Open Design. Bas van Abel. Читать онлайн. Newlib. NEWLIB.NET

Автор: Bas van Abel
Издательство: Ingram
Серия:
Жанр произведения: Изобразительное искусство, фотография
Год издания: 0
isbn: 9789063693596
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challenge to their system.

      WHEN ACADEMIC KNOWLEDGE STARTED TO DISAPPEAR BEHIND THE PAYWALLS OF LARGE PUBLISHERS, THE OPEN ACCESS MOVEMENT CREATED NEW WAYS TO MAKE IT ACCESSIBLE AGAIN FOR EVERYBODY.

      Open design may appear less extreme: designing is seen as more friendly, more creative, more playful. Much of the unfairness in the field of open design is ‘petty injustice’. These incidents include small production runs that are impossible or prohibitively expensive in a mass-production environment – or manufacturers accustomed to mass marketing who decide what will be included in their collection.

      These forms of petty injustice are certainly not the only problems in open design, however; there are also profit-driven corporations limiting technical and design solutions, preventing new possibilities from being put to good use. This immediately invokes the global dimension of open design. When international trade agreements become a guise for Western corporations to privatize indigenous knowledge, activists ACTIVISM and librarians deploy open design strategies, documenting and codifying this knowledge and developing protection mechanisms such as the Aboriginal and Torres Strait Islander Library and Archive Protocols in Australia.

      When sustainable solutions are locked away in patents, initiatives such as the GreenXchange started by Creative Commons and Nike facilitate easy licensing schemes. When academic knowledge started to disappear behind the paywalls of large publishers, the Open Access movement created new ways to make it accessible again for everybody.

      When transnational supply chains blur the provenance of raw materials and the labour conditions of mining, harvesting and manufacturing, fair trade campaigns advocate transparency and propose alternatives, for example the Max Havelaar product range or the Fairphone project.

      Disrupting these macro-political movements that privatize the commons or control access to the public domain is the major challenge for open design. An effective response to that challenge starts with understanding and reflecting on what we are doing when we make things.

      NOTES

      1 Musil, R, The Man without Qualities. 1933. Trans. S. Wilkins. London: Picador, 1997, p. 16.

      2 Gabor, D, Inventing the Future. London: Secker & Warburg, 1963. p. 207.

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       ARTICLES

       ORCHESTRAL MANOEUVRES IN DESIGN

       PAUL ATKINSON

      Investigating the roots of open design and identifying its resulting technological, economical and societal changes, Atkinson contemplates the vast consequences this development will have for the design profession and the distribution of design.

      Paul Atkinson is an industrial designer, design historian and educator; he lectures and conducts research at Sheffield Hallam University in the UK as a Reader in Design. For Paul, open design is “the internet-enabled collaborative creation of artefacts by a dispersed group of otherwise unrelated individuals. As a purely creative exercise, open design promotes the unprecedented sharing of knowledge between the professional and amateur designer, breaking down unnecessary barriers. When carried out for the common good rather than for capital gain or profit, open design allows the sharing of creative skills between developed and undeveloped nations for humanitarian benefit, countering the ramifications of global product consumerism.”

       http://shu.academia.edu/paulatkinson

      

      The concepts of open design – the collaborative creation SHARE of artefacts by a dispersed group of otherwise unrelated individuals – and of individualized production – the direct digital manufacture of goods at the point of use – at first sound like something from a utopian science fiction film. And yet, here we are. We can now easily download designs DOWNLOADABLE DESIGN from the internet, alter them at will to suit our own needs and then produce perfect products at the push of a button. Magic.

       Back to the Future

      In many ways though, there are huge similarities here to much older practices of production and consumption. The emergence of Do It Yourself DIY as a necessity for many is lost in the mists of time, but defined as a leisure pursuit, a pastime, it emerged from a perceived need to ‘keep idle hands busy’. In the hours following a long working day, it acted only to bring the Victorian work ethic from the factory into the home. DIY = productive leisure.

      In promoting DIY as an amateur pastime, the professional practices of design (which had themselves only appeared a short while earlier) were democratized. The printing of instructional manuals in the form of popular DIY handbooks and magazines enabled anyone having developed the necessary hand skills (which were then passed down from generation to generation) to engage with creative design and production processes and make functional items for themselves.1 This process of democratization was not all plain sailing – it was one which was strongly rejected by the institutional bodies of various professions, all seeking to protect the livelihoods of their members, and was a source of tension in the relationship between amateur and professional which remains to this day.2

      At first, technological developments in the design of tools and the development of new materials aided this opening up of professional practice. Some of the key turning points included the emergence of domestic versions of professional power tools, beginning with the electric drill3, DIY and the ready availability of new materials such as hardboard, plastic laminates, ready-mixed paints and adhesives. At a time when many products in the home, from furniture to kitchen fittings and from radios to standard lamps, were produced in relatively small numbers from materials such as wood and metal, these developments effectively de-skilled production processes, meaning that the individual handyman could fairly easily design and build many of the products of everyday life. However, as the professions became more and more specialized and further removed from everyday activities, technology became more complex and esoteric and the mass production of injection-moulded plastic parts became the norm, the design and manufacture of many products moved beyond the capabilities of all but the most dedicated of DIY practitioners, and the creative process moved further away from the hand of the individual. Allied to this, the lack of free time in increasingly busy private lives, and the economies of scale involved in mass production provided further disincentives. Why bother to build a bookcase yourself, when a professionally designed, perfectly well made and highly finished self-assembly version can be bought for less than the cost of the raw materials?

      DO IT YOURSELF CAN BE SEEN AS: PRODUCTIVE LEISURE.

      This distancing of the professional from the amateur in part contributed to the cult of the connoisseur: the idea of the professional designer as one who knew what was best for everyone, no matter who they were. The grand narrative of modernist design sought singular perfection and brought an elitist view of ‘good taste’ to the forefront of any design debate. This view held sway and did not even begin to be dismantled until the realization in the 1960s that a single design solution could not possibly fulfil the requirements of such a wide and heterogeneous market, and that the relevance of any particular design was determined by its user, not its creator.4 Slowly, the opinion of the user grew in importance and more enlightened design practitioners began to promote user-centred design processes, where the observed requirements of the user formed the starting point of creative product development. The logical progression of this view can be seen in the more recent emergence of co-creation design processes, where the user is finally fully involved in the creative process leading to the products they eventually consume. It is a short step from co-creation CO-CREATION or co-design to a position where users take on the responsibility for creative and productive acts in their entirety – a step which technology has now enabled everyone to make. In open design, the cult of the connoisseur has given way to the cult of the amateur5: those who know themselves what is best for them.

      The