Beruflich Dokumente
Kultur Dokumente
design
*chapters 1, 2 & 3
Juliana Proserpio
The evolution
of design
*This chapter was written by Juliana Proserpio and is part of
a series from Echos on The Power of Design.
Design has evolved and expanded its horizons in recent years. One of the rea-
sons behind this evolution is increased complexity in how people deal with
design challenges.
At first glance, the term design makes us think about aesthetics and tangible
objects with sub categories such as graphic design, product design, car
design, and shoe design. However, the scope of design is wider including con-
sidering the intended outcome related to an action and planning human
cetered solutions. This may involve tangible or intangible problems and solu-
tions whose designs are dependent on the nature of the problem and the
desired solution.
When dealing with complex problems the WAY you do things or HOW you
solve problems matters and creates different outcomes. The rule that states
“the order of the factors does not alter the product” is not applicable when
dealing with systemic change and people and this is why
HI! design thinking has been so important nowadays.
I AM DESIGN :)
SYSTEMS
- culture
- organizations
- business
- learning
INTERACTION
- service
- experience
1
ORDER
2
ORDER
3
ORDER
4
ORDER
- behaviour
- digital
ARTIFACTS / INDUSTRIAL
- product
- space (architecture)
SYMBOLS
- graphic
- information
- communication
1_DESIGN OF SYMBOLS
In the first order, using the principles of Graphic and Information Design, there
is an emphasis on developing the necessary symbols for the communication
process. From a visual point of view, it is a matter of projecting the message to
be transmitted, persuasive arguments, syntax and semantics, enabling under-
standing and facilitating the exchange of information. This is the order of
design that involves typography, illustration, photographs, prints and every-
thing related to the universe of graphic design, visual design and communica-
tion design.
3_DESIGN OF INTERACTIONS
This order is related to people's behaviour, as occurs in Interaction and Service
Design. The third order is about designing the processes involved in how
people act; designing transactions and activities over time, as well as defining
the points of contact and choice options. In the interaction order the field of
design is in action. The focus here is on drawing experiences rather than
objects. In this order the focus is on interaction, services and experience
design.
4_DESIGN OF SYSTEMS
The last order of design is the most complex, we are talking about designing
dynamic environments and systems. It is about designing the transformation of
systems and their structures. It also involves designing their functions and
flows as well as using its dimensions and constraints. The last order focuses on
human systems, the integration of information, objects, interactions and
social, work and learning environments. In this order the focus is to design
businesses, learning experiences, systems, culture, organizations, and cities.
The four orders of design can represent four different contexts where design
can be applied, four orders of thought maturity in design, or just four different
ways of approaching a design problem.
At Echos we focus in the third and fourth order of design; an area that few
people endeavour because of its ambiguity and complexity. We call it the
“INVISIBLE DESIGN”.
You’ve probably never thought about it, but we are only here because we’re all
very good designers. Human beings are physically weaker, and not very fast
compared to other species. We also don’t possess unique body adaptations
that allow us to fly or swim… However, our greatest advantage is that we were
able to create TOOLS, and these tools are the ones that are making us evolve.
Human evolution is facilitated by our ability to invent and reinvent tools. By
creating tools, we are not only constantly evolving our skills, we’re also
developing new skills in order to generate intentional or non-intentional
results. This is what makes us DESIGNERS.
LANGUAGE:
able to communi-
cate new ideas,
tools, systems
BRAIN: and enact others
aspirations by it
desires
connections
BIT OF MADNESS:
creates “Le point de démence
intentions de quelqu'un, c'est la
source de son charme.”
Gilles Deleuze
EYES:
= Believe in
recognize yourself to
patterns endeavour change
(able to under-
stand problem,
cause, effect & EMOTIONS:
correlations) ability to feel
what others
feel, empathize
and also use
HANDS: intuition when
“maker hands” not knowing the
has skills to “right” answer
build,
prototype and
learn from it
As humans, we’re agents of mutations and now we’re even becoming mutants
ourselves since we’re designing genomes and advanced bodies which possess
enhanced skills through technology (cyborgs). As defined by Carlos Rati and
Matthew Claudel in their book The City of Tomorrow: Sensors, Networks,
Hackers, and the Future of Urban Life – “Mutations in the natural world are
random, our concept of design is directed by futurecraft. Most importantly,
futurecraft is not about fixing the present (an overwhelming task) or predicting
the future (a disappointingly futile activity), but influencing it positively.”
Being aware of ourselves as designers can change the way we think about our
problems. It has the capacity to create a perception of power and will within
the system; and this is not something that we hear every day. Humans are
inherently designers and this is part of our evolution which has helped us
survive and improve along the way. However, we're now still exploring HOW
humans are able to design solutions individually or collectively in a broader
perspective. We’re yet to fully understand how humans are able to design, but
we have a few clues from what this might be.
3.
HUMAN NEEDS: Value is only created when address real needs. Good
design comes from understanding psychological patterns, behaviours
and actions behind preconceptions.
4.
PURPOSE: A purpose or an intention is essential to creating a vision of
the future. (*Intention may not be a desire for change, but also a
provocation of what could happen.)
Understanding in depth how humanity uses the power of design and also what
we can design is crucial for our next step in evolution.
When entering a new world such as this enhanced digital world where virtual
reality and artificial intelligence lies, we feel like as if there’s an absence of
rules, methods and a complete sense of freedom; but it can also be scary.
Let me explain.
We are part of nature, and nature that creates nature is also nature, right? A
better way to characterising it would be the degrees of natural creation.
Or a better way of saying it would be that nowadays, there are four degrees of
naturality.
4 degrees
of naturality
1.
designed &
produced by nature.
For the first time, the Facebook Artificial Intelligence Research unit
discovered that an artificial intelligence had created a new type of language
that humans wouldn’t understand.
The fourth degree of artificiality represents designing and developing new
creations by itself like this artificial intelligence creating a new language. This
language is a result of a human design, designing and producing by itself.
We, as a society, can understand, measure, and regulate the first three
degrees of artificiality, but are we prepared for the fourth?
Modern society usually tends to understand and accept only what it can be
regulated, but not the possibility of the new. New means that we don't know
how to respond, that it is unpredictable and that is what scares us.
As designers, we know more about the creation itself than the actual results,
and that is why one of the primary tools of designers is to prototype so that we
can test how the new will play out.
Design theoretics says that the difference between scientists and designers is
that scientists focus on the discoveries of the reality of the world and
designers create what will become a reality (the future).
When creating new futures or new paradigms for society, there's always one
question at the back of my head. So what is right? Are we designing futures
based on bias?
Where should we draw the line of what is an ethical creation and what is not?
The intention of designing for the good is beautiful and noble, but at the same
time, could be implicated with a lot of bias and contextual untruths.
My reflection on it is that as designers, we could always design, thinking
about a virtuous cycle that is based on real needs; the downside of this
rationale is that if we’re only thinking about needs, we’re only thinking about
addressing the past.
The opposite way of framing it would be to design for intention, thinking about
the emergence of the new, but in this way of thinking, the rise of the new could
be biased.
Problem Desirable
(past) Future
The social need is connected to humanity and the context of the society in the
present and the past. It's related to the values of humans and needs that are
important now creating a real meaning and connection to reality.
The intention is the value and direction of evolution and future craft that only
humans can envision. It's the enabler of change and disruption in the world.
Emerging technologies are our latest abilities to drive change the best way
we can. It's our constraint and enabler at the same time to venture and to
make a vision become a reality.