From
Emigre
#65
A discussion with Rob Giampietro about guilt and
loss in graphic design.
When writer/designer Rob Giampietro approached
me a few months back with the idea to write an article about graphic
design in the ’90s, he brought up an unrelated topic during our
conversation that I found intriguing; he mentioned the term "Default
Systems Design." He said it was the topic for another article he
had been working on for the past few months. It’s curious how
certain ideas reach critical mass. In Emigre #64 a number of
contributors, independently from each other, each made note of the emergence
of a new kind of graphic design that seems to rely heavily on the use
of systems and defaults. Just when you think graphic design is in a
coma, something’s taking root. Reprinted here is how we arrived
at the topic, as well as edited segments of the rest of the dialogue.
Rudy: If the level of graphic design criticism is at
all a gauge for the state of design today, then design is as good as
dead. We saw a surge of critical writing within design in the early
’90s. To some degree this had to do with the times; there was
a significant change in technology (the introduction of the Macintosh
computer) which coincided with (or caused?) the bankruptcy of the Swiss
International Style. But, after many debates, everybody settled down
and went about their business. I guess it’s difficult to forge
a revolution (for lack of a better word), every ten years or so, or
maintain a critical opposition indefinitely.
Rob: While I understand your frustration, I would say
such times of boredom and stagnation are times in which critical opposition
is most crucial. It’s easy to be righteous when everyone thinks
you’re right. It’s much harder when they’ve changed
their minds.
Rudy: And that’s what you think has happened?
Designers have become more conservative again, more in line with the
status quo? Which is not surprising, of course. In times of economic
and political uncertainty, when the future looks bleak, there seems
to be a tendency to look back, to chose safe solutions. Within graphic
design we’ve seen an upswing in retro themes, nostalgia, and the
return of the Swiss International Style.
Rob: The look of graphic design today is evidence of
the pendulum-swing back to more conservative and fiscal-minded times.
It is a counter-revolution of sorts, and its assumptions are troubling,
and real, and on MTV, and in Emigre itself.
Rudy: Why are its assumptions troubling?
Rob: Because this kind of work self-consciously positions
design as stupid and trivial and says that documents of importance needn’t
rely on design to shape them. Default Systems are machines for design
creation, and they represent design publicly as an “automatic”
art form, offering a release from the breathless pace at which design
now runs, as clients ask for more, quicker, now. Default Systems are
a number of trends present in current graphic design that exploit computer
presets in an industry-wide fashion. They are a quasi-simplistic rule-set,
often cribbing elements from the International Style in a kind of glossy
pastiche, a cult of sameness driven by the laziness and comfort of the
technology that enabled Emigre’s rise, the Macintosh.
Rudy: Do you think this was perhaps an obvious reaction
to the hyper-personal, customized messages of early ’90s design?
Rob: Yes, in some part. What’s interesting is
how much Default Systems owe to early ’90s design. The rejection
of all systems by these “hyper-personal” designers was itself
systematic. Fussiness for its own sake in the early ’90s is the
same as reductivism for its own sake in the late ’90s and today.
Designers from Cranbrook and those mentioned in Steven Heller’s
“Cult of the Ugly” article were nothing if not brash and
dogmatic. Their ideal of “beauty” was nothing if not relative.
Their models, like those of designers using Default Systems, were found
in “low” forms, and the ceaseless glorification of these
forms was as self-indulgent then as it is now. The stylistic methods
of Default Systems Design arose from the methods of Ugly Design and
they are tactically one and the same. Both are based on different kinds
of proliferation and limitation. The distinction between the two is
largely formal, which is of interest to designers, but their social
observations are largely similar, which is of interest to critics.
Rudy: This raises a few questions. First, what do you
mean by "Both are based on different kinds of proliferation and
limitation”? Secondly, how are the social observations of “Ugly”
design and “Default Systems” design similar? What is it
that they have in common?
Rob: These two questions are related. The use of terms
like “proliferation” and “limitation” is self-conscious
on my part. These terms sound as if they come from a Marxist critique
rather than a design discussion. I’m not trying to make this discussion
overly academic; rather, I am trying to provide design critics with
a model for positioning design within a broader social context, which
doesn’t always happen. The most interesting designs are critiques
of the conditions of their own making, and Marxist language is useful
for discussing the means of production and consumption because it was
developed for that purpose.
I still haven’t answered your question,
however. If, as I said above, the most interesting designs are critiques
of the conditions of their own making, then both Ugly design and Default
Systems design qualify as “most interesting.” Both exploit
certain opportunities presented by the computer as a tool while suppressing
other opportunities. Some tactics are allowed to proliferate while others
are deliberately limited. For example, the computer is a tool that allows
for incredible customization. Typefaces—even individual letterforms—can
be altered to a user’s tastes. Ugly designers let this kind of
customization run self-consciously amok. This was done in the name of
a kind of democracy (every user is different) as well as a kind of authenticity
(ugliness is pure and therefore true). What’s interesting is that
although Default Systems design looks so different from Ugly design,
its interests are still tied to being authentic and being democratic.
Default Systems design claims, “This is how the computer works
with minimal intervention.” It also claims, “By keeping
the designer from intervening, this design language is made available
to all.” So Default Systems look new, but they arise from the
social concerns of the old. I’d call this “Hegelian,”
but I wouldn’t want to make this discussion any more academic...
I suspect that Default Systems arose from
a kind of shame that plagued designers after accusations that their
work had become overly self-indulgent in the face of the limitless possibilities
of desktop publishing and a certain version of Postmodernity. This notion
finds its first theoretical articulation in Summer 1995, when Dutch
critic Carel Kuitenbrouwer wrote in Eye of “The New Sobriety”
creeping into work of young Dutch designers at that time.
Rudy: Can you describe some of the features and characteristics
of this type of "Default Systems" design?
Rob: Defaults, as we both know, are preordained settings
found in common design programs such as Quark, Photoshop, and Illustrator
that a user (or designer) must manually override. Thus, in Quark, all
text-boxes have a p1 text inset, unless one enters the default settings
and changes this. Put simply, defaults automate certain aspects of the
design process.
Default typefaces in contemporary design
include all Macintosh System Fonts: Arial, Chicago, Courier, Times New
Roman, Verdana, Wingdings, etc. Hallmark faces of the International
Style that are seen as “uninflected” are also in this category:
Helvetica, Akzidenz Grotesk, Grotesque, Univers, etc. Although the latter
typefaces are far from meaningless, their original context is as neutral
communicators, and this position is simultaneously supported and undermined
by Default Systems Design.
Defaults also appear in terms of scale.
Sameness of size downplays hierarchy and typographic intervention, forcing
the reader to form his own hierarchical judgements. Default designers
argue that this emphasizes reading over looking, making the audience
more active, more embodied.
Default placements include centrality
as a kind of bluntness and bleeds as a kind of eradication of layout.
The center is a default position. One “drops” something
in the center; one “places” something off-center. Asymmetric
placement is embodied; central placement is disembodied. To bleed a
photograph is to remove the page-edge as a frame and emphasize the photograph
itself. Placements (or non-placements) such as these allow images and
texts to function as such. They are expected. Computer templates and
formats that employ Modernist grid aesthetics are also included here.
Default colors are black and white, the
additive primaries (RGB) and the subtractive primaries (CMY). Default
elements include all preexisting borders, blends, icons, filters, etc.
Default sizes are 8, 10, 12, 18, 24 pt. in type, standard sheet sizes
for American designers, ISO sizes for Europeans, etc. With standardization,
it’s argued, comes compatibility. Objects (particularly printed
objects) are reproduced 1:1, and images and documents are shown with
minimal manipulation.
Rudy: Who stands out for you as Default Systems designers?
Rob: The Experimental Jetset, and issue #57 of Emigre
that they designed. To publish their work in Emigre served
to direct the attention of others to this undercurrent in design, but
to mistake their work for anything more than a saccharinely ironic version
of the International Style (shaken, not stirred) is to give it a kind
of seriousness that their name itself eschews. Set entirely in Helvetica
and using only process colors, standard sizes, and arrangements, the
art direction of that issue is the epitome of “default.”
The tone of its essays is jargony and somewhat academic, and the anti-design
of the issue provides them with a “serious” backdrop from
which to make their points. Included is an archive of data-storage formats
that have now fallen into disuse, arranged according to their forms.
In the center, bracketing the product catalog, Experimental Jetset sets
up a bland joke: “Q: How many Emigre products does it
take to change a lightbulb?” After leafing through 17 pages of
products, the reader finds the punch-line: “A: Never enough.”
The joke falls hopelessly flat, humorless. Other variants of the “lightbulb”
joke repeat throughout the issue and are presented in ceaseless repetition,
like lines of computer code. All are equally disjointed, equally unfunny.
Though the joke is a format, the humanity of the joke format has been
drained. It, too, is a lost format in need of preservation. Its unfunniness
here manipulates us into feeling a kind of consumerist guilt over desiring
the Emigre products within the bounds of its set-up and punch-line.

Daniel Eatock’s “A Feature
Article without Content,” also comes to mind. The piece mocks
a portfolio magazine feature article, demonstrating that expected placement
is itself a kind of content.

Another example of Default System design
is Issue #7 of Re-, dubbed “Re-View.” It is a self-described
“review of a magazine and its formats”: cover, contents,
review, short story, agenda, fashion, interview, and letters. “Re-View”
aims to expose the expected and renders it available to all. The magazine
itself has no content: it is an engine for content. “With texts
to be written, not to be read, and pictures meant to be taken, not to
be seen,” it is prescriptive and programmatic while it is descriptive
and programmed. Rather following the traditional route of content leading
design, here design leads content because the content is an admission
of design’s role in generating meaning within the context of a
popular magazine. Tactics such as art direction are removed from their
everyday associations, and presented in a tone that may be mocking,
gravely serious, or both. “Re-View”’s Art Director—capital
“A,” capital “D”—is eerily similar to
a Conceptual Artist—capital “C,” capital “A”—a
“brain in a jar,” generating visual ideas via programs that
are meant to be executed by others. This elevates design while dehumanizing
it.
Rudy: You lost me here. How do you both elevate design
and dehumanize it?
Rob: The linking of design and Conceptual Art is an
attempt to elevate design to the “High Art” level of Conceptual
Art. There is a difference between “making” and “generating.”
By saying the role of the designer is to “make” an object,
you are saying one thing; by saying the role of the designer is to “generate”
a program by which objects can be made by others, you are saying something
else. You’ve elevated what design produces—ideas, not things—but
you’ve dehumanized it by taking the Maker out of the equation
and substituting him with a Program. This is a natural leap for design
that’s interested in the role the computer plays in the production
process, because, at some point, the program is what’s making
the design. But there is a spectrum, certainly. Design that veers closer
to Conceptual Art than Computer Science strikes me as being less dehumanized.
I may be oversimplifying, however.
Rudy: While I understand how you have come to use the
term Default Systems Design, I can imagine that designers would have
a problem calling their design methods “default.” The term
has many negative connotations.
Rob: In most contexts, “to default” is
to fail. To be “in default” on a loan is not to pay it;
to “default” in court is not to appear; to win “by
default” is to win because the other team did not play.
The only arena in which the definition
of “default” is not entirely negative is in Computer Science,
where a default is “a particular setting or variable that is assigned
automatically by an operating system and remains in effect unless canceled
or overridden by the operator.” Defaults, at least in terms of
computers, are the status quo. Theirs is not the failure to do what’s
promised but exactly the opposite. Theirs is a promise kept in lieu
of an “operator’s” (or designer’s) intervention.
To view a computer through its default settings is to view it as it’s
been programmed to view itself, even to give it a kind of authority.
Naturally, “a default” is produced by systemic thinking—the
definition mentions “operating systems” specifically—and
“defaults,” taken cumulatively, could be defined as the
system by which the machine operates when no one is actively operating
it. The system makes assumptions that, unchallenged, become truths.
Rudy: The use of default systems is not exactly a new
phenomenon. It’s been a known process to generate work within
the world of art. It seems graphic design, again, is coming to the scene
late.
Rob: Well, yes and no. Design punishes itself for not
being “on trend” too often and to no end. To do so is to
be obsessed with style (which is a shallow effort) or to be obsessed
with making design the same as art (which is a pointless effort). Anyone
would be hard-pressed to identify a governing principle of a new aesthetic
movement that wasn’t presaged in some form by a prior movement,
especially if you include any genre you want. That said, defaults have
been used to create art for a long time. In writing, the work of OuLiPo
(Ouvroir Littérature Potentielle, “Workshop of Potential
Literature”) comes to mind. Oulipian poetics ascribes a default
system accommodating a series of constraints and then challenges the
author to create a product from those constraints. Oulipian poetics
are both emulative and emergent. Their constraints arise from mimicking
other constraints, but they still manage to be original and meaningful.
The texts of OuLiPo are built both by humans and by the systems that
humans build.
In the realm of visual art, ’60s
Conceptualists like Sol LeWitt are helpful in identifying the underpinnings
of “default” working procedures because of their twin interests
in failure and systems. Many of these artists use strikingly similar
working methods, harnessing non-intervention to generate solutions.
Non-intervention is also significant in
contemporary film. Gus Van Sandt’s film Gerry and his
recent Palme d’Or winning Elephant
are based on site-specific improvisation and camerawork. His films are
informed by those of Dogme 95 (which arose from the same countries as
“The New Sobriety”), and Dogme 95, in turn, is informed
by the French New Wave.
Rudy: In the hands of graphic designers, to what degree
are these default systems a sort of critique of design?
Rob: In the end, the most potent critiques offered
by designers using Default Systems seem to be linked to guilt and loss.
Default Systems, and the formats that they include, comment not just
on the mechanics of systems but on systemic thinking in general, and
on the new life of man in the networked Global Village. The computer
has changed design, but it has also changed our process of thinking
and making. Formats and systems govern everything from our weaponry
systems to our guidelines for citizenship.
Rudy: That’s not as much a critique as it is
an affirmation of our current situation. Or is it?
Rob: That’s the question. In the face of eroding
history, vanishing citizenship, bulging landfills and sprawling consumerism,
what is the critique that Default Systems offer? Are they resistant,
complicit, or both? Are their strategies effective or cliched? The answers
to these questions will not come from the designers themselves, nor
should they. They will come from the critics and from the critical language
they derive. To render their forms and tactics available is to open
them up for discussion. This discussion is a powerful first step. As
design’s visual codes become more widely understood, they become
more pliable to the designers who employ them. As the assumptions of
systemic thinking become popularized, societies may choose more actively
to absorb or combat them. Design will play a role in this selection
process.
Rudy: How come so little has been written or said about
the use of these Default Systems, which we both acknowledge are widespread?
Rob: Because Default Systems are deliberately invisible.
To articulate them and the conditions that enable them is an important
first step in the critical process. To evaluate their message is an
important second step, and this has not been done. The lack of this
evaluative mechanism betrays a snag in the fabric of design production
with regard to its criticism. The language of criticism must employ
its own forms and tactical instruments. Design is still in need of an
external critical language, rigorously defined. The development of this
language will almost certainly alter the climate and context in which
designs are made both now and in the future. The problem is not that
Default Systems are bad and haven’t been opposed. The problem
is that not even designers really understand what they mean. And that
problem—along with the irresponsibility that it suggests—is
far worse.
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