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Artful Design: Chapter 7

Sebastian James

Social Design

The Human Condition 1
[1]
The Human Condition 1
[2]

This is a response to Chapter 7 of Artful Design, Social Design.

I will be responding to Principle 7.14: Whatever you do, do it with Authenticity

“Who is that out there?”
“Does it really matter?”
“Or is it enough simply to know it’s another person out there?”

– pg. 362 of Artful Design

Chapter 7 starts by postulating a series of questions about the social domain. If we are to consider a social system as a function, where there is human input with the intention of being heard by human output, is it “good enough” to know you have a witness? Or must we know exactly who it is out there? Social design, as explored in Chapter 7, is concerned with the dynamics, qualities, and authenticity of human-human interaction through the domain of technology.

Games with a purpose (GWAPs) are an application of human computation designed to explore the limits of computer intelligence, and the limitless potential of human intelligence. Though GWAPs utilize technological innovation, the design is ultimately used by humans. Technology might be the medium, the domain, but humanity is the donor and the recipient. This is a school of thought which I will explore further in this essay.

Before writing this response, I spent some time researching The Human Condition; the essentials of human existence starting with birth, growth, emotion, aspiration, conflict, and ultimately, accepting mortality. In particular, the phrase "The Human Condition" has been used by R&B artist Jon Bellion for his 2016 album of the same name, and by Belgian surrealist René Magritte to refer to a series of two paintings which can be seen at the top of this webpage. In Jon Bellion’s album, The Human Condition, he uses his voice as an instrument in all manners – percussively, synthetically, and chorally, to name a few. Bellion strips his album down to a key element to embrace our common humanity: the voice. Magritte’s paintings both contain a “real” landscape seen through a window, an easel, and a canvas which covers part of the window and depicts the hidden portion of the landscape; it is a classic painting within a painting. One might easily conclude that the fictitious canvas is simply a depiction of the portion of landscape outside the window which is hidden from our view. However, this interpretation is ultimately false as the entire canvas, as it exists in our plane, is in fact all a fabrication of reality. There is no difference between the “real” imagery in the painting and the representation of that reality on the easel; from our viewpoint, everything in the painting is fictitious relative to everything outside the painting. I believe that these two examples, one from a century ago and one from only a few years ago, embody Principle 7.14 of Artful Design, “whatever you do, do it with authenticity,”. Though the works I have presented appear to be complex deceptions, they are in fact the epitome of designing for human connection as an end in itself. They may exist in the technological sphere as music streams or digital captures of oil canvases, but only a human is able to unwind the complex entanglement of the human condition which they explore.

As I finish the Music Sequencer assignment in Music 256A and begin to think about the final assignment, I am continuing to find a balance between the complexity of a task for both humans and computers, while maintaining a wall of abstraction between the complexity of a task for me, the designer, and that of the general user.