In Materialist Media Theory: An Introduction and Materializing Morality, both Bollmer and Verbeek argue that media and technology play a performative and biased role in influencing human actions and the world. Though written almost 20 years apart, both pieces share critical concerns that can be productively examined through a relevant design-centered foundation. The Double Diamond Design Process, developed by the British Design Council in 2005, provides a fitting and contemporarily relevant lens for this comparison. Consisting of four iterative stages—Discover, Define, Develop, and Deliver—the Double Diamond represents the cyclical research, prototyping, and evaluation phases of designing a product or experience. Through this framework, I position both theorists as offering insight into the ethical and material conditions of design, and all of us as designers who must understand and critically navigate the systems we create and inhabit.

In the Discover phase, designers start by researching and reframing challenges through human needs and contextual insights (Design Council, 2019). Bollmer and Verbeek both provide extensive research to argue against the common misconception that media and technology are neutral, immaterial tools. Instead, they argue that technologies are deeply performative—they shape how we act, think, and relate to the world around us. Bollmer’s (2019) point of performative materialism states that in order to know what media are, the concentration should not be on the content that it presents but rather what actions they create in the material world. Verbeek echoes this sentiment through his concept of technological mediation, or the role of technology in human action (how we are present in their world) and human experience (how the world is present to us). A clear example of this is eyeglasses: the user’s focus is not on the glasses themselves but rather the world they reveal and the visual experience that they mediate – the tool becomes an extension of the body and human life (Verbeek, 2006, p. 365). To exemplify this, both scholars reference philosopher Martin Heidegger notion of “readiness-in-hand”: tools disappear into the background of use until they malfunction and become present-at-hand (Heidegger, as cited in Verbeek, 2006, p. 364). In UX design, this principle aligns with the notion that effective interfaces “disappear” so users can focus on their tasks (Fowler, 2019). This invisibility can become negatively habitual: gestures like swiping left or right on a phone are now so deeply internalized that users forget the device’s mechanics, effectively training the body to perform unconsciously (WIRED, 2022). These examples illustrate Verbeek’s and Bollmer’s shared critique: technologies mediate our relationship with the world by prescribing ways of seeing and acting. From this phase, we learn that media artifacts should be approached not as transparent tools but as active participants in human-world relationships.
In the Define phase, designers synthesize insights into a clear, actionable human need which becomes the target of the design solution (Design Council, 2019). As we delve deeper into the arguments of media and materiality present in these two texts, Bollmer and Verbeek converge on the underlying problem: the need to design with awareness of technological intentionality: the ways technologies amplify certain realities while reducing others. Verbeek (2006) draws from Don Ihde’s notion that technologies have “intentions” embedded in their design. For instance, we have a hermeneutic relation to a thermometer that does not result in a direct sensation of heat or cold but gives a value that requires interpretation to make a statement about reality. Similarly, ultrasound imaging renders the fetus visible as a diagnostic object, shaping moral decisions about birth and health. In this sense, technologies do not merely represent reality, they also construct what counts as real and morally actionable. However, these intentionalities are not fixed – they are shaped by the relationship humans have with the artifacts. This idea, which Idhe coined as “multistability”, can be seen in the telephone and typewriter being originally developed as equipment for the blind and hard of hearing instead of mass communication and writing technologies (p. 369). Bollmer (2019) parallels this with his engagement of the encoding/decoding model from cultural studies: although media texts are encoded with intended meanings, audiences are creative in their interpretations and may very well receive a message that is antithetical to the creator’s intent. He draws on the controversial claim of “the death of the author” (Barthes 1977, 142–48) because the true control of a text’s meaning for a reader comes not from the text itself, but from the context in which it is read. We can now see how the design of technology and media is an inherently moral activity when we are creating technologies that appear to give material answers to ethical questions. Verbeek stresses that as media creators, we have a unique responsibility of “materializing morality”, and considering the mediating role that technologies will eventually play in society, whether aligned with our intention or not (2006, p. 370). Bollmer (2019) complements this by situating materiality within power and politics, arguing that “relations of opposition and conflict” are inseparable from design’s performative agency (pp. 174–176). The problem statement arising from this Define stage could then be: how might we design media and technologies that make their mediating influence visible and ethically accountable, so that users and creators alike can recognize how design choices shape perception, interpretation, and moral action?
In the Develop phase, designers prototype and test potential solutions, iterating toward a design that balances functionality, context, and ethics (Design Council, 2019). Both Bollmer and Verbeek highlight the importance of anticipating the mediating role technologies will play once situated in society. Verbeek introduces the concept of scripts, or implicit instructions that artifacts have embedded in their material design. For example, a stop sign has the script “stop when you see me”, and we follow this instruction because of what it signifies, not because of its material presence in the relation between humans and the world (2006, p. 367). Bollmer (2019) complements this with his focus on semiotics, noting that while media operate through systems of meaning and representation, designers must move beyond mere symbolism to engage with how technologies act materially in the world (pp. 41–46). However, both scholars agree that semiotic methods cannot be the sole philosophy of design today. Technologies are able to exert influence as material things, not only as signs or carriers of meaning, and should be created with this in mind. Because technologies are multistable, their future uses and mediations are inherently uncertain. Verbeek therefore recommends conducting mediation analyses, or imaginative exercises where designers envision possible user interactions and ethical consequences. This anticipatory reflection bridges the gap between the context of design and the context of use (2006, p. 374). A classic example is the speed bump: it embodies moral intention (“slow down”) through physical form, while simultaneously limiting perceived freedom for drivers. These trade-offs illustrate that every design choice creates a negotiation between competing values and stakeholders. Bollmer (2019) extends this to and asserts that design prototypes not only mediate actions but also perform political struggles. Materiality is not neutral; it structures who can act, who can speak, and whose perspectives are amplified or reduced (pp. 175–176). Thus, the Develop phase becomes an important exercise in iterative ethical reflection: designers must continuously test how their material decisions mediate power, freedom, and meaning in lived contexts.
In the Deliver phase, designers refine and release a final design that responds to user and ethical insights gathered through iteration (Design Council, 2019). For both Bollmer and Verbeek, this stage is not merely about delivery but about accountability and understanding design outcomes within larger material and moral environments. Bollmer’s concept of neurocognitive materialism (2019, pp. 171–175) highlights how the body, brain, and media form a single interactive system. To deliver responsibly, designers must recognize that the artifacts they produce literally shape the embodied experience of being human. Verbeek (2006) shares this concern, emphasizing that designers cannot simply “inscribe” a desired form of morality into an artifact. Delivery of media artifacts requires the acknowledgement that once a design enters the world, it becomes co-authored by users and contexts, and morality becomes a shared responsibility between humans and technologies (as illustrated in Figure 1). Altogether, Bollmer and Verbeek remind us that delivering a media product to the public is a reflective act of material responsibility. Through this lens, delivering a design no longer means finalizing product details, it means nurturing an ongoing relationship between humans, matter, and ethics. As Bollmer concludes, “Materiality means we all exist together, in one world… If we want to create a better world, we have to begin with what matters” (2019, p. 176). As media consumers and creators, we must remember that what matters is not only the usability or efficiency of media systems but also the ethical weight of their mediations and the ways in which design makes, and remakes, our shared reality.

Citations:
Bollmer, G. (2019). Materialist media theory: An introduction. Bloomsbury Academic.
British Design Council. (2019). The double diamond: A universally accepted depiction of the design process. https://www.designcouncil.org.uk/our-resources/the-double-diamond/history-of-the-double-diamond/
Fowler, D. (2019). The design of everyday things: How design makes us think. MIT Press.
Verbeek, P.-P. (2006). Materializing morality: Design ethics and technological mediation. Science, Technology & Human Values, 31(3), 361–380.
WIRED. (2022). How phone taps and swipes train us to be better consumers. https://www.wired.com/story/phone-interface-trains-us-to-be-consumers/



