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What I really like about this video is the way they made it. To explain why this video is so good, I have to explain it in the language of movie makingf.
First of all, it is a single shot. There are no cuts. This itself makes it a challenging and the most obvious thing that people will notice. Even if someone is unaware of the references (And I showed it to some!), the thing they notice is that it is one continuous shot. If you look at the making, you realize that this is not an easy feat.
The Lighting in the movie is fantastic. It changes constantly to match the mood and feel of the final image. If you watch the making video, you will notice how the lights change and what they have to do to capture the mood. Specially for the “Creation of Adam” scene, they needed two people to jump in and add reflectors to get the golden feel. If you notice it carefully in the final video, you will notice exactly when the the reflectors come into action as there is a distinct change in tone.
Sound. The music is catchy, but I want you to point out the ambient noises they added into the movie. I am very confident (although not 100%) that the noises were added in in post. Typically in a studio you do not hear lights go off. But in the video you do hear a big light switch going on. Also when they turn on colored/filtered light you hear this noise. This is done for ambience and if the actual microphone had caught this sound, we would have heard the footsteps of people as well! What I am trying to say is that they deliberately added those to create a better effect.
I came across this video and got a nice reminder of the semiotics class. The coding in the attire and the video setup is a clear callout to the transgression they are about to perform. I have not heard the original song “Thunderstruck” by AC/DC, but even though I was not entirely aware of the Artworld they are directly evoking, I can’t deny their performance was electric 🙂
Just stumbled across this really interesting design yesterday, and thought I would share:
This design implies all sorts of really interesting lenses for critique: the hacking and reappropriation of commercial artifacts, commodification of government, civil liberties in a modern-day on-demand society, and even the notion that receipts are ridiculously wasteful (as anyone who has ever filled a prescription at CVS is no doubt aware).
Bonus: DRM Chair, a piece of furniture that self-destructs after 8 uses (listen for the clicks in the background!)
On Friday morning I found a funny thing on halpricebooks.com. Our very own Erik Stolterman’s book for quite a few pennies over what I’d seen before…
I am a little bit short on blog posts, so I am going to attempt to explain to you all how we can tell “Almond Branch Books” out of “New Hampton, NY” didn’t read Erik’s book, because from the one chapter I have read, this is the opposite of desiderata. It should be known, before we begin, this business is either A) incredibly typo prone, as all of their books listed are several hundred dollars, B) very bad appraising books (no offense to Erik) or C) laundering funds through a phony company. (After conversations with a friend who works at HPB, it looks like C is common and unfortunately, after a book is in someone’s possession they can charge whatever they want).
Desiderata includes aesthetics, ethics, and reason, or what we intend the world to be. Almond Branch Book’s (ABB) service design model is the design I will be critiquing. The company’s “felt need” to change of the listed book price to a grossly inflated number they desire is what Stolterman and Nelson refer to as a “dead end” as opposed to “next best steps”. They have dead ended themselves away from legitimate customers and entered into what can only be assumed as illegal activities in plain sight. “That-which-is-desired” or desireata is none of their concern.
The authors of The Design Way are wise. They know “desires are not all good… Over time, we learn to discipline the negative desires and live out the positive ones.” Possibly not enough time has passed for ABB to understand the difference between negative desire and positive ones. It would be a good idea for them to open the book of which they sell.
Later in the chapter, the authors state: “A created need is an imposed desire […] It is preformed and impressed upon a person in their role as consumer or end user, through persuasion or manipulation.” ABBs service design model is a clear manipulation of the online marketplace. The need for the book is obviously not successfully imposed on consumers, however if they were a laundering front, they are intending to look as though they do good business by blending into an online marketplace. A pedestrian consumer is definitely being performed and impressed upon.
The people of ABB should reconsider their service design model and actually get into an honest business. Hey, maybe they could actually sell books. As Stolterman and Nelson state: “…rather than allow our various problems to run our lives, we would be wise to approach the world from a design perspective and look to our desiderata for direction in our approach to intentional change.” The path to legitimacy is possible. If they desire to make more money than booksellers, they should look at their desire to make money and design an ethical solution to their problem.
Here is the seller’ s page: http://www.hpbmarketplace.com/stores/2a0b1b3a. Also, it should be known that hpbmarketplace.com is much like Amazon, individual sellers manage their own pages. I happen to love HPB stores and this post should not be mistaken as a stab at them as a business.
This are just 10 examples, however, if you want to go crazy, here is the link to my pinterest board where I am keeping my collection 🙂
Now, here are the examples:
Daniel Rozin’s trash mirror
Barbican rain room
A tilt of light by Eness:
The gates, @ central park NYC, by Christo and Jeanne-Claude
By Richard Serra (Thanks Dennis for the referral)
Qui est “IN”, Qui est “OUT” designed by London-based Yes We Can Architecture
Interactive installation by Chris Milk
Bâtiment (Building) is a mirrored installation by artist Leandro Erlich
Ai WeiWei handmade porcelain sunflower seeds
Cloud cities by Tomas Saraceno
Below are my ten museum examples and some explanation as to why I selected them.
H.R. Giger Bar and Museum (Gruyères, Chur, Tokyo, New York)
A bar/museum which immerses the guest into the artwork of H. R. Giger. I chose this because I really like Giger’s artwork and this is an opportunity to visit the worlds he has created. Where else are you going to get to sit right next to the Space Jockey?
Titanic, The Artifact Exhibition
Designed much like the Holocaust Museum in Washington D.C. each visitor gets a boarding pass and works their way through the exhibit in that person’s role. I chose this one, not only because I really enjoyed seeing these items that have been recovered, but it also made me incredibly angry when I left. In the gift shop, RMS Titanc, Inc. the only company which has ownership rights was selling coal they had brought up to the surface that was on the ship. When I saw they were selling artifacts, I immediately equated the exhibition to grave robbing.
Conner Prairie (Indianapolis)
A living museum where visitors become part of the environment. Actors see you as living in their time period.
Hotel 21c (Louisville, Bentonville, Cincinnati)
A hotel, bar, and art museum. Shows how contemporary art can fit into every day lives.
Shot by Warhol (IU Art Museum Exhibition)
Exhibition which primarily focused on Andy Warhol’s Photography and had a few other items, such as the Brillo Boxes and a Silkscreen. When I saw the Elizabeth Taylor silkscreen, I was really disappointed. When I see paintings in a book, they do not look as detailed and when I see something in real life, it comes alive. It looked just like the book when I saw it in real life.
Corvette Museum (Bowling Green, KY)
Exhibition showing the history of the Chevrolet Corvette. I like this one cause I have seen this collection many times and it has been in the news lately due to a sink hole swallowing several of the cars. The organization has announced before they send the damaged cars off for restoration, they are going to display them, as they are to show what all these cars have gone through and how they will return to their former glory.
The Children’s Museum (Indianapolis)
Hear me out on this one. I like it because it allows all visitors, not just children, the opportunity to see into the lives of past Hoosiers. In particular they have on display Ryan White’s boyhood bedroom and Mustang that was gifted to him by Michael Jackson. The Ryan White story was before my time, but it gives the opportunity for children to see into the life of someone who was just like them and thrown in to the limelight when people found out he was suffering from AIDS. It gives everyone the outlook that he was just a normal person, just wanting to be a kid, when the people in Kokomo, IN wanted to make sure that did not happen.
An American Legacy: Norll, Blass, Halston and Sprouse (Indianapolis Museum of Art)
The Indianapolis Museum of Art had an exhibit, which featured the fashion designs of Hoosier fashion designers. This exhibit showed that one does not have to be from New York or some exotic land in order to be a successful designer. I (sadly) was not able to go to this exhibit, but later found out that Stephen Sprouse grew up about 30 miles north of where I grew up. It is still my goal to own a Sprouse item in my lifetime.
The Vacuum Museum (St. James, MO)
If you are saying WTF, then my goal has been accomplished. Much like what Warhol did, the operators of the Vacuum Museum are going after the same idea. Take a mundane object and make it a piece of art. According to the website, they pride themselves with the fact every vacuum is still operational.
Henry Ford Museum (Deerborn, MI)
The Henry Ford Museum is just random. A really cool place to visit, but it is just one of those places that seems to have no flow and has everything you could think of. The chair President Lincoln was sitting in when assassinated is on display, same as the car President Kennedy was in when he met the same fate. These items are on display with items such as the first pre-fabricated house and a neon McDonald’s sign.
While I was looking through designs about food, Jared pointing out this collection to me. They are design glasses based off of the Seven Sins.
While in class we critiqued designs based on values and not functionality. I think these designs are very strong on design and not much on functionality. Though it would be quite the experience dressing up like the images and drinking from these glasses.
[I feel like a disclaimer should be put here. This argument is not fully thought out and may contain errors, fallacies, etc. At the very least this is an interesting gaming thing.]
TPP is a game of Pokemon Red/Blue for the Gameboy that is being played on the Twitch.TV steaming website. Through the chat, viewers control the character’s movements throughout the game world affecting everything from the path he walks to the choices made in battle. As of posting the game has been going for 6 days and 19 hours. Tens of thousands of people are viewing the game at any given time and a segment of that number are actually playing it. I’m not sure how many unique viewers are giving commands, but I’ll guess it’s at least in the thousands.
At the beginning of the game, the character’s actions were controlled in a first-come-first-serve basis. The chat entries were handled as they came. For a while this worked until the character got stuck in a maze room that is difficult enough to navigate regardless. Since then the creator has updated the game (I think, specifically, around day 3) to include two control modes: anarchy and democracy. In anarchy mode, the control system is as it was in the beginning. In democracy mode, a majority of votes is required to move the character after a given time period.
In either case, the game is pretty chaotic. Most of all in anarchy mode where one misstep, one person who decides to troll the game, can decide to ruin hours of progress with a simple command like “down” leading the character off a ledge that will take another day to get back on top off.
I think this is a critical design, whether the creator intended it or not. I think this design is speaking to the gaming community, a group of people who are often the perpetrators of chaos in the gaming world. TPP can be seen as a metaphor for the effect the gaming community has on developers. The massive number of people participating on this game, only a few of whom are contributing to the argument, is representative of the gaming communities reactions to the release of a new game. While some are content or are happy with the game as it is, there is a vocal group which is not happy and is actively attempting to derail the experience.
TPP brings to light the effects of those who want so badly for their voice to be heard. The trolls and haters that plague the community have an alive and active voice and the effect on the people who make the games is evident.
I don’t know if it is just me. Maybe it’s because one of the first things we are introduced when we started this program was good design in an industrial design perspective (like with the tissue box and door handles from IDP) but I’ve always thought of designers have to think of not just screens but also everyday things around us. In some cases, it is the combination of things around us and screens. When thinking about something to design, I tend to like to think of both. What I realized, when looking at our job descriptions for UX designer and Interaction designers, is that most company thinks of us as a purely screen-oriented designer (though there is the thing with different sized screens). This isn’t a surprise to me but I’m starting to be conscious of how separated some people think of us and that UX and Interaction design solely deals with screens. I don’t think I like that. I like working with things that go on screens but I also don’t want to think that that is ALL of our work. That makes it seems like screens are the only answer when there are a lot more possibility and potential. This really struck home when there was a talk at Interactions that was raising awareness that UX designers should work more closely with Industrial designers. That we don’t want things to just be screens because screens isn’t something that stay in people’s hearts. Objects are things that people tend to treasure.
Anyways, since we were talking about critical design recently and thinking about designing for a world that we want, it made me think of this area that has woken in me. While I doubt I’ll be doing critical design when I go into the workplace; it will probably be lots of screens, learning about critical design really has started making me aware of how the world is now and how, as a designer, I may like the world to be. I think, once this way of thinking has become more ingrained in me, it will effect the choices I make and the directions I take my designs and maybe one day, I may work on a project that moves the world towards “my” ideal.