Monday, October 11, 2010
Can graphic design makes you cry?
Some years ago, I asked my students if graphic design ever made them cry. Particularly with regard to graphic design that lived online — where the cacaphony of competing messages makes a single, immersive experience unlikely — was such a thing even remotely possible?
And why, they countered, was this a goal?
The goal, I explained, was to join the manufactured thing — graphic design as an external representation of something else — to the world of the living. The goal was to connect, to enlighten, to more deeply understand, and how can you act if you can’t remember? You remember when you feel something, like I felt terror as a child in a world of public health posters. But as much as I was haunted by them, I was mesmerized by their beauty, their theatricality, their humanity — and that memory has never left me. Who among us does not hope to create work with such indelible, lasting power?
This all bears repeating now, at a time in which so many designers are engaged in addressing design for the public good — design that is sustainable, meaningful, socially relevant — because how can you achieve any of this if you don't engage at some fundamentally human level, a level where memory and feeling are as valued as form and execution?
I write this now at the risk of exposing myself to personal attack: nostalgia is now as it has always been, a bad thing in design. At its best, it's redundant. (At its worst, it's kitsch.) But the opposite is equally vexing, because design that caters to designers, or design that privileges novelty over reality, or design that ignores its basic constituents — design for social change is, after all, design that must be socially relevant, and that means design for and about real people — is just as problematic as design that celebrates modernist ideals in the name of neutrality. Design that strives for neutrality, that seeks to extinguish its relationship to the human condition, risks removing itself from the very nucleus of its purpose, which is, yes, to inform and educate — but also, to enchant. And at the end of the day, we succeed in this effort by being honest: we’re not graphic designers but people who make graphic design. Which means that first, we’re people: people who pay taxes and raise children and read newspapers and vote. People who eat and sleep and argue and question. People who laugh. People who remember. People who even, occasionally, cry.
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