![]() An interface is all about behaviour, just like a video game, although games have more freedom and a less immediate need for functionality than the interface of an ATM. The criteria were very similar to those for interface design. We decided to take the interaction design route. You can look at a video game as a cinematic artefact, an illustration feat, or as interaction design. We talked about the categories that we should tackle: typefaces and fonts, film titles, interfaces and interaction design and we talked about video games too. It was begun in the 1930s but it was mostly composed of posters and ephemera – the kind of graphic design that is still important, but doesn’t even begin to represent what communication design is today. We organised a symposium in 2006 because we wanted to discuss the future of the museum’s graphic design collection. ![]() In a bid to bring together gamers, art critics and designers, the games will be available to play in the exhibition “Applied Design”, which opens this month. Antonelli is determined to change the common perception of design as merely furniture-driven and ornamental, and is steadily doing so through challenging and increasingly less object-based exhibitions, such as “Mutant Materials in Contemporary Design” (1995), “Design and the Elastic Mind” (2008), and “Talk to Me: Design and the Communication Between People and Objects” (2011). ![]() Ideas that challenge conventional museum practice aren’t always readily accepted, even when they come from inside one of the world’s most prestigious cultural institutions. A few art-world eyebrows were raised when Paola Antonelli, the head of research and development and the senior curator of architecture and design at New York’s Museum of Modern Art (MoMA), announced the addition of 14 video games, including classics such as “Pac-Man”, 1980, to the design collection. ![]()
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