Tag: Education

  • The Mighty, Mighty Glasgow

    The Mighty, Mighty Glasgow

    I had four of the best years of my life in Glasgow. Which is why I left and never went back!

    I feel immense affection for this city that I called home during my university years. It was (at the time) a long way away from home, pretty close to being a foreign city (depending on who you ask), and the trips up there were likely formative in encouraging me to continue my wanderings.

    I made some great friends there, now distributed nicely around the world. I was most looking forward to seeing Craig again though; flatmate and course compatriot. Too many stories, for sure.

    It also gave me a chance to catch up with the old girl, the Glasgow School of Art. A deeply fabulous building that will soon be host to a new Steven Holl design department, replacing the venerable Foulis building. They are even keeping the facade to the old Vic bar; scene to countless good nights out and home to some of the best techno and house music in the UK.

    I also took the opportunity to head over to the temporary teaching spaces and spend some time with the students. This was the first time I had done this, and it was as rewarding as it was exhausting.

    Even on the most overcast of days (i.e.: most days) the enormous north-facing windows gulp up the pure northern light.
    A Charles Rennie Mackintosh artwork … that is still a real, functioning building. It's a miracle that it is still possible.
    God is in the details.
    My favourite aspect of the building are the huge slabs of rock facing the street, like some scene from Gotham at night time.
    The new will make-way for the newer.
    Goodbye to the Foulis building – my seat used to be in the very top left – right in the corner window.
    The old Vic
    …. and down to the West End we go, which is ever more packed with organic haggis shops and little eateries. It was nice to see the place doing well, but it was clear the impact of the economic downturn on the centre of town were not so good – many shops boarded up, or replaced with the ubiquitous 'Pound Stretcher' crap.
    One of my favourite old pubs – The Ubiquitous Chip. Good food had at home with Craig, and again at Stravagin .. the memories came flooding back almost as quickly as the Deuchers.
    A change of pace, and the new Riverside Museum by Zaha Hadid. I was quite taken with the renderings that I had seen on the web, but the proof is in the pudding.
    I liked the references to the old ship yards, and I thought the dynamic shapes were fun – at least when viewed from above, allowing them to sweep across the quay. The dark glass was extremely dramatic from a distance.
    … sadly the overcast weather here will likely rarely allow light to puncture through to the toys inside.
    Typical Zaha contours must have been fun to build.
    The grey walls matched the grey sky well.
    Reflecting the Science Centre and BBC buildings opposite.
    Other views captured a past history (where apparently 30% of the world's ships used to be made!)
    The glorious architecture on the other side of the Clyde.
    The off-green of the interior again was cool, but gave the place an odd laboratory feel – not quite right when looking at classic transport.
    These old beauties just could not compete with the building, sadly.
    Some awesome bikes on display from Graem Obree
    Overall, a great architectural statement, but one that does not meet the brief.
    And to round it off, more great food and coffees at Cafe Gandolfi with Craig.
  • Transitions – PDE Degree Show 2011

    Transitions

    Craig Whittet at the Glasgow School of Art asked me to write some words for the Product Design Engineering degree show – what an honour! The theme this year is ‘transitions’.

    Change is Scary

    In the time between your first day at art school, global finances have collapsed, century-old car companies and even entire countries have defaulted on their debt, and with the rise of China and India political power has shifted eastwards. Indeed, the very status of hardware design is shrinking in the face of interfaces and software. You might be feeling a little uneasy about your prospects, and I don’t blame you.

    Responding to these changes will require flexibility, and people that can identify problems, form synergies with other disciplines, creatively generate solutions, and communicate with enthusiasm and energy. Strip away the sketching, software, model-making and engineering exams, and PDE gives you a nucleus of skills that will arm you for a career of uncertainty and change. The learning process has not ended; it’s only just beginning.

    Change is Thrilling

    Nine years ago, I graduated from a Glasgow also in the midst of a recession. My instinct told me to pick an industry area where things were changing, so I began looking for jobs in sustainable design, the medical industry (since people were unlikely to stop getting ill) and in Asia. Based on little more than gut-feel, and the desire to have a fully-paid backpacking trip to the other side of the world, I accepted a job offer working on Asus’ design team in Taipei.

    The night before I left, nerves gave me a knot in my stomach so tight I was in physical pain, but before I knew it I was on the ground, right on the cutting edge of the globe’s manufacturing industry. Fast forward to today, and while I am working with some of the best designers, most capable suppliers, in one the largest industries in the world, I am still anxious about change, what it means for our customers, to Dell, and my career.

    My lessons; anxiety and excitement are two sides of the same coin, be prepared to jump in feet-first, don’t be afraid to follow your gut, and whatever you do, do something that you love. What do you want your story to be?

    Change is Opportunity

    For me, PDE instilled a can-do-attitude and appetite for tackling sticky problems with zeal. Global problems and their potential solutions will only get broader, and call on people capable of bridging between disparate skills and previously unrelated disciplines.

    Companies need people like you to make products like the iPhone, combining industrial design, software, services and manufacturing expertise, and dozens more skills. The growing elderly population needs people like you to propose sensitive solutions that allow them to continue living fulfilling lives. And the world needs people like you to stand a hope of motivating people to use fewer products, consume less energy, and dispose of less waste.

    There has never been a better time to be designer.

    Photo borrowed from Flickr user 2plus2is5
    The Glasgow School of Art – fond, fond memories.
  • Things I Learned After Graduating Design School

    Things I Learned After Graduating Design School

    “Well, they didn’t teach us this in design school”

    These exchanges seem to happen with some regularity in the Dell design team.  So it got us thinking, what didn’t they – or couldn’t they – teach us in design school?  What do we wish we knew then, that we think we know now?

    Somewhat inspired by the list penned by Architect Michael McDonough, this is what the team came up with.  What else would you add?

    1. It’s not about design.

    Working away in the school studio, you’ll have more time and ability to focus on a single task than at any time in your professional design career.  Savour this luxury.  Instead, you’ll be facing a constant barrage of vague briefs, irrational clients, opaque politics, moving goalposts and suppliers that suddenly can’t deliver.  It will be the ability to hop, skip and jump between these obstacles that will keep you sane, and help you thrive.

    You’ll discover that the world does not revolve around your final sketch.  Compared to the amount invested in your beautiful little scribble, actually getting it to market will take technical, marketing and logistical resources many orders of magnitude greater.  You’ll discover you have to develop the ability to speak the tongues of business, of engineers and of countless other functions if you want to keep the little germ of your idea alive.  And you will, but before that …

    Borrowed from Flickr user 2plus2isfive

    Glasgow School of Art in Scotland where I studied Product Design Engineering … photo borrowed from Flickr user 2plus2is5

    2. Your ideas will die, often horribly.

    The pain of seeing something beautiful rejected by a client is beaten only by seeing it mutate into a hideous zombie, out of your control, and yet entirely your responsibility.  You’ll physically revolt as you complete the umpteenth round of revisions, at the behest of someone wearing far worse shoes than you.  You’ll mutter under your breath, willing it to die, and loaf around like a teenager, high on hormones that have lain dormant since puberty.  If it makes it to market (as these zombie projects inevitably do), the shock of seeing it in the flesh will make you wonder whether you are really cut out for design.  Take consolation in the fact that complete annihilation of an idea means potential resurrection.

    The hit-rate of products making it all the way will be considerably lower than your expectations.  Working in a consultancy, you might see 5% of your projects making it past the finish line.  If you are lucky or working somewhere with comically low levels of risk, you might be seeing 50% of your work prevail.  Just be ready for constant and repeated failure; but it’s from failure that victory takes flight.

    Thomas Fishburn - Marketoonist

    Marketoonist Tom Fishburne nails it in his pithy cartoons.

    3.  You are not as good as you want to be.

    Not in a bad way, it just means you have not yet fulfilled your potential.

    As Ira Glass points out in these magnificent videos, the reason you got into design (or any creative profession) is because you have taste.  You’ll float through school, get that first job and have this faint, nagging sensation that what you are working on is not all that good.  This will continue for years, until that impeccable taste you have been nurturing is finally matched by your blossoming abilities.  I began to feel confident after four or five years, and this perhaps matches Malcom Gladwell’s theories that it takes about 10,000 hours of work to really get good at something – but it’s no race, and some days it feels like I have regressed back to the start.

    So be aware that you suck a little bit, use it as fuel to improve, but don’t let it get you down.  In fact…

    4. Be patient.

    Getting your first full-time design job can be a total pain. I graduated, went traveling for a couple of months, came back and started looking for employment.  Amid phases of freelancing, job searches, twiddling my thumbs and interviewing, I ate up about ten months until I started on my first day at grown-up work.  But once you are in, you are in, and you will be surprised how quickly you develop networks and relationships to take you to the next level.

    Waiting to get something you are proud of in your folio may also take an age.  See #2.  Some of the work you are doing will be helping to set a direction, which will then turn into real projects with lead-times about the same length as your entire professional career; cell phones and other electronic equipment typically take 9 months to a year to flow from ID model to the shopfront.  Factor in aforementioned failures, and you could easily be waiting several years before you get your first product on sale.

    So, slow down.  Be realistic.  And be thankful you don’t work in the pharmaceutical industry where development times can be measured in decades.  Unless you are working in the pharmaceutical industry, that is.

    Keep Designing

    Never stop pushing.  Write, take photos, sketch, make models; pick your poison and hone your skills.  At the same time, don’t be afraid to chase people, hunt for e-mail addresses and generally ignore signs to give up.  Nothing worth fighting for ever came easily.

    5. You will hate it.

    Perhaps because you do something that you love, when things go wrong (and they will) you will hate it.  Not just ‘I hate Tuesdays’, or ‘my boss is annoying’.  No, this is unfocused rage, ignited by feelings of injustice at a project being canceled, or disconsolation when your software skills mean the 3D model breaks down at midnight before the presentation.  You’ll probably become more philosophical with age, and pass the baton of frustration onto some other unsuspecting junior, but don’t completely lose the ability to hate things.  It means you care, and this energy will be what spurs you on to greater heights of quality and delivery.

    But sorry, if you want a nice, stable job without any troughs, get a job in a bank.  Just don’t expect as many peaks either.

    6. Making things that look easy is difficult.

    It’s easy to look at the single-piece rubber base of a Macbook, the striking interface simplicity of a Flip, or the bold silhouette of Dr. Dre’s headphones and think ‘I could do that’.  Masked behind this apparent simplicity are technical challenges, organisational ‘feature creep’ inertia and battles over risk and cost.  90% of good quality is design is in the execution, but sadly this will be out of your control unless you start doing more legwork.  From the moment your idea hits paper, it will try its damnedest to become as ugly as possible by the time it first greets customers;  you’ll discover that some obscure country requires its regulatory logo to be as large as a postage stamp, that in order to meet recycling criteria it will need to be assembled with large screws, and that the white plastic you wanted to use has been bought-up by Nintendo for the Christmas Wii rush.  Facing these these problems, all you can do is draw on your creativity, manage the damage, and learn for the next time.

    Injection Moulding Machine

    Like it or not, the ultimate quality of your product will be decided by factors potentially out of your control, often in another part of the world.  Get good at speaking in the language of Engineers, suppliers and the people paid to execute your product.  Even better, relish the opportunities to dive into technical problems.

    7. Things change.

    When I started university, Minidisc was the ‘in’ music format.  When I graduated, we spent the last few weeks together frantically filling Zip drives (ask your Dad about them) with MP3s and staring at the rows of CDs we had all splurged our student loans on.  The point is, things change quickly, and the world will be a different place when you graduate.  Luckily for you, you are a designer and you will adapt, all while scaring yourself silly.

    This also means that the things your lecturers are teaching you in first year become irrelevant by the time you leave.  So, focus on learning how to learn, and don’t get too wrapped-up in software and the latest widgets – you can learn that from a book or on the job.

    disks

    Zip disks once held unimaginable amounts of data, and using one at art school seemed awfully professional.  Less so now. Photo from Flickr, by Runs with Scissors.

    8. Your friends will earn more than you.

    But you’re not in this for the money, right?  Whatever, it will still irk you that while you are beavering away at trying to score a non-paying internship, your friends will be recruited by management consultancies, lured by the bright lights and Audi A4s of accounting, and generally earning a hell of a lot more than you.  While this is not likely to change, what I hope you discover after a few years (see #4), is that you are developing a true career for something you love (see #5).  And that is worth more than money.

    9. The bum job is never the bum job.

    It’s all too tempting to huff and puff at the jobs you deem dull and boring.  You want to design the TVs, when all I get to design is the stupid power supply.  Poor you!

    But here’s the thing; do the so-called bum jobs and you will gain respect amongst your peers, carve new relationships for the role of design, and discover that it’s often these parts that turn up in multiple other areas of the company.  Suddenly, the power supply that you originally made for a TV also pops up in other products, and you have planted the seed.  So, get in the habit of jumping in with both feet, and people are very likely to take notice.

    I have control!

    A friend of mine working at a big European electronics company once took on the challenge of redesigning all their remote controls.  What started out in music equipment and televisions, eventually ended up with him building relationships in Medical Devices, and throughout the organisation. Enthusiasm is infectious.  Photo by Crouching Badger.

    10. There is no one career path.

    Looking at the designers that comprise the Dell design team, you see a surprising span of disciplines and cultures.  While there are those where the design job followed a path set by the design school, there are just as many with backgrounds in architecture, engineering and medical products; there is no one route.  What we share, regardless of background, is a set of attitudes, aptitudes and experiences that enable us to deliver world-class products and experiences.  As a designer emerging from school, it’s your job to build these blocks and learn how to combine them.

    Good luck!

    Jonathan Biddle is Lead Industrial Designer at Dell, based in Taipei, Taiwan.

  • Bob Su’s Masterclass

    Bob Su, provider of Pro Engineer confusion… and the team who were at the learning centre at the same time. From the left… Bady, Diego, Michael, Anke, MR. BOB SU, Shiao Chris, SanD, Cesare, Da Chris, me! Bob Su’s level of English was incredible – 4 days of pain from laughing at this guy. I felt guilty…. okay another lie.