Design Futures: Building What Doesn’t Exist

Abel Paul George5 min read
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A brief can ask for graphics when the real question concerns an entire business. During the SoundCloud era, a music platform had to decide how artists would reach audiences, how releases would acquire momentum, and what relationship the platform itself would have to the culture forming around it. A visual rollout carried those decisions whether the designer recognized them or not.

The work at MyMixtapez made that scope tangible. A Lil Uzi Vert assignment belonged to a larger problem involving music, software, distribution, and attention. The image was the part people could see. Making it well required understanding what stood behind it.

Design futures begins there: with a possibility that has not yet become a usable brief. Research, strategic judgment, and making give that possibility enough form for a team to decide what deserves to exist.

Before the brief

The same situation recurs across technology startups, venture studios, fashion houses, record labels, and innovation teams. People sense that something should change before they can describe what the change requires.

The first task is to make those possibilities specific enough to examine. It involves research, strategic judgment, concepts, prototypes, and the organization of a team capable of testing them. It does not depend on claiming to know exactly what will happen.

A useful proposal makes its assumptions visible. It identifies the behavior, technology, or institutional decision on which it depends. It gives people something more precise to discuss than an aspiration. The work advances when an idea can be questioned without the entire conversation collapsing into competing intuitions.

This makes strategy difficult to separate from making.

A strategy can remain persuasive for as long as no one has to use it. A prototype introduces friction.

It shows what has been overlooked and helps determine whether the proposal is worth pursuing.

Research and direction

The first part of the work is to understand the situation well enough to frame a useful question. That includes the organization’s stated objectives, but also the habits, constraints, and incentives that shape what it can actually do.

The research examines how people use existing products, how a community describes itself, and which assumptions have become so familiar that a team no longer notices them. Cultural references matter here, provided they are investigated rather than collected as evidence of taste. An image can suggest a direction; it cannot explain, on its own, why that direction should matter to someone else.

The result may be a research document, a set of principles, or a roadmap. Its purpose is to help the team make decisions. A document that cannot distinguish a promising opportunity from an attractive distraction is not yet doing enough work.

Longer-term ambition also needs a practical sequence. What can be tested now? What requires a new capability? Which commitments would be difficult to reverse? A vision becomes more credible when those differences are explicit.

Prototypes as a way of thinking

A prototype can be a product interface, a physical object, a spatial study, a campaign, or a simulation of a service. Its form should follow the question being investigated. Some questions require a convincing experience; others can be resolved with a rough model and a careful conversation.

Rough work has value when it exposes uncertainty. An unresolved prototype gives collaborators room to challenge the premise. Excessive polish can produce agreement around an appearance before anyone has examined the underlying choice.

This requires discipline about what the prototype can demonstrate. A compelling image may establish a visual direction without proving demand, technical feasibility, or the cost of production. Each of those claims needs its own evidence. Part of the designer’s responsibility is to prevent the persuasive force of the object from exceeding what it actually shows.

The process is iterative because each version changes the question. Research informs a proposal, the proposal encounters people or constraints, and those encounters become material for the next decision. The work is strongest when that learning remains visible to the team.

Translation between disciplines

Much of the daily practice involves translation. Developers, marketers, founders, and artists can use the same words while referring to different things. A discussion about quality, for example, may concern technical reliability for one person and cultural credibility for another.

Bringing those meanings into the open is substantive design work. It allows a team to negotiate trade-offs deliberately. It also prevents the apparent agreement of a presentation from becoming confusion during execution.

Narrative helps when it gives different participants a common understanding of the work. It should explain the choice being made, the people it serves, and the reasons for believing it is worth pursuing. A story that conceals the unresolved parts of a proposal is less useful than one that gives them a clear place in the discussion.

Travel and work across industries widen the range of standards and practices a designer encounters. Their value depends on whether those experiences lead to better judgments on a particular project.

Finding a way into the work

For someone beginning a similar practice, completed projects provide a useful starting point. Look for the recurring questions rather than forcing them into a fashionable job title. The pattern might involve tools, environments, narratives, or the organization of people. It should be supported by work you can explain.

Then make the offer specific. A client or collaborator needs to understand what you can produce, the decisions it will help them make, and the conditions under which you can deliver it. Breadth becomes useful when someone can see how it applies to a real problem.

Finally, develop relationships with people whose expertise exceeds your own. Moving between disciplines does not remove the need for depth. It makes the ability to recognize and work with depth more important.

The work begins with an incomplete understanding and improves through research, making, criticism, and revision. The designer has to help a team decide which possibilities are worth building, and accept responsibility for the decisions that follow.

Abel Paul George ·