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Product Design: The Design of theEnvironment and the Surroundings 2
Fritz Frenkler
Abstract Professional designers have learned holistic thought processes. They do
not work according to predetermined examples or guidelines, but develop a tailored
catalogue of requirements for each project through careful observation and close
scrutiny. The user forms the main focus of the classic design process. For this reason,designers require social knowledge and expertise. It is not merely products that are
designed, but almost the complete environment that surrounds us, from everyday
objects, to public spaces, to services.
2.1 Introduction
Knowledge about product technologies and produc-
tion techniques has spread all over the world as a result
of globalization, and this has led to the partial reloca-
tion of production. A focal point that relates directly to
this can be found in Asia. As a result of this, the design
of products is increasingly the key unique selling point
of the different brand names that manufacture and
market technical products. The cost pressures caused
by growing international competition are, however,
making it more difficult to be competitive using tech-
nological innovations alone. In general, the develop-
ment costs of innovative products are too high to be
able to compete against less innovative products that
are manufactured at low costs and in enormous quan-
tities. As a result of this, sales prices are drifting far
apart and there is now a lack of products in the mid-
priced market segment. There is an ever increasing
number of cheap products that are not designed partic-
ularly well, and in contrast to them, high-end products
that are manufactured in smaller runs and are therefore
more expensive, but are superior in terms of their
overall quality and design. In the lower market seg-
ment, price dictates the purchase. In the area of qual-
ity, the design, the finishing and the associated brand
are key.A purchase decision in the high-end market seg-
ment is generally influenced by several factors, includ-
ing user friendliness, the material basis or quality of
the product and also by the attributes associated with
the brand. The design and the overall concepts linked
to it create emotions, which convince the user of the
advantages of the particular product.
2.2 What is Product Design?
Design not only functions through the honed applica-
tion of guidelines or rules, but is also based on the
perception of the environment/surroundings and there-
fore the social developments or trends that result from
an accountable perspective. Rather than thinking in
terms of conventional patterns, designers should rec-
ognize and analyze deficits and deficiencies through
observation and self-experiments, and be able to
F. Frenkler
Chair of Industrial Design, Technische Universitat Munchen,
Munchen, Germany
S. Konsorski‐Lang and M. Hampe (eds.), The Design of Material, Organism, and Minds, X.media.publishing,
DOI: 10.1007/978-3-540-69002-3_2,# Springer-Verlag Berlin Heidelberg 2010
21
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generate appropriate superior solutions. The ability to
identify key sociological contexts and to link them
with others requires well-founded general knowledge
and a continual dialogue with cultural and social
events and public debates. This expertise provides
the basis for every creative process.
Digital and manual presentation techniques are bothnecessary tools in the design process for the visualiza-
tion of new concepts. Styling is a part of a comprehen-
sive process. In its optimal form, it assists the user’s
understanding of the product, conveys a product iden-
tity, explains the handling of the product and transports
information as well as attributes, sometimes promi-
nently, sometimes in a way that is barely noticeable.
The field of work occupied by product designers is
generally very diverse. As a rule, a designer’s personal
profile or specialist area results from the experiences
and the associated product references gathered duringthe course of their training and work on the develop-
ment of projects. The distinguishing feature of product
designers is their flexibility and ability to deal with an
exceptionally wide range of differing themes within a
very short period of time.
Product design not only refers to products, but also
to the configuration of complete environments and
surroundings: shops, public spaces, the interface
between man and machine, packaging, modes of sale
and distribution, and the associated products and ser-
vices. The thinking and design of the elements thatsurround a product are just as important as the compo-
sition of the actual product itself.
2.3 Examples of Comprehensive Design
If all of the previously listed aspects are addressed by a
company from the perspective of a higher ranking
design DNA – previously called design language –
then one talks of comprehensive design, a 360 designor a corporate design. Examples of such comprehen-
sive design, which are frequently mentioned, are that
of Apple Computers, and, until 1995, that of the Ger-
man consumer electronics company Braun. It is not
only the products of the Californian company that are
consistently designed in accordance with a recogniz-
able style, the user friendly software, the packaging
and the marketing are all part of the overall concept;
many buyers of the iPod keep the packaging just as
long as they keep the product itself. The sales and
marketing take place exclusively via Apple Stores
and selected retailers, which are configured in accor-
dance with the Apple corporate design. This means
that a holistic application of the overall strategy can be
guaranteed. The offer is supplemented by the iTunes
Online Store that sells and markets music and videos.Individual songs are sold instead of whole albums, and
Apple aims to set standards for the service design of
the future. At Apple, customers do not just buy a
product, they also gain access to a range of services.
Together, all of these components create the brand
image of the company and have a direct influence on
the market success of the products.
MUJI, a Japanese lifestyle chain established in
1980, which sells stationery, office items, household
products, clothes, furniture and more recently cos-
metics and food, is another example of the skillfuldevelopment of a brand. Remarkably, MUJI actually
stands for the Japanese phrase “Mujirushi Ryohin,”
which means “not brand products but quality products”
when translated into English. The functional, minimal-
ist MUJI products are manufactured in a resource-
sparing manner. Their intention is that the customer
should be convinced by the products themselves – and
not by a brand name or the name of a designer. This
principle is consistently pursued: although MUJI pro-
ducts are designed by highly acclaimed designers from
all over the world, the designers themselves remainanonymous. However, the “non-brand” of MUJI has
advanced to become a brand itself.
At the end of the 1950s, Braun’s minimalist HiFi
system designs caused a big sensation. Market research
analysis carried out for Braun in 1954 demonstrated
that there was a clear demand for modern radio equip-
ment among large sections of the population. The
concept of the compact music system addressed this
market and won over consumers thanks to its very
simple, clear aesthetic styling, which was in clear con-
trast to the cumbersome radiograms that were a fixedfeature of many German living rooms at that time.
This exceptionally successful entry into the market
was the cornerstone for a remarkable company history,
which became a symbol of German design. By adopt-
ing a design philosophy, which corresponded with that
of the University of Design in Ulm (HfG Ulm), the
manufacturer developed a consistent policy of reduc-
ing all of its products to their key features; this gave
the company its distinctive identity. The company’s
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structure, in which the design department was directly
subordinate to the executive department, contributed
to the fact that it was possible to realize such a strongly
consistent product image.
However, as a consequence of personnel changes,
and an increasing orientation towards global sales, the
company, with its once unique position characterizedby its ideological approach, was transformed into an
imageless global player with anonymous and some-
times arbitrary products.
In the automotive sector, the manufacturers Audi
and Porsche stand out as the most consistent in their
adherence to a recognizable and evolutionary style of
design. However, using the example of the sports car
manufacturer Porsche, it is clear that consistently con-
forming to strong brand characteristics can also bring
problems. The product can appear questionable when
social or political changes create new sociologicalcontexts in which the product must be considered. In
an era when the finite nature of natural resources and
alternative sources of energy are being debated, it is
only a matter of time before cars with above average
fuel consumption suffer from declining demand. This
development, however, will almost certainly take
place as a result of competitors’ influence rather than
as a consequence of end customers’ moral considera-
tions. With ever increasing fuel prices, rival products
with lower rates of fuel consumption will invariably
become more attractive to many buyers.It is, however, yet to be seen whether the successful
sports car manufacturer Porsche can succeed in devel-
oping vehicles, or alternative products, that corre-
spond to the new demands of the market while not
undermining the strong core brands of Porsche.
2.4 Design Criteria
Design criteria cannot be static rules; they must beregularly examined, evaluated and adapted to social
changes in small, clear steps. In the future, demo-
graphic change will almost certainly have an enor-
mous influence on design, as the demands that users
place upon products will change in relation to the age
structures of differing societies. In the future, older
users will probably enjoy a decisive degree of purchas-
ing power. They will be critical customers and expect
perfect service. This changed demand will strongly
influence the market. Additionally, in view of the
enormous price increases in the raw materials market,
it is necessary to develop generation-spanning pro-
ducts and to use resources, which are in increasingly
limited supply, more economically.
With respect to the developments described above,
there is enormous potential within the area of servicesdesign. With reference to this topic, a comparison of
two logistics companies, United Parcel Service (UPS)
and DHL, a subsidiary company of the Deutsche Post,
is fitting. In 1961, Graphic Designer Paul Rand
designed the sleek black and white UPS logo with
the symbolic representation of a cord-tied parcel
above the already familiar shield. This logo was an
expression of the complete company philosophy at
that time. The distinctive “Pullman brown” had always
been the company color of UPS, as it was intended that
the delivery vans, which often have to double park,should not attract any more attention than necessary.
Instead, they should blend in harmoniously with the
street environment. Accordingly, logos were generally
not placed on the rear of the vehicles, and the color of
the vehicles also allowed for water-saving measures
during cleaning. The overall appearance of the com-
pany was straightforward, sleek and functional. The
service was good and convincing.
In comparison, the opposite can be seen with DHL.
The yellow-red delivery vans attract attention, even at
a distance, irrespective of the setting in which one seesthem. In road traffic, the bright and gaudy delivery
vans come across as possible obstacles and almost
awaken associations with an intrusive visitor.
Both companies’ customers are able to follow the
progress of their package on the Internet. DHL, how-
ever, advertises this in such an aggressive manner that
potentially high levels of frustration develop if the
service is not appropriately intuitive or the promised
service does not work. DHL also suffers from a con-
siderable lack of flexibility in terms of delivery times.
For example, if the recipient is not present at the timeof delivery, they have to collect their package from the
nearest DHL branch themselves. This may be a long
way from their home, due to the random scattering of
the different branches. For working customers, this
presents a considerable problem, as no set delivery
times are provided. The image of the “brand” DHL
suffers from this poorly structured service, which
doesn’t particularly take the requirements of the cus-
tomers into consideration.
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2.5 When is Design Good?
Good design can make a considerable improvement to
everyone’s quality of life. It can create comfort or user
friendliness, and the lack of good design can create the
opposite. A striking example of what happens withoutsatisfactory design is the so-called “satellite towns”:
faceless suburban towns without a satisfactory infra-
structure. They are a recent occurrence and have come
into being as a consequence of unanticipated popula-
tion increases in mega-cities. Their insufficient infra-
structure is aggravated by their lack of urban design.
Nobody wants to live in such poorly designed or, in
some cases, completely undesigned places unless they
are forced to for economic reasons.
Dieter Rams, former chief designer of Braun AG,
expressed this type of situation as follows:Designers and the companies who make an effort to
create good designs have a single task: the task of chang-
ing our world with the goal of making it better every-
where where it is currently ugly, inhuman, upsetting and
destructive, energy sapping, oppressive or confusing. In
the extent to which it is any of those things – from the
small, everyday things, to the design of our cities – we
have driven out of our consciousness. We must become
much “quieter” if we want to dilute the visual noise and
chaos in which we are forced to live a little. . . .
. . . Architecture, design and also the design of commu-
nication are expressions of the socio-political reality – and
can conversely influence and characterize it. For this rea-son I view the task of design to have an ethical and moral
dimension. Good design is a value. This position differs to
a great extent from the widespread approach today that
only views design as being a type of entertainment.
(Translation of a quote; Dieter Rams in Shimokawa 2005)
Thomas Mann stated that it wasn’t possible “to solve the
unsolvable and to remove the connection which inevita-
bly exists between art and politics and intellect and
politics.” He also said that “this is where the totality of
the human acts, which can’t be denied under any circum-
stances.” In the term “humanity,” “the aesthetic, the
moral and the socio-political come together.” (Mann1990)
Compared to the design processes in the disciplines
of engineering and management, sociological aspects
play a bigger role in product design. The interests of
the user form the primary focus of the design process.
While the disciplines listed above look directly for an
adequate solution to the specific problem, product
designers initially scrutinize the actual task, develop
several methods of resolution, compare quality levels
and then provide a recommendation as to which ver-
sion is preferable in the context of the corresponding
company and its operations.
Contrary to the widespread opinion that product
design only means “styling,” in fact conceptual, holis-
tic thinking, which often far exceeds the actual task, is
required. The designer becomes the intermediarybetween the user and the manufacturer, assumes the
role of an advisor, and seeks a dialogue with other
disciplines to be able to think in terms of what is
appropriate in the circumstances. Designers with
these skills are also ideally suited for general manage-
ment positions. In interdisciplinary teams, a different
point of view can create key stimuli, raise new ques-
tions and lead to intelligent, user friendly and econom-
ical solutions. It should be noted, however, that to
generate innovative concepts appropriate “room for
manoeuvre” is necessary for a designer. If the frame-work conditions are too narrow, then the designer’s
possible degree of effectiveness is also minimized.
Since the end of the 1950s, when design was still
addressed as a “management issue,” marketing depart-
ments have had an ever increasing influence in design
decisions. If they make decisions regarding product
development and their decisions are merely supported
by simple user questionnaires, then the basis for
promising, forward-looking design will not exist.
This kind of attitude does not help advance compa-
nies in the long term. In globally operating companies,design and decision-making processes have now
become too complex for design and marketing to be
able to undertake without some constructive form of
cooperation. It is only with clear values and specifica-
tions that designers can make, and implement, their
contribution to the strengthening of a brand. With
exchangeable specifications, design is all too often
correspondingly arbitrary.
In his 1980 theory of design, “Design is Invisible,”
Lucius Burckhart, sociologist and “founding father” of
the Faculty of Design at the University of Weimar,referred to the “design behind the design” (p. 9).
With the statement “design is invisible,” Burckhart
does not mean that design isn’t important; he simply
states that it can only be experienced through use and
in a corresponding social context. He points to the
“institutional and organizational components” (p. 15)
of a design through which the complete context, mean-
ing the invisible parts of the system, are taken into
consideration. A good example to explain his theory is
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the text “the night is man-made”: the night is clearly a
natural phenomenon, since it gets dark when the sun
goes down. But it is only through “social and legal
decisions” (p. 31) made by people that the night has
become an institution in which activities come to a
halt: rules and regulations, travel timetables, prices
and opening times are all designed by people andtherefore mould people’s lives (Burckhardt 1981).
2.6 Design Principles and Design
Guidelines
Determining general design principles often contra-
dicts the classic creative approach, which should
bring about the exact opposite of standardization.
Design is a process, which cannot be packed into re-useable, general rules or principles.
In a classic design process the clear positioning of a
company, as long as this doesn’t already exist, is
usually defined as part of a dialogue between the
designer and the company. This dialogue should iden-
tify whether the company wants to place its emphasis
on social, ecological and/or technological factors.
Plausibility and the implementation of various focal
points, which ideally include all areas of the business,
are key to this process.
If, for example, Deutsche Bank decided to align itsimage with current social considerations, its logo
would have to be revised in terms of both its color
and its styling. The cold blue and the rigid, straight
lines of the logo would otherwise stand in stark con-
trast to the “soft” features which the bank wanted to
represent and would, therefore, lack credibility.
It is often the case that large discrepancies exist
between the stated goal of a company whose mission
may be something like: “we want to become more
modern,” and the willingness to actually make that
change recognizable. Often companies adhere to thewidespread tendency of focusing on their competitors,
participating in “me too behavior,” with generally
unproductive results. If a previously existing contrac-
tual framework is destroyed and the company suddenly
reacts too strongly without making noticeable devel-
opments in terms of social changes, an overall negative
effect results – the company loses plausibility. Custo-
mers have certain expectations of a brand; one cannot
simply reinvent it. If this is the case, a company will
unsettle customers and lose them instead of winning
over new ones. The only person capable of developing
a brand and keeping it alive is that the person who is
recognizable and re-recognizable. This not only
includes the products, but also their engagement with
the user and, today, their environment.
Static guidelines are limits. To a certain extent, theyare also able to form a foundation. Ergonomic criteria
or safety guidelines, for example, form the constants
for design.
Just as there are style guides in graphic design,
companies can also create what might be called a
product design DNA, for instance, by defining the
formal specifications concerning style and color, qual-
ity standards, the materials to be used and the require-
ments of the production procedure and ecology.
In general terms, a brand is a design guideline that is
tailored to the company and which applies to the entireorganization. This design represents the aspirations of
the company. So, if, for example, a company decides to
develop an ecological focus as its company philoso-
phy, the room for maneuver is considerably limited. It
is not only the products, which must then be appropri-
ately ecologically manufactured and recyclable, but
also the packaging, sales techniques and marketing
must be consistent with this. The complete infrastruc-
ture of the company and the approach of the employees
must correspond with this image so that the products
gain long-term acceptance in the marketplace.Apple Computers, for example, predominantly use
four materials: white or black plastic, aluminum and
magnesium. The style is recognizable, the logo is
succinct and internationally understandable and the
advertising strategy is clear. Although many manufac-
turers of MP3 players have since imitated Apple,
whenever you see a white earphone cable, you assume
they are connected to an iPod in the person’s pocket.
The unmistakable brand image is so strong that pro-
ducts that aren’t made by Apple, but have white cables,
are prone to losing their prestige rather than associat-ing themselves with the success of Apple (as was
presumably desired by their marketing departments).
The use of what one might call “celebrity
designers” forms an exception to the processes so far
described. In this instance, the name of the designer is
often more widely known than that of the manufac-
turer, and this form of cooperation isn’t necessarily
conducive to the strengthening of a brand. However,
with their corresponding reputation, what I will call
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“design issuers” are an exception to this exception, as
here the “design issuers” are the manufacturers. In this
arrangement, customers approach sellers demanding
certain products. As with a brand, the compiled col-
lection makes choosing the products easier for the
customer. For this version of cooperation it would
actually be better to use the job title of “industrialartist” rather than that of “designer” for the designers
themselves, since here the manufacturer takes on the
function of a gallery owner. The designer works in a
self-appointed, completely free context, and looks for
a manufacturer. And the manufacturer, or “issuer,”
selects products that they want to include in their
collection. It isn’t possible to talk of a services rela-
tionship in this context.
In the introduction to this book, you will find the
sentence: “design aims to manage complexity.” This
phrasing, which demonstrates the goal of maximizingthe dimensions of the area of design, can only find its
application, however, if the overall context has been
appropriately gathered and understood.
Design is usually at its best, and, therefore, correct,
if the user doesn’t think about the designed elements.
As a rule, this also means that the designers have spent
considerable time thinking about intuitive operability.
2.7 The Design Process
It is relatively difficult to briefly describe the approach
and thinking of a professional designer to a layperson.
The design process consists of several successive work-
ing steps. On the one hand, the designer must thinkfreely and have a lively imagination. On the other,
designers must be able to evaluate, criticize and opti-
mize not only their own ideas, but also those of the
people with whom they are collaborating. This does not
result in a linear, targeted procedure, but in continually
going back and forth, which may sometimes appear
frustrating to other cooperating disciplines.
At Munich Technical University, students of archi-
tecture, mechanical engineering and engineering
sciences also receive some supervision in design.
These are shared projects, and our experience of these shows that it is unusual for disciplines that are
relatively unrelated to design to encourage and advo-
cate ideas only to subsequently discard them
completely and start again from the beginning as
designers often must do (see Fig. 2.1).
Yet through every step of the design process, irre-
spective of which direction it may be in, the
Fig. 2.1 Visions for aircraft
cabins – Development of
concepts for aircraft of in-
cabin room, from Marvin
Bratke, Daniel Jakovetic,
Sandro Pfoh, Daniel Tudman
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development process is pushed forward, and the key
factors of the theme are carved out more clearly. The
two sayings “you learn from your mistakes” and
“learning by doing” are particularly applicable. The
latter is especially clear in view of the trend to visualize
concepts in digital format merely using 3D programs. In
today’s design traineeships and apprenticeships, there isoften insufficient training in hand craft skills, as it is
quicker and easier for students to learn how to operate a
software package, and less teaching and supervision are
necessary. However, this approach results in a lack of a
three-dimensional spatial sense. The resulting lack of
knowledge about the style and method of production
also presents problems. It is not a coincidence that a
thorough training in handcrafts previously provided the
basis for undertaking studies in the subject of design.
Even if the presentation for the customer is now
prepared using 3D software, simulation with modelsis still an indispensable part of the development pro-
cess. Certain details can be easily overlooked on the
computer screen, whereas they become obvious on a
model.
From the supervision of these students, it is clear, in
terms of their working methods and partly also
through their thought processes, that architecture and
design are very similar and that the design processes of
each discipline share some parallels. Both professions
can be classified as lying between the technical/math-
ematical and artistic/creative disciplines. However,with the exception of urban planning, architects gen-
erally grapple less with sociological and fundamental
social considerations, and are more focused on the
technical construction realization and the design. As
with design, a clear division can be seen between
“architectural artists” and “service architects.” The
former mostly design buildings starting from the exte-
rior and working inwards. The service architects gen-
erally start their design in the interior and work
outwards. This means that, in an optimal scenario,
they consider the requirements of the user on thebuilding. Cooperation between architects and
designers isn’t just sensible, but it is increasingly nec-
essary. Both products and architecture can be seen to
depend more and more on one another, and are often
used in combination with each other. A thorough
understanding of the knowledge and expertise of
other disciplines provides the basis for the superior
design of our environment.
2.8 Conclusion
Designers are not stylists – they are inventors. They
know how one can generate new approaches through
the optimization of what is at hand, the transferring of
principles, or through cross-linking. They have alsolearned the tools of the trade, they know how to visualize
them, and they know how to bring outsiders closer.
People have made use of examples from the plant and
animal worlds for the manufacture of “tools” since
prehistoric times. The influence of so-called “bionic
design,” taking nature as an example, stretches across
all areas of design and plays just as important a role in
the development of new materials and mechanisms as it
does in practical design. In light of this, a cross-linking
of design with the natural sciences can only be positive.
An inter-disciplinary approach is always enriching. Theinteraction with arts and humanities is also important.
As described in the introduction, philosophical factors
are incorporated into the sophisticated perception of a
designer. A designer also requires the ability to express
himself or herself appropriately. Until recently, design
research was not an important theme. Scientific
approaches previously played virtually no role in the
design profession; in recent years, however, it can be
seen that a change has taken place in this area.
Merely 30 years ago, design and marketing depart-
ments were at the same level, directly subordinate toexecutive management. Today, in many companies,
design departments are subordinate to marketing or
engineering. Since this structure is not particularly
conducive to innovative activity, designers are failing
to gain increasing influence in companies. The ethical
and moral dimension of design, mentioned in the
quote by Dieter Rams, could play a key role in the
event of the assumption of leadership positions.
References
Burckhardt L (1981) Design ist unsichtbar, Osterreich. Inst. fur
Visuelle Gestaltung, hrsg. von Helmuth Gsollpointner, Linz
1981
Mann T (1990) Der Kunstler und die Gesellschaft. In: Gesam-
melte Werke in dreizehn Banden, Frankfurt. Bd. 10, S.386–
399, s.S. 394
Shimokawa M (2005) Katalog Less but better – Weniger aber
besser, Die Welt von Dieter Rams
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