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Embracing Change: a Design Education Hybrid!
Greg Van Alstyne
Program Director: Institute
without Boundaries
Bruce Mau Design
GK. VanPatter
Co-Founder, NextDesign Leadership Institute
Partner & Co-Founder, UnderstandingLab
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this conversation as PDF file
1
GK. VanPatter: We were delighted to see the recent announcement
regarding the Bruce Mau studio creating an Institute Without Boundaries
initiative in Toronto. The idea seems to sync well with the kind of thinking
that we are actively in search of at NextD as we attempt to construct
an understandable picture of the challenges facing design and design education
today. Let me start by asking why you thought Institute without Boundaries
was necessary and or a timely idea at this moment?
Greg Van Alstyne:
The spirit of research and learning as a process of discovery has always
been core to the activities at the Bruce Mau Design studio, and the Institute
without Boundaries is an outgrowth of this. A specific opportunity to
create a unique educational program arose when George Brown College approached
BMD in 2001 to propose collaborating on the creation of a new higher education
model for design which was not generic, but which addressed current needs
in a radical way.
During the studio's investigation and research, Bruce encountered a group
of George Brown students who had created an entire student newspaper from
the ground up, an experience that left them both charged, and changed.
They said to Bruce, "it was a fantastic project -- we had to learn
everything." The palpable intensity of their story was immediately
recognizable as the same kind of experience that Bruce created for himself
during the initial formation of his practice, while making Zone 1/2 in
1985. I myself had the same experience in apprenticing with Bruce in 1987,
when I was more or less employee number one. The Institute without Boundaries
is about creating an intense, experiential model for learning within a
high-stakes, real world framework.
The emphasis on multidisciplinary studies is likewise in keeping with
BMD's overall approach to design. As Bruce stated in his Incomplete Manifesto
for Growth, creativity is device-independent. Disciplines arise in order
to manage and solve recognizable problems efficiently using highly refined
vocabularies and specific patterns of thinking. But what happens when,
as in our present condition, societal and technological change have accelerated
to the point where problems are no longer recognizable? We need to maximize
agility, flexibility, and creativity. The multidisciplinary mind is inherently
oriented toward looking at a problem from a variety of angles. By proactively
redefining a problem through different filters and lenses, if you will,
we create the conditions for true creativity, the kind of work that is
not merely novel but fundamentally fresh and intelligent.
2
GK. VanPatter: Is the intention to make participation
in Institute without Boundaries open to individuals beyond the traditional
design disciplines or is this more of a multidisciplinary design undertaking?
Greg Van Alstyne:
This is a good question, as it touches on one of the more unusual and
ambitious aspects of the project. We are in fact seeking candidates representing
an array of different fields including and in addition to the usual design
disciplines. Our stated aim is to produce a new breed of designer who
can articulate possibilities, one who is, in the words of Buckminster
Fuller, a synthesis of artist, inventor, mechanic, objective economist,
and evolutionary strategist. Fuller is a tremendously valuable figure
in representing the kind of thinking and practice we seek to inculcate.
The kind of backgrounds we have in mind include the natural, physical,
social, and engineering science, journalism, economics, and international
relations, as well as communications design, new media, filmmaking, photography
and architecture not to mention, of course, combinations thereof!
Whether we can attract strong candidates from so many fields is another
question, but that is our aim. As of this writing were still receiving
applications, but thus far the results are very promising.
3
GK. VanPatter: Before I ask you more about your program
intentions, the Bucky Fuller model and all of that good stuff, let me
steer us for a moment towards some more difficult contextual terrain.
What is it about design practice and education today that the Institute
without Boundaries intends to do better and differently? Come on, spill
the beans! What it is about how the majority of practicing designers think
and work today that differs from what you guys are up to there? What is
it about how design is still being taught in design schools that differs
from the Institute without Boundaries? What have you folks seen occurring
in the marketplace that inspired Bruce Mau Design to introduce
this program at this time? What is going on or not going on in design
education and practice that concerns you there?
Greg Van Alstyne:
Our program addresses two major issues in design education today.
First, were creating a rare hybrid. Our program places students
in direct contact with real-world clients, deadlines, pace of work. Yet
in itself this is not uncommon, for this occurs in most apprenticeships,
co-ops, internships, and other experiential work study programs. Whats
missing from most of these is a sustained sense of ownership and research-driven,
intellectual focus, because most internships are focused on the craft
of detailed design and production for commercial, service-oriented client
work. Work-study programs typically do not enable students to research,
write, edit, and think through complex problems, and then design innovative
solutions for real clients, over the course of a whole year. At the Institute
without Boundaries, there will not be a dichotomy between the intellectual
and the practical, because these two realms are integrally joined through
the course of the entire year.
The second issue we seek to address is the overwhelming concentration
of existing education models on the quantitative. Schools today and their
administrative overseers are unrelenting in their focus on the quantity
of learning. Yet learning is of course not simply a mechanical process
of imparting fixed units of information about static subjects. Those who've
had a life changing educational experience know that it is the quality
of the experience that matters most. The Institute without Boundaries
will create the conditions to generate a qualitatively different and meaningful
learning experience. We will do this by traversing traditional categories
and by giving students the responsibility for solving complex real-world
problems using unconventional and hybrid discourses and solutions. The
resulting energy will irrevocably and positively transform the students
(as well as Bruce Mau Design itself).
4
GK. VanPatter: I want to ask you about the HOW of the
Institute without Boundaries. If the WHAT of your program this year will
be focused on rethinking the future of design, help us understand more
about the HOW that you have in mind. In our own work we use visible processes
and tools that are designed for use by multidisciplinary teams rather
than discipline specific work. This allows us to work across disciplines
and to solve complex, often unstructured problems.
You will have students from multiple disciplines there arriving with diverse
backgrounds and from many geographic locations. The approach still seen
in many design schools is to just throw students in the deep end without
any team-based problem solving skill building occurring on the front end.
Whats the plan in this regard for the Institute?
Greg Van Alstyne:
One of the built-in problems for multidisciplinary work is how to assess
and build the multitude of necessary skills as the program unfolds. For
example, one entrant may have strengths in interactive strategy, research,
analytical thinking, and project management, but little hand-on experience
in photography, typography, or video editing. One way we'll address this
issue is by conducting a skills audit early on, then setting up tutorials
with in-studio experts, to ramp people up to practical levels of facility
for the key techniques.
In general, there will be the expectation that a successful student will
be ready to roll up their sleeves and acquire certain kinds of knowledge
on their own steam, as necessary. E.g. Some kinds of software are best
learned by hammering out a real problem by an individual in front of the
machine, and any handholding and classroom-type training would just slow
it down.
Then some discourses, e.g. how a TV script works, may be inculcated
slowly, by routinely speaking the lingo in periodic work sessions and
working with the material over time.
We also will have some kind of a buddy system, pairing each student with
a counterpart within a "host team" of seasoned people in the
studio. As well we intend to set up a 'matrixed' reporting structure,
rather than a tree, to ensure that, for or any given question or problem,
there will be more than one person a student can go to for answers or
help.
The ambition and scale of the project is such that there will be room
for people to target certain problems more heavily and skirt others, according
to experience and preference. That said, I want to make sure that the
interdisciplinary goals are addressed methodically, so we're not relying
too heavily on pre-existing knowledge at the risk of being reverential
about traditional boundaries.
Another how question is, how will the student be able to leverage
their results after the program is completed? The IwB projects will certainly
generate a network of like-minded and well connected people with varying
levels of experience, who want to continue exploring ideas together. That
is the whole goal of the exercise. I have no doubt that various employment
opportunities will arise out of this inherent dynamic of the project.
3
GK. VanPatter: OK that is very interesting. Before we
move on I would like to stay with this for a moment as issues around HOW
relate closely to the focus of NextD.
We think about the architecture of HOW as having three primary pieces,
which we call Levels 1, 2 and 3. We visualize this model as three interacting
rings, one on top of the other. Each level has a different focus and purpose.
The kinds of HOW that you speak of here seem to coincide, more or less,
with our Level 1 and Level 2. Correct me if your intentions are otherwise.
A brief description of the different levels follows:
Level 1 HOW: Mastering Tools
Involves learning around what we call specialty tools. For designers today
these are often digital devices and various software programs. Examples
are computers, cameras, and their subsystems: Flash, HTML, Photoshop,
CAD, Illustrator, InDesign, etc. Level 1 is often carried out by individuals
interacting alone with their technologies.
Level 2 HOW: Mastering Framed Problem Solving
Involves learning around the execution and delivery of specialty processes
or services. Level 2 is the traditional domain of design and is typically
geared, in terms of skill sets and focus, towards dealing with relatively
framed problems of small scale. The designing and making of a web site,
a film, a building, an airplane, a book, a chair, a toothbrush, a magazine,
an exhibit, an experience, etc. are all considered to all be forms of
specialty process work. This level draws on the tools knowledge from Level
1. Level 2 is executed most often, but not always by groups of individuals
within a single discipline. Level 2 problems and solutions tend to be
discipline specific.
Although often depicted in the marketplace as proprietary, most kinds
of Level 2 work are, at their core, some form of problem solving and map
directly to Level 3, but lets leave that for another conversation.
Level 3 HOW: Mastering Unframed Problem Solving
Involves learning to scale up discipline agnostic problem solving skill
and speak/work across disciplines. Level 3 skills are aimed at dealing
with complex, unframed problems and the kinds of cross-disciplinary team
communication skills that are needed in the context of complex problem
solving today.
Level 3 is aimed at this question:
How are professionals from a multitude of disciplines going to communicate
with each other, ideate in a synchronized manner, and solve complex unframed
problems together in an organized, systematic way that is repeatable regardless
of the nature of the problem? Problem Finding is an important component
of this level. Level 3 work is most often performed by multidisciplinary
teams focused on defining problems and generating solutions to complex
unframed fuzzy situations. This level draws on the knowledge from Levels
1 & 2. Level 3 problems and solutions tend to span multiple disciplines.
From the perspective of NextD, the issues around the changing face of
HOW are among the most significant challenges facing the design industries
and in turn, design education.
Unfortunately in most traditional design education programs today, graduate
and undergraduate, one still finds Level 3 completely missing. In the
realms of design education the realization of what is already occurring
in the marketplace, multi-disciplinary teams working on complex problems
has been slow to arrive. The realization that others outside of the design
disciplines are moving to take the leadership reigns in complex problem
solving situations has been slow to arrive. For NextD, Level 3 represents
a future that has already arrived. We believe it is key for design and
designers to be participating there, to be leading there in Level 3.
Having identified Level 3 as a missing component of many graduate design
education programs, NextDesign Leadership Institute created the NextD
Education Initiative. Its goal is to bring the Level 3 skill-building
program to selected graduate design schools. That process is unfolding
at this time.
Since the purpose of this Journal Series is to share our exploration of
the landscape around design leadership today, rather than make promotional
pitches for NextD or Institute without Boundaries, lets leave this part
of our discussion here for now. We can talk more off-line if you wish.
Our time in this conversation is running short so let me jump quickly
to my next question regarding the Bucky Fuller model. Help us understand
precisely what the attraction is there from the Institute without Boundaries
perspective. Bucky was an amazing generator and conceptualizer. As you
know, much of his professional life was spent inventing things and then
trying to sell them to the world.
The dymaxion house and car, geodesic dome, the dome over Manhattan, etc.
were extensions of his view of a future world, or how the present one
might be improved upon. These were things dreamed up not in the context
of working on client problems but working on issues that he believed to
be important. Bucky found some great problems as well as some innovative
solutions. Is that part of what you folks at Institute without Boundaries
see as significant for young design students to think about today?
Greg Van Alstyne:
Well, thats a lot to react to. First let me say that, yes, my examples
in discussing skills audits and so on were admittedly simple ones that
map to the kind of Level 1 and 2 problems. However we will absolutely
be going beyond that point, for the reasons you suggest, that is to say,
Level 3 problems are really where the action is. As an example
of our commitment to team-based skills-building around complex problems:
within our candidate interview process, before the program even begins,
we are already assessing team-based interaction skills, by modeling a
research problem that clusters of applicants must solve together, as a
major part of a day-long interview session. Its amazing and telling
how interdisciplinary designers/content creators act in teams, vs. on
their own! Im eager to dig deeper into this territory, but perhaps
this should be, as you say, off-line.
Regarding Buckminster Fuller, he is truly an exemplary figure, both
for the Institute without Boundaries and for Massive Change. And yet,
I want to avoid placing too much emphasis on his specific inventions,
as I believe the unique and highly memorable visual forms of these things,
great as they are, tends to distract from an appreciation of Fullers
thought and broad vision. The geodesic dome for example is now so associated
with a particular moment of futurism. Fullers enduring relevance
for us, however, centers more on the scope and depth of his project, that
is to say, his unwavering and prescient focus on the entire planet, his
sobering discussions of the human condition, and his commitment to meeting
real human need through the broadest and most synthetic of design practices.
Thus we intend to explore some of the less well known aspects of Fullers
legacy; e.g. not so much the Dome, but rather the World Game.
4
GK. VanPatter: How much involvement will Bruce have on
the day-to-day operation of Institute without Boundaries? What will be
his role in the program?
Greg Van Alstyne:
Bruce is very engaged in the Institute and especially in Massive Change,
the first project the students will grapple with. As with the book Life
Style -- which intertwines both BMD studio projects and a critical essay
about the global image economy -- Bruce will be heavily involved in the
conception, planning, and writing of Massive Change. One indication of
the importance of the Institute and its projects is that he has
postponed all discretionary speaking engagements and invitations for a
whole year, to clear as much of his calendar as possible for these efforts.
Of course, he is deeply involved in the studios client-driven projects
as well, but IwB and Massive Change represent a major public, intellectual
project for BMD. We intend to do everything necessary to generate an unmatched
experience for the students, and a stunning array of tangible outcomes.
5
GK. VanPatter: In closing I want to ask you about the
possibility of others connecting with you. I can imagine there being some
graduate students among our readers who might be interested in applying
to your new program experiment. When is the best time to apply and who
should they connect with there?
Greg Van Alstyne:
Potential candidates should of course first visit the Institutes
Web site at http://www.institutewithoutboundaries.com
and take in all that can be learned there. This site covers the relevant
information about the programs formative concepts and focus, and
will be kept updated with enrollment dates, tuition, etc. There is a FAQ
that well add to as new questions come in. The site directs initial
inquiries by e-mail and phone to George Brown College. Those who need
detailed information about the program and the studio can get my contact
information from the college.
Our enrolment is now full for the upcoming term. At present were
considering opening enrolment for additional applicants in June 2003,
for an overlapping one-year program, six months out of phase with the
first enrollees. In any case well definitely be seeking additional
candidates leading up to January 2004 enrolment.
Many thanks for the opportunity to discuss and explore these issues with
you.
Copyright © 2003 NextDesign
Leadership Institute. All Rights Reserved.
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