Design in the Era of Chaos


Morf 6, 2007, p. 153-161
  
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Times are changing. With the times, man changes too. Generation after generation growing up under different circumstances. Man himself largely causes the changes in his environment: nature as a habitat is increasingly pushed into the background by an artificial environment that is dominated by technology.

Every biologist knows that the chances of survival of an organism in an environment that is subject to change, depend on its ability to adapt. Man is quite capable of adapting. He needs change, either as a side effect of his survival strategy, or not. But too much change will exceed his flexibility and cause stress, so there are always, in the individual as well as in society as a whole, counterbalancing forces seeking to restore stability.

Biologically, animals lose their flexibility as they grow older. We are best at adapting before we enter adulthood. In some ways it seems that in recent decades, maturation is delayed, possibly under the pressure of changes that have occurred over this period. If you look at photographs of 30-year olds from the fifties, you see staid, old-looking men and women. Nowadays, there is a strong desire to stay (or look) young as long as possible.

What is certain is that the influence of young people has increased enormously, from a social point of view. It is also certain that the young people of successive generations have a very different outlook on life, simply because they find themselves in very different environments, not only in material terms but also in social, cultural and psychological terms.
The American writer Douglas Rushkoff has investigated the effects of new media on the youngest generations of children, whom he calls ‘screenagers’.1 Although his claims are speculative to some extent, at least he has attempted to identify specific characteristics and skills within this group without prejudice.

A common criticism of ‘screenagers’ is that they are only able to concentrate on one thing for a short time. According to Rushkoff, in our present environment this may very well be a benefit. As a result, they may be better able to handle chaotic information and cope with rapid changes in their environment. Another common criticism is that ‘young people nowadays’ are superficial. Depth of knowledge can only be achieved through specialization, where everyone has an assigned place and a well-defined role. Specialists are only active within their own field; outside it they are helpless or simply excluded. Today’s youth, however, does not like to be tied down and constantly responds to opportunities. “They are selective, active, participatory,” notes Rushkoff. “Whatever you loose in depth, you gain in breadth.”2

‘Screenagers’ have grown up with TV, PC, Internet, e-mail, cell phones, digital cameras, etc., and are therefore very familiar with these new media. Whereas older people usually have some difficulty getting acquainted with these newfangled machines, ‘screenagers’ have an uncomplicated and natural relationship with them. Older people see TV as radio with images, the computer as an exaggerated calculator or typewriter, a smart phone as a portable telephone device. They ignore the impact of the digital revolution, i.e. the convergence of all media in a digital reality, enabling permanent interactive multimedia communication. They tend to label this new reality as ‘virtual’ (and therefore not to be taken seriously) because it takes place largely in a digital environment. But there is nothing virtual about the interactions that occur. They are real contacts, subject to similar laws as physical contacts.

In relation to the rise of television, the computer and other new ‘electric’ media, Marshall McLuhan observed in the 1960s, that a dramatic cultural conflict had emerged:

“Today’s child is growing up absurd because he is suspended between two worlds and two value systems, neither of which inclines him to maturity because he belongs wholly to neither but exists in a hybrid limbo of constantly conflicting values. To expect a “turned on” child of the electric age to respond to the old education modes is rather like expecting an eagle to swim. It’s simply not within his environment, and therefore incomprehensible.”3

Apart from some outdated words, this analysis can be applied quite easily to our current situation. For example, the prejudice that you can only really learn something at school or from books, still prevails. All other resources, especially new media such as television and the Internet, are mostly seen as a threat to healthy child development in stead of a legitimate source of valuable knowledge. In other words, the new world is judged by the standards of the old world.

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Old values are ​​still dominant also in design, and confronts the current generation of design students with impossible challenges. This is more problematic still, because those values ​​are usually implicit.

Design is a specialism that originated in the 19th century under the influence of the industrial revolution: in the production of objects, designing was separated from making, because the latter could now be done by machines. Handicraft production became largely unnecessary.

In the second part of the 19th century liberal and socialist politicians, each with their own motives, tried to improve the conditions of the lower classes through education. They thought they could boost the bad taste of the lower classes by introducing them to ‘good design’. The proletarians would then better be able to organize their own environment, which would have a beneficial effect on their physical and mental condition.

Initially, leftist artists groups tried to achieve this through arts and crafts. Machine production was rejected because machines were not able to make products ‘with a soul’. The crafts were elevated to ‘applied arts’, but never managed to effectively reach the lower classes because high-quality handicraft products were unaffordable for them. At the end of his career, William Morris, the patriarch of modern design and convinced socialist, sighed in despondence: “I spend my life in ministering to the swinish luxury of the rich.”4

At the beginning of the 20th century, hope was placed on machine production, as it can make products cheap. In a remarkable reversal of values,​ mechanized production was glorified from now on, including its limitations and so-called limitations. Applying simple reasoning, it was proclaimed that objects produced by machines should look like machines: businesslike, functional and without unnecessary additions. This change marked the birth of modernism in design.

Meanwhile, artists still organized themselves in groups that were inclined to sectarianism and who emphatically placed themselves outside (and above) conventional society with a ‘progressive’ ideology and provocative manifestations. When the limited vocabulary of modernism failed in the 1960s and 1970s, in view of the altered social conditions, postmodernism made ​​sure it was stretched well beyond its limits. In stead of the seriousness and dogmas of modernism, came humor and relativism. However, it was merely cosmetic, because even though the term ‘postmodernism’ suggests that this movement relieved modernism, some of the main tenets of modernism were never abandoned.5

Design is a relatively young profession that still strives for social recognition with much dedication and faith in its own abilities. The propaganda that is used ​​by the design profession – which the designers themselves firmly believe in – conceals the inner contradictions that have emerged from its complicated history. The first generations of designers saw their profession as a vocation and passed their prejudices on to their successors as the dogmas of a religious belief.

Now, these outdated beliefs create an impossible situation for the current young generation of designers. The collision of the old and the new world has created a hybrid environment, a state of confusion, where no one feels at home.6 Design students are expected to analyze their own situation using outdated theories, and to conform to social expectations that scarcely have any relationship with their own life ideals at all.

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The outside world sees design as a strange bird within high culture, at best. I think it is necessary to break open the closed system of design and to start looking at it as part of the much broader context of popular culture. Popular culture arises from the interaction between the industries that produce cultural products and the people who consume them. This includes products such as pop music, film, television, radio, video games, books, comics and the Internet. Design as a stand-alone product only has a modest place in it, but as a supporting element it is omnipresent.

Postmodernism questioned the difference between ‘high’ and ‘low’ culture, but the underlying social mechanisms remained out of reach, as well as the corresponding institutional infrastructure of museums and other cultural palaces. ‘High’ culture is only one segment within the totality of cultural production. To deny its existence is makes no sense, but then so is the so-called superiority to other cultural expressions that the naming implies. At most, it is more expensive and more exclusive, and therefore only accessible to a privileged elite (which is precisely what it’s supposed to be). The traditional image is that ‘high’ culture pioneers and paves the way for ‘low’ culture. Perhaps this may have been the case at some time in the past, but today it is undoubtedly the other way other around because of the instant dissemination of cultural production that has become possible by the new media. This creates a velocity of turnover that can never be reached using the old media.

Only a small segment of design can be seen as a part of ‘high’ culture. Taking only this into consideration, design as a whole is greatly wronged. A wider frame of reference can only enrich the view of design. Design contains references to almost all other expressions of popular culture, is influenced by them, derives meaning from them, and adds meaning to them. Compared to the context of popular culture, ‘high’ culture is decidedly claustrophobic.

Design is part of a much larger and more complex cultural whole than most design critics and the profession itself have been willing to admit so far. Also, due to the influence of new media and technological developments, this whole is constantly changing. Therefore it is also necessary to picture the impact of new media and technology on design and the designer himself. On his behavior, his skills, his sensibility, his experience, and his ideals. What does it mean to be a multi-tasking, job-hopping, role-switching, zapping, gaming, visually literate, practical-idealistic designer, just to name some of the terms commonly used in this context.

For the younger generations of designers, design is a natural part of their world. They take pleasure in design just as they are entertained by other expressions of popular culture. At the same time they are also aware of the dubious aspects of their profession, which is a natural accomplice to consumerism.

In an environment where everything is flowing and fusing into each other, being a designer can no longer be as sharply defined as before. It is no longer the specialism that emerged as a result of the division of labor in the industrial process, exclusively reserved for professionals.

An essential characteristic of design is to exercise control. The designer forms a very precise image of what the finished product should look like and how it should be used. The design is a detailed instruction that must be followed strictly in the production process. Control of all the details of the design and the production reveals the master; all confounding factors should be eliminated.

Some designers even have difficulty giving up control over the product when it is ready for use. Architects and product designers prefer to have their designs photographed as if they are on an uninhabited planet, and tend to see the user as a disturbing element. There are also designers who expect that there will come a time that the new media will be designed in the same way as the old media. They see the uncontrollability of the layout of web pages as a temporary problem, of which mankind will be set free once there is software that allows the same amount of control as is possible in the layout of printed documents. In other words, they are waiting for the computer to become a book. That’s going to be a long wait.

In the design of the new media, we recognize the same pattern of old values being imposed on the new. Perhaps this is desirable for specific applications, but essentially, it is nonsensical. Like someone who is used to cuneiform complaining about the lack of relief that can be achieved with a pen on paper and then decides to attack it with a spatula.

The new media have qualities that are entirely different from those of the old media and should therefore be approached accordingly. They are multimedial and complex. The way in which something is displayed in the digital world at any given time, is determined by a vibrant combination of design, technology and use. However, its appearance is not fixed at a certain moment in time, as is usually the case in the old media. The desire to control, which is so characteristic for design, is therefore inconsistent with the way the new media should be approached. This connects seamlessly to a change in mentality that Douglas Rushkoff observed in ‘screenagers’: they resist control and manipulation, and are able to surrender to unpredictability and chaos.7 Loss of control hits design in the heart.

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To think that when the smoke lifts, the old way of doing things can take its course again, is a mistake. To think that changes are limited to the digital environment is a misconception. To think that design can confront the new world with a few minor changes in thought and action is an illusion.

People adapt to their environment. If in a new system there is less need for concentration, depth or control, and more need for flexibility, versatility and improvisation, then it’s clear what properties will prevail. To condemn them because they were less important or less highly regarded in the past, is absurd.

“Resenting a new technology will not halt its progress.” (Marshall McLuhan)


Notes
1 Douglas Rushkoff introduced this term in his book Playing the Future. What We Can Learn from Digital Kids, 1997.
2 Quote from ‘We worden niet dommer maar slimmer’ (We are not becoming dumber but smarter), an interview with Douglas Rushkoff by Sandra Küpfer in NRC Handelsblad, February 27, 1998 (in Dutch).
3 Quote from Eric Norden, ‘Marshall McLuhan: A Candid Conversation with the High Priest of Popcult and Metaphysician of the Media’, in: Playboy 16 (3), 1969. The full text of this interview is available on the Internet.
4 William Morris, quoted in W.R. Lethaby, Philip Webb and His Work, Oxford University Press, London, 1935, p. 94.
5 See: Tom Wolfe, From Bauhaus to Our House, New York, 1982, p. 116.
6 See the article ‘Het machteloze geluk van de generatie 70-80’ door Thijs Middeldorp on the website www.generatie7080.nl for an attempt from this generation to describe themselves (in Dutch).
7 See ‘Tijd voor screenagers’, an interview with Douglas Rushkoff by Jim Painter in De Groene Amsterdammer, June 11, 1997 (in Dutch).



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