design and the networked economy, 2008

Since the advent of the computer as a design tool, and more acutely since the rise of the Internet as a powerful economic force, designers have been faced with uncertainty regarding the future of the profession. Easily accessible software has enabled anyone possessing a certain level of dedication and talent to act as a designer, while innovations such as social networking and online collaboration have facilitated the rise of new and hotly debated economic models for design. Such shifts are by no means unique to the design profession: entire industries, such as the music business and software development, have been completely uprooted or displaced as a result of the social changes wrought by technology. Design has remained relatively insulated, but this period of insulation is coming to an end, and the profession is now faced with no choice but to adapt.

The prospect of this adaptation has been the source of much fear and consternation within the design community, and not without reason: the rise of a new wave of amateur designers, coupled with vastly increased competition and a harsh economic landscape has left many designers to conclude that the profession will inevitably be devalued and reduced to the status of tradecraft that it has worked so hard to escape.

Although this reactionary view is seductive, through a careful analysis of both the design process itself and the external social forces in play, the opposite conclusion can also be drawn: that design is moving into a more significant, more influential, and more useful position within society at large.

In general, the design process can be deconstructed into two phases: decision-making and implementation. The decision-making phase includes all research, conceptualization, and planning, while the implementation phase includes prototyping, production, and actualization. Neither phase is isolated; that is to say, the two phases operate as a feedback loop that in theory continues indefinitely until the designed product reaches a state of momentary perfection.

Traditionally, each phase was seen to completion by a small group of people, ie the designers themselves and selected others, for example clients, focus groups, and so forth. The ultimate success or failure of a project depended on the individual designer's ability to make decisions based on available information and to execute a vision consistent with this decision-making. More generally, the profession's viability depended on its ability to perform the business of design at an expert level, or, in other words, more successfully than the public at large.

That ability is now being called into question with regards to both phases of the design process. While it is undeniable that designers still possess expert knowledge in their areas of specialization – for example, visual communications or product design – current thinking has shown that larger and more diverse groups of people are generally more adept at making correct decisions than limited groups of experts*, and technology has simultaneously delivered the means of production into the hands of many.

To a limited extent, the design profession has reacted to these changes. User feedback is now relied on as a decision-making tool more heavily than ever before, and techniques such as ethnography have now become common practice. Many prominent designers agree that the user should be at the center of the design process, and this philosophy underlies much of the current thinking in design. However, user-centered practice as it is generally conceived only involves the user in the decision-making phase, and then only to a predefined extent, meaning that the fundamentals of the process still rely on a small group for each phase. User feedback is utilized extensively, but the users themselves have no direct hand in decision-making or implementation.

Outside of design, new models have emerged for both decision-making and implementation that harness the power of the many to generate ideas and create products. The most well-known of these is the open-source software model, which leverages diverse incentives (economic, ideological, and need-based) to drive innovation. This model has generally depended on a large group of creators interacting with a smaller group of decision-makers, and has been proven economically and organizationally viable.

The notion of open-source has at its foundation certain philosophical implications from which it cannot be separated – namely, that product is not only created by the many, but also owned by the many. This idea has proved inimical to many in the design profession for reasons related to intellectual property and ownership of ideas. The component of the open-source model related to implementation – independent of philosophical concerns – is generally known as crowdsourcing or social production*, and this concept has been applied to design with varying degrees of success. Notably, several businesses, such as CrowdSpring and SitePoint, have sprung up around the idea of crowdsourced graphic design, allowing a client to present a design brief and then select from an array of solutions created by freelance designers. These efforts have been frequently derided in the professional design community, and for good reason: the monetary value placed on the work is typically low, and the work itself of a corresponding quality.

This problem stems not so much from the concept itself, but rather from its particular implementation. Such systems make no effort to integrate the two phases of the design process, and in fact separate them further than the traditional methods had ever done. The intended audience is almost entirely abstracted from the designer, whose only real concern is with pleasing the client and thus earning the bounty for completion of the work. Unlike the case of open-source software, there is no real incentive for quality or innovation except at a superficial level. After the project is completed, the designer has no stake in its outcome in terms of money or use value.

Other examples have begun to emerge which apply the notion of crowdsourcing to the decision-making phase of the design process. Kluster.com, a startup launched in 2008, allows companies and individuals to put forth problems, solutions to which are then proposed by the users of the site. Users are able to 'bet' site currency on their proposed solutions, converting this currency into cash if the solution is adopted (Tedeschi). In essence, Kluster inverts the concept of a company like CrowdSpring by putting the decision-making phase into the hands of the many, leaving implementation to the few. Although this may be more interesting in terms of design, the idea's viability remains to be tested.

At first glance, neither implementation of the crowdsourcing concept would seem to offer much to the design profession. This is because neither utilizes the concept throughout the entirety of the design process. A position for designers cannot be forged on only one end of the design process, and neither can it exist on one side of a few-many dichotomy. To survive, designers must learn to inhabit the middle, and employ their true strengths – as synthesizers of information, facilitators of communication, and planners of processes.

The essence of design is understanding. In order to succeed, a designer must be able to understand the problem at hand, the needs of the audience, the social and historical contexts related to the problem, and the formal and conceptual outcomes of the proposed solutions. They must interpret, analyze, and synthesize information from various sources to enable a space for creation, and they must plan the progression of systems as they respond to changing needs and environments. All of these requirements uniquely qualify the designer to act as an intermediary between parties participating in the processes of decision-making and implementation.

Once both ends of the design process are democratized, a number of professional and creative benefits become apparent. Foremost amongst these is the potential for collaboration to induce unexpected results which would have been impossible to realize within a closed system. This is not simply a case of more minds generating more ideas, or even better minds generating better ideas. More importantly, the participation of a diverse group of individuals enables the sharing of experiences, which immediately broadens the field of potential solutions and enables the development of deeper, more complete solutions. As James Surowiecki points out in The Wisdom of Crowds, “if you can assemble a diverse group of people who possess varying degrees of knowledge and insight, you're better off entrusting it with major decisions rather than leaving them in the hands of one or two people, no matter how smart those people are” (31).

Secondly, mass participation in design generates design literacy within the larger culture. Expanding design literacy supports the creation of more varied and interesting future work by enabling wider understanding of diverse formal and semantic frameworks. This goal is one which the profession has been striving towards for some time, and it is bitterly ironic that many designers would choose to circumvent it by retaining an elitist stance towards design.

Another benefit for designers is to be found in the nature of shared information and collaboration itself. The design process, which relies so heavily on feedback and refinement, can only be made more effective by enabling a greater degree of sharing and participation. By allowing more people, designers and non-designers alike, to have a hand in shaping the design process, the final result will be improved. This goes against the instincts of many designers, who have an instinctive dread of the words 'design by committee'. However, once the level of collaboration reaches a critical mass, the types of personality conflicts seen in a committee begin to be displaced by productive cultural co-creation. In other words, “information is never truly 'finished', it can always be analyzed from a different point of view, most likely making it all the more valuable” (“Wiki or Not”).

Finally, the act of design as facilitation is by its nature conducive to work that is more socially beneficial and productive. For years, designers have bemoaned the fact that design is often reduced by those outside the profession to mere marketing; efforts such as the First Things First manifesto have sought to rectify the situation, but have not brought about any notable change in this area. By allowing people to directly communicate what they want and need, and produce what they want and need, a democratized design process would help liberate the profession from the vicissitudes of the market and create a more sustainable environment for design.

What would a system enabling massive collaboration on both ends of the design process look like? To answer the question, one must first consider the larger social environment engendering the changes taking place in design.

The prime mover at the root of these changes has been, of course, the Internet. This technology has drastically accelerated the move towards an information economy that began well over a century ago and is only now reaching realization. We are not only shifting away from an industrial economy, but also from entrenched forms of production. As Yochai Benkler writes:

“...the networked environment makes possible a new modality of organizing production: radically decentralized, collaborative, and nonproprietary; based on sharing resources and outputs among widely distributed, loosely connected individuals who cooperate with each other without relying on either market signals or managerial commands” (60). This shift is taking place on the deepest levels of society, and affects everything related to the information economy, in which design plays a key part. In design it has been precipitated not only by network technology but also by computer-enhanced production technologies such as digital printing, CAD, and rapid prototyping.

The development of shared cultural production does not mean a cessation of traditional market forces, but rather implies a concurrent progression with large displacements in some areas, no displacements in others, and radical mutations in still others. Where design is concerned, this means that highly specialized areas are not likely to change rapidly: for example, comprehensive strategic branding and large-scale industrial design are likely to remain the domain of experts, while areas such as low-run print and web design and low-technology industrial design are already shifting towards the commons. The ideal network-enabled design system, then, does not deal exclusively with any of these areas, but rather focuses on new opportunities enabled by the strengths outlined above, predominately the role of designer as synthesizer.

Designers are uniquely positioned to benefit from the networked economy because their profession combines elements of science, creativity, and business. They are able to weigh information dealing with these domains objectively and transmit it to others by making it easily understandable. They are able to mine the essentials of diverse opinions and distill them into a meaningful essence, and they are able to analyze manifold variations in form and create common cultural ground. These traits allow design to function as the ideal junction between decision-making and implementation.

Furthermore, designers are instrumental in allowing implementation to fold back into the decision-making phase. A key requirement of crowdsourced production is that the means of production be intuitive, easily manipulable, and reliable. The design of interfaces enabling this production is already playing a pivotal role in the networked economy, and this role will only become more important as information increases in quantity, density, and diversity.

Just as the global economy is undergoing upheaval, so is the ecosystem of design. The end result of this upheaval is that there will be more opportunities for designers, and more designers operating at various level of education and skill within a far more diverse climate. Both the supply of design and the demand for it are increasing. Ultimately, this can only result in positive change both critically and economically, as a wider dialogue is opened and more opportunities for existing work come into being at the high and low ends of the design spectrum. Potentially there will be less room for design 'superstars' in this new space, but simultaneously there will be more room for good design.

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