What do sustainable designers need?

Comments

Fil, I like the emphasis on influencing the very early states of design, before decisions are made that reduce the degrees of freedom. In addition to introducing sustainability as a factor, we also need to position sustainability as a source of ideas, not just another constraint. Ironically, the context of a problem can open up the range of possible solutions as compared to the typically 'one size fits all situations' approach.

I also like the emphasis on practice, not just more creativity. We need practical ideas that improve design solutions in all aspects of the Triple Bottom Line (society, environment, economics). We need information, methods and tools that help designers reduce risk and navigate what to some will be unfamiliar territory.

To test out different processes, could we run a bunch of tournaments? We could randomly assign participants to red and blue teams. One team is provided information about the new process. Both teams are given design challenges to solve over a short period of time. Students observe the process. At the completion, a jury evaluates the designs on innovation, practicality, and impact on the Triple Bottom Line.

I am not sure I understand the 2nd last paragraph. Are you evaluating different ways of doing (or adapting) a design to different contexts, or are you specifically looking at how we should evaluate a design within its context?

In the last paragraph, are you proposing that we study how a design is sensitive to context, so as to provide guidelines to designers?

A pre-requisite to all of this work is determining what design process different designers are using today (both what they say and what they actually do). Where do their ideas come from? What parts of the existing process are likely to be amenable to change? I think one of the challenges to introducing 'context' is that it means a lot more work, compared to taking the last design and tweaking it for a new client.
Following up:

"sustainability as a source of ideas" == biomimetics & natural design. No? And the methodological basis of this is analogical reasoning.

I'm not sure we need to reduce risk. There will always be "early adopters." If we get something into their hands, and they succeed, then the risk will be perceived to be lessened by others. My concern is that resources invested in "reducing risk" might be better invested in making sure the early adopters are happy.

The tournament idea is okay, but I like the notion of a "design observatory." There's a colleague, Ben Hicks at UBath, who's got this idea to create a multinational facility that will hire designers to actually design real solutions to real problems from industry. They will be meticulously observed and everything they do will be recorded. Their design solution will be "sold" to the client for, like, a dollar. The anonymized data of what happened will be collated and made available freely to design researchers all over the world.

Now take the same idea, but have 2 teams working on the same problem: one using a "standard" process, and the other using something that's been tweaked in some way. In this way, the data derived for the "experiments" is much more robust.

Re: 2nd last paragraph. Consider paper v. plastic bags. It depends on the context which is better. If you have a paper recycling facility up the street, you'd get one assessment. If you have a plastic recycler up the street, things could be different. The process of doing the assessment is the same, but you get different answers. Another example: treating stormwater in Arizona is one thing; treating it in Toronto is another, even if the same method is used to decide. We can't adapt a design to a context without knowing how to adapt it, which means we have to assess it in the "new" context.

In the last paragraph, it's not the design I'm interested in, but the assessment method. Say we use the Method X, which attributes 100 impact points to the use of Material M, regardless of "context" (includes geographic location, available technology, economic situation, etc). In point of fact, in one context, a more accurate value might be 90 points while in another context, 110 points might be better. If all the factors changed this way - and I don't doubt that they do - then the assessments we can do today really aren't that accurate.

What I'm worried about is that if impact factors as they currently exist are used extensively, and if the factors turn out to be wrong (in specific settings) and lead to bad decisions, then the general cause of LCA and related methods will be seriously harmed.

A single impact factor as we know them today is in fact a variable defined by a function of the context. What I'm suggesting is that we need to start figuring out what those functions are.

Understanding the design process is at once really easy, and really hard. The really easy version is this: (1) understand the problem, (2) conceptualize alternatives, (3) choose one concept, (4) flesh out the concept until it can be implemented/manufactured/manifested/whatever. The really hard version is: every designer does it differently, so we can never really know, to significant detail.

What designers still aren't ready to accept is that they're all doing the same thing. But it is all the same thing.

Sustainability fits into all 4 stages I noted above, but in different ways. I'm convinced that the trick is to show people that design processes are fine as they are. It's the designers that have to change.

Hence the title of the post.

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