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Chap

ter 1

Intro
duct
ion

http://dx.doi.org/10.1016/B978-0-08-098205-2.00001-9
2002, 2010, 2014, Mike Ashby and Kara Johnson. Published by Elsevier Ltd. All rights reserved.
We live in a world of materials; it is materials that give substance to everything we see
and touch. Our species homo sapiens differs from others most significantly, perhaps,
through the ability to design to make things out of materials and in the ability to
see more in an object than merely its external form. Objects can have meaning, carry
associations, or be symbols of more abstract ideas. Designed objects, symbolic as well
as utilitarian, predate any recorded language they provide the earliest evidence of a
cultural society and of symbolic reasoning. Some of these objects had a predominantly

functional purpose: the water wheel, the purpose, but survive and are treasured
steam engine, the gas turbine. Others today as much for their appeal as objects
were (and are) purely symbolic or deco- of beauty. Think, too, of musical instru-
rative: the cave paintings of Lascaux, ments: the inlayed violin or harpsichord;
the wooden masks of Peru, the marble of weapons of war: the decorated shield
sculptures of Attica. But most signifi- or carved details in a gun; or of the
cantly, there are objects that combine the weapons of the mind: the gilded pen, the 1.1 Mixing Delightful
functional with the symbolic and decora- illuminated manuscript. All of these are Decoration and Utilitarian
Function
tive. The combination is perhaps most tools made in forms that express aspects
The Stata Center at MIT (Image
obvious in architecture great architects of their creators imagination and desire courtesy of Prof. John Fernandez,
have, for thousands of years, sought to to make objects of delight as well as of Department of Architecture, MIT,
create structures that served a practical utility (1.1 and 1.2). Cambridge, MA)
purpose while also expressing the vision
and stature of their client or culture:
the Coliseum of Rome, the Empire State
Building of New York, the Pompidou
Centre of Paris, each an example of
blending the technical and the aesthetic.
On a smaller scale, product design-
ers seek to blend the technical with
the aesthetic, combining practical
utility with emotional delight. Think
of Wedgewood china, Tiffany glass,
Chippendale furniture these were first
made and bought to fulfill a functional

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Chapter 1 Introduction

fully optimized tangible expressions of an


idea. It is this idea that will go-to-market.
People consumers buy things
because they like them love them,
even. To succeed, a product must, of
1.2 Mixing Delightful course, function properly, but that is not
Decoration and Utilitarian enough: it must be easy and convenient
Function
to use, and it must have a personality
A Colt pistol
that satisfies, inspires, gives delight (1.3).
This last personality depends strongly
on the industrial design of a product.
When many technically equivalent
products compete, market share is won
(or lost) through its visual and tactile
appeal, an exploration of other senses or
With respect to materials and design, it emotional connection, the associations
is the combination of elements of art and it carries, the way it is perceived, and
science that make it work. Materials are the experiences it enables. Consumers
not simply numbers on a datasheet. And now expect delight as well as function in
design is not a meaningless exercise in everything they purchase. Creating it is a
styling and it is not an isolated exploration central part of design.
of technology. What matters is the process Advances in materials enable
of finding solutions that are meaningful advances in industrial design, just as
to people, that enable new experiences they do for technical design together
and inspire and create positive impact in these advances allow new behaviors, new
society and in our own daily lives. Today, experiences, new architectures (1.4).
people are looking for products that are And here we need a word that
sustainable and lovable, and it is the job requires definition: inspiration the
of a designer to create those products. We ability to stimulate creative thinking.
need to evolve from an industrial society New developments in materials and
that is driven by consumerism to one that processes are sources of inspiration for
respects and admires materiality and effi- product designers, suggesting novel
ciency. To explore materiality, we need to visual, tactile, sculptural, and spatial
get inside the factory and meet the crafts- solutions to product design. Examples
men and -women that make our products. drawn from the recent past are the
To make decisions about efficient use of ability to color and mold polymers to
materials, a basic foundation of technical make bright, translucent shapes; the co-
knowledge of materials and manufactur- molding of elastomers to give soft, tactile
ing is required. In combination, material- surfaces; toughened and textured glass
ity and efficiency allow the designer to to create transparent walls and flooring;
create products that are creative and yet surface coatings that reflect, refract, or

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Materials and Design

diffuse light; carbon fiber composites


that allow exceptionally slender, delicate 1.3 Function, Use, and
structures and there are many more. In Personality
A bicycle must function (wheels,
each of these examples innovative prod-
chain, gears), be designed for use
ucts have been inspired by the creative (to carry stuff from one place to
use of materials and processes. another), and have a personality
Thus materials have two overlapping that fits its owner (decoration on
the frame, handlebar tape).
roles: that of providing technical func-
tionality and that of creating product
personality. It is here that an imbalance
becomes apparent. Technical designers
have ready access to information of the
sort they need handbooks, selection
software, advisory services from material
suppliers and to analysis and optimiza-
tion codes for safe, economical design.
Industrial designers express frustration,
both in print and in interviews, that The second is to explore methods, and,
they do not have equivalent support. In ultimately, design tools, that weave the
higher education the same discrepancy two strands of thinking into a single
appears: the teaching of the science integrated fabric. That, in two sentences,
and technical application of materials is what this book is about.
is highly developed and systematized,
supported by numerous texts, soft-
ware, journals, and conferences; there 1.4 A Virtual Violin
is no similar abundance of support for The form of the violin is an
essential part of its personality. In
the teaching of materials in industrial
this electronic violin, the ghost-
design. like form both makes the
Bridging this gap in information connection to the original and
and methods is not simple. The techni- suggests the transmutation that
has taken place. (Image courtesy
cal terms used by engineers are not the
Yamaha Corp.)
normal language of industrial designers
indeed they may find them meaningless.
Industrial designers, on the other hand,
express their ideas and describe materi-
als in ways that, to the engineer, some-
times seem bewilderingly vague and
qualitative. The first step in bridging the
gap is to explore how each group uses
materials and the nature of the informa-
tion about materials that each requires.

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Chapter 1 Introduction

Kara Johnson: After more than 10years working in the design industry, my perspective on
how materials is part of the design process has shifted from materials and materiality to
experimentation and storytelling. In the first few years, I was focused on how to inspire
designers to use new materials and to use old materials in new ways. For the products
we were designing, we considered inspiration and then selection as we moved from the
beginning to the end of the design process. Across all the industries that we worked, we
needed to consider a wide range

of materials plastics, metals, ceramics, Our consideration of materials


and natural materials and a similarly stretched from product to space to digi-
wide range of manufacturing processes tal or service experiences. Materiality
to manipulate each one. This set of is an idea that includes the following:
materials and processes are included in a living hinge made of molded felt, the
the back of the book as a reference for structure of expanded polystyrene bead
any working designer. The level of detail packaging, the rust colored primer that
included is intended to get you up to paints the Golden Gate Bridge, patina
speed, get your feet wet, get you ready to on copper and any other surface, the
ask more questions, and to help you to texture and pattern of pixels, knit graf-
learn and inspire yourself and others. fiti on the streets of London, the sweet
The right conversation with your design smell of molded bioplastics. In indus-
team, your client, vendors, and the try, we see the same ideas represented
factory who will make you what you are in real ways Nikes first knit shoe and
designing will be what makes you more delicately molded sections of EVA for
likely to find the best solution to your barefoot running, the fabric-wrapped
specific design challenge. Gina car and a flaming surface of
In the next few years of work, as pinched metal from BMW, an inde-
designers we started to explore how structable surface of Gorilla GlassTM on
materials could play a role in brand and the iPhone or the brushed metal digital
business strategy, the role of materials surface on iTunes first software release.
was about the connection that products After building a connection between
have with people and how the mate- people and products, the idea of material-
riality of an object plays a role in that ity had become ingrained in our design
emotional and physical connection. process and each designer had the tools

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Materials and Design

necessary to think about it and talk about ovement is present in low-volume craft
m
it (internally or externally). Over the next (on the pages of www.etsy.com) to high-
few years, the role of materials in the volume industries and in between (www.
design process stepped forward to include kickstarter.com) with a focus on both
the idea of experimentation. It became physical and digital platforms, for the sake
evident, that in a highly constrained of artistic expression and commerce.
world of materials, manufacturing, and In an economy that cares equally
design where cost constraints, techni- about what is global and what is local,
cal limitations, or sustainability concerns the place where a product comes mat-
sometimes drive the final selection of ters. This sense of place has highlighted
materials we needed to force ourselves the brand name of each country, city
to jump ahead of the curve. We needed where stuff is made. Would you rather
to experiment early in the design process buy a product Made-in-Korea or Made-
in order to break the rules, to see whats In-Japan? Do you know the difference?
possible and to find new constraints. Does it matter? Apples products are
Experimentation is a natural part of the Designed-In-California, Made-In-China.
design process. With a wide palette and Its part of their story. What is Made-In-
an open mind, we attempted to build our Iran? What is Made-In-Williamsburg?
ideas outside of the boundaries of typical Where is Williamsburg? The story and
industry constraints: a printer wrapped in the meaning of each place and how the
felt, a bottle made of cork with a glass top, culture of making has evolved has and
a perfectly machined black micro-camera. will influence the design process more
We wanted to use materials to build our and more as we want to fall in love with
ideas and provoke a conversation about products and stories that are global and
the stuff that surrounds us and in some local.
way shift the conversation about how we What if your brand is made in the fac-
design, what we design, and how we talk tory? What if the choices you make about
about it. We want to use materials to tell a fabric, metal, or plastic; injection molding,
story. welding, or stitching matter as much as
Looking forward, over the next the tagline, celebrity endorsement, or logo
10years, the following three themes will you choose. Your brand is manufactured,
drive the work that we do as designers not managed. Your brand is a sum of the
and influences the role of materials: (1) signature moments you create where peo-
the resurgence of making and the maker ple can physically connect to your brand.
movement, (2) a global market that drives Your product is your story, your story is
exploration of what it means to be made in your product. The strategy isnt finished
a particular place/geography, and (3) the until the design is. For some companies,
search for a more tangible way of thinking in some industries, for some consumers,
about, talking about, and doing brand. brand is built from the inside-out (1.5),
We are all participating in some way from material to product to identity and
in the maker movement. The maker digital experiences to systems and the

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Chapter 1 Introduction

organization. When brand is built from modify an idea so that when it is made it
the inside-out, elements of materiality and becomes more than an object or a prod-
making matter most. Design plays the role uct, part of a bigger system of storytelling
of connecting materials to a bigger story. and experiences. We want to inspire and
This book is about the core ingredients guide designers to build something that is
of product design materials are the ingre- extraordinary and iconic, something that
dients designers use to imagine, create, and has its own voice, its own story.

1.5 Built Brand


Building brands with a focus on
product...from the inside-out...
starting with materials as the key
ingredient to a complete (36)
brand experience.

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Materials and Design

Mike Ashby: There are three kinds of materials-related books with a design focus. The
first are inspirational, relying on images to showcase materials, accompanied by text that
expresses the emotional and aesthetic response of the writer. The second are books on
material selection in engineering design, developing systematic methods of matching
material choice to the mechanical thermal, electro-magnetic, and environmental
constraints set by the technical requirements of the design. The third of which this
book is an example seeks to connect and blend the approaches of the other two.

My background is in physics, materials there are embedded cultural values in


science, and engineering colored by an each location that differ from those you
itinerant history early schooling in know. It teaches you how to observe (if
Australia, later in Manchester, England, only to help you acquire protective
then Belfast, Northern Ireland, camouflage), to listen to unfamiliar
University at Queens University, Belfast, points of view expressed in unfamiliar
then Cambridge, England, 3years in the ways, and to look for overarching
Institut fr Metalphysik, Gttingen, concepts rather than fine detail.
Germany, nine in the Division of Applied This background hardly qualifies me
Physics at Harvard, Cambridge, Mass, to write about Industrial Design, but
then back to Cambridge, England, in the here Karas fascination with design and
Engineering Department, together with unquenchable enthusiasm provided
a 3-year visiting professorship at the complementary stimulus together with
Royal College of Art in London, UK. access to designers both in the UK and
Switching environments has its chal- the US. The collaboration, somehow,
lenges even in this connected world, produced this book.

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Chapter 1 Introduction

Further Reading

There is a considerable literature on product design, some of it comprehensible, some not. Useful
sources are listed, with isbn number and a brief commentary, at the end of each chapter. Those listed
below are a good starting point.

Baxter, M. (1995) Product Design, Chapman and Hall, London, uk. isbn 0-7487-4197-6. (This ambi-
tious book, which aims at an understanding of the entire product design process, covers design for
appearance, for manufacture, for low cost, for reliability, and for environmental responsibility. A
useful introduction, written in simple language.)

Clark, P. and Freeman, J. (2000) Design, a Crash Course, The Ivy Press Ltd, Watson-Guptil Publications,
bpi Communications Inc. New York, ny, usa. isbn 0-8230-0983-1. (An entertainingly-written scoot through
the history of product design from 5000 bc to the present day.)

Coates, D. (2003) Watches Tell More than the Time, McGraw-Hill, New York, ny, usa. isbn 0-07-136243-6.
(An analysis of the aesthetics, associations and perceptions of products past and present with examples,
many drawn from automobile design.)

Dormer, P. (1993) Design since 1945, Thames and Hudson, London, uk. isbn 0-500- 20269-9.
(A well-illustrated and inexpensive paperback documenting the influence of industrial design in
furniture, appliances, and textiles a history of contemporary design that complements the wider-
ranging history of Haufe (1998), q.v.)

Forty, A. (1986) Objects of Desire Design in Society since 1750, Thames and Hudson, London, uk.
isbn 0-500-27412-6. (A refreshing survey of the design history of printed fabrics, domestic products,
office equipment, and transport system. The book is mercifully free of eulogies about designers, and
focuses on what industrial design does, rather than who did it. The black and white illustrations are
disappointing, mostly drawn from the late 19th or early 20th centuries, with few examples of contem-
porary design.)

Haufe, T. (1998) Design, a Concise History, Laurence King Publishing, London, uk (originally in German).
isbn 1-85669-134-9. (An inexpensive soft-cover publication. Probably the best introduction to industrial
design for students (and anyone else). Concise, comprehensive, clear, and with intelligible layout and
good, if small, color illustrations.)

Jordan, P.S. (2000) Designing Pleasurable Products, Taylor and Francis, London, uk.
isbn 0-748-40844-4. (Jordan, Manager of Aesthetic Research and Philips Design, argues that
products today must function properly, must be usable, and must also give pleasure. Much of the
book is a description of market-research methods for eliciting reactions to products from users.)

Julier, G. (1993) Encyclopedia of 20th Century Design and Designers, Thames & Hudson, London,
uk. isbn 0-500-20261-3. (A brief summary of design history with good pictures and discussions of the
evolution of product designs.)

Manzini, E. (1989) The Material of Invention, The Design Council, London, uk. isbn 0-85072-247-0.
(Intriguing descriptions of the role of material in invention here meaning creative design. The
translation from Italian uses an interesting vocabulary, one unusual in a text on materials, and gives a
commentary with many insights.)

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Further Reading

McDermott, C. (1999) The Product Book, d & ad in association with Rotovison, uk. (50 essays by
respected designers who describe their definition of design, the role of their respective companies
and their approach to product design.)

Norman, D.A. (1998) The Design of Everyday Things, mit Press, London, uk. isbn 0-385- 26774-6. (A
book that provides insight into the design of products with particular emphasis on ergonomics and
ease of use.)

Vezzoli, C. and Manzini, E. (2008) Design for Environmental Sustainability, Springer-Verlag, London,
uk.isbn 978-1-84800-162-6. (A book co-authored by the writer of The Materials of Invention describ-
ing tools and strategies for integrating environmental requirements into product development.)

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