That was then, and this is now: but what is next?By Lorraine Wild
This article was first published in 1996 in
Emigre 39.
The following essay is based on the transcript of a
talk that I gave at 101: The Future of Design
Education in the Context of Computer-Based Media,
a symposium organized by Louise Sandhaus and presented at the Jan van Eyck
Akademie in Maastricht, The Netherlands, in November of 1995. It is highly
speculative, and reading it now, I think that some of the conditions that I
describe have already shifted, but that is the nature of the speed of
change that confronts us. I was simply trying to capture and describe the
moment that we educators and practitioners are in right now. (You blink,
and it has changed). I wish to thank the Jan van Eyck Akademie for giving
me the assignment and the time to collect and record my thoughts.
I stand here not as an authority on multimedia or
design education, but from the position of working inside of design
education for twelve years, and connecting it with my own experience as a
student from the mid-seventies through the early eighties. That, and the
context of my experiences as an educator at Cal Arts, and my ongoing
experiences as a design practitioner in Los Angeles, have had an impact on
the way that I see the future of work in design. I can't pretend that
what I say will apply to all graphic design educators and practitioners
everywhere. But in the U.S., Los Angeles is usually regarded as the place
where both good and bad things happen first, because Californians are crazy
and will try anything. Yet, usually, what happens there ends up happening
everywhere else, sooner or later. So today I'm just speaking from my
own experiences, but on the other hand, all I can say is: you'd
better watch out.
I'd like to to start by describing some recent
observations that have affected my thoughts about what's going on in the
profession that we are educating designers to enter.
The Bigger Picture
Recently the Los Angeles Times featured an article
about one of the many "invisible wars" of rivalry between the
metropolitan areas of San Francisco and Los Angeles, over which one would
achieve economic domination in the new field of multimedia.(1) The gist of the article was
that northern California held the lead in "hardware" (as in
technology) development and financing, and that southern California held
the lead in "software" (as in content) and its financing, and
that it was not clear which area would end up drawing the most benefit from
the phenomenal growth attached to the new technologies. But what caught my
eye was that the state tax rolls already had hundreds of businesses
registered as "multimedia developers."
A few years ago,
Nicholas Negroponte of MIT's Media Lab predicted that the movie
industry would be "the smokestack industry of the 90s,"(2) and the report in the LA
Times reinforced this idea, claiming that the infrastructure dedicated to
telling stories could contend, economically, with the infrastructure for
delivering the stories. In fact, what the article summarized was the
interweaving of Silicon Valley and Hollywood into a blended economy, and
that "Siliwood" was already regarded as a source of economic
regeneration in California.
This is the environment that ten or so undergraduates
and six or so graduate students from Cal Arts will walk into this May, and
on into the future...
High Anxiety
In October of 1995, the American Institute of Graphic
Arts held its biennial national conference in a hotel in Seattle. Previous
conferences have consisted of lectures by various graphic design world
"heavyweights" of their latest work, or presentations by
large-scale clients. Other issues are covered, such as history,
professional practices, ethics, and design education, but generally, AIGA
conferences in the past have functioned as professional love-fests, where
the main goal was the (at least temporary) glorification of graphic
designers by graphic designers. But a new more serious generation leads the
AIGA now, and the 1995 conference was advertised with the following text:
"We all know that design is going through a period of unprecedented
change. Is the profession you care about passionately on the verge of a
renaissance - or extinction? Is the business world finally beginning to
appreciate the value of what you do? Or is public access to technology
going to put us all out of business?"(3)
The Seattle conference was different. First of all,
there were no general presentations by graphic designers of their current
visual work and none of the speakers who addressed the topic of the future
of the profession used any current work by other graphic designers to
illustrate their notions of where the future was leading. In other words,
there was a real disconnection between the work that graphic designers
specifically produce now - good, bad, or ugly - and the
preoccupation with the larger question of what we might be doing in the
future.
One of the most important presentations of the
conference was a dialogue on the main stage between Bill Drenttel, partner
of Drenttel Doyle & Partners, a very successful design consultancy in
New York, and Nancye Greene, partner of Donovan and Greene, an equally
successful New York design office. They did not show any examples of their
work, but spent 40 minutes discussing how absolutely confusing and
challenging it was to be running a large design consultancy in 1995. The
conditions that they described so persuasively could be characterized as
follows:
- the problems that clients were bringing them had
become exponentially more complex, in part because of the range of possible
media that presented themselves as possible solutions;
- audiences themselves were more complex, split into
micromarkets; and/or scattered globally;
- they were being asked to address these complex
audiences; yet, paradoxically, the multimedia audience had to be seen as a
large group of audiences of one;
- earlier models for staffing and managing and
organizing a design practice didn't necessarily seem appropriate to
these challenges, which meant that designers were now faced with the
challenge of organizing teams, often including expertise from outside of
graphic design, to adequately cope with their clients' projects;
- research was hard to define and hard to bill for;
- despite the delight in producing images, designers
had to recognize that making visual things was now only one way of working
in design;
- a "lack of credibility" was so pervasive
as a cultural phenomenon that trying to create genuine communication
through a haze of excess marketing was making life more difficult for
everybody;
- and finally, the constant pressure of time continued
to mitigate against the leisurely solving of any of these problems.
I thought that Drenttel's and Greene's
presentation was a defining moment in contemporary American graphic design,
although whether or not it was recognized as such by a large percentage of
the audience in Seattle is debatable. Possibly, it made many of the
designers in the audience very uncomfortable because it was such a
definitive, intelligently expressed description of "not
knowing." Neither Drenttel or Greene delivered their message
hopelessly, but by setting aside the seductive images of their accomplished
work in favor of confronting the massive uncertainties of practice as it is
experienced daily, it was perhaps the most painfully honest presentation
that the graphic design profession had seen in a while. (Certainly just as
honest a moment as when the audience, who obviously wanted to celebrate
their embrace of technology, their plucky willingness to "accept
change" no matter where it brought them, applauded wildly as a
designer at Adobe Systems showed some video footage of herself destroying a
Macintosh computer with a sledgehammer.)(4)
Anyway, memories of Seattle were still fresh when I
encountered this statement by Michael Rock of the current Yale design
faculty in a recent issue of the AIGA Journal: "That contemporary design education has been thrown
into a state of confusion both aggravates and reflects a pervasive
professional confusion. It is inherently impractical to fully prepare
students to work in a field that has so little sense of its immediate
future or professional position."(5)
This statement took me aback; it's quite extreme!
Yet all the evidence of a severe realignment in design practice has been
piling up. For two years now I have witnessed a steady acceleration of
change - an expansion of the range of technical possibilities, which
affects the nature of what designers aspire to do, and what they fear being
denied if their skills somehow fail to fit the potential of the new media.
These possibilities have been anticipated for years, really, since the
computer started being integrated into graphic design as a production tool.
It was so easy to say, "Oh, it's just another tool" (or, more
compellingly, "It's just a really fast idiot") as long as it
was simply being used to replicate earlier manual tasks. But now, new media
expand the problem of communication to encompass dimensions of time, sound,
motion - and, suddenly, the "graphic" in graphic design
seems constrained or parochial. The two-dimensional expertise of the
graphic designer appears to be a professional liability rather than a
ticket to greater participation in the communication of the future. And the
new media tools open up the possibility for communication to a radically
expanded number of people, challenging the fragile claims to authority that
designers have worked so hard to establish. As Michael Rock stated, the
inter-relationship between practice and education cannot be circumvented or
denied. To build a future in the face of these challenges to the definition
of graphic design practice, I think we have to look with somewhat of a cold
eye at the source or sources of our current paradigms of education and
practice that come from the past.
Way back in the eighties
In 1983, I was asked by the Society of Typographic Arts
(now the ACD) to write an essay on the ideal design education.(6) At the time, I was
teaching at the University of Houston in Texas in both the architecture and
the graphic design departments. I had graduated from Yale University the
year before, and while I was there, buried under the burden of completing
my master's degree thesis, I found myself envying the quality of the
general education that the younger undergraduates were receiving. There
were limitations on the amount of specialization that any bachelor's
degree student could take - and instead of holding them back, it seemed
to enable them to communicate their ideas and intentions with the rest of
the world.
Of course the arguments exist that an elite institution
like Yale is merely a finishing school for privileged students already
destined for leadership positions in society, but like a lot of other
American institutions, Yale had diversified their student population from
the late 60s on through the admittance of women and an increased percentage
of minorities. The undergraduate student body did not fit the cliché
of the old Ivy League, and still the education was impressive. The alumni
newsletter chronicling an endless list of accomplishment in all fields
seems to indicate that the educators at that university were doing
something right.
So what was it? After looking at it really closely, and
after going on to teach at a state university that had incorporated more
specialized job training in lieu of traditional academic development under
the rubric of a more "pluralistic" and "pragmatic"
definition of an undergraduate curriculum, I could see that it was the Yale
tradition of endless writing and reading, requirements across a general
field of subjects, and most importantly, a constant stress on intellectual
inquiry and curiosity that sustained graduates far beyond their years on
the campus. It seemed clear to me then, (and that's what I ended up
writing about in 1983) that the best thing an undergraduate design
education could do would be to embrace that serious commitment to cultural
generalism, because designers needed to be literate and intellectually
flexible if they were going to be able to communicate with any meaning,
energy or authority in their society and culture.
I should add right away that this spirit of inquiry was
notably missing from my own graduate education in the very same university.
In 1980 the master's degree program at Yale was one of the last
bastions of late modernist design rigidity, enforced with discipline; all
rules and mannerisms combined to produce an exterior facade of
professionalism, no questions asked. I will always remember when a visiting
tutor asked us graduate students to describe what it was that was important
to us as designers. Everyone responded mechanically with clichés
about problem-solving and communication, when in fact, methodologies of
communication had never been discussed; we were really most anxious to
complete our typography problems in the blandly abstracted
"Swiss" style that our faculty deemed correct.
It was true that this style, which passed for well
thought out graphic design at Yale and other design departments in the late
70s and early 80s, was also the style of corporate America. If you mastered
it, you were guaranteed employment in any one of a score of offices on the
eastern seaboard. Though it was certainly never articulated as such, the
intellectual preparation of students as communicators had become secondary
to a sort of vocational education limited to the production needs of the
profession, or at least what the profession thought that it needed, in the
short term.
Even before the eighties
But a hallmark of modernist design education in the
U.S. has been its see-sawing relationship to the field of practice. There
was no academically sanctioned design education in the U.S. before the
arrival of various European designers associated with the avant-garde, like
Moholy-Nagy, who brought the New Bauhaus to Chicago (independent for a
brief while, eventually finding a home at the Illinois Institute of
Technology), or Gyorgy Kepes at MIT, or Joseph Albers, first at Black
Mountain College, and then at Yale. The work of these educators a mere
sixty years ago began the development of a professional design pedagogy in
the U.S., connecting education with the modernist promise of social and
cultural amelioration through practice.
I feel queasy about the series of broad generalizations
I am about to make in an attempt to summarize the evolution of this
modernist ideal in the U.S., because I don't want to make it seem
simplistic, but for the sake of brevity, please bear with me:(7) The big shift in design
teaching that was brought by this first generation of emigres to the U.S.
was a move away from the constant production of visual novelty, or
restyling as a commercial art. They also expanded design activity from
aesthetics to encompass a conceptual operation, where design projects and
problems in two or three dimensions were generated by an internal analysis,
without preconceived notions of solutions, from inside the problem to
outside the surface. Form would follow function, which was understood in
graphic design as meaning. This new idea brought about an explosion of
creativity to a field that had not been noted for a great deal of
conceptual innovation. But this new approach was also accompanied by a very
strong aesthetic of its own, which we are all familiar with, and which over
time tended to shift from being a visual signifier for the conceptual basis
of the project to becoming a stand-in for substance itself.
And the way that happened in the U.S. has something to
do with the struggles of the first generation of designers who worked hard
at promulgating the modernist project in the commercial/professional
context of the U.S. after 1945, and who fought for recognition in that
context. They found that a most efficient way to connect to their clients
as consultants was to tie their own identity as artists and individual
creators (or "stars") to the work that they produced. Like
movie stars or famous artists (figures more easily understood by
commercial/popular culture), their work was increasingly championed on the
basis of personal authorship (even if the work was actually the product of
a 30-person office), rather than for its merits. This is not to say that
there weren't plenty of meritorious projects; they just weren't
sold or understood on that basis: not only by clients, but by the design
profession itself.
By the time I was in design school in the mid-70s, the
phrase "the star system," describing the process of getting
known for one's work on the basis of receiving awards, and building
one's reputation and personal identity on that, was openly
acknowledged by students with more than a bit of cynicism (and a bit of
jealousy, especially during the 80s when even minor league stars were
making so much money).
This had its effect on design education, obviously.
Since work that succeeded was presented as the result of individual genius,
and since modernism could not be discussed as a style with conventions
because it was alleged to be free of them and continued to be confused as a
signifier for "truth," graphic design curricula increasingly
moved from the problems of truly conceptual practice to the induction into
the modernist style, combined with the development of the personal ability
to will one's work into correct and persuasive shape. There was a
"blip" of time in the early 1970's in which this did not happen
(and I will get to that interesting moment shortly), but otherwise the
trajectory of design from a conceptual activity to a kind of compromised
personal artistry in the service of commerce has been quite direct.
A major digression
The events that interrupted this trajectory, other than
the "blip" that I have just mentioned, were the onset of
semiotic theory, cultural criticism, postmodernism and to a certain extent,
graphic design history as conciousness-raising in graphic design education.
The influence of these theories (even when mistranslated or misunderstood
by graphic designers) brought new life into a field that was in serious
danger of terminal trivialization. Patterns in the production and
consumption of public imagery began to be discussed, and the
"natural" assumptions of the profession began to be understood
as constructions.
Simultaneously, the number of graphic design students
kept increasing. The number of designers kept increasing. Different kinds
of people, such as women, gays, and minorities of all types, began to shift
the profile of the profession. Students and teachers reading theory started
questioning the basis for the values and hierarchy inside and outside of
the profession. And around the same time that designers started reading
Derrida, these pale gray machines that made awkward looking typography were
multiplying in their offices.
Things to come
To return to the "blip" of the early 1970s,
which prefigured all of this, in a truncated way. In the U.S., the crisis
of the late 1960s - which circled around opposition to the Vietnam War,
the ongoing fights for civil rights and women's rights, the onset of
assassinations and urban upheaval - had shaken the faith of so many
people in the institutions around them. In graphic design, it was already
evident that the attenuated rationalism of modernism was the style of the
military/industrial/corporate machine. Looking for alternatives, young
designers looked to the roots of early modernism, with its commitment to
constant activist revolution, to reinvigorate their own efforts. An
obsession with taking control of systems rather than being controlled by
them became critical, and understanding systems became more important than
aesthetics, momentarily. Buckminster Fuller, Marshall McLuhan, the Whole
Earth Catalog (with its wry subtitle, a catalog
of tools) and the guerrilla TV collective Ant
Farm were on many aspiring designers' reading lists, and it was
assumed that both the tool of the future and the medium of the future
was...video. Those back-breaking "porta-paks" engendered dreams
of a medium that would shake its audience out of complacency, restore
spontaneity and democracy to the media, and turn passive spectators into
active citizens. Video would provide an out to designers frustrated by the
limitations and control of predetermined form.
This was the same period when a fascination with
problem-solving methodologies - brainstorming and all sorts of other
analytical techniques - were also being explored as a way to
short-circuit the easy assumptions of formalism. The politics of the time
encouraged the spontaneous, "ad-hoc" and collective natures of
these explorations.
On the aesthetic side, the influences of Andy Warhol
and Robert Venturi helped re-invent the way designers saw the pop culture
environment that formed the context of their work. Hitting 30, the singular
aesthetic of abstracted modernism was not to be trusted, and the stiff
cultural hierarchy between "high" and "low" was
beginning to crack. Though the modernist style was not fully abandoned at
this point, graphic design teaching and practice was briefly energized by
this moment of hippie modernism, where the conceptual problem was once
again foregrounded because of the challenge of having to think in larger
terms about a future where designers would connect utopian goals to their
audiences through the peaceful use of technology.
But... the porta-paks were too heavy, no one had time
for "real time video," and the dreams of revolution attached to
local access cable TV fell out of favor when truly large scale cable
companies offering round-the-clock presentations of old sitcoms clarified
the situation that such access, in video or cable TV, was still inexorably
one-way; passive, not the gateway to revolution.
By and large, graphic designers were not to pay
attention to the role of technology in their futures until the pale grey
boxes were completely ubiquitous. What was initially disguised as the
distress over the Macintosh as a generator of typography (or a creator of
instant graphic designers) has proved to be a much larger anxiety over the
effect of the "new media" on the current conception of the
design profession itself, and whether the constructs that have governed
practice and education up to this point are even going to survive the full
implications of the technology.
Too much to learn
When designers first began to notice that the use of
the computer demanded that they now had to resume responsibility for
details of production, there was immediate consternation that the trade-off
for increased aesthetic control, and the constantly disappointed promise of
increased productivity, had been to remire the designer in a practically
premodern model of work - the sweat-shop. Of course, the flipside of
that model was the premodern publishing operation, where editing,
designing, printing and distribution could be collapsed into a simpler,
less capital-intensive operation, full of potential - but merely
mastering the technology seemed to overshadow the ability to pause and
notice where the work could go. Educators and practitioners were distracted
by the whole new bag of necessary skills that greatly impacted
"craft": the ever-expanding number of software programs to
master, added on top of all the older mandated skills and techniques.
Intentionally or not (in fact, despite the best of
intentions), the problems of mastering digital technology for print
production tended to crowd out what little time was given over to the
conceptual development of design in most curricula. Of course, talented
teachers have always managed to insert conceptual development into the
process of "skill" acquisition, and in fact that is what has
prevented the teaching of design from being completely subsumed into this
technological shift.
But basically, for the last few years design educators
have been faced with the conundrum best expressed by the classic Texan
phrase, "trying to stuff twenty pounds of manure in a ten-pound
bag." Or as Meredith Davis and Andrew Blauvelt stated more elegantly:
"The synthesizing potential of the digital realm rejoins many
previously discrete tasks, suggesting not only the problem of increased
knowledge and skill, but also the potential for designers to entertain
notions of authorship and entrepreneurial independence. Such demands for
greater skill and knowledge will not be thought of as the burden and sole
responsibility of the designer...instead, experience and knowledge will be
gained through work and communication with others outside our discipline
while activities such as 'creation,' 'production,'
and 'distribution' become more fully integrated."(8)
How are graphic designers, at least as we currently
prepare them, going to be able to go beyond the entertaining of
"notions" of authorship and entrepreneurial independence into
substantative participation in the production of this new media? Where will
they gain the skills to collaborate with those who know what they
don't? These questions tug at me as I see CalArts graduates go out
into the world with the intention and ability to work in new media. Though
there are tons of job opportunities for those students, it is not
self-evident to the world out there that the skills of a graphic designer
are critical to the success of new media projects. I also see the way that
opportunities to work in multimedia come to practicing designers. Often,
designers are approached with projects that have already been strategized,
which may need a visual "retooling" after the fact. This
doesn't contradict the already established model of the print
designer providing the visual interface between the client and their
intended audience. But it obviously frustrates the entire promise of the
new media to break down the barriers between form and content (not to
mention the old conceptualism that insisted on an idea behind the image);
what use is it if graphic design is segregated to the application of form?
The new media has begun to reverse the processes that
have led to the specialization of graphic design out of a field of general
design practice, and threatens to tip our professional definition upside
down. The contemporary identity of the graphic designer was only
constructed after printing and typesetting technologies isolated the
activity of planning and form-giving from both the development of content,
and the actual production of printed matter. Modernist practice evolved
from that industrial separation and the intensified
"personalization" of conventional design activity in recent
years can be seen as a continuation of those processes in the extreme. The
identity of graphic design is constantly reified by its own pedagogies,
practices, professional awards, journalism, and even history, which until
now, focused on the visual presentation of printed matter. Whereas the
problems and projects that constituted graphic design seemed so stable,
multimedia brings additional dimensions of difficulty and complexity that
are only peripherally related to graphic design practice as it is commonly
understood. Suddenly interactivity and the design of interfaces, the
connection between information and users, demands thought in terms that
range from the industrial understanding of human factors to the theatrical
culture of entertainment. A visual sensibility is a valuable thing to have,
but it is only one sensibility; a good sense of timing and sound are now
really important as well.
And ideas of what might be done with the new media are
the most important of all. While designers worry about their own
qualifications or competency to make this work, anyone can get their hands
on the technology; one project, and you, too, can be a "multimedia
developer." Hovering over all of this is the problem that there
actually are different levels of skills (in understanding principles of
programming, for instance), that affect the quality of work in ways that
many designers just beginning to experiment with Director can barely
understand.
In her essay "The Pleasure of Text(ure),"
Jessica Helfand, an American graphic designer who works in multimedia,
asked the question: "...so who designs these products?...game
designers, software designers, interface designers, production designers,
programming designers, and occasionally, even graphic designers. In most
multimedia settings, the "designer" is the person with the
vision, not necessarily the person who is 'visual.' The
designer can be the author, publisher, producer, or even the
programmer...because multimedia production is driven by forces that, though
creative in intent, are not primarily visual in nature, the role of
designers in the medium still remains to be invented..."(9) Helfand cautions that
"...though its production is by necessity team-driven, multimedia is
best served when the underlying vision is a singular one. It is in
authorship, not the authoring tools, that such work becomes
possible."(10)
That several producers or publishers of CD-Rom projects
or interactive programs don't acknowledge the need for graphic design
as a distinct part of their development is often lamented by graphic
designers as proof of yet more design "philistinism"; but a
more likely reason for this resistance might be that in new media, the
connection between content and its presentation is so tight that there is
barely any conceptual space in which to see a separate need for development
of the visual independent from the verbal. When that is combined with our
general Western rationalistic distrust of the surface and a certain
resistance to truly acknowledging the power of visual presentation - or
style - (by both the philistines and the design purists), you get what
we have now: a lot of stuff being designed without designers!
Another disjuncture between graphic design as we know
it and new media is that the process of large group or team projects in
multimedia has less to do with the division of labor in print production,
and is much more akin to collaborative enterprises, such as theatrical
production, TV production, or movie-making in the entertainment industry.
And in those enterprises, the identity and independence of individuals
responsible for the visual presentation, such as cinematographers, film and
video editors, production designers, art directors, property masters and
costume and set designers, are secondary in both the hierarchy of the
production and in the point of view of the audience to the vision or
"authorship" of the director (and perhaps the screenwriters).
While the accomplishments of the visual collaborators may be highly
celebrated and compensated, the ability to launch current and future
projects rests with the "authors" - the directors and
screenwriters. A current "danger" to the independence and
fragile claim on authorship currently enjoyed by graphic designers is the
inability to understand how to translate their own value or power into the
team production of most new media, since authorship in terms of production
is not granted to those who only give the project its visual form.
Expanding the field
While specialization in graphic design accelerated
during the last decade, many design educators have been pointing out the
need for students of design to have strong general educations (like the
ones I had observed undergraduates receiving at Yale) to enable them to be
culturally and socially literate in the context in which they will be
working. At the same time, we have also wanted to produce students who had
enough specialized training to enable them, if not to "master"
their crafts, to at least be employable once they graduated. The balance
between generalization and specialization was thrown out of whack by the
overwhelming problems of digital competence, and the (largely unstated)
conviction that to master the new tools was the most critical thing a
student could do. This was reinforced by a profession that immediately
began to hire graduates based on their knowledge of programs, mostly to
lift the burden of technical competency from the busy professionals running
their offices. The short-term focus seemed to be entirely on production.
In the U.S., this same generation of younger designers
who could not afford to dismiss new technology as mere aberration were also
the designers who were struggling, because of their exposure to and
interest in critical theory, to make work that in one way or another tried
to deal with issues of meaning and communication brought on by the new
technology. For this they were rewarded with an attitude of complete
disdain from the older, authoritarian "stars," who could only
read their work as the result of mindless fooling around with computers,
and an affront to the modernist tradition (which in this case was not
tradition at all, but really a demand for obedience and deference to the
past).
And while a great deal of time was spent
"specializing," mastering the programs, an aesthetic evolved
that was a hybrid between the theoretical and critical analyzes of design
that the students were being exposed to, and an embrace of certain visual
signifiers of the technology that was enabling the production of print
itself. A good example of this is the explosion of interest in font design
that started in the late 80s - the exploration of digital capability
opened up this once arcane craft to the experimentation of many. At the
same time, a certain destabilized, postmodern interpretation of function
also allowed for a reconsideration of "appropriateness" as a
design value for letter design, which completely re-energized font design
and made it an interesting design problem once again. Oddly enough, this
has become the subject that enabled a great deal of
"generalist" discussion and debate on the future uses of
design.
But this is all still within the construct of the craft
we know, not within the expanded field that looms ahead of us. It appears
that we have to completely rethink the problem of design curricula, and the
balance between the conceptual work and form-giving. If we look closely at
what computers can do now, we see that they have distinct qualities that
differentiate them from the characteristics of the printed media. In his
article "Computers, Networks and Education," Alan Kay (of Apple
and MIT) lists their salient qualities as: "interactivity,
transmutability (ability to deliver information in a variety of formats),
the ability to show information in many perspectives (verbal and visual,
still and moving, solid and transparent, etc.); the ability of computers to
build models or simulations that allow one to 'test'
conflicting theories or ideas; the ability to tailor the digital media to
the interest or proclivity of the user, and finally, the ability of the
user to create enlarged archives, libraries, data bases."(11)
Kay goes on to describe these qualities as essential to
the process of teaching and informing the public. "To make contexts
visible, make them objects of discourse and make them explicitly reshapable
and inventable are strong aspirations very much in harmony with the
pressing needs and on-rushing changes of our own time. It is the duty of a
well-conceived environment for learning to be contentious and
disturbing..."(12)
This is very reminiscent of the old call for the
educational initiative in design education to return to conceptual models,
grounded in strong generalist backgrounds that foster inquiry, creating
engines to propel work into the future, attached to a utopian dream in
direct engagement with the future.
One could continue to teach graphic design as a viable
sub-specialty of design practice (even one that was entirely dedicated to
print!) and still get an education that would prepare one to work in an
expanded field of media. But to do so, the conceptual aspects of
communicating in an environment where the nature of information and the way
it is received and understood by it audience must be assumed to be in a
state of constant flux. This would more accurately identify graphic design
as a specialty within a wider definition of design as a conceptual
operation. It would also necessitate an understanding of the capabilities
(and weaknesses) of specific formats, and an honest assessment of the
strengths and weaknesses of various conceptual approaches to various media.
But the inherent weakness of graphic design as a discipline for
understanding the wider operations of new media is its insistence on
isolating the visual translation as the final product of the designer, and
a concentration on the final product as the ultimate gauge of the expertise
of the designer. (But of course this is not a simple duality; to suggest
that there is more to it than the visual is not to deny the critical
presence of the visual.)
If you return to the issue of authorship in multimedia,
it is clear that priorities in education have to shift away from the focus
on perfection of craft. Beyond training the eye to see, technique is an
unstable thing. Actually, one of the peculiarities of design education at
this moment is the fact that many students possess greater technique on the
computer than their teachers, anyway. What teachers can lead students to is
a greater understanding of methods of research, of questioning, of
"learning how to learn" that we all need to internalize, more
than ever. And there are other things that must be added to the education
of designers to enable them to participate as something other than visual
packagers as well:
- writing as a means of conceptual and expressive
development;
- techniques of verbal expression, rhetoric, narrative
and story-telling (the engineering underneath verbal communication);
- the grammar of film, particularly the syntax of
editing, cross-cutting and sequencing in time to create narrative;
- sound;
- the grammar and psychology of games, which function
as narrative structures as surely as story-telling or film;
- techniques of visual rhetoric, syntax and semantics,
using examples from the high art to popular culture, including advertising;
- the awareness and critique of communicative systems
as artificial constructs;
- understanding the social, cultural and functional
possibilities within the realms of real and simulated space, the public and
the private;
- collaboration; "knowing what you don't
know," looking at models of other team-produced design (advertising,
film making, architecture) that involve negotiation and accommodation,
complex technical processes, and the negotiation of consensus.(13) This, needless to say,
flies in the face of the designers' fantasy of artistic autonomy.
Also needed in the new design education are:
- a history that expands to include a social and
cultural development of media;
- and perhaps in contradiction to the last few points,
a more serious consideration of fantasy, surrealism, game playing, pranks,
simulation, bricolage and other forms of marginal subversion to map out the
spaces in between, the entrepreneurial possibilities as a source of
stimulation and creativity in approaching new media with a free hand.
Design redefined?
In Cyberidaho: the Reality
of What's Not Peter Anders speculates that
we will soon see "...a new breed of professional, a cyberspace
architect who designs...scenarios. The talents of the cyberspace architect
will be akin to those of traditional architects, film directors, novelists,
generals, coaches, playwrights, video game engineers. The job of the
cyberspace designer will be to make the experience seem real."(14) A somewhat more abstract
description appears in Richard Coyne and Adrian Snodgrass's article
"Problem Setting Within Prevalent Metaphors of Design":
"...by changing the dominant metaphors it is possible to redefine
problems in more readily addressed terms. So in switching from the metaphor
of design as information processing we may, for example, characterize
design as a process of enablement within a community of expertise...the
required solution may not be a technological one...What are the means of
collaboration? ...The practitioner does not come to a situation with fixed,
predefined problem statements, but undertakes investigation and engages in
dialogue through which appropriate metaphors emerge."(15)
There is not much in either of these descriptions that
fits in with the conventional job description for "graphic
designer." I have no doubt that graphic design will continue to be
produced, but whether or not "graphic designers" as we now know
them will continue to propagate is really what's in question. (Is the
historical definition of the graphic designer too tied to a specific
technology and ideology to expand beyond it?) And as speculative as both
the future job descriptions that I've just cited sound, I think they
represent conditions or ways of working that already exist, but which still
confuse because they co-exist with the older models - which is what I
think Drenttel and Greene were trying to describe last fall in Seattle.
I recently watched a friend apply, and get in, to film
school. She had to supply an essay describing her intentions, samples of
writing and scripts; samples of photographs, sketchbooks and videotapes. As
I watched her going through this process, I found myself wondering: now how
is this different from design?
I only want to add a point about the aesthetics,
actually, because I have gone on now for some time with this
generalist's reverie, an idea of radically broadening what might make
up the training of a designer, and I don't want to leave you with the
mistaken impression that there is nothing interesting left to do in visual
design, or that there aren't real things to be made in the world.
There are so many interesting problems: What combinations of word, image
and form will communicate in the not exclusively linear environment of new
media? The improvisation of comedy, the intuitiveness of jazz, the
branching narratives of hypertext, the cross-cutting of TV, the density of
advertising, the sampling of pop music, the endless windows within windows
of software itself?(16) These are all stylistic elements of a new syntax that we've
already seen but have only begun to take seriously now that we actually
have a technology that can utilize them.
In the last few years, a way that young graphic
designers resisted the Juggernaut of professionalization and the expansion
of social control through the mass media was to subject the public language
of design to a deconstructed, critical reading, which led so many to deny
the ability to use that public language at all. But a frustration with that
impasse has finally led some of those same critics to understand that the
representation (or "selling") of style, and the way that people
use style are actually two different things. As designers, we are beginning
to understand the multiple strategies that open up if we "embrace
style as a functional language."(17) The logjam over the preoccupation with specific form
may yield a more interesting dialogue on the subject of the variety of
visual languages made possible in this moment of expansion.
The train has left the station
While the challenges to graphic design and design
education posed by new media carry such great potential for the renewal of
design, we cannot pretend that this technological phenomena has been
designed, or is waiting, just for us. New media will go ahead without our
participation, which for many designers may be ok. The price of
participation may actually be the end of graphic design as we know it, and
the price of separation will probably be the maintenance of the "low
profile" of graphic design in the public consciousness. The risk
carried by the generalization of design education dedicated to new media
may be the exaggeration of a split between academia looking to the future,
and practitioners still preoccupied with skill and techniques and the very
real short-term pressures of running their businesses. Will the
practitioners be able to connect the problems that they are obviously
experiencing - articulated in so many ways in Seattle - with a new
definition of who they are looking for to join them in creating their work?
Will the educators be able to develop these generalists who somehow must
manage to specialize too? Can it possibly be done in four-plus two years of
graphic design training? Can we stand this almost generational split that
the ascendancy of the new media is forcing upon both sides of the
profession?
Who this new media will serve, who will have access and
control - these are even bigger questions that transcend our individual
efforts. That is why you find media news coverage on page one, or the front
of the business page of the newspaper, not in the cultural reportage. But
while these questions go unanswered, a culture is in the process of being
created. The American literary critic Larry McCaffery predicts that
"Cultural renewal will result when we have not only met the challenge
of co-existing with the beast of technologically driven change, but have
also learned how to dance with it."(18) The dance has no rules: some of the music seems awfully
familiar, but design educators and practitioners must be willing to stumble
all over themselves in this murky but most entertaining moment.
Notes
1. "Multimedia is a new L.A -S.F. Grudge Match:
Will the Recently Hatched Industry Nest in Northern or Southern
California?" by Amy Harmon. L.A.Times, 10/1/94, page A-1 and "Hollywood and
Technology; Welcome to Siliwood; Will the Convergence of the Creative and
Technical Lead to a Jobs Revolution?" by Amy Harmon, L.A.Times, 9/12/95, Page J-4.
2. Stewart Brand, The Media
Lab: Inventing the Future at MIT. Penguin, New
York, 1987. Page 5.
3. Ad in the AIGA Journal, Volume 13, 1995.
4. High Anxiety, presentation at the Seatle AIGA conference by Luanne
Seymour Cohen of Adobe Systems.
5. Michael Rock, "Introduction," AIGA Journal, Volume 13, No.1,
page 12.
6. "More than a Few Questions About Graphic
Design Education." The Design Journal, Volume 1, Number 2, pages 8-10.
7. For a more complete rendition of this story, see my
essay "Europeans in America" in Graphic
Design in America: A Visual Language History edited
by Mildred Friedman. Walker Art Center, Minneapolis, 1989. Pages 152-169.
8. Meredith Davis and Andrew Blauvelt, "Building
Bridges: A Research Agenda for Education and Practice" AIGA Journal, Volume 13, Number 1.
9.Jessica Helfand, "The Pleasure of
Text(ure)" in Six Essays on Design and New
Media, William Drenttel, New York 1995, pages
26-27.
10. Ibid., page 33.
11. Alan Kay, "Computers, Networks and
Education," Scientific American Special
Issue on Computers, 1994.
12. Ibid.
13. "...in architecture, there are not only
creative and technical processes, but a social one as well. You have to
negotiate conflicts, you have to identify where the areas of consensus are,
and so on. So, educationally, you have to provide people with the skills to
operate in the social arena, whether its is big software projects,
architecture, certainly film and media." William Mitchell interviewed
in "The ID Multimedia Forum" I.D. magazine, Volume 41, Number 2, March-April 1994, page
42.
14. Peter Anders, "Cyberidaho: the reality of
what's not," Design Book Review, Winter 1993, page 20.
15. Richard Coyne and Adrian Snodgrass, "Problem
Solving Within Prevalent Metaphors of Design," Design Issues, Summer 1995, Volume 11,
no.2, p.33.
16. This list is paraphrased from Larry McCaffery in
"Avant-Pop: Still Life After Yesterday's Crash" from After Yesterday's Crash: The Avant-Pop Anthology, Penguin, New York, 1995, pages xxii - xxiii.
17. Andrew Blauvelt, "Under the Surface of
Style" Eye,
Volume 5, Number 18, Autumn 1995, pages 64-71.
18. Larry McCaffery, "Avant-Pop: Still Life
After Yesterday's Crash" from After
Yesterday's Crash: The Avant-Pop Anthology,
Penguin, New York, 1995, page xvii.
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A Selection of Essays from Emigre Magazine

Ambition/Fear
By Zuzana Licko and Rudy VanderLans. Published in Emigre 11.

Neomania
By Anne Burdick. Published in Emigre 24.

Fallout
By Rudy VanderLans. Published in Emigre 30.

An Interview with Steven Heller
By Michael Dooley. Published in Emigre 30.

An Interview with David Shields
By Michael Dooley. Published in Emigre 30.

An Interview with Edward Fella
By Michael Dooley. Published in Emigre 30.

An Interview with Mr. Keedy
By Michael Dooley. Published in Emigre 30.

In and Around: Cultures of Design and the Design of Cultures Part I
By Andrew Blauvelt. Published in Emigre 32.

Discovery by Design
By Zuzana Licko. Published in Emigre 32.

In and Around: Cultures of Design and the Design of Cultures Part II
By Andrew Blauvelt. Published in Emigre 33.

An Interview with Rick Poynor
By Mr. Keedy. Published in Emigre 33.

Radical Commodities
By Rudy VanderLans. Published in Emigre 34.

Copping an Attitude
By Rudy VanderLans. Published in Emigre 38.

Graphic Design and the Next Big Thing
By Rudy VanderLans. Published in Emigre 39.

That was then, and this is now: but what is next?
By Lorraine Wild. Published in Emigre 39.

Graphic Design in the Postmodern Era
By Mr. Keedy. Published in Emigre 47.

Skilling Saws and Absorbent Catalogues
By Kenneth FitzGerald. Published in Emigre 48.

First Things First Revisited
By Rick Poynor. Published in Emigre 51.

First Things First Manifesto 2000
Various authors. Published in Emigre 51.

Saving Advertising
By Jelly Helm. Published in Emigre 53.

The Emigre Legacy
By Rudy VanderLans. Published in Emigre 56.

Sustainable Consumerism
By Chris Riley. Published in Emigre 59.
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