The Genius of Design - BBC Series Overview
This past Summer (2010) the BBC (BBC 2) showed a five part documentary series on design, called The Genius of Design (TGoD). This series is similar to Gary Hustwit's Objectified, but TGoD goes much broader and deeper offering a better reflection of the reality of design only seen through that depth. Think of Objectified as a taste sampler of TGoD. There are some people in common between the two whom are interviewed and focussed upon, but life is breathed into architecture, process, visual, industrial, and many more slices of the design world that bring design to life in TGoD. It is a wonderful look at the real nature of design.
The Five Episodes of The Genius of Design
The five episodes are: 1) Ghosts in the Machine; 2) Designs for Living; 3) Blueprints for War; 4) Better Living Through Chemistry; 5) Objects of Desire. The core focus is on the deep consideration and understanding that goes into design. It is this rigor of understanding and working through to final product all based on a core objective. Throughout the five series the focus on a deep understanding the materials deeply, use, impact on the people interacting with what has been designed, and development processes (as well as optimizing them).
The obsession to understand the materials used and objects being design with depth and breadth is not the only standout theme. Many other themes and take away ideas stood out not only when watching, but also now many months later.
Focus on End Use and People Using Product of Design
One major reoccurring theme throughout is the focus on end use. The the products not only should be pleasing nearly (possibly to the point of being emotive), but they must also be usable, and do what it is intended to do very well. A continual focus on the person using what is designed is one of the central tenets of design and with out this it is something other than design.
Breadth of Design Disciplines and Roles
To the point of design having a focus on the person using what is designed, the breath of roles within design was brought up. Wonderfully, Peter Boersma's T-Model was directly mentioned in when discussing the breadth of expertise with required depth and roles in design that are required to all come together to optimally create a final product that is please and usable for the person who engages with the final product. While watching the whole series the focus on various disciplines and roles is very evident and when listening to the designers talk about their own focus and discipline (all largely falling under the moniker of design) as it relates to final crafting of the final object) it is they all have depth in their own discipline, but understand the materials deeply and the class and required needs for the final product very well.
Every Designer Has A Chair In Them
Another reoccurring thread, that gets depth of focus a few times, is the idea that every designer has a chair in them (this has become a meme in the broad design community from the near instant this was uttered mid-Summer). The chair is emblematic of the need for utility (purpose, comfort, durability, etc.) as well as providing style. A chair that collapses is not well designed. The chair also often has requirements beyond basic sitting, which can include long term comfort, ability to stack and store it, be environmentally friendly, and many more possible variations. This intersection of use, style, material, and production around the chair leads to a lot of the depth of understanding required to get to a final product prototyped, tested, and into production. This depth and breadth that designers put in is often not considered by people outside the design community, but also the depth and rigor involved in design is missed in some disciplines that are tangential to design, but do not consider themselves purely in the design profession.
Process Design and Optimization
Within the Blueprints for War episode the focus of designing the process was often repeated. The episode focussed on Britain in World War II and the need to have mass production of goods needed for the war that worked for their purposes, but there were limitations of materials and time needed to get mass amounts of goods in military personnelís hands. Streamlining production and simplifying the goods became essential, but as well thinking of solutions seemed like their was expansive production (dummy planes, etc.) and alternate facilities (fake factories) were included in the design mix.
Wishing for More
In all this was a fantastic series for those in and around the design profession, those who intersect with design, and just fans of design.
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