Incomplete Design
Transcrição
Incomplete Design
MSc Thesis in Interaction Design Incomplete Design - A Design Philosophy in Theory and Practice Leif Tannfors & René Lundgaard Kristensen Göteborg, Sweden 2004 Chalmers Department of Computing Science REPORT NO. xxxx/xxxx Incomplete Design A Design Philosophy in Theory and Practice René Lundgaard Kristensen Leif T. Tannfors Chalmers Department of Computing Science IT UNIVERSITY OF GÖTEBORG GÖTEBORG UNIVERSITY AND CHALMERS UNIVERSITY OF TECHNOLOGY Göteborg, Sweden 2004 Incomplete Design A Design Philosophy in Theory and Practice LEIF T. TANNFORS & RENE LUNDGAARD KRISTENSEN © LEIF T. TANNFORS, RENE LUNDGAARD KRISTENSEN, 2004. Report no xxxx:xx ISSN: 1651-4769 Department of Computing Science IT University of Göteborg Göteborg University and Chalmers University of Technology P O Box 8718 SE – 402 75 Göteborg Sweden Telephone + 46 (0)31-772 4895 Cover: [Close-up of Claudio - an interactive installation designed and built by the authors] [Photo: René Lundgaard Kristensen, The installation is presented in chapter IV (p.61-92)] [tryckeriets namn] Göteborg, Sweden 2004 Incomplete Design A Design Philosophy in Theory and Practice LEIF T. TANNFORS & RENÉ LUNDGAARD KRISTENSEN Chalmers Department of Computing Science IT University of Göteborg Göteborg University and Chalmers University of Technology Abstract The purpose of this thesis is to establish and develop incomplete design as a design philosophy. The ideas of incomplete design are related to a number of different theories originating from the arts of philosophy, sociology, fine art, literature, music and film. A major influence has been artistic activities manifested as a critique of regulations in society. Furthermore, this study includes an interactive art installation named Claudio. The installation is designed and built by the authors. The methodology used when creating Claudio was shaped in chorus with the thoughts of incomplete design. The approach which is entitled seismographic design is intended for relating conceptual ideas with societal cultural developments. The arguments presented in the paper are predominantly based on the view that systems and products of today are dictating and homogenizing our actions. This leads to a world where product users are slowly transformed into passive actors living their everyday lives in a ‘pre-programmed’ world. In this context designers experience the establishment of design conventions with social and political implications. Viewed from this perspective there is an urgent need for democratic technologies that represent increased diversity and pave the way for individual interpretation. By exploring ways in which design can incorporate human qualities, such as creativity and intuition, the concepts of incomplete design provide a constructive counterbalance to the authors’ critical assessment. In the end, by seeing the user as a protagonist, incomplete design reorganizes the conventional relationship between the designer and the user. Keywords: Interaction Design, Incomplete Design, Design Theory, Critical Design, Emotional Design, Interrogative Design, Seismographic Design, Political Design, Poetic Design, Avant-garde Art and Design, Incompleteness, Imperfection. Incomplete Design A Design Philosophy in Theory and Practice LEIF T. TANNFORS & RENÉ LUNDGAARD KRISTENSEN Chalmers Department of Computing Science IT University of Göteborg Göteborg University and Chalmers University of Technology Sammanfattning Syftet med denna magisteruppsats är att utforska och etablera incomplete design som en designfilosofi. Idéerna bakom incomplete design är relaterade till ett flertal teorier som utgår från grenar inom filosofi, sociologi, konst, litteratur, musik och film. Betydande influenser är hämtade från konstnärliga verksamheter som manifesteras i form av kritik av reglerande system i samhället. Därtill innefattar denna studie ett praktiskt projekt i form av skapandet av den interaktiva installationen Claudio. Metodiken som användes vid utvecklandet av Claudio formades parallellt med teorin inom incomplete design. Denna metodik, som är döpt till seismographic design är ämnad för att relatera idéer och koncept med kulturströmningar i samhället. De kritiska argument som presenteras i uppsatsen är i första hand baserade på tesen att system och produkter av idag dikterar och homogeniserar våra handlingar. Detta leder till en värld där produktanvändare långsamt formas till passiva aktörer i en ”förprogrammerad” värld. I denna tillvaro upplever designers en etablering av designkonventioner med sociala och politiska implikationer. Ur denna synvinkel finns det ett uppdämt behov för ”demokratisk” teknologi som representerar en ökad diversitet och som öppnar upp för personliga tolkningar. Genom att utforska sätt på hur design kan inkorporera mänskliga kvaliteter såsom kreativitet och intuition erbjuder incomplete design även en konstruktiv motvikt till den kritiska hållningen. Slutligen bidrar incomplete design till att omstrukturera det konventionella förhållandet mellan designer och användare. Rapporten är skriven på engelska Keywords: Interaction Design, Incomplete Design, Design Theory, Critical Design, Emotional Design, Interrogative Design, Seismographic Design, Political Design, Poetic Design, Avant-garde Art and Design, Incompleteness, Imperfection. Acknowledgements This master thesis in interaction design is written for IT-University, Chalmers University of Technology, Sweden, and has been supervised at Innovation Lab, Århus, Denmark. Although some of the content is derived from a growing frustration of recent development of design, the greatest source of inspiration has undoubtedly been life itself. Emotions, creativity, intuition, joy, and last but not least people and things which we have tried to place a great deal of emphasis on. During the process of the project we have had the opportunity to meet and exchange experiences with a lot of people that in a variety of ways all have contributed to this study. Therefore we would like to thank a few people. Particularly, we owe a great debt of gratitude to: Lars Hallnäs Peter Dreyer & Supervisor at IT-University, Chalmers University of Technology Supervisor at Innovation Lab ...all personnel at Innovation Lab Additionally, we would also like to thank: Mikkel Bech Tony Brooks Ole Caprani Peter Ljungstrand For technical support (sound programming) For valuable discussions about transforming motion to expressions using different media. For valuable input regarding digital sound installations. For technical support (electronics). Friendly people at: Pappagallo, Århus, Denmark Huset, Århus, Denmark Café LYNFabrikken, Århus, Denmark For exchange of ideas. For helpful ideas when we built Claudio. For letting Claudio visit them. Table of Contents Introduction Aim Research methodology Structure of thesis 1-3 3 3 4 What is design all about? Purpose of design 5-7 6 Part I A Directed World The human trap Enslavement of life Enslavement of technology Future responsibility Deception Political design Interaction design as political activity 8-24 8 11 13 15 18 21 21 Part II Design Revolución Breaking free Punk styles and avant-garde movements 25-30 26 27 Part III Incomplete Design Incomplete design as a mental cure The user turns into a co-creator Imperfection Openness of meaning Freedom of future acts Physical empty space Politics and incompleteness Enstrangement 31-61 32 34 37 37 39 40 41 43 Incomplete design and literature Writerly vs. readerly Writerly object The scriptor’s phantamatics Pleasurable illegibility Poetic design objects The post-modern film 45 45 51 53 54 55 57 The death of the designer 58 Part IV Claudio - An Incomplete Design Project Introduction Methodology – Seismographic design 62-91 62 63 Design process A design process of our minds The structure chaos of the design project 64 64 65 Result stage one – Five conceptual design proposals Concept one – Identical objects Concept two – Identical objects Concept three – Identical objects Concept four – Identical objects Concept five – Identical objects 70 70 71 72 73 75 Creating Claudio Facial transparency Choosing material of surface The heart of Claudio Identity Ambiguity Technology of Claudio Balancing chaos and order Final adjustments 76 76 77 78 79 82 82 83 84 Result stage two – Presenting Claudio Taking Claudio out Perceptive Complexity Conversation 85 86 89 90 Discussion 92-96 Introduction to systematically explore the mental model of the user in order to meet their expectations and ease the interaction. At the same time – probably not considered when the design method was introduced – it was also realized that it was possible to frame and design the users’ view, emotions and actions. Designers have expansively been glorified and assigned the role as trouble-shooters. Their objects are meant to solve all sorts of different problems: comfort people’s everyday lives, optimize work flows, impose a structure on complicated information networks etc. In the area of interaction design this is not less true. Here we often talk about experts who invent for novices or less experienced. Consequently, there has been a call for design methodologies that could thin the jungle between designers and users. User-centered design is one of them, and it has been proclaimed by many to be the first design program to take the human mind seriously. Usercentered design was introduced as a design method which involves the end-users in the design process and by that secures the best possible user-friendliness. It was a reaction against bad interface design which has attached a break to work processes penetrated by omnipresent technological objects. The goal was to eliminate all breakdowns in using these objects and give the users a hope for understanding the objects better, maybe even see them as the miracle resource which made their working day easier and improved their lives. The methodology was meant to give programmers, interface designers, industrial designers etc. a technique However, what seems to be forgotten is that interaction designers who adopt the methodologies of user-centered design – even the intensions may be the opposite – turn the users into passive nonthinking percipients. Designers make people believe that they in an ideal society can rely on the efficiency of the technological objects. In this perspective we see a black shadow covering real human qualities in design of technology today. The discussion about usability and technology conceals the interrelationship of objects and society. Interaction designs have left little or no room for speculation on the cultural function of new technological inventions. We want to stretch the design language by introducing a critical and imaginative, approach to interaction design; incomplete design. This is a dialectical aesthetic approach that undermines the idea of the transparent, user-friendly technology and provides an opaque, obscure, 1 incompleteness. By following the footsteps of critical design we aim at escaping laws of traditional academic design research and questioning the notion of the designer as the expert designing for the non thinking novices. Furthermore, we concentrate on escaping the conform processes which tries to generate general intelligible meaning. The leitmotif, incompleteness, is the constructive counterweight to the critical views. We mean that when things remain incomplete, there is always an opening for new meanings and actions to evolve. Through incomplete design we strive to liberate creativity and open up for a bigger freedom of action. The incompleteness thereby represents the continuous freedom of future dreams; a freedom from where personal and poetic expressions can evolve. more poetic and open model of interactivity. The new approach calls for an anatomization of the traditional and conventional user-object relation. We want to dissect how users interact with objects and how we as designers can invite users to become protagonists co-designing the existential meaning of the scenery they are a part of. We argue that, just like an artist might find it difficult to stop when her piece is at its best, the objects around us sometimes tend to be too overworked, too designed. These objects are adapted to existing cultural and commercial values and leave no or little room for misuse or abuse in a constructive way. This results in a sort of ‘have-a-nice-day’ description of everyday life where new objects become the solution to every problem, closing every mindchallenging gap. In such a world people are thrown into an existence where they are more or less inactive and inhuman. They are reduced to passive actors in a stereotyped, complexity-diminished world. For this reason the design culture in which we are trying to reduce problems and thereby increase comfort results in a de-humanization of ourselves. Accordingly, incomplete design takes off from the ideas of critical design only to re-balance the focus from problems and conformity to creativity, dynamics, opportunities and freedom. In order to keep a continuously critical view to the culture that the ideas derive from, we also introduce a dynamic design methodology: seismographic design. The main idea of seismographic design is to keep one hand in connection to the ‘shivers’ of world With incomplete design, our attempt to break away from this dehumanization, we combine fundamental ideas of critical design with the initiative of an open-ended 2 the condition of a group of ‘sufferers’ in society by presenting a dialectical explanation of contradictions imposed upon the people. Thus, the interpretation represents a critique of societal domination. This domination concerns social organizations as well as cultural institutions such as media, religion and academic work. while the other is reacting to the same. Aim The aim of this thesis is to develop, express and manifest our ideas of incomplete design. The means for doing this includes exploration of societal development, interpretation, induction from authority and manifesting the ideas by creating conceptual designs & one functional interactive installation. The emancipatory value of the approach is stressed by leaving a room for possible changes and/or involving outlines of how to relieve the domination. Thus, the entire thesis can be considered a representation of the result of the study as all parts are expressing ideas related to incomplete design. By using the approach of critical theory we reject the narrow-minded traditional efforts of objectivity. The method is for that reason validated by reflective acceptance and/or resulting action from the reader. The subjective approach is stressed by the fact that parts of the thesis are written like a manifesto. These parts are typographically stressed to clearly separate them from the discussion. Research methodology The theoretical approach of the thesis is based on critical (social) theory1 which encompasses a big variety of work striving to interpret 1 Critical theory is a general term for the theoretical developments in a variety of fields, informed by structuralism, poststructuralism, deconstruction, Marxist theories and several other areas of thought. It encompasses many related developments in literary theory and cultural studies, aesthetics, theoretical sociology and social theory. [23] As the approach is concerned with a way of thinking rather than a framed problem there is no specific target audience. Although the focus is on design - interaction design in particular - the thesis is addressed to anyone who can relate to it or reflect upon it. A few sections of the thesis involve societal interpretations presented as allegories such as ‘a directed world’. These allegories are 3 opaque and open ended model of interactivity. In the chapter Incomplete design and literature, we go deeper into the discussion by taking a literary perspective, looking at design objects as texts. We introduce thoughts of the French post-structuralist Roland Barthes. From this perspective we want incomplete designs to encourage the user to experience new narrative situations as a protagonist. Correspondingly, in the chapter, The death of the designer, we advocate for an analogous, dramatic reorganization of the user-designer relationship. not to be understood as a correct understanding of the world, but rather a way of stimulating the reader to reflect on them. It is though a mistake to believe that they only serve as provocations. The ideas unfold a lot of questions about the development of society and the interpretations are related to several existing theories described by recognized philosophers, writers and artists. Structure of thesis This thesis consists of four parts: A directed world Design revolución Incomplete design The incomplete design project The incomplete design project is a description of a design project which we realized during the development of this thesis. In this part we present five design proposals illustrated as conceptual ideas. One of these has been developed further and manifested as an (incomplete) installation, expressing an investigation of the practice of incomplete design. A directed world is a critical description of society discussing constraints on human behavior generated from design. The critique concerns lack of cultural, sociological and political speculation in the field of technology and design. Design revolución springs from the critique above and treats different means of questioning and breaking free from conventional ways of thinking. Before tackling the issues of the four main parts of this thesis, we will start broadly by discussing the general conception of design. This creates a platform for forthcoming issues concerning how we should deal with and explore the potential of design. Incomplete design cares for the focal part of the thesis. It explores our version of breaking free; a dialectical approach that encourages a more 4 What is design all about? Accordingly, we argue that design (or designing) involves a chain of initiations, i.e. a process. This process can be performed by either a single individual or by a group of people. Furthermore, we would like to stress the fact that design does not only concern artifacts, but also acts and processes; entities and relations. So, when Jones describes design in relation to changes in “man-made things”, it is important that we understand the word “things” in reference to its generic meaning. The matter of design is simply a matter of human activity; the things that we do. It is an understatement to say that design is interdisciplinary. Design can be described as a field of knowledge, caring for the whole of life. With this conclusion we leave the issue of design actions and explore design as a space of knowledge where all people, no matter what background or starting points they have, can collide. The designer moving inside and across the field is often portrayed as some kind of choreographer or composer using different materials to plan and create unique compositions. In order to assemble many of the different views of design as a field, area or space of many different skills and knowledge, one can use the fine definition made by Archer: The above question is difficult to answer, but the word design gives some clues, leading us closer to the heart of the issue. Design is Latin and comes from the word designare and the general translation is to mark out. The prefix of the word demeans away, taking away and signare is to mark, to put a label on something. Thus, design is to liberate the label of something, or in others words, you start with one label and transform it into something else. [1] This concurs with John Chris Jones’2 view on design to “initiate change in man-made things” [2]. But when does the transformation occur? You can argue that the transformation is conceived when capturing the initial thought of transformation performed by an individual. This imagery kind of transformation is though not always linked to an embodied transformation. Therefore, one can also argue that initiations can be identified in the processes of selecting, developing and organizing an idea. In this sense the processes occur both in the mind, in action and over time. “Design is an area of human experience, skill and knowledge which is concerned with man’s ability to mould 2 Jones is one of the pioneers and creators behind modern design methodology. 5 his environment to suit his material and spiritual needs.” [1] answer to: What is the purpose of design? Archer chose to define the purpose of design as well: “…to suit his material and spiritual needs”. We agree that the purpose is essential, but in order to define design we do not think it is necessary to precise the purpose. In addition to the definition of Archer we would like to accentuate the role of how design is interpreted through the senses of the beholder by signifying the importance of perception. Without the perception of a transformation, is it possible to speak of a transformation at all? In the struggle to answer the question many practitioners or theorists have managed to reduce the purpose of design to the aesthetical and the functional. We do not intend to answer the question, but we do think that it is time for the field of design to be responsible for issues beyond aesthetics and function; the purpose of design is about much more than creating wellfunctioning, good-looking bits and pieces. The purpose of design is material, technical, perceptual, experimental, social, cultural, environmental, ethical, psychological even political. When we design, we should be aware of more than what a product or a system communicates. We should be aware of more than its functional or economical benefit. The design of such awareness – the ideas behind and even beyond the products – can be referred to as meta-design. When we look at all the areas that design concerns, perhaps we can manage to do what Jones once declared to be his hardachieved aim… In conclusion, our definition of design is: Design is an arena of human knowledge which is concerned with the human-initiated process of transformation in which intention, purpose and perception have a central role. Purpose of design As briefly touched upon above, the word design is in many contexts used to describe the purpose of something, ex. ‘a game designed to appeal to all ages’. In view of that it is not difficult to understand that the purpose is said to have a central role of design. One big question though, seems impossible to give a simple “…to design at the scale of life, the scale of mind itself while refusing to act at the scale of its hopelessly disconnected fragments…” [1] 6 By the acknowledgment of the significance of perception it is important though to emphasize that the purpose of design can benefit from both being imprecise and incomplete – this thereby becomes the purpose! In accordance to the theme of this thesis, the impreciseness and incompleteness will be a main issue later. 7 Part I A directed world freedom, the personal decreases. How can possible? Having defined our conception of design we want to take a look at the effect of design at present. We will discuss design in the context of today’s society. We want to call attention to the fact that technology always has influenced its environment; socially, culturally, politically, and ethically. The question is: what are the consequences of this influence? influence, this be How to live is affected by regulations, standards and systems, all growing into each other. A network so complex, that no one seems to be in control. Only the very structure of the system itself seems to be in control. We – the humans – build the system, but who controls who? Are we being trapped in the complex structure that we refer to as society? Are we building this structure, only to become less responsible, less active, less thinking and less personal? We advance in technology, methods etc. in order to replace human efforts and for creating beneficial productivity, but at what cost? The human trap Our knowledge today means that we have great influence on our future; there are many ways we can change our biology, our environment, and life itself. This human influence is a powerful force in building our future. Nevertheless, we do not have the ethics to allow us to implement our powers and our responsibilities of future generations and indeed of all life [3]. All these questions are very interesting and relevant to ask. We want to compile them in one more dramatic question, initiating the following discussion: Is the trap of civilization nothing more than a jail that we are all in and all constituting? Michel Foucault made this interesting and well known metaphor [4]. He compared the society with As our powers to affect the world are growing, so are our powers to affect ourselves. The paradoxical result is that individuals are more affected by their society and that the individual 8 Bentham’s Panopticon, an architectural structure that functioned as a jail. One must admit that the comparison is somewhat thrilling. The Panopticon consists of circular chain of buildings and in the middle there is a tower. The tower has big windows in all directions. The surrounding building are divided into cells each with two windows; one facing inwards towards the tower and the other one facing outwards letting light into the cell. From the central tower you can watch all the people, which completely individually are locked into the different cells. The person in the cell is watched, but cannot - at any time - see if there is someone in the tower. By knowing that he always can be watched, the power functions automatically. The surveillance effect is permanent, but also automatic because there is no need for permanent action of surveillance. The surveillance turns into self-surveillance; it becomes immanent in each individual. This function of the panopticon is efficiently illustrated by Artist Jonas Dahlberg (Fig. 1-2). The Panopticon is a technology creating a structural kingdom with no need for a king or a master. The people inside the technology construct the foundation for the continuation of the technology that they are in. By itself Panopticon creates a web of power relations that the individuals are trapped inside. Fig.1: The video screens are part of the installation Safe Zones no. 7. by Jonas Dahlberg. Fig. 2: This toilet area is a part of the installation Safe Zones no. 7 by Jonas Dahlberg. Jonas Dahlberg illustrates how a fictitious surveillance generates a power mechanism. People confronted with the installation believe that surveillance cameras survey the toilet area. In reality a small scale-model of the toilet is surveyed. 9 strategic situation of force relations in a particular society.” [5] The surveillance, the permanent registration, the analysis and the control of the Panopticon gives opportunities to analyze, direct, redirect and control individuals. If Foucault was right, the Panopticon is also the model of government relations to peoples’ everyday life. This is manifested in a situation with power centrals and power channels where organizations and individuals are placed in relation to each other and organized hierarchically. We want to argue that Foucault’s idea of an ideal theory of a power mechanism is to a certain extent a fact today. “These relations occur at the exact moment when actors within the specific situation act. For ex. an agent cannot be explained to exert power if there are no other acting mechanisms acting inside the structures that the power is exerted.” [6] In history disciplined structures of this kind were constructed to address and fight isolated threats. Today, they are being used to increase the benefit of each individual. The people have become the tool for increasing the benefit in each and every sector of society, not the least for governments. However, today threats still affect the situation, but on a much larger scale. The terror threat of today is an example of a problem that has resulted in an accelerator of the intensified state of power. The aim of intensifying and making use of the power relations – of course – is to extend the control of organizations and individuals for safety reasons. This is also part of what can be seen as the main functions of the Panopticon, i.e. to control and discipline people, strengthen the society, increase growth and production, civilize the world, neutralize resistance. It is important though to understand that this cannot be considered to be a natural law: “If there is power, there is resistance…” [4] We live in a world with an increasing number of power channels – a spreading web – in which individuals are trapped. The power itself is deindividualized and more effectively inhabited in a complex network of force relations. The state of power is intensified and automatically constituted by ourselves and our actions within it. From this perspective, by being the “wheels of the machinery” the power is democratically controlled [4]. The power is like a silent organism, immanent inside the system, i.e. the structure. The powers are everywhere and self-going: “The fact that the power is self going and comes from within is though not a phenomenon of our time. A power cannot exist by it self. Power is a 10 new inventions provide us with more independence, they also prescribe a certain kind of behavior. In this manner new objects give us both freedoms and restrictions. Later in this section we will discuss how we are constructing a world in which surrounding objects and systems – directly or indirectly – tell us what to do. Let us start from the beginning; the enslavement of life. The fact though is that control methods are more and more common. The inventions of new technology make it possible to increase the beneficial productivity of human beings. New technologies make functional to break in and act on ‘faults’, misbehavior or deviation since they create extensive opportunities to register differences. By continually discovering and solving divergence problems the world gets more ‘perfect’. Our society is in this sense being homogenized and de-individualized. There are norms, rules and standards on how things should look, be, function, communicate, and even how we should act. The result is an enslavement of people to the disciplining and homogenizing technology. Already by the fact that we are living, we are ruled by the restrictions of life. We must eat, drink, sleep, live, and die. The amount of restrictions of what we cannot do because of the laws of nature is not even possible to count; we cannot travel in time; we cannot swim inside the chore a solid rock; we cannot fly away just by blowing air with our mouth etc. The framework of what we can do is ruthlessly constrained. [8] Since there is nothing we can do about these laws of nature, most people do not think of the restrictions as enslaving rules. In fact, the only time we seem to think about them is in occasional dreams when we break them: what if I could fly away…? Enslavement of life Life itself inhabits a lot of musts; things that we have to do either we want to or not. Some of these musts are simple to point out, while others are social restrictions adapted to cultural roles and existing psychosocial relations. Some musts are regulated by rules or by nature; in this context we should mention ‘fabricated nature’. An example of this could be that we cannot decide to maneuver an airplane from the passenger seat because there is no instrument to do so. Although, many Alongside the restrictions ruled by nature, there are social rules depending on where we live, our status in society etc. Examples are that we have to go to school, go to work, pay tax etc. Social restrictions also include routines and our conservative way of structuring 11 certain social involvements. Often this establishes a definite hierarchy of activities. Jones has made the following comment concerning the enslavement that we enforce on young people: you've lost everything that you're free to do anything”.[9] Although this enslavement relate to physical objects, it fundamentally concerns social behavior infected by our surrounding objects. In this manner Fight Club touches upon the dehumanization of us. As a product of the degrading lifestyle the narrator of Fight C is struck by insomnia. “No changes to the design of schools and colleges, or even to their curricula, are going to undo the basic error of education-namely, that it forces all the youngest and liveliest people to do obediently what their elders tell them until the age of about 25, when what they really need is the know-how to take over the shaping of life while they still have the energy and imagination to do it”. [1] The perspective treated by Palahniuk in Fight Club mirrors that we are constrained by objects around us. Normally, we walk or drive when we see a green light, and we stop for red. We all learn rules that are not there from the beginning; rules that are sustained by objects. For designers and theorists it is essential to discuss how objects constrain us or break constraints, at least if we still think that the purpose of design is important. Some people argue that the very development of man-made things is our human battle to break us free from the enslavements of life (whereas others see the usage of psychedelic drugs as having the same purpose). Designers and engineers often aim to break the barriers of our restricted freedom. We build airplanes in order to break the laws of gravity; we design alarm clocks in order to wake up whenever we want to and the like. But even these new freedoms give us new constraints. Objects create social demands, such as the watch which create demands to be on time. These are not absolute restrictions since there are means by which people can affect them. Nevertheless, the social constrains decide how we live for the reason that there are no considerable alternatives to be outside of the system. If we choose to stay outside these rules, we also stay outside the society. The novel Fight Club written by Chuck Palahniuk addresses the problem of how we choose to live as slaves of money and work: “Generations have been working in jobs they hate, just so they can buy what they don’t really need”. Fight Club brings up the question of enslavement of life based on commercial values, but it also indicated that objects around us impair our freedoms: “It's only after 12 new technology strictly affect the way we live, we ought to take a look at the development today. Objects with computer technology nowadays inhabit a large part of our environment and life. The continuous increase of implemented technology gives rise to numerous new freedoms and constraints. We dwell with technology by using mobile phones, communication systems, information systems etc. In this perspective we let new objects change our behavior and the dynamic qualities of technology elasticize our everyday life. In order to get a closer look at the effects and development of technology today let us rewind a few decades to see what some of the aims of the development of technology were then. Simply speaking, objects around us indirectly ‘force’ us into specific acts at the same time as they allow us to break free from others. On a low level we use objects in order to follow higher level ‘musts’. We might have to use an alarm clock in order to get to work on time; we have to get specific cards in order to identify ourselves; some of us have to get a car etc. Another example is the mobile phone which among many other things increases the freedom of not having to plan in advance and the freedom of getting in contact with people. At the same time many of us feel the freest when we are not even near a phone. Suddenly, it becomes impossible for us to get anything planned and in the worse case social relations maybe at issue. These phenomenon are though not very astonishing for people. We approve this; after all it is part of the culture that we live in. In general we reflect less on social effects of things after using them for a while and consequently they become a natural part of our everyday life. When we are confronted with new objects though, we are more frequently aware (scared and excited) by their presence. After a while we get used to them also and perhaps do not even reflect on their existence until there is something new to replace them. Enslavement of technology In the late 1980’s some groups of researchers started to focus on the next-generation of computer system. Within these systems each person continually interacts with hundreds of nearby wirelessly interconnected computers. The goal – explained by one of pioneers, Marc Weiser – was to: “…achieve the most effective kind of technology (…) which is essentially invisible to the user”’. [10]. So where does this lead us? With the conclusion that new objects and 13 efficiency and letting the people play parts in achieving this, a sort of ubiquitous enslavement is being generated. The systems serve us with pre-programmed opportunities, enchaining us to a particular rationality. This meant that computers were to inhabit our most trivial things such as clothes, labels, coffee cups etc. [11]. The idea was named ubiquitous computing and would according to Weiser make “everything faster and easier to do, with less strain and fewer mental gymnastics” [12]. As a result – when more or less every single object either would hold a computer or contain a tag – gaining information would become trivial. Additionally, the idea was to free the humans from the isolated work situation of using a personal computer and thereby relieve us from our exaggerated focus of attention on the tool, the computer itself. The thought was to escape the GUI-focus and move technology to surrounding objects. In the progressive development of new inventions we have seen an increasing focus on interaction in order to design more ‘user-centered’ objects. Unfortunately, this ‘usercentered design’ approach gives us even more constraints. The risk is evident that the interaction designer focuses too much on directing people’s behavior. The strong focus on the act, which the interaction designer is supposed to have, increases the risk of describing – handing a manuscript to the user – instead of creating a formula from where the users can choose to create their own interaction: Follow the sign, press that button, do this, do not do that; the world is full of signs and directions telling us what to do. We follow them blindly and think that they are adapted to human factors, because they are easy to understand, when they in fact make us inhuman by turning us into instruments which are manifesting and strengthening the mechanical, self-destructive and homogenizing society. As Paul Virillio points out in the book The Art of the Motor, the problem is the strong focus on userfriendliness: The most prominent qualities of these forecasts are probably their accuracy of telling our future. The intelligent appliances has fortunately not yet made the big market, but certainly we see a lot of interconnected technology creating a more and more complex web of information supplies. The idea of freeing us from the enslavements of conventional personal computers, that are not adapted to our social needs, is a fine one. But as we have mentioned before – by introducing new systems and thereby new freedoms – we also provide ourselves with (new) restrictions. By increasing convenience and 14 can wonder what will happen when all of our environment will reflect on how we live with systems dwelling with us everywhere, finding ‘errors’ and fixing them. We let programs carry out more and more actions to control the world in co-operation with ourselves. As pointed out above, there are many positive effects; the technology can be used as an extension of ourselves and take care of complicated situations that we otherwise would not be able to deal with. But the self-controlling system still lack in regard to many important aspects; we become nonentities to the system which pervasively delivers information about how we should act and what to do next. Unexpectedly, the pre-programmed systems begin to program us. So, what are our options? Let us go deeper into this discussion by illustrating some of the dilemmas and responsibilities of future choices. “Interactive user-friendliness … is just a metaphor for the subtle enslavement of the human being to ‘intelligent machines; a programmed symbiosis of man and computer in which …dialogue between man and the machine scarcely conceal the premises:… the total unavowed disqualification of the human in favor of the definite instrumental conditioning of the individual.” [13] Put in a different way, the benefit of functionality, efficiency and safety are undermining our human instincts. Everything is a program of a program; restaurant-employees are told what to say, in TV-shows people are told when to clap their hands; people are not treated as human but as numbers and passive organisms. Therefore, as mentioned before, the development of technology as it is today contributes to the deindividualization and dehumanization of people: “To deny our own impulses is to deny the very thing that makes us human.” [14] Future responsibilities In conclusion, the technological progress is continually changing what we will call the directed world. If we previously were enslaved by personal computers, now we are entering a world where complex computer networks and linked technologies enslave us anytime and anywhere. The guiding technology is both pervasive and ruthless and the focus on user-friendliness has reached a further dimension in constraining and enslaving us. One As we try our best to better the systems, we optimize them, but for what reasons? Instead of thinking on the long term consequences for the society, systems are programmed and developed from measurable qualities. One of the main problems within design – and system design in particular – is that developers try to reach specific results for artifacts or systems. This means that these 15 developers often abandon people’s culture and the full experience of the system, namely what we think and what we experience. Even if the designer understands the complexity of a situation, the focus of attention results in solutions of precise and measurable answers that are initially aimed at. The challenge of taking the whole of the human being into consideration is of low concern, while usability, hunting time, and the performance of the system are prioritized. Thus, the enslavement due to technology is not caused by technological components, but by the way we transform it into objects. instead of becoming the answer to everything; we have to look at the effects of design instead of focusing on pre-design thoughts, like for instance, setting up goals of having a definite number of computers in our surrounding. However, one difficulty in reversing the growth of the enslaving snowball is that new technology makes it possible to solve severe problems concerning ethics, and the price we have to pay for this is many times freedom. This is a dilemma with no easy answers. Who can give an answer to how much a human life is worth in comparison to the freedom of the whole of society? Do we want to live less free in order to be healthier? If we can use technology in order to save lives, how much of a loss of freedom is this worth? In order to depict the sometimes double-sided nature of the stage play we will give two examples. The first one is a future scenario while the second one is an example of implementation of ubiquitous computing today. The examples concern issues that are related to the society as a whole, but are not possible to solve as conventional problems. Maybe the best alternative is to find other more imaginative solutions. The enslaving culture of the society is growing like a rolling snowball. The body of this complex and networked structure are fed by us creating these ‘user-friendly’ systems, and we sustain them by acting within them. The consensus is of course that there are resources and means by which we can slow the speed of the snowball down and eventually make it decrease in size. The means for doing this is a much stronger focus on the real human qualities. Today we still treat the area of technology as a tool. We concentrate too much on what we can solve with technology. Instead, we have to start looking consistently at technology as a material of opportunities; we have to look at how this material can be molded to enrich people’s lives 16 do a parallel parking. The scenario still points out the automatism we have to adapt to in the future. For some people this is a dream, for others it is a nightmare. Further, the scenario does not only show the development of enslavement but also some of the positive effects of technology. Can we really justify limitations in our human rights in order to save lives? Future scenario: Self-going cars Cars will - in a not too distant future - be safer to drive when they are not controlled by us but by auto-pilots. By the use of computer programs, tags and sensors it will be possible to create a system in which it is more or less impossible to collide and/or to break the traffic rules. Sensors would detect humans, cars, animals, traffic lights and of course roads or tracks. An example of usage of new technologies that is used today is the one regarding congestion charges. This is a mind-triggering proposal because of its double-sided nature. In a future time when the cars also will be communicating with numerous other objects, every single movement can be tracked and analyzed. The scenario follows the development of today with focus on more safety, less freedom, more convenience and more systemization. The future car can become a carrier of information of where you find tourist attractions, a café in where you can drink coffee, a location of entertainment where you can play games or watch movies or a mobile work office where you carry out work. Scenario of today: Restricting freedom of driving a car In cities such as Trondheim, London and Singapore congestion charges have been introduced to passengers passing through the city centre. By controlling for how long time the cars are inside the city centre and by matching their number plate with a record, drivers are charged. Hence, this is an introduction of payment for entering a zone, and a political decision in order to affect and indirectly direct people. This scenario is in fact not that futuristic after all. Today researchers are working on the development of self-going cars, and in some aspects they already exist on the street. Toyota has developed a self-parking system. When it is used, you do not have to steer the wheel in order to The system is beneficial in many aspects such as economical and environmental. With the result of lowering the amounts of congestion, the system also counteracts health 17 fewer cars, less traffic lights, fewer rules etc., creating a natural environment in where people can move around and live more freely. problems due to congestion in the inner city. Aesthetic aims have also been spotted as the system decreases traffic in the inner cities. These objectives are difficult to hesitate in order to advocate for some extra freedom. As we have pointed out, although new technologies solve for example political problems (i.e. problems concerning ethics, the environment etc.), they enslave people’s lives and reduce the personal integrity and freedom; people are subordinated to the imprisoning, regimenting effects which often are mirroring biased determinations. This enslavement can manifest itself in many ways. In the following we want to discuss one of them; deception. But if the long term development proves that the car will be a mobile unit, where you are restricted to certain zones and only if you are a ‘member’ – or have the money to become a ‘member’ – you are allowed to go elsewhere, then a lot of people would reject the idea. Already today the question is loaded with democratic question marks. Issues like personal integrity and the intensification of power relations are two of those. By being detected wherever you go the personal integrity is for many people somewhat eroded. There are also some minor political dilemmas regarding future decisions in where the ethical issues can be hidden by the balancing of the budget. This is always a risk when you let people that are generating health or environmental problem become an income for the city or state. Deception Are we all being equipped with an electronic fetter, without even being aware of it? Technology and new media increase the means by which actions and objects are being performed and controlled non-visible to the user. As the elastic qualities of technology pervade our everyday life, our biology has altered in a world where abstract information is the new all-mighty soul of our environment. This means that we cannot be sure of if our environment is the actual truth or only a manipulated substitute to the original. What we are addressing here is the issue of deception. When our world is comprehensively One can only hope that the introduction of congestion charges is a step towards a society where we limit constraining objects in order to give more freedom to the people. If this is the case, the congestion charges will result in inner cities with 18 manipulated when confronted with information. inhabited by abstract information we are more likely to be deceived by our surrounding. An important question is: Is it important for us to know if things are the actual reality or if they are the manipulated reality? It is reasonable to argue that deception can be a gatekeeper to power. The knowledge or insight of the full truth seems to be important to us. It is when we get this understanding of the world that we can learn to understand our own actions and reactions. Thereafter, we are able to manipulate the real world and be aware of it instead of merely manipulating what we are deceived to believe is the real world. In all times we have been deceived and in some aspects it is probably easier to avoid deception now because of the availability of huge amounts of information. One might for example argue that politics is about deception and that nature itself is deceptive: “It certainly looks as though the sun is moving around the world” [8]. But, when programmed information dwells with us everywhere, we are more frequently thrown into situations where we perceive information with skepticism. Perception through our senses is loosing value and knowledge of different possible explanations of our perception decides what we are to believe. “Purposefully to keep others in the dark about some truth is to diminish the respect and authority of those people; it is to act patronizingly and paternalistically. In such situations, a few people decide which truths others can handle”. [8] The extensive growth of interconnected and communicative technology – like ubiquitous computing – increases the means by which enormous quantities of information can be controlled, surveyed and manipulated. When these large amounts of information can be controlled and manipulated, how do we treat the issue of reliability in the future? Already today we perform many acts without understanding what they lead to. It is difficult for people to know what is ‘real’ and what is ‘fake’ or To free the humanity from deception and enslavement is – so to speak our effort to reach enlightenment. Buddhists reach nirvana when and if they are enlightened and understand the full nature of universe. In the film The Matrix from 1999 (Fig. 3) the character Neo is able to manipulate the world after getting knowledge about its real nature. Despite this, some people might argue that deception is not necessarily a bad thing. From that 19 you choose it? Is feeling good about something the thing that matters the most to us? How much does the actual situation matter? perspective deception can be justified as means to reach specific purposes. Is it for instance appropriate for a system architect or a group of designers and programmers to deceive people in order to make them happier? The question gets even more loaded when referred to governmental and political aims. In order to discuss this let us take a look at the question of conscious experience. The Experience Machine was described by philosopher Robert Nozick. The experience machine is a machine that makes us experience things as real although they are not; a machine that can stimulate your brain so that you think and feel that you are eating a delicious desert, or flirting with someone, or reading an interesting book while in reality you would just be floating in a tank with electrodes connected to your brain. Thus, you would not know that you were in there and you would think that all of this was happening. Nozick’s device also includes the idea that other people can plug into the machine and have the experiences they want. This would be a bit like a controlled hallucinogenic drug, only that the signals affecting the brain are preprogrammed and enter your brain via electrodes. Would you plug in? If we are deceived in a world that makes us happier than the real world, would Fig. 3: In The Matrix an apparently real world is shaped by artificial intelligence. Humans are reduced to act as actors in a directed world, only as fertilizers of the system. Instead it is the machines – which use the humans as batteries – that present a virtual world that the humans conceive as real. The idea is breathtaking, but as Nozick argues, we want to know that we are actually experiencing the reality. Interacting with the real world is important to people. The experience machine would make people passive in a dream world with pre-programmed experiences. To relate this with society today, we believe that too many of the designed experiences we get today are pre-programmed. We buy ‘good’ experiences that give little space for alternative interpretation; you can say that we are deceived from the reality of actual experiences. “…who causes these thoughts to arise in my mind?” Descartes [15] 20 Political design kinds of constraints will become more and more present. In most cases the Western culture and interaction model (an example could be the model for Western typewriting) will be force-fed to the rest of the world. The design of interactive technologies by large multinational corporations for an increasingly international market makes interaction design a distinctly political activity. So, it cannot be concealed that design is a political matter and that biased regulations definitely exploit technological politics. By establishing the fact that deception leads to a differentiation of people who either have or do not have knowledge, we touch upon an issue with political importance. What we deal with here are examples of social barriers that are sustained by; or even generated from political design. This issue is foremost about how design can create situations, in where different people are differently treated and possess unequal degrees of power as well as unequal levels of consciousness. Thereby the main target of the following discussion is not about enslavement caused by interactive user friendliness, but rather a state of user-hostility. There are many examples of social barriers that are supported by design. We will discuss only a few of them. Interaction design as political activity Interaction design can be very powerful. In our society we see loads of examples on political technology which operates as means of power. In urban planning and construction architecture it is well-marked. For example in most cities the benches in public space are designed to sit on but not to sleep on. They are constructed with elbow rest so it is impossible to lie down (Fig. 4-5); or they tilt or the seats are rounded off, making them almost impossible to sleep on. A good example of the latter is the bus benches in Los Angeles. They are rounded off in a barrel-shaped form that offers a minimal surface for comfortable The social barriers created by technological design can act as longterm gatekeepers to power. For example, U.S. military engineers design airplane cockpits with a bias against women’s bodies by building them only to accommodate male anthropometrics, a practice common also in automobile design until very recently. These constraints have a direct effect on women’s upward mobility in the field of flying. In these globalization times where we see cultural transfers everywhere, these 21 Fig. 5: Bench in Central Park, New York sitting, while making sleeping utterly impossible so homeless people cannot sleep on them. Another invention is the aggressive deployment of outdoor sprinkler systems in some areas of Los Angeles. To ensure that the areas are not used for sleeping, the city has installed an elaborate overhead sprinkler system programmed to drench unsuspecting sleepers at random during the night. The system was immediately copied by some local businessmen in order to drive the homeless away from nearby public sidewalks. These inventions function as hindrances throughout the city. Obviously, it is because the local politicians do not want tramps and homeless people to sleep in public space, and therefore they construct ‘homeless-proof’ benches, making it difficult for the homeless people to live in the city. The politicians want to spare the ‘normal’ citizens the social mess their politic have contributed to. They want a ‘clean’ city and a normalization of its citizens. In the digital world we also find loads of political technology though in a more abstract form. The Internet and computer networking is one of the greatest examples of a political technology. The computer network which is often presented and perceived as a world without boundaries is in fact culturally and political bordered. Power can be grounded in information; a realization that has caused that networking has become the modern concierge to bureaucracy. Since records became official reality we have been nothing but files – education files, medical files, military files etc. – which float around in a soulless world. We have got ourselves a state-and-corporatecontrolled doppelganger that somehow has managed to become more real to society than ourselves as humans of flesh and blood. To the society our data bodies are superior Fig. 4: Bench in Los Angeles 22 puzzle that I would like to take the first steps towards solving.” [16] to our physical appearance; the data bodies identify us, they judge us, and dictate our status in the world. It pinpoints an era where we experience the triumph of representation over being [16]. The consequence is the formation of an information reality where we experience an authority that actually prescribes our behavior, and a legitimacy that cannot be opposed. The information network considered as a superior form of being is then a political resource because it becomes a monstrous function of control for the class of the regulators. One of the reasons why some people categorized electronic civil disobedience as terrorism can originate from their unthinking assimilation to the world of computer networking. They identify themselves through their data bodies which conserve their status in civil and professional life. A disruption of cyberspace feels like a threat to their data bodies. Therefore, what they fear is the erasure of their existence in society which will turn them into social ghosts – seen and heard, but not recognized. Cyberspace becomes a territory where some of the most dangerous criminals are considered to be. They are the ones who can delete normal peoples numbered identities, and suddenly – despite physiology, souls etc. – we have been robbed our very existence. On a higher level the fear of disruption of cyberspace could originate in that the request and action is found extremely political; a radical strategy that could distort the power structure of the information network. It indicates that the control of virtual space, control of the net apparatus, is the new locus of power. If you can control autonomy in the digital world you can reduce political objections and by that eliminate counteractions against the conventional formation of power. And thus, you can lower the individual sovereignty. A member of the art group Critical Art Ensemble gives a very good example of the political dimension of the network society. At the Terminal Futures Conference in 1994 he suggested an ‘electronic civil disobedience’ and was confronted by a disagreeing audience member who argued that what he really was suggesting was pure terrorism. He found this statement very curious and has later described why he was astonished: “I could not understand who (or more to the point, what) this audience member thought was being terrorized. How can terror happen in virtual space, that is, in a space with no people – only information? Have we reached a point in civilization where we are capable of terrorizing digital abstractions? How was it that this intelligent person had come to believe that electronic disruption equaled terror? This is an unusual 23 These technologies – digital or not – have one thing in common: they are means to accomplish political goals. They are a way to convey a fixed, complete, closed meaning of technology and society, not allowing different viewpoints to come forward. Through eliminating any misuse they constitute the enslavement of human beings to the values the technologies embody. They are products of a culture that is shaped by the constraints of dominant ideologies – ideologies that privatize architectural public realm and electronic space in order to satisfy the bourgeois society’s demand for increased spatial and social insulation. It is a directedness that reinforces a loss of public-spiritedness; it makes human behavior determined instead of voluntaristic. These means of power, these existing political technologies, need to be disturbed. We need to question the control of the system, the way regulations and norms overtake our behaviors; we need to break away from the directed world. There is an urgent need for more democratic technologies, representing more diversity, opening up for new interpretations. 24 Part II design revolución Fabio Novembre is a contemporary Italian designer & architect, presenting himself as the Che Guevara armed with beauty (Fig. 6). The main issue of designing new inventions is about breaking free from existing creations or composing them in a different way. This should include not only the constant manipulating of shapes and functions, but also the way we interpret our entire world. We have to look at the whole of life and not the least, how we live. = We need to break free; free from the enslavement of our souls; free from the routines and the standardized patterns of our lives where everything is a standard, is a product, is a number… We need to escape these debasing guidelines of life, not completely, but enough so that we can diverge from them. By making design more respondent to all of life, we want design to be more human. Novembre is looking for meaning, visions, theories and dreams behind design. The proclamation “Be your own messiah!” [18], clarifies his viewpoint. Novembre does not refer to design as a special area of interest. He explains that the important thing is not what you do, but that you have a vision behind the things you do, that there is an underlying poetry. The perspective he suggests blurs the boundaries between profession and life, accordingly work becomes the medium of every person’s own expression. [18] In this sense we do not necessarily have to refer to ‘design revolution’. It could be ‘bank revolution’, ‘office revolution’ or ‘engineering revolution’ (Fig. 7). To propose a revolution might be seemingly utopian, but the need for a ‘design revolution’ is recognized by others. “The messiah Wodiczko [17] interrupts ? Fig. 6: Che Guevara & Fabio Novembre history.” 25 things that stimulate people, i.e. objects which can be used for people to create their very own personal acts and narratives. In order to do that, we need to find ways to free the human mind. After all, design is about life, not to manipulate shapes. Breaking free Fig. 7: Poeticism and eroticism are important aspects of the design by Fabio Novembre. How do we change the soul of the world? Can we change it? There are many theories, philosophies and politics on this matter, but if we want to see a change we need to focus on how we can affect things. J. C. Jones goes as far as saying that the design methods he once fought for has made life “more rigid, more homogenized, less human…” [1]. Today he proposes a world where people have a bigger space to create their own environment. He reacts resolutely against the “hopelessness of relying on professionals and specialists and all kinds of police persons to change the culture as a whole.” [1] The world is constituted, produced and reproduced continuously by ourselves [19]. History can be seen as an open project in which the body and soul of the world changes constantly. Every time you make a choice, every time you act, you affect the body and soul of the world. Although highly dependent on a power, we will always have a certain amount of resources which will enable us to affect how the powers are being executed. This phenomenon is described in Learning to labor by Willis [19]. In this book the main characters are students of a school. The way the students act on the regulations of the school affects how it is managed. Furthermore, the students of the school create a social identity and Not unlike Novembre and Jones we proclaim that ideas are not enough; that there has to be thoughts behind them. Designers have to stop searching for the ‘lowest common denominator’ and in its place venture to be more diverse. In a homogenizing world it is time to stop being afraid of acting and creating differently. Instead of relentlessly following standard recipes of how to design, we need to create 26 consequences3 of actions create the conditions for future actions [19]. In this sense people do not have much controlling power, but there is an important voluntary element since the unintended consequences make changes possible. opposing views to the ones presented to them in school. They carry these views entering a professional life. Willis example shows that people can possess big powers, even when they formally have no power. Therefore, to be able to act differently is the ability to intervene in the world (or in some situations the option to refrain from intervening) with the result of influencing. By influencing the world, we also influence the states, rules and structures that control us [19]. The picture is clear; our means of power are questioning and acting against the existing. The role of designers must be: to show alternatives, or rather, to enable that people can create own alternatives; not just to hand them a new alternative where there is no room for action, breaking routines, and raising questions; not just to solve problems and hand them answers. This is our means by which we want people to be more active, freer, more aware, more reflecting, more creative, more human. We have the power to affect the world, to make a difference; nevertheless, we cannot control the world. In order to change the world in a specific direction we need to be conscious about present conditions. When changes occur, we get more aware about the existing situation. Our reaction to the changes enables us to reflect on them. Thereby we also reflect on the situation before the change. Not until a break of routines occurs, we consider the reason to the outcome of a specific act or intention. [19] This contributes to the constant production and reproduction of the society. Punk styles & avant-garde movements Designers of all kinds have always created alternatives for people. Not as many have focused their effort on criticizing conventions in society. One can say that all of history is a moving wheel where every new direction is a reaction to the past; Even though we try to change the world in a specific direction, the shaping of the society and the life as a whole occurs in the most unpredictable ways. Unintended 3 The notion unintended consequences is borrowed from functionalism 27 concerned culture, sociology, politics, gender, psychology etc. We will present a few of the most important of these movements. Although this is a highly simplified and laconic historical description, it will give some idea of how the different movements have treated art and cultural critique in various manners. therefore it is a bit difficult to identify the styles and ideologies that break free from existing conventions, in the start all cultural currents are reactions to the past. Despite this fact there are some styles that always recur as examples of objecting beliefs questioning earlier dominating currents. If we take a look at the twentieth century, we find a number of movements focusing on artistic activities as a critique of regulations in society. Although these ideologies never became the leading doctrines of their time, they have had a significant influence on their future. The early critical avant-gardism is eminently characterized by Dadaism. After being initiated during World War I, Dadaism shaped into a mother of critical art. Its artistic interference concerned a total critique of art and all its institutions. By desiring more spontaneity and advocating art with no meaning, Dadaism rejected the bourgeois cultural system and was for similar reasons also self critical. The Dadaists wanted to give art back to people by proclaiming that art was to be valued completely from the eyes of the beholder. From Dadaism and on art could be anything or everything. However, this would also call on more effort for the future of avant-gardism. The problem they now had to face was that, when everything could be labeled as art it was more difficult to apply new concepts. Since the end of 19th century the avant-garde movements have been transforming culture and presenting alternative views to some of the regulations in society. A broad spectrum aim of avant-garde movements has been to make people surprised and stimulated to reflect. Thereby, and by disturbing the balance of aesthetics, a critical shockwave has time and again been sent to the establishment as such. These movements have manifested art so that people have not known how to relate to it or how to accept it. Within the avant-garde movements we find some of the most considerable conceptions regarding critique of society, emerging from creative arts. The critique has After a few decades of vibrant activity established from conceptions of art, the critical movements were reduced to a lesser extent. It was not 28 strategies of art as a cultural critique. Although Lefebvre saw Lettrism as a joke [23], the movements that emerged from it came to be more closely related to his theories. One example is Situationist International (SI), a small neo-avant-garde group that was shaped in 1957. Their ideas were developed at the same time as the immensely criticized Vietnam War was causing victims and numerous avant-garde movements grew stronger. until the end of the next world war that the critical engagement seriously started to take shape again. In 1946 Henri Lefebvre stated that it was time for the avant-garde groups of young people to continue the work that was initiated by the previous generation. He pointed to the fact that there was no critical reflection accompanied to the separation between man and the products of his efforts. On the contrary, man was gradually more buried in his alienation4 only to become increasingly conformist. Contradiction had been replaced by the cult of the new for its own sake. [21] The situationists aimed at completing the efforts of the Dadaists, by trying to bring the notion of art as a separate expert activity to an end. To them art was revolutionary or nothing at all. [23] They argued that the limitations imposed on life, which reduced human beings to the level of an object, caused everyday life to be entirely banal; time and space had been restricted by capitalist fabrications into an “immobile monotony”. [24] The rebellious and critical characteristics of situationist international were according to some analysists also the reason to their final fall. After the rebelling month of may 1968 in France, they continued to direct critique in all directions while their artistic agenda was getting more obscure. A few years later the group was dissolved. At the same time another big movement ascended the critical staircase. Punk rock, which bears comprehensible During the following years various avant-garde movements gained strength. Among the movements Lettrism5 was perhaps the most important one concerning the responsiveness of re-initiating 4 Alienation means the unresponsiveness of the society as a whole to the individuality of each member of the society.[22] 5 Lettrism movement was founded in the mid 40s by and from the ideas of the young Isidore Isou. Lettrism directed a critique of industrial society including a proposals for humanizing it with poetry as the main language. Painting directly on cinematic film and use of fluid letters in art were some of the dynamic expressions conceived by lettrism. 29 contained a massive amount of criticism towards existing establishments. Papanek who cared for social and moral responsibilities claimed that industrial design was one of the most harmful professions there was: influences from the situationists, entered the stage of social critique. The movement, which was born in the early 70s, rejected massconsumerism and conformity by advocating for musical self expression. Their belief was rooted in a “do-it-yourself” 6 attitude. The mind-set was a reaction to the music industry of the time, which treated artists as tools to make profit from. The strategy of punk was to represent the politics of boredom, stemming from people outside of the social network who no longer cared to be directed (into boredom). Instead they used the boredom as a fertilizer to create their own identity. There are professions more harmful than industrial design, but only a very few of them (…) In the age of mass production when everything must be planned and designed, design has become the most powerful tool with which man shapes his tools and environments (and by extension, society and himself). [25] One of many proposals he presented was that every single designer should afford to use only one tenth of her labor designing for many and not for money. Papanek’s ‘friendly’ approach of asking for social and cultural responsibility gives us reason to take a deeper look into the underlying target of critique: The hope for the future. Punk rock was not alone. During the early 70s a diversity of professional groups started to take notice of ideas related to sociological studies. In 1971 Victor Papanek finally managed to get his book Design for the real world published. His ideas were not as rebellious and chocking as the avant-garde movements mentioned, nevertheless they 6 Do it yourself or DIY is home improvement done by householders without the aid of paid professionals. The term was coined in the 60s by British TV presenter and craftsman Barry Bucknell. [23] 30 Part III Incomplete design Incomplete design will introduce you to and discuss a philosophy outlined within the areas of design and technology. These areas are diverging, questioning and breaking free from existing notions. Despite the level of criticism the focal point of incomplete design is that designers have to take responsibility for investing the possibilities for people, not only problems. designers have to be conscious about creating a greater gap of imagination. In doing so, we open up for the future to be created by people themselves. This ‘freedom’ can be named the future space – a place where dreams and achievements can be fulfilled. Here questions can be arisen and new meanings established. Accordingly, incomplete design is an instance of non-directing design. We want to dissociate us from conventional design thinking by introducing incomplete design. Incomplete designed objects aim at creating a bigger space for interpretation and more freedom of action. In this sense, the incomplete object does not tell us what to do. Instead it stimulates our mind in order for us to think, feel, and act upon something; it makes us stop and react. Incomplete objects give people an option to improve or perhaps even complete the object in the mind and in use. With the introduction of incomplete design, we want to escape homogenization and enslaving technologies and create a bigger room for the real human qualities. We want to argue that “…incompleteness is something to be taken seriously.” Jacques Derrida7 7 Jacques Derrida made this comment on architecture and city-planning 31 Incomplete design as mental cure yet another human wound: a health problem of the western society today, namely stress. The bandage has often played a symbolic role within critical design.8 The bandage, metaphorically speaking, does not only protect its wound, but it also reveals its existence [17]. By introducing incomplete design we make an effort to signify this function, namely to indicate or reveal the wounds of design and represent the optimism of revitalization. Thus, incomplete design is a critical design practice and mental cure for our ‘damaged souls’. The critical substance of incomplete design is the comprehensive rejection of many of the existing conventional views on design. Many scientists have identified an intensification of stress and stressrelated diseases. An American survey in 1983 showed that the 55% of the participants experienced great stress at least one day a week. In 1996 that number was increased to a total of 75% [26]. Today (2004) the amount of self-rated (experienced) stress is still increasing. The contemporary stress is – according to the American Institute of Stress – “pervasive, persistent and insidious” [26]. This is in crucial contrast to the original function of stress: to escape physical threats (as an example when we are confronted with a dangerous animal). Today – on the other hand – stress is related to psychological tensions. Social threats like decision making, arguments, choices, demands, schedules, traffic jams and so forth make our bodies react with the same biological functions as when we are confronted to a physical danger (Our blood pressure rises and so does our heart rate. The body fuels energy in some parts of our body while others are emptied). With this increasing amount of pervasive stress, our needs for routines and simplicity grow bigger. Therefore, we want objects in our surroundings to be convenient and easy to use. As a result, when producers, We have already identified several human wounds – or ‘damaged souls’ – that are infected by design: a homogenized, directed world that enslaves our lives. As mentioned, some of the aims of incomplete design are to escape homogenization, break away from enslavement and give more freedom (of action) to the people. To signify the role of incomplete design as a bandage, we will start by addressing 8 Critical design is a design genre where artifacts try to put a question mark against their surrounding or themselves instead of exclusively focusing on solving problems in the surroundings. 32 ourselves into routine-based machines, less thinking and by this means less human. We carry out more functions in a shorter period of time, but as the stress grows we spend more time living routinely without thinking or provoking our soul. As the spiral continues in an ostensibly perpetual orbit, stress as well as the need for routines is increasing. As a result our everyday activities are more or less mechanically performed. manufacturers and advertisers talk about optimizing flows, minimizing workload, and efficiency rates we swallow their words and consume their products, because they help us; they help us with spending less time on all the necessary needs, and in favor we get more time for enjoyment and amusement. Interruption……zzzbbzbzbrh323626 56326#####rewind* Why? Why? Why? Why? Why? Accordingly, we live in a culture with an increasing amount of both information and human stress. This creates a stronger need for routines that are simple and effective. If the routines are too difficult we experience more stress. Even lack of information is regarded as stressful because we are used to having many things to choose from. Paradoxically, our breaks of rest are becoming stressful as well. We believe that this development partly should be identified or even acknowledged as a kind of downward spiral. As we optimize processes, we also reduce our patience of dealing with unwanted breaks of routines. Therefore, many people more easily get stressed today compared to a decade ago; for example from a few seconds of cueing in a line. zzzzzzz..Interruption####”#!245…… … reaction, action, reaction What if we could design objects that when used could stimulate people to utilize their creativity, imagination, intuition and senses? Would that not be a good alternative to reduce stress via optimizing objects and to stop the downward spiral of our automatic world? Instead of turning ourselves into mere numbers, why do we not try to make a world where people can exploit their full capacity as human beings? According to Jones we need to look at the real human qualities: “…instead of designing everything on the assumption that people are going to behave like machines – that is, without love, hatred, anticipation, intuition, imagination, and so on, the very qualities we associate with being human… I’d like to see machines, systems, environments of all kind designed in such a way that if they are to work well, everyone who uses or By reducing the (un)necessary to the effective and suitable, we turn 33 inhabits them will be challenged to act at her or his best.” [1] Do we want to answer that completely, no! We do not aim to define a law describing how to break away from existing laws of design, but we argue for a new mode of thought. Everyone seems to be preoccupied with problems; why are there not more ‘doctors’ that show people alternatives and opportunities? There are so many that only cure problems, when what many people need is to be shown opportunities. This is what we want to do with design: discover and show opportunities. In order to do that, we will point out a few ingredients in this mental cure. Just because an object that we use is supposed to be effective and easy to use, why do we forget the romantic values? Why do our actions have to be reduced if they instead could be made emotionally interesting? By means of incomplete design we want to rediscover the interesting, the romantic, the erotic, the poetic and the exciting in everyday life; we want to rediscover real human qualities. In our palette of life we want to reserve empty space for playfulness, humor, absurdness and joy. In a world where cueing for a few seconds, waiting for a green light, feels like great a stress buster, we want to create opportunities for greater experiences where people are allowed to create their own scenarios; in a way be their own designers. As Jones, we see the presence of our other self as the main obstacle, protecting us from our “overspecialized selves and enforcing rules of behavior and design which assume the users know nothing and producers know all”. The issue of incompleteness is complex and difficult, and therefore it holds many ingredients. It involves imperfection and openness in appearance, ambiguity, space for interpretation and freedom of action. Incompleteness is about grasping opportunities and creating a creative environment where people find their own ways of interacting; it is about creating objects that are dynamic and evolve over time as people use them. Furthermore, incomplete objects relate to cultural and social issues as well as the whole of life. Of course, incompleteness can never be a rule or a standard; there will always be ‘good’ as well as ‘bad’ incompleteness. If an incomplete object fails to stimulate or make people somewhat interested it looses value. The user turns into a co-creator So, what is the ‘medical description’ of incomplete design…is there one? 34 To start with, the seeking for a bigger space for interpretation is intended to realize the escape of the predominant design view of making things more understandable and easy to use. This is a matter that concerns, not only the design area, but all forms of creating. A good book is, in this regard, one in which the reader is not only a reader, but also the co-creator of the story. This means that the reader becomes an extension of the writer. Thus, the reader creates and completes the story by interpreting, filling in, imagining and. There is undoubtedly a significant difference in the amount of interpretation of different novels and stories, but literature must – in this sense – be considered a good medium because it always leaves a big part of the story to the reader. Within post-modern cinematography you can address similar conceptions. The film viewer is thrown into a sort of balance situation of being a passive receiver and a creative and active interpreter. the user completes the object in interaction and over time, we will reach further. Fig. 8: Robots in residents. Installation by Mark Polishook The user speaks via the robot-figures. The expressive language of the installation is in the end created by the user. Umberto Eco’s essay The Poetics of the Open Work grasps different ways of understanding and interpreting art and architecture. Not so far from our time, the viewer or interpreter of a work has been directed by the artist’s intentions with the work as she has tried with different artistic effects to prescribe a definite experience or interpretation. Today we are well-versed with a diverse form of plurality concerning art. Art or architecture does no longer establish one fixed form of life but bases on new and contradicting paradigms which reinforce dynamic elements. Eco’s express manifesto is that it is necessary that art takes a step towards more openness by means of which art engages its recipient and a new form of dialectic arises [28]. In In the same manner we believe that designers should give people opportunities to use their own creativity and intuition in order to furnish the freedom of shaping their own expressions. Furthermore, we must treat the design object in relation to objectives beyond the good looks and function of object. By looking at the acts of the user, in which 35 mind-stimulating situation. The intention is that the user is able to create her own understanding and a highly personal interpretation of the object and her act. A big portion of the so called intentions are thereby placed within the mind of the user. accordance with Eco, we state that we have to find ways of making design objects more dynamic. To put it briefly, we want a shift of the main focus from understanding to interpreting and co-creating (Fig. 8). We argue that in order to make the palette of design more complex, design should look more at, and learn more from, other areas of interest, especially art. The conversation and educational methods of design would benefit from many notions found in art. The shift in focus will lay the foundations of creating a dynamics where the user9 has the ‘power’ to decide how to appreciate the objects. We believe that it is vastly achievable to increase the number of designed objects that engages the senses of the user. This, though, does not mean that the user should only feel and not think. The focus of understanding that we want to escape includes the assumption that objects are so ‘well’ designed that we should not even think about their existence. These objects merely make us act at the same time as we are being directed by the object. Instead we aim to generate a kind of ‘non-understanding’, creating a Sometimes it seems like designers forget that people interpret things differently, and maybe that is not a strange thing. Many design practices declare that as a designer you have to have a clear intention with every single part of the designed object. With this kind of educational focus, designers are from an early age stimulated to design objects that make people go in one explicit direction, use their hand to pull in a specific way, get a certain feeling etc., i.e. designers are learned to tell people what to do or how to feel. What is often neglected though is how people interpret and experience their acquaintance with the object. Therefore, it has to be acknowledged that it is difficult for the person experiencing a design object to understand the intentions of the designer completely; and the question is: is that interesting at all? 9 In accordance with the discussion of art users could very well be called interpreters, but we want to use the designation normally used in the context of design. 36 Imperfection As mentioned earlier – in some aspects – incomplete design corresponds to imperfection. Artists left strive for perfection long time ago. When art objects started to look too much like reality it was less interesting and less personal. To think about perfection within art is somewhat meaningless. Art should be personal and expressive, not perfect. By including imperfection and expression in art objects tensions are sparkled, imagination is stimulated, and sometimes even confusion hits the mind of the user. Modernism is a genre of art that made a self-conscious break with previous genres. It involves a lot of different movements and ideas to make art and literature expressional rather than just a representation of reality. Symbolism and expressionism were two of those. Symbolism was a modernist movement in the late 19th century, which instead of representing objects, tried to create ambiguity, mysticism and evocative works. It rooted in literature such as poetic texts of Baudelaire supposing ideas could be expressed not only through meaning but also in their sound and rhythm. Expressionism was a follower of symbolism, focusing on inner experience (Fig. 9). Fig. 9: Woman seated, Egon Schiele, Expressionism one of the Modernist genres. Openness of meaning Personal aesthetics, ambiguity and expression are both important and desirable, but mere some of many important aspects of incompleteness derived from the field of art. In fact, an anti-art movement has much more in common with incomplete design than modernism. Dadaism – which paradoxically turned out to be a forerunner of modernism – used ‘no style’ to break from its predecessors. This is brilliantly exemplified by the ‘ready made objects’ by Marcel Duchamp. The title ‘ready made’ implies the opposite of incompleteness, but to draw this conclusion would be a big 37 by saying: dada. Dadaism was said to self-die for this contradictive reason, but for us it will always live. The transition, to turn ideas and norms completely around, to take something and make something else out of it, is not that what we have to do if we want to understand our own world? Dada was critical towards art and the world. Instead of becoming an anti-art form as it was proclaimed to be, it turned itself into an art movement and changed the world of art all around. From that and henceforth everything might and can be titled: art. misunderstanding. Indeed, when Marcel Duchamp exhibited his fountain (Fig. 10) he used a ready made object to create incompleteness. He shows the world new ways of looking at things by shocking and stimulating the mind of the viewers and discussing notions: How do we look at the world? What is art? Etc. In one set-out – without a demanding process of developing his piece of art – he creates an astonishingly mind stimulating situation. The interpretation of dada relies completely on the viewer. As Duchamp once has stated, acknowledging the importance of the active viewer: “The spectator makes the picture”. [29] Art was thereby brought back to the people. This – in turn – brings us back to the dynamic values mentioned by Eco. In a similar manner to views of Eco and Duchamp, we argue that it would be more natural, even ethical, if objects open up for a more democratic perception of meaning. Instead of forcing people into a general understanding of objects we aim at opening up a bigger freedom of interpretation for people; a sort of democratic design approach. The parallels between Dadaism and incompleteness are more: Just like within Dadaism incomplete design Fig. 10: Fountain 1917, 1964 replica. The porcelain urinal signed R. MUTT chocked the world of art. Made by Marcel Duchamp; the first person to call himself a Dadaist. The Dada movement succeeded in being both an intellectual (anti-) art form, at the same time as it deintellectualized the social order of art 38 infuse a more life-like character into the object. The living design object changes its state and appearance over time and in this manner develops its own life and own identity. This should not be mistaken for trying to replace human qualities. Instead these objects should be seen in a context where they make things more interesting and from which people can share experiences. aims to blur the boundaries of different areas of interest, but in contrast to the varying works of the Dadaists, incomplete design objects are not objects without meaning. You cannot just take any object and call it incomplete design. There is a higher ‘obligation’ of dynamic qualities. Freedom of future acts Looking back at the development within art, our view is – as suggested before – that a perfect depiction is less personal and less interesting. As within Dadaism, the artists’ choice of viewpoint always gives some space and some opportunities to involve incompleteness. The context, the epic element of pictures, and the empty spaces give the viewer opportunity to be creative. Another form of art is though more effective and more interesting when it comes to describing temporal spaces. Photography is often said to be about capturing the moment, but what it also is about is spaces (Fig. 11). What was before the picture? What comes after? These are the empty spaces the viewer fills in. What is around the picture, physically and mentally? It should be clear which an aspect the importance of dynamics within incomplete design has. This somehow requires a kind of endless lifeline of the incomplete objects in order for them to grow dynamically. But the temporal qualities of designed objects are often neglected. Objects exist in many situations like when we use them, see them, interpret them, carry them, in conversation, in getting to know them etc. Objects live in our memories and in coexistence with other objects and people. The different way of perceiving a specific object gives it a soul-like character. This is even more evident if the object changes its state as well. A stereo that is turned off can for example be looked upon as a piece of furniture or a sleeping (and dreaming!) object, far from its technical qualities described in the brochures. Especially within technology there is a lot of space for experimenting with the changes of state. Thereby, it is also easier to 39 future plans. A collection of sport pictures could in fact be more interesting if one picture is missing. Then, the possibilities, the dreams are still in the object, as well as the stimulation of mind: Who is missing? Why? Etc. The importance of physically empty spaces is described by the French philosopher Jacques Derrida, whose work originated the school of deconstruction.10 He points out the dilemma of completeness within the areas of architecture and cityplanning. Using the city as a reference he states that “the most frightening danger when you make plans for a city is to saturate space, physical space.” [30] Therefore, Derrida declares that it is imperative that things remain incomplete. With incompletion in mind, the city will still function – as it so urgently must – as a place non-identical to itself, i.e. a place with no drawn limits, open for aliens and future hospitality. In conclusion, it can be stated that the empty spaces of design are the temporal acts of the future, constituting the future space which is not yet completed. Fig. 11: Lady bugs by Bo Tannfors. Although this is a still picture the viewer fills in the action. The temporal and psychological questions need to be discussed within design as well. The empty spaces of design are the temporal acts of the future, constituting the future space which is not yet completed. By keeping an opening for future actions, then designed objects can be made less predetermined for the user. By letting the user control and choose her interaction over time, you let her transform the design herself. The user thereby becomes the codesigner. Physical empty space In order to reach these empty spaces, one can also apply the use of physically empty spaces. The physically open space carries more dreams and more possibilities than the saturated. An empty spot in a garden gives sparks to dreams and 10 Deconstruction contributes to the post-structuralism, suggesting that the reader deconstruct rather than construct it, i.e rather than to put it together in order to understand the intension of the author. 40 Politics and incompleteness permanently exploits the energy of a host. In reference to the view on political design described earlier, we want to discuss incomplete design from a political perspective. In the section ‘Political Design’ we sketched out a landscape of political objects that are directing use with the intention of regulating human behavior in favor of a bourgeois ideology. With incomplete design we want to introduce a more diverse topography, one that raises questions instead of giving answers. We aim at exploring how we can design more democratic objects by offering an incomplete room where existing meanings can be queried and new ones established. Fig. 12: paraSITE shelter for homeless people made of transparent plastic bags and tape already available on the streets. The transparency helps them look out for the police. The project paraSITE by architect Michael Rakowitz [31] shows an intelligent provocation of existing politics towards the homeless people in the United States. paraSITE proposes the appropriation of the exterior ventilation systems on existing architecture as a means for providing temporary shelter for homeless people (Fig.12-13). Homeless people are often seen – especially by the politicians – as aliens or parasites that should be hidden away in order that the ‘normal’ citizens can be protected against them. The project borrows from the concept of parasitism described as a relationship in which a parasite temporarily or Fig. 13: paraSITE shelter for homeless people can be built in exactly the shape and color you like. They still cost around three dollars to produce. The paraSITE shelters are incomplete designs because they open up for a discussion of a formerly fixed solution. Besides providing a temporary shelter they function as a station of dissent and empowerment; they are considered personal agitation devices, making more visible the unacceptable 41 Wodiczko argues for a critical view that questions the miniaturization of interactive objects. He says that designers have to break away from creating miniature communicative devices, but instead visible, playable artifacts that make it possible for powerless people to disturb the mass and communicate with the non-expelled citizens. [17] The goal would be to create a wider and more open political spectrum. It is the opposite of a transparent interactive device that gives a vastly more narrow ground for debate simply because of its intended invisibility. Wodiczko’s project Alien Staff (Fig. 14) is a piece of storytelling equipment and a legal and ethical communications instrument and network for immigrants; it mediates their voices in official public space and gives them a chance to address directly anyone in the city in order to communicate their opinions, demands, and needs. The Alien Staff is equipped with a mini video monitor, loudspeaker, and electrodes for electric field sensing. A laptop for digital video indexing, field sensing circuitry, and batteries are located in a designed should bag. Since the small image on the screen is designed to attract attention and provoke observers to come very close to the monitor and therefore to the immigrant-operator's face, the usual distance between the immigrant will decrease. When coming closer to the monitor, it will circumstances of homeless life within the city. The visibly parasitic relationships of these devices to the buildings like their alien forms confront you and demand an opinion from you. These shelters cannot be denied. Here you are forced to define your position towards the problem instead of just ignoring it as you may have done before. It questions existing politics, and it wants you to take part in the question: is it just another parasite (a kind of double parasitism or doublealienation where the city parasite has find himself another parasite as shelter), or is it a way to bring the homeless people closer to the rest of the citizens in a constructive encountering? By asking questions, by not being a solution but instead a provocative proposal for affordable housing, paraSITE is a good example of political, incomplete design. It conveys a symbolic strategy towards a serious political problem, echoing the non-existing relationship between homeless people and citizens with homes. This non-existing relationship or expulsion of aliens in the city is also what has interested Krzysztof Wodiczko, an educated artist from Warszawa who now is Director of ‘Interrogative Design Work Group MIT’ and professor in the ’Visual Arts Program’ at the MIT Media Lab. 42 up for a political debate we will not accept as completed. become clear that the image of the face on the monitor is the actual face of the immigrant. The double presence on the screen and in reality requests a different perception of a stranger as ‘imagined’ (a character) and ‘experienced’ (an off-stage actor, a real life person). Since both views are increasing through the decreasing distance his or her presence becomes both legitimate and real. This change in distance and perception might provide the ground for greater respect and selfconfidence, and become an inspiration for crossing the boundary between a stranger and a nonstranger. This openness, this incompleteness is about non-regulation, and instead setting things free so the real users can make stories of their own. We constantly need provocation, disturbance and never regulate in order to accomplish certain political goals. That is why incomplete design can be the (incomplete) solution to the endeavor of attaining more democratic objects. Estrangement The comparison of design with architecture is relevant. Architecture is often mentioned to be the mother of design. Just like the buildings around us affect the way we live, also objects that we dwell with affect our way of living. From transportation such as cars and trains to communication instruments and mediums like the TV and the telephone to objects in our house and in the city. Krzystof Wodiczko gives the city a central role when designing. In the process of his work he studies the relations between the inhabitants and symbolic structures of the city as well as the psychosocial relations. He proposes a design practice that interrupts the processes of the city and eventually contributes in healing the city’s wounded psychosocial relation and Fig. 14: Immigrants using the Alien Staff instrument are confronting ’normal’ citizens in order to start a dialogue and decrease the social distance. Wodiczko’s work crosses not only ethnic borders but political boundaries as well. It debates existing politics by confronting it in a real life scenario. Like Michael Rakowitz’s project Alien Staff opens 43 their semantic knowledge to make products that are easy to use or products that are coherent to a company’s brand. This knowledge is also important if you intend to break from earlier connections to the product. We find inspiration in trying to create objects that we are strangers to or perhaps objects that are strangers to us. It is important to understand that in view of that things can be both too easy and too difficult to understand. If they are too easy they are not strangers to us and if they are too difficult they will not make us interested; a total chaos that is not making any sense to us will not keep our interest on a high level, unless we are not captured by the perceptual expression itself. In order to be effective you need to combine the familiar with the unknown. its catastrophic reality. He focuses on the experience of strangers using himself as his main tool.11 By sharing the experience of a stranger, Wodiczko means, that the city revives and establish consciousness and democratic hope for us all. His observation leads us to a few questions: What can we learn from the stranger? Are we too blinded to understand our own world? Is it possible to look at ourselves from a distance? These rhetorical questions are not to be answered here and now, but the fact is that eyes from inside in combination with eyes from the outside are important both for the general understanding of objects as well as for the design process itself. When a designer creates something new her starting point is things and activities that she already knows. According to semiotic principals we find things easy to understand and use if the object and it parts does not deviate too much from the ‘current product sign’. This is a communicative matter; if we break a lot from existing ‘signs’, we will not understand it. Many designers use Wodiczko recognizes this balance and identifies the importance of focusing on the experience of a stranger to a city. Just like Wodiczko we find it important to study the experience of strangers to an object. The unrecognized qualities of the object do not only stimulate the user to reflect on the object, they also make it possible for the user to interpret the object differently from time to time. There is no easy answer to what all parts of the object are. Therefore, the mood, the situation, and the environment have more importance than when 11 Wodiczko’s starting point was immigrants; by being an immigrant and visiting new places he himself was also a subject of exploration. 44 structuralist Roland Barthes.12. In S/Z – Barthes’ most important and certainly his most sustained critical analysis of a literary text, and a landmark text within the history of modern literary theory, lying as it does precisely at the borderline between structuralism and poststructuralism – Barthes introduces two terms: readerly and writerly text [34]. someone sees a common object. An interesting discussion is how and in what ways the designer can create things in order to keep tensions over time and develop the acquaintance with the user? Incomplete design and literature The classical or readerly text utilizes hermeneutic codes to produce a narrative logic which takes readers through to a conclusion and as a result to the impression of a final, closed meaning. Such texts produce what Barthes calls irreversibility in The agenda of incomplete design should be clear; beneath the polished surface of design objects we need to find a strange, incomplete world driven by real human qualities like intuition, emotion, imagination, and creativity. Instead of transparent and userfriendly objects which turn the users into non-thinking percipients, we need more opaque, obscure, mindconfusing objects that trigger and stimulate. To introduce light and shade into the discussion we want to discuss incomplete design in the perspective of literature, thinking about the design object as a text. 12 It is a simplification to categorize Barthes as purely post-sructuralist when Barthes during the 1960s had been deeply involved in the project to establish a structural analysis of narrative. [32] During the latter part of the 1960s, however, Barthes had grown increasingly skeptical about the structuralist approach to language, literature and cultural sign systems in general and – influenced by early poststructuralist theorists such as Jacques Derrida, Julia Kristeva and Jacques Lacan – had begun to develop a new approach to the analysis of narratives which he styled ‘textual analysis’. In this thesis we intend to mainly to discuss and make use of Barthes’ post-structural thoughts. Writerly vs. readerly To understand our distinction between transparent, easy-to-use objects and opaque, incomplete objects we want to introduce critical thoughts on the literary text put forward by the French post- 45 ourselves writing, before the infinite play of the world (the world as function) is traversed; intersected, stopped, plasticized by some singular system (Ideology, Genus, Criticism) which reduces the plurality of entrances, the opening of networks, the infinity of languages. The writerly is the novelistic without the novel, poetry without the poem, the essay without the dissertation, writing without style, production without product, structuration without structure.” [34] their narrative momentum. They do not locate the reader as a site of the production of meaning, but only as the receiver of a fixed, predetermined, reading. Thus, approaching political issues, Barthes argues that readerly texts are products rather than productions, and they support the commercialized values of the literary establishment, promoting a view of text as disposal commodities: “the commercial and ideological habits of our society (…) would have us ‘throw away’ the story once it has been consumed (‘devoured’), so that we can then move on to another story, buy another book” [34]. The writerly text therefore resists the commercialization and commodification of literature: “Why is the writerly our value? Because the goal of literary work (of literature as work) is to make the reader no longer a consumer, but a producer of the text.” [34] Standing in opposition to the readerly text as a conventional and conservative value, Barthes introduces the writerly text. The writerly text is that text which refuses the narrative logic of the readerly text and which presents the reader with a proliferation of meanings; a plurality of meaning that cannot be closed by the reader. It therefore forces the reader into an active, on-going production of meaning rather than the traditional idea of a passive discovery of stable meanings somehow locked inside the text. The writerly text turns the reader into a writer of the text: Barthes ‘textual analysis’ marks the distinction between traditionally literary works such as the classical novel and modern literature; but you can expand the view and say that they distinguish between conventionally artistic work and modern forms and styles which violate the conventions of realism, forcing the reader to produce a meaning or meanings that are inevitably other than definitive and ‘authorized’. Behind these distinctions lies an aesthetic and political project: The championing of the artwork which usefully challenges traditional conventions. “The writerly text is a perpetual present, upon which no consequent language (which would inevitably make it past) can be superimposed; the writerly text is 46 In interaction design the readerly seems to dominate. The readerly object – we can call it – supports the idea crucial to the conventional design society and what Dunne calls the Human Factors community (both present in the academic and commercial establishment) that objects convey an ultimate, stable and singular meaning, and that they therefore must be understood rather than interpreted. It is a semantic design approach where the interaction designer metaphorically refers to already known, recognizable objects (typically physical, non-technical objects like a desktop, pen, book etc.). Dunne gives an example of such semantic design product: Lisa Krohn’s designer for a phonebook and answering machine which shows how a literal use of analogy results in metaphors with a single meaning (Fig. 15). The product portrays their definitive functionality, limiting the user’s interpretation of the object to the designer’s, and the power of these borrowed images to sustain interest is weak. As Dunne expresses “(…) they are the material equivalent of one-liners. Once the viewer grasps the connection there is little else to engage with.” [13]. Fig. 15: Lisa Krohn’s Phonebook Answering Machine. It is a combination of telephone and answering machine which transcribes and thermally prints any messages. Its uses a book format with the pages serving as switches for the different functions. It shows how a literal use of analogy results in metaphors with a single meaning; the product becomes depictive of what they do. is pre-encoded by the designer. The readerly object is without an outside; it is a closed door! The matter of the readerly is an absolute, complete matter, a room without any opening or crack, a closed form. It does not welcome the creation of a locale interpretation. The perspective of the Human Factors community lies in the goal of bridging the gap between people and technology [35]. This view has been manifested by different design methodologies, for example ‘usercentered design’ which we have already mentioned. In building up general design guidelines to secure the perfect humanized technological design, we see a reproduction of the readerly object. Consider these examples: The semantic approach is a reactionary and freezing approach because it indicates only one right way to understand and use a technological object, and that is what 47 neglect it. They do not leave anything to the users themselves. In fact the guideline decides what we as users will encounter: “The system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow realworld conventions, making information appear in a natural and logical order.” “…we no longer design objects, we design the user’s perceptions of what those objects are, as well as the meaning that accrues from their physical existence, their function and the sense of possibility they offer.” , Dunne [13] “Users often choose system functions by mistake and will need a clearly marked ‘emergency exit’ to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.” Using a term of Donald Norman – one of the greatest contributors to the writings of the Human Factors community – R. Robinson explains the problem like this: Two of ten usability heuristics by the famous user interface designer Jakob Nielsen. [36] “Affordances, to use Norman’s term, are individually, socially, and culturally dynamic. But the artifacts do not merely occupy a slot in that process, they fundamentally shape the dynamic itself.” Dunne [13] These heuristics tell us: a system should mediate natural, real-world conventions; and that systems possess an unwanted state. Accordingly, it is believed that it is possible to make an exact conceptual model of the world of the user and the situation of use. The goal is to speak the user’s language. Thus, the conventional design methodologies say: analyze the social, cultural, and linguistic context of a certain domain, formalize this fluffy sphere in logical parameters and embody these in an interactive technological system. The idea is that the system should mirror the context of use. That reduces the work of the interaction designer just to create a mediation of the realworld. But although the point of departure of these systems is to care about the human mind, they actually If this continues to be the general principle the only thing we will be served with are readerly objects designed as a transparent window onto ‘reality’ – that authentic play about one true world where we are destined to adapt to predetermined roles. If we do not fit the designed ‘reality’ and try to compose our own reality – our fiction – or simply do not understand the proper use of the object, we enter an unwanted state in the system. The clearly marked “emergency exit” needs to rescue the user, as if the user has to be saved from exploring a dangerous terrain that may be poisoned with 48 user-unfriendliness. Giving example Dunne expresses dilemma in this way: What is declared here is that challenge and frustration is not to be attached to the use of interactive objects, and that objects must be understood and there is a ‘normal’ process of doing this. It emphasizes the idea of interactive objects embedding only one stable meaning. This fear of abnormality creates a mind-numbing interactive sphere. As stressed earlier, individuals become more and more directed – almost healed from the genuine reality of existence – and less human. In this topography, we place ourselves on a platform overlooking the beautiful valley we call humanity – the complex and messy matrix of confusing compositions. And on this platform it is filled with one-size tshirts which just have to fit us all! an the “…while using electronic objects the use is constrained by the simple generalized model of a user these objects are designed around: the more time we spend using them the more time we spend as a caricature. We unwittingly adopt roles created by the Human Factors specialists of large corporations. For instance, camcorders have many built-in features that encourage generic usage; a warning light flashes whenever there is risk of ‘spoiling’ a picture, as if to remind the user that they are about to become creative and should immediately return to the norm” [13] Thus, the play cannot afford spontaneity, so the designer becomes the paranoid director telling us not to fantasize beyond the manuscript. The readerly object – the transparent, easy-to-use object – is penetrated by the one-size-fits-all design phenomenon. It can be argued that the idea is derived from the Western thought that there is a general, objective explanation to all our problems, some kind of universal reason to every action. This Western principle of causation results in a belief that when we can diagnose a mental sickness behind certain misbehaviors, we can also design a common cure against it. We believe that is the reason why we see more and more products trying to serve us with answers to all our problems. We see all these new technological The methodological conventions not only prescribe what our goals are as interaction designers, they also categorize well and poor design. Donald Norman writes in his famous book “The Design of Everyday Things”: “Well-designed objects are easy to interpret and understand. They contain visible clues to their operation. Poorly designed objects can be difficult and frustrating to use. They provide no clues – or sometimes false clues. They trap the user and thwart the normal process of interpretation and understanding.” [37] 49 inventions designed for a more comfortable life like the intelligent refrigerator which suggests recipes and orders the ingredients needed (Fig. 16). According to Dunne this approach is a serious problem because of its uncritical acceptance of the “American Ideology”; the ideological legitimating of technology. Dunne borrows the term from Bernard Waites who writes: “All problems whether of nature, human nature, or culture, are seen as ‘technical’ problems capable of rational solution through the accumulation of objective knowledge, in the form of neutral or value-free observations and correlations, and the application of that knowledge in procedures arrived at by trial and error, the value of which is to be judged by how well they fulfill their appointed ends. These ends are ultimately linked with the maximization of society’s productivity and the most economic use of its resources, so that technology, in the American Ideology, becomes ‘instrumental rationality’ incarnate, the tools of technology.” [13] Fig. 16: The Electrolux Group’s future refrigerator Screenfridge. Screenfridge has a built-in computer that helps you buy groceries, it suggests recipes and menus, it knows exactly which groceries there are in it, and also works as a communications centre for the whole family. The refrigerator also has cable TV and a radio and is also connected to the outdoor camera that serves as a security system for your home. Wright referring to Wodiczko’s work sees the perspective of the society not in the light of the principle of causation but in relation to commercialism. He expresses people’s problems with perception of deviating design objects: “The minute you present a proposal, people think you must be offering a grand vision for a better future. They can’t see a thing like the Homeless Vehicle of the Poliscar as the ‘concretization’ of a present problem, a makeshift transitional device, or an aesthetic experiment. Instead, they think 50 The writerly object it must be designed for mass production, and instantly imagine 100,000 Poliscars taking over the cities.” [13] While the readerly object is characterized by transparency and user-friendliness, a more differentiated and ambiguous model is embedded in the writerly object. Due to the writerly object’s derivation of the writerly text it provides us with a variable, open-ended meaning of the object in use. Without speaking of the readerly and the writerly, Dunne has pointed out the difference in relation to technological objects: The perspective forms the dominant mode of aesthetics under function that characterizes the readerly object; function becomes the answer to almost everything. It considers the users to be not-thinking actors who in an ideal world could rely on the efficiency of the technology. Andy Clark has said it very precisely: “Our brains make the world smart so that we can be dumb in peace!” [38] “The values and ideas about life embodied in designed objects are not natural, objective or fixed, but manmade, artificial and mutable.” [13] It gives us the impression of designers as those who change processes, social life and even history, and users those who are meant to adapt to the intended structures. It seems to be that designers make the world and people imitate their constructed intensions; the possibility of skepticism is eliminated and unthinking assimilation of the simple generalized models rooted in technological objects is supported: The writerly object is an endlessly ocean of cultures which people can dive into and give new meaning to. It is an enormous arena of artistic codes and meanings in which people can build their own playing field. Speaking with a barthian tongue: It is a “galaxy of signifiers13, not a structure of signifieds14 it has no beginning; it is reversible; the code it mobilizes extend as far as the eye can reach.” [34]. That is why the designer of the writerly object can no more than trace a field without origin, “Although transparency might improve efficiency and performances, it limits the potential richness of our engagement with the emerging electronic environment and encourages unthinking assimilation of the ideologies embedded in electronic objects.” [13] 13 A signifier; in French significant, is the form that the sign takes. 14 The signified; in French signifié, is the con it represents. 51 We want to characterize the incomplete object as a writerly object, emphasizing the open-ended meaning that incomplete design embodies. The incomplete object possesses the possibility of an explosion of meaning. The introduction of the writerly object in interaction design states a shift in focus: an aesthetic design approach more concerned with interpretation than semiotic functionality. Dunne has described a similar shift in focus: without the answer, and tries to materialize opportunities and not constraints. Instead of drawing on authentic and factual images the writerly object utilizes synthetic elements. That is to say, the function of the writerly object is to counteract the focus on authenticity encouraged by routine modes of perception. It is more fiction than reality; the writerly object acknowledges its artifice by calling attention to the various expressional techniques which produce the illusion of realism. It does not serve us with a pragmatic clarity, but instead we experience an opaqueness reflecting an imaginary world which stimulates us to vision our own thoughts. “The emphasis shifts from optimizing the fit between people and electronic objects through transparent communication, to providing aesthetic experiences through the electronic objects themselves.” [13] This new approach aims not at providing the incomplete object with traditional aesthetics but with what Dunne calls an ‘aesthetic of use’; an aesthetic which, through the interactivity made possible by computing, seeks a developing and more nuanced cooperation with the object (source: Dunne, 1999). It is an aesthetics that attends less on the object’s appearance than on the writerly performances emerging in the interaction. This aesthetic conveys the ‘complicated pleasures’ we often experience in literature and film. In the following we will present examples of these ‘complicated pleasures’, as we see them to be of great inspiration to interaction The writerly object invites the user as protagonist and co-producer of the interactive experience. It gives the user the opportunity to pursue the drama. In ancient Greece the drama differs from the pragma which defines the everyday true-life reality of a person. In interaction design this pragma is the true, real interaction with an object and the interaction that visualizes a ‘better world’ [13]. The drama is the exact opposite: users desire for a better world; it is the visualization of all the alternative utopias; it evokes a world of fantasy where users can dramatize reality with the intention of exploring their own needs. 52 design. First, Stefan’s use of the word-processing program can be considered a misuse of functionality. Originally the functionality was implemented to help the user to correct her writing or enriching her text by suggesting correct spelling and synonyms. When Stefan worked on transforming the text to something more exiting, he explored a new way of working with the program. He deviated from normal use of the programs functionality and he did it in a creative mode. It may be unconscious but still he did not follow the standardization of writing by reproducing existing ways of using a word-processing tool. design, giving the incomplete object an enigmatic, euphoriant flipside. The scriptor’s phantamatics “He lost one af sin eager. You can’t hurry love, lod the balls hope. Should girls have trans parents T-shirts på, når det er så hotfuck? Ingenue noise deroppefra. The telephone collapsed. Gig en spule rastlæst around. Dørtelephone chimed agent. Fondue no chimera. Det var after eight his fødselsdag, syntax han næsten at sige til sig selv. Chlorine var circa 3. “Wake op din Sinatra.” James’ blik was slurred, he cut se Peters thin face some place delude. James sampled sin body og rejste sig (…) han drak det sadist af sin øl. He saw Peter disappear I skumringens dusk og gik så selv derind. Even horses ends, tænkte han!” [39] Second, you can say that Stefan opposes official orthography and instead builds his writing on orthographic aberrations. For Roland Barthes these abnormalities are happy spelling mistakes which make the scriptor enjoy writing. In his essay Freedom to Write [40] he asks: Originally this text is a short story written in English. Later it has been transformed by poet Stefan Kjerkegaard because it bored him so much that he felt the necessity of changing it. By exploring the functionality of a word-processing program he found out how to use the encapsulated dictionary and thesaurus in order to transform the text. Some words and whole phrases are translated into either English or German while others are replaced by synonyms and maybe thereafter translated. “…just think of the kind of intoxication, of baroque jubilation which explodes in the orthography “aberrations” of old manuscripts, of texts by children and the letters of foreigners: might one not say that in such efflorescenes as these the subject seeks his freedom: to trace, to dream, to remember, to understand?” [40] You can argue that our language is adequately nuanced to hold linguistic For us this text contains several points in relation to incomplete 53 thoughts and to concretize them. But the problem is that these structures to often become a mantra which is obeyed without reflection. It becomes a checklist that guarantees you the most optimal design; a manual which is difficult to break away from when first acknowledged and incorporated. What we need is a more imprecise hymn in order to take advantage of the world of ambiguities and contradictions. Instead of obeying reductive laws put forward by most academic design research we have to feel our own pulse to find a mysterious commandment that comes to us from our very own intuition and imagination. freedom but in fact we are all slaves of the consistent spelling and grammar directions, even arbitrariness is statutory. Writing is a creative act – no one doubts that – but somehow education institutions have succeeded to impose rules for how creative you can be if it has to be considered legal. In some sense orthography has had the value of law in the eyes of these institutions (and maybe the State). As Barthes believes, this makes spelling restrictive and imprisoning: “…legalized spelling keeps the scriptor from enjoying writing, that euphoric gesture which permits putting into the tracing of a word a little more than its mere intention to communicate.” [40] Pleasurable illegibility We need to escape this reductive law and liberate creativity. It is important to listen to the subject’s desire; in creative processes it might constitute a very positive practice of expression; it might enhance artistic physiognomy to acquire poetic value, insofar as it emerged from the artist’s phantasmatics and not from uniformity. At the time we learn to spell we are told to write with a certain hand. In the Western education system all scholars’ handwriting is corrected after certain rules. Few hands are tolerated. Script writing – the easiest to decode – is the most applied, and ruled paper is used to standardize the handwriting. Diverging pupils often hear: “Oh, you write a shocking hand”. Understood, a script which is not readable is a paradoxical and useless one. It does not seem to be about an aesthetic handwriting with unique qualities but about a conformal script that prioritizes This constructive resistance is important in design. We want to encourage designers to create ‘spelling mistakes’. To some extend designers have to be guided by methods and structures. It helps designers to arrange their fluffy 54 earlier, this requires a whole new mindset in order for designers to let their perversity come alive. Important is it that the new approach is not to be legalized as just another law. Let us not talk about aberrations or incapacity but about diversity and inconsistency. language as a tool for conveying general, intelligible meaning. It can be seen as a consequence of excessive ethnocentrism that we in the Western world ascribe the script to pure communicative functions. In the ancient cultures of Asia initially the script was ritual as a medium for the forbidden contact with the subterranean world’s punitive and avenging Gods. The script was thought as a way of hiding the communication to the surrounding world and was for that reason referred to cryptography. According to Barthes in his essay ‘The pleasure of the text’ that is where the true nature of the script is buried: on its reverse side as a pleasurable illegibility; as concealed erotic processes (think about how handwriting like the voice changes character at the time of pubescence) based on the rhythm of the hand. It supports the anthropologists theories about that humans made abstract and rhythmic inscriptions in the caves before the birth of the actual and certified script. [41] Poetic design objects ASDF JKLÆ ASDF JKLÆ This is a poem by the Danish poet Simon Grotrian [42]. In Danish it is named Håbløshed (in English Desperation or Hopelessness). At first glance it just seems like arbitrary letters apparently placed in an illogical order. But if you relate the letters to the poems title and you try to take to mean why he has chosen exactly those letters, you realize that the poem try to describe the desperation you feel when sitting in front of your keyboard ready to write wise sentences and you just cannot write a single word; the letters connote the starting position of your fingers on the keyboard. Now an ostensibly uninteresting poem becomes exciting and starts to involve our mind in many levels. Visually it kicks us because it somehow manages to trick our normal conceptions of a poem or a If we have to escape the reductive laws of interaction design we have to liberate us from the checklists and evaluation schemes which today seem to penetrate design methodologies as user-centered design. Instead, we should look at diverging forms and try to design pleasurable illegibility. As underlined 55 become more aware of language than we are when we are confronted by language in its other functions. To introduce another term dear to the formalists, in literature language is ‘foregrounded’. This, as Jakobson stresses, is the tendency of literature, much more fully recognized in poetry than it is in prose. In the everyday use of language it will seldom be practical and may even be found impolite to ‘foreground’ language. Everyday language is usually informative and instrumental; there is no call for either the speaker/writer or hearer/reader to dwell on the form of what is said/written since if a piece of information has been successfully passed or some action successfully instigated, the words by which this has been managed can count as ‘transparent’. With the poetic function comes a certain opacity, for the writer is no longer passing information nor seeking to instigate action. There may also come an intentional ambiguity.” [13] text. It is not readable in a normal sense because it does not contain any readable words and is almost impossible to pronounce. It also comments on the society we are living in. Before computers and typewrites the visualization of a writers complete writing blockage would have been different (a blank piece of paper would have been the most overtly). This poem shows how a text speaks back to us in different ways. It involves us, and if we accept this invitation and start a dialogue with the text we will continuously discover new meanings. It forces us to engagement and pushes us to search for some kind of meaning. We become active investigators instead of passive recipients. That makes poetry more than simply enriched involvement. It can offer a complex, ambiguous, and incongruent experience. Contrary to transparent and userfriendly design which tries to background the existence of an object to ease the use, poetic interaction foregrounds the object and the whole interactive sphere between object and user. Objects do not always have to convey expected functionality. The poetic design object can furnish design with an incongruent complexity which goes beyond conventional definitions of functionalism; it can even question the very same functionalism. A frustrated Donald Norman asks about the ineffectiveness of everyday objects: Penetrating objects with an intrinsic poetry we can create something unfamiliar and let the users make their own discoveries in this strange sea. The object does not have to fulfill our expectations, it can surprise and provoke. According to Sturrock poetry provide that provocation by not using words in a transparent way: “The poetic function of language has as its effect that when we read literature we 56 “Could the whole world be mechanically incompetent?” [37]. Presuming mechanically incompetent means interactively ineffectual it is tempting to answer with another question: If just some of the world were mechanically incompetent, would the whole world not be a more poetic place to live? Fig. 17: Picture from David Lynch’s Mulholland Drive. Who is the man in the background? The post-modern film Nobody understands Mulholland Drive, and it is reasonable to argue that understanding Mulholland Drive is of any use. As incomplete objects, Mulholland Drive might have no strict explanation. And, if it does, the explanation can only make Lynch’s film a worse film; less hypnotic, less disturbing and less exciting. In actual fact the lack of general explanation opens up for a plurality of possible meanings. Lynch’s movies, and especially Mulholland Drive, put the real human qualities in perspective. He opposes the transparent film that can be seen as similar to the glasslike, mind-numbing interactive object. According to Lynch humans really want to think: In exploring a space between fine art and design, so far concentrating on the ‘complicated pleasures’ of literature, it is interesting to widen the focus to include film. We want to look at the incomplete object through the optic of post-modern filmmaking. The most pure example of incomplete or writerly filmmaking is the films of the well-reputed and intelligent post-modern filmmaker David Lynch. A David Lynch movie makes the viewer – if she takes up the challenge – exceptionally active. Lynch uses absurdity and ambiguity to give the viewer many opportunities to involve her own intuition, creativity and emotions in interpreting the movie. In this way the viewer decides what the movie is, not the filmmaker. Let us take a closer look at his film Mulholland Drive (Fig. 17-18). “Well, there are many kinds of films. Most of them, nowadays, don’t demand much thinking. That makes me very, very upset. It makes me upset that they think the audiences have grown unused to thinking and that they only want things spelled out for them, in a platter. That’s bullshit, and a big one. People love to think. We are all detectives. We 57 The death of the designer love to observe, we love to deduce. It is great to pay attention. (…) After an experience like seeing this movie, each person gets an intuitive, personal knowledge, which may lead to a personal conclusion”. [43] As we have outlined, the incomplete object reorganizes the relationship between the designer and the user. By seeing the user as a protagonist you remove the pedestal designers have been put on and restore the place of the user; the user is regarded a producer of the object. In accord with Barthes’ writings about the writerly text he has emphasized a similar restructuring of the conventional relationship between the writer and the reader. Earlier, an author was someone who wrote a book. In the essay ‘The Death of the Author’ [40], however, Barthes demonstrates that an author is not simply a ‘person’ but a socially and historically constituted subject. An author does not exist prior to or outside of language. In other words, it is writing that makes an author and not vice versa; it is language which speaks, not the author. Thus, the author cannot claim any absolute authority over his or her text because, in some ways, he or she did not write it: Fig. 18: David Lynch balances fantasy with realism. It is when we are already filling the tale’s apparent gaps with our own imagination that David Lynch begins to play with our ability to follow a narrative, or with the movies’ ability to create, in our head, different narratives. The complexity of qualities co-created between filmmaker and the viewer’s construct different meanings and experiences. If more designers would act like David Lynch, we imply that people would be given more freedom and more opportunities to create their own environments and their own storylines of life. Why should so many professionals tell us what to do and how to think and act? “…a text consists of multiple writings, proceeding from several cultures and entering into dialogue, into parody, into contestation; but there is a site where this multiplicity is collected, and this site is not the author, as has hitherto been claimed, but the reader: the reader is the very space in which are inscribed all 58 the citations out of which a writing is made; the unity of a text is not in its origin but in its destination…” [40] Barthes’ utopian dreams of a writing liberated from the omniscient author, the incomplete object is the realization of designing liberated from the designer; it is the ‘death of the designer’. The ability for each user to participate in the construction of the meaning of the object opens possibilities of collective designer ship (derived from authorship) that breaks down the idea of designing as originating from a single fixed source; the designer and user simply play equal roles. Similarly, in the case of the writerly text, the ability to plot out unique patterns of reading, to move through a text in a nonlinear fashion, serves to highlight the importance of the reader in the ‘writing’ of the text: each reading, even if it does not physically change the words, writes the text an alternative meaning simply by rearranging it, by placing different emphases that might subtly inflect its meaning. You cannot speak of a text before there is a reader; the reader is what gives the text a meaning, the reason to call it a text. In reference to the writerly text Barthes believes that to give a text an author is to impose a limit on that text, to provide it with a final meaning, to close the writing. He suggests distancing the concept of the author. Actually, he is quite more radical saying that the birth of the reader must be requited by the death of the author [40]. That prescribes a new conception of the relation between writer and reader. The reader no longer has to search for the intended meaning of the author hidden in his work; in fact it is pretty pointless because it cannot be done: “…the claim to ‘decipher’ a text becomes entirely futile. (…) In multiple writing, in effect, everything is to be disentangled, but nothing deciphered, structure can be followed, ‘treaded’ in all its reprises, all its stages, but there is no end to it, no bottom: the space of writing is to be traversed, not pierced; writing constantly posits meaning, but always in order to evaporate it: writing seeks a systematic exemption of meaning.” [40] If we, in accordance to Barthes’ thoughts, throw the emphasis away from an intending designer as the site of production and on to the interacting user, in consequence, the modern designer can no longer be attached the role as artistic problemsolver. A restructuring of the relationship between designer and user demands to put both designer and user under a new, different optic, the optic of the incomplete. In doing this, for obvious reasons we Barthes’ refutation to assign a ‘secret’, an ultimate meaning, to the text, is similar to our denial to complete design objects. While the writerly text is an attempt to realize 59 This view also makes Weil’s designs incomplete designs. As Thackara says drawing on Weil’s inspirations from Duchamp: can rewrite a formulation by Barthes. In linguistics he has formulated the characteristics of the modern scriptor (scriptor replacing the anthropocentric author): “In Weil’s view the object has a conceptual story which the person owning it has to complete… his approach is heavily influenced by Duchamp’s conception of the ‘unfinished picture’ … for computer designers, as for Duchamp, the focus of their work now is the process of use of computer systems… security is not the objective. He offers a degree of understanding of technology, but control and domination over it are not assured.” [13] “…he modern scriptor is born at the same time as his text; he is not furnished with a being which precedes or exceeds his writing, he is not the subject of which his book would be the predicate; there is no time other than that of the speech-act and every text is written eternally here and now.” [40] Our re-formulated sentence in relation to our conception of the designer and his or her work will be this: Weil’s designs are open-ended, and challenge the user to engage with them. As Dunne emphasizes two projects from the 1980’s are good examples of that [13]. The ‘Four Boxes and One Radio’ (Fig. 19) from 1983 is a literal expression of the fact that all radios are packages in a box. By questioning this fact and our then-existing relationship to electronic products, he expresses how the value of the material is acquired through the authorship of the designer and the user. A not so straight-forward project, is his ‘Small Doors’ (Fig. 20) from 1986 which challenges the user to participate in constructing its meaning. The users’ questions, interpretations, and critical views become part of the very meaning of the object. The modern designer is born at the same time as his design; he is not furnished with a being which precedes or exceeds his forms, he is not the subject of which his object would be the predicate; there is no time other than that of the design-act, and every object is designed eternally here and now. A good example of such a modern designer is Daniel Weil who shows what can be achieved if the notion of the object as writerly text is actualized, echoing the ‘death of the designer’. Weil’s designs could be defined as a writerly text in Barthes’ definition: a ‘space’ of chains and layers of meaning between the object and the user, continuously expanding with no fixed origin or closure. When the boundaries of the work are demolished, the text opens out onto other texts. 60 The two projects are good examples on the variety of incomplete objects we can encounter. Some objects can be very reasonable incomplete objects almost so undemanding that they can be categorized as completed. The ‘Four Boxes and One Radio’ is an object almost screaming the apparently symbolism, and by that they do not leave so much up to user. Others seem constantly expanding the never-ending space of diverging meanings such as ‘Small Doors’ which continuously seems to speak to you. Fig. 19: Daniel Weil, Four Boxes in a Bag [1983] Fig. 20: Daniel Weil, Small Doors [1986] 61 Part IV Claudio An Incomplete Project With incomplete design as an ideal, we started by trying to reach beyond conventional design. The starting point was therefore not based on common project requirements but was depicted as a manifesto representing the spirit of the project. The starting point is described in [appendix I]. Our frame worked intentions were; to develop a few concepts within the area of our theme the incomplete and to manifest at least one of them as a functioning prototype or installation. The installation would not only work as a manifestation of our ideas but also as a subject of discussion, in relation to our theories. Fig. 21: Physical manifestation, a way of reaching peoples’ senses directly. Introduction Already before we started to work on this paper we decided to combine theory and practice. The physical presentation of an object which you can feel, interact with and experience with all your senses is often far more effective than any written words (Fig. 21). At the same time the expressions on paper offers qualities that are hard to achieve simply by designing an object. The black and white print make it easier to precise and communicate the real intentions and plant the idea in a philosophical, cultural and artistic context. 62 Methodology Seismographic design have a feeling of movements and quivers in our environment and society as a whole. “Designers must work in the world rather than about or upon it”; to quote Krysztof Wodiczko, one of the pioneers of critical design. When the world changes, then we as designers must also change. It is therefore important to communicate the process to other people, and sometimes, let other people communicate the process to the designers. However, we bump into some problems concerning this metaphor. The difficulty, with reference to the seismograph, is that when the earth quivers everything that we otherwise would consider as solid and non movable will shiver as well. So there will be no field, in relation to the movement of the earth’s surface, which can be arbitrarily measured. The situation is the same regarding our fixed position to the world around us. We would also be in danger of, quivering with the tendencies that we try to detect. In the construction of the seismograph these problems are escaped by making use of the inertia of very heavy metals. In the same manner it is important that we find a solid point in the swamp, from where we can take things to a higher level and behold from a distance. It is impossible to reach the absolute objectivity, but in order to maintain a critical viewpoint and change Fig. 22: Sensing the world is an important factor within seismographic design. During the development of the project we tried to implement and develop our own design methodology: seismographic design. The notion covers the fact that we, as designers, try to feel the world in order to depict tendencies and big and small breaks from the development within design and new technology. Just like the seismograph is an apparatus that senses quivers of the earth, we are sensors detecting quivers in the surrounding world. We feel the world in order to detect both small and big deviations (Fig.22). The objective is not necessarily to await the big quake, but rather to 63 Thereafter we collect upon it, but only to loose our footing again. ourselves we have to see things from a larger perspective. We have to look at what the seismograph have registered in the history to get an understanding of where we find ourselves today. It is not until when we get this insight that we from top to bottom - can criticize and change it. Hopefully we can contribute to an increase of human influence on our environments; hopefully we can represent the quivers of the world. “To dare is too loose one’s footing momentarily. To not dare is to loose one self…” - Søren Kierkegaard. [44] Let us use the painter as an analogy. To bring matters to a head, she can act in two ways. She can grasp a motif in her head and thereafter approach her canvas to depict the idea onto it. Or she can proceed towards a motif by an intuitive process in which idea and material combines to a symbiosis. These two perspectives indicate a difference between the painter’s perceptions of the ingredients of the art work. The artist that creates in the mind uses colors, brush and canvas as tools in order to depict her ideas. On the contrary, the daring artist works with her material. In the latter example, she will try to explore the limits of the material possibilities in a creative and experimental manner during the escalation of the art work. Design process A design process of our minds If one of our designing hands – metaphorically - is touching and sensing the world, then the other is creating and reacting to the perception. However, this does not mean that the designer always have to keep one hand in connection to the world. On the contrary, the design process requires many letouts. A design process is not a continuously proceeding process, from which you learn more and more. It is more complex than that. A design process can be described as a zigzag movement between intuition and reflection. We throw ourselves into things without knowing what it brings us, but with the feeling that what we do is appropriate. It can be difficult to let go, especially when you are in a process that you would like to be the master of. Nevertheless, this is exactly what we as designers must do. We must not understand insecurities and anarchy as destructive for a structure, but as elements immanent in a structure. This reflection corresponds to ideas concerning chaos of Greek mythology. Herein, chaos is understood as the only 64 Field 1 - Sensing the world: This field of design activity is an essential part of the seismographic design methodology. The aim is to view and feel our process from different perspectives. Thereby you are able to bring new meanings into a project continuously. During the incomplete project we attached mental electrodes to different levels of our environment, so that we could detect and feel the different currents in everyday culture. hermaphrodite phenomenon in cosmos, and for that reason it is self producing and will not allow being wiped out. Thus, there is an explanation to the eternal battle that we express against disorganization in hope of creating order. It is a battle that we cannot win. Instead of combating the instable situation, we can only bring order and disorder in closer relation. The structured chaos of the design project The approach was to sense a complexity of activities, making it easier to resist objectives without a steadfast root. The following pictures illustrate some of these activities (Fig. 23-29). There our many ways of depicting a design process. Commonly, many designers use itinerary metaphors to explain how the creative process diverges and converges in reoccurring loops. We have chosen to portray our process from four different fields of activities. Put together they combine in a fruitful symbiosis. We have worked with the fields both concurrently and shiftingly. These are the fields: Sensing the world Free Fall Awakening in free fall Bringing chaos towards objectives Fig. 23: Sensing Technology: The NEXT Trendshop in Copenhagen, Dec. 2003, offered a lot of opportunities to explore trends, new media and technology. The picture above exposes the accessibility of making personal clay-animations. 65 Fig. 24: Sensing People: A workshop was aimed at exploring expressions of acts and relations between movements, sound and the spatial. This participant is an actor expressing (…) Fig. 25: Sensing Design: ‘Design Action Forum’ is a creative channel for expressing dreams and thought and questioning notions within the creative arts. The picture is from a session at LYNfabrikken, Århus, Denmark 2004. Fig. 26: Sensing Entertainment: Entertainment & experience economy was the main issue discussed at this experience congress. People from totally different backgrounds gathered at ‘Skandinavisk Upplevelsekongress 2004’ in Borås, Sweden. The picture above shows Cirkus Cirkör performing one of their balloon tricks. Fig. 27: Sensing Music: The solo artist Björk never stops experimenting with materials and expressions of her music. Couldn’t designers learn from that? Fig.28. Sensing Expressive Arts: This picture shows one moment of a video generated in realtime from body movements. Performance artist Tony Brooks works with handicapped people giving them ‘instruments’ to create their own artistic language. Fig.29 Seeing: Watching both nature and fabricated shapes was an important part of the project. Photography was how we represented the art of seeing. 66 Field 2 - The Free Fall: The free fall is the design action which is the very resemblance - of creating chaos. Herein we enter an imaginative world without the restrictions of reality (Fig. 30). The Free fall is not to be regarded as a literally free fall, but more as a metaphor for freeing the mind from the achievable and the possible, primarily when generating and developing ideas. During the project we partly relied on well tried design methods such as brainstorming, context environment relabelling15 and extreme characters16. As counterbalance we also explored new inventive design methods. [Appendix II]. Field 3 - Awakening in free fall This part of the design process is about bringing the ideas closer to reality. The awakening is directly connected to the free fall (Fig 31). Fig. 30: This picture illustrates the free fall, where imagination is the only reality. Fig. 31: To comprehend a situation is often a joyful experience. The start of a design process involves a big portion of free fall, whereas later in the process this activity is reduced to minor - but yet important - falls. In order to avoid ‘falling in love with your ideas’, we find it important to loose ones footing from characteristics or specific parts of the ideas during all of the design process. 15 The design concepts were combined with a number of attributes, environments, acts and objects. 16 The design ideas were given scenarios including ‘extreme characters’ like the one of Homer Simpson. By trying to imagine what the design idea would be like if Homer was the user the scope of the idea is extended. 67 world is a ‘reading’ activity, the awakening includes speaking back to the world. The two put together result in an extended understanding of the ideas and the whole of the design process. We can compare this with having a good experience. When you have a good experience you forget time and existence, then you step back and think ‘wow’. In the design process the free fall is when you enter the flow of a good experience and forget about all references. The awakening is when you step back to realize and comprehend the experience. From the moment that you try to comprehend the situation you initiate a new form of activity; that is, in order to grasp the ideas you put them into a context. This includes combining ideas, organizing them and polishing them from unrealistic dreams (Fig.32-34). Fig. 33: Form studies. This is one of many scale models that we created during the process. Fig. 32: This is an early sketch, representing and communicating the shape of an idea. Fig. 34: A miniature model. Furthermore, the awakening part of the design process embraces communication with the world. By communicating the ideas to the world, one can understand the ideas from a big perspective. In this manner the awakening qualities counteracts on the sensing of the world. Whereas the sensing of the 68 Field 4 - Bringing chaos towards objectives: The final of the four fields of activities is simply to bring the ideas closer to the objectives. In so doing we discuss, evaluate and develop the design concepts in relation to the objectives (Fig.35). penetration on the public. In this sense, daring incompleteness is more effective than the logical contrary completeness. The process of guiding the ideas towards objectives is normally made by clarifying separate milestones. The major milestone was - in the developing stages - to describe a few conceptual design proposals. The symbiosis of the design activities mentioned above led up to five design concepts. This milestone was also the first stage of our aimed result. Fig. 35: This design proposal and manipulated thread model was discussed. How could we use our idea of flower-analogy later in the project? Although this is an activity - where you consciously and purposefully develop your concepts - it does not lack pitfalls. One of them is that the designer exaggerates the impact of logical solutions. We argue that it is important to understand that physical objects and meanings have different languages. In order too reach one’s aim you risk loosing expressive values which are immanent in the design object. Objects are perceived and experienced by people, and for people to have an emotional experience must be considered preferable to a perfect match between aims and ends with no 69 Result, stage one Five conceptual design proposals infuse their very individual meaning of an object. There is no right or wrong way to use or percept these objects. Instead the users/creators are given a big space for personal interpretation, actions and creativity (Fig.36-38). The design concepts are all investigating poetic, humoristic and experimental approaches of interacting with objects. They are ranging from the open-ended installation to a sheer gadget. The objects react differently depending on how you interact with them. If you touch one object you affect it, but also it’s twin soul; the other object. Heat, shape, movement, touch, sound, light are means that you and the objects communicate with. Some of the responds are ‘controlled’ reactions, i.e. rational, while others are seemingly random. Surprise and unexpected moment are important when stimulating peoples’ mind. A complete chaos would though only give the user a feeling of no meaning. Further, they all have in common, that they each one of them, represent ways of expressing incompleteness. Concept 1 Fig. 36: Sketch-model of Identical objects. Identical objects The main idea of this concept is not about understanding the two objects and it is not about solving a problem. We want to give people conditions for having a good experience and at the same time stimulate them to Fig. 37: Sketch of one of the identical objects. We also aim at stimulating people to get in contact and communicate. We 70 Concept 2 use the installation in order to create a social context, where people can interact in a different way. If two people not being aware of each others impact, both are playing with one object each. They will – sooner or later – become aware of that they affect one another. In this surprising moment a contact between them are established and maybe they will explore the possibilities to - in a playful way - create a more extended ‘language’ between them. Instrumental Room The act of using the objects can be seen as an exploration of human communication or the exploration of how we can use creativity to find a soul of the objects; to create your own meaning. Fig. 39: Sketch of instrumental room The Instrumental room is - as you can hear from its name – a room in where you can play music. The room is equipped with sensors detecting your placement and movements within the space. By moving your body you play music. This occurs when the instrumental room translates the expression of your act into a musical expression (Fig.3940). The instrumental Room is designed of two walls, which are placed opposite each other. Both walls are provided with infrared sensors that constantly sense bodily activity within the space. This activity is decoded into patterns and expressed through a sound landscape. While you play, you can try to synchronize or disharmonize the relations Fig. 38: Sketch of one of the identical objects. 71 technology. It engages people’s minds, emotions and senses in a more stimulating way. between movements and the rhythm of the sounds. The walls will also be projected with artistic pictures and light contributing to a greater atmosphere. Concept 3 This installation explores the relation between body movements, the spatial and music. It is an alternative music instrument that gives joy to the user and the audience at the same time. In consequence the Instrumental Room can be used as a device for composing music as well as a communication media; the aesthetics is felt both by the user and the viewer. SMS Drums Fig. 41: Sketch of the sms drums Why do we not create a more interesting and a more creative world to live in? Why do we not play drums in order to send text messages?! (Fig. 41-42) The SMS drums are drums placed like the buttons on a mobile phone. Each and every drum also works just like the button of a mobile phone, when sending a text message. The difference of course, is that they also are drums with individual sounds. Furthermore the drums are triggered so that different beats start depending on how fast you are playing/writing, what words you are Fig. 40: sketch of instrumental room We aim at creating a space where people can be creative and spontaneous. The user is in total control of her experience and she can create artistic expressions just by moving her body. By that people get in touch with a more poetic point of their personalities using this 72 playing/writing and so on. All in order to give the player an experience, which is joyful in a situation where she can create her own music in a challenging way. We also want people to express themselves through their body and thereby creating a musical expression. When they at the same time are writing a message, this will have a most interesting outcome. For us though; the act, the mind, the communication and the total experience are far more important, than the actual outcome. These SMS drums are intended to be placed in a public environment in order for people to have a joyful experience at the same time as they are doing something with a functional cause; sending a text message. One can imagine that the SMS drums also help in creating an aesthetic expression of the textual language. The player/writer might while sensing the rhythm of the music - affect both the message and the musical expression. Maybe the message will be: ‘Im si si si..tting here, co co come now, come 2me’; A poetic language breaking free from existing norms and rules. Would you like to have your own carrier pigeon? In J. K. Rowling’s famous book series ‘Harry Potter’, messages are sent by owls. Hedwig - Harry Potter’s own white owl - only needs to here who to give the message to and she delivers it without knowing the address. Maybe the future will bring us our own carrier pigeons! We have created two conceptual ideas both describing a product – a personal gadget – related to the idea of a carrier pigeon in the shape of a toy. Humor, creative communication and object identity are important factors to be considered from a contextual perspective. Concept 4 Voice carriers Fig. 41: Sketch of the sms drums 73 Fig. 42: Perry, the speaking parrot In fact Carrie is a fully functional, carrier pigeon (Fig. 43). She can fly away and find your friends and leave messages, fly back and leave another message etc. The intelligence of Carrie is complex. She does not only remember old messages, she also learns to recognize voices, finding different places and persons. She orientates using GPS, and ‘reads’ physical patterns and tagged information (maybe she can even be seduced by others!). Perry, the speaking parrot is a toy parrot and a communication gadget (Fig. 42). Perry receives and can also speak voice messages. When he receives a message this is indicated to its owner. For ex. Perry shows this by singing, opening his eyes, laughing, or by moving his wings. His owner can listen to the message whenever she wants, just by saying so or by stroking his beak. Perry speaks the message through his mouth, using the voice of the person sending the message. If the owner wants to answer the message she can do that just by telling it to Perry. When the owner is bringing Perry while she is traveling, she listens to messages by placing him close to her ear and at a low volume he ‘whispers’ the message to her. Perry is both a communicative medium and a personal friend. He is intelligent and remembers old messages. Fig. 44: Mary, the digital monkey Fig. 43: Carrie, the carrier pigeon Carrie - a toy bird and a personal friend - is the future version of Perry. 74 Concept 5 The final concept – Claudio Initially emerging from concept 2 the instrumental room – we started working on a concept where a sculptural form was to function as a musical instrument responding to body movements. As we wanted the ‘instrument’ to have a soul-like character we transformed it into an alien-like organism, who we named Claudio. ‘ Fig. 46: Early sketch of Claudio Claudio shares curves and appearance with a jellyfish. He consists of a transparent exterior surface, which uncovers the entrails of the organism: the electronics – or guts of you like – are made rough. Most visible to people will be motion sensors, which measure different movements in the region of the organism. The motion sensors are implemented as flowers on a plant that spreads its branches in all directions and captures activity from various angles. The plant consists of wires, chips etc. Claudio is also filled with light, which contributes to a more living and warm-hearted organism. Fig. 45: Early sketch of Claudio. The shape of a Jellyfish was an early source of inspiration. Claudio is an organism and an alternative music instrument. In order to play music or to communicate with Claudio, people have to use their body movements. We would like people to play with the instrument; that is to communicate with it instead of using it as a tool. We aim at giving Claudio a mental life and by that involving people’s minds, emotions and senses (Fig 45-47). In spite of Claudio’s resemblance to an earthly form it will appear more like an alien. We want people to explore sense and experience the exotic. Playing the organism by moving the body, people can establish a personal contact with Claudio, who responds by creating a nuanced sound landscape. Further, people get in touch with each other 75 Creating Claudio in a new way using Claudio as communication medium. These relationships are signified by a common language and can both be harmonious and chaotic depending on how people and/or the organism unite. The final step of communicating the idea of Claudio was to create him. Claudio was to become an electronic, but yet organic alien, designed for the human senses. Since the interaction with Claudio was a focal point an initial specification of how to interact with Claudio was outlined as a basis to work from [appendix III]. Thereafter the sound system and physical body of Claudio was developed concurrently. Claudio aim at stimulating people to be creative and intuitive. We want to enable that people make their own scenes and personal narrative; with the organism and/or with other people. Facial transparency With the jellyfish as an allegorical target it might seem natural to create a transparent shell, but the underlying reason was not connected to the metaphor of a jellyfish, but to aspects of using a facial transparency. These wideranging effects are perfectly illustrated by the transparent radio Radio in a bag designed by industrial designer, Daniel Weil (Fig.48). Fig. 47: Early sketch of Claudio In this context communication between individuals is explored in a new and exciting way. By exploring the tension between chaos and harmony, break and co-existence, a connection can be made through both physical and mental dance with Claudio. 76 coincides with the ideas which are deeply absorbed in the chapter of the readerly object. Even though transparency optimizes performances and usability, it decreases our commitment to the rapidly rising technological environment. These environments result in unconsidered assimilation of the ideologies, which are immanent in technological objects. Instead, we argue that the distance between us and technologies can be poeticized17 to encourage a skeptical sense towards the values and ideas that our environment set up. Fig.48: Radio in a bag, Daniel Weil (1983) The well functioning radio discusses the role of the designer as a cosmetician of technology. Weil departs from the commonly accepted cosmetics of electronics where colored buttons and levers - socially constructed metaphors - represent the inner skeleton of the product. By the design of Radio in a bag Weil demystifies the electronic object. The essence of the electronics is signified at the same time as the radio communicates certain nonchalance towards the electronics. The example illustrates that by playing with the facial design and by breaking from the conventional semantics of the product then, the very cosmetics of the product also bring interesting qualities. Choosing material of surface The process of choosing the facial material for Claudio developed from procedures of examining, testing and evaluating different materials and processes. We elaborated with transparent and semi-transparent materials and discussed their expressional significance. Eventually we chose to form the shell by heating and shaping a thin Poly Carbonate (PC). Our method and choice of material enabled a process in which we could control, develop and shape our jellyfish step by step (Fig.49-51). Claudio similarly tries to demystify the inner skeleton of electronic components, circuits and immaterial software. By using a transparent shell, we ironically symbolize a critical view upon the ideal of transparency. This standpoint 17 To express design and technology in a poetic manner is a description which is borrowed from Anthony Dunne. 77 The heart of Claudio If the veins of Claudio are the circuits of electrical currents, then the heart and pulse is the power supply and the continuous execution of computer programs. Regardless of the inclusion of computer programs and abstract information we aimed at giving Claudio a living soul. Thereby, we oppose the so frequently fabricated, lifeless representations of electronic objects. The idea of representing a digital soul springs from a project that we participated in Gothenburg 2003 (Fig.52). Fig. 49: Test of liquid latex as the skin of Claudio. The latex was painted onto a shape and then dried. Fig. 50: Test of transparent Poly Carbonate as the surface of Claudio– The material was heated in water and then shaped. Fig. 52: Digital patina & bottled souls, by Los Gestaltos 2003, discussed the sterility and soul of technological products. Wine-bottles where tapped with sound (!), which matured and developed with time. The interactivity and the dynamic qualities of technology launch great opportunities of fulfilling a soul-like character of an object. Despite this, the way technology is being applied today our culture contributes to an increase of lifelessness and sterility of produced objects. The abstract Fig. 51: The final choice of material was a thin poly carbonate board, size 2000x1000x1 mm. It was heated by a hot air gun and shaped inch by inch. This was a long demanding process, but very rearding regarding many possible end results. The plastic on this picture is the same as the one in the final appearance of Claudio. 78 Even though identity is not fixed to an essence people tend to depict qualities to the nature of things from their biases. information is becoming the ‘soulless’ character of technological objects. By giving Claudio a living character, we wanted the beholder or user of Claudio to be challenged to think of what Claudio is or may be. This point corresponds to our aim of seeking a big space for interpretation and a freedom of future acts. For that reason, our challenge was to give Claudio a life-like identity. We argue that this is a ‘balance’ that is good to break. However, in order to do that though, one must sustain a balance between break and assimilation (compare with estrangement). This means that one also needs to take use of peoples biases. An example of that is that we have created a rough and organic appearance of Claudio’s inner to contribute to a life-like personality. The metallic skeleton is built from flexible steel-arms which are welded onto hollow chore. The steel-tubes are normally used in lamps. By using ready-made parts in the structure Claudio attains more narrative qualities. By using the flexible steeltubes in a different context and in a different way, with respect to its original purpose, our aim is to stimulate the mind of the beholder (Fig.53-57, 59-60). Identity Foucault once wrote that people didn’t have a fixed identity within themselves; that would just be a way of talking about the self; a discourse. From Foucault’s perspective ‘identity’ is a shifting temporary construction, communicated to others in interaction. [45] This means that identity is a fluid relation, which can be deployed; or an action which individuals can engage in. Therefore, identity is not possessed. It is exercised. The idea of transforming the function of an object completely around has been used within art for a long time. A fine example is bicycle wheel introduced by Duchamp already in 1913 (Fig.58). By using a similar approach with Claudio, although lacking the simplicity of Duchamp’s artwork, we aim at criticizing existing usage of materials and media. We assume that objects also have an identity; and if it is not immanent in the object, why should we not dialogize the interaction with the object instead of creating transparent user interface, where you in the best case try to make their appearance non-present? 79 Fig.53: Structure of the metal skeleton of Claudio: The base [c] was cut from a solid steel-plate and its inner ‘circle’ was carved using an electric high pressure tool. Then a steel tube [b] acting as a shaft was welded onto the base. The rounding top [a] was shaped by hand using a wooden hammer. The top and the flexible steel arms were processed and then welded onto the tube. Fig.55: Claudio is shaped in a symmetrical way corresponding to the way living organism are shaped. The measurements are though irregular and eye-measured for the same reason. Symmetry occurs in most species, but it is by no means a perfect symmetry. Fig.56: Close up of top of skeleton. Holes were drilled on the top in order to be able to mount the flexible steel tube from the inside. Before the metal skeleton was constructed at Huset, Århus Denmark, a wooden model was made as a prototype. Fig.54: Sketches illustrating some of the ideas and plans for how to present Claudio. 80 Fig.57: The qualities that the beholder relates to the ready made parts, in this case flexible steeltubes, descend from her memories, past experiences and biases. Fig.59: Part of Claudio…or is it a lamp..??! The ready made objects of Claudio confuse the user. Fig.58: Instead of hiding and protecting the electric components inside the hollow skeleton we positioned them outside of the skeleton. This picture shows the base of Claudio from underneath. The cords are purposely not placed inside the whole appearing in the picture Fig.60: Bicycle wheel, 1951. The original art work from 1913 was lost. Duchamp made this late version nearly four decades later. His ready made objects Criticized existing notions. 81 Ambiguity Claudio. The essence of the interaction is evidently created by technology and computer programs. The hardware of Claudio consists mainly of one microcontroller and four sensors. The microcontroller is a basic-x chip which is connected to a USB-port via a USB serial bridge. It transforms the readings of the sensors and sends them to a computer (Fig. 62-63). Fig. 61: Final shape of Claudio The software consists of a number of separate modules. The sound is produced by sound-program MAX/MSP, which creates four different samples. Each sample is connected to a sensor, which continuously is measuring the distance to objects near Claudio. The measured data are captured by the microcontroller, which contains a program written in BasicX’s own language. The data are transported via the USB-port to a Java-program which translates the data so that MAX/MSP can read them. The Javaprogram is accordingly equivalent to an interface between BasicX and MAX/MSP. In order to make the visual appearance of Claudio ambiguous and multifaceted, we developed the shape to express a number of contrasting qualities. Claudio’s organic soft personality is blended with an alienated persona, the unknown and the fairly unfriendly bomb-like appearance (Fig.61). Some examples of contrasting qualities are listed below: Organic – unnatural/electronic Kitschy – functional Simple – complex Chaotic – harmonious Soft/kind – harsh Technology of Claudio When a sensor is affected, that is when the incoming data changes, the amplitude is regulated by the valid sample. The amplitude is proportional to the distance between object and sensor; if the distance is small, then the volume is high. Thus, different sounds are modified at the Claudio speaks through sounds. In order to trigger the sounds you need to move your body near Claudio. The resulting interaction - a mental and physical dance with Claudio – creates a very personal relation to 82 same time depending on which of the sensors are affected and how. The result is a nuanced sound landscape, which is constantly changing (Fig. 64). Fig. 64: Experiments with the sensors Balancing chaos and order Fig. 62: Ultra sound sensors of model SRF04 from Devantech Ltd. in England. The sensors transmit signals and receive echoes returning, when an object is reflecting the signal. Thus, the sensors can measure the distance to moving objects in a space. SRF04 measures distances up to 3 m within an angle of about 35 degrees. Our test results showed that they are fairly precise and quick – they transmit signals ten times a second. Before the interactive system was integrated to Claudio, its parts were tested separately. The total expression of the system was then checked and analyzed during a workshop where participants experienced the soul of Claudio by interacting and communicating to the system. [appendix IV] The correspondence between users’ body movements (mainly armmovements) and the sound from Claudio was evaluated. We found that if there was too much correspondence between the users’ body movements and the sound from Claudio the user will quickly loose their interest, as Claudio then merely is an instrument. On the other hand, if there was too much chaos, the user will also loose interest because of lack of meaningful Fig. 63: An experiment board was used during the test period. The sensors were tested in order to characterize their function in relation to the other programs. 83 response. Then Claudio would appear more like a random sound machine. Final adjustments When the essential parts of Claudio where constructed, there where still some features to put in. These included a podium, in where computer and loudspeakers safely could be placed. The sensors and all the different part were assembled to Claudio and the podium. In order to give Claudio more warm hearted appearance we also integrated a light to him. The qualities that the light within Claudio brings appear mainly when he is placed in a dark surrounding. The light-conditions are supposed to emphasize the energy of Claudio and his warm-hearted nature, but also stress the mystique of his appearance (Fig.65-69). Fig. 66: Claudio standing on a podium. We built the podium at Huset, Wholes with pieces of fabric were sown at Huset. Computer, loudspeakers, and cords were safely placed inside the podium. Additional space was added for equipment. Fig. 67: Close-up of Claudio in darkness. In the dark the environment of Claudio is characterized by mystique – the interaction turns slower; cautious act. Fig. 65: the sensors were assembled on Claudio 84 Result stage two Presenting Claudio Already when developing the shape of Claudio we took him out to the streets of Århus, Denmark to see how people reacted. Claudio was at cafes, bars, in streets and in different sections of huset, a culture house situated in the heart of Århus. The joyful response of Claudio was a useful input when developing him further. Eventually, when all his organs were put together we decided to take him public again. Claudio is not designed for a specific environment, instead we see him as a traveller visiting different environments. Café LYNfabrikken and the premises of Innovation Lab was Claudios first acquaintance with people. During the time Claudio visited these placed we observed the people approaching him and wrote down some of the comments that they said while using and discussing Claudio. Thus, these comments are not a response to any questions and not even directed to us (the creators). Instead they are part of the communication around and with Claudio. Fig. 68: Close up of Claudio from above. Fig. 69: Claudio on podium from above. 85 The comments are representing peoples personal interpretations of Claudio: - It is a bit cute It sounds abit like our toilet It looks like a bee-hive It is like a being, a creature. A big hit for a party! It is a bit slow I’m thinking about a brain It is a bit living. These two are wild (referring to sounds) It’s almost a shame he is here by himself. Isn’t it is a strange thing, having to turn him off? It looks a bit like a jelly fish. Fig. 70: Claudio in daylight LYNfabrikken, Århus. If one or two people (friends) approach Claudio the act is playful and active. Although there is a lot of valuable response found in these comments one must acknowledge that the most expressive and significant use of Claudio is the physical act. Respondingly, the most important feature of Claudio is the sound. The act of interacting with Claudio is very different depending on person and social context. One noteworthy condition to have in respect is the difference of interaction with Claudio depending on the number of people that approaches him (Fig.70-71). Fig. 71: A group of people are slowly getting close to Claudio. Curiosity is mixed with caution. Before getting to know claudio people tend too move slowly just like approaching an animal. Innovation Lab, Århus 86 sound can make it highly stimulating and/or intrusive. Although there is no general description of how a person uses Claudio there are some reoccurring incidents. To start with, when a person gets near Claudio she can hear a pulse beat. If she decides to come closer, the sensors of Claudio will register this and responds by giving a dynamic sound from at least one of four different sound loops. Altogether the sounds of Claudio express a certain energy and alienlike mysticism. A focal point has been to balance harmony and chaos. Individually the four different sounds express the following: By intensifying the sound of Claudio when the interaction and closeness to him increases our aim is to stimulate playfulness in a somewhat unobtrusive way. One can say that both Claudio and the user edge up to each other. In case the user approaches Claudio fast, then also the response will be stronger. The palpability is of course also correlated to the volume of the sound, which is dynamically synchronized (and disharmonized) to the different occasions and environments that Claudio appears in. Sound south Bubbling water, whistling wind, helicopter wings Furthermore, we have taken advantage from the fact that sound stimulates people to move. Simply speaking when people hear music they start to move. By turning this relationship around we have generated a communicative (interactive) usage of Claudio. The user moves to create music, but also responds to the sound that she creates. By playing with Claudio and by generating sounds people express themselves in their action. This is expressed through their body language, applied both in movements and postures (Fig 70). Sound north Ultra waves, dolphin communication, choir singing Sound west Radio waves, bits ’n’ bytes, defect organ Sound east Jungle, heavy information flow, aggressive insects When discussing how people experience the sounds of Claudio one must also be responsive to the impacts of using sound as a medium. A common understanding of sound as medium is that it mediates a fundamental presence to our perception of the surrounding reality. This palpable characteristic of In contrast with many other things that people meet during a normal day, Claudio offers a context where 87 With all these different categorizations of acts one must point out and conclude that the user is the only one who eventually decides what Claudio is, not we (the designers). In this sense there is no right or wrong way to use or interact with Claudio. users through personal expression is stimulated to use intuition and creativity instead of being transformed into a mass conformity. This quality relates to the aim of deliberating people from there homogenized actions of everyday life. Since spontaneity forms how people use Claudio, there are many different ways to express the interaction. Through observation, we have categorized these into the following acts: - - Cautious approach (at start, a mix of curiosity and fear) Exploring Claudio (what? How?) Interpreting Claudio Moving (slow / fast movements) Sensing Claudio (seeing, feeling etc) Communicating and playing (with Claudio) Communicating and playing (with other people) Composing music (by controlling Claudio) Dancing (movements related to the sound) Posing, expressing (using body postures related to sound) Sharing experience (with other people) Developing skill (Developing skill to ‘use’ Claudio) Prove oneself to others (Performing ability to ‘use’ Claudio) 88 Perceptive complexity people - when meeting Claudio direct their focus of attention through both visual and auditive stimuli. Additionally Claudio invites users to involve their movements in a playful way to create an advanced but yet natural form of tactics. Many designers argue that their products or systems are designed to apply to the senses. For example Daniel Weil argues that “design is about touching people”. [1] The way designers reach the senses of people take many different forms. Most designers try to apply an expressional visual language. Thereby many products have a strong focus on the visual appearance. Another big area of focus is – as mentioned previously the design fields in which designers focus on either ergonomics or usability with the intention of minimizing hinders. This is a more scientific form of design where the designer is strongly ruled by peoples’ cognitive and physical constraints when designing things. This view is unmistakably characterized by Norman: So, on one hand people are finding out how to sense Claudio, how to play with him or how to use him in communication with others. On the other hand the user is continuously experiencing Claudio. This results in a kind of simultaneous learning and experiencing activity. By making people more involved Claudio offers the same function as you may get from solving a problem, playing an instrument, devoting to a sport or performing any other activity that engages body and mind. Namely, that it beside from the joy of performing the action also offers a break from mental strains. Claudio does accordingly not follow the conventional salvation to the problem by making the surroundings calmer and less interfering. Instead he engages people to break from the pervasive stress completely and provides the alternative; an activity that employ the body and mind with hardly no demands. “Well-designed objects are easy to interpret and understand.” [37] When designing Claudio, we have focused on the sensual experience to create high commitment among users. By this we do not mean that people get devoted to Claudio, but instead - at least for a moment - get devoted to what their senses are experiencing. Therefore, Claudio relies on a perceptive complexity which actively involves more than one of the senses. This means that This is a deliberate example of exploiting opportunities, instead of trying to minimize problems. During our process of building Claudio we had the opportunity to meet Tony 89 Conversation Brooks, an artist and performer who has worked within this area for many years (Fig.72). Although Claudio could be seen as an incomplete design object acting in the world through his existence, the main reason for his existence is not the effect of his actions which would only reach a few people in a very short time limit. Instead Claudio is primarily a subject of discussion. This discussion is founded within the context of the very social and cultural issues discussed through the entire thesis. Fig. 72: A photo of the Four Senses performance showing some of the projected video generated during the performance. Tony Brooks. What may have come to light are some of the topics that needs to be discussed within the area of design and technology. The following categories are to represent some of the most important starting points that Claudio is intended to intrigue. Many of these topics separately relate to other topics and certainly they also overlap each other. Brook works with disabled people, but his reasoning may well be translated and applied to all people. Commonly, when projects are aimed for disabled people they are focused on trying to diminish their problems. On the contrary, Tony brooks takes use of their skills. Through use of artistic instruments disabled people are stimulated to move their body and express their feelings. Brooks uses sensors that detects a person’s movements and translates it into sound, music and pictorial art. #The role of technology #Questioning transparency #Expressional appearance #Aesthetic of use #Objects with a soul #Incompleteness #The politics of design and technology #Space for creativity #Humor By experimenting with interactivity in a similar way to the artworks of Tony Brooks, Claudio touches users mentally without physically touching them. The means for doing this is by transforming the interaction into a personal body language. The last topic, humor, important. Numerous whom many seem earnest self image 90 is not the least designers - of to have an - treat their design items in a similarly humorless mode. In fact, humor is one of the most powerful tools that designers can utilize. Humor is one of many emotions that can be enthused in order to create a good experience for people. In contrast to some of the other feelings humor and joy also have positive and spreading effects on other people. Thus, the fellowship and conversation of an experience is often more central than the interaction with the object. Schlossberg did the following remark on the matter: “The most powerful experiences are ones in which you sort of elbow the person next to you and say, ‘did you see that’ or ‘can you believe that’ or ‘I never understand anything like that.” [1] As Schlossberg points out a designer has reached far if she can assist people to enter that kind of interaction and conversation with other people in space. 91 Discussion architectural culture ideologies have been the starting point for the construction of houses and future homes. Architectural programs have been formed with the conviction of making people happier. The establishment as such has been a directing instrument in trying to control people’s behavior; a sort of dictating architecture in the very heart of a democratic society. Everything is in a sense incomplete. There will always be a forward direction of life imposing chaos on existence. One of the main problems regarding the matter of incompleteness is that everything every object that is created - has a cause on life. If everything speaks to us, then what is incompleteness?18 Can we create something that does not direct us? The result has been a constant failure of trying to make people happier by intervention of architectonical actors. The physical means of deciding behavior of large groups of people might have resulted in that a few groups of people have believed that they actually were happier. Nevertheless, the general effect has been quite the opposite. People have disliked the mass production of conformity, no matter how fine the ideologies that they have been based on were in theory. The truth is that this thesis is not only a comment on design, but also a design program for others to follow. One must admit that there is an inevitable contradiction in trying to direct people to be ‘non-directed’. The dilemma can be related to the predicament of trying to make something with no meaning. Already the intension of having no meaning inflicts meaning to a subject. So, once again: What is incompleteness? So, can we thereby conclude that design should not have an ideological objective? In the Scandinavian countries there is a strong tradition of trying to direct people through design of spatial constructions. Architecture is the most evident field carrying extensive symptoms of this practice. Within this The question is double edged. Since design has such a strong relation to its purpose it is impossible to free the matter completely from purpose. What one might object though is the conscious aim of trying to force ideological content onto people. From this point of view design should not be mass produced from a 18 Incompleteness should in this context be referred to as the broader meaning of incomplete design. 92 investigates and questions the role of the designer. predetermined and static role model. The moral point of this dilemma can be explained by declaring that ideological objectives should never be isolated from the real world, but coexist and develop from it. Therefore, Incomplete design makes a distinction between the acts of designing objects that dictate people’s life and designing objects that affect people to form their own expressions (in interaction with objects). Incomplete design let people decide how to act instead of letting the designers have that function. This sort of ‘non-designing’ design does not mean design without intentions. Instead, it is a lot of thought put into the object without letting the objects do the thinking for others. The underlying matrix of incomplete design is the society and the way it is being transformed. Thus, incomplete design must be responsive to activities and changes in the society. Just like a person, the society needs different things at different times. Therefore, as the world changes also the notion of incomplete design must change. We have referred to the society as a place where people are homogenized into a conformity shaped by surrounding relations. The fact is that we are also taking part of an individualized culture. Giddens refers to ‘a modern reflexivity’ existing both on institutional and personal level [19]. He points to the fact that we use knowledge about history more than previously. In traditional societies religion and family traditions played a bigger role. In such way life was more predetermined; the son grew into his fathers work, and people knew to a certain extent what to do with their lives etc. Today, we have to choose the meaning of our activities ourselves. We choose our jobs, our lives and in a way we decide more on our own what the meaning of life is. This might seem to be a very interesting task, but it is also emotionally demanding. When people have many choices to choose from, it is more difficult to decide what to fill one’s life with. Thus, the In this way incomplete design is acting as a starting point for questioning the functions which defines our perception of the world. In past societies our trust has for the most part been defined by local rules, family and traditions. Today we still put trust in tradition, religions and family, but there is a large part of our trust that is passed to abstract systems and relations to experts. Mutual systems and cooperation with other systems affect society to change rapidly year by year. Nevertheless the experts and expert systems are not broadly questioned. For that reason incomplete design 93 effects. This logic declares that the mind is far more important than the item. In the same way objects do not have a meaning if not experienced. reflexivity should not be mistaken for that we have a better understanding today. Instead it is related to our lifesituation in where reflexivity has replaced common sense. If we take a closer look at present phenomena in today’s culture, there are quite a few observable states that incomplete design aims at unsettling. One of them is associated with human fear. The global political instability has generated an increased fear among people. Governmental policies use the fear to strengthen power relations and restrict human behavior. Control of deviation and a subsequent regulation creates a culture in which governmental policies firmly dictates and restrains human life. The control methods are founded in economical networks, interstate relations, military alliances, global distribution of work, information technology etc. The fear however is strongly linked to the massive amount of mass medial information and propaganda that is exposed on each individual. One could wish for a more stable global environment in where human fear is not used and misused to take undue advantage of. Furthermore, one has to question how a society that applies multi medial risk-propaganda can constitute the foundation of a risk society (?!). In this social order both nature and economy is constantly challenged to the boundaries. By this means, the society is undergoing a permanent In this individual society routines and effectively performing systems and products are also needed. But routines too can be opened up for personal interpretations. On one hand people should be challenged to avoid mechanically performed actions leading to a persistent lifelessness. At the same time we have to be careful about not creating too complicated objects leading to stressful situations. The element of voluntarism within incomplete design is for that reason a critical area of study that needs to be explored further. The individuality of the society is also a phenomenon that we need to be responsive to. Maybe we (each individual) simply have to stop looking at what we need from the society and start looking at what the society need from us! In the end is what the society needs not equivalent to what we need? One of the consistent qualities of incomplete design is that it disturbs the balance of existing norms. By showing alternatives existing models are exemplified in a new way. This contributes to an increased consciousness of prevailing states. The actions and reaction are the vital 94 information are in this fashion causing long term social effects that we are yet to discover the full effect of. Although Claudio is a fabricated medium he stimulates direct human conversation. Thus, he is an illustration of how technology and mediated communication can be used to make the distance between people narrower. state of risk including activities such as loss of energy, investment of stocks etc. Capitalism, surveillance, information control, military development etc. are some of the key dimensions that engrave our lives. The capitalistic activities generate a concurrence situation, resulting in a constant technology innovation, because it can increase benefit. The broader dimensions of the development seem to create a sort of selfdeveloping matrix slowly shaping us into tools or numbers. In this spectacle people are being used as equipment in order to reach the aim of hunting time, efficiency, usability etc. Incomplete design represents a reaction to this culture and the means of criticism are primarily to create something different; to be a constructive counterbalance. The parallel of the human being and Claudio can be drawn to a further extent. Claudio could for instance be interpreted as a brain and intelligence. If you look at him, you will notice that the outer shape is fairly similar to a brain and the inside bears the electrodes that are supplying the ‘brain’ with information. Furthermore, the name Claudio means the lame one. Thus, he could be seen as intelligence, but because he is lame he cannot move. Is this simply a depiction of us? If truth be told could not this be a metaphor of the ideas of Descartes? Are we just brains in vats? - Brains in a floating tank with electrodes connected to our brains? Claudio - who is a manifestation of some of the ideas of incomplete design - forms a representation of the alternative. Strangely enough, Claudio is a fabricated medium that discusses the development of human conversation. This is linked to the present globalization which has effects on our interaction with other people. The fact is that communication is increasingly mediated through artificially fabricated environments and performed without direct contact with people. The requests of distributing Just like Claudio we are not fully connecting to the world around us. Claudio symbolizes us, but also the role of incompleteness. The likeness of intelligence means that the concept of Claudio questions everything: What we are, our connection to the world, how we communicate etc. 95 In action, Claudio uses the movements of other people to ‘come alive’. This too can be understood as a mirror of human behavior. Is interaction with other people not what makes us come alive? Joy, creativity, imagination and being able to interact with the world must – along with love - be some of the most important ingredients in life. Perhaps what we lack in this regard is only to get in contact with the lame part of ourselves. Fortunately, that will not happen - completely. 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(2002) Abstract Information Appliances: Methodological Exercises in Conceptual Design of Computational Things . ACM Press. REPORT NO. xxxx/xxxx Appendices Incomplete Design A Design Philosophy in Theory and Practice René Lundgaard Kristensen Leif T. Tannfors Chalmers Department of Computer Science IT UNIVERSITY OF GÖTEBORG GÖTEBORG UNIVERSITY AND CHALMERS UNIVERSITY OF TECHNOLOGY Göteborg, Sweden 2004 Appendix I Manifesto & Starting Point [18/11/2003] Rene Lundgaard Kristsensen & Leif Tannfors Just like an artist might find it difficult to stop when her piece is at its best - the objects around us sometimes tend to be too overworked – too designed. These objects are adapted to existing cultural and commercial values and leave no or little room for misuse or abuse in a constructive way. This results in a sort of ‘have-a-nice-day’ description of everyday life where new objects become the solution to every problem. In such a world people are thrown into an existence where they are more or less inactive, inhuman and not thinking. They are reduced to passive actors in a stereotyped world. For this reason the design culture in which we are trying to reduce problems and increase comfort results in a dehumanization of ourselves. By doing something incomplete, we want to be a diverging influence. Incomplete objects create a bigger space for interpretation. The object does not in this sense, tell us what to do, instead it stimulates our mind in order for us to think, feel or/and act upon something. It makes us stop and react. We want to escape homogenization and create a room for the ‘real’ human needs. Incomplete objects give people an option to improve or perhaps even complete the object in the mind and/or in use. We argue that designers have to be conscious about creating a space for imagination. In doing so, we open up for the future to be created by people themselves. We call this ‘freedom’ the future space – a place where dreams and achievements can be fulfilled. Here questions can be arisen and new meanings established. “…incompleteness is something to be taken seriously.” Jacques Derrida on city planning & architecture Appendix II Workshop – Sound & Motion [5/2/2004] Rene Lundgaard Kristsensen & Leif Tannfors We conducted a workshop in which a group of people - all dealing with expressions and sensual experiences - participated. We explored relations between sound, motion and space by giving the participants exercises to carry out. The workshop was part of our aim with reference to seismographic design. Method We used methodological exercises developed by Hallnäs & Redström [46]. In general the methods aim at increasing the awareness regarding aesthetical choices when designing computational things and to incorporate reflection on how functionality and expressions of objects relate. These methodological exercises focus on: + Discovering functionality in given expressions + Discovering ‘expressionals’ in given appliances The exercises that we carried out include some steps that are not described by Hallnäs & Redström. An example of that is the translating of an expression from one media to another. The basics are though the same. Aims We wanted to explore how other people who worked with creating expressions interpreted sound, motion and space. We also wanted to find out more about how they looked at creativity, methods etc. Areas of exploration: How expressions in motions can be translated into sounds. How expressions in sounds can be translated into motions. How relations between sound, motions and other contextual influence was related. (Appendix II) Participants: 2 actors 1 architect 1 chaos-pilot 1 photographer/ multimedia designer 1 musician Exercises: In the first exercises we let the participants capture an expression of one media and translate that expression to another media. 1a: Participants were shown film-clips. Their task was to translate the motions into sound. 1b: Participants listened to sounds. Their task was to translate the sounds to motions. In the next set of exercise the participants captured an expression transformed it into a function and created an appliance for it. 2a: Participants listened to sounds. Their task was to translate the sounds to expressions of any media. Thereafter they were told to create a communication medium from the expression. 2b: Participants were shown film-clips. Their task was to translate the motions into expressions of any media. Thereafter they were told to create a communication medium from the expression. In the last part of the workshop the participants were given the opportunity to reshape the idea we had by using extreme characters. 3: Participants were told to create an interactive sculpture/creation and to show/perform the result. The interactive creation was aimed for Madonna and Robin Hood. (Appendix II) Conclusion: The temporal qualities of sound and motion create similarities in their expression. Here are some of the most significant relations. + Tempo and rhythm created a strong relation between motion and sound. + Rhythmical changes of motion can be compared to a musical composition. + Direction, power and size often decides the identification of motion-patterns. + The carrier of motion or sound shapes the associations + Narratives in motions and sounds affect the mental picture. After the exercises we continued to discuss different ideas and thoughts related to the workshop. The workshop gave a lot of helpful input. Some of the conclusions were later used as key information when developing the installation and the ideas further. An example of that is the specification of the interactive system described in appendix III. Appendix III Specification – How to Translate Motion into Sound [6/4/2004] Rene Lundgaard Kristsensen & Leif Tannfors This specification functions as a basis to work from. Different ways of modifying the sound due to motion have been worked out. From this basis a creative process of testing sound and interactivity will decide further progress. Focus: Modifying sound in relation to motion/distance Possible qualities of sound to modify: Tempo, volume, frequency Modification of sound due to human motion/distance - Example of possible translations: Distance to organism Distance to organism Vertical motion* Motion toward organism No motion Quick motion Quick motion (2) Quick motion (3) Slow motion Slow motion (2) Slow motion (3) increased/decreased volume increased/decreased tempo (ex. pulse) increased/decreased frequency increased volume silence short ‘dry’ sound (short time) higher tempo higher frequency long ‘soft’ sound (long time) lower tempo lower frequency * Not possible using our construction of sensors, since they will not be placed to measure motion in vertical direction. Appendix IV Workshop – Experiencing & Playing with the Interactive Sound System [23/5/2004] Rene Lundgaard Kristsensen & Leif Tannfors We conducted a workshop, where a group of people was gathered to experience the interactive sound system that was created in MAX/MSP. Method Evaluation of the interactive sound system composed on MAX/MSP: The participants had the opportunity to create their own sounds/music by using our sound system. The four sensors were placed and directed in different angles. By affecting them the participants controlled and played the sounds that were connected to each sensor. Aims We wanted to explore how to balance chaos and order so that the interaction resulted in an interesting tension between ‘Claudio’ and the user/users. By doing this our aim was to try to keep the interest of the user for a longer period of time. For that reason we focused on the personal experience of the participants when interacting with the system. Result We modified the interactive sound system in order to create more tension for the user. In order to that we had to simplify the output. Extra effects were reduced and we decided to use volume as the only variable (Fig. A & Fig. B). Fig A: Before workshop: Each slide bar is connected to a sensor. The extra effects on 2 of the sound loops (bob & ultra) were withdrawn after the work shop. Fig B: The new modified system with four sounds Volume is now the only variable.