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Replying to a comment on:
Nicholas Martin's last great paper (Free verse) by Bachus
Consumer Beliefs and the S.S.P.
By
Nicholas Martin.
Design is in essence no more than problem solving.
One big problem facing a great number of businesses
in the world today is how to make people buy
more things. Every professional field designs
solutions to this all important problem in
some capacity (that's what defines a class of
activity as a professional field), and
every professional field offers a different solution.
The reason for this is that they each have not only
a different way of observing the problem but also
a different toolset with which to solve it.
For instance, if a historian worked for a
business confronted with the problem of
selling stuff to people
(the 'selling stuff problem', hereafter
abbreviated to 'S.S.P.'), he would tell his
employers to emulate the most successful manner
used in the most similar time past. On the other
hand, an economist would more likely recommend an
economic solution, concerned with the pricing and
cash flow situation of the people who would likely
need the product. The more broad and unspecific
historical and economic design solutions are,
the more accurate they are. Thus, they become
less useful to a company trying to decide how to
market a new, unique product to people living in
a time as unique as the present.
The core assumption of the practical or
'armchair' economistÃs S.S.P. solution is that
it is necessity that drives sales; that it is
by necessity you or I buy the things that we do.
The major logical stumbling point I see in
our economistÃs approach is that it fails to
address the fact that necessity means different
things to different people. You could even go
so far as to say that every person believes
that his or her needs are totally unique -
how many people could seriously say that their
needs in life could be generalized - that they
could find fulfillment in the exact same things
that a great number of other people could?
No person can seriously make that claim,
because what we think we need in life is a
very large part of what defines us as
individuals, or rather, of what we feel
defines our own individuality. We can generalize
about our needs as consumers of course; if we
couldn't, the S.S.P. would be not only unsolvable
but also impossible to address. And although
intensive, well funded study of the S.S.P.
has yet to yield a satisfactory solution,
generalizations about the, public's needs,
allowing businesses to make the money so
desperately needed for S.S.P. research.
Now, you may ask, what is it about the S.S.P.
that is so tricky? ItÃs not tricky like
the traveling salesman problem, or proving
Riemann's zeta hypothesis regarding the
mysterious distribution of prime numbers on the
number line. Even these seemingly
unconquerable problems, mysteries of the universe
in their most raw form, are occasionally solved,
often times even being mentioned in newspapers
afterwards. Yet even in 2003, the terrible walls
of the S.S.P. fortress remain as unsullied as ever.
Of course, the majority of mathematical
research is concerned with theoretical proofs
of what we already know in practice.
For instance, cartographers have probably
known for a long time that a map need only
3 colors to define color any map without any
two adjacent geographical areas being the
same color (and thus hard to tell apart).
Yet it is just in these modern times of
supercomputers and graph paper that we
have known for sure.
Similarly, businesses have known for a long time
that there are a few surefire ways to make money,
to generalize and manipulate the publicÃs needs -
indeed, there would be no businesses anywhere
without these techniques. Despite great efforts to
make sense of it, the S.S.P. remains every bit
as mysterious as a ghostly, enigmatic ship
gliding silently over the unfathomable, murky
waters of a secret lake in an enigmatic land.
Common sense obviates that comparing the S.S.P.
to mathematical problems is absurd.
The S.S.P. is inherently different from
mathematical problems since it arises not from
our desire for knowledge for the sake of knowledge
but from the desire of certain powerful
entities (businesses) to be able to become even
more powerful. It is in this sense a
contrived problem - a problem for its own sake,
a problem that need not actually have a
solution. Even though this may seem obvious to
you or I, the S.S.P. is still constantly
pursued, simply because the thought of knowing
the answer, having the keys to the
kingdom, is too good for a business to resist.
One could muse that the S.S.P. is like the
quest for the holy grail, and that the search
for it is in fact the real solution in that a
business looking for a way to sell something to
you is a business that becomes attentive to your
needs, naturally. This musing's analogy would be
correct, especially if it turned out that the
mythical holy grail killed you rather than giving
you immortality.
The reason the S.S.P. is such a monster is
that a businessà knowledge of its hypothetical
solution, that is, how to sell anything to
anybody, would be unappealing to us their
consumers, who buy only when we feel that on
some level, a product has been made for
us, that it is perfect for our needs.
Suppose, if you will, that McDonalds came out
with a new croissandwich next week.
Suppose that the reason that you would like
this new croissandwich, according to their
advertising, is that they know for a fact that
you would like it, because their marketing
department have a very clever way of modeling
your innermost needs and desires. How good
would that breakfastey sandwich treat taste
to you? I'll bet not too good.
In my previous essay, I discussed how in modern
times consumer appeal is primarily created by
an industrial designerÃs personal vision, and it
is this designer who in some small way we feel
is responsible for the quality we desire of
the products we buy (as opposed to this appeal
being created by our knowledge of the laborers
and processes used to create the object).
I submit that industrial designers exist for
reason more than to simply create the impression
that a product was designed by an individual.
After all, is this really enough to sell a product
with? If I glance into storefront x and see that
product y was is the result of the coherent vision
of designer z, is this going to strike a chord
with me? Of course not. The designer's particular
choices must appeal to me in particular, they
must have to do with more than my need for the
object, even if I do need it.
The total consumer, that which the industrial
designer must take into account, may for
our purposes be considered a package of beliefs
about how products may fulfill personal
needs. These beliefs, since they are unique
to each of us and difficult for even the
consumer to describe (often they will see a totally
new and unexpected product and simply have to have
it, a phenomena that could be termed latent demand)
are much more difficult to describe than they are
to observe. The obvious reason for this is that we
are all consumers, and so it would follow that our
own nature is as difficult to characterize
as our lust for what weÃve never seen before.
Thank the Lord for small mercies then that
there are observable peculiarities in
consumer behavior.
A good example of these peculiarities is meat.
Meat, especially red meat, is delicious,
and all consumers like it unless they have
something wrong with them. Meat, peculiarly,
is sold in packages made of materials notably
different from the materials mother nature
uses (animals). Plastic-wrapped Styrofoam is
about as different from a cow as you can
get. Why then is meat sold prepackaged in
small containers rather than cut off of newly
dead animals? The obvious and correct reason
is convenience, but try to imagine what would
happen if the whole reality of the butchering
process were made apparent, from breeding to feeding
to growth and to slaughter. Imagine if the
consumer had no choice but to see the big, black
dopey eyes of the cowÃs head stare at them as they
hang lifeless on a hook (the cow not the consumer).
A huge dead animal is a more frightening, and
unappetizing image than your local butcher could
afford to have around. So would make sense then
that the process behind the productÃs existence
(killing) is hidden. The consumer believes that
the meat will fulfill his need for something
delicious, something good, not something bad.
Death is probably the last thing you want your
customers thinking about.
Our relationship with nature is interesting in
that we selectively embrace it. When a product is
a natural, created through natural processes,
we think of it more highly than we would
otherwise, indeed this is often a primary selling
point (just think of health food stores).
It is peculiar then that we hate natural
processes that create unpleasantness.
One natural process particularly reviled is that
of dogs having sex with each other without
human consent and intervention.
Mutts, mongrel dogs, whatever you call them,
we hate them. Despite being stronger from a
genetic standpoint and more even tempered from a
practical one, many people support dog breeders,
and many people prefer to own dogs bred for no
other purpose than controlled sameness. We
believe that these dogs are somehow more desirable
than their peers of the muddy races. The reasons
for this are complex, for one thing, dog breeds
have historically not only been maintained
but mixed for specific purposes, often by
wealthy people. It is these breeds of old which
are in our day perpetuated, nobody breeds dogs
that are well suited to living in the city or
to cater to any other aspect of modern life
(although some people breed dogs for being
vicious). Our desire for pure bred dogs may
be associated with our desire to own a piece
of history. Or we may simply feel a sense of
pride in being able to think that a breed of
a dog matters, and that the dog's most
superficial characteristics (and the ones that
matter the least to the dog) are the ones that
define the dog's temperament. When you pick up
a dog from the pound you don't know what you're
getting, probably something bad - I
know that if someone rescued me from certain
death I'd try to bite them and defecate on
their furniture. On the other hand, when you get
a purebred golden retriever you can rest
assured that no matter what you do to the animal
it will still be as mellow as the
salesperson assures you.
Another strange commodity item are things created
by mysterious processes. These have no designer
or conscious entity behind them which we can
relate to. Examples of these objects can come from
the outer cosmos, such as meteorites or moon rocks,
or they may simply have been created by long
gone people from times past, such as arrowheads
made by American Indians. These may fulfill our
need to be close to history, or to know where we
came from. It has been said that without having a
past you don't have anything, and in a way it's
true. Just as a historian or economist uses events
of time passed to predict the events of time
approaching, we like to use objects of times
passed to describe our present and to establish
the inevitability of the future, I certainly know
I do. I find it life affirming, despite the fact
that I recognize that my belief is absurd.
That the fact that a stone I like the look of does
not in and of itself or in any other manner guarantee
that the sun will rise tomorrow does not phase me.
In fact, it is really this sort of conflict
and uncertainty which characterizes life,
explaining why we so relish certain pointless,
painful and risky activities, such listening to
punk music, fist fighting and getting 'tore
up', they confirm that we are living.
The desire to collect objects of importance
is not a desire ignored by industrial designers.
If a product can be designed so that it becomes
collected and held dear, it will be very
profitable. Children are notorious collectors
of certain types of things, examples being the
merchandise associated with favorite television
programs, separate toys collected for no
other reason than to collect (Pogs, for instance),
or some combination of the two (Pokemon is the
obvious example). One wildly successful
merchandising effort for a television program is
that of Spongebob Squarepants (hereafter abbreviated
to S.S.P.). S.S.P. is interesting for a number of
reasons. For one thing, S.S.P. appeals not only
to kids but to people of my age and older.
This has more to do with the quality of the
show itself than anything. What makes the
S.S.P. success so interesting is that the
merchandise has an immense variety that takes
the unusually large demographic spread of viewers
into account. Rather than simply making a few
dolls (or 'action figures') and associated
accessories, Nickelodeon creates a vast,
Hello Kitty-like range of toys. None of these
toys seem at first to cater to adults, since
adults donÃt like S.S.P. for its adult appeal.
You cannot buy a S.S.P. cover for your P.D.A.,
for instance. The S.S.P. merchandising effort
responds the showÃs universal appeal instead
through variety, making so many different
items that any consumer may find some way to
fill his or her personal space with S.S.P.,
be this space a childÃs bedroom, a toll
collector's booth or an office worker's cubicle.
If you want some S.S.P. there is some S.S.P. out
there perfect for you. The peculiarity in
this collecting behavior is that we believe that
a piece of S.S.P. merchandise will somehow make us
like S.S.P. This belief is normal in children,
of course, since a child's primitive imagination
does not distinguish whimsical absurdity and
reality. It seems a bit out of place then,
with adults, who themselves believe that they
are somehow beyond childhood. The profitability
of S.S.P. merchandise among adults would seem
to contradict this then, since it clearly taps
into a childlike part of the adult mind and
wallet.
We have seen so far that the consumer's belief
about a product can range from fanciful to
downright incorrect. It is worth mentioning that
our beliefs are not as completely inert as
all that, and as much as we try to ignore the
fact, our 'odd' or 'peculiar' behavior as
consumers has real consequences on larger,
impersonal scales. These consequences are
basically what you would call 'all that is
wrong with the world', and I don't aim to create
a complete list here but the first negative
consequence I'd discuss is 'environmental
problems'. 'Environmental problems' is a
euphemistic term for damage the place where
we live and the destruction of the natural
world upon which we depend. All goods come
from the earth in some form. Even our most
personal musings have to be written down on
something, often paper which is of course made
from trees or other paper. When we buy
something that appeals to us and fulfills our
needs, be they for novelty, personal appearance
or survival, we do not take into account the
needs that we are not familiar with, like how
our constantconsumption destroys the place we live.
The way designers typically address this problem
is through designing with what they call
environmental consciousness. Unfortunately,
products designed with the environment in mind use
this consciousness as nothing more than a selling
point to appeal to consumers who pretend to
understand the magnitude of the earth's troubles.
Another very horrible consequence of consumption
is the way it affects foreigners. We all know about
how generally dark skinned, impoverished people are
in other, generally warm places exploited and
worked under conditions that we wouldnÃt tolerate.
Nobody seriously thinks that machines have
totally replaced human beings in producing
the objects that we surround ourselves with.
They're still made by people, using machines
perhaps, but still people. Sometimes you'll see
products that are made by the same sorts
of unwealthy people that make everything else,
products that glorify the undeniable rustic
primitivism of traditional hand craft. Often a
portion of profits goes to the people who
made the things. This is not a design solution to
the problem of oppression and poverty, it
is a design solution to the S.S.P. (the first one),
and a pretty terrible on at that. Not only
does it fail but it manages to in some small
way belittle the problems and ridicule the
industrial capabilities of the people upon whom
we inflict suffering. These fulfill no other
need than that of a consumer who thinks that
their ability to relish a primitive, poorly
made object makes them some kind of modern saint.
There has not been and there never will be a
designer that successfully addresses these
two problems or those of their ilk, since the
designers are here to do one thing: make
things that sell. The negative consequences of
these designs are consequences of the
desire to make money, not the consequences
of insensitive design. This reveals to us the
fundamental limitation of design, a limitation
that most designers IÃve met or heard about
are unwilling to recognize. Why is this?
There is great temptation to believe that design
can somehow cure the worldÃs ills, since without
that potential, design is a pretty
demoralizing field to be working in.
Who wants to feel like a part of a big
destructive machine? Not me. Yet at the same time,
the only real solutions to huge problems
necessitate the reversal of my entire way of life.
So as long as these seemingly huge
problems donÃt necessitate some sort of revolution
(if ever), they're going to stay with us.
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