First let me say the most important thing I can say (and this applies to all considered comments people might chose to leave on my blog) In absolutely no way do I regard comments as unfounded criticism or insult. The fact that anyone has read and chosen to engage with the issues I raised is in truth some small victory for me. Best of all a little contention or challenge makes me want to raise my game and give an answer.
That aside I may well have misrepresented you opinion because the original comment you left me was very brief, just a sound bite in truth. You gave me some impetus to defend critical design and the importance I see in it. The email I'm responding to now, is a fantastic response, it gives me a much fuller picture of your perspective on design and where you stand.
'I' created this comparison between the design of irrigation pumps for the third world and video cell phones for the first. Perhaps my choice of examples was unfortunate, I wasn't attempting provide a 'moral contrast' between designing the right things (water pumps) and designing the wrong things (mobile phones). What I intended to illustrate was how designing the water pump was almost an exact, measurable science. An objective problem has to be solved, its plain to see if the solution is effective, and indeed whether the designer has done a good job.
The "Hype Cycle of Emerging Trends and Technology". Published each year by the consultants Gartner Research. Provides investors with a 'purchasable mapping' of change brought about by technology. Describes the various phases of maturity, including the "Trough of Disillusionment" and the "Plateau of Productivity".
Design for electronic products and technology happens within a much larger value system, which has formed around the twin influences of consumer culture and electronic technologies. Product designers didn't 'do a bad job' in designing shinny new products, but they are part of a culture which regards complexity, miniaturization and newness as ends in themselves. Combined with the need to generate revenue, I think that they naturally become a bit short sighted in producing products and services, which reap significant, long term human benefits. Its not that big corporations are adverse to producing social beneficial products and services, rather that their still trying to support rather dated business models.
Now it's because of this short sightedness that I think 'critical design' has so much to offer. A really important thing to clarify here is that what's misleading about the term 'Critical Design' is that the word 'Critical' is not used to mean 'critical' as in 'Criticism' – "Hostility or disagreement with the object of criticism." (I think if the work was simply an exercise in 'criticism', that would be pretty deplorable and not really very intelligent either). It means (or should mean for the best pieces of Critical Design) 'Critique' – " A systematic inquiry into the conditions and consequences of a concept or set of concepts, and an attempt to understand its limitations ."
Critical design then; is an academic model of enquiry applied to design. It's not a scientific theory, so you won't find an official 'party line' what issues its supposed to critique, or whether the accused is the design world or society itself. These things are left to the individual will of the designer who employs it as a method. If they're a good-willed, intelligent person, working through the right channels, I think the outcome of their work can be to be positive.
Memphis design: not really critique but aesthetic protest. "An exuberant two-fingered salute to the design establishment after years in which colour and decoration had been been taboo."
It sounds like the term has been tainted for you by a couple of bad examples. I'm not actually familiar with the work of the Campana brothers. But you're description brings Ettore Sotsass' work for Memphis and Superstudio during the mid 1980's to mind. This work might be called 'critical design' in some circles. Taking Memphis for example, they created luridly coloured, deliberately dysfunctional furniture because it was supposed to be a reaction to "the minimal black box furniture of the 1970's". For me that's not really critique, as its really only the expression of an aesthetic preference, I can't really see that it qualifies as particularly savage criticism either (There is, I grant you an element of barefaced self-parody in passing off astronomically priced Italian home wears as some kind of serious commentary.)
But I draw a complete, distinct line between that work and the pieces of critical design which been influenced by and grown out of the RCA's
interaction department during the late 90's onwards. Firstly the context has changed, because we don't only have the aesthetics of products to account for but increasingly the behaviours which electronic products and networks foster in society (or rather those things were issues during the 80's but no one thought of using design as a vehicle to critique them).
Mirroring Tony Dunne speech at the Interaction Design open day last year. I don't think peoples work, leisure, and social networks have been as heavily mediated by technology as they are right now in 2006. Technology affects the richest of the rich, with mobile phones for every six year olds, and puts in place an infrastructure which also affects the poorest of the poor, with intensive call centre training in India.
Cultures or repair and Innovation in India. "Aside from the scale of what's on sale there is a thriving market for device repair services ranging from swapping out components to re-soldering circuit boards to reflashing phones in a language of your choice" (via
future perfect)
I don't believe that technology is some autonomous agent dictating an inevitable set of future changes. But I do think (through not giving its implications a very through consideration) we often let it play that role. So now, I think it's more important than it ever has been before to bring debate about our possible implications of new technologies into the public sphere, and critical design is one vehicle for doing that.
It seems very dismissive (and a bit cynical) to announce that because the man on the street can't design tomorrows technology products for himself, but only make comparative judgements about what's on offer, that any bog standard experience is as good as another. I'm sure if you really think that you'll find you didn't mean to make that point. Just taking desktop computing as an example. It is easy to take for granted how many brilliant minds established the metaphors for interaction we depend upon so heavily today. Watching this interview with
Bill Atkinson really brought this home to me;
Were Bill and Doug Engelbart (inventor of the computer mouse) getting 'holier than thou' about user experience. Or were they making a comparatively alien technology (a processor which spewed out chains of numbers) into a usable everyday tool.
I don't want to get diverted here, but a lot of the issues I raised in my post, such as learning to view the user as a more sophisticated individual, and tailoring design to human behaviour are not ideas most commonly associated with critical design anyway. But they are linked to other emerging practices such as 'Human Focused Design', 'Service Design', 'Interaction Design' and 'Qualitative User Research'.
You complained that there seemed to be a growing trend for designers to spend their time designing critiquing products. I think this is symptomatic of an industry, which is gradually moving away from designing and manufacturing objects, to an industry which sells knowledge. The area of design press column inches taken up critical/speculative work (+ The RCA Summer show ) might be more than ever before. But I don't think this is in anyway proportionate to the percentage of industry involved in this work, it just receives more attention in the media.
Lastly I can predict the main question on your lips. You'll want me to show you evidence of a piece of Critical Design which has changed things, which has influenced people. I'm afraid this is where my argument falls a little flat. There are not many great examples precisely because critical design is still at a really embryonic stage.

I'm going to give you the example of a project called
ARC: design solutions for post crash civilisation by Jon Arden, a graduate from the royal college. The project presents a range of products and services, for a possible future in which an environmental catastrophe has occurred. Rather than labouring to design a range of environmentally products, he's adopted a critical tack and gone straight for a future worst-case scenario. It takes a project like this for people to actually pay attention to an issue like sustainability, we all seem to have become immune to the sight of another environmentally friendly chair/tent/water bottle at student shows, they appeal to those already engaged with the issue, but beyond that they don't really move the debate on, or facilitate change.
I spoke to Jon at the show and he mentioned developing the project further by working with The Horizon Scanning Institute. HSI are a body which directly advises government policy makers around social and technological change. For me this is a really inspiring example of a designer acting autonomously, and targeting their creativity through the right channels.
Once again thank you for reading my blog and taking the time to write. I hope that I've given a decent response to some of the points you raised.