Académique Documents
Professionnel Documents
Culture Documents
By Patrick Whitney
An
Incomplete,
OverGeneralized
NanoHistory of
Design and
Business
14 DMI Summer 2013
1930s
2010s
of entry to doing business, not a differentiator.
Massimo Vignelli, Jay Doblin, Ralph Ekerstrom,
and others at Unimark International; Wim
Crouwel and others at Total Design; and Gordon
Lippincott at Lippincott & Margulies set new
standards for creating systems that designed
products, communications, buildings, and
nomenclature systems for everything from
products to the name of the company.
In the 1980s, business challenges in the
US shifted again. Companies had become so
focused on product appearance and financial and
accounting gymnastics to enable mergers and
acquisitions that they neglected the quality of their
output. In the meantime, companies like Toyota
and Sony proved to US consumers that small, lowcost products could function as well as their highend counterparts. In response, industry turned to
design to work more closely with manufacturing
engineers to improve technical quality for basic, as
well as luxury, products.
The 1980s and 90s saw the rise of flexible
manufacturing and global supply networks. These
enabled companies to meet consumers varying
needs and desires by creating an overabundance
of offerings. Companies previously governed
by the rules of the economy of scale tried to
understand the rules of the new economy of
choice. Executives experienced the innovation
gap,1 a situation in which they knew how to make
anythingbut were unsure of what to make. They
turned to people who worked at the confluence
of the analytic rigor of strategic planning and
the exploratory nature of design to help them
define new offerings and new businesses. Larry
Keeley and Jay Doblin at Doblin Group and Peter
DMI Summer 2013 15
Era Analysis
Schwartz at Global Business Network found
themselves advising CEOs about initiatives that
were traditionally reserved for McKinsey and
other management consulting firms.
At the same time, computing technology
integrated into products and media. As Bill
Moggridge and Bill Verplank at ID2 worked on
the first laptop computer, they noticed the need
to design the protocol between the user and the
machine as a new type of problem and coined
the term interaction design. Hugh Dubberly and
Clement Mok, along with a few other designers
who had been working in print communication,
did the first landmark interactive media projects.
Products and information had become interactive.
Instead of creating final manifestations of
products or messages, designers planned the way
users would interact with them.
The development of each specialty needed
a few visionary designers to create what, at the
time, seemed like a new type of design. Now
we can see that each one possessed specific
knowledge and had ways of working that,
although relevant to the particular situation of
their clients, fit a general informal framework
of the fundamental elements of the field of
design. These elements included understanding
users situations, the context of the business,
how things are made and used, how to redefine
a problem, the use of prototypes as a way of
thinking, and the systemic changes necessary to
create long-lasting value. It turns out that none
of this is new and the field was following an arc of
progress, just not very fast.
What worked?
Each shift in the nano-history depended on
designers who worked differently from the norm.
What is frequently forgotten is that each big
change also required an executive who believed
in design. Loewy could not have designed the
company-saving 1939 Studebaker Challenger
without the trust of CEO Harold Vance. Vignelli
could not have achieved the iconic American
Airlines symbol without the vision of Americans
16 DMI Summer 2013
Interrelation of the
arenas of daily life
Users
Design
Competitive
advantage
Products
Planning
(1980-2020)
(1980- )
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Work Health
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Users are categorized into segments that are Users are observed so that the company
measured and targeted with products.
can predict what they need.
3
governments of Denmark,
Hong Kong, and India about
methods linking design and
competitiveness. Whitneys
research about digital media and
learning is supported by the Bill
and Melinda Gates Foundation
and the John D. and Catherine T.
MacArthur Foundation.