Category Archives: Design

Design as gift (edit for 10ke)

Design is like gift-giving. How?

When one person gives another person a perfect gift, the gift is valuable in three ways:

  1. The gift itself is intrinsically valuable to the one receiving it. The giftis good to have in one’s life, because it makes life easier, more pleasant or more meaningful.
  2. The gift contributes to the receiver’s own self-understanding and identity. The gift becomes symbolic of the receiver’s own relationship to the world — an example what they experience as good, which can signify the recipient’s ideals in concrete form, in ways that explicit language often cannot.
  3. The perfection of the gift is evidence that the giver cares about and understands who the receiver is. The successful giving of a perfect gift demonstrates that the giver was moved to reflect on what the receiver will value and consequently has real insight into who they are as an individual and what they are all about.

Great design experiences are similar to gifts. When a design  is successful the beneficiary of the design gets something valuable, sees tangible proof they are valued and understood, and experiences an intensification or expansion of their sense of self.

Design and democracy

(Here we go again, with another iteration of my engineering vs. designing theme.)

* * *

Design begins with trying to please. This naturally progresses to trying to understand better how to please, and later, trying to cultivate the best possible relationship — that is, a reciprocal one.

*

In situations where people are empowered and have choices, leaders naturally begin to rely on design approaches to persuade people to voluntarily participate in their systems.

In situations where people are disempowered and have few or no choices, leaders naturally begin to rely on engineering approaches to force people to comply to rules of their systems.

*

To engineer is to create systems of involuntary components.

To design is to create systems of voluntary and involuntary components.

To the degree the system relies on compulsion alone, it is engineered.

To the degree the system depends on volition, it is designed.

*

If the success of your system depends on people behaving in some particular way, two basic approaches are available:

  • Engineer it: purge the system of volitional variability so the entire mechanism functions like a well-oiled machine — reliably, predictably, repeatedly. Compel people to participate in the system with the behaviors required to support it. Make it their only viable choice. Remove choices, impose rules that support the system’s requirements.
  • Design it. Build volition into the system. Persuade  people to voluntarily participate in the system in ways that support it by making it their best choice. Provide new options, understand participants’ requirements, desires, attitudes, aspirations, unconscious hopes.

*

If someone tries to engineer you into a system, it might be that they have not yet fully developed an intersubjective consciousness (that is, they are on the autism spectrum).

Or they may think you lack choices, and are forcing you to do what they want simply because they can and there’s little you can do about it.

Or they may have not yet realized that many 20th Century management practices naturally produce autistic institutions, and that things can be otherwise. And that competition requires them to be. That their survival depends on it.

 

Philosophy design

For the last several weeks I have been trying very hard to care about Anglo-American analytic philosophy. In general, though, (with some exceptions) I have found its problems and approaches to resolving problems too tedious, too inapplicable and too dry to keep me engaged. It is cognitively, practically and aesthetically irrelevant to me.

Or to put it in UX language, for me, the experience is not useful, usable or desirable. I am not the user of this stuff.

I suspect the user of analytic philosophy is other professional philosophers who want to philosophize to other professional philosophers.

*

pirate_flag

Anglo-American analytic philosophy is the UNIX of philosophies.

My project is to design a Macintosh philosophy. (A well-designed thing to be used by people who don’t want to be forced to tinker with technicalities, unless they want to. And perhaps a thing that appeals especially to designers looking for tools to help them design better.)

*

Philosophy is a kind of design. It is a mind-reality interface.

Every philosophy permits us to render some aspects of reality intelligible, while confusing or obscuring others; supports us in some practical activities and while muddling others; helps us intensify the feeling of value of some things while devaluing others. In other words, a philosophy makes our life experience as a whole useful, usable and desirable. But like with every design, tradeoffs are necessary, and where to make these tradeoffs is a function of the user and the use context. We can be conscious about it and make these tradeoffs intentionally — or we can be like bad clients and persist in trying to have it all.

And as with all good designs, philosophies disappear.

*

Even bad interfaces disappear, leaving only frustration, alienation, friction, dissipation, confusion.

*

We would laugh at an argument over whether iOS or Android is truer. Maybe it is time we laugh at philosophical arguments the same way. Let other people  sit around and debate whose philosophy does the best job of representing the truth. I will do an experience assessment.

 

Hermeneutical/rhetorical bow

This is a redrawing of a diagram I played with in 2009. It is meant to show the relationship of making and understanding and how it weaves between thinking top-down in wholes, and then bottom-up in terms of parts. It was originally inspired by learning (from Richard J. Bernstein’s Beyond Objectivism and Relativism) that the hermeneutical circle was based on a model from rhetoric theory.

hr-bow

Design thinking thoughts

What could be more passe than to define Design Thinking now — now that it has been over-hyped, described in a million ways, implemented very glamorously and expensively, found to not live up to the hype and finally publicly declared dead?

Nonetheless, Design Thinking ought to be defined, as crisply as possible, because it is a real thing with a precise meaning, and knowing its precise meaning is required to approach it in the right way and get those promised results. Without this precision, Design Thinking is really little more than an appearance of systematic creative activity, a style of carrying on, and unwarranted hopes.

So here’s my definition. Design Thinking is an approach to solving problems that involve hybrid systems composed of both objective and subjective elements. By objective elements I mean entities that exist “out there”, as physical objects, virtual objects, environments, services, and anything else a person can encounter in the world. And by subjective elements I mean ideas, thoughts, emotions, decisions, perceptions — all those things a person experiences “in here”.

In its inclusion of subjective elements in its problem definitions, design distinguishes itself from engineering, which treats only systems composed of objective elements.

The 20th Century was obsessed with the creative possibilities of cleansing problems of subjective elements. And in many areas, especially in the physical sciences and the technologies based on the physical sciences, this was the key to progress. However, this systematic elimination of subjectivity was misunderstood by many to be one of the key principles of scientific method. A scientific approach to anything involving human beings  meant treating human beings strictly as objective entities (behaving objects) and removing the messier and more arbitrary elements of human experience — subjectivity.

In fact, the scientific method does not necessitate the objectification of problems except in instances where the phenomenon to be understood is itself purely objective. What scientific method requires is clarification of the problem, inclusion of all relevant factors in exploring the problem. So to understand a social problem scientifically, it is necessary to include not only the objective factors at play but also the subjective ones. This, of course is what the social sciences do in a variety of different ways.

So, another way to grasp what Design Thinking is is to make an analogy between engineering and the physical sciences. To some extent, you can engineer by instinct referring explicitly to theories from physics or drawing on science to test the adequacy of your engineering solution. Or you can harness scientific knowledge, use your instincts to come up with crazy possible approaches to try out, and then test them to make sure they actually work. The exact same thing goes for design, except where engineering uses the physical sciences, design thinking uses the knowledge and methods of the social sciences.

*

Some analogies:

Design thinking is to the social sciences what engineering is to the physical sciences.

Design thinking is to agency “creative” as engineering is to tinkering.

Group capacity to think

To the degree an individual participates in the life of a group, the behavior tends to be formatted according to conventions of speech, concept and procedure. One uses the vocabulary, ideas and behaviors easily understood and accepted by the majority of group members, in order to gain influence within the pace and formatting of group work. To stray outside of the commonalities of the group is to risk frustrating or alienating some members of the group and consequently losing their support, or to slow the pace of the activity and interfere with meeting goals, or to fragment the group into conflicting factions, or to require too much effort or time to understand and risk being interrupted, ignored or otherwise silenced.

With some individuals things can be different — if the individuals do not insist on enforcement of group conventions.

Once again, this connects with Buber’s distinction between “the social” and “the interhuman”.

*

Deep innovation and novel syntheses require new procedures for conceiving and evaluating thoughts, new language to express new thoughts (and to distinguish the new thoughts from older, more familiar ones), a willingness to wrestle with frustrations, unclarity and dead-ends — in other words, it runs counter to everything that makes groups function effectively. This is why innovations tend to be hatched by individuals and why “group-think” has such bad connotations. However, groups outfitted with new conventions — perhaps in workshop settings or in semi-permanent  collectives governed by new codes, processes or cultural values — might produce results impossible in other conditions. (A way to see it is that a workshop or a department or team can be socially programmed to produce different results.) But the novel results achieved are still different in kind from the more flexible conditions of individual or small group work.

 

Engineering and design

Engineering develops systems of interacting objects.

Design develops systems of interacting subjects and objects.

*

When we engineer systems that ought to be designed, the systems we create demand subjective beings to function as objects. Algorithmic rule-following replaces free choice.

*

Social engineering has always been a horror. Social design might be our salvation.

Scientific Method vs Lean Startup

In his instant-classic The Lean Startup, Eric Ries restores some crucial components of the Scientific Method to innovation processes, long-neglected by “scientific” management.  Among his most important restorations is the the experimental practices that are the heart of scientific discovery. This is enormously important: without experiment, the creative dimension of science is lost and “scientific rigor” of quantification becomes an expensive, time-consuming and intrinsically conservative hindrance to doing anything unprecedented.

However, I do not believe that Ries has restored the entirety of the Scientific Method, and for the sake of setting up an unimpeded engineering-dominated process, has omitted or de-emphasized key non-engineering components that improve outcomes and shorten timelines. Here is a partial list of omissions:

  1. Hypothesis formation. Hypotheses are not just guesses which can be tested experimentally. Hypotheses are informed guesses, and it is on-the-ground-discovery that informs mere guesses and transforms them into hypotheses. Starting with a hypothesis rather than some dude’s random notion can reduce development cycles. Also, some ideas are so weak that no amount of pivoting will tweak it to awesomeness.
  2. Theory. Theory in science is what directs experimentation and lends knowledge a progressive thrust. Without an appropriate theory, experiment devolves into aimless and fragmentary trial-and-error. This kind of aimlessness and fragmentation in a business context translates to confusing and disjointed products. It is not that Lean Startup does not accumulate knowledge, but that its “validated learning” is too product-centric and not nearly user-centric enough. Lean Startups know everything there is to know about their own product and the possible permutations of their product and the customer behaviors and reported opinions about the product, but insights into the user’s inner life and outer context — the things that inspire the best design ideas — will not readily surface using Lean Startup methods.
  3. Crisis. Without the rigor of theory and the discipline of reflection, the kinds of problems that produce revolutionary solutions cannot come into view. Teams will hack their ways right past the crises that and miss the chance to find simple radical product insights. This is the precise point where philosophy can become a competitive secret weapon. According to Wittgenstein “A philosophical problem has the form: ‘I don’t know my way about’.  Isn’t innovation  all about finding, posing and solving such problems?

I’m going to read as much as I can about Scientific Method and develop this thought further and support it with some research. But I’ve been sitting on this idea too long, and I wanted to at least sketch it out.

 

Qual, quant, repeat

Qualitative methods help you:

  • Decide what to measure.
  • Interpret the meaning of measurements.
  • Respond to measurements effectively.

Quantitative methods help you:

  • Identify problems to investigate.
  • Observe phenomena precisely.
  • Evaluate the effectiveness of strategies.

These methods thread together:

  • Identify problems to investigate. Where are things not measuring up? (quant)
  • Decide what to measure. What elements in the situation warrant scrutiny? (qual)
  • Observe phenomena precisely. What is really going on? (quant)
  • Interpret the meaning of measurements. What motivates what is going on? (qual)
  • Respond to measurements effectively. How can we act into the situation to change it? (qual)
  • Evaluate the effectiveness of strategies. How does the situation change when we act into it? (quant)
  • Repeat…

It would be lovely if I could get these methods to interleave more elegantly. This is how they seem to me to line up, though.

 

It’s mine

It’s mine: I saw the opportunity.

It’s mine: It was my idea.

It’s mine: I articulated the idea.

It’s mine: I championed the idea.

It’s mine: I translated the idea.

It’s mine: I laid the plans.

It’s mine: I made the case.

It’s mine: I formed the team.

It’s mine: I motivated the team.

It’s mine: I aligned the team.

It’s mine: I coordinated the team.

It’s mine: I fleshed out the idea.

It’s mine: I built it and made it real.

It’s mine: I made it profitable.

It’s mine: I funded it.

It’s mine: I told the world about it.

It’s mine: I made people care about it.

It’s mine: I keep it going everyday.

It’s mine: I improve it.

It’s mine: I find ways to grow it.

It’s mine: I discovered it first.

It’s mine: I use it.

It’s mine: I pay for it.

It’s mine: I rely on it.

It’s mine: It was made for people like me.

It’s mine: It was made by people like me.

It’s mine: It’s part of my life.

It’s mine: It’s part of who I am.

 

Sources of innovation

Ideas for innovation come from many sources.

  • New technological possibilities  can be used to create and evolve new products.
  • New industry developments can create new strategic pressures and opportunities that make new products competitive.
  • New insights into people and the details of their lives can show how new products might fit into and transform their worlds.
  • New combinations of skills in inter-disciplinary teams provided the right conditions and supports can co-invent new ideas impossible for isolated individuals.
  • New innovation tools, techniques and approaches can produce and evolve new products.
  • New forms of analysis can lead to new understandings of situations that reveal new opportunities to innovate.
  • And — at the risk of sounding old-fashioned — inspiration can strike a person at any time, in any place, for any reason or no reason at all.

This is not even close to a complete list. Most people prefer one or another source and sometimes would have their organization cultivate only one or a few sources instead of as many as possible. But why? Perhaps because most organizations already have many ideas and are looking for ways to narrow the list.

But really, what is needed is a way to evaluate ideas and select the best ones. And the majority of organizations rely on one method, which could be called “table-thinking” — people sitting behind desks and tables, presenting, debating and deciding things about distant situations they at best partially understand and largely misunderstand.

The design of truth

What kind of truth do you know? That depends on what kind of reality you inhabit and what kind of life you are trying to lead.

*

A truth relates a knower to some part of reality and allows that knower to participate in that reality in some capacity to some degree.

Two truths can conflict in the same way that two good user interface design approaches can be incompatible with one another. And this is barely metaphorical: truth is a person’s interface with a local bit of reality.

*

A choice of truth can be between truth and falseness: Does it represent accurately, or does it distort or obscure? But a choice of truth can also be between effective and ineffective: Can the truth be used to do what needs doing, or does it lead to paralysis or mistakes? And finally, choice can be between valuable and valueless: Does this truth lead to something good and beautiful, or something depressing and repellent?

Truth is a mixture — and sometimes a designed system — of factuality, actuality and importance.

*

We can design truth, and we are allowed to, but what we design can succeed or fail at what it aims to be and do and mean. Is this relativism? Absolutely — but it is neither purely subjective, nor arbitrary.

(This is what my book The Ten-Thousand Everythings is about.)

The intolerable span

If something is lacking in an organization, the deficit rarely persists from simple unavailability of whatever is missing. More often the deficit is actively maintained, either from a direct allergy or an indirect displacement.

*

People and organizations selectively include and exclude people, ideas, practices — this is how they preserve themselves as the being they are.

When something is introduced that cannot be simply subsumed or appended to what already is there — if a new entity requires deep change of political structure, of conceptual framing, of habits — the organization will repel that thing as a threat to its existence.

This is why organizational change is so hard. Organizations want to persist — to survive and grow and thrive in its own way, just like every individual biological organism wants to survive and grow and thrive.

And this is also how it is with individual souls. A soul knows in a wordlessly certain way that deep change is death. A soul can detect even the faintest trace of deep change in an idea.

*

A soul can find many ways to excuse itself. We lead very busy lives. The more important I am, the busier I am, and the more brusque I am permitted to be. The important man is allowed more and more to fend off anything new. This is why the weak get smarter and the powerful become more… conservative.

*

Of course, deep change is also ground-clearing for rebirth, but it is impossible to believe in such things: only faith suffices.

*

If you think you know something that another person needs to know, please understand: there is probably a good reason this person does not yet know.

If you think you have a talent or skill some other organization needs but does not have, please understand: there is probably a good reason this organization does not have this capability.

And if you have discovered a disruptive insight, do not be fooled into believing that people will be grateful for it. Do not be fooled into thinking that it is mere aversion to risk that makes people resist. Do not be fooled by any functionalist explanation: the aversion is instinctive fear of death: dread.

*

A bit from the book I am writing, The Ten-Thousand Everythings:

We resist deep change, not because we love the old or hate the new, but because of the intolerable span of dread that separates the old from the new.

*

Do you know it when you are confronting the dread of a truly new thing?

Do you know your way across the intolerable span?

Can you want to cross it?

3rd-place-mercury

 

Who can innovate?

For all I know the innovation consultants are right that anybody can innovate.

But I will insist on adding one stipulation: anyone who really wants to can innovate.

“Really wants to” means wanting everything that goes with innovation — non-linearity, doubt, anxiety,  ambiguity and profound disorientation.

Wanting all the conditions of innovation might be something not that many people can want, despite wanting to have the output.

Law of Reason

To neither lose one’s receptivity nor to lose oneself in it: uncompromising enforcement of the law of reason on all, most of all oneself.

*

“Reason? Why?”

Because it is reasonable.

“But that’s circular.”

It is the greatest circle. It is certainly more expansive than the tiny, skull’s-breadth circuit you’ll spin within if you try to move in your own straight line on your own flat terrain.

*

Reason is essentially experimental, not logically deductive. To know a thing means interactive fluency. To understand it means to take part, to participate — to become part of an exceeding whole.

*

Reason is 90 parts ethics, 4 parts ontology, 3 parts rhetoric, 2 parts epistemology, 1 part logic.

 

 

The material called reality

Reality is radically heterogeneous: it is made out of materials, people, ideas, imagination, interactions, feelings, roles, habits, perspectives… whatever interacts to make a situation what it is — that is real.

Design works with heterogeneous materials in heterogeneous situations. Whatever reality is there, no matter what it is, it is considered part of a system to be modified.

Design accepts the entirety of reality as its medium and material.

 

Self in design

We have to be who we are to be a participant in any relationship.

When it comes to relationships selflessness is as destructive as selfishness.

It is entirely a matter of knowing how to situate first-person-singular — I — within first-person-plural — We — and to allow a second person singular — You — to do the same.

This goes for relationship between people, but also for relationships between people and  things.

To be selfless in creation — to set yourself aside to do what is called for —  is to make trash. It is crucial to invest yourself in the things you make.

To be selfish in creation — to fail craft by not listen to the material — is to offend nature, including human nature, and gives artifice a bad name.

*

When we do design research we are not collecting bits of data that will speak for itself later if we suppress our subjectivity. Not only is this approach naive, it is unnatural, alienating and highly conducive to creating the projection it seeks to prevent.

To be good researchers we have to be there, in situ, listening, letting the present reality speak for itself while it is present, letting it teach us while it is there with us able to tutor us. We have to struggling to understand and to become fluent and articulate by seeing how the reality articulates itself. And we have to be changed by what we learn, from baffled outsider to fluent participant. It is our fluency that will guide our introduction of new elements into the situation, not the data we record, chop up into individual sentences, then categorize into labeled heaps.

What does the learning look like? Like a student struggling to understand, trying out different ways to grasp the material, making mistakes, accepting correction, trying again. Frustration, then light bulbs go off. Ideas erupt spontaneously. This is also what science looks like, not like white-coated gods standing above reality like objective eyes-in-the-sky.

To learn is a humble activity.

“In the beginner’s mind there are many possibilities, but in the expert’s there are few.” — Shunryu Suzuki, Zen Mind, Beginner’s Mind

Design rhapsody

To design — to “de-” apart + “-sign” t0 seal or mark…

— to set a thing apart and and assign it a significance…

— to define the boundaries of some reality, to extract it from the surrounding chaos and to let its reality stand in the foreground against a background, and to let it be for itself and for us…

— to separate parts within a whole, give them joints, in such a way that a sequential encounter of part-by-part allows the whole to emerge spontaneously like the meaning of a sentence emerges word-by-word without need of grammatical analysis — that is, to articulate in every sense of the word…

— to invite things to participate in human life, to embrace their inhumanity by allowing them to speak in the conversation of craft, to learn the full truth of their existence so they collaborate with us to embody a significance…

— to designify, assign designificance, apart and special.

It is good to design, and this is a good time to be a designer.

)O+