Convergence and divergence

Telecommunications, media, and computation converge. What makes

the convergence possible and necessary is a combination of

factors united in the necessity to reach efficiency appropriate

to human practical experiences at the global scale of existence

and work. It is within this broad dynamics and inner dynamics

that design ascertains itself as a force for change from the

civilization of literacy to the civilization of many, sometimes

contradictory, literacies. A shirt used to be mere clothing; the

T-shirt became, in view of many concurrent forces, a new icon, a

sui generis medium of communication. The commercial aspect is

obvious. For example, each university of certain renown has

licensing arrangements with some manufacturer who advertises the

name on the walking billboards of chests, backs, and bellies. The

T-shirt effectively replaces wordy press statements and becomes

an instance of live news. Before Operation Desert Storm got into

full swing, the T-shirt already signaled love for the troops or,

alternatively, anti-war sentiment. Magic Johnson's admission that

he had tested HIV positive was followed, less than two days

later, by the "We still love you" T- shirts in Los Angeles.

The quasi-instantaneous annotation of events is in keeping with

the fast change of attitudes and expectations. Institutions have

inertia; they cannot keep up with the rhythm of the times. The

news, formed and conveyed outside the institution of media,

reads as a manifesto of immediacy, but also as a testimony to

ephemerality. We actually lose our shirts on the immediate, not

on the permanent. Design projects this sense of immediacy and

ephemerality not only through T-shirts or the Internet. The

house, clothes, cars, the Walkman, everything is part of this

cycle. Is design the cause of this, or is it something else,

expressed through design, or to which designers become

accomplice? The shorter fashion cycles, the permanent renewal of

design forms, the 30-second drama or comedy of

advertisement-more appropriate to the rhythms of existence than

never-ending soap-operas-the new VLSI board, the craze for

designer non-alcoholic beer or low-fat pork-all testify to a

renewal speed met by what seems an inexhaustible appetite on the

side of our current commercial democracy. The refresh rate of

images on our TV sets and computer monitors, predicated by the

intrinsic characteristics of technology and human biology, is

probably the extreme at which cycles of change can settle.

To take all this with enthusiasm or trepidation, without

understanding why and how it happens, would contradict the basic

assumption pursued in this book. The pragmatic context of high

efficiency is also one of generalized democracy, extended from

production to consumption. The ubiquitous engine driving the

process is the possibility, indeed necessity, of human

emancipation from all possible constraints. The experience of

design acknowledges that emancipation from constraints does not

ultimately result in some kind of anarchic paradise. The right to

partake in what human experiences generate often takes the form

of taste that is equalized and rendered uniform, and of

ever-expanding choices that ultimately turn out be mediocre.

As a reaction to the implicit system of values of literacy,

related to limited choices, illiterate design expression does

not impose upon the user in design, but involves the user in

choices to be made. In this way, design becomes an indicator of

the state of public intelligence, taste, and interest. It also

points to a new condition of values. The indicator might not

always show a pretty picture of who we are, and what our

priorities are. The honest interpretation of such an indicator

can open avenues to understanding why the Walkman-which seems to

seduce people by an ideal of insulation from others-has the

success it has, why some fashion designs catch on and others

don't, why some car models find acceptance, why movies on

significant themes fail, and why, on a more general level,

quality does not necessarily improve under circumstances of

expectations in continuous expansion. New thresholds are set by

each new design attempt. The wearable computer is yet another

gadget in the open- ended development that unites evolution and

revolution.

The need to achieve high levels of efficiency corresponding to

the current human scale is probably the aspect most ignored.

Efficiency, pre-programmed through design, confirms that human

involvement is expensive (do-it-yourself dominates at all levels

of design), and service more profitable than manufacturing in

developed countries. None of these solutions can be taken

lightheartedly. After all, design bridges to the future, and to

bridge to a world of depleted resources, destroyed ecology, and a

mediocre human condition is not necessarily a good reason for

optimism. The goal of reducing human involvement, especially

when the human is forced into exhausting and dangerous

experiences, is very attractive, but also misleading. To reduce

human involvement, energies different from those of an

individual involved in experiences of self-constitution as a

user need to be provided. Faced with the challenge posed by the

dualistic choice expectations vs. resources, designers often fail

to free themselves from the literate ideology of dominating

nature. Fortunately, design based on co-evolution with nature is

gaining momentum. So is the design of materials endowed with

characteristics usually associated with human intelligence.

The inherent opposition between means and goals explains the

dynamics of design in our time. Extremely efficient methods of

communication lead to information saturation. New methods for

designing result in an apparent overabundance of artifacts and

other products of design. It seems that the driving force is the

possibility to practically meet individual expectations at

levels of productivity higher than those of literacy-based mass

production, and at costs well below those of mass production. The

challenge-how to maintain quality and integrity-is real and

involves more than professional standards. Market-specific

processes, probably well reflected in the notion of profit,

affect design decisions to the extent that often human practical

experiences in the market result in under-designing or

over-designing negotiated items. Changing expectations, as a

consequence of rapidly changing contexts of human experiences,

affect the design cycle even more than the production cycle. The

ability to meet such changes by a built-in design variability

is, however, not only a test of design, but also of its implicit

economic equation.

Enormous segments of the world population are addressed by

design. This fact gives the design experience, taken in its

entirety, a new social dimension. Against the background of the

opportunity to fine-tune designs to each individual without the

need to build on expected literacy, the responsibility of such

an activity is probably unprecedented. Whether designers are

aware of it, and able to work within the boundaries of such an

experience, is a different question.

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