Hello, my name is Jason Severs. I'm a bricoleur. A bricoleur approaches problem-solving by entering into a relationship with their work materials that has more the flavor of a conversation than a monologue.


In his book The Savage Mind', French anthropologist Claude Lévi-Strauss used the word bricolage to describe any spontaneous action, further extending this to include the characteristic patterns of mythological thought. The reasoning here being that, since mythological thought is all generated by human imagination, it's based on personal experience, and so the images and entities generated through 'mythological thought' rise from pre-existing things in the imaginer's mind.


"Awareness of culture was once the prerogative of a very few individuals. In the postmodern world it is common sense."

- Thomas de Zengotita



Bricolage is the characteristic mode of production of the schizophrenic producer. Bricoleurs try, test, tinker, and play.


Schizophrenia that has mental and physical manifestations. They make do with the odds and ends, the bits left over. The interpretive bricoleur produces a bricolage - that is, a pieced-together set of representations, emergent construction that changes and takes new forms as the bricoleur adds different tools, methods, and techniques of representation and interpretation.


DESIGN IS A CONNECTIVE PRACTICE. DESIGN IS SOCIAL BRICOLAGE.


The world you take for granted is being aggressively designed for you, by people who don't know you.


The potential of design in supporting social and personal action resides in the democratic nature of its process. Design is good for defining a vision and then crafting a plan or roadmap to guide the realization of this vision. Visions with clear paths of implementation provide a beacon for us to collaborate efficiently and optimistically on large projects.


"We are aliens and pilgrims in a strange and fallen world."

- John Dewey



We are paradoxically designing two worlds of complexity. The first focuses on the consumption of distraction and dispersion, while the second promises meaningful growth through deep engagement.


Worlds promising meaning and reward though risk-taking and exploration; transendence through elevated practical projects. A funhouse of technology and all encompassing utility that can save us all if harnessed and managed repsonsibly. And the other, a place where we wander without clear direction, pleasurably disctracted. A panopticon of pleasureable narcissism and demigoddish bureacrats obsessed with big data and realtime omniscisence. The other, the stewardship of these worlds is the ultimate project, the human race.


"Experience is never limited, and it is never complete; it is an immense sensibility, a kind of huge spider-web of the finest silken threads suspended in the chamber of consciousness, and catching every air-borne particle in its tissue."

- Henry James



Having an experience should remind us what it means to be human, how to live, and where we effect the world.


The problems of our current reality – how we feed, shelter, educate, inform, entertain, heal ourselves lack a unifying structure that considers the social good. A lack of human-centered focus that doesn't consider how people can experience the world. The thoughtful application of design to an experience should remind us what it means to be human, how to live, and where we fit in the world.