Designing the virtual

The experience of design is one of signs and their infinite

manipulation. It takes place in an experiential context that

moved away from the object, away from immediacy and from

co-presence. Some people would say it moved from the real,

without thinking that signs are as real as anything else. When

pushing this experience to its limits, the designer lands in

imaginary territories of extreme richness. One can imagine a city

built underwater, or a spherical house that can be rolled from

location to location, devices of all kinds, clothing as thin as

someone's thought, or as thick as tree bark or a rubber tire.

One can imagine the wearable computer, new intelligent materials,

even new human beings. Once the imagination is opened to fresh

human endeavors-live in an underwater city, wear the lightest or

heaviest clothing, interconnect with the world through what you

wear, interact with new, genetically engineered humans-virtual

space is opened for investigation. Regardless of how a virtual

experience is made possible-drawings, diagrams, combinations of

images and sounds, triggered dreams, happenings, or the digital

embodiment of virtual reality-it escapes literacy-based

constraints and embodies new languages, especially synaesthetic

languages. In fact, if design is a sign focused on the practical

experience, the design of virtual space is one level beyond,

i.e., it is in the meta-sign domain. This observation defines a

realm where the person frees himself from the structures

characteristic of literacy.

In virtuality, the sequentiality of written language is

overwritten by the very configurational nature of the context.

Reciprocal relations among objects are not necessarily linear

because their descriptions are no longer based on the

reductionist approach. This is a universe designed as vague and

allowing for the logic of vagueness. Within virtual space,

self-constitution, hence identification, no longer regards

cultural reference, which is literacy-based, but a changing

self-reference. All attempts to see how a human being would

develop in the absence of language could finally be embodied in

the individual experience of a being whose mind reaches a state

of tabula rasa (clean slate) in the virtual. That such an

experience turns out to be a design experience, not a biological

accident (e.g., a child who grew up among animals, whose

language fails to develop and whose behavior is uncouth), is

relevant insofar as freedom from language can be investigated

only in relation to its consequences pertaining to human

practical experiences.

Virtuality is actually the generic reality of all and any design

practical experience. From among the very many designs in a

state of virtuality, only a small number will become real. What

gives one or another design a chance to transcend virtuality are

contextual dependencies within any defined pragmatic framework.

Designers do not simply look at birds flying and come up with

airplanes, or at fish swimming and come up with boats or

submarines. There are many design experiences that are based on

knowledge resulting from our interaction with nature. But there

are many more that originate in the realm of humanity. There is

nothing to imitate in nature that will lead to the computer, and

even less that will lead to designing molecules, materials, and

machines endowed with characteristics that allow for self-repair

and virtual environments for learning difficult skills. Design

in the civilization of illiteracy relies foremost on human

cognitive resources. Experience, like most of the practical

endeavors of this pragmatic framework, becomes predominantly

computational and disseminates computational means.

Design human praxis, as the dominant factor of change from the

pragmatics embodied in manufacturing to the new experiences of

service economy, effected differentiations in respect to means

of expression and communication, in respect to the role of

representation, and to our position in regard to values. The

electronic data storage and retrieval that complements the role

of print, and progressively replaces it, results from the

experience of design supported by fast and versatile digital data

processing. When, at the social level, representation is

replaced by individual activism, and by the militancy of

interest groups, we also experience a diffusion of politics into

the private, and to a certain extent, its appropriation by

interest groups assembled around causes of short-term impact

that keep changing. This change effects a shift from the

expectation of authority, connected to literacy-based human

experiences, to the slippery authority of individual choice.

The designed world of artifacts, environments, materials,

messages, and images (including the image of the individual) is

a world of many choices, but of little concern for value. Its

life results from the exercise of freedom to choose and freedom

to re- design ad infinitum. Almost everything designed under

these new pragmatic conditions embodies expectations associated

with illiteracy. The object no longer dominates. The impressive

mechanical contraptions, the engines, the shift systems,

articulations, precious finish-they all belong among the

collectibles. Quite to the contrary, the new object is designed

to be idiot-proof (the gentler name is user friendly), reflecting

a generalized notion of permissiveness that replaces discipline

and self-control in our interaction with artifacts.

Design also affects change in our conception of fact and reality,

stimulating the exploration of the imaginary, the virtual, and

the meta-sign. Facts are replaced by their representations and

by representations of representations, and so on until the

reference fades into oblivion. Henceforth, the positivist

expectations ingrained in the experiences of the civilization of

literacy are reconstituted as a frame of relativist

interactions, dominated by images, seconded by sounds (noise

included). Imaging technologies make drawing available to

everyone, exactly as writing was available to those processed as

literates. The photographic camera-drawing with light on film-the

electronic camera, the television camera, the scanner, and the

digitizer are, effectively, means for drawing and for processing

the image in full control of all its components. A sound level

can easily be added, and indeed sound augments the expressive

power of images. Interactivity, involved in the design process,

adds the dimension of change. That literacy, as one of the many

languages of the civilization of illiteracy, uses design in its

various forms to further its own program is clear. Probably less

clear is that the literate experience is itself changed through

such instances. After all, literacy is the civilization that

started with the conventions of writing and grew to the one Book

open to all possible interpretations, as these were generated in

the attempt to effectively conjure its meaning in new pragmatic

contexts. Literacy subjected to all the means that become

possible in the civilization of illiteracy, in particular to

those that design affords, results in the infinity of books,

printed for the potential individual reader (or the very

limited readership that a title or journal tends to have) who

might finally give it one interpretation (equal to none) by

placing it, unopened and unread, on a bookshelf. The radical

description given above might still be far away from today's

reality, but the dynamics of change points in this direction.

On the Internet, we come closer to what emerges as a

qualitatively new form of human interaction. Design is

integrated in the networked world in a number of ways:

communication protocols, hypertext, document and image layout,

structure of interactive multimedia. But no one designer, and no

one company (not even the institution of defense, which supports

networking) can claim that it designed this new medium of human

practical experiences. Many individuals contributed, mostly

unaware that their particular designs would fit in an evolving

whole whose appearance and function (or breakdown) no one could

predict. These kept changing by the year and hour, and will

continue to change for the foreseeable and unforeseeable future.

Consider the design of communication protocols. This defies all

there is to literacy. A word spelled correctly is disassembled,

turned into packages that carry one letter at a time (or a

portion of a letter), and given indications where they should

arrive, but not through which route. Eventually, they are

reassembled, after each package travels its own path. But in

order to become a word again, they are further processed

according to their condition. Such communication protocols negate

the centrality and sequentiality of literacy and treat all that

is information in the same way: images, sounds, movements. Many

other characteristics of literacy-dominated pragmatics are

overridden in the dynamic world of interconnections: formal rules

of language, determinism, dualistic distinctions. Distributed

resources support distributed activities. Tremendous parallelism

ensures the vitality of the exponentially increasing number and

types of transactions. Design itself, in line with almost any

conceivable form of practical experience, becomes global.

Enthusiasm aside, all this is still very much a beginning.

Networks, for transportation (trains, buses, airplanes,

highways), for communication (telephone, telegraph,

television), for energy distribution (electric wires, gas

pipelines) were designed long before we knew of computers and

digital processing. In the context in which human cognitive

resources take precedence over any other resources, as we face

efficiency requirements of the global scale of humankind,

connecting minds is not an evolutionary aspect of design, but a

revolutionary step. All the networks mentioned above can

participate in the emergence of humankind's integrated network.

Their potential as more than carriers of voice messages,

electricity, gas, or railway passengers is far from being used

in the ways it can and should be. Design experiences of

integration will make the slogan of convergence, applied to the

integration of telecommunication, media, and computing, a reality

that extends beyond these components. In some curious ways, the

Netizen-the citizen of the digitally integrated world-is a

consequence of our self-identification in practical activities

based on a qualitatively new understanding of design.

The Civilization of Illiteracy · 第 160 / 217 题