OUGD601 - Typography and Digitalisation 2
In our society technology is the dominant industry. In this essay I plan to look at how technology has impacted not only western society but in particularly graphic design since the digital revolution. We in the field of graphic design are particularly affected by technology although the digital age has increased possibilities for designers; it has also had a number of possible negative effects. I plan to look at both sides of the argument in detail and give examples of how they contrast with one another and yet in the right hands can be used together to create visually engaging pieces.
In western society, we are in the middle of a technological revolution. As the world has become increasingly digital, there has been a change in the way people communicate, the way that they purchase items and the way that they socialize. This digital revolution has also contributed to changes in graphic design over the last decade. Before the amalgamation of programs such as Adobe Photoshop, Quark Express and Autodesk Maya, we would never be able to see digital pieces of the complexity that we can currently see today.
Not only has technology altered the way that work is created, it has also completely changed the way that we present our work. Today most designers have at least one form of online presence; be it a Facebook fan page, a twitter feed, a blog where they share their thoughts or even just a portfolio site where their work is showcased, many designers use the internet as their main source of publicity. It is due to the ability to show things, such as moving animation work or interactive multimedia pieces and the fact that designers can share a higher percentage of their work without limitations of size or quality makes using digital technology so appealing. “With a traditional paper portfolio, it is rarely possible to accommodate all our work….with a laptop we can take everything” (Shaughnessy 2010)
The use of portfolio sites has gained a great deal of attention in the world of graphic design. Although on one hand they are responsible for many artists gaining helpful critiques and exposure to a new audience, there is also a huge problem of plagiarism in the online community. One example of how websites like DeviantArt.com are abused is the case of Lara Jade. A photographer who published a selection of her work online, for others to enjoy. This was all very well until a viewer of her work messaged her to tell her that one of her self-portraits, taken at the age of fourteen was being used on the cover of a pornographic DVD. actual refeerence It took three years of legal action for the distributers of the DVD to stop using her image as the cover, even after they were made aware of the copyright and the age of the cover ‘star’.
Sites such as DeviantArt.COM are facing a backlash from their loyal supporters who have got to a stage where the amount of plagiarism has taken away the joy of uploading work. Many designers are simply not willing to let their work be stolen in exchange for a brief exposure to a website with 37% of their members being between 18-24. “With so many members, DA is destined not only to be a target of plagiarists, but also a home for them.” (Bailey 2007)
Technology is also used predominately in the designing and creation of work in the graphic design field. Since the digital revolution, we have seen a massive change in the way that, for example, motion graphics is created. Programs such as ‘Adobe After Effects’ have increased productivity in the motion industry as it allows designers to create animations in an extremely short amount of time compared to when they were traditionally analogue created. An example of this are the classic Disney animations such as Snow White and the Seven Dwarfs, Beauty and the Beast or The Lion King, all of which were created using traditional stocks cell animation, [2] with each frame having to be individually drawn. [Need to Expand] Looking further afield than at motion graphics specifically, we also see how other digital programs have increased workflow for many designers. Whereas before the digital revolution, many hours were spent with pencils arranging compositions, design mocks can now be created in a very short amount of time by sketching straight onto a computer using a tablet input alongside an image program like Adobe Photoshop. By drawing straight onto the computer, cutting out the paper stage, we also see how sketches can be sent directly to our clients through e-mail or FTP [3] this allows our clients to see work in progress and for any changes to be made instantaneously. Look at eco benefits –you don’t waste paper!
The success of the Internet has also changed the way that designers find inspiration for their work. Where before the digital age designers scanned through history books for inspiration they now can type the theme that they are searching for straight into Google and instantly be given a wide selection of results. This has also led to an increase in the aforementioned plagiarism cases as search engines allow ideas to be easily seen by many, increasing the opportunity for them to be stolen with no concept of ownership.
Another aspect of graphic design, which has changed with the increase in technology, is the way designers publicize pieces. Where before success relied heavily on word-of-mouth for designs to become popular and to be seen by people, nowadays there is the use of websites such as DeviantArt.COM, Linkdin.COM or Behance.NET instead. Websites like these have allowed artists on the other side of the world to view our work, which in turn has led to more commissions. These websites have also incorporated people not usually associated with a particular field to become integrated within design. We are seeing, even outside of design, an increase in sharing sites such as Flickr and stumbleupon. These websites load pages whose contents are rated by the viewers, who are given this information randomly. If your page is rated highly enough you will get more views from people interested in the same genres is that you are.
Even in today’s digital age the process of creating design usually still starts with pencil. As proof these pencil sketches are primarily used to create compositions usually to be reworked each time to experiment with new ideas. From there the pencil sketches are usually scanned into the computer then moved to Photoshop to clean up lines. Using brush tools, the image is occasionally coloured from the Pantone selection then it is transferred to the printer where finishes can be applied to the piece.
We have seen many designers who have incorporated both traditional and digital mediums into their work. The first designer to truly utilise a computer in terms of layout was April Greiman. Eskilson (2007) stated that Greiman was one of the first graphic designers make use of the powerful tools in a computer. He notes that Greiman did not view the computer as simply a functional tool but as something that had led her to experiment in a way that opened up new avenues of design. Expand As she started to gain popularity we started to see the origins of the techniques that we still used today. In her work she uses techniques in a way that creates chaos on our screens.
The images look slightly intentionally like they purposely "contain mistakes” as a way of creating a sense of energy that was not seen in the other work of that time. Anaylse a piece of work, unpack moe layering of information enabled by the computer.
Today we are seeing an uprising against the over digitalized style work. We are seeing a rise in the popularity of traditional print-based media as designers are striving for the type of imperfection that was commonplace before the digital revolution. This can be seen today in many sources. Just one look at designs from today’s creative area gives you the opportunity to see an abundance of textures and overlays used to create the implied use of traditional media. The problem of doing this is that creative directors can then why would a designer not just create traditionally?’ Instead of overlaying texture that leaves the viewer to believe that the image was screen printed why not just screen-print the image in the first place?
“Don’t let your perceptions of the what seems to be a “tradition” in the design community (or any other community for that matter) dictate how you go about your work” (Ward 2010)
In graphic design today people do not want to see lifeless art that looks digitalised. No longer does Western society want to see photorealism in design. The creative industry is actively looking for a personal touch in each bit of design that is viewed which can be seen… Products are also seen gaining popularity in the design world, this is due to the unique hand rendered quality that gives the ability to touch the product that is paid for, rather than just being sent a digital imitation of the original file. With work in the digital age, there is no essence of work. It is lost with the lack of physical hard copy of each piece.
“In other words, the unique value of the 'authentic' work of art has its basis in ritual, the location of its original use value. This ritualistic basis, however remote, is still recognizable as secularized ritual even in the most profane forms of the cult of beauty." (Benjamin 2008)
With work created in a digital environment there is no such thing as an original. We can never be in ownership of an original copy of the digital piece of work, as it does not technically exist, but is simply a digital file. Replicas can be made extremely cheaply with digitally created work, all it takes is a printer connected to a computer to create a copy of any print that you create. The fact that work can be made quickly and cheaply makes art open to the masses. It leads to a less hieracial and more democratic art ownership. An example of this is Andy Warhol and his work with the portraits of Marilyn Monroe. He used a famous image of Monroe, by Gene Korman for the film Niagara, as the basis for a series of silkscreened images. Although Warhol did create his own work, he used the language of repetition to show how art can be mass produced. Although his work is produced on a huge scale, the work he creates is very rare and expensive.
One of the most important developments of the digital age is communication. As designers we receive most of our work through electronic means be that e-mail, portfolio websites or just through forums. The use of e-mail has completely changed the way that designers communicate. Before the popularity of e-mail grew, designers were completely at the mercy of their clients. If clients telephoned, with regards to work, a company and no one answered the phone they would probably lose the commission. This contrasts today where a client can just send an e-mail to the company and it will be read, maybe not instantaneously but it means that the company had not missed work. With emails, we have the options for things like ‘Out of office auto replies’, which makes the client aware that it may not be responded to straight away but has been noted. One contrast about e-mails is that in this age they are not considered as a personal way of communication. We have lost the interaction with the client as it is hard sometimes to portray your point or opinion through text. This could lead to confusion due to a piece of work not being to the specifications that the client could not express through typing.
In Western society, many artists have utilised both traditional and digital mediums. These ideas show people how both mediums can come together in harmony to create an exciting pieces.
When we look at the digital revolution and consider how it has affected technology, we must look at the impact change has had on the digital side of graphic design. One area that shall be focused on, that is actively changed, is the area of motion graphics and animation. We have seen the art of the title sequence change over time. From its humble beginnings as a way of simply crediting the people who have been involved in the project, all the way through Saul Bass’s reinvention of titles being a way to introduce the story, to Kyle Cooper today creating visually stunning pieces that both incorporate and link to the main story. One title sequence that specifically stands out is that of the HBO TV series ‘The Pacific.’ This title sequence takes us through charcoal drawings of the main characters, which in turn visually transform into live-action sequences of the character. This represents the change that the characters face throughout the series but also from a visual point, shows how traditional and digital mediums can come together to create exciting visual experiments.
Typography has also been reinvented with the use of motion graphics, we are now seeing static images of text being thrown across a screen in TV adverts and information broadcasts. The example of ‘The Pacific’ is used so that the viewer can be taken through a journey from the chalk drawings to the live-action sequence. This may subliminally give the audience a connection between the past and present. The design of a title sequence such as ‘The Pacific’ couldn’t use digitalized work due to the context of the piece.
The area of 3D graphics is another part of graphic design that has been reinvented by the emersion of digital technologies. “From the very beginning of that change creativity and design was infused with the power of technology.” (Hession 2010) Before the digital revolution 3D models were sculpted by hand and in films we had the use of puppets in place of what is today created by computer aided design. In films such as the original Star Wars, all the aliens and creatures were hand held puppets. These puppets were then held by different animators in the position the director wanted. Today it can be seen how the models have changed. Now it is common to see, in different companies across the film world, several designers in front of their computers using software such as ‘3DS Max’ or ‘Maya’ to create the type of artefacts that would have never have been possible if created by hand. QUOTE although some hand created designs are exceptional pieces, by utilizing 3D software designers are able to manipulate the character in ways never before possible. Models bigger than ever before-> Pixar work
In other areas like computer game art, we see the necessity of 3D modelling software. To create interactive worlds and destructible environments designers rely on computer technology. WHY? Objects created with digital programs are a lot easier to create and control. Finding a location in real life where you can control the elements and lighting to create an atmosphere would be an impossible task. In computer games, designers need to create a whole world for the player to interact with... By using 3-D software that designers can repeat visual items to save time and space on the disc. EXAMPLE The video game market is one of our society’s highest grossing industries.
“Video games, once thought to be a fad, have worked their way into the fabric of international culture. At present, Sony has shipped more than 80 million PlayStation’s worldwide and Nintendo have sold more than 110 million game boys. With every successive generation the video game industry keeps going” (Kent 2001, 590) society’s
When you look at the humble beginnings of the video game, from its Japanese playing cards roots to today’s multi-million dollar industry we see how the digital revolution has changed the way millions of people interact with their computers. This is another example of the way the digital age has inadvertently changed the thinking of humanity forever. No longer are we restrained by our 9-to-5 jobs, when we can take on a second life in virtual reality. If a person has had a bad day at the office they can now load up the ‘PlayStation3’ and use it to take their anger out on people around the world by playing a first person shooter game.
The area of illustration is one that although touched by the digital revolution, hasn’t been changed completely by it. Quote it is still viewed as a ‘traditional’ medium by artists due to the fact that most images are still hand rendered using inks and pencils. We do see digital illustrations but these make up a much smaller percentage of illustration when compared to the traditional illustration styles. One example is in the area of concept art. Here drawings are created loose and freely, by hand, as it easier for other artists to develop their own ideas onto a hand drawn image than it is to draw, scan and then email digital files. They can be jotted down on paper and simply handed over to another designer. It is after many changes and redrafts that concept art is then placed onto a computer and developed digitally from there. We see this technique with animated film from picture houses such as DreamWorks and Pixar and to an extent Disney animations. Images are drawn during brainstorming and if they are approved they are developed further by hand until they are passed onto the 3D development team. By using this process designers can make little changes to animations quickly and easier than it would be to render a whole scene using 3-D software.
Even in this digital age there are many specialised traditional mediums in the forefront of design. In the area of print, such as mono-printing or silkscreen printing, there is currently an uprising in popularity in both traditional and hand rendered designs. By using techniques such as collaging we are seeing designers using a hands-on style of working. By working by hand, it allows designers to create one-off pieces or to create many individual unique pieces that add value when being resold. The physical ownership is one of the main factors in purchasing of art. Mediums such as sculpture or paint still cannot be accurately replicated in the digital world, even with the recent advancements; there is no way for designers to be hands on with the medium they are using to create their piece.
Interactivity is one of, if not the main benefactor of the digital revolution. We are now able to create pieces where people interact with the things they see on screen. This has opened up a whole range of ways that designers can involve the viewer in the piece. For example on a website now people can be made to click on the specific area that they want to see, if you want to see football results you could click on the football on a webpage and be taken straight to that specific site. Not only are people looking at work online, now they are actively involved in the piece. Saffer (2006) states that the reason for interactive design is to enable connections between people, that interactivity has made easier communications between themselves and the world.
By looking at the sales figures of software like Adobe Flash we can see how popular interactivity has become. There are many websites and tutorials dedicated to flash-based gaming, as well as applications and advertisements and with their popularity we can see exactly how interactivity has become a pivotal part of graphic design. We are also seeing interactivity being spread to our mobile phones with the ‘Android Marketplace’, the ‘Apple App’ store as well as brand specific mobile applications shops. It has been another source of revenue for interactive designers. “Most interaction designers work on software, websites, and other technology like mobile devices. But interaction designers can also design services which have little to no technology in them. By services, I mean processes and ways of doing activities.” (Saffer 2006)
Today, designers still look at illustration as a traditional aspect of design. It hasn’t changed much over the last few years and more specifically since the digital revolution as much as other mediums of design have. We still see designers using traditional mediums such as paints and pencils to create their work where in the digital age it is all mouse and keyboard.
In the area of illustration, in one instance being comic art we are still seeing traditional illustrators and colourist being hired to produce their work on an international scale. One such artist is Sean Phillips, an illustrator and colourist who has worked for Marvel as well as his own independent books, which have been sold worldwide. Phillips still uses traditional mediums, such as watercolour paints, in his work this being unusual for a colourist. This gives him a unique selling point as many comic book colourists strictly stick to digital mediums due to a wide range of colours availability.
As a viewer of today’s digitalised graphic design medium a question could be asked. ‘Could design go back to a traditional media? Would today’s illustrators be able to make a name for themselves without the digital media? Could designers who solely use e-mail as a source of communication be able to survive? Instead of using Adobe illustrator pen tool, would designers be able to manually trace objects before putting them on the final piece? Would designers be able to survive without the ‘undo’ command?’
One aspect of the digital age that is usually overlooked is the opportunity for designers to work anywhere in the world. No longer are designers stuck behind their desks working. With the growing popularity of laptops, and to a smaller extent notebooks, we are seeing designers being able to work anywhere in the world and still communicate with their home office. There are a number of freelance designers working on beaches or in the park without losing any commissions. This greater level of opportunity for designers to work in their own space has meant that no longer do companies need to hire in-house designers. This in turn has had a good effect on the industry as it means less money is being paid out to temporary workers who work in house at the company
One question that must be asked with the arrival of the digital age in relation to graphic design is, ‘has the Internet made a universal style of graphic design through the world?’ Whilst looking at digitally created work on the Internet, it is extremely hard to see the national style of the designer. When we look, for example, at architecture there is a difference between buildings made in Spain against those made in the UK. We see the different building materials available to the region at the time of construction play an important part in the building process. That is how we define individual buildings in one town from another; and in succession creates regional differences. This is not seen in graphic design as throughout the world everyone has the same tools. If a graphic designer in Argentina wants to create a piece using Adobe Illustrator they will have access to the same tools that a designer would have here. This means that although the actual idea may be involved in the designers culture its tools may not necessarily be so. Maybe as designers we have to look past the tools that are used. Builders create their style not only in the materials they use but the designs that building adhere to. A builder uses bricks but can create many different outcomes.
We are seeing a universal style throughout many areas of design not just limited to illustration. As Adobe has become the worldwide industry standard in design software, everyone is using the same programs to create their work, a question must be asked ‘Are we restricted to the software limitations whilst creating?’ Have we lost individual artistic flair, as designers are unable to replicate the styles they use in digital software? Although we are starting to see traditional brush tools being produced in software such as Corel Painter since CS5 Photoshop, they are nowhere close to being able to create the same textures and brushstrokes that we can when using real brushes.In graphic design we see styles come and go like fashion. Every few years we see a cycle of designers coming from art school re-inventing certain styles. Recently design has left the photorealistic style of images replaced with a retro style bringing aspects from the 1980s with designers utilizing neon colours and strong polygon shapes.“Today’s illustrators wear their respective styles like an overcoat, and unless major changes in fashion occur overnight, they tend to keep that coat for many seasons, while adding accessories that keep you up-to-date.” (Wiedemann 2010)
We often see video game style art in this cycle. where the smoothed elements of the piece replicate a “perfect world.” It is in instances like this that digital arts is often seen as similar to traditional art where styles gain and lose popularity over time. These stylesin art are also a theoretical approach to understanding culture of a particular time.
In western society use technology in everything we do. Listening to music at a train station on the way to work, checking the news on your phone in case anything interesting has happened. If we do not know something, we Google straightaway Wikipedia has replaced the encyclopaedia due to its instant results, which can be updated by the user. As technology advances we replace the old things with improvements. MySpace is not used due to the popularity of Facebook. Images are not held in photo books like they used to be but will be uploaded to Facebook profiles. The same with music now we download instead of buying physical items these are then stored on a hard-drive but what happens if a computer is broken down or stolen. We lose our paths, our memories and personal identities all are on the hardware that we have on our desks at home. Have we given our computers our personalities? Have they become more than just a storage solution? do we depend on technology to match? Kids can’t even spend a day without their mobile phones.tv show evidence psychologists are saying that Next Generation has addiction to technology quote surely it doesn’t help stress levels in our society to be able to be spoken to at any point in time. When do we get a chance to turn our brains off? With companies requesting their workers to use blackberry’s it means that we have no time to ourselves as we are in contact with work 24 seven. It is not that we leave work at 6 PM anymore; it follows us on the way to our homes. Your boss will not hesitate to call you because you are on holiday. If you are sick you are still expected to work from just because you sneeze does not mean you cannot type on a spreadsheet!
Monday, 22 September 2014
by Unknown
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OUGD601 - A Brief History of Computers & Design
A Brief History of Computers
http://printingcode.runemadsen.com/lecture-intro/
The user could manipulate geometric shapes on the screen by using a light-pen. Important because it was one of the first examples of a computatinal design tool.
Here it’s Douglas Englebart from Standford University (later PARC) introducing the computer mouse for the first time.
I show you this video because it’s important to realize that a very small group of people ended up designing all the basic human-computer interactions that we all use today. Most of this hasn’t changed a bit since.
That’s infograhics for you!
Here’s a comparison of interface design for Google Docs from the last 5 years, and the original UI for the Xerox Star from 1981. This should give you a sense of their accomplishments. It’s also a worthwhile reminder that great design is a product of constraints.
The Xerox Parc creations proved to be insanely important, also because a 24-old Steve Jobs visited the PARC facilities and was inspired to create some of the most important innovations for graphic designers.
I want to show you this video, not only because it’s super fun, but because you realize what Steve Jobs did for computation:. Suddenly the computer was a creative tool. This seems obvious now, but it wasn’t back then.
The Macintosh turned out so well because the people working on it were musicians, artists, poets and historians who also happened to be excellent computer scientists. - Steve Jobs
He invited designers to participate! Made these tools available.
The computer became a tool for creation.
The first computers in arts
Exactly like the Bauhaus, where machines became accessible to ordinary people, the computer slowly became accessible for artists. Some of the first ones where the artists known as The New Tendencies movement, based in Yugoslavia, but with artists all over the world.
Here’s a photo of a gathering in Paris in 1962.
Karl Reinhartz in 1962.
Jose Maria Yturralde in 1972.
Manuel Barbadilloin 1973.
Another important milestone in computational art was the exhibition “The Reponsive Eye” held at MoMa in 1965. It featured some of the newest developments in so-called “Optic Art”. Many of the artists used computers to create their artwork.
Josef Albers showed works in the exhibition.
Second Generation Computational Artists
A second generation of artists started in the 1980’s and 1990’s. Common for all of them were a strong knowledge about, and focus on, the art of programming.
The Internet and Design programs as Coding Environments
Nothing has contributed more to the acceleration of new programming artists as the internet. A series of coding environments started appealing to designers who would otherwise not have thought of programming as a creative expression.
Of course there’s the internet and HTML + CSS (not a programming language though). Nothing has done more to breed new programming artists than the internet.
Adobe Director and the programming language Lingo. Made it possible for the first time to draw things on the screen and control them in code. Very basic though.
Even though it has a bad rep, Flash was hugely successful in in graphic designers. The notion of drawing objects and manipulating them in code (the DisplayObject and scene graph) was extremely powerful, and it has inspired a number of modern frameworks.
Books about Flash and Director started being published, only targeted towards designers. What’s interesting, however, is that all of these books focused on generative art, not so much graphic design. Notice how it was still super hip to use your hacker name on your book cover.
… and of course Processing!
Today
Given this history of systems in graphic design, this class investigates what’s possible in the intersection between graphic design and computation. Here’s a few examples of designers working in this space.
E. Roon Kang
The MIT logo generated by a Processing program. For online and print. We’ll talk more about that in the logo class.
Graphic Systems.
Sagmeister & Walsh
Beauty is part of the function. Logo as a system for fonts, patterns, etc.
The same is true for this one.
Stewart Smith
From this
… to this.
Jonathan Puckey
Karsten Schmidt
Other
Here are some examples of code automation in printed books.
Sunday, 21 September 2014
by Unknown
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OUGD601 - Internet & Design Trends
Trends List
http://www.trendlist.org
On this website, there are tags for different trends that appear online. I have screenshot the most common examples I have seen.
IK Blue
International Klein Blue is dark ultramarine blue color, well-known due to French artist Yves Klein. The intensive color become very popular not only in graphic design, but also in fashion.Left, Right, Up & Down
This typography trend consists of placing words on the sides of the format. Composition seems so avant-garde, but it has one major disadvantage. It forced people to read in four different directions. which can be fun, but not everytime.Exposed Content
One of the most popular current trends, usually seen on book and magazine covers, where images are located in different compositions and reveal the inner content. This kind of design goes very well together with visuals for the art exhibitions where all the artworks are indexed on one poster. Typography is usually placed over this layer.Scanned
Distorted typography is achieved by using a scanner. Experimental output guaranteed.Slash
Maybe the most trendy shape ever. Slash appears as a diagonal stroke from one corner to the opposite. It goes across the whole bookcover or poster, more often from left to right.
Various Formats
One book is complied from different sizes of pages and various types of paper. Sometimes is separates whole printed matter to independent parts like chapters for example. This form is sometimes so overused, that book or catalog that has lost its function and there is no way not browse it easily.Type On A Path
Stars
The fascination with the sky during the night returned and seems to be one of the contemporary trends. Often with infinity shapes, triangles or thin lines aligned in the central composition. It is interesting that this trend is mostly associated with music.Stretched Typography
Countries Setting Trends:
- Germany (770)
- France (574)
- Switzerland (436)
- United Kingdom (413)
- United States of America (405)
- Netherlands (347)
- Spain (262)
- Belgium (218)
- Italy (208)
- Australia (119)
- Portugal (114)
- Poland (107)
- Czech Republic (95)
- Denmark (63)
- Canada (61)
- Sweden (60)
- Austria (54)
- South Korea (51)
- Finland (39)
- Singapore (36)
- Mexico (31)
- Norway (31)
- Brazil (21)
- Chile (20)
- Turkey (18)
- Argentina (16)
- Croatia (15)
- Slovakia (13)
- Greece (13)
- Romania (12)
- New Zealand (11)
- Japan (11)
- Russia (10)
- Israel (10)
- China (10)
- Ireland (9)
- Hungary (7)
- Kazakhstan (7)
- Bosnia and Herzegovina (5)
- Iceland (5)
- Lithuania (4)
- Latvia (4)
- Bulgaria (4)
- Ukraine (4)
- Slovenia (3)
- Luxembourg (3)
- Indonesia (3)
- Estonia (2)
- Guatemala (2)
- Vietnam (2)
- Uruguay (1)
- Serbia (1)
- Iran (1)
- Hong Kong (1)
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Creative Review - The New Ugly
http://www.creativereview.co.uk/cr-blog/2007/august/the-new-ugly
Posted by Patrick Burgoyne, 30 August 2007, 16:13
Following all the debate generated by our interviews with Super Super's Steve Slocombe and 032c art director Mike Meiré, here is the piece from the current issue of Creative Review which draws on those sources to set the work into a wider context
Stretched type, day-glo colours and a flagrant disregard for the rules: are we witnessing a knee-jerk reaction to the slick sameness of so much design or a genuine cultural shift?
In the early 90s, the mother of all rows blew up between, on the one hand, the traditionalist school of American designers led by Massimo Vignelli and, in defiant opposition, the avant garde of Emigre and the Cranbrook Academy of Art. The catalyst was an essay in Eye magazine by Steven Heller entitled Cult of the Ugly, in which the world’s most prolific design writer took Cranbrook and its students to task over, as he saw it, their gratuitously ugly output. Well now, it seems, ugly is back.
Exhibit A: Wolff Olins’ 2012 Olympics logo. When finally wheeled out to confront an ever-more-hostile national press, Wolff Olins creative director Patrick Cox claimed that “Its design is intentionally raw, it doesn’t… ask to be liked very much. It was meant to provoke a response, like the little thorn in the chair that gets you to breathe in, sit up and take notice.”
In addition, Wolff Olins’ chairman Brian Boylan claimed success for having “created something original in a world where it is increasingly difficult to make something different”. In other words, when we are surrounded by logos created to a slick, if mediocre, aesthetic standard, the only way to stand out is deliberately to reject those standards.
Which brings us to Exhibit B: the magazine that seemingly influenced Wolff Olins’ thinking – style magazine and New Rave progenitor, Super Super. Launched early last year, its art direction has been likened to “a clown being sick”. Its wilfully distorted typography, day glo colours and total rejection of the holy tenets of magazine design are enough to give more mature art directors a fit of the vapours. It’s MySpace made flesh, with all the clashing cacophony that concept brings to mind.
And yet, according to its creative director, Steve Slocombe, what underlines the magazine is “harmony”. “There is nothing in Super Super that is empty or frivolous,” he insists, “everything is there for a reason.”
When it comes to style magazines, Slocombe has form, having previously been editor of Sleazenation.. His last issue there (May 2003 which, incidentally, got him the sack) introduced the freeform approach that Super Super has taken to such troubling extremes. But, he says, it was a period working for photographer Wolfgang Tillmansthat most influenced his approach. A fine art graduate from St Martins, Slocombe’s role included helping Tillmans install his shows – a process that was, in itself, an artistic exercise. “We’d get a plan of the space and we’d turn up with work in all kinds of different sizes and respond to the space, arranging the work accordingly: it was an organic process about what work would sit best in certain situations,” he explains.
This, then, is the approach that he brings to designing Super Super. There is no predefined grid: Slocombe starts with the images (which may or may not be in focus) and arranges them so as to maximise the space, just as he and Tillmans would on the gallery wall. There are some rules: copy is set in blocks either 90mm or 40mm wide, at 10 point on 12 point leading or eight on 10, using either Helvetica or Times. But word and image rarely line up: “Things feel a lot more human if they are a fraction out,” Slocombe claims, “it’s about a sense of harmony and rhythm.” It’s what sets Super Super apart: “Magazines had become very machine-like, very impersonal. Super Super is very human. It speaks to the reader very directly, removes the barriers. The values of the magazine are to be fun, to be positive, to say ‘have a go, you can do this’.”
While other magazines may seek to manipulate pace by contrasting full-bleed images with more detailed spreads, Super Super tries to cram in as much as possible onto every available inch of space. The reason, according to Slocombe, is that its readers (typically aged between 14 and 24) are part of the “ADD Generation”. Their alarmingly short attention spans mean that they cannot be guaranteed to look at more than one spread in any particular issue, he claims, so each one has to embody all the values of the magazine. And, he says, they have a completely different idea about colour. If you are 30-plus, white may embody sophistication and expense, but to the Super Super “reader” it is colour that does this – bright colours and lots of them.
The magazine is not, Slocombe insists, anti-design. “That whole argument that you have to be either a follower of David Carson or of the Swiss School is not the debate we have now – I’ll take the best of both and anything else that’s around. The old way of things was movement followed by anti-movement, now the culture swallows the past and moves on instead of defining itself against what has gone before,” he argues. “I’m not against what may have gone before, I just think this is more appropriate for here and now. At the core of the Swiss ideal is efficient communication – well, this is the most appropriate way to communicate to our audience.”
The charitable view would be that Slocombe’s lack of formal design training has left him unencumbered by the profession’s history and therefore more able to seek out new forms of expression: the uncharitable view would be that Super Super is simply a mess, created for young kids who will move on to more sophisticated tastes as they mature. And yet the magazine’s core concerns – of seeking to inject some quirky humanity into a slickly homogenised magazine market, of being true to a vision deemed appropriate to the readership – are shared by a designer with a far more “establishment” pedigree. Which brings us to Exhibit C: Mike Meiré's recent redesign of German cultural magazine 032c.
Meiré is renowned in magazine circles for his art direction of Brand Eins, a German business magazine that mixed beautiful photography with classic typography and lots of white space. That was in 1999: since then, Meiré says he’s been waiting for an alternative approach to emerge, but to no avail. “There are so many magazines out there which pretend to be cool, sophisticated or even culturally relevant. They all look the same,” he says. “I became a bit tired of all these look-a-like magazines,” which, through Brand Eins, he helped create. “They’re all made very professionally but I was looking for something more charismatic. I wanted to search for an interesting look that was beyond the mainstream.”
The result is a magazine that, wrote designer Jeremy Leslie on his blog MagCulture, “uses typography and layouts that are hard to describe as anything but ugly. The pages feel thrown together. When I expressed my confusion about the redesign to the magazine’s founder/editor Joerg Koch,” continued Leslie, “I received a surprising reply. ‘Thanks for your message which made me incredibly happy! This is exactly what we wanted to achieve, this sort of engagement with a magazine where you question yourself if it makes sense, if it is really brilliant or simply daft.’”
Meiré readily admits that “Yes, I did deliberately set out to break rules with this and yes, it is a provocation – but in the first place to myself! If every magazine or every building or every brand or everybody tries to look appealing by using the same idea of being modern, it becomes interesting to go in the opposite direction, because life has different kinds of beauty to present. If people feel confused by it, it is because we are all so used to this kind of efficient, streamlined, correctness.”
In his original essay, Heller slammed those using ugliness as a knee-jerk reaction to the status quo. “Ugliness as its own virtue diminishes all design,” he said. All three projects cited here could be accused of such a crime. However, Heller also argued that ugliness “is not a problem when it is a result of form following function”. Though none of Wolff Olins, Slocombe or Meiré may feel comfortable with describing their work as ugly, they all lay claim to their pursuit of the latter.
“Making a magazine is about finding the right look for its content, its attitude,” Meiré argues. “To me it’s the only way to create a unique identity. [In doing so] maybe you don’t please the [mainstream] anymore – but you become who you are, authentic in your own way.”
This, it would seem, is the crux of the matter. If all three of these projects, and other contemporary works in the same vein, are merely an attempt to zig while the world zags, to be different for difference’s sake, then they need not detain us for long. If, however, they are the honest result of form following function and thereby represent the visual expression of a genuine cultural shift, then that becomes something altogether more interesting.
Take colour, for instance. Both the Olympics logo and Super Super propose a new relationship between colour and quality. That bright no longer necessarily equals trashy. That a younger generation is inverting the chromatic scale as it relates to notions of quality and class. Super Super claims to address the impact of changing patterns of media consumption on design. This, it says, is what happens when your “readers” are not readers at all but mere “scanners” of content who are as likely to start at page 46 as page one. And all three claim to be fired by a desire to involve their audiences rather than simply presenting themselves to them. Inevitably this would seem to require a move away from the slick and the forbidding, toward, as Slocombe describes it, something more “human”.
There is more than empty styling at work here. Something like Super Super can easily be dimissed as just a few kids messing about, but, as a recent piece on New Rave in The Sunday Times Style magazine noted, that’s pretty much how all trends start. All three projects are well-intentioned attempts to respond to and engage with a shifting cultural landscape. If this is the future, it may not be a pretty sight.
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Creative Review - Pretty Ugly or Plain Ugly
http://www.creativereview.co.uk/cr-blog/2012/may/pretty-ugly-or-plain-ugly
Posted by Patrick Burgoyne, 23 May 2012, 11:25 
Poster for one of a series of weekly film nights run by artist Wim Lambrecht at college Sint-Lucas Visual Arts Gent from 2007 to 2008. Designed by Raf Vancampenhoudtwith Joris Van Aken
Skewed, stretched type, clashing colours, too little or too much spacing - across Europe a new generation of designers and art directors is breaking every rule. But is their work rebellion for rebellion's sake or does it have wider implications for visual communications?
The June issue of CR (out May 23) comes with a health warning. It contains content that readers of a nervous disposition and a love of classical typography may find disturbing. Things are going to get ugly.
Back in 2007, I wrote a piece suggesting that something new and decidedly strange was happening in graphic design and art direction, based mainly upon the look of two magazines: Super Super (spread shown above) and 032c. In it I referred to an earlier Eye essay by Steven Heller on what he termed the 'Cult of the Ugly'.
Heller was writing about the work coming out of Cranbrook Academy of Art in the 90s, work that deliberately sought to subvert our ideas of 'good design'. What I saw in Super Super and 032c could, I thought, herald a New Ugly aesthetic in response to changes in the way younger readers consumed information online and a desire to, once again, challenge the status quo.
From a series of posters for the Symphonieorchester Des Bayerischen Rundfunks byBureau Mirko Borsche using a mixture of classical serif type (to represent tradition), and the angular bespoke face Andri12000, representing the orchestra's modern spirit and the musicians in evevning dress
Five years later comes the publication of Pretty Ugly, a new book that brings together graphic design, imagemaking and product design which very much delivers on that promise. In the Pretty Ugly, type is skewed, stretched and set at unreadable angles; images are distorted with a will; colours clash resoundingly. Some of it is beautiful, some interesting, some just awful.
Untitled. Design: Andrea Crews. Photography: Simon de la Poife, 2010
"It is a new kind of beauty that isn't based upon pure visual pleasure, it is a beauty based upon context-driven design, being transparent with working methods, tools and materials," claim the book's editors, Martin Lorenz and Lupi Asensio of Barcelona design studio TwoPoints.Net, who came up with the Pretty Ugly term to describe the 'movement' and who are interviewed in the new issue of CR.
CR interviews the editors of Pretty Ugly in the June issue of the magazine
Die Neue K is the free quarterly newspaper of the Royal Academy of Art at Leiden University. Design: Rob van den Nieuwenhuizen ( of Drawswords in Amsterdam) withMattijs de Wit
Contribution to the My Monkey, My Network group exhibition organised by arts group Le Club des Chevreuils in Nancy, France, designed by Pierre Delmas Bouly and Patrick Lallemand of Lyon-based Superscript, 2008
"There are obvious aesthetic qualities connecting the work," they say, "intentionally 'bad' typography; using system typefaces like Arial, Helvetica or Times; stretching them; having too much or too little letter or line spacing; deforming type on a scanner or a copier. The Pretty Ugly is a movement against the established criteria of what 'good design' is, in order to regain the attention of the audience and explore new territory. Entering the world of 'wrong' freed these designers and made any kind of experiment possible, without worrying about being thought unprofessional. Mistakes turned into virtuosity, a sign of authenticity and humanity. But it isn't a movement that does wrong because it doesn't know better. This is a highly educated generation of designers using their knowledge to break with what they were given as rules. They use intuition as much as intellect in order to enter new territory that is beyond so called 'professionalism'."
Hmmm, so we are into the "if I do it, it's meant to look bad, if you do it, it's just bad" territory, always tricky ground to occupy. Are we, the humble viewers and readers, meant to know the difference? Is there one?
German design studio Vier5 was one of the early pioneers of the Pretty Ugly, particularly in its work for French arts centre CAC Brétigny, including this 2003 poster for a show by Dutch artists, designers and architects Atelier Van Lieshout
Also by Vier5, the poster for last year's Chaumont poster festival
Geographically, most of the work featured hails from Belgium, France, Germany and The Netherlands. The latter gives a clue as to the work's intellectual origins too. Lorenz and Asensio say "We would guess that many of the seeds of the Pretty Ugly were sown in the Netherlands around 2000, when 'Default Design' was hot. At the time, the first issues of Jop van Bennekom's Re-Magazine using Times and lo-res images taken from the internet, or the work by Maureen Mooren (at that time working with Daniel van der Velden, who is now at Metahaven) and her husband Armand Mevis (working with Linda van Deursen) were all very influential. Many of the the designers featured in our book studied at the design school Werkplaats Typografie, where Armand Mevis teaches."
Spread from Super Paper, No. 21, July 2011, a publication on Munich nightlife by Studio Mirko Borsche
Perhaps the origins of the work also have something to do with the fact that these countries provide the support for young designers to be experimental - it's a rather different matter if you are leaving college with £20,000 of debt. Commercially viable work, in those circumstances, has its attractions and not too many brands, as yet, are in the market for 3D stretched Arial. Indeed, most of the work in Pretty Ugly is for very small-scale fashion, music or cultural clients, or self-initiated. But as the recent launch of Mevis and van Deursen's Stedelijk Museum identity (below) highlighted (see our story here), it is seeping into the mainstream.
Perhaps even the 2012 Olympics logo was an attempt to pick up on early manifestations of the trend and the intentions behind it? At the time of its launch Wolff Olins creative director Patrick Cox claimed that “Its design is intentionally raw, it doesn’t… ask to be liked very much. It was meant to provoke a response, like the little thorn in the chair that gets you to breathe in, sit up and take notice.”
In the US and UK many young designers have turned toward a retro craft aesthetic and a celebration of archaic print techniques - think of the US gig poster scene, much of the work exhibited at Pick Me Up or the Hipster aesthetic satirised so acutely onthis recent Tumblr. In comparison, the mostly Northern European approach of The Pretty Ugly feels much more daring and provocative.
Rather than retreating to the comfort of the past, this work seems calculated to upset as many purist notions as possible. It has great energy and verve, blowing away the cobwebs of the watered-down Modernism-as-style that has dominated our ideas of 'good design' for so long.
Horst is a German magazine focused on the lifestyles of modern gay men. Design: Mirko Borsche. Cover photograph: Alex Klesta. Illustration: Gian Gisiger
But is there anything more to it than empty rebellion? In Heller's original piece, he stated that "Ugliness as its own virtue diminishes all design" but that it is justified if it is as a result of form follows function. If the 'function' here is to kick over the traces and make us re-examine what 'good design' is then maybe it's working.
We live in an age where everything around us is (to an extent) competently designed: groceries, restaurants, magazines, medicines, all researched and marketed to the nth degree. A professional patina applied. Design as service industry. Compared to the buffed and primped identities of most major organisations, the Stedelijk identity feels refreshingly authentic and honest.
But here's the 'Emperor's New Clothes' rub with the Pretty Ugly - if it wasn't by a famous Dutch design studio and for a major institution, would we give it serious consideration? If we saw it on the side of a builder's van would it transform from Pretty Ugly to just plain ugly?
Proposals for signage using the new Stedelijk Museum identity system
There's something undeniably decadent in a group of highly and expensively educated Western designers producing knowingly 'bad' work. Are young designers, seeing their older peers' work becoming more and more devalued, reacting by saying 'these rules you taught us are not going to earn us a living anyway so let's see what happens when we break them all'? Increasingly we are hearing mumblings about a 'post-design world'. Is The Pretty Ugly a refreshing reinvigoration of a visual communications industry that has become too flabby and comfortable, or the outward sign of a profession in crisis?
Pretty Ugly: Visual Rebellion in Design, edited and designed by TwoPoints.Net, is published by Gestalten, €35
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Graphic Design: But Not As We Know It - A Biting Satirical Project From Amy West
http://www.itsnicethat.com/articles/amy-west-grafik-bs
- Amy West: Grafik BS
Posted by James Cartwright,
Though it saddens us to say it, there’s not really a whole lot of satire going on in the world of graphic design. The design community tend to take themselves reasonably seriously, which means we don’t often get to have a good old laugh due to a designer’s witty observations or humorously-minded project.
Amy West has just changed all that though with an acerbic piece of work based on the internet’s obsession with trends and style over substance. Grafik BS was a fake studio set up by Amy with the intention of catching out those with a superficial understanding of design and pointing the finger for a big old laugh. “A fake Behance page for the studio received hundreds of appreciations, positive comments on the style of the posters and even a job application for a position in the studio. The experiment proved that there is an online community practising design with the understanding that the entire process consists solely of applying style to anything,” said Amy.
Lucky for us we never posted any of Grafik BS’ work until now. Though come to think of it, I DO like the style of those posters…
- Amy West: Grafik BS
- Amy West: Grafik BS
- Amy West: Grafik BS
- Amy West: Grafik BS
- Amy West: Grafik BS
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Default Systems In Graphic Design
http://blog.linedandunlined.com/post/404940995/default-systems-in-graphic-designA discussion between Rob Giampietro and Rudy VanderLans about guilt and loss in graphic design.
Rudy VanderLans, editor, Emigre: When writer/designer Rob Giampietro approached me a few months back with the idea to write an article about graphic design in the ’90s, he brought up an unrelated topic during our conversation that I found intriguing; he mentioned the term “Default Systems Design.” He said it was the topic for another article he had been working on for the past few months. It’s curious how certain ideas reach critical mass. In Emigre #64 a number of contributors, independently from each other, each made note of the emergence of a new kind of graphic design that seems to rely heavily on the use of systems and defaults. Just when you think graphic design is in a coma, something’s taking root. Reprinted here is how we arrived at the topic, as well as edited segments of the rest of the dialogue.
Rudy: If the level of graphic design criticism is at all a gauge for the state of design today, then design is as good as dead. We saw a surge of critical writing within design in the early ’90s. To some degree this had to do with the times; there was a significant change in technology (the introduction of the Macintosh computer) which coincided with (or caused?) the bankruptcy of the Swiss International Style. But, after many debates, everybody settled down and went about their business. I guess it’s difficult to forge a revolution (for lack of a better word), every ten years or so, or maintain a critical opposition indefinitely.
Rob Giampietro: While I understand your frustration, I would say such times of boredom and stagnation are times in which critical opposition is most crucial. It’s easy to be righteous when everyone thinks you’re right. It’s much harder when they’ve changed their minds.
Rudy: And that’s what you think has happened? Designers have become more conservative again, more in line with the status quo? Which is not surprising, of course. In times of economic and political uncertainty, when the future looks bleak, there seems to be a tendency to look back, to chose safe solutions. Within graphic design we’ve seen an upswing in retro themes, nostalgia, and the return of the Swiss International Style.
Rob: The look of graphic design today is evidence of the pendulum-swing back to more conservative and fiscal-minded times. It is a counter-revolution of sorts, and its assumptions are troubling, and real, and on MTV, and in Emigre itself.
Rudy: Why are its assumptions troubling?
Rob: Because this kind of work self-consciously positions design as stupid and trivial and says that documents of importance needn’t rely on design to shape them. Default Systems are machines for design creation, and they represent design publicly as an “automatic” art form, offering a release from the breathless pace at which design now runs, as clients ask for more, quicker, now. Default Systems are a number of trends present in current graphic design that exploit computer presets in an industry-wide fashion. They are a quasi-simplistic rule-set, often cribbing elements from the International Style in a kind of glossy pastiche, a cult of sameness driven by the laziness and comfort of the technology that enabled Emigre’s rise, the Macintosh.
Rudy: Do you think this was perhaps an obvious reaction to the hyper-personal, customized messages of early ’90s design?
Rob: Yes, in some part. What’s interesting is how much Default Systems owe to early ’90s design. The rejection of all systems by these “hyper-personal” designers was itself systematic. Fussiness for its own sake in the early ’90s is the same as reductivism for its own sake in the late ’90s and today. Designers from Cranbrook and those mentioned in Steven Heller’s “Cult of the Ugly” article were nothing if not brash and dogmatic. Their ideal of “beauty” was nothing if not relative. Their models, like those of designers using Default Systems, were found in “low” forms, and the ceaseless glorification of these forms was as self-indulgent then as it is now. The stylistic methods of Default Systems Design arose from the methods of Ugly Design and they are tactically one and the same. Both are based on different kinds of proliferation and limitation. The distinction between the two is largely formal, which is of interest to designers, but their social observations are largely similar, which is of interest to critics.
Rudy: This raises a few questions. First, what do you mean by “Both are based on different kinds of proliferation and limitation”? Secondly, how are the social observations of “Ugly” design and “Default Systems” design similar? What is it that they have in common?
Rob: These two questions are related. The use of terms like “proliferation” and “limitation” is self-conscious on my part. These terms sound as if they come from a Marxist critique rather than a design discussion. I’m not trying to make this discussion overly academic; rather, I am trying to provide design critics with a model for positioning design within a broader social context, which doesn’t always happen. The most interesting designs are critiques of the conditions of their own making, and Marxist language is useful for discussing the means of production and consumption because it was developed for that purpose.
I still haven’t answered your question, however. If, as I said above, the most interesting designs are critiques of the conditions of their own making, then both Ugly design and Default Systems design qualify as “most interesting.” Both exploit certain opportunities presented by the computer as a tool while suppressing other opportunities. Some tactics are allowed to proliferate while others are deliberately limited. For example, the computer is a tool that allows for incredible customization. Typefaces—even individual letterforms—can be altered to a user’s tastes. Ugly designers let this kind of customization run self-consciously amok. This was done in the name of a kind of democracy (every user is different) as well as a kind of authenticity (ugliness is pure and therefore true). What’s interesting is that although Default Systems design looks so different from Ugly design, its interests are still tied to being authentic and being democratic. Default Systems design claims, “This is how the computer works with minimal intervention.” It also claims, “By keeping the designer from intervening, this design language is made available to all.” So Default Systems look new, but they arise from the social concerns of the old. I’d call this “Hegelian,” but I wouldn’t want to make this discussion any more academic…
I suspect that Default Systems arose from a kind of shame that plagued designers after accusations that their work had become overly self-indulgent in the face of the limitless possibilities of desktop publishing and a certain version of Postmodernity. This notion finds its first theoretical articulation in Summer 1995, when Dutch critic Carel Kuitenbrouwer wrote in Eye of “The New Sobriety” creeping into work of young Dutch designers at that time.
Rudy: Can you describe some of the features and characteristics of this type of “Default Systems” design?
Rob: Defaults, as we both know, are preordained settings found in common design programs such as Quark, Photoshop, and Illustrator that a user (or designer) must manually override. Thus, in Quark, all text-boxes have a p1 text inset, unless one enters the default settings and changes this. Put simply, defaults automate certain aspects of the design process.
Default typefaces in contemporary design include all Macintosh System Fonts: Arial, Chicago, Courier, Times New Roman, Verdana, Wingdings, etc. Hallmark faces of the International Style that are seen as “uninflected” are also in this category: Helvetica, Akzidenz Grotesk, Grotesque, Univers, etc. Although the latter typefaces are far from meaningless, their original context is as neutral communicators, and this position is simultaneously supported and undermined by Default Systems Design.
Defaults also appear in terms of scale. Sameness of size downplays hierarchy and typographic intervention, forcing the reader to form his own hierarchical judgements. Default designers argue that this emphasizes reading over looking, making the audience more active, more embodied.
Default placements include centrality as a kind of bluntness and bleeds as a kind of eradication of layout. The center is a default position. One “drops” something in the center; one “places” something off-center. Asymmetric placement is embodied; central placement is disembodied. To bleed a photograph is to remove the page-edge as a frame and emphasize the photograph itself. Placements (or non-placements) such as these allow images and texts to function as such. They are expected. Computer templates and formats that employ Modernist grid aesthetics are also included here.
Default colors are black and white, the additive primaries (RGB) and the subtractive primaries (CMY). Default elements include all preexisting borders, blends, icons, filters, etc. Default sizes are 8, 10, 12, 18, 24 pt. in type, standard sheet sizes for American designers, ISO sizes for Europeans, etc. With standardization, it’s argued, comes compatibility. Objects (particularly printed objects) are reproduced 1:1, and images and documents are shown with minimal manipulation.
Rudy: Who stands out for you as Default Systems designers?
Rob: The Experimental Jetset, and issue #57 of Emigre that they designed. To publish their work in Emigre served to direct the attention of others to this undercurrent in design, but to mistake their work for anything more than a saccharinely ironic version of the International Style (shaken, not stirred) is to give it a kind of seriousness that their name itself eschews. Set entirely in Helvetica and using only process colors, standard sizes, and arrangements, the art direction of that issue is the epitome of “default.” The tone of its essays is jargony and somewhat academic, and the anti-design of the issue provides them with a “serious” backdrop from which to make their points. Included is an archive of data-storage formats that have now fallen into disuse, arranged according to their forms. In the center, bracketing the product catalog, Experimental Jetset sets up a bland joke: “Q: How many Emigre products does it take to change a lightbulb?” After leafing through 17 pages of products, the reader finds the punch-line: “A: Never enough.” The joke falls hopelessly flat, humorless. Other variants of the “lightbulb” joke repeat throughout the issue and are presented in ceaseless repetition, like lines of computer code. All are equally disjointed, equally unfunny. Though the joke is a format, the humanity of the joke format has been drained. It, too, is a lost format in need of preservation. Its unfunniness here manipulates us into feeling a kind of consumerist guilt over desiring the Emigre products within the bounds of its set-up and punch-line.
Daniel Eatock’s “A Feature Article without Content,” also comes to mind. The piece mocks a portfolio magazine feature article, demonstrating that expected placement is itself a kind of content.
Another example of Default System design is Issue #7 of Re-, dubbed “Re-View.” It is a self-described “review of a magazine and its formats”: cover, contents, review, short story, agenda, fashion, interview, and letters. “Re-View” aims to expose the expected and renders it available to all. The magazine itself has no content: it is an engine for content. “With texts to be written, not to be read, and pictures meant to be taken, not to be seen,” it is prescriptive and programmatic while it is descriptive and programmed. Rather following the traditional route of content leading design, here design leads content because the content is an admission of design’s role in generating meaning within the context of a popular magazine. Tactics such as art direction are removed from their everyday associations, and presented in a tone that may be mocking, gravely serious, or both. “Re-View”’s Art Director—capital “A,” capital “D”—is eerily similar to a Conceptual Artist—capital “C,” capital “A”—a “brain in a jar,” generating visual ideas via programs that are meant to be executed by others. This elevates design while dehumanizing it.
Rudy: You lost me here. How do you both elevate design and dehumanize it?
Rob: The linking of design and Conceptual Art is an attempt to elevate design to the “High Art” level of Conceptual Art. There is a difference between “making” and “generating.” By saying the role of the designer is to “make” an object, you are saying one thing; by saying the role of the designer is to “generate” a program by which objects can be made by others, you are saying something else. You’ve elevated what design produces—ideas, not things—but you’ve dehumanized it by taking the Maker out of the equation and substituting him with a Program. This is a natural leap for design that’s interested in the role the computer plays in the production process, because, at some point, the program is what’s making the design. But there is a spectrum, certainly. Design that veers closer to Conceptual Art than Computer Science strikes me as being less dehumanized. I may be oversimplifying, however.
Rudy: While I understand how you have come to use the term Default Systems Design, I can imagine that designers would have a problem calling their design methods “default.” The term has many negative connotations.
Rob: In most contexts, “to default” is to fail. To be “in default” on a loan is not to pay it; to “default” in court is not to appear; to win “by default” is to win because the other team did not play.
The only arena in which the definition of “default” is not entirely negative is in Computer Science, where a default is “a particular setting or variable that is assigned automatically by an operating system and remains in effect unless canceled or overridden by the operator.” Defaults, at least in terms of computers, are the status quo. Theirs is not the failure to do what’s promised but exactly the opposite. Theirs is a promise kept in lieu of an “operator’s” (or designer’s) intervention. To view a computer through its default settings is to view it as it’s been programmed to view itself, even to give it a kind of authority. Naturally, “a default” is produced by systemic thinking—the definition mentions “operating systems” specifically—and “defaults,” taken cumulatively, could be defined as the system by which the machine operates when no one is actively operating it. The system makes assumptions that, unchallenged, become truths.
Rudy: The use of default systems is not exactly a new phenomenon. It’s been a known process to generate work within the world of art. It seems graphic design, again, is coming to the scene late.
Rob: Well, yes and no. Design punishes itself for not being “on trend” too often and to no end. To do so is to be obsessed with style (which is a shallow effort) or to be obsessed with making design the same as art (which is a pointless effort). Anyone would be hard-pressed to identify a governing principle of a new aesthetic movement that wasn’t presaged in some form by a prior movement, especially if you include any genre you want. That said, defaults have been used to create art for a long time. In writing, the work of OuLiPo (Ouvroir Littérature Potentielle, “Workshop of Potential Literature”) comes to mind. Oulipian poetics ascribes a default system accommodating a series of constraints and then challenges the author to create a product from those constraints. Oulipian poetics are both emulative and emergent. Their constraints arise from mimicking other constraints, but they still manage to be original and meaningful. The texts of OuLiPo are built both by humans and by the systems that humans build. In the realm of visual art, ’60s Conceptualists like Sol LeWitt are helpful in identifying the underpinnings of “default” working procedures because of their twin interests in failure and systems. Many of these artists use strikingly similar working methods, harnessing non-intervention to generate solutions.
Non-intervention is also significant in contemporary film. Gus Van Sandt’s film Gerry and his recent Palme d’Or winning Elephant are based on site-specific improvisation and camerawork. His films are informed by those of Dogme 95 (which arose from the same countries as “The New Sobriety”), and Dogme 95, in turn, is informed by the French New Wave.
Rudy: In the hands of graphic designers, to what degree are these default systems a sort of critique of design?
Rob: In the end, the most potent critiques offered by designers using Default Systems seem to be linked to guilt and loss. Default Systems, and the formats that they include, comment not just on the mechanics of systems but on systemic thinking in general, and on the new life of man in the networked Global Village. The computer has changed design, but it has also changed our process of thinking and making. Formats and systems govern everything from our weaponry systems to our guidelines for citizenship.
Rudy: That’s not as much a critique as it is an affirmation of our current situation. Or is it?
Rob: That’s the question. In the face of eroding history, vanishing citizenship, bulging landfills and sprawling consumerism, what is the critique that Default Systems offer? Are they resistant, complicit, or both? Are their strategies effective or cliched? The answers to these questions will not come from the designers themselves, nor should they. They will come from the critics and from the critical language they derive. To render their forms and tactics available is to open them up for discussion. This discussion is a powerful first step. As design’s visual codes become more widely understood, they become more pliable to the designers who employ them. As the assumptions of systemic thinking become popularized, societies may choose more actively to absorb or combat them. Design will play a role in this selection process.
Rudy: How come so little has been written or said about the use of these Default Systems, which we both acknowledge are widespread?
Rob: Because Default Systems are deliberately invisible. To articulate them and the conditions that enable them is an important first step in the critical process. To evaluate their message is an important second step, and this has not been done. The lack of this evaluative mechanism betrays a snag in the fabric of design production with regard to its criticism. The language of criticism must employ its own forms and tactical instruments. Design is still in need of an external critical language, rigorously defined. The development of this language will almost certainly alter the climate and context in which designs are made both now and in the future. The problem is not that Default Systems are bad and haven’t been opposed. The problem is that not even designers really understand what they mean. And that problem—along with the irresponsibility that it suggests—is far worse.
This article first appeared in Emigre #65. © 2003 Rob Giampietro.
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Philosophy for Bloggers
http://crowdtalks.tumblr.com/post/40168206485/philosophy-for-bloggersWith our upcoming event focusing on trends, I thought it would be appropriate to delve a little deeper into one of the vehicles that facilitates trends…blogs.
The internet is home to a huge number of design blogs - each one an extensive digital scrapbook of visual culture. Although there is great overlap in the content posted, each blog is uniquely subjective in the type of work they promote. But the motivation behind posting is universal: the cultural gain of sharing content.
The French philosopher Bourdieu says that to be able to make an aesthetic judgment of taste you need to possess or earn capital to gain the authority to make a constructive judgment. He proposes there are three types of capital: 1]economic 2] symbolic and 3] cultural. Earning these capitals gives you a platform from which to make a valued judgment. When the capital is not there, the judgment made is superfluous and purely a subjective aesthetic judgment.
When looking at online visual culture, symbolic capital is highly sought after in the blogging world – with the constant goal of earning the authority of knowing what is worth looking at; what’s hot and what’s not. Tumblr and Twitter are key examples of this. On both you strive to attain followers (because if many people interact with your blog/website/twitter then you must be doing something right, right?).
On Tumblr the focus is on liking posts and re-blogging. Re-blogging original contented posted by a blog you follow creates a dynamic Chinese whisper of visual culture, allowing you to trace the post to the source. By earning thissymbolic capital, the blogger gains greater authority, and thus gains the interest of his audience, therefore increasing the chance of earning a re-blog – the power of association.
The other forms of capital are less relevant to the online world. Our online avatars don’t really care about money when consuming information unless a transaction is taking place so economic capital is not a factor. Bourdieu states that the acquisition of Cultural capital ‘necessarily presupposes the investment of time devoted to learning and/or training’. For example, in order to access and understand the information inside a philosophy text, you would need to have some sort of training in the specific field of philosophy. In my opinion, while an object of cultural capital may exist online, the gain of cultural capital is limited to the physical world, where you are dealing with education and first hand research – reading a published book, or undergoing a course on a subject.
So, what do trends have to do with symbolic capital? When something is posted on a blog, depending on the content and the audience, it can be quite abundant in symbolic capital. If another blogger sees this post, surrounded by ‘likes’ and comments, the post is likely to be reblogged, thus granting the second blog access to the symbolic capital. This chain of events leads to the same work being circulated very quickly to a large audience. Stemming from the popularity of the initial post, posts with similar content/themes are likely to be shared as well, strengthened by the visual association. Other artists and designers can then dissect the key features in the success of the work, and by reproducing them in their own work, seek to earn the lucrative symbolic capital.
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MD
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Trends In The Design Industry
http://crowdtalks.tumblr.com/post/45827566118/trends-in-the-design-industryThe dictionary definition of ‘trend’ is as follows: “a general direction in which something is developing or changing”. For the most part beginning an exploration of a term at the dictionary definition is an unimaginative start. However it’s inclusion here is relevant, if only to highlight the difference between how people perceive trends in design, and what they actually are.
There is no doubt that the world of design and design critique is filled with the term trend, but it has become a word that is most often used as a negative, to describe when something has become common and over-used, most often for the wrong purposes. This is often the case - design is first and foremost a form of visual communication, intending to impart a message to the observer, and in the modern world is incredibly fast-paced and pressured environment. The way that this message is conveyed varies enormously, with all factors from the actual elements of the design itself (colour, form, typography) to the media through which it is delivered affecting how the final outcome, how it is understood.
In this rapidly changing environment, the chance to, what is often seen by the client as ‘unnecessarily re-inventing the wheel’ is often shot past in favour of having the piece of work completed in a language that is understood already. This is partly to do with design often being perceived as a form of production, but also to do with an increasing understanding of design. Communication is all around us in many varied forms, everyone has experienced it - and as a result many times people commissioning design already have a clear mental image of what they believe the design should be.
Phrases like “can you make it cleaner?”, “it needs to look more (insert company name)-y” and “let’s make it more experimental” are all familiar to anyone who has worked as a designer in the world of media, where quick-fix applications of style are most common. However they indicate that there is a basic understanding of when things do and don’t “work”. This highlights a key issue in the debate on trends: it is not so important to understand when something is or is not successful, but more the why.
There are times when what began as a trend, in fact becomes a style, and in this way gains credibility. The word trend is often perceived as a ‘dirty word’ in design, and conjures up images of mass production and phrases like ‘jumping on the bandwagon’. The association here is that when something becomes trendy, and people begin to emulate it, they are achieving success through imitation rather than originality. However, when a trend becomes a style, it moves off the ‘do not touch’ shelf into the designer’s toolbox of acceptable references.
The difference between copying a style and using it is in understanding it’s ideological, not visual, basis. When the designer investigates the way in which a particular style has come about, and understands the motivations behind it, then he will see why that formula works in certain situations and not in others, and be in a position to employ it’s use in an effective manner rather than simply copying it. Often this is not the natural approach of a designer, as the industry is primarily visual and not conceptual, but it will serve to strengthen the basis of any piece of work. Additionally it allows for the evolution of a particular style into new uses, creating new variants as the functionality and the media of the design changes.
This issue of imitation is one that highlights the difficult position that design in the modern sense often finds itself. Broadly speaking, direct imitation is rarely an issue in the art world, where the natural approach is to try and understand the conceptual basis behind the work, the message it is conveying. This sort of imitation, or collaboration, often becomes a movement, with various people or groups working on a similar topic or in a similar way, exploring often in what is seen as a collaborative manner. Many visual styles have in fact been around for so long that it is hard to know where they initially began. The use of collage, for example, has been widely employed by a variety of artists from Kurt Schwitters and Henri Matisse through to David Hockney, and is popular amongst creatives of almost every image-making profession, both young and old.
In contrast, it is interesting to see that the conceptual drive behind perhaps the most well-known style of graphic design was to introduce a measured system, often purely mathematical and functional. Explorations that produced what has colloquially become known as a ‘Swiss style’ of design, or more academically as the International Typographic Style, were led by designers such as Karl Gerstner, who were keen to use grid-based layouts that were highly regulated and structured. Its origins however can be attributed to Jan Tschichold’s Neue Typographie, under Principles of the New Typography he states that “the speed with which the modern consumer of printing has to absorb it means that the form of printing also must adapt itself to the conditions of modern life” (Jan Tschichold, Die neue Typographie, 1928). This shows how a strong functional ideology would become the basis for one of the defining graphic design texts of the 20th century, and an ideology that rung true to many designers of the day.
The fact that designs from this era are still seen as contemporary today, indicates the importance of these early design principles, and is evident in their repercussions through to contemporary design. This is an era that every design student is aware of, and has spread into broader culture not only in the direct form of posters and prints, but in coveted transport signs, for example. The flip-side of the opening quote is just this, a mass movement and evolution of a particular design ideal shows how a ‘trend’ can be positively interpreted and evolved, moving the design world forward.
Design trends are not only about using the same colour, or the same typeface, but are also deeper indicators of what is popular from a consumer point of view. To take a clear example, although there are claims that its success are allied with a global recession, or nostalgia, the current success of ‘vintage’ goes far deeper than simply the visual appearance of old fruit crates and enamel kitchenware. It is an indicator of a need for a design language that reflects authenticity, and what can be more authentic than an object that has to be cheap and sturdy, or a road sign that is designed to be utterly functional? It is hardly surprising that this became popular in a world where we are constantly bombarded with visual media - as a result of which we have become increasingly more discerning in sorting out the authentic from the mock-authentic.
Investigating and experimenting with a trend is beneficial to the wider design community, as it creates a testing ground for the ideologies that are presented in the ideas. The more an idea is tested the stronger it becomes, and the more directions it can be pushed in. This evolution is often stunted by the bad reputation that the word trend carries, which is a shame as collaborations and working on top of other people’s ideas often produces the most interesting results.
It is important to understand why there are certain things that we already recognise as fulfilling their purpose - for example most of us can recognise a corporate annual report when we see one, but why is this? And more importantly why is it often discarded as boring? The fact that a trend or style is something that is recognisable and that we attribute certain characteristics to is not the terminal factor here, but more the simplicity and unchallenging aspect of the design - the same qualities that brought about the advent of the International Typographic Style.
The mass of visual references available on the internet means that the process of development in design is sped up considerably. It is not only a truly open and equal place, where anyone can upload anything they please, but it has also become a meritocracy in it’s own right, where trends appear and evolve in fast succession. Websites like ffffound.com and Pinterest are image-sharing sites where this process can be seen happening, as with the blogging site tumblr, where the ability to ‘re-blog’ posts means that an image can resurface on hundreds of different blogs overnight.
In the digital space that the world of media now finds itself, it is interesting to study what effect accessibility has had on users that have had no traditional design education. Rather than disregarding this, however, the results often have a freshness and naivety that is missing from more considered designs. Memes are a perfect example of this, as they are utterly user-generated, and rarely have any sort of ground-breaking design. However they serve their purpose perfectly, and are more successful in a ‘viral’ sense than any big-budgeted campaign trying to capture the attention of these very people. They are in a sense the mayfly of the design world, where changes and evolutions can be observed at a heightened pace.
Their success is in fact entirely reliant on repetition and adaptation, and being re-made by the very people who consume them. Sharing is one of the key elements that keeps the internet moving. People like to share, but the natural process of sharing means that people will only share things they genuinely like, creating the same organic process of selection mentioned earlier. This process is not dissimilar to the commercial world of design, where successful pieces of work become revered, referenced and mimicked for their success, often supported by the same platforms as earlier mentioned.
Instagram is also interesting in it’s success, as it is a service that has grown out of the same trend for vintage styling - the image filters that are now at the touch of a button, replicating old film processes that would produce oversaturated images by accident can now be predictably used to increase the authentic appeal of the user’s photos. In this way the images that chronicle and document people’s lives are not so cold, and have a more personal feel to them.
Is it the case that by the time something has become a trend, it is no longer a valuable asset to the designer? It depends on the temperament of the designer. Overall there is more to be learnt from studying and observing trends than there is by ignoring them altogether, but the aspiration of a designer should be to explore, not aim for ‘new’, with the end result of exploration and experimentation almost certainly being something different and innovative. The trap of desperately aiming to always create new work means the energy is misplaced and the results will be shallow - whereas exploring things with time and concentration is what is most likely to yield new and interesting results.
The attitude of the designer to the evolution of their own work by other people, be it using a particular style, typeface, arrangement or concept, is also an important factor in the advancement and evolution of the industry as a whole. It is unreasonable for anyone to claim that they own a particular design without disregarding the influence on them of all previous design that has come before it, just as an painter will appreciate that they are not solely responsible for all aspects of their painting, but have been influenced by other work around them. Ultimately, as the opening phrase also highlights, the world of design is bettered by these evolutions and collaborations. As the much-edited, changed and improved phrase goes (originally coined in 1708, eventually rewritten in 1820 by Charles Caleb Colton), ‘Imitation is the sincerest form of flattery’.
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Toby Jury Morgan
tobyjm.com
Tuesday, 26 August 2014
by Unknown
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