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Design to improve life education DESIGN 3.

0 BY ARNOLD WASSERMANN

Design 3.0
HOW DESIGN GREW FROM STUFF
TO SOCIOTECHNICAL SYSTEMS AND
BECAME TOO IMPORTANT TO LEAVE
TO DESIGNERS

By Arnold Wasserman Design Today Design Thinking


Chairman of The Idea Design encompasses many discrete In recent years, Design Thinking has
Factory, Singapore. disciplines, each with its own specialized become a cultural meme familiar far
purpose, preparation and practice. But beyond the conventionally understood
Founding Principal of certain common themes cut across all the boundaries of professional design. Those
Collective Invention, diverse domains of design. Design is the of us who were trained in design schools
San Francisco. integration of art and technology for the and who work in a design studio - indus-
creation of products, communications and trial designers, archi-tects, communi-
Vice-Chairman of the environments that serve human needs. cations designers, digital media designers
INDEX: Awards nomina- Design is also a translator of the intangible - know tacitly what design thinking is. We
tion committee and jury. values of a nations art and culture into its do it every day (although it must be said that
tangible artifacts of innovation. Design few designers are self-reflective about the
Member, INDEX: board is, to quote Paul Saffo: Form Imbued process itself or know the epistemology
of advisors. with Meaning. Finally, design is not of the field.)
the exclusive province of professional
designers. As Nobelist Herbert A. Simon These days non-designers have discovered
so eloquently put it: how powerful design thinking can be as a
cognitive strategy and they are applying
it to fields outside the traditional scope
Everyone designs who devises courses of design, such as health care, education,
of action aimed at changing existing sustainable production and consumption,
situations into preferred ones. new enterprise creation - and at the large
scales of strategic planning, future scenario
The intellectual activity that produces planning, organizational transformation,
material artifacts is no different funda- public policy, national economic and social
mentally from the one that prescribes development and field building in the civil
remedies for a sick patient or the one that and philanthropic sectors.
devises a new sales plan for a company
or a social welfare policy for a state. The focus of design thinking has shifted
successively from things to people to society
Design, so construed, is the core of all at large. In the process, design has grown
professional training; it is the principal from the making and selling of stuff to the
mark that distinguishes the professions development of complex sociotechnical
from the sciences. systems that improve life.

(Herbert A. Simon, In its simplest form, design thinking is a


The Sciences of the Artificial, 1969) set of practices for gaining insight about
people and their needs, building strategic
What most people understand as design foresight, discovering new opportunities,
has to do with familiar material objects - generating creative possibilities, inventing
from Arne Jacobson chairs to iPads, from novel solutions of value and delivering these
H&M fashion to the Swatch Smart Car, into the world as innovations adopted at
from Frank Gehry museums to sustainable scale. In application, design thinking makes
green communities. use of a broad repertoire of methods, tools
and techniques - expressed most often as an
But design today is evolving along new iterative, spiral development process model.
paths and at an accelerating pace, blurring The following generic model is typical of the
the traditional boundaries of design and application of design thin-
compounding the ambiguity between king to the process of innovation
design as product - physical, tangible stuff
- and design as process - a way of thinking, Prior to the 1980s design was thought of
a set of cognitive skills, methods, tools and as one step in the process of innovation.
techniques having intrinsic value in their Today, design and innovation have become
own right. almost interchangeable terms.
Design to improve life education DESIGN 3.0 BY ARNOLD WASSERMANN

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1 2
HUMAN-CENTERED INNOVATION PROCESS DESIGNING DESIGN

3.0

10
LEARN

9 1
IMPLEMENT DEFINE

2.0
2
DELIVER RESEARCH

8
ITERATE DISCOVER

E
OP
SC
7 3
TEST IDEATE

4
DEVELOP VISUALIZE

1.0 HUMAN FACTORS


6 MARKETING
CHOOSE DESIGN
SERVICES
5. MAKING &
PROTOTYPE ENVIRONMENTS SELLING STUFF
SCALE

COMMUNICATIONS
PRODUCTS
1956 1960s 1970s 1980s

5 6
As Bruce Nussbaum, editor of Business While these practices may seem axiomatic Design is Too Important to Leave
Week magazine put it: to most designers and educators today, to Designers
they were far from widespread twenty-five Most of my work these days is to give away
years ago. design thinking, not only to designers but
When people talked about innovation in to people that dont think of themselves as
the 1990s theyDESIGN
DESIGNING meant technology. Today Design Thinking flourishes best in or- designers.
DESIGNINGI amDESIGN
guided by three tenets.
when they talk about innovation they ganizations that have a particular way

SOCIO-CENT
3.0
mean design. INTERNATIONAL FIELD INNOVATION
of thinking about the organization itself, 1. 3.0
Everybody can learn to think and work INTERNATIONAL FIE

NATIONAL INNOVATION STRATEGIES NATIONAL INNOVATIO
as best stated by Robert F. Sutton: like designers.
FUTURE SCENARIOS FUTURE SCENARIOS
Design thinking entails deep research to CHANGING 2. Designers should disseminate design
PUBLIC POLICY THE WORLD PUBLIC POLICY
gain insight into the tacit and latent needs
SOCIAL INNOVATION thinking to improve life widelySOCIALbeyond INNOVATION
and wants of users in target markets; future
SUSTAINABILITY What is Design Thinking? It happens in the traditional boundaries ofSUSTAINABILITY
design by
scenarios
2.0 to develop foresight about the
ORGANIZATIONS an organization that considers itself an 2.0collaborating with practitioners from
ORGANIZATIONS
forces that are going to create change in
BRANDS unfinished prototype. other disciplines and by co-designing
BRANDS

the future; anticipation ofEXPERIENCES


products in with non-designers, especially the
EXPERIENCES

advance of engineering development;


INTERACTION and Design thinking is one of enlightened stakeholders, users andINTERACTION
customers of

HUMAN-CEN
NEW MEDIA NEW MEDIA
future product innovation shaped as much trial and error wherein one observes the design - the real people.
E

E
OP

OP

CO-DESIGN CO-DESIGN
by user needs as by technology. Above all, world, identifies the patterns of behavior,
FIELD BUILDING 3. Design thinking should be made
SC

SC

INTERDISCIPLINARITY & EMBEDDING INTERDISCIPLINARITY


design thinking entails a robust innovation generates ideas, gets feedback, repeats available to everybody by embedding it
DESIGN RESEARCH DESIGN RESEARCH
methodology in which the disciplines of
DESIGN LANGUAGE
the process and keeps on refining. in K-12 curricula, both as a subject
DESIGN LANGUAGE
design, social science, strategy, engineering,
CORPORATE STRATEGIES domain in its own right, STRATEGIES
CORPORATE just like math
and marketingENTREPRENEURSHIP
collaborate as an integrated Robert i. Sutton and Jeffrey Pfeffer, or science, and as a pedagogical
ENTREPRENEURSHIP

interdisciplinary team throughout the


SYSTEMS Hard Facts, Dangerous Half-Truths structure for teaching academic subject
SYSTEMS

product
1.0 lifeHUMAN
cycle FACTORS
from initial identification and Total Nonsense: Profiting From matter.
1.0 HUMAN FACTORS
MARKETING MARKETING
of opportunity, through research, product Evidence-Based Management, 2006
SERVICES SERVICES
definition and detailed design to execution
MAKING & MAKING &

ARTIFACT-C
ENVIRONMENTS SELLING STUFF ENVIRONMENTS SELLING STUFF
and assessment.
SCALE

SCALE

COMMUNICATIONS COMMUNICATIONS
PRODUCTS PRODUCTS
1956 1960s 1970s 1980s 1990s 2000 2012 1956 1960s 1970s 1980s
Design to improve life education DESIGN 3.0 BY ARNOLD WASSERMANN

Designing
Design

Over the past half-century or so, as the


2
VATION PROCESS DESIGNING DESIGN
realm of design has broadened in scope
3.0
and increased in scale, designers have
10 had to redesign design, changing what we
LEARN
do and how we do it, learning new skills,
devising new
1 methods, techniques and tools
T DEFINE
and learning how to partner with other
professions. 2.0
2
RESEARCH
The following charts are a quick fly-
through of designs progression:
DISCOVER
From Making and Selling Stuff:

E
OP
Industrial Aesthetics SC

To Human-Centered 3Innovation:
IDEATE
Building the Design Field and Embed-
ding Design in Organizations:
4
To Design to Change the World:
VISUALIZE
Sociotechnical Systems.
1.0 HUMAN FACTORS
MARKETING
DESIGN
SERVICES
5. MAKING &
PROTOTYPE ENVIRONMENTS SELLING STUFF
SCALE

COMMUNICATIONS
PRODUCTS
1956 1960s 1970s 1980s 1990s 2000 2012

6
DESIGN 0.0: The Designer Artisan so-called product-marketing mix for the In the late 1960s and 70s an important
Before the mid-18th Century and the purpose of making and selling stuff. new element entered the design repertoire.
industrial revolution, the person that This was Human Factors, or as it was
designed something was usually the When I graduated as an industrial known in Europe, Ergonomics, which grew
person that made it, whether the artifact designer in 1956 for Carnegie Mellon mainly out of the need during World War
DESIGNING DESIGN
was a bowl, a chair, a boat or a cathedral. University in Pittsburgh, my education II to adapt the design of complex military

SOCIO-CENTRIC
Initiation into
INTERNATIONAL FIELDaINNOVATION
useful trade required long was identical
3.0 systems to
to what I would have receivedINTERNATIONAL theINNOVATION
FIELD physical and cognitive
NATIONAL INNOVATION STRATEGIES NATIONAL INNOVATION STRATEGIES
apprenticeship, overseen by master artisans in the 1920s at the renowned Bauhaus capabilities of operators. Now designers
FUTURE SCENARIOS FUTURE SCENARIOS
and craftsmen organized in associations,
CHANGING in Dessau, Germany. Four years later I discovered that the same disciplines could
CHANGING
PUBLIC POLICY THE WORLD PUBLIC POLICY THE WORLD
such as
SOCIAL INNOVATION
guilds, With industrialization became director of design at the ParisSOCIAL INNOVATION make products, services, environments and
and machine mass production came a
SUSTAINABILITY office of Raymond Loewy, then the largest communications more usable and useful.
SUSTAINABILITY
RGANIZATIONS separation of designing from making. consultancy
2.0 in Europe. How design ORGANIZATIONSMuch of design - home furnishings, a set of
NDS Professionalization of the design arts meant practice and education have changed BRANDS in mixing bowls, a wristwatch -- continues to
RIENCES that the designer of a chair did not actually that half century is summed up in the
EXPERIENCES center on aesthetics, and legitimately so.
CTION INTERACTION
build it, the graphic designer no longer set name of Loewys office, La Compagnie But state-of-the-art design today is almost

HUMAN-CENTRIC
IA NEW MEDIA
type and operated the printing press and the de lEsthetique Industrielle. Industrial an inversion of the old model. At the core
E
OP

CO-DESIGN
architect might never set a course of stone in
FIELD BUILDING aesthetics - the cosmetic appearance of today is human-centered innovation,
FIELD BUILDING
SC

INARITY & EMBEDDING INTERDISCIPLINARITY & EMBEDDING


RCH mortar in his lifetime. products, graphics, and interiors -- was
DESIGN RESEARCH entailing rigor about human needs,
GE the core of what both practitioners
DESIGN LANGUAGEand functionality, marketability, usability, and
TEGIES DESIGN 1.0: Making and Selling clients then assumed design wasSTRATEGIES
CORPORATE about. If, sustainability. External appearance is but
Stuff: Industrial Aesthetics as often happened along the way to figuring one dimension, albeit an important one,
ENTREPRENEURSHIP
SYSTEMS
During the 1950s and 60s, the purpose of out how things should look, we did some among many in the complex interactions
1.0 HUMAN FACTORS
professional design was what it had been serious work on what people wanted or by which people discover, understand,
MARKETING
since the Great Depression days of the 1930s how things worked, were
SERVICES
used, maintained, learn, and adopt artifacts and construct
MAKING when
& companies discovered that design and disposed ENVIRONMENTS we &meaning by using them.
of, well, that was nice, butMAKING

ARTIFACT-CENTRIC
SELLING STUFF SELLING STUFF
could help increase demand for products. did not get hired for that and we did not get
SCALE

COMMUNICATIONS

The job of DESIGN 1.0 was to enhance the paid for it. PRODUCTS
70s 1980s 1990s 2000 2012 1956 1960s 1970s 1980s 1990s 2000 2012
Design to improve life education DESIGN 3.0 BY ARNOLD WASSERMANN

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3
DESIGNING DESIGN

3.0

2.0 ORGANIZATIONS
BRANDS
EXPERIENCES
INTERACTION
NEW MEDIA

E
OP
CO-DESIGN
FIELD BUILDING
SC INTERDISCIPLINARITY & EMBEDDING
DESIGN RESEARCH
DESIGN LANGUAGE
CORPORATE STRATEGIES
ENTREPRENEURSHIP
SYSTEMS
1.0 HUMAN FACTORS
MARKETING
SERVICES
MAKING & MAKING &
SELLING STUFF ENVIRONMENTS SELLING STUFF
SCALE

COMMUNICATIONS
PRODUCTS
1970s 1980s 1990s 2000 2012 1956 1960s 1970s 1980s 1990s 2000 2012

4
DESIGN 2.0: Human-Centered in the 1980s, accelerating in the 1990s, global networks. Much of what we think
Innovation: Field-Building & when Business Week magazine, the premier of as a product may not even be physically
Embedding business weekly, introduced Design as a tangible. Often the real product is streams
The 1970s, 80s and 90s were decades of strategic business concern to its 1 million of bits that momentarily aggregate as
dramatic building for the field of design. business readers worldwide through its sounds, images, text, or tactile sensations.
With the advent of solid state electronics annual Industrial Design Excellence Awards Designing for such a world necessitated

-CENTRIC
and digitalFIELD
INTERNATIONAL displays, products of all kinds
INNOVATION (IDEA) competition, sponsored jointly with broad and deep change in understanding
NATIONAL INNOVATION STRATEGIES
became systems with complex functions IDSA, and its online Innovation & Design what it means to design and how to go
FUTURE SCENARIOS
making use of programmable intelligence
CHANGING website edited by Bruce Nussbaum. about it.
PUBLIC POLICY THE WORLD
and interactive controls and user interfaces.
SOCIAL INNOVATION
Designers learned a whole new repertoire of
SUSTAINABILITY
Five major forces of change brought about 2. Silicon Valley: Along the southern
RGANIZATIONS methods, techniques and tools. In Europe a heightened understanding of design by shores of San Francisco Bay in the 1980s we
NDS and particularly Japan, export-oriented business during this period: witnessed the seismic birth of a completely
RIENCES companies transformed design from a new entrepreneurial culture whose ethos
CTION
discretionary technical service subordinate 1. Digital Technology: When the was not stabilization and control, but

N-CENTRIC
IA
to engineering or marketing to a core semiconductor transistor and integrated disruptive innovation and unpredictable
strategic competency embedded at the
FIELD BUILDING circuit emerged in the 1960s, few people change. A new kind of design was needed
INARITY & EMBEDDING
RCH
senior levels of the corporation. American foresaw a universe of smart mobs to keep pace where everything was being
GE companies, threatened by design-driven internetworked over mobile photo smart invented new every day - knowledge,
EGIES foreign competitors, eventually followed phones, PCs, PDAs, and iPads -- all talking technology, organizational structures, work
suit. to each other all the time. The central practices. California became a magnet for
problem of design moved far beyond the designers from the American East Coast
Traditionally, corporate executives had unitary, free-standing artifact to crafting and Midwest, as well as from Britain,
thought of design, if they thought of it at all, the interactions, behaviors, and experiences France, Germany, and Japan. Exported
MAKING as
& a second or third order aesthetic service, of software-driven systems comprised of worldwide, the new culture of design

ACT-CENTRIC
SELLING STUFF
buried in the engineering or marketing humans, atoms, and bits. Everything has was, paradoxically, both Californian and
function. Change in this perception began programmable intelligence and lives on intensely international.
70s 1980s 1990s 2000 2012
Design to improve life education DESIGN 3.0 BY ARNOLD WASSERMANN

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3. The Japan Effect: The third major user needs is responsible for more than two/ Designers, together with practitioners
force of change in design was the emergence thirds of the failures of new products. from technical and scientific fields formerly
of Japan as a dominant competitive actor in unassociated with design, migrated freely
the world economy. By the 1980s, Japan In 1984, a family living in Orange County, across design specializations. Industrial
Incorporated had targeted and dominated California sued a major Japanese carmaker designers worked on eCommerce strategies
one American industry after another: for invasion of privacy. Having rented a and web design; architects created film
Integrated circuitry, cameras, motorcycles, room to a young Japanese man who said he special effects; anthropologists probed what
consumer electronics, and office equipment. was a student, the family discovered that products, communications, and services
One out of every three cars sold in the U.S. he was recording every detail of their daily people will want next; communication
was Japanese. No longer was Japan copying lives: what was in their refrigerator, cabinets designers worked with linguists to make
the West, but originating inventions, for and closets; what they ate, drove, wore; information clear and understandable.
that matter creating entire new product watched on TV and at the movies; what they
genres, like the Sony Walkman, that we had did for fun, studied at school, and did at Every few years, an entirely new design
not anticipated and that customers all over work. The young man was a researcher for specialization showed up: Computer-
the world loved. Japan positioned design the carmaker, looking for insight into the Human Interface Design; Interaction
at the center of its industrial strategy of life-styles of people in the worlds premier Design; Universal Design; Design for
rapid cycle innovation, superior quality, car culture, Southern California. Sustainability; Experience Design; Brand
and global export. Japanese companies Design; Co-Design and more.
invested seriously in design staff, facilities Today, all of us who practice design do
and training and repositioned design as exactly what that young researcher did,
a strategic business function reporting except that we now get permission first.
at the senior management level of the We call it ethnographic research, customer
organization. insight, contextual inquiry, or design DESIGN:
research. It is integral to how we design
Japans success with design-driven export everything from kitchen tools and razors Increases product cost
industry forced business executives in the to new passenger trains and jet aircraft by 24 %
U.S. and in Europe to pursue a similar to office workplaces and new education Increases product sales
course beginning in the 1980s. systems. by 47 %
Increases sales prices
4. Business Process Reengineering: In this period, designers became entrepre- by 32 %
In response to the Japan Effect, hundreds neurs, corporate executives and consultants
of Western companies, including the three to senior management on everything (According to the 2004
companies where I was Vice President of from research, new product development Influence & Vision Corpo-
Design, NCR, Xerox, and Unisys, threw out and marketing to corporate strategy, rate Design Group Study
their traditional ways of doing everything. innovation and organizational creativity. by IDSA)
They set up internal universities to teach
executives, managers, and professionals This shift in professional practice -- from
how to develop products to match Japanese the design of artifacts to the design of
benchmarks: reducing development times systems, situations, interactions and
from 2 - 3 years to 6 months; cutting experiences -- reached a tipping point
manufacturing costs by half or more. about twenty-five years ago. Since then,
an interdisciplinary practice of strategic
Every function in a business organization design has replaced traditional technical
now had to benchmark itself against disciplines once divided narrowly into
comparable Japanese functions and justify industrial design, graphic design, interior
its costs - vs - benefits. More than an a priori design, and architecture. We now apply a
good, design could demonstrate tangible new array of design methods and tools to
value added. the creation of products, communications,
and environments. And we have scaled up
5. Customer Insight Research: Perhaps design methodology to address complex
the most important single tool in the design problems of corporate strategy, new
tool kit was Customer and User Needs venture creation, institutional structure
Research. Studies by Harvard Business and organizational performance as well as
School show that poor understanding of public sector programs and policies.
6
CHOOSE DESIGN
Design to improve life education DESIGN 3.0 BY ARNOLD WASSERMANN
5.
PROTOTYPE

<<

DESIGN 3.0:
5
DESIGNING DESIGN
Changing the World:
Sociotechnical Systems 3.0 INTERNATIONAL FIELD INNOVATION
NATIONAL INNOVATION STRATEGIES
Since the mid-1990s,
FUTURE SCENARIOS
designers have become CHANGING
PUBLIC POLICY THE WORLD
increasingly engaged SOCIAL INNOVATION
in social, political and SUSTAINABILITY
economic transformation. 2.0 ORGANIZATIONS

The new practice goes by BRANDS

<<
EXPERIENCES
names like Social Design,
INTERACTION
Philanthropic Design,
NEW MEDIA
Humanitarian Design,

E
OP
CO-DESIGN
Design for Impact, Design SC INTERDISCIPLINARITY
FIELD BUILDING
& EMBEDDING
Activism and Design to DESIGN RESEARCH
Improve Life. It constitutes DESIGN LANGUAGE

a fundamental reimagining CORPORATE STRATEGIES


ENTREPRENEURSHIP
of how design - at its
SYSTEMS
best - can serve to enrich
1.0 HUMAN FACTORS
the experience of life for MARKETING
people as individuals, in SERVICES
MAKING &
organizations and in the ENVIRONMENTS SELLING STUFF
SCALE

human community at large. COMMUNICATIONS


PRODUCTS
1956 1960s 1970s 1980s 1990s 2000 2012
Design has grown up.
1.0 HUMAN FACTORS 1.0
MARKETING
DESIGN
Design to improve life education SERVICES DESIGN 3.0 BY ARNOLD WASSERMANN
5. MAKING &
PROTOTYPE ENVIRONMENTS SELLING STUFF

From artifact-centric

SCALE

SCALE
COMMUNICATIONS
PRODUCTS

to human-centric 1956 1960s 1970s 1980s 1990s 2000 2012

to socio-centric

From artifact-centric to
6 4
DESIGNING DESIGN
human-centric to socio-

SOCIO-CENTRIC
INTERNATIONAL FIELD INNOVATION 3.0 INTERNATIONAL FIELD INNOVATION
centric
NATIONAL INNOVATION STRATEGIES NATIONAL INNOVATION STRATEGIES
FUTURE SCENARIOS FUTURE SCENARIOS
This trajectory of design
PUBLIC POLICY
CHANGING
PUBLIC POLICY
CHANGING
THE WORLD THE WORLD
practice from artifacts to
OCIAL INNOVATION SOCIAL INNOVATION
STAINABILITYpeople to sociotechnical SUSTAINABILITY
ANIZATIONS systems can be traced 2.0 ORGANIZATIONS
S as an epistemic shift in BRANDS
NCES EXPERIENCES
what people can agree on
ON INTERACTION
as the values, beliefs and

HUMAN-CENTRIC
NEW MEDIA
knowledge that constitute E
OP
CO-DESIGN
FIELD BUILDING FIELD BUILDING
design. Following is a table
SC

ARITY & EMBEDDING INTERDISCIPLINARITY & EMBEDDING


H characterizing the shift. DESIGN RESEARCH
DESIGN LANGUAGE
IES CORPORATE STRATEGIES
ENTREPRENEURSHIP
SYSTEMS
1.0 HUMAN FACTORS
MARKETING
SERVICES
MAKING & MAKING &

ARTIFACT-CENTRIC
SELLING STUFF ENVIRONMENTS SELLING STUFF
SCALE

COMMUNICATIONS
PRODUCTS
s 1980s 1990s 2000 2012 1956 1960s 1970s 1980s 1990s 2000 2012
8
Design
overskrift
to improve life education DESIGN 3.0 BY ARNOLD WASSERMANN

DESIGN 1.0 DESIGN 2.0 DESIGN 3.0

Product-Driven Process-Driven

Product Function User Experience

Supply Push Demand Pull

Technology Driven Invention Human-Centered Innovation

Producer-Centric Customer-Centric

Our Way Your Way

We Know What You Should Want What Do You Really Need & Want

Design For Design With

Think From Inside the Company Outward Thinking From Outside in the World Back-
Into the World ward into the Company

Experience-Based Judgment Research-Based Insight/Foresight

Specification Culture Prototyping Culture

Physical Science, Engineering, Technological Social Science, Ecology, Biology, Human Sys-
Systems, Finance tems, Life-Cycle Economics

Maximize Shareholder Wealth Maximize Human Benefit

Think From the Present Forward Think From The Future Back

Limited Production & Mass Manufacturing Flexible Manufacturing & Mass Customizaton

Serial Functional Hand-Off Product Iterative Parallel Interdisciplinary Team


Development Product DEvElOpMENt.

Professional Experts Only Co-Design, Co-Development With Users

National/Local International/Global/Multilocal

Point Product Platforms, Families, Extensions

Mechanical/Electro-Mechanical/Atoms Digital /Software-Driven/Bits

Dumb, Free-Standing, Unitary Programmable Intelligence, Networked

Resource & Energy-Intensive Green, Recyclable, Sustainable

Big, Slow, Heavy Small, Fast, Light

Adoptive Adaptive

Academic/Policy Generated Practitioner/User Generated

Fidelity Emphasis Context Sensitive

Drive Out Variance Enhance Variance

Only Designers Design Everybody Can Use Design Methods & Tools

Only Design Students Should Learn Everybody Should Learn Innovation and
Innovation and Design Design As a General Knowledge Subject K- 12

American, European, Japanese or Chinese Worldwide Design,


Design, Production & Markets Production & Markets

Vertical, Centralized Power Lateral, Polycentric Power

More is Better Better is Better

We provide products and content We provide platforms, algorithms, scripts,


libraries, tools and networks. You create
the content

Design Is For Making & Selling Design Is For Making Better Socio-Technical
Stuff Systems, Experiences, Strategies, Ventures,
Organizations, Habitats, Public Policies &
Programs
Design to improve life education DESIGN 3.0 BY ARNOLD
overskrift
WASSERMANN
9

INDEX 3.0

In 2002 INDEX: Award Denmark pioneered That was INDEX: 1.0.


The future is already here Design to Improve Life, an idea that was at
- it's just not very evenly the time at the outer edge of design discourse INDEX 2.0
distributed. and has since moved to the center in guises The tireless resourcefulness of Kigge Hvid
such as Social Design, Design for Impact, & Co. won out over budgetary vicissitudes
(William Gibson, 1993) Sustainable Design, Humanitarian and bureaucratic resistance. INDEX: came
Design, Design Activism and so on. to define the leading edge of design and
innovation discourse in the world.
Thanks to INDEXs intellectual leader-
ship, nobody any longer says Thats not Since 2005, INDEX: has been wonderfully
design. Now Design to Improve Life is an entrepreneurial in extending its reach
international movement with a worldwide internationally and creating new programs
constituency.Like design itself, INDEX: beyond the original award competition-
has grown through three stages: especially in education.

INDEX 1.0 The field of design has moved fast since


In 2002, our original INDEX: idea was to 2005, seeing rapid diffusion in education
break from the standard design award model. and practice of Open Design, Crowdsour-
We would have the most open and least cing, Design-driven Innovation, Interaction
structured process possible. Unlike other Design, Experience Design, Design Hacking,
programs, we would not predetermine sec- Do-It-Yourself, Design Entrepreneurship,
tors like product design, communication User-created Content, Apps, Web-based
design, environmental design, etc.. We Everything and in particular a worldwide
would have a single overarching theme: movement of students and designers
Design to Improve Life, organized in five pursuing sustainable design and social
broad collection categories (Body, Home, impact engagement of all kinds.
Work, Play, Community)
Every year (I should say every month) we
We ourselves would not define what Design see ever more varied and unanticipated
to Improve Life means. Instead we would modalities for applying design thinking,
crowd-source that definition by letting methods and tools to improve life, adding
submitters tell us what it meant to them. ever more voices to the conversation
We would aggregate all those different ideas INDEX: initiated. In a recent email to me,
into an ever-evolving dialogue revealing the Ravi Naidoo summed it up nicely:
spectrum of what Design to Improve Life,
means to different people.
Design for social good is trending .. to use
We wanted the nominators to be third twitterspeak!Its become hip... its amazing
party sources rather than the designers to see the makeover of some of the world's
themselves, hoping to get more thoughtful biggest design agencies ... mostly in their
presentations and to get away from the brochureware! And many young designers
standard, self-celebratory vanity model: are picking up these cues ... its seen in the
Here is the latest wonderful design from graduation shows of the design schools all
wonderful moi and why it is so wonderful! around the world now.

We wanted only recent designs that had Talking to graduates at Design Academy
been produced within the prior 2 years or Eindhoven last year... they are not trying
about to be, not a lot of student projects or to get into Phillips or BMW... now, most
undeveloped concepts. At the inaugural want to change the world, be design
INDEX in 2005, Design To Improve Life activists ... or create a start-up ... they
was decidedly ahead of the curve, to a hardly ever are looking for a job!
degree that caused more than a little aggro
among the established designerati. Thats (Ravi Naidoo, 2011)
when we knew we were on the right track.
Design to improve life education DESIGN 3.0 BY ARNOLD WASSERMANN

<<

Now INDEX: is all grown up and Design WORLD 2.0 began with the industrial
to Improve Life is an international move- revolution in the mid-18th Century, giving Business-as-usual cannot
ment with a worldwide constituency and rise to modern liberal economic theory get us to sustainability or
many imitators. based on the assumption of ever growing secure economic and social
populations consuming ever more goods prosperity; these can be
INDEX 3.0 produced from extracted materials con- achieved only through
Now INDEX: is moving to shift its emphasis verted by fossil energy. This basic model, radical change, starting
From awarding backward to investing accompanied by mechanistic/positivist now.
forward, working with international philosophies of the Enlightenment, brought
partners to sponsor programs addressing an end to feudal monarchy and gave rise (Vision 2050, World
the U.N. Millennium Development Goals. to democratic self-government and to Business Council for
In the field of education INDEX: already a worldwide middle class schooled in Sustainable Development,
has pioneered annual student Design Labs, the doctrine that health, longevity, edu- 2010)
most recently the Yonsei INDEX: Design cation, prosperity, creative opportunity
to Improve Life Summer School in Seoul, and individual liberty will continue to
Korea. New initiatives include the INDEX: progress indefinitely.
Design Challenge, an international student
competition in partnership with UNICEF, This extraordinarily successful civilizational
to address education in developing regions model now appears to be approaching its
and Design to Improve Life Education, a limits. Fundamental assumptions of both
collaboration between Denmark, Sweden free market capitalism and social welfare
and the European Regional Development statism are now being called into question.
Fund to co-develop a framework for If the 9+ billion inhabitants forecast for
formally certifying educators and teachers 2050 live at the same levels of consumption
to teach Design to Improve Life as part as do Americans and Europeans today,
of the general education curriculum at it will require the biocapacity of 4 planet
professional colleges as well as primary Earths to support them. Add to this the
and secondary schools. forecast peak of such basic resources as oil,
coal, copper and nickel within this century.
INDEX: is also initiating a program called Already, peak water is being approached
INDEX: Indepth to sponsor the writing in many areas around the world. Finally,
of a series of cases about INDEX: finalists the economic regimes that produced the
and winners, not as isolated design projects global middle class have at the same time
but as points along a continuum of design operated to concentrate wealth and power
inquiry playing out over time. These will be in the hands of capital and political elites.
longitudinal, epistemological critiques of Economic disparities between the blest and
design as episodes in unfolding stories of the rest have been cast into sharper focus by
creative exploration. the recent recession and financial turmoil,
creating widespread social disruption.
DESIGN 3.0 and INDEX: 3.0 have matured
together to the stage where they are now We are entering turbulent times.
ready to take part in the biggest design
project of all WORLD 3.0 will entail radical transfor-
- the design of WORLD 3.0. mation of the institutional foundations
of economic enterprise, governance and
WORLD 3.0 public policy. It will have to produce a world
Here is a capsule history of the world: regime of new industries, technologies,
professions and jobs.
WORLD 0.0, the first world, was nature as
humans first encountered it. Who will design WORLD 3.0?

WORLD 1.0 began 8,000 years ago when This time - all of us.
Neolithic hunter-gatherers first established
permanent agrarian-based settlements. Let us begin.

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