Design The Key Concepts
D. J. Huppatz
Design delle informazioni
Design delle cose
Design dell'interazione
Design di sistemi e servizi
Design delle esperienze
Design strategico
Design nell'antropocene
Fissazione tecnologica
Futuro
intro
Only when the design fails does it draw attention to itself, when it succeeds, it’s invisible.
Design is a fluid term, and its meaning depends on who uses it and in what context it is used.
It is important to acknowledge that design does not always make the world a better place.
Helvetica and the AK-47 as significant improvements on existing options. Over decades, subsequent designers modified, customized, and upgraded the original designs so that Helvetica and the AK-47 are still used today.
The apparent simplicity of so many contemporary digital products belies the fact that they are the consequence of many decisions by many designers.
Unlike art and craft, design necessarily requires discussion, negotiation, and compromise. Design is what connects the technical and technological with the human
Advertising’s aim is ultimately to influence consumers rather than to improve their quality of life. Having said that, a well-designed advertisement for a health service, for instance, may do both.
Even a discrete physical product is inseparable from the digital realm.
While design cannot solve all of the world’s problems, it can make a positive contribution to improving the human condition. In the future, this might be achieved by professional designers or by non-professionals developing their design capabilities.
Beyond simply use, desire, memory, and emotions are also important considerations that affect a user’s interactions with designed things.
Rather than discrete solutions, a strategic design approach works within large-scale systems to identify solutions in areas such as healthcare, education, and climate change
By understanding how such processes work, we might redesign or even “undesign” unsustainable products, systems, and practices and redirect efforts toward a desirable future.
riassunto
Design is an almost invisible yet essential part of everyday life
Although design is complex, its end products appear simple and effortless
As a practice, design crosses disciplinary boundaries
Design mediates between new technologies, materials, and people
Designers can make a vital contribution to a better future
The term "information overload” describe people’s anxiety and disorientation at rapid technological and social change p17
Most people associate information with facts. More precisely, information is knowledge that is communicated or acquired. To inform is to impart concepts, ideas, or facts on a particular subject
Designer's role is often seen as that of visual stylists, whose job is to shape and illustrate information to make it visually appealing
"good design” shapes the human environment “to reach and to influence the taste of vast audiences.” Paul Rand ultimately saw the designer as a form-maker who possessed impeccable taste.
Were they simply fulfilling a client’s brief or creating a new cultural form? Ethically, they wondered if graphic design simply encouraged mass consumerism or provided an audience with useful information.
Pictograms are not only dependent on the users’ prior knowledge, but also dependent on where they appear.
At the same time, the target population must understand their meaning. While the graphic style matters, so do the colors, size, and location—all of this can have an impact on whether they “work” or not.
Finally, the recent development and spread of open-source digital tools may change the possibilities for designers of fonts, icons, and images even further.
packaging can be not only a visual representation of a company, but also their ethical stance (sustainability, fair trade, or locally made), source of materials, or geographical location.
infographics: abstract numbers or facts could be transformed into rhetorical images that could persuade an audience, and, make an otherwise invisible community visible.
There is a danger in interpreting visualizations as objective or truthful representations of reality. All data visualizations are constructed—or designed—and need to be read critically.
Digital touch screens, for example, might aid further investigation by providing visitors with additional information. The balance between simplicity and complexity, clarity and stimulation, can be subtle. And, the bigger the design project, the more stakeholders that need to be involved.
The London Tube Map app, for example, uses the original Beck design elements but adds real-time information such as service delays or changes, personal journey planning (with both cost and estimated time), GPS location, and additional information about places of interest near each station. The promise of future voice-controlled AI may offer both more dynamic data and a more personal (rather than universal, standardized) experience in the future.
Animation has begun to replace traditional textbook diagrams, for example, to explain complex scientific theories, such as the structure of DNA or evolutionary theory. Interactive infographics allow users to actively select, search, or shape information, while web-based infographics provide real-time, changing data feeds.
riassunto
Designers create meaningful marks such as simple icons and logos
Visual imagery communicates group and individual identities
Data visualizations can inform, persuade, and promote
Wayfinding helps us navigate our physical and digital environments
Craft and physical making have reappeared in an increasingly digital world
he first American industrial designers in the 1920s and 1930s made mass-produced machines desirable. Closely aligned to advertising, marketing, and promotion, industrial design emerged as a kind of value-adding profession, mediating between machine manufacturing and the consumer marketplace.
designers make choices that reflect not only functional values (will the product work as intended? is it easy to use? is it safe?) but also economic (is it cost-effective?), cultural (is it understandable?), and environmental (is it sustainable?) values. At almost every stage of the design process, alternative solutions abound, and designers ideally try to find the best possible.
industrial designers understood the communicative value of things. Designers have long tried to use this language to embed social or cultural meanings into the forms of mass-produced things. The study of sign systems, or semiotics, is based on the idea that all manufactured things are signs that communicate ideas. They do this in literal or in metaphoric ways.
Everyday things were not just functional tools, but enchanting commodities saturated with latent meaning.
But standardization is both a constraint and a necessity for designers.
But both indie craft and maker culture underlined the idea that we are all potential designers. Their common interest in recycling, improvising, modifying, and redesigning also intersects with another recent phenomenon, “hacking.” Such movements seem to have inaugurated a new era of consumption and participation. No longer will our futures contain standardized, mass-produced things designed elsewhere, but personalized, locally made, and individual things.
Shanzhai producers began to modify the design of foreign phones to suit local conditions and new markets. This included, for example, designing phones with longer-life batteries, larger buttons, enhanced speakers and cameras, dual operating systems, or dual SIM card slots. Shanzhai designers could mix and match features from phones designed by Samsung or Apple to create an “enhanced” version that sold for less than half the price. p49
“This cyclical, cradle-to-cradle biological system,” they argued, “has nourished a planet of thriving, diverse abundance for millions of years.”
“To eliminate the concept of waste means to design things—products, packaging, and systems—from the very beginning on the understanding that waste does not exist.”
While this represents a start, it is only part of a long-term strategy by the company to phase out plastic from production altogether. The first step is stop using virgin plastics and use recycled plastics. The next is to start using renewable, bio-materials. Materials of the future, such as spider silk, yeast cells, algae and bacteria, are cultivated in a lab using living cells in a process called biofabrication.
Human-centered design approaches propose that what people need is usually not simply a new product but also one integrated into broader social, economic, and environmental systems. More importantly, designers in developed countries have realized that they need to collaborate with local designers, users, and authorities in order to design appropriate and sustainable solutions.
Children’s toys, for example, have long been an area notable for gendered products. The “coding” of things as male or female can be superficial, from cultural associations with particular colors or on a more stereotypical level such as girls dress-up costumes as princesses or nurses, boys as superheroes or scientists.
The world’s first artificial heart, for example, successfully transplanted in 2013, was designed with dimensions that fit 86 percent of men, but only about 20 percent of women.17 In this case, the average male body is still the default.
riassunto
Designing mass-produced things is a complex, global process
Standardization brings both benefits and limitations for design
New processes and materials offer alternatives to mass-produced things
Designed things are embedded with cultural and social meaning
Designed things can be inclusive and exclusive
Today, designing for interaction facilitates the relationship not only between humans and new technological devices but also between humans and networked systems, and humans and robots, leading to new fields such as Human-Robot Interaction (HRI).
Another key issue in digital interaction is user control. Or, at least making users feel like they have some control over processes and interactions rather than the complete automation of tasks. Auto-fill input boxes, for example, that repeat data you have already typed can reduce a mundane task for users. Flexibility is also crucial.
Although in its infancy, the concept of the Internet of Things tends to be centered on developing smart things rather than thinking about things in relation to people. That is, the interactive component often comes last in developing such technologies. There is a risk in humans becoming passive recipients of smart things or integrated into a smart network of things that they cannot interact with or do not adequately understand. p74
Yet more than this, research suggests that users interact with robots such as the Roomba in a human-like way, by giving it a name, ascribing it a personality and helping it dust in those hard-to-get-places.
professionals are traditionally male domains so inevitably there is a male bias in the design of technological products, hardware, and software. They have shown little interest in women as users. The ideal user also typically resides in the United States and many of the technologies discussed above are designed from this perspective. Interaction designers are slowly coming round to the idea that one apparently timeless, universal user does not account for the multitude of cultural, social, and regional differences in user experience.
riassunto
Design for interactions considers how humans use and experience things
Designed things can proscribe their users’ actions and behaviors
Interfaces serve as a connection between users and machines
Hardware and software design enables our interaction with computers and each other
Smart, networked things, and robots present significant future design challenges
McDonaldization
Designing Product Service Systems (PSS), comprising a mix of tangible things and intangible systems and services, has inaugurated a shift for designers. Rather than designing singular things to fulfil a particular need, a fundamental design question is asking what the “value-in-use” to customers is and, ultimately, what they actually need.
But we still tend to envisage systems as closed. That is, to really begin thinking systematically, we need to consider how one system interacts with other systems.
Another key service term is “touchpoints.” Typically, these are points of interaction between consumers and the company.
Importantly, social design aims to benefit people, but includes the end users in designing solutions. As opposed to the fast-paced, designer-driven hackathon model, social design typically involves a slower, inclusive process that creates a platform for community input and collaboration.
Whether we like it or not, service design of the future may require everyone to be a designer. But, while Manzini argues that everyone is potentially a designer, our innate design capacity “must be stimulated and cultivated.” Education clearly plays a role in this, but so does the kind of participation and co-creation engendered by social design. p94
service departments without any cohesion or consistency, often resulting in frustration for citizens. To start a new business, for example, may involve dealing with three or four separate government departments for the appropriate applications, permits, and permissions, all of them designed differently. Service design within government not only aims to provide citizens with more efficient and universal access to services, but can also save resources for governments too.
Given governments are usually the largest providers of services in any country, how they are designed impacts millions of people, so that even slight changes may require careful research, analysis, and redesign. And the last problem for designers working within government is the fact that services are constantly changing due to not only changes in technology, but also changes in government policy that may increase or decrease resources available for certain services.
riassunto
PSS mix tangible and intangible things
A systemic approach to design considers discrete products within larger systems
A new discipline “service design” is devoted to designing better services
Social design encourages user participation and co-creation in the design process
Governments, the biggest providers of services, are increasingly turning to design
Designers attentive to user experiences typically engage in research to determine not only how designed things enable people to perform useful functions, but also how they affect users’ emotions. In order to better understand users, the usual design practices of prototyping, iteration, and user scenarios are supplemented by interviews, surveys, diary studies, and lab-based research in collaboration with psychologists, sociologists, or anthropologists.
to find information on a new website, our emotional response to designed things is an essential facet of any product, system, or service. And, although designers often strive for innovative solutions, radical disruptions may not be as successful for users as gradual, incremental changes.
His MAYA, or “Most Advanced Yet Acceptable” principle, proposed that the new product with the best prospects for success was novel yet still recognizable to the public.1 Designers should aim for a balance between novelty and familiarity, so that a new product should not be so novel that consumers could not comprehend what it was or how it worked. Ultimately, MAYA implied gradual changes could ease user’s fear of the new yet still stimulate curiosity.
TV series use a similar strategy with ongoing franchises, spin-off series, and sequels. In some instances, rather than form, form follows familiarity.
Radical change can lead to frustration, as users expect to quickly adapt to a new version rather than spend hours learning a new interface, commands, or structure.
First, an aesthetic response based on a user’s sensory perception of a product (its look, feel, or sound); second, its functional value based on which actions it affords and how it is operated; and last, the expressive, symbolic, or mythological associations people have with a product. They also note that the context in which our interactions take place is important—the atmosphere of the environment in which our interaction occurs can impact on our experience.
One of the essential issues in considering emotional responses and experiences is that they are, by definition, subjective. Not only will every person experience products and situations differently, but experiences are also different according to gender, age, education, cultural, and social background.
consultation in designing public spaces and infrastructure. The idea that the public should have an active role in planning decisions has been a recurring refrain since the 1960s.
First, users do not always know what the problems are or the best ways to fix them.
Designers need to function as facilitators as much as creators. This may require a significant amount of translation between users or groups.
Co-design or co-creation, like participatory design, requires some relinquishing of control of design and development to users. It also requires thinking of users as active participants rather than passive consumers. Although the designer’s role could potentially be diminished within this model, designers still play a critical role due to their visual thinking and research skills.
he designers’ role as closer to a facilitator rather than a creator. This would require a significant shift in design education and professional practice, but there are signs that such a shift is already underway.
A final new approach, based on combining user-centered and participatory design ideas, is the living lab.
Today, designers and activists working to decolonize design are questioning the foundations of much contemporary design practice and thinking.14 The knowledge systems, categories, definitions, and standards of professional design are typically framed as Euro-American and white.
Ideally, experience design actively encourages participation, and interaction is central to its success. Pre-created content passively viewed or consumed by visitors does not make for engaging or compelling experiences. As well as the other aspects of design already covered in previous chapters, it is worth stressing that designed experiences involve a narrative aspect— actions unfold over time and are linked via some kind of story. While designers can map these narratives, as in the case of Disney, they should ideally also leave space for visitors’ improvisation and creative capacity. In this way, designing experiences draws upon ideas derived from theater, film, and video games as much as traditional design fields. Importantly, experiences need not be simply entertaining, but can be instructive, informative, and inspiring.
riassunto
Participatory and co-design strategies are essential new approaches for designers
Designers are starting to acknowledge the limitations of universal solutions
Creating compelling experiences for all is a fundamentally interdisciplinary pursuit
As well as how things work, designers consider how things make us feel
Designed products, systems, and services can include or exclude
Design is starting to appear into executive boardrooms, high-level government and public service offices, and into non-government and community organizations, to contribute to the foundations of decision-making. At this highest level, designers are not creating tangible things, services or experiences, but proposing strategic solutions to large-scale problems.
Iteration of ideas, incorporating end users, and working across knowledge silos—for global corporations and governments. For leaders and managers, strategic design provides an alternative means to see the big picture, consider all aspects of a complex problem, and implement solutions for change and long-term sustainability. Designers engaged with large-scale challenges, such as in healthcare, education, or environmental sustainability, are increasingly dealing with interlinked networks of systems and services, and proposing transformation at a systemic level.
Living Labs, for example, are one realm for experimentation and testing scenarios that can be easily changed and refined before design solutions are rolled out to the general public. Design’s role in social- and community-based innovation on a strategic level involves considering the designer’s role as initiator, facilitator, and communicator, in which designers might help shape, envisage, and implement solutions that can empower individuals and communities. Importantly, individuals and communities need to be included within the design process to have any long-term impact.
One of the underlying premises of strategic design is that it can stimulate innovation, and it is promoted as a catalyst for transformation of an organization, corporation, or government.
Indeed, if strategic design involves redesigning an organization, or larger scale integration of products, services, or stakeholder inputs, then it seems closer to management than traditional design. And if it includes dealing with various institutions, administrations, and bureaucracies in addressing interconnected systems of people, services, systems, and infrastructure, then the remit of the strategic designer begins to sound more like a CEO or president. p129
Particularly in Scandinavia and England, design has been recognized as a valuable contribution within governments, with designers involved in shaping policy for complex problems from childhood obesity to affordable housing and effecting change by improving public service provisions.
The oversimplification of empathy for users is another limitation, with user workshops or observations completed in a few hours, resulting in superficial understandings. With little time allocated for in-depth research, design thinking can fail to meet its goal of designing a user-centered experience. Empathy and understanding for users typically take a long time, as does building partnerships that enable participation or co-creation.
riassunto
Design methods can be applied to complex organizational problems
Designers are increasingly working on strategic levels to address large-scale issues
Governments are turning to design to aid policy development
Design is typically understood as a unique approach to problem-solving
Within the business world, design thinking has shifted the popular perception of design
our future in fundamental ways. In a sense, design has contributed to both the best and worst aspects of our world, so it deserves both serious consideration and serious rethinking.
Anthropocene promises instability and dramatic change.
The Anthropocene also implies thinking in longer time frames: beyond accounting for every minute, maximizing short-term profits or comforts, it requires thinking about the long-term future. Although such scales are hard to connect to seemingly small design decisions, the cumulative effects of using aerosols or plastics, for example, or choosing less materials or none at all, makes a difference.
Rather than rely on individual ownership, sharing service schemes underline the ideas of using resources and energy more efficiently and using material things only when we need them.
A further radical position involves efforts to redesign humans in order to adapt to a changing planet and scarce resources. In the twenty-first century, resilience, flexibility, and adaptation may prove more useful design principles than standardization, form, and function. p143
New technologies are stacked onto existing systems—so that the iPhone, for example, required the existing internet and its established protocols.
Consequently, it is difficult to measure how much energy and materials are actually used to create and sustain digital design outcomes. Data generation, gathering, and analysis are either hidden, opaque, or too complex for non-specialists—including most designers—to understand.
The power of social media to design our identity. Within only a decade, users of Instagram, Facebook, Tumblr, WhatsApp, LinkedIn...
Researchers recently found that their AI “amplified predictable gender biases found in the photos – going so far as to categorize a man standing next to a stove as a woman.” Such amplification of existing stereotypes confirms the need for a greater understanding of these technologies before they are deployed into our designed services and experiences
indigenous design is not simply adapting some skills or acknowledging a presence, but involves a deeper understanding of indigenous knowledge and alternative world-views. This includes alternative concepts of social life, and human relationships to the environment and the cosmos. On the one hand, this is an essential part of decolonizing design
A further problem in considering such complex issues is how to construct a design language that is genuinely global and universally understood. The past two hundred and fifty years of design discourse was dominated overwhelmingly by designers, critics, and writers from Europe and America, necessarily marginalizing other perspectives
Considering design from an indigenous perspective or within alternative cultures or economies can provide alternative future possibilities.
The rise of design activism, in which design processes are not characterized as a service by professional designers for clients but as pro- active interventions or “disruptive” and self-consciously political activities.8 At their best, such projects force us to imagine various futures—utopian or dystopian—and help us re-envisage our concepts of technology, science, or social relations.
Future designers and critics must engage with design’s ethical, cultural, economic, and political dimensions if they are to make a genuinely sustainable contribution. The preceding chapters focused not only on the outcomes of design and the skills or processes that produced them, but also on the planning, reflection, and thinking that precedes that action.