Thursday, April 24, 2008

The Material Of Invention By Ezio Manzini.

"Material is being "intellectualized" - this is the amazinf new development at the end of the twentieth century; the terms "material" and "invention" are beginning to coincide.

The medium can become a "warehouse" thanks to possible ferromagnetism: the impulse received is registered and stored. It will be sufficient to code the messages in a binary system for the magnetized substrate to take on the role of unlimited and untiring "memory" If man forgets rapidly and deforms, the "conductor" preserves all that it is given. Ingenious assemblies connect the individual units. One can then draw inductions and consequences sums, implications, exclusions, differences ), the premises of artificial intelligence.

Without going that far, the technology of the camera obscura and the daguerreotype (end of the last century) was based on differential light sensitivity - the photosensitivity of silver salts or special thin emulsion that makes it possible to fix events and thus preserve them (graphic memory).
Beginning from the negative (where light appears black and the shadows white it is possible to obtain positive prints at will (talbot). And what copies: from the most precise (which register tiny details, where one can "count the hairs on a beard") to the most subjective (the silvery tenderness, the tones and atmosphere of old calotypes). It is as if the eye has been replaced by a machine , but above all the universe is inscribed in the film, where it is perpetuated and "reflected" in representation (image).

From the Material Of Invention by Ezio Manzini.
Page 15.

Monday, April 14, 2008

Lecture: Immaterial Practice.

EPISODE ONE: WHAT IS DESIGN?

We could take design down to a few main parts ie. Form, Material, Design, Mass.
As a student of Industrial Design we are commonly mistaken as machine designers by the general public.

More Artistically centered people think us to be obsessed with technology.
Most Technologically centered people think us to be obsessed with art.

However the problems we wish to conquer are ones which require applied creativity, because the problems are messy and ill structured, they aren't like normal problems, like the problem of solving chess.

Solving the kinds of problems which we have can't be done in other the normal linear way, due to the goal constantly changing the further we go along in the problem solving process and the fact that the problem will always be derived from different parts that we can't allow ourselves to stray away from.

We could see design in many different ways, ie as a kind of learning.
-Sketching, Learn which propositions work. however if we overlearn then we may find ourselves stuck in a design process which may not work in all situations. We will however learn that the idea of the Eureka epifany will never just come.

Design can be seen as an evolution, more of a gradual generative process.

Design's problems are like moving targets which start vaguer and the problem changes as the designer learns more.
We need to search for the solution and the problem, therefore we need to find two which match.

Designers barely work alone, with other designers, engineers.... CLIENTS.
A Good Designer Needs to be a good negotiator. For a design to be good it needs to be well negotiated.
There are very little rules, however the problems are the restrictions and they are always more complicated than it seems.

Design as Applied Creativity, Learning, Social Proccess, Wicked Mean Problems, Problem Solving, Evolution, Game, Mastery Of Skill. Expretise.

Wicked Problems:

Lecture : Design And Postmodernity

1. Postmodernity describes the value system associated around the postmodern ideology.
2. Postmodernism describes the qualities associated with postmodern ideas.

Post-Modernism:

Is innovative and inventive. - Modernism relies more on the idea of progress, which indicated more heavily heirachy wheras Post-Modernism likes to see things as seperate parts without the nesscessity of a heirachy.

Inovolves Participation

Communicates (Through the sign)

Depends On Interpretation

Considers want as well as need- therefore is heavily tied together with not only
consumerism but also anti consumerism.

Relies on performance play chance and choice - Feminism - postmodernism relies on choice and chance, therefore feminism is post-modern - Feminism opens thought for other knowns not necessarily related to feminism but also to do with Chance And Choice to start moving such as black civil rights, anti war, anti consumerism.

The part may represent the whole - no heirachy, postmodernism is not consistent.

A System Of Binary Oppositions.

It Focuses On The Marginal.

It Cannot Be Expressed Through Narritave - Acceptance that there is not a story going from the beginning to the end, eg Things after an action have an effect on thing before the action.

It is Web Orientated.

1960s
Communication got really big - Space Race

Thursday, April 10, 2008

Embodied Interaction.

-Wearable technology, Mobile Media, Interactive Installation + Telematics can be catagorized as 'Embodied Interaction.'

Waeable technology involves matters such as.
-Smart Fabrics. -Health.
-Safety. -Fashion.
-High Tech Jewelery. -Biometric Devices.
-Entertainment.

Current Examples- Safety Jacket. - Burton mp3 jacket.

Wearable technology adresses the feeling of constraint caused by the copmuter due to the enviroment (Study, Computer rooms) which it needs to be used in. -We don't neccessarily need to be bound to the machine in the way that a PC does.

Rethinking copmuter interfaces.

-Fashion.
-Printed Organism - personalisation through technology.
-How can the cultural use of clothes be applied in a high tech sense?
Steve Mann. - Wearable computing Pioneer - EYE TAP.

Wearable computers are worn not carried, usser controllable and always active.
Sousveillance - Inverse Surveillance.
Die AudioGruppe.
Audio Jackets, Peacocks, Ballerinas- Telephonic Symphony.
How Do we show the influence of the virtual on the material? - David Rockety Very Nervous System. Border Patrol Erkki Kurenniemi DIMI Ballet Optic Battle.
Telematics
Paul sermon - Telepresence Telematic Mission Kit Gallonry & Sherrrie Rabinowitz HOLE IN SPACE 1980.

Good Morning Mr. Orwell.

Thursday, April 3, 2008

Lecture one - Design and modernism.

Modernity - The characteristics surrounding modernism.
Modernism is partly a reaction to the Baroque (highly sylized, ornamental and lavish. Geometric reason is lost.

Modernism was concerned with designing a new world. This had alot to do with retrospective views on the first world war- How did we let this happen? How could we? Is it our enviroment in which we live?
Modernism was a reaction to the machine. The earliest steam engines were still styled like a classical structure (Watt Steam Engine with Roman Columns for support.)
Before modernism, things were given unrelative ornamental decoration to give them a shallow meaning. William Morris.
Louis Sullivan.


Der Deutsche Werkbund.
See the factory as an honest functional place with clear purpose and the product of the latest technology.
Therefore revere it. Base works upon it.
Many modernist designers began as factory architects.

WORLD WAR ONE.
Loss of rationality - rationality is important in modernist design.

Bauhaus - attempting to break down the great divison in art, money. Art having value.

Moholy Nagy - Considered first electronic artist.
The Chair.
Symbol of modern design, Cheaper to construct than a building.
Early modernists were not very well financially supported.

THE END OF MODERNISM.
Mass Market Modernism.

Wednesday, April 2, 2008

Lecture about networks, the internet, etc.

So. We can use this new global network we now have for many cool things, including:

- Collaborating with other people, from other countries, with different cultures etc, allowing for an understanding of each other, peace etc. Globablism. However, most people already know this.

- We can share open source software and information with much more freedom, however the network can infringe one our freedom with the fact that it's getting progressively harder to escape from this network, not to sound like a science fiction digital media nerd, thinking up crazy futures where we have various novel products attached to us, inserting us into a virtual network like the matrix, but in a more metaphorical, hypothetic way of thinking about the future.

We have multiple paths from one thing to another in the network, we can encounter different things on the way, get new perspectives and stuff like that. The internet is very good at inserting grey areas into topics which didn't have them originally.
This is good.


There's no idea of movement in the network, the space is the event instead of the movement, there's much more going on outside yourself so what's this focus on the personal travel? We get much more out of the internet than each of us put in. It's good like that.

Archigram, Superstudio and Archizoom - Total Urbanisation, neverending cities, continuous monuments etc.

OUR BODIES HAVE EXPANDED TO THE SIZE OF THE NEWTORK, in saying this there is no movement, because we are everywhere at the same time, time is a waste of space.

Open Sauce.
-Users generate.
Democratic
all sides ( in the network) - there are still somethings we can't get at in the network, rare vinyl for example, antique books, actual reality.
Learn almost anything. (LINK)

Mixing things together to make one thing that's more exciting/ interesting than the original components apart.

1+1=3
Is this version of this long running phillisophic idea something coined by Luke, does this
have anything to do with 2+2=5 from george orwell's 1984? as in "an illogical statement, especially one made and maintained to suit an idealogical agenda." - wikipedia.


Is this sort of like juxtaposition? Juxtaposition has a bit of relevance to my thesis. In Hertzian Tales, ways that an electronic product is manifested gets split into the categories of Packages, Fusion, Dematerialization and Justaposition. Juxtaposition in this form is all about the Aesthetics of objects and the Microchips of objects to be treated as two very different sepperate parts that come together to fullfill a certain program, rather than having the aestheics, materiality being lost or made to seem digitalized or having the microchips infested by composition and artful ideas. The two are seen as not being able to be mixed and should both simply attempt to do their best together without infiltrating one and other to give the best solution to given program.


Kitsch, do it. It's great If you do it with the intention of sarcasm, but if you are doing it thinking it's beautiful or something then it shouldn't be shunned, as designers we revere the idea of the mistake in experimentation (for example: I was intending on doing this, went through this process but got to an undesired result which is infact quite beautiful in itself), this should be taken into more less obvious directions such as realizing that your project looks like something it isn't meant to. Like a part of the anatomy, a plant or an animal or something more culturally suggestive a car, a robot, cheese. End.