If by some chance you have not yet received your weekly
dose of depressing news about the environment, I’ve got a
doozy for you: Garbage Island. Floating in the Pacific Ocean
between California and Hawaii, Garbage Island is a vast,
swirling mass of plastic currently twice the size of Texas and
growing ten-fold every year.
This is a new form of dumping ground, not one we visit in
order to offload our waste. The plastic that forms Garbage
Island originated onshore and is now trapped by winds and
currents in a constant, sickening gyration. Though it has been
around since the 1950s, the island’s recent exponential growth
means it now reaches a depth of 300 feet (the height of the
Statue of Liberty) and weighs in at 3.5 million tons. With
that rate of growth, it is easy to visualize our grandchildren
paddling on California beaches in an ocean of bobbing
plastic shards, as the island extends all the way back to our
shores. What goes around comes around, indeed.
This is the sort of news story that makes me, as a concerned
inhabitant of this planet, want to gently lower my head to my
desk in despair. But at the same time, as a designer, I find the
story strangely inspiring. It represents a great opportunity for
communication and change.
It was this communication challenge that I set to my
Environmental Design class for the project: Make Change.
The students, a mix of undergraduate and graduate
designers, were asked: “When you watch the news or walk
down the street, what bothers you? What in the world do
you feel needs to change?” Working in teams of four, they
chose an issue that mattered to them and conducted
detailed research on their subjects. They then designed a
site-specific installation communicating the issue to a targeted
audience. The objective was not only to communicate the
facts but to prompt their audience into action.
I encouraged students to achieve a sustainable approach
through original thinking. Designing “green” does not mean
just using recycled materials. How can you reduce energy
use? Can you source materials locally? Can you use reclaimed
or everyday objects in an unexpected way? Can you take a
step back and re-define the problem in order to come up with
a smarter solution?
Visual Communication Design graduate students Tom Futrell,
Cassie Klingler and Erin Williams, along with landscape
architect student Katherine Wimble, conceived and designed
the Plastic-a-holics project in response to their research on
the Garbage Island phenomenon. They simulated the whirling
vortex of waste in a heavily trafficked area of the University
of Washington campus and experimented with melting
everyday plastic waste to form large graphic backdrops.
Texts and objects combined to present the scale of the
problem as well as suggest alternatives and solutions.
We have all been getting the message lately to cut back on
plastic water bottles and shopping bags, but the students
brought a fresh angle. They displayed a vast physical inventory
of the plastic that populates every part of our daily lives, then
borrowed from the language of 12-step programs to suggest
how we can break our unhealthy addiction to plastics.
The results of Make Change give me hope as a designer and
as an educator. At my company, thomas.matthews, designing
sustainably has been a core objective since our founding ten
years ago. But most designers still don’t think twice about the
waste they propagate, let alone how they could use their
skills to create positive change. Why? It starts with education.
After decades of being fixated on the latest trends and
sexiest materials, educators need to make sustainability an
essential part of problem solving. This doesn’t mean forcing
“worthy” (student translation: “boring”) approaches down
throats but, rather, building it into the creative challenge.
As designers we need to inspire this generation to realize
that a sustainable design approach means something
smarter, different and more exciting than traditional thinking.
We need to lead by example, showing through our own
work how these principles can be applied in the real world
(and not just for pro-bono projects!).
For designers, the first step is to admit we have a problem.
The next step: make change happen.