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August 23, 2007

Designers as Facilitators of Collective Creativity

Back in the day when I went to design school, the greatest aspiration uniting all my fellow students was to become the next Philippe Starck. The idea of the lone genius, the one people always called upon to create beauty and join form with function, the duck that consistently always laid golden eggs for his clients - this was, and in some circles still is, the ideal for designers.

Creativity and why designers are not artists

What's the difference you may ask. A good question to ask as both rely heavily on their creative skill to create solutions. According to Arthur Koestler, the most-cited authority on creativity, every creative act involves bisociation, a process that brings together and combines previously unrelated ideas. He contrasts bisociation with association, saying that association refers to previously established connections among ideas but that isociation involves making entirely new connections among ideas. Koestler’s definition addresses all forms of creativity, whether in art, science or humor.

So designers, artists, scientists, you name it all rely on creativity for coming up with solutions, but the difference between designers and artists is ego. Designers (at least good ones anyway) divorce their egos from a project early on to immerse themselves in research, ethnographic studies, insights of various sorts to come up with solutions that best serve the needs identified by users. Artists on the other hand delve in much greater luxury, not necessarily materially speaking, but in terms of accountability. Their works of art are born out personal briefs, passions and ideas - not a common need or problem and are specifically bought, because of their personal interpretation of the reality we all live in. It is their synthesis of subjects in to visual, interactive or 3 dimensional form that evokes an emotional and intellectual reaction in an audience. You can argue here that the above is similarly the reason why we buy certain products, because the name of the designer has become synonymous with compelling design that we appreciate. That is entirely correct, in some areas the roles are particularly blurred as is the case with fashion design for instance, where the designers behave more like artists (some more than others), but who are still commonly referred to as designers.

The Advent of Collective Creativity
Fast-forward to 2007 and our CEO at LEGO, Jorgen Vig Knudstorp, speaking about collective creativity and its power to create stunning products and solutions; 'Why have 100 designers, when you can have a 100.000?', he poignantly asks. And I think: absolutely! Why not indeed - whereas I can in my mind's eye hear all those designers gasp quietly in the background, this is the sound of their dreams vanishing before them.

What does he mean? Knudstorp is referring to the power of collective creativity. Collective creativity occurs when bisociation is shared by two or more people. We are beginning to see that collective creativity can be very powerful and can lead to more culturally relevant results than individual creativity does. This is what happens with really good collaboration based on teamwork.

Liz Sanders from SonicRim articulates this very well her article on the subject. All people who touch and are touched by the “product” that is being designed should play a role in collective creativity. (By “product” I mean products, interfaces, spaces, etc.) These people fall into two main groups: “makers” and “users.” “Makers” include all the members of development teams from disciplines such as marketing, engineering and design. “Users” include people who shop for, buy and end up using the product.

Collective creativity is already being practiced in industry today by “makers.” In fact, most design firms sell their interdisciplinary product development experience. The biggest opportunity for improving the quality of products that we design today is to practice collective creativity with "users." Others agree. Design critic Rick Poynor has argued that "since design is something fundamental to being human, it can’t be left solely in the hands of designated practitioners."

Architect  Christopher Alexander writes “People need and have a right to determine and shape their own environment. . . . They are the only ones who know in a profound way what they need . . . .Good architecture can only come from wholehearted involvement of the users in the shaping of their buildings and streets.”   

Why is collective creativity important?
To quote Liz Sanders here: Collective creativity, when practiced with "users" in the design development process, can result in useful and relevant innovation. This is important because useful and relevant innovation can be commercially successful at the same time as it is culturally beneficial. The shift from individual to collective levels in thinking and doing is occurring today in many domains. We see this shift taking place especially today in the world of business. Design education needs to keep up with the shift to meet the challenges created by new levels of thought and action.

The changing role of the designer
The days of the super-star designer are numbered. The skills needed to facilitate collective creativity are very different from what the lone genius does in his corner. First there is humility and the profound appreciation of the role ordinary people should have in shaping and creating the project of their dreams. It is no longer the designer who tells the world what the solution should look like, it is the designer who uses his/her expertise in unlocking creativity to enable others, who perhaps habitually are less confident in the creative realm, to unlock their thoughts, ideas and creativity.

At LEGO work continues to expand the ability of ordinary people to create the product of their dreams. An approach pioneered by the Mindstorms NXT development process of involving the Mindstorms community in designing the hardware, software, the toy and pieces for the new robot, has rapidly continued into completely user-designed products sold through the company's LEGO Factory channel, where users can indeed create their very own LEGO model and buy exactly that model as well as be inspired by and buy the creations of others. This of course in parallel with existing product development of LEGO toys, still handled by designers themselves - but even here community interaction is becoming more and more commonplace as the insight and ideas coming from LEGO users are simply too valuable to ignore. Long gone are the days of the lone genius - instead here we are at the advent of collective creativity where the power of many creates far better products and experiences than any one of us could have dreamt up on our own.





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