New Contexts/New Practices: Six Perspectives on Design Education
Article by
Peter Hall, Jon Kolko, Julie Lasky, Andrea Codrington Lippke, Deborah Littlejohn, Alice Twemlow and Holly WillisDecember 1, 2010
Held October 8–10, 2010, at North Carolina State University in
Raleigh, the AIGA Design Educators Conference “New Contexts/New
Practices” offered a panoramic view of a transforming profession.
By investigating how developments in technology, business, social
priorities and even the very definition of design have roiled the
field, the event sought to map a new, relevant landscape for design
education and practice in the 21st century.
This mission was supported by a unique format. The conference,
which was organized by NC State graphic design faculty, was divided
into six topics: changing conditions,
shifting paradigms, social
economies, design research,
interdisciplinarity and designing for
experience. Each topic was introduced to the entire body
of attendees by a provocateur, who raised questions intended to set
subsequent conversations in motion. Such discussions focused on the
trends, dilemmas and opportunities inherent in each subject area
and involved the provocateur along with a group of scholars, or
co-authors, selected by the conference organizers based on
prospectuses submitted before the event. Each co-authoring session
was led by a moderator and recorded by a writer. Conference
attendees rotated among the different authoring sessions and were
given opportunities to participate as well. At the event's
conclusion, the moderator/author pairs presented summaries of the
six sessions.
A crucial aspect of this format was that ideas generated during
the three-day colloquy find a life and audience beyond it. Final
presentations are posted on the conference
website. In addition, the writers, employing their unique
perspectives and voices, have synthesized their observations into
the six reports that follow. Taken together, these essays provide a
detailed overview, and their impact is being proliferated through
joint publication on Design
Observer, Core77 and
AIGA Voice.
Thanks to the conference organizing committee—Denise Gonzales
Crisp, Meredith Davis, Amber Howard, KT Meaney, Matthew Peterson,
Santiago Piedrafita, Alberto Rigau and Martha Scotford—for raising
these crucial topics and extending the ripples.
—Julie Lasky
Topics and essays
Changing Conditions:
“Remapping the Curriculum” by Jon Kolko
Shifting Paradigms: “Embracing
Flux” by Holly Willis
Social Economies: “Fudge it and
Nudge it” by Peter Hall and Alice Twemlow
Design Research: “Combating Research
Illiteracy” by Deborah Littlejohn
Interdisciplinarity: “Redefining
Expertise” by Julie Lasky
Designing for Experience: “Designer as
Superhero” by Andrea Codrington Lippke
Photography by Alberto Rigau
and Liese Zahabi, with volunteer graphic design students of the
College of Design at NC State.
Remapping the Curriculum
The discipline of design has been undergoing dramatic change for
decades. Yet design educators have been slow to evolve their
programs, with the following problematic results:
- Design students learn tired and irrelevant methods and
techniques.
- Students and parents generally fail to realize a “return on
investment” from an increasingly expensive college education.
- The production of design knowledge through scholarly design
research has not been able to evolve at the pace necessary to
manage the complexities of our world and culture.
As provocateur within the Changing Conditions: Emerging
Practices conference segment, Shelley Evenson described the
changing qualities of culture and society and the new demands
placed on design educators in driving specialization toward fields
like service and interaction design. The segment's moderator,
Christopher Vice, unpacked how these cultural shifts have led us to
a point of necessary change, where we must actively and
aggressively reframe design education in order to best meet the
challenges facing our world and culture.
The cultural background: moving beyond artifacts
For most of the field's history, educational programs in graphic
design have taught students how to create artifacts—how to develop
printed posters, brand elements, pamphlets, postcards and signage.
This work involves a number of core competencies, including but
certainly not limited to color theory, two-dimensional design,
three-dimensional design, typography, composition, printing and
prepress, packaging, digital prepress, logo and mark creation. But
the world has changed, and professionals rarely focus exclusively
on printed material. In the last 20 years, the overall landscape of
design has shifted:
- From single-artifact systems to
design-language systems, focusing on a
unified visual and semantic message across multiple printed
pieces
- From one-way communicative artifacts, such as
brochures, to interactive artifacts, such as software
- From designed artifacts to design thinking,
where the focus of the design process is applied in the context of
large-scale business, organizational or cultural problems
- From commercial goods toward service,
emphasizing time-based, human and more experiential qualities of
designed offerings
The opportunity—and strategies for realizing it
There is an opportunity for design education to change in order
to respond to the above shifts, and to better prepare students for
the realities they will face as they graduate from college or
university.
Recast the foundation
Nearly every design school in the United States and Europe
begins with a focus on foundational studies, where students learn
the base elements of design that include two- and three-dimensional
design, typography, color, composition and more. These courses
typically are studio-based and follow in the footsteps of Bauhaus
education: students learned by doing, and the “doing” was often
long, arduous and methodical.
We propose to dramatically reframe or completely eliminate
required courses that focus exclusively on issues of typography,
color, composition and other base design skills. The elimination of
these courses is significant in freeing space for other, new
skills, given that the entire first year (or one-quarter of an
undergraduate's education) may be spent on this type of activity
and learning. Of course, altering or removing these classes comes
with a cost, and even mentioning this is heretical in most design
institutions. Yet it seems that a student may be better served with
a Helvetica A4 template and a warning to avoid typographic
explorations until post-graduation, than with hours of Prismacolor
type exercises.
Specialize and differentiate
It is increasingly clear that design has reached a critical mass
of generalists, and a more systematic approach to specialization is
required to face the challenges and to train for the competencies
described above.
- Focus on service design or interaction design.
Shelley Evenson explains that “service design is about providing
the resources for people in a system to learn, adapt and share the
knowledge they gain about the world with other pieces of the
system.” It's an ecological view of design. It focuses on
touchpoints and relationships, as these touchpoints become
increasingly complicated (often through technological advancement),
the shaping of interactions—the directive of behavior, through
interaction design—becomes more critical as well.
- Focus on participatory design—“design with.”
As designers increasingly turn to the complex problems of society,
such as the emerging areas of social innovation, a truly
collaborative approach to design is required. This recasts the
designer from a position of power or authorship (“I design for
you”) to one of empathetic collaboration (“I design with you”). In
this model, a designer supports the natural creativity in others,
offering scaffolds by which others can express their ideas, needs
and desires.
- Focus on traditional design specialties—such as
industrial, graphic or transportation design—but with a narrow
emphasis (such as human factors, typography or car interiors,
respectively). It is naïve to think that typical design
activities, such as branding, print design or advertising, will
simply disappear. But they have already morphed and advanced at
tremendous speeds; to be competitive in these disciplines,
designers need to offer a depth of specialty in a narrowly defined
area of emphasis. This might mean educating an industrial designer
to have comprehensive and deep knowledge of anatomy,
anthropometrics and other human factors knowledge (at the expense
of CAD skills, or knowledge of production techniques, or other
traditional areas of industrial design).
- Additional foci: These focus examples are
provided to be provocative, not to define the extent of
specialization required in design education. There are countless
specialization opportunities.
Changing design education
We are a culture that increasingly questions consumption and
advertising, which are at the heart of industrial and graphic
design disciplines. We rely on a dynamic and constantly evolving
technological platform that touches all aspects of life. There is
an increased demand for service-based jobs as our country
re-evaluates economic sustainability. People are demanding quality,
reflective and meaningful experiences in their world.
Yet design education, as a whole, hasn't embraced these
challenges and opportunities.
To be direct and explicit, educators who have taught the same
foundation studies courses for years will need to dramatically
revamp their courses or face irrelevance. Educators who have
repeated the same kerning and hand-drawn letterform exercises will
find themselves teaching at a school that simply isn't focused on
typography anymore—and tenure notwithstanding, these individuals
will find themselves without a role. Educators who are unwilling to
retrain themselves will be replaced.
If you are one of these educators, or you work at one of these
programs, you may acknowledge these necessary shifts, but find
personal action to be difficult. It is difficult. And it's
difficult because the shift is large, fundamental and of critical
importance. You'll need to read, and take courses, and attend new
conferences; you'll need to re-build yourself and your expertise in
a new light. You'll go from knowing all of the answers to not even
knowing the problems.
But it's no longer a matter of choice. Because if you aren't
able to find a new opportunity, a new specialty, and embrace the
topics described above, you may soon find yourself alone or
replaced. Our subject matter is too important, and our role too
fundamental, to leave to the traditions of even great educational
movements like the Bauhaus. The subject of design is the
humanization of technology, and as long as technological
advancements continue, so the pragmatic and day-to-day jobs of
designers will continue to morph. And so must design education
continue to evolve.
Jon Kolko is an associate
creative director at frog design and founder and director of the
Austin Center for Design.
return to topic list
Embracing Flux
A vital next step in design education centers on taking
seriously the notion of systems and systems thinking, which are
inherently transdisciplinary, holistic and focused on the
interrelationships and patterns of things, not on fixed and
isolated parts of a larger process. This means embracing dynamism
and emergent possibility as core to design methodologies as well as
to design education. What does this mean with respect to curricula,
pedagogy, assessment and teaching spaces? And how does this shift
affect the designer's identity?
David Thorburn's
provocation framing the Shifting Paradigms: Tools and
Systems topic was an imperative wrapped in historical
perspective and can be easily summarized: Get over it! Our current
moment, as unsettling as it is, and as unique and apocalyptic as it
feels, repeats a host of previous junctures in recurring cycles of
disruption and stasis that punctuate the previous 200 years of
Western culture. Thorburn's perspective embodies a core sensibility
in his field, namely, media studies, which tends to dismiss both
the pitiful announcements of imminent demise and utopian desires
for a radical break in favor of an ecological view attentive to
transition and evolution, and to a mingling of tradition and
innovation. Indeed, these are the themes of the book Thorburn
co-edited with Henry Jenkins titled Rethinking Media Change:
The Aesthetics of Transition, which traces a series of earlier
moments of technological change. “The turmoil of the early film
industry should offer a kind of comfort,” soothed Thorburn toward
the end of his talk.
Thorburn's eloquent invitation to consider the past offered
little solace to the group assigned the task of thrashing through a
topic that in its title alone encompassed three vast and knotty
terms: tools, systems and paradigms. No less than Heidegger,
Deleuze, Derrida, and, more recently, Giorgio Agamben, have taken
time to define these ideas in the context of philosophy, and in
design, Hugh Dubberly, Meredith Davis and others have similarly
tackled the terms in a more specific realm. All three words gain
additional intricacy in that they are shared by disparate
disciplines, from systems theory to anthropology, from human
computer interaction to biology, economics and business.
It's no wonder then, that the ensuing dialogue was prickly,
passionate and ultimately all over the map. Anne Burdick's
moderation centered on discerning some modicum of specificity in
the use of terms, and we began by articulating our sense of each.
Initial emergent themes acknowledged the accelerated pace of
change, the rise in the complexity of the issues at hand for
designers, and the need for a systematic transformation within
education at a time when budget cuts prohibit such change.
Consensus formed around key shifts in the paradigm of design
generally, and in design education specifically (with “paradigm”
here borrowing Thomas Kuhn's 1962 definition of the term as a set
of ideas shared by a community).
“Graphic design was about creating artifacts and we've moved
past that to now creating contexts in which activities happen, in
which people participate collectively,” said co-author Barbara
Sudick from California State University Chico. “That's very
different from when we made discrete artifacts.” Stacie Rohrbach of
Carnegie Mellon, another co-author, concurred. “We don't use the
word 'graphic design' anymore. What we're teaching our students is
detached from an artifact. They may create an artifact, and it
might be finite, but often it isn't. Instead, it's about building
cognitive structures; it's a meta-level activity.” But how
practical is it to teach this, asked Jen McKnight, a co-author from
the University of Missouri in St. Louis. “If half of the university
design programs are located in art schools, are they suited to do
systems work? Are they ready to let go of the artifact? Are they
ready to divorce themselves from 'graphic design'?”
The discussion of tools was more slippery, and followed the
Möbius strip of determinism to assert that new tools inform our
perceptions and experience, just as cultural needs give rise to new
tools. However, key to an understanding of contemporary tools is
that they, too, are no longer discrete artifacts, but are just as
often platforms and systems. In that vein, Isabel Meirelles of
Northeastern University rejected the idea that our new tools
consist of software applications and computers. “This is such a
narrow view of tools. I really believe that all we can do in design
education, especially in undergraduate education, is understand the
ideas. So I have a problem with this idea that 'the tools are
changing.' That's only true if you define the tool in a narrow
way.”
In summarizing the first two hours, moderator Anne Burdick
responded to the nascent anxiety about design identity and asked,
“Are we defined by our outcomes, or are we defined by the activity
of design itself, regardless of outcome?” She continued, “In
general, we've seen a shift from an autonomous, cohesive practice
to one understood as networked, social and politically situated;
open and permeable; even dynamic and changing. Where do we go
next?”
For Sudick, the next step is taking seriously the notion of
systems and systems thinking, which are inherently
transdisciplinary, holistic and focused on the interrelationships
and patterns of things, not on fixed and isolated parts of a larger
process. This means embracing dynamism and emergent possibility as
core to design methodologies as well as to design education. “This
may be a hotspot,” she asserted, pointing to an idea that could be
mobilized by conference participants immediately. “The behavior of
a system reveals itself over time—can we use this concept in
thinking about how we do assessment with students? Can we look at
their behavior, their patterns, and then understand what those
behaviors mean?” Others took this up to suggest curricula
characterized by flux rather than stability; classrooms that are
open and permeable rather than closed and finite; teaching
materials understood as participatory platforms that are modular
and extensible; and pedagogical practices founded on perceiving the
larger system rather than isolated entities within that system.
Speaking with respect to an earlier definition of design
centered on problem-solving, Burdick noted, “The problem with
problem-solving is that you're looking for answers as if there is
an end,” pinpointing the teleological perspective ill-suited for a
paradigm characterized as dynamic and in the process of becoming.
In place of this forward-moving quest that presumes an end,
Thorburn advised the opposite. “We must attend to the past as
avidly as to the future,” he cautioned, sustaining the corrective
put forward in his provocation. However, rather than looking either
forward or backward, perhaps systems thinking might be useful here,
which insists that we forego hypotheses and the reductionism of
closed systems, and instead value the generative potential of the
system for helping produce emergent ideas. Indeed, the entire “New
Contexts/New Practices” conference was itself devised as a kind of
system, moving away from the framing of hypotheses and the delivery
of finished and complete thoughts in the traditional conference
panel format to the opening up of a dialogue designed to be dynamic
and generative.
Holly Willis is director of
academic programs at the Institute for Media Literacy at the
University of Southern California.
return to topic list
Fudge it and Nudge it
By Peter Hall and Alice
Twemlow
As part of his “New Contexts/New Practices” provocation,
John Thackara set out a
grim picture of the global situation from which educational
reformers must proceed in their mission to change design education.
One reason societies fail, he said, citing Jared Diamond's
Collapse, is that their elites are insulated from the
negative impact of their own actions. Similarly, we are bewitched
as a culture by a “high entropy concept of quality and
performance.” Thus bewitched, Thackara added, “we waste
astronomical amounts of energy and resources and in the process are
destroying the biosphere upon which all life, including our own,
depends. Most of these high entropy products, services and
infrastructures, and the resource flows and emissions that
accompany them, would not have been possible without the input of
creative industries and especially designers.”
The problem of how to proceed was the topic of discussion among
participants in the Social Economies: Enterprise
and a New Cultural Geography session following Thackara's
presentation. We have surely moved beyond our late-20th-century
obsession with protest at the level of the sign (as co-author Maria
Rogal of the University of Florida put it, “the world doesn't need
another poster for peace”). Adbusters may still be an
effective rabblerouser, identifying our “doomsday machine economy”
(the higher the GDP the faster we degrade the biosphere), but
consumerism is surely better addressed through collective action
than through protest. Thackara's position is that designers have an
important role to play in a growing social innovation movement.
They also have the skills to “cast fresh and respectful eyes on a
variety of situations and reveal the material and cultural
qualities that may not be obvious to those who live in them.”
Examples of social innovation—from establishing seed banks to
recycling foreclosed buildings—are plentiful. But how exactly is
this kind of activity embraced in the classroom, in the current,
ageing curricular structures that were set up in rather different
ideological settings?
Judging from the responses at the authoring session we
moderated, we are at the very early stages of this project, in the
United States, at least. While social innovation and
community-based initiatives may be blossoming around the world,
design educators seem relatively ill-equipped in terms of methods,
protocol and administrative support to send students out into the
field to help these initiatives or work on new ones. Nagging doubts
lurked behind projects provided as examples by some of the
co-authors—efforts to engage students with communities in, for
instance, Mexico and India. Were designers exactly what these
communities needed?
The difficulties are clearly exacerbated by a prevailing, global
(mis)conception of design's exclusively commercial imperatives,
compounded by a tendency for designers to imagine themselves
problem-solving in isolation. True design problems are “wicked,” to
use Horst Rittel's term: complex, contingent, uncertain but urgent,
and constantly shifting the longer and closer we study them. They
require interdisciplinary teams and they call not for top-down
responses that “solve” the problems once and for all, but for the
implementation of potential solutions, ad hoc, in prototype, and
subject to change. In Rittel's terminology, solutions to wicked
problems are not right or wrong, but better, worse, good enough or
not good enough.
A broad consensus emerged that students today need a global
perspective, and that the best way to gain that is through
study-abroad programs. Yet it is not particularly clear that
sending U.S. design students overseas to lend their skills to, say,
a burgeoning tourism industry in Ladakh, India, is a “good enough”
response to the larger wicked problem of global inequities. An
interdependent view of globalization notes how much economic
disparities and environmental catastrophes are the result of
Western economic systems. As Vandana Shiva noted in 2000, we're in
a situation where “resources move from the poor to the rich and
pollution moves from the rich to the poor.”
Perhaps design education is at a stage of development comparable
to the first phase of ethnographic research, when Malinowski
established that living with the people one was studying was
preferable to armchair observations from afar. It took subsequent
generations of critical thinkers to detect a tendency to exoticize
the Other in such projects, and for an “anthropology of ourselves”
to emerge. Not to deny the pedagogical value of an immersive
overseas experience, but U.S. design students can learn a great
deal from studying the social inequities and environmental
catastrophes on their own backyards. At the same time, the adoption
of ethnographic methods by designers is not without its own
problems, suggesting that closer ties with anthropology departments
might be warranted. AIGA's own “ethnography primer” outlines
a situation in which design professionals are working alongside
ethnographers rather than trying to mimic what ethnographers do. In
the academic world there is no real good reason why a better
integration of the disciplines can't be achieved.
There are, however, plenty of bad reasons prohibiting
interdisciplinary work on campuses: academic silos and bureaucratic
procedures that seem designed to inhibit the free flow of ideas
between departments. As co-author Debra Riley Parr, of Columbia
College in Chicago, asked, “What are the boundaries that define
what is visible in current design regimes; and how vested is the
academy in policing or re-producing these divides?” This, perhaps,
was the specter overhanging the discussion: the tension between
fresh ideas about teaching and learning and large, stale,
bureaucratic infrastructures. Within design education, the tension
is primarily between the needs of the new cultural landscape and
the demands of an aging curriculum crafted around Bauhaus
principles. As Ricardo Sosa, of the Tecnólogico de Monterrey in
Mexico, noted, it may be worth considering that many of these
principles are counterproductive to today's challenges.
The goal of the conference, however, was not to culminate in
communal handwringing, but to come up with a set of actionable
items, which the organizers dubbed “hotspots.” Evidence abounds, in
fact, that designer educators are ever resourceful in their efforts
to make learning relevant and urgent, and in their ability to
“fudge and nudge” existing educational infrastructures toward
necessary and impending reform. The following points are offered by
way of a tentative conclusion to this end.
Hotspots:
Curricular workarounds
Every educator and academic administrator knows that there are
ways of finding room to maneuver within ageing curricular
frameworks. One example, aired at the conference, was to teach an
interdisciplinary design studio class on systemic thinking by
scheduling separate business, design and engineering classes in the
same building. In the spirit of Rittel, it seems appropriate to
respond to the wicked problem of design education with such ad hoc
solutions.
Mediating objects
In the design studio, collaborative learning can take place by
setting team assignments to build prototypes on very short
deadlines, and then use the results to develop an inquiry—rather
than the other way around. Svetlana Kasalovic provided an example
from Moorpark College, where student teams were told to build a
model of a sustainable city, using foam and cardboard, in 30
minutes. Kasolovic provided a theoretical framework for the model
as a “mediating object” using Lev Vygotsky's activity theory,
underpinned by Vygotsky's notion that the relationship between
humans and the world is mediated by artifacts. A simple summary of
this approach is embodied in IDEO's mantra, “prototype early and
often.”
Mapping
Mapping can function as a bridge between traditional graphic
design practice and the wicked problem, as a means of researching
problems, synthesizing and arraying findings and unfolding possible
responses, often in exquisite, graphic form. But we must always be
aware that maps quickly accrue the air of authority and appear
finished even when they are meant to be contingent or in process.
Maps should be seen, as Thackara noted, as “tools humans use.”
Their great potential is their ability to bring grass roots
movements together and make information accessible. Examples at the
social economies session included mapping food carts in Chicago,
street vendor legislation in New York, and various projects to
track and research the flow of materials and labor that go into
everyday objects around us.
Ignorant schoolmaster
One does not need to be an expert to map a problem. One need
only model curiosity and investigative drive to encourage students
to explore the complex interconnections behind things.
Research as portfolio piece
At risk of presenting a glib response to a complex issue, it
remains possible that the need for a critical discourse in design
programs is not entirely at odds with the pursuit of technical
virtuosity and a marketplace demand for job-ready portfolios. If
the new curriculum emphasizes method, process and a “good enough”
philosophy of tackling complex problems, then this work must be
presented in as persuasive and glittering a light as the logos and
slick renderings of the old portfolio.
Study abroad through virtual corridors?
Carbon-friendly alternatives to the study-abroad course are
emerging, born out of economic necessity and cheap communications
technology. Graduate students at the London College of
Communications and University of Texas at Austin, for example,
recently explored collaborations through a “virtual
corridor”—webcam space that opened up during class times for
discussion, leading to Second Life–based projects in which
transatlantic teams studied urban space in both cities, in virtual
and real space.
Network to existing datasets
The proliferation of information calls for new ways of
interpreting and arranging it, yet design studios are often
organized and taught with students approaching their research
topics from scratch. While it makes sense to instill a sense of
ownership and curiosity about research among students, stronger
ties to other disciplines and bodies of knowledge would mimic real
world scenarios, in which designers commonly inherit research
findings and data sets. Paradigmatic examples include the work of
the Spatial
Information Design Lab at Columbia University on prisoner data
provided by the Justice League. The Many Eyes website also includes a
dazzling array of visualizations of off-the-shelf datasets.
Piggyback on existing initiatives
Extending the sentiment from data sets to community projects, it
certainly makes sense for educators and researchers to seek out
existing social innovation projects rather than start from scratch
each time. Some extraordinary initiatives have come out of design
programs, only to wither once the semester is over. One recent
example, Growlots
Philadelphia from the University of the Arts was an ingenious
online social networking tool for rooftop, yard and empty lot
farmers to share resources. Launched last spring, it now sports a
calendar devoid of events and a stagnant blog.
The art of hosting
A key conceptual shift is required in our thinking about
outcomes, which moves design away from the creation of artifacts to
the staging of events. The Elos Institute is a nonprofit
organization founded in 2000 by architects and planners in Brazil,
who aim to help transform communities by engaging young people in
collaborative games leading to rapid and high-impact actions.
Thackara characterizes its Oasis game as a combination “charrette
and barn raising” that could culminate with the creation of a
public space, a daycare facility, a recycling initiative. The key,
however, is the art of hosting the event, a project that requires
new listening skills of designers — an anathema to previous eras of
celebrity designers and their declarative modes of operation.
Clarify learning outcomes
New approaches to design education require new assessment
methods; tackling complex problems and facilitating community-based
projects requires, obviously, teamwork. But progressive curricula
often (usually) inherit a grading and testing system poorly
equipped to evaluate student progress in collaborative,
interdisciplinary teams. Again, teachers are good at developing
workarounds: peer evaluation, continuous assessment and use of
blogs and social media serve to monitor student strengths and
weaknesses.
No more parachuting
One imagined goal of a design program in the new social economic
landscape would be to engage with “communities of practice,” to
appropriate a term from the activist planner Nabeel Hamdi.
“Practice,” writes Hamdi in his book Small Change, “is
about building densely interconnected networks, crafting linkages
between unlikely partners and organizations, and making plans
without the usual preponderance of planning.” For networks and
linkages to be self-sustaining requires we wriggle out of a
pedagogical framework that initiates and concludes projects each
semester and rethink old philanthropic notions of “parachuting in”
to help communities. Instead, we need to plan frameworks that can
sustain a hand off from year to year, which, of course may be a
goal that takes several years to reach.
Peter Hall is a design critic,
co-editor of Else/Where: Mapping with Jan Abrams,
contributing writer for Metropolis and Print, and
senior lecturer at the University of Texas at Austin.
Alice Twemlow is a
writer, critic, and chair of the Design Criticism program at the
School of Visual Arts in New York.
return to topic list
Combating Research Illiteracy
Design needs a robust research culture that enables designers to
participate in new arenas on equal footing with other, more
established disciplines. Research in design could help identify and
articulate evidence-based grounds for effectively establishing its
unique expertise, but first design faculty and professionals
require skills in research. There is an urgent need for reflexivity
in design education and fresh perspectives on pedagogy. Faculty can
begin by interrogating long-held beliefs and practices in three
critical aspects of professional preparation: how to think, how to
perform and how to act with integrity.
Increasingly, it's the designer's job to talk to others. In
large projects involving multidisciplinary teams, that dialogue
requires designers to externalize their positions and ideas with
logic and the support of research, as well as understand the
positions, research and logic of their colleagues. While a closer
relationship between design and research has become vital, many
creative design fields lack the crucial institutions and expertise
that characterize a research culture. This view served as the
backdrop for provocateur
Sharon Poggenpohl's question: Are we teaching students to grow
into this perspective, or are we supporting the development of
thousands of boutique designers?
Pressure to “discipline the design discipline” through a more
robust research effort comes from within and beyond the academy.
Nevertheless, co-authors in the Design Research: Building a
Culture from Scratch session, moderated by Judith Gregory,
cautioned against accepting traditional academic structures without
question: established disciplines have been reflecting upon their
own scholarly practices—and looking at design in the process—for a
reason. At the same time, participants acknowledged that a formal
research culture would help legitimize design in the eyes of the
academy (and those who fund research). Building, organizing and
articulating research into a body of knowledge is carried out by
professionals with specialized training in the philosophies and
methods of inquiry. Design faculty rarely have this experience, and
they are disadvantaged when they can't frame design research for
their colleagues in other fields—or understand the research methods
and outcomes of other disciplines. Design's “research illiteracy,”
as Poggenpohl called it, was demonstrated on several occasions in
the open discussion sessions when “research” became equated with
“methods”—and particularly, with scientific methods. Before design
can develop a robust research culture, it will have to overcome
this blind spot and acquire some new habits of mind.
Interrogating design culture/Understanding design research
Participants identified several practices and assumptions in
design education that need examining: that “making” is opposed to
“research”; designers don't read; and the only purpose of education
lies in preparing design students for the profession—demonstrated
in vague distinctions between graduate and undergraduate study and
lack of engagement with other academic disciplines.
Design education isolates itself from academic knowledge
communities to its own detriment. Non-majors are seldom permitted
to take design classes, while inflexible design curricula provide
few opportunities for exploring other disciplinary perspectives.
Coursework superficially engages with knowledge from other fields,
and many faculty look down on importing theories and methods from
other disciplines in design. Good theory, however, should be
applicable in different contexts, and research methods are not the
province of any one field. The perception that research has no
value for the profession, and that researchers belittle practice as
a “lesser” activity, persists.
Co-authors addressed design's anti-discursive streak. Few
peer-reviewed journals are available in which to disseminate design
research, and there's not much awareness of—or participation
in—existing venues: the result is that research findings from
multidisciplinary collaborations in design appear in the journals
of other disciplines with small credit for design. There is also a
lack of reflexivity in design pedagogy: faculty simply teach as
they were taught. Students aren't asked to externalize or
systematize the creative process, especially for non-design
communities. Doing research—a practice that is both systematic and
external—is seen as anathema to designing, and creativity plays no
role in research and theory.
The cliché “designers don't read” was contentious. Co-authors
argued that the ability to “read” the visual is an important design
skill, and it's not that designers don't read—they aren't taught to
read critically. Design students spend their time learning how to
produce rather than think critically. They move through endless
project cycles without being asked to reflect on the “what”—or
“how”—of their learning. Co-authors noted that student assignments
rarely ask provocative questions, focusing instead on formal
outcomes. Questions arise from the ability to reflect critically
about what is known through reading existing literature.
Curiosity, criticality and creativity are research habits of
mind. Reflective behavior is discursive thinking—it proceeds by
argument or logic, not intuition. Research (whether carried out in
science or design fields) is fundamentally guided by questions that
identify, as Poggenpohl pointed out, what is unknown, but would be
valuable to find out. Asking questions is the hallmark of
curiosity; coming up with good questions is as much about
creativity as coming up with good design. The more designers learn
to question and articulate their practices, theories and
methods—especially to non-designers—the more rigorous the field
will become.
Cultivating a research culture
Before design education can instill students with inquiring
habits of mind, faculty will have to dispel the myth that research
is a foreign, uncreative—and boring—activity. For them to see the
value of research, students need frameworks for connecting and
applying theories and methods in their studio work. Research “tool
kits” in the freshman year can introduce students to the purposes,
practices and goals of inquiry. Interdisciplinary respect can be
established by allowing students from other disciplines into design
programs and would create conduits for mutual learning. Faculty
must also develop a few habits of their own—beginning with
regularly reading design research reports and incorporating
research findings in coursework. Teaming up with experienced
researchers from other disciplines will strengthen research skills.
These “knowledge buddy” partnerships carry the added benefit of
increasing the likelihood of successful grant seeking.
A culture of design research can serve the field by establishing
“the visual” as a serious topic of inquiry, by identifying
practices that interest other disciplines and by providing grounds
for design's point of view in research. Prototypes are a (visual)
form of knowledge very different from other disciplines. Visual
representations of knowledge from other areas—for example,
education—in design forms like textbooks, websites and software
interfaces, offer rich areas for exploration that would connect
design issues with the concerns of other fields. As design builds
its research literacy, designers will become better equipped to
pose provocative questions about the assumptions and practices of
other disciplines—as well as their own. Designers will need to
understand their collaborators' questions as an opportunity to
learn rather than a critique.
Advancing design as a discipline concerns challenging the
constraints of design culture by asking provocative questions of
current practices and the assumptions that undergird them. In the
words of provocateur Rick Robinson, designers have to, “Destroy
your discipline! Keep it strong!”
Deborah Littlejohn
is a doctoral student in the PhD Design program at NC State and a
contributing writer for Eye Magazine.
return to topic list
Redefining Expertise
At this “New Contexts/New Practices” session, no one challenged
the importance of cultivating partnerships between disciplines. Yet
there was much concern about how the (almost by definition) protean
quality of interdisciplinarity could be introduced into schools and
professional practice. And what would be gained—and lost—in the
transaction.
The word “interdisciplinarity” is almost impossible to
pronounce. Rick
Robinson, provocateur in the session Interdisciplinarity:
Making Ourselves Attractive to Collaborators, stumbled over it
repeatedly as he ventured to question the merits of mixing together
different kinds of aptitude, particularly in a single career. “I am
an expert. I spent an awful lot of time and attention and effort to
get to my place where I can do what I can do,” Robinson, who holds
a PhD in human development, said. “And you're not. On the other
hand…I know where my expertise lies, and I know what I appreciate
in other people is their expertise.”
“Interdisciplinarity” may shove too many syllables into one
lexicographical jawbreaker, or too many experiences into a single
C.V., yet, as conference co-organizer Meredith Davis noted in her
introduction to the session, it's a “buzzword of the 21st century.”
“Design problems are too big and complex to be solved by one
person,” Davis said. “Work and life are wrapped up in webs of
connections that are both dynamic in their configuration and far
reaching in their consequences. It is no longer possible to
separate social from economic, cultural from technological or
physical from cognitive.”
The ground beneath designers' feet is shifting. As the problems
they consider lap over the edges of conventional practice,
extending into media such as architecture and digital products, and
provinces such as social and physical science, designers must
either become proficient in a larger number of subjects or learn to
collaborate with experts from a wider spectrum of disciplines.
Robinson is clear about which path he prefers: “The way
disciplines affect each other is more interesting to me than the
way one interdisciplinary person can affect a field,” he said. No
discipline is monolithic; rather, it's a container for competing
ideas that gain primacy at different times (such as the see-sawing
between nature and nurture in debates about evolutionary biology).
Robinson advocated the maintenance of “a core” whereby “people
learn to be extremely good at what it is they're doing” yet
practice expertise in a “broad and exploratory perspective.”
Finally, he urged, practitioners must be willing to “break that
core.”
In the authoring
session moderated by Dori Tunstall that followed, participants
expressed concern with interdisciplinary engagements that recast,
and even threatened to deform, the designer's identity. What are
graphic design's unique contributions to interdisciplinary
partnerships? Does it receive as much as it gives in such
exchanges? Is graphic design a sub-discipline being menaced with
collapse under the growing, hybridizing influence of “design
thinking?” Should its core be maintained as distinct from related
branches like industrial design and architecture? Or should
prefixes such as “graphic” and “industrial” be eliminated to
support a more general idea of design?
Certainly, no one disputed co-author Paul Nini's charge that
graphic designers suffer from low self-esteem. Nini, a professor at
Ohio State University, pointed out that the session's very
subtitle, “Making Ourselves Attractive to Collaborators,” betrayed
a self-denigrating attitude. Leslie Atzmon, of Eastern Michigan
University, was the most vocal among a group of participants who
insisted that if designers are to build a persuasive case for the
value of their contributions, they need to engage more seriously in
research as the basis for a critical discourse conducted both
internally and with interdisciplinary partners. Chris Myers, of
Philadelphia's University of the Arts, said, “Critique is a unique
environment to [bring] out the collaboration. But I think we have
to do a better job in teaching people how to argue, discuss,
evaluate information and evidence.” Agreed Geoffrey Fried, of the
Art Institute of Boston at Lesley University: “It has to go beyond
a conversation about form.”
Robinson, however, noted that designers tend to overlook the
field's long habit of analytical discourse in the form of classroom
critiques and studio charrettes. Such efforts are perhaps
disregarded by their practitioners because they're not documented
in scholarly publications. And yet, Robinson suggested, they
represent “a strong design tradition that academics could learn a
lot from.” Among the virtues of the design critique and charrette,
Tunstall agreed, is their additive, dynamic qualities. These
activities unfold through time and involve group process. “Critique
in other traditions is mostly summative,” Tunstall said. “In design
it's formative, allowing you to improve the next iteration.”
Especially germane to interdisciplinary collaborations is the
fact that graphic designers are trained to bridge different styles
and levels of understanding. If a single core competency can be
identified, it is communicative ability—particularly the
construction of messages that raise consciousness, sensitivity and
conviction. University of Illinois professor Jimmy Luu ventured
that a good designer brings to interdisciplinary collaborations the
power of empathy. “You understand different frameworks; see and
mash them together.” Invoking a Navajo term for an attorney
interceding between tribal interests and the government, Myers
referred to “'the one who speaks for the people who cannot speak
well for themselves.' Essentially that's what we do.”
Designers, in other words, possess skills and engage in
practices, acknowledged or not, that should smooth the way for
interdisciplinary collaborations. The larger question remained of
how to actuate interdisciplinarity, or more challenging yet, teach
it. “How do you structure a curriculum or remove barriers to
provide more opportunities for interdisciplinary skills to be
developed?” Tunstall asked. “Is it a project or a class? What is
the mechanism within the curriculum that allows it to happen?”
Myers emphasized the value for an instructor to “model
interdisciplinary behavior” through “the habit of research” as part
of a mode of inquiry. Tunstall recalled his reference to “the one
who speaks for the people who cannot speak well for themselves”
when she concluded that “interdisciplinarity allows for the
development of empathy, which can even be built from difference.
When this happens is when a new methodology and new language can
happen.” Added Robinson, “It's not just a matter of borrowing or
stealing language from other disciplines, it's developing languages
that connect.”
Tunstall summed up with the statement that interdisciplinarity
“is not a class, it's an opportunity around inquiry and
understanding.” She suggested that the conversation's next
iteration be in a more interdisciplinary context — conducted with
engineers, artists, businessmen and the like.
Julie Lasky is editor of
Change Observer, a channel of Design Observer that focuses on
design and social innovation.
return to topic list
Designer as Superhero
What does it mean when graphic designers are increasingly made
to feel that their skill-sets are inadequate in the face of such
monolithic entities as the “changing media landscape?” A breakout
session on experience design plumbed the depths of the resulting
identity crisis and posited a way forward. While it's clear that
graphics educators needs to shift their focus from the single
artifact to the multiple pathway and teach students how to play
well with others, is the call for breadth and depth in knowledge a
call for superhuman abilities?
Full disclosure: I am not now nor have I ever been a
graphic designer. I have, however, written about design for the
past 20 years and feel that I know a few things about design in
general and designers in specific.
It wasn't always that way, of course. I attended my first design
conference in 1993 as a young editor at I.D. magazine,
having just migrated over from art publishing. It was a national
AIGA shebang in Miami and it was as good an introduction as any to
graphic designers and their concerns.
While the exact details of the conference are lost in the mists
of time, one memory sticks out: Michael Bierut standing on the
stage speaking about what a tough time he had getting his aunt to
understand what it is that he does for a living. It was a lament
that seemed to ring true for most members of the audience, who
nodded or laughed in recognition at the Pentagram partner's
experience. And who could blame them? Graphic design developed
traditionally as a liminal practice, existing at the intersection
of art and science, craft and technology, personal expression and
consumer persuasion.
Designers, I found out quickly, often felt like in-betweeners
and, as such, tended toward identity crisis—or at least seemed to
when gathered en masse at AIGA events. I tried to picture
gastroenterologists huddled together at AMA conferences worrying
about the world's perception of their life's work, or writers at a
PEN summit fretting that they're misunderstood by commissioning
editors.
Of course it's hard to be caught in the middle. Marvel Comics
picked up on this sense of marginality when it first introduced a
superhero in 1974 called the In-Betweener. The good news is that
the In-Betweener stands 15-feet tall and is able to manipulate
cosmic energy to alter reality to achieve nearly any effect within
his influence. The bad news is that he's under the absolute control
of Lord Chaos and Master Order, and his life is spent trying to
keep those opposing forces in balance.
Based on my recent experiences at “New Contexts/New Practices,”
never has Lord Chaos had so much truck. Organized for the express
purpose of exploring “how design education can both reflect
changing conditions and shape future practices in a reconfigured
communication landscape,” the two-day event was awash in anxiety.
Exploring such topics as interdisciplinarity, technological flux,
changing social geographies and design research, the conference
posited the question of how educators could go about assuring
graphic design's relevancy in the 21st century.
The answer seemed to call for no less than the creation of a new
breed of design superhero. Part anthropologist and user-experience
expert, part film producer and communications theorist, the
designer of tomorrow will be emphatically “T-shaped,” with a broad
range of knowledge and deep expertise. At least this was the case
in my session, Designing for Experience:
Settings and Behaviors, which dealt specifically with the
realm of experience design.
Part of the problem, of course, is a lack of concrete
definition. What exactly is experience design—or, as one co-author
asked, what is not experience design? “Everything can be experience
design depending on intent,” he said, which got more than a few
murmured assents. “Experience design is something we've always been
doing but didn't know the name for,” said another.
Now I'm all for empowering designers—and design educators—so
that they can move into this brave new world with boldness and
confidence, but isn't this simply an immodest estimation of the
graphic designer's role in contemporary culture?
“What a terrible and interesting challenge,” summed up one
co-author. “We're now expected to apply design practice to domains
in which designers formerly didn't play a role, and utilize skills,
theory and knowledge that come from other areas.”
Is it fair to expect graphic designers—who become such from an
innate talent and nurtured expertise in visual communication—to
take on, even in part, the role that can otherwise be filled by
professionals who have their own degree programs?
When David Small, the
session's provocateur, confessed that he had never hired a
graphic designer to work on his complex interactive
installations—preferring instead people who are “good at three or
four different things,” like urban planners, social scientists,
biologists or architects—the audience reacted as if he had impugned
the entire profession.
But what of graphic design's tried-and-true superpowers, those
things that are already within its reach? Amid the betwixt and
between that day, only one brave soul stood up to inquire after the
role of the pursuit of beauty in the current conversation, and he
was met with an almost hostile reaction, as if aesthetics were
antiquated—a vestige of the past.
Granted, graphic designers have long had to convince their
clients that what they do is more than art, that it is
bottom-line-enhancing, even if it takes the shape of a
great-looking identity system, brochure or ad campaign. Now that
experience design has de-emphasized the artifact in favor of the
experience, multiple pathways are mandatory and medium-agnosticism
is true religion, graphic designers seem to swing ever closer to
the social-science spectrum of things.
The fact that the graphic design profession is changing
dramatically is incontestable, as is the need for appropriate
tweaks in design education—especially if it means training
professionals with greater literacy, more flexibility and better
collaborative skills.
But as an outsider with a vested interest in seeing the
profession flourish into the future, I think graphic designers
should take a deep breath before biting off more than they can
reasonably chew.
The best idea I heard all day came when one participant
suggested that her students really just needed to get off their
computers. “I get them to read a book, go to the research library,
take a walk, and make things just to make them.” All the
ingredients, in other words, of being a well-rounded human.
Even superheroes, it turns out, have their limitations—as the
Official Handbook of the Marvel Universe points out.
“While possessing sufficient power to alter reality on a cosmic
scale,” it reads, “the In-Betweener is not all-knowing or
infallible. Indeed, within the parameters of the In-Betweener's
existence are both power and weakness, knowledge and
ignorance.”
Andrea Codrington Lippke is
a Brooklyn-based editor and writer specializing in design and
visual culture.
return to topic list
Visit the New
Contexts/New Practices website and watch
presentations on Vimeo.