Idea
Idea
Idea
1
Matthias Pliessnig Platinum (Beirut Lebanon)
Photo credit: Ieva Saudargaitė
Contents
Introduction
Chapter 1
Just Imagine if it were Possible
Absorb
Thoughts
Observations
Chapter 2
Thinking Differently
Understanding
Profiles
Themes
Chapter 3
Experimental Beauty
Materials
Exploration
Communication
Chapter 4
Sensory Perceptions
Sensory
Added values
Conflicts
Chapter 5
Adopting Responsibility
Sustainability
Tinkering
Inspirational
Chapter 6
Evolving the Reality
Blue sky
Project briefs
Conclusion
Glossary
Bibliography
Contacts
Credits
Acknowledgments
Introduction
Diverse conscious and subconscious experiences provide a unique,
ongoing mental catalogue of references capable of assisting the
generation of ideas if encouraged to do so. A continual journey of
experiencing the familiar along with the unfamiliar naturally broadens
the imagination.
All experiences are viable encounters for this purpose, and often it
is those that at first appear to be too abstract or irrational which
become the essential catalyst for the most interesting suggestions
and directions in the end.
Everyone has their own set of experiences, and an opportunity to
engage in dialogue with others who are both within and beyond
one’s immediate circle of associates encourages creative variance
and can further stimulate authentic thinking. In the initial stages of
idea generation everyone is different, and everyone has a different
take on things due to the exclusivity of their personal backgrounds.
The ability to engage the senses as critical tools and to attempt to
see things in an alternative context rather than being mentored or
escorted by any inherent mental baggage and preconceived values
encourages original thought. The French novelist and social
commentator Marcel Proust (1871–1922) recognised the importance
of “seeing with new eyes,” a view echoed by Henry David Thoreau
(1817–1862), who commented that “it is not what you look at that
matters it is what you see.”
The ability to see what others overlook is a trait of many successful
designers. David Kelley at IDEO believes it is possible to see
something original in a situation that has perhaps become too familiar,
and it is this capacity to discover and take inspiration from everywhere
that is so important. Things do talk if the observer is prepared to
listen.
The Mitate lamps designed by Studio Wieki Somers (2013) combine
culture and objects in arrangements that communicate multiple
messages to the observer. This reinterpretation of meaning manages
to challenge conventional perceptions.
Taking a risk and having a “dare to be different” attitude is
necessary if boundaries are to be pushed. The creative designer
must aim to occupy the unfamiliar territory that is beyond their usual
remit.
The ideas and outputs of designers such as Yvonne Fehling and
Jennie Peiz, with works such as Still Lives or Stuhlhockerbank, are
distinctive, experimental, and intriguing. The blurring of conventional
and unconventional practices and an ability to think differently with a
curious mind redefines the boundaries and questions values.
Approaching a problem from an alternative or lateral direction, while
remaining in control, assists in the attempt to see things from a
removed standpoint.
The Eigruob lamp for Kartell designed by the Japanese studio
Nendo (2014) concentrates on the space that surrounds the designed
object, creating a void in the form of the original Bourgie lamp by
Ferruccio Laviani. Exploring the unexpected is both challenging and
revealing. Ideas do not have to be overly complicated to be alluring
and wonderful. It is important to try and keep the thinking process
simple.
Interdisciplinary and cross-disciplinary approaches provide an
insight to alternative means, methods, and ideas. The cross-
pollination of ideas between creative disciplines or seemingly
unrelated disciplines triggers the imagination. It is not always
essential to understand what is being observed initially, as it may still
prompt thoughts and opportunities. Being outside a comfort zone
introduces original cultures and experiences. The exploratory,
challenging, and incredible works of designers such as Jannis
Huelsen and the Xylinum stool can introduce unexpected elements
and inspire atypical thinking.
Idea generation should not be an arduous journey but rather an
exploratory path, a pleasurable adventure, where the failure and
collapse of a thought is recognized and ultimately considered as
contributing to a success. The confidence to make a mistake is a
valuable characteristic of many experimenters in the search for a
viable outcome and was recognized by Danish designer Verner
Panton (1926–1998), who stated that “a failed experiment can be more
important than a trivial design,” a sentiment that echoed French
sculptor Rodin, who originally stated “nothing is a waste of time if you
use the experience wisely.”
Idea Searching for Design has engaged international artists,
designers, and educators to explore a broad array of methods and
practices associated with the practice of idea generation. The process
is often eclectic and sometimes visceral, where ephemeral practices
continually inspire and steer thought and process.
Just Imagine if it were Possible
Personal experiences contribute to a broad array of
creative triggers that can influence a design journey.
Continually absorbed, seemingly random encounters
and experiences can become pivotal in identifying
credible and compelling directions for the curious.
Embracing eclectic practices and appreciating that
inspiration often assists with the generation of ideas.
Absorb
Experiences
Prior experience
Figure 1.2
Studio Wieki Somers, Jin (fabric lamp).
Photo: Fabrice Gousset.
Figure 1.3
Studio Wieki Somers, Mitate lamps, 2013. Detail of feathered pull-
switch. The shrouded feather is revealed when illuminated.
Photo: Fabrice Gousset.
Primary research
Figure 1.4
Studio Wieki Somers, Chinese Stools – Made in China, Copied by the
Dutch, 2007.
Photo: Pien Spijkers.
Journals and blogs
Mental notes
Figure 1.7
Matthias Pliessnig, Adlib: “write.”
Figure 1.8
Matthias Pliessnig, Adlib: “strike.”
Mental baggage
5. Persist
Put your thoughts aside and let time and a new context
change the editing templates. Sometimes returning to a
problem delivers the key thought that ties everything
together elegantly.
7. Visit an exhibit
Ideas transfer through cultures, disciplines, and times. It
is a privilege to study the creative output of others, past
and present. It is almost impossible not to take
something away from an exhibit.
Figure 1.12
Guan Ziyin, The Stool, 2014.
Figure 1.13
Guan Ziyin, The Stool, 2014.
Figure 1.14
Guan Ziyin, The Stool, 2014.
Figure 1.15
Guan Ziyin, The Stool, 2014.
“If you are in a shipwreck and all the boats are gone, a piano top
buoyant enough to keep you afloat may come along and make a
fortuitous life preserver. This is not to say though that the best
way to design a life preserver is in the form of a piano top.”
Buckminster Fuller, Operating Manual for Spaceship Earth
Hat as a bowl
Hairclip as a bookmark
Rock as a hammer
Book as a fan
Paintbrush as a duster
Wall as a chair
Table as a raft
Bed as a trampoline
Napkin as a sketchbook
Wallet as album
an
Watering as a shower
can
Fallen tree as a bridge
Card as a door stop
Boat as a bath
Scarf as a restrain
Friend’s as a desk
back
Tie as a belt
Table as a shelter
Cup as a pen holder
Newspaper as umbrella
an
Bag as a pillow
Suitcase as a seat
Chair back as a coat hanger
Coin as a tin opener
Tray as a bat
Bottle as a vase
Tree as a toilet
Lipstick as a pen
Violin case as a collection box
Garbage lid as a shield
Figure 1.17
Mao Xiao-hua, Chinese Hat: Ceramic Centrepiece. Exhibited at
“Shanghai Made in Italy.”
Photo: Natalie Mao.
Figure 1.18
Mars Hwasung Yoo, HAT lamp, 2012. HAT effectively transposes the
language of shade from hat to lamp. Exhibited at “SaloneSatellite,”
Milan. Photo: Stephanie Wiegner.
Embroiderer DJ
Sampler Sampler
Needle Needle
Freestyle: as in embroidery Freestyle: as in DJ/MC
Back: backstitch—a type of Back: back to back—DJ
stitch where the thread technique for playing the
comes toward you in a same part of a record on
reverse direction two different turntables to
create a continuous loop
Cross: as in cross-stitch Cross: as in cross-fader on a
DJ mixer
LUNCH BOX
snack pod
scoff bag
brunch sleeve
grub envelope
eats tray
fare pot
nosh bowl
nibble cup
tidbit bucket
goodies basket
munch case
mess plate
feast pack
morsel carton
pickings bin
bite crate
gorge chest
wolf packet
The imaginative terms for lunch box might therefore
become:
The introduced terms manage to steer thinking away
from any preconceived notions or expectations and allow
the idea process to become more creative.
At the outset of the design thinking stage the mental
adjustment of language can be a beneficial tool.
Gorge bag
Feast tray
Mess bucket
Scoff box
Nibble bin
Pickings pod
Morsel case
Analogous
Figure 1.21
Ronan and Erwan Bouroullec, Quilt chair, 2009.
Created for Established & Sons.
Brainstorming
“If you have an apple and I have an apple and we exchange these
apples then you and I will still each have an apple. But if you
have an idea and I have an idea and we exchange these ideas,
then each of us will have two ideas.”
George Bernard Shaw
Figure 1.22
A multidisciplinary IDEO team prototypes the flow and layout of a
space using lo-fi materials.
Photo: IDEO.
Figure 1.23
Photo: Courtesy of Astro Studios.
Observations
Improvisation
Role play
Purpose
Profiling
Character adoption
Figure 2.14
Giovannoni Design Alessi S.P.A., OrienTales.
Figure 2.15
Giovannoni Design, Alessi S.P.A., OrienTales: The Banana Family
characters.
Historical references
Contrasts
Experimentation
“We are testing the future, not predicting it.” Jack Mama, former
Creative Director,
Philips Design Probe
Figure 3.2
Philips, Microbial Home Probe, Bio-light.
Scale
Senses
Figure 4.1
Beijing Bowl – Ms. Kitty.
Photo: Qicong Lin.
Figure 4.3
Liu Youlv, Yang Jun, Jia Xinyi and Chen Pengpeng, Beijing Bowl –
Ms. Kitty lamp, 2014.
Photo: Qicong Lin.
Texture
I like it, I want it, what is it? The reasoning behind why
somebody likes something can be simple to comprehend,
but it can also be complex and difficult to rationalize. The
user may adore a trendy “must have” material, as it is
believed that ownership improves their quality of life—a
fundamental aim of design. However, a small grubby
blanket or an apparently insignificant, tatty bracelet may
also be adored by their owners if they are associated with
childhood or past experiences. Such fond memories can
also become more embellished as time passes. It is not
possible to guess whether an object is adored by simply
observing or thinking about it. A product needs to be
placed in the correct context, and even then, what one
person worships may be regarded as insignificant or
peculiar to others.
Figures 4.7a and 4.7b
Designer Min Chen used the strength and simplicity of the Chinese
character “gong” as a basic unit for multiple expression.
Added values
Unexpected
Figure 4.9a
Min Chen, Mu. The single component represents a single tree.
Figure 4.9b
The placing of two Mu side-by-side represents the forest.
Figure 4.9c
The placing of three Mu together represents the jungle.
Figure 4.13
Daniel Rybakken, Surface Daylight, 2008.
Photo: Kalle Sanner.
Subtlety
Figure 4.15
Miyoung Nam, Pole (2015) light.
Control
Figure 5.2
Stuart Walker, Lather lamp. Reused soap bottle, hand-formed mild
steel bar, concrete casting, general-purpose electrical parts.
Figure 5.3
Stuart Walker, Wire light. Hand-formed mild steel bar, concrete
casting, general-purpose electrical parts.
Tinkering
Openness
Resources
Figure 5.12
The dynamic Strandbeest, by creator Theo Jansen, continually roam
the beach in herds, walking on the wind and sensing dangerous surf.
Photo: Theo Jansen.
Figure 5.13
Theo Jansen, Strandbeest.
Photo: Theo Jansen.
Evolving the Reality
Blue-sky thinking is an important aspect of the idea-
generation process, but any idea is simply an indicator
of possibility that needs to be nurtured and developed
if it is to succeed. An idea is ultimately a thought with
potential that can arrive suddenly due to inherent
knowledge or it can be carefully identified through
doing various activities.
Blue sky
Reality
2 Hidden seating
3 Unexpected elegance
6 My place
8 Twenty
12 Roadside beauty
15 Strip light
The creation of a simple-looking object is not necessarily
as simple as it may seem if it has been created with
careful consideration. Many versions will have been
considered prior to that outcome being revealed. Simple
designs frequently have problems or issues that need to
be carefully resolved. Every aspect of a design needs to
be explored from every possible angle in order to
understand the most effective and desirable way to
achieve the intended outcome.
Attempting to conclude a design that has not been fully
thought through is likely to require continuous rethinks as
the idea stumbles and stalls forward. Design is a tool that
can remove problems through considered assessment of
all options. It is a process where all possibilities need to be
scrutinized, and where the investment of thought can
often remove or lessen any pending complications.
Using thin, flexible card, create numerous strips that
can be interwoven or even tangled to create a tangible
form for a simple suspended lighting surround. Although
tape might initially be used to hold the strips together,
thought will need to be given to a more substantial form of
fixing. Adhesives are often acceptable, but they can also
be subject to failure, which would present difficulties if
used in a final product. More robust fixing solutions can be
considered but might be a distraction to the flowing lines
that the paper strips create. Care needs to be taken in
selecting the correct solution.
Having achieved an acceptable outcome in card,
recreate the design using thin, flexible strips of ABS
plastic, being sure not to interrupt the flowing lines that
were initially created. As the lighting surround is to be
suspended, thought must also be given to how this can be
achieved in an aesthetically appealing manner.
The lighting surround is not the actual light, but it has
the capacity to function in directing and controlling light.
Consider all the various light sources that could be used
and how any finish applied to the plastic might
complement the design.
16 Recalling a memory
“See and listen and see and listen again and again.”
YeLi and Dave Bramston
Glossary
Adlib
Adlibbing is a process often adopted in the initial stages of
idea generation. It is a spontaneous action or the result of
an unexpected outcome.
Aesthetic
Aesthetics are the emotional characteristics and
considered design values associated with the overall
perception of an object.
Analogous
Two or more different or seemingly unrelated objects are
analogous when they have a particular characteristic,
feature, or use in common.
Animate
Animate refers to being alive or having life.
Anthropologist
The anthropologist observes and develops an
understanding of the fundamental mannerisms, behavior,
attitudes, social beliefs, and customs of societies and
cultures.
Artifacts
An artifact is an object that is made by a person.
Banal
Something that is banal lacks originality and is uninspiring.
A banal object is something that might be considered
common or dull.
Benchmark
A benchmark is a particular standard or reference that
can be used to gauge other similar things by.
Bespoke
A bespoke item is unique and created to individual criteria.
Blue-sky thinking
Blue-sky thinking refers to high creativity that does not
need to connect with conventional understanding and
encourages the imagination to explore without
constraints.
Brainstorming
Brainstorming is an activity typically conducted in small
groups to elicit, explore, and share initial thoughts. A
facilitator usually directs the sessions, which can take
place throughout the design process, although such
sessions are particularly common around the initial outset
of the design process. A brainstorming session can adopt
many formats.
Catalyst
A catalyst is something that speeds a process up and
enables outcomes to occur faster. A verbal or visual
catalyst is something that triggers new creative ideas and
thoughts.
Chemostat
A chemostat is apparatus used by biologists to observe
and gauge the activity of specific bacterial cultures under
different conditions. The development of cultures can be
controlled through the monitoring of parameters such as
nutrient availability or flow rate.
Comfort zone
A comfort zone is a limited area or range of experience
with which an individual is familiar and unchallenged.
Remaining in one’s comfort zone prevents individuals
from experiencing the unknown. It is important to explore
beyond the comfort zone in order to discover new and
original experiences.
Creativity rut
A creativity rut is a situation in which the imagination is
stuck and an individual has ceased to make progress. This
may be caused by overthinking a particular idea, or by
insufficient initial inspiration.
Cross-disciplinary
Something is cross-disciplinary if it makes reference to
two or more unrelated subject disciplines.
Eclectic
Eclectic refers to when a broad range of unrelated styles
are brought together to create inspired outcomes.
Hackneyed
A hackneyed idea is one that has been overused and is
now dull and uninspiring.
Hybrid
When an outcome is produced from two or more different
concepts or disciplines, it is a hybrid.
Inanimate
An inanimate object is one that is not alive and shows no
sign of having life.
Info dump
An info dump is an informal method for presenting and
discussing a range of visual sources that could be
inspirational in the development of an original product.
Interdisciplinary
Something is interdisciplinary if it makes reference to two
or more related subject disciplines, for instance, various
subject disciplines within the arts.
Junk model
A junk model is a simplified model of a product, created
using readily available materials, which can help to
visualize an idea in its early stages.
Lateral thinking
Lateral thinking explores unexpected and alternative
approaches to problem solving. This abstract approach
provides an opportunity to create original outcomes.
Literal thinking
Literal thinking follows familiar routes and uses unoriginal
sources in problem solving.
Mental baggage
Mental baggage refers to an individual’s preconceived
ideas on a particular topic, which can prevent or
significantly hinder original thoughts.
Mind-set
Mind-set refers to an individual’s distinct opinions and
ideas, which can be difficult to overcome if it becomes
too fixed or familiar.
Open mind
Someone with an open mind is receptive to new ideas,
views, and arguments.
Primary research
Primary research is the research that you carry out
firsthand, rather than by referring to other published
sources.
Profiles
User profiles are a means of summarising the interests
and requirements of a particular audience. Understanding
the products that a target group already uses can provide
insight when developing new products.
Prototype
A prototype is the first version produced of a designed
artifact. It offers an opportunity for evaluation or final sign-
off of a product.
Role play
Role play is the acting out of a particular idea or problem,
with limited or no resources. Role play can help you to
identify issues or opportunities at the beginning of the
design process.
Scenario
A scenario is a setting for a particular activity or problem.
Recognizing a problem scenario can trigger creative
thought to overcome the problem.
Secondary research
Secondary research involves gathering information that
has already been sourced or published by a third party.
This can work well in conjunction with primary research.
Stereotype
An overly generic and simplistic perception of something.
A stereotype is a generalization about a particular
category or group, which is often inaccurate and
misleading.
Up-cycling
Up-cycling refers to the process of reusing or reworking
something that was previously abandoned or disposed of,
while increasing its value or usability.
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Credits
Front cover
Peng Tun
Page 3 fig.0.1
Ieva Saudargaité
Page 11 fig.1.1
Fabrice Gousset
Page 12 fig.1.2
Fabrice Gousset
Page 13 fig.1.3
Fabrice Gousset
Page 14 fig.1.4
Pien Spijkers
Page 15 fig.1.5
Laura McCarthy
Page 18 fig.1.6c
Matthias Pliessnig
Page 19 fig.1.7
Matthias Pliessnig
Page 19 fig.1.8
Matthias Pliessnig
Page 22 fig.1.10
Ralph Ball and Maxine Naylor
Page 23 fig.1.11a–fig.1.11d
Ralph Ball and Maxine Naylor
Page 24 fig.1.12
Guan Ziyin
Page 25 fig.1.13
Guan Ziyin
Page 26 fig.1.14
Guan Ziyin
Page 27 fig.1.15
Guan Ziyin
Page 28 fig.1.16
Luke Jerram
Page 30 fig.1.17
Natalie Mao
Page 31 fig.1.18
Stephanie Wiegner
Page 33 fig.1.19
HIFA
Page 36 fig.1.20
Courtesy of Yuki IIDA, Lala Lab
Page 37 fig.1.21
Ronan and Erwan Bouroullec
Page 40 fig.1.22
IDEO
Page 41 fig.1.23
Courtesy of Astro Studios
Page 42 fig.1.24
Dave Bramston
Page 44 fig.1.26
Gerard van Hees
Page 45 fig.1.27
Bob Goedewagen
Page 47 fig.1.28
Gianfilippo de Rossi
Page 49 fig.1.29
Gianfilippo de Rossi
Page 52 fig.1.31
Guido Mieth
Page 53 fig.1.32
René van der Hulst
Page 54 fig.1.33
Ralph Ball and Maxine Naylor
Page 57 fig.1.35
Masayuki Hayashi
Page 59 fig.1.36
Kelly Chen
Page 61 fig.1.37a–fig.1.37d
Matthias Ritzmann
Page 65 fig.2.1
Adam Verity
Page 66 fig.2.2a
Akihiro Yoshida
Page 67 fig.2.2b
Akihiro Yoshida
Page 68 fig.2.3
Adam Verity
Page 69 fig.2.4
Courtesy of Tucker Viemeister
Page 70 fig.2.5
Courtesy of Galeria Fortes Vilaça and White Cube
Page 71 fig.2.6
Murat Germen Courtesy of Arter, Istanbul and White Cube
Page 72 fig.2.7
Vladimir Rachev
Page 73 fig.2.8
Yvonne Fehling and Jennie Peiz
Page 74 fig.2.9
Courtesy of Astro Studios
Page 75 fig.2.10
Manuel Rio Casali
page 77 fig.2.12
Frederik Busch
Page 78 fig.2.13
Michael Himpel
Page 80 fig.2.14
Giovannoni Design
Page 81 fig.2.15
Giovannoni Design
Page 82 fig.2.16
Mo Schalkx
Page 83 fig.2.17
Mo Schalkx
Page 85 fig.2.18
V. Goico (Image Museman)
Page 89 fig.3.1
Edward Barber and Jay Osgerby
Page 92 fig.3.2
Philips Design
Page 94 fig.3.3
C-Lab
Page 95 fig.3.4
Science Museum / Science & Society Picture Library
Page 96 fig.3.5
Jannis Huelsen
Page 97 fig.3.6
Jannis Huelsen
Page 98 fig.3.7
Ernst Moritz
Page 99 fig.3.8
Ernst Moritz
www.bloomsbury.com
David Bramston and YeLi have asserted their rights under the
Copyright, Designs and Patents Act, 1988, to be identified as Authors
of this work.
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