"We would all benefit form having a public voice or voices capable of critical discourse about style, form, and design rhetoric ... design is part of ... the larger spehere of ideological understakings known as the
social construction of reality. The realm of
the symbolic is the realm of
human understanding, self-identity, and social formation." (Drucker, 2013)
Break it down to what you know—if you like a particular music style you may wear clothes that reference that style. Metal heads, punks, indie, hipsters, hip hop, pop. By wearing a particular style of clothing you're building an identity and a tribal formation, you cluster. You may assume that people wearing a particular t-shirt have similar value systems. Think Sea Shepard—I know they're all for animal rights in the water, they may also be vegetarian or vegan, they may be more aggressive than regular "hippies" and that they're up for a fight. If someone drives a BMW or Mercedes we might associate a particular social class with them—they have more cash, they're willing to show it off, they may hold high power positions (not necessarily true—sometimes this is a facade). These different groups also use language differently, colloquialisms that act as a communication shorthand that simultaneously includes those "in the know" and excludes those who don't understand. Graffiti, for example, can be read by some with experience reading it and not by others—reading the way someone loops letters or uses more aggressive angles may more greatly indicate where they've come from, the people they grew up with.
VisComm a Signifying Practice operating through Systems of Representation
Language as Social Practice (discourse)
Forms of visual Language: Representation, Interaction, Relations
- Visual language, forms and relations; theoretical connections; how the role of language in design can be overlooked
- Communication as a process; a conduit metaphor of communication
- Contesting and suspending meaning
- On metaphor (briefly)
- Visualising a design process
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1. Language
"A series of marks and noises used by humans to achieve their goals."
Role of language can be overlooked depending on the model of communication used to understand users response to message receipt:
- Passive receivers of messages (process model)
- Cultural agents in production of meaning (semiotics)
- Active participants in argument (rhetoric)
Positivism: relies specifically on scientific evidence, natural phenomena, observable and measurable properties and relations (I still don't understand positivism at all).
Modernism's "language of graphic design" where visual elements are ordered using systematic principles "to seem like the natural order of communication." For example, Isotype or "picture language" designed to be universally readable. Marriage of language, graphic form, logical positivism. "A scientific formula."
—this still relies on the assumption that all people read and understand visual images the same way and must draw a connection between what is seen and what can be understand within their own social discourse.
London Tube Map
Harry Beck, 1931
Considered 20th C modernism. Objective, reductionist, representation of physical geography without referring to it realistically. It is a suggestion of space and order where there is otherwise chaos. This provides "neutralising perspective to instil comfort and security through efficiency".
—remove unnecessary information and focus on the key points, the nodes, where users will get off. We don't need to see every corner, turn, street because the important information is actually the links between stations.
BUT Forty (1986) argues the reduction is misleading, condensing the perceived physical space that London occupies in order to make it seem more traversable. It "makes London look very much smaller than it actually is, as the outlying areas seem deceptively close to the centre." The map does not correspond with the physical reality.
Hadlaw (2003) says the map relies on understanding of modernity and urbanity, "it was comprehensible because the logic that underpinned it was coherent with their experience, as modern individuals, of a historically particular time and space." We had to understand modernist art and design and communication principles in order to read the map—the white dots indicate station nodes, the lines the route and hte colours teh various places. We also had to set aside our former knowledge of geographical maps in order to understand this simplified structure.
Scientific Design?
Scientific design modern industrialised design
Design science "systematic knowledge of design process and methodology"
Science of design study of design
Relationship created between engineering, political science, psychology and planning to explain design process and methods.
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2. Communication as Process
Conduit Method
Linear process of communication. Sender-Message-Receiver (SMR). Efficiency of transmission and reproduction is valued with the reduction of "noise" or extra information, distortion, etc. Technical evolution based on technological understanding, not organic.
Receiver is considered passive.
"Ideas (or meanings) are objects... Linguistic expressions are containers... Communication is sending."
We are bound to communicate by the language we understand. "People cannot help but perceive the world through the vocabularies tghey are using, even if only to describe it."
Often when talking to clients, selling the idea is the hardest part. We need to talk around issues to come to a common linguistic understanding—we may have trouble explaining why negative space is important when all a client sees is white space so we need to explain how it's not wasted space but instead helps direct the eye to the most important information.
Conduit metaphor meaning is contained in objects (artefacts, images, symbols, brands) and meaning is transported from one place to another (rather than reinterpreted each time it is read).
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3. Contesting and suspending meanings
1970s post structural theory, cultural studies and feminist theory questioned truth and universality creative objective systems of representation and relations to power.
Post structulralism contested "universal truth" and fixed meaning. Deconstructionist criticism and postmodern approach to suspension, dissolution and production of meaning.
David Carson Ray Gun "illegibility" as postmodern design to break understanding of "transparency of typography" introduced during modernism. (Is it new, or a return to the old style of type production dating back to early 1900s.)
Derrida said "undecidability of hte sign" means there is no fixed meaning and every reading leads to a different interpretation.
Postmodern design believes
- Meaning is dissipated or destroyed
- Meaning is proliferated or produced
- "Undecideability" as description of production and destruction of meaning
Semiotics assumes all artefacts as "texts" providing relation between graphic design, language, and communication.
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4. Metaphor
Metaphor operates via substitution based on a relation (i.e. similarity) of form or content. We substitute one thing for another in order to create new meaning according to previously understood conventions.
From Artistotle The Art of Rhetoric and drawn "from related by not obvious things" to creative "actuality", or movement.
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5. Visualising a design process
Models, maps and diagrams help map human activity through time and space but can't show everything. Choose most important elements.
"No map or model can be comprehensive... This means we have to be purposeful and deliberate in our choice of map; we have to know why we have turned to it and what insights we require from it."
The information we select can give away our perspective, just as the language we use to describe it can give away our position. Even the labels on maps can change the way we perceive the information.
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Questions
1. Can you think of examples of visual design from past decades that evoke these ideas of universality, rationality, order, reason, logic?
Olympic games use a system of symbolic representation of events but they still rely on your knowledge of what each game is. Videogames often use symbols to stand in for different experience. Think WipEout and it's weapons structure.
2. What kind of language do you use to describe your own design work when you are discussing with your peers and or presenting to others?
Maybe a list of terms? Try describing a piece of work you've created to another student and see what language you use. Is it common, universal? We talk about negative space, visual interest, contrast, line, form, tone, colour, etc.
3. Do you, or have you ever used a conduit metaphor to describe ideas or how visual communications work? If so, can you think of an example?
4. Can you think of examples in your own design process where you have used metaphor to explain an idea, a design, or your approach to visual communication either consciouly or without realising it? Why do you think that is the case?