This chapter opens with the author
noting how his discussion thus far has excluded many works of art that are of
the, what I like to call, “film and play” variety – works that are centered
around the aspects of drama, plot and story. He names a few notable films such
as Citizen Kane, L’Avventura, Pierrot le Fou, 8 ½ and even Beauty and the
Beast, and mentions that although these works are dramatic plot films, they are
still considered great because of their ability to remain aesthetically
valuable while operating entirely within parameters of the human condition.
Youngblood is trying to convey that the design of these stories- the act of designing
and putting together these stories- is what is remarkable as opposed to the
plots themselves. The opening paragraphs are summarized by a quote from Susan
Sontag, "If there is any 'knowledge' to be gained through art, it is the
experience of the form or style of knowing the subject, rather than a knowledge
of the subject itself." This tells us that the technique and process of
creation and design is more enlightening than achieving the final goal.
In the next
section, Youngblood starts off by saying that art and science are essentially
the same thing – in their broadest implications. This is further supported by
assimilating “Eddington’s classic definition of science” – “The earnest attempt
to set in order the facts of experience” with Bronowskis “view of science” –
“The organization of knowledge in such a way that it commands more of the
hidden potential in nature… all science is the search for unity in hidden
likenesses." The way science is being compared in these quotes can also be
applied to Art. To set in order the facts of experience is to expose the
relation between man and his surrounding universe with all its hidden
potential. In a way, art represents our surroundings, which in turn helps our
creative minds to understand the encompassing world. Artists establish these
representations of surroundings by becoming aware of new aspects of reality and
by representing his or her consciousness in shapely or poetic form.
Youngblood
continues on to note that the word “design” can be broken down into “de” and
“design”. This indicates that as design artists, we must deconstruct the world
around us as we know it and simply go off of experience. We are expected to get
as close to the reality of human nature as possible through technology. This
will allow us to separate the symbols of our surroundings from their official
meaning, and reveal their hidden potential – to really encapture the experience
and reality of the subject we are working with. As a design scientist, the artist discovers
and perfects language that corresponds more directly to experience. I believe
Youngblood is trying to convey that coordinating the creative ideas of the
artist with the technologically conversant scientist requires this common “language”
to express ideas through logic, reasoning, analysis and the formulation of
goals and objectives, as well as a semiotic structure for recording the result.
Youngblood
then goes on to discuss some theories, specifically the “auteur theory” which
outlines how a director’s piece basically reflects his or her aesthetic vision.
However, cybernetics has demonstrated that the conceptual design of a movie
determines the variety and amount of information we’re likely to obtain from
it. Since this amount of information is directly proportional to the degree of
available choices and since, according to Youngblood, drama, story, and plot
restrict choice, these films also restrict information. This therefore leads
the auteur to develop new designs for old information, which can be immensely
instructive. This allows the designer to run wild with new ways of working with
material that has been seen and done before. An example of this is the Disney
movie Mary Poppins. A woman pouring her deep personal tragedies and experiences
into a novel was the original writer of Mary Poppins – there was originally no
dancing penguins, or flying nannies. Walt Disney, an imaginative pioneer, took
this old tale and gave it a fresh makeover, bringing it to life with the use of
animation and technology. Although Disney did not create the storyline, he
explored its true aesthetic potential, and brought it to life once again in a
way we never thought possible. According to Youngblood, “The design of
commercial entertainment is neither a science nor an art; it answers only to the
common taste, the accepted vision, for fear of disturbing the viewer's reaction
to the formula. The viewer's taste is conditioned by a profit-motivated
architecture, which has forgotten that a house is a machine to live in, a
service environment.”
In conclusion, the function of the
design scientist is to blur the distinction between art and life. According to
Youngblood life becomes art when there is no difference between what we are and
what we do. This is what forces cinema to expand and become more complex. Mass
media entertainment dulls people's minds because it is a closed, entropic
system, adding nothing new. (pp59–65) Entertainment dwells on the pas and we
live in future shock so art should be an invention of a future (pp66–69). New
systems need to be designed for old information. The artist is a design
scientist and “where beauty ends is where the artists begins” (John Cage).
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