Friday, October 15, 2010

Design as a Conversation

Arnold Lakhovsky, The Conversation   
In a recent class lecture by Dr. Housefield, we discussed something very important to the field of design; a central premise, a guiding statement, or as Housefield himself put it, a "manifesto."

Design is conversation.

To understand this, we have to understand what conversation is, aside from the painting to the right by Arnold Lakhovsky of the same title. Conversation is usually defined as the communication of ideas between two or more individuals through speech; however, this definition is too narrow. The medium is important, but in this case less so than the message.

Is design communication? Is it conversation? What design does not demand some act, however small, of participation from the viewer in order to make its meaning clear? Understanding is not a static thing, and symbols are meaningless without the context of language; meaning must be derived from the mind of the viewer.

Yoko Ono, Play it by Trust
Yoko Ono reminds us of this with much of her art; many of her designs are explicitly participatory, demanding that the beholder complete them in their own mind. Play it by Trust is a personal favorite of mine - as a long time chess player, I relate strongly to the message of the piece - that life isn't always black and white, and it's difficult to play against someone when you're uncertain where you end and they begin. Peace is there. If you want it.

In another class, I was recently presented with an analogy I found fitting; though originally referring to the writer, it is equally applicable to the the designer, since both are attempting communication. If meaning is not communicated, then the designer is whispering; art for the sake of art is like that. If meaning is spoon-fed to the viewer, the designer is shouting - or reaching. In a well crafted design, like the perfect story, the creator and viewer will meet somewhere between those two extremes.

In that sweet spot, each arrives, ready to converse.

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