Author: Oliver Wrede

  • The business value of Design

    The business value of Design

    Business leaders who focus on their balance sheets are likely to overlook the potential value that a good design team can bring to the overall performance and value of a company. In other words: The business value of design is not just its ability to generate direct revenue, but its potential to improve almost every relevant business metric.

    This is not obvious until it has been tried and design has had a chance to become an integral part of business processes and workflows. It is not just about fashionable ‘design thinking’ or ‘innovation management’ (both of which have always been the domain of design). It is about the simple fact that communication and visualisation at all levels are fundamental to all creative and intellectual work. Design is like the salt in a soup: without it, it is still a soup… but a bland one that nobody likes.

    And this is not wishful thinking: many of the larger consultancies have seen the potential and started to investigate. And it has become clear that a high level of design awareness contributes significantly to the overall success of companies.

    To say it in simple terms:
    A high design maturity of a company is a key indicator for how good a company leverages its own potential for business success and revenue.

    As a result of their work, designers influence factors such as internal learning, understanding complex issues, communicating effectively and thinking in systems. Design is above all intellectual work, helping to innovate internally and externally, and to drive change towards positive outcomes.

    Why is Design particularly relevant for this?

    Designers never take anything for granted. They think outside the box and always have their eyes on the future… and where “the puck is going to be” (to borrow Steve Jobs’ famous quote from Wayne Gretzky). They are also doers. They are movers. They are shakers. They do not stop at ideas. They are expected to implement them – at least to convince everyone of the true potential of an idea that may seem ordinary at first, by reconnecting creative thinking with the reality of customer experience.

    And it is quite plausible that this attitude is important for many, very many things that companies and organisations might be struggling with.

    The only reason that the “business value of design” is and has been an issue at all is that many managers actually disagree! For them, design is just an element of marketing or a necessity in the product development part of their business. They do not see the strategic value in the solution patterns that designers create through their work.

    And yes, there is evidence!

    InVision on the Business Value of Design

    Let’s try to approach it with a Design Maturity model – as it is common to understand the evolution of a practice these days:

    “Companies with high design maturity see cost savings, revenue gains, and brand and market position improvements as a result of their design efforts”

    In 2018 InVision has conducted an online survey with over 2.200 companies that were asked what the positive effects of a design team within the company was. There were not only foreseeable effects on the product quality and customer satisfaction but also notable effects in operational efficiency, business profitability, brand value and market position.

    frog on the Business Value of Design

    In the same year 2018 the design agency frog has issued a report on how Design influences key metrics like

    • (a) time-to-market
    • (b) market reach
    • (c) increased engagement and loyality
    • (d) enhanced internal capabilities
    • (e) transformation towards a vision

    For frog there is a clear potential to measure the impact of the work of design teams for business success.

    “The difficulty in creating a business case for design initiatives is that benefits can be tough to measure, hard to attribute, differ by industry and even company, and pan out over a long timeframe. However, it can be done.”

    Timothy Morey, VP Strategy at frog

    In terms of time-to-market the report mentions CheBanca and Saudi Telecom Company (STC) that used design initiatives to significantly reduce development timelines and bring products to market more quickly.

    How design can extend the market reach is highlighted with an example of TouchTunes’ Virtuo jukebox which sold out at launch, shipped thousands of units in its first year, and significantly increased revenue and profits for venues, operators, and TouchTunes itself.

    Enhanced customer experience for the wealth management platform Guide Investimentos was able to drive engagement and loyalty that lead to the acquisition of over 10,000 new clients and a growths of revenues by 46.2% year-over-year.

    Lastly General Electric Co. (GE) is mentioned for its investment in a common software platform and UX practice, thus enhancing the internal capabilities and leading to a 100% productivity gain in development teams and an estimated $30 million saved in the first year, showcasing how design can enhance internal capabilities and lead to cost savings and potential revenue growth.

    McKinsey on the Business Value of Design

    In the same year 2018 McKinsey finished a five years long study with 300 publicly listed companies. The report argues that investing in design is not just about improving the look and feel of products or services but about adopting a strategic and analytical approach to design that integrates it into the core business processes and decision-making. This approach leads to significant financial benefits, including increased revenue growth and shareholder returns.

    McKinsey even invents an own metric – the McKinsey Design Index (MDI) that could be calculated by looking at these factors:

    • (a) analytical leadership
    • (b) cross-functional talent
    • (c) user experience
    • (d) continuous iteration

    With these metrics the report concludes that companies in the top-quartile MDI scorers saw their revenues increase by 32 percent more than their industry counterparts over a five-year period.

    The same companies with high MDI saw their total returns to shareholders (TRS) increased by 56 percent more than the increase of their industry counterparts over the same period.

    “Design is more than a feeling: it is a CEO-level priority for growth and long-term performance.”

    Authors of the report

    This signifies a substantial impact of effective design practices. Company’s financial performance is strengthened and thus reinforcing the argument that investing in design is not just about enhancing the aesthetic appeal or usability of products and services but is also a strategic investment that can lead to significant business growth and shareholder value.

    The takeaway

    Design is a strategic asset!

    Companies that excel in design don’t just happen upon success; they make deliberate, strategic choices to invest in design capabilities, integrate design thinking across their organization, and align design initiatives with business objectives.

    It requires a comprehensive approach to Design!

    Successful design transcends traditional boundaries, encompassing not just product design but also user experience, service design, and digital interfaces. Companies that adopt a holistic approach to design, considering every touchpoint in the customer journey, are more likely to create cohesive and compelling user experiences that drive engagement and loyalty.

    Conversely, this means that companies that do not understand the strategic relevance of design and how it influences internal processes to improve their own business are simply missing out on a good chunk of revenue!

    It always pays to invest in Design!


    More about Design Maturity Models

    There is a study from June 2022 that compared different design maturity models.

  • Studying and Teaching Interface Design

    Studying and Teaching Interface Design

    This text describes how I got to know Gui Bonsiepe over 30 years ago, what it meant for me to study with him, how this subsequently influenced my own teaching, and what I think his work means for me today. These are personal thoughts. I nevertheless hope that they have meaning for readers with an interest in Gui Bonsiepe’s work.

    Gui Bonsiepe and me during a hike in July 2020

    How I got to know Gui Bonsiepe

    Gui Bonsiepe began a new chapter in his career in 1992 when he accepted an appointment as a professor of “Hypermedia and Interface Design” in a new design program, the “Cologne Model (Kölner Modell),” at the Cologne University of Applied Sciences in Germany. I was in my first semester myself when I attended his inaugural lecture. I still knew very little about design and even less about this field of teaching or this new professor. The lecture took place in a large multiplex movie theater, an unusual venue for an academic lecture. A special cinema, called the “Black Box” by the venue managers, served as the auditorium. In retrospect, this name was highly symbolic, as Bonsiepe’s presentation opened up a new perspective for the students in attendance: Bonsiepe’s concept of the “Interface” described design with an emphasis on the tool characteristics of designed artifacts. Gui Bonsiepe formulated calmly, concentrated and with his peculiar mixture of rhetorical questions and prepared, precisely placed statements. When I left this “Black Box,” I had the feeling that I had switched to a completely new study program, without the usual administrative circumstances that such a switch usually entails.

    In the action-theoretical approach introduced by Gui Bonsiepe and characterized by the term “interface design”, it doesn’t matter whether you’re designing a product, software, or printed material. This unifying perspective stood in opposition to the excessive specialization in design that the new course was essentially directed against. Bonsiepe provided a theoretical building block for the agenda of the “Cologne Model” and, through his involvement, established a link to the HfG Ulm, which had been closed around 25 years prior. His participation and commitment helped to improve the reputation of the study program and increase the chances of the Cologne Model being recognized internationally. This was very much in line with the objectives of the initiators. Bonsiepe’s approach to design theory was less characterized by observations from the distance of the more general humanities or cultural studies, but rather motivated by concrete practical design issues and their significance for a broader political and social discourse. A few years later, some of these considerations were reflected in the book Interface – An approach to Design (the German version was published in 1996, while the English translation followed in 1998).

    In the 1980s, the computer found its way into design practice. At the beginning of the 1990s, a new wave of interactive media began, which was initially distributed primarily via CD-ROM. Gui Bonsiepe’s teaching area “Hypermedia and Interface Design” dealt with the role of the computer as a medium. His teaching activities in Cologne began at the same time as my own studies and coincided with the emergence of the World Wide Web, which led to the popularization of the Internet. I was there when Gui Bonsiepe saw a web browser and HTML pages in action for the first time. He jokingly described that moment in time as the “darkest Middle Ages” and the upcoming internet era as the “world of the future”. The topic of networking and digitization was on the agenda everywhere. In the morning, there was talk about the computerization of everyday life and the emergence of a knowledge society, while HTML was coded by hand in the afternoon. Google and Facebook would not be around until ten years later. The first gateways to the vastness of the fast-growing Internet were called Global Network Navigator and later Lycos or AltaVista. It really was new territory and a new field of activity for designers.

    Gui Bonsiepe was always very interested in the possibilities of technical innovation. He was always optimistic about those advancements and potentials. The projects we did with him during my studies were mostly about useful applications. I can’t say whether one can go so far as to say that Gui Bonsiepe ignored the dangers of technology in his teaching. What is certain, however, is that his teaching focused more on the opportunities of new technologies than on the dangers. Designers could and should use their work to show how technologies can be used sensibly.

    What was my experience of Gui Bonsiepe as a teacher?

    It may have been a strange and fortuitous combination that a teacher with many years of design and professional experience met a completely new medium at the same time as his students. It allowed us to work together: we were constantly learning from each other and had a lot to discover and discuss together. It is characteristic of Gui Bonsiepe’s modest nature that in the early years I had little idea of his connection to the HfG Ulm or the significance of his work in South America: It played no role in the actual project work, and Gui Bonsiepe obviously had no reason to impress his students with stories about his career or his international reputation. He never made a big deal out of his former work life and achievements. Mutual recognition was always based on the current joint work and the associated design issues.

    The students could have easily lost themselves in technical details and constant innovations. Soon, every company wanted its own website and needed designers who were able to create meaningful online presences. Technically, it was all still relatively simple HTML and you could implement web projects without having studied computer science beforehand (there was not much CSS and even less JavaScript that could have complicated things). And even though Gui Bonsiepe himself was someone who had his own curious fascination for new technologies, he was indispensable for us students in placing our experiments in a wider political, economic, and sociological context. Bonsiepe not only let us design, but helped us connect our own work to a broader design discourse and recognize what determined our assumptions. He referred not so much to concepts from art history or cultural studies, but introduced separate terminology that came out of an original design discourse. He positioned design as a fourth field alongside art, science, and technology. He strengthened our self-confidence by emphasizing the role of designers in translating technological progress into everyday life and highlighting the uniqueness of designers in this task.

    His teaching was always characterized by an interest in and curiosity about the new questions facing the designers of his time. He often spoke of design discourse and that design was also a discursive activity. In general, articulated debate and verbal clarity were one of the most important elements of his teaching. He encouraged us to express ourselves clearly, often responding to overly clumsy attempts at explanation and ambiguity on the part of the students with a puzzled facial expression and the question “What do you mean?“. As soon as an argument could be presented clearly enough, he often helped by furthering the chain of thought and placing it in a larger context. I can’t say whether this was a particular didactic strategy, but it was certainly typical of Gui Bonsiepe. I remember that some students would have liked more advice on specific questions of formal aesthetics and did not get on so well with his way of not commenting much on individual design decisions. But his categorical assertions made it clear that each of our own work results was to be regarded as a part of the design discourse. Gui Bonsiepe not only trained designers but also taught us to think about the function of design in a wider context. At the same time, he did not ignore design practice. It was self-evident that we should never neglect the simple, practical design details while discussing broader subjects. Design solutions were above all examples of solution strategies and potentially typical procedures. Therefore, it was less about qualifying concrete designs and more about reflecting on the way of working and thinking that gave rise to our assumptions and enabled design decisions.

    There were some lecturers in the design department who tried to attract a certain amount of public attention to the subject of design and the “Cologne Model” through PR and press campaigns. This desire for public perception was also linked to the need to examine the validity of the new study approach and perhaps also the preservation of the special status as a model study program. As far as I recall, these issues did not play an important role for Gui Bonsiepe. He may have been convinced by the concept of the curriculum and the basic interdisciplinary idea, but he did not seem to have an interest in regional debates and local politics. A whole series of graduates who studied and graduated under Gui Bonsiepe in Cologne are now actively teaching themselves. This can be seen as an indication that Gui Bonsiepe himself always raised design education itself as a prominent issue in his teaching.

    How was my own teaching influenced by Gui Bonsiepe?

    After a few years as a freelance designer and a brief interlude at an art-oriented college, I was appointed as a professor in the communication design program at Aachen University of Applied Sciences. In the early 2000s, this program expanded into the field of interactive media. Right at the beginning of my teaching career, I realized that I was pursuing a somewhat different approach to teaching than many of my new and immediate colleagues. I realized how my training in the “Cologne Model” and my studies with Gui Bonsiepe encouraged me to see design as a changing domain and not to give students the impression that the positions had been debated and the field of work was mature. To the contrary, that field was changing rapidly, and there was no indication that this was slowing down.

    Although my teaching area “Interactive Media” was seen by my colleagues as a specialization within the program, interdisciplinarity was always important to me. I proposed a more generalist approach that clearly reflected my interest in design. While I did, of course, focus on audiovisual media and information architecture, the question of interactivity was less of a goal for the work than the starting point. This was expressed, for example, in the fact that I did not design seminars and project topics as simulations of typical real-world job assignments. I also didn’t try to take the technical issues of new media too seriously (it was constantly changing anyway). Instead, I focused on the question of how people might think, work and live in the future if digitalization were to be a help or a hindrance. The aim was to work out where designers are still not sufficiently involved and what approaches they can use to achieve meaningful interventions. Gui Bonsiepe emphasized to us that design does not stand apart from social discourse, but is fundamentally connected to it. He appreciated the concrete design work, but he was almost more interested in reflecting on the relationship of designers to their environment and the conditions under which designers work. For me, this meant that design could never be seen as something given and “completed,” but that designers always had to be in a position to re-legitimize their own existence at any given time. This led me to challenge students not only to come up with designs, but to try to understand the contexts in which their work is embedded. Today, I often ask students what they think other designers could learn from their work results.

    The self-image of designers as co-authors of sustainable solutions to problems was often at odds with that of the general public or economic players. The tension between a socio-cultural and an economic-political perspective on the design profession has challenged me as a teacher. In the degree program in Aachen, the change from a more art-oriented to a design-focused program had only just begun when I started to teach there around 2001. Within that curriculum, the design basics and the practice of designing were seen as enormously important, while conceptual work, intellectual input, and the ability to put this into clear words only played a role later on in the course – if at all. The result often counted more than the process that produced it, and the design strategy used to achieve results was often secondary. There were even professors that expected only designs and no written concept at all (not anymore, I should add). The mission statement of the course still celebrated the myth of creativity as the source of good design and focused on the training of “designer personalities”. I was very suspicious of both notions, but particularly of the latter: the development of a personality may have been an effect of a good design education, but not the reason or the goal.

    Gui Bonsiepe has undoubtedly influenced my teaching. One example of a discrepancy between my attitude and that of those around me, especially at the beginning of my teaching career, was the understanding of “design basics.” Many of my colleagues were of the opinion that a meaningful study of design could only begin once certain practical foundations had been laid: Typography, color design, illustration, etc. This then led to a very packed mandatory program in the first year of the degree, followed by an unfocused and open-ended project course up to the final exam. Design theory was not an integral part of each area of teaching, but “outsourced” in a mostly lecture-based segment of the curriculum. This has essentially not changed to this day. The overemphasis on practical skills at the beginning of the course suggests to students that these skills are the most important characteristic of a professional career. The problem is not so much the overemphasis per se, but rather the fact that so many required and optional courses are crammed into the first semesters of study that there is not enough time for theoretical or design-strategic discussions. It is not uncommon for students in the middle of their studies to have reached the end of an extensive foundation course and to have settled on their profile, and sometimes even decided whether or not to reflect theoretically on what they do and how they do it. This can devalue design education to mere skill training. Theoretical considerations of one’s own work then seem more like unnecessary ballast and there is a lack of patience to deal with design itself in a knowledge-oriented and open-minded way. This becomes apparent in the fact that many students have a hard time understanding what theory actually is. Often they regard any kind of language-based work in the design field as “theory” – even normal conceptual work is falsely regarded as some kind of theoretical activity. Achieving respectable results quickly is more important than the question of why and how.

    Recognizing that design work is an intellectual challenge long before it becomes a practical challenge would be a start towards changing the basic understanding of design education. If design is far more than a professional qualification, then this is undoubtedly rooted in this intellectual work. While skill-based training is only about simulating professionalism, academic training offers the opportunity to constantly redefine professionalism and thus prepare design and design practice for future challenges instead of merely reacting to existing challenges that may be outdated once the study is finished.

    This is also where the demand for multi-professionalism and interdisciplinary work comes in, which is frequently encountered in the professional world. Data, information, and project environments are often so complex that they cannot be overseen by one person alone. The cooperation of several players with different perspectives is intended to tackle and overcome more complex challenges in projects. A remarkable observation is that even simple design solutions can achieve great effects if they are targeted at the right spot in a problem domain. Great system effects can be achieved through good leverage. However, this presupposes that designers can think in systems and understand where the leverage effect of design solutions can be particularly large. This is where design education fails in many places. There are initial attempts to approach the topic through special further education courses and, for example, to offer master’s degree courses with a focus on design strategy. In my view, this is well-intentioned, but far too little and far too late. The reason for the failure of design education is not the lack of corresponding specialized courses, but the outdated disciplinary understanding of design basics, which is still based on the image of the designer as an “aestheticizer” and in which design is simply understood as cosmetic work in the context of brand staging. In view of the pressing social, ecological, and economic challenges, nothing seems more inappropriate and foolish to me than limiting design to inventing additional consumer options and preserving outdated business models through fashionable and fancy redesign. There is enough to be done to solve urgent problems and avert impending crises. What is the significance of Gui Bonsiepe for me today?

    Gui Bonsiepe’s contributions to the design discourse are special because they span over six decades and reflect different socio-cultural contexts. From his texts, I conclude that there are still a lot of open questions to which designers can and should contribute – also because new questions are emerging: artificial intelligence and its impact on the world of work, gender equality, sustainability and climate crisis, anti-intellectualism and the return of authoritarianism, the one-sided distribution of wealth, aging societies, intercultural understanding, etc. There are many subject areas in which new tasks are also opening up for designers. At the same time, design is a field that lends itself to certain actors who want to position themselves with their own agenda. The habit of separating such agendas as if it were a race for relevance slows down the work towards a greater consensus.

    However, this differentiation and broadening of the design discourse has still not resolved some important issues. One example of this is the relationship between design and business. There is still a persistent discrepancy between “what design could be and what it is”: Designers still do not find adequate recognition for their work everywhere. The contribution of design to economic success is still underestimated. As a result, economic potential often remains untapped. As recently as 2018, McKinsey demonstrated in a five-year study of around 300 companies (The business value of Design, 2018) that sustainable investment in design has a significant impact on corporate success, sales growth, and stock market value.

    Despite this clear evidence, designers in many companies are still at the beginning of a difficult educational process. Design consultants use maturity models to classify the extent to which companies have integrated design into their way of thinking and working. This shows that the vast majority of companies still have to be classified at the lowest levels of design maturity. And in difficult economic times, design is mainly what is cut back on. According to a publication by the German Federal Ministry for Economic Affairs and Energy, the decline in sales in the design sector in Germany alone is estimated at 4.7 to 8 billion euros in the first year of the COVID pandemic – more than in any other sector of the creative industries in Germany (but I suspect this is not specific to Germany).

    This at least corresponds with a position that Gui Bonsiepe has repeatedly advocated: Design is still at the beginning of a definition compared to other disciplines. Part of this development is the development of common goals, agreements, and the joint identification of helpful contributions on how designers move within their profession, so that there is a chance that design can also come into its own as an elementary cultural technique beyond a service business. The next generation of designers are already setting their own priorities and are faced with a changed social and political situation in which critical thinking is required more than ever, with a real danger that discourse will split into many side and niche issues due to the complexity of the questions.

    If we are to avoid this fragmentation, we can use Gui Bonsiepe’s overarching and wide-ranging work and take the impulses he presented to us, and further a humanistic and modernistic agenda. We can cross socio-political divides by being interested in other cultures, and open to learning from unexpected sources, to understand how to act in unity and achieve sustainable progress.


    References

    Bonsiepe, G. (1998) Interface – An approach to Design. Maastricht: Jan van Eyck Academy.

    Bundesministerium für Wirtschaft und Energie. (2020). Kurzfassung: Monitoringbericht Kultur- und Kreativwirtschaft 2020 at https://www.kultur-kreativ-wirtschaft.de/KUK/Redaktion/DE/Publikationen/2020/monitoring-wirtschaftliche-eckdaten-kuk.pdf

    McKinsey & Company. (2018). The business value of Design at: https://www.mckinsey.com/capabilities/mckinsey-design/our-insights/the- business-value-of-design#/; accessed December 2023)


    This text is taken from a book »Noventa Aniversario gui bonsiepe« with collected texts of friends of Gui Bonsiepe. The book was presented to Gui on his 90ies birthay in 23rd March 2024. The texts were gathered by Maria Gonzalez de Cossio, who came up with the idea for the book.

  • US Justice Department launches large scale lawsuit against Apple

    US Justice Department launches large scale lawsuit against Apple

    The US Department of Justice is going after Apple and their anti-competitive strategies to practically establish and maintain monopoly power in the market.

    This pretty much resonates with my recent rant about Apples greedy practices by making their hardware almost impossible to repair (by pairing parts inside a device so that replacing them would cripple the device).

    Here is the news on NBC: https://www.nbcnews.com/business/business-news/apple-sued-doj-antitrust-monopoly-biden-rcna144424

    The alleged conduct

    • Apple’s actions are seen as stifling innovation by hindering the emergence of “super apps,” as defined by the DOJ, which could significantly enhance user freedom and aid in the seamless transition between different smartphone ecosystems.
    • Apple’s policies are criticized for hampering progress in the gaming industry by obstructing cloud-streaming apps capable of delivering high-quality gaming experiences, thus forcing consumers to invest in additional hardware unnecessarily.
    • Critics argue that Apple’s restrictive practices on cross-platform messaging apps are a deliberate attempt to lock customers into their ecosystem, compelling continued purchases of iPhones instead of fostering an open communication environment.

    This is all about the software and the app store policies. But as I mentioned, I also think that their hardware is a disservice to customers.

    Why is this important?

    One may argue that replacing a part should be impossible due to security reasons: It would make it much easier to break into the system and using uncertified rogue parts to stifle the security of a device. I get that. But Apple has gone far beyond that (just see this example story of replacing a hall sensor in MacBooks).

    I think people should OWN their hardware after buying it. Vendors should be able to service it, but should not be able to exercise this level of power over the customers property.

    Without this, companies like Apple will never stop to expand the anti-consumer practices and use the walled garden to increase profits from the competition-free ecosystem they created beyond reason.

    BTW: Epic just announced to open an iOS Epic Store where you should be able to buy iOS games. Probably this will kill Apple Arcade, because the license fees of Epic seem to be much better for developers.


    Sources for more information on Apple’s legal challenges and business practices include The New York Times article on the lawsuit against Apple (Read the Lawsuit Against Apple – The New York Times) and CNN’s discussion on Apple’s antitrust scrutiny (Apple faces epochal moment with looming antitrust scrutiny | CNN Business).

  • New Seminar »Artificial Intelligence and Design«

    New Seminar »Artificial Intelligence and Design«

    The seminar this summer semester 2024 will be about artificial intelligence and design. Clearly there is a lot of shake-up coming from artificial intelligence. It is about time to explore what this means for designers, design and design education.

    Artificial intelligence has become a dominant topic since the release of ChatGPT by OpenAI. New AI innovations are presented almost daily and it is foreseeable that all areas of work and life will be affected – including, of course, the field of design. Some design working methods need to be reviewed and questioned. However, other fields of work are also facing radical changes and are trying to identify sensible options and position themselves in relation to AI developments.

    »Generative AI is one of the most exciting and powerful technologies of our time, but it also presents new challenges and risks that we need to address thoughtfully and proactively.«

    Sam Altmann, CEO, OpenAI

    This development is accompanied by a debate about the opportunities and risks. It is also important to examine the relevant viewpoints and reflect on the debate in order to engage with the phenomenon of artificial intelligence from a technology and socially critical perspective.

    Here are some presentations, that some may finde interesting to watch:

    Outcome of this seminar

    Participants understand the basics of artificial intelligence and design in the context of the associated technological changes. They explore conceptual and design issues and questions dealing with AI in design practice. This engagement with the topic is intended to provide an introduction to a sustainable examination of the influence of new technologies on their own field of work.

  • The issue with software-defined products

    The issue with software-defined products

    30 years ago the idea of “using” instead of “owning” was all the rage as a way to move into a more ecological future. To have products used by many people would allow to offer its services with smaller ecological footprints. This in par became true for car sharing services today.

    But the main use case of the idea of renting things instead of purchasing things has been perverted: Companies are producing more and more stuff that you have to purchase but then they behave as if you have only rented them. And they use the fineprint in the end-user license agreement to limit the ownership of the thing you think you own.

    One way to do that is the software defined products: Companies over-provision the hardware just to be able to enable or disable functions remotely. The reverses the ecological idea: instead of light hardware the products are filled to the brim with stuff, that provides features that you MIGHT want to rent out after the purchase.

    Also, these companies also often regard any sensor data of the hardware to be owned by them – and not by the customer. So even you toaster might collect data about how you use it. A toilet may collect data about how and when you poop. You think that is absurd?

    Think again.

    Look at what the car companies are doing with the »software defined vehicels«:

    Here is Louis Rossmann calling out this practice… calling companies »rapists« as they use their customers data without their consent or using dark patterns to hide the consent in the end-user license agreements:


  • Artificial Intelligence everywhere

    Artificial Intelligence everywhere

    Disclaimer

    This following text was generated using GPT-4.
    Don’t take it too seriously. It is just a test.

    Artificial Intelligence (AI) stands out as a revolutionary technology that’s altering the foundation of how we live and work. The impact of AI on the global economy far-reaching and it is touching every industry sector. What is the impact of this technology on our world?

    For creative minds, AI has emerged as a tool to unlock new levels of productivity. Creative professionals are harnessing AI’s capabilities to automate mundane aspects of their work, leaving them more time to focus on the creative process. From generating quick prototypes to providing insights based on data, AI allows creatives to experiment with unprecedented speed and efficiency.

    We also must confront the challenges that the advent of AI poses. One of the most pressing concerns is the potential for significant job displacement. With the power to automate complex tasks, AI could render certain roles obsolete, making it imperative for the workforce to adapt. Jobs as we know them may vanish or undergo radical transformations, necessitating a new approach to skills development and employment strategies.

    The technological change is also characterized by the fact that many individuals fail to anticipate the path we are on. Those most likely to be affected by AI’s disruption may not see it coming or fully understand its ramifications. The sheer breadth and depth of this transformation can be difficult to grasp, covering everything from job security and economic inequality to ethical considerations in AI application.

    A significant segment of the populace has yet to comprehend the vast implications of AI. It’s not just a tool that will change certain aspects of business and leisure but rather an upheaval of the present status quo. Its influence spans the elimination of jobs to the creation of new industries, calling for a societal shift in the way careers and economic contributions are viewed.

    On a more positive note, others are beginning to incorporate this change into their understanding of the immediate future. Education systems are slowly integrating AI-focused curriculums, businesses are investing in employee retraining, and governments are considering the societal impacts of AI, setting up frameworks to mitigate its potentially harmful effects.

  • Greedy Apple is not interested in a good customer experience

    Greedy Apple is not interested in a good customer experience

    As Tim Cook has told the investors and shareholders: Repairable devices reduce sales of new devices and that is holding down revenue in a saturated market. So this parts pairing scam that Apple uses to prevent anyone to replace parts in a broken device is a way to force customers to buy new hardware instead of keeping good hardware functional through repairs.

    C’mon on, Apple! You can do better!

    This is lousy. This is greedy. This is costly for consumers. And it is ecologically very bad (unless Apple recycles 100% of the old Apple devices, which they do not by far). With this “strategy” the environmental plans of Apple are just meaningless greenwashing.

    This should be stopped. Obviously the market does NOT get this right all by itself. This has to be regulated effectively. There should be a tax on devices that are hard to repair.

    black android smartphone on table
    Photo by Tyler Lastovich on Pexels.com
  • Note Taking Apps

    Note Taking Apps

    The website https://noteapps.info/ provides a comparison of various note-taking software. It covers 35 best note taking apps analyzed over 295 features. Apps are compared based on various factors like compatibility with operating systems, tagging, syntax, attachments, offline work, cross device syncing, and price among others.

    While the list of apps is impressive it does not feature Tinderbox (see http://www.eastgate.com/Tinderbox/)

  • Posting to WordPress with Obsidian

    Posting to WordPress with Obsidian

    The note taking and personal knowledge management tool Obsidian has a community plugin, that allows publishing of Obsidian notes to WordPress.

    It does not however support updating an Obsidian note from a changed WordPress post. It does not yet do pages, inline images or custom fields. But it seems the developer Cheng Liang is working on improving it. Unfortunatly the last update appears to be almost half a year ago.

    Here is the GitHub repository for that extension: https://github.com/devbean/obsidian-wordpress

  • Seminar »Information Topologies« in Winter Semester 2023/2024

    Seminar »Information Topologies« in Winter Semester 2023/2024

    The new project seminar for the students of the department of Design at Aachen University of Applied Sciences will be about “Information Topologies”.

    Information Topology deals with the organization and arrangement of information spaces. Often, the goal is to make information intuitively accessible and easier to find or learn, or to design a general strategy for the management of information and information spaces.

    Information topologies often include hierarchies, information networks, tagging, navigation concepts, orientation systems, etc. Designers make these information topologies manageable and effective through appropriate user interfaces.

    In this project seminar, we study examples of information topologies, evaluate them in the light of design practice and against the backdrop of current technological developments. Participants engage conceptually with information topologies and design their own approaches and prototypes.

    More Information here https://interactive.design.fh-aachen.de/lehre/information-topologies/

  • Posting to WordPress with Tinderbox

    Posting to WordPress with Tinderbox

    I am a long time Tinderbox user. But while having purchased a license many years I never have been able to fully use it for my purpose. It can do a lot of things – if you have the time to dig into it. Now Detlef Beyer has added an early prototype plugin to be able to post to WordPress from Tinderbox.

  • Facebook & Instagram destroy your attention span?

    Facebook & Instagram destroy your attention span?

    Just yesterday I wrote about Tim Berners-Lee complaining about what the web is like today. Today I found more commentary that supports this view.

    Big players like Facebook, Instagram introduced means to kill the ability of users to use URLs to create meaningful relations. On Facebook users are just allowed to express meaning in the form popularizing things through »liking« and »sharing«.

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  • First Web Browser

    First Web Browser

    The World Wide Web was invented as a hypertext document repository by Tim Berners-Lee who was working at the CERN research institute in Geneva. The OS Tim was using was NeXT (a predecessor to the MacOS X of today). There is a emulation of the first web browser in a NeXT UI (following links apparently needs a double click).

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  • Search beats Navigation

    Search beats Navigation

    Search has become one of the primary ways to access information online.

    There are six major drivers that have caused this departure from »orientation and navigation« tools as the main design challenge.

    (more…)

    Search has become one of the primary ways to access information online.

    There are six major drivers that have caused this departure from »orientation and navigation« tools as the main design challenge.

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  • OPML Editor (Frontier in disguise?)

    OPML Editor (Frontier in disguise?)

    NewImage
    About window of Frontier 5.1.2

    Over 24 years ago I learned about a Mac application called »Frontier«. This application taught me, that the Internet is actually a programmable environment.

    Frontier was a genius concept invented by Dave Winer, because it was not only a script language (called „UserTalk”). It also came with an object database and an editor to edit scripts as outlines (something some modern IDEs try to adopt and to better organize source code!). The scripts were edited and stored as objects in the very same database. The database could contain other stuff like texts, outlines, binary data, simple values — all in a hierarchical structure. An object in the hierarchy would automatically be accessible in the script like a variable. It was all self-contained.

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  • Information war of the right-wing conservatives

    This article by Carole Cadwalladr (@carolecadwalla) in The Guardian talks about how a couple of single right-wing conservatives in the USA use money, technology and the Internet to manipulate public opinion: And they already have set course to repeat their manipulative endeavor in Europe:

    Robert Mercer: the big data billionaire waging war on mainstream media
    With links to Donald Trump, Steve Bannon and Nigel Farage, the rightwing US computer scientist is at the heart of a multimillion-dollar propaganda networ

    The information warfare and manipulative deconstruction/reconstruction of opinion is currently developed as a military tool to interrupt recruitment activities of terrorist groups: