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The Ephemerality of IRL: An Interview with Rob Walker


Shawn Wolfe, Vending Machineries, 2001

"Tell me about yourself, and you might mention where you're from, the music you prefer, perhaps a favorite writer or filmmaker or artist, possibly even the sports teams you root for. But I doubt you'll mention brands or products. That would seem shallow, right? There's just something illegitimate about openly admitting that brands and products can function as cultural material, relevant to identity and expression. It's as if we would prefer this weren't true..." — Rob Walker, Exhibition Essay, As Real As It Gets, 2012.

Journalist and author Rob Walker has a long history of projects that look at the intersection of designed objects and consumer behavior. Formerly of the Times Magazine "Consumed" column and currently found at Design Observer, Walker coined the term "murketing" in his 2008 book, Buying In: The Secret Dialogue Between What We Buy and Who We Are, to describe the blurred strategy between marketing and entertainment used to sell products without the associations of an overt branding campaign. Walker's current project swings to the other side of the spectrum, examining brands so compelling they don't need physical manifestations: he has curated "As Real As It Gets" at New York's Apexart about imaginary brands and fictional products.  I talked to Walker over email about some of the questions the exhibition raises about our complicated relationship with things.

The show, in many ways, seems like a continuation or synthesis of your own speculative design projects with your different tumbleblogs. The majority of your own practice exists exclusively in the virtual sphere, for example your recent Significant Objects project with Joshua Glenn, where thrift store detritus was listed on eBay along with fictive narratives of their history in order to demonstrate the subjectivity of value (and ...

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John Underkoffler at Eyeo, On the Verge


Two videos for the day: John Underkoffler (Oblong Industries) is the UI designer best known for creating interfaces for Minority Report and Iron Man. His presentation at Eyeo this year was among the most talked about. Also, recently the Verge visited their studio in Los Angeles.

Eyeo2012 - John Underkoffler from Eyeo Festival on Vimeo.

John Underkoffler : Animating Spirit. "A way to change everything is to build a completely new HMI. The new HMI will be exhilarating, beautiful, and capable, a complement and compliment to people. Just as surely as we do it will occupy real-world space, because that’s where the action is and because it will need to pay special heed to hands and what they’re up to. It will be characterized, like living things, by dynamism, by motion elegant and allusive and comic. It will make the pixels it inhabits — projected and barnacled, singular and teeming, sessile and itinerant — it will make these brazenly heterogeneous pixels interoperable: at once incidental and indispensable. This new HMI will embody a conviction that design, that fundamental human activity, is its as well. And it will infect everything built atop it with the same sentiment. The resulting world might well be one we like. So let’s see."

On The Verge, Episode 011 - John Underkoffler

Ross Miller took a trip to Oblong industries to check out their work in multi-screen hand gesture computers à la Minority Report. Then John Underkoffler — Oblong co-founder and chief scientist, as well as the science adviser for Minority Report and Iron Man — talks in-studio with Josh. Fascination, awe, even an ounce of fear — you won't believe Josh's range of emotion.

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Inside the Prosthetic Imaginary: An Interview with Sara Hendren


Gloves for Two, Sandie Yi Crip Couture (2001)

 

Sara Hendren is an artist, researcher, and writer who explores how design and art practices can inform techno-scientific research and knowledge-building. She is the writer-editor of Abler, an online ‘think space’ where art and design are linked together with high and low-tech prosthetics, both practical and speculative, to explore questions about ability, disability, the normalized and medicalized body, and more. Abler juxtaposes posts featuring assistive technologies normally relegated to the field of rehabilitative medicine with questions concerning smart cities, cyborg transhumanism, and the future of democratic communities.

I Skyped with Sara about the politics of abled and disabled bodies, the artist as amateur, and our hopes for a cyborgian future.


 

Ana Avarez: You’ve written that Abler is one big umbrella project for your work. Can you talk about the ideas driving the site?

Sara Hendren: Abler brings together four streams of interest: First, an interest in the innovations of the high-tech prosthetic fields. Second, I’m interested in tracking the tradition of artists who have been working on prosthetics very broadly defined—a more metaphorical notion of the “prosthetic” as an extended tool that becomes a proxy, or a substitute for experience. For artists, the prosthetic becomes very subtle and associative, pointing to tools for needs we don’t even know we have. Third, I’m looking at ideas about the cyborg and the future of bodies: how we negotiate our dance with machine parts of all kinds, and whether the enhancement and augmentation they promise is tempered enough by good critical conversations. And then fourthly, I’m pointing to what are commonly called “assistive technologies”—the very medicalized devices that lots of people use but that don’t get much analysis as design or culture. Everything from crutches, to wheelchairs, walkers, ankle braces.

Those four fields tend to exist in more or less separate worlds. But all these things have much to say to one another. Abler puts them in adjacency online, along with critical writing, in a form that juxtaposes these ideas against one another and creates cross commentary to try to mix those categories. And ultimately to ask: Who is being assisted by what kinds of technologies? And what kinds of assistance do we want in the future?

The whole project has been to create a blog that’s not just a story-chaser, a popularizer of technology; neither did I want it to become an academic exercise, denouncing the politics of technology development as inherently oppressive. I wanted to take some of the really interesting questions about normalcy and abnormalcy, dependence and independence and look at artworks, design, and engineering work that all address these issues. I wanted all those conversations to exist in one place, to be rich and generative and ultimately really exciting because of what they provoke in the imagination and also the critical conversations they spark about abled and disabled bodies.

It seems like we are going to be using the words “disabled” and “abled-bodied” quite a bit. I want to first ask you, not necessarily for a definition but more of a complication of these terms: what does it mean to be able or disabled and how is that tension addressed in your work?

People who work in disability try to keep raising the idea that being “disabled” is not a fixed and assigned identity. It is not about a body status or a capacity level, but much more about this very complex, changing, evolving, and perhaps temporary, perhaps longer term, political state—in some ways, similar to how we’ve come to understand the slippery designations of race and gender. The built environment and socio-political institutions all make allowances and disallowances for certain kinds of bodies and capacities, and those affordances have ripple effects in cultures, creating abled-ness and disabled-ness. And disability is a status that is always in flux: you enter into different seasons in your life where you are more or less bodily and cognitively able to access those institutions, avenues of social mobility, and so on...

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New Design and Features for the ArtBase


Rhizome is happy to announce that we have launched a new design and a big new feature for The ArtBase. In case you are not familliar with the ArtBase, it is Rhizome's archive of internet art and new media, contains over 2,000 works of art, and spans nearly two decades of history. Facing such vast size and complexity, and seeing a lack of major archives of internet art and new media that are accessible to a general audience, a major goal of ours was to afford greater to the history and context of these works, as well as improved searchability and browseability. To address the issue of education, accessability, and context we have accessibility launched a new feature: collections.

Just as a museum may provide access to their catalog through historic or thematic groupings, the ArtBase collections seek to surface trends, themes, and creative modes inherent in our collection. We are launching this feature with six initial collections: Formalism & Glitch, Code, Net.art & Hypertext, Tactical Media, Rendered Reality, and Digital Archivalism. Each collection leads off with a curatorial statement, aiming to provide context for the viewer who may not be familiar with the history of these creative practices. The content of the collections is not static, and will grow and change with the evolution of the ArtBase. As well, while these initial six collections were curated by Rhizome, subsequent collections will be curated and driven by indipendent curators and scholars.

Moving forward, we have two big projects on our to-do list for the summer. First, we are in the initial stages of migrating the back-end of the ArtBase to a new collections management platform, which will allow us to catalog works with better metadata standards, and correlate works, artists, collectives, exhibitions in ways that we currently can not ...

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An Interview with Edward Boatman, Co-Founder of The Noun Project


The Noun Project is a seemingly infinite collection of black-and-white symbols put into the public domain. As the founders put it, it is an attempt to organize the world’s visual language into one online database. Edward Boatman, one of the project’s founders, is also its sole gatekeeper. Each symbol on the database was either collected off the Internet or created by designers around the world. Boatman approves every submission to the project and assigns each icon a word — a noun, of course, either an object or a concept. The images are often surprisingly evocative, despite their simplicity, and unlock a potential for wordless communication for anyone with an Internet connection. 

Boatman was working in architecture design when he noticed it was surprisingly difficult to find basic, high-quality symbols on the web, even for common transportation symbols used by the government. The Noun Project was launched shortly thereafter in December 2010. Now the scope of the Noun Project is limitless. As Boatman told me, the project could create a symbol for, potentially, every noun in the world. Boatman (and co-founders Sofya Polyakov and Scott Thomas) are looking ahead to making the project a sustainable business. 

I talked to Boatman about the purpose behind the project, design for social good, and some of the challenges in creating a visual database that’s always growing.

 


SS: The Noun Project has thousands of icons. What are you looking for in a good image?

EB: Simplicity is key. One thing I always try to articulate for best design practices in a symbol is this idea of only analyzing the essential facts of the object or idea. It’s really fun. First you have to analyze it, and then once you analyze it, you have to identify the attributes or the elements of that object that you want to represent. Then you execute that into a design that’s elegant and has great proportions. One of the more important things in the design is that it can scale up or scale down and still read well. You don’t want to put too much detail in there, because a lot of these symbols are seen at pretty small scales...

 

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RECOMMENDED READING: An Essay on the New Aesthetic


Maps TD via The New Aesthetic

The "New Asthetic" is a term coined by James Bridle, and collected on Tumblr, further shaped by Matt Jones' comments on "sensor-vernacular" and the "robot-readable world." It is an investigation in the ways that imagry for and from machines has become a popular visual culture of its own, even shaping behaviors (as Tom Armitage asks, "How long before, rather than waving, or shaking hands, we greet each other with a calibration pose"?) If that is still confusing, perhaps Bruce Sterling might better explain the "New Aesthetic."

In "An Essay on the New Aesthetic," Sterling begins discussing the SXSW panel on the New Aesthetic, which included Bridle and Rhizome editor Joanne McNeil, in addition to Ben Terrett, Aaron Straup Cope, and Russell Davies. From there he explains, in almost a manifesto of sorts, just where these influences came from and where it is going:

Look at those images objectively. Scarcely one of the real things in there would have made any sense to anyone in 1982, or even in 1992. People of those times would not have known what they were seeing with those New Aesthetic images. It’s the news, and it’s the truth.

Next, the New Aesthetic is culturally agnostic. Most anybody with a net connection ought to be able to see the New Aesthetic transpiring in real time. It is British in origin (more specifically, it’s part and parcel of a region of London seething with creative atelier “tech houses”). However, it exists wherever there is satellite surveillance, locative mapping, smartphone photos, wifi coverage and Photoshop.

The New Aesthetic is comprehensible. It’s easier to perceive than, for instance, the “surrealism” of a fur-covered teacup. Your Mom could get it. It’s funny. It’s pop. It’s transgressive and ...

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My Broken iPhone


Doug Aitken (Victoria Miro) at Art Basel Miami (via)

The day I moved to Brooklyn was the day my iPhone screen first shattered. I struggled to get my keys out of my purse while a group of students were waiting at the door for a friend to buzz them in. Unlocking the door in a confused jetlagged state, I held it open for each of them while juggling several bags with the other hand. After the last student entered the building, I stopped the door with my foot while attempting to redistribute the weight of my belongings. My iPhone slid out of my back pocket and on to the concrete. 

The resulting spiderweb of a crack had no impact on the iPhone's haptic sensitivity. It looked ruined but worked just as well. Eventually, I got used to reading without much eye strain. There were even some benefits. Everyone knew which phone was mine at dinner parties with iPhones strewn on various counters and end tables. I never worried about dropping it again as the screen wasn’t going to get any worse. And I didn’t worry much about it getting stolen, either.

My broken iPhone also resulted in random conversations with strangers. In queues for restaurant bathrooms, on public transportation and park benches, I was asked again and again what happened, and why didn’t I just take care of it? ...

 

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James Bridle's Talk “Waving at the machines” at Web Directions South 2011


 James Bridle's  keynote from Web Directions South 2011 (Transcript.)  

Beginning with a picture of a cupcake stand that is pixelated rather than printed in gingham or something more obvious, Bridle considers the allure of 8-bit designs, "augmented reality made physical" like Dear Photograph, the architecture of data centers, biometrics, Street View as a historical record, and iPhone photography. Especially thoughtful near the end, considering ways we might coexist with bots in the digital realm. A thorough look at the contemporary "robot-readable" design aesthetic.

Previously: The New Aesthetic

 

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Yugodrom, a Tumblr collecting "graphic aesthetics from ex Yugoslavia"


Images come from Yugodrom, a Tumblr collecting "graphic aesthetics from ex Yugoslavia" (via Prosthetic Knowledge)

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Talk to Her: A Conversation with Paola Antonelli



SMSlingshot, Christian Zöllner, Patrick Tobias Fischer, Thilo Hoffmann, and Sebastian Piatza of VR/Urban (2009) - Photo by VR/Urban

Talk to Me: Design and Communication between People and Objects is an ambitious exhibition at MoMA curated by Senior Curator in the Department of Architecture and Design, Paola Antonelli. Focused on new modes of communication and interactivity, the exhibition captures over 194 works from an international group of aritsts and designers. The space is divided into five themes and includes work ranging from Jason Rohrer's minimalist game Passage (2008) to Sputniko!'s role-reversing Menstruation Machine-Takashki's Take (2010). After touring Talk to Me on a rainy weekday with Paola, we met in her office to discuss the importance of collaboration, QR tags, and speculate about the future.


Jason Huff: You have curated numerous shows on the frontier of design and its intersection with technology among other fields. Design and the Elastic Mind, from 2008, stands out because of it’s timing within the latest rush of social technology and interaction that has arguably become the norm over the past few years. What makes Talk to Me distinct in this lineage of exhibitions?

Paola Antonelli: In Design and the Elastic Mind, the communication between people was just one of the facets as it was about design and science in general. Therefore, there was a really big presence of synthetic biology, for instance, or nanotechnology, nanophysics, robotics. There were a lot of different topics involved. Thinking back, pieces like Google Earth, Google Moon and Google Mars from Design and the Elastic Mind would have fit in [Talk to Me]. So could have the One Laptop per Child project.

But it really was about designers working with scientists and scientists working with designers. At that time, the conclusion was that designers and scientists worked very well together because they both had ambitions to occupy a different position in society and in culture. Designers want to be taken more seriously; they are tired of being considered “prettifiers” that go straight to the House and Home section of the New York Times, and scientists want to be considered less lofty, less abstract, disengaged, and disinterested in human beings....

 

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