November 3, 1994: Vol26n9: VIEWPOINT: A New Generation of Designers By BILL KINSER Reprinted with permission of Step-by-Step Graphics, copyright 1994, Volume 10, No. 3, 6000 North Forest Park Dr., Peoria, Illinois 61614, (800) 255-8800. I wrote the broadsheet, not as a manifesto, but as a response to my students' work: what they are doing, how they are doing it, why they are likely the first of a new generation of designers. For one thing, I feel they have more respect for words than previous generations of design students had and the present generation of designers have. I've found that most of them aren't fond of, for instance, designers like April Greiman who began using computers rather late in their careers. My students don't particularly like their work because, according to them, the words are unreadable and illegible. Also, because they are so adept with computers, computer tricks simply don't intrigue them. This is certainly not an attack on Ms. Greiman by a bunch of snotty-nosed, arrogant students. They all can see the quality of her work. I think that the students respond this way partly because they have given up on the fine arts, indeed on the visual arts as a guide to design, as they find their own way. Perhaps it's a more conservative way, or perhaps they are simply returning to older conventions, when designers were hired to stage words rather than to obscure them in favor of visual drama. If this is so, we do have a new set of designers, one that might intrigue you. I don't know what these changes mean. Maybe you do. We are, however, developing a unique curriculum, a new way to teach -- out of necessity, perhaps, rather than out of any genius on our part. Well, here we are again, trying to make sense of, find forms for, and discover a useful theory for a new communication technology. Like Jenson in 1465, Aldo Manucci in 1488, William Morris in 1890, El Lissitzky in 1920, and William Paley in 1930 and 1940, we're still stumbling around in the dark. But, just for now, try this. In the mid '80s, some of us predicted a design revolution driven by the computer. We said revolution, but we meant evolution. With hindsight, we can see that what is happening now is all perfectly logical, and obvious, and that it's just the beginning. One of the things we should have expected was the shift from an emphasis on visual art to a new kind of writing, albeit one that includes visual communication. This is the beginning of a new kind of design because computers demand digital logic, not analogical logic -- the detailed, linear, step-by-step logic of words, not the sensuous, spatial logic of the artist. And the new media -- hypermedia and telematics -- demand a knowledge of scripting, an affinity for programming languages, an affinity for the logic of language. In this postmodern world, computer-educated designers return to the logic of writing as a primary process, a way of thinking instead of looking to the visual arts. And I consider our present design students the first generation to practice what we think of as the new writing. Writing can be defined as the invisible process by which writers string words together to give meaning to the world, and as the formal marking of words (read ideas) on paper (now on screen) for the purpose of presenting them in other places and at other times. In the past, words were sometimes complemented by images chosen to clarify or illustrate in concrete form meaning left vague by words alone. This is in contrast to the notion many moderns entertain -- that visual statements are primary (pictures being worth 10,000 words and all that). Communication technology chooses the communicator, not vice versa. As we think in our spoken language, we define reality one way. And as we think in a technological communication language, we define reality another way. There is a kind of "law of least resistance" at work here. We will want to do what the language in which we think makes it most comfortable to do. On a simple level, we will design what is easiest to design today, with today's tools, and that will be acceptable design. The old, art-centered design methods will necessarily fall by the wayside. Most designers working today are sensualists. We love objects. We love the shape of an old car, the glint on the edge of an enameled tin, the rough, pebbly surface on a piece of watercolor paper in the glancing sunlight of the late afternoon. Like fine artists we were always involved with objects: paper, pencils, colors in different lights, textures....We were artists because we had to be and because our tools demanded it. Remember how it was in the old days? Remember the feel of a 2B pencil on layout paper, the small joys of a well-executed felt tip comp or beautifully kerned type, our delight in a press proof on Kromecote, the smell of the ink? And from the beginning we directed our attention toward the final, perfect, finished, visual object. We worked from sketch to finish, from general shapes to completed shapes; like an artist at his canvas, we moved around the pad, refining this, touching up that. Even those gray lines representing type were just visual elements, never actual words. What we did was all physical, all hand-eye coordination. To the computer-trained designer, the object is a temporary event, not the goal. Looking at it through his or her eyes, all those beautiful objects look so -- well, so decorative, so refined. So much labor devoted to realizing an object, which, after all, is only one of an infinite number of variations. Printing, film, and videotape are objectifications of thought. If talking is like writing on water, then using computers is like writing on air; the designer's thought doesn't exist as objects unless he or she wants it to. The computer encourages infinite flexibility, and more than ever before keeps the work in the realm of thought -- as it has always been for writers. For our student designers, nothing is finished until it is set in type, or recorded on tape. And even then, what is finished today still exists in the ephemeral space of the computer's memory. It exists, not in the tactile, objectified sense, but almost as a theoretical work -- an idea halfway between gnosis and praxis, on one edge or the other of completion, waiting in pieces to be resurrected and modified tomorrow, as print, as tape, as hyperstack. So what if the type isn't perfectly kerned. It's a temporary condition. Someone will develop perfect kerning tables someday soon. Tomorrow is another day and another revision. And who can afford Kromecote in these times of rolling revisions and replacements? Our students begin and end their college careers in front of computers. They sit in front of that barren bluish glow like clerks in a typing pool or monks in their cells. They choose, erase, move, crop, paint, step forward and back. They scan and click and drag and rubber stamp. They do it in the precise order demanded by the machine. Some wouldn't know a T-square from a hammer except for the requirements of one production course. Manual skills are redundant. So our best students tend to be those with intellectual, abstracting, prowess rather than artistic skills. Of course, we are in a stage here at UB that's a little ahead of most schools that teach design. We've been working with computers since 1978 so maybe we see results that are a little different than those produced elsewhere. Computers are completely integrated into our program. From the first course to the last, our students work almost exclusively on computers. They take courses in Freehand, Director, Photoshop, Supercard, and XPress. This year we introduced a course in telematics. These are not software training courses, but courses in which technology is integrated into the design process. Electronic calligraphy might be a good metaphor for what we are doing today: ephemeral, personal, idiosyncratic -- something that contradicts the very idea of standardization and mass production. Like early calligraphy, much of our student work tends to give words the dominant, and images the subordinate, role. This is because computer-based design begins with content and meaning, as defined by words, rather than with a visual idea, to be embellished with words. But, of course, much of their work still resembles the old design -- evolution is never instantaneous. Perhaps the next generation will completely break free from the old. And in some ways, that's too bad. Bill Kinser is associate professor of art at UB.