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Why I brought Pac-Man to MoMA

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    I'm almost like a crazy evangelical.
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    I've always known that the age of design is upon us,
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    almost like a rapture.
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    If the day is sunny, I think,
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    "Oh, the gods have had a good design day."
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    Or, I go to a show and I see a beautiful piece by an artist,
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    particularly beautiful, I say
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    he's so good because he clearly looked to design
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    to understand what he needed to do.
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    So I really do believe that design
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    is the highest form of creative expression.
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    That's why I'm talking to you today about the age of design,
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    and the age of design is the age in which design
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    is still cute furniture, is still posters,
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    is still fast cars, what you see at MoMA today.
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    But in truth, what I really would like to explain
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    to the public and to the audiences of MoMA is that
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    the most interesting chairs are the ones
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    that are actually made by a robot,
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    like this beautiful chair by Dirk Vander Kooij,
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    where a robot deposits a toothpaste-like slur
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    of recycled refrigerator parts,
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    as if he were a big candy, and makes a chair out of it.
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    Or good design is digital fonts that we use all the time
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    and that become part of our identity.
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    I want people to understand
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    that design is so much more than cute chairs,
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    that it is first and foremost everything that is around us
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    in our life.
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    And it's interesting how so much of what we're talking about
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    tonight is not simply design but interaction design.
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    And in fact, interaction design is what I've been trying
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    to insert in the collection of the Museum of Modern Art
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    for a few years, starting not very timidly
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    but just pointedly with works, for instance,
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    by Martin Wattenberg -- the way a machine
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    plays chess with itself, that you see here,
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    or Lisa Strausfeld and her partners, the Sugar interface
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    for One Laptop Per Child,
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    Toshio Iwai's Tenori-On musical instruments,
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    and Philip Worthington's Shadow Monsters,
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    and John Maeda's Reactive Books,
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    and also Jonathan Harris and Sep Kamvar's I Want You To Want Me.
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    These were some of the first acquisitions that really
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    introduced the idea of interaction design to the public.
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    But more recently, I've been trying really to go even deeper
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    into interaction design with examples
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    that are emotionally really suggestive
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    and that really explain interaction design at a level
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    that is almost undeniable.
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    The Wind Map, by Wattenberg and Fernanda Viégas,
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    I don't know if you've ever seen it -- it's really fantastic.
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    It looks at the territory of the United States
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    as if it were a wheat field that is procured by the winds
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    and that is really giving you a pictorial image
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    of what's going on with the winds in the United States.
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    But also, more recently, we started acquiring video games,
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    and that's where all hell broke loose
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    in a really interesting way. (Laughter)
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    There are still people that believe that there's a high and there's a low.
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    And that's really what I find so intriguing
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    about the reactions that we've had to the anointment
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    of video games in the MoMA collection.
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    We've -- No, first of all, New York Magazine always gets it.
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    I love them. So we are in the right quadrant.
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    We are in the Highbrow -- that's daring, that's courageous --
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    and Brilliant, which is great.
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    Timidly, we've been higher on the diagonal in other situations,
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    but it's okay. It's good. It's good. It's good. (Laughter)
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    But here comes the art critic. Oh, that was fantastic.
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    So the first was Jonathan Jones from The Guardian.
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    "Sorry, MoMA, video games are not art."
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    Did I ever say they were art? I was talking about interaction design. Excuse me.
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    "Exhibiting Pac-Man and Tetris alongside Picasso and Van Gogh" --
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    They're two floors away. (Laughter) —
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    "will mean game over for any real understanding of art."
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    I'm bringing in the end of the world. You know?
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    We were talking about the rapture? It's coming.
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    And Jonathan Jones is making it happen.
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    So the same Guardian rebuts,
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    "Are video games art: the debate that shouldn't be.
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    Last week, Guardian art critic blah blah suggested
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    that games cannot qualify as art. But is he right?
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    And does it matter?" Thank you. Does it matter?
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    You know, it's like once again there's this whole problem
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    of design being often misunderstood for art,
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    or the idea that is so diffuse that designers want to
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    aspire to, would like to be called, artists.
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    No. Designers aspire to be really great designers.
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    Thank you very much. And that's more than enough.
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    So my knight in shining armor, John Maeda,
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    without any prompt, came out with this big declaration
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    on why video games belong in the MoMA.
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    And that was fantastic. And I thought that was it.
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    But then there was another wonderfully pretentious article
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    that came out in The New Republic, so pretentious,
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    by Liel Leibovitz, and it said, "MoMA has mistaken video games for art." Again.
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    "The museum is putting Pac-Man alongside Picasso." Again.
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    "That misses the point."
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    Excuse me. You're missing the point.
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    And here, look, the above question is put bluntly:
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    "Are video games art? No. Video games aren't art
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    because they are quite thoroughly something else: code."
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    Oh, so Picasso is not art because it's oil paint. Right?
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    So it's so fantastic to see
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    how these feathers that were ruffled,
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    and these reactions, were so vehement.
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    And you know what?
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    The International Cat Video Film Festival
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    didn't have that much of a reaction. (Laughter)
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    I think this was truly fantastic.
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    We were talking about dancing ponies, but I was really jealous
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    of the Walker Arts Center for putting up this festival,
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    because it's very, very wonderful.
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    And there's this Flaubert quote that I love:
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    "I have always tried to live in an ivory tower,
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    but a tide of shit is beating at its walls,
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    threatening to undermine it."
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    I consider myself the tide of shit.
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    (Laughter) (Applause)
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    You know, we have to go through that.
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    Even in the 1930s, my colleagues
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    that were trying to put together an abstract art show
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    had all of these works stopped by the customs officers
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    that decided they were not art.
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    So it's happened before, and it will happen in the future,
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    but right now I can tell you that I am so, so proud
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    to be able to call Pac-Man part of the MoMA collection.
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    And the same with, for instance, Tetris, original version, the Soviet one.
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    And you know, the amount of work --
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    yeah, Alexey Pajitnov was working for the Soviet government
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    and that's how he developed Tetris,
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    and Alexey himself reconstructed the whole game
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    and even gave us a simulation of the cathode ray tube
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    that makes it look slightly bombed.
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    And it's fantastic.
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    So behind these acquisitions is an enormous amount of work,
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    because we're still the Museum of Modern Art,
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    so even when we tackle popular culture,
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    we tackle it as a form of interaction design
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    and as something that has to go into the collection at MoMA,
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    therefore, has to be researched.
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    So to get to choosing Eric Chahi's
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    wonderful Another World, amongst others,
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    we put together a panel of experts,
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    and we worked on this acquisition,
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    and it's mostly myself and Kate Carmody and Paul Galloway.
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    We worked on it for a year and a half.
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    So many people helped us — designers of games,
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    you might know Jamin Warren
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    and his collaborators at Kill Screen magazine,
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    and you know, Kevin Slavin. You name it.
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    We bugged everybody, because we knew that we were ignorant.
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    We were not real gamers enough,
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    so we had to really talk to them.
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    And so we decided, of course, to have Sim City 2000,
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    not the other Sim City, that one in particular,
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    so the criteria that we developed along the way
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    were really strong, and were not only criteria of selection.
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    They were also criteria of exhibition and of preservation.
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    That's what makes this acquisition more than a little game
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    or a little joke. It's truly a way to think of how to preserve
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    and show artifacts that will more and more
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    become part of our lives in the future.
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    We live today, as you know very well, not in the digital,
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    not in the physical, but in the kind of minestrone
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    that our mind makes of the two.
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    And that's really where interaction lies,
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    and that's the importance of interaction.
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    And in order to explain interaction, we need to really
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    bring people in and make them realize
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    how interaction is part of their lives.
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    So when I talk about it, I don't talk only about video games,
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    which are in a way the purest form of interaction,
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    unadulterated by any kind of function or finality.
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    I also talk about the MetroCard vending machine,
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    which I consider a masterpiece of interaction.
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    I mean, that interface is beautiful.
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    It looks like a burly MTA guy coming out of the tunnel.
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    You know, with your mitt you can actually paw
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    the MetroCard, and I talk about how bad
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    ATM machines usually are.
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    So I let people understand that it's up to them
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    to know how to judge interaction
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    so as to know when it's good or when it's bad.
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    So when I show The Sims,
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    I try to make people really feel what it meant
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    to have an interaction with The Sims,
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    not only the fun but also the responsibility
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    that came with the Tamagotchi.
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    You know, video games can be truly deep
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    even when they're completely mindless.
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    I'm sure that all of you know Katamari Damacy.
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    It's about rolling a ball and picking up as many objects as you can
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    in a finite amount of time
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    and hopefully you'll be able to make it into a planet.
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    I've never made it into a planet, but that's it.
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    Or, you know, Vib-Ribbon was not distributed here in the United States.
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    It was a PlayStation game, but mostly for Japan.
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    And it was one of the first video games
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    in which you could choose your own music.
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    So you would put into the PlayStation,
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    you would put your own CD,
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    and then the game would change alongside your music. So really fantastic.
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    Not to mention Eve Online.
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    Eve Online is an artificial universe, if you wish,
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    but one of the diplomats that was killed in Benghazi,
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    not Ambassador Stevens, but one of his collaborators,
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    was a really big shot in Eve Online,
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    so here you have a diplomat in the real world
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    that spends his time in Eve Online
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    to kind of test, maybe, all of his ideas about diplomacy
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    and about universe-building, and to the point that
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    the first announcement of the bombing
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    was actually given on Eve Online,
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    and after his death, several parts of the universe
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    were named after him.
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    And I was just recently at the Eve Online fan festival
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    in Reykjavík that was quite amazing.
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    I mean, we're talking about an experience
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    that of course can seem weird to many,
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    but that is very educational.
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    Of course, there are games that are even more educational.
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    Dwarf Fortress is like the holy grail
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    of this kind of massive multiplayer online game,
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    and in fact the two Adams brothers were in Reykjavík,
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    and they were greeted
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    by a standing ovation by all the Eve Online fans.
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    It was amazing to see. And it's a beautiful game.
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    So you start seeing here that
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    the aesthetics that are so important
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    to a museum collection like MoMA's
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    are kept alive also by the selection of these games.
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    And you know, Valve -- you know, Portal --
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    is an example of a video game in which
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    you have a certain type of violence
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    which also leads me to talk about
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    one of the biggest issues that we had to discuss
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    when we acquired the video games, what to do with violence.
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    Right? We had to make decisions.
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    At MoMA, interestingly, there's a lot of violence
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    depicted in the art part of the collection,
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    but when I came to MoMA 19 years ago, and as an Italian,
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    I said, "You know what, we need a Beretta."
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    And I was told, "No. No guns in the design collection."
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    And I was like, "Why?"
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    Interestingly, I learned that it's considered
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    that in design and in the design collection,
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    what you see is what you get.
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    So when you see a gun, it's an instrument for killing in the design collection.
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    If it's in the art collection,
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    it might be a critique of the killing instrument.
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    So it's very interesting.
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    But we are acquiring our critical dimension also in design,
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    so maybe one day we'll be able to acquire also the guns.
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    But here, in this particular case, we decided,
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    you know, with Kate and Paul,
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    that we would have no gratuitous violence.
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    So we have Portal because you shoot walls
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    in order to create new spaces.
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    We have Street Fighter II, because martial arts are good.
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    (Laughter)
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    But we don't have GTA because,
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    maybe it's my own reflection,
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    I've never been able to do anything but crashing cars
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    and shooting prostitutes and pimps.
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    So it was not very constructive. (Laughter)
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    So, I'm making fun of it, but we discussed this
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    for so many days. You have no idea.
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    And to this day, I am ambivalent,
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    but when you have instead games like Flow, there's no doubt.
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    It's like, it's about serenity and it's about sublime.
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    It's about experiencing what it means to be a sea creature.
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    Then we have a few also side-scrollers -- classical ones.
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    So it's quite a hefty collection.
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    And right now, we started with the first 14,
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    but we have several that are coming up,
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    and the reason why we haven't acquired them yet
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    is because you don't acquire just the game.
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    You acquire the relationship with the company.
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    What we want, what we aspire to, is the code.
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    It's very hard to get, of course.
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    But that's what would enable us to preserve
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    the video games for a really long time,
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    and that's what museums do.
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    They also preserve artifacts for posterity.
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    In absence of the code, because, you know,
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    video game companies are not very forthcoming in some cases,
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    in absence of that, we acquire the relationship with the company.
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    We're going to stay with them forever.
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    They're not going to get rid of us.
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    And one day, we'll get that code. (Laughter)
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    But I want to explain to you the criteria that we chose
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    for interaction design. Aesthetics are really important.
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    And I'm showing you Core War here,
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    which is an early game that takes advantage aesthetically
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    of the limitations of the processor.
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    So the kind of interferences that you see here
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    that look like beautiful barriers in the game
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    are actually a consequence of the processor's limitedness,
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    which is fantastic. So aesthetics is always important.
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    And so is space, the spatial aspect of games.
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    You know, I feel that the best video games
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    are the ones that have really savvy architects
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    that are behind them, and if they're not architects,
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    bona fide trained in architecture, they have that feeling.
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    But the spatial evolution in video games is extremely important.
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    Time. The way we experience time in video games,
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    as in other forms of interaction design,
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    is really quite amazing.
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    It can be real time or it can be the time within the game,
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    as is in Animal Crossing, where seasons
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    follow each other at their own pace.
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    So time, space, aesthetics,
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    and then, most important, behavior.
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    The real core issue of interaction design is behavior.
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    Designers that deal with interaction design behaviors
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    that go to influence the rest of our lives.
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    They're not just limited to our interaction with the screen.
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    In this case, I'm showing you Marble Madness,
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    which is a beautiful game
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    in which the controller is a big sphere that vibrates with you,
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    so you have a sphere that's moving in this landscape,
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    and the sphere, the controller itself, gives you a sense of the movement.
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    In a way, you can see how video games
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    are the purest aspect of interaction design
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    and are very useful to explain what interaction is.
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    We don't want to show the video games
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    with the paraphernalia. No arcade nostalgia.
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    If anything, we want to show the code,
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    and here you see Ben Fry's distellamap of Pac-Man,
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    of the Pac-Man code.
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    So the way we acquired the games is very interesting
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    and very unorthodox. You see them here
  • 15:20 - 15:24
    displayed alongside other examples of design,
  • 15:24 - 15:26
    furniture and other parts,
  • 15:26 - 15:29
    but there's no paraphernalia, no nostalagia,
  • 15:29 - 15:32
    only the screen and a little shelf with the controllers.
  • 15:32 - 15:34
    The controllers are, of course, part of the experience,
  • 15:34 - 15:36
    so you cannot do away with it.
  • 15:36 - 15:41
    But interestingly, this choice was not condemned
  • 15:41 - 15:42
    too vehemently by gamers.
  • 15:42 - 15:44
    I was afraid that they would kill us,
  • 15:44 - 15:46
    and instead they understood, especially
  • 15:46 - 15:48
    when I told them that I was trying to apply the same stratagem
  • 15:48 - 15:52
    that Philip Johnson applied in 1934
  • 15:52 - 15:54
    when he wanted to make people understand
  • 15:54 - 15:56
    the importance of design, and he took propeller blades
  • 15:56 - 15:58
    and pieces of machinery and
  • 15:58 - 16:01
    in the MoMA galleries he put them on white pedestals
  • 16:01 - 16:04
    against white walls, as if they were Brancusi sculptures.
  • 16:04 - 16:08
    He created this strange distance, this shock,
  • 16:08 - 16:12
    that made people realize how gorgeous formally,
  • 16:12 - 16:16
    and also important functionally, design pieces were.
  • 16:16 - 16:18
    I would like to do the same with video games.
  • 16:18 - 16:21
    By getting rid of the sticky carpets and the cigarette butts
  • 16:21 - 16:24
    and everything else that we might remember from our childhood,
  • 16:24 - 16:28
    I want people to understand
  • 16:28 - 16:30
    that those are important forms of design.
  • 16:30 - 16:33
    And in a way, the video games, the fonts and everything else
  • 16:33 - 16:36
    lead us to make people understand
  • 16:36 - 16:38
    a wider meaning for design.
  • 16:38 - 16:40
    One of my dream acquisitions,
  • 16:40 - 16:42
    which has been on hold for a few years
  • 16:42 - 16:45
    but now will come back on the front burner,
  • 16:45 - 16:47
    is a 747.
  • 16:47 - 16:50
    I would like to acquire it, but without owning it.
  • 16:50 - 16:53
    I don't want it to be at MoMA and possessed by MoMA.
  • 16:53 - 16:54
    I want it to keep flying.
  • 16:54 - 16:58
    So it's an acquisition where MoMA makes an arrangement
  • 16:58 - 17:03
    with an airline and keeps the Boeing 747 flying.
  • 17:03 - 17:06
    And the same with the "@" sign that we acquired a few years ago.
  • 17:06 - 17:08
    It was the first example of an acquisition of something
  • 17:08 - 17:09
    that is in the public domain.
  • 17:09 - 17:11
    And what I say to people, it's almost as if
  • 17:11 - 17:13
    a butterfly were flying by
  • 17:13 - 17:16
    and we captured the shadow on the wall,
  • 17:16 - 17:18
    and just we're showing the shadow.
  • 17:18 - 17:20
    So in a way, we're showing a manifestation
  • 17:20 - 17:22
    of something that is truly important
  • 17:22 - 17:26
    and that is part of our identity but that nobody can have.
  • 17:26 - 17:28
    And it's too long to explain the acquisition,
  • 17:28 - 17:30
    but if you want to go on the MoMA blog,
  • 17:30 - 17:32
    there's a long post where I explain why
  • 17:32 - 17:35
    it's such a great example of design.
  • 17:35 - 17:38
    Along the way, I've had to burn a few chairs. You know?
  • 17:38 - 17:42
    I've had to do away with a few concepts of design past.
  • 17:42 - 17:45
    But I see that people are coming along,
  • 17:45 - 17:47
    that the audiences, paradoxically,
  • 17:47 - 17:50
    are much more responsive and much more understanding
  • 17:50 - 17:54
    of this expansion of design than some of my colleagues are.
  • 17:54 - 17:55
    Design is truly everywhere,
  • 17:55 - 17:58
    and design is as important as anything,
  • 17:58 - 18:01
    and I'm so glad that, because of its diversity
  • 18:01 - 18:03
    and because of its centrality to our lives,
  • 18:03 - 18:05
    many more people are coming to it
  • 18:05 - 18:07
    as a profession, as a passion,
  • 18:07 - 18:10
    and as, very simply, part of their own culture.
  • 18:10 - 18:11
    Thank you very much.
  • 18:11 - 18:15
    (Applause)
Title:
Why I brought Pac-Man to MoMA
Speaker:
Paola Antonelli
Description:

When the Museum of Modern Art's senior curator of architecture and design announced the acquisition of 14 video games in 2012, "all hell broke loose." In this far-ranging, entertaining, and deeply insightful talk, Paola Antonelli explains why she's delighted to challenge preconceived ideas about art and galleries, and describes her burning wish to help establish a broader understanding of design.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
18:42
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Morton Bast edited English subtitles for Why I brought Pac-Man to MoMA
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Thu-Huong Ha approved English subtitles for Why I brought Pac-Man to MoMA
Thu-Huong Ha edited English subtitles for Why I brought Pac-Man to MoMA
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