Design and Social

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Design and Social Life By Ellen Lupton

Essay published in Design Life Now: National Design Triennial (Cooper-Hewitt, National Design Museum, Smithsonian Institution, 2006).

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itting on my desk is a monograph about the Dutch designer Hella Jongerius. The book is designed by COMA, a design partnership based in New York City and Amsterdam. In place of the digital renderings and photos of finished goods that dominate most design books, this volume presents objects as part of social life: products appear in a workshop or studio, often in multiples, in spaces inhabited by people. The cover photograph, shot in an immaculate factory workroom, shows seven red and white vases cradled in the arms of seven men who, presumably, helped birth them.

The book you are looking at now also was designed by COMA. This volume resulted from a social process that transpired among curators, writers, designers, editors, manufacturers, and booksellers—a process that now includes you, a potential reader. Perhaps you bought or borrowed a copy of the book, or you have picked it up in a store, or maybe you are viewing a digital version on the pages of Amazon.com or another on-line seller.

Across the room from me, my eleven-year-old son Jay and his friend Tony are playing Will Wright’s game The Sims, which models the workings of an ordinary household. As players decide how people in their artificial family unit will spend their time and money, the software spins out a life, generated automatically according to simple rules that yield unpredictable results. Some households hum with joy and prosperity, adding rooms and attracting friends; others go bankrupt or catch on fire.


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