Radis, Germinal, 228; Animate gynoids and broken keys

Thanks to Crystal for reminding me that the French Republican calendar twitter account (from where I purchased my calendar - the humorously named @sansculotides) tweet the day and associated flora each day so it's a good way of reverse-engineering the date. Today we celebrate the radish. Today we do not celebrate two weeks of the left-hand shift, alt and control keys not working on my keyboard. This is definitely a software problem which might be solved by resetting the SMC if that didn't require exactly those keys. I've run through all the hardware and software fixes I can find without doing that. Basically the only thing left to me now is to factory reset the computer and hope it fixes it, the battery also now lasts about two hours, when video calling, about half an hour and these are not great batteries to replace. So this is all a great time to move everything online.

I've clung on to this 2015 Macbook Pro since I got it (I don't own it, it's a university computer) and have resisted having it replaced, not only for environmental reasons but I genuinely believe late 2015 was the beginning of the end for Apple's generous approach to designing things. The very last vestige of an assumption of a broad constituency of users and uses needing some individual adaptability for multi-purposing. It has usable sockets; USB sockets I use constantly, an SD card slot I admittedly use only occasionally and an HDMI socket I use everyday. I can open up the back and replace the RAM and drive. If this thing is for the knackers yard then I guess it's either finding a refurbed 2015 I can upgrade myself or a PC. I've always liked the design of Thinkpads, but the issues around booting Mac OS on them seems more trouble than it's worth. Long live the late 2015 Macbook Pro and iPhone 5s, the last of Apple's good designs.

Enough prevaricating (one more - remember when new technology was actually exciting, rather than just vaguely disappointing? When we looked at new releases and went 'wow, that's so clever!' rather than 'why have they done that, that's annoying.' Remember when apps were fun? Ugh.) With the caveat to the enormous privilege I have. I've been finding the lockdown remarkably productive. I wake up at the same time everyday, I'm drinking a lot less, I sleep a lot better, I eat a lot better, I'm getting more done. There was always a kind of nascent guilt in getting home after work and just not feeling up to putting in more time on my own research and practice but now I feel more energised. So, what have I been up to with that energy? Looking at words.

Reading

I've been reading a bunch of things related to the PhD which have all been useful but some highlights here:

Lev Manovich's What is Digital Cinema? essay from the late nineties in which he writes that the encroachment of (at the time) manual computational techniques like CGI have made (or even possibly returned) cinema to a 'sub-genre of painting'. He argues that we find a kind of resting state of image production in human culture not in attempting to capture photorealism but in creating irreal visions and fantasy through the human hand. He suggests that the modernist drive for photorealism is a blip in this history and CGI and computational animation techniques offer a return to the potential of human imagination and away from the ‘indexical media technology’ of lens-based image capture. I like this idea a lot as in my writing it’s something I’ve struggled to find a viewpoint on; how to contextualise social media, propaganda, cinema, digital art and video games as a single site for designerly enquiry. Rooting them all in some fundamental process of envisioning or fantasising through image production might be a useful stance. Perhaps it’s useful to suggest that they’re all a genre of painting? It’s a quite a teleological, technical view but it’s neat. I like it when things are neat.

I chunked through the Animatic Apparatus by Deborah Levitt, recommended by Joel McKim. Levitt agrees with Manovich's notion that 'animation' as she calls it is the more fundamental form of human artifice, rather than capturing reality. By 'animation' she is not just referring to visual representation but the ways that human make other things animate. She draws extensively on theories around artificial life, from marionettes to gynoids and AI and aesthetic theories of beauty; this is super interesting strategically. In the way I interpreted it, she's trying to do the opposite of just about every other single thing in this area; rather than refining and treading over and over the Uncanny Valley as countless others do to try and pin down where 'animatic' forms become upsetting or alienating, she (again, my interpretation) is trying to define where things fall outside of it and attain beauty, their qualities and why we are drawn to them. This is a more theory-laden take on Alan Warburton's excellent work in this area.

Levitt uses the gynoid dolls from Ghost In The Shell; Innocence as a standing example throughout the text. In fact, a majority of the book is a very thorough analysis of the film, a long-time favourite of mine. I had no idea how many advanced references and complex intertextuality were in it before. In her interpretation, Innocence provides a way of seeing the 'animatic apparatus' as an aspiration for humans rather than the usual representation of animatic forms where they aspire to become human. She contrasts Innocence favourably to Spielberg's A.I. and its Pinnochio story in this regard. The characters in Innocence take cyborgs (in this case advanced, technical ones, I had no idea Donna Haraway was in Innocence, did you?) on their terms; as a kind of being in their own right. She uses some interesting theories on 'vitality forms' – the way that types of movements are precursors to the categorisation of emotions in the minds of infants – to develop this point. Similar, to Manovich, the message is kind of the same; consistently trying to create reality using these tools (the 'apparatus' including social tendencies) is to underestimate the potential of them.

I also finally cracked the spine on Mark Fisher's Ghosts of My Life since I'm apparently the only person that's never read it. The first chapter was great for my PhD, lots of great theory on how we relate to the future without name dropping philosophers, just some thoughtful insights. I read about half of it this week and did find it incredibly moving. His reflections on culture, music and himself are deep and meaningful and I get why everyone recommends it but it's the music bit I struggle with and knew I would. In lieu of philosophical references I'll never understand, it's riddled with musical references I've never heard of. I had to stop every few paragraphs to bring up a track or artist he was referencing. I think you need to be really into music to immerse yourself in it, or of his generation. Maybe someone's already made a playlist you can listen along to as you read?

Yesterday I picked up Mark Hansen's Feed Forward, read three pages and gave up. There's only so much media theory bogged in inaccessible philosophy I can take and I got bored and wondered off.

Anyway, today I'm DIY-ing the home office. Since we moved in last summer it's basically been the room where everything that has nowhere else to go lives. we were putting off doing it until this summer. But now, since I'm going to be in there everyday for the next however-many-months I've decided to make it presentable and a bit more usable. So, got some shelving and some paint and away we go.

Love you, bye. x

Vélar, Ventôse, 228; Reading GANs


Oh I had lots to talk about but to be honest I'm tired an a bit sad so I'll just dump some quick thoughts on a thing and leave you to your week.

Wes sent me this to read which he's featured in of course. It's all good but I was particularly there to read How Generative Adversarial Networks (GANs) Changed the Way we Look at the World by Lenka Hámošová. I appreciate a straightforward title and it's also a useful breakdown contextualising machine learning in the story of photographic forgery and propaganda-driven editing. Interestingly, the author also pushes at the idea of over-scepticism, that as well as the possibility for social manipulation through forgery, we may become overly suspicious of images that are in fact, unaltered. In my work on this subject I've drawn many of the same parallels; Stalin, photoshop etc etc but hadn't considered the idea that publics might wholesale distrust visual media as a result of its very production. For some reason I'm minded here of the sharpie issue when Trump altered a map of Hurricane Dorian's path with a Sharpie. Despite the obvious fraud (and Trump's ongoing fractious relationship with Sharpies) there appears to be an implicit notion that a direct connection between the author (Trump) and the artefact (the adapted map) implies truth while a digitally produced image without the hand of an author visibly present could be mistaken.

To be honest, there's not much more to the text than a description of the current state of play in the technology and a call for tools to interpret images produced by GANs. It's easy to speculate on dystopian visions of total distrust and then demand better tools for verification. I'm more interested in the wider social and human effects on visual culture.

Violette, Ventôse, 228; Falling through Earth

Hi. This is a short missive. I know I didn't do one last week but time just ran away with me. My sleep pattern has become incredibly erratic. Some nights I get three or four hours sleep, some times I crash out at like 7pm and just sleep straight through 12 hours. A couple of years ago I tried to train myself to need less sleep and just couldn't; I am an 8 hour sleep person and know that the key to good sleep is regularity. This also means I'm trying to drink less, normally I'm out three or four nights a week and I need to cut that down to a maximum of two or at least not drink every night.

I'm just going to post some links up and ahve done with it this week. I haven't read anything (because of the sleep thing) and you already know about the thing on Friday with natalie at the V&A? I learned about the Royal Game of Ur the other day which I guess is the world's oldest and longest-played game. There's a video from Tom Scott here on how the rules were kind of reverse engineered from correspondence hundreds of years after its first engineering.

Channel Recommendation

I already recommended this so it's not necessarily new but here's Standup Maths showing you how it wold take exactly 42 minutes and 10 seconds to fall through any object with the density of Earth, no matter how far you fell through. So weird.


There are so many good science communication channels out there I wonder what design and art have been doing wrong. I suppose 99% Invisible is about as close as you can get to a genuinely accessible and popular thing but it's still an audio podcast about design and there's something about the production values that I sometimes don't like; it's too shiny. I like Standup Maths and others because it's just someone who's really excited about something talking to other people about ideas. Should I do a design vlog?

I've been assembling a list of axioms I go by. I find I have quite a well self-articulated ruleset on how and why I do things which makes my life quicker because I hate prevaricating and waiting.

Marbre, Nivôse, 228: How do you know if you produced knowledge?

Sometimes it’s hard to think big when your weekly ambition is just to read all your emails. I tweaked the design of this thing again. Blogger's current favourite thing is not saving HTML changes so I have to edit offline then 'restore' the HTML. It’s been a few weeks since the last post and now we’re in a glorious new Gregorian decade so this is a long one, sorry.

There’s still a lot of these 'decade/year in review' things going out on the social networks where folks list what they consider to be achievements over the period. I won't be doing one, I feel pretty divided about them. It feels vainglorious, boastful and my internal logic suggests that getting things done is in and of itself the validation rather than having other people acknowledge that you did it. On the other hand, it’s been really nice reading all the incredible things that people have been up to in the face of what to many has been years of adversity and struggle. I don’t know. If you know me well you know that I feel ‘sticky’ about talking about my own work. I don’t like it because a) if it was any good it would speak for itself b) if it’s not good then it’s not worth talking about and I’m just taking up airspace from people doing good work which is why (barring one attempt) I never do these year/decade in review things. Anyway, moving on from thoughts that will inevitably land me in trouble on twitter dot com forward slash replies…

Upcoming: Reciprocal Studio - What if Our World is Their Heaven?


Today Natalie and I are starting teaching one of the Reciprocal Studios for MA Graphic Media Design at LCC as Haunted Machines. These are small, short and directed specialist briefs run by creative practitioners that the students can sign up to. We’ve decided to run it about automated image production and the imagination, inspired heavily by the work of Joel McKim but using Carl Di Salvo’s strategies for designerly responses. We’ll do our best to document outcomes and process as we go on the Irish microblog and Instagram (there’s no Haunted Machines Instagram, you just have to follow us as individuals).

How do you know if you produced knowledge?

I’m putting together the ‘methodology’ bit of my PhD. 'Methodology' is such a vague word but I’m summoning the courage to look at the work I’ve been doing the last three years and ask why I did it that way. At some point I decided that speculative and critical design wasn’t doing what I wanted intellectually as far as furthering discourse goes. But I’m forced to consider why I chose to switch into a more artistic approach as in Augury, Finite State Fantasia and Charismatic Megapigment. I’m pretty comfortable describing and arguing about how it’s still ‘designerly;’ I’m always considering legibility of communication, the audience’s needs and experiences and using technical strategies to steer thoughts and behaviours. And in terms of 'research for design' I subscribe to the idea that we learn from doing and I can talk more authoritatively about, for example, machine learning, by actually making something that plays around with machine learning than speculating on it at some intellectual and technical distance.

But then why is this artistic, installation-style approach of Augury, Charismatic Megapigment and Finite State Fantasia effective at engaging audiences. Some of the speculative design work I’ve done is quite measurable – it went into policy papers, was presented at the Hour of Commons etc. So why does weird-tech-art feel better. I put it out on Irish microblog Twitter dot com and got some nice responses when I asked if anyone knew of ways of measuring the impact of critical practice. A couple of folks got back in touch saying that it’s about how things influence the zeitgeist, enter the canon or start to steer conversation. I think this is perhaps the right lead so Ill head down that rabbit hole for a while. I got some good links to things as well which I’ve listed here:
I also figure I should chuck in Matt Malpass' Critical Design in Context and Carl Di Salvo's Design and the Construction of Publics as brilliant sources. Steph suggested that impact/change assumes a testable hypothesis which I can see a problem with when it comes to critical creative practice, but these projects are in some way hypothesised. For instance, to take Augury, a hypothesis might be; 'Can we have a different type of conversation about machine learning if we talk about it as a semi-occult thing in the context of thousands of years of occult practice?' How then, can I test that hypothesis; of course standing in the gallery led to conversations, and it got a little traction in articles and blogs, but does that change the cultural assimilation of machine learning?

It's much easier to blog about this stuff than write it up academically, that's for sure.

Voyager

I made some slow progress on Voyager over the break. Now that the Arduino knows where Voyager is relative to its position on Earth, the next stage is getting the Arduino to know where north is so it can make sure it’s pointing the right way. To do this I’m going to attach a BNO055 to the arm of the sign so that it will know what way it’s facing and at what angle it is. This is most important for when it first turns on and perhaps running occasional checks for drift.

Of course there’s always a little problem. In the image you can see the BNO055 using pins A4 and A5 for I2C communication with the Arduino Uno. I’d assumed that it would be the same pins on the Rev 2 (which I thought was just an Uno with a WiFi chip) but no, it actually has two special pins near the top of the digital pins for I2C stuff. So that was a few wasted hours trying to figure that out. The second problem is calibration. This takes a long time and requires moving the board around every time it turns on. Luckily Bohle Bots is a library that actually stores the calibration to the Arduino’s memory once done. Now that's all done I need to actually start making the thing so I can figure out where all the components will go and begin working on the motors. That's probably a little way off though, there's a lot of other things to do first. 

Things I learned this week:

  • I’m at the bit of the philosophy podcast about Jewish Andalusian ethics which is really good. I just heard all about Bahya Ibn Paquda (1050-112) who wrote the ‘Duties of The Heart’ which was a curiously accessible book on Aristotelean ethics in the context of the revealed Jewish texts. 
  • My commuter bike has a Sturmey-Archer coaster brake hub on it which hasn’t been shifting properly for the last few months. I finally decided to give it a look over and discovered that the cable just wasn’t moving in the housing. Easy enough to replace but along the way I learned that brake and gear cables are teflon-coated. So that was new. Not important, but new.
  • I went out for the first ride of the year at the weekend, intending to do the 80 mile loop from my place to Box Hill and back. What i learned was it was very cold. Which was fine once I got going. However, for some reason, the bolts holding the cleats on my right shoe protrude a little too far into the shoe and were literally conducting cold into my toes so they were numb for 41.9 miles. Again, not super interesting but true. I need to put some spacers on that little guy. 

Channel Game Recommendation

Amazingly, I haven't been on the YouTubes much over Christmas so don't have a new channel recommendation. I finished up playing This War of Mine and I don’t think I’ll go back for a second game. The game focuses on a group of survivors in a war-torn city and involves a mix of scavenging, crafting and occasionally fighting. It was really good at the beginning but a bit like with other resource management games, the middle-end is pretty repetitive. Once you’ve got your shelter set up and have all your crafting gear it’s mostly just a rinse and repeat job to manufacture and trade stuff. Also, the game is quite long for that amount of repetitiveness. So, on the recommendation of the Internet and Wes I went in to buy Disco Elysium for my Christmas game and HOLY SHIT what. a. game. 

I genuinely struggle to think of an indie story-driven RPG I’ve been so engaged with. It’s a small but super-rich world, everything appears to have meaning and connection, the writing is wonderful, the gameplay is tense and the world is weird af. You play an alcoholic, amnesiac detective in a surreal China Mieville-esque fictional city where you’re trying to figure out who killed a man who’s been hanged behind your hotel and also who the hell you are any why you tried to drink yourself to death. The character development works on different parts of your ‘self.’ Things like logic, rhetoric, drama, composure, electro-chemistry, empathy, reaction speed etc. What’s more, these different parts are also characters in the story, intervening in conversations to talk with you or bicker with each other, meaning that you most often fail to trust your self in the way that you make decisions. It’s a bleak, funny, horrifying, surreal and wonderful game which I can’t recommend enough. It's probably about 30 hours all in to get the full experience, so if you've got a couple of evenings, get on it. Amazing.


Chou-fleur, Frimaire, 228

Hi, I'm doing well in carving out time to think, work and make things. I started a little vanity project yestertoday which is in embryonic stages but should give me an opportunity to learn some new stuff. I'll try and blog it up and put it on Instagram stories. It's not particularly conceptually clever but I just happen to have the bits lying around at the moment. In the picture you see a 9-axis accelerometer/gyro/manetomoeter (I forget the acronym for these things). This project needs to know exactly where it is on the Earth's surface to work. Today a Wi-Fi shield is arriving. I leave it up to you to guess.

Formafantasma again, this time about knowledge

Following on from my diatribe on Formafantasma last week, which might be best summarised as ‘why make a chair about e-waste?’ It was useful to crack the spine on The Routledge Companion to Research in the Arts at the weekend. In the second chapter ‘ Pleading for Plurality’ by Norwegian academic Søren Kjørup there is a careful, though somewhat dated analysis of the different ways in which ‘artistic’ research (broadly defined so as to include other forms of creative practice) creates and disseminates knowledge. Here he discusses the work of embroider Hans Hamid Rasmussen who produces textiles that examine ‘intercultural experiences.’ Kjørup points out that the knowledge created in this process is two-fold; first a communication of those experiences and secondly the development of those methods of communication or as he puts it; ‘[Rasmussen’s] works not only claim that ‘intercultural experiences are like this’, but also that ‘intercultural experiences may be expressed like this’.’

This conforms well to Christopher Frayling’s 1993 categorisation of research through, for and about art. Rasmussen uses his art to talk about intercultural experience (through) but also developed new means of communication (for). These are categorisations that we are relatively used to. That the process of creative production uncovers new knowledge on the subject but can also push the whole field forward by demonstrating ways in which that knowledge is produced. However, though Kjørup takes about Rasmussen’s contribution to the field of embroidery in regard to talking about issues like ‘intercultural experiences’ doesn’t follow up with why this is a good way of communication. Suggesting ways in which an abstract notion like intercultural experiences may be expressed could be rather simple since they could be expressed in any number of ways across media and form but the value of this research is surely in discovering and sharing what media or forms are most appropriate and effective.

It is perhaps telling for this critique that Kjørup refers to the word ‘expression’ while I use ‘communication.’ Perhaps this is another separation of a designerly approach from an artistic one; consideration of audience. I might express an idea in any number of ways if the comprehension of the audience is secondary to finding a means of expression based on other criteria, for instance, dynamism, critical craft or tradition. However, where the audience’s comprehension is the primary aim then I need to think about appropriateness and accessibility and evaluate why ‘expressing [communicating] something this way’ is most effective for my objective.

This is where Formafantasma’s Ore Streams chair again becomes another useful example. If I, with a designerly mindset and sure in my understanding of my role as a designer, were to embark on a project aiming to engage an audience in discussion of issues of e-waste, I would not make a concept chair. I might consider making a viral video since these travel well and can be viewed by millions. I might consider using design-led policy development methods to affect local and national change through lobbying and appropriate use of data. I might even conduct an investigative project and find interesting and clear ways of visualising it for use by others in similar enterprises. Fortuitously, this approach was validated at the weekend when Kate Crawford and Vladan Joler’s were awarded Design of the Year for ‘Anatomy of an AI’ - an investigative visualisation of Amazon’s entire AI ecosystem.

However, I could reevaluate my critique of Ore Streams with the question ‘who was the audience?’ It’s quite possible that Formafantasma were not interested in a piece of mass communication so much as using their significant platform within the boutique design world to engage a specific audience of other designers, design critics and journalists. The earlier iterations of critical design [image] were for this purpose too after all. The idea of engaging practitioners and theorists in critical practice was to help them think better about their own practice as an educational and research tool. (Tangentially, this is why I’ve never had a good response to the ‘isn’t it just design for designers?’ question because, well, yes, it is. That was always the idea.)

Kjørup returns to Rasmussen’s work with the regrettable conclusion that the knowledge that Rasmussen produces and shares is ultimately read by others in the write-ups of the project he does that accompanies his work. The embroideries themselves are read by the research community as part of the process of uncovering knowledge that is ultimately validated only once written down. This tension between the formalism of the natural sciences and the plurality of creative subjects is the thrust of Kjørup’s chapter which he examines by demonstrating the value of the plurality of ways in which knowledge is generated through creative practice.

In doing so he introduces the taxonomy of Willhelm Windelband’s new terms of ‘nomothetic’ and ‘idiographic’ sciences. ‘Nomothetic sciences are the ones that search for general laws… as most of the natural sciences [but] even a humanistic discipline like history.’ While ‘…idiogrpahic disciplines are the ones that study these subjects in their specificity.’ Here there is another way of examining Ore Streams; it does not seek to establish general laws or frameworks like a policy design piece or a stunning work of infographics, but for Formafantasma to explore their own (and those of their immediate peers’) practice in the context of the general knowledge/laws/frameworks of e-waste.

Kjørup neatly summarises the value of these debates in his notion that artistic (etc.) research is ‘pre-pardigmatic.’ We do not have a Newtonian or Aristotelian framework for artistic research that is ‘sufficiently unprecedented to attract an enduring group of adherents away from competing modes of scientific activity’ and is ‘sufficiently open-ended to leave all sorts of problems for the redefined group of practitioners to resolve.’ (Quoting Thomas Kuhn, The Structure of Scientific Revolutions, 1970, p.10) Interestingly, while summarising how paradigms bring ‘values’ to science he reiterates Thomas Kuhn in his note that ‘science should or (need not be) social useful.’ This is an interesting formulation of the idea that science should be socially useful or not at all with the implication being that it should not be socially destructive. By the scientific values that dominate conversations o knowledge creation, Ore Streams is certainly not socially destructive, so my critique of it could also be flawed by assuming that all creative endeavours have to be socially useful to have had their knowledge made valuable.

The pre-paradigmatic nature of research in arts and design (although I would argue that Frayling’s work is pretty paradigmatic) makes considerations of how knowledge is generated, for who and by what means it is evaluated still worthwhile and contentious in a positive way as the paradigm might be formed at a time when social issues of inequality, accessibility and privilege feature prominently in discussions of knowledge.

Cormier, Brumaire, 228

I’ll confess to sinking more time into the Playstation than I should at the moment, something about these early dark evenings. I’ve decided to lay off Death Stranding until I’ve done a big chunk of other work I can reward myself with. Did you see that Valve announced a new Half-Life? But the thing is only going to be VR and probably on Steam's own platform? Millions of people hesitantly let out a sigh of relief they've been holding for 15 years this morning. Still it's a good technique to push us all into VR gaming.

decline.online is still working. Remarkably. I went to visit it to see how messed up it might be but most of it, apart from the Air Quality indexes, were all there. I’m going to spend some time at Christmas improving it, adding new data sources and figuring out a better scrolling mechanism.

WTF Targeting

I came across this fascinating targeted post on Instagram from a housing developer. I suppose the targeting is pretty easy to figure out: As a recent homeowner I’m still targeted by things related to a search history of someone who has recently bought a flat. The image falls easily into the remit of rendered development images we’re used to and isn’t anything particularly remarkable in that regard. It has that aesthetic that we might call ‘instructions to photons.’ From a distance it appears real enough but the execution is all wrong: As usual, the selection of render ghosts have light coming from different directions, the lack of contact shadows and ambient occlusion means they appear to float just in front of the image, they have no reflections in the glass. The textures on the black metal and paving slabs repeat too regularly and are too clean to be believable. It’s as if you’ve taught someone how light works really well but they’ve never visually experienced it.

I’m used to seeing these images and have talked about them quite extensively. To be honest, I find them remarkable in their unremarkableness. An aesthetic of rushed imperfection against the noisy ur-reality of CGI cinema has been normalised. However, I then read the text:

Join us in Chinatown for the launch of our brand new development on the 26th November. Chinese experts will be on hand 6pm-9pm. Discover more about life in an unrivalled, Zone 1 location. RSVP to confirm your place.

Well goddamnit if that isn’t the most remarkable little bit of marketing guff I’ve ever read. Let’s unpack the obvious errors and park some of the further questions they open up:

  1. Tottenham Court Road station is not in Chinatown. It’s arguable that it’s at the North-East corner, but even according to Chinatown’s own map, it’s nowhere near.
  2. The follow up question is then, why is Chinatown the point of appeal and not Soho which is geographically more proximate?
  3. So in that case what are ‘Chinese experts’? Are they Chinese folks who are experts in London or London folks (Chinese or otherwise) who are experts in Chinatown? And why would you need that?

Anyway, I'm in the midst of trying to do some digging to find answers. I spoke to Wes about it and suggested the text was fil-in-the-blanks algorithmically generated. He reckons it's just a bad intern and Instagram thinks I'm a Chinese oligarch. Either way, I figured the reason it struck me is it's basically spam mail. There's no attempt at sophistication or individuality. It's just a meaningless sentence that for one very specific group of people (that I'm clearly not in) will make sense. The transaction cost for the developer is so low that for every 10,000 people that see this, they just need 1 to click so they can afford to be completely nonsensical to 9,999 people.

Attitude, Formafantasma, Art and Deisgn.

I started reading Alice Rawsthorn’s Design as an Attitude at the weekend. I never read her columns but like anyone in design am deeply aware of her significant and positive impact in the field. The book seems to offer a pretty coherent overview for folks from design and perhaps even non-design fields of the shift from functional or decorative practice of the industrial eras to ‘attitudinal’ practice, drawing on Maholy-Nagy’s notion of design as contributing to social good and ‘being generally resourceful and inventive.’ It’s not pitched super high and it is littered with great historical and contemporary references so it’s definitely going on my student reading list.

However, something in it is making me uncomfortable; I often run into a problem with these texts, conversations and exhibitions where the sense of the subject doesn’t align to my own. Perhaps it’s where I sit at an intersection of media theory and media art and design ‘thinking’ and that needs some reconciling with design literature but to me Rawsthorn’s book (so far) draws heavily on the materialistic version of design that litters Salone, Clerkenwell Design Week, Dezeen newsletters and Instagram. She spends the opening chapters of this book exploring design's journey form the crafts to industrial production, through decoration and now into critical practice but with little reference to how the methods and intellectual frameworks have changed: From ceramics to machines to recycled furniture but with (so far) no reference of piecework, Fordism, cybernetics, ecological theory and even design thinking as the theories with which these practices were/are in dialogue.

To explore an example of this division, which reductively could be seen as a focus on practice at the cost of theory; almost every chapter (sometimes every page) in Rawsthorn’s book (so far) makes reference to Formafantasma. I have no particular issue with this apparently renowned studio I’d never heard of until about six months ago. I really like their work, I think it’s clever, challenging and insightful. However, in the long established discourses of critical technology and media studies I’ve been engaged with throughout my career they just don’t figure - not in exhibition, conversation or text despite their clever exploration of critical technological issues like e-waste. This isn’t in anyway to undermine the importance of their work but simply to say that there is a very apparent dissonance in orientating points which – looking at Formafantasma’s follower count – would imply it’s more my ignorance than anything else but nonetheless speaks of a design world that is not acknowledged in this book.

In the design world of Formafantasma's value often seems to be captured in the production rather than the process. What I mean here is that the object itself is the thing to be celebrated as a sort of idol of intellectual enquiry. Time and effort is invested in perfecting the aesthetics of a product to slide it into the high-end world of luxury design. This is a clever subversion but at the same time undermines the criticality of the work: The response is; ‘oh you made something beautiful and it says something’ rather than ‘oh you created knowledge which we can now use to improve the human condition.’ This fetishisation of design outcomes occludes the intellectual frameworks, varied, complex and contested though they are that design has birthed through an understand of materials and how these frameworks are applied elsewhere. It makes these designs remarkable and headline-worthy but the knowledge they produce unreachable.

Formafantasma's Ore Streams. Found with the caption 'formafantasma uses electronic waste to create office furniture concepts' on Designboom (2017)
Formafantasma’s work remains highly exclusive in its audience of European design students and bloggers. Take, for example, Ore Streams. It’s clear from first glance that the primary consideration is aesthetic. Clean, beautiful, viral aesthetics in concept furniture are a great way to bring people in to the ideas of the project, but the subject and issue is still beyond reach. It tells me nothing about what I can do about e-waste, no data about my devices or products or organisations I can go to. There are a series of interviews on the project's website with almost entirely white male academics and industry leaders prevaricating on the issues but no clear designerly guidance on how to improve the social condition that Rawsthorn stipulates in her introduction as the responsibility of design.

Going back to this idea of production versus process, Rawsthorn mentions Fixperts (now FixEd), another design-led organisation dealing with e-waste. However, rather than focussing on a high-end engagement with the boutique design world, Fixperts develop iterative policy, education and technical methods and interventions that engage ‘publics’ in a real way with e-waste. Again, Rawsthorn mentions these folks so it’s no criticism of the scope of her work, but Fixperts (so far) get none of the careful analysis of Formafantasma; their work is brushed over as simplistic and functional.

Again and again, I don’t want to criticise Rawsthorn’s excellent work here but there’s a mismatch in what design is in my perception. So far, the book has made little reference to the significant impact of service and policy design methods in impacting e-waste at governmental and corporate levels or the work of critical and investigative practitioners in unveiling and communicating systems which produce e-waste. I would argue that these processes are firstly much more ‘designerly’ in their approach of design as investigative and probing tools and secondly much more impactful than the work of Formafantasma.

Rawsthorn ends this chapter by glossing over the art/design argument. That's fine; I’m not particularly interested in this argument either. When it comes up I tend to dismiss it as I find the distinction relatively meaningless so I agree with her rhetorical question that ‘does it matter whether a piece of work that explores a theme equally adroitly is described as art or design?’ However, there’s an insistence at this point in the text that Formafantasma’s projects epitomise a design ‘attitude’ because they are functional and something is understood about design in their production. But this function and understanding is incredibly exclusive. Formafantasma themselves have begun to understand something of the design process in the production of their work but they’ve done a terrible job of communicating that understanding. A beautiful concept chair made from e-waste tells us nothing about the financial systems that perpetuate e-waste’s production nor does it provide a pragmatic, scalable solution, nor does it expose the means of its production. And their chair is functional only theoretically; I doubt they’d allow you to perch on it for a break while stomping around Salone for hours on end. Its function is a statement piece in the context of an incredibly wasteful luxury design industry. Ore Streams is an idol to Formafantasma’s own exclusive understanding of the work that bears little of the generosity and clarity of what I understand design to be. In this I would make the argument that it sits more firmly in the art camp - exclusive both physically and intellectually; requiring an aesthetic sophistication (read: level of understanding) in its audience to insinuate meaning and a physical proximity to examine.

I guess this leaves me looking at my own hands a bit. The work I’ve done in the last few years; Charismatic Megapigment for example, which I’m trying to figure out how to write about, is also exclusive. It can stand in for any of the art projects I’ve done recently; exclusive, elusive, intellectual. I’m quite open about this and I call it ‘art.’ I make these projects because I want to learn more about the technical and intellectual processes behind, in this instance, robotics, machine learning and working with a proper fine artist. I don’t consider it a communicative piece in the same way as a great piece of data visualisation or even a policy document – it’s not meant to be generous. This doesn’t relegate it or promote it above designerly practices but I certainly wouldn’t, in a discussion on designerly, publicly meaningful and impactful discourse on greenwashing, hold it up as an epitome, (except for selfish reasons).

Charismatic Megapigment draws on the same mechanics as Ore Streams for engagement with subject and audience and in the use of a designerly (read: inventive, resourceful, methodical) process for production, and maybe a handful of people were impacted by it, but that’s not what it’s for and I would feel uncomfortable pitching it that way.


Gee, thanks for getting this far

That was exhausting and still not quite right but perhaps has helped me untangle this knot of practice a bit. Even just a slight budge is good.