Update: BOA added 7 free video tutorials on Design by FZDSCHOOL
Month: October 2026

Repair Literacy: Why Designers Need to Learn How Things Age, Break and Return (Pt.2)
PART 2. From Repairability to a Culture of Care
Repair Is a Service, Not Just a Screw
Even a well-designed product will not be repaired if the surrounding system makes repair difficult, slow or more expensive than replacement. Spare parts need to exist. Prices need to be understandable. A user must know where to go, how long the repair will take and whether data, warranty or safety will be affected.
This shifts repair from product architecture into service design. A repair journey may include diagnosis, booking, shipping, temporary replacement, parts logistics, communication, payment and return. Each step can introduce friction strong enough to push a user toward buying new.
Designers can therefore map repair as an experience. Where does a person first notice failure? What information do they need? Which decisions cause anxiety? Can a minor fix be done locally? What happens when the object is beyond repair? The product and the service should support one another rather than operate as separate systems.
Case Study: Patagonia Worn Wear
Patagonia’s Worn Wear programme makes repair part of the relationship between brand and product. Its repair platform offers professional repairs as well as more than one hundred care and repair guides developed with iFixit. Patagonia reports that repair activity has helped keep more than 583,000 items out of landfill.
For designers, the interesting point is that repair is communicated as normal product use rather than a failure of the brand promise. Care instructions, repair expertise and the possibility of returning an item to service reinforce the idea that a garment is expected to have a long life.
This reframes after-sales support as part of design value. A student fashion project can therefore include not only material sourcing and construction, but also spare buttons, patching logic, alteration, repair instructions and a future service model. The lifecycle becomes part of the concept rather than a sustainability paragraph at the end.
Source:
https://wornwear.patagonia.com/pages/repairs
Repair as Social Infrastructure
Repair also depends on knowledge that can disappear. A community may own thousands of repairable objects and still discard them if nobody knows how to diagnose a fault, sew a seam, replace a cable or source a part. Repair literacy therefore includes skills, confidence and the social systems through which practical knowledge is shared.
This is particularly relevant to creative education because repair reverses the usual relationship between expert and user. The person who owns the object often knows its history; the repairer understands failure; the designer may understand intended construction. Successful repair connects these forms of knowledge instead of treating one as sufficient.
Repair spaces can also reveal recurring design failures. If the same hinge, cable or fastening repeatedly breaks, repairers hold evidence that should return to product development. A circular system needs feedback from after-use experience to future design.
Case Study: Repair Café as a Learning Network
Repair Café began in Amsterdam in 2009 and has developed into an international network of free meeting places where people repair objects together with skilled volunteers. The foundation describes more than 2,500 Repair Cafés worldwide, covering everything from clothing and furniture to bicycles, toys and electrical appliances.
The model is important because the repaired object is only one output. Skills are transferred between generations, people learn that repair is possible, and practical knowledge remains visible in the community. Repair becomes a public learning activity rather than a hidden technical service.
For design students, a visit to a repair space can be more instructive than studying pristine products. Broken objects reveal actual weak points, improvised fixes, inaccessible components and the emotional reasons people choose to save some possessions while abandoning others. Failure becomes research material.
Source:
https://www.repaircafe.org/en/about/
Repairing Buildings Instead of Replacing Them
Repair literacy can scale from small objects to architecture. Buildings contain enormous quantities of embodied material, labour, memory and social relationships. Demolition may appear to solve technical or aesthetic problems quickly, but replacement also destroys value that cannot be recovered simply by recycling materials.
For architecture students, the repair mindset begins by taking inventory of what already exists. Which structures are sound? Which spaces can be extended? Which systems need replacement? What do residents value? Which constraints can become design opportunities? Adaptive reuse is not a lesser form of creativity; it can demand greater precision because the new proposal must negotiate with an existing reality.
This way of thinking is increasingly relevant as cities confront carbon, housing and heritage pressures simultaneously. The question moves from ‘What should we build here?’ to ‘What can this already become?’
Case Study: Lacaton & Vassal and the Architecture of the Existing
Anne Lacaton and Jean-Philippe Vassal have made transformation rather than demolition a defining principle of their architecture. The Pritzker Prize citation describes their commitment to making sustainable what already exists and highlights the transformation of 530 social housing units at Grand Parc in Bordeaux without displacing residents during construction.
Their approach treats the existing building as a resource rather than a problem. Instead of removing residents and replacing the blocks, the project upgraded technical functions and added generous flexible spaces. The Pritzker account notes that the transformation cost roughly one third of demolition and new construction.
For students, this is repair literacy at urban scale. The design act begins with respect for accumulated value – material, spatial and social – and asks how intervention can extend it. Newness is not the default proof of ambition. Sometimes the more radical creative act is to preserve, add, adapt and improve.
Source:
https://www.pritzkerprize.com/laureates/anne-lacaton-and-jean-philippe-vassal
Teaching Repair Through Failure
Repair is difficult to learn only through lectures because it begins with material resistance. Screws strip, clips snap, adhesives refuse to release, fault diagnosis turns out to be ambiguous and the part that looks broken may not be the real cause of failure. This makes repair especially suitable for learning through making.
Students can begin with existing products rather than idealised design exercises. They can disassemble a vacuum cleaner, lamp, garment or small appliance, map the sequence, identify high-failure parts and attempt reassembly. The exercise reveals hidden design decisions: which components are accessible, which are standard, which are coupled and where information is missing.
The goal is not to train every designer as a technician. It is to build intuition about consequences. Once a student has struggled for twenty minutes to reach a simple switch, the location of that switch becomes a design issue rather than an engineering detail.
Case Study: TU Delft Makes Repair a Design Course
TU Delft’s Industrial Design Engineering programme has developed a master’s elective focused specifically on Design for Repair. The course uses client-based products and workshops on product architecture, disassembly documentation, legislation and human factors, allowing students to experience repair problems before applying new knowledge to redesign.
The teaching approach is valuable because sustainability becomes concrete. Rather than discussing circularity only as a future business model, students confront the mechanical and behavioural reasons products fail to stay in use. They have to demonstrate how a redesigned product fits better within a circular economy.
This suggests a broader model for creative education: ask students to repair before asking them to design for repair. Failure provides feedback that is difficult to simulate. It shows where the product resists care and turns abstract principles such as modularity and disassembly into embodied understanding.
Source:
https://research.tudelft.nl/en/publications/experiencing-design-for-repair-educating-circular-practitioners/
https://ocw.tudelft.nl/courses/engineering-design-circular-economy/subjects/module-3-repair/
Repair Requires a Culture of Care
A repairable product does not guarantee a repair culture. People may still replace objects because repair feels inconvenient, unfashionable or uncertain. Designers therefore influence not only whether repair is possible, but whether it feels normal and worthwhile.
Language, aesthetics and service can change this perception. Visible mending can be treated as damage to hide or as history to celebrate. A replaced module can look like a compromise or an upgrade. A repair counter can feel like a complaint desk or a workshop. These are cultural design choices.
Care also changes the meaning of quality. Quality is not only the perfection of the object at the moment of sale. It can include how gracefully surfaces age, how easily worn parts are refreshed, how clearly maintenance is explained and whether the object becomes more valued through continued use.
How Design Students Can Practise Repair Literacy
Start by taking something apart. Choose an everyday object that is already broken or likely to fail. Photograph each disassembly step, count tools, note where access becomes difficult and identify which actions risk damage. Then reverse the process. If reassembly is harder than opening, record why.
Create a failure map. List components by expected wear, consequences of failure, replacement cost and accessibility. The map can reveal that the most vulnerable component is buried deepest inside the product, or that a cheap part controls the lifetime of an expensive system.
Design a repair journey as well as a product. What does the user see when something goes wrong? How do they diagnose the issue? Where do parts come from? Who performs the repair? How is data protected? How is the object returned to use? Test the journey with another person, not only the physical mechanism.
Prototype for maintenance. Make covers removable, fasteners legible, parts identifiable and instructions understandable. Where self-repair is unsafe, design a clear boundary and a professional service route instead of pretending the user has unrestricted access.
Finally, imagine the product five years after launch. Which materials will show wear? Which components may be obsolete? Will software still function? Will instructions and spare parts still exist? Designing this future scenario can expose lifecycle decisions that are invisible in a new prototype.
Repair in the Portfolio
Repair literacy can make a portfolio much more informative because it reveals how a student thinks beyond the hero image. A project can include a disassembly diagram, failure analysis, repair prototype, parts strategy, maintenance service or before-and-after redesign of an existing object.
The strongest evidence is comparative. Show how many steps were required before and after redesign, which tools were eliminated, which component became independently replaceable or how a service reduced the friction of repair. The portfolio becomes a record of lifecycle reasoning rather than a claim that the project is simply ‘sustainable’.
Architecture portfolios can show what was retained and why. Fashion portfolios can document repair seams, replacement components or care systems. Digital portfolios can explain update and migration plans. In each case, the student demonstrates an ability to design continuity rather than only novelty.
What Design Schools Can Teach
Design schools can make repair visible by allowing broken and used objects into the studio. Students learn different lessons from wear, maintenance and failure than from pristine materials. A teardown lab, repair clinic or collaboration with local repairers can provide a library of real evidence about how products age.
Briefs can include lifecycle requirements from the beginning: identify likely failures, provide a repair or maintenance pathway, justify permanent joints, document parts and test reassembly. Critiques can ask who repairs the object, with what tools, at what cost and what happens when the product is no longer supported.
Most importantly, schools can challenge the assumption that creativity is demonstrated by producing something entirely new. Repair, adaptation and transformation require close observation of what already exists and a willingness to work with constraint. These are not secondary skills in a resource-constrained world; they are forms of design intelligence.
Key Takeaways for Creative Students
- Treat launch as the beginning of a product lifecycle, not the end of the design process.
- Distinguish durability, repairability, upgradeability and emotional longevity.
- Design access to high-failure components before deciding the exterior is finished.
- Use standard fasteners, modular boundaries and clear documentation where appropriate.
- Remember that spare parts, software support and service logistics can determine whether technical repairability is useful in practice.
- Map the repair journey as carefully as the purchase and use journey.
- Study broken objects and real repair behaviour; failure is valuable design evidence.
- Consider repair at multiple scales, from garments and electronics to buildings and public systems.
- Show measurable improvements in repairability and lifecycle thinking in your portfolio.
- Design not only for ownership, but for care, maintenance, adaptation and return to use.
Looking Ahead
For much of industrial culture, progress has been represented by replacement: the new model, the new building, the new interface, the next season. Repair asks designers to work with a different idea of progress. Improvement can mean keeping something valuable in use while changing only what needs to change.
The policy environment is beginning to reward this shift, but regulation alone cannot create a repair culture. Products have to be understandable enough to maintain, services have to make repair realistic, knowledge has to remain available and people need reasons to care about the things they already own.
For the next generation of artists, designers and architects, repair literacy can become a practical bridge between sustainability and everyday design decisions. It turns circularity from a diagram into questions about screws, seams, software, parts, buildings, instructions and relationships.
The most future-facing object may not be the one that looks newest. It may be the one that has been designed to survive change – to age, to be opened, to be understood, to be altered and, when something fails, to find its way back into use.

Repair Literacy: Why Designers Need to Learn How Things Age, Break and Return (Pt.1)
PART 1. From Product to Lifespan
Design education is organised around beginnings. Students receive a brief, generate ideas, develop a concept, make a prototype and present a final outcome. The moment of completion is celebrated: the object is photographed, the model is displayed, the interface is demonstrated and the portfolio moves on to the next project.
Real objects do not end there. They are carried, washed, dropped, updated, scratched, repaired, modified, shared, stored and sometimes abandoned because one small component can no longer be replaced. Buildings acquire new occupants. Clothes lose buttons before their fabric wears out. Digital products become obsolete because software support ends while the hardware still functions.
Repair literacy is the ability to design with this later life in mind. It combines knowledge of durability, disassembly, spare parts, maintenance, diagnosis, service systems and user behaviour with a broader cultural question: does a product invite care, or does it make replacement easier than responsibility?
For creative students, repair is not a niche technical concern. It is a way to understand products as relationships over time. When designers learn how things fail and how they return to use, sustainability stops being an abstract promise at the beginning of a lifecycle and becomes a practical property that can be tested.
The Object Is Not Finished at Launch
A product can look sustainable in a presentation and still be difficult to keep alive. Recycled material may be bonded in a way that prevents disassembly. A beautifully sealed device may require destructive opening for a simple battery replacement. A modular product may have no spare parts available after two years. An efficient building may be demolished because adaptation was never considered.
Repair literacy changes the timeline of design. Instead of asking only how an object will be made and used, students ask how it will be maintained, where it is likely to fail, who will be allowed to open it, what tools will be required, how a replacement component will be identified and whether instructions will still exist when the repair becomes necessary.
These questions do not reduce creativity to engineering. They create another design space. Fasteners become part of the user experience. A seam can communicate how a garment may be altered. A housing can reveal where to open a device. A service can make diagnosis less intimidating. A repair manual can be designed with the same care as packaging.
| BE OPEN Insight A product is not finished when it leaves the studio. Its design continues to be tested by wear, failure, maintenance and change. Repair literacy asks a simple question with radical consequences: when something goes wrong, has the designer left a path back to use? |
Why Repair Literacy Is Becoming a Creative Skill
Repair is moving from the margins of sustainability policy into mainstream product expectations. The European Union’s Directive on common rules promoting the repair of goods began applying through national rules from 31 July 2026. It sits alongside ecodesign requirements that increasingly address product reparability, access to spare parts and information about durability.
This matters to designers because regulation can only require repair when products are technically capable of being repaired. Decisions about adhesives, fasteners, modularity, firmware, documentation and component access are therefore no longer invisible details left to the end of development. They influence whether a product can participate in a repair economy at all.
For students entering product, fashion, interaction, service and spatial design, repair becomes a future-facing competence. A designer may need to create not only an object, but an ecosystem of parts, instructions, service touchpoints, resale channels and update paths that keep value in circulation.
Case Study: The EU Right to Repair Moves from Policy to Practice
The European Commission describes the repair directive as a measure to encourage consumers to use goods for longer and prevent premature disposal of repairable products. For covered product categories, manufacturers may be required to repair within a reasonable time and at a reasonable price, provide accessible information about repair services and avoid unjustified hardware or software techniques that impede repair.
The wider ecodesign framework is also making repairability visible at the point of purchase. Since June 2025, smartphones and tablets placed on the EU market have been subject to new durability and repair rules, including spare-parts requirements and a repairability score on the energy label. The policy shift turns design decisions that were once hidden inside products into information consumers can compare.
For creative education, the important lesson is not to memorise regulation. It is to recognise that design increasingly operates across a product’s whole life. A final-year concept for a phone, appliance or wearable can no longer be persuasive if the project explains materials and features but says nothing about failure, access, parts and support.
Source:
https://commission.europa.eu/law/law-topic/consumer-protection-law/directive-repair-goods_en
https://single-market-economy.ec.europa.eu/news/new-eu-rules-durable-energy-efficient-and-repairable-smartphones-and-tablets-start-applying-2025-06-20_en
Repairability Starts in the Design File
Repair happens after failure, but repairability is created before manufacture. The designer decides whether a component can be reached without damaging another one, whether a common tool can open the product, whether wear parts are separated from long-life parts and whether reassembly is possible after disassembly.
A useful way to think about repairability is through access. Which components fail most often? How many steps are required to reach them? Are screws visible and standardised, or hidden beneath permanent adhesive? Can a cable, battery, zip, wheel or switch be replaced independently, or does the repair require replacing an entire assembly?
The same principle applies beyond products. Digital systems need update paths and data portability. Furniture can anticipate replacement covers or hardware. Garments can use seams that permit alteration. Buildings can preserve structural value while allowing internal systems to change. Repair literacy asks which parts should last, which parts should change and how the boundary between them is designed.
This is why repairability should be prototyped. Students can time a disassembly, count tools, document steps, observe where force is required and ask another person to attempt the repair from the instructions. A design that is theoretically open may still be practically hostile.
Case Study: Fairphone Makes Repair Visible
Fairphone has made repairability a visible part of the smartphone proposition. Its support documentation for Fairphone 5 explains that separate parts connect within a modular architecture without glue or complex screws, and that a single Phillips #00 screwdriver is sufficient to access replaceable parts such as the display, cameras, earpiece, loudspeaker and USB-C port.
The importance of this example is not that every device should copy the same architecture. Fairphone shows how repair can be designed as a user journey. Diagnosis, spare-parts availability, step-by-step guides and the physical construction of the phone work together. The user is not expected to reverse-engineer the product before taking responsibility for it.
For students, this makes repair tangible. A product that can be opened communicates a different relationship between manufacturer, object and owner. It suggests that ownership includes access, knowledge and the possibility of intervention rather than only the right to consume the finished surface.
Source:
https://support.fairphone.com/hc/en-us/articles/18744611991825-Fairphone-5-Replace-a-Spare-Part
https://www.fairphone.com/repairs
Access Is a Design Decision
Repairability is often discussed as if it were a binary property: repairable or not repairable. In practice, access exists on a spectrum. A product may technically be repairable but require specialist tools, proprietary software, expensive parts or a level of expertise that makes repair unrealistic for most users.
This means students should design for the appropriate repair actor. Some failures are safe for a user to fix. Others require trained technicians. A good system can make that distinction clear through modular boundaries, diagnostic information and service pathways rather than either sealing everything or assuming that every user should become an engineer.
Documentation is part of this architecture. Exploded diagrams, part numbers, repair videos, error messages and service histories determine whether knowledge survives beyond the original design team. A hidden screw is a physical barrier; an unavailable manual is an informational barrier. Both can shorten product life.
Case Study: Framework Designs for Upgrade as well as Repair
Framework approaches laptops as systems that can be repaired, upgraded and customised over time. Its product philosophy includes replaceable memory, storage and mainboards, a marketplace for parts and modules, repair documentation and backwards-compatible upgrades across generations of its Laptop 13 platform.
The example expands repair literacy beyond fixing damage. A device can become functionally obsolete even when nothing has broken. Upgradeability gives the user another option between continuing with an inadequate product and replacing the whole product. The same architecture that enables repair can also support adaptation to changing needs.
Framework also highlights a less visible issue: software longevity. The company has acknowledged that long-lived hardware depends on continued firmware, compatibility and security updates. For designers of connected products, repairability therefore has a digital layer. A replaceable component has little value if the system can no longer recognise or securely support it.
Source:
https://frame.work/about
https://frame.work/blog/enabling-software-longevity
Durability, Repairability and Upgradeability Are Different
A durable product resists damage. A repairable product can return to function after damage. An upgradeable product can adapt to new requirements. These qualities reinforce one another, but they are not identical. A very durable sealed object may survive for years and still become waste after one critical failure. A highly repairable object made from weak components may demand constant intervention.
Circular design therefore requires trade-offs. The Ellen MacArthur Foundation distinguishes physical durability from emotional durability — the ability of a product to remain desirable and relevant to users over time — and connects longevity to repair, reuse, remaking and recycling. Keeping an object in use is both a technical and a cultural problem.
Students can treat these as separate design criteria. What needs to survive physical wear? What should be replaceable? What can be upgraded? What might make a user want to keep the object rather than replace it even when a newer version appears? The answers will differ between a chair, a phone, a jacket and a public building.
Repair literacy therefore resists a single sustainability metric. The goal is not maximum repairability at any cost, but a coherent strategy for keeping value — material, functional, social and emotional — in use for longer.
Source:
https://www.ellenmacarthurfoundation.org/articles/designing-products-to-be-used-more-and-for-longer
Update: BOA added 6 new online courses in WordPress Websites from Knowledge Door
Update: BOA added 6 new online courses in WordPress Websites from Knowledge Door
Update: BOA added Just Urban Design: The Struggle for a Public City
BE OPEN Academy has added Just Urban Design: The Struggle for a Public City, edited by Kian Goh, Anastasia Loukaitou-Sideris and Vinit Mukhija, to its Bookshelf. The open-access collection examines how public space, mobility, housing, participation and the built environment can contribute to more inclusive and socially just cities.
Just Urban Design: The Struggle for a Public City by Kian Goh, Anastasia Loukaitou-Sideris and Vinit Mukhija

Just Urban Design: The Struggle for a Public City asks a direct but often neglected question: what would it mean to place justice at the centre of urban design? Edited by Kian Goh, Anastasia Loukaitou-Sideris and Vinit Mukhija, the collection brings together urban planners, architects, landscape architects, sociologists and anthropologists to examine how decisions about space distribute access, safety, visibility and opportunity.
The contributors address public space, mobility, housing, informality, community development and climate change. Across these subjects, the book challenges the idea that urban design is primarily a matter of physical form. Streets, parks, housing and infrastructure are also shaped by power: by who participates in decisions, whose needs are recognised and who is able to remain in a neighbourhood after it improves.
For students, this creates a valuable framework for assessing projects beyond their visual qualities. A well-designed place can still exclude people through cost, surveillance, displacement or limited access. The book therefore treats community participation and organising not as optional consultation, but as essential parts of creating more equitable urban environments.
At BE OPEN Academy, Just Urban Design works particularly well as a deeper review because it connects creative practice with public responsibility. It does not offer one universal model for the fair city. Instead, it asks designers to recognise conflict, listen to those most affected by change and consider how the built environment can support a genuinely public city. The open-access edition also makes this important discussion available to students and educators worldwide.
Find out more about Just Urban Design: The Struggle for a Public City →
Update: BOA added The 15-Minute City
BE OPEN Academy has added The 15-Minute City: A Solution to Saving Our Time and Our Planet by Carlos Moreno to its Bookshelf. Through examples from cities around the world, the book explores how proximity to work, education, services, culture and green space can reduce car dependence and make everyday urban life more connected, sustainable and people-centred.
The 15-Minute City: A Solution to Saving Our Time and Our Planet by Carlos Moreno

The 15-Minute City: A Solution to Saving Our Time and Our Planet by Carlos Moreno introduces a way of thinking about cities through the time people spend reaching the places and services they need. Its central proposition is simple: schools, shops, workspaces, healthcare, culture, green areas and other everyday destinations should be accessible within a short walk or cycle from home.
Moreno traces the development of the 15-minute city and examines how the idea has been interpreted in places including Paris, Milan, Portland, Melbourne, Busan and Buenos Aires. The examples show that proximity is not a single urban formula. It depends on mixed uses, active mobility, adaptable buildings, public space and a detailed understanding of how different communities experience their neighbourhoods.
For students of architecture, urban design and related creative disciplines, the book provides a useful bridge between an ambitious vision and the everyday scale of design decisions. It encourages readers to evaluate a city not only through landmarks or infrastructure, but through access, time, comfort and quality of life. As October brings World Habitat Day, World Architecture Day and World Cities Day, the book offers a timely starting point for considering how design can make urban life more local, connected and humane.
Find out more about The 15-Minute City: A Solution to Saving Our Time and Our Planet →
Update: BOA added Streetfight: Handbook for an Urban Revolution
BE OPEN Academy has added Streetfight: Handbook for an Urban Revolution by Janette Sadik-Khan and Seth Solomonow to its Bookshelf. Drawing on the transformation of New York City streets, the book uses real projects and step-by-step visuals to show how pedestrian plazas, cycle lanes, bus routes and safer crossings can be tested and delivered through practical, people-focused design.
Streetfight: Handbook for an Urban Revolution by Janette Sadik-Khan and Seth Solomonow

Streetfight: Handbook for an Urban Revolution by Janette Sadik-Khan and Seth Solomonow is a practical account of how streets can be redesigned around people rather than treated almost exclusively as corridors for cars. Drawing on Sadik-Khan’s years as New York City transportation commissioner, the book follows the creation of pedestrian plazas, protected cycle lanes, faster bus routes and safer crossings.
Its most useful lesson is that meaningful urban change does not always begin with a vast construction project. Paint, temporary materials, adjusted signals, new seating and a different allocation of road space can test an idea quickly and make its effects visible. Photographs, diagrams and project examples help readers understand both the design decisions and the political work required to put them into practice.
For students and emerging designers, Streetfight demonstrates how observation and evidence can turn an ordinary street into a design brief. Pedestrian movement, traffic speed, business activity, safety and public response all become forms of feedback. The book also shows why communication is part of design: even a successful proposal must be explained, tested and adapted if it is to win public confidence.
This BE OPEN Pick takes the October theme from urban principles to visible action. It presents the street as a shared civic space and reminds young designers that limited budgets or complex institutions do not eliminate the possibility of change. Carefully chosen interventions can demonstrate an alternative, generate evidence and open the way to longer-term transformation.
Free download exhausted
