To Design or Not to Design: A Conversation with Allan Chochinov
Allan Chochinov—editor-in-chief of Core77 and teacher of industrial and
product design at Pratt and in the School of Visual Arts' MFA
Designer as Author program—has become a leading advocate against
wasteful design. He puts his teaching where his mouth is by
requiring students to answer "why" at nearly every stage of the
design process and by urging them to avoid indulging in the typical
trappings of consumer culture. Always armed with fresh insights,
Chochinov keeps me on my toes in our ongoing discussions about
ethics and efficacy. Here is an example of one such conversation,
in which we talk about how to teach students to not design
unless there is a need, as well as debate the concept of
obsolescence as a tool for stimulating the economy.
Heller: You teach industrial design and are the
editor-in-chief of a website that chronicles the field. But you
have a unique worldview of I.D.—kind of "Enough is enough,
already." You've questioned why designers should actually make more
stuff. Well, why shouldn't they?

Allan Chochinov (far left) with SVA student Meital Gueta during
a critique.
Chochinov: Well, it's not that they shouldn't make more
stuff, exactly—we will obviously need all kinds of stuff in our
world. It's just that the "making of stuff" as the initial mandate
of the designer needs to be challenged. Say I'm a product designer
in the classic sense (and yes,
there are others). I get up in the morning, I go to my design
studio, and the frame within which I work—indeed my entire
raison d'etre—is: "I'm going to make a piece of stuff. In
fact, I'm going to do such a good job designing this piece of stuff
that my client is going to make lots and lots of these. And if they
do a good job, too, they're going to sell thousands or hundreds of
thousands of them.—millions even. So that's my role. And I will do
it well."
I think this is preposterous and dangerous. And I know that a
designer's professed responsibility is to "solve problems," but
given market pressures, those solutions invariably involve
manufacturing a ton of artifacts, which are quickly thrown away, of
course. The mandates of design are seldom questioned in design
schools, sadly. Product designers learn how to design products—lots
of them.
Heller: Arguably, industrial designers must learn how to
design products or they don't learn. Do you think they should learn
how to not design products? Or should they be like the
Shakers, each having to learn how to make a fundamentally
essential, simple product—or have a quota of some sort—and then die
off because they don't procreate? While I agree that too much stuff
is available, isn't that what stimulates our economy? Wasn't forced
obsolescence developed to keep the economy—and our way of
life—moving?
Chochinov: There are several questions in there,
Steve—the last one with great relevance to our current financial
climate. Let's start with the first, though: There is an age-old
debate between training students and educating them. This is true
for many disciplines, and is perhaps reaching a crisis point with
product, or industrial, design. I used to have a perennial argument
with a fellow faculty member that took the form of: "These students
won't be able to design anything if you don't teach them how"
versus "These students will only be designing dumb stuff if
you don't ask them why." One of the ways that new programs have
navigated the issue of the expanding skill set (and purview) of
design practice is to pick a sub-specialty and focus on it—be it
design thinking, experiences and interactions, form-giving, etc.
Another is to try and do it all—model building, materials and
processes, abstract three-dimensional investigation, color,
drawing, professional practice, thesis—and in that case the
conventional approach seems to be skills first, thinking second. I
actually don't agree with this order, but I see the irresistible
logic in it.
To your second question, I absolutely think that students (and
indeed, professionals) should learn how not to design
products. But I don't argue this in a reactionary or antagonistic
way. While many artifacts are necessary and desirable, they need to
be appreciated in their larger context; they are usually part of a
greater whole. Many products are props in an experience; others are
necessary tools to accomplish work or tasks; still, others are
totems or beloved objects. Some are just plain beautiful, or
coveted, or disposable. In almost all of these roles, however, a
product has just that—a role. And these days, with a greater
appreciation of the consequences of mass production, the labor
implications, the fuel, energy and pollution in transporting goods
back and forth around the globe, we need to be sure that when we
tool up to manufacture something that we're not doing so blindly,
that we have thought about the role of that artifact and have
considered whether that role can be fulfilled in a more
sustainable, local, respectful and humane way.
That's where the discipline of service design comes in. Service
design looks at a situation, a context—OK, a problem—and looks at
modifying behavior, redistributing assets, goods, activities,
talent, and seeks to improve the situation or contribute something
new into the world. If "products" are needed, no problem; we'll
make products. But it shouldn't necessarily be the first step.
Heller: Service design makes sense. Products are
designed—indeed, invented—to serve a need. But need is not an end
in itself—you didn't really address the last part of the question.
In the 1920s and '30s sustainability might not have been a buzz
issue or trend, so "new" was the consumer mantra—at least as
advocated through advertising, which as we all know is more about
image than reality. But what do you think about forced
obsolescence? Should designers be directed to make "new" and
"newer"—2.0, 5.0 or 25.5 versions of things that they know will be
obsolete in a year or two?

SVA student Ifaat Qureshi demonstrates a prosthetic arm as part
of a prosthesis redesign project.
Chochinov: I think "new" is still the consumer
mantra—perhaps more so now than ever. And with the current
financial situation, we are tempted to reduce everything we do here
on Earth to the necessary creation and consumption of goods and
services; that this will be our only way out: "Go shopping." No
doubt designers are complicit in this feeding of ever more novel
stuff to buy, but surely there are other ways to create value in
our world.
A nice example is matching the elderly and the young,
popularized by Ezio Manzini's Sustainable Everyday Project:
Sick kids need childcare; the elderly need company, activity and
energy. Why not create neighborhood-based childcare facilities
where the elderly provide the staffing? Or surrogate
grandparenting for older kids. That's veering back to service
design, of course, but these models can be transposed to product
design with little difficulty. Indeed, going forward I don't think
we can engage in product design with any integrity if we don't take
into consideration the larger contexts in which that product
exists, and to push toward more holistic systems. Why own a car
when you can be a member of a car-sharing group? Well, many people
love owning a car, so it's up to designers to create an artifact,
system, experienceand service—let's say Zipcar— that is so
well-thought through, so economical and ecologically responsible,
and so desirable—for all those quintessentially design-y
reasons—that people are persuaded to join. That's an example of
your 2.0 version that makes sense for the design community, and for
business in general.
Alex Steffen, in an essay a couple years ago entitled "Strategic
Consumption: How to Change the World with What You Buy," argues
that "you cannot buy a better future, at least not the sort of
bright green future we talk about here at Worldchanging. That sort
of future—a sustainable one, a future that itself has a future—is
not available for purchase: It doesn't yet exist. You can't find it
on shelves, and you can't even order it up custom, no matter how
much money you're willing to spend." He offers a five-point
strategy in the second half of the article, but it's a good recipe
for the other half of the consumer equation: the designers.
Heller: Designers become designers because they need to make
things. That said, industrial designers dating back to their
ascendancy during the 1930s were in large part attempting to do
some fundamental good for society. Do you believe that romantic
idea gave rise to l'objet pour l'objet in the postwar age?
And if so, do you think that designers can really be convinced it
is in their best interest to do as you have suggested—create more
holistic systems that save rather than waste? I'm reminded of the
Mad Max movies and how the survivors of whatever terrible calamity
there was that caused Armageddon were forced to retool existing
machinery because they had no choice. Should designers today be
made to practice in a sustainable manner because they have no
choice?
Chochinov: Right, like the preserved '50s cars in Cuba. I
think you'll find designers in two camps these days: those for whom
it's still business as usual, and those who believe that we are
already past the crisis point. Well, maybe there are a few groups
in between, but one hopes that there is a desire across the board
to create value in ways that doesn't create more problems than they
solve. I've written before that John Thackara, a design force for
good, argues that he's never met a designer who, at base, didn't
want to "make things better," so for him the good intentions are in
the recipe, in the DNA.
I don't know that the "attempt to do some fundamental good for
society" in the 1930s was the over-riding motivation; indeed, you
talked about planned obsolescence and the rise of advertising in an
earlier question. I tend to be cynical about these things, and
there's no doubt that the promise of less drudgery in the home and
more efficiencies on the roads and in the factories were powerful
promises to anyone who could afford to avail themselves of what
industrial mass production had to offer. But they were also moving
the merch. New, more streamlined, more futuristic iterations of
products became a meme as well as a way of life, and the rest, as
they say, is history. Now we're in an even more sophisticated era
(see Debbie
Millman's recent critique of Lucas Conley's Obsessive
Branding Disorder on Design Observer), where brands, tribes and
buzz marketing are the engines of the movement of goods and
services. Masters of this discipline know full well that what
really matters is designed experiences and can use that knowledge
to manipulate us even more effectively. Well, that's the cynical
argument, anyway. Debbie tries to balance the story out in her
article.
You ask if designers today should be made to practice in a
sustainable manner because they have no choice. Well, I'm on the
board of the Designers
Accord, a coalition of designers, educators, businesspeople and
others working together to create change—to create positive
environmental and social impact through sustainable design
practice. Designers "adopt" the accord, pledging to talk to clients
about sustainable options, to educate their staffs about
sustainable practice, to do an audit, to share best practices with
other designers on a community website. The Accord doesn't seek to
bully designers and design firms; it seeks to catalyze innovation
throughout the creative community by collectively building our
intelligence around sustainability. I think it's a sensible
approach.
Heller: I don't mean to say that designers are "perfect
soldiers," mindlessly moving in mindless lockstep, making things
regardless of consequence. But I am curious about how students
embrace this field and what their prerogatives are at this point in
environmental and economic history. You teach at Pratt (graduate
industrial design) and SVA (graduate communications design): how
have students changed perspective? In general, what are the key
motivations and what is your goal as a teacher?

Guest speaker Marine Capt. Jon Kuniholm (center) discusses
prostheses, engineering and design.
Chochinov: Their motivations are unclear, actually.
Several years ago, the assistant chair in the department at Pratt
mentioned to me that during the entrance interviews, "Not one of
the students wanted anything other than to become an 'industrial
designer'...to learn how to design stuff." None of them mentioned
design research or ethnography. None mentioned design thinking or
strategy or sustainability, discursive design or any other myriad
sub-fields of the discipline. They all wanted, literally, to make
products. And keep in mind that these are grown-ups: graduate
students who had had some life experience.
Now, these students can't be blamed for not knowing all the
amazing places they could find for themselves in the world of
product design because they didn't know those places existed. So
part of the responsibility of design education is to show students
that the world of design enterprise is a broad and thriving place.
For me, this is an incredibly important part of the discourse,
helped by bringing in lots of guests who practice tangentially to
the field, and providing demonstrable evidence that there are ways
to solve problems, put wonderful things into the world and
celebrate life that go way beyond constructing a pretty coffee
maker.
Steve, can you sharpen up what you mean by prerogatives here?
I'm fascinated by that word. What, as the co-chair of the Designer
as Author Program at SVA, do you feel are the rights of the
students in your program?
Heller: Students have the right to choose to be "citizen
designers." I believe my students should not be herded into a pen
where all they do is follow the golden rule, but I believe
I—we—have an obligation to teach them to design in a responsible
manner for a realistic goal. I also believe that they must be
taught to convince others of the rightness of what they are doing.
Of course, this is a double-edged sword, so to speak: They can be
too convincing and, like Bernie Madoff, be total scoundrels. How do
we keep designers from pulling the wool over the client's and the
public's eyes? I believe we must be diligent about our critiques
and what we accept or not. Too often students are allowed to get
away with things that would not be accepted by professionals, under
the guise of allowing them to grow. Have you been affected by that
conundrum?
Chochinov: This is something I talk a lot about in class,
actually—the notion of what is "playing fair" and how these
students have been manipulated and bullied by all the forces active
in contemporary culture, and how they are now learning the skills
to fight back, and how they can be used for good rather than evil.
I don't want to make too big a deal about this, but the art of
design is very often the art of persuasion—whether it happens
through a product or an ad campaign or a poster or a piece of
interactive media. So preparing the practitioners of that art comes
with an added responsibility—on top of the "training" and
"educating" I alluded to before.
But when you offer that "too often students are allowed to get
away with things that would not be accepted by professionals under
the guise of allowing them to grow," I'd like to propose a caution:
Professionals are some of the worst offenders, of course, and
preparing students for "professional practice" may be preparing
them for the compromises, complicity and propagation of the same
unsustainable values and outputs that we now understand to be the
dark side of design, advertising, marketing and mass production. I
think school is exactly the place where they should be getting away
with an unbelievable amount—particularly grad school. (I recently
got a compliment from a student who commented that my ground rule
for the class was to "go big or go home." I kinda liked that.) And
so often I think that the rituals of professional practice should
take a backseat. But then I realize that those rituals can be
discussed, dissected and challenged as class discussion topics, and
I get to have it both ways: the students have a grounding in
reality, but hopefully the confidence and the nerve to challenge
that reality.
Heller: You are right that "professional" is not always
synonymous with all things good and pure. But, tell me, do you
teach industrial design students how to just say no? It seems to me
that too many designers, when faced with the choice of making
something that is not necessary, in fact, make it anyway to satisfy
the client. The word no is not always negative; it can be very
positive. Would you agree?
Chochinov: I would, and you've teed things up quite
nicely for me! A few years back, it was the end of the semester and
I was having a bit of a bull session with the students, critiquing
the course and talking about how the semester went. One of the
students piped up and asked, "Allan, you seem to have such a
conflicted relationship with this profession. You're so torn up
about mass production and solid waste, but you love design so much
and are so passionate about its potential. Doesn't it just kill you
to come here every week and teach industrial design? I mean, why do
you come here to do this?"
I looked the student straight in the eyes and said, "I come here
to stop you."
I think that has always been the subtext of my pedagogy, but I
don't exercise it with malice or resentment. I'm critical of
design, designers and design practice—both in my teaching and in my
editorial roles at Core77—but I'm also the biggest cheerleader for
the power of design. I see unlimited potential for the discipline
at a time when the world desperately needs creative thinkers,
problem solvers and brave visionaries. I am also cognizant of the
vast damage we can do as our design decisions are multiplied out
across the globe. I don't see those two postures as mutually
exclusive. Indeed, I see them as a requirement—both in practice
and in school.
About the Author: Steven Heller, co-chair of the Designer as Author MFA and co-founder of the MFA in Design Criticism at School of Visual Arts, is the author of Merz to Emigre and Beyond: Avant Garde Magazine Design of the Twentieth Century (Phaidon Press), Iron Fists: Branding the Totalitarian State (Phaidon Press) and most recently Design Disasters: Great Designers, Fabulous Failure, and Lessons Learned (Allworth Press). He is also the co-author of New Vintage Type (Thames & Hudson), Becoming a Digital Designer (John Wiley & Co.), Teaching Motion Design (Allworth Press) and more. www.hellerbooks.com