1 00:00:00,392 --> 00:00:02,586 I'm almost like a crazy evangelical. 2 00:00:02,586 --> 00:00:05,331 I've always known that the age of design is upon us, 3 00:00:05,331 --> 00:00:07,412 almost like a rapture. 4 00:00:07,412 --> 00:00:08,947 If the day is sunny, I think, 5 00:00:08,947 --> 00:00:11,472 "Ooh, the gods have had a good design day." 6 00:00:11,472 --> 00:00:15,788 Or, I go to a show and I see a beautiful piece by an artist, 7 00:00:15,788 --> 00:00:17,090 particularly beautiful, I say 8 00:00:17,090 --> 00:00:20,090 he's so good because he clearly looked to design 9 00:00:20,090 --> 00:00:21,813 to understand what he needed to do. 10 00:00:21,813 --> 00:00:24,514 So I really do believe that design 11 00:00:24,514 --> 00:00:27,276 is the highest form of creative expression. 12 00:00:27,276 --> 00:00:30,986 That's why I'm talking to you today about the age of design, 13 00:00:30,986 --> 00:00:33,181 and the age of design is the age in which design 14 00:00:33,181 --> 00:00:37,020 is still cute furniture, is still posters, 15 00:00:37,020 --> 00:00:39,878 is still fast cars, what you see at MoMA today. 16 00:00:39,878 --> 00:00:43,703 But in truth, what I really would like to explain 17 00:00:43,703 --> 00:00:46,005 to the public and to the audiences of MoMA is that 18 00:00:46,005 --> 00:00:48,668 the most interesting chairs are the ones 19 00:00:48,668 --> 00:00:51,545 that are actually made by a robot, 20 00:00:51,545 --> 00:00:54,326 like this beautiful chair by Dirk Vander Kooij, 21 00:00:54,326 --> 00:00:58,058 where a robot deposits a toothpaste-like slur 22 00:00:58,058 --> 00:01:00,914 of recycled refrigerator parts, 23 00:01:00,914 --> 00:01:05,382 as if he were a big candy, and makes a chair out of it. 24 00:01:05,382 --> 00:01:09,017 Or good design is digital fonts that we use all the time 25 00:01:09,017 --> 00:01:11,146 and that become part of our identity. 26 00:01:11,146 --> 00:01:12,866 I want people to understand 27 00:01:12,866 --> 00:01:16,081 that design is so much more than cute chairs, 28 00:01:16,081 --> 00:01:19,548 that it is first and foremost everything that is around us 29 00:01:19,548 --> 00:01:21,137 in our life. 30 00:01:21,137 --> 00:01:23,970 And it's interesting how so much of what we're talking about 31 00:01:23,970 --> 00:01:27,146 tonight is not simply design but interaction design. 32 00:01:27,146 --> 00:01:31,023 And in fact, interaction design is what I've been trying 33 00:01:31,023 --> 00:01:33,401 to insert in the collection of the Museum of Modern Art 34 00:01:33,401 --> 00:01:36,365 for a few years, starting not very timidly 35 00:01:36,365 --> 00:01:39,139 but just pointedly with works, for instance, 36 00:01:39,139 --> 00:01:41,700 by Martin Wattenberg -- the way a machine 37 00:01:41,700 --> 00:01:44,644 plays chess with itself, that you see here, 38 00:01:44,644 --> 00:01:48,108 or Lisa Strausfeld and her partners, the Sugar interface 39 00:01:48,108 --> 00:01:50,218 for One Laptop Per Child, 40 00:01:50,218 --> 00:01:54,072 Toshio Iwai's Tenori-On musical instruments, 41 00:01:54,072 --> 00:01:57,284 and Philip Worthington's Shadow Monsters, 42 00:01:57,284 --> 00:01:59,740 and John Maeda's Reactive Books, 43 00:01:59,740 --> 00:02:03,905 and also Jonathan Harris and Sep Kamvar's I Want You To Want Me. 44 00:02:03,905 --> 00:02:06,596 These were some of the first acquisitions that really 45 00:02:06,596 --> 00:02:09,780 introduced the idea of interaction design to the public. 46 00:02:09,780 --> 00:02:14,019 But more recently, I've been trying really to go even deeper 47 00:02:14,019 --> 00:02:16,252 into interaction design with examples 48 00:02:16,252 --> 00:02:18,995 that are emotionally really suggestive 49 00:02:18,995 --> 00:02:21,700 and that really explain interaction design at a level 50 00:02:21,700 --> 00:02:23,771 that is almost undeniable. 51 00:02:23,771 --> 00:02:26,851 The Wind Map, by Wattenberg and Fernanda Viégas, 52 00:02:26,851 --> 00:02:29,267 I don't know if you've ever seen it -- it's really fantastic. 53 00:02:29,267 --> 00:02:31,789 It looks at the territory of the United States 54 00:02:31,789 --> 00:02:37,514 as if it were a wheat field that is procured by the winds 55 00:02:37,514 --> 00:02:40,687 and that is really giving you a pictorial image 56 00:02:40,687 --> 00:02:43,911 of what's going on with the winds in the United States. 57 00:02:43,911 --> 00:02:48,530 But also, more recently, we started acquiring video games, 58 00:02:48,530 --> 00:02:51,073 and that's where all hell broke loose 59 00:02:51,073 --> 00:02:53,241 in a really interesting way. (Laughter) 60 00:02:53,241 --> 00:02:55,921 There are still people that believe that there's a high and there's a low. 61 00:02:55,921 --> 00:02:58,895 And that's really what I find so intriguing 62 00:02:58,895 --> 00:03:03,444 about the reactions that we've had to the annointment 63 00:03:03,444 --> 00:03:05,680 of video games in the MoMA collection. 64 00:03:05,680 --> 00:03:08,967 We've -- No, first of all, New York Magazine always gets it. 65 00:03:08,967 --> 00:03:11,112 I love them. So we are in the right quadrant. 66 00:03:11,112 --> 00:03:15,346 We are in the Highbrow -- that's daring, that's courageous -- 67 00:03:15,346 --> 00:03:16,769 and Brilliant, which is great. 68 00:03:16,769 --> 00:03:20,105 Timidly, we've been higher on the diagonal in other situations, 69 00:03:20,105 --> 00:03:23,472 but it's okay. It's good. It's good. It's good. (Laughter) 70 00:03:23,472 --> 00:03:26,600 But here comes the art critic. Oh, that was fantastic. 71 00:03:26,600 --> 00:03:28,816 So the first was Jonathan Jones from The Guardian. 72 00:03:28,816 --> 00:03:31,484 "Sorry, MoMA, video games are not art." 73 00:03:31,484 --> 00:03:35,769 Did I ever say they were art? I was talking about interaction design. Excuse me. 74 00:03:35,769 --> 00:03:39,576 "Exhibiting Pac-Man and Tetris alongside Picasso and Van Gogh" -- 75 00:03:39,576 --> 00:03:42,736 They're two floors away. (Laughter) — 76 00:03:42,736 --> 00:03:47,404 "will mean game over for any real understanding of art." 77 00:03:47,404 --> 00:03:51,379 I'm bringing in the end of the world. You know? 78 00:03:51,379 --> 00:03:53,216 We were talking about the rapture? It's coming. 79 00:03:53,216 --> 00:03:55,953 And Jonathan Jones is making it happen. 80 00:03:55,953 --> 00:03:58,727 So the same Guardian rebuts, 81 00:03:58,727 --> 00:04:01,466 "Are video games art: the debate that shouldn't be. 82 00:04:01,466 --> 00:04:04,055 Last week, Guardian art critic blah blah suggested 83 00:04:04,055 --> 00:04:07,369 that games cannot qualify as art. But is he right? 84 00:04:07,369 --> 00:04:09,844 And does it matter?" Thank you. Does it matter? 85 00:04:09,844 --> 00:04:12,585 You know, it's like once again there's this whole problem 86 00:04:12,585 --> 00:04:15,537 of design being often misunderstood for art, 87 00:04:15,537 --> 00:04:19,404 or the idea that is so diffuse that designers want to 88 00:04:19,404 --> 00:04:22,729 aspire to, would like to be called, artists. 89 00:04:22,729 --> 00:04:26,041 No. Designers aspire to be really great designers. 90 00:04:26,041 --> 00:04:27,954 Thank you very much. And that's more than enough. 91 00:04:27,954 --> 00:04:31,441 So my knight in shining armor, John Maeda, 92 00:04:31,441 --> 00:04:34,943 without any prompt, came out with this big declaration 93 00:04:34,943 --> 00:04:37,313 on why video games belong in the MoMA. 94 00:04:37,313 --> 00:04:39,473 And that was fantastic. And I thought that was it. 95 00:04:39,473 --> 00:04:43,129 But then there was another wonderfully pretentious article 96 00:04:43,129 --> 00:04:46,177 that came out in The New Republic, so pretentious, 97 00:04:46,177 --> 00:04:50,137 by Liel Leibovitz, and it said, "MoMA has mistaken video games for art." Again. 98 00:04:50,137 --> 00:04:53,557 "The museum is putting Pac-Man alongside Picasso." Again. 99 00:04:53,557 --> 00:04:54,676 "That misses the point." 100 00:04:54,676 --> 00:04:56,534 Excuse me. You're missing the point. 101 00:04:56,534 --> 00:05:00,582 And here, look, the above question is put bluntly: 102 00:05:00,582 --> 00:05:03,932 "Are video games art? No. Video games aren't art 103 00:05:03,932 --> 00:05:08,453 because they are quite thoroughly something else: code." 104 00:05:08,453 --> 00:05:12,004 Oh, so Picasso is not art because it's oil paint. Right? 105 00:05:12,004 --> 00:05:14,234 So it's so fantastic to see 106 00:05:14,234 --> 00:05:17,430 how these feathers that were ruffled, 107 00:05:17,430 --> 00:05:19,496 and these reactions, were so vehement. 108 00:05:19,496 --> 00:05:20,555 And you know what? 109 00:05:20,555 --> 00:05:23,072 The International Cat Video Film Festival 110 00:05:23,072 --> 00:05:25,505 didn't have that much of a reaction. (Laughter) 111 00:05:25,505 --> 00:05:27,244 I think this was truly fantastic. 112 00:05:27,244 --> 00:05:30,219 We were talking about dancing ponies, but I was really jealous 113 00:05:30,219 --> 00:05:33,535 of the Walker Arts Center for putting up this festival, 114 00:05:33,535 --> 00:05:35,919 because it's very, very wonderful. 115 00:05:35,919 --> 00:05:38,859 And there's this Flaubert quote that I love: 116 00:05:38,859 --> 00:05:40,804 "I have always tried to live in an ivory tower, 117 00:05:40,804 --> 00:05:43,164 but a tide of shit is beating at its walls, 118 00:05:43,164 --> 00:05:45,110 threatening to undermine it." 119 00:05:45,110 --> 00:05:47,255 I consider myself the tide of shit. 120 00:05:47,255 --> 00:05:52,899 (Laughter) (Applause) 121 00:05:52,899 --> 00:05:54,589 You know, we have to go through that. 122 00:05:54,589 --> 00:05:57,365 Even in the 1930s, my colleagues 123 00:05:57,365 --> 00:05:59,890 that were trying to put together an abstract art show 124 00:05:59,890 --> 00:06:02,887 had all of these works stopped by the customs officers 125 00:06:02,887 --> 00:06:04,891 that decided they were not art. 126 00:06:04,891 --> 00:06:07,459 So it's happened before, and it will happen in the future, 127 00:06:07,459 --> 00:06:11,739 but right now I can tell you that I am so, so proud 128 00:06:11,739 --> 00:06:15,963 to be able to call Pac-Man part of the MoMA collection. 129 00:06:15,963 --> 00:06:21,356 And the same with, for instance, Tetris, original version, the Soviet one. 130 00:06:21,356 --> 00:06:23,882 And you know, the amount of work -- 131 00:06:23,882 --> 00:06:27,471 yeah, Alexey Pajitnov was working for the Soviet government 132 00:06:27,471 --> 00:06:29,325 and that's how he developed Tetris, 133 00:06:29,325 --> 00:06:33,211 and Alexey himself reconstructed the whole game 134 00:06:33,211 --> 00:06:36,949 and even gave us a simulation of the cathode ray tube 135 00:06:36,949 --> 00:06:40,460 that makes it look slightly bombed. 136 00:06:40,460 --> 00:06:41,964 And it's fantastic. 137 00:06:41,964 --> 00:06:45,128 So behind these acquisitions is an enormous amount of work, 138 00:06:45,128 --> 00:06:46,531 because we're still the Museum of Modern Art, 139 00:06:46,531 --> 00:06:48,238 so even when we tackle popular culture, 140 00:06:48,238 --> 00:06:51,367 we tackle it as a form of interaction design 141 00:06:51,367 --> 00:06:53,517 and as something that has to go into the collection at MoMA, 142 00:06:53,517 --> 00:06:55,581 therefore, has to be researched. 143 00:06:55,581 --> 00:06:58,531 So to get to choosing Eric Chahi's 144 00:06:58,531 --> 00:07:01,179 wonderful Another World, amongst others, 145 00:07:01,179 --> 00:07:02,859 we put together a panel of experts, 146 00:07:02,859 --> 00:07:04,369 and we worked on this acquisition, 147 00:07:04,369 --> 00:07:07,876 and it's mostly myself and Kate Carmody and Paul Galloway. 148 00:07:07,876 --> 00:07:10,125 We worked on it for a year and a half. 149 00:07:10,125 --> 00:07:13,098 So many people helped us — designers of games, 150 00:07:13,098 --> 00:07:15,268 you might know Jamin Warren 151 00:07:15,268 --> 00:07:17,756 and his collaborators at Kill Screen magazine, 152 00:07:17,756 --> 00:07:19,488 and you know, Kevin Slavin. You name it. 153 00:07:19,488 --> 00:07:22,752 We bugged everybody, because we knew that we were ignorant. 154 00:07:22,752 --> 00:07:24,898 We were not real gamers enough, 155 00:07:24,898 --> 00:07:26,954 so we had to really talk to them. 156 00:07:26,954 --> 00:07:30,515 And so we decided, of course, to have Sim City 2000, 157 00:07:30,515 --> 00:07:33,443 not the other Sim City, that one in particular, 158 00:07:33,443 --> 00:07:36,442 so the criteria that we developed along the way 159 00:07:36,442 --> 00:07:39,691 were really strong, and were not only criteria of selection. 160 00:07:39,691 --> 00:07:43,875 They were also criteria of exhibition and of preservation. 161 00:07:43,875 --> 00:07:47,178 That's what makes this acquisition more than a little game 162 00:07:47,178 --> 00:07:51,069 or a little joke. It's truly a way to think of how to preserve 163 00:07:51,069 --> 00:07:53,884 and show artifacts that will more and more 164 00:07:53,884 --> 00:07:55,847 become part of our lives in the future. 165 00:07:55,847 --> 00:07:58,899 We live today, as you know very well, not in the digital, 166 00:07:58,899 --> 00:08:02,115 not in the physical, but in the kind of minestrone 167 00:08:02,115 --> 00:08:04,155 that our mind makes of the two. 168 00:08:04,155 --> 00:08:07,284 And that's really where interaction lies, 169 00:08:07,284 --> 00:08:09,539 and that's the importance of interaction. 170 00:08:09,539 --> 00:08:12,683 And in order to explain interaction, we need to really 171 00:08:12,683 --> 00:08:15,324 bring people in and make them realize 172 00:08:15,324 --> 00:08:17,030 how interaction is part of their lives. 173 00:08:17,030 --> 00:08:19,859 So when I talk about it, I don't talk only about video games, 174 00:08:19,859 --> 00:08:22,372 which are in a way the purest form of interaction, 175 00:08:22,372 --> 00:08:25,844 unadulterated by any kind of function or finality. 176 00:08:25,844 --> 00:08:28,991 I also talk about the MetroCard vending machine, 177 00:08:28,991 --> 00:08:31,117 which I consider a masterpiece of interaction. 178 00:08:31,117 --> 00:08:33,428 I mean, that interface is beautiful. 179 00:08:33,428 --> 00:08:37,005 It looks like a burly MTA guy coming out of the tunnel. 180 00:08:37,005 --> 00:08:40,564 You know, with your mitt you can actually paw 181 00:08:40,564 --> 00:08:43,833 the MetroCard, and I talk about how bad 182 00:08:43,833 --> 00:08:46,894 ATM machines usually are. 183 00:08:46,894 --> 00:08:49,723 So I let people understand that it's up to them 184 00:08:49,723 --> 00:08:51,965 to know how to judge interaction 185 00:08:51,965 --> 00:08:53,992 so as to know when it's good or when it's bad. 186 00:08:53,992 --> 00:08:55,645 So when I show The Sims, 187 00:08:55,645 --> 00:08:59,122 I try to make people really feel what it meant 188 00:08:59,122 --> 00:09:01,021 to have an interaction with The Sims, 189 00:09:01,021 --> 00:09:03,378 not only the fun but also the responsibility 190 00:09:03,378 --> 00:09:05,253 that came with the Tamagotchi. 191 00:09:05,253 --> 00:09:07,133 You know, video games can be truly deep 192 00:09:07,133 --> 00:09:08,877 even when they're completely mindless. 193 00:09:08,877 --> 00:09:11,405 I'm sure that all of you know Katamari Damacy. 194 00:09:11,405 --> 00:09:15,126 It's about rolling a ball and picking up as many objects as you can 195 00:09:15,126 --> 00:09:16,957 in a finite amount of time 196 00:09:16,957 --> 00:09:19,320 and hopefully you'll be able to make it into a planet. 197 00:09:19,320 --> 00:09:21,565 I've never made it into a planet, but that's it. 198 00:09:21,565 --> 00:09:24,733 Or, you know, Vib-Ribbon was not distributed here in the United States. 199 00:09:24,733 --> 00:09:26,925 It was a PlayStation game, but mostly for Japan. 200 00:09:26,925 --> 00:09:28,594 And it was one of the first video games 201 00:09:28,594 --> 00:09:30,295 in which you could choose your own music. 202 00:09:30,295 --> 00:09:32,617 So you would put into the PlayStation, 203 00:09:32,617 --> 00:09:34,422 you would put your own CD, 204 00:09:34,422 --> 00:09:39,184 and then the game would change alongside your music. So really fantastic. 205 00:09:39,184 --> 00:09:40,595 Not to mention Eve Online. 206 00:09:40,595 --> 00:09:43,676 Eve Online is an artificial universe, if you wish, 207 00:09:43,676 --> 00:09:46,229 but one of the diplomats that was killed in Benghazi, 208 00:09:46,229 --> 00:09:48,837 not Ambassador Stevens, but one of his collaborators, 209 00:09:48,837 --> 00:09:50,705 was a really big shot in Eve Online, 210 00:09:50,705 --> 00:09:53,325 so here you have a diplomat in the real world 211 00:09:53,325 --> 00:09:55,813 that spends his time in Eve Online 212 00:09:55,813 --> 00:09:59,982 to kind of test, maybe, all of his ideas about diplomacy 213 00:09:59,982 --> 00:10:02,939 and about universe-building, and to the point that 214 00:10:02,939 --> 00:10:04,949 the first announcement of the bombing 215 00:10:04,949 --> 00:10:07,365 was actually given on Eve Online, 216 00:10:07,365 --> 00:10:09,749 and after his death, several parts of the universe 217 00:10:09,749 --> 00:10:11,209 were named after him. 218 00:10:11,209 --> 00:10:15,043 And I was just recently at the Eve Online fan festival 219 00:10:15,043 --> 00:10:17,181 in Reykjavík that was quite amazing. 220 00:10:17,181 --> 00:10:19,733 I mean, we're talking about an experience 221 00:10:19,733 --> 00:10:22,525 that of course can seem weird to many, 222 00:10:22,525 --> 00:10:24,423 but that is very educational. 223 00:10:24,423 --> 00:10:27,296 Of course, there are games that are even more educational. 224 00:10:27,296 --> 00:10:29,988 Dwarf Fortress is like the holy grail 225 00:10:29,988 --> 00:10:32,377 of this kind of massive multiplayer online game, 226 00:10:32,377 --> 00:10:34,923 and in fact the two Adams brothers were in Reykjavík, 227 00:10:34,923 --> 00:10:37,557 and they were greeted 228 00:10:37,557 --> 00:10:40,765 by a standing ovation by all the Eve Online fans. 229 00:10:40,765 --> 00:10:43,357 It was amazing to see. And it's a beautiful game. 230 00:10:43,357 --> 00:10:45,901 So you start seeing here that 231 00:10:45,901 --> 00:10:47,661 the aesthetics that are so important 232 00:10:47,661 --> 00:10:49,504 to a museum collection like MoMA's 233 00:10:49,504 --> 00:10:53,165 are kept alive also by the selection of these games. 234 00:10:53,165 --> 00:10:55,125 And you know, Valve -- you know, Portal -- 235 00:10:55,125 --> 00:10:57,248 is an example of a video game in which 236 00:10:57,248 --> 00:10:59,562 you have a certain type of violence 237 00:10:59,562 --> 00:11:01,661 which also leads me to talk about 238 00:11:01,661 --> 00:11:04,007 one of the biggest issues that we had to discuss 239 00:11:04,007 --> 00:11:06,267 when we acquired the video games, what to do with violence. 240 00:11:06,267 --> 00:11:08,671 Right? We had to make decisions. 241 00:11:08,671 --> 00:11:12,229 At MoMA, interestingly, there's a lot of violence 242 00:11:12,229 --> 00:11:15,133 depicted in the art part of the collection, 243 00:11:15,133 --> 00:11:18,349 but when I came to MoMA 19 years ago, and as an Italian, 244 00:11:18,349 --> 00:11:19,900 I said, "You know what, we need a Beretta." 245 00:11:19,900 --> 00:11:23,013 And I was told, "No. No guns in the design collection." 246 00:11:23,013 --> 00:11:23,945 And I was like, "Why?" 247 00:11:23,945 --> 00:11:27,461 Interestingly, I learned that it's considered 248 00:11:27,461 --> 00:11:29,211 that in design and in the design collection, 249 00:11:29,211 --> 00:11:30,448 what you see is what you get. 250 00:11:30,448 --> 00:11:34,338 So when you see a gun, it's an instrument for killing in the design collection. 251 00:11:34,338 --> 00:11:35,951 If it's in the art collection, 252 00:11:35,951 --> 00:11:39,695 it might be a critique of the killing instrument. 253 00:11:39,695 --> 00:11:41,401 So it's very interesting. 254 00:11:41,401 --> 00:11:44,040 But we are acquiring our critical dimension also in design, 255 00:11:44,040 --> 00:11:46,531 so maybe one day we'll be able to acquire also the guns. 256 00:11:46,531 --> 00:11:49,795 But here, in this particular case, we decided, 257 00:11:49,795 --> 00:11:51,078 you know, with Kate and Paul, 258 00:11:51,078 --> 00:11:53,337 that we would have no gratuitous violence. 259 00:11:53,337 --> 00:11:56,089 So we have Portal because you shoot walls 260 00:11:56,089 --> 00:11:57,409 in order to create new spaces. 261 00:11:57,409 --> 00:12:00,514 We have Street Fighter II, because martial arts are good. 262 00:12:00,514 --> 00:12:02,030 (Laughter) 263 00:12:02,030 --> 00:12:06,132 But we don't have GTA because, 264 00:12:06,132 --> 00:12:07,739 maybe it's my own reflection, 265 00:12:07,739 --> 00:12:10,122 I've never been able to do anything but crashing cars 266 00:12:10,122 --> 00:12:12,082 and shooting prostitutes and pimps. 267 00:12:12,082 --> 00:12:15,623 So it was not very constructive. (Laughter) 268 00:12:15,623 --> 00:12:19,869 So, I'm making fun of it, but we discussed this 269 00:12:19,869 --> 00:12:22,956 for so many days. You have no idea. 270 00:12:22,956 --> 00:12:25,283 And to this day, I am ambivalent, 271 00:12:25,283 --> 00:12:28,699 but when you have instead games like Flow, there's no doubt. 272 00:12:28,699 --> 00:12:31,899 It's like, it's about serenity and it's about sublime. 273 00:12:31,899 --> 00:12:36,185 It's about experiencing what it means to be a sea creature. 274 00:12:36,185 --> 00:12:40,010 Then we have a few also side-scrollers -- classical ones. 275 00:12:40,010 --> 00:12:41,844 So it's quite a hefty collection. 276 00:12:41,844 --> 00:12:44,102 And right now, we started with the first 14, 277 00:12:44,102 --> 00:12:45,995 but we have several that are coming up, 278 00:12:45,995 --> 00:12:47,907 and the reason why we haven't acquired them yet 279 00:12:47,907 --> 00:12:50,335 is because you don't acquire just the game. 280 00:12:50,335 --> 00:12:52,409 You acquire the relationship with the company. 281 00:12:52,409 --> 00:12:55,507 What we want, what we aspire to, is the code. 282 00:12:55,507 --> 00:12:56,904 It's very hard to get, of course. 283 00:12:56,904 --> 00:12:58,777 But that's what would enable us to preserve 284 00:12:58,777 --> 00:13:00,766 the video games for a really long time, 285 00:13:00,766 --> 00:13:02,039 and that's what museums do. 286 00:13:02,039 --> 00:13:04,640 They also preserve artifacts for posterity. 287 00:13:04,640 --> 00:13:07,260 In absence of the code, because, you know, 288 00:13:07,260 --> 00:13:11,027 video game companies are not very forthcoming in some cases, 289 00:13:11,027 --> 00:13:14,523 in absence of that, we acquire the relationship with the company. 290 00:13:14,523 --> 00:13:15,803 We're going to stay with them forever. 291 00:13:15,803 --> 00:13:17,036 They're not going to get rid of us. 292 00:13:17,036 --> 00:13:20,507 And one day, we'll get that code. (Laughter) 293 00:13:20,507 --> 00:13:23,675 But I want to explain to you the criteria that we chose 294 00:13:23,675 --> 00:13:26,697 for interaction design. Aesthetics are really important. 295 00:13:26,697 --> 00:13:28,738 And I'm showing you Core War here, 296 00:13:28,738 --> 00:13:32,053 which is an early game that takes advantage aesthetically 297 00:13:32,053 --> 00:13:33,874 of the limitations of the processor. 298 00:13:33,874 --> 00:13:37,123 So the kind of interferences that you see here 299 00:13:37,123 --> 00:13:39,767 that look like beautiful barriers in the game 300 00:13:39,767 --> 00:13:44,114 are actually a consequence of the processor's limitedness, 301 00:13:44,114 --> 00:13:47,194 which is fantastic. So aesthetics is always important. 302 00:13:47,194 --> 00:13:51,198 And so is space, the spatial aspect of games. 303 00:13:51,198 --> 00:13:53,342 You know, I feel that the best video games 304 00:13:53,342 --> 00:13:56,878 are the ones that have really savvy architects 305 00:13:56,878 --> 00:13:59,501 that are behind them, and if they're not architects, 306 00:13:59,501 --> 00:14:02,139 bona fide trained in architecture, they have that feeling. 307 00:14:02,139 --> 00:14:06,227 But the spatial evolution in video games is extremely important. 308 00:14:06,227 --> 00:14:09,187 Time. The way we experience time in video games, 309 00:14:09,187 --> 00:14:11,969 as in other forms of interaction design, 310 00:14:11,969 --> 00:14:13,228 is really quite amazing. 311 00:14:13,228 --> 00:14:16,233 It can be real time or it can be the time within the game, 312 00:14:16,233 --> 00:14:18,449 as is in Animal Crossing, where seasons 313 00:14:18,449 --> 00:14:21,041 follow each other at their own pace. 314 00:14:21,041 --> 00:14:24,320 So time, space, aesthetics, 315 00:14:24,320 --> 00:14:26,689 and then, most important, behavior. 316 00:14:26,689 --> 00:14:30,809 The real core issue of interaction design is behavior. 317 00:14:30,809 --> 00:14:34,286 Designers that deal with interaction design behaviors 318 00:14:34,286 --> 00:14:36,601 that go to influence the rest of our lives. 319 00:14:36,601 --> 00:14:39,136 They're not just limited to our interaction with the screen. 320 00:14:39,136 --> 00:14:41,185 In this case, I'm showing you Marble Madness, 321 00:14:41,185 --> 00:14:42,386 which is a beautiful game 322 00:14:42,386 --> 00:14:45,657 in which the controller is a big sphere that vibrates with you, 323 00:14:45,657 --> 00:14:48,090 so you have a sphere that's moving in this landscape, 324 00:14:48,090 --> 00:14:52,622 and the sphere, the controller itself, gives you a sense of the movement. 325 00:14:52,622 --> 00:14:54,977 In a way, you can see how video games 326 00:14:54,977 --> 00:14:57,689 are the purest aspect of interaction design 327 00:14:57,689 --> 00:15:02,308 and are very useful to explain what interaction is. 328 00:15:02,308 --> 00:15:04,393 We don't want to show the video games 329 00:15:04,393 --> 00:15:07,335 with the paraphernalia. No arcade nostalgia. 330 00:15:07,335 --> 00:15:09,017 If anything, we want to show the code, 331 00:15:09,017 --> 00:15:12,031 and here you see Ben Fry's distellamap of Pac-Man, 332 00:15:12,031 --> 00:15:13,520 of the Pac-Man code. 333 00:15:13,520 --> 00:15:17,859 So the way we acquired the games is very interesting 334 00:15:17,859 --> 00:15:20,055 and very unorthodox. You see them here 335 00:15:20,055 --> 00:15:24,063 displayed alongside other examples of design, 336 00:15:24,063 --> 00:15:25,673 furniture and other parts, 337 00:15:25,673 --> 00:15:28,901 but there's no paraphernalia, no nostalagia, 338 00:15:28,901 --> 00:15:31,850 only the screen and a little shelf with the controllers. 339 00:15:31,850 --> 00:15:33,994 The controllers are, of course, part of the experience, 340 00:15:33,994 --> 00:15:36,443 so you cannot do away with it. 341 00:15:36,443 --> 00:15:40,941 But interestingly, this choice was not condemned 342 00:15:40,941 --> 00:15:42,286 too vehemently by gamers. 343 00:15:42,286 --> 00:15:43,593 I was afraid that they would kill us, 344 00:15:43,593 --> 00:15:45,659 and instead they understood, especially 345 00:15:45,659 --> 00:15:48,363 when I told them that I was trying to apply the same strategem 346 00:15:48,363 --> 00:15:51,505 that Philip Johnson applied in 1934 347 00:15:51,505 --> 00:15:53,547 when he wanted to make people understand 348 00:15:53,547 --> 00:15:55,859 the importance of design, and he took propeller blades 349 00:15:55,859 --> 00:15:58,139 and pieces of machinery and 350 00:15:58,139 --> 00:16:01,266 in the MoMA galleries he put them on white pedestals 351 00:16:01,266 --> 00:16:04,483 against white walls, as if they were Brancusi sculptures. 352 00:16:04,483 --> 00:16:08,211 He created this strange distance, this shock, 353 00:16:08,211 --> 00:16:11,869 that made people realize how gorgeous formally, 354 00:16:11,869 --> 00:16:15,637 and also important functionally, design pieces were. 355 00:16:15,637 --> 00:16:17,891 I would like to do the same with video games. 356 00:16:17,891 --> 00:16:20,971 By getting rid of the sticky carpets and the cigarette butts 357 00:16:20,971 --> 00:16:23,579 and everything else that we might remember from our childhood, 358 00:16:23,579 --> 00:16:28,150 I want people to understand 359 00:16:28,150 --> 00:16:30,019 that those are important forms of design. 360 00:16:30,019 --> 00:16:33,197 And in a way, the video games, the fonts and everything else 361 00:16:33,197 --> 00:16:35,881 lead us to make people understand 362 00:16:35,881 --> 00:16:38,223 a wider meaning for design. 363 00:16:38,223 --> 00:16:40,276 One of my dream acquisitions, 364 00:16:40,276 --> 00:16:42,191 which has been on hold for a few years 365 00:16:42,191 --> 00:16:45,193 but now will come back on the front burner, 366 00:16:45,193 --> 00:16:46,625 is a 747. 367 00:16:46,625 --> 00:16:49,563 I would like to acquire it, but without owning it. 368 00:16:49,563 --> 00:16:52,874 I don't want it to be at MoMA and possessed by MoMA. 369 00:16:52,874 --> 00:16:54,258 I want it to keep flying. 370 00:16:54,258 --> 00:16:57,798 So it's an acquisition where MoMA makes an arrangement 371 00:16:57,798 --> 00:17:02,565 with an airline and keeps the Boeing 747 flying. 372 00:17:02,565 --> 00:17:05,683 And the same with the "@" sign that we acquired a few years ago. 373 00:17:05,683 --> 00:17:07,865 It was the first example of an acquisition of something 374 00:17:07,865 --> 00:17:09,270 that is in the public domain. 375 00:17:09,270 --> 00:17:11,030 And what I say to people, it's almost as if 376 00:17:11,030 --> 00:17:13,004 a butterfly were flying by 377 00:17:13,004 --> 00:17:16,153 and we captured the shadow on the wall, 378 00:17:16,153 --> 00:17:17,610 and just we're showing the shadow. 379 00:17:17,610 --> 00:17:19,818 So in a way, we're showing a manifestation 380 00:17:19,818 --> 00:17:22,331 of something that is truly important 381 00:17:22,331 --> 00:17:25,962 and that is part of our identity but that nobody can have. 382 00:17:25,962 --> 00:17:27,898 And it's too long to explain the acquisition, 383 00:17:27,898 --> 00:17:30,404 but if you want to go on the MoMA blog, 384 00:17:30,404 --> 00:17:32,498 there's a long post where I explain why 385 00:17:32,498 --> 00:17:34,786 it's such a great example of design. 386 00:17:34,786 --> 00:17:38,147 Along the way, I've had to burn a few chairs. You know? 387 00:17:38,147 --> 00:17:42,466 I've had to do away with a few concepts of design past. 388 00:17:42,466 --> 00:17:45,282 But I see that people are coming along, 389 00:17:45,282 --> 00:17:47,032 that the audiences, paradoxically, 390 00:17:47,032 --> 00:17:49,858 are much more responsive and much more understanding 391 00:17:49,858 --> 00:17:53,916 of this expansion of design than some of my colleagues are. 392 00:17:53,916 --> 00:17:55,443 Design is truly everywhere, 393 00:17:55,443 --> 00:17:58,411 and design is as important as anything, 394 00:17:58,411 --> 00:18:00,871 and I'm so glad that, because of its diversity 395 00:18:00,871 --> 00:18:03,186 and because of its centrality to our lives, 396 00:18:03,186 --> 00:18:04,899 many more people are coming to it 397 00:18:04,914 --> 00:18:07,003 as a profession, as a passion, 398 00:18:07,003 --> 00:18:09,977 and as, very simply, part of their own culture. 399 00:18:09,977 --> 00:18:11,120 Thank you very much. 400 00:18:11,120 --> 00:18:15,215 (Applause)