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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.
© 2003 Rob Giampietro.
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