Legos do not have a gender. And neither do the projects they create.

This is a Lego brick.

 

This is a Lego brick.

It’s in black and white because I overexposed the hell out of the original shot, but other than that, it’s an ordinary Lego brick.  It has four sides, six nubs on top, and a nub on the bottom.  You know what it doesn’t have?

A gender.

There are no boy Legos. There are no girl Legos.  A Lego is a Lego is a Lego.

You know what also doesn’t have a gender?  The things you make out of Legos.

Now that everyone is thinking “wtf is she on about now?”, a few hours ago someone retweeted something and it floated in front of me. I’ll be honest- I don’t remember which of my friends retweeted it, and I don’t know the original source – the person who said it is not someone I know, and I can’t even remember who it was. I do know what my reaction to it was, though.  Here I am, several hours later typing angrily into my keyboard, because I need to say this.

What it was about was a Lego build of Venice, Italy, seen somewhere.  The comment was “Finally, a Lego build for the ladies.”

Oh. Hell. No.

HELL no.

Not for nothing, but Zaha Hadid kicked in the door to the Pritzker Prize in 2004, and even that took too damned long.  But that one sentence explains so much of why women in architecture and design *STILL* have to fight tooth and nail.  STILL.  It’s ridiculous, and I’m not letting it go by without calling it out.

Venice is a beautiful city.  It’s lovely and romantic, which is (I am quite sure) what was meant by the comment.  But it is also a place of *fantastic* engineering.  It is a city based on the *technical marvel* of the built environment vs. nature. I am damned sure that was *not* what was meant by the retweeted comment.

On my desk I have two Lego builds. One of the Empire State Building. The other is of  the Guggenheim NYC.  Are those Lego models not for me?

*checks*

*checks again*.

Nope. No penis.  Still female.

The point of Lego- which is still the greatest toy ever for anyone who loves to build, adult or child, is that it allows you to create anything. Anything.  From a firehouse, to the Empire State Building, to Venice, to a bed for your cat. NONE of these things has a gender. There are no “builds for the ladies” without the inherent assumption that OTHER builds are for the men.

Bullshit.

This particularly kind of gender-biased and odious thinking in architecture is why in a magazine spread about architects, you have to BEG them to include a woman, even though there’s no shortage of talented women in architecture.  It’s about why women routinely decide not to deal with engineering- because they have to deal with stupid shit like this all the time.  It’s about why when you say youre a designer, as a woman, what people *hear* on the other end is “decorator*.

It’s RIDICULOUS. And here in MY space? I will not stand for it.

Besides, gang, it insults *MEN* just as much.  For everything assigned to women in some offhanded gesture of casual, institutionalized sexism, it excludes men from that same thing.  That’s nonsense too, and I’m not having it.

Legos? Neutral. Lego builds? Neutral. ARCHITECTURE? Neutral.  DESIGN? Neutral.

LEARN IT.

 

 

 

The lie of privilege.

Ok. I’m tired of this. I’m going to say it in public and out loud:

Dear famous/wealthy/privileged designers and architects.:

Stop perpetuating the following lie:

“It’s not about the money.”

Stop. Just stop. Now. Instanter.

Before my head explodes. Let me explain something to you- when you say this at any time, it’s obnoxious. When you say it when there is a rate of unemployment of near 40% in the arch/design industry? It’s completely unconscionable. It’s not about the money for YOU, because you ALREADY HAVE THE MONEY. This is not a difficult concept. If you’re a famous and wealthy person in the industry, you get to make these ridiculous pronouncements, because the reality of what you just said doesn’t touch you.

Here, let me remind you of a few things. Design/Arch is not a “job”. It’s a career, and it’s very often more than that. It’s what you are, not what you do(not unlike being a writer, so I’m told.) The difference is that there are no legal requirements for being a writer (though I’m not sure some writers think that’s a good idea.) You are not required to go into massive amounts of educational DEBT to become a writer. But the point is this- that arch/design is something we love to do. We do it because it’s who we are. But do not, for one single shining moment discount the fact that it is a JOB and that YES in fact, the money is important. Sure! Everyone LOVES to see happy clients. Everyone LOVES to see a happy project manager. However the pat on the head and the “nice job” only goes so far. YES IT’S ALSO ABOUT THE MONEY.

See, you lose sight of this when “not enough money” is the difference between buying an ipod this week or next week rather than “how am I going to scramble together enough work so that I still have power” or whatever. And when upwards of 40% of the profession is currently out of work, “it’s not about the money” is RIDICULOUS. It’s only not about the money when it’s not YOUR money it’s not about.

STOP DOING THIS. NOW.

Where RL and virtual design collide into a cataclysm of failure.

I often talk about that place in the Venn diagram (what? I like Venn diagrams) where RL and VW (in my case, SL) design skills overlap. I think it’s interesting to note the ways that design is design is design, and that when humans are utilizing a product or space that their needs basically remain the same no matter where that design is ultimately located.

Of course this works both ways- when a design is good, it tends to be good pretty much everywhere. When a design fails spectacularly…yeah, it fails everywhere too.

So let’s talk about a couple of things.

1. You don’t fuck up a charity project.

Now, I have more experience with charity projects than the vast majority of people. Big ones. Small ones. International ones. I’m gonna repeat this:

You don’t fuck up a charity project. When you want people to donate to charity, your goal is to first and foremost make it *easy* for them to do so. Every obstacle you put in their way loses money for your chosen cause. Every time someone hits a barrier to giving you their hard earned cash, a certain percentage of them will decide that the hassle for them to give YOU money is too much, and walk away. The more barriers, the more money lost. It MUST be an easy experience.

2. When planning a large event like a convention, trade show or something similar, you need to keep several things in mind:

a) You must keep traffic flowing. Bottlenecks are bad, mkay?

b) You must create a traffic pattern in which people can walk in *one* path, *one* direction, and go from start to finish and see *everything* at the show. See point 1 above. People want to see everything at a show. If you get them lost, make it difficult for them to track their progress, or determine what they’ve seen and what they haven’t, *you will lose money and attendees*. They will not stick around long enough to buy anything, because they will be too busy being pissed off at your shitty layout. This is *not* the time to get crazy with the cheez whiz. Simplicity is key.

c) you must allow your vendors to sufficiently differentiate their spaces from one to another so that customers can easily create their own mental landmarks (i.e.: the giant booth with the castle on top, the booth with the lollipops in front, the booth with the dragons to either side- you get the idea). Forcing a great degree of continuity and sameness is contrary to your goal. People are visual- they will remember a visual cue much better and more quickly than a store name. They will also be more likely to tell their friends using that method as well, but if they forget a name? They will not bother to tell anyone.

Now, there’s a lot of other things involved in this kind of design, but those things up there? They’re not negotiable. They apply to every large scale event everywhere. It applies in the real world, and in any and all virtual worlds.

And then…

We have this year’s Hair Fair. Which is *precisely the opposite* of all the things I said just now. It is a colossal, epic cataclysm of design failure. The vendors have every right and reason to be *furious*, and I have no doubt at all that the unbelievable level of failure on the part of the physical layout is costing the vendors and the charity for whom they’re raising money, a LOT of cash.

Hair Fair raises money for charity. In this case it’s Wigs for Kids, which helps out kids who are dealing with cancer. However, see point one, above. There are problems that are unique to SL (lag, sculpties and rez time) that are problematic here also (the lag is unavoidable- the sheer volume of sculpties is plain old garden variety stupid), but the main issues are related to basic and fundamental design principles which exist *everywhere*.

Previous Hair Fairs were not like this. You *could* walk all the way around all of it (all four sims worth) in one path. This one is markedly different, and not for the better. The vendors are stuck into tents, creating a confusing warren of disconnected buildings and seemingly unpredictable entrances and exits. In reality, the layout is symmetrical, along a central axis. But since the tents are not open to the front, once inside, you lose your sense of direction easily, particularly when faced with the enormous amount of lag one expects at an event like this.

Hair Fair 2010

Hair Fair 2010

The tents themselves are ugly. They look like a cross between the set of M*A*S*H* and the backstage area of a cut rate fashion show. There’s no connection between them and the outside, which is a shame, since they would feel far less claustrophobic were they open to the front. There’s a strong sense of disorientation, and it’s nearly impossible to determine what you’ve seen and what you haven’t from a distance, because the visual cues of differentiation from booth to booth are almost nonexistent.

There's no room for differentiation

between one booth and another.

The only way to successfully navigate this mess is to teleport from location to location- except the notecard of the SLurls contains a listing of *unlinked* ones. (again, adding yet another step- see point one. Oh also, the Slurl for Analog Dog is incorrect- this is the correct one: http://slurl.com/secondlife/Hair%20Fair/228/86/25 )

However, not even THIS will help you, because on three of the four sims, point to point teleportation has been disabled- forcing you to a landing point or to follow a beacon, adding to the confusion. Only the most determined (and I really mean the MOST) determined hair shoppers will bother with this for four sims worth(roughly 200 vendors) worth of stuff. The percentage of people who will see everything or even bother to try is vanishingly small.

Four sims worth of this kind of insanity? Oh hell no.

Now, before everyone jumps my shit for “picking on a charity”, I want to say a couple of things- the reason why Im so annoyed by this is *because* it’s for charity.  The  CHARITY and the vendors deserve better than this.  Also, I am part of the vanishingly small percentage of people who saw *every single vendor*.  I spent over $30,000L.  So I paid my nickel for my stance on this.  I know that if I did not have a *vested* and deep interest in getting this stuff (I do, for modeling purposes) I would have gotten my ass out of there after the first half sim- not because of the lag (which is expected) because of the layout.

I am sure the people who run Hair Fair are lovely and good people. But I am begging them to find a professional designer to lay out their fair next year.  Hell, I’ll even do it for free. But this? This is a fiasco. No. Do not want.

Education is key. It will, however, only go so far.

The lovely and talented Su Butcher said things, here:

http://www.justpractising.com/its-about-money-stupid/architects-my-client-doesn%E2%80%99t-understand-me/

I’ll wait.

The video is short, and is not much different than the stuff I’ve seen on Clients from Hell, or heard, in fact from *every single* designer, artist or Architect I’ve ever known. The only difference is the designer says these things out loud, rather than just in their heads. Also, everything to me is funnier in a cartoon. Especially with robots. But I digress.

This video made me laugh. I know all too well how that blue robot feels. I know lots of other people who do too (Val and Dare, I’m looking at you two.. Ahem.) Interestingly, the bit that went around recently about the graphic designer who was asked by a co-worker to make a poster for a missing cat, seen here: http://www.27bslash6.com/missy.html had the opposite effect on me. Everyone seemed to think this was seriously hysterical and I thought it was not in the least bit funny.

Which brings me to why, on both counts. I told Su I’d post here because 140 characters wasn’t going to cut it. I always advocate for all design professionals to educate, educate, educate. It is KEY in what we do. Most people don’t have an understanding of what architects, designers and artists do, and really need to know more.

However, I want to make something really clear- there is a difference between people being educated about something, and people who don’t think that thing has any VALUE. In the former case, you may actually get real clients out of it. In the latter case, you *never will*. Im going to use the video as an example- the green robot time and again makes comparisons to people (his eight and a half year old nephew, for example) to the designer. This guy is not really ignorant. I mean, he might be, but no matter how many ways you explain to him how it works, and no matter how politely you do it, this guy *will never be a client*. Never. He has no respect for what you do *on top of* his ignorance. He’s not a potential client- he’s a bargain hunter. You can fix the ignorance. But the lack of respect will not change. People who just need educating have a different approach- “Hey, I need this thing done, but I have no idea how much it would cost or how much time it would take. I don’t have a lot of money, so could you please tell me what you think this would cost and how long it would be?” This person approaches a situation with respect, and admits up front they need help.

I see this same phenomenon *every day* in SL(because seeing it for years in RL wasn’t enough). People who will loudly and vocally swoon and sigh over clothing and announce how badly they want it- but ONLY if they can get it for free or at a steep discount. The moment they have to pay for it is the moment it becomes valueless to them. These people will never become shoppers. At best, all they will be is bargain hunters. “Is this real, or did you make it yourself?”

My philosophy is to simply cut them off at the pass and say you can’t help them. Ok, well I do that when it comes to design. I am FAR more creative when it comes to art. “I can make this myself!” Really? Can you get me a dozen of them by Friday? I’m low on stock.

Which brings me to the bit about the cat and the graphic designer. When there’s an actual emergency? A missing pet? A missing child? You either make the poster and STFU, or you tell them you can’t. You do NOT jerk them around. That’s not the same thing as the robot video. At all.

All I want is an admission…

I don’t usually talk about Second Life stuff here, as this is primarily a blog about design (which world it occurs in is rather irrelevant.) However, since today was the day of Philip Linden’s return to SL and his big meeting with the residents (along with BK Linden who has a convenient twitter account) I find myself needing a place to say something in slightly more than 140 characters.

Honest, guys, this won’t happen often. Bear with me.

After reading the recaps (I was asleep when all of this went down), and seeing the responses on varying blogs and the twitterverse in general, I want to point something out.

What seems clear to me, speaking as someone with my varied and often dubious qualifications for doing so, is that at this point in time, the SL userbase is divided into subgroups (and here’s the punchline, don’t miss it) whose needs and goals do not overlap very much.

I’ll make my point in one sentence:

There is no longer a viable way to create a magic bullet, catch all solution.

This is, unfortunately, inconvenient. It is not, however, inherently BAD.

I have long said that the real issue, the one which *all others* stem from is customer service. The problem is that now, in SL the needs of users are wildly divergent. I think that at this point, this needs to be acknowledged and accepted. All I want at this point is an admission that this is so.

At this point it seems to me there are several clear cut user groups whose needs must be identified and met(and I may well be missing some). Some of these groups overlap, but not enough to provide a catch-all.

1. Sim owners/concierge service.
2. Business owners and content creators.
3. RL business concerns with presence within SL.
4. Educators, and their students.
5. New Residents.
6. Genpop.
7. (and this really is added at the end because it’s real, but it’s a strange duck) people who are running SL on limited computer resources.

When you identify these groups, you not only see they have different (mildly overlapping but not that much) customer service needs and questions, but different VIEWER needs.

Which brings me to this:
I think that LL, cannot by definition, create a catch-all viewer or customer service experience. I truly think they need a different approach, because the way it’s been done up until now *will no longer work*, guys. Honestly.

I am not saying that the other things brought up in today’s meeting are of no or little importance. But I don’t see anyone so far who has made this point in this way as of yet, and I wanted it out there.

I now return this blog to its usual rantings about design.

Reminder: It’s not about you.

I know, I’ve said this before. Apparently, we need a refresher course.

This morning, a question was asked about “aesthetic theory” or something like that. Basically it was asking designers and architects why they feel compelled to talk about some kind of overriding aesthetic concept/principles when clients rarely prioritize the theory behind such things. Lots of answers.

Question:

The number of clients who are interested in the aesthetic philosophy behind a project is minimal #justsaying so why do architects bang on?

The answers ranged, but several were super disappointing, dripping with arrogance and barely concealed disdain for clients as a whole.

My answer:
Holdover from arch/design school. all asked to justify our projects in this way, even tho clients dont care about that.

It’s true. We’re required to justify entire design philosophies, even beyond concept, lest we be accused of “putting something in because it looks nice.” Every decision we make MUST be justifiable in some larger sense.

What’s also true is that clients usually don’t care. They care about whether or not it looks good and how much it costs. They rarely go farther than that because hey, isn’t that what they hired you for?

However back to the arrogant responses(which I am not reprinting)- once again, let’s remind everyone that ultimately, it’s not about the designer. It’s about the client. And when the client *MAKES* it about the designer, I suggest you should be concerned, because that says to me that the client is less concerned with their own project and more concerned about whatever perceived “status” they’re getting out of it. Truly, if that concept rocks your socks, don’t tell me. I don’t want to know that about you.

Check your overinflated ego and remember that what you design is about your client. YOUR job is to coalesce their wants, needs and desires, create a package that meets them (and their overall aesthetic preferences), and prevent them from doing something illegal, unsafe or grotesquely stupid, while working within the budgetary constraints they have. Really, that about covers it.

Aesthetics aren’t about you. They are about *them*. You should be able to design things that they love, but you wouldn’t choose for yourself if it were the last available design on Earth. You should be able to design outside your own narrow personal aesthetic preferences (and if you can’t, please send your job to me, because I can, and your clients deserve better than you’re giving them.)

You *SHOULD* be able to justify any design choice you make. But not by some abstract aesthetic theory. This isn’t design/arch school. By showing how each and every choice relates to the needs *THEY* lined out in the programming (brief) phase. That’s how this game is played.

FFS, it isn’t about you. It’s about the people you’re there to help. LEARN IT.

Flush This: A discussion of bathrooms in two parts, part two.

Dateline: Two days ago.

The question was raised “Should women be designing ladies’ rooms?”

It was at that moment that I seriously considered wading in to the main conversation but decided not to risk a migraine. I bit down on my urge to say “SERIOUSLY? DID SOMEONE SERIOUSLY SUGGEST THIS?” at a volume that would make glass break and suggested politely that thoughtful design knows no gender. (This is often the case- polite response, screaming internally. It’s noisy in my head a lot.)

But since this is *my* blog, let me reiterate this:

Seriously? DID SOMEONE SERIOUSLY SUGGEST THIS?

See, even as a hypothetical question of “how does design change when x does it instead of y”, I’m not sure who this insults more, but it’s not a compliment to anyone. Let’s break this down:

1. It insults men. It says that men are obviously so lacking in basic understanding and home training (that clearly, they cannot have gained anywhere or learn anywhere) that they couldn’t possibly figure out how to thoughtfully design a ladies’ toilet. Obviously women do something in the bathroom that is so far outside the realm of understanding to men that they can’t POSSIBLY figure it out and design for it appropriately. More on this notion in a moment.

2. It insults women. It basically implies that in fact, we ARE doing something so outside the realm of understanding of men that clearly, only those of us versed in the art of oh I don’t know, not having a Y chromosome could possibly ever understand how to do it. It’s just too…girly for men to bother with and only women can do it right.

and finally, my favorite insult of all…

3. Does this mean people who are transgendered shouldn’t be able to design bathrooms? Does this become like the IOC where we should (again, realizing this was a hypothetical question but I’m showing how outrageous this entire line of thought is) test people to determine their sex? “Oh sorry, you had gender reassignment surgery so no bathroom design for you.”

Now, this question was not brought up with any of these three things in mind. Sadly it was brought up because unfortunately, it is taking far too long for a traditionally male dominated industry, PLUS those people who are responsible for building code in many places, AND lawmakers to learn some *basic facts of the universe*.

Here, let me help:

Women take slightly longer in the bathroom, on average, than men.

Not every woman, and not every time. As an overall group, yes- we do. Even sadder is the reasons ascribed to that- that we’re just primping or fussing about or whatever the fuck it is that sexists think about women in general. But that’s not really it. It’s due to two things- one- we don’t have exterior biological plumbing, and two – often our clothes are more complicated. That, folks is it. But the former is an immutable biological fact. Learn it, live it, feed it on Thursdays. The latter may not be immutable fact, but it is often true, particularly in winter months. Both of these things combine to create a situation where if you are designing a location that has male and female facilities, you *do* in fact, need more of them for women than men. A trip to ANY stadium, convention center, mall bathroom or amusement park will show you this problem in action. It can be identified by LONG lines for the womens facilities and NO line for the mens. It’s not because “men can hold it longer”, it’s not because “we’re playing with makeup or fixing our hair”. It’s because we can’t easily pee standing up, and we don’t have a way to “zip and whip”. We have to essentially partially undress every time we need to run to the bathroom and that takes a little longer.

Now, it’s a valid question to ask “WOULD a woman design toilets differently.” I contend if there’s a serious difference that cannot be ascribed to the individual designer in question, then you’re talking about *bad designers* in general. Part of our job is to understand our end users. When you can’t get the bathroom right you’ve missed this vital piece of your job. It’s one of the reasons I get so cranky when bathrooms are overlooked- when you so this you’re denying a fundamental part of *everyone’s* daily experience. You’re failing to really understand your end user. I would expect that if a male designer were designing a ladies room and wasn’t sure he’d gotten it right he’d just *ASK* a woman to look and see if there was anything he’d missed. I know I’d do the same thing if I were designing a facility for a group I wasn’t a part of- it’s called *research*. It’s what we do, isn’t it?

Yes, it is true, undeniably that building code and lawmakers need to finally and fully grasp that women do take a little longer and need more facilities than men because of it. But just as important is WHY- not some ridiculous and false notion of why that relegates women to the girly corner. A basic understanding of how people function in a real life way would do. But to suggest that there is some fundamental thing that male designers cannot and do not understand about women in regards of how they use a bathroom is insulting to everyone, and we can and should do better than that.

Flush this: A discussion in two parts.

Dateline: Yesterday.

A bunch of Architects and Designers get together both in person in the UK and online everywhere on Earth to discuss “matters of importance”. Most interesting conversation?

Bathrooms. We’re a wild bunch, let me tell you.

After trying to have this conversation in 140 characters or less, I realized it was once again time for me to start the Bathroom Manifesto Smackdown. I don’t think I’ve done it since I started this blog, but I’ve done it many, many times previously. However in this case there’s two different topics that need addressing and so I’m going to divide this into two parts so as not to confuse the issue in comments.

I had made the comment that I would settle for bathrooms not being an afterthought (I am STILL looking at you, Warner Center…). I have long been the champion of getting bathrooms right, so let’s take it from the top:

A bathroom, no matter where you design it, is an exercise in designing an experience. If you think it isn’t? You are missing a design and psychological opportunity and failing your clients.

Now, in a residential setting, this is obvious. If it weren’t true, there wouldn’t be a multimillion dollar bathroom industry. Bed, Bath and Bedamned wouldn’t exist, and Kohler would have gone out of business years ago. Proving the case for this in a residential setting is a no-brainer.

But what about all those other spaces? Retail, Hospitality, Restaurant, Office, Airports, Public Spaces, Convention Centers, etc. (I’m going to leave institutional design off this list because it’s governed by different priorities.) Guess what? It’s true of those places too. The question is identifying the goals of the people using the space and what the priorities of that experience are. It goes beyond peeing, people.

Here’s an example – In an office environment. Particularly here in the US where we work more hours a year than most other countries, you spend a lot of time at the office. Since fewer people smoke these days, there is less of a built in time or excuse to simply *walk away* for five minutes. People eat lunch at their desks, and they stare at a computer screen for long hours. But eventually, everyone is going to have to go to the bathroom. That’s an opportunity. I don’t mean it has to be the most luxurious event ever. What I do mean is that with a little forethought, people can walk away for that five minutes and actually come back a bit more relaxed, a little calmer, a bit more ready to tackle their day. Make those five minutes pleasant, and you get more pleasant people to deal with in general. Though people may do vastly different jobs in the same office what they all have in common is that at some point, they’re all going to need a bio break. It’s an opportunity to create a pleasant experience for everyone by design- one that levels the playing field for everyone and one where people can be equally comfortable.

In restaurants, if you blow the bathroom, you have *failed* as a restaurant designer. Honestly. No matter how much or how little room you have to work with, there is a way to make that experience part of the overall restaurant environment; make it part of a holistic package.

This overall idea can carry over into any kind of bathroom design situation. That’s not to say you should ignore the overall priorities of the project- but for every project there is a way to make the bathroom work and make people more happy, more relaxed, more ready to deal with the rest of their day due to the experience you provide, by design.

Bathrooms are fantastic equalizers. The question is what level do we want to equalize *to*?

Thus endeth part one. Part two is about bathroom and gender. Yeah that ought to get good, cause we all know how much I love institutionalized sexism. *eyeroll*

2010 Egg #6: Kai’s Egg.

Normally I don’t put egg posts here. I’m making an exception for this one because I want it to have a potentially wider audience, and this blog is public.

My friend Val has done a hell of a lot of things for people over the years, for the low, low price of free. Things that by rights, she should have been paid to do. She has never asked for a thing in return. For those of you who don’t know Val, she was Ms. March in the Lime Project calendar, as well as the person who did all the layout/graphic design/dealing with printers/art direction stuff for it (again, for the low, low price of free.)

A couple of weeks ago, she lost her dog, Kai. Kai’s illness was sudden and horrible, and put Val in the awful position of deciding to have her put down. However as anyone with pets knows, sudden catastrophic vet bills are very difficult to deal with. To read about what happened with Kai(because goodness knows, Val wrote eloquently about it), you can read the whole story here. I suggest having tissues nearby.

I’ll wait.

I’m putting this egg up for auction. It comes with the stand (not this one, this is my work stand….) All proceeds(I will cover shipping) will go to help Val recoup the money from the vet bills. She does know I’m doing this. I asked her what colors to make the egg. She wanted it to be like Kai’s fur. To that end (though these pictures DO NOT do it justice- lighting this one was so hard) the colors in this egg are a desert tan, khaki and black. The holes are ringed in gold, and the sealant has a gold wash coat.

I will run this auction until Tuesday March 30, at midnight, EST. All you need to do is bid in the comments. I can keep track of the current high bid by editing this post. Paypal preferred, since you can send the money directly to Val. Long as she tells me she has it in hand, I will ship this thing anywhere it needs to go.

Oh. I suppose I should post the photos. Oops.

I love you Val, and I am so sorry about Kai.

Bidding opens at $50USD.
Go.

ETA: Bid is currnetly at $150USD.

Defining our terms.

Art is not design.

Design is not art.

These concepts overlap, but they are not synonymous. Were we to create a Venn Diagram, it would illustrate this relationship perfectly.

Oh. Wait. I already did that.:

Before we go any further than this, we need to really define “art”. In this case there’s two definitions we need to be concerned with.

1. To say something beautiful, created by a person or people, is art.

A painting, a sculpture, a piece of music, a photograph, a ballet.  All of these are examples of which we are familiar.  There are many others, of course, but you get the idea.  To say that art is a beautiful thing is common and we know what that means when people say it.

2. To say a physical object, created by a person or people is challenging, describing, informing or otherwise making a social or cultural commentary.

These things may not necessarily be beautiful.  They *CAN* be and often are, but that’s not their primary purpose.  Their purpose is to get people to think about culture, relationships between people,  and society.  I tend to think of these things as “Art” and they are the stuff of which “Art pretension” thrives on.  They’re the sort of things that people stroke their chins over and say “hmm, yes” a lot about.

So having defined that for purposes of this post, I want to talk a little about design.

Design is purpose driven.  When you design a building, the building has a function. When you design a restaurant, that restaurant has a function.  The same thing can be said of anything one *designs*, from a catapult to a coffee machine.  You can design a knitting pattern and make a scarf. You can even use design in the process of making art- I map out a design for each egg that I create, but the finished product is not a design project. It’s a piece of art.  However, if I design someone’s kitchen, that’s a design project, no matter how pretty it is.

All of that brings me to a post that appeared yesterday on Dezeen.  Go have a good look. I’ll wait.

When I first saw this, the post had just gone up, and there were no comments to it yet. When I went back this morning, apparently I’m not the only one who wasn’t pleased. But what really bothers me is that the *supporters* of this work don’t seem to get that fundamentally, THIS IS NOT A DESIGN PROJECT. It’s an ART INSTALLATION.

Frankly, I think it’s a pretty good art installation.  I really mean that. I think that as *ART* (definition #2, though it’s not a bad looking object either) it works quite well. It conveys a clear message and provokes thought about the concepts it addresses.  In that sense, it’s very successful.

As a design project, this FAILS, completely.  It’s not *REALLY* a bookshelf.  It’s not. It’s designed to hold very specific books, intended to make a societal and/or cultural statement.  If you put other books on it, it ruins the intent of the artist (yes, I said it cause it’s not a design project and I’m not going to call it one.) So really, its only purpose is to make that statement, and no other. It does not serve *an actual function* beyond making the cultural statement.  The books, even though they’re being held by the shelf are only there *AS PART* of the overall statement.

It’s NOT DESIGN. It’s ART. I don’t think it’s BAD art, either. But It. Is. Not. Design.

Considering the fact that there are innumerable *DESIGNERS* creating oh, I don’t know, actual design projects that could be featured on what is supposed to be a design blog, the fact that Dezeen doesn’t seem to be too clear on what design is/is not and what art is/is not is… well pretty disappointing (yes, I do have a gift for understatement, why do you ask?)

Come on.  Show some damned design work.