0:00:00.392,0:00:02.586 I'm almost like a crazy evangelical. 0:00:02.586,0:00:05.331 I've always known that the age of design is upon us, 0:00:05.331,0:00:07.412 almost like a rapture. 0:00:07.412,0:00:08.947 If the day is sunny, I think, 0:00:08.947,0:00:11.472 "Oh, the gods have had a good design day." 0:00:11.472,0:00:15.788 Or, I go to a show and I see a beautiful piece by an artist, 0:00:15.788,0:00:17.090 particularly beautiful, I say 0:00:17.090,0:00:20.090 he's so good because he clearly looked to design 0:00:20.090,0:00:21.813 to understand what he needed to do. 0:00:21.813,0:00:24.514 So I really do believe that design 0:00:24.514,0:00:27.276 is the highest form of creative expression. 0:00:27.276,0:00:30.986 That's why I'm talking to you today about the age of design, 0:00:30.986,0:00:33.181 and the age of design is the age in which design 0:00:33.181,0:00:37.020 is still cute furniture, is still posters, 0:00:37.020,0:00:39.878 is still fast cars, what you see at MoMA today. 0:00:39.878,0:00:43.703 But in truth, what I really would like to explain 0:00:43.703,0:00:46.005 to the public and to the audiences of MoMA is that 0:00:46.005,0:00:48.668 the most interesting chairs are the ones 0:00:48.668,0:00:51.545 that are actually made by a robot, 0:00:51.545,0:00:54.326 like this beautiful chair by Dirk Vander Kooij, 0:00:54.326,0:00:58.058 where a robot deposits a toothpaste-like slur 0:00:58.058,0:01:00.914 of recycled refrigerator parts, 0:01:00.914,0:01:05.382 as if he were a big candy, and makes a chair out of it. 0:01:05.382,0:01:09.017 Or good design is digital fonts that we use all the time 0:01:09.017,0:01:11.146 and that become part of our identity. 0:01:11.146,0:01:12.866 I want people to understand 0:01:12.866,0:01:16.081 that design is so much more than cute chairs, 0:01:16.081,0:01:19.548 that it is first and foremost everything that is around us 0:01:19.548,0:01:21.137 in our life. 0:01:21.137,0:01:23.970 And it's interesting how so much of what we're talking about 0:01:23.970,0:01:27.146 tonight is not simply design but interaction design. 0:01:27.146,0:01:31.023 And in fact, interaction design is what I've been trying 0:01:31.023,0:01:33.401 to insert in the collection of the Museum of Modern Art 0:01:33.401,0:01:36.365 for a few years, starting not very timidly 0:01:36.365,0:01:39.139 but just pointedly with works, for instance, 0:01:39.139,0:01:41.700 by Martin Wattenberg -- the way a machine 0:01:41.700,0:01:44.644 plays chess with itself, that you see here, 0:01:44.644,0:01:48.108 or Lisa Strausfeld and her partners, the Sugar interface 0:01:48.108,0:01:50.218 for One Laptop Per Child, 0:01:50.218,0:01:54.072 Toshio Iwai's Tenori-On musical instruments, 0:01:54.072,0:01:57.284 and Philip Worthington's Shadow Monsters, 0:01:57.284,0:01:59.740 and John Maeda's Reactive Books, 0:01:59.740,0:02:03.905 and also Jonathan Harris and Sep Kamvar's I Want You To Want Me. 0:02:03.905,0:02:06.596 These were some of the first acquisitions that really 0:02:06.596,0:02:09.780 introduced the idea of interaction design to the public. 0:02:09.780,0:02:14.019 But more recently, I've been trying really to go even deeper 0:02:14.019,0:02:16.252 into interaction design with examples 0:02:16.252,0:02:18.995 that are emotionally really suggestive 0:02:18.995,0:02:21.700 and that really explain interaction design at a level 0:02:21.700,0:02:23.771 that is almost undeniable. 0:02:23.771,0:02:26.851 The Wind Map, by Wattenberg and Fernanda Viégas, 0:02:26.851,0:02:29.267 I don't know if you've ever seen it -- it's really fantastic. 0:02:29.267,0:02:31.789 It looks at the territory of the United States 0:02:31.789,0:02:37.514 as if it were a wheat field that is procured by the winds 0:02:37.514,0:02:40.687 and that is really giving you a pictorial image 0:02:40.687,0:02:43.911 of what's going on with the winds in the United States. 0:02:43.911,0:02:48.530 But also, more recently, we started acquiring video games, 0:02:48.530,0:02:51.073 and that's where all hell broke loose 0:02:51.073,0:02:53.241 in a really interesting way. (Laughter) 0:02:53.241,0:02:55.921 There are still people that believe that there's a high and there's a low. 0:02:55.921,0:02:58.895 And that's really what I find so intriguing 0:02:58.895,0:03:03.444 about the reactions that we've had to the anointment 0:03:03.444,0:03:05.680 of video games in the MoMA collection. 0:03:05.680,0:03:08.967 We've -- No, first of all, New York Magazine always gets it. 0:03:08.967,0:03:11.112 I love them. So we are in the right quadrant. 0:03:11.112,0:03:15.346 We are in the Highbrow -- that's daring, that's courageous -- 0:03:15.346,0:03:16.769 and Brilliant, which is great. 0:03:16.769,0:03:20.105 Timidly, we've been higher on the diagonal in other situations, 0:03:20.105,0:03:23.472 but it's okay. It's good. It's good. It's good. (Laughter) 0:03:23.472,0:03:26.600 But here comes the art critic. Oh, that was fantastic. 0:03:26.600,0:03:28.816 So the first was Jonathan Jones from The Guardian. 0:03:28.816,0:03:31.484 "Sorry, MoMA, video games are not art." 0:03:31.484,0:03:35.769 Did I ever say they were art? I was talking about interaction design. Excuse me. 0:03:35.769,0:03:39.576 "Exhibiting Pac-Man and Tetris alongside Picasso and Van Gogh" -- 0:03:39.576,0:03:42.736 They're two floors away. (Laughter) — 0:03:42.736,0:03:47.404 "will mean game over for any real understanding of art." 0:03:47.404,0:03:51.379 I'm bringing in the end of the world. You know? 0:03:51.379,0:03:53.216 We were talking about the rapture? It's coming. 0:03:53.216,0:03:55.953 And Jonathan Jones is making it happen. 0:03:55.953,0:03:58.727 So the same Guardian rebuts, 0:03:58.727,0:04:01.466 "Are video games art: the debate that shouldn't be. 0:04:01.466,0:04:04.055 Last week, Guardian art critic blah blah suggested 0:04:04.055,0:04:07.369 that games cannot qualify as art. But is he right? 0:04:07.369,0:04:09.844 And does it matter?" Thank you. Does it matter? 0:04:09.844,0:04:12.585 You know, it's like once again there's this whole problem 0:04:12.585,0:04:15.537 of design being often misunderstood for art, 0:04:15.537,0:04:19.404 or the idea that is so diffuse that designers want to 0:04:19.404,0:04:22.729 aspire to, would like to be called, artists. 0:04:22.729,0:04:26.041 No. Designers aspire to be really great designers. 0:04:26.041,0:04:27.954 Thank you very much. And that's more than enough. 0:04:27.954,0:04:31.441 So my knight in shining armor, John Maeda, 0:04:31.441,0:04:34.943 without any prompt, came out with this big declaration 0:04:34.943,0:04:37.313 on why video games belong in the MoMA. 0:04:37.313,0:04:39.473 And that was fantastic. And I thought that was it. 0:04:39.473,0:04:43.129 But then there was another wonderfully pretentious article 0:04:43.129,0:04:46.177 that came out in The New Republic, so pretentious, 0:04:46.177,0:04:50.137 by Liel Leibovitz, and it said, "MoMA has mistaken video games for art." Again. 0:04:50.137,0:04:53.557 "The museum is putting Pac-Man alongside Picasso." Again. 0:04:53.557,0:04:54.676 "That misses the point." 0:04:54.676,0:04:56.534 Excuse me. You're missing the point. 0:04:56.534,0:05:00.582 And here, look, the above question is put bluntly: 0:05:00.582,0:05:03.932 "Are video games art? No. Video games aren't art 0:05:03.932,0:05:08.453 because they are quite thoroughly something else: code." 0:05:08.453,0:05:12.004 Oh, so Picasso is not art because it's oil paint. Right? 0:05:12.004,0:05:14.234 So it's so fantastic to see 0:05:14.234,0:05:17.430 how these feathers that were ruffled, 0:05:17.430,0:05:19.496 and these reactions, were so vehement. 0:05:19.496,0:05:20.555 And you know what? 0:05:20.555,0:05:23.072 The International Cat Video Film Festival 0:05:23.072,0:05:25.505 didn't have that much of a reaction. (Laughter) 0:05:25.505,0:05:27.244 I think this was truly fantastic. 0:05:27.244,0:05:30.219 We were talking about dancing ponies, but I was really jealous 0:05:30.219,0:05:33.535 of the Walker Arts Center for putting up this festival, 0:05:33.535,0:05:35.919 because it's very, very wonderful. 0:05:35.919,0:05:38.859 And there's this Flaubert quote that I love: 0:05:38.859,0:05:40.804 "I have always tried to live in an ivory tower, 0:05:40.804,0:05:43.164 but a tide of shit is beating at its walls, 0:05:43.164,0:05:45.110 threatening to undermine it." 0:05:45.110,0:05:47.255 I consider myself the tide of shit. 0:05:47.255,0:05:52.899 (Laughter) (Applause) 0:05:52.899,0:05:54.589 You know, we have to go through that. 0:05:54.589,0:05:57.365 Even in the 1930s, my colleagues 0:05:57.365,0:05:59.890 that were trying to put together an abstract art show 0:05:59.890,0:06:02.887 had all of these works stopped by the customs officers 0:06:02.887,0:06:04.891 that decided they were not art. 0:06:04.891,0:06:07.459 So it's happened before, and it will happen in the future, 0:06:07.459,0:06:11.739 but right now I can tell you that I am so, so proud 0:06:11.739,0:06:15.963 to be able to call Pac-Man part of the MoMA collection. 0:06:15.963,0:06:21.356 And the same with, for instance, Tetris, original version, the Soviet one. 0:06:21.356,0:06:23.882 And you know, the amount of work -- 0:06:23.882,0:06:27.471 yeah, Alexey Pajitnov was working for the Soviet government 0:06:27.471,0:06:29.325 and that's how he developed Tetris, 0:06:29.325,0:06:33.211 and Alexey himself reconstructed the whole game 0:06:33.211,0:06:36.949 and even gave us a simulation of the cathode ray tube 0:06:36.949,0:06:40.460 that makes it look slightly bombed. 0:06:40.460,0:06:41.964 And it's fantastic. 0:06:41.964,0:06:45.128 So behind these acquisitions is an enormous amount of work, 0:06:45.128,0:06:46.531 because we're still the Museum of Modern Art, 0:06:46.531,0:06:48.238 so even when we tackle popular culture, 0:06:48.238,0:06:51.367 we tackle it as a form of interaction design 0:06:51.367,0:06:53.517 and as something that has to go into the collection at MoMA, 0:06:53.517,0:06:55.581 therefore, has to be researched. 0:06:55.581,0:06:58.531 So to get to choosing Eric Chahi's 0:06:58.531,0:07:01.179 wonderful Another World, amongst others, 0:07:01.179,0:07:02.859 we put together a panel of experts, 0:07:02.859,0:07:04.369 and we worked on this acquisition, 0:07:04.369,0:07:07.876 and it's mostly myself and Kate Carmody and Paul Galloway. 0:07:07.876,0:07:10.125 We worked on it for a year and a half. 0:07:10.125,0:07:13.098 So many people helped us — designers of games, 0:07:13.098,0:07:15.268 you might know Jamin Warren 0:07:15.268,0:07:17.756 and his collaborators at Kill Screen magazine, 0:07:17.756,0:07:19.488 and you know, Kevin Slavin. You name it. 0:07:19.488,0:07:22.752 We bugged everybody, because we knew that we were ignorant. 0:07:22.752,0:07:24.898 We were not real gamers enough, 0:07:24.898,0:07:26.954 so we had to really talk to them. 0:07:26.954,0:07:30.515 And so we decided, of course, to have Sim City 2000, 0:07:30.515,0:07:33.443 not the other Sim City, that one in particular, 0:07:33.443,0:07:36.442 so the criteria that we developed along the way 0:07:36.442,0:07:39.691 were really strong, and were not only criteria of selection. 0:07:39.691,0:07:43.875 They were also criteria of exhibition and of preservation. 0:07:43.875,0:07:47.178 That's what makes this acquisition more than a little game 0:07:47.178,0:07:51.069 or a little joke. It's truly a way to think of how to preserve 0:07:51.069,0:07:53.884 and show artifacts that will more and more 0:07:53.884,0:07:55.847 become part of our lives in the future. 0:07:55.847,0:07:58.899 We live today, as you know very well, not in the digital, 0:07:58.899,0:08:02.115 not in the physical, but in the kind of minestrone 0:08:02.115,0:08:04.155 that our mind makes of the two. 0:08:04.155,0:08:07.284 And that's really where interaction lies, 0:08:07.284,0:08:09.539 and that's the importance of interaction. 0:08:09.539,0:08:12.683 And in order to explain interaction, we need to really 0:08:12.683,0:08:15.324 bring people in and make them realize 0:08:15.324,0:08:17.030 how interaction is part of their lives. 0:08:17.030,0:08:19.859 So when I talk about it, I don't talk only about video games, 0:08:19.859,0:08:22.372 which are in a way the purest form of interaction, 0:08:22.372,0:08:25.844 unadulterated by any kind of function or finality. 0:08:25.844,0:08:28.991 I also talk about the MetroCard vending machine, 0:08:28.991,0:08:31.117 which I consider a masterpiece of interaction. 0:08:31.117,0:08:33.428 I mean, that interface is beautiful. 0:08:33.428,0:08:37.005 It looks like a burly MTA guy coming out of the tunnel. 0:08:37.005,0:08:40.564 You know, with your mitt you can actually paw 0:08:40.564,0:08:43.833 the MetroCard, and I talk about how bad 0:08:43.833,0:08:46.894 ATM machines usually are. 0:08:46.894,0:08:49.723 So I let people understand that it's up to them 0:08:49.723,0:08:51.965 to know how to judge interaction 0:08:51.965,0:08:53.992 so as to know when it's good or when it's bad. 0:08:53.992,0:08:55.645 So when I show The Sims, 0:08:55.645,0:08:59.122 I try to make people really feel what it meant 0:08:59.122,0:09:01.021 to have an interaction with The Sims, 0:09:01.021,0:09:03.378 not only the fun but also the responsibility 0:09:03.378,0:09:05.253 that came with the Tamagotchi. 0:09:05.253,0:09:07.133 You know, video games can be truly deep 0:09:07.133,0:09:08.877 even when they're completely mindless. 0:09:08.877,0:09:11.405 I'm sure that all of you know Katamari Damacy. 0:09:11.405,0:09:15.126 It's about rolling a ball and picking up as many objects as you can 0:09:15.126,0:09:16.957 in a finite amount of time 0:09:16.957,0:09:19.320 and hopefully you'll be able to make it into a planet. 0:09:19.320,0:09:21.565 I've never made it into a planet, but that's it. 0:09:21.565,0:09:24.733 Or, you know, Vib-Ribbon was not distributed here in the United States. 0:09:24.733,0:09:26.925 It was a PlayStation game, but mostly for Japan. 0:09:26.925,0:09:28.594 And it was one of the first video games 0:09:28.594,0:09:30.295 in which you could choose your own music. 0:09:30.295,0:09:32.617 So you would put into the PlayStation, 0:09:32.617,0:09:34.422 you would put your own CD, 0:09:34.422,0:09:39.184 and then the game would change alongside your music. So really fantastic. 0:09:39.184,0:09:40.595 Not to mention Eve Online. 0:09:40.595,0:09:43.676 Eve Online is an artificial universe, if you wish, 0:09:43.676,0:09:46.229 but one of the diplomats that was killed in Benghazi, 0:09:46.229,0:09:48.837 not Ambassador Stevens, but one of his collaborators, 0:09:48.837,0:09:50.705 was a really big shot in Eve Online, 0:09:50.705,0:09:53.325 so here you have a diplomat in the real world 0:09:53.325,0:09:55.813 that spends his time in Eve Online 0:09:55.813,0:09:59.982 to kind of test, maybe, all of his ideas about diplomacy 0:09:59.982,0:10:02.939 and about universe-building, and to the point that 0:10:02.939,0:10:04.949 the first announcement of the bombing 0:10:04.949,0:10:07.365 was actually given on Eve Online, 0:10:07.365,0:10:09.749 and after his death, several parts of the universe 0:10:09.749,0:10:11.209 were named after him. 0:10:11.209,0:10:15.043 And I was just recently at the Eve Online fan festival 0:10:15.043,0:10:17.181 in Reykjavík that was quite amazing. 0:10:17.181,0:10:19.733 I mean, we're talking about an experience 0:10:19.733,0:10:22.525 that of course can seem weird to many, 0:10:22.525,0:10:24.423 but that is very educational. 0:10:24.423,0:10:27.296 Of course, there are games that are even more educational. 0:10:27.296,0:10:29.988 Dwarf Fortress is like the holy grail 0:10:29.988,0:10:32.377 of this kind of massive multiplayer online game, 0:10:32.377,0:10:34.923 and in fact the two Adams brothers were in Reykjavík, 0:10:34.923,0:10:37.557 and they were greeted 0:10:37.557,0:10:40.765 by a standing ovation by all the Eve Online fans. 0:10:40.765,0:10:43.357 It was amazing to see. And it's a beautiful game. 0:10:43.357,0:10:45.901 So you start seeing here that 0:10:45.901,0:10:47.661 the aesthetics that are so important 0:10:47.661,0:10:49.504 to a museum collection like MoMA's 0:10:49.504,0:10:53.165 are kept alive also by the selection of these games. 0:10:53.165,0:10:55.125 And you know, Valve -- you know, Portal -- 0:10:55.125,0:10:57.248 is an example of a video game in which 0:10:57.248,0:10:59.562 you have a certain type of violence 0:10:59.562,0:11:01.661 which also leads me to talk about 0:11:01.661,0:11:04.007 one of the biggest issues that we had to discuss 0:11:04.007,0:11:06.267 when we acquired the video games, what to do with violence. 0:11:06.267,0:11:08.671 Right? We had to make decisions. 0:11:08.671,0:11:12.229 At MoMA, interestingly, there's a lot of violence 0:11:12.229,0:11:15.133 depicted in the art part of the collection, 0:11:15.133,0:11:18.349 but when I came to MoMA 19 years ago, and as an Italian, 0:11:18.349,0:11:19.900 I said, "You know what, we need a Beretta." 0:11:19.900,0:11:23.013 And I was told, "No. No guns in the design collection." 0:11:23.013,0:11:23.945 And I was like, "Why?" 0:11:23.945,0:11:27.461 Interestingly, I learned that it's considered 0:11:27.461,0:11:29.211 that in design and in the design collection, 0:11:29.211,0:11:30.448 what you see is what you get. 0:11:30.448,0:11:34.338 So when you see a gun, it's an instrument for killing in the design collection. 0:11:34.338,0:11:35.951 If it's in the art collection, 0:11:35.951,0:11:39.695 it might be a critique of the killing instrument. 0:11:39.695,0:11:41.401 So it's very interesting. 0:11:41.401,0:11:44.040 But we are acquiring our critical dimension also in design, 0:11:44.040,0:11:46.531 so maybe one day we'll be able to acquire also the guns. 0:11:46.531,0:11:49.795 But here, in this particular case, we decided, 0:11:49.795,0:11:51.078 you know, with Kate and Paul, 0:11:51.078,0:11:53.337 that we would have no gratuitous violence. 0:11:53.337,0:11:56.089 So we have Portal because you shoot walls 0:11:56.089,0:11:57.409 in order to create new spaces. 0:11:57.409,0:12:00.514 We have Street Fighter II, because martial arts are good. 0:12:00.514,0:12:02.030 (Laughter) 0:12:02.030,0:12:06.132 But we don't have GTA because, 0:12:06.132,0:12:07.739 maybe it's my own reflection, 0:12:07.739,0:12:10.122 I've never been able to do anything but crashing cars 0:12:10.122,0:12:12.082 and shooting prostitutes and pimps. 0:12:12.082,0:12:15.623 So it was not very constructive. (Laughter) 0:12:15.623,0:12:19.869 So, I'm making fun of it, but we discussed this 0:12:19.869,0:12:22.956 for so many days. You have no idea. 0:12:22.956,0:12:25.283 And to this day, I am ambivalent, 0:12:25.283,0:12:28.699 but when you have instead games like Flow, there's no doubt. 0:12:28.699,0:12:31.899 It's like, it's about serenity and it's about sublime. 0:12:31.899,0:12:36.185 It's about experiencing what it means to be a sea creature. 0:12:36.185,0:12:40.010 Then we have a few also side-scrollers -- classical ones. 0:12:40.010,0:12:41.844 So it's quite a hefty collection. 0:12:41.844,0:12:44.102 And right now, we started with the first 14, 0:12:44.102,0:12:45.995 but we have several that are coming up, 0:12:45.995,0:12:47.907 and the reason why we haven't acquired them yet 0:12:47.907,0:12:50.335 is because you don't acquire just the game. 0:12:50.335,0:12:52.409 You acquire the relationship with the company. 0:12:52.409,0:12:55.507 What we want, what we aspire to, is the code. 0:12:55.507,0:12:56.904 It's very hard to get, of course. 0:12:56.904,0:12:58.777 But that's what would enable us to preserve 0:12:58.777,0:13:00.766 the video games for a really long time, 0:13:00.766,0:13:02.039 and that's what museums do. 0:13:02.039,0:13:04.640 They also preserve artifacts for posterity. 0:13:04.640,0:13:07.260 In absence of the code, because, you know, 0:13:07.260,0:13:11.027 video game companies are not very forthcoming in some cases, 0:13:11.027,0:13:14.523 in absence of that, we acquire the relationship with the company. 0:13:14.523,0:13:15.803 We're going to stay with them forever. 0:13:15.803,0:13:17.036 They're not going to get rid of us. 0:13:17.036,0:13:20.507 And one day, we'll get that code. (Laughter) 0:13:20.507,0:13:23.675 But I want to explain to you the criteria that we chose 0:13:23.675,0:13:26.697 for interaction design. Aesthetics are really important. 0:13:26.697,0:13:28.738 And I'm showing you Core War here, 0:13:28.738,0:13:32.053 which is an early game that takes advantage aesthetically 0:13:32.053,0:13:33.874 of the limitations of the processor. 0:13:33.874,0:13:37.123 So the kind of interferences that you see here 0:13:37.123,0:13:39.767 that look like beautiful barriers in the game 0:13:39.767,0:13:44.114 are actually a consequence of the processor's limitedness, 0:13:44.114,0:13:47.194 which is fantastic. So aesthetics is always important. 0:13:47.194,0:13:51.198 And so is space, the spatial aspect of games. 0:13:51.198,0:13:53.342 You know, I feel that the best video games 0:13:53.342,0:13:56.878 are the ones that have really savvy architects 0:13:56.878,0:13:59.501 that are behind them, and if they're not architects, 0:13:59.501,0:14:02.139 bona fide trained in architecture, they have that feeling. 0:14:02.139,0:14:06.227 But the spatial evolution in video games is extremely important. 0:14:06.227,0:14:09.187 Time. The way we experience time in video games, 0:14:09.187,0:14:11.969 as in other forms of interaction design, 0:14:11.969,0:14:13.228 is really quite amazing. 0:14:13.228,0:14:16.233 It can be real time or it can be the time within the game, 0:14:16.233,0:14:18.449 as is in Animal Crossing, where seasons 0:14:18.449,0:14:21.041 follow each other at their own pace. 0:14:21.041,0:14:24.320 So time, space, aesthetics, 0:14:24.320,0:14:26.689 and then, most important, behavior. 0:14:26.689,0:14:30.809 The real core issue of interaction design is behavior. 0:14:30.809,0:14:34.286 Designers that deal with interaction design behaviors 0:14:34.286,0:14:36.601 that go to influence the rest of our lives. 0:14:36.601,0:14:39.136 They're not just limited to our interaction with the screen. 0:14:39.136,0:14:41.185 In this case, I'm showing you Marble Madness, 0:14:41.185,0:14:42.386 which is a beautiful game 0:14:42.386,0:14:45.657 in which the controller is a big sphere that vibrates with you, 0:14:45.657,0:14:48.090 so you have a sphere that's moving in this landscape, 0:14:48.090,0:14:52.622 and the sphere, the controller itself, gives you a sense of the movement. 0:14:52.622,0:14:54.977 In a way, you can see how video games 0:14:54.977,0:14:57.689 are the purest aspect of interaction design 0:14:57.689,0:15:02.308 and are very useful to explain what interaction is. 0:15:02.308,0:15:04.393 We don't want to show the video games 0:15:04.393,0:15:07.335 with the paraphernalia. No arcade nostalgia. 0:15:07.335,0:15:09.017 If anything, we want to show the code, 0:15:09.017,0:15:12.031 and here you see Ben Fry's distellamap of Pac-Man, 0:15:12.031,0:15:13.520 of the Pac-Man code. 0:15:13.520,0:15:17.859 So the way we acquired the games is very interesting 0:15:17.859,0:15:20.055 and very unorthodox. You see them here 0:15:20.055,0:15:24.063 displayed alongside other examples of design, 0:15:24.063,0:15:25.673 furniture and other parts, 0:15:25.673,0:15:28.901 but there's no paraphernalia, no nostalagia, 0:15:28.901,0:15:31.850 only the screen and a little shelf with the controllers. 0:15:31.850,0:15:33.994 The controllers are, of course, part of the experience, 0:15:33.994,0:15:36.443 so you cannot do away with it. 0:15:36.443,0:15:40.941 But interestingly, this choice was not condemned 0:15:40.941,0:15:42.286 too vehemently by gamers. 0:15:42.286,0:15:43.593 I was afraid that they would kill us, 0:15:43.593,0:15:45.659 and instead they understood, especially 0:15:45.659,0:15:48.363 when I told them that I was trying to apply the same stratagem 0:15:48.363,0:15:51.505 that Philip Johnson applied in 1934 0:15:51.505,0:15:53.547 when he wanted to make people understand 0:15:53.547,0:15:55.859 the importance of design, and he took propeller blades 0:15:55.859,0:15:58.139 and pieces of machinery and 0:15:58.139,0:16:01.266 in the MoMA galleries he put them on white pedestals 0:16:01.266,0:16:04.483 against white walls, as if they were Brancusi sculptures. 0:16:04.483,0:16:08.211 He created this strange distance, this shock, 0:16:08.211,0:16:11.869 that made people realize how gorgeous formally, 0:16:11.869,0:16:15.637 and also important functionally, design pieces were. 0:16:15.637,0:16:17.891 I would like to do the same with video games. 0:16:17.891,0:16:20.971 By getting rid of the sticky carpets and the cigarette butts 0:16:20.971,0:16:23.579 and everything else that we might remember from our childhood, 0:16:23.579,0:16:28.150 I want people to understand 0:16:28.150,0:16:30.019 that those are important forms of design. 0:16:30.019,0:16:33.197 And in a way, the video games, the fonts and everything else 0:16:33.197,0:16:35.881 lead us to make people understand 0:16:35.881,0:16:38.223 a wider meaning for design. 0:16:38.223,0:16:40.276 One of my dream acquisitions, 0:16:40.276,0:16:42.191 which has been on hold for a few years 0:16:42.191,0:16:45.193 but now will come back on the front burner, 0:16:45.193,0:16:46.625 is a 747. 0:16:46.625,0:16:49.563 I would like to acquire it, but without owning it. 0:16:49.563,0:16:52.874 I don't want it to be at MoMA and possessed by MoMA. 0:16:52.874,0:16:54.258 I want it to keep flying. 0:16:54.258,0:16:57.798 So it's an acquisition where MoMA makes an arrangement 0:16:57.798,0:17:02.565 with an airline and keeps the Boeing 747 flying. 0:17:02.565,0:17:05.683 And the same with the "@" sign that we acquired a few years ago. 0:17:05.683,0:17:07.865 It was the first example of an acquisition of something 0:17:07.865,0:17:09.270 that is in the public domain. 0:17:09.270,0:17:11.030 And what I say to people, it's almost as if 0:17:11.030,0:17:13.004 a butterfly were flying by 0:17:13.004,0:17:16.153 and we captured the shadow on the wall, 0:17:16.153,0:17:17.610 and just we're showing the shadow. 0:17:17.610,0:17:19.818 So in a way, we're showing a manifestation 0:17:19.818,0:17:22.331 of something that is truly important 0:17:22.331,0:17:25.962 and that is part of our identity but that nobody can have. 0:17:25.962,0:17:27.898 And it's too long to explain the acquisition, 0:17:27.898,0:17:30.404 but if you want to go on the MoMA blog, 0:17:30.404,0:17:32.498 there's a long post where I explain why 0:17:32.498,0:17:34.786 it's such a great example of design. 0:17:34.786,0:17:38.147 Along the way, I've had to burn a few chairs. You know? 0:17:38.147,0:17:42.466 I've had to do away with a few concepts of design past. 0:17:42.466,0:17:45.282 But I see that people are coming along, 0:17:45.282,0:17:47.032 that the audiences, paradoxically, 0:17:47.032,0:17:49.858 are much more responsive and much more understanding 0:17:49.858,0:17:53.916 of this expansion of design than some of my colleagues are. 0:17:53.916,0:17:55.443 Design is truly everywhere, 0:17:55.443,0:17:58.411 and design is as important as anything, 0:17:58.411,0:18:00.871 and I'm so glad that, because of its diversity 0:18:00.871,0:18:03.186 and because of its centrality to our lives, 0:18:03.186,0:18:04.899 many more people are coming to it 0:18:04.914,0:18:07.003 as a profession, as a passion, 0:18:07.003,0:18:09.977 and as, very simply, part of their own culture. 0:18:09.977,0:18:11.120 Thank you very much. 0:18:11.120,0:18:15.215 (Applause)