Sigalit Landau: Moving to Stand Still
Feed : we make money not art
Published on : 2014-02-05 12:42:29
Speculative Everything. Design, Fiction, and Social Dreaming, by Anthony Dunne and Fiona Raby.
Publisher MIT Press writes: Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be--to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose "what if" questions that are intended to open debate and discussion about the kind of future people want (and do not want).
Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more--about everything--reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.
A book that champions the power of ideas is always a great addition to anyone's library. And because my lack of enthusiasm for design is fairly well documented, i'm going to be cynical and add that a book that calls for more ideology and values in design is a rare find indeed.
In Speculative Everything, Dunne and Raby ask whether it is possible for design to operate outside of the market place while at the same time acknowledging that we live in a consumer society. Once the focus of design is not on selling a product, can it act as a catalyst to connect, debate and speculate? And more importantly, can it turn us into more discernible consumers?
You probably already know how the formula works: the two designers create objects, photos, texts and insert them into scenarios that are neither too realistic nor too outrageously disconnected from the world as we know it already. They don't package the work in a complete narrative either. Instead, they sketch a skeletal structure that leaves enough space for the public to be puzzled, fill in the gaps and attempt to answer the many questions that lie at the core of the work that Raby and Dunne submit to their attention.
Most of us aren't used to a design that doesn't do all the imaginative work and requires us to think. Yet, we live in a time when consumers moonlight as producers, rediscovering craft, 3Dprinting at home or self-publishing porn fiction. So why shouldn't we also be stimulated (by design or other creative disciplines) to produce our own dreams, our own ideas about a future that should or shouldn't be?
If you've ever asked yourself perfectly sensible questions such as "What is speculative design?" "Is it the same as critical design?" "Is this another name for fiction design?" "Why don't they call that art?" or just "What's the point?", then you'll probably find satisfying answers in this book. And because by now Dunne and Raby are used to communicating with scientists, artists, fellow designers, as well as the broad public, they answer these questions in a clear, efficient and very enjoyable way.
Speculative Everything neatly and quietly dispels the myths, misunderstandings and simplifications surrounding speculative design. Of course, there will always be people who dismiss Dunne and Raby's work for being too arty, and, well, too speculative to be strictly design but if some of them ever read the book, i'm quite convinced that they will at least agree on the fact that its authors ask some valid questions and more importantly perhaps articulate them in an intelligent, compelling way.
I often find design to be too insular but in their book, Raby and Dunne look beyond design and survey the works that operate in the same speculative area. These works belong to all creative disciplines under the sun: art, architecture, film, manga, cinema, literature, science, art, ethics, politics, etc. And it's quite a joy to read about works as different as Charlie Brooker's Black Mirror tv series and Luigi Colani's shark-shaped plane. I couldn't resist listing some of these works below:
P.s. Favourite quote from the book is "Designers today are expert fictioneers in denial" (p.88)
Ken Nicol, Every3point65, exhibition view @ galerie antoine ertaskiran
Ken Nicol, Sachet de sel 12 372, 2013
Ken Nicol, Fuck the bunny suit version 1, Motherfucker, (detail), 2013
Peter Dykhuis, Home Front #1 (detail), 2013. Photo Credit: Steve Farmer.
The resulting visual phrases document the material traces of a common life overwritten with emblematic references to larger environmental, economic and social forces.
Feed : we make money not art
Published on : 2014-02-04 13:16:18
The new episode of #A.I.L - artists in laboratories, the weekly radio programme about art and science i present on ResonanceFM, London's favourite radio art station, is aired tomorrow Wednesday afternoon at 4pm.
My guests in the studio will be Mathias Gmachl and Rachel Wingfield from Loop.pH. The work of the London-based studio speculates on near and far future scenarios as a way to probe at the social and environmental impact of emerging biological and technological futures. Some of their most renown projects include collaborating with a Nobel prize winner to communicate the functioning of molecular machines, designing a curtain made of algae that produce bio-fuel, setting up an edible DIY bio fab-lab for the video of Aussie band Architecture In Helsinki, creating an immersive sound and light performance that explores the field of neuroscience and investigating the possibilities of living architecture.
Feed : Akimbo exhibitions feed
Published on : 2014-02-04 00:00:00
Opening Reception: Thursday, February 6 from 7-10 PM
Food(ie) culture in all its sexy vigour may unite us in pleasure to be sure, but it is the slippery mush of our bodies that truly connects us. Not the long table, not the artisanal sausage, not the handmade ice cream,nor the designer juicer. (The language surrounding the trend of artisanal food culture often eerily parallels that of earnest contemporary art-speak : rhetoric of community and of community based values, of organic process, of cultural service, of broad yet local cultural inclusions and brandings, of green interventions, and ultimately of transcendent social purposefulness.)
Image: Tragedy of Open-Faced St. Sebastians or The Sacrifice of the Artisanal Sandwich for the Redemption of the Ethical Glutton (detail),2013, c-prints on archival watercolour paper
About the artist
Feed : we make money not art
Published on : 2014-02-03 14:18:03
Finally! A few words about FACT's ongoing exhibition, Time & Motion: Redefining Working Life....
The title of the show is a direct reference to the Time & Motion Study, a method developed by Frederick Taylor (and later by Frank and Lillian Gilbreth) in the early 20th century to analyse work procedures and determine workers' optimal productivity standards.
By bringing side by side archive material and contemporary artworks to explore how the working day has evolved from the industrial revolution to the digital age, Time & Motion: Redefining Working Life makes it quite clear that a lot has changed since the days of the good mister Taylor. Digital technology has brought numerous work opportunities, but also new rhythms: work accompanies freelances and employees whether they're in an office, at home or in transit from one to the other and back. Some people juggle several jobs (no wonder at a time when a London flat earns more than a professional writer) and zero hour contracts are the ultimate expression of work 'flexibility'.
Our economy has changed too, it is now mostly characterized by services and knowledge (whether they are outsourced or crowdsourced) and mass consumption coexists with models in which we are both consumers and producers.
In this context, what remains of the Eight Hour Day movement preconized by social reformer Robert Owen in the first half of the 19th century? Is there a new definition of 'work life balance'?
Artists, along with anyone working in the cultural sector, have experienced this evolution of working standards perhaps more acutely than most people. It seemed thus natural that FACT, in collaboration with the Royal College of Art, would ask them to explore these questions. The result is timely, thought-provoking and at time, upsetting. Time & Motion will, i am sure, bring a new perspective on your working day.
I've actually already interviewed some of the artists in the show: last year, Revital Cohen and Tuur Van Balen told me about 75 Watt, an object for dancing in the factory line and last week, Oliver Walker explained his One Pound video installation.
Here's a couple of works i found equally interesting:
Sam Meech paid homage to the heritage of the local textile industry, whilst delineating contemporary working patterns in which digital technologies have enabled the blurring of work and private life.
Meech asked people working in the 'creative industry' to log their working hours on the project website. The data collected was compared to the traditional 8 hour shift and translated into a knitting pattern which was used to create a banner based on Owen's '8 hours labour, 8 hours recreation, 8 hours rest' slogan.
The banner was produced on a domestic knitting machine using a combination of digital imaging tools and traditional punchcard systems.
Between 1978 and 1986, Tehching Hsieh did a series of One Year Performances. He lived one year inside a cage, one year completely outdoors, one year tied to another person, one year without making, viewing, discussing, reading about, or in any other way participating in art (and as a consequence this last performance is barely documented.) A photo in the exhibition reminded us that in 1980-1981, the artist spent a whole year punching a workers' time clock in his studio every hour. This last endeavour involved never being able to sleep for more than one hour running or not being allowed to leave his house for longer than 60 minutes.
The Minimum Wage Machine allows visitors to work for minimum wage. Turning the crank will yield one penny every 5.7 seconds, for £6.31 an hour (UK minimum wage). If the participant stops turning the crank, they stop receiving money.
The process couldn't be more transparent: you turn a handle, a clock records your effort and penny fall down as a reward. Ultra simple and cynical!
In the future, I see possibility in a lot of these machines hooked into a grid, with people performing basic human labor for money, Fall-Conroy told Make magazine. Perhaps a new form of renewable energy generation? A new kind of supercomputer with thousands of people performing basic calculations at minimum wage "stations" across the world? Who knows?
Molleindustria's usual neat aesthetics casts a critical eye at the increasing popularity of online management games in which the user performs time-based tasks. The game examines the blurring of work and play and highlights the tensions between labour, automation, unemployment and repression.
Andrew Norman Wilson's short video Workers Leaving the Googleplex draws a direct parallel with what is regarded as the first real motion picture ever made: the Lumière brothers' silent film Workers Leaving the Lumière Factory. Wilson planted his camera in front of two Google locations in California to document the various levels of workers. It turns out that the possession of a badge of a certain colour dictates your place in the Google hierarchy and the amount of privileges you have access to. The artist manage to film very little as his efforts were stopped by Google security and resulted in the termination of his own employment at Google.
Adrian McEwen hacked an antique clock that used to regulate strict time management and remixed it with the retro mathematical Game of Life, created by John Horton Conway in 1970.
Each day a new game plays out, driven by the punch of the time clock. The mechanical action of the clock is combined with a computer which drives a nearby monitor - and also replayed on the LED screen at the front of the FACT building - to visualise the Game of Life grid and move it on a turn every time a timecard is stamped.
More images from the exhibition:
Gregory Barsamian's Die Falle (German for 'The Trap') is a zoetrope of a man's dream-time reality.
Electroboutique, iPaw. Video by FACT
Time & Motion: Redefining Working Life is at FACT in Liverpool until Sunday 9 March 2014. The catalogue of the exhibition contains a series of essays by artists and curators reflecting on topics that range from Video games and the Spirit of Capitalism by Paolo Pedercini to an essay by Harun Farocki examining the cinematographic representation of factory workers (get the Time & Motion: Redefining Working Life book on amazon UK and USA)
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