Rules?

Here are my rules: what can be done with one substance must never be done with another. No two materials are alike. No two sites on earth are alike. No two buildings have the same purpose. The person, the site, the material determine the shape. Nothing can be reasonable or beautiful unless it's made by one central idea, and the idea sets every detail. A building is alive, like a man. Its integrity is to follow its own truth, its one single theme, and to serve its own single purpose. A man doesn't borrow pieces of his body. A building doesn't borrow hunks of its soul. Its maker gives it the soul and every wall, window and stairway to express it.
-The Fountainhead, Ayn Rand

Monday, October 18, 2010

Design as Conversation

Conversation is like a two-way street. It engages both the Speaker and the Listener, and requires both. A conversation is different from a monologue because it engages both participants in active roles, rather than a monologue where there is one subject playing the active role and one subject playing the passive role. A conversation essentially allows every member to contribute something created from themselves, to be received, and probably judged, by the other members of conversation.

The rapidly globalizing and connectivity of the modern world has created a virtual framework where a rapid conversation regarding design can be had, and all aspects and sides exchanged very rapidly. The subject of this design as conversation has come in the form of the Apple iTunes Store. Specifically, anyone who owns an iPhone, or has seen any of the millions of commercials airing for iPhones will know about all the apps you can have on one for various needs. When looking at apps to purchase and download for your iphone the iTunes Store has a section for customer ratings and reviews built right in. This is an example of design as conversation, as the app will be created, purchased, used, and then reviewed at the same page that it can be purchased again by another user.



Breaking apart the iTunes feature to analyze it as a modern integration of design as conversation, we see a new process that was not available in the past. The app developer creates his app and submits it to Apple.com, and pays any fees necessary with it, and then he waits for purchases and downloads. The customers download his app and have some favorable aspects to compliment the developer on, however they claim that the price is too high and that their competition has a few features that they don't have, that are truly integral features that the developer simply missed to implement into this initial release. The developer now scours through the ratings and reviews and decides that he is truly committed to creating a great app that will continue to sell and to provide more for his audience. The audience's replies to his production, were equally a production in themselves, as they were helping him course-correct to release a better product. Thereby, with the release of the new update to the app, the conversation begins again, with acceptance and purchasing of his production, and judging and reviewing his production.



Not until recently, a product would be out for years before being redesigned simply because of the time it would take to conduct a proper way of collecting audience response to the product, so that the products means can be tailored so the end can be experienced with better fashion by the audience. By the end of it, design as a conversation is an experience between us social beings.

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