The film,
Objectified, is a compilation of interviews with individuals in the design industry, particularly product design, it examines: what is design, what is it to design, how design and society affect one another, and society's evolution, as well as design's evolution.
The very instant we see an object, we size up and make assumptions about it. What does it do? How well does it do it? How much should it cost? Someone thought out, planned, decided, and manufactured the form, architecture, materials in the object. Every object, intentional or not, speaks to you.
"Every object tells a story of you know how to read it." - Henry Ford
Objects can be developed with cultural influences that are lost when used by individuals from a different culture. The object is still being used but perhaps differently than intended. D. Formosa, of Smart Design, explained that when it comes to the demographic of end users, they focus on solutions for extreme ends of the spectrum, "The middle will sort itself out." Davin Stowell gave the example of the peeler; if they improved the object for a user with arthritis, then it would be easy for anyone to use. In design, multiple iterations can be made, sometimes, with a very simple outcome in the end. In this section of the film we saw behind the scenes in the development of product innovations. The process of trial and error, experimentation with elements. Accounting for many variables and potential issues. CAD, computer aided design, was introduced. This is used to develop models on the computer and rapid prototyping creates tangibles that can then be tested. With CAD, designers can be sure that the model represents the design intention.
Deiter Rams discussed how design is everywhere. Everything is being designed. He noted his 10 principles of design. He also expressed that he is bothered by how much product is in the market today. That there is too many unnecessary things and that arbitrary, thoughtless elements are found everywhere- in advertising, architecture, consumer goods, etc.
Jonathan Ive called the obsession with analyzing, questioning, and designing a 'curse'. How a designer looks at everything differently. One should look to the object's attributes, form, and how an individual physically connects with the product. Sometimes design gets out of the way- under the radar. A product can seem un-designed, if it's good, the user would say, "Of course, why would it be different?"
Experimentation is a huge part of the design process. Much development and design goes into parts of what will be the final product. The quality of the design of fixtures in a model/product is crucial.
Form and our perception of form is addressed. Form indicates function. This is particularly true of analog or pre-tech products. Now form is minimal to leave focus on function. Form has been annihilated by the microchip. Currently, we are in an intangible material culture. Though, one designer gave three things to consider when designing:
~ formal relationship of object
~symbolism and content- rituals associated, cultural associations/context
~contextual sense- tech. logic, human relationship
He states that design is a search for form.
Ronan and Erwan Bouroullec, two brothers who design together, discussed their differing personalities and how that dynamic affects the design process. Communication is very important in designing. Relaying ideas from one person to the next in various stages of the process must be clear. There is not always agreement and conflict resolution must be employed. The brothers made the metaphor that there are two personality types. Porcupines and Foxes. Porcupines are stubborn and force their ideas outward. Foxes are skilled at finessing and ultimately achieving their desired outcome.
Marc Newsom acknowledges anger and dissatisfaction being motivators for design and innovation but also that design is for the future. Newsom states, "you design for what will happen, not what has happened."
The film addresses Elitism & Design; well designed products as a status symbols and the cost of good design for consumers. Well designed products should cost less, yet companies are pervasive and "design adds (monetary) value". Some products are designed more, some less and some are good, some are bad. Objectified looks at pop culture and it's importance of design and virtue. Good design is what an individual wants and it is looked to as a mark of progress. What does the object say about an individual? Their taste? Consumers want to see emotional energy in the products. Hella Jongerius discussed how she incorporates crafted materials into her designs. Something that is mass produced should still have characteristics that it was touched by a human. This gives an energy to her designs that is familiar and comforting to users.Chris Bangle from BMW is a firm believer in emotional authenticity in an object. Design is often thought of the process of innovation and problem solving but the aesthetic of a design is as important as function. Individuals choose designs that speak to them. For example, in an automobile efficiency, performance, function are all important but largely what weighs in on an individual's choice is that the vehicle is a representative of themselves to the outside world, like an avatar. The psychology in that is interesting because people often think of what impression they will be giving to others but really, an individual is their own audience. It's a statement of self to one's self. Karim Rashid states that good design is self contained and honest. Users have a strong relationship with tangibles and conduct a physical interpretation. Some companies have made an effort for their products to be well deigned and at an attainable cost. Bottom line is that companies want more product available to purchase- more inventory, more money to be made. The culture wants new, fresher products- it's continuous. "New now to next now"- isn't forever and doesn't last. Marketing of products have taken an approach of making the "used to be now, look like then", so people buy the "
new now." This is problematic as it is a waste of energy, materials, and an environmental health issue.
In the design industry, are designers revisiting the same archetype? Is it contributing to society or are objects re-designed for the sake of it? The culture should demand that Design perform for it. Manufactured environments are superficial. Often, designers are removed in the process. In some instances, stages in the design process are performed remotely from various locations. For example, a 3D rendering is produced in one office and sent to a manufacturer in as far as another country. Designers are bricks in the foundation of our society and believed to be intellectuals of the future. Design is a medium for exploring. Can individuals do more exploring and designing themselves? People are creative by nature and often times modify products they own to suit their needs. Tools for doing so are becoming more prevalent. David Kelly from IDEO believes that things that get better with use are superior and that few things presently are designed with that in mind but it is certainly something designers should strive for. Bill Moggridge shared his sentiment for products wearing in, rather than wearing out.
With technology, designing and redesigning has experienced a great change. Technology has influenced the production rate of new products. As technology advances, so does design and so does the volume of product produced. More stuff. Stuff that we, as a society, needs and does not need. Sustainability is a major concern for our future and this is something that designers are trying to be mindful of and influence their designs. It is not an easy problem to tackle as completely new processes for manufacture and waste disposal will need to be developed and implemented. Also with developing technology, a new design practice has emerged; Interaction Design. Electronic interfaces in products, the internet, softwares, etc. are under the Interactive Design umbrella. Though, it is arguable that ALL design is 'interactive design' as the user and their relationship with the model is the focus.