Sustainable Metropolis World Trade Center Live@Metropolis Next Generation Designmart Events tropgreen
The Factory of the Future
The post-industrial model is not an assembly line, but an assembly swarm.




In a traditional factory (below) materials are made into a product calculated to have the widest possible appeal, which is then warehoused until purchased. "Mass customization" (right) is the way computer manufacturers like Dell work: consumers design their own product by choosing from a wide variety of features; nothing is assembled until payment is received.
Damian Chadwick
Once upon a time, there was "mass production." It happened inside factories. Iron, coal, tin, lead, ceramic, and glass rolled in. The factory banged that stuff into identical commodities, which were then hauled on rail to car lots and dime stores. They were sold to the masses. And when you bought one, you often found it crude and déclassé. Still, it was cheaper than almost any product made by hand.

The factory was vast, mechanical, and dauntingly complex. It smoked and stank. It was hard to build, maintain, finance, and replace. But time marched on. In the 1970s French car companies discovered the joys of computer modeling. Decades later desktop spreadsheets turned clumsy vertical monopolies into flexible supply chains. The new factory model is a universe of product features choreographed in invisible, dynamic interactive systems of finance, retail, production, and promotion.

Mass customization is a contradiction in terms, but that's OK, because the old terms are defunct. It's still hard to retool a factory, but it remains ever more tempting. Engineers love the technical sweetness; marketers need those fatter, more colorful sales brochures. The industries that can retool fastest are the sexiest: consumer electronics, footwear, sporting goods.

The computer is the icon here. It's a flexible factory that makes ones and zeros. Software is fast, modular, and fluid, so engineers export the computer's qualities down the great chain of industrial being. Customization boils off the computer screen into special effects, digital video, digital music, and digital material reality. Down on the factory floor it's 4-D numeric machinery, injection molding, stereolithography, digital prototyping, and laser cutting. For companies like Nike, Toyota, Nokia, and Dell, the process is less like the steam engine and more like bubble gum.

Old-school factory workers looked like Charlie Chaplin in Modern Times, with wrenches and rumpled overalls. Postindustrial factory guys from Dell wear spotless T-shirts that read "Liquidity, Profitability, Growth," as if they were bankers. The objects they produce are still physical, of course. (Dead computers tend to end up in weird Chinese villages, where little kids hammer them to pieces.) But there's been a definitive change in accounting styles. Old-style factories counted their unsold stock as assets. Real goods were better than the money in the rickety banks of the 1930s. However, as money moves faster, inventory costs more: warehoused products suck up the interest on funds that might be invested elsewhere; plus there's the painful overhead for space, insurance, and warehouse administration. A heap of obsolete inventory can kill a manufacturer.

Dell wisely gets its money before the machine gets made. The consumer assembles the product with a checklist on an Internet screen. Once the credit card clears, Dell sticks the product together and ships it. Its customer does Chaplin's assembly work for free. This labor process is promoted and sold as consumer choice.

Mass production offered millions of one thing to everybody. Mass customization offers millions of different models to one guy. Pine and Gilmore, the business gurus of Customization.com, explain it this way: The key innovation is to break the assembly line into "modules." Each module is dedicated to producing some product feature. The finer the grain of these modules, the more variety you can stuff into the product. It's not an assembly line, but an assembly swarm. The dazzled customer tries to express to the supplier what he or she wants. Software translates that plea into an instant game plan for the factory floor: all the necessary components, plus the actions required to unite them. The factory modules sail into a production "flotilla." From the seamless work of this mechanized fleet comes the customized commodity: a sheet-metal chassis, a plastic console, chips, a screen, keys, spray paint, and the styro blocks. In theory, each feature can be just as personal as the delivery address. Then off it goes by FedEx: all the speed and volume of the old system without the monotony.

There is no standard product, just millions of potential combinations. This holds fantastic industrial potential, but of course there's a catch. Somebody, somewhere, has to decide what to make. Decisions are expensive. The burden of that decision has to be exported outside the company onto somebody else. The consumer has to do it--but it mustn't look too much like work. This is where some handy Amazon-style demographic data mining comes in.

People who idly Web surf on Amazon, jumping from page to page, are auto-customizing. That is their unpaid job. "Hey," Amazon responds, "you'll love that book, because that's just the kind of book that a guy like you will like! How about two books discounted, at the same mouse click?" The customer doesn't exactly "labor" here--he or she engages. It's auto-seduction. It's shopping as building. It's supposed to be instantaneous, costless, seamless, and frictionless, but--the world being the world--it never quite is.

Despite the best efforts of machinery, we can't really have our heart's unspoken desire. As any designer will tell you, physical objects involve trade-offs. Every customer must make some kind of sacrifice (not the least, paying money for the product). In mass production the customer's sacrifice is sharp and severe: "One size fits all: we make it, you buy it, shut up." In the flimsy, multivalent world of mass customization, the tentacles of sacrifice spread throughout the fabric of society. Any product that's created for a market of one is no longer a "product." It becomes a service: a lasting intimate entanglement. From the company's viewpoint, a customized product is the point of entry into a long-term commitment. Seen through the other end of the telescope, it's a fine excuse for Three Initial Corporation to sniff at leisure through your wallet, your closet, and your underwear.

Who among us has not had the creeping awareness that we are being urged into a demographic we don't like? My God, you think, am I supposed to buy this stuff? Adult-diaper ads show up; some cunning machine has predicted our need for girdles. What a heartbreak when we realize from user comments that our favorite Amazon author has a fandom composed of idiots. Here mass customization moves from high concept to personal humiliation.

Whenever it arrives in real life, the future is always embarrassing. When old forms of friction become "frictionless," that innovation reveals brand-new frictions--the side effects and technical bite-backs we could never expect. A laser-cut, truly customized, tailored set of jeans fits you and only you. That's lovely, but don't loan those jeans to your younger and svelter sister. Even as a loaner from your younger self, those tailored jeans have painful things to say.

Many consumers don't even want what they want. They don't want unique shoes that fit only them, for they dislike their own feet. They want the shoes that Carrie buys on Sex and the City--shoes that pinch and cost too much, propelling our Carrie from the sour realm of the satisfied female shopper into the luxe dreamworld of the high-maintenance girl.

Given a factory of the future, you might well demand and create a one-of-a-kind industrial object, to your own entirely personal specs. But good luck getting anybody to maintain that thing. Repairmen have never seen anything like it. And what about the secondhand market? It doesn't exist. That unique device will hang around your home or business, passé and untouchable, like nuclear waste.

Lawyers may well be attracted by all this lucrative activity. What if this unique gizmo breaks and wounds somebody? Soon you're shouting in court: "You built it! That's your logo on it!" But they counter, "Well, you're the customer, you designed it. That's exactly what you asked for."

Customer empowerment sounds terrific: people design their own tools and goods, and use them to their own ends. But hey, people are people. What a lot of folks really want from the Dell dude's computer is a cool, convenient way to copy Disney movies. That leads to a heavy exchange of legal fire in the U.S. Congress. Next time you order a DVD player, you may find that Mickey Mouse is your personal commissar.

Factories remain powerful devices for transforming matter and energy--wholesale. People shun the vicinity of a factory, for though factories are improving, they're a long way from good for us. They're harsh and fearsome structures whose evil by-products include high voltage, traffic, shipping accidents, brownfields, grayfields, and lasting toxins in the water table. The real "consumer sacrifices" from mass production include scary transformations in the atmosphere and a harsh remaking of the Earth's surface, including the loss of our ozone layer and even a big chunk of Antarctica. You may never see carcinogens and mutagens, but you carry them far more intimately than you ever will carry a Sony Walkman. Someday, sure as your Visa and MasterCard bills, payment will come due.


Related stories:
» Design and Deep Environmentalism
BACK TO TOPBACK TO TOP