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Looking for new product paradigms
  
SCENARIO'S

1. Empty Boat
2. The East West Model
The physiological needs, along with their partial goals, when chronically gratified, cease to exist as active determinants or organizers of behaviour. They now exist only in a potential fashion in the sense that they may emerge again to dominate the organism if they are thwarted. But a want that is satisfied is no longer a want. The organism is dominated and its behaviour organised only by unsatisfied needs. If hunger is satisfied, it becomes unimportant in the current dynamics of the individual
3. The Drawing upside-down Story of L - mode and R - mode.
The Greeks say that to marvel is the beginning of knowledge and where we cease to marvel, we may be in danger of ceasing to know.
4. The Placebo. The Symbol Story.
"There is nothing either good or bad, but thinking makes it so" Shakespeare's Hamlet.
5. The Need to Engage

The scenarios that I have just presented have, in my mind, a story to tell.

I believe that there is a niche of so far unexplored products. I like to believe that this new niche that I am about to define has evolved in response to the intense urbanisation, rampant consumerism, ecological degradation, stress and feeling of isolation, that are today's real problems. This new niche is one of the ways to combat these issues. There are other ways, but I feel creating new kinds of products can also be one of them.

The product is an object; it can be felt, smelt, held and carried around. If a product laughs at you, you will not mind as much as you would if your friend did. Conversely, you may listen to a product more than you would to your mother! In my mind a product may also initiate a dialogue with me and myself. (This is why I see a connection with the first scenario - the Zen story of the Empty Boat. The empty boat is a product - because it was empty the boatsman responded and changed course. If there had been a person on the other boat coming in for collision, there would have been a fight.)

Much has been written about Responsible design, Green design, Issue based design and User Centric design. But to my mind most of it is still overpowered by the dominant First World preoccupations and these are the block to real new approaches being explored in the subcontinent. This climate does not allow for new ideas to be congently articulated. Books on these subjects tend to leave me with a "I totally disagree" feeling but with no tangible connection with day-to-day struggles of the Indian Professional Design Practice. The Indian design community needs to be nudged into empowered investigation. As Amartya Sen once commented, "Globalisation today is not only about the free movement of market products. Doubt, in its most positive form of constructive criticism, has also been globalised."

The time for uncritical trust in what is basically a western paradigm needs to come to an end. I find a basic problem with a lot of first world paradigms in the heavy focus on esthetic and no sustained experience. Form & Function alone have dominated the creation of things, with a strong push from an old friend - Profit. It is time to look at human fulfillment also.

A scathing and rigorous attack on the way design is mostly articulated in today's world is found in Gert Selle's article - Untimely Opinions : An Attempt to Reflect on Design (Idea of Design).
"When the profound insecurities concealed behind the usual esthetic hurly-burly are considered, the current preoccupation with design can be regarded as merely a part of the monstrous machinery of repression, which has discovered the esthetic as the last exploitable raw material. The esthetic pushes itself through every fissure, spreads out, fills the consciousness, cushions us against the pressures of modernisation and is at the service of every expectation for compensation. Esthetic experience is uncoupled from authentic experience and knowledge, leaving only uncommitted play behind.

" The implications are that design is not solving problems of ecological degradation or improving man's quality of life proactively. It's just adding to the problems of consumerism and stress. It raises the question of "authentic experience and knowledge".
It is the point of "authentic experience and knowledge" along with "uncommitted play" that I want to explore further. My question is, "Can new product paradigms create a sense of authentic experience and knowledge?" I feel no great sense of love for my washing machine inspite of the ad showing me a woman who kisses it. Like this ad claiming a feel of rush - I wonder? My mixie or car don't create sense of knowledge and engage me to play. I must add here that I need my washing machine, it's just that I feel no sense of authentic experience and knowledge or committed play. The need of washed clothes is addressed. I wonder if the need to have a washed mind can happen next.

Let's look at the whole picture of human need -
That brings me to my second scenario - the East West model proposed by V.S. Mahesh. This model has evolved from the Maslowian Model of Hierarchy of needs. The basic model outlines the needs as physiological needs, safety needs, belonging-ness, esteem and self-actualization.
"A wise person who has a strong will to climb up the hierarchy towards self-actualization will impose upon his needs, a "threshold limit" for satisfaction. Further he will set this threshold limit as close as possible to the point of separation between his justifiable "appetite" and greedy desire for each of the need levels. While intrinsic motivation will thrust upwards as soon as one's appetite needs are satisfied, the effect of extrinsic motivation will be to increase threshold limits and draw energies towards the satisfaction of desires."

Given such a psychology of change, the pertinent question for a product designer is, "Can a product pro-actively assist in lowering this threshold?" It's like imagining a whole section of human beings wanting less, and nobody actually forcing them to do so!! Utopian? I guess, but I feel that if a whole lot of people can be seduced to want more, then there must be strategy to reverse the process !!

In Service Management parlance, Customer focussed companies talk of any interaction with a customer as the "Moment of Truth". To use this analogy with products, I have observed that the actual engagement with products like White Goods ends at the time when a product is bought. All the work that the retail stores, the marketing department and the product designers really do is really geared to get the "guy" to buy.
Look at this "nostalgic" product. On the shelf, its message is, buy me if you like to remember your grandmother.
Hence the users "moment of truth" with the product "dies" at the point of purchase. By interaction one is indicating something more overarching than a mere physical dialogue. True interaction should be cerebrally as well as a spiritually (in the broadest sense of the term) engaging experience. How can one engage in this sense with a Mixie or a TV once you have bought it? It now becomes a "known: commodity and therein lies the reason for not engaging with it in a transformatory sense.
The moment when an object or a visual becomes "known" is when a human looses the chances to engage with it in creative ways, ways that have a potential to lead to new insights. Research on the brain has shown that the dominant Left hemisphere performs the analytical, naming, knowing aspects of seeing the world in a linear fashion. This dominance very often obstructs real seeing and real engagement with what is out there.
To get a creative response would require a product or a visual "not to be known" when one's gaze rests on it. This feeling of "not knowing" forces the Right Hemisphere to take over. The right hemisphere is better wired to deal with insight and creativity. Betty Edwards has applied this understanding of how the brain works in her drawing exercise, which asks for the visual to be placed "upside-down", and then drawn. Whenever I do this exercise with a group of students I am astonished at its simplicity and effectiveness.
The insight led me to another question, "Can't "not fully known" products harness the way our brain functions to lead to insights and serve as points of departure for the user? Wouldn't this kind of approach fulfill the need for authentic experience and possibility of knowledge?" -Example of the stone arrow links up after PlaynSpeak has been talked about-

Here I find parallels with Jung's definition of the SYMBOL.
"What we call a symbol is a term, a name or even a picture (or product) that may be familiar in daily life, yet that possesses specific connotations in addition to its conventional and obvious meaning. It implies something vague, unknown or hidden from us."

While his definition uses the fact that a familiar product is endowed with additional meanings, in today's age, new age products that emphasize their symbolic position, need to be created. In Osho's words, we need to give up our tendency to use old keys for new locks.

The fourth scenario has the story of how the messages to the brain can determine the physical health of a person.

Howard Brody says, "Just as good physicians send healing messages to their patients during every office visit, we can learn strategies to send them to ourselves."
Taking a cue from meditation techniques, the process of strategy becomes easier if it is provided a visualization or objectification. Here the product then becomes the door or the catalyst for the strategy to flow.

Imagine you had a product that asked you to stab yourself in the thumb to make you aware, that the mental pain you are inflicting by negative thoughts of yourself is worse than the physical pain that you feel from a stab of that pin, would you probably slowly change the habit of negative thinking? There is a group of monks who use this technique. I quote from a book on the body by Andre Platteel (Symbol Soup) -
"I once tattooed a Nazi skinhead with some tribal symbols. Afterwards, he became so fascinated by tribal symbolism that he began to study the history of these images. He developed sympathy for primitive tribes and abandoned his racist feelings and opinions."
These are examples of the fact that there is an emerging interest from serious scientific communities in the areas that till now they had dismissed as "quack".
If we can apply the learning from these examples, we are talking of an entirely new range of products that send messages not related to use or status, but address the intangible process in a human beings health, sense of being, thinking, learning and growing. Products can also address the other human processes like bonding, mourning and pain. This domain allows cultural variations and local tradition a voice.

The growing tendency of the virtual generation to be absorbed in the virtual world gives rise to a new sanctity and position for the material reality.
Sociologist Abraham Moles notes the "seductive immateriality of today's world rests firmly on a foundation of material support whose reliability and stability the designer must maintain." Here I read the term reliability as the "real" ability of a product to reach out to the humans as means of a tangible sensory engagement.
Another quote from the Body book by Symbol Soup -
"As for the idea of the body going digital, well, I don't believe in that cyber shit. It's too theoretical. The fun of your body is exactly the physical aspect and the transformation it can make in the real. In the virtual everything is possible, which is why nothing is worth doing. It's no big deal."
So the "thing" is being looked at again - its "isness" is now more important, more potent with possibilities, more capable of satisfying more than needs. Never before has there been an age when the product was so cheap in every sense of the word. So everyone can own a lot of stuff - a different kind of democratisation is evident. The product can now become a tool to combat the ills of other product interaction, an almost homeopathic approach.

If one looks at games like MUD's (Multi User Domains), what surprises the uninitiated is the sheer degree of human involvement in artificial worlds being created only with the 26 letters of the alphabet. Innocent looking text strings become the vehicles for an alternate reality which seamlessly co-exist with the more familiar, perhaps more mundane one. But more than anything else what is truly startling in this scenario is not the importance of virtuality, but the desire that validates it. That desire is the drive to engage oneself into what one conceives as a meaningful discussion.
And I think that it is this desire and the multitudinous possibilities of it, which has a truly emancipatory potential. It is up to the product designer to sojourn into this domain and map out the possibilities. Different examples demonstrate the scope of this field. Some have only gone into one level of engagement, others tend to take on the vehicle of trends and still others address the need for multi-identities.

Let's now look at people behind design :
Balrams book, Thinking Design, outlines many roles that a designer can pursue. 15 years ago one could only think of the basic key areas - Product Design, Furniture Design. Boundaries were more marked, engineers were not "designers". Now with the CAD/CAM & 3D modeling tools, the lines are merging. An engineer can produce a good-looking product and a DTP operator does Graphic Design. This is another incentive to search for new paradigms of products themselves.

While a new paradigm product may be the end one is trying to reach, the process of getting there also needs redefinition. The whole field of management learning and problem solving techniques can be examined to find new ways of looking at ideas and their actualization.

Practicing designers need to link up with design institutions to use the platform of institution for pioneering approaches. I also feel that the classroom is an ideal place for processes of this kind to happen. Traditionally we have been haunted by uni-directionality while talking about the synergy between education and industry. We have to mould the classroom into a platform that is dynamic, interventionist and crusading in its essence. Only some part of the form of the curriculum can follow funding, a fair portion of autonomy and pluralism needs to bind the foundation of an educational institution.
There is a vast amount of new and useful information that is available in the social, behaviourial and management sciences but is often ignored or neglected by designers, and implicitly ignored by the design education.

An educational institution needs to be the womb for new paradigms to emerge - it should move the study of design away from objects and into the broader world of ideas.

"Niels Peter Flint walked out of a well paid job in the prestigious studios of Ettore Sottsass in order to get a new paradigm design firm - O2 - off the ground. Flint's action can be seen as symbolising a shift in the fundamental values away from designing "hundred's of fridge's for the Japanese teenagers or 2000 separate pairs of door handles" to "thinking about how to make things that cause as little pollution, as little consumption of energy, as possible. That means right from the production process through to its use; and then on to recycling."
While I have not designed 2000 pairs of door handles (in India?? Give me a break!!) I just got tired at looking at products as merely performing functions or being a lifestyle. And here I would like to quote a definition of lifestyle that appeals to me, "cover for the professional middle class taste, masquerading as ethically superior good design."
I took a breather from whatever had kept me occupied - designing, being involved in business and teaching and waited for some clarity on how I would deal with all these ideas floating in my head.

PlaynSpeak is a company I have just founded as a platform to create products that address the issues I have just highlighted.
I have created three categories of products that I intend to work on.
The PlaynThink range uses ideas of living and symbols around us to trigger the process of reflection.
The PlaynShock range uses bizarre and shocking juxtapositions of material to produce shock. They are meant to poke fun on the values and ways of human greed.
The PlaynStuff range is meant to draw the urban Indian customer in to first buy "known" products for the home.
The retail outlet will have the communication on the wall and on the packaging of these products to explain the ideas of the products and our human interaction with them, in the hope that a better-educated customer leaves the shop.
I hope to create awareness and trust that informed choices will create changes without repression and without being cliched "you are not doing enough for the country or the earth approach."

It's clear that neither the presence of products nor the lack of products lead to fulfillment in a human's existence. It's time we acknowledge that simple fact and stop pretending that Nike can make you happier, it can make you feel more comfortable and give you the illusion that you are better off than the non-Nike guy. But it doesn't make you really, really happier. Why? Can we not create communication that addresses this issue for kid's my son's age. On reflection I find that artists have been creating art impelled by very similar thinking; the difference is that now the message can get to more people because what we are talking about is not one-off art objects, but usable, available household products. It amounts to taking art out of the galleries.

Global developments in diverse fields appear to help support Willis Harman's optimistic view that a major paradigm shift is taking place that will revolutionise the way Man perceives his place and purpose in the universe. Harman calls this the second Copernican Revolution. I like to think that this also means new definitions and paradigms for product design.

While Form has allowed function, emotion, fun, tension, etc. now I think that Form can follow possibilities.

I would like to end with this quote :-
"We are disturbed not by things, but by the views we take of things." Epictetus, The Encheridion.

HOWARD, Pierce J. (1994) The Owners Manual for the Brain Leornian Press
MARGOLIN, Victor & BUCHANAN Richard (1998) The Idea of Design MIT Press
WHITELY Nigel (1993) Design for Society Reaktion Books
EDWARDS Betty (1989) Drawing on the Right Side of the Brain G.P. Putnam's
PAPANEK Victor (1985) Design for the Real World - Human Ecology and Social Change Thames & Hudson
BERGER John (1972) Ways of Seeing Penguin Books
MINSKY Marvin (1985) The Society of Mind Simon & Schuster
UNDERHILL Paco (1999) Why We Buy - The Science of Shopping Simon & Schuster
PLATTEEL Andre (1999) The Body Symbol Soup
MAHESH V. S. (1992) Thresholds of Motivation - The Corporation as a Nursery for Human Growth Tata McGraw Hill
PIRSIG Robert M. (1991) Lila Corgi Book

 

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