Design for Repair
By Derrick Mead
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Design for Repair - Derrick Mead
Introduction
Repair is a design constraint, an outcome of product design, and a practical activity performed—or not—on designed objects. The knowledge and understanding required to design things well is similar to the knowledge and understanding required to fix those things effectively, but in practice, these shared capacities get applied to very different ends. Both agents, the designer and the repairer, seek to solve similar problems from opposing starting points, with different limitations. Holistic, empathic thinking is key from either vantage: empathy for the user, as well as the object. Designing a product creates an archetype which is then reproduced ad infinitum; repair is necessarily a one-to-one exchange, focused on a specific designed object. Design is speculative, multitudinous, and detached: one designer, to many objects, to many users. Repair is concrete, singular, and inherently personal, in these terms of fixer, user, and object: one to one to one.[1]
Product design is engaged with ideals, creating the best solution possible within physical and abstract constraints, like budgets, or aesthetic sensibilities: the most good for the largest number, frequently at the lowest possible overall cost. Repair is mired in the morbidity of extant things and, rather than seeking improvement, most often focuses squarely on good enough, or getting back to normal,
the designed-for functionality that preceded mishap. Instead of looking out into blue sky and seeing something that wasn’t there before, repairers must look deeply into something that’s right in front of them and figure out what to change, replace, or strengthen in order to return it—a toaster, for example—back to service.
Asking designers, technicians, and engineers about repair abstractly—or, more precisely, asking professionals concerned with the functioning of objects to consider repair as an ideal—has frequently led to confusion from parties on both sides of the design/repair divide. A question like Why aren’t durable goods designed specifically for easy repair?
incurs the same skeptical look from designers as What would you change about the things you work on, to make them easier to fix?
gets from tradespeople. The polarity of this spectrum, with designers on one end, products (and users) in the middle, and repairers on the other end, makes for real difficulty in communicating vital information about what people want and need from their belongings under less-than-ideal circumstances, how they actually use them, and finally—most important, here—what happens when things break.
Investigating repair in the abstract took me from the suburban labs of Underwriters Laboratories to the offices of mechanical engineers at Consumer Reports, from dingy appliance repair shops in Brooklyn to gleaming technical training institutes in midtown Manhattan, from landfills on Labor Day to Macy’s 34th Street on Black Friday, and finally, to the Cooper Hewitt, Smithsonian Design Museum. I spoke with working designers and technicians, graduate students and their professors, product marketing managers and customer service representatives, salespeople and junk haulers.
In searching for a specific object on which to focus my investigation, the common kitchen toaster came up again and again. As it turned out, Bill Moggridge, the late director of the Cooper Hewitt, and Bob Della Valle, principal engineer for cooking appliances at Underwriters Laboratories, both designed toasters early in their careers. Derek Brine, an instructor at