

in this direction' (Teoman, 2005). In line with this mission,<br />

Decorum initially became the agent of world-known textile<br />

design companies, such as Creation Baumann, Rubelli and<br />

Zimmer-i-Rohde and sold their products at Decorum stores.<br />

The company then started to sell the design products of world-<br />

famous design brands such as Aiessi and Kosta Boda. Having<br />

introduced numerous design objects to Turkey, Decorum has<br />

been one ofthe pioneers of design in the domestic market<br />

{Teoman, 2005).<br />

Gaye Çevikel did not have a formal design education.<br />

However, as her father is an architect, she had developed an<br />

understanding of aesthetics. She was educated on political<br />

sciences and has a master degree on international relations.<br />

After working at the World Bank for two years, she has decided<br />

to do her dream business and founded Decorum Inc. (Akgün,<br />

2006).<br />

By the year 1999, relying on the company's 8-years-experience<br />

in the sector. Gaye Çevikel decided not to continue only as an<br />

agent and a shop owner but to launch their own products<br />

which would be sold at Decorum stores. With this aim, they<br />

decided to collaborate with Defne Koz, a Turkish industrial<br />

designer who lives and works in Italy. She designed Liquids<br />

glassware collection that was launched in 2001. The company<br />

made its first export with this collection which was labelled<br />

under "Decorum I s"brand (Çevikel Interview, 2006).<br />

Gaye Çevikel, who has been attending seminars on brand<br />

management at Harvard Business School by the time Liquids<br />

glassware collection was introduced, decided that Decorum<br />

Inc. should make a new move to establish an international


and and launch Its own collections. Çevlkel believed at the<br />

time and still believes that a Turkish company can very well<br />

Invest in design and establish an International design brand.<br />

The company decided not to continue with "Decorum I s",<br />

since the name of the company and the brand was so close<br />

and could cause confusion (Bonofiyei Interview, 2006).<br />

The studies for the new brand continued between the years<br />

2001 and 2004. Defining the right brand name was the most<br />

difficult of them. Believing that the new brand which will<br />

operate in the global market should also represent their own<br />

story, they seeked forthe right brand name for two years and<br />

also got professional help. However, it was Decorum team<br />

who came up with the winning idea: Gaia&GIno. "Gala" is<br />

Gaye Çevlkel's nickname and "Gino" is the name of her dog.<br />

Gaye Çevlkel explains how they came up with the brand<br />

Gaia&GIno:<br />

All of my team voted for Gala since they believed<br />

that the brand should represent my values. Then<br />

came "GIno" because we wouldn't only launch home<br />

products. We made a research and found out that the<br />

most important product category in the USA was the<br />

pet products. My story Is that I have a dog and Gino<br />

symbollically appeared In the brand name. "Gala"<br />

represents people like me, people who are aware of<br />

design, look for differentiation In their lives and bound<br />

up in their Individuality. "Gino" represents their pets. We<br />

offer products which they can use at their homes and<br />

for their pets (Çevlkel Interview, 2006).<br />

The previous experiences of theteam with the Decorum stores<br />

have constituted a beneficial reference during the operations<br />

of Gaia&GIno. The team had intense knowledge about design,<br />

products and customers' preferences (Bonofiyel Interview,<br />

2006). Çevikel emphasizes that there wouldn't be Gaia&GIno<br />

If there hadn't been Decorum and adds with her own words;<br />

'If we weren't working with AlessI, I wasn't visiting that many<br />

glass factories of Kosta Boda and visiting that many design<br />

fairs, we wouldn't have this background' (Çevikel Interview,<br />

2006).<br />

Gala&Gino wasfirst launched during the NewYork International<br />

Gift Fair in August, 2004 (Bonofiyel Interview, 2006). Decorum<br />

Stores continued for a while afterwards. The company shut<br />

down the stores in September, 2005, because the team wanted<br />

to draw all their attention to Gala&Gino. Koleksiyon Inc. which<br />

is a prestlgeous home and office furniture manufacturer with<br />

its own stores became the distributor of the brand In Turkey.<br />

Decorum Inc. still continues to be the agent of Alessi in<br />

Turkey also sold in Koleksiyon and other stores such as Bill's<br />

in Turkey.<br />

The Aim of Gaia&Gino<br />

The aim of the Decorum team In creating the Gaia&GIno brand<br />

is to operate in the world's designer's home accessories market<br />

with a product range of global appeal. This aim however does<br />

not exclude the reference to theTurkish culture when it can be<br />

a rich source of Inspiration for new product ideas or styles and<br />

also the promotion of theTurkish cultural influence if it is seen<br />

as creating added value. According to Çevlkel, Gala&Gino aims<br />

to enter into the wodd's best stores with their tabletop home<br />

and pet accessories and become one of the worldwide known<br />

design brands (Çevikel Interview, 2006).<br />

Strategic Steps to Set Gaia&Gino as a Global Brand<br />

Positioning Gaia&GIno as a global brand right from the<br />

beginning, the company has taken strategic steps in branding,<br />

distribution and sales, production and design to achieve the<br />

aim of becoming an Internationally known design brand In a<br />

short period of time. Çevlkel defines theirfocus of investment:<br />

'We invest In design. Design investment is the biggest<br />

Investment. In addition to that, we invest In marketing, selling<br />

and branding as the most important of them. Brand value is<br />

the most difficult to achieve'(Çevikel Interview, 2006),<br />

International Organizational Structure of Gaia&Gino<br />

The organizational structure of Decorum Inc. was changed to<br />

operate more effectively with Gaia&Gino (Çevikel Interview,<br />

2006),<br />

At present, the administrative office Is located in Istanbul.The<br />

managerial organization has a horizontal structure. There are<br />

five responsibles working in the office who directly report to<br />

the founder and the president of the company, Gaye Çevikel,


They are responsible for (1) Marl


Strategic Steps to Promote the Brand Globally<br />

Gaia&Gino has been trying to increase its brand awareness witli<br />

Intense PR activities for their first five years. Çevil


Stores in the USA and "the Lucl


Reputed Designers of Gaia&Gino<br />

Gaia&Gino strategically prefers to work with world-known<br />

designers. In addition to contributing to the global branding<br />

efforts of the brand, Gaia&Gino designers also provide<br />

commercial knowledge about the brand's target markets,<br />

as they are outstanding designers of Gala&Gino's primary<br />

markets.<br />

Thirteen designers have worked or still working for Gaia&Gino,<br />

some of who are; Defne Koz, Karim Rashid, Arik Levy, Andree<br />

Putman, Yves Behar, Constantine Boym and Denis Santachiara.<br />

Çevikel believes that working with different designers is what<br />

differentiates their products (Çevikel Interview, 2006).<br />

Gaia&Gino chooses the designers according to some criteria.<br />

Çevikel definesthatthe most important common characteristic<br />

of Gaia&Gino designers is their having multicultural rootes<br />

(Çevikel Interview, 2006). They are used to different cultures<br />

and/or work with companies from different countries. Çevikel<br />

adds that, another common characteristic of Gaia&Gino<br />

designers is that none of them has a "geometric" design<br />

language. Gaia&Gino represent "softer lines" of life (Çevikel<br />

Interview, 2006). The fact that externa! designers work with<br />

different sectors in their professional lives is also another<br />

factor for their preference as they would use the knowledge<br />

and experience of these sectors for new product ideas (Çevikel<br />

Interview, 2006).<br />

Identity of Gaia&Gino Products<br />

Çevikel believes that its products should reflect the philosophy<br />

of a brand (Çevikel Interview, 2006). She defines Gaia&Gino<br />

products as "unconventional", having "a sense of humor" and<br />

"simple design but high concept". Çevikel emphasizes that<br />

every product has its own story (Çevikel Interview, 2006).<br />

Perception of Design within Gaia&Gino<br />

Gaye Çevikel defines design as "the heart of Gaia&Gino"(Yasak,<br />

XI! Magazine, 2006). She emphasizes that every individual<br />

of the company is aware of design. Gaia&Gino refers to the<br />

opinions of its team, consisting of individuals with different<br />

cultural and disciplinary backgrounds, at every level. They also<br />

get continuous feedbacks from its agents, distributors and the<br />

area manager.<br />

All the design activities of Gaia&Gino is personally managed<br />

by Gaye Çevikel. Also, the administrative team effectively<br />

contributes to the design activities.<br />

Gaia&Gino has a holistic design approach. Apart from product<br />

design projects, packaging design, exhibition and stand<br />

design and web and graphics design projects are undertaken<br />

by professionals. These designers are chosen according to<br />

the quality, contemporaneity and distinctiveness of their<br />

previous works. To name some, they have worked with Derin<br />

Sarıyer (a well known Turkish designer) for stand designs,<br />

the first product photographs were taken by Christopher<br />

Kicherer who is a famous architectural photograph artist and<br />

communication consultant of world- known brands and the<br />

logo of Gaia&Gino was designed by All Cindoruk, a Turkish<br />

designer living in the US.<br />

Managing Design in Gaia&Gino<br />

Gaia&Gino design projects are personally managed by Gaye<br />

Çevikel. Gaia&Gino follows a formal design management<br />

policy. The design and product development processes are<br />

controlled by comprehensive, written design briefs, which<br />

define each stage ofthe product development process and<br />

mutual responsibilities (Çevikel Interview, 2006). The design<br />

briefs consisting of projects goals, customers' identity,<br />

marketing and sales data, desired product identity, product<br />

typology, materials and production specifications and a<br />

detailed time table are constituted by the contribution of all<br />

the divisions ofthe company.<br />

Traditionally, the designers of Gaia&Gino are invited to Istanbul<br />

first. They spend two or three days in Istanbul, familiarizing<br />

with the company culture, philosophy of the brand, Turkish<br />

culture and the Gaia&Gino team. Meanwhile, they are given<br />

the design briefs (Çevikel Interview, 2006). After almost a<br />

month, designers send their sketches to Istanbul. Çevikel<br />

(2006) emphasizes that it is very important for her to see the<br />

skecthes in the early stages. These sketches are evaluated<br />

by Gaye Çevikel, the administrative office and the product<br />

development teams.


Fromthatpoint,GayGÇevikelworkswith designers. Proceeding<br />

on the sketches, they decide on the final design and compose<br />

the stories of the products. Çevikel, compares their system<br />

to Memphis' style and the relation between the owner of the<br />

Coca- Cola company and the designer Raymond Loewy in<br />

the 1970's (Çelikel Interview, 2006). She mentions that they<br />

develop right products within the synergy that arises between<br />

her and the designer.<br />

After the form of the design is approved by Gaye Çevikel and<br />

the materials are defined, product development team takes<br />

over and from that point Gaye Çevikel only participates in the<br />

process for topics related to dimensions, colors and quality.<br />

The product development specialists work with designers<br />

to optimize the designs. As the process evolves, the 3D CAD<br />

outputs and the prototypes produced by the partner factories<br />

are shared with the Gaia&Gino team. The production phase<br />

starts when the feasibility of the design is approved.<br />

Gaia&Gino's Success<br />

Launced in August 2004, the Gaia&Gino brand is in the process<br />

of growing. Although it has become self-supporting in the<br />

short period since its start, the brand has not brought the<br />

expected financial profit yet. Considering Its short existence,<br />

it is much more appropriate to measure the success of the<br />

brand with qualitative signs of achievement such as brand<br />

awareness, media coverage and the awards received.<br />

The four products that are listed in the Gaia&Gino product<br />

range won four prestigious design awards all of which evaluate<br />

both the quality of design and production:<br />

1. "Liquids" Glassware Collection, Designer: Defne<br />

Koz (1999), 2002 GOOD DESIGN Award In "tabletop"<br />

category (exhibited at the permanent collection of the<br />

Chicago Athenaeum Architecture and Design Museum).<br />

2."Morphescape"Tableware, Designer: Karlm Rashid<br />

(2002), 2005 DESIGN PLUS Award (became a part of<br />

the permanent collection displayed in the Museum<br />

of Applied Arts, in Frankfurt), nominated for the 2006<br />

DesignPreis Award.<br />

3. "Mistic" Cand!ehoider/Vase/Sculpture, Designer:<br />

Arik Levy(2004), 2006 DESIGN PLUS Award (became<br />

a part of the permanent collection of the Frankfurt<br />

Museum of Applied Arts) Nominated for DesignPreis<br />

2007.<br />

4. "Kari, Ari, Arim,<br />

Designer: Karim Rashid (2002), IDEA 2006 Bronze<br />

Award (featured In the the highly anticipated 2006<br />

IDSA National Conference's Design Gallery and Expo)<br />

(http://www.gaiaandgino.com/news„en,asp).<br />

Gaia&Gino has also been covered by the world's prestigious<br />

design and life style magazines. Although Gaye Çevikel<br />

complains about the lack of interest of the Turkish media,<br />

the interest of the international media in the brand is rising.<br />

Financial Times recommended "Kaz Candleholder" as one of<br />

the best ways of spending the money in its "How To Spend<br />

It"column in Febuary 2006. Wallpaper recommended "Liquids<br />

wine glass" as one of the twenty five ways of Improving one's<br />

life in its December, February 2006 edition. Karim Rashid's<br />

"Happy People Glassware Collection" was covered in Time's<br />

Style and Design 2006 Winter annex. Indeslgn magazine<br />

widely covered Gaia&Gino in its February 2006 edition. O At<br />

Home magazine has also covered the brand in its 2005 Winter<br />

edition. Besides these, many design and life style magazines<br />

have been praising Gaia&Gino as the "Turkish Delight" or<br />

"the Turkish Treasure" (http://www.gaiaandgino.com/press_<br />

en.htm).<br />

Conclusions<br />

Before making any concluding comments, the researchers<br />

admit that the time period between the foundation of<br />

Decorum Inc. and their first export- which Is approximately 9<br />

years- may cause confusion about the company's Born Global<br />

Identity. Many researchers (Rennie, 1993; Knight and Cavusgll,<br />

2004) would expect a time period of approximately 2 years<br />

after the Initiation for starting the firm's export activities. On<br />

the other hand, other researchers (Gabrlelsson, 2005; Moen,<br />

2002) avoid giving a specific time period and mainly consider<br />

the export rates and behaviours of these firms. Focusing<br />

especially on Gaia&Gino operations, the company's behaviour<br />

overlaps with the defined characteristics of Born Globals.


As a result ofthe research, it was discovered that the company<br />

has structured itself on an original path to compete in the<br />

global markets. Its global vision, design intensive approach,<br />

strategic choice of markets and product groups, strong use of<br />

networks and strategic branding activities constitute a unique<br />

activity map {see Figure 1).<br />

The founder's global vision and personality have been<br />

effective on the company's decision to establish Gaia&Gino as<br />

a global brand. Besides, the team's previous experiences with<br />

Decorum stores were beneficial for making the right choices<br />

for the brand operations.<br />

Design is the core competence of Gaia&Gino. It was discovered<br />

that, they have generated a formal design management<br />

strategy, which is conducted personally by the founder with<br />

the assistance of other divisions of the company. The team<br />

has a holistic approach to design, which is another factor for<br />

developing unique products.<br />

Gaia&Gino has placed itself at the high end of the designer's<br />

home accessories market and targeted a highly specialized<br />

niche of customers with its unique product designs, high<br />

quality production and premium pricing. As the domestic<br />

market of Turkey for the high end ofthis sector is so small, the<br />

brand chose to operate globally and draw its attention to the<br />

unsaturated market ofthe USA, as its first primary market. The<br />

product grups of Gaia&Gino were also chosen according to its<br />

primary markets. Right positioning in the global markets leads<br />

to success.<br />

Operating in twenty five countries and five continents,<br />

Gaia&Gino has benefited from the strong use of networks<br />

for its production, design, distribution and sales, within<br />

its international organization. The brand has strategically<br />

chosen to make use of external design services, outsource<br />

its production and establish a network of distributors, agents<br />

and the area manager to control Its ditrlbution and sales<br />

activities.<br />

Gaia&Gino has delicately structured its branding and<br />

marketing operations to increase the brand awareness in the<br />

sector, ignoring any activity that may harm the brand in long<br />

term.<br />

To conclude, Gaia&Gino appears to be a successful design<br />

intensive Born Global from Turkey. Despite its short existence,<br />

the brand has mentioned to increase its brand awareness In<br />

the global markets and the media coverage about it has been<br />

expanding as four of its collections won prestigious design<br />

awards.


References<br />

AKGÜN, M., 2006. Tasarım Hikayelerimizi Aktarmak İçin Bir<br />

Araçtır. The official website of Referans Gazetesi, Available at;<br />

http://referansgazetesi.com/prlnt.aspx7HBR_KOD-33676<br />

ANONYMOUS A, 2006.The Results of Income Distribution, 2005.<br />

The official website ofTurkish Statistical Institute, Available at:<br />

http://www.turkstat.gov.tr/SONlST/GELIR/251206.doc<br />

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smaller-sized Wisconsin manufacturing firms. Journal of<br />

International Business Studies, 8 (1), 93-98<br />

BONOFIYEL S., 2006. Interview, April 19<br />

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European Research, 8 (6), 273- 281<br />

ÇAVUŞGİL, S.T., 1994. A quiet revolution in Australian exporters.<br />

Marketing News, 28 (11), 18-21<br />

ÇEVİKEL G., 2006. Interview, April 19<br />

ER, H. A., 1994. Industrial Design In Newly industrialized<br />

Countries: An Exploratory Study of the Factors Influencing the<br />

Development of Local Design Capabilities, IAS Research Papers,<br />

RP-72, institute of Advanced Studies, Manchester Metropolitan<br />

University, Manchester<br />

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Industrialised Countries with particular reference to the<br />

Operations of British Automotive Design Consultancies, PhD<br />

Thesis, Institute of Advanced Studies, Manchester Metropolitan<br />

University, Manchester<br />

FALAY,2.,2006.DesignlntenslveBornGlobalCompanieslnFlnland:<br />

Role of Designers as Enterpreneurs. MA Thesis, Department of<br />

Design, University of Art and Design Helsinki, Helsinki<br />

GABRIELSSON, M., 2005. Branding Strategies of Born Globals.<br />

Journal of International Enterpreneurship, (3), 199-222<br />

iKlNCi, S., 2003.Turkey: Growing poverty and social Inequality.<br />

World Socialist website, Available at: http://www. wsws.org/<br />

articles/2003/apr2003/turk-a24._prn.shtml<br />

JOHANSON, J. and VAHLNL J. E., 1977. The Internalization<br />

process of the firm: a model of knowlege development<br />

and Increasing foreign market commitment. Journal of<br />

International Business Studies, 8 (1), 23-32<br />

KAYNAK, E. and KARA, A., 2002. Consumer perceptions of<br />

foreign products. An analysis of product-country images and<br />

ethnocentrism. European Journal of Marketing, 36 (7/8), 928-949<br />

KNIGHT G. A. and CAVUSGIL S. T., 2004. Innovation,<br />

Organizational Capabilities, and the Born-Global Firm. Journal<br />

of international Business Studies, (35), 124-141<br />

MOEN, 0., 2002. The Born Globals: A new generation of small<br />

European exporters. International Marketing Review, 19 (2),<br />

156-175 Official Website of Gala&Gino, Available at: http://<br />

www.galaandgino.com<br />

RASMUSSEN, E. S. and MADSEN, T K., 2002. The Born Global<br />

Concept. [Online] Available at: http;//www.sam.sdu.dk/'-era/<br />

EIBA%20Rasmussen%202002%20.pdf<br />

REID, S. D., 1981. The decision-maker and export entery and<br />

expansion. Journal of International Business Stuidles, 12 (2),<br />

101-112<br />

RENNIE, M. W., 1993. Born Global. The McKinsey Quarterly, (4)<br />

[Online] Available at: http://www.questla.com/PM.qs?a-o&se<br />

^ggls&d=5000255254<br />

RIALP-CRIADO, A., RIALP-CRIADO, J. and KNIGHT, G. A., 2002.<br />

The Phenomenon of International NewVentures, Global Start­<br />

ups, and Born Globals: What Do We Know After a Decade<br />

(1993-2002) of Exhaustive Scientific inquiry? Documents<br />

de treball [Online], Available at; http://selene.uab.es/dep-<br />

economla-empresa/documenîs/02-l 1 .pdf<br />

TEOMAN, A. M., 2005. On Gala&Glno. Unpublished Term pa per,<br />

Istanbul Technical University, Istanbul<br />

YASAK, T., 2006. Çılgın Fikirlere Uygun Yönetim Biçimi. XXI, 45,95


D I R E C T I V E , D I S C R E E T , D I S C R I M I N A T O R Y : M O D E R N S I G N A G E A N D T H E D E S I G N<br />

O F G E N D E R<br />

Pedro Be55a,PhD<br />

DeCA, Universidade de Aveiro, Aveiro, Portugal<br />

e-mail: pbessa@ca.ua.pt<br />

Abstract<br />

In this paper we intend to reflect upon the way pictography,<br />

as used in modern signage, far from being {as it was said<br />

to be, during the modernist optimism of the 70's) a sort of<br />

"universal", intuitive language on the contrary seems to have<br />

some limitations as a communication form.<br />

Not only signage pictography does not have a universal reach<br />

{as any other language, it relies on education and context), but<br />

its own "universalistic" pretensions, demanding a high degree<br />

of redundancy, tend to result in the use of caricature and<br />

stereotyping. Namely when it comes to represent gender. This<br />

unemotional,apparentlydetachedarea ofinformation design, we<br />

argue, has therefore its Ideological moment, ineluctable perhaps<br />

but one which Is important to understand and to document.<br />

Our study is based on a contents analysis of 49 signagesystems<br />

and 767 pictograms from different countries and periods. The<br />

results lead to the conclusion that female gender has always<br />

been underrepresented in signage systems, and also "marked"<br />

in relation to the generic male form or false neuter, with male<br />

figures being generally used to represent"people in general".<br />

1. Introduction<br />

1.1 from pictography to signage<br />

By the beginnings of the 20th century, with city growing,<br />

proliferation of administrative services, trade and leisure<br />

spaces; vv'ith economic globalisation and population mobility,<br />

situations began to occur where national languages (or rather<br />

their correlative typographic characters), were sometimes<br />

replaced vt/ith advantage by small pictures, i.e. pictograms.'<br />

The first serious attempt to create an organized system of<br />

grap/i/cs/gns Is duetotheViennesesociologistand philosopher,<br />

who later emigrated to London, Otto Neurath. In the earlier<br />

20's, Neurath was convinced ofthe possibility of creating an<br />

international pictographic idiom, which he would call Isotype.<br />

Through his system it would be possible to educate and bring<br />

together the different people ofthe earth - as with Esperanto,<br />

the artificial language created by the end of 19th century<br />

under the same Ideal.^<br />

Isotype consisted basically of using simplified images<br />

(silhouette) to transmit information in the areas of economy<br />

and social statistics; it was used mainly In books, posters, maps<br />

and other didactic material (Fig. 1).<br />

But Neurath's project resulted also from his activity as a<br />

philosophen he was a leading-figure of Logical Positivism, a<br />

philosophical movement that developed initially in Vienna, in<br />

the years 1920-30, and had among its objectives the search<br />

of an ideal language, descriptive and logical, thus superior to<br />

current language, full of Imprecision and deficiencies.^<br />

' On the faith in pictography as an easily understandable, intuitive<br />

language see KRUG, K.-H. et al., [undated], p.2; COSTA, J., 1998, p.89;<br />

DREYFUSS, H., 1984, pp.16 and ff.; AlCHER, O., and KRAMPEN, M.,<br />

1995., pp. 5,129; OTA, Y., 1993, p.18; HORTON, W.,1994, p.6.<br />

^ZAMENHOF, L, 1887. Charles K. Bliss, who worked with Neurath<br />

till Second World War, developed a hierogjyphical system<br />

(Semantography) sometimes called "visual Esperanto" - see OTA, Y,<br />

1993, p. 218. According to lyiODLEY 1976, ix, "...we may well call<br />

Otto Neurath the'Father of Pictography'."<br />

^GRANGER, G.-G., [undated], pp.83-86; CORDON, J. M. and MARTINEZ,<br />

T., 1987, pp. 149-59.


Neurath believed to have discovered such a language in<br />

isotype, a sort of intemporai, hieroglyphic idiom, in which it<br />

would be possible to transcribe al! the languages ofthe worid<br />

-an optimism that remains at the very basis of present-day<br />

pictographic signage and, to a certain degree, continues to<br />

inform the teaching and the practice of design.'*<br />

i 960<br />

IS!,,<br />

1 I t'"' J L " I I I It 1^1 1 I |~ 1 1 1 I""'<br />

Figure 1. Isotype symbols. Top, from left to right: "shoe",<br />

"factory" "shoes factory", "industrial production" "handmade<br />

production"; bottom: car numbers in the USA {each symbol<br />

equals 6 million cars}.<br />

Neurath's researches are also contemporary of the first<br />

international conventions aiming at the unification of traffic<br />

signs, one of them held in Vienna, in 1927 (Fig. 3). The late<br />

1940's, on the other hand, mark the first attempts to use<br />

pictograms in sport events. At the first, though, these were<br />

more"illustrations"than true pictograms and it is only after the<br />

Mexico (1968) and Munich Olympics (1972;see Fig.2), that one<br />

finally arrives to signage systems as we know them today.^<br />

Figure 2. some of the pictograms designed by OtI Aicher for<br />

the Munich Olympics of 1972.<br />

1.2 ideogranrss<br />

Some of the so-called "pictograms" are actually signs with an<br />

extremely conventional or even arbitrary basis - for example,<br />

three triangles inside a circle meaning "nuclear shelter". Most<br />

authors, in fact, hesitate when including this last category in<br />

the group of pictograms proper. At any rate, even in the case of<br />

figurativeorillustrative-type signs, one is faced with two different<br />

situations: the literal sense ofthe sign, and the derived sense.^<br />

Examples of derived sense are the pictogram of a coat-hanger<br />

meaning "dressing room" {and not the coat-hanger itself), or<br />

the figure of a fork and a knife meaning "restaurant". Some<br />

authors prefer to call ideograms to this second type of signs,<br />

by the word meaning the use of figurative signs to express<br />

abstract concepts.' Most pictograms are in fact ideograms:<br />

another well-known case is the use ofthe pictogram of a man<br />

and a woman to denote "toilets"; as a pictogram is read "man<br />

and woman", as an ideogram it reads "toilets" (Fig. 3).<br />

Figure 3. pictograms of a coat hanger, car and key, man and<br />

woman; the same signs read as ideograms: cloakroom; car<br />

rental; toilets.<br />

In any of the cases, we will be always dealing with something<br />

whose interpretative rules imply pre-learning and some level<br />

conventionality-which contradicts the thesis of pictography as<br />

being an intuitive language, of universal reach, and absolutely<br />

neutral in terms of contents and meanings it transmits.<br />

^See, for example, COSTA, J., 1989, and COSTA, J., 1998; MOLES,<br />

A., 1989, pp.119-129; specifically on pictograms design, see THE<br />

AMERICAN INSTITUTE OF GRAPHIC ART, ed., 1981; HORTON, W.,1994;<br />

PIERCE, T, 1996. According to LUPTON, E.,1989 (p.l47): "Logical<br />

positivism correlated the terms of a purely abstract system with units<br />

of direct experience, attempting to analyse language into a consistent<br />

and logical mirror of nature ...[on the contrary] Saussure taught that<br />

the significance of any sign is produced solely by its relations with<br />

other signs, and not by its correspondence with material objects."<br />

^See MEGGS, P., 1991, pp.399-406; AICHER O., and KRAMPEN, M.,<br />

1995, p.l06-7;COSTA, J„ 1989. pp.54-61,144-6,192 and f.<br />

''Or dictionary-type meaning e derivative meaning (OTA, Y., 1993.<br />

p.nS).<br />

' FRUTIGER, A.,1999, pp.81 -83; LUPTON, E. and MİLLER, A., 1999, p. 48.


Therefore we have, on one hand, that the alleged" monosemy"<br />

of the pictograms ^ is Illusory - how can we know, in each case,<br />

if we are confronting a true pictogram, denoting the physical<br />

object thus represented, or an ideogram? Only context allows<br />

us to decide. In other words, no automatic link, based on some<br />

"natural" connection between a graphic sign and Its referent,<br />

does exist. On the other hand, even stricto sensu pictograms<br />

(i.e., the ones allegedly expected to be interpreted literally) do<br />

not seek to evoke a physical, specific and unique object, but<br />

the whole group of possible objects belonging to a class. The<br />

pictogram of a table does not represent a table, but the class<br />

"tables"(i.e. the group of all the existentand possibly imaginable<br />

tables). Now, as Plato used to say, every item, sample, or<br />

individualized object is limited towards the concept {eidos, idea<br />

In Plato's terminology) it intends to illustrate. Were the idea of<br />

"table" be Illustrated be means of a four-legged rectangular<br />

table, and the one-leg ouija table would be excluded; would<br />

the concept of "people" be illustrated (as it generally Is) by an<br />

adult male, and children and women will be out.<br />

Moreover, the same graphic sign (or extremely similar, almost<br />

Identical graphic signs) can, in a same signage system,<br />

accommodate different meanings. Thus, In Fig. 4, the first<br />

three pictograms refer to "people İn general", without gender<br />

specification, while the fifth refers to people of one sex only<br />

(males); in Fig. 5, the first pictogram reads "gents" (men's<br />

toilets), v^hlle the third, "no entry", refers once again to people<br />

in general, i.e. both men and women.This happens because in<br />

language (written or spoken) the masculine functions as a sort<br />

of universal signifier.<br />

Figure 4. Swiss Railways (1993), design by J.<br />

and RSpalinger.<br />

luller-Brockman<br />

^MASSfRONI, M., 1996, p.l 29; COSTA, J., 1989, p.l41, refers" absolute<br />

monosemy". It has been frequently argued that every picture is<br />

always inherently polisemycal (see, for example, ECO, U., 1997).<br />

Figure 5. Expo 70, Osaka (Japan,! 970), design by Eknan KenjI,<br />

GK industrial Design Institute, Isozaki Arata e Fukuda Shigeo.<br />

1.3 masculine and "false neuter"<br />

In fact, comparing the relation between the two sexes to the<br />

one of two electricities, SImone de Beauvoir said that man<br />

represented "both the positive pole and the neutral"; to the<br />

woman it was left to be the negative, the Other of the man.<br />

That is why one says "Man", or "men", meaning the human<br />

beings.^<br />

In the 1980s, Portuguese writer Isabel Barreno, in her study on<br />

gender discrimination in school programs and manuals, used<br />

the expression "False Neuter" (false generic)'^, to condemn<br />

this abusive use of the male form as a universal signifier for<br />

the human species." (Figs. 6-8 show examples of this practice<br />

in books iilustration and pictography).<br />

Figures 6 . "The long evolutionary chain till modern man", in<br />

Historia do Homem [History of Man], Lisbon: Seiecçöes do<br />

Reader's Digest, 1975, pp.12 e s.<br />

^ DE BEAUVOIR, S., 1975, pp.11 and f.<br />

'° In Portuguese, de word neutro can function both as a noun<br />

("neuter") and as an adjective ("neutral").<br />

" BARRENO, M., 1985.


MACHTE DER ERDE<br />

mmm<br />

wffilliiflpl^<br />

Figure 7. Isotype statistic chart showing the ethnical diversity<br />

of European empires; O. Neurath, Die Bunte Welt (Vienna,<br />

1929).<br />

It is a phenomenon that - so have argued several feminist<br />

authors - cannot be interpreted purely in linguistic terms, or<br />

as the result of some "natural rule" of human language, for it<br />

embraces a wider discursive practice, in a patriarchal culture<br />

that excludes or devaluates women depicting them as deviant<br />

towards the masculine norm.'^<br />

in the last few years there has been some effort for alternative<br />

forms of speech in the verbal/written language. Namely,<br />

replacing the male nouns and expressions by other, more<br />

genericterms,withoutgenderspecification:tosay,forexample,<br />

"people"or"the human beings"instead of "men""humankind"<br />

instead of "mankind", etc.'^ However, in pictography, this<br />

procedure becomes difficult. Collective nouns such as "people"<br />

are too much abstract in the sense that, properly speaking,<br />

pictograms of"people"do not exist; in pictography, all there is<br />

are men and women.<br />

Fig. 8 shows a Portuguese sign post which reads:"PEDESTRIAN:<br />

take the left side of the road". In this specific case, one can<br />

consider that the inclusion of the pictogram particularizes,<br />

reduces the universe of the message - in Portuguese, the<br />

word "pedestrian" as no gender (or rather, both genders have<br />

the same form), yet the picture shows a man. In other words.<br />

'=See CAMERON, D., 1985; SPENDER, D.,1985<br />

what we have here is a limitation, or disadvantage ofthe visual<br />

code when compared to the written word.<br />

2. content analysis<br />

Figure 8. Portuguese road sign.<br />

In 2005, an extensive survey of both late-modern (1960s to<br />

1980s} and contemporary signage systems was undertaken<br />

at the University of Aveiro. The study consisted in a contents<br />

analysis of 49 signage systems form various countries and<br />

periods: 2 808 pictograms and symbols on the whole,<br />

from which 767 showing one or more human figures were<br />

selected."<br />

See for example, MILLER, C. and SWIFT K., 1981. 'BESSA,P., 2005.<br />

This contents analysis allowed us to find a direct relation<br />

between the represented gender and its frequency. Tables<br />

I and I! show the total number of pictograms that were<br />

found depicting adult males and/or females. In some cases,<br />

a pictogram would show individuals of both genders; in<br />

others, it was difficult or even impossible to determine which<br />

gender was represented - these last cases were registered as<br />

"unknown". As it can be seen, the percentage of pictograms<br />

representing women is substantially lower than the one<br />

representing men. This results from the ambiguous status of<br />

universal signifier ("false neuter"), which is attributed to the<br />

male form. The same does not happen, curiously enough,<br />

in the cases of pictograms representing children (Tables 111<br />

and IV). Although the full amount of pictograms in which it<br />

is possible to identify a gender is relatively small, there is a<br />

balance between the two genders.


Table I - decades of 1960 to 1980: number of pictograms<br />

depicting adults (or adults accompanied by children);<br />

frequency analysis In terms of gender.<br />

adults 229<br />

61<br />

both gender 48<br />

unknown 125<br />

Table 11 - decade of 1990 to 2000.<br />

463<br />

Table III - decades of 1960 to 1980: number of pictograms<br />

depicting exclusively children, and their frequency analysis in<br />

terms of gender.<br />

children male 8<br />

female 7<br />

both qender 7<br />

unknown 25<br />

total 47<br />

Table IV ~ decade of 1990 to 2000.<br />

children male 1<br />

female 1<br />

both qender 2<br />

unknown 16<br />

total 20<br />

To reinforce this phenomenon of semi-invisibility, the female<br />

gender, when represented, always configures very specific,<br />

clear-cut situations of exception towards the male/generic<br />

form. Thus, In the analysed systems, we have found evidence<br />

of stereotyping taking place at two levels. Firstly, with the<br />

constant association between women and children, or<br />

professions which deal with children. Not only one founds<br />

a much higher frequency of the female sex among children<br />

than among adults- as we have seen, the number of children<br />

depicted Is almost identical in both sexes (the idea of'chlldren"<br />

is, in fact, typically illustrated through the pictogram of both<br />

a boy and a girl, as in traffic signs), but also adult women are<br />

frequently shown accompanied by babies or small children<br />

(see Fig. 9 and also Table V). It is always women who are<br />

chosen to Illustrate professions, activities and services such as<br />

"nursery", "kindergarten", "paediatrics", etc.<br />

Table V - decades of 1960 to 2000: number of pictograms<br />

depicting adults accompanied by children; frequency analysis<br />

in terms of gender.<br />

adults male 4<br />

accompanied female 13<br />

by children both qender 3<br />

unknown 2<br />

total 22<br />

I<br />

Figure 9. various pictograms showing adults accompanied<br />

by children (the last one denoting "compulsory path to<br />

pedestrians"). Although largely underrepresented in signage<br />

systems, women tend to be omnipresent went it comes to<br />

illustrate the interaction between adults and children.<br />

Butitisalsopossibletostumbleonstereotyping when analysing<br />

the way pictograms come to reproduce traditional gender<br />

roles and professional jobs. Besides the already mentioned<br />

professions dealing with children (e.g. kindergarten educator),<br />

one finds numerous examples of the so-called "female jobs"<br />

involving the performance of more or less subordinate tasks:<br />

receptionist, flight attendant, secretary, cleaning lady (Table<br />

VI). In a general way, positions of leadership and authority<br />

(or at least like thus considered) are always Illustrated by<br />

male pictograms. The profession of nurse, for example, is as<br />

feminine profession, while the profession of doctor Is almost


always represented by a man^^ The same happens with the<br />

profession of l


symbois design may also result in confusion {or even danger,<br />

as in traffic signs) and loss oftrust on thesideof the user. Does<br />

this mean that all that is left for signage designers is to carry<br />

on their job, playing with stereo-types (that is, "solid, fixed<br />

characters")? Or is it possible to modify this situation?<br />

In the study we made, it was possible to find some improvement<br />

in pictograms from the1990-2000s, both in terms of women's<br />

"invisibility"and gender stereotyping, due to the introduction<br />

of innovative solutions. It Is our conviction, however, that<br />

some of the problems raised by signage and pictographic<br />

languages are, in fact. Impossible to solve.<br />

Figure 11. various examples of alternative pictograms. From<br />

left to right:"paediatrlcs","no strollers","no entry" (the last sign,<br />

however, could be misleading: it also reads as"men only").<br />

In Fig. 11 It was reasonably easy to re-design the first and third<br />

pictograms, in order to make them less sexist. However, It<br />

was no longer possible, for example, to modify the fifth one<br />

("no entry") without some confusion having occurred. If one<br />

intended to prevent the "false neuter" problem and feminine<br />

invisibility, the resulting sign becomes somewhat ambiguous,<br />

introducing a restrictive meaning which the original did not<br />

have. It Is not very probable that the new sign is interpreted as<br />

blocking the entrance to people in general ("no entry"), but as<br />

blocking It exclusively to women ("men only").<br />

That Is to say, and I will finish, pictography has obvious<br />

limitations (as well as advantages) when compared to the<br />

written language. What is important Is to be aware of these<br />

facts, instead of idealizing visual language as if It was a sort of<br />

magical solution to all communicational problems.<br />

References:<br />

AlCHER, 0., and KRAMPEN, M., 1995. SIstemas de signos en la<br />

comunicacion visual, Cidade do Mexico: Gustavo Gili/Mexico,<br />

4.th ed.<br />

ARNHEIM, R., 1986. Arte e Percepçâo Visual, S. Paulo: Livraria<br />

Pioneira Editora, 3.a ed.,<br />

BARRENO, M., 1985. O Falso Neutro: Um estudo sobre a<br />

discnminaçâo sexual no ensino. Lisbon: Ediçöes Rolim.<br />

BESSA, P., 2005. Representaçöes do masculino e do feminino<br />

na sinaletica, unpublished PhD thesis. University of Aveiro.<br />

CAMERON, D., 1985. Feminism & Linguistic Theory, London:<br />

The MacMillan Press.<br />

CORDON, J. M. and MARTINEZ, T., 1987, Historia da Filosofia,<br />

Lisboa: Ed.s 70, vol.3, pp. 149-59.<br />

COSTA, J., 1989. Sehaletica, Barcelona: Ediciones Ceac.<br />

COSTA, J., 1998. La Esquematlca: visuallzar la informacion,<br />

Barcelona: Paİdös.<br />

DE BEAUVOIR, S., 1975.0 Segundo Sexo, Lisbon: Bertrand, vol. 1.<br />

DEWAR, R., 1999,"Design and evaluation of public information<br />

symbols", in H. Zwaga et al., Visual Information for Everyday<br />

Use: Design and Research Perspectives, London: Taylor and<br />

Francis, pp. 285-303.<br />

DREYFUSS, H., 1984 [1972], Symbol Source Book, NewYork:<br />

John Wiley & Sons.<br />

ECO, U., 1997.0 Signo, Lisbon: Presença.<br />

FRUTIGER, A.,1999. Signos, Simbolos, Marcas, Senales,<br />

Barcelona: Gustavo Gill.<br />

GRANGER, G.-G., [undated],"Circulo de VIena", in Claude Imbert<br />

et al., Filosofia Analitica, Lisboa: Gradlva, pp.83-86.


HORTON,W.,1994.The Icon Book: Visual Symbols for Computer<br />

Systems and Documentation, New York: John Wiley & Sons.<br />

KRUG, K.-H. et al., [undated], Pictogramas, Sinais de<br />

Comunicaçâo: sobre a signifîcaçâo, a concepçâo e a aplicaçâo<br />

de signos grâficos em qualidade de sistemas de pictogramas<br />

da comunicaçâo visual - [catalogue], Instituto Cultural de<br />

Relaçöes Exteriores /ERCO.<br />

LUPTON, E. and MILLER, A., 1999. A. Design Writing Research,<br />

London: Phaldon.<br />

LUPTON, E.,1989."Reading Isotype", in V. Margolin (ed.). Design<br />

Discourse, Chicago and London: The Univ. of Chicago Press,<br />

pp.145-156.<br />

MASSIRONI, M., 1996. Ver pelo Desenho; aspectos tecnicos,<br />

cognitivos, comunlcativos., Lisbon: Ed.s 70.<br />

MEGGS, P., 1991.A History of Graphic Design. New York: van<br />

Nostrand Reinhold, 2.nd ed.<br />

MILLER, C. and SWIFT, K., 1981.The Handbook of Non-SexIst<br />

Writing, London: The Women's Press.<br />

MODLEY R., 1976.Handbookof Pictorial Symbols, Nova lorque:<br />

Dover Publications.<br />

MOLES, A., 1989, "The Legibility of the World" in V. Margolin<br />

(ed.). Design Discourse, Chicago and London: The Univ. of<br />

Chicago Press, pp.119-129.<br />

OTA, Y, 1993. Pictogram Design, Tokyo: Kashlwa Bijutsu<br />

Shuppan.<br />

PIERCE, T, 1996.The International Pictograms Standard,<br />

Cincinnati: St Publications.<br />

SPENDER, D.,1985. Man Made Language, London: Routledge<br />

and Kegan Paul, 2nd ed. revised.<br />

THE AMERICAN INSTITUTE OF GRAPHIC ART, ed., 1981. Symbol<br />

Signs, Nova lorque: Hastings House Publishers.<br />

ZAMENHOF,L., 1887 [Doktoro Esperanto],Lingua Internacional:<br />

Prefacio e Manual Completo (para Russos), Warsaw.<br />

ZWAGA, H.etal., ed., 1999, Visual Information for Everyday Use:<br />

Design and Research Perspectives, London:Taylor and Francis.


C R A Z Y I D E A S O R C R E A T I V E P R D B E S : P R E S E N T I N G C R I T I C A L A R T E F A C T S TO<br />

S T A K E H O L D E R S TO D E V E L O P I N N O V A T I V E P R O D U C T I D E A S<br />

Simon Jolm Bowen<br />

Sheffield Hallam University, Sheffield, UK<br />

s.bowen@shu.ac.uk<br />

Abstract<br />

A number of design practices derive from and develop the<br />

notion of critical theory. Notable developers of such "critical<br />

design practices" are Dunne & Raby with "critical design",<br />

Sengers and colleagues at Cornell University's Culturally<br />

Embedded Computing Group with"refiectivedesign",andAgre<br />

with "critical technical practice" within artificial intelligence<br />

research. And there are an increasing number of designers<br />

who, whilst not specifically explicating their theoretical<br />

ancestry, include critical elements in their products.<br />

The reflection afforded by the products of critical design<br />

is generally seen as its endpoint. However I have used this<br />

reflection i nstru mentally within human-centred design activities.<br />

"Critical artefacts" have proved more useful as tools than direct<br />

questioning techniques; İn particular as a way of enabling<br />

stakeholders to engage with novel situations and consequently<br />

engage in creative thinking about future possibilities.<br />

This paper begins with a review of critical design practices. Two<br />

case studies are then detailed demonstrating my approach. A<br />

discussion ofthe commonalities and differences between critical<br />

design practices follows noting their relationship to critical social<br />

theory and the relationship of my work to them. Finally further<br />

research to develop generallsable methods is outlined.<br />

Critical Design Practices<br />

Calhoun has proposed that 'Critical social theory makes the<br />

very givenness of the world the object of exploration and<br />

analysis' (1995:8). This view questions that there is only one<br />

possible way the social world can exist and be theorised,<br />

arguing that this possibility reflects numerous historical and<br />

cultural influences. By recognising alternative possibilities<br />

and critiquing existing social theories it reveals implications<br />

for social change. Critical design practices are my umbrella<br />

term for a set of related approaches that aim for similar ends<br />

via the practice of design (in its widest sense) - by producing<br />

artefacts which afford critical reflection.<br />

Critical design practitioners point to the underlying values and<br />

assumptlonsofdesignpractices(anddesign research practices)<br />

and suggest problems In leaving them un-crltiqued.<br />

Dunne & Raby are concerned with the unrecognised<br />

ideological nature of design. In Hertzian Tales (1999) Dunne<br />

criticises the manner in which electronic products are<br />

designed. He argues that the products of design embody the<br />

ideologies that created them (they reflect the values of their<br />

designers and manufacturers) and that the nature of these<br />

ideologies makes it undesirable for products' users to accept<br />

them unthinkingly. In Design Noir (2001) Dunne & Raby<br />

develop this idea further, categorising the ideological nature<br />

of design as either affirmative or critical. Affirmative design<br />

reinforces the current situation by leaving the ideologies<br />

unchallenged and conforming to cultural, social and technical<br />

expectation. Critical design rejects the current situation as the<br />

only possibility, and provides a critique in the form of design<br />

outputs embodying alternative values and ideologies.<br />

Dunne (1999) proposes specific examples of the ideologies<br />

inherent in electronic products and the consequences of<br />

their adoption: That design generally serves a culture of<br />

consumption, leading to industrial design maintaining a<br />

society of passive consumers; That design outputs often<br />

portray didactic or Utopian situations with discrepancies<br />

between them and the everyday situations they are actually


encountered in; That approaches such as Human Factors are<br />

limited, producing "usable" products that 'will not confuse or<br />

disappoint! Dunne infers there are benefits to products doing<br />

more - in confounding expectations. He offers that affordances<br />

(after Donald Norman) are not fixed aspects of products to be<br />

understood; rather they are individually, socially and culturally<br />

dynamic. This leads to a form of design which is about more<br />

than just needs-satisfaction and ease of use.<br />

Dunne & Raby (2001) suggest industrial design's role in the<br />

design of electronic products is casting designers as mere<br />

semioticians, as illustrated by the example of the Sony<br />

Walkman.' The original Walkman created a new kind of<br />

experience (mobile, personal music) and redefined the role<br />

of technology In public spaces.^ The numerous subsequent<br />

designs of "waikmans" have not caused such fundamental<br />

changes, instead re-presenting the same product purpose In<br />

slightly different forms. Dunne & Raby feel that the majority of<br />

electronic product design suffers from this problem - dealing<br />

In the signs to communicate what a product does, rather than<br />

devising new product roles and purposes. They refer to this<br />

as one "genre" of product design, where 'the emphasis is on<br />

easy pleasure and conformist values'and which 'reinforces the<br />

status quo rather than challenging it'.<br />

Sengers et al. specifically focus on human computer interaction<br />

(HCI) practices, asking 'what values, attitudes, and ways of<br />

looking at the woHd are we unconsciously building into our<br />

technology, and what are their effects?' (Sengers et al. 2005:49).<br />

They note that there are gaps in design and research methods<br />

caused by the unconscious adoption of the values within them,<br />

for example a focus on cognition to the detriment of emotional<br />

aspects, and the dominance of work-centred approaches'rlsking<br />

' Referring to designers as makers and purveyors of "signs" rather<br />

than those involved in the study of signs.<br />

^ Dunne & Raby make great claims of the Walkman, '[offering] people<br />

a new kind of relationship to urban space' (p45), as being exemplar of<br />

what the design of electronic products can be. However to infer that this<br />

radical new social application of technology was somehow designed<br />

is problematic. There are several stories as to how the Walkman was<br />

devised, but none tell of Sony's desire to affect social change. The effects<br />

it produced were incidental and not consciously engineered.<br />

making all of life like work'. They suggest that 'critical reflection<br />

identified particular unconscious assumptions in HCI that might<br />

result In negative impacts on our quality of life'(p49).<br />

Sengers et al. are interested in critical reflection on practice<br />

within the practice Itself (by researchers and designers), and<br />

they argue that'critical reflection itself, can and should be a<br />

core principle of technology design for identifying blind spots<br />

and opening new design spaces' (p. 49, their Italics). Critical<br />

reflection is not just for opening up approaches for designers,<br />

'technology design practices should support botli designers<br />

and users in ongoing critical reflection about technology<br />

and its relationship to human life' (p. 50, their italics). In their<br />

reflective design strategies they suggest building technology<br />

as a probe to explore social practices and the practices of<br />

technology design and evaluation.<br />

Agre argues that the design of Artificial Intelligence (Al)<br />

systems is influenced and limited by the manner In which<br />

it is thought about ~ how it is discussed and how this is<br />

translated via the technical construction of its systems (1997).<br />

At his time of writing, he suggested that Al systems reflected<br />

limited concepts of what intelligence is and how we interact<br />

with our environment as intelligent beings. Recognising<br />

this, he argues, is therefore important In developing a more<br />

holistic conceptualisation and design of Al systems. Although<br />

discussing Al in particular, Agre notes that there could be a<br />

benefit in including such critically reflective elements in all<br />

technical practices: 'What Is needed [..] is a critical technical<br />

practice - a technical practice for which critical reflection<br />

upon the practice is part of the practice itself (pxii).<br />

Agre calls the Influencing aspects 'substantive metaphors',<br />

showing howtheyare expressed bythe language, terminology<br />

and attendant imagery commonly associated with particular<br />

disciplines. These metaphors'define a hierarchical opposition<br />

between central and marginal cases, that is, between those<br />

phenomena that are readily assimilated to the metaphor<br />

and those that are not' (p. 45). So reasoning based on any<br />

such metaphors will be unable to adequately account for the<br />

marginal cases. Agre sees the problem with existing technical<br />

practices is that they see Inadequately explained phenomena<br />

as further problems to be solved, not as limitations of the<br />

metaphorical underpinning of the practice Itself.


Agre suggests that Al has suffered from being organised<br />

around a substantive metaphor he terms 'mentalism', derived<br />

from cognitive science, where 'the mind is a space with an<br />

inside, an outside, a boundary, and contents'. Phenomena<br />

become either central or marginal according to whether they<br />

can be adequately explained by this metaphor. For example<br />

detached "cognition" and internalised "thinking" are central<br />

to this metaphor; complex interactions between individuals<br />

and the "outside" world are marginal, less easily described<br />

by the metaphor. The presence of a central/marginal divide<br />

highlights the shortcomings of substantive metaphors and<br />

the need to recognise and critically reflect on their influence<br />

on technical practice. To do so, Agre suggests focussing on the<br />

marginal phenomena to create new substantive metaphors<br />

- in this example'interactionism'.<br />

The exhibition 'Strangely Familiar: Design and Everyday Life'<br />

included several products of critical design practice including<br />

the work of Dunne & Raby. In his introductory essay to the<br />

exhibition, Blauvelt suggests 'design is both invisible and<br />

conspicuous, familiar and strange' (2003:14). He argues that<br />

the products of design surround us, but for most people the<br />

practices of design are unknown: '[Design outputs] tend to<br />

conceal rather than reveal the process of their making' (p. 14).<br />

Blauvelt goes on to unpick some of the "invisible" aspects of<br />

design. He suggests the 'relative invisibility of design is also<br />

a matter of perceptual survival', if new products didn't merge<br />

easily into our everyday lives, life would become "an ever-<br />

changing visual cacophony' (p. 15).<br />

Whilst Dunne & Raby, Sengers and Agre are conscious of and<br />

explicatethetheoreticaldriversoftheirwork,otherpractitioners<br />

operate in a more intuitive manner. There is a growing group<br />

of designers who direct some of their work towards satirising<br />

their own profession, appreciating a need to challenge design<br />

practice and products' roles within consumer society. The<br />

provocative and challenging concepts they produce could<br />

be comfortably described as critical design, but perhaps the<br />

thinking behind them and their ultimate aim is less driven by<br />

a conscious critique and exposition of contemporary values<br />

and more a desire to "poke fun" at the products of a rampant<br />

consumer society.<br />

For example the Human Beans partnership of two design<br />

professionals state their manifesto as: 'We make fictional<br />

products by hacking commercial culture [..] Our aim İs to<br />

challenge assumptions and point in new directions' (2006).<br />

Several of their'fictional products'seem to fit the definition of<br />

critical design:"Mr Germy"is a bacteria-infused chewing toy to<br />

boost infants'immune systems; in buyİng"Lİve Cigarettes" you<br />

collect points for the treatment of smoking-related diseases;<br />

"Mute" Is a hearing aid for the hearing able. These product<br />

concepts afford critical reflection on ideologies based around<br />

hygiene, healthy living and the roles of assistive technology.<br />

Human Beans are interested the experiences surrounding<br />

products in contemporary society - how we use products, how<br />

products are marketed to us, the identities and aspirations<br />

we develop around products. As designers working within<br />

design and marketing they are experienced in the tactics<br />

used to Influence these experiences. Their approach is a more<br />

"designerly" Intuitive application and satire of these tactics<br />

ratherthan a philosophically-informed and directed critique.The<br />

manner in which Human Beans present their fictional products<br />

illustrates this difference. Whereas Dunne & Raby concentrate<br />

on communicating the functional purpose of their concepts.<br />

Human Beans go beyond this to communicating the numerous<br />

ways of encountering their concepts as "real" products. Their<br />

concepts are presented via realistic packaging, advertising and<br />

other promotional materials (figure 1). Although theirtheoretlcal<br />

position may be less defined. Human Beans concepts' power<br />

is in their bel leva bility, which has been achieved through the<br />

intuitive knowledge of practicing designers.<br />

Figure 1. Mute (Photo: Human Beans).


The work of the designers who belong to the Droog Design<br />

collective could be seen as pioneers of'satirical design". Droog<br />

Design grew from an exhibition curated by Dutchmen Renny<br />

Ramakers and Gijs Bakker in 1993. The Droog designers are<br />

united by their "dry" mentality {droog meaning dry in Dutch).<br />

"Dry'as that essentially Dutch inclination to'do normal'and at<br />

the same time critically investigate what you're doing and the<br />

way you do it.^'[Droog designers] need to share a mentality that<br />

looks at design as both functional statement and conceptual<br />

discourse' (Droog Design 2007). But again the emphasis of<br />

Droog products is of presenting artefacts that could be (and<br />

often are) marketed and sold.<br />

Practices which apply critical reflection for similar ends to<br />

critical design have also been developed in other areas, for<br />

example Fuller has written about the Idea of "critical software"<br />

(2003). Fuller describes critical software as 'pieces of software<br />

designed expllcitlyto pull the rug from underneath normalised<br />

understandings of software'. They are intended to reveal and<br />

afford reflection on the underlying facets of software In both<br />

its design and use.<br />

In my work I have used critical reflection more instrumentally<br />

as part of human-centred design activities. Two case studies<br />

are now presented to Illustrate this approach.<br />

Case Study 1: Digital Photograph Collections<br />

This project explored how stakeholders could be involved<br />

in the development of new product ideas, in particular new<br />

ways of using digital photograph collections.<br />

Several ideas provided the impetus for the project. Others have<br />

recognised that the increasing number of digital photographs<br />

taken is creating an information management problem for<br />

many people, particularly if those photographs are stored and<br />

organised on a personal computer (Weinberger 2004). The<br />

developmentofnewtechnologiessuchaselectronicinkdispiays<br />

(e.g. E-Ink 2004) and computing paradigms such as ubiquitous<br />

computing (Weiser 1991) means that the organisation and<br />

display of images need not be limited to established paradigms<br />

of paper prints or a computer monitor as represented by the<br />

introduction of electronic photograph frames e.g. (Philips 2005).<br />

Consequently there was an opportunity to develop more novel<br />

digital photograph products.The challenge was to ensure that<br />

these product ideas were driven by a nch understanding of<br />

stakeholder needs rather than by technology alone.<br />

The needs of families with young children and older people<br />

were chosen to be investigated as both these broad categories<br />

of people make extensive use of photographs, specifically the<br />

idea of so-called "family album" photographs. Representatives<br />

of these two groups took part in the research activities.<br />

An initial approach was to use low fidelity prototypes (after Ehn<br />

& Kyng 1991) with stakeholders to develop an understanding<br />

of their needs. In conducting these activities a common<br />

limitation became apparent. Stakeholders had difficulty<br />

responding usefully to the prototypes as the novel application<br />

of technologies they illustrated was unfamiliar. People find it<br />

hard to articulate what they need if they don't know what they<br />

can have.<br />

Stakeholders were briefed about the potential of electronic ink<br />

displays and wirelessly networked devices (described as"magic<br />

paper" to remove potentially confusing technical jargon) and<br />

then encouraged to engage in creative thinking about future<br />

posslbiiities.To enable this, a variety of roughly-made cardboard<br />

frames, coloured label "buttons", and blue foam and plasticine<br />

"controls"were provided forparticlpantsto manipulate. However<br />

participants generally responded by devising systems based on<br />

their existing experiences. A participant from the families with<br />

young children group was observed devising a system where<br />

a moving pointer selected images from textual lists displayed<br />

on a screen, very clearly derived from her experience of using<br />

web browsers. A couple from the older people group rejected<br />

the prototypes altogether preferring traditional photograph<br />

albums, reluctantly offering that a numeric keypad could be<br />

added to select the date range of the photographs.<br />

Pnorto this, I had found that the use of more direct questioning<br />

strategies such as questionnaires and interviews had much the<br />

same limitations. Questioning strategies, whether they attend<br />

to responses to direct questions or responses to prototypes,<br />

have the same limitation - the responses are dominated by<br />

the experiences of the questioned. Novel products create<br />

new, unfamiliar experiences which questioning strategies<br />

have difficulty explonng. So to develop a rich understanding


of stakeholder needs to inform the development of novel<br />

product ideas, an alternative approach to questioning was<br />

required.<br />

Having chosen managing digital photographs as a vehicle for<br />

the research, I had set out to discover how stakeholders might<br />

best explore v>/hat forms of products could be developed, and<br />

the wants, needs and values they should reflect. In order for<br />

these product ideas to be novel they needed to go beyond<br />

familiar ideas of the use of photographs. Critical design<br />

offered a way to suggest alternative aspects and afford critical<br />

reflection on them.<br />

A set of six critical artefacts were designed and presented<br />

to two workshop groups of three participants (combining<br />

representatives of the older people and families with young<br />

children groups) as valid design proposals which they were<br />

invited to critique.The artefacts were presented via scenarios<br />

told using "photo essays".<br />

For example the Forget IVle i^ot Frame (figure 2.) is a<br />

provocative design concept devised to explore issues of social<br />

etiquette and dynamic display of photographs. The frame has<br />

a lever on Its side that fades out the photograph, the lever<br />

also slowly descends over time and needs continually pulling<br />

up to prevent the photograph disappearing. The frame also<br />

communicates with other digital photograph devices. For<br />

example in the photo essay: my mother is on the phone to me;<br />

we have an argument and she slams the phone down; then<br />

walks over to the Forget Me Not Frame and pushes the lever<br />

down; this "disappears" the picture in the frame; but also any<br />

other photos of me displayed elsewhere.<br />

The artefact scenarios prompted illuminating discussions<br />

from the participants, which I videotaped to enable me<br />

to participate as designer and later step back as detached<br />

researcher observing the interactionsthattook place. Although<br />

participants could not imagine wanting the products, they<br />

did engage with the ideas and concepts expressed through<br />

them. For example the Forget Me Not Frame prompted that<br />

'the whole concept of wiping someone out [is] horrible', but<br />

participants went on to discuss the effects of changing family<br />

relationships and how being able to "edit out" particular<br />

photographs could be beneficial - i.e. with an increasing<br />

number of relationships ending in separation and divorce, it<br />

could be socially tactful to remove certain photographs on<br />

display during family visits.<br />

The workshop discussions informed the ongoing design<br />

exercise, creating a rich understanding of stakeholder needs<br />

relating to these unfamiliar situations. This was expressed<br />

as explicit themes to be considered in the design of digital<br />

photograph products. For example the emotional connection<br />

people have with personal photographs means that their use<br />

and display should be "open-ended" - people dislike such<br />

emotive material being automated or controlled.<br />

Thethemesweretaken a stepfurther and expressed via another<br />

series of artefacts. These "way marker" artefacts had a greater<br />

balance of practicality and novelty than the critical artefacts<br />

and indicated potential areas for new product development.<br />

For example the Picture Grabber way marker (figure 3.)<br />

developed the idea of tactfully changing photographs with a<br />

physical device to "drag and drop" images.<br />

Figure 2. Forget Me Not Frame. Figure 3. Picture Grabber.


This project showed that there was value in using critically<br />

designed artefacts within this design activity and that the<br />

approach might be usefully applied to other human-centred<br />

design contexts.<br />

Case Study 2: Design and Ageing in the Home<br />

This project fits within a broad enquiry theme with colleagues<br />

at Sheffield Hallam University into ageing, design and well<br />

being. The project was intended as a scoping study to inform<br />

future work in this area. It aimed to explore how domestic<br />

environments could adapt for ageing population needs<br />

whilst remaining attractive and satisfying places to be. It also<br />

provided another human-centred design activity in which to<br />

apply the instrumental use of critical artefacts.<br />

People are living longer and older people comprise an<br />

increasing proportion ofthe population. The United Nations<br />

reported that by 2050, 20% of us will be 60 years or older<br />

and 'the older population itself is ageing. The oldest old (80<br />

years or older) is the fastest growing segment of the older<br />

population' (2003).<br />

There are numerous research projects into the effects of<br />

ageing, and several design projects developing products and<br />

environments for an ageing population. However these often<br />

focus on the 'medical model' of appreciating stakeholders'<br />

needs (Newel! 2003) ~ treating the "symptoms" of ageing<br />

with design "cures". Design has the potential to reconcile<br />

older people's needs and aspirations - products could be<br />

useful and desirable to all in addition to alleviating the effects<br />

of ageing. We also recognise the opportunity to use design<br />

as a way of exploring the context itself - contributing to a<br />

rich understanding of the ageing population in addition to<br />

designing for them.<br />

Eight members of the Sheffield branch of the University of<br />

Third Age (U3A) participated in the study, aged between 60<br />

and 90 and all living independently in Sheflield. The study<br />

consisted of three phases of activity surrounding three<br />

stakeholder workshops lasting around one hour.<br />

1 described the series of workshops to participants as an<br />

ongoing "dialogue". In the first workshop participants would<br />

be talking to me, the primary aim being to gain some<br />

"inspiration" for the critical artefacts 1 would create for later<br />

workshops. Participants were asked to bring in examples of<br />

(or images of) two artefacts from their"!iv!ng rooms"that were<br />

a favourite and a nuisance (but necessary), which then formed<br />

the starting point for discussion.<br />

In the second workshop I would be "talking back" to the<br />

participants via a set of critical artefacts; with the aim of<br />

suggesting some new situations for reflection and discussion.<br />

Five artefacts were presented to the participants who were<br />

told to see treat them as "conversation starters".<br />

One of the themes that emerged from the first workshop<br />

was the problem of "clutter". Participants felt overwhelmed<br />

by a miscellany of items that seem to be an unavoidable<br />

part of everyday life: bills, letters, junk mail, newspapers and<br />

magazines. The Prioritiser concept was developed in response<br />

(figure 4.). All incoming post is placed on a shelf in the Prioritiser<br />

to be dealt with in future, most important items at the top.<br />

The shelves slowly descend and, when reaching the bottom,<br />

drop their contents into a paper shredder. The owner of the<br />

Prioritiser is given a certificate entitling them to shred any<br />

post that does not ensure their attention before it reaches the<br />

shredder. Participants related a common anxiety of needing<br />

to deal with their "clutter", the Prioritiser encouraged them to<br />

imagine a situation where this anxiety is challenged.<br />

Figure 4. Prioritiser.<br />

Another theme which emerged in the first workshop was the<br />

conflict between personal independence and community


dependence. Participants felt that the effects of ageing<br />

meant they were Increasingly dependant on others, but this<br />

dependence could be detrimental to their well being as their<br />

sense of personal independence was eroded. The decline<br />

of local feelings of community exacerbates the problem<br />

- participants were becoming less likely to seek the help of<br />

their neighbours.The CommunlTools concept was developed<br />

in response (figure 5.}. A block of apartments has a new type<br />

of celling light for easy, self-maintenance. The light has a tool<br />

to lower it, a tool to open the light fitting, and a tool to remove<br />

and replace the light bulb. However there is only one tool per<br />

apartment and none has all the tools.<br />

Figure 5. CommunlTools<br />

This artefact prompted discussion of the value of social<br />

Interaction for mental well being - combating loneliness,<br />

maintaining a sense of personal worth and developing<br />

support networks. However concern was expressed at the<br />

idea of having behaviour "designed" (to force situations for<br />

social interaction).<br />

In the third v^orkshop I presented a second set of critical<br />

artefacts to participants. Influenced by the discussions that<br />

took place dunng the second workshop. The aim being to<br />

explore some of the areas outlined in the second workshop<br />

in greater depth. Three artefacts were presented to the<br />

participants, again as "conversation starters", additionally<br />

they were told the artefacts demonstrated 'what I think you<br />

think...'.<br />

For example the response to the CommuniTools concept<br />

suggested it could be better to design social interaction "by<br />

subterfuge'" - i.e. in a less explicit manner, as a by-product<br />

of design rather than the main objective. This led to another<br />

concept CommuniCycle (figure 6.}. The main perceived<br />

objective is to replace the British system of numerous wheeled<br />

bins for collecting household waste (with consequent space<br />

and collection implications) with a mini-recycling station for<br />

every few homes, thereby creating numerous opportunities<br />

for social encounters with your neighbours as a by-product.<br />

Figure 6. CommuniCycle<br />

Again this project showed the usefulness of presenting critical<br />

artefacts to stakeholders within a design process. The study<br />

also suggested themes to be explored in further work, some<br />

of which were expressed as "way marker" concepts.<br />

Discussion<br />

My research is concerned with the implications of critical<br />

design practice rather than critical social theory. But it is useful<br />

to note how critical design practices can be mapped against,<br />

for example, Calhoun's description of critical social theory. This<br />

comparison highlights a common posirion that they all hold,<br />

although their specific interpretations vary, relating to the traits<br />

of critical social theory as described by Calhoun:<br />

• The "way things are" is not the only possibility and<br />

reflects underlying, often hidden, factors;<br />

• The unthinking acceptance of these factors causes<br />

problems; so<br />

• There is a need to recognise and crirically reflect on<br />

these factors; and<br />

•There is a need to explore other possibilities; and<br />

• Thereby affect an Improvement in the "way things<br />

are".


So the "way things are" is the design and use/consumption of<br />

eiectronic products for Dunne & Raby, the design and research<br />

practices of HCI systems for Sengers, and the design of Al<br />

systems for Agre. Each cite underlying factors: the ideological<br />

nature of design (Dunne & Raby), HCi's focus on cognition and<br />

work (Sengers) and the limitations of "substantive metaphors"<br />

(Agre). Each note problems in the unthinking acceptance of<br />

these factors: the continuation of passive consumption and<br />

the production of "unpoetic" products (Dunne & Raby), HCI<br />

systems' negative impacts on quality of life due to the "gaps<br />

in practice" (Sengers), and the development of Al systems'<br />

behaviour that does not adequately reflect real world<br />

phenomena (Agre).And each has their own way of exploring<br />

other possibilities: Dunne & Raby create "design noir", "para-<br />

functional" or user-unfriendly products, products as value<br />

fictions with poetic dimensions; Sengers builds technologies<br />

as probes and provides for open interpretation; Agre creates<br />

new substantive metaphors for Al by placing at the centre<br />

phenomena that were previously marginalised; Blauvelt<br />

suggests designers use aspects of the everyday to make the<br />

familiar strange; and "satirical designers" make believable<br />

products and promotional material with subversive content.<br />

In all the above points, the practitioners may differ on the<br />

details but they are broadly doing similar things. It is their<br />

approaches to the improvement in the "way things are", that<br />

varies greatly - where the improvement is afforded, how<br />

critical reflection is used to make this improvement, and<br />

consequently the roles ofthe artefacts produced from their<br />

practice. In this last respect my work differs and develops from<br />

these existing practices.<br />

Ail critical design practitioners are attempting in some way to<br />

make their respective practices more "effective" - whether it is<br />

a more holistic appreciation of practices'contexts or a greater<br />

public awareness of the impacts of practices. The difference is<br />

whether this improvement Is in the practitioners' own practice<br />

or their practice in genera! and/or the social world it affects. Is<br />

criticality used within their practice or produced outside their<br />

practice? Critical design and the work of satirical designers are<br />

about putting critical artefacts "out into the world". They aim to<br />

improve the practice of design in general by affording critical<br />

reflection in others. Critical technical practice and reflective<br />

design aim to improve their own practice by affording critical<br />

reflection within it. My approach is closer to the latter situation -<br />

using critical reflection instrumentally within a design process.<br />

Alongside this are the differences In the roles of the products<br />

of critical design practices. The role of Dunne & Raby's<br />

concepts (and, less explicitly, those of satirical designers) is to<br />

afford experiences of critical reflection. In this respect they are<br />

perhaps closer to art objects than designed products - they<br />

are intended to make us think. But it is rather too simplistic<br />

to classify these products as art rather than design. Most<br />

designers would be happy and familiar with designing certain<br />

of critical design's aspects into their work (affecting social<br />

change, countering passive consumption etc.). So perhaps<br />

Dunne & Raby are offering a new type of product, with a new<br />

way of consumption - experiences for rent? Either way they do<br />

not reflect the usual function of design - "mainstream design"<br />

as Dunne refers to it.<br />

A definition of mainstream design could be: making things to<br />

afford an improvement in our experiences of our environment.<br />

Dunne & Raby seem to be saying thatthere is little further work<br />

to be done improving things in this respect, so design should<br />

be making things to afford reflection on our experiences of our<br />

environment. Mainstream design is primarily about offering<br />

answers, Dunne & Raby suggest that design should now be<br />

about asking questions.<br />

Agre's critical technical practice produces Al systems that<br />

better represent real world phenomena. Sengers' reflective<br />

design produces HCI systems that offer a more holistic<br />

satisfaction of needs and afford some critical reflection of<br />

their use. In this respect they are both closer to what Dunne &<br />

Raby would term mainstream design. They are primarily about<br />

producing answers.<br />

The approach is also closer to the idea of mainstream design.<br />

The critical artefacts produced serve the role of "probes"<br />

within human-centred design activity - tools for exploring<br />

problem contexts and generating needs-focussed product<br />

ideas. The critical artefacts are instrumental in developing<br />

better "answers".<br />

Although the idea of critical theory provides a departure point<br />

for the practices described above, it is less useful for my own


work. More relevant here is the work of Ehn & Kyng (1991)<br />

who demonstrated a process that engendered new thinking<br />

in product development. Their use of low fidelity prototypes<br />

allowed stakeholders to engage with a novel situation in<br />

a manner that revealed knowledge about their working<br />

practice and how the design of novel systems might support<br />

it. Specifically a newspaper editorial team's engagement with<br />

"cardboard computers" informed the design of computer-<br />

based publishing systems before they were being used In the<br />

industry; it allowed them to engage with a novel situation in<br />

a way that usefully informed design thinking (see also Rust<br />

2004:78). My use of critical artefacts is In a similar vein.<br />

Gaver & Martin (2000) discuss an application of critical<br />

design within design practice for more instrumental ends.<br />

They produced a "workbook" illustrating twenty'conceptual<br />

design proposals'. These concepts express alternate values<br />

to 'functionality and usefulness' for digital devices, thereby<br />

suggesting that digital devices might embody alternative<br />

values but also affording reflection that they already embody<br />

a restricted set of values. They function as critical design,<br />

affording critical reflection.<br />

Gaver & Martin presented the workbook concepts to their<br />

collaborators as inspiration, to 'encourage people to imagine<br />

living with them, raising many of the sorts of reactions that might<br />

be encountered If they actually existed' (p215). They describe<br />

the concepts as 'placeholders, occupying points in the design<br />

space without necessarily being the best devices to populate it'<br />

(p216, their italics). So the concepts provided starting points for<br />

exploring these design spaces, defining the contexts for new<br />

digital devices. In concluding Gaver & Martin suggest critical<br />

design practices: 'might also form the basis for new kinds of<br />

user studies [..] concept proposals could introduce speculative<br />

new ideas to potential users in such a way as to evoke general<br />

Insights into their attitudes as well as more specific reactions'<br />

(p216).This Is the territory my work is exploring.<br />

Further Research<br />

The scoping study described above Informs a one year project<br />

extending the investigation.This new project includes a more<br />

diverse group of stakeholders associated with older people:<br />

active older people, frail older people, their carers and the<br />

"future old" - middle-aged people whose aspirations future<br />

products will need to satisfy. This larger study provides the<br />

context for developing a generalisable methodology for using<br />

critical artefacts Instrumentally within a design process.<br />

The above case studies both flagged potential conflicts<br />

between the roles of the designer as workshop participant and<br />

the designer as "ethnographic-like" observer. Ethnographies<br />

attempt to document a situation without changing it.<br />

However my approach Involves simultaneously manipulating<br />

a situation, participating In it and observing it (as Is often the<br />

case in designers' activities In research). There Is also a third<br />

level in which I am operating - as a researcher developing a<br />

methodology. The wider project will provide evidence of the<br />

methods' real world effects, from which the validity of such<br />

participation-observation activities could be reasoned. It also<br />

provides an opportunity for others to take the role of designer-<br />

participant and designer-observer and increase the breadth<br />

of perspectives used to develop the methodology.<br />

Conclusions<br />

There is a number of emerging "critical design practices"<br />

that develop the Idea of critical theory Into design activity -<br />

using critical reflection on their practices to make them more<br />

"effective". For Dunne & Raby and other proponents of critical<br />

design such as "satirical designers" the critical reflection<br />

Is the endpolnt. Their artefacts afford critical reflection in<br />

their audiences, and it is hoped that by contributing to the<br />

wider public discourse beneficial change might occur. Other<br />

practices use critical reflection In a more Instrumental way. In<br />

Sengers' reflective design and Agre's critical technical practice<br />

It is used by the practitioners themselves to ensure a more<br />

holistic, comprehensive appreciation of their design contexts.<br />

Critical aspects are used within these practices and they are<br />

less evident In their end products - unlike critical artefacts.<br />

Through my research I am developing another possibility of<br />

critical design practice - that there is an opportunity to use<br />

critical artefacts, not simply as agents for critical reflection, but<br />

more instrumentally within human-centred design activity as<br />

"creative probes" to explore novel problem contexts. In this<br />

respect my work is closer to the low-fidelity prototyping Ideas of<br />

Ehn & Kyng than the critical theory cited by other practitioners.


The two case studies presented here demonstrate that there<br />

is value in using critical artefacts in this way, although there<br />

is ongoing work remaining to develop generallsable methods<br />

to exploit this principle.<br />

AGRE, RE. (1997). Computation and human experience.<br />

Cambridge University Press.<br />

BLAUVELT, A. (2003). Strangely famiiar: Design and everyday<br />

life. Distributed Art Publishers.<br />

CALHOUN, C. (1995). Critical social theory : Culture, history<br />

and the challenge of difference. Blackwell.<br />

DROOG DESIGN, (2007). Droog design [online]. Last accessed<br />

on 3/1/2007 at URL: http://www.droogdesign.nl/.<br />

DUNNE,A. (1999). Hertzian tales-electronic products, aesthetic<br />

experience and critical design. RCA<br />

DUNNE, A. and RABY, F. (2001). Design noir: The secret life of<br />

electronic objects. Birkhauser.<br />

EHN, P. and KYNG, M. (1991). Cardboard computers: Mocking-<br />

it-up or hands-on the future. In: GREENBAUM, J and KYNG,<br />

M (eds.). Design at work : Cooperative design of computer<br />

systems. Lawrence Eribaum Associates, 169-195.<br />

E-INK (2004). First-generation electronic paper display from<br />

Philips, Sony and E ink to be used in new electronic reading<br />

device [online press release]. Last accessed 5/12/2006 at URL:<br />

http://www.eink.com/press/releases/pr70.html.<br />

FULLER, M. (2003). Behind the blip: Software as culture. Behind<br />

the blip: Essays on the culture of software. Autonomedia, 11 -<br />

37.<br />

GAVER, W. and MARTIN, H. (2000). Alternatives: Exploring<br />

information appliances through conceptual design proposals.<br />

In: CHI '00: Proceedings of the SIGCHI Conference on Human<br />

Factors in Computing Systems, ACM Press. 209-216.<br />

HUMAN BEANS (2006). Human beans [online). Last accessed<br />

on 13/11/2006 at URL: http://www.humanbeans.net/.<br />

NEWELL, A.F. (2003). Inclusive design or assistive technology.<br />

In: CLARKSON, J. et al, (eds.). Inclusive design - design for the<br />

whole population. Springer, 172-181.<br />

PHILIPS (2005). Philips digital photo display [online]. Last<br />

accessed on December 5 2006 at URL: http://www.design.<br />

philips.com/about/design/section-13771/article-14644.html.<br />

RUST, C. (2004). Design enquiry:Tacit knowledge and invention<br />

in science. Design issues, 20 (4), 76-85.<br />

SENGERS, R et al. (2005). Reflective design, in: CC '05:<br />

Proceedings of the 4th Decennial Conference on Critical<br />

Computing, ACM Press. 49-58.<br />

UNITED NATIONS, (2003).The ageing of the worid's population<br />

[online]. Last accessed on 6/12/2006 at URL: http://www.<br />

un.org/esa/socdev/ageing/ageing/agewpop.htm.<br />

WEINBERGER, D. (2004). Point, shoot, kiss it good-bye. Wired,<br />

12 (10), October 2004,148-152.<br />

WEISER, M. (1991).The computerforthe 21 st century. Scientific<br />

American, 265 (3), September 1991, 66-75.


C D M P E T I N G W I T H G L O B A L P L A Y E R S : T H E O T H E R S I D E O F T H E C O I N<br />

Suzan Boztepe<br />

Middle EastTeclinical University, Ankara, Turl


advantage, grow/th and innovation possibilities that could be<br />

brought by design and technology. He argues that design in<br />

particular has an Important role to play in the development<br />

of peripheral countries. Today, although not many, cases that<br />

challenge dependency views exist. For example, the success<br />

of South Korean companies such as Samsung is largely<br />

attributed to the innovative and effective use of design<br />

skills and knowledge on a corporate wide level (Dong-Sung,<br />

2004; Hardy and Chung, 2000; Rocks and Ihlwan, 2004), It is<br />

the purpose of this paper to analyze such success stories in<br />

which design contributed to local companies'success against<br />

well established global players. The paper first reviews the<br />

unique challenges and opportunities for local companies in<br />

the so-called developing countries. Next, the role of design in<br />

creating global competitive advantage is examined. Through<br />

analyses of case studies of Turkish companies that have<br />

been successful in competing against big global players, the<br />

paper then discusses the competitive assets utilized by these<br />

companies, and the role design plays in securing competitive<br />

position at home market and expanding Internationally.<br />

Finally, directions for future research and practical implications<br />

are discussed giving particular emphasis on how particular<br />

success factors could be scaled and used.<br />

Local Companies in Global Markets<br />

The debate on globalization of business offers little guidance<br />

to local companies because it is biased, mostly reflecting the<br />

perspective of global companies. It is primanly concerned with<br />

how established western companies can further extend their<br />

operations to new markets and manage internationally. For<br />

example, some of the main issues include (1) the question of<br />

whether converging lifestyles and desire for the same global<br />

products exist (e.g., Aiden, Steenkamp, and Batra, 2006; Guillen,<br />

2001 a, 2001 b; Levitt, 1983; Ohmae, 1995, Zhou and Belk, 2004);<br />

(2) barriers to and problems of entry to new markets (e.g., Yip,<br />

1992); (3) how to cope with the realities of the new markets more<br />

effectively (e.g., Bartlett and Goshal, 1998; Douglas and Craig,<br />

1989; Hamel and Prahalad, 1985; Kashani, 1989;) and (4) how<br />

to adopt an appropriate marketing and product strategy which<br />

will help to successfully penetrate Into new markets (Calantone<br />

et al., 2004; Cavusgll, Zou and Naidu, 1993; Quelch and Hoff,<br />

1986; Özsomerand Simonin, 2004;Takeuchi and Porter, 1986).<br />

That said, what works for western global companies may not<br />

always work for companies In developing countries as each<br />

operates in a different setting which poses a unique set of<br />

challenges. Even to stand-up the competition at home, local<br />

companies have to overcome several disadvantages such as<br />

political and economic instabilities, technological dependency<br />

on global and multinational companies, manufacturing and<br />

assembly oriented Industrial system and consumer bias.<br />

For example, according to McKinsey Company's research,<br />

Turkey utilizes only a little more than half of its potential<br />

productivity level due to the economic volatility (Baser, Farrell,<br />

and Meen, 2003). High interest rates, high inflation, and high<br />

government debt partially caused by short lived and weak<br />

governments create an extremely unstable situation for<br />

businesses. In such an environment, many companies direct<br />

their effort towards OEM production which is perceived to be<br />

low risk. In theTurkish case, proximity to major markets, cheap<br />

skilled workforce, and policies encouraging foreign direct<br />

investment make OEM agreements even more desirable. The<br />

short history of competitive market structure and the absence<br />

of an established R&D base have further encouraged OEM<br />

orientation and cost based competition. Also, in contrast to<br />

imported products, consumers perceive local products as low<br />

quality (Ger, 1992,1999).<br />

Despite these major disadvantages, few studies on local<br />

businesses demonstrate that, once local companies break out<br />

the mindset that they could never compete successfully on the<br />

global stage, they can actually develop strategies reverse their<br />

position (Bartlett and Ghoshal, 2000; Dawar and Frost, 1999;<br />

Khanna and Paiepu, 2006). For example, Dawar and Frost (1999)<br />

argue, In their analysis of Indian denim producer Arvind Mills,<br />

that local companies that have a good understanding of the<br />

conditions of their industry and their own assets can effectively<br />

defend their markets against global companies. In fact, it is even<br />

argued that local companies possess unique opportunities<br />

and advantages over their global counterparts. One such<br />

key advantage is their understanding of local capabilities and<br />

resources, such as the knowledge of locally available materials,<br />

culture-specific work models, local infrastructure, established<br />

service, supplier and distribution networks, etc. (Dawar and<br />

Frost, 1999; Khanna and Paiepu, 2006). Dawar and Frost's<br />

Bajaj motor case shows how an established service network<br />

and knowledge of local Infrastructure could turn out to be a<br />

competitive asset. When Honda entered the Indian Market,


it offered teclinologically and aestlieticaliy more advanced<br />

models than the local ones. However, the local motorcycle<br />

manufacturer Bajaj was able to keep its leading position in the<br />

market due to its widely accessible distribution system and<br />

omnipresent service network of roadside mechanics which<br />

fit well v/\th the Indian way of doing business. Honda, on the<br />

other hand, was sold mostly through outlets in major cities and<br />

reached only a very small segment.<br />

Deep cultural and market knowledge is another strength<br />

that local companies could build on {Ger, 1999; Khanna and<br />

Palepu, 2006). According to Ger (1999), local companies could<br />

successfully compete through building a cultural capital.<br />

She borrows the term from Bourdieu (1977, 1984), where<br />

it originally refers to the creation of a potential capacity to<br />

produce economic or social profits through an Individual's<br />

accumulation of knowledge, skills, education, taste, etc. In<br />

a similar vein, "[t]he intrinsic advantage retained by local<br />

companies is their local identity and culture" (Ger, 1999: 65).<br />

This could then be further developed to enable these firms to<br />

create economic value with local strategies. Although recent<br />

design and business research advises global companies to<br />

acquire local knowledge, tailor their offerings, and innovate<br />

based on local needs (e.g., Ghemawat, 2005; Greenwalt and<br />

Kahn, 2005), global companies are reluctant to localize since<br />

the associated effort and costs are high, and the size of each<br />

individual market is perceived as being small (Applbaum,<br />

2000; Calantone et al., 2004). Therefore, they primarily target<br />

the so-called global customer segments, which supposedly<br />

consist of customers who demand products with the same<br />

attributes and quality as those in developed countries, and<br />

could afford higher prices. According to Khanna and Palepu<br />

(2006), this leaves out the glocal segment, that is, the group<br />

that demands products with global quality, but with functions<br />

and features that fit their local context and needs, and at an<br />

affordable price. Not to mention that it overlooks the segment<br />

defined as the bottom ofthe pyramid by the Prahalad and<br />

Hammond (2002). That is, the largest segment of society<br />

with considerable cumulative buying power remains largely<br />

untapped. So, utilizing the accumulated social and cultural<br />

capital to provide products that target the glocal and the<br />

bottom of the pyramid segments, instead of products that<br />

match global companies' could be a strategy that enables<br />

local companies to cater to large markets.<br />

Another prospect for success is the East Asian model.<br />

Companies here have used the OEM or joint venture<br />

agreements with global companies as an opportunity to<br />

learn from global companies (Hobday, 1995; Kim and Nelson,<br />

2000). They have effectively used the cooperation with global<br />

companies to build up a technological base, transfer state-<br />

of-the-art work models, and develop innovative capabilities<br />

and culture of R&D. Thus, over time, they have moved from<br />

offering manufacturing services to global companies to<br />

designing new products to known brands. Companies like<br />

BenQ or Flextronics have these days moved further to offering<br />

co-branded or branded products globally which enable them<br />

to reap higher profits.<br />

Building on strengths at home is not only a way to defend<br />

domestic market but also a base for launching international<br />

expansion strategies as in the cases of Philippines'fast food<br />

chain Jollibee or Mexican Cemex. Bartlett and Ghoshal (2000)<br />

consider it as being possible either through targeting niche<br />

markets or developing capabilities to go head on head with<br />

the global players. While design is mentioned as an Important<br />

competence, for example in the leapfrogging of Asian<br />

companies, there is not much attention in business research<br />

on design's specific contribution to global competitiveness of<br />

local companies.<br />

Design and Global Competitiveness<br />

In design research, on the other hand, there has been a<br />

significant amount of effort on design as a competitive tool<br />

in general (Walsh, Roy, and Bruce, 1988; Walsh, Roy, Potter,<br />

and Bruce, 1992; Roy and Potter, 1997; Roy and Gardiner,<br />

1984). Design contributes to the creation of both price and<br />

non-price competitive factors (e.g., Walsh et al., 1992). That<br />

is, it is a tool to compete through low cost and product<br />

differentiation alike. However, cost based competition is<br />

increasingly seen as unsustainable (Porter, 1986a, 1986b).<br />

Today, low cost and quality have already become a common<br />

standard for almost any manufacture. Therefore, design as<br />

a tool for differentiation gains major significance. After all,<br />

it is design's responsibility to create product characteristics<br />

such as appearance, image, ease of use, ergonomics, safety,<br />

comfort, reliability, etc. that become key differentiators in<br />

the eyes of customers.


When it comes to competition in global markets, Lorenz {1986)<br />

sees the role of design as differentiator as having a primary<br />

impact on organizationai success. Unghanawa and Baker's<br />

(1989) research on international competitiveness of receivers<br />

of British Queen's Award companies shows that companies<br />

with higher international competitiveness are also attentive<br />

of design issues such as use performance, sophistication,<br />

aesthetics, etc, Others emphasize design's competitive role as<br />

that of creating products that could work in several cultures, of<br />

high quality, cross-functional innovation, strong brand image,<br />

and global Identity (e.g., Cai, 2001; Gagliardi, 2001; Schechter,<br />

1997).Yetforothers the differentiation design brings is though<br />

its understanding of human factors and specifically cultural<br />

human factors (Heskett, 1995; Whitney, 1995). However, note<br />

that, as in business research, the debate here Is biased too in<br />

that it reflects one side of the coin only. According to Margolin<br />

(2006), in developing countries, design's contribution Is too<br />

much aligned with social development and poverty alleviation<br />

(e.g., Papanek, 1977, 1983, 1986). This ignores the true<br />

potential that design could bring to the development of these<br />

countries through industrial activity and creation of globally<br />

competitive products. Several studies exist which build a link<br />

between design's use as an industrial activity and the overall<br />

national competitiveness and economic development in<br />

these countries (e.g., Bonsiepe, 1991,1999; Chattede, 2005;<br />

Kyung Won, 1998; Suifikar, 2002). But, given the challenges<br />

and opportuniries already discussed, how could design be<br />

used specifically as a competirive tool at company level?<br />

In companies from various industries in Turkey, ranging<br />

from tradirional ones like textiles to ones with strong global<br />

players like electronics, design is seen as contributing to, or<br />

having a great potential for contribution in, the shaping and<br />

execurion of four major strategies. These include (1) tapping<br />

into tradirion, (2) building pride in local identity, (3) targering<br />

local problems, and (4) adaptive learning from partners.<br />

1. Tapping into Tradition<br />

Traditions are rime-honored pracrices passed down through<br />

generations. They are a complex set of practices, symbols, and<br />

objects. A number ofTurkish companies have already exploited<br />

their internalized knowledge of the local culture and traditions<br />

to achieve market success. One of the most obvious approaches<br />

is to apply tradirional visual elements, such as forms, Icons,<br />

surface treatments, etc. on product form and styling In order<br />

to develop products with high symbolic and emorional value.<br />

Others have looked Into practices and needs surrounding<br />

traditional practices such as cooking and eating.<br />

Pasabahce is one such company that protects its position<br />

by tapping into tradirion. It is Turkey's largest glassware<br />

manufacturer, established in 1935 as one ofthe major industrial<br />

facilities of the then newly found Turkish Republic. Yet, in<br />

fact, it is considered as a successor ofthe Beykoz Glassware<br />

Production which dates back to the 18th century. Because of<br />

this history, the company has assumed an approach of both<br />

carrying on the Beykoz tradition and producing affordable<br />

everyday glassware to masses.This translates to a large product<br />

portfolio ranging from the common tulip shaped tea glasses<br />

to rare hand-made glass objects available through various<br />

channels from street vendors to presriglous Pasabahce stores.<br />

The strategy is to preserve the past and the unique cultural<br />

values while exploring future possibilities. For this reason,<br />

Pasabahce encourages desii,;ners to study traditional forms<br />

and producrion methods, but they also co-place designers in<br />

R&Ddlvision with engineers working on new technologies and<br />

materials. This sometimes results in revising, reinterpreting,<br />

and putting back into fashion forms that had been taken for<br />

granted or had become obsolete. For example, the redesign<br />

of the tulip shaped tea glass has come in rime when younger<br />

generarion is oriented toward using mugs and the tradirional<br />

glass had started to be perceived as belonging to the older<br />

generation.<br />

In the eariy 1990s, Pasabahce faced a competition from Arc<br />

International (Luminac, Arcoroc, Arcopal) which came with<br />

low cost and quality glassware products. However, their<br />

product portfolio was quite limited compared to Pasabahce's,<br />

which has evolved and fine tuned over the years to meet<br />

the needs of Turkish households. Moreover, the symbolic<br />

connotations of Pasabahce products and brand are deeply<br />

rooted. Pasabahce invests effort to reiterate Its roots through<br />

special limited collecrion of hand made pieces. For example,<br />

one of the two limited collection introduced In the beginning<br />

of 2007 is called History-Culture-Glass, It is based on a study<br />

of forms and decorative patterns of Anatolian Civilizations,<br />

such as Assyrian and HIttit pottery and Zeugma mosaics.<br />

Such efforts allow Pashabahce to utilize the cultural capital


and to offer the symbolism of authenticity and prestige. This<br />

strategy enabled the company to become successful in other<br />

countries of the region too, such as Russia, Grece, Georgia,<br />

Egypt, Romania etc.<br />

Gala and Gino, a home accessories company established by<br />

Decorium in 2004, also taps into tradition yet in a different<br />

way than Pasabahce does. The company was set out as a so-<br />

called designer global brand. It works with star designers such<br />

as Karim Rashid and Arik Levy to create decorative products<br />

with high emotional content. Designers are often invited to<br />

Istanbul to getto know the city and design objects inspired by<br />

the Turkish culture but at the same time with a global appeal.<br />

Since the company was set with an international scope<br />

from the beginning, what the traditional content brings is a<br />

distinctivenessassociatedwithmythsand cultural associations.<br />

That is also visible through the extensive media coverage from<br />

Vogue and Times to Russian decoration magazines.<br />

Tapping into tradition is not limited to formal explorations<br />

only. For example, Arcelik's products such as theTurkish coffee<br />

maker,Telve, andthetea maker,Tiryaki, address particular local<br />

practices of tea and coffee making. For example, the electric<br />

tea maker replicates the steps in the conventional brewing<br />

technique. Also, visually, it carries the forma! connotations of<br />

the conventional tea maker, where two pots are rested on top<br />

of each other. Nevertheless, these products target practices<br />

which are closely related to catering of guests, and thus, the<br />

effort invested is not seen as a chore. This remains as a barrier<br />

of market acceptance so far. Yet the mere existence of such<br />

products on the market increases local customers'trust in the<br />

brand.<br />

2. Building Pride in Local Identity<br />

Erak Clothing's Mavi Jeans brand, established in 1991, today<br />

stands up as one ofthe top under-20 brands in the US {Time,<br />

2006). During the 1980s, Erak was contract manufacturer for<br />

famous brands like Lee,Wrangler,CK,and Esprit, among others,<br />

capitalizing on top-quality Turkish cotton and competitive<br />

labor costs. This gave an opportunity to the company to learn<br />

from its buyers and contract granters about how to improve its<br />

production processes, increase its manufacturing speed and<br />

flexibility, and obtain high quality products in a consistent way.<br />

But, even more importantly, through interaction with buyer<br />

companies like the Italian Rifle, the company learned that<br />

real profits were in establishing its own design and branding<br />

capabilities {Tokatlı and Kızılgün, 2004). So, when in 1991 Mavi<br />

Jeans was introduced, design and brand were the two major<br />

differentiators for its products.Atthattime, an established jean<br />

market with several well known western brands, such as Lee,<br />

Levi's, Mustang etc., as well as local ones giving the impression<br />

of being imported products, such as Pyramid, Loft etc. already<br />

existed. In terms of brand name. Mavi chose a risky but well<br />

paid off strategy of using a Turkish name (mavi^blue). It is rare<br />

for a company producing "western product"to stress localness<br />

through their name.The logo which is a modern and youthful<br />

crescent and star interpretation, symbols of theTurkish flag,<br />

further emphasized the origin of the brand. However, this,<br />

combined with the unique design and high quality, increased<br />

the respect and self worth rather than creating reactance. At<br />

the time Mavi entered the market jeans were almost identical<br />

Mavi chose to treat them as fashion items like any other<br />

garment. It also utilized very well theTurkish competency in<br />

textiles offering unique denims ranging from soft fleecy feel to<br />

heavy knitted ones. Additionally, it studied the anthropometric<br />

requirements of its customers and offered a much wider range<br />

of sizes.<br />

Mavi's real success, however, came with its exports, and<br />

specifically its entry to the US market since no other clothing<br />

is as American as jeans. Here it is marketed as a "designer"<br />

brand at stores like as Bloomingdales, Nordstrom as well as the<br />

recently opened Mavi flagship stores. Mavi targeted exclusive<br />

niches which would appreciate the designed details, unique<br />

materials, and carefully crafted fits. Mavi Jeans develops<br />

designs based on the trends and concerns in different countries<br />

and works with designers from that country. In the United<br />

States, for example, it works with Adriano Goldshmeid from<br />

CK who knows well not only the tastes but also the lifestyles<br />

ofthe American MTV generation. Unlike other global brands,<br />

which outsource to many different manufacturers because of<br />

its own flexible, high-tech production plant. Mavi can afford<br />

to customize its jeans to accommodate different tastes. The<br />

success abroad reduced the feelings of deficiency, increased<br />

self-esteem and self-respect, and fostered pride in the local<br />

market, leading to an empowering and confidence-building<br />

cycle.


Mavi is an excellent example of how the prejudice and the<br />

disdain to local products could be overcome. It is also a perfect<br />

example of how through original design and marketing, local<br />

competency in raw materials can turn out to be a high value-<br />

added competitive advantage.<br />

3. Addressing Local Problems<br />

One of the opportunity areas for local companies discussed<br />

earlier was serving to segments to which global companies<br />

were not sensitive enough. For many global companies,<br />

serving to lower segments means offering cheaper, lower<br />

technology, or obsolete products, ignoring users' real needs<br />

and demand for sophisticated ones.<br />

Karel Electronics is a company that was able to establish itself<br />

as a major player in theTurkish market by identifying a largely<br />

unexplored market for small scale telephone switchboards.<br />

In Turkey, more than 95% of the businesses are SMEs. Such<br />

businesses need easy-to-use, robust telephone systems with<br />

few lines, and cannot afford full-scale switchboards. Even if<br />

they could, much ofthe capacity offered would remain unused,<br />

and a large amount of office space would be occupied. So<br />

Karel was originally set up to design fully automatic telephone<br />

switchboards for small offices. The company grew rapidly<br />

selling these PBSs and peripheral products through the<br />

distribution network composed of authorized distributors,<br />

wholesalers, dealers and sales points. This network also<br />

became a means for feedback and improved quality.<br />

Over the years, Karel used internal designers and design<br />

consultancies like Izmir based Nesne Tasarım to evolve Its<br />

products to better meet the needs and desires ofthe SMEs and<br />

support its core product with peripheral systems, enabling its<br />

customers one-stop-shopping for all their communication<br />

needs. For example, their smallest PBX, called MS38, was<br />

redesigned offering not only several capacity options, but<br />

also an attractive appeal, smaller space occupancy, easier<br />

installation, and use.<br />

The need for such small scale PBXs existed in other countries<br />

with similar business structure and infrastructure too. Today,<br />

Karel sells in about 50 countries such as Poland, Hungary,<br />

Romania, Jordan, Tunisia, Saudi Arabia, Lebanon, Egypt, Iran,<br />

Nigeria, India, Greece, Spain, Portugal, etc. In some countries,<br />

Karel's price differential with the closest competitor runs up<br />

to fivefold.<br />

An automotive company, Otokar, has also been successful In<br />

remaining competitive by addressing local needs. Otokar is<br />

manufacturer of vehicles such as city buses, mini- and mldi-<br />

buses, trailers, and armored vehicles. Otokar produces under<br />

licenseagreements, previously of Magirus-Deutzand now Land<br />

Rover. Although Otokar does not have its own technology, it<br />

successfully identifies the market gap and adapts licensed<br />

technology to local requirements. Take, for example, the<br />

minibuses designed and produced specifically as dolmuş^<br />

like the M2000 series. Otokar minibuses have become the<br />

prototypical vehicle of dolmuş service. Since most dolmuş<br />

drivers are also the owners of the vehicle, cost and durability<br />

are the two most important factors for them. Therefore, a<br />

major design priority is to make durable and low- purchase,<br />

operation, and maintenance cost product. Dolmuş minibuses<br />

are designed to allow for several standing passengers since<br />

there is always more demand than seats available. The rote of<br />

design here is to provide the base equipment only.<br />

Iveco and Mercedes have recently attempted to enter the<br />

dolmuş market. Instead of designing a new minibus specifically<br />

for use as dolmuş, they adapted their commercial minibuses<br />

by adding seats and windows.This and the more sophisticated<br />

production systems of each of these two companies made the<br />

retail price of their dolmuş minibuses much lower than that<br />

of Otokar's. In the end, however, these vehicles turned out to<br />

be less effective and less durable. They also failed to match<br />

the low cost spare parts of Otokar and the widespread service<br />

network that Otokar has.<br />

Otokar minibuses and Sultan series midibuses are also in high<br />

demand in countries where the traffic and the infrastructure<br />

is similar to that of in Turkey such as the Middle Eastern<br />

countries.<br />

^ Dolmus is a unique public transportation in Turkey. It can be<br />

described as a collective cab, which follows a specific route, but has<br />

flexible stops. Dolmuses are more readily available than city buses<br />

and the ride costs less than it does with cab.


4. Adaptive Learning from Partners<br />

The success stories of Mavi Jeans and Otokar show that local<br />

companies could learn and acquire knowledge that moves<br />

them to creating higher value added products through<br />

partnerships, contract or license agreements with established<br />

global players. Although the high value added activities of<br />

global players, such as design and marketing, remain firmly<br />

in their centers, an awareness of those activities starts to<br />

emerge among the local partners. For example, this is exactly<br />

what happened with Vestel's move from OEM to original<br />

design manufacturing (ODM) to own brand management<br />

(OBM). During its OEM contracting, Vestel not only built an<br />

awareness of the value added by design among its clients,<br />

but it also learned how designers function within a company<br />

thanks to Its close collaboration with designers in companies<br />

like Toshiba and Sharp. Creating its own original designs soon<br />

became indispensable for Vestel to keep its existent clients<br />

from moving away to lower cost Chinese manufacturers and<br />

to attract new ones. At the same time, design is seen as a<br />

key competence In moving higher in the value added chain<br />

to establish its own brand in the domestic and some export<br />

markets. What distinguishes Vestel from Mavi or Otokar is<br />

that Vestel Is attempting to compete on the same terms as<br />

the global companies, whereas others adapt what they have<br />

learned to utilize local needs or resources.<br />

Discussion<br />

All cases analyzed above have to some extent achieved some<br />

success in competing with global players either in domestic<br />

or international market, utilizing their knowledge ofthe local<br />

culture and resources. Note however that such knowledge may<br />

be Innately available to any company. That is, by definition, it is<br />

Internalized and tacit (Polanyi, 1983}. As such, it may easily be<br />

taken for granted or devaluated as a competitive asset. So It Is<br />

one thing to possess the knowledge, but quite another to be<br />

able to turn it Into a competitive strategy. It is exactly here, that<br />

is, in the process of putting the local knowledge into use that<br />

design comes into a play. As McCracken (1988) writes, design<br />

carries major responsibility In creating seamless transfer<br />

between spheres of production and use by acting as cultural<br />

translator. That is, design uses its understanding of local<br />

problems, behaviors, and culture to create products In such a<br />

way that users can see that the object so designed possesses<br />

certain cultural meanings and addresses their real needs.<br />

For designers, using cultural resources is not an easy and<br />

straightforward task. For one thing, there is always the danger<br />

of trivialization of local culture by fostering stereotypical<br />

images or creating a temporary popular trend. Also, relying<br />

on one advantage only, such as relnterpretation of local<br />

forms and symbols, may not lead to sustainable competitive<br />

advantage, as it Is not hard to replicate strategy. The cases<br />

discussed above do not really use one of the advantages<br />

only, but choose to blend several of them. For example,<br />

Otokar designs vehicles particular to local needs, but it Is also<br />

supported with a complex supplier, distributor, and service<br />

network. Similarly, Mavi capitalizes on designs exploiting<br />

high quality local cotton, are attentive to different tastes, and<br />

relies on flexible manufacturing capabilities acquired over<br />

time. So, in orderto contribute to the competitiveness of local<br />

companies, design has to go beyond the trivial application of<br />

cultural Icons. The true contribution comes when it is able to<br />

combine the understanding ofthe local context and cultural<br />

values with the unique resources and manufacturing and<br />

market conditions of the local firms in the creation of user-<br />

centered, culturally desirable and appropriate products.<br />

Yet another challenge is to be able to utilize the local<br />

knowledge on an ongoing basis. Local companies which start<br />

with an insight of an unmet user needs, or have an Innate<br />

understanding of what is socially desirable may become<br />

blind to their own local understanding as they grow larger<br />

and distance themselves from their users. As more global<br />

companies are investing to better understand local markets<br />

by employing social scientists and user-centered design<br />

teams, local companies cannot safely rely on their own<br />

intuitive understanding of the local culture. Therefore, they<br />

too need more structured approaches to explicate their local<br />

knowledge, and get constant user feedback.<br />

It is clear that a better understanding of the local problems,<br />

behaviors, and culture, and creating products |that<br />

communicate those give the company a strong position at<br />

home. But the question still remains as to how a company's<br />

competitive assets translate Internationally if they rely on local<br />

knowledge only?The strategy that many local companies that


want to go global adopt is to build capabilities and resources<br />

that big players have, target the same market and try to catch<br />

and match them. This is very difficult to achieve considering<br />

the fact that locals start far behind in terms of recourses and<br />

political and economic barriers. The cases analyzed here have<br />

been chosen based on their success in the domestic market<br />

but all have some international presence too. Figure 1 shows<br />

the alternative paths taken by these companies.<br />

Find niche maikets<br />

based on cultural<br />

image<br />

Find markels with<br />

similar needs<br />

Protect posilion in<br />

market with<br />

products<br />

addressing local<br />

needs and values.<br />

Build global capabiliües<br />

Learn through<br />

joint ventures and OEM<br />

production<br />

—><br />

Figure 1. Alternative strategies for global competitiveness.<br />

By focusing on local issues, user behaviors, and cultural<br />

values which are not otherwise known to the western<br />

global companies, local companies may not only secure<br />

their position at home but also set a launching path for<br />

global expansion. One strategy for local companies would<br />

be to target niche markets abroad emphasizing localness,<br />

authenticity, and prestige as distinguishing characteristics,<br />

as in the case of Gaia and Gino. Such a strategy needs to<br />

be supported with sophisticated design and marketing.<br />

Another strategy would be to look for markets with<br />

similar characteristics and needs. This works specifically for<br />

companies competing on the basis of solving local problems<br />

like Karel and Otokar. Opportunities in this area could be<br />

abundant, especially for companies that target the base of<br />

the pyramid, as this segment's needs are largely unmet and<br />

to a large extend are similar worldwide. Yet another strategy<br />

would be developing an understanding of the industry in<br />

which the company operates and global markets. Here the<br />

challenge is to identify unique strengths and gaps in the<br />

global market, as in the case of Mavi Jeans.<br />

User centered approach in domestic market and exploiting<br />

cultural knowledge could open up a place for local products<br />

and companies in the global markets. This, in turn, could<br />

increase trust in domestic products and foster and sustain<br />

the competitiveness of local firms in the long term. Of course,<br />

Lorenz's (1986) warning that globalization could be a double-<br />

edged sword is always there.


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T H E g U E S T I D N O F D E S I G N A E S T H E T I C S : S O M E T H O U G H T S O N ITS<br />

F O R M U L A T I O N N O W A D A Y S<br />

Anna Calvera<br />

University of Barcelona, Barcelona, Spain<br />

acalvera@telefonica.net<br />

Abstract<br />

Manytime ago, Alain Findeli explained the need of developing<br />

seriously the aesthetic side of Design Philosophy {Design<br />

Issues, 1994). Then, as far as it has been approved a law in<br />

many countries of the EU to protect design components and<br />

practice in products, the aesthetic side of the whole matter is<br />

now at stake because it is also something considered objective<br />

enough to be able to be protected legally. For the rest, recent<br />

innovation policies are considering design as an innovative<br />

tool not only depending on the play of appearances. It is also<br />

broadly accepted, and even it is become a boring topic, that<br />

design and a beautiful look are nowadays an important tool to<br />

give value to products, brands and services; moreover, design<br />

and its knowledge on costumer's behaviour within everyday<br />

life should also be a tool to lead and orient a marketing centred<br />

on users. So, for many reasons, it is time that design discourse<br />

considers and to take seriously the aesthetic side and try to<br />

explain the difficulty of approaching theoretically what an<br />

Aesthetic of Design must be.<br />

The paper is a reflection on what has been said by Philosophical<br />

Aesthetics considering everyday life and products and tries<br />

as well to outline the problems a research field such as this<br />

should face in the process.<br />

1. The Aesthetic in the Quantified World: Relevance of<br />

Aesthetics in Design<br />

Although, generally, it has always seemed difficult and<br />

suspicious to speak of aesthetics in the world of design, some<br />

events have brought the question to the fore again, adding<br />

a new perspective. For some time now, management and<br />

organizational theory have considered aesthetic phenomena<br />

as determining factors in their proposals to define and develop<br />

products: this is the case of marketing, for which the aesthetic,<br />

generally a synonym for style, constitutes a means to classify<br />

life styles, or consumer patterns and as such define formal<br />

repertoires as a starting point to place new products and<br />

services in a social niche in the market. It would be convenient to<br />

remember that they have had great success with this approach<br />

because the aesthetic in design has entered into the legislation<br />

and the economic policies relevant to R+D in their mercantile<br />

and fiscal aspects. We'll have a look at some examples.<br />

in 1998, the EU, thanks in large part to the eff'orts of BEDA,'<br />

passed a directive for the legal protection of industrial design<br />

with the idea of unifying the different interpretations. The<br />

office that watches over its enforcement and helps businesses<br />

and designers protect their design assets in ail of Europe<br />

is at present located in Alicante {Spain). It is the OAIVII. This<br />

directive has inspired Spanish law on legal protection of<br />

industrial design and probably also laws in other countries<br />

in the European Union. Spanish law understands industrial<br />

design to be the following:<br />

"The appearance of a product or one of its parts<br />

relating to line, color, form, texture or the materials of<br />

the product itself or its decoration. Excluded are those<br />

characteristics ofthe appearance of a product dictated<br />

or directly derived from technical function. Product is<br />

understood to be all those industrial or craft articles,<br />

including all that is used to show a whole finished<br />

product, its packaging, presentation, graphic symbols<br />

or typographical characters."^<br />

There's no doubt that the law entails a definition of design,<br />

at least the legal definition, which, whether or not we agree,


establishes the rule of the game for the designers as a<br />

profession. In effect, It unequivocally separates design from<br />

technological Innovation and technical aspects, and assigns<br />

the task of design to questions of the appearance of objects<br />

and products although it claims not to speak at all about<br />

aesthetics.<br />

Further along, the text of the law calls attention to how<br />

complex It is to try to define the contribution of design and<br />

how difficult it Is to legally confront aspects that traditionally<br />

have been the characteristics of a strong aesthetic reflection.<br />

In my vievj, it reflects perfectly the complexity of the debates<br />

in the worid of design with respect to the nature of its acrivity<br />

and its reason for being. In this sense, what stands out most<br />

is the effort to objectively define that which can be protected<br />

legally and, as such, demonstrable. This Is how It appears in<br />

the Statement of Motives II:<br />

"Both the European Community norms and this<br />

law are Inspired by the criteria that the asset legally<br />

protected by the property of industrial design is, first<br />

and foremost, commercial value added to the product<br />

by design, without regard to its aesthetic or artisric<br />

level and its originality. Industrial design is conceived<br />

as a type of formal innovation concerned with the<br />

characterisrics ofthe appearance ofthe product itself<br />

or of Its ornamentation (...) The condirions of protection<br />

of industrial design are therefore purely objective: the<br />

legal coverage reaches novel and singular designs (...)<br />

In applying this criteria, those designs are registered<br />

which produce a different Impression from other<br />

designs in the informed user..."<br />

Specifically concerning the aesthetic, what the text suggests<br />

is that the aestheric value, whether or not It's arristic, also<br />

includes a judgment about the quality ofthe resulring design,<br />

which makes it even more complex than it was before. From<br />

this perspective, the new rules ofthe game are clear: in design<br />

the only objective criteria are those that can be defined in<br />

commercial terms, that is, according to markering. Now, as the<br />

argument progresses, we see that some commercial criteria<br />

are also slippery or hard to define. For example, in tirie IV of<br />

the Statement of Motives we can observe the effort made to<br />

describe the v^ay designers work and what, in this parricular<br />

case, could be interpreted as that which is considered creativity<br />

among designers:<br />

"The differenriarion of form and funcrion Is what<br />

means that the external form of a urilitarlan product<br />

can be protected as design, when the characteristics of<br />

appearance also bring novelty and singularity.<br />

The reference to the degree of liberty of the designer<br />

does not necessarily imply that the extension of<br />

protecrion Is inversely proportional to the funcrionality<br />

ofthe design since a design can be highly creative and<br />

funcrional at the same rime. We must take into account<br />

that the design Industry includes very diverse sectors<br />

and that not a few rimes the creativity of designers<br />

moves In the core of trends or margins of shared<br />

sensibility, common to the tastes or fashions of a rime."<br />

In this last point, the aestheric and its social implications come<br />

up In the definition ofthe problem from its core, but, as has<br />

become the norm, we srill riptoe around the issue. The point<br />

Is not so much asking for legal protecrion of the aesthetic<br />

contribution but to show how important It will be from now on<br />

to have guidelines to understand and discuss those aestheric<br />

factors which identify a particular design.<br />

A second event to take into account Is the definirion of the<br />

new indicators established in the last years to measure the<br />

role that innovation plays in a country's economy. The most<br />

relevantfact here now is the considerarion of design as a factor<br />

of innovation even though design Is srill understood either<br />

as a markering resource, in the case of non-technological<br />

innovation, or as product development engineering in the<br />

case of technological innovation. However, there can be no<br />

doubt that this acknowledgement constitutes a significant<br />

event, something to celebrate from the perspective of the<br />

profession of design. Data arrives from two main sources, on<br />

one hand, the European Innovarion Scoreboard of 2004 (EIS)<br />

and its 2005 update, and on the other hand, from the revised<br />

3"" edition ofthe Oslo Manual, published online on October<br />

25^'' 2006, prepared jointly by the OCDE and Eurostat.^<br />

Looking at the whole, the aim of the proposal is the<br />

promotion of research In all areas of business, stressing the<br />

need to experiment and Investigate new ways of marketing,


distributing and promoting. But it also encourages research<br />

directed at renovating and expanding the range of products<br />

and services in the corresponding markets. Many of these<br />

aspects have been dealt with from both the practice of<br />

design and marketing and other organizational strategies.<br />

In fact even though in this context design is still defined as<br />

one of marketing's innovations -"in reference to the shape<br />

and appearance of products and not to their technical<br />

specifications or other functional or working characteristics,"-<br />

since the Oslo Manual we are advised to understand design as<br />

an integral part of the development and the implementation<br />

of products as well as the innovation of processes. We must<br />

take into account that there are two ways to innovate: in the<br />

product or in the process: "the innovation of a product refers<br />

to a good or a service whereas innovation of a process implies<br />

changes in the production function in aspects like equipment,<br />

human resources or working methods, among others."<br />

According to a report on innovation in Spain (2005) in the<br />

frame ofthe 2005 Oslo Manual (Zozaya 2005) an innovation in a<br />

product, if it is of great magnitude, tends to last longer than the<br />

innovation of processes since the latter are more easily copied<br />

by competitors. In this light, a new frame of work is opening<br />

up for design in all Its varieties. Particularly for that design<br />

that wishes to be deeply innovative, of the sort that has a real<br />

influence and becomes a part of people's lives and culture.<br />

Furtheralong,thesamestudystatesthatindustrialdesign in Spain<br />

constitutes one ofthe main fields in science and technology. In<br />

this case, what are the innovative aspects expected from design?<br />

It says, "innovative activities introduce change in strategy,<br />

management, organization, marketing and the aesthetic aspects<br />

of products." Furthermore, "in Spain, it's the aesthetic aspects<br />

which have often been crucial in the buyer's decision and those<br />

which have developed more, over the European average." This is<br />

relevant data. However the country's everyday reality disproves<br />

it. In any case, this study includes no clue as to how It defines<br />

aesthetic innovation. We do not know whether the latter refers<br />

to fashion matters and in the sense of updating products'<br />

appearance or whether products have effected a new aesthetic,<br />

which would have a profound impact on culture.<br />

In this sense, it is probable that aesthetics, aesthetic innovation,<br />

is then a question of marketing and of organizational strategies.<br />

but even if we accept that there is no doubt that the expression<br />

and the decisions made about aesthetics belong to design,<br />

even as it is defined by marketing and is confirmed by the law of<br />

legal protection of design. In this context, when the aesthetics<br />

of design are attheforefront of economic and business activity,<br />

it would be advisable to devote more attention to them and<br />

make them the object of a study to grasp the extent of the<br />

designer's responsibility as far as aesthetics is concerned and<br />

to what extent are the designer's aesthetic decisions those<br />

which permit the designer to continue to play a cultural role<br />

in the broadest and strongest sense of the word "culture".'' It<br />

may not be more than a hypothesis but the question that all<br />

"aesthetic" implies is one about quality and its limits. Today's<br />

concern is quality in design in all of its disciplines.<br />

2. On Beauty as innovation.<br />

Among designers, it is usual to regard suspiciously the sort<br />

of definitions and explanations about what design does.<br />

Especially suspicious are those unexplained distinctions, like<br />

those in the aforementioned law, between form and function,<br />

between technical components and technological innovation<br />

and its presentation in society through a dress, or carcass, its<br />

becoming a shape through the materializing of something<br />

which is believed to be what design is about. We had always<br />

struggled to show what a difference the real contribution of<br />

design could make by stressing the designer's ability to notice<br />

constant changes in functions, that is, in the ways people<br />

live, in their habits and values and not only in their tastes and<br />

points of view. If design must now be understood in terms of<br />

innovation it would be convenient to make a similar effort so<br />

that design understands itself, its task, its knowledge and the<br />

object of its impact and the ends of its role in the proposal<br />

and launch of new products and services. If we focus in those<br />

big innovations so that they last for a long period of time we<br />

must reformulate design and the designer's functions so that<br />

they may be understood and respected in actions leading<br />

to innovation and they are incorporated as a contribution<br />

which has a lot to say from the start, and throughout the<br />

whole process, in the development and implementation of<br />

products and services. Even in the case where the innovation<br />

in "aesthetic aspects"falls under the exclusive responsibility of<br />

design, is it possible to speak of aesthetic innovation? And if it<br />

were possible, what would it entail?


Whether for aesthetic reasons or simply for design, the truth<br />

is that from the point of view of aesthetics, understood as a<br />

reflection on the nature of beauty and its manifestations,<br />

there are few resources to understand the impact of aesthetic<br />

innovation on everyday objects and the dominant visual<br />

culture. Modern aesthetics has said little or very little about the<br />

world outside the artistic, about its laws and its possible goals.<br />

Throughout history some has been said about decoration, as<br />

a value in Itself, and about the use of ornamental techniques<br />

to solve the aesthetic problems of many objects, including<br />

machines and tools; there are other means to treat the issue,<br />

like the logics of proportions and their application to the<br />

normalization of industrial formats and components, the laws<br />

of form or the psychology of colors to speak only in terms<br />

habitual among designers and design teachers. Now, if we<br />

accept as a departure point of a reflection on design aesthetics<br />

that separation between function and form literally stated<br />

by a law as the basis of the objective in the labor of design -<br />

conceived now as an intangible whose contribution is a formal<br />

innovation related to "the appearance ofthe product as such or<br />

to its ornamentation"- the discussion about design is brought<br />

back to terms of procedures of formalization and its problems.<br />

This also connects with aesthetics as a discipline, at least with<br />

that view of aesthetics as an understanding of form and of<br />

all sensory experience inherited from Kantian philosophical<br />

aesthetics. Therefore there is no doubt that at least popularly<br />

there is a very strong connection between form and aesthetic;<br />

the question is to know whether designing Is reduced only<br />

to innovatively solving form seeking an aesthetic effect. Also<br />

in aesthetic terms this can be a mere makeup job, which has<br />

always been considered a styling procedure but not necessarily<br />

design.<br />

To speak in the terms of a design aestherics, we have to ask<br />

If the aesthetic, the beauty In things. Is something that can<br />

be superficially added to objects and graphics as If it were a<br />

coat of paint or whether it's a more structural matter. We run<br />

once again Into the old Socraric quesrion, "what is beauty?"<br />

The aforemenrioned law and the commercial definirion of<br />

design imply the publicly accepted norion of design which<br />

is no longer a way of being of objects, which carries an<br />

axiological criterion to discover the quality of things, but has<br />

become a superficial ornament or a finish. In this way, the<br />

act of designing and the aesthetic understanding of what is<br />

designed become simple cosmetic operarions and because<br />

of that it is logical that objects with a style determined by a<br />

marketing plan appear. However, when a designer works with<br />

these supposirions we have to ask whether they are enough<br />

to achieve true innovarions of real magnitude and depth.<br />

Quesrions such as this establish a degree of relarion between<br />

the many reflections made by design to understand itself<br />

and those developed by aesthetics throughout history to<br />

create a space for itself in the system of knowledge since it<br />

was created after the first half of the 18'" century. That doesn't<br />

mean that the concern of thinkers to understand the aestheric<br />

phenomenon, from the beauty of things to the raison d'etre<br />

of art, hadn't been present In eariier philosophy. Quite the<br />

contrary. Beauty and its appreciator were a theme of constant<br />

reflection for philosophy even before aesthetics and art<br />

became independent. In the 18^" century it was articulated<br />

as two parallel but independent invesrigations. Now, since<br />

the scientific revolution and the development undergone<br />

by natural sciences, all phenomena treated by aestherics<br />

were to some extent undervalued since they were pushed to<br />

the margin of what really preoccupied people. What efforts<br />

19'" century thinkers had to make in order to prove that the<br />

aesthetic was essenrial for life and the development of human<br />

faculties, to prove that art was not an ornament to life but<br />

quite the opposite!<br />

It is easy to establish a parallelism between both lines of<br />

reasoning, between on the one hand design's struggle to<br />

prove that it Is not a mere ornament, the aesthetic finish<br />

which objects have and which allows them to become a part<br />

of the market, finding a place for themselves in one niche or<br />

another and on the other hand in the constant affirmarion of<br />

the aesthetic to demonstrate the value of quality and cultural<br />

density of works of art to the development of the human in<br />

humanity and cultural variety. It remains to be seen whether<br />

real innovarion does not depend exactly on the possibility of<br />

design to rely on this aestheric density of everyday objects as<br />

I suggested at the beginning of this introduction. In this sense<br />

one ofthe hypotheses that has inspired this paper has been<br />

the conviction that there are many shared elements between<br />

the aestheric discourse and design's discourse and that they<br />

are interdependent.


3. On the Potential ofthe Aesthetic in the Modern Project<br />

At this point, after the long and intense debate over modernity<br />

and its liberating principles, the importance of aesthetics role in<br />

modernity has become perfectly clear. It is worth remembering<br />

the earliest period of aesthetics as a discipline around the 18"'<br />

century, when the questions discussed were the reasons to<br />

explain the variety of existing tastes, the problem of educating<br />

taste or the ways in which luxury was incorporated in daily<br />

objects and the economic consequences derived. Bernard de<br />

Mandeviile first but also Hume, Hogarth, Burke, Voitaire, Diderot,<br />

Rousseau, Condillac, or even Montisquieu participated in the<br />

debate focusing on the educational possibilities ofthe aesthetic<br />

experience in the development of human faculties from<br />

sensory perception, through sensory pleasures -as in the case<br />

of gastronomy- to the intellectual capacities of art appreciation<br />

including building and objects, especially luxury goods, that is,<br />

the products of highly sophisticated craftsmanship. That was<br />

happening just before the birth of aesthetics as such, not of<br />

aestheticdiscourseorthe discourse on beauty which come from<br />

antiquity; summing up, before or at the time of Baumgarten,<br />

the author who gave name to area of thought, philosophical<br />

aesthetics, which deals with sensory or aesthetic knowledge.^<br />

It is easy to see how close the human ideal formulated<br />

by aesthetics is into many of the ideals that the culture<br />

of design has advanced in the last two centuries. So for<br />

example, as first proposed by Shaftesbury and then Hume<br />

and so many others at the beginning of the 18th century, the<br />

aesthetic quality of everyday objects was seen as the result<br />

of humanity's numerous efforts to improve its condition and<br />

therefore they saw the aesthetic quality as the tangible proof<br />

of human progress in search of well-being. From their point<br />

of view, being able to lead a comfortable life requires having<br />

dedicated as much effort to cultivating oneself as to one's<br />

cultural instruction, "in caring for one's garden, in dressing<br />

elegantly and in the care of one's house." Even though the<br />

words used have an old-fashioned ring to them, there's no<br />

doubt that at that time the matters that are now design's main<br />

concern occupied a significant place in the quest for human<br />

progress which was fundamentally based on the refining of<br />

the pleasures of the senses through the improvement of the<br />

immediatesurroundings. Of all ofthis it is worth stressing that<br />

the aesthetic, that is the enjoyment of beauty, was considered<br />

as a most important humanizing factor, as important as art<br />

has been since then to the cultivation ofthe human spirit.<br />

if the cultivation of sensibility constituted a key element in the<br />

formation of civilized persons at the dawn of modernity, it did<br />

not shed that character as The Enlightenment and its culture<br />

progressively imposed themselves socially and culturally. It<br />

was probably the German poet Schiller who, after Kant, gave<br />

aesthetics the greatest role in the progress of humanity as<br />

can be seen in his famous letters on the aesthetic education<br />

of man, which considered the aesthetic the foundation of<br />

all human activity and moral righteousness.*^ Little by little,<br />

first in romanticism and then in many other movements until<br />

finally in aestheticism at the end of the 19"* century, the artistic<br />

phenomena in particular, and the beautiful in general, began<br />

to fill the space reserved for that which is human and which<br />

other areas of knowledge had swept aside, be it because of<br />

materialism, because of the will to know at all costs so that the<br />

aesthetic stopped being concerned with the sensory to include<br />

also the emotional, while the first was progressively relegated.<br />

But at the same time, as part of that same process, the interest<br />

of reflection focused increasingly on art, considered the seat<br />

of beauty, while the beautiful as such became blurry as it was<br />

substituted bythe sublime and many other aestheticcategories.<br />

Thus, a few paths were closed to aesthetic reflection as it was<br />

connected more and more with a philosophy of art. Logically<br />

those minor and useful arts which had been interesting in the<br />

past to aesthetic reflection were marginalized as in the territory<br />

ofthe useful, the prosaic and the everyday, even ofthe banal7<br />

In this context, when the need for design came up in<br />

aesthetic terms in mid-19''' century England, it brought with<br />

it a load of great moral obligations among which one of the<br />

most important was precisely to watch over the aesthetic<br />

improvement of industrially made everyday objects, as well as<br />

care ofthe beauty ofthe landscape. Since then, the concept of<br />

design entails this idea of quality -structural, not of language<br />

or style- that differentiates some industrial products from<br />

others simply because in some there is a pretense of design<br />

and quality from the outset. From this perspective there is<br />

no doubt that the history of the idea of design, as well as the<br />

writings of many designers published since, can be re-read as<br />

a reflection on the aesthetic character, as research of criteria<br />

and foundations on which to base an aesthetic adequate to


industrial process as a new means of production, belonging<br />

to people in the industrial age. Functionalism also can be<br />

understood as an aesthetic concept "what works best is the<br />

most beautiful,"a theory that tried to overcome the opposition<br />

of beauty and utility as defined by modern aesthetics and<br />

systematized by Kant, which would inspirethe 19'" century and<br />

a good part ofthe 20"'. Something similar can be predicated<br />

on such an important methodological principle as Mies Van<br />

der Rohe's"less is more,"which responds as well to a parricular<br />

aesthetic preference - the old and quiet austerity of classical<br />

decor. In that time, well Into the 20'" century, many things had<br />

changed in relarion to the beginning of aestherics, but also in<br />

design Mies'principlewasaresponsetodesireforqualityto be<br />

shared collectively, an enrire project of great social scope.^ In<br />

the long run, the principle became a theory of modern luxury<br />

based on an elirist understanding of art and culture inherited<br />

from past rimes and justified by a class system. Overcoming<br />

the elirist aspect without renouncing aestheric quality Is the<br />

challenge inherited from Pop design.<br />

However, design and everyday objects were never of much<br />

interest for aestheric reflecrion and philosophy throughout<br />

this period. They are part of everyday life and, because of<br />

that, part of the realm of those things criricized by academic<br />

thought. Also, the Kanrian legacy had left the useful and the<br />

necessary out ofthe realm of beauty, having turned the useful<br />

Into the opposite ofthe beautiful and Its qualiries. Aestherics<br />

then either was concerned with understanding art and its<br />

manifestarionsorwiththe knowledgethat comes to usthrough<br />

the senses, but the experience or the pleasure before human<br />

producrions, particularly if these had a strong technological<br />

component, were left aside. It is worth remembering here<br />

how intense and frequent the cririque on instrumental reason<br />

in the thinking of the 20'" century has been from Max Weber<br />

to Theodore W. Adorno, including Walter Benjamin, Marrin<br />

Heidegger and W. F. Haug and his denouncement of design<br />

as seductive appearance of merchandise, a manipulative<br />

aesthetic at the service of capitalism and its preservarion.<br />

From this perspecrive, art, true art, not the minor art or applied<br />

art or decorarive art nor popular art or the products of mass<br />

culture, and even less the producrion of everyday images<br />

for the media, has often been considered the last refuge of<br />

what's truly human. How difficult It then becomes to find in<br />

modernity's thinking enough elements to understand what<br />

design has done in the way of satisfying Its founding principle,<br />

namely, improving the aestherics of the contemporary worid,<br />

making it a livable environment and a landscape that sarisfies<br />

and culrivates the human side of people. In general, aesthetic<br />

thought has always tended to see in design's aestheticizarion<br />

(not only design's but also manifestarions of the aesthetic<br />

in the visual culture of the media, the proposal of a second<br />

hand or Impoverished aestherics that compensates for the<br />

impossibility of an aestheric experience in its true sense.^<br />

Weshouldrememberhereandnowthatdesign'sold Utopia was<br />

of an aesthetic nature. Underlying the German theory of Good<br />

Form, for example, apart from an aestheric of merchandise<br />

proposed In relarion to the market and with views towards<br />

mass consumption, there was also a democraric Ideal. Designs<br />

were made following a standard of quality but keeping in<br />

mind that through quality design everybody, the whole of<br />

consumers, would have the opportunity to use objects of a<br />

high aestheric dignity, parriclparing thus in the progress of<br />

aestherics through the simple fact of using them every day.'°<br />

In the same way that the funcrionalism that inspired the first<br />

Modern Movement carries an aesthetic conception, so can the<br />

Good Form or the Italian post-WWII understanding of design<br />

be re-interpreted in terms of philosophical aesthetics? For one.<br />

In the case of German design there was a moment in which<br />

a big effort was made to turn the aestheric into something<br />

objecriveso as to make ita part ofthe fundamentals of design<br />

In an objective and scientific key." This is what the Spanish<br />

culture of design Inherited in its early days in the 60's.<br />

All told, we can safely state that no remarkable effort has been<br />

made in orderto understand the aestheric Utopia of design from<br />

the point of view of philosophy or philosophical aestherics. In<br />

fact, quite the opposite has happened. Wolfgang Fritz Haug is<br />

probably the best example.'^ According to his thesis, design lost<br />

all possibilityof exercising a cultural pracriceonlyto be reduced<br />

to an activity, accomplice to the system whose effects derived<br />

from its capacity to seduce, and why not say it, as false as that<br />

which can not be authentic because it has been machine made<br />

and in accordance with the financial interests of its producers.<br />

Authenticity constitutes and has constituted a key concept In<br />

the evaluarion of art and people's behavior as set forth many<br />

rimes by philosophy. It is shared by Heidegger and Adorno,<br />

and is currently used by marketing with ease. However, read


in terms of design both in the case of Heidegger and Adorno<br />

certain echoes of Rusl


Now, if for designers the structural character of design is not<br />

novel, what's new in the post-modern legacy? What changed<br />

is not the essence of products, but the fact that design can<br />

be seen as the essence of the object. This is not necessarily<br />

derived from an innovation or technological novelty but from<br />

a complex system of functions amongst which can be counted<br />

the symbolic ones, those of greater social character-those that<br />

affect uses and customs- and, therefore, the complex system<br />

that is a way of living, understood not only as a question of<br />

tastes in the logic of the social identities of people, but also<br />

in the practices, activities and finally in the set of functions<br />

that define what any person does globally with his life. But the<br />

truly new İs still, İn the context ofthe diffuse aestheticization<br />

outside of art, and therefore In all of the domains of the<br />

everyday, the reflection on what type of aesthetics is that<br />

which corresponds to the domain of design and what is<br />

understood there as beauty. That being so, the phenomenon<br />

of the aestheticization of the everyday constitutes at least a<br />

hope to understand, from the point of view of aesthetic theory,<br />

socio-cultural phenomena as important as design itselfi<br />

To summarize it broadly, the phenomenon of the<br />

aestheticization of the everyday is resolved in a series of<br />

concrete traits ofthe contemporary perfectly separated as such<br />

and even defined in its function. The most significant or the<br />

history of aesthetic philosophy is the corroboration ofthe fact<br />

that the majority of phenomena of aestheticization are found<br />

in extra-artistic realms, which means an important shift with<br />

respect to that understanding of the aesthetic according to<br />

which one of its main objectives is to explain art or, better yet,<br />

the artistic of Fine Arts. The stress has now been placed on the<br />

aesthetic and the aesthetic behaviours of producers, or creative<br />

people in general, and end users, whether they are merely<br />

consumers or receptors. What's characteristic of the present<br />

is that the aesthetic exists and develops outside the world of<br />

art. Furthermore, for many authors aesthetics is now what<br />

constitutes the surrounding reality, an anthropological fact<br />

which defines the present, so in that way aesthetics has become<br />

perfectly joined with the economic. An author like Fulvio<br />

Carmagnola theorized, as early as 1989, that there had been an<br />

"aesthetic turn" by which aesthetic phenomena had become<br />

the interpretative model of post-modernity, since aesthetics<br />

constitutes a very specific way within the construction of<br />

meaning (1989; 44). Shortly thereafter, in his next book, and.<br />

to some extent, in disagreement with Heidegger, Carmagnola<br />

showed how merchandise had evolved to the point of growing<br />

out of its traditional values of usage and exchange, a sort of<br />

"transfiguration" "beyond themselves." The constant need for<br />

products and services to be differentiated had blended, precisely<br />

through the specific aesthetic qualities of those products,<br />

qualitative thinking with the economic. That explains why, as<br />

time has gone by, Carmagnola speaks of a "fiction economy" in<br />

which economic activity is based on symbolic goods, emotions,<br />

and the possibility to enjoy concrete experiences.'^ In fact,<br />

nowadays, those fable-like fictions underlie any discourse on<br />

brand (though not on trode-mark) and its management. It is<br />

another name for that economy based on intangibles.<br />

To put it simply, it is worth taking up again the words that<br />

Wolfgang Welsch once published on the web to describe this<br />

aestheticized period. According to this German author there<br />

are at least two equally relevant types of aestheticization in the<br />

contemporary world. One of them, the more superficial type<br />

(characteristic of globalization) occurs in global phenomena.<br />

It consists in either the "beautification or aesthetic styling of<br />

reality," or in the conversion to "hedonism as a new matrix of<br />

culture,"orin"an economic strategy."'^This last option connects<br />

with what the beginning of this paper sought to explain<br />

and focuses on the economy and marketing techniques<br />

appropriation of aesthetics. It is one of the usual definitions<br />

used to show the strategic character of design but in fact it<br />

mirrors the view of design as mere added value resulting from<br />

the addition of ornaments at the end of the process. Many<br />

other authors, including the main representatives of Design<br />

Management, have taken up again this type of discourse and<br />

its implications to redefine the place of design and its activity<br />

in the contemporary world. Here is an example chosen at<br />

random from the current bibliography:<br />

"Objects in our present condition of society have become<br />

signs, no longer symbols, and therefore their meaning<br />

is increasingly aesthetic, not cognitive... the particular<br />

object therefore has to be judged as aesthetic experience,<br />

as part of an event, by a subject as singular, no longer as<br />

universal.The experiencing subject knows things in terms<br />

ofthe ontological structures proper to things themselves.<br />

Subject is in the world among objects. Subjects no longer<br />

know objects- they now experience them".'^


From statements like this itcan beinfered several things in order<br />

to understand the aesthetic; they are similar to those revived<br />

by post-modern thought to speak of areas of knowledge and<br />

scientific knowledge and the post-modern condition.'''These<br />

are factors like the assimilation of the aesthetic to subjective<br />

experience, private and individual, or more specifically,<br />

local. One example is the ease to judge without knowledge,<br />

without needing to know the rules that justify the judging,<br />

which is the way people's taste seems to operate. Another<br />

example is the fascination with the individual case, the<br />

different and the specific of things or situations... In fact, it is<br />

worth remembering that the aesthetic, and in particular, the<br />

way the aesthetic judgment is carried out (or reasoned?), is<br />

nowadays an important model for many other discourses,<br />

be they rhetorical or not, from hard science to practical or<br />

management disciplines (Carmagnola 1989). in this sense,<br />

the concept of aesthetic experience as it has been defined by<br />

philosophical aesthetics has contributed an excellent model<br />

to explain the consumers' experience which the marketing of<br />

emotion and the image based economy have used to explain<br />

design's goais in business, in attracting and keeping potential<br />

clients. It must be remember that, as Fulvio Carmagnola has<br />

explained repeatedly, within management which focuses on<br />

experiences and which promotes a design "centered on the<br />

user"there are many elements that link It to the old analysis of<br />

taste and its ways of deciding (2006. Chapter 5)<br />

For the most furious detractors ofthe blurry aestheticization,<br />

the principal criricism of this sort of approach comes precisely<br />

from the aestheric categories used. If design tradition talked<br />

about questions like that which is agreeable -in design-<br />

contrasted with the sublime -in Fine Arts- even the decorative<br />

as compared to the impressive -as in the case of William Morris<br />

but also ultimately of all aestheric modernism at the beginning<br />

ofthe 20th Century- currently, having definitively consolidated<br />

the idea of a falsified aesthetic experience -Adorno's critique of<br />

industrial culture and the popular in art, but also Heidegger's<br />

cririque of ail non-authentic life in the contemporary technified<br />

world- the aesthetic category that Is now on the table is<br />

entertainment, diversion, and enjoyment. What with that, not<br />

all of design's proposals fall into the area of the fun. Just the<br />

opposite, in analysis ofthe blurry aestherics there are sufficient<br />

elements upon which to begin to found an aestherics that<br />

really explains how design operates in relarion to the aesthetic<br />

and, what amounts to the same thing, in what terms we can<br />

speak about quality in such a concrete domain of material<br />

culture. Many other authors, those pleased by this surrounding<br />

aestheticization and its pleasures, argue for "an intellectual<br />

sensibility capable of capturing the part of poetry that the<br />

quoridian is full of," to paraphrase Michel Maffessoli (2001:57),<br />

"taking advantage of life's pleasure as something positive,<br />

affirming even the civic virtue of a hedonism of the everyday."<br />

Welsch, for example, left a door open to another, more<br />

profound type of aesthetics when he proposed it in<br />

epistemo!ogicalterms,thatis,asawaytoacquiringfundamental<br />

knowledge from the moment that this knowledge responds<br />

to "the transformation of the producrive processes guided<br />

by new technologies and the consriturion of reality by the<br />

media." The combination of both types as if concerned with<br />

two dimensions of one phenomenon assumes the possibility<br />

for Aestherics of design in the fullest sense.<br />

In the perspective specific to design and its philosophy, what<br />

we have just stated also has its consequences. The first and<br />

most important Is that of transferring the key attributes ofthe<br />

aesthetic to design: in an aestheticized world, in an economy<br />

based on aesthetic differences, design shares with aesthetics<br />

the same blurry condirion. This once again brings up the<br />

question of quality in design and its determining elements.<br />

In effect, having had its global parriciparion in the definition<br />

of products recognized since the advent of "hardware," to use<br />

the terms of Carmagnola, it no longer constitutes a specifically<br />

differential element, a determined and recognizable language<br />

that excludes those that are not equal and comparable:<br />

"it Is not an operarion, reserved only for one parricularly<br />

qualified category of the products but also extends<br />

itself to modify perceivable elements of all of the<br />

producrion. Design has also become a blurry condition.<br />

There's nothing left that's not differenriated, signed,<br />

qualified; each product is a star." (1991:139)<br />

Now, if the act of designing is no longer a differenrial factor<br />

between products, that role can be given to the quality of<br />

the design, which in fact sets differences of grade between<br />

products. We must recognize that in a world of blurry and<br />

omnipresent design the question of quality remains, since


old models of good design are obsolete. The hope is now<br />

placed precisely upon aesthetics as a discourse and proposal.<br />

In a recent book titled "Homegrown Philosophy", Xavier<br />

Rubert de Ventos said that we shouldn't forget that, "culture<br />

is still that which transforms hard and opaque reality into a<br />

symbolic form," and that, "we are at risk of forgetting that in<br />

order for a piece of culture to be legitimate, it must have the<br />

possibility of being either false or beautiful."The same is true<br />

for design as an activity with an important cultural dimension,<br />

or potential to create culture. We should admit however that<br />

merchandise, or products reified as merchandise, also have<br />

multiple dimensions; in the words of both Carmagnola and<br />

Marx, "merchandise is always more than mere merchandise:<br />

something that overcomes its immediate, banal nature; always<br />

showing unexpected aspects" (2001:149}, There's no doubt<br />

that the current blurry aesthetics offers a boundless field for<br />

aesthetic reflection as long as it is taken seriously and as long<br />

as we accept as a point of departure the fact that the aesthetic<br />

is a human social anthropological dimension and therefore a<br />

part of westerners'way of being.^"<br />

We accept here the challenges launched by both Alain Findeli<br />

and Fulvio Carmagnola some years ago trying contribute to<br />

a line of investigation which could be summed up as follows.<br />

According to Findeli, to contribute to the deep re-thinking<br />

of the aesthetic which contemporary philosophy of design<br />

needs (1994; 68); according to Carmagnola:<br />

The task at hand is one of delineating a set of traits, the<br />

figure of a possible aesthetics which takes into account<br />

production, communication and consumption referring<br />

them to the multiple modes of perception. Now the<br />

emphasis must be on consumption, the seat of complex<br />

perceptive operations related to aesthetic pleasure and<br />

usage of goods. Consumption aesthetics should also<br />

then be communication discourse aesthetics; based on<br />

an experience capable of giving meaning and culture<br />

to the everyday (1991:201).<br />

Summing up, understanding how, through design, through<br />

its use, consumption and production we can continue to<br />

contribute to the production and experience of meaning<br />

wherever it consciously intervenes.<br />

Acknowledgements<br />

Thanks to Yves Zlmmermann, as guilty as me in that project of<br />

a book dealing specifically with Aesthetics for Design.<br />

Footnotes & References<br />

Anna Calvera<br />

Barcelona, June 2006.<br />

' BEDA stands for Bureau of European Design Associations,<br />

created In 1969 to promote political measures within the EU<br />

that can be in force throughout Europe, allowing all designers<br />

to defend their rights as professionals. See www.beda.org<br />

^ Spanish Law from 7/7/2003, BOE issue number 162; July<br />

8th 2003, p. 26348. European Directive 98/71/CE, European<br />

Parliament and Counsel, October 13th 1998<br />

^ Ministerio de Industria, Turismo y Comercio, Secretaria<br />

General de Industria, Dİrecciön Gral. de la Pequena y Mediana<br />

Empresa: "La Innovacion empresarial en Espaha". Report by<br />

Neboa Zozaya. Madrid 2005<br />

[http://www.ipyme.org/NR/rdonlyres/3593719A-8B05-4C6C-<br />

AB46-EF9A97CD5C88/0/innovacion2005.pdfj<br />

In this sense, it is worth bringing up Findeli's challenge<br />

from a relatively recent article; "Aesthetics... for it is doubtless<br />

one of the areas of design philosophy that has been less<br />

understood during the 20th Century and which calls for<br />

serious fundamental reconsideration." See "Ethics, Aesthetics<br />

and Design". Design Issues, 10.2, summer 1994:68. In this book<br />

Findeli addresses that fundamental reconsideration.<br />

^ After Alexander Gottlieb Baumgarten aesthetics became an<br />

independent philosophical discipline which studies artistic<br />

phenomena and the beautiful, what is known as modern<br />

aesthetics. His main work Is the two volume Aesthetica (1750-<br />

1758).<br />

^ Schiller: Cartas sobre la educaciön estetica del hombre. Buenos<br />

Aires: Argentina, 1981. There are many other available editions.


^ One of the most clear and insightful explanations of the<br />

contemporary wodd's disdain of philosophy and aesthetics<br />

cdn befounö in Carmagnola. fulvio-.Luogh/delloquolitd. Milan:<br />

Domus Academy, 1991: 13, 31 and also in // consume delle<br />

Immagini, Milan: Bruno Mondadori, 2006: 158. According to<br />

Carmagnola this foundational condition of modern aesthetics<br />

derives from Schiller, for whom aesthetics and art were "the<br />

place of Utopia, of liberation from the links to economic<br />

and efficient rationality." For a theoretical elaboration of the<br />

concept of banality in art and design, the key texts are those<br />

by Mendini published by several architecture magazines<br />

throughout the eighties as the basis of that period's Nuovo<br />

Design. Maffesoli has also reclaimed banality in: "Hay una<br />

poetica de la banalidad."MAFFESSOLI, Michel: f//nsfanfeererno<br />

(2000). Barcelona: Paidos, 2001: 86. For an aesthetic analysis<br />

of Mendlni's thematization of banality see: Calvera, Anna: "La<br />

dimension simbolica de los objetos de uso." en Romero de<br />

Soils, Diego y Diaz Urmeneta, Juan Bosco: Simbolos esteticos.<br />

Sevilla: Universldad de Sevilla, 2001:321-345.<br />

In some cases, that has been a version acknowledged by art<br />

history although it has seldom had any effect on aesthetic<br />

reflection. In the case, for example, of J. Jimenez's text on<br />

what happened at two turns ofthe century, that one between<br />

the 19th and 20th and that one between the 20th and the<br />

21 St; "After the Bauhaus, Morris and the Wiener Werkstate,<br />

fashion, furniture, interior decoration and domestic objects<br />

became crystallizations of the taste of the masses, vehicles for<br />

a new aesthetic sensibility not connected to traditional art's<br />

aristocratic elitism." See: Jimenez, Jose:"Tran5formaciones del<br />

arte moderno" en D'Art 22, Barcelona 1997:83<br />

^ The reasoning adds, to a large degree, to Walter Benjamin's<br />

thesis on the new varieties of impoverished experience. In his<br />

dme Ortega y Gasset also dealt with this Issue in talking about<br />

both the revolt ofthe masses and the dehumanization of art.<br />

Scholars who study the contemporary wodd and the legacy<br />

of post-modernism have taken up again this line of reasoning<br />

though In order to call attention to the ideological nature of<br />

many of those ideas. Among the numerous possible authors,<br />

we'll take as an example the following quote by Michel<br />

Maffessoli;"The critique of everyday life is precisely that which<br />

is not tragic: kitsch objects, the arrangement of interiors... are<br />

like so many fortresses built against the feeling of the tragic.<br />

that is, against the awareness of death and ineluctability,"<br />

Maffessoli, 2001:57.<br />

'° Here I refer to the version recently explored by Jordi Berrio<br />

in relation to the ideals implicit in the notion of design<br />

throughout its history. In relation to the last period in the<br />

Modern Movement's design, at the time of Ulm's HfG, Berno<br />

remembered that democratic ideal which also inspired<br />

graphic design in its evo!ution:"Through design, the consumer<br />

of industrial objects had the opportunity to bring home a<br />

number of new objects which had great formal dignity, and<br />

which he was able to enjoy in what they had to offer in terms<br />

of function (...) design had become a democratic tool and,<br />

therefore, a dignifying one, since it equalized citizens In the<br />

domain of forms." See: Berrio, Jordi: "El disseny a I'epoca de la<br />

desaparicio dels grans relats". Barcelona; Temes de disseny, 16<br />

(february) 2001:114.<br />

There is relatively little bibliography on Ulm's HfG and what<br />

this institution meant to the history of design: the most usual<br />

references todlfferentaspects scattered inthemostdiverse texts,<br />

which is due in good measure to the fact that Ulm symbolizes<br />

the modern in design and is the model for subsequent design,<br />

upon which the latter's innovation is determined. See Bürdek,<br />

Bernhard: Dlseho. Historia, teorio y practica del disefto industrial.<br />

Barcelona: Gustavo Gill, 1984:39-69, 168-214<br />

" It is the Infomational Aesthetics trend defended by Max<br />

Bense, Ulm professor, continued at first by Abraham A. Moles.<br />

Neoplasticism and concreteart, mathematical information theory<br />

and cybernetics all played a part in the definition of this line of<br />

enquiry of philosophical aesthetics. The progressive discovery of<br />

symbolic values in everyday objects lead the investigation toward<br />

other areas, like semiotics or rhetoric ofthe image, leaving design<br />

aesthetics in a dead which was only taken up again by Haug in<br />

terms ofthe aesthetics of merchandise and design's compromise<br />

with the German miracle. About the influence of Haug in German<br />

design culture, see Bürdek 1984:172-3,<br />

'^The essays of W. F Haug which most influenced German design<br />

were: Kritik der Worenoesthetik. Frankfurt, 1971; "Zur Aesthetik<br />

von Manipulation" in Dos Argument. 25, 1963; "Warenaesthetik<br />

und Angst" in Das Argument. 28, 1963; "Zur Kritik der<br />

Warenaesthetik" in Kursbuch, 20, 1970. About the influence of


Haug's theories and the critical thought ofthe Frankfurt School<br />

on Germany's post-war design, see SELLE, Gert: İdeologla y<br />

Utopia del diseho. Barcelona: Gustavo Gill, 1975.<br />

See Karen Lisa Goldsmith Salamon: "Design in cultural<br />

exchange: issues on identity politics, authentification and<br />

ownership." Pade and Pre-Deslgn, Tlie cultural Heritage and<br />

the Science of Design. Proceedings Book. Spring Conference<br />

CUMULUS / İADE, Lisboa, 2005:447-455.<br />

'"^ A usual view of design and design's role in society, inherited,<br />

in part, from critical thought but alsofrom Marxist merchandise<br />

aesthetics, is the one used by design in its popular sense,<br />

that is, the activity responsible for the attention-grabbing<br />

appearances of the post-modern, or of the Nuovo Design<br />

popularized in the 80s. Let's take this comment as an example:<br />

"Merchandise aesthetics or, inversely, the mercantilization of<br />

the aesthetic, with the exaltation of design and its telematic<br />

broadcasting in detriment of its content." See Duque, Felix:<br />

"Informe sobre la posmodernidad: oscura la historia y clara<br />

la pena" in Muguerza y Cerezo (eds.) La filosofia hoy (1997).<br />

Barcelona: Critica, 2000:227.<br />

"In this aestheticized version, design is no longer a<br />

superstructural condition, that is, a final intervention which<br />

adds beauty to function, a soft dress which folds to envelop<br />

a hardware of pre-constituted shapes, to become a structural<br />

condition ofthe projecting which influences the characteristics<br />

of the hardware in itself." Carmagnola, 1991: 138. The entire<br />

chapter 6 deals with this Issue.<br />

Carmagnola 2006:2"The imaginary (images) constitutes now<br />

the aesthetic form on which rests an economy founded on mass<br />

communication." The book is devoted to reflecting on "what<br />

happens with aesthetics when the realm of beuty and symbols<br />

have turned into a direct source of economic value." (7)<br />

" Even though Wolfgang Welsch's writings are still hard to find<br />

in Spanish, there are several web pages where articles and<br />

papers can be consulted. See, for example: "Aesthetics Beyond<br />

Aesthetics", Proceedings of the Xlllth International Congress of<br />

Aesthetics, Lahti 1995, Vol. Ill: Practical Aesthetics in Practice and<br />

Theory ed. Martti Honkanen, Helsinki 1997, 18-37. Revised:<br />

November 2002 at: http://www2.uni-jena.de/welsch/<br />

Lash, Scott: Another Modernity. A Different Rationality. Oxford:<br />

Blackwell, 1999: "Objects in our present condition of society<br />

have become signs, no longer symbols, and therefore their<br />

meaning is increasingly aesthetic, not cognitive... the particular<br />

object therefore has to be judged as aesthetic experience, as<br />

part of an event, by a subject as singular, no longer as universal.<br />

The experiencing subject knows things in terms of the<br />

ontological structures proper to things themselves. Subject is<br />

in the world among objects. Subjects no longer know objects<br />

-they now experience them." In relation with an economy<br />

based on the production of experiences of users/consumers,<br />

see: Pine, B.J. and Gilmore, J.H.: The Experience Economy. Work<br />

is Theatre & Every Business a Stage. Boston: Harvard Business<br />

School Press, 1999.<br />

The classic book about this is Francois Lyotard's The Post­<br />

modern Condition [1979]. Many other books have been<br />

published but the most relevant here are the ones which<br />

have tried to explain the consequences of the paradigm of<br />

complexity. For a summary ofthe perspective and aesthetic<br />

of the everyday, see: Fulvio Carmagnola: La visihilitd. Per un<br />

estetica del fenomeni complessi. Milano: Angelo Guerrini, 1989.<br />

Carmagnola states, for example, that "the aesthetic dimension<br />

has become a discriminating element for both scientific<br />

judgments and the choices made by consumers as well as in<br />

industry policies (p.23). In his view, the emergence of aesthetics<br />

insocial life is what makes visibility possible, that allows for<br />

things to become visible, and therefore, mediagenic.<br />

Today the bibliography on this Is quite extensive. For a good<br />

analysis in Spanish see Norberto Chaves: El diseho invisible.<br />

Buenos Aires, Paidos 2005.


C U L T U R A L D I V E R S I T Y IN P R O D U C T D E S I G N A N D P R O D U C T U S A B I L I T Y<br />

Henri Christiaans<br />

Delft University of Technology, Delft, The Netheriands<br />

h.h.c.m.christiaans@tudelft.nl<br />

Jan Carel Diehi<br />

Delft University of Technology, Delft, The Netheriands<br />

j.c.diehl@tudelft.nl<br />

This paper discusses the practice of industrial design within<br />

the context ofthe globalisation process, facing the question<br />

of cultural diversity. Two perspectives are discussed; the<br />

object perspective and the human need perspective. The<br />

first one focuses on the current interaction between human<br />

beings and the surrounding products as an expression of<br />

the reproduction of culture. The object view is seen as a<br />

strategic source for designing pleasurable and competitive<br />

products based on mass customization, in the human need<br />

perspective the importance of designing products for society<br />

within a perspective of social and cultural responsibility and<br />

commitment will be stressed, so as to enable the promotion<br />

of emancipation, sustainable development, improvement of<br />

quality of life as well as the cultural identities of individuals<br />

and social groups.<br />

Since the eighties disciplines such as archaeology,<br />

anthropology, ethnology, and sociology hold the view that<br />

artefacts play an important role in the appropriation and<br />

{re)production of culture. Artefacts represent existing cultural<br />

categories. And people flexibly internalize these categories in<br />

interaction with objects. People and artefacts continuously<br />

create each other, especially during daily routine actions. This<br />

specific view on the role of artefacts in people's everyday life<br />

has given rise to new research, but only recently the design<br />

disciplines take part in this research. As a specific area within<br />

cultural studies the interaction between people and products<br />

as a cultural phenomenon has hardly been described yet.<br />

In most theories {i.e. Hofstede (1991) Trompenaars and<br />

Hampden-Turner, C. (2002) and Laroche (2003)) culture has<br />

been defined as a system of shared beliefs, values, customs,<br />

behaviours, and artefacts that members of a society use to<br />

cope with their worid and with one another; and that are<br />

transmitted from generation to generarion through learning.<br />

So, culture is not genetic or defined by birth. Culture manifests<br />

itself both in a visible (art, language, etc.) and a non-visible<br />

way (habits, preferences, experiences).<br />

Existing cultural models, however, do not provide extensive<br />

information about how it can be applied in a meaningful way<br />

to human product interaction and hence to the design of<br />

products.Thusfar, studies on the impact of culture on product<br />

design show a rather pragmatic approach by investigating<br />

specific objects in specific situations. The danger is that this<br />

approach will not lead to a higher-level thinking regarding for<br />

instance a new design methodology.<br />

In this paper we try to bring the discussion to this higher level<br />

by making a difference between two perspectives an object<br />

perspective and a human need perspective. The first one is the<br />

common designerly way of thinking; in orderto get immediate<br />

design and marketing requirements the current interaction<br />

between human beings and the surrounding products as an<br />

expression ofthe reproduction of culture is studied.The object<br />

view is seen as a strategic source for designing pleasurable<br />

and competitive products based on mass customization. In<br />

the human need perspective the importance of designing<br />

products for society within a perspective of social and cultural


esponsibilityand commitment will be stressed, so as to enable<br />

the promotion of emancipation, sustainable development,<br />

and Improvement of quality of life as well as the cultural<br />

identities of individuals and social groups. Both perspectives<br />

will now be elaborated upon.<br />

The object perspective'<br />

'Globalization leads to homogenization of all consumption<br />

and behaviour all around the world'is often stated to identify<br />

the consequences of a global world.<br />

From the 1 QSO's, the number of multinational companies grew<br />

enormously. This growth resulted in an extreme expansion<br />

of wodd merchandise trade and wodd trade of commercial<br />

services. In 2004 the total value of global trading was nine<br />

thousand billon euros, of which 2.5 thousand billon euros were<br />

spent on Internationa! trading of products: office, telecom,<br />

automotive, personal & household goods and scientific and<br />

controlling instruments (Wodd Bank, 2005).<br />

With the trend of internationalization, products are marketed<br />

all over the globe. Cultural diversity is on the decline, would be<br />

a logical conclusion. So why should we, as product designers,<br />

be bothered by culture at all? We should do, because in this<br />

increasingly global market many companies and designers are<br />

facing cultural diversity. Products that Initially are designed for<br />

local markets will be purchased and used In different parts of<br />

the wodd In a different economical and cultural context. As a<br />

consequence, there is an emerging Interest in the impact of<br />

cultural dimensions on the interaction between people and<br />

products, both from a professional and an academic point of<br />

view (Christensen et al., 2006).<br />

More and more important is which role a product plays in an<br />

international context. Is a product only suitable for one specific<br />

context only? Or are there products acceptable no matter<br />

which context they are in? The older the product category the<br />

more cultural manifestations it has (de Moolj, 2004). Although<br />

the alignment of product designing with corporate guidelines<br />

' We want to thank Kamiel de Leur for his contribution to this section<br />

ofthe paper.<br />

and international trends is noticeable, the symbolic, practical<br />

and technical requirements vary among cultures, demanding<br />

product differentiation (Ono, 2005).The statement of Percy<br />

Barnevik, CEO of ABB 'think globally, act locally' is all we have<br />

to do while acting in an international perspective whether<br />

one want to solve a conflict, to sell things, and also to develop<br />

products forthe international market. Although the statement<br />

Is very simple, the consequences are rather complex. So it Is<br />

for product design.<br />

No wonder that companies realize the importance of flexible<br />

and adaptive design according to local markets. A company's<br />

failure to acknowledge cultural differences often limits<br />

its product's marketability. Therefore, a number of global<br />

companies already started to develop methods and projects to<br />

study cross-cultural aspects. Intel developed his own'Culture<br />

Capsule', a physical cultural environment that can simulate<br />

every cultural interior and atmosphere you like (Foucault<br />

and Russell, 2004). Microsoft, Hewlett Packard, Philips and<br />

Siemens, among others, are conducting cross-cultural studies<br />

to understand not only matters regarding culture and human<br />

interaction design but also how to gain profit from emerging<br />

markets.<br />

From this object perspective human beings are perceived as<br />

users irrespective their needs forthe manufacturers'artefacts.<br />

Cultural-specific variables are related to users' expectancies<br />

about usability. Depending on their cultural background,<br />

users may focus on aspects concerning effectiveness,<br />

efficiency or satisfaction (or combinations of each) when<br />

using such products. Therefore, assuming there Is a linkage<br />

between culture and attitude towards usability, products<br />

should be modelled to the user's local cultural background In<br />

terms of producing systems that accommodate user's cultural<br />

charactenstics (Diehl and Chnstiaans, 2006).<br />

Illustrative cases<br />

To Illustrate the broad spectrum of products Involved with<br />

cultural diversity and similanty, some specific product cases<br />

are presented here.<br />

With many people interested In cultural diversity regarding<br />

the field of product design, the discussion If culture is a factor


of importance is still going on. The iPod family (see figure 1)<br />

proves that the physical appearance of a product doesn't have<br />

to be different to be a success. But also the iPod is a highly<br />

diverse product, affected by the factor culture: the music on<br />

the iPod defines its cultural identity.<br />

Figure 1.1 Pod Family<br />

The physical appearance (apart from some colour trends and<br />

promotional prints) of the ball pen differs not much in the<br />

world (see figure 2). The function of it is cultural neutral, but<br />

not the output. This product works around the world because<br />

the person who is writing with it is able to express his cultural<br />

knowledge (language).<br />

Figure 2. Ball pens<br />

The kitchen environment is always a nice example for cross-<br />

cultural issues (see figure 3). Here we can see the 'western' style<br />

sink and the'Central America'sink. Apart from the use, in Central<br />

America they also do the laundry in the sink, the functionality<br />

and appearance differs. In Central America, each sink includes<br />

three compartments: one water reservoir in the middle and<br />

two 'workplaces' (suitable for all kind of activities). Due to the<br />

environmental circumstances there is no constant water supply.<br />

lb..<br />

Figure 3. Western style and Central American style sini<br />

Figure 4. Heating in Japan<br />

The way of heating your house is different from region to<br />

region. Here in Japan, the low table (also used as a dining<br />

table) incorporates a heating device inside. Covered with<br />

a blanket and a glass plate, people are able to sit under the<br />

blanket and experience a comfortable temperature (product<br />

suggestion: TWA Tokio).<br />

Asia versus Europe<br />

Another illustrative example can be presented by comparing<br />

some objects in Asia versus Europe (see figures 5,6 and 7}.^<br />

Figure 5. Cultural differences between Europe and Asia in<br />

eating tools and appliances to wash clothes.<br />

^ With thanks to TWA Tokyo and TWA Singapore for their product<br />

suggestions.


Figure 5. Cultural differences between Europe and Asia in<br />

eating tools and appliances to wash clothes.<br />

Figure 6. Cultural differences between Europe and Asia<br />

appliances to toast bread and appliances to get massage.<br />

Figure 7: Cultural differences in tools in the restroom<br />

At the School of Industrial Design Engineenng, Delft University<br />

of Technology, the Netherlands a series of case studies have<br />

been Initiated to explore cross-cultural design from the object<br />

perspective. These case-studies are meant to gather as many<br />

examples as possible as to form a coherent view on what people<br />

moves,theirexperiencesand, above all, the needs regarding their<br />

own responsibility in creating their own favourite environment.<br />

Current design methodology apparently Is based on this object<br />

view also in tackling cultural diversity in product design. Starting<br />

from existing products, for instance designed for people in a<br />

western country, any need for adaptations in other cultures will<br />

be translated Into adaptations to the existing product {see the<br />

case below). Another way is to offer a number of alternatives for<br />

the same product and to test people's preference. The design<br />

of a water purifier by a western company is an example of this<br />

strategy. People in India were offered a metal and a plastic one.<br />

For typical cultural reasons they preferred the metal purifier<br />

notwithstanding the higher price.<br />

Case study influence of culture in consumer electronic<br />

products<br />

By this case an exemplar of the object perspective will be<br />

presented. In this study cultural differences were studied<br />

on the basis of a comparison between two cultures, the<br />

NetheHands and South Korea on design characteristics of<br />

consumer electronic products. People are not always aware of<br />

the influence of culture on their daily life. So, survey methods<br />

alone will not reveal their values and beliefs in relation to the<br />

material wodd. Therefore, a new method was developed to<br />

capture these culture related preference for the design and<br />

style of a product and its user interfaces. The method, called<br />

'Design it yourself method {D.I.Y.), makes it possible for the<br />

user to design the interface of his/her preferred microwave<br />

and washing machine. While expressing their own preference<br />

during the test, it was believed that common attributes to their<br />

culture could be obtained.<br />

The D.I.Y tool was a computer-based simulation of the<br />

microwave and the washing machine, made in Flash, with<br />

which the participant can move all separate parts (window,<br />

buttons, pictograms, and text) In order to design his/her<br />

favorite interface (see Fig. 8). Participants also had to choose<br />

a sound (out of 10), which is heard when a cooking program<br />

ends. Examples of microwave designs are presented In Figure 8.<br />

Analysis ofthe microwave interface designs shows differences


etween Dutch and Korean people on a number of aspects:<br />

shape and arrangement of buttons, and the reason for their<br />

preference. Dutch participants preferred symmetry shape of<br />

button and symmetric arrangement while these were not the<br />

case with Korean participants. Both good-looking and usability<br />

were important to Dutch subjects while only the usability was<br />

most important to the Korean group. On the other hand, there<br />

were no differences on the size of buttons, indication, type of<br />

control, complexity on arrangement, and hierarchy.<br />

Use patterns were analyzed by looking at the displacement<br />

ofthe hand while operating the microwave on participant's<br />

designs. For this evaluation, a simple task was imagined,<br />

i.e. 'heating-up'. To do the task, people generally follow the<br />

sequence: watt control, time control, and start. Looking at the<br />

operation of Dutch participants three patterns, almost evenly<br />

distributed, were found: 'from top to bottom', 'going up and<br />

then down', 'going down and then up'. The patterns of the<br />

Koreans showed the distribution: 'from top to bottom', 'going<br />

upand then down', while the pattern'going down and then up'<br />

did not appear at all. Differences were found in the choice of an<br />

'ending' sound, Dutch participants did not show any uniform<br />

preference. Among the various reasons for their preference<br />

functionality of the sound was most frequently mentioned.<br />

Contrary the Korean group showed this uniformity. 'Nice to<br />

listen to'was the reason for this preference (Kim et al., 2006).<br />

Figure 8, Participant using the Design-lt-Yourse!f tool and the<br />

outcomes of the Dutch participants (NTS) and the Korean<br />

participants (K15)<br />

The human need perspective<br />

Talking about human product interaction the usual way to<br />

tackle this issue from a designer's point of view is the object<br />

perspective, followed by a market perspective.This view, which is<br />

taken for granted by economic rationalists, assumes that human<br />

beings are driven by a limitless craving for material possessions<br />

(Fisher, year unknown). The designed objects stemming from<br />

this way of thinking provide relatively specific, sometimes<br />

sophisticated offerings to a narrow range of people. However,<br />

in this view the human interest, needs and believes hardly play<br />

a role. Therefore an human need perspective should also taken<br />

into account, not by giving this issue only lip-service, offering<br />

the traditional western view of Maslow's hierarchy of needs<br />

(Maslow, 1962).This hierarchy doesn't exist apart from the basic<br />

need for subsistence or survival. Designing products for society<br />

within a perspective of social and cultural responsibility and<br />

commitment, should emphasize the promotion of emancipation,<br />

sustainable development, improvement of quality of life as well<br />

as the cultural identities of individuals and social groups. The<br />

author who takes a stance in the discussion about human needs<br />

is Max-Neef His model of human-scale development can offer a<br />

breakthrough in our way of thinking about material culture.<br />

Max-Neef and his colleagues have developed a taxonomy<br />

of human needs. Human Scale Development is defined as<br />

"focused and based on the satisfaction of fundamental human<br />

needs, on the generation of growing levels of self-reliance, and<br />

on the construction of organic articulations of people with<br />

nature and technology, of global processes with local activity,<br />

ofthe personal with the social, of planning with autonomy, and<br />

of civil society with the state." (Max-Neef et al, 1987; p. 12)<br />

Max-Neef makes an important distinction between needs and<br />

satisfiers. Human needs are seen as few, finite and classifiable (as<br />

distinct from the conventional notion that "wants" are infinite<br />

and insatiable). They are constant through all human cultures<br />

and across historical time peiiods. "What changes over time<br />

and between cultures is the way these needs are satisfied. It is<br />

important that human needs are understood as a system - i.e.<br />

they are interrelated and interactive" (Fisher, year unknown).<br />

Max-Neef classifies the fundamental human needs as:<br />

subsistence, protection, affection, understanding, participation,<br />

recreation (in the sense of leisure, time to reflect, or idleness),<br />

creation, identityandfreedom. Needs are also defined according<br />

to the existential categories of being, having, doing and<br />

interacting. From these dimensions, a 36 cell matrix is developed<br />

which can be filled with examples of satisfiers for those needs.


Fundamental<br />

human needs<br />

subsistence<br />

protection<br />

affection<br />

understanding<br />

participation<br />

leisure<br />

creation<br />

identity<br />

freedom<br />

Being (qualities)<br />

physical and mental<br />

health<br />

care, adaptability,<br />

autonomy<br />

respect, sense of humour,<br />

generosity, sensualit;<br />

critical capacity, curiosity,<br />

intuition<br />

receptiveness,<br />

dedication, sense of<br />

humour<br />

Having (things) Doing (actions) Interacting (settings)<br />

food, shelter, work feed, clothe, rest, work living, environment,<br />

social security, health<br />

systems, work<br />

co-operate, plan, take<br />

care of, help<br />

friendships, family, share, take care of, make<br />

relationships with nature love, express emotions<br />

literature, teachers,<br />

policies educational<br />

analyse, study, meditate,<br />

investigate.<br />

imagination, tranquil ity, games, parties, peace of day-dream, remember,<br />

spontaneity<br />

imagination, boldness,<br />

inventiveness, curiosity<br />

sense of belonging, self-<br />

esteem, consistency<br />

autonomy, passion,<br />

self-esteem,, open-<br />

mindedness<br />

responsibilities, duties,<br />

work, nghts<br />

cooperate, dissent,<br />

express opinions<br />

mind relax, have fun<br />

abilities, skills, work,<br />

techniques<br />

invent, build, design,<br />

work, compose, interpret<br />

language, religions, work, getto know oneself,<br />

customs, values, norms grow, commit oneself<br />

equal rights<br />

Fisher writes: "Max-Neef shows that certain satisfiers,<br />

promoted as satisfying a particular need, in fact inhibit or<br />

destroy the possibility of satisfying other needs: eg, the arms<br />

race, while ostensibly satisfying the need for protection, in<br />

fact then destroys subsistence, participation, affection and<br />

freedom; formal democracy, which is supposed to meet the<br />

need for participation often disempowers and alienates;<br />

commercial television, while used to satisfy the need for<br />

recreation, interferes with understanding, creativity and<br />

identity - the examples are everywhere. Synergic satisfiers,<br />

on the other hand, not only satisfy one particular need, but<br />

also lead to satisfaction in other areas: some examples are<br />

breast-feeding; self-managed production; popular education;<br />

democratic community organisations; preventative medicine;<br />

meditation; educational games" (Fisher, year unknown).<br />

social setting<br />

social environment,<br />

dwgHjng<br />

privacy, intimate spaces<br />

of togetherness<br />

schools, families,<br />

universities,<br />

communities,<br />

associations,<br />

artles, churches,<br />

neighbourhoods<br />

landscapes, intimate<br />

spaces, places to be<br />

alone<br />

spaces for expression,<br />

workshops, audiences<br />

places one belongs to,<br />

everyday settings<br />

dissent, choose, run risks, anywhere<br />

develop awareness<br />

Table 1. Taxonomy of human needs (Max-Neef, 1987)<br />

This model forms the basis of an explanation of many of<br />

the problems ansing from a dependence on mechanistic<br />

economics, and contributes to understandings that are<br />

necessary for a paradigm shift that incorporates systemic<br />

principles. Max-Neef and his colleagues have found that<br />

this methodology "allows for the achievement of in-depth<br />

insight into the key problems that impede the actualisatlon<br />

of fundamental human needs In the society, community or<br />

insritution being studied" (Max-Neef et al, 1987:40)<br />

This model provides a useful approach that meets the<br />

requirements of small group, community-based processes<br />

that have the effect of allowing deep reflection about one's<br />

individual and community situation, leading to crirical<br />

awareness and, possibly, acrion al the local economic level.


What does it mean for product design?<br />

Creating products for people requires the understanding of<br />

the needs and context ofthe people within it. In this situation<br />

it is clear that researchers and designers should engage with<br />

cultures directly in order to better understand local people. A<br />

unique set of design and business tools and practices adapted<br />

from social anthropology, ethnography and Participatory<br />

Rural Appraisal (PRA) to build what we call an MNC's "native<br />

capability" are being used. This native capability consists of<br />

the ability to:<br />

• Engage in deep listening and mutual dialogue with<br />

income-poor communities.<br />

• Co-discover and co-create new product design<br />

opportunities and business models embedded in the<br />

local cultural infrastructure.<br />

• Co-design and launch products that generate mutual<br />

value for all partners.<br />

Researchers from the Faculty of Industrial Design Engineering<br />

at Delft University have adopted this approach. Another paper<br />

at this conference gives an overview of this research (Diehl<br />

and Christiaans, 2007}.<br />

Conclusions<br />

Studying the consequences of cultural diversity for product<br />

design we are used to give priority to an object perspective:<br />

how can we adapt products designed and manufactured in the<br />

western world to a global market; how can we increase product<br />

selling to a bigger population; what marketing strategies are<br />

effective? Even in the current research practice a new research<br />

vocabulary is 'invented', such as 'research through design',<br />

which give the impression that researchers and designers only<br />

have an eye for this kind of reasoning. This perspective leads<br />

to a reproduction of particular values, thereby maintaining<br />

the status quo and neglecting the real needs and satisfiers<br />

hold by people from different cultures. Therefore, another<br />

perspective is badly needed, one that emphasize the creativity<br />

of people in contributing to their satisfiers, the promotion of<br />

emancipation, sustainable development, improvement of<br />

quality of life as well as the cultural identities of individuals<br />

and social groups.


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ONO, M.M. (2005). Cultural diversity as a strategic source for<br />

designing pleasurable and competitive products, within the<br />

globalisation context. Journal of Design Research, 5 (1), 3-15.<br />

TROMPENAARS, F. and HAMPDEN-TURNER, C, 2002. Riding<br />

the waves of culture. 2nd ed. London: Nicholas Brealey<br />

Publishing.<br />

WORLD BANK, (2005). Global Economic Prospects 2005:Trade,<br />

Regionalism, and Development. Washington: World Bank.


D A N C I N G W I T H D E S I G N - A S T U D Y O F T H E N A T I O N A L D E S I G N P O L I C Y A N D<br />

D E S I G N S U P P O R T P R O G R A M M E S IN S O U T H K O R E A<br />

Young Ok Choi<br />

Lancaster Institute for the Contemporary Arts,<br />

Lancaster University, Lancaster, UK<br />

y.choi2@lancater.ac.uk<br />

Rachel Cooper<br />

Lancaster Institute forthe Contemporary Arts,<br />

Lancaster University, Lancaster, UK<br />

r.cooper@lancater.ac.uk<br />

Sungwoo Lim<br />

School of Engineering and Design,<br />

Brunei University, Uxbridge, UK<br />

sungw/oo.llm@brunel.ac.uk<br />

Abstract<br />

This paper summarises a study of the narional design policy,<br />

the current status ofthe design industry and related support<br />

programmes offered by the government in South Korea.<br />

Government support programmes for Small and Medium<br />

Sized Enterprises (SMEs) are analysed based on a questionnaire<br />

survey. Seven key recommendations for support programmes<br />

and the national design policy are identified as follows:<br />

(1) Improving PR in relarion to the narional design policy<br />

and related design support programmes, (2) Developing<br />

different support programmes for Medium sized (ME)s<br />

and Small Enterprises (SE)s, (3) Developing the support<br />

programmes more practically, (4) Improving the quality of<br />

design consultancies and subdividing them Into specific fields<br />

of design consultancies, (5) Providing practical education<br />

and training programmes for designers and Chief Executive<br />

Oficers(CEOs), (6)Re-considering the main operator in support<br />

programmes and (7) Raising the value of the 'Good Design'<br />

award and its globalisation.<br />

The global economy and environment has changed rapidly<br />

and competitive pressures are conrinuous. Although most<br />

countries would like to expand their business to overseas<br />

markets, it is increasingly difficult to achieve their goals<br />

within the different environments ofthe global market place<br />

(Blaich 1988; Phillips 2004). Therefore, most countries have<br />

established different strategies to enhance competitiveness<br />

and economic success throughout the wodd, and many believe<br />

that using design effectively is central in achieving these<br />

aims (NAEH 2003; Phillips 2004; Tether 2005; DTI 2005b). The<br />

Design Council (Design Council 2004a) reported that design-<br />

led companies have produced dramarically increased share-<br />

price performance for their investors, and 63 of 166 design-<br />

led companies outperformed the FTSE 100 index over the full<br />

period by 200% which indicates (Design Council 2005e) that<br />

design-led innovarion is their principal competitive weapon<br />

in global markets. Moreover, the importance of design is<br />

emphasised in the Cox review (HM Treasury 2005) as the major<br />

impact of design innovation service on technology companies.<br />

The design for business programme in the UK (HM Treasury<br />

2005) has produced impressive results as follows:


• 80% of the companies changed strategic direction,<br />

mindset, culture and vision<br />

• 75% ofthe companies invested significantly in design<br />

and are confident of a return on investment<br />

• 65% of the companies changed branding and<br />

communication<br />

• 50% of the companies increased their ability to raise<br />

investment finance, significantly changed the balance<br />

and composition ofthe company's skills and saw better<br />

management and reduction in commercial risks<br />

Just as businesses seek to maximise their revenue, so do nations<br />

seek to maximise their economy and are subject to much ofthe<br />

same type of constraints that individual businesses face (NZIER<br />

2003). It is therefore necessary to discuss how best to improve<br />

promotion of design across businesses and governments, which<br />

is directly related to the general aim of national design policies<br />

(Hytonen and Heikkien 2003). In general, national specialisation<br />

focuses on national strengths and competitive competencies;<br />

they are often different nation-by-nation but also important<br />

in global competition (Hytonen and Heikkien 2003). The same<br />

can be said for design policy between nations.<br />

In this paper, the design policy and support programmes for<br />

SMEs (Small & Medium Sized Enterprises) In South Korea have<br />

been studied. This paper consists of three parts as follows.<br />

Firstly, the development of design policy in South Korea<br />

is briefly described. Secondly, satisfaction levels of SMEs<br />

on the support programme, which is a part of the design<br />

policy, are surveyed and analysed. Finally, recommendations<br />

for improvements to the support programme as well as the<br />

direction of the design policy are discussed.<br />

Overview ofthe national design policy in Korea<br />

National design policy development in Korea started in the late<br />

1950s and, since then, the Korean government has operated<br />

diverse design strategies in conjunction with the national<br />

economic development (KIDP 2005b; Kim 2006). The national<br />

economic background has dramatically improved arising from<br />

governmental intensive support for light industries (1960s),<br />

heavy industries (19705), assembling and processing industries<br />

(1980s) and IT industries (1990s~present). In 2003, knowledge-<br />

based industries, which include intelligent home networks.<br />

futuristic automobile, robot and design, etc. as a driving force<br />

forthe 21" century, were selected bythe government (Cho 2004;<br />

Kim 2006). According to the Korea Institute of Design Promotion<br />

(KIDP 2005b), the 1950s, in terms ofthe design history of Korea,<br />

was the commencement of awareness ofthe importance ofthe<br />

handicraft industry and design. It is called the 'Era of Reviving<br />

the Handicraft Industry'and Korea undertook design strategies<br />

through tUe'Korean {handicraftDemonstrations Centre'. From the<br />

1970s, the Korean government has evolved design promotion<br />

with the establishment of the 'Korea Design & Pacl


has also incredibly expanded (details are explained in the<br />

next section: current status of the design Industry). The focus<br />

of the first plan was to raise design awareness and to nurture<br />

corporate design abilities (MOCIE 1993).<br />

In terms ofthe second five-year plan (1998 - 2002), when faced<br />

with the economic cnsis in 1997, Korea turned to an innovation<br />

and design focus to extract herself from economic decline. The<br />

main aim ofthe second plan was to inspire designers to expand<br />

their creativity and enhance the quality of Korean design. The<br />

government established the Korean Design Centre to expand<br />

international activities, including hosting ICSID 2001 Seoul and<br />

Icograda 2000 Seoul, and to set up design innovation centres<br />

in major universities (MOCIE 1998).<br />

In the third five-year plan (2003-2007), the government<br />

keenly acknowledged the central role design plays in the<br />

nation's competitiveness. The government has been trying to<br />

strengthen design R&D capabilities, to build regional design<br />

centres and to achieve the vision of'Design Korea'during this<br />

period (MOCIE 2003b).This five-year plan aims to promote the<br />

design industry and to systematically make Korea an industry<br />

hub in the East Asian region.To realise a national user-oriented<br />

design plan, the plan was finalised after going through public<br />

hearings and listening to opinions of design experts. The major<br />

programmes of the plan can be categorised into six areas;<br />

(1) to broaden the base of design industry, (2) to introduce<br />

various measures for the education of "star" designers, (3) to<br />

establish the local design Innovation system, (4) to strengthen<br />

design R&D capabilities, (5)to Improve the national image of<br />

Korea, and (6) to expand International design exchange and to<br />

strengthen cooperation in Northeast Asia (MOCIE 2003b).<br />

Current status of the design industry<br />

The current market value ofthe design Industry in Korea was<br />

estimated at approximately 7 trillion Won (£3.9 billion, 1.2%<br />

of GDP) in 2002, and it is expected to rise to approximately 36<br />

trillion Won (£20 billion, 3% of GDP) by 2010 (MOCIE 2003b).<br />

Based on the three five-year promotion plans, the Korean<br />

government has a vision to move their design ranking up<br />

to 7th position in terms of design-led countries by 2008 and<br />

5'" by 2015(KiDP 2005c). The level of Korean design quality<br />

was esrimated by the KIDP to be equivalent to 80% to that<br />

of the design powerhouses of the wodd (KIDP 2004a). The<br />

target areas of MOCIE's design policy include all the design<br />

disciplines except fashion, textiles and architecture. In<br />

this paper, the current status of design awareness, supply &<br />

demand of tiumon resources, education, design consultancies,<br />

design development by companies, design competitiveness and<br />

reconstruction of infrastructure are summarised. Note that the<br />

staristics and figures referred to in this part of the paper are<br />

from Korean Design Industry Research 2005 report (MOCIE<br />

and KIDP 2005d) and were the results from a questionnaire<br />

survey which targeted 120 self-governing bodies, 2,200<br />

general companies and 500 design consultancies.<br />

Design awareness in Korea<br />

in general, it is perceived that people have high standards of<br />

design awareness (KIDP 2006d), They believe that design is a<br />

crucial element for the improvement in the national economic<br />

growth and also increase their cultural standard and quality of<br />

life. The narional budget for design Is, however, reducing. The-<br />

R&D budget for industrial technology development of MOCIE<br />

in 2005 was approximately 50% of the whole R&D budget of<br />

MOCIE (MOCIE 2005b) but the R&D budget for design was<br />

merely 1.1% (Kim, Seo et al. 2005). Addlrionally, the R&D<br />

budget of government had been increased by approximately<br />

20% from 5,577 billion Won (£3,1 billion) in 2003 to 6,737<br />

billion Won (£3.8 billion) in 2005 whilst the R&D budget for<br />

design had been reduced from 1.8% (2003) to 1.5% (2004) and<br />

then to 1.1% (2005) (Kim, Seo et al. 2005).<br />

Supply & demand of human resources<br />

As of 2002, there are a total of 256 schools (125 colleges and<br />

131 universiries) in Korea, where 539 departments teaching<br />

diverse design disciplines exist. The number of people who<br />

graduated from design related universities and colleges has<br />

increased from 28,583 in 1998 to 36,397 in 2002, which is<br />

up by around 27% over the past five years (KIDP 1998; KIDP<br />

2002a). The current problem for the design industry in terms<br />

of human resources is an unbalanced supply and demand In<br />

both quality and quantity of design. This industry finds itself<br />

having a lack of professional resources, as it needs more<br />

designers of a higher calibre, to respond to the advanced<br />

design of cars, electric home appliances, furniture and IT


environment. However, the majority of designers tend to<br />

major in visual, packaging and product design (KIDP 2004a;<br />

Hong 2005; MOCIE 2005c; Ahn 2006).<br />

Education<br />

Design has become one of the key sectors attracting<br />

public attention, and the educational demand has been<br />

continuously growing. Although academic disciplines such<br />

as management and engineering are increasingly paying<br />

attention to the potential role of design in their field, design is<br />

mainly perceived as an applied art in Korea. Design education<br />

in Korea still focuses on practical art skills, and there are few<br />

connections to marketing, engineering and management<br />

related areas. Bearing in mind that the average period of field<br />

adjustment of graduated manpower is around 9.5 months,<br />

design consultancies and companies have responded that<br />

design education in university produces graduates who are<br />

not good enough for practical work, and 69% of domestic<br />

SMEs cannot retrain their designers due to a lack of budget<br />

and human resources (MOCIE 2004a; MOCIE 2005c).<br />

Design consultancies<br />

The total number of design consultancies in Korea in 2005<br />

was 2,245, and 39.3% ofthe consultancies were in the visual<br />

communication sector while 25.1% were in environment<br />

and 24.1% were in product. This illustrates how the industry<br />

is heavily biased towards a visual field (MOCIE and KIDP<br />

2005d}. The average number of employees per consultancy<br />

is 3.79, and over half of the consultancies (58.6%) have only<br />

three to four employees. This indicates that most design<br />

consultancies are likely to be small-scale enterprises (MOCIE<br />

and KIDP 2005d). The market size ofthe design industry for<br />

design consultancies was approximately 1,308 billion Won<br />

(£732 million) in 2005. Whereas more than 80% of large sized<br />

companies have in-house designers and procure outsourced<br />

design from overseas design consultancies (FKI 2005).<br />

Design development by companies<br />

22.4% (38,384 out of total 171,356) of general companies<br />

operate design work and provide manufacturing, construction,<br />

business, entertainment, culture and sports services. A number<br />

of companies have in-house design teams or designers (14.2%,<br />

24,333), and a minority of companies use outsourced design<br />

(8.2%, 14,051) (MOCIE and KIDP 2005d). The average number<br />

of designers in a company is 4.24, and in total about 100,000<br />

designers work for these firms. On average, the annual design<br />

budget for general firms is approximately 148 million Won<br />

(£83 thousand) and the estimated total value is 5,709 billion<br />

Won (£3.1 billion). 31.6% of the design budget was spent on<br />

personal expenses and 26.2% was spent on outsourcing.<br />

The average amount of investment in the design field compared<br />

to the total sales market for manufacturing companies in<br />

Korea is merely 0.5%, while it is 0.2% for Large-sized, 1.2% for<br />

Medium-sized, and 2.1%for Small-sized companies. An average<br />

investment for R&D In the manufacturing industry is 12.4%,<br />

while it is 9.6% for Large-sized, 2.1% for medium-sized, and<br />

13.6%for small-sized companies.The ratio of R&D investmentto<br />

design investment of companies indicates that the proportion<br />

of investment for design is still minimal within a company.<br />

The main decision maker for design selection in general<br />

companies is the CEO (64.5%), design team-leader & design<br />

specialists (25.0%) and feedback from consumers (6.9%). In<br />

manufacturing fields, the CEO (70.2%) is the main decision<br />

maker and is remarkably higher (more than 10%) than any of<br />

the other fields. This result shows a lack of speciality in design,<br />

and is perceived as an impediment to the development of<br />

Korean Design.<br />

Design competitiveness of Korean products<br />

As measured by staff in charge of sales and marketing at Korean<br />

firms that export their products, design competitiveness of<br />

products designed in Korea is, on average, estimated to be 3.11<br />

points on a five-point scale. Functionality & Convenience, Safety,<br />

and Economy received high marks while Creativity & Innovation<br />

and Environmental Concerns received low marks (KIDP 2002). It<br />

is suggested that Korea lacks the capability of harmonising high<br />

technology with a sensitive design (KIDP 2004a).<br />

Reconstruction of infrastructure<br />

There are two initiatives at regional level; Regional Design<br />

Centres (RDC) and Design Innovation Centres (DIC). RDCs


have been in operation since 2002 and will run until 2007,<br />

and three RDC will be built in KwangJu, Busan and DaeGu.The<br />

intention of this is to form a close cooperative system within<br />

the municipalities to ensure that the RDC is built within the<br />

construction schedule and operates as a design promotion<br />

facility and satisfies the requirements ofthe local industries and<br />

economy (KIDP 2006e), whilst DICs are to further identify the<br />

funcrionsand roles of 15 DIC's already installed and operated at<br />

local universities in 2004.Their role is to provide an infrastructure<br />

and to support design Innovation of each region.<br />

Support programmes by government<br />

An explanation of the operative programmes for design<br />

promorion by KIDP is described in the Internal manual of<br />

current operative programmes (KIDP 2006a), and the Report on<br />

the National Design Policy in Korea 2004 (KIDP 2004a).<br />

There are various design support programmes for design<br />

Industry in KIDP The current programmes basically consist of<br />

(1) Funding support: Design Innovation programme, World-Class<br />

Design & Brand Support Programme, Develop Design Related<br />

Materials & Surface Treatment Technology, Building Technological<br />

Innovation Capacity of SMEs by Design Technology Development,<br />

Supporting SMEs Exporting Promotion, loan service for the<br />

industrial Technology Development, (2) Consulting: Design Home<br />

Doctor, (3) Design awards: Good Design (GD), Success Design,<br />

Korea Design Award (industrial Design Promotion Convention)<br />

(4) Selecting design: Top Design Consultancy, Industrial Design<br />

Company Report System, (S) Support for design: Design<br />

Fundamental Research, and (6) Operating design: Design<br />

Experience (DEX) Centre. Almost ail of the funding support<br />

programmes provided are especially for SMEs.<br />

Design innovation programme<br />

The Design Innovation Programme is one of the main<br />

programmes for reinforcing the innovarive power of corporate<br />

design (Kim 2006), and has operated as a growth engine for SMEs<br />

(KIDP 2004b). The programme has been conducted since 1994<br />

based on the Five-Year-Plan for Industrial Design Promorion.<br />

The alms of this are to enhance industry's competitiveness and<br />

create a higher value-added business through the development<br />

of design, as well as to construct Infrastructure for sustainable<br />

growth in design through enlarging investment in design and<br />

disseminaring design management guidance. The programme<br />

is a service available to any company which has difficulties with<br />

either the design development process or financial resources.<br />

It is considered as a bridge between design firms and SMEs.<br />

The scheme is to provide a fully-fledged service from design<br />

development to commercialisation.<br />

The programme supports both design consultancies and<br />

SMEs. Design consultancies, which have been selected as the<br />

top design consultancies in the last three years by KIDP, are<br />

eligible for support from the project. SMEs who are trying to<br />

achieve a higher value added business, through the use and<br />

development of crearive design, are eligible for support. In<br />

parricular, the programme specifically supports firms which<br />

have been selected because of an ability to demonstrate<br />

good design, export products, produce world-class goods,<br />

and procure products for government<br />

The areas supported by this programme are Product Design,<br />

Brand Design (brand naming also can be supported when it<br />

is developed with brand design). Package Design, Animation<br />

Design and Visual Design which includes the development<br />

of website, catalogues (e-catalogues) and Corporate Identity<br />

design. The limit for the financial incenrive is approximately<br />

55,000 per year, which covers two-thirds of a total design fee<br />

for design development and the firms are responsible for the<br />

remainder usually (one-third of the total fee). If and when the<br />

project is evaluated to be successful and profitable, the firms<br />

have to pay back a certain percentage (20%of the total fee for<br />

SMEs and 40% for big companies) of the incenrive as royalty<br />

to the government.<br />

This programme Is annual and starts with the announcement of<br />

each year's plan by MOCIE and KIDR Companies apply to KIDP<br />

to participate in the programme. KIDP selects the most suitable<br />

design consultancies, and the project is undertaken after the<br />

firms and design consultancies agree with the design process.<br />

The KIDP has the responsibility for managing results and<br />

financial support during the project, evaluating the outcomes<br />

and charging any royalries to SMEs at the end of the project.<br />

A total of 7,726 projects were carried out through the<br />

programme from 1994 to 2005 of which 54.5% of them have


een commercialised. They regularly need six to twenty-four<br />

months for commercialisation. The number of projects in<br />

2005 was 414 which consist of product design, package &<br />

visual, brand & character and Integrated support. The sales of<br />

the 43 companies which have had success in design in 2005<br />

increased by 85% and exports also increased by 47% than<br />

before developing design.<br />

A study of satisfaction with the design support<br />

programmes amongst SMEs<br />

In order to investigate the impact and satisfaction amongst<br />

SMEs ofthe level of government support provided in design,<br />

the programmes described above were investigated in a<br />

questionnaire survey conducted between the 28'" of August<br />

and the 22"" of September 2006. The results of seventy-one<br />

respondents, who work for the four hundred and nine SMEs in<br />

Korea which had participated in the support programmes, in<br />

particular, the'Des/gn Innovation Programme'by KIDP in recent<br />

years, are described below.<br />

The SMEs are defined as having less than 300 employees<br />

according to the SMEs legislation in Korea (KFSB 2006). Most<br />

respondents of the survey had managed the development<br />

of design during the programmes. The data was analysed as<br />

a whole and then by firm size, location, existence and non­<br />

existence of in-house designers. In this paper, the firms have<br />

been categorised as Medium Sized Enterprises (MEs) and Small<br />

Sized Enterprises (SEs) which have less than 50 employees,<br />

and are located in the capital city and area surrounding the<br />

capital city as well as regional cities. Priorto implementing this<br />

survey, an interview was conducted as a pilot survey which<br />

involved in-depth interviews with nine people from SMEs<br />

to obtain general ideas and personal practical experiences.<br />

The contents of the survey are divided into four parts: (1)<br />

Awareness of Design, (2) Awareness of the national design<br />

policy, (3) Satisfaction with the support programmes by the<br />

government, (4) Additional information and suggestions.<br />

Awareness of design<br />

The results indicate that most people are aware that design is<br />

an important competitive tool for firms and that it has a role in<br />

enhancing all aspects of business performance, and they believe<br />

that the effects of investment in development of design are an<br />

increase in sales and rise in brand value (see Figure 1). The time<br />

when respondents started to become aware ofthe importance<br />

of design differs according to the firm size, however, overall it<br />

is reported as being when the sales of their product increased<br />

after the development of design for MEs (55%). Whist awareness<br />

ofthe importance was found to be pre-existing and continuous<br />

for SEs (52%). The most important criterion for the investment in<br />

design amongsXMEsls the awareness ofthe board of management<br />

regarding design (45%) and the costof design development (45%)<br />

while in SEs, it is the cost of design development (50%) and the<br />

confidence in the result of design (50%). For MEs the biggest<br />

challenges when their companies invest in design development<br />

are the cost (55%) and the lack of confidence ofthe result (36%);<br />

however, for SEs, it is mainly the cost (79%).<br />

Knlnrj^cneiit o i<br />

KMC inhr-iiit<br />

Irrjir.ivctticor i;f ooipimri; i<br />

Figure l.The effect of investment İn development of design<br />

Awareness of the national design policy<br />

The results here indicate that even though most programmes<br />

are operated for SMEs and they have participated in the<br />

programmes in recent times, the respondents did not know<br />

the national design policy and design support programmes<br />

very well. As can be seen from Figure 2 below, the main way for<br />

both MEs (82%) and SEs (52%) to encounter design is through<br />

deign consultancies, rather than PR by KIDR Around 60% of<br />

respondents think that the most well developed part of the<br />

support programmes is supporting companies especially with<br />

funding.The results of two questions: the areowh/c/i should be<br />

mainly improved in design policy, and the area which should be<br />

mainly supported for the development of design are education<br />

and training programmes (55% and 45% respectively for each<br />

question) for MEs, while supporting companies (55% and 54%<br />

respectively) for SEs obviously because of financial difficulties<br />

they often face (see Figure 3).


Vtcdiiiili .S!7c


50% of respondents In MEs mentioned that there was no effect<br />

witti the award. The reason for this is that consumers did not<br />

contemplate the award when they purchased (60%), or that the<br />

award of Good Design was biased towards products of specific<br />

areas and firms (20%).<br />

Meılîuaı Sİ7.1.1I TTwffiprr îtT<br />

Drsiyii linioviuuii Ptüt'^auan?<br />

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lOm.'a DL'3ip:i Awartl<br />

Pes;[in IIHIOVEÛIKI PfOiînnıni'.'<br />

WiM-ld-iula ;î dcîien .t Brar.d Sıi(>pnn ProgrüiHmc<br />

SıiMüSf l)osij:ıı<br />

Sıınpft^''"! l^ı^sİKr. Kundamcnlal Rcıcıirch<br />

Sııjı.Hinîrg SIiîFî r?;.).ırlin^ Proınır.iorı<br />

riv.ilılirı^ Tgı;lıiiUİU)jiı;al Tn lov^t'UM Cii[Mi.'ily<br />

Ciowl l]';Kİgn b't-'Iettiun<br />

Korca Dcîig,T Awird<br />

•<br />

t 1<br />

1 1<br />

1 !<br />

Figure 4. The ratio of the support programmes by KIDP which<br />

SMEs had participated<br />

Additional information and suggestions<br />

In addition to the questionnaire items, the respondents were<br />

quite vociferous in commenting and provided additional<br />

information and suggestions with regard to current support<br />

programmes. The main reasons offered as to why most SMEs<br />

do not have in-house designers were (1) heavy load of personnel<br />

expenses, (2) there are not many tasks for the development<br />

of design and (3) the companies essentially work with design<br />

consultancies. Many respondents reported that the firms<br />

located in regional cities have problems with the development<br />

of design because most design consultancies are located in or<br />

around the capital city, which in turn creates communication<br />

difficulties. Although there are a number of DICs to help SMEs<br />

across the whole country, a few companies know of their<br />

existence. Many respondents are, furthermore, interested in<br />

collaboration with industry and universities but they perceive<br />

it as obtaining the knowledge related to design from academia<br />

but the quality of outcome is not good. The main suggestions<br />

from the respondents for design industry are:<br />

• More information on the national/international design<br />

trends, design consultancies, and diagnosis of design<br />

I<br />

and design strategy for companies.<br />

• The value of the 'Good Design' programme should be<br />

raised and globalised.<br />

• The support programmes should be developed more<br />

practically and the application process, report and<br />

maintenance should be easier and simpler.<br />

Recommendations for the support programmes<br />

As a result ofthe analysis of Korean government policy, the<br />

work of KIDP and an analysis ofthe result ofthe questionnaire<br />

survey, there are seven recommendations that can be made:<br />

(1) Improving PR in relation to the national design policy<br />

and design support programme by the government: SMEs<br />

do not know the national design policy and design support<br />

programmes by KIDP very well, and the way they usually<br />

find out more about the design policy and related support<br />

programmes are through suggestions by design consultancies<br />

rather than a PR by KIDR The current opportunity to<br />

participate in the support programmes is therefore not evenly<br />

distributed.<br />

(2) Developing different support programmes for MEs and<br />

SEs: Most SMEs had mainly participated In funding support<br />

programmes, in particular Design Innovation Programme. The<br />

responses of the survey such as satisfaction/dissatisfaction<br />

of the support programmes, which they had joined, are<br />

somewhat different depending on firm size and locations. The<br />

most important criterion and the biggest challenges for the<br />

investment in design are identifying what programmes should<br />

be improved and supported, as well as what programmes<br />

companies have joined and would join in the future, etc.<br />

The results indicate that the requirements of companies and<br />

effectiveness of support basically differ according to firm size.<br />

More research is required to target the programmes most<br />

appropriate to the right type and size of firm.<br />

(3) Developing the support programmes more practically:<br />

Most respondents who participated in funding support<br />

programmes are satisfied with the amount of funding and the<br />

application process and method. Just around 40% to 50% of<br />

respondents, however, are dissatisfied with the result ofthe<br />

development of design, the actual duration of the process.


the process of the development of design and the design<br />

consultancies. The reasons for dissatisfaction are (1) poorly<br />

qualified design consultancies, (2) fixed duration of design<br />

development and (3) a perfunctory and non-professionally<br />

organised process. Therefore, designers need more training<br />

on how to develop design quality and professional skills and<br />

how to operate within a programme.<br />

(4) Improving the quality of design consultancies and<br />

subdividing into specific field of design consultancies:<br />

The main reasons why most SMEs do not have in-house<br />

designers are a heavy load of personnel expenses and not<br />

many tasks for the development of design. Companies should<br />

work with design consultancies; however, only around 60% of<br />

respondents are satisfied working with such consultancies. A<br />

lack of knowledge of the products, i.e. a lack of speciality, is<br />

the main reason for dissatisfaction of design consultancies.<br />

Increasing the level of specific knowledge and expertise<br />

within design consultancies are identified as necessary.<br />

(5) Providing practical education and training programmes<br />

for designers and CEOs: The respondents believe that the<br />

design policy in most need of Improving is education and<br />

training programmes within the programme to support<br />

companies.They perceived that design education In university<br />

is not good enough for practical work in industry and education<br />

In universities should be adjusted based on the demands ofthe<br />

industry. To increase the awareness of design, regular training<br />

programmes and seminars for CEOs are needed. SMEs cannot<br />

retrain their designers due to a lack of budget and human<br />

resources, therefore free training would be a value to both<br />

SMEs and CEOs.<br />

(6) Re-considering the main operator in support<br />

programmes: The funding support programmes use the<br />

design consultancies as main operators and general companies<br />

as participants. Although there are some advantages and<br />

disadvantage5withthesystem,over50%of respondents argued<br />

that SMEs should be the main operators of the programme<br />

because the companies participating are supposed to be the<br />

real beneficiary ofthe programmes and they should be able to<br />

chooseappropriatedesign consultancies fortheir development<br />

of design. Although 32% opted to return the current system. It<br />

is appropriate to reconsider the funding approach.<br />

(7) Raising the value of the 'Good Design' award and its<br />

globalising: The effects of the award 'Good Design' is mainly<br />

considered as an improvement of corporate images and an<br />

increase in brand value. 50% of respondents in MEs mentioned,<br />

however, there was no effect ofthe award because consumers<br />

in global markets did not contemplate the award when they<br />

purchased products and the award of Good Design was biased<br />

towards products of specific areas and firms. It is therefore<br />

important to raise general awareness amongst consumers for<br />

this award to have an improved effect, or at least to test the<br />

effect.<br />

Conclusion<br />

Design plays an important role in the competitiveness of<br />

countries and their economies, and developing economies<br />

are increasingly recognising the use of good design as<br />

an invaluable strategic tool to improve their economy<br />

and quality of life. This transition requires investments<br />

in dilTerent elements of the business environment, the<br />

upgrading of company strategies and the creation and<br />

strengthening of new types of institutions (DTI 2003e; DTI<br />

2003g). As mentioned previously, the general aim of design<br />

policy is to increase the organisational benefits and national<br />

and international competitiveness of the business sector.<br />

Developing an appropriate government design policy to<br />

support firms' ability to use and foster creativity and design<br />

is crucial.<br />

In this paper, the national design policy and related support<br />

programmes for SMEs In South Korea has been studied. This<br />

paper can act as a case study by which to benchmark how<br />

other countries develop and implement their design policies<br />

and related support programmes. This paper consisted of<br />

three parts asfollows. Firstly, the development of design policy<br />

in South Korea was briefly described. Secondly, company<br />

satisfaction ofthe support programme has been surveyed and<br />

analysed. Finally, recommendations for support programmes<br />

in the national design policy, have been identified as follows:<br />

(1) Improving an activity of the PR about the national<br />

design policy and related design support programmes, (2)<br />

Developing dilTerent support programmes for MEs and SEs,<br />

(3} Developing the support programmes more practically, (4)<br />

Improving quality of design consultancies and subdividing


into specific fields of design consultancies, (5) Providing<br />

practical education and training programmes for designers<br />

and the CEO, (6) Re-considerlng the main operator in support<br />

programmes and (7) Raising the value of the 'Good Design'<br />

award and its globalisation.<br />

This study is part of ongoing research to benchmark<br />

national approaches to the support of design. The results are<br />

currently being validated further with KIDP, SMEs and design<br />

consultancies respectively.<br />

Acknowledgement<br />

The authors would like to thank KIDP for their cooperation.<br />

References<br />

Ahn, H.,2006. National Policy fordesign industry development.<br />

Forum for the development policy of design industry, Seoul:<br />

Taenyeon Kim & Korea Federation of Design Associations.<br />

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Performance: An Analysis of UK Quoted Companies 1994-<br />

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Stock Market Performance. London: Design Council.<br />

DTI, 2003e. UK Competitiveness: Moving to the Next Stage,<br />

Department of Trade and Industry.<br />

DTI, 2003g. Competing in the global economy: The inovation<br />

challenge. Department of Trade and Industry.<br />

DTI, 2005b. DTI Economics paper No.15: Creativity, Design and<br />

Business performance. Department of Trade and Industry.<br />

FKI, 2005. Plan of design industry development for being<br />

advanced of design industry and strengthening of business<br />

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Korea Industries.<br />

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Hong, S., 2005. Mlutiplex Design Policy System for Design<br />

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Ph.D.: 46-83.<br />

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New Centre of Innovation in Design in the University of Art<br />

and Design in Helsinki.


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Seoul: Korea Federation of Small and Medium Business.<br />

KIDP, 1998. Design Census 1998. Sungnam: Korea Institute of<br />

Design Promotion.<br />

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Products. Sungnam: Korea Institute of Design Promotion.<br />

KIDP, 2002a. Design Census 2002. Sungnam: Korea Institute of<br />

Design Promotion.<br />

KIDP, 2004a. Report on the National Design Policy in Korea<br />

2004. Sungnam: Korea Institute of Design Promotion: 1 -13.<br />

KIDP, 2004b. Design Innovation Programme. International<br />

Workshop on Design Support (IWDS).<br />

KIDP, 2005b. Korea Design History. Sungnam: Korea Institute<br />

of Design Promotion.<br />

KIDP, 2005c. Business Plan and Budget 2006. Sungnam: Korea<br />

Institute of Design Promotion: 1-27.<br />

KIDP, 2005d. Major functions of KIDP Retrieved 18 October<br />

2006, from<br />

http://www.designdb.com/english/kidp/intro/object.asp.<br />

KIDP, 2006a. Internal manual of current support programmes.<br />

Sungnam: Korea Institute of Design Promotion.<br />

KIDP, 2006d. A report of design awareness and abroad<br />

competitiveness in Korea. Sungnam: Korea Institute of Design<br />

Promotion.<br />

KIDP, 2006e. Establishment Regional Design Centre. Sungnam:<br />

Korea Institute of Design Promotion.<br />

Kim, T, 2006. Overview of design promotion in Korea.<br />

SEEdesign: 11-12.<br />

Kim, T., K. Seo, et al., 2005. Report for the National Assembly<br />

in 2005: DESIGN, Innovation code in the twenty-first Century.<br />

Seoul Parliamentary Research Centre.<br />

MOCIE, 1993. The 1st Fİve-Year Plan for industrial Design<br />

Promotion (1993-1997). Kwachun: Ministry of Commerce<br />

Industry and Energy.<br />

MOCIE, 1998. The 2nd Five-Year Plan for industrial Design<br />

Promotion (1998-2002). Kwachun: Ministry of Commerce<br />

Industry and Energy.<br />

MOCIE, 2003b. The 3rd Five-Year Plan for industrial Design<br />

Promotion (2003-2007). Kwachun:Ministry of Commerce<br />

Industry and Energy.<br />

MOCIE, 2004a. Design Industry Development Strategy ofthe<br />

Participatory Government. Kwachun: Ministry of Commerce<br />

Industry and Energy.<br />

MOCIE, 2005b. Industrial Design Promotion Convention 2005:<br />

A strengthening plan for competitiveness of design industry.<br />

Kwachun: Ministry of Commerce Industry and Energy.<br />

MOCIE, 2005c. Strategy of design industry development 2015.<br />

Vision and Strategy of Industry Development 2015. T. F. o. K.<br />

Industries. SeouhThe Federation of Korean Industries: 357-404.<br />

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2005. Kwachun: Ministry of Commerce industry and Energy &<br />

Korea Institute of Design Promotion.<br />

NAEH, 2003.The Economic Effects of Design. National Agency<br />

for Enterprise and housing.<br />

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NZ INSTITUTE OF ECONOMIC RESEARCH (INC.).<br />

Phillips, R L., 2004. Creating the Perfect Design Brief. New York:<br />

Allworth Press.<br />

Tether, B., 2005. The role of Design in Business Performance.<br />

Manchester: CRIC, University of Manchester.


R E - A S S E S S I N G A S S E S S M E N T P R A C T I C E S IN D E S I G N TO S U P P D R T<br />

S T U D E N T S ' L O N G - T E R M L E A R N I N G<br />

Teena Gierke<br />

University of Technology Sydney, Australia<br />

teeena@tpg.conn.au<br />

Abstract<br />

Traditional design assessment practices are problematic as<br />

they typically occur at the end of a course and often rely on<br />

the marking of an artefact as a measurement of a student's<br />

achievement In that course. This limits the possibility for the<br />

student's transferral of learning to a future context such as<br />

the workplace, as learning is often restricted to that which<br />

is required to pass the course. Recent online discussions of<br />

design research also suggest that traditional assessment<br />

practices may not be a reliable indicator of student<br />

achievement in certain desired, less tangible aspects of<br />

design, such as scholarly enquiry, critical thinking and self-<br />

reflection and articulation of iterative creative rationales that<br />

support decision-making.<br />

I aim to create a space for rethinking current assessment<br />

practices In higher education in design and will provide<br />

evidence for how the application of the principles of<br />

sustainable assessment could better support students' long-<br />

term learning in design. I will reflect on my recent experience<br />

in using the framework of sustainable assessment to develop<br />

teaching and learning strategies and tools for a unit of study<br />

in graphic design and present my observations of changed<br />

student attitudes to learning. The results suggest that<br />

students become more critically self-reflective in individual<br />

and peer learning contexts, more effective In articulating<br />

and achieving professional standards and demonstrate<br />

discernible differences in attitude toward design learning<br />

that has transferred to other subjects and their workplaces.<br />

This indicates that students develop more autonomy in their<br />

ability to draw on a range of sources, strategies and tools that<br />

assist them in monitoring their continued learning In design.<br />

Introduction: Current assessment practices in higher<br />

education in design.<br />

Assessment pracdces in higher education in design are<br />

problematic as teachers seem caught between evaluating<br />

student performance in becoming industry-ready graduates,<br />

and the realities of having to award and defend grades within<br />

the technologies of governance of a university system that<br />

demands transparency, equity and defensibillty In assessment<br />

procedures. From a teacher's perspective, the act of assessment<br />

in design education is highly subjective, emotionally fraught,<br />

difficult and tedious. In the current teaching climate of large<br />

class sizes and shorter contact hours, teachers often struggle<br />

with the conflicting demands of process-based formative<br />

feedback while awarding grades against outcome-based<br />

performance Indicators. At the same time, the process of<br />

measuring students' achievement in a specific unit of study<br />

seems both unconnected to student learning about design<br />

and Is not readily transferable to other areas of learning<br />

outside the unit of study, such as the workplace.<br />

Assessment practices commonly attempt to simulate<br />

evaluation methods in design practice and are designed so the<br />

teacher can judge the student's success in meeting a brief that<br />

outlines project objectives and production specifications, and is<br />

measured against professional standards. Students are required<br />

to work through sets of predefined performance Indicators, via<br />

a process of research, creative expenmentation and concept<br />

development. This process culminates in the production of an<br />

artefact that is presented to the teacher who, relying on their<br />

knowledge of professional design standards and experience in<br />

assessment, judges the outcome and awards a grade, which the<br />

student receives some time later, with or without feedback.


It Is commonplace practice in higher education in art and design<br />

to award a gradefor a student's performance in a subject at the<br />

end of the subject. This is often problematic for the student,<br />

who may not be aware of their progress until they receive their<br />

grade, while it is problematic for the teacher, who is required to<br />

assign a grade to an artefact that often appears at the end of a<br />

process, while attempting to rate the student's progress in this<br />

process against a range of performance indicators.The process<br />

is highly subjective and time consuming, yet the pursuit of high<br />

grades at the expense of learning often becomes the focus of<br />

the student's efforts, while the efforts ofthe teacher are focused<br />

on providing feedback for learning during design development<br />

while balancing the university's certification requirements.<br />

In addition, the'effects of assessment'(Boud, forthcoming), on<br />

learning as students experience assessment as something that<br />

is'done to them'at the end of a project ratherthan something<br />

they 'do for themselves' as they learn, are such that the value<br />

of feedback is often negated when students receive grades<br />

that are at odds with their perception of their progress. At<br />

the same time, the grades achieved greatly impact on how<br />

students view their aptitude for the subject area generally.<br />

Discussions about design evaluation reveal tensions between<br />

the conflicting needs and processes of assessment in design<br />

education and professional practice. Yet what seems to be<br />

missing in these discussions is a focus on how assessment<br />

could positively affect students' learning in higher education<br />

in design and how this could position them for learning in<br />

their future workplaces.<br />

This paper draws on the framework of sustainable assessment<br />

to foster long-term learning (Boud & Falchikov forthcoming),<br />

which shifts the focus of assessment from measurement to<br />

'informing judgement'. This focus serves two functions - one<br />

is to inform students how to judge what they learn, why<br />

they learn it and how they learn it, and the other is the act<br />

of forming judgement on their learning to assist long-term<br />

learning in design beyond the institution.<br />

1 will argue that sustainable assessment practices may<br />

enhance the long term learning of design students by offering<br />

teachers alternative approaches to constructing assessment<br />

tasks that go beyond the traditional functions of measuring<br />

achievement for certification in courses and providing<br />

feedback for immediate learning in projects. By applying<br />

this framework for the purpose of 'informing judgement'<br />

in design education, 1 will provide evidence from my own<br />

experience that supports the idea that teachers can assist<br />

design students to internalise acts of self-evaluation of their<br />

work in a more authentic judgement of learning. I will argue<br />

that an enhanced capacity to sustain self-assessment of their<br />

learning beyond the institution will be useful to students as<br />

they prepare to enter professional design environments.<br />

Theoretical framework: Sustainable assessment that<br />

fosters long-term learning.<br />

Boud has defined sustainable assessment as 'assessment that<br />

meets the needs of the present without compromising the<br />

ability of students to meet their own future learning needs'<br />

{2000, p. 151). He claims that in higher education, the act of<br />

assessment has traditionally been required to do 'double<br />

duty' (p. 151), in meeting institutional certifying goals and<br />

facilitating students' learning. This means that assessment<br />

practices have focused on certifying student achievement in<br />

courses (summative assessment), and aiding learning in the<br />

classroom (formative assessment). Boud argues that while<br />

each has a different purpose, the dominant discourse in higher<br />

education gives prominence to grading and certification<br />

and represents a 'self-consistent world of assessment' (Boud<br />

& Falchikov forthcoming) that obscures the potential for<br />

assessment to foster learning beyond its boundaries.<br />

Boud and Falchikov (forthcoming) have three main criticisms<br />

of this discourse. First, that the technologies of governance<br />

in the university support an agenda of authority which<br />

constructs the student as a passive learner subjected to acts of<br />

measurement and classification that conform to its rules. The<br />

authors claims that this is at odds with an educational view of<br />

assessment that constructs the student as an active learner,<br />

arguing that if higher education is meant to prepare students<br />

for learning as professionals, then students need to construct<br />

themselves as active learners who are dynamically engaged in<br />

what they learn, how they learn it and how it is judged.<br />

Second, the practice of giving and receiving feedback, according<br />

to Sadler's (1989), notion of the 'feedback loop', requires the


studentto self-înitiate a confirmation of their learning in response<br />

to the feedback with which they engage. If the discourse claims<br />

that feedback is the 'only process that influences learning' {p.<br />

29), then teaching practices that either construct students as<br />

passive recipients of feedback or provide it only at the end of a<br />

unitof study, weaken its capacity to inform learning.<br />

Thirdly, assessment needs to focus on the importance of<br />

learning, rather than on the achievement of high grades.<br />

The authors suggest that as there is little research on the<br />

positive "effects of assessment practices' (p. 30), and only<br />

anecdotal evidence of its negative impact on learning, a new<br />

way of thinking about assessment that could have a 'positive<br />

consequential Influence on learning' (p. 30) could assist in<br />

developing appropriate assessment practices that accompany<br />

this conceptualization.<br />

As a way of addressing this, Boud and Falchikov propose<br />

a counter-discourse in assessment that challenges the<br />

institutional construction of assessment so that its effects,<br />

while impacting on learning, may also involve learning, which,<br />

they claim, has been diminished by the focus on grading and<br />

classification. Citing Edwards (1997), Boud argues that in the<br />

current uncertain climate of self and social questioning, there<br />

Is an urgent need for the learner to develop more than just<br />

a capacity to successfully learn to adapt to change, but to<br />

also enlarge the scope and generate change for themselves<br />

as lifelong learners in a learning society. (2000, p. 153). Boud<br />

(2006) argues that higher education has a role to play in<br />

contributing to this capacity by equipping students with the<br />

ability to assess their own learning,<br />

Boud proposes sustainable assessment as a way to build on<br />

summarive and formative assessment as a 'framework for<br />

thinking about the development of judgement and the idea<br />

of assessment being the process of Informing judgement'<br />

(forthcoming). Making informed judgement about learning<br />

means being able to seek and receive feedback from a range<br />

of sources, identify and evaluate achievement against a set<br />

of professional standards and criteria and to articulate and<br />

undertake further learning more effecrively.<br />

in the current assessment discourse, despite the commonly<br />

held vlewthat it isessenrial to thepedagogicprocess, formative<br />

assessment appears to be losing ground (Biggs 1998; Hounsell<br />

2003), despite the literature supporting its practice (Orsmond,<br />

Merry & Reiling 2002; Winter 2003; Gibbs & Simpson 2004;<br />

McFarlane-DickS( Nichol 2005). In their extensive review ofthe<br />

assessment literature, Black&Willam (1998) suggest this Is due<br />

to generally poor quality practices. This view is supported on<br />

the one hand, by research (Serafinl 2001; Hussey & Smith 2003)<br />

that argues that in order for formative assessment to improve,<br />

a fundamental change In teaching and learning philosophies<br />

and practices in higher education needs to occur. On the other<br />

hand, Boud (2006) argues that as It lacks an onentation toward<br />

developing student capacity for future learning beyond the<br />

institution, improving formative assessment Is not enough,<br />

and that assessment needs to become embedded in learning<br />

so students may develop and sustain their capacity to assess<br />

their own learning throughout life.<br />

As sustainable assessment foregrounds concerns about<br />

learning, it prioritises the act of being informed about the<br />

process of judgement while it recontextualises as secondary,<br />

acts of measurement, standards and integrity. Supported by<br />

Black and Willam (1998), Boud argues that self-evaluation,<br />

or the act of learning to make judgements about one's own<br />

and others'work and making decisions constitutes the most<br />

important professional learning in the workplace, and that<br />

aligning assessment with learning for the long-term will<br />

contribute to student's capacity to self-evaluate.<br />

Finally, the authors argue that while there is much to be gained<br />

from the development of an agenda of reform, teachers srill<br />

face difficulries in balancing the conflicting aims and strategies<br />

of summarive and formative assessment. I will argue that this<br />

Is particularly evident in the context of design educarion.<br />

Key concepts<br />

In order to discuss how sustainable assessment has<br />

impacted on my teaching and learning strategies in design<br />

educarion, I will first ourilne my pedagogic philosophy to<br />

identify assumptions that underpin my interpretarion ofthe<br />

effects of this process on students' learning. In contrast to a<br />

positivist paradigm of teaching that believes that knowledge<br />

is a commodity that is transferred from teacher to student,<br />

that meaning resides in the text and there is only one true


interpretation acceptable in assessment, I subscribe to what<br />

Serafini (2001) describes as a constructivist perspective of<br />

iearning.Thishasat its core the beliefthat'i


While a totally integrated alignment of learning with<br />

assessment such as that discussed by Mentkowski (2000), is<br />

an ideal way to align assessment with long-term learning,<br />

it would be unrealistic for me to suggest that the practical<br />

examples offered in this paper provide a way forward for<br />

all design education. This is partly due to design's disparate<br />

positioning in various disciplines and the contemporary<br />

difficulties facing design educators in relation to class sizes<br />

and limited time and staff. However, I would also argue that<br />

the framework of sustainable assessment provides a guide<br />

for a radical reassessment of assessment practices in higher<br />

education in design. I see it as a way to shift the focus of<br />

assessment from one of measurement for certification, as the<br />

responsibility of the teacher, to one of informing judgement<br />

about learning, as the responsibility ofthe student. This helps<br />

students to construct themselves as active participants in<br />

the process of learning to make judgements now and in the<br />

future.<br />

Assessment practices aimed at informing student<br />

judgement on learning: Practical examples from a graphic<br />

design course.<br />

Course context and structure<br />

In this paper I argue for the need to create a space for different<br />

ways of thinking about problems in assessment in higher<br />

education in design. To support this argument, I will draw<br />

on my recent experiences and reflect on the appllcarion of<br />

the framework of sustainable assessment to my teaching<br />

and learning practices. Evidence of the positive effects of<br />

assessment on students' atritudes to learning is based on<br />

my experience teaching a graphic design course to different<br />

groups of students over four semesters.<br />

I was introduced to the concept of sustainable assessment as<br />

a student in a research In progress subject with David Boud in<br />

2005. While participaring, I began to apply the principles of<br />

sustainable assessment to my teaching and learning pracrices<br />

In a course I had been teaching for seven years. The pracrical<br />

examples described in this paper draw on existing design<br />

educarion assessment pracrices incorporating summarive<br />

and formarive assessment that were progressively amended<br />

over two years.<br />

Two ways In which these examples differ from tradirional<br />

practices are - first, I tried to embed assessment in every stage<br />

and activity of the course through a range of teaching and<br />

learning strategies; and second, that I provided opportunities<br />

for students to revise each task at any stage of the course,<br />

after engaging in feedback from myself and peers and prior to<br />

submission for grading. Overall, students had the opportunity<br />

to reflect on and evaluate their learning in a range of ways,<br />

which essentially shifted the focus of assessment away from<br />

the external authority of the teacher within the context of<br />

the classroom, to internalised self-evaluarion by the students<br />

beyond the context of immediate learning in the classroom<br />

and Into future learning in professional pracrice.<br />

The course is an introduction to Graphic Design that is discrete<br />

from articulated design programs and is an undergraduate<br />

elective subject run over 12 weeks and available to students<br />

enrolled in a range of degrees within an architectural faculty at<br />

a university in Sydney. Tutorial sessions run for three hours and<br />

comprise a group of about 20 students who are typical of those<br />

enrolled in professional degrees in Australia and represent a<br />

diverse range of cultural backgrounds and work proficiencies,<br />

with different expectations, needs and experiences of learning<br />

In secondary and higher education in Australia and/or<br />

internarionally. I applied this framework simultaneously to a<br />

similar course for postgraduate students and my observarions<br />

ofthe results were integrated in the reflecrion.This means that<br />

the data I have used for reflecrive analysis has been derived<br />

from my observations over four semesters during 2005-2006,<br />

teaching eight courses to around 160 students.<br />

I have had a high degree of autonomy in curriculum<br />

development In this unit of study, so it represented an ideal<br />

context in which to apply the principles of sustainable<br />

assessmentto my teaching and learning pracrices.The pracrical<br />

examples included in this paper describe the strategies and<br />

tools I developed, and the reflecrion incorporates my analysis<br />

of their effectiveness in fostering student long-term learning<br />

in design.<br />

Teaching and learning strategies<br />

The assessment design draws on Boud and Falchlkov's<br />

recommendarions for teaching and learning acrivitles


that 'emphasise preparation for learning that is socially<br />

constructed, participative, embedded and necessarily<br />

contextualised' (2006, p. 408). Briefly, these involve student<br />

engagement in the selection of standards and criteria and<br />

problem analysis; emphasis on context; working with others;<br />

authentic representations and productions from professional<br />

practice; transparency of knowledge in learning; fostering<br />

reflexivity; constructing active learners; fostering confidence<br />

in judgement; promoting seeking and receiving feedback;<br />

and investigating the production of learning outcomes for<br />

difl'erent purposes (2006, p. 408).<br />

Some of the conditions for this kind of teaching include the<br />

establishment of a safe learning environment where the<br />

teacher acts as a facilitator of student-centred learning, is<br />

conscious of the power of their own and other dominant<br />

voices in the classroom (Byrne-Armstrong, Jorsfall & Pinn<br />

1998), and is adept at managing group dynamics within<br />

classrooms (Jacques 1994).<br />

Broadly, the course structure Is organised around seven<br />

discrete tasks introducing design elements and principles<br />

over consecutive weeks that are designed to build student's<br />

knowledge in design, a group presentation on design history<br />

and a project which provides an opportunity for students to<br />

applytheiraccumulated learning.<br />

Strategies and materials used during the course include:<br />

• Teaching and learning strategies: lectures (informal<br />

slide discussion and formal Powerpoint presentations);<br />

demonstrations; examples; experiential learning;<br />

experimental hands-on classroom activities; group<br />

presentation; information retrieval and analysis;<br />

observation; homework; revision (feedback loop);<br />

discussion; and various feedback and reflection<br />

strategies (verbal: teacher, self, small group, large<br />

group; written: self, peer, teacher; electronic: email).<br />

• Printed support materials: weekly handouts<br />

detailing activities, homework, assessment criteria,<br />

grading and weighting, references for additional<br />

information; readers containing relevant articles; and<br />

lecture notes.<br />

Assessment activities<br />

This section describes the assessment activities and<br />

includes discussions of their application. The activities<br />

represent a mixture of traditional (graded artefact design<br />

and presentation) and alternative assessment tools (peer,<br />

self, group) that employ various learning strategies in which<br />

assessment Is embedded. These include reflective practice<br />

(reflection-in-action, reflection on action, reflection before<br />

action); observation; experiential learning and experimental<br />

visual research; peer learning; learning in groups; learning<br />

from others; learning from lectures; secondary information<br />

sources; and others. Following this description, I include an<br />

explanation of how the activities are aligned with assessment<br />

tools that are used for the purposes of formative, summative<br />

and sustainable assessment (see Appendix one for detailed<br />

description and assessment criteria and weightings).<br />

The teaching strategy embeds assessment in several stages<br />

of activity and reflection and roughly follows this sequence -<br />

individual classwork and review, then group review of classwork<br />

outcomes; individual research, observation, reflection, then<br />

application to homework at home; group review of homework<br />

the following week; and finally, reflection, revision and<br />

inclusion in portfolio. As the teaching and learning strategies<br />

are student-centred and structured for high flexibility, I am able<br />

to respond to class mood at different times in the course by<br />

providing substitute activities or replacing these with informal<br />

discussions about issues or aspects of learning with which<br />

they are involved. Discussion topics include how students'<br />

learning in other courses is progressing, how their attitudes<br />

or knowledge about design have changed, issues or problems<br />

they are having with tasks, questions about assessment and<br />

grading, what they would still like to learn, what has changed<br />

since they started and so on,<br />

When they occur, these discussions are highly stimulating<br />

and serve several purposes - to 'air the room' if there are<br />

unresolved issues in relation to student expectations; to<br />

address contemporary design issues that are indirectly related<br />

to course content; and to inform my judgement on students'<br />

learning to date, group dynamics and the identification of<br />

other learning needs students may have. These discussions<br />

may result in elements ofthe curriculum being omitted, but as


I grade the accumuiated body of work in the portfolio rather<br />

than individual exercises, I have found that this does not affect<br />

grading levels or procedures. However, I still expect that self-<br />

reflection would occur on these occasions and be represented<br />

in students' learning journals in some way. This is the same<br />

when students are absent and my observation is that when<br />

this happens, they often self-initiate research into the missed<br />

week's topic and some even construct their own exercises to<br />

demonstrate what they have learned outside the context of<br />

the classroom.<br />

Essentially, I grade a portfolio that students collate as evidence<br />

of their informal learning resulting from s e If-reflection, and<br />

formal learning resulting from class exercises and designed<br />

outcomes. The two features that differentiate these tasks<br />

from traditional methods is that formative assessment occurs<br />

regularly and in a variety of ways that involves students;<br />

and the opportunity students have to revise their work after<br />

receiving feedback and prior to summative assessment in<br />

week 9 and week 13.<br />

The following section describes my attempts to embed<br />

assessment in various forms at every stage of the course. In<br />

each case, students are involved in setting the standards and<br />

criteria for assessment as part of the process of becoming<br />

informed about judging their work and their peers' work (see<br />

Appendix one for more details).<br />

Week l.The first activity in which the group engages is an ice-<br />

breakerthat also serves as an act of assessment. Students choose<br />

from a selection of postcards the one that most represents<br />

what they think graphic design is about, then describe their<br />

rationale to another student. The other student presents their<br />

peer's rationale to the group, while the teacher lists, but does<br />

not evaluate, the group's observations on a whiteboard. The<br />

emphasis ofthe exercise is on student analysis of examples of<br />

contemporary graphic design, while it serves other purposes<br />

- to introduce students to each other in establishing the<br />

social and participatory nature of a student-centred learning<br />

environment; to foster their confidence in their ability to<br />

articulate their observations to a group of strangers; and as a way<br />

to position myself as a facilitator of learning. The effect is that<br />

the teacher scaffolds students' construction of a more complex<br />

understanding about the subject content and structure and<br />

the learning environment in which they will participate, while<br />

students benefit from listening to twenty others articulate their<br />

design rationales, as they draw comparisons with their own.<br />

Weekly class exercise format, weeks 1-6 and weeks 7-8.<br />

Students are required to follow prescriptive rules within a<br />

seemingly random process using hand-generated techniques,<br />

materials and a photocopier. The idea is that students learn<br />

from doing and watching others do, creative activities without<br />

knowing where they will lead. The emphasis is on decision­<br />

making based on observation, rather than working from<br />

preconceptions of what the outcome should look like.<br />

There are four stages in each exercise. Stage one Is highly<br />

energetic and fun (for example, exercise 2: involves quickly<br />

generating nine 50x50mm squares of diverse textures by<br />

photocopying different compositions created with different<br />

media). Stage two involves the student's individual analysis<br />

of their stage one outcome as they identify specific visual<br />

attributes (exercise 2: involves finding a visual link between<br />

two textures, composing them in a way that enhances the<br />

observed connection and articulating it İn writing without<br />

revealing this to the group).<br />

At this point, students view their peers' outcomes of stage<br />

one and two to see the range of possibilities the exercise has<br />

afforded the group despite the process restriction. Following<br />

the principles of good feedback practice (McFarlane-Dick<br />

& Nichol 2005), the group provides peer feedback on their<br />

observations ofthe visual connections individually identified<br />

in stage two. This feedback is used as the basis for the<br />

individual student's reflection on how their observations vary<br />

from, or are consistent with, those ofthe group. The purpose is<br />

for students to experience and reflect on the multiple socially<br />

constructed ways of seeing and interpreting visual cues.<br />

Stage three is conducted at home as a process of self-reflection,<br />

observation and analysis of collected contemporary design<br />

examples that address the weekly theme (exercise 2: find<br />

and analyse contemporary applications of texture in design,<br />

reflect on what you observe and learn. Utilising the textural<br />

qualities you identified in stage two as the conceptual basisfor<br />

communication, design a postcard that uses text to enhance<br />

your intended meaning). Stage four involves peer feedback


on the effectiveness ofthe outcomes in a group review the<br />

following week.<br />

All experiments, alternative approaches, reflection,<br />

observation and additional research for each of these exercises<br />

are included in the student's portfolio and the outcomes may<br />

be adjusted at any time pnor to submission for grading.<br />

Group presentation week 5. The activity involves self-<br />

selected peer groups In the research, analysis, selection and<br />

presentation of information to the class about a penod of<br />

design from a specific time and cultural context. The purpose<br />

is to engage students in a team activity utilising design<br />

research processes and incorporating acts of assessment<br />

about relevant information and how to present it. Though the<br />

students are graded as a group, individual contributions and<br />

research are recorded in students'learning journals.<br />

Project weeks 9-12. A project in which students apply their<br />

accumulated learning in a specific graphic design context<br />

- the promotion of a social issue to a specific community in<br />

a large-scale graphic format such as poster or billboard. This<br />

project follows the principles and pracrices established In the<br />

previous exercises, with the inclusion of a peer-assessment<br />

tool {see Appendix one for weighring). Provision is made for<br />

students to revise their submission after presentarion and<br />

feedback in week 12, and prior to submission for grading in<br />

week 13 or 14 as a way of providing evidence of their response<br />

to, and complerion of, the feedback loop (Sadler 1989).<br />

Assessment tools<br />

Alternative assessment (sustainable: Informing<br />

judgement on learning) - the portfolio. This is a tool which<br />

builds on the idea of setting authenric assessment tasks that<br />

test'our intellectual ability, or ability to understand'(Maclellan<br />

2004a, p. 20), by focusing on students'analyricai skills and their<br />

ability to integrate new learning, while weighting processes<br />

and outcomes equitably (Snavely & Wright 2003, p. 300). The<br />

use of portfolios as evidence of learning is common to various<br />

educational disciplines, parricuiariy teacher education, (Brown<br />

1997; Snavely & Wright 2003; Winter 2003), as it is argued that<br />

they allow the student a range of possibilities for providing<br />

evidence of their learning that draws on various learning<br />

strategies. If done pooriy however, it may simply represent a<br />

collecrion of examples of student performance that, if used<br />

for summarive assessment purposes, may compromise the<br />

validity ofthe assessment (Maclellan 2004b).<br />

The portfolio evidence includes: a progressively written<br />

learning journal {critical self-reflecrive practice: reflecrion-<br />

in-actlon, refiection-on-acrion); class exercises (experienriai<br />

learning); analysis of collected contemporary design examples<br />

and additional reading (observation, visual research, data<br />

retrieval, selection and analysis, and refiection-before-acrion);<br />

appllcarion of learning to a contextualised designed outcome<br />

(analysis and integrarion of learning strategies); revision of<br />

exercises (feedback loop); group presentarion (contribution to<br />

team work and team learning); and a simulated design project<br />

(analysis and integrarion of learned design principles in design<br />

process and design knowledge - informarion retrieval, visual<br />

research and iterarive design development, creative concept<br />

generation and development, synthesis of objecrives in the<br />

composirion of graphic elements, success of communicarion<br />

intenrion, technical proficiency, professional presentation).<br />

See Appendix one for more details.<br />

The useof self-reflecrion as a too! for informing and sustaining<br />

students'judgement on their learning has been covered in the<br />

adult education literature (Schon 1995; Boud & Knights 1996;<br />

Boud & Walker 1998), as has the use of learning journals to<br />

promote and foster self-refiectlon (Boud 200 l).Asthe emphasis<br />

is on the sustainable aspects of assessment that self-refiectlon<br />

promotes, the act of awarding grades to these acrivitles seems<br />

at odds with this purpose. I have observed that students are<br />

more inclined to engage in reflective practice when it accounts<br />

for part oftheir subject grade, so I evaluate the learning journal<br />

In conjuncrion with the class actlviries, balancing what the<br />

student identifies as appropriate learning with what I observe<br />

has changed in their activities over the nine week period.<br />

Together, they constitute 30% of a student's overall grade for<br />

the course, but their purpose is to assist students in evaluaring<br />

their own learning in a variety of ways, primarily through<br />

self-reflecrion in the learning journals and observation of<br />

their learning achievements in the act of compiling the<br />

portfolio, with the opportunity it provides for revision prior to<br />

submission for grading. The use of learning journals based on<br />

the fine arts model of recording creative development is not


new in design educational practice, yet 1 have found that often<br />

students use them as cursory descriptions of their activities<br />

rather than as evidence of critical self-reflection on learning,<br />

and teachers use them literally asa way of measuring quantity<br />

in documentation rather than quality of learning.<br />

Alternative assessment (Sustainable: Informing<br />

judgement on learning) - negotiated learning contracts.<br />

This is a student-centred, student-driven learning and<br />

assessment tool commonly used in teacher education and<br />

based on the principle that students determine their own<br />

learning objectives, the strategies to achieve these, the<br />

outcomes and assessment tools and weightings (see sample<br />

in Appendix three). I have not used learning contracts in this<br />

course, but have used them in a supervisory context with<br />

two postgraduate students to great success. My observation<br />

was that while their levels of engagement in the learning<br />

process were higher and this impacted positively on the<br />

technical proficiency of their outcomes, their initial levels of<br />

anxiety about the assessment process itself were also high,<br />

as they were concerned about being 'cut adrift' from their<br />

usual experiences in teacher-driven assessment strategies.<br />

Interestingly, I asked each student to award grades against<br />

their self-determined assessment criteria and to support this<br />

with a rationale. I then graded their work without seeing what<br />

they had awarded themselves, and in both cases, the marks<br />

varied by only 2% and were within the same grading bands.<br />

Each student expressed satisfaction with this learning and<br />

assessment process and felt that, despite their initial anxiety,<br />

they were better placed to determine and evaluate their<br />

learning needs in the future. This suggests that the 'double<br />

duty' (Boud 2000) that assessment is expected to perform may<br />

be achieved using alternative assessment tools and strategies<br />

without de-emphasising student learning for the future. I<br />

hope to adapt this tool for undergraduate studies.<br />

Formative assessment. This is embedded in every stage of<br />

the course as described previously, and incorporates a range of<br />

strategies, including peer, group, tutor and self-assessment.The<br />

provision of feedback follows the principles and guidelines from<br />

the extensive literature (Boud 1991; Boud 1995; Anderson &<br />

Boud 1996; Falchikov 1996; Boud 1999; Falchikov 2001; Gibbs &<br />

Simpson 2004; Falchikov 2005; McFarlane-Dick & Nichol 2005).<br />

Summative assessment. Grading is required bythe university<br />

several weeks after the end ofthe course and I conduct this in<br />

two stages - in week 9 before the introduction ofthe project<br />

and a week after presentation in week 12. Detailed verbal<br />

feedback is provided to students in the form of individual<br />

consultations the week following submission. In this process,<br />

I take up a questioning position in relation to the student,<br />

enquiring as to how they think their learning has progressed<br />

overthe period oftimeand In relation to the evidence provided<br />

in their portfolios. This is primarily to allow them to evaluate<br />

their learning after a week's reflection before I respond and<br />

helps me see whether my observations correlate with theirs.<br />

I acknowledge that asking students to reflect at this stage is<br />

idealistic on my part as I find that in practice, many students<br />

have moved on to other subjects, so spend little time reflecting<br />

on learning between submission and receiving their grades.<br />

Combining assessment functions. In second semester<br />

2006, after grading in week 13,1 emailed each student a word<br />

document with a table of their graded tasks and detailed<br />

formative feedback (see Appendix two). As suggested<br />

previously, the provision of grades and written feedback<br />

in the same document does not adhere to the principles of<br />

sustainable assessment and I would like to address this as I<br />

continue to develop the practice further.<br />

Key observations on the successful application of sustainable<br />

assessment practices in design education.<br />

In summary, my observation of applying the framework<br />

of sustainable assessment to my teaching and learning<br />

assessment practices in design include the following positive<br />

effects of assessment on student learning:<br />

• More engaged student cohorts that were more proficient<br />

in giving and receiving self, peer and tutor feedback that<br />

supported their own learning and that of peers;<br />

• Students exhibited a greater capacity for critical self-reflection<br />

through the use of various strategies and tools;<br />

• Students were more involved in the identification, selection<br />

and evaluation of professional design standards and criteria<br />

and were better able to judge their own work and that of their


peers against these, reflecting greater alignment with teacher<br />

evaluation oftheir work;<br />

• Increased self-instigated student revision of various<br />

assessment tasks sometimes beyond that required for grading;<br />

• Deeper levels of student enquiry across entire cohorts,<br />

evidenced through various strategies and self-sought<br />

resources outside the class environment;<br />

• Standards of student artefact production were strengthened<br />

overall, reflected in consistently higher student marks across<br />

grading bands;<br />

• A more demanding classroom dynamic where students<br />

interacted, questioned and challenged the teacher, themselves<br />

and their peers in relation to claims to truth, ways of seeing and<br />

being, and the nature of socially constructed interpretations<br />

of design in contemporary practice;<br />

• I ncreasedstudentsatisfacdonwiththeteaching and learning<br />

strategies they experienced in the course, often articulated as<br />

accounts of what they had learned during the course and how<br />

this would be applied to other subjects or the workplace;<br />

- Reduction of student challenges of grades to nil, reflecting<br />

a more transparent grading process that was equitable,<br />

accountable and defensible; and<br />

• Students engaged in more explicit feedback on their<br />

increased knowledge of design and the effectiveness of my<br />

curriculum design and teaching and learning strategies,<br />

reflecting improvement in the professional development of<br />

my teaching practice.<br />

These observations support the idea that aligning assessment<br />

practices with learning is effective in fostering students' short<br />

and long-term learning, even though it requires changes to<br />

teaching and learning strategies. I acknowledge that this<br />

is more easily achieved in the autonomous and discrete<br />

educational context I have described, however I see that there<br />

is potential to improve our assessment practices to foster<br />

every student's capacity for reflection on learning that Is self-<br />

instigated, ongoing and Independent of external authorities.<br />

Summary<br />

My observation of aligning assessment with long-term<br />

learning suggests that students experience posirive effects of<br />

assessment that include changed atritudes towards learning<br />

and the development of skills to inform judgement. This<br />

was evidenced in a number of ways, including increased<br />

engagement in experienriai learning activities, parricipation<br />

in giving and receiving feedback, improved capacity for self-<br />

reflecrion and greater conceptual and technical proficiency<br />

in artefact producrion, particularly for those students<br />

who were seen to be weaker in apritude, critical thinking<br />

or technical skills. This supports the idea that designing<br />

assessment acriviries to inform judgement could result In an<br />

improved capacity in students'abilities to make appropriate<br />

judgements about their work and that of others and that this<br />

could be sustained beyond the educational context and Into<br />

a professional environment. As designers in the context of an<br />

uncertain future, this posirions students well for managing<br />

long-term learning in the workplace.<br />

ix one. Assessmei<br />

mg.<br />

- categories ai<br />

Process journal individual folder (12 hours), 15% of final mark.<br />

Your process journal should indicate that you are thinking,<br />

visualising and demonstrating crirical processes. Your journal<br />

will reflect the sequence of the six studio exercises and will<br />

contain a range of printed contemporary examples that match<br />

each exercise ~ brochures, magazine and newspaper ads,<br />

postcards, posters as well as notes on ideas and designers. You<br />

will include your research and documentarion of designers<br />

and design issues relevant to the studio discussions and<br />

include a bibliography on texts concerned with graphic<br />

design, typography or digital technologies or other current<br />

design issues. You will include a brief descriprion of each book<br />

or article In your own words about the main ideas discussed.<br />

To be discussed more fully in class and will document the<br />

following as you progress in the course:<br />

Collected contemporary printed design examples. These<br />

will be relevant to each of the six weekly studio exercises,<br />

collected from your environment (not from the internet or


ooks).They will vary in size and context and may range from<br />

postcards to advertisements to your own photographs of<br />

large-scale graphics or signage. You will lookfor contemporary<br />

professional graphic examples that extend what you have<br />

learned in each weekly exercise, commenting In your own<br />

words on what you notice about the designer's use of an<br />

element of design and their reason for selecting it.<br />

Additional information. This includes week by week relevant<br />

information selected from accredited sources such as design<br />

journals or the reading list. Evidence of this may be in the<br />

form of annotated bibliographies, written in your own words<br />

and summarising and critiquing the key ideas discussed. The<br />

range of topics will include those discussed in the studio, and<br />

may be extended to your specific area of interest.<br />

Visual research. This means week by week experimentation<br />

in the application and extension of the studio exercises.<br />

Including roughs and processing of your original images,<br />

typographic manipulation and layouts. This will be original<br />

work and should not be based on work that you have found<br />

or amended. Please note the University's policy on Academic<br />

honesty and plagiarism.<br />

Personal reflection on learning. This will record what you<br />

have learned as you progress through the course. It may be<br />

highly personal and may express the emotional impact of<br />

learning, or simply document factual information that is<br />

newly acquired or amended. Please note that this information<br />

Is treated confidentially.<br />

'his is a list of articles, journals and books<br />

you may have used to find additional information about the<br />

design elements and principles discussed in class and will<br />

be recorded according to the University's recommended<br />

referencing system. This may be optional if you are including<br />

annotated bibliographies of articles and books sourced from<br />

the library. Information sourced from the internet may be<br />

useful for practical information, but books tend to allow you<br />

to find a broader range of information - and may allow you to<br />

accidentally discover something exciting.<br />

Notes and research for group/individual presentations.<br />

This includes the information you have found during the<br />

group presentation and typographic research exercise. It may<br />

comprise articles you have sourced, notes on the presentation<br />

and images used as examples. It will reflect the individual<br />

contribution you have made to the group presentation.<br />

Assessment criteria for the journal. The journal will be<br />

written in your own words and will include your personal<br />

sketches and ideas as well as citations from accredited sources.<br />

You may choose the size and format, but allow space for pasting<br />

examples and writing notes. The journal may be in colour or in<br />

black and white, as necessary. You will be reflecting on what<br />

you are learning as you learn, so the notes will indicate new<br />

knowledge as well as adjustments in your existing knowledge<br />

and how this may impact on your own area of study. You will<br />

be marked according to the level of enquiry you make into the<br />

design elements and principles raised In each weekly exercise.<br />

This means how you are exploring the new Information gained<br />

from participating in the exercises and discussions, and how<br />

this affects how you may approach design differently. This<br />

may include any insights or understanding of new ideas, or<br />

simply build on what you already do.<br />

The journal will include evidence of your first hand<br />

observations of contemporary design outside the studio<br />

environment (through the collected examples), additional<br />

information found in secondary sources (expressed as brief<br />

annotated bibliographies), innovation and experimentation<br />

in design processing (demonstrated through your roughs<br />

and sketches), critical reflection on the practice and theory of<br />

design (written in your own words, and making links between<br />

your experience in the exercises, your observation in the design<br />

environment and any additional information you have read).<br />

Weekly exercises. Applied six studio exercises conducted in<br />

studio time and completed at home (6 hours), 15% of final<br />

mark. This includes evidence of participation In each ofthe<br />

following six weekly exercises: 1 shape, 2 texture, 3 tone -l-<br />

colour, 4 layout + composition, 5 typographic poem and 6<br />

type -^ image.<br />

Assessment criteria for exercises. The level of achievement<br />

in the exercises will reflect the level of enquiry and processing<br />

demonstrated in your process journal and in your participation<br />

in the class experience. A good pass mark will include the


successful completion of all components specified in each<br />

weekly oudine. Your expenmentation while extending each<br />

exercise in the homework may be affected by personal<br />

insights based on observation and additional information.<br />

Innovation and original thought in ideas and processing the<br />

final submission will attract a higher grade.<br />

Group presentation {4 hours each student, 15 minute<br />

group presentation), 10% of final mark. Includes: research<br />

and presentation of information about graphic design in a<br />

specified penod of time and cultural location. This is a group<br />

grade and is marked in studio dunng presentation, however,<br />

you will document your individual contribution and research<br />

notes in your learning journal.<br />

Type research + presentation as exercise 7 [2 hrs), 10% of<br />

final mark. Includes: research about two typefaces used In ex<br />

6, applied and presented as a magazine layout In ex 7.<br />

Major project (12 hrs), 40% of final mark. Includes:<br />

• poster research and presentation (peer assessment,<br />

10% of project mark)<br />

• conceptual development of a self-selected research<br />

topic in consultation with tutor<br />

• identificarion and prioritisarion of steps in the<br />

communicarion process<br />

• original visual research documentation and processing<br />

and sketches of concept development<br />

• crearion and synthesis of graphic elements for the<br />

final communication outcome<br />

- application of crirical analysis and self-evaluarion<br />

techniques<br />

• producrion managementofdeadlinesforcompletion<br />

of tasks<br />

• preparation and presentarion of final designed<br />

outcome.<br />

Individual contribution (assessed as adequate attendance,<br />

engagement with weekly exercises + participarion in studio<br />

work -h contriburion to studio cririque each week), 10% of final<br />

mark. Includes: adequate attendance (at least 80%), acrive<br />

participarion In studio exercises and critique and contribution<br />

to group studio discussion and feedback sessions.<br />

Appendix two. Sample grading sheet.<br />

STUDENT NAME student@uni.edu.au<br />

Your journal contains evidence of crirical self-reflecrion on<br />

work executed In studio, exploration of studio themes in<br />

collected samples that go beyond the requirements of the<br />

brief and appllcarion of your observarions to homework<br />

exercises. You have demonstrated your capacity to inform<br />

your own judgement on learning about design by seeking +<br />

responding to feedback and through analysis of professional<br />

design outcomes. You are looking beyond mere description to<br />

analysis of design elements and layout as to how they relate to<br />

the design concept or theme and the client's product or service.<br />

You have enhanced your understanding of these elements and<br />

their use/effectiveness in design further by researching further<br />

informarion through library or internet, about design outcomes<br />

that specifically relate to the brief from each week. Your layout<br />

exercise is parriculariy effective, and the application using<br />

image and text humorous, yet shows your approach of isolaring<br />

one key aspect of each concept to strengthen the meaning.<br />

You have used the group presentarions to conduct additional<br />

research into cultural and historical contextualisation of design<br />

processes,funcrion and aesthetics. Your natural curiosity about<br />

these has enabled you to move beyond the course brief and<br />

conduct addirional experiments in each exercise, parriculariy<br />

strengthening your typographic poem and type and image<br />

outcomes, by trusring your Insrincts and making decisions<br />

based on your observations, rather than intenrions. This<br />

culminates in your thorough prepararion and reworking of<br />

the magazine layout, demonstraring your capacity to respond<br />

to feedback, and seek independent informarion that assists<br />

you in informing your judgement about your own learning.<br />

Completed Weighting Mark %-t-grade<br />

Group x 10% 9 HD<br />

presentation<br />

Exercises shape X 15% 13 HD<br />

texture X<br />

colour+tone X<br />

composition<br />

-i-layout<br />

X<br />

typographic x<br />

poem<br />

type+image x


Journal Weekly visua<br />

Magazine<br />

spread<br />

Totai<br />

Completed Weighting Mark %+grade<br />

research<br />

Collected X<br />

samples<br />

Personal X<br />

reflection<br />

Additional X<br />

weekly<br />

information<br />

Group X<br />

presentation<br />

notes<br />

Bibliography X<br />

Typeface<br />

research<br />

X 15% 14 HD<br />

X<br />

5% 5 HD<br />

Magazine X 5% 4 D<br />

layout<br />

50% 45 90% HD<br />

Project feedback. Your journal shows an excellent depth of<br />

analysis into the location and visual impact of the poster, as<br />

well as the results of seeking additional information into the<br />

complexity of such a contentious issue for parents and their<br />

daughters. You have demonstrated persistence and integrity to<br />

investigate the issue, understand and articulate the audience<br />

attitudes and develop the creative solution that attempts to<br />

linkthem, and using a call to action that is credible, yet positive.<br />

Your journal documents your engagement in critical self-<br />

reflection, based on class feedback.The project progression and<br />

its outcome represent a consistently high standard of enquiry<br />

and willingness to go the extra lengths to explore, interrogate<br />

and create suitable graphics solutions to pressing social issues<br />

as you act as an agent for social change. My only suggestion<br />

would be to move the logo down to the bottom of the page<br />

replacing the lid ofthe makeup jar. The aesthetic is suitable for<br />

the target audience, and the message clear, even though, as you<br />

state, your own preference is for the more sophisticated version<br />

- this is often how it works, being able to separate taste from<br />

potentially more suitable design solutions. Well done. I have<br />

taken yours as an example to show later students, thank you.<br />

Project 1: public graphics Completed Weighting Mark Grade<br />

Found poster presentation Peer assessed report on found poster X 10% 9 HD<br />

Research: presented in Primary: creative iterative design development, original images, personal interview/s, sketches, graphic X 15% 14 HD<br />

chronologica! order experiments, concept + iterative design development, 2 roughs showing two conceptual approaches<br />

expressed in different qraphicforms/styles<br />

Concept statement: written<br />

Secondary: information sourced + accredited, including documented reporting, statistics + scholarly enquiry X 1<br />

Design concept: key idea/theme that drives the approach + meaning ofthe outcome, expressed in one clear X 15% 14 HD<br />

in bullet form<br />

statement (why)<br />

Design layout: description + rationale for the use of design elements, structure, contrast, text, image (how) X<br />

Audience: demographics, shared physical features + psychographics, shared values, beliefs + attitudes (who) X<br />

Format + location: poster/billboard, size, orientation, image of location (where/when) X<br />

Key message: {what vou want to say to target audience about the issue) X 1<br />

Sponsor/author: an appropriate sponsor applied as a logo (who's speaking to the audience) X 1<br />

Intended audience response: expressed in a call to action as a reasonable + credible statement (what you/ X<br />

Sponsor wants audience to do about the issue - should coincide with the aims ofthe sponsor) X<br />

Layout + composition Design development of two different graphic ideas, + the effective use of design elements, composition and X<br />

structure (how well you select + position appropriate design elements in two dynamic layouts)<br />

15% 13 HD<br />

Communication success: Effectiveness of communication in poster/billboard format (how weil you have communicated the issue and X 40% 34 HD<br />

assessed against written<br />

concept statement<br />

its call to action to the audience in the media form}.<br />

Presentation Poster printed to scale on A3<br />

A4 collage print of poster in location<br />

X 5%: 5 HD<br />

Project total<br />

100%> 89 > HD<br />

40% 36 HD<br />

Individual contribution Attendance (at least 80%) X 10% 9 HD<br />

Active participation in studio exercises<br />

X<br />

Contnbution to aroup critique<br />

X<br />

Semester totaî<br />

100% 90 HD<br />

141


Appendix three. Example of a student negotiated learning<br />

contract.<br />

AMENDED Learning Contract<br />

Learning Objectives<br />

To understand how I learn and my Design Process.<br />

Synthesizing visual elements from my Design<br />

investigations with Typography<br />

Learning Resources<br />

1. My own collected works, dianes.<br />

2. Digital Image Capture<br />

3. Internet<br />

4. Library<br />

Learning strategies<br />

1. To source and build upon my own library of design<br />

and photography; as a foundation to my Invesdgation<br />

of Graphic Design and Typography. To create designs<br />

using multimedia, and some computer manipulation.<br />

2. To follow a series of'jump-In' exercises. Using mainly<br />

black and white, investigating texture, shape, type,<br />

as forms of expressing Design associations. These are<br />

based on inspiration from both my own explorations<br />

into Graphic Design and researched designers.<br />

3.Tocreate a documented installation of work [modules].<br />

A collection of works that define my investigations Into<br />

texture, shape and form synthesized with typography.<br />

Outcomes<br />

1. A Process Journal documenting the design process,<br />

feelings, observations and experiments for the weekly<br />

exercises and final project. [30%]<br />

2. A vaned series of 'Jump-In' exercises that acted as<br />

a learning framework, whilst also broadening my<br />

understandings of Graphic Design. [30%]<br />

3. To create a documented installation of Graphic Design<br />

[modules] exploring Identity, Self and Growth. A series<br />

of investigations into imagery and typography. An<br />

accompanying album of photos of works installed. [40%]<br />

Timeline<br />

Week 9-22 September Weekly exercises,<br />

Discussion of Final Project Concept<br />

Week 13 - 28 October Final Project / Learning Journal


References<br />

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Biggs, J. 1998, 'Assessment and classroom learning: A role for<br />

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Learners'Perspective, Kogan Page, London.<br />

Brown, B.L. 1997, Portfolio Assessment: Missing Link in Student<br />

Evaluation, E DRS: ERIC Clearinghouse on Adult, Career, and<br />

Vocational Education, Columbus, viewed 9 September 2004,<br />

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Byrne-Armstrong, H., Jorsfall, D. & Pinn, J. 1998, 'Powerplays<br />

in the Classroom', Postmodernism in Practice Conference,<br />

Adelaide, p. 6-7.<br />

Edwards, R. 1997, Changing Places? Flexibility, Lifelong<br />

Learning and a Learning Society, Routledge, London.<br />

Falchikov, N. 1996,'Improving learning through critical peer<br />

feedback and reflection'. Higher Education Research and<br />

Development, vol. 19, no. 214-218.<br />

Falchikov, N, 2001, Learning Together: Peer Tutoring In Higher<br />

Education, RoutledgeFaimer, London.<br />

Falchikov, N. 2005, Improving Assessment through Student<br />

Involvement, Routledge Falmer, London,<br />

Gibbs, G. 8t Simpson, C. 2004, 'Conditions under which<br />

assessment supports students' learning'. Learning and<br />

Teaching in Higher Education, vol. 1, p. 3-31.<br />

Grace, A. 1997, 'Where critical postmodern theory meets<br />

practice: Working in the intersections of instrumental, social<br />

and cultural education'. Studies in Continuing Education, voL<br />

19, no. 1, p. 51-70.


Hager, P., Holland, S. & Beckett, D. 2002, Enhancing the<br />

learning and employablllty of graduates; The role of genenc<br />

skills. Business Higher Education RoundTable. B-HERT Position<br />

paper no. 9, Melbourne.<br />

Hounsell, D. 2003, 'Student feedback, learning and<br />

development', in M. Siowey & D. Watson (eds), Higher<br />

Education and the LIfecourse, SRHE & Open University Press,<br />

Buckingham, p. 67-78.<br />

Hussey, T. & Smith, P. 2003, 'The uses of learning outcomes',<br />

Teaching in Higher Education, vol. 8, no. 3, p. 357-68.<br />

Jacques, D. 1994, Learning in Groups, Kogan Page, London.<br />

Maclellan, E. 2004a,'Authenticity in assessmenttasks: A heuristic<br />

exploration of academics' perceptions'. Higher Education<br />

Research and Development, vol. 23, no. 1, p. 19-33.<br />

Maclellan, E. 2004b,'How/ convincing is alternative assessment<br />

for use in higher education?' Assessment & Evaluation in<br />

Higher Education, vol. 29, no. 3, p. 311-22.<br />

McFarlane-DIck, D. & Nichol, D. 2005, 'Formative assessment<br />

and self-regulated learning: A model and seven principles of<br />

good feedback practice'. Studies in Higher Education.<br />

Mentkowski, M. & Associates 2000, Learning that Lasts.<br />

Integrating learning, development and performance In college<br />

and beyond, Jossey-Bass Publishers, San Francisco.<br />

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Education for Adults, vol. 1: Adult Learning Education.<br />

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and formative feedback when using student derived marking<br />

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in Higher Education, vol. 27, no. 4, p. 309-23.<br />

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Glasner (eds). Assessment matters in higher education. The<br />

Society for Research into Higher Education / Open University<br />

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instructional systems', Instructional Science, vol. 18, p. 119-44.<br />

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Francisco.<br />

Serafini,F.2001,'Three paradigmsofassessmentMeasurement,<br />

procedure, and inquiry'. The Reading Teacher, vol. 54, no. 4, p.<br />

384-93.<br />

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Undergraduate Honours Education: Assessment Tool and<br />

Model for Future Work', The Journal of Academic Librananship,<br />

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A N A L T E R N A T I V E M E T H O D UF C D M M U N I G ATI D N B E T W E E N C L I E N T A N D<br />

D E S I G N E R AT T H E " F U Z Z Y F R Q N T E N D " O F T H E D E S I G N P R O C E S S<br />

Deborah Cumming<br />

The Robert Gordon University, Aberdeen, Scotland<br />

prs.cumming@rgu.ac.uk<br />

Abstract<br />

Communication plays a key role in identifying underlying<br />

business values to be interpreted through design, particularly<br />

whentheclientisnewtothedeslgnprocess.Thispaperdescribes<br />

an alternative approach to establishing an understanding of<br />

business values' communicated between small business client<br />

and graphic designer during the information gathering stage<br />

in the design process commonly referred to as "the fuzzy front<br />

end" (Press and Cooper 2003:58).<br />

The graphic designer's role during this information gathering<br />

process involves a multl disciplinary approach incorporating<br />

communication, management and marketing influences (Van<br />

RIel 1992; Johnson and Scholes 1993). Semiotics plays an<br />

important part in interpretation of business values through<br />

visual communication (Saussure 2000: Barthes 1993; Bernstein<br />

1986; Floch 2000; Kapferer 2001). These areas of expertise can<br />

remain untapped in small business practice (Walker 1990). In<br />

carrying out a design project, the graphic designer requires<br />

firstly to understand the values of the business and then to<br />

represent those values through design.<br />

This paper will describe research carried out through multiple<br />

case studies, reporting data analysis results. To conclude, a<br />

' Within the context ofthis research the term'business values'refers to<br />

the uniqueness associated with the business through an evaluation<br />

ofthe business by its members. Business values cannot be identified<br />

in isolation. The author adopts Saussure's theory of linguistic value<br />

as an analogy of business value'A community is necessary in order<br />

tD establish values. Values have no other rationale than usage and<br />

general agreement. An individual, acting alone, is incapable of<br />

establishing a value'Saussure (2000:112).<br />

discussion regarding implications ofthe alternative approach<br />

developed within the research will be considered in relation<br />

to both the graphic designer and small business client.<br />

Introduction:<br />

The "fuzzy front end" refers to the information gathering<br />

stage in the design process where the designer is involved<br />

in understanding the client's business from a strategic<br />

perspective (Cooper and Press 2003:58). The main source<br />

of information available to the small business is during the<br />

business start-up process, where it is guided through a<br />

business plan, provided generally by enterprise organisations.<br />

A plethora of information on formulating a business plan is<br />

easily available from a multitude of sources from various<br />

perspectives. However, little information is available for the<br />

small business as it considers continuing development of<br />

business values relative to information required by graphic<br />

design practice. The small business' values require to be<br />

reassessed due to the evolving nature of the development of<br />

the business as it matures and gains an understanding of Its<br />

values through market presence and trading experience.<br />

The scope ofthis research identifies that the end users of a tool<br />

(Communication Design Tool)^ developed within the research<br />

^ The term 'tool' is used within the context of this research as a<br />

systemised approach to the communication process between<br />

client and designer concerning a common understanding of core<br />

business values. The term 'tool' within the context of this paper will<br />

be accompanied by the acronym CDT (Communication Design Tool)<br />

as referred to within the research.


involved graphic designers working with small business<br />

clients. The random selection of small businesses selected for<br />

the research reflects the random nature of businesses that<br />

buy-in graphic design services.<br />

Johnson and Scholes stress that corporate strategy should<br />

be viewed as an evolving process in line with environmental<br />

influences, stating that;<br />

The ability to sense changes in the environment is<br />

important because perceived changes in environment<br />

influences signal the possible need for changes in<br />

strategy; they throw up opportunities and warn of<br />

threats {Johnson and Scholes 1993:107).<br />

An understanding of business values is an important<br />

communication tool both internally and externally as an<br />

integral aspect of business strategy. In small business practice,<br />

the need to formalise an understanding of business values is<br />

generally set-aside until such times as it becomes necessary.<br />

This usually happens when additional funding is required,<br />

and In this respect information is generally tailored to meet<br />

the criteria of the relevant financial institutions' requirements<br />

{Story 2002:58). Another area that requires information on<br />

small business values is when the business communicates<br />

with a graphic designer.<br />

Itis argued thatan explicit understanding of business values, as<br />

an ongoing development process, is essential in any business<br />

that require to communicate accurately to its stakeholders<br />

and many audiences (Johnson and Scholes 1993; Jobber<br />

1995; Drucker 1998; Van Riel 1992; Oiins 1989, 2003; Cooper<br />

and Press 1997; Press and Cooper 2003; Bernstein 1986; Ind<br />

1997;The Design Council 2006).<br />

The business plan serves to tentatively project future business<br />

development but it is not until the business matures that it<br />

begins to understand where it fits in the market place. Its<br />

customer base, objectives, attributes, ethics and origin. It is at<br />

this stage of small business design maturity that, according to<br />

Walker(1990)aneedforprofesslonal design input is recognised.<br />

The small business has some form of visual communication in<br />

place that may or may not have been professionally designed.<br />

This first rung on 'the ladder of design maturity' {ibid: 43-46)<br />

where professional graphic design services are employed,<br />

provides a challenge for the small business to make explicit<br />

an otherwise implicit understanding of their core values. In<br />

order to represent core business values visually, the graphic<br />

designer must first understand the specificities that describe<br />

small business core values.<br />

It is at this stage in the graphic design process. In dealing<br />

with the small business client, that problems anse: without a<br />

structured method of gathering information and/or adequate<br />

budget to work with, the designer is left hoping that all relevant<br />

questions have been covered, filling gaps with guesswork and<br />

intuition. Formulating questions to obtain an understanding of<br />

core business values presents problems for the inexperienced<br />

graphic designer. One ofthe main contributing factors which<br />

leads to poor design solutions is where the designer does not<br />

understand the business (Bernstein 1986; Press and Cooper<br />

2003).<br />

When commissioning design to interpret identity, Dickson<br />

reports that the design process is"much more intangible"than<br />

understanding the "processes" and "strategy" that make up the<br />

uniqueness of an organisation (Dickson 2001:31).<br />

Challenges presented to the client dunng the information<br />

gathering design process involve:<br />

l.The small business has difficulty In formularing an<br />

understanding oftheir core business values.<br />

2. The small business has difficulty in communlcaring<br />

those values to the graphic designer.<br />

These challenges provide essentia! "fuzzy front end"<br />

Informarion that serves to underpin the design process (Press<br />

and Cooper 2003:58).<br />

Research methodology<br />

The methodological approach adopted involved parricipant<br />

observarion and action research. The first case study was<br />

based on parricipant observation (Yin 1993; 2003). During<br />

the second and subsequent seven case studies, the research<br />

changed to acrion research (Denzin and Lincoln, 2003; Ladkin,<br />

2005).


Participant observation and action research<br />

Participant observation was the first method adopted within<br />

this research, due to the nature ofthe phenomena surrounding<br />

designer and client.The author was involved in the research as<br />

design practitioner, participant observer and facilitator of the<br />

entire process.<br />

The first study clarified the need for a method to better inform<br />

the design process.<br />

The remainder of the research set out to improve problems<br />

perceived within the phenomena through action research<br />

methodology (Denzin and Lincoln, 2003; Ladkin, 2005).<br />

Procedure: Case study process<br />

Phase! Phase 2 Phase 3 Phase 4 Phases<br />

Establish<br />

proposition<br />

1st<br />

Graphic<br />

Designer<br />

Pilot the<br />

tool (CDT)<br />

Case Study 5<br />

Develop the<br />

tool (CDT)<br />

Case Study 8<br />

Trial the tool<br />

(CDT)<br />

Case Study 2 Case Study 4 Case Study 7 Case Study 4 Case Study 4<br />

2nd<br />

Graphic 3rd<br />

Designer Graphic<br />

Case Study 5<br />

Case Study 9 Case Study 6 Case Study 6<br />

Designer<br />

Case Study 7<br />

Case Study 8<br />

Case Study 9<br />

Request<br />

feedback<br />

Case Study 1 Case Study 3 Case Study 6 Case Study 3 Case Study 3<br />

4th<br />

Graphic<br />

Designer<br />

Case Study 5<br />

Case Study 7<br />

Case Study 8<br />

Case Study 9<br />

Figure 1. Development of COMMUNICATION DESIGN TOOL:<br />

Research process<br />

Phase 1 - Establish the proposition<br />

Case study 1 - elucidate the research proposition by identifying<br />

the need foran improved method of communication between<br />

client and designer<br />

Case study 2 ~ establish the content of information to develop<br />

a tool (CDT) in relation to a complete graphic design process<br />

Phase 2 - Pilot the tool (CDT) with its end users i.e. small<br />

business client and graphic designer<br />

Case study 3,4 & 5 - iteration process, formulating the content<br />

ofthe tool (CDT)<br />

Phase 3 - Develop the tool (CDT) with small business clients<br />

and graphic designers<br />

Case study 6, 7,8&9- intensive Iteration process, developing<br />

and refining content<br />

Phase 4 - Collate information and provide analysis<br />

Phase 5 - Disseminate results through reports, clarify to<br />

respondents' satisfaction and conclude the field research<br />

by asking for feedback regarding the usefulness ofthe tool<br />

(CDT)<br />

Case study 3 - 9<br />

Research methods<br />

Participant observation was particularly relevant during the<br />

first case study, where practice based participant observation<br />

was essential to experience In thefield situations and elucidate<br />

the research proposition. During the first case study, the need<br />

for a tool (CDT) to aid the communication process between<br />

small business client and designer was elucidated.<br />

The tool (CDT) was then developed In collaboration with small<br />

business clients and graphic designers who work with this<br />

client base. Action research became necessary as a research<br />

approach during this process, due to the iterative nature of<br />

developing the tool (CDT).<br />

The iteration process involved a continuous process of<br />

information gathering and analysis.The results influenced each<br />

sequential phase in the research process: key information from<br />

phase one informed phase two and so on, as shown in figure 2.<br />

Phase 1<br />

Establish proposition<br />

Phase 2<br />

Pilot the tool (CDT)<br />

Phase 3<br />

Develop the tool (CDT)'<br />

Phase 4<br />

Trial the tool (CDT)<br />

Phase 5<br />

Request feedback<br />

Figure 2. Development of COMMUNICATION DESIGN TOOL:<br />

Iteration process


During phase one of the process the first two case studies<br />

provided elucidation ofthe research proposition and identified<br />

the need to develop a faciJitation tool (CDT). In collaboration<br />

with a pre-determined selection of a further seven small<br />

businesses and four graphic designers, a prototype too! (CDT)<br />

was developed to unpack management and marketing models<br />

in an attempt to make implicit core business values explicit. This<br />

was initiated through a tool (CDT) in the form of a questionnaire<br />

to be completed by principal stakeholders and customers where<br />

possible,within each business. The intention of the tool (CDT) was<br />

to establish a state of play of the business in terms of perception<br />

of business values and later, graphic design preferences.<br />

The tool (CDT) was offered as a paper-based format for the<br />

purposesofinformatlongathenng and development.Completion<br />

ofthe tool (CDT) resulted in an individual profile of four general<br />

areas of information required to inform the graphic design<br />

process of key business values and graphic design elements.This<br />

process was carried out within the seven selected businesses.<br />

These four main areas of the tool (CDT) included:<br />

1. Basic business information.<br />

2. Competitors'visual language.<br />

3. Core business values.<br />

4. Graphic design preferences.<br />

The business value section ofthe tool (CDT) (3.Core business<br />

values) draws from facilitation models applied within<br />

communication, management and marketing.<br />

The tool (CDT) provides a platform for emerging core business<br />

value terms, graphic design elements and an understanding<br />

of the visual language of small business competitors. The<br />

tool (CDT) was to be completed by pnncipal stakeholders,<br />

including customers where possible from each of the selected<br />

small businesses.<br />

Translation of business values into graphic design visual<br />

guidelines<br />

The next stage In the process was to translate business<br />

values into a set of visual guidelines. These guidelines, having<br />

emerged as a result of the development of the tool (CDT)<br />

and clarified by the small business, informs the graphic<br />

design process through a pre-deslgn bnef analysis. A report<br />

distributed to each business representative concluded the<br />

development and analysis ofthe tool (CDT).<br />

To conclude participant research, interviews were conducted<br />

with each business representative. At this final stage in the<br />

research, the business representatives were asked to evaluate<br />

the viability and level of success of the tool (CDT) as 1) a<br />

useful process of informadon gathering and also 2) whether<br />

or not the procedure provided a better understanding ofthe<br />

graphic design process in determining business values to be<br />

interpreted through visual communication.<br />

Visual communication<br />

The term visual communication is located within the semiodc<br />

paradigm. Visual communication literature Is influenced by<br />

Floch (2000), Bernstein (1986), Schirato & Webb (2004) and<br />

Morgan &Welton (1992).<br />

Floch defines his plctona! discourse approach to semiotics<br />

as "an object of meaning through bncolage" (Floch 2000:2).<br />

According to Floch, a bricoleur "not only builds a collection<br />

of facts of usage (that are not necessarily stereotypical) but<br />

also adapts and reworks them" (Floch 2000:38). In explonng<br />

visual identity as it is produced bvy brlcolage, underpinned by<br />

cultural anthropology, Floch realised that the language used<br />

was referred to as "a community of value" Floch (2000:7-8)<br />

Underpinning corporate identity concepts depicted through<br />

visual communication are represented through symbolism<br />

as a visual identity, meaning: "it [symbolism] ensures the<br />

recognition and proper positioning of a commercial enterprise"<br />

as "an expression ofthe company's specificity" (Floch 2000:32).<br />

Business values are translated through visual communication,<br />

involving semiotics to ensure that "the packaging, product<br />

design or logo signify what they are supposed to signify"<br />

(Floch 2000:9). Visual communication translates values<br />

through symbolism involving metaphor as complex and often<br />

lacking continuity "Symbols help us to communicate. Man is<br />

a natural user of analogy and metaphor" (Bernstein 1986:35).<br />

Symbolism, in terms of corporate identity and logos are<br />

explored by Floch (2000) and Bernstein (1986).


Through semiotics, graphicdesignerscan tracetheculturai and<br />

visual elements applied in creating a visual language, specific<br />

to their clients' business sector. In this way graphic design<br />

translates business values through the semiotic discourse of<br />

visual communication.<br />

Request participant feedback<br />

A final in1:erview process with each of the seven small business<br />

representatives concluded the collaborative research. Two<br />

closed questions were asked of each representative regarding<br />

evaluation of the tool developed during the research process.<br />

These questions were key to validating the relevance of the<br />

tool and the research itself. The two questions concerned: 1) Is<br />

the too! (CDT) something that you would use? 2) Has working<br />

with the tool (CDT) given you a better understanding ofthe<br />

graphic design process?<br />

Al! respondents reported that they would use the tool (CDT) and<br />

that in using it, it has demystified the graphic design process.<br />

Analysis<br />

Content analysis was selected as a technique for textual data<br />

analysis. The main and most common concern with content<br />

analysis is that although the number of times a word is used<br />

can be calculated, the meaning and context of the words<br />

in question remains ambiguous. The relationship between<br />

words within the context of the phenomena is more relevant<br />

than counting words or categories as a method of analysis.<br />

In this respect, a hands-on coding method of data analysis<br />

was adopted, working with the text through multi-coding<br />

categories, looking for patterns, checking the data against the<br />

research proposition and other data collected (Bailey 1996).<br />

Evaluation procedure<br />

The procedure used to elucidate the need to develop a tool<br />

(CDT) to Improvethecommunicationexchangebetween client<br />

and designer during the information gathering stage in the<br />

design process was carried out through an intensive Iteration<br />

process involving; a) the author as participant observer, action<br />

researcher; b) semi-structured interviews with four graphic<br />

designers and eleven interviews connected with participating<br />

business members; c) four graphic designer evaluations and<br />

d) nine case studies. Involvement ofthe end users as active<br />

participants throughout the entire development process of<br />

the tool (CDT) was central to the research methodology and<br />

resulting outcomes.<br />

Graphic designer evaluation was carried out at each phase in the<br />

process to ensure that the development of the tool (CDT) was<br />

also aligned to graphic designer needs. In selecting four graphic<br />

designers who have experience of working with this client base,<br />

an evaluation of the tool (CDT) was carried out from four graphic<br />

designers'perspectlves atfour stages during the development of<br />

the tool to ensure that measures were taken towards obtaining<br />

an objective, unbiased participant perspective.<br />

Resulting implications of applying the tool<br />

Obtaining first band information of small business core<br />

values<br />

As a direct result of using the tool, the graphic designer is<br />

provided with information on small business core values and<br />

market competition generated by the small business client.<br />

Information gathered to inform the graphic design process is<br />

carried out by the small business client. The fuzzy front end of<br />

the design process Is replaced by information provided directly<br />

from its source i.e. selected small business stakeholders. In<br />

this respect, the resulting information represents a more<br />

considered evaluation of small business values.<br />

Various state-of-piay methods that elicit an understanding<br />

of the business from its source i.e. stakeholders have been<br />

evaluated. Corporate communication methods such as<br />

Lux's Star method and Bernstein's Cobweb method have<br />

been adapted to evolve an understanding of small business<br />

corporate identity (Van Riel 1992:50-52).<br />

The end purpose of gathering information on the small<br />

business relevant to this research is to inform the graphic<br />

design process. Methods applied to elicit this information<br />

have been influenced by corporate communication practices,<br />

especially Bernstein's Cobweb method (Van Riel 1992:52).


The small business controls communication of core values<br />

As a direct result of using the tool (CDT), the small business<br />

is responsible for providing information of core values from<br />

selected stakeholders within the business.<br />

In engaging with the tool (CDT), the small business controls<br />

information communicated to the graphic designer and by<br />

taking this level of control, is also responsible for supplying that<br />

information. This can result in a safety mechanism during the<br />

communication exchange between client and designer prior<br />

to carrying out any design project. A sense of empowerment<br />

was reported from several small business representatives in<br />

undertaking this process.<br />

At the particular stage in the small business's development in<br />

terms of: a) design maturity (Walker 1990); b) development<br />

shift into managerial roles (Storey 2002) and c) growth<br />

development stage (Scott & Bruce 1987), the small business<br />

is ideally placed to formulate an understanding of business<br />

values, facilitated by the tool (CDT). According to this research,<br />

all graphic designers reported that at business start-up, the<br />

business is not mature enough to understand its place in<br />

terms of where it fits in the market.<br />

At the stage ofthe small business's development specified in<br />

this research, the small business seeks professional graphic<br />

design input.This requires the small business to communicate<br />

core values to the graphic designer that will inform the graphic<br />

design process, as detailed in figure 3.<br />

Figure 3. Identification of need to formulate an understanding<br />

of small business core values in relation to level of growth<br />

development (Scott and Bruce 1987) and design maturity<br />

(Walker 1990).<br />

Without sufficient understanding of core business values, the<br />

communication exchange between small business client and<br />

graphic designer is inadequate, leaving the designer to rely on<br />

guesswork and intuition (Cumming and Malins 2006:159-167).<br />

In this respect, an information gap exists regarding the<br />

need for a more informed method of communication within<br />

the small business market sector as identified within this<br />

research. This research has revealed that information sourced<br />

to assist the small business in understanding its core values<br />

at this particular stage in its development is problematic. The<br />

literature search found that at the time of writing, there is little<br />

UK information on the graphic design information gathering<br />

process available to the small business client.<br />

Common language between small business client and<br />

graphic designer<br />

The tool (CDT) engenders the basis for a more informed<br />

communication exchange that connects the small business<br />

with the language of graphic design. Therefore, in using the<br />

tool (CDT), the resulting communication exchange crosses<br />

disciplines and engenders a platform from which a more<br />

common language between client and designer can begin to<br />

emerge.<br />

Dealing with small business respondents throughout the entire<br />

engagement with the tool (CDT) as a communication process,<br />

the author was required to explain graphic design terminology<br />

to most ofthe small business representatives. Several comments<br />

made by small business representatives throughoutthe process,<br />

relating to graphic design terminology is reported as:<br />

Case study 3: 'What does font mean?'.<br />

Case study 4: 'What does the Nike Swish mean? What's<br />

that? How would this section work?'.<br />

Case study 5: 'Bamboosled [sic]! Need you [the author] to<br />

talk me through the design section'.<br />

Case study 6: 'What do you mean by symbolism?'.<br />

Case study 7: 'We have a logo, why do we need a<br />

symbol?'.<br />

Case study 8: 'Could you explain what graphic design is,<br />

and what does a graphic designer do?'.<br />

Case study 9: 'This demystifies graphic design'.


The researcher clarified that problems exist during the<br />

communication exchange of small business values between<br />

client and graphic designer, pnor to any design project.<br />

In offering an alternative method of communication exchange<br />

during the information gathering graphic design process<br />

a focus shift occurred. This involved the small business in<br />

gathering Informarion and not the graphic designer.This focus<br />

shift occurred as a direct result of applying the tool (CDT) as<br />

an alternarive to the "fuzzy front end"communlcarion process<br />

(Press and Cooper 2003:58).<br />

Exisring graphic design pracrice involves the designer taking<br />

responsibility for gathering informarion on the small business,<br />

as the research has evidenced through interviews with four<br />

graphic designers experienced in working with the small<br />

business client. The domino effect of this focus shift impacts<br />

on various aspects of the role of graphic design in working<br />

with the small business client.<br />

Communication Design Tool<br />

The aim ofthe research was to provide a tool (CDT) to better<br />

inform both the graphic designer and small business client<br />

through a more explanatory process ofallgning graphic design<br />

components to small business values.The tool (CDT) aimed to<br />

involve the client at an early stage in the design process and<br />

thereafter empower the client to update relevant informarion<br />

as the business evolves.<br />

In involving the small business client in the graphic design<br />

process at the eariiest of stages, i.e. the informarion gathering<br />

stage, both the small business and graphic designer are better<br />

Informed through applying the tool (CDT) as an alternarive<br />

communication conduit. The small business is exposed to the<br />

graphic design process as a direct result of working through<br />

the various constituent aspects of the tool (CDT). The graphic<br />

designer is better informed of the businesses' core values, key<br />

competitors and stakeholder perceprion of graphic design<br />

elements provided by informarion gathered by the small<br />

business and evidenced within the tool (CDT).<br />

The communication exchange, as a direct result of using the<br />

tool (CDT), informs the small business ofthe graphic design<br />

process and how graphic design communicates values: By<br />

deconstrucring the graphic design process into elements that<br />

can offer meaning In relarion to the cultural environment of<br />

the specific small business market sector. An understanding<br />

of how design communicates values evolves as a direct result<br />

of client and designer exploring and mapping graphic design<br />

elements that are aligned to business values.This is as a direct<br />

result of client and designer engaging with the tool (CDT).<br />

Exisring graphic design pracrice recognises that in working<br />

with the small business client, the language of graphic design<br />

is explored on a need-to-know basis, I.e. where the client does<br />

not understand why certain graphic elements have been used<br />

and also the way in which those graphic elements communicate<br />

business values.Thegraphicdesigner explains the theory behind<br />

the concept but as the small business client is unfamiliar with<br />

the visual language of graphic design, the explanarion provided<br />

does not always clarify meaning. In engaging with the tool<br />

(CDT), graphic design elements are deconstructed and explored<br />

further by offering examples of graphic design elements that<br />

clarify meaning as a result of client and designer discussions.<br />

An important aspect ofthe too! (CDT) is that it forms a platform<br />

fora deeper level ofcommunicarion between clientand designer<br />

by deconstrucring graphic design elements and aligning those<br />

elements to similariy deconstructed business values.<br />

Wherethe client questionsthe alignment ofcore business values<br />

with graphic design elements, the designer can provide an<br />

explanarion of business values communicated through graphic<br />

design elements and therefore in engaging with the tool (CDT)<br />

an educational platform is provided. The mechanisms of the<br />

tool (CDT) reflect Bernstein's illustrarion ofthe communication<br />

process, depicted in figure 4 (Bernstein 1986:32).<br />

—b—<br />

•——• > —'<br />

^ ^ ... _<br />

Feed&scK<br />

Figure 4. Bernstein's example ofthe communicarion process.<br />

Source: Bernstein 1986:32.


Interviews with the four graphic designers revealed that<br />

educating the small business client in the design process<br />

involves an integral aspect of working with this client base.<br />

The small business's level of design maturity is minimal, as<br />

graphic design is generally the small business's first exposure<br />

to professional design (Walker 1990:43-46).<br />

An alternative method of communication exchange<br />

between client and designer<br />

The benefits regarding an alternative method of<br />

communication exchange concerning the graphic designer<br />

are firstly that the graphic designer is provided with first<br />

hand information on the business directly from source. In this<br />

way the business controls the information provided to the<br />

designer and subsequently takes responsibility for gathering<br />

appropriate information as specified within the tool (CDT).<br />

Secondly, in providing information on core business values<br />

to the designer, the small business takes responsibility for<br />

the nature of the information provided and also absorbs<br />

costs incurred in formulating the information. The designer is<br />

therefore provided with information that can be used to trace<br />

back design concepts aligned to core values before they are<br />

developed into design solutions.<br />

The designer is also provided with information that can reveal<br />

and guide subsequent formulation of design concepts. The<br />

information provided by the small business as a result of using<br />

the tool (CDT), enables the designer to evaluate the small<br />

businesses level of graphic design understanding regarding<br />

graphic design. The designer then has the opportunity<br />

to explain the way in which the selected graphic design<br />

elements communicate (or otherwise) resulting business<br />

values i.e. how design communicates values. The information<br />

provided by business stakeholders in completing the tool<br />

serves as a valuable communication conduit between client<br />

and designer.<br />

Conclusions<br />

Information gathered as a direct result of using the tool (CDT)<br />

serves as an important communication platform from which<br />

to better inform the graphic design process.<br />

The tool (CDT) as an alternative approach to gathering<br />

information on small business values shifts responsibility from<br />

the graphic designer to the small business.<br />

Existing communication exchange between small business<br />

client and graphic designer fails to provide the designer with<br />

adequate understanding of core business values necessary to<br />

underpin the design process.This often results in inappropriate<br />

design solutions (Phase 1: Case study 1).<br />

The small business client had not formulated an understanding<br />

of its values at the point of contact with the graphic designer<br />

(Case study 1,2,3,4,5,7,8,9). At this specific stage in the small<br />

business's development where it required design solutions<br />

to communicate certain aspect of its business, it did not have<br />

the tools with which to formulate an understanding of its core<br />

values.<br />

The literature revealed (UK) that little information is available<br />

on formulating an understanding of business values at<br />

the stage of development identified within the scope and<br />

context ofthis research. However, literature is available to the<br />

small business concerning business start-up information in<br />

formulating a business plan or funding proposal. Information<br />

relating to management and marketing models that guide the<br />

development of understanding medium and large business<br />

values provide useful forward insights but do not serve to<br />

address the small business needs defined within the scope of<br />

this research.<br />

The resulting focus shift occurred as the tool (CDT) was<br />

applied during this research in gathering a body of relevant<br />

information generated by selected stakeholder evaluation to<br />

better inform the graphic design process. In applying the tool<br />

(CDT) at the information gathering stage in the design process,<br />

other aspects emerged as beneficial to the small business and<br />

graphic designer. One benefit that emerged regarding the small<br />

business was that in formulating an analysis of core business<br />

values, all selected stakeholders were involved in the process.<br />

The dialogue that surrounds the analysis is in some aspects<br />

more important than the results. Bernstein's Cobweb method<br />

where key decision makers decide on key terms of reference<br />

in respect of perceived business values identifies that analysis


of stakeholder input can provide an invaluable understanding<br />

of stakeholder perception ofthe business.<br />

As a result of undertaking this process, the analysis In terms<br />

of an evaluation of stakeholder perception, reflects how<br />

individual stakeholders communicate business values to the<br />

businesses many audiences.<br />

Lastly, the research acknov^ledges that the tool Is not a<br />

prescribed form of communicarion. The resulring guidelines<br />

are offered to inform, not to dictate to the graphic designer.<br />

Applying the tool to the fuzzy front end of the information<br />

gathering stage In the design process, the designer can<br />

use the resulring informarion as a basis from which to<br />

develop concepts and solutions through a more informed<br />

communication experience between client and designer.<br />

References<br />

PRESS, M. and COOPER, R., 2003. The Design Experience.<br />

England: Ashgate, 58<br />

VAN RIEL,C. B.IVl.,1992.PrinclplesofCorporateCommunication.<br />

England: Prentice Hall<br />

JOHNSON, K. and SCHOLES, K., 1993. Exploring Corporate<br />

Strategy. England: Prentice Hall, 107<br />

SAUSSURE, F. DE., 2000. In: Course in General Lingulsrics. C.<br />

BALLY AND A.<br />

SECHEHAYE eds. London: Gerald Duckworth & Co., 112<br />

BARTHES, R., 1993. Mythologies. London: Vintage Press<br />

BERNSTEIN, D., 1986. Company Image and Reality. East Sussex:<br />

Holt, Rinehart and Winston<br />

FLOCH, J-M., 2000. Visual Identities. London: Conrinuum<br />

KEPFERER, J-N., 2001. [Rejinvenring the brand: Can Top Brands<br />

Survive the New Market Realiries? London: Kogan Page<br />

WALKER, D., 1990. Design Maturity:The Ladder and the Wall: In<br />

M. OAKLEY, ed. Design Management. Oxford: Blackball, 43-46<br />

STOREY, D. J., 2002. Understanding the Small Business Sector.<br />

London: Internarional Thomson Business Press<br />

JOBBER, D., 1995. Principles and Practices of Markering.<br />

England: McGraw-Hill<br />

DRUCKER, P.F., 1998. Peter Drucker on the Profession of<br />

Management. USA: Harvard Business School<br />

OLINS, W., 1989. Corporate Identity: Making business strategy<br />

visible through design. London:Thames and Hudson<br />

COOPER. R. and PRESS. M., 1997. The Design Agenda: A Guide<br />

to Successful Design Management. England: John Wiley &<br />

Sons


İND, N., 1997. The Corporate Brand. London: McMillan Press<br />

Ltd. The Design Council, 2006<br />

DICKSON, P., 2001. It's Not About Size: Bigger Brands for Smaller<br />

Businesses. London: Virgin Publishing, 31<br />

YIN, R. K., 1993. Applications of Case Study Research. USA:<br />

Sage Publications<br />

YIN, R. K., 2003. Case Study Research: Design and Methods.<br />

USA: Sage Publications<br />

DENZIN, N. K. AND LINCOLN, Y.S., 2003. The Landscape<br />

of Qualitative Research: Theories and issues. USA: Sage<br />

Publications<br />

LADKIN, D., 2005. The Enigma of Subjectivity: How Might<br />

Phenomenology Help Action Researchers Negotiate the<br />

Relationship Between 'Self, 'Other' and 'Truth? In: P REASON,<br />

and H. BRADBURY eds. Action Research. London: Sage<br />

Publications, 120<br />

SCHİRATO, T. and WEBB, J., 2004. Understanding the visual.<br />

London: Sage Publications, 16<br />

MORGAN, J. and WELTON, P., 2003. See what 1 mean? An<br />

introduction to visual communication. London: Edward<br />

AInold<br />

TOULMIN, S. E., 2003. The Uses of Argument. Cambridge:<br />

Cambridge University Press, 201<br />

SCOTT, M. and BRUCE. R., 1987.'Five Stages of Growth in Small<br />

Businesses'. Long Range Planning, 20, (3), 45-52<br />

CUMMING, D. and MALINS, J., 2006. The Values Of Graphic<br />

Design in Small Ul


T H E R D L E • F T H E L E A R N I N G C O N T E X T A N D D E S I G N E R C H A R A C T E R I S T I C S<br />

C H A L L E N G E A N D R E V E A L T H E D E S I G N P R O C E S S<br />

Dr. F. Nur Demirbiiek, n.demirbiiek@qut.edu.au<br />

Dr. Dianne Joy Smith, d.smith@qut.edu.au<br />

Andrew Scott, aj.scott@qut.edu.au<br />

Dr. Les Dawes, l.dawes@qut.edu.au<br />

Paul Sanders, ps.sanders@qut.edu.au<br />

Queensland University of Technology<br />

Faculty of Built Environment and Engineering<br />

Brisbane, Australia<br />

Abstract Introduction<br />

This paper discusses how designing is much more than the<br />

execution of a process toward an end product that satisfies<br />

a client brief. Instead design and designing are integrated<br />

with a designer's personal philosophy, understandings and<br />

attributes, relationships with others, and the nature of the<br />

project.<br />

The project to be described in this paper explores how context<br />

can mould the experience of designing at a personal and<br />

collective level, and thereby, influence the resultant outcome.<br />

The project's focus offered the potential to monitor how<br />

students respond to the design process in a multidisciplinary<br />

environment. The findings indicate that students and staff<br />

were enthusiastic about the opportunity to participate in a<br />

community service project and that student engagement<br />

was influenced by their expectations, individual personalities,<br />

and group dynamics. It was also demonstrated that these<br />

influences were facilitated by the learning environment and<br />

impacted on the design process.<br />

Therefore, it is proposed that university students respond to<br />

projects that demand high levels of engagement and real world<br />

context. The students bring to that process rich experiences<br />

and knovv'ledge in an integrated manner. The interrelationship<br />

between the design, the designer, and the context is therefore,<br />

an essential consideration fordesign educators and practitioners<br />

when fostering teams and tackling design projects.<br />

The focus of the paper is a community service project to<br />

design an educational tourist centre for the Save the Bilby<br />

Fund located in Charleville, South West Queensland, Australia.<br />

The design was undertaken by a multidisciplinary team<br />

of students, staff and professionals from architecture,<br />

engineering, interior design, industrial design, and landscape<br />

architecture. It was an elective for the students and the staff<br />

volunteered to be involved in the design team.<br />

Understanding what it is to design is discussed through<br />

reflection and evaluation of two design workshops that were<br />

the core activities ofthe project. The project altered student<br />

perceptions of design, of their own discipline and of the<br />

other disciplines, and insights into their personal attribute<br />

and personality were possible. Collectively these aspects<br />

clearly indicated that the design is a product ofthe evolving<br />

experience of designing and that design cannot be understood<br />

holistically if discussed simply as method or process. Design<br />

therefore has the potential to be transformative in its nature.<br />

THE PROJECT<br />

The facility to be designed was the vision of zoologist Peter<br />

McRae who envisioned a centre that would educate the public<br />

about the ecology of semi-arid and arid areas with particular<br />

emphasis on underground systems and their interdependency<br />

with our everyday life. The Australian marsupial Macrotis


agor/s, commonly known astheb/Vby, is the Iconic animal used<br />

to demonstrate the potential for alternative lifestyles in these<br />

severe regions. The income from the non-profit facility to be<br />

located in Western Queensland, Australia will fund research<br />

into Australian endangered species.<br />

It was considered imperative that the design teams visit<br />

Charleville in order to appreciate the context of the site and<br />

ofthe native flora and fauna. Therefore, the student project<br />

involved two intensive design workshops. The first workshop<br />

in 2004 consisted of nine students and three staff on site for<br />

one week. It provided a strong conceptual basis and bnefing<br />

document for future work, as outlined in depth in Smith, et al.<br />

(2005).The work resulted in a set of guidelines for undertaking<br />

multldlsciplinary projects with emphasis being placed on the<br />

advantages of block teaching, the Involvement of the client,<br />

and an intimate knowledge of the site and the community<br />

stakeholders, in order to foster engagement and an in-depth<br />

understanding of a project.<br />

Limitations identified in the first workshop were addressed In<br />

the second workshop held in 2006. These included the need<br />

for a longer penod of immersion for block teaching, a greater<br />

understanding of the semi-arid location-based constraints,<br />

greater clarity in regard to staff expectations and a more<br />

explicit educational structure to underpin the teaching and<br />

learning approach adopted. This workshop involved fourteen<br />

students from four disciplines who formed two teams, and<br />

five staff members working with consultants and clients over<br />

a two week period in Chadeville.<br />

The structure of this second program consisted of an<br />

onentation and bnefing session, preliminary research by the<br />

students, a series of staff or expert presentations involving<br />

exemplars and visuals which provided base knowledge about<br />

theclient, thedisciplines, the context, and possibieapproaches<br />

to tackling the project. Student presentations were held at the<br />

end of week one and week two; the first presentation (in the<br />

spirit of collaboration) was to the client and council in order<br />

to receive feedback, and the second to the client, council, and<br />

community as part ofthe community consultative process.<br />

In both workshops the format of sessions was largely directed<br />

through discussion as the project unfolded with debnefing<br />

and briefing sessions occurnng each morning. Social activities<br />

were also an important part of the learning context. This<br />

open and enthusiastic working environment stimulated<br />

engagement and productivity.<br />

Work-in-progress was displayed on the walls to stimulate<br />

discussion and as a point of reflection. Activities outside<br />

the 'studio' served to allow some down-time while being<br />

necessary for the project. These included site visits and<br />

visit to the bilby enclosures. In addition, to fit In with the<br />

sustainabillty design theme of the project, the students<br />

designed and constructed a small scale rammed earth wall<br />

from local soils, which became part of the overall design<br />

project. The objective ofthe exercise was to give all students a<br />

better understanding and appreciation of alternative building<br />

materials and construction techniques. The constructed wall<br />

was subsequently monitored to examine beneficial thermal<br />

properties. This acrivity also served as a hands-on team<br />

building exercise.<br />

DEVELOPING ATEACHING and LEARNING FRAMEWORK<br />

Assumptions concerning three aspects of student learning—<br />

interdisciplinary interaction, design methodology, and the<br />

engagement of adult learners—were made.<br />

Adult learners: Adult learners are known to require<br />

meaningful learning experiences and 'vital involvement in<br />

one's world as opposed to the spurious flirtations of youth'<br />

(Erikson inTweedell 2000, p.3).<br />

'Dewey believed that learning best occurs within<br />

an institurion which will not obstruct experience...<br />

A progressive insriturion will shape experience by<br />

reorganizing the surroundings and providing an<br />

environment that will promote growth. The outcome<br />

should be a fully integrated personality whose<br />

successive experiences are integrated with one another.<br />

This is the creation of self control gained through a<br />

product of reflecrive learning' (Tweedell 2000, pp.2-3).<br />

Tweedeli (2000, p.4) states that education of adults should in<br />

fact'transform individuals so they may change society'as had<br />

been posited by Mezirow and Freire.


It was therefore proposed that a learning environment<br />

that provided an opportunity for university students to be<br />

embedded in a real project would prove to be stimulating<br />

and meaningful for them. Our project revealed In a first­<br />

hand manner the inherent complexities of the project, the<br />

stakeholders, and working with other consultants.<br />

Design iVIethodology: In addition It is known that designers<br />

come to a design problem with different understandings of<br />

what it is that they are doing. Franz (1997) in her study of the<br />

conception ofinterior design demonstrated thatarchitectsand<br />

interior designers working in this field may have one (or more)<br />

conceptions of designing experiential, structural, production<br />

or retail. Their conception will underpin how they go about<br />

the process of designing. Franz quotes Marton's definition<br />

of phenomenography applied to educational research, as<br />

'...mapping the qualitatively different ways in which people<br />

experience, conceptualize, perceive, and understand various<br />

aspects of, and various phenomena in, the wodd around them'<br />

(1997 p.11). Students with differing backgrounds may have<br />

differing understandings ofthe task set and how to undertake<br />

designing.<br />

The Charleville workshops provided an opportunity to work to<br />

reveal these differences and to reflect on the advantages and<br />

disadvantages each may have. Franz's typology also enabled us<br />

to critique the process evidenced through the work, images and<br />

reflections after the workshops to analyse what had occurred.<br />

Interdisciplinary Interaction: Associated with the diverse<br />

understandings ofthe individual students (and staff members)<br />

was the interdisciplinary nature of design teams. The potential<br />

to address complex and ill defined design problems or<br />

situations through a transdisciplinary approach recognised in<br />

that new and innovative solutionscan emerge from the blurred<br />

edges of discipline discourses and practices. Transdisciplinary<br />

activity takes 'as an article of faith the underlying unity of<br />

all knowledge' and as a consequence works beyond the<br />

discipline boundaries (Newell 1992). As highlighted in Smith<br />

et al. (2005), disciplines have distinct set of knowledge, theory<br />

and practices, and therefore,'collaboration involves relating or<br />

integrating knowledge and methods for each domain'(Squire<br />

1992 p.7), because as Squire points out, 'the discipline culture<br />

(philosophy, values, or understandings of the world) is not<br />

taken into such an account. In contrast, disciplines have also<br />

been described as a loose field consisting of many subfields'<br />

(Squire 1992) and each may have stronger links to the core<br />

subfields of other disciplines (Becher 1990).<br />

How an individual perceives the way disciplines should interact<br />

will influence how he or she goes about the project and in the<br />

case of educators how they establish the context in which group<br />

activity is undertaken. As Newell (1992) observed, those seeing<br />

interaction only in operational terms will tackle the project by<br />

seeking to identify discipline topics to cover and/or references<br />

to contribute. However if a broader understanding is held, the<br />

interaction will seek to identify and embrace philosophical<br />

differences through interdisciplinary engagement.The bringing<br />

of discipline knowledge to a problem in the role of'expert' can<br />

be limiting and may reinforce current or known approaches<br />

and resolutions. The processes may be built upon consultation<br />

and compromise rather than on innovative collaborations.<br />

Therefore,thesecondworkshopexplicltlyencouragedstudents<br />

to interrogate the problem in a holistic sense—to bring<br />

professional and personal experiences, as well as common<br />

sense understandings, to the task. During the second week,<br />

students were encouraged to also contribute their specialised<br />

knowledge once the problem had been explored and defined<br />

by the group. It was anticipated that some students might<br />

have difficulty breaking old habits when presented with such<br />

freedom to engage with a situation especially when it was<br />

'real'.The two week session was therefore designed so that the<br />

students were required to bnng the work to an endpoint in<br />

the company of others; thereby addressing the fracturing that<br />

had occurred in the first workshop (Smith et al. 2005).<br />

Figure 1. One ofthe teams analysing the site constraints.


This paper reports on an ethnographic approach in order to<br />

research the expenence of design by the participants. The<br />

staff members were also participants in the design wori


an endpoint for the design process. Likewise tlie roles<br />

identified indicated that the individuals perceived a definite<br />

role for the discipline they belonged to—architecture as an<br />

innovator, engineering to oversee safety, interior designers to<br />

address user needs and facilitate experiences, while landscape<br />

architecture as creators of integrated and responsible spaces.<br />

In addition, landscape and interior designers felt it necessary to<br />

identify clearly what they are not (gardeners and decorators).<br />

These conceptions indicate that discipline perceptions of<br />

design is different from the other disciplines. Such differences<br />

may influence how members of a discipline; that is the<br />

students, may approach the design project and their role in a<br />

collaborative team.<br />

Students were also asked to respond to a number of set<br />

questions at the commencement of the project in Chadeville.<br />

The purpose was to ascertain student conceptions of and<br />

aspirations for the workshop. These questions were: What do<br />

you expect the scope ofthe project will be? What do you expect<br />

you will learn as a result? How do you feel about the process?<br />

What knowledge and/or skills do you expect to be able to<br />

contribute in areas or ways that would be considered outside<br />

your core discipline area to the development of project?<br />

it is evident from the responses that all students felt excited<br />

but simultaneously being worried or anxious about what<br />

would be required of them and how they may perform. For<br />

example descriptors used included;<br />

Excited; motivated; happy; optimistic; anxious; worried; scared;<br />

unsure; concerned.<br />

A number of students envisaged the project in practical<br />

terms, However, others anticipated that opportunities for new<br />

experiences and the need to fulfil broader client and societal<br />

goals were involved. For example:<br />

It will involve extensive community consultation/interaction;<br />

design of a tourist centre that will educate people; an exceptional<br />

design that attracts tourists and allows them to observe and<br />

interact v/tth bilbies; work together as a mixture of disciplines;<br />

practicol/reolistic design; attraction ttiat wiil put Cfiarlevilte on<br />

tourist map; iconic design; low maintenance eco-friendly building<br />

and landscape.<br />

Learning outcomes identified also varied between those<br />

who predicted that skills and facts would be acquired and<br />

those who foresaw that personal development and generic<br />

capabilities would develop. For example:<br />

How to work within a multidisciplinary group; learn from others<br />

and share own knowledge with others; teamwork; nature of<br />

ecotourism In Australia; ESD for semi-arid regions; understanding<br />

of rural Australia; to contribute to a real life design; to see from<br />

different perspectives; compromise.<br />

In addition, the authors sought to make explicit how students<br />

perceived the discipline boundaries and integration before<br />

the project commenced. Therefore, the following question<br />

was posed; What knowledge and/or skills do you expect to be<br />

able to contribute in areas or ways that would be considered<br />

outside your core discipline area to the development of project?<br />

Again it was evident that some students saw their ability<br />

to contribute simply in terms of discipline expertise while<br />

others considered themselves more holistically in terms of<br />

personal experiences, personality, and generic capabilities.<br />

For example:<br />

Commonsense and practical approach; ability to discuss and<br />

listen to everyone's opinion; organizational skills; communication<br />

skills; motivate the team and keep everyone having fun; outback<br />

culture (S4).<br />

Structured Reflections: i\rtidway Experience<br />

To gauge the students' learning experiences, each student<br />

was asked to address a number of questions at the end of<br />

week one. The first week's program had encouraged students<br />

to work outside their discipline frameworks to interrogate the<br />

problem and to explore the potential of the project.<br />

The comments reflected different learning approaches<br />

with some students only listing the what. However, others<br />

discussed the what more holistically by stressing how personal


dimensions were already interwoven with the professional<br />

aspects. When explicitly asked how they felt, all students<br />

commented that they had commenced the project with a<br />

balance between excitement and fear reinforcing the initial<br />

result.<br />

Structured Reflections: Overall Experience<br />

On the second last day each student was asked to stop and<br />

reflect on the process and outcomes from their individual<br />

perspectives.The questions posed were:<br />

Have your expectation been met?; What are the key things<br />

you have learnt?; What key things have you learnt from other<br />

disciplines and interdisciplinary teams?; and, What aspects<br />

about yourself have you developed or not that influences your<br />

ability to contribute to a team?<br />

The comments indicate differing levels of engagement or at<br />

least a willingness to share their experiences and opinions in<br />

this way. The most common answer to Had their expectations<br />

hove been mef was "surpassed". Key things they said they had<br />

learnt include the following aspects:<br />

• personal skills and attitudes: working in a team and<br />

controlling one's personality when things get heated;<br />

to be flexible; sharing; not to be a selective listener; a<br />

designer must become selfless;<br />

• design process: design through facilitation, creative<br />

motivation, criticism and injection; step backand let go;<br />

experiment more; give up ideas/push ideas; fantastic<br />

brainstorming sessions; and<br />

• interdisciplinary interaction: to liaise between<br />

different professions; team effort is the main reason<br />

for success; working in groups takes a lot longer than<br />

working individually.<br />

The main thing that they have learnt from other disciplines is<br />

to accept that they all have something to contribute; and that,<br />

it is vital that each team member has a fair say.The aspects that<br />

they have developed that influence their ability to contribute<br />

to a team are improved listening and communication skills; a<br />

better sense of empathy; improved tolerance to people; and a<br />

better appreciation for other disciplines.<br />

Unstructured or Informal Reflections<br />

The informal records captured in a personal diary included<br />

reflections interwoven between notes from presentations,<br />

discussions, sketches, and lists of things to do were more<br />

revealing. A number of quotations are deliberately included<br />

below to demonstrate the depth of the experience. More<br />

particular is the transformative nature of the experience. The<br />

learning environment and the developing design process<br />

provided through this project acted as enablers for this to<br />

occur. The student reflections showed a number of issues<br />

that emerged and the associated shifts that occurred in their<br />

understandings. These are grouped below.<br />

Type A: As individual learners:<br />

i) Different sides of their personalities were revealed to<br />

themselves.<br />

For example: Before this trip I perceived myself as a leader Since<br />

then I have questioned my ability In this role (X3);<br />

I was forced to socialise v/ith the same group of people 24/7.<br />

...This tested all of us and this INTENSITY brought forv^ard a side<br />

to many of us we would likely display. With me, it brought out the<br />

panicky side of my personality -the side of me that fears failure<br />

and thus strives to control (X3).<br />

ii) Understanding their own limits and attempting to develop<br />

alternative strategies.<br />

For example: It does not feel as though we have achieved much<br />

today-just a lot of arguing! (X4);<br />

...there is a huge segregation in our group but nobody seems to<br />

admit it. We need to recognise each other's input and not to be<br />

dominated by members or professions (XT).<br />

iii) Self awareness of their ideas, process, and learning and the<br />

impact for themselves<br />

For example:...we all sat In front of one ofthe big white boards<br />

and nutted out our design. It worked really well because we could<br />

all just grab a marker, draw over the top of different options,<br />

printout, then start again.... We worked it out as a team (Yi).


iv) Personalattributessuchashonestyandtaking responsibility<br />

were adopted.<br />

For example: Everyone, myself included, is focused on own ideas<br />

that it is hard to work together on one idea (XI).<br />

v) A high level of self awareness developed over the process.<br />

For example: / have realized that I have a good grounding in my<br />

discipline, but I by no means understand everything about it and<br />

I have so much to learn. ...we don't have to know everything, we<br />

just need to have the right attitude (Yl).<br />

Type B: Insights into habits and preconceptions<br />

i) They were challenged to move beyond their normal<br />

practices.<br />

For example: Being forced to work so intensely with others makes<br />

you think about what you are doing and examine your project<br />

more carefully (Yl).<br />

Thinking back over the two weeks, I feel as though we did achieve<br />

a lot even though most ofthe time it got really stressful (X2).<br />

Type C: About design and designing<br />

i) Understand ata profound level that design Is not for the self<br />

or for one's own ego.<br />

For example: Another thing we need to stop is designing in our<br />

egos. The designers need to design for the cause rather than<br />

myself, ourselves (X3).<br />

As a design group one of the most important things I learnt is to<br />

design to a sense of selflessness (X3).<br />

ii) They came to understand that design Is embedded In<br />

emergent theory and the need to let things to be revealed<br />

through the process.<br />

For example:...foc/ay rea//y proved to me that sometimes it just<br />

doesn't work and you're better off to just take a break... (Yl).<br />

The next couple of days are sure to be intense but I don't care. I<br />

can't wait to see what we come up with! (Yl).<br />

Type D: about the process<br />

i)The importance of inquiry and asking questions.<br />

For example:r/)/s has been the most valuable subject I have<br />

taken as it is helping me to consolidate everything I've learnt so<br />

far and making me realise how important it is to ask questions<br />

and work with other people (Yl).<br />

ii) Adopting new ways of doing things that they were exposed<br />

to and learning to be In a transdisciplinary team.<br />

For example: / found the process very useful. I feel as though<br />

I am achieving quite a lot in terms of design through the<br />

transdisciplinary approach (X4).<br />

Type E: Concerning the holistic nature of design practice<br />

i) That whole life was important to the process and the person<br />

had formed connections beyond the present activity or project<br />

such as friendships, people to consult with, and shifts in how<br />

they saw their career path.<br />

For example: / feel honoured to have had the opportunity to<br />

work with students from other disciplines on a real life project<br />

and I know I've had a tremendous learning experience this last<br />

two weeks. I've made dear friends and learnt more about myself<br />

and my abilities (XI).<br />

Everyone ...created a bond between one another, something that<br />

just doesn't happen at Uni these days. May be every course should<br />

have something similar, as you get to know people better (Y3).<br />

ii) Learning environment influencing how they design and<br />

what it is to design.<br />

For example: Design, I have discovered, is not about the designer.<br />

It is ...a reflection of the space (history, useability, surrounds,<br />

client's wants) (X3).<br />

The site itself presents interesting challenges. It Is completely flat<br />

... Horizontal planes reign supreme! The setting western sun is an<br />

exciting energy on site which needs to be taken full advantage of<br />

-long dramatic shadows (X4).<br />

These experiences and insights Indicate how the process of<br />

designing Is more than one tackling a design problem and<br />

compiling a brief to address. The reported understandings<br />

and conceptual shifts indicate how the learning environment<br />

and the individual are interrelated in influencing the design<br />

process and outcome. In order to understand this in more


depth, the authors have adopted two ways of describing<br />

the transformative nature of the student's learning will be<br />

discussed.<br />

In orderto ascertain the influence ofthe learning environment<br />

on the transformative process indicated through the findings<br />

thus far, the psychologist, Covey's (1999) personality traits<br />

and Franz's (1994, 1997) conceptions of designing will<br />

be applied. Through this analysis, the observations made<br />

during the project can be analysed in order to demonstrate<br />

how the design outcome and process are influenced by the<br />

designer's conceptions and personality as well as the physical<br />

learning environment, nature of the project, and the client<br />

requirements. Design is an integrative process which can be<br />

transformative for the student-designer depending on the<br />

learning environment adopted.<br />

Covey's Seven Operational Habits:<br />

Covey (1999) describes seven operational habits that an<br />

individual can adopt. Each is defined below and are then used<br />

as a framework to discuss the 'habits' observed in the studio<br />

or reported by the students. The results indicate the students<br />

used these habits positively and negatively depending on the<br />

situation and timing.<br />

Habit 1: Be Proactive<br />

Being proactive is more than taking initiative, It Is accepting<br />

responsibility for our own behavior (past, present, and future)<br />

and making choices based on principles and values rather than<br />

on moods or circumstances...<br />

Two groups showed quite a different approach to the design<br />

process during first week. Group X had great difficulty<br />

in developing a common vision. Their personal distastes<br />

and conflicts affected the group formation resulting in ail<br />

members working as either individuals or teams composed<br />

of 2 members only. Some members blamed each other for<br />

failures and some members choose to become'victims'with<br />

declarations such as "they don't like me, they don't accept me...";<br />

although, their choices appeared to be based on their moods.<br />

However, most journals revealed that they later on individually<br />

became aware of the situation and decided to compromise,<br />

and to try to finding a mid way for successfully completing the<br />

task. Group Y, on the other hand, showed more cohesive from<br />

day one; respecting each others' ideas and mostly enjoying<br />

working together. There were heated arguments at times but<br />

the approach was mainly constructive rather than being self<br />

invested or a power play.<br />

Habit 2: Begin with the End in<br />

Individuals, families, teams, and organizations shape their own<br />

future by creating a mental vision and purpose for any project-<br />

Many students were novice designers, being at their second<br />

or third year of a 3 to 6 years long education. This inexperience<br />

resulted in difficulty to begin the design with a goal or end in<br />

mind. Lack of a common vision caused some members to get<br />

lost in details (their comfort zone) rather than trying to create<br />

an evocative, atmospheric or stimulating outcome appropriate<br />

to the special and "unique" situation of the particular project<br />

and place.<br />

...organizing and executing around the mental creation (your<br />

purpose, vision, values, and most important pnoritles)...<br />

Although stimulated and engaged by the opportunity, both<br />

groups showed evidence of being somewhat overwhelmed<br />

by the scope of a real project and consolidating a brief. They<br />

failed to prioritise tasks and design criteria to address this<br />

situation, and at times became lost in premature detail or<br />

presentation tasks (Figure 2),<br />

a) initial fluidity and delicacy<br />

captured by freehand<br />

exploration<br />

b) constraint and rigidity<br />

emerge with drafting<br />

package


c) compromised design<br />

of qualities—materiality,<br />

physicalltyand detail<br />

d) mood and atmosphere<br />

design represented with<br />

pastels<br />

Figure 2. Examples of how student design development<br />

process is influenced by the medium of communication.<br />

Habit 4: Think Win-Win<br />

Thinking win-win is a frame of mind and heart that seeks mutual<br />

benefit and Is based on joint respect in ail interactions...<br />

Most members of the groups supported each other and<br />

worked together providing input from their disciplinary<br />

background. However, one member was noted as dragging<br />

his/her group down trying to be the star ofthe group; "There<br />

is one person in the group who is really negative and this person<br />

Is putting both the group and design down all the time".<br />

Habit 5: Seek First to Understand, Then to Be Understood<br />

When we listen with the intent to understand others, rather<br />

than with the intent to reply, we begin true communication and<br />

relationship building...<br />

During the earlier stage there was no coherence in the work<br />

of Group X. There was friction among the members, some of<br />

them blaming each other and refusing to take responsibility<br />

for the 'bad job'. There were others not having the courage<br />

to show their true opinions and values — being afraid to be<br />

misunderstood either as dominating or passive respectively<br />

for various reasons such as feeling'outsiders'or lacking strong<br />

views. At a later stage, once they realized that they were in<br />

a spiraling downfall a group member took the lead of the<br />

group to uplift the situation; this person chose to be "leading<br />

as a manager" and sharing the tasks rather than "leading the<br />

design". However, this action helped the other members to<br />

lower their defenses and join the process successfully.<br />

Habit 6: Synergİze<br />

...Synergistic teams and families thrive on Individual strengths so<br />

that the whole becomes greater than the sum ofthe parts...<br />

Initially group members tended to play roles they defined<br />

through their perceptions of their discipline. Engineers offered<br />

no more than structural opinions, interior designers waited for<br />

an interior space to be provided, etc. As individuals became<br />

more comfortable in their groups this gave way to freedom to<br />

comment on all aspects ofthe design thereby behaving more<br />

transdisciplinarily. This allowed the groups to benefit from a<br />

wider range of ideas and opinions.<br />

Habit 7: Sharpen the Saw<br />

Sharpening the saw is about constantly renewing ourselves In<br />

the four basic areas of life: physical, social/emotional, mental,<br />

and spiritual. It's the Habit that increases our capacity to live all<br />

other habits of effectiveness...<br />

The very intensive work that went on from early morning<br />

to late evenings for six days a week is quite an exhausting<br />

and nerve wrecking process including the organization of<br />

social events. However, organization of barbeque parties,<br />

celebrating birthdays, soccer matches, visiting an Australian<br />

homestead, as well as students preparing a documentary<br />

film about the "Charleville experience" were all bonding and<br />

energy generating activities.<br />

In summary, it is evident that all seven habits were present to<br />

varying degrees. However, there was a difference between the<br />

two 'groups' personalities' due to the individuals involved and<br />

to the group dynamics. Covey's {1999} categorisation, while<br />

enabling insights into the behaviour of the individuals and<br />

the groups, does not address how the students' conceived<br />

designing in its own right. This aspect will be addressed in the<br />

following analysis.<br />

Franz's Approach and Outcomes:<br />

In her phenomenographic study of design, Franz's concern<br />

was 'elucidating ways of categorising how the designers<br />

approached the task and what they understood ofthe material<br />

related to the task'(Franz 1997, p.12). It was found that designers<br />

understand (or experience) design in at least four different ways:


experientially; structurally; In production; or in retail terms. She<br />

defines these conceptions from an approach and outcome<br />

points of view, where approach refers to the organization and<br />

management of a design situation; and outcome represents<br />

the understanding ofthe situation, its constituents and their<br />

relationship to each other. Before applying these to our study,<br />

the four conceptions of designing will be discussed briefly.<br />

Experiential Conception: Design is seen as the development<br />

of an interpretative framework for facilitating interaction<br />

involving people and environments. Approach is holistic;<br />

motivated by the desire to deeply understand and contribute<br />

to the situarion intrinsically (characterised by an attempt tofind,<br />

develop or preserve the reiarionshipof some thing to a greater<br />

whole). Outcome is dynamically hierarchical and appreciarion<br />

ofthe situation is sophlsricated In an extreme way.<br />

Structural Conception: Design is seen as the generation of an<br />

envlronmentforsupporring Interaction within thatenvironment.<br />

Approach is discriminatory; characterised by a strategic<br />

frame-of-reference. Outcome is statistically hierarchical and<br />

appreciarion ofthe situarion is sophisticated in a limited way.<br />

Production Conception: Design is seen as the producrion of<br />

an object for accommodating specific functions. Approach<br />

is mechanisric characterised by a focus on what is given (the<br />

physical parts or components and their parricular function<br />

within it. Situarions are understood to be comprised of<br />

disparate elements, each contributing singularly to the<br />

meaning of the whole). Outcome is atomistic (resulting in<br />

collections of various isolated components) and appreciarion<br />

ofthe situation Is defined as literal.<br />

Retail Conception: Design is seen as the supply of an<br />

object for accommodating specific functions. Approach is<br />

commercial, characterised by a focus on what is available;<br />

whereas, outcome Is atomisric and appreciarion of the<br />

situation Is literal and limited to design as business.<br />

From the observarions of the groups certain conclusions can<br />

be drawn. Both groups began the design process with what<br />

appeared to be a Structural Conception; that is, a process<br />

characterized by an understanding of design as the generation<br />

of an environment for supporring interaction within that<br />

environment that is sympathetic with the designers'goals, the<br />

client's goals, and general community attitudes. The approach<br />

is guided by the rationalistic belief that the complexity of<br />

design situations can be managed by reducing then to a state<br />

in which their structure becomes evident. In this conception<br />

design commences with designers meering the client to<br />

establish the design to be generated. Then, designers search<br />

for examples thataresimllarto the project, gather Information,<br />

synthesize and suit to their own philosophy.<br />

During the workshop and at its completion, there were some<br />

variarions in the approaches of the two groups and some<br />

fluctuations within each group. Group X's difficulries with group<br />

dynamics led them to slow dov^n. If not come to a halt, and<br />

work separately whereas Group Y continued to demonstrate<br />

the characterisrics of a structural conceprion for a good part<br />

of the first week. This group then shifted towards Experiential<br />

Conception attributes. Butter paper sketches revealed that<br />

development ofthe project at this stage was more complete<br />

as this group was dealing with the design and relationships<br />

as a whole. Graphic "conversation" shows an Interactive group<br />

approach and strategies to attempt to deal with a complexity<br />

of issues (Fig. 3.a). For example, an explorarion from 2D to 3D<br />

(Fig.3.b), trying to linkthe disparate aspects (Fig.3.c), explorarion<br />

of various oprions, and experimental evaluarion are evident.<br />

For Group Y, another stage followed where there was a loss<br />

of feeling or inspirarion, indicating a lack of ideas is evident.<br />

There appeared to be aspects of both Production and Retail<br />

Conceptions in comblnarion. A rarional"logic"is evident which<br />

restricted the design rather than responding to or leading<br />

design oprions. The translation of options generated through<br />

freehand engagement to computer aided representation also<br />

seems to have constrained the inspired or freer investigations.<br />

There is evident many examples of tunnel vision, focus on the<br />

parts at the expense of the whole, the use of non exploratory<br />

"known" situations or stock-standard answers (Fig.B.d). An<br />

ability to bring the previously evident brainstorming process,<br />

and to apply the explorative skills, to the "real" design was<br />

minimal. The group did bring substantial knowledge to the<br />

design, but this could not be developed to its potenrial due to<br />

lack of depth of explorarion. This could be the result of students<br />

returning back to their comfort zone due to time constraints<br />

rather than applying their new found skills and awareness.


However, although the process demonstrated one or two<br />

conceptions, there were also aspects of innovation in the area of<br />

environmental sustainable design and its application (Fig.S.e).<br />

The other group demonstrated directly attributes of the<br />

Production Conception, characterized by a focus on<br />

the physical parts or components and their particular<br />

function with it. It was comprised of disparate elements,<br />

each contributing singularly to the meaning of the whole;<br />

a collection of various isolated components. Their work on<br />

butter paper can be described as: "risk" versus repetition and<br />

fine tuning, "stagnating" balance process, fine adjustment<br />

rather than refining, working with the information and or idea<br />

but not resolving, describing as objects rather than working<br />

through,"dead end"reflection, emotionally"tight"process, and<br />

creatively "tunneled". Once the group dynamic was restored<br />

after the spiraling downfall the group converted to Structural<br />

Conception and put the pieces together toward a resolution.<br />

a) 2D:3D integration b) graphic-conversation<br />

c) student and tutor discussions d) exploration of architectural<br />

O •<br />

1<br />

I,<br />

science principles<br />

e) integration of interior, f) trying safe and predictable<br />

site and ESD design options solutions<br />

Figure 3. Examples ofstudent idea development.<br />

IN CONCLUSION:THE EXPERIENCE<br />

Although it was evident that the process of the intensive<br />

workshop revealed attributes of the four conceptions of<br />

design identified by Franz, by combining the data from the<br />

student reflections and our photographic record, the students<br />

did also, to varying degrees, adopt an Experiential Conception.<br />

In some cases this was indicated in the initial reflections while<br />

in others it became evident as they began to develop self<br />

awareness. The development of the initial design conception<br />

is hypothesised to be influenced by the speed, degree, and<br />

nature ofthe personal and professional transformation.<br />

As stated previously, design is seen within the experiential<br />

conception as the development of an interpretative<br />

framework for facilitating interaction involving people and<br />

environments, the approach is holistic; motivated by the<br />

desire to deeply understand and contribute to the situation<br />

intrinsically (characterised by an attempt to find, develop or<br />

preserve the relationship of some thing to a greater whole),<br />

such that, the outcome is dynamically hierarchical and<br />

appreciation of the situation is sophisticated in an extreme<br />

way. The students (or designers) therefore come to see<br />

design as being beyond just the project and themselves as a<br />

producer of a design.<br />

The quotations from the diaries and our observations<br />

demonstrate an experience which Is captured by X7's quote.<br />

The reflections clearly demonstrate the interdependency<br />

between the self, the group, the design process, societal and<br />

personal values, and a transformation of understanding and<br />

in approach:<br />

(by DAY7)<br />

/ have no idea what I and my group are doing, it feels as though<br />

we are walking so for backwards that we are not getting<br />

anywhere. I used to say "I'm excited" now I have changed my<br />

mind. I hate it here....<br />

(but by DAY! 4)<br />

/ miss the intense brainstorming sessions and biting my tongue.<br />

The Charleville experience was amazing ...on opportunity to<br />

reflect on the important things in life and not just the superficial<br />

attributes life offers.


Within this paper we have sought to explorethe nature of design<br />

through the interrogation of a community based design project<br />

involving staff, students, consultants, and clients from breath of<br />

disciplines. Initially assumptions were made concerning three<br />

acknowledged aspects of student learning—interdisciplinary<br />

interaction, design methodology, and the engagement of<br />

adult learners. As a result, the current authors posited firstly,<br />

that the Chadeville Educational Tounst Centre project provided<br />

a suitable learning expenence that would be stimulating and<br />

meaningful for adult learners; secondly, that these students<br />

would have different understandings ofthe design process and<br />

its goal, and that these differences, and their advantages and<br />

disadvantages, would be revealed through the project; and<br />

thirdly, that some students may have difficulty In embracing<br />

the opportunities in integrating a transdisciplinary {or at least<br />

Interdiscipiinary) approach to design and that facilitation to<br />

break old habits may need to be orchestrated particulady when<br />

the situation was a real projectfor a client.<br />

All three aspects were shown to be evident and important.<br />

Through the project reported, it has been demonstrated that<br />

a design project can provide a learning experience that is also<br />

transformative and dynamic in nature.The design process was<br />

shown to Involve the conceptions of design of the individual,<br />

the discipline, and the multi-discipline group. In addition, the<br />

personality of the individuals and their ability to embrace<br />

ambiguity and develop self awareness, to identify and reflect<br />

upon the role of design in society, and the role of the designer<br />

in relation to the project were all shown to play part in how<br />

the design resolution was achieved.<br />

The current project is of value because it not only indicates the<br />

value of such projects In fully engaging students in learning. It<br />

also amplifies a series of assumptions and modes of operating<br />

that are inherent in design practice. Importantly the project<br />

demonstrated how the individual, social, and professional<br />

dimensions of the interaction are embedded in how a design<br />

project is understood, undertaken, and resolved. There are,<br />

therefore, opportunities to capitalise on this knowledge to<br />

amplify the productive and successful aspects as well as to<br />

counteract the obstructive or inhibiting elements.<br />

In our project, students showed a range of talents pertaining<br />

to procedural and professional engagement. What was<br />

able to shown to be limiting was a lack of deep substantive<br />

knowledge and technical skills across all disciplines and years,<br />

which stimulated a return to predictable or known concepts or<br />

resolutions.These deficits became explicit due to the intensity<br />

of the program and therefore were able to be addressed to<br />

some degree. By ensuring that such aspects are addressed<br />

proactively in similar situations in the future. It is posited that<br />

the level of resolution could and would be higher. Further<br />

research into these characteristics and conceptions will assist<br />

In our understanding of designing, design methodology, and<br />

design education in both traditional studios and intensive<br />

educational environments.<br />

Acknowledgement:<br />

The staff would like to thank the contribution to this project<br />

by Peter McRae from Save the Bilby, all of the students from<br />

2004 & 2006 workshops 2004: Ben Kofe, Jennifer Michelmore,<br />

Marie Anne Ammons, Nadia Hasninlayali, Nick Ovens, Rebecca<br />

Murphy, Sam Walker, Snow Park,Tim.Healy; 2006: Aimee Long,<br />

Candy Rosmarin, Chns Rawlinson, Craig MacDonald, Garry<br />

Luk, Jason Taylor, John Ole Keko, Leah McKenzie, Lauren Walsh,<br />

Man Njaerheim, Rachel Forrest, Samantha Cowley, Truong-Hai<br />

Nguyen, Victor Mantilla; Jim Gail, Gall & Medek Pty Ltd, and<br />

the consultants and community members who offered advice<br />

and information.<br />

The project was financially supported by the Murweh Shire,<br />

QUT's Faculty of Built Environment, and Save the Bilby Fund.


References<br />

BECHER, T., 1990. The counter culture of specialisation,<br />

European Journal of Education, 25 (3).<br />

Covey, S.R., 1999. Living the 7 habits, NY: Simon & Schuster.<br />

DELAMONT,5.,2004.Ethnographyand partici pantobservation.<br />

In: C. Seale, G. Gobo, J.F. Gubriuim, and D. Silverman, eds.<br />

Qualitative research practice. London; Sage, 217-229.<br />

FRANZ, J.M., 1994., A critical framew/ork for methodological<br />

research in Architecture. Design Studies 15(4), 433-447.<br />

FRANZ, J.IVi. 1997, A Phenomenographic study of design in the<br />

interior design context. Thesis (PhD). Queensland University<br />

ofTechnology.<br />

NEWELL, W., 1992. Academic disciplines and undergraduate<br />

interdisciplinary education: Lessons from the school of<br />

Interdisciplinary Studies at Miami University Ohio. European<br />

Journal of Education, 27 (03) 215.<br />

SMITH, D., SANDERS, P., DEMIRBILEK, N., and SCOTT A., 2005.<br />

Designing together: a collaborative experiment in the design<br />

methodology within a multi-disciplinary environment. In:<br />

K. Holt-Damant, and R Sanders, eds. Third international<br />

conference of the Association of Architecture Schools of<br />

Australasia (AASA). Brisbane: UQ and QUT.<br />

SQUIRE, G., 1992. Interdiscipllnarity in higher education In the<br />

United Kingdom. European Journal of Education, 27 (3).<br />

TWEDDELL, 2000. A theory of adult learning and implications<br />

for practice. Midwest Educational Research Association<br />

Annual Meeting, Chicago, Illinois.


D E S I G N I N T E N S I V E B D R N G L O B A L C O M P A N I E S IN F I N L A N D : C H A L L E N G E S O F<br />

T H E D E S I G N E R A S E N T R E P R E N E U R<br />

Zeynep Falay<br />

MA In School of Design<br />

University of Art and Design Helsinki, Finland<br />

Zeynep.Falay@starcut.com<br />

Abstract<br />

This paper investigates design intensive companies that<br />

are "born global" in that they have internationalized their<br />

business in a very short period after their establishment. The<br />

focus in this paper is on the mentality of the entrepreneurial<br />

designer, in particular in terms of the marketing, business, and<br />

internationalization ofthe design intensive company.The paper<br />

finds that partnership of design entrepreneurs with marketing<br />

and other business professionals is a source of sustained<br />

competitive advantage. There is also a need to build a new<br />

type of design business model and marketing strategy that will<br />

support the unique characteristics of design business.<br />

Introductiort<br />

Young, small sized, companies with global sales potential are<br />

often referred to as "Born Globals" (BGs). The study explores<br />

the characteristics of Finnish design intensive companies that<br />

internationalize their business in a very short period after their<br />

establishment. All of the design intensive BGs studied in this<br />

research were established by at least one entrepreneur with<br />

design background. Thus, in addition to the commonalities<br />

ofthe case companies, the paper also specifies the kinds of<br />

influence that entrepreneurial designers exert in the process<br />

of fast internationalization of their companies.<br />

Born Global Companies<br />

According to one definition, Born Global companies have<br />

over 20% of their sales outside their home continent and<br />

over 80% of their sales outside their home market within 10<br />

years of their establishment. These very young but rapidly<br />

internationalizing companies are becoming more and more<br />

common in the respective economies. According to Rennie<br />

(1993), 20% ofthe new trade growing in Australia in the early<br />

1990s comes from born global SMEs.<br />

BGs are seen as much more important phenomena for small<br />

and open economy countries (SMOPECs), than for large<br />

economies. This is because in SMOPECs, the domestic push<br />

factors (openness, smallness and location) have been the<br />

most dominant factors behind the companies' decisions to<br />

start globalization (Luostarinen 1994). Moreover, the large<br />

size of foreign target markets increases the pull forces by<br />

creating a strong macro power field for the development of<br />

BGs (Luostarinen and Gabrielsson 2004). Countries such as<br />

Sweden, with 8 million inhabitants, and Finland, with only<br />

5 million, are good examples of SMOPECs. Due to its small<br />

domestic market, fast and quick internationalization Is the<br />

way to survive for many companies.<br />

Global enabling factors for BGs<br />

In the last decades, there have been major changes in the<br />

wodd that made it possible to establish a global venture from<br />

the outset which can compete successfully in international<br />

markets despite its limited resources. Many developments are<br />

global enablers that create the suitable environment for the<br />

BGs' survival and growth. These enablers and forces include<br />

(Luostarinen R., Gabrielsson M 2004).<br />

• Recent technological innovations in low-cost<br />

communication and transportation (Internet,<br />

transportation etc.)<br />

• Expansion of the international marketplace


(emergence of global competition and integration of<br />

large trading blocks)<br />

• Change in consumer demands (need for more<br />

specialized and customized products In a faster time)<br />

• Increasing homogenization of many markets in distant<br />

countries (unification and globalization of consumer<br />

tastes)<br />

• De-regulations, lifting of trade barners<br />

• Increase İn the numbers of business executives and<br />

entrepreneurs with international experience<br />

• Easier access to financing<br />

Domestic macro factor<br />

Foreign macro factor<br />

Figure 1. Factors influencing the existence of BGs in SMOPECs<br />

Main characteristics of BGs<br />

BGs are usually small sized and young companies. This<br />

characteristic gives them flexibility and allows them to<br />

internationalize faster, however it may as well cause financial<br />

challenges and dependency. Targeting niche markets is<br />

another common characteristic of BGs. Rapid changes in<br />

consumer demands cause the need for customized products,<br />

which create the need for niche markets. BGs exploit it to their<br />

advantage that larger companies are not able to adapt and<br />

adjust as fast as needed according to changing demands of<br />

the international markets (Madsen and Servais 1997).<br />

Successful BGs benefit a lot from focusing on niche products.<br />

Niche strategy with very innovative and dynamic products<br />

seems to be the best way for these companies to compete<br />

against well-established global companies. Small BGs shield<br />

themselves from competition. However, when the established<br />

competitors become aware of the growing potential in that<br />

particular sector, the owners of the SMEs may be tempted to<br />

sell the business (Kirpalani & Luostarinen 1999,11).<br />

Physical distance is naturally not a negative factor for BGs;<br />

they tend to rely on international networks and cooperation,<br />

while outsourcing non-core competencies. Due to their size<br />

and very limited resource pool these companies seek to<br />

strengthen their competitiveness by networking with other<br />

companies through strategic alliances or joint ventures.<br />

Another characteristic of Born Global companies is lack of fixed<br />

routines and willingness to adapt their internationalization<br />

strategy to the needs of the market (Moen 2002). The<br />

entrepreneurs of BGs usually have a global mindset and<br />

vision from the outset. They belong to cosmopolitan and<br />

transnational social networks of like-minded individuals. The<br />

individuals In the network typically engage in brokenng where<br />

they provide each other with what is well known in their local<br />

context and exchange it at a premium to some else for whom<br />

that something is new and commercially valuable (Hargadon<br />

and Sutton 1997).<br />

Born globals in design industry<br />

One of the main success factors of BGs is the innovative,<br />

unique product ideally suited for marketing on niche markets<br />

(Bloch, 1995). Innovative design is accepted as a crucial way<br />

to sustain functional, aesthetic and strategic differentiation<br />

(Sisodia 1992, 34). Kotler and Rath (1984, 17) mention that<br />

design can also create corporate distinctiveness, to make a<br />

new product stand out from its competitors.<br />

There are several examples of companies that have<br />

experienced rapid internarionalizarion through using design<br />

as their single core competence and their strategic recourse<br />

to gain competitive advantage (e.g. Aav, 2003; Ainamo, 2005).<br />

This study focuses on those design-intensive companies that<br />

produce consumer goods with non-or very little technical<br />

funcrions within the actual products. While also some high-<br />

technology can take on logics of a design industry (Djelic<br />

and Ainamo, 2005), the final purchase decision in a design<br />

industry is believed that many products are without a shadow<br />

of doubt acquired as "cultural goods" (Hirsch, 1972; Djelic and<br />

Ainamo, 1999); that is, purchase decisions about them are


dominated by tine impact of the aestPietic appearance, not by<br />

the impacts of the technical features. Some of the traditional<br />

design industries that belong to the design industry in this<br />

way are: Textiles, fashion, accessories, architecture, furniture<br />

and interior decoration products, kitchenware, and jewellery.<br />

There are several factors why design industry enables young<br />

companies to become Born Globals;<br />

- Open competition: Design is one ofthe most openly<br />

competed sectors. While the education of professionals<br />

may be subsidized by various national governments to<br />

make the local producers more competitive, companies<br />

as a formal national policy, at least in Finland, get no<br />

direct subsidies. Products are competitive by virtue of<br />

product differentiation and/or media exposure.<br />

• Niche customer segments: Design is ideally suited<br />

to target the products to the specific preferences of<br />

the selected customer segment. This characteristic of<br />

design sector fits perfectly with the definition that BGs<br />

have niche market strategies.<br />

• Small volumes: Design intensive BGs deal with<br />

relatively small volumes of their specific niche.<br />

Exclusivity goes hand in hand with a premium sales<br />

price, which not only makes the small volumes feasible<br />

but also keeps the company from growing and ceasing<br />

to fit the BG category.<br />

• Price advantage: Well-designed product adds to<br />

the perceived value of the product. And it is proven<br />

that customers are willing to pay more for a product if<br />

they consider it to be of a high quality. (Trueman and<br />

Jobber 1998)) Design is one strategy by which to deal<br />

with price competition coming from less developed<br />

countries (Schneider 1989).<br />

On the other hand, there are also several challenges for<br />

young companies in design industry in terms of process of<br />

globalization:<br />

• Global design taste: For design intensive Born<br />

Globals, there is a need for emergence of a universal<br />

consumer segment and the capturing of demand in<br />

that segment. This is often question of how similar are<br />

design tastes across geographical and other bases for<br />

segmenting (Cooper and Press 1995, 123). Differences<br />

in national culture are most visible in a non-technology<br />

sector of the industry, such as design-intensive<br />

businesses. Within this context, it is a challenge to<br />

design and produce products, which fit a niche and<br />

are acceptable globally. The perceptual and emotional<br />

power of design of the products is more and more<br />

important in design intensive BGs (Schneider, 1989).<br />

• Intellectual property rights: Being copied is always<br />

a threat for design companies, especially for small<br />

sized companies. Patent legislation is insufficient today<br />

to protect the rights of design companies. However,<br />

unique design is a powerful tool to create a strong<br />

brand. Branding is one of the most efficient ways to<br />

protect against imitation. It guarantees the long-term<br />

competitive advantage, since it makes copying harder.<br />

• Designer as entrepreneur: In the early stages of their<br />

operation, the entrepreneur designers often manage<br />

design companies.Thismightleadtolackof international<br />

management know-how in many cases. Understanding<br />

business aspect of design, along with knowledge of<br />

foreign markets are among the weakest dimensions of<br />

designer competencies in Finland {Korvenmaa 1998,<br />

41). Designers have been entrepreneurs who focus on<br />

exploration capture of new ideas but tend to weak in<br />

terms of market launch and commercial exploitation of<br />

their ideas. Globalization process requires the business<br />

knowledge of experienced experts in (international)<br />

management and marketing.<br />

Method<br />

A qualitative research approach Is chosen for this study since<br />

the area is rather new and it is so hard to find related research<br />

or applicable data found on the internationalization of design<br />

intensive companies (Eisenhardt, 1989). A multiple-case<br />

study approach is preferred over single-case because the aim<br />

was to gather an overall understanding ofthe behaviour of<br />

internationalizing design companies rather than obtaining


a deep knowledge about one design company's actions<br />

(Eisenhardt, 1989). Semi-structured interviews are chosen<br />

as the most suitable method. These types of interviews are<br />

similar to guided conversations rather than structured queries.<br />

Semi-structured interviews provide the freedom and flexibility<br />

during each interview but still keep the focus on the relevant<br />

central issues ofthe research problem (Yin, 2003).<br />

In order to find case companies, the list of Design Forum<br />

including 80 companies operating in the Finnish design<br />

Industry were scanned. The objective was to identify the<br />

potential born global design companies in the list, which<br />

are young and small-sized, though exporting and design-<br />

manufacturing companies. After several elimination steps<br />

following six companies are selected as cases and interviews<br />

are conducted with the entrepreneurs of each company.<br />

Six cases of design intensive born global company<br />

1. IVANA Helsinki, http://www.ivanahelsinki.com<br />

Founded: In 1998<br />

Entrepreneurs: Paola Suhonen (MA in design),<br />

Pirjo Suhonen {M.Sc. in marketing)<br />

Industry: Fashion and textiles<br />

Turnover: 1.1 Million Euros (15 000 - 20 000 products/year)<br />

Export: 80% ofthe sales (from this, 70% to EU countries,<br />

30% Hong Kong, Japan, Singapore, Korea)<br />

Retailers: Belgium, Denmark, France, Germany, Greece, Hong<br />

Kong, Italy, Iceland, Ireland, Japan, NetheHands, Norway,<br />

Singapore, South Korea, Sweden, Switzerland, UK, USA,<br />

Canada<br />

Characteristic: Home made, soulful design, hand made pnnts<br />

and details<br />

Ivana Helsinki is a family-run fashion company. Paola Suhonen<br />

is the designer of the company whereas her sister, Pirjo<br />

Suhonen, is responsible for marketing and customer relations.<br />

Since the beginning the label has grown steadily, with full-scale<br />

collections produced in Spring/Summer, and international<br />

distribution throughout Western Europe, North America, and<br />

Asia.The IVANA Helsinki factory is located in Helsinki, Finland.<br />

It is a small company with 14 employees: Four In management,<br />

three in retail and the rest in producrion.<br />

H A N N A S A R E N<br />

Figure 2. http://www.hannasaren.com<br />

2. Hanna Saren, http://www.hannasaren.com<br />

Founded: In 2000<br />

Entrepreneurs: Hanna Saren (M.A in design),<br />

Jussi Tiilikka-Managing director (M. Sc. Econ)<br />

Industry: Fashion and texriles<br />

Turnover: 200 000 €<br />

Export: 90%<br />

Retailers: Products are sold in 20 countries (USA, Japan, Italy,<br />

England, France, etc.) - in over 100 bouriques.<br />

Characteristics: The HannaSaren brand Is based on ready-<br />

to-wear clothes, handmade wooden shoes and handbags.<br />

Designer Hanna Saren and her husband Jussi Tiilikka,<br />

Managing Director (M. Sc. Econ), started their family business<br />

in January 2000.They operate in downtown Helsinki, Finland.<br />

tonfisk"<br />

Figure 3. http://www.tonfisk-design.fi/ D E S I G N<br />

S.Tonfisk Design, http://www.tonfisk-design.fi/<br />

Founded: In 1999<br />

Entrepreneurs: Brian Keaney (M.A. in design),<br />

Tony Alfström (M.A. in design)<br />

Industry: Ceramics, kitchenware<br />

Turnover: 300 000 € (20 000 - 30 000 products/year, design<br />

consulring40%)<br />

Export: 27% Finland, 31% EU -i- Scandinavia, 42% other<br />

Retailers: In 30 countries; such as USA, Japan, UK, Denmark<br />

Characteristics: Contemporary tableware and luxury gifts.<br />

Tonfisk is a creative, luxury Finnish design brand specializing in<br />

handmade gifts of drinking and serving products.Tonfisk presents


innovative and unusual solutions in functional and contemporary<br />

tableware for the well set table. The collection includes gourmet<br />

tea sets, espresso cups, fruit dishes, serving plates, salt and pepper<br />

shakers, lemon squeezers and milk and sugar sets.<br />

Figure 4. Anttl Ekiund<br />

http://www.animaldesign.fi<br />

4. Animal Oy, http;//www.animaldesign.fi/<br />

(Later became Leolonglife)<br />

Founded: In 1997 (sold in 2004)<br />

Entrepreneurs: Antti Ekiund (M.A. in design),<br />

Jouni Ikonen (M.Sc, in engineering)<br />

Industry: Plastic household products<br />

Characteristic: Animal Design Oy is a utensil and interior<br />

design products manufacturer and wholesaler, which co­<br />

ordinates the design, production, marketing and sales of<br />

ANIMAL<strong>®</strong> products. The company's goal is to build up the<br />

strong and internationally acclaimed ANIMAL'* brand.<br />

5. Snowcrash, http://www.snowcrash.se (closed down)<br />

Founded: In 1997 (Snowcrash's operation closed down in<br />

2004)<br />

Entrepreneurs: llkka Terho (M.A. in design), llkka Suppanen<br />

(M.A. in design), Teppo Aslkalnen (M.A. in design), Timo Saili<br />

(M.A. in design)<br />

Industry: Furniture<br />

Characteristic:The only example with VentureCapital funding.<br />

Parent company Proventus faced the risks in acquisition of<br />

creative companies.<br />

\ Figure 5: Ritva Puotila<br />

ill! WOOOmfB http://www.woodnotes.fi/<br />

6. Woodnotes, http://www.woodnotes.fi/<br />

Founded: In 1987<br />

Entrepreneurs; Ritva Puotila (M.A. in design),<br />

Mikko Puotila (M. Sc. Econ.)<br />

Industry: Paper yarn carpets and interior textiles<br />

Turnover: 3.300.000 €<br />

Export: Around 75% of its output to about 50 countries.<br />

Retailers: Biggest export countries: Germany, then Denmark,<br />

then Spain and Japan<br />

Characteristic: Largest design intensive BG case that managed<br />

to grow in the last 20 years.<br />

Commonalties across the six cases<br />

Next, we focus on characteristics of the five case companies<br />

in more detail in terms of what has enabled these companies<br />

to compete globally against larger established players in very<br />

early stages after their establishment.<br />

All six companies have unique product ideas and design as<br />

key success factors. Each company has used internal designers<br />

as the core design source. Registration of intellectual property<br />

rights concerning design has not been a key part of their design<br />

and marketing strategies. Rather, they have quickly moved<br />

to develop a strong brand identity and have continuously<br />

regenerated new product ideas to create and sustain their<br />

marketing and competitive advantage.<br />

Sufficient scale for production has been also an important<br />

success factor in all of the companies. Where production<br />

has not been internalized, these companies have created<br />

a cooperative network and utilized external resources in<br />

manufacturing and/or distribution so that they have been<br />

able to globalize despite their limited resources.<br />

The entrepreneurs running these companies have not been<br />

content to have unique product ideas, but communicate<br />

these ideas to potential customers, to distribution channels,<br />

and the media. Because of the severe financial restrictions,<br />

advertising has not been a primary channel of marketing<br />

communications. Instead, these companies have participated<br />

in various international design fairs. Here, they have been able<br />

to benefit from government subsidies for design promotion.<br />

The resulting publicity has been crucial to the companies'


internationalization process in each case. In this way, the<br />

small companies have been able raise the public interest in<br />

their products, and to access Important business contacts and<br />

international distribution channels both at home and abroad.<br />

Enabler-anaiysis ofthe five cases<br />

All the case companies share general BG characteristics at the<br />

macro-level, micro-level, and the milli-micro-level.<br />

1) Macro level factors: Design industry and design market<br />

related characteristics<br />

" Global design authorities: In the world of design, there are<br />

parties who decide what is "good design" is. These are global<br />

design authorities, in other words, the "taste elite". These are<br />

people who choose designs for museums, people in the juries of<br />

competitions, professors in the universities, people working in<br />

design organizationsorwritingfortrendsetterdesign magazines<br />

and consultants that are respected worldwide by the design<br />

community. Their judgements and opinions are followed and<br />

their references are valued by most ofthe designers and design<br />

related communities. The "taste elite" creates the first customer<br />

segmentfordesign companies to acquire approval and visibility.<br />

Most design companies including the case companies place a<br />

strong effort on reaching these parties and communicating<br />

their design values. {Form Function Finland, 1996).<br />

» Global trend seekers: In the design industry, one way for<br />

an upstart design entrepreneur to be successful has been to<br />

be a trendsetter. Recent technological innovations in low-cost<br />

communication and transportation have enabled a group of<br />

people travelling around the world and looking for unique<br />

products and new brands. These global trend seekers carry<br />

different design ideas to the suitable markets where the<br />

products can reach the top customer segment. Global trend<br />

seekers create opportunities for young companies such as<br />

Hanna Saren to suddenly establish global contacts while they<br />

are in their own local market. The demand coming from open<br />

distant markets pulls small design firms to produce a larger<br />

amount of their designs for global customers.<br />

* Local market challenge for the start-up: For each of the<br />

five companies that we analyzed, establishing a brand name<br />

in at least one market has been extremely important to gain<br />

visibility and approval in the retail market. Most ofthe start-up<br />

companies have had difficulties in their local markets despite<br />

their good products. This has been both because of limited<br />

market volume in their home market and because of what<br />

they considered limited financial resources for expansion of<br />

their business. This local market challenge has created a push<br />

factor for small design companies to go abroad and prove<br />

themselves first in the international arena and then come<br />

back to their local markets.<br />

"We went directly to exporting, because you need more<br />

time in Finland. After establishing a company, you have<br />

to make improvements. The shops here follow other<br />

"trendsetter" shops, and buy the products the others<br />

are selling. In the international market it İs different.<br />

These shops know what they can sell already by seeing<br />

the product. Therefore we had more chance with them<br />

in the beginning."Brian Keaney/Tonfisk Design<br />

In global markets, to the contrary, their unknown brands has<br />

not been a disadvantage as long as the products were unique.<br />

This has been because the judges of"good design" (see section<br />

above on "global design authories") are always on the look for<br />

new up-starts that they can reward with awards, and thus to<br />

maintain their own superior habitus as authorities ofthe field.<br />

- National design support: Gaining global visibility through<br />

design has been a national strategy for Finland. Most case<br />

companies received some sort of support from national<br />

organizations such as Tekes or from design organizations<br />

in order to participate in international exhibitions and to<br />

become known in the global markets, and to promote design<br />

in Finnish industry and society.<br />

• Financial uncertainty:The'luxury'or premium-price aspect<br />

of the design industry has made the business very fragile in<br />

terms of fluctuations In economic trends. The products of<br />

the six case companies that we have analyzed are among the<br />

first expenses that some customer will cut in an economic<br />

slowdown.This uncertain nature ofthe industry creates a great<br />

challenge for managers, since it makes the whole business<br />

unreliable and unpredictable, especially for young and small<br />

design intensive BGs.


2) Micro level factors: Company related characteristics<br />

• Design is the nucleus of business: Designing products has<br />

been the reason that all of the design entrepreneurs in our<br />

data gave about why to set up their companies. In each and<br />

every case, the product designs have already existed pnor to<br />

the companies were established. In these design intensive BGs,<br />

business has followed the product concepts and serves the<br />

need. Design has been the driving force ofthe whole business<br />

and creativity is the base for growth. This characteristic has<br />

appeared differentfrom technology or market-led companies<br />

where design is used as a value creation tool.<br />

• Complementary relationship: Some of the world's best<br />

design brands, such as Alessi or Armani, are the result of<br />

mutual partnership and combined expertise of a very good<br />

designer and a very good business mind. Three of the case<br />

companies (Woodnotes, IVANA Helsinki and Hanna Saren) are<br />

also built of similar partnership presenting complementary<br />

backgrounds that have been a great advantage. Demarcation<br />

of the roles is also easier within the design intensive BGs,<br />

if there are at least two entrepreneurs from different<br />

backgrounds. In this case, the designer has not needed to<br />

be involved "too muci)" with the business decisions, in two<br />

other cases (Tonfisk, Snowcrash), the top management team<br />

has consisted of designer entrepreneurs only, and the team<br />

has lacked absorptive capacity to source in external business<br />

support. In addition, all of the designer entrepreneurs In our<br />

data have learned business management by doing. In fact, all<br />

complained that they do not have time for design any more.<br />

All mentioned the need for complementary business skills in<br />

the core ofthe company as an important matter.<br />

3) MHIi-micro level factors: Designer entrepreneur related<br />

characteristics<br />

• Start-up motivations for designers: According to the<br />

empirical study, design entrepreneurs have several reasons<br />

and motivations for starting up their business which seem<br />

to differ then from business entrepreneurs. It is reasonable<br />

to expect that these different motives of the entrepreneur<br />

might influence the strategy and the business approach.<br />

In ail of the six cases designer entrepreneurs knew what<br />

they wanted to do from the beginning. They already had<br />

an idea or a collection. However, new business graduates<br />

seek opportunities. The business partner sees potential and<br />

decides to cooperate with the designer. Here is the list of<br />

the most mentioned reasons by the design entrepreneurs<br />

for why they start up their company as what we call a design<br />

intensive BG:<br />

1) Freedom (Animal Design, Ivana Helsinki, Tonfisk,<br />

Woodnotes and Snowcrash): Many designers have<br />

mentioned independence as a reason to start up own<br />

business. In most of the cases, the designers did not<br />

want to give away a good idea. They tried to find ways<br />

to produce and market a design idea and generate<br />

continuous production. These designers believed they<br />

would be much more flexible if they own the business:<br />

"/ can do what I want".<br />

2) Family influence (Ivana Helsinki) Entrepreneurial<br />

families have an impact on the decision of<br />

entrepreneurial designer. Previous experience in retail<br />

and producrion creates a base for the new business<br />

and also gives confidence to young entrepreneurs.<br />

3) No job (Snowcrash, Tonfisk, Woodnotes): Finding<br />

a job has always been a problem for new graduate<br />

students. However, in the design field finding a job that<br />

will satisfy crearive needs is an extra challenge. The<br />

design industry is globally driven by a few large brands<br />

(see, for example, Djelic and Ainamo, 1999, for fashion),<br />

and there is not a huge seiecrion of work posirions for<br />

young designers. This fact had a major affect on the<br />

decisions of many entrepreneurial designers. There<br />

is a common hope that producing one's own design<br />

products can provide the ultimate creative freedom<br />

and space for designers.<br />

4) Power of coincidence - First customer influence<br />

(Hanna Saren, Animal Design). All interviewees<br />

menrioned "c/iance"as a factor. Being in the right place<br />

at the right rime and daring to take risks were major<br />

factors in success. In most of the cases, the first order<br />

came by coincidence, without any previous planning.<br />

This coincidence created an opportunity and the need<br />

for starring up a company.


• Global approach of designer: Following international design<br />

publicity and participating in international design exhibitions<br />

are a natural part of the design education today. Most people<br />

in design communities follow the trends and opinions of the<br />

.global design authorities, as previously mentioned. Gaining<br />

international visibility and fame is the dream of many young<br />

designers. Therefore global awareness is very commonly built<br />

in the designers' mind. Entrepreneurial designers use this global<br />

awareness in their business and lose no time to move in global<br />

markets where their products are valued. All the case companies<br />

started theirbusinessbyjoininginternationalfairsandexhibitions.<br />

All the entrepreneurial designers believed they were already<br />

familiar with the global design scene: they knew very well how to<br />

gain visibility and access publicity due to their background from<br />

a leading European institution of design education.<br />


from the unique characteristics of design business, in orderto<br />

create a competitive and long-lasting design business, there<br />

has to be a balance of both design and business expertise. This<br />

conclusion can be based on the remarkable global expansion<br />

of Woodnotes and livana Helsinki.<br />

Challenge 2: How to grow? The skills to start up a design<br />

intensive BG are different from those, needed to expand the<br />

company into a large global organization.<br />

Agreatchallengefortheentrepreneurial designers is managing<br />

the growth of the design company. As mentioned before fast<br />

growth is an opportunity and, at the same time, a large risk for<br />

design intensive BGs. It is almost impossible to manage the<br />

company within the same team during the process.<br />

The cases showed that there is very strong contribution of<br />

a designer's vision and background in the start-up phase of<br />

a company. To some extent this can help in the initial brand<br />

building and start-up ofthe marketing activities. On the other<br />

hand how to grow Is a strategic decision which should be<br />

planned carefully. A designer background may not be sufficient<br />

to see and react to opportunities and risks in the long run. The<br />

entrepreneurial designer has the option to seek externally<br />

professional management skills for the company. However like<br />

in every entrepreneur situation, to share the power and the<br />

responsibilities is a problem. "The boss" may not want to hire<br />

someone to take the decisions. On the other hand, a partner<br />

with business understanding may be an appropnate option.<br />

Challenge 3: To sell design service or to sell design products?<br />

The first challenge of an entrepreneurial designer is the<br />

decision of how to structure the design business.<br />

There are several options for a designer. The first option is<br />

to work as a freelance designer and to sell design services<br />

(e.g. Hard Kosklnen). In this case it is vital to grow one's own<br />

name as a brand and gain visibility in the media and design<br />

communities, f^ost of the time, companies choose to work<br />

with a designer considering the marketing value added by the<br />

name ofthe designer.<br />

A second oprion of the entrepreneurial designer is to start­<br />

up a design consultancy and to offer design services under<br />

the company brand (e.g. ED Design). Design consultancies<br />

have different funcrions from star designers since they have a<br />

larger resource pool and may offer a wider range of services.<br />

This time the designer's name or personal appearance is<br />

less significant. In both of these cases, the designer can<br />

work either on a specific design brief where the final design<br />

product belongs completely to the client, or the designer can<br />

create his/her own design works and look for a manufacturer<br />

to produce and market the design for a certain period. In this<br />

case, the designer receives a certain percentage ofthe sales<br />

from the licensee.<br />

The third oprion of a designer is to sell designed products<br />

that are produced and branded by the designer. Here,<br />

there may not be a need to build up a large markering and<br />

business organizarion and highly developed adminstrative<br />

structure. "Production can mean production that has been<br />

internalized with the company or It can mean something<br />

akin to 'producrion' In movie making in many makers, where<br />

latent networks are activated on a project basis. Also in some<br />

other industries, such as luxury fashion industry or in mobile<br />

telephony, networking are outsourcing are standard routines.<br />

Addirional challenges appear such as managing<br />

manufacturing, building distriburion channels and most<br />

Importantly handling the sales.These would be most probably<br />

the weakest areas of a designer due to her background and<br />

It is vital to get support and additional knowledge in the<br />

organizarion. However, despite all the challenges, this last<br />

option offers the largest financial opportunity of the design<br />

business.<br />

Ilkka Suppanen of Snowcrash, is a designer who experienced<br />

all these options. He explains his opinion regarding the<br />

advantages and disadvantages of these alternatives:<br />

"In the short term, I think it can be a better oprion to<br />

go to self production, because that gives immediate<br />

turnoverand Immediate financial reacrionto yourwork.<br />

You can keep running very fast. But in the long term, I<br />

personally think that it would be better as a designer<br />

selling only design service and receiving your income<br />

out of royalties or whatever. But in the short term that<br />

doesn't pay off much.


In the longer run of course, self production can be<br />

very interesting, rewarding. But, because of the way<br />

designers study one might say that a designer is not a<br />

business man. On the other hand when we think about<br />

the very famous large design companies all around the<br />

world we see that mainly designers are running the<br />

business, for example, Cappelllnl.These companies can<br />

grow very well and be very successful in the long term.<br />

However, again there is a roof they can go, since it is all<br />

based on one designer's view, based on one vision and<br />

creative direction of one person. You can't distribute<br />

that vision in the larger companies. Therefore, in the<br />

larger scale, design companies become a different<br />

story than the start-up phase".<br />

In conclusion, the case studies confirmed that the design<br />

intensive BG's have several common characteristics that<br />

derives from the unique nature of design business. Based<br />

on the findings it can be told that entrepreneurial designers<br />

have mindsets and behaviours different from many other<br />

entrepreneurs and these may affect the ways that the<br />

designer-led companies are managed. There are three main<br />

challenges identified for designer entrepreneurs: finding an<br />

innovative business approach that will support the unique<br />

characteristics of design intensive companies, finding how to<br />

grow and to acquire the skills set to expand the company, as<br />

well as deciding whether one's core design competences is in<br />

services or in tangible products.<br />

s:<br />

This paper is based on the MA thesis of Zeynep Falay with the<br />

same title completed at University of Art and Design Helsinki,<br />

in March 2006. The research has been part ofthe Born Global<br />

Research Project at Helsinki School of Economics, financed<br />

by the Academy of Finland and National Technology Agency<br />

Tekes.The research was supervised by Prof Pekka Korvenmaa,<br />

Dr. Markku Salİmâki and Dr. Mika Gabrielsson.<br />

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internet references<br />

http://www.ivanahelsinki.com<br />

http://www.hannasaren.com<br />

http://www.tonfisk-design.fi/<br />

http://www.animaldesign.fi/ (Later became Leolonglife)<br />

http://www.woodnotes.ii/<br />

http://www.snowcrash.se (closed down)<br />

Appendix<br />

Case Study Interviews<br />

I. Snowcrash, Timo Salli 03.03.2003<br />

2.Tonfisk Design, Brian Keaney 14.03.2003<br />

3. Hanna Saren, Jussi Tiilikka 23.02.2004<br />

4. IVANA Helsinki, Pirjo Suhonen, 24.02.2004<br />

5. WOODNOTES, Mikko Puotila, 02.03.2004<br />

6. Tonfisk Design, Brian Keaney 04.03.2004<br />

7. Snowcrash, llkka Terho 18.03.2004<br />

8. Snowcrash, llkka Suppanen, 26.03.2004<br />

9. Animal Oy, Antti Ekiund 15.04.2004<br />

10. IVANA Helsinki, Pirjo Suhonen 26.09.2005 (e-mail)<br />

II. Animal Oy, Jouni Ikonen 01.03.2006 (phone call)


S U S T A I N A B L E D E S I G N : A C R I T I Q U E O F T H E C U R R E NT TRI P O L A R M O D E L<br />

Alain Findeli<br />

Guest Professor, University of Nîmes (France)<br />

Full Professor, University of Montreal (Canada)<br />

alain.findeli@umontreal.ca<br />

Abstract<br />

By 'tripolar model', it Is referred here to the model, often<br />

also called '3 P model: Profit/Planet/People' or '3 E model:<br />

Economics/Environment/Equity; which is very widely used<br />

as the reference model for any project in sustainabillty,<br />

which includes of course sustainable design. The purpose<br />

of the paper is to present a critique of this tnpolar model as<br />

it is structured and used. The researched is based on the<br />

empirical evidence that too many projects which are based<br />

on this model have run into serious difficulties or have failed.<br />

The critique of the model is carried out In two steps. The first<br />

concludes to a lack of complex intelligence In the handling of<br />

the systemic logic of the model. The second one shows that<br />

the anthropological foundations of the model are fallacious.<br />

An inverted version ofthe model follows, with a renaming of<br />

the three poles: comprehensive economics, social equity, and<br />

human creativity.The new model Is then discussed with regard<br />

to the so-called 'social threefolding' principles of philosopher<br />

Rudolf Steiner (1866-1925), which remind the three Ideals of<br />

the French revolution. In this perspective. Fraternity should be<br />

associated with the economic pole, Equality with the social, and<br />

Liberty with the cultural/creative. This model Is currently used<br />

throughout the world as a basis for various Initiatives, at scales<br />

ranging from local enterprise to national political economy.<br />

The paper concludes with the proposal that the model seems<br />

fruitful for the conduct of sustainable design projects.<br />

Keywords: sustainable design; 3E or 3P model; social<br />

threefolding; Rudolf Steiner<br />

Biography<br />

Alain Findeli is Full Professor at the School of Industrial Design<br />

of the University of Montreal where he has been teaching<br />

for about 30 years. Trained as an engineer in physics (INSA,<br />

Lyon) and researcher in materials science (IIT, Chicago and<br />

Polytechnics, Montreal), he reoriented his career and interests<br />

toward the human and social aspects of engineering,<br />

technology, and design (M.A. in Architecture, Montreal;<br />

Doct. in Aestherics, Paris). He concluded his extensive study<br />

of the history of design education in his book le Bauhaus<br />

de Chicago: I'oeuvre pedogogique de Lâsziö Mohoiy-Nagy'<br />

(1995). His current research topics and recent publications<br />

cover more general philosophical Issues of the theory and<br />

pracrice of design (logics, aestherics, ethics) as well as some<br />

key pedagogical aspects of design research education. He is<br />

the founder and was scientific and pedagogical director of the<br />

Master's program in 'Design & Complexity' in Montreal. As a<br />

Guest Professor at the University of Nîmes (France) since 2006,<br />

he is planning to introduce a research agenda on the most<br />

recent developments of design theory and methodology<br />

(service and social design, sustainable public projects, quality<br />

of place in rurban living environments).<br />

l.The holy trinity<br />

Last week,! was reading the quarterly newsletterof the alumni of<br />

an engineering school in France, where successful project case<br />

studies involving graduates ofthe school are regularly analysed<br />

and commented. The specific case I was reading dealt with a<br />

large European building management company, which aims to<br />

develop a more sustainable management process.'A building<br />

can be considered environmentally sustainable If it performs<br />

efficiently on the economic, environmental, and social aspects'<br />

writes one of the company's excutive. The next day at lunch, I<br />

was browsing through the monthly newspaper published by<br />

the local regional administrarion (France is divided into 22 such


administrative regions), winose executive council just recently<br />

adopted the principles and methodology of Agenda 21 for<br />

its regional development. 'Sustainable development must<br />

integrate economic, environmental, and social aspects'says the<br />

Vice-President ofthe regional Environment and Sustainability<br />

Board. Is it necessary to give due reference to the above quotes<br />

in the footnotes? Not really, since anybody can indeed make<br />

the same incidental remarks. Not one day passes without us<br />

hearing at the radio, watching on TV or reading in a newspaper<br />

or magazine that the three'aspects'of economics, environment,<br />

and society are the pillars of sustainable development.<br />

What's wrong with that, may we ask? What's the point? Well,<br />

the point is not that sustainable development should indeed<br />

address 'economic, environmental, and social aspects', but the<br />

fact that this principle is spelled out like a gospel, a mantra;<br />

that it is used in various contexts (political, educational,<br />

social, agricultural, etc) with exactly the same formulation,<br />

with apparently little concern for what it actually -in the very<br />

Aristotelian sense- means in such and such specific context. As<br />

if this mere incantation were sufficient to make sure that the<br />

projects which will be conducted under such label will actually<br />

contribute to or yield a development (whose development?)<br />

which will be sustainable (for whom?)! As if the actors who<br />

will be involved in the corresponding projects, having been<br />

blessed by the holy word, knew from the start how to behave<br />

and properly manage their respective courses of action in a<br />

developmental and sustainable way!<br />

What allows me to be so outrageously cynical is not a personal,<br />

irrepressible trait ofcharacter, but the empirical evidence ofthe<br />

difficulties, the obstacles, and even the failures which so many<br />

projects have met, despite the good will and noble intentions<br />

of their initiators and stakeholders. Here again, 1 must confess<br />

as above that my argument draws on our common and daily<br />

experience, rather than on specific cases reported in the<br />

literature. The difference, in this instance, is that the'common<br />

experience' refers to that of the design and design research<br />

communities ratherthan, as was the case above, the enlarged<br />

civil community, a community to which design researchers all<br />

belong.<br />

We members of the design community all know that the case<br />

studies literature in project management is not overabundant<br />

with examples of failure and mismanagement'. Success stories<br />

are much more popular in professional journals, and such is the<br />

case in design also. Nevertheless, we probably all know -from<br />

our teaching experience for instance- or at least intuitively feel -<br />

from our familiarity with the complexity of design projects- that<br />

carrying outaprojectalong the lines of sustainable development<br />

is likely to meet with inextricable contradictions and difficulties.<br />

It is precisely the aim of this paper to make clearer this feeling<br />

and to try to find out why these difficulties arise.<br />

2. Problem, purpose, meîhod and structure of the paper<br />

I admit mydiagnosis is not entirely based on the kind of evidence<br />

one would expect and should require in a respectful scientific<br />

community as ours. The hypothesis Is that such evidence<br />

would be easy to gather however. My starting point therefore<br />

is that the management of design projects along the tripolar<br />

model -economics, environment, society- of sustainable<br />

development is consistenly hitting on strong contradictions<br />

followed by practical powerlessness and inefficiency, if not<br />

total failure. Careful phenomenological observation of such<br />

design projects, both in educational and professional contexts,<br />

led me to the supposition that failures might not be due to<br />

the inadequate management of the projects^ but rather<br />

to the inappropriateness of the theoretical and conceptual<br />

framework, i.e. of the tripolar model governing the projects<br />

carried out under the heading of sustainable development.<br />

My hypothenis is further strengthened by the 'holy trinity'<br />

phenomenon described above, i.e. by the apparent lost in<br />

content and substance this pivotal model ended up exhibiting<br />

in various situations. More precisely, the meaning given to the<br />

three poles ofthe model is so indeterminale and loose that<br />

all sorts of interpretation become possible. Whereas this is<br />

particularly true of the 'society' pole, it also affects the two<br />

other poles. The abstract character of the terminology makes<br />

it almost impossible to find a consensus on what exactly is<br />

meant by'socİety','environmenî'or even 'economies'. And here<br />

I mean a consensus among experts, not only among 'common'<br />

citizens. The latter is a political, the former a scientific issue.<br />

It is as if the tripolar model, which was originally meant to<br />

pragmatically orient, guide and constraint action in a direction<br />

compatible with sustainable deveiopement, had become a<br />

rhetorical artifice.The catchphrase has become evocative and<br />

convincing enough to justify any enterprise whose aims are


closerto political, economic, ecological, or personal ambitions<br />

than to sustainable developmental constraints.<br />

Stated as it is, my hypothesis can be split into two questions or<br />

problems, along which the paper is structured. My first critique<br />

contends that the problems encountered in sustainable<br />

design projects may be due to an improper interpretation<br />

and Implementation of the model (§3). My second critique<br />

is more radical In that it streams way up to the very model<br />

Itself, considering it as faulty (§4). My purpose Is to develop<br />

both alternatives, althrough I will dwell longer on the second<br />

argument. The first critique is carried out from a systemic/<br />

complexity theory perspective, whereas the second draws<br />

on economic- polirical- and anthropological- philosophical<br />

arguments. My conclusion (§7) is preceded by a crirical<br />

discussion of the new model I propose (§5), followed by an<br />

epistemological parenthesis devoted to a brief metaphysical<br />

discussion of design thinking (§6)^<br />

The method adopted for this phase of the research is<br />

clearly speculative or philosophical, if the latter implies<br />

an argumentation mainly based on critical analysis and<br />

deductive logic. The potenrial contribution of the paper<br />

is therefore to fundamental aspect of design knowledge.<br />

However, the conclusions of the paper must be considered<br />

only as a first step in a research, which is srill in progress. As<br />

1 have indeed claimed elsewhere, project-grounded research<br />

In design requires the field of a design project as Its terrain<br />

where specularively devised models must be put at work in<br />

order to be declared relevant and fruitful. The opportunity<br />

to proceed to such 'situated-projectness' (pardon the<br />

neologism) is sriil pending in the course of my professional<br />

and research life. This is but one drawback of the method<br />

and its underlying phenomenological stance: It needs a long<br />

and rythmic temporality in order to unfold properly, i.e. to be<br />

epistemologically and methodologically... sustainable.<br />

3. Systemic unsustainability<br />

What I call 'tripolar model' is more often called '3P model'<br />

(profit/plsnet/people) or'3E model'(Economics/Environment/<br />

Equity). It is usually pictured in the shape of the familiar<br />

triangle we have all come across in the literature, academic and<br />

not. Its origin Is well established: the basic concept emerged<br />

from the Brundtiand Report (1987) and later crystallized at<br />

the Rio Conference (1992), together with the very concept of<br />

sustainable development and the 27 principles of Agenda 21^<br />

According to this model, the three aspects of economics,<br />

environment (or ecology), and society are supposed to be<br />

addressed In any project which claims to be sustainable. More<br />

precisely, these poles are to be considered as goals or forces<br />

driving the model each according its own logic: the force of<br />

economics (to produce more for a larger number); the force<br />

of ecology {to respect the environment, to preserve nature<br />

and therefore the living condirions of future generarions);<br />

the force of social equity (to fight poverty and distribute<br />

justly). The mutual comparibllity of these three forces being<br />

far from evident or natural, some intervention is necessary in<br />

order to hold the triangle together. Their 'natural' tendency is<br />

indeed to mutually conflict. A closer analysis ofthe genealogy<br />

of the model has shown that it is the result of a 'cooperarive<br />

negotiation'and that It may be understood as the outcome<br />

of a win-win worid-wide game medialed by the UN^ The<br />

resulring consensus of the game was supposed to be a<br />

new emerging value, in which all stakeholders could then<br />

recognize themselves. What was at first a potenrial battlefield<br />

of a priori antagonist and conflictual values and rarionalities<br />

could now become the springboard of future sustainable<br />

projects carried out underthe banner of that consensual value.<br />

Unfortunately, just the opposite happened. Instead of the<br />

expected cooperative process, a 'competitive appropriation'<br />

ofthe consensual value -namely ofthe concept of sustainable<br />

development and its interpretarion- developed, leading to the<br />

observed difficulries, dissarisfacrions, and failures^ Why?<br />

One possible Interpretarion of this aporetic situation is based<br />

on the concept of complex intelligence and its relationship<br />

with systemic logics. Each ofthe three poles of the 3E model<br />

holds a specific woridview which determines the way Its<br />

representative stakeholders construct their own analysis<br />

of the problems, their own argumentarion during the<br />

negoriarion process, and their own course of acrion when<br />

implemenring their decisions Into a specific project. The<br />

current state of our Western scientific culture, with its almost<br />

exclusive emphasis on analytical, chaln-ilke logical and causal<br />

reasoning in educarional and pedagogical institurions, is<br />

the primary source of this woddview. As a consequence, an


economist will have the tendancy to consider environmental<br />

or social issues from his or her economical theoretical and<br />

conceptual framework; an environmentalist will do the same<br />

for economic and social issues and likewise for the third pole.<br />

This situation which is well known of course in negotiation<br />

theory,explainswhatwehearor read almost daily in the media,<br />

and justifies the conclusions that can be and have actually<br />

been drawn from various experiences and experiments in<br />

the ten year period between Rio (1992) and Johannesburg<br />

(2002). In the last decade or so, we have all been witness to a<br />

phenomenon, a tendancy, a collective movement, a political<br />

party, a paradigm, a highly mediatized demonstration or even<br />

a mere fashion, which has tried to pull the triangle either in<br />

the all-economic (econocentric), all-ecological (ecocentric) or<br />

all-social (sociocentric) direction. The problem is due to the<br />

difficulty to consider the triangle as a system rather than a<br />

mere assemblage, i.e. as a dynamic organic whole the logic of<br />

which can only be understood by complex intelligence^<br />

I hope not to be misunderstood, fvly point is certainly not that<br />

all those projects that have been carried out under the banner<br />

of sustainability (or Agenda 21) with the methodological help<br />

of the tripolar model, have failed. There are indeed many<br />

achievements, in all kinds of contexts and at various scales,<br />

which can be stored in the chapter of success stories from a<br />

short-term perspective. In the long term however, one must<br />

admit that there are numerous reports of eventually emerging<br />

and quite rebellious problems resulting of -sometimes<br />

dramatically conflicting- situations. It is this observation which<br />

led me to question, not only the logical structure, but also the<br />

very substance ofthe tripolar mode!'".<br />

4. Anthropological unsustainability<br />

The historical and genealogical analysis of our tripolar model<br />

shows that it originally stems from a bipolar configuration<br />

where socioeconomic development (anthropic, or cultural,<br />

pole) is opposed to environmental preservation (natural<br />

pole). This bipolarity is indeed still pivotal in the Brundtland<br />

Report (1987). Its transformation into a tripolar configuration<br />

is strongly bound to the political an economic context ofthe<br />

years that followed the latter, until the Rio conference. We will<br />

not inquire into how and why this transformation took place,<br />

since we are only interested in the fact that the tripolar model<br />

is the dominant model today, and that there is a good chance<br />

it remains so for a while. What 1 shall do instead is discuss<br />

the analytical and theoretical bases of the model in order to<br />

unveil some core contradictions, and eventually propose a<br />

new, hopefully more fruitful and more operational, model. As<br />

we shall see, the theoretical framework or viewpoint of design<br />

proves quite useful to carry out this discussion, along with<br />

other arguments borrowed from the economic and socio­<br />

political spheres. The reasons I characterize my argument as<br />

'anthropological'" will become clear later; there is more to it<br />

than mere conceptual commodity.<br />

The first problem with the model is the separation of the<br />

economic from the environmental or ecological domain. As<br />

their etymology already points to, economics and ecology<br />

belong to the same field and share the same logics: they<br />

both deal, very roughly speaking, with available resources,<br />

production, transformation, exchange, consumption, value, and<br />

make all kinds of computation of one or the other and of their<br />

respective relationships. Roughly speaking, again. A science of<br />

economics which does not take into consideration the whole<br />

system involving these processes does not even deserve its<br />

name. Why then leave to a distinct science the task of figuring<br />

out the ecological impacts of the global handling of natural<br />

resources? If indeed economics can be defined as the science<br />

which deals with the production, distribution and consumption<br />

of goods, with the material and symbolic aspects of exchange<br />

processes, and with the potential equilibrium between needs<br />

and their satisfaction, then the logical and structural separation<br />

of economics and ecology in a theorical model meant to guide<br />

human agency is an epistemological and practical fallacy. In<br />

many cultures, especially those based on agriculture, such<br />

an idea of economics is plainty unthinkable, since it proves<br />

totally unpractical according to the very logic of agricultural<br />

practice. Logically speaking, there is no reason to consider that,<br />

since the archetype of economic exchange is a give-and-take<br />

or cost-benefit relationship, the "give and the take" aspects of<br />

the relationship should belong to a different scientific domain.<br />

Obviously, my common-sense type of reasoning should be<br />

more qualified and discriminate. It actually could, and I am sure<br />

economists would have no troube developing a conceptually<br />

more sophisticated and rigorous argument with regard to<br />

their discipline. It would be surprising however that they end<br />

up with an opposite conclusion. What I am arguing were Is not


that there are some environmental aspects that should be<br />

taken into consideration by the science of economics, in the<br />

sense one means that economic exchanges also have a social,<br />

or political, or semiotic component. No, the statement is much<br />

stronger: since there is no radical difference between economic<br />

and ecological phenomena, economics and ecology should be<br />

merged into a single pole, namely that of a more comprehensive<br />

general economics {or Economics with capital e).<br />

We are now left with a bipolar model again, except that it Is not<br />

analogous to the previous one mentioned above. Both poles<br />

here are of anthropic character; they both deal with human<br />

agency. Their respective purpose Is different, if not divergent,<br />

however. By the way, notice that this bipolar model Is very<br />

similar to the central dialectics of Marxian philosophy in the<br />

19th century. We will come back to this later. Let us focus first<br />

on the third pole, namely on the social aspect of sustainable<br />

development.<br />

Thousands of pages have already been written on those<br />

human or social aspects end on the way they should be<br />

understood and dealt with In sustainable projects. I have<br />

no pretention -nor do I really have the competence- to add<br />

anything dramatically significant to this corpus in such a bnef<br />

paper. I will try to show however that the point of view of<br />

design, seen as a discipline whose theoretical and empirical<br />

concerns are centred around the phenomenon ofthe project,<br />

may constitute a contribution to what social sciences have<br />

already gathered on this rather vas subject matter. My field<br />

observations of actual projects reveal that the third pole of<br />

the 3E or BP model, corresponding to the social (or human?)<br />

aspects and consequences of sustainable projects, is often<br />

used as a 'black bin' where all aspects not directly related to<br />

the two other poles can be thrown into. The bin collects all<br />

'soft' aspects or variables of the analytic process, those which<br />

cannot really be quantified or rendered objective without<br />

losing their very meaning. As a consequence, the third pole Is<br />

that which is subject to the widest and looseet interpretations.<br />

I have gathered a good deal of evidence of this fact from a<br />

number of ecodesigners and sustainable project managers.<br />

The situation is further beclouded by the fact that there is<br />

some confusion between logical and ethical arguments,<br />

between a hard deductive/objective reasoning based on<br />

figures and statistics {both in economics and ecology) and a<br />

more 'fuzzy' or 'philosophical' type of reasoning, in short, the<br />

third pole lacks adequate definition.<br />

I believe that this dimension of sustaible development should<br />

be treated In a more dlscnmate manner. To Insist almost<br />

exclusively on the social dimension of human Issues, as is the<br />

case in the majority of projects I have observed, is missing one<br />

half of the problem. A more comprehensive stance consists<br />

in realizing that any human phenomenon has two principal<br />

dimensions: the individual and the collective dimensions or<br />

qualities. Psychology and sociology In one part, anthropology<br />

and ethnology In another, are academic disciplines which<br />

have split and shared the corresponding knowledge In the<br />

two respective dimensions. Let us now turn back to our model<br />

and see the consequence of this almost banal but decisive<br />

distinction. Social equity is indeed an important aspect that<br />

deservestobeglven some pnority in sustainable development.<br />

There have many convincing arguments developed on this<br />

topic. One should indeed expect that the wealth and riches<br />

created by the pole corresponding to Economics are fairly<br />

distributed, not only among the various social categories<br />

concerned by the project, but also with respect to future<br />

generarions. But then, the following quesrions remain: Who<br />

gives the impulse to produce wealth? Who is initiating the<br />

projects? Who Is deciding how the riches are to be distributed?<br />

in other words: Where is the projectual dimension of the<br />

social pole? This is indeed a typical design question. If this<br />

dimension is not explicitly handled in the discussion, then we<br />

are left with a sort Darwinian process, with an'invisible hand'<br />

phenomenon leading one to derive a kind of determinism<br />

from the model. As a matter of fact, the more scientific<br />

and sophisticated our theoretical models of sustainable<br />

developement, the strongest the belief In their deterministic<br />

character. I could be contested that the projectual dimension<br />

is naturally included in the economic pole. Such argument<br />

results from an epistemological confusion which design<br />

researchers are well aware of since they have read Donald<br />

Schön: design is in no way the application of some pre-<br />

exlsring science, be it economics, sociology, semiorics or else,<br />

design has its own original epistemology. Furthermore, the<br />

logic of economics Is a logic of means, and economic science<br />

is basically analyric, whereas the logics of design is a logics of<br />

crearivity and Iniriarive, design being basically pragmaric (In<br />

the philosophical sense). As we know from our basic courses


in philosophy, distinction should be kept between facts and<br />

values, and every designer knows that the process enabling<br />

to pass from one domain to the other is not a Darwinian­<br />

like process of emergence: it takes human engagement to<br />

transform facts into action, i.e. into values.<br />

For all theses reasons and for the sake of logical clarity I<br />

believe the 'social' pole of the model should be split into the<br />

two separate poles of social equity and social creativity.<br />

We are thus left with a new configuration: a systemic model<br />

consisting of three dynamically interrelated dimensions<br />

correspondind to comprehensive economics (or Economics),<br />

social equity and human creativity.<br />

5. A new'holy trinity'?<br />

What is the cognitive gain of this transformation? What is the<br />

point of redesigning a tripolar model into another, inverted,<br />

tripolar model? Have we but 'changed four quarters for a<br />

buck' as the saying goes? My answer is clearly negative. The<br />

first reason is that by including the design dimension into the<br />

model, we introduced a strong dynamic impulse which leaves<br />

us no choice but to actually address some very fundamental<br />

issues raised by human agency, especially when the latter<br />

takes the form of a project. The second reason has to do with<br />

the anthropological framework mentioned earlier.<br />

The new proposed structure of our model happens to be<br />

analogous to the so-called 'threefolding' of the social order<br />

as proposed by philosopher Rudolf Steiner (1866-1925) at the<br />

turn of the 20''' century. Steiner's first confrontation to social<br />

issues arose while teaching at the Popular University in Bedin.<br />

Although his first article on this topic dates as early as 1905,<br />

his major publishing and lecturing activity only really started<br />

after WW1. Steiner's very pragmatic stance explains why<br />

the content of his writings is deeply related to the historical<br />

and political context of the war. To this contextual aspect<br />

also belong the workers' movements of the end of the 19th<br />

century (the Russian Bolchevist Revolution and the hesitations<br />

ofthe newborn Weimar Republic. Conversely, the social and<br />

political philosophy of Karl Marx and his followers is the main<br />

intellectual reference against which Steiner's argumentation<br />

is constructed. One should not conclude therefrom that<br />

the influence of these contextual aspects is so strong as<br />

to relativise and invalidate Steiner's propositions for our<br />

contemporary situation, since the former result from a careful<br />

phenomenological inquiry into the logics and the origins of<br />

the social, economic, political and spiritual conditions. In this<br />

respect, Steiner shows quite convincingly how Marx's own<br />

inquiry into the social conditions was quite accurate, but<br />

that the materialist interpretation of his findings was faulty<br />

due to an inadequate anthropology. Interestingly enough<br />

and as we already noticed earlier, the bipolar -economics/<br />

society- reduction ofthe model we end up with after having<br />

integrated the economic and environmental pole into a more<br />

comprehensive economic one, is quite similar to the centra!<br />

problematic of Marx'philosophy and his famous'contradiction<br />

of capitalism'. Marx asks how it is possible to reconcile both<br />

poles, i.e. to transform the dialectics into a superior synthesis<br />

in order to imagine an economic system respectful of the<br />

social aspirations of the workers. In terms of sustainable<br />

development, the question reads as follows: Is it possible to<br />

reconcile the economic and the social pole, i.e. to transform<br />

the duality into a dialectics whereby we could imagine<br />

an economic/technological system which is respectful of<br />

environmental constraints, warrant of social and generational<br />

justice, and capable of enhancing individual emancipation?<br />

The two approaches are quite analogous.<br />

It is not possible to sum up Steiner's social philosophy here.<br />

There exist some good syntheses of it in the literature'^<br />

Moreover-and Steiner himself was very categoric on this point-<br />

what is called 'philosophy' here should not be considered<br />

as a dogmatic theoretical system of economics or political<br />

philosophy that would replace all the others. The threefold<br />

character of social life is an empirical constatation based on a<br />

phenomenological observation which we all could and should<br />

carry out by ourselves. What it reveals is that there are three<br />

fundamental qualities which characterise (or 'colour') our<br />

relationships whith other human beings, depending on the<br />

specific field on which the relationship is focused. The three<br />

fields, according to Steiner, are the 'economic', the 'political'<br />

and the'cultural'. These should be considered as independent,<br />

meaning by that that they each obey to a distinct logic. He<br />

points to the fact that the three 'logics' used to be integrated<br />

into a unique system in earlier history (theocracy), the cultural<br />

aspect being the determining ruling force (religion). The two<br />

otherforces progressively departed onanindependant path in


successive times in history: the political in the Roman Empire,<br />

the economic during the Industrial Revolution.<br />

In the economic sphere, says Steiner, the relationships between<br />

individuals are based on needs and mediated by goods, so that<br />

there is a strong mutual interdependance; its guiding logics<br />

is solidarity or fraternity, not In the moral but in the strict<br />

economic sense. The political sphere, that of public rights. Is<br />

the wodd of essentially human relationships, in the sense<br />

that we consider the other not as a provider of some good or<br />

service, but as an equal; its guiding logics is therefore equality.<br />

In the cultural sphere, the relationships are based on the<br />

mutual recognition of one's own and Idiosyncratic capacities,<br />

competences and potentialities, which can only be cultivated<br />

and developed in a non-oppressive intellectual, artistic or<br />

religious environment; its ruling logics is liberty. The three<br />

dimensions of fraternity, equality, and liberty are potentially<br />

present in every project. According to the threefolding<br />

principle, their respective singularity must be strictly respected<br />

when deliberating about economic, political, and cultural issues<br />

which arise in the course of the project so that, for instance,<br />

no political consideration should ever interfere with matters<br />

of cultural or economic import. Likewise, the cultural sphere<br />

should be carefully preserved from any economic or political<br />

interference, and so on. One must admit that this sounds<br />

almost nonsensical when checked against our contemporary<br />

habits. But isn't that exactly how Thomas Kuhn described what<br />

a new paradigm was to feel like at its beginning?<br />

The analogy of the threefolding principles with the slogan<br />

of the French Revolution is not only a useful mnemonic<br />

artifice, but is also historically grounded. The analogy helps<br />

to understand the pathologies of the contemporary social<br />

and economic philosophy, where the three district guiding<br />

logics are put at the wrong place. By putting, for instance,<br />

the economic life under the rule of liberty, one experiences<br />

the drifting of extreme liberalism and its perverted or wicked<br />

consequences. Likewise, by insisting on equality being the<br />

basic value ofthe cultural life, for instance in education, one<br />

runs into the paralysing effects of egalitarianism, i.e. the<br />

levelling by the lower mean.<br />

The very phenomenological and non-dogmatic nature ofthe<br />

threefolding model should discourage any discussion of it in a<br />

speculative, rhetorical, manner. As indicated above, it should<br />

be considered as a working hypothesis in the purest Jamesian<br />

pragmatic sense and as such taken out into the field (that of<br />

a design project) so that its fruitfulness may be experienced<br />

(or not). There are already a number of initiatives around the<br />

world where Steiner's threefolding model has been put into<br />

practice, in fields as diverse as agriculture, banking, business<br />

and management, educational and therapeutic institutions,<br />

etc'''. The next step of this research project will precisely<br />

consist in this. Its current state has not yet allowed me to<br />

gather a comprehensive review of experiences (if any) carried<br />

out in sustainable design projects with the threefolding<br />

perspective. An outstanding example would be the network<br />

of biodynamic farms in operation worldwide. They should<br />

be considered indeed, for their management and landscape<br />

design principles, as potentially interesting case studies of<br />

contributions to sustainable development.<br />

In the specificfield of design, it would be interesting to analyse<br />

the extremely original and convincing experiences carried out<br />

under the advlsorship of Ezio Manzini in Milan'^ in the light of<br />

the threefolding conceptual framework. Although Manzini's<br />

central theoretical and pragmatic framework draws mainly on<br />

Nobel Prize winner Amartya Sen's economic theory, I can see<br />

no contradiction at first right with Steiner's guidelines'^<br />

6. Some remarks on metaphysical issues<br />

The paper has already pointed to the relevance of a reflection<br />

on the metaphysical aspects of design'^ The reason these<br />

aspects should be considered important is that they<br />

determine our way of dealing with design projects, both in<br />

theory and practice. They provide us with -or imprison us in-<br />

our intellectual habitus and influence our interpretive activity.<br />

It is therefore a useful exercise to bring them to light so that<br />

their deterministic effect can be evaluated and eventually<br />

modified.<br />

The one aspect I wish to draw attention to in the context of<br />

this paper is the dualistic, polarised scheme used in practical<br />

deliberation, throughout the Western intellectual culture. The<br />

archetypal figure ofthis polarising pattern is the iconographic<br />

interpretation of the Last Judgment, especially visible in<br />

Catholic architecture, sculpture, painting and glasswork.


The central figure of Christ Is dividing the space into the two<br />

opposed realms ofthe good and the evil, ofthe saved and the<br />

damned. But one can find this moral topology also In the non-<br />

Chnstlan iconography, for instance in Greek-Roman mythology<br />

v^here some hero Is bound to choose between vice and virtue,<br />

between hell and heaven, between beauty and ugliness, etc.<br />

What seems to have encouraged the emergence of such a<br />

strong polarity is the'ontologising'of this central scheme into<br />

a static form.The origins ofthe scheme stem way back into the<br />

eadiest cosmogonies of pre-Socratic philosophy, gut it was<br />

undoubtedly strongly reinforced by Platonic dialectics and<br />

Aristotelian ethics. What has been lost in the course of their<br />

respective interpretations is their dynamic character, leading<br />

to the 'ontologising' phenomenon mentioned earlier. The two<br />

opposing entities have ended up being considered as the final<br />

outcomeofa process, whereas they are onglnaily to bethought<br />

of as a process in its own right, namely as the very movement<br />

of human thinking or acting. When considered from such a<br />

dynamic viewpoint, there always appears a third member in<br />

the diad.Thus, for instance, the iconoiogy of the Last Judgment<br />

Is truly incomprehensible without the central figure of Christ.<br />

Particularly sophisticated and interesting in this respect is<br />

Aristotle's definition of virtue. In his ethics, virtue is not the<br />

opposite of vice, but virtue is a mean between two extremes,<br />

between two vices, one in excess and one in default'^ A mean,<br />

however, which is not arithmetical or'Darwinian', but a mean<br />

which is produced by human agency and is to be renewed,<br />

re-invented, re-designed In each new situation.The topology<br />

of Aristotle's principle Is therefore triadic and dynamic. A<br />

careful meditation of these observations may lead us to the<br />

following conclusion. Whenever, by analysing a phenomenon,<br />

we discover it is structured along a polar contradiction {as in<br />

Marxian philosophy for instance), we should be looking forthe<br />

third member ofthe configurarion in order to transform the<br />

diadic into a triadic geştalt'^. Very evocarive in this respect is<br />

Rudolf Steiner's own arrisric interpretation of this fundamental<br />

principle. The monumental wood sculpture he personally<br />

conceived and made at the end of his life, the Representative<br />

of Humanity, shows the central figure ofthe human being who<br />

is torn apart between the two poles of spiritual and material<br />

temptations. Not between good and evil, but between two<br />

figures of evil, where intellectual arrogance on one hand, and<br />

the intemperance of materialistic hedonism on the other, may<br />

be recognised as typical incarnarions of the Western mind.<br />

The archetypical property of Steiner's threefolding model<br />

derives from his anthropological anchoring, This is precisely<br />

the main reason why its pragmaric and operarional fruitfulness<br />

deserves to be experienced in design, more specifically in<br />

sustainable design. Such is both the conclusion of this paper<br />

and the starring point ofthe next phase ofthe corresponding<br />

research project.<br />

7. Conclusion<br />

The research originates in the empirical evidence that the use<br />

of the 3E or 3P model as the main reference for sustainable<br />

design projects consistently faces insuperable contradlcrions<br />

and dissatisfactions among the project carriers (designers,<br />

clients, users, etc.). A critique of the central model appeared<br />

therefore to be necessary. The main inconsistencies of the<br />

model can been uncovered when the cririque is carried out<br />

both from a systemic or an anthropological-philosophical<br />

perspective. In effecttheformerappeared only as a preliminary<br />

step toward a more fundamental reconsideration ofthe logical<br />

foundations of the model. It appears possible to surmount<br />

the so-called 'anthropological unsustainability' of the model<br />

by an inversion of its triadic structure and a renaming of the<br />

correspond poles. The model then becomes analogous to<br />

Rudolf Steiner' threefolding model he proposed after WW!<br />

in order to construct a more human social order. This mode!<br />

has since proved fruitful for the design and management of<br />

various economic and social initiatives. The strong analogy<br />

this research has made obvious between the threefolding and<br />

the modified 3E or 3P model used in sustainable development<br />

leads to the conclusion that it might be fruitful to work with<br />

the latter in further sustainable design projects. The three<br />

poles of the rectified model are the following: 'comprehensive<br />

economic' (or economics with capital E), 'social equity', and<br />

'human creativity'. The ruling logics ofthe respecrive poles are<br />

the ones Idenrified by Steiner, namely and respecrively the<br />

logics of fraternity, equality and liberty.<br />

As already stated at the beginning of this paper, the<br />

methodology adopted in this first phase of the research<br />

project is mainly specularive, but it was preceded by a<br />

careful phenomenological observation of projects-in-action,<br />

mainly but not exclusively in the field of design. The general<br />

argumentarion is not as well supported on empirical and


ibliographical evidenceas one might wish or expect. However<br />

the pragmatic viewpoint adopted all over allows research<br />

to proceed along concurrent paths, provided the necessary<br />

work is carried out parallel to the field work, according to the<br />

methodological foundations of project-grounded research in<br />

design.<br />

My conclusion is far from being ... conclusive. This research in<br />

progress Is now entering a new phase, in the form of a situated<br />

'reflection-in-action' experience, whereby the potential of our<br />

new threefolded model will be put to test.<br />

NOTES<br />

1- One noticeable counterexample is the so-called 'Chaos<br />

Report' published by the Standish Group. See for instance the<br />

"2004 Third Quarter Research Report" at www.standishgroup.<br />

com/sample_research/chaos-1994_2.php {accessed 02,15.07)<br />

2-This Issue is raised In similar terms, although In a different<br />

theoretical context, by Pierre-Luc Lalonde in his Ph.D. project<br />

titled Structurotion de I'espace agissont de la pratique de la<br />

gestiondeprojet Montreal, Ecolepolytechnique, 2007, M4ppJhe<br />

argument goes as follows. The causes of failure in engineering<br />

projects are usually diagnosed with reference to the standard,<br />

instrumental and normative, model in project management<br />

(the so-called 'Cost, Time and Quality' model): cost overrun,<br />

time overrun, and/or poor quality delivery. Various evaluation<br />

guides and methods have been designed to assess and audit<br />

such projects. However, there are instances where, although<br />

successful with regard to standard evaluation, some projects<br />

nevertheless are considered as unsatisfactory or unsuccessful<br />

by their stakeholders and clients. The source ofthis aporia lies<br />

in a too restrictive definition of what one considers as a good<br />

project, I.e. In the very central theoretical model adopted by<br />

project managers.<br />

3- In the plenary paper he delivered at the 'Wonderground'<br />

DRS International Conference in Lisbon (November 2006),<br />

titled "Worldviews for Design Theory'; Per Galle urged design<br />

researchers to be more critically aware ofthe basic metaphysic<br />

assumptions on which, according to Peirce, design theory<br />

rests. In his abstract, Galle thus proposes "a method by which<br />

the philosophy of design may develop sound metaphysical<br />

foundations (worldviews) for design theory".<br />

4- Findeli A., "Die projektgeleitete Forschung : eine Methode<br />

der Designforschung" in R.Michel (ed.) Erstes Design<br />

Forschungssymposlum, Zurich, Swiss Design Network, 2004,<br />

pp.40.50. French version available at www.din.umontreal.ca/<br />

findelLhtml underthetitle"La recherche-projet: une methode<br />

pour la recherche en design" (Project-grounded research: A<br />

Methodology for Design Research).<br />

5- One must be very careful with the choice of terminology In<br />

such a pragmatic framework. In project-grounded research, a


"hypothesis" becomes a "problem" or, better, a "problematics",<br />

since the main purpose of such research is to improve design<br />

practice, not to increase the truthfulness of descriptive theories.<br />

Therefore, theoretical and practical endeavours must be ciosely<br />

interrelated in a highly dynamic dialectical process.This means:<br />

1) that the theoretical 'models' mentioned in the text are not<br />

tested as in conventional experimental science, but'put at work'<br />

or situated in context; 2) that the validation criteria of these<br />

models are not thruth and generalisability, but relevance and<br />

fruitfulness (for practice); and finally 3) that each new practical<br />

situation isanopportunitytodevise(orimprove)thesetheoretical<br />

models, so that the latter are not the result of a deductive but of<br />

an abductive process. The entire methodological procedure of<br />

project-grounded research is recursive, with a MÖbİus ribbon or<br />

an Escher-like morphology/topology.<br />

6- Brunei, S., Le developpement durable, Paris, PUF, 2004,<br />

passim.<br />

7-This is a very short abstract of a long argument developed by<br />

Aurelien Boutaud in his doctoral dissertation Le developpemer)t<br />

durable: penser le changement ou changer le pansement? {a<br />

truly intranslatable play on words), Saint-Etienne, Ecole des<br />

Mines et Üniversite Jean-Monnet, 2006,523pp. Downloadable<br />

at www.emse.fr/site/themerecherche/boutand.htw.<br />

8- Ibid.<br />

9- The characteristics of complex intelligence cannot be<br />

developed in the framework ofthis paper. Besides that, I hope<br />

it is an insult to the design research community to believe that<br />

these characteristics are unknown in the field of design. As a<br />

matter offact, design thinking isa kind of complex intelligence<br />

in action. Which designer is not trying to come up with a<br />

beautiful, good and inexpensive product?The epistemological<br />

status of a design outcome is indeed that of such an organic<br />

whole, since it isa'synthesis'of usually conflicting and mutually<br />

exclusive'variables'.Throughout the design process moreover,<br />

the systemic structure ofthe object remains dynamic, until it<br />

is 'frozen' into a product. The necessity to develop complex<br />

intelligence in primary and secondary schools has been<br />

strongly advocated in France by sociologist Edgar Morin. He<br />

is also one of the main inspirations of the European research<br />

network built by Jean-Louis LeMoigne during the last 30 years<br />

(the other one being Herbert Simon) named 'Reseau europeen<br />

pour la modellsation de la complexite' (www.mcxapc.org ).<br />

10- From a different perspective, the Research Chair for Ethics<br />

at the University of Montreal (CREUM) came to the conclusion<br />

that the very concept of sustainability had become empty for<br />

having been subject of a too large extension. A fundamental<br />

philosophical and conceptual work on the meaning of the<br />

concept was therefore feltto be necessary. Seethe proceedings<br />

of the 2006 conference. The future of sustainability?, available<br />

online on the Chair's website: www.creum.ca.<br />

11 - 'Anthropological' is meant here in its philosophical sense.<br />

In this respect, we are dealing with the different points of<br />

view under which the human being is considered, described,<br />

and represented ('theorised'). This appears somewhat in<br />

opposition with the conclusion of one of the participants to<br />

the conference mentioned in footnote 10, Catherine Carrere,<br />

who writes that the contradictions to which the diverging<br />

interpretations of the concept of sustainability lead us could<br />

only be overcome by changing our core question: "The issue<br />

[...] is not in the choice between humankind and nature, but in<br />

a reflection upon our concept of nature" (R17). As we shall see<br />

in the paper, my conclusion is rather an invitation to reflect<br />

upon our concept ofthe human being.<br />

12- The written contribution of Rudolf Steiner to the social<br />

issue consists in a book and a series of 13 articles. The original<br />

works are in German. My references are mostly in French, but<br />

English speaking readers may easily find the corresponding<br />

works since Steiner's books and lectures are classified<br />

according to the GA system {Gesamtausgabe) used for the<br />

complete works. Steiner, R. Fondements de I'organisme social<br />

(GA 23-24), Geneve, Ed. Anthrop. Romandes, 1985 (original<br />

German edition: 1919 for GA23,1915-1921 for GA 24). Besides<br />

these written basic works, Steiner delivered around 200<br />

lectures and courses on social threefolding to which should<br />

be added his lectures on education, agriculture and therapy,<br />

in which practical, economic, and organisational issues were<br />

raised and discussed. For more information, see the website<br />

ofthe Goetheanum (www.goetheanum.org ), seat ofthe Frele<br />

Hochschule fur Geisteswissenschaft, the Free University created<br />

by Steiner in 1923, which has a department named Sektion fur<br />

Sozialwissenschaft.


13- Among many others: Nouyrit, H., Fraternite, Egalite et<br />

Liberte. Actualite de \o pensee sociale de Rudolf Steiner, Paris,<br />

Triades, 2004; Steiner, R. & Houghton Budd, Chr., Rudolf Steiner<br />

Economist, Canterbury, New Economy Publications, 1996;<br />

see also the Talking Economics Bulletin available at www.<br />

talkingeconomics.com.<br />

14- The most ambitious contemporary example is Nicanor<br />

Pedas' Agenda 21 Program for the Philippines (www.cadi.<br />

ph/nicanor_pedas.htm). Other noteworthy cases are: the<br />

Sekem initiative, founded 1977 in Egypt (www.sekem.org},<br />

whose initiator, Ibrahim Abouleish, was granted the so-called<br />

'Alternative Nobel Prize' together with Perlas in 2003; the<br />

banking enterprises of GLS (G), Tnodos (NL), Mercury (UK),<br />

Merkür (DK), Nef{F).<br />

15- Manzini's basic pnnciples for 'strategic design' are<br />

synthesized in his"Design, Ethics and Sustainabillty. Guidelines<br />

for a Transition Phase"in Sotamaa, Y. (ed. in chief) and Salmi, E.<br />

& Anusionwu, L. (eds), Nantes Cumulus Working Papers, Helsinki,<br />

UIAH University of Art and Design, 2006, pp. 9-15. The same<br />

proceedings, downloadable at www.cumulusassociation.org,<br />

also include three case studies conducted at the Ph.D. program<br />

of Milan Polytechnics by S. Maffel & B.Villarl, A. Meroni, and C.<br />

Cipolla.<br />

16-Nouyr!t(seefootnote13,pp. 84-85) criticizesSen's"methodic<br />

reflection upon the very complex and infinitely diverse play<br />

ofthe equality-liberty couple" for not having thrown strong<br />

enough a bridge between both poles; the mediating role<br />

should, according to Nouynt, be given to fraternity {"affectio<br />

societatis"), in order for his theory to become more practical<br />

and fruitful. Nouyrit's professional experience has been In the<br />

cooperative movement in agriculture and In the construction<br />

the European Community. He is one of the founders of the<br />

Nef bank(A/ouve//eecor7om/efrateme//e) in France in 1978, and<br />

currently major of a small village in the Southwest of France.<br />

17- See footnote 3 and Per Galle's contribution in this respect.<br />

In an eadier essay on the Bauhaus, I already hinted at some<br />

metaphysical aspects of design theory and ideology. Findeli,<br />

A.,"The Bauhaus Project: An Archetypefor Design Educarion in<br />

the 21th Century" T/ieSfmctur/st, 39/40,1999/2000, pp. 36-43.<br />

18- Aristotle, Nlchomachean Ethics, for instance II, 104 a 10-25<br />

or 1106b 22-28.<br />

19- French philosopher Francois Julliens's very thought<br />

provoking comparative study of Chinese/Eastern and<br />

Greek/Western philosophical traditions is extremely helpful<br />

to uncover our own metaphysical guiding axioms. His<br />

conclusions are usually quite useful for design thinking and<br />

project theory. See for example his Du mal/Du negatif, Paris,<br />

Seuil, 2004, where one can read that "China enlightens the<br />

tragic character of European thinking" (p.l 09).


T H E B A L A N C I N G A C T D F P R O D U C T D I S C O U R S E A N D P E R F O R M A N C E<br />

Josiena Gotzsch, MSc, DBA<br />

GEM Grenoble Ecole de Management, Grenoble, France<br />

gotzsch@grenoble-em.com<br />

Abstract<br />

What is to be designed into a product to make it highly<br />

desirable? The aim of this research is to identify these key<br />

attraction points: innovatlveness, environmental aspects,<br />

brand identity, symbolic, aesthetic value and others. It Is this<br />

dance between product performance and discourse that<br />

bnngs product's appeal.<br />

As a result of a literature review, the key elements of product<br />

attraction are visualised in a model. This model presents "what<br />

the product does" and "what it communicates". It contains<br />

five basic elements: 1) functionality, 2) price, 3) aesthetics,<br />

4) symbolic meaning and 5) ergonomics. More detailed<br />

categones, such as brand identity are part of these five basic<br />

elements.<br />

For the field research, a questionnaire was designed that<br />

investigates the reasons for loving or detesting a product.<br />

Around seven hundred undergraduate students completed<br />

this questionnaire analysing a loved or detested product of<br />

their choice.<br />

This research is sdll in process. The main objective now is<br />

to define an appropriate structure for the analysis of the<br />

questionnaires. A coding system used by Cslkszentmihalyi<br />

and Rochberg-Halton (1981) is a good basis, but adjustments<br />

are needed. Since 1981 the market has changed and the two<br />

studies differ. New products with a high affective value have<br />

emerged - portable phones, video games and MP3 players<br />

- and brand identity is more important in the present study.<br />

Furthermore, the respondents of the two studies have a<br />

different life style and at present both detested and loved<br />

products are analysed.<br />

Introduction<br />

In research concerning the new product development process.<br />

Cooper and Kleinschmldt (1995) found product superiority<br />

as the number one success factor, but some companies<br />

miss the competences to make the right design decisions<br />

(Dickson, Schneider, Lawrence and Hytry, 1995). It remains a<br />

vital challenge for companies to develop products that are<br />

superior from competitors' products. Part of this process Is to<br />

Identify what makes a product superior and highly desirable<br />

and secondly to be able to integrate these characteristics in<br />

the new product design.<br />

This present research examines the first part of the new<br />

product development process: "What is to be designed into<br />

a product" to make it highly desirable. It alms to Identify key<br />

attracrion points, varying from a product's innovatlveness,<br />

environmental aspects, brand identity, to symbolicoraestheric<br />

value. In this study reasons for "desiring" a product and also<br />

reasons for"detesring"a product are examined.<br />

This article start with a literature review of different research<br />

domains: the design management field, the product attachment<br />

and material possessions literature, and new product<br />

development studies (NPD studies). As a result of this literature<br />

review, a mode! for a product's key attraction points is proposed.<br />

For the field research ofthe present study, two interview forms<br />

were designed. One examines on the reasons for "loving" a<br />

product, the other on the reasons for "detesring" a product.<br />

The respondents are students, following a higher education in<br />

business studies, in the age group 20 to 28 years. Around six<br />

hundred students from the Grenoble Ecole de Management<br />

have completed the quesrionnalres. The quesrionnaires were<br />

also completed by around hundred architecture students<br />

from the Grenoble Ecole d'Architecture.


The last section of this article describes how the results<br />

from the questionnaires will be analysed. The analysis ofthe<br />

interviews is built on the structure of the Csikszentmihaiyi<br />

and Rochberg-Halton (1981) study. In the study "domestic<br />

symbols and the self", Csikszentmihaiyi and Rochberg-Halton<br />

(1981) interviewed families in Chicago about items in their<br />

households having special meaning to them. They found 41<br />

categories of objects and 37 reasons why objects were special.<br />

The product categories and reasons for products to be special<br />

ofthe Csikszentmihaiyi et al. (1981) study need to be adapted<br />

to the present study. Since this 1981 study, new products with<br />

a high affective value have emerged, for example electronic<br />

products, such as portable phones, computers, videogames<br />

and MPS players. The present respondents are students<br />

following an academic education. Their needs, life style and<br />

financial resources differ significantly from the interviewees in<br />

the Csikszentmihaiyi et al. (1981) study, that deals with family<br />

members in different age groups.<br />

This article explains how the research results will be analysed.<br />

A thorough analysis ofthe present research results will be the<br />

next step. Some findings are, however, presented in this article.<br />

Literature lleview: Key Aspects of Product Attraction<br />

This first section investigates key aspects of product attraction<br />

by analysing what is described in parts of the design<br />

management, the material attachment and the new product<br />

development literature.<br />

From the Design Management Literature: Products, Characteristics<br />

Mono (1997) describes products as objects with an ergonomic,<br />

technical and communicative side.The ergonomic side relates<br />

to adjusting the product to human physique and behaviour.<br />

The technical side represents the product's functionality,<br />

construction and production. The communicative side relates<br />

to the product's ability to "communicate" with humans and to<br />

"adjust"to human perception. He considers that every product<br />

is created In compliance with certain economical (price) and<br />

ecological constraints.<br />

Bürdek (1996) and Steffen (2000) distinguish the product's<br />

practical functions (its functionality) from its language (its<br />

communicative side). The product's communicative side is<br />

then divided into two different types of communication.<br />

One concerns the product's aesthetics and the other relates<br />

to the semiotic functions that give meaning to the product.<br />

As regards the meaningful, semiotic functions, a product can<br />

give information about itself, about its user and about the<br />

company's brand identity (Gotzsch, 2003). Humanised shapes<br />

give a specific "identity" or character to a product. Making a<br />

product alive contributes to product attraction. A product<br />

also communicates its user's personal characteristics such as<br />

age, gender and personality or informs about its user's social<br />

status and ambitions.<br />

Functional and the communicative aspects product are<br />

essential parts of a product's structure. The communicative<br />

side of a product contains aesthetic and meaningful symbolic<br />

aspects (Bürdek, 1996; Steffen, 2000). A product's structure<br />

also includes ergonomic, costs and ecological elements<br />

(Mono, 1997).<br />

From Materia! Attachment Literature: Reasons for LH


Products often communicate connections with other people,<br />

but also express personal identity. Belk (1988) specifically<br />

refers to the meaning of possessions as a reflection of our<br />

identity when he states; "our accumulation of possessions<br />

tells us who we are, where we come from and perhaps where<br />

we are going". Dittmar (1991) with "to have is to be" and<br />

Cslkszentmihalyi and Rochberg-Halton (1981) also reveal the<br />

significance of belongings for the individual self-concept and<br />

forthe communication of one's own Identity.<br />

A lively reaction towards products is possible. Products<br />

make people happy, angry, proud or can rouse a variety of<br />

emotions, such as fascinating, surprise or irritation (Desmet,<br />

2003). This reaction is influenced by personality and individual<br />

experiences age, rime-of-life and gender (Jordan 1999; Kleine<br />

and Baker 2004).<br />

From New Product Development Studies: Key Factors of Product<br />

Success<br />

Product innovation is crucial for comperirive advantage.<br />

According to Cooper and Kleinschmidt (1995), a product<br />

should meet customer needs better than competitor's<br />

products and should be innovative and novel. This implies the<br />

following product characteristics;<br />

• Unique features for the customer<br />

• Meets customer needs better than comperitors'<br />

products<br />

• High relative product quality<br />

• Solves customer's problems with competing products<br />

• Reduces customer's costs<br />

• Is innovarive and novel<br />

Developing an outstanding product is difficult. Many managers<br />

believe that design issues will be of increasing importance<br />

for their firms' comperitlveness, but that their company lacks<br />

the competences to make the appropriate design decisions<br />

(Dickson etal., 1995).<br />

At present, the emphasis is moving away from product<br />

functionality towards embedding more "emotional<br />

characterisrics", in a product's design, since this is increasingly<br />

important for product differenriarion.<br />

Proposed Model for the Key Aspects of Product Attraction<br />

In this secrion, a model is proposed that presents the "key<br />

elements of product attracrion".This model combines the basic<br />

elements of a product structure (Bürdek, 1996; Mono, 1997;<br />

Steffen, 2000) with the characteristics found to be important<br />

for product excellence (Cooper and Kleinschmidt, 1995).<br />

The proposed model draws a distinction between the<br />

product's functional value and the product's communicarive<br />

product value (see figure 1). In other words, this means that<br />

the model distinguishes "what a product does" ftorri "whatthe<br />

product expresses".<br />

The building stones of a product structure in the proposed model<br />

are: "performance", "ergonomics" "aesthetics", "symbolic meaning"<br />

and "cDsfs''To obtain product excellence and competitiveness,<br />

the factors performance, ergonomics, aesthetics and symbolic<br />

meaning should be maximised, while the factor costs should<br />

be minimised. Some aspects of performance, ergonomics,<br />

aestheticsand symbolic meaning should outperform competing<br />

products in an innovative way by enhancing latent user needs<br />

and new technological possibiliries. We will now discuss these<br />

five factors of product excellence (see figure 1).<br />

ProOucl's Functional value<br />

Funclionalily<br />

Technical performance<br />

Ecological performance<br />

Unique features<br />

Quality<br />

Economical<br />

Environmental<br />

Social<br />

(Ergonomics I<br />

Product's Cofîimunicative value<br />

Recognition / nev/ness<br />

Aestheficsl Complexity of shapes<br />

Beauty / Transition of shapes<br />

Ease ol use --•'^ Ease of understanding<br />

Product personification<br />

User identity<br />

Company identity<br />

Figure 1. Proposed model: Key attraction points of a product's<br />

design<br />

Cosfs; Economical, Environmental and Social Costs<br />

Within the model, the key element indicated as "costs" should<br />

be maintained low to make a product desirable. Price aspects


predominantly influence product attraction. Costs are not only<br />

economical, but also encompass environmental and social costs.<br />

Economical,environmental and social costs are Inter-dependent.<br />

Fair trade products, such as coffee from small producers being<br />

paid appropriately, take social costs into account.This raises the<br />

product's sales price, but contributes to product attraction.<br />

Multiple solutions are available to diminish environmental<br />

costs, for example by an appropriate use of eco-friendly<br />

materials or by reducing energy consumption during product<br />

usage. This in itself contributes to product attraction and has<br />

the potential to reduce the product's financial cost structure<br />

during the product's life cycle.<br />

Product Performance: Technological, Functional & Ecological<br />

Performance<br />

A product's performance (figure 1) includes functionality,<br />

technological performance, the presence of attractive<br />

features, originality, innovative concept and product quality,<br />

always compared to other available products. A competitive<br />

product has unique features forthe customer, a relatively high<br />

product quality, solves customer's problems with competing<br />

products and meets customer needs better than competitors'<br />

products (Cooper et al., 1995).<br />

Next to its functionality and technological performance, a<br />

product also has an environmental and social performance.<br />

With growing awareness of environmental issues by consumers,<br />

companies and regulators, a product's ecological performance<br />

is likely to become significant for product appeal and design.<br />

User-Centered Aesthetics<br />

The product's aesthetics and its meaning are key elements<br />

with purely communicative value. Aesthetics corresponds to<br />

the beauty ofthe product design and is based on the purity<br />

or complexity of the product's shape, details and colours.<br />

Familiarity or newness of a product's shape influences the<br />

appreciation of its aesthetics. Aesthetics should be appealing<br />

to the product's user and might not be appreciated by others.<br />

A timeless design reduces the need for early product<br />

replacement (before the end ofthe product's technological life<br />

span). In some exceptional cases, designers succeed in creating<br />

long-lasting icons. A car that does not look old-fashioned, but<br />

that has become a classic design is an example (Otto, 2005).<br />

Symbolic Value<br />

Symbolic meaning is based on personal and cultural<br />

associations. Symbolic meaning of a product can be expressed<br />

at three levels: expressions about the product, its user or its<br />

brand identity (Gotzsch, 2003, 2005), Symbolic value can<br />

increase its appeal and consequently prolong its usage.<br />

Product attraction is created by giving products "lively<br />

characteristics", for example by using animal forms in<br />

automotive styling (Burgess and King, 2004) or by given the<br />

feeling that there is a person behind the product when the<br />

product is hand made. It can also communicate elements of<br />

user personality or convey brand identity. Colours, shapes and<br />

materials in a product's design can be used to address status<br />

needs or to express group membership.<br />

Ergonomics<br />

Ergonomics lies on the dividing-line between communicative<br />

and functional product characteristics. Ergonomics help<br />

the user to understand how the product should be used<br />

(the communicative side of ergonomics). It also concerns<br />

the physical comfort of product usage and thus clearly<br />

contributes to the product's functionality. When the product<br />

is comfortable, and a pleasure to use it will be more attractive<br />

for a longer period of time.<br />

Methodology for the Field Research<br />

Discussing the multiple key attraction points of a product's<br />

design (see figure 1) with international business students in<br />

their last years of masters studies had the objective to make<br />

these future marketing and company executives aware ofthe<br />

importance of product superiority. As a result of discussions<br />

in the classroom, two questionnaires were developed. One<br />

focuses on the reasons for "loving" a product, the other one<br />

on the reasons for "detesting" a product. The questionnaires<br />

take into account multiple aspects, such as the product's<br />

functional performance, meaningful and communicative


elements related to the product itself, to the user's personality<br />

and the brand identity.<br />

Each student was asked to select one industrially produced<br />

productthat he or she either particularly appreciates or detests.<br />

They could choose all types of consumer product, from a<br />

simple toothbrush to a luxury car.They were asked to take into<br />

account all characteristics directly linked to the product, such<br />

as its shape, colour, symbol and performance. The reasons for<br />

the product choice, as well as their associations, appreciation<br />

for aesthetics and brand identity, and the product's role in the<br />

communication of their self-identity were examined with open<br />

questions in the questionnaire. The questionnaires were first<br />

pre-tested by six students. Following their remarks, this resulted<br />

in the questionnaire structure that is presented in figure 2.<br />

Description of<br />

objective<br />

Identification<br />

of product<br />

Knowledge<br />

about product<br />

Reasons for<br />

Question<br />

product choice this product.<br />

Description of<br />

appreciation<br />

In this exercise you will analyse a product from<br />

daily life that you particularly appreciate. You<br />

can choose from all kinds of consumer products,<br />

from a simple toothbrush to a luxury car. Please<br />

take in consideration the characteristics directly<br />

related to the product, such as its shape, colour.<br />

1) Please include a photo, the name and the<br />

description ofthe product.<br />

2) Did you already buy, utilise or consume<br />

this product? If so, since when and at which<br />

occasion? Please indicate when you have<br />

never used or owned the product.<br />

3) Please describe why you choose to study<br />

1 have chosen this product, because ...<br />

4) You havechosen a productthatyou appreciate<br />

very much. Please describe everything that you<br />

appreciate in this product. 1 love...<br />

Associations 5} What does the product make you think of?<br />

Description of<br />

disliking<br />

Emotional<br />

reaction<br />

Principal<br />

message<br />

This product makes me think of...<br />

6) Describe what you do not appreciate in this<br />

product. 1 do not like /1 do not appreciate...<br />

7) Please give ail the qualifications that comes<br />

to your mind when looking at this product<br />

{for example 1 find this product...).<br />

8) What does this product communicate<br />

most?<br />

Values 9) What are the values communicated by this<br />

Company and<br />

brand identity<br />

Company and<br />

brand identity<br />

Product's<br />

intrinsic value<br />

product?<br />

10) Does this product give information about<br />

the company or the brand identity? Please<br />

indicate which information aboutthe company<br />

or brand identity you perceive.<br />

11) is the product's image coherent with the<br />

brand's identity? Please indicate how the<br />

product fits the brand identity?<br />

12) When looking at the product which<br />

impression do you get of the product? {For<br />

example about its quality, its usage, its origin,<br />

culture it comes from)<br />

Aesthetics 13) What do you think about the product's<br />

aesthetics? Please respond as precisely as<br />

possible and give details.<br />

Self image 14) Which impression about you does this<br />

Identification<br />

interviewee<br />

product send to others?<br />

Your name:<br />

Your school: Grenoble Ecole de Management<br />

/ Grenoble Ecole d'Architecture<br />

Your age:<br />

Male/Female<br />

Your nationality<br />

Since when do you live / stay in France?<br />

Figure 2. Questionnaire structure: The analysis of a product<br />

that you love very much<br />

The above questionnaire examines reasons for "loving" a<br />

product. A second questionnaire was developed to study<br />

reasons for "detesting" a product. In this questionnaire, only<br />

the description of the objective of the study and two of the<br />

questions were different, The objective and the two different<br />

questions are presented in figure 3.<br />

Theme<br />

Description<br />

of objective<br />

In this exercise you wiil analyse a product from<br />

daily life that you particularly detest You can<br />

choose from ail kinds of consumer products,<br />

from a simple toothbrush to a luxury car.<br />

Please take in consideration the characteristics<br />

directly related to the product, such as its<br />

shape, colour, symbolic value or performance.


Description of<br />

detesting<br />

Description of<br />

appreciation<br />

4) You have chosen a product that you dislil^e<br />

very much. Please describe everything that<br />

you detest in this product. I detest...<br />

6) Describe what do appreciate after all in<br />

this same product. I do not detest / I even<br />

appreciate...<br />

Figure 3. Quesrionnaire structure: The analysis of a product<br />

that you detest<br />

The students were given a word file with the quesrionnaire<br />

structure to be completed. In general the students parricipated<br />

with enthusiasm. The lecturers in the design course collected<br />

the questionnaires by email and the students also presented<br />

their products during the design course.<br />

Around six hundred students from the Grenoble Ecole de<br />

Management and around hundred architecture students<br />

from the Grenoble Ecole d'Architecture have completed the<br />

questionnaires. The two types of interviewees might allow<br />

examining differences in aesthetic preferences and reasons<br />

for liking or detesring a product.<br />

More details on the product's intrinsic values, such as aesthetic<br />

qualities and brand identity are also taken into considerarion.<br />

Finally, this research not only concerns products that are loved,<br />

but also products that are hated.<br />

Methodology for Analysis<br />

In the Cslkszentmihalyi and Rochberg-Halton (1981) study,<br />

coding categories were used to classify the products that had<br />

specific meaning for habitants In Chicago households. The<br />

reasons for this special meaning were also categorised. The<br />

analysis ofthe present quesrionnalres uses a similar system. We<br />

will now examine the applicability ofthe product categories<br />

and the categorisarion of meaning of the Cslkszentmihalyi et<br />

al. (1981) study forthe present study.<br />

Product Categories<br />

Cslkszentmihalyi etal. (1981) studied household objectshaving<br />

special meaning to one oftheir inhabitants. For the present<br />

study all types of consumer products could be chosen and the<br />

interviewees were predominantly French students, but also<br />

students from other narionallries. For the desired or detested<br />

object choices, this resulted in a variety of products, such as<br />

clothing, shoes, cars, perfumes, sports arricles, iPods and MP3<br />

players, portable phones, food and decorative products.<br />

Cslkszentmihalyi et al. (1981) listed product 41 categories<br />

to account for all the 1694 objects mentioned by the<br />

315 respondents. Some of the categories were broken<br />

down in sub categories, e.g. furniture was broken down in<br />

separate categories of dining room sets, chairs and so on.<br />

When applicable the Cslkszentmihalyi et al. (1981) product<br />

categories list will be used and newly menrioned objects will<br />

be added to make it suitable for the present study. Mulriple<br />

product categories used by Cslkszentmihalyi et al. (1981),<br />

such as bed, plants, aquarium, pets, bath, yard were not<br />

menrioned in the present study and are, therefore, left out of<br />

the product category list. New product categories, such as<br />

food, personal care products will be added during the analysis<br />

ofthe quesrionnaires. As a result the analysis will start with the<br />

following product categories (see figure 4).<br />

1 Furniture<br />

2 Home decorarion Lamps, carpets, quilts, textiles,<br />

candle sticks, clocks<br />

3 Tableware Plates, silverware, qiass<br />

4 Visual art Ail two-dimensional<br />

5 Sculpture<br />

representations, other than photographs<br />

Palnrings by children or made by relative,<br />

friends are included<br />

6 Collecrions e.g rock or butterfly collections, comic<br />

7 Musical<br />

instruments<br />

8 TV<br />

9 Stereo, music<br />

players<br />

10 Radio<br />

11 Books<br />

12 Photos<br />

books, letters<br />

Piano, guitar<br />

13 Appliances | Washers, dryers, toasters, coffee-machines<br />

14 Tools<br />

15 Sport equipment! Does not include clothes


16 Trophies<br />

17 Camera Refers to all photographic equipment<br />

18 Toys Including videogames, excluding<br />

athletic equipment<br />

19 Clothes T-shirts, jeans, shoes<br />

20 Jewelry<br />

21 Vehicles Cars, trucks, motos vespas<br />

22 Telephone<br />

Figure 4. List of product categories for the present research<br />

adjusted from Csikszentmihaiyi et al. (1981)<br />

Product meaning<br />

Csikszentmihaiyi et al. (1981) defined thirty-seven categories<br />

of meanings an object could have for its owner. An object<br />

that had a special meaning, because it reminded its user of<br />

a specific place, was for example given the code number 4<br />

(e.g. "we got this in Tunisia"). The Csikszentmihaiyi et al. (1981)<br />

coding system is detailed and applicable to the present study<br />

(see figure 5). The analysis of the present study will, therefore,<br />

start by using this structure. A pre-test using this structure<br />

will be made with 30 questionnaires to identify additional<br />

meanings or a more appropriate way of structuring product<br />

meaning forthe present study.<br />

Some elements, such as brand identity, are missing in the<br />

Csikszentmihaiyi et al. (1981) coding system. Brand identity is<br />

relevant in the present research and is very often mentioned<br />

by the respondents. Brand identity and a more detailed<br />

structure concerning the product's intrinsic qualities (Gotzsch,<br />

2006) will be added in the pre-test phase.<br />

Past<br />

A) Memories<br />

1 Memento Memories in general, not associated with<br />

particular occasion<br />

2 Recollection Memories of specific occasions in<br />

respondent's life-time<br />

3 Heirdoom Object handed down in family<br />

4 Souvenir Memory of a place<br />

5 Had it for a<br />

long time<br />

8) Associations<br />

6 Ethic<br />

7 Religious<br />

8 Collections<br />

9 Gift Subcodes for occasions: 1 Birthday,<br />

A) Experience<br />

10 Enjoyment<br />

11 On-qoinq occasion<br />

12 Release<br />

2 Christmas, 3 Wedding, 4 Anniversary,<br />

5 Religious occasion, 6 Multiple Occasion<br />

Present-Future<br />

B) Intrinsic Qualities of the Object<br />

13 Craft<br />

14 Uniqueness<br />

15 Physical<br />

description<br />

C) Style<br />

16 Style |<br />

D) Utilitarian<br />

17 Utilitarian |<br />

E) Personal Values<br />

18 Embodiment of<br />

an ideal<br />

19 Accomplishment<br />

20 Personification<br />

Figure 5:Meaning classes and categories by Csikszentmihaiyi<br />

etal.(1981)<br />

Conclusion<br />

The creation of products that are desirable for its user is<br />

a complex process, since it deals with multiple and often<br />

subtle product characteristics. Product success depends on<br />

this balance of product discourse (its communication) and it<br />

performance. Having an overview of aspects, that have the<br />

potential to make or break a product's success, facilitates the<br />

creation of new products and brings a product's design close<br />

to the users'expectations and needs.<br />

Future Steps<br />

The presently collected questionnaires "on reasons for<br />

loving or detesting a product" should now be analysed. The


Csikszenlmihaiyi et a!. (1981) categories and coding structure<br />

forms a thorough basis to start this analysis. Especially the<br />

meaning categones are detailed and appropriate for the<br />

analysis phase.<br />

The list of product categories will be completed while pre­<br />

testing it on thefirst 30 questionnaires.The meaning categories<br />

will also be fine-tuned to the present research, using the<br />

more detailed structure of product expressions, related to the<br />

product, its user and the company (Gotzsch, 2006) and the key<br />

elements of product attraction.<br />

Biographical Note<br />

Josiena Gotzsch is associate professor in the Department of<br />

Technology Management at Grenoble Ecole de Management<br />

(GEM) and Program Director at the Grenoble Graduate School<br />

of Business (GGSB) for the International Undergraduate<br />

Program In France. She obtained a Doctorate of Business<br />

Administration (DBA) at Henley Management College, UK and<br />

a Master of Science (MSc) in Industrial Design Engineering<br />

from Delft University of Technology, the Netherlands. She<br />

teaches industrial design, product development process,<br />

innovation and technology management. Research interests<br />

include product Innovation, product attachment, product<br />

communication (aesthetics and symbolic value), design<br />

management and environmental aspects in product<br />

development.


References<br />

BELK, R., 1988. Possessions and the Extended Self, Journal of<br />

Consumer Research, 15 (2), 139-168<br />

BURDEK, B., 1996. Design: Geschiedenls,Theorie en Praktijkvan<br />

de Produktontwikkeling,Ten Hagen & Stam,The Netherlands<br />

BURGES, S. and KING, A., 2004. The Application of Animal<br />

Forms in Automodve Styling, The Design Journal, 7 (3), 41-52<br />

COOPER, R.G. and KLEINSCHMIDT E., 1995. Benchmarking the<br />

Firm's Critical Success Factors in New Product Development,<br />

Journal of Product Innovation Management, 12, 374-391<br />

CSIKSZENTMIHALYI, M.and ROCHBERG-HALTON, E., 1981. The<br />

Meaning of Things: Domesric Objects and the Self, Cambridge;<br />

Cambridge University Press<br />

DESMET, P., 2003. A Multilayered Model of Product Emorions,<br />

The Design Journal, 6 (2), 4-13<br />

DICKSON, P., SCHNEIDER, W., LAWRENCE, P. and HYTRY, R.,<br />

1995. Managing Design in Small High-Growth Companies,<br />

Journal of Product Innovarion Management, 12,406-414<br />

DITTMAR, H., 1991. Meanings of Material Possessions as<br />

Reflecrions of identity: Gender and Socio-material Posirion in<br />

Society, Journal of Social Behaviour and Personality, 6,165-168<br />

GOTZSCH, J., 2003. Designed to be Loved: the Art of Product<br />

Charisma, European Business Forum, 13 Spring, 47-52<br />

GOTZSCH, J., 2005. Desirable Product Characteristics: from<br />

Ergonomics to Symbolic Value, Report and selected papers<br />

from the 3rd Nordcode seminar workshop in Lyngsby, Helsinki<br />

University of Arts and Design, 35-43<br />

GOTZSCH, J., 2005. L'attractivlte des Prodults: Les Facteurs Cles,<br />

Design Management Magazine, Centre du Design Rhone-<br />

Alpes, 8,21-24<br />

GOTZSCH, J., 2006, Product Talk, The Design Journal, 9 (2), 16-24<br />

JORDAN, P., 1999. Pleasure with Products: Human Factors<br />

for Body, Mind and Soul, in GREEN W. and JORDAN P (Eds.),<br />

Human Factors in Product Design: Current Pracdce and Future<br />

Trends, Taylor and Francis, London, 206-217<br />

KLEINE, S. and BAKER, S., 2004. An Integrative Review of<br />

Material Possession Attachment, Academy of Marketing<br />

Science Review, 1<br />

LUH, D., 1994. The Development of Psychological Indexes for<br />

Product Design and the Concepts for Product Phases, Design<br />

Management Journal, winter, 30-39<br />

MARZANO, S., 2000. Suffusing the Organisation with Design<br />

Consciousness, Design Management Journal, 11(1), 22-27<br />

MONO, R., 1997. Design for Product Understanding, Liber,<br />

Sverige<br />

MUGGE,R.,SCHOORMANS,J.andSchifferstein,H., 2005.Design<br />

Strategies to Postpone Consumer's Product Replacement:<br />

The Value of Strong Person-Product Relarionship, The Design<br />

Journal, 8 (2), 38-48<br />

OTTO B., 2005. About Sustainabillty, The Design Council,<br />

London<br />

SEMENIK, R.and BAMOSSY,G., 1993. Principles of Marketing: A<br />

Global Perspective, South-Western Publishing Co., Cincinnati,<br />

Ohio<br />

STEFFEN, D., 2000. Design als Produktsprache, Veriag form<br />

GmbH, Frankfurt am Main


" I N T E R T A C E S D F T H E R E A L " : S E M A N T I C D I S C O U R S E Q F O B J E C T A N D<br />

C O N S U M P T I O N IN I N T E R A C T I V E P R O D U C T D E S I G N<br />

R. Ateş Gürşimşek<br />

Haliç University (Res. Asst.), Istanbul-Turkey<br />

Istanbul Technical University (MSc. Student), Istanbul-Turkey<br />

e-mail: agursimsek@gmail.com<br />

Abstract<br />

Semantic investigations of the contemporary product<br />

forms (which are generally mentioned as the outcomes<br />

of computerized culture), evolution of design processes<br />

with reference to these new forms, and the reflections of<br />

these paradigms on the cultural structure create promising<br />

expansions for the researcher as emerging fields of design<br />

research. The development of information technologies and<br />

social interaction apparatuses have been a strong motive<br />

behind the formation of modern consumer culture, since<br />

information itself has become a new consumption utility.<br />

Thus, the structural and semantic shift from physical object<br />

to representation, from product-systems to information<br />

architecture and from user (consumer) to co-author has also<br />

reallocated the role of designer.<br />

This article explores the major promises and contributions of<br />

interactive new media applications to design research field by<br />

focusing on three key concepts of design: product, designer and<br />

user-therecentconnotationsofwhichrequirethe involvement<br />

of metaphorical and representational associations with the<br />

conventional social structure. However, these connotations<br />

mayalsorefertodiversesignifierswithln this original context in<br />

orderto form a genuine language of new media. It is intended<br />

to figure out the evolutionary patterns of the alteration in<br />

their semantic conditions; by investigating the distinguishing<br />

features of computerized media and virtual object-systems,<br />

identifying their involvement in the product design field and<br />

outlining the consequences of this identification on socially<br />

structured system of values.<br />

Keywords: Product Design, New Media, Interaction Design,<br />

Object, Product, Consumption, User, Representation, Semantics<br />

Introduction<br />

Virtual spaces, digital binary-coded objects and interactive<br />

media applications became increasingly popular topics of<br />

discussion within popular culture, and of academic discourse<br />

within various fields of research - including visual culture,<br />

design and media studies, and so on. Since each field discusses<br />

the subject matter from different (and subjective) points of<br />

view, it is evident that a solid academic discourse on interactive<br />

products and mediums should also be argued from a designer<br />

perspective; mainly because the social comprehensions and<br />

developing definitions of contemporary product forms would<br />

re-structure the product design profession, as well.<br />

The basis of these conceptual changes in the structure and the<br />

definition of design profession may be investigated through a<br />

range of focal points; through the essence of the objects of<br />

study orthe method by which users interact with them as well<br />

as the involvement of these new paradigms to design process<br />

itself.<br />

Digital technology has contributed to the emergence<br />

of new roles for the designer according to the nature<br />

of his Interaction with the media. The designer today<br />

interacts with, controls and moderates generative and<br />

performative processes and mechanisms. Information<br />

has become a 'new material' for the designer.<br />

(Oxman, 2005:242}<br />

As Oxman discusses how digital technology has affected the<br />

design process and the materials that are employed by the<br />

designer, it is also meaningful to propose another dimension of<br />

discourse - an expanded view that involves the outcomes ofthe<br />

design process (the products) and the consumption sequence


of these outcomes by the users through similar technologies but<br />

different tools. It Is critical to investigate the life-cycle of interactive<br />

products w/ith a broader perspective -including different steps<br />

of design, production, reproduction and consumption- mainly<br />

because the roles of conjectural participants -designer, author,<br />

producer, user, consumer, etc.-and thelrdefinitions may coincide<br />

or overlap during the whole process. In this text, the intricate<br />

nature of contemporary object-consumption cycle will be<br />

explored by investigating the essential features of digital objects<br />

and virtual environments; their connotative resemblances and<br />

distinctions from our existing codes of representation and the<br />

methods by which we interact with them.<br />

"New Media" and "New Media Object"<br />

A new medium is new only until it is established and no<br />

longer new; but since any usage of a medium is based<br />

upon communicative conventions, a new medium is<br />

somewhat of a contradiction. By defining the medium<br />

as "new", we acknowledge the transitory stage of<br />

integration of our current analysis, limited though this<br />

may be by its temporal frame (Brody, 1999:135).<br />

Studying new media and the new object requires focusing not<br />

on a specific time period ora set of technological developments<br />

but considering the social motives and convenrions of its<br />

evolutionary pattern; mainly because a significant amount of<br />

the definitions and connotations are borrowed (or evolved)<br />

from the cumuiarive library of ontological classification. The<br />

most noriceable and authenric contribution of contemporary<br />

"new media" would be proposing new conceptual features<br />

(such as interacrivity, customization, ambient intelligence,<br />

etc.) and environments to enhance user-product interaction<br />

through various computerized media (Software Interfaces,<br />

Cyberspace, Virtual Reality, etc).<br />

Manovich (2001; 20) offers a rather reasonable description<br />

for New Media and New Media Objects as: 'Translation of<br />

existing media sources -including graphics, moving images,<br />

sounds shapes, spaces and texts- Into numerical data<br />

accessible by computers'. What Manovich alms to emphasize<br />

in this brief description would help us to formulate a semantic<br />

discourse on the nature and background of digital objects<br />

and virtual environments as the outcomes of a cumulative<br />

genealogy. However, considering how rapidly the information<br />

technologies develop and spread worldwide, the need for an<br />

updated and expanded description persists to exist constantly.<br />

First of all, it would now be considered as a limited explanation<br />

to menrion NewMediaonlyasatransiarion of exisring sources,<br />

since a new cultural layer of global Information networks<br />

seems to be established and it is capable of producing Its own<br />

products and paradigm sets without solid linkages to materia!<br />

signifiers. This argument should not be interpreted as "new<br />

media objects do not have referential links to already exisring<br />

systems" but should assist us to comprehend this new layer<br />

of existence as an internally consistent and coherent system<br />

of production, interacrion and consumption. New media<br />

products are now capable of being produced by the means<br />

and tools of new media appliances; by using the methods and<br />

interacrion styles that are employed by the system; and within<br />

this very system In which all these elements exist separately.<br />

"What you do in your computer stays in the computed"seems<br />

to be a quite reasonable expression for an average IT user.<br />

Gürşimşek (2006: 90) proposes an updated descriprion with<br />

reference to Manovlch's as 'Creation, storage, classification,<br />

accessibility, manipulation and distribution of binary-coded<br />

media objects through pre-programmed algorithms' to include<br />

further features and processes of contemporary New Media.<br />

Considering the improvement of cyberspace (and information<br />

networks), computerized new media applicarions and the<br />

digital object as contemporary stages of modern ontological<br />

classificarion, we may attempt to examine the essential<br />

features and characterisrics of these conceptual fields with<br />

regard to their evolurionary patterns and connotarive values<br />

that are employed during the process. Therefore, 1 will focus<br />

on the methods of reproducing and/or represenring the<br />

virtual objects; interacrion styles and roles of participants<br />

in interactive product systems; and social reflecrions of<br />

these phenomena on conventional design, production<br />

and consumption theories to understand the patterns of<br />

progression in their semanric condirions.<br />

Principles of New Media<br />

As we have an updated description of what new media is<br />

with reference to Manovlch's statements, an investigation of<br />

the essential principles and characteristics of his New Media


debate is necessary to build a solid discourse on. As outlined in<br />

Gıjrşimşek {2006: 91), these principles are stated in Manovich<br />

(2001:27-49) as following:<br />

• Digital Representation: new media is fed by binary coded<br />

visual information, whether these materials are created<br />

inside the media system or converted from analog media.<br />

By numerical representation, new media objects become<br />

programmable. Input is sampled and quantified to transform<br />

the data to a comprehendlble format by the medium.<br />

• Modularity: This is referred as the fractal structure of new<br />

media object. Unlike the modularity in the product design,<br />

this modularity may contain contextualiy irrelevant pieces of<br />

objects to create a meaningful whole because all elements may<br />

still remain their individual identities. These elements are also<br />

composed of digital objects (pixels, polygons, NURBS, etc) so the<br />

context may change although the object keeps its originality.<br />

• Automation: This principle mainly aims to reduce the need<br />

for constant human control over interfaces. This Is a low-<br />

level automation compared to Artificial Intelligence concept.<br />

Generation of responses in computer games according to<br />

certain behaviors of players may be considered as an example<br />

to automation of HCI over the software.<br />

• Variability: This principle is mainly associated by the first<br />

two and is also thought to correspond with the"postindustrial<br />

logic of production on demand and just in time delivery". The<br />

concept of variability also comes with "customization", which<br />

defines the logic of our post-industrial society. Customized<br />

interfaces or smart HCI modules should not be thought<br />

separately from the expectations of modern consumers. This<br />

may provide key clues about how new media and popular<br />

more feasible. What is noticeable in Manovich's theory is that<br />

the new media Is a structurally autonomous system which has<br />

its own functional associations and methods to create entities.<br />

However, it will also be discussed In the next chapter that a<br />

requirement for references to existing functional associations<br />

and metaphorical relations still maintains to exist. Therefore,<br />

an extensive design research study should investigate the<br />

genealogy of new media with reference to both conventional<br />

ontological classification and its promising new paradigms.<br />

Visualization of the Virtual Object<br />

Even though we mentioned the "new object" as an original<br />

and exclusive type of existence, it would be unreasonable to<br />

claim that it has no reference to previous conventional models<br />

whatsoever. Within a broader perspective, it is evident that the<br />

interaction between the subject and object is a mutual progress.<br />

While the subject (the user, spectator) monitors or interacts with<br />

the object {tUe product, system, world) through a medium (sense,<br />

screen, interface), the object reveals itself as an image that is<br />

appropriate to the conventions ofthe specified medium. The<br />

quality ofthe image affects the perception and consequently<br />

improves (modifies) the expectations ofthe subject; thus results<br />

In a continuous processing of the medium which is based on<br />

upgrading the means of preceding mediums.<br />

culture are associated, and how one drives the other mutually. Figure 1<br />

• Transcoding:The computer has to representthe information<br />

in its own specific way and the user can also access to the<br />

material in this specific method. All cultural data must be<br />

"computerized" to be in the field of new media.<br />

In the light of these statements on the nature and structure<br />

of new media, the formation of a comprehensive discourse<br />

on object-consumption relationship in this context becomes<br />

The cumulative development in the formation of an authentic<br />

language for the new media is frequently nourished by re-<br />

interpretation or adaptation ofthe existing conventions to the<br />

new environment. This may be mentioned as one ofthe major<br />

reasons of why we still have the symbols of "My Computer"on<br />

our"Desktop"in MS Windows©, or how we are using (almost)<br />

Identical versions of usual VCRs to launch digital media<br />

documents. Given that the representations of material objects


are still employed in contemporary digital media, we can<br />

argue that the need for formal resemblances and references<br />

are essential forthe users ofthe new medium to metaphorize<br />

this new existence and recognize it as a new cultural layer. Only<br />

after this new paradigm is socially comprehended, its genuine<br />

language becomes the primary motive why 'our memory<br />

technologies tend to define the very way we metaphorize our<br />

lives' as Brody {1999:139) states.<br />

The roots of this representational phase in the development<br />

of a new language may be observed not only through objects<br />

but also through spaces and environments within New Media.<br />

Mitchell (1999:116) focuses on the setting and conditioning of<br />

the Cyberspace locations in the earlier versions of information<br />

networks and points out how they were arranged to resemble<br />

the primitive urban settlements. It is noticeable that the<br />

virtual locations are categorized and identified according to<br />

their themes or contents within the network and particular<br />

interactive search engines are involved to assist the users to find<br />

their way inside the system on their own. Significant categories<br />

are classified and designed in a way that an average user may<br />

satisfy specific needs effectively; such as information sources,<br />

chat spaces, leisure areas or business sites inside the network.<br />

The nature of these conceptual, visual or functional indications<br />

may either be interpreted as consequences of postmodern<br />

notions'paroc/y'and 'pastiche'as outlined by Fredric Jameson<br />

(1982: 114); or as a matter of'pers/stence'within conventional<br />

spatial metaphors employed by Cyberspace with reference to<br />

Mitchell (1999: 126). In every respect, it is visible that some<br />

sort of psychological attachment in the virtual environment<br />

to its material existence has been required by the users to<br />

start a definitive/perceptive process. What causes a person<br />

to intuitively act as if she's in a tangible environment within<br />

Cyberspace has usually been these spatial metaphors and<br />

representations of the "real world" as interaction tools or<br />

components.<br />

The critical aspect of the subject matter, for both software<br />

and product design fields, is the fact that various professions<br />

and research fields are now participants of this complex and<br />

intricate context. The paradigm sets of each field are visible<br />

within a common medium. With the involvement of interactive<br />

technologies in end-user products and of metaphorical<br />

references to physical product systems in user interfaces, the<br />

extensions of creative professions have widened to utilize<br />

different perspectives. Not only are the classifications of<br />

objects and forms a new subject of discourse, but also the<br />

roles of participants and their identities have new expansions<br />

for contemporary design research.<br />

Identifying the User<br />

(...)The spectacle's externality with respect to the acting<br />

subject is demonstrated by the fact that the individual's<br />

own gestures are no longer his own, but rather those<br />

of someone else who represents them to him. The<br />

spectator feels at home nowhere, for the spectacle is<br />

everywhere (Debord, 1994:10).<br />

The discourse on the identity of the user in product design<br />

-and as its counterpart, of the spectator in visual media- has<br />

its reflections in the psychoanalytical and social theories.<br />

As in Lacanian terms, an individual's self realization requires<br />

an image ofthe other", a mirror stage that the infant may<br />

observe himself as "the other"; and ultimately an external<br />

figure which fulfills the unity of the symbolic order of reality.<br />

Thus, we position our own existence consistent with how<br />

we metaphorize this order, looking from outside towards<br />

how we would like to be included (Zizek, 1992). Given that<br />

contemporary visual media provides us with images of external<br />

reality by the use of it own means, we may take the discourse<br />

on identity one step further, by including interactive media.<br />

Subsequent to written text, the invention of photography (as<br />

a method of instantaneous still imaging) and cinematography<br />

(by capturing and presenting movement-image) were both<br />

breakthroughs in the progression of society's visual regime. It<br />

is a common topic of discourse that our perception of reality<br />

shifted towards photographic images; and then to cinematic<br />

intervals (time captures). Now, with the interactive media<br />

reorganizing our mental models by spaîializing time-images<br />

within an information network structure and providing us<br />

a virtual autonomy inside, an individual can actually look<br />

through the eyes ofthe other. Moreover, he can control the<br />

actions ofthis imaginary-otherto manipulate the whole rea//ty-<br />

setting. Manovich points out this phenomenon by suggesting<br />

an updated version of Althusser's concept "interpellation"<br />

and stating: 'The cultural technologies of an industrial society


-cinema and fashion- asl


their utilities within paradigm sets that are comprehensible<br />

by others to differentiate their individual identities. Thus, a<br />

generalized system of symbolic exchange is required for the<br />

consumers to participate and communicate through utilities.<br />

Virtual communities and -as a broader set- Cyberspace<br />

are economic utilities, too. Moreover, they provide their<br />

participants with wider and more heterogeneous platforms to<br />

express themselves and offer them new grounds to consume<br />

within. What is relatively more abstract and theoretical in post­<br />

modernist consumption model is apparently manifested in<br />

New Media theory - the shift from ownership to participation,<br />

and from consumership to co-authorship. This is to say, by<br />

launching and using software, surfing through world-wide<br />

web or downloading a document, an individual initiates a<br />

genuine cycle of utilization, consumption and reproduction<br />

through virtual artifacts.<br />

Considering the fundamental component of these artifacts<br />

-the electronic signal- we may state that new media objects<br />

are essentially variable and infinitely reproducible. The<br />

limitations of variability and customization are dependant<br />

not only on the means of technical reproduction but also<br />

on the range of possibilities the designer prefers to offer to<br />

the user. Modern software applications are able to modify<br />

their system features including user preferences, language<br />

modes, intensity of details, visual/functional complexities and<br />

behaviors ofthe interface on specific actions ofthe users. For<br />

instance, contemporary web pages and computer games can<br />

be programmed to contain alternative file sizes and detail<br />

levels by analyzing the connection speed, CPU power or the<br />

abilities of the users (Gürşimşek, 2006: 95). The existence of<br />

such extensive possibilities to customize, personalize and<br />

manipulate the structure ofthe systems would present new<br />

responsibilities and roles to the consumer, too. While the<br />

interface or the virtual environment allows its consumers or<br />

participants to modify the system elements and features, there<br />

ought to be regulations or distinctive tasks for users to sustain<br />

an essential feature, as what Mitchell calls "persistence" of the<br />

virtual environment. He mentions the primitive versions and<br />

the development of MUDs (Multi-user Domains) and MOOs<br />

(MUD Object-oriented) to point out how the reinterpreted<br />

concepts of property and ownership in Cyberspace maintain<br />

the enforcement of conventions and persistence (Mitchell,<br />

1999:126). It is evident within this crucial statement that the<br />

construction of symbolic exchange in virtual environments<br />

may lead us to refer to them as new domains of modern<br />

consumer culture.<br />

However, one fundamental distinction of digital artifacts<br />

obliges us to revise our conventional theories on the relations<br />

between "object and consumption". As mentioned above,<br />

the digital objects and systems are built on binary coded<br />

algorithms and transcoding of existing analogous sources to<br />

electronic signals. Therefore, the possession and consumption<br />

of these objects require the process of digital reproduction;<br />

such as downloading a document indicates creating an<br />

identical copy to your personal computer. Unnoticed by<br />

the average user, the system downloads web-pages while<br />

surfing through internet, creates temporary files to preview a<br />

picture or a text file, and constantly operates its memory to<br />

create backups for sustaining the system's persistence. By all<br />

means, the consumption system of new media depends on a<br />

consistent process of reproduction and re-distribution. Thus,<br />

if we could say -by revisiting W. Benjamin's Inspiring essay on<br />

"TheWorkof Art in the Age of Mechanical Reproduction"-that<br />

'the presence ofthe original is the prerequisite to the concept of<br />

aufhent/c/ty'(Benjamin, 1997: 125), we would notice that this<br />

is an era in which the need for the original is subdued by the<br />

existence of the hyper-real. The process of reproducing the<br />

representations of the "or/g/no/" had shifted our paradigms on<br />

object, production and consumption socially.<br />

Based on this hidden dependency of interfaces and virtual<br />

mediums, the borders between conventional definitions of<br />

producer (designer, author) and consumer (user) becomes<br />

blurry. Most users are now capable of downloading or<br />

creating documents, modifying their visual, formal or<br />

structural elements; and ultimately, redistributing them<br />

through information networks or a variety of mobile devices.<br />

Contemporary software tends to include more and more<br />

personalization options, filters, plug-Ins or updates everyday.<br />

Even task-specialized applications (image and video editing,<br />

web design, document sharing, office software, etc.) are now<br />

designed for the average user to comprehend and use with<br />

minimum effort and proficiency. Ultimately, the modern<br />

consumer culture of hyper-reality defines its own consumers<br />

as both the target and origin of its own presence.


Conclusion<br />

As outlined in this text, a new culture of hyper-reality has<br />

emerged with the introduction of interactive media and<br />

virtual environments as utilities of social consumption. This<br />

new cultural layer is formed upon the conceptual processes<br />

of reproduction, utilization and consumption of the images<br />

(representations) of physical reality as they are transposed to a<br />

new context and associated with each other through exclusive<br />

interaction patterns of new media. Consequent to the<br />

developments in information technologies and the growing<br />

involvement of interactive product systems in product design<br />

market as'tonsumer electronics", the conventional paradigms<br />

of design profession and design research would require a<br />

structural renovation to consider its contemporary expansions.<br />

The emergence of such terms as ambient intelligence, end-user<br />

programming and system design within design terminology<br />

shows us that this paradigm shift is already leading the field<br />

to a more complex and interdisciplinary state.<br />

Theconventionalconceptsofdesignknowledgeanddeslgntools<br />

became new materialsforthedesigner, ever since the consumers<br />

ought to be equipped with the freedom of customizing,<br />

modifying and, what's more, creating their consumption utilities.<br />

On theotherhand,theresponsibiiityofconstructing a persistent<br />

and effective product system is still burdened with the designer<br />

as he is the most active medium between technology and its<br />

users. At this point, referring to the outcomes of professional<br />

design act as"product systems"seems reasonable; in view ofthe<br />

fact that dominant motivation of contemporary design field is<br />

to create and manage life-styles through object systems rather<br />

than to produce and trade individually designed artifacts. Only<br />

through their incorporation with cultural system of symbolic<br />

exchange, the improvements in information technologies and<br />

social communication media may shape cultural conventions.<br />

The reflections of such a mutual relationship may be observed<br />

through a critical analysis ofthe developments in contemporary<br />

new media; With standardization of digital data formats,<br />

Introduction of global information networks, establishment<br />

of structural and formal internal networks between consumer<br />

products and emergence of mobilized communication devices,<br />

the main concern of modern design culture is shaped within<br />

the integration of information and interaction technologies to<br />

daily-life effectively.<br />

Since digital media has a standard structural language ~<br />

binary coded algorithms- and shared platforms to function<br />

within -programming languages, operating systems and<br />

user interfaces- the possibilities of customization and<br />

personalization are determined mostly by the efficient usage<br />

of these sources. Although these possibilities are Implied to<br />

the consumers as a form of autonomy, the management of<br />

virtual environments and on-line communities has already<br />

turned out to be a profitable market for global commerce.<br />

With constant tracking of users'certain actions and behaviors,<br />

consumption habits, system performances and even<br />

geographical locations, on-line corporations may offer user-<br />

specific functions, visual languages, messages, and cognitive/<br />

subliminal advertisements that imply the idea of their<br />

individual sovereignty on-line.<br />

Ultimately, modern society is progressing through the<br />

domination of a new cultural paradigm - a wodd of countless<br />

individual consumers living inside a simulacrum of ideological<br />

Global Village (Zlzek, 2002) who perceive the external reality<br />

as a physical form of information architecture. What is critical<br />

for design research of the Cyberspace Era is to determine<br />

its fundamental position within the emerging cultural<br />

formation, develop onginai definitions and connotations for<br />

this promising specialized context to help build the authentic<br />

language of new media.


References<br />

ANDERS, R (1999) 'Envisioning Cyberspace: Designing 3D ZIZEK, S. (2002) Tlie Matrix: Or, the Two Sides of Perversion', in<br />

Eiectronic Spaces', NY: McGraw-Hill. Irwin, W. (ed.) The Matrix and Philosophy, ILCarus Publishing,<br />

BAUDRILLARD, J. (1996) 'System of Objects' NY: Verso.<br />

BENJAMIN,W.{1997)'TheWorkof Art in the Age of Mechanical<br />

Reproduction', in du Gay, P., Hall, S., Janes, L, Mackay, H. and<br />

Negus, K. (ed.) Doing Cultural Studies: The Story of Sony<br />

Walkman, London: SAGE Publications.<br />

BOCOCK, R. (1993)'Consumption; London: Routledge.<br />

BRODY, F. (1999) 'The Medium is the Memory; in Lunenfeld<br />

R (ed.) The Digital Dialectic: New Essays on New Media,<br />

Massachusetts: MIT Press.<br />

DEBORD, G. (1994) 'The Society of the Spectacle', NY: Zone<br />

Books.<br />

GÜRŞİMŞEK, R.A. (2006)'Future Directions in Product Semantics:<br />

New Media Objects and Cyberspace; Design and Semantics of<br />

Form and Movement ~ Conference Proceedings, pp. 90- 97.<br />

JAMESON, R (1983) 'The Antiaesthetic: Essays on Postmodern<br />

Culture; Seattle: Bay Press.<br />

MITCHELL, W,J. (1999)'Replacing Place; in Lunenfeld R (ed.)The<br />

Digital Dialectic: New Essays on New Media, Massachusetts:<br />

MIT Press.<br />

MITCHELL, W.J. (1999) 'Who Put the Space in Cyberspace?; in<br />

Anders, P Envisioning Cyberspace: Designing 3D Electronic<br />

Spaces, NY: McGraw-Hill.<br />

MANOVICH, L. (2001) 'The Language of New Media;<br />

Massachusetts: MIT Press.<br />

OXMAN, R. (2005)'Theory and Design in the First Digital Age;<br />

Design Studies Vol. 27 No.3, May 2006, pp. 229- 265.<br />

ZIZEK, S. (1992) 'Looking Awry: An Introduction to Jacques<br />

Lacan through Popular Culture; Massachusetts: MIT Press.


S U S T A I N A B L E F A S H I O N<br />

Li Han<br />

Virginia Commonwealth University<br />

School of the Arts in Qatar, Doha, Qatar<br />

lhan@qatar.vcu.edu<br />

Abstract (Soft Furniture)<br />

The focus of this paper is sustainability in furniture design.<br />

This paper proposes a framework to define sustainability in<br />

furnituredesign intermsof both physical attributesand cultural<br />

attributes. Whereas the physical attributes of sustainability<br />

in furniture already have been studied extensively by<br />

manufactures and designers, fewer studies have been done<br />

for cultural attributes. A product can be physically sustainable,<br />

made of environmentally friendly materials; however, if the<br />

product goes out of fashion very quickly, it is not a culturally<br />

sustainable product. Therefore, cultural sustainability is<br />

proposed to provide a more accurate framework for making<br />

more precise measurements in sustainable design.<br />

In addition, this paper also attempts to discuss the relationship<br />

between fashion and sustainability within the perimeter of<br />

furniture design. Can we design a piece of furniture which<br />

is both fashionable and sustainable? As first glance, fashion<br />

is just the opposite of sustainability, because the glamour of<br />

fashion fades quickly. Nevertheless, by hybridizing fashion<br />

and sustainability, this paper attempts to evoke discussions<br />

about the cultural aspect of sustainability in furniture design.<br />

Furthermore, a design model, given the name"Soft Furniture"<br />

by the author, is created to illustrate the congruence of<br />

sustainability and fashion in furniture design.<br />

Introduction:<br />

Design is creative solutions for problems; however, it<br />

sometimes creates new problems. The Industrial Revolution<br />

made peoples' lives more convenient and comfortable but<br />

also put billions of pounds of toxic materials into the air, water<br />

and soiL New problems need new solutions. In the midst of<br />

the severe damage and degradation in the living environment,<br />

people begin to question how we can sustain our lives and<br />

activities, as well as maintain a clean planet.<br />

The focus of this paper is sustainability in furniture design.<br />

Means of measuring sustainability in furniture design<br />

need to be devised. The development in product life cycle<br />

assessment (LCA) permits the analysis ofthe environmental<br />

effects of a product. However, LCA methodologies do have<br />

significant limitations in terms of their relationship to creative<br />

practice (Walker, 1995). The physical lifespan of a product, an<br />

important measure for LCA, can be inaccurate. For instance,<br />

pieces of furniture can be very sturdy and stay functionally<br />

useful for fifty years, but many end up on curbs or in junk<br />

yards before their physical life is over. In order to precisely<br />

measure the environmental impact of a piece of furniture,<br />

this paper proposes a framework to define sustainability<br />

in furniture design in terms of both physical attributes and<br />

cultural attributes. The author defines physical attributes as<br />

characteristics related to physical existence, such as material,<br />

shape, colour and texture. Cultural attributes, in contrast,<br />

are characteristics related to emotion, aesthetics, artistic<br />

and cultural value. Cultural attributes do not physically<br />

exist; however, they are inherent In products and should be<br />

evaluated. Subsequently, to answer the question "How can a<br />

piece of furniture be both physically sustainable and culturally<br />

sustainable?" a design model is created. The essence ofthis<br />

model is to employ sustainable fabrics as a major structural<br />

component in furniture to enhance the aesthetic and visual<br />

experience, to conserve resources such as the wood, glass<br />

and metal products that are used for current furniture<br />

manufacturing, and finally to attach individuality to mass<br />

produced products.


Review of Literature<br />

As described by William McDonough, design today is following<br />

a linear, cradle to grave model (McDonough & Braungart,<br />

2002). He suggests, "The waste pollution, crude products,<br />

and other negative effects that we have described are not the<br />

result of corporarions doing something morally wrong, they<br />

are the consequence of outdated and unintelligent design."<br />

His solurion for this dead end is"c2c" (c2cTask Force Proposal,<br />

n.d., 2005)\ a new design paradigms, which turns industrial<br />

waste into "technical nutrients". He also calls it "waste equals<br />

food". William McDonough has hoped not only to eliminate<br />

waste, but to eliminate the entire concept of waste.<br />

In product producing industry, the environmental focus has<br />

shifted from the manufacturing processes to the products<br />

themselves, as they are accountable for all the environmental<br />

impacts from all life cycle phases (Alting, Hauschild & Wenzel).<br />

Life Cycle Assessment (LCA) can be performed during the<br />

product developmentto determine the environmental impact.<br />

Performing an LCA is a rime consuming task. Many factors<br />

need to be defined and measured, including components,<br />

energy use, work hours, transportation, disposal scenario,<br />

and product life. As a result, LCA provides more accurate<br />

measurement for environmental impact and allows consumers<br />

to make decisions based on environmental considerarion.<br />

There are many theories that allow designers and the general<br />

public to make intelligent decisions that are beneficial to the<br />

environment. However, many designers and the general public<br />

are still following previously established ways ofthinking in their<br />

pracrices and daily lives.Those manners of behaving, doing and<br />

making were developed due to the complexity of human needs.<br />

For example, one might be convinced that sustainabillty Is an<br />

important issue, but when it comes to buying a vehicle, one srill<br />

prefers a Hummer. Research on consumprion and sustainable<br />

development shows that the consumprion patterns of<br />

extravagancy and wastefulness are deeply entrenched in most<br />

socieries and cultures. In order to surmount environmental<br />

problems, we need to reduce consumprion (Myers, 1997).<br />

' c2c Task Force Proposal: Endorsing the Cradle to Cradle Design<br />

Paradigm [Presentarion]. (n.d.). (2005). Savannah: IDEC<br />

Therefore, producing environmentally friendly products alone<br />

is not enough. According to Ryan (2002),"Even when designers<br />

follow sustainable parameters, sustainable production and<br />

products cannot exist without sustainable consumption".^<br />

Designers should also be concerned about how consumers<br />

use the products in order to eliminate unnecessary waste.<br />

The market is driven by both designers and consumers.<br />

Research shows that the consumption pattern has changed.<br />

What do people like today? According to Kotler (1989), the<br />

concept of "mass market" Is dead, and market segmentarion<br />

has progressed to the era of mass customizarion.The growing<br />

interest In mass customization has led researchers to believe<br />

that firms that shift from mass producrion to the emerging<br />

paradigm of mass customization will gain a competirive<br />

advantage (Kotha, 1996). The consumprion pattern shows<br />

the growing Interest in individualized products. Designers<br />

with environmental consciousness responded to this growing<br />

interest and created individualized garments, jewelries and<br />

bags from recycled materials. For example, Rebecca Eariey,<br />

a London based texrile designer, is exploring the benefits of<br />

using recycled synthetics to create eco fashion {http://www.<br />

beckyeariey.com/). Her concept of an updatable garment<br />

is about a switch in emphasis: from one garment to many<br />

garments; from passive consumers to active users; from a<br />

single snapshot in time to an on-going movie. The active<br />

involvement of consumers has made sustainable design a<br />

collaborative effort,<br />

The role of art has further complicated the issue of ecological<br />

crisis. Without art, ephemeral culture could not endlessly refuel<br />

its producrion with newer goods, trendler products, and fresher<br />

images. Commercialized art stimulates consumers to always<br />

desire more (Luke, 1992). Some may argue that designers<br />

who provide consumers with goods that cause pollurion<br />

should be held responsible for the manner in which people<br />

are consuming today (Datschefski, 2001). It can also be argued<br />

that designers who provide consumers with the mindless<br />

trend which encourages the extravagant consumption should<br />

also be held responsible for the current ecological crisis.<br />

^ Quote by professor Chris Ryan, Bsc, PhD (Melbourne), Director of<br />

Ecodesign Australia


Sustainability in Furniture Design<br />

The focus of this paper is sustainabiiity In furniture design. In<br />

the summer of 2005, Chicago Furniture Designers'Association<br />

(CFDA) had a major show based on a definition that sustainable<br />

furniture, "In its idea form, can be produced continuously into<br />

the future without exhausting the resources of which it is<br />

made or degrading the environment we live In. "This definition<br />

of sustainable furniture is very broad. Previous research has<br />

suggested that sustainability in furniture design includes some<br />

of the following categories: the process of making furniture is<br />

less toxic; the materials used to make furniture are recycled,<br />

recyclable, decomposable or renewable; the furniture can be<br />

easily dismantled and recycled; the production of furniture<br />

uses the least amount of materials for the most performance;<br />

after its lifecycle, components of the furniture can be easily<br />

refurbished or reused; and so on.<br />

Nevertheless, most previous research has focused on the<br />

physical attributes while overlooking the cultural attributes<br />

of the furniture. How does a piece of furniture perform in<br />

our culture? What is the inherent artistic and cultural value?<br />

Although cultural attributes do not physically exist; they<br />

are important factors for determining how long a piece of<br />

furniture will sustain in our culture; consequently, the product<br />

life. Without considering the cultural attributes inherent in<br />

product, the measurement of Life Cycle Assessment (LCA) can<br />

be inaccurate. A product can be physically sustainable, made<br />

of environmentally friendly materials; however, if the product<br />

goesoutoffashion very quickly, it is not a culturally sustainable<br />

product. Due to strong consumerism and promotions from<br />

business, many products today are not culturally sustainable.<br />

The following question needs to be answered: How to design<br />

a piece of furniture that sustains in our culture without using<br />

precious material like rosewood?<br />

Creative Application<br />

Furniture is an indispensable part of human existence. The<br />

function of furniture is to fulfill both the physical needs<br />

and the aesthetic needs of human beings. However, mass<br />

produced furniture, especially low end furniture, has focused<br />

predominately on physical function, whereas the cultural<br />

value of furniture has been less important.<br />

Sustainable design is a notion of complexity. It may involve<br />

many aspects in the chain of production and consumption,<br />

including material extraction, energy consumption,<br />

transportation, product life, toxic gas emission, disposal,<br />

recycling, and many more.Therefore, there are many solutions<br />

to achieve sustainability. This paper only provides one<br />

tentative approach, a design concept which the author calls<br />

"Soft Furniture."<br />

Inspired by eastern aesthetics and sustainability, the concept<br />

of using fabrics innovatively as a major component in<br />

furniture is developed to integrate furniture and fashion<br />

in order to create a unique characteristic for each piece of<br />

furniture and allow furniture to make a fashion statement in<br />

the interior environment. Soft Furniture employs sustainable<br />

fabrics together with frames made of recycled and recyclable<br />

materials. The sustainable fabrics substitute for heavy MDF<br />

(Medium Density Fiber) boards, wooden door panels and side<br />

panels, and molded foam, and so lighten the massive feeling<br />

as well as reduce the amount of raw materials used for each<br />

piece of furniture. Soft Furniture employs frames as "skeletons"<br />

and fabrics as "dresses", which allows the components of "Soft<br />

Furniture" to be easily separated, conveniently dismantled,<br />

efficiently sorted, and consequently to be returned back to<br />

the raw materials (Figure 1,2 & 3). It also provides flexibility for<br />

users to buy different "dresses" according to their disposition<br />

and taste, and to change dresses for different occasions and<br />

moods. In addition, given the physical attributes of fabrics,<br />

"Soft Furniture" can create more complex forms and shapes<br />

than rigid traditional furniture (Figure 4).<br />

Figure 1. "Skeleton" and "Dress" system


Figure 2. Myosotis - Assembly process<br />

Figure 3. Computer desk - Assembly process and details<br />

Figure 4. Oriental Dream - Computer desk with tree-look<br />

lighting fixture<br />

The easily recyclable "skeleton" and "dress" system also allows<br />

manufacturers to rent the furniture to customers for as long<br />

as they may need, and then to reuse the materials for new<br />

products. In this way, the materials are kept in the "technical<br />

cycle" and become technical nutrients for future production<br />

(McDonough & Braungart, 2002).This rental scheme may help<br />

the manufacturers to produce low cost sustainable furniture.<br />

In recent years, the domains of fashion, architecture and<br />

furniture have converged in many ways. Architecture is<br />

making its presence felt in cutting-edge fashion; as a result,<br />

the wearable 'dwellings' are able to act as both shelter and<br />

clothing (Quinn, 2003). Fashion designer Hüseyin Çağlayan<br />

has made an attempt to unify fashion and furniture in a series<br />

of dress design (see Figure 5). However, there haven't been<br />

many attempts in uniting fashion and furniture from furniture<br />

designers'approach. Fabrics have long been used in furniture<br />

and interior decoration; however, the usage of fabrics to a large<br />

extent is confined to certain areas such as draperies, curtains,<br />

and upholsteries, Foldable, lightweight furniture often employs<br />

canvas as a structural component (Hennessey & Papanek, 1973);<br />

nevertheless, the canvas is to fulfill the functional needs rather<br />

than aesthetic needs. The innovative employment of fabric in<br />

Soft Furniture attempts to create a unique dialogue between<br />

fashion and furniture, and fulfil consumers'aesthetic needs.<br />

Figure 5.


A product can be physicaliy sustainable or culturally<br />

sustainable. Soft Furniture strives to fulfill both. The main<br />

goal of Soft Furniture is to enhance the aesthetic and visual<br />

expenence, as well as to conserve resources such as the<br />

wood, glass and metal products that are used for furniture<br />

manufacture. The supplementary goal of Soft Furniture is to<br />

be lighter, foldable and able to adapt to the rapidly changing<br />

fashion trends.<br />

As a physical product. Soft Furniture Is a hybridization of both<br />

the Western sustainable theories and Eastern aesthetics. From<br />

the technical point of view. Soft Furniture was influenced<br />

by "eco-efficiency" (World Business Council for Sustainable<br />

Design) and "waste equals food" (McDonough & Braungart,<br />

2002). Soft Furniture will be built entirely of fabrics with<br />

frames of recycled and recyclable materials, to address the<br />

issue that most furniture today is designed on a linear, one­<br />

way cradle to grave model (McDonough & Braungart, 2002).<br />

From the aesthetic point of view, the concept of Soft Furniture<br />

was influenced by the ancient Chinese (Figure 6). Although<br />

Chinese silk screens are created with only silk paintings, rice<br />

paper, and wooden frames, they can produce an impressive<br />

vanety and complexity of forms; in addition, the function of<br />

silk screens is versatile and flexible.<br />

Figure 6. Myosotis - Design is influenced by Chinese<br />

aesthetics<br />

As a cultural product, Soft Furniture is a hybridization of<br />

furniture and fashion; it acquires a broader meaning and allows<br />

people to express their identity. Teenage boys may chose<br />

different "clothing" for their computer desks than teenage<br />

girls. In this sense. Soft Furniture is endowed with personal<br />

qualities, which can express owners' tastes more explicitly<br />

than conventional furniture (Figure 7 & Figure 8). In addition,<br />

being composed of two independent parts (the fabric and the<br />

frame). Soft Furniture fulfills the needs of strong consumensm<br />

while extending the lifespan of the frame to the functional<br />

limit, thereby insunng cultural sustainabillty.<br />

Figure 7. Office Lady - Computer desk in formal business suit<br />

Figure 8. Summer Beach - Computer desk in casual dress<br />

The taste of consumers will continue to change. It may not<br />

be easy to convince someone to not buy new garments or<br />

to keep the outmoded furniture for the sake of sustainabillty.<br />

Therefore, It is the designers'responsibility to design culturally<br />

sustainable products that are more adaptable to the ever-<br />

changing taste of consumers.<br />

Discussion<br />

Products promoting the individualism may have the potential<br />

to become consumer favourites. Soft Furniture may attract<br />

attention from various consumers by reinforcing individualism.<br />

By responding to the transformation of consumption pattern<br />

from mass production to mass customization. Soft Furniture<br />

allows consumers to be involved actively in the process of<br />

making. For example, a computer desk specially tailored


for teenage girls may enhance the existing perception of<br />

the computer desk beyond that of a functional commodity,<br />

particularly if a girl can individualize it herself by buying<br />

different apparels (see Figure 9}.<br />

Figure 9. Sailboat - Computer desk<br />

The marketing and cultural aspects of Soft Furniture may be<br />

analogous to the Barbie doll, which has remained popular in<br />

American culture for over 50 years. As Barbie offers a wardrobe<br />

of stylish dresses, so Soft Furniture may keep consumers'<br />

interests by offering them a wardrobe of apparel for furniture.<br />

The style of Soft Furniture's apparel also can be guided by the<br />

fashion industry, thus encouraging consumer interest, and<br />

stimulating marketing demand. Those interested in fashion<br />

have the option of a multitude of designs. In the same way<br />

that young girls can vary Barbie's attire, consumers can vary<br />

the decor of their Soft Furniture for the occasion, from a formal<br />

dinner with one's employer, to the informal meal with friends.<br />

In many ways. Soft Furniture may not be a genuinely new<br />

concept, but an old concept applied in a new way to furniture.<br />

Summary<br />

Soft Furniture seeks to incorporate environmental and<br />

cultural sustainability, fashion, individual taste, and mobility<br />

into a marketable product. The analysis of sustainability in<br />

products as well as In culture has not been completed. Future<br />

investigation on environmental sustainability, durability,<br />

potential markets and materials for the frames and recyclable<br />

fabrics is suggested.<br />

References<br />

ALTING, L. et al,, T 997. Environmental assessment in product<br />

development. Philosophical transaction: Mathematical,<br />

physical and Engineering Sciences, 355 (1728), 1373-1388<br />

DATSCHEFSKI, E., 2001. The total beauty of sustainable<br />

products. Rotovision, Switzerland<br />

HENNESSEY, J. AND PAPANEK, V. J., 1973. Nomadic furniture:<br />

How to build and where to buy lightweight furniture that<br />

folds, collapses, stacks, knocks-down, inflates orcan bethrown<br />

away and re-cycled. 1 st ed. New York: Pantheon Books<br />

KOTHA, S., 1996. From mass production to mass customization:<br />

the case of national industrial bicycle company of Japan.<br />

European Management Journal, 14(5),442-450<br />

KOTLER, P., 1989. From mass marketing to mass customization.<br />

Planning Review, 17,10-13<br />

LUKE, T.W., 1992. Art and the environmental crisis: from<br />

commodity aesthetics to ecology aesthetics. Art Journal, 51<br />

(2), 72-76<br />

MCDONOUGH, W. AND BRAUNGART, M., 2002. Cradle to<br />

cradle: Remaking the way we make things. 1st ed. New York:<br />

North Point Press<br />

MCDONOUGH, W. AND BRAUNGART, M., 2002. The Next<br />

industrial Revolution<br />

MYERS, N., 1997. Challenge to sustainable development.<br />

Science, 276 (5309), 53-55<br />

QUINN, B., 2003. The fashion of architecture. Oxford, UK; New<br />

York: Berg<br />

WALKER, S.,1995. The environment, product aesthetics and<br />

surface. Design Issues, 11 (3), 15-27


C D N T R D L L E D D I S O R D E R : M E N T A L I M A G E R Y A N D E X T E R N A L R E P R E S E N T A T I O N<br />

IN T H E C R E A T I V E D E S I G N P R O C E S S<br />

Asst. Prof. Dr. Deniz HASIRCI<br />

Interior Architecture & Environmental Design,<br />

Izmir University of Economics, Izmir, TURKEY<br />

deniz.hasirci@ieu.edu.tr<br />

Abstract<br />

Aiming to investigate creadvity in education, a comprehensive<br />

course has been adopted and attention has been drawn<br />

to the importance of vanous techniques to investigate the<br />

dynamics within the creative process. The dual relationship<br />

in which one accidental and one deliberate process exists<br />

within a single creative process, has taken on several names,<br />

such as, unstructured-structured, divergent-convergent, or<br />

vertical-lateral. This type of "controlled disorder" exists within<br />

the five stages of a creative process -Readiness, Reception,<br />

Reflection, Revelation, Recreation (5R's)- of the Sensational<br />

Thinking model of O'Neill and Shallcross. "Mental imagery"<br />

and "external representatlon"provide valuable insight into the<br />

mystery ofthe creative design process that has been known<br />

to be a chaotic and unstructured one. This Investigation<br />

dwells mainly upon the methodology to tackle the difficult<br />

and at times disorderly topic of creativity that can be reached<br />

through a thorough understanding ofthe creative process for<br />

means of boosting it within designers' environments. Thus, a<br />

selection of interconnected studies that dwell on the role of<br />

imagery and externa I izati on within the stages of the creative<br />

process, operationalizlng and assessing creativity in design,<br />

and connections with the social and physical environments<br />

which it takes place in will be discussed.<br />

Keywords: creativity, creative design process, vertical and<br />

lateral thinking, mental imagery, external representation<br />

Introduction<br />

The creative process has been seen as a syndrome, or a black<br />

box that miraculously produces original results (Jones, 1992}.<br />

However, leaving the subject as a mystery prevents its utilization<br />

as a tool. Disorder is key for creative outcomes (Boden, 1995),<br />

but it cannot answer problems in a useful way if it is not guided<br />

(Robinson, 2003). Mental imagery and external representation<br />

play significant roles among stages of the creative process<br />

(Daniels-McGhee and Davis, 1994). Imagery involves the<br />

formation of an individual subset of unique ideas that are both<br />

involuntary and controlled sources of novel interpretations<br />

derived from a larger domain (Simonton, 2003).<br />

External representations are significant contributors of the<br />

creative process, and take on many forms, such as drawing,<br />

scribbling, taking notes, as a consequence of an imagery period<br />

(Dahl etal., 1998; Daniels-McGhee and Davis, 1994; Lubart,2001;<br />

Plsek, 1997). Although there has been a great deal of research<br />

done on creativity Guilford, 1968; Feldhusen, 1993; Isaksen et<br />

al. (1993a, 1993b), Jones (1993), very few approach the subject<br />

from all aspects, leaving many unanswered questions behind<br />

(Isaksen et al., 1993b; Bailin, 1994; O'Neill and Shallcross, 1994;<br />

Candy and Edmonds, 1999; Cropley, 1999), This study uses a<br />

multitude ofdifferent methods and a combination of various<br />

techniques suggested by previous research (Mooney (1963),<br />

Isaksen et al. (1993a, 1993b), Jones (1993).<br />

Previous research shows a concentration on evaluating the<br />

creative thinking process in education (Guilford, 1968, Haensly<br />

& Torrance, 1990); the effects ofthe environment on students'<br />

academic performance and the quality of the learning<br />

environment (Lackney,1994; Livingstone & Nelson, 1994;<br />

Moore & Lackney, 1994), or specific aspects of creativity such as,<br />

reading ability or academic performance (Verstijnen et al., 1998;<br />

Simonton, 2003; Knstensen, 2004). While specialized approaches<br />

contribute greariy to the topic, they may be restricted as it is<br />

quite difficult to achieve a complete picture of creativity. Aiming<br />

to investigate crearivity in the design studio environment, this


study has adopted a holistic framework and drawn attention<br />

to the importance of superimposing different techniques of<br />

assessing creativity (Hasirci and Demirkan, 2003 and 2007). It is<br />

important to achieve a more comprehensive approach for future<br />

research in creativity, and the effects ofthe environment on it,<br />

for an understanding ofthe variables involved and to prevent<br />

over-simplification ofthe topic Isaksen et al. (1993a, 1993b).<br />

The goals are to explore vertical and lateral thinking techniques<br />

and understanding the creative problem solving process<br />

in design, how the framework of the 4P's (person, process,<br />

product, pressorenvironment(Mooney{1963), Rhodes (as cited<br />

in Firestien, 1993) necessary to define creativity wholly can be<br />

used to look at the creative "process" within which the creative<br />

"person"creates a creative"product"in a creative "press, context,<br />

or environment". Combining the 4P's and the 5R's proved to be<br />

a comprehensive model to be utilized for enhancing creativity<br />

in the design studio (Hasirci and Demirkan, 2007; Jones, 1992;<br />

O'Neill and Shallcross, 1994; Simonton, 2003).<br />

This investigation focuses mainly on the methodology to<br />

tackle the difficult topic of assessing creativity, using the<br />

third year design studio at Bilkent University, Department of<br />

Interior Architecture and Environmental Design, and the first<br />

year design studio at Izmir University of Economics as settings.<br />

In design studios, students are eager to focus on their own<br />

design expressions at theexpense of the users'needs. However,<br />

with a deliberate user-identification stage within the creative<br />

process, both can be accomplished. Within these stages, user-<br />

identification is a beneficial method that can aid in producing<br />

creative results that fulfill users' needs (Dahl, Chattopadhyay,<br />

and Corn, 1998; Dorst and Cross, 2001; Mumford, et al. 1997).<br />

In the design field, where there is a great deal of creativity<br />

involved and there are less boundaries regarding methods,<br />

it is even more difficult to understand the process that leads<br />

to a creative product. However, it is crucial to understand the<br />

creative decision-making process for the purpose of improving<br />

products both in education and practice (Purceil and Gero,<br />

1998). It is significant, yet difficult to understand the cognitive<br />

process of creative decision-making that leads to creative results<br />

and products (Heerwagen, 2002). Although it is at least equally<br />

significant, the long time focus on the product has left the<br />

creative process in the shadow (Kokotovich and Purceil, 2000).<br />

Creativity is not an uncontrolled issue, nor a fully controlled<br />

one. However, it is important to mention an interesting fact<br />

aboutthe relationship between creativityand knowledge.The<br />

remarkable drawback about knowledge is that, knowledge<br />

and creativity have a bell-curve relationship, that is, having<br />

too little or too much knowledge hinders creativity (Cropley,<br />

1999; Daniels-McGhee and Davis, 1994). However, to control<br />

just how much too little and too much one knows is difficult.<br />

The problem of being knowledgeable, yet creative is the point<br />

to be achieved. Picasso stated that, when he was a child he<br />

could draw like Raphael, but that it took him a lifetime to learn<br />

to draw simplistically and creatively like children (Gardner<br />

1980). Therefore, to achieve the creativity factor in the style<br />

of young children, which is difficult to achieve after a certain<br />

age due to social rules and pressures, it is important to have a<br />

good understanding of the creative process and the methods<br />

involved (Dacey,1989}.<br />

Creative cognition and production take place in cycles<br />

and at certain periods in life (Candy and Edmonds, 1999;<br />

Eastman et al., 2001; Dacey, 1989). These cycles coincide with<br />

Csikszentmihalyi's (1996) tripartite understanding of creativity,<br />

composed of the 'field', 'domain', and 'individual' in a person's<br />

life. He asserts that a certain amount of expertise is to be<br />

possessed by the individual in order to be creative in a domain<br />

and enable evaluation according to the necessities of the<br />

field. That is, we show and assess creativity within a context of<br />

expectations in the society. Related to the use of knowledge,<br />

there is the issue of simultaneous existence of controlled and<br />

uncontrolled courses within a creative process. Order within a<br />

creative process is a socially acquired and learned topic (Ebert<br />

II, 1994;Finke, 1996).<br />

Creativity as a way of operating<br />

Children are often known for being unintentionally creative.<br />

Limited skill/information, and the assessment of creativity<br />

according to what is omitted rather than what is included, in<br />

certain contexts has been accepted for creativity itself (Runco,<br />

1991). The fourtlt grade slump, 9-10 year-old losing their<br />

creativity due to social rules depends on this factor (Dacey,<br />

1989). However, children do possess the skills for strategy and<br />

intention in problem-solving, yet it is not certain that they may<br />

use them at any given point within the creative process, thus


it is not controlied (Ericsson and Simon, 1993). Once the rules,<br />

signs, and symbols of society are learned, it is hard to think<br />

without them as they are also needed for communication<br />

(Robinson, 2003).<br />

Today the idea of creativity as a quality that only the blessed<br />

few possessed has been left aside. The widely accepted view<br />

Is of 'creativity as a process of the mind' (Robinson, 2003).<br />

Moreover, terms like, 'the designer as magician' are being<br />

replaced by the will to understand the complex process of<br />

design (Jones, 1992; FInke, 1996). Consistent with this idea.<br />

Akin (1984) stated that, the irrational creative process could be<br />

accounted for through purely rational processes. Although this<br />

is so, Finke (1995) concurred that, creativity Is something that<br />

is neither fully structured nor unstructured. That is, deliberate<br />

as well as intuitive qualities are significant for creative results.<br />

Awareness ofthe process is critical at this point.<br />

Apart from studies that have led to these widely acknowledged<br />

notions, other research concentrated on the differences ofthe<br />

'perceptual functioning' among individuals. We all perceive<br />

the wodd differently due to our particular backgrounds, in<br />

addition to our psychological and physical abilities. Thus, we<br />

can say that, the perspective from which we look upon the<br />

wodd shapes our creativity.This perspective can be produced<br />

Intentionally by adopting a creative'perspectlve'or'approach'.<br />

In this sense, it is a selective perception that develops<br />

sensitivity in the creativity area, and it can be enhanced by<br />

way of awareness and a purposeful tactic (Pereira, 1999).<br />

Adopting a perspective as such is important for one reason in<br />

particular, and that is the fact that human beings perceive the<br />

world not only by seeing It but also by visual thinking. Besides,<br />

although the visual sense is the strongest, we can do the same<br />

with our remaining senses as well. Remembering the past<br />

and thinking about the future are actions that we carry out by<br />

visualizing them in our minds, and are incredibly important<br />

for a designer. The case of Beethoven being able to compose<br />

after he became deaf is an example of such ability.<br />

As a result of these abilities, different types of'products' are<br />

created. Thus, creativity requires something to be done in<br />

orderto surface. If a person never learns to play the piano, s/he<br />

may not realize her or his gift for music. That is why providing<br />

different opportunities for human beings while growing up<br />

Is important for developing those creative tendencies that<br />

may otherwise remain hidden. Following these products and<br />

evidences of creativity, comes the need to conform values of<br />

the society or culture. Although this is so, revolutionary ideas<br />

do not come along everyday, and this points to the significance<br />

of daily and ordinary creativity that people use throughout life<br />

(Robinson, 2003).<br />

Another important factor Is that creativity is not a parricular<br />

finished occurrence, but a'process'. Thus, finding one's domain<br />

of creativity is very important. It is not possible for a person<br />

to be creative in every single domain; usually creativity is<br />

channelled into a single route orfield. One has to know enough<br />

of the field to make use of it, make judgments throughout<br />

the crearive process, and evaluate what s/he has done. Self-<br />

assessment is also connected to the idea of values and that<br />

creativity should be assessed by experts ofthe field (Ericsson<br />

and Simon, 1993; Eysenck, 1996; Feldhusen and Goh, 1995).<br />

The 'field; according to Cslkszentmihalyi (1996), Involves the<br />

social and cultural aspects in tasks, operarions or jobs. That is, it<br />

defines the area and relies on the evaluarion and judgments of<br />

the decision-makers, the knowledgeable, and the wise In that<br />

area.The'domain'is the formal system of a body of knowledge<br />

and its codes, regularions, and operarions. Crearivity Is partly<br />

a social construct and it relies heavily on the individual<br />

constructs of domains and fields that are shaped according<br />

to the values ofthe society. Therefore, creativity in children<br />

is excluded due to the belief that they have not yet achieved<br />

sufficient expertise in a particular field to be assessed by it or<br />

by the peers of it. Without a doubt, contextual assessment<br />

and evaluation according to a different set of norms is always<br />

necessary while working with creativity of different groups of<br />

people, and not only children (Seattle, 2000).<br />

Controilâd disorder<br />

Research on crearivity has often concentrated on relarions of<br />

creativity with divergent thinking methods. However, due to<br />

the rigidity ofwhat society expects of creativity, and the need<br />

forflexible communication among different fields, structures,<br />

and levels, both are vital for creative problem solving, and<br />

both necessitate knowledge ofthe literature, language, and


techniques of the main and supplementary fields involved<br />

{Pereira, 1999).<br />

Vertical and lateral thinking techniques are not only two very<br />

different ways of thinking one uses in daily life, they also have<br />

an effect on structuring how one sees the world. Creative<br />

thinking in design mostly involves the unstructured way of<br />

thinking that has been called divergent, lateral, or lateral<br />

(Aydede and Guzeldere, 2005; De Bono, 1992; Suwa and<br />

Tversky, 1997; Suwa, Purceil, and Gero, 1998), and contrary to<br />

popular belief, is a skill that can be learned, practiced, and,<br />

improved.<br />

Vertical Thinking Lateral Thinking<br />

Basic Nature • Controlled • Disordered<br />

• Structured • Unstructured<br />

• Convergent • Divergent<br />

• Analytical • Provocative<br />

• Sequential • Non sequential<br />

• Logical • Non Logical<br />

Process • Deliberate • Accidental<br />

• Focuses on one path • Collects<br />

information from<br />

the environment<br />

• Selective • Generative<br />

• Converges toward • Seeks additional<br />

acceptable solutions options<br />

• Use of negatives block • Does not have<br />

certain paths to be correct to<br />

proceed<br />

• Follows most likely • Explores unlikely<br />

path paths<br />

Use of Patterns • Retains, labels, * Attempts to<br />

names, categorizes, and escape from<br />

classifies from past established<br />

experience patterns, labels,<br />

Results • Acceptable, appropriate • May be<br />

and classifications<br />

objectionable<br />

• Finite • Probabilistic<br />

• Predictable • Unpredictable<br />

Table 1. Comparison of the characteristics of vertical and<br />

lateral thinking techniques {De Bono, 1992).<br />

Vertical and lateral thinking aid in making sense ofthe data<br />

collected by the brain by storing information in patterns,<br />

and selectively recognizing patterns according to these<br />

dominating established patterns, respectively. These features<br />

simplify the functions of the brain, however, they draw<br />

limiting frameworks on perceptual processes as well as<br />

creative thinking {De Bono, 1992).<br />

Vertical thinking that is used extensively in daily life, and<br />

assumes a single correct answer to a problem. Students within<br />

an education system that is focused on test solving need this<br />

type of thinking in orderto be successful. Having been educated<br />

in such a system throughout one's life makes it difficult to use<br />

divergent techniques. In an educational system focused on<br />

tests, it takes time to "shift gear" and adopt different ways of<br />

thinking that are necessary for solving design problems.<br />

Lateral thinking, on the other hand, is the type of thinking<br />

mostly used in creative problem solving, and instead of a<br />

linear single answer way of thinking, it presupposes transitions<br />

between pre-established patterns. This process considers<br />

very different solutions to a problem and may create new<br />

patterns that are original, but not necessarily immediately<br />

appropriate in terms ofthe solution to a problem. Experience,<br />

experimenting, trial and error, and imagery are very frequently<br />

utilized in this type of thinking, and they enable a break from<br />

the tyranny of a strong idea, and provide original results that<br />

can be utilized. {Heerwagen, 2002; Dorst and Cross, 2001).<br />

Vertical thinking is concerned with proving or developing<br />

concept patterns, while lateral thinking involves insightful<br />

restructuring of patterns and creative emergence of new<br />

ones. The need for lateral thinking arises from the limitations<br />

of the behavior of mind as a self-maximizing memory system.<br />

Creativity is often believed to be an unstructured spontaneous<br />

act happening at a random time, however, what society judges<br />

as creative has a very rigid framework. Techniques of "teaching"<br />

creativity all aim to make people solve problems by viewing<br />

them in different ways. While vertical methods allow movement<br />

only around the language and rules of a field, lateral ones<br />

enable intertextual relations among different fields allowing the<br />

emergence of associations never thought possible (Li, 1997).<br />

Although vertical thinking is the dominant mode in Western<br />

culture, both vertical and lateral techniques are necessary to


maximize creative problem solving {De Bono, 1992).<br />

The third year design studio<br />

One ofthe places creativity is most needed Is environments<br />

of design education. This study analyzes the cognitive stages<br />

in the creative decision-making process during the act of<br />

designing. It also examines the connection between cognitive<br />

issues and tasks related to the third dimension of objects<br />

and spatial issues in interior architecture. The stages of the<br />

creative process are examined, exploring the creative design<br />

processes of third year students ofthe Department of Interior<br />

Architecture and Environmental Design at Bilkent University<br />

in Ankara, Turkey. During this procedure, the reinterpretation<br />

and formulation ofthe given task, and the activity of focusing<br />

on the user-identification phase were taken into consideration.<br />

The sample was comprised of 15 subjects who were selected<br />

by random sampling among 46. This study is primarily<br />

qualitative, but is supported greatly by quantitative data.<br />

Findings obtained through 'observation','product assessment',<br />

and 'protocol analysis' ('retrospective interview') are used in<br />

order to develop a model to enhance creativity (Hasirci and<br />

Demirkan, 2007).<br />

The third year of university education can be considered as<br />

the completion of a learning cycle for the interior architecture<br />

students. When the students reach that stage, they have<br />

learned the discourse of design, formed a certain approach or<br />

style, and can clearly state them while or after dealing with<br />

a task. This would especially be compatible with the method<br />

of protocol analysis used while the students make creative<br />

decisions regarding the design problem given to them. Vertical<br />

and lateral techniques were used together in the solving of<br />

creative problems, as until the third year, the students have<br />

already acquired this skill. The vertical methods could be<br />

seen in actions such as, some students constantly asking the<br />

instructors for their opinions to check whether s/he was on<br />

the correct path or not, relying heavily on safe methods used<br />

and proven by famous designers and architects. However,<br />

these kinds of behavior were occasionally counterbalanced by<br />

lateral techniques such as, the use of Intertextual associations<br />

between movies, books, or design solutions in other domains.<br />

The formation of a concept for the solution of the design<br />

problem necessitated this type of a relation from the start.<br />

enabling all students to use lateral techniques at each stage of<br />

the process and achieve more creative results.<br />

The hypotheses to be tested were as such, 'There is a<br />

relationship between the type and quantity of representation,<br />

and creativity': Three-dimensional representations such<br />

as, perspectives and models were found to lead to higher<br />

creativity levels compared to two-dimensional depictions such<br />

as, layouts/ plans. Thus, more importance should be given to<br />

sketching, so that this significant skill of designers can fully<br />

develop In a way that enables the students to easily represent<br />

what they visualize In their minds. Finally, while verbalization<br />

during the design process and among classmates can be<br />

constructive, as also supported by Eastman et al. (2001),<br />

excessive reliance on verbalization in critiques appears to<br />

weaken the skill of sketching (Goldschmidt, 1992a and 1992b;<br />

Verstijnen etal., 1998).<br />

'The creative quality/ characteristic ofthe decisions made can<br />

be increased byway of first understanding the creative process<br />

that involves cognitive components': Placing the creative<br />

process under the microscope was helpful In understanding<br />

preferred imagery and representation styles and quantity,<br />

time spent at different stages ofthe process, underdeveloped<br />

skills, behavior, in addition to student-student and student-<br />

instructor relations, and associations between creative<br />

processes and products. Understanding these relations can be<br />

helpful In developing the curriculum to aid the skills necessary<br />

to experience more creative processes conducive to produce<br />

more creative products In the design studio.<br />

'There Is a relationship between the observed creative traits<br />

and product creativity': This relationship can easily be seen in<br />

the observations. Those students who did not only work on<br />

their projects, but also spent time on asking others' opinions<br />

and discussing their projects were among the most creative<br />

ones. A constructive interaction between the students<br />

was observed to be helpful in developing their ideas. The<br />

students in each group completed the phases with similar<br />

timing and submitted the project almost simultaneously. The<br />

arrangement ofthe studio environment affected the behavior<br />

ofthe students, and three students mentioned becoming more<br />

motivated while working individually in a group arrangement<br />

of tables.


'There is a relationship between imagery and representation<br />

amounts and creativity': This assumption appears verified, in<br />

that, the students who have used more imagery were more<br />

creative [x2-24.75, df='i 5, p


assessed by the instructors using the creativity assessments<br />

sheets in the previous study.<br />

The aim ofthis study was to analyze the creativity of students<br />

who were in theirfirst year ofdesign education, and investigate<br />

their own perception of handling the creative process. The<br />

same hypotheses were investigated, and the findings were<br />

in keeping with the previous study. However, the lack of a<br />

full understanding ofthe design process was obvious. Early<br />

introduction of lateral thinking techniques and the vague<br />

nature ofthe creative design process in the design studio is<br />

believed to be useful for more creative outcomes.<br />

The first hypothesis was, 'There is a relationship between the<br />

type and quantity of representation and creativity': Three-<br />

dimensional representations such as, perspectives and models<br />

were not as refined as the third year studio, however, simple<br />

sketching and small scale models were again found to lead<br />

to higher creativity levels compared to two-dimensional<br />

depictions like top views, as students could not visualize all<br />

dimensions ofthe project. Thus, more importance should be<br />

given to the use of log-books, which were made part of the<br />

curriculum not only in the design studio, but also In a course on<br />

drawing and representation technlques.Thestudents who kept<br />

log-books are good for sketches, scrap pieces of information<br />

on which they could extend their thoughts, and learn to<br />

build concepts were more creative. The skill of visualizing<br />

that is already not easy for the students and representing the<br />

visualized again became evident In this study.<br />

'The creative quality/ characteristic of the decisions made<br />

can be Increased by way of first understanding the creative<br />

process that involves cognitive components':The vertical and<br />

lateral thinking methods were also considered in the creative<br />

process, and should be integrated within the assessment of<br />

the 5R stages. A calculated technique of balancing vertical and<br />

lateral thinking can be integrated into the design curriculum.<br />

'There is a relationship between the observed creative traits<br />

and product creativity': The students who talked to other<br />

students within the studio studio, who asked for opinions<br />

from the instructors but developed those ideas with outside<br />

information were found to come up with more creative<br />

products. Although the tables were not arranged in groups,<br />

the students were free to walk around and talk to others about<br />

their projects. In these conversations, ideas were developed<br />

and the creative process was furthered.<br />

'There Is a relationship between imagery and representation<br />

amounts and creativity': There was a relationship, however, it<br />

was the opposite ofthe previous study. This may be due to first<br />

year students' lack of experience regarding the transition from<br />

imagery to external representation. [x2=38.18, df=24, p


the toy themselves. Others were trying to solve the problem<br />

in the easiest and most convenient way using vertical thinking<br />

techniques. This took more time and resulted in less creative<br />

products.<br />

80% of the students stated the importance of more time and<br />

less students in the studio for factors that would enable them<br />

to work more efficiently. 75% of them stated the same for<br />

factors that would enable more creativity. 3 ofthe students<br />

have mentioned the importance of the log-books In terms<br />

of helping them collect their ideas together. One student<br />

stated that it was his "inspiration book". The students have<br />

not been introduced to the"concept"yet as a theme to collect<br />

elements oftheir design together and enable a harmonious<br />

completeness, but 28% ofthe students stated that they found<br />

movies, magazines, books, music, the internet, nature, and the<br />

sea inspiring. Though some students have figured methods<br />

out on their own, the majority suffered some difficulty. Thus,<br />

there Is a need for an introducrion to concept definition and<br />

utilization in the first year. This might enable the students to<br />

have a more efficient "readiness" stage where they spend the<br />

most time but may not produce much. 44% of the students<br />

stated that they were the most creative in the initial stages,<br />

and the remaining 56% stated that the revelarion and<br />

recreation stages they were the most crearive as they had little<br />

time left to complete their work. According to the instructors,<br />

the students were more creative In the beginning stages and<br />

more efficient in the final ones. This could be observed from<br />

the processes ofthe students.<br />

As in the previous study, the students believe that their hard<br />

work should be rewarded even If the product is not that<br />

appropriate. Although the creative process is very important,<br />

and taken into considerarion by the instructors when<br />

evaluaring the product, the purpose ofthe crearive process is<br />

to reach a creative product that answers the requirements of<br />

the project or the needs of the users/ clients In other contexts.<br />

Regarding the expected grade of the students, 90% of the<br />

students stated that they deserved a full grade because they<br />

tried their best. More intermediate stages In a project and<br />

provision of an awareness of expectancies may aid better<br />

communication In the studio. As in the previous study, the<br />

instructors'and students responses were significantly different<br />

[t=16.01,df=24, p


thinking shakes the established grounds of patterns and<br />

gives way to creative solutions, it enhances our ability to see<br />

things differently, and to challenge paradigms, assumptions,<br />

prejudices, and worldviews. Although this sort of approach<br />

may seem to reach creativity at the expense of security in<br />

society, this is not the case, as an autonomous goal is trying<br />

to be achieved within certain partly controlled contexts.<br />

However, visionary people, processes, or products do not<br />

come along under totally safe and secure circumstances.<br />

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S E R V I C E - S C A P E A N D W H I T E S P A C E : W H I T E S P A C E A S A S T R U C T U R I N G<br />

P R I N C I P L E IN S E R V I C E D E S I G N<br />

Stefan Hoimiid<br />

Human-Centered Systems, IDA,<br />

Llnköplngs universitet. Linköping, Sweden.<br />

steho@lda.liu.se<br />

Annika Hertz<br />

Center of Service Design Research,<br />

Cologne international School of Design. Cologne, Germany.<br />

ah@kisd.de<br />

Abstract<br />

In design a lot of attention is given the materia! design object.<br />

In the traditional rhetoric of design where function meets<br />

form, it is often instrumental functionality and the form of the<br />

material/content that is referred to.<br />

In some design fields, such as graphic design, the material design<br />

object incorporates the white space, the space between the<br />

content. For graphics design white space has been appropriated<br />

as an important part ofthe design process, and can be used to<br />

as one factor to distinguish between genres of, e.g., newspapers.<br />

Implicitlygraphicdesignersusewhite space to create readability,<br />

structure, as well as aesthetics to their designs.<br />

In service design, a concept similar to white space have not<br />

been acknowledged and used as an aspect ofdesign. Service<br />

design comprises a set of methods supporting the modelling<br />

of service experiences, such as service-scape, service portraits,<br />

service interface, etc. These focus on the content ofthe service<br />

experience, without especially highlighting the importance of<br />

white space for designers.<br />

In this paper we suggest that white space can be used as a<br />

structuring principle In service design. We exemplify the<br />

concept and how white space Is conveyed with service design<br />

modelling techniques.<br />

The case, a package delivery service, has undergone a change<br />

process where some parts of the delivery chain have been<br />

pushed towards self service, and simultaneously transformed<br />

into a more mass-customized genre of service. Moreover,<br />

the contact with delivery personnel has been even more<br />

limited than it is today. The new package delivery service thus<br />

restructures white space of the service, and highlights design<br />

aspects ofthe service.<br />

We conclude that white space can be used as a concept for<br />

service designers to use as a structuring principle in designing<br />

service experiences, and that the challenges forfuture research<br />

lie in finding relevant modelling and analytic techniques for<br />

designers to enable them to actively work with white space in<br />

their designs-<br />

Introduction<br />

In design a lot of attention is given the material design object. In<br />

the traditional rhetoric of design where function meets form, it<br />

is often instrumental functionality and the form ofthe material/<br />

content that is referred to. Attention is forced away from the<br />

intangible issues of non-use or the form of non-content.<br />

In some design fields, such as graphic design, the material design<br />

object incorporates the white space, the space between the<br />

content. For graphics design white space has been appropriated<br />

as an important part of the design process, and can be used to


as one factorto distinguish between genres of, e.g., newspapers.<br />

Implicitly graphic designers use white space to create readability,<br />

structure, as well as aesthetics to their designs.<br />

In other design disciplines, such as service design, a concept<br />

similar to white space have not been acknowledged and used<br />

as a conscious aspect of design. In these design disciplines<br />

the methods focus on the design content, without especially<br />

highlighting the importance of white space for designers.<br />

In this paper we will present aspects of white space in service<br />

design through an example case that suggests that white<br />

space can be used as a structuring principle in service design.<br />

Framework<br />

A service most of the time Is described as being intangible,<br />

heterogene, and perishable. Moreover, it is considered that<br />

there is inseparability between production and consumption<br />

when it comes to services. Edvardsson, Gustafsson & Roos<br />

(2005) argues that this is an outdated definition, and that<br />

services rather are characterized by performance, processes<br />

and deeds. Lovelock & Gummesson (2004), e.g., agree partly<br />

with this and argue that for a specific service in a specific<br />

context, individual characteristics are more Important than<br />

others, but they should not be viewed as a compulsory whole.<br />

When talking about service organizations, the term product-<br />

service system, PSS, is often used, to point towards a systemic<br />

point of view (Edvardsson, Gustafsson, Johnson & Sanden<br />

2000). With that perspective the term servuction is often<br />

used, to differentiate from production. Even though these<br />

definitions are criticisable there is a consensus that services<br />

are processes over time carried out in space by people with<br />

the help of technology and objects.<br />

Buchanan (2001) defines four orders of design. They are<br />

distinguished by their design object. The design objects are<br />

signs, products, actions and thought. The corresponding<br />

design disciplines are graphic design, industrial design,<br />

interacrion design, and environmental design. In classical<br />

Swedish design theory the classification finds support from<br />

Paulsson Si Paulsson (1957), as well as Hard af Segerstad (1957).<br />

Service design primarily deals with acrions, the service milieux<br />

and the mindset of people.<br />

Service design is, in contrast to service development, described<br />

as a human-centered approach and an outside-in perspecrive<br />

(Mager, 2005: Holmlld & Evenson, 2006; Holmlid, 2005). It is<br />

concerned with systematically applying design methodology<br />

and principles to the design of services (Evenson, 2005;<br />

Holmlid & Evenson, 2006).<br />

Service design integrates the possibiliries and means to<br />

perform a service with such qualities, within the economy and<br />

strategic development of an organization. A service designer<br />

can "visualise, express and choreograph what other people<br />

can't see, envisage solurions that do not yet exist, observe<br />

and interpret needs and behaviours and transform them<br />

into possible service futures, and express and evaluate, in<br />

the language of experiences, the quality of design" (Service<br />

Design Network, 2005).<br />

Asadiscipline,servicedesign should not be viewed in isolarion,<br />

but in the context of service development, management,<br />

operations and marketing (Edvardsson, Gustafsson & Roos,<br />

2005; Mager, 2005; Edvardsson, Gustafsson, Johnson &<br />

Sanden, 2000). Together these form the provisions for good<br />

service performance. User orientarion, contextualizarion and<br />

other service development challenges are at the heart of<br />

service design (Edvardsson, Gustafsson, Johnson & Sanden,<br />

2000; Kristensson, Gustafsson & Archer, 2004; SVID, Bruce &<br />

Bessant, 2002).<br />

Service design activities appear throughout a service<br />

development process (see e.g. (Holmlid & Evenson, 2007;<br />

Morltz, 2005; Evenson, 2005; Mager & Evenson, 2006;<br />

Grönroos, 1990; Scheuingâ Johnson, 1989). In these processes<br />

service design contribute with a set of modelling techniques<br />

for service experiences. Among these modelling techniques<br />

can be menrioned service-scape, customer journeys,<br />

service interface, etc (Bitner, 1992; Evenson, 2005; ZeithamI,<br />

Parasuraman & Berry, 1990; Shostack, 1984;Moritz 2005; Mager,<br />

2005; Holmlid & Evenson, 2005). These focus on the content<br />

of the service experience, without especially highlighting<br />

the Importance of white space for designers. Tschumi (1990),<br />

in e.g. his Manhattan transcripts (Tschumi, 1994), highlights<br />

space, movement and event, in order to transcribe things<br />

not normally include in architectural representarion in the<br />

70's. In the Manhattan transcripts he directed a small set of


epresentations to present the complex relationship between<br />

space and its use. In representations of services similar<br />

conceptual representations can be made, given that services<br />

are usage of space over periods of time deliberately directed<br />

by actors with certain objectives.<br />

Modeling and prototyping are centra! in service design<br />

as in many other design disciplines. These activities are<br />

closely related to service development activities, such as<br />

documenting the servicescape (Bitner, 1992}, performing<br />

blueprinting (Shostack, 1984), and defining touchpoints<br />

{ZeithamI, Parasuraman & Berry, 1990). Modeling techniques<br />

from other design disciplines can be used, such as personaes,<br />

scenarios, enactments, etc.<br />

Given the nature of services as being processes over time<br />

carried out in space, two tentative categories of white space<br />

would be physical whitespaceand time white space. If we also<br />

considerthat actions are carried out within these processes, we<br />

could anticipate that non-activity could be regarded as white<br />

space. In service design one important focus for design work<br />

is the service evidence and the service interface. For these<br />

we can anticipate that specific aspects of white space will be<br />

important. For example, for a form or a receipt the white space<br />

of graphical design is crucial.<br />

Example case<br />

The case takes as its starting point the delivery of postal<br />

packages to non-company clients. We used three modeling<br />

techniques, an action model, a physical model and an actor<br />

model, to understand the role of white space in the service<br />

performance. The modeling techniques were used for a<br />

traditional package delivery service and a delivery service<br />

with a higher degree of self-service.<br />

Traditional package delivery service<br />

There are several different ways that traditional postal package<br />

delivery services function. We will base our description of a<br />

typical process from Sweden.<br />

Figure 1. Traditional package service delivery. Photo; Mats<br />

Ramkvist. Source posten.se<br />

Action model<br />

The action model, when taking into account only the steps in<br />

the procedure, indicates three white spaces (see figure 2). The<br />

grey areas are the action related white-spaces.<br />

Figure 2. Traditional package delivery, action model<br />

When introducing a time-aspect the white-spaces remain, but<br />

we are given a possibility to understand the amount of time of<br />

the white-spaces (see figure 3).<br />

Over night -e<br />

T<br />

Figure 3.Traditional package delivery, action model with time-<br />

aspect


Physical model<br />

In the physical model (see figure 4) the service points and white<br />

spaces are defined bythe layout ofthe office space. In the figure<br />

the bright green area are the desks where a customer meets the<br />

service personnel and the green ellipsis around these areas are<br />

pre- and post-service areas. These areas are seldom occupied<br />

by waiting customers, and are thus regarded as white spaces.<br />

The marked red areas are white spaces due to the placement<br />

of doors. The green area overlapping the two red circles defines<br />

the space where the cueing ticket is picked up. This area is also<br />

regarded as a pre-service area, and as a white space; you are not<br />

standing there unless you are getting your cueing-ticket.<br />

Figure 4. Traditional package delivery, physical model<br />

Actor model<br />

The actor model for a traditional package delivery service<br />

shows that there Is both direct and mediated contact with<br />

employees ofthe delivery service (see figure 5).The mediated<br />

contact consists of a mail sent to the recipient. The form in this<br />

mail is used when picking up the package at the post office, as<br />

a token of identification.<br />

Figure 5. Traditional package delivery, actor model<br />

Packstation package delivery service<br />

In Germanyan innovativedeliverysystem recently wasdeveloped<br />

and implemented, with an increased degree of self-service.<br />

Instead of picking your package up at a post office, packages are<br />

delivered to a self-service station, a Packstation.The Packstations<br />

are available around the clock. When the package is delivered<br />

to the Packstation the customer receives an Sf^S/Emall. With<br />

the registered chip-card the customer identifies herself and Is<br />

allowed to retrieve her package from the Packstation.<br />

If the particular Packstation the customer have registered for<br />

delivery is full, the postal service will decide a new delivery<br />

point for the package. This could be a Packstation nearby, ora<br />

post-office. The customer is informed about this change.<br />

Figure 6. The packstation (source: Siemens press picture)<br />

Action model<br />

The action model for the Packstation shows some features of<br />

the service-process (see figure 7). The action and time-related<br />

white space is visible as grey areas in the model.<br />

SB<br />

Tcrt<br />

rrwuge<br />

Figure 7.The action model for the Packstation delivery


The white space indicated consists of penods of waiting forthe<br />

customer. The first penod of waiting ends when the customer<br />

receives the text message (SMS or email). Until then the<br />

customer does not know all the steps of the logistics chain.<br />

Physical model<br />

The physical model forthe Packstation shows some features of<br />

the service-scape (see figure 8). The dark green area indicates<br />

the customer-active area, where the chip-card is inserted,<br />

payment is made etc. The light green area on the Packstation<br />

indicates the pick-up area, which also can be viewed as the<br />

final step in the delivery process. The light green area on the<br />

ground Is the area where a customer moves in and out of the<br />

self-service situation, this is a pre- and post-service area. The<br />

red area on the ground indicates a possible trail for a line of<br />

customers.<br />

Figure 8. The physical model for the packstation. Dark green<br />

indicates an active service contact point, light green indicates<br />

a service area, and red indicates white space.<br />

The main physical white spaces are the pre- and post-service<br />

area and the trail for a line of customers. In this example<br />

the open angle of the Packstation allows for both a line of<br />

customers and a restricted space of service action. The pre-<br />

and post-service area will be used only by the customer<br />

picking up a package.<br />

Actor model<br />

The actor model for the Packstation puts the customer at the<br />

centre (see figure 9). There is no direct contact between any<br />

individual ofthe postal service and the customer. All contact<br />

is mediated through technological means.<br />

Discussion<br />

Figure 9. Actor model for the Packstarion<br />

The tentative definition of white space for services comprising<br />

physical and time aspects, is not enough to capture important<br />

aspects of white space for service design. In comparison<br />

between the two examples there is a difference In social<br />

content ofthe service performance.The actor models capture<br />

these social aspects to a certain degree. That is, the increased<br />

degree of self-service introduces a social white space. As a<br />

consequence service designers need to rely more on the<br />

design of infrastructure and self-service terminals for service<br />

performance as well as brand value management. In the<br />

traditional delivery service, the brand values and the service<br />

performance was upheld, and adapted, by employees in direct<br />

contact with customers. As a consequence service designers<br />

here need to rely on personnel resources, such as service<br />

mindedness, situated adaptability of service performance,<br />

etc. In the transirion between service systems, the decreased<br />

social contact with employees ofthe service organizarion will<br />

be experienced as a social white space. Similar development<br />

can be found in the banking sector, where bank offices have<br />

been totally restructured as a way of demanding more usage<br />

of self-service technologies as well asan effect ofthe Increased<br />

self-service possibiliries.<br />

There can also be noted a qualitarive difference between<br />

white spaces in the two examples. One distinguishing factor<br />

is who has control ofthe white space. In the acrion model this<br />

can be dlsringulshed in the following manner (see Figure 10).<br />

The model shows that the amount of customer control over<br />

white space is larger when using the Packstarion delivery, than<br />

using a tradirional delivery system. In the Packstarion example.


at the precise moment the customer receives notice that the<br />

package have arrived through the text message, she Is in control<br />

over the period of waiting before picking up the package.<br />

Figure 10. White-space and control. Packstation example to<br />

the left, traditional delivery to the right. Blue indicates that the<br />

customer has control, green that the customer have shared<br />

control, and red that the customer have no control.<br />

In the traditional package service this is not the case. When the<br />

customer receives the notice, when picking up the mail at home<br />

after work, she might be required to wait over night before the<br />

post-office is open again. During this period of waiting she Is In<br />

no control over the white space. Similarly, she Is in no control<br />

ofthe waiting period due to locating the package at the post-<br />

office, which is performed by the service personnel.<br />

Moreover, in the traditional package service delivery process<br />

the overall time span from arrival of the package to the post-<br />

office consists of delivering the mail message to the customer<br />

and the period of waiting between that and the opening<br />

hours ofthe post-offices. A conceptual comparison of the two<br />

different delivery methods shows that with the Packstation<br />

the customer can pick her package up before she would<br />

know that the package had arrived at the post-office in the<br />

traditional delivery process.<br />

Working with the white space of the traditional package<br />

delivery system as a focus for design we suggest two possible<br />

ways. One could 1) focus on shortening the time before<br />

customers getting notice of the arrival ofthe package, through<br />

an SMS, or 2) finding ways to increase the opening hours for<br />

offices where packages could be picked up.<br />

In the design field that deals with graphic as a design object<br />

the white space Is a natural part ofthe design representations<br />

and expressions, which is not the case for service design. In<br />

service design representations, such as blueprints, the white<br />

space can sometimes be identified, but there is not necessarily<br />

any relationship between amount of represented white space<br />

and the white space in actual service performance. Some of<br />

the modeling techniques used above can be developed to<br />

integrate white space as part ofthe representation and design<br />

expressions.<br />

Conclusion<br />

Based on the white space concept presented and the case,<br />

white space should be considered as an integral part ofthe<br />

design object of services. Based on the discussion we conclude<br />

that deliberate design work with appropriate methods and<br />

tools treating white space as an integral part ofthe service<br />

design object, provide new means for finding structuring<br />

principles for specific design challenges.<br />

The challenges for future research lie in finding relevant<br />

modelling and analytic techniques for designers to enable<br />

them to actively work with white space In their expressive<br />

design work.


References<br />

BiTNER, M,., J.,1992. Servicescapes: The impact of physical<br />

surroundings on customers and employees. Journal of<br />

Marketing,, Vol. 56(2):57-71.<br />

BRUCE, M„ BESSANT, J., 2002. Design in business: Strategic<br />

innovation through design. Design Council, UK.<br />

BUCHANAN, R., 2001. Designing research and the new<br />

learning. Design Issues, 17(4):3-23.<br />

EDVARDSSON, B., GUSTAFSSON, A., ROOS, I., 2005. Service<br />

portraits in service research: a critical review. International<br />

Journal of Service Industry Management 16{1):107-121.<br />

EDVARSSON, B., GUSTAFSSON A., JOHNSON, M., D., SANDEN,<br />

B., 2000. New Service Development and Innovation in the<br />

New Economy. Lund, Studentlitteratur.<br />

EVENSON,S., 2005. Designing for Service. Proceedings of DPPI<br />

2005, Eindhoven.<br />

GRÖNROOS, C, 1990. Service management and marketing:<br />

Managing the moments of truth in service competition.<br />

Lexington Books: New York.<br />

HOLMLID, S. 2005. Service Design methods and UCD practice.<br />

In Proceedings from User Involvement in e-Government<br />

development projects, workshop at IFIP conference Interact,<br />

Rome.<br />

HOLMLID, S., EVENSON, S (2006). Bringing design to services.<br />

Invited to IBM Service Sciences, Management and Engineering<br />

Summit: Education forthe 21st century. New York, October.<br />

HARD AF SEGERSTAD, U., 1957. Tingen och vi. Stockholm:<br />

Nordisk rotogravyr. [The things and us]<br />

KRISTENSSON, P., GUSTAFSSON, A., ARCHER, T„ 2004.<br />

Harnessing the Creative Potential among Users, Journal of<br />

Product Innovation Management, 21 (1) 4-14.<br />

LOVELOCK, GUMMESSON, 2004. Whither Services Marketing?<br />

in Search of a New Paradigm and Fresh Perspectives. Journal<br />

of Service Research, 7:20-41,<br />

MAGER, B., 2004. Service design: A review. KISD, Köln.<br />

MORITZ, S., 2005. Service design: Practical access to an evolving<br />

field. MSc thesis, KISD.<br />

PAULSSON, G., PAULSSON, N., 1957.Tingens bruk och pragel.<br />

Stockholm: Kooperativa forbundets bokförlag. [The use and<br />

qualities of things]<br />

SCHEUING, E., JOHNSON, E., 1989. A proposed model for<br />

new service development. The Journal of Service Marketing,<br />

3(2):25-34.<br />

SERVICE DESIGN NETWORK, 2005. Service design network<br />

manifesto. Unpublished.<br />

SHOSTACK, L, 1984. Designing Services That Deliver," Harvard<br />

Business Review, January-February, 133-9.<br />

SVID. Design ladder, available at http://www.svid.se/wit/<br />

7FFF9336-1086-4965-8C4F-0CD72E90700B.wlt<br />

TSCHUMI, B. 1990. Questions of space: lectures on architecture.<br />

London: Architectural Association<br />

TSCHUMI, B. 1994. The Manhattan transcripts. London:<br />

Academy Editions.<br />

ZEITHAML, V A., PARASURAMAN, A., BERRY L L, 1990.<br />

Delivering Service Quality: Balancing Customer Perceptions<br />

and Expectations. The Free Press.


U N D E R S T A N D I N G T H E O R D E R IN D I S O R D E R : A N A L Y S I N G P R O F E S S I O N A L<br />

I D E O L O G Y O F I N D U S T R I A L D E S I G N IN T U R K E Y T H R D U G H D I S C O U R S E<br />

Ali Oğulcan lîhan<br />

Istanbul Technical University,<br />

Dept. of Industrial Product Design, Istanbul, Turkey<br />

ali.ilhan@jtu.edu.tr<br />

H. Alpay Er<br />

Istanbul Technical University,<br />

Dept. of Industrial Product Design, Istanbul,Turkey<br />

a!payer@itu.edu.tr<br />

Abstract<br />

Industrial design, which is a fairly young and largely unknown<br />

profession in Turkey, Is slowly establishing its identity and<br />

redefining Its conditions of existence. Dunng this "evolution"<br />

process, many contradictions surface resulting from the<br />

unique characteristics of Turkey.<br />

One of the key elements that form the core of this newly<br />

found identity Is professional ideology. In this paper,<br />

authors endeavour to lay down a conceptual framework for<br />

investigating the professional Ideology ofTurkish Industnai<br />

Design, through a rigorous analysis of the discursive<br />

expressions ofTurkish designers in the biggest communicative<br />

medium that Is used by them: ETMK Platform E-mail Group.<br />

Apart from economic and educational development, such<br />

a study will contribute greatly to our understanding of the<br />

concept of "Turkish Designer", not merely as a professional but<br />

also as a "social" entity within the complex network of socio-<br />

cognitiveand discursive relations.<br />

Keywords: industrial design in Turkey, professional ideology,<br />

discourse<br />

The historical development of industrial design (ID) in Turkey<br />

and the socio-economic factors that affect this process have<br />

been investigated by various scholars (Asatekin, 1979; Er, 1993;<br />

Er, 1998; Er and Bayazit, 1999; Er and et al., 2003). Using these<br />

valuableworksas anchor points,the professional development<br />

process that ID undergoes In Turkish context can be sketched<br />

to some extent. However, it must be admitted that there are<br />

many gaps In this picture which must be filled.<br />

Most of the above mentioned investigations evaluate ID In Its<br />

economic and/or educational context. However, one of the<br />

most significant missing pieces in this story of professional<br />

development is an analysis of Industrial design and designers<br />

as social entities.<br />

According to Abbott (1988), the history of professions is<br />

the history of the "jurisdictional disputes", that is, different<br />

professions literally "fight" for gaining control of specific<br />

domains of knowledge. Dunng these processes, nearly every<br />

profession -asa social creature-forms a core system of values<br />

and beliefs upon which they can build their sovereignty<br />

and social identity. Naturally, such a system can only be<br />

established by the conscious and unconscious collective acts<br />

of the individuals engaged in a certain profession, namely<br />

professionals, who -by definition- form a social group.<br />

This core system of values forms the "basis of social<br />

representations that are shared by the members of this<br />

social group" (Dijk, 1998:8). That is, such a system tells those<br />

individuals who they are, what their shared values are, what<br />

their relations with other social groups are...etc, illuminating


the basic economic, social and cultural interests and beliefs of<br />

a particular social group.<br />

In this sense, such social representations can be defined as<br />

"ideologies". More specifically, when we are investigating<br />

the ideology of a certain professional group', this particular<br />

ideology can be defined as a"professional ideology".Therefore,<br />

understanding the ideology of a profession is crucial in<br />

understanding the professional development.<br />

As ideologies are social entities that are constantly evolving<br />

and changing in time, it is meaningless to mention about a<br />

static and given concept of professional ideology. Professional<br />

ideologies are produced, defined and reproduced in time,<br />

within different social settings. Looking through this<br />

perspective, one ofthe most prominent elements that has role<br />

in these definition, articulation and reproduction processes<br />

is the professional discourse. That is, individuals acquire,<br />

produce, reproduce, express and exchange ideological<br />

patterns by and within discourse. Needless to say, it is crucial<br />

to analyze discursive manifestations of a professional group<br />

in order to understand their professional ideology. However,<br />

it must be noted that ideologies cannot only be limited to<br />

discursive manifestations.<br />

Within this context, the aim of this introductory paper is to<br />

lay down a conceptual framework for such an analysis of<br />

the professional ideology of Turkish Designers through an<br />

investigation of their discursive manifestations in ETMK<br />

Platform E-Mailing List, which is the biggest communication<br />

platform, that has been used by Turkish Industrial Designers<br />

since 1999. The reasons for choosing such a medium will be<br />

clarified in the following sections, yet it must be taken into<br />

consideration that this e-mail group is one of the few mediums<br />

in Turkish Context that such a large number of industrial<br />

designers can meet, communicate and exchange ideas.<br />

' Members of a certain profession form a solid social group as they<br />

obviously have similar activities, goals and interests and with which<br />

many or most members may identify. Given the conflicting nature<br />

of interests between different professional groups, the domain of<br />

professions is a suitable candidate for the formation of ideologies or<br />

more explicitly"professional ideologies".<br />

While establishing such a conceptual framework, firstly the<br />

controversial concept of "ideology" will be discussed. Such<br />

a discussion is necessary as there are volumes of work and<br />

definitions for this theoretical instrument, most of which are<br />

not complimentary but rather contradictory. Thus, it is crucial<br />

to clarify that why the authors have chosen a certain definition<br />

among this ocean of different approaches and theorizations.<br />

After establishing this conceptual foundation; authors will<br />

express their method of analysis and will introduce the<br />

medium^ over which they conduct their study concerning<br />

the discursive analysis of the professional ideology of<br />

Turkish Industrial Designers. A brief discussion will follow the<br />

presentation ofthe findings ofthe research.<br />

Ideology: A Conceptual Framework<br />

"Nobody has yet come up with a single adequate definition<br />

of ideology, and this book will be no exception" (Eagleton,<br />

1996:1). In parallel with the starting words ofTerry Eagleton's<br />

seminal book, "Ideology: An Introduction", this limited<br />

introduction will be no exception either. Again, as Eagleton<br />

states, the term "ideology" is not merely a word, rather it is a<br />

text,"... woven ofawholetissue of different conceptual strands;<br />

it is traced through by divergent histories..." (1996:1). In this<br />

introductory study, it is impossible (and needless) to trace the<br />

whole historical development of the term "Ideology", since<br />

Destutt de Tracy's "invention" of this concept in IS'*" century.<br />

However, it can be useful to provide a very short explanation<br />

of the authors' perspective, through which they interpret this<br />

relatively vague term.<br />

Although there are many different theories regarding this<br />

controversial concept, historically, two main streams of thought<br />

can be identified.The classical notion of ideology can be traced<br />

back to Hegel. This oldest school of ideology continues with<br />

thinkers such as Marx, Engels, Lukacs, Gramsci, Althusser and<br />

some later Marxist thinkers. The classical notion is basically<br />

based upon the concept of "false bellef'that conceals the real<br />

social relations, Furthermore, this lineage of thought theorizes<br />

ideology around concepts such as illusion, mystification,<br />

distortion, true and false cognition which are generally<br />

ETMK Platform E-mail List


associated with different ideas of power and dominance<br />

(Eagleton, 1996:3). According to Dijk (1998), there are -roughly-<br />

four main charactenstics of this classical tradition:<br />

1) Ideologies are false beliefs<br />

2) Ideologies conceal real social situations and serve to<br />

deceive others<br />

3) Ideologies are beliefs that others have<br />

4) Ideologies presuppose the socially or politically self-<br />

serving nature ofthe definition of truth and falsity {Dijk,<br />

1998:2)<br />

The other strand, which is less pejorative, deals with the role<br />

of ideology within social life and can be classified as being<br />

sociological rather than being epistemological (Eagleton, 1996;<br />

Dijk, 1998). This approach was developed mainly in the second<br />

half of the 20* century and has a "positive" content, that is, this<br />

group of theories Is not occupied with demystifying the hidden<br />

networks of repression and power mechanisms. Quite the<br />

contrary, they seek to "understand" the place of ideas in their<br />

"sociaT'contextas they are. Here, Hall's definition (1996) can help<br />

us to understand the main points of this second approach:<br />

By ideology I mean the mental frameworks -the<br />

languages, the concepts, categories, imagery of<br />

thought, and the systems of representation - which<br />

different classes and social groups deploy in order to<br />

make sense of, figure out and render intelligible the<br />

way society works {Hall, 1996:26).<br />

The definition of ideology upon which authors will build their<br />

arguments -which is ra version of Hall's definition - depends<br />

on a long term multidisciplinary research project that has<br />

been started byTeun Van Dijk and his colleagues In University<br />

of Amsterdam in 1993.Thls versatile approach can be adapted<br />

to different contexts easily. Moreover, it successfully creates<br />

a theoretical apparatus that can be used both In social and<br />

cognitive levels, that is, this conceptual tool can not only be<br />

used for explaining macro level structures but also ties these<br />

macro level structures to the very lives and social actions of<br />

the individuals. Furthermore, Van Dijk's model possesses a<br />

theoretical explicltness which many other approaches lack,<br />

where they only "remain at a level of abstraction" (Van Dijk,<br />

1998:8).<br />

Van Dijk (1995) makes a definition of ideology that has<br />

significant similarities with Hall's (1996) definition:<br />

Ideologies are basic frameworks of social cognition,<br />

shared by members of social groups, constituted<br />

by relevant selections of sociocultural values, and<br />

organized by an ideological schema that represents the<br />

self-definition of a group. Besides their social function<br />

of sustaining the Interests of groups, ideologies<br />

have the cognitive function of organizing the social<br />

representations (altitudes, knowledge) of the group,<br />

and thus indirectly monitor the group-related social<br />

practices, and hence also the text and talk of members<br />

(Van Dijk, 1995:248).<br />

Following this definition, the main points of Van Dijk's socio-<br />

cognltive theorlzation of ideology can be summarized as<br />

follows (Van Dijk, 1995; Van Dijk, 1998; Van Dijk, 2001):<br />

1) "Ideologies are cognitive": It must not be forgotten that<br />

although ideologies are social and/or political entities, they<br />

have a profound cognitive element. Ideologies are shared<br />

social representations of group members, yet each member<br />

or actor uses and applies ideologies In specific, personal<br />

occasions. They are "belief systems", that is, they Involve<br />

mental entities such as ideas, values, thoughts, judgments yet<br />

at the same time they serve to regulate those elements In a<br />

social level.<br />

2) "Ideologies are social": Every single group - both dominant<br />

and dominated- has Ideologies that they identify with. Those<br />

ideologies regulate goals and actions of a certain group in<br />

social arena. Apart from dominant and dominated ones,<br />

other social groups such as professionals, action-groups<br />

(environmentalists, anti-globalists...etc), organizations and<br />

intuitions (the military, bureaucratlcally bodies...etc) also have<br />

ideologies.<br />

3)"ldeologies are socio-cognitive": Ideologies act as "Interfaces<br />

between the social and the cognitive" (Van Dijk, 1995: 245).<br />

Similar to the usage of language, although there is a meta<br />

system or grammar (ideology) that sets rules on the usage<br />

of language, each Individual uses the language differendy In<br />

a personal level. While ideologies act as a schema that help


group members to make sense of social reality ,to regulate<br />

their relations with other groups and their daily acts in social<br />

situations {Button, 1991); they also operate in a cognitive level<br />

involving beliefs, values, attitudes and opinions. At social level,<br />

ideologies help groups to establish frameworks regarding their<br />

social, political and economic benefits. On the other hand, they<br />

provide each group member a "set of instructions of action"<br />

which they can re-interpret in every social occasion, such as<br />

deciding or not deciding to participate in a demonstration<br />

against globalism as in the case of an environmentalist.<br />

4) "Ideologies are not true or false": Van Dijkdoes not evaluate<br />

ideologies on the basis oftruth or falsity as opposed to classical<br />

approaches. Rather, he seeks to understand ideologies to<br />

analyze their functions in serving a certain group's interests.<br />

5) "Ideologies may have various degrees of complexity":<br />

Ideologies do not always come in the form of a well established,<br />

total system that governs the social acts of individuals. Quite<br />

the contrary, they may be inconsistent pieces of a bigger "-<br />

ism" such as communism or leftism. As long as they serve as<br />

an interface for controlling social action, they can be mixed,<br />

vague, inconsistent and not well defined- Furthermore,<br />

different members of a certain group may have different views<br />

of the same ideology. For example -depending on the social<br />

role of an individual- ideologues and leaders in a certain group<br />

may have a more complex understanding and articulation of<br />

that specific group's ideology.<br />

6) "Ideologies have contextualiy different manifestations":<br />

Personal ideological manifestations of group members<br />

can be quite varied and sometimes be very contradictory.<br />

However, this does not mean that ideologies themselves are<br />

inconsistent. Depending on various factors, people may have<br />

different expressions of the same ideology under different<br />

circumstances. Moreover, ideologies are not deterministic:<br />

"They may influence or monitor social discourse and action,<br />

but they do not 'cause' or 'determine' these, nor are they the<br />

only mental systems controlling discourse production and<br />

comprehension" (Van Dijk, 1995:247).<br />

7)"ldeologies are general and abstract": Van Dijk's theory states<br />

that ideologies are context free abstract systems. Only, their<br />

expressions in different situations and context may vary. This<br />

notion helps us to understand why group members -more or<br />

less- have consistent discourse in a variety of social situations.<br />

The Ideological Discourse Analysis: Categories, Definitions<br />

and Descriptions<br />

The theoretical framework, that has been summarized in<br />

the previous sections, was used to illustrate the ideological<br />

landscape of ETMK Platform E-mail List, which is the biggest<br />

communication medium used by"Turkish"lndustrial Designers-<br />

However, it must be noted that this limited study is only a<br />

starting point in an ongoing investigation that will pave the<br />

road to a more explicit and detailed mapping ofthe professional<br />

ideology of industrial designers inTurkish context.The reasons<br />

for choosing ETMK Platform as the target of such an ideological<br />

discourse analysis can be summarized in 5 points:<br />

1) ETMK platform has been the largest communicative<br />

medium that is used by Turkish industrial designers with its<br />

1080 members, since 1999.<br />

2) The list encompasses not only Turkish industrial design<br />

professionals but also industrial design students, academicians<br />

and some other professionals-albeit only a minority- who are<br />

coming from different backgrounds such as graphical design,<br />

interior architecture, architecture... etc and who are involved<br />

with industrial design in different contexts. Therefore, ETMK<br />

Platform inherits the variety which is crucial for such an<br />

ideological analysis.^<br />

3) Ideology is basically a shared group belief that is the source<br />

ofthis specific group's social representations as mentioned in<br />

the previous sections ofthis text. Although elites, ideologues<br />

or leaders of a certain group may affect a group's ideology<br />

more profoundly than other members; the group ideology<br />

is not limited to their ideas. On the contrary, production<br />

and evolution of a professional ideology is a collective act<br />

^ It must be taken into consideration that it is not possible to correctly<br />

identify the background of every member of ETMK platform. This<br />

is due to the fact that people may use different personas in virtual<br />

communication. However, the majority of members can be verified<br />

to be coming from industrial design background.


that continues simultaneously in many different layers of a<br />

group. Unlike other discursive sources such as architecture<br />

and design magazines or interviews of Turkish designers In<br />

daily newspapers which only contains the ideas of an "elite<br />

minority" of Turkish Industrial Designers or academicians; e-<br />

mail groups are open to every member of Turkish Industrial<br />

Design community.<br />

4) Although there are other e-mail groups that involve a large<br />

body of industrial designers such as Dexigner and Ideology,<br />

ETMK is the oldest one. Therefore, it Is easier to track the<br />

evolution -if there is any- ofthe professional ideology.<br />

5) One of the key elements of a successful ideological analysis<br />

is uncovering hidden expressions behind the discursive<br />

manifestations. Such a masking generally results from<br />

contextual constraints. For example, as racism İs a universally<br />

detested phenomenon, racist people generally obscure their<br />

true emotions about minorities in public discussion. Since,<br />

ETMK Platform is a closed group"* that excludes employers,<br />

academicians and professionals from other disciplines such<br />

as engineering; members ofthis list can openly discuss and<br />

share their beliefs and opinions regarding their profession<br />

without such contextual constraints. For instance, an industrial<br />

designer may not want to express his/her true opinions about<br />

engineers or his/her employers in a magazine interview which<br />

is open to a larger and more diverse public.<br />

As mentioned previously, this analysis is only a small part of<br />

an ongoing study on the professional ideology of industrial<br />

designer's in Turkish context. To this end, writers rigorously<br />

read and analyzed 4051 e-mails which have been sent to the<br />

list in 2004,2005 and 2006^ From its establishment in 1999 to<br />

the beginning of 2007, a total of 7736 e-mails have been sent<br />

to the list. Thus, authors' analysis covers 52.37% of all mails<br />

which is slightly more than the half.<br />

" It must be noted that ETMK Platform is not a totally closed group.<br />

Although mainly formed by industrial designers there are some<br />

engineers, architects, employers ... etc in this mail group. However<br />

their presence is negligible as a contextual constraint as they are only<br />

a minority.<br />

M 538 e-mails in 2006,1312 e-mails in 2005,1201 e-mails 2004.<br />

The content ofthe 4051 e-mails, which are evaluated for the<br />

analysis,greatly varies. Apartfromdiscusslonsoverprofessional<br />

matters, there are also various other topics sent to the list such<br />

as job-ads, event, meeting and exhibition announcements,<br />

obituaries, inquiries over professional/technical problems<br />

or any other popular topics including the current social and<br />

economic problems of Turkey. This variation was expected,<br />

regarding the nature of e-mail groups. Thus, writers screened<br />

some 4051 mails and eliminated the ones that have non-<br />

ideological content relying on Van Dijk's (1998) and Ruth<br />

Wodak's (2002) conceptual categories for ideologies:<br />

1) Ideological discourse defines who and what we are: The self-<br />

identity descriptions of an ideology are generally positive. Also<br />

such discourse defines"the others", the ones we excludefrom our<br />

group. Generally, a negative description ofthe others is one of<br />

the most crucial factors of our self-identity. Also, such discursive<br />

manifestations clarify the admission procedures of a group:<br />

What is required to become a part of Turkish Industrial Design<br />

Community? As Dijk states (1998); these kinds of self-identity<br />

expressions generally occur in groups who feel that their very<br />

existence is threatened by some other groups or factors.<br />

2) Ideological discourse defines our relations with other<br />

groups and our relative social position: As mentioned in the<br />

previous category, a positive self representation is generally<br />

constructed over a negative other presentation. This negative<br />

presentation of other groups also defines "our" group's place<br />

in social landscape.<br />

3) Ideological discourse defines what we do: This kind of activity<br />

description is common for professional groups since a<br />

"profession" is generally defined as"formally rational abstract<br />

utilarian knowledge"(Murphy, 1988:245).That is, a profession is a<br />

way to do something oraccomplish a task.This kind of discourse<br />

also includes the expected social roles of a specific professional<br />

group. These activity descriptions are generally followed by<br />

positive definitions of social goals, which make those activities<br />

meaningful and respectful In front ofthe public.<br />

4) Ideological discourse defines our norms and ra/ues; Typically,<br />

professional ideological discourse focuses on what is right or<br />

wrong for a certain profession including professional ethics.<br />

For example, as originality and innovation are in the locus of


industrial design profession; there are various topics in ETMK<br />

platform involving debates over Idea-theft and intellectual<br />

property rights.<br />

5) Ideologicot discourse generaliy involves resource description. As<br />

social resources such as knowledge, expertise, jobs, reputation,<br />

status, income... etc are as scarce as economical resources,<br />

conflict between different groups over the acquisition of such<br />

resources is inevitable. For example, industrial designers and<br />

graphic designers were fighring over the ownership of certain<br />

areas of experrise such as the design of interactive displays and<br />

information systems for years, whereas a totally new professional<br />

group, interacrion designers, emerged to claim their rights over<br />

the same domain of experrise at the end of 80's.<br />

In the light of these hypotherical categories, the writers<br />

have determined the e-mails which had ideological content.<br />

According to these criteria 183 e-mails In 2006,287 e-mails in<br />

2005 and 176 e-mails in 2004 were found out to be ideological<br />

in content, making a sum of 646; which was 15.95% of all mails<br />

in these three years. Furthermore, these 646 e-mails have been<br />

sent under 21 topics in 2006,21 topics in 2005 and 19 topics in<br />

2004, making a total of 61.<br />

The Analysis: A Summary of Results<br />

As stated in the previous secrion, every ideology needs<br />

"negative others" upon which it can postulate a posirive<br />

self-Identity. The professional Ideology ofTurkish Industrial<br />

Designers is no exception. It can be argued that, there are<br />

4 main "big" negative others of Turkish industrial design:<br />

Turkish industry and/or employers, foreign designers, other<br />

professional groups, especially architects and mechanical<br />

engineers and finally the consumers {or the public).<br />

One ofthe key elements of a discursive analysis is repetirion. As<br />

ideology is-roughly-a shared belief system, Itis crucial to identify<br />

the key themes that are shared and expressed by the majority<br />

of the group members. Among 61 topics that were analyzed;<br />

there are 11 topics posted concerning negarive reactions about<br />

job-ads which thereby had the greatest frequency.<br />

Sinceoneofthemostimportant characterisrics of a professional<br />

ideology is the definirion of activities of a professional group;<br />

this situarion is not surprising, in ETMK Platform, most of<br />

the mails regarding job-ads are negative reacrions against<br />

the employers who are perceived to be oblivious about<br />

industrial design profession's activity areas. That is, according<br />

to the most ofthe members who posted e-mails within these<br />

topics, majority of the Turkish enterprises are unaware of the<br />

"superb" professional qualiries, talents and various services<br />

that industrial designers can offer (Gunes, 2006; Bici, 2006;<br />

Gencoglu, 2006; Yaiim, 2005; Oral, 2005; Gencol, 2004).<br />

Furthermore, many list members also think that most of the<br />

Turkish companies "do not respect"(Yildiz, 2006) the "merits"<br />

of industrial designers, and do see industrial designers as CAD<br />

technicians whose value is evaluated according to their specific<br />

knowledge on using certain software packages such as AutoCAD<br />

and 3d Studio Max (İçgüdei,2006; Karakaş,2006; Gunes, 2006;<br />

Kuday, 2006; Örsei, 2005; Topcu, 2005). These "disrespecri^ul"<br />

companies who do not appreciate the importance of designers<br />

are also oblivious to the fact that ID is one ofthe most "difficult"<br />

professions {Borand, 2004; Gunes, 2004; Neci, 2005). In<br />

parallel with this topic, most of the industrial designers who<br />

post mails to the list have complaints about their posirions<br />

in the organizarional structures, their working condirions,<br />

job descriprions and salaries {Kuday, 2006;Gürkaya, 2006;<br />

İHelvacıoğlu, 2006; Gencoglu, 2006; Yeşil, 2006).<br />

The second most frequent topic is the arguments and criticisms<br />

about design competitions. It would not be wrong to connect<br />

this debate to the general image ofTurkish companies who are<br />

mostly perceived to be exploiring designers and their talents.<br />

Naturally, not all the competitions are accused of transgressing<br />

designers' rights. However, the statements of the writers<br />

of ETMK Platform regarding the companies that arrange<br />

the accused comperirions seem to be nourished from the<br />

"negarive other-representation" of Turkish enterprises. For<br />

instance. In a topic about a design competition organized<br />

by Starbucks, writers harshly criticize the company for not<br />

granting proper prizes for the winners (Bağlı, 2004; Asatekin,<br />

2004). In another topic. Durmuş (2005) accuses Starbucks<br />

being "malicious" as he declares "A so-called giant worid-wide<br />

company is again organizing a makeshift comperirion to<br />

exploit the designers and for paying them 'nothing' for their<br />

designs". On the other hand, some list members think that


some companies organize these kind of competitions just to<br />

have as many design alternatives as possible for the price of a<br />

few. Also, they see designers as "fatheads" and "goofs" (Erkan,<br />

2004; Durmuş, 2005;Tunçer, 2005).<br />

Apart from these negative other-representations; list members<br />

do have another great nemesis that shapes their socio-<br />

cognitive landscape: foreign designers. The large Turkish<br />

corporations -who do have in-house design teams and who<br />

are thought to be having a better idea about defining what<br />

a designer is- are thought to "admire" and respect foreign<br />

designers -especially Italians- as the true bearers of aesthetic<br />

taste and judgment (Gürsu 2005; Örsel, 2005; Tartan, 2005).<br />

Although debated In various malls under different topics;<br />

the locus of the argument crystallizes in a topic titled "0<br />

Sole Mio Bellona". Among 61 topics that were investigated,<br />

this is the longest one considering number of mails and<br />

participants. Shortly, the topic begins with the depiction of<br />

a TV advertisement of a Turkish furniture company, Bellona;<br />

showing superbly talented Italian designers creating<br />

"miraculous" sofas. As the argument develops, list members<br />

claim that large, famous Turkish enterprises are aware neither<br />

ofthe potentials nor professional talents of Turkish industrial<br />

designers. Furthermore, it is believed that they have no trust<br />

in Turkish designers at all (Oral, 2005; Usakllgil, 2005; Yağız,<br />

2005; Asatekin 2005). Even one list member characterize this<br />

TV-ad as an "ignorant attack made on Turkish design and the<br />

proud of Turkish people" (Yağız, 2005). Moreover, Aksu (2005)<br />

finds "especially Turkish SMEs" worthless and identifies this<br />

"worthlessness" as the key factor of the underestimation of<br />

Turkish design by those companies. Even, Turkish industry is<br />

illustrated as an"imitator of foreign firms and products" which<br />

Is incapable of creating novel products (Helvacioglu, 2005).<br />

These notions also appear in the debates regarding job-ads<br />

over and over again.<br />

Interestingly, most ofthe list members that post e-mails under<br />

this topic see this situation as the reflection of a xenophilia^<br />

which they see as one of the inherent qualities of Turkish<br />

culture, and which has "infected"Turkish modernism for years<br />

(Kuday, 2005; Yeşil, 2005; Uşaklıgil, 2005; Yağız, 2005; Akman,<br />

'Admiration of foreigners<br />

2005; Güneş 2005). Despite some counter arguments; most<br />

ofthe participating arguers reach an agreement as the focus<br />

shifts from unconscious companies to the unconsciousTurkish<br />

public and their unawareness of design profession. According<br />

to some Industrial designers (Yaglz, 2005; Gürşimşek, 2005;<br />

Kuday, 2005; Ürgen, 2005; Gürsu, 2005) this"unconscious"policy<br />

to employ foreign designers is a reflection ofthe marketing<br />

strategy that targets an oblivious public who lacks the proper<br />

understanding of design culture. Therefore one of the key<br />

responsibilities of industrial designers is not only "educating"<br />

the industry but also "injecting" design culture to the public.<br />

Naturally, "Turkish design" and an emphasis on a conscious<br />

reinterpretation of Turkish cultural values emerge as the<br />

dialectical twin before the foreign designers. According to<br />

Oral, Uşaklıgil and many other ETMK Platform members (2005)<br />

"Turkish Deslgn"must be promoted for creating a global brand<br />

such as "Italian" "German"or"Finnish"design.<br />

The three ideological negative"big others" of Turkish Industrial<br />

Design seem to form a vicious cycle in the mental realm of<br />

Turkish Industrial Designers. It can be argued that, this vicious<br />

cycle with its elements continuously referring to one another<br />

-thus obscuring the real referents- leads to a specific state<br />

of alienation from the public and the Industry, which deeply<br />

affects the "self-identity" of Turkish Industrial Designers. A<br />

feeling of insecurity makes them to feel obliged to "unite<br />

against industry and others" (Trupla, 2006) for defending<br />

their rights. However, at this point, the reactions seem to be<br />

impulsive ratherthan rational.<br />

Another common notion that maps the shared beliefs of<br />

Turkish industrial designers is a common mistrust directed<br />

against Turkish Design Education and Educators (Aydin, 2005;<br />

Baltaci, 2005;Topçu, 2005;Tartan, 2005).The arguments about<br />

design education are very detailed. While some of points<br />

in these arguments deserve a more detailed analysis, they<br />

are mostly well beyond the limits of an ideological inquiry,<br />

especially within the categorical limits that has been set.<br />

Nonetheless, the attitudes ofthe list members against design<br />

education Is rather paradoxical as they constantly mention<br />

about the superior"qualities"and "talents" of Turkish Designers<br />

specifically during discussions about the "malicious foreign<br />

danger".


Last but not the least, the final ideological enemy ofTurkish<br />

Industrial design is other professionals that intrude on the<br />

expertise and professional domain of "educated" Industrial<br />

designers. Not surprisingly, most of the professionals that<br />

fit into this category are either mechanical engineers or<br />

Individuals coming from other design disciplines such as<br />

architecture, interior design and graphics design. However, as<br />

there is no legal regulation that grants a license or superiority to<br />

the educated industrial designers;Turkish industrial designers<br />

seem to have difficulries about defending their professional<br />

positions, at least in front of law. These norions melt Into larger<br />

and multi faceted arguments regarding the boundaries of<br />

the very nature of industrial design profession. Thus, without<br />

loosing the current flow of our discussion, it will be sufficient<br />

to say that those "other" professions establish a crucial part of<br />

the"posltive"self identity of industrial designers.<br />

Conclusion<br />

The inlrial findings of this limited study support Er's (2007) claims<br />

about the nature of the development process of industrial<br />

design in Turkey. According to Er (2007), Turkish Industrial<br />

Design faces a "profound crisis" upon its encounter with Turkish<br />

industry-mainly formed by SMEs'- which are undergoing their<br />

own "authentic" economical modernizarion processes. The<br />

main reason of this "shock" is the deep dissonance between the<br />

Turkish Industry and the Turkish Industrial Designers who are<br />

educated and condirioned to "operate" under the well defined<br />

condirions and processes of western-like modern economy.<br />

Furthermore, endowed with a cultural mission to educate both<br />

the public and the industry about the merits of "good design"<br />

the Turkish Industrial Designer fails to recognize the real core<br />

of the problem (Er,2007).<br />

Within this perspective, it is interesting to observe the harmony<br />

and consistency between Er's socio-economic analysis and<br />

the cognitive "mapping" of the collecrive mind of the Turkish<br />

industrial Designer. Industry and public are srill conrinuing<br />

to be the "big others" or negative representations around<br />

^According to the data provided by Small and Medium Industry<br />

Development Organization of Turkey, small and middle sized<br />

enterprises form 98.2% ofTurkish companies.<br />

which Industrial designers form the social projecrion of their<br />

professional group identity, namely their professional ideology.<br />

However, it must be noted that this study is only a limited<br />

Introduction for beginning such a complicated analysis,<br />

On the other hand, social theoretical categories such as<br />

ideologies -because of their ever evolving nature- are<br />

impossible to analyze as a "whole" like every other social<br />

phenomena. Ideologies are mulri layered web-like structures,<br />

that is, to isolate an ideology from its neighbour ideologies<br />

is neariy impossible. For instance, a complete invesrigatlon of<br />

the professional ideology ofTurkish industrial design can only<br />

be finalized by establishing some links with systems such as<br />

capitalist ideology and Turkish modernization. It is clear that<br />

such a task is too complex to undertake. Thus, we can only<br />

have a rough illustration which may pragmarically enable us<br />

to haveaslightly better understanding of a professional group<br />

within the boundaries of this study.<br />

Finally, it must be taken into considerarion that (somerimes)<br />

trying to find a correspondence to all of the hypothetical<br />

ideological categories which authors used as a foundation for<br />

their analysis can turn out to be impossible (or meaningless).<br />

For example, a complete mapping ofthe acriviries of industrial<br />

designers was not provided as professional groups are greatly<br />

defined by what they do and definition of some of those<br />

tasks (like creating innovarive products which is the core of<br />

the profession) is needless to be repeated. Thus, every such<br />

analysis must be evaluated within their specific context and<br />

criteria.


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plaîform/me5sage/6624,02.05.2006,02:11


A E S T H E T I C D F D I S O R D E R : N E W C O N C E P T I O N S IN A R C H I T E C T U R E A F T E R<br />

T H E 1 g g u s<br />

Üikü İnceköse, PhD, Research Assistant<br />

İzmir Institute ofTechnoiogy, Urla, İzmir<br />

ulkuincekose@iyte.edu.tr<br />

Abstract<br />

The concept of order takes central role in the definitions of<br />

architectural design. On the one hand the creation of order<br />

is the ultimate aim of design, on the other hand the concepts<br />

such as; purpose, reason, predictability, systematization,<br />

formality etc. related with order effective on design process<br />

in the creation of order. This is valid for each period of history<br />

of architecture. To reach ideal order of their own period,<br />

designers have struggled to create methods, rules, models<br />

for the determination of design process. They have created<br />

types, norms, models, and systems. In this way, a variety of<br />

diverse orders such as natural order, human body's order,<br />

mechanical order, scientific order etc. have received as models<br />

by architects. But especially after 1990s, opposite concepts<br />

such as arbitrariness, randomness, informality, formlessness<br />

etc. replaced the mentioned concepts which are related with<br />

order in contemporary architectural theory and practice.<br />

Architects and groups including Zaha Hadid, Sanford Kwinter,<br />

FOA, Nox, Cecil Balmond, Greg Lynn, Daniel Libeskind have<br />

argued a new architectural order. Forthe legitimization of their<br />

own discourses, they used these concepts which are related to<br />

disorder with some contemporary scientific and technological<br />

developments. What is commonly believed that the scientific<br />

revolution is to have had a source for architecture of new era. It<br />

is common to refer to chaos theory, complexity theory, fractal<br />

geometry, and the recent developments in biology.<br />

Thus, this paper intends to explore how the concepts related<br />

with disorder, of which origin is In science, have been used<br />

to create a new architectural order and to investigate these<br />

struggle signs of the changes in the understanding of<br />

traditional order in architecture by the analyses of architects'<br />

writings and oral explanations.<br />

Keywords: order, disorder, science, architecture<br />

The concept of order takes central role in the determinations<br />

of architectural design since antiquity. Vitruvius defines the<br />

fundamental principles of architecture in the second chapter<br />

of Book I of The Ten Books of Architecture; "1. Architecture<br />

depends on Order, Arrangement, Eurhythmy, Symmetry,<br />

Propriety and Economy. 2. Order gives due measure to the<br />

members of a work considered separately, and symmetrical<br />

agreement to the proportions of the whole."' He determines<br />

the concepts related to order as main instruments in the<br />

creative process of end-products and explains the rules of<br />

order. Vitruvius was obsessed with the perfection of human<br />

proportions as a model for architecture in the determination<br />

of these concepts and rules. Vitruvian stylistic thinking became<br />

a guide for the creative process until the end of nineteenth<br />

century. A variety of diverse orders such as natural order,<br />

human body's order, mechanical order, scientific order etc.<br />

have been received as models by architects like in Vitruvian<br />

myth. Also, Alberti's the concept of condnnltas in his De re<br />

aedlficotorio of 1452, which was the first Renaissance treatise,<br />

exemplifies the relation between living nature's order and<br />

architectural design. He writes in Book VII, Chapter V that;<br />

"...as in an Animal, the Head, the Feet, and every<br />

particular Member, should be exactly proportioned to<br />

all the other Members, and to all the rest ofthe body;<br />

so in a Building, and especially In aTemple, all the Parts<br />

should be made to correspond to exactly, that let us<br />

consider which of them we please, it may bear its just<br />

Proportion to all the Rest."^<br />

In the seventeenth century, geometry and mathematics became<br />

normative in architectural design by the effective of Galileo's<br />

scientific discoveries. Architects like Claude Perrault accepted<br />

that the order of nature could be understood by mathematics


and geometry. They believed the elements of mathematical<br />

sciences provide the most perfect imitation of natural order.^ In<br />

the eighteenth century, inspired by Newton's empirical science,<br />

architects regarded the simplicity and mathematical rationality<br />

of nature as a guide for architecture. Simple and well-defined<br />

geometries became only a practical tool for the reduction of<br />

building process into a technological process.<br />

In the nineteenth century which is the period that many new<br />

theories were produced to reconstruct a new architecture,<br />

metaphorical relations to natural order became main<br />

instruments in the creation of architectural order under the<br />

guide of stylistic design thinking. With Gottfried Semper, this<br />

interest on natural order, by gaining a scientific character,<br />

transformed into a tendency towards the laws and rules<br />

explaining this order;"Theart of building creates originaiforms,<br />

which are not determined by models in nature. It creates them<br />

in accordance with the same laws which nature follows and<br />

which are founded on purposlveness."" Like Semper, Vlollet-<br />

le-Duc asserts that architects are forced to go forward just as<br />

nature does, by using same laws and same main iogic of its<br />

order. For Viollet-le-Duc purposiveness and functionality are<br />

basic concepts for understanding the logical order of nature.^<br />

At the turn ofthe century, architects believed that modern<br />

architecture could not be constituted by Vitruvian thinking of<br />

order. They were In struggle for finding new sources to create<br />

a new architectural order and presented different theoretical<br />

projects under the names of Jugendstil, Moderne and Art<br />

Nouveau. They had a tendency towards natural order and<br />

contemporary technologies. With Adolf Loos, architecture<br />

completely went away from stylistic thinking. Purposiveness,<br />

functionality, exactness, rationality, utility, homogeneity<br />

became basic concepts in the creation of architectural order,<br />

in the hegemony of modernism, they were accepted as<br />

main guiding concepts to demolish the old order and their<br />

dominant roles keep up to today.<br />

After 1990's, opposite concepts such as informality,<br />

formlessness, complexity, heterogeneity, arbitrariness,<br />

randomness, uncertainty etc. replaced the mentioned<br />

concepts which are related with order in contemporary<br />

architectural theory and practice. Today, this change,<br />

beginning with Robert Venturi's Complexity and Contradiction<br />

in Architecture and Colin Rowe and Fred Koetter's Collage<br />

City and continuing with Mark Wlgley and Philip Johnson's<br />

Deconstructivist Architecture, has reached a state that these<br />

concepts are the main elements of the language of a new<br />

architecture. Such that; while in 1966 Venturi says;<br />

"I welcome the problems and exploit the uncertainties.<br />

By embracing contradiction as well as complexity, 1<br />

aim for vitality as well as validity. Architects can no<br />

longer afford to be intimidated by the puntanically<br />

moral language of orthodox Modern architecture.<br />

1 iike elements which are hybrid rather than 'pure',<br />

comprising rather than 'clean', distorted rather than<br />

'st ra 1 g h t-fo r wa rd'.. ."^<br />

Since the 1990s, these concepts have been normally used in<br />

the presentations of projects of architects and groups and<br />

in writings of architectural theorists Including Zaha Hadid,<br />

Sanford Kwinter, FOA, Nox, Cecil Balmond, Greg Lynn, Daniel<br />

Libeskind, Jeffrey Kipnis, Chades Jencks.<br />

Although their architectural discourse seems to be constructed<br />

on a general critics of Modernism, it can mostly be said that<br />

these struggles are based on architectural form and oriented<br />

towards to construct a new aesthetic expression. Architectural<br />

theorist Jeffrey Kipnis writes in the article titled Towards a New<br />

Architecture: Folding that;<br />

"If it (new architecture) Is not to repeat the mistakes of<br />

Modernism,itmustcontinuetoavoidthelogicoferasure<br />

and replacement by participating in recombinations. As<br />

far as possible, itmustseekto engender a heterogeneity<br />

that resists settling into fixed hierarchies. Furthermore,<br />

it must be an architecture, ie. A proposal of principles...<br />

for design. Finally, It must experiment with and project<br />

new forms..."'<br />

Designers also legitimize their orientation to mentioned<br />

concepts byorderingthe relationship between them and some<br />

contemporary scientific and technological developments.<br />

What is commonly believed that the concepts and theones of<br />

contemporary science and technology is to have had a source<br />

for architecture of new era. Architects have emphasized the


new characteristics of today's world and asserted that a new<br />

architecturalaesthetic language appropriate forthe new world<br />

should be created. Most referred concepts are dynamism,<br />

complexity, uncertainty in their characterization ofthe today's<br />

world.<br />

To understand and to explain how the concepts related with<br />

disorder are placed in architectural discourse and how their<br />

relationships with science and technology are constructed<br />

in a struggle for the creation of a new architectural order are<br />

very problematic. Because of contradictions, similarities,<br />

differentiations, deformations and indefiniteness in the<br />

meanings ofconcepts,thegeneral situation in the contemporary<br />

architectural discourse can accurately be explained by<br />

investigating single examples. In this paper, these investigations<br />

are explained under two main concepts; "informality" and<br />

"dynamism" which match discussions on end-products and<br />

design process in contemporary architectural discourse.<br />

Informality<br />

Form has been a paramount concept in architects' interest in<br />

the concepts related with disorder for the last several decades.<br />

Architects have been interested in the concepts such as<br />

informality, formlessness, heterogeneous, and fragmented<br />

and conflicting formal systems related with disorder. This is<br />

mainly architects' interest in formal orders different from the<br />

known. In other words, architects have been in struggle for<br />

the creation of formal orders which is not determined in the<br />

Cartesian System, in this context, they have superficially taken<br />

new theories of science such as; chaos theory, complexity<br />

theory, fractal geometry as reference. Using computer<br />

technology, they constitute some diagrams which are used<br />

to control the formation process. Architect Alejandro Zaero-<br />

Polo asserts that architecture may respond to the productive<br />

or moral imperatives of the contemporary world by proposing<br />

formlessness and indeterminacy as an aesthetic program.<br />

For Zaero-Polo, this is a viable solution to the crisis of high<br />

modernism.^<br />

Jeffrey Kİpnİs investigates, in the article titled Forms of<br />

Irrationality, what is (the form of) irrationality? and defines a<br />

form process by the example of Peter Eisenman's Biocentrum<br />

Project. He asserts that some scientific concepts have a<br />

crucially determinative role in the formation ofthe project: "In<br />

the Eisenman Biocentrum project, the initial formal conditions<br />

were created by extruding forms drawn from biological<br />

symbols. These were then operated on with an amalgam of<br />

processes drawn from DNA replication and fractal geometry."^<br />

Daniel Libeskind explains the project of The Victoria & Albert<br />

Museum Boilerhouse Extension by focusing formal concepts<br />

such as; labyrinth, spiral, folding, non-cartesian system. He<br />

accepts the labyrinth organizational leitmotif constituting a<br />

heterogeneous whole.'" He also explains the structure of the<br />

building by referring to fractal geometry as a formal tool;<br />

"the structure and cladding ofthe new extension are<br />

formed by the'fractile', a new kind of tile pattern whose<br />

economy allows a multiform language to emerge<br />

out of an elementary geometric piece,...This pattern<br />

offers endless variation in formal articulation and<br />

the relationship between surface and structure...""<br />

Patrick Schumacher confirms that the most magnificent<br />

characteristic of today's new architectural language is its<br />

'complex and dynamic curvelinearity'.'^ With this context, some<br />

concepts and some conceptualizations in the explanations<br />

of Zaha Hadid Architects' projects disclose the elements of<br />

this new design language; incompleteness, seamlessness,<br />

strangeness, indeterminancy parametric design etc.<br />

In architectural design, informal effects are mostly produced by<br />

the method based on the concept of'folding.'Folding has been<br />

generally used formally with geometrical character although it<br />

is discussed with its philosophical root by some architects. It is<br />

mainly accepted as an instrument constituting heterogeneous<br />

forma! orders. Architect Greg Lynn accepts folding as a method<br />

for creating a continuous but heterogeneous system including<br />

the integration of differences. He writes that;"lf there is a single<br />

effect produced in architecture by folding, it will be the ability<br />

to integrate unrelated elements within a new continuous<br />

mixture...A folded mixture is neither homogeneous,..., nor<br />

fragmented,...,but smooth and heteregeneous".'^<br />

Also, Peter Eisenman explains his many projects including,<br />

Rebstock project, Alteka office building. Center for the<br />

arts, through the concept of folding. He defines the idea of


fold both as an aspect of singularity of the whole and as an<br />

Instrument to introduce new social organizations of urban<br />

space''' and to reframe existing organizations'^ in Rebstock<br />

project. He mentions the folding ofdifferent ingredients {lines,<br />

continuous surfaces) and a transition between different parts<br />

ofthe programme.'^<br />

Alejandro Zaero-Polo accepts folding as a method in the<br />

application of his aesthetic program based on formlessness and<br />

indeterminacy to the process of production, like in Yokohama<br />

International Port Terminal project.'^Theusageoftheconcept as<br />

formal tool is clear in the Libeskind's explanation of The Victoria<br />

& Albert Museum Boilerhouse Extension mentioned above.<br />

Dynamism<br />

The tendency towards the concepts related with disorder in<br />

contemporary architecture Is connected with architects'interest<br />

in motion based - dynamic process of natural order. Defining<br />

the social, cultural, economic etc. characteristics of today's<br />

world with complexity and dynamism, architects has sought to<br />

implementing a new formation of dynamism into architectural<br />

design. They have referred to the concepts such as; genenc,<br />

becoming, morphogenesis, folding, continuity, mutation,<br />

fluidity etc. in the definition and the generation of design<br />

process which is mostly reduced the process of a form creation.<br />

Patrik Schumacher confirms that Zaha Hadid Architects is<br />

forging a new fluid and adaptive language of architecture<br />

inspired by natural systems. He expresses Zaha Hadid<br />

Architects'this interest as an ambition towards a new organic<br />

language.'" This is concretized via the new digital modeling<br />

tools; continuous form-variation.^^ Zaha Hadid Architects'<br />

interest in 'laws of nature', 'biological models', 'organic life' is<br />

connected with their concentration on controlling the design<br />

process by new conceptual apparatus based on new biology.<br />

Schumacher mentioned the transformation of the fluidity,<br />

pliancy and adaptability of natural systems into architecture.^"<br />

He speaks about bio-mimetIc inspirations In their designs;<br />

"In order to expand our repertoire of geometries,<br />

structures, and kinetic systems the design-work is<br />

preceded by a blo-mimetic research effort. We are<br />

foraging Into the wodd of organic life ... From the<br />

various biological models we are extracting geometric<br />

systems, envelope systems, structural systems, kinetic<br />

systems, sensory systems, systems of aggregation,<br />

and systems of communication. It is important to<br />

note that this analogical transference from organic life<br />

into architectural artefact is mediated by the science<br />

of biology. Thus we are furnished with concepts,<br />

classifications, and measures that can be transferred<br />

alongside the organic model. The science of biology<br />

has a rich and nuanced conceptual apparatus for the<br />

description of complex morphologies In their relation<br />

to functional capacities."^'<br />

The aim is "to come closer to the compelling beauty of living<br />

organisms."^^<br />

Greg Lynn also explains his concern on motion based<br />

processes by determining a metaphoncal relationship<br />

between organization in biological systems that grow and<br />

the process of form creation. He defines dynamic architectural<br />

design as time-based manner.^^ To manage a 'time-based'<br />

(evaluative) process, Lynn utilises the 'calculus-based' form<br />

creation process which is determined by parameters, vectors<br />

etc.<br />

Peter Eisenman applies to the concept of'becoming' in the<br />

definition ofthe building's concept. According to Eisenman,<br />

"the building does not represent an essential form but a form<br />

'becoming'"^^ He suggests a form definition not in Cartesian<br />

system, but in continuous development, in order to produce<br />

such a continuous formation, Eisenman manipulates the<br />

concept of'folding' as a tool.<br />

Jeffrey Kipnis mentions in the article titled Towards a New<br />

Architecture that in geometry and science which are basic<br />

sources for contemporary architecture, principal concern<br />

is towards morphogenesis. Kipnis, like the other designers,<br />

focuses on the generation of new formal orders with this bio-<br />

based concept.^^<br />

Maurice Nio and Lars Spuybroek are interested in stability of<br />

dynamic systems and their abilities to keep order In a movable<br />

situation. They establish a metaphoncal relation between<br />

human body and architecture In point of their tendency to


development. They speak about 'bio-technlcal mutations',<br />

'bio-rhythm'."<br />

In recent years, architects have been looking for a new<br />

language of architecture, that has been explained under two<br />

main concepts in this pa per. This new language of architecture<br />

includes the concepts related with disorder. It seems to be<br />

based upon the injection of some scientific concepts and<br />

methods and technological outputs into architectural design.<br />

Scientific and technological revolutionary developments<br />

providing to solve complex processes of nature and to<br />

understand dynamic nature at micro scale have attracted<br />

attention of architects as a source of a new architectural<br />

language. Although they confirm this interest by different<br />

reasons, it is mostly related with their formal anxieties. They<br />

have usually reduced theories and concepts of science to<br />

the determination of formal order and a design process in<br />

architecture. This situation is not new for architecture, similar<br />

assertions, struggles, demands, expectations with different<br />

emphases were valid for architecture of the beginning of<br />

the twentieth century. In this period, architects completely<br />

struggled to create a new architecture by the use of scientific<br />

knowledge such as; 'non-dimensional geometric forms, four<br />

dimensional space' and 'dynamic processes of nature'. One of<br />

the differences between two situations is today's architects<br />

have an opportunity to concretise their understandings<br />

by computer technology. At the extreme level, they have<br />

completely produced some projects in digital space. This is<br />

real that new concepts have been concretely injected into<br />

existing architectural theory and practice.<br />

NOTES<br />

1 Pollio Vitruvius, 1960, The Ten Books On Architecture,<br />

Translated by M.H. Morgan, Dover edition, New York: Dover<br />

Publications, p: 13. The first edition of the English translation<br />

by M.H. Morgan, originally was published by the Harvard<br />

University Press in 1914.<br />

2 Leon Battista Albert!, 1986, The Ten Books Of Architecture<br />

[De re aedificatoria]. The Leonl Edition, New York: Dover<br />

Publications, p: 140.<br />

3 Alberto Perez-Gomez, 1983, Architecture and the Crisis of<br />

Modern Science, Cambridge, MA: the MIT press, pp: 18-38.<br />

4 Gottfried Semper, 1853, Entwurf eines Systems der<br />

vergleichenden Stillehre, in Hans and Manfred Semper, ed,<br />

1884, Kleine Schriften, Stuttgart. Quoted in Caroline van Eck,<br />

1994, Organicism in Nineteenth-Century Architecture: an<br />

Inquiry into Its Theoretical and Philosophical Background,<br />

Amsterdam: Architectura & Natura Press, p: 230.<br />

5 Caroline van Eck, ibid, p: 239.<br />

6 Robert Venturl, 1966, Complexity and Contradiction,<br />

in C. Jencks, K. Kropf, eds. Theories and Manifestoes of<br />

Contemporary Architecture, (Great Britain: Academy Editions,<br />

1997), p:40.<br />

7 Jeffrey Kipnis, Towards a New Architecture: Folding (1993) In<br />

Charles Jencks, Karl Kropf (ed), ibid, p: 121.<br />

8 Alejandro Zaera-Polo, 1997, "Forget Heisenberg" in CC.<br />

Davidson, (ed), 1997, Anybody, New York: Anyone Corporation,<br />

pp: 203-204.<br />

9 Jeffrey Kipnis, "Forms of Irrationality" in C. Jencks, K. Kropf<br />

(ed). Theories and Manifestoes of Contemporary Architecture,<br />

p: 289.<br />

10 Daniel Libeskind,TheVictoria& Albert Museum Boilerhouse<br />

Extension, Architectural Design 67 (no: 9/10, September-<br />

October, 1997), p: 66.


11 Daniel Libeskind, ibid, p: 66. 26 Jeffrey Kipnis, 1993, "Towards a New Architecture" In Greg<br />

12 Patrik Schumacher, 2003, Digital Hadid<br />

Lynn (ed), ibid, pp: 42-43,<br />

http://www.patrikschumacher.com/digitalhadid.htm 27 Maurice Nio & Lars Spuybroek, "The Strategy ofthe Form",<br />

13 Greg Lynn, 1993, Architectural Curvilinearity: the Folded,<br />

the Pliant and the Supple, Architectural Design, {102), pp: 8-9.<br />

14 Peter Eisenman, 1993, Folding in Time: The Singularity of<br />

Rebstock, ibid, pp: 23-25.<br />

15 Peter Eisenman, 1993, Rebstock Park Masterplan, ibid, p: 27.<br />

16 Peter Eisenman, 1993, Center for the Arts, ibid, p:31.<br />

17 Alejandro Zaera-Polo, 1997, Forget Heisenberg, In CC.<br />

Davidson, ed, 1997, Anybody, p: 208,<br />

18 Patrik Schumacher, 2003, Digital Hadid<br />

http://www.patrikschumacher.com/dlgltalhadld.htm<br />

19 Patrik Schumacher, 2006 The Sky-scraper revitalized:<br />

Differentiation, Interface, Navigation<br />

http://www.patrikschumacher.com/skyscrapers.htm<br />

20 Patrik Schumacher, 2003, Digital Hadid<br />

http://www.patrikschumacher.com/digitalhadld.htm<br />

21 Patrik Schumacher, 2004, Responsive Environments - From<br />

Drawing to Scripting<br />

http://wv^w.patri kschumacher.com/AADRLDrawingScripting.<br />

html<br />

22 Patrik Schumacher, 2003, Digital Hadid<br />

http://www.patrikschumacher.com/digitalhadid.htm<br />

23 Greg Lynn, "An Advanced Form of Movement", Architectural<br />

Design 67 (no: 5/6, May-June, 1997), p: 55.<br />

24Greg Lynn,"BioTime'; In Cynthia C. Davidson (ed), ANYTIME,<br />

(New York: Anyone Corporation, 1999), pp: 267-271.<br />

25 Peter Eisenman, 1993, "Alteka Office Building", in Greg Lynn<br />

(ed). Architectural Design, (102), p: 28.<br />

(1996), http://www.v2.nl/DEAF/96/nodes/NOX/text1 .html


D i S G D U R S E O N T H E I N T E R D I S C I P L I N A R Y D A N C E F L O D R<br />

Tom Inns<br />

University of Dundee, Dundee, United Kingdom<br />

t.g.inns@dundee.ac.uk<br />

Vicky Hale<br />

University of Dundee, Dundee, United Kingdom<br />

v.hale@dundee.ac.uk<br />

Abstract<br />

There is an increasing recognition of the importance of<br />

interdisciplinary research, this approach could potendally<br />

solve many of the worlds 21" Century research challenges.<br />

This is particularly true in research associated with design.<br />

This paper reports on Designing for the 21'' Century a £6.5<br />

million interdisciplinary research initiative supported by the<br />

UK's Arts & Humanities Research Council and Engineering &<br />

Physical Sciences Research Council. Between 2005 and 2009<br />

this initiative is explonng design's new emergent posidon, the<br />

roles that the 21=' Century designer might perform and the<br />

new knowledge and understanding needed to underpin these<br />

developments. The paper starts by reviewing the structure of<br />

this Initiative, its aims and the two phases of research activity,<br />

which it is supporting. The interdisciplinary journey taken by<br />

21 Research Cluster projects funded through Phase 1 of the<br />

Initiative is then explored; this is described as a five stage<br />

process. The paper then reviews four emergent positions for<br />

design disciplines In the 2r' Century and four new roles that<br />

the designer might perform.<br />

Background<br />

In the UK, as in other countries, there is an increasing<br />

recognirion of the importance of interdisciplinary research.<br />

So many problems, issues and opportuniries that confront<br />

society can only be explored through such an approach. In<br />

response, many universities are restructuring departments,<br />

schools and faculries to reflect the need to research in this<br />

way. These developments on the ground are influenced by<br />

shifts in research funding policy, with bodies such as the<br />

UK research councils steadily increasing the proporrion of<br />

funding assigned to interdisciplinary research programmes.<br />

In the words of Research Councils UK (RCUK), the body that<br />

represents all research councils in the UK (RCUK, 2005): '...novel<br />

interdisciplinary research is needed to solve many, if not all, of<br />

the next decade's major research challenges.'<br />

These developments apply to all disciplines but are cleariy<br />

highly relevant to current developments in the discipline<br />

of design. In the UK the Cox Review (COX, 2005) has recently<br />

reported on the role design and creativity have to play in<br />

building the UK's narional competitiveness. Like many reports<br />

before, the review concludes creativity and design have an<br />

important role to play, but only when integrated with technology<br />

and business, i.e. driven by an interdisciplinary approach.<br />

If we examine design in the 21" Century we can quickly<br />

see why this might be the case, all around us what we are<br />

designing is changing. New technologies support the crearion<br />

and embodiment of new forms of product and service; new<br />

pressures on business and society demand the design of<br />

solutions to Increasingly complex problems, sometimes local<br />

often global in nature; customers, users and stakeholders<br />

are no longer passive recipients of design, expectations are<br />

higher, increased participarion is often demanded.<br />

Design pracrice needs to be highly adaptive and innovarive to<br />

meet the needs of this rapidly changing operaring environment.<br />

Generating the new knowledge and understanding needed<br />

to support these developments requires a collaborarion of


minds and provides some clear challenges for those engaged<br />

In design research.<br />

Overview of the Designing for the 21*' Century Research<br />

Initiative<br />

This paper reports on the "Designing for the 21'' Century"<br />

research initiative, which is currently exploring design's new<br />

emergent position, the roles that the 2P' Century designer<br />

might perform and the new knowledge and understanding<br />

needed to underpin these developments.<br />

This five year programmefunded bythe UK's Arts&Humanities<br />

Research Council (AHRC) and Engineering & Physical Sciences<br />

Research Council (EPSRC) aims to support interdisciplinary<br />

design research in universities across the UK.<br />

The AHRC and the EPSRC both started considering a<br />

programme directed towards interdisciplinary design research<br />

in 2002. Following consultation with representatives from the<br />

UK design research community the Designing for the 21''<br />

Century Initiative was formally announced in January 2004<br />

with a call for Phase 1 research cluster project proposals.<br />

The AHRC and EPSRC have each committed £3.25 million to<br />

fund the initiative activities between Jan 2005 and Dec 2009.<br />

The total budget of £6.5 million has been split between two<br />

phases of research. £1 million has been used to support the<br />

Phase 1 research cluster projects; £5.5 million is being used<br />

to fund Phase 2 research projects. Across both phases the<br />

Initiative has the following aims:<br />

- To foster the formation of a new diverse community with a<br />

common reference framework and shared understanding of<br />

theoretical concepts, cultures, methods and languages.<br />

- To stimulate new ways of design thinking able to meet the<br />

challenges of designing for 2 V Century society.<br />

-Tosupportleading-edgedesign research that is self-reflective,<br />

socially aware, economically enterprising and internationally<br />

significant.<br />

The Phase 1 research cluster call, announced in March 2004,<br />

was launched to support cross-sector and cross-disciplinary<br />

networking activities through the formation of research<br />

clusters. In doing this, the aim was to build new relationships<br />

within the design research community, particularly between<br />

design disciplines and groups sharing common ground but<br />

with limited previous opportunity for collaboration.<br />

In June 2004,129 proposals for Phase 1 research clusters were<br />

submitted. 21 of these proposals were selected for support by<br />

a commissioning panel in September 2004. Between January<br />

and December 2005 each of these funded research clusters<br />

organised a series of workshops, seminars and meetings to<br />

support the development of design understanding. Table 1<br />

provides an overview of each ofthe Phase 1 research cluster<br />

projects; more detailed information on each Is available at<br />

www.design21.dundee.ac.uk or by accessing the relevant uri<br />

in column 4 of Table 1.<br />

Cluster title PI Institution URL<br />

Design and Dr Calvin University of www.emergent<br />

Performance Taylor Leeds objects.co.uk<br />

Non-Place Prof Richard University of http://ace.caad.<br />

Coyne Edinburgh ed.ac.uk/NonPlace<br />

Technology & DrAndy Sheffield www.technology<br />

Social Action Dearden Hallam andsocialaction.<br />

University org<br />

Group Creativity Dr. Hilary University of www.creativityin<br />

in Design Johnson Bath design.org.uk<br />

The Healing Dr Jacques King's College www.the-space-<br />

Environment Mizan London works.org<br />

Spatial Imagination DrJane UCL www.spatial<br />

in Design Rendeli imagination.org<br />

Nature Inspired Thorsten University of www.nature-<br />

Creative Design Schnier Birmingham inspired.org<br />

The Emotional Prof Martin University of www.emotional<br />

Wardrobe Wool ley the Arts wardrobe.com<br />

Spatiality in DrJohn Stell University of www.leeds.ac.<br />

Design Leeds uk/SiD<br />

Discovery in Prof Ian UWE http://www.ip-<br />

Design Parmee cc.org.uk/did/<br />

Design Imaging Gordon Mair University of www.dmem.<br />

Strathclyde strath.ac.uk/<br />

designimaging/<br />

index.htm


Cluster title PI Institution URL Project title PI Institution URL<br />

Design Dr.Jillian University of www.dmem.strath Personalised Sandy Black University of<br />

Performance MacBryde Strathciyde .ac.uk/desperf Fashion Products the Arts<br />

Synergy Tools John Wood Goldsmiths www.attainable- Branded Prof Richard University of http://ace.caad.ed<br />

College utopias.orq/ds21 meeting places Coyne Edinburgh .ac.uk/NonPlace<br />

Screens and Prof Gunther Institute of http://www.lki.ac Practical Design Dr Andrew Sheffield www.technology<br />

Social Landscape Kress Education ,uk/research/<br />

desiqn.html<br />

for Social Action Dearden Hallam<br />

University<br />

Outdoor Spaces Prof. Lamine UWE http://environ DEPtH: Designing Prof Alan Dix Lancaster<br />

for Young People Mahjoubi ment.uwe.ac.uk./ for Physicality University<br />

andsocialaction<br />

publicspaces/ Embracing Prof Jeffrey The Open www.complexity<br />

The view ofthe Judy University of http://vkp.leeds. Complexity in Johnson University anddesign.net<br />

child Torrington Sheffield ac.uk/Drive/goto Design<br />

building.jsp? Inclusive New Dr Helen University of<br />

buildinq=41Ğ559 Media Design Kennedy East London<br />

interrogating Sandy Black University of www.interrogat Services in science LucyKimbell University of<br />

Fashion the Arts inqfashion.orq and technology- Oxford<br />

Sensory Design Brent Richards University of www.design based enterprises<br />

the Arts laboratory.co.uk Stress Computation Dr Wanda University of<br />

Designing Prof Mark University of www.inter Visualisation, and Lewis Warwick<br />

Physical Artefacts d'Inverno Westminster disciplinary.co.uk Measurement<br />

Ideal states Prof Alastair Giasgov/ www.idealstates. Design Synthesis Dr Alison University of<br />

Macdonald School of Art co.uk and Shape McKay Leeds<br />

Complexity in Prof Jeffrey Open www.com plexity Generation<br />

Design Johnson University anddesign.net Design Dr James University of<br />

Table 1: Summary of Phase 1 research cluster projects. ScoreBOARD<br />

Performance: Moultrie Cambridge<br />

The Welcoming Prof Jeremy Royal College<br />

During the second half of 2005 the Phase 2 research cail Workplace Myerson of Art<br />

was drafted and the Phase 2 research call was announced in People-centred Prof Ian University of http://www.ip-cc<br />

January 2006. This was launched to support more substantive Computational Parmee the West of .org.uk/did/<br />

interdisciplinary research projects of between 12-24 month Environments England<br />

duration. Funding of up to £400,000 was available for each Affective Prof Chris Rust Sheffield<br />

project. In Apnl 2006, 65 proposals for Phase 2 research Communication, Hallam<br />

funding were submitted. Following a detailed process of peer Personalisation & University<br />

review over the summer of 2006, a commissioning panel Social Experience<br />

met in September 2006 to consider project applications. 20 Bike Off 2 Adam Thorpe University of<br />

projects were selected for Phase 2 funding. Table 2 provides the Arts<br />

a very brief overview of each of the 20 Phase 2 research Emergent Objects Prof Mick University of www.emergent<br />

projects, more detailed information on each is available at Wallis Leeds objects.co.uk<br />

www.design21.dundee.ac.uk Democratising Lois Weaver Queen Mary,<br />

Technology University of<br />

London<br />

.org


Project title<br />

2020 Vision-The<br />

UK Design<br />

Industry in 2020<br />

Sustainability for<br />

Metadesign<br />

Multimodal<br />

PI Institution URL<br />

Prof Alex<br />

Williams<br />

Prof John<br />

Wood<br />

representation Sonne<br />

of Urban Space<br />

The design and<br />

refurbishment<br />

in schools<br />

University of<br />

Salford<br />

Goldsmiths<br />

College,<br />

Prof Wolfgang University of<br />

Dr Andree<br />

Woodcock<br />

Strathclyde<br />

Coventry<br />

University<br />

wwv/.attainable-<br />

utopias.org/ds21<br />

Table 2: Summary of Phase 2 research projects<br />

This paper reports on different aspects ofthe Designing for<br />

the 21'' Century Initiative. Firstly, the process follow/ed by<br />

the 21 Phase 1 Research Clusters during their 12 months of<br />

operation is reviewed. The ensuing insights into design's<br />

emergent position are then explored.<br />

Phase 1 research clusters: The interdisciplinary journey<br />

Each of the 21 research clusters supported during Phase 1<br />

of the Designing for the 21" Century Initiative has explored<br />

a predefined theme. Each of these explorations represents a<br />

journey in building interdisciplinary understanding. Outlined<br />

below are some observations on the different approaches that<br />

have been taken in undertaking ofthis work. These are based<br />

on the various reports and presentations that have been made<br />

by key researchers from the clusters during 2005 and 2006,from<br />

the direct observations of the authors in their roles as Initiative<br />

Director and Initiative Co-ordinator and from the results of a<br />

survey carried out in July 2005 by Maria Panagiotldou a PhD<br />

candidate based at the University of Dundee.<br />

These insights are useful at two levels. Firstly, they tell us<br />

something about the challenges associated with building an<br />

interdisciplinary understanding of design and its knowledge<br />

needs. Secondly, they also provide useful Insights into the role<br />

design basedapproachescan play infacilitating interdisciplinary<br />

discourse. As researchers this knowledge is useful as we will all<br />

probably find ourselves working increasingly in collaboration<br />

through different forms of network projects in the future.<br />

The original project proposals for each ofthe Phase 1 Research<br />

Clusters provided a plan outlining the process and methods<br />

that would be followed in establishing an interdisciplinary<br />

discourse into the topic under investigation. During 2005,<br />

the clusters held 126 events. 70 of these events were different<br />

forms of workshops, 8 involved exhibitions, 18 were symposia<br />

or conferences and 30 were meetings focused on planning<br />

cluster debate.<br />

Although not made explicit within a majority of the research<br />

cluster proposals these activities were designed to guide<br />

members ofthe cluster through a journey of Interdisciplinary<br />

enquiry. Reflection on the collective activity of all 21 research<br />

projects during 2005 suggests 5 generic stages within this<br />

iterative journey. An overview of this process is provided<br />

below with a summary ofthe key challenges associated with<br />

each stage and descriptions of some of the techniques used<br />

by cluster leaders to overcome difficulties.<br />

Stage 1: Identifying Common Goals<br />

Each ofthe research clusters began trading in early 2005 with a<br />

set of goals that had been developed and laid out in the original<br />

proposal documentation. An early challenge for each ofthe<br />

cluster leaders was defining the topic of enquiry in an open<br />

way that stimulated interest from a wide range of disciplines.<br />

Different strategies were used for achieving this.The Emotional<br />

Wardrobe cluster very carefully chose a very charismatic title<br />

to describe their work. Some of the clusters sought to build<br />

a very large network of collaborators beyond the originating<br />

project team, using the cluster to build new connections. This<br />

was exemplified by the Interrogating Fashion cluster whose<br />

eariy events saw cluster membership grow substantially to 38<br />

members, all united by an interest in the paradoxes of fashion.<br />

Others mindfully kept cluster membership more focused. The<br />

Ideal States team realised that by focusing their enquiry on the<br />

health-related issues of western Scotland, their exploration<br />

could be bounded and interaction between collaborators<br />

could be more focused, but with a clear intention to gain<br />

generic insights for broader application in other situations.<br />

Figures 1 & 2 showthe results of two questions thatformed part<br />

of a survey sent out by Maria Panagiotldou to the members<br />

of research clusters in July 2005. Maria sent out a total of 509


questionnaires and received 163 replies. In her questionnaire<br />

cluster members were asked a series of questions about<br />

why they had joined cluster activities and how they were<br />

benefiting from the experience of participating In the cluster<br />

communities. Figure 1 demonstrates that the main driver for<br />

joining a research cluster was passion for the topic. Figure 2<br />

shows the importance of peers and colleagues in spreading<br />

information about cluster activities.<br />

Assigneö by em pi oyer<br />

To enhance CV<br />

Olher<br />

Secure lulute funding<br />

Networking opporiuilies<br />

Personal deveiopmenl<br />

Passion lor Ihe lopic<br />

percentage o I lesponses<br />

(based on 163 responses)<br />

Figure 1. Chart showing the main factor driving individuals to<br />

join a Phase 1 research cluster.<br />

From website<br />

From friends<br />

From employer/supervisor<br />

Oilier<br />

From collaegue<br />

percentage of responses<br />

(based on 163 responses)<br />

Figure 2. Chart showing the main route by which members of<br />

research clusters found about is existence.<br />

Stage 2; Pooling different approaches<br />

Most of the clusters enjoyed the involvement of technology<br />

orientated disciplines such as computing and engineering<br />

alongside those homed within an Art & Design environment and<br />

other areas such as Management, Psychology, Dance, Medicine,<br />

Language and Bioscience. All participants shared a passion for<br />

the topic under review but had to build respect for the diverse<br />

qualitative and quantitative research approaches taken by<br />

different cluster members in exploring territory. In most of the<br />

research clusters this was marked by an early conflict between<br />

rigour and holism. Many of the cluster members represented<br />

disciplinesgroundedinqualitativeresearchmethodsand practice<br />

based modes of enquiry, others developed new knowledge<br />

and understanding through quantitative methods. It proved<br />

important to spend sufiîcient time to explain these approaches<br />

amongst cluster members. The embracing complexity cluster<br />

used a programme of 'Complexity Master Classes' to build<br />

understanding. Others chose to explore different standpoints<br />

by engaging in practical tasks, the Emotional Wardrobe cluster<br />

for example used a series of workshop activities throughout the<br />

12 months ofthe cluster operations.<br />

A key observation from this stage is the importance of<br />

individuals actually being able to communicate their methods<br />

and practices to others, to work in an interdisciplinary manner<br />

we must first of all understand our own disciplines. This is an<br />

interesting challenge for those engaged in design research<br />

where so many methods and approaches are still emergent<br />

and poorly articulated.<br />

Stage 3: BuiSding a coherent view<br />

Mapping existing knowledge and understanding within each<br />

zone of enquiry was a challenge for each research cluster. As<br />

Andy Dearden leader of the Technology and Social Action<br />

cluster commented (DEARDEN, 2006):<br />

The early workshops were open-ended struggles to establish<br />

coherent clusters of issues from a diverse group that extended<br />

from Indymedia activists, through trade-unions to open-source<br />

software developers.<br />

Much knowledge and understanding could be extracted from<br />

published sources, and a number ofthe clusters have collated<br />

very useful lists of relevant past research material. For example,<br />

the Design Imaging cluster who have built a profile ofthe role<br />

ofthe different human senses in design. For most participants<br />

the large body of existing knowledge came as a surprise, as<br />

Professor Ian Parmee leader ofthe Discovery in Design cluster<br />

noted (PARMEE, 2006).<br />

IVlost [participants] were largely unaware of the extensive body of<br />

existing design research although being active in their particular<br />

areas. The workshops therefore represented an opportunity to


position and understand tlieir design activities witiiin a more<br />

global context in terms of associated research.<br />

in some areas of design practice where l


emergent<br />

position<br />

Figure 4. Emergent position 1<br />

disciplines<br />

Redefinition of existing design<br />

One of the research clusters, Interrogating Fashion explored<br />

the emergent contexts within which fashion design is<br />

now operating and the strategies that the discipline of<br />

fashion design might follow to make the most valid future<br />

contribution. Such a research discourse could be happening<br />

within every design discipline, for example, product design,<br />

graphic design, engineering design and so on. We have a lot<br />

to learn from Interrogating Fashion about how to conduct such<br />

a debate. Outlined in Figure 4 is a graphical representation of<br />

how the boundaries of a design discipline might expand in<br />

response to the demands of new contexts associated with<br />

21" century society. Many of the new contexts for every<br />

design discipline could be common, a lot could be learnt from<br />

comparing the strategies that each might adopt to deal with<br />

changing operating contexts.<br />

Figure 5. Emergent position 2<br />

disciplines<br />

Development of new design<br />

The next emergent position for design, development of new<br />

design disciplines is shown in Figure 5.This position embodies<br />

some of the debate generated within clusters like Design<br />

Imaging and Sensory Design clusters. Both these clusters (and<br />

others) suggested the emergence of new design disciplines<br />

based on the observation that we are designing new types<br />

of object, product & system in the 21" century, in the case<br />

of Sensory Design, potentially the design ofthe gastronomic<br />

experience. These new approaches find their routes in<br />

existing design disciplines but roadmaps for future discipline<br />

development needs to be identified.<br />

Figure 6. Emergent position 3 - Development of meta-deslgn<br />

disciplines<br />

Figure 6 suggests the development of meta design disciplines<br />

that act as bridge between existing approaches to design. This<br />

development captures the spirit of discourse within clusters<br />

like Synergy Tools and perhaps the Emotional Wardrobe.<br />

Here we see 21" Century design being dependent on the<br />

evolution of new meta design disciplines that help navigate<br />

between existing discipline silos. Again driven by the need<br />

for new design approaches to address 21" century issues like<br />

sustainability, heath and security.<br />

Finally, Figure 7, explores the development of design outwith<br />

design (outwith being a quaint Medieval term associated<br />

with being beyond the city walls). Many of the research<br />

clusters found themselves with a least one foot in this camp.<br />

Clusters like Ideal States, Technology & Social Action, Embracing<br />

Complexity in Design all explored howdesign knowledge might<br />

be exported and imported across the traditional borders of<br />

design. How might design inform healthcare and vice versa, in


the Ideal States cluster Professor Alastair MacDonald explicitly<br />

explored design's contribution to healthcare beyond the<br />

design of product, environment and communication material.<br />

He suggests that design tends to person-centric, healthcare<br />

he suggests is not person-centric as we might think but<br />

pathology-centric, ifwewantto understand the export market<br />

for design we need to understand the currencies, concepts<br />

and values beyond the walls.<br />

^^^^ traditfona,^^<br />

Figure 7. Emergent position 4 - Development of design<br />

outwith design<br />

Emergent roles for the designer<br />

Alongside these emergent positions for design disciplines the<br />

clusters also suggest many new emergent roles for the designer<br />

inthe2l"Century.Theseare probably best thought of additional<br />

roles not displacement activities for the widely recognised skills<br />

of conceptualisation and synthesis. The four roles described<br />

below give a flavour of where the designer might be heading.<br />

Designer as communicator of value<br />

This brings to mind the work of the Des/gn Performance cluster,<br />

here researchers explored conceptual approachesforassessing<br />

design's economic contribution, based on examination ofthe<br />

tangible and intangible impact of design investment. This<br />

exposes a core challenge for the designer, communicating<br />

their value in resolving issues, particularly outwith the walls<br />

of design described in Figure 7. Here the contribution will<br />

invariably not be a new product or building or physical entity<br />

that can readily evaluated.<br />

Designer as facilitator of thinking<br />

Again another core addition to the designers growing portfolio<br />

of skills in a 21" century context. We can see from the clusters<br />

that others are being empowered to design. The View of the<br />

Child captures a child's perspective in the design process. How<br />

do we design, design to allow extended participation. The<br />

21" Century designer will need to know how to mobilise and<br />

energise the thinking of others.<br />

Designer as visualiser ofthe intangible<br />

Perhaps more of an extension of existing roles than an entirely<br />

new one, the contemporary designer already visualises and<br />

synthesises future possibilities but still this role is associated<br />

with physical entities. In the emergent positions for design,<br />

so many of the challenges might be associated with the<br />

visualisation of the abstract and intangible, perhaps the<br />

visualisation of systems, relationships, emotions, experiences<br />

and networks. The work of the Designing Physical Artefacts<br />

cluster and others centred on translating concepts from<br />

one form to another, particularly the physical to the digital<br />

and back again. Spatial Imagination in Design explored the<br />

translations ofthe intangible in the mind.<br />

Designer as navigator of complexity<br />

The interdisciplinary world is a world of complexity and<br />

ambiguity, work from clusters like Embracing Complexity in<br />

Design, demonstrated the role design could play in helping<br />

us understand complexity in contemporary design, but also<br />

the role an understanding of complexity theory might play<br />

in helping designers understand their own roles. Certainly<br />

the designer with the skills of communication, visualisation<br />

and facilitation described above is well placed to act as an<br />

interlocutor between disciplines and will ultimately help<br />

navigate between issues and solutions.<br />

Acknowledgements<br />

The authors acknowledge the support of the AHRC & EPSRC.<br />

The authors also thank all those who have participated in the<br />

Initiative's projects for the access that they have given to their<br />

Ideas and thinking.


References<br />

COX, G. 2005, Cox Review London: HMSO<br />

DEARDEN, A. 2006. Technology & Social Action, in: İNNS, T.G.<br />

8i HALE, v., 2006, Design Dialogues Proceedings of Design<br />

Dialogues Symposium, 7th March 2006 London. Dundee:<br />

Duncan of Jordanstone College of Art & Design, p.l 1<br />

PARMEE, !. 2006, Discovery in Design: People-Centred<br />

Computational Environents. In: INNS, T.G. & HALE, V.,<br />

2006, Design Dialogues Proceedings of Design Dialogues<br />

Symposium, 7th March 2006 London. Dundee: Duncan of<br />

Jordanstone College of Art & Design, p.l 1<br />

www.rcui


G I V I N G V O I C E TD E Q U I T A B L E C D L L A B D RATI D N IN P A R T I C I P A T D R Y D E S I G N<br />

R E S E A R C H<br />

Marlene Ivey<br />

Duncan of Jordanstone College of Art & Design<br />

University of Dundee, Scotland, UK<br />

m.ivey@dundee.ac.uk<br />

Yue Li<br />

yuelidesign, Beijing, China<br />

yuelidesign@hotmail.com<br />

Mark O'Connor<br />

Dundee School of Architecture, University of Dundee<br />

c.m.oconnor@dundee.ac.uk<br />

Dr Elizabeth B.-N. Sanders<br />

MakeTools, LLC, Columbus, Ohlo,USA<br />

liz@maketools.com<br />

Abstract<br />

An AHRC funded research project titled Experimenting with<br />

the Co-expenence Environment {June 2005 - June 2006)<br />

culminated In a physical environment designed in resonance<br />

with a small group of participants. The participants emerged<br />

from different disciplines coming together as a group to share<br />

their expertise and contribute their knowledge to design.They<br />

engaged in storytelling, individual and co-thinking, creating<br />

and co-creating, sharing ideas that did not require justification,<br />

proposed designs even though most were not designers ...and<br />

played. The research questioned how a physical environment<br />

designed specifically for co-experiencing might contribute to<br />

new knovifledge In design?<br />

Through play and by working in acrion together the<br />

parricipants demonstrated the potenrial of a physical co-<br />

experience environment to funcrion as a scaffold for inter­<br />

disciplinary design thinking, saying, doing and making (Ivey<br />

& Sanders, 2006)'. Ulrimateiy the research questioned how<br />

this Dr Elizabeth B.-N. Sanders outcome might influence our<br />

approach to engaging parricipants in design research and<br />

experimentarion?<br />

Professor Ian Ricketts<br />

Chair of Assistive Systems and Healthcare Computing<br />

University of Dundee<br />

i.w.ricketts@dundee.ac.uk<br />

Elizabeth Kirk<br />

Law and Accounting, University of Dundee<br />

e.a.kirk@dundee.ac.uk<br />

Lorna Stevenson<br />

Accountancy and Business Finance, University of Dundee<br />

l.a.stevenson@dundee.ac.uk<br />

Yen-Chiang Chang, PhD Candidate<br />

International Law, University of Dundee<br />

y.c.z.chang@dundee.ac.uk<br />

Introduction<br />

Since parricipatory design methodology began to take shape<br />

^ the prevalent view of experience as something individual has<br />

expanded to include the experience of collecrive creativity -<br />

defined as co-design by Sanders (2002) and co-experience by<br />

Battarbee (2003).Throughoutthe 1980s, understanding ofthe<br />

' This paper deals with one aspect of the Co-experience project Ivey &<br />

Sanders (2006) Designing a Physical Environment for Co-experience and<br />

Assessing Participant Use to be published in Wonderground (2006), the<br />

Design ResearchSodetylnternationalConferenceProceedingsfullyexplains<br />

the project, includes illustrations from the probe returns and pictures ofthe<br />

co-experience environment.The co-experience environment can.<br />

^The historical starting point forthe dialogue on user participation began<br />

in Scandinavia in the 1960s, and aimed to increase the value of industrial<br />

production by engaging workers in system development. This resulted<br />

in the Collective Resources Approach (Norway, Sweden and Denmark)<br />

in the 1970s. The territory has since been populated by design research<br />

conducted in the design industry and academia primarily in the USA,<br />

Finland, Sweden, the Netherlands and the UK. One of the first design<br />

participation conferences was organised by The Design Research Society<br />

in 1971 with proceedings edited by Nigel Cross.


value of user life experience to designing gained momentum<br />

and by the'1990s the search was on for new tools and methods<br />

of generative, as opposed to evaluative, inquiry' (Sanders<br />

1999:1-2). Methods and tools that acted as scaffolding built<br />

within and around the design process to support the user as a<br />

participant in generating design vision.<br />

"Scaffolds are communicational spaces that support<br />

and serve people's creativity, enhancing the conviviality<br />

of their lives. In the future, designers will be the creators<br />

of scaffolds upon which everyday people can express<br />

their creativity" (Sanders, 2003:37).<br />

A 2004 contextual search and review into methods and tools<br />

to support collective creativity revealed that research based<br />

on co-designing or co-experience took place in physical<br />

spaces that did not appear to be specifically designed for<br />

this activity. Kristensen (2004:7) also referred to the limited<br />

address of the physical context of creativity. Consequently,<br />

Experimenting with the Co-experience Environment, an AHRC<br />

funded research project was launched in 2005 and aimed<br />

to create an experience prototype - a physical environment<br />

designed specifically for co-experience (Ivey, 2005) that was<br />

concerned with the physical/spatial and social aspects of<br />

experience (Buchenau & Fulton, 2000). In essence, it was a<br />

'scaffold'designed in resonance with participants - a physical<br />

environment where people from different disciplines came<br />

together to share their experience and contribute their<br />

knowledge and understanding to designing.<br />

The co-experience research questioned how the design of a<br />

physical co-experience environment might contribute to new<br />

knowledge in design and was conducted using action research<br />

methodology.The three conditions (Swann, 2002:55) required<br />

bythis research strategyarethatthe subject matter be situated<br />

in a social practice subject to change, the project proceed<br />

through a spiral of cycles of planning, acting, observing and<br />

reflecting in a systematic and documented study, and that it be<br />

a participatory activity of equitable collaboration. According<br />

to Swann, In employing action research methodology, there is<br />

often a shortfall in addressing the third condition.<br />

Rather than a participatory activity of equitable collaboration,<br />

participant involvement is conventionally imbedded in<br />

the research as data, analysis or findings and participant<br />

contribution is anonymously acknowledged.The co-experience<br />

environment project was configured intentionally for a small<br />

group of participants with shared expertise to allow the<br />

research, in the longerterm, to explore equitable collaboration<br />

in participatory design research. As the research progressed,<br />

the participants agreed to reflect on their engagement and to<br />

collaborate in disseminating the research outcomes.<br />

This paper deals with one aspect ofthe co-experience project.<br />

It gives voice to the participants who, for the most part, are<br />

academics engaged in research in their own fields.Their writing<br />

style and their tendency toward personal view are perhaps an<br />

interesting departure from what might be perceived by some as<br />

normal for an academic paper. It is too early to say conclusively<br />

whether or not giving voice in this way represents a value<br />

or equity in participatory design research. An exploratory<br />

exercise, the outcomes offer an insight with regard to the value<br />

of equitable collaboration and the findings provide tentative<br />

proposals that might influence our approach to engaging<br />

participants in design research and experimentation.<br />

Co-experience and Equitable Collaboration: Selecting<br />

Participants and Designing<br />

Pre-knowledge, gender and age were the three main criteria<br />

for selecting participants. It was crucial that all participants<br />

shared expertise in a particuiararea toestablish a common base<br />

for the group who emerged from diverse sectors - accounting<br />

and finance, applied computing, architecture, design, fine art,<br />

law, and town and regional planning. Ultimately the group<br />

was comprised of three female and three male participants<br />

and spanned two of Peter Levine's age classifications (Schmitt,<br />

1999:228), the Us (34-52) and I Generations (24-33) with all<br />

group members sharing expertise in thefield of environmental<br />

sustainability.<br />

A simple probe^ pack was designed for the initial phase ofthe<br />

research, using the criteria established by the Luotain Project<br />

^The probe approach (Gaver et at 1999) is a method for engaging in<br />

a visual based distance- dialogue with users to provide insight for<br />

design creativity.


(2002) as a guide." The guiding principles forthe design ofthe<br />

co-experience environment were the four phases of creative<br />

thinking with their convergent and divergent characteristics<br />

(Schmitt 1999:146). According to Csiksezentmihaiyi (Schmitt<br />

1999:147) the convergent phases require familiar, comfortable<br />

surroundings with the divergent phases better suited to<br />

novel, beautiful surroundings. Without revealing the guiding<br />

principles or the participant cohort, the probe package was<br />

sent to each participant to establish individual perspectives<br />

on their thinking/working environments. Where did the<br />

participants think/work and what characteristics of their<br />

environments were evident in their probe returns? Essentially<br />

a record of individual experience, the probe returns ~ a<br />

combination of image and text - were analysed for similarity<br />

and difference and collated to construct an overview.<br />

The findings revealed a high degree of similarity, Identifying six<br />

main themes in the participant's prlvatethinking environments.<br />

Perhaps unsurprisinglyfora participant group with expertise In<br />

environmental sustainabillty, nature was a determining factor<br />

in their thinking environments. Characterised (in descending<br />

order) as nature, activity/motion, visual characteristics, social<br />

interaction, time/privacy, and sound present or absent in<br />

their surroundings, these characteristics were interpreted and<br />

proved elemental In developing the design concept forthe co-<br />

experience environment- a design concept^ that was guided<br />

by an empathic connection to the participants, cothinklng<br />

with them through their probe returns (Fig. 1).<br />

^ TheLuotain projectguldelines recommend probing twenty to thirty<br />

individuals. The Co-experience Project contacted forty-two people<br />

with expertise in sustainabillty and sent probes to eight people.<br />

^ The design decisions for the co-experience environment were<br />

rooted in the participant probe returns though it Is not possible<br />

within the scope of this paper to be explicit with regard to each design<br />

decision. For more detail please see ivey & Sanders (2006) Designing<br />

a Physical Environment for Co-experience and Assessing Participant<br />

Use to be published in Wonderground 2006, the Design Research<br />

Society International Conference Proceedings for more detail. The<br />

paper communicates the methods used to create the co-experience<br />

environment, prompt coexperlence and assess participant use ofthe<br />

co-experience environment. The paper will also be available from<br />

www.creativekit.co.uk and www.maketools.com<br />

0" UM. —-<br />

Figure 1. Sample pages from the participant probe returns.<br />

The returns were analysed for similarity and difference and<br />

collated to construct an overview and inform the design<br />

decisions for the co-experience environment.<br />

On the 6 December 2005 slx^ participants met together for the<br />

first time as a group and used the co-experience environment<br />

for a three-hour period. Following a short bnefing and<br />

individual exploration ofthe space, they were called together<br />

to play a bespoke game designed to accommodate an element<br />

of play (ivey 2001) as well as to create common understanding<br />

and structure activity (Brandt & Messeter 2004). The game was<br />

essentially a dice and a set of cards (Fig. 2). The participants<br />

took turns throwing the dice, which randomly prompted<br />

them to select a senes of instructional cards, take another turn<br />

or tell a story.<br />

Figure 2. Co-experience game, cards and dice.<br />

^Three of the eight participants planned for the experiment declined<br />

forty-eight hours before the experiment began. The experiment<br />

could progress without difficulty with six participants but not five. Yue<br />

Li, project assistant for the design ofthe co-experience environment<br />

met the criteria for participant selection. She agreed to act as the<br />

sixth participant, remaining highly professional throughout. The<br />

integrity ofthe experiment was maintained.


Using different cards at different times the, participants<br />

selected the places {Fig. 3) in which they wished to work<br />

individually, in pairs and ultimately as a group, ending with a<br />

walk-about debriefing, a social buffetand a take-away card that<br />

asked the participant to'make something that was a reflection<br />

of their co-experience'and to feedback at a later date.<br />

Figure 3. Views of the Co-experience Environment 'comfortable,<br />

familiar'zone on the left and the'novel, beautiful'zone on the right.<br />

Here the participants take another turn at storytelling^;<br />

their reflective vignettes give voice to their experience as a<br />

participant in the co-experience environment research.<br />

Elizabeth Kirk: Contribution and Curiosity<br />

I chose to participate in the co-experience project for two reasons<br />

- a desire to contribute something to the broader research<br />

community and curiosity. What could I, a lawyer with the drawing<br />

skills of a tipsy spider, contribute to a design project?<br />

Co-experience Probe - I assumed that we'd meet and talk<br />

about ideas for design, but the probe pack disabused me<br />

of that notion and left me none the wiser as to what I could<br />

contribute, If anything I was a little intimidated. We seemed to<br />

be encouraged to draw or make things and use these things<br />

to illustrate or compliment a diary. Yet 1 had only words to<br />

contribute, or at most the pictures I could paint with them.<br />

Worse was to come - we had to complete our probes within<br />

a set week which turned out to be one of my busiest weeks<br />

ofthe year, so I didn't even have time to paint pictures with<br />

''All writers received a briefing paper in June 2006 which included the<br />

aims and objectives for the paper, the EAD conference website, a draft<br />

abstract, timetable, writing plan, writing prompt and a walkthrough<br />

video ofthe coexperience space as an aide memoir.<br />

words. 1 felt as though 1 was skimping on my contribution and<br />

that the designer would have nothing to work with from my<br />

probe, so I tried to cheer it up with some simple drawings<br />

using the coloured pens we had been given and hoped that<br />

what I submitted would be of use.<br />

But 1 made a discovery of my own while keeping my diary -<br />

it made me think about how i used time. I had always been<br />

careful to manage time and use it effectively, squeezing as<br />

much as 1 could out of each day, but my diary showed me that<br />

squeezing was a bit of an issue for me. 1 needed space to think<br />

- physical space and space in time.<br />

1 had gained something but not what 1 had expected. I thought<br />

1 would learn about design, instead I submitted a paltry probe<br />

with poor pictures and not much else. This was going a bit<br />

against the grain - a lawyer never asks a question if they don't<br />

know the answer and every research project is carefully set up<br />

to ensure that the findings are manageable. I hadn't quite met<br />

the standards of a good lawyer.<br />

Co-experience Environment & Activity - It was with some<br />

trepidation then that I went to the co-experience experiment.<br />

And yet again I found I was being asked to do something<br />

different - play a game that appeared unrelated to the task at<br />

hand. Lawyers are used to playing games, but not ofthis sort.<br />

We were telling tales unrelated to work. Again lawyers are<br />

used to telling tales, but we were asked to reveal something<br />

of ourselves, something a lawyer never does. Nor do lawyers<br />

talk about issues unrelated to the case at hand, which is what<br />

the co-experience environment asked of us - at least at first.<br />

Then came "the real work" we were sent off to find a space<br />

to work in to design something". I sprinted off, absolutely<br />

^ At the end of game play the participants held six game cards to be<br />

used throughout to prompt co-experience activity. The game cards<br />

contained pieces of information that the participants were to use,<br />

either individually or in pairs, to explore design opportunities in their<br />

field of environmental sustainabiiity. These cards were designed to<br />

align activity with phase model guidelines'for how a creative process<br />

may consist of different phases; preparation, incubation, illumination<br />

and elaboration or evaluation' (Kristensen, 2004:8).


sure that everyone would want to work in the same space<br />

as I did and I v/anted to have a spot for me. When i got there<br />

no one else had joined me in the new spaced All the other<br />

spaces looked like extracts from rooms, this was an extract<br />

from outside and uttedy beautiful. It was easy to relax and get<br />

down to thinking, easy to find some Inspiration on the walls<br />

when thoughts were thin and, most of all, it had the most<br />

fantastic wiggle space. I could wiggle and shuffle and change<br />

position to my hearts content while I worked. Why was no one<br />

else here? Well, who cares? 1 enjoyed working there.<br />

We came back and had to share our ideas. Can you imagine<br />

a lawyer being asked to share his/her Intellectual property<br />

before all contracts are in place? But I did - beguiled by the<br />

space, the play and the wiggle room into sharing and enjoying<br />

the fun ofthe conversations.<br />

Part three of our participation in the experiment Involved<br />

discussing our Individual ideas with a colleague and coming<br />

up with a project that combined some elements of each idea.<br />

Again, in the surroundings and the ambience this was easy<br />

as was sharing these joined up ideas with the broader group.<br />

And now, at last, everyone came through to the new space<br />

and used the furniture in their own way. It was refreshing and<br />

relaxing and an enjoyable place in which to interact.<br />

Outcomes - We debriefed and enjoyed some hospitality and<br />

then departed. 1 returned to the coexperlence space as many<br />

rimes as I could that week. It was a good place to think and<br />

work. It made me think again about the need for space in<br />

my life, open space, quiet space and simply breathing space<br />

in which to think without deadlines, teaching prep or phone<br />

calls. As it happened I was also in the housing market and the<br />

co-experience space made me reassess what 1 wanted in a<br />

living space {to great effect I might add - 1 love my house!). I<br />

reconsidered organisation of my work and the need to create<br />

space in rime for thinking. I even reconsidered how I travel<br />

^ Elizabeth was the only participant who chose to work In the<br />

'novel, beautiful' space during this divergent thinking phase and<br />

consequently the only participant to support Csiksezentmihalyi's<br />

(Schmitt, 1999:147) hypothesis at that point in the co-experience<br />

activity.<br />

to work. Now I cycle as often as possible: a more sustainable<br />

mode of transport than driving.<br />

Lastly we had the 'take home make it' task to complete. Now<br />

I was in the swing ofthe co-experience project I saw this as<br />

an opportunity to have fun while getring ideas across. Others<br />

who looked at what I had made suggested I had not taken the<br />

process seriously, but 1 had - a serious point can be made in a<br />

humorous way. Now that is something that Is lacking in legal<br />

research on environmental Issues. And that Is something to<br />

pursue. If I take anything away from this to my own research<br />

it Is to remember to have fun In doing it, and remember that<br />

wriring can be entertaining as well as informative.<br />

So I started this process curious, I thought it would be good<br />

to give something to the wider community and I ended up<br />

reflecting on how I think and work and on what it takes to<br />

make both living and working sustainable for communiries<br />

and for me personally.<br />

Ian W. Ricketts: Refreshing View<br />

I am an engineer by training and a computer scienrist by trade.<br />

I collaborate In a range of research projects with colleagues<br />

from a variety of specialries but almost all are scienrists. They<br />

include anaestherists, biologists, dentists, genera! medical<br />

practitioners, nurses, pathologists, physicists, psychologists,<br />

statisricians and surgeons. So not only do we share a common<br />

language, but we also share a similar approach to research.<br />

When I am not at work 1 enjoy a litrie excitement in my life. I<br />

sail and race a single-handed dinghy that has more sail area<br />

than is sensible and consequently I swim quite a lot. 1 also own<br />

a sports/tourer motorcycle, which has taken me to the Alps for<br />

the last two summers.<br />

Recently life at work had been dull and so an invitation to<br />

collaborate with a group of folk including non-scientists,<br />

under the leadership of a designer based in a School of Art &<br />

Design, promised to be an adventure that I could not refuse.<br />

The motivarion was not solely one of a search for excitement.<br />

1 was also looking to refresh my view of research. I have spent<br />

the last twenty years leading research projects and i thought it<br />

would be srimulating to engage In a role In which my research


expertise was not immediately relevant but in which I might<br />

be able to contribute as a team member. I hoped it would<br />

give me new insights, which I could bring back to my other<br />

research activities.<br />

I am based in a school of computing and my teaching roles<br />

include teaching first year undergraduates about software<br />

development using the JAVA programming language,<br />

introducing third year students to Human-Computer<br />

Interaction and fourth year students to Industrial Team Project<br />

Management. I also contribute to a joint degree in Interactive<br />

Media Design with colleagues in the School of Design, but my<br />

involvement does not require me to extend beyond computing.<br />

Via the Co-experience project I hoped to explore aspects of<br />

design, which as yet I had not explored, and which I hoped<br />

would offer further opportunities for collaborative research.<br />

An almost inevitable consequence of growing older in academia<br />

is that life becomes busier and it gets increasingly difficult to<br />

set aside time to explore new opportunities. Engaging in the<br />

Co-experience project required me to make time available to<br />

explore and hopefully develop an outline research proposal.<br />

Lastly 1 thought it would be fun (and so it was).<br />

Co-experience Probes - Prior to meeting with my fellow<br />

collaborators I was asked to contribute an insight into how/<br />

where/when I developed my research ideas. To assist in<br />

gathering these insights a 'probe' was provided in the form of<br />

a disposable camera to capture images of those environments<br />

that I found to be most productive and a range of items to<br />

help document the research opportunities as they happened<br />

e.g. colour pens, sticky paper, small notebook, etc. The<br />

accompanying advice was to use the probe materials if they<br />

helped but not to be constrained by them. I am completely<br />

unfamiliar with the use of this approach to capture events. I<br />

spent some time trying to use of probes and after some false<br />

starts 1 finally resorted to a much more familiar tool of drawing<br />

a Mind Map of my 'Research Opportunities'. I understand that<br />

my response to the probe, together with those from other<br />

contributors, informed the design of the space in which we<br />

subsequently met and collaborated.<br />

Co-expef/enceEnWron/nent&^lct/V/fy-So the day came when<br />

we met as a group in an environment constructed purposely<br />

to assist us in our collaboration. Following introductions, and<br />

an exploration of the range of workspaces, we participated<br />

in a game to build relationships based on sharing personal<br />

stories prompted by the random turn of a card. This 'ice­<br />

breaker'was both entertaining and effective. After a relatively<br />

short time I felt at ease with my fellow collaborators and<br />

having exchanged some of our experiences I gained useful<br />

insights into their interests and motivations. Each collaborator<br />

then suggested a research area, which we discussed in small<br />

groups and then refined, based on the feedback provided in<br />

those discussions. Subsequently potential opportunities for<br />

pairing of proposals were identified and the two collaborators<br />

discussed what opportunities there were for implementing<br />

the planned research.<br />

Outcomes - The research idea we developed collaboratively<br />

has not yet emerged as a funded project but the benefit<br />

of using this style of collaboration to generate ideas has<br />

resurfaced. I recently attended a UK research council event at<br />

which twenty-five people (out of 120 applicants) were brought<br />

together for one week to explore and assemble competing<br />

research proposals for a fund of £1.5M.The event was termed<br />

a 'sandpit'. The group 1 contributed to was awarded a grant<br />

of £0.5M. I believe that group's success was in part due to<br />

what I gained from Experimenting with the Co-experience<br />

Environment and I expect there is more to come from my<br />

relatively small investment.<br />

Lorna Stevenson: Creative Accountability<br />

A posting on Hermes, our University's weekly distribution<br />

of messages to staff and students triggered my interest and<br />

involvement. I'd recently had some fairly invasive medical<br />

treatment and was very open to trying new experiences and<br />

trying to think about aspects of my life in new ways.<br />

Co-experience Probes - Elements of the wording of the<br />

invitation intrigued me - social interaction, sustainability,<br />

and cultural probe package. On receiving the probe and<br />

hearing what was required of me, I felt excited - excited by<br />

what I might learn about myself, excited by the possibilities<br />

of 'being creative' (the discipline of accounting is not<br />

positively known for Its creative members), excited by the<br />

prospect of working with new people on a new project.


and excited by the idea of working with non-accountants<br />

on 'real' academic research.<br />

However, I also felt a little daunted by the contents of the<br />

probe - the creative materials such as coloured card, colouring<br />

pens and camera are not a part of my daily work materials.<br />

Nonetheless, the project's edict to 'have fun and to make<br />

it fun' gave me enormous comfort; and so too did my belief<br />

that I understood intellectually what was required of me.<br />

Thus 1 would ensure that my contribution met the brief, as I<br />

understood It, even if It wasn't what was expected.<br />

The analogy ofthe probe as being like an instrument sent in<br />

by scientists to collect data from distant planets was also a<br />

good way ofthe researchers conveying their expectations.<br />

I deliberately thought about what I was doing that week, and<br />

attempted to note when I was thinking and which aspects of<br />

my environment were impacting on my thought processes.<br />

It is a challenge to attempt to convey an impression of what<br />

thoughts one is having and why - possibly more so If one is<br />

not familiar with the one conveying, their habits, daily routines<br />

and way of being.<br />

I am particularly interested in accountability - as a teaching<br />

topic, in terms of my own conduct, and as an area of research.<br />

It seems to me that the study and practice of accounting is<br />

inextricably bound with ideas of accountability, and through<br />

this, with sustainability. Thus, with hindsight, I believe that<br />

accountability was a major element in how I interpreted and<br />

delivered on the brief.<br />

In this context then, several elements of using the probe are<br />

worth highlighting.<br />

•The extent to which, through using it, I became aware<br />

of how my environment influenced my thoughts - this<br />

was new for me. 1 did know that I find it difficult to think<br />

if I perceive an environment as noisy, however I was not<br />

much aware of any significant aspects beyond this.<br />

• The challenge involved in trying to convey my<br />

perceptions of which aspects of my environment<br />

affected my thinking in an unambiguous (relatively) way.<br />

Co-experience Environment & Activity - On the day we<br />

interacted with the created environments. It was very<br />

interesting to see the analyses of the probes, the findings<br />

that had been derived from them, and especially the spaces<br />

designed from the process. 1 enjoyed thinking about which (if<br />

any) aspects of my probe return were manifest in the spaces.<br />

I didn't really know what to expect from the day, beyond being<br />

asked to interact in the created spaces and to respond on that<br />

basis. I was certainly unnerved bysome of the'game'requests,<br />

e.g. tell a story, but in retrospect I recognise that the game<br />

was a clever way for us as a disparate group to necessarily a)<br />

get to know a little about one another and b) have a focus for<br />

engaging with the spaces created.<br />

I was pleased and surprised when I realised that a friend and<br />

colleague was also involved in the project as I looked forward<br />

to seeing their contributions and unpicking them in terms of<br />

how I understood the person. We agreed to hold our next work<br />

meeting In the co-experience space and that too provided<br />

insight into both my colleague and into the space itself.<br />

Our initial task on the day was to think for half an hour alone<br />

on an allotted task. I made a beeline for the bed space'°,<br />

expecting to have to fight off others who would want it. 1<br />

loved the comfort it afforded and the ability it offered me to<br />

sit in a way other than normal I.e. with raised legs.<br />

Outcomes-In conclusion, I am more aware ofthe qualities of<br />

space I like to work and think in and I pay more attention to<br />

space when I am now thinking and working. The experience<br />

was wholly enjoyable, fun, involved learning and meeting<br />

new people, and resulted In my seeing in a new way. This for<br />

me is a true test of whether learning has occurred.<br />

Mark O'Connor: Architectural Perspective<br />

As an Architect with experience of both practice and teaching<br />

'"Prior to the co-experience activity we felt that perhaps the bed was<br />

too intimate a space for anyone to choose. It was so satisfying to see<br />

Lorna making such a determined bid for the space especially as it<br />

had been inspired mostly by her probe return.


I was intrigued by this project exploring the impact of shared<br />

environments on users. During the exercise participants<br />

were asked to consider the experience from the position of<br />

their own discipline. On reflection it occurs that architects<br />

rely heavily on co-experience in the design and realisation of<br />

complex building projects, as these require the co-operation,<br />

communication and co-ordination of many disparate<br />

individuals and groups for successful compledon.<br />

Co-incidentally,dunngthis period the second year Architectural<br />

students, with whom I was working, were asked to participate<br />

in a project that provided insight into coexperiential processes.<br />

Student groups of twenty were asked to design, manufacture<br />

and build a demountable structure for outdoor performances.<br />

Group size was an issue: twenty individuals initially proved<br />

dysfunctional and broke down into task specific groups of<br />

four and five. However, as the structure/artefact developed<br />

it appeared to affect group behaviour. Its physical presence<br />

seemed to hold clues and prompts, creating a framework that<br />

helped organise language and actions. With this device, in<br />

the final stages of construction the entire group was able to<br />

function as a single cohesive unit.<br />

Co-experience Ptobe - Observations of this project accorded<br />

with many of those made of the Co-Experience Environment,<br />

the first stage of which was the probe, a lovely bag of bits to<br />

play with. At first, irresolute about what to do, the exercise<br />

came to life when I started cutting the pages ofthe sketchbook.<br />

The probe then became an investigation ofthe space within a<br />

book, holding pages at different angles and in different lights<br />

to observe variations in the translucence of and shadows cast<br />

by combinations of cut sheets.<br />

This outcome was strongly influenced by the working<br />

environment, a comfortable corner of a spacious room, lit by<br />

strong directional light. While thinking about the probe, I had<br />

been pacing in the space and developed an awareness ofthe<br />

effect of the light on the pages. This behaviour, the process<br />

of making and the physical environment became increasingly<br />

intertwined in the act of making the sketchbook.<br />

This stage was very useful in forcing me to observe and<br />

understand my working practices. Notable was a curious<br />

nesting behaviour, a calm centre from which paper, scissors<br />

etc. radiated out in a confused arm length clutter. Also, the<br />

importance of movement to my thought process became<br />

apparent -1 now have a greater understanding of cloisters.<br />

Co-experience Environment & Activity - I was curious on<br />

entering the Co-experience Environment. The communal<br />

part of the process was staged vyithin a room set up to allow<br />

different patterns of interaction. I found myself constantly<br />

looking for clues to the design decisions that led to the creation<br />

ofthe environment and wondered, as a participant whether<br />

or not this design educated curiosity was an advantage or<br />

disadvantage.<br />

After familiarising ourselves with the environment our first<br />

group task was to get to know something of each other.<br />

This process was highly structured, using a dice game set<br />

at a round table (without hierarchy) taking turns where<br />

each person might have to tell a story. Use of a game was<br />

interesting; contests iike tug-of-war demonstrate the<br />

potential for games to channel and focus human activity.<br />

Here, venue and game generated a structure that helped<br />

reduce social uncertainty and allowed people to relax and<br />

bond in the shared discomfort of enforced storytelling.<br />

The game generated individual design tasks carried out,<br />

inirially alone, in a location of our choosing within the space.<br />

My choice was quite formal, almost a cafe table within an<br />

enclosed defined area somewhere between the very domestic<br />

arrangements and the beautiful minimalist space provided. I<br />

find group situations difficult and my choice of enclosure may<br />

have been a reflection of this.<br />

After further work in pairs, the group assembled in the<br />

minimalist space for the final stage. Here the sltring area<br />

was designed using seats stripped of explicit meaning while<br />

affording the possibility of use in a numberof configurations.<br />

These seats were placed randomly with no suggested pattern<br />

of use. Interestingly this seemed to imply an initial group task<br />

to discuss the seats and agree a common method for using<br />

them and so almost to agree a group Identity that would<br />

help establish the pattern of discussion whether formal or<br />

informal (Fig. 4).


Figure 4. (Left) game play in the 'comfortable, familiar' zone.<br />

(Right) Participants selected the 'novel, beautiful' zone for<br />

their final group discussion.<br />

Outcomes - Ultimately a very engaging experience and one<br />

that I think will inform my design thoughts. As an architect<br />

I am inherently convinced that environment impacts on<br />

behaviour, but was very interested to observe this so clearly<br />

in both the individual and group stages. I gained some insight<br />

into the difference between individual and group working<br />

environments e.g. movement is normally important to my<br />

thought process, but was entirely suppressed during the group<br />

stage possibly through consciousness of disruption to others.<br />

Introduction of activities like the game set in specific<br />

physical environments was thought provoking. In particular,<br />

combinations of both structured and informal settings/<br />

activities seemed to offer essential variations of group support<br />

at different stages.<br />

Yen - Chiang Chang: Thinking and Working<br />

The basic theme of my PhD research Is the concept of<br />

sustainable development. The university campus is my usual<br />

thinking\working place - I think as I move about the ampus<br />

and frequently work in one of the university libraries. After<br />

receiving the probe package I encountered an advertisement<br />

"great design need not cost the earth" posted on a wall near<br />

the university precinct. This triggered me to think of whether<br />

the campus was designed to meet the needs ofthe present,<br />

without compromising the needs of generations to come.<br />

Co-experience Praöes-Using the camera and a notebookfrom<br />

the probe pack I began to record my observations regarding<br />

the over use of paper on campus - universities are said to be<br />

one ofthe biggest paper consumers. Water, was another issue<br />

worth addressing, as was the absence of a recycling facility on<br />

campus. These observations led to some recommendations<br />

for improved paper and water use. For example, embedding<br />

a spray mechanism in all campus taps might improve<br />

performance regarding water usage sustainability.<br />

Co-experience Environment & Activity - The experiment<br />

was to be carried out at Dundee Contemporary Arts and<br />

I did not realise that the location of the area designated for<br />

the experiment was a flexible open space used for research<br />

in the Visual Research Centre. I thought that the coexperience<br />

experiment would be part of an exhibition so I arrived early<br />

and this gave me extra time to understand the location.<br />

After a brief introduction and a period of exploration we were<br />

called together to play the bespoke game that was a good<br />

exercise for 'Ice breaking', since all of the participants were<br />

from various backgrounds. A better way of learning about<br />

others is by listening to others'stories -1 had the opportunity<br />

to tell three stories in relation to my personal experiences,<br />

even though I would have preferred to sing!'^<br />

At the second stage of the experiment, we were sent away<br />

individually to think and design. IVly Idea was for a poster that<br />

would be understood by 9-14 year old children and could be<br />

placed in a public place such as a telephone box. Keeping in<br />

mind that children may be more attracted by pictures rather<br />

than words, I drew three pictures to more easily pass the<br />

sustainability message to children. It is recognised that where<br />

a person works might have an influence on his/her views and<br />

therefore, each participate was free to choose their own work<br />

location within the co-experience environment. I selected to<br />

work at a coffee table because I am used to working with a cup<br />

of coffee at my side.<br />

Forthenextstage, I worked with an architect, Mr. MarkO'Connor.<br />

We firstly spent some time discussing our individual missions,<br />

'' The game is essentially a dice and a series of instructional cards. The<br />

dice is thrown and instructs the player to pick a particular card or to<br />

'tell a story'. An early prototype ofthe dice included an instruction to<br />

'sing a song' but prototype testing revealed that players were mostly<br />

uncomfortable with this and it was eliminated from the coexperience<br />

game. In the debriefing sessions we spoke openly with the participants<br />

about the different design iterations for the co-experience experiment


identifying the similanty and concluded with Mr. O'Connor<br />

making a pictorial representation of the two missions. This<br />

experience emphasised the importance of drawing consensus<br />

when working as a team and suggested that teamwork is more<br />

interesting and stimulating than working alone.<br />

At the end of the experiment, three groups were asked to sit<br />

down and express the outcomes of their work. This was more<br />

of an 'information gathering exercise', from the parricipant's<br />

point of view. This experience demonstrated how difficult It<br />

is to achieve a consensus within a group, in parricular, where<br />

various backgrounds, interests and viewpoints exist. In the end,<br />

the experiment was thought to be'Interesring'and 'inspiring'.<br />

For myself, it was refreshing to be involved in this project as it<br />

provided the opportunity to be Involved in something quite<br />

different from my taxing legal research.<br />

Outcomes - As I understood, one ofthe centra! focuses of this<br />

experiment was how different environments affect people's<br />

thinking. The fundamental assumption was built upon<br />

different people from various backgrounds with variable<br />

thinking approaches. What If there had been a group of people<br />

from a similar background or interest? Would the outcome<br />

have been different? With this question in mind, my response<br />

to the'takeaway make it card'was a power point presentation<br />

where I used the analogy of differing tactical and strategic<br />

approaches used by compering badminton teams as a way of<br />

addressing my questions. My findings seem to suggest that,<br />

even If an Individual member of a group came from a similar<br />

background and held a common Interest, they would srill hold<br />

an individual view. To this end, the outcome refers back to the<br />

research quesrion that co-experiencing can contribute new<br />

knowledge in design.<br />

Conclusion<br />

The Role of the Environment in Experience - It was new for<br />

most ofthe parricipants to think about and be explicit about<br />

how the physical environment influences their thinking. They<br />

began to cogitate, using visual and linguisric modes to express<br />

the role oftheir environment in their thinking. Lorna explained<br />

that"! am more aware ofthe qualities of space I like to work<br />

and think in and I pay more attention to space when I am now<br />

thinking and working". Mark, the architect, was quite explicit<br />

about how the physical environment or artefact influences<br />

thinking and designing. As a designer and design educator<br />

he acknowledges a familiarity that he questions. The non-<br />

designers demonstrated a noticeable tendency to experience<br />

the experience. The unfamiliarity of the co-experience<br />

experiment appeared to 're-move' all of the participants to<br />

reflect on their life experience and make a discovery.<br />

One might argue that their experience was heightened<br />

because they were confronted with the unfamiliar. Presented<br />

with something familiar, one tends to respond with familiarity<br />

- a discourse of informed use. However, when presented with<br />

something with which one is not so familiar (as long as it is<br />

not too scary), one responds with curiosity - a discourse of<br />

discovery. For the participants this lead to the creation of new<br />

experiences.<br />

The role then for the physical environment in experience Is<br />

for it to be designed in a way that're-moves'parricipants from<br />

their everyday experience and offers them the opportunity for<br />

a discourse of discovery.<br />

Experience Takes Place in Space and in Time - The focus of<br />

the co-experience environment was to explore the physical/<br />

spatial and social aspects of experience and that it did. But it<br />

also became clear through the experiment that the temporal<br />

aspect of experience is equally important although perhaps<br />

more difficult to control. Experience is situated in a larger<br />

contextual frame of space and time - experience becomes<br />

an experience and people do not perceive space and rime<br />

as being separate. A physical environment can stage a rimed<br />

experience, but this experience steeped over time becomes<br />

an experience (Forlizzi, 2002) and unfolds in meaningfulness.<br />

The Integrity of time and space Is revealed in Elizabeth's<br />

statements; "i needed space to think - physical space and<br />

space in time". "I reconsidered organisation of my work and<br />

the need to create space in time for thinking".<br />

The parricipants in the co-experience experiment told stories<br />

at different rimes - stories about their past, stories about<br />

their design vision and ultimately in this paper, stories about<br />

their whole experience to date. In essence the co-experience<br />

environmenttimedpeopietogetherina're-moving'experience<br />

and overtime they have connected their experience ofthe co-


experience environment into their daily lives (e.g., Elizabeth<br />

and her new house, !an and the UK research council event).<br />

They came with an idea thatthey would do something different<br />

or learn from this experience. This idea was confirmed; their<br />

experience was the foreground.<br />

Scaffolding, Experience and Collaborative Equity in Participatory<br />

Design The scaffold for the co-experience environment<br />

consisted of many steps over time including:<br />

• an invitation to enter the experience.<br />

• completing the probes, which invited curiosity and<br />

provoked reflection.<br />

• once participants came to the environment, they<br />

were curious to see what had become of their returned<br />

probes.<br />

• the bespoke game was at first uncomfortable, but the<br />

participants quickly recognized it as being essential for<br />

getting to know one another through storytelling.<br />

• they interacted through design activities in the co-<br />

experience environment, both alone and together.<br />

• some of them returned to the environment over the<br />

next week.<br />

• they completed their take-away'make It'task and met<br />

again two months later to share outcomes.<br />

• they reflected on the experience as a whole and<br />

continued their participation as co-authors ofthis paper.<br />

Scaffolds for experiencing must consider both space and<br />

time. They work best if they are connected directly to the<br />

past, current and future lives of people and include a level<br />

of unfamiliarity that does not inhibit. It is essential that if<br />

familiar environments are used as design scaffolds that they<br />

do not conflict with participants' received Ideas of place and<br />

space. In the re-design of existing physical environments for<br />

coexperienclng, the researcher needs to build a bridge for the<br />

participants to allow them to quickly comprehend changes In<br />

the context of use.<br />

Designing for experience environments may have to consider<br />

the different approaches that participants use for reading<br />

environments and guide the participant to use the full range<br />

of their sensorial reading ability. A coherent environmental<br />

narrative - similar to product narrative - should be Imbedded<br />

in the design of the co-experience environment, so that<br />

participants can fully experience the environment.<br />

The participants' experiencing of the co-experience<br />

environment went far back and beyond what happened to<br />

them in the three hours they spent in the environment. In<br />

reflecting on their experience, they told a story about the<br />

entire experience as it happened over time, starting with their<br />

response to the initial invitation to join the adventure, then<br />

moving to the probe package and onwards.<br />

We have learned that:<br />

• non-designers enjoyed the process and they could<br />

quickly apply their new experiences to their daily lives<br />

traditional researchers are open to new paradigms of<br />

research (e.g. they learned that having fun in doing<br />

research isa positive thing).<br />

• probe assignments and seemingly unrelated game<br />

playing is provocative. These activities made the non-<br />

designer participants feel "unnerved... intimidated"<br />

but also "Intrigued and curious". It was surprising how<br />

different this way of thinking was for them.<br />

• we need to be aware that people respond to open-<br />

endedness in many different ways. We, In turn, need<br />

to be open to letting them interpret our instructions<br />

in such a way that they are able to respond (e.g. lan's<br />

Mind Map).<br />

• we learned that Immersing non-designers in the<br />

design process through the coexperience environment<br />

was successful. It caused them to think about thinking,<br />

to open up their thinking and to be more deliberate<br />

about where/how they use their time and space. It also<br />

revealed to them new ways to approach research.<br />

We know that for design research to attend to the complexity<br />

of real world scenarios It needs to work with interdisciplinary<br />

teams of people and engender collaborative equity. Through<br />

this research we explored different approaches to scaffolding<br />

the interdisciplinary design experience, experimenting with


methods that can be used to bring together people who<br />

might wish to collaborate. It suggests a process for introducing<br />

what it is that design research does to a wider research<br />

community and offers an approach to establishing a dialogue<br />

of interdisciplinary learning and understanding.<br />

Arts & Humanities<br />

Research Council<br />

References<br />

Battarbee, K. (2003), Defining Co-experience. Available at:<br />

http:/smart.uiah.fi/home/katjansiwu/katja.html (Accessed:<br />

10.09.04).<br />

Battarbee, K. (2003), Co-experience: The Social User Experience<br />

Available at: http:/smart.uiah.fi/home/katjansiwu/katja.html<br />

(Accessed: 10.09.04).<br />

Bodker, S. and Buur, J. (2002), The Design Collaboratorium - A<br />

Place for Usability Design. ACM Transactions on Computer-<br />

Human Interaction, Vol.9, No 2, June 2002, pp 152-169.<br />

Brandt, E and Messeter J, (2004), Facilitating Collaboration<br />

Through Design Games in Proceedings Participatory<br />

Design Conference 2004. Available at: http://trout.cpsr.org/<br />

conferences/pd2004/proceedings (Accessed 8.02.05).<br />

Buchenau, M. and Fulton Suri, J. (2000), Experiencing<br />

Prototyping in Designing interactive Systems: Proceedings of<br />

DIS 2000 p. 424-433, ACM Press, New York.<br />

Burr, J., Binder, T. and Brandt, E. (2000), Taking Video beyond<br />

'Hard Data' in User Centered Design in Designing Digital<br />

Environments: Bringing in More Voices Proceedings 2000<br />

Participatory Design Conference pp 121-131, New York.<br />

Cain, J. (1998), Experience-based design: toward a science of<br />

artful business innovation. Design Management Journal Vol<br />

Fall 1998, pp 10-16.<br />

Fischer, G. (2004), Social Creativity: turning Barriers into<br />

Opportunities for Collaborative Design in Proceedings<br />

Participatory Design Conference 2004, Toronto, Canada pp<br />

152-161. Available at: http://trout.cpsr.org/conferences/<br />

pd2004/proceedings (Accessed 08.02.05).<br />

Forlizzi, J. (2002), Towards a Framework of Interaction and<br />

Experience As It Relates to Product Design. Available at: http://<br />

goodgestreet.com/experience/theory.html (Accessed 06.09.04).<br />

Gaver, B., Dunn, T and Pacenti, E. (1999), Cultural Probes.<br />

Interactions January and February 1999: pp 21-29.


Ireland, C. and Johnston, B. (1995), Explonng the Future In the<br />

Present. Design Management Journal Vol. Spnng, pp 57-64.<br />

Ivey, M. â Sanders, E.B.-N. (2006), Designing a Physical<br />

Environment for Coexperience and Assessing Participant Use<br />

to be published in Wonderground 2006, the Design Research<br />

Society International Conference Proceedings.<br />

Ivey, M. (2005), The Scheme of Research: Forming to Function/<br />

Functioning to Form, in 4DED Proceedings of the Fourth<br />

Conference Doctoral Education in Design (2005) Girard J. and<br />

Pijawka, D (eds) Shipley, T (asst. ed.), Arizona State University<br />

pp 267-282.<br />

Ivey, M. (2001), Explonng the Interface: Facilitating a Concept<br />

of Enquiry In Explonng the Interface Between Education<br />

and the Creative Industries, pp 42-45, Marlene Ivey (ed). The<br />

Lighthouse, Glasgow, Scotland.<br />

Kosklnen, 1. et. al. (2002), Criteria for Probes - Methodological<br />

Available at: http://smart.uiah.fi/luotain/pdf/probesseminar/<br />

draft%20methodological%20crlteria.pdf (accessed 17.01.05).<br />

Kristensen, T. (2004), The Physical Context of Creativity.<br />

Designjournalen 1/04, pp 7-16.<br />

Rhea, D. K. (1992), A new perspective on design: focusing on<br />

customer experience. Design Management Journal Vol Fall,<br />

pp 40-48.<br />

Rothsteln, P. (2000), a(x 4): a user-centered method for<br />

designing expenence. Available at: www.ldsa.org/whatsnew/<br />

Oled^proceed/papers.htm (Accessed 21.02.02).<br />

Sanders, E.B.-N. (2006), Scaffolds for Building Everyday<br />

Creativity In Design for Effective Communications: Creating<br />

Contexts for Clarity and Meaning. Jorge Frascara (Ed.) Allworth<br />

Press, New York.<br />

Sanders, E.B.-N. (2003), A Human-Centred Design Revolution:<br />

Rethinking the Design Process. Available at: http;//smart.uiah.<br />

fi/luotain/pdf/sanders.pdf (Accessed 24.02.05).<br />

Sanders, E.B.-N. (1999), Postdesign and Participatory Culture<br />

in Useful and Critical: The Position of Research in Design<br />

Conference September 1999, UIAH, Finland.<br />

Schmitt, B.H. (1999), Experiential Marketing: How to Get<br />

Customers to Sense, Feel, Think, Act, Relate to your Company<br />

and Brands Free Press; NewYork.<br />

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Design Issues Vol. 18, Number 1 Winter, 49-61.


F L O W A N D T H E O P T I M A L E X P E R I E N C E D F T H E A M A T E U R D E S I G N E R - M A K E R<br />

A N D D D - I T - Y D U R S E L F E N T H U S I A S T<br />

Andrew Jackson<br />

University College for the Creative Arts,<br />

Rochester, United Kingdom<br />

ajacksoni5)ucreative.ac.uk<br />

Abstract<br />

Although 'do-it-yourself (DIY) activity has played a key role<br />

in the development of the material culture of late twentieth<br />

century Britain and America, it has been paid a limited amount<br />

of attention by academics and researchers. This study reviews<br />

attemptsto understand DIY activity, and finds that the problem<br />

of defining the field, together with a tendency to focus on the<br />

results of DIY, ratherthan the process, has hampered enquiry.<br />

DIY ranges from simple home maintenance through to the<br />

production of sophisticated artefacts, and whilst utilitarian<br />

and rational motivations partly account for the former, little<br />

work has been carried out on the self-actualising potential of<br />

the making of objects in home workshops. To some extent<br />

these activities are united by their inclusion in the category<br />

of leisure, and this research considers how people attempt<br />

to regain sense of personal agency through these amateur<br />

craft pursuits. Csikszentmihalyi's 'flow' model is applied to<br />

accounts of amateur making in orderto more fully understand<br />

the motivation behind 'extreme DIY', and an understanding<br />

of amateur making as an autotelic, or intrinsically rewarded<br />

activity is reached.<br />

Introduction<br />

The roots of the project lie in research carried out during<br />

2003 and 2004 into the Mirror Dinghy. The Mirror Dinghy<br />

was conceived in 1962 by Barry Bucknell as a kit boat for<br />

amateur woodworkers. Users could order a kit boat that was<br />

then assembled at home in garages, or even living rooms,<br />

and could be sailed within weeks of starting the project. Over<br />

70,000 of these boats have now been built, and are distributed<br />

worldwide. Bucknell was the first popular'do-it-yourself'(DlY)<br />

expert, appearing on television programmes throughoutthe<br />

1950s and 60s, and he played a major role in the popularisation<br />

of home improvement as a leisure activity. The research found<br />

that the self-build design of the IVlirror dinghy coincided with<br />

a rise in interest in DIY, and that with increases in disposable<br />

income, greater leisure time, and improvements in lifestyle,<br />

the boat served asa unique introduction to the sport of sailing<br />

for thousands of people. It marked a confluence of a variety<br />

of historical factors: changing social and cultural conditions,<br />

developments in manufacturing technology, the importance<br />

of newspaper and magazine publishing - and even television<br />

celebrity. The research explored the growth of do-it-yourself<br />

in post-war Britain and proposed that the general increases<br />

in the levels of skill and ambition of domestic householders<br />

- and a change in the perception of do-it-yourself from an<br />

activity borne out of necessity, to a means for self-actualisation<br />

- created the conditions in which the iVlirror dinghy could<br />

thrive as new product.<br />

Yout Own Boat \ """"o^^^<br />

Figure l.The Mirror Dinghy featured in a 1963 introductory<br />

book to sailing, {John Mills (ed). The Uffa Fox Book of Sailing,<br />

Longacre Press, 1963. ppl46-147).


Accounting for DIY<br />

One observation that became apparent early on in the<br />

research was how little work had been earned out in the area<br />

of do-it-yourself and amateur making activity, particularly<br />

in the UK. Judy Attfield (2000: 73} acknowledges that 'DIY is<br />

an aspect often mentioned in passing, but still not accorded<br />

much attention by design historians', whilst Paul Atkinson<br />

(2006}, editor of a special issue of the Journal of Design History<br />

devoted to studies of DIY, believes one ofthe reasons that do-<br />

it-yourself has rarely been examined in published studies is<br />

the problem of definition. There is uncertainty about where it<br />

should sit in relarion to the discourses of art, design and craft.<br />

The phrase DIY means different things to different people. The<br />

common-sense understanding ofthe term DIY (in both the UK<br />

and the USA}, and the angle taken by a large proportion ofthe<br />

published research on the area (Attfield, 2000, Clarke, 2001,<br />

Dent, 1997, Gelber, 1997, 1999, Goldstein, 1998, Melchionne,<br />

1999, Putnam and Newton, 1990, Watson and Shove, 2006) is<br />

a reference to home improvement acrivity. In other words the<br />

carrying out of tasks normally associated with the building<br />

trade, by amateurs In their own home, and in their own rime.<br />

However, over the past thirty years the term DIY has taken on<br />

a much broader range of meanings.<br />

At its two extremes, the term DIY can used to describe the<br />

most prosaic of home maintenance activity - applying a<br />

coat of emulsion to a wall, or putring up basic shelving or<br />

as a description of home-grown political protest - from<br />

underground publishing and alternative music, through to<br />

the organisarion of anri-corporate protest movements. An<br />

example of'radical DIY'is described on the indymedia website,<br />

whose mission is 'to create and distribute a paper that reflects<br />

the lives we actually live... the lifestyles, ethics, skills and ideas<br />

that enable us to live with increasing independence and self<br />

reliance from the dominant culture.''<br />

Aside from these more general definirions, the areas of DIY<br />

addressed by studies in Material Culture, Design History and<br />

Leisure Theory tend to be bounded by considerarions of either<br />

' http://pürîland.indymedia.org/en/2002/02/7832.shtml accessed 28/<br />

11/06<br />

home improvement, or the making of objects. Historically, the<br />

content of popular DIY magazines published In the UK during<br />

the 1950s and 1960s^ is further evidence ofthe flexibility of<br />

the term. The subject matter of magazines such as Practical<br />

Householder moved from, in the 1950s, instructions on house<br />

maintenance and basic building jobs to, by the early 1960s, a<br />

catalogue of design ideas - technical drawings detailing the<br />

design and construcrion of household furnishings, such as<br />

lights and wardrobes (Jackson, 2006).<br />

Figure 2. Plans for a self-build wardrobe featured in Pracrical<br />

Householder c.1963, U.K.<br />

It is also possible to further disringuish between those actlviries<br />

that require the relatively simple assembly of pre-manufactured<br />

components (as In the Mirror Dinghy), and skilled acriviries that<br />

require high levels of creative input - the difference between<br />

assembling flat-pack furniture and construcring a unique<br />

object from unprocessed raw materials.<br />

Atkinson (2006:3) attempts to reach a finer gradarion of do-it-<br />

yourself activity by employing a series of sub categories ~ Pro­<br />

active DIY; Reactive DİY; Essential DIY; and Lifestyle DIY. For<br />

Atkinson 'Pro-acrive DIY' contains significant elements of self-<br />

directed design input, the motivarion being personal pleasure<br />

or financial gain, whilst 'Reactive DIY' consists of making<br />

^ Magazines consulted for this research included Practical Householder<br />

and Do-it-yourself, both published in the UK from the mid 1950s, with<br />

Practical Householder running until the early 1990s.


activities mediated througli the use of l


satisfaction. His argument tends to privilege the rational<br />

economic benefits of home improvement, suggesting that<br />

'do-it-your-selfing is something that, under other conditions,<br />

one might have someone else do' (Melchionne, 1999: 250).<br />

Viewed from the perspective ofthe United Kingdom, and the<br />

growing wave of interest in material culture studies and the<br />

ethnography of the everyday, Meichionne's concern about<br />

a lacl< of interest In the very day feels less compelling. The<br />

project to 'fiatten'the study of design history - to encompass a<br />

more diffuse range of goods, treating the visual as subordinate<br />

to the social, and challenging aesthetics as the determining<br />

factor in the study of designed objects, is now well established<br />

in the UK. In addition, as Attfield points out, the rediscovery<br />

of 'things' by design theoreticians has confirmed the turn<br />

away from the Immatenality encouraged by theones of<br />

representation that reduce all meaning to language. (Attfield,<br />

2000: 7). Although the Cultural Studies project opened up<br />

the study ofthe everyday as a legitimate academic activity, it<br />

has since been criticised for its lack of detailed ethnography<br />

- the paucity of empirical data leading to accounts that are<br />

characterised as 'thin', with insufficlendy contextualised<br />

Interpretations (Murdock, 1997: 60). Musicologists worry<br />

about a failure to address the music itself -its structure, its<br />

content, and form (Tagg and Clanda, 2003, in Pitre, 2003)-<br />

whilst design historians are concerned about the failure to<br />

address the materiality of objects and the user experience.<br />

The desire for 'thick' descnption has led many researchers<br />

toward the ethnography formedy grounded primarily within<br />

the discipline of anthropology. This approach is able provide<br />

more finely grained research which takes account of particular<br />

local dynamics. Case studies are central to this approach, and<br />

are, as Graham Murdock has put it, used'as a basis for puzzling<br />

out the complexities and nuances of current cultural collisions<br />

and encounters, and as an antidote to facile generalisations<br />

and comparisons' (Murdock, 1997:66).<br />

Design historians have benefited from work carried out In the<br />

field of Material Culture Studies, and work from this area that<br />

considers how people express or objectify their self-identities<br />

through the materiality of domestic space, (most notably<br />

Clarke (2001), Miller (1990, 2001) and Pink (2004)), forms a<br />

useful backdrop to this research. In each of these studies a<br />

rich account of everyday activity is derived from detailed<br />

ethnographic fieidwork and - in the case of Pink, who is trained<br />

as a traditional anthropologist - video evidence. Pink's work on<br />

gender, domestic objects and everyday life was partially funded<br />

by Unilever Research, and occupies an interesting middle<br />

ground between applied research and an academic study.<br />

In spite of this turn towards a qualitarive understanding ofthe<br />

everyday, it appears that apart from a few minor exceptions,<br />

published studies In the area of DIY and home-based making<br />

activities have tended to neglect the experience ofthe making<br />

process. The ESRC/AHRC funded research project led by<br />

Matthew Watson and Elizabeth Shove (2006) goes some way to<br />

answeringthis question, butthelrfocuson the relation between<br />

productand practice, tends to limit the scope oftheir research<br />

with regard to this project. Their emphasis Is on the acquisirion<br />

and ownership of tools, and the associated concepts of need<br />

and urillty, the development of competence and skill, and the<br />

dialogue between person and property. Although extensive,<br />

the span of their study does not address what it feels like to<br />

make things, and why this experience is so compelling that<br />

many will spend large amounts of their free rime carrying out<br />

activities that others would regard as alienating work.<br />

Work and Alienation<br />

In order to answer these quesrions it Is helpful to consider<br />

the relation between work and leisure, and to Identify the<br />

motivations for making at home - drawing in concepts of<br />

self-actuallsarion, intrinsic reward and oprimai experience.<br />

The further that amateur making activities move from house<br />

maintenance and home improvement to the making of<br />

objects, the less that utilitarian economic and rarional factors<br />

help us to understand motivation. If we use Maslow's hierarchy<br />

of needs to position do-it-yourseif, then in this example house<br />

maintenance might be considered to be posirioned fairly near<br />

the bottom ofthe pyramid, whilst the self-directed making of<br />

objects Is closer to Maslow's idea of self-actualisation, which<br />

is posirioned at the top - it is the motivarion that comes<br />

into play when all other needs have been met. Even though<br />

Maslow's hierarchy is not without Its critics, the concept of self-<br />

actualisation provides a useful model for understanding certain<br />

forms of human behaviour. For Maslow, the characteristics<br />

of self-actuallsers include spontaneity In ideas and actions,<br />

creativity, and in an interest in solving problems - and solving


problems is often a key focus in their lives (Maslow, 1970).These<br />

traits are familiar to anyone who has examined the behaviour<br />

of amateur makers in any detail.<br />

In orderto understand these motivations further, it is also worth<br />

considering the relation beween constrained and free work. In<br />

The Art of Work 0988) Roger Coleman describes the constraints<br />

inherent in extrinsically rewarded work. The Art of Work is a<br />

semi-autobiographical book, and many of Coleman's ideas are<br />

drawn directly from his experience of working as a craftsman.^<br />

Coleman gives a powerful and familiar description of the<br />

limitations imposed by extrinsic reward. In this case whilst<br />

he was working as bench joiner (1988: 143). The joiner is<br />

constrained by his employer, the building firm. He has no<br />

choice about what he makes, how he makes it, or the length<br />

of time he is allowed to spend making an item. Consequently,<br />

he also has no control over the standard he is able to work to.<br />

Poor pay and a bonus system ensure he has little choice and<br />

little power over his working life. For Coleman, the alternative<br />

to employment as a joiner was work as an independent self-<br />

employed craftsman, which grants more freedom and control<br />

to the worker. He can set his own standard and determine his<br />

own hours. If he designs the work himself he can also choose<br />

his materials and invest the work the qualities he thinks it ought<br />

to have. However his customers are only willing to pay a certain<br />

amount for his work - and this is often less than the work is<br />

worth - so he ends up exploiting himself, much ofthe time:<br />

...working long hours for little financial reward, worrying<br />

about money and the quality of my work, and trying to<br />

balance the pressure of bills against my own desire to<br />

work creatively (Coleman, 1988:144).<br />

Owing a heavy debt to the writings of William Morris,<br />

Coleman's book is shot through with a romantic view of pre-<br />

^ In his long and varied career since graduating from art school in the<br />

1960s, Coleman has worked as a performing artist, joiner, political<br />

activist, designer-maker and self-sufficiency expert. At the time of<br />

writing Coleman is now the Professor of Inclusive Design and Co-<br />

director of the Helen Hamlyn Research Centre at the Royal College<br />

of Art.<br />

industrial society, and presents a highly moral and rather<br />

limited view of the meanings and consequences of mass<br />

production. However, some of the concepts he draws from his<br />

accounts of pre-industrial societies do offer valuable insights<br />

for our modern understanding of free time. Describing the<br />

attitude of the'great Renaissance artists'he writes: '...work for<br />

them was not the alienating self-denying anti-autonomous<br />

activity that we see' (1988: 141). He justifies this assertion<br />

by discussing the idea of surplus value, arguing that in pre-<br />

industrial societies, surplus value was expressed as free time<br />

(1988: 141-150). In these societies, ritual activities abound<br />

~ activities that may, in another context well be regarded as<br />

work. This 'work' acted as a way of making free time more<br />

significant - a ritualised, social and cohesive activity that was<br />

part of natural and instinctive creativity. In contrast to this,<br />

as industrialisation took hold, and as the division of labour<br />

became the key to increasing productivity and the efficient<br />

use of labour, the surplus value produced by the crafts was<br />

no longer available as free time which could be reinvested<br />

into social 'well-being' but was instead stripped away as<br />

profit. In other words, rather than being invested in the work<br />

itself, this surplus value was instead invested in machines<br />

to replace skill, and the trades and crafts were rapidly and<br />

inevitably dehumanised.<br />

For Coleman there are two alternative motivating forces for<br />

work. He describes them as:<br />

Profit: Something extracted from labour and raw<br />

materials via a reductive process in which everything<br />

is expressed as money. Or art: a constructive process<br />

in which labour and raw materials are converted into<br />

complex cultural goods which have the ability to<br />

provide for a broad spectrum of physical and spiritual<br />

and emotional needs (Coleman, 1988:148).<br />

As an alternative to this rather pessimistic view, Coleman<br />

proposes a world that depends not on 'finalised, finite<br />

designs, but on open procedures in which people can<br />

participate in designing and making their own surroundings'<br />

(Coleman, 1988: 149). In effect Coleman was making an early<br />

case for customised consumption - the principle that the<br />

involvement of the consumer in self-directed completion of<br />

the production process (which is itself incorporated into the


act of consumption), can overcome the alienation inherent In<br />

mass production and its corollary, mass consumption.<br />

Intrinsic Rew^ards and Optimal Experience<br />

There is a parallel between Coleman's embryonic ideas put<br />

forward in the late eighties, and a much more recent study<br />

by Colin Campbell. The idea of 'interpretive consumption'<br />

-the theory that the meaning of mass-produced objects is<br />

somehovy 'completed' by the act of consumption- has been<br />

commonplace in cultural and media studies since the 1960s.<br />

However, in an attempt to identify what he sees as a new<br />

model of consumer, Campbell has defined 'Craft Consumers'<br />

(Campbell, 2005). He argues for a category that could be<br />

described as consumer as 'self-actualiser'. This is in addition<br />

to Don Slater's consumer as 'hero' and consumer as 'dupe'<br />

(Slater, 1997), and Mike Featherstone's'postmodern strategist'<br />

(Featherstone, 1991). For Campbell there Is a category of<br />

consumer that'consume[s] principally out of a desire to engage<br />

in creative acts of self-expression ...there is no assumption that<br />

they are trying to create, or even necessarily to maintain a<br />

sense of identity'(2005:24). As Campbell points out, this is not<br />

to deny that consumption may relate to issues of identity.'It is<br />

merely to reject the prevalent postmodern assumption that<br />

consuming is motivated by a desire to create identity'(2005:<br />

40). Craft consumption involves the production of an object<br />

that is both designed and made by the same person, and<br />

involves the application of skill and judgement - it can be<br />

understood as a way of maintaining a sense of individual<br />

agency In the face of alienating mass production. Although<br />

this is a similar to the definition of craft used to describe<br />

pre-industrial production, the crucial difference is that the<br />

components used in craft consumption are themselves<br />

industrially produced. Campbell's craft consumption is also<br />

defined as having an autotelic or aesthetic dimension, which<br />

gives it a fundamental resemblance to play - or, to use the<br />

terminology of American psychologist and academic Mihaly<br />

Csikszentmihaiyi,'flow' (Csikszentmihaiyi, [1975] 2000).<br />

Flow is described by Csikszentmihaiyi as a form of pleasure<br />

resulting from a merging of action and experience; a loss of<br />

ego that results from the participant being unable to reflect<br />

on their activity or consider the results - but nevertheless<br />

remaining in control of his or her actions and environment.<br />

The ideal conditions for the state of flow occur when the<br />

participant is challenged but not overwhelmed by the<br />

activity. Activities that are too demanding cause anxiety, and<br />

are unpleasant, whilst those that fail to stretch the participant<br />

are quickly perceived as boring, and are dropped in favour<br />

of more interesting activity. Flow takes place somewhere<br />

between anxiety and boredom. It Is the essence of experienced<br />

creativity; deep concentration, problems forgotten, lack of<br />

self-consciousness, time forgotten and an experience worth<br />

having simply for it own sake and with no other reward.<br />

Characteristics associated with optimal experience include<br />

being able to:<br />

1. Merge action and awareness<br />

2. Centre attention on a limited stimulus field<br />

3. Lose oneself in one's activities - a loss of ego<br />

4. Control actions and environment<br />

5. Receive coherent demands for action and receive<br />

clear feedback<br />

6. See the activity as self-rewarding, or autotelic<br />

(Csikszentmihaiyi, [1975] 2000)<br />

Csikszentmihaiyi uses the example of sailing in a fresh breeze<br />

to illustrate the idea of flow:<br />

It is what the sailor holding a tight course feels when<br />

the wind whips through her hair, when the boat lunges<br />

through the waves like a colt - sails, hull, wind, and<br />

sea humming a harmony that vibrates in the sailor's<br />

veins.(Cslk5zentmlhalyi, [1992] 2002:3).<br />

In Optimal Experience, Csikszentmihaiyi observes how artists<br />

become completely engrossed in the process of making a<br />

painting, the work filling their thoughts twenty-four hours<br />

a day. 'Yet as soon as the paint was dry, [the artist] usually<br />

stacked the canvas in a distant corner of the studio against<br />

a wall and promptly forgot about it' (Csikszentmihaiyi and<br />

Csikszentmihaiyi, [1988] 1992: 3).<br />

Most artists recognise that their work is not going to make<br />

them famous or rich - so what, he asks, is the motivation for<br />

their continued practice as painters? Since the mid sixties<br />

Csikszentmihalyi's has devoted his career to understanding


the intrinsic rewards that are associated the making of art,<br />

the playing of sports, working in fulfilling occupations and,<br />

in fact, in most aspects of life. Cslkszentmlhalyi's project is to<br />

understand the Intrinsic rewards associated with a multitude<br />

of everyday experiences. His aim, over the thirty years that he<br />

has developed his ideas, has been to apply the concept to as<br />

many fields as possible. Indeed, his ideas have proved to be<br />

so pervasive that they have been taken up by and applied by<br />

academics in fields as varied as educarion, business studies,<br />

sports psychology and sub-cultural theory.<br />

Serious Leisure<br />

It is reported by Cslkszentmihalyi that the flow experience<br />

occurs more than three rimes as often in work as in leisure<br />

(Gelber, 1999: 9). One might also quesrion the relevance of<br />

flow to leisure because most leisure actlviries In our culture<br />

are non-challenging - and flow depends on an optimal<br />

relarionship between challenge and skill. In order to resolve<br />

this contradlcrion, it is worth considering the relarion between<br />

work and leisure.<br />

One of the central debates in leisure theory Is the discussion<br />

about the place of leisure in relation to work - Is leisure a relief<br />

from work, a compensation for the qualiries deemed to be<br />

missing from the experience of work, or is the job experience<br />

so powerful that it spills over into free time, causing leisure<br />

acriviries to become a mirror of work? The historian Steven<br />

Gelber, who has carried out extensive research into hobbies<br />

and pasrimes in early 1950s America, pins his study around the<br />

concept of 'productive leisure' (1999: 2) and the impossibility<br />

of separaring work from free time - he is interested in the<br />

inevitable seepage between the two. He coins the phrase<br />

'disguised affirmarion'todescribe the ways that work valuesare<br />

replicated in the home, whilst simultaneously compensating<br />

for its deficits: 'The producrive leisure of hobbies has operated<br />

as a form of disguised affirmation, helping to sustain the<br />

overarching ideology of capitalism by serving up its ideals<br />

in the palatable form of domestic leisure' (1999: 11). In order<br />

to avoid a simplistic opposition between labour and leisure,<br />

he argues that if his thesis is correct 'people should embrace<br />

leisure that reflects values that originate in their work and<br />

avoid acrivitles that contradict those beliefs' (1999:15).<br />

The publication of Make magazine (Parks, 2006), again from<br />

the United States, reveals that many amateur makers earn their<br />

living from a field related to their hobby, but use their leisure<br />

rime to express ideas, and work in a way that the strictures and<br />

structures of their work disallows.<br />

Figure 3. Make magazine - Volume 01, February 2005, (O'Reilly<br />

Media, inc. U.S.A.).<br />

The makers featured in this quarterly magazine engage in<br />

forms extreme hobbyism, examples of which range from<br />

the designing and building of a working roller-coaster in a<br />

domesric yard, to the making of an alarm clock that wakes<br />

the user by frying rashers of bacon. One ofthe most obsessive<br />

of these projects Is the 'Handmade "G5 Cube" computer'<br />

- a perfect, but morphed reproducrion of a Macintosh G5<br />

computer casing that is capable of housing the user's old G4<br />

cube. The Make motto 'If you can't open it, you don't own it',<br />

neatly expresses the desire amongst some consumers to<br />

regain control ofthe individual agency that is sacrificed when<br />

products arrive hermericaliy sealed, and impervious to any<br />

creative modificarion or repair by the end-user.<br />

Somerimes described as being driven by a 'protestant leisure<br />

ethic' (Clarke and Critcher, 1985, in: Gelber, 1999:11), extreme<br />

pastimes such as these have been described as'productive',<br />

or 'serious' leisure. Serious leisure is substanrial enough for<br />

the participant to engage in the long-term acquisition of a


ange of special skills, knowledge and experience.The activity<br />

integrates participants into a sub-culture, and provides<br />

them with benchmarks by which they can measure their<br />

achievements (Pantzar and Shove, 2005:2-3). People seeking<br />

flow in their pastimes will tend to make them more work-like,<br />

hence more challenging - always safe in the knowledge that<br />

they can quit if the challenge becomes overwhelming. Some<br />

leisure activities are work-like In that they are complex and<br />

demanding, and even, at times unpleasant. However, the<br />

fact remains that they continue to be intrinsically rewarded,<br />

and a component of this reward is optimal experience. The<br />

examples of craft or engineering found in Make magazine<br />

are, at times, more challenging and demanding, and contain<br />

a higher level of skill, than the professional equivalent. These<br />

activities are taken to an extreme, but remain within the<br />

boundaries of leisure, because they are self-directed and<br />

contain an element of freedom of choice. They are also rarely<br />

motivated solely by extrinsic rewards. An earlier example of<br />

these extremes can be found in the hot-rodding activities of<br />

West Coast American men in the 1960s who built vehicles<br />

in their free time, and In their home garages (Moorhouse,<br />

1991). Their activities were so intense that during the 1960s a<br />

number of amateur car builders managed to hold the world<br />

land speed record (Diamond, 1996). Hot-rodder's frequently<br />

explained their involvement in hot-rodding in terms akin to<br />

a love affair, with words like'fever'and'addiction'often being<br />

used (Moorhouse, 1991:188).<br />

So, the intrinsic rewards associated with optimal experience<br />

are a powerful motivational goal, both in the craft activity<br />

of making objects, and in the case of sports equipment or<br />

vehicles, the ensuing experience of using the finished objects.<br />

Joe'', who is the subject ofthe first of a number of case studies<br />

that will be carried out as part of this project, compares the<br />

experience of individually fitting the strips of timber on his<br />

hand made canoes, with the pleasure felt when he Is on his<br />

own in his kayak, simply paddling out to sea.<br />

''The names of informants for this study have been changed to<br />

protect their anonymity. Interviews carried out in the respondent's<br />

own workshop during January 2007.<br />

Figure 4. Joe's homemade kayak (Whitstable, U.K. 2006).<br />

Figure 5. Making the kayak.<br />

Joe was originally in the Royal Navy, but has since learnt his<br />

making skills in the course of renovating his flat. It was the<br />

profits from the sale of this property that allowed him to<br />

invest in a small workshop, and begin making his canoes.<br />

Although he would like to sell his canoes, he acknowledges<br />

that the amount of work that he puts into them means that<br />

he would never recoup his costs, and regards the work as a<br />

hobby. Whenever he has a break in his paid work -which<br />

is unrelated to his canoe building- he comes to his small<br />

workshop and, as he puts it, 'enters Into another world'. Joe's<br />

previous job working as a CAD operator for an engineering<br />

company 'had [him] going stir crazy', and although he now<br />

has a paid occupation that is more suited to his practical<br />

nature, he still regards the time spent in his own workshop as<br />

a form of therapy. The overall project of planning a new kayak<br />

requires some research and planning but, once the jig is built,<br />

a series of familiar processes ensue. These are demanding, but<br />

because Joe has developed skills the necessary to carry them<br />

out effectively, they do not cause anxiety. The fact that he is


working in the controlled and secure environment of his own<br />

workspace allows him to control his actions and environment<br />

and centre his attention on a limited stimulus field. His tasks<br />

provide coherent demands for action and offer immediate<br />

feedback. ForJoe, making his kayaks allows him to lose his sense<br />

of self in his activity, and his sense of time becomes altered.<br />

Although the reward is partly constituted by the ownership of<br />

a beautiful new kayak, several of his canoes remain unsold, or<br />

have been given to fellow canoeing enthusiast for a fraction of<br />

their true worth. The reward for Joe is intrinsic to the process<br />

of making, and his account ofthe experience of making things<br />

has all the qualities ofthe Cslkszentmihalyi flow model.<br />

Conclusion<br />

This research begins to uncover incentives for serious leisure<br />

pursuits that go beyond the rational and udlltarian, and<br />

provides alternatives to postmodern models of strategic<br />

identity creation and maintenance. By interrogating the<br />

moment-by-moment experience of making things outside<br />

of a professional context, it aims to show how consumers are<br />

able regain a sense of personal agency and self-fulfilment<br />

through their making activities.<br />

Studies in consumption have consistently drawn upon the<br />

Hegelian notion of alienation in order the describe the state of<br />

unhappy consciousness that results from a wodd in which the<br />

production of objective culture has far exceeded our ability<br />

to Incorporate it subjectively Into our personal and social<br />

development (Slater, 1997). Put simply, in order to assimilate<br />

the objective wodd into our subjecdve consciousness we<br />

have to recognise that the wodd as made by us. If we fail to see<br />

this then we comprehend our material surroundings literally<br />

as being alien to us. Our agency, our capacity to act in an<br />

autonomous and creadve capacity is reduced to our capacity<br />

simply to choose from a pre-determined range of objects.<br />

The desire to craft, to engage in creative acts of production,<br />

whether that be along the lines of Campbell's idea of making<br />

new things from pre-manufactured components, or the<br />

production of sophisticated artefacts from unprocessed raw<br />

materials, is borne of a desire to escape from the alienation<br />

of constrained work described so vividly by Coleman, and to<br />

regain the sense of personal agency that is denied by the so-<br />

called free choices of capitalism. By exploring the processes<br />

inherent in the self-actualising activity of making things, the<br />

addition of Cslkszentmlhalyi's mode! of optimal experience to<br />

these theones offers us a deeper understanding of amateur<br />

and the everyday.


References<br />

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D E S I G N E R S D A N C I N G WITH(IN) T H E D R G A N IZATİ D N A L H I E R A R C H Y - T H E<br />

I M P O R T A N C E O F N D N-H I E R A R C H I C A L P O W E R TO D E S I G N<br />

Uila Johansson<br />

Göteborg Research Institute (GRI), Business & Design Lab.<br />

School of Business, Economics and Law, Göteborg University<br />

Göteborg, Sweden<br />

ulla.johanssontaigri.gu.se<br />

JillWoodilla<br />

John F. Welch College of Business, Sacred Heart University<br />

Fairfield, CT, USA<br />

woodİllaj(Şsacreadheart.edu<br />

Abstract<br />

This paper confronts Mary Parker Follett's theoretical power<br />

discourse, developed at the beginning of the last century,<br />

with contemporary views of industrial designers. It presents<br />

Follett's non-hierarchical view of power and relations within<br />

organizations and discusses a Follettian perspective on<br />

relationships between designers and other members of the<br />

organization, proposing that one ofthe reasons for current<br />

views of design within the organizational reality may be<br />

difficulties of doing creative work within a hierarchical<br />

organization. We conclude by outlining an empirical<br />

investigation involving interviews with respected industrial<br />

designers In Sweden and the U.S to explore common<br />

perspectivesand viewson non-hierarchical powerrelationships<br />

in organizations and the extent to which they may facilitate<br />

the designers'work and the organization's possibilities to take<br />

advantage of the designers'methods and results.<br />

/ do not think that power con be delegated because<br />

I believe that genuine power is capacity'<br />

It is possible to develop the conception of power-with,<br />

a jointly developed power, a co-active, not a coercive power.^<br />

' Parker Foiiett 1995:111<br />

^Ibid p.103<br />

Many design management researchers have observed that<br />

top management's attitudes and relations towards design are<br />

extremely Important (Borja de Mozota 2003, Bruce and Cooper<br />

1997, Svengren 1995). Others have highlighted problems of<br />

communication between designers and other professional<br />

groups within the design management discourse (Johansson<br />

and Svengren 2006). Relations between the designers'<br />

discourse and the discourse of other professional groups<br />

that interface with designers are a source of possibilities<br />

and problems: Possibilities in the sense that designers often<br />

influence colleagues in a positive way, but problems because<br />

there is often resistance or other obstacles that result in<br />

design(ers) influencing the situation less than they otherwise<br />

might wish to do (Johansson 2006, Johansson and Svengren<br />

2006).<br />

How might the organizational setting adapt in order to be<br />

able to cooperate with and take advantage of the resources<br />

potentially provided by design? This question arises from the<br />

knowledge that design is often an underused resource as well<br />

as a great potential for industrial growth. Many dimensions of<br />

organizational change and adaptation might be beneficiaL<br />

Here, we focus on power relations, and discuss the possibilities<br />

of non hierarchical power and what that concept might mean<br />

to the relations between designers and other organizational<br />

professionals.


We start by acknowledging Mary Parker Follett (1868-1933),<br />

sometimes called "the prophet of management" (Graham<br />

1995), or "the mother of them all" (Linden 1995), who wrote<br />

at the beginning of last century, contemporary with Frederick<br />

WinslowTayior (1856-1915), often called "the father of scientific<br />

management" (Copley 1923). Follett formed a counter-stream<br />

to the developing mainstream management theory and<br />

practice. She was very practical, yet also the originator of many<br />

theoretical concepts. We suggest that Foliett's Ideas -that are<br />

related to current management ideas such as empowerment<br />

(Eyion 1998), chaos theory (Mendenhall, Macomber et al.<br />

2000), organizational learning (Carter 1992), organizational<br />

justice (Barclay 2005), and stakeholder theory (Schilling<br />

2000)- constitute a discourse relevant to designer and design<br />

management. Specifically, we propose that her organizational<br />

view is of an organization that is more welcoming to creative<br />

work -and therefore for designers- than main stream<br />

organizational settings. We not only suggest that Follett is<br />

relevant to designers, we also make the assertion that the form<br />

of non-hierarchical power she proposed may be a necessity<br />

for designers'work.<br />

Mary ParkerFollettdeveloped a concept of powerthat was non-<br />

hierarchical in the sense that it was not "power over another<br />

person" but rather "joint power over the situation" (Metcalf and<br />

Urwick 1941) pp.95-116). Follett believed strongly in social<br />

democracy, and described power as an energy that emanated<br />

from the circular response between people and ideas. Using<br />

a Hegelian dialectic technique, her concept blended extremes<br />

into a unique synthesis (Ryan and Rutherford 2000), that<br />

created a dialogue that changed those participating in it. This<br />

"circular response," as she labelled it, was the basis of her view<br />

of power, control and responsibility (Follett 1924/1995).<br />

Designers often claim they have no power, or that they do<br />

not fit into the corporate culture and that their ideas are<br />

not heeded.^ It may be that they feel this way because their<br />

^This is an observation made by one of the authors (Johansson)<br />

during her interviews, group discussions and informal conversations<br />

with about 40 Swedish designers as part of her evaluation of the<br />

Swedish governments design program. It might not be valid for<br />

American designers.<br />

method of working requires something otherthan a traditional<br />

hierarchical environment An alternative arrangement might<br />

include non-hierarchical power reladons of the kind that<br />

Follett proposed. We aim to elaborate and reflect on this<br />

theme using an exploratory study that includes interviews<br />

with distinguished designers in the US and Sweden.<br />

in this paper, we begin by reviewing the discourse of Follett<br />

and her followers on non-hierarchical power. Next, we<br />

problemetize the relationship between Follett and the design<br />

discourse, in the third section, we establish the grounds for<br />

our ongoing empincai investigation with industnai designers<br />

in Sweden and The US. We conclude with reflections on<br />

contributions of our work.<br />

Mary Parker Follett was born in 1868 into comfortable<br />

circumstances, and lived and died in the Boston area. By the<br />

time she died 1933 she had written a number of books: The<br />

Speaker ofthe House of Representatives (Foilett 1896), Tiie New<br />

State: Group Organization tlie solution of popular government<br />

(Follett 1918/1920), Creative Experience (Follett 1924/1951). In<br />

the last years before her death, she gave a serious of lectures<br />

that were compiled posthumously and published as Dynamic<br />

Administration edited by Fox and Urwick (Metcalf and Urwick<br />

1941; Fox and Urwick 1973) and Freedom and Coordination:<br />

Lectures in business organizations (Follett 1949). As seen<br />

from the titles, she started in the fields of politics and public<br />

administration, then moved later to industrial management,<br />

or as we would say today "from political science to business<br />

management." The shift came from her experiences with the<br />

Boston Placement Bureau and Minimum Wage Board and<br />

provided her with the intellectual srimulus to develop her<br />

concept of integrating opposing points of view for overall<br />

control of the whole situation (Parker 1984).<br />

Follett had a broad understanding of different Intellectual<br />

streams, and like many intellectuals of her rime, read across the<br />

disciplines and was well read in a spectrum ofdifferent subjects.<br />

In addition to the areas above, she was influenced by ideas<br />

from biology, law, history, economy, social work and religion<br />

(O'Connor 2000). Most often she used arguments based in<br />

psychology or philosophy. In psychology, she was specifically


interested in German Geştalt therapy that had a holistic view of<br />

the human being, thereby being in opposition to the positivist<br />

and behavioural perspectives that came to dominate most<br />

of twentieth century psychology. Follett's view of the human<br />

being as a holistic entity was the ground for all her thinking on<br />

human relations and her concept of circular response.<br />

In philosophy, Whitehead and Hegel had the strongest<br />

influence on Follett. Whitehead's process philosophy,<br />

stressing "becoming" over "being," underlay the Geştalt<br />

therapy mentioned above. Follett's teachers at Radcliff were<br />

Hegelians, and from then she took the dialectic view that she<br />

later used as a base for her discussion of conflicts (Ryan and<br />

Rutherford 2000). Conflicts, according to Follett, are a source<br />

of dynamic development where new integrations {or synthesis<br />

in Hegelian terms) are made.<br />

Though she was academically respected (and a research<br />

Institute vv'asfounded in her name in Japan in the 1920s), Follett<br />

never undertook a doctoral dissertation nor held an academic<br />

position as a professor. Instead, as was common with women<br />

of her social standing, she engaged İn voluntary social work<br />

in a neighbourhood close to her home. Among other things,<br />

she was an advocate for vocational training (Morton and<br />

Lindqulst 1997, Tonn 2003), and her home acted as a salon for<br />

intellectuals in the Boston area. She was also a member of a<br />

number of boards of both non-profits and corporations, and<br />

this gave her extensive Insights Into business administration.<br />

Follett never labelled herself a feminist (Morton and Lindqulst<br />

1997). She was not a part of the suffragette movement at that<br />

time, but, instead, was active In a number of causes concerning<br />

opportunities for girls and women. However, a gender neutral<br />

perspectivedoesnotcreatea fair representation of her. If Follett<br />

had been a man she would not have done the voluntary social<br />

welfare work that was an important ground for her holistic<br />

world-view. Most likely, she would have needed an academic<br />

position as professor for her reading and writing, rather than<br />

being able to do it because of her financial independence. And<br />

that in turn might have changed the way followers related to<br />

her and her work.<br />

Mary Parker Follett had neither strong opponents nor devoted<br />

disciples^ something that distinguished her from Frederick W.<br />

Taylor, who had plenty of both. This, Drucker (1995) says, may<br />

be one of the reasons why she and her theories were almost<br />

forgotten for several decades after her death. Another reason<br />

why the ideas became silent, according to Drucker, might be<br />

that there were no grounds for integrative and holistic views<br />

in the US - integration was far from a policy on the national<br />

agenda after World War II and during the Cold War era ofthe<br />

50s and 60s.These reasons, as Kanter (1995) points out, are not<br />

unrelated to gender. The way of holistic thinking, including<br />

merging private and professional spheres, integrating<br />

ethic into the whole life, and bringing citizenship into the<br />

company, are, instead, ideas that later were labelled women's<br />

culture (Morton and Lindqulst 1997). Both cultural feminism<br />

and radical feminism have taken as point of departure that<br />

women's culture has been underprivileged and silenced in<br />

favour of male culture (see, for example,Tong 1998). Thus both<br />

the political and social environment may have contributed to<br />

the fact that Follett's ideas were not included and debated<br />

as part of the development of management theory until the<br />

latter twentieth century.<br />

Follett's ideas were not totally forgotten^. Her concepts and<br />

ways of thinking have had a revival prompted by the much<br />

heralded publication, in 1995, of Mary Parker Foltett—Prophet<br />

of Management, a compilation of her writings with comments<br />

by leading contemporary management scholars, including<br />

John Child, Peter Drucker, and Rosabeth Moss Kanter. Over the<br />

last decade, deep analyses relating Follett to recent streams<br />

of thought and management practices have emerged,<br />

including:<br />

'' This is a simplification. British management theorist Lyndall<br />

Urwick (1891-1983) is recognized for integrating the ideas of<br />

earlier theorists, including Follett, but did not take her ideas further;<br />

instead he published them as they were.<br />

^ Fry, B. R. and L. L.Thomas (2006)."Mary Parker Follett: assessing the<br />

contribution and impact of her writings." Journal of Management<br />

History 2(2): 11-19, made a thorough search and found that between<br />

1969 and 1990 Follett was cited in 148 articles written by 129 authors<br />

in 96 different journals and periodicals. Follett was also briefly cited in<br />

most ofthe major pre 1978 public administration and management<br />

texts. Most of the text references, they claim, cite her in a rather<br />

shallow context, without appreciating the implications of her work.


• Chaos and complexity theory (Mendenhall, Macomber et<br />

al. 2000): Follett clearly articulated principles of non-linear<br />

dynamics, although in behavioural rather than mathematical<br />

terms.<br />

= Empowerment {Eyion 1998): Follett's writing points to the<br />

fact that it is not the giving of authority that is important for<br />

empowerment to succeed but the development of methods<br />

forallowingempowermentcomponentssuch as responsibility,<br />

responsiveness, reciprocality, and synthesis to be present.<br />

• Lifelong learning (Salimath and Lemak 2004): Follett was<br />

an ardent advocate of education, particularly through adult<br />

education, and education of executives, as being the rootfrom<br />

which the tree of democratic social organization can grow.<br />

• Organizational justice (Barclay 2005): Follett's perspective<br />

places justice as a context-specific and dynamic process,<br />

and provides opportunities for further exploration, including<br />

emotionality of injustice, integrative unity, and circular<br />

responses.<br />

• Stakeholder theory (Schilling 2000): Rather than focusing<br />

on the boundaries separating groups, and the differentiation<br />

between their objectives, Follettfocuses on the connectedness<br />

between the organization and other stakeholder groups and<br />

on integrating their interests.<br />

While many of these concepts are applicable to designers<br />

working in an organizational setting, our interest is specifically<br />

in organizational power and the insights that Follett can bring<br />

to the current workplace. In the next section, we present the<br />

foundational aspects of her view of power, using her own<br />

words, followed by our interpretation that is intended to bring<br />

Follett's ideas into the purview of industrial designers.<br />

FOLLETT'S NOTION OF POWER<br />

Follett's notion of power is interesting for many reasons. It was<br />

grounded in a democratic view of society, stressing freedom<br />

over repression. As a non-hierarchical view, it stands in contrast<br />

to most managerial views of organizations that presuppose a<br />

hierarchy. To Follett, power was more equivalent to capacity<br />

than to coercion. Power was something that enabled actions<br />

and provided freedom rather than repression. From her social<br />

liberal and democratic standpoint, it was important that<br />

"power of the individual" did not constrain other people's<br />

freedom. With this view she bridged and constantly moved<br />

between the individualist and coilectivist perspectives (Ryan<br />

and Rutherford 2000).<br />

"The circular response" perspective- a relativist and<br />

relational view upon human relations and organizational<br />

je<br />

The most fundamental about all this is that reaction<br />

is always reaction to a relating... I never react you-<br />

plus-me; or to be more accurate, it is l-plus-you<br />

reacting to you-plus-me... that is, in the very process<br />

of meeting, by the very process of meeting we both<br />

become something different. It begins even before we<br />

meet, in the anticipation of meeting... it is I plus the-<br />

interweaving-between-you-and-me meeting you plus<br />

the-interweaving-between-you-and-me, etc. If we<br />

were doing it mathematically we should work it out to<br />

the n''^ power (Follett 1924/1951, pp. 62-53).<br />

The relational view that people were not something separate in<br />

themselves, but rather something in relation to other people,<br />

was the ground for Follett's thinking about both people and<br />

organizations. She gave the example that you might be one<br />

character with one person, but not the same with another<br />

one. You are and become in relation to other people. This<br />

perspective was far as it could possibly be from the positivist<br />

view that dominated the social sciences during the twentieth<br />

century. It was a true relativistic way of thinking.<br />

This relational view, which Follett combined with a holistic<br />

view, was also applied to organizational reality. She saw<br />

organizations as something constantly in change, and as<br />

(Mendenhall, Macomber et al. 2000) note, she recognized and<br />

described in a non-technical way, the principles of non-liner<br />

dynamics in social systems, earning her the title of "mother of<br />

chaos and complexity theory." She viewed all interactions as<br />

having a potential for every participant to affect every other<br />

participant in the organization, whether the person was aware<br />

of it or not - a view that was quite different from the prevalent<br />

one of direct one-to-one cause and effect.


"Power with" instead of "power over" another person<br />

We should learn to distinguish between different l


the individual competition that is so obviously at hand in most<br />

organizations today.<br />

"Dynamic conflicts" - Conflicts as the ground for creative<br />

development<br />

There is a way beginning now to be recognized at least,<br />

and even occasionally followed: when two desires are<br />

integrated, that means that a solution has been found<br />

in which both desires have found a place, that neither<br />

side has had to sacrifice anything (Follett 1995:69).<br />

Let us take some very simple illustration. In the Harvard<br />

Library one day, in one of the smaller rooms, someone<br />

wanted the window open, I wanted it shut. We opened<br />

the window in the next room, where no one was sitting.<br />

This was not a compromise because there was no<br />

curtailing of desire; we both got what we really wanted.<br />

For I did not want a closed room, I simply did not want<br />

the north wind to blow directly on me: Likewise the other<br />

occupant did not want that particular window open, he<br />

merely wanted more air in the room (Follett 1995:69).<br />

Follett had a remarkable view of conflict. In contrast to Taylor,<br />

who really feared conflicts and tried to avoid and instrumentalize<br />

them, Follett saw conflicts as the root of organizational<br />

development and something that should be handled openly.<br />

How conflicts were treated and resolved was important to her.<br />

She divided conflict resolution Into three types: First, domination,<br />

which was something negative and related to"power over"rather<br />

than her democratic "power with," and second, compromise,<br />

which was also something negative because it required<br />

curtailing the wish or need of one or al! of those involved. The<br />

third strategy of conflict resolution, she labelled integration, and<br />

provided the rather simple example in the quote above.<br />

Follett's distinction between compromise and integration<br />

is also worthy of note. Her distinction is closely related to<br />

Hegelian dialectics where opposites may be resolved in<br />

synthesis. To reach a synthesis - or integration in Follett's<br />

vocabulary - between conflicting persons or organizations, a<br />

circular behaviour or response is needed. By looking at the<br />

situation at hand and the evolving situation, new possibilities<br />

for creative solutions might appear. In this way, the concepts<br />

of power, integration, circular response and the law of the<br />

situation are closely related to each other.<br />

Power as creativity - or capacity to create new alternatives<br />

I think we may learn that a jointly developing power<br />

means the possibility of creating new values, a wholly<br />

different process from the sterile one of balancing. Not<br />

to rearrange existing values, but to bring more into<br />

existence is the high mission of enlightened human<br />

intercourse (Follett 1995:116).<br />

To confer authority where capacity has not been<br />

developed is fatal to both government and business<br />

(Metcalf and Urwick 1941 p.l12).<br />

The world of Follett was an ever-changing world, and the<br />

situation or the reality at hand was more important than<br />

holding on to universal principles. But also this reality was a<br />

consequence of human interaction. So the very base for power,<br />

one could say, was creativity and constant circular response in<br />

a looking for a more democratic and human world.<br />

Our interpretation of Follett's power notion is that the line<br />

between power and creativity is blurred, making it impossible<br />

to separate the one from the other. And they both rely upon<br />

circular response, which was the ground for most of Follett's<br />

thinking. Also creativity for Follett was a mental capacity<br />

to create something new, whether it was a new idea or<br />

something else. Power and creativity were also related closely<br />

to her concept of integration. Power then can be seen as what<br />

is needed for creativity, a companion for creative thinking, and<br />

an outcome from creative thinking, making it possible to find<br />

integrative solutions.<br />

Power as energy - including an emotional dimension<br />

Power might be defined as simply the ability to make<br />

things happen, to be a cause or agent, to initiate<br />

change. Perhaps the "urge to power" Is merely the<br />

satisfaction of being alive...<br />

It has always seen to me that the violinist must get one<br />

of the greatest satisfactions of being alive; all of him is


enlisted, he surely feels power. Probably the leader of<br />

an orchestra feels more {Follett 1995:101).<br />

Power within an organization or between individuals is<br />

normally seen as something very different from electrical<br />

power. However, embracing Foliett's texts on power, we<br />

have come to see power as something that has similar<br />

characteristics or qualities to electrical powen characteristics<br />

of flow, providing energy, and also sustaining activity. Power as<br />

energy also contains an emotional dimension because being<br />

full of power or feeling powedess are emotional states. This is<br />

a dimension too seldom recognized within the social science<br />

power concept.<br />

Summary of Foliett's non-hierarchicaf power concept<br />

Foliett's power concept begins with, and always returns to, the<br />

circular response. It is about responding both to the situation at<br />

hand and to other people. "Power with" is more important than<br />

"power over." Power is related to conflicts and conflicts should<br />

be handled with creativity in order to try to find an Integrative<br />

solution rather than a compromise or domination. Therefore,<br />

her non-hierarchical power concept is a tool for creative and<br />

organizational development. This is a very different power<br />

concept from the one that is taken-for-granted in most<br />

corporations and described in management theories.<br />

WHAT DOES FOLLETT'S NON-HIERARCHICAL POWER HAVE<br />

TO DO WITH DESIGN?<br />

At a first glance, Follett has nothing to do with design. We<br />

do not know of any specific interest in design from her side.<br />

Nor does she write about design. So how come that we relate<br />

Follett to design? There are a number of perspectives that can<br />

be taken in order to relate non-hierarchical power to design.<br />

Before doing that, however, we would like to make explicit<br />

our view upon industnai design, so that the reader can see the<br />

meaning endowed/put into both concepts that we are trying<br />

to relate to each other.<br />

What is design?<br />

What is meant by "design"? The word is given quite different<br />

meaning in different context. For example, in Scandinavian<br />

popular culture, like TV, and magazines, design very much<br />

refers to exclusivity in form and colour, giving the artefact an<br />

art-like experience.This resembles whatthe sociologist design<br />

researcher Juller (2004) refers to as high design, a concept<br />

related to Bourdieu's philosophy and therefore related not so<br />

much to exclusivity per see as a contextual exclusivity - what<br />

is perceived as exclusive by a given group at a given time.<br />

This, therefore, also resembles the definition of design given<br />

by the Smithsonian's Cooper-Hewitt National Design Museum<br />

In US. This states simply, "Whether it's handmade or mass<br />

produced high end or low brow, good design is in the eye of<br />

the beholder"(www.cooperhewitt.org). Both definitions focus<br />

on the artefact and the relation to the result as well as the<br />

relation to the art discourse.<br />

Another, quite different, definition is given by the Nobel<br />

laureate, economist and psychologist Herbert Simon (1964);<br />

his definition covers the design process of engineers,<br />

architects, and industrial designers. Design, for him, is the<br />

creation ofthe artificial separating it only from what has been<br />

created by nature and coincidence. Simon puts much focus on<br />

the design process and characterises it as epistemologically<br />

separated both from humanistic knowledge (concerned with<br />

insights), social sciences (concerned with analytical and critical<br />

knowledge) and the sciences (concerned with explanations of<br />

what is already existent).<br />

Simon's notion of design is related to the etymological<br />

definition. If you search for design in the Oxford English<br />

Dictionary (1989) you will find that the verb design comes<br />

from the latin designare, meaning "to mark or to point out<br />

something," implying that it is something that differs from<br />

the surrounding. The verb design can In English be traced<br />

back to 14th century and is related to "denote, signify, or<br />

show by a mark or token, to design, prescribe, appoint"<br />

i.e. to mark, but also to prescribe something or to tell how<br />

something should be or be produced. The lexicon also talks<br />

about design as "making a plan or a mental scheme for<br />

something to be realized, a preliminary idea, a project", and<br />

to "signify, stand for" I.e. being different and stand out from<br />

the context - something that still is the case if you regard<br />

design from a marketing perspective. In the latter meaning,<br />

the word design has been used in the English language since<br />

the renaissance and this is, according to Juller (2000), still


the base when discussing strategy and differentiation within<br />

industrial design.<br />

The substantive "design", means, according to the same<br />

lexicon "a mental plan". Since the end ofthe 17"' century it has<br />

been used for "a preliminary sketch for work of art, building,<br />

or other decorative work" (Oxford English Dictionary 1989).<br />

Here it is the preliminary result of the work process - the<br />

preliminary sketch of the art piece, the building, etc. that is<br />

in focus. Interestingly to note is that the verb was used about<br />

300 years before the substantive came to use - at least if you<br />

trace the records available.<br />

Among the industrial designers as a profession there is a<br />

strong focus on both aspects; on the substantive and the<br />

product as well as the verb and the process. Many design<br />

researchers stress this double dimension as important (Simon,<br />

Ramirez, Svengren, Johansson 2006b).The design process and<br />

work method have also been regarded so important that is<br />

used even outside product development, for organizational<br />

development and for creation of service rather than products<br />

(Johansson 2006a, b).<br />

The design process might be the reason why Johansson<br />

and Svengren (2007) tell us that designers often talk about<br />

themselves as invisible in a way that resembles of feminist<br />

theories about invisibility (Gilligan 1982,1992) in the modern<br />

western society. How come that designers, whose products<br />

obviously are exposed and visible relate themselves to<br />

invisibility. The irony of the situation can be phrased as<br />

designers being at the core of visibility, being experts on<br />

making concepts visible do have problem with visibility.<br />

Johansson and Svengren discuss it in the following way:<br />

No one can reasonably state that design in itself is<br />

invisible. On the contrary, it is the design and the<br />

exterior form that first appear when we approach a<br />

product, for example a mobile phone, rather than the<br />

interior technical qualities. Though design in many<br />

ways is so visible that it shouts towards us in the public<br />

space, we would argue that the designprocess and its<br />

importance is not enough recognized by management.<br />

To a certain degree there is reason to believe that it is<br />

due to the discourse of the design area itself<br />

Many design researchers claim that design cannot be<br />

described, defined, or understood the same way as<br />

knowledge from the social sciences, the humanities, or the<br />

natural sciences. Similarly, both Simon (1969/81) and Ramirez<br />

(1998), for example, claim that design competence and design<br />

knowledge are difficult to place within these epistemologies<br />

or within the most common perceptions of knowledge and<br />

what constitutes knowledge. One reason for this might be the<br />

close connection of design to visibility, and that the message<br />

from pictures and other visible expressions are less discursive<br />

than verbal expressions. So the visibility makes the designer<br />

visible and invisible simultaneously.<br />

Describing something verbally is a way to give it a discursive<br />

form and make it visible, thereby creating something<br />

meaningful. But it is at the same time a matter of separating<br />

this meaning from other meanings and creating limitations.<br />

In our own definition of industrial design, we follow the<br />

Norwegian industrial designer Mono (1997) who characterises<br />

design as a combination of the following three dimensions: (1)<br />

engineering/production, (2) art/aesthetic and (3) functional/<br />

human aspects. Another Norwegian, Jan Mlchl, (1995) defines<br />

industrial design in the following way:<br />

The development and planing of industrially produced<br />

products with the aim of making them attractive for<br />

the user. The process preceeds the production and<br />

begins with and includes improvements and shaping<br />

of the products functional sides, user qualities and<br />

appearance, and adjusting the product for mass<br />

production, distribution and selling. Aestetic shape<br />

of the product is seldom the only contribution but is<br />

always counted as important (Gyldendals Norwegian<br />

dictionary, translation by Johansson).<br />

Design is here about industrially produced products that<br />

should be made "attractive for the user". This can be done<br />

through making the product more functional, more user-<br />

friendly orthrough its aesthetic. However, there should always<br />

be an adaptation to enable mass production.<br />

In Johansson {2006b), design is described as a process, as a<br />

method of working that is less analytical and more iterative<br />

and holistic In comparison with social science and technical


work. People who cooperate with designers often talk about<br />

designers'approach to problem-solving In terms of "design<br />

as a way of thinking" •- something that relates more to the<br />

epistemological difference between design and social sciences<br />

than to any specific model of working.<br />

DIFFERENT PERSPECTIVES ON THE RELATIONSHIP<br />

BETWEEN INDUSTRIAL DESIGNERS AND NON-<br />

HIERARCHICAL POWER<br />

Our interest in connecting Follett with design is based in a<br />

personal epiphany that happened when Elisbeth Svengren,<br />

an established design researcher, was reading Ulla Johansson's<br />

(one of the authors) dissertation. This dissertation was an<br />

ethnographic account of building caretakers' (janitors') work<br />

and what happened in some real estate companies when the<br />

caretakers were assigned so-called "holistic responsibility"<br />

for an area of their own. Johansson (1998) argues that it is<br />

impossible to understand what was happening without using<br />

Foliett's notion on power. When the caretakers took on the<br />

holistic responsibility, there was not a shift in responsibility In<br />

the hierarchical way or any organizational transformation in<br />

theTayloristic way. However, by using Foliett's notion of power<br />

and responsibility, what was happening became visible, and<br />

could be described in Folletian terms.<br />

Svengren, in her discussions with Johansson, exclaimed,<br />

"This text is about the designers and their situation!" and<br />

claimed that the text about Follett and the caretakers was<br />

relevant to design management. What, then, for us, makes<br />

Follett ascribable In general to the work of designers?<br />

Here we highlight and discuss two perspectives on the<br />

relation between Foliett's non-hierarchical power and<br />

the situation of Industnai designers, first focusing on the<br />

creative process, and then on the holistic perspective. Our<br />

method is a deductive and analytical comparison, or what<br />

Glaser and Strauss (1997) label as "armchair research." In<br />

addition, we extend our armchair theorizing by developing<br />

a research agenda for an empincai study that will provide<br />

a contemporary viewpoint of power relations within the<br />

design management process. The results of this research<br />

will enable our theoretically elaborated perspectives to be<br />

further developed - or discarded if our assertions are not<br />

supported.<br />

Creativity and chaos are oxymoronic to hierarchy<br />

First of all, Foilett was one of the first people within<br />

management theory who had a specific interest In creativity<br />

and organizations. She described how crearive activities could<br />

not be grasped:<br />

To view from the outside, to dissect it Into its different<br />

elements, to lay these elements on the dissecting<br />

table as so many different individuals, is to kill the life<br />

and feed the fancy with dead Images, empty, sterile<br />

concepts (Follett 1918:63).<br />

This quotarion, in our interpretation, demonstrates Foliett's<br />

understanding and interest In the crearive process; here she<br />

catches the integrative way of doing creative work. Though, to<br />

our knowledge, she did not talk either to or about designers,<br />

her way of thinking and writing about organizarions built<br />

on a creative perspective of human activities. This was very<br />

different, not to say alien, to scientific management and to<br />

the hierarchical worid of Taylor that became the platform for<br />

development of organizarions during the 20"' century.<br />

How do creativity and chaos relate to each other and to<br />

hierarchies? Saussure (Saussure 1960) explains that a way to<br />

understand a concept is to relate it to its opposite. A concept<br />

does not mean much by itself, instead it creates a meaning in<br />

relation to Its opposite. White can only be understood either<br />

in relation to black or In relation to a number of concepts for<br />

white that differ from each other - similar to the way in which<br />

Eskimos have many different concepts for"snow".<br />

The opposite of hierarchy is not only non-hierarchical but also<br />

chaos: a concept that implies the total loss of hierarchy. Chaos<br />

and industrial design relate to each other in an interesring<br />

way because design is a way of both handling chaos and<br />

structuring it. The design process is an iterative process that<br />

involves both chaos and structure such that a designer's<br />

relarion to structure and chaos resembles the character of<br />

romantic irony, a conception that<br />

expresses the boundless creative potenriallty of<br />

transcending seemingly frozen polariries.This Is realized<br />

by ironically soaring, in a kind of weightless, non-


synthetic dialectic, İn the abyss of uncertainty between<br />

apparently irreconcilable opposites. Using romantic<br />

irony constitutes a new approach to understanding<br />

and coping with contrarieties in management and<br />

organizing {Sköldberg 2005:127).<br />

An ironic perspective is a paradoxical one, because it requires<br />

handling multiple realities at the same time without giving<br />

privilege to one of them {see Johansson and Woodilia 2005).<br />

Two designers of information systems described this paradox<br />

as follows:<br />

To formulate a design method is always a delicate task.<br />

The purpose is typically to establish some certainty<br />

and control in the design process. But this striving for<br />

predictability and control is a paradox in design, since<br />

in reality the most valued and desirable characteristic<br />

of a design process is creativity and thus the ability<br />

to find the new and the unexpected, leading to the<br />

unpredictability of the design process. When a design<br />

process becomes predictable it is no longer a design<br />

process but merely a building process (Stolterman and<br />

Russo 1997).<br />

The word chaos comes from the Greek kliaos or "abyss, that<br />

which gapes wide open, is vast and empty." In modern times,<br />

chaos has come to mean a complete lack of structure, a state<br />

of utter confusion of things. In contrast, hierarchy implies<br />

structure and order, a state where relationships are known and<br />

fixed. Chaos is a force of creativity because it forces the mind<br />

to search for patterns - to find order in new ways or to take<br />

disparate items and find a pattern within or between them.<br />

When random elements are introduced into a situation, or when<br />

a whole is taken apart and elements are strewn about randomly,<br />

new patterns, or new ways of looking at a problem, emerge.<br />

The process used by the pre-eminent American designers,<br />

Charles Eames{l 907-1978) and his wife Ray Barnes (1912-1988)<br />

illustrates the creative process and paradoxical relationship of<br />

pattern and randomness. As described by Ray Jacobson {2003):<br />

First they decomposed a design program into its<br />

myriad components and subcomponents, a hundred<br />

subtasks for every major task. Then they analyzed the<br />

smallest parts one by one, striving with each successive<br />

evaluation to choose the one design alternative that<br />

equaled or surpassed in quality the choices made<br />

before, fvleticulously the Eameses arrived at the nest of<br />

the small parts and then, just as rigorously, assembled<br />

these unit by unit, until the resulting product<br />

represented the sum of a thousand excellent decisions.<br />

Paradoxically, the result frequently stunned Charles<br />

and Ray themselves, since the effect of their method<br />

was indeed often greater than the sum of its parts.<br />

And yet, the Eameses were also masters of intuition,<br />

for the process of taking apart the pieces and putting<br />

them back together again was conducted in a context<br />

of simple elegance and beauty whose rules resided in<br />

their minds alone. If the final products of their labors<br />

were honed and fine-tuned to within an inch of excess,<br />

still the conception of these products was an act of<br />

creation unique to the Eameses' sense of proportion<br />

and propriety and their overall genius {pp.7-8).<br />

The process of design described here resembles Follett's<br />

"circular response," the object grew only through relation to<br />

the part that had been created just before and the part that<br />

was in the process of creation, At the same time, the creative<br />

process emerged only from a state of randomness or chaos,<br />

where all the subparts were strewn about, waiting to be<br />

formed into new patterns and a new whole.<br />

A holistic view fragments the hierarchical pattern<br />

The concept "circular response" and a holistic view of<br />

organizations are essential to Follett's organizational<br />

construction. Taken together, they create such a deep-<br />

seated foundation that it is worth asking if this Is the reason<br />

why Follett's organizational view has always been left in<br />

the shadows compared to the partitioned and hierarchical<br />

organizational construction of scientific management.<br />

Circular response can be seen as the reverse of hierarchy and<br />

thereby also to scientific management and the management<br />

theories ofthe twentieth century that either criticise or build<br />

onTaylorism. Follett's and Taylor's views are so totally different<br />

in their assumptions about the character ofthe organizational<br />

construction that they are seemingly impossible to blend.


Whether or not this alternative foundation repressed Follett's<br />

theories in favour of Taylor's, Follett and designers have the<br />

holistic view in common. Most design schools consider it<br />

essential to teach their students to have what Johansson<br />

(2006) labels "a zoom-camera" to instantly go between details<br />

and holistic views and to see how details can make the whole<br />

different. Designers often work with details and are trained<br />

to be careful about details. However, they do not stay on the<br />

detail level but rather jump between different scales.<br />

The holistic view has consequences for the collaboration<br />

between designers and other groups such as marketers,<br />

engineers, and top management. Designers do not pretend<br />

to be experts in either marketing or engineering. However,<br />

in order to work with the combination of form and function<br />

and take production aspects into account, they need to have<br />

sufficient knowledge of other disciplines to be able get help<br />

from these other areas. This help cannot be in a hierarchical<br />

relationship, because no discipline can be above the other. It is<br />

rather a relation like that of consulting-but the question is who<br />

is consulting whom- in the best case It is a mutual consulting<br />

and collaboration within what Follett labels as "the law ofthe<br />

situation." The law ofthe situation means that participants do<br />

not bother about having control over other people, but having<br />

control and power over the (common) situation. It means<br />

going from a hierarchical view to a view where the problems<br />

at hand and their solutions are at the core of the interaction<br />

and relationship. This way of looking upon the situation is very<br />

similar to what designers describe as their task (Lawson 1997)<br />

- they want to solve problems and do not bother about the<br />

official rank of different persons but rather think only about<br />

who can contribute to the solving the problem at hand.<br />

In the study, that prompted the connection between Follett<br />

and the designer, Johansson (1998} found that when workers<br />

turned from a more fragmented and hierarchical perspective<br />

where they "did what we were told to do" task-by-task to a<br />

situation where they had responsibility for an area of their<br />

own, they started to think in a more holistic way and that,<br />

according to the workers themselves, this sense-making was<br />

very different from the fragmented one. Also, thinking in a<br />

holistic way not only meant solving the problems at hand, but<br />

also meant claiming other information and equipment from<br />

their bosses and people in other parts of the organisation.<br />

because these things were needed to solve the problems they<br />

had defined for themselves. So, having a holistic approach<br />

meant being much more demanding on other people than<br />

having a more restricted view and only looking at tasks from a<br />

narrow perspective.<br />

For designers, having a holistic approach may mean that a<br />

solution In product development requires changes -or in other<br />

ways influences- marketing, production, strategy or other<br />

functional areas. When a designer crosses the borders between<br />

disciplines, she may find new solutions, but she will also find<br />

new conflicts, especially if the unit on the other side of the<br />

border has a more hierarchical view. Difficulties that occur when<br />

members ofdesign teams collaborate across disciplines is well-<br />

recognized. Research has been conducted into collaborative<br />

design processes and the integration of both technical and<br />

social aspects, and ways In which design team members<br />

interactively make sense of a project (Cumming and Akar 2005,<br />

Fischer 2004). Much ofthis research uses hierarchically-related<br />

terminology, such as centralization or decentralization, or draws<br />

on structuration theory (Giddens 1984) and focuses on computer<br />

modelling to approximate the structure and relationships<br />

involved. But, we argue, the act of modelling and generalizing<br />

itself creates a preferred solution, privileging this one above<br />

others, and placing certain positions atnodes of communication.<br />

Instead, if following Follett, the situation at hand Is the focusing<br />

element, and it is one that is always evolving as relationships are<br />

created and changed as knowledge is exchanged. The design<br />

process is created through non-hierarchical relationships. Or,<br />

as Tom Kelley, the general manager of IDEO, has described the<br />

ideal designer, among "T-shaped persons," who are deep in at<br />

least one field while knowledgeable in many. He describes the<br />

process of communication across disciplines as one involving<br />

empathy, thereby creating understanding without dominance<br />

(Kelley and Littman, 2005).<br />

INVITATION TO THE DANCE<br />

The dance within the discursive triangle of Taylor, Follett<br />

and Designers<br />

What then, we ask, are the discursive elements that<br />

problematize relationships in design management/the<br />

management of designers? Certainly, much ofthe discourse


of current management thought and practice (including<br />

standardization, the quality movement, and lean production<br />

that are all important to design work) can be traced back to<br />

Taylor's way of thinking. Even those who critique Taylor's<br />

work often rely on the discursive grounds of scientific<br />

management—the hierarchical view, the notion of reporting<br />

to one boss, and responsibility as something commodified,<br />

etc. (Johansson 1998). Both those in sharp critique of Taylor<br />

work and those following him like disciples, rely on some of<br />

his discursive ground of rational thinking, omitting creativity<br />

like a cleaned skeleton omits the flesh.<br />

When taking the management area as the point of departure,<br />

Taylor and his discursive followers are not well suited to<br />

communicate with the design area. Indeed, designers<br />

often complain about the managerial wodd and its lack of<br />

understanding ofthe requirements and the character of design.<br />

Scholars of design and design management often claim that in<br />

order to integrate design in a true way, a deep understanding<br />

of art and/or design is needed in top management (Svengren<br />

1995, Borja de Mozota 2003, Bruce and Cooper 1997). A new<br />

discursive platform needs to be constructed.<br />

The need for understanding between design and management<br />

might be taken as a requirement that management should<br />

always adjust to designers. However, this is not our claim.<br />

Rather, we think that managers need to talk with designers<br />

and understand design in a different way In order to arrive<br />

at a communicative level of mutual understanding. Foliett's<br />

discourse, which is built upon circular response, creative<br />

interaction and non-hierarchical relations that constantly<br />

change within the Interaction, may be a place to embark for<br />

communication between management and design. We also<br />

believe that the discursive character of much of mainstream<br />

management thinking is such that creative thinking is<br />

repressed. Going even further, which we do not attempt in this<br />

paper, a discursive analysis of the communication between<br />

designer and manager from a feminist point of view might<br />

show that there is a similar repression between the managerial<br />

culture and communication as there is between the women's<br />

culture and main stream male culture.<br />

From the notion that there might be discursive differences<br />

underlying the problems in communication between the<br />

designer's wodd and the managerial wodd, we have chosen in<br />

this paperto focus on the hierarchy-non-hierarchy dimension.<br />

We take the power dimension as surrogate for differences<br />

because we presume that most social theories of power<br />

-and even more so theories of power and organizations-<br />

presuppose a notion of power that is hierarchical, whereas<br />

Foilett's notion of power proves a definitive statement of non-<br />

hierarchical power in organizations. Hierarchical power is the<br />

basis for most variants of Marxist theories, Weberian theones<br />

on bureaucracy, critical management theory, and indeed<br />

most managerial thinking about organizations. Notions of<br />

power iike Foucault's discursive power tend to relate power<br />

to domination, thereby constructing a hierarchy between the<br />

dominated and the oppressed. While any one of these theories<br />

of power may underlie a particular manager's wodd-vlew, we<br />

are not interested in uncovering the specific theory, but rather<br />

to reveal how hierarchical versus non-hierarchical differences<br />

make a difference in communications and understanding.<br />

We also see a vital link between design and non-hierarchical<br />

organizations. Maybe the structured creativity of designers<br />

needs a non-hlerarchicai environment in orderto thrive.The<br />

interface between non-hierarchy, designers' requirements,<br />

and traditional management is the core of our research focus<br />

and interest.<br />

Designers trying to dance with(in) the organizational<br />

hierarchy - concluding reflections<br />

Dancing is a good metaphor for both professional and pnvate<br />

relations. A times dance may enable individual expression,<br />

but it takes two to tango -and it is not a good collaboration if<br />

one partner tries to dance tango and the other one a foxtrot-<br />

though it may be possible to dance both to the same music.<br />

Dance as a means of exploring the organizational world is a<br />

subtheme in the upcoming European Group for Organization<br />

Studies 2007 Colloquium (www.egosnet.org/conferences/<br />

collo23/sub_28.shtm!). Our analysis in this paper can be<br />

summarized through the dance metaphor.<br />

What sorts of dance are designers invited to dance within<br />

the organizational wodd? On one hand, we might continue<br />

with argentine tango, which is a complex and crearive dance,<br />

because it allows both partners to elaborate on their own or to


follow the subtle signals ofthe partner who takes the lead. For<br />

the tango, dancers must learn the steps, and also the signals<br />

and ways in which elaborations alter the flow ofthe dance.<br />

On the other hand, we might take, for example, the form of<br />

the square dance, which has a prescribed choreography to be<br />

followed. Here dancers rely on the "caller" who manages the<br />

interrelationships among the dancers, provided the dancers<br />

bring to the dance the capacity to perform the required<br />

manoeuvres. When we take the metaphor of dancing for<br />

design management, we sense that the company invites<br />

participants to a tango that turns out to be a square dance.<br />

The designer Is expected to create and deliver something<br />

that is hard to deliver and even harder to create within a<br />

hierarchically constructed organizational world. This actually<br />

puts the designer in a similar situation as women are claimed<br />

to be in by feminist researchers - not seen and not being able<br />

to exist and perform on their own terms and capacities. Or,<br />

even worse, their capacity and qualities not even being seen<br />

or recognized. The designer Is like the woman in a square<br />

dance - someone who has prescribed steps set by the caller<br />

and who must look like everyone else. However, if dancing the<br />

tango, the woman is valued forthe (dramatic) perspectives she<br />

brings to her role In the partnership. Similarly, the hierarchical<br />

organization is like a prison for the creativity and the linking<br />

between different perspectives and competencies that is a<br />

vital part ofthe design profession:<br />

What to do? We have not aimed to provide a simple solution,<br />

rather we wanted to point out the very deep and foundational<br />

problems that exist in the relations between designers and<br />

hierarchical companies. Rather than being depressed by<br />

uncovering these problems, we believe that recognizing and<br />

conceptualizing them is an important first step in "solving"<br />

them or changing the situation.<br />

We see a number of possible lines of development. First,<br />

currently there is a tendency to try to break up hierarchies in<br />

general in the society as well as in companies. But this tendency<br />

to prescribe flat or networked structures is a theoretical one; at<br />

the same time companies and cities are becoming bigger and,<br />

in practice, more bureaucracy İs required, so that hierarchical<br />

power remains Second, we recognize that many successful<br />

design process are going on in smaller and medium-sized<br />

companies and companies with an entrepreneurial spirit,<br />

suggesting that entrepreneurial characteristics may underlie<br />

relationships between management and design.Third, design<br />

may be emerging as a meta-concept that is so valuable that it<br />

creates its own rules and dictates theform of relationships with<br />

management. Foundational to all three of these possibilities is<br />

a deeply inherent relational problem. It's a wonder that there<br />

is any dance at all!<br />

Developing the dance steps: Plans for empirical research<br />

Initially, we had planned an exploratory empirical component<br />

for this paper. Our research question was to explore design<br />

manager's understanding of non-hierarchical power in<br />

organizations through interviews with prominent designers<br />

in Sweden and the United States. However, an early interview<br />

based on a framework of Bourgone's self-questioning method<br />

(Bougon 1983, Woodilia and Forray forthcoming) revealed that<br />

our conceptualization of power relations as researchers was far<br />

different from that of practicing design managers. Our initial<br />

unstructured Interview format based on asking designers to<br />

first formulate their own questions related to non-hierarchical<br />

power did not create the dialogue we expected; we needed to<br />

spend time explaining the concept, suggesting that designers<br />

may not conceptualize power in this way. However, when we<br />

reformulated our interview questions more directly in terms of<br />

relations between designers and managers or workers in other<br />

functional areas, our interpretation of the transcript clearly<br />

identified connections with Follett's work, and the interview<br />

transcript revealed themes related to Follett's discourse of<br />

non-hierarchical power in organizations. For example, when<br />

asked to reflect on power and hierarchical organizations, one<br />

Swedish designer said,<br />

I can look at it from the designer's point of view, or from<br />

the end user's. I like "end user" rather than customer<br />

- and would like design to be a sort of advocate for<br />

the end user, while at the same time of course helping<br />

the company. In that case it has to be shared power<br />

- between the company and the designer or between<br />

the end user and the designer. I want to be sure about<br />

the quality - the values of the customer and also the<br />

business ideas ofthe company. I very seldom look on<br />

design as power -more as shared value- values of the


end user and company - and the designer's job should<br />

be to coordinate this.<br />

The designerhas power-as impact on the development<br />

ofthe company. It can be like putting a dangerous tool<br />

in the hands of a child. The designer knows how to use<br />

it, but very often misinterprets the idea or puts himself<br />

in the idea. Many companies do not know what they<br />

are ordering - the bnef is very poor. The designer has a<br />

tool to lift the company and to make it successful but if<br />

it is a poor design, it can be a disaster for the company.<br />

The designer has power and capacity from a business<br />

point of view. (Swedish design manager, August 2006)<br />

These quotes show this designer's views of organizational<br />

power to be complex and quite unlike power concepts<br />

traditionally used in describing organizational work. We<br />

subsequently decided to take additional time to develop<br />

interview questions based on our analytic armchair theorizing<br />

and to then return to the empincai investigation to find<br />

illustrative patterns and empincai evidence as well as more<br />

nuanced descriptions of the problems that we here have<br />

notified from a more strictly theoretical point of view.<br />

Concluding reflections<br />

In this paper, we have revisited an erstwhile prophet of<br />

management -Mary Parker Follett- and constructed her<br />

holistic theones of management in as an alternative, and<br />

oppositional, discursive foundation for management theones<br />

to those of Frederick Winslow Taylor. We added the designer<br />

to create a triangular relarionship, finding that there are<br />

many similariries between Follett and designers, but that the<br />

designers most often have to dance within an organization<br />

ruled by descendents of Taylor. Incongruities in relarionships<br />

established within traditional hierarchies may be one the<br />

reasons for the difficulries most designers have in getting<br />

working condirions that they find appropriate for their work<br />

and why, design, as shown by researchers (Svengren 1995),<br />

Is an underused strategic resource. Our planned empirical<br />

investigation will explore how non-hierarchical organizational<br />

relations may facilitate both the designers' work and the<br />

organizarions'possibility of taking advantage ofthe designers'<br />

methods and results.


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Management Inquiry.


C O M P L E X I T Y - D E S I G N ' S P R O P E R S U B J E C T<br />

Wolfgang Jonas<br />

School of Art and Design, University of Kassel,<br />

Kassel, Germany<br />

jonasw@uni-kassel.de<br />

- a foreword, 7 chunks of ideas and an outlook<br />

Abstract Foreword: Complexity - some sceptical remarks<br />

Designing is a fuzzily defined field of various activities and<br />

artefacts and chunks of knowledge. Theories about design<br />

foundations often evoke the impression of Babylonian<br />

confusion. The reasons for this "mess" can be located in the<br />

"non-fit" of theories and subject field. There seems to be<br />

a comparable interface problem in theory-building as in<br />

designing itself.<br />

"Complexity" and complexity theory sound promising at first<br />

glance, but turn out to be problematic and not really helpful<br />

concepts. I have argued in many cases for a more appropriate<br />

application of systemic and evolutionary concepts, which<br />

-in my view- are able to model the underlying generative<br />

structures and processes that produce the visible phenomenon<br />

of complexity. This allows to specify more clearly the<br />

"knowledge gaps" inherent in the design process. This aspect<br />

has to be taken Into account as constitutive of any attempt<br />

at theory-building In design, which can be characterized as a<br />

"practice of not-knowing".<br />

I conclude, that comprehensive "unified" and formalized<br />

complexity theories run aground on the identified knowledge<br />

gaps, which allow neither reliable models ofthe present, nor<br />

reliable projections into the future. On the other hand, design<br />

has always possessed the competence to manage complexity.<br />

Examining these communicative processes more clearly may<br />

provide designerly contributions to complexity theory and<br />

practice, not vice versa. New tools for design and innovation<br />

processes will deal with complexity by designing complexity.<br />

"Complexity" has been one ofthe buzzwords in design and<br />

design theory for at least 10 years now. Design is facing "the<br />

challenge of complexity", design is "embracing complexity",<br />

and so forth. Complexity theory is promoted as the new<br />

meta-tool for dealing with complexity. But what is complexity<br />

actually? Is complexity in design the same as complexity in<br />

complexity theory? This would make things much easier. One<br />

may solve this question once and for all, as for example Bar-<br />

Yam (1997) does at the very beginning of his seminal book by<br />

defining:<br />

- complex = consisting of interconnected or interwoven parts /<br />

not easy to understand or analyze, and<br />

- complexity = the amount ofinformation needed to describe it.<br />

These are perfect definitions with regard to formalized<br />

approaches and algorithms, as in cellular automata or in well-<br />

defined multi-agent systems. But, to give a simple example:<br />

What is the amount of information needed to describe the<br />

emotional relation of a user and his/herobjectof desire, which<br />

may be essential for the success of a new product?<br />

John Morgan, in his June 1995 Scientific American editorial<br />

entitled "From complexity to perplexity", mentions 31<br />

definitions of complexity and states the lack of a "unified<br />

theory". Mlkulecky (2003) follows Horgan and argues that<br />

complexity is the result of the failure of the Newtonian<br />

Paradigm (which represents the world as simple mechanisms)<br />

to be generic:


"Complex systems and simple systems are disjoint<br />

categories that encompass all of nature. The world<br />

therefore divides naturally Into those things that are<br />

simple and those things that are complex. The real<br />

wodd is made up of complex things. Therefore the<br />

wodd of simple mechanisms is a fictitious wodd created<br />

by science or, more specifically, by physics as the hard<br />

version of science. This is the wodd of the reductionist.<br />

It is modelled by the Newtonian Paradigm and simply<br />

needs sufficient experimentation to make it known to<br />

us. Those experiments involve reducing the system to<br />

its parts and then studying those parts in a context<br />

formulated according to dynamics...."<br />

The way science is done is the modelling relation. We observe<br />

the worid around us and try to make sense out of that sensory<br />

Information by calling the events that make it change as<br />

we observe causality. We encode the real-worid system into<br />

another system, a formal one, which is completely under<br />

our control. Once we think we have an appropriate formal<br />

system and have found an implication that corresponds<br />

to the causal event in the real worid, we must decode from<br />

the formal system in order to check Its success or failure in<br />

representing the causal event. This worked for a long time<br />

and is tremendously successful. But observers came up with<br />

aspects that the Newtonian Paradigm failed to capture and a<br />

new explanarion was required. Mikulecky (2003):<br />

"Complexity was born! This easily can be formalized. It<br />

has very profound meaning. Complexity is the property<br />

of a real worid system that is manifest in the inability<br />

of any one formalism being adequate to capture all its<br />

properties. It requires that we find disrinctly different<br />

ways of interacring with systems. Distinctly different in<br />

the sense that when we make successful models, the<br />

formal systems needed to describe each distinct aspect<br />

are NOT derivable from each other."<br />

Irreducible "knowledge gaps" are showing up, and there<br />

will probably never be such thing as a "unified theory" of<br />

complexity. This is why I recommend to skip the concept of<br />

complexity, or rather to use It as a metaphor denoting our<br />

limits of knowing, and to turn back to the older underiying<br />

concepts of system and evolurion (Jonas 1994 - 2005).<br />

Figure 1. Complexity & design - 7 chunks of ideas.<br />

Figure 1 represents my complex plan for the following<br />

deliberations: a network of 7 interconnected chunks of ideas. It<br />

is. In principle, undecidable from a logical point of view where<br />

to begin. But, of course, it is highly relevant from a rhetorical<br />

point of view, where to start the argument.<br />

1 Big expectations<br />

We were and srill are facing "big problems", indeed. We don't<br />

havetoelaborateon their nature here; they reach from sarisfying<br />

more or less trivial user needs to modelling intervenrion<br />

strategies for changing people's behaviour in the face of global<br />

scale challenges. Weaver (1948) states the programmatic<br />

claim that mankind will have to learn to deal with problems of<br />

organized complexity within the 50 years to come.<br />

"...These new problems, and the future of the worid<br />

depends on many of them, requires science to make<br />

a third great advance, an advance that must be even<br />

greater than the nineteenth-century conquest of<br />

problems of simplicity or the twenrieth-century<br />

victory over problems of disorganized complexity.<br />

Science must, over the next 50 years, learn to deal with<br />

these problems of organized complexity..."<br />

Holland (1993, quoted in Morgan 1995) just reformulates the<br />

claim, introducing the concept of Complex Adaptive Systems<br />

(CAS):<br />

"Many of our most troubling long-range problems<br />

- trade balances, sustainabllity, AIDS, generic defects.


mental health, computer viruses - center on certain<br />

systems of extraordinary complexity. The systems that<br />

host these problems -economies, ecologies, Immune<br />

systems, embryos, nervous systems, computer<br />

networks- appear to be as diverse as the problems.<br />

Despite appearances, however, the systems do share<br />

significant characteristics, so much so that we group<br />

them under a single classification at the Santa Fe<br />

Institute, calling them complex adaptive systems [CAS].<br />

This is more than terminology. It signals our intuition<br />

that there are general principles that govern all CAS<br />

behavior, principles that point to ways of solving the<br />

attendant problems."<br />

Since designers started to theorize about their activities, there<br />

is the deep longing for "scientisation", for "foundations", for<br />

unified/unifying theories, that might be able to overcome<br />

the deficits compared to other disciplines. Systems and<br />

now complexity theory seem to offer relief. Cross' (2001)<br />

observation comes to mind, that there are 40-year cycles in<br />

design theory. Weaver's concept of "organized complexity"<br />

was still quite vague but useful for further considerations: a<br />

more or less limited number of different elements In close<br />

dynamic interrelation - very design-like. The character of the<br />

elements and their interrelations was left open, i.e. they could<br />

mean almost everything.<br />

Today we have dozens of definitions of complexity, from fuzzy<br />

(highly metaphorical, rich In associative meaning) to formal<br />

(without any semantic content). Which results in perplexity.<br />

Operational concepts are still rare. So, what have we learned<br />

since the first wave of systems thinking in design some 40<br />

years ago?<br />

2 Belief In computability<br />

The faith in computers and the concept of trans-disciplinary<br />

applicability is a remaining characteristic of many areas of<br />

systems thinking. Some critics see a tendency of research<br />

"to degenerate into computer hacking". Herbert Simon sees<br />

people "infected with mathematics" (quoted from Horgan). I<br />

do not Intend to follow this generalizing critique, since I have<br />

applied computer models in many cases myself. The example<br />

(Figures 2 and 3) deals with processes of supply and demand,<br />

consumer preferences etc., and aims at intervention strategies<br />

towards sustainability. It is really impressive (mainly to oneself<br />

ratherthan to others) to see the apparently good relationships<br />

of model and reality; Eureka, I found a strategy for promoting<br />

more sustainable patterns of consumption! And, furthermore,<br />

it is a kind of "reward"for tedious programming efforts.<br />

Figure 2. Model ofthe production - consumption dynamics in<br />

a market (Stella II block diagram, from Jonas 1994).<br />

o.so 1.00 0,50 ).00<br />

Alib. ,\ H: Siimıkiliünslaıır BCİSJIH;! 2, .SA.'n;Lriü 2. Abb. A 9; Sinıulaliunsİüur Bcİspisl 2. S/^narİ» 3,<br />

Figure 3. Simulations with different consumer preferences and<br />

market parameters (Stella II phase diagrams, from Jonas 1994).<br />

Too many simulations or simulators suffer from what Cowan<br />

(in Horgan 1995) calls the reminiscence syndrome: "They<br />

say, 'Look, isn't this reminiscent of a biological or physical<br />

phenomenon! 'They jump in right away as If it's a decent<br />

model for the phenomenon, and usually of course it's just got<br />

some accidental features that make it look like something."<br />

It does not make sense at all to abandon computing<br />

approaches. But we have to think more carefully about the


inherent limits of modelling complexity and we have to ask<br />

the question: which type of cotnputer applications are useful?<br />

Otherwise we are caught in the mental track or trap of: "Here is<br />

the solution - what was the problem?"<br />

3 Limits of modelling complexity<br />

The field of complexity seems to be based on a seductive<br />

syllogism (Cowan, quoted in Horgan 1995):<br />

(1) There are simple sets of mathematical rules that when<br />

followed by a computer give rise to extremely complicated<br />

patterns.<br />

(2) The world also contains many extremely complicated<br />

patterns.<br />

Conclusion: Simple rules underlie many extremely<br />

complicated phenomena in the world. With the help of<br />

powerful computers, scientists can root those rules out.<br />

6. .<br />

Figure 4. Rich picture of a design situation {Flood / Carson 1993).<br />

But we have to accept that verification and validation<br />

of numerical models of natural systems is -in principle-<br />

impossible. The only propositions that can be verified -that<br />

is, proved true- are those concerning formal systems, based<br />

on pure mathematics and logic. Our knowledge of natural<br />

systems is always partial, approximate, at best. Natural systems<br />

(and psychic and social, if we want to follow Luhmann 1984,<br />

1997) are autopoietic systems, which follow their own internal<br />

rules. We perform the shift from 1 st order observation towards<br />

2nd order observation {which is interpretation), or from 1st<br />

order methods to 2nd order methods, or from modelling to<br />

designing (Rittel 1971/72,1972, Glanvllle 1982).<br />

Modelling is poiesis / poetics. Oreskes and her colleagues<br />

(quoted in Horgan 1995) state:<br />

"Like a novel, a model may be convincing - it may ring<br />

true if it is consistent with our experience ofthe natural<br />

wodd....<br />

But just as we may wonder how much the characters<br />

in a novel are drawn from real life and how much is<br />

artifice, we might ask the same of a model: How much is<br />

based on observation and measurement of accessible<br />

phenomena, how much is based on informed judgment,<br />

and how much is convenience?"<br />

Modelling is no longer descriptive but normative, a matter of<br />

negotiation and argumentation. Modelling means designing<br />

the problem and the solution simultaneously.<br />

4 Non-causality<br />

There seems to be a kind of hierarchical structure of levels of<br />

reality: physical -> chemical -> organic -> psychic -> social<br />

(the latter 3 can be denoted as autopoietic systems), with<br />

non-causality (İrreducİbility) between and, in parts, within the<br />

levels. These splits in causality considerably limit the degree of<br />

control we can act upon these phenomena.<br />

BtTEWlNlSTIC-<br />

Fig. 5: "Unifying framework for Dealing with complexity''<br />

(Flood, Carson 1993).


Flood and Carson (1993) combine Weaver's concept of<br />

organized complexity with assertions about the type of<br />

models that are suitable for different types of systems. They<br />

differentiate the degree of quantiftabilty, by means of the<br />

scales of measurement to be applied:<br />

- rational (e.g. weight of objects),<br />

-cardinal (e.g. temperature of a body),<br />

- ordinal (e.g. sequence within a collection of things),<br />

- nominal (e.g. names of persons).<br />

In this figure we can "see" that the hierarchical structure of<br />

reality resists the "antireductlonist" (as they call It) efforts<br />

of complexity theory, which tnes to include all levels in one<br />

consistent model. At each stage, entirely new laws, concepts<br />

and generalizations are necessary. The different models are<br />

incompatible due to emergence phenomena. One could<br />

argue: Complexity theory is extremely reductionist, just<br />

because of Its untenable anti-reductionist claim!<br />

Life (physical nature, biology, psyche, social systems) is shaped<br />

less by deterministic laws than by contingent, unpredictable,<br />

evolution-like circumstances and contexts. Luhmann (1997),<br />

in his main oeuvre, has developed an abstraction of neo-<br />

Darwinian evolution to describe the patterns of social<br />

evolution, which I consider useful for descnbing design<br />

processe.s. He differentiates the 3 causally de-coupled phases<br />

of variation - selection - re-stabilization.<br />

\ I<br />

...<br />

... y Y Li \ / \ /<br />

..;y ...... j ! ^•<br />

..v.. 1<br />

Ml/ 11<br />

-I f - Ö<br />

Figureö. Bifurcation patterns In the development of variations of<br />

a species; the only figure In Darwin's "Origin of Species" (1859).<br />

Circular feedbacl^-processes of trialSderror, which one may call<br />

learning, seem to be the driving forces on every level ofthe<br />

livingwodd, including those soclo-culturai processes, which we<br />

call planning or design. This leads to the problem of prognosis<br />

in design: we know where we come from, but we do not know<br />

where we are heading. Design methods researchers, without<br />

explicitly admitting that they are proposing evolutionary<br />

patterns, seem to know this. Existing process schemes reveal<br />

strong similarities to Darwin's bifurcation patterns. See for<br />

example Roozenburg and Eekels (1991).<br />

To come back to the reminiscence syndrome: One of the most<br />

popularalgorithms in complexity theory is Felgenbaum's logistic<br />

equation, a simple feedback mechanism, which can be used to<br />

produce this kind of evolutionary patterns: x^^i=rx^<br />

That means, In a metaphorical way, we"see"that design is acting<br />

"at the edgeof chaos", which Is the limit, where causality fails.<br />

6 Knowledge gaps<br />

Again: Complexity theory, claiming to be holistic, integrative,<br />

anti-reductionist, etc. turns out to be extremely reductionist<br />

and simplifying. In its claim to provide a "unified theory<br />

of everything'; or, to put It more ironic, a "unified theory<br />

of interesting things", it neglects the essential differences<br />

between system types and tries to reduce these hybrid<br />

networks of designed things and autopoletic systems Into<br />

simple closed formalisms. Only advanced systemic and<br />

evolutionary approaches as sketched elsewhere in much more<br />

detail (Jonas 1994 - 2005) will have a chance to contribute to<br />

more clarity regarding the knowable and the unknowable and<br />

the bordedines between these regions.<br />

Fig. 7 denominates the gaps between outopoietic systems<br />

involved in designing. Design has to overcome this<br />

fundamental systemic "obstinacy", which is attempted by<br />

means of nice and common, but fuzzy and Inappropriate<br />

terms such as "authorship", "creativity", "subjectivity'; "values",<br />

"trends",...:<br />

- organisms -> t[)e"funcîion gap", which indicates, that it is not<br />

a trivial task to adapt an artefact to an organism, for example,<br />

because bodies cannot speak...


- consciousnesses -> the "taste gap", which indicates, that it is<br />

not a trivial tasl the "fashion gap", which indicates, that<br />

it is not a trivial task to generalize a variety of information<br />

gathered from individual consciousnesses and to transfer<br />

this into the shape of an artefact, for example to plan a new<br />

collection of household goods for the Turkish market...<br />

Figure 7. The "scandal of split causality", 3 autopoietic systems<br />

+ design trying desparately to integrate them into a coherent<br />

whole (Baecker 2000).<br />

7 Designing complex tools for designing<br />

What does that mean for design and for the usefulness of<br />

complexity theory for design? I do not see any great potential<br />

in closed formal models, because we have to face the shift<br />

from representation to design. And designing means decision<br />

making under conditions of bounded rationality. The most<br />

advanced medium for bridging the irreducible knowledge<br />

gaps to arrive at decisions for acting is language / discouse /<br />

conversation. Concepts of complexity theory and formalisms<br />

from complexity theory can assist in this process. For example<br />

in supporting and structuring discourse (see the model of my<br />

initial sketch, fig. 1) through:<br />

- collecting positions,<br />

- documentig positions,<br />

- negotiating positions,<br />

- debating inter-relations,<br />

- designing systemic descriptions of situations,<br />

- asking "what-if? questions,<br />

-etc.<br />

Back to the initial question: Which typeof computer applications<br />

are useful? Highly interactive, discoursive tools (supported by<br />

formal algorithms, of course) are able to support 2nd order<br />

observation processes among stakeholders.<br />

Figure 8. Role of elements in the discoursive system as<br />

introduced in fig. 1 (Sensitivity Model, see Vester 1999).<br />

A possible interpretation of fig. 8: "The experience and<br />

acknowledgement of unpredictability may be an active driver<br />

to promote the insight into the need for new specific tools.<br />

This is criticallly influenced by the belief in computability<br />

or 1st order cybernetic models. Computers are helpful, but<br />

computing power is secondary."<br />

Outlook<br />

The perspective for design research seems to be: To find<br />

procedural approaches to deal with the behaviours of interacting<br />

autopoietic systems. In evolutionary terms, this means a shift<br />

from 1" order prediction & control towards 2""^ order learning<br />

and design. Communicative skills are required for dealing with<br />

complexity. Without the societal embrace of scientific and<br />

technological development, no collective or individual meaning<br />

can be assigned to the production of complex new knowledge<br />

and artefacts. Without their embedding in persons and their<br />

relations, in things and in the self as well as in institutions, the<br />

necessary social skills to put this knowledge to beneficial use<br />

in concrete and heterogeneous situations, will not arise. Or, as<br />

Nowotny (2005,28,29) puts it: "A deeper theoretical understanding<br />

of complexity, not as a mathematical, but as a social phenomenon<br />

is required, which can be usefully guided by metaphors taken from<br />

mathematical complexity theory."<br />

1^


Maybe now we have a better idea, why"designing for people"<br />

(Jones 1970) or even "for the real world", is so difficult: The<br />

entire real world is complex! Complexity science may be<br />

helpful here, but is not at all to be considered as a panacea.<br />

Design is too complex for complexity science! New tools for<br />

design and innovation processes will deal with complexity by<br />

designing complexity. These approaches may turn out to be<br />

designerly contributions to complexity theory and practice.<br />

... to be continued.<br />

References<br />

Baecker, Dirk (2000) "Die Theorieform des Systems", in: Soziale<br />

Systeme 6 (2000) H. 2., Opiaden, Verlag Leske + Budrich: 213-<br />

236<br />

Bar-Yam, Yaneer (1997) Dynamics of Complex Systems,<br />

Boulder, Colorado, Westvlew Press<br />

Cross, Nigel (2001) "Designerly Ways of Knowing: Design<br />

Discipline Versus Design Science", In: Design Issues Volume 17,<br />

Number 3 Summer 2001:49-55<br />

Darwin, Charles (1859) On the origin of species by means of<br />

natural selection , or the preservation of the favoured races in<br />

the struggle of life<br />

Flood, Robert L; Carson, Ewart E. (1993) Dealing with<br />

Complexity. An Introduction to the Theory and Application of<br />

Systems Science, Second Edition, New York, Plenum Press<br />

Glanvllle, Ranulph (1982) "Inside every White Box there are<br />

two Black Boxes trying to Get out", in: Behavioral Science 27,<br />

1982:1-11<br />

Horgan, John (1995) "From Complexity to Perplexity.Trends in<br />

Complexity Studies", in: Scientific American, June 1995<br />

Jonas, Wolfgang<br />

- (1994) Design - System - Theorie. Überlegungen zu<br />

einem systemtheoretlschen Modeli von Designtheorie,<br />

Essen, Verlag die Blaue Eule<br />

-(1996)"SystemsThlnking in Industrial Design", Proceedings<br />

of System Dynamics '96, July 22-26, 1996, Cambridge,<br />

Mass.<br />

- (2000) "The paradox endeavour to design a foundation<br />

for a groundless field". International Conference on Design<br />

Education, Curtin University, 12/2000, Perth, Australia<br />

- (2005) "Designing in the real world is complex anyway<br />

- so what? Systemic and evolutionary process models<br />

in design", European Conference on Complex Systems<br />

Satellite Workshop: Embracing Complexity In Design, Paris<br />

17 Nov. 2005


Jonas, Wolfgang; Meyer-Veden, Jan {2004} Mind the gap! - on<br />

knowing and not - knowing in design, Bremen, Hauschlîd-<br />

Veriag<br />

Jones, John Christopher {1970, 1992} Design Methods. Seeds<br />

of human futures, London, John Wiley & Sons, second edition.<br />

New York, Van Nostrand Reinhold<br />

Luhmann, Niklas<br />

- {1984} Soziale Systeme, Frankfurt / Main, Suhrkamp<br />

- (1997} Die Gesellschaft der Gesellschaft, Frankfurt / Main,<br />

Suhrkamp<br />

Mikulecky, D.C. (2003) "Definition of complexity", http://www.<br />

vcu.edu/complex/ON%20COMPLEXITYhtml {accessed 28<br />

Nov. 2006}<br />

Nowotny, Helga (2005) "The Increase of Complexity and its<br />

Reduction" in: Theory, Culture & Society, SAGE, London, Vol.<br />

22(5): 15-31<br />

Rittel, HorstW.J.<br />

- (1971/72) "2ur Planungskrise: Systemanalyse der'ersten<br />

und zweiten Generation"', in: Ders. Planen, Entwerfen,<br />

Design 1992:37-58 (Onginai 1971/72}<br />

- (1972) "Second-generation Design Methods", in: Cross,<br />

Nigel (ed.) Developments in Design Methodology,<br />

Chichester, John Wiley, 1984:317-327 (Original 1972)<br />

N.FM. Roozenburg, J. Eekels, (1991) Product Design:<br />

Fundamentals and Methods, Chichester, Wiley<br />

Vester, Fredenc (1999) Die Kunst vernetzt zu denken. Ideen<br />

und Werkzeuge fur einen neuen Umgang mit Komplexitat,<br />

Stuttgart, DVA


N A T I O N A L I T Y I N S C R I B E D : A N I C O N O L O G I C A L A N A L Y S I S O F T U R K I S H D E S I G N<br />

Harun Kaygan<br />

METU, Department of Industrial Design,<br />

Ankara, Turkey<br />

Abstract<br />

Debates on establishment of an authentic Turkish design<br />

style being at its peak, Turkish designers frequently resort to<br />

concepts, motifs and symbols considered traditionally Turkish<br />

for original and creative ideas. One apparent strategy, in<br />

this regard, is to utilize such traditional elements in product<br />

styling.Thus, especially iconic use of these elements (the tulip-<br />

shaped tea glass, portraits of Ottoman sultans, the crescent<br />

and the star or the crescent alone, even hospitality) is often<br />

encountered under a common title, "Turkish design". These<br />

concepts, motifs and symbols can be called, after Panofsky's<br />

studies of Renaissance iconography, the Turkish design<br />

iconography.<br />

The aim of this paper is, mainly, to study the way in which<br />

nationality Is inscribed on product form and surface together<br />

with its ideological implications. For this purpose, an<br />

iconological analysis, a revised form of Panofsky's method<br />

with an emphasis on intertextuality, is applied to a number<br />

of products carrying references to the idea of Turkish culture,<br />

namely, the new Yeni Rakı bottle design and the tulip-shaped<br />

tea glass.<br />

Biography<br />

Harun Kaygan graduated from the Department of Industrial<br />

Design, METU In 2003, and acquired his MSc degree from the<br />

same department in 2006, where he is currently a research<br />

assistant and a PhD student. His Masters thesis included<br />

the discourse analysis of Art-i-Decor magazine pursuing the<br />

question how the concept of Turkish design is utilized to<br />

evaluate products. His research interests are design discourse,<br />

design criticism and national design.<br />

Acknowledgments<br />

I would like to thank Dr. Aren Kurtgözü, at Bilkent University,<br />

and Osman Şişman, at Anadolu University, for the valuable<br />

discussions and contributions on the subject matter,<br />

particularly regarding the new Yeni Rakı bottle.<br />

Introduction<br />

In recent years, Turkey has witnessed a considerable and<br />

consistent Increase in the publicity of "design" as a concept in<br />

general, and product design profession in particular. While the<br />

growth In the professional field is statistically observable (as<br />

inthe growing number of design departments and increasing<br />

product designer employment in companies), there were also<br />

the ADesign Fair series, which later gave birth to the Istanbul<br />

Design Weeks, and other organizations smaller in scale, such<br />

as the Fesorient exhibition, which stimulated public Interest<br />

on the subject. Such increasing popularity and extending<br />

accessibility ofdesign (not only as it appealed to its potential<br />

consumers, but also regarding the extent to which people<br />

were subjected to its "products". In the general sense of the<br />

word) transformed the formerly marginal field of practice into<br />

an influential field ofTurklsh visual culture.<br />

As a product of this transformation, an inventory of aesthetic<br />

and conceptual elements peculiar to Turkish design has<br />

emerged In the Turkish design discourse; either manifest in<br />

products or observable in written and verbal discourse. This<br />

inventory can be named "Turkish design iconography" after<br />

the Renaissance iconography on which Panofsky situated his<br />

methodology of iconological analysis (see Panofsky 1982).<br />

Expression of nationality has gained prominence as a popular<br />

subject matter during the emergence of such an iconography,<br />

as evident in the extensive symbolic use of various elements


and concepts related to the the idea of Turkish-ness.'<br />

The popular movement of redesigning objects which are<br />

considered to be ofTurkish origin, such as the tulip-shaped<br />

tea glass and the sofa, cleady illustrates this tendency. Another<br />

example Is the recurrent use of certain surface elements,<br />

which have come to express nadonality, on design products.<br />

Among these elements ornaments like Seljuk motifs, images<br />

like portraits of Ottoman sultans or panoramas ofthe Istanbul,<br />

and symbols like the crescent can be counted. Even occasional<br />

references to the so-called essential character of Turkish<br />

people can be observed, as in the way Ayşe Birsel indicates<br />

the reference In her design, Resolve office system for Herman<br />

Miller, to the theme of hospitality (cited in Özdemir 2004),<br />

which is conventionally referred to as one such character in<br />

popular discourse.<br />

Within the framework roughly drawn as such, the paper aims<br />

to subject Turkish design iconography and its inventory of<br />

symbols of Turkish-ness to an İconologİcal analysis. First,<br />

a method which is appropriate for the purposes of such<br />

an analysis will be outlined and, then, utilized to inquire a<br />

number ofTurkish design products about their iconographica!<br />

associations and question the assumptions they rest on and<br />

reproduce.<br />

konology: A methodological outline<br />

As defined by Panofsky, İconologİcal analysis consists of<br />

three elaborately defined steps. The first level, namely, the<br />

"pre-iconographicai descnption", is the interpretation of how<br />

"objects and events" are expressed by "forms". Depending on<br />

"practical experience", it is simply the recognition of factual<br />

and expressional elements in the work analyzed (Panofsky<br />

1982, p. 28). Translated into semiological concepts, which are<br />

more familiar to design researchers than concepts imported<br />

from art cnticlsm, this first level is akin to denotative level of<br />

meaning In semiological analysis (Van Leeuwen 2001, p. 100).<br />

' Here I avoid the term'identity'for it refers to a particular sociological<br />

concept, and follow Barthes -and his translators- in his neologism<br />

that produced the terms'Itaiianicity'and'Basquity'(see Barthes 1985<br />

and 1984).<br />

Then, the second level of analysis can be interpreted as the<br />

connotadve level of meaning in a Barthian analysis (Van<br />

Leeuwen 2001, p. 101). "Objects and events" analyzed at<br />

this level, which Panofsky calls the level of "iconographical<br />

symbolism" are assumed to express (or to connote, in<br />

semiological terms) specific "themes and concepts" (Panofsky<br />

1982, pp. 38, 40-41). The image of an apple expressing the<br />

concept of onginai sin in Renaissance painting is one worn-<br />

out example of an analysis at this level.<br />

Though Panofsky draws attention to the histoncalness of every<br />

level of interpretation, this particular level requires additional<br />

emphasis on the histoncally and culturally determined<br />

character of meaning: It necessitates a "knowledge of literary<br />

sources" of the period in question (Panofsky 1982, pp. 40-41).<br />

This aspect can also be interpreted as the dependence of<br />

iconographical analysis on an intertextual field, compnsing<br />

not only literary sources but also other images or verbal<br />

discourses.<br />

The third level, or the level of "İconologİcal interpretation",<br />

involves, according to Van Leeuwen, a search for ideological<br />

meanings(2001,p.l01).ln Panofsky's words,"it is apprehended<br />

by ascertaining those underlying principles which reveal<br />

the basic attitude of a nation, a period, a class, a religious or<br />

philosophical persuasion - qualified by one personality and<br />

condensed into one work"(1982, p. 30). It is this level that gives<br />

the İconologİcal method its significance - as well as its name,<br />

for it is, according to Argan, more a synthetic process than an<br />

analysis, going beyond mere description and attempting a<br />

reconstruction of the conditions of existence of the image in<br />

question (1980, p.l8).<br />

However fruitful It may appear, adaptation ofthe methodology<br />

for contemporary design criticism bears certain theoretical<br />

difficulties. Most importantly, there is an inherent essentialist<br />

tendency within Panofsky's method: At the İconologİcal<br />

level of interpretation, Panofsky argues that "themes and<br />

concepts"-which were expressed by "objects and events" at<br />

the iconographical level- express "essential tendencies of the<br />

human mind" (1982, p.41).<br />

Panofsky's above mentioned comment that there exists a<br />

basic attitude of a nation, which is observable by İconologİcal


means, is another manifestation ofthis essentialist position.<br />

Elsewhere, he even uses the method to excavate the essence<br />

of the English nation from within the style of the Rolls Royce<br />

radiator and Its so-called antecedents (Panofsky 1995). Its<br />

essentialism put aside, such a nationalist political position<br />

identifiable in his work is exactly contrary to the aspirations of<br />

this particular paper.<br />

A revised methodology to analyze Turkish design<br />

iconography<br />

One way to tackle this question of essentialism is to rethink it<br />

as a problem regarding the way iconology approaches images.<br />

Foucault, in the Archeology of Knowledge, criticizes the way in<br />

which preceding theories endeavorto delve behind the surface<br />

of documents in order to reveal concealed themes, thoughts<br />

or representations (Rose 2001, pp. 138-139; Foucault 1972, pp.<br />

6-8,138-140). Iconological analysis, too, both theoretically and<br />

methodologically aims to penetrate the surface appearance<br />

of paintings. At each level of Interpretation another layer of<br />

meaning is peeled off, until the so-called hidden essence of<br />

the nation, period or class it symbolizes is reached.<br />

As demonstrated above. Van Leeuwen's perspective, which<br />

structurally compares iconology to semiology and indicates<br />

the compatibility of two methods (2001), is useful to<br />

understand the function of each level in Panofsky's analysis.<br />

Butthen, Rose insistson the possibilities that discourse analysis<br />

could oifer to iconology, because of their shared concern<br />

for intertextuality (2001, p.147). Following Rose, a particular<br />

reading of iconological analysis as a non-penetrative method,<br />

which stresses the importance ofthe intertextual field within<br />

which the Image Is created, comprehended and valued -or<br />

devalued- as such, may help to overcome the theoretical<br />

problem indicated above.<br />

A revised iconographical level of analysis, then, should<br />

emphasize the intertextuality ofthe iconography in question.<br />

It should aim to pinpoint the intertextual connections through<br />

which an image (or product) acquires a particular meaning (in<br />

this case, national meaning), and attempts to guarantee its<br />

reception in that particular way. Likewise, Argan refers to the<br />

field within which iconographical meanings are in circulation<br />

as the "cultural terrain":<br />

Without those conventions which form a sort of code<br />

common to artist and spectator, the work would be<br />

Indecipherable, and art, not acting on a specific and<br />

accepted cultural terrain, would not collaborate, as it<br />

does, to modify that terrain. (Argan 1980, p. 20)<br />

Iconographical symbolism - and the transformational power<br />

of the discursive field back on itself -depends not only on<br />

the existence of those common codes; i. e., an iconography<br />

familiar to the artist and his/her audience alike, but also on<br />

the shared assumption at the cultural level that Images are<br />

meant to be read as such, that is, by reading the symbolisms<br />

inscribed upon the art work by the artist (Cowling 1989).<br />

This comment on the artist, however, should not lead one<br />

to the conclusion that the aim of iconological interpretation<br />

is to reveal the original intentions of the designer. Indeed,<br />

Panofsky, too, referring to the iconological level of analysis,<br />

underlines that symbolic values "are often unknown to<br />

the artist himself and may even emphatically differ from<br />

what he consciously Intended to express" (Panofsky 1982,<br />

p.56). But, neither is the aim to reveal that "essence" - be it<br />

religious, national or class-based - which implicitly guides<br />

the artist's production beyond his/her intentions. Rather,<br />

iconology should follow discourse analysis as described<br />

by Rose, and focus on those "claims to truth, or to scientific<br />

certainty, or to natural way of things" (2001, p.154), which<br />

are produced by the introduction or utilization of a<br />

certain iconography. In this manner, iconology can deal<br />

with the categorizations, delimitations, and subjectivities<br />

constituted In the discursive field which is articulated by<br />

the iconography in question.<br />

The context of analysis<br />

Panofsky's methodology for analyzing the symbolic use of<br />

visual elements in Renaissance art is based on and justified<br />

by Its audience's belief that the proper mode of appreciation<br />

for works of art is by correctly reading the symbolic meaning<br />

inscribed on them. Similarly, the fact that the contemporary<br />

Turkish design community is more than willing to recognize<br />

and appreciate the so-called authentic elements of Turkish<br />

culture that are converged into the product's totality is<br />

what makes the Turkish design products readily yield to an


İconologİcal analysis^. In other words, Turkish iconography<br />

roots from and is maintained by a common interest In and<br />

the knowledge of those elements; that is, forms. Images and<br />

concepts, which are considered to be authentically Turkish by<br />

theTurkish community.<br />

This recent recourse to the concept of nationality as a<br />

reference point for product design in Turkey and the<br />

corresponding public interest in its products can be explained<br />

as a consequence of the recently accelerated articulation of<br />

Turkish designers to the international design field. Increasing<br />

number of industnai designers from Turkey working abroad<br />

and the growing competition In Turkish market as many<br />

manufacturers in Turkey started to employ foreign designers<br />

have been very influential in this regard.<br />

Moreover, for the international held of industrial design is<br />

primarily organized into national categories; as in German,<br />

American, Italian, Japanese, Spanish, Scandinavian and Dutch<br />

designs, the design field in Turkey is to assume the posirion<br />

and the name Turkish design. Indeed, in the global field, any<br />

geographical isolarion of a design style is valid; İ. e., enters<br />

circularion, as long as It is defined in terms of nationaliries. in so<br />

doing, narional borders override ali other possible geographies,<br />

as exemplified by the impossibility of an Aegean design,<br />

or redefine them in terms of narional styles, such as when<br />

Southern European design is conceived as Italian and Spanish<br />

design styles added together. Therefore, the dynamics of the<br />

force field, which is maintained by the woridwide discourse on<br />

product design, necessitate the introducrion of the category of<br />

Turkish design. Needless to say, this category is assumed to have<br />

an essenrial character, which gives birth to a corresponding<br />

authenric style; namely, the Turkish design style.<br />

Regarding how the Turkish society has lately become very sensitive<br />

to political meanings as connoted by products in general, a recent<br />

newspaper article about a pond built in Kayapinar, Diyarbakır is quite<br />

illustrative. According to the article, it was argued that the contours<br />

of the pond were inspired by "the imaginary map of Kurdistan", and<br />

the four artificial waterfalls symbolized the division of Kurdistan<br />

between four states: Iran, Iraq, Syria and Turkey. The mayor, on the<br />

other hand, insisted that the indented contours were meant to give<br />

the pond a sense of naturalness. (Bu çok.,. 2007)<br />

The idea is reflected in two distinct manners in the governing<br />

design discourse in Turkey. There is, on the one hand, a mostly<br />

shared aspiration of the Turkish design community to devise<br />

a trend and a brand name for Turkey and Turkish design, as<br />

a strategy towards attaining international market success. To<br />

accomplish this, it is argued, Turkish designers should turn to<br />

all that is genuinely Turkish as a resource to constitute aTurkish<br />

design style. On the other hand, there Is the popular argument<br />

that Turkish designers are responsible for searching for their<br />

so-called roots within Turkish culture, where originality and<br />

richness lie. In fact, two viewpoints are intrinsically linked by,<br />

first, the idea of a common purpose and collaboration that<br />

supports both and, second, the sources both approaches<br />

recommend utilizing.^<br />

İ5İ<br />

e as a representative of<br />

It is within this context that Turkish designers increasingly turn<br />

to objects that are conventionally considered to be genuinely<br />

Turkish. I have already counted a few in the introduction,<br />

namely, the tulip-shaped tea glass, the sofa, Seljuk morifs, sultan<br />

portraits, the Istanbul silhouette and the crescent. However, the<br />

iconography under analysis is not limited to these. According<br />

to Bakova (2003), for instance, what he calls "orlginaliries"<br />

["orjinallikler", my translation] constitute a long list comprising<br />

divan, sofa, turquoise color, dervish, liorem. theTurkish bath,<br />

felt, döner l


y Gamze Güven, is very expressive of the theme of Turkish-<br />

ness this paper is engaged with {see Figure 1).<br />

YENİ<br />

RAKİ<br />

Figure 1. Yeni Raki bottle, design by Gamze Güven.<br />

At the pre-iconographicai level of analysis, the bottle puts<br />

emphasis on the perfectly clear quality ofthe liquor. Its broad<br />

neckexpressesa strong masculinecharacter,which is in contrast<br />

with the elegant feminine curve of the body. This challenging<br />

contrast and the quite characteristic curve are worth discussing<br />

in detail: Vv'hat does the curve express iconographically? And<br />

within which intertextual connections is It situated?<br />

First, the curve can roughly be classified as an oriental curve,<br />

another recent application of which can be found in Akan's<br />

"Istanbul Alphabet" project exhibited In Istanbul Design Week<br />

2006 {see Figure 2). Especially Akan's ornaments, sculpted as<br />

objects of mere formal appreciation, resemble alems (metal<br />

crescent icons placed on top of minarets) or Seljuk and<br />

Ottoman helmets.<br />

These curvilinear forms, in opposition to modernist aesthetics<br />

with its geometrically well-defined forms, assume an<br />

irrational, emotional and even feminine position. Interpreted<br />

Iconologically, therefore, the significance of oriental curves<br />

Is that their presence activates a series of oppositions:<br />

modern/traditional, rational/irrational, masculine/feminine,<br />

Occidental/Oriental. Iconological analysis will be continued<br />

below, and for now, it is sufficient to state that the new Yeni<br />

Rakı bottle design approaches these oppositions cautiously<br />

refined and still modern; even Its femininity is on the verge of<br />

becoming a softened masculinity.<br />

Figure 2. "Istanbul Alphabet" Ornaments, design by Erdem<br />

Akan. Photos by Harun Kaygan, from Akan's exhibit at Istanbul<br />

Design Week 2006.<br />

Figure 3.Tea glass by Mudo Collection.<br />

and consciously. The curve is not "too oriental", it Is very Figure 4.Tea glasses by Pasabahce.


Second, the curve in question can be read as a modern<br />

interpretation of the slim-waist of the tulip-shaped tea glass,<br />

which is another fundamental element of Turkish design<br />

iconography. The particularity of the slim-waist lies in the<br />

recent interest directed on it as a popular subject matter of<br />

design, accentuated by the proliferation of new tea glass<br />

designs in the last few years. Pasabahce and Mudo Collection,<br />

for instance, have presented a number of such glasses, low-<br />

profile commercial products, studying thetulipform {see Figure<br />

3 & 4). Yet, more noteworthy designs were those presented by<br />

Erdem Akan and Faruk Malhan, with more refined, modern<br />

interpretations of the glass, (see Figures 5 & 6} Both designs<br />

share with the Yeni Rakı bottle design this subtlety, which is<br />

manifest as a cautious distance from the oriental as well as the<br />

vernacular. It is this very distance that motivates the appraisal<br />

of Akan's and Malhan's designs above other glass designs as<br />

"design products" - and also it is that which elevates the new<br />

Yeni Rakı bottle above other designs in the market, such as<br />

those of Mercan or Efe Rakı, which prefer ornamentation to<br />

express "tradition".<br />

Figure 5. 'Eastmeetswest' tea glass by Erdem Akan, Maybe<br />

Design. Photograph by Erdem Akan, published under<br />

permission.<br />

Figure ö.'lstanbul'tea glass design by Faruk Malhan, produced<br />

by Pasabahce. Photograph by Koleksiyon, published under<br />

permission.<br />

Akan, himself, in an interview published in Art+Decor, positions<br />

his design in the middle of this territory, which is suffused with<br />

ideological meaning, by intertextually connecting its product<br />

to the oppositions listed above as East/West, curvilinear/linear;<br />

Despite our mostly Western outlook, thank God, our<br />

feelings and thoughts are still Eastern. How could this<br />

unusual state in between be better expressed than a<br />

hybrid form with a straight exterior and a tulip shaped<br />

interior? (Akan 2004, p. 64. My translation.)<br />

Akan's statement is a part of the discursive field of Turkish<br />

design, of course, and it involves an attempt to point to,<br />

underline or even establish the intertextual connections that<br />

give his design meaning.<br />

Both Akan's statement and the observations above suggest that<br />

the tea glasses or the rakı bottles are intertextually positioned<br />

with respect to each other, or to certain discursive concepts<br />

such as the oppositions mentioned above. And as far as the<br />

iconological analysis has revealed, it Is a series of orientalist<br />

oppositions that the products reproduce in this manner.


Another statement with a simliar function was offered for<br />

the new Yeni Ral


is an invention of tradition in this sense, for it includes the<br />

formalization of customary practices of tea serving.<br />

Then, the idea of discovery of traditions, and the related<br />

concept of tradition as a transcendent essence, have a<br />

fundamental discursive function. They conceal the process<br />

of transference of national meaning upon the product and<br />

naturalize the otherwise constituted character of tradition.<br />

Futhermore, even when national symbols are set in motion for<br />

seemingly disinterested aims, such as making tourism profit<br />

or searching for mere originality in design, it can be argued<br />

that these concepts activate a nationalistic yearning for a<br />

hypothetical past time, a golden age, and an accompanying<br />

attempt to construct and reproduce national history as "a<br />

seamless and unbroken continuity towards pure, mythic time"<br />

(Hall 1999, p.38).<br />

In addition, one of the aims of this paper was to devise a<br />

preliminary sketch for a comprehensive inventory of Turkish<br />

iconography. During this analysis, I have already gone through<br />

a number of objects which are influential in this intertextual<br />

field, including the rakı bottles, series of tea glasses, the tea<br />

tray by Koz and the oriental ornaments of Akan. Yet, the<br />

iconography is not limited to those. There are, in fact, several<br />

curious discursive formations awaiting analysis, such as the<br />

representations of Istanbul in Yeditepe Istanbul lighting,<br />

designed by Lunapark for Phare Aydınlatma, and Gaia&Gino<br />

products by Karim Rashid, or sultan portraits, used as graphical<br />

elements in the Xstanbul project by Genco Demirer and Ismail<br />

Hakkı Gülal, and the B-Tijrk project by Reha Erdoğan and<br />

Tween, or Seljuk motifs in Şah cutlery, designed by Can Yalman<br />

and produced by Hisar, and Selçuk separator by Lunapark. For<br />

the analysis of all these iconographical formations, I propose<br />

that the methodological sketch I have just devised should be<br />

useful as an analytical tool.<br />

Such a comprehensive listing and an intensive analysis of<br />

those iconographical symbolisms utilized in industrial design<br />

to inscribe nationa!(ist) expressions upon products, with an<br />

emphasis on the intertextuality ofthe solution space where<br />

designers work, would not only be quite helpful to understand<br />

the regimes of representation active in visual culture in Turkey,<br />

which is not restricted to product design, and to study its<br />

history, with all the ruptures and breaks; but also it would<br />

help to guide design practitioners and to inform them of any<br />

possible aesthetic, moral or political pitfalls they may come<br />

across during their practice.


References<br />

Aksu, S. 2004, 'Tasarımın cazibeii yolculuğu', Art+Decor, no.<br />

140, Paneller Konferanslar Özel Eki, pp. 54-57.<br />

Argan, G. C 1980, 'Ideology and iconology', in The Language<br />

of Images, ed. W. J.T. Mitchell, The University of Chicago Press,<br />

Chicago, pp. 15-23.<br />

Bakova, A. 2003. Geleceğin tasanm eğilimleri. Art+Decor 129,<br />

December, pp. 54-57.<br />

Barthes, R.1985/Therhetoricoftheimage',inTheResponsibility<br />

of Forms: Critical Essays on Music, Art and Representation, tr.<br />

R. Howard, Basil Blackwell, Oxford.<br />

Barthes, R. 1994. 'Semantics of the object', in The Semiotic<br />

Challenge, tr. R. Howard, University of California Press,<br />

California.<br />

'Bu çok farklı bir havuz problemi' 2007, Radikal, 24 Feb., p.7.<br />

Buğdaycı, A. 2004, 'Editörden', Art+Decor no. 138, p.9.<br />

Cowling, M. 1989, 'The artist as anthropologist: The<br />

representation of type and character in Victorian art', cited<br />

in Rose, G. 2001, Visua! Methodologies, Sage Publications,<br />

London, pp. 147-148.<br />

Du Gay, P., Hall S., Janes L, Mackay H. and Negus K. 1997,<br />

Doing Cultural Studies: The Story ofthe Sony Walkman, Sage<br />

Publications, London.<br />

Foucault, M. 1972, The Archaeology of Knowledge, tr. A. M.<br />

Sheridan Smith, Pantheon Books, New York.<br />

Hall, S. 1999, 'Culture, community, nation', in Representing<br />

the Nation: A Reader: Histories, Heritage and Museums, ed. D.<br />

Boswell and J. Evans, Routledge, New York, pp. 33-44.<br />

Hobsbawm, E. 1993, 'Introduction: Inventing traditions', in<br />

The Invention of Tradition, ed. E. Hobsbawm and T. Ranger,<br />

Cambridge University Press, Cambridge, pp. 1-14.<br />

Kaygan, H. 2006, Evaluation of Products through the Concept<br />

of National Design: A Case Study on Art Decor Magazine,<br />

unpublished M. Sc. dissertation, METU, Ankara.<br />

Mutlu, i. 2004, 'Tasanm hayatın tümünden besleniyor',<br />

interview with H. Yaylalı, Art-i-Decor, no. 140, pp. 108-111.<br />

Ozdemir, G. 2004,'Birsel ve Koz'dan kadınca kodlar', Art+Decor,<br />

no. 132, pp. 56-59.<br />

Panofsky, E. 1982,'Iconography and iconology: An introduction<br />

to the study of Renaissance art', in Meaning In the Visual Arts,<br />

The University of Chicago Press, Chicago, pp. 26-54.<br />

Panofsky, E. 1995,'The ideological antecedents of the Rolls-<br />

Royce radiator'. In Three Essays on Style, ed. by I. Lavin,The MIT<br />

Press, Cambridge, pp. 131 -166.<br />

Rose, G. 2001, Visual Methodologies, Sage Publications,<br />

London.<br />

Türkoğlu-Güven, G. 2005,'Üçgen vücutlu rakı', Art+Decor, no.<br />

151, p. 90.<br />

Van Leeuwen, T. 2001, 'Semiotics and iconography', in<br />

Handbook of Visual Analysis, ed. T. van Leeuwen and C. Jewitt,<br />

Sage Publications, London, pp. 92-118.


T H E C O N C E P T O F F U N IN P R O D U C T D E S I G N F O R D I F F E R E N T A G E G R O U P S<br />

Sultan Kaygın<br />

VESTEL Electronics, R&D Division - ID Group<br />

Manisa, Turkey<br />

sultan.kaygin@vestei.com.tr<br />

Abstract<br />

Tills paper aims to explore the underlying dimensions of fun in<br />

consumer products and mainly focuses on arousal conditions of<br />

fun at different age groups. An empirical study was conducted<br />

to reveal users' understanding of fun and the attributes of<br />

products that they associate as fun. Three age groups are<br />

identified for the study: 25-35; 35-45; and 45-55. In total, 30<br />

participants (10 from each group) were interviewed. Interview<br />

questions intended to highlight participants' understanding of<br />

fun in products. Accordingly, they were asked to describe fun,<br />

and to give examples of objects that they found to be fun. The<br />

keywords collected from the participants were analysed using<br />

content analysis method and then grouped under four subject<br />

headings: visual, functional, usability, emotional context.<br />

Introduction<br />

Extensive studies in design field have led the researchers to<br />

focus on more personal and ephemeral concerns. Fun, as one<br />

ofthe dimensions of pleasure has become a hot topic within<br />

design and emotion discourse. The arousal conditions of fun<br />

such as, provoking unusual perception, attracting, capturing<br />

attention, creating surprise and challenge, have mostly been<br />

studied within human computer interaction (HCI). Although<br />

the literature on fun in relation to HCI is such extensive,<br />

inadequate emphasis has given for how fun can actually be<br />

employed and measured in product design context.<br />

User preferences are highly influenced by emotional values<br />

of products. Besides usability, the importance of emotional<br />

responses to products was pointed out by some researchers<br />

in the design field (Carroll &Thomas, 1988; Desmet& Dijkhuis,<br />

2000, Desmet & Hekkert, 2002, Denton & McDonagh, 2006).<br />

in ergonomics field there is also a shift towards the human<br />

driven design process which leads to studies on emotional<br />

and aspirationai needs of users (Chibber, 2006). Positive<br />

emotions, like fun, are important and providing their eliciting<br />

conditions is the major objective in HCI. Norman (2004) in a<br />

parallel view emphasizes the rise of interest on the positive<br />

emotions, which have not been very popular until recently.<br />

Consequently, the subject of fun as a research area changed<br />

its position from sidelines to the centre (BIythe et al., 2004).<br />

Being a positive emotion, fun has an influence on the<br />

desirability, pleasurability and among all, usability of products.<br />

The arousal conditions of fun are stated by Carroll (2004) as<br />

attracting, capturing and holding attention, provoking unusual<br />

perception, surprise and challenge. The experience of fun can<br />

be also created by products that are challenging, seductive,<br />

playful, surprising, memorable and rewarding (Djajadiningrat<br />

et al., 2000). However, explaining the underlying aspects of<br />

fun and how it could be applied to product design is quite<br />

challenging to achieve. As much as being appealing, emotions<br />

in general are intangible. Their volatile, ephemeral structure<br />

also brings difficulties in in-depth studies with emotions<br />

(Desmet, 2002; Hassenzahl, 2004).<br />

Fun is studied in very general terms in literatureand its successful<br />

application into product design requires more specific data<br />

to be taken Into consideration, for example, socio-economic<br />

groups and gender. It can be said that age differences is one<br />

ofthe influential factors in the conception of fun in products.<br />

This paper aims to explore the underlying dimensions of fun in<br />

consumer products and mainly focuses on arousal conditions<br />

of fun at different age groups. Therefore, an empirical study<br />

was conducted to reveal users'understanding of fun and the<br />

attributes of products that they associate as fun.


Interviews with Different Age Groups<br />

In-depth Interviews were carried out with the aim to find out<br />

what aspects of products were perceived to have fun according<br />

to different age groups. The intention was to compile a rich<br />

variety of i^eywords highlighting the fun aspects In products.<br />

Three age groups were identified for the study: 25-35<br />

(Group A); 35-45 (Group B); and 45-55 (Group C}. In total, 30<br />

participants (10 from each group; 17 males and 13 females)<br />

were interviewed. Group A represented the young population<br />

who have been working and have regular Income, but have<br />

not yet settled life style. Group B represented the middle-<br />

aged population who are working and relatively had a more<br />

settled life style. Group C represented the upper-middle age<br />

who are retired (or likely to retire In the near future) and have<br />

completely settled in their life.<br />

The participants were first asked to describe fun with their<br />

own words. It was believed that they could have much easily<br />

given their opinion in relation to their experiences, and the<br />

feelings occurred during that time. Therefore, the participants<br />

were also asked to give examples of objects that they found to<br />

have fun aspects. The objects were not limited to a single use<br />

environment (e.g. home, office) or the ones that they owned<br />

themselves.<br />

Each Interview session lasted between 20 to 45 minutes and<br />

each session with each participant was carried out separately.<br />

One-to-one sessions were carried at work environment or<br />

homes of the participants. In addition to audio recording,<br />

notes were taken in relation to the keywords and phrases<br />

mentioned by the participants. Where possible, the images of<br />

the objects mentioned by the participants were taken during<br />

the interview. Some objects could not be archived since<br />

they were not owned by the participants. Ail sessions were<br />

completed in two weeks.<br />

Results and Analysis<br />

The answers to interview questions revealed nch information<br />

about the aspects of fun gathered from the participants'own<br />

experiences and the objects they talked about. A total of<br />

153 keywords were collected from all participants about fun<br />

objects. As an observation, the number of products therefore<br />

the constructs menrioned by the parricipants decreased in<br />

parallel with the age increase (Group A: 85; B: 43; C: 25). Group<br />

A was relatively more relaxed and willing to talk about their<br />

fun related experiences with products compare to Groups<br />

B and C. The keywords collected from the participants were<br />

analysed using content analysis method and then grouped<br />

under four subject headings: visual, funcrional, usability,<br />

emorional context.<br />

• visual (aspects related to colour, form, material, e.g.<br />

"enjoyable colour, visually dynamic form")<br />

• funcrional (aspects related to funcrion, e.g. "having<br />

more than one function, fulfilling its function<br />

perfectly")<br />

• usability (aspects related to ease of use, comfort,<br />

simplicity, e.g. "giving feedback, easy to clean")<br />

• emotional context (aspects related to the personal<br />

appraisal, e.g. "having memorial quality, that can be<br />

shared with friends, something relaxing me")<br />

Uniike the variarion in the number of keywords mentioned,<br />

their distribution according to the four subject headings<br />

presented a similar distriburion for all age groups (Figure 1).<br />

60'<br />

50'<br />

40'<br />

30'<br />

20'<br />

10'<br />

Grouo A f 25-351 Grouo B f 35-45^ GrouD C f4S-551<br />

n Visual<br />

n Emotional cont€{<br />

• Functlixiality<br />

p Usability<br />

Figure 1. Distribution of the keywords according to age<br />

groups and subject headings<br />

General observations, in general, number of keywords<br />

menrioned for emotional context and visual aspects was


elatively higher in all age groups. When the total number of<br />

keywords was considered, usability and functionality aspects<br />

did not appear to be as significant as emotional context and<br />

visual aspects forthe conception of fun in objects.<br />

It is observed that when asked about their conception of<br />

fun, people were more likely to talk about activities than the<br />

characteristics of products that were enjoyable for them.<br />

Accordingly, the objects that the participants named as fun<br />

usually had aspects similar to the activities that they defined<br />

as fun. For example, watching TV was mentioned as a fun<br />

activity since it was also relaxing. Then relaxing objects were<br />

given as examples.<br />

a) Visual aspects. The frequency of the keywords mentioned<br />

within this category was considerably higher in all age groups<br />

(Group A: 44%; Group B: 58%; Group C: 44%). Aspects related<br />

to visual qualities such as, geometry, form, material, surface<br />

finishing and colour were found to be closely related to<br />

fun in products with a frequency of 49% for the total of all<br />

participants. Main phrases that are based on visua! aspects<br />

and used for the description of fun in objects can be stated as<br />

unexpected geometry, continuous change in form, dynamic<br />

look, movement, unexpected proportion, unexpected size,<br />

unexpected colour, shiny look, light colours, vivid colours and<br />

translucent material.<br />

Among the visual aspects, unexpected or unusual visual<br />

qualities that somehow created a surprise factor (e.g. having<br />

unexpected form; proportions or colour compared to other<br />

products) were mentioned repetitively as a significant aspect<br />

of fun in products.<br />

b) Emotional context. The frequency of the keywords<br />

mentioned within this category was the second highest for<br />

all age groups (Group A: 34%; Group B: 35%; Group C: 40%).<br />

They were based on the personal appraisal of respondents.<br />

The most common phrases that addressed emotional context<br />

can be stated as "something that has memorial quality, that<br />

can be shared with friends, that reminds the things loved, that<br />

makes someone relaxed, that one can impute personality, that<br />

can be personalized, that offers a novel thing every time of<br />

use, that gives out challenge, that makes someone think over<br />

and that is mysterious".<br />

It is seen that these factors are the ones that reflect the<br />

condition of respondents' ability to add-on the object and to<br />

interact with it. The thing that makes the object fun for them<br />

here is the added-value that is mostly personal oriented. One<br />

ofthe participants mentions about her elephant curio which<br />

has a fun aspect just for her. She defines it as:<br />

"It exists at my home since I was a child, it has a very<br />

funny story and memory for me. 1 want to see it every<br />

time I need to so I place it in sight."<br />

The interviews revealed that choHenge and relaxation were the<br />

two most significant factors In relation to emotional context.<br />

Expectation of relaxation was the highest in the middle-aged<br />

Group B (60%), followed by Group C (40%) and Group A (10%).<br />

Expectation of challenge was the highest for the youngest<br />

age Group A (70%). This value decreased down to 40% for<br />

Group B and to 30%for Group C.The oldest Group C marked a<br />

significant rejection to challenge in fun objects (70%).<br />

cjFunctionaiityaspects.Thefrequency of key words mentioned<br />

within this category was relatively lower. The main phrases for<br />

this aspect are stated as something that is useful, that carries a<br />

function (not only for visual satisfaction), that is multifunctional,<br />

that fulfils its function in a good way. Functionality expectation<br />

was the lowest for Group A (30%), whereas it was a lot higher<br />

for Group B (80%) and for Group C (90%).<br />

d) Usability aspects. As with the previous category, the<br />

frequency of keywords mentioned within this category was<br />

also relatively lower. Ease of use expectation was found to be<br />

at its highest for Group C (80%), followed by Group B (70%)<br />

and Group A (40%). Aspects related to usability are stated as<br />

something that gives feedback to the user's actions, that is<br />

comfortable, that is easy to use, that helps (makes me do my<br />

work easily), that is easy to clean, that can be used with less<br />

effort than usual.<br />

Within the categories of usability, functionality, emotional<br />

context and visual aspects that were repetitively mentioned and<br />

showed considerable differences were found to be: ctiallenge,<br />

ease of use, usefulness, surprise and relaxation. Different age<br />

groups showed different level of expectations of these aspects.<br />

The participants also presented opposing views to whether a


product should or should not comprise them In order to be fun.<br />

Challenge<br />

Expectarion of challenge is highly related to personal<br />

appraisal. Participants had varied opinions for challenge in fun<br />

products. Figure 2 illustrates the distribution of ctialienge<br />

expectation between the age groups. Overall, 46% of the<br />

participants menrioned a level of challenge expectarion as a<br />

fun aspect in products, whereas 54% ofthe participants were<br />

not keen on challenge.<br />

Group A (35-3S) Gtoup B {3S-4S) Group C {ASS<br />

Figure 2. Distribution of challenge expectation between the<br />

age groups<br />

According to the participants' statements, expectation of<br />

challenge was observed in four levels: 1) there should be<br />

challenge in a fun object; ii) challenge in a fun object is an<br />

added-value; Hi) expectation depends on the object or the<br />

context; and iv) fun object should be as simple as possible.<br />

Challenge in products was found to be a favourable aspect by<br />

some participants and described with the following phrases: a<br />

level of complexity that will require labour, arousal of curiosity,<br />

and an existence of puzzle-like characteristics. Example of such<br />

productcan be seen in Figure 3. Some other products menrioned<br />

in terms of expectation of challenge are described as below:<br />

Puzzle<br />

"It is a mechanical puzzle...very mysterious. It is a hard job<br />

to solve it. 1 could only solve after reading its manual."<br />

Wrist watch<br />

"it is very complicated; it won't let me read the rime easily.<br />

But this complexity becomes fun for me. I would like to<br />

own it."<br />

Mechanical orange juice maker<br />

"I preferred this mechanical one Instead of the most<br />

common electrical ones. It Is not that much easy to use.<br />

You have to turn the handle and pres with power many<br />

rimes. I like its mechanical mechanism and enjoy while<br />

making my juice."<br />

Ruble cube<br />

"It is fun for me to solve it but once I solve it, there is no<br />

need to do it again. It fails from my favour; 1 want to work<br />

on a different type of puzzle."<br />

Figure 3. Example of a challenging objecri'rubic cube'<br />

The level of challenge expectation Is decreased with the<br />

increase of age (Group A: 30%; Groups B; 20%; Group C: 10%).<br />

Some parricipants menrioned that challenge in a fun object<br />

is an added-value (Group A: 30%; Groups B: none; Group C;<br />

10%), whereas some said that their challenge expectarion<br />

was dependant on the product or the context (Group A: 10%;<br />

Groups B: 20%;Group C: 10%).Contrasringly, some parricipants<br />

argued that challenge was not required for fun objects and<br />

products should be as simple as possible. The expectarion<br />

of simplicity increased significanriy with the increase In age.<br />

(Group A: 30%; Groups B: 60%; Group C: 70%).


Ease of Use Usefulness<br />

As one of the main parameters of usability, ease of use concerns<br />

with if a product can fulfil its function without a need for an extra<br />

effort."That helps me doing my work easily, that can be cleaned<br />

easily, that is practical, that I can use with less afford, that doesn't<br />

make me tired"are the phrases mentioned for ease of use in fun.<br />

Objects described for this aspect can be stated as below:<br />

Salad maker<br />

"It has a plane to cut the salad and a container below. You<br />

cut and fill the container. It makes my work easier. It is fun<br />

to make salad with it. It makes me eager to make salad."<br />

Toaster<br />

"I enjoy very much making toast with this toaster. It is very<br />

easy to clean when compared to conventional ones."<br />

Figure4 illustrates the distribution ofease of use expectation<br />

between age groups. Overall, 63% of the participants<br />

mentioned ease of use as a requirement of fun aspect in<br />

products, whereas 37% were not keen on.<br />

7056<br />

60%<br />

sm<br />

Group A (25-3S) Group B (35-45) Group C(45-55)<br />

ol can bear v.itli a fun:<br />

ohjecl that ts not car<br />

to use<br />

"I can not bearwnha<br />

fun object thai ia no;<br />

easy to use<br />

Figure 4. Distribution ofease of use expectation between the<br />

age groups<br />

The expectation of ease of use was lowest for Group A (40%).This<br />

value increased in parallel to increase in age (Group B: 70%; Group<br />

C: 80%). The youngest Group A had more tolerance (60%) for a<br />

fun object that was not easy to use, whereas this ratio decreased<br />

in the older Groups B (30%) and C (20%). This constitutes a<br />

contradiction between usability and fun at this point that<br />

preference of fun diminishes the demand for ease of use.<br />

Here, the expectation of usefulness refers to satisfying a<br />

regular need that means carrying a function not being used<br />

only for visual satisfaction, it was stated as an expected value<br />

for fun by participants In their definitions. Samples from<br />

objects described in terms of their reference to expectation of<br />

fulfilling a function are stated below:<br />

Grater with container<br />

"It is fun for my daughter but it Is not for me because that<br />

container is meaningless."<br />

Nail clippers<br />

"It brings out its function in the way I needed. I enjoy using<br />

it, I enjoy talking about its fun."<br />

Standing dishwasher brush<br />

"It is sticked near the kitchen sink to the base, standing<br />

straight. Yes it looks enjoyable but I wouldn't keep it there<br />

if it was only visually fun."<br />

Its frequency of expectation varied considerably in different<br />

age groups. Figure 5 illustrates the distribution of usefulness<br />

expectation between agegroups.Overall,67%oftheparticipants<br />

mentioned a level of expectation of usefulness in fun, and 33%<br />

of them stated that usefulness was not needed for fun.<br />

70'.-.<br />

S0%<br />

30%<br />

20%<br />

lOîb<br />

•roiiD A fZ5-3.Sl arouD a İ3.'i-451 orouo C [4S-SS1<br />

o Ftın objecl dcesn't<br />

reedW be useful<br />

B Usefulness is an<br />

added value tor (ur<br />

1 Fun object should I<br />

useful<br />

Figure 5. Distribution of usefulness expectation between the<br />

age groups


According to the participants' statements, expectation of<br />

usefulness, that means fulfilling a function, was observed in three<br />

levels: 1) fun object should be useful; 11) usefulness Is an added-<br />

value for fun; and ill) fun object does not need to be useful.<br />

The first level indicates the participants' direct expectation<br />

of usefulness. It can be seen that the youngest Group A did<br />

not mention any direct expectation of usefulness, whereas<br />

usefulness was important for the other two age groups<br />

(Group B: 60%; Group C: 60%). The second level considers<br />

the usefulness as an added-value in fun products. This was<br />

mentioned by the participants in Group A and C (both 30%)<br />

with a decrease in Group B (20%). The third level shows that<br />

usefulness is not a must for obtaining fun in objects. This was<br />

strongly mentioned bytheyoungestagegroup (Group A: 70%),<br />

whereas decreased gradually in other groups (Group B: 20%;<br />

Group C: 10%). It can be seen that as they get older expectation<br />

of usefulness becomes higher for the participants.<br />

Surprise<br />

Surprise in products was found to be a favourable aspect<br />

by the participants and described In relarion to unexpected<br />

product characterisrics, such as unusual geometry, size,<br />

proporrion, function or colour, it was described with the<br />

phrases like surprising geometry, different proporrions than<br />

the normal, unusual size, unusual form and disrinct colours &<br />

materials (different than the common).<br />

The strongest descriptions about surprise as a fun aspect are<br />

made for the following products:<br />

Amorphous shaped ashtray<br />

"It is an ashtray but it doesn't look like an ashtray with its<br />

amorphous form."<br />

Marvin Robot<br />

"Its unexpected proportion of the body makes it fun for<br />

me, different than the human body proportion."<br />

Furniture for children<br />

"The children furniture at IKEA are fun for me.They are like<br />

the adult furniture in appearance but in a scaled size than<br />

normal."<br />

Diamond eye pencil sharpener<br />

"I don't use it for sharpening my pencils I leave It on my<br />

desk since its form is funny, only its visualisarion. It doesn't<br />

look like anything, this makes it fun. If It was in the form of<br />

cat or dog i wouldn't find It funny."<br />

Duck compass<br />

"It is sricked on the window of the car, this upside-down<br />

posirion makes it fun for me and its form of a duck. It is<br />

totally different than the existing compasses."<br />

Sony Shuifle MP3 player<br />

"While it shuffles you see a mix of numbers changing<br />

continuously. Unexpected numbers are passing unril it<br />

stops and plays."<br />

Metal bottle opener<br />

"It is fun to use it, its metal and different form makes it fun<br />

to use although It is not easy to."<br />

Lemon juice maker<br />

"It is made of translucent blue plasric. Its normal posture<br />

is rilted what makes It different. It is something more than<br />

funcrionality. It makes me surprise. I enjoy using it,"<br />

Figure 6 illustrates the distribution of surprise expectation<br />

between the age groups. Overall, 47% of the participants<br />

mentioned about direct expectarion of surprise, and 53%<br />

menrioned about surprise as an added-value.<br />

orouD A (2S-351 orouo B f3.';-451 aroun C (4S-.S51<br />

0 there should be<br />

surprise (actor in a<br />

fun object<br />

• surprise can be an<br />

additive value for h<br />

Figure 6. Distribution of surprise expectation between the age<br />

groups


According totheparticipants'statements, expectation of surprise<br />

was observed in two levels: i) there should be surprise element<br />

in fun objects; and, ii) surprise is an added-value for fun.<br />

The first level indicates the direct surprise expectation. It is<br />

significantly higher in Group A {80%) when compared to Group<br />

B (30%) and Group C (30%). It can be said that the expectation<br />

of surprise as a necessity is at its highest for the youngest<br />

age group. Example of a surprise aspect in a product can be<br />

seen in Figure 7. The red, flossy pen with an unusual form and<br />

material also had a hidden feature that was discovered during<br />

its usage: a flashing light which appears whilst writing.<br />

Figure 7. Example of a surprise factor in products: pen with a<br />

flashing light<br />

It is usually the case that surprise aspect in a product wears<br />

off and loses its novel perception after the product's first use.<br />

This was the case for the red pen in which the flashing light<br />

eventually lost its unexpectedness in its consequent usages.<br />

Relaxation<br />

The results revealed a new aspect of fun in products that was<br />

not come across In literature: relaxation. The phrases stated<br />

for this condition are the following ones:"taking my tiredness,<br />

making me relaxed, removing my stress and something that I<br />

don't need to think about anything while using". Some ofthe<br />

participants stated that daily life has become very stressful<br />

because of work and that they come to define fun as 'iiaving<br />

condition of being relaxed', and the fun objects as 'the objects<br />

that are relaxing them'. The objects they described are the<br />

following ones:<br />

Liquid lamp<br />

"That lamp has a liquid container and the movement of<br />

the liquid creates light effects inside. It makes my eyes rest<br />

while looking. It is fun for me to look on."<br />

Massage tool<br />

"It is a hand tool. 1 use it on my body and this relaxes me."<br />

Fretsaw<br />

"1 used it first in the crafts courses while I was at school. It is<br />

fun to use it because it removes my stress."<br />

Continuous movement metal balls<br />

"Office environment is very stressed that I need some<br />

objects that relax me. But its fun aspect should not be so<br />

visible, since it is a formal space.This continuous movement<br />

metal toy is fun for me at the office. I look on it for a while<br />

and relax."<br />

Swing<br />

"Swing is fun for me since everything is under control,<br />

I don't need to use my mind, I don't need to think about<br />

anything."<br />

Figure 8 illustrates the distribution of relaxation expectation<br />

between the age groups. Overall, 37% of the participants<br />

mentioned about the expectation of relaxation, and 63%<br />

mentioned that relaxation is not a necessity factor.<br />

100%<br />

90%<br />

S0%<br />

•10%<br />

30%<br />

Z0%<br />

10%<br />

Group A (2S-3S) Group B 135-15) Group C (45-55)<br />

p tun object should b;<br />

retailing<br />

lun object should n<<br />

necessarily be<br />

rela-mg<br />

Figure 8. Relaxation expectation between the age groups


Relaxation expectation is varied significantly between the<br />

three age groups with the highest value in Group 8 (%60),<br />

followed by Group C (40%) and Group A (10%). In parallel to<br />

this, majority ofthe Group A participants did not see relaxation<br />

as a necessary aspect for objects to be fun (90%), followed by<br />

Group C (60%) and Groups B (40%). Examples of fun objects<br />

given bythe participants covered both visual and functional<br />

aspects in their relaxing features. For example, objects with<br />

a continuous movement give relaxation with their calming<br />

effect; massagers with their functionality; some decorative<br />

lights with their eyes soothing effect.<br />

Discussion and Conclusions<br />

Fun is a challenging topic of research due to its idiosyncratic<br />

structure. It is also an exciting area to work in product level.<br />

The study focused on conception of fun in product at different<br />

age groups. The findings revealed that different age groups<br />

have different conceptions of fun in products. When the three<br />

different age groups are compared, some common aspects<br />

with similar frequency levels existed, such as emotional<br />

context and visual aspects.<br />

In the concept of fun between three age groups the main<br />

variable was the participants' individual concerns. The nature<br />

ofthe concerns varied according to the ages. For example, new<br />

materials, new funcrionallries, and new ways of experiencing<br />

or doing things were some of the concerns for the young<br />

popularion. Whilst a sarisfacrion given by a product though<br />

its functionality, ease of use, cost and material were examples<br />

of the concerns for the older age groups. When these concerns<br />

are the appraisal condirions of fun, It would not be a surprise<br />

to expect that the underlying reasons are the expectation of<br />

challenge and surprise for younger groups, and usefulness,<br />

ease of use, and reiaxarion for the older groups.<br />

Aspects like functionotity, challenge, simplicity, usability<br />

and surprise are Intensively discussed in literature as<br />

arousal condirions of fun, under the name of fun-in-doing<br />

(Schneiderman, 2004). However, reiaxarion or perhaps fun-in-<br />

not'doing was surprisingly appeared as an important aspect of<br />

fun for the oldest group (Group C), and the products carrying<br />

this aspect were stated as fun by them. The findings point out<br />

that for fulfilling expectation of fun for older groups it should<br />

also be intensively evaluated in product design.<br />

Aspects related to usefulness, ease of use, and relaxation<br />

was mostly emphasized by the older groups (Group B and<br />

C), whereas aspects related to challenge and surprise were<br />

highly rated by the younger group (Group A). The effect of<br />

fun in consumers' preferences of products Is undeniable.<br />

Therefore, these aspects should be taken into consideration<br />

when designing fun products for different age groups in a<br />

satisfactory level.<br />

Acknowledgement<br />

This paper is based on the the course ID 719 Dimensions<br />

of Design for Emotion (Middle East Technical University -<br />

Department of Industrial Design). 1 would like to thank Assoc.<br />

Prof. Dr. Çiğdem ERBUĞ and Assist. Prof Dr. Bahar ŞENER<br />

PEDGLEY for their contributions, comments and parient<br />

guidance on this paper and their complete support.


References<br />

BLYTHE M-, HASSENZAHL M., WRIGHT R 2004. More Funology.<br />

Interactions, 11(5), 37.<br />

CARROLL, J.M. 2004. Beyond Fun. Interactions, 11 (5), 38-40.<br />

CARROLL, J.M., & THOMAS, J.C 1988. Fun. SIGCHI Bulletin,<br />

19(3), 21-24.<br />

CHIBBER, S., PORTER, S., PORTER, J.M., HEALEY, L. 2006. What<br />

makes you tick: an investigation of the pleasure needs of<br />

different population segments. Proceedings of Design and<br />

Emotion. 27-29 September 2006, Gothenburg, Sweden [CD].<br />

DESMET P.M.A., & HEKKERT, R 2002. The basis of product<br />

emotions. In: W. Green & R Jordan (Eds.), Pleasure with<br />

Products, beyond usability. London: Taylor & Francis, 60-68.<br />

DENTON, H. & MCDONAGH, D. 2006. Products loved by users:<br />

developing a tool to assist designers' awareness of user<br />

emotional responses to products. Proceedings of Design and<br />

Emotion. 27-29 September 2006, Göteborg, Sweden [CD].<br />

DJAJADININGRAT, J.P., OVERBEEKE, C.J. & WENSVEEN, S.A.G.<br />

2000. Augmenting fun and beauty: a pamphlet. Proceedings<br />

of DARE 2000 Designing Augmented Reality Environment.<br />

New York: ACM.<br />

HASSENZAHL, M. 2004. Emotions can be quite ephemeral, we<br />

can not design them. Interactions, 11 (5), 46-48.<br />

NORMAN, D., 2004. Emotional Design: Why We Love (or Hate)<br />

Everyday Things. New York: Basic Books.<br />

SCHNEIDERMAN, B. 2004. Designing for fun: how can we<br />

design user interfaces to be more fun. lnteractions,11(5) 48-<br />

50.


D E S I G N I N G P L A Y F U L S E N S O R Y E X P E R I E N C E S W I T H I N T E R A C T I V E W H I T E B O A R D<br />

T E C H N O L O G Y : T H E I M P L I C A T I O N S F O R C H I L D R E N O N T H E A U T I S T I C S P E C T R U M<br />

Wendy Keay-Bhghî<br />

University of Wales Institute, Cardiff, Wales, UK<br />

wkbright@uwic.ac.uk<br />

By definition, individuals on the autistic spectrum have<br />

difficulties with social interaction and communication; their<br />

different cognitive and sensory processing occurs in every<br />

modality and can result in a perception of the physical world<br />

that is fragmented, alarming and very different from non-<br />

autistic people. This can lead to high levels of fear and anxiety<br />

and a lack of understanding ofthe intentions of others.<br />

This paper will document part of the Reactive Colours design<br />

research project, which has been developing customlsable<br />

software, called ReacTickles, to engage the unique sensory<br />

interests of children on the autistic spectrum and will focus<br />

on how the ReacTickles software is being used on interactive<br />

whiteboards with young autistic children In a number of<br />

UK schools. Whereas the conventional view maintains that<br />

educational technology should be Interactive, Reactive<br />

Colours offers tangible interfaces as an embodied play activity.<br />

The benefit of this approach is, I argue, that it elicits outward<br />

expression of inner sensation and, as such, encourages<br />

greater bodily awareness in autistic children who experience<br />

distorted or even disconnected relationship with their body<br />

due to proprioceptive and vestibular sensory disorders. The<br />

interactive whiteboard removes the necessity to manage<br />

control in a confined space and, in so doing, reduces the<br />

impediment to bodily expression created by the limited<br />

spaces of traditional interfaces.<br />

1. Introduction<br />

"Play allows children to learn and practice new skills in safe<br />

and supportive environments" {Boucher, 1999}<br />

Social interaction, communication and imagination are<br />

attributes most commonly associated with the play patterns<br />

of young children {Plaget, 1971;Vygotsky, 1978; Bruner, 1972).<br />

Children on the autistic spectrum, however, are understood to<br />

experience difficulties with these areas, which are often referred<br />

to as the triad of impairments (Wing, 1975), and as a result,<br />

they may express limited interest in the social, symbolic and<br />

pretend forms of play that are known to provide the foundation<br />

for how we understand and experience the world (Beyer and<br />

Gammeltoft, 2000; Jordan, 2003; Leslie, 1987; Sherratt, 1999).<br />

Play is considered to be a reflection of a child's ability to interact<br />

with his or her environment, therefore the spatial and physical<br />

attnbutes of the play activity will have a direct influence on<br />

the mode of play; for example, some toys lend themselves<br />

naturally to pretence and imagination, such as cars and dolls,<br />

whilst others encourage exploration and repetition, such as<br />

spinning tops (Domlnguez et al, 2006). These environmental<br />

factors are of equal significance in the design of digital play<br />

activities. The concerns expressed by other researchers<br />

whose work implies that computers can exhaust cognitive<br />

resources and are thus detrimental to health and learning,<br />

(Healy, 1998), and that open-ended opportunities for play are<br />

inhibited by the limited and repetitive operational actions of<br />

the technological experience (Levin and Rosequest, 2001), are<br />

based on the assumption that most activities will be located on<br />

a small screen and thus cannot be manipulated and explored<br />

in the same way as objects in the physical world, which would<br />

be more developmentally appropriate for young children<br />

(Plowman, 2003). Most children with autism have a limited


number of preferred piay activities, but in their play they tend<br />

have a fascination for detail and the physical properties of<br />

objects and less interest in attaching symbolic meaning to the<br />

objects and involving others (Beyer and Gammeltoft, 2000;<br />

Jordan, 2003; Leslie, 1987; Sherratt, 1999).<br />

This preponderanceofsensorimotor play in autisticchildren has<br />

underpinned the development ofthe Reactive Colours project<br />

and the subsequent design ofthe ReacTlckles interactive play<br />

experience. The designers, through working very closely with<br />

autistic children, realised that when perceptual and physical<br />

skills were engaged, in an appropriate environment, children<br />

were more likely to express themselves comfortably, and thus<br />

the opportuniries for creativity and imagination were greatly<br />

expanded.<br />

"If improving the play skills of children with aurism gives<br />

them a sense mastery, and increases their pleasure and their<br />

morivarion to play, then that is a justifiable aim in itself"<br />

(Boucher, 1999)<br />

2. Understanding the autism condition<br />

There are many complex theories which provide explanarions<br />

for the apparent lack of social functioning described above,<br />

however, for the purpose of this paper I summarise the<br />

research which has been helpful in determining the context<br />

for the design of the Reacrive Colours project, but do not<br />

aim to present a standpoint or bias towards any parricular<br />

theorerical perspective.<br />

2.1 Monotropic interest systems<br />

Murray, Lawson and Lesser (2005), explain that one ofthe most<br />

significant differences between autistic and non-autisric is in<br />

the strategies employed in the distriburion of scarce attenrion.<br />

Aurisric people are understood to have monotropic interest<br />

systems, meaning that they are able to focus their attenrion<br />

intensely on a limited range of interests. In contrast, most non-<br />

autistic people have polytropic interest systems, meaning that<br />

they are able to divide their attention across many areas of<br />

interest and the focus of this attention is thus less intense, or<br />

'tunnelled'. A consequence of this is that autisric people tend<br />

to be very good at tasks where attenrion to detail is required<br />

but may miss global meanings (Mottron et al, 2006; Frith,<br />

1989). This is evident from a very early age, as suggested in<br />

the reference to play described eariier. Mottron et al (2006)<br />

find that higher-level processes are mandatory for typical<br />

people but not for people on the aurism spectrum. These<br />

auristic atypicalitles go hand In hand with sensory processing<br />

differences, which can have a disabling impact.<br />

2.2 Sensory issues<br />

The focus of this paper is on how tangible technologies can<br />

foster an embodied play experience for young auristic children;<br />

in orderto explain how the design ofthe project was influenced<br />

by the young children and those who most closely care for<br />

them, I will describe the research in the context of three sensory<br />

experiences; tactile, vesribular and proprioceptive.These senses<br />

are central to how we experience, respond to and interpret<br />

the variety of srimuli in the worid around us. Characteristic<br />

behaviours of an over or under-stimulated sensory system are<br />

biring, spinning, rocking and hand-flapping, and dysfunctions<br />

in any of these areas can lead to high levels of anxiety and a<br />

lack of understanding of the intentions of others.<br />

The tacrile sensory system enables us to respond to light<br />

touch, temperature and pressure; those whose tacrile senses<br />

are dysfuncrionai may experience pain when being touched<br />

or when earing foods that have a parricular texture, they may<br />

also have an aversion to clothing, water, or using their fingers.<br />

This mis-perception of pain may manifest itself in an individual<br />

becoming isolated, distracted, hyperacrive and generally III at<br />

ease (Bogdashina, 2003).<br />

The vesribular system refers to the inner-ear structures, which<br />

assist in the detecrion of movement and changes in the position<br />

of the head. Children who are hypersensitive to vesribular<br />

stimulation may become upset by movement activities such<br />

as swinging, sliding, climbing and descending stairs or they<br />

may be apprehensive in activities which require spatial control;<br />

generally they appear to be clumsy. Continuous Intense activities<br />

such as spinning and jumping are ways in which children try to<br />

stimulate their vestibular system (Bogdashina, 2003).<br />

Proprioceptive sensory systems are those which provide<br />

a person with a subconscious awareness of body position


though muscles, joints and tendons. The proprioceptive<br />

system enables us to adjust our body positions in response to<br />

dilTerent situations, for example, sitting on a chair or walking<br />

down a step. Fine motor movements, such as using a knife<br />

and fork or writing with a pen are also manipulated though<br />

the proprioceptive system. A child with a dysfunctional<br />

propioceptive system may display unusual behaviours<br />

such as leaning on people or walls in order to feel pressure<br />

and for spatial orientation and will often appear clumsy or<br />

incompetent (Ayres & Tickle, 1980).<br />

Autistic children may suffer from sensory dysfunctions in any<br />

or all of these areas and may be over or under responsive to<br />

sensory input; they may also fluctuate between extremes.Thus<br />

the behavioural characteristics most commonly associated<br />

with the autistic condition are directly correlated to issues of<br />

the sensory system (Ayres & Tickle, 1980).<br />

3. Tangible Interaction<br />

Computers makeanlmportantcontribution in assisting people<br />

in their daily lives. For individuals on the autistic spectrum<br />

the ability to manage, control, organise, learn, communicate<br />

and be creative is accentuated through the use of computer<br />

systems. There has been a significant amount of valuable<br />

research to show why computers are so important, (Murray,<br />

1997; Murray & Lesser, 1997; Murray & Aspinall, A 2006), and<br />

there are many highly imaginative and informative websites,<br />

created and maintained by autistic people which are valid<br />

testimonials to this research (http://www.gettingthetruthout.<br />

org/; http:/,/www.lsn.net/~jypsy/).<br />

"Computers offer rich opportunities for taking control and<br />

making a mark on the environment which, in turn, strengthens<br />

the sense of agency, personal achievement and self-esteem.<br />

The neutrality of the interface may also assist in encouraging<br />

shared activity whereby all participants are inherently equal,<br />

thus the capacity for joining attention tunnels is accelerated."<br />

(Murray, Powell and Jordan, 1997)<br />

The Reactive Colours project extends this research by taking an<br />

alternative approach to computation. Rather than considering<br />

computer systems in the conventional manner as a means to<br />

control and manipulate digital information, our research uses<br />

computers to afford a tangible experience capable of assisting<br />

relaxation and encouraging expression and creativity through<br />

improvisation and experimentation.<br />

The emergence of new types of computer technology<br />

encourages multi-modal interaction and renders archaic<br />

the notion that the role of the computer is purely to handle<br />

textual information. Tangible interaction includes a broad<br />

range of systems that rely on the creative use of physical and<br />

spatial manipulation to control objects or interfaces (Dourlsh,<br />

2001; Ishii & Ullmer, 1997). As computation becomes more<br />

embedded in everyday objects and experiences, the role of<br />

tangible computing has the potential to extend far beyond<br />

the functional and is increasingly becoming adopted by artists<br />

and designers who identify with the expressive and aesthetic<br />

qualities of tangibles and the way these new technologies<br />

involve the use of more human skills than cognitive<br />

(Overbeeke, 1999). The perceived value of tangible interaction,<br />

in an educational context, is that it is driven by action rather<br />

than cognition (Heidegger, 1996, Norman, 1988; 1999)<br />

In the eadiest stages of development, young children prefer<br />

to play with objects because of their physical properties rather<br />

their abstract and imaginary qualities, (Piaget, 1971; Vygotsky,<br />

1978; Bruner, 1972) for example, puzzles and building blocks<br />

and they are extremely attracted to sensory toys that engage<br />

them in self-directed, purposeful activity (Montessori, 1912). It<br />

has been well researched that children develop understanding<br />

through action, and the transformation of sensorimotor<br />

reflexes to more symbolic forms of manipulation (Piaget,<br />

1971). Tangible technologies provide ways of interacting<br />

through exploration and manipulation; the focus is not on<br />

how things work or what they mean but on how they are<br />

used. This, I argue, is of enormous significance in the design<br />

of computational experiences for all young children, but<br />

particularly for autistic children, as this approach allows for<br />

improvisation and an opportunity to encounter experiences<br />

independently of skill, knowledge or task. For children whose<br />

complex sensory systems and difficulty with global meaning<br />

may result in exclusion from many play activities, tangible<br />

technologies have the potential to afford interaction during<br />

which meaning is created and understood through context<br />

and use rather than the necessity to understand a graphically<br />

mediated environment (Heidegger, 1996).


It is known that we encounter the worid as a place in which we<br />

actand that through action, meaningsare revealed, (Heidegger,<br />

1996). However, for most of us, using traditional Graphical<br />

User interfaces (GUIs) the logical process of interaction is to<br />

interpret a digitally represented task, and then to manipulate<br />

the environment with a physical object that has no specific<br />

behavioural or representational meaning (Fishkin, 2004). An<br />

example of this would be pressing a key or moving a mouse<br />

to perform many functions, all of which will have a different<br />

output, for example, menus, buttons, folders, and controllers<br />

(Ishii &Uilmer, 1997).<br />

Tangible technologies enable a close relationship between<br />

manipulation through input and perception through output,<br />

and generally one function is assigned to an action. A more<br />

embodied experience results as the user can focus on the<br />

impact of their action rather than the tools that control it<br />

(Dourish, 2001; Fishkin, 2004).<br />

4. The reactive colours project<br />

The aim of the Reactive Colours project has been to define<br />

an expressive form of computation with a range of digital<br />

technologies in order to promote relaxation, encourage<br />

spontaneous play, and support learning for children on the<br />

autistic spectrum.<br />

Many autistic children experience heightened feelings of<br />

anxiety and fear as a result of their highly focused interest<br />

systems and sensory differences (Grandin, 2000). By working<br />

directly with the target population, using methods briefly<br />

outlined below, the designers came to realise that the primary<br />

function of the software had to be to assist in creating a calm<br />

atmosphere, as without this, the positive aspects of play and<br />

learning available to children through the use of computers,<br />

could not be accessed. The context for use needed to be<br />

mobile and flexible to allow for changing technological and<br />

pedagogical processes and environments, and to encourage<br />

new contexts for creativity with computers that may arise as a<br />

direct result of using the software.<br />

One of the outcomes of this process has been the creation<br />

of the ReacTickles software. ReacTickles experiences are<br />

completely directed by user input using a mouse, keyboard,<br />

microphone and other forms of adaptive devices. Significant<br />

to this research has been how ReacTickles are being used on<br />

Smart interactive whiteboards creating opportunities for<br />

unmediated interaction where the whole body can freely<br />

move, and where embodiment is being used purposefully to<br />

help children interact with each otherand to engender a calm,<br />

positive learning experience.<br />

The use of interactive whiteboards in schools in the United<br />

Kingdom has become widespread in the past two years. A<br />

typical interactive whiteboard set up consists of a computer<br />

connected to a projector, which simultaneously projects<br />

onto a large-scale touch sensitive whiteboard. Whilst some<br />

boards are reliant on the use of a stylus pen for interaction,<br />

Smartboards enable users to control their experience<br />

through the touch of their fingers; when used in this way<br />

ReacTickles become interactive surfaces, which the user can<br />

directly manipulate (Ullmer & Ishii, 2000). When children use<br />

their fingers on the interactive surface, the outward response<br />

to being touched or stroked is a corresponding movement,<br />

shape morph or colour change. The primary interest is on<br />

the screen output and not the operational tools, thus a fully<br />

embodied experience is afforded (Fiskin, 2004).<br />

4.1 Research methods<br />

As indicated throughout this paper, a flexible, ethnographic,<br />

participatory design process was required for this project in<br />

order to ensure that any proposed outcomes were driven<br />

by the specific needs of autistic children and those who<br />

are responsible for their care, this process has been well-<br />

documented in previous work (Keay-Bright, 2006), however I<br />

wiil provide a brief overview forthe purposes ofthis paper.<br />

The project has four main stages and uses a Research-Inspire-<br />

Listen-Develop model at each stage (Keay-Bright, 2007). The<br />

first stage of feasibility involved teachers and children helping<br />

the researcher define a positive playful environment that<br />

could be both relaxing and motivating for children and which<br />

could be seamlessly integrated into the school curriculum.This<br />

feasibility study led to a successful proposal for funding from<br />

the National Endowment for Science and Technology Awards<br />

(NESTA), which supported the addition of two programmers<br />

and consultant experts from psychology, linguistics and


special educational needs, into the team. The design phase<br />

that followed funding focussed on the integration of ideas<br />

from the design team, consultants and teachers together<br />

with observations of children in free-play activities to arrive<br />

at a design concept. The implementation phase required the<br />

team to consider the goals ofthe project very carefully and to<br />

develop many of these Ideas into a series of prototypes, each<br />

version accommodating more design ideas from participants<br />

and identifying both the parameters and possibilities ofthe<br />

technologies currently used in schools. Each prototype version<br />

was evaluated, using a variety of qualitative and quantitative<br />

methods, and the responses carefully analysed before the<br />

designs were refined. The final stage ofthe project has been<br />

to identify further possibilities and to invite contributions<br />

from a wider audience, deepening collaboration through the<br />

use of social media and making software prototypes publicly<br />

available on the Reactive Colours open source website, http://<br />

www.reacrivecoiours.org (Stadler & Hirsh, 2002).<br />

4.2 The role of autistic children in the development of the<br />

software<br />

The ambirion to undertake a participatory design process,<br />

whereby those who are most likely to benefit from the<br />

outcome are key informants in the most important aspects of<br />

development, (Friere, 1974; Druin, 1999), was realised through<br />

the commitment of a group of children aged between four<br />

and seven years. In fuil-time attendance at a school for special<br />

educational needs with a specific autism support unit, their<br />

teachers and teaching assistants.<br />

Over a period of approximately two years, at the suggestion<br />

of teachers, these children, in small groups of up to five<br />

children aged between four and seven years, at varying<br />

stages of cognitive development, were invited to explore<br />

prototype ReacTickles on the SmartboardTM. What became<br />

clear very early on was that the software needed to exploit<br />

the potenrial richness of bodily movement and to allow for<br />

the idiosyncraric, emergent needs ofthe children as many of<br />

them became upset by the sensory overioad and potenrial for<br />

failure that Is characterisric of many software programmes.<br />

Thus movement and perceprion became the prerequisites<br />

for interacrion, rather than the need to manage the control of<br />

graphical information and ReacTickles were designed with a<br />

view to encouraging expressive full body acrions. By urilizing<br />

velocity, gravity, inertia and elasticity In an advanced form of<br />

cause and effect, when the ReacTickles on the surface ofthe<br />

Smartboard are touched, a corresponding action is direcriy<br />

prompted on a different part of the screen. User acrion is<br />

expressed through locarion, direcrion and dynamics, rather<br />

than metaphorical or symbolic representations of objects,<br />

which is far more relevant for aurisric children as, without<br />

the demands on cognitive and fine motor skills, they able to<br />

Interact In a way that is positive and rewarding (Figure 1).<br />

In this socially mediated environment the outward rendering<br />

of inner engagement has the potential to Invite parricipation<br />

from others, as areas of mutual interest can be readily shared.<br />

In this context, embodiment denotes more than a synthesis<br />

of control and response, it actually allows for acrions to be<br />

mirrored in a positive, playful and improvisational manner<br />

(Suchman, 1987).<br />

4.3 Findings<br />

What became evident from video analysis of the different<br />

groups using ReacTickles on the SmartboardTM was that<br />

children were using their physical and perceptual skills in a<br />

manner that was natural for them, and that they were abie<br />

to use expressive forms of communicarion to demonstrate<br />

their interest and to invite the parricipation of others. Gross<br />

motor activities such as stretching, jumping, reaching and<br />

smoothing became part of the embodied experience, together<br />

with finer motor skills such as circling, tapping and poinring,<br />

all of which had a direct relarionship to the digital response<br />

on the SmartboardTM surface. One child, aged seven years,<br />

evidenced a degree of discomfort at the start of the session.


he was observed running baclcwards and forwards at the<br />

Smartboard, flapping his hands violently, however, following<br />

encouragement from his teacher, he began to engage with<br />

ReacTickles, and within minutes started smoothing the<br />

Smartboard and became much calmer and in control of<br />

his actions. The child's teachers considered this to be a clear<br />

indication of intentionality and purpose.<br />

For some of the children, the position of the Smartboard<br />

inhibited their ability to follow through their actions, for<br />

example, where the ReacTickles shapes ascend to the top of<br />

the screen having been released from a static position by the<br />

child's interaction, when the child attempted to chase the<br />

shape the height of the board meant that the shape moved<br />

out of reach. What was notable on these occasions was that<br />

children requested assistance using spontaneous language<br />

and gesture, and did not show any signs of distress. Although<br />

hand to eye co-ordination was generally very good, some<br />

children had difficulty gauging the amount of pressure needed<br />

to activate the ReacTickles on the SmartboardTM and needed<br />

assistance from a member of staff (Figure 2).<br />

Two classes using the software had no verbal language and<br />

had difficulties with concentration. Teachers noticed that<br />

when these children were playing with ReacTickles at the<br />

Smartboard the levels of concentration improved, as they<br />

were able to see their actions mirrored on the screen; it was<br />

also suggested that as the children were able to demonstrate<br />

their interest through their physical actions, their expressive<br />

communication also improved.<br />

A different group, who were able to use verbal language<br />

demonstrated certain characteristics associated with symbolic<br />

play, as they attributed properties to actions in an imaginary<br />

way. For example, when filled circles ascend and wobble, a<br />

child enthusiastically says, "Pop the bubble!" As another child<br />

voluntarily joins the activity, instructional vocabulary is shared<br />

between the two and the pretence continues. A third child<br />

joins the group and extends the play, he imitates the actions<br />

of his peers and adds his own variations, in a different type of<br />

activity, where written words become the object of play, for<br />

example colour names form a wave and leave a trail, children<br />

voluntarily verbalised colour names, not simplyas a descriptive<br />

label, but to draw attention to the action. Comments, such<br />

as, "I've made a circle!" clearly suggested that the child was<br />

inventing a context for the action and expressing a desire to<br />

share the experience with others (Figure 3).<br />

Experts analysing the video footage ofthe children suggested<br />

that as ReacTickles did not rely on understanding the<br />

representational significance ofthe visual elements, children<br />

were clearly responding in manner that was meaningful for<br />

them, rather than following the predetermined sequence of<br />

actions offered in most software programmes.<br />

5. Further research<br />

The spontaneous use of verbalisation, vocalisation and gesture<br />

form part ofthe pattern of activity with ReacTickles. Extensive<br />

research has been carried out which examines the gestural<br />

responses of children as a method of measuring learning and<br />

thinking (Goldin-Meadow, 2003). The results showed that


gestural responses reflected a tacit knowledge which did not<br />

need to be expressed through verbal language. In the analysis<br />

of young autistic children's responses to ReacTickles, the non­<br />

verbal expressions of interest, engagement, and in some cases,<br />

anxiety, vv'ere used as an indicator of interest in ReacTickles<br />

and not to consider the skills ofthe child.<br />

It was evident that the children directly related their use of<br />

language to their actions, {Bruner, 1972; Vgotsky, 1978} in a<br />

manner that vjas spontaneous and improvised (Suchman,<br />

1987}. This has far reaching implications for autistic<br />

children whose language use is often not directly related to<br />

intentionallty and purpose, howeverthls will be considered in<br />

further research.<br />

6. ConciusEon<br />

The Reactive Colours project, through a gradually evolving,<br />

participatory design process, has identified the potential that<br />

young autistic children have to uncover, explore and develop<br />

meaningful play experiences In digital settings.<br />

The small-scale study described it this paper has clearly<br />

identified the role oftactile Interaction in affording comfortable<br />

sensory experiences, and its further potential to bnng active<br />

playfulness into learning.The ReacTickles interface represents<br />

a deliberate move to provide a facility for children to interpret<br />

and understand their actions and the actions and intentions of<br />

others as it engages the tactile, vestibular and proprioceptive<br />

sensory systems to a higher degree than most other software<br />

programmes.<br />

The design is not simply about the relevance of supporring<br />

sensory and physical skills, but how these skills can contribute<br />

to understanding the needs of others. The neutrality of the<br />

interface enables children to communicate expressively,<br />

using their personal choice of language and gesture in an<br />

improvisational manner, as they encounter experiences<br />

direcriy with the ReacTickles software or whilst interacring<br />

with others at the Smartboard. Our study has shown that<br />

ReacTickles software can provide a completely embodied<br />

play experience as input and output are closely matched.<br />

In this way, children are supported In using a range of skills,<br />

including physical and perceptual, ratherthan purely cognirive<br />

skills, which can be highly demanding, parriculariy in social<br />

situarions. For children whose sensory systems may exclude<br />

them from acriviries that require fine and gross motor skills,<br />

the combination of the responsive, non-representational<br />

ReacTickles and tangible technologies has the potenrial to<br />

create a positive learning environment In which meaning<br />

is created and understood through context and use rather<br />

than the necessity to perform a task within a restricted set of<br />

physical and graphical boundaries.<br />

Acknowledgements<br />

The Reacrive Colours project has been awarded funding from<br />

the National Endowment for Science and Technology Awards.<br />

The designers wish to acknowledge the commitment and<br />

enthusiasm ofthe staff and children from the Hollies School in<br />

Cardiff, Wales, UK, who have been central to the design ofthe<br />

ReacTickles software and the many teachers and children who<br />

have played with the software and given generous feedback<br />

throughout the project. I would iike to add additional thanks<br />

to Dr. Dinah Murray, Dr. Malcolm Bright and Geoff Fitzpatrick<br />

fortheir guidance with this paper.


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D U R A B L E D E S I G N : A N a P P Q R T U N I T Y F D R C D N T E M P D R A R Y S T U D I O J E W E L L E R Y ?<br />

Julia Keyte<br />

Sheffield Hallam University, Sheffield, UK<br />

j.keyte@shu.sc.uk<br />

Tom Fisher<br />

Sheffield Hallam University, Sheffield, UK<br />

Abstract<br />

This paper focuses on the discipline of contemporary<br />

studio jevt-ellery, and proposes that calls for emotionally<br />

durable product design, elicited in response to the growing<br />

environmental crisis, present an opportunity for the field of<br />

contemporary studio jewellery to expand further.<br />

Contemporary studio jewellery is a discipline with its roots in<br />

craft practice, which has been recognised as a profession for<br />

approximately 35 years. Practices in this discipline tend to be<br />

self-referenda I, even elitist. In order to continue to grow, the<br />

field needs to seek broader social and cultural relevance.<br />

Studio jewellers have adapted a material-centric approach<br />

to designing and producing objects, and this is reflected<br />

In current responses to global ecological issues. This paper<br />

examines these responses, and identifies emotionally durable<br />

product design as a possible opportunity for studio jewellery<br />

to extend its boundanes to encompass new challenges.<br />

These debates may provide a context to which contemporary<br />

studio jewellery may apply its inherent creative processes and<br />

approaches, and establish a direction for new growth.<br />

Introduction<br />

It is now widely recognised that human activity is the cause<br />

of an environmental imbalance which must be rectified, and<br />

that reversing this situation requires a significant cultural shift.<br />

Ecological and environmental debates, and calls for change to<br />

ourcurrentunsustainablelifestylesappearfrequentiy in national<br />

and international medla.Recentpresscoveragefocusesonissues<br />

such as travel, transport, energy, recycling, and the purchase<br />

of responsibly sourced and manufactured goods. (Pattenden,<br />

2007).These debates are evident in many professional spheres,<br />

including design, where it relates to concern about wastefully<br />

using up diminishing natural resources, and the impact of<br />

waste production on the environment.<br />

This paper considers the work of a selection of contemporary<br />

studio jewellers in terms of these concerns. It was stimulated<br />

by two events which aimed, in different ways, to explore how<br />

design can take responsibility for this apparent environmental<br />

imbalance. The first. Design for Durability, was a seminar held<br />

by the Network on Product Life Spans (Sheffield Hallam<br />

University) in April 2006. The second was Carry The Can, a<br />

conference organised by the Association for Contemporary<br />

Jewellery in July 2006.<br />

Design for Durability aimed to 'explore the responsibility of<br />

designers for our throwaway society and their potential<br />

contribution to sustainable consumption through the<br />

development of longer lasting products' (Network on<br />

Product Lifespans, 2007). Carry The Can focused on 'Issues<br />

of value/values and responsibility within an ecological,<br />

ethical and sustainabillty framework and the application and<br />

relationship to the global contemporary jewellery design<br />

and arts' (Association for Contemporary Jewellery, 2007). The<br />

conference set out to discuss ethical issues in general, with a<br />

focus on ecological and sustainabllity questions.<br />

Through considering the work of four different jewellers this<br />

paper relates the material-centric pracrice of studio jewellers<br />

to product longevity for two purposes. First, it seeks to identify


opportunities to enhance awareness in the field of studio<br />

jewellery practice ofthe potential for it to engage with issues<br />

of environmental concern. Although the field has existed in<br />

more or less its current form for approximately 35 years, it<br />

has tended not to develop a rich self awareness in terms of<br />

its relationship with other fields. Second, this paper explores<br />

the potential for the customary practices of studio jewellers<br />

to help in developing strategies for sustainable approaches to<br />

materials, processes and human/ object relationships in the<br />

field ofdesign more generally.<br />

The paper identifies practices in studio jewellery as being<br />

fundamentally material-centric. Although strongly influenced<br />

by the conceptual strand in art practice studio jewellery<br />

remains concerned with specialist materials and processes.<br />

Design and making is approached on two levels; on one hand<br />

practitioners take a creative and knowledgeable approach to<br />

handling material, and on the other hand they often employ<br />

an analytical approach, challenging everyday understandings<br />

of jewellery and domestic objects. This paper proposes that if<br />

such an approach is applied to the issues sketched out above,<br />

it may help to produce objects that are environmentally<br />

sustainable, in terms of appropriate material application,<br />

provoking change in consumer behaviour, or producing<br />

objects with genuine longevity. The field of Studio Jewellery<br />

could therefore contribute to the development of new design<br />

genres, whilst finding broader applications for its inherent<br />

approaches to design.<br />

Durable Design<br />

There is a need for the development of new and sustainable<br />

approaches to design. Tim Cooper (2005) discusses the link<br />

between consumption and the over-production of waste in<br />

contemporary industrialised society. He identifies the need<br />

for the development of'life-cycle thinking'. He states that'Life-<br />

cycle thinking is of considerable importance to designers,<br />

manufacturers, and consumers in responding to the challenge<br />

of sustainable consumption.' (2005: 64) Current approaches<br />

to design both fulfill and stimulate a continuous demand for<br />

new possessions, and therefore stimulate the production of<br />

waste. If this is to be tackled, a cultural and economic shift is<br />

required. According to Cooper, the achievement of sustainable<br />

consumption;<br />

...implies a reduction in the throughput of resources.<br />

This requires a shift from a linear to a circular economy<br />

so that inputs of virgin raw material and energy and<br />

outputs in theform of waste requiring disposal decline<br />

(2005:52).<br />

Des/gnforDura5///fysoughttoexplorethepossiblecontribution<br />

of designers to instigating this shift through the design of<br />

longer lasting products. In this, it built on previous events with<br />

similar aims, such as the conference organised in 1997 by the<br />

Eternally Yours Foundation based in the Netherlands; Eternally<br />

Yours - Visions in Product Endurance. This conference discussed<br />

the'field of product lifetime extension'(Eternally Yours, 2007).<br />

Notions of prolonged user engagement as a route to creating<br />

durable design have since been discussed in terms such as<br />

'longevity', 'durability', 'lasting value', 'enduring attachment!<br />

'emotional durability' or 'product lifetime extension'. The<br />

notion of prolonged user engagement is seen as a route to<br />

creating sustainable patterns of consumption. The cases<br />

of contemporary studio jewellery design discussed below<br />

suggest that the right objects made of appropriate materials<br />

could make possible longer lasting relationships between<br />

consumers and their possessions.<br />

Contemporary Studio Jewellery Design as a Discipline<br />

Jewellery design in its broadest sense is defined by Jivan<br />

Astfaick (2005) as'multifaceted'and operating on'many levels<br />

of commerce, art and design'. Studio jewellery constitutes an<br />

extremely small proportion of overall jewellery production.<br />

Studio jewellery design can be understood as a specialist<br />

discipline rooted within applied art or craft, with a 'specific<br />

and characteristic' language of its own. (den Besten, 2005).<br />

Also seen as 'author'jewellery (Evans, 2006), work is usually<br />

valued for the personal artistic statement ofthe maker.<br />

The political and cultural reawakening of the 1960s and<br />

1970s saw practitioners in both Western Europe and<br />

North America questioning and challenging the perceived<br />

boundaries, traditions and conventions of jewellery design<br />

and making. In recounting the 1960 to 1980 period, British<br />

jeweller Caroline Broadhead (1985) stated that'...the prevailing<br />

European tradition of technically precise but aesthetically<br />

static jewellery has been firmly rejected by many designers.


...a bold attempt has been made to establish an interest in<br />

jewellery independent of its associations with wealth, status or<br />

fashion.'Out of this idealistic and prolific'Golden Age'(Derrez,<br />

2005), contemporary studio jewellery has developed as an art<br />

form, and an autonomous discipline. What we have now Is a<br />

'Woddwideand specialised infrastructure', with its own'training<br />

programmes and gallenes, museum collections and collectors,<br />

books, and catalogues,'(Derrez, 2005). Specialist departments<br />

in educational institutions, particularly art colleges, have<br />

developed as hubs of knowledge and creative development.<br />

The values and processes inherent to contemporary studio<br />

jewellery are embedded in making, material and (sometimes)<br />

technique, whilecreativeand conceptual processesare informed<br />

by some ofthe assumptions about the autonomy of individual<br />

creative practice that are to be found in fine art practice. For<br />

this reason perhaps. Studio jewellery has a tendency to be self-<br />

referential as well as being recognised as a productive craft<br />

discipline. Contemporary practitioners typically work alone<br />

(often self employed) with discipline and independence. They<br />

do not usually design for a specific market demand. Rather, they<br />

will be informed about markets, and will often take initiatives<br />

to generate demand. The discipline encompasses many<br />

approaches from technique-led 'production craft', (Metcalf,<br />

2005), to conceptual approaches more akin to art practice.<br />

The growth ofthe field and its specialised infrastructure is to an<br />

extent self sustaining. The field is introspective; practitioners<br />

reflect heavily on existing practice and it is sometimes difficult<br />

to identify the discipline's wider social and cultural relevance<br />

beyond its own infrastructure, in order to achieve broader<br />

social and cultural relevanceand to fully explore possibilities for<br />

further growth, it would benefit the discipline if practitioners<br />

and institutions reflected on theopportunlties and applications<br />

that the unique character of their discipline makes possible.<br />

I^^aterial-centrk Approach<br />

The discipline of contemporary studio jewellery is small, and<br />

any impact it can have on global ecological problems, whether<br />

positive or negative, is negligible. It is natural, however, in the<br />

current cultural / social climate that some consideration of<br />

environmental issues should be reflected through ethically<br />

considered studio practice, or made manifest through objects<br />

produced. The response to environmental issues within studio<br />

jewellery design to date is typically restricted to consideration<br />

of material use. This manifests itself in two ways.<br />

Firstly, the environmental impact of sourcing materials<br />

traditional to the discipline is a subject of concern to<br />

practitioners. Historically and traditionally jewellery has been<br />

made from precious metals and precious stones. A number of<br />

campaigns and debates have developed around the sourcing<br />

of mined materials perceived to be precious, which touch on<br />

issues such as human rights, local environmental and ecological<br />

damage, and worker exploitation in the developing world.<br />

One such example is recently formed (2004) USA based Ethical<br />

Metalsmiths, who were represented at Carry the Can. Their aim<br />

Is to raise awareness amongst metal artists of the ecological<br />

impacts of mining processes, which are the starting point of<br />

the materials intrinsic to the discipline. The Ethical Metalsmiths<br />

website draws particular attention to the Impact of open pit<br />

mines, which can 'consume excessive amounts of water and<br />

energy... consume wilderness areas, threaten economies<br />

and indigenous communities, and can cause perpetual<br />

pollution'(2006). They urge their colleagues (in the Western<br />

hemisphere) to consciously consider their responsibility in<br />

their purchase of material for this wide-ranging ecological<br />

damage: 'We are Intimate with gold, but overlook the fact<br />

that the jewellery we make begins with, and at, the source of<br />

our materials... we must take notice and share responsibility.<br />

(Ethical Metalsmiths, 2006).<br />

Secondly, conscious attempts at sustainable designing and<br />

making within studio jewellery focus frequently on the reuse<br />

and recycling of objects and materials. This can be seen simply<br />

as sustainable material use, or as an attempt at creating<br />

narrative, perhaps provoking a 'green' conscience In the<br />

audience. Many studio jewellers have achieved recognition for<br />

their re-use of obsolete or discarded matenais and objects. This<br />

work is often attributed with value as sustainable design by<br />

cntics and curators, for example through craft exhibitions such<br />

as Recycle, hosted by Craftspace touring in 1996, and Reclaimed,<br />

hosted by the Design Council 1999-2003. However, the use of<br />

re-appropriated materials Is not always a conscious effort to<br />

produce sustainable design. It Is perhaps more common to<br />

find studio jewellers who seek to challenge preconceptions


about material use in jewellery by giving value to'non-precious'<br />

or waste materials. For example, Brigitte Turba has gained<br />

recognitionforheruseofrecycled plastic bottles in herjewellery.<br />

Her work has been interpreted as a response to environmental<br />

issues in two exhibitions: Recycle and Reclaimed. She writes;<br />

I take a material not seen as precious and give it a new<br />

value to show that it can be beautiful and challenge<br />

people's expectations... Use of waste is a particular<br />

challenge in jewellery making where precious materials<br />

dominate (Turba, 2007).<br />

The two approaches outlined above emphasise material use<br />

almost exclusively in their response to the need for sustainable<br />

practices, which can be explained by the fundamentally<br />

material-centric nature of studio jewellery design. The<br />

processes of design and production are usually embedded<br />

in the manipulation of material through hand making. Given<br />

the nature ofthe discipline, it is inevitable that the reaction<br />

to environmental concerns is s e If-reflect ive, and therefore<br />

questions the sourcing, production and use of materials<br />

specific to this area.<br />

However, these examples can also be seen within a wider<br />

cultural framework as a reflection of a symptom-focused<br />

approach to solving the ecological crisis.There is a burgeoning<br />

culture of recycling materials and objects in contemporary<br />

Western societies, despite the fact that, recycling could be seen<br />

as a reactive and superficial approach to finding a solution.The<br />

over-production of objects, and waste, is stimulated by high<br />

levels of consumption, resulting in short life-spans for many<br />

products. The vast majority of these products, once obsolete,<br />

end their lives in land-fill sites. Jonathan Chapman argues that<br />

design itself has embraced this symptomatic approach to the<br />

ecological crisis;<br />

Amidst the frantic scramble to comply with growing<br />

legislative demands, the root causes of the ecological<br />

crisis that we face are frequently overlooked. Meanwhile,<br />

consumers continue wastefully on, but do so, now, with<br />

recycled materials instead of virgin ones (2005:9).<br />

Chapman makes an impassioned call to tackle the problem at<br />

its roots, through new ways of designing and thinking about<br />

objects. This requires a movement away from the 'cosmetic<br />

approaches' of mainstream, techno-centric product design.<br />

Chapman suggests that 'alternative genres' of designing<br />

could provide consumers with 'nch and varied experience.'<br />

(Chapman, 2005).<br />

This paper suggests that beyond the conscious responses<br />

outlined above, there are practices indigenous to the material-<br />

centric approach of contemporary studio jewellery that could<br />

lend themselves to a new, sustainable genre ofdesign. These<br />

are illustrated through the case studies below.<br />

(NL)<br />

Through her practice as a jeweller and applied artist, Manon<br />

van Kouswijk explores domestic objects, in particular the<br />

jewellery and tableware most familiar to us. This exploration<br />

is carried out through the process of making; thinking is<br />

visualised through physical experimentation. 'The making<br />

process I view as an act of translating and of making visible<br />

aspects ofthe everyday life of things'(Van Kouswijk, 2006).<br />

The result of this open-ended experimental process can<br />

be either a series of art objects, and or a functional object.<br />

The art objects could be interpreted almost as a series of<br />

thoughts, manipulations of recognisable domestic language,<br />

The functional objects retain elements of exploration of<br />

domestic ritual, yet are useful and usable objects; functional<br />

but provocative. For example in a napkin designed by van<br />

Kouswijk, marks left in the course ofthe life ofthe napkin are<br />

embellished with embroidery, acknowledging wear and use.<br />

Laura Potter (UK)<br />

Through her practice as a jeweller, Laura Potter analyses<br />

the role and function of jewellery as a possession. Items of<br />

jewellery number amongst the most precious of a person's<br />

possessions, and are liberally invested with emotion, sentiment<br />

and superstition. Potter's work is observational in nature. For<br />

example, she draws attention, through the objects she creates,<br />

to the private places people chose to store or hide their<br />

jewellery. Safesock (2005) focuses attention on the tendency<br />

to keep jewellery hidden in the bottom of a bedroom drawer<br />

where it is felt it will be safe.


Potter's {as yet unfinished) project My Life in a Sock Drawer<br />

Investigates the unique way in w/hich jewellery Is treasured<br />

and sentimentalized, even accumulated, but yet not worn.<br />

The project concentrates on women who look at jewellery<br />

as 'a means by which they can access and evidence their life<br />

experiences'(Potter, 2007).<br />

'Jewellery items are amongst our most precious possessions,<br />

not only in matenal and aesthetic terms, but because they<br />

are key artifacts through which we establish a sense of self<br />

(Potter, 2007).<br />

Kaz Robertson (UK)<br />

Kaz Robertson does not claim any conceptual or intellectual<br />

rationale. She is typical of a number of studio jewellers<br />

operating as 'production'craftspeople (Metcalf). Her work is<br />

produced to sell through contemporary craft outlets. It is not<br />

intended to provoke debate or enquiry. In an Interview on her<br />

practice and approach in 2002 Robertson makes reference to<br />

the pleasure of making, the visual and tactile properties of<br />

polyester resin, and visual inspiration - 'the bnght colours and<br />

patterns of sea life'.<br />

Her work revolves around one material (polyester resin),<br />

the physical and visual characteristics of which she has an<br />

exceptional understanding. By specialising In one material,<br />

she has Invented ways of manipulating it which are both<br />

unique and personal. The material forms both an inspiration<br />

and the means of production. As a result, Robertson handles<br />

this material in a very sensitive and creative way.<br />

Ted Noten (NL)<br />

Chew Your Own Brooch Is a project by jewellery designer Ted<br />

Noten started In 1998 at the Museum Boijmahsvan Beuningen<br />

In Rotterdam. Members of the public had the opportunity to<br />

buy a piece of chewing gum, with a return box. They were<br />

invited to chew their own form from the chewing gum, and<br />

send it back to the designer. Some of these forms were then<br />

selected and cast in gold or silver, transformed into a pin or<br />

brooch, and sent back to the sender ofthe gum.<br />

This work challenges notions of precious jewellery through an<br />

interesting and provocative juxtaposition of material opposites.<br />

The process encouraged participants to actively consider a<br />

particular ubiquitous and throw-away object (chewing gum),<br />

and its associated ritual (chewing and disposing). The chewing<br />

gum littering the streets of Europe was 'reconfigured and<br />

re-Introduced as a precious piece of body adornment, thus<br />

rearranging the everyday order of things'(Astfalck 2005).<br />

Practices Integral to Studio Jewellery<br />

The above examples illustrate a variety of different approaches<br />

to practice within the field. All four have trained in specialist<br />

art and design Institutions, but they do not conform to one<br />

model, however they do make it possible to identify practices<br />

that are characteristic of this discipline.<br />

Practitioners and students explore and understand their<br />

discipline through study, education and publications. This is<br />

usually focussed on the objects produced. However, we could<br />

instead look at studio jewellery as an approach to designing<br />

objects, and hence at the way this approach could be adapted<br />

to new contexts. This material-centnc approach to designing<br />

objects cannot necessarily betransferred directly tothe context<br />

of durable product design. Contemporary studio jewellers<br />

operate with a certain freedom; they do not usually design<br />

within the constraints of a commercial brief, or for producrion<br />

on a large scale. Therefore the examples discussed here do not<br />

comprise a solurion, but imply that through further analysis,<br />

and through the development of new opportuniries and<br />

platforms, certain aspects of this approach may contribute to<br />

a new and sustainable form of design. These aspects can be<br />

summarised as:<br />

Experimental Making: Ideas are often developed through<br />

material experimentation, intuitive or investigative in<br />

nature. Thinking is visualized through making. In an open-<br />

ended way, usually without the restraints of a commercial<br />

brief This creative making process can produce objects<br />

which are ambiguous and thought provoking in their subtle<br />

manipularion of recognisable domestic language.<br />

Sensitivity in Handling Material: Jewellers frequently<br />

demonstrate great quality in the manufacture of objects, and<br />

abiiityto handle specific materials sensitively and Innovarively.<br />

Makers know the physical properties oftheir materials well,<br />

know how to best handlethem, and often develop unique ways


of doing so. There are several implications for the durability of<br />

products: A product should be more attractive and last longer,<br />

if it is made v^ell, and the material is considerately chosen. A<br />

hands-on knowledge of specific materials could contribute to<br />

the use of materials appropriate to the lifespan of a product.<br />

Could there be hands-on specialists in degradable materials?<br />

Challenging the User's / Viewer's Perceptions of Material:<br />

Frequent exploration and questioning of materials traditional<br />

to jewellery, and of peoples' associations with those materials,<br />

amounts to intelligent and provocative material use. Chew<br />

Your Own Brooch employs a socially engaged approach that Is<br />

relevant to the development of durable design. The material<br />

juxtaposition and design process provokes cognitive enquiry,<br />

creating a narrative that Is individual to the owner ofthe brooch,<br />

thereby strengthening the user-object relationship. Noten has<br />

relinquished creative and aesthetic control, and given a creative<br />

opportunity to the participants. In addition, the project draws<br />

attention to chewing gum as a disposable object.<br />

Analysing the symbolic and social functions of jewellery:<br />

Practitioners consciously seek to understand the symbolic<br />

and social functions of jewellery, and the way in which it can<br />

embody memory, emotion, or superstition. Laura Potter Is<br />

typical of a number of jewellers with intimate knowledge of<br />

jewellery and domestic objects and the way in which owners<br />

form attachment. She brings domestic rituals to our attention;<br />

how we buy, wear, store and accumulate jewellery.<br />

Jewellery is a unique type of object, ubiquitous in most parts<br />

of the world, which is generally intrinsically emotionally<br />

durable on more than one level. It is arguably fundamental<br />

to human culture, and persists over generations to inform us<br />

about previous cultures, or about our own family histories and<br />

identities {in the case of jewellery as heidoom). Clare Phillips<br />

(1997) states that;<br />

The wearing of jewelry has been a constant feature<br />

in mankind's existence from earliest times. Amongst<br />

scattered cultural groups the same desire for<br />

ornamentation Is evident... Our knowledge of ancient<br />

jewelry depends almost entirely on pieces that were<br />

either buried with the dead or hidden during times of<br />

war (1997: 7).<br />

The perceived precious nature of the materials traditionally<br />

used further ensures thatjewellery {as a possession) is regarded<br />

in a special light.The history and collective cultural knowledge<br />

of jewellery forms a source of debate and inspiration for<br />

many contemporary Studio jewellers. Jewellers often have an<br />

intimate and specialist understanding ofthis object, and seek<br />

to challenge and explore existing forms and materials.<br />

Stuart Walker (2006) argues that seeking to understand<br />

existing objects with durable characteristics will help to<br />

advance thinking about the creation of sustainable product<br />

design;<br />

When objects have been produced over such long<br />

periods of time, spanning diverse cultures, languages,<br />

and understandings, then we can be sure that there are<br />

lessons to be learned from them about our relationships<br />

with material things, and our contemporary efforts<br />

to tackle sustainable issues in product design and<br />

manufacturing (2006:20).<br />

Contemporary studio jewellery constitutes a body of collective<br />

knowledge which if tapped into, could surely be of value to<br />

the design of new, durable objects.<br />

Conclusion<br />

The discipline of jewellery design is self-reflect ive and<br />

autonomous in nature. The risk in operating as a highly<br />

specialised and introspective field is that the wider social<br />

relevance becomes questionable. However, new directions<br />

can develop if jewellers look beyond the current boundaries<br />

of their discipline to embrace external opportunities.<br />

New approaches to design need to be developed in response<br />

to current environmental concerns. The notion of prolonged<br />

user engagement is seen as a route to creating sustainable<br />

patterns of consumption. The right objects in responsibly<br />

chosen materials could persuade or provoke a longer lasting<br />

relationship between consumers and their possessions.<br />

Through discussing the work of four contemporary studio<br />

jewellers, this paper has attempted to identify practices<br />

integral to contemporary studio jewellery, which may lend


themselves to the creation of durable and sustainable objects.<br />

The paper does not propose a solution, but suggests that<br />

through further analysis, and through the development<br />

of new opportunities and platforms, certain aspects of<br />

this approach may help inform, or be applied to a new and<br />

sustainable form of design. Many contemporary studio<br />

jewellers have developed an analytical understanding ofthe<br />

domestic object, and a creative and knowledgeable approach<br />

to handling material. Furthermore, studio jewellers are<br />

concerned with a unique genre of object, which is generally<br />

intrinsically emotionally durable. These inherent practices<br />

could help to assist and progress the production of objects<br />

which are considered either in terms of appropriate material<br />

application, in terms of provoking change In consumer<br />

behaviour, or in terms of producing objects with genuine<br />

longevity. This new perspective on the field could constitute<br />

the first steps towards a new and socially engaged direction.


References<br />

ASSOCIATION FOR CONTEMPORARY JEWELLERY (2006). Carry<br />

The Can; conference proceedings 5th - 8th July 2006. [online].<br />

Last accessed on 5th January 2007 at: http://www.acj.org.uk/<br />

pages/conferences<br />

ASTFALCK, JIvan (2005). Jewellery as a Fine Art Practice, In:<br />

GRANT, Catherine (ed.). New Directions In Jewellery Black Dog<br />

Publishing. 17-24.<br />

BROADHEAD, Caroline (1985.) New tradition : the Evolution of<br />

Jewellery 1966-1985. Brirish Craft Centre.<br />

CHAPMAN, Jonathan (2005). Emorionally Durable Design.<br />

Earthscan.<br />

COOPER, Tim (2005). Slower Consumption: Reflections on<br />

Product Life Spans and the 'Throwaway Society'. Journal of<br />

Industrial Ecology, 9 (1-2), 51-67.<br />

DEN BESTEN, Llesbeth (2005). Properly Separated - Crafts in<br />

the Netherlands.ThInkTank, (2), 8-13.<br />

DERREZ, Paul (2005). Jewellery? What Kind of Jewellery are<br />

we Actually Talking About?, in: GRANT, Catherine (ed.). New<br />

Directions In Jewellery Black Dog Publishing. 11-17.<br />

ETHICAL METALSMITHS (2006) [online] Last Accessed on 16th<br />

December 2006 at: http://www.ethicaimetaismiths.org/<br />

EVANS, James (2006). Where are the Pieces of Yesterday? in:<br />

Carry The Can - conference. Association for Contemporary<br />

Jewellery. London 2006. Not published.<br />

HOGGARD, Liz (2002). Lookout: Kaz Robertson. Crafts (174), 36-7.<br />

METCALF, Bruce (2005). Sriil Second Class?. Metaismith, 15 (5),<br />

18-19.<br />

NETWORK ON PRODUCT LIFESPANS (2006). Design for<br />

Durability: symposium proceedings 11th April 2006. [online].<br />

Last accessed on 5th January 2007 at http://extra.shu.ac.uk/<br />

producriife/seminar_03.html<br />

PATTENDEN, Mike (2007). First Steps in Saving the Planet.<br />

Sunday Times, 4 February, 30.<br />

PHILLIPS, Clare (1997). Jewelry from Antiquity to the Present.<br />

Thames and Hudson.<br />

POTTER, Laura (2007). Profile, [online]. From Laura Potter.<br />

co.uk. Last accessed on 16th January 2007 at: http://www.<br />

laurapotter.co.uk/<br />

TURBA, Brigitte (2007). [online]. Last accessed on 20th January<br />

2007 at http://www.klimt02.net/jewellers/index.php7item_<br />

id:^751<br />

VAN HINTE, Ed (ed.). (1997). Eternally Yours: Visions on Product<br />

Endurance. 010 Publishers, Rotterdam.<br />

VAN KOUSWUK, Manon (2006). Moving within and without<br />

jewellery, [online]. Kiimt 02 Art Jewellery. Last accessed on<br />

20th January 2007 at: http://www.klimt02.net/forum/index.<br />

php?item_id=5311<br />

WALKER, Stuart (2004). Object Lessons: Enduring Artifacts and<br />

Sustainable Solurions. In: BHAMRA & HONS (eds.). Design and<br />

Manufacture for Sustainable Development 2004. Professional<br />

Engineering Publishing.


D R E S S A G A I N S T D I S A S T E R : G L G T H I N G A S H Y P E R - M E D I U M IN R I S K S D C i E T Y<br />

Şölen KIpöz<br />

Izmir University of Economics,<br />

Department of Fashion Design, Izmir, Turkey<br />

solen.kipoz@ieu.edu.tr<br />

Abstract<br />

Apart from natural disasters, the perceived risks and dangers in<br />

modern society create an ambiguous, uncertain and anxious<br />

social structure. As a driver of modernity, the production and<br />

communication of fashion has become conceptual, critical<br />

and at the cutting edge, rather than an appearence-oriented<br />

attitude. Hence, clothing has become a means of discourse<br />

for fashion through the forward looking, deconstructive,<br />

multi-functional and multi-disciplinary language of design<br />

as a response to social disorder and the disasters related to<br />

the problems of modern society. Thus, clothing has been<br />

redefined as a protective shelter, a mobile structure, an<br />

interactive and technological hyper-medium in between the<br />

territories of space, object and the human body in order to<br />

fulfill the needs and expediencies of modern individual in the<br />

urban metropolis.<br />

This paper adresses a new dimension of fashion and clothing<br />

which challenges the role of clothing as a physical extension<br />

of the human body and an aesthetic display of social identity.<br />

By using the clothing as a means of re-structuring and re­<br />

constructing the human body, the wearer adapts to the<br />

reflexive conditions of modern society, thus empowering the<br />

individual against the deal with the real or perceived risks and<br />

disasters ofthe urban environment.<br />

Introduction<br />

"The world in which we live today is a fraught and<br />

dangerous one" (Giddens 1990:10).<br />

fvlodernity provides us the possibility of choice through<br />

social and individual progress, in a way we can break our<br />

bonds from the past and tradition. On the other hand, with<br />

its expanding complex structures, it has also created the<br />

idea of risk and reflexive conditions due to its unpredictable<br />

roots and uncertainties. The creative self-destruction of'risk<br />

society' {Beck 1992) has been a sign of radical modernity in<br />

a society increasingly preoccupied with the future (and also<br />

with safety), constantly manufacturing and managing the<br />

risks.' The concepts of risk and contingency being dominant<br />

characters of modernity, create the consequences of a fragile<br />

relation between trust and danger, thus making people more<br />

Insecure and inner-directed.<br />

The aim ofthis paper is to redefine the role and meaning of<br />

clothing and dress in a risk society through a radical and critical<br />

attitude towards fashion and clothing. Clothing functions<br />

not only as a multi-functional physical garment agalnts the<br />

dangers of the urban realm, but also as a social response and<br />

reaction against the anxiety and Insecurity engendered by<br />

the real and perceived risks of modernity. Bolton refers how<br />

'perceived'dangers and everyday risks in urban environment<br />

such as to be run over, mugged, sexually assaulted, shot by<br />

gang members, or having our throats slit by a sociopath, can<br />

create a natural anxiety and paranoia towards a 'fantasized<br />

dangerous character such as the 'urban other', as a potential<br />

criminal (2002:81).<br />

' The risks of the modern society like the possibility of nuclear<br />

war, ecological calamity, uncontainable population explosion, the<br />

collapse of global economic exchange, global industrial pollution,<br />

contamination of air, water, food, sickness, death of plants, animals<br />

and other people are potential catastrophes provide an unnerving<br />

horizon of dangers for everyone (Giddensi 990:125).


The ontologica! problems of radical modernity, such as<br />

homelessness, exclusion, confinement, alienation, social decay,<br />

opression, disruption, complexity, fragmentation and trauma<br />

also change the glamourous face of fashion and influence the<br />

mode of clothing into a de-constructive complex structure,<br />

which can be defined between body, space and the object to<br />

be re-semantified within the context of risk society.<br />

The response of fashion against social disorder<br />

Fashion responds to the conditions of radical modernity in<br />

three different ways:<br />

1. As Benjamin points out with the metaphor of'Fashion is the<br />

tiger's leap to the past', flashbacks and retro Interpretadons<br />

from the past are the main dnvers of fashion in the modernity,<br />

Ewans puts it as 'an oscillation between novelty and decay'<br />

as a result of the cultural trauma, through a century marked<br />

by world war, totalitarianism, terrorism and environmental<br />

crisis, whereas Chambers mentions about a continual return<br />

to events as re-telling, re-cidng, re-siting, recalling and<br />

remembering of earlier fragments and traces of'moments of<br />

dangers'(Ewans 2003:37). In contemporary fashion, bythe 70s,<br />

fashion used its memory more Intelligently by re-introducing<br />

old styles through recyling and retro interpretations.<br />

l.The street has become a home for the homeless and<br />

disenfranchised, being a transitional environment, especially<br />

with the ground-breaking urban movement of modernism.<br />

Punk, and another dressed down movement. Grunge. Punks<br />

developed a more nihilist attitude, with no reference to the<br />

past The hidden meaning of the style, as Dick Hebdidge<br />

(1979) argued, is constructed by the technique of bricolage.^<br />

Grunge, on the other hand has become the style ofthe urban<br />

bohemlan and unemployed, 'the fashion-damage control<br />

^Using the repertoire ofthesesignsspeaking a hybrid languagebringing<br />

together the most unremarkable and inappropriate items such as a<br />

safety pin, plastic clothes peg, cheap trashy fabric, nasty colors besides<br />

black, cut of socks, bondages, chains, straps television component, a<br />

razor blade, a tampon, bricoleur constitutes a symbolic ensemble to<br />

replace commodiries which served to subvert their original meanings<br />

with an anarchic discourse to convey a different message.<br />

exercise' as Mc Dowell puts it (2000:483), 'a self-mocking, beer<br />

and heroin-inspired reflection of the hopelessness of being<br />

young, homeless and uncool, reflecting a cultural mood of<br />

anarchy at the at the centre ofthe new art wodd.<br />

3. A forward looking design movement called deconstruction<br />

has become the new promising cultural reaction in building<br />

a new society, new identities, and new aesthetics and values.<br />

Ewans, refers to Richard Martin and Harold Koda to define<br />

'deconstruction' or 'la mode Destroy' as 'a mode of thought<br />

current to our times' (Ewans 2003:250). By the mid 80s, the<br />

movement had fostered in fashion, by a group of designers<br />

from Royal Academy of Fine Art in Antwerp.^ They followed<br />

a philosophical project of deconstruction, and introduced<br />

a conceptual and radical attitude to fashion, rethinking the<br />

formal logic of dress itself through unconventional cutting and<br />

aesthetics. By the 90s the movement referred to a trend towards<br />

hidden hemlines and seams deliberately turned to exterior of<br />

the garments, their imperfections polished and arranged as<br />

ornamentation (PantellinI and Stohlen 2004:171). Japanese<br />

designers contributed to this movement by their unconventional<br />

aestherics and a spiritual attitude deparring from their culture.''<br />

Barbara VInken (2005:35) addresses this transformarion as the<br />

era of post-fashion or after-image fashion. She says 'If, for a<br />

hundred years, fashion has invented and re-invented woman,<br />

post-fashion has begun to deconstruct the woman'.<br />

The post-fashion era has revealed the hidden dimension of<br />

fashion, as Lippovetsky (1994:241) puts it confronting the<br />

euphoria of fashion with its counter parts In dereliction,<br />

depression, and existential anguish. According to Arnold<br />

(2001:xiii) 'the excess and glamorous face of fashion has<br />

counterbalanced with a disquieting feeling of anxiety,<br />

ambiguity, threat and anxiety'. She refers to gothlc Images of<br />

dark ferishes, whereas Ewans (2003) mentions about fashion<br />

^Ann Demeusemester,WalterVan Beirendonck, Martin Margiela, Dries<br />

Van Noten, Dirk Birkembergs.<br />

Rei Kawakubo, redefined the body with an extended sculptural volume<br />

with a garment interacting with the movement and space (deformed<br />

the body through the garment almost recalling of humpback of Notre<br />

Dame) breaking theconventional aesthetics of fashion related to perfect<br />

body proportions or a perfect image (Panteliini and Stohier: ibid)..


images as form of catiiarsis or mourning or imagery of disaster<br />

to justify tliis;'False optimism and the shiny gloss of fashion,<br />

do not really draw the real picture of a modern world, that<br />

can be defined by abjection, alineation and decay'(ibid:308).<br />

Recalling the imagery of disaster as Warhol's In the 60s related<br />

to car crashes, criminals and electrical chairs, apocalyptic<br />

visions became popular in contemporaryfashion photography<br />

by the 70s. Paradoxically, in these projections of the dark side<br />

of urban environment in a half documentary style, the fashion<br />

model is generally disconnected from the environment.<br />

Figure 1. (Left) Photograph by Peter Llndberg, Italian Vogue,! 99<br />

(Ewans 2003:193)<br />

Figure 2. (Right) Andy Warhol's Saturday Disaster, 1964 (ibid)<br />

Clothing as an outsider ofthe fashion system<br />

The new understanding of fashion not only converts the class<br />

and gender stereotypes of the modern society, but also the<br />

medium of clothing by breaking the boundries between body,<br />

space and object. Therefore, fashion rebuilds Its architecture<br />

by re-creating social structures to overcome the problems of<br />

the modern world through clothing by avantgarde designers<br />

such as Hussein Çağlayan, Arkadius,JunyaWatanebe,Commes<br />

des Garcons, Mischiko Koshino, Alexander Mc Queen, Viktor &<br />

Rolf and Yeohlee.<br />

Dress, then is no longer an aesthetical artifice to beautify the<br />

individual, nor a mere functional protective shield, buta /7yper-<br />

medium which incorporates functionality to contemporary<br />

aesthetics, creating a social response which acts as a personal<br />

environment, a portable environment, an interactive space<br />

and a technological medium.<br />

Bolton (2002:7) employs the term 'Supermodern Wardrobe'<br />

to identify clothing which responds to the problems created<br />

by the urban metropolis by conceiving practical and<br />

functional clothing. Borrowing the term supermodern from<br />

the antropologist Marc Auge, Bolton refers to the individual<br />

as one who has to flow among the growth and accelerated<br />

circulation of urban populations, and to respond to the<br />

physical and psychological demands of transitional spaces<br />

such as roads, railways, airports, and the street.^<br />

The 'supermodern clothing' responds to the conditions<br />

of urban environment by facilitating bodily movement;<br />

providing shelter against inclemencies of the weather as well<br />

as against noise and pollution from traffic; affording physical<br />

protection against street crime and physchologlcal protection<br />

against both the gaze of passers by and neutered gaze of the<br />

surveillance camera (ibid).<br />

Social disorder and the body<br />

Like the home, the body is the ultimate device that the modern<br />

individual uses to overcome risks, providing a protective, safe<br />

territory that belongs to the self. Being a unique protective<br />

environment, the body functions as a cocoon, a unique<br />

shelter and a refuge which turns into a space/place when it is<br />

impossible to be at home. Insecurity and disbelief in the social<br />

system and to other Individuals in urban life, makes individuals<br />

empower themselves through their bodies.<br />

The body is also the most fundamental mechanism of motion.<br />

Thus, the body functions as a mobile shelter In the modern<br />

metropolitan environment. Mobile living creates a sense of<br />

continous nomadic experience. People In motion, carry their<br />

clothing with their body, along with mobile communication<br />

devices, the new identity cards. Because the natural body<br />

remains fragile and vulnerable to the dangers and risks of the<br />

urban environment, urbanites need to empower themselves<br />

through protective, multi-functional clothing that will reflect<br />

their social Identity. The modern person's habitation is the<br />

^ Auge(1995) uses the concept of'supermodenity'to express the logic<br />

of excessive information and excessive space, that he calls 'non-space'<br />

through which we are transit for most of our time, as ever-increasing<br />

proportion of our lives mostly spent in supermarkets, airports, hotels,<br />

motorways or in front of ourTVs, computers and cash machines.


ody which is technologically dressed up. A new aesthetically<br />

dnven dynamic of multi-functionality has been sought by<br />

fashion designers as well as architects' (Queen 2003:96).<br />

Protection against disaster<br />

Apart from the basic motivation of clothing in the account of<br />

protection against physical and psychological dangers ofthe<br />

general environment, the role of clothing as the protective<br />

shelter against the real and perceived risks and dangers of<br />

the modern society Is evident. In that respect Flugel's caudon<br />

of the need of'protection against the general unfriendliness<br />

of the wodd as a whole' or as 'a reassurance against the lack<br />

of love', which can be considered as a restatement of the<br />

nsks and disasters of urban environment in which urban<br />

clothing becomes a protective shelter'. If we are in unfriendly<br />

surrounding, whether human or natural, we tend, as it were, to<br />

button up, to draw our garments closely around us'. He further<br />

links this function to'womb fantasies', fantasies of returning to<br />

the 'warm, enveloping and protecting home where we spent<br />

the first nine months of existence' (Flugel 1930:77 in Carter<br />

2003:106).<br />

Dress as shelter<br />

Clothing as an extension ofthe body functions as a protective<br />

shelter with the ability to cover and accomodate the body.<br />

This makes clothing work with same pnnciples as architecture,<br />

except that it is portable, unlike a building. Clothing provides<br />

the individual with a portable environment, hence shelter<br />

against natural conditions as well as the artificially controlled<br />

conditions of public spaces, transitional places and streets.<br />

Regarding social concerns and problems of the urban<br />

environment, protective clothing goes beyond the limits of a<br />

dress. Conceptual artist, Lucy Orta, creates wearable shelters<br />

made to be worn in the form of garment-cum-sheiters,<br />

adressing disaster victims, political refugees, the eldedy, the<br />

invisible poor, socially unfranchised and homeless people. Her<br />

structures become places for seclusion, comfort and hope as<br />

vehicles for survival. Sensing the individual's need to define an<br />

area of personal space within the urban matrix, she provides<br />

a space through her structures where the individual can seek<br />

solace as well as shelter.^<br />

•rrT-<br />

Figure 3. (Left) Mobile Survival Sac from Refuge Wear,1992<br />

(Bolton 2002).<br />

Figure 4. (Right) Woven Habitation by Lucy Orta (Quinn 2003).<br />

Rather than proposing a solution through her social structures<br />

between art, fashion and architecture, Orta aims to provoke a<br />

social reaction. On the other hand, she conceives each piece as<br />

a prototype of a temporary and immediate clothing designed<br />

with the potential to be produced industrially in crisis situations<br />

such as catastrophes, urban emergencies and natural disasters.<br />

Orta's designs have several skins as layers which are similar to<br />

different layers of clothing. Virilio expresses transformation<br />

of these layers as 'the overcoat there is the sleeping bag, that<br />

after the sleeping bag comes the tent... Clothes emancipate<br />

themselves, expand to try to become a house, a pneumatic<br />

raft'(Virilio 1996 in Bolton 2002: 71).<br />

Dress as a personal environment<br />

In his journey of re-semantlfication of garments, Hussein<br />

Chalayan creates object-clothes. Being a designer of thought,<br />

Chalayan transfers a vanety of techniques, knowledge ofdifferent<br />

industries, matenal and design methods from different areas to<br />

fashion. He conceives clothes as a means of communication<br />

of a human with his/her environment, as well as extensions of<br />

the body, providing the possibility of creating one's personal<br />

environment.Through transformation and morphing, he creates<br />

the structures addressing in-betweenness, and symbiosis. For<br />

^ She concieved Refuge Wear (1992) as a response to Gulf War to<br />

propose a range of multi-functional clothes that transformed<br />

according to individual's immediate needs, including'Mobile Survival<br />

Sacs', in which garments are made from microporous polyester that<br />

transformed into sleeping bags (Figures 3,4).


Cagiayan, theepicentre of creating a collection isthe idea. Around<br />

that idea he constructs the story of a negative, catastrophic<br />

situation. Like Orta, he takes this situation in a philosophical<br />

and poetical level, rather than creating a physical solution.<br />

Characters of his stories overcome this situation, by establishing<br />

a vital connection with the world outside through the clothes or<br />

object-clothes they wear (Kipoz and Güner 2006}.^<br />

Figure 5. Aeroplane dress, Lifejacketskirt, coffee table skirt.<br />

Object-clothes of Hussein Cagiayan (Cagiayan 2005).<br />

On a more physical level, designers provide shelter against<br />

the elements, particular climatic conditions in metropolitan<br />

centres to allow the skin to breathe, the designers employ<br />

temperature regulation materials in their garments, like Philips<br />

proposed İn conjunction with Levi's.^<br />

' His aeroplane dress made of fibreglass, while providing a shelter for<br />

the wearer with far more protective material than fabric, referring to<br />

man-machine systems has been operated electronically, just like the<br />

flaps of aeroplane wings, in his Kinship Journeys (AAV 2003) collection,<br />

the infloatable skirts ,with the mechanism of lifejackets are concieved<br />

to be protective shelters in case of a possible flood. The similar kind<br />

of transformation can be seen in Afterwords(A/W 2000) collection, in<br />

which he is inspired from Kosovo war and imagined a portable living<br />

room which some pieces can be transformed in to garments in case of<br />

refugees has to leave their houses with minumum possessions. Packing<br />

action of the room is presented as a performance of morphing and<br />

dressing up. Gradually chair covers are transformed into garments, chairs<br />

transformed into baggages and finally the coffee table transformed into<br />

a skirt (Figures).<br />

^ Phase Change Material developed by Philips-Levi's has an ability to<br />

provide an adjustable micro-climate forthe wearer's body, keeping him/<br />

her warm in winter and cool in summer.<br />

Vexed Generation adresses concerns like air pollution, related<br />

to social health (Bolton 2002:62). Realizing that air pollution<br />

affects our health, and goverment are doing very little about<br />

the problem, they decided to design clothes that will help<br />

counteract the negative effects of air pollution In thecity.^ In a<br />

similar manner CP Company, produces clothes to counteract<br />

the negative environmental conditions of transitional spaces<br />

(ibid; 65-66). Some ofthe practical and functional garments<br />

providing a shelter rely on formal qualities of architecture,<br />

and their forms can often appear more like buildings than<br />

clothes.'"<br />

Figure 6. (Left) Vexed Parka with ballistics nylon 1996, Vexed<br />

Generation (Bolton 2002).<br />

Figure 7. (Middle) Metropolis Jacket wth detachable anti-smog<br />

mask ,1998 Urbar) Protection (ibid).<br />

Figure 8. (Right) Infloatable jacket from 2001, Transformables<br />

by CP Company (Quinn 2003).<br />

^ In the Urban Protection range (A/W 1998) the Metropolis Jacket is<br />

designed to protect against air pollution, including an anti-smog mask<br />

that is fitted in to a detachable hood. Vexed Parka was such an outfit,<br />

which the upper part ofthe left hand sleeve reveals a pocket designed<br />

specifically to contain an anti-pollution face mask (Figures 6,7).<br />

'° Heavily influenced from the work of Orta, CP Company in their S/S<br />

2000 Transformables range, produced a parka that transformed in to<br />

a sleeping bag. In the same collection they took the idea of a portable<br />

environment further, by re-creating the physical structure of a building<br />

with a long hooded cloak transforming into a metropolitan igloo tent.<br />

The year after they produce a bright blue polyurethane parka that<br />

transformed into tent with an air matress (ibid: 67) {Figure 9).


Dress as a cocoon<br />

Cocooning being the social attitude of our time, 'is about<br />

wrapping ourselves upto protect against the threats we perceive<br />

around us-from mobile phones, paedophiles, smog, computers<br />

and pylons, to mugging, rape and beggars'{Bolton 2002:84). For<br />

Senneth it is about being more inner-directed ratherthan outer-<br />

directed; and for Auge cocooning is the paradoxical character<br />

to the social experience of non-place as Western fashion of<br />

retreating into the self (1995:119). Cocooning appeared as a<br />

condition of individualism, and paradoxically as a reaction to<br />

the social intensity ofthe metropolitan environment.<br />

Thus, designers concerned with providing a safe and<br />

protective environment through clothing propose individual,<br />

refuge wear as Orta does, where they can be free from the<br />

fear ofthe perceived dangers ofthe urban environment. One<br />

common design strategy for this is concealing the identity<br />

of the wearer through a big hood or high collar. For instance<br />

Vexed Generation create 'garments with high necklines that<br />

can be worn over the half of the face to conceal the identity<br />

of a person weanng them, because of the concerns over the<br />

prevalent use of video surveillance'(Smith,Topham 2005:1:50).<br />

Surveillance in transitional space Is another particular problem<br />

in the urban metropolis, that the concerned designers attempt<br />

to provide a protection against it.<br />

Figure 9. (Left) A4 Coat from Crusader Collection of Vexed<br />

Gen.,1999 (Bolton2002).<br />

Figure 10. (Middle) Ninja Fleece, Vexed gen.,1996 (ibid).<br />

Figure 11. (Right) You Must Create (YMC), detachable hood<br />

2000 (ibid).<br />

On a conceptual level, Hussein Çağlayan questions the<br />

concepts of individuality and surveillance through protective<br />

structures. His creation, a small futuristic capsule for travelling,<br />

a pod in between body, space and the object as a portable<br />

environment, was the expression of that," Designer Jeannie<br />

Pineus, created an extreme response to surveillance in the<br />

urban environment through the idea of containing rather<br />

than weanng, hence Pod.'^<br />

Figures12,13. Caglayan's travelling pod as a personal mobile<br />

space and wooden head (Çağlayan 2005).<br />

Flgures14,15: Jeannie Pineus head cocoon and cocoon-chalr,<br />

2000 (Bolton 2002).<br />

''Through one of his films'Place to Passage'(2003) a small futuristic<br />

capsule or pod travelling from London to Istanbul provides a mobile<br />

shelter for the passenger equipped with all minumum requirements<br />

to live in the pod. In Between (S/S 1998) collection. Çağlayan<br />

concealed the faces of the models with egg shaped capsules on<br />

their heads, depriving them al! of their individuality and providing a<br />

certain protection. Inside the models remained hidden from the gaze<br />

of others, where they can watch the others freely (Çağlayan 2005)<br />

(Figures 12,13).<br />

'^Swedish designer Jannie Pineus developed'Head-cocoon'(2000) to<br />

provide a simple way to protect individuals with a personal refuge to<br />

hide from the gaze of camera and passers by, whereas with 'Cocoon<br />

-chair' provided a space to read, relax and fall asleep (Bolton 2002:<br />

87) (Figures 14,15).


Dress as an urban armour<br />

In response to insecurity and paranoia, not only against the<br />

possible dangers and attacks caused by the other in the street,<br />

but also against the competitive business environment,<br />

urbanites need to empower and gain strength. Like buildings<br />

that are protected with security fences, with a fortress-<br />

mentality, the human body compensates for its fraglleness with<br />

protective garments. The first armour suit in contemporary<br />

fashion was designed by Paco Rabanne in 1960s, which made<br />

of metalic chains reminiscent of medieval age armour.<br />

The military garment was the first inspiration for the look of<br />

urban armour. Thus, urban outfit designers are inspired from<br />

the developments in recent technology in development<br />

of fabrics and trimmings. Performance fabrics and clever<br />

detailing allow the possibility of making a more effective and<br />

flexible clothing for bodily defence. In the footsteps of Paco<br />

Rabanne, the Dutch company. Freedom of Creation (FOC) has<br />

pionereed 3D print in design through the creation of smart<br />

textiles'^ (Smith,Topham 2005:6).<br />

•^^•-fi SI<br />

Figurel 6. Freedom of Creation: 3 printed steel, nylon chainmail<br />

and dress (Lee2005).<br />

Conceptual fashion designers employ outfits and accessories<br />

to create the image of armour, mostly reflected into'reifications<br />

of the body-machine-image complex" as Ewans refers (2003;<br />

'^They created a patent-pending 3D printed textile, that resembles<br />

the chain-mail fabrics of Paco Rabanne.The difference of the fabric<br />

from the one that Paco Rabanne has created is that the entire fabric<br />

is compiled in one go from nylon powder, with the links which don't<br />

have seams. To create a 3D garment, new fabric topography has been<br />

engaged to the body (Lee 2005:134) (Figure 16).<br />

237). For example, Alexander Mc Queen's fashioned body<br />

armour, paradoxically represents the scenes of agitation, horror,<br />

abjection and disgustand sadism, through a surrealist attraction<br />

and fascination in which defiance comesfrom robustness ofthe<br />

form and symbols attributed to the garment such as sharpened<br />

and angular metallic extensions of the body. (2005:240-41)'''<br />

Figure 17. Alexander Mc Queen's defensive armour look<br />

(Ewans2003).<br />

By remembering the things past^^ designers often employ, re­<br />

interpret and re-semantify the protective and constructive<br />

corset as an outerwear. The robust structure ofthe corset is an<br />

extension ofthe natural body, with sharp tailoring composed of<br />

manypiecesand lining reminiscent of Medieval and Renaissance<br />

metal plated warrior dress"^ (Figure 18: corset shelters).<br />

'•^ Alexander Mc Queen brings together sexuality, death, transgression<br />

in an image evoking a certain perverse pleasure. In his collection<br />

Untitled, the fashion body could also survive pathology and abjection<br />

by armouring itself through clothes. The accessories he incorporates<br />

razor-sharp metal pieces like thorns, threatening animal horns or a<br />

knife headpiece which recalls a kind of sexual violence, and function<br />

not only as symbolic or aesthetical accessory but as a defensive<br />

equipment (Figure 17).<br />

The term is taken from Marcel Proust's novel 'Remembrance the<br />

Things Past' In the modern history of fashion Proust has been usually<br />

taken as a reference to underline the infinite and self-perpetuating<br />

nature of past as the driver of modernity in a way Lehmann (2000) calls<br />

as'Proustian fashion'.<br />

'^OlivierTheykens's black corset with extended hood had connotations<br />

of 19th ayslum and madhouse; Hussein Caglayan's surgical corset<br />

representing an injured body after a potential disaster as he imagined<br />

of battle of Armadeggon whereas his wooden corset, fastened with<br />

chrome screws (Figurel 9).


Figure 18. Corsets from OlivierTlieykens and Hussein Çağlayan<br />

(Ewans 2003, Çağlayan 2005).<br />

Urban outfit designers, not only provide a protection against<br />

attackers through garments, but by the use of clever detailing<br />

they create garments which may confuse and fnghten potential<br />

attackers Vexed Generation, were inspired by the undercover<br />

detailing material used In military and police body army to create<br />

bullet-proof garments. They developed solutions to prevent<br />

surveillance and traffic accidents by ensuring full facial coverage<br />

without loosing peripheral vision and by strengthening the<br />

garments physical properties." The CP Company, integrates<br />

mechanical features Into designs in order to ensure personal<br />

safety.'^<br />

Figure 19, 20. Seen and be seen jacket by Vexed Gen, 2002<br />

(Bolton 2002).<br />

Figure 21, 22. Vexed parka in ballistics nylon by Vexed Gen,<br />

1996 (ibid).<br />

'' In The See and Be Seen collection, they incorporated high visibility<br />

reflective panels into garments to prevent accidents in the street,<br />

enhancing the visibility of individuals on the busy city roads along<br />

with inserting extra protective components like reinforced patches on<br />

elbows and knees. The Techtonic Jacket {AfW 2000-01) and Vexed Parka<br />

(2002) made of several layers of ballistics nylon to be truly bullet-proof<br />

(Bolton 2002; Quinn 2003; Smith and Topham 2005) (Figures20,21,22).<br />

''^So/o Gilet (A/W 1999-2000) featured a large Maglite torch on the<br />

back to be used as a guide, while the wearer passing through dark city<br />

streets while. Munch Jacket {AW 1997-98) had a fitted high-pitched<br />

personal safety alarm (ibid) ( Figure23).<br />

Clothing as a portable environment: nomadic experience<br />

Urban dwellers occupy several temporary habitats, and spend<br />

longer time there than at home' [Queen 2003: 96). Travelling<br />

has become the basic movement for a city dweller, not only<br />

experienced by moving from one desrination to other, but<br />

also through the transitional spaces ofthe city. Movement for<br />

a modern individual is no longer a planned acrion, but has<br />

become an obligarion, especially in case of a need to escape<br />

and a refuge from an urban catastrophe, thus necessitates a<br />

specific type of clothing.<br />

The first attempt of creating a multi-funcrionai clothing for<br />

a mobile individual came from Futurist Manifesto, in 1909.<br />

Futurists were aware of the importance of "speed" for our<br />

century long before Paul Virilio underiined its importance in<br />

the post-industrial era. They designed garments like a piece<br />

of art, but their understanding of clothing pointed to the<br />

principles ofthe multi-functional clothing of today (Thayaht).<br />

went further and designed multi-purpose everyday, universal<br />

clothing, as an all-purpose garment called 'tuta' which<br />

promoted economy both in fabric and construction, while<br />

increasing agility and flexibility (Cheunoine 1993:142).<br />

Yeohlee coined the term Urban Nomad as a response to the<br />

needs of an ultra-modern 21st century, the fast paced city<br />

dweller, who, just like the fiaunese of Baudelaire, traverses<br />

the urban realm. She, describes the impact of urban signifiers<br />

on fashion construction with mutti-purpose garments with<br />

maximum funcrionality and minumum construction with a<br />

sense of refugee.'^ Her precise engineering and economy in<br />

tailoring creates a formal expression with a touch of comfort,<br />

with the physical characteristics of active sportswear. By<br />

balancing the construction of simplified lines and conventional<br />

cutring against geometry and the natural movement of the<br />

body, she achieves a dynamic structure and morion through<br />

her garments (Quinn 2003:100-114).<br />

Urban Nomad (A/W 1997), was one of her collections that Yeohlee<br />

naturally departed from her needs: "i would like to travel wearing the<br />

most efficient outfit possible, i would want my outfit to define my<br />

space, making a clear and concise statement about my relationship<br />

with my surroundings" (Quinn 2003:112) (Fjgure23)


Architecture is a strong driving force for her designs. Using<br />

Kean Yeang's principles of designing biociimatic skyscrapers<br />

that constitute micro climates, Yeohlee layers different<br />

materials for adaptation to the climate, thus developing<br />

a particular construction by the use of tiers rather than<br />

through conventional layering. This gives the body freedom,<br />

while allowing efficient circulation, ventilation and body<br />

heat retention. Her use of performance fabrics such as teflon,<br />

polyurethane, nylon and polyester which are unusual for a high-<br />

end fashion product, create breathable, waterproof surfaces<br />

which make the wearer adapts to environmental conditions. As<br />

Richard Martin credited Yeohlee with developing a'fiff/? season<br />

'of fash ion'due to her breathable designs {Quinn 2003:114)}°<br />

Figure 23. Yeohlee's high-end designs with performance<br />

features for urban nomads (Quinn2003 and Bolton 2002).<br />

Certain designers look to nomadic experience as the struggle<br />

to survive against the modern urban realm of risk, danger, and<br />

anxiety due to injustice, opression, exclusion, crisis, alineation<br />

and fragmentation. They question social justice, humanism<br />

and the social progress of modernity through in-between<br />

structures and transformable clothing. Hussein Cagiayan,<br />

departing from a catastrophic situation, renders the need for<br />

mobility and refuge by creating transformable object-clothes<br />

which function as portable environments. He challenges the<br />

boundries of dress by transferring different materials and<br />

know-hows to fashion. Speed and flight are fundamental<br />

Ewans {2003:283) refers to 'fifth season' as a 'world in which nature<br />

is effaced (for ex. Vexed Generation's use of phase-change fabrics<br />

that regulate body temperature, first developed for NASA) and<br />

the metaphors of jungle and desert are played out in the urban<br />

landscape. The fifth season might be technological; it certainly<br />

existed in a parellel universe to the natural one. What perfume would<br />

one wear during the fifth season?'<br />

Inspirations In Caglayan's themes. To give the idea of speed<br />

within the territory ofthe human body, he depicts mechanical<br />

objects and vehicles as extensions ofthe human body.^'<br />

Figure 24. Extension of a car interior from Echoform and chair<br />

dress, by Hussein Cagiayan (Cagiayan 2005).<br />

Clothing as an interactive environment<br />

Along with the mobility, the needs and the conditions of urban<br />

environment, there is a need forthe individual to interact with<br />

his/her environment through the garment, hence creating<br />

an interactive environment with the use of the garment.<br />

Japanese designer Kosuke Tsumura envisages that clothing<br />

will eventually replace housing altogether and function as<br />

the city dweller's final home. His plan Is to equip the urban<br />

nomad with the means to colonize the public spaces of the<br />

city (Quinn 2003:97).<br />

His fully equipped garments, described as a mobile home,<br />

enable urban nomads to spend a night away from home in<br />

case of disaster, with extra warmth and enough supplies.<br />

He employs a multi-pocket system to give the wearer the<br />

In his Geotropks collection (S/S 1999} he showed a chair-dress,<br />

in a way that a chair was integrated to a model symbiotically, as<br />

they appeared to be a single identity. Cagiayan through that chair-<br />

dress, re-semantified the conventional dress in order to transform<br />

a portable, personal environment in which the model can sitdown<br />

whenever she wished. In Echoform (A/W1999} he took inspiration<br />

from interiors of cars and planes as two machines best symbolize<br />

speed, created neck cushions as echos, reverse extensions of human<br />

body within the vehicle. ChairDress that he created for Geotropics (S/S<br />

1999) created a portable environment in such a way that model and<br />

chair appeared to be a single entity and the model could sit down<br />

whenever she wished (Cagiayan 20O5) (Figure26}.


possibiiity of organizing personal things as well as storage<br />

and mobility. 'Pockets are an Integral feature of supermodern<br />

clothing', (Bolton 2002:45} pockets function as compartments,<br />

providing the wearer with a place to store belongings, along<br />

with a certain degree of personalisation and communication?^<br />

^INAL HOME<br />

Figure 25.Tsumura's and Caglayan's multi-pocketed interacdve<br />

jackets (Quinn 2003, Bolton 2002, Çağlayan 2005).<br />

Like Tsumura, Çağlayan also designs interactive clothing in<br />

order to give the owner the possibility of re-structunng the<br />

garment for the needs and experiences of urban life, rather<br />

than merely as a finished garment Pockets play a vital role in<br />

providing a communication with others, creating a personal<br />

space embedded in the body, filled with signs ofthe wearer's<br />

identity."<br />

^'^ In his Final Home collection undertaking a coat as the body's final<br />

home, Tsumura integrated pockets to jacket eliminating the need for<br />

backpacics, luggage and even tool kits. In Tsumura's jacket ,the pockets<br />

have loaded the garment with signs related to wearer's identity and<br />

character.'The transparency ofthe outer pockets enables the wearer to<br />

customize surfaces of the jacket, filling them with pictures, postcards<br />

or artwork to create different surfaces'(Quinn 2003:102) ( Figure27).<br />

-^lnhismenswearcoliectionP/ace/WonP/oce{2003)thejacketsstructured<br />

almost with pockets. The garments filled with transparent pockets<br />

transformed into displays of communication with the world outside<br />

through which the wearers can exhibit their personal photographs<br />

and things. By conceiving a design process in which the wearer could<br />

give the latest form and meaning to the garment. Çağlayan aimed that<br />

the memory and experiences would create a sense of space through<br />

garments in which non-place could be transformed into a place. Hence<br />

the garments are perceived both as personal environments, and<br />

place making symbolic containers that can be constructed through<br />

memories (Kipöz and Güner 2006) (Fİgure27}.<br />

Dress as a coilective experience<br />

Lucy Orta struggles against exclusion, combining architecture,<br />

body, art and fashion with social dynamics, ideological activism<br />

and political agendas.Thus, her principle projects include spatial<br />

scenarios, works of art architectural prototypes and interactive<br />

platforms portrayed around the body, establishing physical links<br />

between individuals which symbolize emotional, intellectual,<br />

social and spiritual ties through transformable structures.<br />

In creating an Interacrive environment through clothing, she<br />

proposes a social space for individuals in response to social<br />

fragmentarion, solitude and desolation in modern society. She<br />

designs series of individual outfits that have attachable tubes<br />

of fabrics that can zip the wearers together in a single garment<br />

thus become collective wear, as she terms it Orta's collective<br />

wear proposes a shared space encouraging physical contact<br />

and cooperation among wearers, as well as an exploration of<br />

individual feeling and movement, thus facilitaring them to<br />

design and produce their own garments.^'"'<br />

In Body Architecture symbiotically anorak becomes the sleeping<br />

bag, bag turned into a tent after which it becomes a container,<br />

providing a framework in which individuals narratives can be<br />

expressed textuaily. In "Nexus Architecture" Orta used the hooded<br />

overalls'' of Greenpeace activist during anti-nuciear protests.<br />

Through events and workshops targeted at marginalized social<br />

groups like migrant labourers, the homeless and the inner-city<br />

teenagers, she made them to produce their Nexus links; in addition<br />

to this Orta organized a cross-cuiturat workshop among teenagers<br />

and art students from France and New York, that each participant<br />

produced an individual panel of fabric that would be attached to<br />

others and form the walls of a transatlantic mobile shelter. Later she<br />

developed that work in to an inieractive website that she called'fluid<br />

architecture' (Quinn 2003:166-171) (Figure 26,27). *Orta expresses<br />

the reason why she choosed the basic worker overai! as a form of<br />

dress": this form suggests uniform, uniformity and membership of a<br />

group. It provides a shelter against individualism and reinforces the<br />

strength ofthe collective"(Bolton 2002:138).


Figure 26. Refuge wear 1992, Coüective Wear 1994, Nexus<br />

Architecture! 997 by Lucy Orta.<br />

Figure 27. Orta's collective structures to create a social<br />

interaction: & Nexus Architecture.<br />

Virilo's social criticism 'concerned with the breaking down<br />

of the family unit and the reconstruction of the social link'<br />

encouraged Orta 'to explore interconnections and find new<br />

ways of creating as dialogue'(Bolton 2002:138). Through her<br />

work, Orta, not only responded to Virilio's concerns of re­<br />

creating social links with the structures between body, space<br />

and the object in orderto propose a pluralistic and democratic<br />

social structure, but also re-grouped the individuals in<br />

threatening events such as street gangs, subversive cultures,<br />

and terrorists, as well as uniting them against natural disasters<br />

such as earthquakes and floods.<br />

Dress as noSogical medium<br />

Mobility and nomadic experience that we encounter In<br />

our everyday life in the urban metropolis, leads urbanites<br />

to integrate technological devices, like laptops, mobile<br />

phones, MP3 players, PDA (Personal Digital Assistance), and<br />

digital cameras which are personalised within the territories<br />

of our bodies. Thus, humanisotion and aesîhetisation of<br />

technology becomes inevitable; the body and technology live<br />

symbiotically in one entity, with the interface of technology in<br />

the form of an interactive wearable.<br />

Prof. Steve Mann, who Virillo sees as 'a pioneer of the second<br />

revolution of speed age: the revolution of transmission'<br />

defines wearable technology as 'a system which partakes of<br />

the personal territory, in control ofthe user, being operative<br />

and continuously interactive, always open and accessible'.<br />

In the mid 80s, Mann's experiments in the MIT labs were the<br />

first signal ofthe symbiosis of technological devices and the<br />

human body. Mann, with an anticipation of technological<br />

excess of today, challenged the anti-utopic view of man-<br />

machine systems, seeing cyborg and cyborgism as a condition<br />

of post-humanism, (Mann2003) a post-cyborg structure.^^<br />

His early experiments of wearables were bulky, with heavy<br />

components bolted to helmets, strapped on with belts and<br />

carried in backpacks (Lee 2005:16). He gradually Incorporated<br />

the revolution of miniaturisation into his designs through<br />

wearable computers and eye camera with optical readers,<br />

thus deconstructing technology. Vlrilio considers this as the<br />

third revolution ofthe speed age, technological reductionism<br />

(1997:50).<br />

Figure28. Steve Mann's solutions for wearable technology.<br />

The new technological landscapes, are referred as 'mapping<br />

the development of electro-textiles and smart fibres through<br />

biotechnology and nanotechnology' in the field of wearable<br />

technologies (Lee2005:17).The term wearables, smart clothing,<br />

and wearable computing are synonymous terms used to<br />

describe a genre of clothing that functions at an electronical<br />

^•^ The term 'Cyborg' which orginally referred to the combination of<br />

cybernetics and organism by Manfred Clynes and Nathan Kline in the<br />

1960s turned out to be changed into a science fiction character by<br />

the mid 80s when Donna Harraway used the term 'cyborg' to invoke<br />

the science-fiction/cyberpunk image ofthe robot/flesh creation as<br />

a metaphor to illustrate how less obvious technologies had already<br />

impacted human life (Farren and Hutchison, Fashion Theory 2004:463)<br />

most probably promoted by the films like Terminator, Robocop and<br />

Blade Runner. The disutopic character of cyborg could be related to<br />

excess by Auge (1995) and 'abundance of information' by Mc Luhan<br />

(1989) to create a'technosphere'asVirilo (1997) suggests, which was<br />

evident with Gibson's Johnny Mnemonic or lately paradox of the<br />

Matrix.


level, capable of processing information on the moving body<br />

(Lee 2005:43). Miniaturised technology has been incorporated<br />

into the body through the digital convergence (Kotro-Pantzar<br />

2002) of hyper-functlonal objects (Giordano 2002:124);<br />

through transparency and invisibility along with the ubiquitous<br />

computlng^^ of wireless communications (Lutyens 2002); and<br />

through emotive engagement with the technological interface,<br />

and thus humanisation and personalisation (Kipoz 2002;2003).<br />

The experiments and inspiration for developing intelligent<br />

garments has stemmed from the military use as wearable<br />

information processing for soldiers. On the other hand,<br />

because ofthe necessity to create a mobile workspace in the<br />

transitional city space, and to empower oneself to dress up<br />

as techno-armour against disasters of modernity, wearable<br />

electronics and intelligent clothing that Bolton defines as'fully<br />

wired-up, plugged in body' (2002: 49) has become the realm<br />

of an urbanite. Using ubiquitous technology and creating an<br />

interactive environment or an ambient Intelligence, as Philips<br />

defines it, is a natural reflex of late modernity in reaction to the<br />

contingencies ofthe urban environment, escaping from the<br />

electronic gaze and active protection from possible dangers.<br />

As Bolton (2002:18) states 'Wearable technology, confers a<br />

certain degree of control over the wearer's environment. Not<br />

only does It offer wearers the choice of whether or not to<br />

connect or disconnect to a wider environment, it also allows<br />

them to react to this wider evironment actively or passively'.<br />

Philips is one of the most proactive design companies in<br />

incorporating information and communication technology<br />

and intelligent materials into human body and life experience.<br />

The brand explores the role ofthe smart clothing for people<br />

who live, work and play in the future. Considering the idea of<br />

'technology dealing with fashion'their intention is'to create<br />

human-focused solutions making the electronics industry<br />

^^Theterm ubiqutious computing invented by MarkWeisser in 1988,<br />

(head of Computer Science Lab. at Xerox PARC (Paulo Alto Research<br />

Center) to describe a future where invisible computers would be<br />

embedded in everyday objects, explaining this as the most profound<br />

technologies are those that dissapear. They weave themselves in to<br />

the fabric of everyday life until they are distinguishable from it (Lee<br />

2005: 45).<br />

think emotionally' (CEO of Philips design, Stefano Marzano in<br />

Lee 2005: 45)."<br />

Figure 29. Philips-Levi's, Industrial Clothing Division and<br />

Philips's protoype of playsuit for children,2000 (Bolton 2002).<br />

The dilemma is the high price of the 'wearable' incorporated<br />

with extra technological elements, designed to address the fear<br />

of crime, as the garments, considered 'cool'^^ might result in the<br />

wearer being the object of envy and, ultimately, robbery and<br />

physical violence. Considering this. Philips started to think about<br />

how wearable technology could be used to make people safer.<br />

They experimented with clothes designed for children which<br />

could provide stimulation, fun and safety, whilst giving parents<br />

peace of mind^^ (Davey, Wotton, Cooper, Press, Heeley 2003:51).<br />

Mentges (2000) points out that redefining technology, and<br />

thus hi-tech garment, is an entirely male domain and closely<br />

"They first developed an experimental range of ICD denim jackets<br />

with Levi's. Philips-Levi's^"' industrial Clothing Divison Plus range<br />

(ICD+TM) (2000) to increase connectivity through functionalities<br />

of voice recognition mobile phone and Rush Mp3 player of Philips<br />

to create a fully equipped' plugged-in' individual. Philips took<br />

this project further in to Personal Area Network (PAN) project for<br />

embedding electronical softwares in to personal territory in a fresh<br />

approach to future lifestyle and fashion (Figure29).<br />

Gabriele Mentgess (2000: 42-43) explores the state of'coolness'<br />

within the context of developments in technology and particular<br />

means of mobility, where the body is exposed to extreme conditions<br />

caused by velocity, as the construction of new corporal language and<br />

entirely new discipline ofthe body and the mind in a sense that while<br />

creating a distance from the other, body and senses imply and require<br />

an elaborate kind of communication. Clothing in this process gains<br />

particular importance especially through development of techno-<br />

textiles which in turn become a highly sensitive supplement of the<br />

body, not only to reinforce it, but to extend and widen its forces.


associated witli masculinity. Paradoxically, technologically<br />

wearable cloths are of particular value to women who have<br />

found themselves historically in positions of vulnerability.<br />

In response to this, designers Adam Whiton and Yolita<br />

Nugent created specifically for women facing nsk in the<br />

urban environment, challenging existing power landscapes<br />

between men and women, creating a political statement or<br />

symbol of empowerment for even those who are not feeling<br />

themselves atrisk.^"<br />

FigureSO. No Contact Jacket, Adam Whiton and Yolita Nugent<br />

{Smith&Topham 2005}.<br />

Urban Camouflage is another issue to consider in providing<br />

both an interactive and safe ambience for the individual<br />

through clothing.Wearabletechnology provides the possibility<br />

The clothes have various technology embedded within them<br />

including Global Positioning Satellite (GPS) with fabric antennas,<br />

mobile phones with radio tagging and digital cameras in the form<br />

of miniature remote cameras. The interactive feature of designs<br />

allowed physical characters with identity chips to be attached to the<br />

garments, so that they can see each other on the screen, and play<br />

through the images. In terms of providing safety the technology<br />

allowed to pinpoint the location of child, enabling guardians to<br />

confirm the child is safe, and providing an opportunity to support<br />

them in their games, through mobile phone (ibid}.<br />

^° No Contact Jacket' as they describe as 'exo-electric armor' is worn<br />

like another jacket, but when the wearer feels unsafe or threatened<br />

she is able to arm an in-built defense mechanism by means of key<br />

lock that discharges a stinging electric shock; protecting the wearer<br />

from the electric current by an insulated rubber built in to the jacket,<br />

instill women with greater feelings of power and security (Smith and<br />

Topham 2005: 3-118). The jacket has been found not just acceptable<br />

but desirable more than hand-held alarms (Lee2005:156}. (Figures 1}<br />

of Invisibility through smart textiles and hi-tech materials.<br />

Susumi Tachi with'invisibility cloak'makes the wearer invisible<br />

bythe use of retro-reflected material, used in the manufacture<br />

of road signs, which works like a screen.^'<br />

Figure 31. Invisible Cloak by Susumi Tachi (ibid).<br />

High-fashion incorporates technology in a way which Increases<br />

the established roles of dress, resulting in a kind of 'hyper-<br />

garment' (Lee 2005: 81). Designers re-semantify the garments<br />

through the signs that technology connotes, as Alexander<br />

Mc Queen (1999/2000) appropriated computer circuitry as a<br />

decorative pattern to signal a futuristic aesthetic, featuring<br />

android like models wearing body suits printed with luminiscent<br />

computer circuitry, (ibid: 52) Victor & Rolf (A/W 2002} created<br />

an illusion of a fabric, described as chameleon camouflage, to<br />

play with the idea of invisibility, ubiqutious technology which<br />

proposes replacing outfits with digitally projected images,<br />

employing a process known as bluescreenlng (ibid: 81)."<br />

^' Images are shot by a camera placed directly behind the subject,<br />

relayed through a computer, and then projected on to the front of<br />

the coat. Tachi hopes to apply the technology for 'seeing through' a<br />

solid object in the future, like the interior of a car when trying to park.<br />

The clothes in the future might be used to carry all kind of images,<br />

as V&R created the illusion, if the development of smart fabrics that<br />

behave like LCD screens would be possible (SmithsTopham 2005:2-<br />

66). (Figure 32)<br />

Blue screening is a process used in the movie-making and television<br />

where anything painted blue pigment can be digitally isolated and<br />

replaced with another image. Thus each model was projected on to<br />

giant screens, the images of the clothing substituted by a mountain<br />

range, sky or city scapes, the body dissapearing in to a virtual<br />

background. (Lee 2005:81) (Figure 34)


Figure 32. Alexander Mc Queen's pnnted computer circuitry<br />

(Lee 2005).<br />

Figure 33, V&R blue screening image projected garment (ibid).<br />

Cor^ciusion<br />

Modernity, has created the consequences of risİcs, dangers<br />

and crises within its complex social structure. Hence, the<br />

face of fashion, in the construction of a social attitude and<br />

clothing behaviour, has been drastically changed in response<br />

to the social transformations of modernity. Fashion, as the<br />

fundamental mechanism of creating desire and glamour, has<br />

created its counterparts by transforming itself into a display<br />

of social decay, uncertainty, anxiety, corruption, dereliction,<br />

melancholy and dystopia. Clothing and the understanding of<br />

dress has become a reflexive response to this transformation,<br />

acting as a defensive mechanism to the real and perceived<br />

problems and nsks of modern society.The new understanding<br />

of fashion deconstructs its boundnes, conventions and history<br />

into a novel body of knowledge and structure, in the form of<br />

the post-industrial fashion of Ewans, and the post-fashion or<br />

after-image fashion of Vinken. Fashion, more than ever, feels<br />

responsible for a social structure suffering from inequalities,<br />

isolation, trauma, opression, homelessness, fragmentation,<br />

alienation, disruption, disorder and disaster.<br />

in this context, the language of dress has been developed<br />

into a multi-character entity, hyper- clothing in the form of<br />

a protective shelter, defensive armour, portable environment,<br />

interactive ambient and technological hyper-medium.Jhe new<br />

dress, defined as multi-functional or supermodern as Bolton<br />

calls it, is not only a symbiosis of space, object and the human<br />

body in between the disciplines of architecture, design,<br />

art, science and fashion, but a means of social and cultural<br />

discourse in order to re-define the ontological position of<br />

the modern individual. Fashion, through clothing re-defines<br />

the body, and also becomes a means of social reaction,<br />

creating a body of discourse, proposing a solution to free<br />

oneself from the risks and problems of modern society. The<br />

technical, high performance garment or conceptual dress of<br />

contemporary fashion, has been deconstructed once again<br />

into a form of clothing whicii acts as a hyper-medium, in<br />

which the structure and fLinctionai elements of the modern<br />

garment, such as pockets, hoods, functional trimmings<br />

like zippers, and smart textiles, have been re-semantified<br />

to empower the individual against the unexpected and<br />

undesired conditions of urban life.<br />

On the other hand , inspite of the ethical discourse created<br />

by the clothing design which are examined through this<br />

paper, most of the conceptual examples related to high<br />

fashion has constituted a category of wearable art, where<br />

as high performance, muiü-functional garment taking their<br />

roots from military, medical and industnai wear, are likely to<br />

be interpreted as experimeru n and unaccessible due to their<br />

high-costs and technical, cold looks.<br />

Therefore they present difficulties of adoption to social-self<br />

image and practical use in case of an unexpected danger or<br />

disaster of the urban individual.<br />

With these consideradons, a design project has been carried<br />

out with a group of fashion design students. The aim of this<br />

project is to search and experiment conceptual and physical<br />

possibilities of design practice of disasters and risks in the<br />

modern society. By de-constructing fashion, designers tend<br />

to design garments to be adopted, realized and used in case<br />

of a disaster or everyday life risks of urban environment in a<br />

more practica! and socially confident attitude. Results of this<br />

study have been exhibited within the halls of this conference,<br />

which has been examined with the further article within the<br />

book called "Dress Against Disaster" (2007).


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VINKEN, B., 2005. Fashion Zeitgeist: Trends and Cycles in the<br />

Fashion System. Oxford, NewYork: Berg Pub.<br />

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Supermodern Wardrobe. London: V&A Publications.


D E S I G N I N G B I O P L A S T I C S P R O D U C T S<br />

Rolf Koster<br />

Delft University, Faculty of Industrial Design Engineering,<br />

Delft, Netherlands<br />

r.p.koster@tudelft.nl<br />

RemyJongboom<br />

Biopeads, Zetten, Netherlands<br />

remy.jongboom@planet.nl<br />

Emre Tufekcioglu<br />

School of Industrial Arts, Anadolu University, Eskişehir, Turkey<br />

etufekcioglu@anadolu,edu.tr<br />

Abstract<br />

The ongoing need to keep reducing tnal-and error in product<br />

design applies to plastics products, and perhaps even more to<br />

bioplastics. The bioplastics market, however small, is rapidly<br />

growing. Much of this growth can be attributed to packaging,<br />

films, and bags. Applications in injecrion moulded products<br />

have been less numerous until now. Injecrion moulding<br />

typically offers design opportunities for mass producrion,<br />

mass customization, and efficient material usage.The benefits<br />

of new opportunities offered by material improvements,<br />

new materials, and new technologies will only be expressed<br />

in actual products if all benefits are understood and used as<br />

needed, and all exisring and new challenges are met.<br />

Bioplastics offer partly unknown opportuniries and challenges<br />

which may necessitate revision of the current design<br />

guidelines for injecrion moulded bioplastics products as<br />

well as adjustments to current pracrices of plastics injection<br />

moulding. Advantages and disadvantages of bioplasrics are<br />

notalwaysfully clear, partly because product behaviourcannot<br />

yet fully be predicted, and even more because life cycle issues<br />

are very complex and often do not allow final conclusions.<br />

Another factor remaining essenrial in designing injection<br />

moulded plastics products is to oprimize unavoidable weak<br />

spots in products, such as flow weld lines. The reduced<br />

mechanical perfomance depends considerably on the<br />

combination of geometry characterisrics and moulding<br />

parameters. These factors were addressed as part of a research<br />

activity involving experimental work as well as developing<br />

appropriate design support.<br />

Specimens from products moulded from two bioplasrics were<br />

found to have better impact strength than for a polystyrene,<br />

in product regions both without and with flow weld lines.<br />

Certain non-trivial injecrion moulding setrings, which reduce<br />

the impact strength in neat product regions, were found<br />

beneficial for weld line properries. Such results are important<br />

for iterarive product design oprimizarion for mechanical<br />

performance and manufacturability.<br />

Introduction<br />

Material developments for bioplastics as well as certain<br />

bioplasrics applicarions are rapidly progressing and are<br />

expected to keep progressing In the near future. Few product-<br />

related experrise in bioplasrics is generally accessible at the<br />

moment. Itis desirable to have a more or less complete picture<br />

of design opportunities and challenges, which will evolve with<br />

all the bloplasrics-related developments. The present paper<br />

explores the current situarion.


Designing injection moulded plastics products<br />

Plastics are a good example of a broad class of materials<br />

which have offered new design opportunities and challenges<br />

compared to more traditional materials. The developments<br />

are still progressing rapidly and include bioplastics-related<br />

developments which will be discussed in the next section.<br />

Plastics are usually appreciated because of their unparallelled<br />

versatility for shaping products [Plastics Engineering, 2001]<br />

and wide range of colour and visual effects options, serving<br />

both aesthetices and various otherfunctionalities. Plastics have<br />

become successful in many applications, both for replacements<br />

and for new designs. Common benefits in replacement<br />

applications include: Increased product differentiation,<br />

lower over-all costs, weight reduction, noise reduction,<br />

reduced number of parts by integration of product functions,<br />

simplification or even elimination of product assembly<br />

operations, and more [Carrabine, 2002], [Beall, 2002].<br />

New designs may be successful if specific opportunities<br />

offered by plastics have been used creatively. For example,<br />

two or more materials may be combined in a single part by<br />

multi-component injection moulding In a way that could<br />

not be achieved by conventional assembly of separate parts.<br />

Hard-soft combinations, for example, usually consist of a<br />

thermoplastic and a thermoplastic rubber. The increased<br />

demand for thermoplastic rubbers has driven material<br />

Improvements.The materials involved have sufficient adhesion<br />

nowadays, such that the material components in a part no<br />

longer need to mutually enclose one another [Boer, 2006].<br />

This is an illustration of product design guidelines evolving<br />

with material and technology developments.<br />

Whereas the large number of design opportunities offered by<br />

plastics enables a great design freedom, dealing with them<br />

and keeping up with the latest developments is a challenge.<br />

Other challenges for product development with plastics are<br />

the complex material behaviour, both during manufacturing<br />

and in the final product, and the complex interdependence of<br />

factors [Kennedy, 2004]. Thinking in plastics by designers and<br />

applicators includes considerations of product realization and<br />

requires different manufacturing and assembly philosophies<br />

[WJT Associates, 2005], and hence different views on product<br />

architecture. Preliminary design stages require a rather high<br />

level of detail if design and development are to proceed<br />

effectively and efficiently [Mascarenhas et al., 2004]. An<br />

interdisciplinary team approach is necessary when dealing<br />

with plastics, starting from eariy design and development<br />

stages [WJT Associates, 2005].<br />

Present status of bioplastics<br />

On a molecular scale, bioplastics are somewhat similar to<br />

oil-based plastics, i.e., they consist of molecules with long<br />

chains, called macromolecules. Similar to oil-based plastics,<br />

most bioplastics only become practically useful after addition<br />

of one or more types of additives [Jongboom & Dartee,<br />

2006]. A major difference with oil-based plastics is that most<br />

bioplastics are produced from annually renewable resources,<br />

most of them agricultural feedstocks at present. The first step<br />

towards bioplastics is always to obtain suitable and sufficient<br />

biomass from the applicable resources. After this first step<br />

there are currently three different routes to arrive at bio-based<br />

macromolecules [Yu et al., 2006], [Jongboom & Dartee, 2006]:<br />

- extraction of naturally occurring macromolecular<br />

materials from resources;<br />

- synthesis of macromolecules from naturally occurring<br />

materials in resources;<br />

- microbial activity generating macromolecules from<br />

naturally occurring materials in resources.<br />

Examples of naturally occurring macromolecular materials are<br />

starch, protein, and cellulose. Starch appears most promising<br />

among these materials. Common sources for starch are crops,<br />

wheat, potato, and rice [Curvelo et al., 2000], [Caspar et al.,<br />

2005].<br />

The best known synthesized bioplastic from natural materials<br />

is polylactic acid (PLA), based on lactic acid derived from starch<br />

or sugar, which can be, in turn, extracted from corn, potato,<br />

sugar cane and other sources [Hakkarainen et al., 2000],<br />

[Jongboom & Dartee, 2006]. Certain additives In PLA enable<br />

different degrees of reduced brittleness and reduced stiffness.<br />

The best known macromolecular materials generated by<br />

microbial activity are polyhydroxyalkanoates (PHAs). The<br />

most common PHA is polyhydroxubutyrate (PHB), a high


molecular mass energy storage product of certain bacteria<br />

and algae [Moore & Saunders, 1997]. Copolymerizing PHB<br />

with hydroxyvalerate enables miscellaneous compounds<br />

with different degrees of reduced brittleness, reduced<br />

stiffness, and reduced cost [Türesin et al., 2000], [Savenkova<br />

et al., 1999]. Another example is poly-3-hydroxybutyrate-co-<br />

4-hydroxybutyrate copolymer. Adjustments to its material<br />

composition enables a range of material properties from hard<br />

thermoplastic to rubber-like [Snell et al., 2001 ].<br />

New developments of bio-based plastics are ongoing and are<br />

at different stages of applicability. An example Is a method to<br />

derive molecular building blocks for polyester or polystyrene<br />

directly from an ingredient of fructose, which is a sugarfound in<br />

fruit, corn syrup, and honey. The efficiency ofthe process needs<br />

inprovement [Ball, 2006]. Another example is a glass-fiiled<br />

material consisting for 37% of renewable corn sugar-derived<br />

material, having properties similar to the engineenng plastic p<br />

olybutyleneterephtalate.This partly bio-based plastic, Sorona,<br />

is being developed by Dupont. Sorona is also being applied as<br />

a molecular building block for a thermoplastic rubber, Hytrel<br />

[Plastics Engineering, 2006]. For tissue engineenng, a bio-<br />

based rubber-like material was developed at Massachusetts<br />

Institute of Technology [Thomson, 2002].<br />

PLA is also available in the form of fibres, known as ingeo, by<br />

NatureWorks.This material can be applied as a filler material<br />

and in textiles, giving a softer feel than most synthetic fibres<br />

[Vink el al., 2004]. Composite materials of PLA with inorganic<br />

fillers or nanoclay have been studied too [Uruyama et al.,<br />

2003], [Paul etal, 2003]. Some of such materials have improved<br />

thermal stability, strength and stiffness, although the balance<br />

of properties still needs improvement.<br />

The above examples are a few selections from many new<br />

developments which are expected to be going on, enabling<br />

new design opportunities in addition to the existing ones.<br />

In spite ofthe uncertainty about future developments, several<br />

forecasts exist about the expected growth of bioplastics.<br />

Worldwide bio-based plastics consumption has increased<br />

from 40 000 tonnes in 2000 to 270 000 tonnes in 2005 and Is<br />

predicted to be 800 000 tonnes In 2010 [European Bioplastics,<br />

2006]. Most of the current bioplastics market consists of films,<br />

bags, and miscellaneous packaging products. Applications<br />

In injection moulded products, suitable for material-efficient<br />

products made in large production volumes, have been<br />

less numerous until now. Market growth is expected to be<br />

accompanied by higher production efficiencies, enabling<br />

declining material prices which currently are, on the average,<br />

70% to 80% higher than the commodity plastics they usually<br />

replace [Toensmeier, 2004]. Enhanced performance materials<br />

are expected from more sophisticated synthesis and blending<br />

techniques [Freedonia, 2006].<br />

Design considerations for bioplastics applications<br />

Similar to the oil-based plastics enabling a great design<br />

freedom as well as posing major challenges to be overcome,<br />

the same is likely to be true for bioplastics. Opportunities as<br />

well as challenges will partly depend on:<br />

- properties enabled by material charactenstics;<br />

- conversion of materials to products;<br />

- perception of bioplastics products by consumers;<br />

- price.<br />

There are other important factors, such as business activities,<br />

government regulations, and activities by Institutes for<br />

research and education. These factors will not be discussed in<br />

this paper.<br />

The perception by consumers is obviously essential. It<br />

should be noted that most bioplastics as supplied in their<br />

basic form, i.e., without colourants etc., do not cleady look,<br />

feel or sound different than plastics in general, even though<br />

physical and mechanical properties may be different. It may<br />

be desirable that products by themselves, i.e., without fully<br />

relying on additional information, convey to the user that<br />

they contribute to a more sustainable world, or to a better<br />

world in another respect. This obviously requires that such<br />

products do actually contribute to sustainabillty, based on<br />

the current state of knowledge. Life cycle and environmental<br />

considerations will be briefly discussed in the next section.<br />

Communication by products is an issue well known by many<br />

designers and will not be discussed further. The remaining<br />

discussion in this section will concern objective factors and<br />

uncertainties.


A wide range of material properties and property combinations<br />

is offered bythe currently available bioplastics. Perhaps the best<br />

known property is biodegradability, which will be discussed in<br />

the nextsection.Otherpossible properties include breathability<br />

(water vapour transmission) and water solubility, one or both<br />

of which may be obtained by using starch-based materials.<br />

Manufacture bility with starch-based plastics, requiring water as<br />

a plasticizer, has been improved considerablyoverthe pastyears<br />

but is still challenging [Chen et al., 2006], [Curvelo et al., 2000],<br />

[Jongboom & Dartee, 2006]. The delicate balance between<br />

manufacturability and mechanical product properties depends<br />

on water absorption capacity in a complicated manner: if it is<br />

not optimum, the final product will be brittle [Chen et al,, 2006].<br />

Successful examples of starch-based products include films for<br />

food packaging and garbage, and thermoformed packaging<br />

products [Jongboom & Dartee, 2006].<br />

A wide range of mechanical properties is offered by PLAs<br />

(optionally blended with other biodegradable polyesters) and<br />

PHAs, comparable to commodity plastics at the lower end, to<br />

synthetic polyester-like or rubber-like properties. Exceptional<br />

stretch recovery characteristics are reported for Sorona, better<br />

than several polyesters and nylons [Kurian, 2005]. Some<br />

typical characteristics of PLA include: similar or higher stiffness<br />

than polyesters attainable, deadfold twist retention, good<br />

permeation resistance to grease, many aromas and flavours,<br />

and several gases, printability without pre-treatment, and<br />

good flammability resistance [Jongboom & Dartee, 2006]. The<br />

range of material properties by different compositions of poly-<br />

3-hydroxybutyrate-co-4-hydroxybutyrate copolymer enables<br />

applications from low-cost moulded goods, fibers, coatings,<br />

and adhesives to replacement heart valves [Snell et al., 2001].<br />

Bioplastics can generally be converted into products by<br />

existing principles of plastics processing. Particularly for<br />

injection moulding, it has been found for PLAs and PHAs<br />

that adjusted moulding conditions and specific moulds are<br />

required for obtaining quality products [Plastics Engineering,<br />

2006], [Bucci et al., 2005], [Zhang et al., 2004]. A further<br />

challenge is that some bioplastics melts easily degrade as<br />

a result of hydrolysis, which would make relatively small<br />

plasticizing units on moulding equipment desirable. Although<br />

successful bioplastics products are being manufactured, and<br />

injection moulders are gradually becoming familiar with PLAs<br />

[Plastics Engineering, 2006], few publications are known to the<br />

authors which address issues related to converting bioplastics<br />

into products. The majority of publications concern material<br />

preparation, structures, properties, and developments.<br />

Life cycle issues<br />

A challenge for bioplastics is to verify and minimize the over­<br />

all amounts of energy and raw materials, as well as usage of<br />

agricultural facilities, needed to obtain processable materials<br />

[Gerngross & Slater, 2000]. The conversion of biomass to<br />

bioplastics requires energy which may be rather high for<br />

PHAs, particularly PHB: the energy demand Is determined by<br />

such factors as fertilizer production, farming, corn wet milling,<br />

fermentation, and polymer purification. All of these factors<br />

combined may result in carbon dioxide emission which,<br />

over-all, may in some cases be higher than for obtaining oil-<br />

based plastics [Gerngross & Slater, 2003]. The figures would<br />

improve if renewable energy sources were used. The techno-<br />

economic feasibility of PHB production has been compared<br />

for two situations: it was uncompetitive in case of corn-based<br />

processes as carried out in the US, but beneficial in case of<br />

sugar mill-based processes as carried out in Brazil. Integration,<br />

such as in a sugar mill, is generally preferable over separate<br />

processes for obtaining bioplastics. The over-all cycle for<br />

PLAs is much less energy-Intensive: about 60% of the over­<br />

all energy needed to obtain oil-based nylons. Technological<br />

advances and simplifications may likely enable an improved<br />

energy balance [Gross & Kalra, 2003].<br />

Regarding end-of-life issues for products, most bioplastics<br />

can be returned to the environment by decomposition into<br />

natural organic materials. An option for such biodegradation<br />

is under so-called anaerobic conditions as in landfill. These<br />

conditions cause emissions of carbon dioxide and methane:<br />

the latter is a much more potent greenhouse gas than carbon<br />

dioxide [Gerngross & Slater, 2003]. It is feasible, however, to<br />

recover methane, using controlled gasification conditions.<br />

Composting processes, similar to the ones applied for plant<br />

trash, are an attractive alternative for bioplastics in landfills<br />

[Avetla et al., 2005] and yield matter which is suitable to<br />

replace oil-derived fertilizers [Gross & Kalra, 2003]. For all<br />

biodegradation processes it must be kept in mind that the<br />

rate of the process is not a material property only, but also


depends on product geometries, i.e., area to volume ratios<br />

Uongboom S; Dartee, 2006].<br />

Material recycling is anotlier end-of-İife option for plastics as<br />

well as bioplastics. In most known situations, however, plastics<br />

inherently compare infavourably to metals In particular,<br />

regarding recyclability [Biron, 2006]. Composting may or<br />

may not be the best ecological solution, depending on the<br />

nature ofthe materials, products and the collection system for<br />

used products. Energy recovery by incineration, which is also<br />

viable for several oil-based plastics, is basically possible for all<br />

bioplastics too [Reske et al., 2006]. It is almost certainly better<br />

than biodegradation under anaerobic conditions in landfill<br />

[Gerngross & Slater, 2003].<br />

Life cycle considerations such as over-all consumption of energy<br />

and resources, over-all emissions, and end-of-life options, are<br />

subjects of study as well as discussions. The state of knowledge<br />

onthesecomplexissuesisexpanding,althoughfinalconclusions<br />

are often difficult to draw. Changes in infrastructures may be<br />

required for ultimately achieving optimum over-all solutions,<br />

depending on the situation [Gross & Kaira, 2003].<br />

An example of an appropnate bioplastics application is the<br />

BloCllp<strong>®</strong> l^y Deleco (figure 1). Such clips offer an easy-to-learn<br />

way to prevent cracking, bending and damaging of crop<br />

trusses during growth. This is claimed to give the truss extra<br />

strength, providing betterfruit quality and higher production.<br />

The clip Is an injection moulded product featuring a snap fit<br />

and an integral hinge.The BioClip, made of a modified PLA (by<br />

Biopeads) is fully compostable within 12 weeks and may be<br />

therefore included in the plant trash (Deleco).<br />

Figure 1. BioClip^ by DELECO<br />

Perceived needs and approacli<br />

Essenrial success factors for bioplasrics products include<br />

processabllity, predictability and achievement of desired<br />

product properries based on material properries and<br />

processing parameters, material stability during product life,<br />

and controlled product biodegradarion when desired after<br />

the end of product life. The autors'impression is that material<br />

properties and improvements for bioplastics have been<br />

and are being addressed extensively, enabling a myriad of<br />

future design opportuniries. The same is thought to be true<br />

for biodegradability and sustainabillty, although the latter is<br />

such a complex issue that no final conclusions can be drawn<br />

at present. One of the lessons to be learnt from designing<br />

with the exisring oil-based plasrics is that most material<br />

substlturions require an experienced designer or dedicated<br />

experts to help translate material properries into product<br />

performance [Manisaico, 2003].<br />

In addirion to the largely materials-related research for<br />

bioplasrics, more product-related work is thought necessary,<br />

parriculariy regarding conversion of materials into products,<br />

which, for oil-based plasrics, is among the considerarions in<br />

early design stages. Such addirional work is certainly needed<br />

for product manufacturing by the many injection moulding<br />

principles, which are most complex for oil-based plastics and<br />

may be at least as complex for bioplasrics. The benefits of<br />

materials will only be fully expressed in products if potential<br />

weak spots can be properiy addressed in product design. Well-<br />

known examples of weak spots In Injecrion moulded plastics<br />

products are flow weld lines at locarions where two melt flow<br />

fronts meet during moulding.<br />

Since designers need to deal with a large set of factors and<br />

often try to generate a more or less complete picture of product<br />

requirements, a design support acrivity is thought desirable<br />

related to applicarion of bioplastics and other new materials.<br />

Such design support has been addressed elsewhere [Koster<br />

et al. 2007]. In conjuncrion with the design support-activity<br />

an experimental research acrivity has been Inlriated, aimed<br />

at obtaining product-oriented results. Detailed description<br />

ofthe experiments as well as the results will be published In<br />

the near future. The applicability-related conclusions from the<br />

results obtained to date are summarized in the next secrion.


Preliminary experimental results Acknowledgments<br />

Several geometries with different shape characteristics were<br />

injection moulded, using a polystyrene, a PHB, and a modified<br />

PLA. Both the PHB and the PLA were found sensitive to<br />

degradation during plasticizing, particularly in the larger of<br />

the two injection moulding machines used. Therefore some<br />

of the results may still be less than optimum, and further<br />

processability research is needed.<br />

An interesting result is that with PHB a better mechanical<br />

impact resistance than with polystyrene was found. This also<br />

applied to the weakest spot, the flow weld line, although the<br />

relative difference with polystyrene was less for this case.<br />

The best weld lines were obtained with injection moulding<br />

parameter settings which would be non-trivial for normal<br />

injection moulding practice. This indicates an optimization<br />

issue which has not been fully resolved yet, even for oil-<br />

based plastics. It is an interesting result, considering the drive<br />

towards minimization of material usage.<br />

The mechanical impact resistance was generally better for the<br />

modified PLA than for the PHB, and almost as good as for an<br />

impact modified polystyrene, which, however, was not yet<br />

thoroughly tested.<br />

Closing remarks<br />

The initial results available until now are intended to<br />

contribute to application-related knowledge as needed for<br />

product development. The ongoing additional work will<br />

continue to be guided by application-related needs. The<br />

associated product design support activity will be useful for<br />

guidance and inspiration. The aim is to develop a systematic<br />

approach for dealing with novelties and challenges and for<br />

establishing missing information and expertise associated<br />

with new materials such as bioplastics in product design, as<br />

well as to contribute to product-related research results with<br />

practical value.<br />

Dr Urs Hanggi at Biomer, Germany, provided PHB material free<br />

of charge and assisted us in injection moulding optimization.<br />

The following persons at Delft University gave inspiring<br />

support: Prof Dr Han Brezet, Prof Dr Imre Horvath, and Prof<br />

Dr Stephen Picken. Mr. Ben Norder and Mr. Gerard de Vos at<br />

the Delft Faculty of Applied Sciences generously supported<br />

experimental work. The Delft Industrial Design Engineering<br />

students Lobke van Erve, Bregtje van Dijken, Martijn Bailer<br />

and Johan Land performed excellent test programmes.


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15 March 2004,10<br />

Koster, R., Tufekcioglu, E. and Vlasveld D., Product Design<br />

Support for Nanocomposite Materials Application, to appear<br />

In Proceedings of ANTEC 2007<br />

Kunan J.V., A New Polymer Platform for the Future - Sorona<strong>®</strong><br />

from Corn Derived 1,3-Propanediol. Journal of Polymers and<br />

the Environment, Vol. 13, No. 2 (April 2005) 159-167


Manisalco M., Choosing resins in the 21 st century. IMM Focus:<br />

Materials, Injection Molding Magazine online {www.immnet.<br />

com), March 2003<br />

Mascarenhas W.N., Ahrens C.H., and Ogliari A., Design Criteria<br />

and Safety Factors for Plastic Components Design. Materials<br />

and Design 25 (2004) 257-261<br />

Moore G.F. and Saunders S.M., Advances in Biodegradable<br />

Polymers. RAPRA Rapra Review Report Vol. 9, No. 2, Report 98,<br />

ISBN 978-1-85957-118-7,1997<br />

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montmorillonites: thermal and morphological study. Polymer<br />

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V I R T U A L R E A L I T Y A S A M E D I U M D F D E S I G N A N D ART: A N I N T E R A C T I V E<br />

V I R T U A L A T E L I E R .<br />

Riza Kuruüzümcü<br />

Yıldız Technical University, Faculty of Art and Design,<br />

Department of Art, İstanbul, Turkey<br />

rlzaku@msn.com<br />

Abstract<br />

In our digital era, with its extensive qualities such as<br />

simulation, interactivity and immersion, VR offers highly<br />

effective environment for vanous purposes. A necessity is<br />

being developed for our analyzing and expression methods of<br />

reality, by continious changes on our perception states about<br />

reality shaped by digitally formed data. VR, as an environment<br />

offering high quality simulation and capacity of construcring<br />

alternative fictions on the nature of physical reality, makes<br />

possible to realize new systems as much as new art forms. In the<br />

text. It is tried to explore the potential and limits of VR in terms<br />

of two different states: a design environment, which funcrions<br />

mostly as a tool, and an artistic medium, even a contemporary<br />

art form; discussed on an avant-garde project base on VR.<br />

Introduction<br />

The aim of the text is to discuss the two sided capability of<br />

VR; a design studio in the broadest sense, at the same rime<br />

a medium for realization and presentarion of art and design<br />

products, and to accentuate how important this potential<br />

for contemporary art and design by means of offering new<br />

horizons.<br />

Firstly, VR is going to be generaliy defined and the relarion<br />

between the reality and its projection on our perception of<br />

reality is going to be explored.<br />

Then, main characterisrics and possible connecrions with<br />

design process (as an evaluation period of an art or design<br />

work); and how VR possibly works as a capable virtual studio,<br />

comprehensive simularion environment tool is going to be<br />

explained.<br />

As a conclusion, the vision about excessive capabilities of<br />

VR which are beyond simularion capability of constituring<br />

alternative realiries (surreal or unreal) and systems (out<br />

of standard acceptance) as a medium of orientaring<br />

contemporary art and offering new vistas of creativity is going<br />

to be discussed. Especially on an example, "Osmose" which is<br />

one ofthe precursors ofthe art projects related to VR is going<br />

to be analysed through the various remarks Including Char<br />

Davies, who is the creator ofthe project.<br />

VR, Definition<br />

Virtual reality (VR) is a computer based technology that focuses<br />

on creating environments that simulate the real wodd or an<br />

imaginary worid and allow a user to Interact with. It seeks to<br />

srimulate ail ofthe user's senses to have the sensation of to be<br />

in a real worid.<br />

This simulated environment can be similar to the real worid,<br />

such as simuiarions for flight or combat training, or an<br />

alternarive reality, as in video games.<br />

Main components of Virtual reality systems are:<br />

...(1) the reality engine; (2) the software; (3) various<br />

interfaces. The reality engine includes all the data<br />

required to build a virtual environment and make<br />

it funcrion. Specifically it incorporates a geometry<br />

that describes the formal nature and posirion of the<br />

components in the environment (generally objects and<br />

actors), aswellasdynamic specificarions that determine<br />

how the various elements of the environment


interact with each other. The software sets the terms<br />

for the interaction between the user and the virtual<br />

environment. Various interfaces connect the human<br />

body and the reality engine and establish contact<br />

between the user and the virtual environment These<br />

interfaces may include display helmets, coveralls and<br />

digital gloves; other devices that do not provide total<br />

immersion may also be added, such as stereoscopic<br />

goggles, gesture-tracing arms, biosensors and 3D mice<br />

{The Media Arts Dictionary project).<br />

Application areas of Virtual reality systems are;<br />

In the military and aeronautics, among other fields,<br />

where they are used for specialized training and flight<br />

simulation; in architecture, where they are used, for<br />

example, to move through the three dimensional (3D)<br />

plans of a building in the design stage; and, still in the<br />

experimental stage, in medicine, where operations<br />

will be performed remotely on hard-to-access parts<br />

of the body. Applications also exist in the fields of<br />

art, education and entertainment (The Media Arts<br />

Dictionary project).<br />

Virtual-reality hardware and software also continue to be<br />

perfected day by day in a considerable acceleration parallel to<br />

the improvements In technology.<br />

VR, related to reality / representation distinction<br />

In a broad sense since Antiquity, tradition of visual arts meant<br />

to mistake for reality. One ofthe main concerns ofthis tradition<br />

has been questioning the reality and creating an illusion of a<br />

world which was unreal, as stated:<br />

"Virtual reality systems seek to simulate real scenes so that<br />

they will be seen as three-dimensional.The issues at the heart of<br />

virtual reality are old ones. Leonardo da Vinci struggled with the<br />

differences between the perception of a scene and a painting of<br />

it, which he reduced to the differences between binocular and<br />

monocular vision"(Wade, Ono, Lillakas 2001:231-5).<br />

The artistic challenge has been continued with increasing<br />

ambition as art became more and more passionate about to<br />

explore various visions or perception layers of reality as much<br />

as various methods of visualising of It; it can be seen at the<br />

contrast between the two art forms of 19'^' century; Realism<br />

and Romantism as an example; realistic versus idealistic. Or<br />

trompe I'oeil is a stylistic painting form performed with an<br />

excellent technical ability aims to deceive the viewer to think<br />

thatwhatitisseen is real; orsurrealism explores a level of reality<br />

which is dreamlike or transcendent; or hyperrealism creates<br />

a simulated two-dimensional image of a three-dimensional<br />

reality on context of photographical vision...<br />

Nowadays, as a zenith, mankind has arrived immersive<br />

computer simulations. At this point, as implied by Binkley; the<br />

gap between the idea and the reality has been decreasing:<br />

Virtual reality is both more and less real than analog<br />

presentation. But we are being challenged to rethink the<br />

reality/representation distinction. Our sense of reality<br />

is -paradoxically- a concept It is an idea that has been<br />

formed by the history of our representations, and not<br />

vice verca {Binkley 2000).<br />

Obviously, when speaking in this sense what is meant by realities<br />

is various representations of subjective perception of reality:<br />

Virtuality is not the opposite of reality. It is part of<br />

reality! Virtual reality is the semiotic domain of reality.<br />

Actual reality is the corporeal domain of reality. We now<br />

encounter signs in the state of algorithmic semioses,<br />

This is a new aspect of art and of the sciences as well<br />

(Nake 1998: 163-4).<br />

Humpries contributes a new face to the problematic as<br />

questioning the corrolation between the reality and art and<br />

characteristics of subjective perception about the truth which<br />

based on computer generated interpretation of reality.<br />

The most important questions concern the impact of<br />

the technology on the artist the creative process, and<br />

the nature of art. It is not clear whether the nature of art<br />

resides in the art object or the subjective sensibilities<br />

of the artist and the responding audience. However,<br />

it is also clear that a journey taken to examine the<br />

ontology of computer art may lead to another avenue


of exploration-an examination of epistemology, or the<br />

nature of truth and reality manifested in computer art,<br />

particulady with respect to virtual reaiity... {Humphries<br />

2003:13-31).<br />

Reality is open to interpretation and art has been executing<br />

that at vanous states (visual illusion as much as layers of<br />

meaning) all along the history. VR explores and offers new<br />

possibilities about subjective expression for this technology-<br />

related era. Vanous layers of perception created by digital<br />

revolution expose the need for attributing different meanings<br />

to the relation between art and science; as much as nature and<br />

reality ever than before. Art based on technology (especially<br />

VR as an art form) tends to identify a brand new reality which<br />

has pnnciples and rules of its own; since basically gathers its<br />

data from an abstract area.<br />

Basic qualities of VR: simulation, immersiveness,<br />

interactivity<br />

VR presents extreme possibilities for variety of disciplines<br />

as an flexible and expandable environment. It allows hybrid<br />

relations v/hich is not possible to gain with other modelling<br />

methods; for example procedural descnption methods of<br />

complex models such as partical systems or fractal geometry.<br />

Simulating the reality and to be able to do this as a compact<br />

system in interaction and handling asa concrete unity,presents<br />

a huge potential, since it opens the possibility to analyse the<br />

reality and the way to be interpreted, by means of generating<br />

fictional alternative realities or systems:<br />

EaHy twentieth-century art, including the works of<br />

Duchamp and the Cubists, attempted to portray aspects<br />

of a reality that were beyond sensory perception, such<br />

as multiple perspectives, the fourth dimension and<br />

curved space. Virtual reality (VR) now offers artists a<br />

soft medium for creating artificial experiences of space,<br />

time and energy through mathematical models (Brown<br />

1997).<br />

Sense of presence in, which is perceived in VR makes the<br />

working environment more Intimate and accessible with a<br />

strong feeling of immersion, as implied by Luecking:<br />

The awareness of the video image as an alternate<br />

or substitute presence has been a staple of video<br />

installation sculpture since the early 1970s.These works<br />

question ourperceptionofreality, by dividing It between<br />

its objective and technologically simulated versions. VR,<br />

however, has the potential to totally blur this distinction,<br />

either by projecting the video image into the architecture<br />

ofthe viewer's own space, or by immersing the viewer in<br />

the space ofthe video (Luecking 1994:28-33).<br />

Revolutionary technological improvements at the second<br />

part of th 21th century with a huge acceleration offering<br />

limitless possibiliries, especially replacement of mechanical<br />

models with computarional ones which is the essence of this<br />

revoluarion, completely changed the forms of thinking and<br />

perceiving. Shifting from analog to digital media has been<br />

based on main concepts of virtuaiity and interacrion. VR is<br />

not a system related to standart codes and procedures, but<br />

a medium of interrelations in which the parricipant and the<br />

environment are in a dynamic contact.<br />

VR and design process; virtual studio<br />

As mentioned before, we are exploring potenrial of VR with<br />

regard to two different points. As a tool, and as a medium. VR<br />

behaves as a virtual design studio with Its excessive capacity:<br />

As a simulation based interpretarion of physical worid, in VR;<br />

hierarchical elements of dimensionality; dot, line, surface<br />

consritutes the form of the object by variety of logics in a<br />

certain order. Inter-dimensional modificarions of a form {lineer<br />

or non-lineer) are possible in any level ofthe design process<br />

which offers great flexibility. Main characterisrics which define<br />

the object such as color, size, texture (real or prodecural<br />

textures which depends on abstract mathematical functions),<br />

dynamic behaviors (including organic ormechanical behaviour<br />

systems as well), size, shape and interactions of the object<br />

which defines the relationship between space and object<br />

in a certain rime and condition can be simulated in terms of<br />

various aspects ofthe constructed system (Bowers 1999).*<br />

Spatial description and placement of objects, building up<br />

systems on related objects and observing from different<br />

point of views in a virtual space, and applying any kind of<br />

deformarion is possible. Form, characterisrics, interacrions


of the object as well as time and motion act on it can be<br />

deformed; without the limits existing in physical world.<br />

Since one of the main concerns about the design process<br />

is to have an understanding of relationships between the<br />

components on the way of a unique production which has to<br />

carry out a special functionality and an aesthetic form. In VR<br />

environment, all the concepts belong to a fact that take part in<br />

a compact structure, which are related to a unique model and<br />

interrelated between themselves, since it is a closed system;<br />

which makes possiple to see and control the big picture.<br />

By using this potential, as a last step through the process,<br />

grouping the related components to get harmonic and / or<br />

functional unity is accessible.<br />

VR gives scientific quality to the design process; since the<br />

parameters can be controlled and results can be observed<br />

simultaneously.<br />

For complex subjects which are often multi-disciplinary in nature<br />

and requiring a blend of theoretical and practical knowledge,<br />

experiencing the theory itself is important for developing<br />

indepth understanding. Simultaneous feedback gained from the<br />

modifications is critical forthe design process in terms of fluency.<br />

Reproduction and modification of the existing models or<br />

systems in many ways, is another strong point of VR; it makes<br />

possible this, through producing high quality visualization<br />

and interaction.<br />

At the main levels of design process like generation,<br />

evaluation, realisation, process itself needs a flexible tool and<br />

environment. VR offers to access an interactive virtual design<br />

studio, much similar to action in a studio or workshop, rather<br />

than in a lecture.<br />

VR and art / new possibİİities<br />

In this section, VR is going to be explored as a medium in<br />

which art and design projects are embodied.<br />

In general terms, "Art and Design" includes contemporary<br />

media such astelevision,video,animation,film and multimedia<br />

various disciplines as much as relatively traditional disciplines<br />

such as painting, sculpture, product design, performance arts,<br />

etc. The main distinction between art and design stands on<br />

the balance between function and aesthetic, which is getting<br />

blurred nowadays.<br />

The key feature of contemporary art is it's concern with medium.<br />

Since mid-20th century art highly related to, or created with,<br />

the technology. New media art as a term used to describe this<br />

technology related condition, differentiates itself by its resulting<br />

cultural objects and medium used for, which can be seen in<br />

opposition to those deriving from traditional media arts. VR Art<br />

as a new media art form, offers completely new expansions.<br />

Since VR isa medium based on an analytical approach; it hasa<br />

structural purity; may be thought as a kind of highly extensive<br />

sembolic language. At the same time, concepts and methods<br />

referencing from real world methods and are put in a rational<br />

context; in a mathematical precision.<br />

Humpries continues arguments about examination of<br />

epistemology with respect to extended possibilities of art via<br />

computer technologies:<br />

...The surprising conclusion that students may reach<br />

through an aesthetic inquiry into the nature of<br />

computer art is not so much that it may be necessary<br />

to alter ontological criteria for art in order to properly<br />

assess the attributes of computer art, but that an<br />

exploration of the frontiers of computer art may lead<br />

to the discovery that it is necessary to modify notions<br />

of epistemology (knowledge of reality and what it is<br />

or could be) inherent in the unlimited possibilities of<br />

virtual reality (Humphries 2003).<br />

Contradictory to often associated with VR, its only usage area<br />

is not representational simulation; but more than this, as<br />

mentioned before. The excessive power of creating dynamic<br />

and interactive structures without restrictions of physical<br />

world offers new forms ofdesign as Brown states:<br />

VR creates the illusion of three-dimensionality without<br />

any of the constructive restraints found in physical<br />

reality. Via programming, I set out to develop the idea


of Dynamic Form—to create interactive virtual forms<br />

that encapsulated the Interrelated concepts of space,<br />

time and energy (Brown 1997).<br />

Brown outlines how he used VR for constructing a formation<br />

contradictive to reality and how he was able to out of<br />

restrictions of three dimension in one of his projects as:<br />

...Hov/ever, Ifound thatthe very three-dimensionality of<br />

physical materials were inherently restricting my ability<br />

to express notions of a fourth dimension. 1 became<br />

interested in virtual reality (VR), a medium unrestrained<br />

by physical and dimensional constraints. At this time,<br />

VR was used mainly for realism and representation—<br />

the synthesis of a perspectlval, 3D space complete with<br />

accepted laws of physics. My project was to challenge<br />

these dominant paradigms and move towards<br />

abstraction—to synthesize a "virtual unreality" (Brown<br />

1997).<br />

Creation and interpretation of hybrid forms of art, design,<br />

engineering and science, In a multi-disciplinary interaction work<br />

together and that open new vistas of creativity and invention:<br />

Graduate programs at major U.S. research instittitions<br />

that are training a generation of hybrid artist/engineer/<br />

scientists,someofwhomhaveenteredtheprofessoriate.<br />

As their numbers increase, their impact on the centraiity<br />

of technology and science In the practice of art and<br />

design (and vice versa) will also force a reconsideration<br />

ofthe canons of art history and the histories of science<br />

and technology. One hopes that stich work will create<br />

new forms of strticttire and meaning that expand the<br />

languages of art, design, engineering and science, and<br />

that open up new vistas of creativity and invention.<br />

In order to understand the evolving relationship between<br />

art and technology in contemporary art (and vice versa), one<br />

must grapple with the complex processes and products that<br />

sustain and restiltfrom these collaborations (Shanken 2004).<br />

From this point of view, VR aims to build up a reality beyond<br />

daily experiences, a transcendent one. An unreal, almost<br />

mystique mood arise which gives a kind of ecstasic sensation.<br />

Reality occurs as a psychic or spiritual expenence, on this<br />

perception level of reality. Form of reality defined by an<br />

individual depends on multiple subjective assessments<br />

shaped by the perception such as personality, experiences,<br />

point of view and characterisrics of attribution; which makes<br />

the experience unique. Grau outlines this as:<br />

VR reveals itself as the heir to illusionism as manifested<br />

in its paradigmatic representative, the panorama.<br />

Although today the audince can exert Its creative<br />

powers over the image, this control is counterweighed<br />

by the highly suggestive powers of the image itself<br />

Maybe we are regaining a relarion to the image that<br />

reaches far back into precivilized history, giving it a<br />

power that transcends a psychic as well as a physical<br />

boundaries and enables us to regress, leading to an<br />

ecstatic symbiosis of onlooker and Image (Grau 1999:<br />

365-371).<br />

In this context, environment created in VR guides to another<br />

level of consciousness. In a new abstract space, basic concepts<br />

of knowledge regarding to existence such as rime and space<br />

diminishes, new kind of different, uncertain excessive reality<br />

blossoms.<br />

Owing to the underlying software nature of the virtual<br />

environment, a VR system can be put to many uses by loading<br />

different applicarion environments. VR gives the chance to<br />

examine from different kind of point of views since enables to<br />

set up various theories and mechanisms on a subject. It makes<br />

this in a macro as well as micro scope, thus gives the chance of<br />

an understanding beyond standart limits. In this way, it has an<br />

enhancing and changing effect on the perception of reaiity:<br />

Jaron Lanier, VR pioneer, has said that VR sensitizes<br />

those who immerse themselves within in it for a period<br />

of time: There's this wonderful phenomenon where<br />

when you're inside a virtual worid and If you take off<br />

the headmounted display and look around, the physical<br />

worid takes on a super real quality where it seems very<br />

textured and beautiful and you norice a lot of details<br />

in it because you've gotten used to a simpler worid. So<br />

there's actually a sensitivity-enhancing effect (Leeson<br />

2002: 44).


Le Meur explains how an interactive medium enhances the<br />

ideas about to perceive and moreover to exist as:<br />

Buttheu!timateaimofanyartist,whether using interactive<br />

technologies or more "traditional" materials, remains to<br />

galvanize the viewer, to make contact, to be in relationship<br />

with the viewer. By communicating ideas, emotions,<br />

sensations, etc., in distinctive ways, the artwork, and so<br />

the artist, aims to influence the viewer. Thus it is always<br />

the transformation of the viewer that matters. Acting on<br />

an artwork becomes interesting only insofar as it allows<br />

one to act indirectly on oneself, thanks to the action of<br />

feedback, a reciprocal exchange of thought, allowing a<br />

change in one's way of acting and seeing—one's way of<br />

being in the world (Le Meur 2002:204-209).<br />

Osmose is one of the first instances of VR as art. The project<br />

aims to change accustomed perceptions of reality and leads<br />

to altered states of consciousness with a new set of original<br />

aesthetic rules.<br />

One of the most important key aspects of Osmose is the style<br />

of existence in the enveloping environment with full-body<br />

immersion, which isa kind offloating, most intimate to the sense<br />

of being. Asa navigation tool, user interface builtaround balance<br />

and breath. Breathe in, rise up; breathe out, sink down; lean<br />

back, drift backward; lean left, drift left ward which emphasize<br />

the being as a fundamental act of to be alive. It forms a new way<br />

ofthe getting out of traditional restrictions of interface.<br />

Jones interpreted Davies's VR based work "Osmose", it's<br />

utilization of the time and space concepts and how this<br />

affects the perception of reality through extended immersive<br />

quality ofthe work and interaction:<br />

"The interval of our immersion in Osmose provides a<br />

perspective that is time-based as well as spatial; this<br />

perspective constantly perturbs our usual sense of<br />

locus in space and time. This is a new kind of aesthetic<br />

experience where time plays an important role in our<br />

view ofthe work.<br />

In the audience's contemplation of a painting, the<br />

durational element becomes little more than a slightly<br />

extended present, whereas involvement in VR, new-<br />

media or video work forces one to spend some time<br />

with the work simply to gain any idea of it at all. Being<br />

captured by the work becomes another factor in the<br />

immersion Duration as a dimension of an artwork<br />

allows the producer of the work to introduce a series<br />

of ideas, or a flow and mutation of one idea, which is<br />

not available in most painting or sculpture. Time allows<br />

an audience the luxury of contemplating the work, of<br />

exploring possible interpretations, and it allows artists<br />

the luxury of extending and developing associations<br />

and permutations of ideas. It is this which promotes<br />

interaction as much asany"hands on"operability ofthe<br />

computer driven-work (Jones 2000:125-132).<br />

As an experience far beyond the resident standards. Osmose<br />

is a remarkable footstep for changing the aesthetics of virtual<br />

reality as much as the whole artistic tradition:<br />

Osmose is an artworkwhose status is gradually emerging.<br />

Notwithstanding the rather polemic references to kitsch<br />

and esotericism. Osmose does represent a signpost in<br />

the history of the media, like the films of the Lumiere<br />

brothers orthe early panoramas, not least because of its<br />

aesthetic utilization of new technologies of immersion<br />

and illusion (Grau 2003:193-211).<br />

Jones interpreted the project with related to states of<br />

consciousness as:<br />

... Point of view no longer operates in its traditional<br />

manner; It now alters over time, and our perception<br />

of time and space becomes a virtual knowledge, no<br />

longer fixed to the Cartesian frame: mutable, always<br />

recalculated, determined by our progress through the<br />

environment. Consciousness can only follow along,<br />

hoping to make the necessary adjusments before we<br />

fall out of the worid. Our internal center is temporarily<br />

dislocated from our external center; suddenly we do<br />

not know where we are (Jones 2000:125-132).<br />

Osmose is about being and awareness of being. It is realized<br />

in three dimensional computer generated environment by<br />

excessively using the potential ofthe medium, and challenging


standards of tradition. Char, who is creater of the project,<br />

discusses his artistic aims of the project and for the process<br />

and an environment relation of VR:<br />

Osmose approaches computer technology as an<br />

expressive Instrument (not value-free but one whose<br />

conventions can potentially be subverted) to access<br />

another kind of space, a paradoxically virtual/physical<br />

space -that, yes, is entirely of human making, but<br />

which, because of its various unique properties, has the<br />

potential to act as a site, as a place, where artists can<br />

project their visions ofthe world -so that people might<br />

experience another kind of'being', relatively unbound<br />

by everyday cultural assumptions (Davies 1998:65-74).<br />

In semi-abstract and translucent visual aesthetic of Osmose,<br />

ground is ambiguous, and transitions between metamorphic<br />

worlds are uncertain. Cartesian notions about spatiality<br />

and physical reality such as perspective, figure-ground<br />

relationships blurs and swaps to more evocative alternatives.<br />

The surreal atmosphere reigns inside close to evoke and<br />

inspire ratherthan define:<br />

...that immersive virtual space can be used to convey<br />

alternative sensibilities and worldviews, potentially<br />

functioning as a perceptually and conceptually<br />

invigorating philosophical tool (Davies 2004; 69-104).<br />

Solitude is one of the critical aspects of the project as<br />

specially intendent. Sense of sinking in ones own self, being<br />

alone emphasized. A position of being, rather than acting.<br />

Shifting to another level of consciousness. Distinction unfolds<br />

between body and mind. Osmose as a project based on<br />

exploring the perceptual interplay between self and worid,<br />

aiming awareness of self:<br />

...these works embody a radically alternative approach<br />

to Immersive virtual space, or what Is commonly known<br />

as "virtual reality" or"VR". Ratherthan approaching the<br />

medium as a means of escape into some disembodied<br />

techno-Utopian fantasy, I see it as a means of return,<br />

i.e., of facilitating a temporary release from our habitual<br />

perceptions and culturally-biased assumptions about<br />

being in the world, to enable us, however momentarily.<br />

to perceive ourselves and the worid around us freshly<br />

(Davies 2004:69-104).<br />

Conclusion<br />

In two different states, VR offers important contributions to<br />

the design environment:<br />

Firstly, as a design tool which makes simulation of reality<br />

possible extensively. Capability of having simulation of the<br />

nature parallel to the physical reality in terms of object qualities<br />

and limitless adjustment possibilities about the relationships<br />

and Interactions between variety of qualities and systems<br />

which are build on these In almost any detail; exploring and<br />

modifying characteristics of variety of them in terms of three<br />

dimensional perception, form, time and motion, etc. are very<br />

massive points VR offers. Thus, gaining knowledge of unity in<br />

a systematical way makes possible to synthesize the groups of<br />

ideas and concepts.<br />

Secondly, as a medium, innovative and with an amazing<br />

capacity of constructing fictious systems without physical<br />

constrains. VR can make an evocative effect on Arts In age of<br />

digital revolution while the need to question all the methods<br />

of perceiving, comprehensing and performing grows. VR Is<br />

such a medium that alternative and creative fictions can come<br />

alive; consciousness and existence interrogated in a new way<br />

and new avantgarde horizons can be contemplated.


References<br />

BİNKLEY,T., 2000,TheVitaliîyof Digital Creation, The Journal of<br />

Aesthetics and Art Criticism, 9708242169<br />

BOWERS, J., Introduction to Two Dimensional Design, USA,<br />

1999 by John Wiley & Sons. *{classificatlon referenced from<br />

Bowers)<br />

BROWN, R. D., 1997. Virtual Unreality and Dynamic Form: An<br />

Exploration of Space, Time and Energy, Leonardo, (3125514)<br />

DAVIES, C, 1998, Osmose: Notes on Being in Immersive Virtual<br />

Space, by In Digital Creativity, Vol. IX (2), [Preliminary version<br />

published in ISEA '95 Conference Proceedings., ISEA: Sixth<br />

International Symposium on Electronic Arts Montreal (1995).],<br />

pp. 65-74<br />

DAVIES, C, 2004, Virtual Space., Space: In Science, Art and<br />

Society. Francois Penz, Gregory Radick and Robert Howell, eds.<br />

Cambridge, England: Cambridge University Press, pp. 69-104<br />

GRAU, O., 1999, Into the Belly ofthe Image Historical Aspects<br />

of Virtual Reality, Leonardo, Vol. 32, No. 5, pp. 365-371<br />

GRAU, 0., 2003, Charlotte Davies: Osmose, Virtual Art: From<br />

Illusion to Immersion., Cambridge, Massachusetts: MIT Press,<br />

pp. 193-211.<br />

HUMPHRIES, H., 2003. A Philosophical Inquiry into the Nature of<br />

Computer Art, Journal of Aestheric Education, v. 37 no.1, p. 13-31<br />

JONES, S., 2000, Towards a Philosophy of Virtual Reality: issues<br />

Implicit In Consciousness Reframed, Leonardo, Vol. 33, No. 2,<br />

pp. 125-132<br />

LE MEUR, A., 2002, Into the Hollow of Darkness: Realizing a 3D<br />

interactive Environment, Leonardo, Vol. 37, No. 3, pp. 204-209,<br />

2004<br />

LEESON, L, 2002, Jaron Lanier Interview, Clicking ln,(Seattle,<br />

WA: Bay Press, 1996, p. 44 paper presented at ISEA 2002, 11th<br />

International Symposium on Electronic Art, Nagoya, Japan,<br />

27-31 October.<br />

LUECKING, S., Almost there; sculpture in virtual space, 1948-<br />

Sculpture (Washington, D.C), v. 13 (July/August 1994) p. 28-33.<br />

NAKE, F., 1998, Art In the Time ofthe Artificial, Leonardo, Vol.<br />

31, No. 3,pp. 163-164<br />

SHANKEN, E. A., Artists in industry and the Academy;<br />

Collaborarive Research, Interdisciplinary Scholarship and the<br />

Crearion and Interpretarion of Hybrid Forms, Leonardo CAA<br />

2004,(18758003)<br />

The Media Arts Dictionary project/ parti, http://mitpress.mit.<br />

edu/e-journals/LEA/NMD/nmdhome.html>.<br />

WADE, NICHOLAS J.; ONO, HIROSHI; LILLAKAS, LINDA, 2001,<br />

Leonardo da Vinci's struggles with representations of reality,<br />

Leonardo, v. 34 no. 3, p. 231-5.


E X P L O R I N G C O M M U N I C A T I O N A S A N " A C T I N G " D I M E N S I O N O F P R O J E C T<br />

P R O F E S S I O N A L S ' A C T I O N<br />

Pierre-Luc Laionde', Ph.D. candidate<br />

Ecole Polytechnique,<br />

CP. 6079, succ. Centre-vllle, Montreal (Quebec), H3C 3A7<br />

Mario Bourgault, Ph.D., professor<br />

Canada Research Chair on Technology Project Management<br />

Ecole Polytechnique, Montreal, Canada<br />

Alain Findeli<br />

Guest Professor, University of Nimes (France)<br />

Full Professor, University of Montreal (Canada)<br />

alaln.findeli@umontreal.ca<br />

Abstract<br />

Project and design managers undoubtedly need to<br />

communicate with a range ofactors in designing and executing<br />

projects. The dominant approach to communication applied<br />

in design and project management seems to be based on<br />

the postulates of the sender-receiver model developed by<br />

cyberneticians at the turn ofthe twentieth century.<br />

However, the anthropological underpinnings of this model<br />

appear to be incapable of explaining the complexity of<br />

the relationships that develop between different project<br />

professionals. Although we see signs of the emergence<br />

of new approaches to communication, we argue that the<br />

current understanding of communication within design<br />

projects can be taken a step further by tackling contemporary<br />

practical philosophy. Not only will this allow us to propose<br />

an anthropological alternative to the informational focus<br />

of the cybernetic model but, through the "acting" concept<br />

(Arendt 1998), it also allows for the emergence of an original<br />

conception of project professionals'communications—one in<br />

which the communication engaged in by actors through the<br />

design situation constitutes an end in itself.<br />

' Corresponding author; pierre-luc.lalonde@polymtl.ca<br />

Methodologically speaking, we investigate project<br />

communications from a phenomenological perspective and<br />

focus on how managers perceive and describe their experience<br />

of communication. Following the recording and transcription<br />

of a series of semi-structured Interviews, an initial analysis<br />

enables us to briefly illustrate the"acting"dlmenslon of project<br />

professionals' communications.<br />

Introduction<br />

All projects—architectural, engineering, new product<br />

development, information systems implementation,<br />

international development or community projects—create<br />

groupings of diverse actors. These actors must exchange all<br />

kinds of information in orderto conceptualize and execute the<br />

object^ and manage resources. In this sense, talking about a<br />

project context also entails talking about the communication<br />

phenomenon that is inherent in it. As design becomes more<br />

and more complex and as project professionals become<br />

increasingly involved inthedesignprocess,itscommunicatlonal<br />

^ "Object" is used in the broadest sense of the word, designating a<br />

product, service, facility, concept, etc.


character becomes obvious, in the project management<br />

literature, the figure of the project manager is expanding<br />

and becoming more complicated. Thus the project manager,<br />

who must face "non-administrative" issues and become<br />

involved in creative activities, acts as a "sense-maker" and a<br />

"web-weaver" (Simon 2006) and is literally seen as a designer<br />

(Williams 2005). In practice, project managers are undeniably<br />

confronted with design situations—managing architecture or<br />

new product development projects inserts managers into the<br />

design field. This similarity between designer and manager is<br />

acknowledged by Borja De Mozota (2002), who classifies both<br />

design and management into problem resolution, innovative,<br />

systemic and coordinating activities. In the same way that the<br />

project management profession seems to be linked to the<br />

creative realm, design management can hardly escape the<br />

constraints imposed by the business environment.<br />

At this point, traditional frontiers between professional fields<br />

tend to blur. Whether one Is active In design management or<br />

project management, one has a common interest in the project<br />

and the project situation. Somehow, we are all engaged In<br />

"project research." In order to release all the energy inherent<br />

in project professionals'activities, there seems to be "a need<br />

to create a unifying platform for design as a field rather than<br />

a profession, to link the different professions together and<br />

improve their mutual interaction" (Stockholm 2005: 55). What<br />

is true of professionals may also be true of researchers who<br />

share an interest in project studies. Thus, interacdon and<br />

collaboration between the project and design management<br />

communities appears to be particulady relevant. And this<br />

is precisely what we will claim here. We think that if project<br />

communication is to be understood and studied, it can best<br />

be done by fostenng interaction among project disciplines<br />

and by stimulating exchanges and debates between them.<br />

Our journey will proceed as follows. First, (1) by examining<br />

several studies related to design and project management<br />

fields, we will address what we think forms the dominant<br />

approach to the communication phenomenon. Based on this<br />

short review, we will be able to consider the basic assumptions<br />

underlying this mainstream vision of communication. From<br />

there, It would appear appropriate to propose (2) a specific<br />

vision for project professionals (architects, designers,<br />

managers, etc.) based on several reference points from the work<br />

of Arendt (1998). Thus, we consider that one way of pushing<br />

the envelope still further is to directly address the undeHying<br />

question of the actor—that is to say, an anthropological<br />

question. Not only do current studies not explicitly propose<br />

an actor figure to understand communication but—as we will<br />

show in (2)—they do not distinguish the consequences of a<br />

particular perspective for this figure. Finally, (3) our theoretical<br />

remarks will be illustrated based on an exploratory field<br />

study. This will enable us to demonstrate the relevance of<br />

our theoretical framework, on the one hand, and to propose<br />

avenues, pathways and openings that could allow us to<br />

reconceptualize communication, on the other.<br />

Depicting an informationai vision of project<br />

communication: When project actors become<br />

informational subjects<br />

The vision of communication within the various disciplines<br />

related to projects is largely associated with an informational<br />

approach. Within the field of management in particular, many<br />

authors have presented this kind of vision (Cleland & Ireland<br />

2002; Mintzberg 1980; PMI 2004). This view Is also widely<br />

circulated through the normative approaches proposed by<br />

the dominant professional organizations such as the Project<br />

Management Institute (PMI) and the International Project<br />

Management Association (IPMA). The publication of such<br />

collections as the Guide to the Project Management Body of<br />

Knowledge (PMI 2004) clearly reveals this approach.The frame<br />

of reference for the PMBOK (PMI 2004) essentially presents<br />

communication as a critical link between project actors. Thus,<br />

we read the following:<br />

Communlcaring involves the exchange of informarion.<br />

The sender is responsible for making the informarion<br />

clear, unambiguous, and complete so that the receiver<br />

can receive it correctly. The receiver is responsible for<br />

making sure that the informarion is received in Its<br />

enrirety and understood correctly (PMI 2004:24).<br />

Most ofthe classic works on project managementalso evidence<br />

this parriculariy homogeneous vision of communicarion,<br />

where information constitutes the only link between actors.<br />

Thus, summarizing the key elements of communicarion,<br />

Cleland and Ireland (2002) suggest that:


Communication is a two-way process: between the<br />

sender and the receiver(s). Taken in this light, the<br />

receiver should not be considered a passive recipient<br />

but rather a destination that is likely to have a purpose<br />

in getting the message and to be influenced by<br />

perceptions and beliefs of those people who send the<br />

message. [...] Communication is the process by which<br />

information is exchanged between senders and receivers<br />

through a common system of symbols (Cieland &<br />

Ireland 2002:485-500, emphasis added).<br />

Thus, if we consider the model of the manager's role<br />

proposed by Mintzberg (1980) and represented in Figure<br />

1, it seems that much less effort has been devoted to an in-<br />

depth understanding ofthe left-hand side ofthis model. This<br />

situation is quite paradoxical since—according to Mintzberg<br />

himself—the interpersonal roles played by managers^ allow<br />

information to be gathered that is essential for decision<br />

making.<br />

Interpeisonal ro^es Informational rofes Decisional roles<br />

Figure 1. Managers' roles. Adapted from Mintzberg (1980).<br />

Although Mintzberg mentions the importance of interpersonal<br />

relations, the understanding of such relationships Is often<br />

reduced to a purely mechanical necessity. The logic is simple:<br />

without developing interpersonal relations, a manager<br />

cannot acquire relevant information and thus make the<br />

right decisions. Following this vision of communication, it<br />

appears that if one multiplies the numbers of actors, the risk<br />

is that problematic situations will become even more intricate<br />

and that the complexity inherent in task coordination and<br />

^ "By "manager/ Mintzberg means all individuals who have<br />

responsibility for organizations or parts of organizations. Thus, this<br />

definition includes people who have such titles as president, team<br />

leader or dean, as well as those who have titles like project manager<br />

or design manager.<br />

information circulation will balloon out of control. Information<br />

systems and project software are therefore conceived as tools<br />

meant to create more effic/ent communications by supporting<br />

exchanges and multiplying channels and Interfaces that allow<br />

information coding and decoding (Chiu 2002). In considering<br />

the manager as an information processing center, Mlntzberg's<br />

work seems to define the bounds of the theoretical edifice<br />

that is the body of work arising out of the classical school of<br />

project management.<br />

These management-oriented studies are quite closeto another<br />

way of conceptualizing communication—this one anchored<br />

in what we might call a cognitivist perspective. This stream<br />

of research has attracted the attention of many scholars in<br />

the design field (Busby 2001; Dong 2005; Stempfle & Badke-<br />

Schaub 2002). According to this view, communication has to<br />

do with how information is processed. For example, Stempfle<br />

and Badke-Schaub (2002) frame every communication act<br />

in a generic model composed of basic cognitive operations.<br />

Communication represents either the content of a problem<br />

or the process by which design activities are structured and<br />

organized. Busby's (2001) position is typical ofthis view. Instead<br />

of talking about design collaboration or communication, his<br />

approach stipulates that errors in project activities come from<br />

failures to meet the requirements of distributed cognition.<br />

This model is essentially another way of conceptualizing<br />

the need for multiple actors to interact if one is to gain a full<br />

appreciation of a problem.<br />

Of course, every actor involved in a project is different, and<br />

each of them perceives and interprets what is going on in a<br />

specific context in their own way (Dorst & Cross 2001). This<br />

might, in fact, be the main reason why we need to improve our<br />

understanding of communication and deliberation in project<br />

situations. Nevertheless, whetherwe examine Mlntzberg's work<br />

in management or Busby's model of distributed cognition, we<br />

reach the same conclusion. In fact, in considering some studies<br />

in project management (Cieland & Ireland 2000; PMI 2004) or<br />

design (Busby 2001; Chiu 2002; Stempfle & Badke-Schaub<br />

2002), one cannot but note that the major emphasis is usually<br />

on actors'interactions. Given that this shows the importance<br />

of actors' participation or interaction with one another, is it<br />

not unfortunate that communication comes to be strictly<br />

considered as"article5 of knowledge,""blt5 of processing need"


(Busby 2001) or an information processing system (Mintzberg<br />

1980)? In each ofthe works discussed above, communication<br />

is seen as relating to how information is transmitted, and<br />

how it can be transmitted and processed more accurately. We<br />

clearly see a desire to eliminate ambiguities and adapt project<br />

elements to the requirements of error-free communication.<br />

The exchange of information results in the unequivocal<br />

application of what is inferred, as if communications within<br />

a project could be explained by the construction of a logical<br />

system appropriate to an artificial language. The prescriptions<br />

to which such a logical system, inspired by cyberneticians" and<br />

logicians, is subject cannot be transferred to a natural language<br />

for the simple reason that one can never be unambiguously<br />

certain ofthe intentions ofthe person who transmitted—or<br />

did not transmit—a message. And that is where the above-<br />

mentioned models appear doubly inadequate. Not only are<br />

receivers so to speak condemned to interpret the message<br />

received—because they do not have effective or infallible<br />

means of controlling its meaning—but they must also resign<br />

themselves to not being able to control the information that<br />

others transmit to them. For these models to show evidence of<br />

internal coherence, and for the analogy of communication as<br />

information to truly constitute a logical system, each element<br />

must have only a single meaning that is perfectly defined<br />

and never varies according to the context or the actors<br />

involved. In reality, though, the communication inherent in<br />

projects does not make use of a formalized language, such<br />

as the informational models of communication posit, but the<br />

ordinary language of social communication, which is riddled<br />

with ambiguities and with possibilities that doom to failure<br />

any attempt to formalize exchanges.<br />

As manypeoplehavealready pointed out,the cybernetic mode!<br />

is very poorly adapted to understanding the communication<br />

phenomenon (Lafontalne 2004; Mucchielli 2000). In fact, the<br />

theoreticalfoundationsunderlyingthesewaysof understanding<br />

communication cleaHy propose a logic of desubjectivization<br />

of actors. From this point of view, we are seeing the erasure<br />

ofthe boundary between the actor and the system (technical.<br />

For a summary of the contribution cybernetics has made to<br />

communication theories, see Mucchielli (2000) and IVlucchielli and<br />

Noy (2004).<br />

informational, technological), where the relationships that<br />

actors experience with each other seem to disappear In favor<br />

of purely Informational considerations. Of course, we are<br />

aware that the informational view of communication cannot<br />

be considered as representing an exhaustive review of the<br />

literature concerning project communications. Indeed, some<br />

emerging perspectives are particularly noteworthy. This is the<br />

case, for example, with the growing number of studies that<br />

manage to distance the information vision of communications<br />

by insisting on the importance of deliberation, post-project<br />

discussions, power games, and the uncertainty inherent<br />

in communications and that propose to anchor design or<br />

management communications in other perspectives such as<br />

hermeneutics (Snodgrass & Coyne 1997), narrative sharing<br />

(Boudes & Christian 2000), organization as discussion spaces<br />

(Detchessahar2002) and rhetoric (Miller 1990; Parkin 1996).<br />

When we look closer, we recognize that the developments<br />

during the last ten years of research, rather than focusing<br />

on the "information" aspect of communications, have been<br />

far more interested in the "actor" aspect. Insofar as all ofthis<br />

work emphasizes the key role played by the communication<br />

phenomenon in project situations, the alternative that we<br />

propose is situated within these recent frameworks—we<br />

believe it to be of major interest as much for the design<br />

management community as for the project management<br />

community. Yes, actors actually participate in a living network<br />

ofinteractions and communications without which the project<br />

could not be completed. Yes, communication represents some<br />

kind of phenomenon within which actors can understand<br />

each other, share common meaning, exchange information,<br />

create a sense of a complex situation and act together in an<br />

organized way. Now, from the perspective of more accurate<br />

benchmarking of the communication phenomenon, it would<br />

be very relevant to rehabilitate the relationship between words<br />

and the people who speak them.<br />

To sum up, what we have seen in this section is that the model<br />

of project communications is very much inspired by a set of<br />

theoretical presuppositions developed during the postwar<br />

period in the wave of enthusiasm for cybernetics. The fields of<br />

managementand design, despitetheirconsiderabletheoretical<br />

diversity, share a certain point of contact with the cybernetic<br />

vision. If a particular model of communications gives rise to a


particular concept of project actors, would it not be possible<br />

to reconceptualize the model of communication—In a sort of<br />

reverse movement to what had been done before—starting<br />

on the basis of a different concept of the actor? It is in this<br />

sense that the focus on the octor appears to us to be crucial and<br />

that is where Arendt's (1998) work is of interest This author's<br />

writings will permit us not only to propose an anthropological<br />

alternative to the vision proposed by the informational model<br />

of project communication—a richer alternative that is more<br />

respectful of human complexity and dignity—but also to<br />

create a framework for analyzing our data.<br />

Communication as acting<br />

In her work The Human Condition, Arendt (1998) distinguishes<br />

between two different kinds of action: mal


attribute to their various experiences with the exchange of<br />

information, interactions and communications with other<br />

project actors. All three professionals (architect, engineer and<br />

computer scientist) consider themselves to be managers and<br />

are involved in all the processes inherent in project design and<br />

management. The goal ofthe interviews was to construct case<br />

studies concerning these professionals' personal practices in<br />

the area of communication. In this sense, the cases are based<br />

on the meaning spontaneously expressed by professionals<br />

explaining theirideasconcerningthecommunicationsthat were<br />

established between themselves and the other participants<br />

during various project situations. These individual interviews,<br />

which lasted from one and one-half to three hours, were alt<br />

conducted using the same semi-structured questionnaire. This<br />

approach enabled us to generate a considerable amount of<br />

information regardingtheseprofessionals'personal perceptions<br />

ofthe phenomenon in question.<br />

The interviews were recorded and transcribed in text form and<br />

then analyzed with Atlas.ti software. By making a first coding<br />

effort which we can describe, using Paille and Mucchielli's<br />

(2005) terminology, as transposition-rearrangement, all of our<br />

transcriptions resulted in an enhancement ofthe initial data,<br />

that is, an initial reconceptualization of acting, as approached<br />

on the basis of communications between project professionals.<br />

The approach we used testifies to a phenomenological attitude<br />

toward the people interviewed and refers to certain work from<br />

the field of psychology, such as that of Moustaka (1994) and<br />

Deschamps (1993). I n other words, the contents ofthe interviews<br />

make it possible to multiply—albeit to a limited extent for the<br />

time being—what we might call the effective variations in the<br />

communication phenomenon, following fVlerleau-Ponty (1975).<br />

Based on these data, inferences can be proposed to identify<br />

certain characteristics that emerge from the conversations<br />

with these professionals. By applying this method to our three<br />

interviews, we were able to (1) compare the respondents'<br />

remarks, (2) undertake an amalgamation process based on the<br />

emergence of certain overarching themes, and (3) undertake<br />

an overall reflection process based on all the data gathered.<br />

With these testimonies on the meaning of communication<br />

as our starting point, the objective of our analysis was to<br />

determine whether acting in a project situation presents any<br />

conceptual validity. In other words, is it possible or thinkable<br />

to illustrate In some way a kind of acting that is specific to<br />

project situations by considering the experiences of a variety<br />

of project professionals in their communications with others?<br />

Cues emerging from the data: Acting illustrated through<br />

the meanings of communication<br />

An examination of our data enabled us to tease out a succession<br />

ofthemes that led ustoa better understanding ofthe meaning of<br />

communications among managers and other project actors. Let<br />

us first mention that the professionals we interviewed perceive<br />

projects as some kind of discussion space in which the quality<br />

of the emotional atmosphere is of paramount importance. It is<br />

within this space that professionals exchange the information<br />

necessary for designing or managing projects. An in-depth<br />

examination reveals that the crucial points for the facilitation<br />

of these spaces relate to notions such as the quality of the<br />

relationships among actors, the trust they feel for each other,<br />

respect, commitment, initiative, etc. Here is one example:<br />

I think that project management depends on<br />

relationships above all to achieve the project. If you<br />

haven't developed good relationships, it's going to<br />

be difficult to achieve the project's goals. And you<br />

may have more commitment from people when you<br />

establish those kinds of relationships and when things<br />

are getting tough, and you ask people "Can you guys<br />

do overtime?" or "I know it's a long weekend, but can<br />

you work? Because I think we really need to do this."<br />

And if you can do that, people will say yes, even if they<br />

have plans, they'll say "OK, I understand,"and they'll do<br />

it. I think they'll do it for the project and they'll do it for<br />

you at the same time. Because they'll feel it's not just<br />

technical, it's the people as well. There's a difference.<br />

Anyway, that's what I think (Project fVlanager 1).<br />

In fact, our examination of the interviews clearly shows that<br />

these managers In charge of a variety of design projects<br />

perceive themselves as special actors within the projects. They<br />

are the ones who are responsible for building links between<br />

the different actors. This responsibility that managers assign<br />

themselves reveals that they are adopting the role of facilitator<br />

or animator. By taking on this responsibility, managers show that<br />

they are aware of acting in a dimension that is no longer aligned


only with the completion ofthe project; In other words, the aim<br />

with which, or within which, they are acting no longer seems to<br />

be limited to an informational one. in this situation, where the<br />

manager is trying to bind the various actors together, the role of<br />

animator or facilitator ends up being something more:<br />

But the coaching I've been doing with my people for<br />

several years, I now think, it's been several years, that's<br />

exactly it: if you have an idea, then get going. [...] but<br />

as a human being dealing with these people, I also feel<br />

responsible for influencing them or trying to coach<br />

them... (Project IVlanager 1}.<br />

Collective action is no longer merely the guarantee for<br />

achievement ofthe project's goal. It also concerns the project<br />

subjects, who throw themselves Into their attempt to meet<br />

the specific needs of a project. The project subjects are quite<br />

simply the people who, directly or indirectly, participate in it.<br />

By participating, these people are invited to create, design<br />

and compose a new dimension of the project's reality; this<br />

imperative corresponds to the invitation that Midler (1995)<br />

issued to reinvest In the social logic of innovation. It is easy to<br />

detect the empathy the managers express toward both their<br />

customers and their team members. At any rate, this attitude<br />

was very clear in the three project managers we met with.<br />

Then I quickly encouraged him to be a project leader.<br />

Because he's a good communicator, because he looks<br />

for solutions, because he's got what it takes. Then he<br />

was completely... he was really surprised ... it was as If it<br />

was me who made him a project leader, and I think he'd<br />

never thought he could do that in his life. [...] I asked him<br />

if he could handle a project for me where there were a<br />

lot of things to do. [...] And he did a super job. And then<br />

afterwards, i took him along and we created Carbone<br />

14 [...] and it was like ... I was the one who encouraged<br />

him to take on a broader, a larger role [...] but I want<br />

to say, in relarion to the trust I had in him, letting him<br />

... especially because I didn't feel... for me, It just went<br />

without saying, you see? It's iike ... you see different<br />

players and when you see one who's really good, you<br />

put him on your team, then you have him play a key<br />

role on your team. For you. It's just natural, you saw him.<br />

1 saw him in action, it's as If I'd seen something inside<br />

him that he himself wasn't aware of. [...] I helped him<br />

with all the things he found most difficult, giving him<br />

rips, but that was a very minor aspect compared to all<br />

the rest that he had himself (Project Manager 3).<br />

To this end, an experienced manager who recognizes a certain<br />

capacity in a person may use a parricular act to invite this person<br />

to express what he or she thinks: that is, to act, to reveal himself<br />

or herself, to communicate, to take an initiative. The project<br />

actor—the"who"of the project actor—reveals himself or herself<br />

to the others by taking the Iniriarive. By building different links,<br />

managers definitely strive to promote this revelarion—in other<br />

words, taking initiative—in the people they are managing.<br />

Yes, we set the table, we bring up topics, there are<br />

peoplewhowill take the initiative to express themselves<br />

on how they see things or the orientations they prefer,<br />

but at some point, in the middle of the discussion,<br />

you've got to get in there and ask, "Mr. X or Ms. Y, what<br />

do you think?"You need to seek out people's opinions.<br />

[...] The person needs to have the feeling that he or she<br />

is contributing to the advancement ofthe team and, at<br />

the same time, that the experience has been positive,<br />

that it was gratifying in some way, and that no one<br />

broke in at the end of his or her comments to say"What<br />

a moron you are!" (Project Manager 3).<br />

By relating the discussion space to managers' attitudes<br />

toward other actors, we can say that what emerges from<br />

the communications among these people is an empathetic<br />

relationship where one person looks afterthe other, expresses<br />

concern for him or her or pays special attention. Briefly,<br />

managers express a kind of solicitude toward the other project<br />

actors. It is evoked in different ways: the manager helps his or<br />

her colleagues, is one with the client, looks after them.<br />

It was posirive, it was... what came out was that people<br />

appreciated that ... that I had the impression that... I<br />

cared for them. That really, when I talked to people, I<br />

was authentic (Project Manager 1).<br />

What must be emphasized here Is thatthe applicarion of these<br />

kinds of roles and/or responsibilities allows one to open up new<br />

lines of thought regarding acts ofcommunicarion in a project


context—ones that are not based on making or on a logic of<br />

information transfer, but rather on what we have called the<br />

"acting" dimension of human communications. It is noteworthy<br />

thatintherelationshipsthatmanagers maintain withotheractors<br />

when they worktogether, we can say thatacts of communication<br />

move simultaneously in opposite directions: toward others<br />

and toward oneself In fact, there seems to be no difference<br />

between the manager that one is and the person that one is or<br />

is becoming. It appears that any act performed by the manager<br />

is indissociable from him or her—that a communication is, so to<br />

speak, imputed to him or her. It is through their actions when<br />

communicating with others that managers get in touch with<br />

themselves. In this way, we begin to see that communications,<br />

which make up the daily lives of managers, cannot be reduced<br />

to a purely informational dimension. Indeed, it is through their<br />

communications—through the communicative actions they<br />

perform—that managers build connections with other people<br />

and create discussion spaces in which they engage in some<br />

kind of ethical project.<br />

I mean that what I most want to improve are the factors<br />

that I would say are related to motivation, putting<br />

myself in situations where I will feel good and perform<br />

well. So my targets aren't ... maybe what I'm saying<br />

isn't very clear [...] they're not concrete objectives in<br />

terms of work, for example, go out and get two big<br />

projects or make sure that a project will be extremely<br />

profitable, and all that. Yes, I've always had those kinds<br />

of objectives and I still do, but I would say that in terms<br />

of objectives that are more ... [...] In my hidden agenda,<br />

I'm not really career-oriented, but I want to feel good<br />

at work. No, I want to feel good in my life. [...] What I'm<br />

really aiming for is balance... (Project Manager 2).<br />

Based on this examination of the meaning of the<br />

communications underlying the work of different project<br />

professionals, it is possible to focus on a principle that is<br />

neglected by the informational view of communications. In<br />

the relationships that actors establish among themselves,<br />

communication does not produce only an end that is external<br />

to the actors. Communication also creates a space in which<br />

the actions taken construct the actors themselves. Thus, an<br />

external dimension, for example a technical project, and an<br />

internal dimension, characterized by the actor as a projecting<br />

being, are bound together by communications. On one hand,<br />

we need to denounce the ethical neutrality of a concept<br />

of communications in which the interactions among the<br />

different actors are embedded in principles of information<br />

transfer or processing, which desubjectivize the people who<br />

are taking part in the project. On the other hand, we need to<br />

emphasize the reflective capacity of project professionals, who<br />

are fully capable of evaluating their reasons for acting, ranking<br />

their preferences, assessing the goals they set for themselves, in<br />

short, of appreciating and rating the meaning of their actions. In<br />

this way, we can define the outlines of an ethical project, since<br />

it is by assessing their own communications, discussions and<br />

relationships with others that project professionals become<br />

able to appraise themselves In their role as the authors ofthe<br />

different actions whereby they connect with other people.<br />

Conclusion<br />

If indeed project professionals do insert themselves into<br />

a network of actors, it appears that it is only by ensuring a<br />

certain quality of interaction—by establishing a certain trust<br />

among the actors—that they succeed in achieving the key<br />

goals of the projects they are managing. To do this, project<br />

professionals must, of course, do things and say things—in<br />

other words, act. Based on their own testimony, we can see<br />

that these professionals manage to generate a higher degree<br />

of integration in their communications In larger-scale projects<br />

that exceed the bounds of the technical projects that they are<br />

carrying out. As the three managers we interviewed emphasized,<br />

these considerations include plans for their professional and<br />

personal lives. It is clear that the means-end model, which most<br />

ofthe perspectives examined in the first section ofthis paper<br />

reflect, and the anthropological limitations of which we have<br />

emphasized, is inadequate to understand the communication<br />

phenomenon, that is to say, to fully grasp the wealth of<br />

communications in a project situation. In light ofthis testimony,<br />

and of a preliminary summary analysis of how managers talk<br />

about their discussions with other people, we see the need to<br />

restore a richer framework in order to better understand what<br />

the act of communicating means to managers.<br />

Thus, in project situations, it should be possible to point to<br />

specific actions, acts or communicative acts that express<br />

either making or acting and see how one dimension of action


interacts witli tine otiier. We tiiini< that in buiiding on this<br />

first draft of the acting dimension of communication, two<br />

successive avenues for development wili prove particuiariy<br />

interesting. The first consists of further pursuing this<br />

conception of acting as it is revealed through the meanings<br />

that different project professionals assign to their discussions<br />

with each other. This first step should result in the concept<br />

that we have already emphasized in expressing the need<br />

to structure the "acting" space of the project professionals'<br />

action. If Vk^e continue along this road, the next task that would<br />

await us would be to conceptualize how. In everyday design<br />

situations, the making and acting dimensions intertwine. At<br />

this point in our thought process, we do not believe that an<br />

action can be attributable to either making or acting alone.<br />

In our opinion, action presents a more complex structure In<br />

which we find acting and making together. In other words, we<br />

will not find a situation where an action is pure acting or pure<br />

making. Thus, if action is nested in a structure In which the<br />

making and acting dimensions interact, our work should now<br />

be directed to the interpretation of this interface.<br />

References<br />

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University of Chicago Press.<br />

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comprendre, 59,2-63.<br />

BOUSBACI, R. and FINDELI, A., 2005. More acting and less<br />

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les organisations: etude des communications. Paris: Colin.<br />

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sciences humaines et sociales. Paris: Colin.<br />

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project manager. International Journal of Project Management.<br />

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project management body of knowledge. Upper Derby, PA:<br />

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synthesis of activities. International Journal of Project<br />

Management. 24:2,116-126.<br />

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hermeneutical? Architectural Theory Review, 2,65-97.<br />

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teams - an analysis of team communication. Design Studies,<br />

23, 473-496.<br />

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interdisciplinary communication in design. Design Matters-<br />

Special edition, 10,54-57.<br />

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dominant project management discourse in the light<br />

of project overruns. IEEE Transactions on Engineering<br />

Management. 52:4,497-508.


S T R E E T F U R N I T U R E : D I S C O U R S E D R D I S O R D E R ?<br />

Agnes Levitte<br />

Consultant and PhD Candidate<br />

La Communication par le Design and EH ESS CRAL, Paris, France<br />

agnes.levitte@agneslevitte.net<br />

Abstract<br />

Cognitive Sciences and Neurosciences literature on perception<br />

helps understand major concepts. Our first part is dedicated<br />

to the understanding of three concepts: visual ambiguity,<br />

consciousness/implicit/unconsciousness perception and<br />

attention, and their application to the perception of three-<br />

dimensionalobjects.lnthesecondpartwedescnbenewunitsthat<br />

have just been Installed in Paris to shelter tram users. Interviews<br />

help classify what is actually seen by the public compared to<br />

the designers'intentions. In the third part the analysis leads to a<br />

critique ofthe designs and what is actually perceived. And some<br />

hints that Cognitive Sciences and Neurosciences could give to<br />

designers; and foster conscious perception and understanding<br />

through attentlonal amplification. The conclusion questions<br />

designers'responsibility and ethics.<br />

Introduction<br />

Objects and products are all around whether in pnvate or public<br />

environments. To be able to perceive these, our eye is constantly<br />

in movement and the retina pnnted by shapes, colours, lights...<br />

What do we really see and how does the process happen?<br />

With the help of Cognitive Sciences and the research held by<br />

Neuroscientists we will try in the first part, to understand what Is<br />

perception and the importance of consciousness and attention.<br />

The second part of our paper is dedicated to an example: tram<br />

shelter units recently set up in Paris and specially designed to<br />

fit the new environment imagined by urban planners. In the<br />

third part the analysis of the Interviews of the public will help<br />

compare the conclusions we can dnve from brain research and<br />

what naive and experts users actually see and understand. And<br />

Initiate a critique on design. As a conclusion we will open a "big"<br />

question without answering it yet: Could such a street furniture<br />

help produce order in public environment? Can designers help<br />

educate the public In seeing what is to be seen? What tools<br />

should they use? What ethic for the product designers?<br />

1. Visual perception<br />

1.1 Visual perception and ambiguity<br />

A common definition of visual perception Is "to be able to<br />

identify an object thanks to its visual attributes such as colours,<br />

shapes,outlines, texture,size,spatial onentation and movement<br />

if any". Neuroscientists have discovered that specific visual<br />

attributes activate different areas in the brain and have to be<br />

probably synchronised for a proper representation to happen<br />

for the viewer. Researchers are still investigating to understand<br />

such a complex process that involves linkage, linkage that like<br />

a familiar route would be easily recalled from our long term-<br />

memory when needed be. This statement would mean that<br />

perception - on a biological level - is not really a given sensation<br />

happening as a whole like many philosophers used to think it is.<br />

Visual perception is in fact a complex and ambiguous process<br />

where elements have to be recomposed Into a global image.<br />

For this paper we will limit ourselves to few ambiguities and<br />

question their relevance to product design.<br />

From our own experience we notice that an object is never seen<br />

as a whole: some parts (the sides and the back) are hidden, but<br />

nevertheless we can understand and recognize this object.<br />

"Perceptual recognition of an object demands that visual<br />

information about a perceived object matches conceptual<br />

information and knowledge about it stored in long-term<br />

memory" explain Jeannerod and Jacob (2005). My question is<br />

then: what conceptual information one already has for a specific<br />

object? When did It formed? As this perception is different from<br />

one person to the other how can recognition yet happen? These


queriesdirectiyquGstionthedesign process: how can we perceive<br />

a completely new product for which there is nothing stored In<br />

our long-term memory? A second ambiguity is that the object is<br />

seen with constancy: an object Is visually perceived as the same<br />

object, although the colour, the shape and the size may appear<br />

different in various circumstances like illuminations or distance<br />

for example. Daniel Kersten (2004) and his team has specialised<br />

in analysing how the visual pathways of the brain transform<br />

image information into percepts and action: "best guess and<br />

interpretation for the best expected utility or experience" do<br />

they assert (p, 297): they suggest that opportunistic learning<br />

happens in the rare moments when an object is seen under low<br />

ambiguity such as a good lighting, a frontal view, no foreground<br />

obstacle. This learning is opposed to bootstrapped learning that<br />

happens under condition of high ambiguity, when what is seen<br />

does not provide a clear view of the object. This process would<br />

explain invariance or object constancy perception (noted by<br />

both Kersten (2004) p. 285 and Jacob (2006)), and may inspire<br />

designers to work on the various angles the products they design<br />

may or will be perceived and understood. A third ambiguity is<br />

about the constant solicitation put onto the eye to distinguish<br />

between scenes: the background and the object have to be<br />

differentiated. Vision demands both to select and to recognize.<br />

And all objects cannot be seen at the same time. Could product<br />

designers reflect on this problem to enhance the differentiation,<br />

and thus propose better and easier recognition, not only ofthe<br />

isolated product itself, but also ofthe product located in various<br />

environments? We will see that problems such as security might<br />

be of importance here. This third ambiguity underlines the fact<br />

that the viewer has to go back and forth from a mind-to-world<br />

(egocentric) vision to a world-to-mind (allocentric) vision: the<br />

viewer is sometimes the centre of what he/she sees when it is<br />

needed to refer to his/her own memory and to recall percepts,<br />

but at the same time the viewer has to compare what is seen in<br />

the surroundings.<br />

Egocentric perception<br />

Bottom-up stimulus<br />

Allocentric perception<br />

Top-down experience<br />

The visua! experience (be it conscious<br />

or not) starts with images thrown upon<br />

the retina. The viewer is the centre.<br />

Attention given to the external world.<br />

The computation that transforms<br />

perception into representation.<br />

Figure 1. Top-down vs bottom-up stimulus<br />

These comments on ambiguity lead us to the question ofthe<br />

role of consciousness and attention in the visual perception<br />

process.<br />

1.2. Implicit/conscious/unconscious perception<br />

It is common experience to all of us to see objects or scenes<br />

without memorizing them. We are not able to report any<br />

detail of something we have actually perceived. This sounds<br />

like an oxymoron: "unaware perception" when the definition<br />

of perception is visual awareness. Jacob (2006) proposes two<br />

different experiences: "normal subjects may fail to notice large<br />

changes in a rich visual scene" and "we are perceptually aware<br />

of unattended features of the object", two examples amongst<br />

myriads of possibilities of non-conscious, unconscious, implicit,<br />

unaware visual perception that several authors have listed in<br />

the recent literature. Without trying to be too specific, we need<br />

to understand how perception and consciousness can be linked<br />

according to Cognitive Sciences and Neurosciences. With the<br />

help of recent articles on the subject we suggest a first list of<br />

four different aspects ofthis problem and their explanation.<br />

The first point is subjective versus objective perception: every<br />

single scene that we perceive is constantly analyzed by millions<br />

of different neurons reaching different parts of our brain, when<br />

on our side we see only one world. Cleeremans (2005) suggests<br />

that consciousness happens on two levels: a), a non-linear<br />

level referring to subjective experience (I experience) and b).<br />

a continuum referring to active neurons in a given area ofthe<br />

brain (the third person or objective experience). This would<br />

explain the dichotomy betv«/een the subjective experiences we<br />

commonly have of a united conscious state, and the objective<br />

experiences of the brain modular treatment analysed by<br />

scientists. The second point is the visual selection: Damasio<br />

(1999) explains that consciousness has developed both along<br />

human and individual evolution and still develops all through<br />

one's lifetime depending on personal experiences. But as he<br />

explains there are different unconscious processes in visual<br />

perception: if images are formed in our brain but we do not<br />

care of (my comment: not attractive enough or not useful?); or if<br />

neuronal configurations are never transformed into images; or<br />

in case of automatic or non-conscious perception (differentfrom<br />

unconscious perception) that prevent us from being disturbed<br />

by unnecessary details. If everything around us would stimulate


our attention we would become confused and captivated by<br />

useless details. We can think of many examples like walking<br />

in the street, dnving... when we need to concentrate on single<br />

objectives to simply stay alive! The brain has a major role in<br />

survival. Fred Drestske (2006) in a long article titled "Perception<br />

without awareness" explains "we do not notice some of the<br />

things we are consciously aware of".."it shows that conscious<br />

experiences ofthe worid are sometimes richer, more variegated,<br />

more textured, than the judgements one ends up making in<br />

their basis". Dretske suggests this inability to retain informarion<br />

is nevertheless consciously registered atthe perceprion level. He<br />

callsthisphenomenon"amnesia".Amnesia or unconsciousness?<br />

Neuroscientists have another way of analysing such experiences<br />

and refer to adaptarion and unconscious treatment. Naccache<br />

and al. (2005) describe experiences that show how our brain<br />

may be conscious when we cannot report any perception and<br />

that acrion is then monitored without consciousness. Recent<br />

research (Serences & Yantls 2006) has helped understand such<br />

a phenomenon: sensory properties would happen in earlier<br />

areas of occipital cortex regions whereas behavioural relevance,<br />

subjective value and motor intention happen in later areas.<br />

Implicit perception (perceprion without reporting) would be<br />

a process of elementary adaptation rather than a complex<br />

cognitive unconscious treatment (Cleeremans 2006). Would this<br />

elementary adaptation be an ecologically relevant perception?<br />

Ahissar and Hochstein (2004) have developed this idea in an<br />

important article called "The Reverse Hierarchy Theory of Visual<br />

Perceptual Learning". Classical behavioural theories used to<br />

state that only simple features would come first, but Ahissar<br />

and Hoschteln's conclusion drives that in a scene "features<br />

will pop out if they form an ecologically relevant property".<br />

Using Stimulus Brain Detection Tests they assert that these<br />

ecologically relevant properries might be simple like colours or<br />

size, but can also be as complex as depth, shape, or a human<br />

face. Reversely if features are not ecologically relevant they<br />

will require longer scrutiny to access lower levels in the brain.<br />

The authors worked with four different performers, from naive<br />

to expert. The expert performers having a long experience of<br />

the task they must accomplish, have immediate and holistic<br />

perception. They have learned to prune "uninformative inputs<br />

for the trained tasks. Performance can thus once again depend<br />

on higher more generalizing unit". So perception and goals go<br />

in pair: one does not bother to access lower levels in perception<br />

for irrelevant details. This point is of highly interest for designers.<br />

Without oversimplifying the above conclusion, we can reflect<br />

on the importance to differentiate between naive and expert<br />

users as they perceive objects and details differently. The<br />

second interesting point is to understand what an ecologically<br />

relevant design detail would be for a specific product and the<br />

importance of duration for a proper perception. This leads to<br />

the quesrion of attention and memory linked to perception and<br />

consciousness.<br />

1.3. Perception, attention and retention<br />

Many authors in Cognitive Sciences have underiined the<br />

importance of the intentional srimulus for perceprion to<br />

be memorized. They question the selective attention when<br />

competing for coherence among objects In a visual scene. In<br />

an article debating the links between attention and conscious/<br />

unconscious perception Naccache & al.(2002) suggest that "at<br />

any given rime many modular cerebral networks are active in<br />

parallel and process informarion in an unconscious manner".<br />

They continue: "information becomes conscious, however, if<br />

the corresponding neural population Is mobilized by top-down<br />

attentlonal amplification into a self contained brain-scale state<br />

of coherent activity." This top-down attentlonal amplification<br />

(see Fig. 1) "Is the mechanism by which modular processes can<br />

be temporarily mobilized and made available to the global<br />

workplace (in the brain) and therefore to consciousness"<br />

(Dehaene 2001). We find here a noteworthy question on<br />

ways of fostering such "top-down attentlonal amplification".<br />

An on-going perception is not sufficient to reach a conscious<br />

state of mind. The perception has to be amplified and held<br />

during enough time (in milliseconds) to become accessible to<br />

what the authors call the workplace In the brain. A "dynamic<br />

mobilization" has to happen for a performance to become<br />

conscious.The sequence of perceptlon,attenrion and retention<br />

is mandatory for learning (see Ahivar & Hochstein 2004) and<br />

cannot happen in any other sequence. Again an interesting<br />

point for designers: how to create and enhance this attentlonal<br />

amplification? We will see, with the example we develop, how<br />

ecologically relevant details are not always sufficient to create<br />

the attentlonal amplification.<br />

In the first part of this paper we have raised several questions<br />

about perception as researched by Cognitive Scientists. We<br />

wish to apply the main conclusions as summarized in Fig. 2 to


Street Furniture when perceived by users, and question when<br />

and how designers'worl< is perceived.<br />

Perception Perception and Perception and<br />

and Ambiguity Consciousness Attention<br />

-Visual information -Visual selection -Attentional<br />

-Long term memory and Adaptation Amplification<br />

-Egocentric/ -Subjective/objective -Right sequence<br />

Allocentric information -Duration<br />

-Ecologically<br />

relevant feature<br />

Figure 2 - Cognitive Sciences and Perception - some<br />

conclusions<br />

2. Street furniture and design: order or disorder?<br />

Most French street furniture companies commission product<br />

designers, amongst which some are as famous as Philippe<br />

Starck, Sylvain Dubuisson, Jean-Michel Willmotte or Martin<br />

Szekely. It is common practise for aTown or Local Council to ask<br />

for specially designed street furniture. Urban planners usually<br />

write the briefs with specifics on local environment, security,<br />

maintenance, and sustainability. The briefs are complex and<br />

restricting, not to forget the demand for a political image and<br />

an urban marketing. Street furniture is a powerful signature<br />

in the city and politicians never miss a chance to use it as<br />

such. Unlike individual products that one might choose with<br />

care and investigate prior purchase, users do not select street<br />

furniture although they interact and see it on a daily basis. It<br />

makes it neutral for a research project.<br />

The furniture we decided to research on has been recently set<br />

up along the new tramway line that opened on December 16"'<br />

2006 in Paris. This new tramway in one of the many means a<br />

Parisian may use freely (one single ticket) to go around the<br />

city and suburbs for work and/or leisure. Paris has a long time<br />

history in street furniture and designers like Hector Guimard in<br />

the 1900s is only one in a long list. Forthlsspecificstudy we will<br />

not analyse the controversial debate of trying to cut down city<br />

car traffic or the links between cars and the tramway. On the<br />

other hand, we will analyse the tram stops (see pictures A and<br />

B) as a unit gathering several products: shelter, signage, seats<br />

and benches, waste bin, lighting, posters, all specially designed<br />

by Jean-Michel Wilmotte et Arnaud de Bussiere. This shelter as<br />

a unit is an organized micro space, an order of various functions<br />

to help, protect, direct and welcome users. On a macro point of<br />

view, these tram stops are identical signposts all along the 17<br />

stations and 14km so far - the line should go all around the city.<br />

They are one ofthe different elements of a special landscape for<br />

a new area, others being freshly designed gardens and young<br />

trees, new poles and lightings, pieces of art and the tram-track<br />

itself, hidden by fresh green lawns.They have been designed to<br />

give a visual unity to different districts In Paris, and coherence<br />

to different types of architecture and urban plans. It is also a<br />

sign of modernity the Mayor is very proud of.<br />

• i<br />

Picture A, B. Paris Tram Shelter<br />

In order to apply the conclusions on perception we developed<br />

in part 1, we decided to consult the users.The following is the<br />

synthesis ofthe ten most interesting interviews. All interviews<br />

happened onslte with a three-dimensional "real" perception,<br />

as to avoid the distortion of a two-dimensional image or<br />

photograph. Users are of various age and social origins. Eight<br />

of them are "experts". The two others are "naive" tourists. We<br />

define the expert user as someone who navigates daily in<br />

public transport, has a monthly or yearly pass, and knows his/<br />

her way around. He/she has personal preferences and ideas<br />

in terms of comfort, time saving strategies, technical incident<br />

management and various transport worries. As to refer to part<br />

1, they have trained themselves to go around Paris in public<br />

transport, and have a holistic and immediate perception for<br />

the specific task.<br />

Although we stayed as neutral as possible, not putting words<br />

in people's mouth and never suggesting any answer, we are


aware that being Interviewed by a stranger Is not the best<br />

position to spontaneously express what you see and think. An<br />

instrument to scientifically evaluate object perception is still<br />

to be invented. We must insist that these interviews are a mere<br />

help to understand what users did perceive on a general basis.<br />

They cannot in any way be compared to the experiences held<br />

by the authors we quoted In the first part.<br />

Our introduction sentence is not a question but an explanation<br />

of the inquiry. All users immediately comment on comfort<br />

and discomfort, except for two who mention the spacious<br />

environment. It is their main preoccupation, whatever age<br />

and gender. As the interviews are happening in winter, they<br />

all complain about the wind blowing through and notice that<br />

no screen has been designed to stop either wind or rain on<br />

three of the four sides of the shelter: first person comment<br />

and direct visual perception. As this tramway is the first one<br />

in Paris in 75 years, everything looks new to the traveller and<br />

the main focus is on the tramway itself, new technique, new<br />

interior design and decoration, new route, new way of mixing<br />

with cars and pedestrians. Hardly anyone (1 out of 10) has<br />

identified the shelter as such. To the users we interview, their<br />

position, as waiting forthe next tram. Is the real thing. It seems<br />

the furniture is almost a non-experience, although brand new<br />

and never seen to them; and designed by famous designers.<br />

The spontaneous comments tend to prove that users see first<br />

what is "ecologically" relevant, what we could call the "Parisian<br />

survival"! And ignore what is not.<br />

During the interviews we notice that expert users (7 out of 8<br />

interviewees) compare tram stops to bus stops (see picture C)<br />

leading to interesting observations In terms of perception: "'we'<br />

are more protected in the bus shelters as they put lateral screens".<br />

This user Identifies herself as part of the "bus/tram shelter users<br />

group".This spontaneous comparison Is Interesting and reminds<br />

the process of neurones linkage as described In part 1: the bus<br />

shelter-although a complex shape-Is a reference for the expert<br />

user, a percept. The next comments are all about general likes<br />

and dislikes using imprecise wording:"! like the decoration","It is<br />

very nice specially at night with the colours""! do not like what<br />

Is stiff, it should be more welcoming""I like when it is modern".<br />

No one can identify a precise object or detail to justify his or her<br />

argument. When asked to have a longer look, four persons can<br />

Identify and categorise the seats. They compare them with the<br />

benches at bus stops or in the metro; comparison is an abstract<br />

visualisation. It seems that they can perceive comfort without<br />

sitting down, which is again an abstract process ofthe brain.<br />

Having physically sat down on similar seats has taught users<br />

how to immediately visually recognize what is good for their<br />

body'. I remember a lady refusing to sit down on a bench in one<br />

of these bus stops after a mere look, arguing that the seating<br />

was concave thus non-ergonomic: "and those who made these<br />

pretend to be designers!" she added with a critical eye. (See<br />

photo B). According to my personal experience 1 must admit<br />

she is right. Some prefer to be seated on wood that is warmer<br />

and a sustainable material than on metal. Some prefer benches<br />

to keep children closer; some prefer individual seats to be<br />

further away from strangers: imagination and projection Into<br />

virtual positions and Interrelations are abstract processes too.<br />

Two users comment on litter-bins and declare no one can see<br />

them: "they should put a strong sign to catch the eye, look at<br />

all the papers on the ground, people cannot even see the bins!"<br />

This specific comment is of major interest forthe design process<br />

according to Cognitive Sciences: although ecologically relevant<br />

to them (to be able to throw away litter), the users cannot see the<br />

object when no relevant attentional amplification Is proposed.<br />

Picture C - Paris bus shelter and bench<br />

More wording and remarks were made on follow-ups. We<br />

noticed that many details were implicit for the users: they<br />

""To my surprise, no one actually went to sit down and test the seats:<br />

seeing was enough


did not consciously notice nor report any detail although<br />

they could comment on them when specifically asked. This is<br />

typically what Neuroscientists drive from the experiences we<br />

described in part 1.2.<br />

For an easier reading the following list is a classified summary<br />

ofthe main comments:<br />

Seats:<br />

- look comfortable, many of them, too small for good seating<br />

- material: wood and metal<br />

- did not notice them (5 persons}<br />

- individual seats vs benches in bus stops<br />

- nice look, good design, ugly<br />

- good location: not in front of maps<br />

- standing-seating features like in the metro<br />

Shelter:<br />

- spacious (4 persons}, generous, "classy", good architecture,<br />

functional<br />

- protection from the traf^c, safe for children<br />

- large window on the city, large view ofthe coming tram<br />

- good indication of routes and timing<br />

- No protection in windy or rainy weather<br />

- Dull colours cannot be seen from far away, not a good sign<br />

- Fits well in the urban environment<br />

Design ofthe poles {never spontaneously noticed)<br />

- good idea, cleaner, neater, you have to have the proper view<br />

to notice it<br />

- gives indication In long distance where the tram stop is<br />

located<br />

- lighting Is connected to the electrical poles: good idea, less<br />

poles, less visual pollution<br />

- the lines are modern, it is well designed, trendy, same<br />

curving for ail the equipment: gives visual unity - doesn't like<br />

the curves: no reason, useless, makes me think of nearby trees,<br />

like palm trees<br />

- Good quality appearance - good and solid materials and<br />

structure, material thicker than for bus stop shelters<br />

- too expensive, too luxurious<br />

- attention has been given to details, some details are awful<br />

(joints)<br />

- the materials should be more sustainable<br />

The more expert the public transport users, the more useful<br />

details they notice in relation to comfort, security, rime saving;<br />

the more naive, the more aestheric details they notice, looking<br />

around and taking time - this point having to be confirmed in<br />

further invesrigations and tests,<br />

3. What you see is not what you see<br />

If users do not see most of the details that have been<br />

designed at the design stage, the main reason is that seeing<br />

is not obvious. It takes experience to recognize something by<br />

recalling prior experiences and existing routes in our brain in<br />

orderto avoid ambiguity. Perceiving is a first person experience<br />

- at least at first sight - that provides informarion. But seeing<br />

is also selecring and choosing amongst shapes, colours, lights<br />

that constantly come to the eyes. Seeing is to favour what is<br />

relevant for the present situarion and to adapt for the next<br />

acrion to perform. What is immediately useful will be seen,<br />

understood and memorized first. This sequence of perception,<br />

consciousness and attention has been described in the first<br />

part. Attention is mandatory for the right understanding. And<br />

attenrion will happen if ecologically useful. Attenrion will also<br />

help amplify the perceprion. Attenrion happens in duration.<br />

We could observe during our interviews ail these processes<br />

and phenomenon we understood in part 1. When invited to<br />

have a closer and longer look, users described more details<br />

and briefly analysed their likes and dislikes (too stiff, no<br />

natural material...} comparing their "first person" emotions to<br />

feelings they have had in other environments like homes or<br />

special buildings like airports. Others stayed at "third person"<br />

judgments and talked trends and styles.<br />

On the other hand, if rather than public transport user experts<br />

we had interviewed design experts - as most readers of my paper<br />

likely are-we would have had a radically different perceprion of<br />

this shelter. Design experts would have probably immediately<br />

noticed shapes, materials, well designed details, usage errors<br />

etc... Thanks to training, educarion and habits they have a<br />

holisric point of view, and within seconds can dlfferenriate and<br />

organize their perception. But the non- specialists do not see<br />

all these. Press arricles all mention the special double curving<br />

that MrWilmotte and Mr de Bussiere designed as "a quote to<br />

the historical Paris Street Furniture", a comment actually written<br />

in the press release. None of the interviewees could see this


specific detail, even when specifically asked. If we understood<br />

well what the Cognitive Sciences instruct, the public actually<br />

sees but, If consciousness is not in demand, they cannot report.<br />

Is this "implicit" sight good enough for the designers? Wouldn't<br />

the client expect an explicit perception? When concerned<br />

(like with the cold wind blowing through) or when they are<br />

forced to give a longer look, interviewees see more details,<br />

but again they see from an individual starting point, "first<br />

person comment'; according to prior personal experiences,<br />

and possibly from emotions. Further down the process they<br />

might refer to individual cultural knowledge, as a third person<br />

discourse, whereas design experts would always do so. In that<br />

sense the persons we interviewed could be called "design<br />

naives" although expert users. Nevertheless the two designers<br />

of our shelter did not intend this street furniture to be looked<br />

at as a piece of art by experts. It was designed - at least at first<br />

intention - to satisfy various functions.<br />

Visibility Is another intention expressed by the urban planners,<br />

the politicians and the designers. But again this intention is<br />

not perceived - or hardly - by the public. What is perceived is<br />

an experience of comfort (or discomfort), an experience of<br />

security (or insecurity). Why do not users notice the specific<br />

details the designers designed? Take the example of the<br />

bins: they must be seen but they are not. What is the design<br />

intention? Designers wanted unity, unity In form, unity in<br />

colours and materials, unity with the Immediate environment<br />

of the shelter. As a consequence of this intention, the bins<br />

melt so well with the environment that they become invisible!<br />

They do not attract the awareness and nothing In their design<br />

catches the attention when we have understood in part 1<br />

that attention is mandatory to consciousness. Same remark<br />

for the poles and the overall architecture of the shelters. To<br />

design experts' eyes, they are well designed and the lines<br />

are evocative. A good journalist could right pages about it.<br />

Nevertheless the interviewees could not see anything special,<br />

or at least could not report it. The details did not struck their<br />

attention and they could not retain any specifics, although<br />

being inside the shelter. My question Is: could one accept that<br />

a design that melts in the environment Is relevant? Isthe choice<br />

of neutral colours not to hurt the eye a good choice? Elegance<br />

and refinement are the qualities generally recognized to<br />

Jean-Michel Wllmotte's designs and architecture, and it might<br />

be one of the reasons the jury chose the designer for this<br />

commission.The designers might have privileged style, trend,<br />

and decoration to relevant meaning,Too much blending leads<br />

to visual confusion. Efforts to order and organize might end up<br />

into confusion when the public cannot see what they should<br />

see. And to insecurity when perception does not happen.<br />

According to the conclusions of part 1, if the public does not<br />

see the designers'lntention their attention is not attracted (no<br />

attentional amplification), and they did not spend enough<br />

time looking (no duration for memorization). Is it not the role<br />

of designers to guide the naTve and expert users in their daily<br />

routine? Could they help educate them to give attention to<br />

objects and select details? Could they help users to appreciate<br />

good quality and nicely drawn objects? What can be the<br />

designers' tools for such a strategy? According to Cognitive<br />

Sciences, a good product should amplify one's attention to<br />

help recall or create new routes in the brain. Attractive visual<br />

signals would be the solution. Attraction can happen in many<br />

ways design wise. Each feature can be attractive to the eye,<br />

be it shapes, colours, texture, lighting...; and more subtly,<br />

evocation, imagination, emotion, surprise and dissonance,<br />

difference and similarity. In one word, design could be a visual<br />

discourse that would be perceived with consciousness, and<br />

understood through an attentional amplification. And thus<br />

educate design naTve percelvers to become design experts<br />

and have an immediate and holistic perception. Designers<br />

could then participate in giving urban environment more<br />

secure structures and orderly perception.<br />

Conctusion<br />

Perception is thus much more complex than what common<br />

knowledge reports. The recent discoveries in the brain<br />

functions help scrutinize the process of seeing and could<br />

guide designers in very practical ways. How to link attention<br />

to perception and to consciousness could be one of them.<br />

It opens the big door of perception as a citizen: can design<br />

convey cultural and informational messages, can it help for<br />

political or social order? We havejust seen that too much visual<br />

discourse can invite to disorder. Could disorder be a good<br />

discourse? Magdy Ma (1999), a designer from Hong Kong<br />

offers an invitation if nota solution. She reflects on design and<br />

ethics and speaks about the designers' responsibility:


Clearly ethical design does not refer to the ngid<br />

simplicity, clarity of form that unimaginatively reflect<br />

the content, but some unquantified substance that<br />

benefits the senses of the audience and the harmony<br />

v^fithin the human society. The w/ord ethics refers not<br />

only to the moral pnnciples and philosophy governing<br />

the designing, producing, delivering and receiving of<br />

visual messages, but also an ethos (the spirit and belief<br />

in this standard) to be shared by all involving parties<br />

(the clients, the creators, and the users).<br />

References<br />

AHISSAR M. and HOCHSTEIN S., 2004. The reverse hierarchy<br />

theory of visual perceptual learning. Trends in Cognitive<br />

Sciences 8(10) 457-464.<br />

CLEEREMANS A., 2005 L'unite de la conscience in CAZENAVE<br />

M. ed. De la science â la philosophie. Y a-t-ll une unite de la<br />

connaissance ? Paris, Albin Michel, 147-171.<br />

CLEEREMANS A, BOYER M. and DESTREBECQZ A., 1998. Implicit<br />

Learning ; News from the Front, Trends in Cognitive Sciences,<br />

2(10): 406-416.<br />

DAMASIO, A.R.,1999 The Feeling of What Happens. New York:<br />

Harcourt Brace &Co.<br />

DEHAENE S. and NACCACHE L, 2001. Towards a cognirive<br />

neuroscience of consciousness: basic evidence and a<br />

workspace framework. Cognition 79:1 -37.<br />

DRETSKE F.,2006 Perception without awareness. In Perceptual<br />

Experience, SZABO T., GENDLER and HAWTHORNE J. ed,<br />

Oxford: Oxford University Press.<br />

JACOB P. and JANNEROD M.,2003 Ways of Seeing, the scope<br />

and limits of visual cognirion, Oxford: Oxford University Press.<br />

JACOB P., 2005 Philosophie et Neurosciences: Le cas de la<br />

vision. In PACHERIE E. and PROUST N. ed. La Philosophie<br />

cognitive Paris: Ophrys.<br />

JEANNEROD M. and JACOB R, 2005. Visual Cognition : a new<br />

look at the two-visual systems model, Neuropsychologia 43<br />

(2): 301-312.<br />

KERSTEN D., MAMASSIAN R and YUILLE A., 2004 Object<br />

perception as Bayesian inference. Annual Review of<br />

Psychology, 55: 271-304.<br />

MA M., 1999 Disonented Visual objects. Hong Kong, Cydot<br />

Communications Management and Technology Ltd.<br />

NACCACHEL.,BLANDINE.,andDEHAENES., 2002. Unconscious<br />

masked priming depends on temporal attention, American<br />

Psychological Society, 13/5-416-424.<br />

NACCACHE L, DEHAENE S., COHEN L, HABERT M-A.,<br />

GUICHARD-GOMEZ E., GALANAUD D., and WILLER J.-C, 2005.<br />

Effortless control: executive attention and conscious feeling<br />

of mental effort are dissocialbe, Neuropsychologia 43, 1318-<br />

1328.<br />

NACCACHE L, GAILLARD R., HASBOUN D., CLEMENCEAU<br />

S., BAULAC M., DEHAENE S., and COEHN L., 2005. A direct<br />

intracranial record of emorions evoked by subliminal words.<br />

The National Academy of Sciences 102/21, 7713-7717.<br />

SERENCES J.T and YANTIS S., 2006. Selective Visual Attenrion<br />

and Perceptual Coherence,Trends in Cognirive Sciences, 10(1):<br />

38-45.


A R C H I T E C T U R A L A N D D E S I G N E D U C A T I O N VIS-A-VIS I N T E G R A T I V E E X P E R I E N C E S ;<br />

A D I S C O U R S E IN T H E M A K I N G<br />

Miodrag Mitrasinovic<br />

Parsons The New School for Design, New School University,<br />

NewYork, U.S.A.<br />

mitrasim@newschool.edu<br />

Abstract<br />

Within the design- and architectural discourses, concepts of<br />

'project'and 'interdiscipllnarlty' have been much debated In<br />

recent years. No conceptual closures, however, have been<br />

reached neither in ways in which 'project' can be theorized<br />

as an object of research and study, nor in ways in which<br />

'interdlsciplinarlty'—and forthat matteranyform of systematic<br />

and methodical integration of disciplinary knowledges<br />

and methods of research— can be understood as a way of<br />

configuring the 'project' both as the site of knowledge and<br />

as an ideal vehicle of integration. This paper will discuss the<br />

theoretical, philosophical and epistemological issues at play<br />

in conceptualizing integrarive agendas in project-driven<br />

educarional environments In both architecture and design<br />

schools. I; will also unpack the terms'project,"integrarion,'and<br />

'interdisciplinarity'andsituatethemetymologically,historlcally,<br />

and conceptually. Claims for integrarion commonly develop<br />

along the two axes: Integrarion of theory and practice, and<br />

integration of knowledges and methods across disciplinary<br />

boundaries. The argument for integration will be supported<br />

by scholarly references, institurional recommendations, as<br />

well as pracrical concerns for developing a more adequate<br />

design educarion capable of responding to increasingly<br />

interdisciplinary (i.e. integrarive) context for all crirical design<br />

pracrices in the 2 V century.<br />

Introduction<br />

It would not be an exaggeration to claim that'the future,'more<br />

than ever before, 'belongs to the integrators,' as late Dr. Ernest<br />

L. Boyer famously declared (Boyerand Mitgang 1996: Xlil). The<br />

1996 report Boyer co-authored with Lee Mitgang, titled Building<br />

Community: A New Future for Architecture Education and Practice<br />

(the Carnegie Report), done under the auspices ofthe Carnegie<br />

Foundation for the Advancement of Teaching, was based in his<br />

belief that architectural education is the epitome of'engaged<br />

scholarship' — when combined with civic commitment, Boyer<br />

believed, such a model of scholarship and education carries<br />

a great potential for community engagement and renewal.<br />

However, what the study had found at over 100 architecture<br />

schools across the United States, was a puzzling juxtaposition<br />

of prom-ises and failures, potentials and contradictions, but<br />

foremost an alarming discrepancy between architecture's self<br />

image and Its perception by'others.'Such discrepancies were<br />

most obvious through two general claims that architecture<br />

educators, administrators, and students commonly subscribe<br />

to: first, that architecture is 'Inherenriy interdisciplinary;' and<br />

second, that architectural education istheepitome of liberal arts<br />

education, therefore claiming thecentrality of architecture tothe<br />

liberal arts education in the 2r* Century. Needless to say, hardly<br />

anyone serious in academia today agrees with architecture's<br />

claims, and for good reasons: the Carnegie Report found that<br />

ar-chitecture students and faculty are often fundamentally<br />

isolated —socially, physically and above all intellectually—from<br />

the rest of campus life and from other depart-ments. As they<br />

report, "one ofthe most sobering moments of our campus visits<br />

oc-curred when we asked a fourth-year student to describe his<br />

school's humanities courses. He replied:'What are humaniries?'"<br />

(Boyer and Mitgang 1996:78).<br />

The recommendations of the Carnegie Report were aimed<br />

at remedying architecture's complex position within the<br />

contemporary academia, by suggesring that architecture<br />

programs develop: 1. more liberal curricula that would<br />

integrate professional content with liberal education in


more productive ways; 2. more flexible curricula, since<br />

flexibility is a necessary precondition for discovering the<br />

connectedness of knowledge through, but not limited to, the<br />

interdisciplinary work; and 3. more integrative curricula, as<br />

'making connections' (simultaneously between architecture<br />

and other design fields; architectural theory and history with<br />

design studio; architecture and other academic disciplines; as<br />

well as between architecture schools and the community) is<br />

"the single most important challenge confronting architecture<br />

programs" (Boyer and Mitgang 1996: 85). Today, ten years<br />

after the study was completed and results published, most<br />

ofthe fundamental problems and challenges the study had<br />

identified still persist. Namely, concepts of integrative teaching<br />

and learning in architecture—including interdisciplinarity but<br />

not limited to it— are as elusive today as ever before.<br />

The problems Carnegie Report identified are well known to<br />

nearly anyone who had experienced architectural education<br />

around the globe, either as a student or a teacher. Besides, the<br />

recommendations are lucid but extremely politicized, and the<br />

Report —whose declared objective was to assist in demystify<br />

architecture education—de facto mystified its most significant<br />

recommendation: the question of establishing structural<br />

relationships between architecture programs and liberal arts<br />

education. The puzzling question is not only 'how' would<br />

architecture schools implement such recommendations, but<br />

much more it is 'why' would they do it? We, thus, must ask:<br />

what would be architecture's motivations for building more<br />

robust forms of interdisciplinarity, no longer exclusively in<br />

relation to types of professional practice, but much more in<br />

relation to the wider academic context and particularly to the<br />

Humanities?'<br />

Building analogically on Helmut Dubiel's work regarding<br />

developmentsin interdisci-plinary research methodologies vis­<br />

a-vis CriticalTheory(Dubiel 1985),' onecan make the case that<br />

most interdisciplinary undertakings can roughly be gathered<br />

into two groups: first, 'theoretically pressuposltlonless,'<br />

externally generated, multidisciplinary approach; and second.<br />

' Dubiel refers here îo developments in interdisciplinary research<br />

methodologies vis-a-vis Critical Theory and the Frankfurt School for<br />

Social Research {Dubiel 1985:123-126).<br />

cognitively integrated, interdisciplinary approach initiated<br />

through internally generated processes. Dubiel's definition<br />

of multidiscipiinarity is analogous to Lattuca et al.'s definition<br />

of 'synthetic interdisciplinarity' (Lattuca et. al. 2004: 25),^ an<br />

approach that is 'theoretically pressuposltlonless' precisely<br />

because its aim is not to create a theoretical contribution<br />

to the field of architecture (or, for that matter, to any design<br />

discipline in particular), but to contribute to a more holistic<br />

un-derstanding of issues and situations whose complexity<br />

exceed the boundaries of a single discipline. Consequently,<br />

such undertakings do not attempt adequate integration of<br />

the disciplines involved but instead amass 'native' theories,<br />

methodologies, and standards of research in hopes, writes<br />

Dubiel, that the accumulation of multidisciplinary experiences<br />

will generate transdisciplinary perspectives in students as they<br />

cognitively develop. Under what kinds of external pressures<br />

would architecture schools develop types of synthetic<br />

interdisciplinarity, i.e. multidiscipiinarity? Most obviously,<br />

external pressure in relation to architecture programs in<br />

academia can be summed up with what Dubiel calls 'social<br />

pressure for [academic] services'.<br />

External pressures:<br />

Interdisciplinarity'<br />

quest for 'conceptual<br />

As Boyer and Mitgang report, architecture programs are small<br />

in size, when compared with other academic units, and also<br />

the most expensive in terms of per-student ratio regarding<br />

both human and physical resources (Boyer and Mitgang<br />

1996: 9). Studio-based education is by far the most expensive<br />

model of education in academia today. Besides, schools of<br />

architecture produce little or no research revenue to the<br />

university.These circumstances have prompted administrators<br />

at many American universities to demand architecture's (and<br />

other design programs') participation in interdisciplinary<br />

General Education (GenEd) curricula, and the facilitation of<br />

interdisciplinary, cross-campus majors commonly classified<br />

^ "in synthetic interdisciplinarity," write Lattuca et. al., "instructors<br />

combine theories, concepts and perhaps even research methods<br />

from different disciplines; but the contributing disciplines remain<br />

clearly identifiable, revealing relatively bounded content areas and<br />

perhaps distinctive methods of inquiry." (Lattuca et. al. 2004:25)


as Bachelor of Art degrees (Bas).^ Such GenEd programs raise<br />

cultural awareness around the interpretation of architecture<br />

and design as constitutive parts of broader cultural discourses,<br />

but they seldom address the design process. At the same<br />

time, they increase full-time equivalencies (PTE) and create<br />

more reasonable revenue for the university. The most obvious<br />

academic benefit of such programs Is the emerging interests<br />

in integrative curricula through one of the most obvious and<br />

histoncally grounded connections, that between architecture-<br />

and-design with humanities-and-sclences." For such GenEd<br />

programs to work properly, they are commonly organized<br />

around metadisciplinary topics: topical organization enables<br />

multidisciplinary faculty to simultaneously teach and also<br />

facilitates moreeffectiveandintegrativecommunicationacross<br />

academic disciplines. For instance, Connecticut College has<br />

recently Introduced new interdisciplinary courses designed to<br />

integrate the arts and design offerings across campus, and to<br />

create an 'integrated design culture.' Interdisciplinary courses<br />

such are 'Designing the Body' and 'Topographies and Identity'<br />

are meant to explore relarionships between design, place,<br />

identity, language and memory.^ University of Minnesota's<br />

School of Architecture has also established interdisciplinary<br />

courses open to all majors tided 'Ecology, Design, and People'<br />

and 'Introducrion to the Built Environment.'<br />

Philadelphia University has created the First Year Experience<br />

(FYE) program through which all students search for<br />

meaningful connecrions between their departments, the<br />

University community, and the city of Philadelphia. Each year,<br />

an overarching theme frames the collecrive work of students<br />

and faculty from across the University. In 2004-05, the overall<br />

^Such students are also called'non-majors'from architecture's point<br />

of view, the so called'cheap FTEs'(full-time equivalency) that increase<br />

enrollment in otherwise'under-enrolled'architecture programs.<br />

''Even though such programs are commonly liberal arts-minded, they<br />

simultaneously search for redefined forms of liberal education. In<br />

that respect,'liberal arts'is often replaced with'First Year Experience'<br />

in naming such programs.<br />

^An interesting aspect of this program is that each student {including<br />

architecture freshmen) also completes an integrative project either<br />

as an independent study project, honors thesis, or through a local<br />

internship.<br />

theme —Finding Philadelphia— enabled students to explore<br />

the city through the Philadelphia Mural Arts program as a<br />

means of focusing on the inter-secrions of people, culture,<br />

images, architecture, design, and communication. A variety of<br />

integrarive learning experiences emphasize the civic, cultural<br />

and environmental engagement of students as both future<br />

professionals and citizens. In parallel, each discipline organizes<br />

curricular actlviries that address city murals from a disciplinary<br />

perspective. For example, students In the wriring course<br />

analyze social and polirical issues linked to the producrion<br />

of murals in the city; business students study the economic<br />

impact of murals on local neighborhoods and communities;<br />

architecture, art and design students work with local artists<br />

and communities in reading or crearing new murals. As an<br />

interdisciplinary topic, murals provide a fruitful territory<br />

for integration. A similar First Year Experience program was<br />

designed at George Mason University (New Century College).<br />

Theyear-long program features discussions, hands-on learning,<br />

collaborative assignments, project-centered experiences,<br />

and intensive reading and wriring. After completing the<br />

integrated first-year experience, students choose a major. The<br />

first year is divided into four consecutive eight-credit'learning<br />

communities'called units: Community of Learners, The Natural<br />

Worid,TheSocialWorld,andSelfas Citizen.Theseand other new<br />

GenEd programs and courses provide opportuniries for faculty<br />

across the fields to collaborate In teaching mulridisciplinary<br />

and concept-based courses in architecture, design, the arts,<br />

humanities, and social sciences.<br />

Through the participarion In such GenEd programs, besides<br />

offering general architecture and design education to the<br />

university at large, some architecture programs simultaneously<br />

use the opportunity to offer crirical theory and thinking.<br />

Cultural Studies, and add a more rigorous Integrative training<br />

in history and theory to their own majors. Such conceptually-<br />

interdisciplinary programs attempt to enable architecture<br />

students to emerge as more critical and hopefully reflective<br />

practirioners, aware of the connectedness of knowledge<br />

across disciplinary divisions. New 'Design Studies' program at<br />

the School of Design, at Arizona State University, Is an example<br />

of such an attempt. At the same university, Renata Hejduk and<br />

Prasad Boradkar created the CriticalCorps program that uses<br />

critical and cultural theory as a means to understand the social<br />

significance ofthe designed environment and everyday life.


Formed in 2004, CriticaiCorps was envisioned as a response to<br />

tlie lacl< of critical theory, cultural theory, and critical thinking<br />

courses offered to both beginning and graduate students in<br />

the design disciplines within the College of Design.<br />

ltisconceptuallyclear,although sometimes practically opaque,<br />

how the above described, externally generated forms of inter<br />

and multidiscipiinarity benefit both architecture majors and<br />

others across the university.<br />

Internal pressures: A quest for Interdisciplinarity in<br />

architecture and design<br />

What Dubiel calls'internal pressures'are voices and forces for<br />

the redefinition ofthe discipline that come from within in their<br />

search for a renewed disciplinary identity. Cognitively integrated<br />

interdisciplinarity is always initiated through an intradisclplinary<br />

act of consolidation, and it is commonly marked by a 'travel' of<br />

the model theories, methodologies, and standards of research<br />

that have become successful paradigms in a specific discipline<br />

to other disciplines. Such processes are facilitated by engaging<br />

the disciplines not on the grounds of their methodologies<br />

but on the grounds on their subject matters (Dubiel 1985:<br />

124). In elaborating further what cognitively integrated<br />

interdisciplinarity may mean for architecture, I will now take on<br />

twogeneral claims mentioned earlier—namely thatarchitecture<br />

is 'inherently interdisciplinary' and that architectural education<br />

is the epitome of liberal arts education— and try to situate<br />

them in a larger academic context.<br />

If one would ask the faculty in any architecture or design<br />

program in the United States whether they (and their students)<br />

have been engaged in interdisciplinary work at any stage of<br />

their teaching careers, empirical evidence shows that replies<br />

would be overwhelmingly positive. Indeed, as the Carnegie<br />

study shows, nearly half of interviewed architecture instructors<br />

replied that they have been engaged In interdisciplinary<br />

work. Moreover, as Lattuca et. al. report, nearly forty percent<br />

of all faculty across the academic spectrum claim they have<br />

taught interdisciplinary courses; however, the evidence on<br />

such interdisciplinary courses and how they affect learning<br />

outcomes is inadequate (Lattuca et. al. 2004: 23-48). More<br />

importantly, what empirical and anecdotal evidence points<br />

to, is that by 'interdisciplinarity' architecture and design<br />

faculty commonly assume the appropriation and superficial<br />

instrumentalization of 'other' knowledges towards satisfying<br />

normative expectations of architectural projects as forms of<br />

naturalized interdisciplinary undertakings. History, theory<br />

and criticism programs —that nowadays exist in almost all<br />

architecture schools but still in just a handful ofdesign programs<br />

in the United States— are often successfully practicing forms<br />

of'conceptual interdisciplinarity'(Lattuca et. al. 2004: 26f but<br />

the faculty in these programs (the so-called 'non-makers') are<br />

seldom allowed to visit design studios, let alone teach them.<br />

At the same time, 'others' (i.e. scholars from other academic<br />

disciplines) whose work is commonly included in architectural<br />

curricula and theory courses, have been strongly marginalized:<br />

they are occasionally involved in design studio 'jury,' itself an<br />

outdated mode of evaluation. As Beatriz Coiomina reports,<br />

some notable exceptions are present in, what she calls, the<br />

'elite'schools of architecture (i.e. Princeton University, Columbia<br />

University, School of Architecture of The Cooper Union, etc.)<br />

where the boundaries between 'makers'and 'non-makers'are<br />

softer than elsewhere: "Without exaggerating too much, one<br />

can say that, today, practicing architects in the academy for the<br />

most part don't build, while some historians and theorists do"<br />

(Chadwick 2004:50). Coiomina then provides examples of studio<br />

faculty being involved in writing and publishing, and theory<br />

faculty having recognized professional practices, but makes no<br />

convincing argument that such an environment is conducive<br />

to the inclusion of 'other' scholars and academics on equal<br />

footing, or that it de facto enables substantial collaboration and<br />

interdisciplinary work. As inabilities of'makers'to build, and of<br />

'theorists'to publish, escalate, walls between'makers'and'non-<br />

makers' in academia are paradoxically growing.<br />

Interdisciplinarity in architectural education, conceptual or not,<br />

cannot be separated from the epistemological and political<br />

dimensions of architectural knowledge and practice. As Linda<br />

Groat and Sherry Ahrentzen (Groat and Ahrentzen 2001) have<br />

''"Conceptual interdisciplinarity [,..] includes disciplinary perspectives<br />

[but] it has no compelling disciplinary focus," argue Lattuca et, al.<br />

"Conceptual interdisciplinarity also accommodates poststructural,<br />

postmodern, and feminist forms of inquiry, which explicitly<br />

critique the disciplines and may contend that all questions require<br />

interdisciplinary answers" (Lattuca et. al. 2004:26).


argued,facultywomen, who have been traditionally marginaîized<br />

as 'non-makers; are better positioned to take leadership roles<br />

in interdisciplinary curricula. Their survey found that 80% of<br />

faculty women teach In areas ofthe curriculum that are related<br />

to, but not situated in the design studio, and that specializations<br />

where they dominate the curriculum are conducive to forms of<br />

collaboration with other disciplines (Groat and Ahrentzen 2001:<br />

246). In other words, they claim that a majority of faculty women<br />

already practice both teaching and research in conceptually-<br />

interdisciplinary modes. Meanwhile, Groat and Ahrentzen<br />

argued that design studio epitomizes some of the'most hallowed<br />

traditions' of architectural education where interdisciplinary<br />

modes ofthinking have been reduced to a degree of superficiality<br />

that asks for an urgent and thorough reconsiderations of design<br />

studio's role in architectural education. One of the reasons for<br />

such a tradition is perhaps in the fact that, as Necdet Teymur<br />

suggests, design studio is commonly viewed as a 'poor replica<br />

of an architectural office' (Teymur 1992: 36) overwhelmingly<br />

assigned, teaching-wise, to the practicing 'men of talent.'<br />

Considering ioterdisciplinarity vls-â-vis design studio<br />

Despite the fact that there is neither a conceptual closure on what<br />

interdisciplinarityis,noranoverarchingtheoryofinterdisciplinanty,<br />

there are currently two different ways academia frames it: either<br />

as process-oriented or as outcome-oriented. William Newell<br />

of the Association for Integrative Studies (AIS) at the Miami<br />

University in Ohio, defined Interdiscipllnarlty as a "process of<br />

answering a question, solving a problem, or addressing a topic<br />

that Is too broad or complex to be dealt with adequately by a<br />

single disciplinary perspective or profession" (Klein and Newell<br />

1982: 1). In Newell's view, interdiscipllnarlty must be defined<br />

as a problem-based integration necessary for the resolution of<br />

complex problems. This operational view of interdlsciplinarlty<br />

may at first sound familiar to architectural and design educators<br />

who see design studio as a 'natural' place for Integration and<br />

synthesis, and therefore the place where all knowledge related to<br />

architecture should be applied through a simulation of real-life,<br />

pseudo-professional experiences. The key difference, however, is<br />

the emphasis Newell places on the'process;'interdisclplinanty, he<br />

argues, should cut across the roles assigned to faculty and others<br />

involved in order to move the problem-solving process from the<br />

one based in'disclplinary expertise'to the one based in'expertise<br />

in interdiscipiinary process!' (Newell 2001:1 -25; Newell 1998).<br />

What is the concept of liberal arts education today, and can<br />

architectural design studio offer insights in defining it? The<br />

Carnegie Report states that academia at large has much to<br />

learn from architecture, particularly from the studio model of<br />

education. At the same time, however, the Report subscribes<br />

itself to the idea of liberal arts education being precisely In<br />

liberating one's education from the 'distracting business of<br />

satisfying contingent wants'.^ In that respect, it is difficult<br />

to understand how can a project-driven education, where<br />

architectural knowledge is Instrumentalized as a vehicle of<br />

design action, be simultaneously used as a model of liberal<br />

education In ways in which the Report frames İs.^Thîs ethical<br />

dilemma is not only unresolved in the Carnegie Report, but also<br />

holds the key to architecture's role In the future ofthe American<br />

university. But the quesrion of architecture vis-â-vis integrative<br />

education, in which interdisciplinarity could be a method of<br />

acquiring new knowledge and developing new modes of<br />

thinking, cannot be conceived without scrurinizing institutional<br />

structures, mechanisms and techniques that facilitate<br />

knowledge producrion in the discipline of architecture.<br />

The question today is: are the epistemological premises of the<br />

Blondel's model of architectural education still accurate, and<br />

even desirable?' And, given the rigid structure of architecture<br />

schools, is the flexibility of Blondel's model capable of allowing<br />

true interdisciplinary work in the design-studio? It would be safe<br />

to argue today that, as a vehicle of potential Interdisciplinary<br />

collaboration, architectural studio Is primarily attracrive as a<br />

social environment conducive to collaboration and team work,<br />

application and reflection, and it establishes an important'place'<br />

for integration as it anchors its spatio-temporal variables within<br />

the curriculum. The major vehicle of integration however is not<br />

•'As quoted in Boyer and Mitgang 1996: 82; the quote is by British<br />

philosopher Michael Oakeshott (Boyer and Mitgang 1996: 82; Fuller<br />

1989: 27-28).<br />

^Many have proclaimed the end to liberal arts education. For instance,<br />

in his University in Ruins, Bill Readings powerfully articulates his idea that<br />

the historical project of liberal education has lots its organizing center<br />

focused on the idea that culture is both the origin and goal of human<br />

sciences (architecture and design are assumably parts of), mostly due to<br />

the fact that there is nolongera human subject interested in, and capable<br />

of, carrying further the project of liberal education (Readings 1996).


the studio itself but rather the content of the studio, that is 'the<br />

pro-ject.The idea of project,'write Findeli and Bousbaci, should be<br />

—at the epistemo-loglcal level—the main object ofarchitectural<br />

studies due to its capacity to bring together a great variety of<br />

knowledges and theoretical discourses (Bousbaci and Findeli<br />

2005). The 'project' has the capacity to configure relationships<br />

between three main components ofthe design studio: processes<br />

(of designing but not only), actors (all the constituents and<br />

stakeholders involved in the processes), and outcomes (material<br />

as well as immaterial, buildings as well as modes of thinking).<br />

As an epistemological device, the project thus brings together<br />

both 'objects'and 'subjects' of the interdisciplinary undertaking<br />

of design studio. In that respect, as much as the design studio<br />

can become the site of interdisciplinary processes,'the project'<br />

de facto becomes the site of interdisciplinary knowledge,<br />

and thus both a desirable framework and an ideal object of<br />

interdisciplinary study. Moreover, the project has the capacity to<br />

unify the desire of multiple actors to perform, i.e. to'speak,'while<br />

at the same time enabling them to effectively take part in the<br />

production of meanings through the processes of designing.<br />

The design project thus becomes simultaneously the object<br />

of interdisciplinary knowing and the process of redefining<br />

disciplinary knowledge.<br />

The question of reconciling the traditional ideals of liberal<br />

arts education with project-driven, studio-based educational<br />

environment that instrumentalizes bodies of knowledge<br />

towards project aims must be framed in relation to ethical (i.e.<br />

philosophical) questions of'how one should beintheworld'that<br />

should be probed through project-driven pseudo-empirical<br />

investigations. If the traditionally defined liberal arts have<br />

^ As Anthony Vidler notes (Chadwick 2004:17-18), the first systematic<br />

architectural curriculum was established by Jacques-Francois Blonde!<br />

in the IS"" Century France. In a Descartesque manner, Blondel's<br />

curriculum broke down architectural knowledge into analyzable units<br />

and divided its constituent parts into distinct courses in history, theory,<br />

structures, building techniques, site organization, and professional<br />

practice. At! these courses developed in parallel and gravitated around<br />

the design studio (atelier), always taught by a practitioner. Vidler<br />

rightfully praises this model, which still shapes schools of architecture<br />

to this day, for its remarkable flexibility and the ability to accept change<br />

while preserving its original epistemological premises.<br />

been focused on understanding'how humans are'in the world,<br />

the liberal arts of the 'Anthropocene Age''° may just became<br />

focused on how human beings 'ought to be' in the worlds<br />

they simultaneously create and inhabit. As Richard Buchanan<br />

asserts, if architecture was indeed a liberal art in its own right in<br />

the ancient world, today architecture is only one manifestation<br />

ofthe architectonic art of design'" that, in Buchanan's view,<br />

can provide significant insights into 'the new liberal arts of<br />

technological culture' (Buchanan 1992). As Buchanan suggests,<br />

liberal arts have been historically described throughout<br />

the Western world as 'architectonic' due to their integrative<br />

potential, in his view, liberal art of today should be conceived as<br />

'a discipline of thinking that may be shared to some degree by<br />

all men and women in their daily lives.' His argument works off<br />

HerbertSimon'sproposition,forceful!yargued in his T/ieSc/ences<br />

ofthe Artificial, that design should not only be a component of<br />

technical or art education, but'a core discipline'of every liberally<br />

educated human being concerned with "how things ought<br />

to be" (Simon 1968: 83). In that respect, what drives the wide<br />

academic interest in architecture and design schools (and in<br />

the design studio as an educational environment in particular)<br />

are an insight and the desire to acquire a methodical inclusion<br />

in the design process. And that is precisely, 1 would argue in this<br />

paper, where architecture schools, and for that matter all other<br />

design schools, have repeatedly failed. In other words, we have<br />

failed to, to paraphrase Simon, discover and articulate a body<br />

of intellectually tough, partly formalizable-partly empirical, and<br />

above all teachable doctrine about the design process (Simon<br />

1968:58). Due to that failure, as Simon suggested, the academic<br />

world sees design as "intellectually soft, intuitive, informal and<br />

cookbooky" (Simon 1968: 59),'^^ and above all determined to<br />

remain closed to 'others.' Here we find the core competency of<br />

architecture and design schools, and the most fertile ground<br />

'"The 'Anthropocene Age' is, as Clive Dilnot writes, "an age in which,<br />

as far as the immanent conditions of our lives are concerned, nature<br />

retreats to merely a background condition and becomes, to ait intents<br />

and purposes, another moment of artifice." The artificial, argues<br />

Dilnot, "is no longer that which is marginal in human affairs [but it<br />

has become the] effective horizon of being" (Dilnot 2005:42).<br />

" Together with, or next to, other forms of professional design<br />

training, such are product design, communication design, urban<br />

design, fashion design, etc.


for interdisciplinary collaboration: the design process itself. It<br />

is thus through an internally generated quest for consolidation<br />

that architecture can find a true, democratic and inclusive way<br />

of developing interdiscipli-nary curricula.<br />

Conclusion<br />

It should be clear that if architecture Is indeed to be among<br />

the carriers of liberal education in this century. It will have to<br />

scrutinize the most transparent and yet the most mystified<br />

of its competencies: the process of designing. In that<br />

respect, design studio, as a vehicle of specific type of social<br />

interaction specific to the design process, has the capacity to<br />

open the design process to'others'and therefore potentially<br />

redefine 'the project' of architecture in the academia, from<br />

the disciplinary one centered in designing buildings, to the<br />

Interdiscipiinary one focused on how we, as human beings,<br />

could be. This effort would consolidate architecture, both<br />

from within and from without, and assist the interdisciplinary<br />

liberal education in this century in moving from the one based<br />

in a radical separation from the contingent, to the one based<br />

in 'projective impurity.' As Clive Dilnot writes, the significance<br />

of designing emerges precisely out ofthe condition of'radical<br />

impurity'as a process of'recovering'and 'rethinking'that core<br />

of human actuality that lies beneath what presents itself as<br />

a given (Dilnot 2005a: 121-127). The condition of 'radical<br />

impurity'is thus, as Dilnot writes, "not an inhibition on design,<br />

but the very source of its capacity to evade the logic of what<br />

Is given."The actual value of designing Is located precisely in<br />

the space of such 'projective impurity,'"between the real and<br />

the given and the possible [where] design does Its work and<br />

negotiates this space." In that respect, as Dilnot writes.<br />

Design 'problems' could be defined as 'illstructured problems'<br />

(Lattuca et. al. 2004: 33), or as Horst Rittel called them, 'wicked<br />

problems,' problems that have no definite formulation, have more<br />

than one plausible explanation, and may generate many equally<br />

desirable and possible solutions. In other words, architects and<br />

designers dealing with such 'problems'are systematically incapable<br />

of producing cognitive certainty or definite answers because they<br />

are radically at odds with the logic of quantification. For further<br />

discussion see: Simon 1968, Buchanan 1992, and Lattuca et. aL 2004.<br />

Architecture is, after all, the discovery of configurative<br />

possibility. Today, our situation gives those discoveries<br />

their point, while configuration reveals to history<br />

its previously unrecognized possibilities. This gives<br />

to architecture its role both as defense against the<br />

destructive onslaught of the markets and market<br />

serving technological modernization, and as the<br />

provider of configurative and affirmative resources<br />

through which to address the scale of problems and<br />

opportunities thrown up by these new conditions. But,<br />

this is only possible if architecture understands itself<br />

as a practice that, in offering an interpretation of our<br />

future and history, proposes models of being (Dilnot<br />

2005b: 12).<br />

In that sense,the project-driven interdisciplinary environment,<br />

possibly situated in the design studio but not limited to it,<br />

should be framed through an ensemble of questions of how<br />

one should be in the wodd, rather than through project brief<br />

that contains the so-called 'design critena' predicated upon a<br />

priori known normative expectations.The questions should be<br />

integrated into the empirical research and the design process,<br />

and as such would have the capacity to advance the objective<br />

disciplinary knowledge, the knowledge of interdisciplinary<br />

process, and most importantly the form of the questions<br />

itself Critical examination will then reflect on the difference<br />

between those questions the project started with, and the<br />

forms of questions the projects comes to closure with. It Is in<br />

such a process that the interdisciplinary questions become<br />

agents of cognitive development of students, and carry its<br />

work on even after a specific interdisciplinary project itself<br />

has come to closure. Integrative design studios in that sense<br />

could have a special role to play because of their potential to<br />

create an environment conducive to simultaneous discovery,<br />

application and Integration of knowledge through project-<br />

driven creative pursuits (Boyer and Mitgang 1996:86).<br />

Boyer and Mitgang concluded their 1996 study with the<br />

following thought: "Architectural education is really about<br />

fostenng the learning habits needed for the discovery,<br />

integration, application, and shanng of knowledge over a<br />

lifetime" (Boyer and Mitgang 1996: XVI).


References<br />

BOYER, E. and MITGANG, L, 1996. Buiiding Community: A New<br />

Future for Architecture Education and Practice. Princeton, NJ:<br />

The Carnegie Foundation for the Ad-vancement in Teaching<br />

BOUSBACI, R. and FINDELI, A., 2005. More Acting, Less Making:<br />

A Place for Ethics in Architecture's Epistemology. In: Design<br />

Philosophy Papers < http://www.desphilosophy.com/> Issue 4<br />

BUCHANAN, R., 1992. Wicked Problems in DesignThinking. In:<br />

Design Issues, Spring 1992, Volume 8, No. 2, 5-21<br />

CHADWICK, M. (Ed.), 2004. Back to School: Architectural<br />

Education-thelnformationandîhe Argument. AD-Architectural<br />

Design, September/October 2004, Vol--ume74, No. 5<br />

DILNOT, C, 2005a. Ethics? Design? In: The Archeworks Papers,<br />

Volume1,No. 2,121-127<br />

DILNOT, C, 2005b. What are Architects for?' In: Scapes, No. 4,<br />

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Educational Practice and Policy. London: ?uest!on Press


A D I S C O U R S E O N T H E M E A N I N G O F K N O W L E D G E IN A R T A N D D E S I G N R E S E A R C H<br />

Kristina Niedderer<br />

Hertfordshire University, Hatfield, UK<br />

k.niedderer@herts.ac.uk<br />

Abstract<br />

This paper discusses the problem of knowledge In research in<br />

the creative and practice-led disciplines as it appears in the<br />

UK.' The purpose is to clarify the role and inclusion of practice<br />

within research in relation to the requirement for making a<br />

contribution to knowledge. The paper begins by introducing<br />

the problem of knowledge in research. It then examines what<br />

kind and format of knowledge is currently formally accepted in<br />

research, and compares the result with examples of knowledge<br />

generated by research in art and design. This serves to reveal<br />

where there are gaps and contradictions between current<br />

understandings of research (research policy) and evident<br />

needs of research practice. In the conclusion, suggestions for<br />

possible future developments and research are made.<br />

1) Introduction<br />

One of the core requirements of research is the original<br />

'contribution to knowledge',^ An 'original contribution' in this<br />

' With 'creative and practice-led disciplines' we include for example,<br />

art and design; music, film and media; education; knowledge<br />

management; health, nursing, physiotherapy, etc. These disciplines<br />

share problems v/ith the generation and communication of knowledge<br />

through research, and its application in practice, i.e. with the dichotomy<br />

of explicit and tacit knowledge. For our investigation, we use examples<br />

from art and design in the UK. However, we hope we have developed<br />

the research on a sufficiently generic level so that it Is transferable to<br />

other creative and practice-led disciplines.<br />

One exception to be mentioned is the professional doctorate which<br />

requires a 'original contribution to practice; although the difference to<br />

a 'contribution to knowledge' is not quite clear either. Usually, it refers<br />

to the strongly clinical nature ofthe professional doctorate, making its<br />

findings less generallsable than those ofthe PhD.<br />

context means an addition to knowledge that Is new - not<br />

just for one person (e.g. the researcher) but altogether for<br />

the field. Originality is usually demonstrated through the<br />

literature review which provides a survey over relevant existing<br />

knowledge in the field (Langrish 2000). What 'knowledge'<br />

means In this context is, however, less well definved. Its<br />

meaning seems mostly taken for granted, which proves<br />

problematic upon closer examination.<br />

For example, problems have arisen with the conventional<br />

understanding of knowledge in research in the context<br />

of creative and practice-led disciplines, which commonly<br />

use practice as part of their research in order to gain new<br />

knowledge of existing practice (process or product), to<br />

develop new processes and skills, or to develop new objects<br />

(products).These problems concern the requirement of explicit<br />

communication of knowledge as well as Its application and<br />

use, because part ofthe knowledge of practice-led disciplines<br />

is experience-based and therefore difficult to communicate<br />

through conventional language-based means of research.<br />

To illustrate the problem, we might thinkof a craftsperson whose<br />

mastery of a particular technique leads to original results and<br />

new knowledge. However, the know-how ofthe mastery might<br />

be beyond verbal articulation, and so might be the knowledge<br />

or understanding gained from the use or experience ofthe new<br />

results (e.g. artefacts, etc.).This example raises questions about<br />

the different nature or format of knowledge sought in different<br />

research contexts, about where and how the knowledge is<br />

contained, and how it can be communicated, e.g. by textual<br />

or creative output. Uncertainties about the answers to these<br />

questions have led to problems with the conduct of research<br />

in the creative and practice-led disciplines and have revealed<br />

a disparity between research requirements and the evident


needs of research practice in design to produce results that<br />

benefit professional practice and academy alike.<br />

The purpose of this paper therefore is to address the question of<br />

the natureandformatofknowledgesoughtinresearch.The paper<br />

begins by examining some UK definitions of research from the<br />

creative disciplines. It analyses w/hat the current requirements of<br />

knowledge are In their context and where there are disjunctions<br />

with apparent needs in research and practice. It further analyses<br />

the current nature of research through comparison with<br />

philosophical concepts of knowledge. From this we conclude<br />

on the current understanding of the nature of knowledge in<br />

research, on what its shortcomings are, and on how it might be<br />

developed to accommodate the identified needs.<br />

2) The requirement of knowledge in definitions of research<br />

We find the requirement for a contribution to knowledge<br />

at the centre of many of the definitions of research that are<br />

provided by funding agencies and by university regulations<br />

in the UK. For example, the definition of research for the RAE<br />

(2005) explains that,<br />

'Research'for the purpose ofthe RAE is to be understood<br />

as original investigation undertaken in order to gain<br />

knowledge and understanding. It includes work of direct<br />

relevance to the needs of commerce, industry, and to the<br />

public and voluntary sectors; scholarship [...]; the invention<br />

and generation of ideas, images, performances, artefacts<br />

including design, where these lead to new or substantially<br />

improved insights; and the use of existing knowledge in<br />

experimental deveiopmentto produce new or substantially<br />

improved materials, devices, products and processes,<br />

including design and construction. It excludes routine<br />

testing and routine analysis of materials, components<br />

and processes such as for the maintenance of national<br />

standards, as distinct from the development of new<br />

analytical techniques. It also excludes the development of<br />

teaching materials that do not embody original research.<br />

and the guidelines ofthe AHRC (2005) state that,<br />

• it must define a series of research questions or problems<br />

that will be addressed in the course ofthe research. It must<br />

also define its objectives in terms of seeking to enhance<br />

knowledge and understanding relating to the questions or<br />

problems to be addressed.<br />

• it must specify a research context for the questions or<br />

problems to be addressed. You must specify why it Is<br />

important that these particular questions or problems should<br />

be addressed; what other research is being or has been<br />

conducted in this area; and what particular contribution this<br />

project will make to the advancement of creativity, insights,<br />

knowledge and understanding in this area.<br />

• it must specify the research methods for addressing and<br />

answering the research questions or problems. You must<br />

state how, in the course ofthe research project, you will seek<br />

to answer the questions, or advance available knowledge<br />

and understanding of the problems. You should also explain<br />

the rationale for your chosen research methods and why you<br />

think they provide the most appropriate means by which to<br />

answer the research questions.<br />

Further, University regulations e.g. of Plymouth University and<br />

ofthe University of Hertfordshire state respectively that.<br />

The degree of Ph.D. should include a distinct contribution<br />

to the current knowledge of the subject. The thesis should<br />

show systematic study and independent, critical and original<br />

powers and should be capable of publication in whole or in<br />

part (Plymouth 2003/4).<br />

and that,<br />

A candidate for the award of PhD shall have undertaken<br />

a substantial programme of individual research, involving<br />

the sustained exercise of independent critical powers<br />

including the ability to use research outcomes to guide<br />

the development of the research programme, and leading<br />

to a significant original contribution to knowledge or its<br />

interpretation.<br />

The candidate shall present the results of the research in a<br />

submission, embodying a thesis presented and defended<br />

in a lucid and scholarly manner, and containing material<br />

worthy of peer-reviewed publication.<br />

The candidate shall demonstrate technical competence


in the chosen field, including appropnate î


3) Reviewing the meaning of knowledge in the definition<br />

of research<br />

The above discussion has shown that the understanding of<br />

l


A further requirement, asking for a significont contribution.<br />

Implies that the result should not just be relevant forthe one<br />

specific case, but that the research should elicit something<br />

generic about the phenomenon in question, such as<br />

charactenstics or pnnciples. For this reason, when talking<br />

about propositions, we commonly think about them as<br />

linguistic constructions (although language Is no absolute<br />

requirement for making a proposition. Biggs 2002). This is<br />

because language offers the potential for abstraction because<br />

of its representative character which allows extracting and<br />

detaching relevant aspects from a specific situation, case, etc.<br />

and thus make them transferable and/or generalisable.<br />

The above explanations and examples imply a certain<br />

philosophical position, which is closely linked to the grammar<br />

and logic of language, and which shape the logic of a thesis,<br />

its argument and its evidence-base. This position determines<br />

what is a valid argument, and what is a valid and rigorous<br />

methodology in its context. I.e. use of methods to gain<br />

evidence. Our conjecture is therefore that this position is the<br />

position of propositional knowledge as we shall see in the<br />

following.<br />

4) The characteristics of propositional knowledge and its<br />

prioritisation In research<br />

In this section, we discuss what we mean by propositional<br />

knowledge and how the requirements imply and pertain to<br />

propositional knowledge. We begin by introducing the Idea<br />

and characteristics of propositional knowledge with a brief<br />

introduction of knowledge in philosophy (epistemology).<br />

Two of the main concerns of epistemology are the questions<br />

'What is knowledge?'and'How do we know?'There is a long<br />

history of investigating these two questions with different<br />

results. Dunng the 20'" century, there has been much debate<br />

aboutwhetherwe can definewhat knowledge is.The definition<br />

of knowledge as"justified true belief" Is the definition that has<br />

probably received the most widespread consent, although It<br />

has also been challenged (Grayling 2003). The definition of<br />

knowledge as justified true belief needs explaining, before<br />

considering the challenges that have been mounted. Grayling<br />

(2003:37) explains that,<br />

This definition looks plausible because, at the very least.<br />

It seems that to know something one must believe it, that<br />

the belief must be true, and that one's reason for believing<br />

it must be satisfactory in the light of some criteria - for one<br />

could not be said to know something if one's reasons for<br />

believing it were arbitrary or haphazard. So each of the<br />

three parts ofthe definition appears to express a necessary<br />

condition for knowledge, and the claim is that, taken<br />

together, they are sufficient.<br />

Grayling (2003: 39) explains further that this definition of<br />

knowledge "is intended to be an analysis of knowledge In<br />

the propositional sense" (rather than of knowledge that one<br />

might gain by being acquainted with something or someone,<br />

or that enables someone to do something (skill)), and that It<br />

is the kind of knowledge that has predominantly occupied<br />

philosophy. One might therefore add to the definition that<br />

knowledge is the justified true belief of a proposition.<br />

However, in 1963, Gettler raised objections against this<br />

definition ofpropositlonal knowledge, which led tothe request<br />

for a fourth as yet unknown condition to establish "justified<br />

true belief" as the definition of knowledge or, alternatively,<br />

for a completely new definition of knowledge (Hospers 1990;<br />

Pollock and Cruz 1999; Grayling 2003). Gettier's objection was<br />

that no causal link can be shown between what Is taken to<br />

be'true belief'and the'justification'for it. There are also other<br />

problems with the third condition of knowledge. I.e. with<br />

justification. Hospers (1990) gives several examples, of which<br />

I shall introduce the last, because of its consequence for the<br />

further argument:<br />

There Is yet another kind of objection to the third condition<br />

ofthe standard definition of knowing. Knowing p requires<br />

having evidence for p; let us say that this evidence is<br />

another proposition, q. But don't we then have to know<br />

that q is true? If I don't know that q is true, how can q be<br />

good evidence for p? And how do we know q? Perhaps<br />

by another proposition r. And so on - it seems that we are<br />

caught in an infinite regress. The requirement of evidence<br />

always takes us beyond the original proposition, p, to<br />

another one, and then we have to know the truth of that<br />

one In orderto know the truth ofthe onginai one (Hospers<br />

1990: 30).


in orderto managetliis infinite regress, philosopiners Piave put<br />

forward two different ideas. One idea is that.<br />

We don't reaily l


esearch. Related to this symptom Is a frequent uncertainty of<br />

practitioner-researchers aboutthe role of practice in the context<br />

of research, about how to relate theoretical and practical work<br />

and fit it within existing research regulations. This uncertainty,<br />

which has been briefly discussed above, has been a reoccurring<br />

theme {Durling et al. 2002), which has been reflected in<br />

educational research papers such as that by Langrish (2000) who<br />

has addressed this uncertainty on a pragmatic level within the<br />

conventional understanding of research. However, since the wish<br />

to use practice within research as well as the uncertainties about<br />

it persist, the question arises why practitioners feel the need to<br />

use practice within research and why it remains problematic.<br />

The reason for practice being used in researcli In the creative<br />

disciplines (and related inquiries) Is that it creates the object<br />

of inquiry in the sense that the research İs either concerned<br />

with the process of creative practice or it investigates its<br />

results. Scharmer (2000) talks about embodied and not-yet-<br />

embodled knowledge to denote that in some disciplines new<br />

realities (e.g. artefacts, processes, services etc.) and with them<br />

new knowledge is created. The creative use of research for<br />

developing a new reality Is quite unlike the understanding<br />

of traditional (scientific) research in that it investigates what<br />

could be rather than what is (Niedderer 2004a: 26). Researchers<br />

in the creative disciplines have also used creative practice in<br />

research in order to achieve the inclusion of tacit knowledge<br />

gained in practice, such as skills, an Intuitive grasp ofthe state<br />

of the art of a field, or expert judgement.<br />

The use of practice in research can therefore be seen to serve<br />

two purposes: firstly to facilitate the inclusion of existing<br />

personal/tacit knowledge in research; and secondly, to<br />

facilitate the creation and communication of new knowledge.<br />

Concerning the former, although there does not seem to be<br />

any Intrinsic problems with using practice within research<br />

(Niedderer 2007), problems have occurred in the past with<br />

the use of creative inquiry in terms of validity because of<br />

the understanding of creative inquiry as an emergent and<br />

unsystematic process, while research is aimed at being a<br />

systematic inquiry. Recent examples of research inquiry using<br />

creative practice (e.g. Whiteley 2000; Niedderer 2004a) have<br />

demonstrated that the problem of validity can be overcome if the<br />

creative part of the inquiry is appropriately framed and integrated<br />

into the research process. The second problem concerning<br />

the role of practice in the creation and communication of<br />

knowledge In research Is more complex. It has two aspects. One<br />

is the communication of advancement in process knowledge;<br />

the other is the communication of knowledge related to the<br />

products of practice as research outcomes.<br />

Beginning with the latter, the reason for presenting practice as<br />

a result of research, traditionally, is its use as evidence, with the<br />

outcomes of practice being presented supplementary to a<br />

critical exegesis, report, etc. which presents the research process<br />

and contribution to knowledge. This is coherent with our earlier<br />

developed understanding of research as presenting the defence<br />

of a proposition, i.e. of a representation, which can be true or<br />

false, and which may receive its verification through comparison<br />

with reality, e.g. the outcomes of practice in form of an artefact.<br />

The presentation of practice as evidence raises the question as to<br />

why we should need both text and practice because one could<br />

argue that. If the proposition is a representation ofthe practice,<br />

the central meaning ofthe proposition must be contained within<br />

the object and that therefore the presentation of practice alone<br />

should suffice. For example, if the proposition about a green ball<br />

is thaf'the ball Is green" will not the ball tell me the same if the<br />

proposition is true? Although this is correct, when presented<br />

with the ball alone, I have no means to determine whether<br />

not the proposition is 'the ball is round'. This example suggests<br />

firstly that the same knowledge is contained in the practice/<br />

artefact and the proposition and that we are not dealing with<br />

two different kinds of knowledge but rather with two different<br />

formats of knowledge, which Is supported by research Into<br />

tacit knowledge by Neuweg (2004). Secondly, the example<br />

shows that the analytical character of language Is important for<br />

unambiguous communication. In this context. Biggs (2002:24)<br />

has suggested that it might be possible to present an argument<br />

by non-linguistic means, but that the challenge is to achieve<br />

contextualisation by non-linguistic means to explain the<br />

research, and that this challenge has as yet not been met.<br />

While these considerations defend the prioritisatlon of language<br />

in the communication of the contribution to knowledge, in recent<br />

years, there have been examples of using practice within research<br />

in which practice seems to provide more than just evidence,<br />

i.e. that show that It can provide an enriched knowledge that<br />

cannot be verbalised. For example, Whiteley (Rust and Whiteley<br />

1998) has developed "a mechanical analogy for the human


skeletal arm to inform the future development of prostheses<br />

and other artefacts" (Rust et al. 2000: 1) through drawing and<br />

modelling. Both the investigation and the communication of<br />

the findings in this case were dependent on the drawings and<br />

models, which provided not only the (propositional) knowledge<br />

of an improved articulated prosthesis (knowing that), but also<br />

provided experiential knowledge of how such a prosthesis<br />

might be constructed and work. This means the drawings and<br />

models additionally provided the understanding that is needed<br />

to apply the knowledge gained in practice. This example<br />

demonstrates the importance that creative practice can have for<br />

communicating tacit knowledge as part of research, and it seems<br />

that It would be useful to recognise this importance formally In<br />

the requirements and logic of research.<br />

The communication of the contribution of research using<br />

practice Is more problematic where the research is concerned<br />

with process. For example, we can imagine a researcher writing<br />

down the findings and knowledge that they have gained from<br />

their research Into a certain process, and that they describe both<br />

process and outcome as accurately as possible so that anyone<br />

can inform themselves about the research. According to the<br />

conventional understanding of research, we should expect<br />

anyoneto being ableto repeatthe process and arrive atthe same<br />

results.That this is not the case is demonstrated In the following<br />

example where a Canadian Research Laboratory successfully<br />

built a so-called TEA-laser. Brirish attempts to replicate the<br />

laser on the basis of written informarion however failed as long<br />

as the tacit knowledge of informants who had participated<br />

in building the original laser was not included through their<br />

personal engagement In the rep 11 cari on-project (Neuweg 2002:<br />

42). Examples such as this demonstrate that it is often difficult<br />

to communicate the knowledge that practitioners have in the<br />

way that is required of research. Practitioners from a wide range<br />

of subjects have therefore voiced concerns that an important<br />

part of tacit knowledge that is contained within practice is<br />

at risk of being overiooked and omitted in the conventional<br />

communicarion of research (e.g. HIggs and Tltchen 1995;<br />

e.g. Rolfe 1996; Neuweg 2002), because ofthe limitations of<br />

language, and because the research process and the knowledge<br />

that is its outcome currenriy seem to be dissociated In the<br />

final presentarion of results. As a result, the research outcome<br />

currenriy only distils what can (and Is intended to) be made<br />

explicit by the researcher while much of the tacit knowledge<br />

inherent in the research remains unacknowledged (Neuweg<br />

2002; Eraut 2003; Biggs 2004). However, this omitted part is<br />

highly important for pracritioners, because it facilitates both<br />

understanding and applicability of any explicit knowledge.<br />

Theaboveindicatesthattheproblemisnota problem with theuse<br />

of practice within research as such, but with the communicarion<br />

of experiential or tacit knowledge (including perceptual and<br />

procedural knowledge) gained from its processes with regard<br />

to applicarion. This makes the problem an educational problem,<br />

which I suggest can be approached in two ways.<br />

Firstly, the problem can be seen as an organizarional problem.<br />

If we accept that experiential knowledge can only be parrially<br />

communicated by language, and if we look around how<br />

people have dealt with the communication of experienriai<br />

knowledge so far, we find that the most common way of<br />

communicarion is through observation and imitarion, as we<br />

find it e.g. in apprenticeship systems or in mentoring schemes<br />

(Friedman 1997). Although this kind of communication system<br />

is mirrored In the system of doctoral supervision, which<br />

therefore somerimes Is called an 'apprenticeship in research',<br />

this system has not been widely applied to the communicarion<br />

of research outcomes. The reason for this may parriy be the<br />

labor-intensive nature of this kind of tutoring, which is contrary<br />

to the aim of wide dissemination. Partly, it may be simply that<br />

there are not that many researcher-practlrioners yet, e.g. in art<br />

and design, Nevertheless, the integrarion of research result<br />

through practice-related workshops etc. could be Increased<br />

and thus the effecriveness of research communicarion.<br />

Secondly the problem can be seen asa problem of knowledge<br />

communicarion, which raises the quesrion whether the<br />

elusive part of experienriai knowledge can be communicated<br />

directly, or whether it has to be communicated indirectly<br />

via so-called 'knowledge conversion'. Direct communicarion<br />

might, for example, be achieved through the use of new<br />

media, which would attempt to transmit the experience of<br />

the teacher in the same experienriai form to the learner. One<br />

might imagine here the use of new technologies that might<br />

allow the transfer of an experienriai stimulus to the learner<br />

through electronic devices, rather than the communicarion<br />

through conventional means of observation and imitarion,<br />

which seem less precise. This option is not yet available, but


might be a future option since it is being tested in various<br />

forms, most prominently by the artist Stelarc (1996). Therefore<br />

the indirect approach of 'knov^ledge conversion', which Is<br />

closely related to the organisational approach, might be<br />

the more realistic option, at least for the time being. The<br />

most prominent model of knowledge conversion has been<br />

developed by Nonaka and Takeuchi (1995, 2006) in the<br />

context of knowledge management as a pragmatic means of<br />

bridging the gap between explicit and tacit knowledge. They<br />

propose a four-stage-model of knowledge conversion for<br />

the purpose of sharing experiential (tacit) knowledge, which<br />

covers all possible constellations of knowledge transfer, i.e. for<br />

tacit to explicit from explicit to explicit (usual form of research<br />

communication), from explicit to tacit (application), and from<br />

tacit to tacit (ix).They further discuss different techniques for<br />

managing each transfer-form. The application of the model<br />

to managing the communication process in research in the<br />

creative disciplines therefore seems a promising avenue and<br />

will be the subject of forthcoming research.<br />

6) Conclysion<br />

In this paper, we have examined the notion of knowledge in<br />

research. By analysing definitions of research, we found that<br />

the understanding of the term 'knowledge' in the definition<br />

of research Is not explicitly defined. Through analysis of<br />

related research requirements and their comparison with the<br />

characteristics of propositional knowledge, we could show<br />

that the 'knowledge' in the definition of research Is implicitly<br />

determined as both explicit and propositional knowledge,<br />

which has come to mean communication by verbal means.<br />

We have further investigated the consequences of this<br />

understanding of knowledge in research for research practice<br />

in the creative and practice-led disciplines.<br />

We have been able to show that some of the uncertainties<br />

and problems of current research practice are caused by this<br />

implicit understanding of knowledge. However, the problem<br />

does not seem to be a problem with the use of practice within<br />

research as such, but a problem with the communication of<br />

the knowledge gained from the research, especially where<br />

process knowledge Is concerned, because the language-based<br />

prloritisation of propositional knowledge excludes (some part<br />

of) experiential knowledge which cannot be communicated<br />

by verbal means and which is essential forthe application and<br />

use of any knowledge. In due course, we have identified the<br />

problem of communication as an educational problem, which<br />

can variously be regarded as a problem of organisational or of<br />

communicational nature, and for which relevant avenues for<br />

future Investigation have been identified in §5.<br />

References<br />

AHRC 2005. "Details of the Research Grants Scheme". URL:<br />

http://w w w.a h rc.ac.u k.<br />

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Design Research". International Journal of Design Sciences<br />

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BIGGS, M. A. R. 2004. "Learning from Experience: approaches<br />

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http://www.herts.ac.uk/artdes/research/tvad/mb/2004a.pdf<br />

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S I G N S D F D I S C O U R S E : S I T E M A R K E R S A S P L A C E S D F C U L T U R A L<br />

N E G O T i A T I D N İN L A D A K H , I N D I A<br />

Angela Norwood<br />

York University,Toronto, Canada<br />

anorwood@yorku.ca<br />

Abstract<br />

The Ladakh region of northwestern India has been open for<br />

tourism and trade only thirty yea rs.The ecologically sustainable<br />

and integrally Himalayan Buddhist way of life is under threat<br />

as the new cash-based economy forces Ladakhis to become<br />

consumers. This shift in prevailing socio-economic models Is<br />

manifested within the region's forms of visual communication,<br />

which have transformed in prominence from architectonic<br />

semiotic structures to graphic components of wayfinding<br />

systems. These systems are, in turn used by hegemonic<br />

agencies that appear to lay claim to territory, both physical<br />

and psychological. Three networks under consideration<br />

include Buddhist devotional structures, federal highway<br />

safety signs and NGO-produced Eco-tourism Maps. This<br />

paper addresses the ways in which representational devices<br />

deployed throughout the sign systems display their status as<br />

agents ofthe predominate forces currently shaping discourse<br />

in the region, and that as agents, they help determine who<br />

does and does not have a voice in the negotiation.<br />

Introduction<br />

On a daily basis, discourses occurring within the spaces we<br />

traverse control in large part, our interactions with the world. In<br />

their book, Discourses in Place: Language in the Material World,<br />

Ron Scollon and SuzieWong Scollon write,"Instrumental to the<br />

process ofshaping those discourses arethe objects by which we<br />

index our own positions and identities in the world" (2003: x).<br />

That indexicality, to use their term to describe the significance<br />

of objects' placement In the material world, is symptomatic of<br />

our behaviour which has determined our decisions on how to<br />

move about spaces In response to physical signs and markers<br />

that label, direct, regulate and signal to each user his/her<br />

position within institutionally encoded environments.<br />

The northern-most state of India, called Jammu and Kashmir,<br />

is divided into three major regions: Jammu, Kashmir and<br />

Ladakh. Situated in the Himalayas and comprising remote<br />

villages, monasteries and the central town of Leh, the region<br />

of Ladakh has been open to tourism and commercial trade<br />

only 30 years. With the influx of outside populations including<br />

tourists and new residents, has come a cash-based economy<br />

and an acceleration of visual culture common to what has<br />

been traced in Western culture since the Industrial Revolution.<br />

Sergio Correa de Jesus describes such development in the<br />

West, "...the shift from the 'environment and architecture as<br />

signs'to 'visual/typographic signs' meant a disproportionate<br />

advance of a verbal form of communication in place of a<br />

more stable and permanent codification of meaning through<br />

buildings" (1994:34).<br />

In Ladakh, the shift in prominence of communicative form<br />

alongside changing socio-economic models is most apparent<br />

in the abundance of graphic signage crowding the streets of<br />

Leh. Retail and guesthouse signs attracting tourists are usually<br />

inscribed in English. Traffic regulatory and public health<br />

information signs, apparently directed at a local audience,<br />

usually appear in two ofthe official languages of India, English<br />

and Devanagarl, the written form of Hindi. Older Ladakhis<br />

rarely understand either language. Those considered middle<br />

age may speak some English, but likely do not read It. Only the<br />

few generations of young adults educated since the mid-1970s<br />

have been taught to speak, read and write English. Of those, the<br />

most proficient are the children of families who could afford to<br />

send them "down to India" to school, a practice both enabled by<br />

and contributing to the dependence on a cash-based economy<br />

as families send their farm hands to be educated and in turn<br />

must hire outside laborers. This opening of the productlon-


consumption cycle to include cash transactions led to Ladakhis<br />

finding themselves in the new role of consumers.<br />

Michel de Certeau describes the term "consumers" as a<br />

euphemism for those who are the dominated element in<br />

society, (1989: xi) subject to the conventions of economic<br />

models controlled by forces far removed from specificities of<br />

everyday life, in Ladakh, eadier cash-less-ness rendered the<br />

people unrecognizable on the world market. In a consumerist<br />

sense, Ladakhis are materially poor. Adverrising images and<br />

other graphic design artefacts now comprising the visual<br />

language In their villages and towns seem strategically placed<br />

to remind the people oftheir status.<br />

The relative newness of "visual/typographic" expressions of<br />

communicarion in Ladakh and the evidence oftheir placement<br />

in the evolving socio-economic culture allows us to consider<br />

their roles as the instrumental objects currenriy shaping<br />

discourses in the region.<br />

There are three salient networks of site markers that delineate<br />

human navigarional relarionships to the terrain. Each network<br />

is comprised of multiple elements, which employ a consistent<br />

visual language. They exhibit characterisrics of wayfinding<br />

systems, which define paths available to the traveller and<br />

provide information about what lies ahead. By identifying<br />

the agent behind the production of these signs, one is able to<br />

reveal the emerging socio-economic discourse of the region,<br />

and the indigenous peoples' roles within it. These three<br />

networks are: Buddhist path-marking structures; the Indian<br />

government's Border Roads Organizarion (BRO) highway<br />

project signs; and non-governmental organization (NGO)-<br />

produced"Eco-Tourism Maps."<br />

Known as "Little Tibet," the region Is steeped In traditional<br />

Himalayan Buddhism. Symbols of practice are integrated into<br />

all parts of everyday life. The devorional structures dotting the<br />

vast landscape are evidence ofthe influence ofthe numerous<br />

monasteries across the region. The most abundant of these<br />

structures are called stupas. Originally designed as reliquaries<br />

for prominent monks in the vicinity, they are built to exacring<br />

measurements based on the bodily proportions ofthe Buddha.<br />

These monuments usually appear aligned in rows along the<br />

edge of a path or road in ancient to modern chronology.<br />

Mani walls (Figure 1) are also common features ofthe Ladakh<br />

landscape and index the ancestral relarionship ofthe people to<br />

Tibet. Usually measuring about 2 meters high, they are built to<br />

varying lengths. A short wall may measure as few as 10 meters<br />

while some stretch 100 meters or more. The walls, constructed<br />

entirely of stone, conform to the landscape and undulate with<br />

the topographical contours ofthe paths they help define.<br />

Figure 1<br />

Himalayan Buddhist markers are often situated in what<br />

Scollon and Scolion would otherwise call "non-semiotic"<br />

space. However, this is not in the way they describe "socio­<br />

cultural systems that define some spaces as prohibited for<br />

semiotic oveday," (2003: 111) referring, for example, to the<br />

western preference for keeping natural areas prisrine without<br />

overt human intervenrion. In the high mountainous desert<br />

of Ladakh, there are areas between villages where the vast<br />

landscape is devoid of human structures. Footpaths — created<br />

by both humans and grazing animals — are sometimes<br />

the only readable markers on the geological surface. At the<br />

highest passes are piles of stones and Tibetan prayer flags —<br />

markers semiorically important to all travellers as they indicate<br />

the way over a mountain to those approaching it from either<br />

side. From these vantage points one can often determine the<br />

conrinuation of the trail and the direcrion of the next village<br />

by discerning a distant mani wall on the valley floor.<br />

Buddhist markers help channel human movement patterns<br />

throughout Ladakh. As with all sacred Buddhist structures, it is<br />

proper to pass with the structure on one's right. This convention<br />

is fundamental to the flow of human movement — whether on<br />

foot on a remote trail or in a vehicle on a narrow street in town


— and is adhered to even v^^hen it necessitates crossing the path<br />

of oncoming travellers to do so. Visitors who become sensitized<br />

to reading the structures as navigational devices, and alter their<br />

movement to participate in local custom, become more fully<br />

engaged in the place. This decoding ofthe local visual language<br />

affords the opportunity to participate in the geo-cultural and<br />

spiritual choreography of navigation indigenous to the region.<br />

A major aspect of the visual language of the Buddhist<br />

structures is contained within the mani walls, many of<br />

whose stones are incised with the mantra "Om mani padme<br />

hum." It Is always Inscribed in Ladakhi or Tibetan characters.<br />

This typographic signature Is integral to the region and the<br />

language of inscription cannot be separated from it. While<br />

interpretations of the phrase vary according to source, the<br />

literal translation is "Behold! The jewel in the lotus." Buddhist<br />

practitioners agree that this translation is insufficient to<br />

represent the depth ofthe mantra's meaning. However, the<br />

Border Roads Organization (BRO) refers to the mantra and<br />

references its linguistic significance in the region on a gateway<br />

sign situated on a road leading into the central town of Leh.<br />

The sign reads in English, "'Ladakh'the Jewel in the Crown of<br />

lndla"accompanled by BRO identification (Figure 2).<br />

ilfnr<br />

'UBAKH'-ntE JEWEL<br />

IN<br />

Figure 2<br />

The state of Jammu and Kashmir is nicknamed "The Crown<br />

of India," ostensibly due to its position as the northern-most<br />

state in the country. The reference to an entire region as the<br />

jewel of that crown calls to mind both a precious item worth<br />

preserving, and a subordinate in need of a structural support<br />

mechanism, such as the metaphorical bearer ofthe crown, the<br />

government of India. Through the turn of phrase on the sign<br />

the federal agency establishes the subject position assigned to<br />

Ladakh within the discourse of current development strategies<br />

that include the construction of a new major road for both<br />

commerce and armament transport for the intense military<br />

build-up in this politically charged region. That the marker<br />

is inscribed In English only signals its role as an agent ofthe<br />

"proper" as defined in de Certeau's bilateral model of power<br />

relations (1989: xix). The organization calls itself "The Mountain<br />

Tamers" and dynamites the mountainside to conform the land<br />

to transportation grade. The mission ofthe BRO, as stated on<br />

their web site is, "To support the armed forces meet (sic) their<br />

strategic needs by committed, dedicated and cost effective<br />

development and sustenance ofthe infra structure" (bro.nlc.org).<br />

By identifying the agents of production as organizations, actual<br />

people on either side ofthe action are exempt from negotiation<br />

as if hegemonic models move into place on their own accord.<br />

However, in an effort to connect with drivers on a colloquial level,<br />

the BRO has incorporated a quasl-transgressive element on the<br />

major road. Posted periodically along the edge are signs painted<br />

in the familiar bright cautionary yellow and inscribed in English<br />

and occasionally Devanagarl with playfully sexual statements<br />

meantto Inspire safe driving.The phrases such as "Darling I want<br />

you but not so fast" are decidedly aimed at a predominantly<br />

male driving audience. This tactical posturing on the part ofthe<br />

BRO has made its signs popular In the "btogosphere" inhabited<br />

by people who have travelled through India. However, it is not<br />

truly of a tactical nature because ofthe blatant exclusion ofthe<br />

group most affected by the development in the region. This<br />

exclusion happens on two levels, through the choice of written<br />

language(s), and use of culturally insensitive verbiage. One<br />

might argue that If the words cannot be read, they must not be<br />

terribly harmful. However, as objects contributing to the current<br />

discourse, the BRO signs serve to index those who are and are<br />

not intended to take part In the future whose components will<br />

be delivered to Ladakh along this very road.<br />

In his analysis of de Certeau's work, Jeremy Ahearne posits that<br />

in contemporary power relations, the lines of demarcation<br />

between strategies and tactics are not as straightforward as<br />

originally described. He says, "The more strategic resources<br />

which an agency has at its disposal, the more it can afford to<br />

'waste' on tactics designed to confuse, mislead or seduce Its<br />

targets" (1995:162).


Other examples of signs deploying deceptively tactical<br />

maneuvers are the Eco-tounsm Maps situated at the<br />

entrances of select villages (Figure 3). These maps are visual<br />

manifestations of a joint initiative by a US-based NGO and<br />

local organizations to provide both income opportunities for<br />

village families and room-and-board for the ever-increasing<br />

number of trekkers to the remote areas ofthe region for v*/hom<br />

there was no tounsm infrastructure.<br />

Figure 3<br />

According to Scollon and Scollon, there are two distinct ways<br />

that a sign can make meaning: indexicality, i.e., its geophysical<br />

placement; and symbolization, i.e., its representation of<br />

something absent or metaphoncal (2003:133).The Eco-tounsm<br />

maps paradoxically take on both qualities as described above.<br />

They index the opportunity for the generation of income<br />

within the village by featuring the availability of home-stays<br />

with local residents.The maps also symbolize the value systems<br />

embedded in a Western-style design solurion applied to a<br />

regionally specific problem.They conceal — through the use of<br />

representarional devices that, by signalling the presence ofthe<br />

"other", appear to speak for the people upon whom the maps<br />

have been imposed — the power relations ofthe organizations<br />

behind their production. The hand-drawn map, typography<br />

and exaggerated scale appear tacrical in nature — a map by<br />

the local people for the local people to advertise their services<br />

to an internarional audience of trekkers — in English. But<br />

invesrigatlon reveals the objects of preference on the maps:<br />

the prioriries ofthe Rolex-funded Snow Leopard Conservancy<br />

(SLC), the US-based NGO involved in the Iniriative. The map<br />

is not only irrelevant to the people of the village, but of very<br />

little value to the trekker who, upon encountering It after full<br />

emersion In the indigenous architectonic sign system discussed<br />

above, can only feel a sudden barrier put between him or her<br />

and the experience ofthe region. The map apparently meant<br />

to signify the blurring of the tourist/villager divide, in reality<br />

only accentuates It. What appears to have been conceived with<br />

good will as an opportunity for a designed artefact to meet<br />

the needs of conflicring parties — the SLC, villagers losing<br />

livestock due to snow leopards and trekkers seeking ever more<br />

remote sites — the map at best helps generate some income<br />

for families. At worst it is nothing more than an agent of the<br />

dominant economic model by which Ladakhis are becoming<br />

"consumers", compelling them not only to abandon traditional<br />

and sustainable ways of life as they become obsolete, but to<br />

preserve enough tradition in tact to sell it back to Western<br />

trekkers for their own "authentic experiences."<br />

The intersecrions between two marker systems are sites<br />

where shifting hegemony In the region Is made visible (Figure<br />

4). The markers lay claim to the terrain as representatives of<br />

the larger interests, the "propers" of which they are agents.<br />

Thus far the only role for visual communicarion design in the<br />

region of Ladakh is in service of outside interests, presented in<br />

the name of defining, then addressing needs of local people.<br />

The modes by which Ladakhis themselves, as new consumers,<br />

will urilize design remains to be seen. However, the strategic<br />

exclusion of an enrire population from current discourse<br />

through visual representarional practices is a design problem.<br />

The quesrion remains whether or not it can be addressed<br />

from within the consumer group in a strategic way rather than<br />

with only reacrionary tactics. In Thinking Design, Singanapalli<br />

Balaram calls for a rethinking of the tradirional designer/client<br />

relarionship by imploring designers to pay attention and learn<br />

"by a sincere study of people's own solutions" (1998: 79) when<br />

considering contemporary design problems In India.<br />

Figure 4 (photos: Helen Cannon-Brookes)


The relative newness ofthis region's exposure to the outside<br />

world renders it vulnerable to the negative effects of an<br />

image-based visual culture. Within one generation of having<br />

been open to tourists, there has been significant decline<br />

In the cultural and ecological bases upon which the people<br />

had prospered for centuries. However, this process of cultural<br />

transformation also affords designers the opportunity to<br />

examine the place of design in society and to propose ways<br />

for it to be deployed in meaningful ways — to be integrated<br />

with rather than to undermine the value systems ofthe people<br />

of the region.<br />

References<br />

AHEARNE, J., 1995. Michel de Certeau: Interpretation and Its<br />

Other, Stanford: Stanford University Press<br />

BALARAM, S., 1998. Thinking Design, Delhi: National Institute<br />

of Design<br />

DE CERTEAU, M., 1984. The Practice of Everyday Life, Berkeley:<br />

University of California Press<br />

DE JESUS, S. C, 1994. 'Environmental Communication: Design<br />

Planning for Wayfinding, Design Issues, vol. 10, no. 3, autumn,<br />

pp. 32-51<br />

MACCANNELL, D., 1999. The Tourist: A New Theory of the<br />

Leisure Class, Berkely: University of California Press<br />

NORBERG-HODGE, H., 1991. Ancient Futures: Learning From<br />

Ladakh, New Delhi: Oxford University Press<br />

SCOLLON, R. and SCOLLON, S.W., 2003, Discourses in Place:<br />

Language in the Material World, London: Routledge


H O W TD A D D C U L T U R A L A T T R I B U T E S TO T H E D E S I G N P R O C E S S UF A D I G I T A L<br />

V I D E D L I B R A R Y ' S U S E R I N T E R F A C E S<br />

Metin Çavuş<br />

Yıldız Teknik University, Faculty of Art and Design, istanbul, Turkey<br />

metcavus@yahoo.com<br />

Oğuzhan Özcan<br />

YiidizTeknik University, Faculty of Art and Design, Istanbul, Turkey<br />

oguzhan@ozcan.info<br />

Abstract<br />

In this study we try to research how cultural attributes can be<br />

added to the design process of a Digital Video Library (DVL).<br />

Firstly, we present a fundamental design scheme of a DVL and<br />

introduce determining DVL projects. Then, we discuss in details<br />

different models of implementing cultural values to user interface<br />

design and feature a new cultural model, which is a syntheses of<br />

different cultural methods. After that, we present the contribution<br />

of three different levels ofthe cultural model to DVL components.<br />

Thus, we clearly display on which part ofdesign process of video<br />

summarization interfaces cultural attributes can be decisive.<br />

Finally, we propose a process model for video summarization<br />

interfaces and add a short guideline for designers and developers.<br />

In this study we present a theoretical approach which needs<br />

implementation, usability testing and validation.This approach is<br />

not cultural-centered design, but a culturally sensitive proposal,<br />

where functionality of the system is as much important as the<br />

cultural contribution.The main idea of theoretical approach is that<br />

cultural influence should not only be seen in the appearance of<br />

the user interfaces, but it should be decisive in other stages ofthe<br />

design, i.e. metaphorical approach, navigation flow, interaction<br />

preferences, video summarization techniques, etc.<br />

1. Introduction<br />

Digital Video Libraries (DVL) has been a noticeable research<br />

area with the increasing popularity of video medium in last<br />

few years. Most of the studies on DVLs are focused on the<br />

functionality success of the system, and user interface design<br />

and usability issues are less discussed subjects (Lee and<br />

Smeaton 2002). Although different methods are presented in<br />

the studies about the interface design of a DVL, none of them<br />

is exploring the influence of'culture'. The main goal of this<br />

article is to answer the question,'how we can add the cultural<br />

attributes into the interface design process of a DVL?'.<br />

Since we are emphasizing the cultural characteristic of the<br />

user, we are focused on a user-centered design of a DVL. In this<br />

context, for clarifying the main objectives ofthis study, we try<br />

to answer two sub-questions listed below:<br />

• In which phases should cultural attributes be added into<br />

the design process of a DVL?<br />

• To which extend should cultural attributes be added into<br />

the design process of a DVL?<br />

Because the approach presented in this article is merging<br />

different disciplines, it is a multidisciplinary research. Cultural<br />

attributes are derived from different disciplines, i.e. intercultural<br />

communication and sem/of/cs, and user interface design is an area<br />

from human compufer/nteracf/onfield.Therefore, we should study<br />

all aspects of our research and look at possibilities for merging<br />

different areas onto the same platform. In this case, user interface<br />

design is primary element ofthe research and cultural attributes<br />

are secondary elements which should be added into it.<br />

In this article, we firstly try to propose a fundamental design<br />

schema for a DVL. Then we introduce the main DVLs which<br />

have undergone a deep research on user interface design, and


we focus, on part of a DVL, user interfaces for browsing video<br />

content, which we caW video summarization interfaces. After that,<br />

we present specific cultural attributes from different studies and<br />

try to Identify a cultural model which can be comprehensive<br />

for a culturally sensitive design. Finally, we discuss the main<br />

objectives of our research, and present a process model for<br />

culturally sensitive design of video summarization interfaces.<br />

2. Fundamentai Design Schema for a DVL<br />

DVLs are virtual places where videos with various content and<br />

duration are stored. Information seeking stages in DVLs are similar<br />

to different systems targeted for information presentation (Lee<br />

and Smeaton 2002). However, a detailed analysis ofthe life-cycle<br />

model of a DVL can state expressly some design differences. We<br />

should also emphasize that these differences occur in the same<br />

way for video summarization interfaces.<br />

The reason for creating a DVL differently from information<br />

seeking systems is the unique nature ofthe video medium. Video<br />

is a versatile medium, including both audio and visual elements.<br />

In addition, because of its linear, single access point nature,<br />

video is different from text and because of its visual character<br />

It is differentfrom sound. This richness ofthe video brings up<br />

necessity for a different presentation method. Below we present<br />

the main design levels of a fundamental DVL (Geisler 2004):<br />

1. Gather: This is the opening page of the DVL In this<br />

introduction to the DVL, user should get an onentation to<br />

what is available, and understand how to search a video.<br />

2. Sift: In this stage user has started to search a video. He or<br />

she analyzes the search results, refines and narrows the results<br />

and selects a video.<br />

3. Evaluate: User evaluates selected video, compares with<br />

similar videos and easily returns to sift or re-gather.<br />

4. Use: User uses video and easily returns to sift or re-gather.<br />

In general, for each of four levels of a DVL, different graphical<br />

user Interfaces are designed. We should remember that user<br />

interfaces are not designed In a linear structure like in a book,<br />

but they contain a non-linear character and bring opportunity<br />

for multi-optional interaction.Therefore, design levels presented<br />

above are created from different user interfaces with open<br />

access and different paths can be selected during navigation.<br />

However, when we take Into consideration highly structured<br />

data in a DVL, and basic objectives of this kind of systems, we<br />

should follow more prescribed routes dunng navigation. This<br />

necessity for limited, clear organized options of navigation Is<br />

similarly valid for video summarization interfaces.<br />

3. Basic Studies for Video Summarization Interfaces<br />

We browse video content during sift and evaluate stages, and<br />

video summarization interfaces are prepared for visualizing<br />

the summaries of search results. Presenting the summaries<br />

of videos shortens the viewing time and increases efficiency<br />

of the system. For designing successful video summarization<br />

interfaces both temporal and spatial presentation should be<br />

taken into consideration. There are different techniques for<br />

video browsing in DVLs, and each of them directly influences<br />

the design of video summarization interfaces.<br />

Three determining researches about video summanzation<br />

Interfaces in DVLs are located in Western universities, two In<br />

the USA and one in Ireland. Although video summarization<br />

interfaces of these DVLs had not been designed considering<br />

culturaisensitivity,theyarepresentingdeliberatelyquitesimilar<br />

way of design, and therefore similar cultural charactenstic:<br />

1. Fischlar DVL: The most comprehensive research on video<br />

summarization interfaces in DVLs (Lee ve Smeaton 2002).<br />

Because the research is focused on ontological characteristic of<br />

video, the design of Fischlar DVL's interfaces is not user-based,<br />

but much more dependent to the genre of the videos, in this<br />

study, different video summarization interfaces are presented<br />

according to temporal, spatial and layeredness feature of the<br />

video, and usability tests are conducted. Fischlar DVL presents<br />

various video summarization interfaces and each of them can be<br />

analyzed according to specific charactenstics of user interface<br />

components, i.e. complex or simple mental models, restricted or<br />

multi-optional navigation, limited or customizable interaction.<br />

2. Open DVL: In last studies on Open DVL, the influence of<br />

the user on interface design has been understood and user<br />

interfaceofOpenOl/i. has been re-designed (Geisler2004). Open<br />

DVL interface is presenting one summarization technique at<br />

once and navigation and interaction are not as complicated as<br />

in Fischlar DVL, where two or more summanzation techniques<br />

are used simultaneously.


3. Informedia DVL: This project is focused on news videos, and<br />

search, browse, search results and selected videos are presented<br />

in one interface page (Christel and Conescu 2006). Although<br />

there are some functionality-based advantages of presenting<br />

all these aspects of a DVL in one interface space, there is an<br />

obvious disadvantage of using Ümited keyframe based browsing<br />

techniques. Research agenda of Informed la DVL is mostly focused<br />

on functionality success and less research has undergone for<br />

designing usable video summarization Interfaces.<br />

Considering video summarization Interfaces of those three DVLs,<br />

we can denote video browsing techniques of Fischlar DVL as<br />

the most sophisticated, and video summarization interface<br />

solutions as the most complicated. However user interfaces of<br />

Open DVL are better designed and much more cosmetic work<br />

has been applied. Another result ofthis analysis is that, when<br />

we try to design culturally sensitive designs we should take into<br />

consideration summarization techniquesand visual appearance<br />

together. But first we should decide on the cultural attributes<br />

which can influence an user interface design process.<br />

4. Cultural Influence in DVL Interface Design<br />

This paper is grounded in a belief that culture is a discernible<br />

variable in interface design practices. IVIuch ofthe literature<br />

on cultural interface design has presented research on<br />

internationalization - localization perspective. Conceptual<br />

approach is mostly focused on user interface design of<br />

websites, and authors have not encountered with any research<br />

on culturally sensitive design of DVLs. Caidi and Komlodi (2003)<br />

organized a workshop at Joint Conference on Digital Libraries<br />

2003 aboutthe cross-cultural usability in digital libraries (DLs),<br />

and the main outcome ofthe workshop was the strong need<br />

for research on cross-cultural issues in DLs.<br />

One ofthe issues discussed during the workshop was aboutthe<br />

defining of interface design dimensions. Most of the studies<br />

investigating cultural influence in user interface design are<br />

focused on concrete dimensions, i.e. color, spatial orientation<br />

of presented information or language related issues (Barber<br />

and Badre 1998, Sears et al. 2000, Aykin and Milewski 2005).<br />

However, there are many aspects that need to be addressed.<br />

Several studies are borrowing intercultural communication<br />

theories to reflect more abstract conceptualizations of culture<br />

(Singh 2003, Smith et al. 2004, Marcus 2005).<br />

A key issue that has emerged from trying to add cultural<br />

attributes into the life-cycle of interface design process is<br />

the need to define a specific method for system developers<br />

and designers. We presented five proposals for contribution<br />

of culture Into the interface design (Table 1), which are<br />

comprehensive enough to display the current situation.<br />

Methods Attributes Areas Authors<br />

Pragmatic guideline for<br />

information display (GLOCL)<br />

Matrix mapping cultural attributes<br />

to user interface components<br />

Cultural (semiotic) attractors<br />

and Cultural fingerprint fingerprint<br />

Three level framework of<br />

cultural analyses<br />

Graphics and icons. Language: rendering and translating. Data object<br />

formatting. Color, Layout<br />

Cultural attributes, individualism vs. collectivism, uncertainty avoidance, power<br />

distance, masculinity vs. femininity<br />

Cultural Attractors, Color, color combinations, banner adverts, trust signs, use of<br />

metaphor, language cues, navigation controls.<br />

Cultural fingerprint, individualism vs. collectivism, uncertainty avoidance, power<br />

distance, masculinity vs. femininity.<br />

Perceptual level, spatial orientation, web page layout, text length, navigation<br />

modes, translation equivalence, dialects, color categories<br />

Behavioral level, individualism vs. collectivism, uncertainty avoidance, power<br />

distance, masculinity vs, femininity, polychronic vs. monochronic time<br />

Symbolic level, country specific symbols, icons, color symbolism<br />

Cultural markers HTML specific. Icons/metaphors, colors, specific color, grouping, flag, language,<br />

geography, orientation, sound, font, links, regional, shapes, architecture<br />

Table 1. Cultural models for interface design<br />

Interface<br />

design<br />

Interface<br />

design<br />

Aykin and<br />

Milewski (2005)<br />

Marcus (2005)<br />

Websites Smith et al.<br />

(2004)<br />

Websites Singh (2003)<br />

Websites Barber and<br />

Badre (1998)


One ofthe resent studies is the proposal of Aykin and Milewski<br />

(2005), who described some of the cultural values as abstract,<br />

and emphasized the need for conceptualization of culture.<br />

However in their study they presented some more pragmatic<br />

and concrete cultural values, and a guideline for information<br />

display. The proposal of Aykin and Milewski is highly effective<br />

for pragmatic solutions.<br />

Another proposal is the theory of Marcus (2005), who<br />

presented a matrix mapping cultural attributes to user<br />

interface components and tried to match fairly abstract<br />

cultural values, which he had borrowed from Geert Hofstede's<br />

(1980) v/ell-known theory, with relatively definite design<br />

components. The disadvantage ofthis model is that it needs<br />

rigorous testing and much further validation.<br />

On the other side. Smith et al. (2004) conducted a number of<br />

usability test and proposed a process model for developing<br />

usable cross-cultural web-sites. To set a successful cultural<br />

sensitive design they benefit from different methods, i.e. using<br />

cultural (semiotic) attractors, investigating cultural fingerprint<br />

based on Hofstede's theory and observing local users.<br />

Another theoretical approach is the study of Singh (2003),<br />

who proposed three level framework for analyses: perceptual,<br />

behavioral and symbolic dimensions. At perceptual level,<br />

basic implicit assumptions ofthe society which are reflected<br />

In the web content are studied, and emphasis is on color and<br />

language use. At behavioral level the beliefs and values of<br />

the society are subjected and emphasis is on cultural values.<br />

At symbolic level the web content in terms of signs and<br />

symbols of the society is examined and emphasis is on emic<br />

understanding of these signs and symbols.<br />

The eadiest research is the proposal of Barber and Badre<br />

(1998), who identified cultural markers, which are design<br />

elements embedded In International web sites and should<br />

be more prevalent in one cultural group and less prevalent or<br />

absent in other groups. Then they presented specific cultural<br />

markers which can be cultural and/or genre specific and can<br />

then be used to implement usability guidelines.<br />

Although none of the presented methods are directly<br />

conceptualized for DVLs, we can select one of more<br />

comprehensive ones or we can synthesize two or three of<br />

them and present a new cultural approach. The methods of<br />

Smith et al. (2004) and Singh (2003) are highly comprehensive<br />

and two methods are overlapping in quite a few aspects, but<br />

they are not detailed enough. However, Marcus proposed<br />

highly reasonable approach of matching cultural values with<br />

user interface component, but his theory Is not including<br />

symbolic level of culture. In conclusion, we should benefit<br />

from different theories and try to take the positive parts of<br />

them and left the negative ones behind. From all presented<br />

cultural models, three different levels appear:<br />

7. Pragmatic level, which Is about more concrete Issues<br />

like color preferences, web page layout, text length, use of<br />

language, navigation modes, etc.<br />

2. Symbolic Level, which Is about use of metaphors, icons,<br />

color symbolism, etc.<br />

3. Behavioral Level, which Is much more about abstract<br />

cultural values ofthe society.<br />

This model is quite similar to the model of Singh (2003), but<br />

in pragmatic level the guidelines of Aykin and Milewski (2005)<br />

and in behavioral level the matrix of Marcus (2005) are much<br />

more essential.<br />

After we decided on the cultural model of a user interface,<br />

we can discuss the influence of cultural values to the DVL<br />

components (Fig.1). It is clear that cultural values are not only<br />

influencing user interface components of a DVL but also the<br />

architecture and functionality ofthe system.<br />

Cultural Values DVL Components<br />

Iiifornialion display technique<br />

Mftaphorfml HpproActi, we of Jcim<br />

Video Summarization methods<br />

Vidirow/Icil. sua la<br />

User JnterFace design<br />

Figure 1. The influence of cultural values to DVL components


People from different cultural backgrounds believe in<br />

different symbols and metaphorical meanings. Therefore, a<br />

system v»/hich can easily translate believes and values should<br />

be much more usable. At the beginning of creating a DVL,<br />

system engineers and designers are focused on metaphorical<br />

approach of the system. This is the conceptual part of the<br />

project which effects thewhole life-cycle ofthe design.<br />

Three DVLs, which we introduced above, are using a similar<br />

'desktop' metaphor. However, in their case study about user<br />

interfaces Shen et al, (2006) presented a new metaphorical<br />

approach for a Chinese target group and usability tests of<br />

this research showed positive outcomes. In this study a<br />

culture-centered design, which is featuring a 'Chinese garden'<br />

metaphor as an alternative of global 'office' or 'desktop'<br />

metaphor is proposed. Therefore, cultural influence on DVLs<br />

can start just at the beginning of creating the system and<br />

it can alternate the system totally. However we should not<br />

forget highly structured content of DVLs and that usability<br />

of the system firstly depends on quick and easy navigation<br />

through this content.<br />

Information display can also be influenced by behavioral level<br />

of cultural values. Navlgarion flow and interacrion preferences<br />

which are closely related to summarization techniques can be<br />

modified according to cultural preferences. Different cultures<br />

can perceive video films in different ways and prefer different<br />

summarizarion techniques. The advantage of behavioral level<br />

is that its cultural values are much more abstract and can<br />

match different user interface component. We can also set the<br />

level of interference by implemenring some small differences<br />

in the system.<br />

User interface design is influenced by all of the cultural levels.<br />

Both concrete and abstract cultural values can be mirrored in<br />

video summarization interfaces. One of the problems Is to decide<br />

to which extend these values should be added to the design<br />

process. We believe that the level of cultural influence to the<br />

design process of video summarization interfaces should be set<br />

very carefully and the characteristic of DVLs should be in the<br />

position of priority. DVLs are storing highly structured data and<br />

thesuccess of the system depends on organizing and categorizing<br />

collections properly.Therefore, culturally sensitive design should<br />

also take into consideration functionality ofthe system.<br />

We should always implement cultural values of pragmatic level<br />

into the user interface of a DVL. They can be found In various<br />

design guidelines and can be set easily. Behavioral level \5 very<br />

important especially when we decide on a summarizarion<br />

technique or comblnarion of techniques. It is also highly<br />

significant for navlgarion flow and interaction preferences,<br />

which are much more important for systems with organized<br />

content. However cultural values of symbolic level are risky for<br />

the system with structured data and complicated navlgarion<br />

flow. If new metaphorical approach is implemented, it should<br />

not break functionality of the system. Moreover, display of<br />

video summaries is leading to visually complicated interfaces,<br />

and new icons and symbols can slow down the system.<br />

In conclusion, we should emphasis behavioral level as the most<br />

significantforcultural influence and try to identify cultural values<br />

of this level for targeted cultural group. We can also figure out<br />

some symbolic values for targeted culture and not forget that<br />

they can bring about some radical change in the system.<br />

5. A Process Model for CulturaWy Sensitive Design of Video<br />

Summarization Interfaces<br />

A. Describe a pHrtkularcullural<br />

group f7eogt'^'f'kJtf.fîns''Pt!c. eihflk.<br />

B. S|)cciry cullural values<br />

S}Tıt&ff!icvn/3iF$.fJTJtsrmfîc »afata, euSııır^l<br />

C.I Use CuUural Attrİlıale." 1. Specify Viilto StımnıarİTalion<br />

Mclhuils<br />

C.1 Use Cullurxl Altriliules ami<br />

Syniljolie Values<br />

2. Specify Informatiuii Display<br />

Tccllllique Maphm, Mrnlnl<br />

Mtntili, Xai'i^aliui,, Iiflt-rnaioii.<br />

C.3 Use CuKura! Ailriliules,<br />

,<br />

i. Design Viileij Sumniari/aliori<br />

SymbDlli; Vnlues anil Prasmnlie<br />

Values<br />

liilcrfjicea<br />

4. Eialuale Viileo<br />

Sumniari/jiliiiii liilcrfaccs<br />

Figure 2. Process Model for Developing Video Summarizarion<br />

Interfaces<br />

In our process model we present a culturally sensitive design<br />

of video summarization interfaces, where functionality of


the system is as much important as the cultural contribution.<br />

The most important feature of the model is that cultural<br />

contribution not only effects the appearance ofthe Interfaces,<br />

but also it is seen on the each level of the design project.<br />

This Is an iterative design scheme, where design process is<br />

repeated again and again after usability evaluation. This life-<br />

cycle is similar for cultural attributes, where the contribution<br />

of cultural values is re-arranged each time. This fine tuning is<br />

necessary for the success of the system.<br />

6. A Small GuideHne for Designers and Developers<br />

We believe that 'culture' is an important aspect for design<br />

process of video summarization interfaces and culturally<br />

sensitive designs will increase the usability ofthe systems. This<br />

guideline is based on personal experiences ofthe authors and<br />

can be helpful for designers and developers.<br />

For usable design of video summarization interfaces:<br />

1. identify your particular cultural group: Clarify<br />

geographical, linguistic, ethnic, religion boundaries of your<br />

cultural group.<br />

2. Study the cultural characteristics of your group: conduct<br />

usability tests, websites audit, observe users, use guidelines,<br />

study the knowledge from different disciplines.<br />

3. Focus on cultural values from intercultural<br />

communication theories more than the symbolic<br />

preferences of your targeted culture: you can know the<br />

symbolic preferences of your cultural group, but cultural<br />

values will tell you to which extend you should add these<br />

symbols and metaphors Into the design.<br />

4. Study video summarization techniques: conduct<br />

usability tests for different summarization techniques and<br />

combinations.<br />

5. Set the level for contribution of cultural values: Don't<br />

forget that functionality ofthe system is as much important as<br />

the cultural contnbution.<br />

6. Add cultural attributes on the each level of the design<br />

project.<br />

7. Use an iterative life-cycle: Re-design the system after<br />

usability problems appear.<br />

Conclusion<br />

The theoretical approach which we presented In this study<br />

is not based on cultural-centered design, but is a culturally<br />

sensitive proposal, where functionality of the system is as<br />

much important as the cultural contribution. In other way,<br />

culture is not the main determining factor of the design, but<br />

much more a supplementary component. This is a specific<br />

situation for user interfaces of the systems like digital video<br />

libraries, where highly structured data are stored. Therefore,<br />

this approach should be considered just for the similar<br />

applications.<br />

Another important output of this study Is that cultural<br />

influence should not only be seen in the appearance ofthe<br />

user interfaces, but it should be decisive in other stages ofthe<br />

design, i.e.metaphorical approach, navigation f!ow,interaction<br />

preferences, video summarization techniques, etc. We believe<br />

that this foresight should be taken into consideration for all<br />

kind of GUI applications, which are aiming to add the culture<br />

into their design process.<br />

Finally, we should emphasize that this approach is based on<br />

personalexperiencesoftheauthorsandneedsimplementation,<br />

usability testing and validation.


References<br />

AYKiN, N. and MILEWSKI, A.E., 2005. Practical Issues and<br />

Guidelines for International Information Display. In: N.<br />

AYKIN, ed. Usability and Internationalization of Information<br />

Technology. NJ: Lawrence Eribaum Associates, 21-50.<br />

BARBER, W. and BADRE, A., 1998. Culturability: the merging<br />

of culture and usability. In: Proceedings ofthe fourth Human<br />

Factors and the Web Conference.<br />

CAIDI, N. and KOMLODI, A., 2003. Digital Libraries Across<br />

Cultures: Design and Usability Issues. In: 'Cross-Cultural<br />

Usability for Digital Libraries workshop' at JCDL '03.<br />

CHRISTEL, M. and CONESCU, R.M., 2006. Mining Novice<br />

User Activity with TRECVID Interactive Retrieval Tasks. In:<br />

International Conference on Image and Video Retrieval (CIVR<br />

2006).Tempe, AZ.<br />

GEISLER, G., 2004. The Open Video Project: Redesigning<br />

a Digital Video Digital Library. In: American Society for<br />

Information Science and Technology Information Architecture<br />

Summit. Austin, TX.<br />

HOFSTEDE, G., 1997. Cultures and Organizations: Software of<br />

the Mind. New York: McGraw-Hill.<br />

LEE, H. and SMEATON, A.F., 2002. Designing the User Interface<br />

for Fischlar Digital Video Library. Journal of Digital Information,<br />

2(4).<br />

MARCUS, A., 2005. User Interface Design and Culture. In: N.<br />

AYKIN, ed. Usability and Internationalization of Information<br />

Technology. NJ: Lawrence Eribaum Associates, 51-78.<br />

SEARS, A., JACKO, J. A. and DUBACH, M. E. 2000. International<br />

Aspects of World Wide Web Usability and the Role of High-End<br />

Graphical Enhancements. International Journal Of Human-<br />

Computer Interaction, 12(2), 241-261.<br />

SHEN, S.T., WOOLLEY M. and PRIOR, S., 2006. Towards culture-<br />

centred design. Interacting with Computers, 18,820-852.<br />

SINGH, N., 2003. Analyzing Cultural Sensitivity of Websites.<br />

Journal of Practical Global Business, 1(1), 32-53.<br />

SMITH, A., DUNCKLEY, L., FRENCH,T., MINOCHA, S. and CHANG<br />

Y. 2004. A process model for developing usable cross-cultural<br />

websites. Interacting with Computers, 16 (1), 63-91.


L E A N D E S I G N D I S G D U R S E : S E A R C H I N G FQ R S T R U C T U R E A N D E L I M I N A T I N G<br />

W A S T E IN D E S I G N<br />

Şule Taşlı Pektaş<br />

Bilkent University, Faculty of Art, Design and Architecture,<br />

Ankara, Turkey<br />

tasli@bllkent.edu.tr<br />

Abstract<br />

Lean design discourse represents a systematic approach to<br />

design management which conceptualizes design as a flow of<br />

work delivering value to the end user.This pa per conceptualizes<br />

design process as a complex and iterated flow of design tasks<br />

and related information. Reviewing the basics of lean design<br />

theory, tlie paper focuses on "structure" of design processes<br />

and "waste" in design. Considering the peculiarities of building<br />

design, the challenges of lean design in pracrice are addressed<br />

and suggesrions are made for future research.<br />

Introduction<br />

Approaches to design may be basically considered in relarion<br />

to two opposing ends. In the one end, design is viewed purely<br />

as an intuitive task and the designer is portrayed as an "arrist",<br />

a gifted person who produces designs somehow mystically. In<br />

the other end, design is viewed as a totally explicable acrivity.<br />

The proponents of this idea attempt to understand design<br />

through scientific methods and mathematical techniques.<br />

Both of these perspectives have their own theoretical<br />

backgrounds and of course, many interesting methodologies<br />

may be positioned in between.<br />

This papertakes a systemaric approach to design management<br />

and discusses the basics of lean design theory. First, three<br />

differentviewsofapproaching design; namely, transformation,<br />

value and flow views are presented. Then, the paper focuses<br />

on the flow view and explores the meaning of "structure" of<br />

design processes and "design waste" within the framework<br />

of lean design theory. Finally, the challenges of lean design<br />

in practice, as revealed by the author's previous research, are<br />

discussed and suggestions are made for future research.<br />

Lean Design Theory<br />

Leandeslgntheoryassumesthatthereisan underlying structure<br />

of design processes and waste in design may be minimized<br />

through analysis and optimlzarion. In fact,thistheory originated<br />

from application of lean production methods to design field.<br />

Lean production was first developed by a Toyota team, led<br />

by Ohno in the late 1980s. Unlike American mass production<br />

system based upon standardization and continuous move of<br />

the production line, Ohno prioritized customer requirements,<br />

instant delivery and maintaining no buffers or inventories<br />

during the production. The term "lean" was coined in 1991 by<br />

the research team working on international auto producrion<br />

to reflect both the waste reduction nature of the Toyota<br />

production system and to contrast it with craft and mass forms<br />

of producrion (Howell, 1999}.<br />

Lean philosophy has later expanded into many other fields.<br />

In 1993, the U.S Air Force and the Massachusetts Institute of<br />

Technology established a research organization named the<br />

Lean Aerospace Initiative (LAI). The initiative defines the term<br />

lean as"adding value by elimlnaring waste, being responsive to<br />

change, focusing on quality, and enhancing the effectiveness<br />

of the workforce" (LAI, 2007). The International Group for Lean<br />

Construcrion (IGLC) (1993)and Lean Construction Institute (LCI)<br />

(1997) were founded to extend lean design and producrion<br />

philosophy to the construcrion industry. Since 1990s, lean<br />

building design research in the construction industry has been<br />

proliferated through publicarions and annual conferences of<br />

these organizations.<br />

Koskela (Koskela et al., 1997; Koskela, 2000} pioneered in<br />

developing leanconstrucriontheory.Heconceptualizes building<br />

process as a production both at mental level (lean design) and


physical level (lean construction). Due to its scope, this paper<br />

focuses only on lean design; aspects ofthe theory related to<br />

site production are out of the scope. Koskela proposes three<br />

different perspectives of conceiving building design; namely,<br />

transformation, value and flov^ views (Koskela, 2000) (Figure 1).<br />

Transformation view focuses of conversion of inputs from<br />

one state to another (Figure la). The basic principle of<br />

transformation view is the detailed pre-planning ofthe design<br />

process through optimizing individual task execution. Top-<br />

down methods like Work Breakdown Structure are utilized<br />

within this view (Figure 1 b). Although transformation view has<br />

been dominant in project management, Koskela claims that it is<br />

incapable ofsolving the problems ofdesign management since<br />

it isolates individual tasks ignoring inter-task dependencies.<br />

According to lean design theory, transformation view results<br />

in concealed waste generated between continuing activities,<br />

rising costs due to buffers between the tasks, and overall sub-<br />

optimization of the process at the system level.<br />

Koskela (2000) recognizes that design processes are justified,<br />

only if the design product meets user needs. Thus, the<br />

definition of client requirements is central to value view (Figure<br />

1c). The lean design theory acknowledges that architectural<br />

community appreciates the importance of programming<br />

as an early phase defining client needs and requirements.<br />

However, the criticism of conventional practices lies in the<br />

lack of mechanisms for controlling the extent to which those<br />

requirements are realized in design process. Within design,<br />

the value view is promoted through requirements capture<br />

processes such as quality function deployment (Figure 1 d).<br />

Unlike dominant transformation view which conceptualizes<br />

design process as hierarchical composition of design tasks,<br />

flow view recognizes that design process is a complex and<br />

iterated flow of design tasks and related information (Figure<br />

1 e). Flow view proposes that reducing design cycle-time is a<br />

more appropriate objective for design management rather<br />

than optimizing sub-processes. From this point of view,<br />

the objective is ensuring the optimum sequence of design<br />

activities and minimizing waste. Flow view promotes the<br />

use of analytical techniques such as Design Structure Matrix<br />

(Figure If). The detailed discussion of the basic concepts of<br />

flow view is presented in the sections below.<br />

la<br />

COXCEPTlJ.\LIZ.mON<br />

DESIGN<br />

SUPPUER. r—n CUSTOMER<br />

'•^ DcsgııiSKcncrjüngorvaluc',<br />

1^ Dtsgni^ailnn,<br />

£X,1.MPLE OF RELATED MODELLXG TOOLS<br />

1 c • c<br />

lb<br />

\^'0'^: BisaKdO'.vn SlriKlure flVBSI<br />

Id Quality Funclion Deptoymenl (OFD)<br />

ABCDirCHI<br />

' f Design Siruciare Matrix (DSM)<br />

Figure 1. Transformation, value and flow views of design with<br />

related modelling tools (adapted from Koskela, 2000)<br />

Searching for "Structure" of Design Process<br />

The idea of understanding the structure of design processes<br />

dates back to design methods movement of the 1960s. The<br />

movement attempted to bring systematic methods for<br />

designers In order to cope with the increasing complexity of<br />

design processaftertheSecond World War. During this period,<br />

design was explained first time as a rational process composed<br />

of several sequential steps. However, the structure of design<br />

processes as depicted in early design methods models<br />

were rather rigid, abstract and thus, unable to represent the<br />

complexity ofthe actual process (Broadbent, 1988).<br />

On the other hand, lean design's search for structure of<br />

design processes has been an inquiry towards "structure of<br />

flows." The theory proposed the term "construction physics"<br />

to understand the nature of flows and their interactions in<br />

building design. Construction physics envisaged design<br />

process not as a sequence of discrete activities, but as a<br />

continuous flow of highly interrelated activities with great<br />

variation. Managing the combined effect of dependence and<br />

variation has been a central concept In lean design discourse.<br />

Howell (1999) illustrates the problem of dependence and<br />

variation in building design through drawing an analogy with<br />

heavy traffic on a freeway:


"If every car drove at exactly the sanne speed then spacing<br />

between cars could be very small and the capacity of the<br />

freeway would be limited by whatever speed was set. Each car<br />

would be dependent on the one ahead to release pavement<br />

and variation would be zero. In effect, there would be no<br />

inventory of unused pavement. In reality of course, each car<br />

does use the pavement released to it from the car ahead<br />

but speeds vary. Under the pressure to get to work or home,<br />

gaps between cars close and any variation in speed demands<br />

immediate response from following cars. As the gaps close,<br />

small variations in speed propagate along and across lanes.<br />

One small hesitation can lead to a huge standing wave as<br />

traffic slows to a crawl. Recovery is difficult because It Is<br />

impossible to get everyone to accelerate smoothly back up<br />

to the standard speed and Interval. High speed at any one<br />

moment does not assure minimum travel time In conditions of<br />

dependence and variation. The idea that you do not get home<br />

any faster by driving as fast and as close to the car ahead is<br />

counter intuitive (at least to teenagers). Certainly the system<br />

itself does not function as well when dependence is tighter<br />

and variation greater."<br />

Lean design theory acknowledges that the "physics" of<br />

processes are ignored in current practice which tends to focus<br />

on more human issues such as teamwork, communication and<br />

commercial contracts. In current practice for example, a delay<br />

is often attributed to one or more participants being morally<br />

deficient. However, the theory suggests that such delays may<br />

be due to the combined effects of dependence and vanatlon<br />

in a long penod. The term "Construction Physics" as depicted<br />

above has Its basis in queuing theory and inspired by Hopp and<br />

Spearman's (2001) "Factory Physics." However, construction<br />

physics tends to be more complex than factory physics since<br />

many issues that can be ignored or can be assumed to be<br />

constant in factory physics, have to be explicitly modelled<br />

regarding their tight dependence and great vanability in<br />

construction (Bertelsen et al., 2006).<br />

Process models are used to extract and represent the structure<br />

of design processes. Such models are based on the premise<br />

that although designs may be unique in different projects, the<br />

process of designing has an underlying structure which may<br />

not vary much across the projects. Different types of process<br />

models can be used to describe the aspects of the process<br />

that are relevant for the purpose and viewpoint ofthe process<br />

model. Since transformarion view is dominant in building<br />

design management, process models which are based on<br />

hierarchical decomposition such as Work Breakdown Structure<br />

and chart-based scheduling methods (milestone charts and<br />

Gantt charts) are still the most widely used tools. Lean design<br />

theory suggests the use of process modelling techniques<br />

which are able to represent the dependence and variability In<br />

the process. IDEFO, Data Flow Diagrams, and Design Structure<br />

Matrix are some examples of these'.<br />

Eliminating "Waste" in Design<br />

Waste is a difficult concept to appreciate and quantify In<br />

building design. Rounce (1998) identified several factors<br />

contributing to design waste and showed that they were<br />

mainly management problems. Since design management<br />

has been a neglected issue compared to management of site<br />

producrion in the construcrion industry (Pektaş and Pultar,<br />

2006), sources of design waste and means of decreasing<br />

it have been rarely discussed in the literature. Lean design<br />

theory defines waste as non-value adding activities in the<br />

process. Such actlviries cause loss in resources: rime, money<br />

and workforce. From flow point of view, the basic source of<br />

design waste is unexpected iterations. Design iteration can<br />

be defined as rework or refinement, returning to previously<br />

made decisions to account for changes (Browning, 1998).<br />

Iterarion occurs in all design projects due to the nature ofthe<br />

process. However, not all Iteration generates value. Iteration<br />

occurs in the process either due to an unexpected failure of a<br />

design to meet established criteria or an expected response<br />

to information which was generated after the previous<br />

iterarion was completed. The former is called unexpected<br />

iterarion and the latter is called expected iteration (Smith and<br />

Eppinger, 1993). Differenriarion between unexpected and<br />

expected iteration Is increasingly being recognized in design<br />

management. Browning's (1998) "Intenrional/unintenrional,"<br />

Clauslng's (qtd. in Browning 1998)"disciplined/dysfuncrional,"<br />

' Further information on process modelling in building design can be<br />

obtained from: Pektaş, Ş.T. (2003) Representing Information Fiow in<br />

Building Design Process Using the Parameter-based Design Structure<br />

Matrix. Ph.D. thesis, Bilkent University.


and Ballard's (2000) "positive/negative"categories of iteration<br />

address the same two types.<br />

Expected iteration usually results from downstream activities<br />

(particularly verification and validation activities) revealing<br />

aspects of upstream activities that must be reworked.<br />

Typically, some of the design decisions are made even though<br />

the information needed to complete them fully is not known.<br />

As this input information becomes available, the tasks are<br />

repeated and the product comes closer to meeting the design<br />

specification. Clearly, expected iteration is natural and value-<br />

laden. On the other hand, unexpected iteration results from<br />

failure to converge to design requirements. Such insufficiency<br />

in the design is more likely to occur when specifications and<br />

objectives are unstable or prone to change. Unexpected<br />

iterations also arise from new information arriving late in<br />

the process (caused by out of sequence activities, mistakes,<br />

miscommunication, etc.) (Smith and Eppinger, 1993).<br />

Although waste management is very important for conducting<br />

efficient processes, it is a difficult task. The first step towards<br />

reducing design waste lies in minimizing unexpected iterations.<br />

This necessitates ensuring that the right information is available<br />

atthe righttime inthe process.Therearea number of techniques<br />

for managing iterations such as the design structure matrix,<br />

team problem solving, cross functional teams, shared range of<br />

acceptable solutions, shared incomplete information, reduced<br />

batch sizes, team pull scheduling, concurrent design, deferred<br />

commitment, least commitment, set-based vs. point-based<br />

design, and over design (Ballard, 2000).<br />

Challenges of Lean Design in Practice<br />

Lean design theory generated wide interest among<br />

academicians and in the industry. In order to enable the<br />

implementation of lean design principles in practice, a design<br />

management tool called Last Planner was developed in 1990s<br />

(Koskela et al., 1997). Last Planner is a tool for measuring<br />

planning system performance. In this system, the person or<br />

group who conducts planning is called the "Last Planner."<br />

Planning performance of the Last Planner is measured in<br />

terms of the amount of percent plan complete (the number<br />

of planned activities completed divided by the total number<br />

of planned activities expressed as percentage). It is envisaged<br />

that analysis of items which did not conform to the plans,<br />

would help to identify the underlying causes of waste; thus,<br />

improvement could be made in future performance.<br />

The Last Planner system was later integrated with Design<br />

Structure Matrix (DSM) method and the resulting tool was called<br />

DePlan (Choo et al., 2004). Lean design methods and associated<br />

tools facilitated for reducing design cycle time, minimizing<br />

waste and maximizing value in many projects (Koskela et al.,<br />

1997; Koskela 2000; Choo et al., 2004 ). Since advantages of<br />

lean design have been weil documented in the literature, this<br />

paper focuses on the challenges. The author of this paper<br />

did research within the framework of lean design theory and<br />

implemented two case studies (Pektaş, 2003). The details of<br />

the case studies were published elsewhere (Pektaş and Pultar,<br />

2006).The following observations about the challenges of lean<br />

design in practice has been derived from the author's personal<br />

experiences and supported by the related literature. Most of<br />

the issues discussed below derive from the peculiarities ofthe<br />

construction industry and can be generalized to other design<br />

management applications as well.<br />

Koskela (2000) classifies the significant peculiarities of<br />

construction into three major categories: One-of-a-kind<br />

nature of building designs, site production, and temporary<br />

organizations. Unlike manufacturing industry which produces<br />

millions of products with the same design, construction<br />

industry ought to produce a unique design for each project<br />

as a response to different requirements of the clients and<br />

sites. One-of-a-kind nature of building design increases<br />

the level of uncertainty and renders process monitoring<br />

difficult. Construction production is typically conducted on<br />

the construction site which causes strict dependence on<br />

the resources of the construction site. This characteristic of<br />

construction also adds to uncertainty and complexity of<br />

construction compared to stationary production. Finally,<br />

a construction project organization is usually a temporary<br />

organization assembled for the purpose of the particular<br />

project. It consists of different design professionals who<br />

have not necessarily worked before. Temporary nature of<br />

organization also challenges effective design management.<br />

Koskela (2000) suggests elimination or mitigation of such<br />

peculiarities In order to get rid of their shortcomings. He


proposes that the most basic solutions to these problems are at<br />

thesystems level. In ordertoallevlate the problem of uncertainty,<br />

he recommends optimizing the sequence of design tasks<br />

using analytical techniques; prefabrication, modularization<br />

and preassembly to reduce the effect of high variability;<br />

and procurement strategies -such as the French sequential<br />

procedure, where there is always one company working on the<br />

site- to handle difficulties of temporary organization.<br />

The author of this paper agrees with Koskela (2000} about<br />

the definition of three peculiarities of construction which<br />

hinder effective design management. However, the author's<br />

field studies (Pektaş, 2003} revealed that the challenges ofthe<br />

construction industry in this respect are not confined to Koskela's<br />

framework. The following Issues should also be considered.<br />

Fragmentation of tlie Construction Industry<br />

The construction industry -unlike other large industries, such<br />

as the automotive, aerospace, and the electronics industries-<br />

is fragmented into numerous small organizations. Temporary<br />

nature of organization In construction projects is one reason<br />

for fragmentation. Another factor is the growing complexity<br />

of building processes, which promotes increased professional<br />

specialization. Specialization is also reinforced by educational<br />

practices and socio-economic trends that reward excellence<br />

in ever-narrovv'ing fields. It is observed that the larger<br />

organizations In other industries have higher profits that enable<br />

them to invest larger sums of money in design management.<br />

Furthermore, other industries have a few key organizations<br />

that can drive a technology to suit their requirements. As a<br />

result, while several related industries, such as automotive and<br />

shipbuilding manufacturing, have been relatively successful in<br />

integrating lean design into their operations, the construction<br />

Industry continues to fail In this development.<br />

Lack of a shared Understanding of Objectives, Values, and Processes<br />

Shared understanding is a mutual view among the design<br />

participants on relevant design topics and design activities.<br />

Withoutthis understanding, decisions will not be supported by<br />

all team members and later activities in the design process can<br />

be restricted by different views ofthe team members. Having<br />

a common understanding of information content of design<br />

entails shared process models. In the construction industry,<br />

there are no established standard models of design process.<br />

The situarion of building design process modelling is similar<br />

to that of building product modelling approximately a decade<br />

ago. There are several attempts from different sources, but the<br />

exisring models tend to be incompatible and fragmented. This<br />

fragmentarion has forced, for example, European Commission<br />

research bodies to propose integration projects. ICCI<br />

(Innovation, coordination, transfer and deployment through<br />

networked Cooperarion in the Construcrion Industry -IST-<br />

2001-33022) is a clustered project that aims to establish such<br />

a common platform for process modelling (Rezgui and Zarii,<br />

2001). However, It seems that the construcrion industry needs<br />

some more rime to fully agree on a standard model.<br />

Informal Communications, Invisible Decision f[/laking, and Lack<br />

of Documentation<br />

Lean design practices require enormous coordination to<br />

ensure that all parries are constantly aware of the ever-<br />

changing status of the project In an attempt to eliminate<br />

design errors. However, in current processes ofthe building<br />

design professionals, communications are often informal and<br />

not documented. The lack of documentarion is a difficulty for<br />

lean design researchers as well. In the lean design research<br />

from product and machinery design field, the researchers<br />

had benefited significantly from the documentation of<br />

the parriclparing design organizations. However, In similar<br />

studies from building design field, it was observed that such<br />

documentarion was very limited, if it existed at all. Moreover, It<br />

is also evident that in conventional building design practices,<br />

the communications between design professionals is often at<br />

such a minimal level that the documents can only provide the<br />

most basic level of information. Even when the plans reflect<br />

the design process with absolute accuracy, the decision<br />

making that led up to specific configurations remain invisible.<br />

This becomes a significant disadvantage when alternative<br />

solutions are searched in the process (Pektaş, 2003).<br />

Cultural Resistance to Design Management<br />

The increasing complexity of building design processes<br />

has been forcing design professionals to improve their<br />

processes in terms of rime and quality. However, systemaric<br />

design management is still not considered in many building<br />

projects. This is partly due to the common misconception of<br />

some designers that design, being a creative process, cannot<br />

be planned effecrively. Even when planning is done, it is


performed intuitively, ignoring the flow of interdisciplinary<br />

information. Similarly, relatively little research has been made<br />

on the management of the design process compared to<br />

production management in construction. Cultural resistance<br />

to design management seems to be a persistent barrier<br />

against lean design practices (Pektaş, 2003).<br />

Lack of Systems View In Building Design<br />

Lean design practices promoted a systems view of building<br />

design. According to systems analysis, a system is an<br />

assemblage of components formed to serve specific functions<br />

and subject to constraints. Thus, a system comprises some<br />

essential and interrelated components. Each component<br />

contributes to the performance of the system in serving the<br />

specified functions and the performances of components<br />

affect each other. A building is a good example for a system<br />

according to this definition; since, it comprises many essential<br />

components designed to meet certain needs. Moreover, the<br />

parts of a building must be fully compatible and are highly<br />

interdependent (Merrit and Ambrose, 1990). However, author's<br />

field research revealed that even experienced building design<br />

professionals lacked for a systems view to building design.<br />

The participants of the field studies responded to lean design<br />

theory very positively, because it made them think from a<br />

systems point of view (Pektaş, 2003).<br />

Conciusion<br />

Lean building design is a well-founded theory of building<br />

design management. Koskela's definition of three views<br />

of building design provides a sophisticated framework for<br />

understanding existing design management applications<br />

in the construction industry. This study explored the "flow<br />

view" of Koskela's theory and discussed its basic components.<br />

Although lean design represents a solid theory, it faces several<br />

challenges in practice. This study contributed to reveal some<br />

difficulties of building design industry for embracing lean<br />

design, in addition to Koskela's argument. It Is hoped that<br />

awareness of the obstacles would facilitate for overcoming<br />

them. Further research should be done to ensure better<br />

adaptation of lean design principles in practice.<br />

References<br />

BALLARD, G., 2000. Positive vs. negative iteration in design. In<br />

proceedings ofthe 8th annual conference ofthe international<br />

group for lean construction, retrieved from http://www.sussex.<br />

ac.ui


KOSKELA, L, BALLARD, G. andTANHUANPAA,V., 1997. Towards<br />

lean design management. In proceedings ofthe 5th annual<br />

conference ofthe international group for lean construction,<br />

retrieved from http://web.bham.ac.Uk/d.j.crook/lean/iglc5/<br />

lauri/lauri.htm<br />

LEAN AEROSPACE INITIATIVE (LAI), 2007. Lean aerospace<br />

initiative web site, retrieved from http://lean.mit.edu<br />

LEAN CONSTRUCTION INSTITUTE (LCI), 2007. The lean<br />

construction institute web site, retrieved from http://www.<br />

leanconstruction.org<br />

MERRITT, F. S. and AMBROSE, J., 1990. Building engineenng<br />

and systems design. New York: Van nostrand reinhold<br />

PEKTAŞ, Ş.T., 2003. Representing information fiow in building<br />

design process using the parameter-based design structure<br />

matrix. Ph.D. thesis, Bilkent University.<br />

PEKTAŞ, Ş. T. and PULTAR, M., 2006. Modelling detailed<br />

information flows in building design with the parameter-<br />

based design structure matrix. Design studies, 27 (1), 99-122<br />

REZGUI, Y andZARLI, A., 2001. Information and communication<br />

technology advances in the European construction industry.<br />

Electronic journal of information technology in construction<br />

(ITcon), retrieved from http://www.itcon.Org/2001/7/<br />

ROUNCE, G., 1998. Quality, waste and cost considerations in<br />

architectural building design. International journal of project<br />

management, 16 (2), 123-127<br />

SMITH, R. R and EPPINGER, S. D., 1993. Characteristics and<br />

models of iteration in engineenng design, retrieved from<br />

http;//www.citeseer.nj.nec.com/ 476788.html


C U L T U R A L P R O D U C T D E S I G N<br />

Dr. İrini Pitsakİ<br />

Abstract<br />

The paper emphasizes that the understanding of design<br />

ought not to be limited to contemporary specialties ofdesign,<br />

seeing as professions and conceptions of design are evolving<br />

steadily with social and technological advances. In order to<br />

introduce the new concept of cultural product design, design Is<br />

considered as a process undertaken by cultural organizations,<br />

such as museums and publishing houses.<br />

A cultural product can be defined as any product that arises<br />

out of a creative and/or intellectual act and then is exhibited or<br />

reproduced in multiple copies and offered to concrete markets<br />

- audiences. Some examples of cultural products are: books<br />

or book series, painting exhibits, theatre performances and<br />

multimedia productions.This is a general definition that may be<br />

adapted to suit an organizational -profit and non profit- context<br />

and broadened if we assume a marketing perspective, wherein<br />

a product is defined as a set of benefits that the consumer<br />

perceives through consumption. According to this description,<br />

a cultural product Is a set of tangible and intangible benefits<br />

perceived by someone who reads a book, sees a film, or visits<br />

an art exhibit.<br />

In any organizational or business context, design is at the heart<br />

of product development. If we conceive ofthis as a process,<br />

and if we agree that a product is a composite of benefits, as<br />

marketing suggests, we can then argue that in the case of<br />

cultural products, design consists of conceptualizing and<br />

projecting onto material "forms" the composite of benefits<br />

that a person perceives through the acts of reading or viewing<br />

an art exhibit. Here, we adopt a notion whereby design is a<br />

process of projection that employs technical elements in<br />

the creation of material forms that may be handled and/or<br />

viewed. These forms may be written documents, images or<br />

objects through which ideas, intentions, values, or messages<br />

are projected. We understand design, then, as a process of<br />

tangible or intangible product prefiguration, and as a means<br />

for activating the perception of a composite of benefits. It<br />

is, in other words, a channel that carries an acquired cultural<br />

experience. The design of a cultural product, then, must be<br />

carried out in a manner that carefully considers when, where,<br />

and how it will be offered to the public, as weil as the specific<br />

circumstances of its consumption.<br />

Several "existent" concepts of design will be reviewed to<br />

explicate the study's take on the meaning of cultural product<br />

design. More specifically, by taking the publishing house as<br />

an example, the aim is to define the distinct specialties of<br />

modern design therein as follows: publishing graphic design,<br />

service design, experience design, and cultural design. Finally,<br />

cultural product design emerges as a process that combines<br />

these design and product concepts.<br />

Cultural Product Definition<br />

In the literature of cultural studies, the concept ofthe cultural<br />

product is determined through a perspective of art and its<br />

marketing.' There are numerous definitions that vary in the<br />

marketing criteria established for product classification, or<br />

the artistic-creative dimension of the disciplines out of which<br />

cultural products arise. What exactly do we mean by creation<br />

or artl In 1989 the United States Congress, and in 1993 the<br />

Art Committee of Great Britain defined the term "Arts" as (Hill<br />

O'Sullivan C. and O'Sullivan T, 1995:1):<br />

' "Cultural marketing can be summarized as a process of determining<br />

which ofthe cultural products, services or ideas offered are demanded<br />

by specific market; establishing certain quantifiable marketing<br />

objectives; developing a cultural product for which there is demand;<br />

communicating and distributing the cultural product; determining<br />

whether the objectives have been met"(Codina Mejon J., Cristobal<br />

Fransi E., Torzon Jahansson A., 2004:125-6).


The term of Arts includes, but is not limited to, music<br />

(instrumental and vocal), dance, drama, folk art,<br />

creative writing, architecture and allied fields, painting,<br />

sculpture, photography,graphicandcraftarts, industnai<br />

design, costume and fashion design, motion pictures,<br />

television, radio, tape and sound recording, the arts<br />

related to the presentation, performance, execution of<br />

such major arts forms, and the study and application<br />

ofthe arts to human environment (Art Committee of<br />

Great Britain: 1993).<br />

According to this definition, and from a cultural marketing<br />

perspective, experts in the field seem to agree that "cultural<br />

products are products that derive from a creative and/or<br />

intellectual act (P. Colbert & M. Cuadrado, 2003: 17). On the<br />

other hand, the prestigious scholars Phillip Kotler and K.L<br />

Keller (2003; 3-4) affirm that a product may be any good,<br />

service, expenence or idea that individuals can value, acquire,<br />

experience, or possess. By combining these beliefs with the<br />

findings of Hill E., O'Sullivan C. and O'Sullivan T. we can come<br />

up with a few examples of cultural products; a dance ortheatre<br />

piece, a book in a book senes, a painting exhibit, a movie or a<br />

television program.<br />

From an analogous perspecrive, C. Lorenzo Romero and<br />

M. R Martinez Ruiz (A.i. Jimenez Zarco, 2004; 207), suggest<br />

that products may be classified into three major groups,<br />

depending on their tangibility or intangibility: physical good,<br />

service or idea. The borders between these three categories<br />

are often blurred, and the product ends up being understood<br />

as the composite offering of benefits; an offering that emerges<br />

as an amalgam of these three concepts. In other words,<br />

though it may be possible to separate goods by classifying<br />

them as material goods or services, these concepts co-exist<br />

and interact in most products. The same occurs with cultural<br />

products: although some come closerto the idea of a service ~<br />

for example a theatrical work or an exhibit - others, because of<br />

their mediums and formats, are more comparable to material<br />

goods, such as CDs and books.<br />

Now let's take a closer look at the example of books. The<br />

book is, in part, an object that may be acquired. However, its<br />

Intangible dimension is always Its more important aspect.<br />

A good book contains a good written work In it, which may<br />

provide enjoyment, knowledge, or reflect!on.The major benefit<br />

perceived by a book's "consumer" is the act of reading; when<br />

we buy a book, we buy moments of reading. In this sense, the<br />

generic definition of a product in the marketing wodd, as a<br />

"set of benefits perceived by the consumer" (F. Colbert and M.<br />

Cuadrado 2003: 45), seems easily applicable and well-suited<br />

to cultural products. What the public perceives through the<br />

consumption of a cultural product Is largely a set of intangible<br />

benefits, which are Impossible to possess without the<br />

experience acquired. The significance ofthe co-existence of<br />

this Intangible dimension leads to a new viewpoint whereby<br />

cultural products seem like true experiences or services.<br />

With respect to the rest of products, there are four basic<br />

attributes^ that qualify cultural products and highlight their<br />

unique nature. According to Hill E., O'Sullivan C. and O'Sullivan<br />

T.{1995:102-03), these are:<br />

a) intangibility (any cultural product is, for the most part, a<br />

service and an experience, something intangible)<br />

b) heterogeneity (the product Is different every rime It Is<br />

offered, just as people's individual experiences are)<br />

c) simultaneity in the producrion and consumprion of the<br />

good (services are offered while they are "being consumed"<br />

by individuals), and<br />

d) ephemera (if one is not in the right place at the right rime,<br />

for example, at an opera performance. It is impossible to<br />

acquire the experience).<br />

To this list of attributes Grande (1996) adds one more item:<br />

the impossibility of possession. A cultural product such as a<br />

theatrical work or art exhibit cannot be possessed or stored.<br />

Like Hill E., O'Sullivan C. and O'Sullivan T., Grande (1996)<br />

sees cultural institutions -such as museums- as service<br />

organizarions and "suggests classifying services related to<br />

sports, the arts and entertainment according to the system<br />

established bythe American Marketing Association (1985). It<br />

^ in the sense of:"Quaiity or property". Real Academia Espanola. (1992).<br />

Diccionario de la Lengua Espanola. (21^ ed.) Madrid: Espasa Calpe.


is difficult to define a museum's"service"because the museum<br />

experience includes not only the objects themselves but also<br />

how they are presented and interpreted, as well as the physical<br />

characteristics ofthe building. All of those factors affect the<br />

visitor's perception" (Codina Mejon J., Cristobal Fransi E.,<br />

Torzon Jahansson A., 2004:127).<br />

Another way of describing cultural products is by examining<br />

how an artistic and/or intellectual work originates a good to<br />

be offered to the market, along with the roles that cultural<br />

organizations^ play in their interactions with them and their<br />

creators. The question we arrive at, then, is how, and under<br />

what circumstances, are these works deemed as products?<br />

Cultural organizations adopt different"roles and functions that<br />

address everything from the product's design, production and<br />

reproductiontoitsdistribution, maintenance, and conservation"<br />

{Colbert F. and Cuadrado M., 2003: 17). Addressing cultural<br />

products from a company perspective is quite different from<br />

referring to an author's work, or what the creator originally<br />

offers. Organizations are the creators of cultural products in<br />

the sense that they gather the intellectual and artistic work<br />

and present it to the public in an appropriate way.<br />

We can easily see how this belief applies to the concrete case of<br />

publishing. The purpose of a publishing house Is to make the<br />

work, or the text, appropriate for circulation in the publishing<br />

market. "The graphic arts and publishing sector is made up of<br />

companies that carry out the various operations necessary to<br />

transform a creative work into a fabricated product ready for<br />

distribution" (VV.AA., 1997:101). A novel, for example, may be<br />

written independently and personally, based on the author's<br />

criterion. But the publishing house can give it shape and<br />

include it in a book series developed for a specific readership.<br />

The work (the novel) then becomes a product with multiple<br />

additional aspects that complement what its creator originally<br />

produced. These attributes may be tangible (format and<br />

publishing graphic design) or intangible (associated values,<br />

i.e. brand values). For example, the work may acquire values<br />

^ Throughout the study, the words company, corporation and<br />

organization are used synonymously. For the context of the cultural<br />

industries, the word organization is considered more suitable,<br />

because it includes non - profit institutions.<br />

that derive from the corporate image'' ofthe publisher or book<br />

series in which it appears, just as a painting may obtain added<br />

symbolic values when it is exhibited in a prestigious museum<br />

as opposed to an unknown art gallery.Thus, In cultural product<br />

launches, the use of brand strategy has a catalyzing function:<br />

the presence ofthe brand makes the product less abstract, an<br />

in some way, "tangible." Because ofthis, corporate and product<br />

brand strategies are very useful in the case of cultural products.<br />

Another important role for the cultural organization is that of<br />

intermediary between the creator and the market. In this case,<br />

the objective is giving the work access to the widest possible<br />

audience, or to a smaller but specialized group, Diggles (1986),<br />

as well as other authors in the field of cultural marketing (i.e.<br />

Mokway (1980), Reiss (1984), or Melillo (1983)) affirm that for a<br />

company"the principal objective is to give the right number of<br />

people the right kind of contact with the artist, and do it in such<br />

a way that produces the best possible result compatible with<br />

the object at hand." In this sense, what the company does is<br />

invite the public to get to know and appreciate a work. Diggles'<br />

argument holds within it some key ideas: organizations are not<br />

only intermediaries that manage the relationship between<br />

creators with their audiences; rather, in this process, they are<br />

actually responsible for ensuring that this contact is carried out<br />

in such a way that allows the individual to appreciate the work.<br />

In other words, the company is responsible for achieving what<br />

the creator set out to do with the original work.<br />

Generally speaking, organizations can play different roles as<br />

they adapt the works for presentation as products in the market.<br />

These roles vary by the situation and the degree to which the<br />

author takes advantage of the structures and advantages that<br />

the organizations provide. Other influential factors may include<br />

the company's size, structure, activity and function. If we apply<br />

this argument to the publishing world, we realize that large<br />

Here we refer to corporative identity and corporative image, brand<br />

identity and brand image. How are they different?!...} identity is what<br />

we emit (what we are and what we declare we are), whereas image is<br />

a perceived message (how they see us, how those manifestations are<br />

perceived and evaluated by a series of audiences or target groups).<br />

In other words, identity is a set of manifestations, whereas image is a<br />

set of perceptions (Arranz, J.C, 1997: 29).


corporate publishing houses and small or independent ones face<br />

very different circumstances. The former can use forms of mass<br />

communication and promote its w/orks through mediums like<br />

television and radio. They may also use international distribution<br />

networks to contact foreign publishers and promote translation<br />

and commercialization of the work in different languages and<br />

countries. In this case, the potenrial market to which a company<br />

directs itself is considerably greater than that which a small<br />

independent publishing house can cater to.To conclude, we may<br />

corroborate with Colbert F. and Cuadrado M. (2003:41) in that the<br />

definirions ofthe concept ofthe product may be arrived at from<br />

different perspectives and "different business strategy positions."<br />

The Design Perspective<br />

In the previous secrions, we have affirmed that cultural<br />

organizarions are responsible for the development of cultural<br />

products. In other words, they are the ones who prepare and<br />

appropriately gather works to later offer to the market On<br />

the other hand, in any business context design is at the heart<br />

of product development Thus we may pose the following<br />

quesrion: What role does it play in the case of a cultural<br />

product? To answer this question, we must describe product<br />

design and examine how it applies in this specific case.<br />

Product design is the activity of creating all kinds of products<br />

and must be recognized as an extension of industrial design:<br />

while industrial design concerns physical goods, product<br />

design lies within the area of the design of any product be<br />

it tangible (objects) or intangible (services). This manner of<br />

categorizing products helps us clarify the relationship between<br />

industrial design and product design. Let's take a closer look<br />

at the nature of design in each case.<br />

"The concept of industrial design was initially developed by<br />

Mart Stam in 1948. Stam understood industrial designers to<br />

be those project developers who worked for the industrial<br />

segments in any field, but particularly in the creation of new<br />

elements and materials" (B. Bürdek, 2002: 16). These "new<br />

elements and materials" referred to production goods and<br />

industrial components. The concept of industrial design then<br />

evolved to mean the activity out of which physical products<br />

arise, i.e. objects, generally recognized as material or consumer<br />

goods.Thus, industrial design was understood as the process of<br />

creation of tangible and manageable goods, later focusing on<br />

their communicative functions: "Horst Oehlke (1978) responded<br />

to product communication theory by noting that the creation of<br />

an object did not merely refer to its parts that are perceptible to<br />

the senses; rather, the creator ought to also address the resources<br />

that can sarisfy the needs of groups or Individuals". Ten years later,<br />

a composite approach to design was developed that included<br />

three dimensions: "practical and/or instrumental urillty, social<br />

communication and sensorial perception" (B. Bürdek, 2002:16).<br />

Another key aspect is that the concept of design in general,<br />

and industrial design in parricular, was soon linked to serial<br />

production and mass consumption:<br />

"Industrial design is, basically, 'the operarion of conceiving,<br />

devising and developing an object independently ofthe means<br />

that will later give it expression, and before commencing its<br />

productionün this sense,theterm industrial, linked to theconcept<br />

of design, limits its applications to the conception of objects for<br />

their serial industrial production. For this reason, the concept of<br />

Industrial design is intimately ried to the Industrial Revolution,<br />

and moreover, to the concepts of serial and mass production.<br />

Among the numerous exisring definitions of industrial design,<br />

we will discuss the one used by the international Council of<br />

Industrial Design, based on the ideas of Tomas Maldonado.<br />

According to the international Council, industrial design involves<br />

coordinating. Integrating and articulating all the factors that in<br />

some way or another participate in the constitutive process of<br />

the formation of an industrial product within the condirions<br />

that determine the conditions of production in a given society'"<br />

(J.M. Ibariez Gimeno, 2000:2). However, products are not always<br />

objects; they can also be services or experiences, as is the case<br />

of cultural products. Thus, design, as part of its development<br />

does not exactly correspond to the definition provided above,<br />

because the nature ofthe product is not limited to its material<br />

characterisrics. In these cases, we use the term product design,<br />

which, in this study, denotes a concept broader than that of<br />

industrial design^<br />

^Often, in the existing bibliography, the term product design is linked<br />

to physical products, which further shows that the conception of this<br />

term is broader than that of industrial design.


From an analogous perspective, various academics focus on<br />

evaluating how design interacts with development processes<br />

for products similar to cultural products. Specifically, Bil! and<br />

Gillian Hollins wor!


that design and marketing collaborate to make experiences at<br />

bookstores or art exhibits completely unique and memorable.<br />

Below we'll analyze the concept of experience design applied<br />

in the case of cultural products and, more specifically, books.<br />

Publishing paradigms will also be used for another interesring<br />

specialty, that of cultural design, in short, to approach the<br />

concept of cultural product design, we'll introduce the different<br />

design concepts applicable to a publishing house; concepts<br />

currenriy accepted and defined by design scholars, and which<br />

give rise to the new composite concept of cultural product<br />

design, and consequently, to a new space for reflection upon<br />

the discipline of design.<br />

TOWARDSTHE CONCEPT OF CULTURAL PRODUCT DESIGN:<br />

Design in the Publishing House<br />

Publishing Graphic Design<br />

Graphic design is the specialty of design most widely<br />

recognized in today's publishing wodd, in the sense that its<br />

communicative function is well perceived. It deals mainly with<br />

the act of handling and adjusring the formal aspects ofthe<br />

written works; in other words, devising the transformarion of a<br />

text into a book. Publishing graphic design "visually organize"<br />

the text "in a way that sarisfies the intenrion for which it has<br />

been created" (A. Calvera, 1997:84).The designer"uses various<br />

graphic elements" such as "typefaces, the control ofthe space,<br />

the chromatic system and its synergy, the capaclries of the<br />

image and the potential of style", using his"expressive capacity<br />

to serve a communicative objective"(A. Calvera, 1997:90), that<br />

of reproducing and transmitring the work to the readers.<br />

Today, according to the modern conceprion ofthe profession,<br />

publishing graphic designers handle the cover and the<br />

interior, that is "the projection of the book as object, therefore<br />

working with formatring, paper type, the color ofthe text in<br />

relarion to the color of the paper, the binding, the seiecrion<br />

of the typefaces according to the content of the book, the<br />

definition of the extension of the text with respect to the<br />

page, the positioning ofthe page numbers, the margins, the<br />

visual character of the illustrations or photographs that will<br />

accompany the text, etc." (B. Munari, 1983: 33). However, the<br />

communicative and aesthetic functions of graphism have<br />

pracrically monopolized the interest of designers, editors, and<br />

scholars. A publishing graphic designer, then, is expected to<br />

resolve the issues of aesthetics - expressed through graphism<br />

- related to the content of the work, such as typographic<br />

structure and the comfort of reading. Ron Costley^ an English<br />

designer for the publishing houses Scolae Press, Chatto &<br />

Windus, and currenriy with Faber & Faber explains:<br />

My primary concern Is to present the text in the simplest<br />

possible way, such that the reader can directly access<br />

the author's text without being interrupted by my<br />

intervenrion. When I design a book, I try to structure<br />

the text with the typographic repertoire at my disposal<br />

but without any element beyond what is necessary (R.<br />

Hendel:105).<br />

As Ron Costley notes, aside from payirig attention to the<br />

simplicity of graphism, before making any decisions, the<br />

publishing graphic designer must reflect on several key<br />

aspects ofthe work:<br />

- "Origin: If the work comes from an author, or if It is a<br />

publishing idea, translarion or adaptation.<br />

- Type: if it Is a work of literary, journalistic, scientific,<br />

educarional, humorous, or scholarly nature, etc.<br />

- Function: if it is for mass distribution, for educarional,<br />

professional or didacric purposes, or reference material.<br />

- Characteristics of content: if it will include graphs, tables or<br />

pictures; if the size and the quantity of images is important; if<br />

the amount of text requires special consideration, etc.<br />

- Type of reader: if the reader belongs to certain cultural,<br />

social or professional group.<br />

- Reading styles: if it is meant to be read once, or consulted<br />

mulriple rimes; If will be taken to school or on trips; or if it Is<br />

meant to be enjoyed in the comfort of one's own home" {L.<br />

Mazzalomo, 2002:147),<br />

Publishing graphic design is, then, a process that helps shape<br />

a work based on text - or combined with images and sound,<br />

in the case of mulrimedia publicarions - with the composite<br />

elements' communicative funcrions In mind; in other words,<br />

the typeface, the illustrations, or the blank spaces. Similarly,<br />

'Ron Costley has been interviewed for this research.


the publishing graphic designer ought to consider: a) the kind<br />

of reader (who will read it?) and b) the kind of reading (how<br />

and when will the book be consulted?)<br />

Book design was always seen through the lens of graphic<br />

design, mainly due to its use of paper as a medium and its<br />

connection with typography. However, book design is much<br />

more than publishing graphic design, which by definition<br />

encompasses only two dimensions. Really, a book is a complex<br />

three-dimensional form. It is an information medium as well<br />

as an object. And above all, it is a product that stands out for<br />

its cultural character. A book designer is more than a graphic<br />

designer; he or she must make decisions regarding the book-as-<br />

object (industrial design), or the book-as-information-medium<br />

(information design), and the book as experience (cultural<br />

product design). We may conclude, therefore, that aside from<br />

graphic design, there are other design specialties that may<br />

be perfectly applicable In the case of books and publishing<br />

products in general. We'll now turn to look at some of these,<br />

in order to arrive at a definition of the concept of cultural-<br />

publishing product design borne out of a broader design<br />

perspective.<br />

Service Design<br />

In recent years, service companies have radically multiplied, as<br />

a result ofthe introduction of digital technologies and the use<br />

ofthe internet as a business platform, among other reasons.<br />

Consequently, design, with regard to service marketing and<br />

management, has caught the attention of many professionals<br />

and academics. Bill Hollins, Professor of the University of<br />

Westminster observes:<br />

"Services are products. Products need to be designed.<br />

Design is a process. This process must be organized.<br />

This organization isthejob of management" (G. Hollins,<br />

B. Hollins, 1991:3).<br />

Services are comparable to manufactured products. They<br />

should be designed with regard to their dual nature: "tangible<br />

and intangible. It can involve artifacts and other things<br />

including communication, environment and behaviors" (B.<br />

Hollins, 2005:1). Philip Kotler (1986) defines services thusly:<br />

"A service is any activity or benefit that one party can<br />

give to another that Is essentially intangible and does<br />

not result In the ownership of anything. Its production<br />

may or may not be tied to a physical product"(G. Hollins,<br />

B, Hollins, 1991:7).<br />

As we found above according to a cultural marketing<br />

perspective, and depending on theirtanglbility or intangibility,<br />

cultural products tend to be seen predominantly as services.<br />

A painting exhibit is in itself an intangible product, because<br />

it involves the entire experience valued as a benefit; in other<br />

words, the visit, the museum environment, the originality of<br />

the work, and the knowledge acquired, among other factors.<br />

One may argue, therefore, that service design attempts to<br />

determine what the service is, and in some ways, embodies<br />

the essence ofthe cultural product. Even so, a large part of<br />

what is perceived through attending an exhibit is tangible: the<br />

paintings, the exhibit catalogues, the museum building. This<br />

is because in reality, the three cited categories (physical good,<br />

service and idea) tend to blur in such a way that the product<br />

is ultimately defined by the offering of benefits provided<br />

through the combination of all three factors.<br />

It follows, then, that service is a weighty component of any<br />

product. This assertion brings us to a new dimension of service<br />

design: that which takes into consideration the manner in which<br />

a productwIllbeofferedtothepublic.The introduction of brands<br />

in the commercial world, and the need to create a positive image<br />

for them, have made "how" a good (tangible and/or intangible)<br />

is offered a basic concern for companies. "Service design can be<br />

applied at all these stages where customers interact with the<br />

organization" (B. Hollins, 2005:4), and the quality ofthe service<br />

according to Berry, Zeithm! and Parasuraman (1990) depends<br />

on five parameters related to design:<br />

- "Tangible dimension - the appearance of physical facilities.<br />

- Reliability - the ability to perform the promised.<br />

- Responsiveness - the willingness to help customers and to<br />

provide prompt service.<br />

- Assurance - the knowledge and courtesy ofthe employees<br />

and their ability to convey trust and confidence.<br />

- Empathy - the provision of caring, individualized attention<br />

to customers" (B. Hollins, 2005: 27-28).


Thus, service design in the case of books, aside from the<br />

cultural product dimension, ought to consider the routes of<br />

distnbution (how the book comes to the reader), the quality<br />

of the packaging (in what state), the commercial labor<br />

(which books, and what information on them is distributed<br />

to bookstores), the role of the booksellers (what they know<br />

about the work and how they serve the customer), and the<br />

details of informative magazines or personalized services for<br />

club members, in service design, therefore, the responsibilities<br />

of the editor, marketing director, sales director, and other<br />

publishing professionals, all come together. The needs,<br />

approaches, and levels of responsibility that everyone involved<br />

has in service design, will all change depending on the type<br />

of book or book series, the organizational structure and the<br />

distnbution channel chosen.<br />

Experience Design<br />

Here, the book is examined as an expenence, in the sense of<br />

"the set of benefits obtained"through acquiring and reading a<br />

book.What onebuysin a bookstore or in a newsstand is, more<br />

than anything, a new and sought-out experience. Therefore,<br />

new cultural product design and markering ought to carefully<br />

consider the conditions ofthe product's consumprion: Where,<br />

when, and how will the work be read? In this sense, publishing<br />

product design becomes experience design.<br />

Ralph Ardill (2004:1-3) defines experience design as;<br />

"Experience design is therefore driven by consideration<br />

of the moments of engagement between people<br />

and brands, and the memories these moments<br />

create. Experience design is not driven by a single<br />

design discipline but instead requires a truly cross-<br />

discipline perspective that considers all aspects of the<br />

brand/business - from product, packaging and retail<br />

environment to the clothing and attitude of employees.<br />

Brands that deliver great customer experiences also<br />

reward the customers for time, money, energy and<br />

emotions they invest In transacting with them above<br />

and beyond the delivery oftheir products and services.<br />

For instance, consider the task of redesigning a Sunday<br />

newspaper. A conventional approach might be to<br />

employ graphic designers who would change the page<br />

layout and typeface and make recommendations on<br />

how photos should be shot. However, if the redesign<br />

were to use an experiential approach, the experience<br />

designer would first consider the 'moments' of<br />

engagement of buying the paper and reading it. How<br />

is it bought or delivered? How is It read and disposed<br />

of? What does the reader like and dislike about 'using'<br />

the newspaper? Such an approach is more likely to lead<br />

to a radical and market-bearing innovation".<br />

Ardill proposes that a basic funcrion of experience design is to<br />

guarantee to the highest degree that contact with the product<br />

and brands will generate value. Like Kevin Lane Keller (2003:<br />

13), Ralph Ardill believes that value resides in - and depends<br />

on - the memory ofthe individual, and, in this specific case,<br />

on the memory ofthe experience acquired, along with his or<br />

her previous experiences with the same brand. As an integral<br />

part ofthe product development, experience design attempts<br />

to make this memory a positive and favorable one. Thus, the<br />

product and/or brand are understood as an open system that<br />

interacts with its environment and with individuals, in order<br />

to suggest a lifestyle to them, and to create solid and long-<br />

lasring relarionships with them.<br />

Other terms surrounding experience design are: "Customer<br />

experience design, experienriai design, brand experience"<br />

(Ralph Ardill, 2005: 1), emotional markering and aesthetic<br />

marketing. If we consider design as a process that produces<br />

physical results, we will come to understand experience design<br />

as an element that generates sensory experiences (visual,<br />

acoustic, tactile and olfactory). For a product or brand, sensorial<br />

experiencedesign isa meansofcreatingaestheticvalue, because<br />

"aesthetics is one ofthe main factors of satisfaction in the world<br />

of consumers"(B. Schmitt, A. Simonson, 1998:42). In their work,<br />

these authors introduce the term "aesthetic marketing" to refer<br />

to "the commercialization of sensorial experiences offered by<br />

the corporation or the brand," experiences that contribute to<br />

the crearion oftheir image (B. Schmitt, A. Simonson, 1998:39).<br />

They also argue that aesthetics is of great importance for brands<br />

because it generates loyalty, justifies high prices, and helps<br />

highlight the product or brand among a zoo of information,<br />

protect it against attacks from the competition, and guide<br />

productivity (B. Schmitt, A. Simonson, 1998:42-44).


The graphic aesthetic value of books Is a factor that editors<br />

very much appreciate, though it is often reduced to a general<br />

concern with the cover and the differentiating effect that it<br />

may have at the point of sale. Graphic design contributes<br />

to the understanding of sensorial experience design in<br />

publishing, but it needn't be limited to this aspect alone. The<br />

reader's sensorial experience begins the moment he or she<br />

enters a bookstore, and ends when he or she has read and<br />

bought the book, and placed it on the bookshelves at home.<br />

Sensorial experience design encompasses everything from the<br />

bookstore's interior design and smell, to selecting the paper<br />

by focusing the sensation that it will produce upon touch, or<br />

the sound the pages will make when turned.<br />

On the other hand, we must pay attention to factors other than<br />

the desired aesthetic experience: factors including everything<br />

from the bookseller's behavior and recommendations to the<br />

moment in which the book is read. With respect to these<br />

instances, we may argue that, unlike other cultural products,<br />

books have particular qualities that must be considered. A<br />

book is normally not readjust once, or in places predetermined<br />

by the editor, as is the case with theatrical works, which are<br />

viewed for two consecutive hours in an environment chosen<br />

by its creators.This idea is applicable in the case of book series,<br />

in which the experience acquired transpires throughout the<br />

course of time, with total irregularity. Even so, the reading<br />

experience designer ought to consider the various possible<br />

conditions of consumption that may be pertinent, seeing<br />

as, for example, the conditions surrounding reading a novel<br />

and a guide book will differ considerably. Let's look at some<br />

examples.<br />

I recall a student in a postgraduate publishing course at the<br />

University of Barcelona who designed a book series of short<br />

novels to be read in the bath. The idea arose out of thinking<br />

about how and where they would read; not by predetermining<br />

certain characteristics of the content, as is customary. The<br />

chosen texts, materials, and techniques had to be suited to the<br />

occasion, and the printing inks had to be impermeable. Another<br />

example of experience design, rather more conventional, is<br />

that of pocket edition design. This format evolved based on<br />

the type and the moment of reading; the product had to be<br />

light, small, and manageable. Both the texts and the materials<br />

had to suit "how" and "where" the book would be read.<br />

To sum up, we can state that experience design may apply<br />

when product design pays special attention to the conditions<br />

surrounding how the publishing product will be bought and<br />

read, The publishing house must evaluate how it can invest In<br />

the total experience ofthe reader, by, for example, selecting the<br />

book's materials or creating a pleasant shopping environment.<br />

However, we must note that this experience is pre-established<br />

by the content, seeing as the aesthetic perception of the text<br />

or the enjoyment that the plot provides are always the most<br />

important factors and are very often treated as the central<br />

aspects of the experience. Therefore, although these factors<br />

are determined by the author, and not the company, they play<br />

a role in the design, and must be taken into account during<br />

product development.<br />

Cultural Design<br />

The term cultural design was introduced Into the academic<br />

arena by Francesco Mauri, Professor at the Polytechnic<br />

University of Milan. He used the term to define the manner<br />

in which design interacts with the culture' of a certain place.<br />

The concept of cultural design arose out of architectural<br />

studies and was initially associated with the idea that any<br />

city can be interpreted as a culturally complex organism<br />

that produces and consumes culture to ensure Its survival (L.<br />

Brenna, 2002:5).<br />

According to cultural design scholars, this provides a way of<br />

thinking about and approaching a city as a cultural system.<br />

' According to Real Academia Dictionary, culture is "the set of<br />

behaviours, customs, knowledge and the degree of artistic, scientific<br />

and industrial development, of an epoque or social group. UNESCO<br />

(1982) defines culture as "the set of the distinguishing spiritual<br />

and material characteristics that characterizes a society or a social<br />

group. It includes, in addition to the arts and the letters, lifestyle,<br />

fundamental human rights, value systems, traditions and beliefs".<br />

And the British Encyclopaedia describes it as: "the integral reason<br />

for human knowledge, beliefs, customs, taboos, codes, institutions,<br />

tools, techniques, art works, rituals, related ceremonies and other<br />

components. Cultural development depends on the human capacity<br />

to acquire and transmit knowledge in successive generations" (Luigi<br />

Brenna, 2002).


Design is: project (vision); culture (the source ofthe project's<br />

content); interpretation and communication (which makes<br />

the thought visible); an interdisciplinary project (which<br />

creates synergies between different cultural agents); creativity<br />

(which innovates and fosters attraction); and strategy (which<br />

brings coherence to the project) (L Brenna, 2003: 1). Thus,<br />

cultural design may be defined as an instrument for cultural<br />

progress, whose objective is to improve the quality of life<br />

for the individuals thereof. In order to do so, it is founded on<br />

the culture of such individuals, and uses culture itself as the<br />

source of innovation. Another concern of cultural design is<br />

the improvement of natural resources and the appropnate<br />

application of technology in different social contexts. Other<br />

definitions surrounding the concept of cultural design are:<br />

design for democracy, user-centered design, and social design<br />

(CCD, 2004).<br />

We may add that cultural design is design that draws on<br />

the culture ofthe context in which it is developed, with the<br />

ultimate goal of improving It. From a publishing perspective,<br />

under which publishing was always considered a process that<br />

generates culture, we may argue that cultural design is an<br />

activity that supports this mission.<br />

"The publishing business has had, from its ongin,a deep<br />

involvement with the cultural wodd, an identification<br />

that continues to exist. But in recent years publishers<br />

have increasingly seen the complexity and importance<br />

of the tasks associated with aspects of economics and<br />

business management. Although this duality of the<br />

role of the publisher, as both businessman and cultural<br />

agent, may sometimes lead to situations of conflict, it<br />

is in fact the responsibility of each publisher to obtain<br />

the balance between cultural promotion and lucrative<br />

business "(P. Hoyuela Sanchez, 1997:9).<br />

Cultural design allows forthe preservation of balance proposed<br />

by P. Hoyuela Sanchez; new product design is a commercial<br />

activity with profit objectives, while its cultural character<br />

provides the necessary concern to continue working towards<br />

human progress. Cultural design in publishing means that In<br />

launching a new book series, the cultural context in which<br />

it will be introduced must be considered, and the decisions<br />

made must manifest the intent to improve it.<br />

Cultural-Publishing Product Design<br />

In this section we'll examine several key ideas introduced<br />

throughout the text. These ideas will help to clarify the concept<br />

of cultural product design in general, and In publishing<br />

products particularly. To begin, recall that we defined cultural<br />

products as those goods that derive from a creative act. Under<br />

this approach, design may be understood as an activity that<br />

develops through paying special attention to the creative and<br />

intellectual character of the product being commercialized.<br />

Other factors that ought to be considered are the authors'<br />

objectives, as well as the role the organization decides to play<br />

regarding the authors and their creations. Amidst all this, from<br />

a cultural studies perspective, cultural product design may be<br />

defined as the process of adjusting artistic and/or intellectual<br />

works for their presentation to the public and their market<br />

circulation.<br />

Similarly, we defined products as the sets of benefits obtained<br />

by the public through their consumption. However, in its own<br />

discipline, design is considered as a project-onented process<br />

in which technical elements are used in the creation of<br />

material forms, which are then susceptible to being managed<br />

and/or visualized. We may therefore affirm that in the case of<br />

cultural products, design consists of pre-conceiving the set of<br />

tangible and intangible benefits that the reader or an exhibit<br />

visitor will receive through reading a book or attending an<br />

exhibit, and creating ways to project these onto the material<br />

forms accordingly. In general, cultural product design must be<br />

carried out by considering what, when, where, and how the<br />

product will be offered, as well as how it will be consumed.<br />

We'll now turn our attention to publishing products, seeing as<br />

we are addressing cultural products and their design adapts<br />

the concept described above. Another way of approaching<br />

cultural product design, or the benefits developed in a<br />

publishing house, would be to focus on the combination of<br />

the different specialties analyzed: publishing graphic design,<br />

service design, experience design and cultural design. These<br />

specialties are associated with the responses to one or many<br />

of the basic questions presented in the previous paragraph.<br />

More specifically, experience design responds tothe questions<br />

ofwhat, when, and where. Service design is concerned with<br />

how the product will be offered and consumed, and graphic


design allows for the determination of the product as an<br />

object and as a means of communication.<br />

This order manifests the similarities between the specialties,<br />

and highlights their interdisciplinary nature. If we try to<br />

think outside the limits of the current conception of design<br />

specialties, we may ask: Who designs a new cultural product?<br />

Ardill and Hollins, as well as it is generally accepted in design<br />

discipline, argue that an interdisciplinary team is responsible<br />

for product development. This team in the case of publishing<br />

products, depending on the size of the company and the<br />

demands of the project, is made up of editors, authors,<br />

graphic designers, sales managers, and marketing and<br />

communications specialists. On the other hand, in a small<br />

publishing house, this responsibility would fall solely on the<br />

editor and the graphic designer.<br />

We can now highlight several of the characteristics of<br />

publishing products design:<br />

1. Creation of dual nature products: tangible and intangible.<br />

Publishing products may be considered tangible if we<br />

consider the mediums used (object, book, or CD-Rom), and<br />

intangible, if we consider the benefits perceived through<br />

reading (experience, knowledge, enjoyment).<br />

2. Creativity and innovation:^ it Is a process based on both<br />

logical approaches and intuition. Its objective is to create a<br />

productthat did not exist before.<br />

3. Complexity: it demands experience and knowledge In<br />

different disciplines and areas. It involves making decisions<br />

on, and by way of, various parameters.<br />

4. Analysis: Throughout the design process, a solid vision of<br />

the product as a whole, as well as each of its components,<br />

must be maintained continuously.<br />

5. Organization: it coordinates the mediums and the persons<br />

fit to achieve the best possible result.<br />

6. Systemic approach: it follows and adapts to a system.<br />

7. Interdisciplinarity: it involves many different specialties.<br />

8. Problem-solving: such as a previously un-addressed need<br />

or the malfunction of an existing product. The grounding<br />

^This enumeration of design characteristics is in line with what B.<br />

Borja de Mozota (2003:5) describes.<br />

principle of new product design is that of the detection of a<br />

problem In the market.<br />

9. Decision-making, on all levels of publishing.<br />

10. Culture generation: due to the cultural character of<br />

the products, but also because the process itself generates<br />

knowledge (because one learns by doing, and because many<br />

different professionals work collaboratively).<br />

11. New experiences generation. Design directs the experience<br />

acquired through reading. It also modifies the experience that<br />

the reader will have with respect to the publishing house and<br />

the bookstore.<br />

12. Services improvement: it allows for thinking about what<br />

is offered globally. It contemplates the product beyond the<br />

possession of an object and the private experience of reading.<br />

13.Visibility ofthe publishing house culture: it gives it physical<br />

shape (visual identity) and symbolic shape (brand value),<br />

which the publishing house hopes to project onto the public.<br />

Enumerating these characteristics signifies an approach<br />

towards the publishing process, focused on a design<br />

perspective. The application of scientific-technical knowledge<br />

of design, and a designer's way of thinking, help publishing<br />

specialists conceive ofthe project more openly, and In ways<br />

that transcend the traditional vision of an object with a<br />

communicative mission, adopted in this case by Mazzalomo.<br />

Design must not be seen as a simple means of communication,<br />

but rather as a process that generates experiences that have<br />

been pre-configured by the editor and the team. In general,<br />

establishing similarities between the process of publishing<br />

and design leads to reflection and promotes the improvement<br />

of publishing practices.<br />

Conclusion<br />

The concept of cultural product design emerges as a<br />

combination of the following, currently recognized design<br />

specialties: product design, graphic design, service design,<br />

experience design and cultural design. From this combination<br />

we may arrive at the following conclusions:<br />

1, Cultural products have tangible, intangible, service-related,<br />

and experiential dimensions.<br />

2. They depend on the cultural context in which they are<br />

developed, and at the same time, they generate culture.


3.They are sets of benefits that may be perceived by the public<br />

through the creation of the appropriate material forms. Thus<br />

they encompass various forms that go beyond the product<br />

itself, and that modify the consumer's perception. In the case<br />

of books, this might be a bookstore intenor; in the case of art,<br />

the museum structure.<br />

4. Throughout the entire process of cultural product design,<br />

the public perception must be taken into account. In short, it<br />

is necessary to approach the acquired experience, value, and<br />

utility that the consumption ofthe cultural product addresses.<br />

5. Product design, in this case, may be defined as a total<br />

process: it begins in the preliminary research phases, in which<br />

the market Is explored, and a need detected, and continues into<br />

the phases of production, valuation, and possible redesign.<br />

6. Cultural product design ought to be viewed as an<br />

interdisciplinary process, earned out by different professionals,<br />

depending on the demands ofthe project and the structure of<br />

the organization.<br />

Design is conceived as an interdisciplinary process, and If we<br />

agree that a product is a composite of benefits, as marketing<br />

suggests, we can then argue that in the case of cultural products,<br />

design consists of conceptualizing and projecting onto matenal<br />

"forms" the composite of benefits that a reader perceives<br />

through the acts of reading or viewing an art exhibit. Here,<br />

we adopt a notion whereby design is a process of projection<br />

that employs technical elements in the creation of material<br />

forms that may be handled and/or viewed. These forms may<br />

be written documents, images or objects through which ideas,<br />

intentions, values, or messages are projected. We understand<br />

design, then, as a process of tangible or Intangible product<br />

prefiguration, and as a means for activating the perception<br />

of a composite of benefits. It is, in other words, a channel that<br />

carries an acquired cultural expenence.The design of a cultural<br />

product, then, must be carried out in a manner that carefully<br />

considers when, where, and how it will be offered to the public,<br />

as well as the specific circumstances of its consumption.<br />

In closing, I'd like to offer some suggestions on potential uses<br />

of this research, clarify its primary purpose, and elucidate its<br />

objectives and inferences. Firstly, for designers, the objective<br />

ofthe study is to provide an example ofthinking about design<br />

outside ofthewell-known design specialries of theday (graphic<br />

design, industrial design, and environmental design). The very<br />

proposal of the concept of cultural product design suggests<br />

the emergence of a new conceptual framework of design.<br />

A secondary objective of the study was to prove that<br />

scientific-technical knowledge of design could be applied<br />

in other disciplines, such as publishing, with the aim of<br />

determining if their practices could be improved upon. An<br />

interdisciplinary investigative approach that combines and<br />

undedines innovative scientific specialties, among them,<br />

cultural industries studies, cultural marketing and deferent<br />

modern design specialties, was adopted.This research reflects<br />

the quest for improvement in the cultural sector and the need<br />

for a new reflection and action space. I hope that the text<br />

contributes satisfactorily to the development of these ideas.<br />

About the author<br />

Dr. İrini Pitsaki is Lecturer (category 407/80) in the Greek<br />

University of the Aegean and teaches Design Management<br />

and Graphic Arts in the Faculty of Product and Systems Design<br />

Engineering. Her PhD thesis, "Design and Identity Management<br />

of Books Series," concludes with the formuiarion of a design and<br />

strategic brand management model for publishing products.<br />

She also holds a D.E.A (MPhil) on "Typographic Revolurions"and<br />

a Master's Degree in "Publishing Techniques"from the University<br />

of Barcelona-Spain.


References<br />

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impacto sobre los resultados. Barcelona: Gestiön 2000.<br />

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Allworth Press.<br />

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la Universidad Complutense de Madrid.<br />

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marcas. Barcelona: UOC.<br />

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de libros. Buenos Aires: Paidos Diagonales (pp: 141-159).<br />

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Gestiön 2000, Barcelona.


O R D E R , D I S O R D E R , C O M P L E X I T Y<br />

Assoc. Prof. Silvia Pizzocaro, Ph.D.<br />

Poiitecnico di Milano, Dipartimento Indaco,<br />

Facoltâ del Design, Milano, Italia<br />

silvia.pizzocaro@poiimi.it<br />

Abstract<br />

Although the relationship betv^/een design and complexity<br />

has been explored for decades, the theories of complexity<br />

have only recently started to influence the debate in the<br />

professional community.Withoutentering a detailed history of<br />

the development of complex thinking, this paper will present<br />

an overview of some elements of this scientific milieu.<br />

By clarifying the notion of complexity, it is proposed that it<br />

can open promising horizons for designers and educators in<br />

design: using holistic visions may turn into a broader sense of<br />

reality, meaning rapid abiiityto adapt to changes, to be part of<br />

change itself, to take uncertainty as a chance {not only asa risk<br />

or a limit), to develop skills of organization, disorganization<br />

and re-organization.<br />

While key concepts central to handling complexity are already<br />

familiar to design culture, it will also be argued that the<br />

task for designers is not to define or control complexity, but<br />

competent navigation through it.<br />

Introduction<br />

Consciously or not, complexity has already become our<br />

collective experience.Confused with complicated and often<br />

too abstract to be clearly perceived, we often sense complexity<br />

as change and uncertainty. "But we are all actors of complexity,<br />

and as part ofthe problem we are also responsible for inventing<br />

so/ür/ons"{Boutin and Davies 1997:114).<br />

Into the core of complexity<br />

The core of the word complexity comes from the latin<br />

complexus, "entwined", "twisted together", and "embrace" as<br />

well, derived from complecti, from the late latin verb plectere,<br />

to wowen. Then: complexus, that which is wowen together.<br />

Complexity has turned out to be very difficult to define. It<br />

has been observed (Heylighen 1996a) that many definitions<br />

fall short in one respect or another, "classifying something as<br />

complex which we intuitively would see as simple, or denying<br />

an obviously complex phenomenon the label of complexity".<br />

These definitions may result either only applicable to a very<br />

restricted domain, such as computer algorithms or genomes,<br />

or so vague as to be almost meaningless.<br />

However, there is a common objective core in the different<br />

concepts of complexity and this may be interpreted in the<br />

following way: in order to have a complex you need two or<br />

more components, which are joined in such a way that it is<br />

difficult to separate them. It is from this entwined embrace<br />

that any further semantic extension of complex is derived.<br />

Similarly, the Oxford Dicrionary defines something as complex<br />

if it is "made of (usually several) closely connected parts". Here<br />

we find the basic duality between parts which are at the same<br />

time disrinct and connected. A system would then be more<br />

complex if more parts could be distinguished, and if more<br />

connections between them existed (Heylighen 1996a).<br />

Since the components of a complex can not be separated<br />

without destroying it, the method of analysis or decomposirion<br />

into Independent modules cannot be used to develop or<br />

simplify such models. This implies that complex entities will<br />

be difficult to model, that eventual models will be difficult<br />

to use for predicrion or control, and that problems will be<br />

difficult to solve. This accounts for the connotarion of difficult,<br />

which the word complex has gained in later periods. Further


semantic extensions refer to ignorance, size, variety, minimum<br />

description size.<br />

Tiie aspects of distinction and connection determine the<br />

dimensions characterizing complexity. Distinction corresponds<br />

to variety and to the fact that different parts of the complex<br />

behave differently. Connection corresponds to constraint and<br />

to the fact that different parts are not independent, but that the<br />

knov>/ledge of one part allows the determination of behaviours<br />

of the other parts. "Distinction leads in the limit to disorder, chaos<br />

or entropy, like in a gas, where the position of any gas molecule<br />

is completely independent of the position of the other molecules.<br />

Connection leads to order or negentropy, like In a perfect crystal,<br />

where the position of a molecule Is completely determined by the<br />

positions of the neighbouring molecules to which it Is bound"<br />

(Heyllghen 1996a). Complexity can only exist if both aspects are<br />

present: neither perfect disorder, nor perfect order are complex.<br />

It thus can be said to be situated In between order and disorder,<br />

or, using a well known expression, "on the edge of chaos"<br />

(Prigogineand Stengers 1979; Waldrop 1992; Kaufmann 1993).<br />

Complexity as history<br />

An history ofcomplexthought brings back to the tradition ofthe<br />

epistemological and scientific thought and to its development<br />

along the nineteenth century (Bocchi e Ceruti 1985:8), when<br />

complexity has been progressively growing from the studies<br />

in cognitive and evolutionary sciences and system thinking.<br />

Systems theory was proposed in the 1940's by the biologist<br />

Ludwig von Bertalanffy who emphasized that real systems are<br />

open to, and interact with, their environments, and that they<br />

can acquire qualitatively new properties through emergence,<br />

resulting in continual evolution. System-environment boundary,<br />

input, output, process, state, hierarchy, goal-directedness, and<br />

information, are among system theory key concepts.<br />

Immediately after the second wodd war, cybernetics<br />

was the first real transdisciplinary scientific experience,<br />

gathering mathematicians, neurophisiologists, economists,<br />

anthopologists. In those years the first version of Warren<br />

Weaver's (1948) Science and complexity appeared.<br />

Cybernetics and systems theory constitute an academic<br />

domain that virtually touches all traditional disciplines, from<br />

mathematics, technology and biology to philosophy and social<br />

sciences. System theory or systems science argues that however<br />

complex or diverse the world that we experience, we will find<br />

different types of organization In it, and such organization can be<br />

described by principles which are independent from the specific<br />

domain we may be considering. Hence, if we would uncover<br />

those general laws, we would be able to analyse and solve<br />

problems In any domain, pertaining to any type of system.<br />

Complexity as multidimension! knowledge<br />

The present developments of system thinking move around<br />

somecrucia! points of evolutionary sciences,orientedatoutlining<br />

a unified science ofthe living and the artificial. Complexity can<br />

not be experienced if acting within the conventional disciplinary<br />

boundaries. In the last decades, contributes of different nature,<br />

either from investigation in epistemology, philosophy and<br />

history-focusing atthe generation, construction and circulation<br />

of ideas and research paradigms - gave shape to emergent<br />

contexts where unforeseable relations and interactions are<br />

possible among scientists belonging to different disciplines,<br />

between scientists and philosophers. Complexity can be<br />

perceived right at this crossing (where technological, scientific,<br />

epistemological, philosophical and anthropological questions<br />

intersect), thus enlightening the multidimensional nature of<br />

contemporary knowledge.<br />

Ervin Laszlo (1985:362-400) argued that the analysis of<br />

the current new order and structure of reality needs the<br />

elaboration of a "science of change" capable to get over the<br />

separation between natural sciences and social sciences,<br />

outlining the profile of a scientist whose task is to select results<br />

from heterogeneous disciplinary fields, so to reveal analogies<br />

and isomorphisms, activating a transdisciplinary circulation<br />

of concepts within societies asked to act as resilient systems;<br />

that is, capable to react to a wider range of turbulence,<br />

progressively adapting to new forms of stability.<br />

The developments of system thinking have been sided by a<br />

new meaning for the concept of evolution, now conceived as<br />

"general evolution"or"genera! theory of evolution", describing<br />

changes in the living world and in societies, allowing unified<br />

models of evolution to be applied to biological, ecological,<br />

social and human systems (Laszlo 1986:13).


The discovery of complexity<br />

Isabelle Stengers (1985:61) has observed that the notion of<br />

complexity belongs to a discourse around science and does not<br />

refer to any specialised discipline or specific technique. The<br />

"discovei'y of complexity" indicates something that is radically<br />

diverse from any discovery to be encountered in the history of<br />

science, where a discovery is meant as the transition from the<br />

unknown to knowledge, an answer following questions: here,<br />

discovery stands for the awakening of a problem, or a form of<br />

awareness related to it.<br />

Complexity as a discourse implies that radically new forms of<br />

(scientific) questions and answers are generated by a context<br />

where technological, epistemological, philosophical and<br />

antropologlcal problems are entwined. In this context:<br />

(i) knowledge and thinking become multidimensional (Bocchi<br />

e Ceruti 1985:10), absorbing different disciplinary categories<br />

of knowledge as multlfaceted aspects of a unique reality,<br />

(ii) knowledge and thinking are constantly facing uncertainty,<br />

(iii) a science of change emerges as the alliance of natural<br />

sciences and social sciences, (iv) a need for strategy emerges<br />

(Monn 1985:59), as the skill to face and handle uncertainty.<br />

Concept maps for navigation: system, environment,<br />

network, emergence<br />

It has been claimed thaf'the demanding challenge for designers<br />

and managers of design is to understand the consistent drivers of<br />

complex, dynamic realities. Operating in these realities Is based<br />

on the understanding that complexity con not be controlled, but<br />

requires competent navigation" [McGrory 1997).<br />

The tradition of complex thought may provide a significant<br />

number of key concepts that can lead to draw a conceptual<br />

map so to possibly connect design actions to the navigation<br />

of complexity: see, for instance, the notions of system,<br />

environment, network, emergence.<br />

In this conceptual map, a system could be delineated as that<br />

part ofthe universe which is distinguished from the rest by an<br />

imaginary boundary. One ofthe basic concept in the systems<br />

approach is that all systems Interact with their environment.<br />

How can we then identify what a system is for design activity?<br />

Aren't we always making an artificial boundary? In order to<br />

perceive or know anything, we always make distinctions. The<br />

key idea of system Is that once a system is identified and its<br />

boundary described, then one may describe the properries<br />

of the system, the properries of the universe excluding the<br />

system which affect the system, and the interactions between<br />

them. Thus it is a task of the describer to identify the way in<br />

which the system is interdependent with the environment.<br />

The environment - in complex thought - is whatever Is not<br />

included In the definirion of the system. In developing a<br />

systems perspective a system is described In relationship to<br />

its environment, and how changes In the environment affect<br />

the system. The response of a system is how it changes when<br />

the environment changes In a particular way. Completely<br />

describing the state ofthe environment is, in principle, a much<br />

more difficult task than describing the state of the system.<br />

However, it Is generally possible to restrict the aspects ofthe<br />

environment that are described to those forces which are<br />

most directly relevant to the system.<br />

A network is a description of the connecrions that allow<br />

interacrions and influences between parts of a complexsystem.<br />

It is also used to refer to the parts along with the connecrions,<br />

i.e. the system as a whole, when considering the effects of<br />

these connections. There are several types of networks:<br />

transportarion networks, communicarion networks, urility<br />

networks, supply networks, but also networks of molecular<br />

reactions, networks of cells, networks of computers and<br />

social networks. And also the tangible or invisible networks<br />

caused by the relations that any design acrivity may start.<br />

All networks can be thought of as influence networks: the<br />

state of the parts that are connected by the network affect<br />

each other through the network. Many ofthe most commonly<br />

studied networks assume that they are connecring essenrially<br />

similar parts, with connecrions that are in some sense similar.<br />

However, more generally, real networks connect dissimilar<br />

parts In dissimilar ways. As part of the study of complex<br />

systems, the general understanding that we gain of how<br />

networks behave can be transferred between various kinds<br />

of systems, whether they are physical or immaterial, social or<br />

engineered, biological or man made.


Emergence is what parts of a system do together that they<br />

would notdo by themselves: collective behaviour, and also what<br />

a system does by virtue of its relationship to its environment<br />

that it would not do by itself: e.g. Its function; and further, the act<br />

or process of becoming an emergent system. More generally, it<br />

refers to how behaviour at a larger scale ofthe system arises<br />

from the detailed structure, behaviour and relationships on<br />

a finer scale. In the extreme, it is about how macroscopic<br />

behaviour arises from microscopic behaviour. To see in both<br />

these views we have to be able to see details, but also ignore<br />

details. The trick is to know which ofthe many details we see in<br />

parts are important to know when we see the whole.<br />

By definition an observer may consider either the parts or<br />

the whole. Those who consider the parts consider the details<br />

to be essential and do not see the patterns that arise when<br />

considering parts in the context of the whole. Those who<br />

consider the whole do not see the parts. When one can shift<br />

back and forth between seeing the parts and the whole,<br />

one also sees which aspects of the parts are relevant to the<br />

description ofthe whole. Understanding this relationship in<br />

general is the study of emergence. Emergence refers to all the<br />

properties that we assign to a system that are really properties<br />

ofthe relationship between a system and its environment.<br />

Jonas (1999) started arguing that systems thinking, especially<br />

sociological systems theory, provides some useful tools to<br />

describe design as a highly complex multilevel system. He has<br />

proposed identifiable levels ofthe social communicative system/<br />

process: individual, team, organization, social subsystem/<br />

disciplinary system, and societyasa whole; levels of reality (Jonas<br />

1998): events/objects, patterns of behaviour, structures and<br />

visions; and levelsof observation, necessary for dealing with the<br />

blind spots ofthe lower levels: the meta-level of epistemology<br />

and the manner how theories and methods evolve in time<br />

{strong theories); the level of operative theory/ small theories<br />

{weat< r/ieor/es)/methods; and the operative level of making.<br />

By introducing the hypothesis to conceptualize design In a<br />

wider sense as a social subsystem of this kind, Jonas (1994)<br />

has also introduced design as the network of future-shaping<br />

disciplines (i.e. futures studies of design acting as sensor;<br />

management of meaning in design as cultural industry or<br />

strategic design; product design for material or immaterial<br />

objects; service design to design invisible structures and<br />

stimulating behaviours). Here the meta-theoretical difference<br />

system/environment is introduced into the system as leading<br />

differentiator. Potentially, design-problems could be treated<br />

as system/environment fits throughout and the concept of<br />

organized complexity could provide the essential tools for<br />

either systemic modeling and projective thinking.<br />

Complexity and the designer's paradox<br />

What we may indicate as the designer's paradox directly<br />

pertains to the role of the designer and the related scale and<br />

limits of intervention in a complex world. Here we suggest<br />

that the thought of complexity may cross the designers's<br />

action at least at two essential levels, that we may label as<br />

"designing within complexity" and "designing complexity", as<br />

in Le Moigne (1985:84-102).<br />

Designing within complexity may be intended as an act of<br />

awareness. Designing complexity may be seen as the transition<br />

through which the discovery and challenge of complexity<br />

turn into methods to handle complexity (Morin 1977:386).<br />

Both levels are part of the action of design, broadly intended<br />

as one of those making disciplines that have an impact on the<br />

physical world, address human needs and generate the built<br />

environment (Friedman 1999).<br />

Although the exploration of the relation between design and<br />

complexity is not new, complexity theory has really started to<br />

influence the debate within professional communities only<br />

recently (Boutin and Davies 1997). By accepting and clarifying<br />

some elements of complexity theory, efforts have been<br />

directed to demonstrate how the notion of complexity can<br />

generate tools for design. As a recurrent starting point. It has<br />

been recognized (Boutin and Davis 1997:115) that the problem<br />

is not that of understanding complexity, but to define and<br />

create flexible methologies allowing practical application for<br />

design of new emerging concepts, to transform the discovery<br />

of complexity into a method to handle complexity.<br />

Further, keys concepts central to handling complexity may<br />

gain clarity when going with a cultural maturity that entails<br />

the designer responsibility (1997:116) and are revealed<br />

as familiar to designers: as it is for the complex thought


integrating uncertainty while planning organization, linking,<br />

contextualizing, globalizing, recognizing both singular and<br />

general dimensions.<br />

Using holistic visions may generate a broader (and entwined)<br />

sense of reality, meaning rapid ability to adapt to changes, to<br />

be part of change itself, to take uncertainty as a chance (not<br />

only a risk or a limit), to develop prompt skills of organization,<br />

dis-organlzation and re-organization, inventing dynamic<br />

concepts, strategies and actions.<br />

Complexity, it is said, is in the eye of the observer. System<br />

theory teaches us that an observer is a person who makes<br />

measurements (observations) on a system to gain information<br />

about it. This information can be communicated to other<br />

people in the form of a description. The field of complex<br />

systems is interested in relationships.The observer and system<br />

are in a relationship. Thus a precise notion of an observer and<br />

the basic act of observation or measurement is a key concept<br />

in this context. As a more general definition (Bar-yam 1997)<br />

we could take that an observer is a system which, through<br />

interactions, retains a representation of another system (the<br />

observed system) within it.<br />

The conventional view of an observer is of an objective<br />

observer and an objective observer is independent of both<br />

the system being observed and the rest ofthe environment.<br />

Implicitiy there is an influence between the system and the<br />

observer.Thus, the act of observation must cause an influence<br />

of the observed system on the observer. The designer as<br />

observer is then expected to consciously manage the ability to<br />

apply holistic visions, attempting to create a balance between<br />

interdependent elements, disciplines, requirements, possibly<br />

shanng this ability with any professional seeking to participate<br />

in the design of future realities (Boutin and Davis 1997:117).<br />

Designing within complexity<br />

As we see It, the designer is mainly faced with cognitive<br />

difficulties. Acrucialaspectoflearning often regards cogn/t/on,<br />

that here is intended as the process by which decision makers<br />

form and modify representations in orderto make some sense<br />

of a reality which Is generally too complex and uncertain to be<br />

fully understood (Dosi et al. 1996:10).<br />

The systematic gap between the agents cognitive abilities<br />

and "reality" can take at least two often interrelated forms: a<br />

knowledge gap, involving incomplete or wrong representations<br />

of the environment and a problem-solving gap between the<br />

complexity ofthe tasks faced by agents and their capabilities<br />

on accomplishing them.<br />

In general terms, knowledge gaps arise from the lack of<br />

isomorphism between theenvironmentand the agent's model<br />

of it. This Is what may be called substantive uncertainty (Dosi<br />

and Egidi 1991). One may further distinguish between weak<br />

uncertainty (i.e. probabilisable nsk) and strong uncertainty,<br />

involving genuine ignorance and intrinsic inadequacy ofthe<br />

mental models of the agents to fully capture the structure<br />

of the environment. Conversely, problem-solving gaps entail<br />

different degrees of procedural uncertainty, with or without<br />

substantive uncertainty.<br />

Here we argue that the designer is still part of an operative<br />

dimension where both a substantive uncertainty (Dosi e Egidi<br />

1991) and a procedural uncertainty are present. Consequently<br />

it may be recognized that the emergent horizon of actions<br />

performed by the designer will be dependent both on the<br />

ability for improved understanding of a complex reality and<br />

Improved skills to face that reality.<br />

Jonas (1999) has started to describe a design theory as a dynamic<br />

network of "chunks of ideas", with self-similarity of design models<br />

on the different levels ofthe process: not only design problems<br />

consist of largely contingent, purpose-onented networks of<br />

variables, but a design meta-theory is a largely contingent<br />

network of theoretical elements, ideologies, preferences.<br />

"Complexity on the problem side (how to describe the situation)<br />

corresponds to contingency on the solution side (how to change<br />

the situation into a preferred one). Organized complexity means<br />

the end of linear causal chains and creates feedback mechanisms.<br />

Design as a complexity-reducing medium of constructing the world<br />

is exploring the space of possible alternative futures" (Jonas 1999).<br />

Conclusion<br />

The scales of intervention the designer may face range from<br />

the level of evolving artifacts to that of large technological<br />

systems, where the systemic dimension is explicit. It has


een argued (Friedman 1999) that acting within complexity<br />

involve either substantive challenges to design (increasingly<br />

ambiguous boundaries between artifact, structure, and<br />

process; increasingly large-scale social, economic, and<br />

industrial frames; an increasingly complex environment of<br />

needs, requirements, and constraints; information content that<br />

often exceeds the value of physical substance) and contextual<br />

challenges (a complex environment in which many projects<br />

or products cross the boundaries of several organizations,<br />

stakeholder, producer, and user groups; projects or products<br />

that must meet the expectations of many organizations,<br />

stakeholders, producers, and users; demands at every level of<br />

production, distribution, reception, and control).<br />

These challenges require a qualitatively different approach to<br />

professional practice: as in Friedman (1999), what is required<br />

is analytic and synthetic planning skills that can't be attained<br />

through practice alone, advanced knowledge that is not<br />

a higher level of professional practice but a qualitatively<br />

different form of professional practice. If complex systems<br />

operate at the edge of chaos, designing at this edge requires<br />

coherent adaptive skills.<br />

But, can complexity be designed? Or is it simply not<br />

designable? It has been argued (Le Moigne 1985:84) that a<br />

complexity that may be designed (or represented, invented,<br />

understood) is something complicated (or overcomplicated),<br />

not complex.<br />

Let's go back to the designer's paradox, as in Morin (1977:179).<br />

When facing the phenomenology of design, even in the<br />

simplest evidence, one can not ignore any longer that any<br />

design action has to be connected to a framework of events,<br />

which in turn generate multiple maps of actions.<br />

It is such a tension between design as the thought aimed<br />

at reducing the complexity of reality into forms of order<br />

(while questioning the nature and substance of reality so<br />

to progressively increase the understanding of its inherent<br />

complexity), and design as the action producing further levels<br />

of complexity, that here is re-proposed as the energy fuelling<br />

a deep, desirable transformation in the design approach.<br />

References<br />

BAR-YAM, Y 1997. Dynamics of Complex Systems (Studies in<br />

Nonlinearity). Westview Press.<br />

BECHTEL, W. and R. C RICHARDSON. 1993. Discovering<br />

Complexity. Princeton: Princeton University Press.<br />

BILLINGS, K. 1997. Learning to Design for Change: moving<br />

from intuition to reasoning when managing complexity. In<br />

P McGrory, ed., The Challenge of Complexity, 79-95. Helsinki:<br />

University of Art and Design Helsinki UIAH.<br />

BUKER, W. E., T. P HUGHES, T PINCH. 1989. The Social<br />

Construction of Technological Systems. Cambridge, Mass:<br />

The MIT Press.<br />

BOCCHI, G. e M. CERUTI. 1985, a cura di. La sfida della<br />

complessita. Milano: Feltrinelli.<br />

BOCCHI, G. e M. CERUTI. 1988. La riscoperta della Physis per<br />

una storia naturale delle possibilitâ. In M. Ceruti e E. Laszlo,<br />

eds, Physis: abitare la terra, 15-37. Milano: Feltrinelli.<br />

BOUTIN, A. M. and L. DAVIS. 1997. Design as a creative approach<br />

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Complexity, 114-118. Helsinki: University of Art and Design<br />

Helsinki UIAH.<br />

CERUTI, M. e E. LASZLO. 1988, a cura di. Physis: abitare la terra.<br />

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DOSI, G. and M. EGIDI. 1991. Substantive and procedural<br />

uncertainty.Anexploration on economic behaviours in changing<br />

environments. Journal of Evolutionary Economics 1:145-168.<br />

DOSI, G., L MARENGO and G. FAGIOLO. 1996. Learning in<br />

evolutionary environments. Papers. University of Trento:<br />

Computable and Experimental Economics Laboratory.<br />

EDMONDS, B. 1996. What is Complexity? The philosophy<br />

of complexity per se with application to some examples in<br />

evolution. In F. Heyllghen & D. Aerts, eds.. The Evolution of<br />

Complexity. Dordrecht: Kluwer,


FINDELI, A. and P. DE CONINCK, Fondements epistemologiques<br />

d'une formation de recherche universitaire en "Design et<br />

Complexite" manuscript delivered by the authors.<br />

FINDELI, A. and P. DE CONINCK. 2002. Une formation<br />

universitaire de recherche en design et complexite. In Les<br />

sciences de la conception. Enjeu scientifique du XXI" siecle.<br />

{En hommage â Herbert Simon), Proceedings of the Lyon<br />

conference, 15-16 Mars 2002.<br />

FRIEDMAN, K. 1997. Design Science and Design Education. In<br />

P. McGrory, ed„The Challenge of Complexity, 54-72. Helsinki:<br />

University of Art and Design Helsinki UIAH.<br />

FRIEDMAN, K. 1999. Philosophies of design. In A. Ekholm, ed.,<br />

Amneskonferens projektenngsmetodik. Lund: Datorstödd<br />

projektering (CAAD),LundsTekniska Högskoian. Amneskonferens<br />

projekteringsmetodik, NorFA research symposium on design<br />

methodology, LTH-LundTechnical Institute, Lund University,<br />

25-26 November, 1999.<br />

HEYLIGHEN, F. and D. AERTS, eds. 1996. The Evolution of<br />

Complexity. Dordrecht: Kluwer.<br />

HEYLIGHEN, F. 1996a. What is complexity? [online]. In Principia<br />

Cibernetica Web [cited 9 December 1996]. World Wide Web:<br />

http://pespmc1.vub.ac.be/C0MPLEXI.html.<br />

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InW. E. Bijker,T.P. Hughes,T. Pinch, eds,The Social Construction<br />

of Technological Systems, 51-2. Cambridge, Mass.: The MIT Press.<br />

JONAS, W. 1994. Design - System - Theorie. Übedegungen zu<br />

einem systemtheoretischen Modeli von Designtheone. Essen:<br />

Die Blaue Eule.<br />

JONAS, W. 1998. Viable Structures and Generative Tools:<br />

an approach towards "designing designing". In Contextual<br />

design: design in contexts, 23 - 25 Apnl 1997. Stockholm: the<br />

European Academy of Design.<br />

JON AS, W. 1999. On the Foundations of a"Science ofthe Artificial".<br />

Useful and Critical. In P. Korvenmaa, ed.. Useful and Critical:<br />

Conference on Design, Helsinki: University of Art and Design.<br />

KAMPIS, G. 1991. Self-modifying Systems in Biology and<br />

Cognitive Sciences: a New Framework for Dynamics,<br />

Information and Complexity. Oxford: Pergamon Press.<br />

KAUFFMAN, S. A. 1993. The Origins of Order: Self-Organization<br />

and Selection in Evolution. NewYork: Oxford University Press.<br />

LASZLO, E. (1985). L'evoluzione della complessitâ e l'ordine<br />

mondiale contemporaneo. In M. Ceruti e G. Bocchi, eds. La<br />

sfida della complessitâ, 362-400. Milano: Feltrinellİ.<br />

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LASZLO, E. 1988. Evoluzİone: İl nuovo paradigma. İn M. Cerutİ e<br />

E. Laszlo, a cura di, Physis: abitare la terra. Milano: Feltrinellİ..<br />

LE MOIGNE, J.-L. 1985. Progettazione della complessitâ e<br />

complessitâ della progettazione. İn G. Bocchi e M. Ceruti, a<br />

cura di, La sfida della complessitâ, 84-102. Milano: Feltnnelll.<br />

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University of Art and Design Helsinki UIAH.<br />

MORIN, E. 1977. La Methode. I. La nature de la nature. Paris: Le Seuil.<br />

MORIN, E. 1984. On the Definition of Complexity. In S. Alda et<br />

al., eds., The Science and Praxis of Complexity, 62-68. Tokyo:<br />

United Nations University.<br />

MORIN, E. 1985. Le vie della complessitâ. İn G. Bocchi e M.Ceruti,<br />

a cura di, La sfida della complessitâ, 49-60. Milano; Feltnnelll.<br />

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Metamorphose de la Selence. Paris: Gallimard.<br />

STENGERS, 1.1985. Perche non puö esserci un paradigma della<br />

complessitâ. in G. Bocchi e M. Ceruti, a cura di. La sfida della<br />

complessitâ, 61-83. Milano: Feltrinellİ.<br />

WALDROP, M. M. 1992. Complexity: The Emerging Science at<br />

the Edge of Order and Chaos. NewYork: Simon & Schuster.<br />

WEAWER, W. 1948. Science and complexity. American Scientist<br />

36: 536-544.


D R A W I N G A N D I M A G E S D F D E S I G N . R E P R E S E N T A T I O N A N D M E A N I N G ,<br />

Assoc. Prof. Fâtima Pombo (F)<br />

Universidade de Aveiro<br />

Departamento de Comunicaçâo e Arte,<br />

Campus Universitârio de Santiago 3810-193 Aveiro Portugal<br />

fpombo@ca.ua.pt<br />

tel.+351 234370389<br />

fax+351 234370868<br />

Asst. Prof Graça Magalhâes (F)<br />

Universidade de Aveiro<br />

Departamento de Comunicaçâo e Arte<br />

Campus Universitârio de Santiago 3810-193 Aveiro Portugal<br />

gracamag@ca.ua.pt<br />

tel.+351 234370389 +351 963244164<br />

fax+351 234370868<br />

Abstract<br />

This abstract Is based on the research being conducted on the<br />

relationship betv^een design and drawing, whose results have<br />

been presented at various congresses.<br />

The aim of the research is to clarify the intervention of<br />

drawing in design, by differentiating between "object" and<br />

"image" and between the "symbolic character" and the "form<br />

of representation" by demonstrating that the efficiency of the<br />

project is based on conflict generated by the act of drawing<br />

in itself<br />

Based on the triangular classification of design as author-<br />

programme- technology and drawing as representation-<br />

classification- imagination, it can be argued that: the object's<br />

identity arises from the confrontation between representation<br />

and the image, thus questioning its unity. In other words the<br />

way of representing the object through a technical mediation<br />

referring to an abstract concept (the act of drawing), of<br />

symbolic function, and of attributing meaning to the symbol,<br />

insofar as it refers to object.<br />

This paper intends to approach drawing as the language that<br />

makes the appearance of the images of design possible. The<br />

images ofdesign function as double:<br />

- object of representation whilst represented image (physical<br />

representation);<br />

- object of desire whilst promoter of a story of subjective<br />

experiences and emotional relationships. Examples will be<br />

given. We consider the specificity of drawing through two<br />

possibilities;<br />

- representation as the action of drawing In the object's<br />

presence;<br />

- representation as the action of drawing in the object's<br />

absence.<br />

Drawing as a instrument of the project participates in the<br />

duality of the images: as representation of the idea (concept)<br />

and as action that provokes the emergence of the object<br />

before an interested and desiring subject.<br />

However, under these conditions, drawing exists as an action<br />

that does not dilute itself in the representation, since object


and image, as differentiated and implied entities, relate to<br />

each other. Drawing is the piace where the object's necessary<br />

differentiation and uncertainty manifest themselves.<br />

Keywords: representation, image, symbolic, object, desire.<br />

1. History: A modern condition<br />

Drawing as a instrument of the project represents the idea<br />

(concept), summons the emergence of the object in the<br />

presence of an interested and desiring individual. Its condition<br />

of technical doing registers the act of drawing (the drawing) as<br />

a founding discipline, which is autonomous from the project.<br />

In this condition drawing as an action that does not exhaust<br />

itself In the representation ofthe project, making the relation<br />

between the object and the image implicit. Drawing exists<br />

as the figuration of a «lie» that Is art (the terrain where reality<br />

converges).<br />

Modernism empowers art with the possibility to demonstrate<br />

the irregularities and the blunders of the system of art. The<br />

incoherencies and deadlocks become constituents of art par<br />

excellence. Pulsion as legacy of art guarantees its own legitimacy,<br />

which turns out to bea pulsional «tranguilizer». (figure 1)<br />

Figure 1. Malevitch, Black Cross. 1913<br />

Design as the legitimate representative of modernity (worldly<br />

and factual) results in the paradox that Its symbolic legitimate<br />

existence is connected with its own denial.The"symbolic"denial<br />

reveals that a crisis is necessary for its own survival. Design as a<br />

discipline arises from the protagonist ofthis modern paradox.<br />

To assert itself design needs to deny its own autonomy,<br />

subscribing to, or at least, approaching art or technology.<br />

The continuity of the symbolic in design depends on<br />

contradiction of what is denied as acquisition, and In this<br />

case with art. The transcendence in design Is unveiled in the<br />

heteronomy of its possibility to exist.<br />

Contrary to art which is essentially solitary, design Is<br />

sympathetic towards the Instrumentation of fantasy as a<br />

guarantee of human legitimacy. The possibility of being-<br />

related-to another "newly-arrived" object Is liberating and<br />

contradicts the breach of confidence In the human-being as a<br />

modern reference, (figure 2)<br />

Figure 2. J. Hoffman, Bottle and glasses project, 1912<br />

The medium -point, line, and blotch- that conveys form<br />

formally fixes the object by means of a technical or<br />

technological dependency; uses the bi or three-dimensional<br />

expression as an internal or external condition ofthe object,<br />

not technically or technologically instrumented.<br />

The representation is ichnographically or formally fixed by<br />

means of the medium. On the other hand, the images as media<br />

are autonomous regarding the act of representing. Could this<br />

extreme case be regarded as Image without representation?<br />

And in this case could it be said to be an uncommitment of art?<br />

The modern (according to Baudalalre's modemlte) is neither<br />

against the old nor the past, but against the classical as that<br />

which is transmitted by the processing order, in the continuity<br />

of the existence of the object, in the chain succession of<br />

cause and effect. When Baudalaire promoted modernity {la<br />

modemlte) in 1849 he did it on behalf of £7est/7et/cs, thus break<br />

away from the continuous element that existed in order ofthe<br />

cognitive world. (Jauss, 2005:332)


The modernist proposal underlines thedestreto breakawayfrom<br />

the neoclassical presence of the 19^^ century, which idealised<br />

the heroic, and giving way to the questioning ofthe classical<br />

images and of Darwin's and Foutrier's "scientific" culture.<br />

Regarding the aesthetic, the fight against the ornament<br />

gives rise to the cult of the necessity to understand the truth<br />

and proposing its representation. Modernism aspires to<br />

understand reality and the possibility of its representation<br />

by substituting the reality which is symbolically interpreted<br />

for the symptomatically undecipherable reality. The phrase<br />

«!ess is more» symbolises, in a hysterical fashion, the Modern<br />

{imp)possibility. The denial of the symbolic reality as the<br />

possible place for the representation, and the possibility of<br />

interpretation, therefore, art starts to expressing itself by<br />

means of symptom and returning to the figure as the possible<br />

configuration of the object of art.<br />

In the century the proiiferarion of the taste by means<br />

of the superfluous expression that multiplies Itself factually<br />

and historically by means ofthe cumulative diversity of the<br />

objects, establishes the presence of the object of art as the<br />

waste ofthe system of art - a place where existence is confined<br />

to uselessness (Figure 3).<br />

Figure 3. Great Exhlbirion, 1851<br />

What is left of the historical perpetuarion of the artistic as<br />

a projected "adjustment"; that is, the desire (taste) of the<br />

material structure of things is then autonomously referred to<br />

as the discipline of design.<br />

An object produced industrially and its reproduce beauty,<br />

defined by structural existence ofthe object. In this case beauty<br />

pre-exists to the physical reality ofthe object, inscribing itself<br />

there and then in the proposed project by means of the drawing.<br />

An industrial object "of beauty" resorts to projection as the<br />

characterization of beauty. On the contrary, a hand-made object<br />

- similariy applying to art - inscribes beauty on its act of technical<br />

production/technical acrion. In this case the technical acrion<br />

exists committed to beauty, not being abie to separate from It.<br />

In design beauty can pre-exist to the producrion of the object<br />

by means of the author, who as the operator of the drawing Is<br />

able to "recover" the dimension of beauty' (Vitta, 1996:37).<br />

The issue of reproducibility can arise from the reproducrion<br />

of a model (in design) or from a similar pre-existence<br />

(arristic series). In the first case, beauty inscribed on project<br />

by means of the drawing reproduces a similar object. In the<br />

second case beauty surfaces by means of the technical act of<br />

doing/producing the object reveals what Is not similar by the<br />

reproducrion ofthe object.<br />

The series like work methodology in art relate to the search<br />

for the "industrial" interpretation of the artistic object and<br />

paradox ally verify the dissimilarities these contain.<br />

2. The nature ofthe problem<br />

The nature of the problem in art and design differ. With<br />

regards to art it deals with a resolurion which is strictly formal,<br />

present and related to the time of the work. The resolurion of<br />

' About the nature and inscription of beauty on the object of use<br />

and in its differentiation from the object of art mentioned by Vitta<br />

will always require defining which beauty (or ugliness) is being<br />

referred. If it's true that for art the reference to "beauty" or "ugliness"<br />

is an acceptable definition, for the object of design the most<br />

acceptable concept is" good taste" or "bad taste", which on its own<br />

is symptomatic of some determinism. Nonetheless, which "good" or<br />

"bad" taste will have to be specified. Whichever aesthetic "filtering"<br />

used on the object of design, it always refers to the authorship of<br />

the work by means ofthe author's instrumentation of drawing, and<br />

not the serial production ofthe work, whereas in an object of art the<br />

issue is directly implied in the production ofthe work.


the problem relates the action, fixes the work, and establishes<br />

Itself as the worldly reference In the constructive process<br />

of the work. Whereas In design the problem precedes the<br />

action, it comes before the form, and Its evocation derives<br />

from the programme and amply perpetuates itself in a<br />

game that outdoes the author of the form. On the contrary,<br />

art not considering the problem as something outside itself,<br />

suggests a "remake" strictly within the artistic field, obliging a<br />

"reproduction" of itself. Disregarding its exterior surroundings<br />

art cynically evokes Its own self-destruction; hence promoting<br />

the"emptiness"of art that we have grown accustomed to.<br />

Ina positive way, design seem5tooccupythe"emptiness"ofart by<br />

reflecting on its own condition by means of the other, that is, by<br />

means of the founding permissive ofthe utility ofthe object. The<br />

current manifestations of everyday objects (more reflexive and<br />

humanised) are probably those which are closer to the artistic as<br />

a means of existence of use, by means ofthe consideration ofthe<br />

project, as an inaccessible consideration ofthe other.<br />

The object arises from the project and this one Is responsible<br />

for the form in the strict relation with reality in which the<br />

object is born, grows and is utilised. The project "is not only<br />

responsible forthe formal identity ofthe object but also for its<br />

way of being and the context it was born from and it should<br />

act in." (Vitta, 1996:15). As Christopher Alexander wrote:<br />

The final object of projection is the form.,., each<br />

problem of projection arises from the effort to reach<br />

a correspondence between two identities: the form in<br />

question and its context. The form Is the solution ofthe<br />

problems and the context defines the problem. In other<br />

words, when we talk about projection the essence of<br />

the discussion is not only the form but all that is related<br />

to the form and its context. (Vitta, 1996:14).<br />

In this case, as Maurizio Vitta refers, "this statement confirms<br />

the primacy ofthe object but at the same time it defines its<br />

nature by means of its ways of existence guaranteed by its<br />

projection." Can't this be the question ofdesign: by means of<br />

Its form define the context of its appropriation? Does design<br />

then identify itself with the project? And the latter with all the<br />

understandings/presentations of the object? In this case the<br />

complex articulation networkof the project will reveal itself to<br />

the presentation ofthe object ofdesign as an uncertain form,<br />

revealing Itself with the contradiction that is inherent to the<br />

act of existing. Can't this uncertainty, revealed by the project<br />

of design, constitute the motto for mobility of the discipline<br />

itself? In actual fact, the question of series that defines the<br />

object of design - at least what stipulated as its definition<br />

In the first days of Its assertion as a discipline - is not only a<br />

repetitive and egalitarian series of a chain of production, but<br />

also a worldly series that allows design to be discipline of<br />

method and thought that considers the pre-existences and<br />

the alterations thereafter (Figure 4).<br />

Figure 4. Gaetano Pesce,Table and chairs Cassina, 1978<br />

It would be absurd to fix the objects as It would be to stop the<br />

world. In actual fact the more design "grows"as a discipline of<br />

project (ofthe object) the more vulnerable it becomes, which<br />

is subjected to the non-fulfilment of its structural coherence,<br />

when the designer is denied the possibility of technical and<br />

material control in the production of the object. In actual<br />

fact, the more the project grows the greater this possibility<br />

seems to become... and can this be once again a symptom of<br />

disciplinary growth? To conceive design as the presentation<br />

ofthe object as a stable and singular presence would fall into<br />

contradiction with the presence ofthe object itself, and In this<br />

case design is desired according to the object it represents.<br />

Even if it is based on an uncertain relation with itself, facilitated<br />

by a mirror and result of its «interdisclplinary».<br />

The question ofdesign Is the nature of the project in its condition<br />

of representation by the concept of the figure in its nature of<br />

the word and image.The word exists implied in concept, in the<br />

content ofthe idea, whilst the image implies the precept ofthe<br />

imagination.Thus, the project derives from the concept and the<br />

percept articulated by means of the word and Image.


Art as an historical event, breaking away from the symbolic,<br />

by denying the "evolutionary/explanatory unity" of history,<br />

nonetheless, "expressing itself" as an action {producing a<br />

piece of art) defies itself as the action in search of mankind's<br />

knowledge (philosophy). Regarding a possible transcendence,<br />

which is not at all religious, must refer to acquiring human<br />

knowledge. Humanised art "self-diminishes" as a practice<br />

giving rise to new doings - new acriviries. Among which, the<br />

possible and desired, design?<br />

3. Representation and meaning: Configuration and presence<br />

The representation which enhances the defocused on the<br />

object of use, while the representarion which enhances the<br />

process (the procedural acrion) places the work of art as an<br />

image of itself<br />

The representarion ofthe idea as the symbolic representation<br />

ofthe wish/desire, via the senses, uses the image as a symbol<br />

in the configurarion ofthe object as an image that derives from<br />

the idea {object of use/object of design). On the contrary, the<br />

representation that focuses on the process as a contradictory<br />

and symptomatic uses simulacrum to acquire a proximity of<br />

meaning of object of art as identificarion of the unobtainable<br />

reality (Figure 5).<br />

Figure 5. Sarah Lucas, The sperm<br />

The representation that derives from the image that becomes<br />

of the object of art recognises the procedural action the real<br />

mediation as factor of contradiction and paradox. Contrary,<br />

a representation that derives for the metaphorical idea that<br />

organise the concept as a symbolic representarion ofthe senses,<br />

and recognises the subject as a mediarion ofthe object of use.<br />

representation that symbolises the desire in the configuration<br />

the object. In its industrial beginning the designer was called<br />

upon to "formalise" the symbolic character of the universal<br />

object, whose understanding was merchandise. The drawing<br />

transformed the object-merchandise in a private object. In<br />

this case, the drawing ofthe object is tangible, rarional and<br />

deducrive by being a programmable project Nowadays, the<br />

designer elevates the object in such way that from it derives<br />

the possibility of a symbolic discovery, and in this parricular<br />

case the private object is returned to a universal context on<br />

account of its possibility to discovery of the private. Drawing<br />

itself also starts to refer to the sensirive, the unpredictable<br />

and chance.<br />

Arts only possibility is the contradictory representarion. Art as<br />

a double - image and simulacrum - is the identity that comes<br />

closer to reality, but its inability to represent reality it is a mere<br />

lie. As a lie art identifies with... as Alvaro Lapa refers quoring<br />

Nietzsche proverb, "we have art not to die or go mad when<br />

faced with the truth; therefore we don't have the truth, we<br />

have art to stop us from going mad or dying of terror before<br />

the truth" (Lapa, 2006:158).<br />

In this context the images of Art Brut while fantasy<br />

reconstructions of reality incarnate a fundamental fantasy that<br />

cannot be interpreted but only reconstructed, which is defined<br />

by Lacan as the"acefalus"knowledge, delirium, hysteria, or yet<br />

a body without organs, or at least without funcrioning organs,<br />

and therefore, a body that is not an organism as Gilles Deleuze<br />

defines it- and in this case the work of art is consrituted of<br />

an apparirion, dream, a shadow, images without sensorial<br />

mediarion, only a greatness of the senses (Figure 6).<br />

The modernism institutes design as visual discipline via the Figure 6. August Walla, Without ririe, 1970


Apparently, the art institutionally produced for contemporary<br />

museums also lack sensorial mediation. On the contrary the<br />

images of Art Brut are depurations of the senses, images<br />

that serve as exemplary. The appeal to the senses Is cerebral<br />

resulting from the inversion ofthe artistic process considered<br />

up to nov/ as natural - the direction being from the senses to<br />

the brain via the desire. The representation considered the<br />

desire in its closeness to the senses and the object resulting<br />

from the figuration ofthe image. Whereas the representation<br />

as an expression of the cerebral will recreate images that<br />

apparently present themselves as objects. As figurations of<br />

the presence of art in the work of Art Brut survive without<br />

context, contrary to many contemporary work of art that out<br />

of context run the risk of not existing as work of art.<br />

4. Image and object: Symbolic condition of design and<br />

simulacrum {as symptom) of art<br />

The images of design have a dual function: object of<br />

representation, when It Is a represented image (physical<br />

representation) and as object of desire, when promoting a<br />

story of subjective experiences and emotional relations whose<br />

organisation is symbolic.<br />

When the meaning of the object is arises from a desire its<br />

presence is interpreted as functional, technical and subjective.<br />

Therefore, it Is an object whose meaning is symbolic and in<br />

this capacity It represents. In this case the representation of<br />

the object of design is done in the presence of... which implies<br />

a latent proximity to the object, a chance of a sensory and<br />

physical perception, relating to a desirable, meddling and<br />

"interested"presence. A representation by means of a symbolic<br />

presence implied in the image that it figures. The possibility<br />

of the project in design to take shape of the object through<br />

drawing It is the guarantee ofthe project that allows design to<br />

be the object that formalizes the symbolic.<br />

The act of drawing as a representation in the proximity of...<br />

manifests within the possibility of the project being the<br />

symbolic interpreter. The representation in the absence of<br />

...not establishing itself as a precept of the action, hence not<br />

implying a condition referring to ...it will thus be a projection<br />

distant from the object, refers to it ideally as a construction of<br />

the mind that posltionstheobject at adistance,«disconnected»<br />

physically and circumstantially of Its symbolic condition. The<br />

object that is born from the absence of drawing conceals the<br />

symbolic from which it derives and to which it will necessarily<br />

have to return, otherwise, it runs the risk of losing itself.<br />

Fussli's assertion that "Religious people produce relics as art,<br />

warriors produce trophies and the bourgeois commercial<br />

articles", (Cerezo, in Calvera, 2003:26), it seems evident from<br />

the XIX century causing the drift away from the artistic<br />

concept.Thus, art recognises Its need to assert its uselessness,<br />

reclaiming its disciplinary autonomy, wanting to escape the<br />

aesthetic function. Consequently, the aesthetic function rests<br />

on the ornament's side provided it derives from the symbolic<br />

function ofthe beauty ofthe object. The object ofdesign will<br />

be "submissive" to the symbol concept that organizes beauty,<br />

while this one was rejected by art.<br />

The recovery ofthe organizational order of beauty conceding<br />

it a political position In the organization ofthe world, it has<br />

always been the path taken by the objects in and out of art<br />

and the artistic realm. In the Renaissance the organization of<br />

the objects via a politics for drawing, put into action by the<br />

creation of Accademia del Disegno dl Firenze, with maximum<br />

functionality, whilst symbolic entities that organize the wodd,<br />

making of the drawing a discipline of representation of the<br />

world by means of the ornament. In this case the ornament is<br />

the place ofthe significant Image that organizes and expresses<br />

the organization of the objects and the world. The theoretical<br />

substance that organized itself to confer power to that was<br />

designated as Disegno had as its interpreter the artist Giorgio<br />

Vasari, whose artistic expression was imminently decorative,<br />

guaranteeing at once the twofold possibility to ensure the<br />

conviction of a power that establishes itself interiorly, and<br />

thus reinforcing its efficiency and the presence of an image<br />

domain that will lead the objects to designate the symbolic,<br />

which the power needs.<br />

Modern design in its quality of project is proposed as a functional<br />

sign, being against the symbolic ornament. In the 70/80 design<br />

in its quest to liberate itself from the function becomes symbol<br />

of itself. Can we consider design in the 21 "century asa practice<br />

that aspires to be a sign of itself, not only as a projected action,<br />

but also as a discipline? In this aces design interprets the sign<br />

through the symbolic comprehension ofthe image that derives<br />

from the representation that aspires the figuration ofthe object.


The Symbol as a sign that acts., and capable of a communicative<br />

exchange, is transformed into a symbolic efficiency.The symbol<br />

as a communicative inscription limits the efficiency of the acrion<br />

of the sign universe. That is, the symbol favours other symbols<br />

that are associated to it, while the sign is a fixed entity that<br />

generates an imitarion.The images as symbolic representations<br />

appeal to the mobility ofthe symbol. Outside this mobility, they<br />

become sign imitations of the symbol fixing the image as a<br />

reality, expressed in what was the Modern artisric claim.<br />

The symbolic evocation of design is/can be made through<br />

drawing. The Design that lacks drawing is a symbolically<br />

"diminished"design.Too see/perceive design through drawing<br />

Is to admit In its pracrice:<br />

• memory;<br />

• disciplinary past (through disegno);<br />

• aesthetic reference;<br />

• style;<br />

• value of the image.<br />

Regarding the object of design's relation with the viewer/<br />

consumer because of its resolution and presentation as<br />

a symbolic property it has the power to attract due to its<br />

capacity to provide "identification" from an economic and<br />

rarional point of view, both being added-value for the<br />

emotion. The image as power of signification, as an identity<br />

that liberates us from the order of significant representation<br />

- a quality of art- is "Inspired" by what we know does not<br />

belong to the order of representation. The act of drawing<br />

summoned by the representation of the object of design is<br />

inevitably implied in the state of existing for drawing and<br />

the latter for its geştalt dimension, brief, light, ignorant,<br />

potentially "out of control", reveals the absent that which<br />

symbolically shows itself in an unexpected manner as a new<br />

presence, (figure 7)<br />

The issue regarding the symbol and its association with design<br />

besides posing the question of knowing whether the symbol<br />

comes before or after the form of design, it also poses the<br />

question of how the symbol interferes with the discipline of<br />

design. Ifthe first question requires a methodological analysis,<br />

which owing to this work's theorerical restriction is not going<br />

to be approached, the second requires reflecrion.<br />

Can the symbol thus be considered an ordination of the<br />

thought related to the manifestarion ofthe unconscious? Or<br />

simply an ordinarion ofthe idea by means of a content? In both<br />

cases what is in question is the formal relation between form<br />

and symbol. As it so happens this relarion is srill connected<br />

with the project that Is, an action that manifests itself in the<br />

desire of the event, refer to as desirably construcrive action.<br />

Therefore, differenriated from art that does not configure the<br />

project but the way of acting - while pure expression of the<br />

acrion. In Pollock's work the manner of action, for example, the<br />

spilling of paint does not conform to a project. As the acrion<br />

starts to take shape the further away the projected character<br />

drifts, and the work becomes a formal expression of its anxiety<br />

to the extent of suicide being its dead end.<br />

Figure 7. Joseph Beuys, 1978<br />

A further example of projectual deserrion In art with dramatic<br />

consequences was Rothko's work, which tread a path of<br />

return to non-existence. His work became formally "purified"<br />

to the extent of becoming chromarically equivalent to his<br />

eariier painrings. His work undergoes a process of a formal<br />

and chromatically simplified where his late chromatic path<br />

meets up with his initial chromatics. This meddling of reality<br />

with art does not occur with design. That is, the significance<br />

of the symptom, which is the condirion for the existence<br />

of contemporary art, excludes the idea of project. Design<br />

as a discipline of the project can only accept the symbolic<br />

movement that provides meaning the object, which in this<br />

case is contrary to art.


5. The desire of design and the purpose of drawing<br />

The object of design resulting from drawing Is an object<br />

which relies on the creativity to become its own-object^ The<br />

object of design deals programmatically with innovation,<br />

but ultimately results from the author's creativity which Is<br />

expressed bythe material and technical operation of drawing.<br />

Drawing is implied in design as an essentia! instrument in the<br />

development and figuration of the functional relations implied<br />

in the project (the sketch) as a trustee ofthe perception and<br />

the figuration ofthe non-visible (Figure 8/9).<br />

Figure 8. Hector Serrano, Superpatata, 2000<br />

The representation in Its trilogy -symbollc-real-imaginary-<br />

refers to the symptom as the means by which the figure reveals<br />

itself: the ghost as an operation by means of the symbol; the<br />

imitation as the presence ofthe imaginary. In this case art breaks<br />

away from the artistic that derives from the representation of<br />

the concept according to the deductive model established by<br />

^ innovation and creativity are two different ways of understanding<br />

production/configuration of the objects. Innovation is grasped as<br />

the strategy ofthe productive process in its utilitarian role that gives<br />

rise to technological and organizational development. Innovation<br />

in its utilitarian role-the production of the object- aspires the<br />

idea of the recovery of a particular result by means of utilitarian<br />

and programmed rules. Creativity is an act of originality and it is<br />

revolutionary which is not programmed by the rule and thus it is not<br />

combinable. Acknowledged as not fulfilling the utilitarian role, not<br />

sacrificed to the rule but a proof of satisfaction, which favours the<br />

process and considering the result to be inscribed in the process<br />

the object by means ofthe symbolic Image. Art belongs to the<br />

spectrum ofthe symptom as long as it glows and carries visual<br />

intensity, deriving from an inductive model that results from<br />

the figuration ofthe art substance. Art is a place of rupture in<br />

the interpretation chain, İt decrees the non-interpretable.Thus,<br />

art dissociates Itself from the aesthetic function embracing the<br />

anthropologicaldimension.Theanthropological understanding<br />

of art allows it to exist in the object which belongs to art, as<br />

if it were a "magic" event. Being of the art substance, the first<br />

instrumentation of drawing is "magic", as the manifestation off<br />

the purpose of origin.'' The second Is decorative and didactic<br />

whilst an expression of desire and the third is projectual<br />

manifestation ofthe possible transformation.<br />

Figure 9. Blu Dot, Li'l Buddy, 2001<br />

The drawn objects (of design) are like aesthetic formulations<br />

that priority was registered/classified as artistic interpretations.<br />

The discipline of design results from aesthetic function<br />

which before was considered to be of artistic terrain that<br />

promoted the appearance of artistic objects by means of its<br />

representation.<br />

The prefix re of re+presentatio means Intensification. Re +<br />

presentatio is presentatio (= Image) -t- re (= Idea). That is.<br />

Even before its consideration as register the "magic" dances in<br />

honour or as a offering to some pagan god can be considered as<br />

manifestations ofthe corporal drawing.


image + idea , image {- presenatio) is more than reality it is<br />

an augmentation of it by means ofthe idea of reality. Thus,<br />

it represents itself always by means of the absence in both<br />

the duality and division of desire. The symbolic drawing<br />

that operates and interprets the duality of desire realizes the<br />

concept of the symbolic image implied in the unity of the<br />

purpose allows the appearance /con-figuration of the idea<br />

{Nancy, 2002:63-70).<br />

Can it thus be concluded that the purpose of drawing is<br />

achieved in the desire of the object? In this case, the unit<br />

of the symbol is present in the object of design by means<br />

of the drawing provided by the act of drawing. In this case<br />

the differentiation of the object of art is circumstantial<br />

inscribed in the symbolic presence In the case of design<br />

and symptomatically in the case of art; both referred in the<br />

presence ofthe object.<br />

Thus, it can be concluded that the difference between drawing<br />

as the project of things of usage and drawing as an artistic<br />

project is as follows: the enunciation of the project of design<br />

is ethical, social and political, acquired through the concept<br />

of work, whereas the enunciation of the artistic project is<br />

philosophical, evoking the absence In its epistemological<br />

image of technique.<br />

The d/segno transforms into design by adding an ethic-political<br />

element to the philosophical dimension of disegno when it is<br />

a project, the project in design when deprived of ideology it<br />

becomes an exercise of style, which was proved by Modern<br />

rationalism as well as the «radical» consideration in the late<br />

20th century {Vitta, 1996:126).<br />

Drawing as a representation participates in the duplicity of<br />

the images as a instrument of the project ansing from the<br />

idea {concept), and as the process (action) ansing from the<br />

appearance ofthe object in the presence of an interested and<br />

desiring individual. However, in this case drawing exists as the<br />

action that does not drain itself in the representation because<br />

the object and the images relate to each other despite being<br />

differentiated and implicated entities. It's in the drawing thatthe<br />

object's necessary differentiation and uncertainty find the space<br />

to manifest themselves, where, if only provisionally, it is possible<br />

the differentiation between the identity and the meaning.<br />

The purpose of drawing is fulfilled in the desire to draw; thus,<br />

making the appearance of the object possible by means of<br />

the symbolic (re)presentat'on more or less predetermined<br />

- in the case of design - or by means of the symptom in the<br />

(con)figuration that presides over the appearance of the<br />

object ~ in art.<br />

In this case, the meaning of the object of design and of art<br />

is different. Submitted to a programme arising from the<br />

supposition of the technique, the object of design reveals<br />

its autonomy by means of the drawing, even if the desire is<br />

"imprisoned" in the act of drawing, in the production ofthe<br />

specificdrawing in tune with the object.Onthecontrary,art does<br />

not take into account the object's peculiarity and the object as<br />

a supposition of the technique is only a means of access to art.<br />

In this case, the sequential condition in design is from the start<br />

structural, while in art it is subsequently sequential. In design<br />

this condition is the defined and programmed, thus having an<br />

optional quality, whereas in art sequence is inevitable in that<br />

the processing ofthe object is never-ending.<br />

Drawing is not a fixed entity, neither by determination nor<br />

by construction. On the contrary it s fascination lies in its<br />

encounter with the constantly unequal and in mutation, it is<br />

only possible to fix an image/a drawing by means of the act of<br />

drawing, and not the drawing itself In this case, what is fixed<br />

is a drawing in the passing of time of drawing.<br />

The progression of drawing In time is made through mapping<br />

- a defocused perception (reading) - by means of progressive<br />

arrangements of images which imply other images as a shape<br />

and power of suggestion: the certainty ofthe appearance and<br />

the false and deceiving visibility.<br />

The memory that reflects and that (re)produce drawing<br />

twofold: the memory of the past, of the pre-existences, and<br />

the one which projects the future. Yet the one that belongs to<br />

the project is a «false» memory, a projected memory, which<br />

is factually absent. During this memory penod the drawings<br />

are produced from the object's absence. The drawing of<br />

the object anses from the contingency of what cannot be<br />

definitely fixed but only reflected by its register, in the intervals<br />

of ...what could be the essence of the object regarding Its<br />

concept. The figuration that derives from the drawings is the


only stable condition for the object - confined to the choice of<br />

the moment, but nonetheless a possibility that Is present.<br />

It is no longer through the object that time is fixed by through<br />

Its representation. In this case the power of representation<br />

overcomes reality. Drawing returns to the representation<br />

despite rejecting or overcoming the project. It represents<br />

itself despite nominating the world.<br />

The purpose of drawing is fulfilled in the desire to draw<br />

which facilitates the appearance of the object by means of<br />

the symbolic (re)presentation more or less predetermined<br />

- in the case of design - or by means of the symptom in the<br />

(con)figuration that presides over the appearance of the<br />

object-in art.<br />

In this case, the meaning of the object of design and of art<br />

is different. Submitted to a programme arising from the<br />

supposition of the technique, the object of design reveals<br />

its autonomy by means ofthe drawing, even if the desire is<br />

"imprisoned" in the act of drawing, in the production of the<br />

specific drawing In tune with the object. On the contrary, art<br />

does not take into account the object's peculiarity and the<br />

object as a supposition ofthe technique is only a means of<br />

access to art. In this case, the sequential condition in design<br />

is from the start structural, while in art it is subsequently<br />

sequential. In design this condition is the defined and<br />

programmed, thus having an optional quality, whereas in art<br />

sequence is inevitable In that the processing of the object Is<br />

never-ending.<br />

References<br />

CALVERA A., 2003. Arte? Diseno? Barcelona: Gustavo Gill.<br />

DELEUZE, G., 1995. Francis Bacon. Logica della sensazlone.<br />

Macerata: Quodlibet.<br />

DIDI-HUBERMAN, G., 1990. Devant I'image. Paris: Minuit.<br />

JAUSS, H. R., 2005. Modernity and Literary Tadition. Critical<br />

Inquiry, 31 (2), 329-364.<br />

LAPA A., 2006. Âlvaro Lapa - Textos. Lisboa: Fundaçâo EDP,<br />

Assirio& Alvim.<br />

NANCY, J.-L, 2002.Tre saggi sull'immagine. Napoli: Cronopio.<br />

NORMAN, D.A.,2004. Emotional Design.Why we love (or hate)<br />

everyday things. New York: Basic Books.<br />

PARTENONE, R. (ed.)., 1996. II disegno come idea. Roma:<br />

Gangemi.<br />

POMBO, F. and MAGALHÂES, G., 2005. O Design atraves<br />

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Association of Communication Sciences, 20-21 Octobre 2005<br />

Aveiro, Portugal. Aveiro: electronic version, 61-72.<br />

RANCI£RE, J., 2003. Le destin des images. Paris: La Fabrique<br />

2001. L'inconscient esthetique. Paris: Galilee.<br />

SANTNER, E.L, 1997. A Alemanha de Schreber. A paranoia â tuz<br />

de Freud, Kafka, Foucault, Canetti, Benjamin. Rio de Janeiro:<br />

Jorge Zahar.<br />

SOUS, D. R. E AL, 2001. Simbolos estetlcos. Sevilla: Universidad<br />

de Sevilla.<br />

VITTA, M., 1996. II disegno delle cose. Storia degll oggetti e<br />

teoria del design. Napoli: Liguori.<br />

ZIZEK, S., 2004. L'epİdemİa dell'lmmaginaro. Roma: Meltemi.


STRICTLY BALLRODM DR DANCING IN THE MOMENT?<br />

M E T H O D S F O R E N H A N C I N G T H E P A R T N E R S H I P D F D E S I G N A N D B U S I N E S S ,<br />

Emma Murphy<br />

Research Associate<br />

University of Dundee / Graven Images Limited<br />

emma@graven.co.uk<br />

Mike Press<br />

Professor of Design Policy<br />

University of Dundee<br />

m.press@dundee.ac.uk<br />

Abstract Introduction<br />

The relationship between design and business has been<br />

the subject of considerable research in the field of design<br />

management. The success of this relationship, in particular<br />

between business clients and design consultants, determines<br />

the effectiveness of design projects in meeting business<br />

objectives- It is in the design briefing process that these issues<br />

are brought most fully into focus. This seeks to formalise<br />

mutual and coherent understanding ofthe project in terms of<br />

a written agreement of objectives, drivers and requirements<br />

for sign-off. A study ofthe process, suggests that this can be<br />

problematic in several respects - most notably the reluctance<br />

of designers to raise questions concerning business, which<br />

reflects their lack of confidence in using business-related<br />

language. Whilst previous studies have proposed detailed<br />

guidelines on the issues that should be covered In design<br />

briefing, these can be too prescriptive and focus exclusively<br />

on the content of the brief rather than the process.<br />

It is the contention of the authors that the briefing process<br />

provides a vital opportunity for sharing the tacit knowledge of<br />

both business and design, which isa key determinant of project<br />

success. The dynamic interaction of the client and designer<br />

during the briefing process, striving to achieve shared goals<br />

in the project context, is described by the authors as "dancing<br />

in the moment", and is contrasted to the "strictly ballroom"<br />

approach ofconventional briefing guidelines.<br />

"It may be possible to do without dancing entirely.<br />

Instances have been known of young people passing<br />

many, many months successively without being at any<br />

ball of any description, and no material injury accrue<br />

either to body or mind; but when a beginning is made<br />

- when the felicities of rapid motion have once been,<br />

though slightly, felt - it must be a very heavy set that<br />

does not ask for more."<br />

Emma, by Jane Austen<br />

If we were to regard the association between a design<br />

consultancy and their client in terms of a human relationship<br />

that aspires perhaps to a marriage of business and creative<br />

interests, the first design brief forged between them is the<br />

equivalent of that crucial first date. Get it right, and the confetti<br />

of commercial success will soon rain down upon them. Get it<br />

wrong, and it's back to the singles' bar of the unpaid pitch.<br />

We view the briefing process as a dance - a shared experience<br />

that seeks a dynamic movement that exceeds the sum of its<br />

parts, relying upon mutual trust and a willingness to learn<br />

quickly the strengths and distinctive styles of each partner.<br />

It should be an enjoyable experience that enables flexibility<br />

and - within agreed parameters - risk taking. But what sort of<br />

dance is appropriate? Much ofthe literature on briefing is ofthe<br />

'strictly ballroom'school - a prescribed choreography within<br />

a very formal setting. The research upon which this paper is


ased suggests the value of a more improvised approach, it<br />

is our contention that the briefing process provides a vital<br />

opportunity for shanng the tacit knowledge of both business<br />

and design, which is a key determinant of project success.<br />

The dynamic interaction of the client and designer dunng<br />

the bnefing process, striving to achieve shared goals in the<br />

project context, is described bythe authors as "dancing in the<br />

moment" and is contrasted to the"strictly ballroom"approach<br />

of conventional briefing guidelines.<br />

Tomes and Armstrong (1997) have described briefing İn<br />

terms of a process of "verbal-visual translation" whereby<br />

business objecrives are expressed visually by designers in<br />

an iterative process that progressively moves the partners<br />

towards a point of agreement. Based on primary research<br />

conducted on the briefing process in a major UK-based<br />

design consultancy, we propose an approach that builds on<br />

this'transiarion'perspecrive, providing a framework that seeks<br />

expliciriy to share tacit knowledge through an approach that<br />

uses storytelling, visual exchanges and metaphor. This paper<br />

summarises the underiying research, sets out the case for this<br />

approach, and discusses its implications in terms of business<br />

and design educarion and professional development.<br />

Two worlds<br />

Despite efforts made by governments in the UK for a<br />

century and a half, there remains a stubborn and seemingly<br />

unbridgeable gap between design and business. The recent<br />

Cox Report highlighted the lack of awareness that too many<br />

enterprises have of the value of design (Cox, 2005). Designers<br />

are perhaps seen as the"felt-rip fairies"with their clients finding<br />

it hard to understand them and the potential value that they<br />

bring. Equally, designers, having no formal business training<br />

at University or art school, can find it difficult to communicate<br />

their ideas to their business-savvy clients, without years of<br />

experience. As Walker (1989) has observed: "Managers are<br />

good at dissection, cutting through irrelevancies, getting<br />

to hard facts and the basic structure of problems. They are<br />

very problem oriented. Designers by contrast are good at<br />

assembling, bringing unlikely things together. They work by<br />

leaping to detailed end results. They are solurion led." With<br />

different strengths, different ways of thinking and different ways<br />

of seeing the world, designers and businesspeople are often<br />

seen as two tribes, too often in conflict. During a design project,<br />

communicarion is key. But when client and designer come from<br />

such different backgrounds, both with differing perspectives,<br />

communication can be difficult and somewhat strained.<br />

This gulf in communication can become most apparent and<br />

visible during the briefing process. The aim of the briefing<br />

process, simplified, is to define the parameters of the project,<br />

the scope, deadlines, limitations, resources etc. Studies in the<br />

literature do not, however, talk of a briefing process. They tend to<br />

talkof "the design brief"— that is, thefinished product; the piece<br />

of paper for sign off. However what is important Is the actual<br />

process in which designers and clients engage in order to arrive<br />

ata mutually agreeable brief for the project to commence.<br />

To be successful, briefing should provide a focus for a whole<br />

process that precedes the finalisation of the "piece of paper".<br />

Olson, Slater, and Cooper, (2000) describe the three stages<br />

within briefing as follows:<br />

1. Clearly arriculate the firm's competitive strategy to designers<br />

and design managers.<br />

2. Develop a detailed understanding of the design<br />

requirements inherent in the adopted competirive strategy.<br />

3. Ensure open lines of communicarion among the design<br />

group and other functional units.<br />

We propose that by client and designer actively engaging in<br />

a briefing process; by interacting to satisfy both client and<br />

designer goals, the barriers in communication as defined In<br />

the introduction, can be broken down.<br />

This paper looks at the work of Tomes, Oates, and Armstrong<br />

(1997), and Nutt (1993), in setting the sceneforthe importance<br />

of Increased communicarion during the briefing process, and<br />

in contrast, the rigid manner of Phillips (2004) In "crearing the<br />

perfect design brief". The perspectives of Tomes, Oates and<br />

Armstrong (1997) will be examined in detail, in parricular, their<br />

suggesrion of the need for verba! and visual translarion to<br />

enhance communication. In addirion, the authors'fieidwork<br />

in the design industry, drawing on a case study of a leading<br />

UK-based design consultancy, will propose guidelines for<br />

briefing, as "dancing in the moment" as a comparison for the<br />

"stricriy ballroom"approach, as advocated by Phillips (2004).


Briefing - the Peter Principles<br />

Design briefing carries with it a whole series of contradictions<br />

and complexities. This section of the paper will now outline<br />

these perspectives.<br />

Briefing: A Rigid, Structured Process<br />

There are practitioners and authors who advocate a strict<br />

and highly formalised briefing process. For examples, the<br />

RIBA have devised a formal "Plan of work" which structures<br />

the process architects use to form a brief. This process is<br />

highly rigid and systematic, and does not allow for creative<br />

and spontaneous interaction. This may be appropriate for<br />

architectural briefing, however. Its application is limited when<br />

faced with the design of an interior or a brand for example.<br />

It is therefore not a cross-disciplinary approach, which is the<br />

shape ofdesign today - health, social sciences and design are<br />

collaborating more now than ever before, and if the briefing<br />

process were as rigid as the RIBA's plan of work, this would<br />

limit the creative interaction vital to the momentum of these<br />

projects.The RIBA's plan of work is indeed appropriate for large<br />

architectura! design projects - after all, these must be rigidly<br />

planned and structured. Their vast body of work is highly<br />

commendable and relevant to the discipline of architecture,<br />

however, their linear models and principles cannot easily be<br />

applied to other design disciplines.<br />

Peter Phillips (2004) is regarded as the leading authority on<br />

defining the briefing process and has become highly influential<br />

in businessand design. He stresses the need fordefinlte content<br />

of a design brief and, in his book"Creating the Perfect Design<br />

Brief", emphasises the need to focus on the content themes of<br />

a brief, rather than engaging in an interactive process with the<br />

client whereby the content naturally emerges. He proposes a<br />

number of content themes in a design brief which are briefly<br />

outlined below.<br />

Project Overview and Bacl


Executive Summary<br />

This is also the project overview and bacl


energy and interaction. This process, based on the findings<br />

from the authors'fieldworl< also seeks to educate designer and<br />

client throughout the briefing process.<br />

Case study method<br />

In order to understand the nature of design briefing and how<br />

it actually operates within industry, the research is concerned<br />

with accounts of actual employees within the case study.<br />

Therefore an inductive, qualitative approach was adopted. In<br />

orderto examine the phenomena of new knowledge emerging<br />

through interaction between the participants, the research<br />

methodology was carefully constructed to gain rich data from<br />

a holistic perspective.The research design employs case study<br />

analysis, defined by Stake (1981, p. 4, cited in Merriam, 1991,<br />

p. 13) where "previously unknown relationships and variables<br />

can be expected to emerge from case studies leading to a<br />

rethinking of the phenomenon being studied". In addition,<br />

case study research can be seen as a suitable methodology<br />

where a holistic and in-depth Investigation of phenomena is<br />

needed (Feagin, Orum & Sjoberg, 1991).<br />

Case Selection<br />

The case was selected on the grounds of suitability to the<br />

research, in terms of quality of data gathered, and access. The<br />

co-author is deeply embedded in the research case, having<br />

worked in this company for three years. This enables rich<br />

access to data necessary in a holistic inductive study ofthis<br />

phenomenon. The company chosen. Graven Images Ltd, is a<br />

cross-disciplinary design consultancy, specialising in graphic,<br />

interior and exhibition design. The company's thirty three<br />

employees work across traditional technical specialisms for a<br />

client roster that includes the BBC, Standard Life and Radisson<br />

SAS. The company had a relatively loose briefing structure<br />

in place, usually carried out by more experienced designers.<br />

However, during a re-shaping of their briefing process, and<br />

the development of a new briefing tool, less-experienced<br />

designers can now engage in the briefing processes with<br />

confidence, contributing to their personal development.<br />

Data Collection<br />

The data collected in this study has come from four main<br />

sources:<br />

• A series of workshops facilitated by one ofthe authors<br />

in a leading UK design consultancy;<br />

» Observation carried out by one of the authors in this<br />

leading UK design consultancy.<br />

• Interviews with staff from the design consultancy, and<br />

other leading designers<br />

- A discussion between the authors regarding their<br />

knowledge of design briefing in the literature and<br />

personal experience<br />

Interviews<br />

Twelve in-depth, semi-structured interviews were conducted,<br />

ranging from twenty minutes to two hours in length. The<br />

participants were selected in orderto give a fair representation<br />

of the company. In addition, two in-depth interviews were<br />

carried out with leading international designers, to validate<br />

the data and test certain issues.<br />

A topic guide was used to form the framework ofthe interviews.<br />

The topic guide has been described as "A resume of the main<br />

areas of interest to be explored.., designed so that whilst<br />

covering the general areas of interest it should allowunforeseen<br />

areas to emerge." (Easterby-Smith, Thorpe & Lowe, 2002, p. 37).<br />

This provided some structure to the data collection to ensure<br />

the desired areas were covered, whilst allowing freedom<br />

to explore issues that naturally emerged as the interviews<br />

progressed.The interviews were digitally recorded.<br />

Observation<br />

The author, as participant observer, has also carried out<br />

eighteen months of observation at Graven Images. The data<br />

gathered in this context is rich and original, given the author's<br />

unique access to the participants, gained from having worked<br />

there for three years. The observation data was gathered<br />

through daily journals by the author, reflecting on the working<br />

day, and interactions between colleagues. All participants were<br />

told of this at the commencement of the study, and because<br />

of the author's close relationship with them, there is a high<br />

degree of mutual trust felt between all, and integrity shown by<br />

the author (and known by the participants) and therefore, the<br />

observation was unnoticed and relaxed, but very in-depth.<br />

Staff Workshops at Graven Images<br />

Two workshops on design briefing also forms part of this


paper's findings. İn the first worksliop, 23 staff agreed to<br />

take part in these workshops, held at the company's studio<br />

in Glasgow. The participants were asked to take a brief from<br />

the same client (to ensure continuity). The author then held<br />

a session with the participants to explore the concept of<br />

briefing further, in terms of Its complexity and difficulties. The<br />

data was gathered by recording the sessions on DVD and then<br />

transcnbing the sessions in order to extract broad themes<br />

and then categories, and qualifiers. This was further validated<br />

using the topic guide.<br />

During the second workshop, issues which emerged from<br />

the findings of the previous workshop were validated and<br />

refined. Twenty five staff members participated in this three<br />

hour workshop, and al! staff agreed it made them think more<br />

positively and confidently about design briefing. In particular,<br />

new designers with less professional experience agreed that<br />

the emphasis put on the client's business was a perspective<br />

they would now consider more deeply. In addition all<br />

designers enjoyed the opportunity to learn from their peer<br />

designers through the discussions and activities during these<br />

workshops.<br />

Data Analysis<br />

The interviews, and workshop proceedings were recorded<br />

digitally,and then transcribed.The data was analysed using the<br />

process of coding, as defined in Strauss and Corbln's grounded<br />

theory approach. This approach requires the researcher to be<br />

sensitive to the data, and able to notice emergent themes and<br />

categories during analysis (Denzin & Lincoln 2000, Strauss<br />

& Corbin, 1990). This method was adapted and will now be<br />

described.<br />

Stage 1: Audit of Existing Knowledge of Design Bnefing<br />

This stage was necessary to bring together the authors'<br />

previous knowledge of the concept of design briefing. This<br />

stage was fundamental in the recognition and development<br />

ofthe new guidelines for briefing identified in the research, as<br />

it helps to capture how the previous knowledge had shaped<br />

the new knowledge. The co-author's personal journals and<br />

observation notes were consulted, and the themes that<br />

emerged during learning were noted in orderto be In a posirion<br />

to compare the new observarions from data gathered in the<br />

case study in this research. In addirion, both authors engaged<br />

in a semi-structured discussion on their exisring knowledge<br />

of briefing as a means of capturing their areas of knowledge,<br />

and which themes were deemed as needing further research<br />

in the literature.<br />

The act of recording these themes, as aforemenrioned, is<br />

a means of making this knowledge explicit for accurate<br />

comparison in the latter stages of data analysis.<br />

Stage 2: identification of Broad Categories of Examples of Design<br />

Briefing Factors from Interviews and Workshops<br />

Beginning with a focus on the interviews, the interview<br />

transcripts were analysed seeking patterns and variance In<br />

descriptions In design briefing tools. Categories of techniques<br />

and important factors were drawn out from all interviews, and<br />

then probed through further examination of the transcripts.<br />

Stage3: Revising and Building Upon These Initial Categories Using<br />

Cross-Cases From Observation, to Frame into Single Factors<br />

These initial categories were then examined by analysing the<br />

observation data, to validate the categories formulated. In<br />

addition, further categories which emerged were then cross-<br />

examined with the interview and workshop data.<br />

Stage 4: Validating These Factors Using Qualifiers From All<br />

Fieidwork And Further Observation, and Formulating the Actual<br />

Guidelines From These Factors<br />

These factors were then cross-examined using qualifiers<br />

from all data collected. The explicit identificarion of these<br />

factors was followed by further qualificarion and verificarion<br />

of these issues through seeking further examples of these<br />

from the data. The very act of making these factors explicit<br />

meant that further synthesis of the data could be conducted<br />

more effectively, as It was possible to actively seek relevant<br />

informarion related to these specific issues. In addirion,<br />

because the author was extremely close to the data, and<br />

because of her experience with the company and employees,<br />

was sensitive to cultural nuances, or any Impeding factors on<br />

the data, such as "buzz-words". Glaser (1978) refers to this skill<br />

as "theorerical sensirivity". It is the fact the author works at this<br />

company and has a good relarionship with the staff, together<br />

with knowledge of how the business works, provides her with<br />

this theoretical sensirivity.


Case study findings soiution" (Terry Irwin, interview, 10.10.05).<br />

/. Newly-trained esigners are not confident in asl


2. Briefing is most effective when client and designer exchange<br />

their domain-relevant knowledge<br />

Domain-relevant knowledge exchange is prevalent in the<br />

briefing process, and this is the real holy grail of bnefing.<br />

Imagine the scenario: the client and the designer sitting at the<br />

table, each with an abundance oftheir own domain-relevant<br />

knowledge. The designer has a great deal of knowledge about<br />

design, and the client has a great deal of knowledge about<br />

their business. As Terry Irwin (2005) puts it:<br />

"To me it's more like a discovery process. They want to<br />

find out about you...you want to find out about them<br />

but you also want to find out about their organisation".<br />

In order to inform the bnefing process, i.e. to gather enough<br />

information to form a brief, the exchange of this domain-<br />

relevant knowledge needs to occur. The domain-relevant<br />

knowledge of both client and designer needs to be made<br />

explicit—ideally, an optimum trade-off between the designer's<br />

expertise and knowledge In design, and the client's experience<br />

and knovi'ledge of their business. Both are deemed as central<br />

to the briefing process. On one hand, the design information<br />

related to the project Is terribly important—the designer<br />

needs to know that information:<br />

"I think that the project-related stuff is stuff we would<br />

ask for naturally...there is no question about that—we<br />

have to find that information out otherwise we cannot<br />

do anything" (Participant 8).<br />

However, the designer also needs to know about the business<br />

in order to design for the client's business, shareholders and<br />

users and also to understand the context of the project. In<br />

addirion, clients feel that the designer has his or her business<br />

interests at heart If they take an interest in their business and<br />

extract the business informarion; they need to be genuinely<br />

interested in the client's business. Both sides are important,<br />

and during this study, the designers agreed.<br />

The co-founder of the company expressed the need forbusiness-<br />

related information to drive the brief, atthe very start:<br />

"From the beglnning...before the project starts...! think<br />

In every case we have to understand the business<br />

argument as well, so its like "you want us to design<br />

something...well what is the business case for doing<br />

that? What are your financial objectives? What are<br />

your cultural objectives? What about behaviour?"<br />

(Participant 1).<br />

Through the workshops held in this research, by highlighting<br />

the importance of both of these opposing sides of the brief,<br />

designers are more aware ofthe fact that they need to gather<br />

both types of information—and the consequences of failing<br />

to do so, thus resulting In these designers gathering more<br />

complete and holistic bnefs.The Industry can take heed from<br />

this important breakthrough in design briefing.<br />

3. The briefing process is driven by process, yet framed by<br />

content<br />

Phillips (2004) argues that content is important in bnefing.<br />

However, itistheprocess;the interaction and dialogue between<br />

client and designer that produces the information specific to<br />

that situation—therefore it is the process that is important. If<br />

designers focus too rigidly on the content of the brief, and try<br />

to use a ngid format for the sake of gathering correct content<br />

at the expense of letting the process "flow", then they could<br />

actually miss out on vital Informarion and creative energy<br />

which inherenriy emerge during a fluid briefing process. It<br />

is both process and content which are Inherently important,<br />

however the process will allow the correct content to emerge.<br />

One designer emphasises the importance of getring the<br />

content themes of a brief right:<br />

"I think that with the process..J mean one ofthe things<br />

that Is really fundamental in that process is that it's not<br />

like a series of separate quesrions,..it's a conversarion..."<br />

(Participant 5)<br />

Another designer feel that the content is not important, it<br />

is the process of asking the right quesrions—whlch may be<br />

relarively open:<br />

"Problems aren't usually that specialist - they are<br />

usually quite general things that are often common<br />

sense based - and it important that you listen and ask<br />

questions and take an interest. If you know nothing,<br />

then take an interest. Always be interested. Always


ask quGstions...that is wlien you start to find out really<br />

useful things" (Participant 5, workshop session 2).<br />

It is our view that it is the process that drives the content. If<br />

one were to use a rigid template, it would not be applicable<br />

to every project at Graven as there are graphics, interiors and<br />

exhibition projects, and every project is different. This can be<br />

said for any company, as undoubtedly every project is different,<br />

even if it is in the same discipline. Therefore, you would have<br />

to devise a new template for every project. However, if you are<br />

experienced in the briefing process, the content will emerge<br />

no matter what the project entails; the principles are the same<br />

for extracting different content.<br />

In briefing, the designer is experienced in design projects,<br />

whereas the client may not be. The designer therefore has<br />

the confidence to take the client through the process, making<br />

sure that the correct themes (content) are covered along<br />

the way. S/he focuses on getting the process right, such as<br />

making sure the relationship is built steadily, and the culture<br />

is open to encourage trust and creativity, mutual learning and<br />

enjoyment. It is clear that through building trust and long-term<br />

relationships with clients that this tension can be managed.<br />

4. The brief must focus, but must be brood enough to inspire<br />

The aim of a brief is to frame the project. The scope and<br />

parameters are defined, as well as timeline and key project<br />

phases. As one designer put it:<br />

"It is important to have a set scope of work - and then<br />

it stops the client moving the goalposts slightly ~ and<br />

extending your remit when you have not budgeted for<br />

that" (Participant 8).<br />

However, the brief needs to inspire, as one designer<br />

remarked:<br />

"I need to be inspired by the brief...a stepping stone.<br />

It brings out a few things—that we just need to have<br />

dialogue about" (Participant 9).<br />

This new observation carries with it a strong push and pull<br />

tension. On one hand the client (and to an extent, sometimes<br />

designers, and their financial department) is fighting for the<br />

brief to be simple and defined, and very concise. The designer<br />

does agree, in some cases, and a brief that Is too broad can be<br />

confusing and uninspiring. Yet the tension strikes when the<br />

designer clashes with those who want the brief to be concise,<br />

(and this can mean a clash with himself!) and the desire for the<br />

brief to be broad enough to inspire. This is a clear tension.<br />

This new observation although prevalent and challenging,<br />

helps to focus the designer on the project. They are careful<br />

when extracting the project brief and engaging in the process<br />

with the clients, that they gather enough "soft" parts of the<br />

brief to inspire, yet they have to make sure they detail their<br />

scope enough to pin down the parameters of the project,<br />

and to extract the finer details of budget, sign-off procedures<br />

and timescale. Through the practitioners at the company<br />

actively addressing these two conflicting elements of a brief,<br />

the briefing process can be more informed. Practitioners will<br />

be more focused on the process holistically, as they know the<br />

"nuts and bolts" of the information they have to get rather<br />

than just getting enough to inspire. The value in structuring<br />

the process was positively viewed in the company:<br />

"This is a marvellous thing. It (the process) needs to be<br />

captured so that others can learn from it" (Participant 10).<br />

5. Roleplay can add a new dimension in understanding a project<br />

brief<br />

This builds upon Tomes, Oates and Armstrong's emphasis on<br />

the verbal-visual translation as enhancing communication.<br />

At Graven Images, clients are actually taken on a journey and<br />

involved in every stage of the process. The studios designers<br />

actually place themselves in the role ofthe user and encourage<br />

the client to do the same:<br />

"I think that this is a reaily important method—and a<br />

really important part of the process—I think that in this<br />

team it would be good to put someone else's hat on<br />

because then we can just learn from It. Like Aunty Betty<br />

is 90. How is she going to use this space? Where is she<br />

going to go? And it is really fascinating just to do that.<br />

It's like that's the company, that's the project.This could<br />

be a way of finding this out—asking those questions to<br />

yourself in the shape of Aunty Betty—be her and ask<br />

yourself those questions" (Participant 6).


Conclusions<br />

When we dance, we share knowledge, reach mutual<br />

understanding and create a worthwhile experience that fulfils<br />

some sense of a shared objective. And we have fun. That<br />

shared knowledge and mutual understanding provides the<br />

basis for our objectives to be more ambitious the next time<br />

we hit the dance floor with our partner.<br />

So it is the same with design briefing. This paper has<br />

emphasised how it Is the process that is critical, providing the<br />

means by which knowledge can be shared, content defined,<br />

and focussed objectives agreed. Design briefing is a complex,<br />

unpredictable process that is not conducive to prescribed<br />

methods of support. "Stncdy ballroom" Is a rigid approach to<br />

briefing which suppresses the energy and mutual learning<br />

which a "dancing in the momenf'approach nurtures. In order<br />

to be able to "dance in the moment" designers need to be able<br />

to be confident in asking the client about their business, and for<br />

the sake ofthe future ofthedesİgnindustry,this skill should not<br />

be left to develop from experience alone, and indeed may take<br />

years to develop. However, from our research it appears that<br />

the expenence of "dancing in the moment" can be a liberation<br />

for designers, providing an engaging and challenging context<br />

fortheir practice, and a means of working In harmony with a<br />

commercial partner. This Is particularly important In the fast<br />

changing new context of design in which the relationship<br />

between client and consultant itself is of critical competitive<br />

significance. Gornick (2006) has argued that we are shifting<br />

from 'design consultancy' to 'innovation consultancy' in<br />

which strategy and creativity become intertwined: "We can<br />

begin to see complementary goals and processes emerging<br />

between companies and their design consultants, giving<br />

their collaboration the unique value of being both creative<br />

and strategic. Long-term success goes to the designers who<br />

can deliver a fusion of strategy with creativity in their client<br />

relationships."<br />

The urgent need facing the design community is two-fold. First<br />

we must explore approaches and tools that encourage and<br />

enable more flexible and responsive approaches to briefing to<br />

develop. Second, it is apparent that design educators and the<br />

design curriculum need to build the confidence of designers<br />

to work in partnership with business. This Is about building<br />

skills in communication, collaborative working styles, and<br />

creative partnerships. Designers must be able to talk the talk,<br />

walk the talk, and dance the talk.<br />

It is time for the curriculum to change, and, tike the design<br />

industry, become more inter-disciplinary. This move to inter­<br />

disciplinarity in the design industry has evolved as a result<br />

of the industry becoming increasingly competitive, with<br />

consultancies collaborating with other disciplines to make<br />

their design solutions and approaches more holistic and<br />

relevant to their users. It is time that the design curriculum did<br />

the same.<br />

Acknowledgement<br />

The authors wish to thank the senior partners and staff at<br />

Graven Images, Glasgow fortheir co-operation in undertaking<br />

the research. Thanks are also extended to colleagues In the<br />

School of Design at the University of Dundee for their critical<br />

comments, in particular Professors Seaton Baxter and Tom<br />

Inns.


References<br />

BRUCE, M. & DOCHERTY, C (1993). It's all In a relationship: a<br />

comparative steady of client-design consultant relationships.<br />

Design Studies. Vol. 14. No. 4. pp. 402-422.<br />

COX, G. (2005) Cox Review of Creativity in Business: building<br />

on the UK's strengths, HMTreasury.<br />

DENZIN, N., LINCOLN, Y (Eds.) (2000) Handbook of Qualitative<br />

Research, London: Sage Publications Inc.<br />

EASTERBY-SMITH, M., THORPE, R., and LOWE, A., (1991)<br />

Management Research: An Introduction, London: Sage<br />

Publications.<br />

EWENSTEIN, B. and WHYTE, J.K. (2005) Knowledge practices<br />

in design: The role of visual representations as 'epistemic<br />

objects', proceeding of EGOS 2005 conference. Unlocking<br />

Organizations, 30. June - 3. July 2005, Berlin, Germany.<br />

GLASER, B, (1978) Theoretical Sensitivity,<br />

Sociology Press.<br />

Valley, CA:<br />

GORNICK, N., (2002) What's it like out there? The value of<br />

industry-based research projects in a graduate curriculum.<br />

Design Management Journal, Vol 13, No. 3, Summer, p 70 - 76.<br />

GORNICK, N. (2006) Convergence: New Management<br />

Imperatives and Their Effect on Design Activity, Design<br />

Management Review, Vol. 17, No.2<br />

NUTT, B., (1993), The Strategic Brief. Facilities, Vol. 11, Issue 9,<br />

September, 28 - 33.<br />

OLSON, E., SLATER, S. & COOPER, R. (2000) Managing Design<br />

for Competitive Advantage: A Process Approach. Design<br />

Management Journal. Vol.11, No. 3, pp.10-17.<br />

PHILLIPS, P., (2003) Briefing, www.designcouncil.org.uk/<br />

briefing.<br />

PHILLIPS, P., (2004) Creating the Perfect Design Brief, NewYork:<br />

Alworth Press.<br />

PRENDIVILLE, A., (2005), The Symbiotic Relationship Between<br />

Design History and Business Studies Within Product Design<br />

Teaching, presented at European Academy of Design<br />

Conference, 2005.<br />

ROYAL INSTITUTE OF BRITISH ARCHITECTS (2006) Guidelines<br />

on Briefing: http://www.riba.org/go/RlBA/Home.html<br />

STAKE, R. E., (1981) Case Study Methodology: An<br />

Epistemological Advocacy cited in Merriam, S. B., (1991) Case<br />

study research in education: A qualitative approach. San<br />

Francisco: Jossey-Bass.<br />

STRAUSS A., and CORBIN, J., (1998) Basics of Qualitative<br />

Research: Techniques and Procedures for Developing<br />

Grounded Theory, London: Sage.<br />

TOMES, A., OATES, C, and ARMSTRONG, P., (1997) Talking<br />

Design: Negotiating the Verbal-Visual Translation, paper<br />

presented at the European Academy of Design Conference,<br />

Contextual Design, 21-24 May, 1997, Stockholm.<br />

WALKER, D. (1989) Managing design: overview: issues, P791,<br />

Open University Press, p. 22.


T O D A Y ' S I L L U S T R A T I O N .<br />

R E P R E S E N T A T I O N S O F A D E S I G N E R ' S W A Y O F D E S I G N T H I N K I N G<br />

Joana Quental<br />

Universidade de Aveiro, Avelro,Portugal<br />

joanaq@ca.ua.pt<br />

Fatlma Pombo<br />

Universidade de Aveiro, Aveiro,Portugal<br />

fpombo@ca.ua.pt<br />

Abstract<br />

This paper intends to contribute to the general Issue of design<br />

thinking by discussing how today's design recovers and uses<br />

illustration as a language {with it's own syntax and semantics)<br />

in order to communicate visually. It results from an ongoing<br />

research project that is studying illustration in design and the<br />

way in which design can offer innovative solutions by using<br />

this expressive resource.<br />

Efficiency and formal synthesis, which reached their<br />

climax with modernism, are today tending to adapt to the<br />

current times of idleness, individualism, s elf-reference and<br />

the desire for singularity. It is in this context that formal<br />

solutions using illustration appear, breaking away from the<br />

truth that photographic imagery formerly sought. These<br />

"pictorial narratives" offer stimuli to the receiver and Initiate<br />

associations, images and memories that support thought,<br />

close that which we find in the patterns of emorional design<br />

(Donald Norman).<br />

Contrary to the tradirional sense of illustration, which Is to<br />

decorate and bring to light a unique meaning, contemporary<br />

illustrarion contributes to the appearance of a symbolic level,<br />

starring with its own mode of design thinking (Nigel Cross,<br />

Nagai and Noguchi, Gabriela Goldschmidt). The illustrator is<br />

a construer of senses and he achieves this though illustrarion<br />

design. The illustrator Is, in this way, illustraring himself<br />

After the initial euphoria ofthe potenrial solutions that digital<br />

technologies were offering, today there Is a return to hand<br />

made illustration and to the formal valorisarion of drawing<br />

by analogical means. It is almost as if there has been a refusal<br />

of artificial and exterior means and the body has been called<br />

upon once more to parricipate and become involved in the<br />

creative act (Walter Benjamin).<br />

Illustrarion as a communicarional artefact is innovative In<br />

the sense that it is the graphical fixation of a transitory order.<br />

Transitory because it represents the manner in which its author<br />

manifests his "inner order": transitory because it depends on<br />

the receiver to complete It (an "outer order"). Illustration realises<br />

itself as an interface between these Inner and outer orders.<br />

In this paper, examples that reference the absence of design<br />

illustrarion and examples that reference their recourse and<br />

importance today are presented.<br />

The interpretation of these examples contributes to the<br />

clarificarion ofthe proposed objectives.<br />

Keywords: Illustration, design thinking, drawing, image,<br />

innovation<br />

1. Introduction<br />

The "designeriy ways of thinking" a phrase used by Nigel<br />

Cross to define what he calls "natural intelligence in design",<br />

holds that there is something specific or special In design<br />

thinking that distinguishes it from other forms of thought.


A definition of design has been sought in the past using<br />

different approaches. Positivist theory, with its special interest<br />

in methodologies, conceived design as a rational activity that<br />

is essentially geared toward solving problems.' Constructivist<br />

theory used a different approach, seeing design as a process<br />

of reflection in action.^ Today, however, the ontology of design<br />

is taken to consist of the construction of senses.^ Kazmierckak<br />

defines design as "meaning making", "cognitive interface<br />

permitting the reconstruction of the particular senses that<br />

are sought""", while Klaus Krippendorff describes design as "a<br />

sense creating activity".'<br />

It is from where these two principles overlap that the hypothesis<br />

arises that design thinking and the construction of senses In<br />

design enjoy specific conditions. This change of paradigm<br />

gives the designer a primary role. He is not only someone<br />

seeking a solution (albeit hypothetical) for a problems rather<br />

he is a semantic agent, interpreter of a desire and producer of<br />

meaning through the forms he produces. From the viewpoint<br />

of design research it is necessary to understand what<br />

instruments and poetic resources accompany the designer in<br />

the process, and to evaluate the resulting configurations.<br />

2. On illustration<br />

"So natural is the combination of picture and writing that<br />

men of many times and places have believed the picture to<br />

' SIMON, Herbert A., 1996. The Sciences of the Artificial. 3rd ed.<br />

London: The MIT Press<br />

^SCHÖN, Donald A., 2005.The Reflective Pratitioner. How Professionals<br />

Think in Action. Great Britain: Ashgate<br />

^ PROVIDENCIA, Francisco "Algo mas que una helice" in CALVERA,<br />

Anna (ed,), 2003, Arte?Disefio. Barcelona: Editorial Gustavo Gili.<br />

" KAZMIERCKAK, Eizbieta T, 2003. Design as Meaning Making: From<br />

Making Things to the Design of Thinking. Vol, Design Issues, vol 19/2.<br />

Massachusetts Institute ofTechnology<br />

^ KRIPPENDORFF, Klaus, 1995. in MARGOLIN, Victor e BUCHANAN,<br />

Richard (editores). The Idea of Design, A Design Issues Reader.<br />

London: The Mit Press. p,156<br />

^ A problem that he often defends as one that still requires definition.<br />

Even understanding theobjectiveofthedesign,thesolving of problems,<br />

the role ofthe interpreter ofthe designer cannot be annulled.<br />

be consubstantial with the thing or being that it represents"'<br />

(MELOT, 1984:8).<br />

The etymology of the word graphic (graphein) provides a common<br />

origin for the acts of writing and designing. Throughout history,<br />

words and images have shared the same media, coexisting<br />

in multiple communication artefacts and almost always<br />

contributing to a common objective- the communication of<br />

an idea - doing it through the individual specificity of each<br />

language. Illustration emerges from this dialeîic.<br />

The common understanding of illustration describes it as a<br />

language with a function of explaining and clarifying a text<br />

that it complements and sheds light upon. It thus placed<br />

illustration in a position of dependency and subordination<br />

-"secondary images, neither derived nor original, rather<br />

repetitions or duplications, and hence redundant"''The word<br />

illustration also implied as"{...) images created by a technical<br />

processthatcan be duplicated; woodcut and wood engravings,<br />

copper and steel engravings, etchings and lithography. Hand-<br />

painted images executed individually and painting in books<br />

are distinguished from these as Illumination"? Illustration<br />

assumed an essentially didactic character, the use of which<br />

was justified by the need to make texts comprehensive for<br />

the less literate, with a mission "to perform the function ofthe<br />

democratic dissemination of knowledge"'" (MAREIS, 2006:4).<br />

The descriptive function that illustration fulfilled in relation<br />

to text (and therefore so often referred to as illustrative<br />

drawing), is nonetheless replaced today by a desire to bring<br />

to light new semantic relations and meanings, represented<br />

in original poetic formal solutions. It rejects subjection to a<br />

given programme or the limitations of its media, transposing<br />

' MELOT Michel, 1984. The Art of Illustration. New York: Rizzoli<br />

International Publications,lnc,<br />

^ FRADE, Paulo A. S., 2002 "As Antinomies Do Desenho." Tese de<br />

Doutoramento. Porto, p,353<br />

^ MAREIS, Claudia, 2006, Illustration - an attempt at an up-to-date<br />

definition in KLANTEN, Robert and HELLIGE, Hendrik (editors). Illusive.<br />

Contemporary Illustration and Us Context. Beriim: Die Gestalten Verlag<br />

GmbH & Co. KG<br />

'"op. cit., p.2


its limits into symbolic and dense forms. It looks upon itself as<br />

a "lie"" and it is precisely here that it finds its own destiny. As<br />

a lie, it is free, unlike photography, to escape the truth, to tell<br />

it in another way, to reinvent meanings for it with no need for<br />

any reality except its own.<br />

Illustration, apparently forgotten and out of fashion, could<br />

now embrace Its new soul.<br />

Ian Noble recognises that "illustration -itself a part of graphic<br />

design, and certainly a discipline that is intnnsically linked to<br />

design through the process of commission and collaboration<br />

- has undergone a period of significant redefinition.The activity<br />

and practice of illustration and Image-making has now grown to<br />

accommodate a wider range of approaches"'^ (NOBLE, 2005:8).<br />

Mareis states that"lt is no exaggeration to say that illustration<br />

is undergoing a renaissance today. (...) It has woken from its<br />

lengthy slumbers, and is promoting itself more than ever<br />

as a poetic, expressive and above all independent design<br />

discipline".''^<br />

The place of Illustrarion and image making are cleariy<br />

appreciated in the context of contemporary design. Today,<br />

more than ever, the frontiers between what is drawing,<br />

painting, illustration and design are fading. If we try to explain<br />

illustrarion here, it is because we recognise the advantage of<br />

giving this process a name in order to understand it.<br />

" "Paper Lies". The term serves Nuria Sauri to introduce the concept of<br />

illustration. Paper, as a support medium, ties illustration to the world<br />

of senses, gives it body and substance. But with digital technology,<br />

the image looses its materiality. There is no original or proof of its<br />

physical existence.The real stops being "what exists in truth; what is not<br />

imaginary" but reencounters the sense contained in its etymology: res,<br />

"thing",all that exists or could exist really or in abstract.".The contradlcrion<br />

that Magritte consecrates with the famous "Cecin'estpas umepipe".<br />

'2 NOBLE, Ian and BESTLEY, Russell, 2005. Visual Research. An<br />

Introduction to Research Methodologies in Graphic Design.<br />

Lausanne: .AVA Publishing.<br />

'^KLANTEN, Robert and HELLIGE, Hendrik (editores), 2006. illusive.<br />

Contemporary Illustration and Its Context. Berİİm: Die Gestalten<br />

Veriag GmbH & Co. KG<br />

It seems to us that the rime is ripe to reflect upon illustration<br />

and its phenomenology, since that which is soid today goes<br />

far beyond the text that inspires and orients It. It is therefore<br />

useful to considerate it here as a process of thought and<br />

construction, a place of doubt, choices and revelations and to<br />

set it free to serve other purposes, applying its name to the<br />

action of designing. To that end we consider two fundamental<br />

aspects: the formal quesrions: the plastic and expression of<br />

illustrarion on one hand and the content of illustrarion on the<br />

other, that Is, illustrarion as a communicational artefact and<br />

witness of experience.<br />

3. Design through illustration<br />

What state of being involved does a Paul Rand (Figure 1), a<br />

Milton Glaser (figure 2), or a Joâo Machado (Figure 3), poster<br />

propose to the reader? And the compositions of Sebasriao<br />

Rodrigues? And the colours of Pacovska (Figure 4), or the<br />

humour and charisma of Alan Fletcher's design? (Figure 5)


We cannot disassociate these examples from the author<br />

that created them, because the drawing of each one of their<br />

illustrations confirms their identity and the way they think<br />

design.Theworkthey create influences and orients the reading<br />

ofthe idea to be communicated because it is impregnated with<br />

their authors'own ideas, opinions and convictions. We feel it<br />

in the colours, In the composition, in the metaphors used.<br />

Understanding the whole, the image and the intelligence that<br />

flow over from the creative process can simultaneously be a<br />

source of pleasure for the reader.<br />

The illustration project allows the designer the space for<br />

freedom, both semantic and affective. It provides the<br />

illustrator with contact with the works of others and therefore,<br />

like an actor, the illustrator has an opportunity to experience<br />

other existences. In this sense each illustration is a renewal, a<br />

possibility for a (virtual)''' programme.<br />

The unique thinking ofthe designer/illustrator is discovered<br />

in the dialetic between the words and the images. This is the<br />

itiustratorlywayofthinklng.whichwe believeto be the cognitive<br />

process implied in the act of illustrating. It is therefore defined<br />

as a poietic act'^ since it is an intellectual process of reasoning<br />

associated with a practice that makes this thinking concrete.<br />

Design thinking is also about doing design. It is expressed<br />

by designing the design and by the accomplishment of the<br />

object/thing of the design:"(...) design thought process is the<br />

designer's creative expression process".'*^<br />

4.The"i!lustratorly ways of thinking"<br />

We live in times of idleness, individualism and the desire of<br />

individuals to leave a personal mark in the world.There is also<br />

a tendency towards femininisation, the cult of beauty and<br />

ornament. Men have lost their fear of showing themselves as<br />

'^ LEVY, Pierre, 2001.0 Que E O Virtual? Coimbra: Quarteto<br />

'^ NARVAEZ, LUZ Maria Jimenes, 2000. Design's Own Knowledge.<br />

Design Issues, vol 16/1. Massachusetts Institute ofTechnology<br />

'^NAGAI, Yukari, CANDY, Linda and EDMONDS, Ernest. Representations<br />

of Design Thinking, A Review of Recent Studies. In http://www.<br />

idemployee.id.tue.ni/g.w.m.rauterberg/conferences/C0_doNotOpen/<br />

ADC/finaLpaper/341.pdf<br />

sensitive and have revealed it in their daily habits, clothing,<br />

colours,objectsandattitudesthey adopt. What was considered<br />

different before is today considered to be original.<br />

After the euphoria for the digital, the excessive use of virtual<br />

technological media, the "stylistic mannerism"", and the<br />

minimalist mannerism that arose from there, tiredness with<br />

a too perfect, too cold and distant language and a refusal<br />

to accept it followed. Recent contributions at the levels of<br />

neurophysiologyand emotion'*'also provide a deeperreflection<br />

(and less intuitive) about the effects of the artefacts on the<br />

user, the user's reactions and In general, the user's interactions.<br />

Proximity with the receiver/reader/interpreter thus seems to<br />

be a goal that has been assumed by design today.<br />

This context may justify the current appetite for illustration<br />

that has become apparent.<br />

O'Reilly suggests the"seductive theory of illustration", justifying:<br />

"There's a new communication space opening up for illustration.<br />

While the media looks to rationalise a world of information<br />

overload, illustrators are being given a licence to speculate and<br />

invent, to cut through the chaos of visual messaging." And he<br />

calls it"(...) a radar for picking up cultural and social signals".'^<br />

There is a kind of enchantment and mystery in illustration<br />

today. It is no longer hidden behind the meanings of a text,<br />

rather it reveals itself in all its intensity. What arouses curiosity<br />

and emotional involvement is this ambiguity, a (semantic)<br />

space left open, needing to be filled by somebody. It is a kind<br />

of game that is played with the reader - a constant discovery<br />

through doubt and the impossibility of actually ever knowing it<br />

fully. It demands a lot ofthe reader. It asserts its involvement In<br />

the construction (co-creation) of a joint interpretation, not only<br />

ofthe image but ofthe entire illustration medium as a whole.<br />

" PELTA, Raquel, 2004, Disetîar hioy.Temas Contempordneos De Diseho<br />

Gmfico. Barcelona.<br />

'^ DAMÂSIO, Antonio, 1999, 0 Sentimento de Si. 0 corpo, a Emoçöo e<br />

a Neurobiologia da Consciencia. Publicaçöes Europa-America: Mem<br />

Martins.<br />

'^ O'REILLY, John, 2006. lllustrologyiThe visual tlieory of tlie future, in<br />

Varoom 01. p.ö


Illustration presents us with feelings that we did not know,<br />

offers us alternative readings that touch us because they make<br />

us think;"No experience having a meaning is possible without<br />

some element of thought"^"<br />

Each time we look, there is a detail that stands out. Therefore<br />

we have to return there from time to time until we fix It in our<br />

memory.<br />

Before the programme (and assuming that the illustrator has<br />

the capacity to respond to it), other questions anse, which<br />

are possibly essential to the illustration project. How can we<br />

identifyandofferanexpenence,orstimuiatean emotion? How<br />

to represent what is not in a text - the absencel The illustrator<br />

begins a project with some convictions and a lot of doubts. He<br />

knows what he could do but should not be done - to be literal,<br />

obvious, immediate, contradict the meaning ofthe concept<br />

or simply translating it into an Image. From this point on, the<br />

illustrator needs to discover (with the programme in mind)<br />

how to substitute the concept with the image, representing<br />

what is not objectively present in it.<br />

Although limited by the stillness of the illustration media,<br />

iilustration maintains the desire to arouse emotion. Recourse<br />

to analogical drawing is possibly explained by this wish to be<br />

closerto the person that will Zee/the illustration.The sensation of<br />

having a finished product is lost. The transparency ofthe process<br />

and the fixation of the gesture are shown. A practice is shared.<br />

The rigour of the representation of the drawing and the<br />

technique give way to images with a poetic load that is<br />

achieved by deception and by accident, by hesitations and<br />

imperfect lines, that denote the presence and mark of the one<br />

who created them. Byrne justifies: "The 'good' was so easy to<br />

achieve that even a computer programme could do it! The<br />

"bad" required dexterity and heart - or at least virtual heart".^'<br />

In this close relation, expression is valued as a special form of<br />

^"DEWEY, John, 1916. Democracy and Educarion. In www.ilt.coiumbia.<br />

edu/publications/dewey.html<br />

^' BYRNE, David Nostalgia Por Lo Real, O Lo Malo Es Bueno in http://<br />

www.jornada.unam.mx/2004/06/01/03aa 1cul.php?origen=opinion.<br />

php&fly=1,2004.<br />

saying and doing. Therefore the simulation of manual work<br />

and the inclusion of error are often preferred. There we find<br />

someone who reveals himself and becomes closer to us by<br />

"drawing the drawing".^^ The thing that is drawn is the visible<br />

evidence ofthe way the illustrator" thinks and feels, and even<br />

if in an unconscious way. It holds memory and experience.<br />

The "lie" Is not only in the illusion that It communicates, it is<br />

also extended to the illustration mode. The drawing lies when<br />

it creates the illusion of stopping time, of movement, ofthe<br />

unforeseen and of chance. It lies when it seems to result from<br />

a process of a casual and free fixation of all constraints (when<br />

itis precisely here that it finds its rhetorical and poetical "space<br />

of freedom"). They are layers that endure, forms that overlap,<br />

adjust and fit, and In this way "negoriate" their place without<br />

becoming void.<br />

Deleuze offers a starting point for reflecrion on what is<br />

illustrarion thinking, since illustration occurs (or goes on<br />

occurring) by means of a construction process. Deleuze<br />

establishes the existence of "two planes, or two ways<br />

of conceptualizing the plane. (...) A plan{e) of formed<br />

organizations with their developments, the generic plan(e)<br />

of evolutionary developments with their organizations"^'*<br />

(DELEUZE, 1999:265).<br />

" Molina cites Saul Steinberg; "lo que dibujo es el dibujar, dibujar<br />

procede del dibujo" MOLINA, Juan Jose Gomez, CABE2AS, Lino and<br />

COPÖN, Miguel, 2005. Los Nombres Del Dibujo. Madrid: Catedra., 12<br />

It is taken than the individual is a cultural product. Howard Gardner<br />

proposes a model for the analysis of creativity, what he calls the<br />

"creative triangle", where the individual, other people and the work<br />

are. Gottlieb Guntern proposes "The Eco-anthropological theory" in<br />

which "an ecosystem (not an organism") is the smallest viable entity<br />

on our planet. It consists of three structural entities: reference system<br />

(e.f Organism, couple, family, team, population of a city), the physical<br />

environment (natural environment, man-made environment) and the<br />

biosocial environment (natural and man-made) and the relationships<br />

between the three structural components (defined by exchange of<br />

matter-energy and information signals)".<br />

DELEUZE, Gilles e GUATTARI, Felix,1999. A Thousand Plateaus:<br />

Capitalism E Schizophrenia. London, The Athlone Press


The plane or that which would be the purpose of the project<br />

- the object - is hidden: "It is by nature hidden. It can only<br />

be inferred, included, concluded from that to which it gives<br />

rise {...)". This could be "the illustratorly ways of thinking"<br />

thought in which words and drawing are combined in<br />

crystallised moments in pre-illustrations, in the sense that in<br />

each one of these configurations, a little more of what Is being<br />

communicated is being found and uncovered. The word<br />

implies the drawing and the drawing implies the word, in an<br />

evolutionary process of production of provisional senses in<br />

which intuition has an essential role. The active participation<br />

of the illustrator in this process - intellectual and gestural<br />

' makes the illustration space a place of experience and<br />

construction. This is an essential concept in the aesthetics of<br />

Deleuze and one which could translate that which today is the<br />

mode ofmaiisng illustration.<br />

We consider illustration to be the interface between the<br />

inner the ideas, emotions, experiences, memory and time of<br />

the illustrator; and the outer of ideas, emotions, experiences,<br />

memory and time of the receiver - a "space of fluxes"."<br />

Illustration will therefore be an ephemeral and transitory order<br />

that oscillates between the order (and feeling) that is fixed in a<br />

precise moment by its author and the order that is attributed<br />

to it by each receiver (interpretation) in the moment and space<br />

of reception.<br />

5. The paths of illustration. Design innovative solutions by<br />

means of recourse to illustration<br />

Contemporary graphic design is not always concerned<br />

with problem solving, or operating in relation to a<br />

client's brief. The exploration of a theme that interests<br />

the designer, and the graphic response to that theme<br />

which might enlighten and help to describe new<br />

visual languages that are applicable to other graphic<br />

solutions, is a core part of the research agenda. In<br />

effect, this places the design methodology itself as a<br />

central component of the design process. The testing<br />

and development as a visual vocabulary relevant to<br />

" The term "flux" is used by John Tackara and Mihaly Csikszentmihaiyi<br />

a specific context may then be further developed in<br />

order to address a number of problems within that<br />

same context^" (NOBLE and BESTLEY, 2005:100).<br />

What stands out clearly in Noble's idea is the advantage<br />

of developing new approaches from a brief, with the<br />

interpretation and methodology applied by the designer<br />

being essential to the process.<br />

And he concludes:"The resultant design propositions are then<br />

both the combination of a personal exploration ofthe subject<br />

and a nascent visual language that operates within a set of<br />

predetermined objectives".''<br />

The current design of illustration involves the drawing of<br />

experiences and emotions, more than translating concepts.<br />

Being a process centred on the individual - designer/author<br />

- it reflects its reading of current times. It could, in this way,<br />

constitute itself as a mark of time, simultaneously proposing<br />

pictorial vocabularies thai are available to be applied and<br />

communicated. As mentioned, they are possibilities, updates,<br />

and they the deserve certification as such. Zuccaro used<br />

to warn: "In the same way that a mirror eliminates all those<br />

aspects that are not visible and so cannot be reflected, the<br />

image-design also eliminates those traces that the (mental)<br />

design does not recognise, and so excludes. Therefore the<br />

decisive factor in the configuration ofthe image is the subject,<br />

not nature. (...) By tipping the balance in favour ofthe subject,<br />

the subject can never verify it, because all verification is only<br />

the verification of a project".^^<br />

The responsibility of the illustrator is increased in the sense<br />

that the bigger decisions ofthe project fall to him and there<br />

are no measures or formulae to justify his work. And as for the<br />

reader/receiver, it is easy to allow oneself to be seduced by the<br />

illustration that he imagines.<br />

NOBLE, Ian and BESTLEY, Russell, 2005. Visual Research. An<br />

Introduction to Research Methodologies in Graphic Design. Lausanne:<br />

AVA Publishing<br />

•^'op. cit,<br />

BOZAL, Va!eriano,1987, Mimesis: Las Imagens Y Las Cosas. Madrid:<br />

Visor, p, 136.


We would say like Milton Glaser;<br />

Less is not necessarily more. Being a child of modernism<br />

I have heard this mantra all my life. Less is more. One<br />

morning upon awakening I realised that it was total<br />

nonsense, it is an absurd proposition and also fairly<br />

meaningless. But it sounds great because it contains<br />

within it a paradox that is resistant to understanding.<br />

But it simply does not obtain when you think about<br />

the visual of the history of the world. If you look at a<br />

Persian rug, you cannot say that less is more because<br />

you realise that every part of that rug, every change of<br />

colour, every shift In form Is absolutely essential for its<br />

aesthetic success. You cannot prove to me that a solid<br />

blue rug Is in any way superior. That also goes for the<br />

work of Gaudi, Persian miniatures, art nouveau and<br />

everything else. However, I have an alternative to the<br />

proposition that I believe is more appropriate. "Just<br />

enough is more" (GLASER, 2001 j.^^<br />

Thus it is for the illustrator to decide what is the measure -<br />

what is just enough in each project.<br />

Illustration as an artefact of communication is therefore a<br />

witness the a conflict resolved by the illustrator - the need to<br />

communicate a concept by his thinking and an interpretation<br />

of the social, ideological, political and cultural context in<br />

which he carries out his work. Through a discourse made<br />

through images. It reveals an attempt to establish an order<br />

-"the best posture is not in the absolute sense but In relation<br />

to a sought purpose"^"-starting from the c/Zsorc/er of objective<br />

and subjective elements inherent to the programme it<br />

must respond to. But it is also an order in which the Homo<br />

Ludens prevails, not an imposed order but one that allows<br />

the illustrator and those who come into contact with the<br />

illustration to experiment with different interpretations.<br />

GLASER, Milton, 2001. Ten Things i Have Learned, in AigaTalk.<br />

www.miltonglaser.com/pages/milton/essays/es3.htmi<br />

^"Tomas de Aquino in ECO, Umberto, 2005. Historia da Beleza. Lisboa:<br />

Difel. p.89<br />

In the probable course that It will follow, illustration should<br />

maintain, in itself, that which is essential: Its narration,<br />

communicating ideas by means of image. It should reveal not<br />

only one but various stones. The hidden stories in the bnef,<br />

the story of its author and the story if its time, converting itself<br />

Into experiences and thus Into a story for anyone who cares to<br />

stop and contemplate it.<br />

In this text we have tried to contribute to showing how<br />

illustration as a language, as an effort to communicate visually,<br />

is among contemporary themes that go to explaining design<br />

thinking, proposing it to have a syntax, semantics and poetics<br />

of its won, and as a potential form of original narrative and<br />

graphical solutions.<br />

By including illustration In the ambit of design research, we are<br />

seeking to restore It and understand it as an essential practice<br />

in communication design and human communication. Once<br />

revived, the practice accompanies many people throughout<br />

their lives.


References<br />

BOZAL, Valeriano,1987. Mimesis: Las imagens Y Las Cosas.<br />

Madrid:Visor.<br />

BYRNE, David Nostalgia Por Lo Real, O Lo Malo Es Bueno in<br />

http://www.jornada.unam.mx/2004/06/01/03aal cul.<br />

php?origen=opinion.php8;fly=l, 2004<br />

DAMÂSIO, Antonio, 1999. O Sentimento de Si. O corpo, a<br />

Emoçâo e a Neurobiologia da Consciencia. Publicaçöes<br />

Europa-America: Mem Martins.<br />

DELEUZE, Gilles e GUATTARI, Felix,1999. AThousand Plateaus:<br />

Capitalism E Schizophrenia. London, The Athlone Press.<br />

DEWEY, John, 1916. Democracy and Education. In www.ilt.<br />

columbia.edu/publications/dewey.html<br />

ECO, Umberto, 2005. Historia da Beleza. Lisboa: Difel.<br />

FRADE, Paulo A. S., 2002 "As Antinomlas Do Desenho."Tese de<br />

Doutoramento. Porto.<br />

GLASER, Milton, 2001. Ten Things 1 Have Learned. In AigaTalk.<br />

www.miltonglaser.com/pages/milton/essays/es3.html<br />

KAZMIERCKAK, Eizbieta T., 2003. Design as Meaning Making:<br />

From Making Things to the Design of Thinking. Vol. Design<br />

Issues, vol 19/2. Massachusetts Institute ofTechnology.<br />

KLANTEN, Robert and HELLIGE, Hendrik (editores), 2006.<br />

Illusive. Contemporary Illustration and Its Context. Beriim: Die<br />

Gestalten Verlag GmbH & Co. KG<br />

KRIPPENDORFF,Klaus,1995.inMARGOLIN,VictoreBUCHANAN,<br />

Richard (editores). The Idea of Design, A Design Issues Reader.<br />

London: The Mit Press,<br />

LEVY Pierre, 2001.0 Que E O Virtual? Coimbra: Quarteto.<br />

MELOT, Michel, 1984. The Art of Illustration. New York: Rizzoli<br />

International Publications,lnc.<br />

MOLINA, Juan Jose Gomez, CABEZAS, Lino and COPÖN,<br />

Miguel, 2005. Los Nombres Del Dibujo. Madrid: Catedra.<br />

NAGAI, Yukari, CANDY Linda and EDMONDS,Ernest.<br />

Representations of Design Thinking, A Review of Recent<br />

Studies.lnhttp://www.idemployee.id,tue.nl/g.w.m.rauterberg/<br />

conferences/CD_doNotOpen/ADC/finaLpaper/341.pdf<br />

NARVÂEZ, Luz Maria Jimenes, 2000. Design's Own Knowledge.<br />

Design Issues, vol 16/1. Massachusetts Institute of<br />

Technology.<br />

NOBLE, Ian and BESTLEY, Russell, 2005. Visual Research. An<br />

Introduction to Research Methodologies in Graphic Design.<br />

Lausanne: AVA Publishing.<br />

O'REILLY John, 2006. lllustrology:The visual theory of the<br />

future. In Varoom 01.<br />

PELTA, Raquel, 2004. Disehar Hoy.Temas Contemporaneos De<br />

Diseno Grafico. Barcelona.<br />

PROVIDENCIA, Francisco"Algo mas que una helice"in CALVERA,<br />

Anna (ed.), 2003. Arte?Diseho. Barcelona: Editorial Gustavo<br />

Gili.<br />

SCHÖN, Donald A., 2005, The Reflective Pratitloner. How<br />

Professionals Think in Action. Great Britain: Ashgate.<br />

SIMON, Herbert A., 1996. The Sciences of the Artificial. 3rd ed.<br />

London: The MIT Press.<br />

Figures:<br />

Figure 1: http://mssa.library.yale.edU/derivatives/mss/l 745/<br />

zoom/008075.jpg<br />

Figure 2: http://www.wtamu.edu/~bcaruthers/glaser.jpg<br />

Figure 3; http://www.lworldart.com/A4W/images/machado_<br />

170.jpg<br />

Figure 4: http://www,analucia,net/imsblog/KvetaPacovska/<br />

Alphabet-Seui!-1996/alfabeto.jpg<br />

Figure 5: http://www.designmuseum.org/media/item/4815/-<br />

1/102_7Lg.jpg


A N E X P L D R A T O R Y S T U D Y D F F A S H I O N D E S I G N : D E S I G N E R , P R O D U C T A N D<br />

C O N S U M E R<br />

Osmud Rahman<br />

School of Fashion<br />

Ryerson University, Toronto, Canada<br />

email: orahman@ryerson.ca<br />

Xiuli Zhu<br />

Zhejiang Sci-Tech University, China<br />

email: xiulizhu@tom.com<br />

Wing-sun Liu<br />

Institute of Textiles & Clothing<br />

Hong Kong Polytechnic University, Hong Kong<br />

email; tcliuws@inet.polyu.edu.hk<br />

Abstract Introduction<br />

Fashion Industry has been undergone substantial<br />

transformation over the years. Fashion houses are no longer<br />

working with two collections per year - Fall/Winter and<br />

Spring/Summer. Many fashion professionals are working with<br />

multiple collections and delivenes every season. They are<br />

constantly searching for fresh idea and creating new products<br />

in order to meet their customer's aspirations. 'Fast fashion'<br />

companies have been successfully using various strategies to<br />

reduce the production lead time, increase their competitive<br />

advantage and expedite the design process.<br />

This research project was undertaken to examine the<br />

relationship between designer (ideation), product (innovative<br />

design) and consumer (aspirations). Consumption culture<br />

was discussed and design issues were identified in this paper.<br />

Based on cross-disciplinary literatures, a conceptual design<br />

model was developed. This paper Is attempted to identify<br />

research opportunities for the future, offer recommendations<br />

for fashion practitioners.<br />

Due to vast technological breakthroughs, our consumer culture<br />

has evolved greatly over the last twenty years. We are living in<br />

a fast-paced, experience-driven and knowledge-based society<br />

where consumers can access and obtain information freely,<br />

easily and quickly than ever before. Consumers are much more<br />

knowledgeable and aware of fashion trends, design features,<br />

and the characteristics and performance of a product. When<br />

they shop for a consumer product, they do not merely look<br />

for functional values. They often seek for multiple attributes<br />

of a product to satisfy their physical needs and aspirations.<br />

These attributes include functional, psychological (Kaiser,<br />

1990), emotional (Moor, 2006; Howard, 2001), symbolic (Levy,<br />

1959; Elliott and Wattanasuwan 1998), and experiential values<br />

(Holbrook and Hirschman, 1982) that affect the choices they<br />

eventually make.<br />

In response to this phenomenon, the fashion industry has<br />

been undergone substantial transformations to accommodate<br />

the needs and aspirations ofthe consumers. Fashion houses<br />

are constandy searching for fresh ideas and creating new<br />

products. They are now working with multiple collections<br />

and deliveries every year - the traditional Fall/Winter and<br />

Spring/Summer collections per year almost no longer exists.


Fast-fashion (Foroohar, 2005; Frazer, 2006) companies such<br />

as Zara, Hennes and fVlauritz (H&M) and Esprit have been<br />

successfully using agile manufacturing, lean production and<br />

quick response strategies to reduce the production lead time,<br />

increase their competitive advantage and expedite the design<br />

process.<br />

In order to address these ongoing challenges and remain<br />

competitive in the marketplace, fashion designers and<br />

professionals must consider many other factors beyond<br />

the visual design of a garment. It is pertinent to address the<br />

relationship between designer (ideation), product (innovative<br />

design) and consumer (aspirations). In this respect, a number<br />

of questions are raised and addressed in this paper. Questions<br />

such as: What constitutes the desires existing within a<br />

consumer's mind? How can a designer identify the basic<br />

aspirations of their customers? What type of product should a<br />

fashion designer offer if today's customers are'multi-attributes'<br />

seekers? And what kind of R&D (Research and Development)<br />

methods should be used for this rapid changing industry?<br />

To the best of our knowledge, the trichotic relationships of<br />

this particular topic have received only limited attention.<br />

This research study was undertaken to further examine the<br />

conceptualization, creation and configuration within the<br />

design process. Having briefly identified and discussed the<br />

nature of today's consumption culture in this paper, a cross-<br />

disciplinary research was developed and a case study is<br />

presented to support the interpretation.<br />

In the following section, this paper begins with a review of<br />

the literature. The next section explains the methodology<br />

employed and reports the results and findings. Due to the<br />

space constraints, some results have been omitted with only<br />

the most important and relevant content of the interviews<br />

included in this paper. The conclusions and implications can<br />

be found in the last section.<br />

Literature Review<br />

Prior studies have investigated and examined this topic from<br />

different perspectives that include consumer product, design<br />

innovation and consumer behaviour (Bloch 1995;0'Cass 2004;<br />

Pesendorfer 1995).<br />

Consumer and product<br />

There Is a substantial amount of consumer and marketing<br />

research literature devoted to product attributes. According<br />

to Hines and Swinker (2001), consumers often use concrete<br />

characteristics and abstract features of a product as<br />

evaluative criteria in making a purchasing decision. Concrete<br />

characteristics are comprised of intrinsic cues and extrinsic cues<br />

ofaproductwhereasabstractfeatures include aesthetic appeal,<br />

psychological expectations and performance expectations.<br />

O'Neal er al. (1990) also pointed out that consumers based<br />

quality on five differing dimensions: physical, performance,<br />

aesthetic, affective and connotative. The level of consumer<br />

knowledge, awareness, familiarity, interest, involvement, or<br />

value may also affect how consumers evaluate quality (Hines<br />

and O'Neal, 1995). Prior knowledge and experience could play<br />

an important role on acceptance and rejection of a product. For<br />

example, if consumers become dissatisfied with the usage or<br />

performance of a particular product, it might create a negative<br />

impact that would play an important role on the acceptance<br />

and/or rejection of similar products in the future purchases.<br />

According to the cue utilization theory (Richardson, et al.,<br />

1994), today's consumers use different cues in making their<br />

assessments of a product (Szybillo and Jacoby, 1974; Dodds<br />

and Monroe, 1985; ZeithamI, 1988), and are classified as<br />

extrinsic and intrinsic. Extrinsic cues are considered to be<br />

lower level cues that can be changed without changing the<br />

physical product (e.g. price, brand name, country-of-origin,<br />

warranty). Intrinsic cues are high-level cues directly related<br />

to the product such as fabric, style and quality (Aqueveque,<br />

2006). If consumers are familiar with the product, they tend to<br />

use intrinsic cues for evaluations, whereas, if consumers are not<br />

familiar with the products, they are more likely to use extrinsic<br />

cues (Brucks, 1985). Researchers have extensively examined<br />

and discussed the impact of both extrinsic and intrinsic cues<br />

across different product types and from divergent perspectives.<br />

In some cases, they focus their study on a singular cue of a<br />

product as opposed to multiple cues. For example, the topic<br />

of country-of-origin has often been studied asa significant cue<br />

in marketing fields (Bilkey and Nes, 1982; Papadopoulos ef al.,<br />

1991; Cordell, 1992; Ahemed and d' Aston, 1993) and used as<br />

the sole criteria for the study. On the contrary, some researchers<br />

suggest that many consumers tend to use multiple cues when


evaluating a product rather than a single cue (Jacoby etal.,<br />

1973; Simonson, 1989; Szybillo and Jacoby, 1974). In particular,<br />

the correlation between brand name, price and quality has<br />

been widely discussed and disseminated by many researchers<br />

overthe years. Brand name is regarded as being a very useful<br />

cue when consumers choose from a wide array of competing<br />

consumer products. During the buying process, consumers<br />

rely on information based on expenence from their external<br />

environment (e.g. advertisements, word-of-mouth referrals<br />

from friends). Positive acknowledgement of a brand name<br />

could reduce the perceived risk of a product (Peter and Ryan,<br />

1976), and shorten the decision-making process. Besides brand<br />

name, price may also be perceived as a product quality cue.The<br />

price-quality inference or price-quality heuristic has also been<br />

studied and investigated substantially In the past (Rao and<br />

Monroe, 1988; Rao and Monroe,1989; Rao and Wanda, 1992).<br />

In short, the most salient determinant of product success<br />

lies in its inherent value: innovative design, unique benefits,<br />

reasonable pnces, and high quality.<br />

Designer and Product<br />

Due to technological advancement, fierce competition, and the<br />

fluctuations of changing consumer tastes and market demand,<br />

fashion designers must response much quicker to the evolving<br />

global market, and to create products with 'newness' and<br />

Socio-eulturalValues Technology<br />

Behavioral Design Visual DKign<br />

'uniqueness'that differentiate them from their rivals. In order<br />

to understand what determines the success and failure of a<br />

product, it is essential to understand the design mechanism.<br />

A conceptual model was proposed for this study based on<br />

literature review include Don Norman's three aspects of<br />

design (see Figure 1). As indicated In the Table, visual design,<br />

behavioral design and reflective design are aspects that<br />

should be considered when designing and developing a new<br />

product for today's consumer market.<br />

Visual Design with Aesthetic Values<br />

The appearance of a product can stimulate an aesthetic<br />

response that creates a sensory experience (especially through<br />

vision).As illustrated in Figure2,fashiondesignersare viewed as<br />

an encoder of information sources, the product is regarded as a<br />

transmitter of idea and image, and the consumer is considered<br />

to be the receiver or decoder. In order to create an aesthetic<br />

product that will attract the attention of their consumers,<br />

designers constructively and intentionally use various<br />

design elements and pnnciples such as line, space, shape/<br />

form, light, colour, texture, pattern, repetition, parallelism,<br />

sequence, alternation, gradation, transition, radiation, rhythm,<br />

concentncity, contrast, emphasis, proportion, scale, balance,<br />

harmony and unity (Davis, 1987) in their designs to shape the<br />

appearance and quality oftheir work.<br />

l^hicCffliitlKjitw. Cwnuy-oi


Behavioral Design with Utilitarian Values and Experiential<br />

Values<br />

Behavioral design is comprised of two primary components:<br />

utilitarian values and experiential values. Utilitarian values<br />

refer to funcrional benefits (e.g. fabric, quality, performance,<br />

fit, comfort) and economic values (e.g. price). Experienriai<br />

values consist of sensory pleasure, affecrive pleasure and<br />

cognirive pleasure. Sensory pleasure relates to five human<br />

senses of sight, touch, taste, smell and hearing engaged when<br />

using a product. Affective pleasure concerns consumer's<br />

psychological response and often refers to emotions, moods,<br />

and feelings towards an object (Crilly etal., 2004). Cognirive<br />

pleasure associates with consumer's experiential history, and<br />

his/her current experiences and knowledge ofthe product.<br />

Reflective Design with Symbolic Meaning<br />

Reflection design signifies the private, social, cultural and<br />

symbolic meanings and messagesthatare imbued in a product<br />

during its use. Some consumers may choose a product more for<br />

the social image evoked or symbolic meaning attached rather<br />

than for its functional performance or sensory benefits.<br />

These three aspects are interrelated with each other.Therefore,<br />

they should not be viewed as separate entlries. In many cases,<br />

the visual form or appearance of a consumer product can<br />

enhance the performance properries of a consumer product<br />

and offer sensory pleasure all at the same rime (Smets and<br />

Overbeeke, 1995). As an example, a pair of zip-off nylon pants<br />

can offers mulriple attributes to the wearers. Self-idenrity can<br />

be constructed, developed or expressed through the product.<br />

A layer can be removed to create new style (appearance) and<br />

avoid overhearing (performance), and the 'rustling' sound<br />

created by the movement of nylon fabric may be soothing<br />

and evoke a sensory pleasure.<br />

As menrioned eariier, modern consumers no longer seek<br />

monolithicfeaturesoronlya single attributewithin a productand<br />

are often demanding a range of multi-dimensional attributes. In<br />

orderto besuccessful in product design,fashion designers should<br />

not merely focus on'observable'design features (e.g. silhouette,<br />

style line, design details); they should also focus on'unobservable'<br />

design features (e.g. experiential pleasure, symbolic meaning).<br />

Design and its Functions<br />

Design plays a critical role in shaping and forming a new<br />

product; the translarion, integration and communication of<br />

new ideas throughout the process of design and product<br />

development are continually being employed. Based on<br />

Trueman's (1998) design attributes, there are some ideas<br />

that adapt and extend the role of design: communicator,<br />

differentiator, integrator and generator. First, design used as<br />

a communication tool conveys messages and ideas to the<br />

public. Likewise, it can be used as a means of construcring,<br />

developing and communicating the identity ofthe consumer<br />

(Elliott, 1999; Slnha, 2002). Second, the use of design can<br />

differentiate a product of one brand from other brands.<br />

Third, design can integrate new ideas and concepts into the<br />

product. Last, good design can generate more business and<br />

synergies for a company.<br />

Many research studies have indicated that a consumer's<br />

willingness to try on new products was closely related to<br />

the level of risk perceived for that product (Popielarz, 1967).<br />

In general, innovation and change of a product is likely to<br />

increase risk and uncertainty in the short term (Trueman,<br />

1998). Radical Innovation such as seen in new fashion styles<br />

carry a higher risk than incremental innovarions such as seen<br />

in fashion basics (e.g. basicfive-pocket jeans, T-shirt). Radical<br />

innovarion or fashion style is essenrially an invention of a new<br />

product, while incremental innovarion or fashion basic Is an<br />

improvement of an exisring product. Fashion styles generally<br />

have shorter life spans, whereas fashion basics have a longer<br />

life cycle because of their classic styling.<br />

in this customer-driven society, it is critical for fashion<br />

designers to understand what lies within the consumers'<br />

mind. However, according to Keiser and Garner (2003), many<br />

consumers felt that product developers including designers<br />

did not understand their preferences. Sixty-three percent<br />

indicated that clothing manufacturers did not understand<br />

what they were looking for, sixty percent expressed that they<br />

had difficulty finding styles that they really liked, fifty-six<br />

percent found today's fashion offerings were boring and fifty-<br />

one percent indicated that manufacturers did not make clothes<br />

for real bodies (Keiser and Garner, 2003, pp.29).These statisrics<br />

indicate that many designers do not really understand what


their customers want. As a result, they fail to offer a product to<br />

best fit their customer's needs and expectations.<br />

If a fashion company wants to succeed in the competitive global<br />

arena, they have to invest more heavily in R&D. Market and<br />

consumer research play an Important role on product design.<br />

Research findings and data can enable designers to create a<br />

more desirable product to their customers. Understanding<br />

consumer's needs and wants is a key factor In new product<br />

success (Andersen, 1983). In addition, good and innovative<br />

design can influence consumers' choice and behaviour. People<br />

may change or adjust their behaviour in order to engage new<br />

design features, new functionality and new experiences.<br />

Fashion Industry and Design Process<br />

Canadian Fastiion Industry<br />

The Canadian fashion industry has been facing fierce<br />

competition overthe last two decades. Dueto the globalization<br />

and liberalization of trade, the impact of World Trade<br />

Organization (WTO) and the rising of Canadian dollar, Canadian<br />

apparel and textile manufacturers lost their advantages and<br />

competitiveness against their global counterparts. Canadian<br />

exports to the United States have fallen by more than half a<br />

billion dollars, from $3.7 billion in 2004 to $3.1 billion in 2005<br />

(McNeill, 2005). Many Canadian manufacturers closed their<br />

local operations In favour of offshore production for cost<br />

savings. For example, Gemini Fashions closed its domestic<br />

garment production operation in April 2003, Western Glove<br />

Works closed one of its three Winnipeg plants, and Nygard<br />

International contracts out apparel production to Asian<br />

countries such as Sri Lanka and China (McNeill, 2005). In<br />

the first four months of 2003, imports from least developed<br />

countries (LDCs) grew by more than 66 percent, and imports<br />

from China increased by 20 percent. According to Statistics<br />

Canada (2004), the import of womens/girls cotton trousers,<br />

overalls, and shorts (# HS 620462) Increased from $44.3<br />

millions İn 1999 to $80.8 millions in 2003. Therefore, fashion<br />

companies should concentrate on design and product rather<br />

than patronizing "made in Canada". As quoted from Eros<br />

Scattolini, international public relations executive of Geox<br />

(Italian footwear company).<br />

"From our point of view, it doesn't matter where you<br />

produce, but how you do it. Outsourcing is a must,<br />

not a choice. You have to go aboard in those low<br />

labor cost countries if you want to keep a fair price,<br />

and I would add, if you want to survive. Outsourcing<br />

to cheaper locations does not challenge the integrity<br />

ofthe company itself, which keeps all logistics, design,<br />

marketing and financial departments in Italy, the brain<br />

and soul Is Italians, the body is foreign."<br />

In fact, not only the manufacturing sectors have been suffered<br />

fromtheliberalizationoftrade,theCanadianretailersalsofacing<br />

many challenges. Over the last ten years, many American and<br />

European retailers such as Zara, Hennes and Mauritz (H&M),<br />

Abercrombie and Fitch, and American Eagle Outfitters have<br />

been expanding their business to Canada. It becomes more<br />

and more difficult for Canadian fashion companies to survive<br />

and compete with those international retailers. According to<br />

Tang and Wang (2001), Canadian fashion companies are facing<br />

with the following four challenges;<br />

(1) Easy substitution of products,<br />

(2) Constant threat ofthe arrival of new competitors,<br />

(3) Constant threat ofthe arrival of competing products, and<br />

(4) Quick obsolescence of products<br />

In order to sustain their competitiveness, fashion companies<br />

should understand their customer's aspirations, offer relevant<br />

and Innovative product, and connect with their customers<br />

through various means such as innovative design, branding<br />

and advertising.<br />

Design and Product Development<br />

The formulation of idea and design concept is a significant<br />

stepfor product design. Creativityand design activities always<br />

involve identifying and resolution problems. According to<br />

Bruce and Cooper (2000), at least eighty per cent ofthe costs<br />

are determined at the front end of the process. Therefore,<br />

designers must consider the following fundamental values<br />

and functions of a product during the conceptual stage.<br />

1. Solve current problems<br />

2. Prevent potential problems


3. Resolve product-related conflicts<br />

4. Maintain and/or improve the quality of a product<br />

5. Provide innovative and aesthetic values to the<br />

consumer<br />

6. Incorporate sensory values in the product<br />

7. Offer a relevant and resonant product<br />

Creativity and design activities always involve identifying<br />

problem and solving problem. With this respect, a number of<br />

questions related to the design process and consumers were<br />

raised and investigated in this paper. Questions such as: How<br />

can a fashion designer understand their consumer's needs<br />

and wants? What research and design (R&D) method should<br />

be used to deal with the rapid changing market demand<br />

and taste? What determine the success and failure of R&D?<br />

What design elements and aspects a fashion designer should<br />

consider during the product development process?<br />

Based on our research, the design and product development<br />

process of a fashion company can be divided into three stages<br />

with eight sequential units (Figure 3), which is similar as Kotler<br />

and Path's new product development process.<br />

(1) Pre-development Stage<br />

- Market research and analysis<br />

7 Cc^UTy' IViTiHf*<br />

(2) Design Development Stage<br />

- Formation of idea, design concept (e.g. style, materials,<br />

theme), colour palette<br />

- Formation of merchandising mix<br />

- Development of fabrics, trimmings, and ideation sketches<br />

- Selection of style and fabric<br />

(3)Product Development Stage<br />

- Development of technical sketches<br />

- Prototype development/production<br />

- Selection of prototype samples<br />

Methodology<br />

Figure 3: Model of Design and Product Development Process<br />

This pilot research project was guided by adopting qualitative<br />

techniques and methods (Strauss and Corbin, 1998; Ghauri<br />

and Gronhaug, 2002) to explore and validate the concepts and<br />

approachesfordeveloping and constructing a conceptual model<br />

of fashion design and the interrelationships between designer,<br />

product and consumer. Medium-sized fashion companies in<br />

Montreal, Quebec, Canada was selected for this research study.<br />

Observations and semi-structured interviews were conducted<br />

with fashion designers, managers and sales persons to<br />

understand design activities in their natural context. Questions<br />

forthe interviews were developed from the literature review, and<br />

some ofthe questions were adopted and modified from Kotler


and Rath's (1984) research study (Appendix İ). Questions were<br />

formulated and included: general information of interviewees'<br />

role, conceptual processes, the design process, market research<br />

and analysis. Each Interview lasted approximately from thirty<br />

minutes to two hours. Field notes were taken from both one-on-<br />

one interviews and observations. The content analysis method<br />

was used to analyze the data gathered from the interviews.<br />

The purpose of this qualitative study is not intended to<br />

offer a statistically valid conclusion, but rather to provide an<br />

understanding ofthe correlation between designer, product<br />

and consumer.<br />

Results and Findings<br />

According to the results of our exploratory study, the following<br />

areas were Identified as essential for designers to develop a<br />

successful product.<br />

Pte-devefopment Stage<br />

Trend and Market Research<br />

According to our interviews, a medium-sized fashion<br />

company In Montreal spent a substantial amount of time and<br />

money researching current styles and trends. Every season<br />

they sent designers and sales people to 'shop-the-market' in<br />

vanous metropolitan cities of North America and Europe. The<br />

intention was to gather Information, identify the key fashion<br />

trends, explore up-coming styles, and to purchase garments<br />

for reference. 'Shop-the-market' is one of the most popular<br />

market research methods employed by most ofthe Canadian<br />

fashion companies.This particular company also sent relevant<br />

staff to visit different trade shows, such as Premier Vision in<br />

Paris, and the Magic Show in Las Vegas. In addition, they hired<br />

several style and colour forecast services as well as purchased<br />

fashion and trade magazines, literatures and market reports<br />

for their pre-development planning.<br />

Consumer Research<br />

The interviewee (design manager of the medium-sized<br />

company) expressed thatthere was a limited budget allocated<br />

for consumer research.Therefore, the failure oftheir product's<br />

designs could be related to insufficient consumer research.The<br />

designers had too little knowledge about their consumers, and<br />

did not understand their aspirations and expectations. There<br />

are at least several other reasons to explain this situation.<br />

First of all, the designers were not a retailers nor marketers;<br />

they solely designed and produced 'private label' products for<br />

a number of Canadian department stores according to the<br />

stores'specifications, so they rarely received any point-of-sales<br />

(POS) information from the retail stores. Second, they lacked<br />

the expertise to carry out a thorough consumer research<br />

study. Third, due to the financial limitations, they could not<br />

afford to hire a marketing firm to conduct commercial surveys<br />

or research. In other words, direct consumer input was limited.<br />

The information discovered in this particular finding was<br />

similar to the May-Plumblee and Little's (2006) research study.<br />

Leadership of Design Process<br />

In order to remain competitive, fashion companies have<br />

to reduce their product development lead-time and react<br />

quicker to the market. The leadership of senior management<br />

should be as actively involved In the pre-deveiopment process<br />

as possible, as they play an important role in overseeing and<br />

establishing product definition, design strategies, and identify<br />

market opportunities.<br />

Communication between senior management and designers<br />

is a salient factor for a successful design chain.<br />

Design and Product Development Stage<br />

Focus on Core Product<br />

Due to limited resources, designers should focus on the<br />

core competency of the company when they develop a new<br />

product. If a product stretches too far away from their home<br />

base, it could be difficult to sustain its''core identity and<br />

competitive advantage. In 1990, Adidas extended their brand<br />

name into different product categories that included jeans,<br />

knitwear, ties and other fashion items. This extended the<br />

company far beyond their limitations. As a result, consumers<br />

became confused as to what exactly Adidas stood for and the<br />

brand's core market began to erode (Hang and Lutterbach,<br />

2003). As Rose Marie Bravo (Chief Executive of Burberry Group<br />

pic) said in an interview with WWD,<br />

"Every brand has almost a brand circumference and you<br />

always want to make sure you don't extend yourself I


think that's important, because I don't think every<br />

brand can do every category and do it well."<br />

The medium-sized fashion company used forthis study focuses<br />

primary on casual wear, with the majority of their business<br />

based in woman's blouses and knitted apparel. While their<br />

business annual sales have increased consistently over the last<br />

five years they have chosen not to extend their product line<br />

to other categories. The design manager specified that they<br />

did not have the overall expertise nor reliable suppliers to<br />

produce different types of products. It would take a long time<br />

to develop and build a new business, and due to the limited<br />

resources, they preferred to focus on their core products<br />

and expand that business into new and untapped markets<br />

terntones. In the next few years, for instance, they are planning<br />

to expand their markets into the United States.<br />

Expand on Product Attributes<br />

Although small-to-medium sized companies may be better<br />

off to focus on their core product type, inherent product<br />

attributes should not be disregarded. Today's consumprion<br />

culture is no longer the same as preceding generarions. In the<br />

past, consumers looked at fashion products primarily based<br />

function and appearance.Theynowviewthem in more inrimate,<br />

sophisticated and multidimensional ways, not merely looking<br />

for utilitarian values as they shop for a consumer product.<br />

They often decide whether to purchase or reject a product<br />

on a number of intangible factors - such as psychological<br />

{Kaiser 1990) or symbolic values (Elliott and Wattanasuwan<br />

1998). In fact, fashion commodiries have always been used as<br />

a symbol to convey consumers' identity (Davis 1994; Goffman<br />

1973), status (Davis 1994), and image to the public. Therefore,<br />

designers should design a product that pushes beyond its<br />

utilitarian values and create a product that can be used as<br />

a sign or means to communicate or express ideas with one<br />

another. In order to create an effecrive communicarion tool,<br />

designer should make the sign as clear and unequivocal as<br />

possible to avoid confusion and misunderstanding among<br />

their targeted customers (Redstrom, 2006; Mono, 1997).<br />

Aestlietic Values of Product Design<br />

Both colour and fabric are significant elements for crearing<br />

sensory pleasure and building aestheric values of a product.<br />

The aestheric values of a product are comprised of attractive<br />

and expressive attributes. According to the interviews,<br />

designers spent a lot of time on the attracrive attributes such as<br />

designing, constructing and selecting silhouette, style, colour,<br />

pattern and fabric for a product. However, limited attenrions<br />

were paid on the expressive attributes such as cultural values,<br />

symbolic meaning and personality of a product. In addirion,<br />

one ofthe designers admitted that he did not fully understand<br />

how to create a product with psychological and emotional<br />

values. He preferred to collaborate with markering people on<br />

designing a product with added-psychological values.<br />

Design New Product with Exclusivity, Uniqueness and Innovation<br />

In general, consumers are more willing to pay higher prices on<br />

a product that is exclusive, unique or innovarion rather than<br />

on a basic commodity. These qualiries within a product can<br />

enhance an Individual's self-image, self-esteem, social status,<br />

or presrige, making them highly desirable. According to the<br />

interviewees' response, they did not sell every style to every<br />

store. They exclusively offered innovarive styles to specific<br />

stores in order to create a sense of uniqueness to that item.<br />

These styles experienced an increasing demand from the<br />

consumer and were often sold at a higher premium.<br />

Conciusions<br />

Fashion designers should pay attention to the following areas<br />

while they design and develop a new product.<br />

(1) Product design and usage,<br />

(2) Sensory pleasure (e.g. attractiveness, beauty, tactile<br />

feeling)<br />

(3) Emorional pleasure {e.g. joy, excitement, fun)<br />

(4) Psychological benefits (e.g. self esteem, social status)<br />

A successful fashion product must consist of theaforemenrioned<br />

benefits and values. Most of the consumers evaluate or<br />

consume fashion products basing on those components such<br />

as fit, comfort, style, fun and pleasure. Thus, fashion designers<br />

should consider and Incorporate those elements during the<br />

idearion and prototype process. For example, designer may<br />

create a new dress with fun by using appealing and sensarional<br />

design elements. Innovative style with unique or unusual<br />

design details, sensory pleasure by using advanced materials,<br />

and cultural values with certain colour and ethnical motifs.


In short, this will be an ongoing challenge for many small<br />

to medium sized fashion companies in Canada. In order to<br />

compete with the rival brands and sustain the comparative<br />

advantages, they have to look beyond function.<br />

Implications and Limitations<br />

In order to offer a product that appeal to the consumers, it<br />

is critically important for fashion designers to gain a better<br />

understanding of their customer's needs and aspirations. As<br />

such, this paper Is attempted to offer recommendations and<br />

insights for fashion designers and marketers, and to suggest<br />

a conceptual model of interrelationships between designer,<br />

product and consumer for today's fashion companies.<br />

There are a couple of limitations to this study. First, the results<br />

based on only one medium-sized fashion company - thus<br />

the findings may skew towards a medium-sized company<br />

culture. This may not represent the Canadian fashion industry<br />

as a whole. Second, the sample size was small. Therefore, the<br />

validity ofthis study may be less significant. Further studies<br />

should be conducted in different industry other than fashion<br />

is recommended to strengthen the external validity.<br />

Appendix I<br />

1 .What role does the designers play In a fashion company?<br />

2. What types of research and design (R&D) method have been<br />

used? Are they effective?<br />

3. Are designers held accountable for their work through post-<br />

evaluation measurement and feedbacks?<br />

4. How long is the existing design and product development<br />

cycle time?<br />

5. Are you satisfied with the interface between designers,<br />

management team, production team and suppliers?<br />

6. What are the strengths and weaknesses ofthe current design<br />

system?<br />

7. How many seasons and deliveries do you produce per year?<br />

8. What are the current challenges and problems in developing<br />

a new collection?<br />

9. To what extent is fashion design concept utilized In product<br />

development process?<br />

10. To what extent is consumer research utilized in product<br />

design process?<br />

n. What orientation does the designer and product<br />

development staffs follow? Examples of orientation: aesthetic<br />

ideals without any compromise to the consumer's needs and<br />

preferences, with some modifications of product according to<br />

consumer's needs and wants, consumer's needs and preferences<br />

are essential.<br />

12. Does the design and product development team has<br />

adequate budget to carry out market, product and consumer<br />

research?<br />

13. Does the design and product development team has<br />

adequate knowledge and experience to carry out market,<br />

product, and consumer research, analyze findings and<br />

information, planning, coordinating and Implementation?<br />

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A F O D T W E A R D E S I G N P R D J E C T A S A D E S I G N D I S C O U R S E<br />

Assoc. Prof. Seçil ŞATIR<br />

İTÜ Department of Industrial Product Design,<br />

Istanbul-Turkey<br />

satirse@gmail.com<br />

Demet GÜNALERTAŞ<br />

İTÜ Department of Industrial Product Design,<br />

Istanbul-Turkey<br />

ertas@itu.edu.tr<br />

Deniz LEBLEBİCİ<br />

İTÜ Department of Industrial Product Design,<br />

Istanbul-Turkey<br />

Ieblebici2@itu.edu.tr<br />

Abstract<br />

The aim of this paper is to describe and analyze the way<br />

which students are introduced to the design practice process<br />

through the university-industry collaboration footwear design<br />

project. Students in the early stage of degree programs are<br />

inexperienced on design practice and may feel vulnerable.<br />

Therefore it is essential to encourage openness of the ideas<br />

and communication. 66 industrial product design students of<br />

Istanbul Technical University designed footwear for the year<br />

2056 in the first stage of the project, and in the second stage<br />

students updated and adapted theirdesignsforthe production<br />

phase. The project is focused on the significance ofthe design<br />

process rather than the final project. In orderto concretize this<br />

rather difficult issue for students, multidisciplinary methods<br />

were planned, developed and used by the project staff. Final<br />

designs were produced by the collaborating footwear SMEs.<br />

Key words: "Footwear" in design discourse, scenario writing,<br />

creativity, university-industry collaboration, SMEs.<br />

Introduction<br />

The footwear design project was carried out by 46 students<br />

of the Product Design 4 course and 20 students of Fashion<br />

Accessories Design Course, in 2006 spring term, at the<br />

department of Industrial Product Design in IstanbulTechnical<br />

University. The project is large scale university-industry<br />

collaboration. The collaborators are Istanbul Technical<br />

University Industrial Design Department {İ.T.Ü. - EUTB),<br />

Turkish Footwear Industry Sector Research, Development<br />

and Education Foundation (TASEV), Footwear Industrialists<br />

Association of Turkey (TASDj, Association of Turkish Footwear<br />

Components Manufacturers (AYSAD) and the Small and<br />

Medium Size Enterprises (SME) that has manufactured the<br />

projects. Istanbul Chamber of Commerce (İTO) has supported<br />

this collaboration project. The project was coordinated by<br />

i.T.U. academic staff and led by Assoc. Prof. Dr. Seçil Şatır.<br />

Students have researched the related topics ofthe given brief,<br />

generated concepts, written scenarios ofthe future lifestyles<br />

and designed footwear in the light ofthe outcome. The shoes<br />

were produced by the collaborative SMEs after they had been<br />

adapted to the year 2006 by the students.<br />

Conformity to the Themes of the Congress<br />

The paper conforms to the Design Discourse section of<br />

EAD07. If discourse is an arranged whole of indicators that


aim to interpret or define an object or a phenomenon, the<br />

project presented in this paper is one that has discourse<br />

both in terms of its application and in terms of the way that<br />

it interprets each phase in itself and transforms it into the<br />

next phase to get successful results. If we deal with discourse<br />

as a body of expressions which is made up of rules or laws<br />

related to a doctnne and which provides information about<br />

tangible or conceptual things or phenomena, we cannot<br />

talk about canonization of empirical knowledge. However,<br />

letting students make use of a few methods in concert and<br />

by transforming them to each other brings about a different<br />

dimension with the synthesis of methods.<br />

The relation between industry and design which has been<br />

under discussion since the 19th century may not pose a<br />

problem for advanced countries in our day. The industry can<br />

produce each complicated solurion generated by design, and<br />

companies may sell these products.The case is not that simple<br />

in Turkey. The original products conceived with enthusiasm<br />

by the designer cannot be put into producrion stage by the<br />

industry with the same eagerness. It is especially the SMEs'<br />

mentality that "the product should be different, but should<br />

not be too far away from those in the market". Therefore<br />

another discourse of this paper is to establish the educarional<br />

response to the question; How can we attain the originality<br />

of a product with a different touch, which is, however, similar<br />

to those in the market and sell well? Another challenge is to<br />

put this training into pracrice In products manufactured for<br />

SMEs which have limited means of production. The discourse<br />

here is a process and method of looking for a balance in an<br />

applicarion that has inconsistencies in it. The discourse is<br />

being able to attain a body of indicators which is different<br />

than a mere synthesis of methods, while making use of such<br />

synthesis in overcoming the difficulty of making design in an<br />

economy with limited means and inconsistencies.<br />

Objective and Method<br />

Working in collaborarion with SMEs to conclude projects<br />

was perhaps challenging work for second year students. For<br />

the norion of novelty for the SMEs In Turkey circles around<br />

the understanding that "the product should have a different<br />

feature, but should not be too far away from those in the<br />

market". And this is not specific to the footwear sector only. A<br />

large percent of SMEs from all sectors share the same opinion.<br />

This experimentarion is the general conclusion drawn after 5<br />

years of collaboration with SMEs from various sectors.<br />

The objective of the footwear design project, which has been<br />

realized with the second year students, is to Introduce design<br />

to SMEs, "which make 99.6 percent ofTurkish economy" (SPO,<br />

Turkish Premiership) and to revive the footwear sector, which<br />

dates back to Ahi Evran period (founder of Ahilik -literally,<br />

brotherhood, generosity-), an organized brotherhood in<br />

Anatolia between 12th and 14th centuries related to trade<br />

guilds that protect craftsmen, and help footwear sector<br />

attain an internarional level (Anonymous, 2004). These<br />

two objectives of university-industry collaborarion made it<br />

possible for undergraduates to have a closer ouriook ofthe<br />

industry and also led to another yet equivalent objective.This<br />

third objecrive was to help improve the creativity of second<br />

year students with various techniques.<br />

One method of this study is empirical research. In the empirical<br />

part ofthe study 66 undergraduate students were assigned<br />

to work in footwear production In close collaborarion with 33<br />

companies to breathe an air of professionalism. With a two-<br />

dimensionally written scenario ofthe subject, human lives 50<br />

years ahead of our time were portrayed. And together with a<br />

three-dimensional scenario the students were made to relive<br />

their childhood. The scenario, which differs from "fiction" by<br />

its division of the subject Into scenes and not into plots, is a<br />

method of analysis.<br />

Scenario wriring and role-play as a method of analysis is an<br />

internarionally known and applied method.<br />

Scenario Writing and Role Play Methods<br />

"There are many ways of co-teaching design. One of them is<br />

role-play. The concept of role play is not new; scholars did not<br />

find agreement on the definirion ofthe terms. Such words as<br />

role play, simulation, drama, and game are sometimes used<br />

interchangeably, but. In fact, they illustrate different notions.<br />

Some scholars believe that the difference between role ploy and<br />

simulation is in the authenticity ofthe roles taken by students."<br />

says Kodotchigova (2001). The existence of litrie nuances In<br />

role types in this excerpt which underpins the importance of


ole-play learning makes us think that playing a role which is<br />

tailored forthe training of creativity should be different.<br />

People learn from their experience. If real life experience is<br />

not feasible, or dangerous, or too expensive, then simulated<br />

experience is a substitute. Much of education makes use of<br />

simulated experience, in architecture schools, for example<br />

the process of designing projects in design studios simulates<br />

within carefully set constraints the process of designing real<br />

buildings in practice. Most simulation in education though is<br />

concerned with interactions between players in defined roles<br />

(Radford and Stevens, 1984}. Role playing method creates<br />

high motivation among students.<br />

The scenario technique has become established in design<br />

practice and has consistently proven its worth as a reliable<br />

instrument. The scenario technique was developed with<br />

approaches of Hermann Kahn in the 1960s. Scenario as a<br />

prognostic means was defined as developer's tool by the<br />

Japanese MichioKaku forthe products ofthe future generation<br />

of computers, biotechnology and medicinal technology. A<br />

striking example of scenario technique, which has become<br />

a useful tool for the application of design, was employed at<br />

Daimler Chrysler A.G. Under the direction of Eckard R Minx,<br />

Daimler Chrysler AG, for instance, retains an interdisciplinary<br />

study group divided between Berlin, Cape Town, Palo Alto,<br />

and Tokyo. The participating scholars were trained as both<br />

disciplinary specialists and interdisciplinary team partners. For<br />

Daimler Chrysler and other clients they pursued questions like<br />

the following:<br />

• How will people live In the future?<br />

• Which products will be needed for the future lifestyles?<br />

• How and where will these be produced?<br />

• How will the sale of these products be changed (by new<br />

technologies)?" (Bürdek, 2005).<br />

Following the questions about the future lives and needs of<br />

people, and about how and where the products would be<br />

manufactured in the future, starting from the 1960s other<br />

scenario writing and role-play studies were made for digital<br />

media. In the 1990s, the Philips Corporate Design Center in<br />

Eindhoven and the Domus Academy in Milan conducted<br />

a broad-based study on the future of digital media, which<br />

vividly formulated scenarios and visualized them using design<br />

concepts. The study was important for the company's internal<br />

dialog regarding questions of future product development<br />

(Bürdek, 2005).<br />

Customized Scenario Writing and Its Objective<br />

While the project work in a semester develops thoughts on<br />

human life in 2056 and stages them two dimensionally on<br />

sections, it brings about a scenario which Is both different<br />

from and close to fictionalization. For these scenes may form<br />

their fictions in the minds of the students. Scenario writing is<br />

employed at an international level In the field of industrial<br />

products to understand end user behaviors and impressions.<br />

Design students or professional designers may analyze end<br />

user behaviors through scenario writing. An example to this<br />

may be writing a scenario from the analyses of ironing actions<br />

or playing the part of an ironing person while designing irons.<br />

IN<br />

Figure 1. Ironing scenario and role play video filming in daily life.<br />

(Boom, Tejedor, 2000:155)<br />

The scenario and role-plays realized in this project did not<br />

include scenes that show the use of designed product, but<br />

staged childhood memories and games from decades ago.<br />

The roles here were the lives of people in retrospection and<br />

were used to bring about unconditioned creative ideas of<br />

the students. The roles here were similar to the game-like<br />

creativity tasks the executive officers from different companies<br />

undertake in international creativity seminars. However, the<br />

applications in a seminar take a short time, and so the scenario<br />

only functions as an introduction. A three-day seminar was<br />

held in April 1999 in Istanbul, which included experts of<br />

international recognition on creativity such as 'Min Basadur',<br />

'Frank Prince', 'Robert Alan Black', 'Andre de Zanger', Hedria<br />

Lunken', R.Paul McMillen', Maggie Dugan', and 'Greg Wolff'<br />

(Anonymous, 1999). The seminar, which introduced creativity<br />

to executives from different companies, had aimed to take the<br />

executives, who back to the past, to their childhood. Taking


the students back to their childhood is a similar process, but<br />

has some differences:<br />

• The first difference is that the process took a whole<br />

semester, and developed during the project.<br />

• Secondly, childhood games were staged by a drama artist<br />

and director and the synopses were not written by the<br />

students but were shaped spontaneously during acting.<br />

•Thirdly, performing again every week, the students staged<br />

the scene each time a little different from the immediately<br />

previous one.<br />

• Fourthly, with possible changes in thought which may<br />

take place, more authentic projects were targeted in the<br />

concurrent projects. Although measuring the workability<br />

of this last Item is quite difficult, the success ofthe resulring<br />

products is invaluable.<br />

In most studies on creativity, It is important that the<br />

thought should go back to childhood.<br />

Among the many answers to the quesrion, "How could we be<br />

more creative?" Trevor Bentley (1999) In his book Creativity<br />

suggests reviving the scenes from the past, "getting naughty,<br />

and letring out the kid in us". Rollo May (1991) defines the<br />

finding ofthe crearive idea as a kind of encounter. "Encounter<br />

may or may not include will power. For instance, game of a<br />

healthy kid has the basic features of an encounter and we<br />

know that this game is an important prototype of adult<br />

crearivity. The main point here is not the existence of will<br />

power, but the extent of preoccupation". The scenario in this<br />

scope filmed naughty vivacious children preoccupied with<br />

their street games in a theatre stage. Taking the students to<br />

their childhood aimed at erasing their condirioned thoughts<br />

and polishing their imaginarion and had nothing to do with<br />

testing end user behaviors.Therefore, they were different from<br />

other scenarios in product design or from playing the parts of<br />

end users. Dividing children's games to scenes with scenarios<br />

and role-playing them is a method all by itself<br />

The Status ofTurkish Footwear Sector and Design Needs<br />

The educarion problem, which is experienced in every sector<br />

in Turkey, Is one of the most important problems of the<br />

footwear sector."The occuparion of shoemaking is srill taught<br />

through master-apprentice relarionship, since the schools<br />

that give training are new and not enough in number"(Zlrek<br />

and Özcömert, 2003). Although there are schools that give<br />

training on footwear in diverse areas of Anatolia, they are<br />

not in a position to be compared with their counterparts<br />

abroad In terms of both technical infrastructure and staff, it<br />

is seen that the school in Zeytinburnu, Istanbul is in the same<br />

condition. The sector has for a long rime employed students<br />

from these schools as cheap labor (Tuncer, 2003). Although<br />

Turkey has many advantages in the production and exporting<br />

of footwear, only a small amount of producrion is exported.<br />

One of the major causes of this Is the problem in training.<br />

The difference brought about by educarion can be seen In<br />

the fact that Portugal and Spain, as current rivals ofTurkish<br />

footwear sector, had factory-like footwear schools even 30<br />

years ago. Untrained labor that obstructs productivity is also<br />

the main reason of the problems in the sector in markering,<br />

management, and design. The sector lacks the culture and<br />

vision provided by training. The most positive point in terms<br />

of training is that the sector Is aware of this problem.<br />

The other major deficiency ofTurkish Industry of Footwear is<br />

design. Again, deficiency in educarion was suggested as the<br />

main reason ofthe problem in design (Ülkümen, 2003).<br />

In the scope of Industry Congress, which was held in December<br />

2003, it was stressed that Turkey was at a fork in the road and<br />

that the main objective of our industry should be to increase<br />

added value in the producrion chain and thus increase profits.<br />

"The most significant means to increase added value are<br />

innovatlveness and creating difference. We should research<br />

not only the current needs of our customers, but also their<br />

future needs and design products accordingly. In this scope, we<br />

should focus on industrial product design which adds value to,<br />

and differentiates products, serves as a basis to become a brand,<br />

and has positive impact on production costs" (Küçük, 2003).<br />

In a survey among exporting footwear companies organized<br />

by Istanbul Chamber of Commerce, officials of the firms<br />

expressed that brand was an important investment which<br />

promoted the product, and that it was an important value<br />

that reinforces the image. Although the sector may seem<br />

to have understood the importance of becoming a brand,<br />

there have never been great investments about this issue,<br />

and brandization never took place. Recenriy a few companies


exert efforts on the issue, but these efforts are insufficient (İTO,<br />

2003), because these companies suppose that the creation of<br />

brand is possible oniy through advertising.<br />

Today the advancement of Turkish Footw/ear Sector depends<br />

on their ability to increase their exports through production<br />

of value added products. Therefore design and brandization<br />

efforts should be supported, the key point of which Is training.<br />

What is more. It Is important that trained youths, especially<br />

designers, should be encouraged to join the footwear sector.<br />

Experimental Footwear Design Project and the Concept of<br />

"2056"<br />

Analysis ofthe Subject<br />

Footwear design projects have been carried out three times<br />

within the context of Fashion Accessories Design course<br />

in previous years at ITU-EUTB and it's been observed that<br />

industrial design students have an intense interest in the<br />

subject. Footwear is an essential part of human clothing<br />

which is also used as a fashion accessory. With the developing<br />

manufacturing techniques footwear has evolved from a craft<br />

object to an industrial product. And today footwear design<br />

takes an important place in the industrial design world.<br />

Having approximately 2 billion dollars trade volume and 400<br />

thousand employments (İJİkümen, 2003). Turkish Footwear<br />

Industry is offering broad work opportunities for industrial<br />

designers and design graduates.<br />

This can be useful correspondingly. While product designers<br />

are contributing to the development of Turkish footwear<br />

design, developing footwear industry can offer more<br />

possibilities for designers. Thus footwear design needs to take<br />

its place in industrial design discipline inTurkey.<br />

From the design education point of view, students in the<br />

early stage of design programs are inexperienced in design<br />

practice and may feel vulnerable. Therefore it is essential<br />

to encourage openness, to teach the concepts of design<br />

originality, innovation and creativity and to make applications.<br />

Looking from this perspective the product "footwear" as a<br />

subject has been chosen purposely because it is thought<br />

that stylistic design phase of footwear design can enhance<br />

creativity. In addition to that, project theme has been given as<br />

"The Footwear ofthe year 2056". The students had to propose<br />

ideas and designs forfuture life styles, clothing and shoes.This<br />

enabled students to think widely, find alternative solutions to<br />

the problems, leave the stereotypes and think in a futuristic<br />

way. Therefore the subject was dealt with a pedagogical<br />

approach to design education.<br />

Another reason for choosing footwear is that it is assumed<br />

that people use all kinds of shoes every day. Footwear is an<br />

essential part of people's daily lives which can be analyzed<br />

physiologically and psychologically by students themselves.<br />

It is supposed that students will design something that is<br />

considered as a part of their body. Therefore they could work<br />

more consciously, eagerly and be more productive In idea<br />

generation.<br />

Collaborating with footwear sector associations allowed<br />

the students to build the prototypes of their final designs.<br />

The transition from two-dimensional design to the three-<br />

dimensional product is one of the most challenging phases<br />

of design practice process in design education. Engaging<br />

every student with footwear SiVlE has obtained an important<br />

experience both forthe students and forthe project staff.<br />

Design Process and Concept Generation Phase for the Year<br />

2056<br />

As mentioned before, the theme of the project was "The<br />

Footwear of the year 2056". The project has been divided into<br />

three stages. The first stage was announced as the research<br />

phase. Students were separated into groups ofthe following<br />

research topics; history, production techniques and materials,<br />

foot anatomy, physiology and health, footwear trends. After<br />

researching their topics, students presented their findings.<br />

The visual presentations helped students to collect visual<br />

material for inspiration in their design process. The group<br />

activity while researching and presenting has also supported<br />

the idea sharing and generation.<br />

In the first stage, it was aimed to find creative ideas and<br />

give innovative design decisions without taking production<br />

possibilities and market expectations into consideration.<br />

Before engaging with the SMEs' boundaries it was important<br />

to design shoes in an eternal freedom environment, in 2056.


Figure 2. 2nd year student Deniz Uyaniker's concept sketch.<br />

^ lib.<br />

Figure 3.2nd year student Gökçen Hotoman's concept sketch.<br />

Figure 4.4th year student Merve Tuna's concept sketch.<br />

The Process of Retrospective Scenario Writing<br />

At the methodological dimension, the latest findings<br />

from researches suggest the combinative use of different<br />

methodologies developed in different disciplines. Scenario<br />

writing is a common method in design process for idea<br />

generation phase. In this stage students were asked to write<br />

future lifestyle scenarios considering the foot and footwear.<br />

Based on these scenarios ofthe year 2056 concept boards were<br />

formed. Story boards and concept boards showed that students<br />

havedifferentconcernsforfutureandfuture living environment.<br />

Most common concepts were gaining positive energy, escaping<br />

from the stresses ofthe everyday lives, recycling processes of<br />

materials, multiplying usability of products, organic design,<br />

technological inventions, and innovations.<br />

The most important phase ofthis stage was theatricalization.<br />

A drama artist from "Istanbul Şehir Tiyatrosu", Bora Seçkin, has<br />

collaborated with the project academic staff. He has gathered<br />

with students once a week, discussed their future scenarios<br />

and led brainstorming sessions for scenario writing. The aim<br />

of the theatricalization phase was creating a performance in<br />

which each student would be a performer. Thus students<br />

have played the roles of Identities created by them. They<br />

have entered into future worlds which were designed by<br />

them. One of the students' concepts was applied for the final<br />

performance. It was"returnlng to childhood, playing childhood<br />

games". Bora Seçkin has directed the play. All students wore<br />

white cotton dresses and colorful socks on thelrfeet. Students<br />

playing games with each other in a complete white scene<br />

emphasized the pure child creativity. And colorful socks were<br />

the objects of design to create. At the final exhibition of the<br />

project, the recorded performance was presented. Although<br />

some students found this stage embarrassing, it resulted in<br />

students developing a new way of thinking.<br />

Figure 5. Scenario writing and role play pictures: coming to<br />

play arena and playing children games.<br />

OS! ^ ' I<br />

Figure 6. Playing childhood games in the play arena.


Transfofming 2056 Footwear Concepts into the Year 2006<br />

and Collaborating with SMEs<br />

The last stage ofthe process was the most challenging part for<br />

students. After an intense creative and imaginative stage, all<br />

of a sudden they had to land to the real wodd and transform<br />

their concepts into the year 2006. Besides the design process<br />

difficulties, It was the first time they were engaging with real<br />

producers. Three weeks time was given for the transformation<br />

and adaptation. The shoes had to be wearable, appropriate<br />

for human foot anatomy, trendy in market, suitable for mass<br />

production and always innovative. Many 2D sketches and 3D<br />

models were made in this stage of the design process.<br />

A meeting for matching the SMEs with students was organized<br />

by TASD, AYSAD and TASEV at the İTO building. Students<br />

presented the works that they had done so far. Firm owners<br />

or directors have chosen the projects suitable for their market<br />

segments or production capacities. 33 SMEs were paired with<br />

66 students. Meeting environment was like a design bazaar.<br />

Figure 7. Exhibition of the projects at the İTO Chamber of<br />

Commerce buiiding: presentation forthe SMEs.<br />

Figure 8. Exhibition of the projects at the ITO Chamber of<br />

Commerce building: design bazaar.<br />

Students have experienced an intense design practice<br />

process within the manufacturing plants of their firms. Most<br />

ofthe collaborating SMEs did not have a design experience<br />

therefore it was also a challenging from their point of view.<br />

But the sector is aware ofthe importance ofthe design factor<br />

in creating competitiveness. They were eager to work with<br />

designers so the results were satisfying both for the SMEs and<br />

the project staff. The results of the project were exhibited in<br />

the 35th AYMOD (Footwear Fashion) Fair on 8-11 June 2006.<br />

Figure 9.2nd year student Ceylan Uşakiereli's final prototype.<br />

Figure 10. 2nd year student Deniz Uyaniker's final prototype.<br />

Figure 11.2nd year student Gökçen Hotoman's final prototype.<br />

Figure 12.2nd year student Mustafa Özkeçeci's final prototype.


Figure 13. Exhibition poster of the project.<br />

Analyses of Project Work<br />

• Footwear project work has been useful in the development<br />

of university-industry collaboration. It was also a good<br />

opportunity for students to learn about the production<br />

techniques and processes ofthe firms, and to swap ideas with<br />

their executives and workers.<br />

•The collaboration of several institutions such as ITIJ, İTO, TASD,<br />

AYSAD, TASEV prepared an unprecedented project medium<br />

and made it possible to get rid of shortcomings. This project<br />

is important for the development of the sector and design in<br />

that it is the harbinger of other future connections between<br />

footwear sector and industrial product designers.<br />

• The idea of product design brought a different viewpoint to<br />

fashion design and fashion accessories. In the footwear design<br />

process not only the fashion and trends but also the technical<br />

innovations and contemporary features were taken into<br />

consideration and the conceptions of a future which is 50 years<br />

ahead of our time were transferred to the contemporary. The idea<br />

of product design added value to the development of fashion.<br />

• It was seen that product designers would not suffer from<br />

unemployment in Turkey if they broaden their fields of work.<br />

More importantly, with the initiatives of footwear sector<br />

associations, it was resolved that a footwear school should be<br />

opened. Althoughthereare vocational schoolsonfootwear,even<br />

one of which was founded with funds from European Union, it is<br />

a pity that there is no higher school where the graduates could<br />

continue their training. The studies in this matter continue.<br />

• Designing footwear, which the students use in their daily<br />

lives, made it easier for students to make use of their own<br />

experiences about and expectarions from footwear and made<br />

it a more entertaining subject for the students.<br />

• The students saw the producrion process of footwear and<br />

knew it beforehand and this led to better understanding of<br />

the transformations in the design process.<br />

• Some footwear prototypes differed from their 2D design<br />

presentarions. This was because the production facilities or<br />

shoe lasts in some SMEs could not adapt to the innovation.<br />

In this case design work adjusted itself to the means ofthe<br />

enterprise and helped their transformarion.<br />

• It was quite difficult at first to make all the students, who<br />

have unique characters oftheir own, accept the importance<br />

of scenario wriring and role-playing their childhood. But<br />

throughout the semester the rate of acceptance increased.<br />

As students felt themselves as part ofthe event, they showed<br />

more of their unconditioned thoughts and feelings.<br />

• Evaluative studies were made with students in which they<br />

tried to recognize the distinguishing features of their own<br />

interesting ideas among the many alternatives they acted out.<br />

• After the producrion and exhibition of footwear designed<br />

by 66 undergraduate students from Industrial Product Design<br />

Department, ITU, there has been a change in the opinions of<br />

the academic staff at Footwear Training Institute and ofthe<br />

companies that participated in the ITU-EUTB collaboration.<br />

They witnessed the importance of design and saw the<br />

difference brought about by designers and they expressed<br />

their need for designers.<br />

• Employment of different techniques together and a<br />

muitldiscipllnaryapproachtodesigntraining process assumed<br />

a dynamic dimension which had a positive impact on the


esults. Students inquired about, and were able to analyze the<br />

lifestyles 50 years ahead of our time.<br />

• Turkish industry and SMEs were shown the role of design<br />

in different areas and that design may earn them different<br />

viewpoints.<br />

• The field of design which requires having to take into<br />

consideration functionality, fashion, developments of the<br />

time, new technologies, ergonomics, innovation, market<br />

share ofthe company, competition, etc. plays an important<br />

role not only in footwear but also in other sectors. This role is<br />

a plus value for each of these sectors. The production sectors<br />

in Turkey should be taught about this role by model projects.<br />

This collaborative work is therefore invaluable.<br />

• Another plus of the collaboration with industry in design<br />

education is that the production methods of SMEs can be<br />

seen on site, and the ability to design products according to<br />

their market share and customer expectations.<br />

CONCLUSION<br />

Genera! evaluation<br />

There was not much difference between the training staff<br />

and production companies in the evaluation of the design<br />

work. However, in general companies wanted the designs<br />

to be shown in the recent exhibition and they also wanted<br />

products which target their current market and which are<br />

readily sellable. For the designs were really innovative which<br />

the companies thought would sell well. The project was useful<br />

in raising an awareness ofthe occupation. Industrial Product<br />

Designer, among Footwear manufacturers and gradually<br />

among other industrial corporations.<br />

Educational evaluation<br />

Our students who are doing industrial product design showed<br />

that an approach to footwear design that is different from a<br />

fashion designer's is possible. While fashion designers are<br />

influenced by trends, industrial product designers are aware<br />

of technical innovations and developments of the time, in<br />

addition to fashion and trends. This shows that innovation<br />

does not only lie in trends, but could be created in various<br />

ways. Making use of research, scenario writing, and role<br />

play in design, and being a university-industry project; the<br />

footwear design project has been an edifying process because<br />

it embodied many different methods and features.<br />

After the project which was realized in Spring Semester 2006,<br />

3 participant students continue their work with footwear<br />

manufacturer companies. This may be counted as another<br />

benefit ofthe project due to its collaborative nature.<br />

The project, together with its process, is also useful in<br />

that it is a mode! project for the future industry-university<br />

collaborations.<br />

Evaluation from the students' point of view<br />

The project has been an edifying one, for it allowed the<br />

students to see production, marketing, company relations,<br />

competitive medium, and the product's ability to meet<br />

company's expectations, al! on site. The realization of their<br />

designs, and their exhibition in two large trade fairs in Istanbul<br />

increased their self-confidence.<br />

The project led the students to ask "What are the differences<br />

in the creative priorities in the viewpoints of fashion designers<br />

and industrial product designers?" and showed the fact that<br />

different viewpoints resulted in quite different products.<br />

Evaluation from the companies' point of view<br />

For TASD, AYSAD and TASEV, it is a corporate success that<br />

their members participated in such collaboration and<br />

received favorable results. It has been a satisfactory and<br />

successful collaboration for membership enterprises. Taking<br />

into consideration the fact that footwear manufacturer<br />

associations organized footwear design contests In the past<br />

and the resulting products reflected the trends of day, the<br />

difference with the product design viewpoint can be better<br />

seen in resulting footwear designs upon conscious and<br />

customized design training. It was this difference that excited<br />

footwear manufacturer associations. A difference in viewpoint<br />

with a readiness to familiarize itself with all kinds of objects,<br />

which is open to new techniques and technologies, and which<br />

questioned and analyzed future lifestyles!


ITU Pavilion at AYMOD Exhibition and Award Ceremony<br />

industrial ProductDesign Department, ITU participated in AYMOD<br />

(FootwearPashionFair)thatwasorganizedinCNRExpoExliibition<br />

Center, Yeşilköy on 8-11 June 2006 with undergraduate student<br />

projects which were realized in collaboration with Istanbul<br />

Chamber of Commerce, TASD, AYSAD, and TASEV. The exhiblton<br />

was opened by KürşatTüzmen, State Minister. Then the minister<br />

presented the pnzes to students who came first, second and<br />

third from among 66 footwear designs by ITU students. Gökçen<br />

Hotaman was the first. Deniz Uyaniker and Uğur Keşan took the<br />

second place, Sahar Yıldırım and Tuğba Gijney was third. The<br />

jury ofthe contest included footwear manufacturer companies.<br />

The resulting exhibition and contest was quite a competent and<br />

motivating achievement for ITU-Industry collaboration.<br />

Figure 14. İ.T.Ü. - İTO -TASD - AYSAD - TASEV collaboration<br />

projects exhibition at the 35th AYMOD (Footwear Fashion) Fair<br />

at 8-11 June 2006.<br />

/â V<br />

Figure 15. Exhibition at the 35th AYMOD (Footwear Fashion)<br />

Fair at 8-11 June 2006.<br />

Works Cited<br />

Anonymous, 2004. T.C. Başbakanlık Devlet Planlama Teşkilatı,<br />

SME Strategy and Action Plan, p:11. <br />

Anonymous, 1999. Eventus Conference & Bilgeyön<br />

International, Creativity/Istanbul '99/28-29 Nisan 1999,<br />

Konferans Broşürü, İstanbul, p: 3-20,Swİtzerland, p:263.<br />

Bendey, T, 1999. Takımınızın Yeteneklenni Geliştirmede<br />

Yaratıcılık (Creativity), Hayat Yayıncılık İletişim Hizmetleri,<br />

istanbul, p: 36.<br />

Bürdek B.E., 2005. Design, Birkhauser-Publishers for<br />

Architecture, Basel.<br />

İTO, 2003. Dünya Ayakkabı Pazan Büyüyor, Ayakkabı<br />

Sektöründe Uluslararası Fuadar Dünya Plyasalan Trendler<br />

Gelişmeler,10, p.35.<br />

Kodotchigova, A.M., 2001. Role Play in Teaching Culture: Six<br />

Quick Steps for Classroom Implementation, Tomsk State<br />

University, Russia .<br />

Küçük, CT, 2003. Sanayi Kongresi Kapanış Bildirgesi, İSO,<br />

İstanbul, Türkiye.<br />

May, R., 1991. Yaratma Cesareti, Metis Yayınları, İstanbul, p:64.<br />

Radford A.D., Stevens G., 1984. Role-Play in Education:A Case<br />

Study From Architectural Computing, Journal of Architectural<br />

Education, Association of Collegiate Schools of Architecture,<br />

Inc. <br />

Tuncer, B., 2003. Ayakkabı Sektör Analizi, Hedef: İstanbulTekstil<br />

ve Konfeksiyon İhracatçı Bidİkleri Aylık Dergisi, 112, p: 74-79.<br />

iJlkümen, A., 2003. Ayakkabı ve Ayakkabı Yan Sanayii Raporu,<br />

Yayınlanmamış Sektör Raporu, İstanbul, Türkiye.<br />

Zirek S. ve Özcömert M., 2003. Ayakkabı Sektör Araştırması, Su<br />

Matbaacılık LTD. ŞTİ., İstanbul.<br />

Ülkümen, A., 2003. Turkish Footwear Manufacturers and<br />

Suppliers Industry Report, Unpublicized Sector Report,<br />

Istanbul, Turkey.


D E S I G N E R ' S M E T İ S<br />

Osman Şişman<br />

Anadolu University, Eskişehir,Turkey<br />

sismanos@yahoo.com<br />

Abstract<br />

The task of designer seems to be unethical by many because<br />

of the effects it does within the complex network of relations<br />

it has with production and consumption, and thus with<br />

economy, ecology and culture. Reviewing the literature on<br />

ethical concerns about design, there can be seen two distinct<br />

discourses, which are in a serious conflict. When the designer<br />

is considered as the manipulator of fashion, popular culture<br />

and consumption economy, i.e. as a conscript of capitalism,<br />

s/he is assumed to have the power of virtuosity on signs,<br />

and that of persuasion with his/her rhetorical skills. However,<br />

when it comes to the questions of ethics, this discourse<br />

attributing power to the designer ceases to exist, and leaves<br />

its place to the discourse ofthe meek.The designer, according<br />

to the latter, has nothing to do against the tendencies, mostly<br />

occurring as compulsions, of the market, and must adjust<br />

his/her compatibility with the flow of capital. This discursive<br />

shift is utmost critical; however It hardly proves the designer<br />

innocent. Some other works on design ethics mostly come<br />

up with humanistic and sometimes spiritual suggestions,<br />

ignoring the political-economical aspect determining the<br />

current position of design. The paper, detailing the analysis<br />

of these accounts, proposes 'metis' as the way to cope with<br />

designer's dilemma.<br />

Introduction<br />

The main question of this paper is whether industrial design<br />

can be the subject of an ethical inquiry, and if it can be so,<br />

how would it, as a discipline, which ought to reflect upon the<br />

basic principles underlying its course of action, answer the<br />

questions asked thereof<br />

There are many who attribute a serious responsibility, a duty<br />

of vigilance and didacticism to industrial design profession.<br />

while on the other hand, there are others who, without denying<br />

such an attribution, bring forward the issue of compulsions of<br />

the market, i.e. the rules of the universe in which design exists.<br />

While the former party idealizes the praxis, motivating it for a<br />

teleological route, the latter asks the question of freedom of<br />

industrial design. The limits of industrial design praxis are thus<br />

drawn by the skills and virtues attributed to the activity itself<br />

and by the borders of the obligations of the market.<br />

Reviewing some examples of these discursive pieces on<br />

ethics of industrial design, I would like to refer to a serious<br />

shift in comprehension of the limits and skills attributed<br />

to the practitioners of industrial design activity, and to the<br />

subject itself This shift reveals a conflict in conceptualization<br />

of the praxis, which results in a persistent avoidance from<br />

undertaking the responsibility and constructing an ethical-<br />

political set of principles of industrial design.<br />

After identifying, analyzing and positioning the discursive<br />

maneuvers on ethics of industrial design from my few<br />

examples, I would like to implement a rather novel use of a<br />

borrowed perspective from De Certeau for eliminating the<br />

seemingly contradictory understanding of industria! design<br />

and its determining relationship with the surrounding agents,<br />

most importantly, the market economy which seems to be<br />

the corrosive element in terms of ethics. Here, the nature of<br />

designerly argumentation, i.e, rhetoric, will be the path to<br />

reconstruct an ethical statement.<br />

Design Ethics?<br />

If ethics will be the concern, basically, we need agents, at least<br />

one ofwhom performing some acts with their own will, deciding<br />

by themselves freely, another party getting effected from the


deed ofthe former, and a set of principles the both parties agree<br />

upon, thus the former party can be considered responsible for<br />

their actions.Then, what is the relationship between ethics and<br />

industrial design? How can we construct the above-mentioned<br />

formula in the realm of industrial design?<br />

It is obvious that the practitioners of industrial design do<br />

perform actions such as deciding on the forms, functions, and<br />

natures of objects, the materials to be used while producing<br />

them, the ways to convey meaning through and by the<br />

properties the object has, the lifecycle the object (and its user,<br />

at least while using It - from the encounter phase to disposal)<br />

will go through.Thus, the decisions about the production and<br />

consumption ofthe objects are taken broadly by designers.<br />

However, there is something more than this: The decisions of<br />

users while living with, using and experiencing a product are<br />

mostly based on designerly decisions taken in advance. The<br />

object is designed to be used in a broadly defined (but defined,<br />

not in an absolutely indefinite) way, to cover a preplanned<br />

path, to fulfill a set of functions for the user. Moreover, there<br />

is always the possibility of misuse, abuse, or variations of<br />

usages that cannot be determined at design phase. Hence, It<br />

can be said that designer's decisive actions about the objects<br />

results In a question of responsibility In at least two layers:The<br />

first, a direct one resulting from the relationship between the<br />

designer and the object, and the second, the one between<br />

the object and the user. All the actions, their motivations<br />

and effects occurring throughout the life of an object, from<br />

production to consumption and disposal make up a giant set<br />

of probabilities in terms of ethical conduct.<br />

The second party which is effected by the actions of the first<br />

one is composed of many agents:The nature gets effected from<br />

the phases of production, energy consumption during usage,<br />

and disposal; other people besides user gets effected by the<br />

consumption and usage ofthe object: There are economical,<br />

cultural and sociological parameters being influenced bythe<br />

existence and experience of designed objects.<br />

Even this simple mapping of actions makes industrial design<br />

one of the most important key determinants in the middle<br />

of a complex net of relationships, agents of which vary from<br />

production, economy, technology, marketing, advertisement,<br />

and distribution to consumption, culture, ergonomics.<br />

ecology, etc. To make a specific match, industrial design Is the<br />

mediator between production and consumption, nature and<br />

body and mind of a subject, and economy and culture.<br />

Having identified these fairly obvious agents and leaving<br />

the discussion of freedom and responsibility to further<br />

chapters, things become more difficult when it comes to the<br />

third element of ethics: Are there, or can there be any set of<br />

principles to be agreed upon by the agents In order to have<br />

the action to refer? I think, a picture of the conditions in<br />

which industrial design exists is necessary to speculate on the<br />

possibility of such principles.<br />

Industrial design is, first of all, characterized by a dual alliance<br />

with mass production and mass consumption, the two<br />

phenomena, which determined nearly all its manifestations,<br />

within the framework of industrial capitalism, which created<br />

and continues to dominate design. Thus, design cannot be<br />

evaluated in isolation from these, but, on the contrary, the<br />

conditions In which it exists, and the results It brings about<br />

should be examined in the above stated context (Sparke,<br />

1986: xix).<br />

Findeli writes, strikingly and bitterly, however bluntly, about<br />

what It means to be characterized by the two phenomena,<br />

remarking that design has strongly been bounded to<br />

[...] the determinism of instrumental reason, and central<br />

role of the economic factor as the almost exclusive<br />

evaluation criterion; an extremely narrow philosophical<br />

anthropology which leads one to consider the user<br />

as a mere customer or, at best, as a human being<br />

framed by ergonomics and cognitive psychology; an<br />

outdated Implicit epistemology of design practice and<br />

intelligence, inherited from the nineteenth century;<br />

an overemphasis upon the material product; an<br />

aesthetics based almost exclusively on material shapes<br />

and qualities; a code of ethics originating in a culture<br />

of business contracts and agreements; a cosmology<br />

restricted to the marketplace; a sense of history<br />

conditioned by the concept of material progress; and<br />

a sense of time limited to the cycles of fashion and<br />

technological Innovations or obsolescence [...]<br />

(Findeli, 2001:6)


Attributing a certain degree of truism to the above-described<br />

universe industrial design is in, I v^ill attempt to review the<br />

ethical accounts put forward.<br />

IVIany writers undoubtedly agree that the ethical dimension<br />

should be included to the discussions on industrial design as<br />

It a wide vanety of effects on many aspects. The conditions of<br />

the marl


into our environment and how it relates to the fruitful subject<br />

(Manzini, 1995:223).<br />

Although the analyses and assignments ofthe two modernists<br />

are agreeable, there is something lacking in both of their<br />

arguments: How will industrial design, and its practitioners will<br />

get free from the relations it has been bound with in the universe<br />

Findeli pessimistically sketched out, and become virtuous, really<br />

modern design/designers who will accord the course of action<br />

with the above mentioned facts, concerns and duties?<br />

A rationalist answer comes from Wolfgang Jonas (1994).<br />

According to Jonas, design ethics should become problem<br />

specific, because, unless it does so. It is doomed to remain<br />

philosophy/theory. However, the existing ethical theories are<br />

sufficient for implementation in an ethical design practice.<br />

Design should stop pretending that the ethical basis has to<br />

be elaborated (Jonas, 1994:42-43). The only thing to do Is to<br />

turn towards new ways of acting with the guidance of systems<br />

approach, from which an ethics would emerge, and then<br />

it will be no longer necessary to talk about it (1994:44). His<br />

suggestions are:<br />

In praxis: open, experimental, function oriented<br />

"problem design" instead of ultimate, object oriented<br />

"solution design".<br />

In theory: efforts towards a systems theoretic basis for<br />

continuous design theory building instead of adopting<br />

a brand-new stylish theory every decade.<br />

In education: process knowledge instead of factual<br />

knowledge, dialogue capability for cooperation with<br />

other future-shaping disciplines in interdisciplinary<br />

networks.<br />

(Jonas, 1994:43)<br />

Rational and systematic definitions of problems, desirable<br />

scenarios, and the necessary interventions for development<br />

into this direction (as non-massive as possible), with the final<br />

conception of materia! objects with the prior goal of saving<br />

resources (sustainability) are enough, according to Jonas, to<br />

solve the ethical problem of industrial design (Jonas, 1994:47).<br />

This idealistic, though fundamentally rationalist approach<br />

carries the modernists' argument to an extreme in which not<br />

only the principles of design are universalized, but also it is<br />

attributed to be immanent in the systems methodology, and<br />

can automatically be In charge once systems approached Is<br />

implemented. Once the ethical automaton is set according<br />

to rationalistic principles of action, it would inevitably end<br />

up with purely virtuous design solutions, which are isolated<br />

from all the filth around. Neither power struggles of capitalist<br />

economy, nor cultural, economical and social inequalities can<br />

stop the rationally constructed system.<br />

However, some think that the recent system of production<br />

and consumption is a product of a fully rationalized structure,<br />

and the last thing that is lacking is the implementation of<br />

instrumental reason. This account emphasizes the importance<br />

of the creative, the imaginative, and the spiritual side of the<br />

mind, which is weak and underrepresented, compared<br />

with the rational. Instrumental side. It is argued that greater<br />

acknowledgment of this "other half" in industrial design<br />

can lead to products that are expressive of a more balanced<br />

understanding of human needs. Such a shift would not only<br />

contribute to a culturally richer material environment, it also<br />

would allow us to more effectively address the principles of<br />

sustainability (Walker, 2000:52).<br />

Stuart Walker finds the roots of seeking fulfillment in and<br />

happiness through comfort and pursuing physical and<br />

sensory pleasures, hence those of spiraling consumerism,<br />

waste production, and environmental degradation in the<br />

dominancy of rationality over what he calls "inner dimension"<br />

(Jonas, 2000:53). He proposes an "inner development" which<br />

starts from the treatise that too many material things can<br />

distract us from inner attention (2000:54-55).<br />

Walker finds the solution for sustainable, thus ethical design<br />

(and, production and consumption) pattern in the reduction<br />

of the quantity of materials by virtue of a mystical treatise,<br />

which diverts consumption habits away from perfectionism<br />

of industrial production:<br />

A shift toward appropriate concern or adequateness in<br />

the quantity of goods has the environmental benefits of<br />

reducing resource and energy use, reducing production<br />

of waste and pollution, and preserving habitats. A<br />

sense of adequateness in the qualitative characteristics


of products has vanous implications for design, and for<br />

more sustainable ways of living. First, "adequateness"<br />

can be considered at a products inception - the<br />

conceptual framework of a product can be examined<br />

with regard to its potential in creating conditions that<br />

allow for inner attention and development. Secondly,<br />

"adequateness" can be applied to a product's physical<br />

characteristics, that is, how the product is designed<br />

and defined. An"adequate"or"good enough"approach<br />

to product definition suggests a quite different set of<br />

pnorlties than we have come to expect in the fields<br />

of design and mass production. High precision, close<br />

tolerances, and perfect finishes are constandy strlved<br />

for; but these are priorities of a design and production<br />

system that is, by and large, unholistic - driven by<br />

economic rationalism, severely detrimental to natural<br />

systems, and often ethically quesrionable.<br />

(Walker, 2000:56)<br />

Either rationalistic orspiritual, the ethical maneuvers proposed<br />

for Industrial design necessitates an educarional program in at<br />

least two layers: The first is the education of designers in such<br />

a way that both the ethical (thus, economical, political, moral,<br />

etc.) analysis of current praxis and the variety of principles<br />

developed and reconciled are taught to design students. And<br />

the second is the educarion ofthe consumer according to the<br />

same patterns.<br />

The methodological foundations for design learning, as a core<br />

attitude of professional educarion, that reaches reflecriveness,<br />

responsiveness and ethical responsibility, are of three types,<br />

according to Philippe d'Anjou:<br />

First, It Is important that the different dimensions<br />

of reasoning parricipate in the process of design<br />

so the students reach a comprehensive reasoning<br />

to holistically frame a design problem. Second, the<br />

students should have an anthropological model or<br />

vision for understanding the human person, the world,<br />

and the relarionships "man within the worid", in a non-<br />

anthropocentric holistic way, where the artefactual<br />

and professional actions take place as mediators<br />

between the user and the global environment. Finally,<br />

the students should become aware oftheir personal<br />

involvement and engagement atthe moment of choice<br />

in the process of design through a decision-making<br />

process that integrates the ethical dimension.<br />

(d'Anjou, 2004:214)<br />

It can obviously be seen that design ethics proposals all<br />

necessitate a fundamental change in our understanding of<br />

the object, production, consumprion, market, economy, the<br />

subject, the social and political relarions of the subject in<br />

the enrire system in such a way that the dominant mode of<br />

comprehension and acrion would alter.<br />

However, the power of market requirements drives designers<br />

into a dilemma, because the product could fail to address<br />

market demand possibly while it sarisfies the social and<br />

environmental needs. Thus, both greening and social<br />

responsibility include an utmost challenging complexity and<br />

indeterminacy, whose integration into a product can be seen<br />

as a nuisance rather than an opportunity for market success<br />

(BerchiccI & Bodewes, 2005:280-282).<br />

According to Viktor and Sylvia Margolin (2002), since the<br />

Industrial Revolurion, the dominant design paradigm has been<br />

one of design for the market, and alternatives have received<br />

litrie attenrion. Since Design fortlie Real IVor/c/appeared, others<br />

have responded to Papanek's call and sought to develop<br />

programs of design for social need ranging from the needs<br />

of developing countries to the special needs of the aged, the<br />

poor, and the disabled. These efforts have provided evidence<br />

thatan alternarive to productdesignforthe market Is possible,<br />

but they have not become dominant as a new model of social<br />

practice (2002:24).<br />

The writers remark that the aspect of social responsibility of<br />

design, which focuses on the needs of broader segments of<br />

society who are in need, has been underemphaslzed and state<br />

that little thought has been given to the structures, methods,<br />

and objectives of social design, and regarding the broader<br />

understanding of how design for social need might be<br />

commissioned, supported, and implemented, little has been<br />

accomplished. Nor has attenrion been given to changes in<br />

the educarion of product designers that might prepare them<br />

to design for popularions In need rather than for the market<br />

alone (Margolin & Margolin, 2002:24).


The writers, without resistance, accept that the rules of the<br />

marketcannotallowafull-dedicationto design and production<br />

of socially responsible products and they limit the scope of<br />

research for social design with public and agency perceptions<br />

of designers, the economics of social interventions, the value<br />

of design in improving the lives of under-served populations,<br />

a taxonomy of new product typologies, the economics of<br />

manufacturing socially responsible products, and the way<br />

that such products and services are received by populations in<br />

need. Moreover, they propose the formation of a new design<br />

segment, i.e. social design, students of which will have to learn<br />

more about social needs and how they are currently addressed<br />

by helping professionals. They might do an internship with a<br />

clinical team in a psychiatric hospital, a community agency,<br />

or a residential facility for the elderly. They would also need<br />

a stronger background in sociology, psychology, and public<br />

policy. (Margolin and Margolin, 2002:29)<br />

However, 'the society', or 'the social' which has many needs,<br />

cannot be limited to minorities such as the sick, the elderly etc.<br />

Nearly everybody is (or will be, in the near future) sick of the<br />

results of recent mode of production and consumption. The<br />

tendencies and compulsions ofthe market should not lead to<br />

the segmentation ofthe practice as above. The responsibility<br />

of designer should not be handed over to the chosen minority<br />

of designers, i.e. social designers, or eco-designers; on the<br />

contrary, in order to achieve ethical design, the responsibility<br />

should be generalized to the whole practice.<br />

Here, after reviewing the approaches to the problem, comes<br />

the question of methodology: How can such an ethical<br />

program be implemented while modernist approaches are<br />

too Utopian; rationality is charged with the current system;<br />

spirituality is not down-to-earth enough; market does not find<br />

green and responsible design suitable for its basic rules; and<br />

social design Is not adequate to save the world? Moreover, it is<br />

utmost difficult to find shared values and principles to employ,<br />

and attribute the profession such autonomy.<br />

Designer's Metis<br />

Adam Richardson (1993)announces that industrial design Is In<br />

a crisis of identity, purpose, responsibility, and meaning that<br />

have gone uncommented upon bythe practicing community.<br />

and he proposes the questions on the viability, boundaries<br />

and the values ofthe profession. He also asks what the impacts<br />

of design's products in societal and cultural contexts are. His<br />

answer is somehow pessimistic as he finds it inappropriate to<br />

attribute a dominant role to designer, neither in determining<br />

thefunction, and thus norin having influence onthe ideological<br />

issues concerning products. Designer, according to the writer,<br />

has to dwell with the form of the product, by which s/he has<br />

to validate in the eyes of the public not only the product, but<br />

also the process and ideologies behind it, in such a way as to<br />

make them appear unquestionably natural or, conversely, by<br />

distancing, by obscuring, or distracting them. The solution of<br />

this problem partly lies in the necessity that designers have<br />

to place themselves in a position of social consciousness and<br />

responsibility (Richardson, 1993:34-43).<br />

Reviewing the literature on ethical concerns about design,<br />

there can be seen two distinct discourses, which are in a serious<br />

conflict. When the designer Is considered as the manipulator<br />

of fashion, popular culture and consumption economy. I.e. as<br />

a conscript of capitalism, s/he is assumed to have the power<br />

of virtuosity on signs, and that of persuasion with his/her<br />

rhetorical skills. However, when it comes to the questions of<br />

ethics, this discourse attributing power to the designer ceases<br />

to exist, and leaves its place to the discourse ofthe meek. The<br />

designer, according to the latter, has nothing to do against the<br />

tendencies, mostly occurring as compulsions, of the market,<br />

and must adjust his/her compatibility with the flow of capital.<br />

This discursive shift is utmost critical; however it hardly proves<br />

the designer innocent.<br />

Attribution of on the one hand a great skill, a kind of<br />

maneuverability In using signs and persuasive forms in the<br />

service of promotion of consumption, and on the other, a<br />

ready surrender to the rules ofthe game called market, being<br />

limited to play in the borders so that missing the necessities<br />

of ethical responsibilities, makes designer a powerful<br />

servant, a contradictory being. Industrial design, in this way,<br />

is comprehended to be weak to go beyond the limits of the<br />

current economic and political context, and it adopts a servile<br />

obedience without resistance. In design education, designer<br />

candidates are equipped with the necessary skills to survive<br />

in the market, such as creativity, innovation, adaptation to the<br />

conditions ofthe market, negotiation skills, etc.


However, the ethical evaluation ofthe results of this tendency<br />

shows that something should change in the diverse way:<br />

We are surrounded by products that give us an illusion<br />

of choice and encourage passivity, yet we could have<br />

so much more,<br />

[...] Industrial design's position atthe heart of consumer<br />

culture, (after all, it is fuelled by the capitalist system),<br />

could be subverted for more socially beneficial ends by<br />

enriching our expenences. It could provide a unique<br />

aesthetic language that engages the viewer in ways a<br />

film might, without being Utopian or prescribing how<br />

things ought to be.<br />

(Dunne, 1999:85)<br />

There are two serious obstacles in front of this end; The first<br />

is that the practitioners of industrial design profession do not<br />

generally tend to perform ethical self-evaluations and political<br />

positioning of the profession on the global scale. Ethics<br />

and politics seem not to be the pnor sphere of interest for<br />

designers as they are focused on the production of artifacts,<br />

which will be appropriate for some other critena than ethical<br />

and political appropriateness.The second obstacle is that even<br />

if such an evaluation becomes standard, the implementation<br />

seems to be improbable in this case.<br />

These conditions remind Michel de Certeau's The Practice of<br />

Everyday Life. In this book, the writer investigates the ways in<br />

which users - commonly assumed to be passive and guided<br />

by established rules - operate; and analyze the systems of<br />

operational combination which also compose a "culture," and to<br />

bring to light the model of action characteristic of users whose<br />

status as the dominated element in society (a status that does<br />

not mean that they are either passive or docile) Is concealed by<br />

the euphemistic term"consumers"(De Certeau, 1988:xi-xii).<br />

De Certeau states that consumers of a certain cultural system<br />

are not merely destined to dwell in the stnctly fixed borders<br />

of that culture, but they become alternative producers of that<br />

culture. According to the writer, consumption is a way of another<br />

production, which corresponds to a rationalized and at the<br />

same time centralized, clamorous, and spectacular production.<br />

Consumption is devious. It is dispersed, but It insinuates itself<br />

everywhere, sllentiy and almost Invisibly, because it does not<br />

manifest Itself through Its own products, but rather through its<br />

ways of using the products imposed by a dominant economic<br />

order. Apart from the way a cultural system Is designed, it is<br />

important how the users make use of it. The users, De Certeau<br />

states, make innumerable and infinitesimal transformations of<br />

and within the dominant cultural economy In order to adapt<br />

It to their own interests and their own rules, and construct<br />

individual sentences with an established vocabulary and<br />

syntax (De Certeau, 1988;xii-xiii).<br />

If It is true that the grid of "discipline" Is everywhere<br />

becoming clearer and more extensive, it is all the more<br />

urgent to discover how an entire society resists being<br />

reduced to it, what popular procedures (also "minlscule"<br />

and quotidian) manipulative mechanisms of discipline and<br />

conform to them only in order to evade them, and finally,<br />

what "ways of operating" form the counterpart, on the<br />

consumer's (or"dominee's"?) side, ofthe mute processes<br />

that organize the establishment of socio economic order.<br />

These "ways of operating" constitute the innumerable<br />

practices by means of which users reappropnate<br />

the space organized by techniques of sociocultural<br />

production.<br />

(De Certeau, 1988:xiv)<br />

Even ifthe space that the consumer-producer moves about is<br />

technocratically constructed, written and functionalized, their<br />

trajectories form unforeseeable sentences, partly unreadable<br />

paths across a space. Although they are composed with the<br />

vocabularies of established languages (those of television,<br />

newspapers, supermarkets, or museum sequences) and<br />

although they remain subordinated to the prescribed syntacrical<br />

forms (temporal modes of schedules, paradigmatic orders<br />

of spaces, etc.), the trajectories trace out the ruses of other<br />

interests and desires that are neither determined nor captured<br />

by the systems In which they develop (De Certeau, 1988:xiv).<br />

De Certeau further makes a distinction between the motives<br />

of action and identifies two groups of action plans:<br />

I call a "strategy" the calculus of force-relationships<br />

which becomes possible when a subject of will and


power (a proprietor, an enterprise, a city, a scientific<br />

institution) can be isolated from an "environment." A<br />

strategy assumes a place that can be circumscribed<br />

as proper and thus serve as the basis for generaring<br />

relations with an exterior disrinct from it (competitors,<br />

adversaries, "clienteles," "targets," or "objects" of<br />

research). Political, economic, and scientific rationality<br />

has been constructed on this strategic model.<br />

I call a "tacric," on the other hand, a calculus which<br />

cannot count on a "proper" (a sparial or institutional<br />

localizarion), nor thus on a borderilne disringuishing<br />

the other as a visible totality. The place of a tactic<br />

belongs to the other. A tacric insinuates itself into the<br />

other's place, fragmentarily, without taking it over in its<br />

enrirety, without being able to keep it at a distance.<br />

(De Certeau, 1988:xix)<br />

He further remarks that many everyday pracrices (talking,<br />

reading, moving about, shopping, cooking, etc.) are tacrical<br />

in character. And so are, more generally, many "ways of<br />

operating": victories of the "weak" over the "strong" (whether<br />

the strength be that of powerful people or the violence of<br />

things or of an imposed order, etc.), clever tricks, knowing<br />

how to get away with things, "hunter's cunning," maneuvers,<br />

polymorphic simuiarions, joyful discoveries, poetic as well as<br />

wariike.The Greeks called these "ways of operating" mef/s.<br />

The producer-consumer identity fixes both the designer and<br />

the consumer. The designer Is obliged to consume the cultural<br />

and economic patterns ofthe recent system in orderto survive<br />

in the market, and the consumer is obliged to consume the<br />

ways of operating that designers propose with their designs.<br />

However, there is possibility for both to implement metis in<br />

their acrions: Tacrical uses of cultural elements would result in<br />

rhetorical diversity, which transcends the compulsions ofthe<br />

market economy, and reach out to novel persuasive sentences,<br />

produced by the same syntax, but have a meaning in contrast<br />

with regular sentences.The same goes for the consumer:Their<br />

usage of the elements of culture (objects or meanings) may<br />

alter the meaning imposed by the systematic act of planning.<br />

The key point here is to become open to alternative polirical<br />

analyses ofthe conditions, develop a crirical self-consciousness<br />

and self-posirioning, and to make use of cunning maneuvers<br />

to escape from the dominant ways of making sentences,<br />

i.e. designing and consuming. Since strategic and general<br />

solurions for the designer's dilemma (his/her power and<br />

weakness, his/her virtuosity and limitedness, his/her will and<br />

lack of freedom) seem not to be available, tacrical solurions<br />

might be sought.<br />

Conclusion<br />

The task of designer can be considered as unethical (I.e.<br />

immoral, not correct) through many perspectives because of<br />

the effects it does within the complex network of relations it<br />

haswith producrion and consumprion,and thus with economy,<br />

ecology, and culture. However, grand proposals to change<br />

it into something ethically good are not persuasive about<br />

their practicality. Before heading for such idealistic attempts.<br />

Industrial design should be posited as something etiiical, I.e.<br />

something that Is subject to ethical concern and evaluarion.<br />

Thence, only after this self-reflexive moment, could a plurality<br />

of attempts to evaluate industrial design, and to seek original<br />

ways for the betterment of the so-called ethical condirions<br />

together with economical, polirical and cultural contexts be<br />

comprehended.<br />

Besides the strateg/c attempts described in the first part of this<br />

paper, essentially tactical character of the realm of design. I.e.<br />

impossibility of unl-direction, being bound to local contexts<br />

of obligations and opportunities, etc., should not be forgotten<br />

while proposing ethical programs for industrial design. After<br />

admitting industrial design to be ethical, and the practice<br />

{of both the designer and the user) ending up with being<br />

indispensably tactical, should the designer, design student,<br />

theoretician, and educator, etc. attempt to explore the<br />

designeriy ways to construct a feasible ethical frame which can<br />

be adopted to the present context. Before saving the world,<br />

a session of self-reflection and a little modest exercise can be<br />

beneficial.


References<br />

BERCHICCI, U W. BODEWES, 2005. "Bridging Environmental<br />

Issues with New Product Development" Business Strategy and<br />

the Environment, 14, John Wiley & Sons and ERP Environment<br />

D'ANJOU, P., 2004. "Theoretical and Methodological Elements<br />

for Integrating Ethics as a Foundation into the Education of<br />

Professional and Design Disciplines", Science and Engineering<br />

Ethics, Vol. 10, Issue 2, UK:Opragen Publications<br />

De CERTEAU, M., 1988. The Practice of Everyday Life, translated<br />

by S. Rendall, California: University of California Press<br />

DUNNE, A., 1999. "Design Noir", in Proceedings of the First<br />

International Conference on Design and Emotions, ed.<br />

C.J. Overbeeke and R Hekkert, Delft: Delft University of<br />

Technology<br />

FINDELI, A., 2001. "Rethinking Design Education for the 21st<br />

Century: Theoretical, Methodological, and Ethical Discussion"<br />

in Design Issues, v.l7, n.1, 5-17, MIT Press<br />

JONAS, W., 1994. "Design, Ethics and Systems Thinking<br />

- Reflections on Design in the 90s", in Design - Pleasure<br />

or Responsibility?: Selected and edited articles from the<br />

International Conference on Design atthe University of Art and<br />

Design Helsinki UIAH 21-23 June 1994, ed. Paivi Tahkokallio<br />

and Susann Vihma, Helsinki: University of Art and Design<br />

MANZINI, E.,1995."Prometheus of Everyday Life:The Ecology of<br />

the Artificial and the Designer's Responsibility", in Discovering<br />

Design: Explorations in Design Studies, ed.s R. Buchanan, V.<br />

Margolin, Chicago: The University of Chicago Press<br />

MARGOLIN, V and MARGOLIN S., 2002, "A 'Social Model' of<br />

Design: Issues of Practice and Research", Design Issues, v.18,<br />

n.4. Autumn 2002, MIT<br />

RAMS, D., 1995. "The Responsibility of Design in the Future",<br />

in The Role of Product Design in Post-Industrial Society, ed.<br />

Tevfik Balctoğlu, METU Faculty of Architecture Press & Kent<br />

Institute of Art&Design<br />

RICHARDSON, A., 1993. "The Death of the Designer", Design<br />

Issues, vol. IX, no.2. Spring, MIT Press<br />

SPARKE, P., 1989. An Introduction to Design and Culture in the<br />

Twentieth Century, London: Routledge<br />

WALKER, S., 2000. "How the Other Half Lives: Product Design,<br />

Sustainability, and the Human Spirit", Design Issues, v. 16, n. 1,<br />

Spring 2000, MIT


F R O M T H E U N I V E R S A L TD T H E P A R T I C U L A R : E M D T I D N A L R E S P O N S E S TD<br />

P A T T E R N<br />

Frances Stevenson<br />

University of Dundee, Dundee, Scotland<br />

f.stevenson@dundee.ac.uk<br />

Abstract<br />

Human beings. It seems, are "pattern searchers" (Kraft, 2004 p.<br />

276), constantly seeking the order and harmony that pattern<br />

provides and using 'it'to make sense ofthe v/orld.<br />

This paper will outline a recent pilot study that explored<br />

how we perceive surface patterns (ranging from ordered to<br />

disordered) In both a static and dynamic state and their impact<br />

on our senses. Specifically how pattern transforms sensory<br />

impulses through visual perception into emotional responses<br />

(the psychophysical).<br />

Visual perception theories discussed at the start of the 20*<br />

century by the Geştalt psychology movement (a movement In<br />

experimental psychology) are still relevant today. Gestaltists<br />

believe that when we see, we perceive our environment as<br />

organised patterns and forms rather than unorganised smaller<br />

parts and that our brain Interprets our view by grouping<br />

elements together in order to make sense of them. These<br />

grouping theories ofproximity, similarity, closure and simplicity<br />

have made an enormous contribution to our understanding<br />

of visual perception as they explain the relevance of groups to<br />

visual harmony.<br />

Throughout our lives we are constantly exposed to pattern,<br />

but our awareness and therefore our responses to it varies<br />

from a conscious to subconscious level. Some patterns have<br />

the ability to grab our attention and make us take notice<br />

while others do not. This pilot study is based on the theories<br />

of psychologist David Canter who explains how we respond to<br />

visual information in the form of pattern In what he calls our<br />

'arousal curve'. He argues that responses to pattern form a bell<br />

curve from non-engaging to over stimulating. This is significant<br />

as we look at the various functions of surface pattern, namely<br />

camouflage, to disguise or blend in; contrast to stand out,<br />

appear strong or confident, and decoration and ornamentation<br />

to attract, give pleasure or aesthetic satisfaction.<br />

There is a tendency in commercial pattern design to remain<br />

within the 'comfort zone' and this constant exposure to one<br />

area on the arousal curve may be having a numbing effect on<br />

our senses causing pattern to become almost meaningless in<br />

an emotional context and lack value In itself.<br />

This pilot study identifies ways in which we can explore all areas<br />

on the arousal curve and examine what types of patterns are<br />

associated with disinterest or boredom, excitement, fear and<br />

overload. The emotional consequences of static and dynamic<br />

patterns and their potential uses will also be explored.<br />

Introduction<br />

Surface pattern describes something that is a visual<br />

phenomenon. It refers to a plane comprising of shapes, lines,<br />

symbols and colours usually organised with repeating elements<br />

and some kind of order or symmetry. However, the 'plane' can<br />

change from static to dynamic depending on the situation it<br />

is in and the same pattern may potentially provoke a different<br />

emotional response from the viewer depending on its use.'<br />

Surface pattern in Its commercial sense Is normally associated<br />

with fashion; it is decorative and therefore ornamental. So when<br />

Adolf Loos declared 'Ornament and Crime' in 1910, western<br />

' use - refers to how the surface pattern is used, its scale, its moving<br />

state or the material it is applied to.


culture began to witness a rapid decline in the status, function<br />

and usageofdecorative surface pattern and arguably thedecline<br />

in our cultural capabilities to create, read and understand the<br />

language of ornament as a design aesthetic (Trilling, 2001). But<br />

reading and understanding visual pattern language may move<br />

beyond the parameters of aesthetics (as Geştalt psychologists<br />

suggest) and touch on something much more innate within us<br />

making surface pattern a potentially powerful tool with more<br />

than one function (currently decoration).<br />

This paper will discuss some of the theones of pattern and<br />

pattern perception in relation to surface design. It will outline<br />

an initial pilot study and a further proposed study that seeks<br />

to determine the effect that vanous decorative pattern types,<br />

when presented in both a static and dynamic state, can have<br />

on our senses.<br />

Pattern and Printed Textile Design<br />

As a printed textile designer/maker I continuously seek to<br />

produce decorative textiles through the application of pattern<br />

and colour onto cloth. Free from the constraints of commercial<br />

markets practice is intuitive, patterns are composed for vanous<br />

cloth surfaces where success Is measured by the harmony and<br />

pleasure experienced through viewing the final piece. The<br />

cloth itself takes the form of hangings or fashion accessories<br />

that provide a mainly decorative function; therefore they are<br />

purchased as desirable items. It Is this link between pattern,<br />

intuition and desire that started a curiosity about pattern and<br />

response to it.<br />

Pattern is used extensively in textile design and textiles are<br />

visible in every society In the worid today: they are one of<br />

the most essential and significant design products of every<br />

culture as they embody both a functional role and also reflect<br />

the ethos of that culture. Textile design is an intrinsic part<br />

of society and as such texriles change and evolve within it,<br />

becoming an historical and cultural reference point. Within<br />

our own culture textiles embrace traditional and innovative<br />

design and technologies, therefore their role today exists<br />

within and beyond traditional boundaries of cloth.<br />

National security and business investment is currently<br />

driving much of the innovation In textiles and technologies<br />

ensuring a healthy cross ferrilisarion of new and tradirional<br />

ideas between textiles, science and engineering. Wearable<br />

technologies and interactive systems are becoming a reality,<br />

and progress within textiles for use within medical research<br />

is undergoing a revolution. The function of textiles is rapidly<br />

evolving beyond its traditional and historical contexts but<br />

the purpose of pattern seems in contrast to be part of a<br />

relarively unimportant territory associated with decoration<br />

and ornamentarion. However the importance of this visual<br />

phenomenon (decorative pattern) parriculariy in terms ofthe<br />

inter-relation between maker, pattern and viewer is the focus<br />

of this paper.<br />

Visual perceprion theories discussed at the start of the 20th<br />

century by the Geştalt psychology movement (a movement<br />

in experimental psychology) are relevant to this debate. 'A<br />

Gestault' notes Dannet (2004, p230) "...is a wliole, a new icind<br />

of organisation witf] qualities and properties of its own which<br />

neither reside in the parts or can be reduced to them ". Geştalt<br />

theories are underpinned by the assumption that the viewer<br />

is seeking order and harmony to experience 'good geştalt'<br />

and that disorder results in a 'bad geştalt' thus provoking a<br />

negative emorional response in the viewer.<br />

Geştalt psychologists identified the four following grouping<br />

theories as particularly relevant to visual harmony, namely<br />

proximity (figure 1), similarity (figure 2), closure (figure 3) and<br />

continuity (figure 4).<br />

«09<br />

e • e<br />

e • o<br />

• • e<br />

e • e<br />

• e e<br />

« « e<br />

• • o<br />

• « e<br />

• » O<br />

• • e<br />

Figure 1.<br />

The closeness of the elements in figure 1 (a, b and c), show<br />

how proximity of elements affects how we see them. We see<br />

figüre la as a square of dots and although figure lb and 1c are<br />

srill squares of dots, we read them as horizontal and verrical<br />

lines.


o o o o o o o<br />

o o o o o o o<br />

o o o o o o o<br />

o o o o o o o<br />

o o o o o o o<br />

o o o o o o o<br />

o o o o oo o<br />

o o o o o o o<br />

• • • • • • o<br />

o o o o o o o<br />

• • • • • • •<br />

o o oo o oo<br />

• • o • • D D<br />

o o o o o o o<br />

B<br />

Figure 2<br />

o • o • o n o<br />

o • o • o • o<br />

o • O D o • o<br />

oa o oo DO<br />

o • o • o • o<br />

o • o • o o o<br />

o•o o o DO<br />

Figure 2 shows how we group similar elements together. We<br />

see figure 2a as a square of dots and although figures 2b and c<br />

make up squares of similarly sized and weighted elements, we<br />

see them initially as horizontal and vertical lines.<br />

Figure 3<br />

Figure 3 demonstrates how the closure theory affects us. We<br />

see the Image as a triangle and not as three straight lines, even<br />

although there Is no triangle there.<br />

Figure 4.<br />

When we look at the Union Jack Flag in figure 4, we see that it<br />

is dominated by the following: the cross in the foreground is<br />

obvious and is depicted as a continuous line, but we can also<br />

read the broken X clearly behind it. We do not for example see<br />

the X as a V and an inverted V.<br />

All ofthe above groups are concerned with visual recognition<br />

and the arrangement of form, therefore they may be pivotal<br />

in our understanding of visual perception and pattern as they<br />

can help us understand the relevance of form organisation to<br />

visual harmony. The Geştalt grouping theories describe how<br />

the brain processes visual information so that when we see<br />

we perceive our environment as organised patterns and forms<br />

thatarewhole ratherthan unorganised smaller parts. Our brain<br />

interprets our view by grouping elements together in order to<br />

make sense of them. Gestaltists believed seeing to be an inter­<br />

relation between the viewer and the viewed. Therefore there<br />

is great importance placed on the intuitive qualities of seeing<br />

and perception itself as seeing is an emotional/subjective<br />

reading ofthe whole.<br />

Therefore good Geştalt (interpreted as visual harmony In this<br />

study) within decorative pattern and surface design relies on<br />

the skill and knowledge of the maker.<br />

Soetsu Yanagi, a Japanese craft theorist, believed that in order<br />

to make a work of great beauty (and provoke the sense of<br />

pleasure in the viewer) the maker must be able to combine<br />

"seeing and knowing". Yanagi stated that seeing came first<br />

through an intuitive response to the subject and knowing he<br />

said is the intellect, he argued that seeing is superior in that<br />

it cannot be acquired and that in order to produce a thing of<br />

beauty'seeing' must precede'knowing'. He said," ...One may he<br />

able to turn intuition Into knowledge but one cannot produce<br />

intuition out of knowledge" (Yanagi, 1972 :^^0)<br />

Yanagi also stated that there is a natural order of things and<br />

this became very apparent in the relationship of beauty and<br />

pattern. Nature and natural form are continually featured in<br />

ornamental pattern in the form of translation or a human<br />

interpretation of a natural view. Historically, nature is never<br />

shown as an absolute copy therefore it is the interpretation<br />

into pattern from the view that provides the viewer with the<br />

sense ofbeautyand the emotions that beauty entails.The artist<br />

and theorist Owen Jones, also looked at this and discussed<br />

the importance of using nature and natural form within these<br />

groups for ornamentation purposes as he believes that the<br />

viewer will instinctively prefer/like It (Jones, 1856).<br />

Recent research by Patricia Rodemann (1999) cites Geştalt<br />

theories and Jones'theory as still relevant within the context of<br />

surface pattern. Shefoundthatdesigners needed to understand<br />

groupings within pattern design as they play a significant part


in the success ofthe design. Rodemann (who conducted her<br />

research in the USA) used an extensive archive of symbols<br />

and imagery and found thatthe participants preferred natural<br />

form within interior environments to all other symbolism. She<br />

concluded that surface pattern when presented in a static<br />

state in our interior environment, "can produce a broad variety<br />

of pltysicol, emotional, and psychological responses to those who<br />

view them, from cheerfulness and a desire to get things done to<br />

agitation and lethargy" (Rodemann, 1999, preface.)<br />

She also suggests that Geştalt theorists are correct in surmising<br />

that pattern language (symbols with meaning) are hardwired<br />

to our brain and that we do seek the order and harmony that<br />

repeating or symmetrical elements give. Gestaltists believe that<br />

symmetry is the key to providing us with visual harmony and<br />

balance as the following example (figure 5) demonstrates:<br />

Figure 5<br />

Symmetry (figure 5) provides us with visual balance. When we<br />

look at the above image we see 3 columns of 1, 3 and 5, and<br />

we tend not to see 2 and 4 easily as they are not symmetncal.<br />

Does this then mean that in order to achieve visual harmony<br />

(an essential contributor to beauty?), pattern must adhere<br />

to certain orders? What if we disobey the rules that theorists<br />

conclude are essenrial in providing harmony and look at what<br />

emorional response can result from disorder? In the above<br />

example greater interest may arise from crearing pattern that<br />

is influenced by columns 2 and 4, but how would the viewer<br />

respond to such patterns? Is our brain 'hardwired'to nature<br />

so that we insrincrively respond to patterns in a way that was<br />

once necessary for survival?<br />

Pilot Study<br />

An initial pilot study carried out in 2005 with a mulri-narional<br />

and multi-disciplinary group of eight postgraduate design<br />

students, set out to assess whether some ofthe established<br />

theories regarding decorarive pattern and aestheric preference<br />

are still relevant today.<br />

Two categories of pattern, namely natural and geometric,<br />

were selected from historical archives, with 3 differing types<br />

in each category. The selected categories represented two<br />

issues: the seeming disorder that nature engenders, and the<br />

order of geometry. All pattern types represented throughout<br />

this project were presented in greyscale in order to eliminate<br />

colour confusion.<br />

Care was taken to choose pattern designs that were not 'In<br />

fashion' at the rime of the research as Rodemann states In<br />

her research that pattern preference may be Influenced by<br />

fashion (Rodemann, 1989), and although this is an area for<br />

investlgarion Itself this pilot study focused on established<br />

theories about decorative pattern and aesthetics, and our<br />

emotional responses to it.<br />

The study set out to explore five visual asserrions, namely:<br />

1 .When looking at pattern, too much regularity makes the pattern<br />

appear uninteresting to the viewer; it is the break in the order<br />

that creates interest and possible pleasure (Gombrich, 1984).<br />

2. Hand rendered work is more aestherically pleasing through<br />

the irregularity ofthe hand ofthe maker (Pye, 1971).<br />

3. People prefer natural forms above all others (Rodemann, 1999).<br />

4. Natural form should always appear rooted (Jones, 1886).^<br />

5. In pattern design, nature should never be an exact copy;<br />

it Is the interpretarion of nature by the artist that makes the<br />

design aestherically superior (Yanagi, 1972).<br />

The following six decorarive patterns each reflect some of<br />

the elements relating to the aforemenrioned asserrions were<br />

shown to the parricipants.<br />

^ In this study 'rooted' means that the natural forms appear to be<br />

growing and attached to stems


Figure 6,7<br />

Figure 6 represents an ordered, ail over structure with obvious<br />

symmetry that does not provide the viewer with an Interesting<br />

break in the order, therefore according to Gombrich we<br />

should find this relatively uninteresting, however the Geştalt<br />

law of symmetry tells us we should find it pleasing. The forms<br />

themselves are stylised showing an interpretation from nature<br />

by the artist but the forms do not appear rooted and seem to<br />

float.The design has probably been hand block printed and Is<br />

Asian in origin.<br />

Figure 7 represents a seemingly disordered pattern without<br />

any clear repetition or symmetry therefore according to<br />

Gombrich we should find this satisfying to view, as there<br />

are breaks in the order. The forms are stylised and show an<br />

interpretation from nature by the artist as well as appearing<br />

rooted. This pattern should according to the theories, have<br />

been the most successful in terms of aesthetics and visual<br />

harmony. The design is Asian in origin.<br />

Figure 8, 9<br />

Figure 8 represents realistic natural form, which looks almost<br />

photographic therefore it is depicting nature as it actually<br />

appears. The interpretation by the artist is more ambiguous<br />

than the other patterns and there is no repetitive structure,<br />

obvious symmetry or order. The forms are clearly rooted and<br />

'growing'from the branches. The design Is European in origin.<br />

Figure 9 represents a hand drawn Interpretation of a geometric<br />

design. There is no break In the order of the motifs and the<br />

forms do not appear rooted, they float within a grid structure.<br />

There is a strong sense of symmetry. The pattern is from a<br />

European wallpaper design.<br />

Figure 10,11<br />

Figure 10 has the same geometric design as 4 with elements<br />

{in theform of different decorative motifs} that break the order<br />

ofthe pattern.<br />

Figure 11 has the same pattern again, regular ordered<br />

geometry with no break in the order. It Is simply the same<br />

motif repeated within the grid structure. This design has a<br />

strong sense of symmetry.<br />

Evaluation<br />

There were eight participants ranging in age {21-41 years) and<br />

gender {three male and five female) from a mixture of cultural<br />

backgrounds (European, Asian and Chinese). Participants were<br />

shown all six designs on an overhead projector, and asked to<br />

respond to the following questions: Which design from figures<br />

6 to 8 do you find the most pleasing? Which design from<br />

figures 9 to 11 do you find the most pleasing? Which design<br />

overall do you find the most pleasing?<br />

Each participant was given approximately 5 seconds to view<br />

each of the pattern designs. For figures 6-8, which displayed<br />

the natural patterning, 87.5% of participants chose figure 7 as<br />

the most pleasing with 12.5% choosing figure 6. For figures 9-


11 which displayed geometric patterning, 100% chose figure<br />

6. The pattern they found most pleasing from the collection<br />

of geometric and natural patterns, 87.5% of the participants<br />

chose figure 7 (natural pattern) and 12.5% chose figure 8<br />

(natural pattern).<br />

From this small study four main issues can be directly drawn:<br />

1. Motif preference may be linked with culture.<br />

2. Age does not appear to affect choice.<br />

3. Natural form preference is cross cultural.<br />

4. Gender did not affect choice.<br />

The one Asian participant preferred figure 6, which originated<br />

in Asia, yet the Chinese and European participants chose figure<br />

7. Decorative patterns in the West have become hybrids of<br />

many styles emanating from various traditional symbols and<br />

structures. This result raises questions as to whether or not<br />

certain cultures still have a strong association with traditional<br />

motifs and layouts. A larger sample may help clarify this.<br />

Rodemann's study of pattern conducted in the USA in the<br />

1980s found that age affected participant preference for<br />

pattern, yet this small study did not. Are we becoming<br />

less sensitive to pattern through constant exposure to It?<br />

Decorative pattern has been revolutionised by the use of<br />

digital printing and there Is an abundance of choice in the<br />

marketplace and a greater exposure through the media of<br />

diverse Imagery. However, this study may not have had a big<br />

enough age range to make age an issue and the sample was<br />

very small. Future research should consider using a wider age<br />

group.<br />

Natural form was the preferred choice amongst the<br />

parricipants and 82.5% chose a rooted design, however the<br />

sample choice of designs presented from was small, and a<br />

larger variety of samples may provide a different result. This<br />

will be considered in a future study.<br />

Overall preference by the participants (100%) indicated that<br />

they did prefer designs that show an interpretation of nature<br />

by the maker, however a larger sample of parricipants and<br />

designs, particularly realisric motifs afforded through digital<br />

print work will be used in a future study.<br />

Further to these points it can be added that the most important<br />

factorto visual harmony in pattern design, in this study, was not<br />

orderand symmetry but breaks in order ordisorder (asymmetry).<br />

In general the pilot study confirmed that irregularity in pattern is<br />

a common thread in attracring visual interest as the participants<br />

found patterns containing irregular aspects more aesthetically<br />

pleasing. However there are issues with context, i.e. the<br />

participants were told they were going to be shown decorative<br />

pattern designs and then shown the selected patterns on aT-<br />

shirt, therefore they made their decisions accordingly, possibly<br />

connecring the patterns to something they would wear<br />

themselves. Would they have selected differendy If they were<br />

asked to select which one would be most aestherically pleasing<br />

within the context of a room? Future research would consider<br />

presenting patterns out with a specific context.<br />

Pattern may have more than one purpose. The researcher<br />

chose pattern types in this study that contained elements,<br />

that when viewed might ascertain whether or not certain<br />

theories relaring to decorarive pattern are still relevant today.<br />

However some of these assertions, dealing with nature and<br />

rooring for example, date back to the 19"' century. Yet this<br />

study found that generally a mixed group of individuals chose<br />

the design that contained all the necessary elements that<br />

should equate to a pleasant aesthetic experience. Is it then the<br />

rhythm of the pattern and the whole experience of the view<br />

that makes this work? Seeing the whole picture as Gestaltists<br />

say, can decorarive pattern have a purpose beyond pleasure?<br />

Can decorarive pattern confront or create unease?<br />

Proposed Future Study<br />

This second secrion ofthe paper outlines a proposed project<br />

that will conrinue this research, and attempt to establish<br />

what types of pattern provoke an emotional response In the<br />

viewer and to identify the emotional responses evoked. The<br />

quesrions leading this next stage are: Does surface pattern,^<br />

^surface pattern - although surface pattern is a feature of many<br />

aspects of our lives, within this research it refers to pattern types that<br />

are available on a wide range of fashion and interior products In the<br />

high street market within western culture and may have originated<br />

in another culture.


when viewed in a dynamic'* state provof^e the same emotional<br />

reactions in the viewer {positive or negative) as it does when<br />

viewed in a static state?<br />

This pilot study proposes to look at a method that could<br />

evaluate how we perceive (read and understand) various types<br />

of surface patterns in both a static and dynamic state and assess<br />

their impact on our senses I.e. pattern can transform what we<br />

are seeing into an emotional response (the psychophysical)<br />

therefore this study will examine the relationship between types<br />

of decorative surface patterns and the physical aspect of seeing,<br />

andthe individuals emotional response to the view. The outcome<br />

ofthis pilot study will help us to understand the potential of<br />

order and disorder within pattern, the role ofthe designer to see<br />

and interpret the'view'and the response ofthe viewer.<br />

Some patterns have the ability to make us take notice while<br />

others do not. A psychologist David Canter (1974:104)<br />

explains how we respond to visual information (In this study<br />

it is pattern) in what he calls our 'arousal curve'. He argues<br />

that responses to stimuli form a bell curve ranging from non-<br />

engaging to over stimulating and this is significant as we look<br />

at the various functions of surface pattern: camouflage to<br />

disguise or blend In; contrast to stand out, appear strong or<br />

confident, and decoration and ornamentation to attract, give<br />

pleasure or aesthetic satisfaction<br />

These 3 functions of pattern correspond with Canters bell<br />

curve as they move from one extreme to the other, where<br />

camouflage equals non-engaging, decorative equals comfort<br />

zone, and contrast equates to over stimulation.<br />

Within western culture decorative surface pattern is used<br />

extensively in clothing and interior products, therefore we are<br />

bombarded with one typeof pattern overall others. Therefore<br />

Is 'too much of the same' having numbing effect on our<br />

senses causing pattern to become almost meaningless in an<br />

emotional context and lack value In Itself?<br />

dynamic - refers to movement that is intended to appear as a)<br />

undulating or rippling and b) rotating image. Although there is<br />

a strong affinity with cloth the project itself is not using cloth or<br />

particular cloth types.<br />

Conciusion<br />

This proposed new research project builds on a pilot study<br />

carried out at an eadier stage and is intending to Identify a<br />

method of assessing emotional response to decorative pattern<br />

in botha statlcand dynamic state through information gathered<br />

from participants in theform of semantic differentials. As Canter<br />

(1974) points out, we emotionally respond to visual stimuli In<br />

various ways and he uses a bell curve to demonstrate how we<br />

move from the bottom of one side of the'bell', up through its<br />

arc to the summit, before descending back to the base again at<br />

the other side. This research then may help to determine how<br />

decorative pattern could be more effectively utilised within<br />

various contexts out with fashion. The results of this study<br />

could be beneficial in the following areas, for example:<br />

• NASA 'TransHab' project. TransHabs are Inflatable space<br />

station modules. This research would be relevant to the living<br />

environment and well being ofaTransHabcrewas pattern could<br />

help counteract horizontal and vertical confusion experienced<br />

by crewmembers in space. Also research into pattern language<br />

and symbolswith meaning would helpidentify pattern typesthat<br />

could be used as emotional anchors in an alien environment.<br />

• Research and Education. This research would contribute to<br />

the growing body of academic research into design, emotion<br />

and technology. I.e. Jane Harris' (Central St. Martins) digital<br />

studies of movement and cloth. As a lecturer in textile design<br />

the results of this study and the process of analysis will be<br />

utilised in textile design pedagogy.<br />

•Safefyivear. Pattern thattriggersoverstlmulatlon onthe arousal<br />

curve may be used effectively in the following contexts;<br />

• Children's outerwear. Work wear for various environments and<br />

conditions<br />

• Competitive clothing/sportswear. Patterns that appear strong,<br />

hostile or accentuate movement may set an opponent at a<br />

disadvantage<br />

• Health and wellbeing. Patterns surround us within healthcare<br />

environments. This study may highlight certain patterns that<br />

may promote relaxation and calmness or promote activity.


References Websites<br />

Adams, C, (2006). Crafting the mothership. Radical Crafts Jane Harris: http://www.researchatcsm.com/janeharris/<br />

Conference. 24/3/2006. Pasadena. USA contacts.htm. Accessed on ?<br />

Canter, D., (1974). Psychology for architects. UK: Applied<br />

Science Publishers Ltd.<br />

Dannet, B., (2004). "If you have a lot of clutter it messes up the<br />

popup": The pursuit of good gestalts In online folk art. Textile:<br />

the journal of cloth and culture. Vol 2, Issue 3, pp226-25S.<br />

Frank, I., (2000), The theory of decorative art. An anthology<br />

of European and American writings, 1750-1940. USA: Yale<br />

University.<br />

Gombrich, E.H., (1984). The sense of order a study in the<br />

psychology of decorative art [2"'' Ed.]. London: Phaldon Press<br />

Ltd.<br />

Hamlyn, D.W.,(1961). The psychology of perception. [2"" Ed].<br />

London: Routledge & Keegan Paul Ltd.<br />

Kraft, K., (2004). Textile patterns and their epistemological<br />

functions. Textile: the journal of cloth and culture. Vol 2, issue<br />

3, pp274-289.<br />

Jones, O., (1986). The grammar of ornament. [2'"^ Ed.] London:<br />

Studio Editions.<br />

Pye, D., (1995) [Revised Ed.] The nature and art of workmanship.<br />

UK: Herbert Press.<br />

Rodemann, P., (1999). Patterns in Interior environments:<br />

perception, psychology, and practice. USA: Wiley and sons.<br />

Stevens, P.S., (1974). Patterns in nature. [1" Ed.] USA: Atlantic-<br />

Little.<br />

Trilling, J., (2001 ).The language of ornament. London:Thames<br />

and Hudson Ltd.<br />

Yanagi, S., (1972). The unknown craftsman. [1" ed.] Japan:<br />

Kodansha International.


L I M I T E D U T T E R A N C E S W I T H I N J O U R N A L S : T H E F U N C T I O N A L I T Y O F<br />

A R C H I T E C T U R A L D I S C O U R S E O N E A R T H Q U A K E A S D I S A S T E R<br />

ZeynepTUNA ULTAV<br />

Izmir University of Economics, Izmir, Turkey<br />

zeynep.tunaultav@ieu.edu.tr<br />

Abstract<br />

The purpose ofthis study is to emphasizethe'criticalavyareness'<br />

ofthe ambiguous relationship between architecture and its<br />

discursive realm. Although it is possible to suggest the identity<br />

of architecture to be gained through the'structural, semantical<br />

or communicational nature'of discursive frameworks recalling<br />

Foucault's statement, "There is no non-discursive realm,<br />

that everything is constructed and apprehended through<br />

discourse", the association of architecture to the realm of<br />

discourse still constitutes a problematic to be dissolved.<br />

Sketchily defining discourse as a functional language, the<br />

argument through the paper will attempt to construct<br />

the functions -creative, constitutive, epistemological, and<br />

representational- of architectural discourse by means of<br />

a Foucaultian reading. Initially, it is essential to underline<br />

the productivity and creativity of discursive practice, which<br />

creates a 'center'and a 'margin'taking the role of socio-cultural<br />

reproduction in late modern societies. Secondly, discursive<br />

structures play a significant role in systematically forming<br />

and transforming their 'subjects' and 'objects', rather than the<br />

converse. Thirdly, discourse contributes to the construcrion<br />

of systems of knowledge. As a strategy, it constructs the<br />

architectural theory by conceptualizing the realm. In the<br />

fourth sense, discourse is a representational practice, that is, it<br />

brings phenomena into the scene.<br />

If we take granted that "the discourse is an actually occurring<br />

piece of language whose dimensions are dictated by the<br />

situation'; all the utterances -written and spoken- about the<br />

earthquake constitute a 'mega-utterance', which we can call<br />

'the discourse of architecture on the subject of earthquake'.<br />

Having established the funcrional task of discursive pracrice,<br />

this paper will make a systemaric survey of architectural<br />

discourse on the earthquake phenomenon as a case study<br />

through local architectural journals, namely l\/limar!il


idea is to convey and construct a mental map to understand<br />

the approach ofarchitectural discourse on the phenomenon<br />

of earthquake disaster, which is closely related to the practical<br />

realm of architecture.<br />

Initially and inevitably, it is significant to put forward the<br />

vague relationship of the field of architecture with the term<br />

discourse. Architecture itself can be put forward as a discourse,<br />

but as defined by Basa, it can also be considered as a concept<br />

shaped around a vast majority of concepts which function as<br />

another group of discursive figures. (Basa, 2000,97} Although<br />

architecture has visual tools to construct its identity, it also<br />

needs the support of the linguistic area to reinforce its status<br />

related with its identity. By these means, architecture presents<br />

its identity Including Its concepts through its discursive tools.<br />

Foucault's expression, 'There is no non-discursive realm,<br />

that everything is constructed and apprehended through<br />

discourse.'(ln Mills 1997, p. 55); will be a readily acknowledged<br />

idea to construct the scheme for this study. Since every single<br />

phenomenon is to be understood through discourse, the<br />

method of getting familiar with the phenomenon of disaster<br />

is to get familiar with the construction of its discourse within<br />

the realm of architecture.<br />

There are two modes ofthe existence of a discourse. A discourse<br />

may arise individually and belonging to a system of networks as<br />

well. The idea of selecting individual texts and analyzing them<br />

in order to merge on a spine emerges from this dual mode of<br />

existence. Therefore it Is essential to realize the relationship<br />

between "the self to itself'and "the relationship to the network of<br />

discourses"as mentioned by Brown (2000). According to Foucault<br />

(1972, pp. 73-75), this dual existence is affected by two levels:<br />

The mobility of the system of formation appears in two<br />

ways. First at the level ofthe elements that are being related<br />

to one another: these in fact may undergo a number of<br />

intrinsic mutations that are integrated into a discursive<br />

practice without the general form of its regularity being<br />

altered...but inversely the discursive practices modify the<br />

domains that they relate to one another.<br />

Within this approach, it is possible to suggest that the sub-<br />

elements of a discursive formation -in our case the discourse of<br />

architecture on disaster- play a significant role in the structure<br />

ofthe mega-utterance, the main discourse. Because it is much<br />

more important to figure out what kind of an understanding<br />

architectura! discourse develops about the phenomenon of<br />

disaster, how it analyses that phenomenon and how it reacts<br />

against that phenomenon than to understand the similar acts<br />

in the realm of sub-discourses.<br />

If the term discourse is characterised as a functional language,<br />

the argument through the paper will attempt to construct<br />

the functions -creative, constitutive, epistemological, and<br />

representational- of architectural discourse by means of a<br />

Foucaultian reading. In orderto make an analytical research on<br />

the discursive aspect of architecture, it is important to define<br />

the object of the study. In this research, the main aim will be<br />

to consider"text"as the object of discourse. The importance of<br />

the "text" is explained by Bazerman (1984, p. 31) as:<br />

The reflexive rhetorical turn in knowledge-producing<br />

disciplines has called attention to the text, which is the<br />

medium through which knowledge is transmitted and<br />

is the matter in which knowledge is embodied outside<br />

the consciousness of any individual. Although text only<br />

gains meaning through the interpretive act ofthe reader,<br />

nonethe-^less text is the representation of knowledge<br />

that reaches beyond the mind of any individual. Text is<br />

knowledge that stands between people.<br />

Text itself cannot be considered as discourse. Therefore, in<br />

order to analyse a text, or a group of texts, it is significant<br />

to locate them within the overall discursive practices.<br />

Discourses can be created by surveying texts, while texts are<br />

as well created by discourses. According to Cook (1994, p. 25),<br />

discourse, as opposed to text, is a stretch of language in use,<br />

taking on meaning in context for its users, and perceived by<br />

them as purposeful, meaningful and connected. This quality<br />

of perceived purpose, meaning, and connection is known as<br />

coherence. Discourse analysis is the study and explanation of<br />

this quality of coherence. A discourse is a coherent stretch of<br />

language. This coherent relationship between the text and<br />

discourse is elucidated by Fairclough (1992, p. 24) as follows:<br />

A text is a product rather than a process - a product of the<br />

process of text production. But I shall use the term discourse<br />

to refer to the whole process of social interaction of which


a text is just a part. This process Includes In addition to<br />

the text the process of production, of which the text is a<br />

product, and the process of interpretation, for which the<br />

text is a resource. Text analysis is correspondingly only a<br />

part of discourse analysis, which also includes analysis<br />

of productive and interpretative processes. The formal<br />

properties of a text can be regarded from the perspective<br />

of discourse analysis on the one hand as traces of the<br />

productive process, and on the other hand as cues In the<br />

process of interpretation.<br />

Texts are grouped into three by Werth as descriptive, narrative<br />

and discursive, (in Fairclough, 1992, p. 15)The texts summed up<br />

forthe study are considered to be discursive, and the discursive<br />

potentials of these texts will be explored. With the texts put on<br />

the map, the important work will be to intertextually analyse<br />

what kind of a discourse they construct and observe if they<br />

can function in the way discourses are assumed to function. As<br />

supposed by Fairclough (1997, p. 10), intertextual analysis links<br />

the text and discourse practice dimensions ofthe framework<br />

and shows where a text is located with respect to the social<br />

network of orders of discourse- how a text actualizes and<br />

extends the potential within orders of discourse.<br />

We will be limiting the scope ofthe study to the analysis ofthe<br />

texts within architectural journals. The reason here to recourse<br />

to journals, in other words, to assume that journals are the most<br />

Important sources is verified by Crysler (2003, pp. 3-4) as:<br />

I argue that journals and their discourses matten texts have<br />

a determinate effect on how we understand, imagine, and<br />

act in relation to the world around us. Texts and writing<br />

play an instrumental role in shaping the crit-iical and<br />

imaginative space in which members of a built environment<br />

profession - architecture, planning, urban design - operate.<br />

By intervening in the politics of writing we intervene In the<br />

politics of built form. Each journal is therefore studied as<br />

a space of knowledge, governed by shared methods and<br />

practices.<br />

2. The Content Analysis<br />

The initial step will be to categorize the texts acquired through<br />

a methodological survey through the local architectural<br />

journals. This categorization necessitates differentiating the<br />

contents of the texts. As Potter (1987, p. 41) puts forward,<br />

'the technique social psychologists have traditionally used<br />

to deal with participants' open-ended discourse is content<br />

analysis. This involves the generation of categones, which can<br />

be reliably coded and imposed over the data for the purposes<br />

of hypothesis testing. The categorization is significant since<br />

there is a network of discourses'. We are trying to distinguish<br />

a rational order or relationship between the discourses for the<br />

presentation of interrelation. Foucault puts this comparative<br />

method as;<br />

In the sixteenth century, the fundamental supposition<br />

was that of a total system of correspondence (earth and<br />

sky, planets and faces, microcosm and macrocosm), and<br />

each particular similitude was then lodged within this<br />

overall relation. From now on, every resemblance must<br />

be subjected to proof by comparison, that is, it will not be<br />

accepted until Its identity and the series of Its differences<br />

have been discovered by means of measurement with<br />

a common unit or more radically by its opposition in an<br />

order (In Harding 1992, p. 80).<br />

In the seventeenth or eighteenth century, scientific discourses<br />

began to be received for themselves; the author function<br />

faded away (Rabinow, 1984:109). Considering this idea of the<br />

disappearance of the authorship, we find it correct to analyse<br />

the texts Independent of their authors. Then what element. If<br />

not the authorship, is crucial for the analysis of texts? We put<br />

this constituentasthe'contentanalysis'forthis particular study.<br />

Therefore it is important to establish typologies for discursive<br />

objects in analysing them. We will realize the categorizations<br />

along with their identity and difference.<br />

Accordingly, the study will mainly rely on the content of that<br />

discourse under technical and social approaches including the<br />

sub-categones as follows: "The discussions on the technical<br />

reasons of the damage caused by earthquake in terms of<br />

materials, the construction type and the structural system<br />

and the discussions on the pnnciples of earthquake-resistant<br />

architectural designs; the discussions on the phenomenon<br />

in terms of the processes of urban planning and land-use<br />

decisions;thetemporaryand permanent housing problematic<br />

and their place In our design culture and their discussion


as a representational space in terms of ideology and the<br />

phenomenon of participation as well; the informative and<br />

historical discourse about the nature of earthquake and pre-<br />

earthquake cautions; discussing the social role ofthe architect<br />

in the disaster; the criticism ofthe politics ofthe municipalities,<br />

and the state as well, In terms of land-use decisions and<br />

post-earthquake applications and thus the transformation<br />

of a natural disaster to a cultural one; the influence of the<br />

earthquake phenomenon on architectural education". The<br />

categorized objects are listed as below:<br />

A. THE TECHNICAL APPROACHES<br />

1. Discussing the technical reasons of the damage caused by<br />

earthquake in terms of materials, the construction type and<br />

the structural system and the discussions on the principles of<br />

earthquake-resistant architectural designs:<br />

• Events of Nature Should not Turn into Disaster, M. Uçar,<br />

Tasarım, p. 118.<br />

• Can We Avoid Earthquake? S. Serinken, Mimarlık.<br />

• After Bingöl Earthquake, Y. Subaşı, Mimarlık 312, 2003, pp.<br />

64-5.<br />

• Resistance to Earthquake: Lessons to Be Taken From<br />

Traditional Buildings, E. Komut, Mimarlık 299,2001, pp. 33-40.<br />

• A Study On the Situations of Traditional Buildings After the<br />

Earthquake, A. R. Parsa, Mimarlık 299, 2001, pp. 41-42.<br />

• Impressions from the Studies of Assessment of Damage, D.<br />

Gülhan, İ. Özyörük Güney, Mimarlık 299,2001, p. 43.<br />

• 1999 Marmara Earthquake and the Principles of Earthquake<br />

Resistant Structure Design, M. Düzgün, Ege Mimarlık 40-41,<br />

2001, pp. 91-6.<br />

• Comparing the Damages Created by the Earthquakes of 1894<br />

and 1999, Affecting Istanbul, on Some Ottoman Buildings, B.<br />

Erçağ, Yapı 215,1999, pp. 33-4.<br />

•ThePre-assessment Reportfor Kocaeli Earthquake by Istanbul<br />

Technical University, Yapı 214,1999, pp. 29-33.<br />

•The Demolition of Buildings in Earthquake is Not a Fate,T. S.<br />

Arda, Yapı 214,1999, pp. 40-41.<br />

• More than the Schematism of Post-Earthquake, N. Ayıran,<br />

Yapı 216, ^ 999, pp. 57-59.<br />

• The Bitter Face of Nature: İzmit Earthquake, H. Sucuoğlu,<br />

Mimarlık 288,1999, pp. 17-19.<br />

• Two Earthquake Reports, Mimarlık 288,1999, pp. 20-23.<br />

• New Earthquake Regulation and Structure Design, M. 0.<br />

Akbaşak, B. Özlen, Ege Mimarlık 29,1998, pp. 10-11.<br />

• Adana - Ceyhan Earthquake, H. Topal, F. Okuîucu, Ege<br />

Mimarlık 28,1998, pp. 13-4.<br />

• Radius Project and the Educational Seminar in Japan, F.<br />

Selvitopu, Ege Mimarlık 28,1998, pp. 15-6.<br />

• Earthquake and Structures, A. Kurdik, Mimarlık 248,1998, pp.<br />

58-60.<br />

- Is Dinar Earthquake a Simple Theft Case? G. Birkan, Yapı 168,<br />

1995, pp. 26-7.<br />

' What Dinar Earthquake Makes Us Think of, S. S. Tezcan, Yapı<br />

168,1995, pp. 38-41.<br />

• What August, 17,1999 Kocaeli Earthquake Makes UsThink of,<br />

S. S.Tezcan, Ege Mimarlık 32,1999, pp. 4-6.<br />

• Observations on Marmara Earthquake, M. O. Akbaşak, Ege<br />

Mimarlık 32,1999, pp. 7-9.<br />

• Impressions from the Great Earthquake, M. Hamuroğlu, Ege<br />

Mimarlık32, }999, pp. 16-8.<br />

• What March, 13, 1992 Erzincan Earthquake Makes Us Re-<br />

Think of, F. S. Okutucu, Ege Mimarlık 5, 1992, pp. 17-8.<br />

• Observations from Erzincan Earthquake, K. Özgen, F. Çılı, O. C.<br />

Çelik, Yapı 129,1992, pp. 35-41.<br />

• The Preliminary Results of Bingöl Earthquake Observations,<br />

B. Güven, G. Gezin, Mimarlık 4-5,1971, pp. 30-32.<br />

•The Principles of Constructing Earthquake Resistant Buildings<br />

and Some Observations on the Recent Earthquakes, M. Ipek,<br />

Mimarlık 4-5,1971, pp. 34-39.<br />

• Earthquake and the Destiny of the Technical Man, H. Çakır,<br />

Mimarlık 4-5. 1971, pp. 41-42.<br />

• The Problematic of Earthquake, M. Göktuğ, H. Çakır, Mimarlık<br />

12,1971, pp. 43-44.<br />

• Gediz Earthquake, Ersin Anoğlu, K. Anadol, Mimarlık 4, 1971,<br />

pp. 45-55.<br />

• Report of Gediz Earthquake, Mimarlık, Chamber of Architects<br />

Istanbul, 1970, pp. 26-32.<br />

• Sakarya Earthquake, Mimarlık, Chamber of Architects<br />

Istanbul, 1967, pp. 8-11.<br />

2. Discussing the phenomenon in terms of the processes of<br />

urban planning and land-use decisions:<br />

• Re-organization ofThree Cities at the End of War and Disaster:<br />

Beyrut, Saraybosna, Erzincan, E. M. Komut, Mimarlık 306,2002,<br />

pp. 8-12.


• The City Formed By Earthquakes: Erzincan, A. Gül, B.Şengezer,<br />

E. Koç, Yapı 168,1995, pp. 78-86.<br />

• Restructuring ofthe City by Greening, T. Ando, Mimarlık 3^ 1,<br />

2003, p. 55.<br />

• Thoughts on Re-Development of Earthquake Areas, W.<br />

Schutte, Batı Akdeniz Mimarlık 13,1999.<br />

• Determination of the Massive Damage Regions and Its<br />

Importance in Urban Planning, D. A. Keçeli, M. Cevher, R Avdan,<br />

Mimarlık 316, pp. 59-61.<br />

• Thoughts on Earthquake and Urban Science, B. Çeçener,<br />

Mimarlık 290,1999, pp. 55-57.<br />

• Our Legislation in Disaster Viev^point: A Model Proposal<br />

Corresponding The Adjustment of The Institutional Structure,<br />

B. Şengezer, H. Kansu, Mimarlık 290,1999, pp. 49-54.<br />

• Re-Organization ofthe Processes of Planning and Structuring<br />

To Reduce Disaster Costs and METU Proposal, M. Balamir,<br />

yW/mc7r///c 288,1999, pp. 12-16.<br />

• Evaluation of Istanbul Earthquake Master Plan, A. Yeşilırmak,<br />

Mimarist 9, 2003, pp. 40-42.<br />

•The Success of Disaster Management is Related to the Success<br />

of Risk Management - Colloquy, A. Yeşilırmak, F. Öcal, Mimarist<br />

9, 2003, pp. 43-6.<br />

• The Scope and the Quality of Istanbul Earthquake Master<br />

Plan, M. Balamir, M/mar/sf 9,2003, pp. 47-54.<br />

• Istanbul Earthquake Master Plan; Avoidance and Action<br />

Planning through Geographical Information Systems, hi.<br />

Türkoğlu, Mimarist 9,2003, pp. 55-58.<br />

• Istanbul Earthquake Master Plan- Settlement and Law, IDMP<br />

YTiJ Project Group, Mimarist 9,2003, pp. 59-64.<br />

• Writing a Prescription on the Earthquake Glow of Istanbul, H.<br />

Sucuoğlu, Mimarist 9,2003, pp. 65-8.<br />

• Land-use Decisions in Earthquake Regions, B. Sayın Şengezer,<br />

Yapı 215, Ekim 1999, pp. 70-79.<br />

3. The temporary and permanent housing problematic<br />

and their place in our design culture and their discussion<br />

as a representational space in terms of ideology and the<br />

phenomenon of participation as well:<br />

• The Production of Housing for Post- Earthquake, I. Davis,<br />

trans. R Oymak, Mimarlık 76/3, pp. 10-14.<br />

• The Production of Housing after the Earthquake, M. Tapan,<br />

Mimarlık S-9,1975,11-12.<br />

• The Earthquake Housing of Ban: Paper Log-Huts, S. Ban,<br />

Arredamento Mimarlık, pp. 81-85.<br />

• Permanent Earthquake Housing in Adapazarı, Arredamento<br />

Mimarlık, pp. 93-5.<br />

• Sheltering in the Stage of Urgent Help after the Disaster:<br />

Sustainability-A System Approach, 5. Limoncu, Mimarist<br />

2006/2, pp. 36-43.<br />

• Structuring Proposals after the Earthquake -Post-Disaster<br />

TemporarySheltering Units, H. Katabey, Arredamento Mimarlık,<br />

pp. 104-9.<br />

• Container Houses, H. Tümertekin, İ. Bilgin, N. Sayın,<br />

Arredamento Mimadik, pp. 93-4.<br />

• A Different Option in Earthquake Houses: Bubble Domes, S.<br />

Özkan, Mimarlık 3,1972,35-7.<br />

• Mass Housing Applications on Account of Disaster, E. Subaşı,<br />

Mimarlık, 1978, pp. 53-6.<br />

• Earthquake and Prefabricated Structures, G. Birkan, Mimarlık<br />

4-5,1971, p. 42.<br />

• Temporary Earthquake House Proposal, Mimarti Design<br />

Group, Arredamento Mimarlık, pp. 86-7.<br />

• Earthquake Houses as a Representational Space, A. Baykan,<br />

Arredamento Mimadik, pp. 107-111.<br />

• Leaving Documentto History: On the Permanent Earthquake<br />

Houses (Colloquy) Mimarlık 309,2003, pp. 35-47.<br />

• The Studies Done in Marmara Region in the Second Year<br />

of the Earthquake and the Latest Situation, K. Savaşır, Ege<br />

Mimarlık 39,2001, pp. 30-32.<br />

• The Place of Earthquake Houses in Our Design and Planning<br />

Culture, G. Erten, Mimarlık 309,2003, pp. 48-9.<br />

• Temporary and Permanent Houses after August, 17 and<br />

November 12 Earthquakes-The Problem of Density, H. Yürekli,<br />

S. S. Saylağ, Mimarist 9,2003, pp. 69-74.<br />

4. The informative and historical discourse about the nature of<br />

earthquake and pre-earthquake cautions:<br />

• Micro Zoning, R. Pınar, Z. Akçığ, Ege Mimarlık 45, 2003, pp.<br />

43-48.<br />

• The Importance of the Geological Structure of Izmir in<br />

Urbanization, H. Gümüş, fge/W/mar///f 32,1999, pp. 12-15.<br />

• Earthquake Regions Map: A Macro Danger? Or a Micro One?<br />

Or A Macro Zoning? Or Is It a Micro Zoning Map? R. Demirtaş,<br />

Batı Akdeniz Mimadik 27,2004, pp. 19-21.<br />

• On Izmir Earthquake, C. Helvacı, Ege Mimarlık 6-7, 1992, pp.<br />

21-2.


• Seismology and Earthquake, K. Ergin, Mimarlık 4-5,1971, pp.<br />

32-33.<br />

• The Traces of Earthquake in Old Anatolian and Aegean<br />

Civilizations, Ş. Karagöz, Mimarlık 303, 2002, pp. 44-49.<br />

• The Great Earthquakes in Istanbul and Their Effects on The<br />

Cultural Heritage, the Precautions to Be Taken, Z. Ahunbay,<br />

Mimarist, 2005/4, pp. 17-1B.<br />

B. THE SOCIAL APPROACHES<br />

1. Discussing the social role ofthe architect in the disaster:<br />

• Forum-The Roleof the Architect in Transforming Earthquake<br />

into a Disaster, Mimarlık 307,2002, pp. 14-19.<br />

• Houses That Lose Confidence, S. Erder, Mimarlık 293, 2000,<br />

p. 69.<br />

• Necessities, Design, Earthquake, H. Topal, Ege Mimarlık 32,<br />

1999, pp. 19-20.<br />

• The Role of the Architect in Earthquake Sensitive Designing<br />

Processes - Colloquy, Mimarlık 308,2002, pp. 57-61.<br />

• Developing Earthquake Consciousness In Architectural<br />

Design, A. İ. Ünay, Mimarlık 290, 1999, pp. 46-8.<br />

• Have the Architects Passed the Earthquake Exam?, A. Şentek,<br />

/W/mar///c 288, 1999, pp. 10-11.<br />

• Earthquake Sensitivity in Architectural Design, E. Özkan,<br />

Mimarist 9, 2003, pp. 75-78.<br />

2.The criticism ofthe politics of the municipalities, and the state<br />

as well, in terms of land-use decisions and post-earthquake<br />

applications and thus the transformation of a natural disaster<br />

to a cultural one:<br />

• Re-discover of the neighbourhood, the executive officer<br />

of a district, and the architect in Gayrettepe: The Disaster<br />

Management ofthe Neighbourhood, Ahmet Turhan Altiner.<br />

• Earthquake Containers of Istanbul, the Chest ofthe State, XXI<br />

Nisan 2003, pp. 108-9.<br />

• Earthquake and Underdevelopment, I. Acaroğlu, Mimarlık 8-<br />

9,1975, pp. 8-10.<br />

• Earthquake and Afterwards, G. Birkan,/W/mar///c 8-9,1975,13-<br />

19.<br />

• Does Earthquake Still Continue? H. Günal, Mimarlık 307,2002,<br />

p. 20.<br />

• Earthquake and the Political Enactment, M. Balamir, Mimarlık<br />

307, 2002, pp. 21-3.<br />

•The Compulsion of a Consistent State Politics, E. Kulaksızoğlu,<br />

Mimarlık 310, pp. 33-36.<br />

• What August, 17 Earthquake Makes Us Think Of, G. Dinç, Ege<br />

Mimarlık32. ^999. pp. 21-22.<br />

•The Human Oriented Solutions after the Earthquake.Y. Gürsel,<br />

Vap/217,1999,51-55.<br />

• What Does Buildings Older Than 10 Years Should Not Be<br />

Interrogated Mean?, M. N. Cebeci, Ege Mimarlık 5,1992, p. 19.<br />

• In The Process of Restructuring..., H. Karabey, Mimarlık 289,<br />

1999, pp. 42-5.<br />

• The Restructuring of the State Should Be Overviewed,<br />

Colloquy: N. Cebeci, Mimarlık 289,1999, pp. 46-9.<br />

• Expertness and the Sphere of Architecture, M. K. Atabaş,<br />

Mimarlık 308, 2002, p. 62.<br />

• Following Dinar Earthquake, H.TopaL Mimarlık 266,1995, pp.<br />

55-56.<br />

• Gediz, Emet, Varto, Fethiye, Lice, Erzincan is not Enough ...And<br />

also Dinar, F. M. Uğurlaş, Mimarlık 266,1995, p. 56.<br />

• An Application Model For Post-Earthquake Restructuring for<br />

Erzincan Earthquake, H. Aksu, Mimarlık 248,1992, pp. 54-8.<br />

3. The influence of the earthquake phenomenon on<br />

architectural education:<br />

• Temporary Shelter after the Disaster: The Applied Project<br />

Study, S. Soygeniş, Arrec/amenfo Mimarlık, pp. 102-103.<br />

• Does This Earthquake Strike Architectural Education? B. Ak,<br />

Ege Mimarlık 32,1999, pp. 10-11.<br />

•The Design StudioTrials After the Disaster, A. Balamir, A.Tokol,<br />

Arredamento Mimarlık, pp. 82-5.<br />

• Idea Competition on the Earthquake Compatible Settlements,<br />

Mimarlık 309, 2003, pp. 28-34.<br />

According to the scheme above, it is straightforward to<br />

observe that some concepts are emphasized a lot more than<br />

some of the others. Repetition of a concept indicates that it<br />

constitutes a problematic. According to Mills (1997, p. 70),<br />

'Foucault focuses on the rarefaction of discourse as an internal<br />

discursive constraint. What he means by rarefaction is the<br />

surprising fact that although the utterances which could<br />

be produced by any one person are theoretically infinite, in<br />

fact they are remarkably repetitive and remain within certain<br />

socially agreed-upon boundaries'.


İn addition to the categorization process, it is also important<br />

to clarify the need to analyse the discourses. Discourses<br />

emerge from social contexts, and it is the mission of these<br />

social contexts to operate in the development, circulation and<br />

maintenance of discourses. This necessity is explained by IVlİİls<br />

{1997, p. n)as:<br />

Thus, a discourse is not a disembodied collection of<br />

statements, but groupings of utterances or sentences,<br />

statements which are enacted within a social context,<br />

which are determined by that social context and which<br />

contribute to the way that social context conrinues its<br />

exis-itence. Institutions and social context therefore<br />

piay an Important determining role in the development,<br />

maintenance and circularion of discourses.<br />

3. Thinking about the Functions of Discourse<br />

As mentioned by Mills (2003, pp. 62-4), Foucault describes<br />

discourses, or discursive formations, as groups of statements<br />

which deal with the same topic and which seem to produce a<br />

similar effect; for instance, they may be groups of statements<br />

which are grouped together because of some institutional<br />

pressure or association, because of a similarity of origin, or<br />

because they have a similar funcrion. Pursuing Foucault's<br />

statement that discourses have funcrions; the main aim of<br />

this part v^^ill be to demonstrate the functions of discourse in<br />

an analytical approach. It should be thoroughly put forward<br />

because the clarification of the function of a phenomenon<br />

might most ofthe times indicates the clarification of its raison<br />

d'etre. Therefore to establish the functional scheme of a group<br />

of discourses will also lead to demystify the vagueness in the<br />

recognition ofthe realm of architecture as a discursive practice.<br />

A.THE CREATIVE FUNCTION OFTHE DISCOURSE:<br />

The reason of analysing the phenomenon of disaster through<br />

the texts -although there is a bunch of visual materials to<br />

make use of- is without doubt the convicrion about the power<br />

and productivity of the text.<br />

The crearive function ofthe discourse can be analysed through<br />

Its fruitfulness aspect. Fruitfulness, according to Potter (1987, p.<br />

171), refers to 'the scope of an analyric scheme to make sense<br />

of new kinds of discourse and to generate novel explanations.<br />

This is, of course, a general criterion of validity for scientific<br />

explanations and theories; If they can be used to generate<br />

fresh solutions to the problems in a field of research then we<br />

accord them more respect'.<br />

The fruitfulness can be observed in two modes: discursive and<br />

practical, which are respecrively the production of new texts<br />

and thus new themes and the production of new solutions<br />

in terms of design, construction and legal issues. In the first<br />

mode, it reproduces another discourse -e.g. representarional<br />

space- by mingling two discourses, so this reproducrion is<br />

also productive in the sense that It makes the audience also<br />

consider the other theme. In the second mode, the sub-<br />

discourses are provocative with what they propose. This<br />

provocation leads them to be creative. To lead new solutions,<br />

the necessity of which was not needed before the disaster,<br />

and to verbalize these solurions is valuable. All these attempts<br />

improve the vocabulary of design, construction and the laws<br />

related to both. Discourse is creative also in the sense that<br />

through novel concepts, it takes on a role of socio-cultural<br />

reproducrion. Through this discursive approach, a certain<br />

track is generated and this discursive approach delineates the<br />

agenda on that particular discourse. It also determines the<br />

social pracrices around that discourse.<br />

In no other discursive part of architecture, so many new<br />

approaches to a problemaric have been produced than the<br />

ones on the phenomenon of disaster. Thus it is likely to state<br />

that it necessitates being productive.The mode of productivity<br />

is indicated below under our pre-constructed categorlzarion:<br />

TheTechnical Approach:<br />

1. Innovative methods of construction, exploring new<br />

materials, new ways of earthquake resistant designing,<br />

reconsidering tradirional buildings.<br />

2. Novel proposals for re-development, a model proposal<br />

to heal the institutional structure, re-organization of the<br />

processes of planning and structuring to minimize earthquake<br />

damages; the urban funcrioning potentials of Istanbul.<br />

3. Improving the design culture and vocabulary by<br />

brainstorming about the new ways of housing either<br />

temporary or permanent one, to find ways of sustainable<br />

housing: the example of paper log-hut.


4. The inspiring historicai information might provide to be<br />

creative.<br />

The Social Approach:<br />

1. Discussing about the responsibilities ofthe architect may<br />

forcetheaudienceto be creative in the sense of neighbourhood<br />

disaster management, participation, getting organized, etc.<br />

2. The criticism of the bureaucratic institutions may develop<br />

a new consciousness including the architect. The criticism<br />

also makes the politicians consider novel solutions to land-<br />

use decisions and post-earthquake applications, supervision<br />

regulations or systems, expertise studies, compulsory<br />

earthquake insurance etc. or develop new penalties for poor<br />

treatments.<br />

3. The provocative and productive power of the earthquake<br />

on architectura! discourse provides the organization of<br />

competitions, summer schools, panels and symposia:<br />

• Earthquake Planary, 13 March 1986, Istanbul.<br />

- Earthquake Symposium, Kocaeli University, 23-25 March<br />

2005,<br />

• Earthquake and Architecture, Planary, Chamber of<br />

Architects, Antalya, Yapı 2000, 2-11.<br />

• Case Assessment in the Second Year of the Earthquake, 18<br />

August 2001, Istanbul, Panel-Forum.<br />

• Preparing Cities for the Earthquake and the Reality of<br />

Istanbul, Symposium, 8-9 February 2002, ITU.<br />

• Earthquake Seminar, 6 November 1999.<br />

• Urban Settlements and Natural Disasters II. Region Study<br />

Program Workshop.<br />

• Architects and Disaster, UlA Summer School 2004, 1-17<br />

July 2004, Izmir.<br />

• Natural Disasters: Designing for Security, UİA Study<br />

Program Conference.<br />

B.THE CONSTITUTIVE FUNCTION OFTHE DISCOURSE:<br />

Texts are sensitive barometers of social processes, movement<br />

and diversity. Thus textual analysis is an important method In<br />

studies of social and cultural change {Fairclough 1999, p. 204).<br />

In a Foucaultian reading, discourses exist with their capacity<br />

to produce changes. Constitutive function of discourses plays<br />

a significant role in forming and transforming their objects.<br />

According to Howarth (2000, p. 52), Foucault seeks to account<br />

forthe creation ofits objects within discourse by relating them to<br />

the body of rules that enable them to form as objects and which<br />

thus constitute the conditions of their historical appearance.<br />

The course of discourses modifies its objects. Constitution in<br />

this sense can be interpreted as the transformation and the<br />

reconstruction ofthe new systems of knowledge and belief<br />

Secondly, discourses,for Foucault, constitute objGctsfor us. One<br />

of Foucault's most famous quotations about the constitution<br />

of objects is thefollowing:'We must not imagine that the world<br />

turns towards us a legible face which we would have only to<br />

decipher, The world is not the accomplice of our knowledge;<br />

there is no prediscursive providence which disposes the world<br />

in our favour'{Mills 1997, p, 52). Constitutive role of discursive<br />

practice forms Its objects rather than the reverse as expected.<br />

It is possible to decipher this proposition as the constitution<br />

of social entities. The mode of constitution is indicated below<br />

under our pre-constructed categorization:<br />

The Technical Approach:<br />

1. Transforming the traditional methods of construction,<br />

design and supervision: obtaining good quality concrete, use<br />

of the steel skeleton, and the designing capacity in concrete<br />

buildings, the compulsory construction supervision, the<br />

compulsory earthquake insurance system.<br />

2. Transforming the regulations: regulations about shores,<br />

earthquake master plan, revision plans, development<br />

adjustment plan; transforming actions about Istanbul:<br />

learning to create and live urban life, action planning using<br />

GIS; transforming ways of disaster and risk management.<br />

3. Transforming traditional methods of housing: alternative<br />

housing to prefabricated ones, sustainable sheltering in the<br />

process of urgent help.<br />

The Social Approach:<br />

1. Construction of a novel social model: the activation ofthe<br />

role of the architect,<br />

2. Construction of a novel model of the official relationships<br />

through the questioning ofthe legal arrangements.<br />

C. THE EPISTEMOLOGICAL FUNCTION OF THE DISCOURSE:<br />

The third function of discourse is to produce knowledge. Every<br />

field of science forms its own episteme. Episteme is called by<br />

Foucault, as Steiner (1992, p. 85} mentions, "the aggregate of


significant spaces, the underlying stratigraphy of intellectual<br />

life, the whole set ofthe presuppositions of thought'. Since the<br />

significance of knowledge production Is indicated by Deleuze<br />

as 'Everything is knowledge, this is the first reason why there<br />

Is no savage experience there is nothing beneath or prior<br />

to knowledge'(In Brown 2000, p. 109), it Is indispensable to<br />

argue that it is vita! for the field of architecture to produce its<br />

very peculiar knowledge.<br />

The discussion on the term discourse also emerges from the<br />

idea that episteme is produced through discourses. According<br />

to Cousins (1984, p. 27), discourse Is the first representation<br />

of thought. As such, discourse and knowledge are closely<br />

related to each other. Knowledge is like a language whose<br />

every word has been examined and verified. Thus discourse<br />

presents knowledge and leaves it open to discussion and<br />

interpretation so that it has the power to modify and transform<br />

the accumulation of knowledge till that date.<br />

How can we raise knowledge out of discourses? This can<br />

barely happen after discourse analysis since the ideas through<br />

discourses are coarse and they should be categorized. And the<br />

friction of the disparity provided by categorization presents<br />

us knowledge. This analysis should first clarify the status of its<br />

objects, the category they belong to and the function they<br />

possess. According to Foucault's discourse, 'knowledge is no<br />

longer sought through resemblances as It was in the renaissance<br />

understanding ofthe episteme, it is 5oughtthroughdistlnction'(ln<br />

Steiner 1992, p. 87). As a result, we view the discourses produced<br />

within architecture in the sense mentioned by Foucaultthrough<br />

their distinctive quality. There is a need for conflict, difference,<br />

relations for the discourses for the production of knowledge.<br />

It Isalsopossibletomalntainthatgathering separated domains<br />

of knowledge through the comparative method mentioned<br />

above leads to the way of constituting knowledge. According<br />

to Cousins (1984, p. 34) the totality ofthe signs is the corpus of<br />

knowledge. What we are trying to do In this study is to gather<br />

all the signs together and categorize them in order to make<br />

out the kind of knowledge coming out.<br />

After the categorization it is easy to sort out what kind of<br />

knowledge is produced by the discourses. Below is the mode<br />

of knowledge production:<br />

TheTechnical Approach:<br />

1. The knowledge of earthquake resistant construction systems<br />

and materials, e.g. obtaining good quality concrete; the<br />

knowledge ofthe scope of damage that the earthquake give rise<br />

to, design and construction faults, the faults in detailing, wrong<br />

geometric configuration;the knowledge of methods of repairing<br />

and solidifying; the knowledge about traditional buildings; the<br />

knowledge of protecting historical buildings from earthquake,<br />

the knowledge about perpetuating cultural heritage.<br />

2.The knowledge of howto make new master plans In relation<br />

to the phenomenon of earthquake; the knowledge of the<br />

political economy of urbanization and the risk of earthquake.<br />

3. The knowledge of alternative housing; the knowledge of<br />

how to realize a permanent building which is very peculiar to<br />

the phenomenon of disaster.<br />

4. The knowledge about the nature earthquake, e.g. about<br />

seismology, geological structure, tectonics; the knowledge of<br />

the earthquake ground studies, the knowledge of earthquake<br />

regions map and what to do about it; the knowledge about<br />

the history ofthe earthquakes, e.g. the traces of earthquake<br />

in old civilizations.<br />

The Social Approach:<br />

l.The knowledge of the act of architects towards earthquake.<br />

2. The knowledge ofthe new regulations after the earthquake.<br />

D.THE REPRESENTATIONAL FUNCTION OFTHE DISCOURSE<br />

Discourse is a representational practice. That is to say, in<br />

Parker's terms,'discourses bring phenomena into sight, they<br />

allow us to see things that are not really there and once an<br />

object has been elaborated in a discourse it is difficult not<br />

refer to It as it were real' (In Basa, 2000, p. 31).<br />

In our case the object of the discourse is the earthquake<br />

disaster. Ideas are the representation ofthe object, which Is the<br />

earthquake. In a different approach, it is also possible to say that<br />

the authors, mostly the architects or other technical scholars<br />

studying about construction and urban planning, represent<br />

their idea on the "represented" object through discourses.<br />

Representational power of discourses thus differs from other<br />

modes of representations. It does not represent the objects as<br />

thGyare,butrealisethe representation after merging with other


epresentations tlirough the effective tools of interpretation<br />

and criticism. In this respect, a discourse puts forward signs,<br />

represents its object in terms of signs, these signs are our tools<br />

of analysis and means of representing order. According to<br />

Cousins (1984, p. 33-4), new forms of knowledge can inhabit<br />

this different mode of knowing. The sign functions by virtue<br />

of its deployment of this representative power. In this sense<br />

representations always analyse other representations while<br />

they represent them. So according to him, representation<br />

is not a mirroring, for the representation is within what is<br />

represented. Representation thus always represents another<br />

representation.Thus through the function of representation. It<br />

is possible to talk about the reproductive aspect of discourse.<br />

The mode of representation is indicated below under our pre-<br />

constructed categorization:<br />

TheTechnical Approach:<br />

1. The representation of the damage caused by earthquake,<br />

representation of the earthquake resistant structures,<br />

materials, designs, the representation of the idea of the<br />

reliability on the traditional buildings<br />

2.The representation ofthe urban related regulations<br />

3.The representation ofthe housing proposals, mass housing<br />

applications and the representation of their representative<br />

power as well<br />

The Social Approach;<br />

1. The representation of the idea of participation, to make<br />

society act, transparency, democracy, to be organized.<br />

2. The representation of the legal and the social dimension<br />

of the theft of the contractor; representation of the idea of<br />

the parallelism of underdevelopment and the earthquake<br />

damage and the prevention of knowledge accumulation<br />

through political pressure; representation ofthe idea of the<br />

irregularities of the state after the earthquake<br />

4. Conclusion<br />

To sum up, it can be said that this study is a discursive analysis<br />

on the functions of discourse. In this sense. It attempted to<br />

demonstrate the separated domains of knowledge, in our<br />

case the variety of discourses on the earthquake phenomenon<br />

could be linked through a discursive element of architecture<br />

under the functional aspects. In this course, it is not hard to<br />

claim that the discursive effect of architectural discourse on<br />

earthquake accomplishes the above-mentioned functions.<br />

Throughout the study, it was important to make a discourse<br />

analysis, because the common values and the understanding<br />

ofthe participants of discourse, in this case the understanding<br />

ofthe phenomenon ofthe disaster, are limited to the discursive<br />

practices. As surveyed in the paper, it was not difficult to<br />

argue that the formation of the sub-discourses in terms of<br />

their scope is not arbitrary, but determined by the overall<br />

discourse itself It is also important to generate an entire<br />

understanding on 'disaster' rather than an individual one in<br />

terms of a more effective 'circulation, valorisation, attribution<br />

and appropriarion'^ ofthe discourse.<br />

Finally, it isessenrial to putforward thatthisstudyhasattempted<br />

torevealsomeinsightsthatare not self-evident. It was important<br />

to demonstrate whether the discourse of architecture, which<br />

has been clarified as an active instrument of conveying ideas<br />

has paid adequate awareness to the phenomenon of disaster<br />

within its structure or not. In terms of qualitarive^ properries.<br />

Secondly, putring forward the funcrions was also resourceful in<br />

terms of demonstraring in which field architectural discourses<br />

concentrated more on than the others. In this respect, along<br />

with the inference of the study, it is possible to assert that<br />

architectural discourse establishes Its "mega-utterance" on<br />

earthquake more in the technical approach rather than the<br />

social one in terms ofthe quanrity ofthe texts, and keeps it in<br />

circularion more with the creative function.This consequence is<br />

conveyed In Table 1, which indicates the potential of the scope<br />

of the texts to function in relation to the above-mentioned<br />

roles of a discursive framework."" It is also possible to assert that<br />

the more function the category of a discourse has, the more<br />

it is 'circulated, valorised, attributed, appropriated'. Thirdly, the<br />

repetition of a category determines the agenda of architectural<br />

discourse. However the reappearance of a theme throughout<br />

^ The 'circulation, valorisation, attribution, appropriation' are four<br />

modes of discourse described by Rabinow (1984, p. 117}<br />

^ Quantitative approach is found irrelevant for this study.<br />

''The ranking is realized by the author in relation to the items<br />

identified through each functional item.


the discourse does not denote its importance. One should be<br />

critical against a fake reason, and should consider that the<br />

importance of a category does not necessarily depend on the<br />

quantity of thetheme. In this respect, in a comparatlveapproach<br />

between the technical and social aspects ofthe discourse, the<br />

technical part seems to have achieved more credit.<br />

Aside from this main inference, it Is also necessary to mention<br />

that a text might cover more than one function. In this<br />

respect, as shown in Table 1, if a text is assumed to constitute<br />

new objects, it represents these objects or we can say that it is<br />

creative. Also the information provided for the new object can<br />

be counted as knowledge. Finally, as a minor consequence,<br />

it Is also possible to suggest by considering the dates of the<br />

texts that architectural discourse does not have a continuous<br />

emphasis on the phenomenon of earthquake as disaster,<br />

because we observe that the concentration appears at the<br />

periods when a disastrous earthquake comes into the scene.<br />

Table 1. The comparative potentials of each categorical sub-discursive element in relation to their functional aspect^<br />

Discussing the technical reasons ofthe<br />

damage caused by earthquake<br />

Discussing the phenomenon in terms of<br />

the processes of urban planning<br />

The temporary and permanent housing<br />

problematic<br />

The informative and historical discourse<br />

about the nature of earthquake<br />

Discussing the social role ofthe architect<br />

in the disaster<br />

The criticism ofthe politics ofthe<br />

municipalities, and the state as well<br />

The influence of the earthquake<br />

phenomenon on architectural education<br />

The Creative The Constitutive The Epistemological The Representational<br />

Function Function Function Function<br />

^ It should be mentioned that this schematic analysis has not been realised through a scientific data evaluation, but rather it is the outcome ofthe<br />

observation ofthe writer after sorting the scope ofthe architectural discourse on disaster


References<br />

BASA, i-, 2000."Linguistic Discourse in Architecture", Doi


A N U N - N A T U R A L W O R L D : T H E D E S I G N E R A S T O U R I S T<br />

VivekaTurnbull Hocking<br />

University of Canberra, Canberra Australia<br />

viveka.turnbull@canberra.edu.au<br />

Abstract<br />

This paper examines the design researcher through exploring<br />

the notion of how design research resembles tourism.The paper<br />

characterises the theoretical plane as the Un-Natural World and<br />

tells an allegory of the Tourists Journey within it. The aim of<br />

this allegory is to show the nature, role and potential of design<br />

research within discourse and for the everyday. The paper first<br />

looks at the nature of discourse as the formation of patterns,<br />

then describes the Un-Natural World, outlines the different<br />

kinds of Designer as Tourists and the wellbeing they seek. The<br />

paper looks at the Tourist Journey as the process of design<br />

research and returning home as solidifying research Into the<br />

artefact. The paper concludes with a recommendation for not<br />

just an ecology ofthe natural oran ecology ofthe artificial but<br />

also the ecology of the theoretical, suggesting that the design<br />

researcher, who spend most oftheir time travelling through the<br />

Un-Natural World, is in a good position to be the guide; to build<br />

an outline ofthe ecology ofthe theoretical in order to unite the<br />

disciplines in a discourse aimed at preventing disaster.<br />

Introduction:<br />

Design research is about dancing with disorder, a formation<br />

of patterns out of a dynamic array of possibilities. As Glanville<br />

suggests in Researching Design and Designing Research,<br />

patterns are a human construction (1999:85). To construct<br />

patterns of understanding is to create an artificial order out<br />

ofthe natural world, transforming the world out ofthe natural<br />

to form an Un-Natural World. This concept ofthe Un-Natural<br />

World has no physicallty, it Is the pattern created out of the<br />

process of knowing and knowledge; Quine's web of belief or<br />

Deleuze and Guattarl's rhizomatic network.<br />

This paper considers how, in this virtual landscape ofthe Un-<br />

Natural World, the Designer is a Tourist. We book our tickets<br />

to somewhere, guidebook in hand, adding new destinations<br />

along the way, and return with something; souvenirs, tales,<br />

increased understanding of the diversity of our world, and<br />

an ability to reassess the scaffolding of our own constructed<br />

world. This allegory explores the Designer as Tourist, a Tourist<br />

aided by poly-lingual abilities and a constructivist world view<br />

that can enable an ease of travel through many different<br />

nations and cultures. The Designer as Tourist, travelling and<br />

exploring abroad, can integrate Ideas from a vast variety<br />

of sources to form an interconnected understanding. This<br />

integrative approach has the potential to more effectively<br />

deal with the complex issues we face and aid in designing a<br />

more sustainable future.<br />

Not all Designers have enough time asTourists to travel widely<br />

or explore fully In order to gain an enriched interconnected<br />

understanding. Some are only able to get away for a short time,<br />

reliant on their guide and guide book for a swift and enriching<br />

trip. When the Designer as Tourist travels to another context,<br />

sometimes we seek solace in the similarities until we become<br />

adventurous enough to immerse ourselves In the differences.<br />

Those that are dependent on their guide book or tourist guide<br />

do not see past what is interpreted for them and miss those<br />

enriching experiences to be found off the tourist trails. Others<br />

are able to take the time to explore and discover their own<br />

routes for a unique perspective on the Un-Natural World. The<br />

Designer as Tourist who is able to immerse themselves in<br />

'The Journey' is In a good position to re-write the guide book,<br />

enabling others an insight into unique perspectives ofthe Un-<br />

Natural World. The design researcher is the fulltime Designer<br />

as Tourist. The researcher travels, explores, notices, converses,<br />

assimilates, discerns and on returning home recounts their<br />

travel stories for the design world. It is the design researcher<br />

that has the time to find new routes through the Un-Natural


World and is in a good position to take on the role of tounst<br />

guide.<br />

BeingaTourtstisaboutgettingaway,exploringthenew,different<br />

and universal, in search of wellbeing.The Designer as Tounst is<br />

also motivated by w/ellbeing, a wellbeing that can be translated<br />

into designs for a habitable w/odd. In the contemporary world<br />

the notions of wellbeing and sustaining habitability are of<br />

critical importance with the potential of looming disasters from<br />

climate change and social cnses becoming ever more present.<br />

This drives the need for the Designer to travel widely through<br />

the Un-Natural Wodd in order to find new ways of designing to<br />

avert possible disasters.<br />

This paper will examine how design research resembles<br />

Tounsm and explores Its potential to fulfii the needs of the<br />

contemporary world.<br />

Patterns:<br />

We exist In a natural world made up of a chaotic interplay of<br />

physical objects, spaces, actions and relationships. We simplify<br />

our natural wodd into some kind of order so we may understand<br />

it. We construct patterns of understanding so that we are able<br />

to act in the world:'[pjattern gives us objects and recognizable<br />

behaviours, allowing us to predict, and risk living by our<br />

predictions'(Glanville 1999:86).These patterns form the basis for<br />

our ideas, thoughts, knowledge, understanding and theory:<br />

Humans look for patterns... Pattern finding, the making<br />

of one concept from many distinct perceptions, is an<br />

intensely human activity. Theories are patterns given<br />

widespread credence and accepted as accounting for<br />

a part of our expenence (Glanville 1999:85).<br />

Concepts are formed out ofthe patterns we determine from<br />

our senses. Each pattern outlines a perspective and there are<br />

many different perspectives of this existence, many different<br />

contexts to make sense of our reaiity that enable us to act,<br />

react, create, disassemble and refashion in a rhythmic motion<br />

that sustains us in existence. No one perspective explains<br />

the whole of reality, though 'the more eyes, different eyes,<br />

we can use to observe one thing, the more complete will our<br />

"concept" of this thing, our "objectivity" be" (Nietzsche 1887).<br />

These patterns, although abbreviations, enable us to perceive<br />

the natural wodd so that we may act within it.<br />

'Research is an undertaking through which we strive to<br />

increase our knowledge (of the wodd)' (Glanville 1999:81).<br />

Research exists within a framework of an interconnecting<br />

network of patterns. Ian Stewart talks about this framework<br />

as a theoretical landscape in his popular science book Natures<br />

Numbers. Stewart talks specifically of the universe created<br />

by the mathematician's imagination: 'the collective minds of<br />

mathematicians has created their own universe' (2001 :xii);<br />

howeverthls theoretical landscape can be thought of as being<br />

created not only by the collective minds of mathematicians<br />

but of all thinkers. Fifty years previously mathematician<br />

and philosopher Wlliard Van Orman Quine described this<br />

framework as a web of belief:<br />

'The totality of our so-called knowledge or beliefs, from<br />

the most casual matters of geography and history to<br />

the profoundest laws of atomic physics or even of pure<br />

mathematics and logic, is a man-made fabric which<br />

impinges on experience only along the edges' (Quine<br />

1951:6).<br />

The web of belief suggests our beliefs are connected in such<br />

a way that changes to one belief will have repercussions<br />

across the web. In more recent times philosophers Deleuze<br />

and Guattan describe the interconnecting nature of the<br />

framework as a rhizome, a tuber such as an iris, ginger, potato<br />

or couchgrass:'A rhizome as subterranean stem is absolutely<br />

different from roots and radicals. Bulbs and tubers are<br />

rhizomes' (Deleuze & Guattari 1987 §1). Nodes connect in a<br />

non-hierarchical structure growing, not in a linear fashion but<br />

from the middle out in many different direcrions at once:<br />

Let us summarize the principal characteristics of<br />

a rhizome: unlike trees or their roots, the rhizome<br />

connects any point to any other point, and its traits are<br />

not necessarily linked to traits of the same nature...The<br />

rhizome is reducible neithertotheonenorthe multiple...<br />

It is composed not of units but of dimensions, or rather<br />

direcrions in morion. It has neither beginning nor end,<br />

but always a middle (milieu) from which it grows and<br />

which it overspills (Deleuze & Guttarri 1987:1).


A rhizome spreads under the ground and surfaces as isolated<br />

instances although Intrinsically part of a multiplicity of other<br />

instances, something that anyone who has ever tried to<br />

remove couchgrass from their garden would have an innate<br />

understanding of More recently still Bremner (2005:121)<br />

argued that this framework Is a world In its own right'Now you<br />

are in that [real] world, visiting me spasmodically, you tell me<br />

my world actually provides some respite from what you believe<br />

to be the excessive realltyofyour world. When you tell me this,<br />

I now think of you as the Tourist.' (2005:121). When Bremner<br />

talks about'My World'he is talking from the view point ofthe<br />

design academic and the world he is referring to is the world<br />

of research; the Un-Natural World. Bremner is talking to the<br />

design practitioner and thus suggests that when the design<br />

practitioner enters the Un-Natural World they are 'the Tourist'.<br />

It is from this analogy that this paper will build its allegory.<br />

The Un-Natural World:<br />

The framework of the Un-Natural World is built from<br />

perspectives that form patterns of understanding. These<br />

patterns interconnect and overlap, coming from a variety of<br />

origins in time and space. Some coagulate into conceptual<br />

entities that evolve and diversify, others converge in a<br />

memetic^ fashion and others are firmly embedded within<br />

this theoretical landscape. These conceptual entities interact,<br />

forming relationships with some and isolation from others.<br />

It Is a diverse, dynamic place with many different languages,<br />

cultures and views. This place is spherical in its intentions to<br />

comprehend the natural wodd, though is not made from<br />

nature but from the artefact. It is the Un-Natural World. A<br />

world of ideas, concepts, thought, knowledge, understanding<br />

and theory. Its languages span from poetry to mathematics,<br />

with regions of science, humanities and visual arts. Its world<br />

views Include objectivism, relativism and constructivism with<br />

cultural methods that abound.<br />

To consider theory, concept and thought as making up<br />

a world then (like our own world) Its components would<br />

include landscapes, countries, cultures and languages. We<br />

could consider disciplines as 'nations'within the Un-Natural<br />

World, with associated nations In the same'region'connected<br />

by some kind of commonality like similar world views; such<br />

as science being a region Including disciplines such as<br />

mathematics, biology and chemistry, all having a similar world<br />

view of objectivism. Other regions may contain multiple<br />

world views and instead have a commonality of language or<br />

approach that connect the nations within that region; such as<br />

the Humanities where disciplines such as History, Philosophy<br />

or Literature may take up any one of many philosophical<br />

paradigms; phenomenology,feminism, postmodernism and so<br />

on, instead being connected by a similar theoretical tradition.<br />

Within the Un-Natural World, 'language' would describe the<br />

differentformsofcommunicationwithin the disciplines such as<br />

mathematics, visual symbols, prose or poetry, with each nation<br />

having their own 'dialect'; the jargon specific to that discipline.<br />

Following this analogy the 'landscape' of each nation would<br />

be made up ofthe theories, thoughts and processes that give<br />

each discipline form. Together the theoretical landscapes,<br />

languages, dialects, customs and world views form an Un-<br />

Natural World of which design research is a part.<br />

Within this Un-Natural World design research would be a small,<br />

young nation located in a central location surrounded by<br />

various other nations. Many of design's thoughts and theories<br />

are influenced or derived from a variety of other disciplines and<br />

in this way it could be described as sharing a boarder with many<br />

of them. Characteristic of small centralised nations (like Holland<br />

or Belgium) is their ability to communicate with the different<br />

countries around them; often being poly-lingual. Buchannan<br />

(2000) talks about the ability of design as a new 'liberal arts'^<br />

that can not only communicate with the other disciplines but<br />

also has the ability to Integrate; allowing Designers to travel<br />

through other disciplines picking up Ideas and integrating<br />

them into the fabric of the design nation. This mobility Is also<br />

aided by design's epistemology; the most common world view<br />

In the design nation Is constructivism and allows the Designer<br />

as Tourist to more easily travel through a multitude of nations<br />

being able to understand the cultures derived from both the<br />

relativist and objectivist world views. The allegory of Designer<br />

as Tourist is based on this mobile ability of the Designer to<br />

travel widely In the Un-Natural World as a Tourist.<br />

The Tourist:<br />

When we think of being a Tourist we think of getting away,<br />

of taking time away from the incessant deadlines of our<br />

everyday activities, of taking our time and investing in


wellbeing. It is about going somewhere else and exploring<br />

the similarities and differences that exist there; about finding<br />

new perspectives and universal understandings. For this<br />

allegory Tourism is about the Journey; a nodon of discovery<br />

achieved by immersing oneself in both the process and the<br />

destinations. If the Journey is a fundamental part of Tourism<br />

then some Tounsts are more successful at it than others.<br />

This allegory uses a numberof popular perceptions of Tounsts,<br />

Judgments formed by people who have travelled themselves<br />

or live in a tounst precinct, who form observations of the<br />

Tounsts around them, including judgments on who is good<br />

or bad at being a Tourist and common concepts of what<br />

makes an ugly Tounst. The optimum type of Tourist is one<br />

that is good at being a Tourist; if Tourism is about the Journey<br />

then the 'Good Tounst' is one who engages In the process of<br />

travel and immerses themselves in the destination. The 'Bad<br />

Tourist' in contrast is one that Is less willing to engage in the<br />

process of travel and is disinclined to immerse themselves<br />

in the destination, preferring to stay inside the luxury resort<br />

than venturing into the local district, hence they could be<br />

considered as those who are bad (or ineffecrive) at being<br />

a Tourist. The 'Ugly Tourist' Is a popular term often used by<br />

travellers and locals to describe the culturally insensirive<br />

Touristwho is unwilling orunableto immerse themselves in the<br />

nuances ofthe desrination, 'any person who shows ignorance,<br />

arrogance, and disrespect for another culture while travelling<br />

or living abroad'(Lee, 2003). They are characterised as being<br />

loud and obnoxious, and many travellers fear turning into the<br />

Ugly Tourist. In this allegory these analogies are applied to the<br />

Designer asTourist.<br />

The Designer:<br />

The Designer includes the practitioner, academic, researcher<br />

and student (industrial, graphical, architectural, and so<br />

on). The Designer enters into the Un-Natural World when<br />

researching. Although, as Glanville and Downton suggest,<br />

design as an acrivity can be seen as a kind of research such<br />

that the Designer as Tourist accesses the Un-Natural World as<br />

part ofthe design process; when researching, conceptualising<br />

and developing their designs, in order to access information<br />

and ideas that they then translate Into new designs. One<br />

could see these visits as Journeys through exotic destinations<br />

as a Tourist, so here i will explorethe norion ofthe Designer as<br />

Tourist in the Un-Natural Worid.<br />

The Designer like theTourist is seeking wellbeing. According to<br />

Manzini and Jegou 'the Idea of well-being is a social construct:<br />

it takes shape over rime according to various factors'(2003:39)<br />

dependent on what Is valued as facilitating and maintaining<br />

a positive state of being in the view of a parricular time and<br />

place. In this context the aim of the Designer Is to maintain a<br />

habitable world 'a worid in which human beings not merely<br />

survive but also express and expand their cultural and<br />

spiritual possibiliries' (Manzini 1992:220) and thus crearing<br />

wellbeing for its inhabitants. Entering the Un-Natural World<br />

is a time for Designers to Journey through the conceptual,<br />

accessing different disciplines In order to compile new plans<br />

for designing an inhabitable wodd.<br />

Designers include this tourisric quality of research within their<br />

design process in as many different ways as there are different<br />

types of Tourists. Some design professionals research only<br />

briefly (like a weekend away) others such as design researchers<br />

spend most of their rime travelling and there are many<br />

variarions in between. Like the Good, Bad and Ugly Tourist,<br />

some design uses research effecrively, others are ineffective,<br />

and others still enter into research without considering the<br />

cultural implications.<br />

When in the Un-Natural World the Designer as Tourist is able<br />

to travel abroad through many different disciplines. Equipped<br />

with a constructivist view the designer believes In both the<br />

objectivist's actual reality and the relarivist's subjective or<br />

socially constructed reality to form a norion that combines the<br />

views into the simultaneously objecrive and subjective; that is<br />

to say there may be real things out their to be discovered and<br />

understood but we also socially construct our understanding<br />

of them. With this view the Designer as Tourist is able to<br />

easily cross intellectual boarders, accessing a vast variety of<br />

perspectives from many different disciplines (from objectivlst<br />

disciplines in the Sciences to Relarivist disciplines in the<br />

humaniries) and Is able to construct an integrated approach<br />

to their travel plans. In this way the effective design researcher<br />

has great potential in helping to integrate the Un-Natural<br />

World and designing a guide book to the interconnected<br />

network of theory that makes up this world.


The Designer as Tourist:<br />

Entering into the Un-Natural Worid the Designer as Tourist<br />

embarks on an exciting Journey of discovery through the<br />

diverse array of perspectives that make up this world. For the<br />

Designer as Tourist it Is a time to 'take time' (Manzini 2000:13}<br />

to Invest in the generation of wellbeing. To explore; to look<br />

and notice the new, different and similar, making notions more<br />

tangible about what Is already good, what could be better, new<br />

ways of doing things, new contexts and understandings to<br />

improve quality of life and an Increased sense of wellbeing.<br />

The Designer as Tourist can take many different forms, from<br />

the Good the Bad and the Ugly." Often the label of'Tourist'is<br />

used to suggest being part of a superficial mass movement for<br />

those content with the packaged experience, however these<br />

are the worst characteristics of tourism, described by Rapport<br />

and Overing as:<br />

A packaged form of experience in which passivity<br />

prevailsandcontactwiththealien andthe real isavoided<br />

or prevented. Here Is a manufactured, emasculated<br />

travel, made safe by commercialism. Indifferent to local<br />

social reality,'suntanned destroyers of culture'scavenge<br />

the earth Intent on new pleasures, content to practise<br />

conspicuous consumption (2000:353-354).<br />

This stereotype of superficiality Is a notion that Is very similar<br />

to the stereotype In the design world ofthe style obsessed<br />

Deslgner'(Frayling 1993:3). Rapportand Overing's description,<br />

popularly defined as the Ugly Tourist, in this case acts as a<br />

warning against a similar Ugly Designer as Tourist. Consider<br />

a Designer as Tourist perhaps situated in an R&D^ position<br />

supported by a concept of commondification that focuses<br />

on the maximisation of consumption, with disregard for 'local<br />

social reality' and culture, seeing the world as a resource to be<br />

consumed. I cannotseeany wellbeing generated from the Ugly<br />

Designer as Tourist, neither for the Designer as Tourist who<br />

speeds through their trip following the tourist trails, ticking<br />

off sights to beseen, nor for the host culture being consumed,<br />

both left exhausted from the experience.^ The Ugly Designer<br />

as Tourist can be seen as seeking a 'product-based wellbeing'<br />

(Manzinl2002:141). It Isa notion of wellbeing that commodifies<br />

and consumes; a sense that the more products consumed the<br />

more wellbeing gained, a wellbeing 'of materialising complex<br />

services'and 'democratising access to them, producing them<br />

In increasing quantities at decreasing prices', of'individually<br />

possessing, showing off and consuming the products' with<br />

the freedom 'of choosing between different options and a<br />

personalised set of products'. In this idea of wellbeing 'life<br />

choices tend to be considered as choices among marketable<br />

goods and that, as a consequence, freedom of choosing as<br />

coincident with the freedom of buying' (Manzini 2002:141).<br />

This consuming Tourist exploits the local resources for their<br />

own means without regard for the Integrity of local cultures,<br />

creating a self-centred sense of wellbeing from having.<br />

It could be considered that what differentiates the Good from<br />

the Ugly Designer as Tourist is time, inclination, and support.<br />

The Good Designer as Tourist is what Manzini terms the 'off­<br />

line designer'(2000:13) a design researcher who exists within a<br />

pocket In the momentum of productivity that is 'characterised<br />

by a different, slower tİming'(14).Thİs Designer as Tourist has<br />

the inclination to explore widely, not just within the safety of<br />

similarity but Is adventurous enough to immerse themselves<br />

in the differences in order to find new ways and means.<br />

Observing; with the use of experience, emotion, empathy<br />

and ethnography, 'characterised by their intent to provide a<br />

deep understanding of people through shared experience'<br />

(Hanlngton 2000:66). Engaging with the Un-Natural World<br />

using multiple, flexible and creative approaches. Following<br />

this description; the Good Designer as Tourist would have an<br />

explorative, inquisitive and creative mind willing to immerse<br />

themselves in alien languages and cultures to find out<br />

something essential and universal. They would actively strive<br />

to make connections between the entitles that exist within<br />

this Un-Natural World in order to find a sense of integrated<br />

wholeness. This intent to construct connections could be<br />

said to come from an Inclination to explore, not sameness,<br />

but the complex notion of similarity in difference. The third<br />

prerequisite for the Good Designer as Tourist is support, the<br />

leisure money to go away, the time to have away or 'off-line'<br />

and a belief in the benefits. The Designer as Tourist is endowed<br />

with the ability to see the sparkle of light off the ripples on the<br />

water and the gargoyles on the top of the GPO'. They are able<br />

to see things that the locals busily going about their everyday<br />

miss. This gives the benefits of Insight and the 'time off-line'<br />

aides in a refreshment and renewal that adds to wellbeing. The


Good Designer as Tourist gains a 'context-based-wellbeing'<br />

(Manzini 2002:145). This is a wellbeing that does not focus on<br />

consumption but on the context of life;'qualities of culture and<br />

spirit' (Manzini & Jegou 2003:47), 'common a5sets''^(48) and<br />

'contemplative time'^ (49). It Is a wellbeing that comes from a<br />

greater sense of belonging, from the time to make connections<br />

and form unified resources. The Designer as Tourist seeking<br />

context, immerses themselves In the local culture, makes<br />

connections and discerns the universal and the local.<br />

In contrast a Bad DesignerasTounst is one that would rather be<br />

at home, who at best looks for a home away from home. They<br />

are not interested in the new or the different and simply look<br />

for the same experience they have in their everyday. Staying<br />

at large hotels or resorts serviced by people from their own<br />

culture gives them an expenence they expect and are used to.<br />

The Bad Designer as Tourist seeks an 'access-based wellbeing'<br />

(Manzini 2002:142).These Designers asTounstsare turning their<br />

attention away from the consumption of products towards<br />

the consumption of experiences where the consideration of<br />

an immersion in local culture does not enter Into their plans.<br />

These Designers as Tounsts seek a wellbeing constructed out<br />

of an ease and frequency of service. They experience not a<br />

sense of place but a sense of experience, the quality of which is<br />

judged against the similarity to what they are used to:<br />

Quality of life tends to be related to the quantity and<br />

quality of services and expenences which it is possible<br />

to have access to (and, consequently, a new idea of<br />

freedom intended as freedom of access) (Manzini<br />

2002:141).<br />

Staying within their own language, traditions, culture and<br />

worid view this kind of Tourist is lulled into a sense of security<br />

and pampered by the excess of services available without ever<br />

leaving their hotel room or expenencing the new and different.<br />

This Designer asTourist is drawn to sameness'° and their Journey<br />

Is dnven by'superficial,'photogenic'styling'" (Jones 1990:17)<br />

There are other distinctions that could be made between<br />

different Designers as Tounsts; length of dme, distance<br />

from home and purpose of travel. The purposes of different<br />

Designers as Tounsts could be categorised by Frayling's three<br />

distinctions;'for','of'and'as'.^^ Forthis allegory these distinctions<br />

could be considered as Tounsm for being; those travelling<br />

to the beach for a tan. Tourism of being; those travelling to<br />

Europe to be part of a family reunion and Tourism as being;<br />

those travelling the world as an exploration of self and others.<br />

The first is primarily practical, the second is primanly reflective,<br />

and the third is an immersion In process. Each of the three<br />

purposes for travel have an Interested In wellbeing and could<br />

be Good, Bad or Ugly. All three purposes for travel are part of<br />

the explorative activity ofthe Designer asTourist (i.e. research)<br />

and can be seen as part of the design process 'a (restricted)<br />

design act' (Glanville 1999:81).<br />

There are also characterisric similariries that connect the<br />

different forms of Designers as Tourists. For all Designers as<br />

Tourists, the act of being a Tourist is intimately connected to the<br />

personal identity ofthe Designer and touring is an integral part<br />

of being a Designer; of engaging in the design process. Unlike<br />

other disciplines wherethe researcher is a benign observer,for<br />

the Designer as Tourist, the identity of the Designer is always<br />

evident In the paths we choose and the plans we make. The<br />

Designer as Tourist constructs their own travel plans, where<br />

other disciplines may have set procedures, the Designer as<br />

Tourist is free to explore and find their own route.The Designer<br />

asTourist utilises intuitive processes to find their way, sampling<br />

cultures, using different languages and tradirions, finding<br />

multiple routes set out by other cultures and ones created<br />

from their own. The Designer as Tourist's Journey is not driven<br />

so much by purpose but by process, such that even though we<br />

may start with a quesrion the process ofthe Journey ultimately<br />

determines the purpose for the travel.<br />

The Journey:<br />

The first thing a Designer as Tourist needs to travel into the<br />

Un-Natural World is a ricket, in the form of a quesrion. As the<br />

Journey progresses more queries emerge and act as tickets<br />

to new routes through the Un-Natural Wodd. Set with the<br />

quesrion the voyage begins. Contemporary modes of travel<br />

such as the internet, like the jet aircraft, have opened up the Un-<br />

Natural World to the Designer as Tourist (and all researchers)<br />

making touring a more viable endeavour. Old fashioned<br />

modes, like the ocean cruiser or the automobile, are still<br />

popular to the Designer as Tourist and may include artefacts<br />

such as libraries of books and journals, museums of objects


or galleries of paintings. The modern versions of transport,<br />

by far the most popular, have increased the speed and ease<br />

of travel; the Internet of digital journal and e-newsletters,<br />

rapidly opening up the Un-Natural World for the Designer as<br />

Tourist. We hop on the internet, set with our question, type<br />

in our ticket of key search words, and are transported to our<br />

destination, another discipline, another perspective. The Un-<br />

Natural World spreads out before us, searching through the<br />

options of venues to explore. The Designer as Tourist may, for<br />

example, choose the route to the French feminist philosopher<br />

Luce Irigaray, exploring different papers finally arriving at<br />

one entitled To Speak is Never Neutral, and there the Journey<br />

begins. On reflecting upon this piece by Irigaray, the Designer<br />

asTourist may become aware ofthe role their identity plays in<br />

their Journey.<br />

Concepts within Irigaray's work'^ highlight the notion that<br />

the Designer as Tourist is not 'neutral', they say I, you, we,<br />

'I feel thus. I see such and such a thing. I want or I can do a<br />

thing, I affirm that' (Irigaray 2002:2}. The Tourist's identity in<br />

the natural wodd (who they are in the realm of the everyday)<br />

and Un-Natural World (their identity when theorising or<br />

conceptualising) are one and allows fortheir personal identity<br />

to characterise their Journey. The rhythm with which the<br />

Designer as Tourist moves through the Un-Natural World is<br />

derived from their identity and it is this personalised rhythm<br />

that helps determine their momentum and direction through<br />

the landscape. This sense of personal Identity allows the<br />

Designer as Tourist to converse openly within the discourse,<br />

bringing a thoroughly human quality and unique perspective<br />

to the process. These conversations, between the Designer<br />

as Tourist and the discourse ofthe Un-Natural World, are an<br />

iterative process cycling through observation, interpretation,<br />

action and back again:<br />

Of continuous modification and unification, the<br />

inclusion of more and more in a coherent whole;<br />

occasional re-start, extension, and revolution; the<br />

increase in range and of simplification ("Less Is more").<br />

From our (re)new(ed) understanding, we suggest how<br />

experiment allows us to test our simplification through<br />

an interaction in which both we and the personal reality<br />

we make for ourselves find confirmation, extension,<br />

and modification (and renewal) (Glanville 1999:87).<br />

In this circular process the Designer as Tourist explores<br />

the similarities and differences to conceive an overall<br />

understanding, changing plans to take a different route to a<br />

differenttheoretical paper,finding the paththattakes usfurther<br />

afield to a different discipline and the one that takes us directly<br />

to the sight of a particular article, testing our understanding<br />

by engaging with the local culture, communicating with<br />

researchers from different disciplines, coming away with a<br />

better understanding of who we are and how we perceive the<br />

world as Designers and as a modern society.<br />

In order for the Designer as Tourist to find their way to an<br />

Integrated and enriched understanding, their Journey will<br />

follow many different paths. Sometimes following paths set<br />

out by other disciplines such as the ethnographic methods<br />

from anthropology or the path of measured experiments from<br />

science or survey from marketing. Sometimes the Designer as<br />

Tourist creates their own paths, immersed In context, emotion<br />

and creativity (Hanlngton 2000). Sometimes the Designer<br />

as Tourist seeks out routes to special sights within the Un-<br />

Natural Wodd which are exemplars of the local culture. The<br />

Designer asTourist explores the extent and nature ofthe site,<br />

reflecting on and discussing its qualities to gain a glimpse<br />

into the inner workings of the culture and traditions of the<br />

location (Downton 2004:19-20). The Good Designer as Tourist<br />

is able to not only travel the well established Tourist paths but<br />

also explore the less known routes in order to find their own<br />

unique perspective ofthe Un-Natural World.<br />

During the Journey through the Un-Natural World the<br />

Designer as Tourist collects souvenirs along the way; citations,<br />

references, bibliographic entries, concepts and quotes. They<br />

are the mementoes of discoveries and experiences; they<br />

remind us of our trip and are a traditional way of validating our<br />

Journey on returning home. When recounting our travel tales<br />

the souvenirs help to solidify our ideas into new perspectives<br />

and directions, such as a paper on new approaches to design<br />

or creating plans for a new piece ofdesign.<br />

Returning Home:<br />

On returning home from the Un-Natural World the Designer<br />

as Tourist brings with them the experiences and discoveries<br />

of their Journey; back to the natural world and enacted in the


artificial world. To fill in a kind of conceptual solar system, if<br />

the theoretical plane is the Un-Natural World there would also<br />

be two other worlds associated with it; the natural wodd of<br />

which we are physically part and in which we live our everyday<br />

and the artificial world created by exerting our will on nature<br />

to form the man-made. These three wodds ofthe Un-Natural,<br />

natural and artificial form a kind of three bodied problem. We<br />

know {thanks to Newton) what will happen in a relationship<br />

between two bodies, however, adding one more throws the<br />

equation into chaos {in the mathematical sense ofthe term).<br />

Three bodied problems are unpredictable (Gnbbin 2004:14-<br />

17) and it is within this notion that the dancing with disorder<br />

becomes apparent. The Designer as Tourist on returning<br />

home goes about dealing with the complexities inherent In<br />

how these three worlds interact and creates designs that help<br />

to bind the three wodds together; the Designer develops the<br />

plans for artefacts that helps us act In and conceptualise our<br />

natural wodd.<br />

The Designer as Tourist on returning home has the potential<br />

to integrate their understanding of the Un-Natural World into<br />

a dynamic travel story that talks of similarity in difference and<br />

extracts'regenerative solutions'''' {Manzini 2002:145) that help<br />

repair the connections throughout the Un-Natural, artificial<br />

and natural wodds. The prospect of gaining an increased<br />

understanding of diversity and an ability to reassess the<br />

scaffolding of design has the possibility of creating designs for<br />

an artificial world that will sustain habitability ofthe natural<br />

world and facilitate wellbeing for our existence in it. Hence,<br />

put into practice for the everyday the Designer as Tourist<br />

contributes to an environment that is healthy, nice fnendly and<br />

connected with clean air and water, a pleasant surrounding,<br />

lively neighbourhood community and a strong connection to<br />

the rest ofthe wodd {Manzini & Jegou 2003). The hope is that<br />

this more holistic view could be more able to deal with the<br />

complexities ofthe contemporary wodd.<br />

There is a growing need to dance with the disorder of the<br />

three bodied problem in order to sustain a habitable wodd.<br />

Journeying through the Un-Natural World can help in the<br />

generation of designs for this purpose. The design researcher<br />

as the fulltime Designer as Tounst has the potential to help<br />

in this process by fulfilling a role of tounst guide helping to<br />

direct swift, effective and enriching travel.<br />

Conclusion:<br />

There is time and room in the contemporary wodd to be<br />

idealistic about the potential of design research. As Designers<br />

we have a part to play in how we think of, act upon and re­<br />

fashion the wodd. We can choose the current trajectory which<br />

will leave us barren and isolated at best or we can choose a<br />

different future; a habitable re-connected wodd with a sense<br />

of wellbeing that can sustain us into many future scenarios to<br />

come. We can only do this by forming connections between all<br />

levels of life; having an ecological view not only of nature but<br />

of artefacts'^ and theory. Design research is in a good position<br />

to integrate the theoretical (Un-Natural) wodd:<br />

Design... could form a fundamental, common ground<br />

of intellectual endeavour and communication across<br />

the arts, sciences, and technology... an interdisciplinary<br />

study accessible to all (Cross 2001:54).'^<br />

and there is a growing need to do so.<br />

Without integrative disciplines of understanding,<br />

communication, and action, there is littie hope of<br />

sensibly extending knowledge beyond the library or<br />

laboratory in order to serve the purpose of ennching<br />

human life (Buchanan 2000:4).<br />

The need is made ever more insistent by the complexities of<br />

contemporary issues. Looming disasters such as climate change,<br />

social crisis and the need for a sustainable future require an<br />

integrated approach. Design researcher asTourist, is in a good<br />

position to write the guide book for the ecology of the 'Un-<br />

Natural'. Such an endeavour could help reconnect discourse by<br />

dancing with disorder to repair fractures, rebuild connections<br />

and establish bridges forming an interconnected whole out of a<br />

diversity of parts. With this'ecology ofthe theoretical'perhaps as<br />

Cross suggests a communication between disciplines could be<br />

strengthened through the common ground of design. It seems<br />

logical that a combined effort is more effective than isolated<br />

instances of designing a discourse against disaster.<br />

Footnotes<br />

' Nietzsche uses 'eyes' in this extract to mean perspective<br />

seeing.<br />

^ Memetic comes from the word meme coined by Richard


Dawkins İn his book The Selfish Gene to suggest that human<br />

concepts evolve in a similar way as genes; popular concepts<br />

thrive and diversify where as unpopular ones die out. The<br />

term memetlc is used by Langrish In Darwinian Design: The<br />

Memetic Evolution of Design Ideas.<br />

^ Buchanan defines Liberal Arts as 'a discipline of thinking<br />

that may be shared to some degree by all men and women in<br />

their daily lives and is, in turn, mastered by a few people who<br />

practice the discipline with distinctive insight and sometimes<br />

advance it to new areas of innovative application' (2000:6).<br />

Good, Bad and Ugly are terms not intended as a value<br />

judgment but as reflecting popularly terms used to define<br />

different types of Tourists. Refer to the explanation underthe<br />

headings 'The Tourist'and 'The Designer'.<br />

^ Research and Development (R&D).<br />

The Ugly Designer as Tourist: by no means is this<br />

characterisation suggesting that all commercial enterprises<br />

conduct such design research, however, I have noticed some<br />

Instances where practices seem unwilling to Invest time, money<br />

or support for their Designers to pursue research because they<br />

do not see the value. Some practices, while trying to save time,<br />

end up wasting it by actively avoiding research.<br />

^General Post Office (GPO). The main Sydney post ofiîce in<br />

Martin Place has gargoyles on it, which after living in Sydney<br />

for many years I only noticed after returning from a trip<br />

overseas. Still in tourist mode looked at the city I grew up in<br />

with tourist eyes, I was amazed what I found.<br />

^Common assets: in previous papers Manzini uses the term<br />

'Common Goods'to refer to the same concept. Manzini and<br />

Jegou define this concept to mean 'tangible and Intangible<br />

systems which help create a context and Its particular quality,<br />

and which by their very nature belong to everybody'they give<br />

examples of'physical assets such as air and water, through<br />

social ones such as neighbourhood community or the civic<br />

sense of its citizens, to more complex ones such as landscape<br />

or urban public space or a sense of security' (2003:48).<br />

^ Contemplative time: Manzini and Jegou define this concept<br />

to mean 'time for 'doing nothing'... or alternatively time in<br />

which 'something Is done' but by choice slowly. Above all, this<br />

expression denotes intervals in time when the flow of targeted<br />

or purposeful action is voluntarily broken' (2003:49).<br />

'°Designersdrawn to samenessrthis concept comes from notions<br />

expressed in Jones'articleThe Dress ofThoughtand highlighted<br />

in the quote from Trimarchi 'we already have everything that's<br />

beautiful In the world and it's all the same'd 990:17).<br />

" Superficial, 'photogenic' styling: is from Jones article. The<br />

Dress ofThought, where he paraphrases an interview with<br />

Manzini (1990).<br />

In the paper Research in Art and Design, Frayling talks about<br />

'research for design','research of design'and'research through<br />

design'. Others such as Glanville in Researching Design and<br />

Designing Research change the 'through'to'as'.'Research as<br />

Design' seems to have a more definite meaning and is the<br />

reason why I use It in this context.<br />

'^Irigaray's notion ofthe researcher notbeing neutral comesfrom<br />

a discussion on scientists.This acts to emphasize the difference<br />

between disciplines and the extent to which the identities of<br />

the researcher is utilized within the research process, hence,<br />

highlighting the importance the design tradition gives to the<br />

role ofthe Designer's identity in the designs process.<br />

'••Regenerative Solutions: Manzini describes this concept as<br />

'systems of products and services which have to be endowed<br />

with high regenerative potential, i.e. that have to act as positive<br />

agents in a process of regeneration of the different qualities of<br />

the contexts' (2002:146).<br />

'^The 'ecology of the artificial' is a concept that Is explored<br />

in some detail by the Munich Charter and by its signatories<br />

including theorists such as Ezio Manzini (1992).<br />

'^This quote is from Designedy Ways of Knowing: Design<br />

Discipline Versus Design Science where Cross Is paraphrasing<br />

Herbert Simon and although the quote is talking about design<br />

science. Cross goes on to discuss how this integrative nature İs<br />

true for design in general. Bucannon supports this view in his<br />

paper Wicked Problems In DesignThinking (2000).


References<br />

BREMNER, C, 2005. Open Manifesto: An Open Letter to Design<br />

Practitioners, In: K. FINN, ed. Open Manifesto: Some Thoughts<br />

On Graphic Design, Sydney: The Manifesto Group<br />

BUCHANAN, R., 2000. Wicked Problems in Design Thinking. In:<br />

Margoiin, V. and Buchanan, R., The Idea of Design: A Design<br />

Issues Reader, Cambridge: The MIT Press, 3-20<br />

CROSS, N.,2001. Designeriy Ways ofKnowing: Design Discipline<br />

Versus Design Science, Design Issues, 17 (3), 49-55<br />

CROTTY, M., T 998. The Foundations of Social Research;<br />

Meaning and Perspecrive in the Research Process, Sydney:<br />

Allen and Unwin<br />

DAWKINS, R., 1976.The Selfish Gene, Oxford: Oxford University<br />

Press<br />

DELEUZE, G. and GUATTARI, F., 1987. Thousand Plateaus:<br />

Capitalism and Schizophrenia Vol. 2, Minnesota; University of<br />

Minnesota Press, 1-13<br />

DOWNTON, P., 2004. Design Research, Melbourne: RMIT Press<br />

FRAYLING, C, 1993. Research in Art and Design, Royal College<br />

of Art Research Papers Series, 1 (1), 1-5<br />

GLANVILLE, R., 1999. Researching Design and Designing<br />

Research, Design Issues, 15{2) 80-91<br />

GRIBBIN, J., 2004. Deep Simplicity: Chaos, Complexity and the<br />

Emergence of Life, London: Penguin<br />

HANINGTON, B.M., 2000. Innovation and Method in Design<br />

Research. Proceedings of the Poiitecnico di Milano Conference<br />

{May 18-20, 2000), Milano: Poiitecnico di Milano, 64-69<br />

IRIGARAY L., 1985. Is Science Sexed? Cultural Critique, 2<br />

(Autumn), 73-88<br />

IRIGARAY, L, 2002. To Speak is Never Neutral, London:<br />

Continuum<br />

JONES M., 1990.The Dress ofThought, Design, (September),16-<br />

19.<br />

LANGRISH J.Z.,2004.DarvyinianDeslgn;The Memetic Evolurion<br />

of Design Ideas, Design Issues, 20(4), 4-19.<br />

LEE D., 2003.The UglyTourist, ln:Things Asian: Experience Asia<br />

Through the Eyes of Travellers, http://wvyv^.thingsasian.com/<br />

stories-photos/2533<br />

MANZINI, E., 1992. Prometheus ofthe Everyday; The Ecology of<br />

the Artificial and the Designer's Responsibility, Design Issues,<br />

9(1), 5-20<br />

MANZINI, E, 2000. Design Research: Reasons and Possibilities;<br />

The Producrion of Design Know/ledge taking time in the age of<br />

real-rime. Proceedings ofthe Poiitecnico di Milano Conference<br />

(May 18-20, 2000), Milano: Poiitecnico di Milano, 13-15<br />

MANZINI, E., 2002. Context-Based Wellbeing and the Concept<br />

of Regenerarive Solution: A conceptual framev^orkfor scenario<br />

building and sustainable solutions development. Journal of<br />

Sustainable Product Design, 2 (3-4), 141 -148<br />

MANZINI, E. and JEGOU, F, 2003. Sustainable Everyday:<br />

Scenarios of Urban Life, Milan: EdIzionI Ambiente<br />

NIETZSCHE, F., 1887. On the Genealogy of Morals. In: Nehamas,<br />

A., 1985. Nietzsche, Life as Literature, Cambridge:Harvard<br />

University Press, 96<br />

QUINE, W. V.O., 1951.Two Dogmas of Empiricism, Philosophical<br />

Review, 60 (20-43); reprinted in 1953. From a Logical Point of<br />

View. Cambridge, MA: Harvard University Press<br />

RAPPORT, N. and OVERING, J., 2000. Social and Cultural<br />

Anthropology The Key Concepts, London: Routledge<br />

STEWART, I., 2001. Nature's Numbers; Discovering Order and<br />

Pattern in the Universe, London: Phoenix


D E V I S I N G T H E P L D T : C D M M U N I G ATI N G D E S I G N E R S T H I N K I N G T H R O U G H<br />

S T O R Y T E L L I N G<br />

Dr Louise Valentine<br />

University of Dundee, Dundee, Scodand<br />

t.valentine@dundee.ac.u!<<br />

Abstract<br />

The way practice-centred design researchers use language to<br />

communicate their creative practice in an academic context is<br />

a problem. In current design research writing, the voice ofthe<br />

practitioner is lost because the relation between thinking and<br />

making is not adequately discussed and argued.<br />

This paper shares the results of a small qualitative study aiming<br />

to develop an approach to critical writing about designing that<br />

draws upon individual thinking practices (i.e. tools, techniques<br />

and methods for nurturing individual creativity). Discussion<br />

attends to the challenges facing the design researcher when<br />

communicating the rhetorical relation between personal,<br />

subjectiveexperiencesandobjectivecommunicationof concepts,<br />

strategies and operational decisions in design thinking.<br />

In the study, storytelling is used as the means of developing<br />

a style of writing that bridges academic writing and visual<br />

research; creative thinking and research language; individual<br />

creativity and collective communication. As such, the paper<br />

asks if the method of storytelling is an effective, efficient and<br />

valuable method for communicating practice-centred research<br />

to a diverse audlence.Th rough analysis of stories and evaluation<br />

of workshop discourses, the paper closes by articulating a series<br />

of recommendations for developing a strategy for practice-<br />

centred design researchers to communicate their thinking<br />

through writing to diverse audiences.<br />

Introduction<br />

Design practitioners usually communicate their thoughts and<br />

Ideas through product design, as is evidenced in the work<br />

of, for example, graphic designers Paul Rand and Wally Olins,<br />

textile designer Junichi Aral and Reiko Sudo, fashion designers<br />

Hussein Chalayan and Zandra Rhodes, and industrial product<br />

designers Tom Kelly and Philip Starck. On the other hand,<br />

design researchers often have to communicate in written form.<br />

Those who have come from practice and are now engaged In<br />

research often find it difficultto articulate the creative thinking<br />

processes (i.e. conception & planning, inspiration generation,<br />

imaginative development and problem-finding processes)<br />

through critical writing.<br />

Thomas Rasmussen, of the Danish Design School (2005) has<br />

noted that some research writing in design Is often "either<br />

sympathetic descriptions of Interesting subjects - worthy of<br />

scientific investigation-ordocumentations of successful design<br />

processes." It is primarily not, he has argued, 'research writing'.<br />

David Duding, Professor of Design, Middlesex University,<br />

has also raised the issue of 'quality' in research wnting. As a<br />

consequence of reviewing abstracts and papers for inclusion<br />

in an international conference, he noted during the Design<br />

Research Society Symposium, 2005, (15 July, London),<br />

"[Ajbout one third [of submissions] are rejected<br />

because they are simply not research. They are<br />

sometimes practice with no research context, or a<br />

survey with no conclusions, or occasionally just a rant<br />

about something held passionately. Another third are<br />

lost between accepting the abstracts and reviewing<br />

the papers. Either the effort of actually writing is too<br />

much, or reviewers find that the aspirations expressed<br />

in the abstract are not met in the reality".<br />

Rust, 2001; Rust and Robertson, 2005; Neidderer, Biggs and<br />

Ferns, 2006 have all provided guidelines on how written<br />

communication could be improved.


Mike Press, Rachel Cooper, Nigel Cross and Steven Heller have<br />

ali exemplified good research v^'riting relating to practice.<br />

Nevertheless, this writing tends to focus on the product of<br />

thought ratherthan onthe individual's process and experience.<br />

Thefocus is on design as a problem-solving activity. In contrast,<br />

the thinking and hence the writings by practitioners tends<br />

to be directed towards problem finding (Buchanan, 1995).<br />

Although there have been 'calls' by many design theorists in<br />

recent years for designers to resolve this communication issue<br />

(Krippendorf, 1998; Margolin, 1998; Buchanan, 2005; Biggs,<br />

2005; Cooper, 2005), the challenge remains.<br />

The problem Is being tackled at Duncan of Jordanstone College<br />

ofArtand Design, University of Dundee. Forexample,inthe work<br />

of Wendy Gunn in her Arts and Humanities Research Council<br />

funded project'Learning is Understanding in Practice' (Gunn,<br />

2005), and by Gavin Renwick in his research on 'Postcolonial<br />

Aesthetics'. Here he uses stories and storytelling as a means<br />

of capturing, communicating and incorporating indigenous<br />

knowledge into designs for new Inuit communities (Renwick,<br />

2003). Donna Leishman too, in an ongoing investigation into<br />

the interplay between internet based digital narrative, image<br />

and interaction, also uses storytelling as a fundamental tenet<br />

of her work (Leishman, 2004). In the author's doctoral thesis,<br />

'The Activity of Rhetoric within the Process of a Designers<br />

Thinking' (Valentine, 2004), storytelling was the method of<br />

integration. The story element took the form of six prefaces<br />

where each preface introduced a different discourse. The<br />

purpose of each preface was to introduce and acknowledge<br />

previous experiences (i.e. events, comments, situations),<br />

which had influenced the author's thinking and had therefore<br />

affected her decision-making. The use of serendipity, chance<br />

and/or the ability to create and use opportunities within<br />

the research framework, were acknowledged. Inspirational<br />

thinkers who had influenced the author's thinking were also<br />

highlighted. The prefaces therefore communicated the values<br />

held by the researcher during the design research. They were<br />

contextual statements.<br />

This paper alms to provide insight into how one small group<br />

of practice-centred design researchers used creative writing<br />

and storytelling to extend and communicate the meaning<br />

embedded In an artefact, (where artefact is process, product<br />

and/or experience).<br />

Storytelling<br />

In this exploratory study, storytelling was the means of<br />

developing a style of writing that would bridge academic<br />

writing and visual research; creative thinking and research<br />

language; individual creativity and collective communication.<br />

It was a way of nurturing a discourse about the artefact,<br />

investigating new ways of presenting the creation of an<br />

artefact as research, and looking at the relationship between<br />

text, image and artefact In practice-centred design research.<br />

Stories are an effective means of communication and are one<br />

of the oldest forms of conveying information. They can be, for<br />

example, entertaining, enlightening and explanatory. People<br />

respond to stories; they want to know what happens next: they<br />

are innately curious. Stories, discourse and dialogue are also<br />

recognized asa means of managing tacit knowledge (Alee, 2003;<br />

Gamble & Blackwell, 2001;Tiwana, 2000; Valentine, 2004).<br />

Stories usually follow what happens to one or more characters.<br />

The character needs introducing. The context or situation<br />

needs setting up. If this is done successfully, the reader will<br />

want to know what happens to the character and what the<br />

character does. There is an interest and a relevance to the<br />

content of the story. In many ways this mimics the act of<br />

designing where there Is an initial searching for characters,<br />

development of understanding of their situation, mapping<br />

out of the plot, appreciation of the various points of conflict,<br />

linking ofthe sub-plots and communication ofthe separate<br />

acts within the overall performance. The strength of using<br />

storytelling in the research context is that if the designer is<br />

sufficiently supported, the reader wiil want to know how the<br />

story and deeds unfold, and the generic significance of the<br />

ways of working and the system of thinking through making.<br />

Rust and Robertson (2005) in their work on the concept of<br />

the Research Exhibition considered the issue of narrative<br />

when communicating creative practice in a research context.<br />

They posit a combination of text and image as a suitable<br />

construct for narrative, advocating 'clarity, appropriateness<br />

and relevance' of communication when supporting the<br />

audience's Interpretation. The role of narrative, including the<br />

relationship between text and image where the ambiguous<br />

space in between both is considered, must help the viewer to<br />

'understand and evaluate the research'.


İt is often suggested thatthe complexity involved in designing<br />

actually defies description due to its richness, and that verbal<br />

language holds little to actually enhance such a process. In<br />

this study, the issue of complexity was fully acknowledged<br />

when communicating through storytelling, the journey or<br />

experience of working with the imagination. This was one<br />

reason why we agreed a more creative and complex narrative<br />

structure was required when using the written word to<br />

communicate the open-ended process of designing, and the<br />

experience of being a designer.<br />

Research Method<br />

A pilot study v^as conducted using a group of five designers,<br />

all of whom were involved In practice-centred research. They<br />

came from the disciplines of pnnted textile, jewellery and<br />

participatory design (and were Marlene Ivey, Hazel White,<br />

Frances Stevenson, Jane Keith and Louise Valentine}.<br />

Creative v/riting was chosen as it isa method of communication<br />

encouraging exploration, analyses and articulation of creative<br />

thinking. It helps to illuminate it. Storytelling, was considered to<br />

be an appropnate medium to weave together different strands<br />

of designers thought, influence, constraints and challenges,<br />

planning, development, production and reception. As Kirby<br />

(1991:3} explains, "...narratives articulate not just isolated acts<br />

but whole sequences of events or episodes, thereby placing<br />

particular events within a framing context or history."<br />

To ensure each that participant had sufficient knowledge and<br />

understanding of storytelling a creative writing workshop was<br />

organized. An external consultant who specializes in storytelling<br />

and narrative facilitated the workshop. This event provided<br />

a forum for discussion, encouraged the group to increase the<br />

quantity of their reading and to read unfamiliar genres of text.<br />

Participants werealso asked to collectarangeof journal articles,<br />

academic papers and/or examples of text that provoked them<br />

- be it positive or negative provocation. This was to facilitate<br />

the shanng of opinion and ideas, to generate their own stones<br />

and to strengthen the bond of friendship between them.<br />

The parricipants worked in pairs whereby each member ofthe<br />

group interviewed a fellow parricipant, using a common set of<br />

open-ended questions relating to the self, and the process of<br />

creating and making a piece of visual work. The questions were<br />

a starting point from which to begin the process of devising a<br />

plot, identifying the central characters and creating a story.<br />

Once the stories were written, a second, final workshop<br />

was organised to allow the group to reflect on three issues.<br />

Firstly, the writings about their individual thinking process<br />

(created by other participant), secondly, on their writings of<br />

other designers, and finally, on the methodology used within<br />

the study. A telling ofthe stones was used to facilitate these<br />

discourses. The main Issues Identified were: planning, co­<br />

ordination, collegiate framework, time and editing.<br />

Discussion<br />

The five participants selected their partner by picking a name<br />

'out of a hat'. They then proceeded to meet. Interview and<br />

write their partner's story over a three-month penod on the<br />

following themes, 'Listen to the Pattern' (by Hazel White),<br />

'Biting Revelations' (by Madene Ivey), 'Introducing Francis<br />

Bacon to Francis Bacon' (by Frances Stevenson),'Buddies'and<br />

'Moments inTime'(by Louise Valentine, 2006).<br />

The stories In length ranged from 800 - 1500 words, they<br />

provided insight into the realities of learning to write a story<br />

and the expenence of being a designer. For example, In 'Listen<br />

to the Pattern', White writes a story of Frances Stevenson's<br />

imagination and aspiration of creating textiles for the future:<br />

"Imagine a fabnc, which when touched, crashes like<br />

the waves which decorate the cloth's surface, imagine<br />

tracing a finger along an undulating line and heanng<br />

a scale nse and fall. Frances Stevenson, dreams of<br />

'patterning'cloth with sound.<br />

In Stevenson's texriles, naturally occurring forms and<br />

rhythms inform a creative process, which takes pigment<br />

and pattern and configures them into an emorional<br />

celebration of life. This process results in vibrant works<br />

on paper, which become part of rhythmical, iterative<br />

process as they are worked and reworked, considering<br />

colour, composition and tone, before coming to life as<br />

sonic cloth".


In this part of the story, White gives insight into Stevenson's<br />

conception and planning of ideas for new work and in doing<br />

so allows the reader's imagination to engage in the act of<br />

dreaming, visioning. This is achieved through inclusion of the<br />

innovation of sonic cloth, in the description of how Stevenson<br />

is inspired by nature, and how the emotion engendered by<br />

nature is interpreted and translated Into textile design. This<br />

aspect ofthe story does not deny the integral characters of<br />

subjectivity and emotion and In doing so, nurtures an intimacy<br />

between the reader and Stevenson's ideas.<br />

In 'Moments of Time', Valentine writes,<br />

"Listening to private, personal desires and passions can<br />

reveal who we are, who we have become and who we<br />

would like to be. One of Hazel's aspirations in life is to<br />

travel. Korea, Australia, NewYork, Barcelona and Shetland<br />

are places, spaces and cultures, which are rich in intrigue<br />

for her. She views travelling as a way of exploring what<br />

it means to be Hazel White at a new moment In time. It<br />

offers two pathways: the independent traveller where<br />

adventure and personal experience is primary, and the<br />

co-dependant traveller where shared experiences are the<br />

essence. Irrespective of which pathway is embarked upon,<br />

the experienceof travelling to other countries or new parts<br />

of one's home country ultimately adds to the repertoire of<br />

visual, emotional and linguistic references, which she can<br />

draw upon when engaged In creative thinking."<br />

Valentine captures qualities of White's character and explains<br />

the significance of'travelling'In terms of developing a visual<br />

and cultural knowledge bank, from which tacit knowledge<br />

can be accessed. On one level, this aspect of the story reads<br />

as a piece of journalistic text and on another, a theoretical<br />

construct. It implicitly informs the reader of Hazel's approach<br />

to one aspect of practice, the process of'feeding the mind'and<br />

how travelling is an important way of doing this. The difficulty<br />

with this piece of Valentine's writing is that on its own, it<br />

would not offer the viewer sufficient support when looking at<br />

White's artefacts. A willingness to allow the personal to inform<br />

the narrative is a necessary condition for the storytelling<br />

approach to work. But injecting the 'personal' is difficult<br />

when communicating someone else's practice as a subjective<br />

interpretation of a subjective topic results.<br />

One of the groups' concerns perhaps fears, lay with their<br />

perception of what they'ought'to be doing as narrators and what<br />

would consitute a narrative: what was the'right'way to approach<br />

developing a tool for supporting written communication of<br />

practice-centred design research? How would our work (method)<br />

be compared with other research writing?<br />

Despite these anxieties, we were also aware that 'academic<br />

convention' for practiced centred research in the visual<br />

disciplines (for example, design, art and drama) remains a<br />

'work in progress' - a new form of research requiring further<br />

investigation: a practice heavily supportive of uncertain<br />

situations, where ambiguity is a fundamental tenet ofthe act,<br />

and subjectivity or tacit knowledge a necessary characteristic.<br />

The initial workshop conversations, for example, ranged from<br />

intense criticism ofthe dry, impersonal academic approach of<br />

much research writing, to also favouring the objectivity and<br />

evidential substantiation found in much ofthe same writings.<br />

The participants criticised their own prior efforts for side<br />

stepping the issue and for failing to contribute to the ongoing<br />

discourse. The conversations also reflected on the knowledge<br />

and experience gained from attending and participating<br />

in design research conferences between 1995-2005. (The<br />

Doctoral Education in Design conferences, Ohio, 1998 and<br />

Arizona, 2005; the European Academy of Design conferences<br />

in 2001, 2003 and 2005, and the Design Research Society<br />

conferences, specifically Common Ground, 2002). In doing<br />

so, the issue of design research writings in practice-centred<br />

investigations were considered.<br />

Evaluation<br />

Quality writing requires quality time and care to be given to<br />

the task. The participants in this study were British practice-<br />

centred design researchers employed on a mixture of<br />

part-time and full-time contracts by the respective Higher<br />

Educational Institution. Irrespective of their contract type,<br />

they were committed to a remit that, more often than<br />

not, required them to juggle heavy teaching and learning,<br />

administration, research and/or professional practice on a<br />

weekly basis. Subsequently, the amount of time invested in<br />

creating each story was variable, ranging from two to seven<br />

days. Participants rarely devoted consecutive days to the task.


The stories were created over a thee-month period. This was<br />

partly due to external academic commitments and the level<br />

of intense concentrarion that inherently comes with learning<br />

a new skill.<br />

Editing of the stories took up a significant proportion of each<br />

parricipant's total time and clearly contributes to quality<br />

wriring. Nevertheless it was agreed that an insufficient<br />

amount of rime had been invested in this part ofthe process.<br />

The main concern had been to complete a story. The volume<br />

of words was not an indicator ofthe amount of rime given to<br />

the task, nor to the success of a story (in relation to the study<br />

objectives}. Ivey, for example, commented on the significance<br />

of editing a new form of narrative, noting that,<br />

"Although our research culture is configured to give us<br />

rime and opportunity to develop our research wriring<br />

skills, i realise that we have no provision that might<br />

allow us to reflect/build a writing style for the discipline.<br />

If'design has it's own way of doing things'[as inrimated<br />

at Wonderground, 2006], might it not also be distinctive<br />

in communlcaring what it does?"<br />

The participants agreed that the editing phase of storytelling,<br />

which involves appraisal, cririque and refinement, required a<br />

greater Investment. Time had permitted the creation of a story<br />

with a beginning, middle and end, but had not been followed<br />

by the crucial process of ediring. The parricipants agreed that<br />

the process of editing was an iterative process that opened-up<br />

new ideas as well as closing others down, it was seen as open-<br />

ended and therefore did not have an absolute point of'closure'.<br />

Further development ofthe ediring phase offered a way of<br />

achieving 'creative rigour' and of communlcaring a crirical<br />

narrative that supported the designer's creative thinking.<br />

It was clear to all parricipants that 'thinking' for research<br />

precedes 'writing', and writing type or style Is the outcome of<br />

research 'type', it was also understood that the act of'reading'<br />

for research precedes 'thinking' which precedes 'wriring'. As<br />

such, the study considered reading as a principal determinant<br />

ofthequalityofwriring.Asmalldossierof reading material was<br />

collected as a result of this but what was most significant was<br />

the collegiate nature ofthe group. In many ways the product<br />

or outcome ofthe dossier task was secondary and the process<br />

and experience primary. As Stevenson expressed:"working as<br />

a team and discussing problems / difficulties openly, helped<br />

to alleviate anxiety when wriring". Sharing knowledge and<br />

experience of different writing styles and genres of writing<br />

was cited as a valuable means of building trust between the<br />

group in a short space of time.<br />

The high level of commitment and enthusiasm given by<br />

every member ofthe group and that the level of achievement<br />

experienced was an agreed feature of the work. Progress was<br />

individual and therefore communicated In various ways. Each<br />

participant agreed the study had facilitated a more relaxed<br />

and confident approach to research writing. It provided a<br />

structured style to narration that supported communicarion<br />

of the self and individual creative pracrice. Stevenson<br />

commented that the pilot study "was a learning curve that<br />

started as a difficult challenge and ended up as a llberaring<br />

experience". Ivey's summarion arriculates the essence of why<br />

there was positive momentum during and after the study,<br />

"This project was a very well co-ordinated, innovative,<br />

effecrive, social and interesring method for, a) becoming<br />

acquainted with the research/practice of colleague(s)<br />

in rime deprived scenarios, and b} providing focus for<br />

a pluralistic discourse in the subject area - thinking,<br />

saying, doing and making design research writing".<br />

The study helped illuminate how researchers could support<br />

one another in their quest for authenric communicarion of<br />

their thinking and the generarion of a new kind of design<br />

research writing. However, wriring stories and sharing the<br />

experience and outcome ofthe project was insufficient In itself<br />

to ascertain whether the project was successful in terms of its<br />

aim.The Issue of exhibiting the stories alongside artefacts from<br />

each parricipant's design research pracrice was considered a<br />

necessary future acrion with Ivey noring this as a meaningful<br />

way in which to fully evaluate the method of storytelling and<br />

crirically comment on storytelling as an effective and efficient<br />

tool for design research writings. She noted the "...most<br />

interesring for me... were the connecrions that arose between<br />

exhibiring design research and design research writing and<br />

the methods that might be used to create well co-ordinated,<br />

innovative, effective, social and interesting interfaces between<br />

research and audience-whomever they are."


Conclusion<br />

As design researchers, we have a shared responsibility to<br />

continually build our research capacity. This project was<br />

intended to support this objective by substantially increasing<br />

the confidence and ability of young researchers to capture<br />

their thought processes, articulate this deeply hidden process<br />

and write-up practice-centred research.<br />

The following recommendations are intended as an aide to<br />

developing a strategy for writing and communicating practice-<br />

centred design research.They are an outcome ofthe pilot study<br />

and will provide a springboard for future research in this area:<br />

• Ensure adequate investment (intellectually and financially) is<br />

given to storytelling.The researchers must be given adequate<br />

time and'space'to think, not just to'do'.<br />

• Develop the idea ofthe'dossier'to include examples of texts<br />

from authors who write about how writers use themselves<br />

thoroughly in creating stories should be referred to; writings<br />

that demonstrate how this technique is not concerned with<br />

autobiography, but with authenticity.<br />

• Widen the contextual reading on the subject of storytelling<br />

to include research from ethnographic studies In a range of<br />

disciplines.<br />

• Extend the period of story creation and incorporate more<br />

intensive creative writing workshops perhaps considering a<br />

bespoke residential creative writing package, atthe beginning<br />

and end of the storytelling task.<br />

• Use collegiate methods, for example, the 'buddy' system as<br />

it promotes knowledge transfer, builds trust and engenders<br />

dialogue, which collectively increases individual and team<br />

confidence.<br />

In addition, the following are worth further consideration:<br />

- Consider mounting an exposition ofthe study to demonstrate<br />

the use of storytelling to illuminate the thinking behind<br />

creative design practice, and to further evaluate the results in<br />

terms of audience understanding.<br />

• Evaluate the exposition (artefact and stories) with a group<br />

of researchers from a diversity of disciplines to appreciate the<br />

range of interpretation and the degree to which storytelling<br />

deepens understanding of embedded knowledge and creative<br />

thinking in design research.<br />

• Incorporate a range of simple creative writing techniques<br />

that will nurture a willingness (on the part of the narrator) to<br />

allow the personal to inform the writing process, as this is a<br />

necessary condition for the storytelling approach to work.<br />

As a consequence of this pilot study there is an increased<br />

confidence to communicate research, and greater<br />

collaboration was engendered across the different specialist<br />

boundaries. The project cannot claim to be solely responsible<br />

for the new collaborative partnerships that the participants<br />

are now involved in. However, there is some evidence that<br />

the potential for multi and cross-disciplinary research projects<br />

undertaken, completed and successfully disseminated<br />

increased as a result.<br />

Biography<br />

Dr Louise Valentine Is a Design Lecturer and AHRC Postdoctoral<br />

Research Fellow, in the School of Design, University of Dundee.<br />

She manages a multi-disciplinary research team investigating,<br />

'Past, Present and Future Craft Practice', has published in the<br />

area of visual thinking, intuition, mindfulness and rhetoric,<br />

and supervises a number of PhDs in the craft disciplines.<br />

Valentine also has responsibility for development of a new<br />

interdisciplinary/inter-university postgraduate programme<br />

entitled,'Capitalising on Creativity'which synthesises creative<br />

and management practice.<br />

Acknowledgements<br />

The author wishes to acknowledge the critical support and<br />

input of the following: Marlene Ivey, Jane Keith, Frances<br />

Stevenson, Hazel White, Professor Tom Inns, and Professor<br />

Seaton Baxter of Duncan of Jordanstone College of Art &<br />

Design, University of Dundee, and Stuart Delves, Director of<br />

Henzteeth, Edinburgh, Scotland.


References<br />

ALEE, V. (2003)The Future of knowledge: increasing prosperity<br />

through value networks. U.S.A: Elsevier Science.<br />

BIGGS, M. (2005) presented this view at. Rising Stars Improving<br />

Quality In Design Research, Design Research Society<br />

Symposium, London, 15 July, 2005. Personal notes.<br />

BUCHANAN, R. (1995) Rhetoric, Humanism and Design. In<br />

Buchanan, R. and Margolin, V. (Eds) (1995) Discovering Design.<br />

Chicago: University of Chicago Press.<br />

BUCHANAN, R. (2005) presented this view at. Rising Stars<br />

Improving Quality in Design Research, Design Research<br />

Society Symposium, London, 15 July, 2005. Personal notes.<br />

COOPER, R. (2005) articulated this view during the discussion at<br />

the end of. Rising Stars Improving Quality in Design Research,<br />

Design Research Society Symposium, London, 15 July, 2005.<br />

Personal notes.<br />

DURLING, D. (2005) presented this information at. Rising<br />

Stars Improving Quality in Design Research, Design Research<br />

Society Symposium, London, 15 July, 2005. Personal notes.<br />

GAMBLE, PR. and BLACKWELL J. (2001) Knowledge<br />

Management a state ofthe art guide. London: Kogan Page.<br />

GUNN, W. (2005) Learning within the workplaces of arrists,<br />

anthropologists and architects: making stories for drawing<br />

and wrirings. In, Gunn, W. (ed) (2005) Crearivity and Pracrice<br />

Research Papers. Dundee, Scotland: Visual Research Centre,<br />

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Indianapolis: Indiana University Press.<br />

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(Eds) (1998) Doctoral Education in Design 1998: Proceedings of<br />

the Ohio Conference. Pittsburgh: Carnegie Mellon University<br />

LEISHMAN, D. (2004) Crearing Screen-Based Mulriple State<br />

Environments: Invesrigating Systems of Confutarion. PhD<br />

Thesis, Glasgow School of Art, Scotland. Available at: http://<br />

www.6amhoover.com/viva/. Accessed 12 December, 2006.<br />

MARGOLIN, V. (1998) History,Theory, and Criticism in Doctoral<br />

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Margolin, V. (Eds) (1998) Doctoral education in design 1998:<br />

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Mellon University<br />

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Exhibition: context, interpretarion, and knowledge creation.<br />

Presented at: Wonderground, Design Research Society<br />

Internarional Conference, Lisbon, Portugal. 1 -4 November 2006.<br />

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Scoriand.<br />

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Massachusetts: Blackwell.<br />

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pracrice-led research. In: d3 desire, designum, design, 4th<br />

European Academy of Design Conference Proceedings, 10-12<br />

April 2001, Univeridade de Aveiro, Portugal.<br />

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European Academy of Design Conference Proceedings, 29-31<br />

March 2005, University ofthe Arts, Bremen, Germany.<br />

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Scotland.


D E S I G N R E D U X<br />

Stuart Walker<br />

Faculty of Environmental Design,<br />

University of Calgary, Canada<br />

vyalkers@ucalgary.ca<br />

Abstract<br />

Many designers and design academics are exploring ways of<br />

responding to the contemporary challenge of sustainability<br />

in their approaches to the creation of a meaningful and<br />

responsible material culture. A significant issue in this debate<br />

is that of profligate waste, especially in electronic products.<br />

This paper provides an overview of some significant current<br />

trends in digital design, music, theatre and product design<br />

in order to develop a basis for design engagement. Several<br />

design examples, developed by the author, illustrate an<br />

approach that emphasizes product re-use, recontextuallzation<br />

and localization for evolving a more sustainable rendition of<br />

functional objects.The examples combine discarded and low-<br />

value products with locally achievable components to create<br />

'mash up'objects that have been termed here"Design Redux".<br />

These design examples are considered in relation to product<br />

value and it is demonstrated that such designs can draw upon<br />

various, interrelated aspects of'value'in order to restore their<br />

useful life.<br />

Introduction<br />

Changes are occurring in design. We are witnessing a<br />

flourishing of diversity, complexity, playfulness, energy<br />

and freshness. These developments are happening for a<br />

variety of reasons ~ economic, environmental, moral and<br />

ideological. Within an information-rich global milieu these<br />

new directions are being informed and influenced by many<br />

sources, and individual designers can make their work known<br />

to a very wide audience. The reasons, the approaches and the<br />

outcomes are numerous and varied but, collectively, many of<br />

these directions indicate a burgeoning of creativity coupled<br />

with a new democratization of ideas and often a heightened<br />

sense of responsibility.<br />

However,thesechangesarenot happening within mainstream<br />

industrial design, which seems largely out-of-touch with<br />

such developments. It may be that industrial design has<br />

been part ofthe corporate leviathan for so long that it is no<br />

longer able to flex Its creative muscles and, unused, they have<br />

atrophied. Even where the contribution of industrial design<br />

has been most successful, in companies such as Apple and<br />

Dyson, the design contribution, while certainly accomplished,<br />

remains essentially conservative in character. In contrast,<br />

many contemporary directions outside the mainstream are<br />

indicative of a quite different sensibility. The most notable<br />

work challenges the pre-packaged homogeneity that<br />

mass-manufacturing presents as a fait accompli, but which<br />

relegates us to passive consumers with little opportunity for<br />

deeper understanding or involvement. The new design Is<br />

often more enabling, more approachable, more expressive<br />

and, consequently, more engaging. Tellingly, it can often be<br />

characterized by words prefixed by're'- responding, restoring,<br />

recovering, remixing, recycling, reusing, reducing. It may even<br />

be about redemption. This design work may be recent, but the<br />

question it addresses is not. Implicitly, much ofthis work is an<br />

attempt by designers to suggest an answer to the question,<br />

'How can we live decently?' It is the same question that Balzac<br />

asked over a century ago (Gopnik, 2004) and which many<br />

others have asked before and since.<br />

This type of design requires a rather different process than<br />

has been prevalent in design schools for many years. The<br />

standard 'representational' approaches, whether paper-<br />

based or computer-based, become secondary - there is a<br />

greater emphasis on intuitive, hands-on, tactile, physical and<br />

reciprocal methods that respond to the world as it is. Recalling<br />

the creative flourish during the early decades ofthe twentieth


century, they involve collage, assemblage, and bncolage, and,<br />

where deemed appropriate, these are used in combination<br />

with the latesttechnologies to provide newdesign possibilities.<br />

Significantly, these approaches often make use of pre-existing<br />

objects in ways that are not only stimulating and aesthetically<br />

inspiring, but also attendant to new sensibiliries and new<br />

responsibiiiries related to social equity and the environment.<br />

Here, I discuss several of these new direcrions with respect to<br />

contemporary environmental and socio-cultural concerns.<br />

However, to develop a more comprehensive appreciation of<br />

the process and the conceptual differences between these<br />

emerging direcrions and products of conventional industrial<br />

design and mass-production, it is useful to actually engage<br />

in the process of designing. Therefore, several examples have<br />

been developed that explore ways of incorporaring pre­<br />

existing products in new functional designs. The process of<br />

design engagement, and reflecring on the artifacts it yields,<br />

allows for a deeper understanding ofthe design decisions, and<br />

the potential contributions these new direcrions can make to<br />

our contemporary ideas of material culture.<br />

Appreciation<br />

The morning I sat down to write this paper 1 received an e-maii<br />

from a colleague who had just returned from a visit to India.<br />

He wrote, "I agree with what all great minds have said: one never<br />

comes back the some. I actually struggled with what I would say<br />

when asked 'hov^ was India?'... I came back feeling more blessed<br />

than ever-content with what I have, and no longer desiring what<br />

I don't hove (that is the most significant change) - a gift I did not<br />

expect" (Boulanger, 2006) Only the previous evening, when<br />

I had been making notes to structure this paper, I had at one<br />

point written prominently across the page, "Appreciate - what<br />

we already hove'. Implicitly, this is a significant aspect of many<br />

ofthe emerging directions in design, which draw upon sources<br />

that are already present within the human-made environment -<br />

the capacity that exists at the local level, as well as the unvalued<br />

detritus or forgotten productions of modern society. The Sear's<br />

Style project and the Salvation series (Boym, 2002,28-37,56-61)<br />

and the f^ultidao, Banquette and Alligator chans ofthe Campana<br />

brothers, v^hich use soft toys, such as dolls and animals, as the<br />

cushioning and upholstery (Campana and Campana, 2004) are<br />

examples of this design approach. They contrast starkly with<br />

convenrional mass-production methods that make heavy use<br />

of virgin resources and which, among other things, have such<br />

detrimental environmental consequences.<br />

Being content with what we have seems to be something of<br />

a rarity In modern society. This Is not only strange and rather<br />

sad, it Is also profligate and deeply damaging. The culture of<br />

dissatisfaction that pervades the richest countries in the worid<br />

is a key driver of consumerism and a critical component of our<br />

current notions of wealth creation. It is also a major contributor<br />

to environmental destruction and runs contrary to meaningful<br />

understandings of sufficiency and of human happiness<br />

(see note 1). The Imaginative directions that are emerging<br />

in contemporary design indicate that some designers are<br />

wresriing with these issues and attempring to reconcile ethical<br />

and environmental concerns within their creative endeavours.<br />

The results suggest a trajectory for design that can help reduce<br />

some ofthe negative consequence of consumerism and allow<br />

a re-valuing of what we already have, while also contriburing<br />

to economic wellbeing.<br />

Design Redux<br />

The term'redux'was used by film director Francis Ford Coppola<br />

in 2001 when he released a newly edited version of his 1979<br />

film. Apocalypse Now; in this later edirion, 'Redux' was added<br />

to the tirie. The term, which has its origins In the 17th century,<br />

means'bring back'or'restore'. Coppola used it to re-present his<br />

film to a new audience, as well as to those who had seen the<br />

original version. The longer 2001 version included substanrial<br />

secrions of previously unseen footage, which provided a<br />

useful basis for re-markering a significant film that was, at the<br />

rime ofthe new release, 22 years old. Some might criticise this<br />

as a cynical way of making money from an old movie, but it is<br />

can also be seen as an opportunity for re-appreciaring what<br />

we already have, while also generating economic activity.<br />

The producrion of consumer goods, like film-making, requires<br />

ideas and efforts by many people,as well as materials and energy<br />

resources and, inevitably, a certain amount of waste, pollution<br />

and environmental damage will occur. Thus, by re-presenring<br />

and re-valuing older productions, be they films or products, we<br />

restore and re-acknowledge them as contributions to human<br />

culture.We also acknowledge the creativity, work, resources and<br />

environmental costs that have already occurred in the course


oftheir production. In other words, we show appreciation and<br />

demonstrate respect. When income generation and aesthetic<br />

and/or technological upgrading is included, potentially, it<br />

becomes possible to create meaningful, creative work and<br />

contribute to economic interests, while simultaneously<br />

moderating both our use of materials and energy and their<br />

associated environmental effects.<br />

Designer Jurgen Bey has taken old chairs and re-covered them<br />

in glass reinforced Polyester (Ramakers and Bakker, 2004, 32-<br />

33). In another design, he envelopes an old chandelier in a<br />

cylinder of two-way mirror foil (Droogdesign, 1999). In both<br />

these designs, older products are restored to use, made<br />

contemporary and re-appreciated. New materials are used,<br />

yes, but in relatively small quantities. In these examples, the<br />

objects have to be carefully selected. This is true too, of the<br />

Bootleg series by Wolf, Bader and Oschtz - where admired<br />

'classic' designs of music equipment, that retain a certain<br />

'design'cachet, have been modified to play fVlP3 files (Ramakers<br />

and Bakker, 2004, 34).<br />

The approach I take here is rather different. It is an attempt to<br />

appreciate, or re-appreciate still-functioning products that are<br />

no longer valued; those products that are so readily discarded<br />

and replaced by newer versions which are aesthetically more<br />

up to date and which may have minor technical advances.<br />

These products, which are perhaps 10 to 20 years old, have<br />

no 'design' cachet and therefore generally find their way to<br />

landfill. In addition, the focus is on electrical and electronic<br />

goods because these are especially problematic in terms of<br />

their environmental consequences (WEEE, 2002/03). Through<br />

discussion and designed examples, the approach illustrates a<br />

potentially constructive direction for addressing sustainable<br />

concerns within our contemporary and evolving conceptions<br />

of material culture.<br />

General Considerations for Design<br />

In developing new approaches to design, the saying,<br />

"everyone is smarter than anyone" referred to recently by Brian<br />

Eno (Eno, 2006), is pertinent. When many people contribute,<br />

the results of our endeavours can often be significant and<br />

surprising. Today, this idea Is being facilitated by the internet<br />

where projects such a the online encyclopaedia, Wikipedia<br />

(Wikipedia, 2006), the Linux open source operating system<br />

(Linux, 2006), and a development known as Mash Up (see Note<br />

2) are offering new kinds of solutions and new opportunities<br />

for creativity. Often these solutions can be contributed to,<br />

updated and improved by hundreds of people ail over the<br />

world. In some cases, these developments utilize pre-existing<br />

resources which are simply re-assembled in new ways. While<br />

these phenomena are challenging our conventional notions<br />

of authorship and intellectual property, they can also make<br />

possible a productive and creative evolution of ideas. Eno<br />

has also given the example of researchers who place their<br />

academic papers on the internet - to be aired to the scholaHy<br />

community, improved upon and added to by others, as an<br />

alternative to the more conventional journal publication<br />

where there are perhaps one or two authors (Eno, 2006).<br />

These recent practices have strong parallels with much more<br />

ancient traditions. For example, the stories, mythologies<br />

and histories kept alive in oral cultures became compelling,<br />

intricate and profound because they were allowed to evolve<br />

over time, were contributed to by many, and in the process<br />

accumulated layers of meaning and complexity. We just have<br />

to think of the many stories from the oral tradition to see that<br />

this is the case. These stories, such as the fables attributed to<br />

Aesop, the Thousand and One Nights, and the Odyssey, have<br />

stood the test of time and are still appreciated today. In a<br />

somewhat similar vein, Manzini and Jegou have developed<br />

'Enabling Solutions', which offer a method for developing<br />

viable, affordable and desirable services at the local level and<br />

in the process, they engage people and community (Manzini<br />

and Jegou, 2003). However, in mainstream product design,<br />

practices that encourage local engagement and facilitate this<br />

kind of design evolution are far less apparent.<br />

The example used by Thackara, of Canto Ostinato, is useful<br />

in indicating a way forward for design (Thackara, 2005, 211).<br />

Unlike conventional musical compositions, this piece for four<br />

pianos is far more loosely defined. The composer provides a<br />

basic structure, an idea in the form of an incomplete score.<br />

Each performance will be different because it is affected by<br />

place, audience, and the players'interpretation.<br />

When we consider these various examples in the context<br />

of design, collectively they suggest a way forward that not<br />

only challenges many of our assumptions about the role


of the designer, but they also offer a constructive path for<br />

incorporating sustainable concerns. Firstly, they challenge our<br />

notions of authorshlp.The conventional Ideathatthe'deslgner'<br />

Is the pnmary influence In defining the nature and appearance<br />

of products is less important here. Secondly, the contemporary<br />

norm of large companies producing virtually identical mass-<br />

produced products for wide distnbution, and with little, if any,<br />

long term responsibility forthe product, is questioned. Instead,<br />

a direction is suggested that allows a continual and dynamic<br />

approach to making, adapting, recovering, restoring, re­<br />

interpreting, re-making and re-presenting; an approach that is<br />

contingent on locale, cultural preferences, local materials and<br />

skills, and local engagement. Such an approach also enables<br />

the priorities of sustainabllity to be more easily embedded into<br />

our conceptions of material culture and it helps to transcend<br />

a culture in which people become mere passive consumers of<br />

pre-packed products, instead, material culture becomes the<br />

beneficiary ofthe diversity and input of many voices, which not<br />

only enables us to more effectively address the many issues of<br />

concern surrounding contemporary product production, but<br />

could also lead to a more intimate, interesting and preferred<br />

rendition of functional objects. Within such an approach, mass-<br />

production has a vital role to play. However, the dominance of<br />

mass-production, In producing complete, inviolable products<br />

for mass-consumption is challenged. Moreover, these new<br />

directions in design suggest that it may be possible to bridge<br />

the chasm that has grown between traditional craft design<br />

and Industrial production, a chasm that emerged during the<br />

late 19'*' century when these two important approaches to<br />

production went their separate ways.<br />

The key to progressing such approaches in the field of product<br />

design seems to be the development of a way forward that<br />

enables input and engagement at the local level. Like the<br />

examples referred to above, a starting point has to be developed<br />

that provides an idea, and a basic structure. This must be<br />

defined rather loosely, so as to enable flexible interpretation<br />

and engagement, at a level that is appropriate to the local input,<br />

in addition. It must allow for the benefits and contriburion that<br />

mass-production can offer, because it has to be recognised that<br />

not everything can achieved locally. In terms of sustainabillty,<br />

In order to moderate waste and reliance on new resources,<br />

and to provide a basis for rethinking material culture such an<br />

approach would also have to be able to address the hundreds of<br />

products that are regularly discarded.These discarded products<br />

can provide a useful starting point for considering a different<br />

path for design and provide one way of addressing Thackara's<br />

suggesrion of closing the loops in the flow of materials and<br />

energy at the local level (Thackara, 2005,226).<br />

A Design Approach - an example<br />

In developing a way forward to address these ideas, an<br />

attempt has been made to urilize discarded, un-valued<br />

objects. Parricular emphasis is placed on electronic goods<br />

as these become aesthetically and/or technically outdated<br />

especially quickly and are creating a severe problem in terms<br />

of disposal. For example, in Canada over 272,000 tonnes of<br />

computers, phones, TVs, stereos, small appliances and other<br />

electronic waste go to landfill each year (Natural Resources<br />

Canada, 2006). However, a design approach that attempts<br />

to incorporate discarded electronic objects in new design<br />

solutions, and to do so in such a way as to include local input,<br />

faces several significant challenges.<br />

FIrsriy, a standardized approach is not possible because ofthe<br />

sheer variety and unpredictability of these discarded 'source'<br />

materials.<br />

Secondly, It seems propitious to develop an approach<br />

that avoids the need for product disassembly that would<br />

break down the products into their component parts. To do<br />

this would be rime consuming and expensive, and would<br />

inevitably create waste. It would also require sophisticated<br />

and expensive technical expertise In order to find new uses<br />

for these components. An alternative is to use the products as<br />

they are and, through design, offer opportunities for them to<br />

be re-valued. This Is also İn accord with the first two and most<br />

important of the three R's i.e. Reduce and Reuse, only after<br />

that option is attempted should we consider Recycling.<br />

Thirdly, local engagement and input would be facilitated by<br />

devising an approach that requires little in the way of capital<br />

investment, but rather makes use of relatively low-tech and/or<br />

inexpensive methods to achieve new design solutions.<br />

Lastly, the design challenge here is notto prescribe a stepwise<br />

method, nor to develop a finished product (except for


purposes of illustration) but to provide enough of a structure<br />

or idea that will allow people atthe local level to create finished<br />

designs that are contingent, infinitely variable, dependent on<br />

context, attendant to notions of reduction, moderation and<br />

appreciation, and which can ameliorate, in many small ways,<br />

the problems associated with disposal and waste. Such a<br />

direction would not only enable new renditions of functional<br />

objects to be developed and environmental issues to be<br />

addressed, it could also serve the community by providing<br />

locally available, creative work and local opportunities for<br />

product re-use, re-production, repair and recovery.<br />

These considerations are consistent with Thackara's seven<br />

design frameworks of, sense & respond; deep context; seeding<br />

edge effects; smart recombination; social fiction; designing with<br />

us; and design as service (Thackara, 213). The phenomenon<br />

of'remix', which is also an aspect of Mash Up, (see above) in<br />

contemporary music has somewhat similar characteristics to<br />

this type of design approach, where segments of pre-existing<br />

music or speech are put together in creative combinations,<br />

and sometimes added to, to create new musical works. Older,<br />

perhaps forgotten, songs and videos are fused together into a<br />

new whole and, through this process, they can be appreciated<br />

by a new audience. An example of Mash-up in music is a recent<br />

production of Beatles music for the Canada-based circus<br />

theatre company Cirque du Soleil. Here, the original music Is put<br />

together in new combinations, 'mashed up', added to with new<br />

composition, speeded up, slowed down and reversed (Martin<br />

and Martin, 2006).The result is a fresh, contemporary rendition<br />

of very familiar music. Similar developments are affecting<br />

other areas of human creativity. Scripts of old plays are being<br />

manipulated, edited and new material is being added to create<br />

radically new creations that are relevant to a contemporary<br />

audience. For example, a play at the Hampstead Theatre in<br />

London, entitled Faustus, combined parts of Christopher<br />

MaHowe's Doctor Faustus, written in the 16"' century, with<br />

material from the 2003'Insult to Injury'project by contemporary<br />

British artists, the Chapman brothers (Haydon, 2006).<br />

In such approaches, the pre-existing, human-madeenvironment<br />

is 'mined' for resources, which then form the material for<br />

new creations. This constant borrowing, appropriation and<br />

re-use, across many fields, is a growing characteristic of our<br />

time. It challenges our conventions, because there is often<br />

less concern with traditional boundaries and established<br />

notions of attribution. In previous times, the resources of the<br />

natural world were'harvested'at will, without too much regard<br />

for consequences, but today, such methods are becoming<br />

increasingly difficult to justify. It therefore seems appropriate,<br />

and more consistent with sustainable principles, to consider<br />

the discarded and forgotten products of modern society, and to<br />

draw on these as a basis for creating new design opportunities.<br />

Process<br />

To address the challenges poses by 'the local' it is necessary to<br />

adopt a design process that is flexible and responsive to the<br />

diversity that exists at the small, particular, local level and within<br />

those areas that are immediate, physical and cognitive. Planning<br />

ahead, with fixed ideas, becomes an obstacle, it is important<br />

to allow a more intuitive process that attempts to relate a<br />

plethora of complex, interdependent 'background' ideas and<br />

understandings about products, the environment, people and<br />

function.The result ofthis wayofworking is, in any singular design<br />

example, imperfect and partial - to which we can respond again,<br />

using it as a basis for reflection, and move to the next attempt,<br />

which will be informed by new ideas suggested by the previous<br />

piece, together with other ideas from readings, observations and<br />

further reflection. Whether or not such a process is considered<br />

valid, depends on what we are attempting to achieve, and on<br />

the criteria we use to validate. However, it is an approach that is<br />

modest and deeply grounded in an interdependent relationship<br />

between the rational and the intuitive, and the functional and<br />

the aesthetic; and this much more so, in my view, than the<br />

more removed, large-scale, rationalized approaches to product<br />

design and production that tend to dominate our culture. This<br />

smaller, more local, and more direct approach draws upon tacit<br />

knowledge, responds directly to local conditions, can yield<br />

solutions that address sustainable concerns, and can contribute<br />

to the development of a more varied and potentially more<br />

desirable rendition of functional objects.<br />

'Harvesting'the Discarded<br />

The intention in this design exercise was to explore ways of<br />

re-using discarded products that could be found locally. In<br />

addition, it was necessary to effect such re-use in a manner that<br />

was suited to local scale, and which would provide a feasible


asis or template for adoption and adaptation by others, in<br />

other locales. For the reasons outlined eadier, emphasis was<br />

placed on the re-use of objects, with little or no modification,<br />

rather than on disassembly. Consideration was given to the<br />

nature and form of local Input, as well as to the incorporation<br />

of new components or products that would enable the<br />

discarded products to have a new life in an acceptable manner.<br />

In summary, a design approach was required that:<br />

~ would make use of locally available, old, otherwise discarded,<br />

unwanted products.<br />

- can be achieved locally.<br />

- is highly flexible In its ability to incorporate a wide variety of<br />

products or product combinations.<br />

" enables people at the local level to develop design variations<br />

that appeal to their own tastes, reflect aesthetic preferences or<br />

that reflect cultural preferences.<br />

- retrieves, re-uses, re-appreciates, and re-presents objects in<br />

ways that are useful and desirable.<br />

- contributes to the moderarion of waste and the requirement<br />

and desire for'new'objects.<br />

A Locally Enabling Proposition<br />

As was mentioned earlier, a feasible way forward depends on<br />

the development of an Idea or basic structure that allows pre­<br />

existing objects to be incorporated In new designs, while also<br />

enabling achievable input and engagement at the local level.<br />

In the following examples, this basic structure centres on the<br />

norion of a simple, locally produced 'frame' that provides the<br />

foundation for a new funcrional composition.The use of a frame<br />

stemsfrom eariier workthat looked at issues such as productform<br />

(Walker, 2006,139-166) and ephemerallty. Here, it is used again<br />

but for different reasons. The frame allows the Incorporation of<br />

discarded, but srill funcrional products, together with addirional<br />

elements,withlna new, locally produced composirion.The frame<br />

serves a number of purposes that collectively allow previously<br />

rejected objects to be seen and valued anew.<br />

Chapman has suggested that for people to maintain a<br />

prolonged engagement with functional products, designers<br />

should explore ways of that support continued growth and<br />

evolution; to re-fashlon the interaction In order to facilitate<br />

an ongoing relarionship (Chapman, 2005, 186). The 'frame'<br />

proposed here is one example of how this might be achieved.<br />

Essentially, it serves as an enabling device that allows the user<br />

to see the object as an element within a newly defined, discrete<br />

and particular context. In effect, the frame separates the object<br />

from its surroundings and places it within a specially designed<br />

composition. In doing so, the discarded object becomes one<br />

element within this new composirion and, in the process, it<br />

becomes re-contextualized. The discarded object becomes<br />

an essenrial compositional constituent which contributes<br />

essentially and materially to the functional whole. In addirion,<br />

the intrinsic qualities of the object, i.e. its outdated aesthetic<br />

qualities - Its form, its colours, its worn or damaged surfaces,<br />

become essential qualitative characteristics of this new whole.<br />

Within this separated frame, individual elements and the enrire<br />

composirion can diverge considerably from our usual ideas of<br />

what is appealing and tasteful - and yet can srill be regarded<br />

as having aesthetic appeal. The intentional separarion from<br />

the surroundings, through the use of the frame, suggests that<br />

this can indeed be the case. Thus, the use of the frame appears<br />

to effectively enable a wide variety of objects to be used<br />

again. At this point, it is relevant to note that mass-produced<br />

consumer products are designed to be used within a broad<br />

range of domestic contexts. However, as particular products<br />

age, they become Increasingly undesirable, often because<br />

they are regarded as no longer appropriate or pleasing within<br />

their specific context of use. Products are associated with social<br />

standing and personal expression and so, as objects become<br />

old and shabby, they are replaced. The re-presentarion of<br />

objects within a specificallydefined contextoffers oneexample<br />

of how older, perhaps deteriorated products, can be re-<br />

appreciated. The frame serves a similar purpose to the rarefied<br />

context of the white cube art gallery. Both have the effect of<br />

elevaring the objects or art pieces. While some artists regard<br />

this as inappropriate and challenge it in their work (Veiteburg,<br />

2005), perhaps it is exactly what is needed in the case of lowly<br />

and otherwise discarded consumer products because it allows<br />

them to be re-noticed, re-used and re-valued.<br />

Thus, the frame is a way of addressing, through design, a<br />

sustained engagement with objects. It offers one approach<br />

to building more sustainable narratives and an alternative to<br />

the "box fresh" ideal of newness so prevalent in contemporary<br />

culture (Chapman, 111,132).


As a localiy achievable, sustainable solution, the frame:<br />

- can be built in a simple workshop using a variety of readily<br />

available materials such as softwoods and sheet stock (MDF,<br />

plywood etc.).<br />

~ its dimensions are variable and can be specified to suit a<br />

wide diversity of locally available discarded objects and other<br />

compositional elements.<br />

~ provides a foundation for the application of many different<br />

finishes to suit local preferences, as well as finishes tailored to<br />

be compatible with the compositional components.<br />

- provides an easily changeable foundation for the<br />

composition itself, and allows for the integration of locally<br />

available mass-produced and locally-produced elements, as<br />

well as the combination of new elements with old.<br />

~ facilitates reduction, re-use, and recovery through<br />

aesthetically varied, locally created and potentially desirable<br />

design solutions.<br />

- offers a means for re-using products in a potentially cost<br />

effective, locally appropriate manner.<br />

~ offers a means for developing local employment that could<br />

reduce electronic waste while providing highly creative work<br />

opportunities.<br />

Thus, the frame concept appears to be an effective, locally<br />

enabling device that provides a basis for exploring sustainable<br />

solutions. It is not prescriptive, but provides a highly flexible<br />

basis for local interpretation and for a wide variety of design<br />

solutions.<br />

A number of examples have been created to illustrate the idea.<br />

Winelight (Figure 1) is a wall sconce comprising three re-used<br />

wine bottles combined with new, off-the-shelf electrical parts<br />

and mounted on a white frame with shelf constructed from<br />

pine and MDF. RePlay (Figure 2) combines a 1980's vintage<br />

cassette/radio with a new MPS player, again mounted on a<br />

locally produced white frame with shelf. ReCast (Figure 3)<br />

uses a 1970's vintage radio as the speaker output for an l-Pod<br />

- in this case the frame was finished in a patterned wallpaper<br />

and other elements are added to complete the functional<br />

composition - this example also explores notions of taste and<br />

compared to the earlier examples, illustrates that the basic<br />

frame device allows for a variety of aesthetic possibilities.<br />

ReCall (Figure 4), a re-presentation of a 1980s wall phone uses<br />

the 'canvas' of the frame as a basis for re-contextuallslng the<br />

'discarded'object-in this case with a painted background and<br />

the addition of elements that are suggestive of a somewhat<br />

institutional, ratherthan domestic, context.<br />

Figure 1. WineLight, re-used bottles, new electrical fittings,<br />

shades and low-energy bulbs mounted on a locally-made<br />

white frame with shelf (MDF and pine).<br />

Figure 2. RePlay, re-used 1980s cassette player, new MP3<br />

player, mounted on a locally-made white frame with shelf<br />

(MDF and pine).<br />

Figure 3. ReCast, re-used 1970s radio, new l-Pod, mounted on<br />

a locally-made frame (MDF and pine) with vintage wallpaper<br />

and shelf finished In wood-grain adhesive plastic film.


t<br />

J<br />

Figure 4. ReCaiS - re-used 19805 telephone, mounted on a<br />

locally-made frame {MDF and pine) with latex paint finish,<br />

doodles, notes and pencil on cord.<br />

Re-Valuing Objects<br />

Walker.and Chaplin (1997,165-166) havedistinguished several<br />

kinds of value that can be attributed to an artefact:<br />

- Artistic value - intrinsic excellence, aesthetic quality,<br />

significant content.<br />

- Use value - pracrical funcrion irrespecrive of appearance and<br />

aesthetic attributes ("use" value can also include decorative,<br />

symbolic, memorial, ideological and polirical value.)<br />

- Sentimental value - private, biographical and emotional life<br />

of an individual.<br />

- Exchange value - monetary value Is variable because of<br />

fluctuations in the market and the economy.<br />

In several ofthe re-used artefacts presented here, the original<br />

value would have been primarily their use value, coupled<br />

with their'newness' - i.e. aestherics attributes related to the<br />

perception of innovarion or fashion. Thus, their exchange<br />

value within the then current market was dependent, to a<br />

significant degree, on their perceived newness in funcrionality<br />

and aestherics. Over time, both functionality and aestheric<br />

attributes become outdated, relative to later models and so<br />

the value of those attributes becomes diminished, which is<br />

reflected in the minimal exchange value of such objects.<br />

In re-presenring the artefacts within funcrional compositions,<br />

as illustrated, arrisric or aesthetic value can be restored<br />

- partly by presenting the artefacts as components with<br />

larger, aestherically sensitive assemblages, and partly<br />

because within these compositions, their old-fashioned<br />

styling can be appreciated (i.e. valued) anew. This Is because<br />

the reappearance of a rejected or discarded object within<br />

a contemporary composition can afford the object a fresh<br />

decorative value. Moreover, if the underiying basis of such<br />

a re-presentation is understood as a contribution to design<br />

for sustainabllity, the composirion can also acquire a certain<br />

ideological or even political value. In addition, the fact that the<br />

re-presented product is old-fashioned can mean that, within<br />

the functional composition, it acquires a certain sentimental<br />

value ~ stimulating memories of an eariier rime. Lastly, when<br />

the old product is combined with new technology to provide<br />

a new functionality, its use value becomes reinstated.<br />

Thus, the functional composition or 'Design Redux', as<br />

presented here, would seem to be one avenue for designers<br />

to fruitfully explore In their attempts to address sustainable<br />

concerns. It offers a means for restoring value to rejected<br />

objects in a manner that touches upon all the categories of<br />

artefact value identified by Walker and Chaplin. In the process,<br />

it contributes to a re-appreciation of existing artefacts, and can<br />

help moderate the need for new artefacts, and help reduce<br />

the number of older products entering landfill.<br />

Notes<br />

1. Spiritual teaching from around the wodd, from the Bhagavad<br />

Gita to the Gospels have taught that material possessions<br />

can be impediments to happiness and contentment. Many<br />

contemporary studies tend to be in accord with these<br />

teachings. Although results of research into'happiness'differ,<br />

as would be expected with such a subjective notion, a 2003<br />

study published in the New Scientist suggested that wealth<br />

is not directly linked to happiness and that many of the<br />

wodd's happiest people live in poorer countries. Key criteria<br />

for happiness included a generic propensity to happiness,<br />

marriage, friends, and desiring less (BBC, 2003). In a 2006 UK


study, researchers suggested that consumerism is related to<br />

unchanging'happiness'trends (Easton, 2006).The conclusions<br />

of a recent study, again published in the New Scientist, has<br />

bucked this trend to some extent, suggesting that those<br />

living in the wealthiest countries are among the happiest.<br />

However, even here, the main criteria for happiness tend to be<br />

associated with health and education, with economic security<br />

also being a factor (Khamsi, 2006). A survey on 'happiness' in<br />

British Columbia in August 2006 identified the key'happiness'<br />

factors as family, friends, career/work, health, and personal<br />

freedom (Mustel, 2006).<br />

2. 'Mash Up' is a term that applies to utilizing digital data<br />

from different sources and recombining them in new ways.<br />

The term refers to the phenomenon of re-mixing in music<br />

and video as weil as other web-based applications. Google<br />

maps, for example, have been combined with information<br />

from other sources to produce useful solutions for particular<br />

interest groups. A general introduction to Mash Up is available<br />

at Wikipedia at: http://en.wikipedia.org/wiki/Mashup_{web_<br />

application_hybrid), accessed Dec. 2Bth 2006<br />

An article describing Google Maps mash ups is available at:<br />

www.javaworld.com/javaworld/jw-01-2006/jw-0116-google.<br />

html, accessed Dec. 28th 2006<br />

References<br />

BBC (2003) Nigeria tops happiness survey, BBC NEWS, October<br />

2nd 2003, http://news.bbc,co.uk/go/pr/fr/-/2/bi/africa/<br />

3157570.stm, accessed October 30th 2006<br />

Droogdesign (1999) Droog Design Website, Collection section,<br />

www.droogdesign.nl/, accessed: December 28th 2006<br />

BOULANGER, S., 2006. Personal correspondence, 30th October<br />

2006, Director of Design, BoldWing Continuum Architects Inc.,<br />

with permission<br />

BOYM, C, 2002. Curious Boym, Princeton Architectura! Press<br />

CAMPANA F. and CAMPANA, H., 2004. Zest for Life, Design<br />

Museum, London<br />

CHAPMAN, J., 2005. Emotionally Durable Design: Objects,<br />

Experiences and Empathy, Earthscan/James and James,<br />

London<br />

EASTON, M., 2006, Britain's happiness in decline, BBC News,<br />

May 3i-d, 2006, accessed at: http://news.bbc.co.uk/go/pr/fr/-<br />

/I /hi/programmes/happinessformula/4771908.stm, October<br />

30th 2006.<br />

ENO, B., 2006. Free Thinking Festival, Opening Lecture,<br />

Broadcast in BBC Radio 3, Friday 3 November 3rd 2006<br />

21:30-22:15, accessed at: i^ttp://www.bbc.co.uk/radio3/<br />

freethinking2006/pip/132yy/, November 3rd 2006<br />

GOPNIK, A., 2004. In the introduction to The Wrong Side of<br />

Paris by Honore De Balzac, Random House, New York<br />

HAYDON, A., 2006. Faustus, Hampstead Theatre, London,<br />

Review, October 26th 2006, at: http://www,culturewars.org.<br />

uk/2006-01/faustus.htm, accessed November 19th 2006<br />

KHAMSI, R„ 2006. Wealthy nations hold the keys to happiness,<br />

NewScientist.com news service, 28 July 2006, http://www.<br />

newscientist.com/cha nnel/being-h uma n/dn9642'wea Ithy-<br />

nations-hold-the-keys-to-happiness.html, accessed October<br />

30th 2006


LINUX, 2006. accessed at: www.linux.org/, December 28th WIKIPEDIA, 2006. accessed at: http://en.wikipedla.org/wlki/<br />

2006 fVlain_Page, December 28th 2006<br />

MANZINI, E. and JEGOU, F., 2003. Sustainable Everyday -<br />

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Contemporary Art Arena, Kunsthogskolen I Bergen (Bergen<br />

National College of the Arts), at:<br />

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WALKER, S., 2006. Sustainable by Design: Explorations in<br />

Theory and Practice, Earthscan/James and James, London<br />

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Introduction, Manchester University Press, 1997<br />

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?version=^l&lang=_e, December 28th 2006


D A N C I N G W I T H D I S O R D E R : S Y N E R G I Z I N G S Y N E R G I E S W I T H I N M E T A D E S I G N<br />

John Wood<br />

Professor in Design<br />

Goldsmiths College, University of London<br />

j.wood@gold.ac.uk<br />

Abstract<br />

Whilst 'design for sustainabillty' has made enormous strides<br />

in the last forty years or so, it has failed to reduce the global,<br />

net increase in harmful modes of consumption. One reason for<br />

this is that the key forces are beyond the normal remit of the<br />

designer. In seeking to remedy this problem the paper offers an<br />

ambitious vision of'metadesign', suggesting that metadesign<br />

teams should assist in the general task of governance.<br />

Here, 'metadesign' is defined as a cooperative, consensual,<br />

imaginative, catalysing, and self-steenng process of social<br />

enterprise. 'Design thinking' is a way to orchestrate a variety<br />

of professional practices in ways that might replace orthodox<br />

bureaucratic approaches that are currently maintained at the<br />

nominal, fiscal, legislative, or planning levels. The current, two-<br />

year phase will receive funding by the UK's AHRC.This research<br />

is informed by twelve months of preliminary work that was<br />

supported bythe UK's EPSRC and AHRC. In seeking a viable way<br />

to evaluate the outcomes of metadesign the paper proposes a<br />

framework that seeks to measure different modes of'synergy'<br />

as a substitute for the concept of'environmental sustainabillty'.<br />

The current work will culminate at the end of 2008 with the<br />

delivery of a benchmarking system that would enable trading<br />

bodies, governments, or corporations to evaluate many<br />

simultaneous efficacies. The final aim for this scheme would be<br />

to calibrate appropnate Indicators that would summarise many<br />

orders of synergy within a single value. Theoretically speaking,<br />

the highest mark of assessment would imply that there is a full<br />

'synergy of synergies'(Fuller, 1975).<br />

Introduction<br />

The 1995 Wodd Summit on Social Development defined the<br />

notion of 'sustainable development' as "the framework for<br />

our efforts to achieve a higher quality of life for all people."<br />

A later Summit (2002) expanded this definition to identify<br />

what it called "three overarching objectives of sustainable<br />

development". These were: eradicating poverty, protecting<br />

natural resources, and changing unsustainable production<br />

and consumption patterns. Whilst these objectives sound<br />

reasonable, they may continue to elude our grasp until we<br />

can re-design their relationship to one another. It Is becoming<br />

increasingly obvious that the discourse of'sustainabllity' has<br />

failed to halt what Giddens (1999) calls the 'runaway world'<br />

of globalisation and economic growth. As we are now seeing,<br />

this failure is playing a significant role in the extinction of many<br />

living species, and is bringing about a troubling change in<br />

the climatic conditions that have sustained human existence<br />

so far. Part of this problem is the mindset of 'sustainable<br />

development' that was inspired by the Brundtiand Report of<br />

1987. In wanting to support the humanistic desire for a fair<br />

and dependable future. Dr. Brundtiand adopted the verb<br />

'to sustain'. Whilst she originally used it as a qualifier for the<br />

notion of 'social development' subsequent writers have<br />

increasingly tended to omit the word 'development' and to<br />

stretch meanings from the word 'sustainable'. In some cases<br />

this has created confusion, and in others it has defied semantic<br />

logic altogether.<br />

Sustainabllity is Unsustainable<br />

Confusion surrounding the term 'sustainabillty' is common<br />

within environmentalism and almost ubiquitous beyond it.<br />

For example, many people now speak of'sustainable business'<br />

in a sense that ignores the earlier environmentalist sense of<br />

the word. The literal meaning ofthe adjective'sustainable'may<br />

be, in the short term, appropriate for describing economic<br />

endeavour. However, because of its more common usage in


environmentalism, it also conveys an air of moral credibility,<br />

whether or not this was intended or, indeed, deserved. The<br />

term 'sustainable consumption' is also confusing. Use of the<br />

word 'consumption' originally derived from a study of the<br />

habits of e newly affluent class, byThorstenVeblen, who coined<br />

the term 'conspicuous consumption' (1899). Although it was<br />

later adopted in a less socially critical way by the economist<br />

John fvlaynard Keynes, the earlier meaning of the verb 'to<br />

consume' means 'using something up' so that it cannot be<br />

retrieved. Although this sense ofthe meaning may have been<br />

eroded, we still use It disparagingly to describe citizens who<br />

shop without reflection or restraint. It is therefore surprising<br />

thatthe United Nation speaks of 'sustainable consumption'. At<br />

the literal level, this term is an oxymoron whose usage needs<br />

clarification. How helpful is it to continue to use an expression<br />

whose meaning distracts us from the truth?<br />

Sustainability Sustains Capitalism<br />

In seeking to deepen our understanding about the meaning<br />

of what we have now come to call 'sustainability', it Is helpful<br />

to explain what preceded it. Since the 1960s, many of us have<br />

spent a great deal of time thinking about 'alternatives' to the<br />

status quo. Up until the early 1980s, the idea of'Alternative<br />

Technology', for example, seemed totally reasonable. Today,<br />

within the mindset of'globalisation'lt makes virtually no sense.<br />

'Alternative'to what? The Idea of'alternative possibilities'had<br />

emerged from a world In which capitalism and socialism co­<br />

existed as bitter rivals within the same world. The interest in<br />

'alternatives'therefore carried strong political undercurrents.<br />

The Brundtland Report prepared the intellectual ground for<br />

globalisation. Published two years before the Berlin Wall was<br />

torn down, it reconciled the idea of 'sustainable development'<br />

with economic growth with a desire to bring about a<br />

fairer economic deal for the poorest nations. In this sense<br />

'sustainability' is associated with a vision of globalisation. In<br />

order to clarify the meaning of any of the above terms it is<br />

helpful to analyse the deeper meaning ofthe verb'to sustain'.<br />

The verb to'sustain' is transitive, and implies that there is clear<br />

distinction between subject and predicate - i.e. 'that which<br />

does the sustaining', and 'that which Is sustained'. It is easy to<br />

forgetthat it has both a temporal and a non-temporal meaning.<br />

In other words, we may sustain something over a period of<br />

time, or we may sustain it within each passing moment, in a<br />

literal sense, by'holding It together'. If it is true that everything<br />

Is reciprocally dependent, chaotic, and non-linear, then the<br />

second meaning may be the wiser one.<br />

What is it that Sustains Sustainability?<br />

In the West, the grammar we inherited from the ancient<br />

Greeks has given us a heightened awareness of'purpose', and<br />

a rather linear understanding of'cause'and'effect'. However,<br />

we may note that the direction of causation is often unclear<br />

when we reflect upon what sustains what. What we assume<br />

to be a cause may turn out to be an effect, and vice versa,<br />

because actions are usually co-creative. We now therefore<br />

know that the world is rather less predicable than we had<br />

hoped. It is Important to look beyond this notion and to get a<br />

sense ofthe full complexity ofthe world. In effect, our worldly<br />

power in is limited by our biological nature and context. We<br />

need to remind ourselves that our continued existence Is<br />

sanctioned by an ecological system, of which we are only a<br />

tiny (if troublesome) part. This can be illustrated if we take the<br />

context of a given situation, then frame questions about it in a<br />

simple language of cause and effect. For example.<br />

•What is it that sustains our lifestyle?<br />

•What is it that sustains food, shelter, and health?<br />

• What is It that sustains our technology?<br />

• What is it that sustains our capital?<br />

'What is it that sustains our society?<br />

•What is it that sustains our culture?<br />

•What is it that sustains our belief system?<br />

• What is it that sustains the environment?<br />

•What Is it that sustains nature...?<br />

•What is it that sustains God?<br />

Whereas the syntax of sustainability upholds the linear,<br />

causal worldvlew, ecology itself Is emergent and manifold.<br />

Attempts to offer replace the word 'sustainability' with terms<br />

such as 'sustainment' (Fry, 2002) or 'co-sustalnment' (Wood,<br />

2000) have not yet become generally adopted. We need to<br />

consider what sustains what, and for how long. Do we sustain<br />

technology or does technology sustain us? Where, and what<br />

is the primary source of economic exchange? Isn't money a<br />

self-organising system? At a deeper level, aren't we implying<br />

that 'green' industries can sustain Nature...? Surely, nature


sustains us?). As we all know, not everything can be sustained.<br />

Philosophically speaking, we would not expect to sustain, say,<br />

time itself. Temporality, and its essence within Nature, seems<br />

to be an inescapable fact. Birth and death are intrinsically part<br />

of'time', and we perceive this as a process of flow. However,<br />

our transactional system thrives on the rhetonc of ownership<br />

and authorship. It is common for vendors to be paid for<br />

aspects of their products they did not create. Hence, they<br />

may, routinely claim them by association. This is so common<br />

that, as consumers, we half believe their claims. One reason<br />

why this is so is that we live in a 21 st century belief system in<br />

which human agency is perceived to be all-powerful. Hence,<br />

for example, we may want to sustain our supply of fresh food.<br />

Technology has enabled us to achieve this, up to a point.<br />

Although the freshness itself cannot be sustained, advertisers<br />

work very hard to sustain the illusion that their product is the<br />

very source of freshness. Hundreds of years ago, when world<br />

population levels were far lower, this kind of conceit was<br />

unimportant. However, because we urgently need to develop a<br />

closer accord with Nature, it can be understood as dangerously<br />

self-deluding. It is only an example, but it is symptomatic of<br />

the belief system within which most designers are trained to<br />

operate. This is one reason why eco-design has failed.<br />

Designers Need to Re-Design Capitalism<br />

Up to now, every attempt to Invent a mode of 'design for<br />

sustainabllity' has been marginalised, appropriated, and<br />

subverted within a wasteful market system in which designers<br />

must uphold the status quo. How might we develop an<br />

economy that truly 'co-sustains' the eco-system? Although<br />

this represents a massive undertaking, it Is not impossible.<br />

But In order to achieve it, we would need a more 'joined-up'<br />

society. At the professional level, where specialist 'eco-design'<br />

practices are an important, but inadequate response to the<br />

whole problem we need a more collaborative, shareable<br />

discourse across the design disciplines. Designers would<br />

probably need to orchestrate many more types of knowledge<br />

within a common professional framework. Some believe that<br />

it Is not their job to solve social and environmental problems.<br />

However, if, as it is claimed, 80% ofthe environmental Impact<br />

of today's products, services, and infrastructures is determined<br />

at the design stage (Thackara, 2005) we may agree that<br />

designers have failed to live uptotheirfull potential in regard<br />

to the above problems. Since the 1950s we have tned to<br />

create a 'sustainable' world by 'reforming the environment'<br />

(Fuller, 1975), reducing the scale of enterprise (Schumacher,<br />

1973), or creating biodegradable, longer lasting products.<br />

However helpful they may be, attempts to inform designers<br />

about the'best practices'of Eco-design (e.g. Datschefski, 2001 ;<br />

Fuad-luke, 2005) have failed to stem the growth of a global<br />

economic systemthatthreatensourshared well-being. Despite<br />

attempts to emulate nature (Benyus, 1997), 'de-matenalise'<br />

products (Diani, 1992) or make them leaner (Stahel, 1982),<br />

cleaner, slower, service-based (Manzini, 1994), designers in the<br />

1980s became resigned to working with, ratherthan against<br />

market forces (Burke & Elkington, 1987; Dewberry, 2000).<br />

Global carbon emissions are rising steadily, and bio-diversity<br />

continues to fail. Unwittingly, designers have helped to create<br />

a society driven by over-consumption and waste.<br />

The Emergence of Synergy<br />

In wondenng how to evaluate the effectiveness of such a<br />

complex system we asked whether It could be evaluated by<br />

using 'synergy' as a performance indicator. Society would<br />

need to enhance the better-known synergies within food,<br />

or energy production, it would also need to look for new<br />

levels of synergy that might emerge from within, between,<br />

and across many social, political, ideological, economic and<br />

biological boundanes. Fritzhof Capra (2002, p. 202) depicts the<br />

ecosystem as a flexible, ever-fluctuating network. Its fiexibliity<br />

is a consequence of multiple feedback loops that keep the<br />

system in a state of dynamic balance. One aspect of this is<br />

what is sometimes called circular causality (Foerster, 1984).<br />

Many complex systems have no discernible single externa!<br />

cause. When we explore what sustains them we find the most<br />

signilîcant'causes'to be aspects oftheir own make-up. On the<br />

other hand weshouldrememberthatthe idea ofa closed system<br />

Is dubious or limited. Probably all systems are open systems. In<br />

many social systems, poor levels of human adaptation tend to<br />

cause deterioration In relations and this creates a noticeable<br />

increase in the level of conflict (Brennan & Peter, 1995). The<br />

idea of 'feedforward' therefore becomes important. This is<br />

an anticipatory (often cognitive) process that is important to<br />

most complex endeavours. Because, in practical terms, time<br />

Is irreversible, leaping cat cannot use feedback to change<br />

direction in mid-air. It must therefore envision its journey using


processes of feedforward. This process cannot be entirely<br />

precise, so we need some predictive processing. Many problems<br />

get so tangled up in the efforts we apply to solve them that we<br />

cannot be sure whether we really solved them or not. Gregory<br />

Bateson, (1972) notes that abductive thinking is rife in nature.<br />

This is another way of saying that creative guesstlmation plays<br />

an important role within the communication process. It gives<br />

us an important (post-romantic) context for the future role of<br />

creativity and the imagination.<br />

Towards a Synergy of Synergies<br />

As if this were not complex enough, Nature works across<br />

individual systems In order to enable emergence to be<br />

coherent. James Lovelock's famous Gaia hypothesis (1979)<br />

reminds us that virtually all 'discrete' systems are embedded<br />

within - and influenced by - larger or parallel systems. Their<br />

dynamic nature means that the need to adapt is endemic<br />

In nature. Another way to put this is to describe the need<br />

to create dynamic synergies across, among, and through<br />

existing synergies. Here, Buckminster Fuller's grand, if<br />

somewhat mysterious idea of a 'synergy of synergies' (Fuller,<br />

1975) Is helpful. I would define it as a totally comprehensive<br />

equilibrium that emerges from manifold diversities and mutual<br />

adaptabilities.This exemplifies the high level of design thinking<br />

that Fuller pioneered. Although his term 'synergy of synergies'<br />

was Intended as a description of Nature, it is nevertheless<br />

Inspiring to apply it to the idea of metadesign. Fuller sought<br />

to consider the whole human species within its habitat. In<br />

place of'sustainability' arguments, we believe that a lattice of<br />

mutually enhancing synergies would be more effective, and<br />

appealing to 'users'. Simple synergies are well understood.<br />

Their uses are well documented İn traditional studies of<br />

metallurgy (Fuller, 2000), chemistry (Polanyİ, 1969). However,<br />

applying the same principles to metadesignlng is unlikely<br />

to be straightforward because social, cultural, ecological, or<br />

aesthetic synergies are less quantifiable and predictable than<br />

their mechanical counterparts. Complex systems can become<br />

sub-optimal or even self-defeating. (Fuller, 1975; Corning,<br />

2003). Some elusive and intangible synergies may therefore<br />

hover on the edge of chaos. If so, they may even be affected<br />

by the participant's state of mind. This raises new practical,<br />

political and philosophical questions for metadesigners, who<br />

might try to 'seed' the conditions for optimism and positive<br />

consensus within the process of'co-design'. Our research will<br />

therefore explore the practicality of methods for cultivating<br />

'luck' (Wiseman, 2003), 'happiness' (Cziksentmlhaiyi, 1991), or<br />

'beneficial memes' (Wood, 2003; Spring & Wood, 2005).<br />

A Post-Darwinian Discourse<br />

In order to ensure that design works at the level of lifestyle<br />

metadesign teams would need to integrate many systems. It<br />

may not only need to work at the primary levels of energy,<br />

food production and transport, but also within the creative<br />

industries, education, politics, and religion. As climate change<br />

and resource depletion kicks in, over the next few decades,<br />

our energy-dependent systems that sustain intensive farming<br />

and long-distance transportation will begin to fail. There will<br />

be a plethora of 'quick-fix solutions that try to solve these<br />

problems with technology and legislation but these will fail<br />

unless they are sufficiently comprehensive and integrated. We<br />

need a new discourse that is able to explain how things work<br />

in a more holistic and relational way. This would be needed in<br />

order to promote a more consensual, de-centralised system<br />

of governance. Whatever system of metadesign we adopt<br />

will therefore need to make individuals more creatively<br />

responsible and ecologically attuned. But, even if we could find<br />

one, how would we evaluate the efficacy of such a complex<br />

and interdependent system? One way to do this, our team<br />

concluded, would be to lookfor processes that fulfil the'law of<br />

increasing returns'(e.g. Romer, 1987), and provide'ecologies<br />

of scale'. In order to enhance the efficacy of these process, we<br />

would need to measure their synergy levels as well as we can.<br />

A Cross-Disciplinary Team<br />

Throughout 2005, working with funding from the UK's AHRC<br />

and EPSRC, we worked with a cross disciplinary team of<br />

fourteen researchers to ask whether some form of'metadesign'<br />

practice might be useful. In 2007 we were awarded a far larger<br />

grant from AHRC that will enable us to explore different orders<br />

of synergy that might emerge from the complex practice of<br />

metadesign. What do we mean by 'metadesign'? This was<br />

one of our first questions. We began our answer by adopting<br />

Ascott's (1994) idea that'design as planning'could be replaced<br />

with 'design as a seeding process'. In consultation with<br />

metadesign expert Dr. Lisa Giaccardi, of Boulder University


we envisaged a unified, consensual, systemic practice that<br />

would act as a 'systems integrator' (Galloway & Rabinowitz,<br />

1983). The team of researchers we invited included both<br />

theorists and practitioners. For example. Bill Dunster's work<br />

entailed managing the efficiencies of energy conservation<br />

and generation. This aspect of his work dovetailed with the<br />

findings of two other of our researchers, a building scientist<br />

and a practising architect. Professor Philip Jones, a buildings<br />

scientist, uses laboratory methodsto Improvethe conservation<br />

and management of energy In very large buildings around<br />

the world. His work is closely integrated with the designs of<br />

architects and planners, to ensure that synergies at one level<br />

can be maintained by synergies at another. A disadvantage of<br />

discrete, specialist design practice is that it offers incomplete<br />

solutions. Hence, the advantages of living in a low-energy<br />

house would easily be cancelled out by driving long distances<br />

to work, even In a 'low energy' car. Jan-IVlarc Petroschka, our<br />

expert in social housing is also an innovator in the design of live-<br />

work dwellings In London. Under his guidance we discussed<br />

the feasibility of 'scaling-up' the suburban BedZed agenda<br />

to become a fully interdependent urban 'living style'. This is<br />

because greater economies of scale can be achieved within<br />

cities, rather than in rural areas. Some of Jan-Marc's Ideas on<br />

space-saving'live-work'architecture are shown in his critically<br />

acclaimed housing project (Astra House, MacDonald Egan &<br />

Partners), recently completed in the Deptford area of London.<br />

Whilst neither the BedZed, nor Astra House projects have<br />

required significant technical innovation we were interested to<br />

know why pioneering initiatives like these often take a great<br />

deal of time to gain acceptance, or even to inspire imitations.<br />

Designing a Metadesign Profession<br />

Some researchers have tried to work with the really 'big<br />

picture', as this seems to be the most sensible approach. One<br />

attempt became fashionable In the 19ö0s and 1970s as a<br />

number of ideologically-driven attempts to build 'alternative'<br />

communities that would reduce consumprion and focus<br />

attenrion onto sustaining local wellbeing, rather than upon<br />

maximising corporate profits. This approach implied a new<br />

design agenda, based upon ecological lifestyles, rather than<br />

economic products or services. However, for this reason it<br />

became Increasingly marginalised within a polirical order<br />

that made economic growth its primary goal. Where the<br />

quest for'alternative', or modest lifestyles the larger economic<br />

context has driven up the necessary scale of operarion.<br />

One of the more fitring strategies is the idea of reframing<br />

'consumptlon'as a repetirive, unbroken cycle of opportuniries<br />

for sustainable business (Hawken, Lovins and Lovlns, 2000).<br />

As I have suggested, industry has so far found It hard to think<br />

too far outside the economic status quo. Attempts to design<br />

industrial systems as a 'zero-waste'process (Murray, 2002) or as<br />

a system of production that can be orchestrated from 'cradle-<br />

to-cradle' (MacDonagh, 2002) look promising, but have yet<br />

to be perfected. It is likely that this type of system will take<br />

a long to perfect, but it is important to identify a vision and<br />

aims that will help to rally support. What if metadesign teams<br />

were to run governments, farms, and banks? This is a highly<br />

amblrious, entrepreneurial and, perhaps, even subversive idea.<br />

Nevertheless, it is worthy of considerarion. Whilst we would<br />

not want to erode exisring traditions of professional practice,<br />

society needs to change very rapidly if we are to avoid the<br />

impending environmental calamity that is looming.<br />

A Four-fold System<br />

We developed several mapping methods that facilitate close<br />

inquiry into such a quesrion. In one example (figure 1), the<br />

early difficulries in gaining acceptance for a novel scheme can<br />

be grasped by monitoring the acrions of four 'players' and the<br />

six relations that co-sustain them.<br />

current<br />

community<br />

context<br />

vested<br />

interest<br />

planning<br />

constraints<br />

current<br />

economic<br />

context<br />

Figure 1. Simplified (four-fold) model of the challenges in<br />

housing innovation


Whilst useful, this is inadequate way to represent the vast<br />

number of tiny, but significant factors that are, to a significant<br />

extent, reciprocally self-creating. In short, it may not contain<br />

enough information to be effective. Complexity must therefore<br />

be apprehended as a whole entity. In this case, for example,<br />

BedZed needed to gain the support of a cluster of interested<br />

parties, each ofwhom may have a different'vested interest'.<br />

The support of a given individual is usually, also, influenced<br />

by the perceived views and likely actions of others within the<br />

cluster. Figure 2 shows all ofthe above 8 players (the dots on<br />

the diagram) linked together (by lines) in a minimum set of 28<br />

links. If we are to represent all of the possible relations within<br />

the system, it would be wise to explore each linkin turn, using a<br />

positively creative, opportunistic, and open-minded approach.<br />

This may mean that the 28 links can also be represented as 56<br />

relational viewpoints. By using this map opportunistically and<br />

creatively it is possible to design points of critical Intervention,<br />

and to devise new solutions to this kind of complex problem.<br />

We believe that this mapping system can enable complex<br />

'vicious circles'to become transformable into more 'virtuous<br />

circles'. As such. It is a useful tool for metadesigners.<br />

massmedia<br />

adjacent<br />

residents<br />

house<br />

buyer<br />

property<br />

developer<br />

housing<br />

market<br />

planning<br />

authority<br />

politicians<br />

with interest<br />

the<br />

banks<br />

Figure 2. The 28 possible relationships in an 8-player system<br />

Working with super-complex systems<br />

The relational mapping method we used In fig. 2 was<br />

inspired by some original research by another of our<br />

researchers, (Dr. Vadim Kvitash). Vadim holds many patents<br />

on a comprehensive system for evaluating something that is<br />

akin to the'equilibrium', or'balance'of whole systems within<br />

a medical context. His system of 'Relonics' (Kvitash, 1983<br />

& 2002) offers a powerful, systemic language of complex.<br />

Interdependent relations. In one application he finds a use for<br />

the otherwise discarded data taken from laboratory analysis<br />

ofthe blood samples. Arguably, in orthodox medicine, if the<br />

experts only look for 'abnormal' levels of particular chemicals<br />

associated with a given illness most ofthis data is Ignored.<br />

In Vadim's system, we are also interested in the total set of<br />

relations between each individual factor, and each otherfactor.<br />

As the number of factors increases the resulting number of<br />

relations rises exponentially. This means that when we use a<br />

reduced set of isolated indicators to make a judgement, we<br />

are overlooking some of the Information. Mathematically,<br />

the number of factors in a given set determines, with 100%<br />

accuracy, the finite number of relations implied. At this level<br />

of logic, we can therefore know exactly how many relations<br />

are possible. How we Interpret them Is another matter, but<br />

Dr. Kvitash can forecast, with 95% accuracy, whether a patient<br />

will live or die within three years of a heart operation. Where<br />

more discrete, analytical methods tend to look for single,<br />

identifiable parameters, his system plots relations against a<br />

non-statistically derived set of self-balancing norms (he calls<br />

'relons'). We have evaluated his system using urban planning<br />

situations, rather than medical data, concluding that it is likely<br />

to be just as useful.<br />

Transforming Vicious Circles into Virtuous Circles<br />

Another of our researchers, Hannah Jones, looks at the<br />

potential for sustainable urban planning by seeing the spaces<br />

between buildings as possible sites of unintended potential.<br />

By describing these unconsidered zones as'awkward spaces',<br />

she acknowledges the inescapable ambivalence between<br />

that which is planned and that which inevitably follows as a<br />

by-product of the logic of form and flow. At a time when the<br />

public rhetoric of'iconic buildings' is used to totalise an ethics<br />

of grace and power, Hannah prefers to celebrate the maladroit,<br />

the uncanny, the chaotic, and the dissipative. In working to<br />

establish a comprehensive language of urban Incompleteness,<br />

she opens up unforeseen possibilities for the metadesigner.<br />

One of the alms of her project is the prospect of transforming<br />

'vicious circles'into'virtuous circles'. (See figure 3)


p reva (ânca of<br />

'nsn-places'<br />

{cJ Aug. 1999)<br />

and artificial<br />

environ menla<br />

cynical fûîreat frorti^<br />

the public aplinta,<br />

Ir) the beliaf that<br />

nothing can changa<br />

vicious circle<br />

tasiflowing<br />

ione J of<br />

re la lively rapid<br />

meübolJfalLon<br />

'fear-lroîan'<br />

indwiduals,<br />

who feal loo<br />

disenlranchlsad<br />

Eo chan^a l^s<br />

environment<br />

xan&i of organic<br />

AJldemess thai<br />

dsmaristraifl<br />

acological<br />

(Jlvartincatlon<br />

dawning asvaref<br />

of Ihe posaib<br />

alfcrdances wii<br />

the ahareO ipi<br />

ol Ihe city<br />

virtuous circle<br />

byways of<br />

mieraciion. in<br />

i^riich meaning<br />

crealQd and<br />

ûhchanged<br />

actively awara<br />

individuela, who<br />

fad aulficisntly<br />

engagad la [>lay<br />

and aclrve rcia<br />

Figure 3. Transforming a 'vicious circle' Into a 'virtuous circle'<br />

Mapping Synergy<br />

Although the concept of 'synergy' appears to be well<br />

understood in management, and elsewhere, its definition<br />

is surprisingly vague. This Is parriy because synergy itself<br />

is elusive and changeable. Indeed, all of the definitions we<br />

found were too generic to be useful. In seeking measurable<br />

outcomes, we therefore defined four fundamental 'orders'<br />

of synergy that would help us to map, and to manage the<br />

complexity of a pracrical system. This scheme regards Peter<br />

Coming's (1983) observarion that some bioeconomicsynergies<br />

include 'informarion-sharing' capabiliries. I adopted this as<br />

our 'second order' synergy, the added 'data-storing synergy'<br />

(first order), 'knowledge-sharing synergy' (third order), and<br />

'knowledge-sharing synergy' (fourth order). This tool makes it<br />

possible to'metadesign'for complex condirions by mapping<br />

them as manageable task domains that can subsequently by<br />

re-integrated within the whole.<br />

information-sharing<br />

synergies<br />

data-sharing<br />

synergies<br />

knowledge-sharing<br />

synergies<br />

wisdom-sharing<br />

synergies<br />

Figure 4. Using our 4 Orders of Synergy to map a 'Synergy-of-<br />

Synergies'<br />

Figure 4 shows a crude mapping of our four Orders of Synergy.<br />

It reflects four levels of complexity intended to encompass,<br />

and 'synergise' a wide range of other synergies. Where, for<br />

example, the 'data-sharing' level might include, say, smart<br />

metallurgical synergies, the 'information-sharing' level might<br />

facilitate sophisticated energy management systems. Where<br />

the 'knowledge sharing' level might be used to guide the<br />

cultivation of shared social benefits, the 'wisdom-sharing'<br />

level would probably include highly ephemeral and emergent<br />

phenomena, perhaps at the eudemonic, or spiritual level.<br />

1) Data-sharing synergies<br />

Working with one of our research consultants, the buildings<br />

engineer Professor Phil Jones, of Cardiff Welsh University we<br />

have tried to map data-sharing synergies.<br />

Examples include:<br />

a) Harnessing some of the properties of smart materials, or<br />

nano-scale metallurgy, (e.g. Toyota's'gum metal')<br />

b) Harnessing some of the properties of self-regulating<br />

materials within autonomous systems (e.g. Buckminster<br />

Fuller's floating geodesic city)<br />

c) Utilising the innate properties of thermal mass of buildings<br />

d) Utilising the innate properties of passive air circularion<br />

within certain forms<br />

e) Harnessing the climatic properties of local vegetation<br />

f) Accommodaring the yeariy balance of wind to sunshine ratio<br />

g) Passively harnessing the daytime changes in shading from<br />

direct sunshine<br />

h) The use of self-cleaning surface technologies<br />

2) Information-sharing synergies<br />

These are synergies that emerge from the sharing of<br />

information. Some of these will include mechanical or<br />

electronic systems that integrate human decision-making<br />

with data-sharing synergies (e.g. energy regularion from<br />

thermostats that work within human environments). Many<br />

biological systems will also fall into this category (e.g. Emperor<br />

Penguins huddling together to keep warm).<br />

3) Knowledge-sharing synergies<br />

Thesearesynergiesthatemergefromthesharing of knowledge.<br />

This process may occur at a rudimentary social level in which<br />

skills emerge alongside the affordances ofa changing system


(e.g. flying geese). Other modes of collaboration may include<br />

new orders of cooperation (e.g. communication using tag-<br />

based web media such as Web2).<br />

4) Wisdom-sharing synergies<br />

These are synergies that emerge from the sharing of wisdom.<br />

Buckminster Fuller claims that '...only mutual behaviour Is<br />

synergy. Synergy is the only word in any language having<br />

this meaning'(Fuller, 1997). James Lovelock's Gaia hypothesis<br />

speaks of the earth as an emergent whole that acts in a<br />

concerted way. This would resemble what Buckminster Fuller<br />

called Nature's'synergy-of-synergies'(Fuller, 1975).<br />

Much of our theory behind the management of our<br />

mission was underpinned by the multi-facetted research of<br />

another of our research team. Dr. Otto van NIeuwenhuljze.<br />

Otto's work includes some of the topological Insights that<br />

Informed communication issues. Including co-authorship<br />

(NIeuwenhuljze & Wood, 2006). Some of the methods, or<br />

tools we used emerged partly as a response to difficulties of<br />

interpersonal relations that, for a short time, threatened our<br />

momentum when conducting practical workshops. Here, we<br />

used a corresponding, butdifferent mapping system. Assigning<br />

each researcher to one of four levels reduced unhelpful<br />

conflict, thereby enabling her/him to play an optimum role.<br />

We created four levels of collaboration, each represented by a<br />

'group'for holding the identity of one of the four roles.<br />

Complexity Role / Group Approach/Mode of Inquiry<br />

HIGHER 1 NEW KNOWING Intuitive / spontaneous /<br />

A anticipatory<br />

1 2 ENVISIONING imaginative/critical/<br />

self-reflexive / tactical<br />

1 3 LANGUAGING discursive / interpretive /<br />

adaptive/facilitating<br />

V 4 PUSHING/DOING hands-on / decisive /<br />

LOWER resourceful / managerial<br />

Figure 5. The Four Groups and Their Roles<br />

Where the 'New Knowing' group acted as a kind of<br />

unconscious mind for the whole team, the'Languaging'group<br />

was able to create new meanings that would promote better<br />

communication. Where the 'Pushing & Doing' group focused<br />

on the delivery of specified outcomes, the 'Visioning' group's<br />

role was to anticipate possibilities, and to present options.<br />

synergies ^<br />

within the<br />

domain of<br />

tools/methods<br />

/resources/<br />

synergies at the conscious/<br />

anaiyCica! / intellectual level<br />

O<br />

synergies at the somatic/<br />

emotional/metabolic levels<br />

Figure 6. The Four Collaborative Roles<br />

synergies<br />

atthe<br />

interpersonal<br />

collaborative<br />

Gvels<br />

On March 21st, 2006 we gave the system a final test In the<br />

presence of a stakeholder, Andrew Carmichael, ofthe Creative<br />

Lewisham Agency. The workshop was extremely successful.<br />

During the 5-hour workshop we used the above tool to deliver<br />

several innovative solutions to Andrew's practical problem.<br />

THANKS: lam are grateful to ProfessorTom Innsand Vicky Hale<br />

for initiating and managing the Design in the 21st century<br />

project, and to the EPSRC and AHRC for their support. I am<br />

also indebted to our researchers: John Backwell, Professor<br />

Karen Blincoe, Andrew Carmichael, Dn Caroline Davey, Richard<br />

Douthwaite, Bill Dunster, Professor Naomi Gornick, Hannah<br />

Jones, Prof. Phil Jones, Prof. Milan Jaros, Dr. Vadim I. Kvitash,<br />

Anette Lundebye, Dr. Otto van NIeuwenhuljze, Jan- Marc<br />

Petroshka, Mathilda Tham, Professor Martin Woolley.<br />

FURTHER READING<br />

(See our m21 web-site - http://attainable-utopias.org/m21)


References<br />

Ascott, R., (1994) in Giaccardi, Elisa"IVletadesign asan Emergent<br />

Design Culture", Leonardo Journal, Volume 38, Number 4,<br />

August 2005, pp. 342-349<br />

Corning, P., (1983), "The Synergism Hypothesis", IVlcGraw-Hill,<br />

UK [see also http://www.complexsystems.org/publlcations/<br />

pdf/synselforg.pdf]<br />

Douthwaite, R., (2006), "Economic Synergy", Journal of<br />

Landscape and Urban Planning, Landscape Ecology, Planning<br />

and Design ISSN: 0169 (at press)<br />

Dunster, W., {http://www.bedzed.org.uk/<br />

Fuller, R. B., {1975), "Synergetics: Explorations In The Geometry<br />

OfThinking", in collaboration with E.J. Applewhite. Introduction<br />

and contribution by Arthur L. Loeb. Macmillan Publishing<br />

Company, Inc., NewYork.<br />

Galloway and Rabinowitz, (1983), quoted in Giaccardi, E. (2005).<br />

"Metadesign as An Emergent Design Culture" in Leonardo,<br />

Volume 38, Number 4, August 2005<br />

Giaccardi, E. (2005). "Metadesign as An Emergent Design<br />

Culture", in Leonardo, Volume 38, Number 4, August 2005<br />

Gornick,N.,{2006),"Convergence:NewManagementlmperatives<br />

and their Effect on Design Activity", Design Management Review<br />

Spnng 2006 Vol. 17 No. 2 (ISSN 1045-7194)<br />

Hawken, P., Lovins, A. B., & Lovins, L. H., (1999), "Natural<br />

Capitalism", Earthscan, 1999<br />

Jaros, M., (2006), "Towards re-definition of space-ness in the<br />

post-mechanical age: Methodological notes". Journal of<br />

Landscape and Urban Planning, Landscape Ecology, Planning<br />

and Design ISSN: 0169 (at press)<br />

Jones, H., (2006), "Sustainable Future Cities: How can Re­<br />

evaluating the Potential of Awkward Spaces in the City lead to<br />

a Creative and Sustainable Urban Design of London?" Journal<br />

of Landscape and Urban Planning, Landscape Ecology,<br />

Planning and Design ISSN: 0169 (at press)<br />

Jones, P., (2006),"Modelling the Environment In Cities", Journal<br />

of Landscape and Urban Planning, Landscape Ecology,<br />

Planning and Design ISSN: 0169 (at press)<br />

Kvitash, v., (2004), "Balascopy System and Method with<br />

Improved Sensitivity", U.S. Patent No. 6,768,948<br />

Maturana, H. R. (1997) Metadesign, available at http://www.<br />

hum.auc.dk/'-rasand/Artikler/metadesign.htm<br />

McDonough, W., & Braungart, M., (2002), "Cradle to Cradle:<br />

remaking the way we make things, Rodale Books<br />

Murray, R., (2002), "Zero Waste" Greenpeace Environmental<br />

Trust<br />

Nieuwenhuijze, O., & Wood, J., (2006), "Synergy and Sympoiesis<br />

in the Writing of Joint Papers; anticipation with/in imagination"<br />

InternationalJournal of Computing Anticipatory Systems, edited<br />

by Daniel M.Dubois, published by the Centre for Hyperincursive<br />

Anticipation In Ordered Systems, Liege, Belgium, Volume 10,<br />

pp. 87-102, August 2006, ISSN 1373-541 (at press)<br />

Romer, P., M., (1987), "Growth Based on Increasing Returns<br />

Due to Specialization," American Economic Review, American<br />

Economic Association, vol. 77(2), pages 56-62, May<br />

Wood, J., (2005) "The Tetrahedron Can Encourage Designers<br />

To Formalise More Responsible Strategies", for the "Journal of<br />

Art, Design & Communication", Volume 3 Issue 3, Editor, Linda<br />

Drew, UK, ISSN: 1474273X<br />

Wood, J., (2005), "(How) Can Designers Learn to Enhance<br />

Synergy within Complex Systems?" conference paper given<br />

at the 'DESlGNsysîemEVOLUTlON' conference in Bremen,<br />

Germany, March 2005<br />

Wood, J., (2006), "Synergy City", Journal of Landscape and<br />

Urban Planning, Landscape Ecology, Planning and Design<br />

ISSN: 0169 (at press)


D I S C O U R S E T H R O U G H M A K I N G : T H E R O L E O F T H E D E S I G N E R-R E S E A R C H E R<br />

IN E L I C I T I N G K N O W L E D G E F O R I N T E R A C T I V E M E D I A L E A R N I N G R E S O U R C E S<br />

TQ S U P P O R T C R A F T S K I L L S L E A R N I N G<br />

Dr Nicola Wood<br />

Sheffield Hallam University<br />

nicola@nlcolawood.net<br />

Abstract<br />

In this paper I describe the development of techniques for<br />

eliciting craft knowledge for use in an interactive learning<br />

resource, illustrated with examples from two practical research<br />

projects. In each I explored the skills of both expert and novice<br />

craftpracl1tloners,firstly in thefield of traditional bowl turning<br />

and secondly in the field of traditional clog making.<br />

The result of this work was to highlight the personal, context-<br />

specific and highly tacit nature of such craft knowledge which<br />

Is explained through a review ofthe writings of Michael Polanyi<br />

and Donald Schön. I conclude by redefining the concept of<br />

knowledge elicitation and transmission in this context. I<br />

describe the role ofthe designer-researcher as helping the<br />

expert to articulate their tacit knowledge through stimulating<br />

reciprocal reflection between the expert and a novice, and<br />

designing interpretation to help bridge the knowledge gap<br />

between the two.<br />

Context for the research<br />

The central problem for my research has been, from the<br />

perspective of a designer of interactive media, howto understand<br />

and transmit the expert knowledge of skilled craftspeople, with<br />

particular interest in craft skills that may be disappearing even<br />

though there are people interested in preserving those skills<br />

and learning them. For example, many traditional rural skills are<br />

essentialforpreservlngourheritageofbuildingsandotheraspects<br />

of rural life, but there are few people left to pass on the knowledge<br />

and learners do not have the time for traditional apprenticeships<br />

(Heritage Lottery Fund 2002). My main aim has been to develop a<br />

body of knowledge to assist with the development of interactive<br />

learning materials that support learning of craft skills.<br />

In this research I have used a practice-led approach to explore<br />

the craft skills of both expert and novice practitioners in the<br />

fields of traditional bowl turning and clog making. In the<br />

light of outcomes from the practical work I have reconsidered<br />

the current context for craft knowledge and developed a<br />

framework to understand craft learning. Whilst they are not<br />

mutually exclusive, this paper focuses the first of three specific<br />

contributions to knowledge made by the research: in the field<br />

of multimedia design it establishes techniques for eliciting<br />

craft knowledge.'<br />

Documenting the research<br />

To manage the dual designer-researcher role undertaken In<br />

this research it was important to have an accurate recording<br />

process that allowed consideration from different perspectives<br />

and in the light of new knowledge as it emerged. However, for<br />

the research setting to be realistic, the recording process must<br />

not distract those under observation from their practice and<br />

equally must not require too much attention from myself<br />

When I reviewed the documentation of practical work<br />

undertaken during my previous research (Wood 2003),<br />

including use of handwritten notes, photography, audio and<br />

video recording, I concluded that video recording could most<br />

' The other two contributions: development of the interactive learning<br />

resource, refining previously published principles (Wood 2003); and<br />

development of a framework for understanding craft skills learning,<br />

shall be published separately at a later date. The complete research<br />

findings are available in my PhD thesis (Wood 2007).


closely meet these requirements through reinforcing the<br />

strengths and managing the problems. The major strength of<br />

video recording was being able to capture a very rich record,<br />

Including those events whose significance only became<br />

apparent later.<br />

However, the "always on" policy led to generation of a<br />

large number of tapes that needed to be catalogued and<br />

referenced and this was managed through a simple event<br />

logging procedure.The event logs summarised both activities<br />

and speech, aiming at a clear and concise narrative of the<br />

proceedings rather than a complete record. By wnting them<br />

Immediately afterthe recordings had taken place, I was abie to<br />

review them from the dual perspective of designer-researcher.<br />

They served both as a reminder of events that had taken place<br />

and allowed me to observe myself In action.<br />

Whilst some ofthe outcomes were explicit, such as decisions<br />

about camera angles or specific lines of questioning, many<br />

were tacit and I only became aware of them later, such as the<br />

conflicting opinions ofthe practitioners on the properties of<br />

timber described below. As Buur et al (2000) propose, "video<br />

recordings ... are no longer hard data but rather the first<br />

attempts to create stones that frame the design problem and<br />

impose order on the complexity of everyday life".<br />

Formal elicitatton with the bowl turner<br />

In my first practical project I expenmentally used a systems-<br />

onentated approach to explore the tacit knowledge within<br />

the practice of an experienced traditional bowl turning<br />

practitioner, Robin Wood.^ This involved a series of interviews<br />

and observations to elicit craft knowledge from him, using<br />

a low-fidelity prototype learning resource as a means of<br />

representing that knowledge, and observing learners applying<br />

the knowledge through using the resource to support their<br />

learning. In this paper I shall focus on the elicitation part of<br />

the process.<br />

^ I shall refer to the craft practitioners by their first names to avoid the<br />

confusion between 'Wood' the practitioner and 'wood' the material<br />

he works with.<br />

Dunng the elicitation! experimented with both on-line and off­<br />

line verbal reportagetechniques using concurrentverbalisation,<br />

where Robin was filmed giving a verbal report as he earned out<br />

his normal practice; and stimulated recall, where he was filmed<br />

undertaking his normal practice and immediately afterwards<br />

reviewed the recording and commented on his practice. After<br />

both sessions issues arising from the reportage were used as<br />

a basis for semi-structured interviews with the aim of probing<br />

more deeply into his knowledge.<br />

Whilst Robin appeared at ease talking in front of the video<br />

camera In both sessions, my attempts at questioning were<br />

frequentiy dismissed or prompted defensive answers. For<br />

example. In the observational video he could be seen regulady<br />

stopping turning to inspect the surface of the wood and as<br />

he did so he often ran his fingertips over the surface too. On<br />

four occasions I suggested that the sense of touch played a<br />

part in this inspection, but he constantly denied or avoided<br />

the issue:<br />

01.02 RESEARCHER: You can just see those bumps or<br />

can you feel them?<br />

PRACTITIONER: You can tell when they've gone<br />

because ofthe noise it makes.<br />

01.15 RESEARCHER: That's what you're feeling with your<br />

hand?<br />

PRACTITIONER: I was seeing them.<br />

RESEARCHER: Seeing them?<br />

PRACTITIONER: Yes I turned it slowly round and I<br />

could see them - and 1 could see how deep they are so I<br />

can see how much to take off in this cut here.<br />

01.27 RESEARCHER: You're also stroking It aren't you?<br />

PRACTITIONER: Yes - a littie bit - yes - I'm pointing<br />

there at - um - I'm pointing there at where it needs to be<br />

cut ofl".<br />

11.21 RESEARCHER: And there you're checking it - is that<br />

visual or feel or both?<br />

PRACTITIONER: It's mostly visual: you can see the<br />

tear out and I'm making an aesthetic decision on what<br />

quantity is OK.<br />

(Wood 2007:35)


However, my initial feelings about this observation were<br />

confirmed about a year later when I was asked to contribute<br />

video material showing craft makers using their sense of<br />

touch for an exhibition. In this context I asked Robin again<br />

about using his sense of touch and he talked quite openly<br />

about feeling with his fingers to differentiate between tear-<br />

out on the surface of the wood that needed to be removed<br />

and natural dark markings in the wood grain, which did not.<br />

Asobservedbyotherresearchers in similarsltuations (Shad bolt<br />

& Milton 1999, Edwards 2003), when pressed into talking<br />

about elements that he did not have immediate answers for,<br />

the practitioner's initial reaction was to give quick responses<br />

that gave minimal insight into the situation. Argyris (1995)<br />

commented that when individuals discovered a difference<br />

between their espoused theory and their theory-in-use their<br />

natural tendency was to attempt to preserve their espoused<br />

theory, or at least minimise damage to it.<br />

Such defensiveness proved a block to the elicitation process in<br />

the early part ofthe project, but Robin became much more open<br />

once engaged with helping the learners directly. For example,<br />

when one learner was critical of what he thought he had been<br />

told by Robin and explained how he had modified a technique<br />

to make it work, Robin was quite accepting ofthe criticism:<br />

LEARNER: One thing that's quite difficult. You're saying<br />

that I'm to put It In at this angle, at times anyway, but<br />

you're also saying to turn it this way, whereas if it's flat<br />

onto that and I turn it this way then obviously it comes<br />

out. So I've just been inching my hand along.<br />

PRACTITIONER: So you've been listening to what I say<br />

then v/orking out the actual way to do it, obviously!<br />

(Wood 2007:126)<br />

However, upon reviewing the video of the Robin's original<br />

instruction, I surmised it had been correct and the problem<br />

had been that the learner had not remembered what he had<br />

been told., Given this, it is notable that Robin did not respond<br />

in a defensive manner and Instead provided encouragement<br />

that the learner had worked out what to do.<br />

I concluded that, whilst elicitation via purposeful interviews<br />

and observations provided much useful material, it triggered<br />

a defensive attitude in the craft practitioner which limited<br />

the knowledge elicited. More was revealed by involving the<br />

practitioner in the subsequent work with the learners and the<br />

developing learning resource, and this led to an adaptation of<br />

the techniques for the following elicitation with the clog maker.<br />

Gradual elicitation with the ciog maker<br />

In the second project I undertook a series of video-recordings<br />

with a traditional clog maker, Jeremy Atkinson, during which<br />

I developed a less intrusive elicitation technique based on<br />

increasingly focussed observation and Interviewing. This<br />

overcame the defensiveness encountered with the first<br />

practitioner with whom I had Initially used an elicitation<br />

approach based on his descriptions of his practice.<br />

The elicitation technique used during this phase of practical<br />

work involved a hybrid ofthe focussed observation, concurrent<br />

verbalisation and semi-structured interview techniques that<br />

had been used with the previous practitioner. I started with<br />

very general observation and open questions aimed at gaining<br />

contextual Information, and then gradually Increased the focus<br />

of observation and questioning as my understanding grew.<br />

To help with contextualisation, the interviews were nearly<br />

all based in the workshop whilst Jeremy was undertaking his<br />

regular practice.<br />

I visited Jeremy six times over a period of approximately two<br />

months. During each recording session I would watch his work,<br />

take notes, and talk to him whilst also continuously filming<br />

proceedings. Afterwards, I would watch the video, compare<br />

with my notes and decide upon areas requiring further<br />

clarification to be used as the basis for discussion during the<br />

next session. So, each session built upon the proceeding one<br />

with any gaps filled In by the semi-structured interviewing.<br />

Only thefinal session was more formal In nature, where I asked<br />

direct questions to fill in specific areas of uncertainty. By that<br />

stage he was completely at ease with the recording equipment<br />

and myself and readily talked directly to the camera in answer<br />

to the questions.<br />

Dunng these recordings I was also able to observe and record<br />

Jeremy's interaction with someone he was teaching. This<br />

learner was not a complete novice, having experience both


of working with anotfier practitioner and working on İıİs own.<br />

Dunng the interview i gained the impression that working<br />

with the learner had made Jeremy think much more about his<br />

own skills through trying to communicate his practice to the<br />

learner. Whilst I was unable to openly interview the learner<br />

and had little time with him when Jeremy was not present,<br />

I felt his perception of the craft to be very useful. In further<br />

research I plan to explore the role of the 'expert learner' as an<br />

aid to elicitadon.<br />

This process of gradual immersion enabled me to come<br />

to a wide-ranging understanding of the craft without the<br />

difficulties encountered in the first, tentative stage of practical<br />

work, showing that this stage was effective in refining and<br />

developing elicitation methods. However, my official remit<br />

whilst undertaking the recordings of Jeremy was to generate<br />

archive footage so I did not have the opportunity to develop<br />

and test a learning resource which led me to consider other<br />

ways of validating the knowledge I was eliciting.<br />

Boundaries to knowledge<br />

Whilst I was able to undertake some quite deep questioning<br />

without triggering defensiveness in the clog maker, there still<br />

remained some issues where his stated theory was at variance<br />

with my understanding. As I did not have the opportunity to<br />

develop any interpretation for such theory and test It through<br />

a learning resource, I undertook a deeper investlgarion which<br />

revealed boundaries to his knowledge.<br />

For example. In the documented history of clog making, alder<br />

and birch were the most commonly used clog timbers. Itinerant<br />

labourers would fell the trees and rough-cut them Into clog-<br />

blocks which would be sold to clog makers who would refine<br />

the shape and nail on the uppers. Jones (1927:46) states, "the<br />

blocks must be left to dry for some months before they can be<br />

shaped into so!es."Jeremy wasof the opinion this was because<br />

otherwise it would split. His experience of working alder dated<br />

to the 1970s when he was originally taught the craft<br />

"what we used to do was we'd go out, we'd cut a tree<br />

down, we'd come back, we'd rough cut it and ... we'd<br />

leave it on the north side of a stream, under cover<br />

against a wall. I mean you couldn't get a damper place.<br />

It would be left there in the air to circulate on a rack for<br />

six weeks, maybe, at least five, if you didn't do that it<br />

would crack on you."<br />

(Wood 2007:92)<br />

However, Robin's experience of using green alder to make<br />

bowls was that it suffered from a large amount of shrinkage as<br />

it dried. As this shrinkage was not even; tangenrial shrinkage<br />

can be as much as twice radial shrinkage (see Figure 1) the<br />

wood will definitely warp and could split To stop the splitring,<br />

his method of working any green wood, but parriculariy<br />

alder with its high rate of shrinkage, was to remove the pith<br />

and central few growth rings where the tension was at its<br />

greatest.<br />

Figure 1. Timber shrinkage.<br />

Jeremy's experience of the problems of cracking might have<br />

been caused by his own teacher's inexperience, as at that<br />

time he too was quite new to the craft Thirty years later when<br />

teaching the novice who was now working with Jeremy, this<br />

teacher appeared to have overcome the problem in the same<br />

way as Robin described:<br />

CLOG iVlAKER, splitring the remaining log in two:"When<br />

you cut alder you are supposed to get rid ofthe centre<br />

anyway."<br />

RESEARCHERS NOVICE:"Mmm."<br />

CLOG MAKER: "So Robin told me"<br />

NOVICE: "Trevor [the teacher] told me that as well."<br />

CLOG MAKER (sounding surprised): "Did he? Must be<br />

true then, must be,"<br />

(Wood 2007:93)


As the itinerant block-cutters were able to cut and dry whole<br />

blocks presumably without many of them splitting, this must<br />

have been common knowledge at the time and it should have<br />

been equally feasible to cut and dry complete soles without<br />

them splitting. I fee! a more likely reason for this not being<br />

done was because the sole would shrink and warp as it was<br />

drying making it uncomfortable and uneven to walk in.<br />

Jeremy, having had a bad experience with alder, put his energy<br />

Into learning to use sycamore. Having solved his problem<br />

through switching tracks he was disinclined to re-examine<br />

why he had struggled with alder, preferring to believe it was<br />

thefault of the wood. In his case I feel It was lackof other craft<br />

masters that left these assumptions unchallenged.<br />

Unpicking the possible origins of Jeremy's beliefs alongside<br />

my own and Robin's provided insight into the difficulties<br />

caused to the elicitation process bythe context-specific nature<br />

of such knowledge. It highlighted the importance of the<br />

interplay between representation and validation of elicited<br />

craft knowledge In learning resource design. It would not be<br />

possible to investigate the'truth'of all elicited knowledge and,<br />

as such investigation could also lead to defensiveness from<br />

the practitioner, it would also be inadvisable. The designer<br />

would need to validate any Interpretation they created for<br />

the learning resource and other material generated during<br />

elicitation should retain its original context whenever possible<br />

so the learner can form their own judgement and make their<br />

own interpretation.<br />

The nature of craft knowledge<br />

To fully explain the means by which this elicited knowledge<br />

could be used by a novice and the role of the designer-<br />

researcher in the process, I shall firstly provide a brief literature<br />

review relating to the nature of craft knowledge and the ways<br />

in which it can be transmitted, illustrated by examples from<br />

the research.<br />

The greatest insight into the nature of the knowledge that<br />

governs craft practice was provided by Michael Polanyi who<br />

sought to challenge the perception of scientific knowledge<br />

as an exact, impersonal entity through drawing parallels with<br />

more creative professions. He proposed that any expression<br />

of knowledge was greatly influenced by a complex range of<br />

knowledge possessed by the person in the act of knowing<br />

and suggested that, whilst explicit rules or formulae might<br />

Influence a skilful performance, it was actually the performer's<br />

wider personal knowledge that played the largest role In<br />

guiding the performance (Polanyi 1958). He observed that<br />

much ofthis knowledge was so internalised and interwoven<br />

it was not possible to express: "we can know more than we<br />

can tell" (Polanyi 1966:4) and such knowledge became widely<br />

known as tacit knowledge.<br />

On a functional level, tacit knowledge could beseen as offering<br />

advantage to the craft practitioner by reducing cognitive load,<br />

freeing the mind from one level of a task to enable thought<br />

to be directed at another. This element was described bythe<br />

clog maker, Jeremy, when talking about the difficulties ofthe<br />

novice he was training:<br />

"[the novice has] got to the point where he can manage<br />

everything but he's concentrating so much on each<br />

individual task he doesn't look at the whole. Which Is<br />

easy to do. It's just a sort of transitional thing. He can do<br />

all the Individual things but because he's concentrating<br />

so hard on it he's not always stepping back."<br />

(Wood 2007:122)<br />

Polanyi (1966:10) differentiated between two terms of<br />

tacit knowing: the proximal and the distal and described<br />

the functional relationship between the two as knowing<br />

the proximal term only by relying on our awareness of it<br />

for attending to the distal. This explains the difficulty the<br />

practitioners had describing the theory that governed their<br />

practice, they only knew it through attending to their practice.<br />

He further described the phenomenal structure of tacit<br />

knowing as that we attend from the proximal to the distal: we<br />

attend from the theory to things seen in its light, hence theory<br />

could only be learned through practising its use, a process he<br />

called interiorisatlon (ibid:17) (see Figure 2).<br />

Polanyi (ibid:18) also considered the reverse of this process,<br />

where the focus of the practitioner's attention was returned<br />

to the theory. The immediate result of the action becoming<br />

proximal and the theory distal was often a complete loss of<br />

meaning; "By concentrating attention on his fingers, a pianist


can temporarily paralyse his movement". How/ever, Polanyi<br />

believed the long-term effect need not be negative, destructive<br />

analysis of such i


Donaid Schön (1987:101) similarly referred to "an apparently<br />

unbridgeable communication gap" between novice and<br />

expert, however he suggested the solution was in "reciprocal<br />

reflection-in-action" implying that the expert needed to make<br />

as much effort as the novice in the process of bridging it. The<br />

expert needed to view the novice's actions in response to<br />

instruction as revealing the meaning they had constructed<br />

for that instruction. They needed to observe the novice's<br />

actions reflectively and respond back until they felt there was<br />

a convergence in meaning {ibid;104).<br />

fvly perception ofthis process is illustrated In Figure 3.'^ At the<br />

top there Is the personal knowledge ofthe expert practitioner<br />

and below is that of the novice who Is seeking to bring<br />

their craft skill at least up to the level of the expert. Initially,<br />

however, there is a 'knowledge gap' between the two where<br />

the novice struggles to Imitate the expert's practice, being<br />

unable to interpret their own observations. To assist, the<br />

expert attempts to articulate their tacit knowledge through<br />

use of explicit concepts. These might be adapted and refined<br />

through reciprocal reflection until the novice and expert are<br />

in accord, the novice gains experience which enables them to<br />

dwell in the actions ofthe expert, and the gap is bridged.<br />

Figure 3. Bridging the knowledge gap between craft expert<br />

and novice.<br />

''Whilst this may look like a graph, it is not intended in any way as<br />

a mathematical representation, but merely as an illustration ofthe<br />

concept.<br />

My role in this process has been both to encourage the<br />

articulation, helping negotiate reciprocal reflection between<br />

expert and novice, and to design the 'bridges': the explicit<br />

concepts that could help a novice access the expert's tacit<br />

knowledge.<br />

This was demonstrated In the research where I helped Robin<br />

articulate his knowledge of how to achieve the correct<br />

cutting angle ofthe tool (Wood 2007:121). During the formal,<br />

experimental elicitation I had undertaken I had failed to<br />

understand his technical explanation using angles. Working with<br />

the novice appeared to help Robin reflect on his explanation of<br />

the cutting angle of the tool. As the novice struggled to respond<br />

to his guidance he tried both modifying his explanation and<br />

physically putting the tool at the correct angle. Whilst this<br />

reciprocal reflection was not entirely satisfactory as the novice<br />

continuedtostruggletousethetool,afterwards Robin continued<br />

to reflect on the experience and came up with the notion of<br />

dividing the movement into three which he demonstrated for<br />

me to record on video. Although this explanation was hesitant,<br />

it was sufficient for me to gain an understanding and then to<br />

use the prototype learning resource to develop interpretive<br />

drawings with other learners. These helped the learners gain<br />

experience ofthe correct cutting angle ofthe tool as a starting<br />

point for building their own personal knowledge of tool use.<br />

Once the novice has sufficient skill, they will become<br />

increasingly able to interpret the actions of the expert without<br />

need of bridges. This was Illustrated by Robin when he<br />

described watching another turner who uses the same sort of<br />

hook tools but on an electric lathe, making a bowl on Robin's<br />

foot-powered lathe:<br />

"He just naturally turned the tool over and cut back at<br />

it from that side, which I'd never done before and I said,<br />

"oh no, you don't use it that way" and then I stopped<br />

and thought, "ah, that's actually quite helpful" and so I<br />

do that quite often myself if I've not got a flat rim. So I'd<br />

been a full time professional turner for 5 years before I<br />

started doing that" (Wood 2007:128).<br />

As they reach this stage, the learners will increasingly be able<br />

to use the broader scope of a learning resource, making use of<br />

a wider range of video clips provided without interpretation.


Conclusion<br />

The practical l


Bibliography<br />

ARGYRIS, C. (1995). Action science and organizational learning.<br />

Journal of Managerial Psychology, vol 10, no 6, pp20-26.<br />

BUUR, J., BINDAR, T. & BRANDT, E. (2000). Taking video<br />

beyond 'hard data' in user centred design. Proceedings ofthe<br />

Participation and Design Conference (PDC 2000), NewYork.<br />

COUNTRYSIDE AGENCY (2004). Crafts in the English<br />

countryside: towards a future. Countryside Agency, Wetherby,<br />

UK.<br />

EDWARDS, J. S. (2003). Knowledge engineering: a forgotten<br />

element In knowledge management. Keynote Presentation<br />

to Operational Research Society Annual Conference 2/3<br />

September 2003 available at http://www.orsoc.org.uk/conf/<br />

previous/or45/OR45%20Knowledge%20Engineerlng.doc<br />

accessed Oct 2004.<br />

GAMBLE, J. (2002). Teaching without words: tacit knowledge<br />

in apprenticeship. Journal of Education, vol 28, pp63-82.<br />

HERITAGE LOTTERY FUND (2002). Sustaining our living<br />

heritage - skills and training for the heritage sector. Research<br />

report, http://www.hlf.org.uk/dimages /sustaining_hentage.<br />

pdf, accessed Feb 2002.<br />

JONES A M (1927). The rural industries of England & Wales,<br />

volume 4. Wales. E P Publishing, Wakefield, UK [1978 Edition].<br />

NONAKA, I. & TAKEUCHI, H. (1995). The knowledge-creating<br />

company: how Japanese companies create the dynamics of<br />

innovation. Oxford University Press, NewYork.<br />

POLANYI, M. (1958). Personal knowledge: towards a post-<br />

critical philosophy. Routledge & Kegan Paul, London.<br />

POLANYI, M. (1966) The Tacit Dimension. Peter Smith,<br />

Gloucester MA ii 983 edition].<br />

RUSKIN, J. (1853).The Nature of Gothic. In Wilmer C [ed] (1985)<br />

Unto this last and other writings. Penguin, London.<br />

RUST, C. (2004). Design enquiry: tacit knowledge and invention<br />

in science. Design Issues, vol 20, no 4, pp76-85.<br />

SCHÖN, D. A. (1987). Educating the reflective practitioner:<br />

toward a new design for teaching and learning In the<br />

professions. Jossey-Bass, London.<br />

SHADBOLT, N. & MILTON, N. (1999). From Knowledge<br />

Engineering to Knowledge Management. British Journal of<br />

Management, vol 10, no 4, pp309-322.<br />

WOOD, N. (2003). Design fortacit learning. MA Thesis, Sheffield<br />

Hallam University available from www.nicolawood.net<br />

WOOD, N. (2005). Unknown knowns: uncovering tacit<br />

knowledge for the design of interactive media. Proceedings of<br />

the Cumulus Spring Conference, İADE, Lisbon available from<br />

www.nicolawood.net.<br />

WOOD, N. (2007). Transmitting craft knowledge: designing<br />

interactive media to support tacit skills learning. PhD Thesis,<br />

Sheffield Hallam Universityavailablefromwww.nicolawood.net


BEYOND DISASTER: ON ESTABLISHING A GREEK-TURKISH DESIGN RESEARCH<br />

PROGRAMM E<br />

Artemis Yagou<br />

Dr, MA CourseTutor, AKTO art and design (Atlnens)<br />

artemis@yagou.gr<br />

Abstract<br />

The "Catastrophe of Smyrni", or in other words the Izmir<br />

disaster of 1922 which brought a ternble end to the Greei


Greeks, Armenians and Jews.^ During the 19th century, the<br />

foreign inhabitants had transformed both its image as well as<br />

its social character,turningthecitylnto a typical, cosmopolitan,<br />

bourgeois port of late colonialism.^ Like other big ports ofthe<br />

eastern Mediterranean, Izmir constituted a place of "Intense<br />

meeting" with European capitalism.^ Most of the trade was<br />

in the hands of Greek merchants, who created through their<br />

activities an extensive network of relations between Ottoman<br />

markets and those of the West. In the late Ottoman Empire,<br />

Greeks and Armenians formed the majority of merchants<br />

and nouveau riche entrepreneurial groups.^ Greek and other<br />

foreign communities were sources of a variety of cultural<br />

influences emanating from the West.^ In this way, they acted<br />

as agents of modernisation and "Europeanlsatlon".<br />

Following the disaster, Greek society was fertilized by<br />

the refugees on many levels and their contribution in<br />

the formation of modern Greece has been invaluable.'"<br />

Their massive number was itself a major factor, as It added<br />

significantly to the available workforce and at the same<br />

time enlarged demand in the local market. The population<br />

exchanges resulted in the creation of a rich, multilingual and<br />

multicultural human force, bearing numerous traditions and<br />

different types of professional knowledge, including weaving,<br />

tapestry, ceramics, woodcarving, metalwork, and decorative<br />

painting." Special skills and competencies were transplanted<br />

and new industrial sectors introduced, such as carpet-<br />

making and tobacco cultivation. The special skills of Asia<br />

Minor refugees certainly constituted the motivation behind<br />

the establishment of several new industries In the 1920s.'^<br />

Furthermore, many Greek entrepreneurs who were relocated<br />

from Asia Minor enriched the local business environment<br />

through their know-how and networking.'^ The ramifications<br />

of the 1922 events acted as a major catalyst and it may be<br />

argued that they signalled the true start of Greek modernity.'"<br />

In his discussion of Greek industrialization efforts in the 19th<br />

and early 20th centuries, a Greek historian notes that perhaps<br />

the local society needed external pressures to change; these<br />

were provided by the 1922 events.'^<br />

A recent study emphasizes the need to understand the impact<br />

ofthe 1922 disaster both in terms ofthe conjecture, as well<br />

as within an international context.'^The presence of refugees<br />

affected in three ways the development ofthe manufacturing<br />

domain (both large and small-size industries): first through<br />

the expansion of the internal market that it caused, secondly<br />

through the entrepreneurship skills that the refugees brought<br />

with them, and thirdly through the Increase in workforce<br />

availability. All three factors were related to design": The<br />

first one, the expansion ofthe internal market, increased the<br />

demand for manufactured consumer goods, contributed<br />

to the emergence or maturing of a consumer society and<br />

in this sense paved the way for developments in the design<br />

domain. The second one, the import of entrepreneurial skills,<br />

is also relevant if we consider design as one of the tools in the<br />

arsenal of an entrepreneur, although this point might not be<br />

as clear at that time as İt is today. The third one, the increase<br />

in workforce availability has a crucial quantitative dimension,<br />

but also an important qualitative one, as many ofthe refugees<br />

were skilled workers, agents of significant know-how in<br />

their respective, applied arts domains. Thus, they enabled<br />

an Increase In productivity and supported the development<br />

ofthe manufacturing sector. In practice, however, the effect<br />

ofthe disaster was not an isolated phenomenon and should<br />

not be examined within a deterministic conception of history;<br />

its action relied heavily on pre-existing structures of Greek<br />

industry.'^ Between 1917 and 1922, warfare conditions had<br />

created increased demand for products but also made imports<br />

more difficult. Thus, they had created favourable conditions<br />

for local Industries producing consumer goods.'^<br />

Also, before 1922, Greek industry was characterized by<br />

intense fragmentation into small or very small firms based<br />

on the exploitation of low wages and there was no tendency<br />

towards the accumulation of capital. This tendency was<br />

further intensified by the urgent employment needs of the<br />

refugees, who had to be incorporated into the workforce as<br />

quickly as possible. Light industry was an appropriate outlet<br />

for the newly arrived masses of unemployed. By becoming<br />

poorly paid workers, they would contribute to the increase of<br />

production for an expanded market, while at the same time<br />

they would help keep the investment demands at a low level.^"<br />

It might even be argued that the disaster turned out to be a<br />

blessing for industrial capital, because it provided the missing<br />

element for a decisive transformation of merchant capital to<br />

Industrial capital: a proletariat formed by the "up-rootIng" of<br />

Greek-speaking populations from Minor Asla.^'Thus, there was<br />

a complementary, dynamic relationship between the numbers


and types of refugees and the structures and pnorities already<br />

established in the country.<br />

As one can imagine, despite substantial state support to the<br />

refugees, their adaptation and survival in the new "homeland"<br />

was a Promethean task. The social and cultural conditions in<br />

mainland Greece ofthe 1920s were radically different from<br />

those in multi-cultural, cosmopolitan izmir.The majonty ofthe<br />

newcomers were urban rather than agrarian populations.^^<br />

They were accustomed to cultural variety, to which they<br />

were daily exposed in their homelands, and considered<br />

locals as narrow-minded, uneducated and crude." They<br />

criticized them for lack of professional and entrepreneurial<br />

knowledge, and decried the poverty of the Greek state.^'^<br />

On the other hand, although they shared religious beliefs<br />

with the locals, the "Greekness" of the refugees was gravely<br />

questioned. Their presence In Greece constituted a true<br />

"cultural shock". Their parricularities of language, customs<br />

and mentality added up to what was perceived by the locals<br />

as a threat to their own supposed cultural purity. Feelings of<br />

mutual suspicion, even hostility, soon developed and stood in<br />

the way of co-existence.^^ The social and political alienarion<br />

that the newcomers experienced further intensified their<br />

sense of distincrive identity.^'^"We, the people of Asia Minor"<br />

they would say, In order to distinguish themselves from the<br />

Inhabitants of mainland Greece. Memory was central to the<br />

life of refugee communiries In Greece, even five decades after<br />

their deportation. A study of urban ethnography in 1970s<br />

Athens reveals that the refugees and their descendants srill<br />

perceived themselves as having a distinct identity of which<br />

they were proud."<br />

Nationalisms and modernities<br />

The culmination of the destrucrion of Izmir in 1922 was the<br />

Great Fire that wiped out the "Frank" district, the commercial<br />

and cultural centre of the city at the time, as well as the<br />

Armenian and Greek quarters. "The Great Fire Involved the<br />

literal and symbolic destrucrion of the city, which from<br />

being an unremarkable small town in the sixteenth century<br />

had experienced spectacular growth and development to<br />

become in the nineteenth century the most favoured port of<br />

the Eastern Mediterranean. Late Ottoman Smyrna embraced<br />

a cosmopolitan population of over 200,000 in which the<br />

demographic and economic dominance of the non-Muslim<br />

groups significantly marked the city."^^ The Great Fire of Izmir<br />

did not only consume three quarters ofthe formeriy bustling<br />

city, it also signified the symbolic destruction of space and<br />

history. Disasterand destrucrion were in this case also creation,<br />

an attempt to build places of counter-memory by eradlcaring<br />

the imagination ofthe dying Empire and constructing a new<br />

narional imaginary.^^ Kemalist authority was defining itself as<br />

antagonisric to the Ottoman past; Ottoman centuries were<br />

deleted from Turkish history or limited to a large parenthesis<br />

speaking of corruprion.^" Alongside the elimination of the<br />

Ottoman past, very litrie has been written on the historical<br />

role Greece has played in the formarion of modern Turkey.^'<br />

On the other side of the Aegean, similar strategies were<br />

employed in the attemptto solidify the ideological dominance<br />

ofthe nation-state. A deliberate decoupling of the "oriental"<br />

Ottoman past from the quasi westernized post-revolutionary<br />

Greek state had been taking place within the process ofthe<br />

construcrion of the narion-state since the mid-nineteenth<br />

century.^^The Ottoman reality of neariy four hundred years is<br />

rourinely overlooked till today, unless it is invoked asa negative<br />

influence and the cause of contemporary problems resulting<br />

from a supposedly "oriental" mentality.^^ The instrucrion of<br />

history in schools perpetuates the conceprion of the "purity"<br />

of Greek culture, which Is presented as "uncontaminated"<br />

from foreign elements. As in the case of Izmir, Salonica, and<br />

many other dries, reconfiguration of the cityscape has been<br />

fundamental to the process of crearing a narionalist imagery,<br />

in his fascinaring historical account of Salonica, Mazower<br />

states:"[...] Forgetring the Ottomans was part of Greece's claim<br />

to modernity."^''<br />

Indeed, "narionalism comes with an acrive process of forgetring<br />

and selecrive remembering; remembering what was supposed<br />

to be forgotten brings about one of the most significant<br />

challenges against nationalisric senriments."^^ Through<br />

such processes, both Greek and Turkish narional formarions<br />

have achieved a high level of homogenlzarion, leading to a<br />

generalized and standardized culture, where pre-modern<br />

cultural varieries have been absorbed into a homogenous<br />

whole.^^The Asia Minor refugees themselves have been socially<br />

constructed as a homogenous group, a fact which facilitated<br />

their subsequent polirical and institutional manipulation.


especially their assimilation into the Greek "national body".<br />

The social and cultural variety of these people was suppressed<br />

for the sake of national unification." Nowadays, however, a<br />

process of'retrospective re-reading"of the histories of Modern<br />

Greece and Turkey Is underway through various research<br />

initiatives."^^ There are numerous Indications of an Increasing,<br />

mutual interest in unraveling without prejudice the conditions<br />

and consequences of Greek-Turkish co-habitation which lasted<br />

several centuries.^^ As Mazowerargues,"Nation-states construct<br />

their own image ofthe past to shore up their ambitions for the<br />

future. [...] But today the old delusions of grandeur are being<br />

replaced by a more sober sense of what individual countries<br />

can achieve alone. As small states integrate themselves in a<br />

wider world, [...] the stringently patrolled and narrow-minded<br />

conception of history which they once nurtured and which<br />

gave them a kind of justification starts to look less plausible<br />

and less necessary. Other futures may require other pasts."''''<br />

Research resources and possible directions<br />

A designscape is the design equivalent of a landscape or<br />

cityscape, the set of material and human elements which<br />

constitute a design-related situation. The reconfiguration of<br />

designscapes during nation-stateformation and development<br />

is a process analogous to the reconfiguration of cityscapes<br />

already mentioned; it is perhaps less visible, but no less<br />

real. My paper calls for a contemporary reconfiguration of<br />

designscapes in Greece and Turkey, through joint research<br />

projects that will discover, bring to attention and analyze all<br />

that has been forgotten, hidden or manipulated. In this final<br />

part of my paper, I will suggest sources and point to possible<br />

research directions in the design.<br />

Naturally, the cultural influences brought by the masses of<br />

refugees complemented their Impact on politics and the<br />

economy. One of the best known examples from the cultural<br />

domain is that ofthe rebetlko music typology.The emergence<br />

ofthis typology in Greek urban centres has been studied in<br />

connection to the musical tradition of refugees fro m Asia Minor,<br />

a tradition which had assimilated both folk and cosmopolitan<br />

elements.'" Influences in the visual and design domains have<br />

been however more obscure and under-researched. One<br />

Interesting exception Is the ethnographic work on refugees by<br />

Hirschon, who notes the symbolic roles that many mundane.<br />

household objects, such as chairs, tables and beds, held<br />

for the refugees. These objects were invested with special<br />

significance within the household, as they stood for the sacred<br />

values of family unity, sociability and hospitality."^ Generally<br />

speaking, cultural elements emanating from the refugees or<br />

from other local ethnic groups were undesirable and were<br />

adapted to conform to nationalist cultural and aesthetic<br />

ideals. For example, in interwar Greece, local traditional arts<br />

were baptized "Greek folk art" and "nationalized'^ thus losing<br />

all their multiethnic Balkan and Turkish-Islamic cultural wealth<br />

that had been developing since the eighteenth century."<br />

Other recent work shows how the concept of Greekness has<br />

been widely employed throughout the twentieth century to<br />

invest products of industrial and graphic design with desirable<br />

qualities. In accordance to prevailing nationalist ideologies.""'<br />

There is currently a wealth of material which remains hidden<br />

and unexploited, and could become a valuable resource<br />

for design historical research projects between Turkey<br />

and Greece. At a first stage, domain-specific comparative<br />

studies could be developed in order to bring to light original<br />

archival material, generate factual information and visual<br />

documentation, and create the basis for further research.<br />

Carpet-making is perhaps the most significant area of design<br />

and manufacturing in terms of refugee involvement. Just after<br />

the 1922 disaster, carpet-making experienced a boom, which<br />

was supported by the availability of cheap labour, especially<br />

female labour. Companies which had been operating from<br />

Izmir or other parts of the Ottoman Empire became active<br />

from a Greek base {usually Athens) and continued to supply<br />

European and American markets."^ Ceramics, bearing a long<br />

tradition In Asia Minor, Is another area which deserves special<br />

attention. Subsequently, more specific research questions and<br />

projects may be formulated in the areas of aesthetics, product<br />

typologies and product uses. Possible research resources are<br />

historical and folklore museums in Greece and Turkey, such<br />

as the BenakI Museum, the Greek Folk Art Museum and the<br />

Museum of Traditional Pottery, all in Athens;''^ the Centre for<br />

Asia Minor Studies, Athens;''^The Programme ofTurklsh Studies<br />

ofthe Institute of Mediterranean Studies, University of Crete;''^<br />

various university departments dealing with Modern Greek,<br />

Turkish, Balkan or South-East European studies, photographic<br />

archives in the respective institutions, the press (newspapers<br />

and popular magazines), as well as private collections. Most


ofthe resources available have so far remained untapped due<br />

to prevailing, persisting beliefs that obstruct a historically-<br />

informed understanding of our shared past, present and<br />

future,<br />

Conclusion<br />

Having a major disaster as its starting point, this paper has<br />

identified gaps and possibilities in design historical research.<br />

It has been suggested that those changes In Greek and Turkish<br />

societies which are related to the Izmir disaster constitute a<br />

privileged field for studying the processes of formation of<br />

modern societies from a design perspective. The paper has<br />

provided a bnef outline of this emerging research area, which<br />

appears very promising from a design history point of view<br />

and offers exciting opportunities for cross-disciplinary, cross-<br />

national and cross-cultural research.<br />

CV<br />

Artemis Yagou (PhD, MA) is a design researcher and educator<br />

based in Athens, Greece. She teaches on the interdisciplinary<br />

MA in Design course at AKTO art and design (private college,<br />

Athens), and pursues independent research Into the history of<br />

Greek design. Currently, her work Is pnmanly focused on the<br />

uses of nationalism in design, on the history of Greek design<br />

education, as well as on design history in the context of the<br />

history of technology. She publishes regularly in international<br />

journals and In 2006 was invited speaker at the National<br />

Technical University of Athens and the University of Leeds.<br />

She is a member of the Executive Committee of the European<br />

Academy of Design. Personal website: www.yagou.gr<br />

Footnotes:<br />

1 Matthew Stewart, "Catastrophe at Smyrna", History Today,<br />

vol. 54 (7), July 2004, 27-33.<br />

2 Renee Hirschon, Heirs of the Greek Catastrophe - The<br />

Social Life of Asia Minor Refugees In Piraeus, Athens: Cultural<br />

Foundation of the National Bank of Greece, 2004, 17-18 [in<br />

Greek]. English edition: Oxford: Clarendon Press, 1989,94-95.<br />

3 Mark Mazower, The Balkans - From the End of Byzantium to<br />

the Present Day, London: Phoenix Press, 2000, 116-123.<br />

4 Yorgos Tzedopoulos, Beyond the Catastrophe - Asia Minor<br />

Refugees in Interwar Greece, Athens: Foundation of the<br />

Hellenic World, 2003. [in Greek]<br />

5 Caglar Keyder, "History and Geography of Turkish<br />

Nationalism", in:Thalia Dragona and Faruk Birtek (eds), Greece<br />

and Turkey - Citizen and Nation-State, Athens: Alexandria,<br />

2006, 26 [in Greek]. English edition: Faruk Birtek and Thalia<br />

Dragona (eds), Cirizenship and the Nation-State In Greece and<br />

Turkey, Oxford: Rouriedge (Taylor & Francis Group), 2005.<br />

6 Ibid, 35.<br />

7 Faruk Birtek,"TheGreek Bull in theChina Shop of theOttoman<br />

'Great Chimera' - The Role of Greece In the Construcrion of<br />

Modern Turkey", in: Dragona and Birtek, 100.<br />

8 Keyder, 26.<br />

9 For example, major architects in the area -mosriy of<br />

Greek origin - renewed local architecture by introducing<br />

new typologies and employing novel aestheric styles. For a<br />

discussion of Izmir architecture, see: Vassills Colonas, Greek<br />

Architects in the Ottoman Empire (19th-20th centuries),<br />

Athens: OIkos, 2005,92-125.<br />

10 Hirschon (1989), 23. See also: Kostas Katsapis, "The<br />

Rehabilitation of Refugees in Interwar Greece: The General<br />

Ouriine", In Tzedopoulos, 38-40.


11 Eugenios Matthiopoulos, "Fine Arts" in: Christos Hadzİİossif,<br />

History of Greece in the 20th Century, 1922-1940 The Interwar<br />

Years, vol. B, part 1, Athens: Viviiorama, 2003, 402 and 412. [in<br />

Greek]<br />

12 Hirschon (1989), 165.<br />

13 Hirschon (1989), 43-44.<br />

14 Alkis Rigos, The 2nd Greek Democracy 1924-1935, Social<br />

Dimensions ofthe Political Scene Athens: Themelio, 1999, 74.<br />

[In Greek]<br />

15 Alexis Polltis, "A Small Piece of Global Experience", in<br />

Imprints of Time - Historical Essays for a Non-theoretical<br />

Theory, Athens: Polis, 2006,198-211. [in Greek]<br />

16 Christos Hadziiossif, "The Refugee Shock, the Constants<br />

and Changes of Greek Economy", in Christos Hadziiossif (ed).<br />

History of Greece in the 20th century. The Interwar Years 1922-<br />

1940, vol. B, part 1, Athens: Viviiorama, 2002,10.<br />

17 It should of course be stressed here that the word "design"<br />

did not have at the time the sense that it has now, nor did<br />

the word "designer" exist in its present meaning, especially<br />

in Greece. On the issue of terminology, see: Artemis Yagou,<br />

"What is Design? The Issue of Greek Terminology in the Area<br />

of Industrial Design" [In Greek], 3rd Conference ofthe Hellenic<br />

Society for Terminology: "Greek language and terminology"<br />

(Conference Proceedings), Athens, 1-3 November 2001, 129-<br />

137. On the professionalisation of design; Artemis Yagou, "The<br />

Emergence of Industrial Design in Interwar Greece 1922-1940"<br />

Design History Society Newsletter, no 100, January 2004,9.<br />

18 Hadziiossif, 23.<br />

19Katsapis,33.<br />

20 Hadziiossif, 20.<br />

21 AristotleTympas,"What Have We Been since'We Have Never<br />

Been Modern'? A Macro-Historical Perİodizatİon Based on<br />

Historiographical Considerations on the History ofTechnology<br />

In Ancient and Modern Greece", ICON, vol. 8,2002,76-106.<br />

22 Hirschon (1989), 99.<br />

23 Keyder, 80. Hirschon (1989), 53.<br />

24 Keyder, 85.<br />

25 Katsapis [2], "Confrontations between Locals and Refugees<br />

in Interwar Greece", in:Tzedopoulos, 113.<br />

26 Hirschon (1989), 122.<br />

27 Ibid, 17-18.<br />

28 Biray Kolluoğlu Kırlı, "Forgetting the Smyrna Fire", History<br />

Workshop Journal, issue 60,2005, 25-44.<br />

29 Kırlı, 27. On the refugee experience In relation to nationalism,<br />

see also: loanna Laliotou, "Refugees and the Refugee Issue In<br />

the 20th century", InTzedopoulos, 175-184.<br />

30 Hamit Bozarslan, A History of Modern Turkey, Athens:<br />

Savalas Editions, 2004, 48. [in Greek] French edition: Hamit<br />

Bozarslan, Histoire de la Turquie Contemporaine, Paris: La<br />

Decouverte, 2004. For an extensive discussion of modernity<br />

and secularism in Turkey, with special emphasis on the visual<br />

domain, see: Alev ÇInar, Modernity, Islam, and Secularism in<br />

Turkey: Bodies, Place and Time, Minneapolis: University of<br />

Minnesota Press, 2005.<br />

31 Faruk, 83-84. See also: Hakan Erdem,'"Do not Consider the<br />

Greeks as Labourers'-The Reactions of Ottoman Authority to<br />

the Greek Revolution", in: Dragona and Bİrtek, 137 and 154-<br />

161.<br />

32 Kostas R Kostis,"The Formation ofthe State In Greece, 1830-<br />

1914", in: Dragona and Birtek, 52.<br />

33 Thalia Dragona, Büşra Ersanll, Anna Frangoudaki, "How<br />

Greek and Turkish Pupils Perceive History, Nation and<br />

Democracy" In: Dragona and Birtek, 336.<br />

34 Mark Mazower, Salonlca City of Ghosts, Christians, Muslims<br />

and Jews 1430-1950, London: Harper Perennial, 2005,474.


35 Kırlı, 38.<br />

36 İlkay Sunar, "Thoughts on Nations and Nationalism with<br />

Reference to Turkey and Greece", In: Dragona and Birtek, 354-<br />

355. Also: Michael Billig, Banal Nationalism, London: Sage, 1995.<br />

37 Yorgos Tzedopoulos, "Introduction", in:Tzedopoulos, 15.<br />

38 Birtek, 87. Selected examples of related initiatives are:<br />

Renee Hirschon, Crossing the Aegean - An Appraisal of the<br />

1923 Compulsory Population Exchange Between Greece and<br />

Turkey, Oxford: Berghahn Books, 2003; Nationalism, Society<br />

and Culture in Post-Ottoman South-East Europe (International<br />

Conference), St Peter's College, University of Oxford, 29-30 May<br />

2004; Nationalism in the Troubled Tnangle: Cyprus, Greece and<br />

Turkey (International Conference), University of Cyprus, 10-11<br />

November 2006; South European Society and Politics, vol.<br />

11, issue 1, 2006 (special issue on the anthropology of Greek<br />

views of Turks).<br />

39 New trends in historiography in the areas of Balkan History<br />

and Turkish Studies are discussed in: Christina Kouloun, "New<br />

ChallengesfortheStudyofModern Greek History", presented in<br />

the 1 stHellenicObservatoryPhDSymposiumonModernGreece:<br />

"Current Social Science Research on Greece", London School<br />

of Economics, 21/6/2003, http://www.lse.ac.uk/collections/<br />

heilenicObservatory/pdf/symposiumPapersoniine/LSE-<br />

published%20paper.pdf (accessed 1/3/2007). Kouloun also<br />

stresses the need for a comparative approach at regional or<br />

European level, an approach which is rarely adopted. In the daily<br />

Greek press, there are also reports of mutual interest among<br />

the wider public of Greece and Turkey, for example: Thanassis<br />

Vasilelou, "Turkey in Bookshop-windows'^ Kathimenni, 2/10/<br />

2005, Arts & Letters Section, 5, and Alexandros Massavetas.<br />

"Hellenomania: The New Fashion of Turks", Kathimenni, 1/10/<br />

2006,14. [in Greek]<br />

40 Mazower (2005), 474.<br />

41 Gail Hoist, Road to Rembetika. Music ofa Greek Sub-culture.<br />

Songs of Love, Sorrow and Hashish, Denise Harvey (Publisher),<br />

2006 (1975); Stathls Gauntlett, "Between Orientalism and<br />

Occidentalism - The Contribution of Asia Minor Refugees to<br />

Greek Popular Song and its Reception", in Hirschon (2003).<br />

42 Hirschon (1989), 247- 258 and 425-426.<br />

43 Matthiopoulos, 408.<br />

44 Artemis Yagou, "Connecting Past and Present Narratives<br />

of Heritage and Modernity in 20th Century Advertisements<br />

for Products 'Made in Greece"' Connecting: A Conference on<br />

the Multivocality of Design History and Design Studies, 23-25<br />

August 2006, University of Art and Design Helsinki - Estonian<br />

Academy of Arts, http://tm.uiah.fi/connecting/proceedings.<br />

html (accessed 1/3/2007); Artemis Yagou, "Metamorphoses<br />

of formalism: National Identity as a Recurrent Theme in the<br />

History of Design in Greece", Journal of Design History, 20.3,<br />

2007 (to appear). See also: George Parmenidis, and Efrossini<br />

Roupa, Bourgeois Furniture in Greece, 1830-1940: A Century<br />

of Construction of Design Rules, Athens: National Technical<br />

University of Athens Press, 2004. [in Greek]<br />

45 Hadziiossif 26-28; Matthiopoulos, 413.<br />

46 http://www.culture.gr/2/21/toc/hist_mus.html (accessed<br />

1/3/2007).<br />

47 http://users.otenet.gr/~kms/ (accessed 1/3/2007).<br />

48 http://www.ims.forth.gr/ims/turkish_studies/turkishJndex.<br />

html (accessed 1/3/2007).


A G E N E R A L L O O K AT C R • S S - C U LTU R A L U S A B I L I T Y M E T H O D S A P P L I E D IN<br />

I N T E R A C T I V E I N T E R F A C E D E S I G N : L O C A L I S A T I O N A N D T U R K E Y<br />

Asım Evren YANTAÇ<br />

YÜdİz Technical University, Faculty of Art and Design, Com.<br />

Des. Dept., Istanbul, Turkey<br />

eyantac@yildiz.edu.tr<br />

Prof. Dr. Oğuzhan ÖZCAN<br />

Yildiz Technical University, Faculty of Art and Design, Com.<br />

Des. Dept., Istanbul,Turkey<br />

oozcan@yiidiz.edu.tr<br />

Abstract: 1. introduction<br />

Over the past decade, international usability has grown as a<br />

sub-field of usability as a result of the increase in the number<br />

of computer and internet users. This study analyses the effect<br />

of culture In designing interface to serve the needs of a certain<br />

culture or different cultures. Especially recently, researchers<br />

have rather been working on adapting the cultural research<br />

methods used for printed media for use in interactive media<br />

design. Taking a general look at the field of usability as an<br />

introduction, this paper analyses the development process of<br />

cross-cultural usability in the last decade. As the next step, an<br />

evaluation ofthe studies concerning Turkey and Turkish users<br />

Is made. In the light ofthe researches In question, the paper<br />

discusses how a cross-cultural usability study on Turkish users<br />

should be made. Moreover, it is emphasized that it Is essential<br />

to go through a three-stage study process which involves<br />

evaluations based on present interfaces, the guides that will<br />

be formed as a result of these analyses and the realization of<br />

usability tests of guide-aided designs. As a result of all these<br />

evaluations, the paper concludes by stating the significance of<br />

realizing Turkish user oriented cross-cultural usability studies<br />

and preparing reference guides forthe design process for the<br />

development of Informative Interactive interface design in<br />

Turkey.<br />

Keywords: cross-cultural usability, measurement of usability.<br />

Interface design, interactivity<br />

This article first takes a general look at the topic of usability,<br />

and then focuses on the studies carried out In the field of<br />

cross-cultural usability. While summarizing the literature of<br />

usability tests with a history of 30 years and our personal<br />

experience, the sections written on cross-cultural usability<br />

make up a compilation of the studies carried out within<br />

the last decade: When user needs were given priority in<br />

interactive interface design, the field of cross-cultural usability<br />

gained significance. Similarly, as interfaces started addressing<br />

to a broader mass due to an increase in the use of internet,<br />

the concept of cross-cultural usability was Introduced to the<br />

agenda. On the other hand, when the literature Is overviewed,<br />

not many studies based on Turkish culture seem to have been<br />

carried out. However, for an Interface design which aims at a<br />

user that belongs to a particular culture, it is essential to take<br />

into consideration the characteristics ofthe target user type.<br />

For this purpose, the effect of Turkish culture on Interface<br />

design and the preparation of reference guides for design by<br />

taking these factors into consideration constitute a significant<br />

research topic which will be worked upon In the following<br />

period.<br />

This article aims at providing basic information for the<br />

realization of the researches in question, summarizing the<br />

development process of the issues mentioned above and<br />

presenting an evaluation ofthe methods developed for cross-<br />

cultural usafa/7;fy studies.


6. References CA: National Center for Geographic Information and Analysis.<br />

BUXTON, W. A. 1995."ChunI


TURK, A. and TREES, K. 1998. "Culture and participation In the<br />

development of CMC: Indigenous Cultural Information System<br />

Case Ssytem". In Proceedings Cultural Attitudes Towards<br />

Communication and Technology '98, University of Sydney,<br />

Australia.<br />

TURNAGE, T., W. and Mc GINNIES, E. 1979. "A Cross-Cultural<br />

Comparison of the effect of Presentation Mode and<br />

Meaningfulness on Short Term Recall," American Journal of<br />

Psychology, 86(2), 369-381.<br />

WANG, H. 2005. "The Influence/Impact relationship between<br />

the GIS users and HCI of GIS." School of Information Sciences<br />

and Technology, Pennsylvania State University.


I N T E L L I G E N T P R O D U C T D E S I G N S T H A T I N V O L V E C O N V E R G E N C E O F M U L T I P L E<br />

T E C H N O L O G I E S : T H E E X A M I N A T I O N D F R E L E V A N T A P P L I C A T I O N S IN T U R K E Y<br />

Slia Yiğit<br />

Koleksiyon Tasarım Mobilya ve Orman Ürünleri San. A.Ş.,<br />

İstanbul Turkey<br />

info@silayigit.com<br />

Abstract<br />

Today the development of information and communication<br />

technologies causes interactive products to become daily<br />

objects of our lives. The most important factor in the<br />

development of interactive products is the convergence of<br />

multiple different technologies. As a result ofthe convergence<br />

of industries and the disappearance of industry boundaries,<br />

differentiating the products w\th value creation becomes<br />

important. The only way to create value through profitable<br />

growth is innovation. In today's applications of innovation,<br />

intelligent product concept arises. The term "intelligent<br />

product" is defined in two levels. First level product<br />

intelligence allows a product to store data about itself and<br />

to communicate effectively with its environment. Second<br />

level product intelligence allows a product to participate in<br />

decision process through assessing its function in addition to<br />

communicating its status.<br />

In this research, the product development process is examined<br />

through interviews with firms that develop intelligent<br />

products in Turkey. One white goods manufacturer: Arçelik<br />

and another consultancy firm which serves for the companies<br />

that outsource design expertise: T-Design; are selected within<br />

firms. In the analysis ofthe interviews, through the comparison<br />

of these two firms; first and second level intelligent products<br />

and common and different applications in the intelligent<br />

product development process are determined.<br />

1. Introduction<br />

1.1. Importance of the subject<br />

In recent years objects that have a constant role in our daily<br />

lives are becoming intelligent. The rapid development<br />

of information and communication technologies causes<br />

these technologies to enter into industrial product designs<br />

and interactive products to enter into our daily lives. The<br />

disappearance of technology and interfaces on objects with<br />

the growth of embedded technologies, allows ordinary<br />

physical objects to involve computing technologies and<br />

network systems {Preece et al. 1997).<br />

The most important factor in the development of interactive<br />

products is the opportunity of the convergence of multiple<br />

different technologies. Converging technologies are causing<br />

industry boundaries to blur; therefore the nature of products<br />

and services changes (Prahalad et ol. 2002).<br />

As a result of the convergence of industries and the<br />

disappearance of industry boundaries, differentiating the<br />

products with value creation becomes important. Today,<br />

the only way to create value through profitable growth is<br />

innovation. In order to generate value and innovation in a<br />

sustainable manner; a new point of view is required, one<br />

that allows individual customers to co-construct their own<br />

consumption experiences through personalized interaction,<br />

thereby co-creating unique value for themselves. In the<br />

further applications of innovation, the focal point will pass<br />

from products and services to experience spaces created by<br />

the consumers and the producers (Prahalad etol. 2003).<br />

In today's applications of innovation, intelligent products<br />

which create value through covering multiple technologies are<br />

becoming important The term "intelligent product" is defined<br />

in two levels. First level product intelligence allows a product<br />

to store data about itself and to communicate effectively with


its environment. Second level product intelligence allows a<br />

product to participate in decision process through assessing<br />

its function In addition to communicating its status {Agarwa!<br />

etol. 2002).<br />

Inthis research, the product development process of intelligent<br />

products which contains multiple discrete technologies is<br />

examined through open ended interviews with firms that<br />

develop intelligent products in Turkey. One well-known<br />

white goods manufacturer: Arçelik and another consultancy<br />

firm which serves for the companies that outsource design<br />

expertise: T-Design; are selected within relevant firms. The<br />

interviews cover four main categories: the firms'point of view<br />

about the terms converging technologies and intelligent<br />

products, the process of product development, pursuing<br />

technology and integrating its findings into products, the<br />

further positioning of intelligent products in Turkey. In the<br />

analysis ofthe interviews, through the companson of these<br />

two firms; first and second level Intelligent products and<br />

common and different applications in the intelligent product<br />

development process are determined.<br />

2. Interaction design concept<br />

Winograd (1997) defines interaction design as "designing<br />

environments for human communication and Interaction".<br />

What is meant by interaction design is developing interactive<br />

products that help users in business and daily life.This requires<br />

creating user expenences that will expand and enhance the<br />

way people work, communicate and interact (Preece et al.<br />

1997). Now HCI, human-computer interaction goes beyond<br />

designing computing systems for one user sitting in front of<br />

one machine. It covers pervasive and ubiquitous computing<br />

technologies (Ankan and Çendeoğlu 1997).<br />

3. Convergence of technologies and intelligence concepts<br />

Converging technologies are causing industry boundaries<br />

to blur; thus the nature of products and services changes<br />

(Prahalad et al. 2002). Traditionally, different industnes<br />

and businesses serve different markets such as education,<br />

communication, leisure time and entertainment. Consumer<br />

electronics industry covering audio visual products like<br />

television, computer industry developing desktop and<br />

portable computers and other industries like communication<br />

devices, software, music and film can be given as examples.<br />

Not more than 20 years ago, all these sectors had different<br />

competitors and specific competitive dynamics. A camera and<br />

a video camera were completely different products. The clear<br />

distinction between products and industries such as television<br />

and computer was accepted by manufacturers, competitors<br />

and consumers.<br />

However in today's digital consumer environment, the<br />

boundanes between products and industries disappear so<br />

computers allow the user to access television broadcast<br />

and televisions provide data transfer from computers. For<br />

example Sony "Airboard" defined as "commercial personal IT<br />

television" puts together personal computer, audio system<br />

and television. The product operating with a touchscreen<br />

uses wireless network technologies and provides internet<br />

access. It also allows displaying electronic mail, video and<br />

digital photographs without the need of a personal computer<br />

(Mobilemag 2004).<br />

Figure 1. Airboard (Sony).<br />

Today, developing intelligent products which create value<br />

through covering multiple technologies is an ascending trend<br />

in order to generate innovarion. According to the Oxford<br />

English Dictionary (Thompson 1996) an intelligent device or<br />

machine Is one which is"able to vary its behaviour in response<br />

to varying situations and requirements and past experience".<br />

Intelligent product Is defined as a manufactured item which is<br />

equipped with an ability to monitor, assess and reason about<br />

its current or future state and if necessary influence its desriny<br />

(Ashton etal. 2002).<br />

The intelligence concept is also defined as follows (Agarwal et<br />

al. 2002);


"The definition of an intelligent product is one that has part or<br />

all ofthe following five characteristics:<br />

1. Possesses a unique identity.<br />

2. Is capable of communicating effectively with its<br />

environment.<br />

3. Can retain or store data about itself<br />

4. Deploys a language to display its features, production<br />

requirements etc.<br />

5. Is capable of participating in or making decisions relevant<br />

to its own destiny".<br />

^" level product intelligence allows a product to communicate<br />

its status so it is information oriented and covers points 1 to 3<br />

ofthe intelligent product definition above. 2"'' level product<br />

Intelligence allows a product to assess and influence its<br />

function in addition to communicating its status therefore it<br />

is decision oriented and covers points 1 through to 5 ofthe<br />

intelligent product definition (Agarwal et al. 2002).<br />

4. Methodology<br />

4.1. The phases of research<br />

The phases ofthis research are as follows:<br />

1. The concepts of "interaction design" and "convergence of<br />

technologies" are examined.<br />

2. Turkish companies, developing "software" and "industrial<br />

product" using interaction design and related technologies<br />

recently, are determined.<br />

3. These companies are determined as Yoğurt Technologies,<br />

T-Design, Arçelik and Vestel. Their interactive products are<br />

examined.<br />

4. The concepts, constituted as a result of improvements in<br />

interaction design after 1990 and convergence of technologies,<br />

are examined.<br />

5. These concepts are determined as "persuasive technologies",<br />

"Netsmart product", "U-commerce" (ubiquitous commerce)<br />

and "intelligent product".<br />

6. The concept of "intelligent product" is selected for research<br />

considering the existing "industrial product" applications in<br />

Turkey.<br />

7. The term "intelligent product" Is defined in two levels as<br />

follows: r' level product intelligence allows a product to<br />

store data about itself and to communicate effectively with its<br />

environment. 2"'^' level product intelligence allows a product to<br />

participate in decision process through assessing its function<br />

in addition to communicating its status.<br />

S.The aim ofthe research is determined as analysing"intelligent<br />

product development process" in companies developing<br />

products which fits this two levelled definition.<br />

9. Two companies are selected within this aim: Arçelik which<br />

develops and produces intelligent products in white goods<br />

industry andT-Design which is another consultancy firm which<br />

serves for the companies that outsource design expertise.<br />

10. Open-ended interviews with Arçelik and T-Design are<br />

made.<br />

4.2. Interview method<br />

"Semi-structured" interview method is preferred according to<br />

the aims ofthe research and an outline of questions is prepared<br />

before interviewing Arçelik andT-Design.The question outline<br />

is formed "open-ended"to ensure a detailed conversation and<br />

the interview is directed according to the answers.<br />

4.4. Research questions<br />

The outline of the interviews covers 4 main subjects:<br />

• The companies' point of view about the concepts of<br />

"intelligent product" and "convergence of technologies".<br />

• The intelligent product development process within Arçelik<br />

andT-Design.<br />

• Pursuing technology and integrating its findings into<br />

products.<br />

• The further positioning of intelligent products inTurkey.<br />

5. Analysis of the interviews<br />

These steps are taken in order to analyse the open ended<br />

interviews with Arçelik and T-Design.<br />

• Within the aims of the research, interview questions are<br />

formed and grouped under 4 main subject headings. Two<br />

question forms are constituted as there are differences in the<br />

products development processes in Arçelik and T-Design.<br />

• First interview was taken on March 17, 2006 with Alper<br />

Baykut, the technology group leader of R&D department, in


ArçelikTuzîa Campus.<br />

• Second interview was taken on March 28, 2006 with Murat<br />

Armağan, the genera! manager and leader of design team in<br />

T-Design Maslak office.<br />

• Both tv\fo interviews are recorded and full transcripts are<br />

written down.<br />

• The full transcripts are categorized and diagrams are<br />

constructed according to the topics emphasized in the<br />

interviews.<br />

•The results are analysed with the companson of data collected<br />

under the same category.<br />

5.1. Why Arçelik and T-Design?<br />

Arçelik İs one of the biggest companies within the domestic<br />

equipments industry. It offers its customers a wide spectrum<br />

of products ranging from furniture to computer and from<br />

white goods to a vanety of small household appliances.<br />

The company, owning two of the most well-known brands<br />

of Turkey, has a market capacity over 50 %. It has gained a<br />

product range so as to address all consumer segments via its<br />

positioning in international markets with the brands Elektra<br />

Bregenz, Blomberg, Arctic, Leisure and Flavel, which were<br />

acquired in accordance with the company's international<br />

growth strategy, as well as the brands Arçelik, Beko, Altus, and<br />

Arstil (Arçelik A.Ş. 2006).<br />

The reasons why Arçelik is preferred for examining Intelligent<br />

product development process are as follows:<br />

• Arçelik undertook the intelligent technologies of white goods<br />

in the "Intelligent House" project exhibited in Compex Digital<br />

fair between the dates 7-10 February 2002 (NTV-MSNBC<br />

2002). Arçelik's intelligent refrigerator, washer, dishwasher,<br />

cooker and cooker hood which are given publicity in this fair;<br />

are suitable examples of first level Intelligence.<br />

• "Telve"Turkish coffee maker is appropriate for analysing new<br />

product development process, according to these reasons:<br />

being the original and inlrial product in its field, determination<br />

of user needs about a completely new product concept,<br />

innovative studies in research and development process. R&D<br />

studies for Telve lead up to 8 patents such as anti-spill, cook-<br />

sense and spin-jet technologies (Aydablr 2005). As a result<br />

of these investments for technological research; the product<br />

cooks Turkish coffee without the need of blending and stops<br />

hearing at the proper time In order to prevent it from boiling<br />

over. Telve also won the industrial design award at İF Design<br />

2005.<br />

• In the development process of intelligent products, Arçelik<br />

outsources some required technologies such as the distant<br />

control of white goods via telephone (SesTek 2006).<br />

• Arçelikservices in the area of renting consumer durables such<br />

as white goods or electronics (Aydablr 2004), This applicarion<br />

is an Innovative approach In service sector from these aspects:<br />

determining user needs of a different target audience and<br />

constructing their consumption experiences. The target user<br />

model differs in pursuing technological developments, willing<br />

to experience every new technology or relocating very often.<br />

• As a result of investments on technology and R&D studies,<br />

Arçelik develops products counted as "the first" worid-wide<br />

such as Turkish coffee machine, washers for clothes weighing<br />

3,5kg and 7kg, refrigerator with A++ energy consumption<br />

level,<br />

T-Design works as a consultancy firm which serves for the<br />

companies that outsource design expertise. The company<br />

differs from standard design offices as it participates InTeknoloji<br />

Holding and develops innovative technological solutions and<br />

services (Teknoloji Holding 2006). T-Design was transferred to<br />

Brightwell Holdings BV from Teknoloji Holding on the 1st of<br />

June, 2006. Alphan Manas, as being the founding partner of<br />

Teknoloji Holding, broke off business relations with Teknoloji<br />

Holding and founded Brightwell Holdings BV. T-Trade, T-<br />

Tronics, Labranda, Teknomar and Teknosis companies are also<br />

transferred together withT-Design.The Brightwell Group is now<br />

a private investment company that invests globally in the areas<br />

of energy, environmental technologies, media content and<br />

entertainment, transportation technologies and services and<br />

a variety of Innovative technology solurions. Sub-sectors that<br />

the company specializes in innovarive technology solurions are<br />

industrial product design, consumer electronics, information<br />

and communication technologies, payment systems, biometric<br />

systems and smart homes (Brightwell 2006).<br />

The reasons whyT-Design is preferred for examining intelligent<br />

product development process are as follows:<br />

• Within the service of "Innovation management consultancy".


T-Design aims to develop patent-focused design strategies<br />

and serve its customers in tlieir requirements of differentiating<br />

with a new product (T-Design 2003).<br />

" T-Design develops conceptual projects without any definite<br />

customer and Teknoloji Holding makes investments on<br />

these projects if an opportunity about commercial success<br />

is foreseen. T-Design distinguishes from standard design<br />

offices that serve for companies outsourcing design expertise,<br />

with this facility of supporting and allocating resources for<br />

technological product ideas and innovative projects. The<br />

"Water Taxi" project can be given as an example for this<br />

(Armağan 2006).<br />

• "T-Meter" intelligent water meter, which Is developed and<br />

manufactured within the company as a commercial product,<br />

directs its user by giving warning at critical points (Armağan<br />

2006). For this reason, T-iVleter is an example of 1" level<br />

intelligence.<br />

- "Ferris" refrigerator and "E-Pantry" stock control and<br />

shopping system are conceptual projects involving 2"''<br />

level of intelligence. These projects are developed inside<br />

the company through innovative scenarios constituted by<br />

researches of future life styles and pursuit of technological<br />

improvements. They are also built up without any specific<br />

customer request (Armağan 2006).<br />

5.2. Point of view<br />

First of all, the concept of "intelligent product" is defined<br />

clearly at the beginning of the interview so as to examine<br />

the intelligent product development process in the company<br />

"Arçelik". According to this definition, first level product<br />

intelligence allows a product to store data about itself and<br />

to communicate effectively with its environment. However<br />

second level product intelligence allows a product to<br />

participate in decision process through assessing its function<br />

in addition to communicating its status (Agarwal ef ai 2002).<br />

Arçelik stated that they agree with this two levelled definition.<br />

In addition, intelligence concept is defined as products<br />

behaving In an "adaptive" manner, within the consumer<br />

durables industry. According to this definition, an intelligent<br />

product follows 3 steps: perception, control and adaptation.<br />

A product must "perceive" the conditions in the course of<br />

user-product interaction, then "control" these conditions, and<br />

later on adapt to user habits within these controls, Therefore<br />

it can upgrade to the 2"'' level of intelligence and participate<br />

in the decision process and determine its functions.<br />

Adaptive systems, in other words, products that adapt to the<br />

consumption experiences and learn user habits can only be<br />

personalized. In this way a product fits in with the concept of<br />

"intelligence" rather than "automation" For instance, a washer<br />

has multiple washing programs like woolies 40 degrees, hand<br />

wash 30 degrees, intensive with prewash etc.The product can<br />

offer the last selected program or the most preferred one to<br />

the user. One step ahead ofthis, the product is able to perceive<br />

the change of user preferences between seasons, adapt from<br />

washing woolies in winter to cotton ones in spring, thereby<br />

offer a more suitable washing option (Baykut etal. 2006).<br />

The "Intelligent Home" project of Arçelik, launched as<br />

"intelligent" when it is first introduced to the market, is named<br />

"Home Automation" today. Automation means, applying<br />

human perception patterns to the products by means of<br />

sensors. Namely, the definitions and rules set by the algorithms<br />

during product development period, stays the same at the<br />

time of using. A system must learn the user preferences,<br />

adapt to the users' behaviour pattern and participate in the<br />

decision process in order to be defined as "intelligent". The<br />

definitions of'inîelligence" and "automation"concepts change<br />

continually due to technological improvements. For instance,<br />

"speech-sense" technology described as "intelligent" before is<br />

now placed in "automation" category. A product's answering<br />

according to its user's speech is considered as "intelligent" in<br />

today's technology. The first product that Arçelik introduced to<br />

the market as"intelligent"in the eariy 90's, is the"intelligent mini<br />

oven". What makes this oven intelligent is a "timer" operating<br />

like an alarm clock. The oven warns with an alert when the<br />

time set by its user is up. This feature considered as automation<br />

today, was seen as "intelligence" formerly, in consideration of<br />

facilitating user's cooking expenence (Baykut et al. 2006).<br />

Arçelik conducts studies for the development of 1" and 2'"^ level<br />

of intelligent product designs. However the products put on<br />

the market indicates 1 st level of intelligence in general. "Home<br />

Automation" system, that covers white goods connected to<br />

a common network such as refrigerator, washer, dishwasher<br />

and air condition, is an example of 1" level intelligence. These<br />

products are introduced to the market and offered for sale by


means of Arçeİık's corporate web site in 2003 and sold together<br />

as a set in order to operate compatible with each other and the<br />

user. The products are controlled via internet and via telephone<br />

by speech recognition technologies without pressing any<br />

button. Users are able to run air condition, washer or dishwasher<br />

according to the home coming time and increase the cooling<br />

temperature by means of internet at work or telephone<br />

in shopping. The products use "Bluetooth" technology to<br />

communicate through a wireless network (Aydabir 2002).<br />

As an example of 2"^ level intelligence, the type of refrigerators,<br />

named as"No Frost"within the white goods industry, involves a<br />

"defrost" system which decides its own defrost time by means of<br />

sensing user experiences and adapting user behaviour pattern.<br />

But how does a refrigerator decide its own defrost time? At<br />

the time of using, an ice layer occurs in the freezer part ofthe<br />

refrigerator. If the thickness of this ice layer exceeds 2 cm, it covers<br />

the canals at the back of freezer. This has a negative effect on<br />

freezing and itis hard for the user to melt down this thick layer.<br />

Thus, a "No Frost" refrigerator must start the defrost process at<br />

the proper time before reaching 2 cm. As the technology for<br />

measuring the ice layer thickness is too expensive, the product<br />

must predict the thickening speed of the ice layer. In order to<br />

make this possible; the refrigerator must perceive the frequency<br />

of the users' opening and closing its door, the humidity and<br />

temperature of the air entering, the amount and temperature<br />

of food put inside. The"defrost"system analyses these data in an<br />

"intelligent" way to predict the ice thickness. Besides, the door<br />

must be closed, dunng the defrost process so it must be done<br />

at night. The No Frost refrigerators "perceive" Its users' eating<br />

and sleeping time intervals with the help of door opening and<br />

closing histograms, and then "control" the ice layer thickness<br />

by arranging the defrost period at nights, and finally "adapt" to<br />

the user e:


Figure 2. "T-Meter" water meter (T-Design).<br />

The "intelligent life style"constituted by"Ferris"and"E-Pantry",<br />

serves in the management of food, shopping, health and time<br />

with the use of multiple technologies. "E-Pantry" handheld<br />

terminal has a role both at home and in shopping, as being<br />

portable. Before shopping, it reports the number of stocked<br />

goods such as food or detergent to the user by interacting<br />

with the systems at home (like "Ferris" refrigerator), warns the<br />

user about decreasing goods and arranges a shopping list. At<br />

the time of shopping. It connects to the local network of the<br />

supermarket in order to show the market layout on its screen<br />

and sets the shortest shopping route by matching the need<br />

list with the layout, directs the user by showing promotions<br />

and campaigns, functions as a barcode reader to let the user<br />

see the prices. When the shopping Is over, the handheld<br />

terminal connects to the supermarket network and makes<br />

the payment. In this way information about user such as kinds<br />

of goods purchased and amount of money spent, is stored<br />

and user profiles are formed according to these data. After<br />

the user reaches home, this terminal communicates with the<br />

storage units in the house and updates the stock information,<br />

thus the act of shopping is completed till the next warning<br />

about stocks on the decrease. Furthermore, all storage areas<br />

within a house are counted as an "intelligent" stocking unit in<br />

this system. "Ferris" refrigerator constitutes the cooling part<br />

of these "intelligent" units. Others can be a pantry unit for<br />

storing spice, pasta and grains or a storage area of cleaning<br />

products. Consequently, data about past usage of goods and<br />

current stock information in these intelligent units is stored<br />

in "E-Pantry" handheld terminal which functions as a point of<br />

direction in this system. Storing data about user consumption<br />

patterns and participating in the decision process with<br />

processing this information makes the life style offered by<br />

"Ferris" and "E-Pantry" 2"'* level intelligent (Armağan 2006).<br />

Figure 3. "Ferris" refrigerator (T-Design).<br />

The conceptual system formed by "Ferris" and "E-Pantry"<br />

offers "service" in the management of food, shopping, health<br />

and time, with the convergence of multiple technologies like<br />

network, wireless communication and RFID. What makes this<br />

"intelligent" system serve in such different industries is the<br />

opportunity of processing data about the user consumption<br />

experiences. The new product and life style ideas in T-Design<br />

are the result of using "information" to offer "service".<br />

Û<br />

E-Parmy ' W^venj system,<br />

Figure 4. "E-Pantry" handheld terminal (T-Design).<br />

5.3. Product developmerît process<br />

Arçelik constitutes the new product ideas in the product<br />

development process as a result ofthe pursuit of technological<br />

developments, making use of these technologies within<br />

products, new ideas about user needs, the trends and


tendencies come on the scene witiiin the domestic equipment<br />

sector Wke "energy efficiency". For instance the new product<br />

idea for the"Telve"Turi


The new product development process within T-Design<br />

is conducted in four different ways; commercial product<br />

development upon customer request, conceptual projects<br />

developed considering future scenarios with no specific<br />

customer, projects that Teknoloji Holding allocate its<br />

resources and makes investments, products developed within<br />

innovation management model {Armağan 2006).<br />

In the commercial product development process, the new<br />

product request and design brief come from the customer so<br />

the process begins with an aim of developing a commercial<br />

product. "T-Meter" prepaid water meter, shampoo bottles and<br />

cream packages developed for Canan Cosmetic are examples for<br />

this process. The design criteria in this cosmetic packing project<br />

is reducing the weight ofthe plastic packages and developing<br />

the 500ml and 700ml bottles with the same cover to make a<br />

decrease in cost and mould number (Armağan 2006).<br />

Figure 5. Shampoo bottles for Canan Cosmetic (T-Design).<br />

The second type of product development process is<br />

conceptual projects developed considering future scenarios.<br />

In this type, there is no specific customer before the product<br />

design idea is formed. The project is completed in conceptual<br />

level, preliminary engineering studies and marketing analyses<br />

are accomplished. Hereafter, customer researches are put<br />

in action. The project is presented to selected companies<br />

which are suitable for this in their manufacturing facilities,<br />

vision, company profile and giro. The companies can be both<br />

local and abroad. "Ferris" and "E-Pantry" shopping system is<br />

an example of this type of product development. 2nd level<br />

intelligent products are generally developed during this<br />

process. The company uses future scenarios in which new life<br />

styles are constituted, in order to foresee future user needs<br />

and consumption experiences. "Ferris" refrigerator and "E-<br />

Pantry" shopping system can be also given as examples for<br />

the development processes of products where every user<br />

constructs its own consumption experiences (Armağan 2006).<br />

The "Water Taxi" project can be the example of third type of<br />

product development process. Teknoloji Holding allocates its<br />

resources and makes investments on the projects which are<br />

developed conceptually without any customer request. This<br />

kind of projects sometimes does not fit in with any company<br />

profile from Turkey or abroad as they have the characteristics<br />

of a system design. If a commercial success opportunity<br />

is detected, T-Design offers this project to the investment<br />

group in Teknoloji Holding for further researches and the<br />

investment group makes presentations to the management<br />

board. Consequently Teknoloji Holding makes investment<br />

on this kind of projects according to the resolution of<br />

board. For instance, Teknoloji Holding founded "Teknomar"<br />

and "Labranda" companies in order to realize "Water Taxi"<br />

project. "Teknomar" company is a vessel operator for small<br />

(Water Taxi) to large-scale (ferries) vessels with capacities of<br />

10 to 150 people (Teknomar 2006). "Labranda" is a material<br />

supply company that designs platforms to promote the use<br />

of composite materials and develops, tests and produces<br />

various composite materials. Water Taxi is the first product of<br />

the Labranda platform. Many composite materials are used in<br />

the fabrication of WaterTaxi components (Labranda 2006).<br />

Figure 6. WaterTaxi (T-Design).<br />

The last type of product development process is the<br />

"innovation management model". It covers these services:<br />

researches about patents and existing products on<br />

the market, invention evaluation report and product<br />

development strategies with innovative design ideas. This


model alms to meet the new product development needs<br />

and differentiation requirements of the customers within a<br />

well defined methodology. In Turkey, especially small and<br />

medium size enterprises experience difficulties In the design<br />

approach while developing new products. The design briefs<br />

constituted by the customers generally involve developing a<br />

product similar to a competing one in the market, without a<br />

proper methodology. In the innovation management model,<br />

T-Design defines a process from the researches about patents<br />

to the product development strategies with innovative design<br />

ideas and forms the correct design brief with the customer at<br />

the beginning of this process. At the end, this commercial<br />

model provides the customer a patent, a design registration<br />

or a utility model, thus the differentiation requirement of the<br />

customer Is brought to a successful conclusion with an added<br />

value (Armağan 2006).<br />

5.4. The pursuit of technology<br />

Arçelik uses CECED (European Committee of Domestic<br />

Equipment fvlanufacturers) platform consisting of European<br />

domestic equipment manufacturers so as to pursue<br />

technological improvements within this industry. The<br />

members ofthis committee develop projects and constitute<br />

work groups such as (CECED 2007):<br />

• Energy Efficiency in Domestic Appliances and Lighting<br />

(EEDAL).<br />

• Ceced Home Appliances Interoperating Network (CHAIN).<br />

• Product Information project which covers delivery of product<br />

information via electronic media (PI).<br />

• Eco Design Requirements for Energy Using Products (EuP).<br />

• Waste of Electrical and Electronic Equipment (WEEE).<br />

Arçelik enrolls as a member of CHAIN, WEEE, RoHS and EuP<br />

work groups. The platform, called CHAIN (Ceced Home<br />

Appliances Interoperating Network), defines the protocol for<br />

connecting large appliances in a single "multi-brand" system.<br />

The aim of a "multi-brand" system Is to let the user connect<br />

appliances from different brands to the same network and<br />

operate them in a compatible way.This is designed for control<br />

and automation of key services in a home, such as remote<br />

control of appliance operation, energy or load management,<br />

remote diagnostics and automatic maintenance support to<br />

appliances, downloading and updating of data, programs,<br />

and services from the Web (CHAIN 2003). The objective<br />

of CHAIN is to build a fully automated house, giving a high<br />

added value to the consumer in terms of easiness to control<br />

the house, security, energy management, etc (CECED 2007).<br />

Arçelik participates in this group in order to make the "Home<br />

Automation" project progress.<br />

Arçelik follows the automotive and communication industries<br />

which are the leader sectors in technology. They integrate<br />

the suitable technologies gained in these researches into the<br />

products in different ways; within the firm, with cooperation<br />

of foreign companies or collaboration of universities and<br />

TÜBİTAK (The Scientific and Technological Research council<br />

of Turkey). Arçelik doesn't put some products developed<br />

inside the firm like refrigerator with television and dryer<br />

with microwave technology on the market as a result of the<br />

company's corporate strategies about safety regulations,<br />

service network, brand policy and taking low risks (Baykut et<br />

al.2006).<br />

T-Design uses "All Futurists Association of Turkey" platform<br />

and "internet" in orderto pursue technological improvements.<br />

The company follows the information and communication<br />

industries because they consider these sectors as leaders<br />

of technology. The promising new technologies, on which<br />

companies from various sectors made investments, are<br />

integrated Into conceptual products within the future<br />

scenarios (Armağan 2006).<br />

5.5. The future<br />

Arçelik stated that consumers in the home market expect some<br />

features for "personalization" like offering the most preferred<br />

washing program to the user or for being "user-friendly"<br />

like remaining time display, from the washers that they buy.<br />

However the future consumer demands in Turkey's market<br />

will advance and consumers will expect Interactive products<br />

that involve more "intelligence" such as adapting user habits<br />

and personalization according to multiple user profiles. For<br />

this reason, the "Home Automation" project which was called<br />

"Intelligent Home" formerly is kept on developing without<br />

being put on the market till the consumers demand this level<br />

of intelligence (Baykut et al. 2006).


Arçelik directs its investments according to the targets and<br />

goais determined by five or ten year plans. Within these plans,<br />

the company aims to develop products that are controlled<br />

directly with the users'voice in 2010. Investments are made so<br />

as to develop required technologies and to incorporate know-<br />

how with some collaboration (Baykut et al. 2006).<br />

T-Design stated that economic parameters will take a key<br />

part in the future of "intelligent product" concept in Turkey.<br />

If the economic scenarios allow the Turkish industry to make<br />

investments on the R&D studies, this concept can make<br />

progress. Besides, it is also stated that Turkey has a promising<br />

potential in the software development and application fields<br />

for information and communication industnes. The company<br />

plans to allocate Its resources and investments to the services<br />

of "innovation management" consultancy and "commercial<br />

product development" rather than conceptual projects<br />

(Armağan 2006).<br />

References<br />

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T E C H N Q M E T H Q D D L D G Y : I N T E R F A C E D E S I G N A S A H Y B R I D D I S C I P L I N E<br />

B E T W E E N S Y S T E M D E S I G N A N D E T H N D M E T H D D D L D G Y<br />

Victor Zwimpfer<br />

Institut fur Medienwissenschaft, Basel<br />

{Pro*Doc Intermediale Asthetik)<br />

victor.zwimpfer@gmalLcom<br />

Abstract<br />

Technomethodology is a new approach to bring together<br />

social science and system design. It proposes the foundation<br />

of a hybrid discipline which unites the crucial concepts of both<br />

disciplines. As a consequence ofthe advent of social computing<br />

the notion of computer literacy ought to be reconsidered<br />

and conceptualized in a broader context such as provided by<br />

ethnomethodology. It is the merit of ethnomethodological<br />

studlestoputthefocusonsocialpractlces.Ethnomethodological<br />

workplace studies in particular offer important theoretical<br />

insights into how everyday practices work. This paper sketches<br />

a way from conventional notions of interface design and the<br />

question of computer literacy to the issues of workplace studies<br />

which show the intricate interplay between human beings and<br />

computers. Finally it introduces the notions of accountability<br />

and abstraction as basic tenets of ethnomethodology and<br />

system design respectively. Integrated this two disciplines offer<br />

an idea of technomethodology as an up-to-date and top-notch<br />

discipline capable of tackling interface problems.<br />

Introduction<br />

The history of human-computer interaction is a history of<br />

the ongoing attempt to find means of operating computers<br />

in efficient and comfortable way. One important step in<br />

designing the relationship between human beings and<br />

computers certainly was the shift from the concept of'type<br />

and remember', implemented as the command line feature, to<br />

the concept of'see and point', implemented as today's familiar<br />

graphical user interface. The development of the graphical<br />

user interface brought about the introduction of iconic,<br />

indexical and Interactive features in the use of computers. By<br />

developing screen selection and corresponding Input devices<br />

the direct manipulation of virtual objects was made possible.<br />

An abstract command language no longer needed to be<br />

memorized and the state of affairs and what could be done<br />

was Immediately evident. The computer was turned into an<br />

ordinary tool of information and document processing. One<br />

ofthe advantages ofthe graphical user interface was that it<br />

could be handled In a literal sense: The mnemonic burden<br />

was relieved by making things visible. So-called 'cognitive<br />

artefacts'functioning as external aids enable human beings<br />

to enhance cognitive abilities. 'It is things that make us<br />

smart. Some assistance comes through cooperative social<br />

behaviour; some arises through the development of tools<br />

of thought - cognitive artefacts - that complement abilities<br />

and strengthen mental powers' (Norman 1994, p.43}. It is this<br />

notion of cooperative social behaviour which for me is crucial<br />

in thinking about interaction as a main concern of interface<br />

design. Cooperative social behaviour Is always dependent on<br />

the means and methods of bringing togetherthe co-operators;<br />

It Is the form taking shape through inter-actior).^ Since all<br />

interactions take place in a socio-cultural context it seems well<br />

worth thinking about interface design beyond ergonomic and<br />

cognitive approaches. One way to do this is by referring to the<br />

concepts of ethnomethodology, namely workplace studies<br />

grounded in everyday practices and their accountability.<br />

Somehow accountability indexes the way computer literacies<br />

are thought of and are enacted in daily routines.<br />

' In the sense of: "The word 'interaction' was not badly chosen; only<br />

the number and type of'actions'and the span of their'inter' relations<br />

has been vastly underestimated. Stretch any given inter-action and,<br />

sure enough, it becomes an actor-network"(Latour 2005, p,202).


Computer literacy<br />

Since the advent of the computer information technology<br />

had to deal with a new İ


autonomous actors who are supposed to take total control of<br />

the situation. Such concepts belong to the past and must be<br />

complemented by social concepts.<br />

Prevailing interface concepts refer to the notion of computer<br />

supported cooperative work" or ubiquitous computing.^ Both<br />

concepts loose the tight coupling between a single user and<br />

a personal computer. The advent of a post-PC world holds<br />

out the prospect of invisible computing at any place and<br />

time. Dyadic interaction of any kind is no longer the point at<br />

Issue, but rather a complex network of multiple cooperations.<br />

Therefore our focus has to shift from traditional graphical user<br />

interfaces to new interface modes suiting intertwined inter­<br />

actions. Future computing will be characterised by features<br />

such as mobility, wearabillty, connectedness or situatedness.<br />

Computers will become 'Everyware' (Greenfield 2006). In this<br />

sense information technology is inducing a new kind of literacy.<br />

As already mentioned above, however, the term 'literacy'<br />

conceals the fact that it refers to more than the mere ability to<br />

read and write. Rather it is about living in an environment where<br />

human beings and computers are working together in way we<br />

can hardly describe. We certainly will no longer be able to rely<br />

exclusively on traditional means of description such as means-<br />

end relationships pursuing and fulfilling predefined tasks.<br />

Situational contingencies will have to be taken into account.<br />

Literacy Vv'ill then mean the ability to manage situations in an<br />

ad hoc manner. And since computers are everyware computer<br />

literacy has to grasp the emerging patterns of ubiquitous and<br />

invisible computing:everyware is not something you sit in<br />

front of, intent on engaging... What it is is a radically new situation<br />

that will require the development over time of a doctrine and a<br />

body of standards and conventions ~ starting with the Interface<br />

through which we address it'(Greenfield 2006, p.39). Everyware is<br />

about a new manner of managing situations choreographed and<br />

mediated by multifarious players - be they human or artefact.<br />

It is not my aim here to describe or develop an educational<br />

program for computer literacy. Rather I propose studying<br />

•*Theoriginal reference to the Idea of computersupported cooperative<br />

Work (CSCW) isGreif 1988.<br />

^The original reference to the idea of ubiquitous computing isWeiser<br />

1991.<br />

the use of digital media guided by ethnomethodological<br />

strategies of observation so that we learn to understand<br />

how we are making use of the new gadgets of information<br />

technology.These strategies of observation will hardly provide<br />

us with guidelines for everyware artefacts, but in the process<br />

of observing we might encounter some tracks worth following<br />

in our pursuit of innovative design strategies.<br />

Workplace studies<br />

Workplace studies are an effect of ethnomethodology.'^<br />

Ethnomethodology's main concern lies in the observation<br />

and description of everyday practices as seen and carried<br />

out by participants in social constellations: 'Their central<br />

recommendation is that the activities whereby members<br />

produce and manage settings of organized everyday affaires<br />

are identical with member's procedures for making those<br />

settings 'account-able'... I mean observable-and-reportable,<br />

i.e. available to members as situated practices of looklng-and-<br />

telling. I mean, too, that such practices consist of an endless,<br />

ongoing, contingent accomplishment... and are made to<br />

happen as events in the same ordinary affairs that in organizing<br />

they describe' (Garfinkel 1967, p.1). This approach suggests<br />

that action cannot be described adequately in terms of human<br />

mentalities but rather has to be described in terms of associative<br />

practices. The prevalent notion of presupposing conditions<br />

such as detailed plans and strict rule following is undermined.^<br />

Scrutinizing situated action as instant orders of participating<br />

members is recommended instead. Action 'is organized in its<br />

very doing' (Button 2003, p.367) and always 'takes place within<br />

a swarm of contingencies that are demonstrably oriented to by<br />

people in the conduct of actions'(ib., p.365).<br />

Following function - a well-known central theme of design<br />

history - is still a valid strategy to find the form ofthe interface.<br />

But in my opinion this strategy has to be complemented by<br />

researching inter-actions. Referring to ethnomethodology's<br />

program the research theme is to work out"'What More"there<br />

is to the unquestionable corpus status of formal analytical<br />

''A good overview is provided by Luff et al. 2000.<br />

Cf Suchman 1987 as the fundamental work relating to human-<br />

computer interaction.


investigations...' {Garfinl


The second example outlines the conduct of team work as<br />

outlined by Heath and Luff (2000, p.88ff).Team work cannot<br />

exclusively be described in terms of formal structural and<br />

operational structures, hierarchy and workflow diagrams<br />

respectively. On the contrary the tasks at hand are carried<br />

out by the emergent/nter-ocf/on ofthe team members'work,<br />

which is able to change easily and adapt to different conditions<br />

and circumstances as they occur. Team work is accomplished<br />

by 'the v/ays in which their [the participants'] activities are<br />

thoroughly interdependent and interactionally co-ordinated<br />

with regard to the contingencies "at hand'" (lb., p.89). The<br />

control room of a London underground line is a complex milieu<br />

of multifarious artefacts such as train describers, line diagrams,<br />

announcement details, closed-circuit TV etc. These artefacts<br />

participate materially in the conduct of team work keeping<br />

regularly running the tube line.They are assistants which make<br />

possible the coordination of the different tasks of the team.<br />

Although each member seems to follow his individual task by<br />

operating the artefacts they are always embedded in the flow<br />

of the team work. Since the members' individual activities are<br />

produced with regard to simultaneous activities of otherteam<br />

workers they are continuously meshed in the overall practice<br />

ofthe line control group.'Indeed, it appears that individual<br />

task and activities are inseparable from, and thoroughly<br />

embedded in, ongoing concerted interaction with colleagues<br />

within the local milieu...The"situated"organisation ofthe line<br />

control is the interactional and contingent accomplishment<br />

of a body of routine tasks' (lb., p.117). Thus team work means<br />

being involved with one another's activities and taking notice<br />

of the current mediations of technological assistance. The<br />

main Issues of team work as seen by workplace studies can be<br />

exemplarily summarized as follows:<br />

Whilst the mutual availability of particular sources of<br />

information is utilised in making sense of each other's<br />

actions and co-ordinating them. It is the mutual visibility<br />

of the use of technology within Individual activities<br />

which provides an important resource in the production<br />

of collaborative action. For example, a glance towards<br />

the fixed line diagram, a gesture towards the radio<br />

phone, or a scroll through a display ofthe points at a<br />

particular junction, can all provide resources through<br />

which a colleague can recognise the actions or activities<br />

ofanother.Theuseofa particular tool, even looking ata<br />

particular piece of text such as the timetable, can render<br />

the activity of a colleague visible; allowing others to co­<br />

ordinate their own actions with the apparent conduct<br />

of another (Heath and Luff 2000, p.121).<br />

Workplace studies shed light on 'seen but unnoticed<br />

backgrounds'(Garfinkel 1967, p.llS) which inform the ongoing<br />

coordination of activities. The'seen but unnoticed'features of<br />

everyday affairs provide indexical clues as to 'What to do next?"<br />

(ib., p.12) so the activities can temporally be concerted in situ.<br />

Concerning issues of interface design I want to emphasize two<br />

points. First, it is crucial to render activities visible. This notion<br />

coincides with the concern of information visualization, where<br />

information is rather thought of as contextual indices guiding<br />

actions than as objective facts. In this sense information<br />

visualization provides signposts of orientation and navigation<br />

for ongoing actions. Secondly, workplace studies show<br />

that action is meshed in a net of actions and thus has to be<br />

conceived of as inter-action. In this sense interaction styles<br />

serve as patterns for practices in a socio-technical environment<br />

where both human beings and artefacts play their respective<br />

roles. Taken together information visualization and interaction<br />

styles are essential contributors forthe accountability of actions<br />

in everyday practices. In the Gesto/t of Visual Programming they<br />

mediate the course of ordering the situation and in that make<br />

sense of the work. From this point of view they could help to<br />

accomplish a suitable awareness ofthe situation at issue. But we<br />

have to keep in mind that"'awareness"is momentarily produced<br />

In and through action and interaction of the participants<br />

themselves; It is not an ability, but a socially organised and<br />

contingent achievement'(Heath and Luff 2000, p.90).<br />

Technomethodology<br />

Technomethodology is an attempt to bring together<br />

ethnomethodology and system design. It comes along with a<br />

social turn in the domain of human-computer interaction. In<br />

this field it is standard to rely on ergonomic and psychological<br />

tenets, which -by providing usability standards, laws of Geştalt<br />

etc.- directly instruct and inform the design practice. But what<br />

about taking Into account 'social factors' in developing and<br />

using technical artefacts? In the chapter on workplace studies<br />

I pointed out that every action or interaction is embedded in


its social situated-ness;and itis in the same way that computer<br />

use relies on work settings. In my introduction I mentioned<br />

that I was Interested in the kind of cooperative social<br />

behaviour achieved by both human beings and artefacts. I<br />

claim that bringing together these actors as co-operators is<br />

not an easy task and cannot be done without the sensibilities<br />

contributed by ethnomethodology's account-ability. In my<br />

opinion technomethodology Is a serious candidate for the<br />

development of a kind of hybrid design discipline which<br />

integrates the disciplines of ethnomethodology and system<br />

design. In the present context the term hybrldity characterizes<br />

a way of reciprocal learning ofthe two disciplines. From the<br />

point of view of system design Button and Dourish (1996,<br />

p.22f) present three complementary ways of Integraring<br />

ethnomethodology and system design:<br />

- Ethnomethodology as personal proxy: An<br />

ethnomethodologist Is closely involved in the design<br />

process so as to inspect the field setting and contribute the<br />

relevant (social) usability criteria. The social scienrist serves<br />

as proxy insofar as she has to represent the users' concerns<br />

as an intermediary between users and designers. Put simply:<br />

Ethnomethodology serves as a kind of usability tesring.<br />

- Ethnomethodology as accounting practice: Design itself<br />

Is sensitive to social actions or work setrings and designers<br />

know about the importance of the account-ability of social<br />

practices and writing upthe users'daily rourines. in contrast to<br />

data gathering as performed In marketing studies rendering<br />

accountabilities and presenting accounts is an attempt to<br />

grasp the users' involvement and experience. Put simply:<br />

Ethnomethodology helps to re-specify the context by applying<br />

a kind of user-centred design.<br />

- Ethnomethodology as discipline: Not only the observation<br />

methods but also the very study policy of ethnomethodology<br />

Is introduced into the design process as a crucial element.<br />

The relationship between ethnomethodology and system<br />

design is considered on a theorerical plane: By developing<br />

and integraring fundamentai principles of both disciplines<br />

the hybrid discipline of technomethodology emerges.'On the<br />

one hand, it deals direcriy with the generally operarive social<br />

processes which are the currency of ethnomethodology;<br />

elements such as situatedness, pracrical acrion and<br />

representarion, achievement and mechanism, phenomena<br />

of order, and accountability. On the other hand, it deals<br />

with the fundamental, almost implicit, aspects of system<br />

design - generalisation and abstraction, configurarion,<br />

data and process, fixedness and mutability' (lb., p.22). Put<br />

simply; Ethnomethodology and system design converge in<br />

technomethodology as an innovative design discipline.<br />

Technomethodology as a hybrid discipline refocusses the very<br />

concept of design by establishing a foundarional relarionship<br />

between ethnomethodology and design. A foundarional<br />

relationship Implies more than the pracricalities of developing<br />

guidelines fordesign processes. More than project management<br />

issues or design instrucrions are at stake. Technomethodology<br />

is about a new foundation of system design, because it does<br />

not only provide new design methods but changes the<br />

understanding ofdesign at its roots. In otherwords, it undermines<br />

unquesrioned common sense categories such as for example<br />

tasks, goals, context etc. and replaces them by questions about<br />

the way these categories occur in everyday practice. These<br />

categories are not natural facts from which design needs can be<br />

derived but are factuallzed in social acrions.<br />

Technomethodology as a design discipline is still in its infancy<br />

and is still in need of much elaboration and assistance before<br />

It can be considered as a real alternarive to tradirional design<br />

efforts. But be that as it may, technomethodology brings into<br />

focus new design concepts to master everyware computing<br />

by scrurinizing the tricky and often ambiguous processes \n<br />

cooperative rievworks of interconnected men and machines.<br />

At least the first ground Is broken by conceiving of a 'deeper'<br />

relarionship between ethnomethodology and system design;<br />

By a "deeper" relationship, we mean one that sarisfies two<br />

criteria. The first is that it attempts to draw not simply on a<br />

set of observations of a specific working setting, but rather<br />

on ethnomethodology's fundamental insights about the<br />

organization of action as being a moment-to-moment,<br />

naturally occurring, improvisarional response to practical<br />

problems. The second is that it attempts to relate these<br />

understandings not simply to the design of a specific<br />

Interacrive system aimed at a specific setting, but rather, at<br />

the basic, fundamental principles around which software<br />

systems are developed... we need to address the problems in


an equally systematic way, considering not just this design or<br />

that design but the basic models around which those designs<br />

are built (Dourish 2001, p.77f, referring to Dourlsh and Button<br />

1998, Italics In the original).<br />

As a point of departure the technomethodological approach<br />

suggests drawing 'on a relationship between the notion of<br />

"abstraction"in system design andthe notion of'accountability"<br />

in ethnomethodology'(Dourish and Button 1998, p.413).<br />

- Accountability: Essential notions In ethnomethodology<br />

are those of account and accountability. The basic tenet is<br />

that every action must be accountable which means that<br />

the agents participating in situational actions can and do<br />

attribute sense to the actions carried out. First and foremost<br />

ethnomethodology wants to know how social order is<br />

achieved and maintained by the conduct of adjacent actions,<br />

how action is 'observable-and-reportable'. Accountability Is<br />

not just a form of bookkeeping accountancy, but a way of<br />

performing actions as both Indexical expressions and reflexive<br />

Interpretations at once.'Accountability lies in the reciprocality<br />

of action and understanding' (Dourish 2001, p.79, italics in<br />

the original). Accountability requires an adequate reduction<br />

of complexity so that action is rendered expectable and<br />

reasonable without the air of arbitrary contingency.<br />

- Abstraction: System design is the process of making<br />

machines accountable for users. Abstractions allow to hide<br />

the very interior of a computer and therefore make computers<br />

accessible to users. Thus abstraction Is a way of managing<br />

complexity by bringing crucial aspects of an issue Into the<br />

fore.'ln system design, abstractions typically function as"black<br />

boxes".They are defined bythe nature oftheir Interactions with<br />

the outside world... what we typically refer to as the "interface"<br />

to the ab.straction' (Dourish and Button 1998, p.414).<br />

Technomethodology addresses the problem of the<br />

accountability of computers that is it investigates how the<br />

relationships between internal behaviour and external<br />

utterances are conceptualized and designed as abstractions<br />

in the form of visualized Information or possibilities of<br />

interaction. Since it is the interface which indicates possible<br />

accounts of the behaviour of computers 'Interface design<br />

should concern itself with representing wtiole actions with<br />

multiple agents' (Laurel 1993, p.7, italics in the original). The<br />

Interface has to show its action adapted to the flow of practices<br />

In the situation at hand.'So the account should not simply be<br />

an abstract description of the system's behaviour, but rather<br />

an explication of how the system's current configuration Is a<br />

response to the sequence of actions that has led up to this<br />

moment, and a step on the path toward completing the larger<br />

action in which it is engaged' (Dourish 2001, p.84).<br />

One way of following up the matter of technomethodology<br />

lies In the notion of prototyping. On the one hand we can refer<br />

to the concept ofthe prototype in cognitive science where<br />

It stands for typical semantic categorisations of everyday<br />

objects.^ In this sense prototypes serve as media or indices of<br />

accountability arising out of folk theories or exactly ofthe very<br />

notion of ethnomethodology, namely the understanding of<br />

everyday practices (methods) ofthe ordinary people (folk). On<br />

the other hand we can refer to the concept ofthe prototype<br />

in industrial design, where it refers to the first model of a<br />

product before the launching of industrial mass production.<br />

This version brings out a rather static picture of a prototype<br />

as a specimen produced in advance. Since action is a practical<br />

process and computers do not participate in actions in a<br />

passive way, information visualization and interaction styles<br />

of the interface cannot be conceptualized as mute objects<br />

or dumb waiters. Objects too have agency (cf. Latour 2005,<br />

p.63ff). In a way we have to deal with a never-ending process<br />

of sensemaking which Implies an Infinite prototyping phase.<br />

Prototyping Is just another name for this process of testing<br />

arrangements of the agents involved. It experiments in the<br />

field of considerable latitude opened up by the need to<br />

handle contingencies. An important aspect of prototyping is<br />

to frame the problem and then to explore the ins and outs<br />

ofthe situation at stake. Since everyday situations are always<br />

transitory, we could put forward the idea that prototyping<br />

has to orchestrate the interplay of the agents involved.<br />

Thus prototyping can be seen as the perpetual and iterative<br />

process of finding balanced relationships between the agents<br />

involved. Prototyping is the procedure of giving an account<br />

forthe actions in the here and now. Perpetual prototyping, like<br />

'The original reference for the idea is Rosch 1973.


non-intentionai design, 'refers to tlie day-to-day redefining of<br />

the defined' (Brandes and Ediioff 2006, without paging).<br />

Conclusion<br />

Information technology induces a new kind of literacy which<br />

has to deal with phenomenon of everyware computing. In the<br />

post-PC area we are challenged by new forms of computing<br />

which simply cannot be reduced to concepts of dyadic<br />

human-computer relationships as conceived of in ergonomic<br />

and cognitive approaches in human-computer interaction.<br />

Everyware demands new ideas and concepts for developing<br />

interfaces in keeping with the times. This is why 1 shift the<br />

focus to workplace studies designed in accordance with<br />

ethnomethodological approaches. They offer remarkable<br />

contributions to grasping the role of Information technology<br />

in day-to-day organizing. Both human beings and computers<br />

are considered as interplaying and interacting participants of<br />

work ensembles which carry out actions In situ. So I introduced<br />

technomethodology as a fruitful step towards future design<br />

conceptions. In a paradoxical way technomethodology offers<br />

both more and less than instructive insights for interface<br />

design, On the one hand it proposes the new foundation of<br />

a hybrid discipline which is about to revive and renew the<br />

traditional assumptions of design. The traditional frame of<br />

reference of interface design Is no longer taken for granted<br />

but called Into question. On the other hand It is incapable of<br />

simply adding an instrumental support or a new method. In<br />

other words: Technomethodology is not a toolbox but a new<br />

way ofthinking about interface design.<br />

Maybe I have asked more questions than I have answered. But<br />

to call into question so-called common-sense assumptions in<br />

human-computer interaction is a good means of reflecting<br />

upon well-trodden paths and may lead to new descriptions<br />

of possible relationships between human and non-human<br />

beings. Such a policy of re-describing traditional descriptions<br />

from another point of view entails innovative forces. In times of<br />

emerging new Information technologies It is unsound advice<br />

to stick to rather outdated concepts without bearing in mind<br />

alternative options. As Coyne (2005) puts it, re-visiting and re-<br />

descnbing wicked problems again and again is not a hopeless<br />

task but helps to bring forth an adequate understanding. We<br />

are only at the beginning of describing human-computer<br />

interaction in terms of technomethodology, but I think<br />

continuing on this tangled path is well worth every effort.<br />

'The task is to imagine methods when they no longer seek the<br />

definite, the repeatable, the more or less stable. When they no<br />

longer assume that this is what they are after' (Law 2004, p.6).<br />

As in picture puzzles, ambiguity ensures that the (re-)search<br />

is going on by oscillating between different accountable<br />

possibilities.


References<br />

BACHMANN-MEDİCK, D. 2006. Cultural Turns.<br />

Neuorlentierungen In den Kulturwlssenschaften, Relnbeck<br />

bei Hamburg: Rowohlt.<br />

BRANDES, U. & ERLHOFF, M. 2006. Non Intentional Design,<br />

Köln: daab.<br />

BROSZIEWSKI, A. 2003. Aufschalten. Kommunikation Im<br />

Medium der Dlgitalitât, Konstanz: UVK.<br />

BUTTON, G. 2003. Studies of Work In Human-Computer<br />

Interaction. In: J. M. CARROLL, ed. HCI Models, Theories, and<br />

Frameworks. Toward a Multidisciplinary Science. Amsterdam:<br />

Morgan Kaufmann.<br />

BUTTON, G. and DOURISH, R 1996. Technomethodology:<br />

Paradoxes and Possibilities. Proceedings of ACM CHI 96<br />

Conference on Human Factors in Computing Systems, 1,19-26.<br />

COYNE, R. 2005. Wicked Problems Revisted. Design Studies,<br />

26,5-17.<br />

DOURISH, R 2001. Where The Action Is. The Foundations of<br />

Embodied Interaction, Cambridge, Mass.: MIT Press.<br />

DOURISH, R and BUTTON, G. 1998. On "Technomethodology".<br />

Foundational Relationships between Ethnomethodology and<br />

System Design. Human Computer Interaction, 13,395-432.<br />

GARFINKEL,H. 1967.Studies in Ethnomethodology, Englewood<br />

Cliffs: Prentice Hall.<br />

GARFINKEL, H. 1996. Ethnomethodology's Program. Social<br />

Psychology Quaterly, 59,5-21.<br />

GREENFIELD, A. 2006. Everyware. The Dawning Age of<br />

Ubiquitous Computing, Berkeley; New Riders.<br />

GREIF, I. ed. 1988. Computer-Supported Cooperative Work; A<br />

Book of Readings, San Mateo: Morgan Kaufmann Publishers.<br />

HEATH, C. and LUFF, R 2000.Technology In Action, Cambridge:<br />

University Press Cambridge.<br />

KAY, A. 1990. User Interface: A Personal View/. In: B. LAUREL,<br />

ed. The Art of Human-Computer Interface Design. Reading:<br />

Addison-Wesley.<br />

LATOUR, B. 2005. Reassembling the Social. An Introduction to<br />

Actor-Network-Theory, Oxford: Oxford University Press.<br />

LAUREL, B. 1993. Computers as Theater, Reading: Addison-<br />

Wesley.<br />

LAW, J. 2004. After Method. Mess in Social Science Research,<br />

London; Routledge.<br />

LUFF, P., HINDMARSH, J. and HEATH, C. eds. 2000. Workplace<br />

Studies. Recovering Work Practice and Informing System<br />

Design, Cambridge: Cambridge University Press.<br />

MANOVICH, L. 2001 .The Language of New Media, Cambridge/<br />

London: MIT Press.<br />

NORMAN, D. A. 1994. Things that makes us smart. Defending<br />

Human Attributes in the Age of Machine, Reading: Addison-<br />

Wesley.<br />

ROSCH, E. 1973. Natural Categorization. Cognitive Psychology,<br />

4,328-350.<br />

SUCHMAN, L. A. 1987. Plans and Situated Actions.The Problem<br />

of Human-Machine Communication, Cambridge: Cambridge<br />

University Press.<br />

WEISER, M. 1991. The Computer for the 21 st Century. Scientific<br />

American, 265, 94-104.


O R D E R A N D D I S O R D E R IN K E Y B O A R D S - M E M E T I C S O F T Y P I N G<br />

Aysun Aytaç<br />

Izmir Institute ofTeclinology, Izmir,Turkey<br />

aysunaytac@yahoo.com<br />

Abstract<br />

The main purpose of this study is to introduce and explain the<br />

terms 'meme' and 'memetics' with a brief descnption of the<br />

principles of natural selection and survival of the fittest rule<br />

in Biology. It also shows that memetic and genetic evolution<br />

are subjected to the same basic pnnciples. With the help of<br />

memes, the study focuses on the idea that the principles of<br />

evolution of Industnai Product Design ideas work similar to<br />

the pnnciples of natural selection in Biology and analyses the<br />

world of Industnai Product Design from a Darwinist point of<br />

view. Therefore, design ideas are presented as memes, mostiy<br />

built on previous ones within the case study of typing including<br />

keyboards, keyboard layouts, and some functional keys.Typing<br />

is analysed as a transmitted and a settied behavioral pattern,<br />

the memetics of QWERTY keyboard layout and the Shift key<br />

meme is put into practice, analysing the mechanical, electnc,<br />

and digital phases of these memes. As a conclusion, the study<br />

suggests Biology and memetics to be put to practical use in<br />

Industnai Product Design wodd beside other sciences.<br />

Memes and Memetics<br />

The term meme was invented and first introduced by Richard<br />

Dawkins -a Darwinian zoologist- in his book The Selfish Gene<br />

in 1975. Bnefly, Dawkins explains biological evolution which<br />

does not happen for the good of the species, nor for the<br />

group or the individuals, it is purely for the benefit of the<br />

genes themselves. Although selection takes place largely at<br />

the individual level, it is the information in the genes that is<br />

copied, They are the replicators and it is their competition that<br />

drives the evolution of biological design (Dawkins 1989). "A<br />

replicator is something that copies itself, though not always<br />

perfectiy.The environment must be one in which the replicator<br />

can create numerous copies of Itself, not all of which can<br />

survive" (Blackmore 2000a: 114). The DNA coded 'selfish' gene<br />

is not the only replicator on this planet according to Dawkins;<br />

he introduces the other'selfish' replicator; the meme:<br />

Examples of memes are tunes, ideas, catch-phrases,<br />

clothes fashions, ways of making pots or building arches.<br />

Just as genes propagate themselves in the gene pool by<br />

leaping from body to body via sperms or eggs, so memes<br />

propagate themselves in the meme pool by leaping from<br />

brain to brain via a process which, in the broad sense,<br />

can be called imitation (Dawkins 1989:192).<br />

Memetics Is the study of memes and their social effects (Grant<br />

1990). It deals with the evolutionary models of information<br />

transmission. "Memetics is all about why some memes spread<br />

and others do not" (Blackmore 1997:45). It extends Darwinian<br />

evolution to culture. Though memetic and genetic evolution<br />

are subjected to the same basic principles of blind vanatlon<br />

and natural selection, memetic evolution is basically a much<br />

more flexible mechanism. Memes are equivalent to genes in a<br />

way but that does not mean that memes can only work if they<br />

are like genes in every way (Blackmore 1999b).<br />

Memes as Replicators<br />

Darwin's principle 'natural selection' requires three main<br />

features; variation, selection and retention (heredity). If there<br />

is 'variarion' among the offspring then not al! the creatures<br />

would be identical, second not all the offspring can survive,<br />

there must be an environment in which some varieries do<br />

better than others, which Is called 'selection'; and finally the


survival offspring having some special characteristics is passed<br />

on to the next generation which is called 'retention (heredity)'.<br />

Then It returns to the start again.<br />

The three main features; variation, selection and retention,<br />

leading to evolutionary algorithm are to count something as<br />

a replicator. If memes are also replicators and can sustain an<br />

evolutionary process, those principles must be valid for them<br />

too:<br />

1. Memes have variation,for example, stories are not generally<br />

told exactly the same way twice which means when a meme Is<br />

passed on, the copying Is not always perfect.<br />

2. Secondly, there Is memetlc selection, some memes are<br />

good at being copied, they are successfully passed on, but<br />

some do not even grab attention and fail to get copied<br />

between people.<br />

3. Finally, there is retention of some ofthe Ideas in the memes<br />

that are passed on;<br />

something of the original meme is retained.The memetherefore<br />

fits into Dawkins's idea of replicator and the evolutionary theory<br />

(Blackmore 1999b).<br />

iği<br />

in<br />

«» -'<br />

Figure 1. Some earlier Nokia mobile phone keypad 'variations'<br />

(Source: http://www.gsmshop.nl/shop/shopimages/<br />

Nokia3650_cover_SKR324.jpg<br />

http://www.gsm4u.ru/lmg/phones/Nokia_7600.jpg<br />

http;//www.mundosemfio.com.br/images/jorge/Nokia6630.jpg)<br />

1 2 3<br />

4 5 6<br />

7 8 9<br />

* 0 #<br />

Figure 2.The'selection'and the'retention'of today's Nokia<br />

mobile phone keypad, a recent model; Nokia 6288<br />

(Source: http://www.nokia.com.tr/ld97420.html)<br />

An Example; Modernist Architecture from a l\^emetics<br />

Point of View<br />

There Is no rule stating; the successful memes are 'always'<br />

good, useful, true, beautiful, ergonomic, aesthetic, practical,<br />

functional etc. Forexample;forSalingarosand Mikiten modern<br />

architecture - in spite of its announcement and acceptance<br />

as being perfect - roughly does not answer the physical and<br />

psychological needs of human beings (Salingaros and Mikiten<br />

2002).<br />

They explain how once memes have been encapsulated<br />

and institutionalized they acquire a rigidity that makes them<br />

extremely difficultto remove. From that perspective,they bring<br />

forward some explanations for the remarkable persistence of<br />

modernist architecture and urbanism in spite oftheir negative<br />

aspects.Taking the meme's eye view on, they review modernist<br />

style of architecture - otherwise called the Internotiono! Style -<br />

that has been the overriding building style from the 1920s until<br />

2V^ century. The style is easily recognisable by its geometry<br />

of cubes and rectangular slabs; flat plain surfaces; the lack of<br />

thick connective boundaries; the use of steel, glass planes,<br />

and concrete panels; and In many cases the elimination of<br />

color and structure on the human range of scales Imm-lm.<br />

They compare modernist architecture to military and prison<br />

architecture and show some stylistic similarities between<br />

them: defense installations and castles (experienced from<br />

the outside), dungeons, prisons, crematoria etc. (experienced<br />

from the inside) (Salingaros 1995). Representative buildings<br />

include the Bauhaus building (1926) by Walter Gropius; the<br />

Pavilion Suisse, Cite Universitaire (1932) and Carpenter Center for<br />

the Visual Arts (1961) by Le Corbusier; the Casa delFascIo (1936)


y Giuseppe Terragni; the UN Headquarters (1950) by Wallace<br />

Harrison and iVlax Abramovitz; the Seagram building (1958)<br />

and the Neue Nationolgalerie (1968) by Ludwig Mies van der<br />

Rohe; and the National Theatre (1967) by Denys Lasdun (see<br />

Fig. 3 - 6).<br />

Figure 3. Pavilion Suisse, Cite Universitaire (1932) by LeCorbusier<br />

and Dover Castle, England (Sources: http://ww/w.sciences-<br />

sociales.ens.fr/hss2001/logement/galene/leCorbusier.html<br />

http://wvyv»/.dover-castie-friends.org/fodc/Home.htm)<br />

Figure 4. Carpenter Center for the Visual Arts (1961) by Le<br />

Corbusier and Gosford Casde (1850s), England (Sources:<br />

http://www. woddandi.com/newhome/public/2003/august/<br />

arpub.asp http://www.gosford.co.uk/ca5tie6.html)<br />

Figure 5. National Theatre (1967) by Denys Lasdun and Dover<br />

Castle, England{Sources:http://www.bluffton.edu/~SULLIVANM/<br />

england/london/lasdun/theatre.html<br />

http://keep3.sjfc.edu/students/fmw7062/unitplan/dovercastle.<br />

htm)<br />

1". k 0. -"^isN^<br />

Figure 6. Faculty of Architecture in Middle East Technical<br />

University; inside view - 2nd floor and inside of a pnson<br />

(Source: http://www.shadowspawn,net/temp/tc_prison.jpg)<br />

Universal Darwinism and Industrial Design<br />

Universal Darwinism (first introduced by Dawkins) is applying<br />

evolution and its principles to several different fields of enquiry.<br />

It can be applied to any system that has variation, selection<br />

and heredity. The fundamental principle of Darwinism is this:<br />

If living things vary in ways that affect how well they<br />

can survive, and If they produce more offspring than<br />

can possibiy survive, and if the few survivors pass on<br />

their characteristics to the next generation, then the<br />

characteristics that helped them survive will be more<br />

common in the next generarion.That is, the members ofthe<br />

next generation will have evolved In some way compared<br />

with the previous one; they will be better adapted to the<br />

environment In which the selection took place.<br />

Let us replace some words with the terms of design:<br />

if designs vary In ways that affect how well they can<br />

survive, and If they produce more variations than<br />

can possibly survive, and if the few survivors pass on


their characteristics to the next generation, then the<br />

characteristics that helped them survive will be more<br />

common In the next generation.That Is, the designs ofthe<br />

next generation will have evolved in some way compared<br />

with the previous one; they will be better adapted to the<br />

market in which the selection took place.<br />

There are 8 premises which evolution is based on: (To apply<br />

the evolution system to any population a biological entity<br />

is not necessary, it just should compete for resources, have<br />

unique characteristics, can reproduce, produce offspring that<br />

Inherit their characteristics and whose offspring might be<br />

different (Silby 2000a)).<br />

1. In Ideal circumstances {limitless resources), populations will<br />

grow exponentially.<br />

2. Resources are limited.<br />

3. Individuals within a population have unique characteristics.<br />

Figure 7. Different typewriter keyboards having different<br />

characteristics<br />

4. An individual's characteristics are passed on to its offspring<br />

(Inheritance) (Figure 8).<br />

5. Change can occur, and this sometimes results in offspring<br />

having slightly different characteristics to their parents.<br />

(Figure 9).<br />

6. Given the fact that individuals have varied characterisrics,<br />

it is reasonable to suppose that some individuals will have<br />

characteristics that give them a better success at acquiring<br />

resources and reproducing (Figure 10).<br />

CanKu4(I92-t)<br />

Figure 8. The inheritance of the QWERTY keyboard layout<br />

within Corona typewriters and word processors.<br />

IQ, w "E,'Tr!rL(y; 'U]\rş t<br />

[A] i Sj [cT ii] ;g. TH; .TI ia: Tj<br />

Figure 9. Pittsburg No.lO typewriter (1898) presenting the<br />

QWERTY keyboard (which was first Introduced in 1874 by<br />

Remington) with a slight change (Source: http://ednixon.com/<br />

pix/2003/typewriters/Pa136415.jpg)<br />

0 ^-.V:". - .<br />

Figure 10. The huge keyboard of a mechanical typewriter<br />

having both capital and small letters on its keyboard and<br />

another mechanical typewriter keyboard - similar to today's<br />

PC keyboards - having only one type of letter on its display but<br />

presenting a shift key (in white circle) in orderto'shift'between<br />

upper and lower cases. It Is clear here which type of keyboard<br />

was successful at acquiring resources and reproducing


7. Characteristics that enhance an individual's survival<br />

and reproductive success wWl be passed on to subsequent<br />

generations - 'survival of the fittest'- natural selection.<br />

Figure 11. The i


Re-design<br />

"... every picture ov^es more to other pictures painted before<br />

than it owes to nature" (Gombrich qtd. in MichI 2002).<br />

it may seem odd but, designers, in practice, can not start from<br />

scratch generally. On the contrary, it can be said that designers<br />

start off where other designers (or they themselves) have left<br />

off which means design is also something about improving<br />

earlier products, and that designers are thereby linked to<br />

earlier objects, or actually to their own or their colleagues'<br />

earlier solutions ~ and thus to yesterday. This is how It was in<br />

biological evolution. (MichI 2002:14)<br />

George Basalla argues this deeply In his bookThe Evolution of<br />

Technology (1988). Basalla sheds light on evolutionary history<br />

of design and technology emphasizing on:"Any new thing that<br />

appears in the made world Is based on some object already in<br />

existence" (45). He builds an evolutionary explanation of how<br />

steam engines, hammers, trucks and transistors have come<br />

about. He emphasises the slow progressive process of change<br />

through Imitation and variation. For example, many features<br />

of wooden buildings were reproduced in stone by the Greeks,<br />

the first iron bridge built in the late 1770s was modelled on<br />

woodworking practices, and even the plastic bucket often<br />

still shows signs of its origins in metal. Basalla questions the<br />

idea of technology progressing towards grand goals such as<br />

'the advancement of humanity' or the 'the overall betterment<br />

of the human race'. He depicts the relation of evolutionary<br />

perspectives and artifacts which are included in the design<br />

domain.<br />

In public perception, design is typically regarded as the act<br />

of talented people creating some nice forms. Design is not<br />

always just an individual's creative activity, but creativity with<br />

a collaboration ofthe past and the future. To redefine design, it<br />

can befocusedonthe word'design'itself.The word itself Is lack<br />

of some perspective, which is the collective, cooperative and<br />

cumulative dimension ofdesign. MichI suggests considering<br />

the word 'redesign', which has the advantage of containing<br />

the word 'design' already. If it is accepted that functionality of<br />

artifacts is always the result of step-by-step improvements to<br />

thetoolsavailableatanytime,then the origin of any intelligent<br />

contrivance becomes easier to understand (MichI 2002).<br />

Evolutionary Design Practices on Typing - the Memetics of<br />

the QWERTY layout and the Shift, Ctrl and Alt Keys<br />

One of the examples for the replicating behaviour through<br />

generations Istyping.Whenthe subject Istypingthe main product<br />

to be examined is the keyboard. Today keyboards are commonly<br />

seen as auxiliary equipments that are connected to computers. It<br />

is the device used to enter information and instructions Into the<br />

computer. Most keyboards have all the letters of the alphabet,<br />

numbers 0-9 and additional special operational keys. Most of<br />

the keys, their functions and locations derive from the antique<br />

mechanical typewriters which are not used today.<br />

The Mechanical Phase<br />

The evolution of the 'writing machine' from early IB"" century<br />

concepts to the modern electronic typewriter represents a rich<br />

history of efforts by many individuals in several countries. The<br />

idea ofthe typewriter can be traced to the early 19'^ century.<br />

Until 1874 - the time when the QWERTY layout was presented;<br />

the first six letters of the keyboard layout of the first commercial<br />

mechanical typewriter - there had been different ideas of typing<br />

apart from the common keyboard type used today.<br />

Thefirst commercial typewriter was Introduced to the U.S. market<br />

by Remington In 1874 as the'Type Writer'(see Fig. 13) which was<br />

evolved from the unit invented and built by Sholes and Glidden<br />

in 1867. The'Type Writer'was heavily influenced bythe workings<br />

and the appearance of the sewing machine, which was also<br />

produced by Remington.<br />

Figure 13. Sholes Typewriter (no shift key) - Remington, 1874<br />

(Source: http://www.officemuseum.eom/IMagesWWW/1874_<br />

Sholes_Glldden_NMAH_SI_OM.jpg)


This early typewriter had its limitations; it typed invisibly {the<br />

operator could not view the result while typing) and pnnted<br />

only in capital letters (Shift key appeared on the keyboard of<br />

Remington No.2) {Beattieâ Rahenkamp 1981). However, the most<br />

important point about Sholes Typewriter was the presentation of<br />

the QWERTY layout to the market.<br />

How did QWERTY layout designed? Before 1874, while Sholes<br />

was working on typewriters, there were some problems<br />

with the printing mechanism; the key slugs would easily get<br />

jammed when a key was pressed before the previous one had<br />

returned. Sholes solved this problem by experimenting with<br />

the most common English two-letter sequences and assigning<br />

the most frequent couples to opposite sides of the keyboard.<br />

This resulted in the QWERTY layout (see Fig. 14), which was<br />

optimal in avoiding key jamming (Buzlng 2003).<br />

F G H J<br />

C V<br />

Figure 14. The QWERTY layout layouts were not QWERTY<br />

(Sources: http://www.maquinasdeescreverantlgas.com.br/fotos/<br />

hammond%201.JPG<br />

http://www.portabletypewriters.com/blickensderfer_front_<br />

closeup.gif)<br />

The QWERTY layout Is a typical visual memetic pattern, which<br />

had been active for 133 years and it still lasts. It has been<br />

accepted as the universal or the standard keyboard design<br />

in English-speaking countries around the wodd today. Some<br />

reasons behind QWERTY layout's great Initial advantage are Its<br />

presentation on the first commercial typewriters that entered<br />

the business offices and the huge number of typists that<br />

Remington Company trained for this keyboard (Buzlng 2003).<br />

Throughout the typewriters evolurion, the Shift key was one of<br />

the first special keys which have been added to the keyboard<br />

layout. In orderto print both upper and lowercase letters with<br />

a single letter key, two typefaces were placed on each type-<br />

bar. When a letter key was operated within a platen-shifting<br />

mechanism, either the upper or the lower case version of the<br />

letter could be chosen to print. It was in 1878, Remington<br />

No.2 Typewriter had a shift key on the left bottom corner of<br />

the keyboard and since that mode!, nearly ali the mechanical<br />

and electric typewriters had shift keys (see Fig. 15). it was a<br />

real ease to write both lower and upper cases with one layout,<br />

otherwise there had to be a doubled keyboard (see Fig. 16).<br />

Figure 15. Remington No. 2 Typewriter (with its shift key), 1878<br />

(Source: http://www.officemuseum.eom/l 878_Remlngton__No._<br />

2 front OMJPG)<br />

Figure 16. A doubled keyboard typewriter (no shift keys)


Like the variety in biological evolution, there had been<br />

various designs of typewriters, keyboards and keyboards<br />

arrangements in the market. For some reasons typewriters like<br />

HammondandBlickensderfer{seeFig.17)couldnotthreatened<br />

the market-leading position of Remington. Maybe It was<br />

because Bllckensderfer did not have the production capacity<br />

that Remington had, or the early QWERTY market penetration<br />

gave Remington a slight but decisive advantage. In addition,<br />

the Remington typewriter had won some important typing<br />

contests. These competitions were very common those days,<br />

for example the famous Cincinnati contest in 1888, which was<br />

won by Remington's star typist Frank McGurrin. The New York<br />

Times stated that this victory made clear that the Remington<br />

machine (with its QWERTY keyboard) was technically superior<br />

which makes the QWERTY arrangement superior.This was the<br />

best kind of advertisement that Remington could wish for and<br />

it put many competitors out of business. In fact, it is said that<br />

the performance differences were rather small (Buzing 2003).<br />

This way or that way selection was made through variety;<br />

some Ideas have died some have survived. Remington was<br />

selected, so was the QWERTY<br />

Figure 17. Hammond 1884 (left) and Bllckensderfer No.5 1893<br />

(right), their keyboard<br />

In 1895, the Wagner and Underwood Company (see Fig. 18)<br />

produced Underwood No.1 typewriter. It was the one which<br />

developed the style known today. It was the first modern<br />

typewriter having superior technical features, shared by al!<br />

subsequent typewriters. In addition, it was put on the market<br />

with its QWERTY keyboard and shift keys on It.This can be called<br />

as the retention (heredity) of the QWERTY and the shift key<br />

memes. It is simply Darwinian and it is analogical to biological<br />

evolution; characteristics that enhance an individual's survival<br />

and reproductive success will be passed on to subsequent<br />

generations -'survival ofthe fittest'- natural selection.<br />

Figure 18. Underwood No.1,1895<br />

(Source: http://www.makingthemodernworld.org.uk/everyday_<br />

life/work/1880-1939/rL.0376/)<br />

After being the dominant one in 1890, many alternative layouts<br />

continued to appear against QWERTY claiming to be more<br />

efficient and fasterthus superior.The most famous alternative was<br />

the Dvorak's Simplified Keyboard (see Fig. 19) patented In 1932.<br />

Nevertheless, whatever had been claimed, the QWERTY meme had<br />

always been the fitting meme through the design of typewriters<br />

and keyboards after a certain time. Even though the QWERTY<br />

layout Is not yet proved to be the most efficient keyboard layout<br />

possible, as a meme - efficient or not, ergonomically correct or not<br />

(these are not the cases here) - it had been a successful replicator<br />

and gained success through the meme pool against the other<br />

memes (layout designs). It was successful because It managed to<br />

replicate itself; this increased the possibility of being the fitting<br />

meme underthe conditions ofthe existing environment.<br />

o J K X S<br />

Figure 19. Dvorak's Simplified Keyboard; the most popular<br />

alternative to QWERTY keyboard (the small letters in the<br />

corners represent the QWERTY layout)<br />

(Source: Buzing, Comparing Different Keyboard Layouts)


This case is similar to the competitions between recording<br />

systems of VHS and Beta. There were no real technical<br />

differences initially between Beta and VHS even though some<br />

claimed Beta Is better. This is also similar to the contention<br />

between the operating systems of Macintosh and Microsoft-<br />

DOS. Most of the people consider what the people around<br />

them choose or likely to choose. This helps memes spread<br />

also. Economists call this network externality, which means the<br />

value ofthe good depends in part on how many other people<br />

It can connect to (Katz & Shapiro qtd. in Liebowitz 1994).<br />

Changes in the mechanical typewriter design have evolved<br />

over rime.Through many Innovarions, these limited mechanical<br />

devices were to evolve into sophisticated electronic typewriters<br />

with improvements. Some of the important improvements<br />

were the shift key mechanism, visible wriring and portable<br />

typewriters. There were numerous different designs; but<br />

whatever has changed the QWERTY and the shift keys kept<br />

on 'living'. They were successful memeric patterns. Following<br />

figures show different rimes' mechanical typewriters with their<br />

QWERTY keyboards and shift keys, and alsoa French and aTurkish<br />

typewriter with their shift keys. Shift key was such a successful<br />

meme; its location and its mission were always transferred even<br />

though the layout ofthe keyboard was different from QWERTY.<br />

Figure 20. Williams No.6 (1904) and below Franklin {1891;<br />

(Source: http://ednixon.com/pix/2003/typewriters)<br />

Figure 21. Corona 3 {folding) {1912) and below Bing (1927)<br />

{Source: http://ednixon.com/pix/22003/typewriters)<br />

Figure 22. Above Torpedo (1920s) with its French keyboard<br />

layout and below Patria with its Turkish keyboard layout<br />

different from QWERTY and with their shift keys placed the<br />

same as most ofthe typewriters.<br />

The Electronic Phase<br />

Another advance in typewriters came with the development<br />

ofthe electric typewriter. The advantage of an electric machine<br />

was greater speed and legibility. The first commercially<br />

successful electric typewriter put in the market had presented<br />

QWERTY layout and shift keys on its keyboard, like mostly<br />

used mechanical typewriters. It was marketed by IBM as the<br />

ElectricTypewriter Model 01 (Improved) in 1935.<br />

The shift key meme and the QWERTY layout meme were again<br />

successful at repllcaring themselves in the era of electric and


eiectronic typewriters and word processors. As the shift key<br />

was located on the left bottom of the mechanical typewriter's<br />

keyboards, it was also commonly located on both the left and right<br />

hand side ofthe electric and electronic typewriters too; below the<br />

caps lock and enter/return key. The shift key was again used for<br />

typing capitals and special characters. Following figures are some<br />

examples to this electronic era ofthe QWERTY and shift keys.<br />

Figure 23. IBM Model 04 (1947) and below a prototype of IBM<br />

Model A (1940s)<br />

(Sources: http://www.etypewriters.eom/l 947-04.jpg<br />

http://ednixon.com/pix/2003/typewriters/Pa136452.jpg)<br />

i<br />

•Hi<br />

\<br />

'ft - -<br />

Figure 24. IBM Model A (1950) and below Smith Corona Electric (1959)<br />

(Sources: http://www.etypewriters.eom/l 950-a-1 .jpg<br />

httpy/www.portabletypewriters.com/smith_corona_5le_htm.htm)<br />

Figure 25. IBM Selectric 1961 and below Brother AX-325 (?)<br />

(Sources:<br />

http://teclasorg.coolfreepage.com/colJBM_Selectric.htm<br />

httpy/www.bestoffer.com/pages/General/IDetall.jsp?item-15495)<br />

The Digital Phase<br />

After the keyboards ofthe mechanical, electric and electronic<br />

typewriters, the QWERTY layout and the shift keys had been<br />

'transferred'also to the computer keyboards with other keys.<br />

Computer keyboards have changed very little in layout since<br />

their introduction. In fact, the most common change has<br />

simply been the natural evolution of adding more keys that<br />

provide additional functionality. As a gained characteristic<br />

which enhance the keyboard's survival (one of the basic<br />

premises of evolution), the presence and the location of the<br />

shift keys did not change; on the left and right hand side,<br />

below the caps lock and enter/return key. Although layout<br />

did not change much, computer keyboard designs have<br />

presented interesting solutions time to time (e.g., the split<br />

left/right layout, adding a ten-key pad), but the QWERTY<br />

letter arrangement continues to be used. Following figures<br />

show some keyboards of different periods and the evidence<br />

ofthe /lererf/ty of QWERTY layout and shift keys through the<br />

evolution of technology in digital era.


' ] 1 i i J 1 ) ! i t i ••<br />

Figure 26. Apple I (1975); the first PC and Apple II Enhanced<br />

(between 1979-83)<br />

(Sources: http://www.apple2.org/aboutimages.html<br />

http://computermuseum.50megs.com/images/col lection/<br />

apple-lle.jpg)<br />

Figure 27. Apple Adjustable Keyboard (1992) and Fountain Hills<br />

FH201 PC keyboard<br />

(Sources: http;//tim.griffins.ca/gallery/keyboard/all.html<br />

http://www.farclip.com/hardware/images/Apple_<br />

Adj usta bl eKeyboa rd-M 1242.jpg)<br />

Figure 28. The IVlyKey PC keyboard and The Kinesis Advantage<br />

Pro PC keyboard (2003)<br />

(Sources: http://tim.grİflîns.ca/galiery/keyboard/all.html<br />

http://www.atpm.eom/9.01/kinesis.shtml)<br />

Figure 29. ErgolVlax PC keyboard and Logitech Cordless Desktop<br />

LX (2000s)<br />

(Sources: http://tim.griffins.ca/gallery/keyboard/all.htmi<br />

http://www.yenra.com/cordless-keyboard/cordless-keyboard.<br />

jpg)


Figure 30. Del! Inspiron 3200 Notebook Keyboard and Folding<br />

Palm PC keyboard<br />

(Sources: http:/Mww.fo! d i ngkeyboards.com/Palm%20Key board<br />

%20W_400.JPG)<br />

I '""\ •^'7''~^J''~TTiiii<br />

/- iri<br />

Figure 31. HP IPAQ Pocket PC - mobile phone (2004} and Nokia<br />

9300 SmartPhone (2004)<br />

(Sources:<br />

http://wwvi^mobiletracker.net/archives/images/9300__3.jpg<br />

http://www.gi2modo.com/archives/images/nokia_9300jarge.jpg)<br />

J-<br />

~<br />

Figure 32. Examples for virtual keyboards; a Palm PC and<br />

Siemens mobile phone (2000s)<br />

(Sources:<br />

http://blog.llvedoor.jp/kanta6489/archives/158855.html<br />

http://asia.cnet.eom/i/r/2004/hp/39019980/virtual_keyboard<br />

^600.jpg)<br />

As it is seen in the above figures the shift key still keeps its<br />

location and its importance, in fact it has been doubled. It<br />

still offers a big ease since it allows combinations with other<br />

keys In orderto type special characters beside its function of<br />

writing in capitals. This means, combinations with the shift<br />

key allow some special features in most of the computer<br />

programs. In the time of mechanical typewriters and electric/<br />

electronic word processors, shift keys were there just to write<br />

capital letters and special characters, but due to the changes<br />

In the environment, the shift key had to take on some other<br />

duties in order to survive in the system. Its function had been<br />

transferred beyond writing capitals through the system itself.<br />

Here are two widely known examples ofthe usage ofthe shift<br />

key within the Windows Operating System apart from word<br />

processing and forming special characters:<br />

1. The keyboard is not the only device In the system of<br />

interaction with the computer; there is also the 'mouse'. If there<br />

is no mouse then a touchable screen is needed. Therefore, the


shift key also has a relation with the mouse beside other keys.<br />

For example, within Internet Explorer (the default web browser)<br />

while a web page is viewed, it can be used to open another<br />

link presented in that page in a new window, ifthe new link<br />

is clicked while holding down the shift key, the web page will<br />

directly be opened in a new window. It is tike a short cut.<br />

2. Another widely known example would be the delete<br />

command. A file, a folder etc. can be deleted 'permanently'<br />

by shift key + delete key. Otherwise the file would be kept In<br />

Recycle Bin folder for a period of time. Control key (Ctrl) is also<br />

similar to the shift key in function. It is located just under the<br />

shift key on computer keyboards. Control key is pressed along<br />

with other keys to perform system tasks or special tasks within<br />

an application program. It is widely used with the program<br />

fVlicrosoft Word that Is a kind of an extension ofthe electronic<br />

word processors. One can create and edit text and graphics<br />

in letters, reports, web pages, or e-mail messages by using<br />

Microsoft Word, There are some keyboard shortcuts within<br />

Microsoft Word like cutting or copying (a word, sentence or<br />

a figure) in a document and pasting it into another. They are,<br />

in order, Ctrl X, Ctrl + C and Ctd + V. These shortcuts are<br />

also valid within other programs too. Most ofthe computer<br />

users are aware of these shortcuts and can easily guess that<br />

they wlil work within other suitable programs too, also within<br />

the operating system itself in any context e.g. editable text<br />

regions, windows explorer, desktop etc. In fact, users do not<br />

just guess them; but they expect them to work, because they<br />

are memetic patterns.Those widely known shortcuts working<br />

within software for years are now transferred to the hardware<br />

also; some keyboards are produced with those shortcuts<br />

wntten on the keys like reminders (see fig, 33).<br />

Figure 33 The keys of Vestel PC keyboard<br />

Such uses have become the basics ofthe computer systems<br />

and programs. Generally, all computer users and computer<br />

program designers are aware of those, since it is simply<br />

memetic and it fits to the evolutionary system. Being aware of<br />

the opportunities ofthe Shift, Ctrl and Alt keys in the system,<br />

computer users also try to use those keys in every computer<br />

program possible, if It Is needed. While using a computer<br />

program, when a feature or a command is newly learned,<br />

generallyif it is plausible, the user would also try that command<br />

with holding down one or two of those keys too, guessing<br />

that something extra would happen regarding the command.<br />

This is because the special features ofthe shift key had been<br />

memeticly transferred for years. There Is an expectation of a<br />

settled behaviour. As a design, those key combinations survive<br />

and ttiose survivors pass on tlieir cliaracteristics to tlie next<br />

generation, then tiie characteristics tiiat iielped them survive will<br />

be more common in the next generation.<br />

As examples, the programs that designers use in genera! can<br />

be referred to, like Adobe Photoshop. Shift, Ctrl and alt keys<br />

are important keys In such programs. A very simple example<br />

to the use of the shift key would be its acting as a snap<br />

command which means it iielps to draw totally horizontal and<br />

vertical lines. Drawing such lines is also possible by turning<br />

on the 'snap to all' command but it is still not as easy as just<br />

holding down the shift key. When a new user realises the<br />

easiness that shift key offers be/she would try it during the<br />

use of other commands too. Another ease is the use of the<br />

ctd -f- alt keys in combination. Holding down both keys in<br />

Adobe Photoshop creates a copy of a desired layer. Of course,<br />

all those commands need the use of a mouse at the same<br />

time. As industrial designers know such combinations are also<br />

important in 3d modeling programs too, e.g. Rhinoceros, 3d<br />

Studio Max, and Catia V5. They offer Important features and<br />

ease. The most Interesting combination of those three keys is<br />

within the software called Alias Studio; a special program for<br />

Industrial designers. In order to use this program inan efficient<br />

way, the user is directly and definitely dependent on the shift,<br />

ctd and alt keys with the mouse.<br />

The shift key started its life offering a simple combination;<br />

capitalizing letters. It worked out, and it has been transferred<br />

to the next generations. However, since the environment was<br />

changing and the circumstances were altering, in order to


Üve on, the shift key has become responsible for some other<br />

combinations too with some added keys like Ctrl and Alt while<br />

kept on capitalizing letters. Once the user experiences that<br />

those keys enable some extra features, he/she will try them<br />

as much as possible during the use of any other program<br />

convenient. In addition, computer program designers and<br />

product designers are aware of this behaviour too, and<br />

actually, it is this fact that lets the shift key used for years with<br />

an increasing popularity. The altering behaviour of the shift key<br />

has been transferred since 1878 and different combinations<br />

have been added to It until today.<br />

Conclusion<br />

Industrial Product Design, not only during the design process<br />

but also in research context deals with a wide variety of<br />

disciplines such as engineering, social sciences, humanities<br />

etc. In this paper, beside those sciences. Biology is tried to be<br />

presented as a useful science for Industrial Product Designers<br />

and design researchers to take advantage of<br />

During this study, the Design world Is tried to be presented<br />

as a population for which the premises of natural selection<br />

and evolution are valid, thus it is regarded as a population<br />

which evolves like biological entities.Therefore, the important<br />

pattern in this population is design memes. Throughout the<br />

paper, some design memes are tried to be revealed and how<br />

memes drive the evolution of an industrial design product is<br />

tried to be presented.<br />

Consequently,<br />

• Memes are replicators analogous to genes in Biology<br />

which work in non-biological systems, e.g. Industrial<br />

Product Design. Thus, they work according to similar<br />

principles of natural selection and survival ofthe fittest<br />

rule In Biology.<br />

• Design ideas are memes that can replicate, compete,<br />

mutate, co-evolve and may die.<br />

• Biology as a science offers enough contribution and<br />

assistanceto Industrial Product Designers to benefit from<br />

during their design processes and design researches<br />

beside Physics, Mathematics, Psychology, Sociology,<br />

Ergonomics, Anthropometry, Engineering Sciences etc.<br />

• Typing Is one of the memetic behavioral patterns<br />

which co-evolve with Its design memes like typewriters,<br />

keyboards and their layouts, shift, Ctrl and alt keys etc.


References<br />

Basalla, G. 1988, The Evolution of Technology, Cambridge<br />

University Press, Cambridge.<br />

Seattle H. S. & Rahenkamp R. A. 1981, 'IBM Typew/riter<br />

Innovation', in IBM Journal of Research and Development, vol.<br />

25, no. 5, pp. 729-739, [online] available: http://www.research.<br />

ibm.com/journai/rd/255/ibmrd2505ZH.pdf(15 April 2005).<br />

Blackmore, S. 1997, 'The Power of the Meme Meme', The<br />

Skeptic (US), vol. 5, no 2, pp. 43-49.<br />

Blackmore, S. 1999b, The Meme Machine, Oxford University<br />

Press, New York.<br />

Blackmore, S. 2000a 'Waking from the Meme Dream', in The<br />

Psychology of Awakening: Buddhism, Science and Our Day-<br />

to-day Lives, eds G.Watson, S.Batchelor and G.Claxton, Rider,<br />

London, pp. 112-122.<br />

Buzlng, R 2003, Comparing Different Keyboard Layouts: Aspects<br />

of QWERTY DVORAK and alphabetical keyboards [online],<br />

unpublished course paper, available: http://www.pds.twl.<br />

tudeift.n!/~buzing/Artlcles/keyboards.pdf (08 April 2005).<br />

Dawkins, R. 1989, The Selfish Gene, Oxford University Press,<br />

Oxford.<br />

Gombrich, E. H. 1978, 'Andre Malraux and the Crisis of<br />

Expressionism', Meditations on a Hobby Horse and Other<br />

Essays on theTheory of Art, Phaldon, London, pp. 78-85.<br />

Herbert, T. 2000, Historical Perspective, Darwin and Evolurion<br />

[online], lecture notes, available: http://www.bio.miami.edu/<br />

tom/bill 60/bill 60goods/03_darwin.html (08 May 2005).<br />

Katz M. L. & Shapiro C. 1985, 'Network Externalities,<br />

Competirion, and Compatibility', American Economic Review,<br />

vol. 75, no. 3, pp. 424-440.<br />

Liebowitz S, J. & Margolis S. E. 1994,'Network Externality: An<br />

Uncommon Tragedy', Journal of Economic Perspecrives, vol. 8,<br />

no. 2, [online] available: http://www.utdallas.edu/~liebowit/<br />

jep.html (25 April 2005).<br />

MichI, J. 2002, 'On Seeing Design as Redesign', Scandinavian<br />

Journal of Design History, 12, pp. 7-23.<br />

Pye, D. 1978, The Nature and Aestherics of Design, Van<br />

Nostrand Reinhold, NewYork.<br />

Salingaros, N.A. 1995, 'The Laws of Architecture from a<br />

Physicist's Perspecrive', Physics Essays, vol. 8, no. 4, pp. 638-<br />

643.<br />

Salingaros, N. A. & Mikiten, T. M. 2002, 'Darwinian Processes<br />

and Memes in Architecture: A Memetic Theory of Modernism',<br />

Journal of Memetics [online], available: http://jom-emit.cfpm.<br />

org/2002/vol6/salingaros_na&mikiten_tm.html (12 March<br />

2003).<br />

Silby, B. 2000a, Evolurion ofTechnology: Exposing the Myth of<br />

Creative Design [online], available: http://www.def-iogic.com/<br />

arricles/evolution_of„technoiogy.html (05 January 2004).<br />

Yagou, A. 2005,'Rewriting Design History from an Evolutionary<br />

Perspective: Background and Implicarions', paper presented<br />

in the 6th International Conference ofthe European Academy<br />

of Design, 29-31 March 2005, Bremen, Germany, [online],<br />

available: http://www.verhaag.net/ead06/fullpapers/ead06_<br />

Idl86_2.doc (20 December 2004).


T H E D A N C E O F D I S O R D E R : C A N A N U N D E R S T A N D I N G D F C H A D S A N D<br />

F R A G M E N T A T I O N L E A D TO A D E S I G N A P P R O A C H F O R A S O C I A L L Y I N C L U S I V E<br />

P U B L I C R E A L M ?<br />

Bradley Braun<br />

University of Calgary, Calgary, Canada<br />

babraun@ucalgary.ca<br />

Contemporary approaches towards addressing issues<br />

of socially fragmented landscapes are firmly rooted in<br />

philosophies that attempt to superimpose structures of<br />

stability, order and control on to what is perceived to be an<br />

utter state of confusion and disorder. This paper investigates<br />

whether chaos theory offers potential forthe development of a<br />

design approach for socially inclusive urban landscapes. Itthen<br />

proceeds to investigate the potential for complexity theory,<br />

or more specifically, complex adaptive systems to provide a<br />

framework for design interventions that seek to dance at the<br />

edge of chaos. The paper argues that inclusive landscapes can<br />

not be designed in themselves; socially inclusive landscapes<br />

are the products of a dynamic and chaotic growth. Finally,<br />

it investigates whether the notion of a social condenser can<br />

provide the vehicle for the insertion of design Interventions<br />

that seek to evoke change through a dance of collision and<br />

chaos. It will propose that the role of the architect Is to create<br />

the potential for this to occur through the design of urban<br />

fields in which this dance of disorder can occur.<br />

introduction<br />

In its expectation to find complex behavior as a result of<br />

simple systems, and in its understanding that complex<br />

systems give rise to simple behavior, in holding that<br />

the laws of complexity hold universally, caring not at<br />

all for the details of a system's constituent parts, chaos<br />

is indeed diiferent from classical physics. Chaos theory<br />

demonstrates self-similarity, retrieving Leibniz's notion<br />

that "the world is in a drop of water" to understand,<br />

finally, that everything is connected (Alberto Perez-<br />

Gomez 1999: 343).<br />

The traditional notion of chaos as anti-thetical to the forces of<br />

modern planning at first brings up Images ofthe application<br />

of anarchy to dissolve the structural nightmares created<br />

through the imposition of stability, order and control through<br />

the auspices of modern planning. Upon deeper examination,<br />

however, the implication is actually one of the Imposition<br />

of notions of fractal geometry to provide a mechanism to<br />

reconcile forces of fragmentation, and through a concept<br />

that examines the notion of patterns of complexity that span<br />

across a range of scales to bring a wholeness from what first<br />

perceived to be an utter state of confusion and disorder.<br />

Chaos and Complexity<br />

Perhaps the most popular depiction of chaos theory as captured<br />

by the minds ofthe public was by Edward Lorenz In his seminal<br />

talk entitled Predictability: Does the Flop of a Butterfly's Wings in<br />

Brozilsetoffo Tornodoin Texas.?(1972).This provocative question<br />

actually only captures one ofthe properties that define chaos as<br />

a theoretical construct-that of sensitivity to local conditions.<br />

Before proceeding any further, it is perhaps best to explore<br />

some definitions of chaos as they apply to this paper. According<br />

to the Oxford Dictionary, the origins of a definition for chaos<br />

can be traced back to notions of creation, where chaos stood for<br />

'the formless void of primordial matter, the great deep or abyss<br />

out of which the cosmos or order of the universe was evolved'<br />

(2006). This leads to a traditional reference that frames chaos as<br />

'a state resembling that of primitive chaos; utter confusion and<br />

disorder' (Oxford 2006). With the advent of chaos theory, the<br />

notion of chaos was redefined. No longer simply a state of utter<br />

confusion and disorder in a global sense, it began to bethought


of as the presence of phenomenon, that while still exhibiting<br />

behaviour that was inexplicable at a localised scale, could<br />

ultimately be described as an accountable set of phenomena of<br />

a larger system. In essence, chaos has become synonymous with<br />

'the behavior of a system which is governed by deterministic<br />

laws but is so unpredictable as to appear random, owing to its<br />

extreme sensitivity to changes in parameters or its dependence<br />

on a large number of independent variables'{Oxford 2006).<br />

As a discourse, Chaos Theory seeks to explain the behavior of<br />

non-linear dynamical systems which exhibit the phenomenon<br />

referred to as chaos. Here, chaos is the product of patterns of<br />

mathematically deterministic behavior(s), the complexity of which<br />

are unobservable at a localized scale and/or time frame. It Is this<br />

inability to perceive an underiying complexity In a given system<br />

that results In the appearance of chaos (Rublnowicz 2000).<br />

For Rubinowicz (2000), the relationship between geometric<br />

order and chaos within urban forms has resided within the<br />

formarion and evolution of complex compositions since the<br />

dawn of urbanizarion. It is this relarionship that provides an<br />

organizarional tension to otherwise disparate city fabrics;<br />

which creates a sense of place In otherwise staric compositions<br />

of mass and void; that allow spaces to transcend the logic of<br />

funcrional relarionships provided for in their conception. Within<br />

this model geometry provides the organizarional logic of space<br />

while chaos infuses it with a layer of complexity that provides<br />

for an 'individual dimension' (Rubinowicz 2000: 200). This<br />

relarionship exists at different spatial scales, from the geometric<br />

logic ofthe square In front of St, Peter's basilica inserted into<br />

the urban chaos of Rome, tothe individualization of doorways,<br />

balconies and window ledges imposed on the orthogonally<br />

ordered facades ofthe eclectic collection of mixed use buildings<br />

that line the streets of the tradirional city core (Image 1).<br />

Rubinowicz (2000) further posits that this interweaving of order<br />

and chaos is evident within the abstraction of a plan view of<br />

the tradirional city, even where an orthogonal grid provides<br />

an ordering structure. The principles of this idea can be seen in<br />

the following image ofa portion ofthe residential urban fabric<br />

of Lisbon (see image 2).' The area in the image Is a porrion of<br />

Lisbon that has evolved over the past century, with the majority<br />

of inlrial construction occurring prior to the arrival of modernist<br />

influences. At first glance the photo depicts an orthogonal<br />

grid of streets lined with buildings. Closer examinarion reveals<br />

an accumularion of plants, parios, sheds, fences and assorted<br />

structures that have evolved over rime within the interlorized<br />

porrions ofthe city blocks depicted In the photo.<br />

Image 1. The imposition of chaos on a Lisbon street facade.<br />

İÜ<br />

1<br />

Image 2. Aerial photo of Lisbon showing the accumularion of<br />

complexity over time.<br />

' The original drawings İ3y Rubinowicz demonstrate this process of<br />

revealing chaos in built form through two examples; decomposition<br />

ofa segment ofthe urban fabric of Barcelona, and decomposition of<br />

the facade of a tenement house, also located in Barcelona. For further<br />

information see Rubinowicz (2000), p. 202.


According to Rublnowicz the patterns evidenced in this<br />

example demonstrate the emergence of complexity through<br />

chaos; a process he defines as self-organisational in that It<br />

results through natural processes over time, as opposed<br />

to a structured ordering through the application of design<br />

principles. According to Rublnowicz, the absence of this<br />

level of spontaneously emerging detail in the urban fabric of<br />

modernist frameworks represents the failure ofarchitectural<br />

and urban design to comprehend the Importance of the<br />

fourth dimension of space In within the role of design; that of<br />

'the creation of complex and chaotic compositions' (203).<br />

-îi.<br />

Image 3. Aerial photo of the Av. Alfredo Bensaude housing<br />

project in Lisbon.<br />

The argument posited by Rublnowicz Is illustrated in Image<br />

3, which depicts an aerial photo ofthe Av. Alfredo Bensaude<br />

housing project in Lisbon. Located along the northeast border<br />

of the city, the project was constructed as part of an overall<br />

strategy to redress the severe housing shortages and resultant<br />

blight of shantytowns that have plagued the city in recent<br />

decades.^ This Image typifies the approach of utilizing large-<br />

scale ordered blocks of highly structured, socially planned,<br />

low-income communities that has resulted in the emergence of<br />

projects throughout the peripheral regions of Lisbon.<br />

The essence of the argument forwarded by Rublnowicz Is<br />

that chaos is a process that is dynamic and self-organizing - a<br />

^ Completed in 2001, this project consists of 357 housing units in<br />

three buildings. The informal housing visible to the north of the<br />

project is actually located in an adjacent municipality.<br />

principle that will be examined In the next section through<br />

the theoretical framework proposed by Mark Taylor.<br />

Chaos, Complexity and Self-Organisation<br />

Clouds are not spheres, mountains are not cones,<br />

coastlines are not circles, and bark is not smooth nor<br />

does light travel in a straight line.<br />

More generally, 1 claim that many patterns of Nature<br />

are so Irregular and fragmented that, compared<br />

with Euclid -a term used in this book to denote all of<br />

standard geometry- Nature exhibits not only a different<br />

degree but an altogether different level of complexity<br />

(Mandelbrot 1983:1).<br />

The Implications, if not outright application of chaos theory<br />

and its associated qualities of fractal geometry is evidenced<br />

in numerous architectural projects throughout the 1970's, 80's<br />

and 90's. In housing, one of the earliest examples can be seen<br />

in the Habitat 67 project, designed by Moshe Safdie for Expo'67<br />

in Montreal.While the theoretical underpinnings of this project<br />

were still thoroughly rooted in modernism, the processes<br />

that governed the design resulted In an expression of fractal<br />

geometry. Rubinowicz punctuates his argument for the need<br />

to apply an understanding of chaos theory In design through<br />

the utilization of cellular automata software to emulate the<br />

conceptual processes of Safdie's design for Habitat 67.<br />

Image 4. Habitat'67 (photo by Brian PIrie, any use must credit<br />

the source as set forth In the terms ofthe Creative Commons<br />

Attribution 2.5 License agreement).


By running a cellular automata program informed by essential<br />

design principles for the project {an assemblage of uniform<br />

concrete cubes informed by the need for a roof garden for<br />

every unit, daylighting on at least two sides) Rubinowicz was<br />

able to derive results from the computer program that closely<br />

resembles the Habitat structure.<br />

Fractal geometries arising from the application of chaos theory<br />

are visibly present in the de-constructlonist architecture<br />

of Zaha Hadid, Daniel Liebeskind and Frank Gehry. For<br />

Taylor, Gehry was the first architect to successfully realize an<br />

expression of complexity through his non-linear design for<br />

the Guggenheim Museum Bilbao:<br />

The resulting forms range from the rectilinear to the<br />

curvilinear as well as from the small and intimate to the<br />

vast and overwhelming. Though dearly distinct, these<br />

forms remain intricately interconnected; indeed, it is<br />

precisely their complicated relations that articulate their<br />

distinguishing differences... Instead of preprogrammed<br />

or permanent, the order of this structure is emergent<br />

and transient (2001:43-4).<br />

Taylor (2001) posits that a distinction must be drawn<br />

between chaos and a condition he refers to as the'moment<br />

of complexity' if the application of chaos is to derive meaning<br />

in design (5). Taylor notes that chaos theory is primarily<br />

focused on the investigation of determinant systems 'in which<br />

extreme sensitivity to initial conditions creates effects that are<br />

disproportionate to their causes' (13), while complexity theory<br />

is interested in the investigation of complex adaptive systems.<br />

He describes chaotic systems as determinant due to the fact<br />

that although they may result in the creation of results that are<br />

disproportionate to the initial inputs, they are still governed<br />

by definable sets of rules. This principle is evidenced by the<br />

predetermined rules utilized by Rubinowicz in his emulation<br />

ofthe Habitat'67 design.<br />

Taylor points out that chaos theory developed as a response<br />

to inexplicable conditions that arose within the analysis<br />

framework of closed, linear systems thinking as defined bythe<br />

principles of Newtonian physics. Chaos theory demonstrated<br />

two key principles that led to complexity theory ~ first, that<br />

finite linear systems are actually open systems that must be<br />

understood as incomplete; and secondly, that some open<br />

systems are defined by recursive relationships that cannot be<br />

explained by linear, causally determinate models. These non­<br />

linear recursive systems, according to Taylor, are defined by<br />

'complex feedback and feed-forward loops'where the initial<br />

inputs are often beyond our ability to detect, thus resulting in<br />

the production of unpredictable results beyond a limited time<br />

scope, a condition we refer to as chaos (24).<br />

Complexity theorists generally describe four distinct types<br />

of complex systems. The first type Is known as a single point<br />

attractor system, where the system will always gravitate<br />

towards a single outcome, regardless ofthe inputs. The second<br />

system is referred to as a cyclic or periodic attractor system.<br />

This system, while being in a constant state of change where<br />

individual cycles may be atypical, is still predictable due to its<br />

cyclic nature. The third type of system is known as a strange<br />

attractor system. Characterized as the classic chaotic system<br />

in which outcomes are highly unpredictable, it is nonetheless<br />

a limited outcome system due to the fact that the Individual<br />

attractors in the system are bound by predetermined rules<br />

that govern their behavior. The fourth type of system is the<br />

complex adaptive system. The characteristics that define<br />

this system are its ability to respond, adapt and change to<br />

conditions both internal and external to itself; essentially this<br />

is the definition of a self-learning system.<br />

Complex adaptive systems emerge through intense non­<br />

linear interactions between autonomous agents that result in<br />

the creation of new system properties. Both agents and the<br />

resultant new system properties can range in scale from highly<br />

localized to system-wide in their scope. Examples of system-<br />

wide changes in complex adaptive systems are the emergence<br />

oflanguageandcultureswithin human populations.The notion<br />

that system-wide change can emerge from the interaction of a<br />

single-person agent acting autonomously with other agents,<br />

be they individual or collective In their nature, across all scales<br />

of social systems is what makes it so appealing as an avenue<br />

of investigation for design.<br />

Taylor (2001) describes complex adaptive systems as non­<br />

linear recursive systems which are In a continuous state of<br />

dynamic, evolving change, a condition that can only occur<br />

in a system that resides in a state of tension between chaos


and order. Taylor posits that meaningful, dynamic processes of<br />

change can only occur in a system that resides between order<br />

and disorder; too much order and systems tend to self-correct<br />

towards a condition of static equilibnum, too little order and<br />

systems degenerate into a non-functional state. Complex<br />

adaptive systems that reside 'at the edge of chaos far from<br />

equilibnum' (14) achieve the ideal state 'at which complexity<br />

reaches the critical condition where self-organizing systems<br />

emerge to create new patterns of coherence and structures<br />

of relation' (24).<br />

While traditional applications of complex adaptive systems<br />

theory have focused on the natural sciences, the implications<br />

for social and cultural systems are immense. Applications of<br />

complex adaptive systems theory have already been applied<br />

acrossadiverserangeculturalandsocialissues,includingseveral<br />

studies that examine issues of inequality, marginalization and<br />

power relationships.^ For Taylor, the notion of social-cultural<br />

structures thatembracetheconcept of residing atthe'moment<br />

of complexity' can best be exemplified by the emergence of<br />

contemporary network culture. Taylor begins his discussion<br />

with an examination ofthe underlying pnnciples of industnai<br />

society on which the precepts modernism were based, '[T]he<br />

logic ofthe assembly line is obviously mechanical, serial, and<br />

linear. Separate individual, entities, and events are joined in<br />

a predictable chain where effects are proportional to causes<br />

... in addition to establishing a division of labor, the assembly<br />

line separates managers from workers...' (29). Critical of this<br />

framework as a social structure, he goes on:<br />

^The research conducted by Samuel Bowles and Suresh Naidu atthe<br />

Santa Fe Institute provide insight on applications of complex adaptive<br />

systems theory to social and cultural issues. In particular, their 2005<br />

paper titled "Evolutionary Dynamics of Class Structures" examines<br />

how dominant elitist structures can be explained through a stochastic<br />

complex relationship. More intriguingiy, the article provides a basis<br />

for investigation as to how the introduction of an emergent complex<br />

adaptive system could disrupt a complex relationship that resides in<br />

a state of equilibrium. For more information, see http://www-unix.<br />

oit.umass.edu/~bowles/ (the paper can be found under the recent<br />

papers link).<br />

'The workers' day, like the assembly line, was<br />

divided into equal but separate parts. Within the all-<br />

encompassing logic of industnalization, work, leisure<br />

and rest are designed to promote efficiency and thus<br />

increase profitable production. [...] From Ford's early<br />

efforts to organize the lives of his workers and Pullman's<br />

town planning, to postwar American advertising and<br />

suburbanization, industrialists have realized that for<br />

capitalism to thrive, it must become a total way of life'<br />

(Taylor 2001:29-30).<br />

The structure which makes this all possible, according to Taylor,<br />

is the rational logic of the Cartesian grid. Tracing the history<br />

of the gnd back to the enlightenment as an organizational<br />

structure of industnai society to impose ideals of universality,<br />

logic, order and rationalism, he equates the organizational<br />

pnnciples of the grid as a structure that 'can quickly lead to a<br />

uniformity that excludes or represses everything and everyone<br />

deemed different' (31). For Taylor the gnd, industrial society,<br />

and (by its association with them) modernist architecture<br />

equate to a type one complex system.<br />

Collisions and Condensors<br />

When it all shakes out, the guiding real estate principle<br />

turns out to be this: telecommunications networking<br />

can add great value to localiries where relatively well<br />

off people would like to live. It can remove constraints<br />

that have prevented them from doing so in the past.<br />

But it doesn't do much for localities that have no<br />

Intrinsic attraction. Nor does It help people who find<br />

themselves trapped in marginalized, underserviced<br />

areas and are too poor to move (Mitchell 1999:77).<br />

In Learning From Las Vegas, Robert Venturi states: 'The<br />

emerging order of the Strip is a complex order. It is not<br />

always the easy, rigid order of the urban renewal project or<br />

the fashionable "total design" of the megastructure. It is,<br />

on the contrary, a manifestation of an opposite direction<br />

in architectural theory...' (Venturi et al. 1962: 289)." While in<br />

agreement with Venturi's analysis, Taylor argues that while<br />

Quoted in Taylor 2001,37.


postmodernism rejects the structures of modernism, it fails<br />

to 'explore alternative architectural forms and structures'<br />

(38).The industrial grid still dominates In the language ofthe<br />

architecture of automobile, the organizational structures of<br />

modern frameworks of space still order the recompositions<br />

of deconstruction.The complexities of sign and symbol, while<br />

rejecting modernism, lead to the development of'alternative<br />

forms and structures [that reflect] a society that is no longer<br />

industrial but not yet postindustrial' (Taylor 2001:40). It is the<br />

morphing and interweaving ofthe grid with the structures of<br />

thenetworkrealized by Gehry that finally realizes the evolution<br />

ofarchitectural form to the edge of chaos required in a type 4<br />

complex system. In her analysis of the architecture of Gehry,<br />

Amy Gilley confirms the analysis put forth by Taylor: 'It Is an<br />

opportunity to question the artifices of Euclidian geometry. It<br />

is a chance to redefine the concept of landscape, to describe<br />

the iteration of form, the built form, as the iteration of the<br />

landscape' (2001: unpaginated).<br />

While Taylor posits that the architectural form of the Bilbao<br />

Museum achieves a level of complexity that equates to the<br />

conditions required for the emergence of complex adaptive<br />

systems, he disregards the larger issue of an architecture<br />

produced for consumption within a structure that still remains<br />

enmeshed within the processes production and consumption.<br />

Conceived as a Mecca of tourism situated on the urban<br />

landscape, it fails to engage in a dialogue with issues of social<br />

inequality and marginalism that plaque contemporary urban<br />

structures. In her examination of the Vancouver Public Library<br />

by Moshe Safdie, Loretta Lees (2001) provides insight into<br />

another building that was again intended to act as a cultural<br />

icon on the landscape. Her study examines how spaces ofthe<br />

Vancouver Public Library has become partially interwoven into<br />

networks and webs ofthe layers of sub-cultures that comprise<br />

the multiplicities of urban realities through acts of subversion<br />

and appropriation. Recognising the potential to utilise the<br />

primary programmatic intent of the library to condense users<br />

in a variety of overlapping secondary programmatic elements,<br />

the buiiding incorporates a public space that bisects the<br />

building while providing several venues that are appropriated<br />

for a range of social uses. Lees points out the composition<br />

of the population of Vancouver has undergone a major<br />

transformation that reflects its new presence on the global<br />

stage. Observing two people (a Caucasian man and an Asian<br />

woman) sitting at a table over a cup of coffee , Lees tells us<br />

of their conversation. 'He was telling her how to be Canadian<br />

[...] Soon the conversation drifted beyond what it meant to be<br />

Canadian and into a discussion of attracting the opposite sex.<br />

Before leaving the man gave the Asian woman his telephone<br />

number...' (2001:72). Lees goes on to state that'the library was<br />

transformed into a site In which cultural values were being<br />

worked through while playing out the mating game...'(2001:<br />

73). Lees goes on to tell us of her experiences while in the<br />

newspaper section of the Library:<br />

I remember an elderly English gentleman said to me,<br />

as he rattled The Times, 'Foreign newspapers are so<br />

expensive, so with time on my hands, I'm retired, I<br />

come here to find out about back home.' An elderly<br />

German gentleman said to me 'It's quiet here and cosy<br />

and I can catch up on events back in Germany in peace.'<br />

A Chinese woman walked around the reading-tables<br />

searching for a particular Chinese newspaper...Through<br />

their reading these users transform the library into a<br />

place of connection in which the everyday horizons<br />

are extended back or forward from contemporary<br />

Vancouverto imagined elsewheres...These connections<br />

and the meanings they give the space of the library<br />

are not pregiven but continually (re)shaped and<br />

(re)produced (73).<br />

It is the third vignette, however that is the most poignant:<br />

After a coffee break and before sitting down to do some<br />

more work 1 decided to go to the toilet. On entering<br />

I came across a homeless woman looking under the<br />

door of one of the cubicles. [...] Perturbed, 1 went into<br />

the adjacent cubicle. [...] I came out [of the cubicle]<br />

and I began to wash my hands. At the same time the<br />

homeless woman began to undress and to fill the sink<br />

with soapy water. I did not stay and watch, but the<br />

woman began to wash herself as I left...<br />

This homeless woman appropriated the library for<br />

her own purposes ~ to bathe. She used a public space<br />

to undertake a private activity. She made a public<br />

space temporarily a private one, as evidenced by my<br />

uncomfortableness - 1 felt like I was intruding In her


space. [...] This capacity to tal


a social condensor as thG"programmatic layering upon vacant<br />

terrain to encourage dynamic coexistence of activities and to<br />

generate through their interference, unprecedented events"<br />

(2003,72). Koolhaas along with Bruce Mau further investigate<br />

notions of social condensers in the books Delirious New York<br />

and 5, M/., L, XL. As built form, the current approach to social<br />

condensers are expressed as the intentional overlap and<br />

intersection of programs with circulation flows to create nodes<br />

where otherwise disparate social communities will interact.<br />

Nodes in this regard are best described as points of interaction<br />

where diverse agents, agendas and programs are brought into<br />

collision. Programs and circulation are seen as flexible and<br />

dynamic, as opposed to static expressions with the intended<br />

result that these elements will foster the continual creation of<br />

new patterns of circulation nodes, resulting In the ongoing<br />

creation of new social fields. The goal in the creation of social<br />

condensors is the breaking down of the inscription of social<br />

hierarchies embedded In architectural language through the<br />

production of fields of social encounters with the intent of<br />

fostering of socially inclusive attitudes. The idea is to resist,<br />

or at least not reproduce contemporary hierarchies of social<br />

practice embedded In urban forms and fabrics.<br />

The Dance: Bringing It All Together<br />

Architecture is first and foremost a cultural capital,<br />

the most tangible one, precipitating and solidly<br />

materializing in cities. If cities are the marketplace of<br />

such an invaluable resource, the need for their careful<br />

design and management is pressing. In spite of the<br />

overwhelming amount of funds allocated for the<br />

construction and rehabilitation of cities, the end result<br />

is often a low quality living/working environment<br />

due to the lack of expertise, creative thinking, and<br />

consideration for social justice (UlA Istanbul 2005<br />

- Cities: Grand Bazaar of Architectures. International<br />

Union of Architects)<br />

So far I have attempted to demonstrate how social condensors<br />

offer a potential framework to localise the notion of a design<br />

intent to create a field of interaction on the edge of chaos.<br />

As alluded to earlier in this paper, contemporary approaches<br />

to the design of social condensors have been limited, for<br />

the most part, to insertions Into urban landscapes that<br />

can be considered to be intended for consumption. Their<br />

incorporation into spaces within public buildings that serve<br />

to function as tourist meccas severely limits their potential<br />

to act within the spheres of interaction inhabited by the<br />

marginalized and disenfranchised inhabitants of the city. As<br />

emphasised through the studies by Lees, when they do tend<br />

to function in these environments their impact attests to their<br />

ability to create collisions, however they also tend to reinforce<br />

boundaries of difference rather than create opportunity for<br />

meaningful interaction when the context in which they are<br />

located is heavily coded for consumption. Their potential<br />

remains largely unexplored within an approach that attempts<br />

to incorporate social condensors into an exploration of<br />

uncoded space that can be appropriated, reconfigured and<br />

otherwise occupied and inhabited by otherwise socially<br />

disparate inhabitants ofthe city. In those projects where social<br />

condensors have been incorporated into parks, plazas and<br />

otherforms of civic spaces, these locations tend to be removed<br />

from the locale of peripheralized, marginalized populations.<br />

An approach that seeks to utilise social condensors to bring<br />

meaningful design, that seeks to amalgamate disparate<br />

populationsin close proximitythroughafield of unprog rammed<br />

urban space, that seeks to collide multiple meanings through<br />

spontaneous occupations of such space, offers interesting<br />

potential for further investigation. The principles of a type<br />

four complex adaptive systems approach invite the utilization<br />

of a design approach synonymous with the notion of a social<br />

condensor. To be successful, such an approach must free itself<br />

of conventional grid structures aligned with production and<br />

consumption. Nor can it simply replace grid structures with<br />

a vision of a network society driven by the same forces. A<br />

design approach that seeks to enfold the collisions of a social<br />

condensor field within the dance at the edge of chaos to<br />

create the potential conditions for emergence of a new form<br />

of complex adaptive system must, paradoxically, be freed of<br />

the constraints of programmatic design.


References<br />

GILLEY, A., 2005. Fractalled: The Interstitial Spaces and Frank<br />

Gehry. Visual Mathematics 7 (1). Unpaginated.<br />

Accessed online: December 20, 2006. http://www.mi.sanu.<br />

ac.yu/vismath/pap.htm#n61<br />

INTERNATIONAL UNION OF ARCHITECTS, 2005. UIA Istanbul<br />

2005 - Cities: Grand Bazaar of Architectures. International<br />

Union of Architects.<br />

Accessed Online: May 12, 2006. http^/www.uiaarchitectes.org/<br />

texte/england/Congress/lstanbul2005/2cp2b.html#confrontation<br />

KOOLHAAS, R., B. MAU, J. SIGLER & H. WERLEMANN., 1995. S M<br />

X XL. NewYork: Monacelli Press.<br />

KOOLHAAS, R., 1978. Delirious New York : a retroactive<br />

manifesto for Manhattan. NewYork: Oxford University Press.<br />

McGETRICK, B. & KOOLHAAS, R., eds., 2004 . Content. Köln;<br />

Tashen.<br />

MITCHELL, W., 1999. E-Topia: "Urban Life, Jim - But Not As We<br />

Know It". Cambridge: MIT Press.<br />

LEES, L., 2001. Towards a Critical Geography of Architecture:<br />

The Case of an Ersatz Colosseum. Ecumene 8 (1). 51-86<br />

LORENZ, E., 1972. Predictability: Does the Flap ofa Butterfly's<br />

Wings in Brazil set off a Tornado in Texas? Talk given to<br />

December 1972 meering of the American Association for the<br />

Advancement of Science In Washington, D.C. Reproduced in E.<br />

LORENZ, ed. (1993). The Essence of Chaos. Seatrie: University<br />

of Washington Press. 181-185.<br />

MANDELBROT, B., 1983. The Fractal Geometry of Nature. New<br />

York: W. H. Freedman.<br />

NUNES, J, S; SERRA, N., 2004. 'Decent Housing for the People':<br />

Urban Movements and Emancipation in Portugal. South<br />

European Society & Politics 9 (2).<br />

Oxford English Dicrionary Online Edirion (2006). Oxford:<br />

Oxford University Press.<br />

Accessed December 29,2006. http://dictionary.oed.com<br />

PEREZ-GOMEZ, A., 1999. Architecture as Science: Analogy<br />

or Disjunction? In P GALISON and E. THOMPSON, eds. The<br />

Architecture of Science. Cambridge: MIT Press. 337-352.<br />

RUBINOWICZ, P., 2000. Chaos and Geometric Order in<br />

Architecture and Design. Journal for Geometry and Graphics<br />

4(2), 197-207.<br />

TAYLOR, M., 2001. The Moment of Complexity: Emerging<br />

Network Culture. Chicago: University of Chicago Press.<br />

VENTURI, R., SCOTT BROWN, D., & IZENOUR, S., 1972. Learning<br />

From Las Vegas. Cambridge: MIT Press.


OBJECTS FOR PEACEFUL DISORDERING: INDIGENOUS DESIGNS AND PRACTICES<br />

OF PROTEST<br />

Tom Fisher<br />

t.h.fisher@shu.ac.uk<br />

Sheffield Hallam University<br />

Sheffield Sn 8UZ<br />

UK<br />

Abstract<br />

What do a piece of plumbing pipe, some w/ire netting, some<br />

adhesivetape,twoloopsofnylonw/ebbingandacarabinerhavein<br />

common? Nothing, until they are assembled. In a design, in turn,<br />

the object these components comprise comes into being only<br />

with the presence of human beings. These are the components<br />

of a device known as a 'lock-on'; some sundry objects that you<br />

would find in a builders' merchant and some people's bodies -<br />

peace activists pursuing non-violent direct action. Peace activists<br />

use lock-ons to join themselves together by the arms to enhance<br />

the power of their passive resistance. This paper identifies a<br />

number of theoretical approaches to objects of this sort. It is<br />

intended to Initiate a discussion of the lock-on as an example<br />

of an 'indigenous' design that has appeared without designers,<br />

evolving as part ofthe practice of peace protest (Langrish 2004).<br />

The paper concentrates on the sense of'practice'that found in<br />

the sociological study of culture, tracing its use in the work of<br />

Bourdleu (1977) and others, summed up recently by Reckwitz<br />

(2002). Drawing as It does from a range of sources, including<br />

the social study of technology,'practice theory'seems to have a<br />

good deal to offer a conception ofdesign that seeks to influence<br />

the world positively beyond the point of sale, in common with<br />

other recent strands In design research such as the Participative<br />

Design that has grown out of the study of human computer<br />

interaction, practice theory acknowledges that our relationships<br />

to objects are socially Important. Together with cultural<br />

knowledge and embodied skill objects form'compounds'with<br />

people that evolve through time (Shove 2006).<br />

This paper raises the possibility that the transforming power of<br />

designing may be enhanced if it is acknowledged that it is most<br />

powerful when It takes place in full articulation with practices.<br />

This principle is Inscribed in contemporary 'user oriented'<br />

design process, but the lock-on is an extreme example of it,<br />

since no professional designers are involved in its producrion<br />

and its social purpose Is not commercial but polirical. Politically<br />

engaged design is often directed at issues of sustainabillty and<br />

work with NGOs and these contexts for designing may be the<br />

closest in kind to that which has produced the lock-on.<br />

A 'pracrice orientated' approach to design might be abie to<br />

engage with the full relationship between things and the<br />

agents they Imply, their bodies, their minds, the knowledge<br />

they have, the emorions they feel, the discourses they engage<br />

with. For this reason it seems to be a useful framework<br />

through which to understand an object like the lock on which<br />

has emerged out of an identifiable pracrice. The nature of this<br />

practice may also be inspiring in itself, as In this example, which<br />

works againstcrimes such asweapons of mass destrucrion.The<br />

paper offers an inlrial analysis ofthe evolurion and current use<br />

of the 'lock-on' in UK non violent direct acrion as an example<br />

of an indigenous design that is part ofa pracrice and indicates<br />

the potential for further research that would seek more fully<br />

to understand the history and development of the lock-on in<br />

order to both test the applicability of practice theory and to<br />

seek Insights for designing in other contexts.<br />

Nonviolent direct action seeks to create such a crisis<br />

and foster such a tension that a community which has<br />

constantly refused to negotiate is forced to confront<br />

the issue. It seeks so to dramarize the Issue that It can<br />

no longer be ignored (King, 2000:77).


Introduction<br />

it would be reasonable to assume thatthe words'design theory'<br />

are an inclusive term that refers in a straightforward way to a<br />

body of ideas about the contemporary activity of designing in<br />

a professional commercial context. This is the sense in which<br />

they are used, for instance recently by Nigel Cross (2006), in a<br />

short review of key work in design research since the 1960s.<br />

From this perspective, the object of study of design research,<br />

and ofthe theory that comes out of it. Is to better understand<br />

the processes of designing that result in configurations of<br />

material - designs - that are effective as judged according to<br />

objectives relevant to the context In which the activity takes<br />

place. Commercial objectives usually feature prominently and<br />

are sometimes accompanied by others that are more broadly<br />

'human' (Buchanan 2001). To the extent that they seem of<br />

Interest to 'design theory' these processes seem always to<br />

be more or less 'professional' - though they often Involve<br />

professionals and non-professionals working together.<br />

It would also be reasonable to assume that it is possible through<br />

such 'design theory' to understand 'designs' - things that work;<br />

objects that humans have brought into being that do something<br />

relevant to humans. This paper inspects the possibility that some<br />

types of thing, which are clearly designs because they work, may<br />

not be completely understood by such theory because they do<br />

not develop through the activities of professional designers.<br />

It discusses such an object - something called a 'lock-on' that<br />

is used in non violent direct political action. It considers how<br />

such an object might have come Into existence and discusses<br />

its use by peace activists in the UK, especially those who protest<br />

against nuclear weapons at Faslane, Scotland, where Britain's<br />

armed forces keep the UK's nuclear bombs. The paper intends<br />

only to open a discussion, not to present definitive conclusions<br />

about this object, or what understanding it might tell us about<br />

design theory. Rather, the paper briefly describes the history and<br />

current use ofthe lock-on and makes some suggestions about<br />

theoretlcalapproachesthatmlghthelpto understand it, andtheir<br />

possible consequences. Of course, if the reader considers the<br />

only fit purpose for design theory to be to understand the ways<br />

in which professional designers operate, then this discussion will<br />

be of no interest. However, the facts that motivate those who<br />

over the decades have contributed to the design of the lock-on<br />

may in themselves be of interest to many.<br />

Britain currently has four nuclear missile submarines and up to<br />

165 warheads. Each warhead has the destructive power of up to<br />

seven ofthe bombs that destroyed Hiroshima in 1945; therefore<br />

Britain has at its disposal one thousand one hundred and fifty<br />

times the destructive power of that bomb, which, along with<br />

the one dropped on Nagasaki, killed three hundred and fifty<br />

thousand people, the great majority of whom were civilians.<br />

The international court of justice ruled In 1996 that the threat<br />

to use nuclear weapons would be illegal under International<br />

law. It is facts such as these which motivate peace protest and<br />

therefore the design of lock-ons. For peace activists 'locking<br />

on' means using their bodies, and some everyday hardware, to<br />

disrupt the normal running of part ofthe military machine with<br />

the objective of making nuclear weapons and other weapons<br />

of mass destruction an 'Issue that can no longer be ignored'<br />

as Martin Luther King put It. Locking on has a relatively long<br />

history. From the late nineteenth century suffragettes chained<br />

themselves to railings in public places as they campaigned for<br />

equal democratic rights with men. Campaigners have chained<br />

themselves to a bewildering variety of Inanimate objects as<br />

part of different protest campaigns since then. Besides peace<br />

campaigns the most notable among these in the UK have been<br />

campaigns by environmentalists against road developments.<br />

This paper mainly refers to one ofthe variety of configurations<br />

of materials used by peace campaigners to lock themselves<br />

onto things and each other (figure 1). It consists of a piece of<br />

150mm plastic pipe, a piece of nylon webbing or climbing<br />

rope and a carabiner - a quick release hook used by climbers<br />

- as well as the bodies of at least two participants. Despite Its<br />

having human components when in use, and only coming<br />

Into existence when it is used, campaigners do refer to this<br />

configuration of pipe, webbing and carabiner as a lock-on.<br />

Its use in direct actions involves the participants locking<br />

themselves together by inserting their arms into the tube and<br />

connecting their wrists with the webbing and the karabiner.<br />

This makes their passive resistance to being moved out ofthe<br />

way more effective, since they are joined together In groups.<br />

The security forces can separate them against their will but<br />

only by cutting through the thick plastic ofthe pipe to get at<br />

the karabiner. They use saws to do this and presumably for<br />

this reason the tube Is often covered with wire netting and<br />

then industrial tape to keep its construction concealed and<br />

increase the time it takes to forcibly unlock the participants.


Figure 1. Lock-on in use at Faslane, Scotland, 2006 (Fasiane365)<br />

As well as being the product of a non-professional design<br />

process, the lock-on might seem like an unusual sort of object<br />

to consider In the academic study ofdesign because it is also<br />

not a discrete object but Is made up of people's bodies along<br />

with Its Inanimate components. In order to exist it requires the<br />

presence of the bodies of the peace campaigners who use it<br />

to 'blockade' a military site. The lock-on clearly is 'a design' In<br />

that It is an arrangement of material In a form that furthers<br />

a human purpose. However, It does not seem to have been<br />

'designed' in the sense that we use the term in manufacturing<br />

or the design profession; it seems to have grown up as part<br />

of the pracrice of non violent direct acrion. To this extent it<br />

can be thought of as 'indigenous' because It is a design that<br />

belongs to and has grown out of the groups that use It.<br />

Design theory can provide some insights Into the way the lock-<br />

on design has come about It has some things in common<br />

with what Christopher Alexander (1964) calls a 'traditional'as<br />

opposed to a'modern'design process. In which objects change<br />

and develop through small improvements that progressively<br />

make them a better fit with the 'problem field' that brings<br />

them into existence. In this case, the problem field consists<br />

of finding a configuration for the lock-on that will be easy to<br />

put on, will be easy to get off should the need arise, will baffle<br />

tiie police as to its construction for as long as possible, will be<br />

difficult and time-consuming to break into, will be portable<br />

and will be cheap. Finally, and in this charactenstic the lock-<br />

on conforms quite closely to Alexander's'traditional'type of<br />

design, its configuration needs to be able to respond over<br />

time to the setting in which it is used. Because the lock-on<br />

only comes fully into existence when it is used, this aspect of<br />

the process of its 'design' involves modifications not only to its<br />

inanimate components but also its human ones. Participants<br />

in an action design the use of the lock-on by considering how<br />

many should lock together, where they should do so, how<br />

they will use diversions and the element of surprise. A lock-on<br />

is anything but an inanimate object - it is part of a process of<br />

use, which is in turn part of a wider practice. Because of this, the<br />

lock-on has come to exist through a process and is therefore<br />

also not 'modern' in another sense that Alexander's analysis<br />

proposes in that it is not individualisric but is a configurarion<br />

that has grown out of various types of collecrive pracrice -<br />

political activism.'<br />

Having identified a relarionship between the lock-on and<br />

design theory (Alexander 1966), the discussion that follows<br />

considers what sort of'thing' a lock-on might be and what<br />

frameworks exist that might help to understand it. It refers<br />

to a further theoretical strand in Design to consider the<br />

'performative'nature ofthe lock-on (Pine and Gilmour 1999)<br />

and to determine whether the lock on can be said to have<br />

evolved (Langrish 2004). The discussion then considers<br />

whether work in Archaeology may help to understand the<br />

relarionship between the lock-on and its'designers', identifying<br />

approachesthatseekto understand artefacts as part of specific<br />

cultural practices (Conkey 1990). The discussion then focuses<br />

on work in Sociology that takes cultural practices to be the<br />

' Although Alexander offers a stereotype of the modern designer as<br />

someone who works alone, contemporary design processes do not<br />

necessarily conform to this individualistic pattern. However some of<br />

the characteristics of Alexander's 'modern' design process are found<br />

in the commercial production of contemporary artefacts. These are<br />

often individualised through a brand, and sometimes through the<br />

identity ofa named designer, for all that there are now conventionally<br />

many players in any process of new product development including<br />

teams of designers.


'site ofthe social' (Reckwitz 2002) and which acknowledge the<br />

significance of object in such practices {Kopytoff 1986, Shove<br />

1995 & 2005). This discussion Intends to point up principles<br />

which may be applied to designs that work as part of other<br />

practices and which might facilitate changes In those practices<br />

and to identify further work on the lock-on, and other similar<br />

artefacts that might clarify these principles.<br />

Ways of understanding the lock-on as a design<br />

First it is appropriate to identify the processes and agents<br />

through vifhlch this object has changed by briefly considering<br />

how the lock-on has come to its present form in the practice<br />

of non violent direct action. A complete understanding of<br />

the development of lock-on devices since the early C20<br />

would require detailed ethnographic and historical work<br />

which is beyond the scope of this paper. Also, given the close<br />

relationship between the specific design of a lock-on device<br />

and the time and place İt is to be used, such an enquiry might<br />

not uncovera progressive'development'oftheform. However,<br />

we can get some useful insights into how lock-ons work by<br />

noting their variety and their relationship to the groups of<br />

people that produce them.<br />

Central to these Insights is the fact that a lock-on does not<br />

exist as a discrete object but Is a manifestation ofthe process<br />

of non violent direct action, a 'locking-on' rather than a 'lock-<br />

on'. It is a verb ratherthan a noun.This observation could Imply<br />

a relationship to the recent business theories that emphasise<br />

dematerialised services, sold as'experiences'(Pine and Gilmour<br />

1999). However, the fact that the lock-on is not provided in the<br />

usual commercial sense means it a different case from those<br />

personalised experiences which are apparently the basis of<br />

contemporary service-based economies.<br />

To the extent that it is an object, a lock-on device has more<br />

in common with things we might make ourselves to wear<br />

than objects with which we have a more distanced physical<br />

relationship and which we buy already made. Like clothes, the<br />

ways In which lock-ons are worn, their design in use, seem to<br />

have both practical and symbolic aspects. These two aspects<br />

can also coexist in the way that a lock-on device Is made to<br />

look, as one ofthe keys to a successful locking-on is to deceive<br />

the police Into ignoring the lock-on device until it is too late<br />

for them to stop it being used. One tactic Is to disguise the<br />

lock-on tubes as something else as in Figure 2. At its most<br />

creative, such disguise can involve transforming an apparently<br />

Innocent object into a lock-on - wheelchairs and Zimmer<br />

frames are useful for this (Rundberg, 2006:4).<br />

Other aspects of the appearance of lock-on devices are more<br />

conventionally symbolic, such as painting the tubes with the<br />

checker pattern that is part of our collective Image of a nuclear<br />

missile, or a policeman's hat, as in Figure 3?<br />

Figure 2. Lock-on disguised as a CND symbol (Peace News 2006)<br />

Figure 3. Lock-ons with chequer board pattern (Faslane 365,2006)<br />

^ Although lock-ons do have symbolic content, the fact that Its<br />

purpose is to confuse the opposition, rather than to maximise<br />

their ease oftheir use puts them in a particular relationship to the<br />

application of theories of language to design found, for instance,<br />

in the writing of Klaus Krippendorff (2005). The exact nature of this<br />

relationship warrants further research, particularly the way in which<br />

their symbolic content is subversive not normative.


The idea that these loc[


These facts indicate that the c/es/^mng ofthe locl


Design is much more than that which is applied to a pot;<br />

it is the most essential set of processes that bring form<br />

into existence. Al! artifacts and all cultural production<br />

are the result of a series of - or a 'pathway' through -<br />

mental and manual processes set in and defined by a<br />

historical and social framework (Conkey 1990:13).<br />

It is notable for this discussion that her perspective starts<br />

from the premise that'design'means what identifies a type of<br />

artefact and allows it to be positioned in a typology by virtue<br />

of its formal relationship to the design of other artefacts,<br />

rather than meaning a professional, commercial process that<br />

results in artefacts, though it allows for both meanings. She<br />

acknowledges that it is practices - what groups of people<br />

do - that result In objects with particular form and refers<br />

to the notion of 'praxis' found in Marx and Bourdieu. She<br />

suggests that we can only understand objects if we think<br />

of them 'as praxis, as productions, as symbolic acts in their<br />

own right! This thought is echoed in more recent work on<br />

consumption in sociology and anthropology, for example<br />

Miller's counterpoising of a theoretical/ semiotic approach to<br />

the analysis of consumption with an empirical/ ethnographic<br />

approach (1995,1997). Seen in this way, production for Conkey<br />

is a 'constitutive endeavour! The production of the lock-on is<br />

part of a collective endeavour that shifts and changes through<br />

time and space and constitutes the practice of non violent<br />

direct action as well as being constituted by it.<br />

Considered in this way, the somewhat unfamiliar, perhaps<br />

bizarre, character of the iock-on may help to shed light on<br />

the way that more'mainstream'artefacts come Into being and<br />

how they might change to further aims besides the creation<br />

of profit. If the fact that the lock-on changes as a consequence<br />

of changes in the practice of peace activism is accepted as<br />

a principle for artefact change more generally and in more<br />

'mainstream' settings, then changes to other types of object<br />

are likely to rely on changes to practices. This point has not<br />

been lost on those interested in working out how to modify<br />

practices that are arguably unsustainable in environmental<br />

terms. Sociologist Elizabeth Shove, for instance, has studied<br />

the way that everyday practices such as laundry, bathing and<br />

the heating and cooling of houses have grown up and the<br />

elements that keep them in existence in their current form in<br />

the developed world (2005).<br />

Drawing from sociological and anthropological studies of<br />

technology Shove inspects the premise that societies and<br />

technologies 'co-evolve' - citing Kopytoff's assertion that<br />

societies 'simultaneously and in the same way construct<br />

objects as they construct people' (Kopytoff 1986: 90). She<br />

suggests that there are three dimensions to the co-evolution<br />

of people and technologies made up of relationships between<br />

'sociotechnical systems' that are 'collective conventions and<br />

arrangements', the'habits, practices and expectations of users<br />

and consumers' and the 'symbolic and material qualities of<br />

sociotechnical devices/ objects' (Shove 1995: 48). This allows<br />

her to consider the material and the symbolic aspects of<br />

technologies as well as the ways in which they 'stabilise' as<br />

large scale structures and are appropriated at a local level. So<br />

in her analysis of bathing she is able to make a relationship<br />

between the domestic technical arrangements we live with<br />

every day, the infrastructure that provides us with the means<br />

to make these arrangements work and, crucially, the very<br />

powerful sets of ideas that motivate us to clean ourselves in<br />

the particular ways that we do. What is notable in her account<br />

is the coherence with which she integrates these elements of<br />

bathing and traces the ways in which they change overtime.<br />

Shove's account has in this respect a good deal in common<br />

with the much more abstract body of theory that can be<br />

found in contemporary sociology that engages with 'social<br />

practices! Andreas Reckwitz writes an overview of this'practice<br />

theory' In sociology (Reckwitz 2002). He suggests that this<br />

way of thinking about the social offers an alternative view of<br />

human actions to that offered by other strands of thought.<br />

In his view, culture is the 'site of the social' and distinguishes<br />

pracrice theory from theories of culture that emphasise mind,<br />

discourse and interaction (2002:241).<br />

Reckwitz sums up a 'practice' as;<br />

A routinised type of behaviour which consists of several<br />

elements, interconnected to one another: forms of<br />

bodily activities, forms of mental activities, 'things'<br />

and their use, a background knowledge in the form<br />

of understanding, know-how, states of emotion and<br />

morivational knowledge (Reckwitz 2002: 251).<br />

It is characterisric of practices that these elements are<br />

interconnected and 'carried' by individuals, in whom many


different practices intersect. Tiiey are sustained, not by norms<br />

or rational choices, but by routines - habits as it were - which<br />

are embodied routines that draw on 'knowledge'that can be<br />

either explicit or based in emotion. They change through<br />

'ruptures' in the routines that sustain them.<br />

Despite its theoretical abstraction, Reckwitz' account of<br />

practice theory points towards some quite down to earth<br />

aspects of humans' relationships to the material world.<br />

In a parallel to the principle that mind and body can't be<br />

distinguished in a practice, in this view human interactions<br />

with particular physical things are built Into the meaning of<br />

practices. Echoing writers in the sociology of technology<br />

tradition such as Latour (1992, 2000), Reckwitz proposes<br />

that things 'mould' activities. Things '...enable and limit<br />

certain bodily and mental activities, certain knowledge and<br />

understanding as elements of practices'(2002:253). In contrast<br />

to views of human object relationships that stress their<br />

discursive and symbolic content. In this view the matenality of<br />

objects, how they'handle', constitutes the'forms of behaviour'<br />

of which they are part.<br />

Practices depend on knowledge and motivations - we<br />

have to know what to do and we have to want to do it. This<br />

knowledge includes but surpasses explicit'knowing that'and<br />

includes 'aesthetic' knowledge, feeling, emotion. Knowledge<br />

held in our feelings lets us know what to do In a situation<br />

or with a thing. Knowledge In a practice '...embraces ways<br />

of understanding, knowing how, ways of wanting and of<br />

feeling that are linked to each other within practice (Reckwitz<br />

2002: 253). 'This compound of different forms of knowledge<br />

includes an understanding ofthe values that may motivate<br />

the practice as well as how to act in accordance with them<br />

that is made evident through feelings, a certain 'emotionality'.<br />

Emotions are therefore practice-specific; they define, and<br />

reproduce the practice.<br />

The lock on as a thing in the practice of non violent direct<br />

action - any lessons for conventional designing?<br />

The development of lock-on devices and of the ways they are<br />

used in non violent direct action set out above seems to fit<br />

rather well with the features of social practices that Reckwitz<br />

identifies. It is reasonable to class non violent direct action<br />

in peace activism as a 'practice' in this sense^• it Is collective;<br />

it operates according to shared routines; it involves specific<br />

(disobedient) bodily activities; it is motivated by knowledge<br />

of the illegality of 'our' weapons of mass destruction; this<br />

knowledge is felt as a passionate desire for action; it is based<br />

on an understanding that collective political protest can effect<br />

change. Most relevant for this discussion however, non violent<br />

direct action involves the development and use of particular<br />

'things'-for locking on.<br />

The lock-on in non violent direct action is a perfect example<br />

of a'thing'that is part ofa practice. The physical transgression<br />

of accepted behaviour that locking on requires draws on a<br />

tradition of dissent that has deep roots in British political and<br />

cultural life; it is part of a long established practice of dissent.<br />

Locking on is very obviously embodied and the way the lock-<br />

on device 'handles' both in its materiality and in the discourse<br />

of power and resistance that it'speaks' is crucial to the practice<br />

itself The routines of non violent direct action change In<br />

response to 'ruptures' provided by the security forces that<br />

result in changes to many elements of the practice - changes<br />

to the lock-on devices themselves being only the most visible<br />

of these. The tactics in which lock-ons are employed change<br />

In response to modifications in the knowledge that is brought<br />

to the practice.<br />

The lock-on device could be almost too perfect an example<br />

of an artefact that is part of a cultural practice. It would be<br />

possible to dismiss practice theory as a useful starting point<br />

for thinking about designs on the grounds that while the<br />

lock-on fits the theory very closely It only does so because It<br />

is a pathological ratherthan normative design in social terms.<br />

Such a criticism might point to the usefulness of an approach<br />

^ One feature of practice theory that is not immediately clear is the<br />

grounds for naming a particular activity as a practice, rather than its<br />

components, or activities of v/hich it is a part. It seems reasonable<br />

to assume that sociologists v/ould base this classification on the<br />

activity having social significance - being a genuine'site ofthe social'.<br />

However it is not clear how this criterion should be used empirically.<br />

Given that different interests are at stake in Design than in Sociology<br />

it is also reasonable to assume that different classification criteria for<br />

practices might validly be used in the two disciplines.


to designs that stresses their symbolic character, appealing to<br />

the well developed body of theory that stresses the symbolic<br />

aspect of our relationship to artefacts in consumption<br />

(Baudrillard 1993} and design (Krippendorff 2005).''<br />

Such a criticism might derive from a political judgement<br />

that rests on a view ofthe proper'ends'for designing and as<br />

suggested at the beginning of this paper different political<br />

positions will result in different evaluations ofthis discussion.<br />

It might also relate to the question of the appropriate<br />

definition of 'design theory, since, if Alexander's definition<br />

of'modern' design is the only one considered acceptable it<br />

would be possible to argue that the lock-on has not properly<br />

been designed at all. If the only proper ends for designing are<br />

the creation of profit, then yes, the pathological character of<br />

the lock-on makes it an unfit model. If design is understood to<br />

be an activity circumscribed by its professional definition then<br />

the lock-on is similarly unfit.<br />

However, it is possible to see in Shove's analysis of practices on<br />

the level of interlocking social, cultural and material systems an<br />

urgent purpose for alternative ways of understanding designs<br />

and designing, similar to those adopted in the 'participative'<br />

design tradition (Ehnand Kyng 1991), but with the more radical<br />

purpose of exploring the potential to use this understanding to<br />

modify practices in the service of, for instance, environmental<br />

sustainability.The'practlceoriented'approach outlined above<br />

in relation to the lock-on has the potential to provide sufficient<br />

understanding of these systems to allow them to be changed<br />

by policy, and by practice oriented designing. Understanding<br />

material things requires understanding practices. Given that<br />

practices and things are mutually constitutive, changing<br />

things might accompany changing practices.<br />

The discussion above implies further work that would make<br />

it possible to more confidently specify the insights the lock-<br />

on, and other indigenous designs, can provide. A more<br />

complete historical/ ethnographic study of the way the<br />

design has come about, and how it changes, would be a very<br />

Archaeology provides other ways of conceiving of the meaning of<br />

objects, for instance Schiffer's (1999) account of the communicative<br />

potential of artefacts.<br />

significant element in this work. This would make it possible,<br />

for instance, to ascertain whether the group organisation<br />

involved in non-violent direct action and the development<br />

of lock-ons was equivalent to, or significantly different from,<br />

the organisation of the participative and community based<br />

design traditions that appear to be its closest relations. With<br />

an opposite disciplinary orientation, such a study would also<br />

make it possible to determine the significance of the lock-on<br />

for sociological theories of human/ object relationships.<br />

Acknowledgement<br />

This paper has been strongly influenced by my participation<br />

with Sabine Hietscher in the 'Designing and Consuming'<br />

workshops organised in 2005/2006 by Elizabeth Shove,<br />

Matt Watson and Jack Ingram. It would also not have been<br />

written without Jill Gibbon's and Rosa Fisher's courageous<br />

participation in Faslane365 and their kind advice on writing<br />

the paper.


Footnotes<br />

ALEXANDER, C. (1964) Notes on the synthesis of form, Harvard<br />

University Press<br />

BAUDRILLARD, J. (1993) Symbolic Exchange and Death,<br />

London: Sage<br />

BOURDIEU, P (1977) Outline of aTheory of Practice, Cambridge<br />

University Press<br />

BOURDIEU, P (1984) DIsrincrion: a social cririque of the<br />

judgement of taste, London: Rouriedge<br />

BUCHANAN, RICHARD (2001) 'Human Dignity and Human<br />

Rights: Thoughts on the Principles'Design Issues, 17,3:35-50<br />

CONKEY, MARGARET W. and CHRISTINE A. Hastorf (1990) The<br />

Uses of Style In Archeology, Cambridge: Cambridge University<br />

Press<br />

CROSS, NIGEL (2006) 'Forty Years of Design Research' Design<br />

Research Quarteriy, 1,2: 3-5<br />

EHN, PELLE, KYNG, MORTEN (1991): 'Cardboard Computers'.<br />

In: Greenbaum, Joan, Kyng, Morten (Eds.) Design at work:<br />

cooperative design of computer systems. Lawrence Eribaum<br />

Associates<br />

FASLANE365 Blockading Tactics, ari http://www.faslane365.<br />

org/en/blockadmg_tactics. Accessed 10.12.2006<br />

HOLBROOK, M. (1996) 'Romanticism, Introspecrion and the<br />

roots of Experiential Consumprion: Morris the Epicurean', in<br />

Belk R., Venkatesh, A, & Dholakia, N. (eds) Consumption and<br />

Markering: Macro Dimensions, Cincinatri: South Western<br />

College Puibishing<br />

KING, MARTIN LUTHER (2000) Why We Can't Wait, Signet<br />

Classics<br />

KRIPPENDORFF, KLAUS (2005) The Semanric Turn: a new<br />

foundation for design, London: Routiedge<br />

LANGRISH, J. Z. (2004) 'Darwinian Design: the memeric<br />

evolurion ofdesign ideas'. Design Issues, 20,4:4-19<br />

LATOUR, B. (1992)'Where Are the Missing Masses?The Sociology<br />

of a Few Mundane Artifacts', in Weibe Bijker and John Law (eds),<br />

ShapingTechnology/Building Society: Studies in Sociotechnlcal<br />

Change, (pages 225-258) Massachusetts, MIT Press<br />

LATOUR, B. (2000) 'The Berlin Key, or How to do Words with<br />

Things', in P M. Graves - Brown (ed), Matter, Materiality and<br />

Modern Culture, London: Routiedge<br />

MCCARTHY, JOHN & PETER WRIGHT (2004) Technology as<br />

Experience, Massachusetts:The MIT Press<br />

MILLER, D. (1995) 'Consumption and Commodities', Annual<br />

Review of Anthropology, Vol 24P141-161<br />

MILLER, D. (1997) 'Could Shopping Ever Really Matter', The<br />

Shopping Experience, London: Sage (Theory Culture and<br />

Society)<br />

POLANYI,MICHAEL(1966)TheTacitDimenslon, Massachusetts:<br />

Doubleday and Company<br />

RUNDBERG, ANNA-UNNEA (2006) '64 down, 301 to go' Peace<br />

News, 2480-2481 December 2006 - January 2007:4<br />

RECKWITZ, A. (2002) 'Towards a theory of Social Practices: a<br />

development in culturalist theorizing' European Journal of<br />

Social Theory, 5,2:243-263<br />

SCHIFFER, MICHAEL B. (1999) The Material Life of Human<br />

Beings: Artifacts, behavior and communication, London:<br />

Routledge<br />

SHOVE, E. (2005) Comfort, Cleanliness and Convenience: the<br />

Social Organization of Normality, Oxford: Berg<br />

SHOVE, E. (2006) A Manifesto for Practice Oriented Product<br />

Design, Designing and Consuming workshop, Durham<br />

University<br />

WAYMIRE, G., M. BARRY & R.C. HALL (1995) 'Materializing<br />

Culture', Design Management Journal, Spring, p40-45


KİLLER PRODUCTS İN THE MARKET ECOSYSTEM, THE ROLE O F DESIGN İN<br />

KİLLER PRODUCTS<br />

MelehatNilGÜLARI<br />

IstanbulTechnical University,<br />

İstanbul, TURKEY<br />

nilgulari@gmaii.com<br />

Abstract:<br />

There is an obvious analogy between market space and<br />

ecosystem. In this analogy, products might be regarded as<br />

species, market success as natural selection, etc. The market<br />

space has its "invisible hand" as natural forces beyond control<br />

of humanity, and we watch it in awe just as we watch (and<br />

try to predict) the evolutionary processes. In fact, we are not<br />

helpless in this regard, and design is our best tool to intervene<br />

the market forces.<br />

From this fertile analogy this paper proposes to examine killer<br />

products, making comparison with "killer weed" (Caulerpa<br />

Taxifolia) in the Mediterranean; a type of algae, generally<br />

used as aquarium ornamentation, accidentally released to the<br />

Mediterranean Sea. This seaweed prevents other plants from<br />

growing leading to the nickname "Killer Algae".<br />

Their "success", might be harmful to the ecosystem as a<br />

whole.<br />

In this paper several killer products and technologies<br />

(including IPod, IBM PC, digital cameras and some others)<br />

are investigated. Whether killer species-products are<br />

unpredictable and uncontrollable are questioned. In short,<br />

the paper tries to summarize what makes a product "killer"<br />

and the role ofdesign in this process.<br />

Introduction<br />

For those having a chance to gaze around the Caddebostan<br />

coast of İstanbul, (the Sea of Marmara, Turkey) there Is only<br />

one type of algae that can be noticed. It Is Caulerpa Taxifolia,<br />

frequently referred to as "killer weed", which covers so dense<br />

a space in the sea floor that it prevents other sea plants<br />

from growing. At first, it was an aquarium ornament. But<br />

it was accidentally released from Monaco in 1984, to the<br />

Mediterranean, becoming so pervasive in this area that it<br />

got the nickname "killer algae". As a designer, dwelling in<br />

Caddebostan neighbourhood, I am inspired from this killer<br />

weed and motivated to think about whether products are<br />

similar to it. Killer products in the market eco-system might be<br />

a good, new investigation subject in design area.<br />

This paper aims to understand the role ofdesign in creating<br />

a killer product and what makes a product "killer". This is<br />

achieved by comparing killer weed (Caulerpa Taxifolia) with<br />

killer products (iPod, IBM PC, QWERTY keyboard, Viagra etc.)<br />

considering the new market economy and its dynamics. Most<br />

appropriate similarities are chosen to provide a starting point<br />

for determining role of design in creating killer products.<br />

The current trend of the market evolution is from "traditional"<br />

to what we call "new economy". In the old "traditional"<br />

economy, competition takes piace primarily through price or<br />

output on the margin and through incremental innovation.<br />

In contrast, in the new economy, industries experience<br />

rapid technological change; competition, radical innovation<br />

or creative destruction through investment in research<br />

and development and on intellectual property (Stanborg,<br />

2002). Killer products are established by "market-destroying<br />

innovations" (Evans and Schmalensee, 2002). A key term,<br />

creative destruction, introduced by the economist Joseph<br />

Schumpeter, describes the process of industrial renovation<br />

which goes along with radical innovation leading to sustained<br />

long-term economic growth (1942).


Increasing competitiveness in the market, winning by design,<br />

explosive growth, and dominating the market become<br />

significant issues for the business. The demand is for products<br />

that have high market share, are competitive, smart and satisfy<br />

the user while making the purchase decision more certain. In<br />

other words, the Industry is well positioned to create killer<br />

products to disorder the market<br />

As Evans and Schmalensee mention:<br />

...firms engage in dynamic competition for the market<br />

- usually through research and development (R&D)<br />

to develop the 'killer' product, service, or feature that<br />

will confer market leadership and thus diminish or<br />

eliminate actual or potential rivals. Static pnce/output<br />

competition on the margin in the market is less<br />

important (2002:1).<br />

The economic importance of spa rkingideasfor"killer products"<br />

that will positively impact the company's success and growth<br />

is clear, but the characteristics of killer products or which of<br />

these characteristics are critical for the design process are less<br />

widely discussed.<br />

This paper forms analogies between killer algae that disorder<br />

the seafioor, and killer products that disorder the market<br />

to examine killer products. Certainly, every analogy has its<br />

limitations and v/eaknesses but it is still worthwhile to consider<br />

the resemblances.<br />

The contents of this paper are as follows: firstly, a definition of<br />

"killer product" is attempted. Second, similarities ofthe killer<br />

weed (Caulerpo Taxifolia) are analyzed. Following this, design<br />

elements behind killer products are identified. Finally the<br />

user relationship, in terms of culture and human interaction<br />

are considered, and the paper concludes by Identifying<br />

implications for future research within this field.<br />

1. WHAT IS A KILLER PRODUCT?<br />

Firsdy, a definition of "killer" is "An impressive, formidable,<br />

or excellent person or thing; one who kills". It is described<br />

as "Very effective; excellent, sensational" (Oxford English<br />

Dicrionary). Secondly, the weed Is a plant, frequenriy wild and<br />

unwanted. A critical aspect about killer weed is that human<br />

actions can turn a plant to a weed by transferring to a habitat<br />

where no natural grazing predators are living; and they will<br />

compete with other plants for resources. Following these<br />

descriprions, a definition for killer product might be formed.<br />

A killer product is so desirable or successful that it covers a<br />

very large space in a parricular market Since it disorders the<br />

market rivals gradually disappear because not enough free<br />

space remains in the market. These products are generally<br />

smart technologically innovative and easily mass produced in<br />

large numbers. They are not always icons ofdesign but might<br />

have the potenrial to be turned into a design icon.<br />

1.1 Killer application<br />

Secondly, regarding software industry; killer applicarion (killer<br />

app.) might be defined. "An applicarion which is parricularly<br />

significant or useful; a feature, function, or applicarion of a<br />

new technoiogy"that intenrionally or unintentionally compels<br />

the consumer to make the decision to buy the system the<br />

application runs on. "it is presented as virtually indispensable<br />

or much superior to rival products; also in extended use"<br />

(Oxford English Dicrionary). Clearly killer applicarion is a<br />

specific form of killer product<br />

According to Downes and Mui, "Killer applications will<br />

redefine the entire manufacturing-distribution-retail-finance<br />

business cycle, crearing gigantic new markets while it<br />

undermines existing ones" (2003: Chapter 1.3). The impacts<br />

of killer applications are indirect and unpredictable.<br />

And their second order effects, which are far reaching and<br />

unintended, are more significant than first order effects.<br />

(Downes and Mui, 2003).<br />

IBM never would have believed that its own markering<br />

of a personal computer, with software and hardware<br />

from tiny partners Microsoft and Intel, would devastate<br />

their mainframe-centered business model and shatter<br />

their computer industry dominance in only a few years<br />

(Downes, L, Mui, C, 2003. Chapter 1.3).<br />

However,a killer product may notalways be digital. An example<br />

from medieval rimes Is the srirrup; a medieval weapon which<br />

helped Franks forces at war.


Charles Martel, leader of the Franks, understood from<br />

his victory that the stirrup hadn't simply improved<br />

the effectiveness of his forces, as a nev^^ w/eapon<br />

or fighting formation might have done. Rather, it<br />

changed his entire military strategy. Stirrups made<br />

possible a mounted cavalry, a new element in the<br />

battle equation, and Charles Martel immediately<br />

made them a permanent feature (Downes, L., Mui, C,<br />

2003. Chapter 1.3).<br />

1.2 What is Eciller? Product, technology, brand<br />

It is a good question to consider whether the killer is the<br />

technology or the product or else the brand. Bonaccorsi<br />

speaks about radical products: "Significant role is played<br />

by technological evolution, but the interplay between the<br />

understanding of customer needs and the opportunities<br />

offered by technology is not subject to a thorough analysis."<br />

(2006:2). It is feasible to look at the subject with respect<br />

to different layers like killer brand, killer technology or<br />

killer product. Some intersections are obvious. Examples<br />

to possible combinations; a killer brand produces killer<br />

product with introducing killer technology. Nevertheless, a<br />

company may not be the pioneer of the killer technology<br />

or have the drastic innovation but still have the killer<br />

product.<br />

1.3 Types of killer products; revolutionary vs. persistent<br />

In support of killer products, an abstraction Is promising<br />

regarding modes of evolution. On the one hand, there are<br />

killer products that we were using in the past, using now<br />

and probably will use in the future. These products resist to<br />

evolution.They hardly change in time even if they have some<br />

troubles in terms of design and usage. They are persistent<br />

killer products. QWERTY lay-out keyboard, jewel box CD<br />

case are in this group. On the other hand, there are killer<br />

products that are opening new categories. They become<br />

pervasive with respect to a technology or functionality or<br />

a user group they introduced. They are forcing evolution in<br />

other words they are revolutionary killer products. They<br />

are more temporary, short-lived, lose their impact in time.<br />

Ford Model T, IBM PC and Sony Walkman are not killer<br />

anymore, although they left something to the knowledge of<br />

technology, human interactions, and culture. Revolutionary<br />

killer products are short-lived because they mainly depend<br />

on available new technology. Technological improvements,<br />

changes significantly affect the product life cycle.<br />

There are also some killer products neither revolutionary nor<br />

persistent. It is also possible that some revolutionary products<br />

are also persistent.<br />

1.4 Killer products create new categories<br />

One significant feature of killer products is that they open new<br />

categories in the market therefore owners of these products<br />

become early leaders.<br />

Bonaccorsi states:<br />

Radical product innovation can generate entire new<br />

industries, as in the case of the PC, low cost airlines,<br />

or mobile communication, but also can sustain<br />

the competitive advantage of innovative firms in<br />

established industries, as in the case of IPod in the<br />

entertainment industry, or Geox in footwear (2006:2).<br />

1.5 Killer products make money<br />

Winners get large market shares and high profits for a while.<br />

(Evans, Schmalensee, 2002). Table 1 demonstrates top 20<br />

companies ranked by market value in billions of dollars<br />

as of December 31, 1970, 1985, and 2000. Regarding this<br />

table, it is potential to draw some conclusion representing<br />

killer product's success. For instance, having the 1980's<br />

killer product, PC, IBM became market leader. However<br />

PC lost its killer effect and rivals adapt the technology<br />

following IBM lost its position in 2000. Moreover, Cellular<br />

Phone technology leads Nokia Corporation, one of the<br />

world's best-known brands, to high level of market value.<br />

Moreover, at present, every third mobile phone sold in the<br />

world is a Nokia (Kulkkaniemi, 2004). In other words it is<br />

possible to state that firms that have killer products, have<br />

great market value.


\l.wkv1 v.ıtııı,' ClB11|,',lll><br />

[ lllMC>:f. m.r<br />

2 AT&rCısp. KvviBi Corp.<br />

Gı-ın'fpil lüıVttkCıı,<br />

4 I\\îîıı Ciiıp, ?.:(..r<br />

5 SI;,; Gıı\t(.ıl Mi>liır>Crji[i.<br />

(> &I1.S Km.ıll>ıjkİır.H,<br />

7 'rcv.iiı! İm, llriliitı'[ı'k-ûı;ıı<br />

İlli l'ıHAlıİi'Nııınııif^<br />

SI£.,S<br />

') Tiilot.ı MıriiirCrap.<br />

10 Cinli Corp. Aııuıtıı Cıu[>, i.16,0<br />

11 Dil Pail iJ;' V*-!tâ'.ı<br />

ş.i4:^_=;<br />

Tabîe 1. Top 20 Companies ranked by Market Value<br />

Source: FactSet Research Systems inc 2001 Fact set collects<br />

financial datas from the 10-Qof the firms with out standing<br />

securities publicly on all U.S. Markets}<br />

2. SIMILARITIES OF KILLER PRODUCTS ANDTHE KILLER WEED<br />

The concept ofthe killer product as Itself is difficult to define,<br />

offering a method to explain killer products is also a difficult<br />

task. On the other hand the market place and ecosystem have<br />

common charactenstics. The examination of killer products in<br />

detail by building an analogy between the killer weed; Caulerpo<br />

Taxifolia and killer products is promising. Although Caulerpa<br />

Taxifolia is a weed that is certainly unwanted, harmful to the<br />

ecosystem entirely, killer products are often desirable, and their<br />

effects are reasonably complex. However the parallel between<br />

them are considerably appealing and informative. Mainly,<br />

identifying these basic features constitutes a starting point for<br />

determining role of design in creating killer products.<br />

2.1 Accidentalness<br />

Caulerpa Taxifolia, commonly used for aquanum<br />

ornamentation, was accidentally released to coastal<br />

waters of Mediterranean where It turns to killer algae<br />

(Meinesz etal, 1993).<br />

Drivers of innovation are sometimes matter of luck and<br />

accidents (Geroski, 2004). Changing the environment of a<br />

product, its habitat might turn it to an amazingly successful<br />

product. Pfizer produced Viagra originally a medicine for heart<br />

conditions. Accidentallydlscoveredsideeffectsmake ita widely<br />

known treatment for male sexual dysfunction. Nevertheless,<br />

It is essential to understand the reasons behind this accident:<br />

what similarities and differences between environments or<br />

intended users that produce something differently. "Post it"<br />

notes. Aspartame are also examples of accidentally developed<br />

successful products (Geroski, 2004).<br />

2.2 Pervasiveness<br />

Caulerpa taxifolia is pervasive. Itis the fastest-growing seaweed<br />

in the world and covers the sea bed like a thick blanket. It is<br />

capable of extremely rapid growth; up to I cm per day<br />

Killer products are easily mass produced In large numbers.<br />

Moreover distribution channels are powerful, and their growth<br />

appears to "snowball". Internet; world-wide network, Microsoft<br />

products are used to control virtually all ofthe world's PCs and<br />

laptop computers (albeit smaller shares of mobile phones,<br />

hand-held and server computers). Wintel computers, Windows<br />

working with Intel computers are ubiquitous. We can describe<br />

killer products pervasiveness with positive feedback and<br />

network effect.<br />

2.2.1 Positive feedback and network system effect<br />

Positive feedback is a system response sometimes called as<br />

snowball effect; reinforce a process, affects even more in the<br />

same direction. For instance products attract users, which lead


to an increase in perceived product vaiue, wh\ch in turn leads<br />

to more users being attracted to the product. One common<br />

example of positive feedback is the network effect. Network<br />

effect is:<br />

The phenomenon whereby a service becomes more<br />

valuable as more people use it, thereby encouraging<br />

ever-increasing numbers of adopters {http://www.<br />

marketingterms.com/dictiunary/network_effect/).<br />

Where the more people are encouraged to be a part of a<br />

system or have the product, the association becomes larger.<br />

The result is that the network grows more and more quickly<br />

over time that leads to produce higher distortion.<br />

Robert Metcalfe, formulated a law related for network effect,<br />

states that the value of a telecommunications network is<br />

proportional to the square ofthe number of users ofthe system<br />

(n^). First formulated by in regard to Ethernet, Metcalfe's law<br />

explains various networkeffectsof communication technologies<br />

and networks such as the Internet and World Wide Web.<br />

The example of fax machines is used to illustrate the Metcalfe's<br />

law (Figure 1). A single fax machine is useless. However, the<br />

potential usefulness of every fax machine increases with the<br />

sum of fax machines in the network as the number of people<br />

associated with each other as each user may send and receive<br />

documents increase.<br />

Figure 1:Coetzee, D. (2006)<br />

In all cases the use of common standards plays a critical role<br />

in linking network users (Stanborg, 2002:3). In addition, users<br />

might easily exchange data, (Word documents, spread sheets)<br />

sell the output more easily when there is a common standard.<br />

Moreover, design education in schools is affected by this<br />

positive feedback. School computers are donated by particular<br />

software programmes, as an answer to professional work<br />

expectations. Students are educated with these dominant<br />

software programmes making them more widespread after<br />

they graduate.<br />

Network effect helps to reinforce the leadership position<br />

of firms, Software developers tend design programmes for<br />

killer brands like software to sell their outputs more easily.<br />

Therefore, making it difficult for small firms to survive unless<br />

the significant product innovation.<br />

2.3 Invasiveness, suffocating<br />

Caulerpa Taxifolia is invasive, competes for space. First It disorders,<br />

then replaces and dominates the flora (Meinesz et al., 1993).<br />

Ecologists are worried because the killer weed is choking off food<br />

that sustains fish and sea birds, forcing many species to leave<br />

their home grounds and forage elsev'jhere (Madl and Yip, 2005).<br />

2.3.1 Types of innovation<br />

One ofthe significant features of a killer product isthe level of<br />

innovation it covers. Innovation is often characterized by its<br />

impact on existing markets or businesses.There are two types<br />

of innovation: incremental innovation or radical innovation.<br />

Incremental innovation a modest type innovation, offers<br />

improvement, but a follower innovation ofa radical innovation.<br />

Radical innovation invades a particular market, replacing<br />

the older technologies. Killer innovation might be called as<br />

radical innovation "disruptive innovation" (Christensen, 2003)<br />

or breakthrough innovation".<br />

2.3.2 Disruptive technology<br />

Disruptive technology, was introduced by Harvard Business<br />

School professor Clayton Christensen, r/ie/nnovotor'sD//emma<br />

1997, is defined as: "A new product or service that disrupts<br />

an industry and eventually wins most ofthe market share"<br />

(http://www.wordspy.com/words/disruptivetechnology.asp).<br />

Companies aimed to resize marketsharewith having disruptive<br />

technology. Disruptive innovation often marginalized


or displaced older technology. For Instance, Disruptive<br />

digital photographing technology is pervasive. It Is In the<br />

form of digital camera or integrated to the mobile phones.<br />

Furthermore, It is easy to use, convenient, simple, cheaper,<br />

and quicker. Photographers substitute film-based cameras<br />

for digital ones, then chemical photo processing labs go out<br />

of business because their services no longer are needed. An<br />

example is AgfaPhoto, a chemical film based company, which<br />

announced they provide no digital equipment (Harrison,<br />

2001) afterwards they went bankrupt in 2005 (http://www.<br />

dpreview.com/news/0510/05102102agfa_end.asp).<br />

2.3.3 Creative Destruction<br />

Killer products are recognized by market-destroying innovations<br />

and creative destruction. The economist Schumpeter explains<br />

the process of industrial transformation that come with radical<br />

Innovation. According to his view, innovative entry was the<br />

force that sustained long-term economic grovrth. (Schumpeter,<br />

1942). "Creative destruction occurs when something new kills<br />

an old thing. A great example of this is personal computers. The<br />

Industry, led by Microsoft and Intel, destroyed many mainframe<br />

computer companies~but in doing so, entrepreneurs created<br />

one of the most important inventions of this century" (http://<br />

www.investopedia.com/terms/c/creativedestruction.asp).<br />

Figure 2 (based on Innovators' Dilemma, Christensen, 1997)<br />

demonstrates the performance outcome of disruptive<br />

technology.<br />

Tima<br />

Figure 2: Disruptive technology (1997)<br />

2.4 Particularity<br />

Caulerpa Taxifolia was not killer in warm water however it<br />

turns into a killer species in colder water like f>/tediterranean. It<br />

has been discovered off the coasts of Australia and the United<br />

States, though none of those encroachments are anywhere<br />

near the scale of what is happening in the /Mediterranean.<br />

A product is killer In a niche market."A dominant design needs<br />

to be established In a particular market" (Geroski, 2003:127).<br />

"The products based on the disruptive technology initially only<br />

satisfy a niche market segment, which values dimensions of<br />

performance on which the disruptive technology does excel."<br />

(Danneels, 2004:247). For example, pervasive mp3 player iPod<br />

Is very crucial, but only for its target user.<br />

2.5 Dominancy<br />

Plant and animal diversity and abundance are reduced<br />

where Caulerpa Taxifolia has invaded. The aquarium<br />

strain of it has been documented to displace native<br />

vegetation, particularly sea grass beds, and become<br />

the dominant plant life (MadI and Yip, 2005).<br />

"Dominant products are an important part of the story<br />

evolution of new markets because they are the result of<br />

a process of standardization which drastically reduces<br />

product variety" (Geroski, 2003:122). Their success might<br />

be harmful to market ecosystem. An explanatory example<br />

might be from QWERTY keyboard. The computer keyboard<br />

originated from the typewriter. The standard typewriter<br />

keyboard (nicknamed QWERTY) was designed overa century<br />

ago. The type-bar system and the universal keyboard were<br />

the machine's novelty, but the keys jammed easily. To<br />

solve the jamming problem, another business associate,<br />

James Densmore, suggested splitting up keys for letters<br />

commonly used together to slow down typing (http://www.<br />

sciencemuseum.org.uk/online/typewriters/page4.asp). This<br />

became today's standard "QWERTY" keyboard and now is<br />

used for to write fast. "QWERTY has become a controversial<br />

Issue, because many individuals feel that the sequential<br />

keyboard market is being monopolized by a sub-optimum<br />

layout" (Noyes, 1983:266).


QWERTY introduces the concept of layout design. On the<br />

other hand, now it does not let any lay-out design to grow<br />

in the market because it covers everywhere becoming the<br />

standard. Today's technological availability, it is meaningful<br />

to design a keyboard depending on language; in terms of<br />

mostly used letters arranged closely. "F keyboard" Is a Turkish<br />

keyboard layout designed for efficient typing in Turkish<br />

language, a general winner of typing contest (http://www.<br />

Interstenoturk.com/ihsanyenerhtml). The keyboard was<br />

designed over resolution of which letters combined together,<br />

and how often. However; It is hardly find even in Turkey since<br />

QWERTY keyboard is so pervasive. There are few F keyboards<br />

for desktop computers, but hardly any for laptop computers.<br />

2.6 Aggression<br />

Caulerpa Taxifolia, a highly invasive weed, produces<br />

large amounts of toxins give harms to competitors<br />

(Ruesink, Collado-Vide, 2004).<br />

Killer products limit the growth in a system by fixing prices<br />

or preventing competitors from distributing their products.<br />

Certainly, there has to be antitrust regulations to prevent<br />

market domination by a single firm. For example. In 2006<br />

iMIcrosoft released an Mp3 player;"Zune"with such aggression<br />

that they advertise it as "new enemy" and "iPod killer" (www.<br />

zunescene.com).<br />

Microsoft also does not let new entrants in the market. There<br />

exists a big battle In the operating system arena between MS<br />

Windows and Linux. Microsoft products are specifically made<br />

not to be compatible with Free Software. Moreover, Microsoft<br />

cooperates with other software giants to make their software<br />

compatible only with MS Windows.<br />

Unlike many other media players, IPod was designed not to<br />

play music files from other competing music stores. Napster<br />

or MSN Music uses rival DRM technologies like Microsoft's<br />

protected WMA or RealNetworks' Helix DRM. Moreover<br />

alternative royalty free audio formats, such as Ogg Vorbis and<br />

FLAG, are not supported, possibly because they are developed<br />

by media standards bodies of which Apple is not a member.<br />

No support for particular formats is actually a way of releasing<br />

toxins. Furthermore IPod offers a converter for non-DRM WMA<br />

files, which is provided with the Windows version of ITunes.<br />

This Is called displacement.<br />

3. PRODUCT-USER RELATIONSHIP, CULTURAL EFFECTS OF<br />

3.1 Redefining human interactions, habits<br />

A killer product has potential to reshape human interacrions,<br />

habits from bottom to the top.These products have big impact<br />

on target users' life. Besides they quickly become necessary<br />

for their users. For example "e-mail" was purposely a network<br />

of scientists' computers. Now redefines human interactions,<br />

communication habits. Cellular phones, PC, television and<br />

internet are first coming examples that work neariy the same. A<br />

killer product becomes central to its specific user and creates a<br />

novel category her/his life similar impact as in the marketplace.<br />

Wright and McCarthy argue that the implementarion of<br />

technology is rebuilt by designer in terms of experience and<br />

culture (2004). For instance; with the introduction of mp3<br />

technology users gained a new ability "Randomness" which<br />

is not available before. The 'iPod Shuffle' cleveriy integrates<br />

this new technology to re-construct user experience. "Life<br />

is random" is the design concept of 'IPod Shuffle' which has<br />

no LCD display or play list offers oprions for regular play or<br />

random order with shuffle button.<br />

A killer product offers or seems to offer pleasure, satisfaction<br />

and fulfilment to Its user, it is presented as virtually<br />

Indispensable or much superior to rival products; also in<br />

extended use. A user, who purposefully or non-purposefully<br />

buys the product, appears unable to avoid it later.<br />

A product has to be personalized in order to become<br />

indispensable to its user, in iPod success, personalization<br />

might also be achieved because of its simplicity, "In a society<br />

of mass customization, only the simple can become the "my"<br />

(Wallace, 2006:20).<br />

Because the killer products become indispensable in our life, users<br />

lacking these products are marginalized. Not only many of us


cannot imagine life without some killer products, but also we are<br />

having difficulties to understand a person withoutaklllerproduct.<br />

Moreover their unavoidable characteristic such as mobile phones,<br />

e-mails assumed as a mandatory in contemporary life. Lacking<br />

these facilities and resistance to them such as turning mobile<br />

phones off (let alone not having any) or not checking e-mails<br />

dally become unusual. Internet and mobile technologies create<br />

many opportunities, solve problems; nonetheless, pervasiveness<br />

and their dominancy dictating human interactions and attacking<br />

individuality as being constantly"on call"both at workand in free<br />

time. Expectations from human pace increase with Increase in<br />

speed that is technologically available.<br />

In short, in 90s it was no home without TV, in 2000s; no home<br />

without internet, now; none without mobile phones, and no<br />

young without portable music player.<br />

3.3 Cultural fabric of society<br />

In our commercialized and entertainment oriented society,<br />

catching people's attention to/with pleasurable objects Is<br />

widespread. Killer products are so pervasive that they become<br />

integrated into the cultural fabric of society. Pleasurable<br />

objects are movie stars, heroes.<br />

In the following subsections some examples are given about<br />

how IPod cleverly and pervasively advertise the product. One<br />

can see the pervasiveness of IPod very easily. In daily life, in<br />

books and in series etc<br />

3.3.1 IViovie; Firewall, kidnapping<br />

In this movie the main character; Father working for a bank is<br />

played by Harrison Ford. His family Is kidnapped. He needs to<br />

transfer money from 1000 thousand accounts to the bad guys'<br />

account to save his family. He thinks of using IPod to achieve this<br />

task, needs his daughter's IPod.The picture ofthe related scenes<br />

is, father comes to the bed where the mother is looking with big,<br />

frightened eyes, and the daughter is sleeping with listening IPod.<br />

The dialogue between father and daughter:<br />

Father:"Honey, I need to borrow your IPod"<br />

Daughter: "Do I get it back?"<br />

Father:"Sure, I promise"<br />

The above dialogue demonstrates the level of importance of<br />

the product and intense product attachment. The daughter,<br />

who is thinking of her iPod while being kidnapped, Is pathetic.<br />

In the Following scenes ofthe movie the father uses IPod to<br />

change accounts, saves his family.<br />

3.3.2 Book; Fielding H. (1999) Bridget Jones' Diary.<br />

Penguin, London<br />

The Bridget Jones called a person as "Mr iPod". Wright and<br />

BIythe state in cultural study of iPod; "The experience of the<br />

IPod is made up not just of stories about the songs creation,<br />

her (Bridget Jones) own memories and the song itself, but<br />

also of her moral and political attitudes to the technology:<br />

the experience ofthe IPod then, is not only social, cultural and<br />

aesthetic but also moral and political" (2005:6).<br />

3.3.3 TV serial; iVIedical Drama House on Fox released 20<br />

September 2005/Tuesday prime<br />

The main character; Dr. House uses his IPod help diagnose<br />

a young patient's heart problem. Picture of the serial is "Dr.<br />

House and his associates gathered round a table upon which<br />

lies his trusty white IPod, hooked up to a speaker. Mr. House<br />

touches the click wheel to play the heart sounds he's recorded,<br />

and keeps replaying them until one of his associates 'hears'<br />

the problem. Then, while they hustle off to deal with the<br />

patient. House goes back to listening to classical muslc.""Wlth<br />

the iPod's help, they managed to solve the episode's medical<br />

mystery!" (McCunications, 2005).<br />

3.4 Generality, generic products<br />

Because of the powerful impact of killer products on society,<br />

they are used as generic terms or renamed the objects. For<br />

example, when Wallace states: "Everywhere you look, there<br />

Is another cleaner, less encumbered user interface. Call It<br />

the IPodization of our world" (2006:21), He uses the term<br />

"iPodization" for something much broader than the product<br />

itself. His description reminds minimalism. Either he perceives<br />

minimalism as "IPodization" or at least he uses the name<br />

"iPodization"for a movement such as cubism, futurism.


İn addition people start to use to iPod as a generic name for<br />

mp3 player. The announcement on Australian Airlines plane<br />

"Could you please turn off your iPod please?" Rose (2003) calis<br />

iPod as"21st-Century Walkman."<br />

The sticky notes that allow removal and reattachment to<br />

paper are frequently called "Post-it". "Although Post it" is a<br />

registered trademark under the license of 3M, It used as a<br />

generic term for any such product. 3M manufactures other<br />

products towards the Post-it note concept, leveraging the<br />

success of the brand. This ubiquitous originally yellow square<br />

spread to the computer software in versions like Stickles or<br />

PtiMemo, 3M markets its own software under the name of<br />

'Post-it software note'.<br />

Eventhoughkillerproductsseemtoemphasizepersonalization,<br />

user creativity and identity, in turn individuals become<br />

predefined typical users being a member of a target user<br />

group. Although Wallece introduces "iPodization" to describe<br />

simplicity and clean lines, it is possible to redefine"iPodization"<br />

as a social and cultural process that iPod build its society. It<br />

represents not only a change on how we think about personal<br />

audio-entertainment gizmos, but also a change in the way<br />

redefining individuality, social interactions with products and<br />

technology in our lives.<br />

CONCLUSION<br />

The weed is often an undesirable plant, unwanted and their<br />

effects harmful to ecosystem as a whole; however, whether<br />

a killer product is a designer's dream or fear is unclear. In a<br />

sense, killer products are like beautiful monsters. Caulerpa<br />

Taxifolia offers a great opportunity to understand killer<br />

products, with regard to the parallel between marketplace<br />

and ecosystem. Companies are well positioned to eliminate<br />

their rivals through discovering killer products produced by<br />

radical innovation. Many other firms are trying to predict<br />

and act accordingly to the next killer product in the market.<br />

However, because of the uncertainties and risks associated<br />

with killer products, it is difficultto create, select and introduce<br />

such products. There is no pattern to the nature of successive<br />

innovations in a particular sector, or in the speed at which<br />

they follow each other (Geroski, 2004). In this regard killer<br />

products are unpredictable. They create new categories and<br />

improve the product quality. Killer products reduce some of<br />

the transaction costs (money and time) for buyers and sellers<br />

including search costs, information costs and decision costs.<br />

In this paper we have assumed that designer's role in creating<br />

a killer product is the interpretation of new technology,<br />

its application in the development of new products, and<br />

in identifying opportunities for radical innovation, for its<br />

particular sector via understanding the user's broader needs<br />

and expectations. The process of creating a killer product calis<br />

for realizing the product attachment, market dynamics, and<br />

technology.<br />

Designing a pervasive product to its passionate user<br />

needs crucial design criterions like providing user-centred<br />

functionality, integrating insight with advanced technology<br />

and implementing the details weil. Enriching the experience<br />

of fullness in ones mind with forms and functionality is the<br />

designer touch to the product.<br />

The impact of killer products might be harmful to the design<br />

process. They are dominating the marketplace therefore It<br />

becomes difficult to design new products. They limit the<br />

product range and variety of design. Besides, they dominate<br />

a kind of aesthetic, and the coming products starts to look<br />

like killer products (an example of this was when Apple first<br />

introduced the i-mac with a brightly-coloured, translucent<br />

plastic case - soon lots of other products, not just computers,<br />

started to adopt the same aesthetic). Unfortunately, users<br />

sometimes unintentionally make inappropriate purchase<br />

decision since killer products limit the choices.<br />

Killer products influence human relations, communication<br />

habitsand expectations, Arguably,theirdominantcharacteristic<br />

and pervasiveness have a harmful, suffocating effect on us<br />

as individuals (choice, identity, freedom) and on society. It is<br />

obvious that killer products largely affect the society therefore<br />

my further research will seek for answers to the questions like<br />

whether killer products are ethical or moral to design a killer<br />

product. How it affects humanity in terms of globalization and<br />

personalization. Moreover, further studies might look for the<br />

idea of refusing and resisting killer products, and will discuss<br />

whether the killer products are actually killer or fad.


Iwouldliketothankmyprofessorsin Sheffield Hallam University<br />

for their leading contribution especially; Dr. Peter Walters,<br />

Dr. Tom Fisher, Prof. Dr. Pauİ Chamberlain and Steve Bort.<br />

Particularly, Peter Walters' help is needed to acknowledged,<br />

not only for his contribution with his knowledge but also his<br />

positive support all the time. 1 would also thank the colleagues<br />

in MA Design for their encouraging feedback, especially Scott<br />

Hawkins. I would like to show appreciation to Alp Öztarhan<br />

and Dr. Aren Kurtgözu, who give confidence to write about<br />

this subject. I am also grateful to my family and my dear friend<br />

Ash who constantly encourage me for progress.<br />

References<br />

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BLYTHE M., WRIGHT P., Bridget Jones' IPod: Relating Macro and<br />

Micro Theones of User Expenence Through Pastiche Scenarios<br />

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hoitpaper.pdf<br />

BONACCORSI, A., 2006. Grammars of creation. Mapping search<br />

strategies for radical innovation. Paper presented In the<br />

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CHRISTENSEN, C. M AND MICHAEL E. R. (2003) The Innovator's<br />

Solution: Creating and Sustaining Successful Growth (Harvard<br />

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DANNEELS E, (2004) Disruptive Technology Reconsidered:<br />

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DOWNES, L. MUI, C, 2003. Unleashing the Killer App: Digital<br />

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FACTS ABOUT CAULERPA TAXIFOLIA, 2003. http://swr.nmfs.<br />

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HARRISON L. (2001) Agfa Axes Lowend Scanners and digital<br />

cameras (web link) http://www.theregister.co.uk/2001/07/20/<br />

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HOUSE, 2005. Medical Drama Channel: Fox. Release date: 20<br />

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GEROSKI, P., 2003. The Evolution of New Market. 1 st ed. New<br />

York :Oxford University Press.<br />

KUIKKANIEMI,K.,2004.AtowncalledNokia.http://virtuai.finland.<br />

fi/netcomm/news/showarticle.asp?intNWSAID=29271<br />

Accessed March 10,2007<br />

RUESINK, J., L, COLLADO-VIDE, L, 2004. Modeling the increase<br />

and control of Caulerpa taxifolia, an invasive marine macroalga<br />

Biological Invasions (2006) 8:309-325<br />

MADE, P., YIP, M., 2005. Literature review of Caulerpa Taxifolia<br />

http;//www.sbg.ac.at/ipk/avstudio/pierofun/ct/caulerpa.htm<br />

MCCUNICATIONS,C.A.2005KillerProductPlacement(weblink)<br />

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placement.html<br />

MEINESZ, A., J. DEVAUGELAS, B. HESSE & X. MAPI, 1993. Spread of<br />

the Introduced tropical green alga Caulerpa taxifolia in northern<br />

Mediterranean waters. Journal of Applied Phycology 5:141-147.


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N0YE5, J. 1983. QWERTY keyboard: A review. Int. J. Man-mach.<br />

Studies. Vol. 18, 3:265-281.<br />

OXFORD ENGLISH DICTIONARY Killer 7.a, b, Killer application<br />

[online] http://www.oed.com/<br />

ROSE, F, 2003. The Civil War Inside the Sony. The Magazine<br />

Wired Issue 11.02 [online] http://www.wired.com/wired/<br />

archive/11.02/sony_pr.html<br />

RUESINK, J., L., COLLADO-VIDE, L, 2004. Modeling the increase<br />

and control of Caulerpa taxifolia, an invasive manne macroalga<br />

Biological Invasions (2006) 8:309-325<br />

QWERTY http://www.sciencemuseum.org.uk/oniine/typewriters/<br />

page4.asp<br />

Accessed March 15,2007<br />

SCHUMPETER, J. A., 1942. Capitalism, Socialism, and<br />

Democracy. New York: Harper and Brothers. (Harper Colophon<br />

edition, 1976).<br />

STANBORG , 2002. Do we need new competition policy<br />

in the "new economy" www.etla.fi/files/921_FES_02_2_<br />

competition_policy.pdf Accessed March 1, 2007<br />

WALLECE, R.., 2006. Be smart. Be Simple. Design Management<br />

Review, Spnng 2006 Vol.17, 2:19-21<br />

WRIGHT P., MCCARTHY J., 2004. The Value of the Novel in<br />

Designing for Experience in A Pirhonen, C. Roast P Saariluoma,<br />

H Isom (eds) Future Interaction Design.<br />

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FACTSET RESEARCH SYSTEMS, INC. 2001, CompuStat Monthly<br />

Database.<br />

COETZEE, D., 2006 Network effectdmage) http://en.wikipedia.<br />

org/wiki/image:Network_effect.png<br />

Accessed November 29, 2006<br />

Disruptive Technology http://en.wlkipedia.org/wiki/lmage:<br />

Disruptivetechnology.gif Accessed November 29, 2006


PERİDDIZATIDN IN A RESEARCH ON THE HISTORY OF DESIGN IN TURKEY<br />

GülnatneTuran<br />

IstanbulTechnical University,<br />

Dept. of Industrial Product Design,<br />

Istanbul,Turkey<br />

gulname.turan@itu.edu.tr<br />

Abstract<br />

This paperfirstshortlydiscusseswhen the concept of'everyday<br />

life"entered the field ofdesign historiography and then relates<br />

"history of design" to a "periodizatlon proposal" constructed<br />

for a research on the history of design In Turkey focusing on<br />

the everyday life.The proposal presented here Is a narration of<br />

author's ov/n experience related to her ongoing PhD research<br />

in Art History Programme of ITU Institute of Social Sciences.<br />

Before going into detail, it is necessary to tell thaf'design" refers<br />

to industrial dessgn and "Design History" refers to the literature<br />

on the history of industrial design through out this paper.'<br />

The Challenge of Periodizatlon in Design History and the<br />

"Everyday Life"<br />

Design historians and researchers practice the same basic<br />

methodological, theoretical and ontological problems as do any<br />

historian (Walker. 1989). Historians from different specific areas<br />

have been reflecting on the discipline for a long time. The study<br />

of the problems and the way history has been and is written is<br />

"Historiography" (Furay and Salevouris, 1988). Therefore, as we<br />

study 'historiography; we do not study the events of the past<br />

directly, but the changing interpretations of those events in the<br />

works of individual historians. Design historians in the 1990s had<br />

fiery discussions on design historiography and the discipline itself,^<br />

' Meta Meta Disccurse as J. Walker puts it in his "Design History and<br />

the History of Design".<br />

•^Special issue of Design Issues on Design History, 1995, Volumue 11,<br />

No.1.<br />

Design Historiography is a field where changes in practice,<br />

methodology, philosophical theories and definition of<br />

'design'and of'history'play a principal role. Therefore "What<br />

is design?" and "What is history?" is an Issue of the literature<br />

of Design History. The Introductlve parts of most volume In<br />

Design History literature usually try to handle the definition<br />

problems and the whole writing practice is Inevitably<br />

constructed according to the accepted definitions of the<br />

historians (Ozdemir, 2002). So, Design History could be the<br />

"history of design theory" and "design research" in paralel<br />

to the discussions of the relationship between history and<br />

theory. But it won't be wrong to say that Design History up to<br />

now, with its exceptions, stayed far from being reflections of<br />

design theory and research. This is understandable to some<br />

point. The studies labeled as design history and published<br />

as commercial books are targeted to a wide group of people<br />

from diverse background who are unfamiliar with design<br />

theory and research. So, change in the design of industrially<br />

produced products in terms of physical appearance and<br />

meaning seem to be more appealing than the reflections of<br />

the change in design theory and research. On the other hand it<br />

is inevitable that these reflections lay somewhere In between<br />

lines of those texts forthe ones who want to trace them, and<br />

who are already familiar with design theory and research.<br />

Development of Design History as an independent field of<br />

research is still arguable. In my opinion Design History has been<br />

more under the effect of Social History and Material Culture<br />

Studies in the past twenty five years. One of the prominent<br />

areas of exploration driven from History introducing new<br />

sources is the concept ofthe everyday life". Everyday life has<br />

become an established subject matter of history a few decades


efore than it did for design history.^ Retrodiction of histoncal<br />

expenences and ways of the life of the ordinary were of the<br />

main distinctions of the tnumph of the Annales School. The<br />

history ofthe everyday life became a more Important arena<br />

following the texts like Lefebvre's"Everyday Life In the IVIodern<br />

Wodd" in 1968, Zlmmermann and Poltner's "The Attitude of<br />

the Everyday Life" in 1970, Heller's "The Heterogeneity ofthe<br />

Everyday Life" In 1970, Bourdieu's "Class Tastes and Lifestyles:<br />

the culture of the necessary" in 1979 and de Certeau's "The<br />

Practice of Everyday Life" in 1984. in 1995, Lijdtke acted as the<br />

editorof'the History of Everyday Life: Reconstructing Histoncal<br />

Expenences and Ways of Life". While attention of historians<br />

were directed to the everyday, the definition of design In<br />

design history literature shifted from tactile artefact and visual<br />

attributes that rooted in art history perspective into a more<br />

profound understanding of design partly following design<br />

theory, design research and new paradigms in historiography.<br />

"The Inclusion of the everyday life In the literature of design<br />

history" has Its roots both In history and design theory.<br />

What could be expected afterwards may be a set of new<br />

methodologies In studying the hlstoryofdesign in the everyday<br />

life, new approaches of periodizarion and classificarion as<br />

well as introduction of new sources. As the subject matter<br />

of design history broadened itself intersecting the realm of<br />

consumption studies, anthropology and ethnography through<br />

the seminal texts in the 19805 new methodologies and sources<br />

were Introduced. But the periodizarion approaches stayed<br />

somehow static and parallel to the previous approaches.<br />

IVleanwhlle historians from diverse research areas have been<br />

criricizlng the periodizarion approaches and terminology they<br />

have been using (see Georg G. Iggers, 2004).<br />

Periodizarion as subdivisions of historical rime is a product of<br />

the human mind to be able to study the past and to assign to<br />

the present its place within the stream of history. It Is a general<br />

attitude to divide the passage of time into past, present and<br />

future. Although certain things about rime do remain static,<br />

time is to be viewed as a relative phenomenon, a flexible and<br />

a changeable entity (Black and MacRaild, 1997). "The past" in a<br />

^ After Braudel, most ofthe historians of today are on the wing ofthe<br />

inclusion of "everyday life" into history (see Jenkins, K, 2003).<br />

certain research may be "the today" of a different one, or "the<br />

today"of a research may lnclude"the pa5t"of others. Periodization<br />

does not block rime segments to flow Into each other. Historical<br />

research focus on a segment of rime In which periodization<br />

serves to limit the extent of rime studied. Since design historical<br />

research tends to focus upon the industrial design ofthe modern<br />

age, it mostly deals with the present and the recent past (Walker,<br />

1989). But when does this recent past begin? The number of<br />

the different correct answers to this question makes past and<br />

present dlsrincrion somehow arbitrary, But on the other hand<br />

this distinction makes the researcher situate herself/himself in<br />

an a-historical vantage point, the present, from where she/he<br />

can observe the historical realm ofthe past (Walker, 1989).<br />

The everyday life as an area of research opens new ways to the<br />

concept of "rourine".The everyday life consists of rourines. The<br />

change in these routines asks for new patterns of periodization.<br />

Is setting up a case specific periodizarion system for certain<br />

subjects like "the history of design In the Turkish everyday<br />

life" mapping the change in the routines via design possible?<br />

It is not necessary to have a certain periodization system for<br />

a subject that can be approached from a vast majority of<br />

viewpoints? What is Important here Is to set the period blocks<br />

Into right places In the design of the research project. The<br />

periodization pattern Is to change according to the level and<br />

detail of research and the conceptual frame ofthe study. What<br />

the historian needs to be conscious of are the differences<br />

which separate one period from the other and conrinuiries<br />

which link the two according to the concepts being focused.<br />

Probes to Set the Periodizing<br />

History of Design in Turkey<br />

Blocks - The Case for the<br />

The conceptual frame in the beginnlg of my PhD research was<br />

the historical relationship betweenTurklsh modernizarion and<br />

Industrial design in the everyday life. This was a wide frame<br />

and for a more focused study the llmiîarion of the everyday<br />

life to "the domestic everyday life" and "the change in the<br />

design of domesric household products" in parallel to "the<br />

Turkish Republican Modernization" was a decision taken after<br />

accumulation of new data.<br />

The historian periodizes the time section he is studying<br />

according to the detail and importance of changes he wants


to focus on. If the historian wants to study the time section he<br />

has chosen in a macro level, then the periods he determines<br />

will be of longer time. The periods he determines has to be<br />

of shorter time if he wants to chase the changes In detail.<br />

The importance ofa change or event differs according to the<br />

extents ofthe period being studied {Tekeli, 1998).The historian<br />

has to periodize the time section he wants to study coherent<br />

with the aims and objectives ofthe research in orderto make<br />

reasoned Inclusions and exclusions. Each branch of history<br />

writing tends to periodize the past differently according to the<br />

posibilities of their chosen subject. When the subject matter is<br />

the history of industrial design -stressing different aspects like<br />

the physical appearance of goods. Ideologies, consumption,<br />

production, Individual designers or firms etc.- the earliest<br />

dates commonly taken in the literature is the beginning of<br />

the industrial revolution namely the second half ofthe 18th<br />

century. A telling volume of Design History literature starts<br />

with the industrial revolution, division of labour, and say<br />

something on Wedgwood, the Great Exhibition, Thonet and<br />

then design ideologies like Arts and Crafts and Art Nouveau<br />

confronting the general production of the 19th century<br />

constituting a similar infrastructure. The end extent of the<br />

time period varies according to the scope and the conceptual<br />

frame of the author, where even the year of the publishing<br />

may be the arbitrary end of time studied. The traditionally<br />

set "umbrella period" of Design History In the western sense<br />

has been the period between the 1750s and the end ofthe<br />

20th Century. This makes 250 years which is periodized into<br />

many sub-periods according to the researcher's subject and<br />

detail he aims to focus onto. The time section of my research<br />

inevitably overlaps with a certain period of the umbrella<br />

period of Design History in general.<br />

If the subject is the history of industrial design in Turkey,<br />

"when to begin" is a hard one to deal with than "when to<br />

end". In the beginning of my research I started reading on the<br />

late 18th century which is a period parallel to the European<br />

Industrial Revolution as well as the early established structural<br />

changes in the Ottoman Turkey. A large number ofTurklsh<br />

and foreign historians have been studying these changes In<br />

detail and published work in terms of economy, technology,<br />

politics and etc Is high qualified. Cultural history fn the 18th<br />

and 19th century OttomanTurkey have been a neglected area<br />

for sometime, although the past 20 years witnessed a series<br />

research and publication on the Ottoman daily life and culture.<br />

For an early design history research, begining with the second<br />

half of the 19th century as a starting point seemed convenient.<br />

The end ofthe 1950s seemed to be a fitting ending time as my<br />

further reading on the existing design history and the general<br />

history ofTurkey supported. These years were accepted as the<br />

initial guidelines forthe beginning which was to change when<br />

necessary within the course ofthe research.<br />

Certain patterns promising to act either as "period blocks"<br />

or as characteristics of periods to fix the guideline dates of<br />

the "umbrella period" to be used in the research, which are<br />

exemplified later below, were mapped. Setting 1850 as the<br />

beginning period block may seem to bearbitrary when weask<br />

If a period of time have a specific beginning and/or an end?"No<br />

matter if a period has a beginning and an end, historical studies<br />

include strong temptation to Impose neat storylines {Walker,<br />

1989). Setting the first"period block"on 1850 served as a good<br />

point to start the story. If industrial design Is accepted as a<br />

phenomenon ofthe modern times, modernization in Turkish<br />

national economic system, governmental structure, industry<br />

and the life of theTurkish society al! points to the second half<br />

ofthe 19th century as in certain countries falling to the east<br />

of Europe. Starting to trace evidence of design in the modern<br />

sense. In a comparative approach with the west, makes the<br />

second half ofthe 19th century a fruitful place to start with.<br />

But it is a hard one to relate It to the life of theTurkish everyday<br />

because ofthe lack of archival data.<br />

1950 is notan exact extent for the end ofthe research, as 1850<br />

is not. Historical studies on the 20th century Turkey point to<br />

certain changes that took place In the social structure and<br />

everyday life after 1950^ The period between 1920 and 1950<br />

Is named "the early republican period" in economic, social and<br />

political histories ofTurkey. Setting the "initial period block"<br />

on 1850 and "end period block" on 1950, was a search forthe<br />

patterns that led to the modernization of the Turkish daily life<br />

and its reflection on the design and use of household products.<br />

"Periodprobe"\s a phrase that I use for the pattern search to fix<br />

the period blocks to the right points and intervals.<br />

Alan Duben's Works on the life of the Turkish family gives deep<br />

information on these changes.


When "the umbrella period" is decided then come the sub-<br />

penods. These periods may be regular units of time such<br />

as decades which are random decisions, or be irregular<br />

segments of time their beginning and end decided according<br />

to the material of history. This material of history can differ<br />

according to the subject and the conceptual framework of<br />

the study. Natural disasters, economic cnses, political changes<br />

or new developments in manufacturing systems can be<br />

materials fixing end and beginning ofa penod {Tekeli, 1998).<br />

The design historian can elect either to use general economic/<br />

technological/ political segments such as'the era of capitalism',<br />

'the epoch ofthe industrial revolution','The Victorain age', or to<br />

use boundaries more specific to design itself (Walker, 1989).<br />

Historical studies include certain periods like introductory and<br />

afterwards since itis usually necessary to review what preceded<br />

and what followed the chosen period. But how backwards<br />

and forwards should they range? In the following sub-periods<br />

proposal, the first penod acts as a means of understanding<br />

structural changes in the everyday life and domestic use of<br />

household products of the following period. The umbrella<br />

penod 1850-1950 is divided into two sub-penods:<br />

- Pre-Republican Era 1850-1920 as an introductory chapter<br />

to the main period of study,<br />

- Early Republican Era 1920-1950, main penod of study.<br />

Why "1920" is accepted as a penod block is explained later In the<br />

following lines. Period probes to decide on these intervals were<br />

close to each other for both periods since they were for the same<br />

conceptual frame and the same society, but were not the same.<br />

Pre-Republican Period 1850-1923<br />

1850-1923 period acts as an introductory part that helps to<br />

make an understanding of the following the Early Republican<br />

Era constituting the main period of the research. As I stated<br />

above, my aim was to study the historical relationship between<br />

Turkish modernization and industrial design in the everyday life.<br />

The results of the probes do not maintain the researcher with<br />

"professional design activity" but these are the situations that<br />

have led to professional design activity In west, and tracing them<br />

in eastern as an introductive part Is promising and abundant.<br />

Period probes searching patterns of proto-industnal design in<br />

the everyday life household products in orderto the beginning<br />

block time for the umbrella period on 1850:<br />

1- Commercial treaties with western countries of the<br />

industrial revolution, and new regulations of commerce and<br />

production: New regulations of commerce and manufacture<br />

were clearly figured in the second half of the 'İ9th century.<br />

Turkey was undergoing a phase of new structural development<br />

in terms of military, monetary and governmental system since<br />

the second half of the 18th century. By the new reformations<br />

of 1839 called "Tanzimat"^ and the commercial treaties ofthe<br />

first half ofthe 19th century, "change" versus"lnertia" has rapidly<br />

taken its place in the industnalization and commodlfication of<br />

Turkey in the modern western sense.^ Many ofthe new central<br />

institutions of the second half of the 19th century were means<br />

of leading the way to the establishment ofthe Turkish Republic<br />

and still have their impact in the social institutional structure.<br />

At the end ofthe 18th century and in the beginning ofthe 19th<br />

century, the commercial trade with Middle and Eastern Europe<br />

In Turkey was more Important than the one with Western<br />

Europe.^ The tableau was in a rapid change dunng the ten<br />

^Tbe term means reorganization resembling a period of reformation<br />

that lasted from 1839 to 1876.<br />

^ The ultra nationalist economic approach to the Ottoman history<br />

has always blamed the 19th century commercial treaties signed with<br />

European powers as the reason for the "under-development" of the<br />

"dependency". This scenario with a xenophobic hint and backed by<br />

dependency paradigm of Marxism as well as nationalist historiography<br />

have been finding the scapegoat of Modem Middle Eastern history<br />

in the commercial treaties ofthe mid-nineteenth century, and mainly<br />

the 1838 Anglo-Ottoman Commercial Convention. See Zafer Toprak,<br />

"The Ottoman Realities And Economic Mind In The Age Of Nation State<br />

(1839-1914),"The University of Athens Doctoral Program in Economics<br />

Monday Economic History Seminars 2004/2005, http://www.econ.uoa.<br />

gr/UA/files/811318924..pdf (accessed August 18,2006).<br />

'' The Empire extended to the Balkans, Anatolia, Syria, Tunisia,<br />

and Egypt in the end ofthe 18th century. Greece already had her<br />

independence in 1832 although some regions that belong to Greece<br />

today were still underthe rule ofthe Ottomans; such asThessalonica<br />

from where many manufacturers exhibited their products.


decades period between the end of Napoleon wars In Europe<br />

and the First World War. Commercial relationship between<br />

the Western Europe and Turkey got stronger with commercial<br />

treaty conventions. The Ottoman economy was exporting<br />

raw material, food substance and alimentary products while<br />

importing manufactured goods and certain alimentary<br />

products. Hand-woven rugs and carpets are worth of noting<br />

as exported manufactured goods. fKfter"theCommerciol Treaty<br />

of Balta Umonİ"\n 1838, Britain had the privilege to export her<br />

product into the Ottoman market with a very low duty. Turkish<br />

market as a foreign liberal trade arena started to develop<br />

after the Crimean War.^ One of the main Turkish Industries<br />

was textiles.The local weavers started to use cheaper English<br />

fibers and yarns. However, the change in the origin of cotton<br />

fibers did not affect weaving industry as one might think of.<br />

The English design did not attract local people who went on<br />

consuming fabrics with local taste {Pamuk, 1988).The number<br />

of the looms Increased rather than decreased In the wake of<br />

liberal foreign trade (Toprak, 2004).This is arguably due to the<br />

traditional consuming habits allocating certain amounts of<br />

the market to local manufactures with local taste In general.<br />

2- First domestic industrial manufactures: State supported<br />

manufactures and inauguration of imperial factories such as<br />

Imperial Beykoz Porcelain and Glass Factory (Beykoz Fabrika-İ<br />

Hümayun), the Imperial Hereke Rug Factory (Hereke Fabrika-<br />

i Hümayun), The Imperial Feshane Garment Factory (Feshane<br />

Fabrika-i Hümayun). Products stamped "Eser-i Istanbul" as the<br />

first Turkish Trade Mark.<br />

3-Standardization and mechanization: manufactures<br />

for military, in garments and the products of the Imperial<br />

factories.<br />

^ The Crimean War lasted from March 1853 until April 1856 and was<br />

fought between Imperial Russia on one side and an alliance ofthe<br />

United Kingdom, Ireland, the Second French Empire, the Kingdom<br />

of Sardinia, and the Ottoman Empire on the other. The majority of<br />

the conflict took place on the Crimean peninsula in the Black Sea,<br />

with military conflicts also occurring in western Turkey, the Baltic Sea<br />

region and in the Pacific Ocean.<br />

4- Industrial exhibitions on national and international<br />

level: In thesecond half of the 19th century Turkey participated<br />

into worid exhibitions first participating In the Great Exhibition<br />

of 1851. The reflections of these exhibitions in the mainland<br />

took place as the new national exhibitions of Industry and<br />

commerce beginning wlth"Sergi-i Umumi Osmanl".<br />

IViJllllil.^ irillıİN-llİü lI'ClLlrhlltliilll iillciiili<br />

Figure 1. Industrial products of Uşaklıyan Efendi In Bursa<br />

Exposition of 1909.<br />

5- Periodical issues on house, home, decoration, appliances<br />

etc.<br />

Figure 2. Amel-i Elektrik, 1917, Istanbul.


6" Advertisements of household products<br />

7- Critics on products by professional e.g. In publications and<br />

periodicals of professional institutions.<br />

liVjl I^1 j.C<br />

• j>.jjjl JjJ<br />

^ i..J^Vj .Vj- .ill 5,1<br />

iwi - J " ' .j/J.-i-<br />

. j.U >-• Jl - J.J.<br />

jî .-i.J? JJV<br />

Figure 3. Amel-i Elektnk, 1917, Istanbul.<br />

8- New architecture and housing policies: New palaces<br />

and Interior decoration In the western sense. Neo-classical<br />

kargir houses due to the regulations after the Hoca Paşa Fire<br />

In Istanbul in 1865. Introduction of new furniture pieces and<br />

related furniture workshops.<br />

Early Republican Era: 1923-1950<br />

The periods of time seem to get shorter In the twentieth<br />

century, as the developments ofany kind in the realm ofdesign<br />

have gained acceleration. "Decades Approach"in historical has<br />

been common and Walker (1989) find this 'decades' approach<br />

problematical since the historians feel compelled to detect a<br />

unique style or spirit ofthe age in each decade whether there<br />

was one or not In my periodization proposal sub-periods for<br />

1923-1950 is not proposed.<br />

The first period proposed ends with 1923 that is the<br />

establishment of the Turkish Republic and the end of the<br />

Ottoman rule in Turkey. As stated above periods may end<br />

or begin with certain political change. 1923 is not fixed as<br />

a penod block of the study just because a very important<br />

political change has occured. The 1923-1950 is the period<br />

when profound changes with the establishment of modern<br />

Turkey took place in the society and when 'design' served as<br />

one of the agencies in this modernization ideology. A new<br />

nation started to be designed with a new Turkish Identity. The<br />

Turkish Language foundation and Turkish History Foundation<br />

were inaugurated serving to form the new Identity. Latin<br />

alphabet instead of Arabic was started to be used. The literacy<br />

ofTurkish people with the new education system introduced<br />

accelerated. Women got their rights for voting and election<br />

while special schools for educating woman as "the modern<br />

republican woman" were established.The education system in<br />

Turkey was unified underoneminlstry. New vocational schools<br />

for boys and girls were established.The way to dress In western<br />

sense was stabilized with laws. Another important point<br />

that deserves attetlon Is that the period of 1923-1950 Is also<br />

parallel to the western "modernism" In design. Academicians,<br />

and professionals who left national socialist Germany started<br />

to work in the academies of Turkey in this period,<br />

Period probes searching patterns of Industrial design and Its<br />

relation to the everyday household, for fixing the main period<br />

of study extents under the umbrella period:<br />

1. New Industry and development plans and laws supporting<br />

domestic production.<br />

2. Campaigns and propaganda on the use of domestic<br />

products.<br />

3. Design education in fine arts faculties.<br />

Figure 4. Ceramic teaset by Ismail Hakkı Bey, Yedigün 1933, No. 47


4. New housing plans and policies.<br />

5, The gender politics ofthe Republic.<br />

6.The idea of "hygiene"supported with official campaigns.<br />

7. Change in the use of kitchens.<br />

8. Increase in the periodicals related to "home", "women" and<br />

"family". Introduction of modern design through media.<br />

i<br />

Sİ<br />

hanelere merbut yazı masaiarmm<br />

ışında kim çalışmak istemez? ;<br />

^TJt •>««• -|-.<br />

.1 • , -<br />

I \ •• U , . 1 J 1 ,a il- ır I- ' I i<br />

I lı.'- ' 1 I 1. ı 1 -.1. 1. J r c V'l 1 t I iIJMV<br />

V. , l ,1 n i[ ! l n r ıfi iti »n v ^tt 1 d<br />

Figure 5. Design news from abroad, Yedigün 1933, No.52<br />

9. Critics on the design of products and advertisements<br />

focusing on the physical appearance ofthe goods.<br />

10. Translations of texts on design.<br />

Conclusion<br />

Here I tried to present the two main periods of my research and<br />

depict the story of how I reached this periodizatlon schema.<br />

Time periods can not be accounted as an explanatory variant<br />

that leads to 'historicism', which Is highly unwanted in this<br />

research. But periods are needed in order to tell a clear story<br />

line. The case of design history in Turkey, does not have very<br />

case specific time intervals. The change in the routines is in<br />

paralleltothe European peripherakcountries.The proposed two<br />

periods have many similarities with the existing Design History<br />

literature (order). On the other hand, the two main periods<br />

proposed heredoes not truly fit the general periodlzation in<br />

official national histories and Turkish art history, but offers a<br />

new periodizatlon for the early design history ofTurkey.<br />

Reference<br />

FURAY, C, and SALEVOURIS, M.J., 1988,The Methods and Skills<br />

of History; A Practical Guide, Harlan Davidson.<br />

IGGERS, G.G., 2004, Historiography in the Twentieth Century,<br />

Wesleyan University Press.<br />

JENKINS, K., 2003, Re-thinkIng History, Routledge.<br />

ÖZDEMİR, G., 2002. Writing the History of Design, Unpublished<br />

MScThesis, ITU Institute of Science andTechnology,Supervison<br />

Prof. Dr. Ayla Ödekan.<br />

PAMUK, Ş., 1988, History of Economics Ottoman-Turkey In 100<br />

Questions, 1550-1914, Istanbul; Gerçek Press, (In Turkish).<br />

TEKELİ, I., 1998, Tarih Yazımı Üzenne Dijşünmek, DostYaymevi,<br />

Ankara.<br />

TOPRAK, Z., 2004, "The Ottoman Realities And Economic Mind<br />

In The Age Of Nation State (1839-1914)," The University of<br />

Athens Doctoral Program in Economics Monday Economic<br />

History Seminars 2004/2005, http://www.econ.uoa.gr/UA/<br />

files/811318924..pdf (accessed August 18,2006).<br />

WALKER, J., 1989. Design History and the History of Design,<br />

Pluto Press, London.


T H E P A R O D Y D F T H E M D T L E Y C A D A V E R : D I B P L A Y I N G T H E F U N E R A L O F F A S H I U N<br />

Robyn HEALY<br />

Rmit University,<br />

Melbourne, Australia<br />

robyn.healy@rmiteclu.au / robynhealy@optusnetcom.au<br />

Abstract<br />

This paper considers the ephemeral, fugitive nature of fashion in<br />

the context of documenting and presenting the history of design.<br />

Garments breaking down physically defy their original functions<br />

of wearability, the ideal image of attractiveness and overt display.<br />

Extending the ephemeral, confronts the issues about the very<br />

nature of fashion, the design ideas that relate to a time and place.<br />

! propose a parallel exhibition dialogue and w/itness expenence,<br />

which considers thedetritus.This approach would perhaps create<br />

a path leading away from the traditional vista of the museum<br />

spectacle or the department store gaze. Within this context the<br />

deterioration of a garment is read other than a conservation<br />

issue. The radical and irreversible changes that occur through<br />

decay propose a framework to consider design the continuing<br />

breakdown creates a disorder that cannot be contained, one<br />

that symbolically challenges the authority ofthe museum itself.<br />

The nature of fashion<br />

"For fashion was never anything other than the parody<br />

of the motley cadaver, provocation of death through the<br />

woman.andbittercolloquywithdecaywhispered between<br />

shnll bursts of mechanical laughter. That Is fashion. And<br />

that is why she changes so quickly; she titillates death<br />

and is already something different, something new, as he<br />

casts about to crush her...' (Benjamin 2004:63).<br />

' The incomplete study by Walter Benjamin on the subject of the<br />

Paris arcades, see Lehmann for a detailed discussion concerning<br />

Benjamin's writing about fashion.<br />

Benjamin's caustic depiction of fashion' opens this discourse,<br />

to consider the physical nature of things, the idea of renewal,<br />

the object of desire, absence and presence; addressing the<br />

radical changes and irreversible transformations that occur in<br />

the inevitable funeral of fashion. Referencing the satirical work<br />

of Leopardı, Benjamin brings forth sisters Fashion and Death,<br />

mythically related through their mother Decay, in the original<br />

dialogue their similarities are clearly laid out the sisters are<br />

united through their family trait of destruction and their innate<br />

ability to change the worid (Leopardi 1983:51). In this potent<br />

yet rather outrageous associarion, fashion plays forever with<br />

death, her continuing attraction presenting the 'new' 'the<br />

very latest' stylish offerings relying on her ephemeral nature<br />

and ensuing speedy death. The seducrion of fashion's original<br />

appeal is rapidly disfigured into a decayed and rotting corpse.<br />

This paper considers the ephemeral, fugitive nature of fashion<br />

in the context of documenting and presenring the history of<br />

design. Garments breaking down physically defy their original<br />

funcrions of wearability, an ideal image of attracriveness, overt<br />

display, commodity value and representarion ofthe latest style.<br />

Attempring to reconslderthe philosophical, political, aestheric<br />

and commercial values placed on fashion and investigate<br />

how these readings impact on the placement of fashion in<br />

the museum, this paper gives pause for reflection about the<br />

experience of clothing when it is no longer 'fashionable' or<br />

pristine. ^<br />

^The research for this paper is based on a curatorial project developed<br />

for the National Trust of Victoria (Australia) entitled Noble Rot: an<br />

alternate history of fashion displayed at Como Historic House and<br />

Garden, Melbourne Australia from 16 February to 7 May 2006.


Exhibiting fashion in public institutions<br />

The act of collecting, selecting, preserving and in turn<br />

displaying fashion, within the context of a public collection,<br />

provides a form of Immortality for the 'dated'. Extending<br />

the ephemeral, confronts the issues about the very nature<br />

of fashion, the design ideas that relate to a time and place.<br />

However, if fashion exhibitions can only offer a random<br />

sampling of the best condition garments, unfortunately then<br />

the most used and perhaps the most successful, are discarded<br />

due to a lack of newness, these examples are then destined to<br />

languish in storage awaiting conservation, or perhaps remain<br />

in permanent incarceration, are therefore totally dismissed,<br />

never seen. In calling forth these absent histories, it is my<br />

intention to invite an alternate view, a transgression to invoke<br />

the poetics of decay, the vicissitudes of transformation, the<br />

remnants of destruction into the display spaces of a public<br />

museum, to question the politics of appearance and the<br />

experience of fashion.<br />

Over the past decade the fashion exhibition has become a<br />

major cultural phenomenon. Popularity generated through a<br />

mixture of slick marketing, extensive conservation, styling, and<br />

theatrical and multimedia effects, producing an extraordinary<br />

experience, well-attended exhibitions making substantial<br />

revenue for museums woridwidel Here the missing pieces<br />

are described or replaced, petticoats are remade, clothes are<br />

padded and preened, accessories are assembled, and to further<br />

create a sense of completeness garments are dressed on<br />

mannequins. However the gloss and a constructed or Imposed<br />

newness placed on objects to look good in an exhibition,<br />

understandably bestows these garments a seductive veneer<br />

eventually provides a bland offering where everything starts to<br />

look the same. The expectation of the museum experience to<br />

resurrect fashion is articulated through the continual reliance<br />

and identification with a body, to animate the garment and<br />

perhaps recall a living memory. The cabinet of curiosities 'a<br />

storehouse of knowledge', that formed the basic model for<br />

^ For example Chanel staged at the Metropolitan Museum of Art,<br />

New York 5/5/05-7/08/05 drew crowds of 463,603. Listed in The Art<br />

Newspaper annual listing of the world's top exhibition attendance<br />

figures at thirteen. CHANEL sponsored the exhibition.<br />

the Museum, where a range of exotic objects were collected<br />

in a purpose built cabinet did not include clothing. Instead<br />

early references to accumulations of fashion are listed in<br />

household Inventories, assets that were named and housed in<br />

the Wardrobe. (Roche 1994:73) However the clothing display<br />

vernacular Is based around the glass showcase and mannequin<br />

form, rather than the storage chest, thereby appropriating<br />

devices deriving from a retail experience- the world of trade<br />

fairs, the dressmaking atelier and the department store.<br />

Interestingly the waxworks exhibition provided an influential<br />

model, establishing a tableaux format, and defining fashion<br />

as an essential temporal mechanism. The waxworks spectacle<br />

democratized celebrity culture. Introducing effigies based<br />

upon the accurate likeness of dignitaries and famous people.<br />

These figures were appropriately dressed in sophisticated<br />

replica clothing and accoutrements, or in many cases original<br />

historical pieces were procured to offer a potent degree of<br />

authenticity, and consequently invite a popular experience of<br />

time and place (Pilbeam 2003)."<br />

As fashion acts as'an expression ofthe times','measuring the<br />

essence of its time', 'capturing the spirit' and perhaps in this<br />

most simplistic form, museum collections provide a sequential<br />

time line by decade or century. However the adoption<br />

of mannequins for the display of clothes and accessories<br />

introduces a supplementary element that can be disturbing<br />

or inappropriate. Some museums resist the temptation to<br />

dress-up mannequins with make-up and wigs In an attempt to<br />

evoke another era, and as a result select the simple 'headless'<br />

and'limbless'tailor's form to fill In the costume void.The use of<br />

mannequins introduces a further debate about clothing and<br />

the relationship to the body and the methods employed to<br />

simulate this representation.<br />

Ephemeral<br />

Following a Derridean approach this paper studies the<br />

transformational possibilities offered by proposing a parallel<br />

exhibition dialogue and witness experience, which examines<br />

the detritus and the absent body. This approach would<br />

perhaps create a path leading away from the traditional vista<br />

The first waxworks exhibition is recorded in 1756.


ofthe museum spectacle orthe department store gaze. Within<br />

this context the deterioration of a garment is read outside the<br />

conservation parameters. The radical and irreversible changes<br />

that occur through decay propose a framework to consider<br />

design and the culture of dress, the continuing breakdown<br />

creates a disorder that cannot be contained, one that<br />

symbolically challenges the authority ofthe museum itself.<br />

Standard museological practice selects and parades only the<br />

best, curators abiding to strict collection briefs and ethical<br />

guidelines.^ Works in the best condition are preferred, pieces<br />

that have survived ravages of time, whims in fashionable taste,<br />

are periodically exhibited in a place where the endless process<br />

of decay Is retarded, where time on display is restricted and<br />

lights are turned down low. Yet even In this environment<br />

the aging process and the act of disintegration continues,<br />

which destroys the original appearance; the Ideal new Image,<br />

the aura of attractiveness progressively fades, dies and<br />

morphs into something else. In a museum condition reports<br />

document this progress through a language of vulnerability<br />

and loss, with descriptions of shattered silk, degraded fibres,<br />

disfigunng stains, and insect attacks. When discussing museum<br />

collections and the ephemeral nature and vulnerability of<br />

the actual fashion objects, it is necessary to address the<br />

perhaps obvious questions of selection and survival-'What is<br />

preserved and what can be preserved' (Roche 1994:7) and the<br />

rather random, and incomplete selection of items that have<br />

survived (Blau 1999:33-34}. The sampling of clothes that have<br />

somehow survived and are selected for a museum, provide<br />

only a hint of dressing complexities, the fashionable layering<br />

of these confecrions or their arrangement, with the common<br />

occurrence of various pieces missing, unfortunately the most<br />

used, the most loved are worn out, sometimes discarded, lost<br />

forever, leaving only the remains.<br />

^ ICOM (International Council of Museums) 'sets minimum standards<br />

of professional practice and performance of museums and staff'.<br />

http//icom.museum/ethics.html<br />

Costume guidelines formulated by the Costume committee offer<br />

basic standards of care, and display ethics that are adopted by<br />

museums worldwide. The intention of the document, which was<br />

last updated in 1998, is to assist curators and museum management<br />

dealing with fragile costumes.<br />

For clothes are so much part of our living, moving<br />

selves that, frozen on display in the mausoleums of<br />

culture, they hint at something only half understood,<br />

sinister, threatening; the atrophy of the body, and<br />

the evanescence of life. ...clothes without a wearer,<br />

whether on a second-hand stall, in a glass case, or<br />

merely a lover's garments strewn on the floor, can<br />

affect us unpleasantly, as if a snake had shed its skin<br />

(Wilson 1985:1}.<br />

Clothing can cause apprehension, which is not experienced<br />

through the viewing of other artefacts. In the context of a<br />

museum the absent body, provides quite different readings<br />

from fashionable dress observed worn on the streets, marketed<br />

in the media, merchandised in a shop, or hung in a private<br />

wardrobe. In a public setring iike an exhibition where wearing<br />

Is no longer the rationale, and clothes are no longer a dressed<br />

composirion, we are left with something else, an abstracrion,<br />

an object haunted, and the threat of transformation.<br />

Consequently in this state of 'absented presence', is where<br />

we examine the meaning of what is not represented, the<br />

conditions of representation itself. (Heidegger 2004).<br />

Clothing metaphors<br />

Fashions incremental and inevitable decay, the concomitant<br />

changing aesthetics of appearance brought on by rime and<br />

use is something that Is charged with potent symbolism.<br />

Throughout history clothing is metaphorically appropriated,<br />

Lehmann (2000:82) noted throughout the 19th century<br />

clothing represented 'beauty, open or repressed sexuality,<br />

social aspiration, or moral deviarion'. Wilson (2004) identifies<br />

fashion's 'magical dimension^ the extraordinary element<br />

that ignites the imaginarion, the irrational, and the extreme<br />

elements that inspired the Surrealists to translate clothing in<br />

a metaphoric way. While clothing representing an allegory<br />

for humanity is drawn from the characteristics associated<br />

with masquerade or camouflage such as the implication ofa<br />

deception, a covering up, the secretive, the veil and multiple<br />

layers of meaning (Hollander 1993: 446). Another source for<br />

poeric inspirarion is disrilied from the clothing industry itself,<br />

drawing from the economic and social structures including<br />

the circulation of new clothes to the second hand clothing<br />

trade and the collection of rags, imparring a poignant imagery


which documents a trail running from luxury to'abject misery'.<br />

(Roche 1994: 367) The rag picker is discussed by Benjamin<br />

(1989: 79), to epitomise the motif of the down trodden yet<br />

picturesque scavenger, who wandered the streets seeking out<br />

materialsfor recycling and revival, picking through the cultural<br />

detritus left behind by capitalist societies. Marx employed the<br />

clothing metaphor in his theory of commodity fetishism and<br />

the hieroglyph of value. The story of the linen seller and the<br />

coat wearer illustrates the veneration which industrial society<br />

has towards the product, over the alienation of the worker<br />

who laboured over its production (Roche 1994:518).<br />

Of particular interest from this genre is the satirical novel Sartor<br />

fîesorfusortheTailor patched (Cariyle 1948: iv), which İs cleverly<br />

structured around the history and vernacular of clothing<br />

cultures, suggesting that the fabric of life is reflected through<br />

this construct. In the character ofthe make-believe Professor<br />

Teufelsdrockh (Professor Devil's dust)^ Cariyle proposes a<br />

philosophy of clothing,'the grand Tissue of all Tissues, the only<br />

Real Tissue'. Bossche (1991) suggests that Carlyle's clothing<br />

metaphor 'represents the fundamental historicity of cultural<br />

institutions and the inevitability of periodic revolution. Since<br />

nothing can prevent the processes of decay that destroy old<br />

clothing. Sartor's persuasive organic imagery suggests that<br />

revolution and historical change are natural, noncataclysmic<br />

processes.' Playfully throughout the novel Cariyle^ refers to<br />

the occurrence of clothing sans a wearer; in these departures<br />

he observes the fetish value, and status symbols of particular<br />

costume types and engages in the notion of reverence and<br />

idolatry. He claims: 'That reverence which cannot act without<br />

obstruction and perversion when the clothes are full. May<br />

have full course when they are empty' (Cariyle 1948:180).<br />

^ Devil's dust was produced by the woollen manufacturers when they<br />

converted old clothing rags into cloth called shoddy, the process<br />

created clouds of dust, which consequently caused a major health<br />

problem, an aftermath ofthe industrial revolution. Carter suggests a<br />

possibility for the origin ofthis insidious name is found in Engels, The<br />

Condition of the Working class in England 1844 (London: 1892).<br />

^ For an intensive study of Carlyle's work in the context of Dress<br />

studies refer to Keenan and Carter.<br />

As a result of these observations Professor Teufeldrockh's<br />

categorizes thisdisplacementfromthebody,craftingaclothing<br />

nomenclature released from the burden of humanity, now<br />

a void or a receptacle of memory, subsequently christening<br />

these vessels with titles like 'an ornament', 'an architectural<br />

idea', 'shells', 'the outer husks of bodies', 'cast clothes', 'past<br />

witnesses', 'instruments of Woe and Joy', 'the hollow cloth<br />

garment','empty clothes'or'ghosts of life' (Cariyle 1948)<br />

What still dignity dwells In a suit of Cast Clothes! How<br />

meekly it bears its honours! No haughty looks, no<br />

scornful gesture: silent and serene. It fronts the world;<br />

neither demanding worship or afraid to miss It. The Hat<br />

still carries the physiognomy of its Head: but the vanity<br />

and the stupidity, and goosespeech which was the sign<br />

of these two, are gone. The Coat-arm is stretched out,<br />

but not to strike; the Breeches, in modest simplicity,<br />

depend at ease, and now at last have a graceful flow;<br />

the Waistcoat hides no evil passion, no riotous desire;<br />

hunger or thirst now dwells not in it (Cariyle 1948:181).<br />

Carlyle's descriptions allude to a state of redundancy where<br />

the empty state ofthe clothes Implies dereliction.<br />

Decay aesthetics<br />

The potency of ruins, the aesthetics of decay, and their<br />

study and reflection, is an intrinsic part of Western cultural<br />

tradition stemming from antiquity (Lyons 1997, Woodward<br />

2001). Buildings devastated by human interventions or lack<br />

of intervention, or the degrading forces of nature over time,<br />

elicit an emotional charge generated by a nostalgic longing<br />

for that which is lost, a sense of abandonment and a blurring<br />

and redefinement of visual boundaries describing beauty and<br />

value. To Western sensibilities ruins reveal the susceptibility<br />

and impermanency of civilization. In contrast to this view the<br />

Japanese aesthetic concepts of wabi and sabi which also draw<br />

on the vestiges that time produces, conceive time as a cycle<br />

of natural flux: the beauty found in the patina of the worn, the<br />

surfaces ofthe decaying or the absence in the imperfect are<br />

admired (Crowley: 3-4).<br />

The ephemeral nature of fashion is intrinsically related to<br />

its fugitive construction - as soon as it Is made it starts to


disintegrate, to age, to cliange colour. Surfaces distort and<br />

perhaps break down. Eventually everything falls apart!<br />

The reaction and response to the breakdown of fashion can<br />

rangefrom keeping items from view, discarding,orconservation.<br />

Garments breaking down physicallydefytheiroriginal functions<br />

of wearability and overt display, In its place these objects can<br />

convey the abject, and the picturesque concurrently through<br />

the act of transformation and disfigurement. Studying<br />

language and the application of particular terms used to<br />

articulate ideal or unfavourable personal attributes, shows that<br />

these are intrinsically linked to condition. The term respectable,<br />

for Instance is connected to dressing in a proper way. Clothes<br />

well maintained and tidy are a reflection of the body within.<br />

The fashion vernacular aligns negative associations with a<br />

change In condition, an altered condition or a less than perfect<br />

one. Phrases'dressed In rags'or'in tatters'^ are maligned states.<br />

In which clothing and Its deteriorating condition Is linked,<br />

historically, to the morals of man. The word stain bnngs Into<br />

piay the most extreme cultural standards {Douglas 1980)<br />

relating not only to hygiene, but purity, mora! and social<br />

order, Histoncally fine clothing Is a marker of social status and<br />

morality. A stain Is provocative In the way it disturbs, the way<br />

it mars a surface. Dirt has long been viewed as an enemy. It<br />

threatens appearances and the status of respectability. It causes<br />

work, and effort through the duty of care. Freud {1995: 734)<br />

has suggested In regards to this obsession with eradication<br />

of dirt that" we are not surprised in setting up the use of soap<br />

as an actual yardstick for civilization.' Fashion's dark secret is<br />

the continual struggle with and demands for an ideal Image;<br />

looking good, maintaining the best condition through cleaning<br />

and storage- prolonging an aesthetic of beauty that demands<br />

the control and continuance of pristine fashion surfaces. A<br />

garment's condition Is impregnated with responsibility and<br />

value. Donations to a museum collection for example are often<br />

generated through the moral obligations experienced by the<br />

family who feel overwhelmed by the duty of care placed upon<br />

them and the threat of neglect, consequently gifting an item,<br />

in anricipatlon that the Institution will return It to It's former<br />

glory. The Miss Havlsham scenario Introducing the withered<br />

^Tatters, refers to torn and ragged clothing. Atatterdemation was a<br />

ragged child, person dressed in old clothes. In use from 1608.<br />

and yellowed wedding dress coordinating successfully with the<br />

occupant Is a ghastly reminder ofthe fate of old clothes.<br />

Haunting device<br />

However the concept of clothing as a haunring device (Jones:<br />

14) serves to represent the previous wearers even though they<br />

have long departed and reveal the 'spirits of the past'. (Derrlda:<br />

26) The 'cast-off clothing', 'empty dress', 'ghosts of life' are no<br />

longer connected to the living but bear their marks.The interior<br />

of a garment Is a privileged surface, which offers an aspect of<br />

familiarity known only to the maker, the cleaner, and the wearer<br />

and perhapsthecurator.lt Is tlie most Inrimatesurfaceof clothing,<br />

touching the body. It Is a facade that conceals and reveals the<br />

mysteries of construcrion, and knowledge of the lining, guards<br />

the maker's label, protects the visible stitching trails, the repair<br />

secrets and alterarions, and shrouds the stains and signs of wear.<br />

The interior has the Intimacy and breath of the wearer upon it.<br />

A garment inside out or outside in can reveal how a shape Is<br />

formed, why fabric falls In a particular way. Its complexity can<br />

be quite astounding, contrasting a modest aesthetic rendered<br />

through humble materials and colours drained by wear and<br />

washing, that often contradict the impressive exterior.<br />

By contrast museum condition reports document a garment or<br />

accessory within the criteria of degradarion, damage, previous<br />

repairs, alteration, soiling (surface) and staining (penetraring)<br />

with degrees of severity from minor to major, good, fair or bad.<br />

There are listed activities to stabilise these conditions,<br />

proposals to make the work strong again, revive it, to restore<br />

its appearance. Yet these maligned states also mark out other<br />

activities or events, histories that recall past texrile technologies,<br />

the essence of fragility and record the way a garment wears.<br />

Naturally there are many signs, traces of a former use are<br />

left behind which imbues the garment with the presence of<br />

the wearer: staining caused by splashed champagne, tea or<br />

rain; mud engrained on hems; jam dribbled on a child's dress<br />

turns black with age, white smoke eventually rots through<br />

a 19th century skirt. Coloured dyes morph into bizarre hues<br />

exacerbated by heat, damp or strange chemical breakdowns.<br />

Black follows a faded journey, white withers, spots, and yellows.<br />

Rubber perishes and gelatine sequins dissolve.


Coloured dyes morph Into bizarre hues brought on by heat,<br />

damp or strange chemical breakdowns. Skirt trains trap mud<br />

from the streets, keeping it away from the finer materials.<br />

Inside delicate nineteenth century silk bodices rubber sweat<br />

pads protect the fashionable garment from bodily fluids, and<br />

the horror of underarm discolouration.<br />

The darned, patched, recycled, dyed and worn document the<br />

cycle of clothing culture as garments are revived, clobbered<br />

and translated over again to renew. The Second-hand, the<br />

Third-hand and so it goes on...<br />

Inevitably the care and maintenance of clothes is critical to<br />

achieving standards of appearance, longevity of material<br />

assets, and sustaining the'new'look.This certainly is no simple<br />

undertaking. Historically it involved complex, time consuming<br />

processes; cleaning, mending, plus putting clothes correctly<br />

away, in and out of storage (Walkley 1978). Contemporary<br />

care labels list stoically the fibre content and recommended<br />

cleaning and preening methods, while wardrobe and storage<br />

specialists offer efficient systems for packing clothing away or<br />

discarding unwanted items.<br />

Contemporary design and referencing the worn-out<br />

A garment's shifting surface and construction can create<br />

extraordinary compositions from the formulation of shredded<br />

silk surfaces to the patterning formed by ironmould.<br />

Fashion designers have responded to the process of aging and<br />

the transformation of fashion as an aesthetic device but also one<br />

that can be appropriated to charge an item with political and<br />

social meaning by unsettling the status quo. In response to the<br />

fetishist desire for new clothes and the status of appearance for<br />

instance Malcolm McLaren and Vivienne Westwood in the late<br />

1970s concocted an anti-establishment aesthetic based around<br />

the irregular and the worn out, selling t-shlrts and trousers that<br />

were soiled, ripped and decorated with worthless objects or out-<br />

of-date trims. The 'destroy' shirt is perhaps the most recognized<br />

example of this genre, best remembered as the uniform of the<br />

notorious Sid Vicious in the punk music group the Sex Pistols.<br />

Contemporary designers continue to exploit the aesthetics of<br />

decay for example Rei Kawakubo of Comme Des Garcons, Hussein<br />

Chalayan, John Galliano, Martin Margiela and Jun Takahashi,<br />

seeking the patina and palette ofthe worn and the discarded.<br />

Evans {257) has observed that' rather than simply configuring<br />

Images of dereliction, these designers introduce the idea of<br />

narrative and history into their clothes.'<br />

Perhaps the most Interesting response to the organic<br />

and ephemera! is from Martin Margiela^ working with a<br />

microbiologist he created a museum installation where clothes<br />

modelled from recycled'old'clothes were sprayed with various<br />

types of mould spores, and placed in conditions to encourage<br />

their growth. Consequently the garments were installed<br />

outdoors and continued to evolve throughout the course of<br />

the exhibition- resulting in the creation of'livlng'garments.<br />

Artefact experience<br />

Warhol's interventions in the Museum environment, offered a<br />

controversial stance against conventional institutional policies<br />

relating to display and conservation through his preference<br />

to present things to'look as they are'. His personal collection<br />

displayed In the Folk and Funk exhibitions^ documented an<br />

eccentric preference for accumulating artefacts that revealed<br />

signs of use, misadventure, or even a fabrication fault. (Ostrow<br />

1969) In the exhibition Raid the Icebox /", his predictably<br />

^ Martin Margiela: 9/4/1615 Museum Boijmans Van Beuningen,<br />

Rotterdam June 6-August 17 1997. For details ofthe exhibition and a<br />

critique of Margeila's work see Caroline Evans, The Golden Dustman:<br />

A critical evaluation of the work of Martin Margiela: Exhibition (9/4/<br />

1615), Fashion Theory, volume 2, issue 1,73-94.<br />

'° Andy Warhol's" Folk and Funk" staged atthe Museum of American<br />

Folk Art 20/9-19/11 1977.<br />

" Raid the Icebox 1 staged at the Museum of Art ofthe Rhode Island<br />

School of Design in 1969, selected by Andy Warhol from basement<br />

storage. The exhibition included the holdings of the entire shoe<br />

collection, housed in the original museum storage vessel,all shoes were<br />

displayed in situ with no special preparation, and visitors were invited<br />

to open the door of the cabinet and peer inside. Warhol insisted that<br />

full cataloguing details were researched and published for all exhibits,<br />

making no distinction between entries for the rubber galoshes or the<br />

Cezanne painting, ignoring traditional hierarchies of artistic practice.


unconventional approach and sometimes overtly subversive<br />

choices, confronted the practise of the expert and museum<br />

professional (Bright 2001:280). By selecting entire collections<br />

of objects including their storage vessels, acknowledged<br />

fakes, multiples ofthe same object, items of varying condition,<br />

and 'value'Warhol proposed another trajectory for museum<br />

artefacts to be observed. Forging a narrative outside the<br />

usual hype surrounding classification, and labelling, where<br />

significance is oversimplified by referencing bland descriptive<br />

terms like masterpiece, priceless, rare, and treasures, instead<br />

Warhol's curation placed emphasis on the evidence of<br />

experience (Bright 2001: 288).<br />

When reconsidering the scope of public dress collections<br />

in regards to content, access and approach, it is perhaps<br />

pertinent to consider what is missing?<br />

Maynard (1994: 4) has argued that everyday dress is not well<br />

represented, and that collections contain a predominance of<br />

the more expensive, high fashion garments. My argument in<br />

this paper is not simply about institutional collection policies<br />

but to further investigate how the collections are presented,<br />

prepared and consequently perceived. For instance in current<br />

practice the acquisition rationale aligns with condition,<br />

'value'aesthetics, which favours identifying garments which<br />

consequently reveal the minimum signs of wear or aging or<br />

can respond well to remedial work within a restricted financial<br />

and time regime. This established doctrine of best condition,<br />

is further articulated and reinforced through consistent use<br />

of mannequin display, which relies on clothing in a premium<br />

state. A strategy, which further emulates the shopping<br />

environment, and the window display of a new product, in<br />

contrast to Warhol's museum philosophy, where an object was<br />

recognized for it's worn patina or irregular characteristics.<br />

Conclusion<br />

My purpose by placing fashion in the museum outside of the<br />

body is to negate the demands of appearance that the body<br />

commands, which potentially positions'past"old'fashion in<br />

an anti-fashion role, where clothing can age and the traces<br />

of experience are exposed. Why not view garments splayed<br />

on the floor, lying in a drawer, inside out, or positioned in a<br />

dishevelled state? In my alternate narrative the well-preserved<br />

exquisitely crafted are juxtaposed with items that are darned,<br />

patched, recycled or worn out. In this scenario possibly the<br />

considerationoffashion'sfuneraiproposesa pathway to present<br />

metamorphosis? My subversive methodology attempts to<br />

further examine the guidelines and protocols underlying the<br />

museum experience, to re-imagine the conventional vision of<br />

historic fashion, from the choice of artefacts, exhibition design<br />

and their display. In this dialogue it is my purpose to broaden<br />

the presentation of fashion cultures, explore notions relating<br />

to image and reality, the seen and the unseen.<br />

My intention outlined in this paper is to set the modishness<br />

of fashion against the ephemerality and wear and tear of<br />

the clothes themselves and provide a crucial intervention<br />

in the usual expectations and presentations of fashion and<br />

museology itself.<br />

'Clothing is a worn world: a world of social relations put upon<br />

the wearer's body...clothing reminds' (Jones 2000:3).<br />

References<br />

BENNETT T., 1995. The Birth of the<br />

Routledge<br />

luseum. London:<br />

BENJAMIN, W., 1989. Translated from the German by Harry<br />

Zohn, Charles Baudelaire: a lyric poet in the era of high<br />

capitalism, London, NewYork: Verso<br />

BENJAMIN, W., 2004. Translated from the German by Howard<br />

Eiland and Kevin McLaughlin, The Arcades Project [Das<br />

Passagen-Werk], Cambridge: Belknap Press of Harvard<br />

university Press<br />

BLAU, H., 1999. Nothing in itself: complexions of fashion.<br />

Indiana University Press<br />

BOSSCHE, C.R.V 1991. Cariyle and the search for authority,<br />

Columbus: Ohio University Press Available from: http://www.<br />

ohiostatepress.org Accessed 27 December 2006


BRANT.S., and CULLMAN, E, Andy Warhol's Folk and Funk, New<br />

York: Museum of American Folk Art<br />

BRIGHT, D., 2001. Shopping the leftovers: Warhol's Collecting<br />

Strategies in Raid the Icebox 1. Art History, voi.24 issue 2,278-291<br />

Accessed 6 December 2006 http://www.b!ackwell-synGrgy.<br />

com.doi/abs/10.1111/1467-8365.00264<br />

CARTER, M., 2003. Fashion classics from Cariyle to Barthes.<br />

Oxford: Berg<br />

CARLYLE, T., 1948 first published 1908. Sartor Resartus on<br />

Heroes Hero Worship, London: J.M. Dent & Sons<br />

CROWLEY J. and CROWLEY, S., 2001. Wabi Sabi Style, Layton:<br />

Gibbs Smith<br />

DERIDDA, J., 1994.Translated from the French by Peggy Kamuf,<br />

Specters of Marx: the state ofthe debt, the work of mourning,<br />

and the New international. New York and London: Routledge<br />

DOUGLAS, M., 1980. Purity and Danger: An analysis of the<br />

concepts of pollution and taboo, London: Routledge & Kegan<br />

EVANS, C, 2003. Fashion atthe Edge: Spectacle, Modernity and<br />

Deathliness, New Haven and London; Yale University Press<br />

FREUD, S., 1995. ed. Peter Gay The Freud Reader, London:<br />

Vintage<br />

HOLLANDER, A., 1993. Seeing through Clothes, Berkley:<br />

University of California Press<br />

HEIDEGGER, M., 2004. ed. D. Krell, Basic Writings from Being<br />

and Time {1927} to The Task of Thinking (1964), London and<br />

NewYork: Rouriedge<br />

JONES, R. and STALLYBRASS, P., 2000. Renaissance Clothing<br />

and the Materials of Memory. Press Syndicate ofthe University<br />

of Cambridge<br />

KEENAN, W.J.F., 2001. Sartor Resartus restored: A Cariylean<br />

perspective on Dress studies. In: Keenan ed. Dressed to<br />

Impress: Looking the Part, NewYork: Berg, 1-49<br />

LEHMANN, U., 2000. Tigersprung: Fashion in modernity,<br />

Cambridge: Massachusetts Institute ofTechnology<br />

LEOPARDI, G., 1983. Translated from the Italian by Patrick<br />

Creagh, The Moral Essays [Operette Morali], New York:<br />

Columbia University Press<br />

MAYNARD, M., 1994. Fashioned from Penury: Dress as Cultural<br />

practice in Colonial Australia: Cambridge University Press<br />

MENKES, S., Museum shows win over public but can cause<br />

conflicts: Designers are playing to the Galleries, Internarional<br />

Herald Tribune 12 July 2000 page number<br />

OSTROW, E. etal, 1969. Raid the Icebox 1 with Andy Warhol,<br />

Providence: Museum of Art Rhode Island School of Design<br />

PILBEAM, P., 2003. Madame Tussard and the history of<br />

waxworks, London: Hambeldon and London<br />

ROCHE, D., 1994.Translated from the French by Jean Birrell,The<br />

Culture of clothing: dress and fashion in the anelen regime:<br />

Cambridge University Press<br />

ROTH, M.S., et.al 1997, Irresistible Decay: Ruins Reclaimed, Los<br />

Angeles:The Getty Research Institute<br />

STEWART, S., 1993, On Longing Narrarives of the Miniature,<br />

the Giganric, the Souvenir, the Collecrion, Durham: Duke<br />

University Press<br />

WALKLEY C. & FOSTER, V., 1978. Crinolines and Crimping Irons,<br />

London: Peter Owen<br />

WILSON, E., 1985. Adorned in Dreams: Fashion and Modernity,<br />

London: Virago Press<br />

WILSON, E., 2004, Magic Fashion, Fashion Theory, 8:4, 375-386<br />

WOODWARD, C, 2001. In Ruins. London: Chatto Sf Windus


H D W O F T E N D D Y O U W A S H Y O U R H A I R ? D E S I G N A S D I S O R D E R I N G :<br />

E V E R Y D A Y R O U T I N E S , H U M A N O B J E GT TH E O RI E S , P R D B E S A N D S U S T A I N A B I L I T Y<br />

Sabine Hielscher<br />

Sheffield Hallam University, Sheffield, UK<br />

Sabine.Hielscher@student.shu.ac.uk<br />

Dr. Tom Fisher<br />

Sheffield Hallam University, Sheffield, UK<br />

T.H.Fisher@shu.ac.uk<br />

Dr. Tim Cooper<br />

Sheffield Hallam University, Sheffield, UK<br />

T.H.C00per@5hu.ac.uk<br />

Abstract<br />

New/ objects can create disorder in our lives - particularly when we<br />

try to appropriate and make sense of newly developed products<br />

that do not fit our routines. Ultimately, through exploring objects'<br />

affordances, our relationship to them develops into a routinised<br />

practice - we no longer reflect on them. Hair care is universal and<br />

(often) an 'ordinary' part of our daily routines. Our cleanliness<br />

routines consume resources and therefore are implicated in<br />

the issue of environmental sustainability. However, routines are<br />

complex and difficult to change when they are set in a culture<br />

of individual consumer choice. The disorder inherent in the<br />

process of appropriation raises the possibility that design might<br />

deliberately create a useful 'disorder' in routinised practices to<br />

facilitate sustainable strategies In everyday life.<br />

The paper proposes an approach of investigating routinised<br />

practices in relation to deliberately creating disorder in everyday<br />

routines and practice theory. Further, it outlines a pilot study<br />

that uses the design-led method of'probes'and considers its<br />

potentials in generating disorder. It identifies creative disorder<br />

in the process of designers developing the probes, participants<br />

interacting with them to finally designers receiving the results.<br />

Thinking about the process in terms of disorder is seen to be<br />

valuable in facilitating, applying and developing probes, not<br />

only to inspire the designer but also to sensitise the designer to<br />

private and intimate areas of everyday life such as hair care.<br />

Introduction<br />

Hair care is universal - even deciding never to wash, cut or style<br />

your hair is a form of'caring'that is defined by conventional<br />

practices. Hair care is also (often) an unspectacular and<br />

'ordinary', part of our daily routine,<br />

My hair care diary entry: Wednesday 29.03.06<br />

Round one: A clean day? Getting out of bed - straight<br />

into the shower I turn it on. Still with my eyes half closed,<br />

tumbling from one foot to the other, I am trying to get<br />

my hair wet without foiling asleep. Grabbing for the big<br />

tube and squeeze - a big blurb of cleaning product on my<br />

hands - uncontrollable in the morning. Washing my hair<br />

and body once, twice (this time I watch out and actually<br />

can control the liquid coming out of the bottle). I am<br />

somebody who needs two towels in the morning: one<br />

around my head, the other bigger one to dry myself and<br />

keep my body warm. End of round one.<br />

In doing these routines we interact with a variety of tools,<br />

facilities and fluids whilst carrying out a variety of activities in<br />

relationship to particular parts of our body.<br />

Questions such as 'what are my tools for hair care?; 'when<br />

should I care for my hair?', 'what hair should I care for?', 'why<br />

should I care for my hair?','how do I do my hair care?'are often


unconsciouslyanswered, as they'gounder'in our daily routines<br />

(Sliove 2002). However, when something in the context for<br />

our hair changes, a special occasion, a visit to a friend, perhaps<br />

even a tnp to the supermarket, these questions may come<br />

back into people's consciousness and can create 'disorder' in<br />

people's hair care routines.<br />

Such questions may also need to be answered when using<br />

unfamiliar bathrooms:<br />

My hair care diary entry: Monday 23.08.06<br />

Hair care in Germany: Bathrooms in Europe iooii the same<br />

so i should be able to do my morning routine of looking<br />

after myself quite easily More than once, I had to learn<br />

that this is not the case. More than once, I had to learn<br />

this the hard way: does the tap need turning to the right<br />

or to the left, will the water come straight at me or will it<br />

flow out of the bathroom tap first, will the water be hot<br />

or cold, what needs to be turned, pushed or squeezed in<br />

order to channel the water through the showerhead and<br />

not through the bathroom top?<br />

Trial and error, tacit knowledge, former expenence and<br />

immediate feedback mechanisms such as a cold jet of<br />

water on the back guide people in the process of'getting to<br />

know' a new environment, or new appliances and objects.<br />

An unfamiliar place that causes a 'disorder' of our hair care<br />

routines may force an adjustment and a re-think ofthe daily<br />

routine in order to accomplish at least part ofthe routine of<br />

having a shower and washing our hair.<br />

This paper builds on research with Boots the Chemist<br />

UK to develop an understanding of the multi-relational<br />

elements that constitute the practice of hair care and explore<br />

opportunities for changed practices linked to sustainable<br />

design. Our cleanliness routines consume resources and<br />

therefore are implicated In the Issue of environmental<br />

sustainabillty. Showering and bathing accounts for 17%-<br />

18% of the daily domestic water consumption In the UK.<br />

On average people spend seven to eight minutes under the<br />

shower whilst power showers pump out between twenty and<br />

fifty litres a minute. These figures for the water consumed in<br />

showenng account for only part of the resources consumed<br />

in hair care as, among other environmental impacts, they omit<br />

the energy consumed to heat the water or to power hair care<br />

appliances and the waste produced from used packaging or<br />

unwanted appliances. Whatever its precise level, the amount<br />

of resources used in hair care is not a 'given', indeed, trends<br />

such as daily showering and the use of power showers have<br />

displaced traditional British bathing habits {Shove 2003).<br />

Sustainable design strategies often disregard the significant<br />

environmental and social implications of products in the<br />

use phase (Sherwin et al 1998). The Demi website {Fletcher<br />

et al 2001) documents design for sustainabillty principles,<br />

strategies and ideas, noting that the principle of efficiency,<br />

which emphasises improving the environmental profile<br />

of products and processes such as design for disassembly,<br />

recycling and dematerialisation, choice of material and<br />

designing life cycle efficiencies should not be the only focus<br />

of design for sustainabllity. These approaches concentrate on<br />

technical innovations that try to reduce the environmental<br />

impacts of manufacturing and disposal, but ignore the more<br />

slippery phase of use. To design for sustainabillty in the use<br />

phase requires a change of emphasise from manufacturing<br />

processes to everyday behaviour and routines. However,<br />

routines are complex and difficult to understand and in<br />

principle difficult to change when they are set in a culture of<br />

Individual consumer choice.<br />

We do share routines, in hair care among other activities, by<br />

virtue ofthe Ideas we share, the technical systems we buy into<br />

and the equipment that Is available to us {Shove 2003).These<br />

routines decrease improbabiliries and order our lives, for good<br />

or ill. According to llmonen {2001:17), people are 'imprisoned<br />

by learned routines,'that accrue over a long period of rime<br />

unril they are conducted unconsciously and non-reflexively.<br />

The notion of disorder runs through the paper. The first<br />

section of the paper proposes an approach to exploring<br />

routinised pracrices in which design might deliberately<br />

generate a creative'disorder'in rourinised pracrices to explore<br />

the potenrial for sustainable design in hair care, concentrating<br />

parricularly on llmonen's (2004) model of appropriarion and<br />

on the 'pracrice theory' laid out by Reckwitz (2002). Further, it<br />

reviews the literature on 'cultural probes', especially Gaver et<br />

al (1999,2004) and integrates discussions of concepts relaring<br />

to everyday routine. The second section draws on the notion<br />

of disorder and Gaver's et al (2004:55) 'mulri-layered process


of expression and interpretation'to evaluate a pilot study that<br />

is inspired by the principles of participant-completed probe<br />

packs^ to explore ways of doing hair care at home and reflect<br />

on the probe design to aid the development of future probes.<br />

To conclude, the paper identifies useful disorder in a number of<br />

respects. The designer's drawings or graphics within the probe<br />

intentionally disorder the participant's routinised thinking<br />

about hair care. The participant's response to the probe is<br />

also disorderly in that their activity cannot be predicted or<br />

controlled and the returned probe may create disorder in the<br />

researcher's assumptions about the subject.<br />

Besides this broadly empirical aspect of the process, there<br />

is a further emphasis on recognising the potentials of using<br />

probes as creative 'disorder' to move from designing the<br />

probes to gaining information and/or inspiration from the<br />

returns, as discussed in fVlatteimaeki et ai 2002, Westedund et<br />

al 2003, Graham et al 2005, Gaver et al 1999, 2004.<br />

Disorder, routines and practice tlieory<br />

dISoRdEr - a lack of order can relate to people, situations,<br />

and/or objects and the environment they live in, People<br />

can be disordered, create disorder or be disordered by their<br />

surroundings. Being disordered might be associated with<br />

feelings of confusion, disarray, and uncertainty. Disorderly<br />

people could be described as being untidy, chaotic, without<br />

restraint, unruly, undisciplined. Finally, people can be involved<br />

in communal disorder for example in riots or revolution. People<br />

can also 'disorder' objects by deranging or dismantling them<br />

and can disorder other people, themselves and situations by<br />

being unpredictable, behaving out of the norm or against<br />

the law. To summarise, people can create disorder, be part of<br />

disorder and be disordered.<br />

' Probes packs are packages of open-ended, creative activities<br />

that participants engage with on their own terms and in their own<br />

time, including creative tasks such as maps to complete or cards to<br />

fill in, as well as cameras, photo-albums and postcards. Ultimately,<br />

the ambition is to develop new areas for design by provoking<br />

'inspirational responses'from people (Gaver et al 1999),<br />

Objects can play a part in creating disorder. Whereas the<br />

sociology of consumption has often stressed objects'symbolic<br />

value as a mediator in people's relationships, particularly<br />

for social distinction (limonen 2004), the materiality of<br />

objects and their arrangement can play a more active role<br />

in their relationships with humans. Work on human object<br />

relationships has invoked concepts such as domestication<br />

(Silverstone 1992), scripting (Akrich 1992) and affordances<br />

(Fisher 2004) to discuss the active and passive role of people<br />

and objects in these processes, as well as llmonen's writings<br />

on the process whereby objects are appropriated. This<br />

appropriation can trigger disorder. This paper concentrates<br />

on states of routine and disorder by drawing on a simplified<br />

version of llmonen's model of appropriation and noting ways<br />

in which objects can be irregular, unfamiliar, disarranged, and<br />

unpredictable.<br />

llmonen's model has four stages. The first stage involves<br />

acquiring an object from the market and in the second<br />

people actively appropriate new objects and fit them into<br />

their existing ways of life. It is in this stage that new objects<br />

can create disorder, as people make sense of them and adapt<br />

them to their routines. After fully appropriating the object in<br />

our lives during the third stage people are able to routinely<br />

use them and start to learn how to apply them in new ways.<br />

Finally, in the fourth stage people are capable of inventing new<br />

use situations. This process of appropriation can influence our<br />

relationship to object - they become ours and additionally<br />

they can alter the practices, the ways of doing and saying, in<br />

which we are active.<br />

According to Reckwitz (2002:252), people 'carry' practices,<br />

in other words practices exist through people's routinised<br />

bodily and mental activities, their understanding, know how<br />

and desiring. This implies that people are neither self-directed<br />

and rational nor 'judgmental dopes who conform to norms'<br />

(2002:256). Practice theory adds detail and subtlety to the<br />

analysis of the dynamics and changing patterns of everyday<br />

life and may provide a useful vocabulary and framework<br />

through which to understand existing routines, ideas, objects<br />

and actions such as hair care, To use an analysis based on<br />

a practice theory approach in designing and developing<br />

strategies for sustainability seems exciting and appropriate.<br />

Firstly, in practice theory subject-object relations are seen


to be as significant as subject-subject relations. Secondly,<br />

it recognises tiie significance of ordinary, unconscious and<br />

unreflective interaction with objects within practices. Thirdly,<br />

the theory of practice combines an ability to account for both<br />

reproduction and innovation of practices that may lead to a<br />

practice changing. This last would invoke the principle that<br />

Reckwitz identifies whereby practices change through the<br />

"'breaking'or'shifring'ofstructures"through "everyday crises of<br />

rourines". ReckvWtz emphasises the role that lack of knowledge<br />

or'interpretive indeterminacy'plays in such crises (2002:255).<br />

Disorder, cultural probes and practice change<br />

The disorder inherent in the process of appropriarion raises<br />

the possibility that design might deliberately bring about a<br />

crearive 'disorder' in routinised practices and that this might<br />

have parricular merit in the context of sustainable design in<br />

the use stage.This'disorder'ln rourinised behaviour may cause<br />

an adjustment and re-think of our dally cleanliness rourines.<br />

Over the last years the design academy has developed new<br />

methods ofdesign research as aids In the design process. These<br />

methods attempt to reveal insights Into lived experiences and<br />

opportunities for design. In the second part of the paper the<br />

authors consider the design-led method of cultural probes<br />

and its potenrials in generaring disorder.<br />

Cultural probes have opened up new ways ofthinking about<br />

design-led research methods that can work alongside, or<br />

contest, more reductive science and engineering based<br />

approaches to designing and research. Cultural probes are<br />

packages of open-ended, creative actlviries that participants<br />

engagewlthontheirownterms and intheirownrime, including<br />

crearive tasks such as maps to complete or cards to fill in, as<br />

well as cameras, photo-albums and postcards. Bill Gaver and<br />

colleagues atthe Royal College of Art invented cultural probes<br />

to challenge tradirional methods in their potential firstly to<br />

quesrion preconceprions of technology itself and its definition<br />

through culture, funcrion, aestherics and polirics and secondly<br />

the 'dubious stereotypes' that exist when designing for<br />

unfamiliar groups (Gaver et al 1999,2004:54).<br />

Sociologist and designers have adapted and re-interpreted<br />

probes for a variety of settings and design/research projects to<br />

understand something of people's lives, values and aspirations<br />

(Joensson 2004). However,there are cleardistincrions between<br />

Gaver's et al work and these adaptations. For instance,<br />

Graham et al (2005), Mattelmaekl et al (2002), Westerlund<br />

et al (2003) highlight the potential of gaining informational<br />

data by combining probes with interviews and criricise the<br />

'lack of formal analysis'in the probe technique (Mattelmaekl<br />

et al 2002). The more Instrumental use of the probe method<br />

in the adapted approaches has led to Gaver et al (1999, 2004)<br />

emphasising the uncertain, ambiguous, and subjective nature<br />

of probes, criticizing this 'tendency to rationalise' the method<br />

(2004:53). Fundamentally, Gaver's et ai (2004:53) approach<br />

to probes emphasises 'the norion that knowledge has limits'.<br />

The returned probes provide 'fragmentary clues' about the<br />

parricipant's lives, experiences and routines and as such<br />

Inspire and offer opportuniries to discover new design.<br />

Figure l.The dream recorder (Gaver et al 2004)<br />

The notion of disorder relates to the idea of applying probes in<br />

the design process in two ways. The concept of inspiration and<br />

the ability to enable people to become aware of and transcend<br />

their usual way ofthinking and living seem to go along with<br />

possible interpretations of disorder, for instance lack of order,<br />

abnormality as well as being unfamiliar, disarranged and<br />

unpredictable.This idea points to a question that Gaver answers<br />

himself concerning the reason for 'deliberately confusing'<br />

people and the designer. He reasons that the purpose of this<br />

confusion is 'to prevent ourselves from believing we can look<br />

into their heads'(Gaver et al 2004:55). Furthermore, he illustrates<br />

in the model of'expression and interpretarion'the process of<br />

crearing complex meaning through the merging and separarion<br />

of meanings between the designer and the participant.


DtSIGMER<br />

i ıı:.;-.<br />

VOLUNTEER<br />

DESIGNER<br />

Figure 2. 'Multi-layered process of expression and<br />

interpretation' (Gaveretal 2004)<br />

Carefully designed probe tasks reflect an articulation of the<br />

designer'sthoughts and ideas.Theparticipantshaveto interpret<br />

the designer's form of expression and by undertaking the tasks<br />

they express theirs. These interpretations and reflections are<br />

finally reflected in the returned probes often challenging the<br />

designer's own perceptions. In the process, it might be difficult<br />

to take apart who or what is actually disordering who or what.<br />

To emphasise this, Joensson (2004:24) draws attention to the<br />

'friction'included in the probes that potentially can encourage<br />

participants to view their environments, situations and objects<br />

in a new light'wlth new glasses'.<br />

A pilot study - disorder in hair care<br />

There follows an outline of a pilot study into hair care that<br />

adopts the design-led method sketched out above. It explores<br />

the dynamics of disorder between the participant, designer<br />

and probe - who or what Is actually disordering who or what.<br />

In other words, it examines the activity of people or objects<br />

creating disorder, as well as being part of the disorder and<br />

being disordered by the process.This reveals that these aspects<br />

of the process do overlap and this analysis might simply<br />

provide a way of thinking about the process that aids the<br />

development of future probes. Further, there is an emphasis on<br />

recognising the potential benefits of using a creative'disorder'<br />

to gain information and/or inspiration from the returned<br />

probes. The outline draws on Gaver's model of'expression and<br />

interpretation' to examine what is happing in the process of<br />

designers developing the probes, participants interacting with<br />

them and finally the designers receiving the results.<br />

The pilot study so far has involved introspection, keeping a<br />

personal hair care diary interviews and probes.^ The process<br />

of designing the probes was influenced by Reckwitz's (2002)<br />

theory of practice and Shove's (2002) work on laundering as a<br />

system innovation. Shove particularly highlightsthe integrative<br />

nature of materials, conventions and temporal arrangements<br />

and further the evolution of ideas, actions, and provisions In<br />

everyday routines. While trying to keep the aesthetics of the<br />

probes true to their origin of Gaver's et a! work, the pilot study<br />

attempted to freely run through their several interpretations,<br />

using probes as informational data, as inspirations for design or<br />

as a transcending method to enable people to go beyond their<br />

usual way of thinking about hair care. As a result, the probes<br />

were somewhat innocent and experimental.<br />

Figure 3. Probes pack<br />

Expressions of the designer - the designer intentionally<br />

disorders participants<br />

In the pilot study some of the design 'expressions' comprised<br />

the material ofthe probes, which consisted of different formats<br />

of paper (cut into shape, folded, in different sizes, textures and<br />

colours) and objects such as cameras, postcards and labels. In<br />

order to engage in the tasks - the participants had to use the<br />

probes during their everyday routines of hair care, comment on<br />

images, use their imagination to draw ideas, take pictures in their<br />

^The sample ofthe pilot study for the interviews so far consisted of<br />

six non-experts of hair care: three male and three female between<br />

the ages of 25-50 and one hair care expert of the formulation team<br />

from Boots the Chemist. The sample ofthe probe study consisted of<br />

six participants: two male and four female between the ages of 25-<br />

35. One participant out ofthe six did not return the probe pack.


home, and write stories. Each tasl< included a short description<br />

ofwhat it involved, the information kept short and open to leave<br />

room for interpretation. The probes in the projects outlined<br />

above varied from collections of coloured pens, glue, drawing<br />

pads and post-it notes in the probe packs and an approach that<br />

valued and emphasised the aesthetic used {Gaver et al 1999,<br />

2004). The reasoning for the designed aesthetic in Gaver's et al<br />

{1999:25) probes was that it not only made them more'appealing<br />

and motivating' but also in presenting the probes informally the<br />

design team 'opened up' a quasi subjectivity to the participants<br />

to encourage them to reveal their own.<br />

The pilot study's graphics and formats were inspired by the<br />

object of study and vaned from being informal and illustrative<br />

to representing recognisable visuals and symbols. Gaver's et al<br />

(1999,2004) approach to probes draws on the traditions ofthe<br />

art and design world, for instance using allusions to surrealist<br />

art that emphasises the unconscious mind, dream-states and<br />

absurd juxtapositions. The probes were kept'abstract'to help<br />

trigger the participants into taking a new view of everyday life<br />

{Gaver etal 1999,2004). One of Gaver's etal probes exemplifies<br />

this. The participants were meant to produce a diagram<br />

that represented their individual relationship to their family<br />

members and instead of simply listing these relationships,<br />

they were presented with the graphic ofa cricket pitch'(Gaver<br />

et al 2004). The ambivalence between the graphic and the<br />

family relationships caused by the designer's 'expression' in<br />

the probe has the potential to create disorder by creating a<br />

rupture in the participant's un-reflectlve day-to-day thinking.<br />

Simllady, in the pilot study the probe related to visualising the<br />

position of private and public activities of hair care in a 'castle<br />

and keep'illustration that created disorder or rather confusion<br />

in the participant's usual way ofthinking.<br />

Figure 4. Drawings<br />

r Guardian<br />

Hair care fasiıion - how people care for their hair ail over the world<br />

Figure 5. Familiar images<br />

Visualise the position of pnvate and public activities of hair<br />

care In the'castle and keep'illustration!<br />

Figure 6. Probe: Example of an ambivalence between graphic<br />

and context within the probe Intentionally disorders the<br />

participant<br />

In addition to creating ambivalence between graphic and<br />

context In the pilot study, the designer provided an already<br />

invented situation In the form of a drawing or a fictional<br />

scenano. Here, disorder might be caused by the fictional<br />

nature of the invented situation. The participants had to<br />

interpret the sometimes obscure visuals imaginatively to write<br />

a story giving their view. These fictional scenarios have some<br />

similariries to vignettes used In some interview-based research.<br />

These fragmentary short stories about imaginary characters in<br />

specified situarions help to elicit normarive statements due to<br />

interviewees commenring on an external situation ratherthan<br />

on themselves (Finch 1987). The interplay between real and<br />

ficrion represented in the probes seems very important. On<br />

the one hand, in using recognisable symbols the parricipants<br />

could relate to the context of the fictional representation<br />

whilst providing a space to transcend their usual ways of<br />

thinking and elicit norms about hair care. However, some of<br />

the returns were left empty. Indicating that the participants<br />

may have lost interest or found the task too ambiguous to<br />

engage with. This demonstrates either a need for the support<br />

that can be provided in Interviews where vignettes are used or<br />

the need to develop more engaging probes.


4 \<br />

Figure 7. Fictional drawings<br />

s SI<br />

Imagine you are on a tent holiday! Write a card to a friend<br />

- describing your hair care experience!<br />

TO a^&u ' t^Stiir Tite tJM^'« KfftTo^"'""<br />

imtm'. i .<br />

: ':112.^';1"OQ016<br />

Figure 8. Probe: Example ofthe designer's graphics within the<br />

probe intentionally disorder the participant<br />

Participants interact with probes - interactions cause<br />

disorder<br />

In the above probe developments the dynamics of disorder,<br />

the potential to confuse the participant productively, are<br />

represented in the 'disorder within the probe' expressed<br />

through the designer's drawings or graphics. These drawings<br />

and graphics might represent fictional scenarios or create<br />

ambivalences between context and graphic. The aim is to<br />

encourage the participant to view their routinised hair care<br />

practices in a new light. This consideration is expressed in the<br />

probe returns and finally inspires the designer. Further, the<br />

interaction between participant and probes can be part ofthe<br />

disorder. The designer creates a probe for the participant to<br />

consider and use in an everyday activity such as a 'once a week<br />

shampoo' that was applied in the pilot study or a 'listening<br />

glass'that is held to the wall to listen and record what is heard<br />

(Gaver etal 1999).<br />

A new revolutionary product - use this shampoo and you only<br />

have to wash your hair once a week.<br />

+ 4<br />

-F<br />

Once a week<br />

Figure 9. Probe: Example of the participant response to the<br />

probe is disorderly in that their activity can't be predicted<br />

The probe is used as an object to disorder the participant's<br />

usual ways of doing things - hair care in this case. Indeed,<br />

the probe creates the kind of disorder that has similarities to<br />

the second stage of llmonen's (2004) model of appropriation<br />

and has the potential to create what Reckwitz's describes<br />

as times of'crises of everyday routines' (2002:255). Here, the<br />

probe presents a new product that people actively try to<br />

'fit' into existing ways of knowing, conventions, temporal<br />

arrangements and the 'complex' of objects used to realise<br />

the practice of hair care. As a result, the interaction with the<br />

'probe object'creates disorder, or a potential crisis of everyday<br />

routine. In the process it provokes routinised behaviour to<br />

rise to a state of consciousness. These patterns of behaviour<br />

embodied in practices rely on 'expert' knowledge that is<br />

literally 'scripted' into the objects involved - instructions<br />

on the bottles and mechanical configuration of devices for<br />

instance. Reckwitz emphasises the role that lackof knowledge<br />

-'interpretive indeterminacy' - plays in such'crises'(2002:255).<br />

Probes may be useful to the extent that they are designed to<br />

be unpredictable and 'irregular'. A familiar object might be<br />

used in an unfamiliar way (the listening glass) or might offer


unfamiliar qualities (once a week shampoo). These dynamics<br />

raise questions that may be helpful in identifying ways by<br />

which hair care practices might change, providing potential<br />

for sustainable design.<br />

Expressions of the participants - returned probes cause<br />

disorder in the designer<br />

The returned probes provided several informational insights<br />

into the participants' routines, ideas and ways of doing hair<br />

care. The probes designed to facilitate the examination of<br />

information acquisition were provided with clear instructions<br />

for the task in hand, asking the participants to record for<br />

example the steps and stages of washing their hair or to list<br />

their hair care rules.<br />

For Participant One these rules include a number of practical<br />

and time-related actions:<br />

Wear it down wiien its clean, wear It up when it needs<br />

washing, leave It to dry naturally in the day, use curling<br />

tongs v/hen going out, wash hair every other day, comb<br />

through before rinsing off conditioner, use conditioning<br />

treatment once a fortnight, shave underarms every other<br />

day, shave legs if wearing a skirt, don't bother shaving<br />

legs in v/inter.<br />

For ParticipantTwo, hair care rules gave a view more orientated<br />

towards display:<br />

Wash every day, keep it nice and groomed, make sure I go<br />

out with it styled and not like a haystack!!<br />

The rules Participant Three mentioned stressed convenience<br />

and lack of effort:<br />

Having to styling as less as possible - easy haircut, use as<br />

less products as possible due to allergy to certain soaps<br />

and shampoos and eco-freakiness, don't over style unless<br />

mad party is on.<br />

This probe indicated ideas about the cycles and flows of hair<br />

care ('wash everyday') and the steps and stages of practicing<br />

hair care ('comb through before rinsing off conditioner'). It<br />

revealed a number of conventions in hair care ('shave legs if<br />

weanng a skirt'), reasoning for hair care ('easy haircut uses less<br />

products'), standards of haircare ('keep it niceand groomed') and<br />

pathologies such as'freakiness','naturarand'allergy'. Comparing<br />

the three sets of rules makes visible variables that relate to the<br />

appearances of hair and practices of hair care influenced bythe<br />

effort expended and perceptions of acceptability in relation to<br />

presentation inside and outside the home. Participant Three<br />

does not seem to be too concerned with hair care - the easier<br />

the better, unless there Is a party, an occasion that implies<br />

ideas of a 'carnival'where no rules apply. Participant One uses<br />

a domestic/functional language to describe her hair care rules<br />

and utilizes a variety of specialised hair care tools that might<br />

signify special competence and efficiency in practicing hair<br />

care. The acceptability of the self to others underlies 'shave<br />

legs if wearing skirt' - but only these facts are provided, not<br />

justifications. In contrast, ParticipantTwo appears to reflect on<br />

his behaviour and justifies it according to the outside world: 'I<br />

go out with it styled and not like a haystack'.<br />

Please, write down your hair care rules.<br />

Figure 10. Probe: Example 'informational probe'<br />

To summarise, several insights derive from the returned<br />

probes, but these provide only glimpses ofthe participants'<br />

hair care routines. Deeper and more systematic understanding<br />

might be gained through in-depth interviews based on real-


time interactions where the interviewer is able to prompt and<br />

clarify the context. The possibility of gaining informational<br />

'facts' within the returned probes is somewhat frustrating<br />

in the context of this research project. As Gaver et al (2004)<br />

points out the returned probes cannot simply be translated or<br />

even less analysed. The continuous process of expression and<br />

interpretation creates a complex layer of meanings resulting<br />

in a vague and subjective picture ofthe participants.<br />

Indeed, this is particularly exemplified in some cases of the<br />

returned probes within the pilot study. These caused disorder<br />

- they mystified the designer. For example, on the 'hair care<br />

products have a conversation' probe, the design of the probe<br />

was innocent, wondering how participants would react to<br />

such a'play writing'task with fictional characters and what the<br />

themes of the dialogue would consist of. The returns of these<br />

probes were startling in that the participants were able to<br />

create a conflict between fact and reality. On the one hand the<br />

participants might have included real life information relating<br />

to the everyday interaction with hair care products, but on the<br />

other they might have had simply a bit of fun in creating a<br />

tale with characters that resemble the teapot or the playing<br />

cards in 'Alice in WondeHand'. This raises questions about the<br />

reliability and value ofthe tasks.<br />

Your hairdryer, shampoo, scissors and razor are having<br />

a conversation - what would they say? Please fill in the<br />

conversation!<br />

Your hiWriwr. liampoo, «İâorjand raiware having a ernivcriaODn -<br />

- —"What wouU they uy?<br />

fltii nil tn carwtmOon<br />

_. yf^ir hp o/f"^. _.. ^<br />

„R»z=^ iW ihf^..MXih.liû^


event famous for its rainy weatlier and flooding of tents, where<br />

style is important and the dampness normally creates wild cudy<br />

hairstyles. This can lead to ideas of using some ofthe equipment<br />

of the tent to create 'controlled' curls. Instead of applying the<br />

idea of dampness and a'thing that can be rolled Into hair'to the<br />

tent holiday. It might be used to spark off ideas for the home.<br />

Slowly, design proposals have appeared that, on reflection,<br />

inspired potential ideas for sustainable hair care practices and,<br />

most significantly, sensitised the designer to the very intimate<br />

complexities of hair care.<br />

Figure 12. The first sketches arriving from the probes<br />

Summary and conclusion<br />

The paper has provided insights into the theory of practice and<br />

the use of cultural probes within a context of creative disorder.<br />

The authors propose that practice theory provides a useful<br />

framework to develop a multi-relational understanding ofthe<br />

complexities of everyday routines. More significantly, practice<br />

theory allows room for practice change through 'crises of<br />

everyday routines', indicating a potential to use the theory in<br />

examinations into sustainable design that are concerned with<br />

the product use phase, everyday behaviour and routines.<br />

The paper has considered the notion of disorder that is<br />

potentially created by the design-led method of probes as an<br />

aid when reflecting on the probes process in numerous ways.<br />

Firstly, the designer's drawings or graphics within the probe<br />

Intentionally disorder the participant's routinised thinking<br />

about hair care. Secondly, the participant's response to the<br />

probe is also disordedy in that their activity can't be predicted<br />

or controlled.The probe interferes with the lived experience of<br />

the participant's routines, ideas and conventions, which could<br />

provide starting points for changes in practice. Finally, the<br />

returned probe may create disorder in the design researcher's<br />

assumptions about the subject an in the process sensitise<br />

the designer to the complexities of everyday behaviour in<br />

ways that may raise unforeseen questions and even open up<br />

opportunities for sustainable design.<br />

The authors do not advocate separating these elements of<br />

disorder when applying the probes, as they overlap. The<br />

differences can be valuable in facilitating and thinking about<br />

the process of developing and applying the probes and may<br />

be even when using the returned probes as inspirations.<br />

The paper builds on the first author's PhD programme that<br />

is in the pilot study stage. Indications for sustainable design<br />

and evidence for the significance of practice theory will be<br />

explored as part of the wider research study and was not the<br />

intention of this paper. This research seeks to develop novel<br />

strategiesforsustainabledesign by exploring a multi-relational<br />

understanding ofthe practice of hair care. The research will<br />

explore approaches to sustainable design that uses design-<br />

led methods not to gain factual information (for which other<br />

methods such as interviews seemed more appropriate} but<br />

to inspire and sensitise the designer when thinking about<br />

hair care and sustainable design. Indeed, it aims not only to<br />

Inspire the designer but also to be challenged by participants<br />

to identify opportunities for changed practices.


While some designers tried to keepfaithful tothe craft ideal like<br />

Henry van de Velde, others tried to reconcile industrialization<br />

v^'ith the qualities of good design and sav^ the effects of<br />

mechanization as an opportunity to create better standards of<br />

living for the masses like Hermann IVluthesius, the main figure<br />

behind the foundation ofthe Deutsche Werkbund and later<br />

the founders and followers ofthe Bauhaus school.<br />

In the 1930s and 1940s, similar to Europe, American industrial<br />

designers were also considering social responsibility. As<br />

Whiteley (1993) states: "The first generatior) of American<br />

industrial designers such as Norman Bel Geddes, Henry Dreyfuss,<br />

Walter Dorwin Teogue and Raymond Loewy often sought to<br />

justify their activities in terms of creating a better world by<br />

making products more efficient, easier to operate and more (in<br />

today's language) 'user-friendly". Their work however became<br />

the symbols ofthe mass production and consumption ethos<br />

ofthe capitalist development.<br />

A radical critique of the practice of design came from Victor<br />

Papanek, an Austrian born designer based in the US. The<br />

majority of his work cnticizes consumerism and obsolescence.<br />

In his best known book, Design for the Real World (1971),<br />

Papanek's main argument is that designers are harmful<br />

regarding their present function but that they can make a<br />

difference by using design to solve the"real"problems faced by<br />

human populations (Papanek, 1971; 1984). Papanek worked to<br />

make design accessible for the Third Wodd by designing low<br />

tech products. Following Design for the Real World, The Green<br />

Imperative served to elevate green design in professional<br />

practice (Margolin, 2003).<br />

In the 1980s when Papanek had written his influential book<br />

Design for the Real World, International Council of the Society<br />

of Industnai Designers (ICSID) chose "Design, Society and the<br />

Future" as the theme of its sixth Conference. Designers and<br />

planners addressed many issues about the trauma of the<br />

industnai society in this conference.<br />

Also, in the mid 1980s environmental problems have been<br />

widely recognized by scientists and Intellectuals. Social<br />

concerns and environmental Issues were conceptualized and<br />

were Introduced to public. As a response to this, the concepts<br />

of green design, eco-design and bio-design emerged. The<br />

increased awareness ofthe social and environmental problems<br />

of the Wodd thanks to the works and activism of individuals<br />

such as Ralph Nader or organizations such as Greenpeace and<br />

the Friends of the Earth helped In the appearance of ethical<br />

consumption preferences and habits. The severity of the<br />

dangers that the World is faced with, has led many people in<br />

the advanced countries including the design thinkers to work<br />

with alternative concepts and business models.<br />

Contemporary Examples of Alternative Movements for<br />

Social Responsibility in Design: PSS, Hacking, Parasitism<br />

Product Service Systems (PSS) is one of these concepts. The<br />

Product-Service Systems (PSS) concept promoting a shift<br />

in the focus from selling just products to selling the utility,<br />

through a mix of products and services, has been embraced<br />

by design thinkers and educators in the developed countries<br />

and became subjects of individual courses in design schools.<br />

Sharing the life-cycle thinking promoted bythe United Nations<br />

Environment Programme and the ideal of reaching sustainable<br />

production and consumption, the PSS concept was followed<br />

bythe slow design and solution oriented partnership concepts<br />

(Manzini, Vezzoll and Clark, 2001; Manzini, Colllna and Evans,<br />

2004; Fuad-Luke, 2006).<br />

The social impact ofdesign has also been an issue for Massive<br />

Change founded by Bruce Mau and the institute without<br />

Boundaries. Massive Change explores paradigm-shifring<br />

events, ideas, and people, investigating the capaclries and<br />

ethical dilemmas of design in manufacturing, transportarion,<br />

urbanism, warfare, health, living, energy, markets, materials,<br />

media and information. The outcomes of this explorarion take<br />

a variety of forms: A traveling exhibition, a book, a series of<br />

formal and informal public events, a radio program, an online<br />

forum and a blog (Leonard and Mau, 2004).<br />

The possibiliries offered by the internet and the overall<br />

advancement of the communication technologies brought<br />

new and crirical practices ofdesign.<br />

At this point it is important to mention the transfer of some<br />

concepts such as parasitism, hacking, hijacking and do-it-<br />

yourself to design. Hacking, developed as a concept developed<br />

inthevirtual world, embodies taking overthe means of running


a process and using it for another purpose. Having borrowed<br />

this idea, several design initiatives have been hacking fashion<br />

shows, production lines, design stores, etc.<br />

As an example of hacking in design, six Norwegian designers<br />

came together m a three days workshop to hack a shoe factory<br />

called Dale Sko in Norway In April 2006 and the outcome<br />

appeared in the London Fashion Week 2006. The aim of this<br />

project was to take over the production line to question the<br />

post industrial situation in mass production where there Is no<br />

room for spontaneity, co-operation, involvement of crafts and<br />

happy accidents. According to the co-organiser ofthe project<br />

Otto von Busch this project breaks the determined line of a<br />

system to make room for creativity, authorship and flexibility:<br />

"Using tlie metcplior ofiiacl


NewYork based Cat Mazza choses to use the internet for her<br />

microRevolt projects. One of her tools knitPro translates digital<br />

input to knit, crochet, needlepoint and cross stitch patterns.<br />

When an image is uploaded, knitPro translates it into fabric to<br />

subvert "corporate /7egemony" {www.microrevolt.org).<br />

Hacking couture is a workshop based by Giana Gonzales from<br />

Panama. During the workshops participants research and<br />

evaluate certain codes and characteristics of major fashion<br />

designers like Chanel, Ralph Lauren, Yves Saint Laurent. These<br />

codes are then used in re-making workshops to build clothes<br />

with the analysed designers' visual language. The post-<br />

production is presented to public as open source for codes to<br />

be commonly used {http://www.hacklng-couture.com/).<br />

These projects address the post-industrial symptoms of the<br />

meaning and the role of design both in the market system<br />

and in the society. The essential aspect of these projects are<br />

that they require almost no investment to be realized. Most<br />

of them are lead by individuals and most of them are side<br />

activities done in the left over time of professional practice.<br />

Having a hand-made and home-made quality, they foster<br />

possibilities to intervene for all of us.<br />

One of the first critical design collectives Droog Design's<br />

product designers respond to social issues. The Netherlands<br />

based Droog Design have been working on design for<br />

emergency, cooperation with local manufacturers and<br />

questions like what makes consumers chose a product, what<br />

determines the pnce of a product can objects influence<br />

social behavior, how can users make a personal mark on<br />

products. One ofthe Droog projects that has focused on re­<br />

use, memory and how to intervene in a product's life cycle is<br />

their collaboration with Franck Braglgand {Figure 3). in this<br />

project, called Restoring Daily Life, Bragigand painted the<br />

objects that visitors brought to give them a new life. Another<br />

product Anapurna commissioned by Italian door handle<br />

manufacturer Valli&Valli was developed by Ronald Rewelissa<br />

with the intention of reducing parts in laser cutting (Figure 4<br />

and 5). Held In 2005 Milan and developed by Niels Vam Eijk<br />

and Minam Van der Lubbe, Value forf\/loney is an installation<br />

that asks visitors the following questions: What determines<br />

the pnce of a product? The amount of raw matenal? The<br />

value of the material? Production time? Labor costs? Edition?<br />

Uniqueness? The name and reputation of the designer or the<br />

brand? {www.droogdesign.ni).<br />

Figure 3. Franck Bragigand's work<br />

Figure 4. Anapurna<br />

Figure 5. the minimization for laser cutting<br />

The influence of Droog Design spread to design practitioners<br />

and design educators and was ennched by other designers<br />

who subvert product design such as Dunne&Raby, Marti Guixe,<br />

Krzystof Wodicko, Michael Rakowltz, Lucy Orta and Front<br />

Design. According to the founders of Dunne & Raby; Anthony


and Fiona: "Dunne & Raby use products and services as a medium<br />

to stimulate discussion and debate amongst designers, industry<br />

and the public about the social, cultural and ethical implications<br />

of emerging technologies, f^any oftheir projects are collaborative,<br />

v\/orklng i^//f/i Industrial research labs, academia and cultural<br />

institutions to design both speculative products and services."<br />

Placebo, one of their projects is a conceptual experiment<br />

to explore people's interactions with electromagnetlsm.<br />

A Placebo product Electro-draught Excluder, made out of<br />

conductive foam provides an electromagnetic free space to<br />

create a comfort zone {Figure 6) (www.dunneandraby.co.uk}.<br />

Figure 6. Electro-draught Excluder<br />

For Design Tide 2006, Front Design a Swedish design collective<br />

chose the world s most commonly used plastic chair to Intervene.<br />

The anonymously designed -2 Euro- white plastic chair was re­<br />

interpreted by Front by transforming it to an exquisite armchair<br />

by adding a leather cushion (Figure 7) (www.frontdesign.se).<br />

Figure 7. leather and plastic Front chair<br />

In the crochet bags, Front's armchair, Dunne&Raby's Electro-<br />

draught Excluder it is noticed that democratizing innovation<br />

demands an amateur spirit rather than the sleekness of<br />

professionalism. Thus, designers find room to express<br />

themselves In the looseness of amateurship. In the above<br />

examples one of the advancements that liberated both the<br />

designers and the customers was technological plurality. With<br />

the help of technological plurality information started to be<br />

distributed rapidly; providing access to the majority of people.<br />

Technological plurality broke the cartels in various areas.<br />

Besides the Interventions mentioned above, the design<br />

practice has been sensitive to theoretical suggestions of<br />

design thinkers. Some concepts suggested by Manzini in 2006<br />

have the potential to create great Impact for designers who<br />

want to follow alternative paths for better well-being.<br />

For social innovation in design, Manzini's suggestion for<br />

joining creative communities and collaborative networks is<br />

an applicable model. According to Manzini social innovation<br />

emerges from new behaviors, new forms of organization and<br />

new ways of living as In the simplistically transformative way<br />

of thinking In Front's armchair. Thus, a new way of thinking<br />

Is essential beyond all other necessary Investments. This<br />

approach suggests people to reconsider their lives, their<br />

society, and their work from a different perspective not to<br />

build new forms from scratch but to re-organize the existing<br />

patterns for more sustainable results. This Is the basic Idea<br />

In the formation of creative communities (Manzini, 2006).<br />

Building creative communities requires smart planning instead<br />

of economical power. For this reason, this model is socially<br />

and economically appropriate to developing countries where<br />

people already have adopted to think in a way of making an<br />

economyofmaterials, goods and food. Manzini defines creative<br />

communities as: "groups of Innovative citizens organizing<br />

themselves to solve a problem or to open a new possibility, and<br />

doing so as a positive step in the social learning process towards<br />

social and environmental sustainability" (f^anzlni, 2006).<br />

Besides creative communities building collaborative networks<br />

is another opportunity that designers can use extensively. For<br />

instance, open source movement creates a base for everybody<br />

to contribute and share free from geography or country.<br />

As in the example of Additional many designers and design<br />

groups use the opportunities of the internet to spread the


alternative approaches ofdesign as much as possible to create<br />

a social impact. Internet has not only brought the means to<br />

publish cookbooks so that users can learn how to do things<br />

themselves but also houses the opportunities of the open<br />

source movement.<br />

Open source movement has enabled to create a common<br />

knowledge source like Wikipedia and new platforms for<br />

people to get together to share design knowledge that can be<br />

necessary to start alternative paths of doing things.<br />

Challenging the copyright system leads several different<br />

end products to be developed based on the primary input.<br />

Designers use the internet as a base of sharing via developing<br />

softwares for designers. These free softwares are primarily<br />

used as vehicles for visualization such as drawing, modelling<br />

and animating. The variety of such alternative open source<br />

programs enable designers to break the linear mode of<br />

professional practice bound to major professional softwares.<br />

Besides,the open source movementhas encouraged designers<br />

to share the result oftheir projects. For instance, although not<br />

using the open source on the run, Cameron Sinclair contributes<br />

to the open source movement by opening the designs he gets<br />

done for the countries in need to public.<br />

Finally, one of the latest concepts In socially responsible<br />

design is the idea of being distributed. The development of<br />

the idea of being distributed has been Implemented In design<br />

for sustainable development. According to Manzini (2006) "the<br />

term distributed adds to substantive to v^hich it is related, is the<br />

idea that it has to be considered as a web of interconnectedness,<br />

autonomous elements, i.e. elements that are capable to operate<br />

autonomously, being, at the same time, highly connected with<br />

the other elements ofthe system."<br />

Being distributed enables partners to function independently<br />

yet In an Interconnected manner.The dispersed partners can be<br />

anywhere.Thus, it supports the local development by accepring<br />

local production as part ofa bigger network (Manzini 2006).<br />

Up to this point, we tried to make a brief review of the ideas<br />

and the movements that were developed or followed by the<br />

designers or design educators in the advanced countries.<br />

These lines ofthinking or movements have been followed with<br />

interest and looked upon by the design circles situated in the<br />

developing countries. However, these countries are usually not<br />

the source of them or they are not fully embraced by designers<br />

or design education in these countries. An exceprion to this<br />

may be cited as the Indian case. Having a vast population,<br />

Indian designers or design educators developed Ideas dealing<br />

with their needs and problems specifically.<br />

'Design for Development' Conference organized jointly by<br />

ICSID and UNIDO in 1979 at the National Institute of Design in<br />

Ahmedabad, India constituted an historical platform for Indian<br />

designers or thinkers to share their ideas with prominent<br />

designers of the Worid at that time.<br />

Romesh Thapar, a keynote speaker at this Conference stated<br />

thati"To raise so many (people) to recognized levels of healthy<br />

and crearive living poses problems which have no parallels<br />

In lands which have already developed and advanced. The<br />

design needs of "development" and affluence are different.<br />

The Indian designer cannot afford to be fanciful, sensarional,<br />

'expressive'or indulge in art for art's sake. He cannot, through<br />

his design, overspend scarce materials and money. Unlike<br />

many industrialized countries, the investment in India should<br />

be considered in terms ofthe unskilled many and not money...<br />

The India of today cannot be a "few-decades-ago" Italy. Today's<br />

global concerns of environment, energy crisis, pollution, the<br />

desired life of a product, side effects during its life and effects<br />

after Its life, should be equally important considerarions for<br />

the Indian designer as they are for his counterpart in any<br />

industrialized country" (quoted in Balaram, 1998).<br />

In line with the views ofThapar, Balaram (1998) also mentioned<br />

the need for the Indian product designer to understand and<br />

base his designs in his own context while at the same rime<br />

looking at and taking inspirarion from design developments<br />

all overthe world.<br />

Balaram's proposal for designers as to turn to service design<br />

rather than concentrating on consumprion oriented objects<br />

and to design strategies are very much In line with the<br />

sustainable design and the latest thinking developed in<br />

the field of design management. According to Balaram "the<br />

designers of today should offer creative solutions to problems


on a variety of issues rather than create more and more<br />

varieties of objects. Design would then become a mission<br />

instead of what it is today- a commission".<br />

The experience of Turkey on the other hand differs from<br />

the Indian case in the sense that neither the Turkish design<br />

education nor the Turkish designers were forthcoming with<br />

original approaches addressing specifically the needs of the<br />

local people or the industry.<br />

This observation constituted the starting point for our paper.<br />

In the following section we will put forward our ideas for the<br />

reasons ofthis observation on theTurkish situation.<br />

The Turkish Situation: The Reasons for the Mental Barrier<br />

Although there are some recent examples of original thinking<br />

developed in the Turkish context on the questions of how<br />

design can contribute to the Turkish industry and industrial<br />

regeneration and what the nature ofthe design management<br />

education should be with a local and global appeal (Er and Er,<br />

H.A., 1999; Er and Er, H. A., 2003; Er, H. A., 2004; Er, 2005; Yasak,<br />

2006), theTurkish design scene has not been a productive one<br />

in terms of developing novel ideas specifically addressing the<br />

local needs. Below, we will mention some possible reasons for<br />

this situation.<br />

Like most of the developing countries, Turkey started her<br />

industrialization process on the basis of imported technologies.<br />

Like the technologies, design education was also imported as<br />

part of a "modernist development paradigm" (Bonsiepe, 1991;<br />

Er, 1994). As stated elsewhere (Er, 1991; Er, H. A., 1994; Er and<br />

Er, H. A., 2006), "long before the new product design needs of<br />

the Turkish industry materialized, industrial design schools<br />

had been planned in order to meet the future demand which<br />

was expected to emerge as a result ofthe import substituting<br />

industrialization strategies implemented in Turkey in the 60s<br />

and 70s".<br />

Latecomer industrialization, a process that Turkey has gone<br />

through as well, based on learning rather than invention or<br />

Innovation (Amsden, 1989), is sequential in nature aiming<br />

finally at catching up with the industrialized countries.<br />

A successful indigenous learning sequence is defined as "one<br />

that enables a firm (or an industry) to create and develop a<br />

complete set of'in-house'engineering skills-that is product design<br />

skills, process engineering capabilities, and production planning<br />

and organizational skills - so as to be able to compete on its own<br />

both In domestic and in International markets" {Katz, 1985 In N.<br />

Rosenberg and C. Frischtak ed., 1985 quoted in Er, Ö., 1995).<br />

While Latin American countries, Turkey and India tried going<br />

through this sequential process of development by trying<br />

to develop their local industries behind protective barriers,<br />

other developing countries or city states such as South Korea,<br />

Taiwan, Hong Kong and Singapore implemented export<br />

oriented industrialization policies (Er, 1994; Er, Ö., 1995).<br />

The process of gradual development although inevitable for<br />

acquiring product development capabilities also brought a<br />

mentality to the people who live indeveloping countries thatthey<br />

have to bearthe same consequences in terms of social, economic<br />

and environmental problems with the advanced nations and<br />

they can't deal with them in the same manner with such countries<br />

unless they come to the same development level.<br />

The catching up mentality and the ethos of modernization<br />

meant that the craft based production; "the traditional means<br />

of production" were seen as inferior or simply ignored by the<br />

design education.Asthe design education was imported like the<br />

technology itself, its links with the local reality remained weak.<br />

The Imported model of industrial design education with the<br />

expectation that through the process of gradual development,<br />

the Turkish industry would need human resources able to<br />

come up with original design concepts, has kept graduating<br />

industrial designers waiting for the industry to make use of<br />

their expertise in the way they do it in the advanced countries.<br />

The delay In the materialization of this expectation caused<br />

disappointment and a search for alternative design careers<br />

mostly in the area of Interior decoration and graphic design.<br />

The constant feeling of lagging behind together with the<br />

effects of an unsophisticated consumer culture due to the low<br />

income level ofthe majority ofthe people and limited product<br />

offerings became a mental barrier for the designers to create<br />

solutions or business models dealing with the local needs and<br />

conditions.


The fact that industrial designers have reached a cntical mass<br />

in Turkey and that they are much more connected to the World<br />

either through the possibilities offered by the internet or by<br />

taking partin international networks of production, this mental<br />

barner seems to be weakening. Already, there are signs of the<br />

Turkish design education or designers building links with the<br />

local dynamics either in the cultural or industrial scene.<br />

The web portal Dexigner started by a young design graduate<br />

In Turkey has built itself as a bilingual platform to have both<br />

a local and global appeal. Through Its Turkish and English<br />

newsletters and discussion forums it provides a platform of<br />

knowledge shanng among the Turkish design community<br />

and also between the Turkish and the international design<br />

communities. Another design portal Designophy tries to build<br />

a knowledge base for theTurkish design community. With the<br />

possibilities offered by the Internet, it creates this knowledge<br />

base by making use not only the know-how ofthe local experts<br />

but also the leading figures of design all over the World.<br />

A project focusing on the regeneration of a local industrial<br />

district with the help ofdesign is fVlade in Şişhane, coordinated<br />

by Aslı Kıyak İngin. Şişhane of Istanbul, being famous for its<br />

small lighting manufacturing workshops, was a district in<br />

need of redefining itself to keep its existence in the face of<br />

rough competition from China. İngin brought designers,<br />

architects and artists together and matched them with the<br />

lighting manufacturers of the district to redefine the local<br />

manufacturing base by design and maintain a sustainable<br />

future for it (Yasak, 2006).<br />

The Design for SIVlEs project inititated by the Department<br />

of Industrial Product Design at ITU in collaboration with the<br />

Istanbul Chamber of Industry is another example of design<br />

education tailoring itself to the particular needs of theTurkish<br />

industry (Er and Er, 2003). The project has been implemented<br />

successfully since 2003.<br />

Another such example came from Izmir University of<br />

Economics as for the first rime a Turkish design school<br />

organized a scientific conference focusing on a theme valid<br />

in its geographical context namely design for agricultural<br />

industries with a particular focus on wine and olive oil (Izmir,<br />

2005).<br />

These examples are enough to show that the design<br />

community in Turkey tries to break through with the mental<br />

barrier created by the particular industrializarion and the<br />

accompanying modernization process that the country has<br />

gone through. This mental barrier involves the feeling of<br />

being late, sometimes inadequate too. The hyper modernist<br />

idea that developing countries should first catch the advanced<br />

ones has made many designersthlnking limited to traditional<br />

models of development.<br />

The above discussions suggest examples of alternative design<br />

models, mainly in developed countries and starting slowly in<br />

developing countries. Relying on these, it can be suggested<br />

the depending on the advancement of communication<br />

technologies, the internet and the open source movement,<br />

designers can create alternative ways of existence genuine to<br />

their roots if they can overcome the mental barrier.<br />

Let us finish with a quote from Balaram:<br />

"First of all, a country must define for Itself development<br />

related to its own needs: socioeconomic, political, cultural, and<br />

appropriate to its resource. This will decide the arricularion of<br />

the type of policies for design or those having a bearing on<br />

design, imitaring the successful policies of others may be easy<br />

but In the long run may be wasteful and harmful... It must be<br />

realized that development is not"catching up with yestarday's<br />

West or East". It is developing one's own capabilities to the<br />

maximum. Not only that, true development is to realize one's<br />

best and to use it to become a pace-setter in some areas, to<br />

stand with dignity In a competitive world" (Balaram, 1998).<br />

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Industrialization. Oxford University Press.<br />

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Role of Design and Designers in the Twenty-First Century.<br />

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Project of Design Education and Design Promotion for<br />

Small and Medium Enterprises (SMEs) In Turkey", ICSID 2nd<br />

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a Research Based Design Management Education for<br />

Turkey as a Newly Industrialised Country" Joining Forces:<br />

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Finland, http://www2.uiah.fi/jolnlngforces/paper5.html<br />

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industrializaçao recente: o caso da Turquia, Revlsta Design em<br />

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and Research Proceedings, 9-11 June, Pratt Institute, NewYork.<br />

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Furniture Industry and Its Potential Role With Respect to<br />

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in Newly Industrialised Countries with Particular Reference<br />

to Turkey, Unpublished PhD Dissertation, {October 1994)<br />

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University, Manchester.<br />

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Sutainably? http://fluido.wordpress.com/files/2006/07/slow-<br />

design.pdf<br />

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Allworth Press, USA.<br />

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Oxford University Press.<br />

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MANZINI, E., COLLINA, L, EVANS, S., 2004. Solution Oriented<br />

Partnership: How to Design Industrialized Sustainable<br />

Solutions, Oscar Press.<br />

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Systems: Using an Existing Concept as a New Approach to<br />

Sustainability, The Journal of Design Research.<br />

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http://www.kulturservern.se/wronsov/selfpassage/<br />

daleSkoHack/daleSkoHack.htm.<br />

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www.additlonal02.net


H A R N E S S I N G D I S O R D E R A N D D I S A S T E R IN R E S P O N S I V E N A R R A T I V E S Y S T E M S<br />

Dr. Donna Roberta Leishman<br />

Duncan of Jordanstone College of Art & Design<br />

Dundee University, Dundee, United Kingdom<br />

d.leishman@dundee.ac.uk<br />

Harnessing Disorder and Disaster in Responsive Narrative<br />

Systems.<br />

The premise of this paper is that the culturally negative<br />

attributes of disorder and disaster have purposes when<br />

designing interactive/responsive narratives - indeed even a<br />

positive role in realising the intended design outcomes. The<br />

scope of practice and theory covered in this paper explores:<br />

• the visual opposed to textual,<br />

• screen-based opposed to physical,<br />

• responsive opposed to linear.<br />

An intrinsic part of non-linear or multi-linear, layered and<br />

open-ended systems is the presence of disorder. This is<br />

normally structural and is companioned by a struggle in terms<br />

of achieving cognitive immersion. Primarily citing doctoral<br />

practice, the paper discusses an aesthetic, and details a<br />

conceptual treatment that uses duality, dissonance, disorder<br />

and disaster in an affirmative manner.<br />

1 Introduction<br />

Post 1960s, our mainstream cultural understanding has been<br />

that disorder is bad. It comes hand In hand with the notion of<br />

hierarchy and implied order as being good. At a basic level,<br />

to create disorder is to be dissident, and deviant from the<br />

normal. In today's landscape, being dissident is problematic<br />

and often linked with acts of terrorism. Being dissident has<br />

not always been so contentious - there is an interesting and<br />

important history of protest movements giving birth to Anti-<br />

imperialism, Socialism, Civil Rights, Feminism, to name but a<br />

few. In terms of this paper, digital literary interactivity belongs<br />

(at least in terms of its origins) to the loosely categorised<br />

movement that represented the anti-hierarchical late 19605<br />

and 70s. It is most prominently illustrated in the politic of<br />

video art, performance and happenings, where the audience<br />

were invited to become participants in art events rather than<br />

passive receivers of a generalised or mass communication<br />

(such as in film or pulp books). The artist/author/designer lost<br />

her fixed control over what would happen and the participant<br />

gained more prominence In the events.<br />

The paradigm of clear hierarchy, articulation and concrete<br />

outcomes is the prevailing hegemony In responding to<br />

most design problems. However, within responsive narrative<br />

systems (also known as digital literature) such a mode is<br />

proven to be problematic, as one ofthe defining characteristics<br />

of the medium is in resisting unified, all-encompassing,<br />

and universally valid explanations. Within responsive non­<br />

linear artworks, the participant uses primarily perceptual<br />

and explorative actions: looking, listening, selecting and<br />

interpreting often simultaneously. These multiple types of<br />

communication exchanges are unusual (Aarseth 1997: 64),<br />

because perceptual and interpretive functions are married<br />

with extensive explorative interactions. Understanding signs<br />

in an interactive environment demands more perception and<br />

more commitment, as the structure and rules of behaviour<br />

tend not to be standardized or taught to us at a young age.<br />

Part of the author's doctoral practice as discussed within this<br />

paper (hitherto called DevianV) explores physical (onscreen<br />

' Possession of Christian Shaw [Online]. Glasgow School of Art.<br />

Available from: http://www,6amhoover.com/xxx/<br />

[Accessed March 2007]


point and click) as well as mental interaction, visual rather<br />

than textual signs (as a way to free up more of our cognitive<br />

energy to perceive the rules) and amongst others -- questions<br />

both the presence of disorder and how the threat of disaster<br />

acts as a stressor in creating this desirable heightened state<br />

of awareness. This is intended to enable viewers to have a<br />

meaningful discourse with the expression and become active<br />

participants in new modes of exchange and new, unusual and<br />

participant-led methods of reading.<br />

Given the multiple permutations, non-linear structures that<br />

attempt to attain an explicit articulation or outcome would<br />

misalign themselves with existing traditional media. This<br />

often results in ersatz rather than appropriately mediated<br />

experiences. Such media, which do facsimile existing models,<br />

often exude a lack of self-belief This paper will specifically<br />

deal with responsive, visual and narrative artworks whereby<br />

the dominant model could be said to be the pnnted book<br />

- as typified by the Bible. Culturally, at least in the West, the<br />

printed book is linear, containing orthodox rules and reading<br />

procedures such as: formulating the text letter by letter,<br />

word by word, left to right, top to bottom. Structurally, the<br />

conclusion is found at the back and not midway or at the front<br />

and so on. Traditionally the whole premise of the book is to<br />

minimize disorder. In contrast, responsive narrative artworks<br />

tend to employ non-linear structures, self-refiexivity, cyclical<br />

loops and deliberately play with participants' expectancies.<br />

Within Deviant an interactive environment, disaster, disorder<br />

and their by-product dissonance were fundamental features<br />

in the communication of the project. How these aspects<br />

function and their importance in terms of Its objectives will<br />

be detailed in the following sections with reference to how<br />

the aesthetic sits within the broader discipline of interaction<br />

design. The end sections will go on to discuss how this model<br />

of dissonant communication can be harnessed into a positive<br />

and what qualities responsive narrative design as an emergent<br />

discipline can offer further design specialisms.<br />

2 An overview of Interaction Design<br />

Interactivity is one ofthe defining charactenstics of new media<br />

and arguably one that keeps the 'new' alive in the noun, the<br />

others being the fusion and remixing of previous media types.<br />

freedom in the distribution mechanisms and opportunities for<br />

data visualisation^ In terms ofdesign it should be recognised<br />

that the modes of interactivity available are numerous and<br />

that the type(s) deployed are as important as the visual<br />

aesthetic or content to be delivered. The mode of interaction<br />

can significantly impact on the participants' emotional<br />

involvement. More pnmacy is needed when we as designers<br />

conceive of the value of the participants' expenence. This is<br />

supported by Michael Nİtsche who argued that applying the<br />

cinematic three-act structure (from Aristotle) would simply<br />

suggest "[the] Interactive narrative is the product of gluing<br />

together a narrative structure with an Interactive method".<br />

Instead he proposed that the three-act structures can be<br />

projected onto the user's experience, that "his/her experience<br />

as the plot" (1998:69-73).<br />

As a discipline, digital narrative design arguably originated<br />

in 1952 with Christopher Strachey's Love Letter generator for<br />

the Manchester Mark 1 computer (Wardnp-Fruin 2005) and as<br />

such has yet to reach maturity In terms of best practice. The<br />

reader,filmgoer, theatre or radio audience has always mentally<br />

'interacted' with the text (i.e. the message). Within the digital<br />

realm the reader/audience often corporally interacts with the<br />

message - that is, they actively change the body e.g. looks,<br />

sequence or content of the text. This active element Is the<br />

opposite to the low level mental interactions of watching a<br />

formulaic film. In interactive artworks the participant is always<br />

aware of her decision-making. Interactivity is not just the<br />

space between a click and arriving somewhere else. It's about<br />

what happens mentally in-between for example: anxiety, fear,<br />

surprise, apathy or confusion?<br />

Models of Experience<br />

* By far the most dominant style of online interaction<br />

is Transactional: literally buying or selecting access<br />

to information or products. In this model very little<br />

^Data visuaiisation examples available from:<br />

Fry, Ben http://benfrycom/ [Accessed March 2007]<br />

Galloway, Alex /RSG collective http://r-s-g.org/carnivore/<br />

[Accessed March 2007]<br />

Jevbratt, Lisa. http://jevbrattcom/ [Accessed March 2007]


interpreting is required, the interface must be clear and<br />

intuitive to facilitate an easy purchase or exchange,<br />

(see http:/Mww.amazon.com)<br />

* Transactional, is seconded by w/hat the author terms<br />

the Gaming model: where the İnteracdvİty is orientated<br />

towards propping up the win or lose axiom. Through<br />

persistent and detailed interaction the participant is<br />

rewarded by gaining access or witnessing the goal or<br />

occasionally even more explicitly -- given a'mark.<br />

(see http://www.trevorvanmeter.com/flyguy)<br />

The following are more unorthodox and lesser-seen modes:<br />

* Consequential: this model is little used outside the<br />

Gaming mode and is normally subservient to the 'ultimate<br />

goal'. Consequential interactions are set-up to incite<br />

emotion from the participant; often orientated around: Do<br />

we care about the character? Can we make their situation<br />

better? Are we by our choices to blame for some event?<br />

Consequential interactions are often narrative, utilising<br />

mystery and drama.<br />

(see: Kosovo £//'http://www.futurefarmers.com)<br />

^ Explorative: where the interaction is more open-ended<br />

than the Gaming mode and often is without a clear goal<br />

or is goalless and which may contain surprises. In this<br />

type of work the participant must bring motivation and<br />

normally their own interpretations (unless its an abstract<br />

environment). Explorative is normally much more reflective<br />

than the Gaming model,<br />

(see: http://www.vectorpark.com)<br />

^ Kinetic: whereby the experience of interaction is much<br />

more immediate and situational - the simple joy of seeing<br />

normally an audio-visual response to the participants<br />

onscreen touch, Kinetic interaction is primarily about<br />

participation and empowerment (the participant is the<br />

driver as much as the designer). Often there are no concrete<br />

results or outcomes - it's about the participant feels in the<br />

moment of interacting.<br />

(see: http://showstudio.com/projects/031/031Jnteractive.<br />

html)<br />

* Linked to Kinetic due to its emphasis on touch and<br />

response but worthy of its own category, is Quasi-Corporeal<br />

interaction which offers or refers to a virtual human-to-<br />

human (or computer) tactility. When onscreen interactivity<br />

mimics, intensifies or refers to our'real'senses.<br />

(see: http://www.entropy8zuper.org/skinonskinonskin/)<br />

* Creative interactions offer up new visual combinations,<br />

remix or distort existing content. It can be about enjoyment<br />

(like Kinetic) and perception - looking at things in a new<br />

way. It also covers work that allows the participant to be<br />

authorially creative for example: personalise a character<br />

applications; add text to a narrative. Creative interactions<br />

are about giving at least equal if not more power to the<br />

participator.<br />

(see: http://www.impermanenceagent.com/agent/)<br />

* Desfrucf/Ve: the primary ideological assumption about<br />

technology is that it should work. The term interactivity<br />

presupposes a fait accompli that links and connections<br />

will be successfully made. Faulty or actively destructive<br />

interaction sits alongside the notion of the 'post-digital'^<br />

which refers to works that rejects the hype of the digital<br />

revolution.Where purity, pristine sound/images and perfect<br />

copies are abandoned in favour of errors, glitches and<br />

artefacts that become not whole but decayed. Destructive<br />

interaction isthe polar opposite to the Transactional mode<br />

where confusion and de-powerment ofthe participant is<br />

given primacy.<br />

(see: http://404.jodi.org and<br />

http://www.requiemforadream.cum)<br />

* And of course Hybrid mixes, where interactivity is<br />

essentially eclectic, a mix ofthe above.<br />

^ Post-digital (Cascone 2000) is often linked with the Post-conceptual<br />

which refers to work where there is no distinction between works<br />

of self-expression and works of social critique e.g. they are part and<br />

parcel of the same activity and they stand alone. Post-conceptual is<br />

associated with the anti-theory turn in art production ofthe mid to late<br />

1990s, This paradigm abandons much of post-modernism's practices<br />

e.g. of re-use, appropriation, media-critique, re-presentation, cut-up,<br />

"deconstruct! on".


3 Introduction to Deviant a Hybrid model<br />

Dewant (Figure 1) is a hybrid (Consequential and Explorative)<br />

artwork that deals with life amid the ruins of history and<br />

meaning. It alludes to a Scottish witch-trial narrative from the<br />

Eady Modern period, which is generally unknown outside the<br />

academe/' As a piece of research It articulates a particular type<br />

of dissonant expenence for the participant. It also questions<br />

and explores duality - the tension between what is expected<br />

and what is offered. In particular, it subverts the conventions<br />

of cybertext and hypertext fiction; has no back buttons or easy<br />

re-readings; and deliberately lacks the expected Gaming goal<br />

orientated 'making a difference' tasks. Deviant is presented<br />

in a visual and almost entirely non-textual way, although<br />

the piece has a textual basis. Its narrative premise uses post­<br />

modernist notions such as ambiguity and fragmentation<br />

and its defamiliarising or confrontational aspects can<br />

easily be felt. Unlike most responsive artworks,^ the project<br />

meaningfully cuts off possibilities. The project communicates<br />

in a significantly unconventional manner and as such the<br />

narrative content may often be hidden, at least initially. Thus<br />

the combined impression ofthe artwork is decidedly'other'.^<br />

•'Base Narrative:<br />

In the year 1696, the 11 year old daughter of John Shaw, the Laird of<br />

Balgarran, fell victim to one of the most notable cases of'demonic<br />

possession' in Scottish History. It resulted in a large number of locals<br />

being implicated as her tormentors, concluding with three men<br />

and three women being put to death on Paisley's Gailow Green on<br />

the 10th of June 1697. Through the passing years, and as society<br />

became more skeptical and atheist about the likes of witches and<br />

demons, the character of Christian has come under close scrutiny,<br />

in particular the possible motivations that drove her actions and<br />

caused her condition'. Recently, using a feminist angle, scholars have<br />

investigated the first-hand documentation of the case (McLachlan<br />

& Swales 2002). They uncovered a decisive fact that these original<br />

documents were written by an anonymous author. To cast further<br />

aspersions on the truth of these historical artefacts ~ the documents<br />

contained many striking resemblances, in tone, and language, to the<br />

more famous Salem witchcraft outbreak in New England in 1692just 4<br />

years earlier (Rosenthal 1993). With such capricious origins and being<br />

recently placed m the hinterland of'true'history the text was ideal for<br />

mapping onto a multi-linear structure and exploring hybridism.<br />

Figure 1. Select screen grabs from Deviant:<br />

The Possession of Christian Shaw (Leishman 2004)<br />

A treatment of Disorder<br />

Some disorder is inevitable within responsive narrative<br />

artworks if non-linear structures are present -and then,<br />

depending on the treatment of the conclusion, i.e., classic<br />

denouement, looping (no end), open-ended or un-conclusive-<br />

disorder can be said to be a key feature in the media<br />

characteristic. Deviant sutures a total disjuncture between<br />

narrative immediacy, and the fractures caused by non­<br />

linear paths and a confrontational aesthetic, by employing<br />

a narrative skeleton - this is an essentially linear supportive<br />

base that creates a type of narrative coherency that still allows<br />

for multiplicity of sequence and some ambiguity. Outside this<br />

^Examples where the interaction is interwoven or'open'enabling<br />

the participant to revisit either intentionally or randomly previously<br />

visited areas available from: Fisher, Caitlin, (2001) These Waves of<br />

Girls, http://www.yorku.ca/caitlin/waves/ [Accessed March 2007]<br />

Jugovic, Alexandria & Schmitt, Florlan, Requiem For A Dream.<br />

http://www.requiemforadream.com [Accessed March 2007]<br />

Smith, Patrick. Vector Park http://www.vectorpark.com<br />

[Accessed March 2007]<br />

^'Other'opposed the'same'. Emmanuel Levinas's Totality and infinity:<br />

An Essay on Exteriority (1969) describes how subjectivity arises from<br />

the idea of infinity, and how infinity is produced in the relationship<br />

ofthe self with the other. Also see Sartre I'Etre et le neant (Being and<br />

Nothingness) (1943).


narrative skeleton, the narrative In the practice has lost its<br />

authority, requiring significant attempts at interpretation from<br />

the participant. Narrative flow became a narrative emulsion, a<br />

low-charged visual lyricism rather than a traditional narrative.<br />

This, combined with the sonorous elements, created an<br />

atmosphere of dissonance: a sense of disorder in the world.<br />

The participant's experience of the project does not initially<br />

reveal the plot. First is an accumulative experience of<br />

atmosphere. Dissonance strikes, but after awhile, although<br />

coming from a position of ignorance, the participant absorbs<br />

the available narrative content and also actively explores the<br />

world, and continuously searches for the hidden.<br />

Secondly, and towards the end of their first reading,<br />

participants cognitively construct the information they have<br />

experienced in a process similar to Murray's understanding<br />

of'immersion'' (1997:181); at this stage they may or may not<br />

begin to form an interpretation - create a conceptual order.<br />

Thirdly, once they have reached the epilogue text, and if<br />

they re-enter the project, a further round of atmospheric<br />

accumulation occurs, fuelled by a better awareness of what is<br />

being witnessed.<br />

This is unlike experiencing most other narrative forms. For<br />

example, structurally, the participant's experience of the<br />

project does not work like games, which often use the model<br />

of increasing the difficulty of the participants' tasks as they<br />

move through its structure. Nor does it use the conventional<br />

beginning,middieandend.lnstead,inDev/onr the participants<br />

are required to re-enterthe project (preferably multiple times)<br />

to gain their own sense of conclusion or a Meta ordering. It is<br />

hoped that the feeling of incompleteness fosters an urge to<br />

retrace their steps, traverse the narrative again - a common<br />

stumbling block In responsive artworks.<br />

^ Murray distinguished three main qualities of this new medium:<br />

immersion, agency, and transformation. By immersion, she means<br />

the power of the medium for helping the user to construct beliefs<br />

ratherthan suspending beliefs. (Murray 1997:181)<br />

The first, second and third steps are repeated until the<br />

participant has perceived all the narrative information and<br />

is atmospherically replete. At this participant-specific point,<br />

they may have achieved 'order' within their understanding of<br />

the project or not (they may formalize a different and still valid<br />

interpretation).<br />

The threat of Disaster<br />

Disaster as a phenomenon ensures that society has a right<br />

to fear It. Various texts through the ages serve to remind us<br />

of the cultural impact of the (natural) disaster, such as the<br />

Atlantis myth from Plato in The Critias and The Timaeus (cited<br />

by Benjamin 1871), the Great Fire of London from The Diary<br />

of Samuel Pepys (Pepys 1659-69) and the Black Death from<br />

the Journal of The Plague Year (Defoe 1722). True to disaster's<br />

etymology in astrology (which suggests that when the stars<br />

are in a bad position a bad event will happen), disastrous<br />

events have long had a transformative impact on culture and<br />

philosophy. Notable in this vein was the Lisbon earthquake of<br />

1755. The arbitrariness of surviving the earthquake motivated<br />

Voltaire's Candlde (1759), whereas Jean-Jacques Rousseau<br />

(Masters and Kelly 1992) used the earthquake as an argument<br />

against cities as part of his desire for a more naturalistic way<br />

of life. At a larger scale, attempting comprehension of disaster<br />

helped develop debates in Theodicy (disasters as possible<br />

illustrations/proof of evil) and the notion of the'Sublime'.^<br />

In the light of modern history at least, making an argument for<br />

positive disorder is not radical. As stated in previously, dissidence<br />

and rebellion have resulted in positive outcomes. Making an<br />

argument for positive disaster clearly hinges around the scale,<br />

type and context of disaster discussed (physical or natural verses<br />

social or emotionalj.There is also a particular function of disaster<br />

when associated with disorder. Conventionally, having disorder<br />

can be a type of disaster for those who control or benefit from<br />

^ Where Schopenhauer in The Wodd as Will and Representation<br />

(1819:39) listed examples of the transition from the beautiful to the<br />

most sublime. For him, the feeling of the beautiful is pleasure in<br />

simply seeing a benign object. The feeling ofthe sublime, however,<br />

is pleasure in seeing an overpowering or vast malignant object, one<br />

that could destroy the observer.


the order. What is important in Deviant is the tlireat of narrative<br />

disaster, how the threat affects the participant and how they<br />

perceive their role when this threat and other more secondary<br />

permutations of disaster can be experienced.<br />

ltisweliacl


6 By Practice as a metiiod<br />

As an area of study, responsive narratives given its digital and<br />

narrative concerns problematically spans a number of fields -<br />

- Hyperfiction, Narratology, Games Studies, Human Computer<br />

Interaction to name but a few. In the early part of thie Millennium<br />

it has been acknowledged that as an emergentfield it suffered<br />

from being over theorized given its links to deconstruction<br />

and poststructuralist ideologies with scant few master-texts<br />

rich enough in terms of transparency In authorial process.<br />

Joyce (1987), Moulthrop (1991) and Jackson {1995) being the<br />

exceptions {Douglas 2000).Typical of this eady period was with<br />

critique and theorizing of these artworks without the insight<br />

of producing the practice. This problem was also recognised<br />

in the early years of Game Studies where many theorists did<br />

not have sufficient insights into neither playing nor creating<br />

games {Frasca 2001).<br />

This practical knowledge is especially key epistemologtcally,<br />

as creating responsive narrative is a complex and emergent<br />

process in Itself Much ofthe articulation of expression comes<br />

'hardwired'from the very decisions ofthe designer who controls<br />

the imagery, structure and narrative content, by programming<br />

and creative acts. Then additionally, once the non-linear<br />

structure comes into effect the text generates expressions<br />

that the designer may not have comprehended or intended, at<br />

this stage the imagery, structure or narrative content is again<br />

edited, trimmed and reworked by the designer until the project<br />

articulates in an open non-linear but as desired manner.<br />

Critical to offsetting the inherent subjective qualities In<br />

creating research by practice the author used a group of<br />

eleven experts'" to reflectively review Deviant (2004: Chp 2.2).<br />

This group was invited on the basis of their interdisciplinary<br />

abilities, personal voice and commitment to the research area,<br />

and comprises a mix of digital artists (cybertext, hypertext<br />

fiction and media), designers {website, applied computing<br />

and games), writers (academic and journalistic), a poet and a<br />

curator. The strategy they employed to achieve a reading was<br />

not prescribed. This, it was felt, would allow for a naturalistic<br />

experience for both the participant and the author. The only<br />

specificoutcome required wasa typed and emailed description<br />

of their journey. Their responses helped further clarify the role<br />

and experience of the participant within Deviant.<br />

Findings: given the disorder, how does the designer keep<br />

the participant on board?<br />

Visuality: the first unanimously held opinion about the project<br />

wasthat, in visual terms, it is successfully compelling.The design<br />

choices, such as the depiction ofthe protagonist and the large<br />

level of detail within the drawings, were unanimously valued.<br />

The latter was the most mentioned, not only in rendering terms<br />

but also in the way in which the project moved, a common<br />

analogy being that it was at 'pixel' level detail. This resulted in<br />

'"The Expert Participants<br />

Prof Mark Amerika is Professor of Digital Art at the University of<br />

Colorado in the US,<br />

Mr George Fifield is a media arts curator, writer, teacher and artist.<br />

He is the founder and director of Boston Cyberarts Inc., a nonprofit<br />

arts organization which produces the Boston Cyberarts Festival.<br />

PhD candidate Gonzalo Frasca is a videogame researcher and<br />

developer, currently working at the Center for Computer Games<br />

Research at the IT University in Copenhagen. He's co-founder and<br />

senior producer of Powerful Robot Games, a videogame development<br />

studio.<br />

Dr Raine Koskimaa has published four monographs and some<br />

forty articles, reviews, and essays dealing with digital literature,<br />

hypermedia, cyberpunk fiction, postmodernist fiction, narratology,<br />

and empirical participant-response studies.<br />

Ms. Cynthia Lawson is an Assistant Professor & Director of the<br />

integrated Design curriculum at Parsons the New School for Design.<br />

She is also the project manager on Salman Rushdie's Midnight's<br />

Children multimedia study environment.<br />

PhD Candidate Nick Montfort is an author and programmer of<br />

interactive fiction and co-author of several internet based electronic<br />

literature projects includingThe New Media Reader (2003, MIT Press).<br />

DrAnjaRau is an independent scholar who writes on the aesthetics<br />

of digital literature and is the editor of Tekka.net.<br />

Dr Roberto Simanowski is an assistant professor in the department<br />

of German Studies at Brown University. He is also the founder of<br />

Dichtung-Digital.de an online journal on digital aesthetics.<br />

Ms. Stephanie Strickland is a poet, writer and academic.<br />

Dr Jill Walker is an assistant professor of Humanistic Informatics at<br />

the University of Bergen in Norway,<br />

Or Noah Wardrip-Fruin writes e-iiterature, and produces evaluative<br />

articles about it.


a feeling of having to observe the project in a unique manner,<br />

lool


possibİİities in terms of conclusion. 'Freedom' can only come<br />

from a persona! interpretation generated through exploration<br />

and interactions.<br />

DeWanf taîces a gamble with frustration, as it requires intensive<br />

interactions to move chronologically forward. However, once<br />

the participant has passed a branching intersection, they are<br />

cut off from this until another re-reading; they have to move<br />

forward. In this sense. Deviant has to be significantly attractive<br />

and or playful in sustaining interest. Using the tropes of<br />

mystery and the stressor sensation associated with the threat<br />

of disaster "the participants where propelled forward by their<br />

curiosity, excitement and fear (for both themselves and for<br />

the narrative protagonist). This stressor helped provide more<br />

cognitive attention in 'reading' the environment and being<br />

more perceptive of paths not taken.<br />

One of the strengths of responsive media is the ability to<br />

generate multiple outcomes and experiences. Depending<br />

on the brief at hand this layering of meaning can be valuable<br />

- especially when complex ideas or situations need to be<br />

reflected upon. As part ofthe author's reflective analysis and<br />

comments from the expert readers the need for conceptual<br />

rigor over the various elements that make up the sum total<br />

of the participants 'take-away' experience was highlighted.<br />

Otherwise, a negative disaster can occur where the participant<br />

has no desire to invest in the dialogue (a problem in high-<br />

concept experimental artworks where the visuality is either<br />

niche or intentionally abrasive). Within Deviant, disorder was<br />

developed into 'otherness' and rooted, supported and fed<br />

by the source text. This conceptual depth or roundness is<br />

essential given the inevitable volume of effects from disorder<br />

and dissonance. The participants' struggle to create meaning<br />

(order) creates a more individual and original experience than<br />

possible in most other linear media.<br />

At least currently when disorder and disaster exist, so does<br />

a state of'otherness'and its subsequent dichotomies: other/<br />

self, different/same, new/old, truth/lie etc. This offers a way<br />

to highlight what is normal, hegemonic, expected - the<br />

status quo. Concreteness, universally valid explanations or<br />

immovable 'order' should be questioned and revisited, and<br />

singular truths depending on context can be problematic.<br />

Responsive artworks are particularly rich for exploring the<br />

approach to narrative as laid out in this paper - as often<br />

multiple positions exist simultaneously, and this offers the<br />

valuable ability to interrogate differing positions and at a<br />

more individual or un-dialectical manner.<br />

Transferable Elements:<br />

" The key tenet of responsive narrative design is that<br />

conceptualising and orchestrating the participants<br />

experience is a core element to the brief. Following<br />

Nitsche (1998), Deviant treated and applied it as a 'plot'in<br />

its own right complete with escalations, non-sequitars and<br />

unconventional denouement.<br />

" An understanding that interaction design can offer more<br />

approaches than the Transactional or Gaming model.<br />

Unconventional methods of communication have much<br />

to offer in a marketplace where mass passive methods and<br />

standardisation are wide spread.<br />

" The possibilities of exploring the dramatic tension<br />

associated with the threat of disaster as a way of creating<br />

better attention and perception. Fuelled by the correct<br />

position of (natural) disasters as being negative, the threat<br />

of disaster will always act as a stressor. Considering and<br />

offsetting this condition can allow the designer to harness<br />

the participants'focus and nervous energy, which in turn<br />

can be used for a close reading. Being more attentive in a<br />

dialogue can create an opportunity to leframe, comment<br />

and reflect on the multiple or complex issues contained<br />

within.<br />

Vistas resident in Deviant:<br />

••' Exploring the feeling of complicity as a tonic to passivity<br />

and societal malaise. Creating experiences that make the<br />

participant more aware of their roles in society.<br />

* The potential in re-presenting historical or non-fictive<br />

disasters, and imagining concurrent witnesses with a view<br />

to eliciting: change of perspective, cautionary tale for the<br />

present and a better awareness of history.


Responsive narrative as a practice is currently emergent and<br />

may be emergent for some time given the opportunities<br />

driven by technologies and the scope available in the<br />

vanous interaction models as detailed above. This process of<br />

emergence is in itself full of disorder, experimental, containing<br />

testing and theorerical analysis alike.<br />

The models and approaches being tested and generated can<br />

offer fruitful insights for other design fields where the users/<br />

parricipant experience is of value.<br />

References<br />

ANON., editor, 1877. A History of the Witches of Renfrewshire<br />

who were Burned on the Gallowgreen of Paisley. Paisley:<br />

Alexander Gardner, 123<br />

AARSETH, E., 1997. Cybertext: Perspectives on Ergodic<br />

Literature. Balrimore: Johns Hopkins Press, 64<br />

ARISTOTLE. 1996. Poetics. Trans. And Intro, IVlalcom Heath,<br />

NewYork: Penguin Books<br />

BARSTOW-LLEWELLYN, A., 1994. Witchcraze: a New History of<br />

the European Witch Hunts. Pandora<br />

BACHELARD, Gaston, 1969. The Poerics of Space. Trans, Maria<br />

Jolas, Boston: Beacon Press, 78<br />

BENJAMIN, Jowett, 1871.The dialogues of Plato Vol. III. Oxford:<br />

Oxford University Press<br />

CASCONE, Kim, 2000. The Aesthetics of Failure: "Post-digital"<br />

Tendencies in Contemporary Computer Music.<br />

Availablefrom: http://mitpress.mit.edu/journals/COMJ/CMJ24_<br />

4Ca5Cone.pdf<br />

[Accessed March 2007]<br />

DAFOE, Daniel. A., 1908. Journal of the Plague Year. First<br />

published 1722. J.M. Dent Everyman's<br />

Library edirion. London<br />

HUITT, W., 2003. The informarion processing approach to<br />

cognirion [Online]. Educarional Psychology Interactive.<br />

Valdosta, GA: Valdosta State University.<br />

Available from: http://chiron.valdosta.edu/whuitt/col/cogsys/<br />

infoproc.html [Accessed Janurary 2006]<br />

JACKSON, Shelly, 1995. Patchwork Giri, Watertown,<br />

Massachusetts: Eastgate Systems Inc., CD-Rom<br />

JOYCE, M, 1987. Afternoon, Watertown, Massachusetts:<br />

Eastgate Systems Inc., Diskette.


LEİSHMAN. D„ 2004. Deviant:The Possession of Clıristian Shaw<br />

[Online]. Glasgow/ School of Art.<br />

Available from: http://www.6amhoover.com/xxx/ [Accessed<br />

December 2006]<br />

LEISHMAN, D., 2004. Creating Screen-Based Multiple State<br />

Environments: Investigating Systems of Confutation. Thesis<br />

(PhD). Glasgow School of Art<br />

LEVINAS. Emmanuel, 1969. Totality and Infinity: An Essay on<br />

Exteriority. Trans, Alphonso Lingis. Pittsburgh: Duquesne<br />

University Press.<br />

MCLACHLAN, H.V and SWALES, J.W, 2002. The bewitchment<br />

of Chnstian Shaw: a re-assessment of the famous Paisley<br />

witchcraft case of 1697, Brown Ferguson (eds.),Twisted Sisters:<br />

Women, Cnme and Deviance in Scotland since 1400<br />

MILLER, Arthur, 1957. "The Crucible"in Collected Plays of Arthur<br />

Miller. New York: Viking. Note the play was first performed on<br />

Broadway on January 22,1953.<br />

MONTFORT, N., WARDRIP-FRUIN, N., 2003. The New Media<br />

Reader. Cambridge (Mass): MIT<br />

MOULTHROP, S., 1991. Victory Garden, Watertown,<br />

Massachusetts: Eastgate Systems Inc., CD-Rom<br />

MURRAY, J., 1997. Hamlet on the Holodeck: The Future of<br />

Narrative In Cyberspace, New York: The Free Press<br />

NITSCHE, Michael, 1998. Writing Screenplays for Interactive<br />

Environments. MA Thesis, Frele University Bedin, p. 69-73<br />

PEPYS, Samuel, 1660. The Diary of Samuel Pepys.Vol 1, Reissue<br />

2000 London: HarperCollins<br />

MASTERS, R. D., and KELLY C, 1992. The Collected Writings<br />

of Rousseau. Vol.3. Hanoven The University Press of New<br />

England, p. 110<br />

ROSENTHAL, Bernard, 1993. Salem Story; Reading the Witch<br />

Trials of 1692. Cambridge: Cambridge University Press<br />

RYAN,Marle-Laure,2001.NarrativeasVlrtual Reality: Immersion<br />

and Interactivity in Literature and Electronic Media. Johns<br />

Hopkins University Press<br />

RYAN, Marie-Laure, July 2001. Beyond Myth and Metaphor -<br />

The Case of Narrative in Digital Media [Online].<br />

Available from: http://www.gamestudies.org/0101/ryan/<br />

[Accessed December 2006]<br />

SARTRE, Jean-Paul, 1956, Being and Nothingness: An Essay<br />

on Phenomenological Ontology. Trans. Hazel E. Barnes. NY:<br />

Philosophical Library<br />

SEAMAN, Bill, 2000. Recombinant Poetics: Emergent<br />

Explorations of Digital Video in Virtual Space [Online]<br />

Available from; http://dlgltalmedia.risd.edu/billseaman/<br />

textsRecomb.php [Accessed December 2006]<br />

SCHOPENHAUER, Arthur., 1819. The Wodd as Will and<br />

Representation.Vol. 2. Reprint, trans. E.F.J. Payne. New York:<br />

Dover Publications, 1958, p. 39<br />

"VEDIOVIS", 1982. The Abuse of Justice by Means of Sorcery.<br />

The Scots Law Times, December 3, p. 319<br />

VOLTAIRE, 1759/1999. Candide. Eds. andTrans, Daniel Gordon.<br />

Boston: Bedford/St. Martin's.<br />

WARDRIP-FRUIN, Noah, 2005. Christopher Strachey: The first<br />

digital artist? [Online]<br />

Available from: http://grandtextauto.gatech.edu/2005/08/<br />

01/christopher-strachey-first-digital-artlst/ [Accessed March<br />

2007]


DESIBN AGAINST AND FDR CRIME IN URBAN LIFE:<br />

GRIME PREVENTÜHN THROUGH ENVIRONMENTAL DESIGN (GPTED) VERSUS DESIGN FOR CRIME<br />

Deniz DENİ2<br />

İzmir Institute ofTechnology,<br />

İzmir, TURKEY<br />

dnzdeniz@yahoo.com<br />

Asst. Prof. Dr. A. Can ÖZCAN<br />

Izmir University of Economics, Dept. of Industrial Design<br />

Izmir, TURKEY<br />

can.ozcan@ieu.edu.tr<br />

Abstract 1. Introduction<br />

Crime is a daily occurrence of the contemporary urban<br />

life. Particularly in urban environments, people experience<br />

crime in different and varied formats. It is also believed<br />

that particular types of crime can be reduced by a better<br />

design and maintenance of the built environment as weW<br />

as public and personal safety tools. Using design to reduce<br />

opportunities for crime Is known as Crime Prevention through<br />

Environmental Design (CPTED). CPTED advocates that a better<br />

design and an effective use of the built environment can lead<br />

to a decrease In crime and the fear of crime, as well as an<br />

improvement ofthe quality of life. Although CPTED has been<br />

effectively used for more than 40 years to reduce crime and<br />

improve a community's quality of life, it has been criticized for<br />

its limitations. As the main argument ofthis particular study,<br />

design as a tool does not serve in one, and a positive way. Any<br />

design move brings about a counter design reaction especially<br />

in conflicting situations where opposing parties like criminal-<br />

victim or offender-defender exist.<br />

Keywords: crime, design, crime prevention through<br />

environmental design, design for crime.<br />

Crime is a dally occurrence of the contemporary urban life.<br />

In urban environments, people experience crime or fear of<br />

crime in public places that diminishes people's quality of<br />

life. Especially, there are increasing rates of street crimes and<br />

violence against persons, in every major city. That is why<br />

increasing attention is being paid to crime prevention through<br />

design.<br />

It is obvious that particular types of crime and fear of crime<br />

can be reduced by a better design and maintenance ofthe<br />

built environment. In this case, in areas where opportunities<br />

for crime and fear of crime are high, environmental design<br />

can play a crucial role in reducing opportunities for crime and<br />

improving perceived safety.<br />

Although CPTED has been effectively used for more than 40<br />

years to reduce crime and Improve a community's quality<br />

of life. It has been criticized for its limitations. Design as a<br />

tool does not serve in one, and a positive way. Any design<br />

move brings about a counter design reaction especially in<br />

conflicting situations where opposing parties like criminal-<br />

victim or offender-defender exist. In this study, the main<br />

purpose is while examining the relationship between crime<br />

and the spatial built environment by measuring the principles<br />

of CPTED to analyse and present also the ANTI-CPTED design<br />

tools ofthe offending parties.


2. Different Approaches to Crime and Crime Prevention<br />

through Design<br />

2.1. Understanding Crime and Fear of Crime<br />

Although the question-what is crime-seems to have a Sim pie<br />

answer. It does not have a clearly defined answer People<br />

have differing views of what Is considered as a criminal<br />

act and what is not. Unfortunately, crime and the fear of<br />

crime are getting one of the most serious problems of cities<br />

and today there are increasing rates of street crimes and<br />

violence against persons. It is obvious that particular types<br />

of crime and fear of crime can be reduced by a better design<br />

and maintenance ofthe built environment. Crime and anti­<br />

social behaviour are more likely to occur Ifthe design ofthe<br />

built environment is unsuccessful. Briefly, every person who<br />

lives in cities is potential victims for any crime incidents.<br />

2.2. Crime Prevention through Environmental Design<br />

CPTED Is an approach combining psychology, behavioural<br />

and learning theory that focuses attention on the physical<br />

environment, rather than the social environment and also<br />

primarily tackles crimes such as street robbery and vandalism,<br />

as well as fear of cnme In public places. CPTED advocates that<br />

the proper design and effective use of the built environment<br />

can lead to a decrease in cnme and the fear of crime, as well as<br />

an improvement of the quality of life.<br />

CPTED strategies mainly fall into four broad categones;<br />

territonal reinforcement, surveillance, access control and<br />

space management. Territorial reinforcement is one of the<br />

crucial points In the concept of CPTED. Community ownership<br />

of public space sends positive signals to the community. In<br />

other words, places that feel owned and cared for are likely<br />

to be used and revisited. People are also more likely to be<br />

protective of places with which they feel some connection. At<br />

that point, effective design, planning and space management<br />

help to stimulate natural community policing.<br />

People feel safe in public areas when they can see and interact<br />

with others, particularly when they are connected with<br />

that space. Criminals are often hesitated from committing<br />

crime in places that are well-supervised. In this case, natural<br />

surveillance can be achieved by creating effective sightllnes<br />

between public and pnvate space which include access ways<br />

and meeting places. On the other hand, matching lighting<br />

types with crime risk and using attractive landscaping are<br />

also crucial.<br />

Access control is another point that physical and symbolic<br />

barners can be used to attract, orientate or restrict pedestrian<br />

and vehicle movement. They minimise opportuniries for crime<br />

and increase the effort required to commit crime. By making<br />

It clear where people can and cannot go, it becomes difficult<br />

for criminals to reach potential vicrims and targets. Effective<br />

access control can be achieved by crearing landscapes and<br />

physical locations that channel and group pedestrians into<br />

areas.<br />

Finally, space management is linked to the principle of<br />

territorial reinforcement. It ensures that space is well used<br />

and maintained. Strategies include activity coordination,<br />

site cleaniiness, rapid repair of vandalism and graffiri and<br />

the refurbishment of decayed physical elements {McCamley,<br />

2001).<br />

2.3. Crime Prevention through Product Design<br />

If designers can prevent an object or a place being targeted<br />

by manipulating opportunities via design planning and<br />

details, it is possible to prevent the crime occurrence. Crime<br />

Prevention through Product Design involves integrating<br />

protective features into products in order to reduce their<br />

potential to become targets of criminal activity, as well<br />

as preventing their use as instruments of crime. It also<br />

emphasizes integrarion between a product and its protective<br />

features, which is a more effective and efficient approach<br />

than later relying on standard target-hardening measures<br />

for security (Clarke, 1999).<br />

In addition to the physical features of the sparial built<br />

environment, furnishing and the details of designed street<br />

furniture are also crucial In order to prevent crime and the<br />

fear of crime in public places. Products or any details may<br />

somerimes increase the possibility of crime by encouraging<br />

criminals or potenrial offenders.


Figure 1. Crime Reduction through Product Design (Lester, A.,<br />

"Crime Reduction through Product Design", Trends and Issues<br />

in Crime and Criminal Justice, no. 206, Australian Institute of<br />

Criminology, Canberra).<br />

3. Measuring the principles of CPTED<br />

In this study, design features ofthe area and whether or not<br />

it has any impacts on crime and the fear of crime have been<br />

considered in the light ofthe official crime data, systematic<br />

observation and user questionnaire. In orderto clarify whether<br />

there are relationships between design and crime or not, users<br />

of Konak Square have been asked detailed questions about<br />

usage and design characteristics ofthe area In addition to the<br />

systematic observations.<br />

. . .»fi-'-,' -P<br />

• " ^<br />

Figure 2. General view from Konak Square<br />

3.1. Crime Characteristics ofthe Study Area<br />

Considering the official crime records, the types of crime In case<br />

area are classified as; pickpocketing, snatching, wounding, theft<br />

from shop and forgery. In addition to the recorded crimes, there<br />

are another types of crime or anti-social behaviour which are<br />

not recorded but existed in study area; such as physical or verbal<br />

harassment or vandalism have been considered according to the<br />

results ofthe questionnaire and interviews with police officers.<br />

At that point, the safety questionnaire has consistently<br />

reported that there are specific differences between recorded<br />

incidents of crime and the fear of crime of the respondents.<br />

In other words, users of Konak Square perceive their risk to<br />

be significantly higher and therefore discourage people from<br />

using the area, particularly at night. Another crucial point is<br />

that users ofthe study area, particulariy women, feel Insecure<br />

and vulnerable to crime especially after dark and the perceived<br />

fear of crime discourages them from using the area.<br />

Figure 3. Konak Square-2006<br />

3.2. Design Characteristics of the Study Area<br />

In order to measure the principles of CPTED, Konak Square<br />

has been selected as a study area as being one ofthe most<br />

important and recently redesigned public space of Izmir. One<br />

ofthe main problem ofthe area is its incompatible activities<br />

that make the area crowded, disordered and thus, dangerous<br />

in many ways. However, considering the public spaces, the<br />

area should have been overlooked by surrounding activities<br />

in orderto be safer.<br />

Figure 4. Design details from Konak Square


In addition, poorly lighted areas such as pedestrian routes or<br />

around quay or potential concealment areas such as public<br />

toilets or in and around of subway provide hiding chance<br />

for potential offenders and also Increase fear of crime of the<br />

users of the area. On the other hand, because of several ways<br />

Into and out of an area, there are potential escape routes for<br />

potential criminals. It has also been considered that, criminal<br />

activities are more likely to occur If spaces are unwelcoming.<br />

4. Results<br />

Figure 5. Design details from Konak Square<br />

Figure 6. Night views<br />

In this study, the respondents have provided a rich source of<br />

data, concerning their personal safety concerns in and around<br />

of the study area. Although the findings support Crime<br />

Prevention through Environmental Design theory in many<br />

aspects, it also highlights the positive and negative effects<br />

ofdesign on crime. The study area has been analyzed In the<br />

light of these principles; lighting, sightllnes, concealment<br />

and entrapment spots, surveillance and visibility by others,<br />

land use mix and sense of ownership. At that point, the safety<br />

questionnaire has consistently reported that there are specific<br />

differences between recorded incidents of crime and fear of<br />

crime of the respondents.<br />

Although the recent design of Konak Square does not<br />

completelyadjusttothe principles of CPTED, itcan be accepted<br />

as "developed" when the former design of the area has been<br />

considered. The first specific finding is that the numbers of<br />

crimes in Konak Square have decreased after redesign ofthe<br />

area. Konak Square includes vaned user profiles that use the<br />

area for many purposes. The area is an over-crowded public<br />

space during day time, because of being the intersection<br />

point for public transportation, and having official buildings,<br />

commercial places and shopping possibilities.<br />

It Is obvious that complicated situation of the area creates<br />

some security problems in Konak Square. In this case, limiting<br />

some of these incompatible activities may help to reduce<br />

the population of the area and thus, it makes the area more<br />

Identified. In orderto do that, some activities could have been<br />

kept away from the area. These kinds of precautions which<br />

limit the activities reduce and control the population of the<br />

area; it may also help to be more stable and secure.<br />

The results of the safety questionnaire also have shown that<br />

users of Konak Square have not been satisfied with the security<br />

precautions ofthe area, in this case, they need additional security<br />

precautions in order to feel safe in i


Clarke, R.V. 1999. Reducing Opportunities for Crime, Paper<br />

prepared for the UN Workshop on Community Involvement in<br />

Crime Prevention, Organized bythe Ministry of Justice ofthe<br />

Argentine Republic Buenos Aires.<br />

Clarke, R. V. and Mayhew/, R 1980. Designing out Crime.<br />

London: H.M.S.O.<br />

Ekblom, P 1995. 'Less Crime, By Design'. Annuals of the<br />

American Academy of Political and Social Science, 539: 114-<br />

129.<br />

Ekblom, R 1997. Gearing Up Against Crime: a Dynamic<br />

Framework to Help Designers Keep up with the Adaptive<br />

Criminal in a Changing World, International Journal of Risk,<br />

Security and Crime Prevention, Vol 2/4:249-265.<br />

Felson, M. and Clarke, R.V. 1998. Opportunity Makes the<br />

Thief Crime Detection and Prevention Series, Paper 98. Police<br />

Research Group. London: Home Office.<br />

Lester, A. "Crime Reduction Through Product Design", Trends<br />

and Issues in Crime and Criminal Justice, no. 206, Australian<br />

Institute of Criminology, Canberra.<br />

McCamley, Phil. June, 2001. Crime, Design and Urban Planning:<br />

from Theory to Practice, the Royal Australian Planning Institute<br />

Magazine, New Planner.<br />

ODPM. 2004. Safer Places: The Planning System and Crime<br />

Prevention. Office ofthe Deputy Prime Minister,Eland House,<br />

Bressenden Place, London.


C I T I E S A N D T H E D E S T R U C T I O N O F H U M A N I D E N T I T Y<br />

Michelle Ann Pepin<br />

Doctor, Learning & Teaching Co-ordinator<br />

School of Architecture, Design and the Built Environment<br />

Nottingham Trent University<br />

United Kingdom<br />

michelle.pepin@ntu.ac.uk<br />

Abstract<br />

The next 20 to 25 years will see unprecedented growth in<br />

the size and scale of our cities. 2007 marks the first time in<br />

history that those living within an urban context outnumber<br />

those living in rural environments; by 2030 this will reach a<br />

staggering 5 billion (or 70%) of the world's population. The<br />

world stands on the brink of cities facing societal collapse,<br />

chaos and conflict. Architecture has always been considered<br />

to reflect its political, economic, social and cultural context,<br />

nowhere is this more evident than within the city. A call to<br />

democratise environments In line with a new global political<br />

ethos seems to favour a notion of non-Identity as our cities<br />

become increasingly homogenised to meet the needs of<br />

diverse populations. Conflict theory contends that protection<br />

of our human identity is so profound that a threat to that<br />

identity will lead to conflict. This raises concerns about the<br />

destruction of human identity within our cities and the<br />

inevitableconflictthat this will perpetuate, exposing the irony<br />

of democratising environments where the very notions they<br />

strive to uphold become the greatest threats to human agency.<br />

This paper poses questions vital for design and designers in<br />

the 21=' Century.<br />

CITIES ANDTHE DESTRUCTION OF HUMAN IDENTITY<br />

This paper looks forward suggesting a scenario of megacities<br />

on the brink of societal collapse, chaos and conflict. While<br />

the issues and concerns facing these cities of the future are<br />

profound, this work focuses on issues of human identity, where<br />

a fundamental human need to establish the sense of who we<br />

are is compromised by a global political ethoswhich dictates its<br />

manifestation through environmental democratisatlon. Along<br />

the way, it raises vital questions for design and designers In the<br />

21 st Century: How does, or can the city respond to changing<br />

contexts and in so doing, provide a sense of identity?<br />

Half of the world's population now live in an urban context<br />

with 2007 marking the first time in the history of our planet<br />

that urban residents outnumber those in rural areas. Estimates<br />

suggest that this will rise to over 70%, or 5 billion ofthe world's<br />

population by 2030. The speed and scale of this growth will<br />

however be more rapid in less developed communities.<br />

Developed regions will account for between 8% and 11% of<br />

the increase while developing regions see a rise of between<br />

89% and 92% living within urbanised contexts. A 2005 report<br />

commissioned by the World Bank on Global Urban Expansion<br />

suggests that by 2030 the built up area of developing country<br />

cities will treble (from 200 000 sq km to over 600 000 sq<br />

km). Additionally, while population densities generally are<br />

showing a declining trend due to rising incomes, the density<br />

in developing regions will be expected to reach over 8000<br />

inhabitants per square kilometre, while that of developed<br />

countries will increase by two and half times with a population<br />

density of 3000 per square kilometre (World Bank, Report on<br />

Dynamics of Global Urban Expansion). The global population<br />

presently stands at between 6.5 and 7 billion (having more than<br />

doubled in the last 40 years ofthe 20"" Century-from 3 billion<br />

in 1959 to over 6 billion by the close of that Century). By 2030<br />

slum dwellers will account for around 2 billion of the wodd's<br />

global population which is estimated to reach 8.1 billion.<br />

Reports also suggest that the rural population will stabilise at<br />

around 3 or 3.1 billion. The slum population will form part of


the urban context accounting for 2 in every 5 people (Figures<br />

taken from United Nations statistical databases). Previously<br />

derived social and cultural human frames of reference will<br />

no longer be relevant. What are therefore the new frames<br />

of reference likely to be? What sort of human identities are<br />

these likely to project? What responsibility do designers ofthe<br />

2P' Century have for creating the reference points? Or even<br />

do designers have some sort of perceived moral or ethical<br />

responsibility in this? Is there a conflict between sustainability<br />

and commodlfication driven by increased income levels? How<br />

do these questions relate to global mass urbanisation?<br />

By 2005, over 3 per cent of the world's population lived<br />

outside their country of origin. Economic migrants are the<br />

wodd's fastest growing group of migrants and additionally,<br />

about half of these migrants are women. England now ranks<br />

fourth in the v/orld for population density, with city densities<br />

higher than those of China, India or Japan. 2006 research by<br />

the Optimum Population Trust think-tank warns that while<br />

governments globally have tended to focus on the economic<br />

impact of migration, they have significandy failed to grasp<br />

potentially devastating environmental impacts.They urgently<br />

warn of massive resource and energy shortages facing even<br />

developed regions; concerns which so far appear substantially<br />

ignored (Optimum Population Trust). London currently boasts<br />

a resident population which represents each of the 192<br />

countries on earth.<br />

Hundreds of thousands of people continue to be uprooted by<br />

war, human rights abuse and natural disaster (some 19 million<br />

people currently fall within this category); these movements<br />

often occur between or within the poorest or least stable<br />

countries and consequendy those which are least equipped<br />

to deal with the issues this causes. Notions of identity and the<br />

establishment of the sense of who we are can no longer be, if<br />

It ever was, geographically contained. As a consequence, our<br />

human identity and relationship to place seems to become<br />

Increasingly fragile in the face of these global and global<br />

urbanisation trends.<br />

The city, as it has stood through time, is a place of marked<br />

contrast. A signification ofthe kaleidoscopic political, economic,<br />

social and cultural images of hope, power, leadership and<br />

wealth, simultaneous manifestation of utter despair, poverty.<br />

isolation, hopelessness, crime, corruption and violence, add to<br />

this a colliding symphony of odour and sound and the vision<br />

of the city becomes whole. Architecture has always been<br />

considered to reflect its political, economic, social and cultural<br />

context; arguably nowhere Is this more evident than within<br />

the city. However it would also seem that increasingly, while<br />

cities continue to reflect political and economic images, those<br />

images that reflect social and cultural contexts are becoming<br />

less evident, or at the very least, the social and cultural images<br />

which are reflected bear little relevance to notions of place or<br />

'traditionally held' cultural identity symbols.<br />

Architecturally, the discipline acknowledges the human<br />

being's relationship with their environment, recognising that<br />

the architectural landscape provides a built context for its<br />

people. Constructions of our expenences and understandings,<br />

are conditioned by the environmental images that surround<br />

us. The sense of who we are is intertwined with our<br />

environmental contexts. Consequently the city, and the<br />

architectural landscape that it presents, form vita! elements in<br />

the development of our sense of self.<br />

Increasingly there is a call to democratise our environments in<br />

line with a global political ethos. In parallel our cities are set to<br />

experience unprecedented growth and expansion not only in<br />

size, but also in the diversity of urban population, the scale of<br />

which does not yet seem to have been widely acknowledged<br />

within mainstream design discourse. With this comes a notion<br />

of spiralling anonymity and non-identity as traditionally held<br />

frames of reference for identity construction are threatened<br />

or rendered irrelevant. Bevan suggests that'architecture has<br />

become a proxy by which ideological, ethnic and nationalist<br />

battles are... fought' (2006:9). Whilst he relates this to conflict,<br />

speaking of the repression of architecture as symbolic of the<br />

repression of people, he also adds into this the destruction<br />

of buildings in the name of progress; 'as cities evolve and<br />

change, so structures become redundant'(11). This does not<br />

however diminish the ideological or political act which as a<br />

consequence is manifest architecturally. From an architectural<br />

position structures may become 'redundant' in terms what<br />

the new environmental context strives to express, but how an<br />

environment contributes to notions of human identity cannot<br />

so easily be consigned to redundancy. Issues of identity bound<br />

up with nationhood and culture,forexample, narional identity,


cultural identity and so on are brought into focus. The term<br />

global identity emerges perhaps as an alternative, hov^ever<br />

this is tainted with the elitism born of globalisation, and in<br />

a wodd where notfonally 40% of urban residents, certainly<br />

within developing regions, will be living in slum conditions, as<br />

outlined previously, this seems to be at odds with itself before it<br />

begins. Conflict theory contends that protection of our human<br />

identity is so profound that a threat to that identity will lead to<br />

conflict; establishing and protecting the sense of who we are is<br />

non-negotiable. This contribution warns ofthe consequences<br />

ofthe destruction of human identity within our cities in terms<br />

of the inevitable conflict that this will perpetuate. The work<br />

also points out the Irony contained within the concepts of<br />

control, authority and order in the name of democratisatlon,<br />

and consequently demonstrated through environmental<br />

manifestation, but which in themselves pose some of the<br />

greatest threats to human agency and the human capacity of<br />

choice in the development of sense of self, of identity.<br />

The obvious question which is posed here is how cities work in<br />

terms of breeding conflict. Allied to that it is necessary to identify<br />

a methodology that will provide a useful frame within which to<br />

address this question. As suggested, increasingly emergent is a<br />

call to democratise environments in line with the global political<br />

ethos of democratisatlon, a term which Is also ever more being<br />

used to replace the much maligned one of 'globalisation'.<br />

While the former concept would seem to engender notions<br />

of empowerment, protection of human rights and the rights<br />

of individuals, human equality and human identity, freedom<br />

of self-determination, along with cultural and social agency, it<br />

also, and equally, would seem to contradict this. Environmental<br />

democratisatlon seems conversely also to favour the creation<br />

of environments that are homogenised, sterilised, synchronised<br />

and ordered to accommodate the growing diversity within and<br />

range of cultures, gender, races, religions and creeds that are<br />

set to become part of and form our Century urban societies.<br />

Add to this the unprecedented growth in the size of cities and<br />

number of inhabitants of those cities. What emerges is a global<br />

vision of megacities striving to uphold a semblance of political,<br />

economic and social order whilst simultaneously struggling to<br />

maintain even a basic infrastructure that will accommodate and<br />

facilitate the provision of the resources, goods and services to<br />

support the growing and potentially ever increasingly diverse<br />

population. Mexico City is a current example ofa megacity. Its<br />

almost 12 million inhabitants suffer from appalling levels of<br />

pollution, traffic congestion, inadequate water supplies, social<br />

problems and endemic crime. Johannesburg and its satellite<br />

towns - satellite in name oniy - (with a total population of<br />

around 10 million) is not far off this either with estimates<br />

suggesting that by 2015 Johannesburg will become the 12'''<br />

largest city in the wodd.<br />

With the massive increase in urban populations, one ofthe<br />

most crucial issues facing developing countries will be the<br />

property rights system and the rights to property ownership<br />

as ways of overcoming poverty. De Soto (2000) makes a<br />

compelling case which aligns property rights with creation/<br />

generation of capital, suggesting that the differences<br />

between advanced nations and the rest of the world 'largely'<br />

parallels property rights systems. Essentially De Soto argues<br />

that those not integrated or 'legalised' into formal property<br />

systems are not connected Into economic systems and are<br />

thus not accountable to, nor can they be accountable within,<br />

governmental economic process, thus they neither contribute<br />

to, nor benefit from the advantages this can bring. Whilst this<br />

may currently hold true for developing regions, the expansion<br />

of urban centres in developed countries will not be immune<br />

from this concern either. Already growing property demand<br />

pushes the opportunity of property ownership beyond the<br />

financial reach of many, and with it the capital generating<br />

opportunity created through property ownership.<br />

Conflict Theory and Conflict Resolution Theory<br />

However, let us set these issues aside for a moment and<br />

consider what conflict theory brings to the fore. This contends<br />

that the establishment and protection of our human identity<br />

is so profound that a threat to that identity will lead to conflict;<br />

establishing and protecting the sense of who we are is non-<br />

negotiable. Conflict theory and human need theory are closely<br />

allied and agree on what are termed basic human needs, or<br />

BHNs: These are the need for recognition, security and identity.<br />

Work in conflict theory extends this contending that the former<br />

(recognition and security) are predeterminants for the latter; i.e.<br />

establishment and protection of the self (measured through<br />

recognition along with the security to establish who we are, as<br />

well as the right to make choices in this in terms of our human<br />

agency) are necessary for a sense of identity to be achieved.


Proponents of conflict theory and human need theory (for<br />

example, beginning with the early work of Burton in 1962<br />

through to 2001, and including key individuals in the field such<br />

as Deng and Zartman 1991, Doyle and Gough 1991, Druckman<br />

1993, Fisher 1990, Sandole 1990-93, van der Merwe 1989-<br />

93, Galtung 1976-96, Mitchell through 1990-2002 and Dunn<br />

2001-05 - the body of literature is vast and well established)<br />

all agree on the fundamental position that conflict arises<br />

when identity is threatened. Furthermore, in terms of conflict<br />

resolution theory whereas as wants are negotiable, needs<br />

are not; the need to establish the sense of who we are, our<br />

identity, and the right to choose this, is a fundamental and<br />

profound human need which cannot be negotiated. Human<br />

need theory also deals with Issues of human rights suggesting<br />

that human nghts are associated with particular systems of<br />

government and are therefore distinguishable from BHNs.<br />

Conflict resolution theory however acknowledges that just as<br />

the human need to establish our identity is non-negotiable,<br />

where human nghts become constitutionally entrenched<br />

these become a de facto need and are therefore equally non-<br />

negotiable (Doyle and Gough 1991).<br />

Conflicts range from minor disagreement through to violent<br />

confrontation or expression. At the core of conflict, almost<br />

without exception, challenges to identity can be identified<br />

as either the sole or significantiy contributory underpinning<br />

cause or influence which, if not addressed, will result In<br />

an escalation of the conflict Conflicts over identity are<br />

frequently difficult to determine in the first instance as the<br />

outward expression often, or even generally, masks the actual<br />

cause. These conflicts are also particulady difficult to resolve<br />

because 'what might work' in terms of conflict resolution is<br />

not considered to be something which can be negotiated.<br />

Conflicts about identity which are permitted to escalate can<br />

ultimately become so complex that they may never truly<br />

achieve lasting resolution because of the necessity to resort<br />

to a negotiated position at best or where systems of power<br />

and authority override the individual identity need. Identity<br />

conflict can be found in every sphere of society and at every<br />

scale of confrontation.<br />

Key elements of identity construction from the position<br />

of BHNs and conflict theory are reflected In the complex<br />

Interrelationship between recognition, security and identity<br />

along with the right to make choices regarding our identity<br />

Complex conflicts over identity, and those which are<br />

consequendy exceptionally difficult to resolve, normally occur<br />

when individual components relating to identity construction<br />

are either thwarted or threatened in different and often<br />

opposing ways.<br />

Phenomenology as methodology; its relationship to the<br />

environmental context and conflict theory<br />

Phenomenology provides the frame for an ontological<br />

epistemology which relates the sense of who we are, our<br />

identity, to the environmental context explaining that our<br />

identity is constructed through the lived expenence and that<br />

this lived experience occurs within an environmental context<br />

Since the work by Husserl In 1931, /deos; General Introduction<br />

to Pure Ptienomenology, and subsequently developed<br />

through the 1954 and 1978 texts by Heidegger concerning<br />

the study of the nature of being, which linked notions of<br />

building, dwelling and thinking as fundamental to the human<br />

concept of experience and existence, the nature of being has<br />

been considered to be concerned with experiences and the<br />

expression of those experiences in defining the human being's<br />

comprehension oftheir belngness. Heidegger (in translation<br />

from his text Vortrage und Aufsatze, Bauen Woiinen Denl


developed by others such as Merleau-Ponty (1960s), Satre<br />

(1958) and Casey in the 1990s. Phenomenology has been<br />

used architecturally to provide the methodological frame<br />

that endeavours to reconcile the esoteric nature of space with<br />

a 'lived-in' space which acts as a frame of human experience<br />

in its full complexity. The architectural landscape contains<br />

us as human beings, providing the context for and of our<br />

experiences. The link can then be made of the synchronicity<br />

between the architectural context and the contribution of<br />

this towards establishment of the human inhabitant's sense<br />

of identity.<br />

While the nexus between phenomenology and the<br />

architectural context is well established; the relationship<br />

between phenomenology and conflict theory as well as<br />

that between the architectural context and conflict theory<br />

are less so for these require a cross disciplinary engagement<br />

between architecture and international relations' enduring<br />

concerns with peace and conflict. The relationship between<br />

phenomenology and conflict theory works as follows. Conflict<br />

theory asserts that if identity is threatened then conflict is the<br />

likely and inevitably result. However conflict theory largely<br />

relies on human need theory (which identifies as BHNs the<br />

need for recognition, security and identity - with the former<br />

being subsumed into the latter) for its description of identity<br />

construction. What precisely is being threatened remains<br />

unclear. Both these theoretical areas lack an ontological<br />

epistemology within their discourse or at the core of their<br />

assertions about the nature of identity. Phenomenology posits<br />

that human identity, how we develop and attain the sense of<br />

who we are, is bound up with the lived experience and that<br />

this is part of a synchronicity and continuum of experience<br />

that is contained within a particular context at least part of<br />

which is related to the environmental.<br />

Empirical research conducted in squatter camps in South<br />

Africa between 1996 and 2004, principally around the<br />

migration of rural inhabitants to urban centres and the<br />

subsequent violence which occurred as a result of forced<br />

removal or the threat of removal of squatters from shacks<br />

to townships on the outskirts of the urban centres, supports<br />

the assertions of those such as Bremner (1998), an eminent<br />

South African architect and critic of apartheid architecture.<br />

Additionally research also suggests that the ontological<br />

epistemology presented in the phenomenological discourse<br />

holds true within the context of conflict and human need<br />

theory. Rural migrants had moved to urban centres to join<br />

the perceived urban economy. However the frames of<br />

reference held by these people in no way prepared them for<br />

the changed contexts that they were about to encounter.<br />

Contrary to many perceptions, work opportunities were<br />

limited and where those did exist, the skills and experiences<br />

of the migrants did not prepare them for entry into the<br />

labour market. People were rendered jobless and homeless<br />

and consigned to join swelling squatter numbers with very<br />

little real prospect of emerging from this. Their entire sense<br />

of self was under threat as they were forced to absolute<br />

poverty and living conditions of total human degradation.<br />

In a country of eleven 'official' languages (and others not<br />

rendered as 'official'), even basic communication was<br />

frequently problematic. Squatter numbers exploded and<br />

still migrants continued to besiege areas already hopelessly<br />

over crowded. Illegal migrants from neighbouring countries<br />

contribute to the problems. To compound matters even<br />

further governmental obfuscation over the status of<br />

homeless people (homelessness was a term used to describe<br />

those rendered homeless due to political structures under<br />

the apartheid system) post 1992 consigned the squatters to<br />

become 'informally housed communities'. The violence that<br />

erupts in these areas is fast, anonymous and unaccounted.<br />

These areas remain largely no-go areas, and violent conflict<br />

is endemic. Not only had these people had their identity<br />

stripped in terms of human dignity, they had and continue<br />

to be totally marginalised, and in consequence segregated,<br />

through the simple act of reclassification. The text by Cohen<br />

and Deng supports this finding, suggesting that the South<br />

African Government fails to recognise the millions of 'black'<br />

South Africans who lack land or adequate housing due to<br />

'displacement'under the apartheid system (see Cohen and<br />

Deng 1998). While many describe themselves as homeless,<br />

their plight of homelessness is now unrecognised. Bremner<br />

describes a new landscape whose properties are associated<br />

with the fear begotten of endemic crime that transcend<br />

the spatial; 'new urban spaces, new divisions of power, new<br />

urban cultures, whose primary properties are segregation,<br />

marginalisation, privatisation, militarization and fortification<br />

are emerging'{1998:B2).The irony ofthis statement is that it<br />

is made within the context ofa newly'democratic society'.


How do cities work to create conflict<br />

In simple terms, because the environmental context fails<br />

to provide reference points for its human inhabitant, it (the<br />

environment) fails to support a concretlsation of identity. As a<br />

consequence conflict resides between the human inhabitant<br />

and their environment. That outward demonstration of<br />

conflict subsequently manifests itself in different ways does<br />

not diminish that its root cause lies over issues of identity.<br />

Architectural discourse recognises the relationship between<br />

the human inhabitant and the environmental context and<br />

extends this through phenomenological methodology to<br />

contend that the environmental context, the architectural<br />

context that is, becomes integral to the development of<br />

human Identity. The role played by the environmental image<br />

becomes a profound contributor in the process of'beingness".<br />

In this delicately orchestrated synchronicity the objects and<br />

events of our lives are elevated to signs and symbols of greater<br />

understanding and significance. The architectural landscape<br />

emerges as more than merely a built form. Architecture<br />

can, for example reflect a polirical ethos, a narional identity,<br />

regional idenrity, cultural identity, the home becomes an<br />

outward concrerised manifestarion of its inhabitant and so<br />

on. In other words the architectural context is inextricably<br />

intertwined with the sense of who we are.<br />

Conflict theory is brought to the fore as a mechanism by or<br />

through which to explain the conflict which results from a<br />

threat, or challenge to, the environmental context. Equally,<br />

conversely, and perhaps more commonly understandable,<br />

the environmental context may be changed to reflect a<br />

changed status, such as polirical status, or new 'Identity' of<br />

inhabitant. For example buildings and streets, even dries are<br />

often renamed following the overthrow of political regimes;<br />

monuments acquire new meaning, street gangs will 'tag' a<br />

physical environment to demarcate the area with a particular<br />

identity, and physical landmarks may be forced to make way<br />

in the name of progress. In other words as a result of the<br />

need to establish an externalised manifestarion of identity,<br />

the environment is manipulated in some way to become<br />

a reflection of this. This process of changed Identification<br />

can result in anything from minor resentment to violent<br />

confrontarion as the inhabitants of that environment struggle<br />

to regain or bring their sense of identity in alignment with a<br />

sense of Identificarion with their environment. Environmental<br />

fortification is often an attempt to preserve a particular status<br />

quo ulrimateiy leading to segregarion and/or marginalisarion.<br />

Many European cities have for some rime now been adopting<br />

compact city policies In an endeavour to limit urban expansion<br />

and balance environmental impact These policies foster<br />

increased population density through Infill and intensification<br />

of existing urban settiements simply leading to different<br />

environmental concerns.There Is a greater mix in demographic<br />

profile leading often to either a sense of Isolation one the one<br />

hand or a type of cultural 'ghettoism' on the other. Clashes<br />

between the dominant community group and the'infill' result<br />

as a consequence ofthe destabilisation occurring within the<br />

existing urban structure.<br />

Our relarionship to place emerges as more vital perhaps than<br />

ever before, yet equally that relarionship now seems set to<br />

come under greater threat than ever previously experienced.<br />

Initially the work posed a series of questions vital to designers<br />

in the 2r' Century: about cities and changing contexts, about<br />

human frames of reference, even about perceived moral or<br />

ethical standpoints, about sustainability and commodlfication.<br />

These are essentially quesrions about the role of design in the<br />

21 "Century in terms ofthe products, services and architectural<br />

landscape, the cultural reference points for society that are<br />

created in the face ofthe Increasing fragility of human identity<br />

as consequence of the profound global urbanisation trends<br />

which will be faced In the next 20 to 25 years.<br />

Theperceptionisthatdemocratisingenvironmentswillinsome<br />

way eliminate identity and so cause some sort of cataclysmic<br />

conflict eruption. This is not the case. All that needs to happen<br />

is for people, human beings, to be faced with environments<br />

that fail to support the human sense of which we are, removes<br />

or subjugates human agency to environmental authority and<br />

in so doing creates environments that ulrimateiy alienate.The<br />

state of conflict becomes endemic within and at every level of<br />

society. It is complex, harder to identify and infinitely harder<br />

to resolve.<br />

The architecture ofa city expresses the very being ofa society;<br />

that being (the being of society) is an ordered being, of<br />

systems, power and authority; a regulatory framework of the


manner in which a particular society functions. Architecture<br />

serves the powers in piace, projecting the socioeconomic and<br />

political views of the existing power. From this notion emerges<br />

the concept of position, how the human inhabitant positions<br />

themselves, or is positioned, in relation to that framework<br />

which the environmental context has established. Through<br />

this notion of position, we are immediately cast back to the<br />

phenomenological context. Each individual occupies a space<br />

which at that time is uniquely and entirely their own, yet they<br />

continue to be subject to the authority of that space. The<br />

environmental authority conditions, the human inhabitant<br />

is merely temporary and provisional and in this process they<br />

become irrelevant and anonymous. These conceptions of<br />

a human being who is both irrelevant and anonymous, but<br />

simultaneously undergoing a lived experience which is in<br />

some way being conditioned by their environmental context<br />

is a contradictory relationship and must, if conflict theory is to<br />

be acknowledged, inevitably lead to conflict.<br />

A number of texts have emerged dealing with architecture<br />

as power system; specifically Dovey (1999), Framing Places:<br />

Mediating power in built form and Flndley (2005), Building<br />

Change: Architecture, Politics and Cultural Agency and most<br />

recently, Bevan (2006), The Destruction of Memory: Architecture<br />

at War. Findiey describes four spatial strategies used to<br />

exercise power which he identifies as: the construction of<br />

hierarchies, segregation, marginalisadon and finally, long-<br />

term, large-scale mechanisms of spatial transformation like<br />

apartheid, colonialism and globalization. He suggests that<br />

when these are extended to the architectural scale, they<br />

become'so enormous that individuals have little leverage to<br />

defy them or their attitudes of superiority' (Findiey 2005:4).<br />

The work continues asserting that 'such an exercise of power<br />

robs peopleof the ability to act on their own behalf In political,<br />

economic, cultural and spatial terms. The denial of agency is<br />

both a brutal outcome of repressive power and the seed of<br />

... resistance to it' (4-5). The environmental context is, by this<br />

process, an instrument of and conducive to conflict despite, or<br />

because of, its assertion of authority and order.<br />

While the 1954 Hague Convention made illegal the damage<br />

to any cultural property during acts of conflict:'It is prohibited<br />

to commit any acts of hostility directed against historic<br />

monuments, works of art or places of worship which constitute<br />

the cultural or spiritual heritage of peoples, and to use them in<br />

support of the military effort' (Second Protocol to the Hague<br />

Convention of 1954 for the Protection of Cultural Property<br />

in the Event of Armed Conflict, The Hague, March 1999), a<br />

conference in 1999 In The Hague drew up a Second Protocol<br />

to the Convention endeavouring to more firmly entrench<br />

criminal responsibility for damage to such property. Currently<br />

the United Nations has formed a rapid reaction force to be<br />

deployed where cultural sites are at threat from war or natural<br />

disaster. While these developments are pleasing, relatively few<br />

countries have so farsigned up, and in reality during conflict very<br />

little regard has been paid to this. For example in Kosovo ethnic<br />

riots during 2004 saw Orthodox churches and monasteries in<br />

Prizren severely damaged or destroyed. Reprisals for this led<br />

to the destruction of the last remaining Mosque in Belgrade.<br />

Additionally not all property (and/or buildings) which are of<br />

cultural value are designated in such a way as to fall under this<br />

protection. In non-conflict situations this would of course not<br />

apply, acts against that which constitute cultural or spiritual<br />

heritage would face very little charge of illegality and would<br />

largely have to rely on public outcry. Ultimately, in more general<br />

terms, the decisions effecting manifestations of'cultural value'<br />

are all too often judged or determined by political or economic<br />

policies based on expediency.<br />

The discourse on memory study is rapidly becoming well<br />

established as a discipline in its own right exposing how<br />

memory is created, manipulated and chosen, forging and<br />

forming our human sense of who we are and providing the<br />

position from which to explain the understanding that we<br />

make of our world. Symbolism is implicitly intertwined within<br />

the creation of our spaces and places; the inherent identity<br />

of these that is In consequence created impacts on how they<br />

are perceived and understood. Constructed from metaphors<br />

and symbols, visual images and literary narratives, through<br />

to tangible built forms of the environmental landscape, the<br />

memories and truths that we come to hold become immersed<br />

within interpretation ofthe representations that surround us.<br />

These representations are part ofthe inherent human identity<br />

construct.<br />

To describe all the tenets ofdemocracy is notwithin the remit of<br />

this work other than in their broadest sense as outlined earlier.<br />

The two greatest threats posed to environmental contexts in


support of human identity are firstly (although not necessarily<br />

in a hierarchical sense) the subjugation of human agency<br />

within architectural systems relating to power and authority<br />

and, secondly, to the increasing calls to stenlise environments<br />

so as to rid them of all semblance of identification symbols<br />

whether these be cultural, religious or any other. Opinions on<br />

these actions are divided. Some suggest this makes for greater<br />

inclusiveness, social integration and regulation while others<br />

will argue for the sense of alienation and Isolation from that<br />

which is familiar and which ultimately engender a sense of<br />

belonging. The direction and answers are by no means clear<br />

or simple. But what is incontrovertible Is that environments<br />

of the future, whether these are within the context of the<br />

megacity or the compact city, will threaten human identity<br />

constructs as v/e know them.<br />

References<br />

BEVAN, R., 2006.The Destruction of Memory. London; Reaktion<br />

Books.<br />

BREMNER, L., 1998. Crime and the emerging landscape of<br />

post-apartheid Johannesburg. In: Judin, H., and Vladislafic, I.,<br />

eds., (1998), Architecture, apartheid and after, NAI Publishers,<br />

Rotterdam, p.B2.<br />

CASEY E. S., 1993. Getting back into place. Bloomington:<br />

Indiana University Press.<br />

CASEY E. S., 1997. The fate of place: A philosophical history.<br />

Berkeley: University of California Press.<br />

COHEN, R., and DENG, FM., 1998, Masses in Flight: The Global<br />

Cnsis of Internal Displacement, The Brookings Institution<br />

Press, Washington D.C.<br />

DOVEY, K., 1993. Putting geometry in its place: Toward a<br />

phenomenology ofthe design process. In: Seamon, D., (Ed.),<br />

Dwelling, seeing and designing:Toward a phenomeno-logical<br />

ecology (pp. 247-269). Albany, NewYork: SUNY Press.<br />

DOVEY, K., 1999. Framing Places: Mediating power in built<br />

form. London, NewYork: Routledge.<br />

ELLIN, N., (Ed.), 1997. Architecture of Fear. New York: Pnnceton<br />

Architectural Press.<br />

FINDLEY, L, 2005. Building Change: Architecture, Politics and<br />

Cultural Agency. London, NewYork: Routledge.<br />

HEIDEGGER, M., 1954, Vortrage und Aufsatze, (Bauen Wohnen<br />

Denken), Veriag Gunther Neske, Pfullingen.<br />

HEIDEGGER, M., 1978. Basic Writings from Being and Time<br />

(1927) to The Task of Thinking (1964), Routledge & Kegan Paul<br />

Ltd., London.<br />

HUSSERL, E., (Trans by GIBSON, W.R.B.), 1931. Ideas: General<br />

Introduction to Pure Phenomenology. Woking; Unwin Brothers<br />

Ltd.<br />

JUDIN, H., and VLADISLAFIC, I., (Eds.), 1998, Architecture,<br />

apartheid and after, NAi Publishers, Rotterdam.<br />

NORBERG-SCHULZ, C, 1971, (New concepts of architecture)<br />

Existence, Space and Architecture, Studio Vista Limited,<br />

London.<br />

NORBERG-SCHULZ, C, 1980. Genius Loci: Toward a<br />

Phenomenology of Architecture. New York: Rizzoli.<br />

NORBERG-SCHULZ, C, 1988. Architecture: Meaning and place.<br />

NewYork: Rizzoli.<br />

OPTIMUM POPULATION TRUST, Think-Tank Report on Global<br />

Population Trends, 2006, [online]: Available at http://www.<br />

optimumpopulation.org/.<br />

THE WORLD BANK, Transport and Urban Development<br />

Department, Report on Dynamics of Global Urban Expansion,<br />

2005, [online]: Available at http://web.worldbank.org/WBSITE/<br />

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OO.html.


I N V E N T I N G D E S I G N I D I D M S F R O M T H E P L U R A L I T Y D F I D E N T I T I E S IN<br />

S O U T H A F R I C A<br />

Phillip John du Plessis<br />

ijniversity of Johannesburg,<br />

Johannesburg, South Afnca<br />

phild@uj.ac.za<br />

Abstract<br />

Products can, and do, provide representations of the identity of<br />

a nation. The difficulties of appropriate representation in post-<br />

apartheid South Africa provide a locus for proposing new visual<br />

idioms, and for examining questions of identity, representation<br />

and presentation in products. This paper seeks to develop<br />

strategies for developing new idioms that anse out of the<br />

questioning of the boundanes of South African identity. Such<br />

identity is profoundly unstable, making It preferable to maintain<br />

a plural rather than a single identity for design in South Afncan<br />

products. The method used seeks to unsettle the hegemony of<br />

western aesthetics by transforming selected visual and tactile<br />

features of traditional Afncan art and contemporary Afncan<br />

crafts Into newstyllstlcfeatures. This ideology is put Into practise<br />

using strategies which navigate a path between modernity and<br />

tradition, and is expressed In the form of designs for two sets of<br />

cudery.The paper concludes by suggesting that the only viable<br />

way for Africans, so also South Africans, to establish new visually<br />

representarive identities In a globalised worid Is to reference<br />

local crafts and traditional artefacts.<br />

Introduction<br />

Twelve years Into democracy and South Africans of all<br />

cultures still wrestle with the idea of a fitting South African<br />

idenrity. This obsession touches all aspects of our lives, but Is<br />

especially prevalent In objects and visual devices which have<br />

the potenrial to symbolise our Identity. The reconstrucrion of<br />

Identlty(s) and the replacement of symbols Is driven by the<br />

need to signal that we are a new, democraric nation.<br />

The need to construct new identities to replace the old raises<br />

difficulries of inclusion and exclusion, since, on the one<br />

hand, symbols evoking the apartheid era are Inflammatory<br />

because of their exclusionary nature, whilst on the other<br />

objects symbolising tradirional black cultures (the obvious<br />

choice to represent incluslvity) cannot simply be uncritically<br />

appropriated without acknowledgement oftheir ownership<br />

by the cultures In quesrion. Alongside this search for<br />

appropriate symbols He the difficulties of accommodating<br />

the often conflicting demands of collective (national) and<br />

individual (private) idenrities in a country highly sensitive to<br />

the Imposlrion by one group of its culture (the white minority)<br />

at the expense of the others (the cultures of the black'<br />

majority).<br />

The subject of Idenrity formed part of my masters dissertation,<br />

tlried Afncan sfy/e' in cast products, which sought to explore<br />

how new idioms in product design might leglrimately reflect<br />

the complex nature of South African Idenrity. The dissertation<br />

proposes a number of strategies for developing these styles,<br />

or idioms, each strategy finding expression in a range of cast<br />

cutlery. Here I explain one ofthe approaches by which these<br />

strategies were developed, and how the strategies were<br />

applied In the design of two sets of curiery.<br />

' Black is used by the South African government to denote all non-<br />

whites, including so-called Coloureds (mulattos), Indians, and<br />

Asians.<br />

^ The African style in the title is deliberately ambiguous, since the<br />

notion of style forms a significant point of departure for discussing<br />

other concepts such as aesthetics and the exotic.


Towards arî African identity<br />

Figure 1. South African flag<br />

In South Africa examples are everywhere of new symbols<br />

acting as outwardly visible confirmations that the underlying<br />

structure of our society is changed, from overtly national<br />

symbols such as the national flag (Figure 1) and national sports<br />

teams and their supporters (Figure 2), to more commercial<br />

concerns such as the content of television and radio stations,<br />

and 'Africanised' interior styling suggestions in decorating<br />

magazines.<br />

V. V<br />

Figure 2. Springbok rugby team supporters<br />

Successful products designed and made In South Africa also<br />

become a source of pride for many South Africans, symbolising<br />

for them the ingenuity and manufacturing prowess of South<br />

Africans. So it might seem reasonable to expect a South<br />

African designer to want to create a South African style, and<br />

nota generalised'African'style. However, there are difficulties<br />

in claiming that a new style is either'African'or'South African'.<br />

'African style' Is preferred for this project, because although<br />

it may be seen as too generalised to allow the creation of a<br />

specific style, this very openness permits a wider range of<br />

sources. By contrast, the term 'South African style' Implies the<br />

creation of a symbol to help construct a national Identity. To<br />

claim to create such a symbol Is arrogant. I argue that whilst a<br />

designer can lay claim to creating a style, the adoption of such<br />

a style as a national symbol can only happen by a process of<br />

broad consensus.<br />

Representation and legitimacy: someone's been<br />

swimming in my sea<br />

Figure 3. Cartoon by Derek Bauer for The Weekly Mail<br />

The cartoon (Figure 3) by the late Derek Bauer (1989:64)<br />

succinctly captures the absurdities surrounding issues of<br />

ownership, legitimacy, and identity engendered by apartheid<br />

In South Africa. The Reverend Allan Hendrickse, 'coloured'<br />

representative and member ofthe tricameral parliament, took<br />

a swim from one of Port Elizabeth's Whites only beaches in<br />

January 1987. The then president R W. Botha demanded an<br />

apology from Hendrickse, and got It.<br />

On the issue of identity and ownership, Okwui Enwezor,<br />

artistic director of the 1997 Johannesburg Blennale, sparked<br />

off an intense debate in the art community of South Africa in<br />

his paper, Reframing ttie black subject: ideology and fantasy in<br />

contemporary Soutf) African representation (1997). The paper<br />

challenges the legitimacy ofthe manner in which many white<br />

artists represent the black body in their work. He believes that<br />

South African white artists still dominate the arena of visibility,<br />

and in their subject matter frequently (mi5)represent the<br />

black body as abject. Such (mis)representations work against<br />

the project of the rainbow nation and deny the creation of a<br />

new non-racist, national identity. The paper challenges the


legitimacyofthemannerin which many white artists represent<br />

the biack body in their work. He believes that South African<br />

white artists still dominate the arena of visibility, and In their<br />

subject matter frequently (mls}represent the black body as<br />

abject^ Such (mis)representadons work against the project of<br />

the rainbow nation and deny the creation of a new non-racist,<br />

national identity.<br />

Enwezor's paper elicited a barrage of responses in Grey areas:<br />

representation, identity and politics in contemporary South<br />

African art (Atkinson & Breltz 1999). it Is not possible to present<br />

the full range of responses here. 1 sum up the criticisms<br />

exclusively because they suit the purposes of this research.<br />

fVlany ofthe respondents supported and developed Enwezor's<br />

cntlcisms alongside their own criticisms of his paper.<br />

Firstly, Enwezor's Idea of how representation works fails<br />

to recognize that there is a significant difference between<br />

speaking about and speaking for {representing and being<br />

representative). White artists are not necessarily claiming to<br />

speak on behalf of blacks in South Africa when they speak<br />

about their repression. Secondly, Axel (1999:42-46) notes<br />

that Enwezor seems to suggest the apartheid notion of the<br />

male white body representing our national identity should be<br />

replaced by the male black body for the same purpose. This<br />

Is problematic because it supplants one monolithic idea of<br />

national identity with another. In the process It continues to<br />

disenfranchise women and other races.<br />

^The abject is a term used in a specialised sense in art criticism.The<br />

psychiatrist Julia Kristeva interpreted this term in a manner that was<br />

applauded by feminists, in her book Powers of Horror (1984). Dino<br />

Felluga of Purdue University (2003: online) summarises Kristeva's<br />

abject as "...the human reaction (horror, vomit) to a threatened<br />

breakdown in meaning caused by the loss ofthe distinction between<br />

subject and object or between self and other" The abject "...has to<br />

do with "what disturbs identity, system, order. What does not respect<br />

borders, positions, rules" (ibid). However, It Is not at all clear that<br />

Enwezor means to use the word In this sense. It seems to read, In most<br />

places, as the commonly understood 'without dignity', or'wretched'.<br />

See, for instance, pages 386, 388, and 397 of Enwezor (in Oguibe &<br />

Enwezor 1999).<br />

Thirdly, Enwezor is accused of performing the same (mis)<br />

representative error of which he accuses the artists. By<br />

Imputing intentions to the ardsts that they do not themselves<br />

express, they are robbed of the right to speak for themselves.<br />

Fourthly, Burnett (1999:79-84) points out that to disallow<br />

representation of, and access to, the other'' is to set up<br />

apartheid-like boundaries between race, culture, gender and<br />

sexuality.<br />

One can take this last point a step further. This restriction<br />

of representation does not take account of the Importance<br />

of the other In the construction of the self. This point Is<br />

especially Important In South Africa today because the<br />

old habits of polarising and separating people have not<br />

disappeared, In addition, the categones of race, language,<br />

gender, and nationality do not exist in any essentialist way,<br />

but are constructs. Their boundanes are fluid and blurred,<br />

so that any understanding of representation, advocacy<br />

(being representative), and Identity formation (e.g, 'national<br />

Identity') must first take account of the Inherent artificiality<br />

and instability of its own, created, boundanes.<br />

if the construction of identity In post-apartheid South Africa<br />

is to be In any sense democratic then it must encompass both<br />

the speaking about and speaking for across al! previously<br />

artificially constructed boundanes. Under these conditions It<br />

becomes difficult to conceive of a single national identity. In<br />

addition, the debate about identity in the arts forms only one<br />

component ofa national identity, and it Is a debate that Is likely<br />

to mutate and evolve along with changes In society. Identity<br />

cannot be fixed or finalised, it can only be a provisional locus<br />

of discourse about Identity.<br />

Although the above debate Is primanly situated in the visual<br />

art world. It has obvious resonances for this project. I have<br />

not made any direct representation of the (black) body, nor<br />

''This is a philosophical and sociological term denoting those aspects<br />

ofthe universe, including people, which we find strange, mysterious<br />

or alien. The otherness of unfamiliar objects, customs, and people<br />

from other cultures enables us to see ourselves the way vvfe do<br />

because it allows the construction of barriers that show where the<br />

self ends and the other begins. A limitless self is inconceivable.


do I attempt to speak directly about or on behalf of anyone<br />

in Africa who was, or is repressed. However, my intention to<br />

reference'traditional'African artefacts to create an identifiable<br />

style in products means the research must question rights of<br />

ownership (copyright), appropriation and the representation<br />

of aspects of traditional cultural artefacts. This is necessitated<br />

by my status as a westernised white South African male<br />

attempting to represent something about (black) Africa.<br />

Before continuing, there are at least two significant differences<br />

between designed objects and the artworks referred to by<br />

Enwezorthat must be taken account of. Firstly, designed objects<br />

and the artworks in question differ in their temporalities. The<br />

work ofthe artists with whom issue was taken by Enwezor look<br />

mainly at the recent past and deal primarily with politically<br />

sensitive questions. This project, on the other hand, although<br />

looking to be influenced by both a more distant traditional<br />

African past and a contemporary present, is essentially an<br />

anticipation of a future reception of newly invented styles.<br />

The greater temporal distances involved, both forwards and<br />

backwards in time, makes the research far less politically<br />

sensitive, shifts the emphasis to issues of economic upliftment,<br />

and positions it in a commercial wodd where concerns of<br />

consumerism take precedence over politics.<br />

Secondly, the nature of designed objects themselves have a<br />

very different contemplative role to that of artworks, whether<br />

one is looking at what may be intended or what may be<br />

interpreted in a designed object. The designer may intend to<br />

include his or her own individually conceived metaphorical<br />

or figurative meanings into the design of an object, but the<br />

intended functionality^ of a designed object is one that is<br />

agreed upon in a cultural and social context. In addition,<br />

functionality is a more significant aspect ofa product than It is<br />

of an artwork, and functionality is influenced by the technology<br />

used to make the object, the fact of its repeated mechanical<br />

manufacture, and the means and rationale ofthe commercial<br />

world by v^hich it Is to bedisseminated. The rangeof constraints<br />

that a designer deals with thus significantly narrows what may<br />

be expressed in the first place. Paradoxically, this widens the<br />

^Almost any designed object can be used in ways not intended by<br />

the designer (see Gibson 1979;chapter 8; Dormer 1990:chapter6).<br />

scope of interpretations because these factors, which are<br />

outside the designer's control, already encompass aspects of<br />

the society we live in.The artist, by contrast, has much greater<br />

control over what he or she may express and also thus has a<br />

stronger, although by no means definitive, influence on what<br />

can be interpreted.<br />

The reception of designed objects, like artworks, is highly<br />

provisional. However, the many unanticipated uses to which<br />

an object may be put, and the range of contexts (physical,<br />

geographical, temporal and social) in which It will be found<br />

is very different to those of artworks. Thus Its meanings are<br />

accumulated, or altered, through factors different from<br />

those of the artwork. The designed objects of this project are<br />

conceived in an African context, but are meantto be consumed<br />

and interpreted in a world market. They are Intended to speak<br />

both about and for Africans.<br />

Nefarious boundaries: who am I?<br />

Thus far, identity within the local context of post-apartheid<br />

South Africa has proved to be profoundly provisional and<br />

complex. But identity is also shaped by interactions with a<br />

wider world. South Africa Is seen as the economic powerhouse<br />

of Africa, and Is the most modernised of African states, and<br />

thus more globalised than any other region of Africa. It<br />

has appointed itself as custodian of peace, the overseer of<br />

development, and the gateway to Africa under the guise of<br />

various regional bodies - AU, NEPAD, SADEC. Is it reasonable<br />

to assume that the influence of a post-modern First world is<br />

probably more pronounced here than elsewhere in Africa?<br />

There are a number of views of Africa vis-a-vis globalisation,<br />

modernity and post-modernity which entail complexities too<br />

lengthy for discussion here^ However, some comments from<br />

a Postcolonial Studies perspective are relevant to this study,<br />

and so are worth examining more closely.<br />

Postcolonial Studies seeks "...privileging particular methods<br />

and problematics so as to subvert the self confident<br />

^See Featherstone (1990), and Werbner & Ranger (1996) for a fuller<br />

discussion.


An important rider to this argument is that no-one should<br />

be discouraged from creating styles that reference a specific<br />

traditional 'ethnic'^ aesthetic. To do so would be to commit<br />

the same errors pointed to by this text.<br />

Sidney Kasfir, author of African art and authenticity: a text<br />

with 0 shadow (Oguibe & Enwezor ] 999:88-113), takes issue<br />

with a similar desire by Western museums and art collectors<br />

to define and proscribe limits for the notion of an'authentic'<br />

African art. Kasfir dismantles such categorisation by showing<br />

that it is not possible to establish valid criteria by which<br />

boundaries can be established for a 'pure' precolonial Africa,<br />

free of destructive Western'contamination'and intervention<br />

in African cultures, or a culturally static period of African<br />

history. For Kasfir, the reasoning by which the Western art<br />

world proclaims any African artwork authentic or inauthentic<br />

is deeply colonial, and in truth merely reflects Western tastes.<br />

Taste here is the elitism that attends connoisseurship. It is<br />

the selecting of objects for their status value, such status<br />

being conferred according to the values and mechanisms<br />

of Western markets. These markets have scant regard for<br />

the values of the Africans who conceived, made, and used<br />

such objects in everyday life (before they became objects<br />

for elite Western consumption). I am not here equating the<br />

conditions of inventing a new style with those of collecting<br />

African art, but wish to point out that it is the same sense<br />

of elitism that is operative in both spheres in deciding what<br />

may be termed authentically African.<br />

It should by now be clear that I take issue with the prescription<br />

and arrogation that I see as inherent in appending a national<br />

label to a newly invented style. The label Africa Is also<br />

problematic, in all of the same ways as described above, but<br />

has the advantage of allowing a far broader range of strategies<br />

to emerge for the creation of styles, and is genera! enough<br />

to circumvent the imposition of expectations regarding a<br />

South African style, 'Africa' is a deliberate strategy to clear a<br />

conceptual space for myself, yet still ground this project in<br />

South Africa. South Africa is the departure point for identity,<br />

and Africa the departure point for style.<br />

''Ethnicity should be recognized as a colonial, and thus problematic,<br />

strategy of categorizing.<br />

Transformations<br />

The theoretical research of my project allowed me to propose<br />

three ideals by which the strategies for creating new styles<br />

were developed. I present them here because they feature in<br />

the examples of cutlery that follow.<br />

The first ideal, which I have argued in the text above, is that<br />

the nature of African identity must be questioned so as to<br />

avoid producing stereotypical or ethically questionable<br />

presentations of Africa in the styling of products.<br />

The second ideal says the tropes of modernity and tradition,<br />

found in the manufacturing technologies of modern and<br />

traditional societies respectively, should be extracted to<br />

develop styles that do not reproduce either trope uncritically,<br />

but rather make use ofthe liminal space between the two to<br />

develop unique styles.<br />

The third ideal suggests that in the context of an aesthetically<br />

crowded world the use of exoticism, in particular that of a<br />

mythical 'Africa', is a particularly suitable strategy for stylistic<br />

differentiation.<br />

Thus, for this project, any inspirational source (whether of<br />

traditional or of contemporary African origin) is filtered<br />

through these ideals so that it can be transformed into a visual<br />

or tactile feature that is intentionally new and exotic.<br />

The main challenge for successfully including such ideals<br />

in the practical work has been to strike a suitable balance<br />

between the poles of modernity and tradition and their<br />

respective aesthetic logics. To follow too closely the aesthetic<br />

logic of modernity is to inscribe mainly Western values on the<br />

surface ofa product, thereby losing the distinctiveness to be<br />

had from a more obviously African (exotic) flavour. To buy too<br />

strongly into the aesthetics of traditional African art Is to risk<br />

creating an impression that the products have not gone far<br />

enough in interpreting and transforming such influences into<br />

something new.


Of course, the theoretical ideas emerged as part of the<br />

dialectic of theory and practise {praxis"^) that characterises a<br />

project of this nature. The postulation of ideals necessary for<br />

judging a style to be both unique and Afncan depended first<br />

on embodying fledgling ideas as drawings and models. These<br />

media readily permit the expression of intuitively understood<br />

ideas without the need to first name or categorize their<br />

distinctive conceptual features. Once expressed in concrete<br />

form, the ideas were analysed carefully for their expressive<br />

qualities. These qualities were then articulated as ideals for<br />

further analysis and refinement. The ideals that emerged<br />

from this process provided a constructive rationale by which<br />

to proceed more confidently In proposing new ideas, and for<br />

assessing the validity of eadier ideas.<br />

Strategy one: traditional African art<br />

Figure 4. Cutlery inspired by traditional African artefacts<br />

Educator Mark Smith explains the use of the term praxis by<br />

educators such as Paulo Friere {In Pedagogy ofthe Oppressed.! 972)<br />

and Shirley Grundy (in Curriculum: Product or praxis.! 987) to describe<br />

the interdependency of areas of knowledge once considered<br />

disconnected (for instance, Aristotle's threefold distinction of<br />

knowledge into theoretical, practical and productive areas) so that<br />

'There is a continual interplay between ends and means ...a continual<br />

interplay between thought and action... (involving]... interpretation,<br />

understanding and application in 'one unified process' (Gadamer<br />

1979:275).'(Smith 1999:online)<br />

mi<br />

Figure 5. Back view of cutlery inspired by traditional African<br />

artefacts<br />

The cutlery set in Figures 4 and 5 Is meant to be exclusively<br />

inspired by traditional Afncan artefacts. The idea came about<br />

because the feature on the heads of some Northern Nguni<br />

dance staffs {Figure 6) reminded me of eating utensils, so<br />

these features became the basis for the decorative elements<br />

of each utensil.<br />

Figure 6. Northern Nguni dance staffs,! 9th century, Wood 74.5<br />

cm - 78 cm (Theortof Southeast Africa 2002:118)<br />

The designs went through two iterations, the first set of models<br />

(Figure 7) being rejected because the formal features of each<br />

resembled too closely those of the Nguni staff heads that<br />

inspired them. Also, their handles were too thin, lacking the<br />

robustness that characterises much tradirional African art.


Figure 7. Developmental cutlery<br />

In the second version of this set the handles have been<br />

integrated with bov/l (of spoon and teaspoon), blade (of knife)<br />

and palm" (of fork) respectively to accentuate and transform<br />

some ofthe inspirational features from which they have been<br />

sourced. For instance, the spoon and the teaspoon no longer<br />

look like staffs but have a tv^lg and leaf like quality, even though<br />

the ndges on their undersides (Figure 8) are inspired by the<br />

heads ofthe Nguni dance staffs (Figure 9).<br />

Figure 8. Underside of cutlery showing ndges and feet details<br />

" i have coined this term in the absence of any authoritative source<br />

naming the flattened part ofthe fork between the handle and the<br />

tines. This flattened blade is visually analogous with the palm of a<br />

hand, the tines forming the fingers. It would be difficult, without<br />

naming this part, to describe the position of the features that are<br />

attached to it.<br />

Figure 9. The ridge on the Northern Nguni dance staff head (detail<br />

from Figure 6) is the basis for the ridge on the undersides of the<br />

spoon and teaspoon. Similarly, the feet on the Northern Nguni snuff<br />

kerrie (Figure 10, nest) are the basis for the feet on the teaspoon.<br />

This ridge has been echoed as a valley on the upper sides<br />

of the spoon and teaspoon. The forked legs on the end of<br />

the handle of the spoon prevent it from tipping to one side,<br />

something the ridge would otherwise cause it to do. The<br />

legs struck me as the type of zoomorphlc solution that many<br />

African craftsmen would use to solve this problem (Figure 10),<br />

so the same strategy Is used on the teaspoon.<br />

Figure 10. Northern Nguni snuff kerne, detail of head. 19th<br />

century. Wood. H. 13 cm.; L. 61.5 cm (The art of Southeast Africa<br />

2002:83).<br />

In the teaspoon theplacementandshapeofthefeetare influenced<br />

by the feet on the Northern Nguni snuff kerrie (Figure 11).<br />

Figure 11. The influence ofthe Northern Nguni dance staff<br />

head on the knife.


When the second version of the knife was taking shape its<br />

handle resembled the bone of an animal, a natural material<br />

often used by traditional African artists in jewellery, combs<br />

and other objects. The resemblance to bone is then carried<br />

through to all the handles of the cutlery set. The shape of the<br />

blade ofthe knife and the squared teeth behind the blade are<br />

inspired by the shapes on the head of the Northern Nguni<br />

staff (Figure 12).<br />

Figure 12. Northern Nguni dance staff head (detail from fig. 6)<br />

19th century. Wood. H. 13 cm.; L. 61.5 cm (The art of Southeast<br />

Africa 2002:83)<br />

The teeth on both suggest the serrations on knives. The<br />

decorative triangulated spines on the fork (Figure 13) have<br />

no specific inspirational origin, but take their cue from the<br />

widespread use of the triangle as a motif on objects of<br />

traditional African art.<br />

Figure 13. Fork detail showing triangulated spines<br />

The protuberances of the Northern Nguni sweat scraper<br />

(Figure 14) and the decorative motifs carved on the sides of<br />

the Zulu neckrest (Figure 15) are just two of many examples.<br />

Figure 14. Northern Nguni sweat scraper. 19th century, Horn<br />

H. 32 cm.; W. 3 cm (The art of Southeast Africa 2002:146)<br />

Figure 15. Swazi neckrest. 19th century. Wood<br />

H. 16.5 cm.; W. 41.5 cm (The art of Southeast Africa 2002:165)<br />

Strategy two: contemporary African crafts<br />

Figure 16. Copper wire miniature of VW Beetle.<br />

H. 3.8 cm L.8cm<br />

This second strategy celebrates the resourcefulness and<br />

inventiveness of the many African craftspersons who set up<br />

operations of manufacture and merchandising together, along<br />

the sides of roads, next to shopping centres, in flea markets,<br />

or wherever else they deem suitable. Much of their work<br />

reinterprets Western products by caricaturing them in miniature<br />

form (Figure 16), and much of It simply recognizes the gaze of<br />

the tourist In Its production of iconic figures by which Africa<br />

can be characterised and remembered (Figure 17).<br />

Figure 17. Recycled aluminium and galvanized wire gecko<br />

L.I 6 cm<br />

Their work succeeds at being either functional or sculptural<br />

using the most elementary of mass manufactured materials.


S O C I A L M O B I L E S A N D S P E A K I N G C H A I R S :<br />

A P P L Y I N G C R I T I C A L D E S I G N T O D I S R U P T I O N , D I S C O U R S E A N D D I S A B I L I T Y<br />

Graham Pullin<br />

Lecturer in interactive Media Design,<br />

Schools of Computing and Design, University of Dundee,<br />

g.pullin@dundee.ac.uk<br />

Abstract<br />

The rote of critical design is to ask questions rather than to<br />

propose solutions. It is being applied to different issues relating<br />

to disorder and used to provoke discourse. Provocation Is<br />

valuable because thinking may be stifled bythe overwhelming<br />

complexity or sensitivity of such issues; questions are<br />

appropriate because simple solutions are unlikely in these<br />

contexts.Two examples are described and compared:<br />

Social Mobiles applied critical design to the disruption caused<br />

by people using mobile phones in public places, to the<br />

disorder arising from the side-effects of this technology. It<br />

did this through five extreme concept phones, each of which<br />

modified its user's behaviour to make it less socially disruptive.<br />

This challenged the perspecrive of user-centred design by<br />

prioritising the people around the user for a change, a fresh<br />

perspective within an industry obsessed with self-expression.<br />

Social Mobiles successfully generated internarional publicity<br />

and cross-cultural debate and the extent to which this publicity<br />

has translated into dlscernable influence is discussed.<br />

Speaking Chairs is applying critical design to communication<br />

aids for people with speech and language impairment,<br />

'disorders' affecting their discourse with others. This is an<br />

area in which thinking has been inhibited by the genuine<br />

sensirivity of the issues surrounding disability. But current<br />

assistive devices are themselves not a neutral technology:<br />

a lack of emotion in Text-To-Speech technology can give<br />

listeners a false Impression that the person using it Is not only<br />

speech-impaired but also emorionally or even cognitlvely<br />

impaired. This project is exploring radically different ways<br />

to control not only what is said, but how this Is said - the<br />

intonarion and prosody ofthe generated speech. In orderto<br />

be more provocarive, working prototypes will be built not as<br />

conventional devices, but as chairs, which also opens up new<br />

questions for interaction design and social interaction.<br />

Critical design has to strike an interesting balance. Obvious<br />

exaggeration and over-simplification can be employed to<br />

signal the limited role that design can playand to acknowledge<br />

that design is never enough on Its own, given the complexity<br />

ofa social and cultural, even economic and political context.<br />

Yet the discussion that a memorable piece can provoke<br />

underlines the serious intent behind this apparent levity. And<br />

atthe same time, using design to give an iconic presence to an<br />

intangible issue serves to remind designers and non-designers<br />

alike that design and design thinking could be playing a wider<br />

and more influenrial role,<br />

Critical design<br />

Increasingly within research, design is valued not just for<br />

addressing or solving problems, but also for its role In making<br />

Issues visible and tangible, and thereby facilitating discussion<br />

and reflection.<br />

One emerging approach is 'critical design' which uses<br />

provocative designs to challenge convenrional wisdoms of<br />

the future path of technical development. It has been applied<br />

to many profound social issues and successfully seeded new<br />

discussions. Critical design has been described as "design that<br />

asks carefully crafted quesrions and makes us think" ratherthan<br />

"design that solves problems or finds answers" [5]. This is clearly<br />

in opposition to some tradirional, more technical definitions. In<br />

which design Is considered synonymous with 'problem solving'.


A defining example of critical design was the'Placebo project'<br />

[5] in which Dunne and Raby devised and built a series of eight<br />

prototype objects, each of which in some way gave a visual<br />

presence to Invisible, ambient electromagnetic radiation.<br />

The products were placed with members ofthe public, who<br />

'adopted' them, with the purpose of eliciting reflections<br />

on their function and thereby underlying perceptions of<br />

and beliefs about electromagnetic fields. And since a lot of<br />

ambient radiation is directly or indirectly created by electronic<br />

products, these reflections illuminated wider Issues of the<br />

cumulative effect of relentless product development.<br />

As the creators of Placebo state "Designers cannot always<br />

solve problems, we cannot switch off the vast electromagnetic<br />

networks surrounding us all. Although we cannot change<br />

reality, we can change people's perceptions of it." Hence the<br />

title 'Placebo': like a medical placebo, the objects do not<br />

actually have any direct effect on the cause for concern, but<br />

by providing psychological comfort may produce changes in<br />

behaviorand even outcome nonetheless.Thls is at once a more<br />

pragmatic and more ambitious role for design. Influence may<br />

be less tangible than direct Intervention, but more profound.<br />

Disorder and discourse<br />

The many meanings of the word 'disorder' include a diversity<br />

of issues that are also too large for design to 'solve'. Whether<br />

the disorder is social or clinical, applying to a population or<br />

an individual, it Implies a complexity of issues in which any<br />

designed intervention is just one piece in the jigsaw. Often a<br />

small piece.<br />

We will consider two instances of'disorder', one social, one<br />

clinical. In which design has or is being employed for reasons<br />

other than to solve any problem directly. We wiil then compare<br />

and contrast the role of design and question whether the<br />

existing term 'critical design' can comfortably accommodate<br />

both.<br />

Social Mobiles<br />

The first project was Inspired by the anger and frustration<br />

caused by other people's mobile phones. Conceived at a<br />

time when mobile phone use in Britain was reaching a level<br />

of ubiquity such that everyone's experiences of public spaces<br />

was coloured by Inconsiderate use of mobile phones. People<br />

holding annoylngly one-sided conversations that lasted an<br />

entire bus journey; irritating ring-tones going off in cinemas<br />

and art galleries.<br />

Social fVlobiles [7,15,18] consisted of five extreme mobile<br />

phones, each of which changed its user's behaviour to make<br />

it less socially disruptive. The first phone in the series, 'the<br />

Electric Shock fvloblle', delivered an electric shock through<br />

steel plates on the sides ofthe phone. The level of shock, from<br />

mild tingling to painful jolt, was in proportion to how loud<br />

the person on the other end of the phone was speaking. This<br />

feedback loop had a dangerous instability to it: if one person<br />

spoke loudly, the other might be hurt and yell with the pain.<br />

Inducing an even bigger shock in return... In this way, both<br />

parties were scared Into whispering.<br />

Figure l.The Electric Shock Mobile in use<br />

The third phone in the series was 'the Musical Mobile'. This<br />

was an oversized phone that must be played to dial a number.<br />

Ridiculous, but In many ways an elegant solution to the<br />

problem, it brings the moment of disrupting other people<br />

forwards to the act of dialling, before the caller is immersed<br />

in their telephone conversation and so often truly oblivious<br />

to those around them. How the user feels about this public<br />

performance acts as a Litmus Test for how appropriate It<br />

would be to make a call.<br />

There were three media through which the project was largely


disseminated: a bool


einforced the limited role of traditional design: emphasizing<br />

the people and often the 'undesigned' environment in which<br />

the products lived.<br />

Discourse and disability<br />

Another meaning of'disorder'is in connection with disability.<br />

There is understandably and rightly much sensitivity around<br />

disability, given the exclusion, both physical and social, still<br />

experienced by so many people with disabilities.<br />

Many assumptions relating to design and disability go<br />

unchallenged [11,12,13]. Many arise from stereotypes of a group<br />

of people every bit as diverse as the population as a whole. For<br />

example, that discretion Is always the priority In design for<br />

disability, above any other criterion, leading to a dominance of<br />

pink plastic medical devices, such as hearing aids, that may in<br />

fact Imply shame by attempting to conceal themselves.<br />

The'HearWear'project[17,19] sponsored bythe Royal National<br />

Institute for Deaf people (RNID) and Blueprint magazine, and<br />

exhibited In the Victoria and Albert Museum, London, Invited<br />

a diversity of designers to approach hearing technology from<br />

new perspectives. More projects like this would be welcome,<br />

using design to provoke discussion and changes In attitude,<br />

rather than to directly propose solutions.<br />

The issues surrounding disability and underlying social<br />

attitudes towards it deserve to be taken seriously enough to<br />

risk the provocation that critical design might produce.<br />

Speaking Chairs<br />

The second project we will consider in detail concerns speech<br />

and language lmpalrments,'disorders'that can affect a person's<br />

ability to communicate with other people.<br />

Here, after centuries of diverse technological development,<br />

ranging from mechanical devices played as musical<br />

instruments [8] to electronic interfaces in which sounds can<br />

described by painting lines with a brush [3], the dominant<br />

technology today is Text-To-Speech (TTS) [6]. Hand-in-<br />

hand have come interfaces that are based on written rather<br />

than spoken language, as a result of which prosody, voice<br />

quality and those utterances not transcribed in text are<br />

underrepresented.<br />

The group of people most affected by this technical limitation<br />

are people who rely on communication aids to converse<br />

with others. A lack of emotional expressiveness in speech<br />

generated by communication aids can give other people<br />

a false impression that the person is emotionally and even<br />

cognitively impaired as well [1 ].<br />

But people with speech Impairments are often affected by<br />

more general motor impairment, and so a user interface that<br />

demanded good manual dexterity might be Impractical to<br />

use. For example, many will access text not through a QWERTY<br />

keyboard, but via a smaller number of switches or options at<br />

a time. They may also have a deeper language impairment,<br />

whether as a cause or a symptom of their physical inability<br />

to speak. The net result of these profound challenges is that<br />

the field of communication aids are largely working within<br />

the constraints of TTS technology, rather than pushing its<br />

boundaries.<br />

The Speaking Chairs project is the first phase of an exploration<br />

of radical new Interactions with speech technology. It uses<br />

designed artefacts to explore new ways In which people might<br />

control the 'tone of voice' of synthesised speech. The chairs<br />

are inspired by a diversity of existing perspectives on spoken<br />

language from different disciplines; phonetics, linguistics,<br />

psychology and music. Each chair is a physical representation<br />

ofa mental model, translating it into a user interface.<br />

7.<br />

Figure 3. some Speaking Chairs<br />

i


Working models will be builtand experienced, illuminating the<br />

relative merits and shortcomings of these diverse principles in<br />

the context of live conversation. In this way, the possible future<br />

application of these new approaches to give speech-impaired<br />

people the opportunity to express themselves through 'tone<br />

of voice'will begin to be explored.<br />

The chairs are not be taken literally as designs for<br />

communication aids, rather they are illustrative of the<br />

principles on which future communication aids could be<br />

based. In many ways, the choice of chairs as the bases for<br />

these objects is arbitrary, but there are some advantages in<br />

choosing chairs: chairs support face-to-face communication<br />

without coming between the people talking; the scale of<br />

a chair allows computer technology and electronics to be<br />

hidden within it; chairs are more surprising in this context<br />

and so less likely to be taken literally than more conventional<br />

boxes.<br />

This project is very much work in progress and will be<br />

presented in full at future conferences.<br />

Prototypes, models and genotypes<br />

What Social Mobiles and the Speaking Chairs have in common<br />

is that design is being used to visualize issues that otherwise<br />

might go unseen and undiscussed.<br />

The Social Mobiles are oversized phones; the Speaking Chairs<br />

are anything but the boxed, electronic products normally<br />

expected. Yet their role is both to have visible presence, yet to<br />

downplay the role of purely visual design in this context. In both<br />

cases, the extreme appearance is aiming to be memorable,<br />

but representative ofthe interaction and behaviour.<br />

On reflection, the role of critical design is different in these<br />

two projects. Where they differ is that the Social Mobiles,<br />

perhaps with the exception ofthe Knocking Mobile, were not<br />

intended as even embryonic solutions to the problem of anti­<br />

social phone use. Whereas the Speaking Chairs are being more<br />

open-mindedly conceived in the hope one or more of the<br />

chairs may form the basis for a usable and effective interface<br />

for people with speech and language.<br />

Perhaps then the term 'cntical design' is inappropriate to the<br />

Speaking Chairs? They are somewhat more optimistic. Yet<br />

returning to terms such as'conceptual design'or'experimental<br />

design'does not express the illustrative role ofthe chairs, in<br />

making visible and tangible and interactive, mental models<br />

of expressive speech. Conversely, the adjective 'illustrarive'<br />

or 'diagrammaric' does not convey the exploratory intent,<br />

implying a representation of something exisring. Dunne and<br />

Raby, in introducing crirical design, mention the related terms<br />

'haute couture', 'concept cars', 'design propaganda' or 'visions<br />

ofthe future'. None of these seem any closer.<br />

At design consultancies such as IDEO [9], where prototypes<br />

are a valuable but often costly part ofthe design process. It<br />

Is very Important that the role and scope of any prototype<br />

is not misunderstood by a client, After all, 'prototype' can<br />

be applied to a vast range of objects, from non-functioning<br />

sketch models, proof-of-principle technical rigs and full pre-<br />

producrion prototypes which may me indistinguishable<br />

form the finished product. Half an hour into a meering that<br />

everyone thought was converging on mutual understanding<br />

and agreement, a client leaned over an early blue foam model<br />

of a product and commented that they didn't like the colour<br />

and, digging their fingernail into the surface, that it wasn't<br />

nearly robust enough for use in hospitals. Most designers will<br />

have experienced something similar.<br />

In this context, the author and others developed a very<br />

simple, very explicit nomenclature; we spoke of 'looks tike'<br />

prototypes (visual models), 'works like' prototypes' (technical<br />

demonstrators) and 'looks likeworks like' prototypes (full,<br />

working prototypes). Later, with the advent of 'experience<br />

prototyping' [2], in which the interacrivity may be priorirised<br />

over the final graphical appearance, the vocabulary was<br />

broadened to Include'behaves like'.'Feels like'was added to<br />

denote the use of final materials ratherthan painted surfaces;<br />

'functions like' to denote the final technology being employed,<br />

with all its limitarions, rather than simulated.<br />

But this vocabulary was nevertheless usually applied to a fairly<br />

conventional development process, in which progress towards<br />

a solution to a problem was being gauged and assessed. The<br />

role of critical design and associated techniques is less direct<br />

and even more open to mislnterpretarion.


Perhaps a term is needed that combines the exploration of<br />

a landscape of different approaches, along with the visual<br />

representation of landmarks in this landscape. Dunne [4] has<br />

also described the distinction between 'the design object as<br />

prototype','as installation','as model', and'as prop'. A summary<br />

of my understanding of his much deeper description Is that<br />

a 'prototype' is a working device, ready for manufacture or<br />

at least implying this readiness; an 'installation' involves a<br />

more legible relationship to a gallery and a design conceived<br />

specifically for this context; a 'prop' refers an object seeded<br />

into a film or other medium and experienced through this<br />

medium; a'model', here Implying a non-working model, may<br />

not be so directly representative of a fully-developed design,<br />

more illustrative of the essence of a design idea. The word<br />

'genotype'Is also used as an equivalent.<br />

In this classification, the Speaking Chairs might be considered<br />

'working models', or even 'working genotypes'. They definitely<br />

seek to Illustrate and represent the essence of an Idea for an<br />

interface, rather than anything even approaching Its final<br />

format. Its principles rather than its execution. But at the same<br />

time these chairs are interactive and can be experienced<br />

not just contemplated. The author welcomes hearing about<br />

other classifications and precedents in this area that might<br />

help determine whether this approach Is after all part of an<br />

established tradition, or whether another new expression or<br />

hybrid might even be appropriate.<br />

Conclusions<br />

Design has a role to play in visualising and therefore<br />

provoking discussion about disorder, in its many complex<br />

forms. Provocation is valuable because thinking may be<br />

stifled by the overwhelming complexity or sensitivity of such<br />

Issues; questions are appropriate because simple solutions are<br />

unlikely In these contexts.<br />

Critical design is a recognised methodology In which design is<br />

used to ask questions ratherthan to directly propose solutions.<br />

But there are other design approaches between these two<br />

extremes and a richer, shared vocabulary ofthe different roles<br />

of design in this area would be valuable.<br />

Acknowledgements<br />

'Social Mobiles'was a collaboration between a large team at<br />

IDEO and Crispin Jones, led by Jones and the author. Credits<br />

include modelmaking by Anton Schubert and Paul South,<br />

photography by Maura Shea and illustrations by Crispin<br />

Jones. 'Speaking Chairs' is an ongoing project In the Schools<br />

of Design and Computing at the University of Dundee by the<br />

author and Andrew Cook. Illustration by Andrew Cook.


References<br />

[I] Aim, N.&Newell,A. (1996) Being an interesting conversation<br />

partner Augmentative and Alternative Communication;<br />

European Perspectives by von Tetzchner, S. and Jensen, M.<br />

(Eds.), Whurr Publishers<br />

[2] Buchanau M. & Fulton-Suri J. (2000) Experience prototyping<br />

Proc. Designing Interactive Systems; processes, practices,<br />

methods, and techniques, NewYork, ISBN:1-58113-219-0, pp.<br />

424-433<br />

[3] Crystal D. (1995) The Cambridge encyclopaedia of the<br />

English language Cambridge University Press<br />

[4] Dunne A. (1999) Hertzian Tales, RCA CRD Research, Royal<br />

College of Art, London, ISBN 1 8741 75 27 6<br />

[5] Dunne A. & Raby F. (2001) Design Noir: the secret life of<br />

electronic objects Birkhaijser, Basel, 2001<br />

[6] Holmes J. & Holmes W. (2001) Speech Synthesis and<br />

Recognition 2nd ed, Taylor & Francis, London<br />

[7] Jones C, Pullin G. et al (2002) Social Mobiles IDEO, London<br />

(accessed 22.12.2006) and <br />

(accessed 22.12,2006)<br />

[8] Kempelen W. von (1791) Mechanismus der menschlichen<br />

Sprache nebst Beschreibung einer sprechenden Maschine JB<br />

Degen, Vienna<br />

[9] Myerson, J, (2004) IDEO: Masters of Innovation, Laurence<br />

King, ISBN 1856694259, p.156<br />

[10] Plant S. (2001) On The Mobile: the effects of mobile<br />

telephones on social and individual life Motorola<br />

[II] Pullin G. (2005) Exquisite design; inclusive design keynote<br />

speaker at Include 2005, Royal College of Art, London <br />

(accessed 22.12.2006)<br />

[12] Pullin G. (2003) inclusion, inspiration and lightness of<br />

touch in Inclusive Design: design for the whole population,<br />

eds. Clarkson J., Coleman R., Keates S. & Lebbon C, Springer,<br />

ISBN 1-85233-700-1<br />

[13] Pullin G. (2001) "I can't speak now" and other design<br />

stories... Proc. Cambridge Workshop on Universal Access and<br />

Assistive Technology, Springer<br />

[14] Redhead D. (2002) Shock treatment The Independent<br />

Magazine, 23 November 2002<br />

[15] Redhead D. (2004) Electric Dreams V&A Publications,<br />

London, ISBN 1 85177 409 2, p.l23<br />

[16] StandageT. (2003) Think before you talk: can technology<br />

make mobile phones less socially disruptive? The Economist,<br />

18 January 2003<br />

[17] Thomson H. (2005) Listen Up: HearWearis here Blueprint<br />

magazine, No.232, July 2005<br />

[18] Thompson H. (2005) The Phone Book, Thames & Hudson,<br />

London, ISBN-13; 978-0-500-51254-8, ISBN-10:0-500-51254-X,<br />

pp.142-143<br />

[19] Weaver T. (2005) Hear and now New Design magazine,<br />

issue 36, pp.34-39


N A Ç i g A L ' S G İ F T S : T H E A F F E C T S Q F E X T E R N A L D Y N A M I C S D N C O M P U T E R G A M E S<br />

Tongue İbrahim Sezen<br />

İstanbul University, Faculty of Communications<br />

Istanbul, Turkey<br />

tongucs@hotmail.com<br />

Digdem Islkoglu<br />

Istanbul University, Faculty of Communications<br />

Istanbul, Turkey<br />

digdemJ@yahoo.com<br />

Abstract<br />

Oral story traditions are one of the oldest forms of interactive<br />

entertainment. The Interaction between the audience and the<br />

story-teller is a limited form of interpersonal communication and<br />

is regulated by the internal dynamics of an interaction system<br />

called "open form" It is not uncommon for the audience and the<br />

story-teller to try to influence the storytelling process by other<br />

external dynamics, such as gifts and money. As one ofthe newest<br />

interactive entertainment systems, computer games are based<br />

on an interaction between the player and the game system<br />

regulated by rules. Like the "open form" these rules can be broken<br />

by several types of computer game cheating. It is interesting<br />

however to see the similanties of methods and objectives in<br />

these interactive systems from different centuries. Audiences<br />

and players are seeking the same kind control overthe system<br />

which can lead to new experiences or destroy the system.<br />

Internal and External Dynamics of Audience Participation<br />

in Oral Tradition<br />

Umberto Eco's "mobile artwork" is one of the earliest<br />

conceptualizations of "interactive" art. According to Eco an<br />

artwork after Einstein physics can no more be stable and solid as<br />

an artist's creation; or In other words be closed. He suggests that<br />

artworks will be open to audience participation and influence,<br />

andtherefore in the next phase become mobile. Mobile artworks<br />

consist of unfinished artistic pieces thatthe artist exposed to the<br />

audience and take their shape with interference ofthe receiver.<br />

In this process, it is aimed that the receiver participated to the<br />

text as interpreter (Eco, 2001, p: 151). He gives examples of<br />

contemporary painters and sculptors like Munan and Calder as<br />

artists with mobile artworks and claims thatthe mobility can (or<br />

will) be occurred In the field of narration and gives the example<br />

of Mallarme's experimental (and unfinished) 19th century<br />

project "Grand Oeuvre" (The Grand Masterpiece) or "Le Livre"<br />

(The Book). In "Le Livre'; the pages were not supposed to be<br />

in any order; groups were formed with a permutation system.<br />

Separate fascicles should be ordered randomly and each order<br />

is supposed to be meaningful. Mobile and shifting sheets in<br />

fascicles enable every possible permutation^ (Eco, 2001, p; 22).<br />

Di-nmatic Act 2<br />

DiTuruitlc Act 1 Dwmatic Act 3<br />

Figure 1. In this basic mobile model, organising the sheets<br />

containing dramatic acts in any order should give a proper<br />

meaning.<br />

' A later experimental narrative project with a similar mobile model is<br />

the movie "Lan Yue" (1997) by director Ko Yi-Cheng.


Based on the theories of Eco, Metin And uses the term "open<br />

form" to explain the interactive relation ofthe audience to the<br />

narrative text in traditional Turkish theatre. In "open form" the<br />

audience does not interact with the text directly, but interacts<br />

with it through the actors or puppeteers.<br />

Traditional Turkish theatre plays (Karagöz the shadow<br />

puppetry and Ortaoyunu) Is structured basically in 4 acts: The<br />

prologue (öndeyiş), the converse (söyleşme), the chapter (fasıl)<br />

and the final (bitiş). These acts follow the same order in each<br />

play but their content and length can be changed. Some of<br />

these changes planned by the actors/puppeteers before the<br />

play according to both their audience profile (funnier themes<br />

for children, erotic themes for male adults etc.) and to the time<br />

(i.e. during a religious festival) as well as place ofthe play (i.e. a<br />

big city or a little village).<br />

The audience can also interact with the narrative text during<br />

the play. Here occurs an interpersonal interaction in emotional<br />

level which affects both the audience and the actors and also<br />

the narrative text. Emotional responses to the play (and the<br />

actor) such as applause or laughter ofthe audience are the key<br />

elements for interactive narration process. Metin And assumes<br />

that, 'when supported by the audience with emotion waves,<br />

the actor or the puppeteer regains good humour, extends the<br />

converse, adds support characters to the play and prepares a<br />

revel show with dancers and acrobats' (And, 1985, p: 422).<br />

Although it is a new narrative experience; the new narrative<br />

structure created through the "open form" interaction is<br />

actually not a new dramatic act. It is an extended version of<br />

the original dramatic act of the play. While the original story<br />

remains, additional side-stories are integrated into it (And,<br />

1985, p: 423).<br />

"Open form" Interaction can also be found in other Middle<br />

Eastern oral traditions. In "Naqqall" (dramatic story-telling)<br />

tradition in Iran; story-tellers called "Naqqal"' use dramatic<br />

expressions such as acting, dialogue, singing and dramatic<br />

gestures to perform stories based on epic, historical or religious<br />

^ "Naqqal" can be directly translated in English as "transmitter", the<br />

one who transmits the tale. (Clayton, 2005}<br />

texts, One ofthe basic texts used by Naqqals is the Persian epic<br />

Shahname by Ferdowsi.'Each naqqali has a prompt book, a<br />

tumar, a compressed synopsis ofthe Shahname to help them<br />

remember the story. These are prose summaries of the story<br />

and tellers use them to weave their own variations, poems,<br />

songs and side stories into the plot' (Clayton, 2005). Although<br />

very similar to the Turkish "open form", Naqqali tradition based<br />

on written texts may not always be interactive. Bolukbâsh<br />

(Cultural Tradition in Iran (n.d,)) divides the Naqqals in two<br />

groups, according to the manner of storytelling:<br />

1) The Naqqals who read the stories from the books and<br />

then interpreted and expound them while sitting before the<br />

audience;<br />

2) Those who recount the stories by heart and their story­<br />

telling are dramatic, because it is performed together with this<br />

or that element of dramatic expression.<br />

Yet even so, according to Clayton (2005), the written text is<br />

even today a product of performance:<br />

In Persian culture there is a fluid relationship between<br />

written and oral modes of communication. Storytellers<br />

draw on written versions of Shahaname then recreate<br />

the text in performance, composing and improvising<br />

new poetic sections, which then get added back into<br />

the written text. So the text Is in progress, constantly<br />

being remade by each teller, the storyteller preserving,<br />

transmitting, recomposing, and inventing the text in<br />

performance.<br />

Traditional Turkish story-tellers, "Ozans" also use "open form"<br />

in their performances. A traditional story performance starts<br />

with a musical section called "fasıl" followed by a playful<br />

formula called "döşeme". Both these sections can be changed<br />

by Ozans according to the wishes and responses of the<br />

audience. Traditional stories Ozans tell are combinations of<br />

verse and prose parts. Ozans are allowed to add side stories<br />

called "karavelli" to the main prose story arc without breaking<br />

the main dramatic structure. Yet in the Turkish story-telling<br />

tradition Ozans are not allowed to change the verse parts.<br />

According to Boratav (2002, p: 33), if the audience notices an<br />

Ozan changing the verse parts of the story, they protest and<br />

criticize him.


In "Open form" story-telling main dramatic structure is always<br />

preserved by the story-teller. Additional songs, poetry, jokes<br />

or side stones are created by the emotional interaction during<br />

the process. V^/e can say that "open form" is a combination of<br />

story-teller, audience interaction and non-interactive story­<br />

telling.<br />

Nou-Iiitei-a clive IiiteiTictive N oil- InteiTi c Hv e Iiitei'nctive<br />

Side Stoi-j-1 Poem 1<br />

•— Draiitatic Act 1 — Side Syoiy 2 — Di'niio.ttic Act 2 — Poem 2 —^<br />

Side Stoiy 3<br />

Poem 3<br />

Figure 2. "Open form" is a combination of interactive and non<br />

interactive story-telling<br />

"Open form"story-telling model seen above can be compared<br />

with the low-level Interactive narration models created for<br />

computer games. In one of these models Rouse {2001, p:<br />

216) divides the story structure of a computer game into two<br />

segments; "designers' story" and the "players' story". Designers'<br />

story defines a linear story around the playable parts of a<br />

computer game; mostly told in cut-scenes. Designers'story is<br />

very similar to the unchangeable dramatic structure in "open<br />

form". "Players' story" on the other hand means the interactive<br />

action sequences in a game. In these sections the player<br />

interacts with the game-world using different tactics; items<br />

etc. and resultantly experiences each time a different series of<br />

event.<br />

Noil-Ilıttın clive Interactive Noil-Interne live Interactive<br />

Ptiyer Sti:ateg>-1 Pbjer Sli-ateg>-1<br />

Cwt-fJcoiie I — Pl'iyer Stoteg>- 2 — Cut-.Sceue 2 — Pl'iyei' Söntegj- 2 _ _^<br />

Pl,i>er Stratçgy 3 Plnyer Stmteg>- 3 w<br />

Figure 3. "Designers' - players' story" model is very similar to<br />

the "open form" model<br />

As the "players' story'^ the dramatic interaction sections<br />

in oral story-telling traditions are parts of the interactive<br />

process. We use the term "interactive"from the perspective of<br />

communication studies here. Interaction refers to two equal<br />

and mutually active sides of communication. Namely in oral<br />

story-telling the audience and the story-teller are equal sides;<br />

therefore their dramatic affection from each other and the<br />

change in the story-wodd Is a natural and internal outcome<br />

ofthe process.<br />

Cailols' (1961, p: 6 - 7) definition of playing can help to<br />

understand the interaction in oral story-telling and the<br />

concept of internal dynamics better. "The activity of playing<br />

takes place usually within the boundaries between specific<br />

time and place: playing starts with a signal and ends with one.<br />

In an ideal situation, events outside the playing field do not<br />

affect the playing". Like the activity of playing, oral story-telling<br />

takes place within the boundaries between specific time and<br />

place, and normally only the emotional Interaction dunng the<br />

process affects both sides and the story. Yet this is not always<br />

the case.<br />

As well as internal dynamics, external dynamics area part ofthe<br />

oral story-telling tradition.These dynamics occur between the<br />

story-teller and the audience outside the dramatic-emotional<br />

interaction level and create a new level of interaction. Some<br />

of them are natural results of the nature of the story-telling<br />

process.<br />

Naqqals tell their epic stones In 90 minute length sections,<br />

often one episode each day, the tales are left on a cliff-hanger<br />

each time; normally it would take them 6 months to complete<br />

the Shahname. Sometimes the audience begs the naqqai to<br />

continue and offer gifts or money to him (Clayton, 2005).<br />

In Turkish tradition Ozans also tell their stories mostly in<br />

more than one night, and even in one night, there are two or<br />

more sessions. The session after a break starts with a musical<br />

performance. Dunng the performance the Ozan asks the<br />

audience where he has left the story. Traditionally the Ozan<br />

himself has to answer the question. If someone else gives the<br />

answer, the Ozan stops playing and the one who gave the<br />

answer has to pay him to continue. It is also not uncommon<br />

for the Ozans to prolong the musical performance and force<br />

rich members ofthe audience to answer his question and pay<br />

for that (Boratav, 2002, p: 33 - 34).<br />

In the first example, we see how the audience uses an<br />

external matter/dynamic to force the story-teller to continue


the emotional - interaction and the dramatic experience.^ It<br />

is a way for the audience to speed up the story-experience.<br />

In the second example, the story-teller uses this will to gain<br />

money and breaks the interaction between himself and the<br />

audience. From the interactive-story structure perspective,<br />

in the second example the story-teller does not respond to<br />

the audience's emotional-will to continue the story until he<br />

receives an external factor from the audience. Although a part<br />

of the tradition, these examples create a disturbance on the<br />

"open form" of the story.<br />

Another and much powerful type of externa! dynamic,<br />

affecting the oral story-telling tradition results. Is not only<br />

changing the interactive parts of the "open form" but also<br />

creates a new dramatic structure and a chain of events and<br />

also a new ending for the story. As we have seen above,<br />

traditional story-tellers make arrangements in their stories<br />

before their performances in respect of their audience profile,<br />

time and place. Yet sometimes regulating side stories may not<br />

be enough to please the audience, especially in tragic and<br />

sadly ending stories. Offering Naqqals gifts such as animals or<br />

money to keep a dying hero alive is a widespread behaviour<br />

(And, 1985, 223). In theTurkish tradition both offering gifts or<br />

money to the story-teller but also threating his life to keep a<br />

hero alive is heard of One ofthe most notable examples for<br />

such actions is the general agreement of story-tellers in Kars<br />

area in 1800s. According to Boratav (2002, p: 69), the story­<br />

tellers decided In this agreement not to tell the sadly-ending<br />

of stories, instead create new happy endings to avoid threats<br />

of the audience. Since then the stories in Kars area has happy<br />

endings with the exception of "Kerem and Aslı" story, which is<br />

told very seldom in the area.<br />

^This kind of mental connection to the narrative text is a result of<br />

mental identification. This is also similar to the "immersion" process<br />

in computer games. An immersive computer game creates an<br />

environmentfortheplayerwhereshe/he feels her/himself surrounded<br />

by it or in other worlds as a part of it. An immersive and interactive<br />

environment might create a deeper level of mental identification.<br />

Immersing in a game environment indicates to be engaged, not<br />

just physically, but also mentally and emotionally. It requires active<br />

participation ofthe player.<br />

A very interesting and rare record in "Güldeste-i Riyaz-i İrfan"<br />

from 1602 shows how an external dynamic can destroy the<br />

whole story-telling process. According to this record quoted<br />

by Boratav (2002, p: 68), during a story meeting in Bursa a<br />

group in the audience supports a hero while another group<br />

supports the other one. The situation becomes so tense that<br />

the meeting ends with a fight.<br />

i<br />

OitEiuLui^ rlip ]iLiei.irh«ii<br />

Figure 4. Audience Participation types in Oral Tradition.<br />

A non-interactive narrative text is closed to the participation of<br />

the audience. In the oral story-telling tradition the"open form"<br />

provides a limited interaction in the emotional-level, which is<br />

an internal dynamic ofthe process. External dynamics in the<br />

oral tradition can be separated into two groups; the ones<br />

which disturb the "open form" and the ones which disturb the<br />

dramatic structure and create a new one. Internal dynamics<br />

create non-obligatory results but external ones have a<br />

directing affect on the process and on both sides.<br />

External Dynamics in Computer Games ~ Cheats and<br />

Computer games as designed interactive worlds have a similar<br />

relation to the one between the story-teller and the audience<br />

in oral tradition, to the game player from the perspective<br />

of internal and external dynamics. Game mechanics and<br />

interactive interfaces create the internal dynamics for the<br />

game player to interact with. In addition to this, the concept of<br />

game is important for understanding the definition of internal<br />

and external dynamics in computer games.<br />

According to Huizinga (1995, p: 48), game is a voluntary action<br />

which is dependent on both temporal and spatial limitations as<br />

well as willingly accepted rules (game mechanics). Juul (2005,<br />

p: 12) describes computer games as a combination of rules<br />

and fiction. In this dual structure 'Rules describe what players


can and cannot do, and what should happen In response to<br />

player actions' (Juul, 2005, p: 56).<br />

Rules are the internal dynamics of a game and create order in<br />

a game world and disturbing the rules is often described as<br />

destructive.'There Is a peculiar and absolute order in the game<br />

world. Game creates a system; It is a system by Itself It creates<br />

a temporary and limited perfection within the complexity of<br />

real wodd. It requires an absolute system. Even a small-scale<br />

violation of this system ruins the game, destructs its whole<br />

quality' {Huizinga, 1995, p: 27). In "Homo Ludens", Huizinga<br />

(1995, p: 28-29) quotes from Paul Valery; '...no scepticism Is<br />

possible where the rules of a game are concerned... indeed,<br />

as soon as the rules are transgressed, the whole play-worid<br />

collapses.'<br />

Although game worid Is a closed structure where the game<br />

mechanics definethe interaction processes, it is not uncommon<br />

forthe players to break these rules or "cheat". Computer game<br />

cheating is defined by Yan and Choi (2002) as; 'Any behaviour<br />

that a player may use to get an unfair advantage, or achieve a<br />

target that he is not suppose to is cheating.' Kuecklich (2004,<br />

p: 2) emphasizes the connection between rules and cheats<br />

and says that most cheats '...give the player an advantage<br />

that the lules of the game do not allow for'. There are various<br />

definitions and perceptions of cheating in digital games. But<br />

we can still disringuish what cheating Is, using Consalvo's<br />

(Bedlgian, n.a.) easy but effective definirion: 'Cheating Is like<br />

porn - hard to define but we know when we see it'<br />

Technically there are three main types of chearing. The first<br />

group called 'cheat codes" are actually semi-official codes<br />

created by game designers and are hidden in the game-code<br />

to trigger extrii abilities for the player when activated. These<br />

abiliries are hidden features of the game but are not a part<br />

of the ofncial game-mechanics itself The second group is<br />

the strategy guides and walkthroughs. These are solutions<br />

for game obstacles written by players, game crirics or by the<br />

design company itself. Strategy guides and walkthroughs can<br />

be found on the Internet or are published and sold as books.<br />

The third type of cheating is hacking the game software. This<br />

can be done either by changing the game code itself or writing<br />

additional software. A forth type can be using the holes in the<br />

game mechanics or interfaces to cheat<br />

There are different levels of cheating for computer game<br />

players. While some players seethe chearing techniques listed<br />

above acceptable and even positive, for some they are firmly<br />

unacceptable and negative. Consalvo (2005, p: 2 - 3) presents<br />

three different perspectives on the perception of chearing by<br />

gamers:<br />

• "Purist" Perspecrive; Purists see anything else than a<br />

solo effort Is cheating. 'This group sees strategy guides,<br />

walkthroughs, cheat codes and hacking as all being<br />

cheating.'<br />

• "Code is Law" Perspective: 'This second group doesn't see<br />

the use of items like walkthroughs and guides as cheating,<br />

but they draw the line at cheat codes and hacking codes.<br />

Here also people accept the possibility of chearing in<br />

single-player games, where the manipularion of code for<br />

its own sake can be enough to draw the line.'<br />

• "You can only cheat another player" Perspecrive: 'The<br />

third group defines chearing as only exisring in relarion<br />

to another player. For this group, code is also the key to<br />

cheating; is not the mere use of code, but its use for the<br />

purpose of deceiving others.'<br />

For the "Purists" perspective every external Influence towards<br />

the game is cheating. "Code is Law" perspective on the other<br />

hand is rather a technical criterion as "You can only cheat<br />

another player" perspecrive Is a social one.<br />

Julian Kuecklich (2004, p: 2 - 3) classifies cheats in digital<br />

games in three different categories. These are platform, game<br />

mode and genre. Platform refers to the hardwares such as<br />

PC, console and arcade games. For example, PC games allow<br />

access to the game files (which allows hacking), on the other<br />

hand console and arcade games do not offer this kind of an<br />

access. Second term, game mode indicates the differences<br />

between single-player games,"closed" multiplayer games and<br />

"open"multiplayergames.Themajordifference between game<br />

modes is that cheating in single-player games affects only the<br />

person playing the game while in multiplayer games it causes<br />

a huge conflict Kuecklich's third category is genre. Computer<br />

game genres can be explained as a triangular matrix, according<br />

to their levels of narrativity, interactivity and openness. In this


model, interactivity refers to the frequency of the players'<br />

physical interaction v^'ith the game. Openness indicates the<br />

range of actions the players can choose from. According to<br />

this triangular matrix Kuecklich presents three genre-specific<br />

cheats; cheats that speed up narrative progression, cheats<br />

that increase the player's frequency of interaction and cheats<br />

that enhance the possibilities of the player's options.<br />

The first two of Kuecklichs' classifications are like Consalvos'<br />

perspectives have technical and social bases. The third<br />

classification where the"genre"refers much more on the game<br />

play dynamics.<br />

Typical effects of cheating on the game play can be listed<br />

as "invulnerability" which makes the player character<br />

invulnerable to damage, "invisibility" which makes the<br />

enemies not to see the player character, "flying" which makes<br />

the player character pass through walls or objects, "infinite<br />

resources" which gives the player an infinite amount of some<br />

resources, "unlocking items and characters" which unlocks<br />

hidden items or unused content in the game, and there are<br />

some other cheats giving the player additional to weapons or<br />

inventory items. As a common way of cheating walkthroughs<br />

are according to Neitzel (2005, p: 234) like '...a recipe for<br />

creating the ideal story, in other words, an instruction for<br />

actions'.<br />

Various perceptions of cheating differentiate the approaches<br />

to it. There are varied interpretations which present the cheats<br />

as both a contribution to game experience and a sabotage for<br />

fun acquired through game play. In other words, both positive<br />

and negative aspects of cheating can be found.<br />

When the player gets stuck in a game, cheats allow her/him<br />

back into the game. In this situation, the players make an<br />

instrumental move to keep game play. For instance, with the<br />

help of walkthroughs the player can pass the phase which<br />

causes him to quit and after that he/she can continue to play.<br />

This move may not cover the whole, but the level which the<br />

player cannot figure out how to pass (Consalvo, 2005, p: 4).<br />

Therefore, it is relatively acceptable.<br />

Cheating Is a way to slip out from limitations of the game<br />

world and creates a new experience. Kuecklich (2004, p: 2)<br />

claims that cheats seem to have only one thing in common:<br />

they change the way players experience the game. Cheating<br />

is not destructive all the time. It builds new experience<br />

opportunities. Consalvo (2005, p: 7) sees cheating not as a<br />

subversive concept; it's a way for players to keep playing<br />

through boredom and infertile scenarios.<br />

Cheats increase re-playability of a game. Cheat codes allow<br />

people to play in multiple ways. Different cheat codes draw<br />

new ways to follow. Each path provides a new experience.<br />

Trying different opportunities brings re-playability ofthe game<br />

product. According to Juul (2005, p: 199), '...the proliferation<br />

of semi-official cheat codes has made it possible for players<br />

to bend the rules of video games to accommodate their own<br />

wishes'.<br />

Cheats allow the player to just walk around and observe the<br />

game universe. Some people, -especially fans- don't want to<br />

beat the game, but they just want to walk around (Bedigian,<br />

n.d.) and watch the design elements such as ship models,<br />

costumes of game characters, weapon types or experiencing<br />

the atmosphere ofthe game.<br />

Cheats create a network through web-forums, game magazines<br />

and online walkthroughs etc. Cheats are a part of game<br />

genres. A game includes a set of generic cheats which gives<br />

an idea about the genre of the game. Sharing the information<br />

on games brings people together and creates a network.<br />

These aspects on cheating are focused much more on player<br />

- game interaction; where cheating as a external force creates<br />

an addition to the internal game mechanics and therefore<br />

expands the game experience. In contrary to these, there is a<br />

set of negative aspects on cheating in computer games.<br />

Aporia-epiphany conceptions are important issues in game<br />

play. Aporia means being stuck in a phase of an adventure<br />

game ora hypertext narrative, not able to advance any further<br />

and epiphany is the feeling of glory when someone finds<br />

the way to proceed In an adventure game or labyrinth-like<br />

hypertext (Aarseth, 1997, p: 33). Using cheats to come up with<br />

an obstacle in a game, makes the player feel himself/herself<br />

less successful and makes his/her glory worthless.


Playing In special modes -such as God mode- prevents<br />

the pleasure derived from game play. One of the basic<br />

components of game concept is risk, i.e. the possibility of<br />

losing. How/ever in God mode for example, there is no way<br />

to lose. Consequendy, fun does not advance through win or<br />

lose options; this destructs the winning desire as a definitive<br />

concept of game play.<br />

To discover hidden moves out ofthe game concept stops the<br />

continuity ofthe game and encourages the player to leave the<br />

game flow. In some genres, hidden moves are seen traditional.<br />

However, designers need to develop ways to keep players to<br />

discover the hidden moves within the context ofthe game. For<br />

designers, to supply the information about secret moves on<br />

web sites, in other publications is a possibility, but it is not the<br />

best method for several reasons. It both breaks the continuity<br />

of the game and encourages the player to leave the game<br />

flow. However, designers' primary concern is to keep players<br />

In the game as long as possible. Also, it is possible that they<br />

can't find the information they searched, causing a blockage<br />

to game play (Ray, 2004, p: 12).<br />

Especially in MMORPGs", If someone cheats, it affects the<br />

others: Many academicians and gamers think that cheating In<br />

single player games is not a big deal, because you play against<br />

computer, not against other humans. Because in MMORPG<br />

universe all the goods have a value both in game world and<br />

in real wodd and creating a character take a great deal of<br />

time. Items, superior characters are sold even In eBay. Due<br />

to both its economical background and time that is spent,<br />

cheating in MMORPGs cannot be tolerated. This situation is<br />

also closely related to the game industry. If cheats in a game<br />

becomes a problem for its gamers, it becomes a problem for<br />

its developers and publishers too: The growth in the number<br />

of cheaters in a game, people may choose to quit and leave the<br />

game. They don't pay their subscription fees, they don't buy<br />

additional products. The brand loses value and the company<br />

loses money (Zetterström, 2005, p: 11).<br />

Negative aspects on cheating much more consider it as<br />

a disturbance of internal mechanics and resultantly the<br />

' Massively Multiplayer Online Role Playing Game<br />

game experience. Either used by players or encouraged<br />

by designer, an overuse of cheats ends with an unpleasant<br />

game-expenence. Using cheat codes in a multi-player game is<br />

a reflection of real life cheating and therefore is unacceptable<br />

for both players and designers.<br />

Positive Aspects Negative Aspects<br />

Cheating is a way to slip out<br />

from limitations of the game<br />

world and creates a new<br />

expenence.<br />

When the player get stuck in a<br />

game, cheats allows him/her<br />

back into the game.<br />

Cheats increase re-playabi!ity<br />

of the game.<br />

Cheats createa game-network<br />

through web-forums.<br />

Cheats allow the player to just<br />

walk around and observe the<br />

game universe.<br />

Playing in special modes-such<br />

as God mode- prevents the<br />

pleasure derived from game<br />

play-<br />

Cheats make you lose your<br />

epiphany.<br />

To discover hidden moves out<br />

of the game concept breaks<br />

the continuity of the game<br />

and encourages the player to<br />

continually leave the game<br />

flow.<br />

Especially in MMORPGs, if<br />

someone cheats, it affects the<br />

others.<br />

If cheats in a game becomes<br />

a problem for Its gamers, it<br />

becomes a problem for its<br />

developers and publishers.<br />

Table 1. Positive and negative aspects of computer game<br />

cheating<br />

Although in MMORPGs and other multi player virtual wodds<br />

cheating is considered unacceptable, using one other external<br />

dynamic is widely accepted both bythe players and designers:<br />

Money.<br />

Virtual worlds are simulations of an environment created<br />

by a computer or a network of computers. Users connect<br />

them through the Internet and the entities In this virtual


world act under the control of Individuals. The most popular<br />

virtual worlds are settings of massively multiplayer online<br />

role playing games and several people can participate into<br />

the environment simultaneously. This virtual environment<br />

continues to exist and develop internally even the users log<br />

off, this makes them persistent.<br />

In these persistent MMORPG worlds, in addition to the game<br />

developers and game world operators who fulfil players'needs<br />

offering them variety and new interests, there is a secondary<br />

market which allows players to acquire advantages through<br />

"virtual assets".<br />

Vili Lehdonvirta (2005) divides "virtual assets" Into four<br />

categories as "currency, personal property, realty and avatar<br />

attributes". Most of virtual worlds have their own internal<br />

currency such as "gold pieces" in Ultima Online, "platinum<br />

pieces in EverQuest" or "Linden dollars" in Secondlife. Virtual<br />

currency has the same functions as in real world. Another<br />

asset personal property or virtual items including weapons,<br />

armors, costumes, furniture and other transferable properties<br />

that an avatar can possess. These items can ease the player<br />

to achieve the objectives ofthe game. The third virtual asset<br />

category is realty. In some ofthe games the player can have a<br />

building or a land which also has an expressive value just like<br />

in real world. The last virtual asset is avatar attributes. Skills<br />

for an avatar are acquired through beating foes, overcoming<br />

conflicts etc.Therefore, the players cannot exchange the assets<br />

partially. They should transfer the whole account including all<br />

the avatar skills and its possessions.<br />

An experienced player can sell these"virtual assets"she/he has<br />

earned in the game on real-money markets such as e~Bay. Also<br />

there are both designer and third-group companies selling<br />

"virtual assets" on the Internet. The selling of "virtual assets"<br />

creates a reflection ofthe real wodd economics on the game<br />

world. A rich player can easily have an experienced avatar.This<br />

new economy is a totally external dynamic to the game play<br />

but still is accepted by all sides.<br />

Comparison and Conclusion<br />

Both oral story tradition and computer games provide an<br />

interactive system. In oral tradition the "open form" creates<br />

an interaction between the story-teller and the audience. In<br />

computer games the player interacts with the game through<br />

rule systems or game mechanic and interfaces. In multi<br />

player games there is also an interaction among the players<br />

themselves.The interaction process operates through internal<br />

dynamics. In oral tradition the story-tellers' preparations and<br />

the emotional interaction form the story. In computer games<br />

the internal dynamics are determined by rules; rules determine<br />

what the player can do and how the game will respond.<br />

External dynamics are attempts to influence the interactive<br />

systems from beyond the limits of their interaction models.<br />

Gifts and threats or different kinds of cheating for various<br />

reasons are such attempts.<br />

Losing the epiphany and coming back into the game through<br />

cheating are opposite approaches towards the same aspect<br />

of cheating; speeding up the narrative, This aspect is similar<br />

to giving a Naqqal gifts to continue his story. But although<br />

the affect on is similar, using a cheat code or walkthrough is<br />

manipulating the internal dynamics of the game, however<br />

giving gifts intends to speed up the narrative without<br />

manipulating the open-form.<br />

The opposite of Naqqals situation, Ozans slowing down the<br />

narrative to get gifts Is, on the other hand, similar to the<br />

conception of breaking the continuity of the game. Like the<br />

designer encouraging the use of cheat codes, here the Ozan<br />

indirectly forces the audience to give him gifts or money. In<br />

fact in this situation the Ozan is the one who cheats.<br />

Manipulating the story-teller by gifts or threats Is both a<br />

positive and negative way of approaching an interactive<br />

system. It creates a new narrative experience beyond the<br />

limits of the "open-form", where the interaction is limited to<br />

the level of side stories, and gives the audience the unique<br />

opportunity to be a part of creating a new dramatic arc. Yet,<br />

especially using threats is a compelling action towards the<br />

story-teller and destroys the interaction by forcing one side.<br />

Also it destroys the dramatic effects of the original story. A<br />

similar duality can be found in using cheats; they can create a<br />

new experience or prevents the pleasure derived from game<br />

play.


A clear act of cheating both in oral tradition and computer<br />

games is cheating against other individuals or groups. Both,<br />

fighting groups supporting different heroes, and cheaters in<br />

multi-player games have destructive effects on the interactive<br />

system. Like the real world, a cheat against an individual or<br />

group is not accepted in virtual societies.<br />

There are two issues which might create confusion: The first<br />

one is the sale of "virtual assets". This is similar to cheating<br />

against individuals or groups but is accepted by communities.<br />

It assembles real economics and social classes in to the virtual<br />

world. If It is reflected to the oral tradition; this is the difference<br />

between rich and poor story tellers. These are basic realities<br />

which can not be rejected especially by commercial games.<br />

The other one is the use of cheats for observing the game<br />

universe. This stops the game play and turns the game world<br />

into a design object. A player using cheats forthis purpose has<br />

the same motivations with someone who studies the design<br />

of shadow puppets.<br />

To sum up, while the oral story telling traditions are one ofthe<br />

oldest and computer games one ofthe newest examples of<br />

interactive entertainment, both cases show similar external<br />

manipulation attempts towards their systems. Although the<br />

ways of manipulation are entirely different, the desired results<br />

are very similar. Such similarities might help comparing<br />

and remixing historical forms of cultural expression with<br />

contemporary media practices.


References<br />

AARSETH, E., 1997. Cybertext: Perspectives on Electronic<br />

Literature, Baltimore, Maryland, Johns Hopl^ins University Press<br />

AND, M., 1985, Geleneksel Türk Tiyatrosu, KöyliJ ve Halk<br />

Tiyatrosu Gelenekleri, İnkılâp KItabevi<br />

BARTLE, R.A., 2003, Designing Virtual Wodds, Indiana, New<br />

Riders<br />

BEDIGIAN, L., (n.d.) Is it wrong to cheat?,<br />

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last checked 28.12.2006<br />

BOOK, B., 2004, Moving Beyond the Game: Social Virtual<br />

Worlds<br />

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BORATAV P N., 2002, Halk Hikayeleri ve Halk Hikayeciliği,<br />

3''' ed., istanbul, Türkiye Ekonomik ve Toplumsal Tarih Vakh<br />

Yayınları<br />

CAILLOİS, R., 1961, Man, Piay and Games. New York, The Free<br />

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CLAYTON, S.P., 2005, Shahname Histoncal and Cultural<br />

Questions<br />

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CONSALVO, M., 2005, Gaining Advantage: How Videogame<br />

Players Define and Negotiate Cheating,<br />

< http://www.wai kato,ac.nz/fi I m/2005 pa pers/319B/docs/<br />

Consalvo.pdf>, last checked 28.12.2006<br />

Cultural Tradition in Iran, (n.d.),<br />

, last checked 07.12.2006<br />

ECO, U., 2001, Açık Yapıt, 1" ed., Istanbul, Can Yayınlan<br />

HUIZINGA, J., 1995, Homo Ludens: Oyunun Topumsal İşlevi<br />

LJzenne Bir Deneme, 1 ^' ed., Istanbul, Ayrıntı Yayınevi<br />

JUUL, J., 2005, Half-Real: Video Games between Real Rules and<br />

Fictional Worlds,<br />

USA,The MIT Press<br />

KUECKLICH, J., 2004, Other Playlngs - Cheating in Computer<br />

Games<br />

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27.12.2006<br />

LEHDONVIRTA, V., 2005, Economic Integration Strategies for<br />

Virtual Wodd Operators<br />

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NEITZEL, B„ 2005, "Narrativity in Computer Games", In J.<br />

RAESSENS and J GOLDSTEIN, ed. Handbook of Computer<br />

Games, USA, The MIT Pres, 227-245<br />

RAY, S.G., 2004, Gender Inclusive Game Design, Expanding the<br />

Market, Hingham Massachussets, Charles River Media Inc.<br />

ROUSE, R., 2001, Game Design: Theory and Practice, Texas,<br />

Wordware Publishing Inc.<br />

YAN, J.J. and Choi, H.J., 2002,"Security Issues in Online Games".<br />

The Electronic Library Volunie 20 Number 2<br />

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ZETTERSTRÖM, J., 2005, A Legal Analysis of Cheating in Online<br />

Multiplayer Games, <br />

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D E S I G N A S A N E G D T I A T D R B E T W E E N S E L F A N D ITS W O R L D - T O W A R D S A<br />

R E A S O N A B L E S T A T E O F D I S O R D E R<br />

Ahmet Zeki TURAN<br />

IstanbulTechnical University, Istanbul,Turkey<br />

zeki.turan@itu.edu.tr<br />

Abstract:<br />

The objective ofthis paper is to try to present a conceptual<br />

model for understanding the mutual existence of "disclosing<br />

- designing subject" and the "disclosed - designed object"<br />

w/ithin the concept of "disclosing whole". The text is also<br />

an attempt to understand and explain the necessity and<br />

possibility of somehow objective and verbally describable<br />

knowledge in design research and theory based on the<br />

concepts of "whole" and "wholeness". Disclosing whole Is<br />

presented as the primordial subject matter ofdesign research<br />

and it is deduced Into its primary sections, "the synchronic<br />

self" and the sequential world" leading the way to somehow<br />

objective knowledge in design. Finally, "doing" as the side of<br />

divisive order and "undoing" as the side of associative disorder<br />

are introduced as the primordial faces of human disclosure In<br />

order to gain an insight about mutual contexts of design and<br />

use.<br />

Introduclion<br />

Still today, as for other fields of meta inquiry, essential<br />

problems of modern design discourse, especially of design<br />

theory and philosophy are rooted through the ancient<br />

duality of "observing - manipulating subject" and "observed -<br />

manipulated object": ontological question of "what design is";<br />

epistemological question of "how design does"; and ethical<br />

question of "what design should do"(Alvesson and Sküldberg,<br />

2000). The objective of this paper Is to try to present a<br />

conceptual model for understanding the mutual existence of<br />

"disclosing - designing subject" and the "disclosed - designed<br />

object" within the concept of "disclosing whole". Basically the<br />

text is in search of an insight for obtaining and sustaining a<br />

somehow "objectively reasonable" state of disorder or disaster<br />

within the universal set of life: that Is the whole of the world;<br />

besides and apart from local and partial orders and welfare<br />

within its subsets.<br />

Friedrich Hayek notes that artifice can be"the result of human<br />

action but not of human design"(Mitcham, 2001). Non-design,<br />

Hayek seems to say, always encloses design; design can never<br />

be ultimate, and therefore should recognize its limitations.<br />

Mitcham (2001) adds that the truth is that even in design,<br />

results extend beyond intentions and these results become<br />

phenomena to which we, even in our attempts to redesign<br />

them or to design around them, must accept. With a strong<br />

reference to the concept of"dialectlcs", Fry (2003) puts outthat<br />

whatever we identify, there is also which evades and escapes<br />

that is other and supplementary. Design, order and truth is<br />

never simply a victory over non-design, disorder and untruth<br />

but a perpetual struggle with its own internalized negation.<br />

Here, in this paper, I will try to present the construction<br />

process and outputs of an articulated holistic model that is<br />

a philosophical and speculative projection through a web of<br />

conceptual relations and Interactions. The act of projection<br />

aims to a deep understanding process ofthe mutual whole of<br />

designing and using, which is also producing and consuming,<br />

in order to design, to use and to pass as sustainable as possible;<br />

that is also sustaining a somehow objectively reasonable state<br />

of disorder. The text is also an attempt to understand and<br />

explain the necessity and possibility of somehow objective<br />

and verbally describable knowledge in design research and<br />

theory based on the concepts of "whole" and "wholeness";<br />

especially In terms ofthe wholeness of primary dualities such<br />

as subject and object, natural and artificial, living thing and<br />

non living thing, order and disorder and part and whole.


Gaile (2002) points out that the philosophy of design is useful<br />

simply because it offers us insights about design which we<br />

could not obtain otherwise. Within the philosophy of design,<br />

all aspects of design and insights about them are obtained by<br />

rational reflection ratherthan empincai observation. Moreover<br />

it seems that these Insights could not have been gained by<br />

anything but such reflection. Essentially, the modeling is a<br />

meta effort to put out something about the"ur-phenomenon"<br />

of the disclosing whole. Goethe argued that, In time, or of<br />

commitment, practice, and proper efforts, the expenencing<br />

researcher would discover the ur-phenomenon, the essential<br />

pattern or process of a thing (Seamon and Zajonc, 1998):<br />

Ur~ bears the connotation of primordial, basic,<br />

elemental, archetypal; the ur-phenomenon may be<br />

thought of as the "deep-down phenomenon", the<br />

essential core of a thing that makes it what it is and<br />

what it becomes. For example in his botanical work,<br />

Goethe saw the ur-phenomenon ofthe plant as arising<br />

out of the interplay between two opposing forces:<br />

"the vertical tendency" and "horizontal tendency". The<br />

former Is the plant's inescapable need to grow upward;<br />

the latter, the nourishing, expanding principle that<br />

gives solidity to the plant. Only when these two forces<br />

are in balance can the plant grow normally.<br />

Necessity, Possibility and Reliability of Design Knowledge<br />

A widely known expression of Simon (1969) puts out that<br />

everyone designs who devises courses of acrion aimed at<br />

changing exisring situarions into preferred ones. For him the<br />

intellectual activity that produces material artifacts is no different<br />

fundamentally from the one that prescribes remedies for a sick<br />

parient or the one that devises a new sales plan for a company<br />

or a social welfare policy for a state. Design, so constructed,<br />

is core of al! professional training; It is the principal mark that<br />

disringuishes the professions from the sciences. Besides that,<br />

within meta discourse, design as the primary underlying matrix<br />

of life (Papanek, 1984), Is often presented as Indicating an<br />

"ontological space" that lies outside the boundaries of verbal<br />

discourse; that Is literally indescribable in linguisric terms. That<br />

talking of proposirional knowledge In this area, or making<br />

knowledge claims about the thinking process of designers, may<br />

be fundamentally wrong-headed (Daley, 1984).<br />

Design Is not an activity performed only by some distinguished<br />

professionals but is basic to all human acrivity, "All men are<br />

designers, all that we do, almost all the rime. Is design'; says<br />

Papanek (1984); It Is the conscious and intuitive effort to<br />

impose meaningful order. As Fry (1994) suggests, design is<br />

the anthropocentric imposition of direction. Fry (1999) says<br />

that design Is everywhere as the normality ofthe made world<br />

that is rendered background as soon as "design" becomes an<br />

Individuated object of focus. For him to reify design, which Is<br />

to present It In an objectified form removed from Its dynamic<br />

in process, is to misconstrue the vary nature of what design is.<br />

Design is prior to, within and independent of both the sciences<br />

and humaniries. Fry (1999) thinks that although we, and the<br />

worlds we occupy, are significantly determined by design. It<br />

has never actually arrived as a serious object of Inquiry. Besides<br />

that Krippendorff (2006) claims that, not everyone who acts to<br />

make the worid a better place calls him or herself a designer.<br />

He says:<br />

Design as a professional practice differs from design<br />

in everyday life by relymg on publicly acknowledged<br />

competencies, the use of methods, but above all on<br />

an organized way of languaging, a design discourse,<br />

that coordinates working in teams and with clients,<br />

justifies proposals for artifacts to their stakeholder, and<br />

distinguishes professional designers from those doing<br />

it largely for themselves.<br />

The necessity and possibility ofa reliable knowledge in design<br />

theory, practice and education lies in the understanding that<br />

for both levels of designing, everyday or professional, design<br />

as basic human capacity acts upon and directs a "wodd"<br />

that is shared by others. For contemporary design theory<br />

and philosophy the dlstlncrion between "everyday design"<br />

as conducted by so called "users" and "professional design"<br />

as conducted by so called "designers" disclose an essenrial<br />

dilemma to overcome; that contradiction may be stated by<br />

two mutual proposlrions; the first to be called as"subjecrive"<br />

or "hidden" and the latter as "objecrive" or "disclosed" (Jonas,<br />

2002; Friedman, 2002).<br />

1. Subjective issue: Design as a basic human capacity, a<br />

mode of inquiry and the underiying matrix of life seems<br />

principally and originally hidden, unattainable and


unİnterferabİG for objective icnowledge. İt implies an<br />

entity or an experience settled in an ontological space<br />

that resists to division, differentiation and inter subjective<br />

communication; It is beyond the limits of verbal language.<br />

So, design cannot be modeled as a system indicating an<br />

organization, a process and a product.<br />

2. Objective issue: Although that every single human<br />

being live end experience the outcoming results ofdesign<br />

by himself, the effects ofdesign and the direction it implies<br />

are disclosed, viewed and felt in a world shared by others<br />

distanced apart from the originator subject. That world<br />

seems somehow objective, affording Inter subjective<br />

verbal communication; it also allows things to be seen in<br />

organization indicating the existence of processes and<br />

products.<br />

As a necessity of the objective issue, the professional designer<br />

has a inter subjective, social or worldly "responsibility" of his<br />

actions, that he has to act by knowing, carefully and intentionally<br />

disclosing artifacts forming and ordering the world he share<br />

with others. Besides that as a necessity of the subjective Issue,<br />

the professional designer does not seem to have a reliable<br />

way to explain, to systematize and to organize the design<br />

process that is essentially covered and hidden for objective and<br />

verbal knowledge. While he İs responsible of his actions, the<br />

deep down structure bringing him into action, creating and<br />

transforming his intentions always stay beyond the limits of his<br />

worldly conceptualizations, systematizations, modeling and<br />

languaging. Design knowledge is crucial and necessary, while It<br />

Is systematically and linguistically Impossible and unattainable.<br />

That essential contradiction brings out a vital question: If all the<br />

organisms, and in accordance with particular theories all the<br />

particles in the universe are already and always processing to<br />

solve problems and ifdesign Is inevitablyactual and continuously<br />

going on within the whole of theexistence, then Is there a ground<br />

for the "necessity" of conducting design research for attaining<br />

Insights, bringing explanations and creating knowledge In<br />

the context of professional design? Besides its necessity, is it<br />

"possible" to reach to reliable knowledge by design research?<br />

Besides its necessity, possibility and reliability, where should the<br />

researcher or the theorist look at and head towards to disclose<br />

that hidden knowledge, what Is the source of It? What is the<br />

primordial subject matter of design research?<br />

The Ur-deduction ofthe Disclosing Whole<br />

Here the central, primordial or the original subject of design<br />

research and theory Is introduced as the disclosing whole<br />

that is complete, indivisible and an absolute thing in itself;<br />

in contradiction with Its disclosing character it is essentially<br />

concealed, hidden and covered to examination from outside.<br />

It has the basic capacity to design. Unlike the linguistic wholes<br />

that systematically and hierarchically divide into parts and<br />

combine into larger wholes, disclosing whole represent an<br />

ontological level that all the primary dualities that construct,<br />

control and sustain the wholes of language are in a indivisible<br />

and continuous wholeness, like subject and object, natural<br />

and artificial, living thing and non living thing, order and<br />

disorder etc.<br />

Von Bertalanffy (1971), the founder of General Systems<br />

Theory, notes that In one way or another, we are forced to deal<br />

with complexities, with "wholes" or "systems". In all fields of<br />

knowledge. He says:<br />

Nevertheless, the necessity and feasibility of a systems<br />

approach became apparent only recently. Its necessity<br />

resulted from the fact that the mechanistic scheme<br />

of isolable causal trains and meristic treatment had<br />

proven Insufficient to deal with theoretical problems,<br />

especially in the biological sciences, and with the<br />

practical problems posed by modern technology.<br />

He also adds that mechanistic approach just mentioned<br />

appeared to neglect or actively deny just what is essential in<br />

the phenomena of life. Jonas (2003) claim that design activities<br />

change the world, without being able to predict anything,<br />

except, maybe, the correct functioning of an artifact in a very<br />

restricted manner. He gives the example of cars as isolated<br />

artifacts are working ever more perfectly. Besides that he notes:<br />

Butdesignactivitiesalwayscomprlseandaffect"wholes"<br />

consisting of non-causally connected components...<br />

The external boundaries of these wholes are fuzzy,<br />

their internal relations cannot be defined in scientific<br />

terms, their behaviors are unpredictable. Therefore<br />

design should be theoretically conceived as a practice<br />

of not-knowing.


As a result of the subjective issue mentioned above, the<br />

concept of disclosing whole comes with an impossibility to<br />

comprehend, understand and know objectively; so in order to<br />

disclose the primordial relations and interactions that mode!<br />

it as an organized and processing system, as a necessity of the<br />

objective Issue, we need a deductive approach rather than<br />

an analytic induction where the concealed and unknowable<br />

whole Is spontaneously and synchronicaily spaced within<br />

itself, opened out and interrupted into its "primary sections".<br />

Methodologically, this may be seen as a "phenomenological<br />

reduction" or a "hermeneutical disclosure of something hidden<br />

deep inside" (Husserl, 1965; Vattimo, 1997). This primordial<br />

disclosure may be stated as deducing and interrupting the<br />

continuous, inconceivable, complex and unknowable whole<br />

into its primordial partitions; taking it away and removing from<br />

itself; creating a viewing and participating distance within<br />

itself in order to "make sense" and disclosing comprehensible,<br />

knowableandsomehowsystematicrelationsthatconstitute the<br />

pnmary subjects of knowledge, meaning and understanding<br />

in design research and theory, it is an eternal separation within<br />

the disclosing whole that is the "whole of human" that makes<br />

sense. Theoretical deduction of the disclosing whole aiming to<br />

understand, to know, to conceive and "to make sense" of it is<br />

not an interruption that has happened in a certain time and<br />

place but It goes on continuously and eternally as capacities<br />

of making sense, organization, ordering and cognirion are the<br />

main indicators of life (Csanyi, 1989; Eigen, 1992; Kampis, 1991;<br />

Maturana &Varela, 1987).<br />

I introduce an ur-phenomena! pattern, the primary sections of<br />

the essenrially concealed but actually c//sc/o5/ng whole; that are<br />

the "self" as the central agent and its "worid" as the periphery<br />

for which the self is responsible and takes care of by viewing,<br />

participating, ordering and forming. After deduction, one of<br />

the mutual primordial parts within the supposedly theoretical<br />

abundance will "necessarily" come forward, hold the centre<br />

and appear with the claim and mission of "representing" and<br />

thus taking the responsibility ofthe disclosing whole. So while<br />

the disclosing whole was unconceivable and unknowable pre<br />

deducrion,nowitmakessensebyacentralselfthatis"conscious"<br />

and reflects, interprets and knows Its peripheral world. The<br />

self represents the concealed whole pre~deducrion so it also<br />

represents the concepts of wholeness, uninterrupted oneness,<br />

undivided completeness and singularity; and it acts and<br />

behaves towards achieving those conditions. After deduction,<br />

the self conscious discloses and reflects "wholes" into its<br />

world that are principally "contingent". The representing self<br />

forces the parts of its world to create wholes of organizations,<br />

processes and products that afford verbal descriptions. So<br />

while the central self of the disclosing whole tends towards<br />

"lingulsrically unorganized wholeness". Its peripheral worid<br />

tends towards "lingulsrically organized togetherness". In other<br />

words, the self conscious of the disclosing whole necessarily<br />

represents the pre-deduction wholeness, thus it is responsible<br />

of its world. The world is known, made sense. Interpreted,<br />

reflected and controlled by the self conscious. Since the self<br />

acts toward wholeness. It discloses "wholes" in the partial<br />

world of abundance and plurality in "togetherness"; that are<br />

artificial and contingent wholes.<br />

As a matter of the subjective issue mentioned above self<br />

conscious ofthe disclosing whole cannot be divided; for each<br />

human being there is one actual, directly experienced and<br />

phenomenological "lived" necessity, one natural whole and<br />

center of meaning that is himself, constituring the pole of<br />

subjectivity. Although there is only one single "lived" necessity<br />

andconsciousnessforeveryhuman being that is himself, within<br />

the framework of ur-deduction, he has been distanced from<br />

himself disclosing a reflecting world where he contemplates<br />

some other selves as "necessarily living". As a result of that,<br />

a mediator world of contingency Is spread and diffused in<br />

between those selves constituting the pole of objecrivity. The<br />

disclosing human whole Is alone with himself, while together<br />

with others in his world. The self of the disclosing whole is<br />

necessarily and inevitably "lived" and "experienced" leading<br />

to the concept of subjectivity and the worid ofthe disclosing<br />

whole is conringently "viewed" "participated" and "shared"<br />

leading to the concept of objectivity The self conscious may<br />

be presented as a web of network that has boundaries with<br />

its wodd consisted of both other selves that are the origins<br />

of disclosures and also wholes of disclosed things that are<br />

spatially in togetherness and temporarily in sequence.<br />

Here firstly, design is introduced as a fundamental attribute<br />

of any disclosing human whole or system that is centralized<br />

and represented by immaterial "self consciousness" and<br />

surrounded by its material "worid" An essential and necessary<br />

"formal unfit" between the self and its world is recognized for


which design is a mediator as the basic capacity ofthe whole.<br />

This unfit is stressed as inharmoniousness or incompatibility<br />

on the widespread web of boundaries between the designing<br />

self and its world. Jonas (2003) also presents design as the<br />

agent/parasite/joker which creates temporary fits between<br />

the co-evolving systems of cultural evolution, namely:<br />

communications, consciousnesses, bodies, as autopoietic<br />

systems, plus artifacts as allopoietic systems.<br />

Secondly, a linear, local and sequential "world" rendered<br />

by Euclidean geometry of classic physics and science, and<br />

a non-linear, non-local and synchronous "self" rendered by<br />

fractal geometry of contemporary complex systems science<br />

and quantum physics are claimed to be the basic mutual<br />

entities Vv'ithin the disclosing whole (Martinez, 2001). Here,<br />

design is understood as a fundamental position ofthe whole<br />

as a negotiator through the widespread web of boundaries<br />

between non-linear, non-local and synchronous patterns ofthe<br />

conscious self, and linear, local and sequential organizations of<br />

its world. Design as a negotiator search for "contextual fitness",<br />

harmonyand compati bility between theselfand Its world which<br />

is projected as an instantaneous and temporary order within<br />

the fuzzy boundaries ofthe context; while simultaneously it<br />

may be faced as a disorder or a thread outside the context,<br />

within a wider whole (Van de Vljver et al, 2005).<br />

Martinez (2001) has developed a bio-cognitive epistemology<br />

explaining the process of knowing. In the process of knowing,<br />

he explains, bioinformation Is selected, stored and retrieved<br />

as contextual fields of Inseparable cognitive, biological<br />

and cultural parameters. These blo-informational fields are<br />

decontextualized from linear to non-linear space during<br />

storage and recontextualized from non-linear to linear<br />

space during retrieval. Bio-information is expressed linearly<br />

and locally through the nervous, endocrine and Immune<br />

pathways in a space of Euclidean geometry, and is impressed<br />

non-llnearly and non-locally in a space of fractal geometry in<br />

the totality ofthe field.<br />

Above, the primordial or the original subject of design<br />

research and theory Is Introduced as the disclosing whole that<br />

has the basic capacity to design. Unlike the linguistic wholes<br />

that systematically and hierarchically divide into parts and<br />

combine into larger wholes, disclosing whole represented an<br />

ontological level where all the primary dualities that construct,<br />

control and sustain the wholes of language are in a indivisible<br />

and continuous wholeness. After the primordial disclosure<br />

of the self and the worid, design research and theory may<br />

be seen as dealing with two levels of wholes and wholeness<br />

that are verbally describable and relations and interactions of<br />

which can be systematically modeled representing them as<br />

explainable organizations:<br />

1. Necessary and natural wholes that are disclosing and<br />

living entities as the "self". Human beings, both ordinary<br />

and professional who are continuously designing and<br />

using to disclose contexts of life are examples of these<br />

wholes. Designers, their clients and users as actual persons<br />

away from all kinds of titles and positions are examples of<br />

such central wholes for design theory.<br />

2. Contingent and artificial wholes that are disclosed and<br />

affording entities in the "worid". They are originated in<br />

and depend on necessary and natural wholes. Artifacts<br />

as wholes are disclosed by natural wholes as a necessary<br />

result of their orientation towards wholeness. They may<br />

resemble natural wholes in several manners but lack of<br />

an independent self consciousness. Although they have<br />

vital effects on natural wholes, since they are not originally<br />

representing entities, they are not responsible of those<br />

causes.<br />

The main important distinction between necessary - natural<br />

wholes and contingent - artificial wholes Is that, artificial<br />

wholes are not "disclosing" entitles in the sense that natural<br />

wholes are; which is also the indicator of life in natural wholes.<br />

Despite the fact that they may seem as disclosing, they are<br />

primarily disclosed entities and they"afford" means for further<br />

disclosures. They have no necessary existence independent of<br />

natural wholes.They basically take place in a world organized<br />

linearly, locally and sequentially.They are mediators, negotiators<br />

and fittings in between necessary and natural wholes that<br />

exist relative to each other in a worid of togetherness. Artificial<br />

wholes do not disclose some other wholes, represent them or<br />

take their responsibility but they do afford means of disclosure<br />

for natural wholes.The way taken by a car, the work done by a<br />

vacuum cleaner, the lighting streamed by a table lamp or even<br />

automated machines producing products out of disordered


aw materials may resemble natural disclosures but they are<br />

not disclosures in the sense that human wholes do disclose<br />

artificiality. These artifacts afford possible disclosures for the<br />

self Kroes (2002) suggests that technical artifacts have a<br />

dual nature: on the one hand they are physical objects (man-<br />

made constructions) that may be used to perform a certain<br />

function, on the one hand they are intenrional objects since It<br />

is the funcrion of a technical artifact that disringuishes it from<br />

physical (natural) objects and this funcrion has meaning only<br />

within a context of intentional human action. So, necessary<br />

and natural wholes disclose affordance into the worid, while<br />

contingent and artificial wholes afford disclosures for the self<br />

The Primordial Faces of Human Disclosure<br />

We may talk about a single stream of disclosure out ofany natural<br />

and necessary whole aiming to construct an order within its<br />

peripheral worid by creating contingent and artificial wholes.<br />

But this "construcrive" disclosure would have no meaning if<br />

there was not a state of disorder within the orientated worid<br />

of artifice. The self observes this disorder or problem out ofthe<br />

disclosures of other natural and necessary wholes that is the<br />

destructive face of disclosure. Although there is a single stream<br />

of human disclosure, it is relarively constructive or"de5tructive".<br />

As it gives an order and constructs something, it also creates a<br />

disorder and destructs something within a greater whole In the<br />

worid of togetherness. Everyday designing of so called "users"<br />

may be seen as the destructive face of disclosure relative to the<br />

professional designers who primarily construct ordered wholes<br />

to be used by them. Everyday designing disclose problems to<br />

be solved and disorder to be ordered.<br />

Buchanan (1994) tries to speculate on the term culture as<br />

follows; "Culture is not a state, expressed in an ideology<br />

or a body of doctrines. Rather it is an activity. Culture is<br />

the activity of ordering, disordering, and reordering in the<br />

search for understanding and for values that guide acrion."<br />

When designing Is taken as cultural dynamics of order, it is<br />

understood by the presence of its opposite, cultural dynamics<br />

of disorder. So disclosing human whole may be viewed through<br />

a basic mutual opposition; the face orthe side of ordering, for<br />

that 1 choose the term "doing" and the side of disordering that<br />

1 prefer to call as Its opposite: "undoing" (Turan, 2002). These<br />

are not the sides of the artifact, but In fact, ofthe human being<br />

and his acrive, parricipatlve togetherness with the artificial,<br />

social and natural environment, which he inhabits. I will<br />

express that participative togetherness with the term "human<br />

struggle" or "human disclosure"<br />

As presented here, "context of design" as put out by the<br />

construcrive face of human struggle in connection with<br />

ordering, producing and constructing, and "context of use" as<br />

put out by the destructive face of human struggle in connecrion<br />

withdisordering, consuming and destroying are interconnected<br />

mutual enriries of human disclosure into the worid in which<br />

he takes place and rime with other people and things. Since<br />

the Interaction of these enritles may be thought of holisric and<br />

mutual rather than analytic and autonomous, it is impossible<br />

to dismiss that some kind of using and disordering is involved<br />

within the context ofdesign, and some kind of designing and<br />

ordering is involved within the context of use, which makes<br />

them impossible to strictly determine, fvletaphorlcally I will<br />

point out two basic and Inherent sides of human disclosure<br />

just as left and right: "the side of divisive order" that is what I<br />

called "doing" as parrially projecring the context of design and<br />

"the side of associarive disorder" that is what I called "undoing"<br />

as parrially projecring the context of use (Figure 1). These two<br />

opposing enritles are in a constanriy changing mutual relarion<br />

without a clearly definable purpose.<br />

SKY<br />

GROUND<br />

T>ve„<br />

Figure l.The Primordial Faces of Human Disclosure<br />

The doing of human disclosure, which is the side of divisive<br />

order, is the side in which relations as decomposirion,<br />

differentiation, opposition, separation, discrimination and


decision are originated. It systematizes, partitions, divides and<br />

orders in order to bring Into being by doing it. Although it<br />

seems like something constructive, it inhabits the destructive<br />

face of construction that is limiting the possibilities, freezing<br />

and solidifying the v^/orld. Depending on a permanent<br />

but unfounded web, it has the inner tendency to create<br />

a temporary ground to stand on, which is also replacing<br />

something old with something new. The doing Is like the left<br />

or right of human being in place and time. It is the other side of<br />

undoing. Just as left and right get mixed up, dispersed in each<br />

other in human strolling in time and place, doing and undoing<br />

are dispersed in each other in human struggling on the line of<br />

"horizon". Our world of experienced phenomenon embracing<br />

the contexts of design and use. Is a worid of continuous<br />

indeterminacy consisted of the osmotic transition between<br />

doing and undoing. Besides that, doing lowers, takes down<br />

to the ground what it partitions, divides and orders In order<br />

to bring into being by doing it is. Thus, it makes "knowable"<br />

and "visible". It is mainly related with the tangible and material<br />

ground, the below, underneath of disclosing human struggle<br />

into the world that is principally on the line of horizon.<br />

The undoing of human disclosure, which Is the side of<br />

associative disorder, is the side in which relations as unifying,<br />

making a whole, equaling, pairing, making synchronic, making<br />

identical and alternating are originated. It non-systematizes,<br />

completes, associates and disorders in order to take out of<br />

being by doing it is not; that is undoing. Although It seems<br />

like something destructive, it inhabits the constructive face<br />

of destruction that is enforcing the possibilities, boiling and<br />

vaporizing the world. Depending on a temporary ground to<br />

stand on, it has the inner tendency to create a permanent<br />

but unfounded web, which is also replacing something new<br />

with something old. The undoing is like the left or right of<br />

human being in place and time. It Is the other side of doing.<br />

Just as left and right get mixed up, dispersed in each other<br />

In human strolling in rime and place, doing and undoing are<br />

dispersed In each other In human struggling on the line of<br />

horizon. Our worid of experienced phenomenon embracing<br />

the contexts of design and use, is a worid of continuous<br />

indeterminacy consisted of the osmotic transition between<br />

doing and undoing. Besides that, undoing raises to the sky<br />

what it completes, associates and disorders in order to take<br />

out of being by doing it is not. Thus, it makes "unknowable"<br />

and "invisible". It Is mainly related with the intangible and<br />

Immaterial sky, the above of disclosing human struggle into<br />

the world that is principally on the line of horizon.<br />

Conclusion<br />

Doing as the constructive face of human disclosure indicates<br />

a vector from the centre to the periphery representing the<br />

selves' conscious disclosure into the common worid. Undoing<br />

as the destructive face of human disclosure indicates a vector<br />

from the periphery to the center representing the worid's<br />

cooperative response affecting the selves. Results of undoing<br />

as the context of use extend beyond Intentions of doing as<br />

the context ofdesign and these results become phenomena<br />

that professional designers, even In their attempts to redesign<br />

them or to design around them, must accept. With reference to<br />

Simon (1969), Kroes' (2002) expression presenting the duality<br />

of inner and outer environments promises useful insights<br />

about the mutual existence of doing and undoing. He says:<br />

In the design context, the main emphasis lies on how<br />

to construct a physical system (object) that realizes<br />

a certain function. This function is often described in<br />

terms of a list of specifications which the object to<br />

be designed must meet (inner environment). In the<br />

context of use, the outer environment presents Itself<br />

There, the function of the artifact in relation to the<br />

realization of goals (ends) is of prime importance and<br />

the physical constitution of the artifact becomes of<br />

secondary importance.<br />

Everyday designing of so called "users" (outer environment)<br />

may be seen as the destructive face of human disclosure<br />

relative to the professional designers who primarily construct<br />

ordered wholes (inner environment) to be used by them.<br />

Everyday designing discloses problems to be solved and<br />

disorder to be ordered.<br />

The concept of disclosing whole promises positive insights<br />

about ontological, epistemological and ethical articulation of<br />

design theory and philosophy; ontological question of "what<br />

design is", epistemological question of'how design does", and<br />

ethical question of "what design should do" are presented<br />

as interconnected and articulated in a disclosing whole


epresenting an ontological level that all the primary dualities<br />

that construct, control and sustain the v^^holes of language are<br />

in an indivisible and continuous wholeness, like subject and<br />

object, natural and artificial, living thing and non living thing,<br />

order and disorder etc. The concept of disclosing whole and its<br />

ur-deduction Is also useful in understanding and explaining<br />

the necessity, possibility and reliability of somehow objective<br />

and verbally describable knowledge in design research and<br />

theory.<br />

In this paper, I tried to follow the footprints and catch the<br />

clues of the deep-down phenomenon, the archetypal<br />

pattern or process within the terrain of design. Maybe not<br />

the ur-phenomenon itself, but the continuous process of<br />

experiencing, interpreting and understanding towards it has<br />

the potential to show us how to live, to design, to use and<br />

to pass within the limits of optimum sustainability, that is<br />

obtaining and sustaining a somehow "objectively reasonable"<br />

state of disorder or disaster within the universal set of life: that<br />

is the whole of the world; besides and apart from local and<br />

partial orders and welfare within its subsets. Heading towards<br />

optimum sustainabllity should at the same time mean the<br />

chase of deeper responsibility on volitional and intentional<br />

action in designing and ordering our material and immaterial<br />

environment. Sustaining an objectively reasonable state of<br />

disorder would not only stabilize materially visible pollution,<br />

but it will also decrease materially invisible pollution as well,<br />

which is the loss of quality In everyday human experience<br />

with the surrounding whole.


References<br />

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New Vistas for Qualitative Research, London: Sage.<br />

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Vihma, S., p. 10-29, UIAH Publications, Helsinki.<br />

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Wiley, Chichester.<br />

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Design, www.verhaag.net/basicparadox/, 17.09.2002.<br />

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Envirobook; Sydney.<br />

FRY T., 1999. A New Design Philosophy: An Introduction to<br />

Defuturing, UNSW Pres: Sydney.<br />

FRY,T., 2003-The Dialecticof Sustainment, in Design Philosophy<br />

Papers, Issue 5, www.desphilosophy.com.au.<br />

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in Design Studies 23, p 211-218, Elsevier Science Ltd.<br />

HUSSERL, E., 1965. Phenomenology and the crisis of philosophy<br />

: Philosophy as a rigorous science, and Philosophy and the<br />

crisis of European man / Translated with notes and an introd.<br />

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in Common Ground: Design Research Society International<br />

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Philosophy Papers, Issue 5, www.desphilosophy.com.au.<br />

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Cognitive Science, Pergamon Press: NY.<br />

KRIPPENDORFF, K., 2006.The SemanticTurn; a New Foundation<br />

for Design, CRC Press: USA.<br />

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Artifacts, in Design Studies 23, p. 287-302.<br />

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Epistemology, in the Journal of Mind and Behavior, Autumn,<br />

vol:22 no:4.<br />

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The Biological Roots of Human Understanding, New Science<br />

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of Turning Making Into Thinking, in International Journal of<br />

Technology and Design Education II, 27 - 36.<br />

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and Social Change, 2nd ed. London,Thames and Hudson.<br />

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Phenomenology of Nature, State University of New York Press.<br />

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of a Transcendental Project, in Acta Blotheorica, 53 :57 - 75.<br />

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hermeneutics for philosophy, translated by David Webb,<br />

Stanford, Calif: Stanford University Press.<br />

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Penguin Pres: London.


D A N C I N G WITH D I S P L A C E M E N T : T H E C O N D I T I O N S O F D I S P L A C E M E N T IN A T H E N S<br />

EleniTzirtzilaki<br />

School of Architecture<br />

Poiytechic School of Athens, Greece<br />

nomadas@otenet.gr<br />

katsikogianni 9-Pslrl, Athens, Greece<br />

Tel.2103319852<br />

Abstract<br />

This paper addresses the transformation of spaces and objects<br />

In metropolitan conditions of displacement<br />

Refugees and immigrants without papers move to the great<br />

metropolises forced by wars, or other causes. Impoverished they<br />

reach the metropolises and transform the existing conditions in<br />

order to survive. Disorder results In the metropolises from the<br />

movement of displaced urban nomads. A newdesign, fluid and<br />

physical, results through everyday needs and habitation.<br />

Athens constitutes a stopover for people from Iran, Iraq,<br />

Turkey, and Eastern European countries on their way to other<br />

European Union countries. The refugee reception center in<br />

Lavrio and the other small centers run by non-government<br />

organizations cannot cover the needs created. Consequently,<br />

people are often forced to live in the streets or In crowded<br />

houses. The street the square, the public space and urban<br />

voids become spaces of habitation, work and expression for<br />

the displaced. Such areas are found in the center of Athens<br />

in streets, like fVlenadrou, squares, like Koumoundourou, and<br />

open markets, like the former Korean market<br />

The paper examines how the concept of place is transferred<br />

and what the characteristics of these temporary habitations.<br />

The nomads' autonomous tendencies lead them to create<br />

new spatial actions which are characterized by dispersal<br />

and disorder in the fabric of the city, as well as new objects<br />

through improvisation with makeshift materials.This disorder,<br />

however, also creates a new spatial transformational order. A<br />

number of architects and designers have received inspiration<br />

from these novel urban conditions.<br />

The case study of Athens<br />

Today we cannot talk about man's needs in terms<br />

of space but about the multiple, different needs of<br />

multiple, different people in terms of pnvate and public<br />

spaces {Vrychea 2003).<br />

I used to sleep in the park. We were driven out Now<br />

I sleep in a house at Petraiona. There are usually 100<br />

people sleeping there, not always the same. Staying<br />

there costs 3 euros per night The house has five rooms,<br />

a bathroom and two toilets. We live on top of one<br />

another. It was better before, when 1 could sleep in the<br />

park (A young Afghan living in Athens, 27-3-2005).<br />

The following case study took place in the Greek capital<br />

between 1999 and 2005. The methodology consists in a<br />

mapping through the researcher's physical expenence and<br />

wandenng in parts of Athens and in the bibliographical<br />

exploration ofthe various concepts.<br />

The fieidwork is based on the views of Clifford as analysed in<br />

the chapter on 'Spatial practices', in which the actual field Is<br />

the social space. The object of the project is not really Athens<br />

and the spaces it examines, but the social group to which it<br />

refers: the displaced urban nomads. Empirical research Is used<br />

to clarify as much as possible the meaning that 'habitation in<br />

travelling' or'habitation in motion' has for the displaced.


The journey Hospitality<br />

Few escaped the stormy sea<br />

Swimming to the coast, their skin roughened by salt<br />

And blissfully reached the land, having escaped death<br />

Homer, Odyssey 12, vv. 236-38<br />

From 1990 onwards, Greece received increasing numbers of<br />

displaced urban nomads. Given its position on the map, Greece<br />

constitutes a 'passage'which often becomes a stopover or a<br />

temporary abode for the new nomads.<br />

The country receives asylum-seekers from Asia and economic<br />

immigrants from Albania, the former Soviet Union, Poland<br />

and Rumania. They usually enter Greece illegally. To get there<br />

they have to travel great distances at a risk to their lives, on<br />

foot over land, or by sea in dangerous boats, and often they<br />

have to go back and set off again and again. Most new arrivals<br />

prefer Athens as their destination because they are close to<br />

public services and humanitarian organisations, there are<br />

more job opportunities and they can meet compatriots.<br />

Given the restrictive legislation, for a long time they are<br />

classified as 'without papers'. Although many have grounds<br />

for seeking asylum, they do not apply for fear of having their<br />

application rejected. The number of those recognized as<br />

refugees Is minima!.'<br />

According to the recent Act 3386 of 2005, getting a residence<br />

permit as an immigrant is a long process; it only applies of<br />

those who arrived in Greece before 31 December 2004 and<br />

requires proof of having entered the country legally and<br />

having secured employment.<br />

' In 2001, asylum was granted to 147 out of 5499 applications, plus<br />

148 on humanitarian grounds; in 2002 there were 5664 applications,<br />

36 granted and 64 on humanitarian grounds; in 2003 out of 8178<br />

applications just 3 were accepted, plus 25 on humanitarian grounds; in<br />

2004,11 applications were accepted plus 22 on humanitarian grounds),<br />

(data: UN High Commission for Refugees).<br />

Officially, hospitality In Greece Is only extended to asylum<br />

seekers, and then only in selected cases.<br />

For years Athens remains with a single, totally Inadequate<br />

Reception centre for asylum seekers in Lavrion and some small<br />

temporary facilities run by NGOs; a very few people are hosted<br />

in cheap hotels by the Ministry of Health, while the Nefell<br />

programme ofthe Ministry's Foundation for Social Work and<br />

the UN Refugee Agency has 5-6 apartments in West Athens,<br />

with two families living semi-independently In each flat.<br />

The people who are housed in the available facilities usually<br />

change every 6-7 months, but they can stay for as long as two<br />

years. After that, if they have the money they join forces to rent<br />

an apartment. In which case they are exploited by landlords who<br />

demand high rents for places with deficient lighting, ventilation<br />

and plumbing. Many are forced to stay in abandoned houses<br />

and factories, mainly in old neighbourhoods near the centre of<br />

Athens, while some end up living In the streets. These modes<br />

of habitation are characterised by fluidity and mobility. Since<br />

1999, when I started my research, the only permanent space of<br />

hospitality is the Reception centre for asylum seekers in Lavrion.<br />

As reported by the Greek Council for Refugees,^ 'the<br />

phenomenon of refugee movements has acquired a highly<br />

complex character, compared to the period of conventional<br />

refugees in the years 1959-90, ... countries such as Greece,<br />

which have not developed a comprehensive legal framework<br />

and the infrastructure for the protection of refugees, are<br />

inevitably dysfunctional.'<br />

The city as refuge<br />

How is it possible that on the way from Haftia to the<br />

Museum or from Omonia to the Ancient Agora - via<br />

Athinas Street you can travel to all eight corners ofthe<br />

Universe... to see your Own people and your Strangers<br />

walking and arriving at the Athineon cafe (loannou<br />

1980).<br />

'An officially recognised benevolent union at 25 Solomou Str., Athens.


'Our own'people and the strangers always come together in the<br />

centre of Athens. Whether refugees from Asia Minor or, later,<br />

internal immigrants, strangers have always hung around the<br />

city centre, in the area around Omonia Square, in search of jobs,<br />

accommodation or acquaintances. Often, even'our own'people<br />

become 'strangers'. The strangers are those that one comes<br />

across in the public spaces ofthe city- in the streets, squares and<br />

open markets.The question is: does the city function as a refuge<br />

for those who get here? And if so, why is it the city that functions<br />

as a funnel/shelter for people's new collective presence?<br />

As these people spend a lot of dme out of doors, they become<br />

the main users ofthe public space of Athens. This is facilitated<br />

by the complex and dense pattern of buildings in this area,<br />

the many abandoned spaces, the commercial character of<br />

this part of town, the intricate web of arcades and stairs and<br />

the existence of the central market and the vanous open<br />

markets around Monastiraki, all of which open doors of<br />

communication.These types of habitation In the city's spaces/<br />

urban voids are of a fluid, changeable character, because once<br />

they are discovered they are banned, and the persecuted seek<br />

a new space in the city to host them.<br />

This is a mobile habitation, with the peculiarity of being effected<br />

through the body and its motions, with few other means.<br />

Wheelbarrows, large colourful bags, bundles, fabrics and<br />

cardboard boxes are the physical elements of this habitation.<br />

a. The habitation of Koumoundourou Square; a 'room'<br />

within the city.<br />

Koumoundourou square is a central spot in Athens, in the area<br />

south of Omonia square. One of its sides is on Pireos Street,<br />

a thoroughfare that follows the route of the ancient walls<br />

of Athens and links the city centre with the port. One of the<br />

buildings around the square, the former Foundling Hospital,<br />

houses the Municipal Gallery, The square is also the terminal<br />

for buses to the western suburbs of Athens. In the penod<br />

under consideration, the square and Its surrounding area was<br />

neglected enough to be described as an 'urban vold'.^<br />

The settlement<br />

The settlement of refugees began in October 1999, when<br />

Kurdish men, women and children gradually made their home<br />

In the square.<br />

From the way some of them behaved, they seemed to be<br />

relatives or friends; or it may have been the common ongin<br />

which led to this close relationship.<br />

They used minimal materials to delimit their space in the<br />

square. Some slept In cardboard boxes, some on the benches,<br />

others on the grass under the trees. Despite their large and<br />

constandy growing numbers, they all managed to fit in.<br />

The vanous outcasts who used to hang around the square were<br />

forced to move out, while passers-by kept to the pavements and<br />

the surrounding streets.They looked on furtively, feeling thatthe<br />

square now belonged to those inside it. A clear boundary had<br />

been established: there was an 'inside' and 'outside' of the square.<br />

Later the refugees put up some tents and lived in them, in<br />

families or in male groups; one tent was taken up by a mother<br />

and her baby. When they were given some food, it was kept in<br />

plastic bags inside prams or hung on the trees. At one point, in<br />

the middle ofthe square, they used to roast Arabic bread and<br />

sing around the hre.<br />

Habitation<br />

In this form of habitation of a neglected square of Athens,<br />

an urban void is turned into temporary abode with minimal<br />

materials by a group of people who are themselves in a void.<br />

The square becomes a'shelter', an interim space between the<br />

place they left and their unknown destination. It is a temporary<br />

address, a 'room' or a house within the city.<br />

^ Urban voids are spaces created by the city itself in its process of<br />

transformation. They appear in the place of old buildings which were<br />

torn down or left to crumble, on empty plots, archaeological sites,<br />

disused public or private buildings, abandoned industrial facilities or<br />

sites. Their interest lies in the fact that, as abandoned places, they are<br />

open to transformation and to new situations in the city.


This room Is delineated by the limits of the square, by the<br />

boundaries of the settlement. There are visible signs of<br />

habitation: tents, cardboard boxes, clothes'lines, blankets, etc.<br />

Although clearly an outdoor space. It is characterised by<br />

introversion. It reflects the special traits of a group of people<br />

with common roots, and shows a uniform cultural and social<br />

behaviour; the memory of the birthplace Is carried in the<br />

language, the music, the habits. It is an unwritten address on<br />

the map ofthe Kurds.<br />

The concept of the threshold Is there: on New Year's Eve, the<br />

inhabitants ofthe square received the outsiders (the people of<br />

Athens) and celebrated together.<br />

The temporary residents of the square had a sense of<br />

ephemeral security, but no comfort. On the contrary, living<br />

conditions were hard and unhygienic.<br />

The habitation had a strongly impermanent character, as<br />

these people knew they could be turned out at any moment.<br />

To many, their presence was offensive and menacing.The local<br />

storekeepers asked for their removal, fearing that the district<br />

would be stigmatised.<br />

The habitation in the square lasted from October 1999 to<br />

February 2000, when the settlers were driven out by police<br />

forces. When the local authorities ofTavros and Egaleo refused<br />

to receive them at a former centre for infectious diseases, they<br />

were taken to the abandoned NATO base on Mount Pateras,<br />

but it was at a long distance from the city and the refugees<br />

gradually left it; many of them returned and tried to stay In<br />

derelict houses near the square.<br />

Today, Koumoundourou square has been renovated. Around it<br />

there are now many Chinese clothes'shops. The square itself is<br />

usually empty; few people sit at the small cafe or on the grass,<br />

while foreigners (Afghans, Pakistanis) prefer to gather in the<br />

surrounding streets - Menandrou Str., Sapfous Str., etc.<br />

b. Habitation in deserted buildings<br />

Many displaced people inhabit empty houses in the old<br />

neighbourhoods of Athens - Psyrri, Keramikos, Metaxourgio,<br />

Kolonos, Stathmos Larissis. They usually take over a house<br />

in groups (of men, mostly), and live under particularly harsh<br />

conditions. They have no water or electricity, and they often<br />

steal current from the main conductor.<br />

When the district of Psyrri was upgraded, they were forced to<br />

move to other areas such as near the Larissis railway station.<br />

In this area, there are large, disused industrial spaces.The one I<br />

visited housed 100 individuals, Iraqi, Kurdish and Afghan men,<br />

who had used packaging cardboard and other waste materials<br />

to divide the space. The living conditions were appalling,<br />

without toilets or water supply.<br />

Apart from an emergency solution, their action was a form of<br />

protest for the absence of hospitality.<br />

c. Menandrou Street<br />

Menandrou Street and the streets around it - Sapfous, Kirinis,<br />

Geranlou,Sofokleous, Eschylou, Evrlpldou-are the most typical<br />

meeting points for foreigners. This is an almost obligatory<br />

choice of area, as It lies near Omonia, the heart ofthe city, and<br />

Koumoundourou square, which we have already seen as one<br />

ofthe first places to attract the displaced urban nomads. The<br />

area has many abandoned houses, cheap hotels and hostels,<br />

and is easy to reach by subway from other parts ofthe city.<br />

Menandrou Str. Is one-way, from Omonia to Psyrri, and hosts<br />

the bus terminals for destinations in West Athens, Perama<br />

and Egaleo. There are many food and clothes shops run by<br />

foreigners, as well as many mobile phone stores. At the other<br />

end ofthe street stands the big church of St. Constantine.<br />

On weekdays, but more so on Sundays, the street fills with<br />

groups of foreigners from various countries. They gather in<br />

the pavements and in the middle of the street and spend<br />

the entire Sunday morning there, standing or moving slowly,<br />

doing nothing - they are just a presence. This invests them<br />

with a special kind of dynamic.<br />

They constitute a throng or a mass, which is sometimes<br />

a powerful enough element to obstruct both traffic and<br />

pedestrians.


The various nationalities use specific parts of the street,<br />

and this allocation determines also the merchandise in the<br />

shops. Pakistanis and Indians gather in the section between<br />

Aristofanous Str. and Theatrou Square, and small groups of<br />

Pakistanis meet in the afternoons inside and outside the<br />

restaurant of Anstofanous Str. The rest of the street up to the<br />

church attracts vanous nationalities - Pakistanis, Afghans,<br />

Africans, Arabs. The Arabs also gather at the small fast-food<br />

shop, while Indians and Pakistanis shop at the Indian-product<br />

markets. The area around the church of St. Constantlne Is<br />

the only meeting place for women from the former Soviet<br />

Union, who usually chat In large groups behind the sanctum<br />

of the church. One can also see a few African women In the<br />

street, or some Chinese women on their way to the shops.<br />

The cafes round the square on the other side of the church<br />

are frequented by Russian women who dnnk coffee or tea.<br />

At the same time an outdoor market emerges In the arcades<br />

and the pavements, for all kinds of products - mobile phones,<br />

socks, scarves.The peddlers appear around 11 In the morning,<br />

spread a cloth under the arcade and display their wares. Given<br />

thatthe area is rundown and'hidden'behind Omonia and the<br />

Central Market, the police have not interfered so far.<br />

This picture of the street is completed with the mosaic of<br />

languages and music. Dress code Is Important In this oudng:<br />

Africans In white robes and Indians in narional costumes, well-<br />

dressed and made-up Russian women, some with hats, and<br />

African women in long dresses, high heels and shoes can be<br />

seen walking up and down.<br />

The smells of spices fill the air. They come from faraway places<br />

and change from one block to the next, from Indian and<br />

Arabic to Chinese products and foods. The shop signs are a<br />

special element in this street, written In different languages<br />

and designed as they would be in the country of origin. The<br />

walls ofthe buildings are full of notices and advertisements<br />

addressed to the street's temporary Inhabitants.<br />

The function of the street changes as it turns into a space<br />

of congregarion and exchange of Informarion. It becomes a<br />

portal of communicarion.<br />

d. Street vendors at<br />

areas<br />

Monastiraki and the surrounding<br />

The market or pazarl [= bazaar] has always been a live, dynamic<br />

'space'of the city, which is constantly evolving. A place for the<br />

exchange of goods. Information and cultural references, it<br />

has a continuity across the history of Athens and generates<br />

variety and multiplicity.'Since pre-classlca! times the centre of<br />

commerce in Athens has shifted but a little, always following<br />

the shadow of the Acropolis'(Micheil, 1990:51).<br />

A fixture In the history ofthe city, the fair has always taken place<br />

at Monasrirakl and the nearby streets. In recent years. It spilled<br />

out into the densely built area of Psyrri, in Ogygou, Sarri and<br />

Lepenlotou streets. There are no boundaries, and while some<br />

vendors and their products have been on the same spot for<br />

years, new ones are added constantly and bring new products<br />

- clothing accessories, mobile phones and various small objects<br />

- as the market expands into the streets around Monastiraki.<br />

This expansion ofthe market adds variety and dynamism to<br />

the centre. On Sundays it turns into a feast as Athenians come<br />

from all over town.The fair represents the most accessible work<br />

opportunity for the foreigners who reach Athens. Those with<br />

steady jobs have work permits, unlike the foreign peddlers<br />

who have not and cannot get one, since most of them are<br />

'without papers'.<br />

On Sundays various Russians, Pakistanis and Africans arrive<br />

early In the morning with bags and wheelbarrows, spread<br />

their wares on the ground and delineate a 'space' next to<br />

each other using a shawl, a coloured paper or even the goods<br />

themselves.The selling is often accompanied by music, dance,<br />

snacks and drinks.<br />

Around the rime ofthe Olympic Games, there was a campaign<br />

by the city authorities to oust street vendors, who were forced<br />

to keep moving within the downtown area.<br />

Arrests are often made and the merchandise is confiscated<br />

by the municipal police. One can often see people trying to<br />

disappear through the narrow streets white saving what they<br />

can oftheir goods.


Street vendors do not give up - they just move elsewhere.<br />

Their latest site is the far end of Ermou Street, also known<br />

as the Korean market. This shifting to a new space, and its<br />

subsequent transformation, is a remarkable characteristic.<br />

The body as a vehicle for new spatial relations:<br />

A new narrative of Athens as a city of marginal spaces<br />

The body is the primary space of the displaced in the parts<br />

of Athens under examination: its everyday gestures and<br />

movements, its contact with such common functions as walking,<br />

resting, sleeping, eating, or sheltering from the weather. In other<br />

words, the body becomes a tool for designing and constructing<br />

spaces in hospitality centres such as those in Lavrion or Penteli,<br />

in publicareassuch as Koumoundourou square or in abandoned<br />

houses and factories. Humble materials-cardboard boxes, rope,<br />

cloth, nylon sheets - find new uses. Under these conditions the<br />

body rediscovers its forgotten skills. It draws heavily upon the<br />

memories ofthe homeland, and revives habits such as those we<br />

met at the Lavrion centre in our visits: you take off your shoes<br />

before entering the room and sitting down on a carpet for the<br />

tea ritual. During a visit, the space is transformed into a setting<br />

with elements of familiarity and hospitality. As the Kurds danced<br />

in the courtyard ofthe hospitality centre, their bodies conveyed<br />

memories from the native land and transformed the unfamiliar<br />

space. When street vendors spread cloths on the pavement to<br />

display their wares, the character ofthe street changes.<br />

The association with other dispersed persons forms<br />

habitations. At first, the feelings of absence and loss are<br />

intense as the displaced can neither detach themselves from<br />

the old setting, nor adapt to the new one. After a physically<br />

and psychologically harsh journey, their desire to establish<br />

a habitation is expressed primarily through their body and<br />

through their involvement with others.<br />

They are recognised by their walk, their postures, their accents<br />

and by the places where they hang around in groups.<br />

The spaces they create are scattered In Athens and constantly<br />

changing. As active entities rather than pitiful beings, as they<br />

are often portrayed by the media, they generate flows and<br />

motions which pierce through the urban web and change the<br />

patterns ofthe city.<br />

The difficulties they encounter make them adaptable and<br />

since in most cases they cannot go back, they accept their<br />

difference and opt to live with It, seeking others like them to<br />

share the journey.<br />

What matters under these circumstances are the networks<br />

and the flows that are generated. Dispersal becomes their<br />

metaphorical home which goes everywhere, without any<br />

limits. Dispersal is the essence of their habitations in Lavrion,<br />

in fVlenandrou Street, In Koumoundourou Square.<br />

Athens functions like a shelter. The various urban voids in its<br />

centre - shabby areas, abandoned buildings, archaeological<br />

sites - are like cracks in the urban web which enable such acts<br />

of dispersed physical habitation. In the heart of the city, another<br />

web is woven underground of an invisible city for the displaced.<br />

Their habitations are ephemeral; once a renovation projects<br />

start somewhere, they move at once to another part ofthe city.<br />

Independence and the path of desire they develop during<br />

the journey lead them to new spatial relations in Athens, to<br />

new modes of habitation, to improvisation and ephemeral<br />

materials. The body as a design tool, involvement and the<br />

concept of dispersal determine the spatial relations of today's<br />

urban nomads to Athens; and architecture is called upon to<br />

explore these relations.<br />

Dancing with displacement<br />

The tendency towards autonomy, as well as necessity, leads<br />

them to the creation of an ever greater disorder in the<br />

structure ofthe urban web through habitation.The medium Is<br />

the body which becomes the primary space ofthe migrant as<br />

s/he experiences what Agamben calls a'bare life'.<br />

With the body as a means migrants necessarily devise new<br />

spaces, transforming the existing ones-squares, streets, parks,<br />

or abandoned houses.<br />

Through the physical trip without means, full of absences, they<br />

are lead to the discovery of desire, which they subsequently<br />

define primarily in terms of space.<br />

They create new spatial relations - actions which are dispersed


S O C I A L R E S P O N S I B I L I T Y O F D E S I G N ; C O N T R I B U T I O N O F D E S I G N IN<br />

D E V E L O P M E N T O F N A T I O N A L I N D U S T R Y A N D E C O N O M Y<br />

Selen Devrim Ülkebaş<br />

İstanbul Technical University, İstanbul, Turkey<br />

sdevrlmu@gmail.com<br />

Abstract<br />

The purpose of the paper is to explore the theoretical<br />

underpinnings and practical implications of responsible<br />

competitiveness, w/here responsible business practices<br />

become a dnver of national development.<br />

The paper is based on literature search ofdesign policy models<br />

and new business models association with the economic<br />

development of Third Wodd societies. The paper is also based<br />

on a case study that argues cultural characteristics as a tool<br />

of making difference In competition and Its contribution to<br />

development of national Industry and economy.<br />

The paper concluded that responsible business pracrices by<br />

using possibiliries of Industry and using design, can contribute<br />

to national development. Furthermore in new business<br />

environment where competirion severe, the potential of<br />

Third Worid country markets are getting more Important.<br />

Unsarisfied needs of this market can be sarisfied with cultural<br />

aspects. Narional business and design strategies of narional<br />

industry can make difference in competition in this area,<br />

1. Introduction<br />

According to the Design Policy Partnership, Socially<br />

Responsible Design Model has social responsibility Issues such<br />

as sustainabillty, socially responsible decision-making, health,<br />

financial exclusion, developing worid issues, environmental<br />

quality, gender equality, economic vitality and social inclusion<br />

(Wootton, 2004).<br />

Although issues of social responsibility are very diverse and all<br />

of them are paradoxally connected to each other, contriburion<br />

ofdesign to Third Worid Countries will be argued In this study.<br />

Actually Alpay Er (1997, pp. 294) suggests that there is a great<br />

diversity among the countries of the so-called Third World,<br />

such as 'Developing Countries', 'Less Developed Countries',<br />

'Underdeveloped Countries', and 'Periphery' or 'Peripheral<br />

Countries'. We can assume that Turkey is in the 'Developing<br />

Countries', like other countries that will be Investigated In this<br />

study.<br />

There are 6,4 billion people on Earth today and it was only<br />

2.76 billion just 50 year ago (Anon, 2004). The majority of<br />

this population lives in developing countries. Furthermore,<br />

although the birth rates in developing countries are stable,<br />

these rates are conrinuing its growth In the developing<br />

countries. Charles Owen (2004, pp. 3) foresees the total<br />

popularion ofthe world will be 10 billion In the next 50 years<br />

and Owen also emphasizes that this population growth will<br />

cause serious economical and social problems.<br />

T'Ve;)i::li.il>i:C:i|:iVii-<br />

Figure 1.1 The Fundamental Problem: Popularion Growth.<br />

(Owen, 2004, pp. 3)<br />

These unfortunate social and economic condirions of Third<br />

Worid societies have always instigated designers and design<br />

scholars to pay attention to the needs of these two-thirds


of the world population. In this scope Richard Buchanan's<br />

definition of design for human dignity and human rights is<br />

very important (Buchanan, 2001).<br />

"Design is not merely an adornment of cultural life, but<br />

one ofthe practical disciplines of responsible action for<br />

bringing the high values of a country or a culture Into<br />

concrete reality... Design is the way we create all ofthe<br />

artifacts and communications that serve human beings,<br />

striving to meet their needs and desires, and facilitating<br />

the exchange of information and ideas that are essential<br />

for civil and political life. Furthermore, design is the way<br />

we plan and create actions, services, and ail ofthe other<br />

humanlyshaped processes of public and private life.These<br />

are the Interactions and transactions that constitute the<br />

social and economic fabric ofa country. Finally, design<br />

is the way we plan and create the complex wholes that<br />

provide a frame- work for human culture—the human<br />

systems and subsystems that work either in congress or<br />

in conflict with nature to support human fulfillment."<br />

This definition basically means 'design is for people' and if we<br />

start at this point design can make differences in Developing<br />

Countries.<br />

2. Design Policy<br />

Sulfikar Amir (2004, pp. 73) suggests that industrial-oriented<br />

design policy is not adequate to answer the problem of the<br />

Third World societies, which design policy should be aimed<br />

at society not solely at of industrial corporations. Likewise<br />

Buchanan's notion of the foundation of human-centered<br />

design. Amir proposes a human-centered design policy which<br />

is a sort of design that involves analytical as well as creative<br />

processes in solving social problems.<br />

Third World societies' foreign debts to First World financial<br />

institutions are very big problem. As Amir emphasizes this<br />

increasingly permeates and transforms the economic, social,<br />

and cultural fabric of theThird World, and creates its perpetual<br />

dependency on the First World (Amir, 2004, pp. 70). To reduce<br />

foreign debt and its burdensome implications. Third World<br />

countries have been trying to increase the export value of<br />

industrial products for international markets. Consequently<br />

this dependency can be eliminated by supporting national<br />

industry and economy.<br />

The design problemsof theThird World countries first find body<br />

withVictorPapanek.Papanekin his bookDesign forthe Real World<br />

frames the responsibilities of design as "design must become an<br />

innovative, highly creative, cross-disciplinary tool responsive to<br />

the true needs of men [and women]" (Papanek, 1974).<br />

In the International Council of Societies of Industrial Design<br />

(ICSID) organized the "Design for Need" conference in<br />

April 1976, it had manifested that the international design<br />

community's general awareness of design's responsibility in<br />

contemporary society, examining the social contribution of<br />

design at both the philosophical and practical levels.<br />

Different from Papanek, Gui Bonsiepe construed the issue of<br />

Third World design from the political and economic relations<br />

between the First and theThird World.<br />

Bonsiepe highlighted that there is an unequal value transfer<br />

from peripheral to central economies. Bonsiepe composed a<br />

model which is based on design transfers that would depend<br />

on an industrialization policy. This policy should promote a self-<br />

centered or autonomous economy, as against an outer-directed,<br />

dependent economy. Furthermore this policy should let design<br />

to"contrlbute to the satisfaction of local needs perfectly with local<br />

material and locally developed technology" (Bonsiepe, 1977).<br />

Bonsiepe suggested that Industrial design should be used as a<br />

tool in the process of industrialization of developing countries<br />

and also industrial design constitutes an indispensable<br />

instrument for endeavors towards development (Bonsiepe,<br />

1973).<br />

Over two decades after Papanek and Bonsiepe first conveyed<br />

their Ideas of design for Third World societies, the social and<br />

economic conditions of these societies have not changed much,<br />

because they lacked political dimensions in their implementation.<br />

Development of industrial design in Newly Industrialized<br />

Countries depends on development policies of governments.<br />

These policies mainly composed of trade regime and mode<br />

of technology transfer through foreign Investment policy.


and industnai structure through sectorial policies. But these<br />

policies don't give direct support to design. Consequently, the<br />

main effect of government involvement in the development of<br />

design capabilities appears to be to stimulate manufacturing<br />

firms to use industrial design asa comperirive tool in domestic<br />

and internarional markets (Er, 1997, pp. 299).<br />

Alpay Er has used Bonsiepe's design policy model to develop<br />

a new conceptual model that attempts to describe a specific<br />

) Proto-Design<br />

Piiase<br />

2 Embyonic<br />

Phase<br />

3 Emergence<br />

Phase<br />

4 Development<br />

Phase I<br />

5'Development<br />

Phase II<br />

6 Take - off<br />

Phase<br />

7 Maturity<br />

Pase<br />

DEVELOPMENT<br />

STRATEGY<br />

Primary Specialization<br />

in Raw Material Export.<br />

Pre-industrial Growth<br />

(All NICs)^<br />

Import Substitution I<br />

(Asian NICs late 1950s<br />

and early 1960s; Latin<br />

American NICs, India,<br />

and Turkey 1950s and<br />

1960s)<br />

Import Substitution II<br />

(Latin American NICs,<br />

India, and Turkey<br />

1960s and 1970s)<br />

Export Promotion i<br />

(Ali Asian NICs 1960s<br />

and 19/05}<br />

Export Promotion II<br />

(Asian NICs, (Vlalaysia<br />

eariy 1980s) Liberal<br />

Trade Policies (India,<br />

Latin American NICs,<br />

and Turkey)<br />

Export Promotion II<br />

(deepening) (Asian<br />

NICs 1980s)<br />

Global Strategy<br />

(Korea...? since the<br />

eariy 1990s)<br />

Sectorial Scope of<br />

industrial Design<br />

industrial Design<br />

at firm level<br />

variable, the economic development strategies of Newly<br />

Industrialized Countries governments (Er, 1997, pp. 300),<br />

The most important part ofthe Er's IVlodel Is the'Development<br />

Strategy'because it determines the developments taking place<br />

In the following design categories, and facilitates a progression<br />

from one development stage to another. 'Development<br />

Strategy' is the government policies of industrializarion, trade<br />

and foreign investment.<br />

Industrial Design<br />

Education & Researcii<br />

N/A N/A N/A N/A<br />

Design-oriented<br />

low-scale, low<br />

tech industries, e.g<br />

giftware and furniture<br />

for home use.<br />

Design-oriented, largescale,investmentdriven<br />

industries, e.g,<br />

furniture for home ad,<br />

office use, ceramics<br />

and some basic<br />

consumer goods.<br />

Investment driven,<br />

standard technology<br />

industries, e.g.<br />

household appliances<br />

and most consumer<br />

goods.<br />

Specialized export<br />

industries e.g.<br />

consumer and,<br />

business electronics,<br />

sports equipment etc.<br />

Investment-driven,<br />

relatively more capital<br />

and technologyintensive<br />

sectors, e.g.<br />

capital goods such as<br />

transport vehicles<br />

New product<br />

development is<br />

practised in all major<br />

branches of industries<br />

Self-formed artistdesigner<br />

or architects.<br />

Outsider to industry.<br />

Design as a cultural<br />

mission.<br />

ID as a tool of<br />

'imitative'product<br />

modification.<br />

Individual designers<br />

employed by firms.<br />

in-house ID teams. ID<br />

as a tool of systematic<br />

product differentiation<br />

and adaptation on<br />

the basis of product<br />

modification (redesign).<br />

The recognition of ID as<br />

a competitive tool.<br />

In-house design<br />

teams + use ofdesign<br />

consultancy firms.<br />

Design as a marketing<br />

factor.<br />

Large specialized ID<br />

departments. ID is<br />

recognized as a part of<br />

corporate strategy.<br />

Design as a leading<br />

force in company<br />

strategy. Product<br />

innovation.<br />

Individual courses are<br />

created as extension<br />

to art or architecture<br />

prorammes. First ID<br />

schools in India and<br />

some Latin NICs,<br />

First generation<br />

ID teachers with<br />

art, architecture<br />

degrees or from<br />

foreign countries. 4<br />

or 3 years ID degree<br />

programmes.<br />

Second generation ID<br />

lectures with mostly<br />

postgraduate degrees<br />

from advanced<br />

countries.<br />

Postgraduate ID<br />

courses. Faculty staff<br />

with professional<br />

experience.<br />

Localization of ID<br />

education starts.<br />

Specialization occurs<br />

within design lil


'Sartorial Scope of Industrial Design' manifests Itself In the<br />

nature of industries in which industrial product design Is<br />

intensively practiced. Through this category, it is possible to<br />

trace the unequal development pattern of industrial design<br />

across industries in relation to development strategies<br />

implemented (Er, 1997, pp. 300).<br />

'Industrial Design at Firm Level' manifests itself in the nature<br />

of industrial design activity such as its role, integration into a<br />

firm's structure and strategy. Since design is a corporate activity<br />

occurring within a firm structure, this category serves to depict<br />

the changing function and organization of industrial design in<br />

relation to development strategies (Er, 1997, pp. 300).<br />

'Industrial Design Education and Research' manifest<br />

themselves in the development of design education and<br />

research at university level (Er, 1997, pp. 300).<br />

'Government Design Policy' manifests itself In actions taken<br />

to integrate industrial design within industrial development<br />

strategy, promotion programmes, and In the finance ofdesign<br />

events(Er, 1997, pp.300).<br />

'Design Discourse'—as in Bonsiepe's model— manifests itself<br />

in the propagation of design awareness (Er, 1997, pp. 300).<br />

With the help of these categories, the emergence and<br />

development of industrial design in Newly Industrialized<br />

Countries s can be described as a process with seven stages: the<br />

'Proto-Design Phase', 'Embryonic Phase', 'Emergence Phase',<br />

'Development Phases I and 11','Take-off Phase; and 'Maturity Phase!<br />

Amir also suggests another formulation of the concept of<br />

design for theThird World should begin from an understanding<br />

of the complex interrelationship between design and social,<br />

cultural, and political factors (Amir, 2004, pp. 69).<br />

Amir explains that how design can evolve from an individual<br />

activity of proximate designers into an "object" of politics by<br />

understanding the political economy of design. This begins<br />

from the notion of design as a process of creating artifacts<br />

that have economic value. In the aggregate, the economic<br />

value of design produces a considerable impact on economic<br />

systems. This economic significance brings design Into the<br />

political arena in which design is situated as a public policy<br />

object (Amir, 2004, pp. 69).<br />

According to Amir there are two good reasons for discussing<br />

design policy in Third World countries. First, Third World<br />

governments recently have shown an increasing awareness of<br />

design. Second, the endeavors to bolster design activities in<br />

Third Wodd countries are motivated by the idea that design is<br />

a strategic tool for business and commerce (Lorenz, 1990) and<br />

thus important for economic growth.<br />

Contnbution ofdesign to economy of countries can be clearly<br />

seen in Japanese and South Korean cases. These cases made<br />

the governments of developing countries to take attention<br />

to design policies. As Sulfikar Amir emphasizes, today we can<br />

see industrial-oriented design policy related with promotion<br />

center, design institutes. Like Malaysia Design Council,<br />

Indonesian Design Center, Japan International Cooperation<br />

Agency and the Japan Design Foundation, Product<br />

Development and Design Center ofthe Philippines, Office of<br />

Product Development & Design for Export, National Institute<br />

of Design in India, Artesam'asde Colombia in Colombia, Oficina<br />

Nacional de Disefio Industrial (National Office of Industrial<br />

Design) in Cuba, Mexico Design Promotion Center, Brazilian<br />

Design Center, SABS Design Institute in South Africa.<br />

Amir summarizes the factors of policy orientation, policy<br />

subject, and policy agency in three phases. First, economic<br />

interests characterize the orientation of design policy In Third<br />

Wodd countries, which treats design as a strategic tool for<br />

industrial competitiveness.Second,sincedesign policy isaimed<br />

at improving industrial competitiveness, it is very obvious<br />

that the subjects of the policy are Industrial corporations.<br />

The important feature of design policy Is to encourage those<br />

corporations to utilize design more intensively in product<br />

development and innovation processes. Third, even though<br />

some models of design policy emerge from the initiatives<br />

of non-governmental groups, the role of government in<br />

design policy undoubtedly is central and vital because the<br />

government conceives and approves design policy decisions,<br />

and provides financial support.<br />

Design policy appears to be serving industry's needs to<br />

increase its competitiveness in the International market, it


overlooks local people in terms of alleviating poverty and<br />

fulfilling their basic needs. Design policy focuses heavily on<br />

questions of how/ to utilize design more intensively in industrial<br />

production.<br />

As mentioned before Buchanan defends that design is for<br />

people so design policy in Third World countries should be<br />

revised, which has been heavily focused on competitive<br />

economic purposes.<br />

Amir emphasizes that the social and economic problems of<br />

Third World sociedes cannot be solved solely through the<br />

materiality ofdesign, such as creating low-cost products using<br />

local material, charity design, and the like. What underlies the<br />

problem is a structural condition that needs to be solved<br />

through a structural solution. This is the reason why the<br />

discussion of design policy Is relevant because it involves<br />

political factors in its implementation.<br />

Design policies in Third World countries are mostly aimed at<br />

increasing the competitiveness of Industrial products. This sort<br />

of design policy, however, overlooks the unfortunate social and<br />

economic conditions ofThird World societies. Human-centered<br />

design policy centers on people's social and cultural realms<br />

by incorporating participatory approaches in determining<br />

design policy outcomes. The industrial-oriented design policy<br />

seems to undermine the precarlousness of foreign debt that<br />

most Third World countries face. Indeed, foreign debt is a very<br />

crucial problem, but the effort to cope with it has commanded<br />

too much attention, while the actual needs of Third World<br />

societies have been neglected. Making design more socially,<br />

economically, and culturally useful for Third World societies<br />

through human-centered design policy is worth the effort.<br />

Owen (2004, pp. 3) also thinks the solution of this problem is<br />

connected with design policies and decision making process.<br />

Decision makers will need the best of creative thinking from<br />

the science community—and from a design community also<br />

prepared to contribute. In the not-so-distant past, politicians<br />

could make major errors of judgment without earthshaking<br />

consequences. Uninformed decision-making simply is no<br />

longer tolerable. Scientific advice must be integrated<br />

thoughtfully with the full range of advice given. And design<br />

advice must be similarly sought and incorporated.<br />

3. New Business Models<br />

Clayton Christensen developed the theory of disruptive<br />

innovation research-products or systems that create entirely<br />

new markets. Christensenjustifiesthat companies can generate<br />

growth and satisfies social and environmental stakeholders<br />

through a "great leap" to the base of the economic pyramid<br />

(Christensen,2002, pp.51).<br />

This kind of environment created millions of jobs, generated<br />

hundreds of billions of dollars in revenues and market<br />

capitalization, and raised standards of living by making<br />

available cheap, high-quality products.<br />

As Clayton Christensen suggests developing countries are<br />

ideal target markets for disruptive technologies and he gives<br />

two reasons for this idea. Firstly business models that are<br />

forged in low-income markets travel well; that is, they can<br />

be profitably applied in more places than models defined in<br />

high-income markets.<br />

After the World War II Japan economy and industry was<br />

almost destroyed and the country was very poor. Japan used<br />

the disruptive strategies as a national strategy of national<br />

economic development. This strategy make Japan economy<br />

one the biggest economy in the world.<br />

Honda is one of the significant cases of the Japan success.<br />

Honda began selling motorized bicycles in Japanese cities<br />

that were rebuilding from the ruins of World War II and now<br />

Honda Is one ofthe biggest leader firms in the motorcycle<br />

market. The basic factor that took Honda to this place is the<br />

disruptive strategy based on selling products in low prices.<br />

By this way Honda after satisfying needs of the markets in<br />

Japan, in sixties Honda entered the US market with low prices<br />

which was dominated by Harley Davidson. Honda caused a<br />

big competition in the market.<br />

Another good example is Chinese firm Galanz and its product<br />

microwave oven (Christensen, 2002, pp,53). Galanz used<br />

national needs to make difference in mature and shrinking<br />

microwave market, Chinese have small kitchens and the<br />

existing microwaves had been designed to fit into the homes<br />

of West. So these products were not adequate for Chinese


houses. Galanz used this gap in the mar[


Cultural characteristics are very important in defining the<br />

needs and desires of consumers. This is why in traditional<br />

marketing strategies, products are shaped according to<br />

the market conditions. The global corporations like Coco<br />

Cola, Burger King, and Mc Donald's also shape their services<br />

according to the conditions ofthe market. Cultural necessities<br />

play big role in this stage.<br />

Mehmet Asatekin explains products of same physical needs<br />

have different formations In different cultures. In these<br />

differentiations we can see the cultural characteristics ofthe<br />

culture and heritage (Asatekin, 1997, pp, 100).<br />

In traditional marketing strategies cultural necessities play<br />

big role in adaptations of the existing products. But in today's<br />

business environment this is not enough for competition and<br />

making difference. Customization ofthe local needs play more<br />

important role than product adaptations (Çakıroğlu, 2005, pp.<br />

81). De Souza also emphasizes the importance of culture as<br />

"culture is a new dimension In competition" (De Souza, 2004).<br />

Researches of the international corporations show that<br />

cultural differences will be one ofthe important factors shape<br />

the design trend in near future (ICSID, 2002).<br />

Another important point is the definition and limits of design<br />

activity in new business environments. By the help of the new<br />

technologies borders of the industry, products and services<br />

blurring and expanding. The nature of the products and<br />

services are changing. In this manner differences between<br />

products and channels are blurring.<br />

The Base ofthe Pyramid (DBOP) Project held by Illinois Institute<br />

ofTechnology, Institute of Design is a good example ofthis<br />

situation. The project focuses on the Base ofthe Pyramid in<br />

India.<br />

This is an initiative to develop human-centered design<br />

strategies and concepts for new products, services and<br />

businesses capable of generating sustainable economic<br />

improvement in the lives of people living In the vast base of<br />

the global economic pyramid (Whitney et al., 2005, pp.41).<br />

Base of tha Pyramid:<br />

over 6Ö'o of the worid's<br />

populsiion !hsî iives<br />

Figure 3.1. Designing forthe Base ofthe Pyramid Project,<br />

Pyramid of world income<br />

(http://www.id.iit.edu/profiie/gallery/de5ign_for_BoP/)<br />

Analysis of these businesses and related activities led to<br />

several design criteria that helped guide us towards solution<br />

concepts. Concepts that meet these criteria should all work<br />

together to improve not only living conditions, but the health<br />

and sustainability of local economies (Whitney et al., 2005, pp.<br />

44), (http://www.id.iit.edu/profiie/gallery/design_for_BoP/).<br />

o<br />

Access to «edil<br />

Ecotiomie i^iportuiiilies i<br />

Transactionltfltiiparency ;<br />

Secuie oamings<br />

Land ownership ^<br />

Itipioved liwng conditions'<br />

Reduce middkntan<br />

Create viable con'^anies<br />

. Concepts<br />

Table 3.1 Designing for the Base of the Pyramid Project,<br />

Mapping concepts to criteria<br />

One of these solution concepts is Mobile H20 project, a new<br />

business that could provide a reliable supply of fresh and clean<br />

water to slum homes by delivery vendors on the outskirts of<br />

slum areas. Slums usually have unnavigable dirt paths, and


as a result the mode of transport varies from slum to slum,<br />

from handcarts to small motorized vehicles. Using motorized<br />

vehicle is the important part of the solution because of Its<br />

effecrive solurion to needs and condirions of the local area.<br />

4. Industrial Design in Turkey<br />

Turkey has been an agriculture society almost for 80 years.<br />

Turkey is at the beginning of Its industrial journey when<br />

compared with developed countries. Narionally capitalized<br />

industrial investments haven't been at the expected levels. On<br />

the contrary internarionally capitalized industrial investments<br />

have srimulated the industry and disciplines related to this,<br />

especially design, have gain importance. Actually industrial<br />

product design education has been given some of the<br />

known universities InTurkey for 30 years and ETMK (Industrial<br />

Designers'SocietyofTurkey) established in 1988. As the country<br />

industrialized industrial design discipline gets an important<br />

role. Congruity process to European Union speeds up this<br />

process.There isn't enough literature, products and services In<br />

the area of social responsibility of design. As menrion before<br />

this is because industrial design is a new discipline in Turkey.<br />

Also there isn't any design policy aiming to heal the problems<br />

of country's social injusrice situarions. By this way design<br />

couldn't integrate to the macro-pollric areas like economy and<br />

industry, design has been only used as subsidiary factor (Er<br />

and Er, 2004, pp. 16).<br />

The private and government corporations are inacrive about<br />

design because of wrong or insufficient disorientarion. Some<br />

of the organizations like IGEME, KOSGEB haven't got clear<br />

perspective about design.These organizarions support quality<br />

and technology, but not design (Er and Er, 2004, pp. 17).<br />

Alpay Er and Özlem Er suggest design policies should be<br />

formed according to country's long-term economic and<br />

industrial development strategies. Before that, needs of<br />

Turkey's design and trademark development should be<br />

researched. Then design policy models in the world should<br />

be analyzed and effecrive strategy should be determined by<br />

forecasring. Essenrial mechanisms that will perform this policy<br />

and design policy should be detailed In sectoral base should<br />

be formed.<br />

Er and Er define the basic objecrives of design policy In<br />

national level:<br />

• to obtain the importance of design.<br />

• encourage and widespread the usage of design in<br />

sustainable competition In industry.<br />

• To assist improving the quality of human sources with<br />

national design substructure.<br />

The design policy should be evaluated in the view of<br />

exportation and innovation policies and it should be<br />

integrated with these (Er, Ö., 2001). Building and coordlnaring<br />

application mechanisms Intended fordesign promorions and<br />

Inducementsarecriricalforperforming design policies.Ministry<br />

of Industry and Commerce, Ministry of State responsible for<br />

export commerce and Ministry of Culture and Tourism should<br />

be take part in producing design policy. Design should have<br />

important role in National Innovarion System, there should<br />

be departments in the organizations (KOSGEB, İGEME, TTGV,<br />

DPT, TUSiAD,TlM, TOBB, TÜBİTAK,TSE, etc.) that is related with<br />

the application of design policy and integrarion other macro<br />

polirics (Er and Er, 2004, pp. 20).<br />

5. Exploring Cultural Characters In The Context of<br />

Competition and Making Difference Through Arçelik<br />

Turkish Coffee IVIachine"Telve"Case<br />

Arçelik introduced the Turkish coffee machine Telve to the<br />

market in 2004 with this machine, Arçelik intended to serve an<br />

industrial solurion to very known traditional custom, Turkish<br />

coffee making. Telve won one ofthe most presriglous awards<br />

in design, IF Design Award, in product design category. By<br />

this way. Telve has brought standardizarion and measurability<br />

which is very important for acceptance ofTurkish coffee in<br />

internarional markets.<br />

The tradition ofTurkish coffee is not only broad in Turkey but<br />

also common in close regions around Turkey, like Arabian<br />

countries and Greece for centuries and the rituals and tools of<br />

this custom haven't changed for ages. Turkish coffee making<br />

is commonly available In small communities like in houses<br />

and coffee shops. That is because traditional Turkish coffee<br />

making takes too long to cook for letting Its aroma released<br />

and small amounts of coffee can be cooked at once. This


makes this tradition collapse in small communities. By this<br />

way this tradition couldn't find place in contemporary life<br />

styles and business. In today's business environment cofi'ee<br />

making machine market is dominated by western style coffee<br />

making machines and there are plenty of prestigious firms in<br />

this market. The competition in this market is severe. In this<br />

contend, Telve has made difference in competition, but it has<br />

also made a contribution by giving a solution to this region's<br />

traditional needs and tastes. In short. Telve has filled the gap<br />

in this market.<br />

Arçelik has protected the R&D investments in this project<br />

with several patents. Turkish coffee machine Telve has patents<br />

in cook-sense technology, spin-jet technology, anti-spill<br />

technology and other technologies,<br />

Arçelik has gained big success in design and competition<br />

areas by using opportunities by combining new technologies<br />

with traditional Turkish tastes. By using possibilities of new<br />

technologies Telve has overcome the negative sides of<br />

traditional coffee making methods like length in time and<br />

disability in serving multi usage. Beside this. Telve has used<br />

traditional materials and processes which is important to<br />

get maintaince of the special taste Turkish coffee, with new<br />

technologies.<br />

Turgut Soysal, chief of the manufacturing and technology<br />

department, explains the design process of Telve. First of all<br />

there was a survey in design team which is also the users of<br />

Turkish coffee and bythis way expectationsform Turkish coffee<br />

machine has been determined (http://www.turkcadcam.net/<br />

haber/2005-03-22.htm!).<br />

Telve is generally found body after several brain-storming<br />

processes. After determining needs and expectations from<br />

the machine, cost and concept researches were done. After<br />

the prototype process, finally Telve Turkish coffee machine<br />

was developed. While technical department was dealing<br />

with cooking process of the machine, design team deaied the<br />

appearance ofthe machine. All this test process took 2.5 years<br />

and after that time Telve had introduced to the market.<br />

By serving the needs of multi usage Telve made difference in<br />

cafes, restaurants and hotels. Moreover Soysal emphasizes<br />

that Telve is thefirst product in the market as a Turkish coffee<br />

machine. Soysal continues Telve has firstly introduced to the<br />

Turkish market and to the markets where Turkish population<br />

Is dense.<br />

Figure 5.1 ArçelİkTurkish Coffee Machine"Telve".<br />

Telve is a very special product by the means of contribution<br />

to the traditional coffee and coffee making as a cultural value<br />

as an industrial comment. Another issue ofthe awareness of<br />

Arçelik in contribution to the cultural values is Its partnership<br />

with Kuru Kahveci Mehmet Efendi which is the oldest coffee<br />

manufacturer In Turkey. At the end ofthis partnership some of<br />

the functions of Telve have been re-developed (http://www,<br />

sabah.com.tr/2005/03/21/ekol 12,htm). As a leading firm<br />

in Turkish coffee Kuru Kahveci Mehmet Efendi makes great<br />

opportunities to Turkish coffee culture and in this contend<br />

Telve Turkish coffee machine by this consortium with Arçelik.<br />

Furthermore, Telve has an important role not only for filling the<br />

gap in the market but also for creating a competition medium<br />

in this market. After Telve's success another electrical machine<br />

manufacturer Arzum also developed Turkish coffee machine<br />

called Kahwe. The competition in 450 million dollars small<br />

house appliances market had become active. According to the<br />

data ofthe Industry and Manufacture Union of Small House<br />

Appliances (KESID) total export of one year is over 400 million<br />

dollars {http://webarsiv.hurriyet.com.tr/2005/02/13/599161.<br />

asp). There are 30 firms in this market and 8 of them are export<br />

firms. Arçelik exceeded the objects of trade in first 6 months.<br />

This success activated other manufacturers in this market.


6. Conciysion<br />

Radical solutions to the development of the Third WoHd<br />

countries can be achieved entirely by long-term planning.<br />

Weaknesses in democratic structures in these countries,<br />

and political and economic instabilities make it difficult to<br />

undertake progressive actions towards resolving these issues.<br />

Political and economic dependency to thefirst wodd countries<br />

makes this problem even more complicated.<br />

Increase in work force and the development in the industrial<br />

activities will reduce the economic and therefore polirical<br />

dependencies ofthese countries tothe First Word countries.This<br />

will create more stable polirical and economic structures and<br />

eventuallyitwill improvethe qualityoflife in these countries.The<br />

important role ofthe decision makers in this problem can not<br />

be controvertible, but industrial and manufacturing areas that<br />

are solidly related to the economical and social development of<br />

a country are also very important In this way these areas are as<br />

responsible as decision makers, health, education and cultural<br />

areas. At this point design with its connection to industrial and<br />

manufacturing areas has an important role.<br />

Most of the Third Worid countries are at the beginning oftheir<br />

industrialization adventure. Connected to this situarion there<br />

is no structuring and consciousness in design area. Even tough<br />

if there is any structuring and consciousness they haven't got<br />

much effect on decision making process. Design researchers,<br />

design educators and design professionals have responsibility<br />

in developing effecrive design policies.<br />

Design policies suggested by Owen, Amir and Er are worth for<br />

attention. Er and Er explain the national design policy criteria<br />

related with Turkey's condirions. Beside these policy models<br />

new business models of Christensen and Prahalad which is<br />

concern with joining labor and sources of Third Worid to the<br />

world's economy worth for pay attention.<br />

Today maintaining success in business environment is very<br />

difficult Comperirion Is intense and tradirional methods<br />

can not offer solurions to the problem. In this new business<br />

environment success occurs in result to state of the art<br />

innovations. Design and new technologies are the new actors<br />

of making differences.<br />

Besides the saturated markets of the first world countries,<br />

markets of the third wodd countries offer new opportunities.<br />

Distinctions between products, services and industries is<br />

blurring with the help of new technologies. Alternative<br />

business models are searching the ways to add value to<br />

product/service cycle. It is possible for such new models in<br />

Third World countries to fulfill the needs ofthe market if they<br />

utilize their own resources and adding a furthermore value<br />

to their economies. In this sense cultural characteristics play<br />

important role in customization and fulfilling the needs of this<br />

unsatisfied market Prahalad suggests that these markets offer<br />

great opportunities to multinational corporations. But this<br />

does not end the dependency of Third Worid societies to the<br />

First Wodd socieries in economic and poliric areas. This kind<br />

of solution can only make new job opportuniries and support<br />

the industry in these countries. Effecrive solurion Is to use<br />

these suggested business strategies and models to develop<br />

national industry and business. Design plays key role in making<br />

differences In fulfilling the local needs of this geography. As we<br />

have seen in South Korean and Japan cases national industry,<br />

design policies, business and design strategies can give an<br />

adequate solution to this problem.<br />

In Arçelik Turkish Coffee Machine Telve case we have seen<br />

satisfying cultural needs with successful usage of technology<br />

and design can make difference. Economic success of Telve<br />

shows the success of national design and industry.<br />

The social and economic problems of the Third World<br />

countries cannot be solved only by focusing on the material<br />

aspects of design. These solutions are not sufficient to tackle<br />

the problem entirely. But these solutions are just like castles<br />

of sands. Effective solution to this problem is the design and<br />

business strategies that will add value to economic structure<br />

ofa country. Arçelik Turkish Coffee Machine Telve has gained<br />

success in material aspects of design but more important<br />

than this it adds value to economic structure ofthe country.<br />

Furthermore this will increase with the export ofTelve.<br />

The problem Is difficult to solve and it needs high ethical<br />

values. Individual progress isn't independent from social<br />

progress. That's why design is also "responsible" from solving<br />

the problem.


References<br />

Amir, S-, 2004. "Rethinl


http://www.id.Jit.Gdu/profile/gallery/design_for_BoP/<br />

http://www.sociallyresponsibledesign.org/srdlVlodel.htm<br />

http://www.index2005.dk<br />

h ttp://www. poverty.org<br />

http://www.un.org/<br />

http://www.turkcadcam.net/haber/2005-03-22.html<br />

http://www.sabah.com.tr/2005/03/21/ekon2.html<br />

http://webarsiv.hurriyet.com.tr/2005/02/13/599161 .asp<br />

Acknowledgement<br />

I would like to take this opportunity to thank Alpay Er and<br />

especially Özlem Er for giving me support in this study and for<br />

helping me learn new things.


D E S I G N E R A N D C O N S U M E R A S V I C T I M S IN C D N S U M P T I D N C U L T U R E<br />

S.Seihan Yalçın Usal<br />

Haliç University, Istanbul, Turkey<br />

sselhan@hotmall.com<br />

Abstract<br />

Products are the solutions ofa long development process In<br />

every industry that occurs under quite violent circumstances<br />

and technology.The early problem can be shortly summarized<br />

as "the methods of production for increasing the production<br />

In quantity and quality". But it has been soon realized that<br />

solution ofthe producing problem Is not sufficient to make<br />

the economy last and to keep the economy busy. This is the<br />

beginning of a new era that's pointed out the customers<br />

which is called today: marketing.<br />

That new step was previously the cause to help the producers<br />

to keep production alive in all markets. Therefore in this case<br />

existing and potential customers were getting considered<br />

formedy. Whereas, a new problem had also appeared: The<br />

use of environmental supply sources and legacy products<br />

that were replaced by recently produced products, brands or<br />

models and their remains.<br />

This paper takes attention to victims of design which turns<br />

into a tool for production-consumption cycle, and ofdesign<br />

products which are imposed as'objects'. Furthermore, it aims<br />

to discuss how design can be used for the sake of social<br />

benefits, instead of encouraging consumption.<br />

Introduction<br />

Design can not be accomplished without interaction with<br />

matenal and production technology as well as form, function<br />

and aesthetical concern. In the previous century new forms<br />

in design have been derived thanks to development of<br />

material forming methods. Adaptation of new matenal and<br />

improvement of production methods influenced the design<br />

directiy and positively. Innovation is attained by new ideas<br />

and technological possibilities.<br />

Mass and flexible production, continuously progressing<br />

technology, globalization and escalating competitive market<br />

are the conditions manufacturers have to adopt themselves<br />

for. Technology Is also the factor which keeps competition<br />

alive. Technology is presented as a 'trend' and the product<br />

which has new technological features are Imposed to the<br />

consumer.Technology and design are'lnstruments'to provide<br />

production and consumption balance. Consumption Is<br />

attracted by defined or exposed yearly trends. The product<br />

which has recent technology Is to be a status symbol. Imposed<br />

meaning of the product and the social aspect the consumer<br />

acquires by using It are Important factors for preference.<br />

Although technical features and technology of product are<br />

emphasized on marketing, consumer is more Interested In<br />

'status'he will acquire.<br />

Long and various studies have been made on what and why<br />

the human consume, why he prefers more expensive ones of<br />

similar goods rather than the cheap ones even If they have<br />

similar qualities. In today's understanding of consumption,<br />

increasing importance of design and signature of designers<br />

and reflections of this on production is remarkable. Why do<br />

some commodities turn into 'desire objects' suddenly? How<br />

does possessing these products make people feel more<br />

different than or superior to others? The answers of these<br />

questions have been probed by sociologists, psychologists,<br />

consumprion researchers and marketing authorities, Objecrive<br />

of this paper is discussing the effects ofdesign and technology<br />

on excessiveness and addiction of consumption. In addition, It<br />

is aimed to think on ecological and ethic problems caused by<br />

this addlcrion, to discuss responsibilities of the designer who<br />

we can not separate from producrion process and finally to<br />

offer solutions.


First, consumption theories are examined in order to<br />

understandconsumerbehaviour. These theories help usexplain<br />

consumption habits. A survey was applied to determine the<br />

point of view of interior architecture students about design and<br />

technological products, brands and environmental sensitivity.<br />

Fourth grade interior architecture students were intentionally<br />

preferred because they were ready to be considered designers.<br />

Second, the answers were inquired to find out the effects of<br />

innovation and design on consumption.<br />

Consumer, Technology and Design<br />

We have basic requirements to live and we first buy the goods<br />

which have consumption priority. After we have consumed<br />

our basic requirements we buy some goods which we think<br />

increase our productivity and occasionally we buy some<br />

goods just to enjoy them. Maybe if we have high income we<br />

can buy the goods "just to enjoy" more regularly. This kind of<br />

consumption is basic and the motives are easy to understand.<br />

However, it is complicated to explain consumption motives<br />

and methods design objects and technological goods. Design<br />

objects and technological goods are not always consumed as<br />

basic requirements. Classification of that kind of consumption<br />

as'symbolic'and'conspicuous'is helpful to explain.<br />

Marketing theorist Odabaşı {1999:18) states 'symbolic' and<br />

'conspicuous consumption'as:<br />

Conspicuous consumption is based on comparing<br />

yourself to others. Consumption Isllkea mirrorto reflect<br />

who and what we are (for instance, leisure activities and<br />

consumption of related goods and services). However,<br />

symbolic consumption is the most widely mentioned<br />

kind with its identity forming dimension today and it<br />

is defined as the consumption style of post-modern<br />

culture. This kind of consumption İs distinguished by<br />

paying extreme prices for symbolic benefits.<br />

After the Fordist period ofthe 1930s when mass production<br />

and standardization evolved, wide markets were required, but<br />

consumer expectations were neglected, Post-Fordist period<br />

began when variety of products were increased, consumer<br />

expectations were considered, target consumers were<br />

defined, services were improved and life styles were presented<br />

to consumers. Popular culture identified with consumption<br />

culture, and brought up an understanding that imposed the<br />

necessityto consume permanentlyforselfexpresslon. In today's<br />

culture, people exhibit their identity by their possessions and<br />

by what they do. People are supposed to consume more and<br />

more to become happy and show their'toys'to other people<br />

for social prestige. As Baudrillard (1997) mentioned, the recent<br />

consumption concept is ostentatious rather than meeting<br />

people's needs. The products that you consume, inform about<br />

your social class and status and you can differentiate through<br />

objects you use.'Social class and social roles are the important<br />

motives that determine which identity an individual should<br />

live with and what he should do. Consumers who do not or can<br />

not consume the way demanded and expected are named and<br />

labelled as unsuccessful or loser.'(Odabaşı 1999:146-47) In order<br />

to climb the steps, exhibiting the purchasing capacity through<br />

increasing consumption is essential. Thus, the difference<br />

between social classes will vanish seemingly. People believe<br />

this because ofthe encouragement of commercials and mass<br />

media, and they assume to belong to a higher class with the<br />

help of products they possess. However, only the objects can<br />

be possessed and not the status. Thus, the meaning of products<br />

becomes more important than knowledge and culture.<br />

It was observed in a factory by engineers that, the workers<br />

who are paid the minimum wages change their mobile phones<br />

very often. Workers buy second hand products because they<br />

want to have new style mobile phones. They behave similar<br />

to the society in which they live so as not to stay behind it.<br />

Another sample is rather thought provoking. According to<br />

the results ofa student identification form In a high school in<br />

the outskirts of Istanbul, 90 percent of students have mobile<br />

phones, but 60 percent are unhealthy as a result of inadequate<br />

nutrition (Çakmakçı 2006). According to the survey applied<br />

in H.U. and M.S.G.S.U. to fourth grade interior architecture<br />

students, 56 percent of the students were disagree the<br />

proposition 'I continuously follow the innovations and so I<br />

change my mobile phone very often'. Nevertheless, 67 percent<br />

ofthe students bring outthat they will change it If the product<br />

becomes unwieldy.'<br />

' H.U.: Haliç University and M.S.G.S.U.: Mlmar Sinan Fine Arts University


It Is widely mistaken that people obtain differentiation or<br />

superiority in society and are able to create social distance<br />

through what they consume. People try to define their<br />

identities through the designer of design object they buy, and<br />

through the image, -such as freedom, prosperity and nobillty-<br />

,given by the object's commercial presentation on mass<br />

media. They also buy accessories to personalize it. Actually,<br />

people purchase the life style and even the idenrity which was<br />

offered with the product. For example, 49 percent of H.U. and<br />

M.S.G.S.U. students have stated that they consumed certain<br />

brands due to their sympathy for that brand. However, it is<br />

remarkable in terms ofthe importance of personalisation that,<br />

80 percent of the students pointed out that they will not buya<br />

mobile phone which is used by the majority.<br />

Sociologist Yaraman explains the sociological transformation<br />

through comparisons of modern and post-modern society,<br />

and discusses the changing personality characterisrics via<br />

survey she applied on university students and young people<br />

from Istanbul's outskirts. Yaraman (2003:78-9) states that:<br />

...narcissist tendency Is mulriplied while the increasing<br />

importance of image combined with the requirements<br />

of society, and therefore brand consumption appears<br />

as a 'cure'. Brand can not be accounted for only as a<br />

consumprion object, it is also conducted as a tool for<br />

adaptarion to society while the permeability between<br />

social classes could be so fast in actual process.<br />

...especially the classes that are culturally overwhelmed<br />

by modernity constitute the part of society hoping for<br />

help from brands.<br />

The survey Yaraman (2003) performed also indicates that<br />

brand can not be undervalued. While 20 percent of young<br />

people did not consider brand to be important, overâ3 percent<br />

revealed during the survey that they carry branded goods on<br />

themselves. Furthermore, 44 percent of H.U. and M.S.G.S.U.<br />

students stressed that they somerimes carry or wear expensive<br />

brand products. AC Nielsen's Global Purchase Influencers<br />

Report (2006) shows that the brand name/reputarion is<br />

important to help making final decisions, particularly about<br />

purchasing cars (46 percent) and mobile phones (38 percent)<br />

in global average.<br />

Sociologist Thorstein Veblen (1899/1934) who studied<br />

differences of social classes relating to consumption,<br />

menrioned in his book"TheTheory ofThe Leisure Class"dated<br />

1899, that prosperity could not be a status symbol by Itself<br />

and therefore prosperity should be utilized to make someone<br />

jealous through conspicuous attitude.<br />

Ritzer (2001:217) argues Veblen's theory in terms of two<br />

aspects under 'hyperconsumprion' conditions of our rimes.<br />

Goods were highlighted during the period which Veblen<br />

had lived in thanks to Industrial Revolution, Yet, according to<br />

Ritzer, goods can not be considered apart from conspicuous<br />

leisure in recent aspects, such as casinos, cruises, theme parks,<br />

entertainment and "retailtainment",<br />

Ritzer (2001:217) also argued that the new meanings<br />

of consumprion are: '...people do not simply consume<br />

commodities; they also consume the means of consumption.<br />

Another basis of invidious distinction is the places in which<br />

one consumes. Thus, the means of consumprion are stratified<br />

and participaring in those that have high status yields higher<br />

status for the Individual.'<br />

Veblen's tricle-down model (1899/1934) that states the<br />

connection between the classes through consumprion<br />

and its effects on fashion diffusion are important in terms<br />

of understanding the creation of innovation. According<br />

to the model, the new status symbols such as clothes and<br />

technologic goods which are assumed by the high social<br />

class are imitated by the low social class. Thus, when the<br />

high social class is imitated, they start to seek 'different'<br />

objects or styles. These attitudes provoke each other and<br />

this provocarion is a motive for innovation. In addirion,<br />

middle class has both Imitating and differentiating motives.<br />

However, this theory was criticized about which motive is<br />

used as priority by the middle class. It is not incorrect to<br />

say that lower class imitates upper class and this causes<br />

continuous consumption.<br />

Consumption and marketing styles have been developed<br />

which capitalize on the Imitaring motive of lower classes and<br />

are also defined as 'democratizarion of consumption'. Ikea is<br />

very notable mode! of this aspect with its publicized designers<br />

which enables lower classes to purchase products similar to


high class products (Ikea also indicates how to 'live'the life<br />

styles it created in catalogues).<br />

Consumption theories and researches Indicate that, -be it<br />

product or services, consumption symbolizes status or social<br />

class ofthe Individual. Individual intensifies his identity by the<br />

meanings imposed to the products he consumes and he reflects<br />

It to his circle. He is accepted to his circle and he gets social<br />

approval according to what he consumes. It is important for him<br />

to express his identity not only to his circle but also to himself.The<br />

individual permanently consumes to satisfy his identity which he<br />

has assigned to himself. Now he Is a slave ofdesign objects.<br />

Sociological accounts help us understand why consumer<br />

needsstatus5ymbols.lt Is essential to consider and understand<br />

not only social motives but also the factors of imposing the<br />

act of consumption. Franklin {2002:91) explains how accounts<br />

that considerthe influence ofdesign are more important than<br />

accounts that focus on consumer in this statement: 'Some<br />

of these accounts buy into a structuralism and reduce the<br />

activities of designers to the logic of capitalism, or certain later<br />

stages of it. Design is conjured up by the logic to create new<br />

markets from the diversification of products.'<br />

A product's contribution to the social Identity is emphasized as<br />

a function in recent years as well as its aesthetic and utilisation<br />

functions. It is impossible for designers to ignore that.Therefore,<br />

this situation makes it necessary to create new markets and to<br />

produce new products to satisfy capitalism which constantly<br />

boosts consumption.Onthe other hand,a productthat becomes<br />

a 'desire object'can generate extremely large markets. IPod is a<br />

remarkable sample. Levi's benefited from this desire object, by<br />

producing jeans that integrate buttons and cables so that an<br />

IPod can be control led easily through those jeans. Designers and<br />

producers try to benefit from almost everything that becomes<br />

an icon. Well-known designers created iPod covers for victims<br />

of status who were created by the incredible consumption of<br />

this object. Success of IPod inspires new products such as: sport<br />

shoes which display calorie, speed and distance, an armchair<br />

with loudspeakers and buttons for an IPod or a cradle playing<br />

a lullaby with iPod connection. IPod market is one ofthe most<br />

remarkable example of today's capitalist market. Sony Walkman<br />

wasalsoa'desireobject'of1980sand Franklin {2002:93) criticizes<br />

that: 'does the world reaily need all of those (700 worldwide)<br />

versions of the Sony Walkman? Was this not exploiting people<br />

merely to Increase capitalist markets?'<br />

At this point, it is required to explain how capitalist market<br />

exploits us so easily. Kotler-Armstrong (1999:611 -12) explains how<br />

materialism affects and how marketers contribute to this as:<br />

'People are judged by what they own rather than by<br />

who they are. To be considered successful, people must<br />

own a large home, two cars, and the latest consumer<br />

electronics.This drive for wealth and possessions hit new<br />

highs in the 1980s, when phrases such as'greed is good'<br />

and 'shop'til you drop'seem to characterize the times. In<br />

the 1990s, although many social scientists have noted a<br />

reaction against theopulenceand waste ofthe 1980sand<br />

a return to more basic values and social commitment, our<br />

infatuation with material things continues. For example,<br />

when asked in a recent poll what they value most in their<br />

lives, subjects listed enjoyable work (86 percent), happy<br />

children {84 percent), a good marriage (69 percent), and<br />

contributions to society (66 percent). However, when<br />

asked what most symbolizes success, 85 percent said<br />

money and the things It will buy.'<br />

As new products are being served to market continuously,<br />

'consumenewone'slgnalissenttoconsumerpermanently.This is<br />

one ofthe recent marketing methods. Compulsory obsolescence<br />

of products and launching the higher technology -especially In<br />

the computer sector- little by little instead of directly launching<br />

the top gear, are already criticized marketing approaches. On<br />

the other hand, we are subjected to technologically renewed<br />

products continuously as If they are essential and they must be<br />

purchased. Yet, thedesigner knows that shelflife of products will<br />

be losing their appeal nearly within two or three years {not only<br />

In fashion sector but also in electronics and furniture sector). In<br />

addition, according to the survey which was applied at H.U. and<br />

M.S.G.S.U., only 7 percent of students explained that they would<br />

purchase the new version of their technological product even<br />

If only its shape was changed. However, 30 percent of students<br />

claimed that they would prefer the recently designed product<br />

which hastheold technologically ratherthan the product which<br />

has the recent technology but Is old fashioned. Thus it can be<br />

concluded that personal liking and newness ofdesign could be<br />

more effective rather than technological innovations.


Even so, it is essential to emphasize why some forms stay<br />

unchanged for years along with technological renovations.<br />

Nobody knew that steel tubing cantilever chairs designed by<br />

Marcel Breuer for labour in the 1920s, would become esteemed<br />

design objects of today. Yet, we know thatthe chair which was<br />

not liked by labour in 1920s has been redesigned repeatedly<br />

based on the original form for so many years. Franklin (2002:92)<br />

reminds us that automobile Mini has not changed form<br />

between 1959 and 2001, and neither has the popularity of<br />

the shape ofthe Beetle, and its reproduction and redesign by<br />

Volkswagen in 2000. Franklin (2002:92-3) explains this as: The<br />

Beetle and the Mini are not exceptions and their product life is<br />

not reducible to a design principle, but involves questions of<br />

taste, style, and the assimilation of design into lifestyle.'<br />

Under today's conditions, new meanings that are imposed<br />

to consumption make It inevitable for design to earn new<br />

meanings as well. Status and social approval motives and<br />

illusion of gaining personality by design products, lead<br />

excessive meanings to be imposed to design objects.<br />

Technology, Design and Social Disorder<br />

Developments on information technology and globalism<br />

facilitate vanishing of borders and diffusion of innovations.<br />

Thus, very strong changes on design and trends affect<br />

competition significantly. Producer is driven by anxiety of<br />

continual innovation or diversity and pressure of launching<br />

earlier than his competitors. He also experiences paranoia<br />

of technological deficiency or theft. All these pressures and<br />

anxieties impress the designer as well. As a consequence,<br />

products which do not have updated technology but, have<br />

been renovated through their cover design or which are<br />

presented with insignificant technological innovations as if<br />

they were highly important have started to invade the market.<br />

Consumer can not understand the technological innovations<br />

entirely nor can he know if the product's effects on the<br />

environment are harmful or not. For instance, Hl-Tech shop<br />

assistants never talk about the harmful gases that are given off<br />

dunng LCDTV production process. On the contrary, consumer<br />

is encouraged in order to purchase the newest because of the<br />

need to refresh the consumption cycle. Marketing methods<br />

and credit cards are very productive assistants of this cycle.<br />

Psychiatrist Tarhan (Kredi l


'Technology must be tamed in order to realized things that<br />

have the simplest possible relation v^/ith man - we must reject<br />

technologically driven industrial goods that have no regard<br />

for human needs and no communicative rationality'.<br />

Dimension of design is changing gradually. Foster {2002}<br />

mentions that everything -from jeans to genes- is perceived<br />

as a design object. Home, job, face, weak personality or DNA<br />

of your children can be designed as well. Design as a reflection<br />

of narcissistic personality, is an accomplice of production-<br />

consumption cycle. However frightening this account Is, we<br />

know how effective social life and marketing methods are on<br />

diffusion of innovation. Moreover,'possession of somethlng'ln<br />

general is a factor that decreases distance between the thing<br />

and human'. (Bilgin 1991:113) As technology is spread, people<br />

In every class have relations with technological products<br />

and fear diminishes. The mass of people using technological<br />

products encourages other people.<br />

Fear of technology is being replaced by fear of staying behind<br />

the technology. As well as the worries ofthe designer not to<br />

fall behind his rivals, consumer worries about buying product<br />

or thing with old technology and he may spend more with<br />

the feeling of having the newest. Because staying behind, is a<br />

very heavy concern. New technological products are imposed<br />

through the mediacontlnuously. High tech is always expensive,<br />

but If you will buya new thing you must buy the one with the<br />

newest and highest technology .Because the old ones belong<br />

to technology garbage. Paying more for a product that will be<br />

a trash someday is inevitable. However, nobody wants to have<br />

a trash from the start.<br />

Quality is defined as 'level of meeting the needs' and from the<br />

quality point of view, technological 'renovations' are bringing<br />

two important risks into our lives. First, the individual may<br />

not keep In step with the new requirements generated by the<br />

technological'renovations'and his quality of life can be affected<br />

negatively. And second, buying the newest technology only to<br />

prevent oneself from staying behind means buying something<br />

which has features that will never be used and/or that will<br />

never meet what is really needed. In other words, that means<br />

'money for nothing'. Result isa lot of damage on quality of life In<br />

many ways. Furthermore, high prices are paid to buy identities<br />

because of social concerns. The mistake in believing 'he who<br />

pays more is superior'and social classification formed by the<br />

objects consumed and showed off, causes social divisions.<br />

The mobile phone is one of the objects that reflect the<br />

technological developments best, now almost all new versions<br />

are also cameras as well. Misuse of this wonderful feature<br />

-such as blackmailing- has even caused suicides in Turkey.<br />

According to survey conducted by Jee Hyan Ha and presented<br />

in American Psychiatric Association's meeting in Toronto,<br />

South Korean teenagers who use their mobile phones more<br />

than 90 times per day are more timid and depressive than the<br />

ones who use theirs at least 70 times per day. Another well-<br />

known fact is; computers that are the symbols and main tools<br />

of information era, are causing addiction through Internet and<br />

video games, triggering antisocialism or social violence and<br />

even causing deaths because of by playing video games too<br />

long -such as for days.<br />

As well as the social problems caused by technology and<br />

technological products, there are also environmental<br />

problems and these two can not be considered independently.<br />

Continuously regenerated technology and design cause<br />

bought products to be used for shorter periods. This means<br />

more production, more waste, more use of energy and<br />

pollution. While's percent ofthe world population is using 25<br />

percent of all world resources, they also pollute at same levels.<br />

Everyday, more than 1 million tons of toxic waste is given to<br />

environment. 30 percent of natural resources have already<br />

been lost.'(Odabaşı 1999: 181) If the aluminium of 32 billion<br />

beverage cans thrown in garbage in the USA during the year<br />

2002 could be re-used, it would be possible to obtain needed<br />

metal resource to manufacture all trade planes on this planet.<br />

Despite this, a research conducted in Norway determined that<br />

74 percent of subjects prefer simple life to increasing income<br />

and materials with increasing stress. (Elgin and Mitchell<br />

1977) More importantly, for protection of our environment,<br />

countries should put sanctions İn order. According to Kyoto<br />

Protocol, signed by 129 countries ~ except USA, producers<br />

must let consumers know how they produce and Its effects on<br />

the environment.<br />

Nowadays, there is a very strong relationship between<br />

designer's success and his ability to use technology properly.


He must be able to keep up with new production techniques,<br />

new materials, research and development studies, and be able<br />

to evaluate consumer trends and life styles. At the same time,<br />

designers should obtain information about ethical values and<br />

about protecting environment, too. Firstly, designing products<br />

which are environment-fnendly, recyclable, and that can be<br />

produced with less energy must be aimed. Instead of focusing<br />

on creating new needs, meeting the existing needs must be<br />

focused on. Designer should be able to measure the possible<br />

damage level caused by the products they design, even<br />

though he can not obstruct the principle of the consumer<br />

being a vicrim of consumprion. For instance, a designer who<br />

knows that aluminium can be recycled many rimes should be<br />

conscious of immorality of not recommending that material<br />

for a non-recyclable product. Also,'design and design schools<br />

have had a profound influence over consumprion by trying to<br />

improve and extend the place of art in all levels of society and<br />

not simply as a plaything ofthe wealthy.'(Franklin 2002:94)<br />

It would be healthier to show designers the ways to design<br />

products which can be produced with less cost and which are<br />

more functional, encouraging longer usage, more ecological,<br />

harmless for nature (such as Levi's organic jeans), upgradeable<br />

by small and cheap additions (such as upgradeable home<br />

appliances). Design schools should teach ecology and<br />

consumption culture. Atthe same time, the consumers ofthe<br />

future should also be educated from the elementary school<br />

years on.<br />

GSU : lU MU MSGSU 8SU IBUN MLTU : Yu OutsWrts : TQlal %<br />

Yes 1 :7 1 0 8 2 ; 5 ; 2 S ; 25 20<br />

No • 12 ; 12 13 10 4 13 6 : 10 20 ; 100 80<br />

Total : 13 'Ti 14 10 12 15 . 11 - 12 25 ~"ıoÖ'<br />

No<br />

Table 1. Is 'brand' Important for you?<br />

GSU lU MU MSGSU BS<br />

:"9<br />

4 s<br />

~'4"<br />

7 7<br />

Source: Yaraman 2003:79.<br />

U<br />

"ii"<br />

1<br />

To"<br />

s<br />

MLTU yu : Outskirts Total 'i'a<br />

"'9"<br />

• 2<br />

'"lb"<br />

• 2<br />

"12<br />

' 13 46<br />

" 63^2<br />

Total 13 . 13 '. 14 10 • 12 15 , 11 ; 25 125 100<br />

Table 2: Do you carry a branded object right now?<br />

Source: Yaraman 2003:79.<br />

36,8<br />

Aqtea 1 SomstimesAcfreii<br />

M5.G,<br />

S,U. H.U.<br />

1 M-S.f3.<br />

av, • S,U. H.U, av.<br />

Dlsaqree<br />

M.S.G.<br />

SAJ, H,U. av. Total<br />

Ii % % % % % ?t 'h %<br />

1 continuouily follow up<br />

i 15novation so 1 thange<br />

mv mobile phone very often.<br />

For me, new mobiFe phones<br />

6 14 11 6 48 33 88 38 56 100<br />

take loo much time to get<br />

used 10.<br />

lalwaysweartarrya product<br />

13 18 16 0 14 9 88 68 75 100<br />

which belongs to<br />

an expensive brand.<br />

1 prefer to bu/s^Jme brands<br />

19 14 16 19 59 44 63 28 40 100<br />

because ihey .ire reflecting my<br />

personality.<br />

Ttie rqcontly designed produtl<br />

which does not have new<br />

technology is better than the<br />

product wiiicli has the recent<br />

technology but is old<br />

37,5 55 49 37,5 34 35,5 25 10 15,5 100<br />

fashioned. 33 25 30 31 39 36 31 36 34 100<br />

1 can not use high complexity<br />

electronic products -such as<br />

mobile phones- and 1 don't<br />

need to uso their all functions<br />

either. 44 21 29 25 41 35,5 31 38 35,5 100<br />

Ism reserved about improving<br />

technological products. It is<br />

hard lo change my unwieldy<br />

product. 6 10 9 31 21 24 63 69 67 100<br />

I'm Inleresled in harmtul<br />

technology and 1 don't buy<br />

products which are not<br />

environmental. 63 34 44 25 41 36 13 24 20 100<br />

My camera/mobile phone is<br />

the answer to my need but 1<br />

want to buy neivor. 31 21 25 6 29 20 63 50 55 100<br />

1 will buy the new version of<br />

my technological product<br />

even il it is renewed only<br />

formally. 7 7 7 0 17 11 93 76 82 100<br />

Nobody uses the V brand<br />

mobile phones in my<br />

neighborhood. But If majority<br />

used it, UTOUM buy il. 6 10 9 6 14 n 88 75 so 100<br />

Table 3: The survey conducted on fourth grade interior<br />

Conclusion<br />

architecture students.<br />

Almost everything -purchasable or not purchasable- Is a tool<br />

of today's consumption culture. It Is known that symbolic and<br />

conspicuous consumption leads to stratifying and, social and<br />

cultural alienarion. Consumption addiction and antlsoclalism<br />

are also important psychiatric disorders. Created identity<br />

via consumprion objects always needs revision. It Is shown<br />

at the survey that the majority of students take the idenrity<br />

issue Into considerarion. On the other hand, designer can<br />

not avoid designing for consumprion-production cycle.<br />

However, designer should be aware of social disorder and<br />

environmental problems the cycle causes. According to the<br />

survey, minority of students/designer candidates are not<br />

interested In environmental goods. Although it is the thought<br />

of minority, this is a worrying result. Therefore, design schools


have a very important role to train conscious young designers.<br />

In this century, designer has a significant responsibility about<br />

designing environmental products with social consciousness.<br />

References<br />

AC Nielsen, 2006. Global Purchase Influencers Report,<br />

September 2006. (online)<br />

Available from: http://www.acnielsen.com.tr<br />

BARNARD, M., 1998. Art, Design and Visual Culture: An<br />

Introduction. USA: St.Martin's Press.<br />

BİLGİN, N. 1991. Eşya ve İnsan. Ankara: Gündoğan Yayınlan.<br />

ÇAKMAKÇI, N., 2006. Öğretmen Kendini Unutmuş Öğrencisine<br />

Üzülüyor. Hürriyet Pazar İK, Nov. 26, pp.26.<br />

CHAPMAN, J.,. 2005. Emotionally Durable Design: Objects,<br />

Experiences and Empathy. London: Earthscan Publications.<br />

ELGIN, D.S., MITCHELL, A., 1977. Voluntary Simplicity: Life-Style<br />

ofthe Future?The Futurist, August, pp.203-6.<br />

FIELL, C, FIELL, P., 2001. Designing the 21 st Century. Köln: Taschen.<br />

FOSTER, H., 2002. Design and Crime (and other diatribes).<br />

Verso Edition and NLB.<br />

FRANKLIN, A., 2002. Consuming Design -Consuming Retro-.<br />

In S. MILES, ed. Changing Consumer: Markets and Meaning.,<br />

Florence, KY USA: Routledge, 2002.<br />

Kredi kartı depresyon sebebi. 2006. Source:İHA. 22 March.<br />

Available from; http://www.maksimum.com/saglik/haber/51/<br />

58233.php<br />

KOTLER, P., ARMSTRONG G., 1999. Principles of Marketing.<br />

USA: Prentice-Hall International, Inc.<br />

NAISBITT, J., NAISBITT N., PHILIPS, D., 2001. High Tech High<br />

Touch -Technology and Our Accelerated Search For Meaning.<br />

London: Nicholas Brealy Publishing.<br />

ODABAŞI, Y., 1999. Tüketim Kültürü -Yetinen Toplumdan<br />

Tüketen Topluma-. İstanbul: Sistem Yayıncılık.<br />

PACKARD, v., 1971. The Status Seekers. New York: Pocket<br />

Book.<br />

RITZER, G., 2001. Explorations in the Sociology of Consumption:<br />

Fast Food, Credit Cards and Casinos, London, GBR: Sage<br />

Publications, Incorporated.<br />

SAĞOCAK, M., 2003. The Relationship of People with Objects<br />

and the Consumption Phenomenon. Yapı, 261 (8), pp.101-4.<br />

SCHIFFMAN, L.G., KANUK, L.L., 1991. Consumer Behavior. USA:<br />

Prentice-Hall International Editions.<br />

Teen Cell Phone UseTiedTo Unhappiness. 2006. PhysOrg.com.<br />

Source: United Press International, 24 May 2006.<br />

Available from: http://www.physorg.com/printnews.php7new<br />

sid=67692071<br />

TUNA, B., 2006. Bir Arzu Nesnesi IPod. PazarHürriyet, 5 Nov.,<br />

pp.10-1.<br />

VEBLEN, T., 1899/1934. The Theory of Leisure Class. New York:<br />

Penguin.<br />

YARAMAN, A., 2003. Toplumsal Değişme ve Kişilik Özellikleri -<br />

Prometheus'tan Narkissos'a-, İstanbul: Bağlam Yayıncılık.


DESIGN AGAINST DISASTER:<br />

SHIFTING LIFESTYLES TD PREVENT ENVIRONMENTAL DISASTER<br />

L.N. Ece ARIBURUN<br />

IstanbulTechnical University, Istanbul,Turkey<br />

ariburun@itu.edu.tr<br />

Abstract:<br />

It has been over 30 years since the prime discussion of'basic<br />

ideas concerning the attitudes of individuals and nations<br />

towards the environment and development', at the United<br />

Nations Conference on the Human Environment (1972).<br />

Much has been argued upon environmental subjects, and<br />

nevertheless, it remains as a major topic due to its foremost<br />

importance. Issues concerning usage of natural resources,<br />

man-madeenvironmentsand sustainability, living greener and<br />

so on are being scrutinized by leading scientific committees<br />

internationally. Among other interesting comments, some can<br />

be correlated to the routine everyday lifecycle of individuals:<br />

the fact that ensuring the durability of nalura) resources<br />

depends not only on national decisions but also on the<br />

populations'taking this vital issue into account (Brundtland,<br />

1987 and Solow, 1992). Disaster, in a man made environment<br />

is foreseen; therefore to shift existing lifestyles by individuals<br />

can be proclaimed as a social responsibility to prevent the<br />

upcoming environmental disaster.<br />

The profession of Interior Design is closely linked to generate<br />

lifestyles. According to NCIDQ (National Council for Interior<br />

Design Qualification) In USA, definition of Interior Design is:<br />

"A multi-faceted profession in which creative and technical<br />

solutions are applied within a structure to achieve a built<br />

interior environment.These solutions are functional, enhance<br />

the quality of life and culture of the occupants, and are<br />

aesthetically attractive." Designs must adhere to code and<br />

regulatory requirements, and encourage the principles of<br />

environmental sustainability (NCIDQ, 2004)<br />

The main scope of this paper is to draw attention to<br />

interconnectedness of interior design and sustainability,<br />

particularly withinTurklsh Interior Architects/Designers. By this<br />

way it is expected to create a level of social consciousness via<br />

this close connection and to improve notice on environmental<br />

sustainability. In further advance: by altering material, product<br />

and systems around our living environments (homes, offices,<br />

etc.) the ongoing consumption trends of the society will be<br />

affected and eventually be triggered to develop in a system<br />

to be environmentally friendly. "The object is not so much<br />

to sustain the environment itself, but the lives we can lead<br />

in that environment." Amartya Sen, Nobel Laureate 1998,<br />

Harvard University.<br />

Keywords: Sustainable development, interior design, lifestyle<br />

consumption.<br />

Introduction:<br />

Lifestyle Consumption as an Increasing Threat<br />

Recently several academic studies have pointed out to the<br />

overgrowing patterns of consumerism particularly throughout<br />

the beginning ofthe new millennium. Scholars have agreed<br />

that an increasing part of the world is entering or already<br />

belonging to what could be described as the consumer<br />

society. According to the research statistics, the world's urban<br />

population has increased nearly fourfold in the last half-<br />

century, from 732 million in 1950 to more than 3.2 billion in<br />

2006 (UN Population Division, 2006).


Within worid population, there are 1.7 billion peopleconstituting<br />

the members depicted as the 'global consumer class,'of which<br />

are having incomes more than 7000$ worth of purchasing<br />

power parity (an income calculation for the purchasing<br />

possibility in local currency). Although ranging widely in levels<br />

of wealth, the consumer class is archetypal users of television,<br />

telecommunication and the internet, along with contemporary<br />

media culture and commercial ideologies that these widely<br />

distributed products transmit (Dobers and Strannegard, 2005).<br />

One would assume that most ofthe consumer class is found<br />

in Western industrialized nations. Interestingly, almost half<br />

of them come from the'developing'world, with China alone<br />

claiming 240 million people -nearly as many as the 242.5<br />

million In the US. The third largest'consumer class population'<br />

Is India with 122 million people, followed by Japan at 121<br />

million,Germanyat 76 million, Russian Federation at 61 million,<br />

Brazil at 58 million, France and Italy at 53 million each, and the<br />

UK at 50 million (Worldwatch Institute Reports, 2004). Even if<br />

there is an increasing gap between the few very rich and the<br />

many very poor, it Is possible to declare that a materialistic<br />

lifestyle and consumer culture has become widely accessible<br />

to a progressively growing middle class throughout the world.<br />

For a brief example, in 2003 there were more private cars than<br />

there were licensed car drivers in the United States of America,<br />

and SUV's (sport utility vehicles) were among the best-selling<br />

vehicles. New houses in the U.S.A. were 38 % bigger in 2002<br />

than in 1975, despite having fewer people per household on<br />

average (Gardner et al., 2004).<br />

13:3 WEO nXI iOOO !010 20!0 »30 JWO<br />

Figure 1: World Population, 1950-2050.<br />

(Source: UN Population Division)<br />

A number of books published since the early 1990s document<br />

an increased frustration of societies organized around<br />

consumption (Cross, 2000; Kasser, 2003; Gardner et al., 2004).<br />

On a general level of cognition, consumption is seen as an<br />

attempt to escape the boredom of everyday life (Sanne,<br />

2002), as means to create one's own lifestyle and identity<br />

through consuming goods and services with specific social<br />

attributions. Scholars have argued that Western societies are<br />

becoming increasingly aesthetic-oriented In consumption<br />

matters by pointing to the fact that consumers are constantly<br />

searching for new fashions, new styles, new sensations and<br />

new experiences due to the companies' marketing efforts<br />

(Featherstone, 1991).This implies that consumption in the 21st<br />

century seems to be more trend-conscious and lifestyle based;<br />

products and services are potentially signaling a particular<br />

lifestyle, where individuality is displayed in an assembly of<br />

artifacts, practices, experiences and appearance. Companies<br />

and other elements of the corporate business systems are<br />

moving beyond from fulfilling customers' needs and gaining<br />

credits for exploiting their desires.The more products, systems<br />

and services take place on the markets, no matter whether<br />

needed or not, effective marketing policies become a side as<br />

a so-called'value-creator', and the consumers seek for more to<br />

distinguish themselves from other groups or fields of society,<br />

constantly striving for additional elements to celebrate<br />

statuses and exhibit newly adapted lifestyles.<br />

USA<br />

China<br />

İndis<br />

Japan<br />

Germany<br />

Russian Fed.<br />

Brazil<br />

France<br />

Italy<br />

UK<br />

243<br />

240<br />

122_<br />

121.<br />

m:<br />

51,<br />

50 100 150 200 250 300<br />

Figure 2: Consumer Class Populations by Nation (in millions)<br />

(Source: State of the World 2004: A Worldwatch Institute<br />

Report on Progress Toward a Sustainable Society. NY: W.W.<br />

Norton.)


Undeniably, the rapidly increasing 'consumption-mania' is<br />

affecting even our current lifestyles through the pioneering<br />

consumption patterns and behaviors: the ever-changing<br />

trends based on a 'buy and dispose' process and the reduced<br />

lifecycles of products & services are ultimately manipulating<br />

the environments that we live in. Consumption is necessary<br />

for survival, but obviously it threatens the well-being of people<br />

and the environment when it becomes an end in itself. The<br />

abundant quest of consumption has fined a serious charge to<br />

world resources that is now mounting at least as fast as global<br />

consumption levels. Besides the fact that mass consumption<br />

leading to severe impact on water supply, air quality, climate,<br />

biodiversity and human health; the up-to-date effects of<br />

over-consuming can be described as poor diets, a sedentary<br />

lifestyle, obesity and a decline In social health and happiness,<br />

and more on the way.<br />

Due to the previously mentioned arguments, this paper's point<br />

of view Is to draw attention to lifestyle consumption as a social<br />

process; and to Investigate a particular approach to alter It to a<br />

'sustainable'direction. In this manner the need to rethink and<br />

create new physical, social and cultural Infrastructures of well-<br />

being that focus on high quality of life Is becoming inevitable.<br />

This paper will specifically deal with the Interconnectedness<br />

of design and sustainabillty, and because of purposely related<br />

bonds to create lifestyles;'sustainable interior design'will be<br />

scrutinized in order to achieve a solution. Among other fields<br />

of the design world, such as product, graphic, etc., intenor<br />

design has an outstanding role towards containing sustainable<br />

lifestyles In the society. This paper wlil end with applicable<br />

suggestions towards the local intenor design community and<br />

to the curnculum of graduate-level educational institutes.<br />

Shifting Lifestyles with Sustainable Design<br />

it has been over 30 years since the prime discussion of'basic<br />

ideas concerning the attitudes of individuals and nations<br />

towards the environment and development', Initialized at<br />

the United Nations Conference on the Human Environment,<br />

Stockholm (1972). For the first time nations met to consider<br />

global environment and development on the same agenda.<br />

Much has been argued upon environmental subjects, and<br />

nevertheless, it remains as a major topic due to its foremost<br />

Importance. Issues concerning usage of natural resources.<br />

man-made environments and sustainabillty, living greener and<br />

so on are being scrutinized by leading scientific committees<br />

internationally. Among other interesting comments, some can<br />

be correlated to the routine everyday lifecycle of individuals:<br />

the fact that ensuring the durability of natural resources<br />

depends not only on national decisions but also on the<br />

populations'taking this vital issue into account (Brundtiand,<br />

1987 and Solow, 1992).<br />

The milestone manifesto Brundtiand Report (1987), 'Our<br />

Common Future' under the leadership of Gro Brundtiand',<br />

'sustainabillty' is defined as not In terms of preserving the<br />

environment itself but the'qual Ity ofour lives, or the fulfillment<br />

of our needs'. It contains two key concepts: The concept of<br />

'needs'. In pa rticularthe essential needs ofthe wodd's poor; and<br />

the concept of limitations forced by the state of technology<br />

and social organizations on the environments' ability to meet<br />

present and future needs. Furthermore, the 1987 Brundtiand<br />

Report defined 'sustainable development' as 'meeting the<br />

needs of the present generation without compromising the<br />

ability of future generations to meet their own needs'. The<br />

idea has been advanced by Nobel Laureate Robert Solow,<br />

In 'An Almost Practical Step towards Sustainability' (1992).<br />

Sustainabillty Is accepted as an obligatory feature: the next<br />

generation must be left with 'whatever it takes to achieve a<br />

standard of living at least as good as our own and to look after<br />

their next generation slmilady'. Both Brundtiand and Solow<br />

approaches reinforce each other, by giving the essence of the<br />

idea that any ingredient ofa good life, which can influence and<br />

raise living standards, is taken to be potentially Important,<br />

In the 1995 World Summit on Social Development further<br />

defined this term as 'the framework for our efforts to achieve<br />

a higher quality of life for all people'. In which 'economic<br />

development, social development and environmental<br />

protection are Interdependent and mutually reinforcing<br />

components'. By the year 2000 with the adoption of the<br />

Millennium Declaration, and afterwards the 2002 World<br />

Summit on Sustainable Development, this definition was<br />

expanded to Identifying the 'three overarching objectives<br />

of sustainable development' to be (1) eradicating poverty,<br />

' Gro Brundtiand, former Prime Minister of Norway.


(2) protecting natura! resources, and (3) changing current<br />

unsustainable production and consumption patterns in the<br />

interest of our future welfare and that of our descendants.<br />

Recently by Headsof State and Government In the UN outcome<br />

document ofthe 2005 World Summit, consumption patterns<br />

and sustainability was still the uttermost topic. Nevertheless<br />

it is obvious that disaster, in a man made environment is<br />

foreseen; therefore to shift existing lifestyles by individuals<br />

can be proclaimed as a social responsibility to prevent the<br />

upcoming environmental disaster.<br />

Designers, in this context, wear two hats: both as a consumer<br />

and a supplier. By having one foot in the 'real world' and one<br />

in the business of 'changing it for the better' the designer<br />

is in a position to develop an informed perspective on<br />

the adoption and implementation of sustainable design<br />

practices (Abeyasekera & Matthews, 2006). Shaping society<br />

by Influencing on the usage of resources, selecting products<br />

or materials which are environmentally safe, and ultimately<br />

creating a certain level of'consciousness'and implying it to<br />

our surroundings as a new 'lifestyle' or so called 'trend', are<br />

all within the capabilities of a socially responsible designer.<br />

As previously mentioned, interior design has an outstanding<br />

role to constitute sustainable lifestyles In the society. The<br />

profession of Interior Design is closely linked to generate<br />

lifestyles. According to NCIDQ (National Council for Interior<br />

Design Qualification) in USA, definition of Interior Design is:<br />

"A multi-faceted profession in which creative and technical<br />

solutions are applied within a structure to achieve a built<br />

Interior environment. These solutions are functional, enhance<br />

the quality of life and culture of the occupants, and are<br />

aesthetically attractive." Designs must adhere to code and<br />

regulatory requirements, and encourage the principles of<br />

environmental sustainability. The interior design process<br />

follows a systematic and coordinated methodology, including<br />

research, analysis and Integration of knowledge into the<br />

creative process, whereby the needs and resources of the<br />

client are satisfied to produce an interior space that fulfills the<br />

project goals (NCIDQ, 2004).<br />

Sustainable Design uses methods and products that cause<br />

the lowest possible impact upon the ability of the natural<br />

environment to maintain its natural balance. Its goal is to<br />

prevent the environmental damage Inherent in traditional<br />

processes of building or remodeling. By integrating<br />

considerations for sustainability with principles of aesthetics,<br />

function and comfort, sustainable design strategies enable<br />

professional designers to make sustainability possible and<br />

attractive by creating spaces that are as comfortable as they<br />

are healthy, energy and resource efficient, functional and<br />

aesthetically pleasing, and by promoting the well-being of<br />

their occupants as well as the earth (Stewart-Pollack & Plllote,<br />

2006).<br />

The need of sustainable design in built environments (homes,<br />

offices, any other types of buildings etc.) adhere three<br />

dimensions of sustainability: Ecological, economic, social<br />

and cultural. Interior designer's accountability for the interior<br />

environments' impact on individuals and the long-term<br />

viability ofthe planet should consider every design decision;<br />

weighed within the parameters of social context, ecologically<br />

friendliness,andthebottom-lineimpactof business economics.<br />

In this case, some professional or non-profit governmental<br />

design organizations have established guidelines and ethical<br />

codes of practice, such as IIDA^ ASID^ IDEC, and IFP and so<br />

on. Designers must be prepared to demonstrate value using<br />

performance-based outcome measures. An example for one<br />

of these standards for measurement Is the LEED system. LEED<br />

(Leadership in Energy and Environmental Design) Green<br />

Building Rating System provides a complete framework for<br />

assessing building performance and meeting sustainability<br />

goals. Based on scientific standards, LEED emphasizes state<br />

of the art strategies for sustainable site development, water<br />

savings, energy efficiency, materials selection and indoor<br />

environmental quality (USG8C, 2006).^<br />

^ IIDA (International Interior Design Association), www.iida.org<br />

^ ASID (American Society of Interior Designers), www.asid.org<br />

İDEC (Interior Design Educators Council), www.idec.org<br />

^ IFI (International Federation of Interior Architects / Designers),<br />

www.ifiworld.org<br />

^ USGBC (US Green Building Council), www.usgbc.org


Suütaiıuıblc Building<br />

Ecological<br />

Econaiiiic<br />

susliiiımlHİily<br />

Socml mid<br />

Cullurul<br />

su.lainabiîil)'<br />

licsoiirccs prtMccliuii<br />

Rcosyslcm prolecliii<br />

Luiig-lcmi resuiirtc priKİııtlivily<br />

Low use costs<br />

I 1 Piolcclioii iif I'jaiLli anil ciiiufmi<br />

l'ıoüTvulioıı ofsucialaiKİ cultural<br />

VII lues<br />

Figure S.TheThree Dimensions of Sustainable Building<br />

(Source: Kua, H.W. & Lee S.E. (2002) Demonstration<br />

Intelligent Building - A Methodology for the Promotion of<br />

total Sustainability in the Built Environment Building and<br />

Environment 37, 231-240 [adapted from Kohler, 1999].'<br />

The result attempted to obtain by using these measurement<br />

standards is increasing the Incitement of growing body of<br />

affordable, environmentally responsible building and intenor<br />

materials and products available to the designer and the<br />

consumer. Through a procedure called life-cycle assessment<br />

products and even entire buildings are evaluated according<br />

to the amount of material and energy used in the extraction<br />

of raw materials as well as in the production, transportation,<br />

maintenance, and disposal of the products. Life-cycle<br />

assessment also measures the pollution and waste produced<br />

bythese processes. Life-cycle costs, or the'real'cost of products<br />

based upon this assessment can then be determined.<br />

Of course, whilst practicing sustainable interior design<br />

there are certain simple guidelines that any socially and<br />

environmentally responsible designer could take under<br />

consideration. To be mentioning these guidelines as a very<br />

brief summary;<br />

• Using recycled or easily renewable, non-toxic materials for<br />

all surfaces: Matenais and finishes for walls, floor coverings,<br />

ceilings and cabinetry, such as formaldehyde-free MDF<br />

^ Kohler N. (1999)The Relevance ofthe Green Building Challenge: an<br />

Observer's Perspective. Building Research & Information 1999;27(4/<br />

5):309-20<br />

(medium density fiberboard), reclaimed orFSC certified wood<br />

products, bamboo, cork, or linoleum floonng, carpets made<br />

of natural matenais (wool) or recycled materials, ceramic tiles<br />

made from recycled glass and other products.<br />

• Using non-toxic, water based finishes and low or no-VOC<br />

paints (volatile organic compounds).<br />

• Using natural day lighting (instead of artificial lighting) as<br />

much as possible.<br />

• Using energy efficient HVAC systems, appliances, and<br />

equipment<br />

• Using locally available materials for transportation benefits.<br />

• Avoiding common materials and products such as:<br />

- Petroleum-based Products: Pesticides and fertilizers,<br />

plastics and synthetic fibers, solvents and fuels.<br />

- Plastics<br />

- Polyvinyl chionde (PVC)<br />

- Products Containing Formaldehyde<br />

There are also several mottos on promoting sustainability<br />

to obtain public interest as well as professional bodies.<br />

Quite mind capturing and easy to remember, these mottos<br />

themselves develop into principles of sustainable design.<br />

One example was published and distributed by IDEC (Interior<br />

Design Educators CounciO as a 'Preliminary Teaching Manual<br />

for Sustainable Design Education', March 2006. Under the title<br />

of'The Seven R's of Sustainable Design'; Rethink, Redesign,<br />

Reduce, Reuse, Renew, Refurbish and Recycle concepts are<br />

used to label sustainable interior design guidelines with the<br />

following explanations (IDEC, 2006):<br />

• Rethink: Although design problems are contextual, complex,<br />

and multi-layered, the design process remains essentially<br />

compartmentalized, lineal, and fragmented.<br />

• Redesign: Design for flexibility, durability, longevity,<br />

disassembly, and ease of maintenance. Eliminate the concept<br />

of waste.<br />

" Reduce: Do more with less. Reduce or eliminate toxicity and<br />

pollution.<br />

FSC (Forest Stewardship Council), www.fsc.org


• Reuse: Specify products that can be used over and over<br />

again. Question the ultimate consequences and impact of<br />

new products. '<br />

• Renew; Specify products from rapidly renewable resources.<br />

• Refurbish: Give new life to existing products and buildings.<br />

- Recycle: Establish a policy to recycle all applicable waste<br />

materials.<br />

Besides various guidelines, ethical codes, mottos, to~do lists,<br />

green product qualificarions and so, sustainability and the<br />

Items or concepts related to it are gaining a vast popularity<br />

amongst a wide range of business and academic activities.<br />

Sustainability seems to be spreading into a wide segment of<br />

business and academic enterprises over the globe, a quantity<br />

of other specific subject areas above and beyond Interior<br />

design are setting up or integrating their foundations in<br />

accordance with sustainability principles. Derived from the<br />

same report mentioned above, some specific areas of which<br />

sustainable design can be integrated are:<br />

• Design Studio Courses (passive/active solar, daylighting,<br />

natural venrilation, non-toxic materials, renewable/recycled/<br />

local materials, design for disassembly, water and resource<br />

conservation, project-specific sustainable design checklists/<br />

analysis}<br />

• Building Structures and Systems (alternative building<br />

materials and processes and HVAC systems, passive and active<br />

solar design)<br />

• Lighting (daylighring, energy efficient lighring solutions)<br />

• Construction Documents (detailing of sustainable features<br />

and elements)<br />

• Furniture Design (design for disassembly, renewable and<br />

recycled materials)<br />

• Textiles (non-carcinogenic chemicals in fibers and dyes,<br />

biodegradable and compostable fabrics)<br />

• Surfacing Materials (renewable and recycled materials, non­<br />

toxic materials)<br />

• Business of Interior Design (ethical responsibility for<br />

healthy buildings and environments; social justice; strategic<br />

planning)<br />

• History of Architecture, Furniture and Design (evolution of<br />

green design philosophies, products and processes)<br />

• Historic Preservation (making historic buildings healthier)<br />

The knowledge and the existing conditions established<br />

upon sustainability issues thus far clearly provide adequate<br />

confirmation that the worid has reached a turning point.<br />

Obviûusly,a shift from our current'consume-oriented'lifestyles<br />

has initiated; the common social consciousness has begun to<br />

arise, businesses are now demanded to be 'environmentally<br />

responsible' by numerous consents. The question is how<br />

long will this adaptation phrase extend? Shifting lifestyles<br />

may take a longer duration in the 'developing countries',<br />

since they consist of almost half of the total consumer class<br />

population, as mentioned in the beginning ofthis paper. Does<br />

the local sanction (if they exist), have an impact on Individual<br />

endorsement? Perhaps the real environmental challenge<br />

is hidden in converting the 'lifestyle consumption' In to an<br />

'environmentally conscious lifestyle' itself.<br />

Local Situation: Conditions of Sanction in Turkey<br />

The Chamber of Interior Architects ofTurkey is one ofthe 23<br />

chambers under The Union of Chambers ofTurklsh Engineers<br />

and Architects.^ It is a public professional organization, ruled<br />

by Article 135 ofThe Constitution of The Republic ofTurkey."'<br />

The article In question clearly demonstrates the alms and the<br />

objectives ofthe diverse Chambers;<br />

^TMMOB,"Türk Mühendis ve Mimar Odaları Birliği"<br />

'"The Constitution ofThe Republic ofTurkey, Article 135:<br />

H. Public Professional Organizations<br />

ARTICLE 135. (As amended on July 23,1995)<br />

Public professional organizations and their higher organizations are<br />

public corporate bodies established by law, with the objectives of<br />

meeting the common needs ofthe members of a given profession,<br />

to facilitate their professional activities, to ensure the development<br />

of the profession in keeping with common interests, to safeguard<br />

professional discipline and ethics in order to ensure integrity and<br />

trust in relations among its members and with the public; their organs<br />

shall be elected by secret ballot by their members in accordance with<br />

the procedure set forth in the law, and under Judicial supervision.<br />

Persons regularly employed in public institutions, or in state<br />

economic enterprises shall not be required to become members of<br />

public professional organizations.


...meeting tine common needs of the membersof a given<br />

profession, to facilitate their professional activities, to<br />

ensure the development of the profession in keeping<br />

with common interests, to safeguard professional<br />

discipline and ethics in order to ensure integrity and<br />

trust in relarions among its members and with the<br />

public;...<br />

The Chamber of Interior Architects of Turkey has started its<br />

activities In 1954 as an association and became regulated as a<br />

Chamber In 1976. The Main Regularions ofthe Chamber have<br />

been revised many times ever since, but the current one In<br />

use has been accepted in 25'" April 2006 and published in the<br />

Official Gazette no. 26149. In the Second Chapter ofthe Main<br />

Regulations, the headquarters and the alms of the Chamber<br />

are established. Under the Second Chapter of the Main<br />

Regulations of The Chamber of Interior Architects of Turkey,<br />

Item no. 6 demonstrates the aims ofthe Chamber within 15<br />

sub-Items. Issues related to sustainabillty are held only In<br />

Article 6 under the Second Chapter, and unfortunately there<br />

Is no more than only one single Item which is directly linked<br />

to sustainability issues. To be more accurate, the following<br />

item, which Is the last one of 15 sub-items, is the only one<br />

"mentloning"a slight importance towards sustainable design:<br />

[L] Realizing studies and other necessary enterprises<br />

and acrivitles within the benefits of the country and<br />

the public on: protecring, managing, and markering<br />

natural resources and the growth of productivity."<br />

Giving regards to the fact that every Interior Architect, who<br />

graduated from a 4-year undergraduate curriculum of an<br />

allied university must become a member of The Chamber<br />

of Interior Architects of Turkey In order to maintain a<br />

professional practice within the borders of The Republic of<br />

Turkey, and Interior Architects which are not members of The<br />

Chamber of Interior Architects of Turkey are prohibited from<br />

any professional occupation related to the interior design<br />

field, the above menrioned item towards sustainable design<br />

is obviously not sufficient enough to be a guideline or even<br />

as a accurate assessment for the members. Due to the urgent<br />

environmental Importance of the subject, this paper argues<br />

that as a prime organizarion among the Interior Architects In<br />

Turkey, The Chamber has a privileged obligarion to educate.<br />

to demonstrate and eventually to regulate sustainable design<br />

issues among its community. By this close encounter the<br />

consciousness level ofthe members and gradually the clients,<br />

companies, and so on will be affected and, hopefully, be useful<br />

to build up a system which is environmentally friendly. As a<br />

clear suggestion, this paper offers that matters of ecological,<br />

economical and social/cultural sustainabillty in the built<br />

environment should be adjoined In the Regulations of the<br />

Chamber of Interior Architects of Turkey.<br />

One other aspect of the current situarion upon sustainable<br />

design In Turkey can be analyzed through the graduate<br />

education. Interior Architecture education in Turkey has<br />

started in 1925 in Istanbul State Fine Arts Academy (Istanbul<br />

Devlet Güzel Sanatlar Akademisi) known as Mimar Sinan<br />

University of today.<br />

Over the past 80 years, many universities in Turkey have<br />

opened a variety of levels of undergraduate, graduate and<br />

doctorate level Interior Architecture curriculums. State and/<br />

These professional organizations shal! not engage in activities<br />

outside the aims for which they are established.<br />

Political parties shall not nominate candidates in elections for the<br />

organs of these professional organizations or their higher bodies.<br />

The rules concerning the administrative and financial supervision of<br />

these professional organizations by the state shall be prescribed by<br />

\avj.<br />

The responsible organs of professional organizations, which engage<br />

in activities beyond their objectives, shall be dissolved by court<br />

decision at the request of the authority designated by law or the<br />

public prosecutor, and new organs shall be elected in their place.<br />

However, In cases where delay endangers national security, public<br />

order and in cases where it is necessary to prevent the perpetration<br />

or the continuation of a crime or to effect an arrest, an authority<br />

designated bylaw may be vested with power to suspend professional<br />

organizations from activity. The decision ofthe said authority shall be<br />

submitted for approval to the responsible judge within twenty-four<br />

hours. Unless the judge declares a decision within forty-eight hours,<br />

this administrative decision is annulled automatically.<br />

" [Main Regulations of The Chamber of interior Architects of Turkey,<br />

Second Chapter, Item 6, Sub-item (L)] Accepted and published in the<br />

Official Gazette (no. 26149) in 25th Apnl 2006.


or private universities such as Bilkent, Hacettepe, Eskişehir<br />

Anadolu, IstanbulTechnical, KaradenizTechnİcal, Marmara and<br />

so are currently continuing their educations and contributing<br />

around 500 Interior Architecture graduates every year. Each<br />

university offers a wide diversity of elective and must courses<br />

in their curriculum, but nevertheless, none of these courses<br />

are titled to ecology, green design, sustainable design or so.<br />

Regarding this information, conceivably a re-evaluation ofthe<br />

current curriculum is essential In due to academic units. This<br />

paper also suggests that in view of the fact that sustainability<br />

courses in undergraduate or graduate education are inevitably<br />

compulsory; universities should consider and revise their<br />

curriculumsinordertomeettheagenda of sustainability; which<br />

encompasses economic, social, and environmental Impacts.<br />

As a brief example ofthe related educational premises around<br />

the world, Carnegie Mellon University offers a "Sustainable<br />

Design (M.Sc.)" degree under the School of Architecture.<br />

This program is aimed for students interested in sustainable<br />

design in the built environment. The program includes<br />

coursework in the following areas; Environmental Basics and<br />

Issues, Environmental Law and Policy; Environmental History,<br />

Sustainable Design and Development, Advanced Building<br />

Systems, Building Performance Simulation and Tools, Site<br />

and Ecology, Sustainable Engineering and Construction,<br />

Environmental Economics, Thesis/ Project Courses.'^<br />

As a closure, in order to succeed the real environmental<br />

challenge, converting 'lifestyle consumption' to an<br />

'environmentally conscious lifestyle' is obligatory for our<br />

continued survival. Much, inline with this paper, 1998<br />

Nobel Economics Laureate Prof Amartya Sen, from Harvard<br />

University has a judgment:<br />

The object is not so much to sustain the environment<br />

itself, but the lives we can lead in that environment.<br />

Among other fields ofdesign, interior designers must deduce<br />

a leadership role for sustainable design and development.<br />

It is in the definition of the profession, that 'enhancing the<br />

http://www.arc.cmu.edu/cmu/programs/ugrad_progs/iive_one.jsp<br />

Carnegie Mellon University, School of Architecture, Sustainable<br />

Design Graduate Program (M.Sc.)<br />

quality of life and culture of the occupants' is an obligation<br />

for an interior designer. Environmental responsibility has to<br />

become and is becoming a norm In our lives, refraining from<br />

our current lifestyles based on ever-changing trends and<br />

consumerism is a vital requisite, as the global ecological crisis<br />

is a widely accepted reality. Sustainable design not only has<br />

immediate and far reaching impacts upon resource depletion,<br />

global warming, and other vital environmental conditions, It<br />

Impacts significantly human health, safety and welfare as well<br />

as conditions of social premises.


References<br />

ABEYASEKERA K. and MATTHEWS G. (ed.) (2006), Sustainable<br />

Exhibit Design. Guidelines for designers of small scale<br />

interactive and traveling exhibits. UK: University of Lincoln.<br />

BRUNDTLAND G., (1987), Our Common Future. UK: Oxford<br />

University Press.<br />

CROSSG.(200ü},AnAII-ConsumingCentury.WhyCommercialism<br />

Won in Modern America. Columbia University Press: New York.<br />

DEAN, A. (2003), Green by Design: Creating a Home for<br />

Sustainable Living. Layton, Utah: Gibbs Smith Publishers.<br />

DOBERS, R and STRANNEGARD L. (2005), Design, Lifestyles and<br />

Sustainability. Aesthetic Consumption in a World of Abundance,<br />

Business Strategy and the Environment 14,324-336<br />

FEATHERSTONE M. (1991), Consumer Culture and<br />

Postmodernism. Sage: London.<br />

FUAD-LUKE A. (2002), Ecodesign Handbook: a complete source<br />

book for the home and office, London:Thames and Hudson.<br />

GARDNER G., ASSADOURIAN E., SARIN R. (2004), The State of<br />

Consumption Today. In State of the World 2004: Special Focus:<br />

The Consumer Society, Worldwatch Institute (ed.) Norton:<br />

NewYork; 3-21<br />

KASSER T (2003), The High Price of Materialism. MIT Press:<br />

Cambridge.<br />

KUA, H.W. & LEE S.E. (2002), Demonstration Intelligent Building<br />

- A Methodology for the Promotion of total Sustainability in<br />

the Built Environment. Building and Environment 37,231-240<br />

SANNE C, (2002), Willing consumers - or locked-ln? Policies for<br />

a sustainable consumption. Ecological Economics 42:273-287.<br />

S0L0WR.,(1992), Analmostpracticalsteptoward sustainability.<br />

Resources for the Future: RFF Press.<br />

STEWART-POLLACK J. AND PILLOTE L.E. (2006), Preliminary<br />

Teaching Manual for Sustainable Design Education, IDEC<br />

(Interior Design Educators Council).<br />

WORLDWATCH INSTITUTE (2004), State ofthe World 2004: A<br />

Worldwatch Institute Report on Progress Toward a Sustainable<br />

Society. NY: W.W. Norton.<br />

Web References:<br />

(multiple entrees in October, November, December 2006)<br />

http://www,un.org/documents/ga/re5/42/ares42-187.htm<br />

Report of the World Commission on Environment and<br />

Development 1987, posted by United Nations Department of<br />

Economic and Social Affairs (DESA).<br />

http://www.un.org/esa/socdev/wssd/<br />

Worid Summit for Social Development Copenhageni 995.<br />

http://www.un.org/millennium/declararion/ares552e.htm<br />

United Narions Millennium Declaration.<br />

http://www.un.org/events/wssd/pressreleases/<br />

World Summit on Sustainable Development Johannesburg 2002.<br />

http://www.un.org/summit2005/<br />

Worid Summit 2005: High-level Plenary Meeting of the 60th<br />

Session ofthe General Assembly.<br />

h ttp://w w w. u n. o rg/es a/<br />

United Nations, Economic and Social Development website.<br />

http://www.asid.org/resource/Sustainable+Design+lnformati<br />

on+Center.htm ASID (American Society of Interior Designers)<br />

Sustainable Design Information Center.<br />

http://www.ncidq.org/who/definition.htm<br />

NCIDQ (National Council for Interior Design Qualification).<br />

http://www.usgbc.org/LEED/<br />

USGBC (United States Green Building Council) Leadership in<br />

Energy and Environmental Design.<br />

http://www.un.org/esa/population/unpop.htm<br />

United Nations Population Division.


T H E L İ F E C Y C L E A S S E S S M E N T OF T E M P O R A R Y H Q U S I N G<br />

Hakan ARSLAN<br />

Istanbul Technical University, Faculty of Architecture,<br />

Department of Architecture, 34437, Taksim, Istanbul, Turkey<br />

arslanhaka@itu.edu.tr<br />

Abstract<br />

The avi/areness about the gap between temporary housing<br />

reconstruction and planning Is Increasing. This study<br />

examines the relation between planning and organisational<br />

structure of the temporary housing reconstruction in Turkey,<br />

a developing country which is affected by the 12 September<br />

1999 earthquake. Temporary housing is analyzed based on<br />

the planning, organization and design of the earthquake<br />

houses and housing sites. Production, occupancy, evacuation,<br />

dismantling, recycle and re-use phases of the temporary<br />

houses and housing sites are evaluated in the experience<br />

of Duzce Case Study. A public questionnaire is conducted<br />

from the temporary housing dwellers in order to analyse<br />

their expectation levels from the temporary houses and<br />

housing sites. The user's problems tried to be found out as<br />

well. The results of the evaluation of the temporary housing<br />

reconstruction give design suggestions for the decision<br />

makers, city planners and architects for the future disasters.<br />

The results show that design had a crucial role in temporary<br />

housing reconstruction and had to be placed in the context of<br />

planning and organization models of each country and must<br />

be based onto the local, cultural, social and physical conditions<br />

ofthe affected region.<br />

Introduction<br />

Disasters are events which occur within some specified periods<br />

of time and spaces, and threat a society or a relatively self-<br />

sufficient part ofa society with major unwanted consequences.<br />

They are mostly unavoidable events coming in unexpected<br />

times. However, settings of pre and post disaster activities<br />

have important roles in reducing the future hazard nsks in<br />

disaster prone areas {Tercan 2001). The number, type and<br />

losses from disasters are Increasing woddwide. Not only is the<br />

number of natural and manmade disasters increasing but the<br />

cost in property human life. For natural disasters woddwide,<br />

the annual economic losses averaged $4,9 billion in the 1960's,<br />

$15,1 billion In the 1980's and $75,9 billion annualy in the<br />

1990's {Siembieda et al 2002). However, disasters cause also<br />

technological, societal and environmental problems.<br />

Every disaster that leaves many people homeless triggers<br />

renewed and often intense debates about what technologies<br />

are appropriate to rebuild homes so that they are 'safe'<br />

or 'disaster-resistant'. Shelter relief and reconstruction<br />

programmes absorb large amounts of international aid,<br />

yet we know very little about these programmes long term<br />

results. Do reconstruction programmes suceed? What factors<br />

lie behind success and failure? What should be done to make<br />

reconstruction more effective? (Twigg 2002). To articulate all<br />

these different factors, a careful organisational structure, long<br />

term planning and sustainable design is required.<br />

Life Cycle Assessment is enabling a cradle-to-grave approach<br />

of understanding the material flows into the built environment<br />

and the savings that can be instituted. Indeed a more detailed<br />

and comprehensive approach is necessary, starting from the<br />

design and construction stages to the use and demolition<br />

stages: a conception-to-resurrection approach that takes all<br />

stages, and effects and impacts into consideration including<br />

what happens when a building has to be demolished - that<br />

stages too has environmental effect (UNEP, 2003). This type<br />

of assessment could be used as a design and management


tool for the decision makers, city planners, architects and<br />

disaster managers to boost the reconstruction facilities after<br />

the disasters.<br />

The aim ofthe research is to evaluate the Life Cycle Assessment<br />

of temporary housing reconstruction from the site selection,<br />

production, occupancy, evacuation, dismantling to reuse<br />

and recycle processes In a case study in Turkey-Düzce by<br />

considering the dwellers' expectations. Study is conducted in<br />

four big temporary housing site constructed in Turkey-Duzce<br />

after 12 November 1999 earthquake. Pre-information about<br />

sites is received from thetemporary housing siteadministrators<br />

who were assigned by the central government. Interviews are<br />

made and a questionnaire is conducted from the dwellers in<br />

orderto determine their problems and expectation levels from<br />

the houses and sites. The other studies and researches about<br />

the temporary housing in Turkey were generally focused on<br />

the production and occupancy phases. This study aims to<br />

cover all phases of the temporary housing so that to evaluate<br />

the problems in a wide point of view which could gather all<br />

the stakeholders.<br />

Post Disaster Temporary Shelter and Housing<br />

Reconstruction<br />

Shelter problem after the disasters are generally followed by<br />

three overlapping phases;<br />

1. Spontaneous Shelter (first 72 hours) - to provide an interim,<br />

safe haven white the situation stabilizes<br />

2. Emergency Shelter (first 60 days) - to provide emergency<br />

shelter and feeding to displaced population requiring shelter.<br />

3. Temporary (Interim) Housing (first year and beyond) - to<br />

provide temporary housing - safe and secure shelter, water,<br />

power, and heating - to displaced disaster victims while efforts<br />

are underway to make permanent repairs to dwellings, or to<br />

find other suitable permanent housing (HRWG, 1998).<br />

The distinction between housing and sheltering is made on<br />

the basis that housing involves the resumption of household<br />

responsibilities and activities in the new living quarters,<br />

whereas during sheltering, normal daily activities are put on<br />

hold (Johnson 2002).<br />

12 September Duzce Earthquake<br />

The 1999 earthquakes occurred in Düzce and Marmara<br />

region implies major impacts on the Turkish government<br />

budget, from cost of interim subsidies, debt rescheduling and<br />

subsidized credit programmes, and from the direct budgetary<br />

costs arising from re-housing needs, family support and social<br />

infrastructure damage, namely;<br />

- New investment spend for the construction interim<br />

prefabricated homes and the progressive reconstruction<br />

and repair of permanent housing and infrastructure;<br />

- Extra consumption/transfer spending for the relief and<br />

extra social security spending due to extraordinary death<br />

and disability benefits (Price et al. 2000).<br />

Düzce province is located on the North Anatolian fault line in<br />

Düzce plain (Figure 1). As a result of the rapid industrialization<br />

between1980-1998, the migration to the city from the rural<br />

areas increased and the housing demand rapidly increased<br />

too. The total area of the city is 2593 km2. The population Is<br />

307.056 according to 1997 census, the density of 108 people/<br />

km2 which is more than Turkey's 83 people per km2 average.<br />

Rapid migration caused unplanned constructions in the city.<br />

Nevertheless, users add more floors to the old buildings<br />

which were constructed on weak soil. New buildings were<br />

constructed rapidly with inconvenient labor and material.<br />

On the other hand, there were no reliable control systems<br />

for the building construction processes (Düzce Municipality<br />

Chairmanship 2000).<br />

Dair.99;il/12 16:57:10:31<br />

Epicinler: 40.76S.\31.N3E<br />

MW:7.1 MB:6.5 .\1S:7J<br />

Figure 1. North Anatolian Fault Line and Location of Duzce<br />

Province (DMC, 2000).


Post Disaster Temporary Shelter and Housing Processes in<br />

Düzce<br />

In 12 November 1999 the devastating earthquake with 7,<br />

2 magnitudes occurred in Düzce province. Approximately<br />

43000 buildings were damaged. Generally 84 % of the<br />

damages occurred to the houses and % 16 of them to the work<br />

places. Also 980 people died and 38939 were injured {Düzce<br />

Governorship 2002). After the 12 September 1999 Duzce<br />

Earthquake, 16.666 housing units destroyed or damaged by<br />

the earthquake and people were forced to find emergency<br />

shelter (Duzce Governorship 2002).They had three options;<br />

i) shelter with friends or relatives;<br />

li) move to an undamaged second home or rent<br />

accomodation, and<br />

ill) tent shelter in organised camps (more likely for people<br />

whose homes were demolished), or In the neighborhood<br />

of the damaged but usually still standing house.<br />

The latteroption also involve the use of vacant public buildings<br />

and 996 family with 4369 people selected this option (Price<br />

et al. 2000). 26665 tents which were donated from national<br />

and international aid organizations were distributed to<br />

112000 earthquake vicrims by the help of Red Crescent and<br />

Civil Defending Directors, and tent dries were established.<br />

However, some vicrims built the tents on their own. The<br />

first precaution that governorship took was to settle some<br />

vicrims to the state buildings in other provinces. Most ofthe<br />

victims refused to leave the city since, they wanted to be in<br />

contact with their relatives and friends, they also wanted to<br />

be in charge of funerals and they desired to stay in the areas<br />

of damaged and collapsed buildings. In the following phase,<br />

the decision for building a temporary earthquake house was<br />

taken by the public works ministry because of Insufficient<br />

infrastructure of tent cities, the lack of protection from the<br />

climaric condirions and long construcrion rime of permanent<br />

houses (Düzce Municipality Chairmanship 2000).<br />

Temporary Housing Settlements in Duzce<br />

6669 Temporary houses were constructed in Duzce province.<br />

3.411 were donated by various national and internarional<br />

aid organizarions. There are 11 temporary housing sites in<br />

Düzce city center with 10637 population. The studied sites are<br />

selected due to their population and location (Figure 2).<br />

Number Temporary Housing Area Housing Units Population<br />

! Gmiiuspmar 1194 4428<br />

2 S)ml4: 1024 1850<br />

3 Klmh 405 670<br />

4 Kiruniii OoaRi 330 1415<br />

3 Cumhuriyd 152 300<br />

6 Fidiuil>k 352 720<br />

7 Turfc-Japon Koyu 714 2902<br />

8 Feyzi Cakmnk 252 875<br />

9 Hamidh'e 36 123<br />

10 K.Ahmcilcr 360 230<br />

11 C3V Mahallesi 105 26<br />

TOTAL 4944 10637<br />

Figure 2.Temporary Earthquake Housing Areas, Housing<br />

Units and Populations (Düzce Center)<br />

The temporary houses and sites were constructed generally<br />

on the state land and on rural areas outskirts ofthe city {see<br />

Figure 3) according to the act of 17. 7. 1968 date and 1051<br />

number"General Disaster Law";<br />

Figure 3. View of GumuspmarTemporary Housing Site.<br />

Topic 6-d) Houses and huts can be constructed, rented or<br />

purchased according to the sheltering needs of vicrims or<br />

people in the risk of disaster. The aid in cash for the vicrims<br />

and temporary sheltering works subsidies determined by the<br />

Ministry of Public Works and Setriements (T.C. Resmi Gazete<br />

1968).<br />

In this topic there is no informarion about how will be the role<br />

distribution between the actors? {NGO's, Local Government,<br />

Professional Associations, etc.) How and from whom would<br />

the works be done? And how long would the work take to


e finished? What methods will be used during construction?<br />

What will be the strategies and planning criterias for post<br />

disaster sheltering? How will they be organized?<br />

All the authority were left to the central government (see Figure<br />

4) forthe issues which require technical data and build up such<br />

as; the construction, management, evacuation, dismantling<br />

of temporary housing sites and their infrastructures (Düzce<br />

Governorship 2002).<br />

MILITARY<br />

AGENT<br />

DISTRICT<br />

GOVERNOR<br />

pktming<br />

DÜZCE CRISIS CENTER CHAIRMANSHIP STRUCTURE SCHEMA<br />

CRISIS CENTER PRESIDENT<br />

(ASSISTANT OF GOVERNOR)<br />

DISTRICT<br />

GOVERNOR<br />

Diiins<br />

IIL^UIIIIUII<br />

planning.<br />

coordinalion<br />

and sup«a^'iiinn<br />

DISTRICT<br />

GOVERNOR<br />

1aU ciEics and<br />

livcfabncdled housing<br />

infraslruclute, wort:<br />

msciiinc Kİıedulıııg<br />

and planning<br />

DISTRICT<br />

GOVERNOR<br />

Ihirclmsuig.<br />

railing,<br />

DISTRICT<br />

GOVERNOR<br />

Aid acccplancs<br />

end ÜE^InUjtıon<br />

ASSISTANT OF<br />

GOVERNOR<br />

Coordıııaûoıı and<br />

followLnEuf Iral<br />

CI lies and<br />

prefabncale hnuîes<br />

DISTRICT<br />

GOVERNOR<br />

Supcrvismn of icni cihts<br />

ond prcfflbric lıuusîs.<br />

planning for Icmpotaij'<br />

Figure 4. Düzce Crisis Management Center (Duzce<br />

Governorship 2002).<br />

In this approach central government is not perfect about the<br />

technical aspects. So that, sometimes can not give reliable<br />

decisions or waste time in the process of getting information<br />

about the issue. Therefore the rehabilitation time extended.<br />

Technical and implemetation side is weak in this administration<br />

scheme whereas there should be plans e.g. demolition and<br />

debris plans for the heavily damaged buildings, temporary<br />

housing site selection and production process analysis, and<br />

decisions for each practice. The admistratives also had lack<br />

of information from technical aspects which they could not<br />

confront with technical support in a short time.<br />

Temporary Housing Housing Sites Selection Process<br />

Pre study before selection ofthe sites was made by The General<br />

Directorate of Disaster Affairs (GDDA) according to;<br />

• Geologic and Geophysic Reports.<br />

• Ground research forthe determination of ground water level<br />

and the situation of flood risk.<br />

The number of prefabricated housing sites were determined<br />

according to the researchs of TSI (Turkish Statistical Institute).<br />

Priority was given to the government owned vacant land<br />

during the selection process of temporary housing sites.<br />

The infrastructure facilities were constructed by the General<br />

Directorate of Construction Affairs (GDCA). In Duzce case<br />

90 % of the constructed temporary housing sites were on<br />

government owned vacant land. But most ofthe public lands<br />

were also agricultural lands thus the lands recycle problems<br />

occurred after the evacuation. But they cost too much to<br />

recycle. The other 10 % was private ownership and were<br />

generally rented or occupied by the central government. But<br />

ownerships were not pleased from the situation.They opened<br />

a court case against the government because of the impacts<br />

oftemporary houses and their infrastructure to the land, which<br />

have not been finalized yet (Duzce Governorship 2002).<br />

The Temporary Housing Production Process<br />

After the selection of sites, the bid with contractors for the<br />

construction of temporary houses was made by the Ministry<br />

of Public Works and Settlement and 3258 temporary houses<br />

were constructed. Some of the temporary houses were<br />

donated by the NGO's whereas some of them produced in<br />

the prefabricated house production facility center close to<br />

Ankara.<br />

The administration of the temporary housing project was<br />

highly centralized. Major decisions regarding procurement<br />

and construction were made in offices in Ankara by the MWPS<br />

and the GDDA. Construction of the units was undertaken<br />

by private construction companies and managed by the<br />

provincial authorities ofthe MPWS.<br />

The state companies were responsible for road works and<br />

electricity managed the infrastructure (Johnson et al. 2006).<br />

The process did not cover the community participation. Thus<br />

the lack of participation caused low maintenance to the<br />

buildings and many damages occured during and after the<br />

evacuation process (Arslan and Unlu 2006).


The general problems during the production phase were<br />

determined and they can be summarised as;<br />

• Organizational problems dunng the coordination of the<br />

construction of superstructure and Infrastructure (no criteria<br />

for the selection of contractors).<br />

• Insufficient number ofthe control personeli (decreases the<br />

quality of production) (Arslan 2004).<br />

Temporary Housing Occupancy Process<br />

The administration of the temporary housing sites during<br />

evacuation was managed bythe assistant of governor (Figure<br />

4). The legal arrangements and the control was made by the<br />

assistant of the governor as well. The coordination between<br />

the temporary housing sites was made by the temporary<br />

housing coordinator who was responsible to the assistant of<br />

governor. Each temporary housing site also had a manager.<br />

The social places In the sites were changed from site to site<br />

but most of them generally had cafe, laundry, sewing house,<br />

tailoring house, etc.The local government provides the water,<br />

cleaning and garbage activities. There were also fire teams<br />

against fire risks formed by the disaster victims (Arslan 2004).<br />

(.M n cipjiliii I<br />

'.Vaior.cîı-. :. i-ji;<br />

CENTRAL GOVERNMENT<br />

(Crisis Center)<br />

ASSISTANT OF<br />

C'OVKKNOK<br />

rrempoMry llou^lnt; Site<br />

Cetilral .Viltninidniliir)<br />

• L'ljnrfol I'-n-i .'••'.ipcr.i-io.i)<br />

Temporary Kousiii^<br />

Site coordinator<br />

Temporary Iloiising Site<br />

* Miriir!iii-7i 50 li ij.^iii:; i.nit<br />

SECUKITY<br />

UNIT<br />

Cfîiıhinnı;<br />

T<br />

Social f:;[|:l;i;s<br />

Si:Hir^; Hiiusi;<br />

'l.i:l»nn[; liciisc<br />

Figure 5. Temporary Housing Occupancy Process<br />

Organization in Duzce Adapted from (Arslan 2004).<br />

The general problems dunng the production phase were<br />

determined and they can be summarised as;<br />

• The lack of sound and heat Insulation (social problems<br />

occured in the neighborhood).<br />

•The lack of roofing matenais against snow and wind (damages<br />

occured on 6 housing unit in GumuspmarTemporary Housing<br />

Site).<br />

•The lack of infrastructure (Most ofthe sites had cesspools).<br />

• The house plan types did not give permission privacy for the<br />

family (Arslan 2004).<br />

Temporary Housing Evacuation Process<br />

Studies in Düzce showed that there was a gradual evacuation<br />

plan for temporary housing areas which was planned by the<br />

central government. After the finishing of permanent house<br />

the house owners were moved to their permanent houses<br />

at the outskirt of the city. But tenants go on living in the<br />

temporary sites.<br />

Cental government tried to collect all tenants and temporary<br />

site users in two big temporary housing site (Gümüşpınar-<br />

Siraiik). However the real situation was not as planned.<br />

Temporary houses were occupied by new settlers from<br />

different low income social groups. Because they pay too little<br />

as renters of the temporary houses.<br />

The existing dwellers denied evacuating the houses and sites.<br />

As a result the central government forced them to leave by<br />

turning of electricity and water of the sites for evacuation and<br />

demobilization (Arslan and Unlu 2006). Dunng the evacuation<br />

users made great damages to the temporary houses.<br />

Temporary Housing Dismantling Process<br />

The dismantling processes of temporary houses did not have<br />

a planned organization and the decision for dismantling<br />

determined due to the situations and quickly by the central<br />

government. In Düzce case two options were observed;<br />

Dismantling by the public sector: the provincial authorities<br />

of the MPWS dismantled the houses through the agency of<br />

subcontractors. The provincial authorities' role was limited<br />

with control. The dismanded materials were stored. The<br />

matenais were used according to the available purposes (e.g.<br />

donation to the other disaster affected areas) approved by the<br />

central government.


Dismantling bythe private sector: The housing units were sold<br />

to the private firms or person. The private firms dismantled<br />

the housing units according to the method selected by the<br />

subcontractor (Arslan 2004).<br />

The general problems during the dismanriing phase were<br />

determined and they can be summarised as;<br />

• Unplanned interventions and implimentarions by the local<br />

authority of MPWS (no short or long term planning)<br />

• Lack of legal infrastucture for deconstruction and<br />

dismantling<br />

• Unqualified and unexperienced subcontractors<br />

• The complicated details ofthe housing units (Arslan 2004).<br />

Temporary Housing Recycle and Re-use Process<br />

In Düzce case study three options of recycle and reuse<br />

potenrial were determined for the temporary houses;<br />

1. Donarion: the housing units were donated to the disaster<br />

affected areas, self governing office for mukhat's and to the<br />

low income families in the villages of Düzce.<br />

2. Selling: the central government sold the housing units for<br />

cash money.<br />

3. Old/New Function: the housing sites and houses were used<br />

with their old funcrion (eg.temporary house) or with a new<br />

funcrion (eg. permanent house, worker dining hall and dorm,<br />

construction site office, etc.) (Arslan 2007).<br />

The general problems during the recycle and re-use phase<br />

were determined and they can be summarised as;<br />

• No planning and organizarion structure were not<br />

determined.<br />

• Decision for short and long term were not determined.<br />

• The lackof storing lands and/or buildings forthe houses<br />

materials (Arslan 2004).<br />

Case Study of Düzce Temporary Housing Sites<br />

Research areasweredetermined as; Fevzi Cakmak.Gumuspinar,<br />

Sıralık and Fidanlık temporary earthquake housing site which<br />

were located in the centre of Düzce (Figure 5). The sites had<br />

large capacity of population and were not evacuated at the<br />

research time (Figure 6). A public survey applied to totally<br />

200 disaster victims. 50 earthquake victims for each site were<br />

selected randomly for face to face questionnaire. By survey<br />

questions; the socio-economic structure of the dwellers, their<br />

sarisfacrion levels from the sites and the houses, their opinion<br />

about occupancy of temporary houses and their long term<br />

expectations from the sites and the houses were tried to be<br />

determined.<br />

Figure 6 Location ofthe studied temporary housing sites<br />

(Düzce Governorship GIS, 2002).<br />

Most of the dwellers of temporary earthquake housing sites<br />

parricipated into the survey did not have good economic<br />

conditions.They had no other alternative living site.Therefore,<br />

they conrinued to live in these temporary sites. Dwellers<br />

thought that temporary housing beginning and ending of<br />

construction processes were late. The majority ofthe dwellers<br />

stated that social areas and roads in the site were insufficient.<br />

The intensive expectations were about children playing area.<br />

The survey participators explained their opinions as "good"<br />

"average" and "bad" about the houses and the common used<br />

areas (Cosgun and Arslan 2003),<br />

According to the evaiuarion of dwellers data about temporary<br />

earthquake houses; dwellers stated the condirion of the<br />

houses average, general environment order bad, streets bad,<br />

cleanliness of the site average, street wideness average and<br />

distance between houses bad. According to evaiuarion of<br />

dwellers data about infrastructure and services; generally


Street lighting average, sewer systenn good, electrical services<br />

good, water pressure adequacy average, quality of dnnklng<br />

water average, public services average, neighbourhood<br />

committee for providing local organisations average.<br />

According to evaluation of dwellers data about transportation<br />

and shopping; user stated the transportation chance average<br />

and shopping adequacy bad (Arslan 2004).<br />

Temporary houses are insufficient as place for dwellers.<br />

Therefore half of the dwellers made adding to the houses.<br />

But they were all random and spontaneous adding. In case<br />

of making appropnate adding big majority think to use the<br />

houses until the end of their life cycle. The dwellers expected<br />

to make appropnate adding by the assistance of state or/and<br />

related organisations (NGO's) or want to receive long term low<br />

interest loans for the finance. Especially in Gumuspinar and<br />

Sıralık temporary housing sites the high tendency for using<br />

the housing sites until the end of their life cycle site were<br />

determined (Arslan 2004).<br />

Results<br />

Generally in Turkey the central government organized<br />

and responsible for the whole activities pre, during and<br />

after the disaster. The military service had an independent<br />

role whereas the local government had no authority. The<br />

local and international NGO's was not considered and<br />

the community participation Is very limited. So that the<br />

community participation can be formulated in the context<br />

of pre-disaster participatory design solutions.<br />

The community participation could be encouraged and the<br />

community. They could select representatives who would<br />

had a a role in the design phase. This representatives could<br />

be encouraged to boost and use their communities physical<br />

or mental abilities especially in design phase to increase their<br />

satisfaction level.Becausethereconstruction is eithera physical<br />

reconstruction process eg. construction ofthe superstructure<br />

and infrastructure, or is a new social reconstruction of the<br />

community. So the processes might cover all the stakeholders<br />

in all disaster penods especially the reconstruction phase.<br />

The cooperation with local government would minimize the<br />

physical and social effects of integration tothe city. The design<br />

also could cover the psycho social data ofthe disaster effected<br />

region and should also be strengthened by the planning and<br />

organization structure of thecountnes.<br />

According to Life Cycle Assesment of the case study, the<br />

following suggestions might be determined for each phase;<br />

PHASES LIFE CYCLE ASSESMENT<br />

PRODUCTION<br />

PHASE<br />

RESULTS OF DUZCE CASE STUDY<br />

Theuse of local constructors could boost the<br />

reconstruction of the disaster affected area<br />

by remaining the sources in the area and<br />

accelerating other reconstruction facilities<br />

in indirect ways. This will also blocks the<br />

probable problems occured by the foreign<br />

constructors, and increases the motivation<br />

ofthe community.<br />

DISMANTLING The use and selection of demountable<br />

PHASE<br />

EVACUATION<br />

PHASE<br />

RECYCLE<br />

&<br />

RE~USE<br />

PHASE<br />

building materials which had minimum and<br />

easy conjuctions with short assembling,<br />

transportation and rejoin time.<br />

In the evacuation process decision makers<br />

must be careful and consider these<br />

questions: Who are the existing dwellers?<br />

Where will they relocate? What are the<br />

future immigration risks of the site? When<br />

and How will the site be dismanded?<br />

Recycle; the use of local materials would<br />

decrease the transportation costs and save<br />

time and money for other reconstruction<br />

facilities.<br />

The use of recycled materials would<br />

decrease the environmetal impacts and<br />

energy use which need a governmental<br />

recycle infrastructure (eg. Recycled concrete<br />

systems).<br />

The design for the infrastructure and<br />

foundation systems must have the<br />

minimum damage to the ground (e.g. stake<br />

foundations would enable the recycle and<br />

reuse ofthe land).


RECYCLE The infrastucture had to be easily removed<br />

& {especially agricultural lands) after the<br />

RE-USE evacuation of the site with minimum energy<br />

PHASE use and cost, its integration with the local city<br />

References<br />

or regions infrastructure must be considered.<br />

Because the infrastructure materials had also<br />

environmental effects whether they are not<br />

used and they also did not vanish In short<br />

time periods.<br />

Re-use; the selection of modular building<br />

typologies enables newfunctions (e.g. school,<br />

hospitals, etc.) which is a way of reusing the<br />

materials and sources.<br />

5IEMB1EDA, W., BRUCE, B. and KEN,T., 2002. Disaster Recovery,<br />

A Global Planning Perspectives in Interplan. Chicago, Illinois:<br />

International Division ofthe American Planning Association,<br />

Issue No. 69.<br />

TERCAN, B. , 2001. Post Earthquake Relocation Process in<br />

Yalova. Unpublished.<br />

Master's thesis, METU, Ankara.<br />

UNITED NATIONS ENVIRONMENTAL PROGRAMME, 2003, Cities<br />

are not Cities need for a radical change In our attitudes and<br />

approaches to manage the environment In cities.<br />

TWIGG, J., 2002. Technology, Post-Disaster Housing<br />

Reconstruction and Livelihood Security. January 2002/May<br />

2006 Benfield Hazard Research Centre Working Paper No 15.<br />

Draft Report ofthe Housing Recovery Working Group, 1998."A<br />

Housing Recovery Strategy, For a New Madnd Earthquake", A<br />

FEMA / Federal - CUSEC Initiative.<br />

JOHNSON, C, 2002. "What's the Big Deal About Temporary<br />

Housing? Types ofTemporary Accommodation After Disasters:<br />

Example of the 1999 Turkish earthquake"TIEMS conference".<br />

University of Waterloo, Canada.<br />

PRICE, R., BIBEE, A., GONENC, R., JACOBS, S. and KONVITS J.,<br />

2000. "Turkey Post-Earthquake Report", Report by the OECD<br />

Secretariat,<br />

DUZCE MUNICIPALITY CHAIRMANSHIP, 2000. ,"12 September<br />

1999" Duzce,<br />

T.C. RESMİ GAZETE,1968, 17.7.1968 Gün ve 1051 sayılı "Genel<br />

Afet Kanunu".<br />

DUZCE GOVERNORSHIP 2002, Geographical Information<br />

Systems Service.<br />

PUBLIC WORKS MINISTRY 2000 Research-Planning:<br />

Coordination Committee Chairmanship, Ankara.<br />

JOHNSON, C. , LIZARRALDE G, and DAVIDSON C. , 2006, "A<br />

Systems View Of Temporary Housing Projects in Post-Disaster<br />

Reconstruction", Construction Management & Economics, vol.<br />

24, issue 4, pages 367-378.<br />

DUZCE GOVERNORSHIP PUBLIC RELATION DIRECTOR, 2002.<br />

New City New Life, Duzce,<br />

DUZCE GOVERNORSHIP, 2002. Prefabricated Housing Sites<br />

Coordinators Briefing File Folder,<br />

ARSLAN, H., 2004. "Study of Temporary Housing Planning,<br />

Organisation, Production Phases and Research of Re-<br />

Use Potentials after Usage; Example of Duzce Province",<br />

Unpublished MasterThesis, Gebze,Turkey.<br />

COSGUN, N. and ARSLAN, H., 2003. "Research of Post Disaster<br />

Temporary Sheltering Problem: Planning and Organisation",<br />

Kocaeli Earthquake Symposium, Kocaeli, Turkey.<br />

ARSLAN, H. and UNLU A., 2006."The Evaluation Of Community<br />

Participation in Housing Reconstruction Projects After Duzce<br />

Earthquake", Third 1-REC Conference, 17-19 May, Florence,<br />

ITALY<br />

ARSLAN, H., 2007."Re-use, Recycieand Re-design ofTemporary<br />

Houses", Building and Environment, Volume 42, Issue 1,<br />

January 2007, Pages 400-407.


D E S I G N D I S A S T E R S İN T H E H I S T O R Y U F C n M P U T I N G<br />

Paul Atkinson<br />

University of Huddersfield<br />

Huddersfield, UK<br />

p.atkinson@liud.ac.uk<br />

Abstract Introduction<br />

The timelines of computing history are stories of successful<br />

products or important technological developments, which<br />

are stated to have changed the course of computing<br />

history. These timelines present prima facie evidence of<br />

technological developments in isolation, suggesting a<br />

smooth, unproblematic developmental progress of an<br />

Industry and rarely giving any indication of the possible<br />

reasons why the items discussed were so successful. In<br />

addition these same timelines say little of the numerous<br />

products that disappeared from view, although these can<br />

tell us just as much about the consumption of technology<br />

as the successes.<br />

Design disasters in the computing industry were legion, as<br />

numerous companies competed for sales. Why did products<br />

hailed as significant breakthroughs fall to maintain a place in<br />

the market? The archives of manufacturers brochures present<br />

us with computers from large and small manufacturers no<br />

longer In existence, and show products which in many cases<br />

were years ahead of the competition but for one reason or<br />

another failed to make a mark.<br />

This paper explores how these developments have been<br />

analysed from the perspectives of different theories, including<br />

technological determinism, social constructionism and actor<br />

network theory. Using the tablet computer as a case study,<br />

this paper explores the connections and interactions between<br />

these differing viewpoints.<br />

This paper is essentially about the design, production and<br />

consumption of artefacts and the numerous factors which<br />

can affect their success or failure. For any company bringing<br />

a product to market the amount of time and money invested<br />

in the research, design and development of the product itself<br />

and in the market research, marketing promotion, packaging<br />

and distribution and retailing of a product means that an<br />

unsuccessful take up of that product by the target audience is<br />

by any definition a disaster. Although, as will be discussed, the<br />

reasons for that failure may be placed at different points in the<br />

production-consumption process, the integral role of design<br />

in that process means that such disasters can legitimately<br />

be seen as design disasters irrespective of the quality or<br />

otherwise of the design work itself Such occurrences are<br />

perhaps disasters for design if not disasters of design.<br />

This situation is perhaps understandably more common where<br />

the products concerned are complex technological products<br />

In a fiercely competitive field, where the technology Itself Is<br />

still relatively young, not yet stable, and in a constant state of<br />

flux. Consequently, the historical development ofthe personal<br />

computer is (quite literally) littered with examples of products<br />

that have failed in the marketplace. Occasionally the result of<br />

poor manufacture; the subject of misdirected marketing or<br />

promotion; often the result of software not quite living up to<br />

consumer expectations, some of these products could be said<br />

to have'deserved'to fail. However, having said that, advances<br />

in production technology and quality control in recent


years has acted to at least reduce manufactunng failures<br />

(notwithstanding some very well publicised events such as the<br />

poor battery life of earlier iPods, the cracked screens ofthe first<br />

iPod Nano and exploding batteries in Sony laptops (Johnson<br />

2005, Yeoman 2006)). We are still faced, then, with a number<br />

of examples of products which have clearly been very well<br />

designed (often winning design awards), produced to a very<br />

high standard, been heavily promoted, and have performed<br />

their advertised functions, yet have still not managed to<br />

succeed as products in the marketplace. The variables at play<br />

here which cannot be controlled are social ones.<br />

Theories of Technological Change<br />

A great deal has been written about why technological<br />

products fail in the market place, from a number of different<br />

perspectives including economic and business analyses,<br />

marketing critiques and design critiques, and sociological<br />

enquiries. The body of work would be far too large to describe<br />

in any depth here, but a small selection provide some useful<br />

starting points for discussion.<br />

The Invisible Computer' by Donald A, Norman is a fairly<br />

pragmatic text which attempts to describe the situation<br />

without over-theorising. Norman refers to the notion of<br />

'disruptive technologies' - technologies which have the<br />

ability to change people's lives and the entire course of the<br />

industry (Norman 1998:232). This ability to disrupt inherently<br />

produces products to which there is initially a large amount of<br />

resistance. Bringing together a number of previous pieces of<br />

research, Norman concludes that part of the problem is that<br />

companies do not take new technologies seriously due to a<br />

numberof factors:<br />

• New technologies are usually initially inferior to exisring<br />

ones.<br />

• Large companies require large business markets.<br />

• Investing in improving existing products will bring a<br />

greater return In the short term than developing new<br />

products.<br />

• The need to show profits on a yearly basis deters long-<br />

term investment.<br />

• New products often require collaborarion between<br />

compering departments ofa company.<br />

• New products get compared unfavourably with exisring<br />

successful products.<br />

(Norman 1998:235-237)<br />

Norman's argument is that In order to be accepted in the<br />

marketplace, three aspects have to be completely right - the<br />

technology, the marketing and the user experience. As an<br />

example, he quotes the well-known story of the Xerox Star<br />

computer designed at Xerox PARC in the eariy 1980s.<br />

Figure I.Xerox Star, 1981.<br />

(Courtesy of Palo Alto Research Center, Inc.)<br />

Figure 2. Apple Lisa, 1983.<br />

(Courtesy of Apple Inc.)


The Star was a product well ahead of Its time, having the first<br />

commercially available graphical user Interface, and a design<br />

philosophy of user interaction which set the standard for an<br />

entire generation of PCs (Fig. 1). Unfortunately, the product<br />

was a consumer product before the consumer existed. The<br />

product had not gone through the process of exposure to the<br />

marketplace which occurs when a new technology appears. Is<br />

accepted by'early adopters'of technology, and then refined for<br />

the mass market. The same happened a few years later when<br />

Apple introduced the Lisa - a larger, more expensive precursor<br />

to the Macintosh (Fig. 2). In both cases, the technology wasn't<br />

quite ready - they were both painfully slow, had limited<br />

functionality as no one had written applications for them, and<br />

were extremely expensive. Therefore, there was no benefit<br />

for'early adopters'of technology in using these products, as<br />

despite the novelty ofthe graphical user interface, the lackof<br />

applications meant itdidn'tdo anything othercomputers could<br />

do. The fate of the Star and the Usa would have happened to<br />

the Macintosh itself, had it not been saved by the advent of a<br />

'killer application', making it indispensable to a groups of users.<br />

In the case ofthe Macintosh, this was through the invention of<br />

the laser printer and desktop publishing software.<br />

Norman's point is that the Star and the Lisa both had superb<br />

user experiences, but insufficient technology and marketing.<br />

(Norman 1998:41-43) Not having all three was the reason for<br />

failure.<br />

This is an acknowledgement that the reasons for failure in the<br />

marketplace of any product are more complex than at first<br />

might be imagined. At the very least there is usually more than<br />

a single reason for design disasters. This notion is explored In<br />

other theories which address the same issue, to a greater or<br />

lesser extent.<br />

The theory of the social construction of technology takes<br />

the view that a complex range of factors are involved in the<br />

success of products, and that social factors have precedence<br />

in the process. As a counterpoint to a physical reality affecting<br />

outcomes (i.e. the technology itself), social constructionists see<br />

a web of relationships between people, between Institutions,<br />

that share beliefs and meanings as a collective product of a<br />

society, and that these relationships are the basis of subjective<br />

interpretations rather than physical or objective facts. The<br />

notion of the 'truth' of a socially constructed interpretation<br />

or piece of knowledge is irrelevant ~ it remains merely an<br />

Interpretation (Pool 1997). It Is an interpretation, though,<br />

which has significant agency.<br />

This is in direct contrast to the view of technological<br />

determinism - the view that technology and technological<br />

change are independent factors, impacting on society from<br />

the outside of that society -that technology changes as a<br />

matter of course, following its own path, and In doing so,<br />

changes the society on which it impacts. (A good example<br />

is the notion of'Moore's Law', which states that the power<br />

of a microchip doubles every year as if it was a 'natural'<br />

phenomenon). There is an element of truth contained within<br />

this, that technological products do of course affect and can<br />

change our lives, but it is simplistic to imagine other factors<br />

are not at play. Put more simply as 'interpretive flexibility', the<br />

argument of social constructionism Is that different groups of<br />

people (i.e. different relevant social groups of users) can have<br />

differing views and understandings of a technology and Its<br />

characteristics, and so will have different views on whether<br />

or not a particular technology 'works' for them. So, it is not<br />

enough fora manufacturer to speak ofa product that'works';<br />

It may or may not work, depending on the perspective of the<br />

user (MacKenzie and Wajcman 1999).<br />

The above arguments on social constructionism have most<br />

famously been promoted by the sociologists Trevor Pinch<br />

and Wiebe Bijker (1987), where they use examples such as the<br />

developmental history of the bicycle to show how a linear,<br />

technological history falls to show the reasons for the success<br />

or failure of different models, and that a more complex,<br />

relational social model is required.<br />

An alternative view is held by some others, such as the<br />

historian of technology Thomas Hughes, where technological,<br />

social, economic and political factors are seen as parts of<br />

an Interconnected 'system'. In this instance, different but<br />

interconnected elements of products, the Institutions by or<br />

in which they are created, and the environments in which<br />

they operate or are consumed are seen as a complete,<br />

interdependent network. However, a technological system<br />

remains a socially constructed one:'Because they are invented<br />

and developed by system builders and their associates, the


components of technological systems are socially constructed<br />

artifacts' {Hughes 1987:52). There is still a distinction here,<br />

though, between human and non-human components of a<br />

system: 'Inventors, industrial scientists, engineers, managers,<br />

financiers and workers are components of but not artefacts in<br />

the system' (Hughes 1987:54).<br />

Taking this 'system' based approach a stage further leads us to<br />

Actor Network Theory, associated with the sociologists Bruno<br />

Latour, John Law and Michael Callon. Actor Network Theory<br />

(or ANT, as it has come to be referred to) breaks down 'the<br />

distinction between human actors and natural phenomena.<br />

Both are treated as elements in 'actor networks' (Bijker et al.<br />

1987:4).<br />

In ANT, all parts of a system or network are equally empowered<br />

as actors having an influence on technology - there is no<br />

distinction between small or large elements, animate or<br />

inanimate, real or virtual. Technology is conceived of as a<br />

growing system or network. The actors (and the relationships<br />

between the actors) 'shape and support the technical object'.<br />

(Bijker etal. 1987:12)<br />

An important aspect ofthe theory is that:<br />

The actor network is reducible neither to an actor or<br />

a network alone nor to a network. Like networks it is<br />

composed of a senes of heterogeneous elements,<br />

animate and inanimate, that have been linked to one<br />

another for a certain penod of time. The actor network<br />

can thus be distinguished from the traditional actors<br />

of sociology, a category generally excluding any<br />

nonhuman component and whose internal structure<br />

should not, on the other hand, be confused with a<br />

network linking in some predictable fashion elements<br />

that are perfectly well defined and stable, for the<br />

entities it is composed of, whether natural or social,<br />

could at any moment redefine their identity and mutual<br />

relationships in some new way and bring new elements<br />

into the network. An actor network is simultaneously<br />

an actor whose activity is networking heterogeneous<br />

elements and a network that is able to redefine and<br />

transform what it is made of.<br />

(Callon 1987:93)<br />

In other words, the role of any particular actor in a network is<br />

not fixed, but indeterminate and changeable, being at times<br />

dominant, oratothertimes, insignificant in its agency.<br />

I have previously used the theories of Pinch and Bijker to<br />

examine the historical development of the laptop computer,<br />

and presented a case that despite a number of attempts to<br />

introduce a portable computer for the executive market In a<br />

variety ofdifferent forms, the proposed 'solutions'continually<br />

failed to be accepted by the relevant social group of users.<br />

Figure 3.Texas Instruments 'Silent 700,1972.<br />

(Courtesy ofTexas Instruments Incorporated)<br />

Figure4. Osborne 1 Transportable Computer, 1981.<br />

(Courtesy of Computer History Museum)


Figure 5. Husky Rugged Handheld computer, 1981.<br />

(Courtesy of Intronix Corporation}<br />

Figure 6.The GRID Compass Laptop Computer, 1981.<br />

(Courtesy of IDEO)<br />

Some of these attempts failed because the product had<br />

limited functionality, others because of limited portability<br />

(Figs 3-5). It was not until available technology reached a point<br />

where all these issues could be resolved, and the product<br />

was presented In a physical form that also addressed the<br />

users' expectations that the laptop computer became widely<br />

accepted as a product form (Fig. 6) (Atkinson 2005).<br />

In this pa per, I wish to pursuea case study of a rangeof products,<br />

which have been put forward by different manufacturers<br />

for a number of years, yet which (despite the predictions<br />

of people such as Bill Gates) have failed to make an impact<br />

In the marketplace - namely, the tablet computer Tablet<br />

computers, or tablet PCs, are essentially notebook or slate-<br />

shaped computers which utilise touch-screen technology to<br />

enable operation by a stylus or fingertip rather than a mouse<br />

or keyboard (a process known as Pen Computing).<br />

Tablet computers have taken a number of different forms<br />

over previous years, but can be grouped into four general<br />

categories:<br />

• Slates-these are computers with no keyboards, although<br />

keyboards can be attached.They have been more successful<br />

in specialised fields such as health care, education and for<br />

field work.'Rugged'tablet PCs are usually'slates'.<br />

• Thin - client Slates - these are basically wireless versions<br />

of'slates'which have no onboard processor or storage and<br />

link remotely to a server. Used where portability is the key<br />

concern.<br />

• Convertibles - these are laptop/notebook computers<br />

with screens that rotate, swivel or slide to form a writing<br />

surface, converting the laptop to a tablet PC. They are the<br />

most commercially successful form oftablet,as they provide<br />

the benefits of both laptops and tablet computers.<br />

• Hybrids - these are convertible tablets where the<br />

keyboard can be completely detached. These have not<br />

been commercially successful at all. (Wikipedia 2007a)<br />

The History of Tablet Computers and Pen Computing<br />

Historically, the conceptual roots of the tablet computer are<br />

the same as those for the laptop computer, both arising from<br />

the original'Dynabook'concept proposed by Alan Kay and the<br />

Xerox Palo Alto Research Center (PARC) In the late 1960s (Fig. 7).<br />

Figure 7. Alan Kay's'Dynabook'concept, circa late 1960s.


The Dynabook concept was for a book or"slate type computer<br />

with nearly eternal battery life and software aimed mostly at<br />

giving children unlimited expression opportunities with all<br />

digital media imaginable. Adults could also use a Dynabook<br />

from the start, but the target audience would be children, and<br />

the software would grow up with them" (Wikipedia 2007b).<br />

Quite clearly, such a computer was not technically possible at<br />

the time (and Kay still thinks we haven't got there yet'), and yet<br />

this vision drove the development of computing technology<br />

inexorably towards truly portable computing. Interestingly, a<br />

company called Dynabook Technologies was set up in 1987<br />

to develop such a computer and it had $37 million in financial<br />

backing, yet never managed to overcome technical problems<br />

and went bankrupt in 1990 (Kaplan 1999:197).<br />

Figure 8. Convergent Technologies Workslate, 1983.<br />

(Courtesy of IDEO)<br />

An early attempt to produce a 'tablet'type computer which<br />

was clearly inspired by the 'Dynabook' concept came as early<br />

as 1983, when the'Workslate'was introduced by Convergent<br />

Technologies (Flg.8). This, however, had a small display, had<br />

limited capabilities, and used a keyboard input rather than<br />

a stylus. As such it was not stncdy speaking a 'tablet PC. The<br />

product had few applications, and despite Its obvious design<br />

qualities, failed In the marketplace.<br />

' Foran Interesting interview with Alan Kay and the thought processes<br />

behind the Dynabook concept, see: http://www.squeakland.org/<br />

school/HTML/essays/dynabook_revlsited.htm (accessed IS January<br />

2007).<br />

Figure 9.The GRiDpad, 1989.<br />

(Courtesy of Jeff Hawkins)<br />

The first successful attempt at a commercial tablet PC<br />

appeared In the form of the GRIDpad from GRID Systems,<br />

conceived by Jeff Hawkins (Fig. 9). GRID Systems was the<br />

company that produced the first true laptop computer, the<br />

GRID Compass, launched In 1982. Hawkins came up with<br />

the idea of a tablet computer with a stylus interface while<br />

studying neuroscience at UC Berkeley dunng a two year leave<br />

of absence from GRID. He returned to GRID in 1988 to develop<br />

the first tablet computer for them, and managed the GRIDpad<br />

project (Moggridge 2006:184-185).The GRiDpad was targeted<br />

at specialist, vertical, markets such as the medical profession,<br />

as this Is where Hawkins saw market opportunities. In Its best<br />

year the product turned over In excess of $30 million (Hawkins<br />

2007).<br />

Figure 10. The GO computer, 1992.


The GO computer took a long time to get to market. It was<br />

already being planned when Jeff Hawkins went to visit GO in<br />

1988, yet despite having over $35 million in financial backing<br />

and the enthusiastic support of IBM and AT&T, it suffered<br />

all kinds of engineering setbacks, and was not launched<br />

until 1992 (Fig. 10}. Rather than use a proprietary operating<br />

system, GO insisted on developing their own, putting them in<br />

direct competition with Microsoft. When Microsoft launched<br />

Windows for Pen Computing a huge PR battle ensued<br />

(Hawkins 2007). Not surprisingly, GO lost. GO was founded by<br />

Jerry Kaplan and Mitch Kapor, and Kaplan went on to write an<br />

autobiography in which he said "The real question is not why<br />

the project died, but why It survived as long as it did" (Kaplan<br />

J. cited in Kaplan 1999:199). GO was taken over by AT&T in<br />

1994 and eventually shut down.<br />

Figure 11.The GRID Convertible, 1993.<br />

(Courtesy of IDEO)<br />

After the GRIDpad, Jeff Hawkins tried to develop a product<br />

'that offered the best of both the laptop and tablet'(Moggridge<br />

2006:189).The result, with industrial design work by IDEO, was<br />

the GRID Convertible launched in 1993 (Fig. 11). This used a<br />

clever mechanism which allowed the screen to slide and pivot<br />

to cover the keyboard and convert the laptop into a tablet.'Bill<br />

Gates loved it. It failed In the market piace. I learned at that<br />

time that people didn't really want to write on their display'<br />

(Hawkins 2007).<br />

Apple ran a whole series of projects during the late 1980s and<br />

early 1990s to develop tablet computers, most of which were<br />

cancelled (Kunkle 1997:passim). These Included a notebook-<br />

sized, slate-type computer concept codenamed 'Figaro'<br />

between 1987 and 1991 (which evolved Into the Newton), the<br />

PenMac, the Macintosh Folio, and Sketchpad, all In 1992, and<br />

theWorkCaseand Newton MessageSlatein 1993. It was felt by<br />

Apple that a tablet computer might compete with and detract<br />

from sales of the Macintosh, so the project was rethought as a<br />

Personal Digital Assistant (PDA).<br />

Figure 12. The Apple Newton MessagePad 2000, launched in<br />

1997 (Courtesy Apple Inc.).<br />

The Apple Newton MessagePad was eventually unveiled In<br />

May 1992 at the Consumer Electronics Show with a large-<br />

scale publicity drive claiming to have produced the future of<br />

computing. It was released the following'year, unfortunately<br />

to weak reviews. After a number of redesigns culminating in<br />

the MessagePad 2000 (Fig. 12), the technology was placed<br />

into the Apple eMate laptop computer in 1997 and then<br />

discontinued altogether in 1998. Although it was produced<br />

for six years and won numerous design awards, the Newton<br />

was never the success Apple hoped for, and the Intention<br />

to reinvent personal computing was never met (Wikipedia<br />

2007c). Although It was marketed as a PDA rather than a<br />

tablet computer, the unit Itself was too large to fit into any<br />

pocket, was expensive (the final models costing $1000) and<br />

initially suffered from poor handwriting recognition software,<br />

which many regard as being the main reason for its failure<br />

(Moggridge 2006:198).


The End of the Line?<br />

The Apple Newton would seem to mark the transition from<br />

tablet computer to the Personal Digital Assistant. Other<br />

manufacturers did start producing tablet computers during<br />

the 1990s, with similarly low amounts of success - IBM<br />

produced tablet versions of the ThinkPad' in 1993, and Sony<br />

produced a Pen Tablet PC in 2001, but discontinued it due<br />

to low sales only a year later (Kanellos 2007). Despite this, a<br />

number of manufacturers including IBM and HP conrinue to<br />

produce a variety of models (Microsoft 2007) and Bill Gates<br />

openly defends them, predicting they will shortly come into<br />

their own as products and ensuring that the latest version of<br />

Windows,'Vista', supports pen computing.<br />

The story so far of the tablet computer covers some 40 years<br />

from its conception, with real products being produced for<br />

18 years. As a product group, they have swallowed billions of<br />

dollars in investment capital and thousand upon thousands of<br />

man hours In R&D, design and promotion. Sales remain pitifully<br />

low, and yet manufacturers and a small number of users srill<br />

cling to the concept, convinced of its potential. Coming from<br />

Microsoft, the tablet PC is most prominently promoted by<br />

one man - Bert Keely, who has the job title'Architect, Mobile<br />

PCs & Tablet Technology'. Keely constantly attends research<br />

seminars and computer shows and appears in the media<br />

demonstrating the advantages of pen compuring. He admits<br />

that tablet technology has a number of flaws and a long way<br />

to go (Keely 2005), but remains convinced that the future of<br />

pen compuring will be'astounding'(Moggridge 2006:198).<br />

Conclusions<br />

So, why has the tablet computer not been a successful product?<br />

As proposed by all ofthe theories explored in the first section<br />

of this paper, there will always be more than one reason for<br />

any product failure. Yet many ofthe factors mentioned In the<br />

case study as to why certain individual tablet computers had<br />

failed are issues which have consequently been resolved.<br />

Cleariy the technical problems which plagued eariy products<br />

such as slow processor power and software reliability have<br />

been overcome. The comparibllity of software means that<br />

applicarions for such computers are far greater in number and<br />

that while still not perfect, issues of funcrionality such as the<br />

reliability and accuracy of handwriting recognirion software<br />

have apparently been solved. The manufacturers involved are<br />

not start-up enterprises lacking in financial support or backing,<br />

and the products are now parts of large ranges of compuring<br />

equipment from well-known and respected companies, and<br />

have received marketing support of a suitably high level.<br />

Yet despite the sales predictions and assurances of Bill Gates<br />

and the enthusiastic promotion of people such as Bill Keely,<br />

tablet computers srill account for less than 5% of the personal<br />

computer market.<br />

Social construcrionism suggests that a complex range of social<br />

factors are the most significant elements to take into account<br />

in the success or failure of technological products, and indeed<br />

it would appear from the technical factors that have been<br />

resolved that the only possible barriers left to the acceptance<br />

of tablet computers are social ones. The notion of'interprerive<br />

flexibility' proposes that different groups of people will have<br />

different views on the extent to which a particular technology<br />

'works' for them. However 'natural' a form of communicarion<br />

wriring may appear to be, perhaps as Jeff Hawkins states,<br />

people don't want to write on computer screens, and a pen<br />

on a large display is not a good user interface for a computer<br />

(Hawkins 2007).The complexity ofa personal computer, which<br />

is clearly accepted if not desired in a desktop PC, may not be<br />

acceptable in such a portable format of the tablet PC. Slow<br />

start-up rimes, large size and weight, and the compromises<br />

inevitable in mulri-funcrional products such as a full computer,<br />

do not cross over well to situarions where the computer is<br />

held and carried around by the user and constantly turned on<br />

and off. Factors such as these, which may appear to be small<br />

problems, or even insignificant by some, are held by Actor<br />

NetworkTheory to have the potenrial to be highly significant in<br />

the successful take up of new products. The interesting aspect<br />

of ANT, though. Is the understanding that the significance of<br />

these factors is not seen as fixed, but fluid. At any moment, a<br />

factor can move from being significant to insignificant, even as<br />

the result of forces outside ofthe network itself With this level<br />

of uncertainty in mind, it must be recognised that the current<br />

public attitude to tablet computers and to pen compuring<br />

itself could change at any moment.<br />

Where the tablet computer has failed to capture the public<br />

imagination, the Palm Pilot PDA has succeeded - but


that's another story. The reasons for the failure of tablet<br />

computers, as for any complex technological product, are<br />

not straightforward. Each or any of the reasons above, or a<br />

combination of small details which together constitute the<br />

nature ofthe experience of using a tablet computer, could be<br />

equally responsible. As social construction theory would have<br />

it, the acid test of computing equipment is not the technology,<br />

but user acceptance; and as Actor Network Theory shows,<br />

however smalt or inconsequential an agent may appear to be<br />

in the overall scheme of things. It can still have the ability to<br />

make or break any product.<br />

My thanks goto Bill Moggridge and Jeff Hawkins for their help<br />

In this research.


References<br />

ATKINSON, P., 2005. Man in a BriefcaseiTiie Social Construction<br />

of the Laptop Computer and the Emergence of a Type Form.<br />

Journal of Design History, 18 (2), 191 -205.<br />

BIJKER, W. E., HUGHES, T. J. AND PİNCH, T (Eds), 1987. The<br />

Social Construction ofTechnological Systems, Cambridge, MA:<br />

MIT Press.<br />

GALLON, M., 1987. Society in the Making: The Study of<br />

Technology as a Tool for Sociological Analysis, In: BUKER, W. E.,<br />

HUGHES,T. J. AND PINCH,T (Eds) 1987The Social Construction<br />

ofTechnological Systems. Cambridge, MA; MIT Press, 83-103.<br />

HAWKINS, J., 24 January 2007. e-mail to R ATKINSON<br />

(p.atkinson@hud.ac.uk).<br />

HUGHES, T. P., 1987. The Evolution of Large Technological<br />

Systems. In: BIJKER,W. E., HUGHES,T J. AND PINCH,T(Eds) 1987<br />

The Social Construction ofTechnological Systems. Cambridge,<br />

MA: MIT Press, 51-82.<br />

JOHNSON, B., 2005. Apple Admits Screen f\aws in iPod Nano<br />

Music Player.The Guardian,: 29 September, p. 5.<br />

KANELLOS, M., 2007, Sony phasing out pen-tablet PCs [online].<br />

Available from: http://nevys.com.com/2100-1040-816422.html<br />

(accessed 31 January 2007).<br />

KAPLAN, D., 1999. The Silicon Boys and Their Valley of Dreams.<br />

London: Harper Collins, p. 197.<br />

KEELY, B., 2005. Nomadic Computing with PCs. In: Microsoft<br />

Research Faculty Summit 2005 [online]. Available from: http://<br />

research.microsoft.com/workshops/FS200S/<br />

(accessed 18 January 2007).<br />

KUNKEL, P., 1997. Apple Design: The Work of the Apple<br />

Industria! Design Group. NewYork, Graphis.<br />

MACKENZIE, D. AND WAJCMAN, J. (EDS), 1999. The Social<br />

Shaping of Technology, 2nd Ed. London: Open University<br />

Press.<br />

MICROSOFT 2007. Tablet PC hardware models [online].<br />

Available from: http://www.microsoft.com/windowsxp/<br />

tabletpc/evaiuation/products.mspx<br />

(accessed 31 January 2007).<br />

MOGGRIDGE, B., 2006. Designing Interactions, Cambridge,<br />

MA: MIT Press.<br />

NORMAN, D. A., 1998. The Invisible Computer: Why Good<br />

Products Can Fail, the Personal Computer is so Complex, and<br />

Information Appliances are the Soiution, Cambridge, MA: MIT<br />

Press.<br />

PINCH, T. J. AND BUKER, W. E, 1987. The Social Construction of<br />

Facts and Artefacts. In: BIJKER, W. E„ HUGHES, T. J. AND PINCH,<br />

T. (Eds) The Social Construction of Technological Systems.<br />

Cambridge, MA: MIT Press, 17-50.<br />

POOL, R., 1997. Beyond Engineering: How Society Shapes<br />

Technology, Oxford: Oxford University Press.<br />

WIKIPEDIA, 2007a. Tablet computer [online]. Available from:<br />

http://en.wikipedia.org/wiki/Tablet.pc<br />

(accessed 18January2007).<br />

WIKIPEDIA, 2007b. Dynabook [online]. Available from: http://<br />

en.wikipedia.org/wiki/Dynabook (accessed 18 January 2007).<br />

WIKIPEDIA, 2007c. Apple Newton [online]. Available from:<br />

http;//en.wikipedia.org/wiki/Apple_._Newton<br />

(accessed 31 January 2007).<br />

YEOMAN, F. (et. al), 2006. Exploding Laptop Fears Bring Recall<br />

of 4m batteries. The Times, 16 August, 2006, p. 9.


H D W T D D E S I G N F D R T H E B A S E D F T H E P Y R A M I D ?<br />

Jan Carel Diehl<br />

Delft University ofTechnology (DUT), Delft, The Netherlands<br />

j.c.diehl@tudelft.nl<br />

Henn Christiaans<br />

Delft University ofTechnology (DUT), Delft, The Netherlands<br />

h.h.c.m.chnstiaans@tudelft.nl<br />

Abstract<br />

Recent v7ork Is re-conceptualizing global poverty as an<br />

attractive growth opportunityforfirms that can simultaneously<br />

alleviate the problem of poverty. The so called 'Base of the<br />

economic Pyramid (BoP), exists of 4 billion people which<br />

live on an income of less than $3 a day. Tapping into these<br />

overlooked markets will require companies and designers to<br />

reconfigure their business and product innovation models.<br />

The challenge is the creation of accessible and affordable<br />

solutions to fit the local economical and socio-cultural<br />

preferences, vyithout expanding the current of environmental<br />

resources. This paper will discuss the experiences of DUT<br />

and international companies in this new field of product and<br />

service design. A preliminary framework for Designing for the<br />

BoP will be proposed as well as the challenges on the short<br />

term will be discussed.<br />

1. Introduction to the concept of the Base of the Pyramid<br />

(BoP)<br />

1.1 BoP<br />

Most companies, professional designers and design schools<br />

used to (or srill) target only end-users in developed markets.<br />

This Is a group of approximately 500 million people living at<br />

the top of the economic pyramid with an average purchasing<br />

power of more than USD 10.000 per year (Rocchi 2006). This<br />

way, according to Prahalad and Hart (2002; 2005), companies<br />

and design professionals underesrimate the business potential<br />

and product innovarion opportuniries at the base of the<br />

economic pyramid, where many unsatisfied needs make up a<br />

new market covering a vast majority ofthe remaining wodd's<br />

popularion.<br />

According to the Worid Bank, 4 billion people live on an<br />

income of $3 or less per day and more than 1 billion people<br />

live on less than $1 a day. This part ofthe worid popularion<br />

is nowadays often referred to as the "Base of the Pyramid" or<br />

abbreviated 'BoP '{Prahalad and Hammon 2002; Prahalad and<br />

Hart 2002). In addirion we can recognize'emerging markets'<br />

which are situated in between the top and de base of the<br />

economic pyramid.This is illustrated in Figure 1.<br />

>$ 10,000<br />

# Advanced\<br />

# Markets \<br />

•W % 500<br />

i Emerging \<br />

$ 1,500- / Markets \<br />

$ 10,000 1500<br />

< $1,500 /<br />

Purchasing pow^<br />

parity per year<br />

' Developing \.<br />

Markets ^ \ 4000<br />

Population in millions<br />

Figure l.The three layers ofthe Economic Pyramid (London<br />

and Hart 2004; Rocchi 2006).<br />

Recent work Is re-conceptualizing global poverty as an<br />

attractivegrowth opportunityforfirms that cansimultaneously


alleviate the problem of poverty. The BoP represents a vast,<br />

unexploited marketplace. For companies struggling with<br />

maturing markets, floundering business models, and serious<br />

questions about who their customers of the future wiil be,<br />

these are important markets to explore. Their aim is to develop<br />

sustainable business that helps provide for example better<br />

health-care, living and education solutions for the world's<br />

poorest people while also providing access to this potential<br />

market of 4 billion customers worldwide and thus creating<br />

profitable business for the company (Kirchgeorg and Winn<br />

2006).<br />

But tapping into these overlooked markets will require<br />

companies to reconfigure their business assumptions, models,<br />

as well as their product innovation and design approaches.<br />

Multi National Corporations (MNCs) like HP, Intel, Philips,<br />

Microsoft, Shell and Cemex are already investing human and<br />

financial resources to explore this novel field of new business<br />

and product development. Delft University of Technology<br />

(DUT) and several other international universities like the<br />

Illinois Institute of Technology (IIT), Berkeley and Stanford<br />

are currently partnering with these MNCs (but also SMEs<br />

and NGO's) in order to build up a new knowledge base for<br />

"Designing for the BOP".<br />

1.2. Rural and Urban BoP's<br />

As discussed in § 1.1 a vast majority ofthe world population has<br />

been ignored for a long time in relation to product innovation<br />

and business opportunities. The few activities that took place<br />

where mainly coordinated by NGO's, (local) Governments and<br />

were focussed on the rural areas. This despite the fact thatthe<br />

main challenges forthe coming decennia will be more evident<br />

in the Urban BoPs and relatively less in the Rural BoPs.<br />

The global countryside has reached its maximum population<br />

and will begin to shrink after 2020. As a result, cities will<br />

account virtually for all future world population growth. Cities<br />

have absorbed nearly two-thirds of the global population<br />

explosion since 1950. The proportion of the world's urban<br />

population living in slums is projected to increase from 33%<br />

in 2003 to 45% in 2025. According to the United Nations, more<br />

than one billion people (1/6 of the world population) are<br />

currently living in the slums of cities (Davis 2006).<br />

In many large cities unplanned growth, often informal<br />

settlements, has led to a crisis in living conditions and in<br />

social and health services. The urban poor face very different<br />

issues and livelihood choices in comparison to rural poor. The<br />

rapid growth of cities caused by migration as well as natural<br />

population increases driven by high fertility has outpaced<br />

governments' abilities to provide basic services (like water<br />

supply, sanitation, drainage, solid waste disposal), and<br />

(communication) infrastructure and economic opportunities.<br />

Consequently the main part of our current 30 Product<br />

Development BoP projects at DUT are connected to healthcare,<br />

safe water access, ICT infrastructure and reliable renewable<br />

energy sources.<br />

1.3 An example: Water challenges In the BoP<br />

As observed in the previous paragraphs, the challenges to<br />

improve the quality of World's poor people are huge and<br />

diverse and depend on the context. Often these problems are<br />

connected to each other. For example a lack of access to water<br />

results in people spending many hours a day collecting water.<br />

This spending of time alternatively could be used for working<br />

(income generation) orfor going to school (education). In many<br />

cases the collected water is polluted or gets contaminated<br />

during storage in the simple houses or during the handling,<br />

which results in diseases. Diseases again reduce the time that<br />

people can work or use for activities. Some facts according to<br />

the Human Development Report 2006 (UNDP 2006).<br />

• 1.700.000.000 people in the world lack access to clean<br />

water;<br />

• 3.300.000,000 are without proper sanitation facilities;<br />

• 2.200.000 people die from preventable water - and<br />

sanitation related diseases each year;<br />

• Every day 600 children die.<br />

The challenge for firms, professional designers as well as<br />

design schools is to make a breakthrough in this vicious<br />

circle. The question Is 'How can companies and designers<br />

contribute to reduce these numbers?'. As an example we<br />

would like highlight one of the BoP water projects, which<br />

DUT executed in collaboration with the firm Vestergaard<br />

Frandsen.


1.4 Case: The LifeStraw in Africa for children 2. Designing products and services for the BOP<br />

The company Vestergaard Frandsen (VF) has developed the<br />

so-called 'LifeStraw; a product that purifies surface water for<br />

personal use with filters (See figure 2). The LifeStraw can clean<br />

up to 700 litters of water (the yearly consumption of an adult)<br />

and is relatively affordable (2,5€).<br />

If 'S'<br />

Figure 2. The original LifeStraw, the field-testing in Africa and<br />

the new concept LifeStraw Child.<br />

DUT in collaboration with VF Investigated several aspects<br />

of the usability and implementation of LifeStraw concept<br />

in practice In Africa, focused on children under the age of<br />

five. Dunng the field research it was observed that children<br />

younger than three years old could not handle the Initial<br />

LifeStraw by themselves. They do not understand how to suck<br />

the water. The child does not understand why it does not get<br />

water in its mouth immediately when sucking. Since small<br />

children are most vulnerable for waterborne diseases it was<br />

decided that the design ofthe LifeStraw should be adjusted<br />

to the capabilities of children. The final proposal consists of<br />

a adjusted LifeStraw, named LifeStraw Child, a flexible bottle<br />

and a special mouthpiece (see Figure 2, pictures on the right<br />

side). The bottle has a one-way valve that lets air in but not<br />

out. Using a smaller LifeStraw makes the product smaller and<br />

easier to handle for children (Bottema 2006). The context<br />

research and usability tests with real potential users in the<br />

Afncan context were essential to come these findings.<br />

For a company or designer to be successful in emerging and<br />

developing markets, It takes a lot more than just making minor<br />

modifications to existing products. They will have to face<br />

the need to develop new business and product innovation<br />

practices capable of establishing a mutual value creation<br />

process between themselves and local stakeholders as well<br />

as to have a deep understanding of these new contexts, and<br />

the Issues and the opportunities related to the targeted areas<br />

(Simanis and Hart 2006). The challenge is the creation of<br />

accessible and affordable solutions to fit the local economical<br />

and socio-cultural preferences, without expanding the current<br />

of environmental resources (Rocchi 2006). The target here is<br />

not only the poverty of the people in the BoP, but also the<br />

environment in which they live, which tends to lacktraditional<br />

utilities, such as electricity, water, and gas. Communications<br />

and transportation structures are also very weak. Most BoP<br />

communities are fragile ecologically, so new products and<br />

services need to be very eco-efficient (Sethia 2005).<br />

2.1 Framework for designing for the BoP<br />

In other words, how can new business opportunities and<br />

product innovation in the BoP be combined with a long-term<br />

sustainable deveiopmentfor all stakeholders? Forthat purpose<br />

we propose based upon experiences from the last 5 years a new<br />

frameworkfor'Designing forthe BoP'.Thisframework isa merge<br />

of the '4 Ps' of Design for Sustainability (D4S) and the '4 As' of<br />

developing successful business forthe BoP (see Figure 3).The 4<br />

Ps of Design for Sustainability stand for People (social aspects),<br />

Planet (environmental aspects). Profit (business aspects) and<br />

Product (Crul and Diehl 2006). All 4 Ps should be taken seriously<br />

in consideration during the product development process in<br />

order to develop a sustainable product or service.<br />

In order to develop successful products and services for the<br />

BoP, '4 As', namely Availability, Affordabillty, Acceptability<br />

and Awareness have proven to be essential to be successful<br />

(Anderson 2006; Prahalad 2006):<br />

• Availability - Addressing challenges in distribution. Unlike<br />

In the developed wodd, distnbution channels In BoP markets<br />

can be fragmented or non-existent.


•• Affordability - Addressing low incomes. BoP consumers<br />

have low disposable incomes, and product may also need to<br />

match the cash flows of customers who frequently receive<br />

their income on a daily rather than weekly or monthly basis.<br />

The new products and services need to have a significant price<br />

reduction - at least SO percent of the cost of a comparable<br />

product or service in the West.<br />

• Awareness - Many BoP customers are largely inaccessible<br />

to conventional media. Building awareness and educating<br />

with the respect to the product is another challenge for all the<br />

stakeholders.<br />

» Acceptability - Responding to Socio-Cultural Dimensions.<br />

The innovation must result in a product or service of high<br />

quality. They will be not satisfied with 'simplified' or 'stripped'<br />

western products.<br />

This merge of the '4 Ps' and the '4 As' results into the following<br />

framework for Designing for the Base of the Pyramid:<br />

Figure 3. Framework for Designing for the Base ofthe<br />

Pyramid.<br />

2.2 How do MNCs design products and services for the<br />

BoP?<br />

In order to get more insight in how MNCs develop products<br />

for the BoP, we carried out an explorative research under 7<br />

Western and Asian MNCs which include Philips, VIA, Haier,<br />

Motorola, Intel, Microsoft, and BenQ. The learning purpose<br />

has been achieved by case interviews with MNC managers<br />

who are influential to their emerging market strategies and<br />

product innovation processes.<br />

It was concluded that the major challenges for the MNCs<br />

in these innovation processes include the opportunity<br />

identification, fuzzy front-end research, product introduction<br />

and delivery (Chang 2006). Most of the challenges derive<br />

from the unfamiliarity with the local context and the distinct<br />

infrastructure in emerging markets. Although MNCs have<br />

strong global resources and networks, a sustainable local<br />

enterprise network is necessary for them to interact with the<br />

local community. Non-governmental organizations (NGO) play<br />

a vital role in the innovation process of several MNCs, especially<br />

when they intend to approach consumers at the Base of<br />

Pyramid.<br />

The local context has less impact to the actual product<br />

development process as most MNCs centralize their<br />

management on development and manufacturing resources,<br />

so the design and development can still take place either<br />

locally or in other MNC product development base.<br />

Most important is the willingness to listen deeply to the local<br />

people and local stakeholders, and understand what they<br />

need, not what product innovators think they need. Besides<br />

the sustainability benefits such as the improvement to human<br />

health and environment, there must be added value created<br />

in the products from which the benefits can be recognized by<br />

consumers at the BoP (Chang 2006).<br />

2.3 Challenges for designing for the BoP<br />

There are many challenges and new interesting design tools,<br />

skills and methodologies to be developed in order to make<br />

Designing forthe BoP more fully developed. However, creating<br />

products for such specific markets requires on the first place<br />

an in-depth understanding ofthe needs and context of the<br />

people within it as could be concluded from literature as well<br />

as our explorative study under 7 MNCs consumers (Chang<br />

2006). In this situation it is clear that researchers and designers<br />

should engage with the cultures directly in order to better<br />

understand local people. A unique set of design and business<br />

tools and practices adapted from social anthropology,<br />

ethnography and Participatory Rural Appraisal (PRA) to build<br />

what we call an MNC's "native capability" are being developed,<br />

used and evaluated. This native capability consists of the<br />

ability to (Hart 2004):<br />

• Engage in deep listening and mutual dialogue with income-<br />

poor communities.<br />

- Co-discover and co-create new product design opportunities


and business models embedded in the local cultural<br />

infrastructure.<br />

• Co-design and launch BoP products that generate mutual<br />

value for all partners.<br />

3. How can designers get insight in and understanding of<br />

the context of the BoP?<br />

As concluded, creating products for emerging and developing<br />

marketsrequireadeepunderstandingoftheneedsandcontext<br />

of the people within it. New ways of'contextual design' {Beyer<br />

and Holzblat 1998; lacucci and Kuutti 2002), are becoming<br />

more and more popular also among product designers. In<br />

this situation it is clear that researchers and designers should<br />

engage with the cultures directly in orderto better understand<br />

local people. Understanding people's needs and interaction<br />

with the matenal world is a basic starting point for successful<br />

product innovation, especially in the BoP.<br />

Atthe moment, various design tools (such as personas, cultural<br />

probes, scenarios and user profiles in context-of-use) are<br />

available to capture insights related users' needs, aspirations<br />

and behaviour in their original contexts. Ethnographic<br />

research has shown increasing interest in business innovation<br />

processes by identifying how people interact with products,<br />

environments and services (Leonard and Rayport 1997).<br />

Design research techniques have evolved from uncovering<br />

what people do and say to what people make (Sanders, 2000).<br />

New techniques such as cultural probes (Gaver, Boucher et<br />

al. 2005) can introduce the end-user into the design process<br />

by co-design and get deeper information than the common<br />

focus groups or observational research methods. Many tools<br />

are design context tools are available, however most of them<br />

only have been applied in the "Developed Markets".<br />

Currenriy we are testing and evaluaring these kind of context<br />

tools in emerging and developing markets in pracrice<br />

(Rodriguez, Diehl et al. 2006; Rodriguez, Thompson et aL<br />

2007). For example in the project IntoContext, we tested a<br />

wide range of context research tools like Shadowing, Role<br />

Play, Probes, Brainstorm, Generarive Sessions as well as Focus<br />

Group in the context of East Africa. For more informarion see<br />

http://wvyw.inLOContext.org.<br />

4. Conclusion and recommendations<br />

The Base ofthe Pyramid, 4 billion people with a daily income<br />

of less than $3 per day, has been ignored sofar. The recent<br />

upcoming interest of large as well as medium sized enterprises<br />

to explore these markets to alleviate poverty and other<br />

sustainability problems as well as to exploit new consumer<br />

markets, isa big challenge for the design worid. The challenge<br />

is the crearion of accessible and affordable solurions to fit<br />

the local economical and socio-cultural preferences, without<br />

expanding the current of environmental resources. In order<br />

to do so, new design tools and methodologies for"Designing<br />

for the BoP" have to be developed and tested. Most of the<br />

challenges derive from the unfamiliarity with the local context<br />

and the distinct infrastructure in emerging markets. Researcher<br />

and designers should engage with the cultures directly in<br />

order to better understand local people and context.<br />

Because of globalization and the upcoming importance of<br />

the BoP design professional as well as design schools should<br />

invest more in research and capacity building for "Designing<br />

for the BoP".


References<br />

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Mobile Telecommunications to the World's Poor".The Electronic<br />

Journal on Information Systems in Developing Countries 27(2):<br />

1-9.<br />

BEYER, H. and K. HOLZBLAT (1998). Contextual Design;<br />

Defining Customer-Centered Systems. San Francisco, Morgan<br />

Kaufman.<br />

BOTTEMA, R. (2006). A Personal Water Purifier for Emerging<br />

Markets. Industrial Design Engineering. Delft, Delft University<br />

ofTechnology. MSc.<br />

CHANG, Y.-K. (2006). Innovation for the Next Billions: Case<br />

Study of 7 Multinationals that Develop Products for Emerging<br />

Markets. Industrial Design Engineering. Delft, Delft University<br />

ofTechnology. MSc.<br />

CRUL, M. and J. C. DIEHL (2006). Design for Sustainability: A<br />

Practical Approach for Developing Economies Paris, United<br />

Nations Environment Program (UNEP).<br />

DAVIS, M. (2006). Planet of Slums. London, Verso.<br />

GAVER, W., A. BOUCHER, et al. (2005). "Cultural Probes and the<br />

Values of Uncertainty." Interaction 11 (5): 53-56.<br />

HART S. (2004). Base of the Pyramid Protocol, Cornell<br />

University.<br />

HART, S, (2005). Capitalism at the Crossroads: The Unlimited<br />

Business Opportunities in Solving the World's Most Difficult<br />

Problems. Upper Saddle River, N.J., Wharton School.<br />

lACUCCl, G. and K. KUUTTl (2002). "Everyday Life as a Stage<br />

in Creating and Performing Scenarios for Wireless Devices."<br />

Personal and Ubiquitous Computing Journal 6(4): 299-306.<br />

KIRCHGEORG, M. and M. WINN (2006). "Sustainability<br />

Marketing for the Poorest of the Poor." Business Strategy and<br />

the Environment 15:173-184.<br />

LEONARD, D. and J. RAYPORT (1997). "Sparking Innovation<br />

Through Empathic Design." Harvard Business Review 75(6):<br />

102-113.<br />

LONDON, T. and S. L. HART (2004). "Reinventing Strategies for<br />

Emerging Markets: Beyond the Transnational Model." Journal<br />

of International Business Studies 35: 350-37.<br />

PRAHALAD, C. K. (2006)."The Innovation Sandbox." Strategy +<br />

Business (Autumn).<br />

PRAHALAD, C. K.and A. HAMMON (2002). "Serving the World's<br />

Poor, Profitably." Harvard Business Review 80(9): 48-57.<br />

PRAHALAD, C. K. and S. L. HART (2002). "The Fortune at the<br />

Bottom ofthe Pyramid." Strategy-FBusiness 26(First Quarter):<br />

2-14.<br />

ROCCHI, S. (2006). Unlocking New Markets. R Design.<br />

Eindhoven, Philips Design.<br />

RODRIGUEZ, J., C.THOMPSON, et al. (2007). Multi Stakeholder<br />

Approach for People Centered Solutions: Welcome to East<br />

Africa. Include 2007: Designing with People. Royal College of<br />

Art, London.<br />

RODRIGUEZ, J., J . C. DIEHL, et al. (2006). Design Toolbox<br />

for Contextualizing Users in Emerging Markets. IEA2006,<br />

Maastricht, Elsevier.<br />

SETHIA, N. (2005). "At the Bottom ofthe Pyramid: Responsible<br />

Design for Responsible Business."Design Management Review<br />

16 (Summer 2005).<br />

SIMANIS, E. and S. HART (2006). "Expanding Possibilities at the<br />

Base ofthe Pyramid." Innovations 1(1): 43-51.<br />

UNDP (2006). HDR Report 2006: Beyond Scarcity: Power,<br />

Poverty and the Global Water Crises. UNDP NewYork.


A L O C A L A N A L Y S I S D F A G L O B A L C H A L L E N G E : A S T E P T O W A R D S<br />

U N D E R S T A N D I N G M O B I L E P H O N E C H O I C E O F T U R K I S H U N I V E R S I T Y S T U D E N T S<br />

Mehmet Dönmez<br />

TÜBİTAK Marmara Research Center<br />

Information Technologies Institute, 41470 Gebze, Kocaeli /<br />

TURKEY<br />

e-mail: mehmet.donmez@bte.mam.gov.tr<br />

Nigan Bayazit<br />

Istanbul Technical University<br />

Faculty of Architecture, Department of Industnai Product<br />

Design, Room No: 219,34437, Taskisla-Taksim, Istanbul/<br />

TURKEY<br />

e-mail: bayaziî@İtu.edu.tr<br />

Abstract introduction<br />

Mobile phone is becoming the main communication tool for<br />

many societies and cultures, and the decision of howto localize<br />

products still remains as a phenomenon for many -especially<br />

for developing and underdeveloped- countries. Adaptation<br />

or standardization of products has been the concern of firms,<br />

where there is a tradeoff between answering the needs of<br />

the local market versus achieving economies of scale. Thus,<br />

firms may try to decide upon which mobile phone models to<br />

export overseas according to the needs ofthe local market.<br />

This necessitates analyzing the user profile in the local market<br />

so as to avoid experiencing any disasters In the market due to<br />

Inappropriate products being inherent in that market.<br />

Due to importance of analyzing the decision making<br />

mechanism of users in a developing country, a study is<br />

conducted in Turkey to evaluate relative importance of listed<br />

mobile phone selection critena and then analyze how users<br />

approach towards making mobile phone selection. The<br />

research is conducted In two phases in order to obtain more<br />

realistic results. Analysis ofthese results is reported in order<br />

to give an idea about what could be done to improve market<br />

success and reduce design disasters in overseas markets.<br />

A number of critical Issues relating to the international<br />

marketing activities of these organizations still remain<br />

unresolved. Perhaps the most controversial concerns the<br />

fundamental question of whether to offer a marketing mix<br />

program abroad identical to that supplied domestically, or<br />

to adapt it to the specific requirements of foreign markets.<br />

Obviously, the answer to this question is not an easy one,<br />

since it can have senous implications on the firm's financial<br />

performance, competitive advantage and even survival in<br />

global business {Leonidou 1996:53).<br />

Multinational corporations may prefer to differentiate their<br />

products. The need for product differentiation is more visible<br />

for technological products because of the dynamism of<br />

these markets which necessitates catching up current trends<br />

and technologies while staying culturally acceptable and<br />

appreciable. This need is even more spectacular in mobile<br />

phone sector due to widespread usage of mobile phones by a<br />

broad rangeof consumers with differing tastes who are in need<br />

of different funcrional and emorional elements. Therefore, the<br />

specificarions of mobile phone manufacturers' products for<br />

each market segment should be defined according to the<br />

categories they set such as differing lifestyles, age groups and<br />

social status by thinking on a global scale. However, when


İî comes to designing and/or marketing of these products,<br />

national characteristics should be taken into account so that<br />

the firm stays customer oriented and thus market success is<br />

more probably achieved.<br />

Turkish mobile phone market is an exemplary case where<br />

multinational corporations dominate the market. The<br />

problem is that these manufacturers'phone models launched<br />

to the Turkish market are not designed, nor are they localized<br />

by considering the special needs ofTurklsh users. Assuming<br />

that not even an incremental change in the functional<br />

characteristics or aesthetic appearance of mobile phones<br />

is foreseen to be needed and tried to be made, research on<br />

the decision making mechanisms of users when choosing a<br />

mobile phone is necessary in order to understand users and<br />

thus serve them at best. Research concentrates on only the<br />

design disasters within a relatively metaphoric framework<br />

where only issues regarding localization of standardized<br />

products are questioned. Disasters that may occur at the<br />

environmental level are left out of scope.<br />

Importance of Localization in Mobile Phone Market<br />

There is an international acceleration in the world economy<br />

while competition is increasing on a global scale. Some<br />

reason for this acceleration can be cited as technological<br />

advancements, improved living standards, trade liberalization<br />

and economic integration (Leonidou 1996: 53). In order to be<br />

competitive, firms have to try serving their customers at best.<br />

For global firms operating at several countries, the question is<br />

whether to offer standardized products by universal marketing<br />

mix strategies, or tolocallyadapttheir products. If products are<br />

going to be tailored to the individual needs of each overseas<br />

market, which products will be adapted to what extend is the<br />

primary concern.<br />

Product standardization is more applicable to industries with<br />

a high rate of technological change, since there may not be<br />

much time to adapt products due to the dynamism of high­<br />

tech markets (Leonidou 1996; 58). But this does not mean that<br />

firms should deny the needs of local users and/or customers.<br />

Time may bea constraint for a radical change in product but as<br />

Ramarapu et al. (1999:99) states, standardization ofa product<br />

also allows some room for local flexibility, Thus, changes in<br />

product because of localization efforts has to be made fast.This<br />

may be possible by knowing and understanding the cultural<br />

values and idiosyncratic characteristics of the customers in<br />

that market beforehand, which necessitates making user<br />

researches.<br />

The adaptation philosophy necessitates being more customer-<br />

orientated because the buyer and user behavior and market<br />

characteristics have to be evaluated systematically so as to<br />

understand local needs. The outcome of such an approach<br />

results in profit maximization, because revenues accrued from<br />

marketing mix modifications may raise by more than adaptation<br />

costs.There are also side benefits of localization strategies such<br />

as energizing creative thinking and innovativeness within the<br />

firm. Such benefits are a consequence of trying to find new<br />

ways to satisfy the needs and requirements of local customers,<br />

and adjusting product design activities as well as marketing<br />

activities (Leonidou 1996:54).<br />

Supporters ofthe adaptation (or localization) philosophy state<br />

that the primary reason of localization is due to the inherent<br />

complexities and dissimilarities involved in operating in the<br />

international marketplace, particularly as regards macro<br />

environmental forces, consumer behavior, usage patterns and<br />

competitive situations (Leonidou 1996: 53).<br />

Need for localization is also important in terms of<br />

understanding users' attributes. Blackler et al. (2003: 492-<br />

493) state that products should be designed in such a way to<br />

minimize misuse. However, designers may over impute their<br />

special knowledge onto the user. Difference between users'<br />

knowledge and designers' knowledge may constitute a larger<br />

gap when users and designers do not have much common in<br />

their cultures. This is due to the effect of false consensus. One<br />

way to minimize misuse is to analyze potential users'activiîies<br />

and understand them in orderto build up preventive strategies<br />

towards user satisfaction (Stanton and Baber: 364; Blackler<br />

et al. (2003: 492-493). These facts make the importance of<br />

cultural studies more important. Bouwman and Duin (2003:<br />

9) point out that such studies should be conducted as early<br />

as possible, since when the case is designing technological<br />

products, substantial time should be devoted for the product<br />

design and development process.


The need for localization of products is even clearer when<br />

different cultural and competitive environments, different<br />

perceptions, and different levels of product acceptance<br />

problems In standardized strategies are considered. Evidence<br />

suggests that culture plays an important role in understanding<br />

and shaping the wants and needs of consumers so that the<br />

value they obtain from that product is maximized {Raymond et<br />

al. 2003:13-14). Value ofa productcan be defined as whatever<br />

it is that the customer seeks in making decisions as to which<br />

product to buy (ZeithamI 1988:13). This definition reveals out<br />

the importance of analyzing decision making mechanism of<br />

users, and gives a clue to firms almost all of which aims to<br />

maximize their profit by maximizing the value customers so<br />

that they do not hesitate to include the role of culture when<br />

developing strategies.<br />

Powell (2005) has conducted an interview with Dan Steinbock,<br />

an affiliate researcheratColumbialnstituteforTele-lnformation<br />

at Columbia Graduate School of Business, in which he reveals<br />

out the need of localization in mobile phone sector as such:<br />

Most industnes face globalization and localization<br />

pressures. The mobile industry is no exception.<br />

Globalization means standardized, universal,<br />

homogeneous products but people want personalized<br />

products and services. Historically, technology<br />

innovation and market innovation used to occur<br />

primarily in one country - the USA. Today mass<br />

marketers such as Coca-Cola and Procter & Gamble test<br />

the advertising potential of mobile phone markets in<br />

China or Japan before using what they have learned<br />

in US and European markets. Over time, this does<br />

not mean more convergence, but greater divergence<br />

(Powell 2005:45).<br />

Dan Steinbock's words not only emphasis the importance of<br />

user researchers in mobile phone sector on Its own, but also Its<br />

consequences on different sectors due to the fact that mobile<br />

phones have become an irresistible part of many people's life<br />

that can be used as a marketing medium. Firms are becoming<br />

aware of conducting researches about local analysis of mobile<br />

phones, and such researches have better been supported with<br />

academic researches that nurture firms' knowledge about this<br />

phenomenon.<br />

For significant advances to be made in this field, an<br />

integrated approach is needed forthe conceptualization and<br />

measurement ofthe determinants of new product strategy,<br />

product localization strategy and marketing strategy. A<br />

fundamental part of such an approach is the refinement and<br />

validation of measurement scales (Julian and O'Cass 2002:1),<br />

for which this study plays an initiator role in terms of defining<br />

these measures and making a pilot study about how these<br />

measures can be transformed Into beneficial knowledge for<br />

firms and researchers.<br />

Methodology<br />

The aim of the study is to analyze mobile phone selection<br />

of users and underlying reasoning of the selection made.<br />

Decision making mechanisms of university students as young<br />

users is analyzed. Because there has to be a selection is made,<br />

the methodology is based upon setting up a lab experiment,<br />

where users are asked to make a decision by selecring between<br />

different mobile phones. In order to be able to observe the<br />

decision making mechanism of mobile phone users, the<br />

mobile phone selection criteria have been categorized in the<br />

decision tree shown in the Figure 1.<br />

Figure 1. Decision tree used for AHP


The goal Is defined as selecting the most appropriate mobile<br />

phone. The most important two decision criteria in mobile<br />

phone selection have been determined as the appropriateness<br />

ofthe phone to personal values ofthe user and appropriateness<br />

of mobile phone related features to the user. Personal values<br />

have been measured by appropriateness to the social<br />

environment ofthe user and personal aesthetic values ofthe<br />

user. Users are asked to evaluate the appropriateness of the<br />

mobile phones in terms of sub-criteria such as: dimensions,<br />

display properties, physical stamina, battery power, ease of<br />

use, and diversity of functions.<br />

Due to inability to assess all the mobile phones on the market<br />

at the time of research, the number of mobile phones that are<br />

going to be evaluated by users have been limited with four.<br />

The aim of this research Is not to drive generalizations, but to<br />

have an insight about how the decision making mechanism<br />

of university student young users work, and to see whether<br />

their decision making mechanism are consistent or not. For<br />

this purpose, upcoming mobile phone models of a well-<br />

known brand that have not been released to the market have<br />

been selected so that effects emerging due to former beliefs<br />

about phone models does not Intervene into achieving the<br />

aim of the research. These four models have been encrypted<br />

as model A, mode! B, model C, and mode! D. One photo for<br />

each mobile phone is given below in Figure 2.<br />

(C) (D)<br />

Figure 2. Phone models A, B, C and D<br />

The technical specifications of these phones models are not<br />

primarily related with the research aim of this study. But it<br />

would be helpful to give an idea about general characteristics<br />

ofthese mobile phones. Model A is a phone especially designed<br />

for use in sportive activities with 2 MP cameras, including sport<br />

functions and exercise data, which withstands bumps, dust<br />

and water splashes. Model B is a phone with BMP camera with<br />

20x zoom function, which Is over than expected for similar<br />

mobile phones. Wireless LAN and office document readers are<br />

also included in this mobile phone. Model C has an embedded<br />

2MP camera, and has a high quality screen designed for<br />

mobile fun since this is the first phone of this brand that has<br />

mobile tv function. Model D has a keypad similar to of palms,<br />

with each button assigned only one letter. The reason for this<br />

is that this phone is especially designed for business purposes,<br />

and searching the web, sending e-mails and preparing office<br />

documents is the main concept ofthis phone.<br />

The study is conducted in two phases with two different<br />

samples so that testing effects and maturity effects are<br />

minimized. Both samples consisted of young mobile phone<br />

users who are university students, The reason why young<br />

users have been chose is due to the fact that they are more<br />

eager to follow new technologies and they have a greater<br />

tendency to use new technological devices. And, in order to<br />

increase the consciousness level of young users, samples are<br />

selected among university students.<br />

Users in the first sample composed of 100 university students<br />

are asked to evaluate the degree of relative importance of<br />

decision criteria and sub-criteria. This part ofthe study is very<br />

important because the users'mobile phone selection decisions<br />

based on each sub-criterion that will be made by the second<br />

sample will be weighed by the relative importance values<br />

determined by the first group. For this reason, the first part of<br />

the research is of vital importance, and the size ofthe sample<br />

had to be relatively larger. For this reason, the importance<br />

values of these criteria are adapted and calculated from the<br />

master thesis of Donmez (2005: 92-104).<br />

The second sample consisted of 35 university students, who<br />

are asked to make pairwise comparisons between four mobile<br />

phones according to each sub-criterion by a questionnaire,<br />

which means six pairwise comparisons (A-B, A-C, A-D, B-C, B-


D, C-D) for each sub-criterion and 48 pairwise comparisons<br />

(6 comparisons per sub-critenon* 8 sub-criteria) in total.<br />

Potential users ofthese upcoming mobile phones are given<br />

specifications ofthese four mobile phone models compared<br />

in a matrix which also included pictures from different angles.<br />

Specifications given included detailed information about<br />

innovative features of the phone, its dimensions, display<br />

properties, battery information {such as stand-by time), and<br />

the functions it can perform.<br />

Users are asked to make pairwise comparisons on which<br />

mobile phone they will prefer, and then asked to state the<br />

amplitude of selecting that phone over the other phone over a<br />

scale of nine developed by Saaty (1980:54).The answers ofthe<br />

respondents are evaluated bythe software tool Expert Choice,<br />

and results of this analysis are given in the next section.<br />

Findings ofthe Study<br />

The analysis of the first questionnaire indicates that<br />

appropriateness ofthe phone to personal values ofthe user is<br />

considered as less important than appropriateness of mobile<br />

phone features to its user. It is seen that appropriates of mobile<br />

phone features to its user is about three rimes more important<br />

as tabulated in Table 1.<br />

A similar analysis has been made for the determination ofthe<br />

importance of sub-criteria under the main criteria. Results<br />

indicate that university students consider battery power and<br />

physical stamina as the most important factors followed by<br />

ease of use and dimensions ofthe phone respecrively. Display<br />

properries and diversity of functions are seen as the least<br />

important factors in terms of mobile phone features as seen<br />

in Table 2.<br />

Table 1: Importance of primary criteria<br />

Criterion<br />

Appropriateness of the phone<br />

to personal values of the user<br />

Appropriateness of mobile<br />

phone features to the user<br />

Total — —<br />

inconsistency: 0.00<br />

Importance of the Criterion<br />

77.4%<br />

22.6%<br />

100%<br />

Table 2: Importance of sub-criteria regarding appropriateness<br />

of phone features to its users<br />

Criterion Importance of Importance of<br />

the Criterion<br />

(Global)<br />

Ease of use 17.1%<br />

Dimensions<br />

16.5%<br />

Display properties 14.7%<br />

Diversity of functions 14.5%<br />

Total 100%<br />

inconsistency: 0.00<br />

the Criterion<br />

(Local)<br />

13.2%<br />

12.8%<br />

11.4%<br />

11.2%<br />

77.4%<br />

Results ofthe analysis in Expert Choice indicate that aestheric<br />

considerarions about a phone is more important than<br />

appropriateness of the phone to the social environment the<br />

user Interacts with. Table 3 below gives the percentage of<br />

importance about these sub-criteria.<br />

Table 3: Importance of sub-criteria regarding appropriateness<br />

ofthe phone to personal values ofthe user<br />

Criterion<br />

Aestheric values<br />

Appropriateness to<br />

Importance of Importance of<br />

the Criterion<br />

(Global)<br />

54.0%<br />

user's social environment 46.0%<br />

Total 100%<br />

the Criterion<br />

(local)<br />

12.2%<br />

10.4%<br />

22.6%<br />

Second part of the research is concerned with the pairwise<br />

comparisons made for each criterion. Tables below show the<br />

overall results ofthese comparisons. The cells indicated with<br />

"*" show that the phone model on the column is preferred<br />

by the magnitude written in that cell; otherwise, the phone<br />

model on the row Is preferred. The diagonal elements in gray<br />

are indicating the comparisons ofthe phone with itself, thus


they have the value 1 by default and not written on these<br />

cells because of this reason. The remaining six cells that are<br />

highlighted with gray have the inverse value of the cells that<br />

are in symmetry with. The value "İ" indicates the inconsistency<br />

value calculated by Expert Choice. Inconsistency values below<br />

0.10 are acceptable, thus it can be stated that the results<br />

obtained in our survey is within acceptable limits.<br />

Table 4: Pairwise comparisons of mobile phone models with<br />

respect to (a) dimensions; (b) display properties; (c) physical<br />

stamina; (d) battery power; (e) ease of use; (f) diversity of<br />

functions; (g) appropriateness to user's social environment;<br />

(h) aesthetic values.<br />

A 8 C D A B C D<br />

A 1.0 2.0* 4.0* A 7.0* 8.0* 6.0»<br />

B 2.0* 6.0* B 2.0* 1.0<br />

C 3,0' c 4.0<br />

D i:0.01 D i:0.05<br />

(a) (b)<br />

A B C D A B C D<br />

A 3.0 2.0 4,0 A 1.0 3.0* 7,0*<br />

B 1.0* 3.0 B 5.0* 6.0*<br />

C 2.0 C 4.0*<br />

D i:0.02 D i:0M6<br />

(c)<br />

(d)<br />

A B C D A B C D<br />

A 1.0 1.0 2.0 A 5.0* 6,0* i.O<br />

B 1.0 3.0 B 1,0 2.0<br />

C 3.0 C 3.0<br />

D rO.Ol D i:0.04<br />

(e)<br />

A B C D A B C D<br />

A 4,0* 5,0* 1,0 A 5,0» 6,0* 1,0<br />

B 2.0* 5.0 B 2,0* 6.0<br />

C 5,0 C 7,0<br />

D U0.Q2 D i:0.01<br />

(g)<br />

Expert Choice analysis with respect to achieving the goal of<br />

selecting the most appropriate mobile phone is made by<br />

weighing the results of the second questionnaire by the first<br />

one. Figure 3 summarizes the results ofthe analysis.<br />

(h)<br />

0.4<br />

0,35<br />

0,3<br />

0.25<br />

0,2<br />

0,15<br />

0.1<br />

0,05<br />

0<br />

Model A<br />

mcomistcncy: 0,03<br />

Model B Mode! C Model D<br />

Figure 3. The overall analysis of mobile phone models<br />

Model C with a percentage of 35.5 is the mobile phone that<br />

is rational to select under these stated circumstances, it is<br />

followed by model B with 25.2%, model D with 21.7% and<br />

model A with 17.6%. Figure 4 shows the detailed analysis<br />

about which primary criteria dominate the selection at which<br />

rate. As seen from the figure above, model C is considered as<br />

the most successful one both in terms ofthe phone features<br />

to its users and in terms of appropriateness ofthe phone to<br />

personal values of its users. Model B follows a similar pattern<br />

with a lower amplitude. Model A and D are not seen as weak<br />

in terms oftheir functions'appropriateness when compared<br />

with model B and C. Model A and D shows a different pattern<br />

than the other two models, where A and D are more powerful<br />

in terms of their functions than their appropriateness of<br />

personal values associated with these phones.<br />

It may be useful to analyze from which sub-criteria dominates<br />

model C, and where the other models fail. Detailed analysis<br />

with performance graphs shown below in Figure 5 and 6 gives<br />

an idea about users'underlying reasoning about why model C<br />

has been selected. Figure 5 shows that model D İs considered<br />

more powerful in terms of dimensions and battery power.<br />

Model B is also dominating model C for the physical stamina<br />

criterion. However, because model C is very powerful in other<br />

remaining criteria, the weighed results still state that model<br />

C is the most logical decision. It can again be observed that<br />

model B follows a similar pattern with model C in terms of<br />

appropriateness of phone features to its users.


ObjS DbİZ<br />

Model C<br />

Model B<br />

Model D<br />

Model A<br />

m'<br />

Plionc features Personal values Overall Social Env. Aesthetics Overall<br />

Figure 4. Performance of mobile phones in achieving the goal<br />

Display Dîv. functions Stamina<br />

Dimension BatUrry Base of use Overall<br />

Model C<br />

Mode<br />

Mode<br />

Mode<br />

Figure 5. Performance of mobile phones in terms of<br />

appropriateness ofthe phone features to Its users<br />

Choices made between mobile phones according to<br />

appropriateness to the respondents' personal values reveal<br />

out that there is a strong correlarion between appropriateness<br />

to social environment and aestheric values as seen in all of<br />

the four phone models. Model B follows Model C that has a<br />

significant difference than the other models. Model A and<br />

D show a similar pattern in terms ofthese sub-criteria, since<br />

their performance lines coincide.<br />

.80<br />

.70<br />

.EO<br />

.50 1-<br />

,40İ<br />

,30<br />

.20<br />

.10<br />

.60<br />

.50 Model C<br />

AO<br />

Model B<br />

.30<br />

.20<br />

,10<br />

.00<br />

Model A<br />

Model D<br />

Figure 6. Performance of mobile phones in terms of<br />

appropriateness ofthe phone to personal values ofthe user<br />

Conclusion<br />

Foreign firms markering their products to overseas markets<br />

should be aware of the cultural resistance they will face.<br />

What is more, aligning products with the cultural facts in that<br />

country poses many advantages such as reducing the risk of<br />

failure, increasing market share and getting new inspiring<br />

ideas from that culture that can trigger innovatlveness.<br />

However, adaptation of products to every country and every<br />

culture is not possible and feasible. Since firms have to make<br />

mass production in order to make use of economies of scale<br />

so that unit production costs reduce considerably. Thus,<br />

firms may choose between two strategies: they may export<br />

and market their products by taking cultural acceptance into<br />

account, or they may try to make minor modificarions in the<br />

product about the features that will otherwise not be much<br />

welcomed.<br />

As a result, analyzing local markets gives the opportunity<br />

of producrion planning and decision upon which models<br />

to export will be made on a more rational basis. When the<br />

tendency of mulrinatlonal mobile phone brands dominaring<br />

the Turkish market is thought, conducting such researches<br />

has the potenrial to reveal out design disasters and product<br />

failures beforehand more easily. As a consequence, firms will<br />

be aware of the excess unnecessary costs associated with<br />

exporring those models and control over the product range<br />

and market may be more effectively accomplished.<br />

The analysis shows that there Is much to do to improve the


usability of mobile phones in order to prevent design related<br />

disasters since users are giving priority to battery power butthe<br />

selected phone is not the model taking the lead with respect<br />

to this criterion. One reason for this may be dissatisfaction<br />

about ease-of-use in almost every phone forcing the decision<br />

to be made according to other criteria, even though ease-of-<br />

use is very important for most Turkish university students.<br />

Limitations of the Study and Future Research Directions<br />

The analysis have been restricted by only four phone models<br />

because the aim of this study is not to drive generalizations but<br />

to emphasize the importance of cultural factors and to show<br />

what kind of a methodology can be applied for forecasting<br />

the needs ofthe market. The model developed provides an<br />

insight but more phone models can be included in the analysis<br />

In order to make a more complete model.<br />

Price ofthese mobile phones, an Important criterion in users'<br />

decision making mechanisms, has not been included in the<br />

analysis. The reason is that there is incomplete information<br />

about prices ofthese phones because these phones have not<br />

been launched to the Turkish market. This research may be<br />

made after these phone models have been launched on the<br />

market with a bigger sample size especially for the second part<br />

of the research. It may be expected to find innovative ideas<br />

emerging from this research by analyzing different culture<br />

than where these mobile phone manufacturers are located,<br />

and Turkey may be an interesting case for such a study. Thus,<br />

cultural effects may need to be analyzed deeper, and further<br />

researches may be directed not towards young users with<br />

high level of technological knowledge, but also to other layers<br />

ofthe society.<br />

References<br />

BLACKLER, A. and POPOVIC, V., 2003. The Nature of Intuitive<br />

Use of Products: An Experimental Approach. Design Studies,<br />

24,491-506.<br />

BOUWMAN, H. and DUIN, P. van der. 2003. Technological<br />

Forecasring and Scenarios Matter. Foresight, 5 (4), 8-19.<br />

DONMEZ, M., 2005. Marketing Factors That Eff^ectThe Design<br />

of Mobile Phones. Master Thesis, 92-104. {in Turkish: Cep<br />

Telefonu Tasarimlna Etki Eden Pazarlama Faktorieri).<br />

LEONIDOU, L, C, 1996. Product standardizarion or Adaptation:<br />

The Japanese approach. Journal of Marketing Practice, 2 (4), 53-71.<br />

RAMARAPU, S., TIMMERMAN, J. E. AND RAMARAPU, N., 1999.<br />

Choosing between Globalizarion and Localization as a<br />

StrategicThrustforYour International Marketing Effort.Journal<br />

of Marketing Theory And Practice. 7 (2), 97-105.<br />

JULIAN, C. and O'CASS A., 2002. Drivers and Outcomes of<br />

Export Markering Performance in a Developing Country<br />

Context. Journal of Asia Pacific marketing, 1 {2). 1-21.<br />

POWELL, S. Interview: Spotlight on Dan<br />

Microelectronics International, 22 (3). 44-46.<br />

Steinbock.<br />

RAYMOND, M. A., MITTELSTAEDT, J. D. AND HOPKINS C. D.,<br />

2003. When is a hierarchy not a hierarchy? Factors associated<br />

with different perceptions of needs, with implications for<br />

standardization-adaptarion decisions in Korea. Journal of<br />

Markering Theory And Practice. 11 (4). 12-25.<br />

SAATY T L, 1980. The Analyric Hierarchy Process: Planning,<br />

Priority Setring, Resource Allocation. New York; London:<br />

McGraw-Hill.<br />

STANTON, N. A., 2002. Error by Design: Methods for Predicring<br />

Device Usability. Design studies, 23 (4), 364-384.<br />

ZEITHAML, V. A., 1988. Consumer Perceprions of Price, Quality,<br />

and Value: A Means-end Model and Synthesis of Evidence.<br />

Journal of marketing, 52 {3), 2-22.


P O S T W A R V I S I O N S O F A P O C A L Y P S E A N D A R C H I T E C T U R A L C U L T U R E :<br />

T H E A R C H I T E C T U R A L R E V I E W ' S T U R N TO E C O L O G Y<br />

Erdem ERTEN<br />

Department of Architecture, İzmir Yüksek Teknoloji Enstitüsü,<br />

İzmir, Turkey<br />

erdemerten@iyte.edu.tr<br />

Abstract<br />

I n the postwar era H. de C. Hastings, the owner and editor ofthe<br />

English periodical (until 1971} The Architectural Review (AR),<br />

saw mankind facing demise via its own scientific creation, the<br />

atom bomb. Hastings's editorial policiesforthe AR were highly<br />

influenced by impending nuclear disaster during the Cold War<br />

and the decline ofthe British Empire in this world divided into<br />

the mandates of two superpowers. While the postwar period<br />

brought disbelief In the promise of emancipation through<br />

technology and science for those like Hastings, for others<br />

there was all the more reason to believe in these ideals with<br />

the dawning of a consumerist society and the development<br />

of pop culture.<br />

Within this cultural context AR aimed to develop and sustain<br />

an environmental culture as a holistic strategy in order to<br />

respond to planning problems. Targeting not only architects<br />

but local and national authorities as well as the man on the<br />

street, AR launched a series of campaigns that aimed to<br />

increase environmental awareness against postwar industrial<br />

transformation and the rise of consumerism.<br />

After the decline of affluent consumer society ofthe 1960s and<br />

the devaluation ofthe pound In 1967, AR revamped it structure<br />

and contents and launched its "Manplan" campaign reacting<br />

against economic crisis and environmental decline. Taking<br />

issue with "Non-Plan: An Experiment in Freedom" written<br />

by Reyner Banham, Peter Hall, Paul Barker and Cedric Price<br />

in New Society in 1969, "Manplan" demanded centralization<br />

and comprehensive planning against decentralization and<br />

dispersal as a means of planning democracy. According to<br />

the editors scientific progress enjoined to consumer culture<br />

and ever-expanding economic growth brought a ruthless<br />

exploitation of resources as well as destruction of the natural<br />

landscape. Before the journal itself went into economic crisis<br />

and Hastings left the editorial board, the first issue of the<br />

pioneering journal "The Ecologist" themed "A Blueprint for<br />

Survival" was brought on the board's agenda by Hastings.<br />

This paper focuses on the neo-romantic Ideology that<br />

underlay the editorial policies of AR motivated by approaching<br />

environmental disaster and, in due course, that affected<br />

architectural discourse in Britain.<br />

[An] insaneover-confidence in the specialised powers of<br />

metropolitan industrialism has brought us to the point<br />

where...the risk to human survival is becoming evident,<br />

[and] ...there is the clear impossibility of continuing as<br />

we are (Raymond Williams "The Country and The City"<br />

1973, p. 301).<br />

Introduction: Faces of Disaster<br />

On 16"' May, 1968 only a few weeks after the tenants had<br />

moved in, one side of Ronan Point collapsed due to a gas<br />

leak explosion, killing four people and injuring many. Ronan<br />

Point of Newham, London, was one ofthe many'system-built'<br />

tower- blocks, easily assembled from pre-fabricated concrete<br />

elements bolted together like a kit of parts in a short time. Since<br />

World War Two, many high-rise blocks were built as an easy<br />

solution to the housing problem in Britain. High-nse blocks


were interpreted as synonymous with the Modern Movement,<br />

and the disaster had a significantly negative impact on the<br />

public's perception of Modern architecture and Modernism.<br />

Paralleling May 1968 riots in France, the disaster followed a<br />

decline in the British economy and a loss of confidence in the<br />

consumer society after the pound was devalued in 1967.<br />

The 1960s can be characterized as a decade of conflicting<br />

trajectories. In these turbulent years, optimist belief in the<br />

emancipatory potentials of technology and consumer culture<br />

coexisted with prophecies of doom attached to the impending<br />

threat of nuclear warfare.<br />

For some younger architects the sixties was a decade of<br />

plastics, of pneumatic structures, geodesic domes, hovercrafts,<br />

"scientific" housing patterns, expendability, and Inspirational<br />

techno-gadgetry like moon probes, They wore blue jeans<br />

and t-shirts instead of double-breasted jackets and bow-ties,<br />

lived in the euphonc world of drugs and pop icons, imagined<br />

future cities that walked and talked, flew and plugged-in.They<br />

believed in the power of indeterminacy and experiments<br />

in democratic planning, in freedom via consumer choice<br />

and sometimes revolt For others it was a rime of resistance<br />

against much ofthe above: a decade of Italian townscapes, the<br />

reappraisal of vernacular architectures and folk art, the rise of<br />

environmentalism and the green movement, the campaign for<br />

nuclear disarmament, heightened sensirivity towards planned<br />

use of wodd's economic resources and a split In socialist polirics.<br />

But for all in Britain, it was a decade of unexpected economic<br />

prosperity followed by a shocking decline.<br />

British architectural history regarding the decade from the<br />

1970s until today still focuses on the "avant-garde" discourse<br />

ofthe rime, which was closely connected to the rise of popular<br />

culture, consumerism, and the technological development<br />

brought about by the post-war military-industrial complex.<br />

Against this limited emphasis, cultural histories illuminate<br />

a much broader field forcing the architectural historian to<br />

reevaluate this historiography and to unearth the period's<br />

conflicting dynamics. It is undeniable that in this period<br />

pop culture and mass media dominated the cultural scene<br />

more than ever before in Britain, while such development<br />

was closely followed and criticized by different ends of the<br />

ideological spectrum.<br />

Starting from 1946 The Architectural Review (AR) was run by an<br />

editorial board that pursued a conrinuous editorial policy rill<br />

its owner and chief editor Hubert de Cronin Hastings rerired<br />

in 1974, To summarize briefly, this editorial policy consisted of<br />

(1) creating an urban design idiom by reinterprering the late<br />

18th century picturesque theory titled "Townscape," (2) the<br />

appraisal of local vernaculars as a cultural resource for modern<br />

architecture to develop anonymous but diversified regional<br />

vocabularies, and (3) the construction of an architectural<br />

historiography that supported and justified these intentions.<br />

This editorial policy was formulated by Hasrings, (owner<br />

and editorial director ofthe Architectural Press In the period<br />

between 1927-1973, chief editor of AR between 1927-1973),<br />

J.M. Richards (joined as assistant editor in 1935, editor between<br />

1939-1970), and Nikolaus Pevsner (editor between 1941-<br />

1970). It resulted in several series ritled "Townscape" (1949)<br />

"Outrage," (1955) "Counter-Attack," (1956) "The Functional<br />

Tradition"(1957)"Manplan"{1969) and finally"Civilia"(1972).<br />

By the second half of the 1950s the urban design emphasis<br />

in AR's townscape policy was expanded to cover the broader<br />

consequences of planning, or lack thereof, in the larger<br />

environmental scale. This was not only due to a need to<br />

expand the limited focus of townscape in order to address<br />

planning in a larger scale, but also to increase awareness of<br />

Impending environmental disaster. During the Cold War era<br />

H. de C. Hastings, saw mankind facing demise via Its own<br />

scientific creation, the atom bomb. Hastings's editorial policies<br />

for the AR were highly influenced by the threat of nuclear<br />

warfare and the decline ofthe British Empire in a wodd divided<br />

into the mandates of two superpowers. Having witnessed<br />

the destruction of World War II and convinced ofthe urgency<br />

of putting an end to the arms race during the Cuban missile<br />

crisis, the period brought disbelief in technology and science's<br />

promise of emancipation for Hasrings.<br />

Within this cultural context AR aimed to develop and sustain<br />

an environmental culture as a holistic strategy in order to<br />

respond to planning problems.Targeting architects, local and<br />

national authorities and the man on the street, AR launched<br />

a series of campaigns that aimed to increase environmental<br />

awareness against postwar industrial transformarion and the<br />

rise of consumerism.


This paper focuses on the neo-romantic ideology that<br />

underlay the editorial policies of AR motivated by approaching<br />

environmental disaster and, in due course, that affected<br />

architectural discourse in Britain. A/Î's approach attempted to<br />

re-articulatethe relationship of man to natureasformulated by<br />

18th century British Romanticism, in opposition to seeing the<br />

environment as an object of natural sciences and a resource<br />

that can be taken under control and exploited by advanced<br />

technology. Based on my archival research, I v^lll emphasize<br />

the role of Hastings' manuscript "The Unnatural History of<br />

Man" as a programmatic palimpsest for ,4/?. I also aim to show<br />

how the Review attempted to overcome the stereotypical<br />

cliches of resistance to progress and revivalism attached to its<br />

policies by pointing to the necessity to incorporate the means<br />

of science and technology into an environmentalist struggle.<br />

I will Illustrate my points by making specific references to<br />

the last two campaigns of AR under Hastings' editorial rein<br />

between 1969 and 1972, named "Manplan" and "CIvilia." I will<br />

then discuss his late ideas that never came to materialize as<br />

editorial policy, that Is, his turn to Ecology as a new guiding<br />

framework for environmental planning and architecture.<br />

1. A Neo-Romantic Society: Hastings' Britain<br />

The Architectural Review's concern with the environment<br />

aligned with the building ofa modern city under"Townscape"<br />

was the reflecrion ofa larger social and cultural project, the<br />

precepts of which were alluded to but not explicitly stated.The<br />

major figure that laid out this project was Hubert de Cronin<br />

Hastings. Hastings is referred to as a "self-concealing genius,"<br />

by Nikolaus Pevsner and credited by J. M. Richards as the<br />

originator ofthe interest in the larger environment (Pevsner,<br />

p. 318; Richards, pp. 190-191). It Is not clear whether everyone<br />

Involved in AR's editorial board of was aware of Hastings's<br />

project completely, or of the ideological ramifications of his<br />

intentions. Albeit partially, the editorial board was convinced<br />

that this project's environmental ideals ought to be followed,<br />

and its holistic cultural program be translated into the<br />

editorial policies of t/ieReWew.This social and cultural project<br />

was explained in a manuscript written by Hastings, entitled<br />

"The Unnatural History of Man" under the pseudonym Ivor<br />

de Wolfe., including some of his writings from the eariy 1940s,<br />

Hastings continuously revised, reedlted and shortened this<br />

text to another version which was published under the name<br />

"The Alternative Society" in 1980'.<br />

a. The Unr)atural History of Man<br />

There is no evidence as to when exactly Hastings wrote "The<br />

Unnatural History of Man" other than "October 1958" typed<br />

on one ofthe chapters by his secretary. The manuscript Itself<br />

is more than 880 typed pages and the conclusion is missing;<br />

or maybe Hastings never finished the initial manuscript. The<br />

text, however, incorporates some of the similar themes and<br />

even paragraphs of Hasrings's article "Townscape: A Plea for<br />

an English Visual Philosophy Founded on the True Rock of<br />

Sir Uvedale Price," which srirred a lot of controversy when It<br />

was published in AR in 1949. In my opinion, "The Unnatural<br />

History of Man" was a palimpsest, written over and over, that<br />

incorporated Hastings's thoughts from the late 1940s to the<br />

second half of the 1950s. This manuscript also became the<br />

backbone of "The Alternative Society" of 1980.<br />

At the time Hastings's manuscript evolved, Britain's role as a<br />

worid power as well as its social structure changed dramatically.<br />

Assuming a lesser role in comparison to the two rising global<br />

powers of the Cold War, the Empire shrank gradually and<br />

became a "Commonwealth" of semi-independent nations. The<br />

economy did not get a major relief before the 19605 -the age<br />

of pop and the rise of mass culture- and sinking even worse in<br />

the late 1960s. The increasing influence ofthe United States on<br />

British culture started to become a disturbance for some ofthe<br />

British intellectuals, although others were willing to embrace it<br />

in the name of liberalism against the paternal welfare state.<br />

The second half of the 1950s also witnessed the New Left's<br />

rise in Britain.^ Britain's imperial aspirations concluded as a<br />

' The original manuscript is in the possession of Miss Priscilla Hastings,<br />

the daughter of Hubert de Cronin Hastings, who kindly allowed me<br />

to see it.<br />

^The emergence of the New Left is generally regarded as a result<br />

of British intellectuals' disenchantment with Stalinist politics and a<br />

move away from the dominance of the USSR for redefining socialist<br />

theory and practice. On the New Left, see Dworkin (1997) and Kenny<br />

(1995).


esult of the Suez Canal crisis. The invasion of Hungary and<br />

Khruschev's denigration of Stalinist policies created a sense<br />

of betrayal in the British left and evoked the need for change<br />

to come from outside the home of the October Revolution.<br />

According to Dennis Dworkin, the New Left "came together<br />

in response to the Suez and Hungary crises in 1956 and then<br />

consolidated in a shared commitment to the Campaign for<br />

Nuclear Disarmament (CND) ofthe late fifties and sixties. New<br />

Left activists attempted to create a new political space on<br />

the Left, and their project was critical to the development of<br />

radical historiography and cultural studies in Britain"(Dworkin,<br />

1997, p.45). Hastings's manuscript, coming from the pen of<br />

a high-middle class, public-school-educated, late Victorian<br />

gentleman, echoed the then-contemporary developments in<br />

the world. His commentary on the contemporary scene was<br />

combined with a historical evaluation which stretched from<br />

England before the industrial revolution to his day.<br />

tt.APorfra/fo/'Doom<br />

The evidence shows that Hastings worked on his manuscript<br />

through the fifries to the seventies until he published a much<br />

narrowed down version in 1980, entitled "The Alternative<br />

Society." Written in the form of a reformist manifesto, it is<br />

impossible to summarize the contents of the manuscript<br />

within the confines of this paper. Throughout the years<br />

that it was being revised, however, the central message of<br />

the manuscript was kept intact: A social crisis and a state of<br />

paranoia had enveloped Western civliizarion. The British had<br />

to assume a pioneering role to overcome this crisis and stop<br />

the approaching disaster which could bring the end of human<br />

civilization.<br />

In the introductory chapter entitled "New Elizabethan"<br />

Hastings set out by drawing a portrait of doom. He argued that<br />

there was a prevailing angst in the people of his day, although<br />

advocates of technological progress came out with the<br />

promise ofa better future everyday. His pessimism stemmed<br />

from the fact that a holistic vision of life was irrecoverably<br />

lost under the influence of the cult of experrise and the<br />

pursuit of progress merely via science and technology. A new<br />

comprehensive ideological srimulus was needed in order to<br />

iniriate a "collecrive come-back." It was the duty of the British<br />

for Hasrings to propose a new Utopian ideal to overcome the<br />

Cold War division, like they had offered before and during the<br />

birth ofthe Industrial Revolution via Romanticism.<br />

c. The Neo-Romantic Society<br />

Hasrings believed that Britain could reinvigorate Brirish<br />

cultural tradirions and animate them with a reformist spirit<br />

to give a Utopian message against the two prevailing political<br />

models: the savage capitalism represented by the US and the<br />

managerial and authoritarian socialism as represented by the<br />

USSR.The new Brirish society could instead be modeled on the<br />

political and cultural ideals of the "Cromwellian revolurion" of<br />

the 17th century by emularing the reformist polirical spirit of<br />

Oliver Cromwell. Idealizing the protectorate, Hastings argued<br />

that Cromwell's vision could be creatively reinterpreted<br />

in order to formulate a pluralisric democracy that would<br />

safeguard the welfare of every individual as well as that ofthe<br />

natural environment.<br />

In the society he imagined, scientific rarionality and<br />

technological determinism would only play a secondary<br />

role on the human condition. The picturesque, "a radical,<br />

anarchist and disorderly ideal... [and] a tremendous event<br />

in the long apprenriceship of democracy," was to be the<br />

aesthetic metaphor of libertarian democracy. Hastings even<br />

proposed an economic model to reorganize the relationships<br />

between the individual, the State and the private sector. In<br />

this model the roles of the individual and ofthe State were<br />

configured by an analogy to the 18th century gentry. The<br />

model conceived what he called a "New Elizabethan" state, as<br />

the balancing mechanism that would serve the guardian for<br />

the individual against the greed of capitalism. Like the gentry<br />

guarding those who cultivated and lived on his land, the<br />

State would guard the collective Estate. This collective estate<br />

was the total environmental resources ofthe Nation, owned<br />

jointly by the citizenry and the State. The individual by having<br />

a stake in the collective Estate would rise to the level of the<br />

gentleman as well. There were rare instances in the pages of<br />

AR that such analogies would be openly stated. In the August<br />

1956 issue, Gordon Cullen's study of Bingham's Melcombe—a<br />

case of wire rouring through the rural landscape—argued for<br />

"improvement" as a vital strategy for the environment:


The curse of the English landscape is the absentee<br />

landlord. The old landlord, the man who created it,<br />

has been taxed out of existence and the new landlord,<br />

local and national authority, lives in town or suburb.<br />

Consequently that sense of personal responsibility<br />

arising from a knowledge and love of a particular<br />

piece of countryside is missing and Is replaced by a<br />

beneficent but remote control; the difference between<br />

a parent and a foster parent. (Cullen,1956, p.104)<br />

One ofthe aims of AR's environmental policy, therefore, was<br />

the transference of these traditional values of the gentry to<br />

the citizen and to the planning authorities, and to create a<br />

cultural continuity absolved from Its class basis. The Ideas in<br />

"The Unnatural History of Man" would be more explicit in the<br />

later campaigns. Manplan became the first direct initiative<br />

for Hastings to disseminate these views within a demand for<br />

reform, and Civilia, a fictional new town and the swansong<br />

of Townscape, became the dream in which his Ideals were<br />

given shape in the early 1970s. Before we move on to these<br />

campaigns I should briefly explain how AR attempted to<br />

mobilize environmental consciousness by its earlier effort.<br />

2. Mobilizing Environmental Consciousness<br />

AftertheConservativevictoryinthe1951 elections, the priority<br />

given to planning bythe previous Labor government gradually<br />

faded. At this time, AR was fighting a battle on two fronts,<br />

one against the Town and Country Planning Association's<br />

insistence on low density policies and their implementations<br />

for the new towns, and second, the government's move away<br />

from national planning.<br />

In "Outrage," the June 1955 special Issue under the editorship<br />

of Ian Nairn, AR warned its readers against the blight of British<br />

landscape.^ Ian Nairn (1930-1983) was not an architect or a<br />

historian like his fellow AR editors or contributors. He was<br />

educated in mathematics and was a National Service Royal Air<br />

Force pilot. Nairn's knowledge of Britain and environmental<br />

problems mostly stemmed from his awareness ofthe country<br />

surveyed from the air (King, 1996). His being an outsider and his<br />

sensitivity to the environment must have especially appealed<br />

to Hastings, since he believed that AR had a duty to develop<br />

such sensitivities in its readers even if they were not architects.<br />

In this issue, the journal predicted a bleak future forthe British<br />

landscape under misguided forces of planning machinery<br />

and development. The environmental mess encroaching<br />

upon the new towns and their surroundings was called<br />

"Subtopia'"': Abandoned air fields as remnants of war, miles<br />

of concrete, wire and asphalt with repetitive homes of ribbon<br />

development, precious agricultural land greedily subsumed<br />

by pollutant industrial sprawl. The whole issue was devoted to<br />

a visual survey of "outrages," that scarred the face of the land<br />

from Southampton to Carlisle, from the very south of Britain<br />

to the north, inculcating Hastings's prophecy of doom.<br />

In the conclusion, titled "Summing Up" AR called citizens to<br />

action. The salvation ofthe environment meant the salvation<br />

of mankind:<br />

What must we do to be saved? These pages offer a<br />

Manifesto and a call to action, a programme and a<br />

checklist of malpractices for which the opponents of<br />

Subtopia must be ever on the alert. The programme<br />

calls for the development and enhancement of<br />

the differences between places, it is oriented<br />

towards topographical responsibilities, rather than<br />

administrative ones, what can be seen rather than<br />

what it says on a piece of paper... The action is needed<br />

now... from all of us.The defence of the individuality of<br />

places is the defence of the individuality of ourselves.<br />

(Outrage, 1955)<br />

^ Nairn later wrote for the Observer and the Sunday Times and<br />

collaborated with Pevsner on the Buildings of England series for<br />

Surrey (1962) and Sussex (1965). Nairn's contribution to architectural<br />

discourse has not been thoroughly researched. In his memoirs<br />

Richards, understandably, refers to him as "Hastings's man more<br />

than mine." (Richards, 1980, pp. 190-191) His "Nairn's London" by<br />

Penguin (1966) and "Guide to Modern Buildings"(l 964) for London<br />

Transport, has proven to be very popular (King, 1996).<br />

Subtopia: Making an Ideal of Suburbia. Visually speaking, the<br />

universalization and idealization of our town fringes. Philosophically,<br />

the idealization ofthe little man who lives there (from suburb+utopla)."<br />

See "Outrage" 1955, p. 365. The term subtopia later became very<br />

popular and started to be used for monotonous urban sprawl.


In AR's message, the citizen had become one with his<br />

environment, the environment had become the home of the<br />

nation. Hence, AR urged the citizens and the local authorities<br />

to condemn "Subtopia" and aimed to mobilize them to<br />

rehabilitate the damages. The campaign's ultimate intention<br />

was to make a "sufficient [number of] people sufficiently<br />

angry" and to bring down the fall of "Subtopia" (Ibid, p. 393) In<br />

the concluding manifesto for the"layman"/l/î stated:<br />

Don't be afraid that you will be just one individual<br />

registering dissent. It is your country that is being<br />

defaced; it belongs to you, and as an individual amongst<br />

fifty million individuals, not a 'set of income groups' or<br />

an electorate (ibid, p. 451, italics in the original).<br />

By this patriotic call, Outrage aimed to mobilize the whole<br />

population to claim their democratic nght to the environment<br />

independent of ownership, class or status. It did not matter<br />

whether one owned the land or simply enjoyed it as a visitor;<br />

as a patriot the responsibility fell on everyone's shoulders.<br />

The issue ended with a "checklist of malpractices" addressing<br />

the "layman."The checklist was a set of questions to be asked<br />

about the towns, the country, the suburbs and the wild. It<br />

would provide the necessary public surveillance to keep<br />

development and "wrong" planning practices from "defacing"<br />

the land. Every readerthat heeded the message would become<br />

the agent of the anti-Subtopian campaign, /l/î also demanded<br />

that local authorities commission architects to oversee visual<br />

control in the environment and to police Subtopia.<br />

One year later, another special issue called "Counter-Attack,"<br />

again under Nairn's editorship, was published to cure "public<br />

helplessness" against subtopia (Counter-Attack, 1956). While<br />

Outrage claimed to diagnose environmental illness, Counter-<br />

Attack hoped to provide the antidote for the cure. Counter-<br />

Attack construed the public as a body of people uneducated<br />

in environmental visual qualities, speechless victims of the<br />

planning machinery detached from the decision-making<br />

institutions. Following Townscape pedagogy, Counter-Attack<br />

collected precedents into a case-book. These precedents,<br />

however, hoped to illustrate how certain solutions succeeded<br />

in "bringing modern life to terms with the landscape" and "to<br />

arm the public against the wrong way and [provide] examples<br />

of the right way of doing things."{lbid.)<br />

Counter-Attack suggested that "a team of expert planners and<br />

architects Inside the Ministry of Housing free of administrative<br />

ties" teach how "to think visually and to reword the planning<br />

legislation" (Ibid. p. 433). As a result, AR hoped "Townscape"<br />

pedagogy would infiltrate into the very center of the planning<br />

machinery in order to curb sprawl and to check the undesired<br />

impact of"subtopia."4/î also urged the establishment ofa body<br />

of financial aid for countryside preservation, based on the<br />

example of the "Historic Buildmgs Councii"forthe townscapes<br />

and landscapes that could act as "live pattern-books" for the<br />

future.<br />

in the conclusion,"A Vote of Thanks" addressed the authorities<br />

which responded to the call to rehabilitate "Subtopia,"<br />

listing and honoring certain county planning authonties,<br />

preservation societies and individuals (Ibid, p.407). This note<br />

in Counter-Attack testified to the fact that within the year that<br />

passed, Outrage had managed to reach local authorities and<br />

organizations. The success of the campaign encouraged the<br />

continuity of AR's propagandistic discourse.<br />

Six months after the publication of Counter-Attack in June<br />

1957, AR announced the opening of a "Counter-Attack Bureau"<br />

on the cover of the Review. Intended to serve as "a watch<br />

and ward service for the good character of visual England,"<br />

the bureau would help the so-called "victims of Outrage"<br />

by offering them consultation for their planning needs and<br />

complaints. It meant that via the consultancy of Gordon Cullen<br />

and Ian Nairn, AR would be directly involved in the planning<br />

problems brought into attention by its readers. Two years<br />

later, Nairn published a progress report ofthe Bureau (Nairn,<br />

1959, p.71). The Bureau was frequently consulted. According<br />

to Nairn, two hundred cases were sent to AR only in 1958.<br />

Outrage remained a permanent feature of AR as a section<br />

and was emulated by other architecture periodicals during<br />

Hastings's ownership.<br />

3. Manplan vs. Non-Plan<br />

Only fifteen months after the collapse of Ronan Point, AR<br />

drastically revamped it structure and contents and launched<br />

its "Manplan" campaign against economic crisis and<br />

environmental decline. Reacting against the frustrating results<br />

of modern planning, iike the New Towns and mass housing.


Manplan demanded a change in objectives one more time<br />

counting the numerous disasters that tainted the twentieth<br />

century:<br />

What is wanted now is a new image for the twentieth<br />

century in its third phase, which will unearth from<br />

beneath the lumber of war, napalm, famine, genocide,<br />

concentration camps, conveyor belts, population<br />

explosions, sonic booms and silent springs, a mission-<br />

~and a determination~fo swing the new potential of<br />

technology as revealed In the moon probes, behind the<br />

real objectives of human society. The British are bad<br />

technocrats, good humanlsers. Or were once. It could be a<br />

role. (Manplan 2,1969, p. 244, italics mine)=<br />

Manplan was published in the form of visual essays followed<br />

by short captions to address the changes in mass media and<br />

aimed to strike visual society by the force that brought It into<br />

being.Written inthe rhetoricof"revolutionaryhumanism,"asAR<br />

called it, the first Issue aimed to voice "the sense of frustration"<br />

that British society suffered. Photographs portrayed British<br />

people in a frenzy of production In Industrial plants, waiting<br />

In boredom in overcrowded public transportation, students<br />

revolting, cars overcrowding eighteenth century parks and<br />

invading the countryside, high-rise office and housing towers<br />

invading London. The editorial introductions, presumably<br />

written by Hastings, sounded the critique in "The Unnatural<br />

^Manplan was published as four consecutive issues starting from<br />

September 1969, after which it became bi-monthly until the last<br />

issue appeared in September 1970 totaling eight. Peter Davey, In<br />

his contribution to the special AR centennial number in 1996, notes<br />

that Hastings insisted on the change from the earlier layout of the<br />

Review into the form of visual essays. Richards opposed the Idea and<br />

opted for the publication of special issues as before and to keep the<br />

contents of the Review tailored to the existing readership. As Richards<br />

had anticipated the Review went into an economical crisis In 1970<br />

as a result ofthe Manplan series. This opposition seems to have led<br />

to the whole renewal of the editorial board between 1971 and 1974<br />

starting with the sack of Richards from the position of executive<br />

editor and the departure of Pevsner. Also see Richards's opposition<br />

to the campaign in his "Memoirs..." where he declared that he refused<br />

to take part {Richards, 1980, pp. 261-3).<br />

History of Man" that he was revising at this time for "The<br />

Alternative Society".<br />

According to Richards, Manplan was coined by Hastings as<br />

another catchy neologism to attract AR readership, but what<br />

Richards overlooked was that it directly opposed another<br />

phrase, Non-plan. Opposing the ideas putforwardln"Non-Plan;<br />

An Experiment in Freedom," essay written by Reyner Banham,<br />

Peter Hall, Paul Barker and Cedric Price in "New Society" in<br />

1969,"Manplan"demanded centralization and comprehensive<br />

planning against decentralization and dispersal as a means<br />

of planning democracy. According to the editors scientific<br />

progress enjoined to consumer culture and ever-expanding<br />

economic growth brought a ruthless exploitation of resources<br />

as well as destruction ofthe natural landscape.<br />

"Non-Plan; An Experiment in Freedom" was published six<br />

months earlier in the New Society" by Reyner Banham, Peter<br />

Hall, Paul Barker and Cedric Price. In the form of a counter-<br />

cultural critique Banham and Hall demanded an experiment<br />

in planning democracy by lifting planning restrictions<br />

and allowing people more freedom of choice, arguing for<br />

decentralization and dispersal (Banham, et al.,1969). Manplan<br />

was directly opposed to the idea in order to prevent its<br />

popularity as a nationwide policy. Instead of "letting planning<br />

loose," the editors once more stipulated a comprehensive<br />

planning mechanism. Instead of"Non-Plan"they wanted "man<br />

to plan."<br />

Although they occupied antithetical poles, both Manplan<br />

and "Non-Plan" were reactions against the planning practices<br />

that had been employed until the late 1960s. What separated<br />

them was their respective ideological support for the uses of<br />

technology and for "pop culture." While Non-Plan applauded<br />

the freedom of choice that consumer culture brought forward,<br />

Manplan was highly skeptical of it. When "Non-Plan" was<br />

enthusiastic about decentralization and dispersal, Manplan<br />

argued that the whole twentieth century planning experience<br />

was a proof of Its failure. If Non-plan's favorite cities were Los<br />

Angeles and Las Vegas, Manplan's were London, traditional<br />

British market towns and Italian hill towns.<br />

The issues starting from the second were thematically<br />

organized around communication (referring to transportation


networks), industry, education, religion, healthcare and<br />

welfare, local government and finally housing. With each<br />

issue, Manplan deployed an attack on the bureaucratic<br />

mechanisms that organized the above-mentioned fields and<br />

the inefficiencies of the democratic consumer society. The<br />

editors maintained that the logic of the industrial revolution<br />

was no longer applicable and the communications revolution<br />

had started. Manplan demanded that politicians exert control<br />

on the disruptive effects of transportation and industry on the<br />

environment by drawing out a holistic, integrative structure.<br />

Transportation, it argued, had to rely extensively on fast rail<br />

and canals to dominate over the car and air with airports<br />

pushed to coastal areas and linked by fast trains. Arguing that<br />

Industry had become less pollutant, Manplan reverted to the<br />

earlier arguments of Townscape to reintegrate the separated<br />

functions ofthe city. The editors opposed the continuity ofthe<br />

NewTownsexpenenceby arguing that industrial concentration<br />

proved to be wrong and expensive. In the fourth issue on<br />

education Manplan attacked the British public schools system<br />

as elitist and creating "a self-perpetuating oligarchy" instead<br />

of creating a unified society. In order to produce a society<br />

divested of class segregation, schools had to be integrated<br />

into the community and designed by user participation.<br />

Questioning the elevation of science to the status of religion,<br />

AR's romantic bias within this reformist rhetonc took a new<br />

turn with Manplan's fifth Issue on religion. AR advocated that<br />

religion was Inseparable from human consciousness even if<br />

was not one ofthe historical religions. In the early seventies'<br />

wodd, which was becoming more and more suspicious<br />

of the objective truth of science, religion would assume a<br />

new unifying role and increase "man's chance of unfolding<br />

the ill effects of industrialization." (Manplan 5, 1970) Civilia<br />

would follow Manplan as a commentary on urbanism and<br />

industnalization in the light of the ideals stated in Manplan.<br />

4. Civilia: A Picturesque Mew Town on Brownfields<br />

The transference of Hastings's ideals expressed in "The<br />

Unnatural History of Man" into architecture and city planning<br />

continued until the last campaign of his editorial rein. After<br />

withdrawing Manplan due to the decline in sales, Hastings<br />

thought that he could affect planning authorities and the<br />

people of Britain by promoring an alternative new town that<br />

would incorporate the environmental ideals that AR had been<br />

preoccupied with in the last twenty five years. If a convincing<br />

precedent could be created, it could be followed by others.This<br />

alternative town would be called "Civilia" (de Wolfe, 1971),<br />

Although Townscape, Outrage and Counter-Attack—which<br />

were the ancestral campaigns of Civilia in the 1950s~-had<br />

expressed an explicit anti-expertise attitude and attempted to<br />

remedy the fallacies of planning by visual and psychological<br />

responses, Civilia included a planner's report.^ The two<br />

planners approved Hasrings's agendas by stating that the<br />

twentieth century planning policies had been threatening<br />

city centers. They recommended a "reversal of present, largely<br />

unplanned decentralisarion trends by injecting new centres<br />

strategically placed" to attract sprawl and to rehabilitate<br />

existing centers. The "Utopian" schemes of eariy twentieth<br />

century had to be abandoned, since it was Impossible to create<br />

"a definable and controllable "balanced community" that can<br />

be accommodated within an architectural unity expressed in<br />

the form ofa new town" (Ibid, p.27).<br />

The choice of location for Civilia followed environmental<br />

concerns and the city was proposed for a site near North<br />

Nuneaton on old quarries. The site was found remarkable for<br />

the"picturesquevisualdrama,"due to abrupt level changes and<br />

the exposed rock surfaces of the quarry, as well as its central<br />

location in terms of sprawl, It offered a fantastic opportunity<br />

for Hastings to realize his dream: The city would direct<br />

technology for the benefit of the environment by healing a<br />

scar of brownfields and try to create center of attraction by<br />

solving the problems of earlier urban developments. The<br />

romanric dream to be at peace with nature entailed its healing<br />

as well. Civilia was represented via photomontage images that<br />

broughttogether photographs from Hastings's 1963 book"The<br />

Italian Townscape" and of well-known projects from the pages<br />

of Aft such as Moshe Safdle's Habitat, the viewing platforms<br />

of the South Bank exhibition and Paul Rudolph's Yale School<br />

of Architecture. By employing collage and photomontage<br />

Hastings also aimed to point to the fact that the modern<br />

citizen could easily come up with his or her dream ofa city.<br />

^The planners are listed as Rodney Carran (DipTP, AMTPI) and Michael<br />

Rowley (AADip, ARIBA).


While Civilia, like AR's other campaigns, ovi/ed its power to<br />

the visual content that accompanied its provocative texts,<br />

this visual language also proved to be its ultimate weakness.<br />

Although the texts hypothesized that It was well beyond<br />

possible, it still did not have a plan, an analysis of material<br />

necessities, the types of Industries It could support or the<br />

specific urban problems it would create a solution for, other<br />

than the existing sprawl. Its final image implied a total control<br />

of form contradicting its first principle, user participation. It<br />

was a romantic Utopia with an antl-utopian aim, but It ended<br />

up being not less "authoritarian" than the Ville Radieuse of<br />

Le Corbusier, which Hastings attacked since the inception of<br />

Townscape in 1949.<br />

Conclusion: The Neo-Romantic Compromise: Ecology<br />

The resistance of AR's editorial policies to decentralization and<br />

its aim to keep the city compact and dense obeyed the ethical<br />

imperative to preserve the resources that fed the city from<br />

the very moment of Townscape's inception in the late 19405.<br />

Preserving these resources meant preserving the livelihood of<br />

those who cultivated these resources, as well as the landscape<br />

as a means of rehabilitation for the citizens. While Hastings<br />

aimed to translate the values of the 18th century gentry<br />

into the 20th century, he also transformed this figure into a<br />

warrior of ecology. "Culture in resistance" was directed to<br />

environmentalist action. The economic downturn in Britain in<br />

the late 1960s as well as the student riots convinced Hastings<br />

that he should question British society via Manplan. Civilia,<br />

aimed to portray the possibility of an urban Utopia that started<br />

with the need to cure the environmental defects created by<br />

the post-war planning experience, and to present AR's final<br />

answer to the New Towns.<br />

After Hastings disbanded the editorial board and became<br />

editorial administrator over a larger body of younger editors In<br />

1971, he wanted to reformulate Afl's environmental emphasis.<br />

Among Hastings's documents are memoranda to the board<br />

which show that he aimed to start a series of articles to take<br />

the January 1972 issue of The Ecologist—subtitled "A Blueprint<br />

for Survival"—as a springboard. A pioneering document ofthe<br />

environmental movement, the campaign that the Ecologist<br />

started with "A Blueprint for Survival" created the foundation<br />

of the Green Party in Brltain.(Pearce, 2000) Pointing to the<br />

"gravity of the global situation" The Ecologist demanded "a<br />

new philosophy of life and a precise and comprehensive<br />

programme" for creating the society that could implement<br />

this philosophy. (A Blueprint for Survival, p.1) Hastings's<br />

prophecy of doom in "The Unnatural History of Man" (1958)<br />

was vindicated in 1971 by the support of a large group of<br />

scientists that signed The Ecologist's manifesto.' Under the<br />

protective umbrella of environmentalism, neo-romanticism<br />

made Its peace with science.<br />

Hastings also aimed to get in contact with the leaders of<br />

the environmentalist movement such as Max Nicholson<br />

(1904-2003) and Bob Boote, founders and administrators of<br />

institutions such as the World Wildlife Foundation and British<br />

Nature Conservancy. Nicholson had already written articles<br />

for AR during the 1960s that aimed to ally scientific research,<br />

the use of technology, natural conservation and planning.The<br />

existence of this document and the Ecologist v\i\tW\r\ Hastings's<br />

papers indicate that Hastings's project to align AR's editorial<br />

policies with the concerns of global ecology and green<br />

politics remained incomplete after he retired. To overcome<br />

the apocalyptic vision of industrialization and economic<br />

growth, Hastings had recognized that AR's cultural program<br />

had to articulate a new role for science and technology within<br />

a global framework. However it was time for him to turn this<br />

project over to the younger generation of editors that he put<br />

in charge.<br />

' The manifesto's opening lines stated: "The principal defect of the<br />

industrial way of life with its ethos of expansion is not sustainable,<br />

its termination within the lifetime of someone born today is<br />

inevitable—unless it continues to be sustained for a while longer by<br />

an entrenched minority atthe cost of imposing great suffering onthe<br />

rest of mankind. We can be certain however that sooner or later it will<br />

end... either against our will, in a succession of famines, epidemics,<br />

social crises and wars; or because we want it to—because we wish<br />

to create a society which will not impose hardship and cruelty upon<br />

our children—in a succession of thoughtful, humane and measured<br />

changes." (A Blueprint..., 1972, p. 2).


A Blueprint for Survival. {1972) The Ecoioglst, January, vol. 2,<br />

no. 1, pp.1-2.<br />

Banham R, et. al. (1969) Non-Plan: An Experiment In Freedom.<br />

New Society, no. 338, March 20.<br />

Counter-Attack. (1956) The Architectural Review, vol. 120<br />

December special Issue.<br />

Cullen, G. (1956) Bingham's Melcombe. The Architectural<br />

Review, v. 120, August, pp. 100-104.<br />

de Cronin Hastings, H. (1980)TheAlternatlve Society: Software<br />

for the Nlneteen-Elghties. London; David 8i Charles Limited.<br />

de Wolfe, Ivor. (1958) The Unnatural History of Man.<br />

Unpublished manuscript.<br />

de Wolfe, Ivor. (1971) Clvllla: The End of Suburban Man: A<br />

Challenge to Semidetsla, (foreword by Ian Nairn) London: The<br />

Architectural Press.<br />

Dworkin, D. (1997) Cultural Marxism In Postwar Britain; History,<br />

The New Left, And The Onglns Of Cultural Studies. Durham:<br />

Duke University Press.<br />

Kenny M. (1995) The First New Left: British intellectuals After<br />

Stalin, London: Lawrence & Wlshart.<br />

King,G. (1996) Ian Nairn:The Missing Art ofTownscape. Urban<br />

Design Quartedy, v. 59, July.<br />

Manplan 2. (1969) The Architectural Review, vol. 146, October.<br />

Manplan 5. (1970) The Architectural Review, vol. 147, March.<br />

Nairn, I. (1959) Progress Report ofthe Counter-Attack Bureau.<br />

The Architectural Review, v. 125, January, p. 71.<br />

Outrage. (1955)The Architectural Review, vol. 117, June special<br />

issue.<br />

Pearce, F. (2000) "Age of Rage" The Guardian, July 12,<br />

http://soclety.guardian.co.uk/societyguardian/story/<br />

0,7843,382241,OO.html (retrieved on Nov. 20, 2003).<br />

Pevsner, N, (1957) Nikolaus Pevsner; 1967 Gold Medallist. RIBA<br />

Journal, v. 74 no. 8, August, pp. 318-319.<br />

Richards, J. M. (1980) Memoirs of an Unjust Fella. London:<br />

Weldenfeld and Nicholson.


LIBERTY VERSUS SAFETY: A DESIGN REVIEW<br />

Adam Thorpe<br />

University ofthe Arts, London, UK<br />

adam@vexed.co.uk<br />

Prof. Lorraine Gamman<br />

University ofthe Arts, London, UK<br />

Lgamman@csm.arts.ac.uk<br />

Abstract<br />

ît is our contention that when designing against terrorism,<br />

it is important to fully understand both terrorist perpetrator<br />

techniques and terrorism prevention principles and to<br />

establish the myths and realities about 'fear of terrorism',<br />

before catalyzing new design innovations.This paper assesses<br />

the requirement for designers to mediate Issues of user<br />

liberty versus security. We assess the troublesome design<br />

tradeoffs betv/een accommodation of users and exclusion of<br />

terrorist misuse and abuse linked to bicycle parking, using the<br />

Conjunction of Terrorism Opportunity framework. We include<br />

the case study ofthe Biceberg automated bike parking system<br />

in relation to the fitness for purpose versus resistance to<br />

terrorism debate.<br />

Introduction:<br />

When working on the design of secure street parking, our<br />

research revealed that'fly parked'bikes are regularly removed<br />

by the police from locations thought to be high-risk terrorist<br />

targets. 'Fly parking' needs further definition and is coined by<br />

Adam Thorpe of Bikeoff to describe the securing of bicycles<br />

to street furniture not intended for that purpose. I.e. railings,<br />

lamp-posts, parking meters, benches, street signs and so on<br />

{Gamman et al. 2004). It demarcates the user desires of cyclists<br />

as regards parking provision In a similar fashion to the way<br />

desire lines (footpaths worn in grass by people avoiding the<br />

prescribed routes and taking shortcuts) demarcate the way<br />

people wish to move through their environment. Fly parking<br />

is a consequence of user demand for proximity to destination<br />

and often should be viewed not as 'nuisance' behaviour by<br />

cyclists, but connected to lack of adequate provision by the<br />

authorities.<br />

Our research has revealed that since the Bognor and Brighton<br />

bike bombs, fly parked and other bikes are regularly removed<br />

by police in Westminster, London from locations thought to<br />

be attractive to terrorist acts. For example, bikes were banned<br />

from Parliament Square (London, June 2006), removed and<br />

regularly impounded when parked in the proximity of the<br />

Labour Party conference In Brighton September 2005:<br />

Bicycles are being removed to avoid a repeat of the<br />

IRA bike bomb blast in Bognor on August 13,1994. A<br />

bombhiddeninabagonablcyclechained to railings in<br />

the town centre detonated, causing damage to shops<br />

but no injuries. Police found another bike chained up<br />

near the Palace Pier in Brighton with 5lbs of Semtex<br />

hidden in a saddlebag but carried out a controlled<br />

explosion before It could go off. If it had detonated it<br />

would have killed anybody within a 46 metre radius.<br />

Over the next few weeks bicycles left chained up near<br />

the Brighton Centre could be removed and taken to a<br />

police pound. During the conference, police will aim<br />

to stop cyclists before they have time to chain their<br />

machines to the fences. Sergeant Pete Hutln said:<br />

'We have removed quite a lot of bikes over the last<br />

year and it has been a challenge reuniting them with<br />

their owners.'There is no defined zone where bikes are<br />

not allowed but those with saddle bags or panniers<br />

parked near the conference centre are certain to be


investigated by the police and could be removed (The<br />

Argus 2005).<br />

This policing strategy is notan over reaction. Bike parking sites<br />

are attractive to terrorists. This is not a fictional assessment or<br />

our personal assertion. "It was a remote controlled bike bomb<br />

on the roadside which targeted a Ministry of Intenor police<br />

bus" (Kabul, October 11, 2006). There are many similar press<br />

reports about bike bombs that can be easily accessed via<br />

the web, which also offers access to a 3 min video clip ofthe<br />

streetscape outside of Yishun MRT train station, Singapore,<br />

seen through the eyes of a terronst. It features the voice of<br />

Hashim bin Abas. Bin Abas reviews bike parking from the<br />

point of view of someone looking for a place to plant a bomb.<br />

The videotape was recovered from Afghanistan and led to his<br />

arrest for hostile reconnaissance/terrorist activities. On this<br />

tape (transcript is available on Channel News Asia website<br />

(Channel News Asia 2007) Bin Abas says:<br />

'You will notice that some of the boxes placed on the<br />

motorcycles, these are the same type of boxes that we intend<br />

to use.'<br />

The camera pans across the bicycle stands to motorcycle<br />

racks and other parking facilities and the voice continues:<br />

'This is a taxi stand, our bicycle can be parked there also;<br />

either bicycle or motorcycle. This is a view of the pickup<br />

point from the rear, there is a tree next to the bicycle bay,<br />

this is the place where the military personnel will alight from<br />

the bus or queue up for the bus.'The use of bike bombs is a<br />

known urban terronst MO. In recent years, linked to conflict<br />

and insurgency In the Middle East, there are many examples<br />

where bike bombs have been used to kill soldiers as well<br />

as civilians and create terror in Afghanistan (Command<br />

Post 2007, Scotsman 2007, Deutsche Welle 2007), Pakistan<br />

(Dawn 2006, China Daily 2007) and more recently Baghdad<br />

(Peoples Dally Online 2007). We include press reports in the<br />

endnotes for further analysis. Clearly, the policing strategy<br />

in relation to cycle parking on London's streets is intended<br />

to address, via social policy, what Roach et ai. (2005) in their<br />

account of the conjunction of terrorist opportunity (CTO),<br />

locate as crucial principles to avoid terrorism i.e.'restricting<br />

the resources available to the terrorist; excluding terrorists<br />

from the situation; and promoting'deterrence'via situational<br />

interventions deployed to 'raise the perceived risk of getting<br />

caught or failure for terrorists.'<br />

In relation to cycle usage in cities 'troublesome tradeoffs'<br />

(Ekblom 2005) between designing to promote the benefits of<br />

cycle usage and designing to reduce the threat of terronsm<br />

are glanngly apparent.<br />

We note that 'It is estimated that up to 1,600 people can die<br />

prematurely each year due to health problems caused by<br />

breathing London's polluted air.' (Mayor of London 2002). So<br />

it may be argued that the nsk associated with bike bombs<br />

is superseded by that of traffic pollution. Additionally, the<br />

pollution threat is discnminate in that it directly affects the<br />

most vulnerable, 'children, older people and those with heart<br />

and lung problems.'<br />

It is already established that'most [air] pollution in London<br />

comes from road traffic', the major contributor being the '11<br />

million car journeys made [in London] every day'. The Mayor<br />

of London's Air Quality Strategy (2002) identifies increased<br />

cycle usage as part of the solution to this lethal problem. He<br />

advocates measures aimed 'to help staff to walk, cycle or use<br />

public transport to get to work; for example by putting in<br />

cycle racks and showers'.<br />

Desirable as it is to eradicate the threat of bike bombs from<br />

our cities, deterring cycling by banning cycle parking in busy<br />

locations (considered high risk) cannot be the answer given<br />

the benefits of cycling in relation to health and quality of<br />

life issue. The issue of'risk', discussed at length by Durodie<br />

(2005) needs to be carefully understood and reviewed.<br />

Indeed, ifthe benefits of bike use are more significant for daily<br />

commuters than the threat of terronsm how far should anti<br />

terronst thinking influence or impede the design, context and<br />

availability of bicycle parking?<br />

We believe the above question is the crux regarding the<br />

design of anti terrorist objects/environments for public space.<br />

To address the tradeoffs that inevitably anse, we advocate a<br />

rigorous assessment of the design conflicts and confluences<br />

between security and user requirements.


Liberty versus Security - Assessment of Conflicts and<br />

Confluences of Cycle Parking User Requirements and<br />

Terrorist i\^isuse.<br />

1. In the Security Corner..,<br />

When considering Roach et al's Conjunction of Terrorist<br />

Opportunity Framevyorl^ (2005) in relation to public cycle<br />

parking, seven of the principles are particularly useful for<br />

identifying areas of conflict between user requirements and<br />

measures necessary to deter or prevent terrorism.<br />

A definition of terms, abbreviated from Roach et al.'s (2005)<br />

original text is necessary to appreciate how these principles<br />

relate to situational terrorism prevention through design:<br />

1.1. Excluding terrorists from the situation<br />

'Excluding suspects from places within a country ... (e.g.<br />

injunctionsto stop suspected animal rights activists from going<br />

near the homes of pharmaceutical company employees)' may<br />

be an appropriate consideration in relation to cycle parking.<br />

Those individuals considered to be high risk being denied<br />

access to sites considered high risk.'<br />

1.2. Deterrence<br />

'Raises the perceived risk of getting caught or failure for<br />

terrorists; discouragement makes the terrorist think that the<br />

effort to commit the act is too great for the reward.<br />

On the situational side are a range of familiar techniques to:<br />

increase the effort for the terrorist, increase the risk, reduce the<br />

reward, reduce provocations, remove excuses and enhance<br />

empathy.<br />

1.3. Target vectors<br />

Target vectors are the immediate targets of terrorist action.<br />

Terrorist engagement with the target vector is a means to an<br />

end.The action on the target vector is not the end in itself but<br />

the mechanism by which to deliver a message to a broader<br />

audience.<br />

'Interventions that prevent people and things becoming target<br />

vectors will be largely situational.'For example,'The use ofthe<br />

twin towers in NewYork by Al Quaeda as a target vehicle (and<br />

the concern about nuclear power-plants becoming targets)<br />

has led to the introduction of many situational prevention<br />

measures'such as'Construction of buildings that are not head<br />

and shoulders above the rest' Ekblom notes;' But there is<br />

again a trade-off between being prudent versus giving some<br />

kind of surrender message to target audience and the enemy'.<br />

Consideration of the bicycle In an urban context as a target<br />

vector is appropriate as the banning of bicycles from public<br />

spaces, due to the threat of terrorist misuse, may deliver the<br />

message that the benefits of bicycle usage are denied those<br />

who are in conflict with terrorists. It Is important to consider<br />

the range of situational prevention measures that may prevent<br />

bicycles becoming target vectors. It is also important to be<br />

wary of the possibility that a ban on parked bicycles in high<br />

risk areas may send a surrender message.<br />

1.4. Target enclosure<br />

'Well-established techniques such as target hardening and<br />

access control used to modify situations to prevent crime<br />

are applicable to preventing acts of terrorism. Multi-layered<br />

target enclosures and associated access control (the onion<br />

skin approach) can confer defence in depth.'<br />

1.5. The wider environment<br />

'Changes which make the environment less attractive, less<br />

likely to generate offending or less loglstically/tactically<br />

favourable for offenders.' Interventions may be local in focus<br />

and may involve changes in the design and management<br />

of facilities and locations. 'Areas containing specific national<br />

icons may attract terrorist attention; so may require broad<br />

protection via surveillance, redesign of road layouts, access<br />

points etc'<br />

1.6. Boosting preventers (Including capable guardians)<br />

Preventers are people who may make terrorism less likely to<br />

occur or make it harder for a terrorist to succeed.<br />

'This can be through formal control (e.g. Increased<br />

security patrolling, surveillance, intelligence-gathering and<br />

investigation, and the acquisition/placement of informants<br />

[site managers, guardians of targets]) or informal social control<br />

(e.g. increased employee and public vigilance).'<br />

1.7. Discouraging or deterring terrorist promoters<br />

Promoters are people who may make terrorism more likely to


occur or make it easier for a terrorist to succeed. Promoters<br />

can be considered to be deliberate or careless.<br />

In relation to bicycle parking an address to careless promoters<br />

is appropriate. 'Measures against careless promoters can<br />

include anything from reminding people to lock doors or take<br />

their bags when leaving trains...[or parked bikes]'<br />

2. In the<br />

When considering the design of cycle parking provision, there<br />

are a number of key design drivers that prescribe 'fitness for<br />

purpose'. Design of an appropriate facility, likely to meet user<br />

requirements, and therefore encourage oprimum usage, must<br />

consider the following issues that we have extrapolated from<br />

exisring cycle parking design guidelines and Blkeoff research.<br />

2.1. Length of stay<br />

Short stay (


3. Summary of Conflicts and Confluences<br />

A summary ofthese conflicts and confluences, within design<br />

of cycle parking, can be stated as follows:<br />

3.1. Length of stay is a high conflict consideration as cyclists<br />

require the option to leave their bikes parked, and unattended,<br />

for whatever length of time they desire. This pattern of usage<br />

provides cover for terrorists as it legitimises the presence of<br />

unattended bikes. One confluence Is that users of'long stay'<br />

parking require greater security, including controlled access,<br />

surveillance and guardianship.Thus long stay facilities provide<br />

good opportunities to design "against terrorism" without user<br />

conflict.<br />

3.2. Location is a high conflict consideration. Research shows<br />

that for short stay cycle parking to be used it should be located<br />

within 25m of the destination served and 50m for long stay<br />

parking (Sustrans 2004). The lethal blast radius of 5lb of<br />

Semtex (as hidden within a saddle bag in Brighton In 1994) Is<br />

46 meters. Thus, the user requirement for parking to be close<br />

to the destination it serves is problematic, especially at Iconic<br />

sites that may attract terrorist attention.<br />

By reviev/ing the above standards, we clearly identify that it<br />

is undesirable to users and sustainable transport objectives<br />

forthe authorities toadopt a strategy that involves removal of<br />

bikes from the location (as In Westminster, London), and creates<br />

'exclusion zones'for cyclists.^ A thorough analysis of terrorist<br />

fvlOs, in pursuit of mediation of this conflict, is necessary,<br />

and in our opinion, reveals that in the vast majority of cases,<br />

explosives are NOT concealed In the bike itself but in bags<br />

placed on the bikes, and we include numerous press accounts<br />

in our endnotes in support ofthis assertion (Davenport 2006,<br />

Dawn 2006, Scotsman 2007).Therefore, it may be appropriate.<br />

In cases v^here'short stay'parking is desirable, to address risks<br />

of terrorism by removing bags on bikes (rather than bikes)<br />

from the high risk locations.<br />

Proximity to destination the bicycle parking serves does offer<br />

some anti-terrorism benefits in that it may boost preventers by<br />

'See: http://wwvv.westminster.gov.uk.<br />

appropriating guardianship from personnel at the destination<br />

served. It is necessary for these guardians to be alerted,<br />

motivated, and empowered to be effective. Again 'long stay'<br />

facilities are most compatible with anti-terrorist considerations<br />

as these facilities acknowledge a user requirement for<br />

guardianship.<br />

3.3. Layout can easily be modified to benefit users and deter<br />

terrorist misuse and abuse by offering improved sight lines<br />

that deter concealment (of terrorist surveying opportunity,<br />

planting bomb, and bomb itself) and facilitate surveillance.<br />

Also by ensuring access for security equipment (bomb<br />

disposal) should the need arise.<br />

3.4. Spacing<br />

Similar concerns to layout are apparent; spacing can readily<br />

accommodate anti-terrorist considerations.<br />

3.5. Access<br />

'Short stay'andsmallerfacilities generally allowandrequlrefree<br />

and easy access that is problematic from security perspectives.<br />

Long stay facilities may warrant greater investment in access<br />

security and may readily accommodate controlled, surveyed<br />

and recorded access of benefit to both the security of users<br />

and their bikes and terrorism prevention.<br />

3.6. Guardianship/ surveillance/ lighting is a factor of high<br />

confluence with terrorism prevention. Appropriate training<br />

and education of guardians will provide formal preventers.<br />

Deployment of appropriate technology (sniffers/ digital<br />

recognition/ Video Content Analysis) will aid formal<br />

preventers.<br />

3.7. Maintenance ofa facility and its security systems signals<br />

quality of management and surveillance. A well-managed<br />

facility will deter terrorists and attract users. Clean facilities,<br />

clear of obstruction, whilst of benefit to users, may also remove<br />

possible concealment for bags or bombs left unattended.<br />

3.8. Signage offers a great opportunity for terrorism<br />

prevention by recruiting Informal preventers amongst<br />

users and the public via messaging such as: 'Please report<br />

any bags left on bikes.' Also by instructing legitimate users<br />

to avoid usage that may provide 'cover' for terrorist MOs


i.e. messaging sucli as 'Do not leave any bags, panniers or<br />

containers on your bike'.<br />

3.9. Charges benefit prevention of terrorism as payment<br />

facilities often require some form of registration and access<br />

control. Charges usually denote greater security. Payment for<br />

usage may also finance security intervenrions.<br />

3.10. Scale<br />

Whilst there Is a minimal risk that large-scale faciliries may<br />

become targets for terrorism, it is also true that larger faciliries<br />

allow/for centralisation of resources and justify implementation<br />

ofthe measures listed above.<br />

In brief, after analysing the above user requirements and CTO<br />

principles it is our view that an appropriate anti-terrorist bike<br />

parking facility may be described as;<br />

i) Large scale with convenient and controlled access (possibly<br />

with a fee charged),<br />

ii) Well managed, lit and maintained; and<br />

iii) Regulariy surveyed by appropriate informed and<br />

empowered guardians,<br />

iv) The design of the site should facilitate good surveillance<br />

(sight lines) and deny opportuniries for concealment,<br />

v) Ideally, the parking should be situated within a robust<br />

enclosure (to contain an explosion should the worst happen),<br />

vi) Layout and spacing should facilitate easy observarion and<br />

access for security equipment as well as users,<br />

vii) Signage should communicate with users as to appropriate<br />

usage i.e. 'no bags to be left on bikes', 'please report any bags<br />

(eft on bikes;<br />

viii) Long-term facilities can readily accommodate these<br />

requirements. Short-term faciliries will find it harder to<br />

implement these measures but in high risk areas should<br />

consider the principles above and apply them where<br />

possible,<br />

ix) Al! facilities should prohibit bags or other containers<br />

being left unattended on bikes in parking facilities.<br />

Having identified where the conflicts lay, an understanding of<br />

terrorist MOs (perpetrator techniques) may enable designers<br />

to mediate these conflicts within their proposals. And thus we<br />

would argue one of the best means of equipping designers<br />

to design against terrorism would be to make sure these<br />

perpetrator techniques are documented and understood, Paul<br />

Ekblom has argued (in conversation with us) for much more in<br />

depth analysis of criminal perpetrator techniques and scripts,<br />

and we would make the same case regarding terrorist MOs.^<br />

Also other questions need to be addressed. Why would the<br />

terrorist, of all the objects in the urban environment to choose<br />

from, select a bike as their bomb carrier? Is the bike park close<br />

to a high risk target? Is a bike the only thing that can get close to<br />

the target and be left unattended? Are other potenrial carriers<br />

subjected to searches or authorisation? It is appropriate to ask<br />

these quesrions first as it may be that the need for an address<br />

to terrorism at all is unnecessary, given risk analysis of context,<br />

or that the context warrants even greater considerarion of<br />

terrorism deterrence.<br />

In relarion to the Westminster parked bike parking ban<br />

described earlier, a review of terrorist MOs related to bike<br />

bombs, reveals that the majority of bicycle bombs are located<br />

within bags on bikes rather than in the bike frames themselves.<br />

In fact we have been unable to identify bike bombs integrated<br />

into the bike frame, with the exceprion of N. Ireland in the 1970s<br />

(Bowden T 976). There Is not sufficient informarion on record<br />

to detail the impact of this MO. We do know however that all<br />

other terrorist interventions using 'bike bombs' have located<br />

the explosive device within a bag or other container on the<br />

bike. This is significant. It indicates the bike frame does not offer<br />

easy accommodarion of terrorist intentions. This is significant In<br />

terms of policy about bike parking. It prescribes an intermediate<br />

action between removing bikes from the scenario, at a cost to<br />

quality of life Issues (Including convenience, environment and<br />

health) and that of no-response to the potenrial terrorist risk<br />

presented by parked bicycles and their accessories.<br />

Clearly we should not be complacent about the risks of<br />

terrorists using bombs integrated into bikes in public places.<br />

We are well aware that terrorists are what Ekblom (1997)<br />

describes as 'adaptive criminals' so that 'displacement' of the<br />

^ AHRC Blkeoff 2 project meering between Design Against Crime<br />

Research Centre and Jill Dando Institute of Crime Science, 24th<br />

January 2007.


terrorist bomb from bag to bike frame may occur in a short<br />

space of time.<br />

We would advocate that knowledge of terrorist MOs be<br />

continually re-appraised to empower designers to keep up with<br />

the 'adaptive'terrorist. Indeed, where possible designers and<br />

their expert advisors should seek to outmanoeuvre the terrorist<br />

threat by designing against risk prior to Its occurrence (in this<br />

instance perhaps via the design or urban bicycles or cycle<br />

lockers that would contain a blast}. However, we must be wary to<br />

avoid 'scientific and technical [or design] developments where<br />

we increasingly elevate risk over opportunity'(Durodie 2002) at<br />

a cost to quality of life and user freedoms. Designers and cycle<br />

parking providers should avoid what Durodie (2002) describes<br />

as 'vulnerability-led' responses. These tend to focus more on<br />

speculative 'What If type questions - particularly emphasizing<br />

low incidence/high consequence scenarios... atthe expense of<br />

realistlc'Whatwill?'and'What has?'type evidence.<br />

We also tend to agree with Hille Koskela's (2002) who in her<br />

account of'tolerance versus prejudice'states'it Is sometimes<br />

worth taking a risk in relation to security when considered<br />

against quality of life issues given that 'hard solutions' faint<br />

[fade?] overtime.'<br />

Preventing cyclists from parking easily by applying bicycle<br />

exclusion zones, or bike parking restrictions, is also notthe only<br />

troublesome tradeoff we need to think through regarding anti<br />

terrorist design strategies. Cycling has recently become a 'hot'<br />

political topic, not least because ofthe success of sustainable<br />

transport discourses. There are more cyclists on the road İn<br />

London resulting from measures such as congestion charging,<br />

and some argue because of the bombing of the London<br />

Underground on 7 July 2006, which catalysed a 400% increase<br />

in cycle sales In the capital in the weeks that followed."<br />

The relationship of the bike to such discourse has been<br />

'heightened'orto use Innes (2004) account has been'signalled'<br />

and therefore could easily become a symbolic terrorist target.<br />

When considering why a bicycle would become a terrorist<br />

vector situational considerarions may not be the only<br />

motivating factors. The potential to embarrass the authorities<br />

and scupper their attempts at developing more sustainable<br />

transport options needs to be considered too. Perhaps the<br />

ultimate troublesome tradeoff is between the negative Impact<br />

upon 'on street' cycle parking provision that would inevitably<br />

ensue should a terrorist using a bike bomb'succeed'occur and<br />

the measures necessary to prevent this occurrence. A terrorist<br />

success in using a bike bomb may lead to over-reaction by the<br />

authorities and circumvention of the requirement for cycle<br />

parking to be freely and readily available to users to promote<br />

urban cycling whilst over determination of measures to<br />

prevent this scenario may themselves deter cycle usage.<br />

2. Biceberg - A Cycle Parking Case Study<br />

To consider these troublesome tradeoffs in practice we offer a<br />

review of'Biceberg'an Innovative urban cycle parking solurion,<br />

designed and used In Spain.<br />

The Biceberg^ underground parking system is automated.<br />

It collects bikes from, and returns them to street level (Figure 1}.<br />

In conversation with Andrea Casalottl, proprietor of Velorution,<br />

2005.<br />

^The account herein of Biceberg is based on information supplied<br />

and drawn up by Gamman and Willcocks for Reinventing the Bike<br />

Shed exhibition, London 2006. Full details about Biceberg feature<br />

exhibition included:<br />

Name of company: MA-Sİstemas, 5.L. Crtra.Nacional 330 km 647,500<br />

Poli'gono Charle-Calle 222700 Jaca -Huesca-SpainTel. + 34 974 357 07<br />

Fax. + 34 974 357 074; Name of Architect/designer: Jaime Palacios;<br />

Supplier of parking equipment/ furniture: MA-sistemas, s.lL;<br />

Type of parking equipment/furniture (e.g. Sheffield stand or Double<br />

parker): eAutomatic underground bike park;<br />

Location of installation(s} and facility/amenity it serves:Town centres.<br />

Transport interchanges, stations. University campuses, sports/ leisure<br />

centres etc;<br />

Cost (of installation/build - not use): 46 bikes - €120,000 euros, 69<br />

bikes - €135,000 euros, 92 bikes - €150,000 euros (based on costs<br />

installed in Spain);<br />

Number of bikes stored: 23, 46, 69 or 92 per unit (i.e.- each level of<br />

underground storage takes 23 bikes - like a carrousel);<br />

Length of stay the facility seeks to serve: short - medium - long term<br />

(most common use is medium - 1-8 hours) but overnight stay is<br />

possible;<br />

Service period (how long the facility is meant to last): approx. 25 years<br />

(with preventative and software update maintenance).


It comes In different model sizes able to store 46 bikes, 69 bikes<br />

or 92 bikes. In addition to bike storage, the space provided for<br />

the bike by the Biceberg can also be used to store accessories<br />

such as a helmet, backpack or even a laptop (Figure 2).<br />

i<br />

Figure 1. © Biceberg<br />

Figure 2. © Biceberg<br />

When we asked a numberof police officers to review the system<br />

for London (we featured a model of It at the Reinventing<br />

the Bikeshed exhibirion'^ during the London Architectural<br />

Biennale, we were surprised that all those officers who spoke<br />

with us menrioned their concerns about possible terrorist<br />

abuse.^<br />

''See: www.reinventingthebikeshed.com<br />

^ With thanks to many officers including Brian Howat, of British<br />

Transport Police Terry Cocks and Ike Gray of the Metropolitan Police,<br />

Camden.<br />

The Biceberg system was first conceived in 1994 by Jaime<br />

Palacios and his company MA-Slstemas, S.L. It was further<br />

developed in 2003 to an operational standard, and has now<br />

been installed in six locations in Spain (Figure 3). In 2006, we<br />

understand from the designer, there were several expressions<br />

of interest in using the system from other European countries,<br />

including France and Denmark.<br />

The exterior housing for the automated system, shown below,<br />

is located at ground level.<br />

/<br />

Figure 3. © Biceberg<br />

The see-through'casing' has been designed using laminated<br />

toughened glass to maintain transparency. Much thought has<br />

gone into the design of the machine in regard to technological<br />

ease of use, aesthetics and information design In relation to<br />

providing a user-friendly experience.The first point where the<br />

cyclist interacts with the machine, is consequently easy on to<br />

the eye as well as to the user (Figure 4).<br />

Figure 4. <strong>®</strong> Marcus Willcocks


It provides easy-to-understand messaging when users interact<br />

with the computer screen to access the bike storage. User-<br />

centred detailing such as the groove in which to stand the<br />

cycle, next to the machine before loading is clearly thought<br />

through and again easy to use (Figure 5).<br />

\\<br />

Figure 5. © Marcus Willcocks<br />

The system works by stonng bikes in individual underground<br />

container segments, (like slices of a circular cake) forming<br />

carousels. The different model sizes (46, 69 and 92 bikes), are<br />

attained via deployment of a modular system which comes in<br />

carousel stacks of 23 bikes per level, as can be seen from the<br />

images below taken inside the store area (Figures 6a and 6b).<br />

" I — 1<br />

• f<br />

I<br />

W<br />

II<br />

VinfviHBnS<br />

IB Ml ti&iniW<br />

^- -T .1<br />

1<br />

Î<br />

Figure 6. a © Marcus Willcocks<br />

Figure 6. b © Marcus Willcocks<br />

The user carries out these operations using a chipped<br />

smartcard and enters a secret personal code, in a process<br />

comparable to using an ATM (Figure 7).<br />

Figure 7. ©Biceberg<br />

Waiting time and interface are also similar to that of an ATM.<br />

It is estimated that loading or accessing a bike for storage or<br />

retrieval takes 25 to 30 seconds. First rime users will need a<br />

little longer to get used to the system. The 'smart cards' are<br />

the key to accessing the facility and retain details about<br />

the user on a central database that monitors patterns of<br />

use. Six cameras, built-in to the installation, monitor what is<br />

introduced to and retrieved from the storage units. The video


cameras are activated specifically when someone inserts or<br />

removes objects via the system. Upon loading the bike into<br />

the machine the contents are also weighed, to further confirm<br />

what has been entered or removed (to check it conforms<br />

to usual bike weights) and to prevent, for example, a child<br />

or a person (drunk 'stag night' attendee for instance) being<br />

inappropriately loaded into the bike park. The system also<br />

currently integrates equipment for the detection of any living<br />

beings or species introduced - this works via a combination of<br />

infrared and microwave technologies.<br />

The key strengths of the system, from a user perspective,<br />

include the fact that Biceberg offers space sensitive<br />

underground parking that can contain extra mobile objects<br />

(helmets, bags) as well as bikes. Also, on street, the housing<br />

offers exhibition or advertising potential for the promotion of<br />

cycling. Its SmartCard and Pass-Code controlled access system<br />

means that users have exclusive access to their own property<br />

and that it is relatively safe from theft at any the of day or<br />

night.<br />

Concerns in relation to fitness for purpose are limited to the<br />

fee paying aspect and multi-user access at times and locations<br />

of peak usage. Installation of several smaller (46 bikes) as<br />

opposed to one larger (96 bikes) facility would go some way<br />

to resolving this issue.<br />

Despite this positive user review security experts to whom<br />

we showed the Biceberg system, prioritised concerns about<br />

bombs being planted by terrorists in bags or on bikes, who<br />

were imagined to be able to gain access by stealing smart<br />

cards or obtaining them in false names. We identified from<br />

the start that the design of the underground concrete bunker,<br />

which forms part of the pre-fabricated structure. In which<br />

bike are stored could protect the public from the worst of any<br />

potential bomb blast at street level linked to terrorist activity,<br />

but this fact did not alleviate their concerns.<br />

When we raised these issues with the owner/ designer James<br />

Palacious, his first response (when interviewed by Marcus<br />

Willcocks in Barcelona 2006) was to say that adding explosive<br />

detecting sensors wasn't impossible In design terms, just<br />

entirely 'unnecessary.' He argued that the system already<br />

had enough 'defensiveness 'designed into it via password<br />

protected, smart card access control systems, and CCTV, to<br />

be safe. 'Yes' the system could be adapted further to include<br />

explosive detection, but the owner thought it pointless unless<br />

ordered by direct customer specification. Also the extra costs<br />

of this added security could, in his opinion, be prohibitive for<br />

the majority of customers.<br />

When viewed in relation to the design recommendations<br />

identified in the above cross comparison of user requirements<br />

and CTO principles, the Biceberg appears to us to be a highly<br />

appropriate solution for cycle parking in certain areas,<br />

currently considered to be at high risk of terrorism. We can<br />

see that it would work well in certain contexts, (If not all) even<br />

in cities like London that are regularly on high security alert,<br />

with one provision. When considering Biceberg in relation to<br />

its robustness to terrorist misuse or abuse, the feature which<br />

the manufacturer considers to be one of its key user benefits,<br />

is in our opinion, one of its greatest weakness. I.e. the ability<br />

and encouragement to store bags as weil as bikes. The above<br />

analysis prescribes that storage of the bags or other items<br />

capable of concealing explosives must be denied. This is a<br />

serious claim, and means that in using a strong theoretical<br />

framework, the CTO framework, to create an informed<br />

opinion about a design, we can balance the opinions derived<br />

from expert review, and identify that the real issue linked to<br />

terrorist misuse or abuse, and use is counter intuitive. Rather<br />

than Biceberg being a likely terrorist facilitator it could in fact<br />

be a good cycle parking solution in high risk areas.<br />

Conclusion<br />

Cycling is good, bombs are bad. And bombs in bags on bikes<br />

are more common than bombs integrated into bike frames<br />

(so far...). In the context of fears about bike bombs, we should<br />

not negate the opportunities for increased cycle usage via<br />

restriction of provision of on street cycle parking, for fear of<br />

crearing opportuniriesforterrorist misuse and abuse. However,<br />

as the threat of bike bombs is not entirely delusional we must,<br />

where possible, design against them in an appropriate and<br />

proporrionate manner. To do this requires the designer to<br />

i) identify areas of design conflict and confluence between<br />

liberty and security (i.e. sites of conflict/confluence between<br />

use and misuse/abuse), ii) where conflict or confluence exists<br />

an address to both user freedom and exclusion of terrorism


is appropriate, iii) At such conjunctions it is essential that the<br />

designer mediates between security and liberty, accessing<br />

sufficient knowledge and metrology by which to consider<br />

levels of risk and thus action appropriate and proporrionate<br />

response. At all rimes, designs for exclusion of terrorism should<br />

be covert and clandestine so as to avoid promoting fear of<br />

terror through their design language; to avoid the design<br />

itself becoming what Innes (2004) would refer to as a 'crime<br />

[or terrorist] signal'or Roach et al. (2005) describe as a 'vector'.<br />

Ultimately, we agree with Frank Furedi (2002) who argues<br />

against a 'culture of fear', and also Bill Durodie (2002) who<br />

warns against over-reacrion from the authorities, and states<br />

the need to develop responses based on clear values rather<br />

than focussing on vulnerabilities.<br />

To paraphrase Durodie; 'To restore some balance [within the<br />

user liberty versus security debate] demands acring calmly [or<br />

designing calmly] confidently, and above all rationally.'<br />

If we are to benefit from design opportunities, spanning<br />

troublesometradeoffs between security and user requirements<br />

with ingenuity, rather than suffering the consequences of<br />

'vulnerability-led' responses, designers must embrace what<br />

JohnThackara (2005) has described as'design mindfulness'. We<br />

must also heed Benjamin Franklin's warning that'Those who<br />

would give up Essenrial Liberty to purchase a llttleTemporary<br />

Safety, deserve neither Liberty nor Safety.'^<br />

^ Those who would give up Essential Liberty to purchase a little<br />

Temporary Safety deserve neither Liberty nor Safety', is an often<br />

misquoted phrase commonly attributed to Benjamin Franklin. The<br />

quote is taken from, 'An Historical Review of the Constitution and<br />

Government of Pennsylvania,'first published anonymously in London<br />

in 1759.The quote is an excerpt from a letter written in 1755 from the<br />

Assembly to the Governor of Pennsylvania. Benjamin Franklin did<br />

publish the edition printed In Philadelphia in 1812, and most likely<br />

the original, but denies writing any part of it. The quote, however,<br />

may have originated from Franklin and been excerpted for the book<br />

by the author. (Wikipedia 2007)<br />

Acknowledgements<br />

Adam Thorpe and Lorraine Gamman would very much like<br />

to thank the Arts and Humaniries Research Council/ EPSRC<br />

Designing for the 21st Century Initiative for funding of the<br />

'Bike Off 2 - Catalysing anri theft bike, bike parking and<br />

information design for the 21st century'that enabled research<br />

for this paper to happen (and travel costs to give presentations<br />

at EAD conference).<br />

Also to our colleagues. Prof Paul Ekblom and Marcus Willcocks<br />

at the DAC Research Centre, and Dr. Shane Johnson, Aiden<br />

Sidebottom and Prof. Ken Pease ofthe Jill Dando Institute of<br />

Crime Science for their critical comments. Also Paul Donlevy of<br />

Metropolitan Police, Westminster and Ike Gray of Metropolitan<br />

Police, Olympics for sharing their knowledge ofthis field.


Key: - = conflict<br />

Length of stay<br />

Figure 8. Cross comparison of CTO principles and cycle parking design requirements<br />

+ = confluence 0 = no relation<br />

Exclusion Deterrence ygg-tQi^s Enclosure<br />

Cannot limit<br />

presence<br />

Legitimises<br />

presence of<br />

unattended<br />

object<br />

A bike is<br />

generally<br />

innocuous a<br />

symbol of free<br />

to stay where<br />

it likes as long<br />

as it likes.<br />

-7+<br />

Short stay/ easy<br />

use doesn't<br />

allow for<br />

enclosure. Long<br />

stay can require<br />

enclosure and<br />

access control<br />

_ J n vi ron m ent Preventers Promoters<br />

Legitimises<br />

presence of<br />

unattended<br />

object for<br />

period of time<br />

Location - - + + 0<br />


Guardianship/<br />

Surveillance/<br />

Lighting<br />

Exclusion Deterrence Vectors Enclosure Environment Preventers Promoters<br />

+ + - -1- + + -1-<br />

Informed Staffed Targeting Staffed and Staffed and Capable Denies<br />

personnel facilities with ofa secure surveyed surveyed guardians, clandestine<br />

could watch restricted facility would facilities assist facilities will motivated. misuse of<br />

out for terror and recorded demonstrate in target deter terrorists informed and facility by<br />

MOs and access could that no bike is hardening empowered are careless<br />

record access increase risk safe. effective formal promoters.<br />

and effort for preventers.<br />

terrorist Appropriate<br />

lighting and<br />

surveillance<br />

assists formal<br />

preventers.<br />

Maintenance + + + 0 + -1- +<br />

Informed Informed Successful Well maintained Well Well<br />

personnel personnel targeting ofa facility and maintained maintained<br />

could watch could increase well maintained security facility will facility will<br />

out for terror risk and effort facility would features could assist formal deter misuse<br />

MOs for terrorist demonstrate benefit users preventers of facility<br />

that no bike is and deter by careless<br />

safe terrorists promoters<br />

Signage + + 0 0 + +<br />

Legitimate Signage Signage Fadlitates formal Excellent<br />

users could denying denying actions preventers in deterrent<br />

be requested actions associated identifying to careless<br />

to take action associated with terrorist deviance. promoters<br />

not associated with terrorist MOs will deter Facilitates by warning<br />

with terrorist MOs could terrorists informal against misuse<br />

MOs increase risk preventers by that may<br />

and effort for requesting provide cover<br />

terrorist vigilance and for terrorist<br />

reporting MOs<br />

Charges + + 0 + + + 0<br />

For long-term For long-term Charge Charge facilities Charge facilities<br />

parking. Could parking. Could facilities for for long term. for long<br />

be designed to control access long term. Could control term. Could<br />

control access and increase Could control access and control and<br />

risk and effort access and deter terrorists record access<br />

for terrorist increase risk also could pay aiding formal<br />

and effort for for additional preventers<br />

terrorist security<br />

measures<br />

Scale +/- -/-^ - + -/+ -/+ -<br />

Could enable Could increase Large scale Large scale Could increase Smallscale is likely Large scale<br />

centralise provocation facility could allows provocation toreiyoninfi^nnal parking<br />

resources/ may due to location increase centralisation due to location prawnters, increases<br />

become target and size or provocation of resources and size or large scale likelihood<br />

due to volume could serve due to extent which could serve could centralise of careless<br />

of usage to centralise of potential would afford to centralise resources and promoters.<br />

resources impact enclosure resources fadiitate formal<br />

techniques preventers


References<br />

THE ARGUS, 2005. Terror Guard May Seize Bilges [online].<br />

Available from: http://archive.theargus.co.Uk/2005/9/3/202673.<br />

html<br />

[Accessed 11 th January 2007]<br />

BOWDEN, T, 1976. The Ira And The Changing Tactics Of<br />

Terrorism. The Political Quartedy, 47 (4), 425-437<br />

CHANNEL NEWS ASIA.Terronst Arrest in Singapore [online].<br />

Available from: http://www.channelnewsasia.com/cna/<br />

arrests/transcrlpt.htm<br />

[Accessed 11 th January 2007]<br />

CHINA DAILY, 2007. Bike Bomb Kills at Least 10 in Pakistan<br />

[online]. Available from: http://www.chinadaily.com.cn/<br />

english/doc/2004-12/10/content_399292.htm<br />

[Accessed 11 th January 2007]<br />

THE COMMAND POST, 2007. Bike Bomb KillsTen in Afghanistan<br />

[online]. Available from: http://www.command-post.org/<br />

gwot/2_archives/009401.html<br />

[Accessed 11 th January 2007]<br />

DAVENPORT, J., 2006. Lock It And Lose lt...When London's<br />

Bicycle Police Are On The Prowl [online]. London, Evening<br />

Standard. Available from: http://www.findarticles.com/p/<br />

articles/mi_qn4153/is„2006Ûâ16/aLn16495521<br />

[Accessed 11 th January 2007]<br />

DAWN, 2006. Man Killed By Landmine, Bike Bomb Rocks Hub<br />

[online]. Available from: http://www.dawn.com/2006/05/22/<br />

top8.htm<br />

[Accessed 11 th January 2007]<br />

DEUTSCHE WELLE, 2007. Bicycle Bomb Kills Locals, Injures<br />

German Soldier [online]. Available from: http://www.dw-<br />

wodd.de/dw/artlcle/0,2144,19l3207,00.html<br />

[Accessed 11 th January 2007]<br />

DURODIE, B., 2005. The Concept of Risk. Risk Case Studies,<br />

Nuffield Trust Global Programme on Health, Foreign Policy<br />

and Security<br />

DURODIE, B., 2002. Perception and Threat: Why Vulnerability-<br />

Led Responses will Fail. Homeland Security & Resilience<br />

Monitor, 1 (4) 16.<br />

EKBLOM, P., 1997. Gearing up against Crime: a Dynamic<br />

Framework to Help Designers Keep up with the Adaptive<br />

Criminal in a Changing World, International Journal of Risk,<br />

Security and Crime Prevenrion, 2 (4) 249-265.<br />

EKBLOM, P, 2005. Designing Products against Crime, ln:TİLLEY<br />

N. ed.. Handbook of Crime Prevention and Community Safety.<br />

Cullompton: Willan.<br />

FUREDI, F, 2002. Culture of Fear: RIsk-Taking and the Morality<br />

of Low Expectation, revised ed. London: Continuum Books.<br />

KOSKELA, H., 2002. Urban Security Policies: 'Cultures of<br />

Tolerance' Versus 'Cultures of Prejudice'. In: Conference<br />

Proceedings of the European Union Crime Prevention Network.<br />

7th - 8th October 2002 Aalborg, Denmark. Conclusions of the<br />

EUCPN'Good Pracrice'Conference.<br />

GAMMAN, L. THORPE, A., and WILLCOCKS, M., 2004. Bike Ofl'l<br />

Tracking the DesignTerralns of Cycle Parking ~ Reviewing Use,<br />

Misuse and Abuse. Crime Prevenrion and Community Safety:<br />

An Internarional Journal, 6 (4), 19-36.<br />

INNES, M., 2004. Crime as a Signal, Crime as Memory. Journal<br />

for Crime, Conflict and the Media, 2.<br />

MAYOR OF LONDON, 2002. Cleaning London's Air -The Mayors<br />

Air Quality Strategy. London: Greater London Authority.<br />

ROACH, J., EKBLOM, R and FLYNN, R., 2005, The Conjuncrion<br />

of Terrorist Opportunity: A Framework for Diagnosing and<br />

Preventing Acts of Terrorism. Security Journal, 18 (3), 7-25.<br />

SCOTSMAN, 2007. Soldiers injured by Bike Bomb [online].<br />

Available from: http://news.scotsman.com/topics.cfm? rid-<br />

444&id=l 183242006<br />

[Accessed 11 th ianuary 2007]<br />

SUSTRANS 2004. Cycle Parking. Informarion Sheet FF37.<br />

Bristol: Sustrans.


THACKARA, J . 2005. In the Bubble; Designing in a Complex<br />

World. Cambridge, Mass: MIT Press.<br />

WIKIPEDIA, 2007. Those who would give up Essential Liberty<br />

[online]. Available from: http://en.wlkipedla.org/wiki/Those_<br />

who_would„glve_up_Essential_Liberty<br />

[Accessed 9th January 2007]<br />

XINHUA, 2006. Bike Bomb Hits Central Baghdad, Wounding<br />

Three [online]. English Peoples Daily Online. Available from;<br />

http://english.people.com.cn/200601/26/eng20060126_<br />

238328.html<br />

[Accessed 9th January 2007]


F E A R A N D K N O W I N G : D E S I G N D I S A S T E R S<br />

Neai Haslem<br />

Tasmanlan School of Art, University of Tasmania,<br />

Tasmania, AUSTRALIA<br />

neal@nealhaslem.net<br />

This paper discusses the use of fear and the unknow/n In the<br />

practice of communication design, and their merits as a part<br />

of design research projects. It reflects upon a participatory<br />

poster series to reveal some ofthe underlying Issues for design<br />

practice and research, it looks at this"dlsastrous"design project<br />

to investigate the possibility of new knowledge, new learning<br />

and greater incluslvity in design practice being facilitated<br />

through design failure.<br />

The project was a very small, short timeframe, collaborative<br />

project, designed to include audience response directly. The<br />

work of the project itself is not necessarily the subject of<br />

this paper; it is the impact of that work, on audience, on the<br />

authors/designers, on research, and as a means to develop<br />

critical design pracrice.<br />

The paper examines that which we might lose, as designers,<br />

if we aim to use established design knowledge to control a<br />

projects'outcomes and remove all fear of failure. It posits that<br />

by guaranteeing success in this way we can, simultaneously,<br />

remove the ability of our work to produce the new and<br />

unexpected, and reduce its ability to establish an inclusive<br />

community with audience.<br />

1. Introduction<br />

Knowledge Is the antidote to fear said Ralph Waldo Emerson.'<br />

This paper examines his frequently used maxim In relation<br />

to the practice of communication design, and a particular<br />

communication design project Using his statement as a<br />

starting point this paper asks the question;'what is It designers<br />

fear?' and further to this; 'In finding an anridote to fear, what<br />

may designers lose?'The paper makes the proposition that, for<br />

some design projects, In certain design situations, we might be<br />

better served if we turn Emerson's original statement around<br />

to become Feor Is the antidote to l


the designers' intentions. It led from disaster to disorder and<br />

thence to discourse. It was through discourse that disorder<br />

and disaster came to be revealed as creative forces; forces<br />

capable of producing new knowledge and revealing new lines<br />

of inquiry.<br />

2. On Emerson and Knowledge<br />

Ralph Waldo Emerson was an often-quoted key writer and<br />

thinker in early American literature. One ofthe most famous<br />

remarks attributed to him was the statement knowledge is the<br />

antidote to fear; like all good aphorisms It seems Immediately<br />

clear that he speaks with commonsense, wisdom and clarity.<br />

The statement gives the common, slightly fearful person,<br />

hope that he or she has the ability to banish their fears<br />

and move forward with the clear-eyed fearlessness of the<br />

knowledgeable.<br />

Emerson was born in 1803 and lived to 1882, a time during<br />

which vast advances in knowledge were made. It is not an<br />

exaggeration to say that every area of human endeavour was<br />

undergoing a revolution by industrialisation. It was felt that<br />

everything was possible, one just needed to focus enough<br />

energy and enthusiasm and the truth would be revealed.<br />

When we reed the writings of the time It Is as though the<br />

worid was a giant clock, able to be taken apart and understood<br />

in microscopic detail. It appeared that this mechanistic<br />

knowledge would provide the irresisrible leverage to bridge<br />

the widest gap, control plague and banish the irrarional fears<br />

that had held humanity back.<br />

It is implicit within Emerson's statement that fear itself is<br />

a negative; that it Is better to be without fear, that we all<br />

desire the removal of fear. The technique for that removal,<br />

an antidote In this case, is knowledge. We are assured that<br />

through the gaining of knowledge we can remove fear.<br />

Antidotes generally remove poison, thus fear is cast in the role<br />

ofa poison, reducing our capacity to have agency In the world<br />

and manifest our will. Knowledge is providing an anridote to<br />

that fear, removing it from our bodies and minds and freeing<br />

us to take action.<br />

3. Knowledge and Fear<br />

Designing also produces some new knowing on the<br />

part of a designer; there is a moment in the process<br />

where something is new to the designer-a new insight,<br />

an understanding of how to achieve a desired end, a<br />

satisfying arrangement of elements. If remembered or<br />

recorded, this moment of knowing starts on the path to<br />

becoming collective knowledge. Downton (2003, p.95}<br />

Where does the knowledge come from to which Emerson<br />

refers? It Is not clear from his statement. Knowledge might<br />

come from a numberofdifferent avenues; from an established<br />

canon; from personal experience in our pracrice or in our lives;<br />

from a mentor or a colleague.<br />

Where does fear come from? We are born with fear; when we<br />

are children we often fear the dark, we want the light on, the<br />

light allows us to look around our bedroom and be reassured<br />

that there is nothing lurking in the corner. The light dispels<br />

those shadowy uncertainties and brings clarity and certainty<br />

to the situation. The fear Is forgotten and we feel safe - safe;<br />

comfortable; without danger or risk. It feels good to remove<br />

this fear; it allows us to relax and to sleep.<br />

However, it is clear that fear is not always a bad thing. It is a<br />

fundamental emorion and acts as a governor, protecting us<br />

from being too foolhardy, impulsive or overconfident. Fear of<br />

the consequences mediates the actions we take, we become<br />

aware of the conditions around us and mindful of'what might<br />

happen if". Fear ofthe social consequences often leads us to<br />

think ofthe otherand the events that might unfold if we were<br />

to take action without forethought.<br />

Fear can be dispelled through knowledge, there is no doubt<br />

about that; fear ofthe other dissipates when we gain knowledge<br />

of that other and come to understand that the other is not so<br />

very"other";fearoffallingcanbe removed by the demonstration<br />

of the strength of the support that has been put in place; fear<br />

of rejection can be removed by communication, we can come<br />

to understand the motivarions that cause parricular events<br />

to unfold rather than allow our imaginations (combined with<br />

precarious self-confidence) to run away with us and create<br />

paranoid fantasies of oppression and lack of equity.


This paper is proposing, however, that sometimes, by<br />

welcoming a certain lack of knowledge, and allowing a level<br />

of uncertainty, we might allow for the unexpected to happen;<br />

we might allow room for the unknown within a project to<br />

take place; we might allow a project to "run away with us"<br />

a littie and, in so doing, perhaps learn more than if we were<br />

to close all avenues off. It is a consequence of allowing this<br />

"unknowing" and "uncertainty" to remain part of a project<br />

that a certain level of fear Is also present. As Rosenberg (2006)<br />

states in a recent paper. It is part and parcel with the nature of<br />

design practice that it embraces a difficult relationship with<br />

the known:<br />

Creative practice moves from what is known into<br />

what Isn't known; not-yet-known or not-knowable. If<br />

academia is to accommodate practice it must accept<br />

the uncertain and the unknowable in practice - the<br />

non-eplstemological dimension of practice. It needs to<br />

engage with the movement that is necessary in order<br />

to bring Into being.<br />

4. Design and Fear<br />

As designers we fear failure. It seems self-explanatory that if a<br />

project has not achieved the objective for which it was brought<br />

into being, then the project has failed and consequently we<br />

have failed as designers. To overcome this fear of failure, we<br />

attempt to design our projects to reduce the chances of failure<br />

and increase the likelihood of a successful result.<br />

It is, of course, not possible to remove all risks of failure.<br />

However, it is as we become more and more systematized in<br />

our design pracdce and put In place nsk management systems<br />

that we can start to reduce the chance of failure to such a<br />

degree that it is negligible.<br />

In doing this is it possible that we, as designers, lose the<br />

readiness to accept the unexpected in practice? This paper<br />

posits that by removing our fear through the antidote of<br />

known knowledge we might be taking away the opportunity<br />

for a project to generate the new and reveal the unknown. So<br />

it is put, rather glibly in the introduction to this paper, that we<br />

might turn Emerson's original statement around and say that<br />

fear is the antidote to knowledge.<br />

5. Stairwell Series - The Project<br />

This paper and the propositions put forward in it are inspired<br />

by a project named stairwell series. I completed this project<br />

with a colleague from my postgraduate design research<br />

group, Keith Deverell.<br />

The project was produced while attending a conference<br />

in Brisbane^ a city neither of us knew very well. Both Keith<br />

Deverell and I were acting as design researchers; our aim was<br />

to experiment and discover. We were both using a pracrice-<br />

led-research methodology.<br />

6. Research Methodology<br />

To undertake to search, and search again, prompts us<br />

to challenge our assumptions with a commitment to<br />

intensify and better employ the assets at our disposal.<br />

The values, interests and effects that unfold through<br />

this process are many (Douglas 2004, pi).<br />

Pracrice-led-research uses the applicarion of pracrice itself as<br />

a research method, it applies the thinking as doing and doing<br />

as thinking nature ofdesign to externalise and make material<br />

the knowledge which, as designers, we don't necessarily know<br />

that we have. The design work becomes a means of thinking<br />

'^SOOB(StraightOutof Brisbane) conference. Afesrival of independent<br />

and emerging arts, culture and ideas, Brisbane, 02 December 2004.<br />

http://www.straightoutofbrisbane.com


out loud, the work Is, In time, critically reflected upon and<br />

analysed by both the practitioner/author and the members<br />

of the community of practice. The work is later reiterated,<br />

re-articulated and re-understood through the further<br />

materialising of artefact.<br />

The artefact or system that is produced is an articulation of<br />

knowledge, it is the product ofthe method (the making, the<br />

thinking as doing and the doing as thinking) which designers<br />

use to articulate and externalise. The work is the bridge<br />

between subjectivity and objectivity, the self and the other.<br />

The practice involves process, the process is the work, the<br />

work allows a designerly research to take place - during the<br />

working. It is, necessarily, pre-literate - it unbinds us from<br />

language and allows our designer-!y sensibilities to open up<br />

and do the work thatthey do best. We can then go back to the<br />

work with the benefit ofthe device of language and reflect<br />

upon what we have just done/learnt/artlculated.<br />

7. Project Description<br />

We went to Brisbane to be on a panel. The conference<br />

organizers indicated that they needed an exhibition for the<br />

stairwell. We realised that here was an opportunity for us to<br />

put into concrete form some ideas we had been discussing<br />

in relation to our research. We created a series of graphic<br />

provocations which embodied our shared view ofthis city we<br />

were both strangers to.<br />

The project started with walking and talking and the taking of<br />

digital photographs. De Certeau (1984, p.100) talks of walking<br />

itself as a compositional act:<br />

There is a rhetoric of walking.The art of'turning'phrases<br />

finds an equivalent in an art of composing a path. Like<br />

ordinary language, this art implies and combines styles<br />

and uses.<br />

Before we knew, we were going to make anything suitable for<br />

the stairwell space, we started taking photos and discussing<br />

them. We had recently purchased new digital cameras. We<br />

discussed the amazing ability of these cheap compact cameras<br />

to capture images in very low levels of light.<br />

At one point, we found our path along the river unexpectedly<br />

blocked as a new development claimed the waterfront,<br />

requiring us to retreat and go around this newly privatised<br />

and privileged space.<br />

We came upon a strip of property development offices that<br />

promoted their developments with scale models, complete<br />

with citizens leaning on balconies and wandering through<br />

plazas. These models became real when captured by our<br />

cameras.<br />

Scale was removed. The modelled building design was<br />

made material simply through processing in the CCD's of our<br />

cameras.The blur produced by the low light acted to enhance<br />

the reality ofthe image. Before our eyes, the miniature plastic


people took on their own stories, became real, had histories<br />

and desires. There were more people in the photos we took of<br />

the models than in the real streets around us.<br />

Seeing the city through the eye of the camera led us to an<br />

abandoned building project, full of signs of activity and the<br />

will to create and enact change but devoid ofthe people It<br />

purported to serve.<br />

These photos were an aesthetic response to the activity of<br />

walking and looking. The images were produced from the<br />

mix of conversation, half formed intent, and the stimulus of<br />

being in new surroundings. Our active looking fed off the<br />

digital reproduction of that looking, and produced further<br />

iterations.<br />

Later that night, the photos were reviewed and sorted. We<br />

discussed the themes that were revealed and in what form<br />

they might be reproduced to start a "conversation" with<br />

our audience. We decided on a senes of seven AO black and<br />

white laser outputs. These posters had selections of the<br />

photographed Images, cropped and adjusted, along with<br />

clear areas and graphic prompts to encourage viewers to take<br />

part in the conversation and add comments.<br />

We encouraged direct response back into the work, adding<br />

clear space and providing pencils for viewers to add to the<br />

work. We hoped people would view the work and respond,<br />

continue the discussion we had started. We created a graphic<br />

space within which a community (of conference goers, mostly<br />

Brisbane based) might articulate itself; whether it be to that<br />

particular space and time; the conference; who they were; the<br />

place; or a response to our own response.<br />

8. Fears<br />

I had fears. I feared that I wasn't understanding the city<br />

correctly; what right had I to start the commentary, and did<br />

I know what I was talking about? I didn't know our audience;<br />

how would they read the work? I didn't really know what we<br />

were trying to do. I didn't know what sort of response we<br />

might get, we might get none at all.<br />

We were not in control the situation. As designers, we had<br />

handed over authorial control by inviting others to participate<br />

In the making of the work. I had never done this before. We<br />

hoped the project would be a success, but the environment<br />

(the stairwell, the conference club, the city of Brisbane) was<br />

unknown to us. We did not have the knowledge to control or<br />

predict it. It was one ofthe first times I had collaborated so<br />

completely on a project with another designer. There were a<br />

lot of new aspects to this work, I felt fearful, but being in a<br />

different town, with different people, at a conference, gave me<br />

the ability to live with the fear of failure and the risk ofdesign<br />

disaster.<br />

9. Project Intentions<br />

The stairwell series project, unbeknownst to us at the time,<br />

was caught in the nexus of current debate on what constitutes<br />

design knowledge and how it might be valued academically.<br />

Rosenberg (2006, p. 2) informs this debate in his recent analysis<br />

of the pressure for design research to conform to an existing<br />

academic model:<br />

The heart of the Western Knowledge Project is research.<br />

The purpose of research is to study the wodd (the Other),<br />

adequate the Other so that it may be understandable/<br />

assayable in the court of the Same... and evolve theory<br />

through which one gains knowledge and control<br />

over the Other. Literally, put the Other In his, her or its<br />

place.<br />

Rosenberg criticizes the "Western Knowledge Project" for co-<br />

opting research into the task of gaining knowledge for the<br />

control ofthe Other. There is no doubt that in designing the<br />

stairwell series we had designeriy intention. We captured our<br />

response to the city through photography and the posters


were the articulation of that response. The formal element of<br />

encouraging audience participation was an untried device we<br />

felt might illuminate aspects of our research. We hoped that<br />

people would read the posters'themes and respond in kind,<br />

continuing the discussion we had started, adding their own<br />

points.<br />

It was only in retrospect, upon viewing the response we<br />

received, that it became clear to me how strong my designer's<br />

intention had been; that I had attempted to prescribe the<br />

response; that I had very clear Ideas of what I wished to receive<br />

back from the audience.<br />

We Invited people to view what we had to say and participate<br />

in that discussion. We acted as though we were chairing a<br />

meeting, or making a documentary; "could we get someone<br />

to say something interesting about a subject that we find<br />

interesting?"; "could we convince people to enter into the<br />

discursive space we have produced and perform for us?"<br />

Asking for performance was not our conscious intention, it<br />

Is only upon reflection that it became obvious how integral<br />

it was to the designerly intention; we wanted people to play<br />

our game, respond to our rhetoric, find our view interesting,<br />

perhaps even learn from the work.<br />

Our rhetoric v/as one of'add your voice to ours'. It appeared to<br />

be open, but in reality it was closed, we had already set the tone<br />

for the responses. We required people to surrender their own<br />

volition and tick our boxes, we would then, as designers, feel<br />

exonerated, feel that we had taught people to open their eyes,<br />

took at the world around them, and question their assumptions.<br />

We were not generous, we were not with our audience, we<br />

spoke down to them with our graphic rhetoric.<br />

The posters had narrative; they used graphic rhetoric to<br />

convey that narrative. The visual language of Communication<br />

Designers generally aims to speak with the rhetoric of<br />

knowing. It is this convincing rhetoric of knowing which acts<br />

to give a designed communication strength and clarity. The<br />

visual narrative appears clear and speaks with authority:<br />

'Be quiet; says the TV anchorman or the political<br />

representative, 'These are the facts. Here are the data,<br />

the circumstances, etc. Therefore you must...' Narrated<br />

reality constantly tells us what must be believed and<br />

what must be done. What can you oppose to the facts?<br />

You can only give in, and obey what they'signify'. Like<br />

an oracle, like the oracle of Delphi (De Certeau, 1984,<br />

p.186).<br />

That this authoritative narrative is a fiction, an argument<br />

through montage, is obvious upon analysis, but easily<br />

forgotten. It is in reflecting on this project that I start to<br />

understand that this designerly rhetoric of knowing can often<br />

serve to disallow both connection with audience and with the<br />

complexityof the world, both areas which the Keith and I were<br />

actually attempting to engage with.<br />

10. Response to the Project


When we saw the work after it had been added to, it was a<br />

shock.! was appalled. Our audience had not played our little<br />

game; they had scrawled tags, drawn doodles, wntten smutty<br />

comments, and most annoying to me of all, drawn back In<br />

some ofthe parts ofthe photos which we had removed.<br />

The audience to our work had "jammed" it; they had rejected<br />

our invitation for some self-satisfied pontificadon about urban<br />

renewal and had instead made the work their own. They<br />

owned it now, or at least the ownership had become truly<br />

shared. They intervened on our neat ideology and co-opted<br />

it. Their response was rude and raw, ugly and trashed, vain<br />

and provocative, a strong expression of individual egos fully a<br />

match for our own egotistical promptings. We had produced<br />

an attempt at control, by inviting participation we asked<br />

people to come under our control. They had rebelled against<br />

this attempted control and made their own statements.<br />

It is often the effect of participatory systems that they<br />

invite only a certain type of participation. The authors and<br />

producers of the work require a certain response. In creating<br />

the work, an imagined audience/participant is present in<br />

discussion and is required to produce the required response on<br />

request. As designers we are pulling the strings; the audience<br />

is dancing. This is a closed system, the designers know the<br />

response they require, all they wish to do is to receive it. It is<br />

not about the audience; it is about us, the authors of the work,<br />

and the producers of the communication. It is a single ticket<br />

ballot designed to give us a renewed mandate to create and<br />

express.<br />

11. Project as Disaster<br />

This project was a disaster in terms of our designeriy intentions;<br />

it did not work. We did not get the response that we were<br />

looking for. We failed to achieve the conversation we wanted<br />

to facilitate. We were insulted and the work was misconstrued<br />

and co-opted. It was a design disaster.<br />

This "disaster", however, led me to reflect on what had<br />

happened. Initially, I was shocked and then embarrassed; we<br />

had failed, we had been misunderstood and jeered at. Months<br />

later it started to reveal itself to me; through discourse with<br />

my peers, through un-packing of the process and results. In<br />

this period, the value of the project as practice-led-research<br />

started to become apparent and make itself heard.<br />

These aspects of the project and learning it yielded were not<br />

explicit when we put the posters on the wall. We truly felt we<br />

were experimenting with communication design work which<br />

invited and encouraged the articulation of the community<br />

within which it existed, we thought that we were providing an<br />

opportunity for people to speak and be heard. The reaction I<br />

had when I saw what had been added into our conversation<br />

was one of shock, embarrassment, the feeling of being<br />

misunderstood and of having failed. It was this reaction that<br />

revealed to me the underlying aspects of what we had been<br />

trying to achieve.<br />

We were "jammed"; our audience did not react as we asked,<br />

deliver what we requested and toe the line. It was, however.


to the benefit of our research that our project was a disaster.<br />

Once our audience intervened on our neatly designed system<br />

the conversation truly started, it was the audience who<br />

recognised that we had put forward a facade of consultation<br />

and conversation. While we had attempted to dispense our<br />

ideology through image, while pretending not to.<br />

As a design researcher, this project has been immensely<br />

valuable. It has proved a crucial element in my research. It<br />

has given me Insight that might not have come otherwise. De<br />

Certeau (1984, pxli) posits the meaning of cultural production<br />

not being in the object itself but in the use of that object by<br />

its audience:<br />

The presence and circulation of a representation...<br />

tells us nothing about what it is for its users. We must<br />

first analyze its manipulation by users who are not<br />

its mtakers. Only then can we gauge the difference or<br />

similarity between the production of the image and<br />

the secondary production hidden in the process of its<br />

utilisation.<br />

12. Conclusion<br />

I have discussed two things in this paper. First, the knowledge<br />

which this project produced, secondly the reasons the project<br />

produced that knowledge.<br />

This project allowed insights into the process of designing for<br />

audience. It brought Into question the underlying rhetoric and<br />

power-play which Is embodied In al! designed work. It brought<br />

the question of audience, and the rights of that audience Into<br />

prominence. The project did not provide answers to these<br />

questions, rather it made it obvious that these were important<br />

considerations to remain mindful of when considering design.<br />

As such, it provided an excellent early research tool and led<br />

onto further fruitful research.<br />

The reason this project was a valuable research project and a<br />

knowledge producing process, was that it was not controlled.<br />

We attempted control, but we were on uncertain ground, un­<br />

knowing of our audience and uncertain of the techniques<br />

we used- This uncertainty led to much fear, however, due to<br />

the lack of time, and the exuberant nature of a conference.<br />

we did not remove the fear by proceeding along safer, more<br />

well-known routes. The fear and the uncertainty freed the<br />

project and allowed It to teach us something. The fear and<br />

uncertainty, and the disaster of the project, allowed it to be<br />

highly generative as a design research project.<br />

To revisit the initial quote and provocation, it Is only because<br />

we, as designers, did not have the knowledge to control the<br />

outcome, did not know enough to banish our fear of failure,<br />

did not know enough to gather the responses we thought<br />

we wanted, that the project worked as well as it did. It was<br />

through allowing ourselves to go into the unknown, to work<br />

without being in total control, that the project functioned fully<br />

as a research project: Creating new learning and knowledge.<br />

Revealing unexpected and unknown prejudices on our part.<br />

Revealing the dangers of thinking that you know what you<br />

are doing but actually doing something else. Revealing the<br />

insult of appearing to ask for participation but actually asking<br />

for mute agreement. Demonstrating the responsibility ofthe<br />

designer to truly respect the agency of their audience, and not<br />

speakforthem,or use them. Revealing that design is aboutthe<br />

people within which the design process takes place. Revealing<br />

that design is about the community within which the design<br />

takes effect. Revealing that design is not about the exercising<br />

ofthe designers ego, it Is about a conversation. Revealing that<br />

the idea ofa universal solution or that design is about so/uf/ons<br />

at all might be outdated and autocratic. Revealing to design Is<br />

to be situated in the difficult zone of contradiction, uncertainty<br />

and the unknown, and actively remain there.


In design research we may fear disaster,! would argue that it<br />

is sometimes in disaster, as it was with this project, that design<br />

research starts to be fruitful and to lead to new knowledge,<br />

knowledge that we don't already know.<br />

One last point about Emerson; he owned some forested land<br />

near a small lake called Walden Pond. He lent it to his fnend<br />

Henry Thoreau, who built a house and lived by the lake for<br />

over two years. Henry Thoreau gained the inspiration to write<br />

his classic treatise on human existence, Walden; Or, Life in the<br />

Woods. From his work comes the quote'The mass of men lead<br />

lives of quiet desperation' (Thoreau, T 854, p5). He deliberated<br />

on the true necessities of life, and wrote of the danger of<br />

taking another's knowledge to be true for oneself (Thoreau,<br />

1854, p7):<br />

Hippocrates has even left directions how we should<br />

cut our nails... Undoubtedly the very tedium and ennui<br />

which presume to have exhausted the vanety and the<br />

joys of life areas old as Adam. But man's capacities have<br />

never been measured; nor are we to judge of what he<br />

can do by any precedents, so little has been tried.<br />

Thoreau distrusted prescribed knowledge, he felt It as a<br />

limiting factor, it allowed his fellow humans the excuse to<br />

lazily remain in their own anguish. He was a provocateur,<br />

attempting to cajole the general population out of accepting<br />

their lot. He wrote his philosophy as narrative. He developed<br />

his own knowledge, based on his own experience, living in a<br />

hut of his own making, in the forest<br />

CERTEAU, MICHEL DE., 1984. The Practice of Everyday Life.<br />

Berkeley; California, USA.<br />

BARTHES, R., 1977. Image Music Text London; Fontana Press,<br />

DOUGLAS, M., (Ed.), 2004. Invention Intervention. Melbourne;<br />

RMIT University Press.<br />

DOWNTON, P., 2003. Design Research. Melbourne; RMIT<br />

University Press.<br />

ROSENBERG, T., 2006. Designs On Critical Practice? Reflections<br />

on Creativity Conference; Dundee, Scotland In April 2006.<br />

(Publication pending).<br />

THOREAU, H.D., 1854, Walden; Or, Life in the Woods. Ticknor<br />

and Fields: Boston. (Cited Edition: DoverThrift Editions, 1995).


D A R W I N I A N C H A N G E : D E S I G N F R D M D I S A S T E R<br />

John Z. Langrish<br />

Professor of Design Research, Salford University,<br />

UK<br />

jiangrish@aol.com<br />

1.<br />

The vyorld around us is full of surprises. Both the natural<br />

and the artificial environments are full of unanticipated<br />

consequences. Really bad surprises are called disasters but<br />

they can somerimes end up with some good consequences<br />

- the Rainbow effect.<br />

This paper goes beyond the simple idea that disasters (both in<br />

nature and in human affairs) can somerimes have posirive side<br />

effects. It claims that disasters are an important requirement<br />

for the emergence of design In complex systems.<br />

We are not as clever as we like to think we are. Good design,<br />

rarionality, science, intenrionality, understanding etc. do NOT<br />

produce a better worid for us to live in. The worids of nature<br />

and of human affairs consist of complex systems with so many<br />

different variables and interactions that they are impossible<br />

to model and predict. The conrinued arrival of disasters Is<br />

evidence that we are not in control of events.<br />

The only known way thatthe appearance ofdesign can emerge<br />

in a complex system is via what Charies Darwin called 'descent<br />

with modification under the influence of natural selection'.<br />

(This is not the same as'survival ofthe fittest'- a term first used<br />

by Herbert Spencer whose ideas are srill causing confusion<br />

about'evolution').<br />

Natural selection is not the'ca use'of anything - it is a filter that<br />

allows things that fit to have a chance of leading to something<br />

'better'after further descent with modificarion.<br />

This process of Darwinian change can, however, 'get stuck'.<br />

There are periods of what Gould called 'stasis' and what Elster<br />

calls 'local maxima' in which things have changed as much<br />

as they can and further changes are eliminated by the filter<br />

of natural selection. One way of escaping from such a trap is<br />

through a disaster that either alters the 'rules' of seiecrion or<br />

clears the way for something that Is there already to occupy<br />

the vacant space. This means that disaster can lead to events<br />

that otherwise would not have happened - the rainbow<br />

effect.<br />

2. Two examples of the Rainbow Effect<br />

Two examples illustrate this effect-one from biology and one<br />

from human society.<br />

Disasters In the form of exrincrions are crucial in biology. The<br />

first known dinosaurs appeared about 230-225 million years<br />

ago, in the late Triassic Period, following a major extinction<br />

of species. They lasted for nearly two hundred million years<br />

before another major extinction got rid of about a third of all<br />

animal species including most dinosaurs. This was a disaster<br />

for them but It was a blessing for those mammals that were<br />

around then because it allowed them to stop hiding under<br />

the ground and start the process that eventually turned up<br />

with us (Whether our arrival on the planet was a blessing or<br />

another disaster remains to be seen). During their long time<br />

on earth, the dinosaurs managed to produce a great variety of<br />

different species but they were srill stuck with being dinosaurs<br />

(though itis possible that an eariy species led to a side channel


that became the birds). From the perspective of an extra<br />

galactic observer looking for the emergence of intelligence,<br />

the dinosaurs were stuck in a local maximum; you could not<br />

get from them to an animal with intelligence. Mammals were<br />

also stuck ~ they had to stay small, hiding under the ground<br />

to avoid being eaten and only emerging at nighttime. It was<br />

not until the dinosaurs had met their disaster that the way was<br />

free for mammals to emerge - in both meanings ofthe word.<br />

An example from human affairs in Greece is provided by<br />

the events of 1922. Following the war between Greece and<br />

Turkey, the two governments agreed on what they called<br />

a population exchange, which in modern terms might be<br />

described as ethnic cleansing. Greek Muslims were shipped<br />

across the Aegean to Turkey and some one and a half million<br />

refugees whose way of life had been destroyed were shipped<br />

in the opposite direction. At first, this was seen as a disaster<br />

both by those forced to leave their homes and by the country<br />

that had to receive them. Major social problems and political<br />

instability accompanied this disruption. And yet, there was a<br />

rainbow effect. According to Yagou (2007), "the local economy<br />

was invigorated by the often skilled and relatively cheap<br />

labour provided by the refugees." As Clark (2007) puts it,<br />

modern Greece (and Turkey) were'forged'in the expulsions.<br />

Prior to this event, Greece had been trapped in a local<br />

maximum. Anyone attempting to design and manufacture<br />

a new product would have found that natural selection was<br />

preserving the status quo. It took a disaster to change the ruies<br />

of selection. According to Gallant (2001}, between 1924 and<br />

1930 Greece witnessed its highest level of industrialisation<br />

up until that time. There were other spin-offs. The growth of<br />

a prosperous construction industry made it easier for Greeks<br />

to move from the country to the city. This was accompanied<br />

by innovation in architecture and in the design of fittings for<br />

living spaces as discussed in Yagou (2007).<br />

3, Creative Destruction.<br />

The economist, Joseph Schumpeter who coined the phrase,<br />

'gale of creative destruction', recognized the importance of<br />

disasters in human affairs. In particular, he saw technological<br />

change wiping out old ways of life and creating new ones as<br />

shown in the following extract:<br />

The opening up of new markets, foreign or domestic,<br />

and the organizational development from the craft<br />

shop and factory to such concerns as U.S. Steel illustrate<br />

the same process of industrial mutation - if I may use<br />

that biological term - that incessantly revolutionizes<br />

the economic structure from within, incessantly<br />

destroying the old one, incessantly creating a new one.<br />

This process of Creative Destruction is the essential fact<br />

about capitalism. It is what capitalism consists in and<br />

what every capitalist concern has got to live in...<br />

Every piece of business strategy acquires its true<br />

significance oniy against the background of that<br />

process and within the situation created by it. It must<br />

be seen in its role in the perennial gale of creative<br />

destruction (Schumpeter, 1942, p. 83).<br />

The extract above is noteworthy not just for its use of'creative<br />

destruction' but also for its use of a biological analogy<br />

- 'industrial mutation'. Despite this borrowing from biology,<br />

Schumpeter's evolutionism was not the same as that proposed<br />

by Charles Darwin (1859), Schumpeter belongs to a different<br />

tradition. The 'creative' part of his phrase is borrowed from<br />

Bergson's'Creative Evolution'and Bergson was influenced by<br />

Herbert Spencer. The Schumpeter, Bergson, Spencer tradition<br />

sees evolution being propelled by an inner drive' (In Bergson's<br />

case, an 'elan vital'). It also sees it as being 'incessantly creatlng.<br />

This is quite different from Darwin's natural selection.<br />

Darwin did NOT discover 'evolution' Many people before<br />

him, including his grandfather, Erasmus Darwin, had ideas<br />

about the 'transformation' or 'transmutation', of one species<br />

into another. Charles Darwin's contribution was to propose a<br />

mechanism to describe how this transformation took piace.<br />

His mechanism combines modified descent with natural<br />

selection. Variations are produced by chance during modified<br />

descent and then subjected to natural seiecrion, described in<br />

Darwin's own words:<br />

It may metaphorically be said that natural selection is<br />

daily and hourly scrutinising, throughout the worid,<br />

the slightest variations; rejecting those that are bad,


preserving and adding up all that are good" (Origin 6th<br />

Ed, p. 60).<br />

(The word 'metaphorically' was added to later editions of<br />

'Origin' to counter the idea that you cannot have selection<br />

without a selector)<br />

The process of'adding up all that are good'is what gives rise to<br />

the appearance of design in nature. Darwin's natural selection<br />

is not internalist; it is a filter not a force and Darwinian change<br />

is not incessant; it can seem to stop at local maxima. As Darwin<br />

put it,<br />

A number of species, however, keeping in a body might<br />

remain foi a long penod unchanged, whilst within the<br />

same period, several of these species by migrating<br />

Into new countries and coming into competition with<br />

foreign associates might become modified (1859 1st<br />

ed p. 367).<br />

in modern terms, this short quote means that a group of<br />

species may reach an equilibrium that prevents any further<br />

large changes but one way out of this local maximum Is to<br />

move somewhere else where the equilibrium does not exist.<br />

Another way out is for a disaster to get nd of some of the<br />

species and so destroy the equilibrium.<br />

5. Natural Selection andTeclinologicai Change.<br />

Sundt was one of the first writers to spot that Darwin's ideas<br />

worked for technological change as well as for biology.<br />

Eilert Sundt, a Norwegian sociologist, visited Darwin in 1862,<br />

three years after the publication of'Origin' (Darwin 1859).<br />

Sundt then wrote an interesting paper but unfortunately for<br />

us, he wrote In Norwegian. Jon Elster (1983), a historian at the<br />

University of Oslo has translated Sundt and gives an account<br />

of what he describes as Sundt's 'quasi-Darwinian model of<br />

technical change'. Sundt's account of change in methods of<br />

building is;<br />

Even when people who set up new buildings did not<br />

Intend to deviate from custom in anyway, it could easily<br />

happen that some small variation arose. This would<br />

then be accidental. What was not accidental, however,<br />

is that inhabitants of the house and the neighbours<br />

should perceive the variations and form an opinion as<br />

to their advantages and inconveniences. And It is then<br />

not at all surprising that when someone later wanted<br />

to set up a new house, he would carefully choose that<br />

house to/m/föfe which seemed to him most useful. And<br />

when the idea of improvement in a definite direction<br />

had first emerged, someone more clever could then<br />

take a further step and actually envisage and carry out<br />

another improvement.<br />

From Elster (1983) p. 136-7, Elster's italics.<br />

Sundt has a similar account of shipbuilding, involving<br />

accidental changes, perceived improvements, choice etc.<br />

leading to the idea that there could be a stopping point.<br />

When the idea of new and improved forms had first been<br />

aroused, then a long series of prudent experiments,<br />

each involving extremely small changes, could lead to<br />

the happy result that from the boat constructor's shed<br />

there emerged a boat whose like all would desire.<br />

This gradual series of changes comes to a stop when, "Each<br />

kind of improvement has progressed to the point where<br />

further developments would entail defects that would more<br />

than offset the advantage".<br />

Elster describes this approach as leading to local maxima<br />

which have the problem that they can not be further improved<br />

without going through some kind of radical change or by<br />

becoming worse in orderto become better in a different way.<br />

One answer to the problem of local maxima is the concept that<br />

evolurion happens somewhere else, as suggested by Darwin<br />

in the quote given above.<br />

Anotheranswertothis problem is the requirementfor a change<br />

in the 'rules' of competition. People choose what to imitate<br />

and the reasons for their choice can often change. When this<br />

happens, a local maximum ceases to be the optimum and Is<br />

replaced by something else. Ifthe changes are large enough,<br />

the consequences can be seen as a disaster - at least to those<br />

who benefited from the previous rules.


6. Wars and Change<br />

Change following the war between Greece and Turkey is but<br />

one example of the effects ofa war. Various writers have noted<br />

the analogy between war and biological extinction.<br />

For example, Michae! Boulter, a palaeobiologist who specialises<br />

in extinction, claims that the events after the extinction ofthe<br />

dinosaurs are<br />

not unlike the upturn of the Western economies after<br />

the Second World War ~ hesitation to reaccllmatise at<br />

the beginning, then a surge in diversification to reach<br />

new highs (Boulter, 2002, p. 12).<br />

Historian Mark Mazower (1998) claims<br />

Modern democracy, like the nation-state it is so<br />

closely associated with, is basically the product ofthe<br />

protracted domestic and international experimentation<br />

which followed the collapse of the old European order<br />

in 1914(1998, Preface, p. ix).<br />

Mazower quotes the Czech politician Thomas Masaryk as<br />

saying that the First World War turned Europe into'a laboratory<br />

atop a vast grave yard'. It was a 'laboratory'in which three rival<br />

ideologies - Communism, Fascism and liberal democracy -<br />

were tried as replacements for the extinct 'dinosaurs' ie four<br />

empires that had been swept away. These were the Ottoman,<br />

Habsburg Austro Hungarian, Tsarist and the Hohenzollern<br />

German empires. The graveyard included over eight million<br />

people killed in action.<br />

7, Analogy or Real Similarity?<br />

The time period when the dinosaurs were flourishing is<br />

bracketed by two major extinction events. Both involved<br />

the removal of many species and their replacement by what<br />

seemed to be an explosion of new forms. (The basic building<br />

blocks for these new forms already existed. New things don't<br />

just spring into being). As quoted above. Boulter compares<br />

this with events after the Second World War. Is this comparison<br />

just a poetic analogy or is there some significant similarity<br />

between biological and societal events?<br />

There are three important similarities:<br />

1. The biological world and the worlds of politics, economics<br />

and technical change are all worlds of incredible complexity.<br />

A wide variety of forms exists, competes and is copied if<br />

successful.<br />

2.The only way in which a complex system can change without<br />

being destroyed is by a Darwinian process, which is capable of<br />

coming to rest at a local maximum or equilibrium.<br />

3. Disasters are one way of escaping from such a resting place.<br />

The major apparent difference between the two is human<br />

intentionality. Biological change has no foresight. Living<br />

things have the appearance ofdesign but there is no designer.<br />

The appearance of design is generated by random changes<br />

followed by non-random selection and further iterations<br />

covering long time periods.<br />

Animals have to strive in order to survive. Human striving<br />

has conscious intentionality but it is still a Darwinian process<br />

because there is no way of knowing the best thing to strive for<br />

and outcomes are uncertain.<br />

8. Synthetic Rubber and World War 11<br />

The story of rubber and what happened when the Japanese<br />

took over the rubber plantations provides examples of the<br />

points made above.<br />

By 1940, it was obvious that the American way of life rested<br />

on rubber, in the form of automobile tyres. The rubber came<br />

from trees grown in what is now Malaysia and the major US<br />

tyre manufacturers owned plantations there. In the UK, tyre<br />

manufacturers relied on the British ownership ofthe majority of<br />

the plantations which had been founded by British enterprise,<br />

involving the expertise of Kew Gardens in finding how to grow<br />

rubber plants obtained from Brazil (where they grew naturally)<br />

and then sending them round the British empire to find where<br />

they would grow without the use of greenhouses.<br />

By the time of the First World War, the British had a steady, low<br />

priced, supply of plantation rubber to replace the wild rubber<br />

from Brazil and other parts of the world.


So by 1940, in those parts ofthe worid with access to plantation<br />

rubber there was a local maximum type of equilibnum. The<br />

price of rubber fluctuated but there was no incentive to look<br />

for new sources.<br />

All this was destroyed by the Japanese take over of the<br />

plantations. In 1941, the US strategic materials committee<br />

raised the alarm.The Japanese take over of rubber was a worse<br />

disaster than Pearl Harbour. It threatened the entire American<br />

way of life.<br />

The way was clear for some new source of supply of rubber<br />

for tyres (and many other things). With American enthusiasm<br />

and government money from the Federal Reserve Bank, five<br />

possible ways of obtaining rubber were explored. These were:<br />

1. Send a team with a lot of money to Brazil to see If the supply<br />

of wild rubber could be re-established. The team and the<br />

money were never seen again.<br />

2. Could rubber be grown in the USA? The answer was 'NO!'<br />

3. Recycle old tyres. The American public was cajoled into<br />

extracting all those old tyres lying around in fields and the<br />

backs of houses. But reclaim rubber could only be used when<br />

mixed with new rubber.<br />

4. Ask the scientists. The best they could come up with was<br />

silicone rubber which had a few specialist applications but<br />

was useless for tyres.<br />

5. Ask industry. Dupont was able to point out that they<br />

manufactured a synthetic rubber, Duprene, which had been<br />

developed because of Its oil-resistant properties. It was used<br />

in seals, gaskets etc but was expensive and not much use for<br />

tyres.<br />

The disaster was finally averted by some German know-<br />

how. This is an example of Darwinian change taking place<br />

'somewhere else' (as In the above quote from Darwin). In the<br />

1930s, under a Nazi government, thinking of war, German<br />

industry had been encouraged to develop a synthetic rubber<br />

made from butadiene with a sodium (Na) catalyst - hence<br />

the name Buna rubber. This process had been discovered by<br />

Manchester chemists who set up a factory in 1912 but had<br />

to give up because the new plantation rubber was selling in<br />

London for about one tenth of the price of their syntheric<br />

rubber.<br />

In Germany, an import tax on plantation rubber changed the<br />

rules of competition in favour of Buna rubber synthesised by<br />

the German chemical industry. The German know how had<br />

arrived in the USA via an exchange of patent information and<br />

Buna rubber became the way to save the American way of<br />

life.<br />

However, Industry protested that it would taketine and money<br />

to get Buna into production. So the government decided to<br />

do things themselves under wartime powers. Government<br />

funded factories produced GR-B ie Government Rubber from<br />

Butadiene (They also produced GR-S from Styrene). This<br />

was done very successfully and within two years, the tyre<br />

manufacturers were supplying the needs of both the civil<br />

population and the war effort. This was achieved in the land of<br />

the free and belief in hands-off government.<br />

After the war, the US government was embarrassed to find<br />

Itself owning manufacturing Industry(socialism-shockhorror)<br />

and the rubber producers were quickly privatised. In Canada,<br />

with a more relaxed attitude, the government supported its<br />

own rubber producer, Uniroyal, which continued to produce<br />

synthetic chemicals successfully - including a herbicide used<br />

bythe Americans in Vietnam.<br />

Syntheric rubber had now been released from the trap of<br />

being far more expensive than natural rubber. With the new<br />

oil-based chemical industry supplying materials, a host of<br />

diverse new products became available; but in this case<br />

the old material, natural rubber, did not disappear and still<br />

occupies its own niche alongside the synthetics.<br />

9. Design<br />

Some readers may have wondered what the synthetic rubber<br />

story has to do with design. If so, they have a too narrow<br />

concept of design and designers. Bruce Archer, discussing<br />

designers, claimed<br />

Ifthe subject matter is a machine, the designer will be<br />

an engineer. If it is say furniture, the designer may be<br />

an industrial designer. But if the subject İsa detergent,<br />

the designer may be an industrial chemist (Archer,<br />

1974, p. 9).


Thousands of individual chemists, engineers, rubber<br />

technologists, politicians, managers etc were involved in<br />

developing and manufacturing a new raw material for tyres.<br />

This shows a similarity with biological change. The geneticist,<br />

Theodosius Dobzhansky helped lay the foundations of<br />

evolutionary biology through his work on fruit flies in the<br />

1930s. He claimed (1937)<br />

Experience seems to show that there Is no way toward<br />

an understanding of the mechanisms of macro-<br />

evolutionary changes, which require time on a geological<br />

scale other than through a full comprehension of the<br />

micro-evolutionary processes observable within the<br />

span ofa human lifetime and often controlled by man's<br />

will (Dobzhansky, 1937, p. 12).<br />

Dobzhansky used the metaphor of 'fitness peaks' but he<br />

thought that changes in gene populations were capable<br />

of explaining how to get from one peak to another. As Ruse<br />

(1999) points out, the idea that the macro could be explained<br />

by the micro has been resisted by palaeontologists who use<br />

fossils as evidence for thinking about macro change. Their<br />

sense of importance and need for funding was not going to<br />

let geneticists tell the entire story. In particular, the rise of<br />

new species was not just a matter of slow accumulation of<br />

improvements; it needed something else.<br />

Changes in gene populations or in human design specifications<br />

cangettrapped in circumstancesthatpreventthemfrom being<br />

utilised. For genotypes stuck in a local maximum there are two<br />

ways out - disaster and 'evolution happens somewhere else'.<br />

For human design, there Is a third possibility, that is changing<br />

the rules of competition as happened when the German<br />

government imposed an import tax to make natural rubber<br />

more expensive. This alternative of intentionally changing<br />

things does not guarantee any sort of progress; it could be<br />

argued that the German success in developing a synthetic<br />

rubber industry helped to make war more possible.<br />

10. Some Lessons.<br />

Some lessons for people who make decisions about the<br />

nature of artefacts and their manufacture can be discerned.<br />

These are:<br />

1. Some humility is needed. There is no way of predicting the<br />

future of a complex system and there Is no way of knowing<br />

what will be 'better'. The people who made decisions about<br />

Concorde believed that a faster aircraft must be 'better'. But<br />

the rules of competition changed and Concorde is no more.<br />

This, of course, does not stop people from striving.<br />

2. Go for variety. Those countries with a Ministry of education<br />

deciding what all its schools will teach are ignoring the facts<br />

that there is no way of knowing what is best and that a variety<br />

of knowledge like a variety of genes is the best form of defence<br />

against an uncertain future. Old wisdom like not putting all<br />

your eggs In one basket is applicable.<br />

3. You cannot change the world through designing. You<br />

have to wait until the rules change. The aims of sustainability<br />

and preventing climate change require us to escape from<br />

our present global trap of dependence on oil, Government<br />

tax incentives could help but unfortunately it might take a<br />

disaster to really change things. When London is flooded,<br />

things will change. If this happens, there will be no time to<br />

develop new things. They are there already like the mammals<br />

hiding underground or the know how for Buna Rubber filed<br />

away in America,<br />

In the 1930s, before the Arab oilfields were discovered, it<br />

looked as though oil would run out. Many ways of using solar<br />

energy were investigated and are still around. Let us hope that<br />

it will not take a disaster to make us use them.<br />

A fuller discussion of Darwinian design, involving the use<br />

of memes (replicating ideas) is provided in Langrish 2004. A<br />

good summary of many of the issues involved in evolution<br />

and design practice has recently been provided by Jennifer<br />

Whyte (2007).


Archer L B. 1974."Design Awareness and Planned Creativity in<br />

Industry - Translated from the French, Design Council, p. 9.<br />

Boulter, M. 2002. Extinction: Evolution and the End of Man.<br />

London: Fourth Estate.<br />

Dobzhansky, T. 1937. Genetics and the Origin of Species. N Y:<br />

Columbia UP<br />

Clark, Bruce. 2007. Twice a Strangen How Mass Expulsion<br />

Forged Modern Greece and Turkey. Granta.<br />

Darwin, C. 1859. On the Ongin of Species by Means of Natural<br />

Selection. London: J Murray. 6th ed reprint 1910.<br />

Elster, J. 1983. Explaining Technical Change. Cambridge: UP.<br />

Gallant T. W. 2001. Modern Greece. London: Arnold, pp. 135<br />

-159.<br />

Langrish J. Z. 2004. "Darwinian Desİgn;The Memetic Evolution<br />

of Design Ideas," Design Issues 20:4, p. 4-19.<br />

Mazower, M. 1998. Dark Continent: Europe's Twentieth<br />

Century. London: Penguin.<br />

Ruse, M. 1999. Mystery of Mystenes: Is Evolution a Social<br />

Construction? Harvard U P.<br />

Schumpeter, J . A. 1942. Capitalism, Socialism and Democracy.<br />

NewYork: Harper.<br />

Whyte, J. 2007. "Evolutionary Theories and Design Practices".<br />

Design Issues: Volume 23, Number 2, p. 46-54.<br />

Yagou, A. 2007. "City Lights: A detail of Greek Interwar<br />

Modernism." Design Issues Vol 23, p. 18 - 28.


T H E I N V I S I B L E S H A D E S D F D I S O R D E R<br />

Raja Mohanty<br />

Industrial Design Centre<br />

IIT Bombay, Mumbal<br />

INDIA<br />

rajam@iltb.ac.ln<br />

Abstract<br />

Design, in contemporary times, arose In the West as a<br />

humanizing response to the rapid industnalization. in its<br />

initial movements, it appeared as the Art Noveau' movement<br />

and at Bauhaus^ and later at the Ulm school in Germany;a<br />

few/ decades later it appeared as the spirit of Innovation<br />

and entrepreneurship that characterized mid-nineteenth<br />

century America.These approaches were key influences in the<br />

formative years of design education and practice in India.-<br />

Unlike modernism that was characterized by a search for<br />

universal truths,'' the post-modern critique^ suggested that<br />

globalization led to a pluralistic global society that was<br />

without a dominant center of political power, or intellectual<br />

capital; the postmodern view was inclined to subjective<br />

knowledge as the dominant form of discourse. Thus notions<br />

of design that had characterized the modernist era with Its<br />

emphasis on objectivity and universally applicable ideas of<br />

' Art Nouveau was not just a mere style; it was a way of thinking<br />

about modem society and new production methods. It attempted to<br />

redefine the meaning and nature ofthe work of art.<br />

^One ofthe main objectives of the Bauhaus was to unify art, craft,<br />

and technology.<br />

^ The American Designer Charles Eames was invited by the<br />

Government of India to formulate an approach to design studies in<br />

India. The 'India Report' drafted by Eames led to the establishment<br />

of the National Institute of Design at Ahmedabad. The Industrial<br />

Design Centre at IIT Bombay, was modeled on the lines of the Ulm<br />

School in Germany. The IIT's were envisaged as premier institutions<br />

for scientific research and technology, by the Government of India,<br />

keen to usher in a spirit of modern-scientific inquiry.<br />

aesthetics underwent changes that sought to reflect the 'local<br />

in the global.'<br />

Globalization is a relatively new phenomenon the Implications<br />

of which are yet to be understood. Just as the critique of<br />

colonialism and modernity problematized the power-relations<br />

inherent in its mapping of the'other', a critique of globalization<br />

Is likely to throw up Its own set of questions.^<br />

'Both "modernity" and "post-modernity" are used in a bewildering<br />

number of ways. But "modernity usually means the set of events<br />

that were set in motion with the Enlightenment, from Descartes to<br />

Locke to Kant, and the concomitant technological developments,<br />

which moved from feudal agrarian with a mythic woridview to<br />

industrialization and a rational woridview. And"postmodernity"usually<br />

means, in the broadest sense the wliole sweep of post-Enlightenment<br />

developments, which also inckides post-industrial developments.'<br />

Wiiber Ken, A Brief History of Everything, Dublin, Gateway, 2001, p. 48.<br />

^'The demand of postmoderntty.Tlie demand of an integral view. This<br />

does not mean that everything called "postmodern" is an attempt at<br />

this integration. Much of postmodern thought is extremist, nihilistic,<br />

narcissistic. But the more authentic currents of postmodernity, as I<br />

use the term-from Hegel to Heidegger to Habermans to Foucault to<br />

Taylor-are trying to get some balance back into the picture, largely<br />

trying to honor science and morals and aesthetics equally, and not<br />

simply reduce one to the other in an orgy of theoretical violence.'<br />

Wiiber Ken, A Brief History of Everything, Dublin, Gateway 2001, p.l 20.<br />

^Though the post-modern critique did question notionsof intellectual<br />

property'and 'authorship' it is not yet clear whether cultural plurality<br />

is truly synergistic and not a new form of colonization that takes<br />

place in the virtual domain.


Has design become a self-serving discipline that is deeply<br />

subservient to the belief that technology is the only key<br />

to some of the crisis^ that face us today? This paper outlines<br />

some ofthe invisible shades of disorder that face us today and<br />

introduces integral approaches^ that seek to understand the<br />

human condition atthe beginning ofthe twenty-first century.<br />

A bronze sculpture of Nataraja, symbolizing the god Shiva<br />

dancing with disorder.<br />

Introduction: interpreting 'Design'<br />

'Design' is used to suggest very diverse pursuits, and before<br />

getting into the main body of the paper, it would be useful to<br />

' Jiddu Krishnamurti suggests that contemporary civilizations<br />

have made enormous strides in ensuring material prosperity, but<br />

psychologically remain at a primitive stage of development.<br />

^ In particular we look at views in this regard by Sri Aurobindo and<br />

KenWilber.<br />

Aurobindo Ghose was born on 15th August 1872, in Calcutta, India, and<br />

went to Cambridge for his education when he was just seven. Soon after<br />

returning he joined the movement for Indian independence. Tough<br />

arrested in 1908, for the possession of weapons, he was acquitted and<br />

spent the last 40 years of his life working in Pondicherry for the goal of<br />

bringing about a new spiritual consciousness. He came to be known as<br />

Sri Aurobindo and tenned his approach as "Integral Yoga"; unlike earlier<br />

Yogi's he held that yoga and spirituality need not involve retreating from<br />

the world,<br />

Kenneth Wilber was born on 31st January, 1949, at Oklahoma City, USA.<br />

He Works outside the academic mainstream and is an American integral<br />

thinker who draws upon the disciplines of diverse disciplines: from science<br />

andsystemsiheoiytopsychologysociology, philosophy, postmodernism,<br />

and spirituality - to develop an 'integral theory of consciousness.<br />

outline what it implies in this case. Broadly, the word 'design'<br />

suggests intent and awareness. Thus a gardener shaping a bush<br />

in a garden to makea'bush-sculpture'i5designing;anartlstwhoİ5<br />

contemplating the delineation of space on a canvas Is designing;<br />

a scientific researcher planning a new integrated circuit-board is<br />

designing; a cook, carving a pineapple for a salad is designing;<br />

an automobile designer working with industrial clay for a new<br />

model is designing. Of all these examples, it is the last one that is<br />

closest to the senseof the word'design'as used in this paper.<br />

To spell out the interpretation, the word 'design' refers not just<br />

to a professional activity - for that would apply equally well<br />

to the gardener, the artist, the scientist or the cook - it is also<br />

suggested exclusivity. That is to say, the usage of the words<br />

'design' and 'designers; often (implicitly) suggests an exclusive<br />

activity that is uniqueand differentfrom other professions. Thus<br />

one may observe that while there are many who may claim to<br />

be designers, it is actually'deslgners'who designP<br />

The strength ofthe design approach, lay in its avowed intenfion to<br />

be a holistic discipline - a characteristic that was evident at Bauhaus<br />

that soughtto bring togethercraft persons and artists in an attempt<br />

to develop broad-based responses to societal needs; and it was<br />

true for design as a reformative movement in its early years when<br />

other specialized disciplines (in particular science and technology)<br />

were being pursued as water-tight compartments - very often<br />

distanced from the social milieu in which they worked. In such a<br />

scenario, the spirit of integration came as a breath of fresh air.<br />

With the passage of time, when the initial euphoria of<br />

suggesting a 'design-synthesls'had diminished, the spirit within<br />

design seemed to ossify, and the discipline of design began<br />

to transform into a profession and a specialized field of study,<br />

called design with capital letters and manifested as designer<br />

labels and designer brands.<br />

^Though design began as an inter-disciplinary field, and still lays claim<br />

to this, one encounters the need amongst them to also claim to be<br />

an approach that is unique. While such posturing can be understood<br />

of a new discipline that seeking to connection other disciplines<br />

- and hence regard itself as interdisciplinary, to claim exclusivity<br />

undermines its strength. One cannot lay claims of ownership to the<br />

bridge one builds by connecting others.


And like any other field of study, design too started developing<br />

its inner logic and subdividing into 'specialized design<br />

studies' - and thus one got to hear of product designers, and<br />

then fashion designers, graphic designers, typographers,<br />

communication designers, graphic user-interface designers,<br />

web designers, user-experience designers, human-computer<br />

interface designers, animation designers, automobile<br />

designers, and even emotional designers! The vitality that<br />

was very much apparent in the reaction to the facelessness of<br />

industrialization began to lose some of Its youthful vigour, as<br />

it became a mainstream occupation in its own right.'"<br />

The Global Faces of Design<br />

If one seeks to understand the nature of design activity in the<br />

world today, one would visualize it a little differently depending on<br />

where one came from - geographically, economically, politically<br />

and indeed philosophically.<br />

Varying Interpretations on accountofgeography, would perhaps<br />

be notions of 'design as cutting-edge ideas, materials and<br />

technologies' In America; ofdesign as a tool for empowerment'<br />

in Bangladesh; of design as 'craft-interventions In India and<br />

China' and of design as a economic tool In Korea'. Clearly, the<br />

situarions we encounter today are Indeed complex and one<br />

needs to proceed with utmost sensirivity; for any obvious<br />

stereotyping," might take away from the understanding that<br />

is being attempted.<br />

Viewed with the cold logic ofthe marketplace, India (and Asia)<br />

does appear as a place for cheap skilled labour {and some of<br />

the skill is in the intellectual domain of software). This Is what<br />

has largely led to the inflow of Investment from mulri-natlonals<br />

and shaped the new design curriculums in design schools in<br />

Perhaps such a transformation is an inescapable outcome of a fresh<br />

innovation slowly becoming a tradition that can now afford to reflect on<br />

itself This self-reflectivity that characterizes other fields that have slowly<br />

developed a history is also apparent in the new opportunities for'design-<br />

research; In its younger days, research was implicit to the act ofdesign,<br />

" The Indian diaspora has actively sought to re-position India as a<br />

hub for design and cliange the perception that India is to be viewed<br />

as a source of'cheap skilled labour'.<br />

India.To a certain degree, the growth ofthe Indian middle class<br />

and its increasing power to purchase has also resulted in a spurt<br />

of design activity and design schools. However, the emerging<br />

situarion Is not without its Inner tensions and conflicts.<br />

For instance, the open work culture In multi-nationals Is often<br />

far more attracrive to the labour-force than the feudal-mindset<br />

that srill characterizes some of the national organizarions.<br />

The entry of primarily capitalistic forces has reshaped the<br />

Indian mentality to labour and addressed inequities In the<br />

highly regimented societal structure. It has altered the eariier<br />

conservarive attitude prevalent amongst the middle classes<br />

to risk-taking, entrepreneurship and wealth creation. It Is<br />

to an extent that weathered the criticism on profit-making<br />

institutions such as multi-narionals cannot be philanthropic.<br />

Indeed, many of the multi-narionals have human resource<br />

development very high on their agendas with policies that<br />

spell out various aspects of work ethics with a transparency<br />

that was seldom encountered before. Yet, it cannot be denied<br />

that without making huge profits, they cannot possibly afford<br />

to pay the kind of remunerations they offer to the 'cheaply-<br />

available' labour force; and one of the principles latent in<br />

mulri-narionalism the flow of capital to places where labour<br />

is 'relatively-cheap'. Not everything that one witnesses in the<br />

age of globalizarion is praiseworthy.<br />

In a sense, these paradoxes are not peculiar to our age and rime.<br />

What was eariier the cold war between the communists and the<br />

capitalists, is now the mutual disregard between nationalistic<br />

and multi-narionallsric sentiments; though at times one does<br />

get the impression that some invisible juggernaut is in the<br />

process of bulldozing all dissent and flattening alternate voices<br />

that quesrion the march of globalism.'^<br />

'^ One may observe that it took a few centuries for the modernist<br />

spirit {that can be traced back to the Enlightenment in Europe) to<br />

find its full expression and another coupie of centuries for a critique<br />

of modernism to appear. Indeed the logical conclusion to the<br />

application of rationality had its darker manifestation in the holocaust;<br />

and the birth of existentialism expressed eloquently by Sartre, Kafka,<br />

Camus symbolized the critique of modernity. A thorough critique of<br />

globalism might well take its own time to develop.


A global picture of the world at this point presents, as always, a<br />

multi-layered view of people and cultures that have aspects that<br />

are indicative of new transformations in languages, habits and<br />

lifestyles. One may observe that never before has the world been<br />

one community as it is today, and yet such an observation does<br />

gloss over the increasing divergences and rigidities that have also<br />

crept into world-views. It might seem that the ease of travel and<br />

thespread of tourism would help people understand one another<br />

better; yet it is also true that the highly polarized stances with<br />

constructs such as "axis of evil" are reminiscent ofthe excesses of<br />

an eadier era that victimized certain groups of people on the basis<br />

of their ethnicity. The polarization is not just between America and<br />

the Islamic world - one observes Incidents of'ethnic cleansing'all<br />

over - in Europe, as well as in India - thereby suggesting that the<br />

'transformations' brought about by the global age may at best<br />

be superficial movements, bereft of true understanding and<br />

genuine compassion. The words ofthe eminent historian of our<br />

times, Arnold Toynbee are noteworthy.'^<br />

The critique of globalization is likely to include questions about the<br />

natureofprogressanddevelopment;aboutthenatureoftechnology<br />

and design; and at its root, the nature ofthe mindset that drives and<br />

shapes these. The disorder''* and the dualities that one witnesses,<br />

leads one to regard the nature of power itself, as the subject of a<br />

'^'But why study history at all? ...Within the last five hundred years,<br />

the whole face ofthe globe, together with its air envelope, has been<br />

knit together physically by the amazing advance of technology, but<br />

mankind has not yet been united politically, and we are still strangers<br />

to each other in our local ways of life, which we have inherited from<br />

the times before the recent'annihilation of distance'. This is a terribly<br />

dangerous situation. The two World Wars and the present worldwide<br />

anxiety, frustration, tension and violence tell the tale. Mankind is<br />

surely going to destroy itself unless it succeeds in growing together<br />

into something like a single family. For this, we must become familiar<br />

with each other's history, since Man does not live just In the immediate<br />

present. We live in a mental time-stream, remembering the past and<br />

looking forward - with hope or with fear - to an oncoming future.'<br />

Toynbee Arnold, A Study Of History, Singapore, OUP, Thames and<br />

Hudson, 1972, (see Foreword to the abridged edition).<br />

''^ 'On one hand we face a political and economic crisis and on the<br />

other, a demographic and ecological crisis.'<br />

Huxley Aldous, Essays of Aldous Huxley, India, Macmillan, 1973, p.77.<br />

critique,'^ One must necessarily lean to a more philosophical attempt<br />

at understanding the relationship between disorder and design.<br />

Order and Disorder<br />

Order emerges from disorder and in turn is swallowed by a new<br />

order. Cyclical and evolutionary theorists shall continue to debate,<br />

much in the manner of Candlde and Pangloss in Voltaire's satirical<br />

take on the Enlightenment'^ In seventeenth century Europe. The<br />

metaphor of the universe as a set of eggs continually turning<br />

inside-out without breaking," suggests a sense of some Invisible<br />

order underlying the visible chaos ofthe cosmos in Its minute and<br />

magnificent manifestations. Perhaps each age creates Its own<br />

order that includes the order that was perceived by an earlier age<br />

- though it is likely that an earlier age also contains within it the<br />

potential of all its future fulfillment. In the contemporary age, that<br />

we tend to associate orderwith reason and ratİonalİty;and disorder<br />

with all that was irrational. However, it has been acknowledged<br />

that some of what appears as'irrational'to the logical eye, when<br />

viewed from an alternate frame of reference, may contain truths<br />

belonging to realms that surpass reason.'^<br />

'^ 'A small rapacious class feeds unsatiated on the misery of millions'<br />

S. Shankar, The Enemy Within, 1996.<br />

'Enlightenment in general served many useful and extraordinary<br />

purposes. We might mention, the rise of democracy; the banishing of<br />

slavery; the emergence of liberal feminism; the widespread emergence<br />

of empirical sciences, including the systems sdences and the ecological<br />

sciences; an increase in average life-span of almost three decades; the<br />

introduction of relativity and perspectivism in art and moral and science;<br />

the move from ethnocentric to world centric morality; and in general the<br />

undoing of dominator sodal hierarchies in numerous ways. Wilber Ken, A<br />

Brief History of Everything, Dublin, Gateway, 2001, p. 63.<br />

'^ A metaphor suggested by poet and storyteller, W.B.Yeats.<br />

' ^ It (evolution) is always struggling to establish new limits, and then struggling<br />

just as hard to breakthem, to transcend them, to move beyond them into more<br />

encompassing and integrative and holistic modes. And where the traditional<br />

sex roles of male and female were once perfealy necessary and appropriate,<br />

they are today becoming increasingly narrow, outmoded and cramped. And<br />

so both men and women are struggling for ways to transcend their old roles,<br />

without - and this is the tricky part - without simply erasing them. Evolution<br />

always transcends and includes, incorporates and goes beyond. Wilber Ken, A<br />

Brief History of Everything, Dublin, Gateway, 2001, p. 5.


The Buddhist notion of compassion (which is also a tenet ofthe<br />

other religions as well) may be regarded as one such realm. For<br />

instance, the difficulty ofthe rational age to come to terms with<br />

the issue of capital punishment,'^ is negotiated in an entirely<br />

different manner when one is willing to include compassion as<br />

the basis for the organization of life. The technique of encoding<br />

subtle wodd-views into stories, suggests thatthe seeds of higher<br />

realizations are already present in the efforts of saints who lived<br />

several centuries before. An attempt at understanding some<br />

ofthese ideas by contemporary mystics and philosophers will<br />

open up doors of perception invisible to the linear order of the<br />

rational age. Thus what appears disordered deserves scrutiny,<br />

lest one miss the invisible order embodied in it.<br />

Order: The Age of Reason<br />

The birth of science shook the foundations of religion. The<br />

'godlessness'^° that characterizes many contemporary societies,<br />

was prophesized by Nietzsche's proclamation that'God is Dead!'<br />

While one may see a negation of this in Einstein's remark that<br />

'God does not playdice with the universe'one may also interpret<br />

it as a new improved version of'God'as'design'that governed<br />

the intricate clockwork and intimately interwoven strands of<br />

time and space; and of matter and spirit. One may also conclude<br />

that though science undermined the stranglehold of organized<br />

Arthur Koestler records the self-contradictory dilemma of the<br />

rationality in the following paradox:<br />

'The murderer has killed. It is wrong to kill. Therefore, let us kill the<br />

murder.'<br />

'...most of the wodd's great wisdom traditions are, in various ways,<br />

against modernity. Modernity is viewed as the great antireligious<br />

movement, the great movement of rational secularization, which<br />

"killed" God..,.Killed the mythic God, yes. But Spirit is in the overall<br />

process, not in any favored epoch or period or time or place. Reason<br />

has more depth than mythology, and thus actually represents a<br />

further unfolding of Spirit's own potentials. The rational denial of<br />

God contains more spirit than the mythic affirmation of God, simply<br />

because it contains more depth. The very movement of modernity<br />

is a collective increase in the Spirit's freedom, evidenced amongst<br />

other things in the great liberation movements that define the very<br />

core of modernity.'<br />

Wiiber Ken, A Brief History of Everything, Dublin, Gateway, 2001, p. 293.<br />

religion (which was more about power than about religion) It<br />

perhaps did not exclude the religious expenence.<br />

However, In Its popular manlfestadon it substituted the pursuit<br />

of art and religion by becoming the new miraculous'" discipline.<br />

Being increasingly skeptical ofthe mystenous in the obfuscating<br />

sense, the rational mind was keen to demystify. The Intellectual<br />

creativity that flourished effectively challenged many ofthe old<br />

dogmas and false beliefs.The unfolding of'Design'is inextricably<br />

linked to the march of science. It Is this that explains Its position<br />

of power in the hierarchy of the new world that was shaped by<br />

the systematic application of sound scientific prlnciples.^^<br />

Reason, became the principle that came to be deployed to organize<br />

human life. In the political arena it shaped the birth of democracies.<br />

Difference and doubt were integral to rationality. Unlike the eadier<br />

era that suppressed dissent with an iron hand, the age of reason<br />

sought to resolve it through civilized debate. In the social sphere,<br />

the power of reason was used to reform oppressive hierarchies. In<br />

an individual's life. It led to a responsibility for one's own life and<br />

this in turn led to a new found respect for the self-made person.<br />

This brought with it new notions of intellectual property and laws<br />

were made to protect the rights of the individual. The realization<br />

that equality was a condition that should include women and<br />

children brought about newer legislations.^^<br />

^' It seems truly miraculous that a whisper into a cell-phone travels<br />

almost instantaneously half-way round the globe - from a conference<br />

room In Turkey, walled and air-conditioned, to a tiny hamlet in India!<br />

"Art, after a short-lived alliance with positivism, had soon protested,<br />

revolted, taken refuge in the dream, unsuspecting that soon science was<br />

to claim the dream itself as one of its legitimate domains of investigation.<br />

Science seemed to be the destroyer ofthe marvelous and the mysterious.<br />

The resentment was not untouched by a certain amount of jealousy on<br />

part ofthe artist in regards to the strides made by the scientific inventor.'<br />

Balakian Anna, Surrealism:The Road to the Absolute, London, George<br />

Allen and Ulwin Ltd, 1970, p.Sl.<br />

" "Because of sodal relations that began to organize themselves around<br />

the basic forces of production - in this case the plow - men began to<br />

dominate the public sphere of government, education, religion, politics.<br />

And women dominated the private sphere of family, hearth, home. This<br />

division is often referred to as male production and female reproduction.'<br />

Wiiber Ken, A Brief History of Everything, Dublin, Gateway 2001, p. 47.


Reason can bring about understanding and empathy, but it<br />

is Reason that causes us to rise in revolt and righteous anger.<br />

Whenever there is a conflict, the opponents firmly believe<br />

that each of them is right and have an elaborate set of rational<br />

arguments to justify their stances. One may regard the Age<br />

of Reason as advancement over an earlier age of superstition<br />

and blind beliefs; it is by no means the culmination of the<br />

evolutionary process.<br />

If it W3S the age of reason that unlocked the energies<br />

within the atomic nuclei to fuel and power cities it was the<br />

limitations of reasoned arguments that justified the necessity<br />

of unleashing the same energies,^"* with devastating effects<br />

to teach unforgettable lessons to those who were like us and<br />

yet unlike us. The human self, despite the magnificent strides<br />

that allowed it to soar in rockets and planes that flew despite<br />

being heavier than air, was weighed down by a dark side that<br />

prevented it from seeing the'Other'as an intimately connected<br />

part of the same selfi Thought and reasoned arguments had<br />

become the barrier that prevented us from feeling the pain of<br />

another. Clearly, reason had Its limits.<br />

^''The representation paradigm was dualistic in this sense: the subject<br />

doing the mapping was not really a part ofthe world that was being<br />

mapped. The alien mapmaker simply stood back from the pregiven<br />

world and mapped it, as if the two entities had virtually nothing in<br />

common.<br />

Most"new paradigm"approaches fall into this dualistic trap, because<br />

it is a very very subtle trap. Most new paradigm aproaches simply<br />

think that getting a more accurate map will solve the problem.If we<br />

had a nice holistic and systems map, instead of a nasty atomistic and<br />

mechanistic map, that would heal the dualism.<br />

...The nondualistic approach doesn't deny the representational<br />

paradign altogether; but it does say that at a much deeper level,<br />

thought itself cannot deviate from the currents of the Kosmos,<br />

because though itself is the product and performance of those very<br />

currents. And the task of philosophy, as it were, is not to correct their<br />

deviations from reality, but to elucidate these deeper currents from<br />

which thought could not deviate, even if it wanted to!<br />

Wilber Ken, A Brief History of Everything, Dublin, Gateway, 2001, p. 59.<br />

Disorder: Tlie Limits of Reason<br />

David Bohm, who was a Professor of Theoretical Physics<br />

at Birkbeck College, University of London in a series of<br />

conversations with Jiddu Krishnamurti discusses thought<br />

and the limits of thinking. It is relevant to examine some of<br />

his notes from his work 'A Brief Introduction to the Work of<br />

Krishnamurti.'<br />

...we went on to consider the general disorder<br />

and confusion that pervades the consciousness of<br />

mankind. It Is here that I encountered what I feel to be<br />

Krishnamurti's major discovery. What he was seriously<br />

proposing is that all this disorder, which is the root<br />

cause of such widespread sorrow and misery, and<br />

which prevents human beings from properly working<br />

together, has its root In the fact that we are ignorant<br />

ofthe general nature of our own processes of thought.<br />

Or to put it differently It may be said that we do not see<br />

what is actually happening, when we are engaged in<br />

the activity of thinklng'.^^<br />

Thus, one may conceive of chaos and disorder as opposed to<br />

order; chance and serendipity as opposed to design; pleasure<br />

as opposed to pain; life as opposed to death but all ofthese<br />

constructs remain restricted as binary oppositions.<br />

The surrealist movement in Europe, sought to delve into the<br />

realms of the layers of human consciousness, not available to<br />

Its conscious workings. Guillaume Apollonalre^^ in the early<br />

nineteenth century, called himself and those like him 'pilgrims<br />

of perdition'because they were risking what intellectual security<br />

they had as artists to explore the uncertain and the unproven.<br />

^^This is referenced from: http://www.ratical.0rg/many_worlds/K/<br />

'Why not a parallel between the creativeness of applied science<br />

and the arts? In his preface to Le Mamells deTiresias he created the<br />

word "surreal" to designate the human ability to create the unnatural,<br />

and he pointed out that man's first surrealistic act was the creation of<br />

the wheel, which imitates the physical function of motion but creates<br />

a form entirely independent ofthe forms known to exist in nature.'<br />

Balakian Anna, Surrealism:The Road to the Absolute, London, George<br />

Allen and Ulwin Ltd, 1970, p. 81.


Anna Baiakian, İn her work, 'Surrealism: The Road to the<br />

Absolute', observes:<br />

While literature had been neglecting imagination,<br />

science had learnt to make maximum use of it. it had<br />

cast aside the known patterns of matter and through<br />

ingenuity had created new ones. Science's contribution<br />

in Apoilinaire's opinion, was its dbiiity to give reality a<br />

relative meaning and thus liberate it from an assumed<br />

synonymity with the natural. The unnatural could<br />

become a reality, as twentieth century objects, which<br />

had no connection with nature, were proving more<br />

conclusively every day. The factory worker was all the<br />

time creating reality (Balakian, 1970).<br />

Their views are echoed a century later in the following view:<br />

If worldviews have evolved from archaic to magic to<br />

mythic to rational and existential... who is to say that there<br />

aren't higher worldviews down the road? (Wiiber, 2000).<br />

Integral Approaches<br />

Wiiber goes on to revisit various themes suggested by<br />

Schelling, Hegel, and Aurobindo.<br />

...we can look at the higher stages ofthe evolutionary<br />

unfolding, according to the world's greatest wisdom<br />

traditions-the higher or deeper stages wherethe Spirit<br />

becomes conscious of itself, awakens to itself, begins to<br />

recognize its own true nature.These higher stages are<br />

often pictured as mystical or "far-out", but for the most<br />

part are very concrete, very palpable, very real stages of<br />

higher development - stages available to you and me,<br />

stages that are our own deep potentials (Wiiber, 2000).<br />

The duality that stems from objectifying expenence leads us<br />

to view essences as oppositions." The relationship between<br />

Individuals and societies has often been characterized by<br />

stress. We derive much from a sense of community and we<br />

are also driven to seek fulMmenx as individuals and these two<br />

movements often pull at us from opposite ends.<br />

In a lighter vein, LewisThomas^^inafascinatingessay observesthat<br />

'ants are so much like human beings as to be an embarrassment<br />

They farm fungi, raise aphids as livestock, launch armies into<br />

wars, use chemical sprays to alarm and confuse enemies, capture<br />

slaves. The families of weaver ants engage in child labor, holding<br />

their larvae like shuttles to spin out the thread that sews the leaves<br />

together for their fungus gardens. They exchange information<br />

ceaselessly.They do everything but watch television.'<br />

Sn Aurobindo, a poet mystic and seer of the twentieth<br />

century, presents a detailed analysis of human life^^ in his<br />

work, 'The Human Cycle' and suggests that we shall witness a<br />

decline of reason as the basis of life. Human life, he suggests<br />

will begin to be governed by forces that are 'supra-rational'.^"<br />

^' But at present the human intellect has been so much mechanized by<br />

physical Science that it is likely to attempt the revolution it is beginning to<br />

envisage principally or soleiy through mechanical means, through social<br />

and political adjustments. Now it is not by social or political devices, or<br />

at any rate not by these, chiefly or only, that the unity of the human race<br />

can be enduringly or fruitfully accomplished. Sri Aurobindo, The Human<br />

Cycle, Pondicherry, SABDA, The Turn Towards Unity, p. 263.<br />

Thomas Lewis.The Lives of a Cell: Notes of a Biology Watcher, 1974,<br />

Viking Press,<br />

^^'The essential features are the same in Russia and the Fascist countries-<br />

there is a seizure of life of the community by the dominant individual<br />

leader; there is a rapid crystallization of the sodal, economic, political<br />

life of the people into a new rigid organization effectively controlled<br />

at every point; there is the compulsory casting of thought, education,<br />

expression and action into a set iron mould, a fixed system of ideas and<br />

life motives, with a fierce and ruthless, often a sanguinary repression of<br />

all that denies and differs; there is a total unprecedented compression of<br />

the whole communal existence so as to compel a maximum efficiency<br />

and a complete unanimity of mind, speech, feeling, life! Sri Aurobindo, The<br />

Human Cycle, Pondicherry, SABDA, The Curve of the Rational Age, p,193.<br />

^"Modern Science, obsessed with the greatness of Its physical discoveries<br />

and the idea of the sole existence of Matter, has long attempted to<br />

base upon physical data even its study of Soul and Mind. ...The French<br />

Revolution, it is thought, would have happened just as it did and when<br />

it did, by economic necessity even if Rosseau and Voltaire had never<br />

written, and the eighteenth century philosophic movement in the worid<br />

of thought had never worked out its bold and radical speculations.<br />

Recently however, the all-sufficiency of Matter to explain Mind and Soul<br />

has begun to be doubted and a movement of emancipation from the<br />

obsession of physical science has set in, although as yet it has not gone<br />

beyond a few awkward and rudimentary stumblings. Sri Aurobindo,<br />

The Human Cycle, Pondicherry, SABDA, The Cycle of Society, p.t


He outlines the conditions for the coming ofthe spiritual age,<br />

and observes that it is only when the ego Is abandoned do we<br />

get a chance of achieving spirituality in his inner and outer life.<br />

The freedom from the egoistic standpoint Is the first and the<br />

most prominent characteristic of such a society.<br />

'A spiritualized society would treat In its sociology the<br />

Individual, from the saint to the criminal, not as units<br />

of social problem to be passed through some skillfully<br />

devised machinery but as souls suffering and entangled<br />

in a net and to be rescued, souls growing and to be<br />

encouraged to grow, souls grown and from whom<br />

help and power can be drawn by the lesser spirits who<br />

are not yet adult. The aim of its economics would be<br />

not to create a huge engine of production, whether of<br />

the competitive or the co-operative kind, but to give<br />

to men - not only to some but to all men each in his<br />

highest possible measure - the joy of work according to<br />

their own nature and free leisure to grow inwardly, as<br />

well as a simply rich and beautiful life for all.'<br />

Interestingly, one may observe in the chapter 'The United<br />

States of Europe'^' of Sri Aurobindo's 'The Human Cycle', a<br />

parallel with events that led to the formation ofthe European<br />

Union.<br />

Conclusion<br />

The transition to post-industrial societies that had ascended<br />

the hierarchy of needs from better designed products to<br />

personalized goods and services, was accompanied by a<br />

similar transition in design activity. Design evolved from Its<br />

earlier engagement with the tangible world, to engaging with<br />

^' A co-operative form of human society existed formerly in the shape<br />

ofa commune; but the restoration ofthe commune as a unit would<br />

imply practically the return to the old city-state, and as this is not<br />

now possible with the larger groupings and the greater complexities<br />

of modern life, the socialist idea could only be realized through the<br />

rigourousiy organized national State.<br />

Sri Aurobindo, The Human Cycle, Pondicherry, SABDA, The United<br />

States of Europe, p. 325.<br />

the world of intangibles and experiences. The eadier concerns<br />

did not disappear altogether - for the need for well designed<br />

products never really ceased; but these concerns now sought a<br />

deeper understanding of human needs. If the earlier approach<br />

was determined largely by material aspects - of manufacturing<br />

and production, design in the post-modern age had to engage<br />

with the cultural dimension. Thus, while the earlier designer<br />

needed to create a shoe that was comfortable, ergonomically<br />

designed and catered to some 'universal aesthetics'for shoes,<br />

the post-modern designer working for a multi-national shoe<br />

manufacturer, had to include an understanding of theculturai<br />

aspects in product semantics. If the modernist had great<br />

faith in the universality of "good design", the post-modernist<br />

understood that the global age had to temper itself with an<br />

understanding of cultural diverslty.Thus, a designer no longer<br />

regarded design as a set of objective parameters that had to<br />

be optimized, but an effort that had to take into account the<br />

experience of various users and ensure that it had meaning.<br />

This paper suggests that even a paradigmatic shift from the<br />

material to the cultural would fall short when It comes to<br />

understand the deeper basis of some ofthe crucial problems<br />

that shall confront future societies. The designed response<br />

would necessarily have to go beyond the cultural dimension<br />

and engage with the self in a far more introspective manner. In<br />

this regard, designers may learn from approaches that engage<br />

more directly with the human spirit and the human psyche.<br />

Programmed as we are, to validate and to justify our own<br />

positions, we often regard the negation of the other as a<br />

corollary of our own beliefs. To transcend such dualism<br />

and examine what appear to us as chaotic and disordered,<br />

would bring us closer to what Is. However, given our morality<br />

and ethics; our sense of right and wrong, good and evil<br />

- to transform ourselves to regarding the universe and all it<br />

contains as one essential continuum, is not only immensely<br />

difficult, but might even appear undesirable.<br />

The Buddha began his inquiry into the nature of human<br />

suffering, over two thousand and six hundred years ago. He<br />

concluded was that the world came into existence because of<br />

desire. While existence, did yield its pleasures, it also yielded<br />

pain and suffering. The Buddha concluded that the cessation<br />

of desire, led to the cessation of existence; and to the salvation


from the endless cycles of ignorant meanderings. Such an<br />

emergence out of ignorance, led to awareness, that was<br />

beyond dualities.<br />

Finally, the paper attempts to introduce ways of seeing that<br />

suggest the limitations of rational thought. The invisible<br />

shades of disorder have a beauty that is beyond the beautiful;<br />

perhaps, these are shades that one can at best allude to, much<br />

in the manner of Wittgenstein's silences, or in the utterances<br />

of sages who dwell in the invisible shades of disorder".<br />

"The notion of dancing with disorder, is symbolized in the Hindu<br />

view of the cosmos by the dancing Nataraja. Nataraja, who is also the<br />

Lord Shiva - the God of Destruction (of ignorance) has matted locks<br />

swaying as he dances the tandava - the cosmic dance of chaos; his<br />

face poised and calm. Encircled by a ring of fire that symbolizes the<br />

trials and tribulations of life, he dances with an equanimity suffused<br />

with a smile suggesting his victory overthe powers of ignorance. One<br />

also encounters the image of Goddess Tara in a similar dance.<br />

A detailed study ofthis may be found in the work'The Dance of Shiva'<br />

by the eminent art critic. Ananda Coomaraswamy.<br />

Additional References<br />

CAMPBELL JOSEPH, MOYERS BILL, 199T The Power of Myth,<br />

Anchor<br />

COOMARASWAMY ANANDA, 1948, The Dance of Shiva, Asia<br />

Publishing House<br />

GHOSH SRI AUROBINDO, 1978.The Human Cycle, Pondicherry,<br />

SABDA<br />

ECO UMBERTO, MCEWAN ALASTAIR, 2004. History of Beauty,<br />

Rizzoli<br />

SUBRAMANYAM K.G., 1987. The Living Tradition, Calcutta,<br />

Seagull Books<br />

TRUNGPA CHOGYAM, 1996. Dharma Art, Shambala<br />

Publications<br />

BALAKIAN ANNA, 1972. Surrealism: The Road to the Absolute,<br />

London, George Allen and Unwin<br />

WITTGENSTEIN LUDWIG, 2001 .Tractatus Logico Philosophicus,<br />

Routledge


R E P R E S E N T I N G D I S A S T E R : S I G N I F I C A N C E D F D E S I G N IN C D M M U N 1C ATI N G<br />

S O C I A L R E S P O N S I B I L I T Y<br />

Şebnem Timur Öğüt<br />

Istanbul Technical University,<br />

Department of Industrial Product Design, Istanbul, Turkey<br />

timurseb@İtü.edu.tr<br />

Hümanur Bağlı<br />

Istanbul Technical University,<br />

Department of Industrial Product Design, Istanbul, Turkey<br />

bagli@itu.edu.tr<br />

This paper is about a textbook that aims to teach children<br />

of n -13 years of age how to deal with or prevent disasters<br />

in general. The title of the book is / am Learning How to Live<br />

Safely^ and it is sponsored bythe Red Cross and Crescent. The<br />

group of experts who wrote and prepared this book consisted<br />

of a professor of meteorological engineering, a professor of<br />

social psychology, an education specialist, and two designers.<br />

As a general decision ofthe group, the term "disaster" is avoided<br />

in the title deliberately, because the term disaster implies a fate/<br />

destiny oriented world view. For that reason, disaster is defined<br />

as an outcome of a natural phenomenon whose effects can be<br />

altered positively by precautions or simply by being prepared<br />

and informed. Therefore, rather than a passive point of view<br />

and/or general attitude, a more "positive" and "active" stand is<br />

tried to be conveyed and encouraged. Instead of pronouncing<br />

"disaster", the idea of "safe living" Is prioritized.<br />

We will bediscussing particularlyaboutthe writing and designing<br />

process of this book in the paper, because the designers worked<br />

with the other members ofthe group from the beginning ofthe<br />

' Kadıoğlu, Mİkdat, İpek Gürkaynak ve Alp Boydak. Kızılay ile Güvenli<br />

Yaşamı Öğreniyorum: 5. ve 6. Sınıflar için. Ankara: Yorum Bas. Yay. San.<br />

Ltd. Şti., 2004. The book can be downloaded online at http;//www.<br />

kizİlay.org.tr/İndex.php?menul=79. Along with this book a teacher's<br />

book is written aiming to tell the teachers how they may use this<br />

book as an effective educational material in class.<br />

process and the analytic and systematic thinking of designers<br />

affected the text itself and the whole layout.<br />

Apartfrom this structural intervention, the second effect of the<br />

designedy contribution to such a critical theme is the problem<br />

of representation ofthese abstract notions related with this<br />

"safe living" attitude about disaster. There are two kinds of<br />

representation or abstraction is conducted in the book. First<br />

one is the representation ofthe physical and natural incidents.<br />

Second one is the representation ofthe desired behaviours/<br />

attitudes of children/people who will read the book.<br />

While the concepts are represented, by the help of visuallty,<br />

children are encouraged to behave in an active, realistic and<br />

positive manner towards the natural facts. As a method to help<br />

develop such a behaviour change in children, role models are<br />

provided who are the main characters of the book that it Is<br />

hoped, the children will identify with.<br />

Introduction<br />

Unlike many other textbooks, / am Learning How to Live Safety is<br />

a collectively written book. The book is the outcome of a project<br />

proposed to and accepted as an educational material by the<br />

Ministry of Education In Turkey. Apart form the fact that there are<br />

three writers, there was a working group whose members are of<br />

different expertises along with the designers.There were meetings<br />

in which the written text Is being discussed by the group where<br />

experts on disaster management, education and social psychology


handled the text at certain key points with the members of the<br />

Red Crescent {Kızılay}. These discussions were informative for the<br />

designers to being able to have full grasp of the concepts and<br />

the information that the book covered.The phenomena of'living<br />

safely" is first discussed and absorbed by the group members.<br />

Usually, designers are not part ofthe writing process ofa book.They<br />

are often handed with a final or semi-final text to be designed in a<br />

format of a book, leaflet, etc.They try to visualize the information<br />

or put it in an order of hierarchy after the text is being produced.<br />

This time the designers played a key role in the formation ofthe text.<br />

The contribution of the designers (apart from the book size,<br />

paper, general style & layout, font size, spacing and colors} can<br />

be summed under the headings of:<br />

1. the introduction of the elements of "fire, water, air and<br />

earth" in the abstraction of different disasters.<br />

2. the introduction of 3 phases ofthe disasters: before; during and<br />

after. Each disaster is explained according to these 3 time phases,<br />

so that the things that could be done is classified in line with the<br />

course of events. (This also gavea three dimensional understanding<br />

ofthe disasters, as it were, each student can relate him/herself.)<br />

3. the introduction of two characters: kykiz and Aycan as role<br />

models to represent the kind of behaviours that the students<br />

should be in during these time phases.<br />

4. the introduction of the book is written by the designers<br />

along with the writers to explain the abstractions of the<br />

disasters and the two characters.<br />

Representing disasters by the elements of "fire, water, air<br />

and earth"<br />

A concept is the backbone of every design. It is the core that<br />

holds and binds the different elements together in a certain<br />

order and harmony. Starting the design of this book, the<br />

designers first had to understand what "disaster" meant and<br />

then they came up ways of representing them.<br />

Disaster, In our book is defined as the specific situations where<br />

the local sources are not sufficient enough to handle the bad<br />

effects of any kind of threats on life, property, environment,<br />

economy and cultural entities. When natural phenomena like<br />

earthquakes or floods cause significant life and property losses<br />

to demand country wide or international help, then they are<br />

named as natural disasters (Kadioglu et al 2004, ^ 0).<br />

When we are talking about disasters, they can either be natural or<br />

artificial, but what is common to most of them is that they denote<br />

a certain outrage of which is considered as normal. So, a disaster,<br />

in these terms could be defined as the negative side effects of<br />

changing of a normal situation to an abnormal state, caused by<br />

natural or artificial reasons and that can not be dealt with what is<br />

at hand. For example, flood can be seen as an outrage ofthe natural<br />

movement of water. Similarly, fire can be seen as an uncontrolled<br />

spread of flames. Storm is the extreme movements of air flows<br />

caused by mostly differences of pressures. Earthquake is the result of<br />

the resolving ofthe tension that pieces of land exert on each other.<br />

Each ofthe threats that we have mentioned above can lead to<br />

natural disasters. All these natural disasters have something in<br />

common that they are all triggered by the gradual or sudden<br />

changes in the "primary elements". These primary elements<br />

are fire, water, air and earth^. Although having traces in many<br />

^ The complexity ofthe world view in which the primary elements have their<br />

places deserve fjll quotations. Below you can find hints of the wider circle of<br />

thought that these elements belong to (emphasis added to all quotations):<br />

"Since antiquity prime matter has enjoyed a hallowed place in the<br />

Aristotelian system. That system displays an awesome completeness, with<br />

God (pure form and actuality) at the top and prime matter (pure matter<br />

and potentiality) at the bottom. And betxwen these two pole matter and<br />

form combine to yield physical objects of lesser or greater perfection. At the<br />

bottom of the scale are the four elements, which are mainly material; then<br />

come simple uniform stuffs, like the metals; further up the scale are plants,<br />

the simplest living things; then appear the various animals, crowned by man;<br />

higher still are the heavenly bodies, whose potentiality is so weakened as to<br />

humble them only to local circular movement without risk of destruction.<br />

At the very top is the Prime Movei, God, who is wholly immune to the<br />

commotion ofthe physical bodies below (Gill 1989,42)."<br />

"Aristotle suggests that each element can be transformed into the one<br />

adjacent to it by Ihis first easy mechanism: air results from fire, water from<br />

air, earth form water, and fire from earth. The transformation is cyclical.<br />

Although he describes the cycle as occurring in a single direction, he later<br />

indicates that the cycle can occur in the other direction, for he mentions the<br />

emergence of air from water and of fire from air... since adjacent elements<br />

have one feature in common and one opposed {Gill J 989,73)."<br />

"in On Generation and Corruption 11,3 Aristotle says that fire is hot and dry, air<br />

hot and wet, water cold and wet, and earth cold and dry (Gili 1989,44)."


different cultures all around the world, iike the Chinese, Indian<br />

or even Australian cosmologies; the conception of pnmary<br />

or classical elements can be linked to ancient Greece to the<br />

accounts ofthe terms by Aristotle.<br />

....there is one physical element which makes up the<br />

system ofthe bodies that move in a circle and besides this<br />

four bodies owing their existence to the four principles,<br />

the motion ofthese latter bodies being of two kinds: either<br />

from the centre or to the centre. These four bodies are fire,<br />

air, water, earth. Fire occupies the highest place among<br />

them all, earth the lowest, and two elements correspond<br />

to these in their relation to one another, air being nearest<br />

to fire, water to earth. The whole world surrounding the<br />

earth, then, the affections of which are our subject, is<br />

made up ofthese bodies (Aristotle 2004,3).<br />

This basic premise was the starting point ofthe concept ofthe design<br />

ofthe book. If threats and consequently disasters are caused by the<br />

changes in the primary elements, then safe living would be the state<br />

where each element works together in a harmonious unity.<br />

Following this line of thought, designers first classified the natural<br />

phenomena that are listed In the book which are: Earthquake; fire;<br />

winds and wind storms; snow storms and avalanches; precipitation<br />

with lightnings; landslide and mud flows; sun and hot air flows;<br />

according to their relation to a certain primary element.<br />

Every primary element is represented by a designed Icon and<br />

a certain color assigned to it. For example, earth is assigned<br />

to orange (because of its adjacency to brown), whereas air to<br />

blue; water to green and fire to, obviously red.<br />

The icons are chosen to be circular containing the basic<br />

elements. They are designed in such a way that the Idea of<br />

being out of control or breaking the boundanes is given as if<br />

the contained pnmary elements are breaking their circles and<br />

coming out dangerously (Figure 1).<br />

hava su toprak<br />

Unlike the icons of the pnmary elements, the icon for<br />

representing "safe living" is a self-content circle, consisting of<br />

these four elements that reside In It harmoniously, forming a<br />

whole (Figure 2).<br />

Figure 2. Icon of "safe living" combining the four pnmary<br />

elements.<br />

During the process of designing and learning aboutthe disasters,<br />

whatwas really interesting is to discoverthedifferent cosmologies<br />

and beliefs, each culture assigned to these natural phenomena.<br />

As these events change and affect quite a number of people's<br />

lives In a considerably negative ways, and the causes are mostly<br />

unexplainable, they are associated with a higher "force" beyond<br />

or sometimes underneath. For example, in Japanese mythology<br />

it is believed that big tides are caused by a giant fish living under<br />

the sea or an Indian mythology says that earthquakes are caused<br />

by the movements ofa great elephant's head on which the earth<br />

resides. In Turkish mythology or folk culture, it is believed that the<br />

world resides on the horns of an ox of which the movements of<br />

it cause the earthquakes. Implying this belief, on the cover ofthe<br />

book, the icon for safe living showing the four basic elements in a<br />

harmonious circle, representing the earth is held bya child whose<br />

arms resemble that ofthe horns ofthe ox (Figure 3).<br />

.^);o|ffü-rn'<br />

Figure 1. Icons of pnmary elements of air, water, earth and fire. Figure 3. Cover ofthe book.


The general layout ofthe book is designed in an order that<br />

each chapter starts with a page of introduction having the<br />

color of a primary element and the contents of that special<br />

section (Figure 4). Then definitions and explanations are the<br />

first to take place after the colored introduction page. To<br />

enable ease of identification and to mark their difference form<br />

the main text, activities and games are bracketed having the<br />

same color coding ofthe primary element they belong to and<br />

differentiated by different icons. The same design language is<br />

applied to these icons as well to maintain the coherence. The<br />

circle divided into four sections enabled to give the sense of<br />

action, play and collectivity (Figure 5).<br />

Figure 4. Chapter introduction page.<br />

Figure 5. Icons for activities and games.<br />

Representing the reader through role models<br />

UnlessyourwoHd is reallyonlyachatroom, it's going togive<br />

players something to do.The things that you give them to<br />

do, and the rewards they ean for doing it, constitute the<br />

world model. We don't mean this in the genre sense of<br />

"killing monsters" versus "battling enemy spacecraft," but<br />

rather in the sense of how the world wants the player to<br />

live and grow in it (Rollings and Adams, 2003).<br />

In theories concerning computer and video game design there<br />

is this concept of "worid model". The world model suggests the<br />

player to do certain tasks in certain ways and help the players<br />

to "grow and live in it". According to the famous game designer<br />

Raph Koster, there are five different world models: scavenger<br />

model; social model; dungeons and dragons model; player-<br />

versus-player model; builder model (Rollings and Adams,<br />

2003).<br />

Obviously, it is not the aim of this paper to go deep Into<br />

these specific categories of world models, but during the<br />

process of writing/designing, it was quite clear that one of<br />

the primary objectives ofthe book was to give the 5* and 6"'<br />

grade students that they can "do something" against these<br />

"monstrous threats", as It were. So, it is decided that visual<br />

role models were necessary in conveying the essential visual<br />

information on how to act in every stage of being exposed to<br />

dangerous situations, like staying down/crawling when there<br />

is smoke etc...<br />

Two role models were created by the designers (Figure 6), One<br />

boy named Aycan and one girl named Aykiz.Jhe names were<br />

chosen in accordance with their implications to Red Crescent<br />

(Kızılay), both starting with the word/syilabus"ay". Both ofthe<br />

characters' hair is in the shape of a crescent. They are depicted<br />

as wearing everyday clothes, not special uniforms, because<br />

if they did wear special uniforms, then it could be thought<br />

that the acts that the two characters are describing are to be<br />

conducted by a specifically educated group of people, like<br />

A/CL/r (Search and Rescue Team ofTurkey).<br />

Aykiz<br />

Aycan<br />

Figure 6. Role models: Ay/


On the contrary, the message of the book is to enable the<br />

student/reader's identification with the characters and<br />

develop similar behavior patterns as ordinary students<br />

without any special skills or education. Just like the wodd<br />

models in computer or video games, both by the textual and<br />

visual discourse within the book, the world is represented as<br />

a place where It is normal to confront the natural phenomena<br />

causing disasters, but itis possible to act against them and<br />

be prepared beforehand. The message is to create a social<br />

awareness and consequendy activate the students to inform<br />

themselves about various phases of the threats and also<br />

let others be informed. The student/reader is rewarded by<br />

playing the different games and taking part in the activities,<br />

sometimes involving other parties, such as their parents and<br />

other people where they live.<br />

Three phases of the disasters: Before; during and after<br />

According to our book, there are threats, nsks and disasters.<br />

Threats are the natural or man-made events that could<br />

cause life and property losses or prevent to sustain our<br />

everyday lives, if not taken precautions. Among the threats<br />

earthquakes, floods, storms, fires and explosions could be<br />

counted. It is not always possible to prevent the threats that<br />

trigger natural disasters. For example, geologically, Turkey is<br />

on a major fault line and we can not do anything to change<br />

this and we can not prevent earthquakes to happen, but we<br />

can reduce the harm that an earthquake can cause (Kadıoğlu<br />

etal 2004,10).<br />

Risks are the bad consequences ofa threat can produce. These<br />

consequences can affect the lives, houses of the inhabitants<br />

of our surrounding and the things that they do directly or<br />

indirectly. The nsks can be reduced (Kadıoğlu et al., 2004,10).<br />

As there are known threats whose risks can be reduced,<br />

there are quite a number of things that could be done<br />

before they can turn into disasters, or even after. That is why<br />

the designers suggested classifying the information and<br />

related activities into time phases like "before", "dunng" and<br />

"after". This enabled to put the related topics and necessary<br />

information in an order. Visually, it enabled an ease in reading<br />

as there is quite a number of topics suggested to be done in<br />

each ofthese phases.<br />

Conclusion and last words on design and social<br />

responsibility<br />

"Safe living" which is put in contrast to the term of "disaster"<br />

in the aforementioned book means "to try to live avoiding<br />

the harms that could be brought by all kinds of danger."<br />

This is a delicate subject especially if children are being<br />

addressed as a target audience of a book related to disasters,<br />

so designers had the responsibility of not creating a "dooms<br />

day" image. Therefore, illustrations were chosen as the mode<br />

of representation of both the disastrous situations and the<br />

related actions advised to be done before, during and after<br />

them. The real life situations are depicted as close to reality as<br />

possible, because it was demanded to be informative, while<br />

it was avoided the scenes to be frightening. Illustrarions also<br />

gave the freedom to underline or highlight the real message<br />

enabling the designer to eliminate all the unnecessary details.<br />

The power of abstraction is useful in both communlcaring<br />

with children visually and conveying what Is really important<br />

visually (Figure 7).<br />

Figure 7. Detail of a page of the book with an illustration<br />

related to first aid.<br />

The whole book is written by addressing the things that<br />

anybody could do according to his/her current capabilities.<br />

Conveying informarion is somerimes enabled by addressing<br />

the students' parents, neighbors or local authoriries: The<br />

student is asked to get information or to seek help from<br />

them when needed. This kind of an interacrion would enable<br />

people to talk about certain safety issues around them and<br />

to take precautions. For example, there are actlviries such as


"Preparing a Family Disaster Plan" (Figure 8) or tliere are many<br />

warnings in the book such as "Tell your parents not to... (go<br />

through the flood water with their cars)" kind of statements<br />

trying to educate families, especially who are living in rural<br />

areas.<br />

Figure 8. Illustration showing the family disaster plan.<br />

It was one of the major goals of the book to give the sense of<br />

"being active".This kind of conception covers to being "active,<br />

sensible and be informed" in order to maintain a safe living<br />

standard.<br />

Design ofthe book was really important to convey the intended<br />

messages and trigger the type of response form the part of its<br />

readers, because graphic design mostly aims communicating<br />

the right message. Designers aimed to be part of this social<br />

responsibility project by making the book:<br />

• more readable in terms of putting the information in a<br />

both visual and textual hierarchy,<br />

» more reader-friendly by introducing active role models<br />

that children can identify themselves with,<br />

• more manageable in terms of the significant amount of<br />

textual information.<br />

The last topic is probably is one ofthe most important ones,<br />

because if the information is made manageable by the tools<br />

of basic design, like hierarchy, color coding, icons, etc, then it<br />

means that there is the possibility for the student/reader to<br />

think that disasters, threats or risks are also manageable to<br />

a certain degree. Design in this case, and similarly in most<br />

others. Is not only a cosmetic make-up on an important piece<br />

of text. Especially for children and especially as part of an<br />

education that aims to beyond educating children. Through<br />

those children, this vital information can be disseminated to<br />

many people who might not have the access.<br />

References<br />

ARISTOTLE. 2004. Meteorology. Montana: Kessinger<br />

Publishing,<br />

GILL, M. L, 1989. Aristotle on Substance: The Paradox of Unity.<br />

Princeton, N.J.: Princeton University Press.<br />

KADIOĞLU, M., 1. GÜRKAYNAK ve A. BOYDAK. 2004. Kızılay ile<br />

Güvenli Yaşamı Öğreniyorum: 5. ve 6. Sınıflar İçin. Ankara:<br />

Yorum Bas. Yay. San. Ltd. Şti.<br />

ROLLINGS, A. and E. ADAMS, 2003, Andrew Rollings and Ernest<br />

Adams on Game Design. Indianapolis, Ind.: New Riders.


D D E S C D L D R D R I F T D E S I G N TD D I S A S T E R ?<br />

Tülay Özdemİr Canbolat<br />

University of Çukurova,<br />

Faculty of Fine Arts, Adana,Turkey<br />

ozdemir.tulay@gmail.com<br />

Abstract QUALITATIVE CHARACTERISTICS OF COLORS<br />

Color, which is In our perception, is an outstanding design<br />

element playing an important role In our happy and healthy<br />

lives, as well as in the decisions of design process. Intention<br />

of design is the determining cause for usage of color in which<br />

cases and how. So putting forward the intention ofdesign and<br />

appreciating the supportive qualities of colors become vital in<br />

color decision. Within this frame, in this paper, it is intended<br />

to express the qualities of colors required to be considered, as<br />

well as to draw attention to the intenor designs that could be<br />

drifted to a disaster by the effects caused by them. "Disaster"<br />

is used to point out the application in which the qualitative<br />

characteristics of color and purpose of design are not<br />

considered and consequently successful design is evaluated<br />

to be unsuccessful.<br />

In this paper the color applications will be discussed by<br />

illustrating some interior design samples.<br />

Introduction<br />

Colors seem to us with some meanings as a way of expression.<br />

Even they do not sound anything obviously, those affect us<br />

spiritually. For that reason, designs considering psychological<br />

Interactions created by colors used in an Intenor give positive<br />

impressions. On the contrary, colors which were not chosen<br />

truly may cause not only a negative impression but also a<br />

good design work can be drifted to a disaster. Not to create a<br />

disaster dunng the design procedure, the color harmonization<br />

methods should be used considering the qualitative<br />

characterisrics of colors and the issues about how they interact<br />

and affect each other.<br />

While defining a color, it is required to know some basic<br />

concepts about colors. Through these concepts, we can totally<br />

delineate each color that we perceive. So to pronounce the<br />

name of color is not enough for its definirion. For instance, by<br />

enouncing the word"red"we can not literally explain that color.<br />

We have to describe and explain what kind of red it is. For an<br />

exact description of that color we should identify whether It is<br />

dark-light, bright-pale, its warmth and cool, its middle values<br />

between dark and light shades, and the different values of<br />

bright or mat shades of it.<br />

Three main color attributes-hue, value, and saturarion-<br />

together can be used to determine any individual color visible<br />

to the human eye.<br />

The attribute of color experienced first in the course<br />

of human development is hue. Hue is somerimes<br />

described as the primary character, orthe pure essence,<br />

of color. It refers to the wavelength of the color and its<br />

relative posirion in a two-dimensional color - in other<br />

words, the redness, yellowness, or blueness ofthe color<br />

(Kopcz 2004:4).<br />

Value is the term used to describe how light or dark a<br />

color is. When two colors differ in terms oftheir relative<br />

lightness or darkness, they are of different values.<br />

Traditionally speaking, the lighter the color, the higher<br />

its value. However, differences in value are also visible<br />

between dissimilar hues. For example, it's easy to<br />

recognize that a cream-colored wall (of yellow hue) has<br />

a higher value than the color of an adjacent mahogany<br />

door (which has a red hue) (Kopcz 2004:5)


Saturation refers to the amount of hue, or the degree of<br />

fullness of the hue, that exists in a color. To reduce the<br />

saturation level of any color, it can be mixed either with<br />

a gray equal in value to the original hue or with the<br />

complement ofthe original color. The word intensity is<br />

another term used to describe the relative proportion<br />

of hue saturation versus neutrality as it exists in color. A<br />

very intense color is one closer to a full hue. When we<br />

decrease the intensity of a color, only its saturation is<br />

reduced (Kopcz 2004:6).<br />

Colors are classified into two groups according to their<br />

psychological impacts on human.<br />

cool /OllOH'<br />

1cool<br />

Uuc<br />

= gip.en<br />

warn b'uo + cool rod = viotst<br />

Figurel. Warm and Coo! Colors.<br />

(http://www.johnlovett.com/colour.htm)<br />

Most colorist accept the idea that humans associate<br />

temperature with certain hues. Hues in the yellow,<br />

orange, and red range are considered warm, while<br />

colors ranging from blue to green are considered cool.<br />

Yellow-green and violet can seem either warm or cool<br />

depending on the relative temperature of the adjacent<br />

colors in view. In spatial application, we tend to favor<br />

warm colors in colder climates and cool ones In hot<br />

climates (Kopcz 2004:9).<br />

Due to the standing out characteristics of some colors, having<br />

a dashing appearance and making feel excitement, they are<br />

called as warm colors. Because the wavelengths of warm<br />

colors are short and high resonant, they are the first colors<br />

reaching to retina. While red and all colors merging to red<br />

are the warm ones, green, blue-purple and colors merging to<br />

blue are composed of cool colors. But each hue has warm and<br />

cool shades. For example, if there is more red in green, it is<br />

called as warm green; on the other hand it is called as cool<br />

green, if it consists of much more blue. Besides, the warmness<br />

and coolness ratios of color changes also increase or decrease<br />

according to values of colors. Colors merging to white or black<br />

are perceived as much cooler than their saturated tones. For<br />

instance, pink is a warm color, but saturated red is perceived<br />

much warmer. In summary, each color has both warm and<br />

cool quality. The tones merging to cool colors are called as<br />

cool shade of that color, the ones merging to warm colors<br />

called as warm shade of that.<br />

IMPACT OF COLOR ON INTERIOR DESIGN<br />

The impactof the color on perception of the interior hasa very<br />

strong relationship with the psychological impacts on human.<br />

Red is a good and explanatory example, as the most dynamic<br />

color having a most acute resonance. Red, as a descriptive<br />

tool, appears with some meanings as a reflection of emotions.<br />

Even if these meanings do not always sound anything<br />

obviously, they affect us emotionally. So red used in interior<br />

design creates an emotional state, exposes the psychological<br />

interactions. Red is sometime a rose, a traditional expression<br />

of pure love. But noticing red may also mean loosing control.<br />

Although it is a positive color, It Is the color of life, that red, the<br />

same one, is sometimes used as identification of murderous<br />

and violent institutions in subconscious, as well as the battles<br />

arise as a result of greed, ambition and anger. Red is known<br />

as the color of chaos, and unless it is composed of convenient<br />

tones and proportions of red color, it may cause chaos in<br />

the interior. The implementations which do not consider the<br />

qualitative characteristics of colors may drift a good design to<br />

a design disaster and cause negative emotions (Figure 2).<br />

The red color used in a space expects to be conspicuous. Usage<br />

of red as an idea in design layouts a red blooded and dashing<br />

attitude. However, in the spaces expected to be in tranquility,<br />

it entertains a risk to use so much kind of colorful tones of red<br />

due to its potential.The most important thing here is to create<br />

an atmosphere corresponding to the intention and the way<br />

of expression. This could be formed by dominating the red


which undertool< the task, and also by deriving benefit from<br />

the quantity of red and using it only one touch (on an object,<br />

a furniture, etc.) (Figure 3-4).<br />

îMırfııBilır.ftg5îîn I •<br />

Figure 2. The use of same value of one color in an ample space<br />

cause chaos because of the quality of red, as well as interfere<br />

the perceiving ofthe measures and the depth of space (Clifton<br />

200T57).<br />

Figure 3.The harmony composed of opposite colors red-green and<br />

orange-blue.The red which has dynamic quality has taken a part In<br />

a small (restricted) area; the passage toward orange merging to red<br />

has provided the harmony (Rinaldi andTashen, 1998:283).<br />

Figure 4. Dominancy acquired by only one touch, due to the<br />

quality of red color (Clifton 2001:50).<br />

THE CONFLICT IN SYNERGY OF COLORS WITH DIFFERENT<br />

QUALITIES<br />

By the use of warm and cool colors together, which may create<br />

a color clash in the space, even a successful design procedure<br />

may result as a disaster. Avoiding from this can be possible by<br />

using the warm tones of cool colors in the harmony in which<br />

the warm colors are dominant or vice versa (Figure 5).<br />

Figure 5. Due to that a cool color got hold the other warm<br />

colors, the warm and cool colors harmony has been created.<br />

In the wide space the warm tone of blue has been used, and it<br />

has been provided that by decreasing the saturation of warm<br />

and cool ones the colors were made come closerto each other.<br />

Here the patched extent of colors and their locarion within<br />

the space contributes to balance and harmony among them<br />

(Lovatt-Smith and Muthesius 1996:268).


For instance, we can convert the green into a warm green by<br />

adding some red, a green merging to brown. On the contrary<br />

in the harmony in which the cool colors are dominant, for<br />

example by adding blue in the purple, we can get the cool<br />

shade of that color. The coolness or warmth of colors increase<br />

or decrease also, according to the changes in the values of<br />

colors. Therefore, by adding black or white, the tones of colors<br />

become much cooler rather than their saturated tones. For<br />

example, the pink in which white is added is a warm color, but<br />

the red in the sun spectrum {color chart) is warm and much<br />

more attractive color rather than it. The way of our perception<br />

of color also depends on which colors are used together and<br />

next to each other within the space. The warm or cool shade<br />

of one color which is put next to another warm or cool color<br />

change increasingly or decreasingly according to its hue, value<br />

and saturation. In order not to create disaster in the design of<br />

use together of warm and cool colors, the color harmony can<br />

be achieved by using the warm tones of cool colors or the cool<br />

tones of warm colors. Also by using passage colors composed<br />

of the other intermediate colors, it is provided that the colors<br />

visually come closer and are harmonic to each other {Figure 6).<br />

Figure 6. Color passage samples. Colors, like the adjacent<br />

colors may undergo a change little by little. Such as red, red-<br />

purple, purple, blue-purple, blue, or red, red-orange, orange,<br />

yellow-orange, yellow.<br />

The color passage can be used in the case that an object is<br />

not desired to be seem obviously. If it has a characteristic of<br />

contrast hue and saturation, it can also be used for easing this<br />

contrast and establishing transition links. By color passage a<br />

relaxing atmosphere can be created, which is much less risky<br />

and much moreacceptable.lt is not always possible to achieve<br />

a harmony in color contrast, whereas it can be ensured by<br />

using color passage.<br />

The complementary hues, because of that they do not like each<br />

other not at all and form opposite poles, cause shock effect<br />

on eyes. So, in the harmonies composed of complementary<br />

hues, a contribution between colors to each other is provided,<br />

and by using the intermediate colors a passage is done.<br />

When the complementary colors are used together at the<br />

same proportions, they invigorate each other. Therefore<br />

the affection of hues is got to be under control by using the<br />

colors with different proportions, saturation and darkness.<br />

Particularly when the part wanted to be attractive within the<br />

space - whether it is furniture or an object - is saturated and<br />

small, you come much closer to your intention (Figure 7).<br />

4^1] M<br />

Figure 7. "The colorful harmony made by the complementary<br />

green and red". The dynamic characteristic of the warm<br />

color red was balanced by using it patched in a small area,<br />

and the harmony was formed by using the cool color green<br />

unsaturated in a widen extent.The harmony among the colors<br />

was formed by using the white - a mid-passage color - on the<br />

frame, the curtain, the armchair and the ceiling (Rinaldl and<br />

Tashen 1998:36).<br />

While using one ofthe hues together with its complementary<br />

hue, sometimes some other ways could be preferred in order<br />

to provide harmonic success in design, due to the deep<br />

mutual interaction of them. The most preferred method is


educing the saturation of chosen colors;for example using full<br />

saturated positions of leaf green and scarlet orange together<br />

side by side may be abrasive. Their mutual interaction can be<br />

more harmonically by adding into them some grey color or<br />

another hue (for example blue). Another method is adding<br />

the colors into each other; for example because of that the red<br />

and the green with the same value have also the same level<br />

of saturation, they can disturb the eyes. This problem can be<br />

overcomed by adding the colors into each other. Thereby, the<br />

interaction can be less drastic (Figure 8).<br />

Figure S. "The harmony made by the complementary hues<br />

green-red and orange-blue". The red as a color with dynamic<br />

quality was used in a restricted part, and a harmony was<br />

provided by making a transition (passage) with orange<br />

merging to red (Lovatt-Smith and Muthesius 1996:155).<br />

One of the factors determining the decision of color is the<br />

atmosphere intended to be created by the designer. For<br />

example, the atmosphere created by revealing the visual<br />

expression of exposed concrete within the interior can not be<br />

attained by coloring the concrete within the same place (Figure<br />

9). Moreover, coloring the exposed concrete within an interior<br />

space where prestige and power are overemphasized could<br />

cause a disaster in design. However, in such a design case that<br />

furniture made by color and smoothing applicarion over light<br />

concrete the result may not be a disaster (Figure 10).<br />

Figure 9. The marvelous expression of exposed concrete in the<br />

Interior. Designed byTadao Ando, 1990 (Ando 1991:108).<br />

I<br />

Figure 10. The furniture made by light concrete modules. The<br />

bearing part is natural wood. On the concrete convenient for<br />

coloring surface (Sandback Fabrication Katalog 1999).<br />

In each application the concrete have been used, but the<br />

application made in the interior the natural character of<br />

material has been emphasized; on the other hand in the<br />

furniture design while the natural character of material was<br />

being masked. Its chrominance character has been highlighted.<br />

The use of concrete has been differing in each of two designs<br />

according to intentions of them. Therefore, the color has an


importance as a factor affecting the conciusion intended to be<br />

arrived bythe designer.<br />

CONCLUSION<br />

In order not to cause a disaster in a weli-designed space,<br />

considering the mood intended to be created, the colors are<br />

limited according to their hues and quantity. Also, beside<br />

this limitation, the allocation of colors is determined within<br />

the space. For formation of a harmonic scheme in the space,<br />

a balance among colors is provided. The allocations of hues<br />

selected, of lightness-darkness, and of saturated-unsaturated<br />

colors and their local impressions are important factors in<br />

contribution of color to the space.<br />

The designer, together with his/her emotions, applies color<br />

harmony methods considering the physical characteristics of<br />

colors as well as how they interact with each other due to their<br />

own qualities.The designers do not only act according to their<br />

subconscious background, but they are also required to have<br />

scientific background for description of colors. The aesthetic<br />

and scientific background of a designer about colors do play<br />

an important role in positive contribution of color to interior<br />

design.<br />

References<br />

ANDO,T., 1999, "JA-Japan Architect", Milano<br />

CLIFTON, C, 2001, The Colour Design Source Book, Ryland<br />

Peters & Small,London<br />

FEISNER, A.E., 2000, Colour, How to Use Colour in Art and<br />

Design, Laurance King Publishing, London<br />

KOPACZ, J., 2004, Color InThree-Dimensional Design, McGraw-<br />

Hill, NewYork<br />

LOVATT-SMITH, L. and MUTHESIUS, A„ 1996, Provence Interiors,<br />

Tashen, Germany<br />

RINALDl, P., and TASHEN, A.,1998, Tuscany Interiors, Tashen,<br />

Italy<br />

TEMİZSOYLU, N., 1987, Renk ve Resimde Kullanımı, MSU,<br />

İstanbul<br />

OZDEMİR, T., 2005, Renk Kavramı ve Konut İç Mekanında<br />

Tasarıma Etkileri, Mimar Sinan Güzel Sanatlar Üniversitesi, Fen<br />

Bilimleri Enstitüsü, Sanatta Yeterlik Tezi, İstanbul<br />

YENER, N., 2000, Özellikten Biçime, Profesörlük Çalışması,<br />

İstanbul<br />

http://www.johnlovett.com/colour.htm<br />

"Sandback Fabrication" Katalog, 1999


F I G H T S A N D F I R E S A R E T H E F L O W E R S O F E D O<br />

JennieTate<br />

University of N.S.W, Sydney, Australia<br />

jennietate@unwired,com.au<br />

Abstract<br />

It has been common in post -enlightenment Western society<br />

to view binary pairs as oppositional in nature. I wish to<br />

interrogate how the narratives of our society determine our<br />

evaluation and response to disaster and events that create<br />

disorder in our lives. What is the role of design when cities,<br />

which are re-built and re-constructed after "disaster" natural<br />

and man-made, alters the material and physical "face" of the<br />

urban environment? By changing our relationship to binary<br />

pairs from oppositional can we transform the design and<br />

inhabitation ofthe urban landscape? This is an environment<br />

that is increasingly perceived, particularly by Western thought,<br />

as alienating, hostile and sterile?<br />

The locus of my research is the city of Tokyo, and how it has<br />

transitioned from the Edo of theTokugawa Regime 1600-1863.<br />

This was a city with a built materiality of wood and paper, which<br />

through repeated destruction, has re-emerged as contemporary<br />

Tokyo, a city of concrete and glass. This will be illustrated by<br />

the way firstly, in which the various "mappings" of the urban<br />

environment are a visual expression of its metaphysics and<br />

secondly, by how they underpin urban planning and design.<br />

"Fights and Fires are the Flowers of Edo"is an expression that was<br />

popular dunng theTokugawa Regime.This period was a time of<br />

constant conflagration and upheaval as the result of repeated<br />

earthquakes. More recently events have included flooding<br />

and firebombing. However this upheaval always preceded a<br />

resurgence of life. The term "Fights and Fires are the Flowers<br />

of Edo" is Indicative of the process of renewal and creation as<br />

an integral part of destruction. This paper specifically examines<br />

the way in which narratives, written, oral and visual determine<br />

our relationship to binaries and the way in which they provide<br />

the conceptual framework for design and urban planning. The<br />

paper will also interrogate whetherthese narratives of resilience<br />

have permeated the new materiality of concrete and glass. The<br />

conclusion will demonstrate the consequences this has for<br />

design and urban planning.<br />

The theoretical perspectives that this paper calls on are the<br />

Interface of science and metaphysics through the Poetics<br />

of Space as significant for meaningful inhabitation within<br />

the Built Environment. The organizing principle of this<br />

mulri disciplinary approach will employ Narrative Inquiry to<br />

examine the role myths; cosmologies, maps and metaphysics<br />

of Japanese Culture play in the design and re-construcrion of<br />

the Urban Environment.<br />

It has been common in post-enlightenment Western<br />

society to view binary pairs as oppositional in nature<br />

rather than as complementary.<br />

Thus our definition of what constitutes order and disorder<br />

is polarized. Tradirionally, the Western view has been to<br />

privilege control and safety, careless of the implications to<br />

the psyche. Visual narratives and metaphors of boundary and<br />

protecrion are evident from eariiest rimes in stonewalls that<br />

surround our cities. Post-enlightenment, our obsession with<br />

order and control, shielding us from the natural worid is even<br />

more evident In the grid of rarionality imposed on the urban<br />

environment. However, despite the welcoming advantages<br />

of increased safety and protecrion the price appears to be a<br />

built environment that is increasingly perceived, as alienaring,<br />

hosrile and sterile.<br />

But there are many who hold an alternate position redolent<br />

with possibility. In "The Poetics of Space" Gaston Bachelard<br />

reveals that the need to dream and imagine is crirical to being<br />

and habitarion {Bachelard and Jolas, 1994). He takes us on a<br />

poetic journey of spatial and metaphysical discovery. From


ounded protection in burrows and slielters, he introduces us<br />

to the nest, simultaneously our symbol of shelter and utterly<br />

fragile thing, affirming a space that integrates rather than<br />

resists a larger cosmos.<br />

James Donald, in "Imagining the Modern City "(1999) also<br />

challenges the Western view of dialectics as oppositional, re­<br />

iterates the need to dissolve fixed boundaries of "either/or"as<br />

a necessary condition for enlivening the cities that we inhabit.<br />

The realm of physical and metaphorical light and dark, the 'so-<br />

called' problematic areas of urban existence inherent in the<br />

city can be, he suggests the means by which the city comes<br />

alive. By enlisting as his guides, filmmakers, novelists and poets<br />

to penetrate and observe the urban experience Donald offers<br />

a complement to the reality purported by our sociologists,<br />

architects and urban planners and demonstrates that the love<br />

of'universal transparency' is in fact the 'Enlightenment terror<br />

of darkened spaces' The result of this tightening and fixing of<br />

the lines between reality and imagination is a loss of a space<br />

where our dreams and imagination can access possibility and<br />

potential (Donald, 1999).<br />

The locus of my research is Tokyo.<br />

It is a labyrinthine city often perceived by Westerners as<br />

confusing and paradoxical. However, does this facilitate a<br />

space where an alternate response to the problematic areas of<br />

urban existence can exist? This is a city that traditionally has<br />

demonstrated an alternate orderor"mapping"that is conducive<br />

to resilience, flexibility and renewal. Behind Tokyo's apparent<br />

ugliness and chaotic disorder, behind the contemporary facade<br />

with and its business and administrative faces lie very different<br />

and parallel realities. In the spirit of Calvino's "Invisible Cities'!<br />

Tokyo too, with its faces and masks is simultaneously many<br />

differentcitiesandvillageseachwiththeirown rhythm and pace<br />

(Calvino, 1978). Peeping through gaps in the contemporary<br />

fabric old rhythms, memories and traditions of eariier eras<br />

co-exist creating a vital, living integrated whole. Architectural<br />

theoristYoshinobu Ashlhara (Ashihara and Riggs, 1989) refers to<br />

this as'a hidden order'. Likewise Hiddenobu Jinnai (1995) sees a<br />

city where a contemporary international surface co-exists with<br />

the vernacular, an order where surface (Omote) and underside<br />

(Ura) are in a complementary relationship to each other. This<br />

order would remain invisible to outsiders if the underlying<br />

'organic ties to nature and the universe, is not understood'<br />

Jinnai argues (Jinnai, 1995). He adds that the development of<br />

the city is a continuum in which the memory of a cosmology<br />

based on a complementary relationship with nature is still in<br />

existence and is structured into the very pattern of the city.<br />

Tokyo bespeaks a geştalt At night material surfaces, whole<br />

buildings and the rigidity of the street plan of the rational<br />

world dissolve, giving way to an alternate unrecognisable<br />

worid of play where darkness, the irrational and the mysterious<br />

are privileged and warmth, liberation and conviviality are the<br />

norms. Honne, corresponding to the private self or the real<br />

situation, is in evidence, In the morning, the city returns to<br />

rational, efficient management and Tat&mae or public face<br />

become the accepted norm. Despite a seemingly Western and<br />

International 'Face'the city of Tokyo in Its diurnal and annual<br />

rhythms is'Dancing'to its own internal order, exuding a vibrant<br />

energy and life force.<br />

William Demastes in his book "Theatre of Chaos" offers the<br />

solution "To be and not to be. That is the question?" to the<br />

problem posed by Hamlet, when troubled by the dichotomy<br />

of rationalism implied in the expression, "To be or not to be."<br />

This metaphysical speculation is within the tradition of the<br />

Japanese Buddhist Scholar Daisuke Suzuki. How would the<br />

evolution of Western thought been altered, Demastes posits<br />

if we had embraced dichotomy as a way of experiencing<br />

and apprehending reality rather than setting possibilities in<br />

opposition to each other. Shakespeare, Demastes explains,<br />

was writing within the transition from a medieval sensibility<br />

and worldvlew in which,<br />

The mystery of life that prevailed in the medieval<br />

world placed humanity in awe of nature, in fear of<br />

its unpredictability. The rise of reductive, predictive<br />

rationalism initiated a conflict between humanity and<br />

naxure, with humanity trusting this new tool ultimately<br />

to assist In the human triumph over nature.<br />

(Demastes, 1998)<br />

Faced with impending ecological crisis this conflict<br />

between humans and nature need reconciling. The topic<br />

proposed for this conference "Dancing with Disorder" is a<br />

valuable and essential step to addressing this perceived<br />

opposition.


To do this i am adopting Tokyo as a case study, a city with<br />

a history of constant conflagration and upheaval as the<br />

result of repeated earthquakes, flooding and firebombing.<br />

However this upheaval always preceded a resurgence of life.<br />

Can we redefine what we interpret as disorder by looking at<br />

underlying hidden patterns of order and rhythm, which are<br />

not always apparent to a society bent on rationalism and Its<br />

controlling ethos? Rather than imposing our own conditions<br />

for order can listening to eadier rhythms, often discredited<br />

as irrational and belonging to the realm ofthe superstitious<br />

provide the impetus for re-newel and re-building. William<br />

Demastes argues that a vision of chaos is not new.<br />

What is new is that our new twentieth prophets -<br />

those men and women whom we trust rationally and<br />

empincaHy to describe truth and reality and whom<br />

we call scientists- are validating for us... the visions of<br />

lunatics, lovers, and poets. They are recovering Ideas<br />

from the marginalized realms of culture and placing<br />

them once again on centre stage. This time the ideas<br />

are supported not by magic and mystery but by the<br />

very sciences that once relegated them to the margins<br />

(Demastes, 1998).<br />

F. David Peat (1991) also espouses a simultaneous vision of<br />

science and metaphysics using maps as an heuristic to expose<br />

some of our most formative visual narratives. Descartes'grid of<br />

control and order, while useful in locating our position in space<br />

has separated us, from each other, the natural environment<br />

and also the cosmos itself He advocates a re-animation ofthe<br />

Cartesian maps that while useful for their predictive power,<br />

do not fully describe the quantum system. Here matter Is not<br />

inert but animate and vital, full of mystery, astonishment and<br />

ambiguity. As a result, he argues our bodies and our spirits,<br />

have lost all affinity with the diurnal and cyclic rhythms of<br />

the natural environment. He advocates new maps to more<br />

accurately describe our position in and relationship to a living<br />

animate universe of complementarity and synchronicity, which<br />

the exploration of quantum physics demonstrates exists. He<br />

draws our attention to indigenous mapping with Its ability to<br />

simultaneously map space and rime, the sacred and the profane<br />

as well as the extraordinary and the everyday as models more<br />

completely describing the human experience, whereby 'Our<br />

minds and bodies all have access to the same creative source<br />

that animates every atom and star (Peat, 1991). However,<br />

rather than invesrigaring our relationship to an animate<br />

universe through indigenous mapping 1 wish to focus on a<br />

highly urbanized environment, that ofthe Edo culture under<br />

theTokugawa Regime 1600-1863. Nishlyama Matsunoske, an<br />

eminent authority on this era, states 'Something close to an<br />

ideal relation of production to consumprion-that is, an ideal<br />

relation of people to nature was, in fact, attained by thirty<br />

million Japanese ofthe Edo period'(Matsunoke, 1997).<br />

r^*.***^ - K ... - •,<br />

Figure 1. A bird's - eye view of Edo in the 1850's,"EthnicTokyo"<br />

Hidenobu Jinna', Published by Process Architecture Publishing<br />

Co.Ltd.1991:15, Photo: courtesy of Tokyo Central Library<br />

When F David Peat describes nature seen as vibrant and alive<br />

in which we took our place amongst other creatures and<br />

plants', picturing a universe In which each atom, rock, and star<br />

drinks ofthe same boundless waters of crearivity,'(Peat, 1991)<br />

he could well be describing the ethos that underpinned the<br />

Culture of urban Edo. This was not a'primitive'culture basedon<br />

medieval superstition but a sophisticated urban environment<br />

in which Nishlyama (1997:9) says,'Human activity imparted<br />

only minimal damage to nature.' The maps of the period<br />

demonstrate a cosmology in which the city is nurtured by the<br />

Sumida River at Its base and protected by a towering Mt. Fuji.<br />

Jlnnal Hiddenobu (1995) describes it as a city of water, similar<br />

to Venice, with the underlying principle of city being a balance<br />

between the planning necessary for the defence of castle-<br />

towns, and the adaptation to the original topography and "the<br />

spirits ofthe land"(Jinnai, 1995). Based on Chinese principles


of geomancy and built on seven hills the city and its central<br />

casde, protected by a labyrinth of moats was organized with<br />

an intimate relationship to nature and the topography. In the<br />

woodcuts of the time, the ethos of the maps is emphasised<br />

and in exaggerated views of Mt. Fuji, everyday life was brought<br />

into an intimate relationship with its symbolic protector. 'In<br />

this way, Edo - a beautiful city integrated into the great natural<br />

world-is vividly described from the view point of the low-city<br />

commoners as constituting a single, coherent universe' (Jinnai,<br />

1995). A unique environment was created and designed<br />

in which the city and its activities were interconnected,<br />

inseparable from nature and the cosmos it emanated from.<br />

11<br />

•m n<br />

Figure 2. Suruga cho Suruga Street Utagawa Hiroshlge 1797-<br />

1858. Image: courtesy of Tokyo Traditional Woodblock Print<br />

Association<br />

The organizing principle of this paper is ISJarrative Inquiry<br />

Despite the post-enlightenment love of rationality and<br />

mathematical order, there is difficulty accepting abstraction<br />

when lives are disrupted. Human experience demands<br />

personalization. Since humanities earliest days narratives from<br />

personnel, visual and oral accounts to the "Grand Narratives"<br />

of our traditions we have sought to explain our place within a<br />

meaningful cosmos. Donald Polkinghorne posits that.<br />

Narrative Inquiry provides a meaningful structure to<br />

our experiences. Our thoughts and feelings affect the<br />

way we design and interact with our environment. If<br />

we are looking at binaries as complimentary we need<br />

a system that accounts not only for facts and rational<br />

explanations but for what is in our unconscious<br />

and appears in the guise of irrationality. Our dreams<br />

memories fears hopes and imaginings are a valuable<br />

sourceofinsight into ourthoughts and feelings.Through<br />

including what is under the surface and within our<br />

unconscious as well as within the collective unconscious<br />

we can more properly comprehend our experiences and<br />

reactions to change (Polkinghorne, 1988).<br />

Today when all of the "Grand Narratives" of traditional and<br />

organized religion have come under scrutiny, the human<br />

animal clings to personalization of experience and the need<br />

for comprehension and meaning within a seemingly hostile<br />

and indifferent universe.<br />

Adding his cry to the malaise of separation, loss and<br />

meaningless that our sterile urban environments are<br />

forcing upon their populace Alberto Perez-Gomez<br />

says the following. Yet 1 yearn for more. For places that<br />

might be thoroughly inhabited and populated with<br />

imagery and desire, unlike the obsolete constructions<br />

that occupy the inhospitable grid of our city at the<br />

moment of awakening. An anguished realization of<br />

universal homelessness! (Perez-Gomez, 1992).<br />

Perez-Gomez argues that.<br />

Phenomenology has shown the importance of<br />

retrieving the body as the locus of meaning,<br />

deconstructing Descartes's objectified, mechanistic<br />

body and biology's organic body to posit instead a<br />

network of internationality, the intertwining of self and<br />

world (Perez-Gomez, 1992).<br />

Phenomenology is of great value, in dealing with the<br />

subjective and personnel. The emphasis on individuality<br />

and our ability to control, and alter the circumstances that<br />

we find ourselves in has been one of the great contributions<br />

of the post-enlightenment scientific revolution. But it is the<br />

weight of the collective unconscious which I believe plays a


defining role in fiow we experience disorder and isa key factor<br />

in the role resilience plays İn re-shaping environments after<br />

destruction or disaster takes place. This is where I believe the<br />

usefulness of Narrative Inquiry lies.<br />

Tokyo is a city, raised to the ground through fire and<br />

firebombing. Twice completely destroyed in the last century<br />

and more recently undergoing a rate of material change that<br />

Is unprecedented. Little Is left of any material artefacts or<br />

architecture, particularly in the areas ofthe low city around<br />

the Sumida River. Therefore, the legacy Is primarily through<br />

memory and narrative rather than architecture and material<br />

objects. Kentaro Arikawa interviewed by Jeremy Narby (2005)<br />

talks of the Japanese ability to innovate, to transform and to<br />

metamorphosis. This is not through choice but because they<br />

are forced to by periodic destruction oftheir old buildings and<br />

their Inhabitation, Narby notes of;<br />

...a volcanic archipelago, [that] is one of he most<br />

seismicaliy active regions of the world. Huge tidal<br />

waves, known as tsunami, and hundreds of earthquakes<br />

occur every year in Japan. Nature here is strong and<br />

uncontrollable. It smashes cities, floods them, blows<br />

them down. Godzilla, the monster that arises from<br />

the deep sea and comes to destroy Tokyo, simply<br />

incarnates the forces of nature. The Japanese are used<br />

to rebuilding their world (Narby, 2005).<br />

Figure B.Tokyo and fvtt. Fuji. Photo: courtesy of Tokyo<br />

Convention & Visitors Bureau 2004 Copyright<br />

Haruki Murakami a writer and literary hero for a generation<br />

of young Japanese, has a different perspective on the current<br />

state of Japanese resilience and flexibility in the face ofthe<br />

rampant technological and environmental change. But he<br />

shares a strong insistence of the Importance of narrative and<br />

metaphor in strengthening the psyche.<br />

Humans - can't live very long without some sense of<br />

a continuing story. Such stories go beyond the limited<br />

rational system - with which you surround yourself;<br />

they are crucial keys to sharing time-experience with<br />

others. Now a narrative is a story, not logic, nor ethics,<br />

nor philosophy. It Is a dream you keep having whether<br />

you realize it or not. Just as surely as you breath, you<br />

go on ceaselessly dreaming your story". And in these<br />

stories you wear two faces. You are simultaneously<br />

subject and object. You are the whole and you are a<br />

part. You are real and you are shadow." Storyteller and<br />

at the same time "character". It is as though through<br />

such multi layering of roles in our stories that we heal<br />

the loneliness of being an isolated individual the world<br />

(Rubin, 2005).<br />

The most pertinent and defining narratives of our society<br />

are those that contextualize our relationship within a<br />

meaningful cosmos.<br />

It is important to understand that,<br />

Traditional urban thought in Japan may be understood<br />

as two layers: on the bottom a largely implicit set of<br />

indigenous attitudes from the ancient and medieval<br />

periods; and on the top an explicit and highly<br />

intellectual structure of thought evolves under the<br />

Tokugawa political system and moulded by Confucian<br />

ideology. ...These two layers have never neatly joined<br />

nor have they been in open conflict (Smith, 1978).<br />

Our understanding ofthe earlier indigenous layer comes from<br />

the stories and myths in the Kq;7k/ (the Ancient Chronicles<br />

of Japan) of 712 and the Nihonshoki (Chronicles of Japan) Of<br />

720. Although not sacred texts based on instances of divine<br />

revelation but a collection of historical, theological mythical<br />

and political narratives, they do contain many themes that<br />

form the basis of Shinto or"the way ofthe gods".


Everything that is manifest in the universe is interconnected,<br />

part of the web of life from the most complex organisms to<br />

the seemingly simplest says IVlotohisa Yamakage (Yamakage,<br />

2006) emanating from a single source or Dangenrei with<br />

life regarded as an affirmative positive experience. It is not<br />

the only reality but co-exists with the "unseen wodd". In<br />

narratives, realms parallel to the material Inhabited by gods<br />

who not only share our human weaknesses but also accept<br />

them are described. Work rituals and worship are earned on in<br />

parallel as archetypal representations of the work of humanity<br />

(Yamakage, 2006).<br />

The Kami or the gods, are defined, by Fujisawa Chikao as' the<br />

deification ofthe life- force which pervades all beings, animate<br />

and inanimate, Kami is the invisible power which unites spirit<br />

and matter into a dynamic whole, while it gives birth to all<br />

things without exception' (Herbert, 1967).<br />

Another aspect ofthe mythology celebrated in the /Cq/7/(/and<br />

Niliongi is the affirmation ofthe life force and the generative<br />

creative power of the universe, equated with fertility and<br />

increase. Japanese myth, (Buruma, 1984) really began with a<br />

brother and sister Izanagl-no-mikoto and Izanamİ-no-mikoîo<br />

who, alongside seven generations of gods emanated out of<br />

chaos. Giving birth to the islands of Japan and vanous deities,<br />

she burned her genitals and subsequently penshed. Gnef<br />

stncken her brother and husband followed, and against her<br />

entreaties demanded to look her In the face. Horrified by the<br />

pollution of death, he divorced her and in revenge she vowed<br />

to strangle to death a thousand people a day. He retaliated<br />

affirming the establishment of fifteen hundred houses forthe<br />

bearing of children each day. And the battle for the supremacy<br />

of life over death began.<br />

Despite its rampant industrialization, Japanese culture is still<br />

wedded to a consciousness of agriculture and the symbolic<br />

and actual cultivarion of rice. Not only do annual events and<br />

celebrarions testify to this but the affirmarion of life and<br />

survival at all costs are embedded into the very fabric of<br />

society, traditional and contemporary.<br />

But it is the story of Amaterasu, the sun goddess that has the<br />

most relevance metaphorically and literally for topic "Dancing<br />

with Disorder". Angered by her brother Susannoo's deplorable<br />

behaviour consisring of offences destructive to agriculture, she<br />

retreated into a cave and darkness enveloped the earth. This<br />

situarion conrinued for many days with the gods in despair,<br />

their livelihood and existence threatened. This was a disastrous<br />

situarion and one of the gods Ame-no-Uzume took acrion. As<br />

related In the Kojiki she threw herself into a dance "overturning<br />

a bucket before the heavenly rock cave-door," stamping<br />

"resoundiy upon it," baring her breasts and pushing "her skirt-<br />

band down to her genitals" (Sadler, 1970). It was an outrageous<br />

bawdy dance, a celebration of life, fertility and fecundity. It<br />

threw the eight hundred assembled kami into paroxysms<br />

of laughter and Amaterasu, unable to control her curiosity,<br />

rushed out of her cave. The desperate life-denying situarion<br />

was solved and her re-entry to the cave was barred with a straw<br />

rope or silimenawo. The incident form the Kq/VW illustrates, R.H.<br />

BIyth suggest5,'The way in which dancing, sex (it was after all a<br />

strip-dance) religion, nature (sunshine) and humour'with such<br />

a chain are bound' in primirive rimes' (Sadler, 1970).<br />

It is a formative narrative, its metaphors resounding In many<br />

Japanese belief systems underpinning responses to the series<br />

of 'life destroying' situarions they have been confronted with<br />

over the centuries.The dance is accepted as being the origin of<br />

Kagura the forerunner of Noh and Kabuki. It is still performed<br />

at Shinto Shrines, often at celebrarions of thanksgiving and<br />

propitiation called "Matsuri' in which the sacred and the<br />

profane, in prayer and play restore and maintain seasonal,<br />

diurnal and interpersonal rhythms. These are rimes of joy and<br />

vitality as well as providing a space for transgression. Integral<br />

to the acts of thanksgiving and propitiation is the notion that<br />

the gods need to be entertained and is demonstrative ofthe<br />

importance of dance and laughter as essential ingredients<br />

for restoring balance when the natural seasonal and diurnal<br />

rhythms have been disrupted. Alan Sadler (1970) citing James<br />

Kirkup says, 'the Kagura play is truly a dream sequence. It is<br />

full of clowns and god-men, incredible heroes and stumbling<br />

idiots, in situations of utter terror and complete banality, all<br />

mixed together'.<br />

Kagura teaches us Sadler observes, how to collectively face<br />

our fears and demons and learn to laugh at them.


Figure 4.Tsuburösashl Matsuri Fertility Festival.<br />

Photo:Courtesy of JennieTate, 2004 Copyright<br />

In Edo religious space was on the outskirts sited in relation<br />

to water and forest. Temples and shrines became landmarks<br />

and then developed into amusement areas, giving Edo its<br />

distinctively sacred/profane prayer/play quality. These areas<br />

Jinnai Hiddenobu (1995) notes were not subject to the rules<br />

of secular relations and they became sanctuaries of freedom<br />

and protection and "wandering entertainers" gathered in<br />

these marginalized areas. Markets, riverbanks and under<br />

bridges were the home of the marginalized, these "ludic"<br />

spaces of liberation creating a "fantastic other worid". Edo<br />

was, Henry D Smith outlines;<br />

A culture that combined an affirmarion of consumption<br />

with a spirit of Impermanence within the Ukiyo of the<br />

theatre and pleasure worids. Where the older narive<br />

sensibility would tend to view such activity in a temporal<br />

framework of purificatory play (hore) apart from the<br />

everyday world (ke) the static Confucian worldvlew<br />

condemned It morally and deemed it "akubasho"<br />

literally bad place. This moral contradiction led to an<br />

idea of the city apart from the city, two cities less In<br />

opposirion than in different worids (Smith, 1978).<br />

It was into this milieu of Eddoko or child of Edo, typifying<br />

pride and resistance that the expression "Fights and Fires are<br />

the Flov^ers of Edo" was born. Here fireman held the dual role<br />

of carpenter, ensuring prosperity, whatever the outcome of<br />

the disastrous fires that wracl


an account of the Japanese response to the destruction of<br />

Tokyo and the re-building ofthe city after the devastating fire-<br />

bombings.'The Amencans arrived, anticipating, many of them,<br />

a traumadc confronted with fanatical emperor worshippers.<br />

They were accosted instead by women who called "yoo boo"<br />

to the first troops, and men who bowed and asked what it was<br />

the conquerors wished' (Downer, 1999).<br />

In a myriad of ways Inexplicable even to the Japanese<br />

themselves their post-war wartime behaviour presented<br />

an entirely different face to 'the mystique of racial and social<br />

solidarity that had saturated wartime propaganda' says<br />

Downer (1999). Looting, robbery and self-seeking behaviour<br />

by ail became the order of the day. Ordinary people, the<br />

authorities, police and even the kami kaze pilots became<br />

enmeshed in a ruthless impersonal battle for survival in which<br />

everyday rules ofmorality were turned topsyturvey. Despite an<br />

environment that was materially devastated and a population<br />

facing starvation, personnel dianes and popular culture<br />

displayed endless resistance to pessimism, with Downer<br />

observing 'sardonic humour flourished alongside despair,<br />

and for every personalized story of emotional exhausrion<br />

and shattered lives, it was possible to find an uplifting<br />

counterexample of resilience, hope and accomplishment'<br />

(Downer, 1999).<br />

The Black Market optimistically entitled "Brightness from<br />

Shlnjuku." emerged within days of surrender. As well as being<br />

a powerful metaphor the value of this was a re-affirmation of<br />

their most basic narrarives; that the life force, the generative<br />

impulse must continue as an anridote to death. While<br />

recognized as a tragedy by the Japanese, Worid War 11 needs<br />

to be seen as part of a conrinuum of disaster that has beset<br />

the island over the last thousand years. After the Sept 1,1923<br />

earthquake, according to Seidensricker<br />

The city burned for some forty hours, and before the last<br />

embers were out reconstrucrion had already began. It<br />

was used to and indeed rather proud of fires, known as<br />

"Flowers of Edo," and proud as well of the speed with<br />

which it recovered. The proper merchant insisted upon<br />

speed in these matters. If a shop had not resumed<br />

business within three days, common mercantile<br />

wisdom held, It had no future (Seldenstlcker, 1983).<br />

Emergency markets, street stall and barracks rose from the<br />

cinders almost Immediately, and the popular" Reconstruction<br />

Song" sang out<br />

Completely burned out. But see<br />

The son of Edo has not lost his spirit.<br />

So soon, these rows and rows of barracks.<br />

And we can see the moon from our beds.<br />

(Seldenstlcker, 1983)<br />

The first Impulse after fire and earthquake has always been<br />

to colonize vacant space with Imagination and creativity the<br />

essence of survival. But In the way the Japanese were able to<br />

transcend despair and create an environment that sarisfied<br />

their survival needs, albeit of an alternate order, there is another<br />

factor to consider. That is the deep and powerful connection<br />

and inseparability with nature as an all encompassing and<br />

nurturing force. It Is a similar sentiment that Downer observes<br />

after World War II in the poem written Horiguchl Daigaku.<br />

The country has become small and powerless,<br />

food scarce, shame plenriful, life fragile.<br />

Stop grieving! Raise your eyes<br />

To the tree tops, to the sky.<br />

(Downer, 1999)<br />

This has Its visual equivalent in the storyboards of Akira<br />

Kurosawa, His later work, weak in its cinematic reallsarion<br />

compared to his eadier achievements nevertheless<br />

demonstrated remarkable visual power. In his visualization<br />

of a scene from "Mada Da Yo" entlried 'Moon over the Ruins'<br />

he expresses a similar sentiment affirming Integration with<br />

a benevolent cosmos despite the devastarion of material<br />

protecrion.<br />

Contemporary Narratives of Tokyo.<br />

World War 11, Downer (1999) feels, did not end for the Japanese<br />

unril 1952, But it Is important not to underestimate the<br />

ramificarions of defeat and its ensuing'culture of shame'. There<br />

Is a deep distrust and suspicion of the metaphysics inherent in<br />

Shinto, appropriated by the Militarists ofthe Second Worid War<br />

to justify their colonial ambitions (Miyoshi and Harootunian,<br />

1988). But the reality of Japan says, director Shohel I mamura.


is tiiose little shrines, the superstition and the<br />

irrationality that pervade the Japanese consciousness<br />

under the veneer of the business suits and advanced<br />

technology (Buruma, 1984).<br />

In questioning whether narratives ofresilience have permeated<br />

the new materiality of concrete and glass I wish to draw again<br />

on Haruki Murakami (Rubin, 2005). He takes us to the heart of<br />

what I believe Is part of the Japanese contemporary malaise,<br />

which Is the wall of forgetting that has been built around the<br />

collective memories ofthe second World War and its resultant<br />

spiritual amnesia. He writes for an age In which isolation,<br />

alienation and loneliness are key concerns, manifested in an<br />

ever-rising suicide rate, homelessness, teenage boys in retreat<br />

from society and a spiritual and physical and exhaustion.<br />

Bewailing the loss of ambiguity, mystery and shadow he<br />

laments the demise of simultaneous worlds. Liberation and<br />

dreaming need to exist parallel to the everyday rational world<br />

that people find themselves trapped In. 'What I write are<br />

stories in which the hero Is looking for the right way in this<br />

world of chaos... That is my theme. At the same time I think<br />

there is another world that İs underground. You can access this<br />

world in your mind. Most protagonists live In both worlds-this<br />

realistic world and the underground world. '(Rubin, 2005).<br />

But the ability to move freely between the worlds of<br />

imagination and reality can be maintained. In "Dance Dance<br />

Dance" the mysterious Sheep Man says connectedness can<br />

be maintained, "if you keep dancing as long as the music<br />

plays" (Rubin, 2005). In his exhortation to Dance Dance Dance,<br />

Murakamki Is entreating his audience to reconnect with the<br />

life force by digging deeply into their collective psyche to<br />

memories of the co-existence of parallel worlds where dance<br />

and laughter were necessary conditions for the maintenance<br />

and balance ofthe generative and creative impulse.<br />

Tokyo has danced with disorder time and time again, rising<br />

phoenix in a continual dance of resilience and re-newel.<br />

But states internationally acclaimed architect Toyo Ito,<br />

Tokyo's old resilience is being covered up by a rigid<br />

frame. The city itself is gradually rigidifying. [Yet], while<br />

modernizing and becoming more and more controlled,<br />

Tokyo preserves, if only latently, a resilience and flexibility<br />

thataccounted for itswonders and charm,that isnottobe<br />

found In Western cities. How much longer it will be able<br />

to preserve these qualities Is a moot point. The rigidifying<br />

process is proceeding every day (Bognar, 1982).<br />

The map we now locate ourselves with is that ofthe subway, a<br />

symbolic grid that pays no heed to the underlying topography.<br />

It no longer depicts Mt. Fuji, cut off by the high rise, which<br />

now dominate the landscape. The Sumida River too is absent.<br />

And canals and waterways are hidden under highways and<br />

expressways. However the pleasure places, the Sakariha are<br />

in abundance, in their accustomed places, under the bridges<br />

and in front of the transport nodes. At night, they become<br />

alternate, liberated worlds alive with pleasure and enjoyment.<br />

However, Hiddenobu Jinnai (1995) believes they have lost<br />

their connection to water and the religious centres losing<br />

their original vulgar energies In which the ludic was intimately<br />

connected to sacrality and fertility and the celebration of the life<br />

force. It is worth heeding the words of Alberto Perez-Gomez.<br />

Figure 6.The Öedo Line. Image: Courtesy ofTokyo<br />

metropolitan Govt.Transport Bureau 2007 Copyright<br />

1 fear that authentic wisdom, the enlightenment that results<br />

from the generarive union in procreation may no longer<br />

be attainable. In the democratic, genderless universe of<br />

generic slmularion and electronic space, sexual love appears<br />

as a hedonistic, inconsequenrial, and absolutely finite<br />

consumption of energy (Perez-Gomez.1992:4).


Water and green space are behind much of new urban<br />

planning Jinnal adds but he too fears says that these are<br />

simply techniques of urban design and landscaping, '...the<br />

truth is that water and green space are intimately connected<br />

with human life at a far deeper level' {Jinnal 1995:68).<br />

Edo died because of its fires and floods says Nagai Kafu<br />

but Edward Seldensdcker feels It was the loss of Its boats<br />

and waterways that destroyed its ambience (Seldenstlcker<br />

1983:54). The "Civilization and Enlightenment" of the Melji<br />

Era had to come but It did not require giving up the 'old<br />

sense of the earth' Seldenstlcker contends and despite<br />

appearances the rhythm ofthe fields and the seasons' is still<br />

present {Seldenstlcker 1983;5129&139). Even after World War<br />

II re-bullding retained the old street plan, and maintained a<br />

'warmer and cozier'face than Nagoya which taking advantage<br />

ofthe bombings redesigned according to the European model<br />

(Seldenstlcker, 1991).<br />

Figure 7. Moonnse. Photo: Courtesy of Michael Bates 2007<br />

Copyright<br />

However Haruki Murakami suggests that this relationship<br />

is now, rather one of oppression and insensitivity. "Super<br />

frog Saves Tokyo', part of a collection of short stories written<br />

in response to the Kobe speaks of a ngid uniform world.<br />

Here places for ritualised transgression are lost and anger,<br />

resentment and negativity go underground, into the belly of<br />

a giant worm residing under Tokyo. Deeply discomforted the<br />

worm is about to awaken, and Super frog enlists Katagiri, a<br />

salary man and they dance affecting the destruction of the<br />

worm saving Tokyo (Rubin 2005:259).<br />

Superfrog's dance is echoed and it's meaning amplified in another<br />

of Haruki Murakami's stones."All god's children can Dance".<br />

Reconciled to the mystery of his birth and his inner<br />

self, Yoshiya dances In a kind of religious ecstasy... He<br />

loves dancing however. He feels as if he is moving in<br />

time with the rhythms ofthe Universe... And it struck<br />

him what lay buned far down under the earth on which<br />

his feet were so firmly planted; the ominous rumbling<br />

of the deepest darkness, secret rivers that transport<br />

desire, slimy creatures writhing, the lair of earthquakes<br />

ready to transform whole cities into mounds of rubble.<br />

Conclusion<br />

(Rubin 2005:260)<br />

Tokyo and The Sumida River have been a case study for me<br />

in which I have examined how binaries as complementary,<br />

transmitted through narratives, written, oral and visual have<br />

facilitated resilience in the face of constant upheaval. The<br />

philosophical underpinnings of the culture have created a<br />

built environment that has traditionally been in harmony with<br />

nature, a relationship predicated by awe and respect, which<br />

has been able to adapt to constant upheaval natural and man-<br />

made. However, at a time in history when the world is facing<br />

unprecedented global technological and ecological change<br />

it is essential to seriously reconsider our connection to the<br />

planet and the natural environment that we are inseparably a<br />

part of Japan is a society that has. In the urban environment<br />

of Edo and its cosmological mappings already demonstrated<br />

that a complementary relationship with nature and urbanity<br />

can be found. What is necessary is that the rhythms of that<br />

relationship are remembered and heeded and 1 will end with<br />

the words of Nagai Kafu.<br />

Under the old lunar calendar the festival of the dead came<br />

at the beginning of autumn. ...But now we have imitated the<br />

West and adopted the solar calendar, and the festival comes<br />

just after the June rains or toward the middle of summer. The<br />

sadness with which the dead ought to be remembered is<br />

wholly lacking. The morals of a country are in danger when<br />

they are cut loose from the beauty of its soil and Its seasons.<br />

The makers of our new age have been careless in many ways<br />

(Kafu, 1965).


References<br />

ASHIHARA, Y. & RIGGS, L E. {1989} The hidden order : Tokyo<br />

through the twentieth century, Tokyo ; New York, Kodansha<br />

International.<br />

BACHELARD. G. & JOLAS, M. (1994) The poetics of space,<br />

Boston, Beacon Press.<br />

BOGNAR, B. (1982) In Search of A Context, 1971-. Japan<br />

Architect<br />

BURUMA, I. (1984) Behind the Mask On Sexual Demons, Sacred<br />

Mothers,Transvestites,Gangsters,and other Japanese Cultural<br />

Heroes., Nev/ York, Pantheon books ,a division of Random<br />

House. 1,2&17<br />

CALVINO, I. (1978) Invisible Cities, New York, Harcourt Brace<br />

Jovanovich.<br />

DEMASTES, VV. W. (1998) Theatre of chaos: beyond absurdism,<br />

into ordedy disorder, Cambridge, U.K.; NewYork, Cambridge<br />

University Press. Introduction & 146<br />

DONALD, J. (1999) Imagining the modern city, London,<br />

Athlone. 73<br />

DOWNER, J. W. (1999) Embracing defeat : Japan In the<br />

aftermath of World War H, London, Allen Lane. 23-25&119<br />

HERBERT, J. (1967) Shinto At the Fountain-head of Japan,<br />

London George Allen & Unwin. 25<br />

JINNAI, H. (1995) Tokyo, A Spatial Anthropology, Berkeley and<br />

Los Angeles, University of California Press, Ltd. 18,68,70,92 & 94<br />

KAFU, N. (1965) "A Strange tale from east of The River". 66<br />

MATSUNOKE, N. (1997) Edo Culture: Daily life and divisions in<br />

Urban Japan,1600-1868, Honolulu, University of Hawaii Press<br />

9&10<br />

MIYOSHI, M. & HAROOTUNIAN, H. D. (1988) Postmodernism<br />

and Japan, Durham, NC, Duke University Press.<br />

NARBY, J. (2005) Intelligence in nature an inquiry into<br />

knowledge, New York, Jeremy R Tarcher/Penguin. 116<br />

PEAT, R D. (1991}The philosopher's stone chaos, synchronicity,<br />

and the hidden order of the world. New York, N.Y., Bantam<br />

Books. 156,2058(206<br />

PEREZ-GOMEZ, A. (1992} Polyphİlo, or, the dark forest revisited<br />

: an erotic epiphany Massachusetts Massachusetts Institute of<br />

Technology. Introduction, xxv. &4<br />

POLKINGHORNE, D. (1988) Narrative knowing and the human<br />

sciences, Albany, State University of New York Press.<br />

RUBIN, J. (2005) Haruki murakami and the music of words,<br />

London, Vintage 241,259,260,279,392&397<br />

SADLER, A. W. (1970) "0-Kagura". Field Notes on the Festival<br />

Drama In Modern Tokyo. Asian Folklore Studies, 29, 275-300.<br />

pp.275,276.& 278<br />

SEIDENSTICKER, E. G. (1983) Low City ,Hlgh City Tokyo From<br />

Edo to the Earthquake, 1867-1923, Middlesex Penquin Books<br />

Ltd.. 12,54,129&139<br />

SEIDENSTICKER, E. G. (1991) Tokyo Rising The City Since the<br />

Great Earthquake Massachusetts, Harvard University Press<br />

Cambridge. 147<br />

SMITH, H.D.(1978)Tokyo asan Idea: An Exploration of Japanese<br />

Urban Thought until 1945. Journal of Japanese Studies, 4,45-<br />

80.47&52<br />

YAMAKAGE, M. (2006) The Essence of Shinto Japan's Spiritual<br />

Heart,Tokyo, Kodansha International Ltd. 154


P R D F I T F R n M P A R A N O I A - D E S I G N A G A I N S T ' P A R A N O I D ' P R O D U C T S<br />

Prof. Lorraine Gamman<br />

University of the Arts, London, UK<br />

l.gamman@csm.arts.ac.uk<br />

Adam Thorpe<br />

University ofthe Arts, London, UK<br />

adam@vexed.co.uk<br />

Abstract<br />

Innovation is a nsky business. Trying to innovate products<br />

to empowfer the individual against street crime, or to create<br />

designs for public space that can anticipate terrorist intentions,<br />

raise many design issues as well as what Prof. Ekblom (2005)<br />

defines as 'troublesome tradeoffs.'' These involve safety<br />

concerns versus address to maintaining personal freedoms.<br />

This paper will review specific troublesome tradeoffs between<br />

sustainable design goals when trying to effectively design<br />

against disaster, it will consider how and whether the design<br />

against cnme model ofthe research and design process can and<br />

should embrace issues posed by terrorism, and whether it can<br />

be adapted to effectively do so. Discussion on this subject will<br />

occur by reviewing the'Conjunction of Terrorist Opportunity'<br />

framework (Roach et al. 2005) and considering how the<br />

impact of acknowledging a potential 'terrorist' threat by the<br />

designer may have different consequences to other forms of<br />

crime risk problem analysis. In particular the paper will discuss<br />

why design against terrorism, delivered without appropriate<br />

forethought, could be in danger of becoming equivalent of<br />

what Martin Innes (2004) calls a 'signal crime', over-fortified in<br />

terms of a security aestheric or problem response, and in our<br />

view meriring the descriprion 'paranoid' product.<br />

' This term, developed by Prof. Ekblom is used to conceptualise the<br />

inevitable dilemma designers facewhenconsidering what a product's<br />

primary function is, compared with what other requirements it must<br />

also meet. For example, ease-of-use vs, security (user-friendly vs.<br />

abuser-unfriendly).<br />

Terrorism is an anxiety-inspiring method of repeated violent<br />

acrion, employed by (semi-) clandestine individual, group or<br />

state actors, for idiosyncratic, criminal or political reasons,<br />

whereby -in contrast to assassination- the direct targets of<br />

violence are not the main targets. The immediate human<br />

victims of violence are generally chosen randomly (targets<br />

of opportunity) or selecrively (representative or symbolic<br />

targets) from a target popularion, and serve as message<br />

generators. Threat and violence-based communicarion<br />

processes between terrorist (organization), (imperilled)<br />

victims, and main targets are used to manipulate the main<br />

target (audience(s)), turning it Into a target of terror, a target<br />

of demands, or a target of attenrion, depending on whether<br />

intimidation, coercion, or propaganda is primarily sought<br />

(Schmid 1988 cited by United Nations Office On Drugs And<br />

Crime 2007).<br />

There are mulriple ways of defining terrorism, and ail are<br />

subjecrive. Most define terrorism as 'the use or threat of<br />

serious violence'to advance some kind of'cause'. Some state<br />

clearly the kinds of group ('sub-narional', 'non-state') or cause<br />

(political, ideological, religious) to which they refer. Others<br />

merely rely on the instinct of most people when confronted<br />

with an act that involves innocent civilians being killed or<br />

maimed by men armed with explosives, firearms or other<br />

weapons. None Is sarisfactory, and grave problems with the<br />

use of the term persist. Terrorism is after all, a tacric. The term<br />

'war on terrorism'Is thus effectively nonsensical. As there is no<br />

space here to explore this involved and difficult debate, my<br />

preference is, on the whole, for the less loaded term 'militancy'.


This is not an attempt to condone such actions, merely to<br />

analyse them in a clearer way (Burke 2004, p.22).<br />

One person's terrorist is another person's freedom fighter.<br />

Popular cliche - summarised by Roach etol. (2005).<br />

This paper does NOT explore definitions of terrorism! As James<br />

Burke (2004) above, points out, there are many competing<br />

definitions, a number of them summarised within the UK<br />

Terrorism Act (HMSO 2000), which, when applied, are often<br />

linked to subjective interpretations of various political tactics<br />

or militancy. Put more simply, one person's terrorist is another<br />

person's freedom fighter. Instead, we focus on design issues.<br />

We consider if, when addressing 'anti terrorism' within design<br />

practice, designs delivered compromise ratherthan enhance our<br />

freedom? Indeed, this paper will attempt to engage with what<br />

Benjamin Franklin constructs for us, as the Liberty versus Safety<br />

debate, when he observes:'Those who would give up Essential<br />

Liberty to purchase a little Temporary Safety deserve neither<br />

Liberty nor Safety'^ in relation to the design of products for<br />

public environments. In order to achieve this aim our paper will:<br />

(1) define what we mean by'paranoid products'<br />

(2) review existing designs of rubbish bins for public space<br />

that have attempted to address terror tactics in the design<br />

process. Specifically, to assess whether or not these problem<br />

solving anti bomb blast solutions have been successful in<br />

terms of user experience, and their relationship to theoretical<br />

principles outlined In the 'Conjunction ofTerrorist Opportunity'<br />

framework (Roach et ol. 2005).<br />

^ 'Those who would give up Essential Liberty to purchase a little<br />

Temporary Safety deserve neither Liberty nor Safety! is an often<br />

misquoted phrase commonly attributed to Benjamin Franklin. The<br />

quote is taken from, 'An Historical Review of the Constitution and<br />

Government of Pennsylvania,'first published anonymously in London<br />

in 1759.The quote is an excerpt from a letter written in 1755 from the<br />

Assembly to the Governor of Pennsylvania. Benjamin Franklin did<br />

publish the edition printed in Philadelphia in 1812, and most likely<br />

the original, but denies writing any part of it. The quote, however,<br />

may have originated from Franklin and been excerpted for the book<br />

by the author (Wikipedia, 2007).<br />

(3) review the applied research approach of the Design<br />

Against Crime Research Centre,^ and Paul Ekblom's (2001) CCO<br />

framework which has led to the generation of anti theft bike<br />

parking for use In public space. Here, we point out that the<br />

model for generating design against crime (DAC) innovations,<br />

as utilized by DAC at UAL, can't simply be'mapped onto'design<br />

against terrorism design scenarios. Adjustments In thinking<br />

need to be made, not least because terror tactics, unlike most<br />

other criminal acts, are precisely designed to promote fear in<br />

the wider context and are not an end In themselves. However,<br />

we do think the DAC model does have relevance and the<br />

paper discusses how it can be adapted for the purpose of anti<br />

terrorist design.<br />

1. What are paranoid products?<br />

'Fear of crime' refers to the fear of being a victim of crime...<br />

Usually the fear is disproportionate to the likelihood of<br />

being a victim of crime. Studies of the fear of crime occur in<br />

criminology. Moral panics are often the cause of rising fear of<br />

crime (Hale 1996).<br />

Many criminologists argue that 'fear of crime' exploits<br />

social naivety. Media coverage of crime feeds the public's<br />

anxieties. Crime reports account for up to 25 percent of all<br />

news coverage. In such coverage, quantity is not the only<br />

problem, but also quality. News coverage often distorts the<br />

overall picture of crime and criminal offending (Ferraro 1995),<br />

reinforcing stereotypes and Inflated Ideas about so-called<br />

examples of 'deviance', as well as social decay. No wonder<br />

people are fearful. It Is almost as if news reports have led<br />

to what has been called a 'vulnerability-led' focus and/or<br />

'paranoid' security response (Durodie 2002). Risk is the issue.<br />

Signal crimes focussed upon In such media cove rag e'function<br />

as a warning signal to people about the distribution of risk<br />

through social space... [or] as a warning signal about the<br />

levels and attribution of criminogenic risk and therefore can<br />

generate paranoia and paranoid products'(Innes 2004).<br />

Dictionary definitions summarize paranoia as a psychotic<br />

disorder, whose characteristics include delusions of<br />

"See www.designagainstcrime.com


persecution, grandeur, suspicion and/or excessive distrust<br />

(Soanes and Hav\/i


windows to keep out burglars merits the label 'fortress design.'<br />

The argument we are making against fortress aesthetics relates<br />

to the old cliche that'private affluence breeds public squalor;<br />

and that we need to look beyond individual environmental<br />

solutions to resolve our collective problems. Such arguments<br />

finds support not just from architects and designers, but<br />

also surprisingly from economists. Richard Layard's (2005)<br />

account ofthe economics of happiness, suggests that despite<br />

unprecedented prosperity in the West, people do not 'feel'<br />

'happier', in part due to fear of crime and feelings of insecurity.<br />

This seems to us to be significant evidence ofthe need for a<br />

collective approach to environmental and economic matters,<br />

even though we accept that some readings of "fear of crime"are<br />

problematic because 'evidence about how best to assess fear of<br />

crime is contradictory' (Gabriel and Greve 2003). We interpret<br />

Layard's account, to reinforce the fact that fortress living<br />

militates against personal happiness. Worse, the media, in over<br />

determining the significance of crime, has some responsibility<br />

to the public for destabilising their experience of "well being".<br />

Strong designs against crime/terrorism, can deliver objects<br />

that are easy to use, and easy on the eye, that protect us<br />

without promoting feelings of insecurity. Good design can<br />

address the potential, though unlikely, threat of terrorist or<br />

other violent cnmes, without signalling this functionality in<br />

an over determined way, and In so doing escalating fear. Ill-<br />

considered anti-terrorist design can produce (ii) 'moral panic'<br />

products (Cohen 2002) such as the Commuter Pak below.<br />

Figure 3. Bombproof hand size survival kit<br />

Equipment list for this product includes:<br />

1 Ultra bright aluminium flashlight<br />

1 High Intensity Whistle<br />

1 Disposable FFP3 Bio protection mask<br />

1 Nylon carry bag with belt loop and strap<br />

2 pairs of latex gloves<br />

2 chemical light sticks<br />

2 Anti septic wipes<br />

We are pleased to report that the Commuter Pak despite Its<br />

'high durability fabric containing essential items to assist<br />

during an emergency event' Is currently on 48% sale. The<br />

market has spoken to manufacturers about the short shelf<br />

life of innovation inspired from the desire to profit from<br />

paranoia and moral panic, and in so doing get the nature of<br />

the perceived threat so wrong.<br />

'Delusional design' (III) is a category devised to explain<br />

problematic designs such as that illustrated by the new breed<br />

of NYC subway card vending machine which can sniff trace<br />

amounts of explosives on customers'hands.<br />

Figure 4. NYC subway card vending machine with anti-terrorist<br />

functionality<br />

Although the above machine doesn't look any more<br />

frightening than other machines out there (it is about to be<br />

tested in Baltimore) it automatically scans all subway users<br />

who buy tickets. Its problems include the assumption that<br />

bomb-making terrorists are not creative enough to buy their<br />

subway tickets from other outlets orviasomeoneelse, and that<br />

at the present time there appears to be no clear data about<br />

the false alarm rate and the Impact this may have on innocent


commuters. In our opinion, this new design is delusional in<br />

terms of what it can really achieve and will mal


2, So lomb Proof rubbish bins for public space?<br />

Following a bomb In Victoria Station, London In 1991 that killed<br />

one person and injured 40, public dustbins were assessed<br />

as a potential target of terrorism. They were banned from<br />

underground and mainline stations in and around London<br />

and other British cities (ATOC 2005). This strategy has also<br />

been adopted by other regulated 'crowded places', Including<br />

some shopping centres^ who like the London underground,<br />

in key geographic areas have replaced dustbins - with either<br />

no provision at all or a ring that holds a see-thru plastic bag.<br />

These temporary bins have to be attended by regular cleaning<br />

staff to empty, or if there is no plastic refuse bag in place, to go<br />

round and sweep up discarded rubbish.<br />

Anti rubbish bin strategies have also been adopted by many<br />

other European cities, in addition to London. One critic observes<br />

that'in some tourist areas of Paris, such as the Champs-Elysees,<br />

rubbish bins are simply non-existent... The problem is not<br />

the inefficiency of the local authorities, but a fear of terrorist<br />

attack. There is nothing simpler, for a terrorist, than to hide an<br />

explosive device in a rubbish bin'(Marianl 2006).<br />

In order to address the perceived problem of terrorism,<br />

and thereby limit or exclude such terrorist behaviour from<br />

some public contexts, several design companies have tried<br />

to create a bombproof dustbin. We will review two of these<br />

designs herein. The first is called 'Blastshield' designed and<br />

manufactured by Aigis, Derby, Britain (2001). The second Is<br />

called Trashshark' designed and manufactured by Bruco,<br />

Zurich, Switzerland (2002), which won the 2006 Reddot Design<br />

Award, a prestigious Swiss product design award.<br />

Blastshield was marketed in 2001 as offering features that<br />

help it absorb a blast 'big enough to blow up a car' (Graham-<br />

Rowe 2001). It is made of thick glass-reinforced plastic with an<br />

inner layer ofTabre. Tabre is a smart material that appears as<br />

a stone-like substance, but whose porosity and permeability<br />

allow shock waves to be broken down by the material, thus<br />

^ Public dustbins were assessed as a potential target of terrorism.<br />

They were banned from underground and mainline stations in and<br />

around London and other British cities.<br />

absorbing blast energy and slowing It down. Its casing has<br />

been likened to a 'gun-barrel' that forces the blast upwards<br />

where it encounters a dome lid containing water and air...<br />

When the shock wave penetrates the lid, the water is converted<br />

into steam, absorbing all the energy' (Graham-Rowe 2001).<br />

Figure 7. Blastshield by Aigis, Derby, Britain, 2001<br />

The flaps on the Blastshield have been strongly engineered<br />

so that there is no exit route for the blast. However, the size<br />

of these openings limits user experience in order to control<br />

the size of any bomb that could be planted. In addition to<br />

aperture restrictions, the cost ofthese bombproof bins may<br />

be prohibitive, compared to standard public rubbish bins sold<br />

by British companies such as Broxap.^ But as New Scientist<br />

(Graham-Rowe 2001) has already pointed out, costs may not<br />

be so troubling if we take Into account'the costs of not having<br />

adequate refuse collection at stations, or of employing more<br />

station cleaners and the Inconvenience to the publlc'(Graham-<br />

Rowe 2001).<br />

The Zurich company Bruco are also currently marketing a<br />

bomb unfriendly rubbish bin, called the Trashshark, whose<br />

design (shown above) Is allegedly suggestive of a shark's<br />

head. According to 2006 press reports, Bruco are currently<br />

selling up to 5,000 a year to European cities (Mariani 2006).<br />

An explosives expert at Armasuisse - the Swiss army agency<br />

which purchases and assesses military equipment ~ set off<br />

a hand-grenade Inside one ofthe rubbish bins. The bin split<br />

in two, but it was effective in absorbing almost all 1,700<br />

fragments ofthe hand-grenade (Mariani 2006).<br />

^For example, a standard 120ml capacity bin would cost £252 per<br />

unit. A Broxap Blast Resistant Bin, 120ml capacity, would cost £328<br />

per unit (Broxap 2007).


Figure 8. Traslisharl


these types of interventions particuiariy hard to develop and<br />

successfully implement. Contentious, but the IRA agreed to<br />

give up their use of terror to concentrate more on mainstream<br />

politics, and would not have done so had they thought that<br />

the democratic process In Northern Ireland still held no<br />

prospect of progress for them. An alternative example of<br />

supplying resources would be finding rewarding and dignified<br />

employment for ex-Soviet scientists and military personnel.<br />

3. Reducing the readiness to use terror<br />

This covers such interventions as reducing conflicts {both<br />

domestically and internationally) and reducing 'stressors'<br />

such as perceived religious intolerance and injustice (political,<br />

economic and social).<br />

4. Restricting the resources available to the terrorist<br />

This covers such interventions as controlling the weaponry,<br />

tools and Information (e.g. targets and tactics) available;<br />

detecting/penetrating offenders' enclosures; and controlling<br />

the promoters who may supply them. An international<br />

clampdown on arms smuggling, with increased international<br />

intelligence exchange. Is an example of a situational measure<br />

which addresses global issues. Control of recruitment is<br />

of obvious importance, as is the group size, growth and<br />

efficiency to carry out their acts. Interventions that disrupt the<br />

organised cnme which funds terrorist groups (or those states<br />

that sponsor terrorist organisations) are further examples.<br />

5. Excluding terrorists from the situation<br />

For example, detaining suspected terrorists using legislative<br />

powers, extraditing suspected terrorists and co-operating<br />

with other states to prevent suspects entering the country.<br />

Excluding suspects from places within a country is also<br />

possible (e.g. injunctions to stop suspected animal rights<br />

activists from going near the homes of pharmaceutical<br />

company employees).<br />

6. Deterrence<br />

Raises the perceived risk of getting caught or failure for<br />

terrorists; discouragement makes the terrorist think that the<br />

effort to commit the act is too great for the reward to be gained.<br />

As previously mentioned, rewards are personal to the terrorist<br />

and range from having a product withdrawn from sale to<br />

achieving glory in heaven. Discouragement interventions need<br />

to be specifically targeted to the individual motivations, as do<br />

interventions involving awakening conscience and increasing<br />

empathy, implemented to counter the terrorists' strategies for<br />

neutralising the pain, shame and guilt caused by their acts<br />

(for example, through condemnation by their community<br />

leaders/members). These interventions have to be designed<br />

in full awareness of the 'ideological predisposition' they are<br />

intended to counter. As such, they require deep knowledge of<br />

cultural anthropology to minimise the risk of backfiring, (e.g.<br />

by misinterpretation of quotations from religious texts). On the<br />

situational side are a range of familiar techniques to: increase<br />

the effort for the terrorist, increase the risk, reduce the reward,<br />

reduce provocations, remove excuses and enhance empathy.<br />

7. Target vectors<br />

Interventions that prevent people and things becoming target<br />

vectors will be largely situarional. The targering of builders in<br />

Northern Ireland during the troubles led to them receiving<br />

protecrion from the British Army and police. The use ofthe twin<br />

towers in New York by Al Quaeda as a target vehicle (and the<br />

concern about nuclear power-plants becoming targets) has led<br />

to the introducrion of many situational prevention measures<br />

(e.g. increased airport screening and the increased monitoring<br />

of pilot training, anti-aircraft installations etc) to reduce the<br />

likelihood of such a tragedy happening again. Construcrion of<br />

buildings which are not obviously'head and shoulders above<br />

the rest' or with names that are not symbolically provocative<br />

to anti-capitalist or anti-Western movements may be prudent.<br />

But there is again a trade-off between being prudent versus<br />

giving some kind of'surrender' message to target audience<br />

and the enemy. Dispersal of targets is a method used (e.g. with<br />

the components of expensive car radios, which are distributed<br />

around a vehicle, and the same approach can be applied to<br />

buildings and faciliries). However, too much dispersal In some<br />

cases can pose difficulties too. Enrire networks, physical, such<br />

as electricity grids or water supplies need to be protected -<br />

new attack- monitoring systems developed (e.g. CBRN) and<br />

proceduresforlimitingthedamageoncean attack is happening<br />

(secondary safety) or has happened (tertiary safety). Some


principles can be developed to aid the selection of which<br />

targets to protect. Clarke (1999) introduced the concept of'hot<br />

products'to identify and predict features of things like mobile<br />

phones, cash etc which are likely to make them at risk of being<br />

stolen - characterised by the acronym CRAVED (Concealable,<br />

Removable, Accessible, Valuable, Enjoyable, Disposable). It<br />

should be possible to identify some similarfeatures of products,<br />

places, systems, people or organisations that make them prone<br />

to use as target vehicles of terror.<br />

8. Target audience<br />

Interventions to protect target audiences are hard to define.<br />

The target audience for the Warrington bombing (IRA) was the<br />

British Government, probably because a previous attack in the<br />

North East of England had been foiled the previous week. The<br />

Government did not need protecting in the literal sense of the<br />

word their vulnerability was a political one, with the public's<br />

dismay at why the bombers had got through. More recently<br />

the bombing of Madrid can be seen as a contributory factor in<br />

the incumbent Spanish Governmentfailing to win an election,<br />

when they had been forecast to do so.<br />

9. Target enclosure<br />

Well-established techniques such as 'target hardening' and<br />

'access control' used to modify situations to prevent crime,<br />

are applicable to preventing acts of terrorism. Multi-layered<br />

target enclosures and associated access control (the 'onion<br />

skin'approach) can confer defence in depth.<br />

W.The wider environment<br />

Changes which make the environment less attractive, less likely<br />

to generate offending or less loglstically/tactically favourable<br />

for offenders. Preventing ordinary crime by environmental<br />

interventions normally has a local focus. Anti-terrorism<br />

interventions however range from changes for example, in the<br />

design and management of shopping centres, stations and<br />

airports to ones ofa much grander scale, extending to national<br />

and international levels. Areas containing specific national icons<br />

may attract terrorist attention; so may require broad protection<br />

via surveillance, redesign of road layouts, access points etc.<br />

Reducing conflict is a major intervention principle on the social<br />

side which bridges environment and 'readiness to offend'.<br />

Methods include various kinds of mediation and arbitration.<br />

11. Boosting preventers (including 'capable guardians')<br />

This can be through 'formal control' (e.g. increased<br />

security patrolling, surveillance, intelligence-gathering and<br />

investigation, and the acquisition/placement of informants)<br />

or 'informal social control' (e.g. increased employee and<br />

public vigilance).<br />

12. Discouraging and deterring terrorism promoters<br />

Where promotion is deliberate and knowing, these<br />

interventions can include measures that awaken the<br />

conscience of any supporting community (e.g. supplying<br />

images of innocent people mourning their lost ones) or tough<br />

legislation to deal with active sympathisers. Positive 'hearts<br />

and minds'actions can be implemented alongside sanctions.<br />

Measures against careless promoters can include anything<br />

from reminding people to lock doors or take their bags when<br />

leaving trains, to campaigns warning that purchasing pirate<br />

DVDs may be funding terrorists.<br />

Figure 9. Immediate causes of terrorism from CTO Framework.<br />

We believe the above categories can be useful in focussing<br />

discussion of the strengths and weaknesses of the Blastshield<br />

and Trashshark design interventions. Indeed, we feel that


the functional design attributes of these anti bomb rubbish<br />

bins address 2,4 and 6, above, i.e. intervening to stop at least<br />

three of Vi'hat Roach etal. (2005) define as the eleven principal<br />

causes of terronsm.<br />

Significantly too, the UK and Swiss 'bomb-proof dustbins,<br />

whilst clearly more expensive, than those public rubbish bins<br />

that do not help contain bomb blasts, do not look'paranoid'<br />

or defensive, even though they offer anti terrorist protection<br />

by design. In our opinion they are unlikely to be noticed as<br />

'defensive'crime signal and thus promote even more public<br />

fears about crimes of terrorism, but instead discreetly fit into<br />

the contexts they have been designed for. Paola Antonelli<br />

(2005), however, sees the situation very differently to us. She<br />

comments, that she feels bombproof plastic bins, are less<br />

user fnendly than see-thru plastic bags. She says 'a perfecdy<br />

transparent plastic bag hanging from a steel ring allows<br />

everybody to see everything, creating the sort of defensible<br />

collective space hailed by Jane Jacobs (1961) in her'eyes on<br />

the street' theory which advocates involvement of citizens in<br />

their own protection program' (Antonelli 2005).<br />

Our concern would be that in actively relying on an 'eyes<br />

on the street' to watch out for bombs in bins, we may be<br />

promoting a paranoid placebo one that incites the public to<br />

think about terrorism without providing a solution that is sure<br />

to detect or avoid it. After all how would you be able to tell<br />

the difference between a discarded super size shake container<br />

which conceals a bomb and one that doesn't, when viewed<br />

through a clear plastic bag? Though the design solutions may<br />

be equally low tech, we propose that the interrogation of the<br />

design proposals and their context should be rigorous and<br />

structured so as to ensure effective address to user desires and<br />

avoid opportunities for mis-use and abuse.<br />

We feel therefore that the Blastshield andTrashshark bins offer<br />

a 'stealth utility'aspect, defined elsewhere by designers from<br />

Vexed Generation, as a way of offering protection against<br />

adverse or challenging conditions, without promoting their<br />

presence.<br />

Stealth Utility: ...secret procedure; surreptitiously<br />

utility; usefulness; profitableness; useful thing; severely<br />

practical. These pieces [of the collection] are semi -<br />

tailored with subtle detailing providing maximum<br />

utility to the wearer e.g. folded collars become full<br />

hoods, concealed pockets are capable of carrying A4<br />

documents. All pocketing is fitted with concealed zip<br />

entry for maximum security. A contemporary classic<br />

appearance is equipped with fully functioning stealth<br />

utility... (Thorpe and Hunter 2001).<br />

In the context of Design Against Terronsm, this design strategy<br />

might require hidden or silent features to act as 'preventers'<br />

of cnmes/terror, designed to thwart criminal/terrorist MO's.<br />

Such solutions offer prevention capacity, explicitly NOT by<br />

alerting, motivated and empowered public members to act as<br />

cnme preventers, but rather through the'invisible hand'of the<br />

designer to aid anti terronst objectives.<br />

It is also our contention that when designing against the<br />

cnmes of terrorism, it is important to fully understand both<br />

terrorist perpetrator techniques and terrorism prevention<br />

pnnciples and to establish the myths and realities relating<br />

to 'fear of terrorism', before catalyzing new design against<br />

terrorism innovarions.<br />

One ofthe central arguments of this paper is that designers<br />

need to be aware of issues about fear of crime. In particular<br />

to understand the relarionship between crime and terror<br />

tactics, and to take care to inform their own perceprions with<br />

robust research and significant evidence. Our contention<br />

is that without complex appropriate design forethought,<br />

linked to a clear framework of questions about crime and<br />

terror tactics, inappropriate design and paranoid products<br />

are likely to be the result.<br />

3. How design against crime thinking has relevance for<br />

design against terrorism.<br />

Whilst the model for catalyzing Design Against Crime (DAC)<br />

Innovarion can't simply be mapped onto the design of anti-<br />

terror design response, with some adjustment we believe<br />

they could be of great use. So we should define what is meant<br />

by DAC, as referred to above. DAC at University of the Arts,<br />

London (UAL) is a socially responsive, practice-based research<br />

iniriative that uses the processes and products of design to<br />

reduce all kinds of crime and promote community safety


whilst improving quality-of-life.^ It is linked to the theory of<br />

situational crime prevention (summarized in Clarke 1992)<br />

and in a nutshell suggests that crime is primarily about<br />

opportunity, and that IF we can design out opportunity for<br />

crimes to occur in the first place, we can reduce crime, and<br />

perhaps also the number of people who become victimized<br />

and criminalized. DAC is a relatively new, interdisciplinary<br />

area of enquiry developed through innovarive national and<br />

internarional research collaborations that commenced in the<br />

UK in 2000.^ It has three overarching aims:<br />

1. To reduce the incidence, impact and fear of crime through<br />

the design of products, services and environments that are'fit<br />

for the purpose' in all other respects;<br />

2. To equip design pracritioners with the cognitive and<br />

practical tools and resources necessary to achieve 1 (above);<br />

3. To promote the social and commercial benefits of designing<br />

out crime to manufacturing and service industries, local and<br />

national government, and society at large.<br />

To realize these aims requires linking two worlds; helping<br />

designers to 'think thief and aiding crime prevention and<br />

security experts to'draw on design'. Recently completed design<br />

research projects that embody both the theory and practice<br />

of DAC emanating from UAL include: Karrysafe anri theft bags<br />

and accessories (Figures 10-12), Stop Thief anti theft chairs and<br />

Bike Off - anti theft communication solutions (Figure 13) and<br />

more recently Holborn Gateway bike parking solutions.<br />

^'See: www.designagainstcrime.com, www.karrysafe.com and www.<br />

bikeoff, org<br />

^Design Against Crime is an initiative that has been supported by<br />

the British Government and UK Design Council (www.designcouncil,<br />

org.uk), who funded DAC at CSfvl alongside colleagues from the<br />

Universities of Salford, Sheffield Hallam {www.des(gnagainstcrime,org)<br />

and Huddersfield {www.hud.ac.uk/hhs/dbs/acg/index.htm), together<br />

with the Royal Society of Arts whose Student Design Awards/Design<br />

Directions programmes (www.thersa.org.uk/rsa_design/directions/<br />

archive.htm) have included briefs on crime-resistant laptops, cash<br />

machines, bicycles and rucksacks, hospitals and schools.<br />

Figures 10 - 12. Karrysafe range of anti theft bags and<br />

accessories (For further information see: www.karrysafe.com}<br />

Figure 10. Karrysafe Screamer bag<br />

Figure 11. Phonesafe accessory<br />

Figure 12. Bodysafe accessory<br />

Figure 13. Bike Off Sricker<br />

(For further information see: www.bikeoff.org)<br />

The philosophy behind DAC as a practice led design research<br />

agenda is linked to the understanding that design should<br />

address security issues without compromising funcrionality,


aesthetics or other forms of performance, i.e. the simple idea<br />

that'secure design doesn't have to look cnmlna! or ugly'. Our<br />

research projects attempt to think 'abuser' and 'mis-user', as<br />

well as'user'and to'... help designers keep up with the adaptive<br />

cnmlnal in a changing world' (Ekblom, 2000). This generative<br />

design approach has led to much product design innovation<br />

and many DAC design exhibitions. Over the last five years a<br />

number of DAC objects, including an anti theft bike, have been<br />

presented to the international design arena, most recently at<br />

Safe; Design Takes on Risk - Museum of Modern Art, New York,<br />

16 October 2005 - 2 January 2006 (Antonelli 2005).<br />

Figure 14. Design Against Cnme at Safe; Design Takes on Risk,<br />

MoMA<br />

DAC at UAL has adopted a research methodology based on<br />

the user focus of interaction design, associated with design<br />

consultancies such as IDEO (Myerson 2001) who fully research<br />

user needs, butaddltionallyaddresses'mis-use'aswellas'abuse'<br />

in terms of the 'ethnographic' review of factors to be drawn<br />

upon in the design process. This process has been described<br />

by Barab ef al. (2004) as 'critical design ethnography...' which<br />

differs from straightforward ethnography,'because it Involves<br />

acrion as well as crirical reflection, aimed at transform things...'<br />

In orderto move beyond experiential data and Interviews with<br />

users at the research stages, DAC coalesces the conceptual<br />

frameworks, methodologies and practices of situarional crime<br />

prevention, social anthropology, and cognirive psychology<br />

in terms of user-centred design, to offer an interdisciplinary<br />

account, it introduces: theory, many forms of empirical<br />

research, as well as user data, and an understanding of criminal<br />

perpetrator techniques, into the design process (see Figures<br />

15-18 linked to bag theft).<br />

Figures 15-18. Perpetrator techniques<br />

Figure 15. Dipping<br />

Figure 16. Lifting<br />

Figure 17. Slashing<br />

Figure 18. Grabbing<br />

The DAC process is an iterative design process, one that has<br />

been evolved at UAL, to enable designers to test out design<br />

concepts (or hypothesis) In context of a design advisory panel,<br />

made up of experts including crime prevenrion advisors and<br />

other user as experts, who have strategic knowledge ofthe<br />

use, mis-use and abuse of objects in every day life.<br />

Like all approaches to design that contain some aspect<br />

of 'forecasting' DAC advisors and designers engage, as<br />

Ekblom has pointed out with 'practical consideration in<br />

handling the uncertainty which by definition surrounds<br />

the esrimated risk. It is pretty likely that on average, some<br />

types of product will be riskier than others' (Ekblom 2005,<br />

p.222). The strategic 'consultation' process that occurs at<br />

*


stages during the development of design iterations can<br />

help manage such risks.<br />

The diagram below created in 2004-5"^ visualizes the iterative<br />

DAC process, and shows the stages of prototype creation<br />

where the designer designs the product, system or service,<br />

in order to anticipate the interaction of many types of users<br />

(including victims) as well as abusers and mis-users (criminal<br />

perpetrator data), before showing it to the advisory panel for<br />

feedback.<br />

Figure 19. DAC Iterative Process<br />

Several prototypes are amended before the final iteration is<br />

agreed upon. Focus is maintained on ensuring the design is<br />

friendly to users, in terms ofthe product's primary function,<br />

in addition to other mis-use or abuse the product might<br />

respond to.<br />

In order to ensure the object, service or system has achieved<br />

its aim, some testing is necessitated by the process, and it<br />

is here that research funding is crucial, because it is often<br />

too expensive for the market to really do anti crime testing<br />

properly. Indeed, the testing of objects for public spaces, in<br />

particular, needs to be undertaken to exacting standards to<br />

ensure that anti crime functionality is perfected.<br />

The first diagram of process was published on www.<br />

designagainstcrime.com website and in Gamman and Pascoe (2004).<br />

The version in this article was created by Keith Gray for a paper given<br />

by Dr. Lorraine Gamman at Magdalena: 7th International Festival of<br />

Creative Communication, Maribor, Slovenia, May 2005.<br />

4. How Design Against Terrorism can learn from DAC?<br />

As explained earlier Ekblom's CCO framework (2001) has been<br />

adapted to address the conjunction of terrorist opportunity.<br />

We believe the DAC methodology of the design process can<br />

evolve for similar use. DAC uses CCO at the research stage,<br />

and goes on to review perpetrator techniques, and apply<br />

an iterative design methodology, one that has been proven<br />

across various design projects. It has already proven effective<br />

in the realization of user-friendly products that do not sacrifice<br />

user freedoms In their pursuit and delivery of increased<br />

security. The DAC design process therefore may assist the anti<br />

terrorist in avoiding the creation of paranoid products though<br />

the consideration and comparison of user requirements with<br />

mis-user and abuser modus operandi, and through the expert<br />

review process. Paranoid products should only be created if<br />

the designers consciously choose to use excess as an aesthetic<br />

device to deliver social comment. Even then, designers need<br />

to think very carefully about the context the design is aimed<br />

at before design work commences.<br />

5. Parody and Paranoia<br />

Figure 20. Vexed Generation Parka<br />

The Vexed Parka, shown earlier, ostensibly provides riot<br />

clothing for party goers and was originated with the aim of<br />

aesthetically parodying the unnecessary use of riot gear by<br />

British police to break up parties (rather than actual riots) in<br />

the 1990s.The designers say it mimics riot gear in a deliberately<br />

over-determined way to critique/provoke a discussion about<br />

paranoid policing.This is what is meant by a fashion statement.


Industrial design is traditionally less dramatic and transitory<br />

than fashion; its production costs (e.g. of tooling-up as well<br />

as materials used) are often far more expensive than a fashion<br />

run. Its outputs are also expected to function in a user-fnendly<br />

way, as well as solve problems, and to have great longevity,<br />

as well as low maintenance costs. For all these reasons, the<br />

integrity ofa product's use and funcrion In public space should<br />

always come first in the designer's mind, including the way it<br />

communicates.<br />

Increasingly more products delivered by small product<br />

design companies, such as Suck UK have adopted an almost<br />

sltuatlonist approach within society. Primarily, here the<br />

comment/attitude ofthe product is usually more significant<br />

than the funcrion of the object, which may end up as<br />

ornament. Some products go even further, for example they<br />

parody funcrionality itself; see Hulger handset; where a large<br />

19405 Brirish Telecom black handset has been adapted to fit<br />

a small mobile phone. We enjoy such playful and humorous<br />

design, which is often aimed at social expression and/or used<br />

in domesric or semi private space. We would not dream of<br />

prescribing against enjoying'wicked'or what Bates and James<br />

(2002) have described 'evil' design or prescribing against its<br />

existence. But the anti terrorist design objects, discussed here,<br />

offer no polemical social comment, and are clearly not objects<br />

with atritude aimed at crearing a polirical debate, or even fun.<br />

Often, such design language exists because designers haven't<br />

completely thought through the contextual implication of<br />

their designs, and have, perhaps unwitringly, made a design<br />

contriburion to a paranoid socİety.Thedesİgn tragedy of many<br />

paranoid products, in our opinion, could have been avoided if<br />

the designeis had access to the rigorous questioning ofthe<br />

DAC research framework and design process, which we argue<br />

can be adapted to deliver appropriate design against terrorism<br />

for public spaces.<br />

Conclusion<br />

We have shown how designers need to understand what<br />

Frank Furedi (2002) describes as the'culture of fear'and what<br />

Bill Durodie (2002) defines as 'vulnerability-led' responses<br />

that may lead to paranoid products before beginning to<br />

design against terrorism. Indeed, government warnings<br />

may produce anxiety-led demands from the public, but we<br />

vehemenriy believe that a good industrial designer should be<br />

socially responsive and responsible, and not simply respond<br />

with products like the emergency kit shown eadier but more<br />

carefully think through what it is actually needed. We note<br />

that in Britain the individual is staristically more likely to win<br />

the lottery than to be blown up by a terrorist bomb, and we<br />

believe our design and architecture should reflect this fact.<br />

Acknowiedgements<br />

Lorraine Gamman and Adam Thorpe would very much like<br />

to thank the Arts and Humaniries Research Council/EPSRC<br />

Designing for the 21st Century Initiative for funding of the<br />

'Bike Off 2 - Catalysing Anti Theft Bike, Bike Parking and<br />

Information Design for the 21 st Century'that enabled research<br />

forthis paperto happen (and travel costs to give presentations<br />

at EAD conference).<br />

Also to our colleagues. Prof Paul Ekblom and Marcus Willcocks<br />

at the DAC Research Centre, and Dr. Shane Johnson, Alden<br />

Sidebottom and Prof Ken Pease ofthe Jill Dando Institute of<br />

Crime Science for their crirical comments.


References<br />

ANTONELLİ, P., 2005. Grace under Pressure, in: Safe: Design<br />

Tal


LAYARD, R., 2005. Happiness: Lessons from a New Science.<br />

NewYori


I N F O R M A T I O N F D R P E O P L E A B O U T M E D I C I N E S : W H Y IS IT S O D I F F I C U L T TO<br />

S W A L L O W ?<br />

Karel van der Waarde<br />

Reader<br />

Avans University, Breda, The Netherlands<br />

waarde@glo.be<br />

Abstract<br />

Situation: Patients, doctors, pharmacists and nurses<br />

must receive visual information about medicines. Without<br />

instructions, warnings and risk-benefit information, it is<br />

not possible to prescribe, dispense, or take medicines<br />

appropriately.<br />

Problem: Patient involvement in the development of package<br />

leaflets is obligatory in the European Union. This involvement<br />

should guarantee that the text and the design of package<br />

leaflets is 'comprehensible and easy to use'. Unfortunately,<br />

the legislation makes some incorrect assumptions of<br />

user-involvement in the design process. Patients, doctors,<br />

pharmacists and nurses therefore receive sub-optimal<br />

information.<br />

Approach: User observations, contextual inquiries and<br />

diagnostic tests in hospitals, in pharmacies and in domestic<br />

situations are undertaken with the aim to build a collection<br />

of 'user experience models'. These models provide a basis<br />

for design developments and structure the involvement of<br />

stakeholders.<br />

Conclusion:The results indicate that the design ofinformation<br />

about medicines for doctors, pharmacists, nurses and patients<br />

is highly problematic in some specific situations.The design of<br />

information benefits when it is based on sturdy user experience<br />

models, when all information resources are considered and<br />

when all stakeholders are involved. A change in the legislation<br />

seems to be essential.<br />

1. What is the problem and is that a disaster?<br />

In order to answer this question, it is necessary to find out if<br />

there is a problem in the first place, Four groups of figures<br />

can be used as indicators for medicine use at the moment:<br />

economics, effectiveness, accidents, and practical use.<br />

Group 1: Benefits and costs.<br />

In 2004, at least 10% ofthe total costs of healthcare in Europe<br />

was directly related to pharmaceutical care (Tinke and Griens,<br />

2006). In 2005, each citizen in the Netherlands spends about<br />

€ 275,- on medicines. The costs in other European countries<br />

varies between € 230 In Denmark to € 505 in France. It is<br />

expected that these costs will rise by about 11 percent every<br />

year. The main reasons for this increase are an increase in<br />

population, an increase of the number of elderly - who use<br />

more medicines, the movements from hospital care to home<br />

care, the use of more expensive medicines, and changes in the<br />

prescription behaviour of doctors. The costs of medicines in<br />

hospitals, elderly care homes and medicines that are bought<br />

on the internet have not yet been include into these figures.<br />

There are many initiatives to reduce the increasing costs of<br />

medicines. Governments, doctors and pharmacies try to<br />

make people more aware of the costs of medicines through<br />

for example television campaigns and by replacing 'branded<br />

medicines'by their'generic copies'.<br />

Apart from the costs. It is essential to consider the financial<br />

benefits of medicines as well. Many working days are saved by<br />

simple painkillers, and patients can leave hospitals earlier due


to the use of medicines. The mystenous calculations of the<br />

pnce of medicines and their financial benefits are in general<br />

seen as acceptable.<br />

Group 2. Used and uriused.<br />

Each European receives on average about 8 prescriptions<br />

for medicines per year. In order to establish how well these<br />

medicines are used, it is necessary to conduct research. The<br />

medical literature calls this 'compliance', or more recently<br />

'concordance' or'persistence'. This research investigates how<br />

effective medicines are taken. The Cochrane Collaboration<br />

and the World Health Organization (WHO) published figures<br />

about compliance, and these indicate that about half of the<br />

medicines for chronic diseases are not taken according to the<br />

instructions (Haynes, McDonald and Garg, 2002).<br />

Of course, it Is essential to look carefully which medicines are<br />

Investigated. It is likely that oral contraceptives and insulin are<br />

used more effectively than medicines that lower cholesterol or<br />

reduce bloodpressure. It is likely that medicines of which the<br />

consequences of not-taking are directly clear for the patient are<br />

taken according to the instructions. A quick look at the bulging<br />

medicine cupboards containing unused medicines provides a<br />

solid indication of the waste of expensive goods. This is not to<br />

say that medicine cupboards must be empty: there are several<br />

medicines that are essential In every household. People rarely<br />

throw medicines away and some are kept for years even though<br />

their function is forgotten and the expiry date has long passed.<br />

Group 3: Mistakes and accidents.<br />

It is not absolutely dear how many accidents are related to the<br />

use of medicines and what the exact effects ofthese accidents<br />

are. The American report To err is human (Institute of Medicine,<br />

2000) had a fewyears ago a substantial influenceon the medical<br />

and pharmaceutical sectors. According this report, every year<br />

between 44.000 and 98.000 people in the United States die<br />

due to mistakes related to the use of medicines. Extrapolated<br />

figures for Europe would mean that every day between 8 and<br />

16 people per million inhabitants die. Furthermore, every<br />

year, about 90.000 people In the Netherlands are admitted to<br />

hospitals for a treatment that was made necessary because<br />

medicines had been used incorrectly (Bouma, 2006). These<br />

'mistakes and accidents' can not be seen as 'real accidents'.<br />

They are embedded in the systems and accepted as normal.<br />

Group 4: increased use.<br />

The fourth group of figures is probably causes the largest<br />

increase, but is also the most speculative. We will all be using<br />

more medicines in the future. It is not only that older people<br />

are getting older, and older people will form a larger part<br />

of our societies, but the healthy will take more 'preventive<br />

medicines'to stay healthy.<br />

The figures in these four groups are not absolute. They are all<br />

based on aggregates, extrapolations and estimates because<br />

it is difficult to investigate the actual numbers. However, a<br />

cost increase of at least 10% per year, an ineffective use of<br />

50%, many fatal accidents per day and a substantial increase<br />

in the use in the near future do not provide very comforting<br />

information. Even if these figures are wildly incorrect, they are<br />

worrying.The combination ofthese four developments - high<br />

costs, poor compliance, high accident risks, and increased use<br />

~ is a recipe for disaster. This is the macro-scale ofthe issue.<br />

2. Should designers be involved? A micro-scale example.<br />

An example can be used to hightlight some issues on the<br />

smalles possible scale. Figure 1 shows a detail of a package<br />

leaflet. Package leaflets is the legal term for the pnnted<br />

information that is inserted in every medicine package in the<br />

form of a folded leaflet or a minute booklet.<br />

This example is taken from the website of the British<br />

Medicines and Healthcare products Regulatory Agency<br />

(MHRA). It is described as an 'Improved parient information<br />

leaflet; because it has been tested in a'readabilitytest'. In such<br />

a readability test, two groups of 10 volunteers are asked 15<br />

specific quesrions about this parricular leaflet. The quesrions<br />

are related to the main safety issues and ask things like: 'If you<br />

have a very low blood pressure, could you take these tablets?'.<br />

If ninety percent ofthe quesrions are answered correctly, the<br />

leaflet is deemed 'readable' and passes the test (MHRA, 2007).<br />

This parricular leaflet is shown on the website of the MHRA<br />

because it shows 'best pracrice'.


II you have angina, yoti msy get chest pains whan yaur heart cannni get enough blootl. "fills usually hapisans<br />

liiiiiiiy Bxe^rcise or ^IIKSS, Amlnd!|):nc hsips ID prsvenl this by increasing the blood supply In Ihe hi'arl.<br />

Aiiilodiplne Tablüts do not work immed^aiely [• slop ihe chesi pain from anijina,<br />

^ BEFORE m TAKEAMLODime TABl£TS<br />

Du nui uiki; Ariilodipinc TuhIeK il:<br />

' if vou are allergic (hypersensitive) lo amiodipine. other calcium channel blockers or to any ottlie other<br />

ingredients in the tablets llhesc ate listed in section 6, Further Information)<br />

• il you have shock ıncluding cafdiogenit sliocf: iusuallj' caused by a Iteari atxack)<br />

• if you have had a heart attack within the last 28 days<br />

• if you are sufterinçı from a disorder ihat affects blood flow through the heart<br />

• if you are suffering from tmslahla angina (angina at rest or at nightl<br />

• il you are suffering from very lov; blood pressure (severe hypoiensiorl.<br />

Figure 1. a patient pacloge insert. Tine typography is poor<br />

{headings in bold italic condensed type, small linespace), the<br />

paper quality unsuitable (shine through), and the text hard to<br />

understand {long sentences, use of jargon). This makes package<br />

leaflets difficult for patients to read, to understand, to recognize<br />

symptoms and to draw correct conclusions what to do.<br />

Despite ofthe readability test, patients are likely to have some<br />

problems with this leaflet. It is still very easy to point to some<br />

major flaws in the information in the package leaflet in figure<br />

1. Three examples of user actions that might turn out to be<br />

problematic are:<br />

1. Patients must understand this text: The first paragraph<br />

describes the 'Indication' and tells the patient why these<br />

tablets are necessary: 'if you have chest pains, you can take<br />

Amiodipine Tablets, but they do not work Immediately'. The<br />

text further suggests that Amiodipine 'prevents' chest pains.<br />

So, patients must take these tablets before they could get<br />

chest pains. But the final sentence states that the tablets do not<br />

work immediately. How good is the prevention in this case? As<br />

a patient, I would like to know when these tablets would start<br />

to work. Is it necessary to take these tablets for a very long<br />

time before any improvement occurs? This is confusing,<br />

2. Patients must draw conclusions. The leaflet states that<br />

you must not take Amiodipine tablets if you are allergic<br />

(hypersensitive) to Amiodipine. That does look like sensible<br />

advice, until a patient asks: 'how do I know if I am allergic to<br />

this medicine? What would happen?' Unfortunately, that is not<br />

mentioned. There is no description of the signs that a patient<br />

could get and recognize ifan allergic reaction occurs. This text<br />

does not make it possible to draw conclusions.<br />

3. Patients must recognize symptoms. Several of the<br />

descriptions in the bulleted list cannot be interpreted<br />

by patients themselves. For example: 'if you have shock<br />

including cardiogenic shock'. A patient might realize that<br />

there is something seriously wrong and may be even realize<br />

that it is a shock. It is however unlikely that a patient is able<br />

to distinguish between a 'shock' and a 'cardiogenic shock'. A<br />

similar confusion occurs in the last sentence. The leaflet states<br />

'very low blood pressure'. A patient might know - although<br />

even that is unlikely - that he/she suffers from low blood<br />

pressure. It is however unlikely that a patient knows if this is<br />

classified as a 'very low blood pressure', or just a normal 'low<br />

blood pressure'.<br />

The three abovementioned comments are based on responses<br />

of people during readability tests with similar leaflets. These<br />

reactions are common: the package leaflet does make it<br />

difficult to understand, makes it difficult to draw conclusions,<br />

and makes it difficult - if not impossible - to recognize<br />

symptoms.<br />

The time and effort that patients must use to try to understand<br />

this package leaflet is substantial. It is not a single patient, but<br />

many millions of individual patients who would struggle to<br />

decipher this text about Amiodipine tablets. An information<br />

source that is potentially valuable for patients is now in serious<br />

danger of being ignored because ofthe poor user experiences<br />

it has provoked in the last decades. People simply search for<br />

an alternative first, before they attempt to read the package<br />

leaflet. The leaflet is turning into legally required waste. This is<br />

the micro-scale ofthe issue.<br />

3. What is stopping us?<br />

If we want patients to act appropriately, and be able to<br />

take their medicines correctly we must supply correct and<br />

suitable information. Good information will not immediately<br />

reduce the increased use of medicines, but it is very likely<br />

that information is an essential ingredient to use medicines<br />

effectively and correctly. If patients and other users such as<br />

nurses, pharmacists and doctors receive optimal information,<br />

than it is likely that the compliance increases and the number<br />

of accidents decreases.<br />

A second reason why it is necessary to supply information with<br />

medicines Is that patients simply have a right to know. It is


ethically incorrectto give people a medicine without explaining<br />

why it is given and what the involved benefits and nsks are.<br />

For both these reasons, it is necessary to provide good<br />

information to people who handle medicines. However, it is<br />

difficultto describe what'good informarion'exactly is.<br />

There are several reasons why this unsarisfactory situarion<br />

on both the macro-scale as well as on the micro-scale is not<br />

tackled. One ofthe fundamental reasons is the development<br />

of the current legal system. The legal requirements are<br />

described in European Directives (2004/27/EC and 2001/83/<br />

EC). All memberstates have the obligarion to introduce these<br />

directives Into their narional legislarion. The Direcrives seem<br />

to have five major problems:<br />

a. The Direcrives put medicines first, and not people who<br />

handle medicines. All medicines are seen as equal and<br />

that causes that all information about medicines has to be<br />

identically structured. From a 'users point of view'that starring<br />

point is incorrect. Not all medicines are the same: some are<br />

used at home, some are used in operaring theatres, some in<br />

emergency situarions. A simple painkiller for single use in a<br />

domestic situarion receives the same treatment as a anestheric<br />

for an operation or medicines for very long term use such as<br />

insulin. Furthermore, there are many different ways to buy,<br />

administer, and store medicines.<br />

b. The Direcrives show a poor understanding of a design<br />

process. The Dlrecrive seems to suggest that It is possible to<br />

separate wriring, designing and tesring. In practice, this Is<br />

likely to be very difficult and detrimental for the end result.<br />

c. The Direcrives are based on a conflict, between 'user<br />

involvement'and 'structured contents'. It states exactly which<br />

informarion must be mentioned in which sequence, and it<br />

also makes user testing obligatory. However, ifthe results of<br />

the user tests indicate that the informarion content or the<br />

information sequence Is incorrect in a parricular situarion, the<br />

results of the test must be ignored because the 'contents and<br />

structure must follow the Directive'.<br />

d. The Direcrives only focus on artefacts, not on acrions. The<br />

Directives describe exactly what needs to be stated on the<br />

package and In the package leaflet, but it does not make it<br />

possible to focus on what patients, nurses, pharmacists and<br />

doctors have to to.<br />

e. The Direcrives only tackle parts of the problem. It does<br />

allow to involve all stakeholders. User tests only need to<br />

involve'people who can imagine that they are parients', but<br />

It is not necessary to test information for pharmacists, nurses<br />

or doctors.<br />

The main problem is that the Direcrives do not differentiate<br />

between medicines, users, acrions, languages, and contexts.<br />

The current legal approach is known as 'a prescriptive<br />

approach'. It tells exactly what to do and it provides guidelines<br />

on how to do it. Unfortunately, it becomes more and more<br />

clear that'one size does not fit all'. Itis necessary to distinguish<br />

between medicines, users, acrions, languages, and contexts<br />

and provide information that differenriates according to<br />

these factors.<br />

Although the intenrion of the EU-legislation is clear and<br />

certainly worthwhile, it seems to have taken the wrong turn in<br />

the early 1990s. It is rime to consider an alternarive route before<br />

disasters on both macro-level and micro-level really occur.<br />

4. An alternative approach<br />

It seems essential to shift from a 'prescriprive approach'<br />

to a 'performance based approach'. The basis must be to<br />

provide informarion that'enables users to act appropriately'.<br />

Fortunately, this phrase is already included in Direcrive 2004/<br />

27/EC (article 63, paragraph2). Three quesrions need to be<br />

dealt with to 'enable users to act approprately':<br />

1. Who are the people that need to act? In which context are<br />

the acrions take place at the moment?<br />

2. What are the acrions exactly? What do people need to do?<br />

3. What do we consider to be 'appropriate'? When is an acrion<br />

successful?<br />

The observation of current practice provides data about the<br />

ways in which people undertake activities related to medicines<br />

at the moment. User observations and contextual inquiries<br />

in hospitals, in pharmacies and in domesric situarions are


undertakenwiththeaimto build a collection of user experience<br />

models' (Waarde, 2006).These models provide a basis for design<br />

developments and structure the involvement of stakeholders.<br />

They focus on the actions that people have to do and the<br />

information that would be helpful to undertake these actions.<br />

The contextual inquiries, user observations and diagnostic<br />

tests also indicate that the design of information about<br />

medicines for doctors, pharmacists, nurses and patients is<br />

highly problematic in some specific situations (Waarde, 2005).<br />

Confusable medical packaging, poor instructions, hard to<br />

read package leaflets, conflicting warnings are fairly common<br />

when the design ofinformation about medicines is analysed.<br />

The inquiries also indicate that a lot of designed information<br />

does not seem to cause severe problems, but that some<br />

information is fundamentally flawed and needs urgent<br />

attention. It seems necessary to start with these highly<br />

problematic ones by providing information that supports<br />

people in their activities. After the observations, the<br />

actions and the people are defined. The third question of<br />

'appropriateness' or 'success' needs to be answered too. In<br />

order to answer this question, it is necessary to involve all<br />

stakeholders to provide their views: what is an acceptable<br />

level of success? In some situations, the level of success<br />

must be 100%. For example when Vincristine - a medicine<br />

for the treatment of a bonemarrow cancer - needs to be<br />

administered. Vincristine must be injected into a vein, and not<br />

into the spine of a patient. If it is done incorrectly, it is lethal.<br />

Unfortunately, this 'accident' Is fairly common. A 100% score<br />

of correctly administered Vincristine is therefore required. In<br />

other situations, it might not be necessary to aim for 100%<br />

scores. For some medicines, it might be acceptable to state<br />

that 'Ninety percent of the literate adults must be able to<br />

calculate the exact dosage' or even 'Seventy percent of the<br />

consumers of over-the-counter products must be able to<br />

dispose ofthe medicine correctly'. These actions and scores<br />

can be established for each medicine.<br />

Of course. It is necessary to choose and investigate the most<br />

crucial actions first That is where the user-experience models<br />

and contextual studies come in. After the observations, a<br />

hierarchy of actions according to their potential risks can be<br />

drawn up.The method of measuring is left open, as well as the<br />

way in which the message is designed. This leaves the space<br />

for people who test or observe the performance to choose the<br />

most appropriate methods, and it leaves space for designers<br />

and textwhters to develop information in the best possible way.<br />

Designed information is deemed appropriate if the required<br />

score is reached over a longer period of time. This makes It<br />

essential to monitor the actual performance in practice.<br />

One of the consequences of the application of this approach<br />

in practice is that the legal system needs to be modified.<br />

The European legislation needs to move from a 'prescriptive<br />

approach' towards a 'performance based' approach. However,<br />

before the current legislation can be reconsidered, It is essential<br />

to Investigate and validate alternative approaches.<br />

5. Conclusion<br />

The quality of the design of information benefits if it Is based<br />

on sturdy user experience models. These methods to develop<br />

these models are available, and some ofthe necessary research<br />

has been done. One ofthe main things that stops us to provide<br />

good information about medicines to people is the current<br />

legal framwork. Within the current framework, the micro-<br />

issues issues will not improve, and only mediocre results can<br />

be achieved on short term goals. The macro issues - beneficial<br />

use,cost-effective use, reduced numberof accidents-will not<br />

be achieved within the current framework.<br />

About the author:<br />

Dr Karel van der Waarde (The Netherlands, 1963) studied<br />

graphic design In the Netherlands (Eindhoven [BA]) and in<br />

the UK (Leicester [MA] and Reading [PhD]). He received his<br />

doctorate In 1994 for: 'An investigation into the suitability<br />

of the graphic presentation of patient package inserts'. In<br />

1995, he started a design-research consultancy in Belgium<br />

specializing in the testing ofinformation design.The company<br />

develops package leaflets, instructions, forms, protocols, and<br />

the information architecture for websites.The main focus is on<br />

information about medicines for patients, prescribing doctors<br />

and pharmacists. Karel van der Waarde frequently publishes<br />

and lectures about visual information. He is moderator ofthe<br />

InfoDesign and InfoDesign-Cafe discussion lists. The Avans<br />

Hogeschool (Breda, The Netherlands) has recently appointed


him as a scholar in visual rhetoric. It is a research post to<br />

investigate the development and use of visual communication<br />

with a longer term aim to support the relations betv^/een<br />

practice, research and education.<br />

References<br />

Bouma J. (2006) Slikken. Hoe ziek is de farmaceutische<br />

Industrie? Amsterdam: L J Veen.<br />

European Directive 2001/83/EC 'On the community code<br />

relating to medicinal products for human use'.<br />

European Directive 2004/27/EC'Amending Directive 2001/83/<br />

EC on the community code relating to medicinal products for<br />

human use'.<br />

Haynes RB, McDonald H, Garg AX, Montague R (2002)<br />

Interventions for helping patients to follow prescriptions<br />

for medicarions. Cochrane Database Syst Rev. 2000. (2):<br />

CDOOOOn.<br />

Institute of Medicine. (2000) To err is human. Building a safer<br />

health system. Report available from: http://books.nap.edu/<br />

books/0309Q68371/html/index.html<br />

MHRA (2007). Website: http://www.mhra.gov.uk/home/<br />

idcplg?ldcService=SS_GET_PAGE&nodeld=164<br />

Tinke JL, Griens AMGF. (2006) 'Data en Feiten 2006. Den Haag:<br />

Stichting Farmaceutische Kengetatlen (http://www.sfk.nl)<br />

Waarde, K. van der (2005). 'Designing informarion for<br />

patients.' Proceedings of the 'Informarion Design International<br />

Conference'. September 8-11, 2003 Recife (Brazil), pp 81-89.<br />

SBDkThe Brazilian Society of Informarion Design.<br />

Waarde, K. van der (2006).'Visual informarion about medicines<br />

for patients.' Chapter 4 (pp 38-50) in: 'Designing effective<br />

communications: crearing contexts for clarity and meaning'<br />

(Editor:Jorge Frascara). NewYork: Allworth Press.


lack and white images sought to provide an immediacy and<br />

drama to the otherwise largely static scenes. Here, the so-<br />

called "devouring flames" (göka) noted on the caption below<br />

left are added to the postcard photograph of the Kyobashi<br />

distnct. Adding the dynamic flames attempts to give the<br />

image a cinematic effect, yet Its stillness speaks of an inability<br />

to re-enact the event in any temporal or visceral way—rather,<br />

it reinforces the irretrievability and silence of history.<br />

Similarly, images of fleeing refugees, hand-tinted to<br />

communicate imminent danger and terror, while certainly<br />

evoking sympathetic fear and sadness in the viewer, are<br />

perhaps more striking because of their lack of ability to speak<br />

ofthe true nature ofthe experience.<br />

New York Times<br />

The world news reported the horrific body count and graphic<br />

photographs documented the gruesome scenes of mass<br />

incineration, while also singling out individual vicrims in the<br />

most gory and voyeuristic detail.<br />

Postcard of Charred Bodies Honjo Depot<br />

The former army Clothing Depot at Honjo (Hifukusho), one of<br />

the few open areas in the ward, was one ofthe single deadliest<br />

sites in the city. More than 30,000 people perished in this one<br />

site alone, a supposed sanctuary that became an Inescapable<br />

tunnel of fire. The official earthquake memorial, which 1 will<br />

discuss in the conclusion of my talk, was located on the site of<br />

the depot because forthe survivors of the quake it represented<br />

the acme of human suffering and loss, and hence the most<br />

appropriate site of memo ration. Photographic images of<br />

the depot show charred, dead bodies, heaped Into mounds<br />

as if melted together into a single mass. The figures are<br />

undifferentiated, male orfemale, adult orchild, they are merely<br />

an intertwined mass of human flesh. Such representations of<br />

mass carnage were repeated throughout the locales of the<br />

city, and render us into disaster tourists.<br />

Postcard of Charred Bodies with the Living<br />

The voyeuristic relarionship between the viewer and the<br />

image, the living and the dead, is thrown into greater relief in<br />

this widely circulated postcard image ofthe pond in the (Shin)<br />

Yoshiwara licensed prostitution quarter, where thousands<br />

of women who worked In the brothels were known to have<br />

perished. Unlike the previous image, where the living are<br />

largely bracketed out of the scene, here the dead are cleariy<br />

put in relation to the living, who seem to be gawking at the<br />

scene as they assist in pulling the corpses onto dry land—an<br />

Impression exacerbated bythe presence ofthe photographer.<br />

The eerie image of feet dangling over the edge of the<br />

waterway reads almost like spectators seated along the edge<br />

ofthe water.<br />

Postcard of Yoshiwara<br />

There is a latent irony in this image displaying death, as these<br />

women also lived their lives regularly on display for customers<br />

in the latriced showrooms (hahmlse) that lined the main street<br />

ofthe prostiturion district. Here a sexual economy has been<br />

replaced by a scopic one.<br />

Lithograph Shin Yoshiwara<br />

Together with photographers, print designers were among<br />

the most prolific producers of earthquake images, although<br />

unlike their photographer colleagues, they were not tethered<br />

to the reprographic or the real in any way. This gave unbridled<br />

freedom to the imagination; often producing images that<br />

simultaneously represented the event as tragedy and thrill<br />

(notto menrion miracle), one ofthe many ambivalences ofthe<br />

moment.Thesetwolithographsfrom the album of 14 produced<br />

just one month after the quake by Ishikawa Shoten under the<br />

title Pictorial Account ofthe Great Tokyo Earthquake depicting<br />

the Shin Yoshiwara district and the miraculous salvarion of<br />

Sensoji by Kannon In Asakusa both elicits emorions of terror<br />

mixed with excitement.<br />

Kawasaki Shoko Print Clothing Depot<br />

In these images, sites were notable for their spectacular-<br />

even sublime-state of ruin. Once again, we are reminded<br />

of the impasse of communication and silence engendered<br />

by the image of the ruin articulated by Cadava, but these<br />

images, and the ones to follow, bring up another problematic<br />

issue, one that Mark Dery asks in the subtirie for his arricle


"Terrible Beauty" which addresses the status of visual culture<br />

in the post-traumatic landscape after 9/11. He asks, "Does our<br />

humanity falter if we acknowledge an esthetic sublime in the<br />

visual facade of tragedy?" recognizing "the moral vertigo we<br />

feel when we gaze, rapt, at images of spectacular tragedies and<br />

simulated horrors, viewing the real and the recreational alike<br />

through esthetic eyes."Yet can such visual experience ever be<br />

entirely divorced from the aesthetic, as uncomfortable as it is?<br />

Kawasaki Shöko's woodblock print of the ruins of the Honjo<br />

Clothing Depot set against the backdrop of a radiant sunset,<br />

evokes the long western tradition of Romantic ruins, such as<br />

those associated with German Romantic painter Casper David<br />

Friedrich. It Is also a peaceful, sublime representation ofthe<br />

site of the most horrific loss of human life ofthe earthquake.<br />

Beauty and horror, shock and awe, go hand in hand.<br />

Postcard Asakusa 12 Stories<br />

Drawing on the Edo artistic genre ofmeisho-e, many images of<br />

the earthquake commemorated the disaster by immortalizing<br />

devastated locales throughout the city, focusing particularly<br />

on revered and Iconic sites and structures. Commercially<br />

published pictorials offered pages of before and after<br />

photographs of ruined sites around the city, many closely<br />

linked with the establishment ofthe modern nation-state in the<br />

Meiji period and the state's overriding ideology of "civilization<br />

and enlightenment." Yet these domestic and International<br />

mass-market photographs of the quake explicitly called into<br />

question this ideology of progress. Locations particularly<br />

associated with the modern city, such as the Asakusa district<br />

skyscraper Rounkaku, commonly known as the "Twelve<br />

Stories" (here seen In a postcard before and after the quake),<br />

which cracked at mid elevation, became emblematic ofthe<br />

fragility of man's technological achievements In the face ofthe<br />

indomitable forces of nature.<br />

Asakusa "12 Stories" 3 Images<br />

The aestheticization of the devastated form of the twelve-<br />

stories took many forms: the building captured in the midst<br />

of incineration by Okada Saburösuke (1869-1939) in Asakusa<br />

Twelve Stories Building on Fire {Moetsutsu aru Asakusa<br />

Jûnîkaı), which was then itself emblazoned on the cover ofthe<br />

October 1923 issue of the popular magazine Shufu no tomo<br />

(Housewife's Companion); in photodocumentary images<br />

as a forlorn ruin, decapitated with its steel rebar drooping<br />

pitifully to its sides; or in Isoda Chöshu's woodblock print as<br />

an abstract, colorful ruin as still life. There was often a close<br />

visual connection between photographic, print, and painting<br />

representations, an inter-media dialogue, if you wilL<br />

New York Times Headline<br />

The New York Times headline that ran on September 4'"<br />

"Princes and Statesmen lie dead with the Poor," underlines a<br />

frequent observation from all sectors, nature pays no heed to<br />

class. An assertion that according to Alex Bates, displaces the<br />

disproportionate suffering ofthe poor in the disaster due to<br />

pre-existing socio-economic inequity onto the uncontrollable<br />

whim of nature.<br />

Empress of Japan<br />

The seeming eradication (at least temporarily) of class divisions<br />

was alluded to in a caption on a much reproduced photograph<br />

that in read:"Calamity obliterates class~The Empress of Japan<br />

among her earthquake stricken people," which featured the<br />

Empress visiting injured, and possibly orphaned, children—<br />

an image of benevolent imperial rule harking back to the<br />

Russo-Japanese war.The message was clear.The nation would<br />

unite in tragedy and together face the task of reconstruction.<br />

A marked surge in samaritanism could be correlated with<br />

what scholar Allen H. Barton has termed the post-traumatic<br />

"altruistic community."<br />

New York Times Headline"Food Riots"<br />

There was, however, a savage underside to the event In the<br />

wake ofthe devastation and In the reestabllshment of order,<br />

which, while commonly known atthe time did not often make<br />

Its way into standard "beautiful stories" (bidan) of Japanese<br />

heroism. Not only were there food riots and looting, but there<br />

was a widespread vigilante rampage against Korean nationals,<br />

Japan's colonial subjects, (and other foreigners believed to be<br />

Korean, like Chinese) residing in Japan who were wrongly<br />

accused of acts of sabotage during and after the disaster.<br />

Massacred by the authorities and civilian mobs, their bodies


laid strewn on the streets for al! to see. The shock over these<br />

brutal actions was frequently expressed in artistic and literary<br />

accounts of the quake—although not surprisingly they were<br />

not often pictured in news coverage.<br />

As Timothy Brown has noted, there can often be a paradox in<br />

the confronting of a traumatic past "The desire to bring forth<br />

"positive"forms of identification (heroic memory) can occur at<br />

the expense of working through a painful and difficult past."<br />

Rather than the "altruistic community," the Kanto earthquake<br />

trauma, then, might be seen as more representative of what<br />

sociologist Kai Erikson witnessed in his case studies, where<br />

"disastersforcedopenfault lines in thecommunities,"producing<br />

what he alternatively terms "corrosive communities".<br />

CONCLUSION<br />

Earthquake Memorial Complex Aerial<br />

In the late 1920s, after many years of slow and painful<br />

reconstruction, the Tokyo Municipal Government began<br />

plans to erect a memorial complex to the earthquake victims<br />

on the site of the Honjo Clothing Depot. The well-known<br />

historicist architect lîö Chûta, professor at Tokyo Imperial<br />

University, was commissioned to design a Buddhist memorial<br />

hall and a Reconstruction Commemorative Museum, the<br />

latter of which was to house photographs and artifacts from<br />

the disaster. Museum and memorial spaces serve not only<br />

as spiritual sanctuaries, but provide a kind of "pedagogy<br />

of trauma," which Timothy Brown has rightly described as<br />

including more than just "descriprion and narration" of the<br />

event "but also artifacts and exhibit spaces that bear witness<br />

to the unrepresentable."<br />

Jtö designed the steel-reinforced concrete Memorial Hall<br />

in a distinctly hybrid architectural rhetoric that draws from<br />

both East and West as was common in his work ofthe rime.<br />

The basilica-like cruciform layout is reminiscent of Chrisrian<br />

cathedrals, but the conrinental-style stupa shaped finial<br />

sitting atop a pagoda-like tower, set behind a tile-roofed,<br />

hip-and-gable building, most strongly evokes images of the<br />

ancient Japanese Buddhist temples that ltd closely studied<br />

and helped reconstruct in Kyoto and Nara.<br />

Ireido Buddhist Memorial exterior<br />

In front a prominent porrico with a Tokugawa shogunal-<br />

style cusped gable projects outward to cover the dramatic<br />

entryway. The building enshrines the bones of thousands of<br />

vicrims In the stone base of the pagoda tower—functioning<br />

as a reliquarium—even perhaps a martyrium—and it is said<br />

that incense has burned continuously in front ofthe altar since<br />

four days after the disaster. Memorial services for the dead are<br />

srill held here annually on the anniversary ofthe quake.<br />

Ireido interior<br />

And the interior is equally eclectic, combining a Buddhist<br />

altar and a western-style devotional space with pews on a<br />

tile floor. Illuminated by electric chandeliers and sconces,<br />

the central space is ringed by a lower rier of documentary<br />

photographs and an upper tier of large-scale oil paintings by<br />

academic painterTokunaga Ryûshû memorializing individual<br />

scenes, which, by that rime, had already become iconic ofthe<br />

disaster, such as the crumbling image of the Asakusa Twelve<br />

Stories Tower.<br />

Reconstruction Hail<br />

In the Secessionist-style Reconstrucrion Commemorarive<br />

Museum, rows of scorched and deformed material remnants<br />

of the earthquake are exhibited amidst photodocumentary<br />

and artistic representations of the event This mode of<br />

memorial representation and display has formed the basis<br />

for memorializing subsequent catastrophes in Japan such as<br />

the Great Fire Bombing of Tokyo at the end of World War II in<br />

1945, which is now displayed in the same complex side-by-<br />

side with the earthquake, and perhaps more well known, the<br />

memorializarion of the atomic bombing of Hiroshima in the<br />

Peace Memorial Museum. This process has gradually elided<br />

the dlsrincrion between natural and man-made disasters.<br />

Reconstruction Hall—2"'' floor gallery<br />

I would like to conclude with a close look at one large-scale oil<br />

painting on the second floor of the Museum that sits amidst a<br />

series of small-scale paintings of devastated locales throughout<br />

the city, kitty-corner from images of the crown prince and


empress surveying their traumatized imperial subjects, and<br />

across from aerial renderings of the Kanto region In flames.<br />

Arishima Ikuma Painting<br />

Narrativlzing the total earthquake experience, well-known<br />

modernist painter, Arishima Ikuma's (1882-1974) monumental<br />

oil oncanvas, titled lmpressionsoftheGreatDisa5ter(Da/sh/nso;<br />

no Inshö, 1931), situates itself in retrospective temporal<br />

relation to the event providing a cumulative summary ofthe<br />

totality ofthe iconic moments ofthe experience (all of which<br />

evolved out of and were crystallized by the visual production I<br />

have been discussing). It condenses the disaster into a unified<br />

visual collage-a simultaneous moment of misery, memorial<br />

and mission.<br />

The elaborate composition, evocative of Christian images of<br />

resurrection, reads from left to right, sweeping from nightfall<br />

to daybreak. Although the first tremor occurred near noon,<br />

in Arlshima's imagined conception the night becomes a<br />

metaphor for the darkness of the experience and morning<br />

symbolizes the onset of reconstruction. On the distant left,<br />

the decapitated Twelve Stories stands aflame next to savage<br />

firestorms v/hipping overhead that carry off people and souls<br />

to heaven. In the Immediate foreground naked women stand<br />

or crouch in front of barracks desperately trying to wash<br />

themselves in buckets of water, an image familiar to all from<br />

contemporary photographs like the one you saw earlier. A<br />

myriad of men, women and children mill in the mlddleground<br />

salvaging their possessions or tending to the injured or dead;<br />

others just sit In disbelief. Two figures In the center, a barefoot<br />

man carrying a shovel with his back to the viewer and a<br />

woman in kimono dragging her belongings along the ground,<br />

lead the eye to the new day where a host of officials stand<br />

surveying the damage.<br />

Arishima painting and detail<br />

On the far right, the newly installed Prime Minister Yamamoto<br />

Gonnohyoe and former mayor ofTokyo Goto Shinpei appear<br />

on the scene ready to begin the task of reconstruction.<br />

Appointed as Home Minister after the quake. Goto played a<br />

central role in orchestrating the rebuilding of the city, some of<br />

his actions, particularly attempts to repossess private lands for<br />

public works, were considered quite controversial. Arlshima's<br />

scene is fraught with ambivalence, however, as it includes the<br />

figure of murdered anarchist Osugi Sakae, shown in a panama<br />

hat to the far right. Osugi was a popular leftist activist brutally<br />

murdered along with members of his family after the quake<br />

by military police, and his tragic death became a symbol to<br />

the intelligentsia of unrestrained authority gone awry. He<br />

stands in Arlshima's painting as a reminder ofthe human and<br />

moral cost ofthe disaster.<br />

To borrow the words of Benjamin, Arlshima's image is "loaded<br />

to the bursting point with time", as "the traces carried by<br />

the image include reference to the past, the present, and<br />

the future, and in such a way that none of these can be<br />

isolated from the other..." Thus, through the prism of this<br />

cumulative visual production ofthe Great Kanto Earthquake,<br />

temporally collapsed in Arlshima's painting, we are left with<br />

an image of this calamitous event as both devastating and<br />

renewing for Tokyo and its inhabitants. Out of the ashes<br />

emerged a powerful visual response to the experience that<br />

expressed the spectacle of disaster, the sublime nature of<br />

ruin, a commemoration of unspeakable tragedy and loss, an<br />

ennobling of everyday life, and a fervor for the possibilities of<br />

reconstruction. People mourned loss and celebrated solidarity,<br />

all the while repressing the Inequitable and corrosive aspects<br />

of community manifested bythe catastrophe.


V I S U A L I S I N G D I S A S T E R : E N V I R O N M E N T A L A N X I E T Y A N D T H E U R B A N<br />

I M A G I N A R Y<br />

Wiliiam M.Taylor<br />

School of Architecture, Landscape and Visual Arts<br />

The University of Western Australia, Perth<br />

btaylor@cyllene.uv^a.edu.au<br />

Michael R Levine<br />

School of Humanities<br />

The University of Western Australia, Perth<br />

mlevlne@cy!lene.uvya.edu.au<br />

Abstract<br />

The form of cities, their design and construction have long<br />

made it possible to think about human society. Likewise,<br />

the destruction of cities through various means, accidental<br />

circumstance or human error, and the representation of<br />

urban ruin have given histoncal, visual and narrative form to<br />

diverse values governing ethical conduct, individual desires<br />

and collective responsibilities. Recently, a spate of films In<br />

which cities are destroyed by natural disasters have been<br />

counterpoised by images of such events as earthquakes in<br />

Qom and Pakistan, the tsunami-dnven wreck of regions of<br />

Southeast Asia and the inundation of New Orleans. Both<br />

fictional and documentary representations of disaster are<br />

mutually reinforcing. They not only invoke, though fail to<br />

encompass, the immensity of suffering accompanying the<br />

fall of one orthe other city. They are also highly evocative and<br />

symbolic, representing {equivocally, no doubt), the end result<br />

of a senes of causes and effects for which no one person is<br />

likely responsible, on the one hand, and a call for fortitude and<br />

renewal in the face of great adversity, on the other.<br />

Taking its cue from representations of fallen cities and the<br />

possibiliries they engender for thinking about the meaning<br />

of disaster this paper will consider how their portrayal<br />

serves as a vehicle for questioning our seemingly precarious<br />

relationship with nature and the future ofthe city. It concludes<br />

with menrion of one recent attempt to represent urban ruin.<br />

Robert Polldori's photographs of New Orieans entitled After<br />

the Flood.<br />

Introduction<br />

This paper grew from a first, passing interest in the literary and<br />

cinemaric portrayal of urban disaster and subsequent writing<br />

(Taylor, 2006) on the meaning of such representarions for an<br />

understanding of ethics and human values. The appearance in<br />

recent years ofa spate of natural disaster films like The Day After<br />

Tomorrow (2004) and Volcano (1997), each casringthecityas a<br />

prime target for cataclysm, is notable in this regard.The appeal<br />

of these films might be understood in view of present day<br />

environmental uncertainties or the apparent state of anxiety<br />

in the wodd more generally. However, their coincidence with<br />

documentary coverage of very real cataclysmic events leads<br />

us to quesrion how representarional media engage with the<br />

complex reality of a fallen city, the circumstances which bring<br />

such events about and their human and social costs.<br />

This paper affords an opportunity to reflect further on urban<br />

disaster and its representarion. In addition, our paper is also<br />

part of a more extended and detailed study of transience and<br />

the built environment (Taylor and Levine, 2006), an initiative<br />

undertaken this year with the support of the Australian<br />

Research Council. The study considers the ways that an


awareness of urban change of lesser or greater magnitude<br />

(phenomenal transience) encourages reflection of a more<br />

abstract l


sometime between the years 1050 to 1080 at the cathedral<br />

in Salerno (Italy) where the representation of building detail<br />

is secondary to the oversized figure of an omnipotent God<br />

who appears descending from heaven to disperse the tower<br />

builders across the earth. Contrast this image with Pieter<br />

Bruegei the Elder's well-known painting of TheTower of Babel<br />

executed five centuries afterwards (1563) and one finds a<br />

more secular scene and significance attributed to the story. In<br />

similar illustrations of this latter period, an emphasis on the<br />

details of construction (less on destruction perse) transforms<br />

the Tower into an immense hive of human industry and<br />

common purposes emblematic ofthe city itself.<br />

More recently, and reinforcing the durability of the tower as<br />

an architectural trope, one commentator, writing on media<br />

coverage of 9/11 and its aftermath, has described the particular<br />

symbolic potency of the collapsed Twin Towers of the Worid<br />

Trade Center as representing the heights of human capabiliries<br />

and civilisation, a take reminiscent of Bruegel's painring. For<br />

Samuel Weber (2002) the form of what was once the worid's<br />

tallest buildings are conveniently counterpoised to the Caves<br />

of Tora Bora which were likened during the Afghanistan War<br />

to the refuge of the depraved. Coupled with the simplistic and<br />

self-serving views of George Bush and his neo-conservative<br />

supporters, these opposing symbols accentuate an imaginary<br />

world animated by forces of good and evil and stripped of any<br />

social, cultural or polirical nuance - a worid, consequendy, de-<br />

historicised as well. Judging by details of Bruegel's masterpiece,<br />

however, the painter would most likely not have understood<br />

this limited view of human society for The Tower ofSabe/is full of<br />

stylistic references to historic architecture and communicates a<br />

sense ofthe necessity of culture as well as its vitality.<br />

Turning to the account of Sodom and Gomorrah one finds<br />

prefigured there longstanding and complex associations<br />

between urban living and the threat ofa moral corruption for<br />

which city life is both the cause and the cure. The opposirion<br />

of a potentially, socially-cohesive culture and indisrinct<br />

wilderness features prominently in the biblical story of the<br />

fall of these cities. Tirian's depicrion of the story titled 'Pastoral<br />

Scene'or'Landscape with a Sleeping Nudeand Animals'(1565)<br />

illustrates for one art historian (Meilinkoff, 1998) a less than<br />

idyllic scene with the biblical episode with burning city, rural<br />

villageand wilderness occupying back, middle and foreground<br />

of the drawing. The innocence of lambs accompanying the<br />

sleeping figures contrasts with the goat and boar amongst the<br />

flock which signify lust and lechery. Significantly, according to<br />

the biblical account, following the destruction ofthe places of<br />

wickedness, Lot's incestuous liaison with his daughters occurs<br />

as he leaves the small town and social intercourse behind<br />

entirely and takes up residence in a cave in the woods where<br />

he lives like a beast, figuratively and morally.<br />

In contrast to the story of Sodom and Gomorrah, Babel was<br />

not so much destroyed as were the ambitions of its builders<br />

thwarted; however, it was equally a site of divine intervention<br />

in the lives of humankind, particularly where human life<br />

was understood in terms of a divinely-endowed capacity<br />

to transform nature for human purposes. This particular<br />

understanding informs a pre-ecological view of the natural<br />

world known as 'resourcism'. Resourcism and ecology<br />

incorporate different views of the domain of animate and<br />

Inanimate matter -making of nature a register (though not<br />

entirely a blank slate) of a kind- upon which human acrions<br />

are recorded and human agency, capabiliries and limitations<br />

Inscribed.<br />

Turning to other sources for thinking about the meaning of<br />

urban disasters, for the ancient Greeks, the city represented<br />

both the manifestarion of civic virtues and the means for<br />

propagaring them. The 'urban' was as much a process as it<br />

was a state of existence. Understandably, the fall ofthe polis,<br />

a common enough occurrence in a world of city-states and<br />

rival trading powers, would come to represent an event<br />

of historical and moral significance as profound as the<br />

destruction of a Sodom or Gomorrah. Given the legacy of<br />

ancient Greek and Roman civilisarions and the spread of their<br />

monuments and remains of public works across Europe, it<br />

is no wonder that the rise and fall of dries like Sybaris (510<br />

B.C.) or Selinunte (409 B.C.), then Pompeii and Herculaneum<br />

(79 A.D.) -like the decline of Rome Itself- have long fascinated<br />

historians, writers and arrists. Equally, the discovery of ancient<br />

sites, the incorporation of their spoils or their reproducrion<br />

and adaptation have inspired at various times In the past new<br />

thoughts on architecture and urbanism.<br />

Though images of Babel and Sodom or ruins, as found at<br />

Selinunte and Pompei, figure prominently In the Imagination


of disaster, İt would be misleading to think of the values<br />

attending a state of urbanity as manifest only in urban forms,<br />

however these may appear. Likewise it would be a narrow<br />

view that considers the opposition of tower and plain (Babel)<br />

or civilisation and chaos (Sodom) to be best represented by<br />

scenes of devastated cities. Writers and artists have called<br />

upon other kinds of images of disaster to depict either the<br />

vulnerability or resilience of human society. Two exemplary<br />

cases are Theodore Gerlcault's portrayal of shipwrecked<br />

survivors on The Raft ofthe ' Medusa'i^8^ 9) and William Strutt's<br />

painting of a cataclysmic bushfire in the Australian outback<br />

entitled Black Thursday (1851). In Gericault's documentary,<br />

though still, largely allegorical painting, suffering, madness<br />

and death are part ofthe natural world for nature, like the sea,<br />

is imagined to be a formless and potentially malevolent entity<br />

upon which human dramas unfold. William Strutt's painting Is<br />

not only composed in an equally spectacular manner, but tells<br />

a similar story. The bush Is not only indistinct and threatening<br />

like an immense ocean where fire rolls across the plain in an all<br />

consuming wave, it also represents a space that is opposed to<br />

civilization and must ultimately be confronted and conquered.<br />

Characterising humankind's engagement with nature as one of<br />

a contest, there are intimations of resourcism in both paintings,<br />

though any positive advantage to be had by travelling the<br />

seas or settling remote wilderness is undermined by the threat<br />

posed by exposure to raw nature and ultimately, the limitations<br />

of human technology and society to subdue it Given their<br />

moralising and apparently, mixed messages, in other words, the<br />

paintings appear both old and new when viewed together.<br />

Separating in time the images of Titian and Brueghel, on the<br />

one hand, and those of Gerricault and Strutt on the other, the<br />

P/7//osop/7esoftheeighteenth century, then thesocial reformers<br />

ofthe nineteenth, gave a more reasoned form to allegorical<br />

representations urban disaster. Jean Jacques Rousseau and<br />

his contemporaries sought a rationale for understanding both<br />

the necessity of the metropolis and the unhealthy prospect<br />

of life there in which chaos was a constant though indistinct<br />

threat and where the 'wilderness' of moral deprivation could<br />

be found anywhere, both within city walls and without<br />

Commentators established an association between living In<br />

closely-knit communities and human degeneracy with some<br />

claiming that the 'town-bred' possessed a 'narrow chest<br />

pale face, weak eyes, and bad teeth' while others pointed<br />

to the superiority of those living in rural environments. The<br />

determinants of moral behaviour were also discovered in the<br />

urban environments ofthe period and, along with ill health,<br />

decrepitude could depend upon the state of one's climate,<br />

diet drink, idleness, cleanliness, silence and even access to<br />

music. Religious apathy and rioting became symptoms of<br />

social ills along with other aspects of personal behaviour.<br />

Social critics were essentially urban theorists as Augustus<br />

Pugin, William Morris and Jeremy Bentham imagined Ideal<br />

cities as alternatives to the deplorable state ofthe metropolis.<br />

Thinking about the ideal city entailed a process of abstraction,<br />

a stripping away of all that was deplorable about present living<br />

conditions in preference for alternatives derived from reason<br />

and the imagination. In this, more secular age, Sodom could<br />

denote any extremely wicked or corrupt place where physical<br />

and moral depravities occurred. It became a particular kind<br />

of environment that defined its inhabitants just as, for both<br />

natural theologians and fledgling evolutionists ofthe period,<br />

a place - Its geography and climate - defined the creatures that<br />

lived in it For one eighteenth century Londoner,'A Tavern Is a<br />

little Sodom, where as many Vices are daily practic'd [sic], as<br />

ever were known in the great one' (OED, 1989).<br />

In the end, theform of cities, no less so representations oftheir<br />

destruction, have provided a means forthinking about human<br />

identity, society and values - the potential for and limitations<br />

of human capabilities for manipulating nature and ultimately,<br />

the relationship of our species to the world of animate and<br />

inanimate matter. To a certain extent one is grappling with<br />

the old nature and culture divide here. However, we are not<br />

so interested here in hackneyed dichotomies or abstract<br />

philosophical issues as with a style of reasoning that comes<br />

with thinking about the built and natural environments In a<br />

manner distantly related to the thoughts ofthe Rousseau or<br />

Bentham, though more developed and obvlouslycharacteristic<br />

of our own times. One can argue (Taylor, 2004:95-119) that a<br />

uniquely modern and ecologically-nuanced way of thinking<br />

about our surroundings is related to particular patterns of<br />

sentiment perceptions and anxiety organised around the<br />

city. What is interesting when considering past sources for<br />

contemplating disaster, something akin to our understanding<br />

ofthe environment does not existat all. Recent representations<br />

of urban disaster, particularly in science fiction and on the<br />

screen, though distantly related by earlier ancient biblical


or allegorical catastrophes, are not entirely encompassed by<br />

them. Rather they owe more to this environmental way of<br />

thinking.<br />

Consider the spectacular visual effects of films like<br />

Armageddon or The Day After Tomorrow or their precursors in<br />

1970's blockbuster movies like The Poseidon Adventure or The<br />

Towering Inferno. Whatever one thinks of the quality of such<br />

films with their overblown special effects and nearly, always<br />

predictable storylines, it is interesting to question how they<br />

engage with the other kinds of narratives accompanying the<br />

nse of empincai science and its fictionalisation, particularly<br />

since the time of Darwin. These narratives entail language of<br />

causes and effects, actions and reactions whereby everyday<br />

physical phenomena and potentially cataclysmic events are<br />

understood in terms of underlying natural forces - allowing for<br />

the possibility that these may be interfered with, for better or<br />

worse, by humankind. These narratives raise questions ofthe<br />

predictability, likelihood or inevitability of one or the other<br />

natural event-the degree to which one can predict the weather,<br />

for instance, or ofthe likelihood of an earthquake, a typhoon or<br />

tsunami. These narratives delimit an ethical domain whereby<br />

human actions enter into equations determining a range of<br />

phenomenon impinging upon its designs - acdons modelled<br />

along, as Immanuel Kant would write, the 'oscillations of the<br />

weather and biological and other natural phenomena.'<br />

These words are taken from an essay Kant wrote in 1784<br />

entitled, 'The Idea of History from a Cosmopolitan Point of View'<br />

(cited in Hacking, 1990:16) In which the author described the<br />

unfolding of human acrions In the worid to be as predictable, if<br />

not as obvious, as the facts of life and death - even the weather.<br />

Whereas in the natural world, the passage of rime was registered<br />

on the bodies and forms of animate and inanimate matter, in the<br />

human worid, it was, for Kant and many who followed a similar<br />

line of thought, the city upon which was written the movement<br />

of history. Kant's essay prefigures a significant shift in the<br />

visualisarion of urban disaster, where fallen cities become seen<br />

not so much as a consequence of divine wrath or conception<br />

of an unforgiving natural worid that followed the fall of Adam.<br />

The former remained the view of many, for instance, when<br />

contemplating a momentous and highly publicised event like<br />

the earthquake that destroyed Lisbon in 1755, just 30 years<br />

before Kant wrote his essay. It remains the view, but only for<br />

some fundamentalist Chrisrians in America in view of Katrina's<br />

makeoverof New Orleans, 221 years later-a consequence It was<br />

claimed ofthe city's'embrace of sin'(reported by Dewan, 2006).<br />

Rather, this shift in the imaginarion involves a move towards a<br />

more scientific and causal understanding of such phenomena,<br />

whereby human responses to disaster move away from forms<br />

of penance as In a less secular age and towards a calculation<br />

of probabilities and likelihoods whereby natural, cataclysmic<br />

events become understood in new and complex ways.<br />

In view ofthe long history of destroyed cities and the changing<br />

patterns of sensibility that have determined their significance<br />

for human society, an important development coincided with<br />

the rise of empirical sciences. Varied sciences, from those<br />

more immediately concerned with an abstract understanding<br />

of nature like chemistry and physics to others more obviously<br />

aimed at predicting and controlling natural forces - like<br />

geophysical sciences (including seismology, meteorology and<br />

hydrology), building statics and engineering - have played a<br />

role. Though concerned with different objects of study, these<br />

fields commonly bring into play a form of causal reasoning<br />

and an encourage awareness of the myriad of forces and<br />

counter-forces acting upon the city. In application they can<br />

privilege a language of urban forms and their funcrions cast in<br />

quasi-biological terms. Consequently, the city is understood<br />

in relation to observations of organic and inorganic nature,<br />

nature's constituent elements like earth, air and water.<br />

Understanding, predicting and reacting to the forces that<br />

act upon a city and which make it a part of the geophysical<br />

and organic wodds - invoking a broad kind of environmental<br />

awareness, basically - inculcated a parricular understanding<br />

of buildings, the sites upon which they stood and the cities of<br />

which they were a part.<br />

Bringing the preceding claims for environmental awareness<br />

to bear on debates over the cause of the destruction of New<br />

Orieans in the wake of Hurricane Katrina, much rested on<br />

the characterisation of the event as being either a 'natural'<br />

or 'human' disaster - crucially the availability and amount<br />

of reconstruction funds from insurance and governmental<br />

sources essential for building any vision of a renewed city.<br />

Disagreement arose from an emphasis on either a storm of<br />

unprecedented ferocity, on the one hand, or storm protection<br />

and civil defence systems that had proven inadequate, on


the other.^ While Kant would have understood some terms of<br />

this debate (the cause of one phenomenon, either naturally<br />

or humanly-generated, resulting In another) and Darwin,<br />

appreciated the generative force unleashed by destruction,<br />

neither figure would have likely countenanced a government<br />

that could abandon a city in such a way. By the time Katrina<br />

struck New Orleans and the levees collapsed, decades of neo-<br />

liberal ideology and economic-rationalist policy in America (as<br />

elsewhere) had transformed 'the city' into a tabula rasa of an<br />

unprecedented kind. It became a blank slate upon which not<br />

only natural forces, but a hypothetical and all-encompassing<br />

free-market (which largely amounts to the same thing as<br />

nature in extreme versions of this theory) did their work,<br />

independentofmostformsof human'interference'.lnthewake<br />

of Katrina these would seem to include such Interventions as<br />

public investment in urban infrastructure, the limitation of<br />

oil exploration and industry which damaged wetlands and<br />

protective coastal islands and the regulation of a largely,<br />

uncontrolled insurance industry.<br />

Existing alongside and partly accounting for the rise of<br />

economic rationalism, environmental awareness also accounts<br />

for the evocative charge of more recent representations of<br />

urban disaster ~ like those of photographer, Robert Polidori<br />

- than those previously described in this paper. Their human<br />

dimension, played off against the background of a natural<br />

one, is particularly obvious in director Spike Lee's recent<br />

documentary film When the Levees Broke (2006). Environmental<br />

awareness has a profound influence on the way we approach<br />

buildingssltescreated by cataclysm-or itshould-even though<br />

some designers may not take full stock of Its philosophical<br />

origins and ethical dimensions. Accounting for developments<br />

occurring over the past two centuries, our interpretation of<br />

scenes of disaster and our response to the cities left in their<br />

wake today have been formed from our simultaneous, self-<br />

conscious occupation ofthe built and natural environments<br />

- a feature of modern life in the metropolis.<br />

^The latter assessment, incidentally, was recently confirmed as true<br />

following a review by the United States Corps of Engineers.<br />

Robert Polidori and After the Flood<br />

Robert Polidori's photo essay After the Flood (2006) provides<br />

a fitting set of Images to conclude this paper. Having<br />

previously made subjects of such phenomena as the slow<br />

decay of Havana, the bombed out remains of Beirut and the<br />

abandoned, contaminated cities of Chernobyl and Pripyat, he<br />

turned his camera on New Orleans in the weeks following Its<br />

inundation in late August, 2005. His photographs, mainly of<br />

the ruined facades and the interiors of houses, capture not<br />

so much a moment of disaster, but the multiple and complex<br />

Interactions of so many organic and inorganic'events'initiated<br />

when the city's levees broke. They portray the interruption of<br />

innumerable manifestations of human activity. The scenes are<br />

chaotic in one sense - compositlonally - though Invite one to<br />

Imagine what happened, logically and predictably, after the<br />

waters rose, then subsided. The scenes are 'alive' in this sense<br />

as there appears considerable evidence of warping, rotting<br />

and mildewing, all presumably still going on at the time<br />

the photographs were taken. They are also static given the<br />

staged character of the photographs which, though random<br />

in their content of overturned and decaying furnishings,<br />

are conventionally executed from fixed vantage points, the<br />

framing of shots and considered lighting. An architectural<br />

photographer's desire for images free of people was already<br />

satisfied bythe depopulated state ofthe city, ratherthan any<br />

obvious action on the part of Polidori.<br />

The photographs comprising After the Flood are noteworthy<br />

in that they are not concerned with communicating obvious<br />

or dramatic action which, conversely, characterises many of<br />

the images in the Kozak collection and other, allegorical and<br />

historic representations of urban disaster. They are composed,<br />

but not heroic in the sense that old woodcut prints, lithographs<br />

or paintings of collapsing buildings, turbulent seas or raging<br />

bushfire scenes or the statuesque victims and survivors who<br />

people them are. They are perhaps (if any photograph could<br />

be) more Darwinian than a Gericault or Strutt painting could<br />

have ever been.<br />

Nurturing an unsettling fascination for the abundance of<br />

furnishings and goods, materials and surfaces that comprise the<br />

everyday interior of the home, the photographs reveal invisible<br />

forces of decay working upon them. Polidori's scenes deal with


a reality of overcrowding, waste and disorder'that concerned<br />

Darwin and his followers and which provided the woddview<br />

behind theories of cataclysmic upheaval and natural selection.<br />

Equally, the viewer's absorption in the minute detail of the<br />

images -the innumerable instances of ruin- is counterpoised by<br />

fascination with the wholeness and the plenitude of nature that<br />

inspired theologians and artists in eady- or pre-modern times<br />

as well as its seemingly irresistible force (Levine, 1988: 34-39).<br />

Providing the logical counter-image to the Victonan home, in<br />

that chaos supplants an idyll of domestic order and bliss, the<br />

photographs portend a reality of 'randomness and chance'<br />

(Taylor,2004:205)charactensing modern life, all the while calling<br />

on our expectations of order to heighten their dramatic impact.<br />

Above all the photographs engage with an environmental<br />

sensibility portending modern life -entailing In its most basic<br />

terms, an awareness of particular spaces, streetscapes and<br />

rooms as unique, portentous and formative of human identity,<br />

character and well-being- the latter, now obviously lost.<br />

Informed viewers (and hopefully, all Americans especially)<br />

approache these photographs with knowledge of one aspect<br />

of their context and New Orleans itself, namely that the city<br />

largely rests below sea-level. This alerts one to the possibility<br />

- now the certainty according to government officials in the<br />

US Army Corps of Engineers - that the cause of the disaster<br />

was not entirely 'natural'. The storm left the city relatively<br />

unscathed after passing over it, though Katnna's waters,<br />

working on a poody maintained Hurricane protection system<br />

caused the levees to collapse. The city's pumps, once the<br />

largest In the world and the pride ofa robust civil engineering<br />

and public service sector, failed to deliver as they were but<br />

barely operational. And, of course, the broader issue, global<br />

warming, which may have spawned so large a storm in the first<br />

place furthers a sense of uncertainty about the photographs.<br />

Conclusion<br />

Polldori's photographs seem to confirm at least one conclusion<br />

drawn from the study of vrban disaster (Taylor, 2006:611).<br />

Like the narratives of recent disaster films, the images invite<br />

a particular kind of discernment. They invite us to distinguish<br />

between what we see and most likely know and what we do not<br />

see, but suspect. Accompanied by extensive press coverage and<br />

conflicting evidence regarding the cause of the Inundation of<br />

New Orleans, the images draw upon our knowledge, however,<br />

incomplete, of'causes and effects, actions and reactions whereby<br />

everyday physical phenomena and potentially cataclysmic<br />

events are understood in terms of underlying natural forces'<br />

in which humankind has had a hand. Part of their dramatic<br />

effect (and providing for their moral content) is based on the<br />

exploitation of uncertainty that has always accompanied the<br />

expansion of science and our reliance on standards of objectivity<br />

as a means of explaining things. These standards account for a<br />

certain ambiguity in assessing either the'artistlc'or'documentary'<br />

qualities ofthe Images. Uncertainties, those threatening the city<br />

and others holding out promise of its salvation, serve to position<br />

us ail, the urban dwelling and cinema-goer, as potential victims<br />

or heroes. In the end, it is the city that provides a backdrop for a<br />

complex view of our relationship to nature and to each other.<br />

The various historical sources and images cited in our paper<br />

have helped cast urban disasters as morally significant<br />

while opportunities for rebuilding cities like Lisbon and<br />

San Francisco, London and Bedin from the remains left<br />

by earthquakes, bombs and firestorms have encouraged<br />

reflection on what an ideal city and society might be. While in<br />

some instances, particular circumstances may have rendered<br />

a city uninhabitable, necessitating its complete demolition or<br />

abandonment, it is more common to find in history (unlike<br />

scripture) instances where disaster has been followed by the<br />

promise of opportunity just as, again commonly, the building<br />

sites created through devastation, are rarely rendered entirely<br />

blank. The multivalent structures of human society and so too,<br />

human agency, do not necessarily or entirely coincide with<br />

the physical structures of buildings and urban forms so that<br />

in destroying the latter, physical ones, the former inevitably<br />

disappear as well. For every destroyed city in history that may<br />

be reborn in some novel form there are many others that<br />

have resisted wholesale transformation for some social or<br />

cultural, economic or political reason.^ Tellingly, the Inability<br />

^ While Noto (Nuovo) in Sicily was rebuilt on an entirely new site<br />

and given a 'modern' (le. Baroque) form following its (Noto Antica]<br />

complete destruction in 1693, the rejection of Christopher Wren's<br />

radical new plan for the City of London following the great fire there<br />

in 1666 and its reconstruction along existing Medieval street lines<br />

exemplify the later, contrasting case.


of authorities to raze the largely, wholly destroyed, lower 9'^<br />

Ward (district) of New Orleans In the wake of Hurricane Katrina<br />

-despite common sense and the best advice of engineers and<br />

planners- was due to such reasons.<br />

Popular, disaster films are rarely concerned with such a view of<br />

the social and political complexity of cities. Films, parricularly<br />

American ones, view urban disasters as a means of separating<br />

out a few heroes from the many, largely complacent victims<br />

of cataclysm. Generally, disaster films work as though the<br />

immensity of human suffering following a given, cataclysmic<br />

event can be captured by a single narrative or frame and<br />

understood - perhaps even 'experienced' by the viewer. The<br />

possibility that such representarions can In fact convey an<br />

experience or promote empathy with those who suffer brings<br />

to mind our own aspirations for a new city in that both, both<br />

empathy and aspiration, require an act ofthe imaginarion.<br />

It is the idea of a tabula rasa or blank slate, but also the<br />

imagination that brings both phenomenal and existential<br />

forms of transience together. In other words, when viewing<br />

the remains of vanquished cities, whether the crumbled<br />

and charred remains of San Francisco depicted in period<br />

lithographs or the collapsed and rotting remains of New<br />

Orieans interpreted by a contemporary photographer like<br />

Robert Polidori, the mind is drawn to imagine what was once<br />

there and what might yet arise. Our thoughts are drawn to<br />

contemplate the complexities of life in the modern metropolis,<br />

and perhaps, even the inevitable passing and possible<br />

transformarion of all things.<br />

Given certain historically, socially and culturally-prescribed<br />

limits, namely those governing recent disasters like the near<br />

complete destruction of New Orleans, dries and buildings<br />

sites can never really be, tabulae rasae - at least not entirely or<br />

in the way designers might like to see them. More than likely,<br />

the Idea is linked to self-serving purposes - one being to divert<br />

attention from the circumstances leading to the cataclysmic<br />

event itself and any liability for what follows. Consequently,<br />

the aspirations of urban planners, architects and designers<br />

called upon to inscribe them a new -and our desires, as<br />

citizens who want closure and to get on with life- must be<br />

take this important dimension of urban disaster on board.<br />

References<br />

DEWAN, S., 2006. Lady Liberty Trades in Some Trappings.<br />

Memphis Journal, (July 5), electronic website edition, URL:<br />

http;//www.nytlmes.com/2006/07/05/us/05liberty.html?ex=l<br />

309752000&en=633335bb68bac96a&ei=5088<br />

HACKING, I., 1990. The Taming of Chance. Cambridge:<br />

Cambridge University Press<br />

LEVINE, G., 1988. Darwin and the novelists: patterns of science<br />

in Victorian fiction. Cambridge, MA: Harvard University Press<br />

MELLINKOFF, R., 1998. Titian's Pastoral Scene: A Unique<br />

Rendition of Lot and His Daughters. Renaissance Quarterly, 51<br />

(3), 828-863<br />

OED, 1989. Oxford English Dictionary, 2nd Edition (entry:<br />

Sodom)<br />

POLIDORI, R., 2006. Robert Polidori: After the Flood. London:<br />

SteidI Publishing<br />

TAYLOR, W.M., 2004. The Vital Landscape: Nature and the Built<br />

Environment in Nineteenth Century Britain. London: Ashgate<br />

TAYLOR, W.M., 2006. Urban disasters: visualising thefall of cities<br />

and the forming of human values. The Journal of Architecture,<br />

11 (5), 603-611<br />

WEBER, S., 2002. War, Terrorism, and Spectacle, or: On Towers<br />

and Caves. The Grey Room, 07 (Spring), 14-23

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