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www.design-journal.com

DESIGnPrinciples & Practices:An International Journal

Volume 1, Number 2

Design Practice within a Theory of Practice

Guy Julier

DESIGN PRINCIPLES AND PRACTICES: AN INTERNATIONAL JOURNAL http://www.Design-Journal.com First published in 2007 in Melbourne, Australia by Common Ground Publishing Pty Ltd www.CommonGroundPublishing.com. © 2007 (individual papers), the author(s) © 2007 (selection and editorial matter) Common Ground All rights reserved. Apart from fair use for the purposes of study, research, criticism or review as permitted under the Copyright Act (Australia), no part of this work may be reproduced without written permission from the publisher. For permissions and other inquiries, please contact <[email protected]>. ISSN: 1833-1874 Publisher Site: http://www.Design-Journal.com The DESIGN PRINCIPLES AND PRACTICES: AN INTERNATIONAL JOURNAL is a peer refereed journal. Full papers submitted for publication are refereed by Associate Editors through anonymous referee processes. Typeset in Common Ground Markup Language using CGCreator multichannel typesetting system http://www.CommonGroundSoftware.com.

Design Practice within a Theory of PracticeGuy Julier, Leeds Metropolitan University, UK

Abstract: 'Practice' in a sociological sense refers to routinised behaviours that consist of several elements, interconnectedto one another. To paraphrase Reckwitz, these include forms of bodily activities, forms of mental activities, artefacts andtheir use, a background knowledge in the form of understanding, know-how, states of emotion and motivational knowledge.Using ethnographic and interview data that focuses on teenagers' use of iPods, this presentation maps out the sociality ofpractice. Through this analysis, I argue for an approach to design that does not focus on individual users and objects, butfor a complex appreciation of the networks of artefacts and actions that are contigent upon one another within respectivefields of practice. Thus it is perhaps most productive for the designer to look at the norms and 'rules' of these fields, but alsoat their edges and overlaps with other fields.

Keywords: Practice, Contingency, Sociality, iPod

ON 6 JULY, 2006 at Durham University,UK the ‘Practice Oriented Product Design’(POPD) (Shove and Watson 2006) mani-festo was launched. This was the culmina-

tion of three exploratory workshops under a researchproject entitled ‘Designing and Consuming’. Thisformed part of the Economic and Social ResearchCouncil and Arts and Humanities Research Councilspecial programme on ‘Cultures of Consumption’.The project was led by Elizabeth Shove of LancasterUniversity, with the workshops involving the parti-cipation of designers, sociologists, design historiansand researchers. Their aim was to explore the inter-connections between design practice and consump-tion theory, leading to the production of a new con-ceptual model for designing. Hence POPD.In essence, POPD attempts to instrumentalize a

sociological theory of practice as a way of exploringthe routines of users, leading to the possibility offurther design innovations springing from this ana-lysis. Key to it is its turn away from design merelybeing about the relationship between individual userand object. POPD presents amore socially embeddedview of use that engages networks of users withconstellations of artefacts and systems. It stridentlyproclaims that:

POPD renounces all approaches, whether insocial science or in design, that focus on specif-ic products or upon individual users. POPD fo-cuses on the routine ways of doing, understand-ing, knowing and desiring comprise human ex-perience and social structure at all scales. It isin the performance of practices that users andproducts come together, in complexes of skills,meanings, materialities and temporalities(Shove and Watson 2006).

This article uses the POPD manifesto as a startingpoint, elaborating it as a conceptual tool for design-ing. It extends its definition and outlines its academicbackgrounds. It then turns to a qualitative, primarystudy of teenagers’ use of iPods to reveal how prac-tice theory may be mobilized to understand thecomplexity and instability of product use. The resultsof this study are then used to provide further sugges-tions for how designers might use practice theory,both in identifying and exploring design opportunit-ies but also in understanding where percieved oppor-tunities may not function so efficiently in reality.

Practice TheoryDevelopments in the sociological consideration ofconsumption have led to a greater sense of connectiv-ity that provide compelling structures for investigat-ing the role of design in society. Beyond individual,privately-orientated activities of use, ownership andmaintenance focused on the domestic sphere, arelayers of socially-constituted activities where indi-viduals are carriers of collectively held practices andmay comprise sets of conventions and procedures(MacIntyre 1994). By thinking in terms of consump-tion as ‘practice’, we can begin to explore it in a waythat considers the specificity of its various modesand locations, the possible interrelationality of ob-jects, spaces and images and the ways by which rulesof engagement act.For Reckwitz (2002: 249):

A ‘practice’…is a routinised type of behaviourwhich consists of several elements, interconnec-ted to one another: forms of bodily activities,forms of mental activities, ‘things’ and theiruse, a background knowledge in the form of

DESIGN PRINCIPLES AND PRACTICES: AN INTERNATIONAL JOURNAL,VOLUME 1, NUMBER 2, 2007

http://www.Design-Journal.com, ISSN 1833-1874© Common Ground, Guy Julier, All Rights Reserved, Permissions: [email protected]

understanding, know-how, states of emotionand motivational knowledge.

A consideration of practice therefore brings togethermaterial and immaterial processes. Practice is sup-ported both by designed artefacts – for example,things that are used, spaces that define activities orimages that communicate information – as well asshared ideas as to how those practices may be carriedout or what they might mean. Practices are ‘filledout’ by a multitude of individuals and products thatact as their carriers. They are therefore socially con-stituted and socially observable.Molotch develops this idea in terms of what he

terms ‘lash-up’. He uses the simple example of thetoaster, explaining that its existence presupposes thesupply of bread of a certain size and other materialsupports. Objects are contingent upon the existenceand succesful functioning of others. ‘Not just havinga taste for toast, people enroll, as sociologist BrunoLatour [1987] would say, in the toaster project’(Molotch 2003: 2). Furthermore, the toaster engagesphysical and mental activities from the skill requiredslice bread and place it in the toaster to knowing themost appropriate settings for different thicknesses.Beyond such knowledge, it also engages the emotion-al internalization of the routine of breakfasting. Thesetherefore involve social knowledge and shared under-standings. Practice also involves orders of conti-gency. Thus the toaster is unusable without a supplyof electricity and pointless without sliced bread. Asecond order of contingency rests in other materialobjects such as jam, bread knives or plates. Theseextend and enrich the toaster project, making it moreviable as an acceptable practice. But they may alsobelong to other practices (like sandwich making andeating). Ultimately therefore, as the POPDmanifestowould have it, ‘No object is an island’ (Shove andWatson 2006).Practices are conceived in terms of various forms

of consumer activities, each with its sets of rules andnorms. Bourdieu (1974; 1992) developed the notionof ‘field’ as an extension of practice. He wasprimarily concerned with explicitly competitiveversions of practice wherein the field provides thesetting for its rules (Warde 2004; 2005). Analogouslyand quite literally, many sports take place in fieldsand require specific and agreed rules for them to becarried out. They also include designed hardwarethat provides the focus for their play, supports theirrules and facilitates their spectatorship. However,even sports involve a combination of competitive-based rules and non-competitive understandings andtheir successful function requires the combinationof these. Thus it is necessary to go beyond a compet-itive conception of field – where all actions are stra-tegic – to embrace a more nuanced understanding ofpractice.

Schatzki (1996: 89) argues that practices work asboth coordinated entities and are performed. In theformer case, rules are explicitly formulated in orderfor practices to coalesce and be understandable. Thismay be implicit in terms of the tacit, shared ‘doings’and ‘sayings’ within a practice or it may be explicitthrough rules, principles, precepts and instructions.In the case of Molotch’s toaster project, there are theexplicit rules laid out either in the gadget’s instruc-tion manual or in the affordances given by its inter-face and function. But there are also shared formsof guidance that are more tacit: knowing, throughtrial, error and observation, the correct settings thatproduce the perfect piece of toast for either margerineor butter. Finally, this may exist through what hecalls, ‘teleoaffective’ structures in which a sharedaim defines how a practice is carried out and thoughtabout. Practices are sustained through their perform-ance. Regular enactment of practices tests and rein-forces their norms. Repeated toast-making at break-fast time involves the honing of bodily and socialskills as, for example, a family learns how best toregulate the various activities associated with achievetoast – where best to slice bread without getting inthe way of someone else who is using the toaster,how best to stop crumbs spilling over the kitchenfloor, how to store butter so that it is not too hard tospread on warm toast and so on. The emphasis, inusing this approach to practice, is on the relationalityof people and artefacts.In terms of questions of design in relation to

practice theory, value is not perceived to reside inproducts or services themselves nor in the meaningsattached to them (for example through product styl-ing, branding or advertising), but it emerges inpractice itself (Shove, Watson and Ingram 2005).Economic value is only as much as people are pre-pared to actually pay; the environmental value of a‘green’ product is only realised upon its use; theemotional value of a brand requires a shared frameof reference among its participants. Artefacts givefocus to, facilitate, mediate and explain norms ofpractice but they only have value in so far as theirconsumers are prepared to engage them.This leads Warde (2005: 141) to suspect that, ‘the

distinct, institutionalized and collectively regulatedconventions’ of practices insulates their carriers from,‘the blandishments of producers and promotionalagencies’. The routines of everyday life as well asinstitutionally imposed rules make consumers ofproducts and services unchanging in their habits. Aslong as a family has a routinised approach to makingtoast, it is unlikely to replace the toaster project withsome other device.However, while practices may indeed display fa-

cets of normative action, they are also continuallyevolving. This may be in response to external stimu-

DESIGN PRINCIPLES AND PRACTICES: AN INTERNATIONAL JOURNAL, VOLUME 144

lae such as climate change, environmental legisla-tions, rising interest rates, the threat of terrorist attackor war. Rising electrical power costs may cause afamily to reconsider toaster usage. But corporationsare also constantly devising ways of moulding exist-ing practices or creating new ones. Thus in introdu-cing new products or services, producers seek todestabilize established practices (Slater 2003).By considering consumption in terms of practice,

the analysis is shifted away from thinking about thetransactions between individual user and singularobject. Instead, one is encouraged to consider differ-ent activities as constituting a network of people andproducts. In a similar spirit Reckwitz (2002) attrib-utes the emergence of practice theory to a wide net-work of thinkers. Beyond the pivotal role of theaforementioned Bourdieu, Reckwitz identifies, forexample, the influences of the ‘performative’ genderstudies of Butler (1990), Giddens’s theory of struc-turation (1984), Garfinkel’s ethnomethodology(1967), Latour’s science and technology studies(1991) and Foucault’s investigation of the relation-ships between bodies, agency, knowledge and under-standing (1978). This is a heady and diverse list ofcontributors. But perhaps their common element isin placing the social not solely as mental activity,nor as discourse or interaction (Reckwitz 2002: 249).Rather they seek an interconnectedness betweenthese and material circumstances. Within designtheory itself, an approximation to this attitude is inMargolin’s conception of a ‘product milieu’ that hedefines as, ‘the aggregate of objects, activities, ser-vices, and environments that fills the lifeworld’(Margolin 1995: 122). By extension this ‘aggregate’is understood, regulated and routinized throughknowledges.Practice theory and, in terms of design, its more

explicit articulation in POPD, encourages an aban-donment of characterizing consumption in terms ofthe relationship of individuals to singular objects.Within the sociology of consumption this latter ap-proachmay be (stereo)typified in Slater’s (1997 Chp.1) claims that consumption entails an exercise ofprivate, personal choice to be identified as a cultureof freedom and individualism – a private act whichis consigned to personal pleasure rather than publicgood.Within design theory it may be (stereo)typifiedin Norman’s (1988) highly focused studies of inter-action with things that lies at the base of UserCentred Design. Elsewhere, I have critiqued a similarimpulse toward singularization of the object thatstems from particular approaches to Visual Culturestudies, arguing that, by contrast, design culture in-volves the repetition or reformatting of related visualand material phenomena through a multitude ofplanes and moments (Julier 2006).

Having established a conceptual framework forunderstanding the interrelationships of the materialand the immaterial within practice, it is productiveto explore these through a real-life example.

Teenagers Practising the ‘iPod Project’Since the release of its first generation version inOctober 2001, the iPod mp3 player has been the fo-cus of growing popular and academic discussion.Popular discussion, in particular through online blogsand message boards such as www.ilounge.com, ht-t p : / / p l a y l i s t m a g . c o m , h t -tp://blog.wired.com/cultofmac, http://www.ipod-itude.com and http://blog.easyipod.co.uk, has largelyconcentrated on its technical developments and po-tential and/or individual actions and experiences ofthe product. Likewise, in academia Bull (2005) hasanalyzed the object’s ability to mediate space andexperience, showing how users create playlists thathelp to ‘narrate’ everyday activities through choosingspecific sets of songs to colour routines such as jog-ging or taking public transport. Kristensen (2006)explores the design details of the object’s hardwareto reveal the way by which its use instigates a highlyembodied experience of exchange, between humanmanipulation and electronic responsiveness. Cooley(2004), speaking more generally of handheld elec-tronic gadgets that include screens (otherwise knownas ‘Mobile Screening Devices’), calls this process‘tactile vision’. The fit in terms of the relationshipbetween eye, hand, body and listening also extendsthe act of looking into a strongly embodied process.The design of the iPod therefore facilitates a trans-ition from visual appearance, through tactile engage-ment to aural immersion.Such studies are useful in understanding iPod us-

age. However, they are partial in that they only referto one specific element of the ‘iPod project’, that ofthe individual’s experience of using an iPod forlistening. What happens when their earplugs aredisconnected? Are there other, connections that aremobilized around the iPod? How is the iPod instru-mentalized within social networks?What are the or-ders of contingency that surround the object andmark out an ‘iPod practice’?These questions motivated a study carried out

through the summer of 2006 of teenagers and theiriPod usage. This initially drew on the practices ofteenagers aged 14-16 in the neighbourhood in whichI live (a relatively middle-class suburb of a large cityin the North of England). For the sample group –facilitated through social and family networks – Iused close ethnographic observation of the interac-tions between them that hinged on iPod use in partic-ular and music following in general.

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Notwithstanding potential ethical conflicts, theage and cultural distance between myself as amiddle-aged academic and the teenagers would re-strain the depth of ethnographic observation. Hencethis was supplemented by in-depth, loosely structuredinterviews with 10 teenagers of both genders whoare linked through friendship and kinship networks.Questions began by focusing on the various advant-ages and disadvantages of using an iPod over othermp3 players as well as how they coordinated theiruse with each other and across different music tech-nological platforms. This allowed for the explorationof deeper issues relating to how they imagined theirand others’ iPod usage to function within their socialgroups. It also included exploration of their notionof value and design. Most of the interviews also ex-tended to discussing other objects in their social lives.Thus we discussed how they use communicationnetworks such as mobile phone texting and MSN.Notes of the discussion were written up and thequotations used in this article were subsequentlychecked over by the respondents.The decision to focus the study on teenagers aged

14-16 was partly guided by the networks of respond-ents available. But it also proved to be an age groupwhere themeanings and significances of the practicesunder analysis are intensified. By and large these areteenagers with reduced expendable incomes ascompared with older teenagers who have access topart-time jobs. Some of their material possessionsappeared to play a significant role in their lifeworldsas achieving them is a relatively harder challenge,requiring more patient saving up or waiting for theirpossible gifting. Furthermore, not least because oftheir psychosexual development as described byErikson (1959), they are an age group with aheightened sensitivity to the relationships of individu-al identity and peer recognition and the ways bywhich these are manifested. As a result the teenagersinterviewed provided articulate and insightful ac-counts of their practices.It immediately became apparent that beyond indi-

vidual listening, a range of other activities gavemeaning to the ‘iPod project’. Collecting, archivingand display of mp3 based music was of supremeimportance to them. For ‘iPodders’, the supportingiTunes software and interface was just as importantin this process. This interest is obviously not disim-ilar to the practices of collecting of vinyl – as fiction-alised in Nick Hornby’s novel High Fidelity (1996)– , cassettes or compact discs. However, the ease ofdistributing and duplicatingmp3 files combinedwiththe ability to display lists on iTunes added extraweight to this activity. As Joe (16) remarked:

It’s good to go round to friends’ houses and seewhat music they’ve got. You get to know whatthey’re like through that. Sharing the music is

really important. So looking at their iTunes andplaylists is an easy way find out whatsomeone’s like. But it can be other stuff, otherforms of MP3, CDs, records..whatever.

The teenagers observed and interviewed were cer-tainly not precious about the brands they used. Theywere clearly aware of the various distinctionsbetween them. This was expressed almost to a pointof ‘tribal honour’. But they were also keen to pointout their ability and readiness to move across plat-forms, bodging and hacking their way through anyobstacles that were designed to discourage ease ofmovement. Antoine (16) puts this as follows:

I like to talk with friends who have Creativesbecause we can tell each other how well we’vedone getting these at half the price than iPods…I tend to swap music files with other Creativeusers as it’s easier, though it’s not impossibleto swap iTunes files.

Equally, George (15) moved freely between brands,stating that:

The Creative is where I store all my music andthe Nano is for carrying my music around. ButI always end up carrying both around. I preferthe iPod…it’s just cool... the Creative does thejob, but the iPod looks better and it’s easier tomanage with my friends’ stuff.

The ease of displaying and swapping music filesthrough iTunes was important to these teenagers, asBecca (14) describes:

I don’t think that any of my friends have gotiPods. They’ve got Shuffles or Nanos. I quitelike the idea of building up my collection. I gotan iPod because everyone else has got iTunesas well and it makes it easier then.

Ethnographic observation revealed the sociality ofiPod and iTunes use even more starkly. These teen-agers create social gatherings in order to compareplaylists and swap music. Parties are an opportunityto perform the cultural capital that is manifestedthrough their playlists through iPod dj-ing. Commu-nication networks and nodes such as MSN, e.mailandMySpace allowed for music and its accompany-ing knowledge base to be moved around within theirgroups.The study revealed two clear issues in the context

of this discussion of practice. Firstly, it showed that,at least amongst these teenagers, there is a loosercorrelation between taste and product thanmarketingspecialists might imagine. Muñiz and O’Guinn(2001) propose the notion of a ‘brand community’where individuals who engage in extended and deep

DESIGN PRINCIPLES AND PRACTICES: AN INTERNATIONAL JOURNAL, VOLUME 146

enthusiasms for a particular brand of product mightform support networks that constitute a communitythat is clustered around it. This may be separatedfrom other forms of community identification andprocesses. For these teenagers this only had a partialeffect, however. Tastes in music may sometimes bereplicated by certain technology choices. Thus, forexample, Jamie (15) stated that he was unlikely toget an mp3 player as he didn’t think that many of hisfriends were into his tastes in music (a mixture ofdeath metal and late romantic classical music). Butoverall, their fluidity between makes of mp3 playerand, indeed, other music technologies, their pragmat-icism in placing the exchange and storage of musicfiles beyond any slavish brand following and theirmore limited financial resources, meant that theaesthetic thrill of owning and using an iPod was justone in a list of reasons for using one. There are the

official ‘rules’ that constitute using iPods and itscontingent iTunes as specified by the affordancesallowed by their technologies. On the other handthere are the unofficial understandings that allowthese to be circumvented and make up their success-ful play in social life.Secondly, then, the iPod is part of a ‘network so-

ciality’ (Wittel 2001) that is facilitated by a mixtureof contingent and improvised connections. Or putthe other way round, in addition to being the objectof individual contemplation in the way that Boradkar(2003), Bull (2005) or Kristensen (2006) describe,the iPod is also a social instrument. Diagrammatic-ally, the interconnected bodily, mental and emotionalactivities, the knowledge, understandings and theuse of things that constitute Reckwitz’s definition ofa practice would be as follows.

Using Practice Theory for DesigningThe identification of what constitutes specific prac-tices provides a useful conceptual framework thattakes the designer beyond the individual user to un-derstanding the constellations and dependencies thatlink objects, environments, systems and users togeth-er. By analyzing the ‘suites’ of contingent objects(the toaster, sliced bread, butter, jam, small platesetc. or the iPod, the computer, portable hard-disks,MSN, mySpace etc.) on the one hand and theknowledge, understandings, bodily activities andstates of emotion that are shared between users onthe other, the designer may start from an enrichedawareness.As the above diagram suggests, there are first or-

ders of contingency that make up ‘suites’ of objects.These are objects that have dependency on eachother for their basic function: the toothpaste and

toothbrush, the toaster and sliced bread, the iPod,computer and iTunes.There are also second order contingencies that the

designer may take into account as well. These arethe ones that are not necessarily requirements for theprimary object to function but they do facilitate anextended use of it. Hence the toothbrush holder, jamor mySpace. These secondary orders of contingencyare often where the social questions of value, tasteor connectivity may exist. The toothbrush holdercreates the ‘family’ of toothbrushes of a family – itorders, displays and identifies them. Jam allows forshared appreciation of the individual’s food enthusi-asms. MySpace is where teenagers display theirpersonal music interests through which music fileswapping subsequently takes place. The connectionbetween first and second order contingencies is notnecessarily always intended by manufacturers.However, if the designer were to explore the relation-ships between these two, then more extended innov-ations may take place.

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The use of a practice theory approach also takesthe designer beyond questions of ergonomics oremotional response of the individual user. Whilstthese are important, practice theory suggests that thedesigner may also think in terms of ‘social ergonom-ics’ by considering the embodied actions of individu-als in relation to others. This isn’t merely about thedesign of objects for sharing, but about the socialbehaviours that objects facilitate. The interviews andethnographic observation of teenagers using iPodsdemonstrated that beyond the bodily actions of indi-vidual use (such as scrolling through the tunes menuor plugging the earphones in) there is also an embod-ied form of social use. At a basic level of productuse, the design of its interface meant that users arequick to learn their navigation and therefore browseeach others’ tunes. The recognizability of the distinct-ive product form subsequently triggers an almostinstantaneous curiosity to know what songs were oneach others’ iPods. The size of the screen enablesthe display of playlists to each other. By thinking interms of ‘social ergonomics’, the designers mighttherefore consider secondary, social usages and howthe design of products accommodate these.Practices are rarely stable, however, and it is im-

portant that designers appreciate their instabilitywithin making design decisions. The POPD mani-festo itself acknowledges that they are in long termevolution. As new product design intervenes onpractices, as do a myriad of other influences (social,cultural, environmental, technological and so on),so those practices change.Between carrying out the fieldwork and thewriting

of this paper there have been interesting develop-ments that may alter the ‘iPodding’ practices de-scribed. Steve Jobs’s confirmation on 9 January 2007that Apple would be launching an iPhone that yearthat would integrate telecommunications, internet,e.mail and mp3 capabilities was just one point in alengthy treadmill of rumours regarding the brand.However, according to the Annual Digital Musicsurvey of 3,000 British consumers, carried out byEntertainment Media Research and the law firmOlswang, take up of the idea of combining mp3 andtelecommunications capabilities is patchy (Allen2006). Their research found that most teenagers wereopen to an integrated machine but just over halfwould pick a phone with a music player over aphone-enabled mp3 or iPod.This resistance may be explained by a number of

factors such as the perceived high cost of such appar-atus or the lack of music storage facility deliveredbymp3 enabledmobile phones (theMotorola ROKRlaunched in 2005 that incorporated iTunes capabilitystored just 100 tunes). If viewed through the lens ofpractice theory it is clear that ‘iPodding’ and mobilephoning for teenagers occupy different but related

domains of practice. We have seen that amongstiPodders the collection, exchange, archiving, displayand performance of music files clusters a range ofspecific technologies. If we were, by contrast, toview the mobile phone as part of a range of techno-logies that are mobilized within teenagers’ commu-nication practices, then these may be viewed quiteseparately. Mobile phones, MSN, e.mailing andmaking announcements on platforms such asMySpace belong, for these teenagers, either to thesocial bonding of ‘chat’ or, crucially, as instrumentsto coordinate other practices. The timetabling, co-ordination, agreement and organization of leisureactivities in intensified, highly calculated ways is,as Southerton (2003) argues, a relatively contempor-ary rather than traditional phenomenon. It is a prac-tice in itself. While sharing some technologies and,indeed, motivations (such as social acceptance) withiPodding, the organization of their respective routinesare distinct from one another.The iPhone sits on the boundary between two so-

cial practices. How comfortably it will occupy thisposition remains to be seen. Given the instability ofpractices, particularly those involving intenselymarketed technologies and highly flexible teenagers,one can only regard this particular issue in historicalterms. Consideration of this iPhone question sug-gests, however, that the designer might not only ex-plore the constituitive phenomena of discreet prac-tices but may also regard practices as nesting uponone another, as mutually dependent or, sometimes,in conflict. By intervening through products, images,environments, services or systems that exist betweenpractices, the designer may enhance their relation-ships or help in the creation of new ones. Such inter-ventions may be made on the things that provide fo-cus for practices or on the background understand-ings that influence how they are carried out.The relationality of objects has been expressed in

aesthetic terms, for example, through the so-called‘Diderot effect’ (Kopytoff 1986; Schor 1998). Thiswell-known tale refers to the quandary producedwhen someone buys a new itemwhich in turn makesall their other possessions seem out-of-date.Everything else subsequently needs updating.Designing with practice theory inmindmay dispensewith such an aesthetic homogenizing impulse, unless,of course, the practice in question is concerned withthis in itself. Instead, the constellation of artefactsand human activities within a practice may includea mixture of levels in terms of designerly sophistica-tion or advancement.In terms of social well-being and environmental

agency, the proposals of Ezio Manzini, though notexplicitly, come close to an expanded application ofpractice theory. Rather than taking on the traditional‘problem solver’ mantel, Manzini and Jegou (2004)

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propose that the designer develops tools to recognizeand analyze social innovations that engage veryeveryday practices – taking children to school, pre-paring meals, sharing dwellings. The designer’s nextjob is to develop services, systems and/or artefactsthat either ensure the continuation of such practicesor their replicability in other contexts. His methodo-logy encourages a pragmatic, open-ended andmediaagnostic engagement of design while also requiringthe designer to undertake highly focused analyses ofthe material and immaterial features of specificpractices. Ultimately, he also considers the relation-ality of practices, so that sustainable communitiesare carried by their interlocking and mutuality.Beauty may be in an individual object, but may alsobe in the textures that constitute the functioning andinterrelationality of a practice. His conception ofcreative communities does not assume an all-encom-passing conception of ‘community’. Rather, a creat-ive community is the result of the nesting of mul-tiples of specific practices that are finely and sensit-ively tuned within themselves and to each other.Whilst not explicitly so,Manzini’s thinking resonateswith a practice theory approach to designing.Just as no object is an island, so no theory is an

island either. Aside from Manzini’s concept of‘Sustainable Everyday’, one may note the rise of theimportance of ethnography to design practice (e.g.Tso 1999) or the innovation of ‘Cultural Probes’ (e.g.Gaver, Dunne and Pacenti 1999) as elements of thedesign research toolbox that have accumulated inthe past decade. These also point toward the reinvig-oration of design practice orientated toward sociality.

ConclusionViewed in historical terms, practice theory, as de-rived from sociology, and its application to designmight help resolve the schism between a Modernistenthusiasm for collective standardization and thePostmodernist solipsism of the sovereign individual

consumer. Arguably, High Modernism concerneditself with all objects and people being equal andtherefore homogenuous. Postmodernism promotedthe idea that individual taste and experiencematteredbefore social processes and activities. Practice the-ory’s dogged focus on ordinary, routine processesacknowledges the specificity and diversity of humanactivities rather than reducing them to single, aesthet-ic denominators. Equally, it reinvigorates a commit-ment to the importance of the social networks thatmake everyday life hum. Notwithstanding its poten-tial commercial applications, for social and environ-mental reasons alone it seems opportune to sign upto the project of practice theory and its instrumental-ization through design.This article does not claim a special place for the

iPod as a social instrument. It merely provides anaccessible example to illustrate the relationship ofdesign to practice. Likewise, I do not assume thatdesigners are unaware of the wider systems withinwhich objects function. But practice theory providesa structured and articulated framework by whichdesigners may undertake their research. In particularthe consideration of first and second order contingen-cies, as I have called them, may help in the mappingand evaluation of the significance of the objects thatdesigners develop. Practice theory may also be usedto analyze the connections between different clustersof related activities. Design intervention subsequentlybecomes conceived as a process of destabilizing theirrelationships, mediating their conflicts or achievingmore harmonized, efficient dependencies betweenthem. More generally, it is hoped that embracingpractice theory will aid a deeper consciousness andmore knowing appreciation of the relationshipsbetween material goods and immaterial processes.My thanks go to Elizabeth Shove, Matt Watson

and Jack Ingram who convened the ‘Designing andConsuming’ workshops and also to my colleagueWendyMayfield with whom I discussed drafts of thisarticle.

ReferencesAllen, Katie (2006) ‘iPod fails to ring bells with phone option’, The Guardian, Monday 4 September.Boradkar, Prasad (2003) ‘Material Things, Immaterial Music’, Proceedings of the IDSA International Design Education

Conference: 23-31.Bourdieu, Pierre (1974) Outline of a Theory of Practice. Cambridge: Cambridge University Press.Bourdieu, Pierre (1992) Logic of Practice. Cambridge: Polity Press.Bull, Michael (2005) ‘No Dead Air! The iPod and the Culture of Mobile Listening’, Leisure Studies, 24(4): 343-55.Cooley, Heidi Rae (2004) ‘It’s All About the Fit: The Hand, The Mobile Screenic Device and Tactile Vision’, Journal of

Visual Culture. 3, 2: 133-155.Erikson, Erik (1959) Identity and the Life Cycle. Selected Papers. New York: International Universities Press.Foucault, Michel (1978). The History of Sexuality: An Introduction. (R. Hurley trans). Harmondsworth: Penguin.Gaver, W., Dunne, A., Pacenti, E. (1999) ‘Design: Cultural Probes’ in Interactions: New Visions of Human-Computer In-

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About the AuthorProf. Guy JulierGuy Julier's research activities range through design-led urban regeneration, design and social participation,political economy and the sociology of design culture. Throughout these his interest is investigating the networksand relationships between material and immaterial artefacts and practices. This interdisciplinary approach isdemonstrated through his book The Culture of Design (2000; revised edition forthcoming). Earlier publicationsinclude New Spanish Design (1991) and the Dictionary of Design since 1900 (1993, revised 2004). He is acorrespondent of Experimenta (Madrid), an Editorial Board member of the Journal of Visual Culture and acontributor to 2+3D (Krakow).

DESIGN PRINCIPLES AND PRACTICES: AN INTERNATIONAL JOURNAL, VOLUME 150

DESIGN PRINCIPLES AND PRACTICES: AN INTERNATIONAL JOURNAL

EDITORS

Peter Burrows, RMIT, Melbourne, Australia.

Daria Loi, Intel, USA.

Bill Cope, University of Illinois, Urbana-Champaign, USA.

EDITORIAL ADVISORY BOARD

Genevieve Bell, Intel Corporation, USA

Michael Biggs, University of Hertfordshire, UK

Thomas Binder, Royal Danish Academy of Fine Arts, Denmark

Jeanette Blomberg, IBM Almaden Research Center, USA

Eva Brandt, Danmark Designskole, Denmark

Monika Büscher, Lancaster University, UK

Patrick Dillon, Exeter University, UK

Kees Dorst, TUe, The Netherlands and UTS, Australia

Ken Friedman, Norway and Danmark Designskole, Denmark

Bill Gaver, Goldsmiths University of London, UK

Judith Gregory, Institute of Design, USA and University of Oslo, Norway

Clive Holtham, City of London University, UK

Hiroshi Ishii, MIT Media Lab, USA

Gianni Jacucci, University of Trento, Italy

Mary Kalantzis, University of Illinois, Urbana-Champaign, USA

Maria Cecilia Loschiavo dos Santos, University of São Paulo, Brazil

Terence Love, Curtin University, Australia

Ezio Manzini, Politecnico of Milano, Italy

Julian Orr, Work Practice & Technology Associates, USA

Mahendra Patel, Leaf Design, India

Toni Robertson, University of Technology Sydney, Australia

Terry Rosenberg, Goldsmiths University of London, UK

Keith Russell, University of Newcastle, Australia

Chris Rust, Sheffield-Hallam University, UK

Liz Sanders, Make Tools, USA

Lucy Suchman, Lancaster University, UK

Ina Wagner, Technical University of Vienna, Austria

Dvora Yanow, Vrije Universiteit Amsterdam, The Netherlands

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