Published in:
Morf 15, 2011, p. 27-40
Every second,
a piece of the present imperceptibly vanishes into the past. Our expectations
for the future are necessarily based on our past experiences. Man “backs up into
his future,” as Buckminster Fuller wrote.1 We don’t see the new
coming, it looms up unexpectedly from behind our back.
This can lead
to an uneasy cohabitation of the old and the new. So it can happen that a major
American publisher thinks it is reasonable to compel libraries to re-purchase a
digital book after lending it out 26 times. Digital books don’t wear out, and
that’s not fair because in the past publishers have always made money from the deterioration
of printed matter.2 Vested interests perpetuate the past, which is
further enhanced by the value we attach to security in our existence. The less things
change, the more predictable the future will be, and the less we have to worry
about. The new draws attention and is greatly exaggerated by the focus of our
attention, but we can safely assume that most things remain unchanged and that
most of the changes are so gradual that we don’t even notice them.
We see this
in design too. Although the word ‘design’ suggests that something is
created from nothing, this is rarely the case. Most design projects should
actually be called re-design projects.3 The designed object already
exists and the design can not be changed too much for it to remain recognizable,
understandable and usable. Also, most clients are – from the perspective of the
designer – conservative. They want something similar to what they already have,
or similar to what their competitors have, and usually with good reasons too.
Deeper still is the influence of convention and technical constraints that can’t
be broken without compromising the usability of the design.
Although most
designed things already exist, occasionally, a completely new product comes
along. It seldom acquires the right form immediately. It’s hard to get away
from the existing and to think of a completely new form. It’s more difficult still,
to introduce one because of people’s fear of the unknown. The computer is a
good example. It started as an huge and extremely costly calculator that only
large institutions could afford. Through miniaturization and lowering of
component prices, it evolved first into an office machine and then into a
device for personal use. Despite the prevalence of the term personal computer,
the desktop computer still has the constitution of an office machine. However,
since the advent of the Internet and wireless communication this has finally
changed.
Ongoing digitization
leads to a convergence of all media: writing, graphics, sound, photography and
film. More and more aspects of our personal lives are mediated by digital
media, which makes other demands on the devices that provide these services.
Only with the introduction of the smart phone and the tablet, the computer
seems to have acquired a form that is more tailored to intimate use in the
personal sphere. Only now, the computer starts being personal, finally liberated
from its past as an office slave.
Non-things and non-space
Partly, the
immutability of the world is mere appearance. The speed with which people adapt
to new circumstances is astounding, but some changes, such as digitization, go
much deeper than we tend to realize. To clarify this, Marshall McLuhan used an image
similar to the one Buckminster Fuller used:
“Most people […]
still cling to what I call the rearview-mirror view of their world. By this I
mean to say that because of the invisibility of any environment during the
period of its innovation, man is only consciously aware of the environment that
has preceded it; in other words, an environment becomes fully visible only when
it has been superseded by a new environment; thus we are always one step behind
in our view of the world.”4
Digitization
not only changes the devices that provide access to the digital world, but also
changes something much more important: our relationships with things, and with ourselves.
Before the
invention of the printing press, every object was unique. When an object was
lost, there was no other exactly like it. In the era of mass production this
changed. Mass products are interchangeable. When a mass-produced object is
lost, you can always find an identical copy. Now we live in the age of the
clone: digital objects are indistinguishable, the supply is endless and, as
we have seen, they don’t wear out.
In his book The Shape of Things (1989), the Czech
philosopher Vilém Flusser refers to things on computers (software) as
‘non-things.’ He based his analysis on the finiteness of human existence, where
physical things are obstacles that hinder us, and, eventually, if they can’t be
overcome, lead to our death. Digital things offer no resistance and play a very
different role in our lives, according to Flusser. People surrounded by
non-things are less concerned with overcoming physical obstacles, and value
playing and having experiences.
“[…] ‘modern’ life,
life surrounded by things, is not the absolute paradise our ancestors perhaps
thought it might be. Many non-Western societies in the Third World have good
reason to reject it. If our children too are starting to reject it, this is not
necessarily reason for despair. On the contrary, we must try and imagine this
new life surrounded by non-things.
Admittedly,
this is no easy task. This new human being in the process of being born all
around us and within us is in fact without hands. He does not handle things
anymore, so in his case one cannot speak of action anymore. Nor of practice,
nor of work for that matter. The only things left of his hands are the tips of
his fingers, which he uses to tap on keys so as to play with symbols. The new
human being is not a man of action anymore but a player: homo ludens as opposed to homo
faber. Life is no longer a drama for him but a performance. It is no longer
a question of action but of sensation. The new human being does not wish to do
or to have but to experience. He wishes to experience, to know and, above all,
to enjoy. As he is no longer concerned with things, he has no problems. Instead
he has programs.”6
Absorbed by
our interactions with and through the computer, the world of tangible things disappears
into the background. This was also the case with older media such as the book
and television, but these only demanded an abnormal amount of our attention.
The digital world is a place where a part of our lives is actually taking place.7
We could extend
Flusser’s argument by denoting the environment in which we stay while using computers
and similar devices as ‘non-space’.8
Things becoming non-things
When our
daily lives increasingly take place within digital dimensions, the same automatically
applies to our past as well. How fundamental this is becomes clear when you
consider how strongly past and identity are intertwined (you are formed by what
you have experienced you and are what you have done). At a cultural level,
museums and archives are digitizing their collections to make them publicly
available through the Internet. Google wants to index not only the whole World Wide
Web, but also all analogous sources of human knowledge. If it were up to Google,
all books ever published would end up on their scanners to be made accessible through
Google Books.9
Not only institutions
work on the retroactive digitization of our heritage. Private collectors of all
kinds of objects take photos of their collections and post them on the Internet.
These are often humble objects that you will never find in any museum, providing
design aficionados with a virtual museum of unprecedented proportions.10
In what he called a ‘lifestyle experiment,’ the American tech journalist Mike
Elgan attempted to digitize as much of his business and personal affairs as
possible. He took digital photos of all his official documents and personal memorabilia
and then disposed of them. In his article ‘Why You Should Digitize Everything’ he
reported excitedly about the benefits, for example that digital files stored in
the cloud are immune to calamities.11
Not only the
things that we consciously choose to preserve, are preserved digitally. Almost
everything we do in the digital world is recorded and much of it remains traceable
in one way or another. Even many of our actions in the real world end up in the
digital world, through smart phones, GPS devices and social media. In exchange
for free digital services, we abstain from our right to privacy to an extent
that was utterly unthinkable until recently. Family albums and padlocked diaries
as carriers of our memories are replaced by a complicated and semi-public pattern
of digital traces, left behind randomly and often involuntarily. 12
Things are
reproduced as non-things, and some are completely replaced by non-things. The vinyl
record, the audio tape and the video tape have been superseded by digital
alternatives, and printed matter seems to be next. Holding a paper journal in
your hands, conditioned by six hundred years of printed matter, it is hard to
imagine a world without printing, but the production and distribution advantages
are so obvious that it is perfectly clear in what direction things are moving,
and fast too. The art of printing will not disappear, but it will be marginalized;
the only question is how soon. In anticipation, furniture giant Ikea has already
decided to make one of its most popular products – the Billy bookcase – deeper,
under the expectation that it will soon be used for anything other than storing
books.13
Non-things becoming things
Graphic
designers will hardly notice anything when the book ‘disappears’. This has to do
with the rationale and the history of their profession. Design emerges when the
devising and the making of an object are separated from each other. This
happened for the first time at the end of the 19th century under the impulse of
mechanization. Graphic (and industrial) designers are by definition alienated
from the product of their labor. Whether a design is printed or distributed digitally
makes little practical difference for a graphic designer. Their practice was digitized
twenty years ago and most of them already have a lot of experience with design,
production and distribution taking place in one and the same medium.14
Similarly, industrial
designers have made use of CAD / CAM software for more than twenty years. Like
a photo or a graphic file, a digital 3D design can be ‘printed’, resulting in a
three-dimensional object (rapid prototyping). The costs of this technology have
declined dramatically; earlier this year [2011], the Netherlands-based company
Ultimaker introduced a 3D printer for the consumer market.15
In the
future, this essentially primitive technique may be replaced by a method that offers
truly fantastic possibilities: molecular manufacturing. In the visions of nanoscientist
Eric Drexler, we will be using digital tools to impose our will on individual atoms
in order to produce structures on a molecular scale that can ‘grow’ objects of
use.16 This is not science fiction. It is basically the same method
that nature uses to produce living things, with DNA as the digital code. In
scientific laboratories work is being done to develop this type of
nanotechnology and pave the way for quantum computers, thinking robots, cyber
people, and many other applications.
It took nature
millions of years to develop this method of production. Will man succeed to do
the same within fifty years? If molecular manufacturing is indeed possible, it
will have immense physical and social impacts. The production of tools,
materials and even food will be almost free of charge. No special materials and
hardly any energy are needed, and no waste or pollution will be produced. It
can happen on a small scale, at any location. For most goods we would switch
from an economy based on scarcity to an economy of abundance.
**
Next to the material
world of tangible things, a second dimension is emerging – the digital world,
or: ‘non-space’ – in which we increasingly spend our time. In part this is an
extension of the ordinary world, in part a reflection of it, and between both a
complex interaction occurs. Marshall McLuhan saw electronic media as an
extension of our nervous system. Whether we should interpret this literally or
figuratively, they have indeed – as much as the telescope or the microscope – changed
human experience and conscienceness. Not only are they indispensable as means
of communication, memory carrier or means of production, they also play an
important role in the dissemination of information and knowledge. Our awareness
of what is happening around the world has increased manifold on every
conceivable level.17
All things that
can be digitized will be digitized.
Conversely,
digital things can also be materialized, in the future possibly in a way that
would spell the definitive end of the industrial age – of smoking chimneys,
assembly line work, bulk transportation and anything else that goes with it.
But by then, maybe we spend so much time in non-space that there is no more
need for the splendid proliferation of physical objects that we now have, and
the job of the designer will be moved to a place where it is perfectly at home: the realm of pure imagination.
Notes
1 R. Buckminster Fuller, ‘The Comprehensive
Designer’ (manuscript dated June 1, 1949), published in Joachim Krausse and
Claude Lichtenstein (eds.), Your Private
Sky: R. Buckminster Fuller Discourse, Lars Müller Publishers, Baden, 2001,
p. 244.
2 Kyle VanHemert, ‘HarperCollins Forcing
Libraries To Re-Buy Ebooks After 26 Checkouts’ gizmodo.com/ #!5776518/harpercollins-forcing-libraries-to-re-buy-ebooks-after-26-checkouts [4 March 2011].
3 Michl, ‘On Seeing Design as
Redesign. An Exploration of a Neglected Problem in Design Education’, in Scandinavian Journal of Design History 12,
2002, pp. 7-23 www.designaddict.com/essais/michl.html.
4 ‘The Playboy Interview: Marshall McLuhan’, Playboy Magazine (March 1969).
www.mcluhanmedia.com/m_mcl_inter_pb_01.html.
6 Vilem Flusser, The Shape of Things. A Philosophy of Design, transl. Anthony
Mathews (London: Reaktion Books, 1999), p. 89.
7 At the start of this year the results were
published of a ten-year study on media in the lives of young people, ranging
from eight to eighteen years old. “Recreative media exposure” (excluding the
use of computers for school or work) is on average ten hours and forty-five
minutes per day in seven hours and thirty-eight minutes (they use more than one
media stream simultaneously). This means that young people outside school are
exposed to electronic media almost every minute of the day. Source: Victoria
Rideout, Ulla G. Foehr and Donald F. Roberts, Generation M2: Media in the Lives
of 8- to 18-Year-Olds, A Kaiser Family Foundation Study (Menlo Park: Kaiser
Family Foundation, 2010), www.kff.org/entmedia/8010. cfm (1
January 2010).
8 In this context usually digital space is
usually referred to as cyberspace, virtual space or virtual reality, but these
terms are less appropriate, due to their specific (historical) connotations.
9 Earlier this year [2011], they also announced a
partnership with several prominent international museums. High-resolution
reproductions of paintings show details that are not visible with the naked
eye. Google Art Project www.googleartproject.com.
10 ‘Watching The Collectors’ www.thingsmagazine.net/?p=3607 (5 March 2011). Thingsmagazine.net also gives
many links to available digital collections.
11 Mike Elgan, ‘Why You Should Digitize
Everything’ www.computerworld.com/s/article/9132739/Why_you_should_digitize_everything_ (9 March 2009).
12 Kevin Slavin, ‘The Ebb of Memory’, in:
John Brockman (ed.), This Will Change
Everything, Ideas that will shape the future, Harper Perennial, New York,
etc., 2010, pp. 32-134 www.edge.org/response-detail/1479/what-will-change-everything (10 September 2011).
13 The Economist, ‘Great digital expectations’, www.economist.com/node/21528611. Richard Adams, ‘Amazon’s ebook
sales eclipse paperbacks for the first time’ www.guardian.co.uk/world/richard-adams-blog/2011/jan/28/amazon-kindle-ebook-paperback-sales (28 January 2011).
14 You might think that this eliminates the
designer’s alienation with the result of his work, but this is not the case because
the end result is not a tangible object.
15 See: Ultimaker blog.ultimaker.com.
16 See: K. Eric Drexler, Engines of Creation. The Coming Era of Nanotechnology, Anchor Books,
1986 e-drexler.com/d/06/00/EOC/EOC_Table_of_Contents.html and Ed
Regis, Nano. The Emerging Science of
Nanotechnology: remaking the world – molecule by molecule, Little, Brown
and Company, Boston, etc., 1995.
17 Cf. Marshall McLuhan’s global village.
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