10 November 2001

Charles Fishman, "Design - Freeman Thomas," FastCompany, Dec 1999

"So I'm driving over here today in the Prowler, and I pass a car. There's a man driving, a kid in the front passenger seat, and two more kids in the back. They see the Prowler, and they grin and give me a thumbs-up," says Thomas. "And I give them a thumbs-up back. You only get one life; this life is not a rehearsal. So chances are, you want to have fun. You still want to act like a child. That spirit is a frame of mind, not an age. And the automobile gives you a chance to have an adventure every day. Say you drive 20 minutes to work every day. Your commute could be totally pragmatic, but it doesn't have to be. Having a really nice car is like wearing a really nice suit. It's like a role you play -- a role you get to play. Who doesn't want a thumbs-up experience?"
...
Thomas is always sketching cars. He has a simple, rough, freehand style, using whatever ballpoint pen is around. He uses lots of lines and cross-hatching -- capturing the mood and the shape, rather than the details. Sketching helps him think, helps him experiment, helps him explain.
....
In that world, Thomas has evolved a role that serves both his artistic and his bureaucratic needs. "I'm a storyteller," he says. "I think of a designer as a processor of information -- like a scriptwriter or a novelist." Thomas sees himself as a kind of cultural filter and architect: Listen carefully to what's going on out in the world, consider history and context, and create a vehicle that matches the zeitgeist. The Microbus is an artifact of its era; so is the minivan.

Thomas believes absolutely that every vehicle needs a story. "What's the plot?" he asks of the Prowler, before answering his own question. Being able to communicate that story to consumers is one thing. But being able to articulate it to people inside the company is perhaps more important, if your designs are going to survive, and if they are going to transcend "committee-ization."

"It's important to be able to communicate, not just to designers but also to nondesign people," Thomas says. "If people don't have a vision, you have to be able to walk them through what you're talking about. You have to be able to connect equally with an engineer, with someone from marketing, and with someone from the fabrication shop. The question is, How do you get people to work together? Most companies have 'committee design.' That's not what I like. I like 'consensus design.' In a committee, people don't speak up. They don't say what they think. Nothing is allowed to come out. Consensus design means that you all express yourselves, and your ideas, and at the end of the day, you all agree to do something. You might initially be against an idea, but if someone walks you through the thought process, you might then be able to say, 'I see what you're talking about.' "