6. Showroom
Some constructive design researchers turn to art and design rather than the sciences or even the social sciences in search for methodology. The foundational work comes from London, where a group of researchers built a research program in the 1990s based on movements like situationism, Dada, surrealism, Italian controdesign, and critical theory. Recent work has sought inspiration from places like contemporary photography, Ludwig Wittgenstein’s late philosophy, and Bruno Latour’s writings. In this work, which we call Showroom following Anthony Dunne and Fiona Raby’s book Design Noir, scientific research practices are redefined radically. For instance, instead of seeing articles as the main way to communicate, researchers prefer to show their work in exhibitions, where they can explore the borderline of contemporary art, design, and research. Designs become devices for debate and discourse rather than a series of hypotheses, as in Lab, or objects to be observed, as in Field.
The program we call ‘Showroom’ builds on art and design rather than on science or on the social sciences. When reading the early texts about research programs regarding showrooms, we were struck by critical references to scientific methodology. There is little respect for notions such as data and analysis, and it is possible to encounter outright hostility toward many scientific practices. Research is presented in shop windows, exhibitions, and galleries rather than in books or conference papers. Still, a good deal of the early work was published at scientific venues, most notably human–computer interaction (HCI). This work was aimed at reforming research, which it did to an extent.
Contemporary artistic practice is beyond the limits of this book, but it is worth noting that art went through many radical changes in the past century. While traditionally, art largely respected boundaries between painting and plastic arts, performing arts, and architecture, the twentieth century broke most of these boundaries. Contemporary art has also broken boundaries between art and institutions like politics, science, and technology. Although painting still dominates the media and the commercial art market, art has increasingly become immaterial, first exploring action under notions like happenings and performances, and then turning human relations into material. With predictable counter-movements calling forth the return to, say, painting, art has moved out from the gallery and into the world at large (see
Figure 6.1).
Design has had its own radical movements. Radical Italian designers of the 1960s and 1970s turned to art to create a contemporary interpretation of society. Thus, the Florentine group of Superstudio proposed cubic spaces that allowed the youth to wander in the city and claim possession of the city space. Similarly, the Memphis movement from Milan changed design by turning to the suburbs for inspiration. They found traditional furniture, cheap materials, neon colors, and cheesy patterns and
built designs that challenged the high-brow aesthetic of modernism. Designers like Jurgen Bey and Martí Guixé, and groups like Droog carry the spirit to the present.
For design researchers, contemporary art and design provide a rich intellectual resource. It links research to historically important artistic movements like Russian constructivism, surrealism, and pop art. It also links research to Beat literature, architecture, and music. It certainly created links to radical writers and theater directors like Luigi Pirandello, Bertolt Brecht, and Antonin Artaud, who broke the line between the artists and their audience. Through these artistic references, design research also makes connections to some of the most important intellectual movements of the twentieth century.
6.1. The Origins of Showroom
The most influential program in Showroom is critical design, which has its origins in the 1990s in the Computer-Related Design program of the Royal College of Art (RCA) in London. Collaborations with Stanford’s Interval Research and European Union pushed this famed art school into research. Key figures were Anthony Dunne and Fiona Raby, who coined the term “critical design” to describe their work. Above all, critical design was indebted to critical theory, but its debt to Italian radical design and radical architecture groups of the 1960s–1980s is also clear. These groups challenged the modernistic credo of post-war architecture and design with non-commercial conceptual and behavioral designs. Building on this heritage, critical design tried to make people aware of the dangers of commercial design. The aim was to help people discover their true interests rather than accept things in shops as such.
10Early studies in critical design focused on people’s relationships to electromagnetic radiation, building on those few artistic and design projects that had questioned commercial approaches to designing electronic devices.
11 Later, this work turned to exploring
the impact of science on society. The main impetus was the debate on genetically modified food (GM), which came to the market from laboratories and agribusiness practically without debate, and raised a public outcry so loud that several European countries imposed limitations on GM products.
12 To avoid this mistrust and polarization of debate, critical designers today work with cutting-edge science, opening up science to debate before mistrust steps in.
13 Recent work has explored biotechnology, robotics, and nanotechnology. By building on science, critical design can look at the distant future rather than technology, which has a far shorter future horizon.
14Another track also came from RCA’s Computer-Related Design program. Its main inspirations can be found in avant-garde artistic movements in post-war Europe rather than design. As the key early publication, the
Presence Project, related, “we drew inspiration from the tactics used by Dada and the Surrealists, and especially, from those of the Situationists, whose goals seemed close to our own.”
15 The situationists tried to create situations that lead people to places and thoughts that they do not visit habitually through
dérive (roughly, drift) and
détournement (roughly, turnabout).
16 In London, media embedded in ordinary objects like tablecloths provided these passageways.
17 Other artistic sources have been conceptual art, Krzysztof Wodiczko’s “interrogative design,” and relational aesthetics, in which the subject matter is human relations rather than situations.
18The turning point was the Presence Project, an EU-funded study that developed media designs for three communities: Bijlmer in Amsterdam, Majorstua in Oslo, and Peccioli in Italy. While its designs were typical media designs of the era, including things like “Slogan Bench” and “Image Bank,” each was installed for brief field trials in Bijlmer. The main legacy of this project was the “cultural probes” that by now have become a routine part of design research in Europe.
19 Later, this line of work produced a constant stream of media-oriented design work, like Drift Table, History Tablecloth, and Home Health Horoscope.
20These prototypes became so robust that they could be field tested for months. The aim is to develop technology and find ways to create a “deep conceptual appropriation of the artifact.”
21 Still, at the heart of this work is the situationist spirit. The task of design is to create drifts and detours, just like the Web does in making it easy to jump from one subject to the next.
6.2. Agnostic Science
Showroom had an agnostic attitude toward science in the very beginning. The sharpest formulation of the ethos can be found
from the Presence Project, which studied three communities in Europe with cultural probes and then went on to do design for these communities. The project book provides a detailed description of the design process with a great deal of detail about the cultural probes, concept development, and how people in these communities made sense of the design proposals. In one of the project’s key statements, Bill Gaver tells how “each step of the process, from the materials to our presentation, was designed to disrupt expectations about user research and allow new possibilities to emerge.”
22The final section of the book draws a line between epistemological and aesthetic accountability. The former tries to produce causal explanations of the world and is epistemologically accountable. For example, “scientific methods must be articulated and precise … [allowing] the chains of inference used to posit facts or theories to be examined and verified by independent researchers.” Facts at the bottom of science also have to be objective and replicable, not dependent on any given person’s perception or beliefs. By implication, these requirements severely constrain what kinds of investigations can be pursued.
Against this, the Presence Project constructs the notion of “aesthetical accountability.” Success in design lies in whether a piece of design works, not in whether it was produced by a reliable and replicable process (as in science). Hence, designers are not accountable for the methods: anything goes. They do not need to articulate the grounds for their design decisions. The ability to articulate ideas through design and evaluate them aesthetically “allows designers to approach topics that seem inaccessible to science — topics such as aesthetic pleasure on the one hand, and cultural implications on the other.”
23 Surrealism, Dada, and situationism provided ways to get into dream-like, barely worded aspects of human existence. Field research gives access to the routines and habits, but these art traditions focus on associations, metaphors, and poetic aspects of life.
There are many problems with this distinction. “Science” is characterized narrowly, and it sounds more like a textbook version of philosophy than a serious discussion. If one reads any contemporary philosopher or sociologist of science and technology, this description faces difficulties. For this reason alone, it is important to understand its polemic and provocative intent. For the philosophically unaware, it underestimates the power of science and overestimates the power of art and design to change the world. Another troublesome claim is the idea that science cannot access cultural implications. Believing this would delete the possibility of learning from the humanities and the social sciences, which are an important source of knowledge of culture and society. After all, design ethnographers do just that: study culture for design.
6.3. Reworking Research
The agnostic ethos is also reflected in the language used to talk about research. For example, instead of talking about “conclusions,” researchers talk about disruptions and dialog. Also, the Presence Project talked about “returns” rather than data. Cultural probes were specifically developed for inspiration, and they were described as an alternative to the then prevailing methods of user research. These visual methods were inspired by psychogeography and surrealism, and they were described as “projective” in the sense of projective psychology.
Researchers have reworked research practices to reflect these beliefs. The purpose of the Presence Project was not about comprehensive or even systematic analysis. The project was happy to get “glimpses” into the lives of people from probe returns and use these glimpses as beacons for imagination.
24 Instead of analysis, “design proposals” are arrived at through a series of tactics rather than systematic analysis. Bill Gaver explained these tactics in the following manner.
Tactics for using returns to inspire designs1. Find an idiosyncratic detail. Look for seemingly insignificant statements or images.
2. Exaggerate it. Turn interest into obsession, preference to love, and dislike to terror.
3. Design for it. Imagine devices and systems to serve as props for the stories you tell.
4. Find an artefact or location.
– Deny its original meaning. What else might it be?
– Add an aerial. What is it?
–
Juxtapose it with another. What if they communicate?25 As probe returns were mailed to London from research sites, they were spread out on a table. Researchers who came by simply discussed pieces people had sent them, trying to be like gossipers: creating a coherent story of what they saw, with some touches of reality, but only some. The instrument was the researcher, who neither analyzed nor explicated data as an outside expert. Instead, he filtered things he saw through his own associations and emotions.
26 As long as we accept the idea that people encounter the world with dreams, fable-like allegories, and moralities, this approach to analysis is justified. If parts of the human world are non-rational, methods should be too. It is difficult to select a word stronger than “gossip” to create distance to science.
It is also easy to imagine that “field testing” of the prototypes has artistic overtones. Ever since
Design Noir, the Presence Project, and Static!, designs have been made public for longer
and longer time periods; these are tests only in a nominal sense of the term. The aim of this fieldwork is to provide stories, some of which are highlighted as “beacons” that tell about how people experience the designs and what trains of thought they elicited. These stories are food for debate; they are not meant to become facts (see
Figure 6.2).
27This research lives on in books, patents, and doctoral theses, as well as in exhibition catalogs and critical discussions in art journals, galleries, and universities. The outreach can be substantial, like in the case of the Design and the Elastic Mind exhibition in the Museum of Modern Art (MoMA).
28 As Dunne stated in
Objectified, a documentary by Gary Hustwit, by going into places like MoMA, one can reach
hundreds of thousands of people, more than I think if we made a few arty and expensive prototypes. So I think it depends. I think we’re interested maybe in mass communication more than mass production.29 Still, one reason for why Showroom has a research following is because critical designers write about their work in ways recognizable to researchers. They tell the whole story from initial ideas to prototypes and how people understand them. The prototypes may be forgotten, but their message lives on in books.
6.4. Beyond Knowledge: Design for Debate
To go beyond individual projects, Showroom relies on debate rather than statistics, like Lab, or precedents and replication, like Field. It questions the way in which people see and experience the material world and elicits change through debate.
This goes back to the critical and artistic roots of these approaches. Design provides a “script” that people are assumed to follow, and they usually do.
30 If people follow these scripts, they become actors of industry and its silent ideologies. Design structures everyday life in ways people barely notice. Usually, these scripts give people simple and impoverished roles, like those of the user and the consumer.
31To give design more value, designers can adopt a critical attitude to make the public aware of their true interests. Critical designers look to shake up the routines of everyday life. Dunne summarized the primary purpose of critical design:
to make people think…. For us, the interesting thing is to explore an issue, to figure out how to turn it into a project, how to turn the project into some design ideas, how to materialize those design ideas as prototypes, and finally, how to disseminate them through exhibitions or publications.32 The methods for making people think borrow heavily from art. The designs and the way in which they are explained lean toward
Verfremdung, as in “estrangement,” similar to critical theater by the German playwright Bertolt Brecht. For example, by adding inconvenient nooks into a chair, designers create distance from what people normally take for granted. Debate is a precondition to being critical toward the ideologies of design as usual as well as seeing poetry in ordinary things like Zebra crossings (see
Figure 6.5).
33 Researchers get engaged with the world, taking a stance against its dominant ideologies. With hypothetical designs, research can explore technological possibilities before they happen.
34 Design works like an inkblot test on which people can project their questions and worries.
356.5. Enriching Communication: Exhibitions
For many researchers in Showroom, exhibiting objects such as prototypes, photographs, and video are as important as writing books and articles. The exhibition format encourages high-quality finishing of designs over theory and explanation. At times, exhibitions may take the role of a publication. As Tobie Kerridge noted following Bruno Latour, exhibitions at best are
Gedankenausstellungen, thought experiments that offer curators more freedom than academic writing.
36In research exhibitions, designs are exhibited in the middle of theoretical frameworks rather than as stand-alone artworks. Also, design researchers typically want to create distance from the art
gallery format. They connect their work to the commercial roots of design with references to furniture shops and car shows. Tony Dunne wrote:
The space in which the artifacts are shown becomes a “showroom” rather than a gallery, encouraging a form of conceptual consumerism via critical “advertisements” and “products”…. New ideas are tried out in the imagination of visitors, who are encouraged to draw on their already well-developed skills as window-shopper and high-street showroom-frequenter. The designer becomes an applied conceptual artist, socializing art practice by mobbing it into a larger and more accessible context while retaining its potential to provoke people to reflect on the way electronic products shape their experiences of everyday life.37 Exhibiting in places like shops and showrooms also connects critical work to everyday life. In projects like Placebo and Evidence Dolls, Dunne and Raby gave their products to ordinary people
38 As encounters with everyday life become more important, this approach gets closer to field research.
39 The idea, however, is to use people’s stories to create a rich understanding of the prototypes, not to gather detailed data for scientific research. Field studies and writing become a part of the Showroom format, but the aims are conceptual.
6.6. Curators and Researchers
There are also problems when research takes place in the exhibition context. Often, exhibitions are not solo shows but compilations of many projects collected under an umbrella envisioned by a curator.
40Typically, the curator places the work into a new framework by juxtaposing things that were not necessarily included in the original research projects. Some research concerns and knowledge might be present in the exhibition, but many are not, and yet others are typically rephrased or substituted. Further, most designs are ambiguous and often designed to prompt imaginative interpretation and interrogation.
41 This explanatory framework reflects the curator’s interpretation of the research, which may differ significantly from the original goals of the researchers (
Figure 6.3).
For example, the Energy Curtain from the Swedish Static! project has been used and showcased in diverse settings. Energy Curtain has been studied in several Finnish homes, it has been at energy fairs to represent a national research program, and it
has been in the touring exhibition Visual Voltage commissioned by the Swedish Institute. The exhibition has been in places as diverse as the Swedish Embassy in Washington, design exhibitions, expos and museums, and a luxurious shopping mall in Shanghai. It would be naive to think that the original research intent shapes how people look at design and read meaning into it in all of these places. When researchers’ prototypes travel the world without the original theoretical context, they may even be treated like products. Approval is expressed through the question: Where can we buy this?
42Although exhibitions create many possibilities for communicating design research, they also create a need to carefully consider how other events, writings, and publications can be used to complement them to keep researchers’ intentions alive. It is important to engage locally in staging further discussions and debate. For researchers, the attempt to control these meaning-making processes around design means extra work and traveling, which also makes research expensive.
436.7. How Not to Be an Artist
When techniques and practices are borrowed from art, research may be labeled as art and treated accordingly — as political or social statements rather than serious design research. There are plenty of developments that push design to art. For example, curators find it easy to integrate conceptual design into art exhibitions, as in Hasselt, Belgium, where the art museum Z33
organized the 2010 exhibition Design as Performance as a sequel to its Designing Critical Design exhibition in 2008. Despite its name, the 2010 exhibition was framed explicitly as art, and most of the participants were artists.
44It is critical that designers fight being labeled as artists. Anthony Dunne explained how he draws the line:
What we do is definitely not art. It might borrow heavily from art in terms of methods and approaches but that’s it. Art is expected to be shocking and extreme. Design needs to be closer to the everyday life, that’s where its power to disturb comes from. Too weird and it will be dismissed as art…. If it is regarded as art it is easier to deal with, but if it remains as design … it suggests that the everyday as we know it could be different, that things could change.45 One way to distance design from art is to take discourse out into the real world. Much of the early work focused on changing design, but recently designers are getting engaged in larger societal issues.
46 We have already described how critical design has shifted its attention upstream from criticizing design to making science debatable.
47 The Stockholm-based project Design Act is another example. It discusses “contemporary design practices that engage with political and societal issues” by examining “tendencies towards design as a critical practice,” which is ideologically and practically engaged in these issues.
48 If designers participate in dialog about the meaning of their work, it is not only curators, critics, and media who define it. A degree of control can be gained this way.
The main challenge of this tactic is to take debate to places where it matters. If researchers stay within the art world, it only strengthens the art label. To make debate meaningful, it ought to be organized in companies, government offices, malls, and community meetings, and face the questions contemporary artists face when they have turned human relationships into art. As the British critic Claire Bishop noted, the question for art is whether it ought to be judged by its political intentions or also by its aesthetic merits.
49 Is serious social content enough to justify a piece of design research, or should it also be judged on its aesthetic merits? Mere disturbance is easy, but is it enough (
Figure 6.4)?
50Another tactic is to do design at a high professional level. This catches the attention of professional designers, who do not get to label researchers’ designs as art, bad design, or simply not design. If researchers succeed in being taken seriously as designers, they may be able to direct attention to the intention behind the work.
The most eloquent articulation of this tactic comes again from Dunne and Raby. They stress that their conceptual products
could be turned into products because they result from a design process, are precisely made, require advanced design skills, and project a professional aura. Fiona Raby, in an interview to the Z33 gallery in Belgium, said:
By emphasizing that this is design, we make our point more strongly. Though the shock effect of art may be greater, it is also more abstract and it doesn’t move me that much. The concept of design, however, implies that things can be used and that we ask questions — questions about the here and now. What is more: all our works could actually be manufacturable. No one will of course, but as a matter of principle, it would be possible.51 Here critical designers meet post-critical architects and many contemporary artists. The aim is to create ideologically committed but good, honest, and serious design work to make sure that attention focuses on design rather than labeling.
52 This is how many design revolutions have come about; for example, Memphis designs were mostly theoretical, but no one could blame them for bad design. They were taken seriously and, ultimately, conquered the world.
A third tactic is to study prototypes in real life. An early example of following what happens to design prototypes in society
is Dunne and Raby’s
Design Noir, and another is the Finnish domestication study of two prototypes done by the Interactive Institute, Energy Curtain and Erratic Radio.
53 In London, Bill Gaver’s group at Goldsmiths is also working on longer and more complex studies that move beyond notions of evaluation.
54Empirical research turns even very explorative designs into research objects. However, for Showroom researchers, fieldwork is typically not about issues around use but about issues like form. For instance, they may ask how static and visual notions of form are moving toward the performative and relational definitions. They also gather material that helps them to build better stories and concepts for their exhibitions.
6.8. Toward Post-Critical Design
Recent work at the Interactive Institute in Sweden shows how researchers can deal with these problems. This work has built on design, philosophical investigation, and more recently, critical discourse in architecture.
55 This work has explored computational technology from an aesthetic perspective and combined traditional materials with new technologies.
56 Its topic is how sustainable design may challenge thinking about energy and technology. Static! explored ways of making people aware of energy consumption through design. Switch! explored energy use in public life and architecture.
57Static! and Switch! consisted of several projects. Design examples were reinterpretations of familiar things. Throughout, the idea was to build new behaviors and interactions into old, familiar forms like radios and curtains.
58 The purpose was to create tension between familiar forms and unexpected behaviors to elicit new perceptions, discussion, and debate.
For example, one of the subprojects in Static! was Erratic Appliances — kitchen appliances that responded to increasing energy consumption by malfunctioning and breaking down. One prototype was Erratic Radio.
59 It listened to normal radio frequencies and frequencies emitted by active electronic appliances around the 50
Hz band. When the radio sensed increasing energy consumption in its environment, it started to tune out unpredictably. To continue listening, the user had to turn some things off. Erratic Radio has an iconic Modernist shape with a hint of classic Braun design, which gave it a persuasive and usable quality and underlined that the difference with normal radio was behavioral. Its inspiration was John Cage’s Radio Music, but it
took an opposite approach to Daniel Weil’s Bag Radio, which broke the form of the radio but not its function. Prototypes like Erratic Radio were done in the spirit of the philosopher Ludwig Wittgenstein’s thought experiments: they were aimed at questioning things we take as necessities even though they result from industrial processes.
Symbiots from the Switch! project at the Interactive Institute showed some artistic tactics at work. Inspired by notions such as symbiosis and parasitism in biology, Symbiots explored how these natural processes could be used to change ordinary forms into new ones. In Symbiots, graphical patterns, architectural configurations, and electrical infrastructure were turned into a photo series in the genre of hyper-real art photography. The intervention started with neighborhood studies. Residents participated in making the photographs, distributing posters, and discussions. The photo series were done in two different formats, art photographs and posters, to emphasize that there is more than one way to construct design objects.
This kind of work faces several problems. Most of this work is reported in scientific conferences and exhibited in contemporary design galleries. While it also may have some presence at expos and fairs and other venues closer to a commercial context, it is still clearly placed outside the market. If researchers want to show how design can make the world a better place, they have to go where people are. This does not happen through intellectual debates in galleries.
The pros of this step over the boundaries of the design world are obvious, but so are the cons. While fellow designers and critics may be able to pick up the intention behind the work and respect it, this cannot be taken for granted in a place like a shopping mall. Shopping malls place the work in a commercial frame in the original spirit of the Showroom metaphor, while an embassy places it into a political and national frame. This is unavoidable: design does not exist in a void. However, the key question is how to make sure that the research intention is not hijacked to serve someone else’s interests (see
Figure 6.5).
There are no easy answers to this question. Engagement and commitment have come to stay in constructive design research, but it is far more difficult today than it was in the 1960s and requires elaborate tactics. It is hardly possible to be counted as an avant-garde artist by emptying a glass of water into the North Sea, as Wim T. Schippers did in the 1960s, and shocking the audience has gone to such extremes that it has become very hard to continue like this.
60 Design has had its own share of failures, such as claims to solve the refugee crisis by building better tents.
In this case, anything does
not go.
61 It pays to be careful with this type of claim or risk being dismissed as art.
62 Like artists and architects, designers today tend to make local rather than global commitments and exhibit doubts and controversies in their work. Showroom is about exposing, debating, and reinterpreting problems and issues. Ambiguity and controversy belong to it, just as they belong to contemporary art.
63