DIRTY DESIGN MANIFESTO*
1. KNOW what you design, buy or discard: research what it is made of, where raw material originates from, who put it together, how it came to you, where it goes when you throw it away.
2. REPAIR/ADAPT what is broken or not optimal. Design things that invite intervention.
3. RECYCLE CREATIVELY (for both designers and consumers)
4. LET GO OF THE CULT OF THE NEW AND ANONYMOUS and appreciate traces of use, history and craftsmanship.
5. QUIT TRYING TO MAKE THE UNIVERSAL. Life and survival is about variety, adaptability and customization, and so should design be.
6. STOP DESIGNING, start making.
An interactive educational toolkit for upper secondary high school educators and students to integrate circular thinking into the classroom.
The Internet of Things (IoT) and ubiquitous computing are leading to an increase in objects with a short lifespan - either through breakage, “bricking” by the manufacturer, or discontinued use by the owner. This website documents a virtual workshop that took place as part of ACM DIS 2020, which explored how the configuration of values (e.g., functional, emotional, sentimental and environmental) designed into IoT objects influences the end-user practices of disposal, recycling and upcycling after these objects become defunct or obsolete. Through this lens, we considered potential design strategies that can be instilled during the process of design, to support the continuity of the material life of IoT objects after their “death”.
We are cognitively impaired by a metabolic rift between our culture and the earth. Paved surfaces, and pervasive media, shield us from direct experience of the damage our actions inflict on soils, oceans, air, and forests. A unique epoch of energy and resource abundance added zest to a story of growth, and progress and development, that put the interests of ‘the economy’ above all other concerns
Products that Flow
Circular Business Models and Design Strategies for Fast-Moving Consumer Goods
Circular business models and design strategies to inspire designers, marketeers and business developers
The most widely adopted set of open and visual tools for designing ecosystem-platform strategies.
Following on from Part 1 on Prototyping and Part 2 on UX Research - we now take a look at how to document this process. Essential for students, of course - but mandatory for many professional work processes, especially medical device design. Some tips on how to use these stills not only to 'prove your work is legit', but also to help communicate it to 'non-designers' in say Sales & Marketing or Grant Approvals, or Award Applications etc. Communication is essential at any stage of the process.
When the designer acts as a gatekeeper for the meanings that are included in the design process, the potential for connections becomes limited not only to what the designer views as significant, but also to the relationships she can imagine. If the design space were flung open to meanings that users and communities view as significant, we would surely read fewer stories of design interventions gone wrong — such as whimsically designed water pumps that were abandoned to rust because they were unusable, innovative distribution systems for mosquito nets that prevent most people from accessing them, and the distortionary effect of shoes distributed to the poor as a marketing pitch to the rich, to name just a few.
Welcome to “Open for the 99%”
* which is a series of design principles I’ve developed through fieldwork in open communities over 10 years.
Before there was Limn, there were several different prototypes. The first was occasioned by a conference: on prototypes. Held in Madrid in November of 2010, and organized by Adolpho Estalella and Alberto Corsín Jimenez, it was a conference for which this issue was imagined as a kind of pre-conference publication–another riff on the prototype. Many of the problems Limn seeks to address were worked out in part through this conference and the publication: from the use of new media, to the function of conferences and conference papers, to the idea of a publication that precedes or determines a social event. Issue Number Zero was very much a prototype, and bears the traces of that concept and the discussion of it by the generous participants.
Designing and building digital services for the Co‑op
We are aiming to create familiarity across Co‑op services. Familiarity makes things quicker and easier for our users — it helps them understand our services and trust us.