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clive grinyer
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articles
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This section is an archive any articles or speeches I have given.
Scroll down and you will find pieces on digital design for Design Week; The KEF Muon speaker launch in Milan; my keynote to Include 07, the Inclusive
Design conference at the Royal College of Art; manufacturing in the UK for the RSA; in-house design for Design Week and the
Apple iPhone for New Design.
1. Digital Design –
Clive Grinyer 26 July 2007
Over the last five years the mobile phone, that humble miracle of technology
that we are now never apart from, has been evolving from a voice and text communication tool into a pocketable computer that
holds our music, photos, emails and much more. In a serious of sometimes sudden jumps in technology, colour screens, memory size, physical slimness and faster 3G networks,
the promise of the technology is at last becoming reality.
At the same time the companies we have always associated with telecoms
and mobile like BT, Orange, Car Phone WareHouse, have become internet, TV and content providers
and conversely, media companies such as Sky and Virgin are delivering content and services to the mobile.
This world of digital media content is still new and still evolving. Countless
services and applications can be downloaded but usage still remains low compared to web services. It seems that simply turning exciting new services on is not enough, people need to learn and identify
value and relevance to what they do when they are mobile or sat at home in front of the PC.
But the great opportunity of convergent, syncronised information and content
is about to hit us and, as anyone who is lucky enough to have played with Apple’s new iPhone will tell you, design is
crucial in unlocking the potential of digital experience, whether it be entertainment, communication or information.
The issues in designing for digital services on the mobile are similar
to those of designing for the internet ; understanding navigation, clear
and legible graphics, quick and intuitive routes to what you want, expression of brand values, understandable terminology,
good copy writing and great visual design, but massively comprimised by the much
smaller screen area available and button and curser navigation.
But when you see great examples of mobile digital design like Sky’s
TV application, which allows you to see what programmes are on and set your Sky box to record from your mobile, you can see
the potential and attraction of converged services.
For mobile operators, the role of the internet has grown hugely from simply
a catalogue approach to a key business tool. Using the web to help customers help themselves is a win win for operator and customer if done well. Getting information on your account, solving technical problems, buying
new phones, ringtones or music and video can be done better on the web and mean you don’t have to call customer services. And in this space technology is creating more exciting and usable experiences.
Web experiences, whether on PC or mobile, are usually like electronic
pages turning one by one. If you don’t have broadband, the wait for each page is frustrating and going backwards and
forwards is slow and cumbersome. New technologies such as Ajax
and Flash are now advanced enough to radically change this experience. Whether it is
quickly moving around a map, helpfully filling in a box when you are form filling an order or request, describing a
photograph you are placing on Flickr, or viewing and chosing something to buy, these Rich Media Applications allow us to move
away from a page by page experience and have the type of experience we are used to on computer games. And as broadband use
hits critical mass, access to these types experiences is growing and less held back by accessability issues. Indeed usability
is being dramatically improved.
These opportunities mean that digital media, on mobile and web, is increasingly
attrractive to the big content players, the music industry. Record launching gigs streamed to your mobile, interactive samplers
and games of new films on mobile and the web, personalised information on your football team and access to blogs and information
about your favourites are increasingly built into media comms activities from the start. It’s a hugely rich area where
imagination is the limiting factor and these multi media, multi platform experiences will increasingly be part of our lives.
Advertising in the conventional sense has never fully broken into the mobile space because of it’s intrusiveness, but
where advertising is integrated into the experience, as it is in the search engines of Google and Yahoo, the mobile digital
space will again be exploited more and more.
The number of designers operating in this space is still small. Whilst
design for the internet is in huge demand, few clients or designers have investigated the opportunities, or identified the
challenges for digital design in the mobile space. But as the mobile becomes a very natural and important door to media content,
services and information of all description, we will have to learn quickly the
similarities and differences between the PC and the mobile, the TV and the music player and all the other bits and pieces
as they start to work together. And in this Web 2.0 world, personal content, self authoriship and social networking will drive
these services and how they are controlled.
As with all aspects of the mobile industry, technology tends to be the
trigger and the push for change. And as with all examples of technology push, the customer, and design, gets left out till
the end. The role of designers to effect the decisions that are made early in product development before they impact adversly
on the customer’s experience, is crucial. Digital design, on mobile or web, is always about great visual and usability
design but in this space it is about the understanding how people use their mobiles, their needs and frustrations, the relevance
and usefullnes of content that makes the difference between success and failure. Putting the customer first and designing
the experience is, as in every act of design, not just an option. In a space that is so exciting and so full of promise, design
is already, and will increasingly be, the crucial factor in adoption and success.
2. KEF Muon Speaker Launch, Milan –
Clive Grinyer 21 April 2007
The Sala delle Colonne, the monastic library that is now part of the National
Museum of Science and Technology Leonardo de Vinci in Milan
made a suitably sumptous setting to worship the latest project of Ross Lovegrove. Muon, an exceptionally high quality pair
of speakers, named after a powerful and exotic elementary particle that arrives on earth from outer space, sat as megaliths
on the animated light floor, their stature only matched by the barefooted, bluely attired Lovegroove. This was a true Milan event, photographers, journalists, designers and, unusually, audiofiles,
debating the relationship between sound and shape.
But what was truely impressive was that this was not Cassina or Vitra.
The Muon speaker was commisioned and built by KEF, a UK
audio company based in Maidstone, Kent. The UK audio industry is famous for the quality of the sound but
rarely for visual design, usually lowest on the list or priorities. But here is a UK company hiring one of our most exciting
and creative designers, who is treated like royalty abroad but largely ignored by UK companies, to combine with their sonic
expertise to create something truly incredible. Hurrah !
And Muon is incredible. The two speakers are huge , standing over 2 metres
tall and formed from superformed aluminium, a process similar to vacuum forming plastic that allows the sculptural forms we
associate with Ross’s work to be reproduced the 100 or so times that will be the limited run of this speaker.
Designing for sound is a complex business, with considerable physical
and mechanical parameters required to create the acoustic realism that audiophiles demand. The size, the flat front surface
and the array of large and small speaker drivers required to deliver the frequencies the human ear can detect as accurately
as possible are of course the most dominant features of Muon. At the end of the day, a speaker is still a cardboard cone and
there’s little even Ross Lovegrove can do about that. But the science of the sound engineer and the creativity of the
designer do come together in the physical shape. Here, constantly changing surfaces removing any chance of internal resonnance
plus strength and solidness are the main requirements, which have allowed Lovegrove to create swooping surfaces gripped in
tension but held by the flatness of the top and bottom. The Museum hall was not
choosen for it’s acoustic qualities, this was a celebration of material and form delivering the final element of the
trinity of music, sound and shape.
But don’t be fooled by the gorgous photographs you will see. The
finish is less glossy and shows the imperfections of the tortured aluminium surface, which in all but the most perfect lighting
can be bothersome. This is a design that is imposed on the speakers, but has to occasionally twist to get round reality, and
those curving highlights are suddenly lost . But from the side and rear, the beauty of the concept and the shape is more clearly
seen.
Like any speaker at this end of the market, the sound quality is only one of the drivers and at 100,00 pounds, Muon says as much about the owner as it does of the sound.
But for KEF, this is a brave and audacious statement of their intent to combine excellent audio quality with the highest level
of design and take a lead in a competivive international market. That is fantastic to see and I only hope other British manufacturers
take note. Muon is an exotic addition to the hifi world, and to Ross Lovegrove’s portfolio but whatever it sounds like,
beauty will surely be in the eye of the beholder.
3. Keynote Speech to Include 2007, Royal College of Art, London
Search Engines
for Real Needs – the interactions between users and designers
The theme for
this afternoon’s session is Interpreting Needs and Aspirations. This is an interesting title as it encapsulates the
key problem at the core of product development and innovation.
For why do
we have to interpret needs and aspirations. Why can’t we just ask people what they want and build what they ask for?
Well, there
are, as we all know, many reasons why asking people what they do or want does not automatically lead you to what they would
actually buy or use. In fact the world is full of stuff that people said they wanted, but when it came to the crunch, didn’t.
It is also full of stuff people said they didn’t want, but when they understood how it might be helpful, or useful or
desirable, decided it was OK after all.
And mixed in
with this are a lot off innovative ideas, services and technology that does stuff people are not really sure they want or
not. Genetically modified food is one example, we weren’t sure until we saw a metre round tomato. The internet might
be another example, would it be possible for users to realises how valuable it would become to so many? And, in the technological
world, especially the mobile world that I live in, we provide amazing technology of great value, that is often so difficult
to find or use, that enormous investment and effort of development remain unused or even rejected.
So the title
of this session is important, for there is an act of interpretation required when you take the trouble to include real people,
of all types, in the development process. Seeing and understanding what people do, the problems that have, their expression
of emotion and what is functional and what is desirable, is rocket fuel to the design process. And by design process I mean
the actions that are then taken to create what people want and can use, to enrich their lives, make them easier or make stuff
possible which was before impossible.
The design
industry has been at the forefront of championing the involvement of users in the design process. Companies such as IDEO developed
pioneering approaches to discovering human needs by observation, what do people do, what do they do to get round the problems
of inadequate technology or physical constraints and then connect this to the design process. This combination of observation
and design has left old fashioned style gurus beached high and dry and fuelled the success of the design industry and is at
the heart of many corporate design teams, through this democratisation of the design process and the desire to both identify
and deliver innovation that has real value, satisfies real needs and helps filter what we should do from the what we can do,
but shouldn’t.
Further than
that, the value of observing not just the majority percentages of users, but understanding the needs of those at the edges
of the bell curve, older, younger, inclusive of all human conditions, has led to innovations that are of benefit to all. From
good grips to remote controls, we have better products, better packaging, better web accessibility, better trains, better
public spaces, when designers, sometimes dragged kicking and screaming it’s true, have been forced to understand the
needs of a wider audience.
But we are
at this conference for a reason. Despite the wealth of expertise and good practice around us, these are still early days for
both usability and design thinking. Ironically we live in a world where it is well understood that the customer is king and
that they know best. Indeed the vast amounts of corporate money spent on market research should be a good thing, surely. Companies
are desperate to understand what their customers want in order to reduce the risk of investments and ensure success. But despite
this amount of effort, we still are faced with a world where countless service innovations flounder and technology remains
resolutely unusable.
Again, from
my mobile communications standpoint, I remain appalled at the amount of poorly designed technology that is launched upon the
world in the name of time to market that simply doesn’t work. If something really works in the mobile world, that is
differentiation. I don’t use the term usability any more, as everyone assumes this is some sort of nice to have, I prefer
workability, does it actually work, and you would be surprised how rarely people actually think through how services or products
actually work before they launch them.
How can this
have happened, why does this continue to happen. I think there are three reasons. These are.
Research, the
way we do it and what we think we have been told
Design process,
not understood and too late
Our inability
to challenge accepted, long-held beliefs
Take the first
one, research. What can go wrong when you ask people what they want?
When Philips
developed the first roller radio in the 80’s, they were unsure of the colour scheme they should use. Should it be colourful,
stylish for it’s day, loud and expressive. Or should it be conservative, technical, black and silver, in line with other
equipment. To help them decide, they commissioned a focus group and asked people which one they preferred. The answer was
clear, the vast majority went for the stylish colourful option. As a gift, people were invited to take a radio away with them
at the end of the day, Philips were surprised to find they still had all the colourful ones leftover, everybody had taken
the black one home with them.
Were they lying?
No, they believed what they said, until the decision was made more real and they had to consider what this would look like
on the kitchen top, what would the wife or husband say.
Another favourite
anecdote comes from our hosts Helen Hamlyn. They worked with BAA on T5. T5 had sensibly done forecasting on the travel trends
for the next decades and foreseen that there would be an increase in older travellers as we live longer and with enjoy reasonable
pensions. So they wanted to observe the experience of older travellers now in order to understand their requirements when
designing the new terminal.
The researchers
followed older travellers around and quickly observed that old people went to the toilet a lot. Obvious really, older weaker
bladders with higher levels of stress means that BAA would need to increase the number of toilets. But then researchers went
into the toilets and found older travellers not using the loos but standing and listening to the announcements. The toilet
was the one place they could clearly hear the announcements of departures away from the hubbub of airport noise. So BAA should
not only build adequate numbers of toilets but also quite zones where you can clearly hear the flight announcements, we hope.
Insight such
as this is, as I have said, rocket fuel to the creative process. Design is the activity that turns this knowledge into actions,
to create tangible responses to real needs. Only our definition of design needs to be broad, for me design includes any and
all of the decisions that effect and impact on the overall experience we have of a service, product or environment. And this
is where so many mistakes are made. Well meaning people, often vastly more technically able than any of their users are, and
marketing executives with self defined intuition and a feel for the mass market, rather than the fringe, uncounciously make
decisions that will have huge impact on the user. And then they ask for it to be designed, leaving a superficial gloss of
brand and or styling. This results in something that I heard described often when I first arrived at Orange as "Lipstick on a Pig", not a pretty outcome and a dangerous one
given the huge investments and resources used in creating new technology and services.
There are times
when I think that technology doesn’t work for any of us, able or needing assistance, young or old, we all share the
same frustrations and difficulties. Any one using the new ticket machines at London stations will have experienced both mental and physical difficulties
in what should be a simple everyday activity.
But the world
is waking up. It may have taken financial melt down to do it, but the internet has embraced a new willingness to include us
all in the design of services and the new rallying call of web 2.0, co-design, open systems and user led innovation has got
to the core of institutions big and small.
Web 2.0 is
fast becoming applied to all activities, not just those of the web. Faster, more responsive, with direct user involvement.
Surly all this will revolutionise how we develop new services. I hope so, but it is vital that now, more than ever, we realise
the importance of research and design as two vital components locked together, the knowledge and the action inseperable. For
that to me is the key point. People can tell us what they they want, and research will uncover what they cannot say or express.
But design is the critical key partner, making the possible tangible to allow that reaction, yes or no, able or unable, love
or hate. Showing the unimaginable, the new, the surprising, allowing a real experience to happen, a dialogue with the future,
to ensure we create what we want, that works, and reflects all users emotional and aspirational needs. In this co-authored,
democratically designed wolrd, design and user observation become the search engine for real needs.
To make this
work we need a design community that is open to insight and uses it’s creative toolkit to build real solutions and a
research community that works within and seamlessly with the design process, allowing and feeding on creativity and design
tools of visualisation and modelling.
This search
engine for user insight, because it doesn’t just list all the possible solutions and ask you to tick the box, gives
you the means to make tangible, to appraise, to test, to refine your search until you know you have solutions of real value
to all, including your business. Design thinking is a Google for life, sifting and presenting real options for success. Design
and research minded people must work together to move forward from this world that doesn’t work, that is so full of
possibility and good intent, but so laboured by over technical, majority minded, ill designed, never tested until too late
madness, and make sure we get no more "lipstick on a pig" for any of our users.
I hope you
enjoy and are enriched by the presentations you will see today and all through this conference. It is vital we deliver these
tools to ensure that all of us, whatever needs we have, can access and gain benefit from this fantastic and innovative world.
Good luck, and enjoy the experience.
Thank you.
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4. UK Manufacturing, Royal Society of Arts, November 2006
This was first a speech for an RSA seminar on manufacturing and design
which I then adapted for an article for the RSA journal.
One of the simplest definitions of design, which separates it from concepts
of art or craft, for example, is that it is linked to the means of production. Forming and shaping the objects around us,
it is the way in which we combine materials, processes or technology, within economic boundaries, to create things we want,
need and can use.
It is not surprising,
then, that the different disciplines of design are based around traditional processes of manufacture; so, graphic design relates
to print and product design to the manufacturing processes.
But the traditional
industrial base of design has now gone. In this century designers work virtually, their work on screen not paper, and products
are manufactured on the other side of the world, not in the factory next door.
This raises
some uncomfortable questions for Britain’s manufacturing and design industries. How can manufacturing industries sustain themselves
when competition is so fierce? How can designers understand the manufacturing processes that make their ideas real, or be
stimulated by new processes? Will design be the next service to be off -shored to cheaper and equally able economies?
Swings
and roundabouts
The surprising
fact is that the decline of our manufacturing industries over the past 20 years has been matched by the impressive and sustained
success of the UK design industry. From the smallest design boutiques, single discipline specialists to the largest multinational multidisciplinary
companies like Imagination and IDEO and now a new generation of service design companies like Livework and Engine, the design
industry is thriving.
Formed as a
response to the crisis of reduced demand from manufacturing and the increase in the service sector, the design industry of
the UK has become an international, consultancy-based (rather than in-house), exporter of both economic value and of valuable
individuals.
It has not
all been in one direction. There are many examples where UK design talent has itself attracted in-bound investment: 10 years ago
I founded Samsung’s European design team when it moved from Frankfurt to London.
They are now a thriving office where we are design the physical products and user interfaces for Samsung’s global product
range.
More recently,
Nissan set up in Paddington, London
and I have my own design team Orange.
All these companies
are attracted to the UK by it’s many design advantages. The UK has a plentiful and high -quality pool of design graduates from it’s
excellent design education system. London attracts both companies and designers from around the world thanks to its
status as a cultural and design centre, within the context of the UK’s liberal economy, mid-Atlantic point of
view and, though often forgotten or denied, European presence and perspective.
UK manufacturing endures
On the other
hand, it’s also a mistake to think manufacturing has disappeared and is no longer possible in the UK. In fact, it is alive and, in some cases, thriving
here. Demonstration Projects and Design Immersions, recent initiatives organised by the Design Council between manufacturing
companies and designers, showed that the two industries can work closely and effectively together.
The projects
bring teams of the country’s best designers in product, graphics and design management into companies for a single day
to come up with a programme of design actions that the company then implements, with the support of mentors. The programmes
are expanding still and are tangible evidence of how design adds value and sustains UK manufacturing, without competing merely on cost.
Across a broad range of traditional and new companies, from Aga cookers and Shefield -based cutlery companies, to hi-fi or
medical equipment manufacturers, design is being used effectively and successfully, recorded over time through a number of
measurements from increased profits to greater customer satisfaction.
If more of
our manufacturers are inspired by such evidence and wish to take advantage of the skill base of UK design more than they do currently, they can
and indeed should. It is right that the Design Council, Sir George Cox and Gordon Brown use the findings of the Cox Review
of Creativity in Business to shame or encourage them into action. There are some who believe the decline of manufacturing
was caused by governments and taxation, but I believe it was as much the behaviour of manufacturing companies and their reluctance
to embrace design as a tool to make products that people want.
Going
solo
Design is now
independent of the traditional manufacturing base, it does not rely on it, but has spread it’s wings and is an industry
of it’s own.
How can the
success of the design industry square with the corresponding decline in manufacturing? How can design sustain itself without
proximity to the source of production?
The mistake
is to connect manufacturing output with design quality.
There seems
to be a closely held belief that closeness to detailed manufacturing processes aids creativity. Perhaps this is true
of particular industries such as ceramics, but, in most cases, manufacturing, engineering and technology and barriers to be
overcome. For too long our engineers and technologists have restricted and prevented a customer-centric design process and
that is one of the reasons we have lost our manufacturing output and can invent, but rarely deliver, technical innovation
to the mass market.
During the
traditional development processes used in the UK it is not designers who shape and form, but the many engineering and technology
decisions made early on in the process, which are based on assumptions and guesses about the people who will use products
and services. Design is habitually brought in too late, used simply to paint and decorate products for which the major decisions
have already been made. Thus we have products that are easy to build, designed by technically minded people, but are
not desirable or usable.
Our car industry
is an obvious example. We can make great cars for more customer -centric international companies, but our own companies
did not know how to design cars that competed internationally.
Know
your customer
The reason
UK designers are so successful and are likely to
remain successful, is their intimate knowledge of customers in the local markets of Europe. Products designed with the western market in mind can be manufactured in China for globally minded organisations based in Korea, Japan or Taiwan, but they have to appeal to people in Europe and the US.
Similarly,
it is difficult for us to design for Korean or Chinese markets, unless our own cultural values are desirable in that market.
In the world of luxury goods, our values often are, but in the world of consumer products, attitudes to technology, behaviours
and even basic needs are very different.
In Europe, we have different cultural values, fashions, social behaviour
and acceptance of technology. We have different aesthetic tastes, a desire for understatement and simplicity of use, suspicion
of technology, an ageing population, multiple cultures, an environmentally conscious attitude and many other drivers that
require specific design empathy.
So, what is
important is not how close we are to the source of manufacturing, but how close we are, physically and mentally, to our customers.
The designer’s ability to empathise, observe, uncover and deliver solutions that fit the real people around them is
what is valuable to global manufacturers who need to make the right thing for markets that are unfamiliar and subject to changes
that are difficult to anticipate.
When Korea or China draw their design map of the world, they will
look for designers who understand the markets in which they want to succeed. Is it the historic design nations of Germany or Italy? Is it the new spirit of Spain or the Czech Republic? Our historic design tradition is still cliched, a combination of Conran and E-Types,
with a hint of wind-up radios and Dysons and perhaps now a sprinkling of the Ive factor. Eccentricity and introversion combined.
Finding
our strong points
The challenge
is to build on the strengths we do have: Pragmatism, an inventive and challenging approach to creating solutions, a
desire to make technology usable, a sense of customer service, professionalism, tolerance, a relative lack of national pride
and a willingness to contribute internationally.
I think the
UK does have the greatest design consultancy industry
in the world but, if we want to sustain our global design presence, we must not rest on our laurels. Our academic institutions,
for example, do not represent the cutting edge of design thinking. The Illinois Institute of Technology in Chicago works closely with industry to bring user -centred design
processes to their heart. Stanford University in California has opened the D-School, teaching design thinking and methodology
to businesses and, closer to home, IVREA and Domus Academy in Italy show us how to put technology into our real lives.
Our academics show no such leadership, confidence or desire to impress at a global level.
The UK design industry itself is fragmented, vast in
numbers but with few big international names. It is too reliant on specialisms and specific disciplines such as product, packaging,
web or user interface design. It's business model, of paying simply for the time it takes to design, does not adequately
reflect the potential benefits or indeed risks associated with the end product and does little to encourage long -term
relationships that are the basis of most great design.
Design is increasingly
being valued as a strategic tool. Companies are likely to appreciate, for example, that design co-ordinates products
and services to create the customer’s total experience, which can then deliver the promise and differentiation of a
brand. This means designers need to take a broader view, balancing business objectives with brand and customer needs, rather
than just designing an object or service in isolation.
But I am optimistic.
Our designers remain flexible, entrepreneurial and ready to respond to both threats and opportunities. They will get on planes
and go wherever they need to, so that they retain the right to design the world’s products and services, from airports
to iPods and from vacuum cleaners to information services. I now work in Paris, building a design centre for my parent company France Telecom. With
an international team, I will be working out “what’s next” for a world where you’ll get TV on your
mobile and text messages on your TV. Batting for Europe, keeping us ahead of cheaper and equally competent competition from the US and Asia.
Is this the
basis for a long-term future of Britain? Absolutely. Better to be a contributor to global success than the keeper of our own failures.
Whether in manufacturing or services, red brick or virtual economies, the position of the UK design industry is vital to our economic success
and global position. Feed it, sustain it, forever update it but, most of all design it, our design industry will remain successful.
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5.
In House Design, Design Week Oct 2006
DesignWeek's
annual survey of the UK design industry
In-house design
is a rare and uncelebrated aspect of the UK design scene. It’s a simple fact that most designers in the UK work in consultancies. The UK is unique in having such in-balance between design
consultants and designers who work inside companies. This was not always the case but in the last two decades the growth of
the UK consultancy industry has been mirrored by the
decline in numbers of in-house design teams.
The growth
and success of the UK design consultancy contrasts with the decline of manufacturers, the traditional employers of design. But the UK trend away from in-house design is not shared
internationally. In the last decade it is corporate design teams in continental Europe, Japan and the US who create the trends, anticipate the future and set the benchmark for design
across many disciplines.
In the fifties
and sixties it was the corporate teams led by the likes of Dieter Rams at Braun but in the seventies it was a new breed of
independent gurus such as Sotsass for Olivetti and Richard Sapper at IBM who held sway in global corporations. In-house design
teams became boring, uninspirational, too close to production reality to be innovative. But in the last ten years a revolution
has taken place in corporate design teams and the teams at Apple, Nokia, Samsung and Philips now represent the pinnacle of
design achievement, replacing individual design gurus of the 80’s like Philippe Stark or envelope pushing consultancies
in the 90’s such as IDEO.
In sheer numbers,
in-house design teams represent a small proportion of the design industry. Design teams at Nokia or Philips can be up to three
or four hundred strong, but others, even Apple, are closer to twenty or thirty in size. In-house design teams are valued by
companies because they have knowledge of brand, understanding of the company’s implementation capabilities, technical
and financial, and can build differentiation across many different products or services. That knowledge however can work against
a companies interest when it limits innovation, is unable to see the wood for the trees and is myopic or unable to sense trends
and changes in customers. For that reason, consultants continue to play a major role in most in-house teams with their fresh,
away from the politics, input. The revolution in in-house design teams in the last ten years is how they have become as creative
and fresh as consultants as internal culture has changed and business leaders have understood that design creates differentiation
and delivers the promise of the brand.
In recent years
the UK has become the home of several global design
teams. Traditionally strong in house teams such as Black and Decker, led by Laurie Cunningham in Spennymoor in Durham, have been joined by newer brands that see the UK, and specifically London, as a natural centre for international design teams. Philips have
had a studioin London for many years, as an outpost for the campus
in Eindhoven, Holland. The Samsung studio led by Clive Goodwin thrives and although the Ford
Ingeni studio came and went, Nissan look firm in Paddington under the leadership of David Godber, with Andrew Mcgrath’s
Orange design team nearby. Nokia’s head of design
Alastair Curtiss recently announced their move to London in the next few months.
The UK also boasts a strong tradition of retail led
in-house graphic and packaging teams.. Boots, the Body Shop and Waitrose are award winning, innovative teams who have built
a global recognition for design excellence.
But in house
design is not just a story of large design teams working for global brands. A multitude of smaller companies employ individual
or small teams of graphic, web or industrial designers to help them with the everyday requirements of packaging, website and
product design. These are the unsung heros of the design industry, but pulling together the diverse design activities that
many companies forget about, with limited resources but able to create awareness across the company and build up empathy with
real customers make them highly valuable people. We rarely read of the design team at manufacturers such as Richard Burbidge
or Don Whitley but these individuals and teams are regenerating and sustaining traditional manufacturers and developing new
service innovations.
One developing
trend for in-house design is their role as design managers. Most companies do not have the rate of product or service development
to justify large permanent design teams, but managing brand, co-ordinating briefs and identifying and instructing external
agencies is a key role for the design manager. In the airline industry figures such as Joe Ferry and Mike Crump have instigated
innovation, created differentiation and achieved great success for their respective companies Virgin and British Airways.
But when costs have to be cut, BA were quick to dismantle the design management team that created the company saving Club
World flat bed.
In Britain and the rest of the world, in-house team s are
in ascendance. Stewardship of brand values, creative facilitators within companies, bridging marketing briefs and implementation,
generators of innovation and with the time to consider the future, designing from within is no longer the boring or safe option
but increasingly attractive to young creative designers keen to see their work delivered. At the same time consultants have
discovered that in house design teams are good clients, sympathetic and able to interface with the rest of the company. Consultant
and corporate designer, whether they work for global brand or local SME, look ready to forge new relationships to the benefit
of both.
6. Apple's iPhone, New Design, January 2007
"I’ve
been waiting two and half years for this moment" were the words of Steve Jobs as he launched the iPhone at his global keynote
speech in San Francisco. So had we all, the rumours of Apple’s entry into the mobile phone world had been around just
as long, to the point were we thought they wouldn’t do it all. But suddenly it was here and within hours the share price
of Nokia and Motorola had taken a severe thump downwards as the world collectively gasped at the cool simplicity and elegance
of Apple’s solution.
As Jobs said
in his intro, “if you want to do great software, you have to start with hardware”. Apple have taken this literally
with every major product innovation; the Macintosh with a mouse, the iPod with the wheel and now the iPhone with our natural
pointer, our fingers. In each case, they have stripped our preconceptions of what a product should be and gone back to first
principles. What do weuse it for and how do we really want to use it?
The iPhone
does this again. In competing with industry giants such as Nokia, who sell in vastly greater numbers than Apple, mainly because
the network operators hide the true costs of handsets through subsidies, Apple thought out of the box. iPhone is a screen
you touch, with an interface that concentrates on doing stuff you actually want to do and no more, beautifully. It’s
design is almost invisible, the camera a simple hole in the back. It does things conventional phones don’t even think
about, like allowing you to connect two calls with exquisite simplicity, or go directly to a voice message, without having
to listen to a voice mail box telling you how many calls you have and then listening to each in turn.
We know that
only 10 percent of phones functionality is used. We know that most people hate the way their phones work. Even Nokia, the
worlds favourite phone brand, suffer from returns due to people not being able to use them. And yet, in the mobile phone world,
usability means revenue. Some phones are used 5 times more than others for texting, simply because they are easier to use.
For the operators, this means income. Usability is not just a nice to have.
But despite
the importance of usability, manufacturers have been unable to step outside their boxes and take the perspective that Apple
have. They insist on confusing soft keys, tiny navigation cursors, strange icons; inconsistent meaningless and infuriating
terminology, the separation of physical form and on screen interface. Into this myopic, technology and feature stuffed madness,
Apple have cast light that will make others cower.
Of course Nokia,
Motorola, Sony Ericsson, Samsung and the rest massively outsell Apple. And of course this expensive, possibly fragile but
impossibly cool iPhone will not make a significant dent into their market performance. But they need to watch out, people
will see that it doesn’t have to be the way it always has been. The mighty Microsoft will admit to the impact of Apple
on the quality of PC software. Now the phone manufacturers will be forced to respond, to think out of the box and remember
that it’s not the technology, it’s how you use it, that is everything.
There are people
who get bored with those who praise Apple. They can show you countless products that have more features, to a higher specification
and at a lower price than an Apple. You can have what ever you want in a mobile phone, a music player, TV, internet, Instant
Messaging, but that is not the point. Apple have shown us yet again that it’s how you make it work that makes the difference.
So the iPhone is important, it shows that there is another way, you can design and innovate to achieve that thing that technology
never provides, simplicity, joy and beauty, the greatest drivers of commerce and success. But most companies, struggling to
find their imagination, tied to feature led competitor matching with little effort to gain insight in what their customers
actually want, and frozen in collective inability to strike out, will be scratching their heads wondering how to do it better,
but at least they have something to copy now.
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