DESIGN
ENVIRONMENTAL
ACTIVIST
07 / 10 / 2025
Olli Majalahti’s article, originally published in our second issue, is an op-ed style response to the editorial written by Anni Pokela and Jenna Viro, published in the first issue of Sälä. You can read the text by Pokela and Viro here.
At Sälä, we encourage open discussion in and about the field of design, and we welcome all kinds of comments, answers, critiques and contributions that our articles may inspire.
Too often, today’s design defines sustainability through quantifiable measures such as carbon footprint, recyclability, or circularity. These are important tools, but they are not enough. There is more to design than what can be measured. How an object participates in human experience and how it shapes conversation, emotion, or memory is harder to measure but just as real as the quantifiable properties. Life Cycle Assessment tools don’t account for these effects. Design must be more than efficient. It must also be expressive, political, and speculative. So, in this project, I set out to make an object that could become an active ally of nature by embodying a story and taking a stance on an event where nature lost. The coffee table is part of my thesis work, in which I focus on emotionally durable design and the effect of aesthetics on experience. Through this project, I began to ask questions: what kind of stories do objects carry? Could they take a stand? Could they act?
This idea draws from Actor-Network Theory (ANT)1, developed by Bruno Latour and others in the 1980s. ANT challenges traditional distinctions between subjects and objects by arguing that both human and nonhuman entities play active roles in shaping the world. In this framework, an “actant” is a source of action. It is neither subject nor object, but an intervener. To me, this coffee table functions as an actant. Action should be considered as a mixture of many surprising sets of agencies. ANT explores who and what participates in the action. For designers, ANT helps uncover hidden actors embedded in artefacts and opens up new design opportunities beyond traditional human-centered thinking.
The situation at Stansvik has been ongoing for years, but at the time, while working on this project, construction had already begun. The events there carry significance beyond the site itself. They reflect a broader pattern, where nature is present in branding and strategy, but rarely in actual decisions. Since 2023, activists and residents have emphasized the ecological value of the Stansvik area and proposed alternatives to the plans, yet the City of Helsinki has made no changes to its original plan.
I wanted to create an object that takes a stand. It shouldn’t exist only to be admired, but to invite reflection and dialogue. I wanted to move away from a kind of design that relies on instant admiration but offers little in terms of lasting meaning. In a capitalist society, the pursuit of immediate impact often comes at the expense of experiential depth.
I’ve always been drawn to the rocks of the archipelago; their shapes and their varying smooth and rough surfaces. What fascinates me about the texture of rocks is the tactile sensitivity it invites and the sense of weight and age they carry. Texture calls for touch. Often, sight dominates how we experience objects, but prioritizing the eye doesn't have to mean ignoring the other senses3.
The tabletop was cast using a two-part slip-cast mold. One half of the mold is a plaster slab made directly from the rock surface, capturing its texture in detail. The rock texture is unique to a specific place in Stansvik. It was collected just weeks before the rock was blasted to build a new street, Varisluodonkatu. The legs of the table are made from a tree that was cut down from the same location in Stansvik where the rock texture is from.
Capitalism produces smooth and polished products designed to generate instant likes and pleasure. Not only are their surfaces smooth, but also their identities and values are smoothed out. These products are easy to understand, easy to share, and easy to consume.4 Similarly, in sustainability, numbers are easy to decode, and it is smooth to show the carbon footprint of a product. Smoothness sells. Companies are trying to smooth out all the friction that exists in the effort of moving through systems. The narrative that takes a stance is not smooth. It challenges the user and interrupts their flow, creating friction.
Brand identity is already a story that objects carry. In most cases, it hides the origins of the object behind an artificial narrative. The material extraction, labor, and impacts are wiped out and replaced by the brand story. If we can so easily hide reality behind products, why not build narrative into objects in a way that brings climate or nature to the surface? If a company claims to support climate action, why wouldn’t it speak through its products more radically?
We tend to think of products as static artifacts. But through this project, I aim to show how objects can be more: collaborators in a process, or invitations for dialogue. Especially in polarized times, climate talk can be emotionally charged. People may resist or withdraw, but an object holding a climate-centered story can shift the weight of the message away from the personal. It opens space for discussion through confrontation and creates room for reflection by presenting a grounded narrative. The object becomes a participant in a conversation.
The idea of play or playful (leikki in Finnish), which was introduced in the first issue’s editorial, remained somewhat ambiguous. Play is creative, experimental, often also joyful, but above all, it is a form of action. In a game, objects interact with players, and through this interaction, they gain agency. Recognizing these agencies and understanding how people relate to things is a powerful design tool. Objects always interact with users, and something emerges from that exchange. Framing play in this way helps to ground it more concretely within design practice as something that can provoke change and make the play more concrete in a context of design.
From this standpoint, nonhuman things don’t replace human actors, but they are vital players in the world. Actions are rarely under the full control of conscious individuals. They emerge from networks of influence, including the material world. There might exist metaphysical effects between causality and inexistence. Things can encourage, permit, resist, or render possible, and together with persons, they make up the social milieu. While speculative design may not solve climate issues directly, it can help create landing places for new ideas. Like airplanes need runways, ideas need spaces to land.
1. Latour, B. (2005). Reassembling the social : an introduction to actor-network-theory. Oxford University Press.
2. Suojellaan Stansvik website: https://stansvik.info/
3. Pallasmaa, J. (2012). The eyes of the skin : architecture and the senses (3rd ed.). Wiley.
4. Han, B. (2017). Saving beauty. Polity Press.