The word «fake» and its several synonyms touch on a number of ontological and mimetic issues that since Plato have led directly to contemporary debates. In the present survey we will try to outline a «grammar of fake» through three points: a) the issue of pseudos in Plato and its impact on contemporaneity; b) the notion of hyperreality as absolute fake; c) the dimension of operative fake, grasped in its postmodern enucleation.
The Onion is a 1995 video performance by Marina Abramović. The essay aims at analyzing some central themes of the artist’s path, taking this work as reference text. First of all, by including the artist in the process of dissolution of beauty marking the art of the Twentieth century and regarding performance art as one of the outcomes of this process inaugurated by the avant-gardes. Secondly, by showing the link between the political dimension and an existential reflection focused on the (...) role of the artist and the woman in the contemporary world. (shrink)
The essay has the aim to analyze the brief history of applied aesthetics from the arts and crafts theories to the everyday aestheticization of postmodernism: the key role of form and function, the problem of ornament, the social implications of commodities, the object value system, objects as simulacra. Is it possible to go beyond these categories? Are they conceptual or just historical categories?
Computing has become ubiquitous and organic. The “new” human ecosystem is increasingly composed of "intelligent" objects. Since the Nineties there has been a constant application of the practice of disappearance of everyday objects. The daily experience changes, since the objects we use, in their disappearance and imperceptibility, do not divide us from the Life-World. At the same time, the designer is called to rewrite and amplify human experience, and design reflects a different conception of the aesthetic, which must be intended (...) not only as a theory of the artistic and/or cosmetic beauty, but mainly as a science of the experience as such. The designer is no longer limited to designing objects, but he can also design human beings. (shrink)
Since the late Eighties, technological change and transition from analog to digital, led to a challenging of the classical categories of modernist design. With the development of Human Computer Interaction and its impact on theories of Functionalist Design, it has begun a process of interrogation – initially in a cognitive sense and then in the more properly aesthetic sense – which, through theories and practices increasingly dependent on computerization , brings modernist theories about functionality to shift their interest on Usability (...) and, then, from Usability to User Experience. (shrink)
The evolution of Interaction Design could be read as a radicalization of the dogma of modern functionalism, Less is More, and a "rediscovery" of certain theories of Minimal Art. This radicalization is reflected in the same evolution that has taken place since the early Nineties within the Human-Computer Interaction, with the gradual replacement of User Experience as a major category of interaction design. Designing the interactive experience becomes more important than Usability. But if the experience becomes the specific object of (...) design, the materiality of the object, its shell, loses its importance. The evolution of design, through the spread of computing, leads to a pervasive dematerialization of everyday objects. (shrink)
Bauspiel: ein Schiff by Alma Siedhoff-Buscher is one of the most important toys of the twentieth century, designed and built in 1923 when the designer was part of the Bauhaus Woodcarving Workshop. Having become an icon of an entire era, a symbol of a design utopia, Siedhoff-Buscher’s Bauspiel remains an object that makes us wonder not only for the fascination it emanates, its perennial aesthetic relevance that still legitimates its production and marketing up until nowadays, but for the strength of (...) its evidencing and its ability to force us questioning ourselves about who a child is, and therefore, obviously about who the man is. Mimesis, game, toy thus become the dimensions that Bauspiel manifests to the highest degree, in which anthropological questioning and aesthetic analysis are intertwined in the same research. (shrink)