The Exhibition


















On Speculation

Jon Sueda

The premise of All Possible Futures originated in 2003 over a dinner conversation in den Haag, the Netherlands, with the Slovakian designer Peter Bil’ak. Peter had just come from client meetings and told me about several projects he’d presented that he was quite excited about, but unfortunately they had all been rejected. One proposal had been to the agricultural ministry Het Natuurloket. For their official stationery system, he’d presented a database-driven graphic identity instead of a standard logo. The template for each new piece of institutional correspondence would begin with entering the zip code of the addressee into a database, which would generate a printed-out list of all the flora and fauna in that area, aligned flush-left, in his typeface Fedra Sans. Thus, each recipient of printed material from Het Natuurloket would receive a unique description of their local agricultural makeup in addition to the other content of the missive.

Even in the most progressive-minded graphic design country in the world, this proposal was a radical questioning of many accepted rules regarding graphic identity. There was no standard, recognisable ‘mark’ that all designed materials would bear. The identity was very understated, with minimal graphic components and all the text printed in black at the same point size. And last, and maybe most undermining, was the fact that the technology for this kind of automated database-driven identity didn’t yet exist.

At the time, this conversation was both fascinating and troubling to me. It was fascinating because Peter was not allowing technological limitations to interrupt his concepts. Instead of offering the client a pragmatic solution – in other words, starting with a compromise based on what was possible – his proposal created yet another problem, a speculation on what an identity could be, based on some future condition. It was troubling in that his project, which might have broken new conceptual and technical ground in the design of identities, would never be seen, and thus never enter the larger discourse of graphic design.

I began to catalogue similar conversations with other friends and colleagues. I started to wonder: What if all these lost explorations built on speculation and uncertain ground could be made visible to the public and critically discussed? What would graphic design look like if our discipline supported such speculative practices as a legitimate area of enquiry?

But first, to map out the term ‘speculative’ in a broader context:

In finance, speculation means an investment involving higher-than-normal risk in order to obtain a higher-than-normal reward. Risk is viewed as an opportunity. Through researching and understanding the market, a speculator can foresee a potential increase in the value of a product. They can then buy stocks in that commodity while the price is low. If the projection holds true, they will enjoy a great profit. If it’s wrong, they can lose big.

This high-risk, high-reward model doesn’t translate well to graphic design. Traditionally, our discipline’s commission structure is based on providing multiple proposals to a client for a single project at a predetermined fee. If a ‘risky’ proposal is offered, most sensible designers always pair it with at least one that is firmly based in ‘reality’. Thus, our clients and the market have effectively trained us to always offer a built-in safety net. For our part, it is rare when a project ends in complete cessation of negotiations, so the problem is not that exploring risky ideas ever really puts a project, or a client relationship, at stake. It is just that we have come to take for granted that we will rarely be rewarded for taking chances.

In writing, the term ‘speculative fiction’ is an all-encompassing classification for texts describing a reality different from the world we live in today. It includes fantasy, horror, supernatural, superhero, utopian, dystopian, apocalyptic, postapocalyptic, and science fiction writing. In addition to alternate versions of our own reality, speculative fiction can explore worlds we’ve never heard of, populated by beings that have never existed. The premise these writers base their stories on is the simple question, ‘What if?’

This approach parallels many ‘visionary’ or ‘paper’ architecture practices where the designs are never really intended to be built. Rather, they represent idealistic, impractical, or utopian imaginings of the future. They are described by the architecture critic Jonathon Keats as an ‘alternate reality that we can visit to escape the built-in assumptions of our everyday environment.’1 As anticipations of future social or political conditions, they may be aspirational or cautionary, and, importantly to the context of this discussion, they are fully embraced by the architecture community and our larger society as valuable – even necessary – theoretical pursuits. Designers such as Lebbeus Woods, Archigram, Archizoom, Superstudio, Future Systems, Buckminster Fuller, Zaha Hadid, and many others have built highly visible careers designing not for today but for tomorrow.

In graphic design and advertising, by contrast, ‘spec work’ (short for ‘speculative work’) has come to have distinctly derogatory connotations. Technically the term describes any project created for a client, real or imagined, without a predetermined fee. Most designers will tell you that spec work devalues the profession: it drives wages down below industry standards; its competitive nature (with many firms competing for the same commission) forestalls fruitful client-designer interaction and often yields unsuccessful results; and the (usually) compressed schedules don’t allow for adequate research, resulting in solutions that are aesthetically or theoretically empty.

But I would argue that all of this is largely based on an antiquated model of practice wherein it’s assumed that a graphic designer needs an external stimulus – a client – to present a problem to be solved before the creative process can begin and anything can be made. It also echoes the language of the ‘business model’ mindset, which aims to deliver value to customers, entice customers to pay for value, and convert those payments into profits. In contrast, many graphic design practices today operate more along the lines of an artistic, or even academic, model. It has become quite common for them to work autonomously, initiating their own projects and expanding their responsibilities beyond design to writing, editing, conceptualising, directing, curating, engineering, programming, researching and performing. A single firm or practitioner today can execute work for traditional commercial clients at the same time that they are working far more theoretically or hypothetically on other projects. This can only enrich the field, as it expands the scope of what constitutes real work beyond the realm of the practical, the realistic, the useful.

The works in All Possible Futures embody a wide range of approaches to the idea of speculation. They encompass everything from self-generated provocations to experimental work created ‘in parallel’ with client-based projects to unique situations where commissions have been tackled with a high level of autonomy and critical investigation. They highlight different levels of visibility and public-ness within the graphic design process. Some projects were made for clients and exist in a real-world context, while others might otherwise have gone unnoticed: failed proposals, formal experiments, sketches, incomplete thoughts. In the spirit of the show’s title, the exhibition itself shifts and evolves over the course of the visitor’s experience. Some works are traces of pieces. Others must be manipulated or engaged with in order to become fully apparent.

Ed Fella, a humorously self-proclaimed ‘exit-level’ designer who is currently in his 70s, proves that speculative graphic design is not a new phenomenon. He has created experimental, noncommissioned art, illustration, and graphic design work since he first became a practising commercial artist. He is best known for his ornate reworkings of historic and vernacular lettering styles; he first began this body of work in the late 1950s while working for a Detroit agency. He and his colleagues were encouraged to use their downtime to create what they called samples, which were in essence experimental efforts that pushed various design and illustration styles beyond accepted levels. Fella says that the goal of these efforts was explicitly to comment on and expand established formal aesthetic standards.

For much of his professional career, Fella led a kind of dual life, working by day on automotive and health-care ads while in his own time creating an alternate body of work that dealt with completely different, and highly experimental, concerns. Until he decided to earn his MFA at Cranbrook Academy of Art when he was in his mid-50s, these latter endeavours were hardly known, although he had been a regular visitor to the programme for more than a decade, inspiring students with the ‘other’ work he was producing. He says, though, that ‘The early Bauhaus ideology always claimed that the two were really the same: one “functional” and the other “pure.”’ In All Possible Futures, Fella shows Potential Design for Bygone Eras, a series of collages and sketches created over the past 20 years that confronts his past and future. He describes it as a design methodology situated in the present but using (or reworking) bygone eras as a pretend ‘future’. The project itself is a total contradiction, but to Fella, that’s what gives it potential to lead to so many interesting ‘formal speculations and mixed-up possibilities’.

The studio doing the most to translate the concept of ‘visionary architecture’ into the field of graphic design is undoubtedly Metahaven. Founders Vinca Kruk and Daniel van der Velden take a critical, research-based approach to graphic design, creating self-directed artifacts that are meant to provoke discussion and critical enquiry regarding current political and social issues. These speculative design projects are made for, but often never used by, (usually imagined) clients such as Wikileaks and Sealand. Van der Velden describes them as ‘proto-functional’, meaning that they are in their earliest stages of materialisation and still without a context to bring them into the world. Kruk says, ‘We are interested in what happens if you ignore the usual optimisation process when creating designed objects – when you don’t interrupt concepts to comply with reality but keep going, not simplifying but complicating.’2 To All Possible Futures, Metahaven contributes a film from its 2013 exhibition Black Transparency: The Right to Know in the Age of Mass Surveillance, a project that questions ‘how information is organised globally and what role the concept of transparency occupies within it.’3

Dexter Sinster’s typeface Meta-the-difference-between-the-2-Font-4-D, made in 2010 and featured in All Possible Futures, remained speculative until it was adopted by Kadist Art Foundation for its graphic identity in 2013. David Reinfurt and Stuart Bailey, the designer/artist duo, maintain a practice that encompasses designing, editing, publishing, distributing, and other activities. As with many of their projects, this one draws inspiration from the past. The logotype is derived from Meta Font, a computer typography system programmed by Donald Knuth in 1979. For Kadist’s identity, the font has been modified to have a time-based component, and Dexter Sinister has actually signed a contract with the foundation to house and use this evolving/mutating font as its identity for 10 years. The software slowly changes the form of the typeface using five structural variables, and will produce a time-specific mark or usable font any time Kadist requests one. While corporations in the United States might rebrand every five or 50 years depending on their marketing departments’ recommendations, the final paragraph of Kadist’s contract reflects a quite different attitude toward the lifespan of graphic identities:

Further, on signing and initiating this 10-year license, KADIST ART FOUNDATION asserts an up-front commitment to allowing this eventual process to run its course, without excessive concern as to the form of the logo at any particular moment, and with willful disregard to the winds of fashion or the mandates of technology, but instead, to pledge and bond itself to the principle that slowness and attention are their own rewards.

In 2014, more than a decade after my dinner with Peter Bil’ak, the landscape of graphic design has dramatically evolved. Many of his concepts that ‘might have been’ have actually been realised by himself or others. When I first visited the topic of speculative graphic design in 2008 in Task Newsletter 2, I interviewed a handful of designers who seemed to be working in this mode and asked them if they considered their work speculative. Many of them, such as the notable ‘critical design’ duo Dunne and Raby, answered with an emphatic and positive ‘yes’.

In the exhibition catalogue for All Possible Futures, my editorial intent was to pick up the conversation where the Task Newsletter discussion had left off, but I was surprised to get quite different reactions from my interviewees. Many of them were critical of the term ‘speculative’ and explained the various reasons why they regard this kind of work as problematic. Willem Henri Lucas noted being ‘surprised and slightly annoyed by all these “new” terms for things or situations that have always been there.’ Experimental Jetset took issue with the very idea that anything can be speculative, since ‘speculation will always result in something real: a real thought, a real sketch, a real model. It will always stay within the borders of reality, of language, of the world.’ In their new commission for All Possible Futures, Experimental Jetset designed a button that takes the title of Guy Debord’s book The Society of the Spectacle and replaces ‘spectacle’ with ‘speculative’, expressing their feeling that, ‘In our view, the speculative exists on the same level as the spectacular: this whole floating sphere of illusions, false images, inflated signs, projections. Which is exactly the sphere we’ve tried to oppose all throughout our practice.’

In attempting to assemble an exhibition on this subject, my research sometimes felt like an archaeological excavation. After all, much of this work doesn’t live on anyone’s website, since graphic designers regard their public portfolio as a space for documenting completed projects. In some cases, All Possible Futures facilitated the culmination of incomplete projects that had consumed years of work but were currently buried in flat files or deep in hard-drive storage. A special section in the exhibition is dedicated to projects such as Bil’ak’s Het Natuurloket, a fascinating work that remains unrealised but deserving of celebration and discussion in the larger discourses of our field.

Coincidentally, but, I think, significantly, several other exhibitions with similar concerns are going on at the same time as All Possible Futures. Futures Project is taking place at the Center for the Living Arts in Mobile, Alabama, and Dissident Futures is happening here in San Francisco at Yerba Buena Center for the Arts. Recently, Past Futures, Present Futures was at the Storefront for Art and Architecture in New York, and Radical Speculation: Design as Film was at the Black Cinema House in Chicago. What are the reasons for this resurgent interest in speculative practices? In graphic design specifically, are we sensing some kind of imminent implosion of our ever-expanding world of rampant branding, customisable everything, crowd-sourced design, mobile apps, style-mongering blog feeds, cloud technology, data farming, on-demand publishing, social media, and so on (and so on and so on)?

As I look over all the material in the show and my many conversations with the designers making this work, I realise that this hot-and-cold attitude toward speculation – alternately embracing its creative potential and rejecting its validity as a productive concept – is itself deeply embedded in graphic design practice. Just as the meaning of ‘speculation’ has varied across disciplines and eras, so has graphic design itself. We designers are engaged in activity that is
at once ubiquitous and incredibly easy for the layperson to overlook. We have a huge impact on society – indeed, the very essence of what we do involves shaping the meaning of words and images to communicate messages – but this is a highly unstable process that cannot easily be measured and does not always yield the outcome that was intended.

The definition of our discipline is constantly shifting and expanding, but I think Bil’ak may have captured its essence as eloquently as any of us can:

I suppose most creative work is by its very definition speculative. It is formed on a basis of incomplete information, involves intuition, and explores new areas, which means it also runs the risk of not always delivering what it promises. So, yes, I do think we engage in the creative process with slightly unpredictable results.4

My intention is that All Possible Futures asks more questions than it definitively answers. I hope it will function as a porthole into a universe of highly sophisticated work that has been striving to find a way out into the world.


Notes

1. Jonathon Keats, ‘Funnel Cities and Towns on Feet? How to Live with the Visionary Architecture of Walter Jonas and Archigram’, Forbes.com (November 2012). Accessible at http://www.forbes.com/sites/jonathonkeats/2012/11/27/funnel-cities-and-towns-on-feet-how-to-live-with-the-visionary-architecture-of-walter-jonas-and-archigram/.
1. Jonathon Keats, ‘Funnel Cities and Towns on Feet? How to Live with the Visionary Architecture of Walter Jonas and Archigram’, Forbes.com (November 2012). Accessible at http://www.forbes.com/sites/jonathonkeats/2012/11/27/funnel-cities-and-towns-on-feet-how-to-live-with-the-visionary-architecture-of-walter-jonas-and-archigram/.
2. Emmet Byrne, ‘Products of Our Imagination’, Task Newsletter 2 (2008).
3. Metahaven, ‘Black Transparency: The Right to Know in the Age of Mass Surveillance’, Bureau Europa (2013). Accessible at http://www.bureau-europa.nl/en/manifestations/black_transparency_the_right_to_know_in_the_age_of_mass_surveillance/.
4. Peter Bil’ak, quoted in Jon Sueda, ‘All Possible Futures’, Task Newsletter 2 (2008).

Catalog

All Possible Futures Catalog CoverAll Possible Futures Catalog CoverAll Possible Futures Catalog CoverAll Possible Futures Catalog CoverAll Possible Futures Catalog Cover
All Possible Futures Catalog

All Possible Futures is published through Bedford Press and will be available on February 12th, 2014. You can preorder a copy today. Read an excerpt from All Possible Futures catalog, below:

On Speculation
Jon Sueda

The premise of All Possible Futures originated in 2003 over a dinner conversation in den Haag, the Netherlands, with the Slovakian designer Peter Bil’ak. Peter had just come from client meetings and told me about several projects he’d presented that he was quite excited about, but unfortunately they had all been rejected. One proposal had been to the agricultural ministry Het Natuurloket. For their official stationery system, he’d presented a database-driven graphic identity instead of a standard logo. The template for each new piece of institutional correspondence would begin with entering the zip code of the addressee into a database, which would generate a printed-out list of all the flora and fauna in that area, aligned flush-left, in his typeface Fedra Sans. Thus, each recipient of printed material from Het Natuurloket would receive a unique description of their local agricultural makeup in addition to the other content of the missive.continue readingcontinue reading

Events

Jon SuedaRachel BergerEmily McVarish

All Possible Futures Closing & Catalog Launch
Wednesday, February 12, 6:30–8:30pm

Features a conversation with curator Jon Sueda and writers Rachel Berger and Emily McVarish

Bob AudulfishGeneral Working Group
McFadden ThorpeMcFadden ThorpeMcFadden ThorpePSY/OPSMartin VenezkyVolume Inc.

Afternoon Talk 2: Bay Area Designers
Friday, January 31, 3:30–4:30pm

Presentation & conversation TBA

Jürg Lehni

Afternoon Talk 1: Jürg Lehni
Friday, January 24, 3:30–4:30pm

Presentation & conversation with Jürg Lehni (Switzerland) and Viktor (the scalable, robotic drawing machine).

Ludovic BallandWillem Henri LucasJeremy Mende

Parallel Universe? Artist Talk
Wednesday, January 22, 6:30–8:30pm

Visual presentations & conversation with exhibiting designers Ludovic Balland (Switzerland), Willem Henri Lucas (Netherlands), and Jeremy Mende (San Francisco)

Viktor by Jürg Lehni

All Possible Futures Opening Reception & Performance
Thursday, January 16, 6–9pm

Features an introduction by curator Jon Sueda and a performance by “Viktor” a scalable, robotic chalk-drawing machine

Location

SOMArts

SOMArts, San Francisco

January 14–February 13, 2014
SOMArts Cultural Center
934 Brannan St
Directions

All Possible Futures

January 14–Thursday, February 13, 2014
SOMArts Cultural Center

Acknowledgements

We are most grateful to the participating designers, without whom such an exhibition would not be possible: Åbäke, Bob Aufuldish, Ludovic Balland, Rachel Berger, Peter Bil’ak, Catalogtree, Dexter Sinister, Daniel Eatock, Jaan Evart, Experimental Jetset, Ed Fella, General Working Group, Julian Hagen, Hansje van Halem, Bill Hsu, David Karwan, Mr. Keedy, Na Kim, Jürg Lehni, Willem Henri Lucas, LUST, MacFadden and Thorpe, Daniël Maarleveld, Karel Martens, Jeremy Mende, Metahaven, Mevis & van Deursen, Moniker, Lesley Moore, Karl Nawrot & Walter Warton, Radim Pesko, Practise, Project Projects, PSY/OPS, ResearchCenteredDesign, Joel Stillman, Sulki and Min, Martin Venezky, Volume Inc., and Zak Group

The curator, Jon Sueda, would like to thank the following individuals, who in various ways have helped to realisze All Possible Futures: Jen Allender, Brian Barreto, Tim Belonax, Zemartas Budrys, Emmet Byrne, Jocelyn Chang, Angelina Cheney, Nathanael Cho, Torreya Cummings, Aurora Crispin, Wayne Daly, Kat Dickinson, Claire Fitzsimmons, Liz Glass, Monika Gruzite, Chris Hamamoto, Justin Hoover, Christina Jirachachavalwong, Mary Ellyn Johnson, Christopher Jordan, Jennifer Katell, Robert Kloos, Zak Kyes, Sophie Lamparter, Lex Leifheit, Reiko Lim, Sophine Lim, Justin Limoges, Micki Meng, Matt Mckinley, Zoe Minikes, Lindsey Moore, Carolyn Packer, Jennifer Schnell, Rita Souther, Kai Sueda, Lindsey Westbrook, Karly Wildenhaus, Jess Young, and Kainalani Young.

SOMArts’ exhibition programs are generously supported by the Community Arts and Education Program of the San Francisco Arts Commission, The San Francisco Foundation and individual donors.

All Possible Futures, a 2014 SOMArts Commons Curatorial Residency exhibition, received generous support from swissnex San Francisco and is supported as part of the Dutch Culture USA Program by the Consulate General of the Netherlands in New York.

The exhibition and accompanying publication were created with the help of a California College of the Arts faculty development grant. Other partners who have been integral to the success of the project are Bedford Press, CCA Wattis Institute for Contemporary Arts, Facebook Analog Research Lab, Martin Sign Company, Nonin Medical, Oscar Printing, Pacific Paper Tube, San Francisco State University, and Team Print Shop.

Exhibition supporters: Lindsey Westbrook and Davey Whitcraft.

Exhibition patrons: Denise Gonzales Crisp, Draw Down Books, Thomas Ingalls, Willem Henri Lucas, Ellen Lupton, Megan Lynch, and Angie Wang and Mark Fox / Design is Play.

Sponsors

San Francisco Foundation Logo
Swissnex San Franciso Logo
San Francisco Arts Commission Logo
Dutch Culture USA Logo

Colophon

All Possible Futures

  • Editor: Jon Sueda
  • Curator and exhibition designer: Jon Sueda
  • Catalogue design: Jon Sueda and Monika Gruzite
  • Website design: Chris Hamamoto and Jon Sueda
  • Typeface design: Lÿno by Karl Nawrot and Radim Peško, and F Grotesk by Radim Peško
  • Colour: New Extreme Violet by Zak Group
  • Copy editor: Lindsey Westbrook
  • Proofreading: Clare Barrett
  • French translator: Deke Dusinberre
  • Photo Research: Anne Davis
  • Installation Photography: Johnna Arnold

ISBN: 978-1-907414-35-0

Published by: Bedford Press

All images are © the artists/designers, reproduced with the kind permission of the artists/designers and/or their representatives.

© 2014 Bedford Press and the Authors. No part of this book may be reproduced in any manner whatsoever without written permission from the publisher, except in the context of reviews.

Bedford Press
AA Publications Ltd
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London WC1B 3ES
www.bedfordpress.org

Every effort has been made to trace copyright holders and to ensure that the information presented herein is correct. Some of the facts in this volume may be subject to debate or dispute. If proper copyright acknowledgement has not been made, or for clarifications and corrections, please contact the publishers and we will correct the information in any future reprintings.

Exhibition Synopsis

Speculative practices have existed throughout the history of design, most notably in architecture, but only a few graphic designers have positioned themselves in contexts where they are able to pursue explorations built on speculation and uncertain ground. This could be the result of numerous unsympathetic conditions deeply rooted in graphic design practice, including the commission structure within which most work happens. Traditionally, a client comes to a designer with a brief, to which the latter responds by offering possible options for solving the already-established problem. When a client has some kind of financial investment in the situation and wants a viable outcome, “What if?” is not often a comfortable starting point. Thus, speculative projects tend be self-initiated efforts, proposals within academic contexts, or simply unrealized inquiries.

All Possible Futures explores speculative work created by contemporary graphic designers. It encompasses everything from self-generated provocations to experimental work created “in parallel” with client-based projects to unique practices where commissions have been tackled with a high level of autonomy and critical investigation. The work highlights different levels of visibility and public-ness within the graphic design process. Some projects were made for clients and exist in a “real world” context, while others might otherwise have gone unnoticed: failed proposals, experiments, sketches, incomplete thoughts.

All Possible Futures also looks at how graphic designers have expanded the parameters of the field by consciously taking a transdisciplinary approach, and by considering physical interaction within an art-gallery context. The featured designers are both American and international, and all of them in one way or another consciously question the established boundaries of design concepts, processes, technologies, and form. They position themselves as authors of autonomous critical projects, and they maintain conceptually rigorous, research-based, historically informed practices.

The installation and exhibition design for All Possible Futures takes on the challenges inherent in presenting any show on graphic design: how to create a new space for graphic design to be understood out of its original context; how to enable visitors to directly engage with the materials on display; how to gather and present a breadth of contemporary speculative pieces, which take the form of both original physical objects and restaged installations; and how to speak simultaneously to peers within the design community and a wider audience.

Invited Designers

  • Åbäke
  • Bob Aufuldish
  • Ludovic Balland
  • Rachel Berger
  • Peter Bil’ak
  • Catalogtree
  • Dexter Sinister
  • Daniel Eatock
  • Jaan Evart, Julian Hagen and Daniël Maarleveld
  • Experimental Jetset
  • Ed Fella
  • General Working Group
  • Hansje van Halem
  • David Karwan
  • Mr. Keedy
  • Na Kim
  • Jürg Lehni
  • Willem Henri Lucas
  • LUST
  • MacFadden and Thorpe
  • Karel Martens
  • Jeremy Mende and Bill Hsu
  • Metahaven
  • Mevis & van Deursen
  • Moniker
  • Lesley Moore
  • Karl Nawrot & Walter Warton
  • Radim Peško
  • Practise
  • Project Projects
  • PSY/OPS
  • ResearchCenteredDesign
  • Joel Stillman
  • Sulki and Min
  • Martin Venezky’s Appetite Engineers
  • Volume Inc.
  • Zak Group

Research

TASK #2

TASK Newsletter #2

All Possible Futures has its roots in the article All Possible Futures: (Un)Realized Projects from the TASK Newsletter issue #2. excerpted below:

All Possible Futures: (Un)Realized Projects

Speculation in a financial context, is an investment involving higher than normal risk in order to obtain a higher than normal reward; risk is seen as an opportunity. Through researching and understanding the financial market, a speculator can foresee potential increase in the value of a product. This person can then buy stocks in that commodity while the price is low. If the projection holds true, there will be a great profit … but if it is wrong, they can lose everything.

Speculative Fiction is an all-encompassing classification covering fiction genres that describe a reality different from the world we live in today. It includes fantasy, horror, supernatural, superhero, utopian, dystopian, apocalyptic, post-apocalyptic and science fiction writing, among others. Besides alternate versions of our own reality, speculative fiction can explore worlds we have never heard of, with beings that have never existed. The premise most speculative fiction writers base their stories on is the simple question “what if?”continue reading

All Possible Futures: (Un)Realized Projects

Jon Sueda Surveys 7 Designers

Speculation in a financial context, is an investment involving higher than normal risk in order to obtain a higher than normal reward; risk is seen as an opportunity. Through researching and understanding the financial market, a speculator can foresee potential increase in the value of a product. This person can then buy stocks in that commodity while the price is low. If the projection holds true, there will be a great profit … but if it is wrong, they can lose everything.

Speculative Fiction is an all-encompassing classification covering fiction genres that describe a reality different from the world we live in today. It includes fantasy, horror, supernatural, superhero, utopian, dystopian, apocalyptic, post-apocalyptic and science fiction writing, among others. Besides alternate versions of our own reality, speculative fiction can explore worlds we have never heard of, with beings that have never existed. The premise most speculative fiction writers base their stories on is the simple question “what if?”

Spec Work is short for “speculative work” in the fields of design and advertising. The term describes any project created on a speculative basis for a client without a fair predetermined fee. This kind of work has negative connotations to “professionals” and is highly frowned upon. Based on most design organization guidelines, spec work devalues the profession because: it often upsets the value of design by working for wages far below industry standards; the competitive nature of spec work (many firms competing for the same commission) fosters no client/designer interaction, often yielding unsuccessful results; compressed schedules don’t allow adequate research to be done, resulting in empty “aesthetic” solutions.

Although speculative practices have existed throughout the history of design, most notably in architecture, only a small group of graphic designers have positioned themselves in contexts where they are able to pursue explorations built on risk and uncertain ground. This could be the result of numerous unsympathetic conditions deeply rooted in traditional design practice, including the commission structure in which most work is based. According to this model, a client comes to the designer with a brief from which he or she responds by offering viable options for solving the problem. For most clients who want a sellable product, “what if?” is not the most comfortable starting point. For this reason, speculative projects tend to exist as self-initiated efforts by designers acting as their own clients, proposals within academic contexts, or simply unrealized provocations.

This series of interviews focuses on a small group of graphic designers who have built practices that include a space for questioning the current boundaries of design concepts, processes, technologies, and form. A conversation with Anthony Dunne and Fiona Raby, supplements this dialogue, offering a peek into their “Critical Design” practice of creating designed artifacts that “stimulate discussion and debate amongst designers, industry and the public about the social, cultural and ethical implications of existing and emerging technologies.”

The Projects

A Dunne & Raby: Technological Dreams Series, No.1: Robots (2007)

Robot 1, Robot 3, Robot 2, Robot 4

Jon Sueda: Do you consider your work to be speculative?

Dunne & Raby: Yes, definitely, especially in the theoretical or hypothetical sense. Even when we prototype something and it technically works, we see it as a speculation on what could be rather than something that might fit into today’s world.

JS: What is the Technological Dreams Series (specifically “the Robot Project”), and what was its impetus?

D&R: Technological Dreams Series, No. 1: Robots came about when we were asked to develop a new project for an exhibition called Designing Critical Design at Z33 last year. At the time, we were in Tokyo, surrounded by technology, and somehow we got around to thinking that one object designers rarely deal with is the robot. There are art robots and of course many technical ones, but few, if any, that explore their aesthetic, social, and cultural meanings, especially in the home. We had a small budget and a short amount of time, so we decided to focus on making props for a video. Each robot hints at a different relationship to its owner, from mutual coexistence to neediness. They’re meant to hint rather than explicitly communicate, and we worked with Noam Toran to produce a video that evokes this and would work in an exhibition rather than a piece of straight-forward explanation. The woman in the video is scaled at life-size to look like she is there very close by. When she interacts with the robots, they are brought to life.

Robot 1 This one is very independent. It lives in its own world getting on with its work. We don’t really need to know what it does as long as it does it well. It could be running the computers that manage our home. It has one quirk; it needs to avoid strong electromagnetic fields, as these might cause it to malfunction. Every time a TV or radio is switched on or a mobile phone is activated, it moves itself to the electromagnetically quietest part of the room. As it is ring-shaped, the owners could, if they liked, place their chair in its center, or stand there and enjoy the fact that this is a good space to be in.

Robot 2 In the future, products/robots might not be designed for specific tasks or jobs. Instead, they might be given jobs based on behaviors and qualities that emerge over time. This robot is very nervous — so nervous, in fact, that as soon as someone enters a room, it turns to face them and analyses them with its many eyes. It takes in as much information as it possibly can; it anaylses at micro-scales and looks for infinitely tiny changes. With so much data and accuracy, no wonder it’s jittery. Which piece of data is more significant than another? Which complex combination will warn us about the potential dangers ahead? If the person approaches too closely it becomes extremely agitated and even hysterical. Home security might be a good use of this robot’s neurosis.

Robot 3 This one is very needy. It’s fidgety and whiny. Although extremely smart, it is trapped in an underdeveloped body and depends on its owner to move it about. We become an intrinsic part of its daily existence, or so we are led to believe. Originally, manufacturers would have made robots speak human languages, but over time they will evolve their own language. You can still hear human traces in its voice.

Robot 4 More and more of our data, even our most personal and secret information, will be stored on digital databases. How do we ensure that only we can access it? This robot is a sentinel; it uses retinal scanning technology to decide who accesses our data. In films, iris-scanning is always based on a quick glance. This robot demands that you stare into its eyes for a long time. It needs to be absolutely sure it really is you.

JS: Do you often use the strategy of creating a “fiction” within your design process? If so, can you explain this process?

D&R: “Fiction” is a very important concept for us. We are careful to stay away from “fantasy,” though. We do not design for today. Our designs are always intended for another time or place and therefore exist as fictions. They are meant as alternatives, but that does not mean they do not technically function. It simply means that the values are at odds with those of today. We think of them as social fictions or even value fictions, sort of related to science fiction but with a shift of emphasis away from technology to the human side. They are intended to remind us that what we see around us, “reality,” is not fixed and that there are other possibilities.

JS: You said this in an interview about this project: “The purpose of these design proposals is to ask questions. And to trigger creative thinking in others. To jolt people off course a little. The solutions have not all been decided yet!” Did this project stimulate discussion or debate in your studio? What discussion was triggered through this line of questioning?

D&R: Well, we were approached by a consortium of European robotics engineers and invited to join a proposal for a very large European-funded research project exploring robotics. We were also approached by Microsoft research labs in the UK to make a proposal to get funding for a PhD student to explore these ideas further in the department I head at the Royal College of Art, which begins in October. The project was also shown in Design and the Elastic Mind at Museum of Modern Art, New York and is now in its permanent collection, as well as the permanent collection of FNAC in France. It continues to be exhibited internationally as well. So, I’m not sure if it has created a lot of debate as such, but it is certainly get- ting people to think about robots in a different way.

JS: What do you do with rejected proposals?

D&R: Rejected by who? In a way, all our proposals are rejected; that’s what we aim for. They should not fit into how things are now, but instead, point toward other possibilities. Of course on a practical level, proposals need to be made for funding, but beyond that, when we propose that they are implemented, they are usually rejected based on there not being a mar- ket for our ideas — exactly the point.

JS: How do you define the realization of a design idea or concept?

D&R: We try to take an idea to prototype stage — failing that, then at least a video scenario or simulation. This is because we are designing and proposing new functions that need to be experi- enced or presented in a way that viewers can imagine using and living with them. This interaction between the viewers’ imagination and our designs is the final product. It’s like window-shopping; when people are looking at products in a shop, they are imagining them in their lives and how they will fit in. People don’t do this when they look at art. We want people to imagine our products in their lives and think about what would have to change in order for them to make sense or fit in.

Architectural Association Print Studio / Zak Kyes & Wayne Daly (Interview with Zak Kyes): Bedford Press (2008)

Bedford Press Logo

Published by Bedford Press

Jon Sueda: Do you consider your work to be speculative?

Zak Kyes: I’m writing my much delayed responses to your questions from the library at the Architectural Association. This setting, furnished by volumes of unrealized projects, is an appropriate reminder that speculative practices in design have always been one aspect, albeit a marginal one, of a critical design practice. With a certain prescience, the immaterial and speculative nature of many architectural proposals from this period found their most logical expression not in built but book form. At this moment, there is there is a reconnection to this experimental legacy which uses design as a critical tool. These publications and their dissemination continue to be sites for debate and exchange. So, in short, yes.

JS: What is Bedford Press and how does it function within the Architectural Association’s Print Studio?

ZK: I joined the Architectural Association as Art Director of the AA Print Studio in September 2006. Since then we have begun to refocus our activities as an autonomous unit within the broader cultural programme of the school. The Print Studio was originally established in 1971/72 by Denis Crompton of Archigram to shape the school’s architectural discourse through the production and distribution of publications. Books have been a key reason for the school’s success during times when many projects were never intended to be realized. Consequently, the book became an ideal architectural site.

An essential element of this renewed focus is Bedford Press, a small-scale, fully functioning printing press and publisher operating out of a closet at the Architectural Association’s Bedford Square home in central London. The aim of the press is to integrate the publication of printed materials into the AA Print Studio’s existing focus on generating content, editing and design. By establish- ing a direct link between content/design and technology/production we hope to create a more responsive model of small-scale architectural publishing that is nimble enough to encompass the entire chain of production in one fluid activity, from the initial commission through to the final printing.

The term “private press” refers to a movement in book production that flourished at the end of the nineteenth century under the influence of people like William Morris and his own pioneering Kelmscott Press (1891). The products created by these presses were intelligently made publications that emphasized the book as a “new work” and also a “work of art,” rather than simply a vehicle for documentation. Empowered by this Arts and Crafts innovation, architectural discourse has increasingly been articulated through an ever-expanding array of publications. With the introduction of an autonomous press at the AA, we aim to experiment with not only the material form of the books we publish but also their content.

JS: How did you initially define this proposal? Do you foresee the addition of this press (the actual print production aspect of design) changing the way you work?

ZK: An inquiry always conceals another inquiry. The value of a proposal, or an “inquiry,” is precisely the degree to which it leads to unexpected outcomes. In Forms of Inquiry, an exhibition that presented a movement of critical practices in graphic design, we adopted the term “inquiry” to describe this work. This choice was intended to distinguish the act of “inquiry” from the ubiquitous incentive to “research,” which has long carried with it a variety of assumptions and interpretative baggage. The distinction is important; for unlike empirical research, with its appropriation of the paradigm of scientific data-gathering and problem-solving, the term “inquiry” suggests an almost antimethodological methodology — posing questions and pursuing paths without necessarily knowing where they will lead.

JS: How do you envision the “Publish-on-Demand” model functioning in an academic institution?

ZK: At the Architectural Association it is already a built-in function, which is both economic and also carries out a certain ideology. One of the first projects carried out by Bedford Press is the Excursus lecture and publication series. Excusus #1: Exhibition Prosthetics expands upon Joseph Grigely’s recent lecture and exchange with curator Hans Ulrich Obrist and myself at the AA. With the Excursus series we aimed to invite practitioners from within and beyond the culture of architecture whose practice engages and rethinks the form and activity of publishing today. The publications take the shape of inexpensive booklets printed in small editions on Bedford Press.

JS: With the world’s economic crisis on everyone’s mind, most institutions seem to be cutting back on printed material… Do you foresee this model offering new possibilities for publishing?

ZK: Its impossible to know what the effects will be, other than that the implications are on a global scale and will affect nearly every aspect of cultural production. The most spectacular examples of corporate sponsorship such as Deutsche Bank’s Frieze Art Fair, UBS’s Art Basel, Unilever’s Tate Turbine Hall Series seem to already have run their course; if it wasn’t for the financial crisis, the art world would have been likely to experience its own crisis in the near future. A parallel that Joseph Grigely suggested might be the savings and loan crisis of the 1980s, which came at a time when the art world was also experiencing a bubble. This simultaneous crash in the markets and the art world coincided with some of the most gratuitous artistic productions. Art came back in the 90s without the megalomania of the 80s with a new energy and a new ephemerality. It was healthy and energizing for the art world, and a whole new cast of personalities and projects emerged that might be described as “kindergarten aesthetics.” These artists used much more modest materials, resources and budgets. I can imagine something similar happening, bringing with it new possibilities. If you’re like me, you don’t have far to fall… we are always somehow in crisis. To come back to your question financial cutbacks on publications can only be a good thing when considering the mainstream publishing industry. It will necesitate new economies of production, such as print-on-demand as you suggest; Bedford Press is our own modest response to this situation. This might be the emergence of a new sobriety which under the surface is actually much more experimental and economic than its predecessors.

JS: How do you define the realization of a design idea or concept?

ZK: Every idea finds its most perfect form in a different medium. The neo-avant-garde made clear that ideas can sometimes best exist as exactly that, ideas. I prefer to see individual projects as seeds and doors that relate to a wider practice and might lead to unrealized potentials. The possibilities of a real idea (as opposed to a realized idea) might be just be a more potent provocation in considering the fate of design cultures.

LUST: Sound of the Internet (2005)

Sound of the Internet

Jon Sueda: Do you consider your work to be speculative?

LUST: In Holland, there is a small group of designers that work in the field of “design research,” — that is, design for the sake of research. Although many aspects of our work involve this process, the projects are always trying to answer some sort of brief. That is, they must function in the real world instead of just ending up in an exhibition, publication, or article about that specific project. Therefore, our projects are not speculative in an academic sense. However, our work is by definition speculative in the sense that we are always trying to push the boundaries of the design process. That way, we can never guess what our outcome will be or if it will work within the context of its conception. An example of this is the “landing strip” we designed for the Todaysart festival last year. This is a position we have claimed for ourselves, and our clients know this when they hire us. Our briefs are never fully defined, so there is much room for interpretation and experimentation.

JS: What is the Sound of the internet, and what was the impetus for this project? Was it client-based, or a completely self-initiated proposition?

L: The AIGA approached us and asked if we wanted to contribute a piece for Loop, a new online magazine they started that would cover the field of new media. The idea was that each issue would feature a theme on which designers and design writers could expound. The theme for issue #1 was “sound.” That was the basis of our brief. Simply, do something in new media regarding sound.

The project allows you to hear the “sound of the Internet” between your computer and our website. The Internet has no central location; the connection from here to there is through others (this is well illustrated here: www.visualroute.net. The documentation of your journey or route is the list of IP addresses between you and your destination.

The result of the project is the most honest audio document of your route because nothing is derived from pre-existing sounds. All that is added is a simple framework for the audio file to be created (i.e., binary numbers that tell your computer that this is a wav file — the content of this wav file is binary numbers of the IP addresses). Using a similar process, your route is also translated into visual form using color and shape.

JS: Did you make any new discoveries in your research or during the making of the piece?

L: Yes, we asked ourselves what sound is on the Internet? Is it a “sum” of all the sound files that are being hosted, downloaded, and streamed? That seemed too obvious and shortsighted to us initially. We propositioned that the Internet itself must have its own inherent “sound,” just like outer space also has its own sound as recorded by the Voyager space craft. So the research was all based on trying to figure out what that sound would be. This led us to many tests, which were quite interesting. However, the most provocative tests were not realizable within the constraints of the project. It was just as important to make those discoveries for future projects.

JS: Did this project stimulate discussion or debate in your studio or with others once you presented it?

L: Yes, most projects require heavy discussion, especially since many of those (such as the Loop project) don’t have clear-cut outcomes. When this is the case, the discussions seem to revolve not around the technical or formal specificities of a piece, but rather its conceptual foundation. We constantly ask ourselves if our thinking is good and solid. For the Loop piece, for example, we were not concerned too much about the quality of the sound that was produced, but rather that we were using the “correct” source of the sound within the context of our concept. This makes for a qualitatively better and richer discussion than “Oh, the pitch should be higher, or the colors should be livelier, etc.” The most debated question was, “If your monitor was a window to Internet, what would you hear if you opened it?”

JS: If this project is about sound, why did you feel it was necessary to create a visual to acompany your interpreation of sound? Did visualizing this form strengthen the piece for you?

L: The specific question one of us brought up was, “What if your computer monitor was a window to the Internet? What would you hear if you were able to open it?” So this idea lent itself to the visual of the “imaginary window,” and the accompanying abstraction we designed as a representa- tion of that concept.

JS: If this project is about sound, why did you feel it was necessary to create a visual to acompany your interpreation of sound? Did visualizing this form strengthen the piece for you?

L: The specific question one of us brought up was, “What if your computer monitor was a window to the Internet? What would you hear if you were able to open it?” So this idea lent itself to the visual of the “imaginary window,” and the accompanying abstraction we designed as a representation of that concept.

JS: In the text that introduces the project, you said that “more interesting ‘Internet’ work will not just ‘exist’ on the Internet, but rely on the Internet for its existence.” Since creating this project, have you reflected on or reacted to this idea with any other speculative concepts or projects?

L: Yes, and we still firmly believe this! The Internet is more than just a “carrier” for interactive or time-based work. It is a “medium,” a “context” where works are presented and therefore influenced by. This meta-level is the most interesting aspect of working on Internet-based pieces. It also represents the area where new thinking is most needed. Artists and designers that approach it as a glorified television or cinema screen are missing the point.

Some lust pieces that use this idea:

JS: What do you do with rejected proposals?

L: Put them in our archive boxes. ;-)

We seldom ever reuse a rejected proposal, since the parameters of each project are different and therefore lead to a different result. However, sometimes the conceptual base for these projects is still valid and valuable, and we do consider rethinking these or expounding upon them for new projects.

Design is, after all, an iterative process, and unlike in politics, “flip-flopping” is a valid way of reconsidering outdated values and traditions in design.

JS: How do you define the realization of a design idea or concept?

L: This is actually the key question, isn’t it? In a work methodology such as ours, when is enough research enough? The answer is both simple and complex. The simple answer is: you are limited by external factors such as budget, time, materials, technology, etc… So at a certain point, when the project is approaching its end, decisions have to be made from all the research and a product must be realized.

Related to that however, the more complex answer is: To us, the research is often the conceptual result — let’s say, the “meta-language” of the project. By doing as much research as possible, we have built up a “vocabulary” of the project that enables us to speak the “language” of the project. The more extensive that vocabulary is, the more complex the “sentences” we can make. Then all that is left to do is choose a fitting end result and use the vocabulary appropriate for that. At this point, regardless of format or scale, it doesn’t really matter what the physical iteration is — whether a postcard, a postage stamp, a website, a font, a spatial installation, a book, an article, or even just an archival documentation of the research — as long as the final result “speaks” this meta-language, the concept has been realized.

MR. Keedy: OK Identity (1999)

OK Identity

Jon Sueda: Do you consider your work to be speculative?

Mr. Keedy: Yes. I speculate that someone besides me will find it interesting and useful.

JS: What is the OK store, and what was the impetus for this project?

MK: OK is a retail shop specializing in modern furnishings. The identity system is a collection of logos and text that are designed to work together as interchangeable elements instead of a fixed graphic image. All of the elements are contained in a “font” that the owner can use to design in any application as needed. I designed a “kit of parts” that fit together in unlimited combinations.

JS: With the OK typeface, the user can compose multiple variations of these components. Was this function based on the project brief (did the client wanted a mutable identity) or was that an idea you were thinking about?

MK: It was my idea. He really only wanted or needed a simple logo. I over-delivered. It was something I had been thinking about at that time. I had been talking to Neville Brody about the idea that designers would be designing systems and templates as opposed to single objects.

JS: Since this identity is a typeface, did you intend it to be implemented by a graphic designer, or were you thinking it could be used by a non-designer just as effectively?

MK: The idea was that it would be used by non-designers — the owner and his employees — to use for whatever need may arise.

JS: Why was the identity never used to its full capacity?

MK: Surprisingly, not everyone wants to be a graphic designer. In fact, a lot of people don’t want to figure out how things should look. They are happy to leave it to a designer so they can be doing something else.

JS: Did this project stimulate discussion or debate in your studio? What was the context for an identity like this at that time?

MK: I think it was too much too soon. Now people are a lot more used to laying out pages and customizing graphics and are increasingly comfortable doing it. Faced with too many options, people often make the simplest choices. Even designers themselves will often do as little designing as possible (for which they have many rationalizations), because exercising creative ingenuity can be a daunting task.

JS: When did you actually propose this idea to the client?

MK: I don’t remember exactly, the original file says September 1999.

JS: Have you used a similar concept or technology on other projects?

MK: Yes. The identity I just did for R Wines and R BAR consists of different versions of a logo and related graphic ornaments and patterns. The difference this time is that the “kit of parts” is put together by designers.

JS: What do you do with rejected proposals?

MK: I try to forget about them. I usually can’t “recycle” them because they are delimited to the original context. It’s not like it was when I worked at some unnamed design offices in the 80’s and we would take all the rejected logos and put them back into the logo drawer for the next client. I could put them together in a book called If Only, but for me design has to live primarily in the “real world” or it is just an exercise or self-promotion. Not that there is anything wrong with that, it’s just that it is mostly of interest to a few other designers, and I prefer to make my design work for everybody if I can.

Daniel Eatock: An Idea For… (2005)

An Idea for…

Jon Sueda: Do you consider your work to be speculative?

Daniel Eatock: No / yes.

JS: What is the An Idea For… project, and what was its impetus?

DE: They are ideas I wanted to share in a general way, that point to a specific context for which they may be realized.

JS: The final form of some of your work, such as An Idea For… are text based descriptions of
ideas or lists, not a material objects. As a graphic designer, how do you define this area of your work?

DE: I have a background in graphic design and use graphic design, but I don’t practice graphic design. I don’t define the work as graphic design. I presented/published it on my website; it is this context that defines the work.

JS: Why are these ideas best left as descriptions and not executed?

DE: Some would be nice to see made or executed. (sounds so violent)!

JS: Have you secretly visualized any of these ideas? If so, was it a letdown, or better then you ever imagined? If not, would you be open to someone else visualizing your idea?

DE: I avoid secrets; I like sharing and being open. Realizing and visualizing are different. I would prefer them to be realized, not visualized.

I am happy to work with people to realize these ideas; I like participatory works. I would not like somebody to take the idea and make it as if it were their own, but if they used it as an instruction or like a musical score, etc., then that would be very interesting.

JS: Do you often use a non-visual/text-based strategy as part of your process with commissioned or client-based projects?

DE: Always — talking is about 99 percent of what I do.

JS: How do you define the realization of a design idea or concept?

DE: When it’s spoken, written, drawn, made, built, constructed, photographed, published, shared.

Sean Donahue / researchcentereddesign: Dimensional Design Research: The Roller Ball (2004)

The Roller Ball

Jon Sueda: Do you consider your work to be speculative?

Sean Donahue: I think a large component of my work is speculative. Speculative inquiry helps to provide a framework from which to see convention, form, subjects, and my own assumptions through a different lens. It provides me an opportunity to pose questions that ultimately translate into more significant inquires about the world around me and my discipline — specifically where, how, and to what it contributes.

JS: What is the Roller Ball, and what was the impetus for this project?

SD: The Roller Ball is a dimensional poster, which in this case includes a series of phrases and alphabets. Depending on how you role the ball, or “poster,” it creates different compositions and sequences using the phrases and alphabets extruded on its surface, leaving the layout or composition of the imprinted message open to the viewer’s or “printer’s” interests and decisions. Since it is rolled and not pressed, the letters and phrases on the ball reveal themselves in different sequences and in different compositions. Each person that engages the ball will inherently role it differently and thereby reveal or create a different composition and message, making it a significantly more organic piece then its traditional ink-base counterpart.

JS: You call this a poster. Was this form derived as a response to or a reflection of a particular content that was meant to be a poster?

SD: No, it was more a response to a series of questions I had regarding the discipline’s expectations surrounding what a poster needed to be. I wanted to know what questions a three-dimensional poster posed that a two-dimensional poster did not. What a curved surface enabled that a flat one did not. Or could communication be imparted by allowing someone to “print,” not just look at the printed object? And lastly, as a designer, could my offerings include not just the ability to construct the printed page but the ability to design a vehicle or space that enabled others to participate in the act of printing and the creation of serials, and what outcomes did that result in?

JS: How do you define a poster now that you’ve made this?

SD: For me the use of the word “poster,” and what it commonly is in reference to, rarely surfaces in my work or process. The word, when used by others, is often a generic term referring to a format or a preconception and assumption about how a communication needs to be structured. My preference now is to describe the type of communication these formats are attempting to achieve, and from there design something that speaks to the specific qualities. For example, instead of relying on the word poster I would say, “communicate to multiple people in a transient space.” I’ll grant you that it’s a bit long-winded and didactic, but it places the emphasis on the environment, the conditions and the qualities that my design needs to engage and is able to play with. Grounding my creative process here allows me to have a graphic discussion that explores the full range of materials and structures that are available. The result is an unexpected design direction and experience as well as a piece responsive to the unique qualities of the environment.

JS: Do you have any documentation of the results? Impressions on paper or in the dirt?

SD: Yes, somewhere. I also videotaped people making impressions with the Roller Ball. The most striking outcome was how involved people would get making the impressions. Their compositions were poetic and unexpected, but for me the video of them navigating the “printing” was the more significant of the two. That said, the ball could have served its purpose without ever being printed with. The thinking that went into its creation and the resulting outcomes provided the framework for me to understand communication in a different way while moving past my own assumptions and answering my initial questions. This was a more than sufficient outcome for a speculation in this instance.

JS: Do the results of using this ball bring up another discussion about function?

SD: Yes, but in different ways. If the format of the ball as an artifact was taken further,
then the question of physical usability would have to be explored further relative to the context in which it was presented and the textual and/or pictographic content it was sharing. But the more significant question the Roller Ball raises about function is the role graphic designers play in creating these experiences. The poster has become an unquestioned default that everyone expects people to be inherently engaged with (an assumption that can no longer be made, even though it is). The Roller Ball foregrounds the role of engagement as a design “affordance” that we have a responsibility to consider and a creative opportunity to construct. It also poses new questions about the function of the fixed page and what opportunities there are to be explored relative to the designer relinquishing control of that authority.

JS: Did this project stimulate discussion or debate in your studio or with others once you presented it?

SD: Absolutely. It serves as a conversation catalyst to engage these questions on a public scale, providing an example to move past the conversation of “you should do something different,” and the empty, rhetorical finger-waving that attempts to move people beyond the theme and variation of the same poster format with no example or route for how to get there. Rather, through this series of visual speculations, I was able to pose a question and answer it both in concept and form.

JS: Have you used a similar concept or technology on other projects since?

SD: Yes and no. As I said earlier, speculation plays a large role in my practice and therefore shows up in many different ways—as commissioned work, design research, discourse, and in this case simply as a vehicle for understanding my discipline — “pure” research, if you will. With my use of speculative inquiry in this way, the artifacts don’t often show up again in future projects. In this mode of inquiry, the artifact as a “thing,” is often not the most important outcome. It is the knowledge that was gained from the making of the artifact and the questions the artifact answers and instigates that most definitely shows up over and over again in future projects and explorations. It is thinking through making. For example, although the Roller Ball will not be “used,” the concept of a person being a co- creator of a communication or the use of physical materials manipulated by the viewer in order to create a message is a unique quality that has shown up in projects since.

JS: How do you define the realization of a design idea or concept?

SD: This is a great question. As an artifact, the Roller Ball was realized completely. It provided me the framework from which I was able to respond to my initial questions, and from those pose new ones. It didn’t need to go on any further as a physical artifact or idea. I reject the notion that these things need to exist in a queue until you find the right client with the right content to apply what you created. I mean, if there would be a space to use the Roller Ball, that would be great, but if not, it has served its purpose. Its validity or value is not based on making it to the marketplace. The more important outcome and value was that I was able to take what I learned from the Roller Ball and use it to explore work in a totally separate context and create something that was completely different. Actualization is often an overlooked outcome, most opting instead to move on quickly to the next theme in the same format for a different “client.” For me, actualization — turning something into larger actions after it has been realized — is the significant moment. It allows me to build not a portfolio but a body of knowledge, and this is what makes all of this worthwhile and exciting.

Peter Bilak: Het Natuurloket Identity (2001)

Het Natuurloket Envelope

Jon Sueda: Do you consider your work to be speculative?

Peter Bilak: I suppose most creative work is by its very definition speculative. It is formed on a basis of incomplete information, involves intuition, and explores new areas, which means it also runs the risk of not always delivering what it promises. So yes, I do think I engage in the creative process with slightly unpre- dictable results.

JS: What is Het Natuurloket, and what was the impetus for this project?

PB: It seems very long time ago, so my recollection of the process is rather blurry. Taco Zwaanswijk, a colleague that I shared a studio with, was asked by the Dutch Ministry of Agriculture to develop a website and identity for a new independent foundation that informs people about endangered species of animals and provides information from the large database of the ministry about flora and fauna.

We proposed to use this database for the identity. It would combine the existing database of agricultural species with an electronic address book. Every time a letter was sent out, an address was printed on the envelope, along with the information about what animals live in the recipient’s particular square kilometer. This information was extracted from the database using the recipient’s postal code. Visually, the identity looked very simple — just a black-and-white list of species.

JS: What led you to the idea for a database-driven identity? Was it based purely on the client’s brief, or had you already been thinking about the possibilities of using data to drive a visual identity?

PB: During the design process, it was clear that there was little room for illustrative approaches. The task was to see how to visualize and deliver a very large amount of information to someone who is not ready to spend much time studying the quantity of information. We didn’t want the information to become mere decoration, which was quite a trendy design approach at the time. Some designers illustrate complexity by revealing everything, overwhelming the user with facts, complex diagrams, and structures. So instead, we used a specific filter to show what was necessary. Instead of using a designer’s perspective and filtering what suited Taco and myself, we decided to focus on the user’s perspective and filter from the large database of information what was relevant to the user. This thinking was based on the project; I hadn’t been dealing with a database-driven identity before.

JS: Have you used a similar concept or technology on other projects since?

PB: Not really. I’ve worked on proposals for two complex identity projects since.
The Twin Cities Typeface (St. Paul & Minneapolis) and the identity of the Olympic candidate city, which used dynamically generated imagery. It is interesting to use technology that is not really meant to be used in print design.

JS: Did this project stimulate discussion or debate in your studio?

PB: Yes. But not more than any other project. We discuss all things we work on.

JS: You said in your last note that the client wasn’t impressed with the look of this identity. Why was this identity best executed in such a simple graphic language?

PB: The fact that the client didn’t really appreciate the process and the results are illustrated by the fact that the website hasn’t changed since then, and the identity was never implemented. What we proposed at the time seemed to make perfect sense, and that’s why we stood by it. If we were to work on it again today, of course it might be different, but since it is irrelevant now, I don’t really think of it much.

JS: What do you do with rejected proposals?

PB: Nothing really. There is plenty of work, so if ideas are rejected, they are sim- ply archived on a hard disk, along with all other work. I don’t dwell too much on past work, so I rarely keep hard copies. Sometimes, if I feel the work wasn’t strong enough, we might lose the back-ups, too.

JS: How do you define the realization of a design idea or concept?

PB: A design project is always a negotiation between two parties, so if a proposal is one-sided and not accepted by the other party, it is certainly a failure. The project itself is not always the problem; often, the way it’s explained to the client may not resonate with his or her ideas. If the client rejects a proposal, it often says more about my (in) ability to explain things in simple terms. Luckily, it doesn’t happen to me very often — it just proves the point that if I can learn to present things more efficiently by adopting both points of views in my work (client and designer), projects have a better chance of being understood and accepted. As a matter of fact, in talking about design I learned to avoid phrases starting with “I think,” “I believe,” etc. Instead, I focus on what the object does to people.

The last two rejected projects I proposed were refused partly because I wasn’t able to present the work in person, and the presentation panels were sent by email and post. This was a good lesson, and I don’t do projects anymore unless I can present them in person.

Having said all this, “failures” have big value to me personally, because they force me to reevaluate what I take for granted. This is what a successful realization can’t do.