Elevating the functional to a timeless work of art.
“Is there art in a broomstick? Yes, says Manhattan’s Museum of Modern Art, if it is designed both for usefulness and good looks.” This quote, from a 1953 Time magazine review of one of MoMA’s mid-century Good Design exhibitions, gets to the heart of a question the Museum has been asking since its inception: What is good design and how can it enhance everyday life?
Featuring objects from domestic furnishings and appliances to ceramics, glass, electronics, transport design, sporting goods, toys, and graphics, The Value of Good Design explored the democratizing potential of design, beginning with MoMA’s Good Design initiatives from the late 1930s through the 1950s, which championed well-designed, affordable contemporary products. [source: MoMA]
Benjamin Bowden Spacelander bicycle 1946 Fiberglass, chrome-plated steel, leather, and rubber
Launched at the Britain Can Make It exhibition organized by the Council of Industrial design in 1946, this curvaceous product hinted at a future of consumerist affluence, and the glamour associated with the utopian worlds of science-fiction films. It was one of many prototypes for new, industrially produced goods that over 1.4 million people queued to see. While it could be admired, the bicycle could not be bought at the time of the exhibition, owing to continued shortages of materials and labour after World War II. ”Britain Can’t Have It” became the show’s popular nickname.
From The Value of Good Design, an exhibition at MoMA in Feb 10-Jun 15, 2019.
Ian Cheng Emissary Forks At Perfection 2015-16 Live simulation and story (colour, sound). Infinite duration
”A video game that plays itself,” as Cheng describes it, this digital simulation is generated in real time with no fixed beginning or end. Created using the Unity engine, a popular software tool for developing 3-D video games and AI models, the animation takes place far in the future. It tells the story of Talus Twenty Nine, an artificial intelligence that oversees a lush terrain in which new plants and animals constantly evolve in a Darwinian setting. The AI resurrects an ancient cadaver from the twenty-first century, and summons a pet dog to guide the undead through his posthuman world. Every time the program is run, a new scenario unfolds. The result is an endlessly changing, fantastical model of biological evolution and machine learning in the absence of human life. [source: MoMA]
Emissaries is a trilogy of simulations about cognitive evolution, past and future, and the ecological conditions that shape it. It is composed of three interconnected episodes, each centered on the life of an emissary who is caught between unraveling old realities and emerging weird ones. [source: Ian Cheng]
Emissary in the Squat of Gods Emissary Forks At Perfection Emissary Sunsets The Self
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