Who Arted? Framing a Curatorial Intervention

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What with all this Occupy _______ going on, it’s easy to forget the many other messages and demonstrations we pass by on our daily routines.

If you’re familiar with the Brooklyn Navy Yards, you’ve likely seen a funny blue fish head adhered to a tree embedded in the fence. Take a spin around New York City’s Financial District and you’re enthusiastically implored to “Post Mad Bills” or more forcefully reminded of the dubious fact that “Dolphins Rape People.” (Who comes up with these?)

And have you ever noticed cryptic chalk or coal markings on the sides of buildings and other areas frequented by those defined as “migratory workers” or “homeless vagabonds”? You may be observing what’s developed into a hobo code used to provide directions, information and warnings to other hobos.

If you’ve ever looked down, then you’re probably well acquainted with Stikman (those cute little robots stuck on the road and crosswalks). If you tend to look up, a Neck Face tag or two has certainly creeped into frame. And let’s be honest, if you have eyes, then by now, you know to “Obey.”

Mix in an endless variety of murals, tags, stickers, cover-up paint, pop-art posters, 3D installations, ads, movie billboards, road signs, street signs, park signs, mosaics, digital media (and everything in between), and you’ve got quite the overwhelming pile of visual static!

Bottom line: albeit counter-culture or mainstream, subversive or subservient, overt or obscure, arranged or ad-hoc—whatever your thoughts may be or if you even have any on street art, it’s undeniable that messaging and imagery abound.

Refocus on Brooklyn lately, and you may be noticing some curious installations going up in the Brooklyn community. Yes street art is just about everywhere in Williamsburg and Greenpoint—but they were never framed, and certainly never “curated” in a way to help filter the noise.

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Here and there, sporadic picture frames have been appearing on building walls. Some big, some small, some tacky and others bourgeois. There’s no one style of frame, nor any one theme that seems obvious—but they do seem to have at least two elements in common:

  • They each frame a pre-existing piece of street art, and
  • They all have the logo “Who arted?”

And that’s the puzzle. What’s motivating this small undertaking to curate Brooklyn’s visual landscape? Is there some connection between the alien spaceship on Newel, the male spider webbed face on Wythe, and the I Love NY stencil near Meserole that has a spray paint can in place of the heart and even sports a fake art lamp?

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Designing our Competitive Advantage, by Beth Comstock

public.jpegImage courtesy of the UN Population Fund.
Article by Beth Comstock, Senior Vice President & CMO, GE.

According to the United Nations, today we celebrate the birth of the world’s seven billionth person. This is both awe-inspiring and terrifying. Awe-inspiring when we consider the new ways that technology will connect those seven billion people and the tremendous opportunity it creates. Terrifying in that it raises some serious challenges for society. How do we feed, clothe, treat, educate, and supply power to seven billion persons, all while not destroying this beautiful planet?

There has never been a better platform upon which to showcase the power of design thinking than this moment. The complexities of our expanding world require innovations that go beyond simply adding more to meet the growing demand, but that identify the true roots of the demand, consider the context surrounding the need and apply creativity and empathy to defining the solution. In short, design thinking is the answer to managing the growing global community.

The good news is that brilliant designers around the world are already hard at work creating these solutions. Consider—how would you house seven billion people, when two billion are surviving on less than one dollar a day? You’d need houses that were both safe and functional, and that cost only a few hundred dollars. Sound impossible? Patti Stouter, founder of Simple Earth Structures, proved us wrong. She recently won Vijay Govindarajan’s and Christian Sarkar’s $300 House Challenge with a home that would cost $293 to build.

Or, think about the challenges we face delivering water and sanitation, when already one billion people lack access to clean water. IDEO is doing some incredible work with the people of Ghana to create better access to sanitation services via portable, low-cost, functional toilets that will reduce spread of disease while preserving the dignity of the Ghanaian people.

And I’m not the only one lauding the power of design. Across industries we are witnessing an increased focus on solution-centered designs. Design with the Other 90%: CITIES, a Cooper-Hewitt National Design Museum exhibit at the United Nations in New York City, is filled with real-life examples of how designers are addressing major world challenges. I encourage everyone to check out the broad range of powerful designs on display, such as the Millennium School Bamboo Project that addresses the large number of Typhoons in the Philippines and bePRO motor-taxi helmet for motorcycle taxis in Uganda.

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A Designer’s (Amateur) Review of Drive

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Much of what compelled me to write this post was driven by feeling that lingered after watching Drive earlier this week.

The Atlantic‘s Christopher Orr captured this perfectly:

Drive reminded me what it can be like—what it ought to be, but so infrequently is, like—to go out to the movies. I was buzzing when I left the theater. I’m buzzing still.”

The other mitigating factor was the film’s jarring use of the hot pink Mistral in its posters and title sequence. While I have heard a few people lament the randomness of the choice, it (and its color) couldn’t have been a better fit.

Like the now famous satin scorpion jacket* Gosling’s character dons throughout the film, Drive is built as a balance of retro-chic and a modern tale of existentialism. The film mirrors so much of our pop (and design) culture banking on nostalgic remix. Director Nicholas Winding Refn weaves together the art-house qualities of Tarantino or David Lynch coupled with the charisma and style of Bullitt‘s McQueen and Eastwood’s classic quiet machismo. These vintage inspirations are coupled with more recent flashes of Grand-Theft-Auto-esque gore and intensity while costumes and aesthetics seem to be pulled straight from this autumn’s hippest lookbooks.

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Innovation Self-Efficacy: Fostering Beliefs in Our Ability Through and By Design, by Liz Gerber

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We are now face to face with wicked problems. Childhood obesity, climate change, aging population, literacy—the scope, implications and rate of change of today’s critical problems make them unlike anything we have faced before. Solutions to these wicked problems have the potential to change the way we live in the world.

To even begin to address such issues, we need people and organizations with the ability to innovate. Expertise in health care, education, and energy are not enough. Neither are superb analytical and creative thinking skills. Motivation, informed by beliefs in ability, is the critical ingredient we often ignore. Without believing in our ability to develop and implement innovative solutions that can address the world’s challenges, we will not even act.

The ability to act is tied to a belief that it is possible to do so. Without a firm belief in our potential to develop and implement innovative solutions that can address these wicked challenges, what we call innovation self-efficacy, good or even great ideas are of no use at all.

What is innovation self-efficacy? And how do we develop these beliefs?

Innovation is the intentional implementation of novel and useful processes, products, or procedures designed to benefit society. Despite anticipated benefits, innovation work can be unpredictable, controversial, and in competition with current courses of action. Innovators must develop, modify, and implement ideas while navigating ambiguous problem contexts, overcoming setbacks, and persisting through uncertainty. Innovation self-efficacy is our belief in our ability to take part in these types of actions. Innovation self-efficacy and innovative action are mutually reinforcing. Positive feedback from innovative action builds confidence, which leads to more innovation behavior.

Innovation Self-efficacy ↔ Innovation Action

Building on Stanford psychologist Albert Bandura’s framework, innovation self-efficacy develops in three primary ways: Social persuasion (being told you can do it), Vicarious learning (watching others do it), and Mastery experience (doing it).

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Becoming an Antarctican: Tabula Rasa Team Building, by Arturo Pelayo

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This is the second post in a series that shares design learnings from an expedition I took to Antarctica. The first post was a reflection of my initial thoughts upon arriving to the edge of a known world to embark towards the “new world” of Antarctica. The first lesson of the journey was to “Let Go.” In this post, I focus on the challenges of starting with a clean slate.

In my short 28 years, I have observed that designers, by nature, explore new ways of thinking and offer solutions to human interactions. It is an iterative process and highly collaborative.

During three days of orientation for the 2011 Inspire Antarctica Expedition in Ushuaia, Argentina, I was able to grasp new team dynamics and how relationships were forged in a very short span of time. The distance between the tip of the Antarctic Peninsula and the tip of the American Continent, known as the Drake Passage, is roughly 600 miles. While it may seem quite large, it is a very tiny space for the entire Pacific and Atlantic Ocean to meet. The seas are very rough here and conditions change by the hour.

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Going through the Drake Passage was similar to how I was taught to approach projects: come in with a fresh eye but bring your experience along. This is quite tricky to manage in real life. Approaching the expedition with a designer’s mind of collaboration was challenging: In Antarctica my new best friends—and teammates for 14 days—were people who, 48 hours earlier, I didn’t know.

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Keeping it in the Community: Designers Make Jobs

500px-60163_Tornado_wheel.JPGBy Ultra7 (Own work), via Wikimedia Commons

There’s this scene in How to Make It in America where Lake Bell’s character (Interior Designer) meets her college roommate, who is on her way to Africa for PeaceCorps. As a designer, someone in the commercial arts, it’s hard for me to feel like I am effecting social change by making expensive chandeliers. I’m tired of feeling like the best thing I can do for the world is to make this ________(noun) more ___________(adjective) so more people will be more apt to use it. How can I justify my work to a world of friends who are hell bent on making the world a better place?

Perhaps the best things we as designers can do for good is to put people to work. Designers make things. But don’t focus just on the object that comes in the box. Designers make jobs. We design cars and car factories make communities. People buy our things and we find people to make them. Graphic designers make books. People print books. Interior designers make, um, interiors. People build those. It is this creaTION process, not the creaTIVE process, which gives us so much power.

Take a look at the work of Thrive.

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Building Adaptive Capacity: Towards a Design for Sustainability 3.0, by Michael Sammet

sammet1.pngShelterBox, disaster relief in a box

As social, economic and ecological conditions continue to worsen and with the increasing sophistication and connectivity of information technology and social media, design for sustainability is now moving towards a new qualitatively different area of exploration: designing to build adaptive capacity. Its been almost 10 years since McDonough and Braungart’s ground-breaking book Cradle to Cradle: Remaking the Way We Make Things set the standard for sustainable design: toxic-free closed loop material cycles, use of renewable energy in manufacturing, post-consumer separation of biological and technical materials and service and flow takeback programs by manufacturers. [Ed Note: Don’t miss our recent Q+A with Braungart on Designing a New Material World.]

Emily Pilloton lays out design for sustainability 2.0 in her excellent introduction to her 2009 book Design Revolution. In “Design Can Change the World,” she brings social sustainability to the forefront by adding a human-centered, activist, user-friendly approach that expands the environmental focus from how we build things to the social question of what we should be building. Core77’s Allan Chochinov’s foreword to Design Revolution describes moving beyond good design to design for good, reinforcing the argument for design activism.

Similarly, recent projects like Ecovative Design’s EcoCradle—packaging material grown from fungi and agricultural byproducts and Open Ideo’s online multi-disciplinary platform for the collaborative design of social good—demonstrate the persistent power of Cradle to Cradle and design activism to inspire effective sustainable design. Designing to build adaptive capacity does not replace our current state of the art but adds a new layer of intention and concern that deepens our sustainability efforts and continues to reinterpret the role of designers in the sustainability movement.

DESIGNING FOR RESILIENCE

Designing to expand adaptive capacity means creating objects, templates and platforms that allow people and systems to survive and even thrive in a complex and uncertain planet. In a world increasingly shaped by peak oil, global warming, economic uncertainty and environmental disasters (Deep Water Horizon, Pakistani floods, Fukushima), designers are coming to grips with how to help users create local resilience and self-reliance. In fact, the concept of resilience has become an important term that designers are just now grappling with. An emergent property of systems that is related to the “longevity” tenet of sustainability but qualitatively different from its “no impact” focus, resilience is concerned with cycles of change and positive adaptation. Resilience thinking integrates social and environmental factors into a holistic framework that helps users prepare for —or even take advantage of—shocks to a system.

In their 2006 book Resilience Thinking, Brian Walker and David Salt explain the concept of the four phases of the adaptive cycle: rapid growth, conservation, release and reorganization. They argue that building adaptive capacity based on resilience, not optimal efficiency, allows systems to absorb and prepare for external disturbances without crossing thresholds that shift to another regime. Designers need to consider differentiated, integrated strategies for change rather than rational, efficient strategies that maximize and exploit the growth of early stages. These growth-focused systems certainly yield more substantial paybacks but at the expense of resilience, such that they are more prone to massive shakeups after significant fluctuations. As Salt and Walker explain, “any proposal for sustainable development that does not acknowledge a system’s resilience is simply not going to keep delivering goods and services. The key to sustainability lies in enhancing the resilience of social-ecological systems, not in optimizing isolated components of the system.”

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Dimensions of Design, by Sami Nerenberg

Light_Sky.jpgBy Cristina 1981, [CC-BY-SA-3.0], via Wikimedia Commons

Over the last few years, design is increasingly seen as a tool for creating change. Through the work of many, including thought leaders such as Roger Martin and Tim Brown, design has become a key process and way of thinking that transcends disciplines and offers a roadmap for navigating and creating solutions. To both the like and dislike of many, business leaders, designers and non-designers continue to discuss design-thinking as the new pathway to innovation. Although design-thinking doesn’t replace good design, as Core77 columnist Helen Walters recently articulated, we do see a broader and broader scope of how the term “design” is being described. The expanding notion of design is captured by Core77’s upcoming design awards, which includes both traditional categories—web, interaction, graphic, interiors, transportation, services design—and emerging ones, such as research and strategy, social impact and design education. These conversations, books, articles, etc. collectively beg the question: “What is design?”

This is actually one of my favorite questions. I don’t know about the rest of you, but I find the expanding definition of design terribly exciting. I used to say, “I don’t call myself a designer unless you change the definition of design.” When I was in school, Industrial Design was, for the most part, still confined to cereal boxes and toasters, but I knew that design, as a process and way of problem-solving, was applicable to far more than this. Don’t get me wrong, toasters and cereal boxes are well needed and well-designed ones add delight and productivity for millions, but I couldn’t help but to feel in my gut that design could be, would be and was, something more. So it is with great relief that those I admire started saying, “Yes, design is more. It’s design with a big ‘D.'”

However, those around me still don’t necessarily “get it.” When I tell someone I’m a designer, they either ask me to design them a website, or once I explain industrial design, they only half-jokingly ask me to design them an alarm clock. As a design educator, I see the design of a product or service as a means to learning the design process. If I’m going to be really honest with myself, I’m more interested in how a student learns to think than how good their renderings or prototypes end up. To impart this knowledge, I have to actually describe what design is in a way that encompasses the broader spectrum of how it is being discussed in the design world. One explanatory framework I have been using that seems to resonate with people is what I call the “Dimensions of Design.” It goes a little something like this:

2D: lives in the x-y axis including graphic design and images
3D: lives in the x-y-z axis with products
4D: when you add the human element you get systems, services, and experiences
5D: and when you apply this over time, you get the 5th dimension of strategy

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Big Rethink 2011 Reflections: Competing on Ideas – A Loser’s Game, by Iain Aitchison

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What is it with ‘ideas conferences’ these days?

Inspired by leading forums like Davos and TED, there is an oversupply of cross-disciplinary events that clash writers, futurists, executives and entrepreneurs together. The perceived value of taking time out to absorb unusual ideas and hobnob knows no bounds.

In spite of their popularity, it hasn’t gone unnoticed that many exhibit a certain intellectual vagueness, lack of focus and elitist undercurrent. This year’s Big Rethink, although backed by The Economist’s clout, followed this trend with a woolly program on the importance of ideas to business.

Whereas last year’s event offered up design thinking as an approach for leaders looking for new solutions, this year’s event turned the mirror on business to demonstrate its understanding of the world today and the new approaches being taken to generate and implement game-changing big ideas.

So how did they fare? In short, just as there was little actual design thinking on display last year, the big ideas at this year’s Rethink were few and far between. I was left pondering two questions: why are big businesses not better at re-imagining what they do; and what role do designers have to play?

bigrethink-DavidButlerandVijayVaitheeswaran468px.jpgDavid Butler (Coca-Cola) and Vijay Vaitheeswaran (The Economist)

Implementation over imagination

In contrast to the day’s premise, speakers from P&G, Diageo and Coke declared that they weren’t much in search of big new ideas—instead operational and incremental improvements were offered as sources of inspiration.

Coca-Cola’s Vice President of Design, David Butler explained how his team has concentrated on the pragmatic task of creating systems that add to the bottom line. From ensuring faster and more effective management across markets, formats and variants with its design machine; or establishing an efficient system of coolers that can be customised to local retail contexts; design here is firmly rooted in better implementation.

While there’s nothing wrong with incremental improvements, they’re hardly a big rethink. From the executives on stage, it seemed that innovation has been reduced to 99% perspiration. Big new ideas, are optional. The established global players are not being compelled to rethink how they operate. But for how long, it remains to be seen.

Watch out—the ideas are coming!

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Case Study: Ziba for TDK, by Paul O’Connor and Carl Alviani

TDK_Image_001.jpgTDK Life On Record

Getting TDK as a client was like winning the lottery.

I’d like to say that design teams at Ziba form an instant emotional connection with every client we have, but that’s rarely true. The process of connecting is usually complicated. We’re always analyzing brands, trying to get what they’re about and find the core values that will influence our designs. It’s a lot of work.

But with TDK we knew right away, on a gut level. The designers on the project team grew up in the ’80s and early ’90s, so the name brought a flood of memories, of unwrapping a fresh cassette in front of the stereo, crafting a mixtape for some road trip, some friend, some girl. Or listening to Get the Led Out on 97.9 at 10 pm, waiting to hit record on that one song and complete the Led Zeppelin collection. We knew it was about music and sharing, and a tangible, tactile listening experience. We also knew that modern listening isn’t tactile at all and that TDK has the most badass logo ever.

TDK hasn’t enjoyed that kind of day-to-day cultural presence in the digital era. They made the world’s best cassette tapes, but cassette tapes got replaced by CDs, CDs by DVDs and today even DVDs are fading away. To a bunch of former mixtape junkies it felt like the biggest well of untapped potential ever. Cassettes were storage media, but they were also containers that held your passion for music. If TDK wanted to move their brand forward, they needed something that brought that passion to the modern listener.

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The Cost of Digital
Modern music is digital, and most of us are fine with that. It lets you grab a song from the other side of the planet in 30 seconds, and fit 10,000 of them in your pocket. Nobody really regrets that ability, but it does have its costs.

Midway through the project we spent a few weeks visiting urban male listeners in Berlin, Sydney, Tokyo, San Francisco and Manchester — music-obsessed cities. The guys we talked to weren’t necessarily musicians, but they had huge collections and loved listening to music and talking about it, more than just about anything. We called them Music Prophets.

Despite owning thousands of hours of music, Music Prophets are the first to admit they rarely sit down and really listen to it. This sense of detachment and semi-nostalgia showed up in interview after interview — no one actually wished they lived in the ’80s, but they missed the purity of experience you got out of analog. Even guys in their early 20s, too young to have recorded an actual mixtape, would talk about how unsatisfactory digital listening was.

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We saw related evidence everywhere: kids on the street riding fixies, collecting vinyl, printing their own T-shirts — doing things the hard way, because it connects them with the experience and with other people. Music used to be harder to get and harder to play, but because of that we celebrated it. We listened out loud.

Analog was great because it was social, and because you could touch it. You couldn’t bundle a bunch of functions into a single screen back then, so everything was switches and knobs. You got this direct connection with the act of playing your music, whether it was carefully laying the needle on the spinning platter, or turning the weighted volume knob, or hearing the “thunk” when the tape drive engaged.

TDK_Image_009.jpgBoombox interface image: CC Flickr user Joseph Robertson

But it was also a pain. Anyone remember the confusing Tape Selector switch on your boombox? Metal II? Dolby EX? 35 different equalizer settings? As playback got more advanced there was more to control, and most analog interfaces were a complete mess. This is where the hierarchy and contextual control of digital really helps. Nearly anyone can figure out an iPod and most of the technology that connects to it.

TDK could be the first brand to bridge the gap between the good parts of analog and digital. Something warm and tactile but also precise and flexible. Over the course of our research we’d covered a whiteboard with images of analog and digital interfaces. Eventually we cleared a little space in the middle, wrote down the term “Digi-Log” and went from there.

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