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Jesse Marsh
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Major at Williams: Studio Art

 

Even before leaving Williams, I became enamoured of the new Milanese school of Industrial Design, largely due to a big exhibit at the MOMA in 1972 called “Italy: the New Domestic Landscape” (I missed it but devoured the catalogue). It featured a group of architects aimed at interpreting new materials (e.g. plastic) and new technologies (e.g. transistor TVs) in the light of the social and cultural upheaval of the late ‘60s. The Hubbard Hutchinson Fellowship allowed me to travel to Milan upon graduation, where I landed an apprenticeship at the “studio” of one of the featured design teams (Marco Zanuso and Richard Sapper), and I ended up working there for seven years before branching off on my own. Below you can see some of my designs for a range of clients, all following that approach.

Towards the end of the 1980s, I began to feel that the local design scene was beginning to lose its original relevance, with new materials and technologies requiring increasing specialization and the social drivers losing steam; design was becoming a merely stylistic exercise with the rise of postmodernism. At the same time, however, computing was just beginning to be unleashed upon the general public; that seemed to me to be the great new design challenge, even if it involved working with the immaterial. I started with an experimental exercise designing the logic flow and screen graphics with a client for whom I had just designed a programmer for pacemakers.

Then I managed to get involved in the world of European-funded collaborative research projects, initially dealing with multimedia and learning technologies and soon branching off to teleworking, smart cities, e-democracy, and a whole range of social and technological innovations all requiring, in my mind, a new vocabulary in a similar fashion as the transistor TVs of the ‘70s.

Over time, these projects developed a common set of methods to engage end users to participate directly in the design of applications and services; this co-design approach was baptised as the Living Lab movement, in which I participated for over 10 years.  In a co-creative process, rather than a designer giving form to the object of creativity (be it a chair or an app), non-designers become engaged in a process that elicits their collective creativity: The new role of the designer - or more often a multi-disciplinary creative team - is to configure and mentor that process, whose result is then collectively owned by all. The methods for this continue to evolve, and I am currently focusing on coordinating a network for the collaborative co-creation of new circular business models and value chains for the textile and clothing sector.

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