Join Gary Hustwit for an in-depth discussion in this video Bill Moggridge, part of Objectified.
- So the door is one of the features here It's got this sort of hinge in the middle so as you go through, it opens a little place for kids to run in and out on the other side. And then, the experience when you come in here We have this big, sort of, screen of shelves which allow you to have a sense of lots of stuff. But also you can see through them to the view through the windows on the outside. So the long distance view is the ocean. You can experience for the first time through these shelves so this is sort of conflict of interest between the stuff on the shelves and the view that you see behind it which is entertaining I think.
And then this is my collection of plastic food from Japan Yeah this fin is like.... look how delicate that fin is. And that's actually a cast, Actually a real fin. You can see it on the top surface there. And then you get these beautiful calligraphy of putting these very subtle forms back onto the surface of the belly or the scales of the side. Do admire the slight frosting on the outside of this glass or the drink. And the fact that this piece where water has run down and cleared it So it's sort of a perfect reproduction.
It's a bit strange when you can turn it upside down. (laughter) The rest is really junk. In the generic computing world, because the software behaviors are rather separated from the design of the physical object, then the form of the object is still thought of as a separate job. So people who design a new laptop are going to be industrial designers and they're thinking about the form, the portability, and the way the human factors works in a very simple way like where is the display.
And then the people who design the operating systems or the applications that run on the thing, they're another set of people. But if you take a more integrated kind of solution which has all those elements together, like for example, a cell phone. Or possibly a piece of medical equipment, or anything which has got both physical form and digital technology integrally connected, then the same designers have to do all of it because they are intimately inter-related. They're not separated like in the way a generic computer is.
Doing things with the people your're designing for is a hugely wonderful concept and there are several different versions of that around now. One of the human factors techniques that has evolved is to try and participate with the people who are going to use the final design. Participatory design. An example where that's worked particularly well is a surgical product for sinus surgery which you'll probably see when you're down at IDO but the idea was to actually have the surgeons who specialized in this particular form of surgery on the design team the whole time.
And the nice thing is that they felt so motivated by this that they actually felt that they owned the design themselves. You know, "our design" rather than the design team or the consultant. And that's particularly useful in a world where the designers themselves have little experience of what it's like to use that thing. I mean none of us are specialists in nasal surgery so it helps a lot.
So this is a spoon by, designed by Ettore Sottsass which is made by Alessi. I think a spoon is a wonderful design object because it's so multi-sensory. It's very intimate. So you pick it up and you hold it in your hand and you have this need for balance so you'd like it to be perfectly balanced when you hold it on an edge. That's what makes it feel comfortable in your hand. But you also have to be able to pick it up off a surface very easily so it wants to present itself.
And then as you hold it, you're holding it in a sort of delicate way. And then you bring it up to your lips. And when you actually touch it with your lips, you have this incredible tactility of the actual feel of it slide it into your mouth as well. And then, because it's bringing some object that you're going to consume, it also engages the taste and also the smell. So you have the look of the thing, you have the tactility, you have the smell and the taste. So four out of the five senses are really engaged with the design.
Objectified is a documentary about industrial design; it's about the manufactured objects we surround ourselves with, and the people who make them. Gary Hustwit, the director of Helvetica, talks with Dieter Rams, Marc Newson, Jonathan Ive, and other renowned designers behind some of the world's most iconic products. lynda.com is proud to offer this film to our members, along with over one hour of online-exclusive bonus movies.