3 ms·
I can give away the entire game here. I was in her class when Jae-Rhim designed this project. It was a class taught by [sic] Kzysztof Wodczizco called "Interr
by chillingeffect 7y ago
I can give away the entire game here. I was in her class when Jae-Rhim designed this project. It was a class taught by [sic] Kzysztof Wodczizco called "Interrogative Design." He was at MIT then and is at Harvard now. [a]
The whole point of Kzyzstof's Interrogative Design practice is to design something half-ass and make it seem serious as hell to get people talking and improving the idea. It "asks a question." It's not taking the piss out of the audience, because the audience is already lulled into a consumer trance of evaluating every possible purchase and can generally be led into doing the problem-solving work. In fact, it's mainly taking the piss out of the artists because half the time they think their design will actually work.
Wodiczko has incredible cache from being part of the resistance to Communism in Poland. He impressed me, but made me incredibly cynical. Like many designers, he practiced an ideology that brought his audience so close to understanding life through aesthetic and psychological principles (bit of Jung, bit of Deleuze, bit of Steve Jobs), but ultimately left them cold, positioning himself as a thought leader, expecting the rest of the world to complete his projects, using their imagination and the money he gets from universities. For instance, when I took the class, he was obsessed with Moses and viewed the bible as a design exercise. He wanted us to come up with something as persuasive as the stone tablets. I guess I'm just another idealistic geek who thinks technical facts matter and people can do the right thing without being led around by fairie tales.
[a] https://www.gsd.harvard.edu/person/krzysztof-wodiczko/ https://www.gsd.harvard.edu/person/krzysztof-wodiczko/
- fjsolwmv 7y agoThe next generation of laziness? Fake Itt Til Someone Else Makes It.