
Here's wishing all industrial designers all over a very happy International Industrial Design Day!
In his book, 'The World is Flat', Thomas Friedman mentioned about how as the world gets flatter, the only way that one is assured of being employable, and staying that way is to be an 'Untouchable'. No, not the kind that one would see in India's caste system as the lowest of the lowest of caste, but ironically, something similar to that effect. It is a term that he uses for those jobs that requires a certain degree of customised individuality skillsets that one perhaps will never ever, if one can certainly ascertain so, be rendered to the cycle of unemployment that pervades the modern day industrialised countries in this age of outsourcing and globalisation. So perhaps being the neighbourhood baker, hair-stylist or laundrymat owner is not that bad after all, because of the sense of familiarity that these positions breeds, plus the fact that one can't really see the above work being outsourced to others in another country, hence these jobs are really relatively safe, and therefore UNTOUCHABLE!
It was wonderful news to me when the local telcom companies reveal that they ARE bringing in the iPhone 3G later this year. Brings relief to me as I was just about to make plans to obtain it on the grey market. But amidst the brouhaha about its impending entry into the already saturated mobile phone market, what i do find interesting is in the fact that the iPhone in itself is a specific product branding that would sell itself. Unlike Nokia, and others, which would rely on an array of product models to sell, what I mean in the title of today's post is on how, design itself is becoming that differentiating factor of a product, and in this case, a specific particular product, that does what it is supposed to do, and mind you, it's not even having the latest technical specifications to boot, for e.g. the iPhone only has a 2 megapixel camera as opposed to the current high-end models of other brands, which can go as high as 5 megapixels! I mean really, when design in itself has become the selling point, who needs overhyped marketing and cutting edge technological specifications?
Fifty-five degrees Celsius is a baking-hot temperature.Endless sand-dunes stretch away into the distance. There are sand-storms that swallow up everything they come across, and make breathing impossible.
It is interesting and refreshing to see Design in itself as an academic entity rather than just about fulfilling a certain degree of higher-order craving. In an age of consumerism and the age of constant change, of product trends and user-led experiences, it is interesting to note that perhaps Design 0.0 has its origins from the prehistoric times, when Man, battling nature and its very day-to-day existence, have managed to create tools and systems that is perhaps a modern technological marvel in its time. This is the advent of Science, Design and perhaps even Technology, in its most primitive and basic forms.
As Man forges ahead to build his dominance over the other species, it is with great trepidation that he moves inland in the greater land masses to seek a greater amount of wealth and resources that he can use, manipulate, consume and even own. Thus is the start of Design 1.0, which is marked by perhaps the greater need of not any single human entity, but more so by a society, whether big or small, to harness and reap what nature has to offer to them, in their greater desire to fulfill their needs, and perhaps even their greed. Simple machines and processes are the order of the day here, where one can see the emergence of role-substitution in day-to-day activities, especially in areas that are directly affecting the fulfillment of Man's basic needs. Simple machines that perhaps can do the work of a few are used, together with a more optimal use of the limited resources that they have. Simple experimentation and knowledge management, of the most basic kind, can be observed here as Man experimented with the various parameters that are available to them, perhaps Materials, Time, Weather, Water, Fire, Wind and other simpler basic chemical elements.
As the colonies where Man lives becomes even larger, the need to fulfill a greater amount of resource requirements are putting the limited resources that Man has discovered and been making use of, to an ever larger degree of strain. Design 2.0 marked this particular phase, perhaps circa the 19th century, when the Industrial Revolution is starting to pick up steam, either metaphorically or literally! This is the age of the Steam engine, the Light Bulb, the Telephone, the Wright Brothers, and much much more. the age whereby Man has more or less effectively used the knowledge bank that Man has collated over the years to come out with various contraptions and systems in place that would allow for an even greater degree of efficiency in terms of its output, but yet is still bogged down by its energy-gobbling requirements. This is the age where Design is more of a technical domain, where technical prowess is the key to moving ahead, where technical elegance, though oxymoronic, somewhat sums up what Design 2.0 should be!