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Multiverso

The multiverse (or meta-universe) is the state of parallel realities. Once science fiction, as the digital-info world overlays the physical world, it has become everyday fact.

The globalisation of markets has been inseparable from rapid and complex developments in virtual technology. And yet how this affects our everyday world has often been hard to grasp. It was only their speedy collapse in September 2008, which brought home how everything – including us – is folded into this process. What became clear in the fallout was that, philosophically speaking, any old ideas we may have had about singular experiences are untenable – be they individuals, single markets, protected rates of exchange or safe pots of cash. All are interlinked. A change in one effects dramatic shifts in all the others.

Design developments are also impossible to separate from changes in technology and global markets. This critical period in the ‘global collapse’ collided with ’Multiverso’, the Icograda conference held during Torino, Italy in October 2008. Planned in the heady days before the fall, the conference’s aim struck a more optimistic note: to explore ways design can “record and give exposure to a complex and flowing, imperfect world that is prone to error but that is nonetheless alive for those very reasons.” This is a departure from a modernist tradition of information design, which sought to rationalise and simplify the chaotic world in order to ‘explain it’. Nor does it ask us to submit to a kind of data sublime. Instead, design index links people (not figures!) to the global flux.

…And so we can say that any old idea of a singular experience of design is untenable. This includes: any ideas of a singular author; finite images or texts; self-contained media or stand-alone contexts. Instead: people collaborate; meanings proliferate; information changes; images mutate and media fold into one another.

The question of agency –or how little of it we have – becomes renewed. Back in 2002, in the music promo Remind Me by Röyksopp we already saw how the minutiae of a city worker’s day is connected to the global flows of capitalism. It reminds of just how un-reciprocal this relationship can be. Set to the beat of pop and cued into the media image-circus (then MTV, at the time of writing YouTube), any critical comment intended by the musicians/designers (appropriately!) becomes suckered up too.

Design changes come quite simply because the technology allows it. However, as relationships between people, technology and contexts evolve, new ways of thinking philosophically about design start to take shape.

One strand of practice that has emerged aims to bring people into a more reciprocal relationship with this world. In this process, the manifold ways in which agency can be enabled – and disabled – by design are thrown into relief.

One example of this practice is Christian Nold’s Bio Mapping project which started in 2004. This involves asking local community members to walk around their area wired up to a GPS device which records emotional arousal in conjunction with their geographical location. This data is annotated onto maps, which can be used in discussion with councils, to make meaningful changes to the local area in response. Here, there are no ‘end users’ any more. People are mapped in to the world from the start and, also, all the way through. If Röyksopp presented a world that is alienating because it is disembodied, then this project might provide a kind of  ‘re-embodiment’. Nold’s project was part of his research for Royal College of Art’s Design Interactions programme where ‘people are [the] primary subject matter, and people cannot be neatly defined and labelled. We are contradictory, volatile, always surprising.’ If contemporary technological culture is so easily associated with disembodiment, then this might be a form of ‘re-embodiment’.

We can’t escape exposure to the erroneous data-verse. New approaches to design will have to fold the way people are complex, imperfect – and alive (!) – into this process too. The question now is this: How we can engage with a global, technological world without destroying our own temporal rhythms? Or to turn it around: How can design engage with the world through our bodies?

Limited Language 2009

http://icogradadesignweektorino.aiap.it/EN/
http://royksopp.com/videos/remind-me
http://biomapping.net/
ww.interaction.rca.ac.uk

 

4 comments

Data sublime? Data-mare?

Marcus Piper, Art Director of Pol Oxygen magazine set up the online magazine ‘blank’ in January 2008 and it was reviewed in Creative Review. It has no content – viewers click on unlabelled buttons and are transported to other sites. It is pure portal.
http://www.one8one7.com/blank/

/reader of Creative Review usually! 07/04/2009

 

Mr. Creative Review - it’s definately a game in chance, but not in the best sense: it’s quite frustrating as some links go nowhere, some feel like ad-links and others link to bits about blank. it feels headless. do we need more randomness? google lets your search according to your own need which is obviously helpful. magazines cohere ideas for you so you can think of projects as things in themselves or have a way to link them to bigger ideas. this isn’t prescriptive, although it can be. it can open up your mind. blogs allow you to reply. even if not many people do, it feels frustrating these days when you can’t.

/reader of blank... 07/04/2009

 

Dear readers…
I’m quite interested in this project by Area/code which I have mentioned before on the site… it seems worth bringing up again because it enjoys that game of chance idea that ‘reader of blank’ brings up and works across all sorts of info platforms… but rather than get lost in ‘reader of Creative Review’s’ data-mare it weaves them in to a real-city experience.

‘Area/code / Big urban games
Area/code are a New York cross-media consultancy, co-founded by Kevin Slavin and Frank Lantz. They design ‘Big Urban Games’. ConQwest (2004) pitched high school teams against each other, set loose on the streets of the city - armed with the first-ever mobile phone-cams able to scan optic codes (using semacode). A form of treasure hunt, here the kids captured territories in order to ‘shoot’ the codes as treasure.

In a talk at Fabrica in 2008, Slavin pointed out that, in these games, people don’t play against a computer - computers have swapped to the role of connectors. They connect people.

What started off as a cross-media marketing project for Qwest Wireless mobile phone offerings, company also revealed something else… that in the aftermath, that what ConQwest brought home, was how the kids of American cities often don’t even have a relationship with their city.’ Area code say they ‘…push computers out into the world to change the conditions you understand about the world. It’s a totally different idea.’

This is physical space in the world overlaid with the date sphere as the Mulitverso piece puts it. But in terms of being embodied or taken off into some data sublime… well, Slavin argues that it’s not about escaping reality, but folding what you are doing in the world – your sense of time and place and cognition – into a much bigger system.

Area/code’s website: http://www.playareacode.com/
Kevin Slavin’s Fabrica brief: http://www.fabrica.it/workshops/area_code.html

/Monika (Limited Language) 07/04/2009

 

In November 2009 we released the book ‘Limited Language: Rewriting Design: Responding to a feedback culture’ which re-engaged with this original post.

For more on the book as a whole: http://bit.ly/bookcomments

/Colin + Monika 15/11/2009

 

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