The Big Designers 2

The Big Designers 2

By, Afua Serwah Osei-Bonsu

Necessity is perhaps the ruler of all design.  One example that stands out is a department store concept called “Destinations.”  Destinations represents a formula where designs correspond to events and locations or destinations.  Perhaps Destinations falls under a necessity button and becomes the kind of richness of a necessity met, when you have exactly what you need for a specific purpose.  Destinations because of the level of achievement of necessity, becomes a number one best seller. What destinations could suggest is something like playing the child’s card game  “Go Fish,” does your card match my card, “No, go fish.”

The methods one uses to achieve advanced necessity satisfaction can be lucrative and rewarding.

At this juncture in history, what becomes really evident is how the objects in for example a department store, eventually exit the department store and become the “culture.” A designer’s task is to become a cultural builder, or perform cultural branding.  One needs to be cognizant of “building techniques,” building people, cultures, respect and great nations.  Great designers or the big designers are “great builders.” One good example is a newspaper that desires to achieve something within their community and become a “community builder.”

Early design paid close attention to era and a lot was hinged on how to brand the time period or decade which had wonderful results.  Teapots are a nice case study.  Many teapots appear to fall under “era and charm.”  If one sat down to design a teapot they may study many, many teapots and wonder about the je ne sais quoi of teapots.  Teapots may charm one because the design informs the taste of the tea, they have phallic imagery and divine qualities.

Perhaps one creates an “ideal” and matches their designs to the ideal to achieve a result within their community.  For example, if your community has Paradisian ideals, one may endeavor to make their appropriate Paradisian clothes underneath a Paradisian helm-how the Paradisians became the Paradisians.  Even the school for the Paradisians could become a school for the design of Paradise and the protection of Paradisians.  Designs are buried even there in how the school is designed which will reflect what is contained within the nation or on the planet etc.

So how does one design the clothes for the Paradisians?  There is what they are, what you want them to be, how you want to develop them and how to meet their necessities; or perhaps it’s how you love them, showcase them, satisfy them, beautify them, brand them, even teach them.  A Paradisian may be a values based choice and the corresponding Paradisian clothes may be values based.  A Paradisian may have cultures and subcultures that also informs design choices. Within a Paradisian concept there is probably always nature or natural elements including florals.

The challenge living together with diverse and interesting peoples is with cultures and subculturalization and what that can include.   In an American State such as Michigan where few leaders may have been  directed towards cultural development in particular or some may be engaged in cultural branding.  What could be included are things like sports arenas, specific department stores, outdoor amenities, recipes, holidays, music, the wealth of the people’s accomplishments and ideas like humility or even seasons.

 

 

 

 

 

 

The Big Designers #1

The Big Designers

By, Afua Osei-Bonsu

The big designers in life very well may be three things 1)necessity, 2)war and 3)just because we could.

“Necessity” it has been said was utilized by Chinese manufacturers and marked the focus of early eras in design and engineering. Underneath the helm of “necessity” most of design falls out.

“War” is another design pioneer that inspires a lot of technologies and teachings.

The third big designer is “just because we could,” that has to do with things like dinosaurs that apparently may have been whimsy of early scientists and according to one scientist, dinosaurs may still be existence on some far off planets.

Still other things in life become big designers such as those things that shape us and inspire change. Perhaps big designers  4) are the “shapers,” like policy, taxation systems, popular culture,  politics, poverty, education etc.

Moving on to the current century with most of necessity completely in existence, a new big designer may be #5) “Secondary Concept” where you make a dress from for example  a sugar bowl, which becomes the secondary design when you look in a former design-in and around it and using deconstruction.

Another big designer is the constant drive to evolve, #6 is evolution.  Evolution inspired most of innovation.  The notch and notch way that one inches upwards using research and development creates innovation formulas and new propelling designs.  With every technology it is as if, we can now achieve this xyz therefore the following must also be possible, and the designer takes a step, then still another step connecting all the dots.  If one can fly, they can place the star on top of the giant tree, if one can vapor they may perform a heart transplant without incision.

Of course we design and redesign necessity in a constant.