A collage of various black and white sculptures and art pieces, including human faces, traditional masks, and abstract forms.

Customisation Models:
The Edification of Meaning

How do we imbue objects or experiences with meaning?

This question has captivated me since my childhood, when I began collecting rocks—a hobby that evolved into a profound interest in meteorites. The first time I held a meteorite, I was struck by a sense of awe. Its journey through space, the immense forces it had withstood, and the sheer improbability of it ending up in my hand made it feel extraordinary. This wasn't just a unique object; it was imbued with power, wisdom, and an almost palpable depth. It was, in every sense, meaningful.

In 2014, a visit to a design store in Tokyo triggered a significant realisation. Despite the store's aesthetic allure and the exquisite craftsmanship of its items, there was a sense of emptiness. The objects, while beautiful, seemed to be in a state of anticipation, as if waiting to be endowed with meaning. This experience prompted a critical inquiry: How might we intentionally design the process of embedding meaning into an object?

Today, personalisation often takes on utilitarian forms, from tailor-made fashion to personalised music playlists. However, there remains an evident gap in understanding how to infuse these customised items with true meaning. Does adding your initials to a luxury bag transform it into something as meaningful as my meteorite? Does a Spotify Discover Weekly playlist resonate with the same depth and wisdom?

Often, we expect meaning to arise spontaneously, without actively seeking the principles that guide this process. This oversight highlights the need for a more profound exploration into the design of products, services, and experiences. We must delve deeper into how we can create items that don't just cater to individual preferences but also resonate with a deeper, more personal significance.


Digital graphic with a central pile of various objects labeled 'computation,' surrounded by three clusters labeled 'semiotic caverns,' 'ritual machine,' and 'connected amulet,' on a blue background.
Diagram illustrating a smart environment with components like sensors measuring user behavior, AI diagnosing personality, wearable devices taking biometric readings, and environmental controls affecting music, aroma, temperature, and lighting, all connected in a reconfigurable space.
A digital visualization of various-sized black circles and small images representing different objects and scenes, arranged in a dynamic, radial pattern.
Flowchart illustrating the identification of individual building blocks in stimulation theory, with three circles numbered 1 to 3 connected by arrows. Circle 1 labeled 'stimulation' points downward to circle 3 labeled 'signification' which is linked to 're-assembling.' Circle 1 also points to circle 2 labeled 'interpretation,' which is linked back to 'diagnosing a world view.' The central phrase is 'designing significance.'
Illustration of a robot with sensors, a choosing tray, an outcomes generator, and electronics. Next to the robot, a person pushes a rack of items. To the right, a person stands before a large, vertically segmented display, and another person encounters a humanoid robot with dots on its body, surrounded by a glowing aura.
A detailed, hand-drawn diagram illustrating components of AI systems including mini labyrinth, real-time system, stimuli, training station, component crowdsourcing, AI profile, patterns, scaffolds, amulet, god, text, physical computing, and various others, connected with arrows and labels.
Black and white illustration of various artistic tools and objects, including paintbrushes, a camera, a lamp, a computer, a sculpture, and abstract designs.
Flowchart displaying the process of a media recommendation system with sections for digital sources, physical content, input, storage, processing, and output, including diagrams of data flow, user preferences, and content analysis.
Diagram of behavioral data, with sections for stimulus and content, social and biological factors, including illustrations of a person using a computer in a virtual environment, and icons representing a satellite, a whale, a face, and speech bubbles.
Flowchart displaying four stages: pre-session with user emotional state, personality, goal setting; cosmorama engine with user profile, analytics engine, controller system, session control, and activities; custom session involving media and activities with various icons of people, objects, and emotions; post-session with report and goal adjustment.