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The Civilization of Illiteracy Part 34

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The roots of almost everything involved in current practical experiences are no longer effectively anch.o.r.ed in tradition, but in the memory of facts and actions extracted from tradition. At a time when books are merely an interior designer's concept of decoration, beautifully crafted editions fill the necessary bookcase. Humanity has reached a new stage: We are less grounded in nature and tradition. This condition takes some of the wind out of the sails of memetics. Practical experiences of human self-const.i.tution extended the human phenotype beyond that of any other known species. But this extension is not the sum total of genetic and cultural evolution. It is of a different quality that neither genetic nor memetic replication suggests, let alone explains. Our obsession is to surpa.s.s the limitations of the past, cultural as well as natural. That makes us like the many things we generated in the attempt to reach levels of efficiency which neither nature nor tradition can support. The hydroponic tomato, the genetically engineered low-fat egg, the digital book, and the human being of the civilization of illiteracy have more in common than one thinks at the mere mention of this opinion.

The life of books, good or bad, useful or destructive, entertaining or boring, is the life of those who read them. Free to const.i.tute ourselves in a framework of human experiences opened to much more than books, we have the chance of exploring new territories of human expression and communication, and of achieving levels of significance. Individual performance in the civilization of literacy could not reach such levels. But this formulation is suspect of cheap rhetoric. It begs the question "Why don't we?" (accomplish all these potentialities). We are so many, we are so talented, we are so well informed. The civilization of illiteracy is not a promised land. Interactive education centers, distributed tasks, cooperative efforts, and cultivation and use of all senses do not just happen.

Understanding new necessities, in particular the relation between the new scale of humankind and the levels of efficiency to be reached in order to effectively address higher expectations of well being, does not come through divine inspiration, high-tech proselytizing, or political speeches. It results from the experience of self-const.i.tution itself, in the sense that each experience becomes a locus of interactions, which transcends the individual.

The realization of potential is probably less direct than the realization of dangers and risks. We are still singing the sirens' song instead of articulating goals appropriate to our new condition. One area in which goals have been articulated and are being pursued is the transfer of the contents of books from various libraries to new media allowing for storage of information, more access to it, and creative interaction. The library, perceived as a form of trans-human memory, a s.p.a.ce of topos uranikos filled with eternal information, was the collection of ideas and forms that one referred to when in need of guidance. Robert de Sorbon gave his books to the University of Paris almost 750 years ago. Little did he know what this gesture would mean to the few scholars who had access to this collection. By 1302 (only 25 years after his donation), one of the readers would jot down the observation that he would need ten years to read the just under 1,000 books in the library. One hundred years later, Pembroke College of Cambridge University and Merton College of Oxford obtained their libraries. The Charles University in Prague, the universities in Krakow (Poland), Coimbra (Portugal), Salamanca (Spain), Heidelberg and Cologne (the future Germany), Basle (Switzerland), and Copenhagen (Denmark) followed suit. Libraries grew into national cultural monuments. Museums grew within them and then became ent.i.ties in their own right. Today, billions of books are housed in libraries all over the world. Books are in our homes, in town and city libraries, in research inst.i.tutions, in religious centers, in national and international organizations.

Under the guise of literacy, we are happy to be able to access, regardless of the conditions (as borrowers or subscribers), this enormous wealth of knowledge. The library represented the permanent central storehouse of knowledge.

But the pragmatic framework of human self-const.i.tution moved beyond the characteristics embodied by both library and book.

Therefore, a new library, representative of many literacies-visual, aural, and tactile, relying on multimedia, and models and simulations-and able to cope with fast change had to come about. This library, to which we shall return, now resides in a distributed world, accessible from many directions and in many ways, continuously open, and freed from the anxiety that books might catch fire or turn into dust. True, the image of the world limited almost exclusively to reference books does not speak in favor of the enormous investment in time, money, and talent for taking the new routes opened by non-linear means of access to information, rich sensorial content, and interactivity.

Still, in many ways Noah Webster's experience in publishing his dictionary-a reference for America as the Larousse is for France and the Duden for Germany-can be retraced in the multimedia encyclopedias of our day, moreover in the emergence of the virtual library.

In 1945, Vannevar Bush wrote his prophetic article in the Atlantic Monthly. He announced, "Wholly new forms of encyclopedias will appear, ready-made with a mesh of a.s.sociative trails running through them." He went on to ill.u.s.trate how the lawyer will have "at his touch the a.s.sociated opinions and decision of his whole experience." The patent attorney could call "the millions of issued patents, with familiar trails to every point of his client's interest." The physician, the chemist, the historian will use Bush's modestly named Memex to retrieve information. The conclusion, in a well subdued tone, was "Presumably man's spirit should be elevated if he can better review his shoddy past and a.n.a.lyze more completely and objectively his present problems."

Written immediately after World War II, Bush's article was concerned with applying the benefits of scientific research for warfare in the new context of peace. What he suggested as a rather independent application is now the reality of on-line communities of people working on related topics or complementing each other's work. The benefits of electronic mail, of shared files, of shared computing power are not what interest us here.

Ted Nelson, whose name is connected to Project Xanadu, acknowledged the benefits deriving from Bush's vision, but he is mainly concerned with the power of linking. Nelson learned from literacy that one can link text to a footnote (the jump-link), to a quote (the quote-link), and to a marginal note (the correlink, as he calls it). He designed his project as a distributed library of ever new texts and images open to everyone, a medium for authoring thoughts, for linking to others, for altering texts and images. Multiplicity of interpretations, open to everyone else, ensures efficiency at the global level, and integrity at the individual level. He called his concept a thinker-toy, an environment that supports dedicated work without taking away the fun. Generalized beyond his initial scheme, the medium allows people to make notes, by either writing them, dictating them, or drawing diagrams. Text can be heard, images animated. Visualization increases expressivity. Partic.i.p.ation of many readers enlarges the library while simultaneously allowing others to see only what they want to see. Privacy can be maintained according to one's wishes; interaction is under the control of each individual. In this generalized medium, videotapes, films, images from museums, and live performances are brought together. The rule is simple: "Accessibility and free linking make a two-sided coin." In translation: If someone wants or needs to connect to something, i.e., to use a resource created by someone else, the connection becomes available to all those to whom it might be relevant.

Relinquishing the right to control links, established in the first place because one needed them, is part of the Xanadu agreement. It is part of the living library, without walls and bookshelves, called the World Wide Web.

Roads paved with good intentions are notorious for leading where we don't want to wind up. For everyone who has searched for knowledge in the Web's virtual library, it becomes clear very soon that no known search engine and no intelligent agent can effectively distinguish between the trivial and the meaningful.

We have co-evolved with the results of our practical experiences. Selection neither increases the chances of the fittest, nor eliminates the biologically unfit. Cultural artifacts, books included, or for that matter, the zeroes and ones that are the making of digital texts of all kinds and all contents, ill.u.s.trate the thesis no less than the increasing number of people kept alive who, under Darwin's law, would have died. These individuals are able to const.i.tute their practical experiences through means, among which books and libraries do not present themselves as alternatives. Global networks are not a habitat for the human mind, but they are an effective medium for mind interactions of individuals who are physically far from being equal. Custom access to knowledge available in the virtual library is the main characteristic, more so than the wealth of data types and retrieval procedures.

The question posed at the beginning of this section, "Why don't we?" referring to the creative use of new means, finds one answer here. As more and more people, within their realms of needs and interests, become linked to what is pertinent to their existence and experience, they also enter an agreement of exchange that makes their linking part of the distributed s.p.a.ce of human memory and creativity. The naked need to enter the agreement is part of the dynamics of the civilization of illiteracy. Reading and enjoying a book implied an eventual return of money to the publisher and the writer. It might also have affected the reader in ways difficult to evaluate: Some people believe that good books make better people. Distributed environments of knowledge, expression, and information change the relation. From the world of orality-"Tell me and I will forget"-to that of literacy-"Let me read, but I might not remember"-a cognitive change, still evident today, took place.

The next-"Involve me and I will understand"-began. The line of thought continues: Involvement returns value to others.

The Sense of Design

To design means to literally involve oneself in a practical experience with signs. To design means to express, in various signs, thoughts, feelings, and intentions pertinent to human communication, as well as to project oneself in artifacts appropriate to human practical experiences. In the remote age of direct practical experiences, there was no design. The practice of signs entails the possibility to transcend the present. In nature, future means insemination; in culture, future is in-signation: putting into sign, i.e., design. In its broadest definition, design is the self-const.i.tution of the human being as an agent of change. This change covers the environment, conceiving artifacts (tools included), shelter, clothing, rituals, religious ceremonies, events, messages, interpretive contexts, interactions, and more recently, new materials and virtual realities. Shakespeare, who would have enjoyed the intense fervor of our age, gave a beautiful description of design: "...imagination bodies forth/The forms of things unknown"

(Midsummer Night's Dream). Although design contains elements ensuing from experiences involving language, design is essentially a non-verbal human activity. Its means of expression and communication are grounded in the visual, but extend to sound, texture, odor, taste, and combinations of these (synaesthesia), including rhythm, color, and movement.

To the human being involved in practical experiences of self-const.i.tution, the realm of nature appears as given. In counter-distinction and in retrospect, human nature appears as designed. In some cases, design is an act of selection: something is picked up from the environment-a stick, stone, plant-and a.s.signed an a-natural function through implementation: mark territory, aid an activity, support a structure or the human body, trap animals or humans, attack or defend against attack, color skin or clothing. In other cases, selection is followed by some form of framing, such as the frame of the ritual around a totem pole, animal sacrifice, mourning, and celebrations of fecundity and victory. Selection and framing are related to efficiency expectations. They embody the hope for help from magic forces and express willingness to pursue goals that support the individual, family, and community. Between the present of any experience and the future, the experience of design bridges in the form of new patterns of interaction (through tools, artifacts, messages), recurrences, and extensions of consequences of human activity from the immediate to the future.

The projection of biology into an experience of long-lasting consequences implies elements of planning, no matter how rudimentary, and expectations of outcome. It also leads to new human relations in family-based interactions, education, shared values, and patterns of reciprocal responsibility. Random s.e.xual encounters that reflect natural drives are not designs.

Awareness of reciprocal attraction, shared feelings, and commitments extending well beyond the physical encounter can be identified as a design component present even in s.e.xuality.

Between the design component of s.e.xual consequence of the evolving human being and the design of offspring by selection of a partner, by selection of genetic traits catalogued in s.e.m.e.n banks, by genetic splicing and mutation, and by all that is yet to come upon us, there is a difference that reflects the altered human pragmatic condition.

Of real interest here is how the future is captured in design.

Moreover, we want to know how it unfolds in practical experiences of design by which human beings extend their reality from here and now to then and there. In ways different from language, design gives the human being another experience of time and s.p.a.ce. This experience is for the most part coherent with that of language. But it can also make individuals const.i.tuting themselves through design work aware of aspects of time that the language experience misses altogether or makes impossible.

Designs are expressed in drawings and eventually complemented by models testifying to the experiences of volume, texture, and motion. The antic.i.p.ated time dimension is eventually added in simulations. Design liberates the human being from total conditioning through language.

Within the convention of design, signs are endowed with a life of their own, supported by the energy of the persons entering the convention. This is how human symbolism, of confirmed vitality and efficiency, is factually established. Symbols integrated in human experience are given the life of the experience. The entire heritage of rituals testifies to this. Today the word ritual is used indiscriminately for any habitual preparation, from bathing to watching TV to after-game celebrations. Initially, rituals appeared as dynamic designs centered around episodes of life and death. Their motivation lay in the practical experience; their unfolding in connected interactions acquired an aesthetic quality from the underlying design.

From the earliest known experiences, the implicit aesthetic component is the optimizing element of the experience. This aesthetic component extends perceived formal qualities found in nature to the aesthetics of objects and activities in the realm of human nature. The language of design expresses awareness of these formal characteristics. Practical experiences display a repet.i.tive pattern: the optimal choice (of shapes, colors, rhythms, sounds, movement) is always pleasing. The quality through which pleasure is experienced is not reducible to the elements involved, but it is impossible without them. Selection is motivated by practical expectations, but guided by formal criteria. Individuals involved in the earliest pragmatic framework were aware of this. Other formal criteria make up a generic background. One of the recurrent patterns of the practical experience of design is to appropriate the formal quality a.s.sociated with what is pleasing in nature and to integrate it in the optimal shaping of the future. This is how the aesthetic dimension of human practical experiences resulted within such experiences.

Notation systems (e.g., the quipu, representational drawings on stone or on the ground, or hieroglyphics) that eventually became writing can be cla.s.sified as design, not lastly in view of their aesthetic coherence. Only when rules and expectations defined by verbal language take over notation does writing separate from design and become part of the broader experience of language. We can now understand why changes in verbal language, as it const.i.tuted a framework for time and spatial experiences, were not necessarily reflected in changes in design. By the time literacy became possible, the underlying structure that led to it was embodied in the use of language. This is not true, to the same extent, in the practice of design. It is at this juncture that design is ascertained as a profession, i.e., as a practical domain with its own dynamics and goals. By no coincidence, engineering design emerged in the context of the pragmatics that began with building pyramids, ziggurats, and temples, and culminated in the Industrial Revolution in the design of machines. The broad premise of the Industrial Age is that everything is a machine: the house, the carriage, stoves, the contraptions used in literate education, schools, colleges, inst.i.tutions, art studios, even nature.

From a relatively focused and h.o.m.ogeneous field of practical experiences within industrial society, design evolved, in the civilization of illiteracy, as an overriding concern that extended to many specialized applications: tool design, building and interior design (architecture), jewelry design, apparel design, textile design, product design, graphic design, and to the many fields of engineering (including computer-aided design), interactive media and virtual reality, as well as genetic engineering, new materials design, event design (applied to politics and various commodities), networking, and education.

Technologies, from primitive to sophisticated, supporting visual languages made possible complexities for which the intuitive use of visual expression is not the most effective. Consequently, the scope of design-oriented practical experiences changed.

Design now affords more integrative projects of higher levels of synaesthesia, as well as experiences involving variable designs-that is, designs that grow together with the human being self-const.i.tuted in practical interactions with the designed world.

In the pragmatic framework based on the digital, design replaced literacy more than any other practical experience has. The results of design are different in nature from those of literacy. As optimistic as one can become about a future not bound to the constraints of literacy, it takes more to comprehend the sense of design at a time when evolutionary progress is paralleled by revolutionary change.

Drawing the future

Drawing starts with seeing and leads to a way of envisioning and understanding the world different from the understanding filtered through language. From a cognitive viewpoint, drawing implies that persons const.i.tuting their ident.i.ty in the act of drawing know the inside and the outside of what they render. To draw requires that things grow from their inside and take shape as active ent.i.ties. Visible and invisible parts interact in drawing, surface and volume intersect, voids and fills extend in the visual expression, dynamically complementing each other.

Each line of a drawing makes sense only in relation to the others. In contrast to words and sentences, elements of a drawing conjure understanding only through the drawing. Visual representation, as opposed to language expression, attains coherence as a whole, and the whole is configurational. One can write the word table without ever experiencing the object denominated. Extracted from direct or mediated experiences, knowledge about the object and its functions is a prerequisite for drawing an old table or conceiving a new one. To design means to express in a language that involves rendering. It also involves understanding that practical expectations are connected to the projected object. Consequently, to design means to experience the table in advance of its physical embodiment. Thus designing is the virtual practical experience, at the borderline between what is and what new experiences of self-const.i.tution require.

In designing, people virtually project their own biological and cultural characteristics in whatever they conceive. This corresponds to the reality that design is derived from practical experiences, extending what is possible to what is desirable.

Functionality expresses this condition, though only partially.

With the emergence of conditions embodied in the underlying structure reflected in literacy, image and literate renditions-statements of goal and purpose, descriptions of means, procedures for evaluation-met. Literacy then effected changes in the condition of design. These are reflected as general expectations of permanence, universality, dualism, centralism, and hierarchy. International style-an expression that really covers more than the name of a style-reflects these literate expectations from design.

Is drawing natural? The meaning of such a question can be conjured only if articulated with its pendant: Is literacy unnatural or artificial? Everything already stated about drawing implies that it is not natural, though it is closer to what it represents than words are. Except for metaphoric qualifications, there is no such thing as drawing an abstraction of drawing, although there is abstract drawing. Through drawing, persons const.i.tute themselves as having the ability to see, to understand (for instance, the invisible part of objects, how light affects an image, how color or texture makes an object seem lighter or rounder), to relate to the pragmatic context as definitory of the meaning of both the object-real or imagined-and the drawing.

Different contexts make different ways of drawing possible.

Disconnected from the context, drawing is almost like the babble of a child, or like a fragmented, unfinished expression.

Vitruvius had a culture of drawing very different from that of the many architects who followed him. Critics who compared him to Le Corbusier and his architectural renditions, to the architects of post-structuralism, and to the deconstructivists and deconstructivist designers declared the drawings of these architects to be ugly, bad, or inappropriate (Tom Wolfe went on record with this). At this instance, drawing ceases to be an adjunct to art; it pet.i.tions its own legitimacy.

If we ignore the pragmatic context and the major transition from a design initially influenced by language-Vitruvius wrote a monumental work on architecture-the statement stands. But what we face here is a process in time: from design influenced by the pragmatics embodied in Vitruvius' work, to design subordinated to literacy, and finally to design struggling for emanc.i.p.ation as a new language, in which the critical component is as present as the constructive impulse to change the world.

Design carries over many formal requirements from practical experiences subordinated to literacy. But there is also an underlying conflict between design and language, moreover between design and literacy. This conflict was never resolved inside the experience of designing. In society, literacy imposed its formative structure on education, and what resulted was design education with a strong liberal arts component. Needless to say, designers, whether professionals in the field or students (designers-to-be), resented and resent the a.s.sumption that their trade needs to be elevated to the pedestal of the eternal values embodied in literacy. Instead of being stimulated to discover the need for literacy-based values in concrete contexts, design and design education are subjected to the traditional smorgasbord of history, language, philosophy, a little science, and many free choices. Its own theoretic level, or at least the quest for a theory, is discarded as frivolous. Moreover, the elements grouped under intuition are systematically explained away, instead of being stimulated.

Whereas the context of education allows for the artificial maintenance of literacy- based training programs in design, the broader context of pragmatic experiences confirms the dynamic changes design brought about since the profession ascertained its ident.i.ty. The conflict between training and engaging prompted efforts to free design from constraints that affect its very nature: How do we get rid of the mechanical components of design (paste-up, rendering, model making)? These efforts came from outside the educational framework and were stimulated by the general dynamics of change from the pragmatics of literacy to the pragmatics of the civilization of illiteracy. The change brought about the emergence of new design tools that open fresh perspectives for the expression of design: animation, interactivity, and simulation. It also encouraged designers to research within the realm of their domain, to inquire into the many aspects of their concern, and to express their findings in new designs. The computer desktop and various rapid prototyping tools brought execution closer to designers. It also introduced new mediating layers in the design process.

Breakaway

The majority of all artifacts in use today are either the result of the design revolution at the beginning of the 20th century, or of efforts to redesign everyday objects for use in new contexts of practical experiences. From the telephone to the television set, from the automobile to the airplane and helicopter, from the lead pencil to the fountain pen and disposable ball-point pen, from the typewriter to the word processor, from cash registers to laser readers, from stoves to microwave ovens-the list can go on and on-a new world has been designed and manufactured. The next world is already knocking at the door with robots, voice commanded machines, and even interconnected intelligent systems that we might use, or that might use us, in some form. The steam and pneumatic engines fired by coal, oil, or gas are being replaced by highly efficient, compact, electric or magneto-electric engines integrated in the machines they drive, controlled by sophisticated electronic devices.

There is almost nothing stemming from the age that made literacy necessary that will not be replaced by higher efficiency alternatives, by structurally different means. What about the technology of literacy? One can only repeat what once was a good advertis.e.m.e.nt line: "The typewriter is to the pen what the sewing machine (Remember the machine driven by foot power?) is to the needle." Remington produced the beautiful Sholes and Glidden typewriter in the 1870's. It was difficult to decide whether the ornate object, displaying hand-stenciled polychrome flowers, belonged in the office or in a Victorian study. Now it is a museum piece. Compare it to the word processor of today. Its casing might survive the renewal cycle of two to three years that hardware goes through. The chip's processing abilities will double every eighteen months, in accordance with Moore's Law.

The software, the heart and mind of the machine, is improved almost continuously. Now it provides for checking spelling, contains dictionaries, checks syntax and suggests stylistic changes. Soon it will take dictation. Then it will probably disappear; first, because the computer can reside on the network and be used as needed, and second, the written message will no longer be appropriate in the new context. Those who question this rather pedestrian prediction might want to ask themselves some other questions: Where is the ornamental ink stand, the beautiful designs by Faberg and Tiffany? Where are the fountain pens, the Gestetner machines? Carbon paper? Are they replaced by miniature tape recorders or pocket computers, by integrated miniature machines that themselves integrate the wireless telephone? Are they replaced by the computer, the Internet browser, and digital television? Edward Bulwer-Lytton gave us the slogan "The pen is mightier than the sword." Today, the function of each is different from what it was when he referred to them. They became collectibles. The disposable pen is symptomatic of a civilization that discards not only the pen, but also writing.

The breakaway of design occurs first of all at structural levels.

It is one thing to write a letter, ma.n.u.script, or business plan with a pencil, quite another to do the same on a typewriter, and even more different to use a word processor for these purposes, or to rely on the Internet. The cognitive implications of the experience-what kinds of processes take place in the mind-cause the output to be different in each case. No medium is pa.s.sive.

In each medium, previous experiences and patterns of interaction are acc.u.mulated. The more interaction there is to a process, and sometimes to a collaborative effort, the more the condition of writing itself changes. We can think of messages addressed to many people at once. Think of the Mullah chanting evening prayers at the top of a minaret; or of the priest addressing a congregation; of the president of a nation using the powerful means of television, or of a spammer on the Internet, distributing messages to millions of e-mail addresses. Each communication is framed in a context const.i.tuting its parameters of pre-understanding. To the majority, spam means no more than chopped meat in a can. Even today, over 50% of the world's people have never used a telephone. And with some 50 million people on the Internet, Netizenship is more vision than reality.

Design as a semiotic integrative practical experience is a matter of both communication and context. The possibility to customize a message so that it is addressed not to an anonymous group (the believers gathered for the occasion, or members of society eager to learn about political decisions affecting their lives), but to each individual, reflecting concern for each one's individual condition and respect for his or her contribution in a system of distributed tasks, was opened by design. The semiosis of group and ma.s.s communication is very different from the semiosis of pointcasting. Technologically, everything is available for this individualized communication. However, it does not occur because of the implicit literate expectation in the functioning of church, state, education, commerce and other inst.i.tutions. Design experiences submit the centrality of the writer to rea.s.sessment.

One relates to the literate model of one-to-many communication.

This model is based on the a.s.sumption of hierarchy, within a context of sequential interaction (the word is uttered, the listener understands it, reacts, etc.). In the industrial pragmatic framework, this was an efficient model. Perfected through the experience of television, it reached globality. But scale is not only sheer numbers. More important are interactions, intensities, the efficient matching of each individual's needs and expectations. Thus, efficiency no longer means how many individuals are at the receiving end of the communication channel, but how many channels are necessary to effectively reach everyone. A different design can change the structure of communication and introduce partic.i.p.atory elements.

For those still captive to literacy, the alternative is the ubiquitous word-processed letter matched to a list in a database. For those able to re-think and reformulate their goals, effectiveness means transcending the literate structure.

The challenge begins at knowing the language of the individuals, mapping their characteristics (cognitive, emotional, physical), and addressing them specifically. The result of this effort is represented by individualized messages, addressing in parallel people who are concerned about similar issues (environment, education, the role of the family). Moreover, it is possible to have many people write together, or to combine one person's text with someone else's image, with animation, spoken words, or music. In the design effort that takes the lead here, hierarchies are abolished, and new interactions among people are stimulated. The design that leads to such patterns of human experiences must free itself from the constraints of sequentiality. Such design can no longer be subject to the duality of good or bad, as frequently related to form (in particular, typography, layout, coherence). Rather, it covers a continuum between less appropriate to very well adapted to the scope of the activity. No longer cast in metal, wood, or stone, but left in a soft condition (as software or as a variable, self-adaptive set of rules), the design can improve, change, and reach its optimum through many contributions from those who effectively const.i.tute their ident.i.ty interacting with it. The user can effectively finish the design by choosing identifiers and modifying, within given limits, the shape, color, texture, feel, and even function of the artifact.

There is also a deeper level of knowing the language of the individuals addressed. At this level, to know the language means to know the experience. Henceforth, the new design no longer takes place at a syntactic or a semantic level, but is pragmatically driven. To reach every individual means to const.i.tute a context for a significant practical experience: learning, partic.i.p.ation in political decisions, making art, and many others. But let us be realistic as we experience the urge to convey a sense of optimism: the common practical experience involves partaking in the distribution of the wealth and prosperity generated in this extremely efficient pragmatic framework. As discouraging as this might sound, in the last a.n.a.lysis, consumption, extremely individualized, const.i.tutes the most engaging opportunity for efficient pointcasting. The questions entertained today by visionaries, innovators, and venture capitalists placing their bets on the Internet might not always make this conclusion clear.

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 att.i.tudes and expectations. Inst.i.tutions have inertia; they cannot keep up with the rhythm of the times. The news, formed and conveyed outside the inst.i.tution 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 advertis.e.m.e.nt-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 appet.i.te 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 a.s.sumption 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 emanc.i.p.ation from all possible constraints. The experience of design acknowledges that emanc.i.p.ation 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 circ.u.mstances 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.

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The Civilization of Illiteracy Part 34 summary

You're reading The Civilization of Illiteracy. This manga has been translated by Updating. Author(s): Mihai Nadin. Already has 1182 views.

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