EDITOR
Hugh Dubberly
hugh@dubberly.com
then the details of the experience are painstakingly worked out.” Doblin cites as examples
restaurants, worlds fairs, the South Street
Seaport, and Disneyland. (Doblin’s emphasis on
experience prefigures discussions of experience
design and service design by several years.)
5. Performance Multisystems Design. Groups of competing unisystems. Doblin gives no examples of
performance multisystems.
6. Appearance Multisystems Design. Also groups of
competing unisystems, and again Doblin gives no
examples, nor does he distinguish performance
multisystems from appearance multisystems.
In fact he says, “design approaches for these two
types of multisystems are similar.” This comment
is odd given that one of Doblin’s goals for the model
is to present “how design methods and design
specialists can be matched to the problems.” He
notes, “Just as there are six distinguishable types
of design, there are six different kinds of design-
ers. It is a rare designer who is competent in more
than one design type. The capability and experi-
ence required in one arena may actually obstruct a
designer’s competence in another.”
Yet, Doblin himself questions the distinc-
tion between performance and appearance,
“Unfortunately, the threshold separating perfor-
mance products from appearance products can
be fugitive, and is sometimes confused when the
designer has one goal, the user another.” Of course,
no product or system is all about form or all about
function; all products and all systems have formal
and functional aspects—and other aspects, too.
Perhaps we need to reconsider Doblin’s y-axis.
I propose substituting Charles Morris’s model of
“sign function,” which he describes as having three
levels—syntactic, semantic, and pragmatic [ 2]—and
incorporating Thomas Ockerse’s argument that the
result of any design process is a sign (in the semiotic sense). That is, anything that has been designed
acts as a sign—loosely, it stands for something [ 3].
(Rhetoricians might say anything that has been
designed makes an argument or arguments, including arguments for itself.)
If the result of the design process is a sign, then
we may apply Morris’s model of sign function to
things that have been designed—or more broadly to
the space of things that can be designed.
1. Pragmatic—The context (from which an artifact emerges and in which it will be used) or need
(which it will meet). Why does this matter? Why
Appearance
Matrix of Design + Examples
after Jay Doblin
Christmas ornament
Medal
Trophy
Restaurant
Worlds fair
South Street Seaport
Disneyland
Market
Performance
Crowbar
Paper clip
Infrastructure
Government
Military project
Market
Products
Messages
Unisystems
Multisystems
Space of Design + Examples
Why are we
making this?
Context/Need
Pragmatic
Event + methods
of attracting
an audience
Website
business/user/
technology models
Developer
community
and its drivers
What are
we making?
Meaning/
Definition
Semantic
Poster
headline + imagery
Website
information
architecture
+ content + CMS
APIs—rules for
communicating
bet ween systems
How are
we making it?
Form/Grammar
Syntatic
Poster
typography +
layout
Website
style sheet
(CSS)
Cross media
coordination of
identity system
Object
Component
System
Systems of
components
Organism
Ecosystem
Systems of systems
Community
Market
Direction of Change in Design Practice
Why
are we
making this?
Context/Need
Pragmatic
Team
Explicit
Shared
What are
we making?
Meaning/
Definition
Semantic
How are
we making it?
Form/Grammar
Syntatic
September + October 2010
Object
Component
Individual
Intuitive
Idiosyncratic
System
Systems of
components
Organism
Ecosystem
Systems of systems
Community
Market