What’s stimulated this return to the intarwebs is Tony Pantello’s comment on a Metacool post, which reminded me of another 20×20 presentation I made to the Designers Institute of New Zealand a few months back, under the auspices of the group I work with at UoA. Last time round with DINZ, I covered a lot of ground: this time I decided to talk in a bit more depth about one subject, and the subject was how low level standardisation gives high level freedom, which I releted to the idea that constraints breed creativity. As I’ve said before, the 20×20 format is itself a good example of this very subject.
As you might imagine, talking to a bunch of designers about standardisation went down like a lead balloon, particularly once I started giving examples from the software industry, but they did me the courtesy of listening, and who knows, maybe it even gave some of them food for thought.
The text is below. As per last time, I think I’m within the bounds on copyright, but if one of them is yours and you’re offended by my helping myself, let me know.
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Tonight’s theme is all about doom and gloom. If the downturn turns out to be severe and prolonged, a lot of us are going to have time on our hands. That makes is a good time to be working on our businesses not in them – thinking about how we can do things better. And businesses aren’t going to be looking for same old same old – they’re going to be wanting out of the box solutions to get them out of the box.
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So tonight I’m going to be talking about one idea that might help. It’s an area I’m sure isn’t even slightly dear to your hearts: standardisation. More specifically, about the idea that standardisation at a low level not only makes for a more efficient design process, but actually liberates creativity at a high level.
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I’ll start with an example: Language. Written English is totally standardised at the lowest level. You work with the letters you’re given, and those haven’t changed since the 17th century. And I’d point out that the latin alphabet is a lousy standard: the letters don’t match the phonemes, and several of the letters and numbers look the same.
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At the next level up, words, you get a little more latitude. Maybe not as much as Lewis Carroll took, but words do change over time: if you need it enough, you can invent a new one. Go up a level again and the standard relaxes: there are quite a few ways to construct a sentence. One step further, and standardisation disappears: at the paragraph level, there’s good practice but no real rules.
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As a consequence of this, at the highest level, the designer – or author – is free to focus upon the play of ideas and concepts, rather than the administrative details. Shakespeare is famous for playing with both words and grammar, but their very presence and rigidity gave him this opportunity.
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Another example is electronics. Electronic circuits are built entirely from standard basic devices. What’s on the screen won’t mean much to most of you: it’s the symbol for an IGCT, or insulated gate commutated thyristor. The interesting thing about the IGCT is it’s the most recent device to be invented: in 1968. Modern electronics are built on a foundation that hasn’t changed since the 60s.
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Again, move up a level and the standard relaxes. Most electronics designers work entirely with standard packages, but new ones with variations on the basic devices are coming out all the time. And if you need a custom package badly enough, there’s nothing except time and money stopping you designing one: at Wellington we’re doing it right now.
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This standardisation means, once again, that electronics designers are free to focus on what they should be doing: coming up with circuits that do cool stuff in new and better ways. The electronics industry is developing at a massive rate, and that’s entirely down to low level standardisation.
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For a third example, look at Toyota. Toyota are one of the most successful and innovative manufacturing companies in the world: the history of manufacturing innovation over the last 20 years has been pretty much the auto industry chasing Toyota, and everyone else chasing the auto industry.
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And Toyota base this entirely on low level standardisation: both of products and processes. They even standardise their reports. The A3 report, which comes in about 5 flavours, accounts for most internal communications at Toyota, and it means that the author can focus entirely on what people need to know, rather than how they’re going to say it.
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For their products themselves, they standardise as much of the detail as possible. Details like shutlines, swages, hinge mounts and location features are standard across all Toyotas, from a Corolla to a Lexus. And as a consequence, designers, both of the product and of the part, get to focus their attention on the stuff that needs to be different.
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At Wellington Drive, we’re an IP based company, and we put a lot of effort into design: probably 1/3 of our staff work in NPD, and about a quarter of those are engineering designers. The design we do is almost entirely about function rather than form: if we believe Steve Jobs that “design is the fundamental soul of a man-made creation”, well if an electric motor has a soul, it’s in what it does and how it does it.
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One of the issues we have at Wellington though is one I’m sure that you’re all familiar with: the problem with creative people is they can’t resist creating. But creative people creating cause work for other people, and the creative people only have so much time themselves: if they’re creating at a low level, they’re not adding value at a high level.
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Take this thing for example. This is a wire termination block. The metal part traps the wires in the plastic housing and cuts through the insulation to make a connection. We’ve built this into about half a dozen products by now, and each time we’ve redesigned it a bit. But the thing is, it worked fine the first time. And we’ve got dozens of little bits like that, whether they’re mechanical features, bits of circuits, or blocks of code. We’re going to stop redesigning them.
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At a more obscure level, we’re also taking the idea of low-level standardisation and seeing how far up we can push it. Software is like language but even more so: at the fundamental level, there are only two letters. Above that, there are levels of code which as you get further from the basic binary, offer more and more freedom, but less and less control over the precise detail.
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Historically, we’ve tended to work in the lower level languages: C and assembler. These give our software designers a high level of control, but tend to focus their attention at a low level. The question we’re asking ourselves now is: how can we focus their attention on the highest level, the algorithm?
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And it turns out the answer is by standardisation. By standardising the relationship between high and low level code, you can automate the generation of the low level stuff. We’re doing a project with the University’s computer science people to find ways of describing software with something called function blocks, which are even more abstracted than the high-level languages. This will free our software designers from the drudgery of detail.
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So why are we doing all this? Well, up to a point it’s about efficiency: doing more with less. But for me it’s also – in fact primarily - about creativity, and the fact that necessity is the mother of invention. These are two of the icons of British car design. One of them was subject to a lot less constraints than the other, and that one is undoubtedly the more beautiful. But it’s the other one that changed the way we thought about cars and about class. Which is the better piece of design?
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And how does this relate back to design in a wider sense? Through the idea that design depends on constraints. That less constraints isn’t necessarily better. And that constraints don’t just come from God and the client: you get to choose some of your own as well. And by picking the right ones, you not only make yourself more effective, you channel your creativity into the places it can do the most good.
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I close by returning to my first two examples. If you wanted to pick disciplines that have changed the world, you could do worse than these two. And you could do worse than follow their example.



















