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This Is [Not] Writing. A Testament to Social Media

This is not writing, to paraphrase Magritte.

Lines insert a false time. Full-stop.

It was not made for those who sell oil or sardines”
~ W. Leibniz, ca. 1674, on his calculating machine

Am I to take this seriously?  Is there a truth time of writing and a false time?

When we started looking at the beginnings of the modern digital universe—at the origin of this two-dimensional address matrix— we became interested in the question of what had been done with it at the beginning. Of course, one of the things was the work on the hydrogen bomb. Linguists and certain philosophers of language would lead me to believe that there is a basic level of accepted communication, an agreed upon, non-distorted, good enough environment of intimacy, intention, and reception through which we scratch symbols to each other in basic, consensual hallucinatory ways.  One might take blogs as a kind of evidence for this, or not.  If this is true then there is an agreed upon true time of language which is serial, developmental, syllogistic, perhaps progressive, some might even argue aggressive.  I say something, you say something back and shit! we are human and talking the talk of that — Paul Pangaro would be proud, if he were, and Dubberly would make a quaint conceptual model of it.

Yet!

Yet, I am also aware, as a designer, architect, madman, that the ideal time of language is at least part constructed if not completely so.  Language poetry would not exist without the Rorty-like assumption that all language is contingent and so any concept of an ideal speech community unfolding their ideas and hopes and prejudices in the “real” or “proper” time of speech-like language is a historical and ideological construct– even/especially on Twitter.  The most political thing I can do is face the language and certainly the work is full of “errors”, errors of conception, expression and understanding, but also conscious errors based on the procedural rules governing the violence-composition of article/comment/connect.  So which time is more false, the semiotically foregrounded temporality of poetic lineation, or the hidden, naturalised time of prose, even non-narrative prose such as we would have here if not for my sickness?

What I might be saying here pretty much agrees with a definition of a typical feature of poetry before proving through a historical event, a necessary foundation for poetry is merely a significant historical contingency whose time is already passed.  However, while I look for ways to innovate poetry in prose, I have to be beware the seduction of the prose whose transparent linearity is more dangerous in that it is widespread, that narrative prose is the rhetorical preference of the state and its institutions of coercion (what is not new except a really good story chopped up into tasty morsels?) and that is it so hidden.  Television’s lie is the continuity. If you ask someone to tell you how it happened, say in a court room to use a Lyotardian environment, and they tell it to you in the temporality of the poem, would that be acceptable testimony?  Objection!  Next witness.

What I sacrifice, that the time of the line is material, embodied, visual, disruptive, sexually potent, radical, and sharpened at both ends.  Contrast the semiotics of poetic lineation to those of prose with its full-stops and alinea (paragraph breaks).  The full-stop is rarely used as a disruptive strategy and certainly not in mine.  Why innovate in the space between sentences– but rarely, if ever, disrupt the sentence itself?

The sentence is to language as a porn flick is to love. In other words, sentences are socialised language while poetry is somehow, in being more glossolalic, literally semiotic and so goes beyond ideology. The simplicity of the sentences is the ice pick to the brain I feel as I try to get at the ideological-linguistic fabric of post-industrian, pre-simulation social interaction.  Either that or I just walked into the snow with nothing but boxers on– poetically speaking, of course.

This is not an idea, to paraphrase Magritte.

Testaments…

the wind in rustling in his hair tells a story of what has dropped off a thousand miles away is the intention to gather up and then rush at it an energy distributed then through shallowness to those optics

Sepia tones of light and dust fill the room
I’d been lying in bed for a month
one afternoon, on a Sunday. 

I think somewhere there is a room
in which I am living
an old man, looking back
looking out at central park, 

in the future
in a windy
room where I am sitting and
glyphs scroll across my
eyes, and I hear the C train 

————–

the body is what falls from me as I rise in that [bracketed way] by this this (parenthetical) to the other all it is a process of wanting to get closer to that big mooning face

trying to make out
what I had once written
in what will then be
passing for the present,
blindly, seeking, tweeting,

trying to remember
the room
the light the time of day
when the evil whispered
the wind, the smell of jasmine

————–

even in my muteness, I too am homeless; only semi-detached I’ve been saving up for true immediacy ‘halt who lurks there,’ goes nowhere, this unfurling which is ending up interminable as a blanketing of bold insecurity and intimacy

Yellow’d light filled the room
Don’t let them inside
your eyes, my anvil
shot in the eye,
shot in the head,
shot in the ass,
and I 
smoked
these last words.  

————–

Pale amber light and dust filled the room,

I have become so certain of uncertainty meanwhile el niño has given rise to cases of hurtling upwards my own super-subjectivity of a being of total dissemination whose myriad parts and I fully occupy all and at the same time…

sepia tones of light I assumed
coming through the cracked windows
but no

more a feeling, though light, too

a healing

And I saw again, April’s budding

————–

petal’s intense gold flames

you feel the gentle warmth on your back articulated like the spine of a vast earth goddess let loose amidst the peaks to rise as ether carrying her displacement on her back. then a passage through.

a child’s drawing
of the sun

And loved again
the absolute unsayableness
of the simplest thing in pain
the way it was, exactly

Walking out again

Into the pale yellow light.

Designing Surveys That Don’t Suck!

Design Studio Workshop for Product Innovation

AgileUX NYC LogoStart the spring season with an epic bang! Join us for a half-day immersive workshop meant to teach-by-doing the Design Studio method. Whether your focus is strategy, product management, design, or development, this hands-on, dynamic workshop is for anyone involved in the ideation, design or development of websites, applications, and mobile experience.

The early stages of product innovation can crucially influence the success and direction of any product. Yet these stages tend to be fuzzy, highly politicized, and under-documented. This workshop is an introduction to how teams can use The Design Studio method to explore opportunities and innovate products in a more transparent manner so that cross-functional teams focus on how ideas and solutions map back to the problem space and goals, revealing tacit requirements, while mitigating the risk of hidden agendas.

Design Studio is conducted in a highly interactive, fast-paced team setting following a methodology commonly used in architecture and industrial design, but with some important twists. It has been called the “Iron Chef,” of ideation. It can be intense, focused, and chaotic at times, but those lucky enough to have participated understand the power and effectiveness of this tool.

This workshop will teach the fundamentals of running a design studio and will answer questions about how to effectively use Design Studio (as well as variations on it), and to avoid potential pitfalls so those practicing some flavor of Agile UX will be better armed to solve difficult problems in their work.

The workshop guides participations through this evolution in experience ideation using a case study approach to solve a unique problem space, the goal of which is to arrive at some solid design solutions while also learn the hands-on techniques so that attendees may return to their organization and conduct their own design studios.

Cost for the workshop is $195, which covers the registration fee, workshop materials, and refreshments. Registration is now open

This workshop is based on 3 articles published in UXMag as well as the experience of running hundreds of design studios in agile, waterfall, and agency environments.

Introduction to Design Studio (uxmag.com)
The Design of Design Studio (uxmag.com)
Design Studio and Agile UX : Process and Pitfalls (uxmag.com)

Structuralism is the New Avant-Garde: Vladimir Karalee

Considered to be one of the most promising young designers in Berlin and a master of deconstruction according to Zeit, Bulgarian designer Vladimir Karaleev has his own, unconventional approach to designing procedure and to fashion itself.

 

His collection showcases a pure avant-garde style with unusual cuts and refreshing return to structuralism without the now-cliché post-fascist militarism of other less competent designers.

Vladimir Karaleev redefines the classic Couture of new formalism without being to uptight.

Vladimir Karalee

I’m too impatient. I work with the original fabric on the doll. All my clothes arise in the work process on the mannequin. I have some idea of ​​the silhouette, but nothing more. If I do not like something, I cut and sew until it is good, to make it smaller or shorter in order to get to the final form. 

Vladimir Karalee

 

His minimal, graphic cuts and experimental forms do not fail to create elongated proportions and an unpretentious elegance. What describes his work best is what he says about it.

Introduction to UX Research: Conducting Focus Groups

This is an introduction to the fundamentals of doing customer research with an emphasis on Focus Groups. This is part of the introduction to ux research series. In this talk we walk through the basics of focus groups, types of focus groups, as well as an in-depth explanation of process and pitfalls.

Research is usually conducted to gain a deep understanding of the client’s target users in order to apply a customer-centered approach to the strategic development of the client’s brand and product. In addition, focus groups seeks to reveal insights into how the target customers emotions, attitudes, beliefs, and experiences in using existing products and brands.

Hacking for Change

Hacking for Social Change

Hacking for Social Change

 

Hacking For Change

Calling all developers, creatives & artists:

You are invited to the first annual Rapp Hack-a-thon, an ideation lab where creatives of all walks come together to build the next big idea that could change the world.

Details

February 13th – 10AM TO 10PM
Hosted @ RAPP
437 Madison Ave, 3rd Floor

Register by email: rappathon@rapp.com

Introduction to AgileUX: Fundamentals of Customer Research

This is an introduction to the fundamentals of doing customer research for AgileUX teams. We talk about the reasons for doing real research, how to conduct on-site contextual interviews, the process to use, and how to analyze and social the results from the research.

Research is usually conducted to gain a deep understanding of the client’s target users in order to apply a customer-centered approach to the strategic development of the client’s brand and product in the context of an Agile development process. In addition, research seeks to reveal insights into how the target customers user products in their particular context and feed those findings immediately into the scrum’s decision-making and development process.

User Research takes the position than human behavior and the ways in which people construct and make meaning of their worlds and their lives are highly variable, locally specific as well as intersubjectively reflexive. In AgileUX Product design, contextual inquiry and other methods of user research asserts that we must first discover what people actually do, the reasons for doing it, and just as importantly, how they feel while doing it, so that AgileUX Teams are always making product design decisions on actual customer feedback and behavior, and not opinion or instinct.

 

I’m hiring a Lead UX Designer

Motivation. It’s the key driver for taking an action. What motivates a person to change careers? What motivates a hiring manager to select one job candidate over another? We care deeply about UX research – we do it more than just about any startup you will ever work for. If finding the underlying drivers for customers’ decision making motivates you, then listen up.

As a Lead UX Designer here you will lead efforts to create, concept and design new ways for our community of jobseekers and recruiters to interact in meaningful and engaging ways.

We work quickly, nimbly, and collaboratively. We are an AgileUX team, which means that you will not be designing high fidelity deliverables. You thrive concepting with a team, using sketches and wireframes as conversation starters to explore possible solutions. You must bring your top-notch interaction design, information architecture, and user research skills as well your opinion. Most importantly, bring your passion.

The Skinny:

  • Develop a deep, empathetic understanding of our customers
  • Create iterative, lightweight prototypes to concept solutions
  • Lead cross-functional teams to solve business problems
  • Design elegant, efficient and sophisticated solutions
  • Prototype, Usability Test, and then Prototype some more (we do testing weekly)
  • Be able to defend your design decisions with well-structured arguments
  • Thrive in an environment of constant change

The Specs:

  • 10+ years experience as an information architect, interaction designer, and user experience designer
  • Thorough understanding of design principles
  • No fear of speaking with customers (we do that a lot)
  • Usability testing – you’ve done it, you love it, you want more of it
  • Love of data. We have tons of it. Use it wisely.
  • Proof (we’ll ask you to demo it) of taking an idea from concept to implementation.
  • Be able to speak to your work clearly and succinctly (we value brevity)

**Note: This is not a graphic design role nor a front-end coding role but should you bring those skills along with solid IA/IxD chops, that’s just more of you to love.**

Fetishizing Modern Society’s Objects

Bughouse’s Future Fossils Series brings into stark relief Marx’s notion of commodity fetishism and Baudrilliard’s exploration of cultural objects as sign systems of identity manufacture.

In Marx’s critique of political economy, commodity fetishism denotes the mystification of human relations said to arise out of the growth of market trade, when social relationships between people are expressed as, mediated by and transformed into, objectified relationships between things (commodities and money).

In the work of the semiotician Baudrillard, commodity fetishism is used to explain subjective feelings towards consumer goods in the “realm of circulation”, that is, among consumers. Baudrillard was especially interested in the cultural mystique added to objects by advertising, which encourages consumers to purchase them as aids to the construction of their personal identity. In For a Critique of the Political Economy of the Sign (1972), Baudrillard develops his notion of the sign that, like Debord’s notion of spectacle, aims to elaborate on Marx’s theory.

The Future Fossils by Bughouse series imagines what kind of artifacts future civilizations will come across when exploring their past and our present. It is comprised of ‘fossilized’ technology such as an Atari joystick, Polaroid camera, Rollieflex, Nikon SLR and Technics turntable. Interestingly enough, the Future Fossils series doesn’t just focus on the 21st century, but simply the age of technology in general which has, perhaps more than any other, been the age of commodity fetishism.

Find more at Bughouse 

 

 

 

Neither Retrospective, Nor Predictive: Dieter Rams & Design of Self

Good designers must always be avant-gardists, always one step ahead of the times. They should, and must, question everything generally thought to be obvious. They must have an intuition for people’s changing attitudes. For the reality in which they live, for their dreams, their desires, their worries, their needs, their living habits. They must also be able to assess realistically the opportunities and bounds of technology. – Dieter Rams

Neither Retrospective, Nor Predictive
Finishing out the year, I thought it would be worthwhile to re-visit a designer whose visionary approach in design I hope will never goes of out style: German industrial designer Dieter Rams. While some may write predictions for 2012, an endeavor most certainly useless after having read “Fooled by Randomness,” I am convinced the author of said predictions is stuck hopeless between writing something so vague and obvious as to be completely useless (i.e. just about any of the hyperventilating cyber-circle-jerking social media predictions for 2012); else meaningful, measurable, and specific, in which case almost certainly to be proven a fucktard.

Given this Scylla and Charybdis choice, I decided to simply write about the principles of design, the design of objects as sign systems, and the projection of identity into these sign-vehicles.

A Concern
Back in the early 1980s, just after the United States elected a B-movie actor to the most powerful position in the world, preparing to flex American military testicular fortitude in Operation Urgent Fury, designer Dieter Rams was becoming increasingly concerned by the state of the world around him – “an impenetrable confusion of forms, colours and noises.”

Packaged Meaning
If we consider that all objects are “packaged” to deliver certain meanings – what might one say about the semantics of well designed things? Further, if I imagine, as we head into the new year, with the hope of new objects released into our culture, what role does the desire for our fetishized objects act to package and perform our identity in public? Does desire package meaning?When we dress, we package ourselves, our bodies adorned in a grammar of social signals. Every thing and object has a skin through which it speaks. We live in a world, and there are objects in this world. We have intimate feelings about and for these objects — we project into them, and communicate through them. I think there is a ritual relationship to these objects that occurs on a daily basis.

A Semiotic Dance
In primitive societies, objects may be found on the ground, literally, strewn about the place as in a “natural” state. But in our advanced hyperreal branded simulacra of society, objects are found on iPhones, on tables, on electronic billboards in Times Square. These surfaces are vehicles of presentation; they are objects, they have functions, but they also have skins, histories, narrative performances. . . objects then become a partner in a semiotic dance of self-reflexive co-creation.

“To see the object as in itself it really is,” has been justly said to be the aim of all true criticism whatever, and in aesthetic criticism the first step towards seeing one’s object as it really is, is to know one’s own impression as it really is, to discriminate it, to realise it distinctly. – Walter Pater

Designing Self
Something happens when you choose to project yourself into the creation of an object. It becomes a canvas of idealized self. Aware that Rams was a significant contributor to the world of designed objects, he asked himself, “are my objects manifesting good design? What is good design?” To which I add, “what is the meaning of the objects that I design, and is it projecting something positive into the zeitgeist?” As good design cannot be measured in a finite way Rams set about expressing the ten most important principles for what he considered was good design. (Sometimes they are referred as the ‘Ten commandments’.) Here are his 10 principles of good design which have been written about all over the interwebs, but worth repeating, which can apply to the design of objects, interfaces, products and services, but also the design of ourselves in the New Year.

Dieter Rams 10 Principles of Good Design. 

Good design is innovative
The possibilities for innovation are not, by any means, exhausted. Technological development is always offering new opportunities for innovative design. But innovative design always develops in tandem with innovative technology, and can never be an end in itself.

Good design makes a product useful
A product is bought to be used. It has to satisfy certain criteria, not only functional, but also psychological, sexual, and aesthetic. Good design emphasizes the usefulness of a product whilst disregarding anything that could possibly detract from it’s core beingness.

Good design is beautiful

The aesthetic quality of a product is integral to its usefulness because products we use every day affect our selfhood and our well-being. But only well-executed things can be beautiful. Ideas and ideals never executed can never be beautiful.

Good design makes a product understandable
It clarifies the product’s structure. Better still, it can make the product engage in conversation. At best, it is self-explanatory. In HCI we call this affordance. Tautologically speaking, it is what says it is.

Good design is unobtrusive
Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression. An object should allow a person to project themselves into and through the product.

Good design is honest
It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept. It never promises magic, or a bigger penis, or a happier life.

Good design is timeless
It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway, designed for obsolescence, society of the spectacle.

Happy New Year.