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technological development that have variously brought amateur and professional closer together or driven them further apart are now acting to potentially remove the barriers between the two completely.6 The open distribution network of the internet promotes an interactive and iterative process of creative design development amongst a globally dispersed group of potentially anonymous participants: a virtual band of individuals who can coalesce around a particular design problem, and who may or may not include design professionals. COMMUNITY After ‘solving’ a particular design problem, the band dissolves, only to reform with a different membership around a new problem. Furthermore, the people in this virtual band have at their disposal advanced manufacturing capabilities.

      The appearance of Rapid Prototyping HELLO WORLD technologies in the mid-1980s, at first high-level and hugely expensive machines, allowed mass production processes requiring investment in costly tooling to be neatly sidestepped, making it possible to produce one-off products cost-effectively. Low-cost descendants of these – the designs for which are themselves disseminated and downloaded via the internet and made by hand – now enable the desktop manufacture of individualized products in the home. DOWNLOADABLE DESIGN Technology has moved the goalposts from a position of co-creation to one where the user has the capability to completely design and manufacture products by themselves. It is a return, if you will, to a cottage industry model of production and consumption that has not been seen since the earliest days of the Industrial Revolution. What at first glance appears to be a futuristic fantasy is revealed, in fact, to be just the opposite: a recurrence of past ways of doing things.

       Orchestral Manoeuvres

      We have seen how this situation of open design and production occurred through the technological development of tools and materials, and a change in the standing of the individual’s opinion. Both factors increased in importance with the introduction of wide accessibility to the internet and low-cost machines for direct digital manufacture. We can safely assume that open source versions of these machines, such as the ‘CupCake’ CNC rapid prototyping machine produced by MakerBot Industries7, the desktop rapid prototyper ‘Model 1 Fabber’ from Fab@Home8, or the self-replicating rapid prototyper the ‘RepRap9’, will continue to grow in capability, becoming more and more efficient, more accurate and able to use a wider range of raw materials. Such is the nature of open development.10

      IN OPEN DESIGN, THE CULT OF THE CONNOISSEUR HAS GIVEN WAY TO THE CULT OF THE AMATEUR – THOSE WHO KNOW THEMSELVES WHAT IS BEST FOR THEM.

      It appears, then, that there are two physical aspects to be considered in making such technologies more acceptable to the wider public: the development of more user-friendly interfaces, or more intuitive systems for creating three-dimensional designs in the first place; and the distribution of materials in forms suitable for use in such machines. No doubt web-based supply infrastructures will appear as a matter of course as the demand for materials increases, but many current open design systems still require fairly high-level CAD modelling skills KNOWLEDGE in order to produce designs in a digital form.

      Since 2002, I have been leading research projects within the Post Industrial Manufacturing Research Group, initially at the University of Huddersfield and since 2008 at Sheffield Hallam University. This work has explored the development of effective user interfaces to enable the open design of products, with the express intention of increasing amateur involvement in the design process and reducing the distance between amateur and professional. It has pushed such technologies through projects by the industrial designer Lionel T. Dean11 and by the artist/maker Justin Marshall.12

       Future Factories

      The web portal of FutureFactories allowed observers to watch computer models of organic forms for products such as light fittings, candlesticks and furniture randomly mutating in real time, freeze the design at any point and save the resulting file for later production by rapid prototyping. Marshall’s Automake project went a stage further, and gave the user more ability to interact with the design by allowing them to manipulate various computer-generated mesh envelopes within which selected components would randomly be placed by the computer until a finished form appeared, which could then be printed. PRINTING Depending on the mesh chosen and the scale selected, the finished results could range from fruit bowls and vases down to bracelets and rings.

      The exhibition I curated at the Hub National Centre for Design and Craft in May 2008 EVENTS showed the results of both these projects and allowed visitors to the exhibition to try out the Automake software for themselves. The outputs created were first printed out as colour photographs, becoming part of a growing display wall. A selection of those photographs were printed in 3D AESTHETICS: 3D by the industrial sponsor each week and added to the exhibition. Visitors returned again and again to see the expanding displays, with those whose work was selected and manufactured proudly bringing friends and relatives to see the results of their endeavours. These people said it was the first creative thing they had ever done, and that they could not have achieved it without the Automake system. The system enabled them to engage in a form of design and production that questioned their familiar relationship with the object.

       Generative Software

      Numerous systems that employ generative software and allow users to manipulate designed forms for pieces of jewellery and then have them produced by lost-wax casting or laser cutting followed soon after. One of the best known is ‘Nervous System’13. Visitors to their site can either buy ready-made pieces created using their software, or run various simple interactive applets and manipulate screen designs based on organic structures such as amoebas, orchids, lichen and algae to create their own unique pieces, which can then be saved and manufactured by the supplier. AESTHETICS: 3D The result is a growing open design library of unique but closely related forms. The code for the software is also released under a Creative Commons licence to encourage others to produce similar work.

      THE GRAPHIC DESIGNER’S ROLE HAS MOVED FROM CREATING FIXED PRODUCTS TO A MORE FLUID DIGITAL PRESENCE, WHERE THEY MAY NOT BE TOTALLY IN CONTROL OF THE CONTENT CONSTANTLY BEING ADDED TO THEIR ORIGINAL CREATION.

      These examples underline the value of systems that allow complex three-dimensional forms to be created by users who, for very valid reasons of lack of time and inclination, are unlikely to develop the type of Computer-Aided Design skills and 3D design awareness required on their own. The development of systems to help and support such people in the creation of their own designs should not be seen as a threat to professional designers – who might see their widespread adoption as an affront to their creative expertise and high-level training – but as an opportunity to retain key roles in the design of products. It would seem certain that the role of the designer in this situation will change rather than disappear altogether, and that this change in role will bring with it the requirement for a change in the attitude of the designer with respect to their relationship with the finished object, as well as in their relationship to the amateur user. Traditional models of authorship and ownership and the existing legal structures over rights and liabilities do not sit well with open systems of design and production, and trying to maintain them will only lead to heartbreak and disappointment. These lessons have already been learned in the allied creative industries of graphics, film and music production as they have tried to protect their income streams, and need to be heeded here.14

      BACK TO THE FUTURE: PRODUCTS BECOME PERSONAL AGAIN

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      Graphic designers have had to learn to cope with the fact that anybody with a computer and the right software has access to the means to create and produce high-quality, finished pieces of graphic design (although the nature of the systems in place often fails to help lay users create anything that would be mistaken for ‘professional’ work). In many instances, the graphic designer’s role has moved from creating fixed, printed products to originating and possibly maintaining a much more fluid digital presence such as websites, where they may not be totally in control of the content constantly being added to their original creation.

      The issues that the music industry has had to deal with include not only the enormous and unsettling changes

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