Design Theory, History and the Present

Since 2006 I have been researching what digital tools, platforms and, most recently, generative AI do to the work of designing: who builds these systems, who works inside them, on whose terms. From Tools for Empowerment to Platform Capitalism. At the same time I am convinced that the new tools can only be understood by those who try them out. Structural critique and hands-on appropriation therefore go together.

since 2026

Agentic Design

High Five Design History, screenshot
High Five Design History, screenshot of a game prototype, 2026.

At the moment I am exploring how AI tools can be used to build rule-based design systems that generate complex forms, such as learning games, algorithmically from databases. For now the learning happens more in the building than in the didactic quality of the games.

This website was made the same way.

High Five Design History, level artwork
High Five Design History, level artwork, 2026.
High Five, Control Sheet
High Five, control sheet, 2026.
  • 2026work in progress …
2022–2026

Image Machines

Prompt Battle, re:publica Berlin 2023
Prompt Battle, re:publica Berlin 2023.

From late 2022 onwards ChatGPT made generative AI a subject for many people, because one no longer merely read or heard about “AI” but could try it out oneself. For the design world that moment came half a year earlier, with the image generator DALL·E 2. In response, together with Sebastian Schmieg and students at HTW Dresden, the Prompt Battle came about: a public format in which prompting itself becomes observable; the game as a Trojan horse for questions about the origin of training data, the carbon footprint of the models and the future role of authorship and creative work. A family of formats grew out of it: the Slop Night, an evening for one's own most bizarre AI failures, and Deep Fried Design, the Faculty of Design's AI week, for reflecting on and appropriating these tools together.

Prompt Battle, Hellerau 2022
First edition, Hellerau 2022. Photo: Robert Hellwig Projekt
Prompt Battle, announcement, 2022
Announcement, 2022. Projekt
Slop Night 2.0, poster, October 2025. Projekt
Deep Fried Design, title image, 2025
Deep Fried Design, title image, 2025. Projekt
  • 2023Screen Walk with The Prompt Battle Team
    Video, Screen Walks series (The Photographers’ Gallery / Fotomuseum Winterthur) · Video
  • 2023/imagine an overheated debate:: #AIart, trending on Twitter, 4K render
    Talk, transmediale, Akademie der Künste Berlin · Video
  • 2025Deep Fried Design: the Faculty of Design's AI week
    Projekt · fakultaet-design.de
  • Dazu Vorträge und Formate ohne Aufzeichnung
    among them The Art of Neuroscience (Amsterdam 2023), Everyday AI (Bauhaus-Universität Weimar 2023)
2018–2022

The Work Behind AI

Listening station at the Deutsches Hygiene-Museum Dresden
Listening station “Crowdworking, Working on the Digital Assembly Line”, Deutsches Hygiene-Museum Dresden, 2021. Exhibition “Artificial Intelligence. Machines Learning Human Dreams”.

Machines can see today because people painstakingly trained them to. Teaching the vehicles of the German car industry to see took the judgement of hundreds of thousands of clickworkers, well out of sight. Commissioned by the Hans-Böckler-Stiftung, from 2018 I examined the global outsourcing supply chains for training data and was able to show for the first time that much of this work was then being done in Venezuela, documenting in interviews the situation of the people who form the human layer of the AI machinery. This strand of research led to a chapter in Digital Work in the Planetary Market (MIT Press), alongside essays on the invisible labour behind the interfaces: home work, content moderation.

Crowdproduktion von Trainingsdaten, study cover
Study cover: Crowdproduktion von Trainingsdaten, Hans-Böckler-Stiftung, Study № 417, 2019.
Training Data Outsourcing Stack, own diagram
Training Data Outsourcing Stack, own diagram, 2019.
Migrating Crowds, own diagram
Migrating Crowds, own diagram, 2019.
Digital Work in the Planetary Market, cover
Digital Work in the Planetary Market, MIT Press, 2022 (eds. Graham, Ferrari).
  • 2022The Planetary Stacking Order of Multilayered Crowd-AI Systems
    Book chapter, MIT Press, „Digital Work in the Planetary Market“ · PDF (open access)
  • 2021Unheimliche Heimarbeit
    Conversation with Sebastian Schmieg, published as Uncanny Home Working
    in: (How) do we (want to) work […], eds. Jesko Fezer & Studio, Claudia Banz, Sternberg Press, 2021 · PDF
  • 2020Study Commission on Artificial Intelligence
    Expert witness, Deutscher Bundestag
  • 2020Unevenly Distributed
    Essay, The Photographers’ Gallery, „A Cat, a Dog, a Microwave“ · Druck 2023 · web version
  • 2019Crowdproduktion von Trainingsdaten
    Study, Hans-Böckler-Stiftung, Study № 417 · PDF
    English short version: Crowdsourced Production of AI Training Data · PDF
2016–2018

Platform Economy

Platform tree, own diagram
Platform tree, own diagram, from the FES studies on the platform economy, 2016/2017.

These are the years in which it becomes clear that supposedly placeless platforms pose very concrete challenges to cities, to local labour markets, to national employment law and to union work built around standard employment. And that regulation requires precise mapping first. My 2016 study for the Friedrich-Ebert-Stiftung proposes a classification of platform labour and leads me into policy advice for several years. An English edition, updated in substance, follows, as does a study of location-bound gig work for the Berlin Senate administration. What began as a design question has become a labour-policy one; the audience is no longer only designers.

Arbeitsmärkte in der Plattformökonomie, study cover
Study cover: Arbeitsmärkte in der Platform Economy, Friedrich-Ebert-Stiftung, 2016.
Platform triangle, own diagram
Platform triangle, own diagram, 2016.
  • 2017Digital Labour Markets in the Platform Economy
    Study, FES · English edition, updated in substance · Spanish 2021 · PDF
  • 2017Der Job als Gig with Ute Kathmann
    Report for the Berlin Senate administration, ArbeitGestalten · PDF
  • 2016Arbeitsmärkte in der Plattformökonomie
    Study, Friedrich-Ebert-Stiftung · a classification of cloud and gig work · PDF
  • 2015Expert witness, public hearing on digital labour
    Digital Agenda Committee, German Bundestag · Statement (PDF) · Session
2015–2017

Design Journalism

agenda design, slipcase with five issues
Schuber mit den fünf Ausgaben. Design: Jan-Hendrik Schmidt (Buntesamt).

From 2015 to 2017 agenda design appears twice a year, commissioned by the Allianz deutscher Designer: five issues under my editorship, designed by Jan-Hendrik Schmidt (Buntesamt). Each issue is devoted to a single theme that shapes content and design alike: visibility, borders, identity, experiment, drive. Contributions come from design, research and journalism, among others by Harald Welzer, Annette Geiger, Holm Friebe and Elvia Wilk. The issues are published individually and together in a slipcase. Alongside this, texts for form, designreport and t3n.

agenda design № 1, cover
№ 1 “Sichtbarkeit”, 2015. Projekt
agenda design № 2, cover
№ 2 “Grenzen”, 2016. Projekt
agenda design № 3, cover
№ 3 “Identität”, 2016. Projekt
agenda design № 4, cover
№ 4 “Experiment”, 2017. Projekt
agenda design № 5, cover
№ 5 “Antrieb”, 2017. Projekt
  • 2017Formen der Autonomie
    Lead essay, agenda design № 5 „Antrieb“ · PDF
  • 2017Speculative Design
    Lead essay, agenda design № 4 · PDF
  • 2016Einzigartigkeit am Fließband
    Lead essay, agenda design № 3 · PDF
  • 2016#Neuland
    Lead essay, agenda design № 2 · PDF
  • 2015Ich sehe was, was du nicht siehst
    Lead essay, agenda design № 1 · PDF
  • Further contributions and conversations
  • 2015–18Interviews
    Gernot Böhme (designreport 2/2018) · Kickstarter and Lofelt (designreport 5/2017) · Jaron Lanier (t3n № 45) · Raúl Rojas (t3n № 46, 2016)
  • 2013Die Revolution wird nicht 3D gedruckt
    Conference paper, DGTF “Politik der Maker”, Hamburg · PDF
  • 2012Schwarm / Hive
    bauhaus magazin № 3, German and English · PDF
2011–2017

Crowd Design

Beekeeper motif for The Design of Creative Crowdwork
Beekeeper motif for The Design of Creative Crowdwork, own illustration.

From 2011, in my doctoral work at the Royal College of Art, I examined how competition platforms for creative work came about. The pivot is Silicon Valley's founding contradiction: celebrating the individual empowered by tools while at the same time treating the many as a crowd whose labour is there to be tapped. The work leads back to the Valley's origins in military research and hippie culture, and forward to “artificial artificial intelligence” on Amazon's Mechanical Turk and to the digital labour discourse of the platform economy. Crowdsourcing and training data, outsourcing and automation: successive stages of one and the same transformation of the conditions of production.

Crowd Design, cover
Crowd Design, Birkhäuser 2017.
Core77 Design Award 2013
Core77 Design Award 2013 for “For a Few Dollars More”.
Core77 notable 2012
Core77 notable 2012 for “Monster Soup”.
  • 2017Crowd Design: From Tools for Empowerment to Platform Capitalism
    Book, Birkhäuser (BIRD) · publisher's page
  • 2015The Design of Creative Crowdwork
    PhD thesis, Royal College of Art, London · PDF
  • 2014Crowd Work: Zurück in die Zukunft?
    Book chapter, Bund-Verlag · German version of The Good, the Bad and the Ugly · PDF
  • 2014Crowdsourcing Design: The Good, the Bad and the Ugly
    Talk, re:publica Berlin · Video
  • 2013For a Few Dollars More
    APRJA #BWPWAP, transmediale · Core77 Design Award · PDF
  • 2013The Outsourced / Outsourcing User
    Talk, transmediale Berlin · Video
  • 2011Monster Soup, or: Making the Invisible Visible
    Essay, Unmaking Things (RCA/V&A) · PDF
2008–2011

Amateur & Professional

Amateur and professional, drawing by Andreas Töpfer, 2010
Amateur and professional, drawing by Andreas Töpfer, 2010.

What happens when amateurs work with the same tools as professionals, and there is a YouTube tutorial for every kind of specialist knowledge? My 2008 diploma thesis examines how this boundary blurs in design, driven by the question of the democratisation of designing and of the half-life of the skills one acquires while studying. In 2010 the text appears in Kritische Masse, published by form+zweck. In between, in 2009: Volkssport Design, a symposium on the state of the design profession at the Museum für Kommunikation Berlin; the research question turns into a public format for debate.

Kritische Masse, cover
Kritische Masse, form+zweck, 2010.
Volkssport Design 2009
Volkssport Design, Museum für Kommunikation Berlin, 2009. Projekt
Volkssport Design, hare-and-hedgehog motif
Volkssport Design, key motif, 2009. Design: Lena Panzlau. Projekt
form № 227, cover, 2009
form № 227, 2009. Cover story “Web der Extreme”.
  • 2011Gamer als Designer with Danny Pannicke
    Article, Informatik Spektrum 34(6), Springer · written 2010 · PDF
  • 2010Kritische Masse
    Book, form+zweck · contains Volksdesign · Read · PDF
  • 2010The role of professionals and amateurs in design
    Radio interview, Deutschlandfunk · Transcript
  • 2010Volkssport Design: Nachspiel with Herbert Grüner
    Proceedings of the 2009 symposium · PDF
  • 2009Web der Extreme: Flickering vs. Frugal
    Cover story, form № 227 · PDF
  • 2009Volkssport design: live and let live?
    Opinion, eye № 74, in English · PDF
2005–2007

Virtual Worlds

Building tool in Second Life, 2006
Building tool in Second Life, screenshot, 2006.

Between 2005 and 2007 my interest is in designing inside Second Life: what does a world look like that is built entirely by its users? How does control over the tools relate to ownership in the in-game economy, and who is actually allowed to design what? The work happens alongside my studies, leads to a first book in 2006 and, in 2007, to working as a designer on the virtual world Twinity at the Berlin startup Metaversum. Briefly it looked as though the internet really would become three-dimensional. The iPhone and social media put a quick end to the hype, which did not stop Mark Zuckerberg from failing with the same old idea again in 2021.

Parallel Realitäten, cover
Parallel Realitäten, Niggli 2006. Braun-Feldweg-Förderpreis.
Semantic Tectonics, map, 2007
Semantic Tectonics, competition graphic, 2007.
form № 215, cover, 2007
form № 215, 2007. Cover story “Design in Second Life”.
Space Time Play, cover, 2007
Space Time Play, Birkhäuser 2007.
  • 2007Semantic Tectonics
    First prize, Reinventing the Virtual City, Shrinking Cities · German and English · Read · PDF
  • 2007Design in Second Life
    Cover story, form № 215 · PDF
  • 2007Use Your Illusion
    Book chapter, Space Time Play, Birkhäuser (eds. von Borries, Walz, Böttger) · PDF
  • 2006Parallel Realitäten
    Book, Niggli · Braun-Feldweg award for critical design writing · out of print · PDF