Ending is better than mending “We always throw away old clothes. Ending is better than mending, ending is better than mending, ending is better…” Aldous Huxley, Brave New World noveltyrepairtrashwastemelancholyending
Cyberspace as a global dump If we think that cyberspace is a public space, then let's think of the oceans. They used to be as much of a world resource as anybody could think of but didn't belong to anybody. So everybody put their garbage into them. The potential of cyberspace as a global dump is quite substantial. Ursula M. Franklin, Every Tool Shapes the Task naturetrash
The Poop Press Project (In the run-up to the law, I myself had undertaken the “Poop Press Project,” which had entailed fixing a star-shaped cookie mold to the end of a stick to transform the noisome waste into street art, an attempt only intermittently effective.) Michael Sorkin, 20 Minutes in Manhattan trash
The mirror-image economy When we enter the world of refuse and waste, we cross over into a mirror-image economy. In the "normal" world, we pay to acquire things; on the other side of the looking glass, we pay to get rid of them. Junk isn't merely worthless; it has negative value. A chemical engineer once told me about a recent improvement in a manufacturing process; by fine-tuning a chemical synthesis he had increased the yield of a certain commodity from 98 percent to 99 percent. I congratulated him, but I couldn't help remarking that this seemed like a rather paltry improvement. "Ah, you miss the important point," he said. "The amount of waste goes from 2 percent down to 1 percent. It's cut in half. We save tremendously on disposal costs." Brian Hayes, Infrastructure: A Guide to the Industrial Landscape wasterecyclingtrashefficiencyeconomics
NIMBY, BANANA, NOPE Waste-disposal facilities of all kinds—landfills, incinerators, even transfer stations—are sure bets for generating the NIMBY response: not in my backyard. In its most cynical form, NIMBY is the attitude of citizens who acknowledge the need for a facility, somewhere, but who oppose a plan for building it simply because the selected site is too close to their own property. But opposition to landfills and many other kinds of development goes well beyond cynical NIMBY. Another catch phrase for this phenomenon is BANANA: build absolutely nothing anywhere near anybody. Or else it's NOPE: not on planet earth. Brian Hayes, Infrastructure: A Guide to the Industrial Landscape urbanismcommunitytrash
Pair Design: Better Together A Book by Gretchen Anderson & Christopher Noessel mmbolg.files.wordpress.com Pair design is the counterintuitive practice of getting more and better UX design done by putting two designers together as thought partners to solve design problems. It’s counterintuitive because you might expect that you could split them up to work in parallel to get double the design done, but for many situations, you’d be wrong. This document will help explain what pair design is, how it works, and tour through the practicalities of implementing it in your practice. It involves two brainsA distinct and complementary stanceGens and synthsWe come as a teamStarting off with pair design+1 More designcollaboration
It involves two brains It involves two brains on a project at the same time. This doesn’t mean part time, checking in with each other on work that’s been accomplished separately. Pair design really means being in the same room, working on the same problem, with both brains focused on the problem simultaneously for the duration of the project.
A distinct and complementary stance Each person in the pair takes a distinct and complementary stance toward the design problem as they work together. One generates solutions. That is, one individual materializes solutions to the problem at hand for discussion and iteration. The other synthesizes the proposed solutions. ideascritique
Gens and synths Gens are generally comfortable drawing and drawing in front of their partner. Additionally, the generator needs to have “fearless generativity,” to be able to come up with a dozen pretty good solutions to a problem even with incomplete information. Designers in the synthesizer role need to be skilled at describing designs and explaining rationale in writing. The role requires the designer to be detail oriented and have a strong memory, to keep the big picture of the system, stakeholders, and users in mind as a reference for designs on the table.
We come as a team There is a legend at Cooper of one team who found pairing with each other so powerful and fruitful that when they left that company, they sought out opportunities and even interviewed at other organizations as a pair. teamwork
Starting off with pair design It’s better to start small. Find the “genniest” designer you can and pair her with the “synthiest,” have them work through a few projects as a pair to see how it goes, evolve a process that works for your organization, smooth out the wrinkles, and become resident experts. Then, split them up, assign them with new pairs, and begin to spread.
What are the benefits of pair design? It Makes for Better Design Pairing forces constant iteration: idea testing and course-correction. It brings to bear two brains and two stances. It Makes for Better Designers and Better Design Organizations They are happier. Pair design makes it easier to focus on core aptitudes. They cross-pollinate: a mechanism for a learning organization. Pair Design Makes for a More Effective Process Pairing avoids the problem of dueling whiteboards. It encourages designers to materialize ideas early. It encourages designers to vocalize their rationale. It encourages constant course-correction.