Route 77 Travelogue, Part 6: Ziba and Pensole

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San Francisco wasn’t the only city with designers innovating for the future, as Dave discovered when he arrived in Portland just a few days later. Keep up-to-date with all of the adventures on Route 77 by following @DaveSeliger on Twitter!

Day 19

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Ziba is the largest design consultancy I’ve visited on my road trip so far, but I honestly knew little about the firm beyond some of the gorgeous work they’ve done for TDK. Design directors Paul Backett (ID), Mick Glenn (Environment Design), Chris Butler (Research), and Aura Aragon-Ball (Communications Design). The office is located in a futuristic building of metal and reclaimed wood nestled in the contemporary mixed-use architecture of the Pearl District in Portland, OR. The design directors decided that the best way for me to understand Ziba would for me to take a firsthand look at Ziba’s intensive process.

ziba_group.JPGZiba’s Aura Aragon-Ball, Mick Glenn, Paul Backett, and Chris Butler

Ziba’s office is divided into four “neighborhoods” of design disciplines with three “buildings” of project rooms in between. Backett mentioned that designers spend only minimal amounts of time at their desk; the project rooms become their home in the long-run. Now, I’ve seen my fair share of project rooms over the years, but Ziba’s project rooms put all the rest to shame. The walls are absolutely covered in sketches and concepts. One room I visited showed the results of a 50-hour, fast-paced brainstorming session; another showed hundreds of logo designs in search of a handful of potential best ideas. Designers from different disciplines will contribute sketches and ideas in what Backett terms “cross-pollenation.”

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The most surprising part of the tour through Ziba’s process was when we visited the department of Research Director Chris Butler. Although his department produces the classic style of research through contextual interviews and the like, Butler described how the goal is to “deliver authentic and meaningful experiences” by uncovering the intersection in values of both the consumer and the brand. In order to get to this very specific level and to “keep relevant,” Butler’s team starts out with the macro trends developing the world over. “We try to determine how what’s happening in design reflects what’s happening in politics, in the news, in culture,” said Butler. “We’re tracing these trends back to the core root.”

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Apple, EPEAT and Design for the 21st Century by Marc Alt

[Update, 7/13: Well, that was quick—Apple has just announced that they are re-adopting EPEAT, huzzah!]

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Apple recently decided to completely withdraw all current and future products from the globally accepted green electronics registry and rating program EPEAT because the standards involved no longer fit their “design direction.” The message that this sends to the design community is profound. That the decision was made in the name of design is disingenuous and a disservice to all designers and engineers. But was it, in fact, a necessary step for Apple to take in order to keep running as fast as they are, year after year?

EPEAT is one of the most open, stakeholder-driven, equitable and sophisticated multi-variate eco-labels in the world, covering everything from lifecycle, energy, materials, packaging, recycling and social equity issues. It is a model eco-label that has transformed the industry towards cleaner, greener and more sound practices. Its existence benefits a wide-ranging and global value chain touching hundreds of related industries and markets. The standard has helped environmental and social NGOs working to help solve e-waste and promote effective recycling globally, and the innovations in materials and energy efficiency standards that have evolved from the adoption of the standard have had positive consequences on energy use and the flow of toxic chemicals and compounds in the mining, production and recycling phases of the life of electronics globally.

As one of the companies intimately involved in building the EPEAT standard, it’s a remarkable shift for Apple, who have, up until this decision, used their product track record of being rewarded the highest EPEAT Gold ratings as a badge of honor in talking about their environmental commitments. Steve Jobs mentioned the rating by name several times from the podium in product announcements. Apple’s continued commitment to reducing packaging, improving the energy efficiency performance of their products, reducing the impact of toxic materials, support of recycling and recent efforts towards improving social equity and manufacturing standards are all in line with the mission and guidelines of the EPEAT rating system.

On the surface, the decision, combined with a lack of communication about it by Apple, effectively sends a message of disregard for the combined work of dozens of organizations, NGOs and even entire countries who have collaborated for years to build a multi-billion dollar, stakeholder-driven, transparent, sustainable market for green electronics. The specification of EPEAT rated products in purchasing and procurement policies has been adopted by institutions, municipalities and is now recognized and required by many countries for their government purchasing. Can you imagine how pleased EPEAT member companies like Samsung, HP and Dell are now with the idea that the U.S. Government and many others can no longer purchase Apple laptops, computers, and monitors?

Owing to the lack of official announcement by Apple, one theory is that this is a symbolic case of technology outpacing the eco-labelling organization’s ability to keep up with the constantly shifting manifestations of consumer electronics. In a world in which the distance between cinematic, futuristic visions and real-world applications of holographic, touch-based, virtual surfaces and devices is narrowing rapidly, the ability to re-define and update standards that keep pace with these platforms is incredibly challenging. The unrelenting push of Moore’s Law towards higher computing power in more ever more compact, miniature forms exceeds the ability of standards setting organizations to keep pace, and EPEAT—as of this writing—only covers desktops, notebooks and displays. Imaging equipment, including TVs, printers, copiers and scanners are on the near horizon to be included in the standard.

There are equivalents of technology outpacing standards in other sustainability-based design rating systems. The U.S. Green Building Council’s LEED standard has for years been criticized on a number of fronts, including its lack of teeth and ability to evolve quickly. Alternate, innovative and holistic standards like the Living Building Challenge have risen to fill the need for more forward-looking architects and builders. But for all of its glacial pace, LEED has without question transformed the entire building industry globally, and has transformed entire markets, while raising worldwide awareness about sustainability in the built environment. It’s not perfect, but it serves a purpose and moves a very large needle forward through a coalition of the willing.

The EPEAT process is known to be very slow due to its stakeholder driven, peer-reviewed decision-making process. It can take years for new standards and product categories to be included in the program, and for updates to filter their way through the organization’s vetting process and make it into the published standard. The iPad, for instance, is currently not covered by the “PC” standard of EPA’s Energy Star, which is one of the base requirements to participate in the EPEAT rating program. The “Slate” category that the iPad falls in is currently in the process of being approved by Energy Star, and in so doing, would open the iPad up for scrutiny by the EPEAT rating process, which it would have very likely failed on the ease of disassembly requirement, despite being very energy efficient. This could very well have been one of the factors that triggered this decision by Apple, along with the most recent MacBoook Pro which has been found to be exceedingly difficult to disassemble.

There is an implicit conceit that in order to continue to design things on their own terms, Apple needs to run free, unconstrained, to innovate and produce objects of desire and profound beauty and performance. These products define their brand and have re-defined an entire industry, making them the most valuable company in the world. Year after year they pioneer new and often environmentally friendly technologies in their products. But did they have to abandon EPEAT in the name of design?

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Route 77 Travelogue, Part 5: Artefact and ASTRO Studios

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It took a bit longer than he planned, but Dave finally escaped from Los Angeles and made it to San Francisco in time to speak with the designers behind the future of cool. Keep up-to-date with all of the adventures on Route 77 by following @DaveSeliger on Twitter!

Day 17

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With so much amazing design and technology happening in San Francisco, it was extremely hard to choose whom I wanted to visit in the area. I eventually settled on two design consultancies who moonlight as entrepreneurs, but who combine design with cutting-edge technology to bring extremely innovative and disruptive products to market. First up I sat down with Charlie Stabb from the new Bay Area branch of Artefact, with Adriana Gil Miner and Robert Murdock (the new studio lead for the San Francisco office, formerly of Method) video-conferencing-in from Seattle.

artefact.jpgArtefact’s Robert Murdock, Adriana Gil Miner, and Charlie Stabb

When I first heard about Artefact, the firm’s name struck me right away as something different. Although many design firms improve on poor products while trying to create better user experiences, I still believe any firm making products is, in the end, adding to the giant pool of stuff that our world is made up of. Choosing a play on the word “artifact” as the firm’s name suggests creating products that embody longevity and are not simply meant to be replaced a few years down the road. What happened to heirlooms or products that have such value that they are passed down from generation to generation?

Artefact defines their firm’s mission as the Principles of 21st Century Design. These include some rather unexpected values, like dignity, liberty, and well-being. Yet the most surprising value, and one I was pleased to see, was timelessness. “It’s not about designing a new version of a car each year,” said Gil Miner, “but establishing a new model of interaction that changes the market entirely.” Gil Miner went on to elaborate that timelessness in modern design could mean developing a robust technology platform and hardware that could support future iterations of software; for example, a single iPhone that supports multiple future versions of iOS. In this way, Artefact can create timeless products that stay up-to-date with revisions. “That’s the beauty of matching software and hardware,” said Gil Miner.

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Although Artefact has a vast portfolio of great product consultancy work, it is their growing entrepreneurial side that really defines the firm. “Consultancy allows you to work very closely with a company,” said Gil Miner. “Incubation allows you to take these experiences and learn from them, but then also feed your entrepreneurial experiences back into consultancy.” Artefact has a range of concepts in various stages of development. Ideas like Wireless Viewfinder Interchangeable Lense (WVIL) and See What You Print (SWYP) take technology and design to the next level, but are currently in the proof-of-concept stage.

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Route 77 Travelogue, Part 4: The Future of Cars

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After working his way through the South, Dave talks with innovators of the automotive industry in Phoenix and Los Angeles. Keep up-to-date with all of the adventures on Route 77 by following @DaveSeliger on Twitter!

Day 13

local_gen2.JPGThe newest generation of the Rally Fighter

I was very excited to find out that Local Motors, a crowd-sourced car company, was based out of Phoenix, AZ—right in the middle of my four days driving through the desert. Local Motors released the first generation of the Rally Fighter in 2010 and is now rolling out the second generation. The company has also hosted design competitions for a variety of clients, including DARPA and Peterbilt. However, Local Motors faces stiff criticism that the company is effectively lowering the value of designers through their design competitions. I sat down with Local Motors’ Adam Keiser and Alex Fiechter to learn how the company is attempting to disrupt the auto manufacturing industry through crowd-sourced design, as well as increase the value of designers along the way.

local_adam.JPGLocal Motors’ Adam Keiser

local_shop.JPGLocal Motors’ microfactory

Local Motors CEO Jay Rogers initially came up with the concept for a community-driven (no pun intended) car design company while a student at the Harvard Business School. The point behind having a community—called the Forge—design a car is to have them design the car they would want to buy and then make that car a reality. In this way, Local Motors has an established niche market before the car is even produced. This is in stark contrast to the current paradigm of auto manufacturing. “You can’t walk into Ford or GM and say, ‘I want a car exactly how I want it designed,'” said Keiser. Moreover, Local Motors is set-up to have an extremely quick turnaround from initial sketches to a working prototype; in the case of the Rally Fighter, this timeline was only 18 months.

local_gen1.JPGThe first generation of the Rally Fighter

local_beta.JPGThe prototype Rally Fighter

At the very foundation of this business model, though, is having a dedicated community of designers and engineers that will design whatever this car is. Fiechter argued that the compensation for the winning designer is more than fair. In the case of the Rally Fighter, winner Sangho Kim received $10,000 when Local Motors started to develop the car. The implicit understanding is that the prize money is representative of Local Motors purchasing the designer’s IP. Given that each competition only lasts for 3 to 4 weeks, and that a majority of competitors are students or recent graduates, “that’s pretty significant compensation for that amount of time,” said Feichter.

Ride along after the jump…

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Route 77 Travelogue, Part 3: Shaping Communities through Design

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Charlotte and A-Town were just a taste of what the American South has to offer: in this chapter of his road trip chronicle, Dave shares an optimistic outlook from New Orleans and Austin. Keep up-to-date with all of the adventures on Route 77 by following @DaveSeliger on Twitter!

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Day 8: New Orleans, LA

In just two years, the work of creative studio Civic Center has become synonymous with grassroots urban revitalization in cities like New Orleans and Detroit. A visit to their studio was at the top of my list for my road trip plans, and I relished the opportunity to sit down with studio founders Candy Chang and James Reeves, as well as newcomer Olly Blank, to chat about Civic Center’s history, philosophy and projects.

civic.JPGThe Civic Center crew

Surprisingly, Civic Center actually began as a record label in New York before moving to Helsinki and eventually settling in New Orleans in 2010. Chang studied architecture, then graphic design, soon realizing that “design is pretty powerful and can get people’s attention.” But what for? Chang’s answer came during a collaboration with the Center for Urban Pedagogy in New York City. The goal of Street Vendor Guide project was to allow the population of vendors in the city, who normally have little interaction, to connect and “share stories.” Design could be used to facilitate the flow of information.

This experience led Chang to “focus on cities, but ignore the disciplines around it.” Conversation centered around urban design in one’s city can often be inaccessible because “design is cloaked in academic terms,” although “at the end of the day, we’re talking about very basic language.” In recent years, there has been a dramatic shift out of the suburbs and back towards the urban centers of America. “People are starting to return to cities,” said Reeves, both physically and psychologically.

civic2.jpgA page from the Street Vendor Guide

A potential challenge is motivating all the members of a community to partake in the necessary conversations about their neighborhoods and lives. “People are lined up for Black Friday at 4:30am,” said Reeves, “but how do you get people to line up to talk about their child’s school?” A history of ineffective government can destroy citizens’ faith in the systems behind education, housing and law enforcement. This fate is all too real for the good people of New Orleans, who are still recovering from Hurricane Katrina seven years later.

Yet the “most interesting things are happening where the government has been neglectful,” described Reeves. Black market or unlicensed businesses emerge in the sidewalk cracks of the city, not by criminals, but by the common person “out of necessity.” Civic Center helps to bolster this movement by providing the “tools and tactics to bypass the government.” Reeves and Blank wondered aloud if this approach to government—or rather the lack-thereof—made Civic Center a political organization, but eventually decided that politics are besides the point when a government fails its citizens. “We want to see the government get involved in the conversation,” said Reeves, “but it’s not happening.”

r77_gov.JPGA poster hanging inside Civic Center

One theme about design in America I’ve encountered over the course of my travels has been about connectivity via the Internet. However, in New Orleans, where less than half of the residents have access to the Internet, connectivity within communities needs to be rethought. “People feel if they retweet something, they’re making a difference,” said Reeves. This desktop do-gooder mentality is only compounded by New Orleanians’ aversion to outsiders and, well, maybe the Internet is not the answer to all problems of creating connections. In many ways, Civic Center is truly a return to analog forms of communication. Similar to her experiences with street vendors, Chang wants to leverage the knowledge in a community. “You don’t bump into every neighbor,” said Chang. “Potential wisdom doesn’t get passed on.”

r77_civic.JPGCivic Center’s house-cum-storefront-cum-studio

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A New Wave of Hardware Innovation, by Dale Dougherty

jellyfish_art.jpegJellyfish Tanks by Alex Andon

A meetup for hardware startups brought 200 people to a warehouse in San Francisco’s Dogpatch. All around were jellyfish tanks, a business started by Alex Andon, and featured in Make Magazine last year. The meetup was organized by Nick Pinkston, the founder of CloudFab, who thought that people designing hardware products wanted to find each other more easily. I found new startups doing e-textiles, robots, medical diagnostic adaptors for the iPhone, a new kind of coffee maker and others, including a foldable kayak.

orukayak.JPGOrukayak by Anton Willis

Over on Kickstarter, hardware products such as Pebble, Twine and PrintrBot are raising the bar on raising money via crowdfunding. While hardware projects are raising millions, traditional sources of investment such as venture capitalists don’t seem to be interested in hardware. One exception is Brad Feld of the Foundry Group who has invested in MakerBot, the 3D printer startup headed by Bre Pettis and located in Brooklyn.

A large chip company is now hiring makers in its research and development organization. Another software company is looking for “maker advocates” who can help them understand how to connect with the maker community and develop products that meet their needs. Others are starting to look at makers as extension of their own R&D efforts.

There’s something new happening in hardware, and we’re seeing a new wave of innovation from new sources, inspired by the maker movement. The combination of open hardware, collaborative design practices and personal fabrication tools are making it possible for a whole new group of creatives to develop physical things, reconnecting to the world around us. It’s a prototyping revolution that allows almost anyone to take an idea from sketch to functional prototype.

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IKEA Designing Not Just a Neighborhood but an Entire Community

StrandEastoverview.jpgAn overhead CGI rendering of Strand East situated in London. To the north is Olympic Park. All images courtesy LandProp.

IKEA’s building a neighborhood. I recently read up on The Globe and Mail’s Doug Saunders’s visit to the site, dubbed Strand East, which will be managed by the property development arm of Inter IKEA Group.

The designs, available in an interactive web site, will be implemented in a stretch of property in east London and span some 26 acres, with 1,200 homes and apartments for families and dwellers of different sizes and incomes, as well as office and commercial spaces and a school.

DanesYard1.jpgA view of Dane’s Yard and the Northern Quarter, the planned creative zone.

Indeed, Strand East’s recent press release [PDF] points to five types of quarters, from a creative one in the northeast to a commercial one in the north. At the south, “The Hub” will serve as the primary social space, with a public square, a community building and cafes and bars. The residential area will pay homage to London’s urban character, with “mews” and back alleys for privacy, and townhouses for larger families. With an eye towards sustainability and community, some areas will be designated solely for walking, and clean energy strategies are promised.

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Crowdfunding Revolution: Prepare to Launch, Pt 1 – Build Your Structure

crowdfunding_structure.jpegScaffolding: Construction work at the Lehrter Hauptbahnhof, Berlin. By Tup Wanders, via Wikimedia

So. You have an idea. You’re sold on crowdfunding. Now you’re ready to jump in head first. Where do you start?

In this part of the crowdfunding series, I will cover how to get ready to launch your project. There are two aspects to launching: The Structural work (boring) and the Storytelling work (exciting).

Structural work refers to setting up the way your project will work. Figuring out how much money you should raise, how long your project should run, how to set up your Pledge Tiers, etc. It’s boring stuff, but extremely necessary to making things run smoothly.

Storytelling work refers to how you will describe your project to the world. This involves shooting a video, getting needed imagery, writing copy, etc.

Turns out there is a lot of ground to cover for both of these aspects, so we’re going to split this post into two parts. This part will focus on building your structure and on Monday, the post about Storytelling will be published.

Note: From here on out, this series will focus mainly on Kickstarter. They are the go-to site for product design projects, and it only makes sense to talk about how to work within Kickstarter’s parameters.

Before you launch.

I won’t go into how the product development process works. Presumably, you have some experience in design and I wouldn’t be telling you anything new. But it’s important to talk about how you may need to modify the process to work for crowdfunding.

Every product design project creator should first decide what phase they will launch their project from. Lets go back to that development timeline I talked about last time.

time4_468.jpgClick for larger image.

Do you launch from the Manufacturing phase? Refinement? Proof of Concept? Obviously, the further along in development you are, the less chance for delays and surprises you will have. My recommendation for anyone starting a crowdfunding project? Do as much as you can on your own dime, before you try to crowdfund your product. The earlier you launch the more unpredictable the timing of delivering your project will be.

I launched my project somewhere between the Proof of Concept and Refinement phases. I had a working proof of concept, quotes from vendors, and a pretty good sense of how my Stylus Caps were going to be made. More importantly, I went as far as I could go on my own money. I had several surprises still ahead of me, but looking into crowdfunding was the only way the project was going to continue.

So how about you? At minimum, I wouldn’t even consider launching until you have a working proof-of-concept prototype and production quotes from multiple vendors. Launching with anything less is crazy. You owe it to yourself, your potential manufacturing partners, and your future Backers, to have done your homework on these two things. You can’t responsibly run a crowdfunding project without knowing if your concept will work and how much it will cost to produce.

In case you were wondering, a proof of concept is a prototype that mostly looks and works as the final product is intended. It exists to tell you that your idea works, that it’s manufacturable, and to communicate to others what your intentions are. It doesn’t HAVE to be completely final, but it should answer most, if not all, of your questions of how you will proceed with your development. You will also need it to help you demonstrate your idea in the video that will be on your main project page.

Production quotes are cost estimates that you receive from vendors that tell you how much it will cost to produce your idea and how long it will take to make it. Its good practice to get multiple quotes and make sure you have trust in the people you will eventually work with. Make sure you put all of those quotes plus any other anticipated costs into a Bill of Materials or BOM, that will give you a detailed look at how much money it will take to make your idea.

Once you have a proof of concept and production quotes you feel comfortable with, you can think about how to set up your crowdfunding structure.

Let’s talk about money.

Let’s be brutally honest with ourselves; designers have a very complicated relationship with money. We mostly suck at getting the money we deserve. We design because we feel compelled to design, not because we are looking to get rich. A living would be nice. When money starts to come into play we get an icky feeling. Money seems like it would pollute our “noble” reasons for being designers.

This is the wrong way to look at money. All money is, is fuel to accomplish things. Nothing more. Louis CK put it best when he said: “I never viewed money as being “my money.” I always saw it as “The money.” It’s a resource. If it pools up around me then it needs to be flushed back out into the system.”

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The Character of Design, by Steve Baty

stevebaty_intro.jpegBy txd, via Wikimedia Commons

Without an understanding of the underlying characteristics of Design, we restrict our ability to improvise and innovate the processes and methods we use to undertake our work as designers. A lack of discourse about Design quickly leads to stagnation, unless external sources provide a transformative—evolutionary or revolutionary—influence. It is a sign of a lack of reflection, self-awareness and critical analysis.

As designers looking to improve our Design work, such reflection plays an important role, for it allows us to look at several facets of Design at once:

» Quality of execution of our process and methods
» Appropriateness of the process and methods to the challenge at hand
» Success of our designs

Project post-mortems tend to look at the first of these two; our customers (or lack) tell us the third. But in order to understand and answer questions of appropriateness, we must first understand the intent of a Design process and the methods therein. What is often discussed are the variants of overall process or variants of the individual methods. An articulation of the pros and cons of these variations focuses on a range of attributes such as efficiency or productivity, but rarely evaluates how the process or method satisfies the intent of the design activity. This omission is due to the fact that the intellectual discourse of design spends little time on articulating a deconstruction of the design process with respect to its intent, and instead looks primarily at its component tasks or methods. That intent is a realization of the characteristics of Design as a means of understanding and solving problems.

Intent

The basic intent of a design activity is the creation of some ‘thing,’ the specifics of which depend entirely on the problem being addressed. That ‘thing’ begins as an idea; it is extended, detailed, tested and refined.

There are, then, several different considerations in operation during the design activity. The first is the origin of the idea or ideas, so as to maximise our chances of success. But more ideas do not immediately or necessarily lead to success. There is, then, the desire for many different ideas to be generated; a method by which these are evaluated and methods by which these are developed, refined and ultimately delivered.

A second consideration is that the refinement of ideas be directed. And directed towards the solution of the identified problem.

Thirdly, there is the question of from whence such ideas are born. What are the triggers, the seeds and the form of each.

Finally, there is the question of how it is we arrive at our understanding of the problem we are serving. And how that understanding is both articulated and shared.

And so, in an attempt to address the various considerations, the design process seeks to:

» Understand the problem to generate and evaluate ideas
» Realise the best ideas from those generated
» Communicate a shared understanding of the problem, the solution and the process.

Understanding the Problem

At its heart, design seeks to purposefully improve the lot of some segment of humanity through the enablement or improvement of some human endeavour. To understand the gap or the current shortcomings of that human endeavour design undertakes direct, primary research with our ‘target’ segment—along with whatever secondary to tertiary research is appropriate. More importantly, and philosophically, design seeks such understanding from the perspective of the people engaged in the end result—our target a.k.a. the people we are attempting to help.

Our tool here, and the vehicle for such understanding, is empathy. Empathy should be employed with eyes wide open to our surroundings, and the broader activity or purpose within which our ‘problem’ resides. From this vantage we have access to culture, personal motivation, meaning and significance. We can see why someone chooses to do a thing and why they choose not to.

We have one more significant vehicle at our disposal in our efforts to understand the problem: a deconstructed worldview through which the designer identifies and critically appraises each constraint, real or perceived, within the problem area. This combination of empathy and deconstruction allow for a third vehicle or tool: that of reframing. Reframing a problem is the path through which we ask the question: “What problem are we really solving?”

All designers have the potential for hubris and arrogance that comes with the belief that we have answers to questions others don’t; an arrogance borne of being correct some of the time and asking questions that most others don’t think to ask. But the reality is that we can be wrong—wildly wrong—and we need self-awareness of this tendency. To temper this arrogance we involve a broad cross-section of people into the process of understanding the problem: people like customers and non-customers, the people who help them make decisions and the people within our organisation that make the products and services they purchase. Although it is ultimately our role to appropriately frame the problem, by engaging these people in the process of understanding, we increase our chances of success dramatically.

Generating & Evaluating Ideas

There is a critical step the designer must take in order to move from an understanding of the problem to a design idea. In many respects, analysis is crucial to realizing the value of our research since good analysis can salvage something from bad research, but the converse is not so true.

Analysis has many component techniques from deconstruction to abstraction and generalization. These provide us with tools to collate individual observations into more and more generalized knowledge about people and to identify patterns within our data. During our research our aim is to learn as much as we can about the problem area. We capture photographs, stories, facts and trends. We dissect the foundations of the status quo and ask “Why?” and “What if?”.

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An Introduction to the Crowdfunding Revolution by Don Lehman

United_States_two-dollar_bills_in_shrink_wrap.jpegBy Edward Betts (Own work.) via Wikimedia Commons

If I could convince you of one thing, it would be this: Crowdfunding is not Nyan Cat. Nyan Cat will be the answer to a Trivial Pursuit question in 10 years or so. If it’s lucky. Crowdfunding is radically changing the way things are made.

That’s why it bugs me when I see the inevitable Internet eye-rolling starting to take place. “Oh great, another Kickstarter project.” Look past the avalanche of Apple related accessories. Lower your designer snark rays for just a moment. Just because something is trending on the Twitter, doesn’t make it bad.

Crowdfunding is the most important thing to happen to industrial designers and people who are interested in making things since, oh I dunno, CAD? Outsourcing? 3D printing? User-centered research? I know that’s pretty big talk for something that’s only been in the design community consciousness for a year or two, but think what crowdfunding means for a solitary designer or a small team of people who have a *really great* idea and the know-how to get it made, but no money.

Think of all of the times you have been in meetings with people who make decisions that designers are generally not allowed to make. Think of bringing your hacked up prototype to a bank and explaining to the loan officer that “Yes, even though this is made out of blue foam, the actual thing will be made from molded plastic.” Think of building up enough courage to go it alone, and then staring at the ceiling at night worrying if you are committing your family to eating ramen for the next couple of years while you chase your crazy dream. Think of having investors tell you they love everything about your idea, except 80% of it. And the color.

Now think of side-stepping all of that. You refine your idea on your own. You talk to manufacturers and see what it would take to get it made. You work out the budget. You shoot a video marketing the idea and explaining what you need to get it done.

You launch it.

Maybe it doesn’t get funded. But at least then you can say that you tried and failed on your own terms, without going tens or hundreds of thousands of dollars into debt. At the very least, you have an interesting portfolio piece to talk about and maybe if you’re feeling frisky, you refine it further and try launching it again.

But what if it does work? You get funding. You get confirmation that your idea is good and should exist. Holy crap.

Herein lies the revolutionary aspect of crowdfunding: Product designers can finally tap into the Internet money pipe. For years we have had to sit on the sidelines while nascent web companies attract investors or bootstrap it themselves. It’s not because we’re lazier than Mark Zuckerberg. It’s because the cost of entry into shipping atoms is dramatically higher (both in time and money, but especially money) than it is to ship electrons.

To start Facebook you need the skills, a laptop, a server, and a few months of late nights. (This is a dramatic oversimplification. Sorry Zuck and every software/internet developer ever.) To start a company that gets something manufactured, you need all of that plus a ton of cash. Prototyping, tooling and fulfillment are tremendously resource intensive. Have you ever wondered why VCs tend to back web startups, but for the most part leave hardware startups alone? Money. Crowdfunding lowers the money barrier.

Ok great, so some dude can get the money he needs to make an iPhone case that mounts to his forehead. Hey, what did I tell you about the snark rays? Let’s think bigger picture here. What are the long-term implications of designers having a lower barrier for funding their pet projects?

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