Sunday, March 20, 2016

March 21 2016 - Research questions version 1

- I am working on how open design and maker culture have impact on current design methods, to find out how generative design (designing tools and methods for non-designers to design themselves) relates to traditional constructivist education theory. To better understand the design education curricula in the future.

- I am studying the democratised use of technology (make culture) to find out the trend of design in the future (shared design, assisted design literacy) and how it influence today's design education

- I am working on how design education has evolved in the past 10 years to find out how design education has ACTUALLY evolved with academic predictions / studies, to help better understand the gap between design education and design in the real world today? What is hindering design education's evolution (if any)?

- I am working on how the businesses are seeing designers today? How do they hire designers, what's the job description? Should design education include vocational training (single disciplinary) or not? By how much? With the advancing technology, will these vocationally trained graduates lose their job to computers/clients themselves <- easier to use technology.

- How should creative thinking be taught? Should it be taught? or self-learned if there is a sharing culture in design education?

- How has other science based learning / education curriculum developed? Do they need change like design education does? 

Wednesday, February 17, 2016

Open Design Now - Why Design Cannot Remain Exclusive - Book Capture

Open Design definition by authors:
p15 - Introduction - Marleen Stikker - Open design is part of a growing possibilitarian movement. Rooted in information and communication technology, it gives us all the instruments to become one-man factory, the world plater operating from a small back room.


p16- Possibilitarians engage in open design as a process, trusting their own abilities to guide that process. And as possibilitarians, they pursue strategies to be inclusive, to involve others, to build bridges between opposite positions: North-South, Old0young, traditional- experimental. Possibilitarians represent a sharing culture which is at the core of open design.
As such, they trusty others to make their own contributions and to build upon what has been shared. Trust, responsibility and reciprocity are important ingredients in a open, sharing culture... As with open data, open design will have to involve the actual end users, not organizations, panels or marketers.
p17- (history) -Open design can be viewed as the latest in a long time of similar developments, starting with the first PCs, the Ataris, Amigas, Commodores and Sinclairs- the arrival of the internet, of mobile communication... people with that hacker-artist-activist attitude. They (the pioneers) of our time are not taking the world at face value, as a given from outsider; rather, they see the world as something you can pry open, something you can tinker with. 
So they started to experiment.
p18- Examples of the opposite are emerging, and the connection between modern technology and craft traditions is sometimes aptly named hyper-craft. The implications for education are huge, and hyper-craft broadens the perspectives in education - not only for design, but for all crafts...Its focus is on the process of making itself and the responsibilities that makers take- for the monsters they may be creating, for the process of creating, and for the ingredients used.
When academic knowledge started to disappear behind the paywalls of large publishers. The open access movement created new ways to make it accessible again for everybody.

Open Design definition by authors:
p25 - Orchestral Manoeuvres in Design - Paul Atkinson - Open design is the internet-enabled collaborative creative of artefacts by a dispersed group of otherwise unrelated individuals. As purely creative exercise, open design promotes the unprecedented sharing of knowledge between the professional and amateur designer, breaking down unnecessary barriers. When carried our for the common good rather than for capital gain or profit, open design allows the sharing of creative skills between developed and undeveloped nations for humanitarian benefits countering the ramifications of global product consumerism.
p30 - The professional designer will become an agent of design, with the audience of end users selecting which designer's system they wish to employ
p31 - Designers will have to learn to develop systems that will be used by others rather than trying to remain the sole author of their own work. And while it might seem daunting for the designer to be further removed from the end product they design, it is in fact a huge opportunity for the designer to become far more closely involved with the process of production than before, with all the associated knowledge and awareness of material quality and behaviour that implies.



Open Design definition by authors:
p35 - Redesigning Design - Jos de Mul - The open design movement seems to be part of a shift in the world of design from form via content to context, or from syntax via semantics to pragmatics, as my colleague Henk Oosterling expressed it in his Premsela Lecture last year.
p36- Like other fields influenced by the 'open movement' such as open source software, open science, and open technology, open design is closely connected with the rise of computers and internet. In view of this intrinsic association, the fundamental characteristics of the digital domain are worth examining further.
To develop the positive aspect of open design without falling prey to its pitfalls, the designer should not abandon his activities as a designer; rather, the designer should redesign the activities themselves. The designer of the future has to become a database designer, a meta-designer, not designing objects, but shaping a design space in which unskilled users can access user-friendly environments in which they can design their own objects (template culture)


Open Design definition by authors:
p43- Into the Open - John Thackara - Openness is more than a commercial and cultural issue, it's a matter of survival. Open design is one of the preconditions for the continuous, collaborative, social modes of enquiry and actions that are needed.

Open Design definition by authors:
p49- The Generative Bedrock of Open Design - Michel Avital
Open design signifies open -access digital blueprints that can be adapted at will to meet situational requirements, and can subsequently be used by consumers to fabricate products on demand by commercial, off-the-shelf production methods. The open design model diminishes the traditional vertical value chain that is formed by designer-manufacturer-distributor-consumer relationships and offers an alternative. open web of direct links between designers and consumers. The resulting short-spanned, transient and non-hierarchical relationships forge dynamic and flexible arrays of design blueprints that are not only user-centred but also user-driven.




The discourse on open design encompasses a multitude of considerations: for example, design specification, fabrication, collaborative action, supply and value chain management, business models, legal aspects, technological infrastructure and normative values. The complexity of this ecology can be intangible to some extent by classifying the underlying issues of open design into 4 interdependent conceptual layers:
1. Object layer:
refers to the design blueprints that enables and constrains the specification of the design artefacts. This layer encompasses the design and distribution of open design objects, that is, configurative and extensible blueprints that are available under open access license in online public repositories
2. Process layer:
refers to the means of products  that enables and constrains the fabrication of the design objects. This layer encompasses open design fabrication, that is, the application and operation of commercial, off-the-shelf machinery like printers, laser cutters or CNC machines tools to product customized products with no custom-built moulds or machines
3. Practice layer:
refers to the work practices that enable and constrains the conception of the design processes. This layer encompasses open design culture, that is, the related nomenclature, professional standards, craftsmanship, rules of the trade, code of conduct, rituals and normative values.
4. Infrastructure layer:
refers to the underlying institutional and technical foundation  that enable and constrain the vitality of the design practices. This layer encompasses open design substructures that is, the related legal system, market structure and technical architecture that govern open design activities and future growth.
p54 - Generative design refers to the design considerations in developing an array of artefacts and interactions that support and enhance generative capacity- that is, the considerations in designing systems that are conducive to the ability of a person or group to produce new configurations and possibilities, to reframe the way we see and understand the world, and to challenge the normative status quo. People's generative capacity is a key source of innovation; by definition, generative design aims to encapsulate the design directives that enhance and complement that human capacity.

p57 -From Push to Pull
Open design paves the way to the next iteration in the massive shift from push to pull business models.
In general, push business models are based on top-down value chains where a line of a few mass-producted products is distributed broadly through value-driven downstream marketing techniques. In conrtast, pull business models are based on bottom-up value chains where a line of customer-configured products are distributed individually through features-driven upstream marketing techniques.
Wheres push models are based on economies of scale and emphasize cost efficienty, pull models are based on flexible manufacturing and emphasize mass customization.


Open Design definition by authors:
p63- Authors and Owners - Andrew Katz - A design is an open design if it bears 4 freedoms.
1. The freedom to use the design, including making items based on it, for any purpose.
2. The freedom to study how to design works, and change it to make it do what you wish
3. The freedom to redistribute copies of the design so you can help your neighbour
4. The freedom to distribute copies of your modified versions of the design to others so the whole community can benefit from your changes. Access to the design documents is a precondition from these freedoms.
p64 - The one-to-many broadcast distribution model distorted our perception of creativity. A key characteristic of one-to-many distribution is the role of the gatekeeper: the corporation which decides what we, the public, get to read, watch or listen to. The roles of creator and consumer are starkly defined and contrasted.
As the public grew accustomed to the idea of passive consumption. Creativity became increasingly marginalized, at least in those areas covered by copyright. (activism)
Creativity was perceived as capable of flourishing only through the patronage of the movie studios, the record companies or the TV stations.
The industrial technology behind printing, broadcasting and vinyl duplication is expensive. Copyright law grants a monopoly which enables the distributors of media to invest in the capital infrastructure requited for their packaging and distribution. These are the businesses which grew fat on the monopolies so granted, and they succeeded in convincing the public that it was the corporations' role to provide, and the public's role to pay and consume.

p65- Thomas Jefferson
"If nature has made any one thing less susceptible than all others of exclusive property, it si the action of the thinking power called an idea, which an individual may exclusively possess as long as he keeps it to himself; but the moment it is divulged, it forces itself into the possession of every one, and the receiver cannot dispossess himself of it. Its peculiar character, too, is that no on possesses the less, because every other possesses the whole of it. He who receives an idea from me, received instruction himself without lessening mine; as he who lights his taper at mine, received light without darkening me... Inventions then cannot, in nature, be a subject of property"


Open Design definition by authors:
p77- Made in my Backyard - Bre Pettis - When I design something, O share it so that others can modify it, hack it, and use it however they like. That's open design.

Open Design definition by authors:
p87- Libraries of the Peer Production Era - Peter Troxler - Open design is a practice that borrows its operating principles from open source software and applies them in the domain of design. It conveys knowledge about its products transparently, communicating its nature within the products themselves. As a peer-oriented form of production, it makes production tools, methods and experience accessible to everybody as a common infrastructure; it gives people options for controlling their productivity. It is continually evolving, appearing and reappearing in various shapes, sometimes producing contradictory manifestation.

p88- The business, or rather, the benefits of commons-based peer-production are not uniquely monetary. The rewards includes indirect mechanisms, such as the positive effects of learning on future earnings or enhanced reputation, which in turn can lead to future (paid) contracts for consultancy, customization maintenance or other services. The business also includes what economists call hedonic rewards: not consumption, but the act of creation gives pleasure to the prosumers. Peer recognition is another physiological reward, involving ego gratification. This part of the business is an exchange of production for consumption that does not rely on monetary means.

p89- Balka, Raasch and Herstatt "IN open design communities, tangible objects can be developed in very similar fashion to software, one could even say that people treat a design as source code to a physical object and change the object via changing the source... open parts strategies in open design are crafted at the component level, rather than that entire design... the degree of openness differs significantly between software and hardware components, in the sense that software is more transparent, accessible, and replicable than hardware (WYS=WYG). Indeed, despite the many academic discussions that support such a view, it is naive to believe that open source software practices could be copied to and applied the open design real, without any alteration, ignoring the constraints and opportunities that the materiality of design entails.
p 91- Yet many of these open source hardware components - Arduino and MakerBot being the most prominent examples - are providing open source ingredients to a peer production ecosystem at a price that outweighs the pain of sourcing all the parts, having to deal with manual assembly, or facing issues of incompatibility. As components, they can become building blocks of higher- order machines. In
that sense, they function as a platform for open source development. As far as the components themselves are concerned, they are open source in the sense that their internal structure and functioning are made transparent and potentially modifiable (blueprints)
As flat- packed, self-assembled, open source machines, they are the choices of many peer- producers and form an important basis for high decentralized - and highly customized - production. It becomes possible to own machines at the price of building them rather than the price of buying them pre-assembled. (Downloadable design) and their open source nature makes it easier to adapt them to specific requirements or even repurpose them in novel ways.

p93- TechShops, Hackerspaces and Fab Labs are all providing facilities and knowledge as apart or rather as a basis of a commons. The environment in which TechShops operate is strictly commercial. Peer production might happen by accident, but there seem to be no incentives to support it. As as  ' incubator for the atomic age', they remain safely in the market arena, yet they are effectively creating opportunities for decentralized prototyping and production. 
In contrast., Hackerspaces live up to their name, definition and history by building on non-market, sometimes even anti-market (manifestos) commons-based principles. Their core focus is doing personal and collective projects. And Hackerspaces are far from exclusive; they frequently include casual users who might spend a lot of time in hackerspaces. Nick Farr even speculates that those casual users are "perhaps making more significant contributions that regular members, but decline to officially join for many reasons.
The Fab Labs' commitment to a commons is clear from how they are structured. Fab Labs subscribe to a charter which, among other things, stipulates open access, establishes peer learning as a core feature and requires that "designs and processes developed in fab labs must remain available for individual use" in the sam clause, however, the charter also allows for intellectual property to be protected "however you choose". Underlining this point, it explicitly continues that "commercial activities can be incubated in fab labs", which cautioning against potential conflict with  open access, and encouraging business activity to grow beyond the lab and to give back to the inventors, labs and networks that contributed to their success. Fab Labs incorporated an interesting mix of characteristics that might seem contradictory at first, but might well be considered the best practical approximation of Benkler's networked information economy (trend: network society)

p93- The business proposals of open source hardware and the carious fabbing initiatives are not equally straightforward in every case... Common-based peer production has found ways to generate monetary returns by selling open source products, charging memberships fees in open source communities, or providing paid education and manufacturing services. To some extent, the strong appeal of commons-based peer production can probably be attributed in part to its hedonic rewards: the pleasure of being creative,  the pride of recognition by peers, the feeling of achievement and status. However, there are no clear examples of indirect mechanism deriving tangible benefits from these hedonic rewards, such as makers getting corporate development assignments or contracts as product managers thanks to their reputation in open hardware design...

Open Design definition by authors:
p99 - No more Bestsellers - Joost Smiers - the appropriate term is notopen design, but the open designer. The open designer does not spend any time suing other designers. Originality? Any image has been inspired by many other images.
p100- we have to seriously question whether or not we really need to have intellectual property rights. My main concern, in the context of copyright for artists, entertainers and designers, was that they should have the change to make a living. There can be no doubt that the present copyright system is extremely beneficial for a few best-selling artists, and fails almost entirely to beenfit the majority of creative professionals. How can the market be improved to include a better financial situation for most of the artists and designers? Moreover, can we achieve that goal by keeping the sources of our knowledge and creativity in common hands instead of privatizing them?

p101- What if we should abandon copyright?

  • many more artists should be able to earn a reasonable income from their work
  • the resources of production, distribution and promotion should have numerous owners and access should be given more liberally
  • en extensive database of knowledge and artistic creativity should exist in the public domain, freely available to all
  • audiences should not be overwhelmed by PR efforts aimed at marketing a small number of top stars. Instead people should be freely exposed to a wide variety of cultural expressions, from which they can make their own choices.
Ho might all this be achieved?... cultural entrepreneur. This individual could be the artist or designer himself, or someone who represents him or her, or a producer, publisher or commissioning client.


p104- Possible without copyright laws

  • 'Prime mover' effect. The original publisher or producer is the first in the market, which gives him an advantage. Naturally, with digitization, that prime over effect can diminish to a few minutes, but that's not an insurmountable problem in itself. Most artistic work is not famous enough for free-riders to fall on it like hawks.
  • Artists and related entrepreneurs add a specific value to their work that no one else can imitate. Building up a reputation may not be half the work, but it is a significant factor. (assuming that there are no longer any dominant parties in the market. There are no longer any big companies to think they could easily 'steal' a recently published and well-received work because, for example, they control the distribution and promotion channels 
  • There can now be no question of theft; still, free-rider behaviour is an undesirable occurrence. In fact, there are twenty, thirty , forty, or innumerable other companies that could come up with the same idea. With this reality in mind, it becomes less likely, even very unlikely, that another company will put the money and effort into remarketing a work that has already been released... Investments go hopelessly up in smoke when numerous parties are willing to take a free-rider gamble. In that case, the first creator almost certainly remind the only one to continue exploiting the work; no one benefits from trying to take it over. 
Abolishing copyright should not be an isolated action. It has to be accompanies by the application of competition or anti-trust law and market regulation in favour of diversity of cultural ownership and content.

best sellers --> well sellers

Open Design definition by authors:
p109- The Beginning of a Beginning of the Beginning of a Trend - Peter Troxler
Open Design aims to transform industrial design to become relevant in a globally networked information society. For him, Open design is based on two preconditions: An Open Design is CAD information published online under a Creative Commons license to be downloaded, produced, copied and modified. An Open Design is produced directly from file by CNC machines and without special tooling. These preconditions infer that all technically conforming Open Designs and their derivatives are continuously available for production, in any number, with no tooling investment, anywhere and by anyone. 

p112- "Open Design is not an intellectual property trap. It is not something I do to get money out of suing companies. I consider my audience to be designers and makers and anyone who is interested in creating. The intellectual property rights, the Creative Commons license I publish it under, these are just a legal framework that supports my work, but they are not ar the centre, The centre is creativity through designing objects."
"Copyright protection gives you the big guns, but can you afford the ammunition? You can register your intellectual property, but you don't usually have the money to defend it. This is life; the big fish eat the little fish."

p113 - Open Design and that anybody else could copy it and build it, so there is an interesting conflict between the rarity of an object and the fact that anybody can copy it. Even so, they got the prototype. There is no real difference between the prototype and a copy. So putting yourself in that situation is an interesting concept. I wanted to do it that way, displaying things in a gallery.It takes Open Design and the concomitant legal copying of an object and brings about a confrontation with the collector's situation, collecting rare things or limited editions. The limited edition is exactly the same as any other copy to be produced anywhere by anybody, legally. This is an interesting intellectual puzzle. 

p115 - "The presence of the designs on the web gives a large number of designers, producers and entrepreneurs access to creative content to experiment with. It can be considered as a business opportunity, on a 'try before you buy' basis. It also creates space for new business practices that are unknown in 'normal' circumstances". Ronen writes in his 2009 Open Design primer.
At a fairly low cost, a designer can select suitable producers and sell products at a price he or she thinks it appropriate.
"I have to find a ways to ensure that my creativity will not stop at the producer's front door. I will be independent in pursuing that goal."

Open Design definition by authors:
p119 - Joris Laarman's experiments with Open Source Design - Gabrielle Kennedy
Open Design as "a complex theme that has not yet revealed all its twists and turns Essentially, open design offers a new economic model for design that distributes power among creative professionals and local manufacturers, rather than concentrating it in centralized industrial brands."

p120- "I am not necessary against how design is now... but I do think the internet can provide a more honest way to design, make, distribute and sell things." Not modernism, what's needed is a new-ism.

p121- Open source design has the capacity to conserve culture and decoration as well as traditional skills by utilizing new technology. Digital production makes mass customization possible. Open source makes information and knowledge public; in addition, it has low entry costs, quality control takes place in the form of peer review by the public, and revenues are divided between craft and creativity. Also, because the products of open source design can be produced locally, transportation costs are drastically reduced.

  • What open source design does it redistribute knowledge and the means of production. It has the potential to change everything that we know about design, from manufacturing to education. 
  • Open source design is anti-elitist insofar as it can create fairer and more honest prices. It is democratic and helps to create self-determination in an individual's immediate environment. 
  • Ultimately, it takes power away from the multinationals and production hubs like China and hands it back to craftspeople - those individuals rendered irrelevant by industrialization.


p123,124- Open source design and local digital fabrication could also revolutionize education, which has mostly become outdated and irrelevant. "We could tie the platform into trade schools,.. Education has fallen behind and kids are not being taught what i needed. Digital manufacturing should be taught in schools, especially at the vocational school level."
These developments are slow, however, because open source design remains the great unknown, with many unanswered quandaries. The new, innovative nature of the ideas works both for and against them instead of inspiring images of a world less controlled by branding and regulations, open source design ends up sounding chaotic, with too much choice and an over-abundance of experimentation and waste. Issues of copyright and profit-sharing scare off many, leaving a lot of earliest experimental platforms looking unprofessional and insecure (manifesto)
But the problem for most of the current websites selling open source design is they lack professional participation. What's needed is more of the best and most visionary design minds debating and devising ways to make it all work. "What is happening so dat isn't really making a difference, but ut does show that there is huge potential." Laarman says.


p125- What limits the scope of open source at this point goes beyond legal concerns. For it to work, a whole new economic model would need to be devised and accepted. Under the current system, a design takes his or her design to a manufacturer, who makes it and then it it to a shop that sells it. "If he is lucky, the designer get 3% ex factory...the brands adds 300% and the shop doubles that again. It's ridiculous how little of the cut a designer gets. If we used digital tools and changed the way stores work, the ratio would be able to favour creativity and the craftsman."

However, test-driving a new model will require a platform like Make-Me.com. It has to be large scale and it will need to attract big-name designers and brands so that people can see it working. It's a touch chicken-and-egg situation: unless designers feel that their financial income and copyright dues are guaranteed, they are not going to take the risk- and without enough designers taking the risk, it will be virtually impossible to erect the solid infrastructure to ensure smooth, safe and legal operations. It will take a coordinated leap of faith from educational facilities, designers and craftspeople for anything like this to work.

Interestingly, the same arguments being used against the phenomenon now are the very same arguments that were once used against the introduction of democracy.


Open Design definition by authors:
p129 - Do it with Droog - Roel Klaassen & Peter Troxler
Renny Ramakers - "Open design means that you're open towards the user, that you open yourself to the user. Not by conducting market research and so on, but by being open to people, by giving people something to do, by interacting, by not planning everything right down to the last detail."

p130 -

  1. We wanted to eliminate some of the many steps between design and production, so the products becomes cheaper, similar in a sense to what IKEA has done. Compressing the process is an important reason. We know from our experience wth producing designs that it may take up to two years before a finished product reaches the shops. TWo years is a tremendous long time, so it's interesting to explore whether designers would be able to design products without this second part of the process. It could be a very interesting development
  2. If you product locally, you cur down on the need for transport. Reducing transport adds an ecological benefit. 
  3. Local production on demand means that you don't need to have your products in stock. This constitutes an economic advantage. 
However, a high level of design isn't available to most end users; our products are just too expensive for the people who read those magazines. As a result, people end up going to stores like IKEA. We think that Downloadable Design will make it possible for us to bring our products within reach for people who would not otherwise be able to afford them. All these end users would have to do is assemble the product themselves.

This leads me to another aspect: do it yourself, or DIY. There are countless DIY shoes on TV;DIY is everywhere..what if  we not only made design products cheaper, but also introduced more variety. How many times have you found almost the perfect table, but it's only 80cm wise and you need a table that's 90cm or 120cm wide to fit in your living room? In so many cases,  your house is too small or too big for the standard sizes. What if  you could adapt all these measurements to suit your space? That would e hugely practical, much more functional. Or you could choose your own colour, to make it your own thing. Downloadable Design is also a form of co-creation. 

p131- we asked them (the designers) to be creative and think of completely different ways for consumers to interact with the design. We also challenged the designers to consider how they would make money on their design. We asked them to be creative in what they should offer for free and what they could be offering for an added fee. What if  there could be laters in a design? For example, a product could be more expensive if it bears the designer's signature. The business model requires creativity, too, and it is the most challenging part.... our focus is not limited to digital technology; we also want to revitalize craftsmanship.

p132- Imagine you could change all the parameters...Wouldn't people rather go to a shop and simply buy a cupboard?
It may have to do with lack of confidence. Also, not everyone is an expert in interior design. That's also why standard furniture exists. Not everyone starts out with an empty floor plan. All those consultants and home decoration centres are there to help people define their interior design preferences. This is a separate issue from the presumed lack of confidence; you could call it 'assisted design literacy': how to design your own world

Designers have always wanted to work for the general public. In the 1920s and 30s, it was products for the masses that they wanted to design. Designers gave directions for how to make things that were good for the masses, and the belief was that the masses needed to be educated. Then, in the 1960s, there was an emancipation of the masses. The re-industrialization led to incredible market segmentation, so the masses had more choices and could buy more. As a result, designers started to follow the preferences of the masses When the market is saturated, it becomes segmented;; it's a logical progression.

p133- Designers are becoming entrepreneurs. By telling them to create thwir own way to make money, we relate to their sense of entrepreneurship. However, the concept of finding their own innovative ways to earn a profit has not yet been developed. This is a real challenge; they really have to make that mental shift towards entrepreneurship design.

p136- Imagine that somebody opened a cinema simply because they had a projector.
On the one hand, I am fascinated to see what those people are actually going to o. On the other hand. I am interested in how we are blurring the boundaries between public and private; essentially, we are asking people to fulfil a public role in their private home. Accepting that involvement could even  have an influence on the architecture of these people's homes. What will houses look like if suburbs develop in that direction? If everybody, or at least a significant part of the population, becomes entrepreneurs, then their homes will look differently. Their private residence will include a public section.

That's exactly why I do these things. I always return to the challenge of inventing a system, a method of Downloadable Design, innovating the designer, upcycling dead stock, working within the local context, whatever... All these initiatives are born from the same motivation: a sense of curiosity about the user, and a drive to bring innovation to design in a different way, by developing fresh methods while never forgetting that design is also fun.


Open Design definition by authors:
p141- Creation & Co: User participation in Design - Pieter Jan Stappers & Co * Froukje Sleeswijk Visser & Sandra Kistemaker
Open design promises to bridge the gap between designers and end-users, and where possible to reduce the industrial detour of centralized fabrication, distribution, sales and marketing



p143- It is important to define the distinction between co-creation and co-design; co-creation indicates a collaborative creative effort, either large or small, and often localized, while co-design refers to co-creation used in the course of the design process, preferably from beginning to end. ..we focus on contexmapping, a specific aspect of co-design, in which end users are assigned the role of expert informant, and are supported in that role through access to dedicated tools for observations, reflection and expression. The production of these tools and facilitation of the process have become design research activities which are carried out by professionals with background in design and/or research.

p144- The traditional view in transformation
  • The designer- client relationhip is no longer as simple as a brief stating a clearly defined problem and the concept design proposing a single solution. In the Dashboard user Guide,  Stevens & Watson distinguish 5 degrees of how the client is served by the designer, ranging from prescribing (on concept to deliver on the brief), through menu (several concepts to choose from), co-creation )collaboration as equals), and assistance (the client receiving design coaching and help), to DIY (the client does the design while the designer observes and interjects comments as needed)
  • The client-user relationship is opening up in open design and meta-design
    • In open design, manufacturing options are becoming widespread and widely accessible, and the resources for sharing design ideas are available (open movement).
    • in meta-design, products are made with sufficient adaptability to leave a number of final design choices to the user
  • The designer-user relationship is opening up strongly throughout the entire design process. In several industries, competition on technology and price has saturated the market, and clients are taking a closer look at the user experiences and contexts of use in order to improve their products. Elsewhere we called this the "contextual push", a force in product development that complements the classic forces of "technology push " and "market pull". Users are being involved increasingly early in the design process, not just in the post-conceptualisation phases (e.g. usability testing and concept testing), but also in the fuzzy front end of strategic planning, information gathering, and conceptualising. The challenge here is not only the timing of when different players are involved, but also the responsibilities and powers granted to them. Frequently, users can participate in informing design, providing ideas for solutions, or evaluating proposed concepts; however, at this stage, they are rarely involved in deciding what will be made (as would be the case in fully fledged participatory design.)

p145- Contextmapping: informing design

4 main principles
  • users are involved as the experts non their own experience
  • the user's expertise can be coaxed into expression by applying appropriate techniques, which typically involve self-observation and reflection
  • the information gather on the context of use should be like a map: it should provide multifaceted, rich, and supportive leads for the design team to explore the experiential context. This requires both empathy with the users (a concrete, holistic feel for the context) an understanding of the context (an abstract overview of what could be generalized to other users, other situations and future developments)
  • Facilitating this process requires a mixture of design competencies and research skills
p147- Client (or providers, from a user's perspective) need to become aware of what is possible, and consider how they can become more flexible to accommodate the new design paradigms. 
The paradox here is that this may be more difficult for the larger industries, which already include user participation in their research budgets, than it is for smaller companies, who have much smaller budgets, but often build a stronger relationship with their users. 
In large companies, different phases of the design process are often split up, connected only through formal documents that are too limited to convey the full richness of user contexts. These overly structured transitions cause valuable insights to be lost because they are not handed over effectively to the new team. On the other hand, smaller companies, who have a longer-standing relationship with users are often not aware that their users' expertise can be brought to bear more effectively with the aid of appropriate methods

The role of designers is becoming more varied: part creator, part researcher, part facilitator, part process manager. We see graduates of design schools specializing in these roles to varying extents. Users' roles are also changing. A side effect of co-creation which we often observed is that the participating users do not lose their awareness of their own expertise once it has been identified; indeed, they are eager to develop it further. In our own experience, we find that participants are eager to return months after their initial participation, having continued to develop the expertise that was awakened in the study.



Open Design definition by authors:

p153- Design Literacy: Organizing self-organization - Dick Rijken
Open design as "the process of sharing design documents (drawing, models, specifications, flowcharts, manufacturing instructions, etc.) so that others can use and/or modify these designs and republish modified versions of them in such a way that the designs are publicly accessible, free of charge, and come with legal (copyright) clauses that enable all these kinds of use and re-use.

p154- This article deals with the changing position of knowledge and expertise in open networks.
Digital tools and media are generic infrastructures for creating, sharing, transforming information. They enable and facilitate personal learning on a massive scale. Anything that can be converted into a digital format can also be stored, shared, and used by anyone, anywhere. This changes everything that has anything to do with ideas- and therefore also changes design. It changes how we design, it changes what we design, it changes how we think about design, and it changes how we learn and teach design. Ultimately, it will also change who designs. Web 2.0, with the concept of user-generated content at its core, will not leave the design discipline untouched.

We feel a need to stand out in a crowd, but we are nothing if not connected.
This makes the network society an essentially cultural place. This is true not just in the anthropological sense that everything we learn is seen as "culture", but in a very instrumental sense as well: activities like "expression" and "reflection" that are at the core of art and related cultural activities give form to the networked life of an individual. And this brings us to the second paradox, the paradox of choice. We are the designers of our own lives through the choices we make, and there are more choices open to us now than ever before. At the same time, this freedom has a dark side to it: we  must choose, whether we like it or not (mass customization). The freedom of choice that we have is also an inescapable obligation. With choice come responsibility. The ability to reflect and give form to our lives within given constraints is just as important for an individual as reading, writing or arithmetic. In this context, we move from "design as culture" to a "culture of design, where design is part of our natural mode of being.

p156-
Traditional DIY stores know this very well. They don't just sell basic construction materials anymore, but increasingly also offer ready-made lifestyle products: lamps, furniture, various semi-manufactured products, and so on. What's more, they know that they need to help amateurs when it comes to making choices. Most websites for DIY stores feature some form of assistance. Besides tips and suggestions from famous designers, there are online tools that help buyers figure our their personal preferences for interior decoration. For people who feel completely adrift in the sea of choices, there are style coaches to help buyers find out who they are and what choices to make.

Design literacy
when it comes to more innovative or comples designs, inspiration and imagination are just as crucial as production technologies. This holds true for seasoned pros and enthusiastic amateurs. When motivated prosumers want to express their identities, they need different kinds of knowledge and skills, which together make up what can call "design literacy"

p157-
Online environments prove that well designed infrastructures can facilitate personal expression on a mind-boggling scale, but they have one thing in common: simplicity

Tactical choices
The formulation of a design can be facilitated by the same high-quality examples, when they are published in ways that allow for inspection, modification and sharing. Open design plays a crucial role in this. Online environments that feature collections of high-quality examples that can be analysed, used, modified, discussed and re-published hold immense potential. Users need to be able to inspect the internal structure of a design, and then modify and share it. Designers can produce these examples and share their methods and insights in interviews or debates, and design teachers can develop new pedagogical methods and formats. In the world of digital media, users make mashups (remix), devising new combinations of chunks of information found elsewhere to create coherent new constructs. Open design allows for a similar approach to 3D objects, physical equivalents to mashups that can also be shared and discussed with others.

p158- Design into the Future
The STEIM story (lab in Amsterdam) below illustrates a shift in the focus of skilled professionals: from high-quality production to high-quality coaching and education in order to facilitate expression and reflection in a larger community of passionate amateurs. Such a significant shift does not happen out of the blue; it is a deliberate choice and it takes real work, based on an informed awareness of how our world is changing (revolution).


Open Design definition by authors:
p163- Teaching Attitudes, Skills, Approaches, Structure and Tools 0 Caroline Hummels
Open design is a specific approach to design, in which a group of intrinsically motivated people from various backgrounds develop design opportunities and solutions together in an open community, based on respect for each other's skills and expertise. Open design requires a flexible and open platform that assumes open access, sharing, active participation, responsibility, commitment to do good work for its own sake, respect, change, learning and ever evolving knowledge and skills"

(continue form def)
p164- Consequently, open design emerges from the New Science paradigm of quantum physics, relativity and self-organizing structures, developed by such scientists as Einstein, Bohr and Prigogine. Where Newton's classical-scientific view is essentially simple and closed - it can be modelled through time-reversible laws and all complexities can be reduced to simplicities - Prigogine's reality is multiple, temporal and complex. It is open and admissible to change.

Design education based on a New Science paradigm requires a transformative curriculum, according to Doll (Doll,w. "Prigogine: A new Sense of Order. A New Curriculum" in Theory into Practice. Beyond the Measured Curriculum 25(1), 1986, p10-16). In such a transformative curriculum, teachers discard the God's-eye view, uniform curricula and tests that are considered objective and predictive. On the contrary, they emphasize and support a variety of positions, procedures and interpretations. Design education for open design could benefit from theories like Constructivism, where learning is the learner's active construction of meaning in context.

Open design is based on a libertarian relationship between designers and potential users, and not on a rational one in which the designer is seen as superior.

Learning the Attitudes and Skills for Open Design
In his book The Craftsman, Richard Sennett describes the importance of a craftman's intrinsic motivation,, commitment to doing good work for its own sake, and an ongoing pursuit of mastery in his or her craft. This attitude is the basis for the success of open communities like Linux, where the reward system is based on the quality of the outcome, social appraisal within the group (peer review) and the personal development of the contributors.

p165
I therefore consider it essential that design education focus on formatting self-directed and life0long learners, who are intrinsically motivated and who take responsibility for developing their own competencies and delivering high-quality work. Design students should learn to trust their senses and their intuition, and to embrace ambiguity, open-endedness and experimentation, as explained in the next section on approaches to open design. Moreover, design students should develop the attitude geared towards collaboration (co-creation), preferably supported by methods, tools and structures that foster collaboration. It is not only designers who are participating in open design; in principle, everyone can participate. They key aspect is that everyone contributes their own expertise, while respecting and building on the expertise of others. This is especially true when addressing larger societal questions and designing systems where expertise is needed from a range of fields, including design, social sciences and engineering.

I consider it essential for current design education to teach students to cooperate with other experts, respecting their expertise and simultaneously reflecting on their own competencies. This means, for example, that design students need to learn to work as part of the multi-disciplinary teams, collaborating with students from other departments and schools, both on the same level and on different levels, e.g. students from a regional training centre, a university of applied sciences and a university of technology working together on projects. Moreover, design students need to learn to collaborate intensively with potential users, not as objective researchers that perform one or several user studies, not merely as facilitators that run co-design sessions, but also as subjective participants in an intensive process in which they themselves are part of the solution.


p166


Open Design definition by authors:
p171- Learning by Doing - Mushon Zer-Aviv
Design is a top-down visionary practice attempting to define systems. Hacking is a bottom-up visionary practice attempting to introduce rapture and creative disturbance into these designed systems. Open design is a journey to discover the best of both worlds

Teaching vs learning
Like many other design educators, teaching is one of the ways that I can stay up to date. I am required to constantly keep myself informed, constantly learning and make sure I actually understand new subjects enough to teach them. That is also a benefit of being involved in open source initiatives. The professional exchange between coders facilitates a sustainable peer-to-peer learning environment - and one that extends beyond the structures of institutional education. To extrapolate, if I learn by teaching students and geeks learn by teaching each other, maybe my students can learn that way too.

Students are required to create a (non-digital) tutorial on something that already know how to do, preferably a topic that others might not be familiar with.

Art and design schools still nurture the image of the genius, Originality is rewarded as a higher standard than communication, and copying is considered a sin.

Open Design definition by authors:
p179 - Open Design for Government - Bert Mulder
Open design is the design of products, systems or services through the use of publicly shared design information and processes. The philosophy is similar to open source

p180- The importance of Design
The first reason to consider open design for government is the increasing importance of design across the board. Tis increase is occurring because our increasingly complex society requires more design (trend) . Where supermarkets in the 1960s stocked 1000 products, today's supermarkets carry between 20,000 and 40,000 items. All these products need to be created, produced, marketed, bought and used. This process is why design has grown from "nice to have" to "need to have": we need to create more products and services to sustain our society, and to present them in a way that is meaningful to us.

p183- Public administration works for the public good. Accordingly, open design for government will have to balance the wants and needs of many different citizens while dealing with power, politics and the manufacture of consent. That is why open design does not mean designing individual solutions for individual cases; rather, the process will have to take into account the balance of power between different stakeholders. One of the important elements in that process is fair representation: open design for government cannot be a process taken on solely by the strong and able; it must also involve the weak and underrepresented (social design)

Open Design definition by authors:
p191- From Best Design to Just Design - Tommi Laito
Open design is a tool to solve problems that arise from systemic moral bankruptcy, building stronger communities along the way

p193- However, in order to share their ideas and resources, people need to feel comfortable and safe. This poses a tremendous challenge, especially in societies where people are most affected by global injustice. When people are struggling to meet their most basic day-to-day needs, the motivation to search for solutions together is small. The same applies to marginalized groups, even in developed societies. When people consider themselves victims of circumstance, opening up to others rakes several preparatory steps. Equality, good public spaces and education are fundamental preconditions for open design. The same applies to open design for public services = and equal societies are both happier and more cost - efficient.

Open design is part of a shift from "Wow design" to "We design"

The new diving line is the underlying motives of the people involved: whether things are done for benefit (altruistic motives) or for profit (selfish motives). Legislation and education play a key role in the ongoing change.



Open Design definition by authors:
p203 - Critical Making - Matt Ratto
Open design is a shorthand term for a shift in the institutions, practices and tools of design, a shift that is indicative of a redemocratization of making as a key human activity. The main value of open design is not just that more people are able to be engaged in constructive material activity, but that by being thus engaged, the wider population potentially develops critical material literacies that encourage greater insight into the social and environmental values of built objects.

p205 - Critical making
highlight the reconnection of 2 modes of engagement with the world that are typically held separate: critical thinking (traditionally understood as conceptually and linguistically based) and physical 'making (goal-based material work). O see this as a necessary integration for a variety of reasons:

  1. as a way of overcoming the 'brittle' and overly structural sense of technologies that often exists in critical social science literature
  2. as a way of creating shared experiences with technologies that provide joint resources for transforming the socio-technical imagination; and 
  3. as a site for overcoming problematic disciplinary divides with technoscience
Tony Dunne: Critical design is related to haute couture, concept cars, design propaganda, and visions of the future, but its purpose is not to present the dreams of industry, attract new business, anticipate new trends or test the market. Its purpose is to simulate discussion and debate amongst designers, industry and the public about the aesthetic quality of our electronically mediated existence

Critical making... is less about the aesthetics (aesthetics : 2D) and politics of design work, and focuses instead on making practices themselves as processes of material and conceptual exploration. The ultimate goal of critical making experiences is not the evocative or pedagogical object intended to be experienced by others, but rather the creation of novel understandings by the makers themselves. Neither objects nor services are the currency of critical making. For me, it is the making experience that must be shared. Therefore, critical making is dependent on open design technologies and processes that allow the distribution and sharing of technical work and its results. In this way, critical making relies on a constructionist methodology that emphasizes the materiality of knowledge making and sharing. The 'objects' of critical making are intended to be shared making experiences, curated through both material and textual instructions. Such curated 'making experiences ' have long been the domain of technical and scientific education; any toy store can provide myriad examples, and electronic 'kits' are currently experiencing a renewed enthusiasm (DIY). What differentiates critical making is its attention to the interwoven social and technical aspects of modern life - what theorists call the socio-technical - rather than being primarily about technical expertise of functional knowledge about the natural world.

p208- rather than replacing professional design expertise and skill, our sense is that by encouraging and supporting design methodologies for non-traditional design ends- such as the socio-technical critique that is the main goal of critical making - open design helps bring about a kind of socio-technical literacy that is necessary to reconnect materiality and morality. This, ultimate, may be the most important consequence of open design.

---
Cases

p214
Co-Working - Designing for Collaborative Consumption - Michelle Thorne
Here's another example: the common household drill. Do you own a drill? If so, can you even remember the last time you used it? Did you know that on average, a household drill is used a total of just 5-10 min its entire lifetime? That gives you what, like 20 holes max? Is that really an efficient object to purchase, maintain, and care for? What if instead of all that time it spent idling on the shel, it could be generating value, either by renting it out for bah or just helping out a neighbour?

p220 - Form Follows User
Participatory Design, The Open Form and Art Education - Denna Herst
Where users have traditionally been guided by physical forms created by the designer (e.g. reading a book), in ' open works' they now share responsibility for the design (e.g. co-creating a chair), in a process directly by the designer. Within the context of participatory design, the concept of 'user follows form' appears to have been supplanted by the opposite approach: 'form follows user'. In this scenario, the designer creates a framework that encourages the user to complete the form or product. What are the ramifications of this role-shifting for art and design education?
The 'form follows user' paradigm represents a shift towards the classical (modernist) notion of artistic authorship, traditionally defined by the 'genius' of the artist/design. This perspective is especially relevant in art and design education,  where authorship is legitimized from an artistic point of view and students are trained to become 'authors' by developing their individual aesthetics and signature. Within the context of participatory design, the challenge for art academies if to find and develop new ways to define the artistic signature in participatory authorship and to implement these methods within the educational program. Which areas need to be explored for graphics designers, product designers and other design professions?

p223 - Ikea Hackers: The Lampan
Opportunities for 'New' designers bring the Challenges for 'Old' Designers - Tom Hulme
The challenge for the industrial designer will thus be in metadesign: designing for the 'new designer: the empowered end user. Traditional designers will design the tools and techniques to support end users, as the designers and makers of the products they need, want and desire.

p224 Instructables Restaurant: Open Design in a Restaurant Setting- Arne Hendriks
The Instructables Restaurant is the world's first open source restaurant. If you like the food, the restaurant gives you the recipe. And if you love the chair, or any of its other products, the restaurant provides the instructions for how to make it yourself

The complete menu and interior are based exclusively on the open access recipes and instructions available online, which are shared by members (community) of instructables.com, a web-based platform for users to create and share detailed instruction for their own DIY projects, known as 'instructables;. Nothing in the restaurant has been designed by its proprietor or its chef; they just make what they find online.

The restaurant not only appropriates this information to create its content, decor and atmosphere, it also showcases it and passes it on. Everything you eat or use in the restaurant comes with full instructions on how to make it yourself. The members who originally uploaded the instructables that were chose for use in the restaurant are credited on posters and flyers hanging in the restaurant, providing publicity for their instructable. 

p229
Open standards 
Design for Adaptation: A New Design Vocabulary
Thomas Lommee

Despite the obvious advantages that these common standards and design protools bring, there is considerable scepticism among designers to adopt and embrace them - probably because, until recently, a seemingly infinite amount of resources indicated little need for more flexible and open systems, and the hierarchical, top-down monologue of mass communication offered few opportunities for exchange, In addition, these open models also raise questions of accountability, profitability and formal expression. ow do we credit the contributors How do we generate money? Last but not least, how do we balance openness and protection, freedom and restriction? Since every standard by definition imposes a restriction, it limits our choices and obstructs our freedom to design and shape, and it disrupt our independent position as designers.

Nevertheless, the more we continue to share and exchange, the more the need for common platforms will surface within all aspects of our culture. This doesn't mean that one system will replace the other. Sometimes the commons will do a better job; other time the classical systems will prevail. Both open and closed systems will continue to exist, but it is the evolution of both in relation to the emergence of a networked society as well as the growing range of hybrids (closed systems with open components) that need to be closely observed and tried out 


p237
(Un)limited design Contest
Experimenting with Open Design

Signature
But looking at the entries in the design contest, only three products were submitted in the 'fusion' category: It's a category that provides incentives for the re-use and re-interpretation of designs that had already been submitted (remix). Sylvie and Goof both expect that this has to do with the importance of the designer's signature style, especially in a contest. Sylvie: " There is a difference between what you use from other designs as an inspiration for your own design, and basing your design entirely on somebody else's. Originality is important to a designer, and designers aren't used to explicitly recognizing others for contributing to their design. This makes us choose the safe way by inventing something new.' Goof: " It's strange that we don't consider improving somebody else's product a challenge, because I would really like to take a few designs in hand in my surroundings. I do know several designs that I think could be done better." Sylvie thinks that education has an important role in forming this attitude. Sylvie: " At the academy, we were encouraged to be original by creating work that is unique and distinguished (designers). I never saw anyone literally taking an existing design as a starting point for a personal interpretation or addition. Maybe we still consider ourselves too good to do that."

p238
Studioludens.com
Semdesign.nl
goofvanbeek.nl








Monday, January 18, 2016

Vision in Design - A guidebook for Innovators - Book Capture

p14 -
ViP is a design method which is context- driven, and interaction-centred. It offers designers and students of design - again, of any kind, a unique way of coming up with products that bring people (new) meaning or value.
Why products are the way they are:
1. People need social relationships, and want to belong to (a group of) other people.
2. People are impatient and want things to happen instantly.
3. People love sharing (little) secrets.
4. People communicate their feelings more easily in an indirect way.


p15-
Interactions with products do not take place in a vacuum. Both products and people are part of, and shaped by, a context. This context is much more than the momentary, physical environment in which the interaction takes place, like the bar in the SMS example above. The context of any interaction is also composed of social and cultural conditions, laws of (human) nature, economic and technological changes, etc. In sum, a seemingly endless number of mechanisms - we will call these 'factors' later - co-determine what people are and need, and what products could or should provide.

p16 -17

  • Designing (according to ViP) is about exploring what is possible tomorrow instead of solving the problems of today
  • Designing is not only the making manifest of some (physical) object, but foremost the generating and development of the idea that provides it (the product) with a raison d'etre (the reason for existence).
  • A designer is an individual with preferences, values, beliefs, and desires, like all other human beings
p17-18
...key values needed for any designer who wishes to follow this approach (ViP): freedom, responsibility and authenticity.
Freedom means liberty from the restrictions (to move in a certain direction) made by external forces unless they are agreed upon 
Responsibility means an attitude of complete awareness and acceptance of the consequences regarding any decisions made; and 
Authenticity is the hallmark of a personally genuine and unique contribution to a future world.

The 3 values are clearly related, and can be easily opposed to traits like docility, indifference, and pretending. Only if you are free can you act authentically, and acting authentically evidently leads to responsibility.

p20- 
"Everyone designs who devises courses of action aimed at changing existing situations into preferred ones." (Simon, 1996, p.11) - The sciences of the artificial

p22-23
Solutions that fundamentally change the way people interact with products can only emerge if the designer wants to change the meaning of a product-user relationship.

p38 - 
When we say 'build a context', we mean 'bring together all kinds of forces' - we call them factors - ' that together shape the world the designer is designing for'. The thing is, there is not one single context, so it's impossible to incorporate all the possible factor of a given context. So a context is always the result of a selection  and a combination process: choosing what to include and deciding how to bring it together. To help designers collect factors, we have defined 4 conceptually distinct types [developments, trends, states and principles] The term ;principles' refers to laws of nature, e.g. or of the human mind.

p.40 - 
ViP is about focusing on the most relevant ideas instead of creating all kinds of ideas that will need further reduction. The beauty of working with ViP is that its purpose is not just to come up with some idea but also grasping that this idea is the one to go for.
So, when I say ;design starting points' I'm usually describing how I want people to act in a future situation. The design starting points were not the need to create an elegant or beautiful kiosk, as the initial assignment stated. The starting points are the desired interaction that people would have with the products,  which in this case are combined in a kiosk service.

p41-

p42 - 
The ViP angle is that segmentation is not based on people's characteristics - age, sex, lifestyle, etc. - but on contextual differences (time of the day, in a hurry etc.) Basically, the concerns touched upon are a reflection of the designer's context. They have not been defined beforehand, nor based on what is currently at play, nor based on targeting a specific user group.
In ViP we design for anyone who shares concerns and wants the kind of interaction we envision. This may mean that some people are excluded, people who have other concerns and want other interactions. 

p48 - car Pininfarina Nido, 2004 example
Zapping is the act of switching from one activity to another in a very hedonistic way (Hedonism is a school of thought that argues that pleasure is the primary or most important intrinsic good. )

p50 -
ViP is not about being afraid of existing product domains; ViP is about defining appropriate product qualities and being about to design products that express this meaning
T- Even if the type of manifestation is fixed - a car for example - ViP can enable you to redefine what a car is and could be

p52 - 
So for the Nido, what was that belief (believe people would like to do) based on?
The context factors I mentioned earlier. Things like hedonism, breaking with traditional patterns, cultural diversity, an overload of offering, and the condensed city environment.

p54 - 56
How do you know a principle is relevant?
By attempting to understand exactly what kind of quality is needed from the mechanism, and which physical principle will help you to translate what you want to achieve. You match up the desired mechanical performance and the way the product as a whole id perceived by its user
Basically what you do is reason from the vision (statement/interaction/meaning) to a concept solution that has the character you want it to have, interacts with the user in the desired way, and fulfils the goal you set in the statement.

Of course you need knowledge of the world (and the principles governing it) and how people experience this world in order to move from vision to concept. Without the proper vision, you would never come up with an innovative mechanism 

Yet without the proper domain knowledge (in this case: mechanical engineering, physics) the solution wouldn't come either. Both are needed to make the transition, especially in a complex domain. That's why designers need to know and understand what is possible under what laws, how materials and other properties behave, how people perceive and experience things, etc. in order to conceptualise a feasible solution that fits the vision.

p62 -
If a particular tax system exists, they want it to be more user-friendly; cheaper, etc. As a result, the designer may try to fix the original system. But the core of the system stays the same, and no matter how much is changed, new frustrations and needs will arise. So, the core of designing (according to ViP) is envisioning a system that fits into the world of tomorrow. People will recognise its unexpected, anticipated quality and be satisfied.

I remember how difficult is was; we didn't know where to start ourselves at first. We could sense that reducing time and money was not the way to optimize the relationship between the government and the populace. The essence of ViP is to start from context research, which helps locate the doorway to new insights. 

EXAMPLES OF PRINCIPLE< STATE 
  • Principle: In an organized society, people always need checks and balances
  • State: National and local governments are bureaucratic
  • State: Government services always assume the people's distrust when they design their services
  • Principle: Reciprocity In social psychology, reciprocity is a social rule that says we should repay, in kind, what another person has provided us. is a characteristic of social relationships as a starting point for sense making, identification, and trust.
  • Principle: To be able to take responsibility, people must be able to direct possibilities; without choices it is impossible to take responsibility
p68 - government 3x3 grid
The model never led to ONE design, nut to a design framework. Depending on the goal/statement a particular place in the model could be chosen.

A design is something with meaning. That something is a combination of features and properties that express this meaning. 

p72 -
I agree with you that not everybody is happy with an idea like this. But that's precisely why it works. This idea is a reflection of the goal defined by the government. If someone doesn't feel engaged with the goal the options are to accept that that person is just being him-or herself, or try to make that person change their behaviour, for instance, increasing the tax enormously for having a dog without a 'proof of good behaviour'. In a way, the desire to be in control of your dog is a universal principle. 

p79 - 
What justifies a design education at a university, what makes design education academic, is related to this idea of context building, that's where you need science.
Scientific insights and scientific research are needed in order to build the context, in order to establish viable starting points for a design. That's what we teach the students with ViP: to actually build a context on the basis of observations from research, but also on the basis of principles from science, and/or from the humanities. All the skills relate to building a context are very much skills that belong to university students. That depth or that level of complexity isn't present at an art school.


Since a ViP designer builds the context from principles that are mostly grounded in science, and on developments from the world at large, that context is, to a certain extent, solidified in the world. It has its foundations in the world out there. Although the designer shows personal discernment when selecting factors, and deciding how everything is brought together, the context is rooted in the world, and users will recognise that.

WE want to take the best of both worlds: give room to feelings and intuition as they do at art schools, but simultaneously require students to develop a sound argument, in order to justify and explain each and every decision they make, which means understanding where each decision comes from and what its consequences are. ViP is about reasoning from top - the context - to bottom - the product - a kind of 'system thinking'.

p 87 - 
DEFINITION OF DOMAIN
domain is the focus of your design activity, the area you're working in. It can be a 'problem', but not necessarily. It could be a particular phenomenon, or an area of life. 

QUALITIES OF A DOMAIN
  1. The domain has to suit the time that has been allocated to the design process
  2. the domain has to fit the strategy of the company. A car manufacturer wont' readily adopt 'public transport' as a domain
  3. the domain must feel natural to the designer.. Some designers prefer to get very specific with their domain, whereas others like to remain quite open.
p93 -
Don't think in terms of 'needs' too much. That's what marketers tend to do. We prefer to talk about such things as principles (of human thinking, behaviour, concerns, etc) and trends (temporary or culturally dominated patterns of behaviour).


p 104-
By 'interaction', we mean the qualitative relationship between the user and the product. 
"The interaction can be characterized by/as"



----
session 1 >design is about contexts, not solutions (86)
session 2> the domain (87)
session 3&4> deconstruction (90-96)
e.g. Davenport 
  • people like to show off their status/wealth
  • people prefer order/unity
  • in Victorian times, people were interested in classifying the world around them
  • a house/home has limited space
  • people want to protect their (inner) secrets/thoughts/feelings from others
session 5 & 6>New context (97-101)
  • development: The weather will be getting warmer which means that people will be spending more time outside
  • development: There will be an increasing amount of distraction from all sides
  • trend: People will want to stay home more often because of congestion
  • trend: Home and work life will become increasingly integrated, due to increasing gender equality
  • development: The world will be a more open and transparent place, because of the increasing generation of and access to (shared) information
  • development: There will be an increasing obsession with security, due to increased opportunities for information sharing and storage
  • principle: People like to have a feeling of "their place" in the world.

session 7> Structure in context + statement 
How do you want people to behave in relation to the distilled structure of your 7 context factors?
"I want to offer people..."
"I want to enable people..."
"I would like people to see/experience..."
"to feel... to understand..."
People feeling secure enough when working from home that they can work productively an creatively; keeping in touch with, and helping, society; and at the same time exploiting the challenges that the world has to offer
making clusters "feel safe with family" "outside unpredictable, anxiety - positive/discomfort"


session 8 & 9> Statement + interaction

session 10> Product qualities
Instead of describing what a person would feel, describe the qualities of a product that would elicit a feeling of 'peaceful submission'

Interaction:
  • peaceful submission
  • cognitive priviledge-ness

Product:
  • a larger idea "something you don'r quite understand"
  • integrity
  • trustworthy
  • fair
  • wise and just
  • unitity in variety
session 11>Concept development

-------

p 119 

p120 - Stages of ViP design approach are grounded on 3 basic principles, which we call starting points:
  1. A designer's job is to look for possibilities, and possible futures, instead of simply solve present-day problems
  2. Products are a means to accomplish or develop appropriate interactions (relationships). In interactions with people, products obtain their meaning. This is why we say that ViP is interaction-centred
  3. The appropriateness of any interaction conceived by a designer is determined by the context for which it has been designed. This context can be the world of today, tomorrow, or may lie years in the future. Future contexts may demand new behaviours and experiences. 

p133 - 8 steps of the process embedded in the ViP model


p 137
Step 1: Establish the domain (loosely, socio-cultural)
Step 2: Generation of context factors (originality)
Step 3: Structuring the context (factors correlate positively & negatively) p149
2 types of clusters:
  • Common-quality clusters: a combination of factors that all point to the same (underlying) direction and together form a 'meta-factor'. Say for a particular domain you have found the factors "people go to gym more often", there is an increasing demand for vitamin supplements" and "many people want food that is organically produced". You could combine these into the one factor " people want greater control of their health".
  • Emergent - quality cluster: by bringing together various factors, a new factor might emerge that is not represented by the factors separately. For example, the 2 factors "teenagers spend two hours per day on gaming" and "employees increasingly work extra hours" could be combined into one emerging factor "disintegration of family life"
Look for relationship of clusters:
  • Pattern or storyline: when you look at all your clusters "from a distance", a pattern or thread may appear that unites the clusters into a sort of narrative. This may eventually even be phrased into a main theme, like the theme of a movie or a song, which holds everything together.
  • Dimension:  when clusters seem to conflict or refer to opposing factors, it may be meaningful to place them in one or more polar and conceptually clearly distinct dimensions. Each dimension thus represents two different possible futures. Although more than two dimensions may be needed to locate all clusters, for purposes of representation and interpretation, two are often optimal
p153 
Step 4: Statement definition
"I, (the designer), or we, (the company), want people to feel/see/express/experience/understand/be able to/etc. X or Y (by A or B...)"
E.g. picked parent type 2 - top right
"EasyWalker wants to enable parents to raise their children with a laissez faire mentality"

Step 5: Establishing a relationship: designing human-product interaction
Vision: liking learning to walk on your parents feet
Product: playful, versatile, physical

Step 6: Defining product qualities
Step 7: Concept design, or 'concepting'

p176
To evaluate if your concept is the 'right' one, you can ask the following questions:
  • Does it fit with all the elements of your vision?
  • Is it the most effective concept (in relation to the statement) with the 'minimum of means' (features applied?
  • Does the concept 'make sense'? Is it acceptable (or even desirable) to people?
...The only way to convince people that your concept make sense is to evoke the future context with them: make them feel and understand the future context where the concept fits. ..

Step 8: Design and detailing

p188-189
The process of looking, reflecting, then booking again is essential to the deconstruction phase of ViP. 
At first you might find it difficult, but with practice, this way of 'seeing' products becomes natural.

p205
Difference between the concept of 'context' in ViP & concept of 'scenario planning'. 
In scenario planning, designers look for the driving forces within in a particular domain (trends)... that are developing, changing. Designers planning a scenario basically ask "what are the possible futures?" And they often come up with 2 broadly definable dimensions as driving forces, such as 'individualism vs collectivism' and 'worldwide threats vs global peace'... What if we have individualism and peace. They develop these scenarios not to stimulate or provide direction for product development; they make the scenarios to prepare themselves. The scenario thinkers are anticipating what might happen. And it suits a decision maker on the board of Shell to decide whether to buy a particular platform....
 
In ViP, what we do with the context is not just describe a possible world, but the world - even a future one- the designer actually sees it. And the designer has to defend it, take responsibility for it, invest in it. 

p234- Despite the similarities between the "scenario building method" and the use of context in ViP, scenario approaches are fundamentally different in that they are based on (the most) likely futures. By contrast, through ViP we aim to build interesting futures to design for.

P208
…if you only react to things that are changing, you miss more fundamental things. So when you look at tomorrow or the near futures, or the distant future, you should also consider the factors that will remain pretty much stable over time. For ViP, these factors com in two forms: states and principles.

E.g. Automotive design
Principles:
·      People want to survive
·      People want to understand the causes of their actions
·      A moving object will always be affected by friction
·      People want to protect themselves from the environment
·      Men are still hunter gatherers who want to show their masculinity to women
·      People are thrilled by speed and horsepower


Definition of principle
p.208 - A principle is a fixed phenomenon, something that was so in the past and will remain the same in the future. To us, these phenomena don’t have to be scientifically proven to have this fixed status, but they must appear as fixed in the eyes of the designer.
p. 233 - Immutable laws or general patterns that can be found in human beings or nature

p.209
Principle that is behind almost any product: ‘ people want things to be as easy as possible’.

p.209
Principles are implicit, whereas trends and developments are often explicit. Something that is changing is much more visible than something that stays the same. We only notice things when they start to change. That’s why people animals freeze when they are in danger.
p233 e.g. 'our capacity to process information seems to be limited to approximately seven chunks' (Miller, 1956); 'we generally prefer colours in the order blue, green or red, and yellow' (McManus, Jones & Cottrell, 1981); and "memes" can , by analogy with genes, be conceived of as units of information transmission in the field of cultural evolution" (Dawkins, 1976).




Definition of development
p209 - …Development is something in technology, society, or the economy, that si changing over time but also relates to changing human attitudes and values.
e.g. people value their personal space more and more
p 233- factors concerns a phenomenon that is currently changing, or one that is expected to change in the future
e.g. development can be in the fields of technology (e.g. arrival of Bluetooth) ; society (e.g. the increasing number of double-income families), economics (e.g. rising interest rates), or demographics (e.g. the continuing increase in the ageing population)

Definition of trend
p209A trend is specifically about changes in human behavior
e.g. people watch television more often
e.g. people eat out more often
p233 - special class of developments is constituted by factors concerning tendencies in the behaviour, values or preferences of people.
e.g. among teenagers, it is currently a trend to send hundreds of text messages per week; in many households it is 'trendy' not to cook at all or, conversely, to prepare immense, five course meals.

p.216
Interaction is a relationship. What’s important about it being a relationship is that it simultaneously describes the role of the user and the role of the product. The relationship describes user aspects like feelings, experiences, intentions, and the like, while simultaneously describing properties of the thing. 

How to persuade the client about ViP
First of all, the client has to examine their underlying company motives, and be very honest about their current position commercially, socially and culturally. If there is denial in this regards, and their action is not grounded in some form of profound insight, then there is no reason to start any kind of ViP- based project. Any money invested would be lost. On top of that, the client has to be convinced to trust the ViP process, and actually commit to the outcomes. I they have any fixed ideas about new products, processes or organizations; this can be a formidable task.
Designing with ViP is like conducting scientific research: there is no way of knowing beforehand what the outcome will be; we have to ask the client to allow for that. Through ViP, a designer often has the opportunity to advise a company to product ‘things’ they are not used to. A lot of people in the organization may reject such changes.

Often clients think they are experts in their domain – and they are! – but they also make the mistake of imposing a present-day solution on their design problem, rather than considering future possibilities… Most of the time, their solution is product-oriented, and doesn’t reflect our aim: to be end-user-experience oriented.

P231
The client consists of all kinds of factors that affect the way people )might) perceive, use, experience, respond and relate to products. It describes the nature of the human-product interaction. Context factors describes the nature of the human-product interaction. Context factors are conditions or patterns in the world as observed by the designer.  They can be classified in 3 different ways: types, fields or levels.

p232
  • 4 Types: State / principle (fixed) ; development / trend (flux during moment of observation
  • Fields: biology, economics, politics, ecology, sociology, psychology <-- most important...Subfields: developmental psychology, social psychology, cultural psychology, evolutionary psychology, perception and psychophysics... we like to see technology as a means to actually achieving a designed interaction, rather than as a factor determining the way that interaction takes place
  • Level: directed related to domain (micro level: e.g. people anticipate the driving behavior of fellow road users) ; or very abstract and further away from domain (the macro level: e.g. people want to survive) <-- therefore, look back domain
p235
Opting for safe factors has the advantage of creating a context containing likely and defendable elements: selecting less obvious and more personal factors increases the likelihood of coming up with a fresh, new and authentic perspective. In our view, the important thing is that the designer is aware of where he positions himself on this 'certainty' scale.

p 241
CONTEXT
HUMAN
Motor System --> Motor Skills
Sensory Systems ---> Sensitivity
Cognitive System ---> Cognitive Skills
Instincts ---> Concerns

PRODUCT
Sensory Properties <--- Structural Properties
Possibilities for behaviour & Functionality <--- Materials ; Composition l Technology ; Labels

HUMAN- PRODUCT INTERACTION



p250 - 251
Norman (1988) adapted this concept of affordance and introduced it to the design field. To Norman, affordances refer to all properties of a thing that determine how the thing could possibly be used, whether learned or not. For Norman, buttons afford pushing, handles afford pulling, and track wheels afford turning. To account for the fact that actual usage is often unpredictable and depends very much on the situation in which the interaction takes place, others (cf. Boess & Kanis, 2008) have proposed the term "usecue" as an alternative to affordance: " A usecue is any characteristic that people use (not might use) to attribute functional meaning to a product" (p.322)...
  • functionality, e.g. the service provided by a regular airline can be perceived as more supportive  and inviting  than the services offered by a low-cost carrier
  • form, e.g. an elongated object, rising upward, is perceived as more dominant  and proud (cf Van Rompay et al, 2005)
  • color, e.g. while a bluish yellow tends to cool cold, a reddish yellow seems warm (cf. Arnheim, 1974)
  • material, e.g. metal is perceived as more elegant and less toy-like than plastics (Karana & et al., 2009)
  • sound, e.g., a high-pitched and rough epilator sound is perceived as conspicuous and alarming,  whereas the low-pitched droning sound of a ventilator is perceived as inconspicuous  and soothing (Ozcan, 2008)
  • movement or bahviour, e.g., a door that automatically opens rapidly, with no pause, is seen as most approachable (Ju & Takayama, 2009; Desmet et al, 2008)
p.290
People generally resist change; while innovation is often needed to maintain competitive edge, implementing required changes or improve ments can sometimes make waves within the company. An innovator has to find ways to overcome resistance at every level, from executive suites to work floor. To do so, new ideas, directions, methods and modes of innovation process management may need to be developed  and incorporated (Kuhn, 1993)... Innovation is business oriented, and design -driven

p290-291
Design-driven innovation is primarily inspired by what might have meaning in the future, and doesn't address current user needs, as most user0centred innovation methodologies do (Ijuri & Kuhn, 1988). The outcomes of design-driven innovation come in the form of options that make it possible for users to embrace new meaning. "Design driven designers - together with the organization they work for - are responsible for the development of meaning products or services that shape the future world. In this sense, design-driven innovation is closer to a technology product (Gaynor, 1996)- than to user-centred innovation, which can be seen as a form of market pull.

Innovation of meaning, "is incremental when a product adopts a design language and delivers a message that is in line with the current evolution of socio-cultural models..." What Verganti terms 'radical innovation' " happens when a product has a language and delivers a message that implies a significant interpretation of meanings.

Verganti (2008) mentions that commercial success takes time to occur, particularly in the case of radical design-driven innovation: "Users need the time to understand the radically new language and message of design driven innovation to find connections to their [socio-cultural] context, and to explore new symbolic values and patterns of interaction with the product".


p292- Since novel products are by definition not typical, and similarly, typical products are not novel, the question was raised how novelty and typicality jointly determine our preferences. Hekkert et al (2003) found that novelty can be optimized without a severer loss of typicality, and showed products optimizing the two simultaneously are most preferred: what are perceived as attractive design strike a delicate balance between novelty and typicality. This was coined the 'MAYA principle' - Most advanced, Yet Acceptable - a principle that had been intuitively proposed by Raymond Loewy 50 years earlier/
The MAYA principle explains why innovative products are often not appreciated instantaneously. A fair amount of familiarity needs to be developed first. One of the ways to establish this familiarity is by exposure: if we are exposed to something frequently, our familiarity with it increases, and so does out liking for it. This 'mere exposure' effect was already assumed and test by Zajonc (1968)


p294
Appropriateness refers to the degree of fit between the product and the context in which is consumed. More precisely, appropriateness signals if a human-product relationship fits in with its socio-cultural environment. Changes in this socio-cultural context thus determine if new meaning for products are needed. The context creates a frame of relevance for what kinds of products are beneficial for people in the future.
...'novelty' can be defined as the introduction of new features in products and/or services, or by the introduction of new technologies used in products and serves, the latter leading to a more radical type of innovation (Ijuri & Kuhn, 1988). New meaning arises when people have a new inteaction with the product or services. Analogous to Martindale's model, a shift in style resembles a shift in interaction quality between user and product. A paradigm shift in product design this deals with the introduction of new interactions required to fit the future context. 
In conclusion, it is important to point out that it is not always necessary to design new meaning. The context determines if the introduction of new meaning is needed.

p297
Consciousness is very good at following rules, solcing logical problems and convergent thinking. But due to its limited capacity, conscious thought is mostly top-down, relying heavily on existing schemas, expectancies and stereotypes. Although stereotypes are activated unconsciously, it is our consciousness that makes most use of them. Studies confirming this effect made Dijksterhuis and Nordgren (2006) conclude"...it is hard to avoid "jumping to conclusions" when on thinks consciously. It may feel as if one is processing information with the goal of making a decision when what really -unknowingly - is doing is processing information with the foal of confirming an expectance." The unconscious is less rule-based, associative and more divergent, thereby increasing the likelihood of generating original ideas. From all this evidence, tis is safe to conclude that designers - like all decision makers - should trust their (thorough) unconscious processing skills more. Call it intuition.

p302
Brown (1991)
People of all cultures and throughout the ages:
  • like to share and give gifts
  • seek adventure, diversity and excitement
  • are more likely to help attractive people
  • have some form of etiquette
  • share moral sentiments
  • aesthetically prefer 'order-in-chaos' or 'unity in variety'
  • use figurative language such as metaphors and metonyms
  • get bored over time
  • infer the mental states and intentions of others
  • need authority
  • are prone to altruistic behavior
  • wish to stand out from others
  • impose meaning on the world
  • tend to overestimate the objectivity of their thought
  • rarely know the cases of their own behaviour
  • engage in magic, poetry and pretend play
  • are prone to learn and explain the unknown
  • and are able to recognize pictorial representations without previous training
p.306
"The social and cultural are not alternatives to the biological. They are aspects of evolved human biology[...]" (Tooby & Cosmides, 1992)
"There is no question of opposing nature versus nurture; nurture is just one of the many forms that nature may take" Tomasello, 1999
"Behaviours is not just emitted or elicited, nor does it come directly out of culture or society. It comes from an internal struggle among mental modules with differing agendas and goals." (Pinker, 2002)

p307
To illustrate how cultural and individual manifestations can be explained (and predicted) on the basis of universal, psychological mechanisms, we turn to two universal principles in the field of user experience. Designing two decades (e.g., Desmet & Hekkert, 2007; Schifferstein & Hekkert, 2008). Recognized as one of the components of product experience, Hekkert, Snelders and van Wieringen (2003) found evidence supporting the operation of the "MAYA principle" in people's aesthetic response. This principle or originality (advanced) while maintaining an optimal level of familiarity or typicality (acceptable). The evolutionary logic behind this principle is that both exposing oneself to the new enhances fitness, in that it facilities learning , and staying close to the familiar has survival value, by decreasing the risk of jumping into a life-threatening adventure (Bornstein, 1989). 

p313
Methodologies
Understand the act of designing requires methodology, but a methodology cant help to the designer react to the world with the designs he or she makes.

p314
I think the difference between design education an design practice is that in education you ask someone to produce three concepts. The way they evaluate those concepts is to look back and say, "Does it fit with the problem we've got? How suitable is this concept? Ah yes this one is about 89% fitting, this one only 75% therefore we're going to choose the first one" But in practice, these concepts are really only discussed. "This direction goes this way, this direction does that way, let's talk about it." The designer is establishing a connection with someone that really wants something. For a student, who is the connection with? It's an academic exercise that announces "OK, my process is well-balanced because I cam up with this variable, I analysed the problem in this way, and this solution optimized the variable". The student is always looking backwards.
... example of a painter, I think a designer should have the opportunity to work as a painter. He should kind of create his won frame of reference to understand what he really wants to do, what positions he wants to take in this world. Is there a methodology that supports a designer creating a kind of internal reference? Because I think that' what a methodology should do. Otherwise those 3 options, the 3 concepts, are just options - without any predetermined meaning, they 'explode' in every direction. This isn't efficient designing.