Monday, January 22, 2007

PASSION & PURPOSE


In “Notes on Design Practice” Thomas Erickson reveals an interesting trick of the trade among art directors and designers. Having created a fairly finished design on a computer, the designer places a sheet of paper over the screen and traces the design by hand for presentations. This creates the impression that the design is more preliminary and more open to suggestions and changes than it actually is. Erickson also lists “roughness” as one of the important characteristics for prototypes. Roughness helps to present an idea in progress, without a flavor of finality.

I got thinking about these two concepts while I was creating this week’s cartoon, which is both rough and hand-drawn. In a cartoon, I realized, the most important thing is the idea, not the drawing itself. Maybe this is why most cartoons are drawn rather simply, providing just enough information to get the idea across, without a lot of fussy details that might distract from the idea. So perhaps a prototype is a sort of cartoon for an idea of a final product.

There is also an appealing quality to things that show the mark of a human hand. Perfect renderings prepared with mathematical precision on a computer have an initial appeal, but this fades quickly, leaving a feeling of coldness and lack of heart in its wake. Although recent generations have grown up learning to love the smooth, spotless look of molded plastic and the “new car smell” of petroleum by-products, I doubt that we will ever entirely lose our instinctive attraction to hand-made things and natural products.

As I ride the bus through the endlessly repeating landscape of malls and chain stores that surround Seattle (like one of those looped backgrounds behind the Flintstones as they drive), I often ask myself one question. Why is it that we, the richest, most productive society on earth - who can design and produce almost anything we want in any shape we want – do not surround ourselves with incredible beauty?

I am always looking around for things worth drawing or photographing, for things and places that are literally “picturesque.” Sometimes I find a lot of them in the same place. But more often I go for miles and miles without seeing any. I have noticed some patterns. For example, I find that very rich and very poor neighborhoods tend to be the most picturesque. Nature, untouched by humans, is usually beautiful, but there is also great beauty to be found in the most un-natural of environments: in factories and industrial districts where aesthetics have no value.

Recently, on a long drive, my sister and I started talking about all this, comparing notes on what we found beautiful, ugly or bland in the places and things we passed. Finally I asked her what we were looking for. What makes man-made things beautiful or not beautiful. She thought for a moment and finally answered “passion and purpose.”

These two words answered a lot of my questions. In factories, there is beauty in raw, naked PURPOSE in action. In the poorest of slum neighborhoods in Third World countries, one can sense the PURPOSEFUL way people survive as best they can, and the PASSION with which they make and adorn their houses with whatever resources they can find. In the richest of neighborhoods and resorts, the PASSION of connoisseurs and the artists they can afford to hire dazzles the senses.

By contrast, in the vast aesthetic wastelands of American suburbs and malls, passion and purpose are either lacking or diluted. Everything here is designed by committees, and ideas go from research teams to design teams to engineering teams to corporate oversight teams and so on, as Erickson and others describe. In such a process, how can even the most brilliant of ideas not get compromised? Often simple, elegant ideas get overcomplicated, as more and more people add their input, and we may end up with vacuum cleaners equipped with rocket launchers. Frequently we end up with compromises between aesthetics and functionality, with end products that are neither fully passionate nor fully purposeful. Hence their lack of beauty, as well as practicality.

We end up surrounded with products and environments that are at best approximations of quality and beauty - at worst caricatures of them. When I was a kid I used to watch television on Saturday mornings, and in between the cartoons there were ads for toys in which cartoon-like plastic people were shown driving cartoon-like plastic cars and living in cartoon-like plastic houses. Today I feel like this cartoon world has grown to full size: we are all Barbies and Kens and GI Joes living in a cartoon world made by Disney, Mattel and Hasbro.

So it is no wonder that smart designers trace plans off computers to present them in hand-drawn diagrams that bring back a sense of passion and raw purpose to their presentations. In doing this, however, they are merely creating an illusion. In order to achieve truly great design, in order to achieve the full potential of the power we have to shape our world, we need to bring passion and purpose back to the way we design and build things from start to finish. We need to give more power to individual designers and inventors, break down the walls between designers, engineers and business people, and reduce the distance between ideas and final products. We also have to reduce the distance between people and the work they do, give them a stronger stake in it and a greater sense of ownership. We should also return to some old fashioned ideas of craftsmanship, artistry and ethics.

Above all we have to learn that we cannot get away with cheating. Yes, we can make things that look okay and work okay and people will buy them. But people can tell the difference between things that are okay and things that are great. Even if people don’t know they can tell the difference, they sense it sub-consciously, in their bones. The quality of the things we make and the environments we create really does effect people's sense of values and the level to which they aspire to greatness in their lives.

0 Comments:

Post a Comment

<< Home