Alessandro Biamonti
Transcription
Alessandro Biamonti
Still Rethinking Design / 1 Design & Focus Alessandro Biamonti Key Words: Design Research, Design Practice, Knowledge, Network Society, Meta-Project, Focus. How to design in a new research paradigms. Abstract Our contemporary Network Society is characterized by the new paradigm between Knowledge, Time and Space; where Knowledge and Speed become even more important and critical. Within this framework, it’s emerging a gap between Research and Practice, which drives to a debate about Design Levels (Design Research, Meta-Project, On-Line Design), their characteristics and relationships. This paper would suggest a scheme based on Variable and Time, as an instrument to manage the relationship between Design Levels, defined through the Project’s Focus. Network Society The Network is an open structure, based on Nodes connected by Links, free to expand itself by the integration of new Nodes, according with their possibility be connected to the whole system. The Links represent the supporting structure of Flows, which run throughout the Network. “The networking form of social organization has existed in other times and spaces”1. In spite of that, according with Castells, we can note how during the last part of the XX Century the big change of technology, from the pure data elaboration, to the Network Technology, it brought deep changes within the morphology of our society. In fact, we can note how the definition of “pure network”, made by Kevin Kelly, “distributed, decentralised, collaborative and adaptive”2, is adaptable to the technology platforms, as well as to the morphological model of our society. Within the Network Society there is increasing evidence of a new relationship between communication, time, and space: the connections created by the informational flows, which represent the productive base of advanced economical systems, are not related with the geographical position of nodes. According with Negroponte, it is possible to say that digitalisation is more than simply reducing costs and increasing speed: it’s a “change in the distribution of intelligence”3 within the framework of a kind of virtual ubiquity. From the designer’s point of view, the changes of the Network Society, are visible in the emerging of the following concepts: 1. Product System: product + service + communication, an hybrid artefact that include all the element4 2. Knowledge economy: the most valued raw material in our age is the Knowledge, on which it is based the bigger part of the element which built the competitive position of a company5. 2 / Still Rethinking Design Toward a Knowledge Constellation The way of creating value of the elements of the Network, follows some peculiarities: all the elements, nodes, flows and the whole network, increase their value with the increasing of interactions. That represents a fundamental innovation about the relationship between the use of a system and the value of the system itself. From an economical point of view, that phenomenon evidences the big change of the paradigms of the competition6: it’s emerging, in opposition to the historical specialized competition, a strong interest on interdisciplinary collaboration, a sort of “harmonizing”7. Richard Normann illustrates8 how the positioning along the value chain shouldn’t be the focus of a contemporary strategy. In fact, in our age the value is a result of a co-creation of different economic factors working not just to add value, but to reinvent it, on a networking context: the Value Constellation. Paraphrasing Richard Normann, and considering the knowledge one of the bigger values of our age, it’s possible to note how a big difference is emerging with the rise of the network society: from a knowledge chain (transmitted just in a linear way from master to pupil, where position is more important than ability) to a knowledge constellation (no hierarchic position, open source, big amount of signal to transform in information). Complexity The high complexity of our contemporary society needs high complex products: hybrid, multi-logical, multi-local. Products which, including the characteristics of our age (think about the big question about local and global), are full of new questions and challenges. Not just competitive products, but products that redefine their markets and often transcend their original program goals to create new market. Within this framework it’s important to underline the concept of Breakthrough Product (BP)9. Cagan and Vogel define BP through the Value Opportunities Chart10 as well as the importance of the so-called Fuzzy Front End: the part of product development process that starts with the general goals of the program and covers the early stages of new product development11. The integrations of disciplines, the importance of user’s interests on critical decision making, the emerging of style and technology, the managing of the Fuzzy End Front, all that represent the structure of a Breakthrough Product. Breakthrough Products are products designed to answer to the needs of contemporary society. Scenario Building, ethnography, ergonomics, as well as several lifestyle references, are required during the development of such complex product. Cagan and Vogel underline how, with a “free fall”, product succeeds only by chance. It doesn’t matter if there is a technology core and capital: new product development is a climb, not a free fall. Still Rethinking Design / 3 Gap R/S More than an answer to contemporary needs, design should be a visionary activity finding solution for future needs12. In front of such new question it’s good to consider design as a language to provide new answers, to find solutions (more than one. In fact, in our time, one solution is usually not enough). The way of working, for most of the main big Design masters, was to develop a project starting with a research, in the same process, within the same knowledge (and space). The project’s process included the time to develop a research focused on the project’s subjects. The increasing speed on industrial process, within the “time to market” concept, it defines, related to some productive aspects, the speed itself as a quality13. Design is called to give solution almost in real time, pushing the professional job toward a concept of “on line design”. Nicholas Negroponte14 suggests us how, with the development of the new communication technologies, a software project could literally move around the world from east to west on a twenty-four-hour cycle, between different persons, different groups, turning work and rest time according to their geographical position. In our time, the opportunity to develop “on line project” represents a historical acceleration of the design process. This leads us to have a extremely short time to give solutions, too short to elaborate an adequate research. The need to become increasingly faster in providing Design solutions, causes a gap between Research and Practice. On one hand, Research is working out of a timing, whereas Practice, is working under pressure, almost in real-time. This gap is at the same time conceptual and physical. Indeed, Research and Solutions are developed in different places, from different people, in a different time and with a big flow of Knowledge which goes through these differences. Variables/time/focus. Starting from the consideration that every project has the goal to develop a solution (that could be relative, for the following steps), the development of a design solution implies the management of a certain amount of Information, in order to create a Knowledge. This occurs according with an adequate balance and a filter of two components: Time and Design Variables. 4 / Still Rethinking Design The scheme I refers to, it considers Time and Design Variables as main polarities-axis in defining the Design levels. Within the scheme, the area of Possible Solutions could be considered as the place where Design Variables meet Time, in the right balance. The right balance between the two components depends primarily on the project’s focus. Outside of the Possible Solution Area we would find projects with too many variables that have to be managed in a too short time, which drive to the impossibility to get a solution, or projects with too much Time, which drive the project to loose the general focus and to waste energies. Design Levels Using the defined scheme, it’s possible to define three areas. Different areas based on the different relationships between Variables, Time and Focus. Different Design Levels. Design research. It’s the level with the greatest amount of Design Variables, as well as an adequate Time to manage them. It’s allows one time to reconsider the discussion’s platforms, or to build new ones. The main activity within this level is about problem setting15. Meta-project. This is an hybrid level16, which assumes the discussion’s platforms - of Research - as base, to explore the Design potentiality17, without an immediate productive outputs. Meta project, as hybrid level, could be considered in relation with the other field in which the term meta is used18, that drive us to the definition of “a project of a project”. Design on line. This level is strictly related to productive realities. The amount of Design Variables is adequate to the very short time provided for Design Solutions. Is the level where design team has to provide solution to the market. A proposal: S=K∫(T, V) The core of the proposal it’s to put in evidence how a real solution depends on the right balance of Time and Variables. On the Time’s axis it’s considered the time of duration of a project. On the Variable’s axis we have two kind of relations: on the first part of the axis the number of variables increase inside the field of the project, in the second part the number of variables could be extended to all the fields. Still Rethinking Design / 5 The scheme it could be read as well in the following way: S=K∫(T, V), where S is Solution, K is the Knowledge, T and V are Time and Variable as above mentioned. On other word, better, on word it means that to provide a Real Solution it depends from the Knowledge of the platform in relation, a kind of mathematical function, with Time and Variable. At this point it could be interesting to try to figure how to read the scheme as well, and so a new question it could emerge: the focus drives the universe of the real solutions, helping to make clear the limits over which it would be wasted time or energy; or is this limits, defined through several probes, which help to define the focus of a project? Acknowledgements I wish to express my gratitude to: Andrea Branzi, Ezio Manzini, Giulia Birindelli, Ilpo Koskinen, Jan Verwijnen, Joseph Pine, Pekka Korvenmaa, Peter McGrory. Bibliography AA.VV. (2001) Cluetrain Manifesto, Fazi Editore, Roma. Bauman, Z. (2000) Modernità liquida, Feltrinelli, Milano. Bauman, Z. (1999) La Società dell’incertezza, Il Mulino, Bologna. Branzi, A. (1999) Introduzione al design italiano, Baldini&Castoldi, Milano Branzi, A. (1998), Il sopravvento della Logica Fuzzy. Domus, June, 783 Branzi, A. (1997) La crisi della qualità, Ed. Della Battaglia, Palermo Branzi, A. (1996) Il design Italiano. 1964-1990, Catalogo della mostra, Electa, Milano Branzi, A. (1990) La quarta metropoli, DA Edizioni, Milano. Branzi, A. (2002) Una Modernità debole, Politecnico di Milano, Milano. Brown, J.S. and Duguid, P. (2000) The Social Life of Information, Harvard Business School Press, Boston Bunge, M. (1997), Ciencia Tecnica y Desarrollo, Editorial Sudamericana, Buenos Aires Cagan, J. and Vogel, C.M. (2002) Creating Breaktrough Products – Innovation from product planning to program approval, Prentice Hall, NJ Castells, M. (1998) End of millenium, Blackwells, Oxford Castells, M. 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(2001), Lifelong Learning in the Global Knowledge Economy: challenger for Developing Conutries, www.worldbank.org/education Notes 1 Castells, 1996 2 Kelly, 1994 3 Negroponte, 1995 4 Mauri, 1996 5 Nordstrom and Ridderstrale, 2000 6 Nordstrom, 2000 7 Negroponte, 1995 8 Normann and Ramirez, 1998 9 Cagan and Vogel, 2002 10 The schedule proposed by Cagan and Vogel, in order to differentiate a product and contribute to the overall experience of use, takes in consideration the following values: Emotion, Ergonomics, Aesthetics, Identity, Impact, Core Technology, Quality, and Extra 11 The main point of the Fuzzy Front End are: Identifying (emerging trends), Understanding (holistic product definition) , Conceptualizing (multiple concept), Realizing (product proposal for Program Approval 12 The meaning of the Italian verb progettare is gettare oltre “to throw further”, thus referring to the action of building a bridge between present and future 13 Maldonado, 1986 and Branzi, 1997 14 Negroponte, 1995 15 Koskinen, 2001, and Southwell in McGrory, 1995 16 Magnaghi, 1973 17 DA, 1998 18 Meta-language: in logic and linguistic, every language, natural or formalized, which inquires and describes an other language assumed as subject. Meta-theory: in contemporary logic, theory that it has as subject an other theory (said theory object) Still Rethinking Design / 7 Alessandro Biamonti V.le Montenero 29 – 20135 Milano I abiamontiarch@iol.it Architect (Politecnico di Milano, Colegio de Arquitectos de Valencia), specialized in design (practical and theoretical aspects), has been consultant for several companies. He is undertaking a PhD in Industrial Design at the Politecnico di Milano (Italy) where, besides to be tutor for several courses, he’s developing his PhD research (Learning Spaces – Toward an Environmental Learning System for the Faculty of Design) with professors Andrea Branzi and Francesco Trabucco. With SDI of Politecnico di Milano he’s involved in design research with the team of professor Ezio Manzini. From September 2002 to January 2003 he’s been Visiting Researcher in UIAH (University of Art and Design – Helsinki), within the Product and Strategic Design Department.