Objectified Page #6
and reality and people. And I almost envision them
becoming the intellectuals of the future.
I always find it really funny, the French, whenever
they have to talk about the price of gas or
the cheese war with ltaly, they go to a philosopher,
right? You know, it's kind of hilarious but
philosophers are the culture generators in France.
I want designers to be the culture generators
all over the world, and some of them really can. And
no matter what, they should become really
fundamental bricks in any kind of policymaking
effort, and more and more that's happening.
But I see designers as designing not any more
objects, per se, in some cases yes,
but also scenarios that are based on objects that
will help people understand the consequences
of their choices. And people like Dunne and Raby
do that, exactly, they call it design for debate.
We use design as a medium to try and explore
ideas, find out things, question.
We've got cinema, fine arts, literature, craft...
every other medium seems to have a part that's
dedicated to reflecting on important issues, yet
design, the thing that's responsible for so much
of the built environment around us doesn't do that.
I think that's one of the things that attracts us.
So even though our design ideas are never really
put into mass production, we always try to
suggest that they could be mass-produced or they
could be on the scale of hundreds of thousands,
because that's part of what we're interested in.
We love the idea that with a product, or shopping...
we love showrooms.
Because what is a showroom, you go in there,
around lKEA and you imagine this is in your home,
you project yourself into this other space. But you
could actually buy that and have it at home.
It's true, when you walk into a gallery, you don't
imagine the sculpture at home and how it's going
to impact on your life. But if you walk into a shop,
whether it's electronics, or furniture, or a car
showroom, you do imagine yourself experiencing
So when we do conceptual products, we're hoping
that people will imagine how that will impact
on the way they live their lives.
We were part of an exhibition and Fiona and l
decided to focus on robots.
There are four of them altogether.
One of them, for example, might become the
interface for important data you keep online
or on remote servers. So it's a strange, wooden
shaped object that you pick up
and it has two holes at the top, and you stare at
its eyes for about five minutes.
And when it's checked it's you, it releases the
information. So it's not just a quick glance
at a retinal scanner, but a meaningful stare into this
machine's eyes. And also you feel better, you feel...
"Yes, it gets me," and then you access it...
"There's no chance it mistook me."
Another thing we became interested in is as
devices become more clever or more smarter,
one of our roles as designers might be to handicap
the technology and make it dependent on us
in some way, or needy. So we thought it might be
interesting to design one that has
to call the owner over to it whenever it wants to
move.
We really wanted to look at the materiality of what a
robot might be, so one of the key things
we wanted was when someone saw the robots, we
wanted them to go, "Well that's not a robot."
That's not even within the robot language. But the
minute they ask that question, then they're
immediately thinking, well what is a robot, what a
robot should be, what kind of identity it might have.
People, especially students, often say at the end of
lectures, "But you just design things that
get shown in museums and galleries, shouldn't you
be trying to mass produce?" And because we're
more interested in designing to deal with ideas,
actually putting things into a museum like MoMA
reaches hundreds of thousands of people, more
than if we made a few arty and expensive
prototypes. So I think it depends, I think we're
interested maybe in mass communication
more than mass production.
Industrial design has been so closely tied to
industry, and working within the constraints
set by industry. Very quickly you come to edges of
the spectrum of choice, the official choice,
of what kinds of things that the companies who
produce these products believe people want.
And we know, people want a lot more interesting
things, but so far we haven't managed to...
to cross that gap.
People are creative, by nature, and always not quite
satisfied with the design of something
that they have, that they've bought. They adapt it.
Is there some way we can better engage with
people's creativity to make more of it
or to enhance what they can do for themselves, or
create the tools or the platforms
from which people can operate.
The tools with which we do design today are our
tools.
We make the shapes, people buy and use the
shapes.
Tomorrow, this will be different. The tools to make
things, and to define your world,
will be available to everybody.
Because of the connected world, the idea of
designing something for a different community
in a different part of the world is now becoming very
much more prevalent.
Before there was a sense that Africa was so far
away you couldn't do anything about it,
but now there seems to be a sense that because of
the connected world, we can make a big difference.
As designers I think we're so far removed from the
actual object. You can design virtually,
prototypes can be made remotely, the actual
product's often manufactured on another continent
That's why a lot of the products we're surrounded
by, a lot of our manufactured environment,
seems too easy, too superficial.
If I had a billion dollars to fund a marketing
campaign, I would launch a campaign on behalf of
"Things you already own, why not
enjoy them today?"
Because we all have so many things, they're just
around, they're in the closet, in the attic,
that we don't even think about anymore, because
there's not enough room left in our brains
because we're so busy processing all the exciting
new developments.
At the end of the day, when you're looking around at
the objects in your house, and you're deciding,
"What here really has value to me?" They're going
to be things that have some meaning in your life.
The hurricane is coming, you have 20 minutes, get
your stuff and go. You're not going to be saying,
"Well that got an amazing write-up in this design
blog." You're going to pick the most meaningful
objects to you, because those are the true objects,
that truly reflect,
the true story of who you are, and what your
personal narrative is, and the story that you're
telling to yourself and no one else because that's
the only audience that matters.
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