Most of us have manipulated our lives into a fantasy of want rather
than need. We have created a man-made world detached and dissociated
from nature. According to Kalle
Lasn in his book Culture Jam, we've gone from living
in a natural world to living in a manufactured one. "For two
million years our personalities and cultures were shaped by nature.
The generations alive today -- who cannot recognize an edible mushroom
in the forest or start a fire without matches -- are the first to
have had their lives shaped almost entirely by the electronic mass
media environment." (Lasn, p. 4) This mass media environment
has established a culture that is "the meaning of an insufficiently
meaningful world. [It] is the locus of the search for lost unity."
(Guy
Debord, The Society of the Spectacle, p.130) In addition,
this mass media environment is supported through a healthy dose
of consumerism and the exchange of commodities. As Peter
Lunenfeld quotes Karl Marx in his book Snap to Grid,
"the production of commodities intrudes upon the social order
because the human producers come into contact with each other only
when they 'exchange their products, [and] the specific social character
of each producers' labor does not show itself except in the act
of exchange.'" (Lunenfeld, p.5) With expanding populations
where more and more people need to make a living, the consumer culture
becomes a means to survive through new professions such as graphic
and electronic design to keep consumptive america alive. A growing
number of commodities are designed and pushed into the culture to
be consumed by an exponentially growing population. This leads me
to the question, can successful design avoid this consumptive culture?
Designers are just now beginning to ask this question in a way that
will eventually effect the future of design.
I recently took a trip to Fry's
electronics in Burbank, California. Entering the parking lot
initiated a complete state of chaotic consumption. People with rolling
baskets filled with stuff weaving through parked and moving cars.
People in their cars were honking and cutting each other off to
get the best parking space so they could gorge on the electronic
feast inside. As I walked through the parking lot and into the front
door, the volume of layered sounds increased as did the consumer
vultures. Ahead of me was a display of a surround sound system including
a flat screen double-the-duty television set blasting "The
Best of Michael Jackson". To the left, was a mountain of
point-of-purchase items sporting splashy, high energy graphics demanding
the spectators to take them home. To the right, was a line the size
of the Nile river winding around mountains of merchandise toward
the purchase counter. As I wove through the store, merchandise seemed
to fall off the shelf toward me in a media frenzy. "Buy this,
buy that, you need this, your life will not be complete without
this product, you will not be accepted into society without these
worthless devices." On the ceiling, was a gigantic UFO hovering
over a quarter of the Costco-sized store making sure that their
"human" subjects were following orders; orders to succumb
to the consumptive spectacle of American culture that we were smack
in the middle of. It was as if I was trapped in the film "Invasion
of the Body Snatchers" where everyone was floating around
unaware of the trance they were in, helplessly embodied by the consumer
spectacle.
The combination of retail environments, products,
and marketing media of the Fry's Electronics experience isn't the
only system that exuberates this spectacle. The internet is becoming
equally spectacular. As I browse through what seems to be an endless
amount of internet stores the onion skins of advertising, marketing
messages, and promotional hype thickens as I dive deeper into each
web site. For example, eBay,
an online auctioning store, started out as a means for ordinary,
everyday people to sell their used items. Through the years, not
only have auctioneers discovered ways to make higher profits through
"hyping" their products, but eBay discovered a way to
increase their revenues through selling more and more advertising
space throughout their cyberstore. Now, more people have discovered
that a living can be made through eBay's service, establishing a
new auctioneering profession, and eBay finds ways to increase their
profits. The added marketing hype has made it harder to find the
deals that eBay was once known for, creating an auctioneering culture
that relies on the spectacle. As this phenomenon expands, so do
the reactions of designers.
A french group featuring works by motion designers
on Pleix.net,
features a piece by Pride’s Paranoia expressing their observations
and views on this consumeristic phenomenon. In their piece “Futureshock”,
they combine video, graphics, and 3D technologies to create a cohesive
argument supporting this thesis. The three minute piece starts out
with a man riding a motorcycle through a media-rich city. The composition
is filled with unnaturally saturated colors, buildings that look
as if they were built out of billboards, technology paraphernalia
raining from the sky, and natural landscapes such as fields smeared
into a state of blur. The man on the motorcycle drives through the
city and enters a supermarket. As he walks through the store, merchandise
flies off the shelves towards him and sticks to his “consumer
magnetism” until he is morphed into a combination of product
and human. He painfully grows to the size of King Kong and roams
the streets of the city. Entire cars on the street become weightless
and stick to him adding to his new cyborg persona. The weight becomes
too much for him to handle until he eventually collapses, falling
in slow-motion toward the death of his cultural acceptance. He lands,
dismembered, in the middle of the spectacle that has not changed.
In another piece featured on Pleix.net by Itsu
titled “Plaid”, using the same technologies, they react
to the fiscal end of consumptive behavior. The motion piece opens
with a pan of a fantasy-world city where the buildings are constructed
using forced-perspective and all notions of a natural environment
are literally masked out and replaced by a pink and gray gradient.
It quickly cuts to a board room in an office building where four
artificial-looking employees are presenting their marketing findings
on the state of the business. As they realize their profits are
decreasing, they brainstorm ideas of how to grow their company,
which results in hormone injections into their product (in this
case, pigs) and forcing them to exponentially reproduce by adding
a heightened sexual environment. The objective is to produce more
products to sell resulting in higher profits and a successful business,
which ultimately, supports a culture less natural. As in Marshall
McLuhan’s thesis “the medium is the message”,
they begin to take on the persona of the pigs in a demonic sexual
frenzy between company and product, unable to distinguish reality
through their own objectives. They become dissociation with their
real lives. The piece ends with an employee walking a pink and gray
silhouette of a pig in an artificial, forced-perspective city.
Gary
Hill, in his video piece titled “Sites Recited”,
creates a visceral experience by pulling the viewer in and out of
focus revealing objects in the foreground and background at different
depths, sizes, and clarity. The viewer doesn’t see the entirety
of the composition until the very end, when, similar to the Situationist’s
argument, everything comes into focus. Hill reacts to the over-saturation
of choice and information while questioning human perception through
seeing and through the self-consciousness of choice. Debord quotes
Hegel’s
The Phenomenology of Mind by saying that “self-consciousness
exists in itself and for itself, in that, and by the fact that it
exists for another self-conscious; that is to say, it is only by
being acknowledged or ‘recognized’.” (Debord,
p. 137) In his piece, the viewer is presented with what seems to
be a variety of choices that come in and out of focus, but in the
end, we are presented with the entirety of the objects. Similar
to what Lasn states in Culture Jam, this “offers
the illusion of unlimited choice, but in fact reduces the field
of play to a choice of preselected experiences.” (Lasn, p.
104) Lasn’s “preselected experiences” argument
leads this thesis to the idea of “active
consumerism” as a way to redefine our consumptive culture
through the future of design.
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