Questioning the synchronicities and juxtapositions between life, design, and the way we look at the world.
Last week, over 40 of frog’s creative leaders converged in Austin, Texas for our Creative Summit. One of the most important outcomes of this yearly gathering is the time we spend with each other, face to face. It allows leaders from our 8 studios across 3 continents to share our work, stories, and worldview. And perhaps most importantly, it builds the social connections that we rely on in the new kind of creative organization we’ve built, in the words of Mark Rolston, “more like a modern social or technical network; a matrix of creative minds, guided to work together towards a more expansive vision than that of any one personality.”
Major themes this year included the changing nature of “innovation,” new developments in brand strategies, the future of mobile platforms and their open networks, and the ongoing importance of and reverence for industrial design in our organization. But, perhaps surprisingly, one of the most hotly debated topics amongst this year’s leaders was magic.
Yes, magic.
It turns out that what many (myself included) believed to be a common denominator amongst our varied and distributed leaders is actually a sharp demarcation between two camps over what, exactly, it is we do as designers.
In the first camp: “What we do has nothing to do with magic! We design objects and interactions for people, in the clearest and most logical way, so the people we design for may have a transparent understanding of the mechanics of those objects and interactions. We help people survive in the world.” In other words, design is about function, purpose, usability.
In the second camp: “Of COURSE what we do is magic! We are nothing if not magicians, making the impossible real, bringing the just-out-of-reach right into the palms of our hands. Whether objects, or experiences, we create the moment of wonder and delight.” In other words, design is about meaning, emotion, even transcendence, if you will.
The initial shock over the apparent rift in our collective and deep seated definitions of design quickly moved from wide eyed silence into heated debate. The cause of the rift was studied, poked, prodded, and examined from many angles. Hard alcohol was consumed, and fraught exchanges went on into the night.
We unpacked the meaning of “magic” as it stands for the two camps. In the first, “magic” is offensive because it implies sleight-of-hand, or a kind of manipulation of the people we design for. It is seen as dishonest, and perhaps condescending. Moreover, it draws a confounding veil over reality and the judgment we use to navigate its treacherous waters.
In the second camp, “magic” is the highest goal and greatest compliment of design. It is seen as the realization of a higher meaning, a moment of rising above the drudgery and constraints of everyday reality into a shining moment of truth, vision, and aspiration. It is representative of our best, most human moments.
As we continued to find the nuance in meaning (and disagreement), we uncovered a second, equally important aspect of magic. That is, magic is not only a tool wielded by the designer (for better or worse motivations); magic also resides in the eye of the beholder, those we design for. Magic, in the negative sense of the first camp, is a person’s sense of chicanery, foolishness, or mistrust as they engage with the object of design. In the positive sense of the second camp, magic is a person’s sense of awe, receptivity, and moment of clarity as they engage with the object of design. But whether positive or negative, the views reveal and reinforce the long-held principle of design, the one that separates it from pure art: we design not just for ourselves, but also for others. There is a heavy responsibility and an awesome opportunity in that principle that even the most serious, jaded or cynical designer can remember with pride.
As for myself, I’m firmly in the second camp. I think we are the sorcerers who weave the powers of technology, culture, art and craft into a bright wave of meaning and experience, accessed equally through the head, heart and hand. I also think we are simultaneously the receivers of design, the tiny humans that are ever looking to experience that one awake moment in which we glimpse all the answers and all the possibilities of our own strange existence. And I can live with that.
sustaining magic
Karl Long - October 14, 2009
Really enjoyed this article, a good reminder that in many ways design has an interesting duality, with magic at one end of the spectrum and optimization at the other.
The one thing that struck me as you talked about how the magic of the experience is co-created in many ways between the beholder and the designer, and I think this is very true. The challenge I think is to sustain that magic beyond the initial experience, through the life of the experience. Many products focus on the initial experience, from the advertising, to the packaging, to the look of the product, to the feel, and the magic is sustained until we use it for a week and suddenly the magic is gone and the item ends up in a closet, unused, the magic has gone.
The challenge i think as designers is the magic has to grow over time, as opposed to disappearing in the harsh light of intimate experience with the object, artifact, or experience :)
magic
George Murray - October 29, 2009
It's better for the industry if design remains magic and magic is more fun for designers. I personally enjoy magic. I think that single word is the wrong label for this side of the camp.
The magic side has nothing to lose by choosing to not even discuss this issue, while the logic-people only have discussion ad naseum to justify their side.
See, magic people enjoy dissecting design, but it's not the only way to figure it out for them. It's not the only way to justify their existence. Magic wins.
magic camp
Rod Graves - October 30, 2009
I think utility and magic are inseparable. The experience of magic comes from interacting with a system that is so seamless, so well-resolved, so meaningful and intuitive that one feels a sense of awe. Yes, there is mystery – the “how could it be any other way?”, the “I don’t know how they did that, but it is amazing!”. As is oft repeated, “Any sufficiently advanced technology is indistinguishable from magic” (Arthur C. Clarke). Advancement can take many forms.
Far from detracting from the experience, awe and wonder add to it. It is in fact the very root of joy in interaction: the result of using something that is not just adequate, but so superlative in every sense that your pleasure becomes self-evident to you. Essentially, magic is the byproduct of exceptional design.
designing mystery
stuart nolan - November 3, 2009
I have a background in both performance magic and digital media design (Interactive TV, Web, mobile, game, interactive museum displays). In 2002 I was funded by the National Endowment for Science, Technology and Art to develop links between the two fields. Since then I have run many Designing Mystery Workshops that have addressed issues of magic, mystery, deception, and illusion in interaction design for screen, cross-platform media, game design, technology design, installation art, and service design with various commercial and academic clients.
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