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What is ID and why should I care? by N. Rain Noe
I'd make paper towel dispenser handcranks a little lower, so that water didn't trickle down my arm when I crank out the paper. I'd specify a heat-retaining ceramic for my toilet seat to be made out of, and I'd design a small refrigerant device for my pillow to circumvent the need to flip it over to find the cool spot. I'd design condoms with a little bump on one side of the ring so that I can distinguish sides in the dark; I'd design an alarm clock with a moving snooze button that would be an easy target the first time I hit it, then become harder to locate after each attempt; and I'd design rings with round edges so that they didn't dig into bar soap and get clogged up with slivers of Irish Spring when I wash my hands. We here at CORE represent Industrial Designers. Our job is to design products--anything and everything that's mass-produced, from Ferraris to toasters, from furniture to television sets. Industrial Designers dream up products through drawings, sketches, renderings, even doodles, presenting to the manufacturing client their vision of what a certain product should look like. The inside of an industrial designer's
sketchbook usually looks like some kind of flattened and compressed
mad scientist's laboratory, filled with doodles of various types
of products and, occasionally, futuristic objects--two-dimensional
dreams slated to be transformed into three-dimensional realities.
Industrial designers also create ideas with their hands, using studio
materials like clay and modeling foam to show what a product should
feel like.
Michelangelo
"discovered" his sculptures inside blocks of marble; industrial
designers find the shape of the latest walkman inside a chunk of
clay, or foam, or occasionally a computer-driven substitute, like
the Alias rendering software used to create the special effects
for such movies as Terminator 2 and The Mask. Whatever the studio
material may be, designers may spend hours at a time molding it,
forming it, adding different textures to it, touching and holding
it to see what it feels like, carving and re-carving the lines that
will soon be an actual working product, touched and held by millions
of users.When you pop a brand-new product out of the box and touch
it, the designer's hands and eyes have already ran over the surface,
in one way or another, hundreds of times. I think our goal as a profession is I say the latter because if you think about it, nobody wants
a toaster, or an iron, or an ironing board. What people want is
toast, and pressed shirts. You want a bunch of things to happen
in your life, like clean hair, good music, and for your friends
to able to leave you messages when you're not home, and so you
have to put up with shampoo bottles, a stereo, and an answering
machine (all of which are designed). These products can be a bunch
of stodgy crap that clutters up your apartment, or a hyper-cool
collection of objects that subtly enhance your life; the difference
is in the way they're designed, in the way they look and feel. Other
products have annoying qualities that nearly outweigh their usefulness,
like coffee tables with corners that draw blood and remote
controls that look like maps of Manhattan. The reason that companies
keep making these poorly designed products . . . is because people
keep buying them. I think that people's unawareness of design forces
them to continue purchasing crappy stuff because they don't realize
that there's an alternative. They don't realize how ugly the product
looks in the context of their home and that they're having a lousy
time using the product. If you just let the clock blink 12:00 on
your VCR because you're intimidated by the Star Trek button display,
if you've ever had your finger bitten by a garbage can with a "bear-trap"
spring-loaded lid, if you've ever cradled a cordless phone between
your face and shoulder and accidentally pressed several buttons
with your cheek, then you have an inkling of what we're talking
about. As long as people keep purchasing products like that, as long as people seem not to care about and be aware of what their place looks like and works like, the world will remain filled with ugliness, and things that don't work properly--staplers that require bomb-defusing concentration to reload, lamps that burn your hand when you shut them off, and ambivalent condoms. N. Rain Noe is a design writer based in New York City. |

If
I could design anything, the world would be a very different place.
Michelangelo
"discovered" his sculptures inside blocks of marble; industrial
designers find the shape of the latest walkman inside a chunk of
clay, or foam, or occasionally a computer-driven substitute, like
the Alias rendering software used to create the special effects
for such movies as Terminator 2 and The Mask. Whatever the studio
material may be, designers may spend hours at a time molding it,
forming it, adding different textures to it, touching and holding
it to see what it feels like, carving and re-carving the lines that
will soon be an actual working product, touched and held by millions
of users.When you pop a brand-new product out of the box and touch
it, the designer's hands and eyes have already ran over the surface,
in one way or another, hundreds of times.
Other
products have annoying qualities that nearly outweigh their usefulness,
like coffee tables with corners that draw blood and remote
controls that look like maps of Manhattan. The reason that companies
keep making these poorly designed products . . . is because people
keep buying them. I think that people's unawareness of design forces
them to continue purchasing crappy stuff because they don't realize
that there's an alternative. They don't realize how ugly the product
looks in the context of their home and that they're having a lousy
time using the product. If you just let the clock blink 12:00 on
your VCR because you're intimidated by the Star Trek button display,
if you've ever had your finger bitten by a garbage can with a "bear-trap"
spring-loaded lid, if you've ever cradled a cordless phone between
your face and shoulder and accidentally pressed several buttons
with your cheek, then you have an inkling of what we're talking
about.