Lev Manovich on Tue, 9 Jul 2002 01:33:21 +0200 (CEST) |
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<nettime> Learning from Prada (part 5 - FINAL) |
Lev Manovich (www.manovich.net) The Poetics of Augmented Space: Learning from Prada [May 2002] PART 5: Learning from Prada [posted 7/08/02] Venturi wants to put electronic ornament and electronic iconography on traditional buildings, while Lars Spuybroek, in Freshwater Pavilion, does create a new kind of space but reduces the changing information to abstract color fields and sound. In Freshwater Pavilion information surface functions in a very particular way, displaying color fields rather than text, images, or numbers. Where can we find today interesting architectural spaces combined with electronic displays that show the whole range of information, from ambient color fields to figurative images and numerical data? Beginning in the mid 1990s, the avant-garde wing of retail industry has begun to produce rich and intriguing spaces, many of which incorporate moving images. Leading architects and designers such as Droog/NL, Marc Newson, Herzog & de Meuron, Renzo Priano and Rem Koolhaus created stores for Prada, Mandarina Duck, Hermes, Commes des Garsons, and other high-end brands; architect Richard Glucksman colloborated with artist Jenny Holier to create a stunning Helmut Lang’s parfumerie in New York which incorporates Holzer’s signature use of LCD display. A store featuring dramatic architecture and design, and mixing a restaurant, fashion, design and art gallery became a new paradigm for high-end brands. Otto Riewoldt describes this paradigm using the term “brandscaping” – promoting the brand by creating unique spaces. Riewoldt: “Brandscaping is the hot issue. The site at which good are promoted and sold has to reinvent itself by developing unique and unmistakable qualities.” Rem Koolhaus’s Prada store in New York (2002) pushes brandscaping to a new level. Koolhaus seems to achieve the impossible by creating a flagship store for the Prada brand – and at the same time an ironic statement about the functioning of brands as new religions. The imaginative use of electronic displays designed by Reed Kram of Kramdesign is an important part of this statement. On entering the store you discover glass cages hanging from the ceiling throughout the space. Just as a church would present the relics of saints in special displays, here the glass cages contain the new objects of worship – Prada cloves. The special status of Prada cloves is further enhanced by placing small flat electronic screens throughout the store on the horizontal shelves right among the merchandize. The cloves are equated to the ephemeral images playing on the screens, and, vice versa, the images acquire certain materiality, as though they are objects. By positioning screens showing moving images right next to cloves the designers ironically refer to what everybody today knows: we buy objects not for themselves but in order to emulate the certain images and narratives presented by the advertisements of these objects. Finally, on the basement level of the store you discover a screen with Prada Atlas. Designed by Kram, it maybe be mistaken for an interactive multimedia presentation of OMA (Office for Metropolitan Architecture, Rem Koolhaus’s studio) research for his Prada’s commission. It looks like the kind of stuff brands normally communicate to their investors but not to their consumers. In designing the Atlas as well as the whole media of the store, Kram’s goal was to make “Prada reveal itself, make it completely transparent to the visitors.” The Atlas lets you list all Prada stores throughout the world by square footage, look at the analysis of the optimal locations for stores placement, and study other data sets that underlie Prada’s brandscaping. This “unveiling” of Prada does not break our emotional attachment with the brand; on the contrary, it seems to have the opposite result. Koolhaus and Kram masterfully engage “I know it is an illusion but nevertheless” effect: we know that Prada is a business which is governed by economic rationality and yet we still feel that we are not simply in a store but in a modem church. It is symbolic that Prada NYC has opened in the same space that was previously occupied by a branch of Guggenheim museum. The strategies of brandscaping are directly relevant to museums and galleries which, like all other physical spaces, now have to compete against the new information, entertainment and retail space: a computer or PDA screen connected to the Net. Although museums in the 1990s have similarly expanded their functionality, often combining galleries, a store, film series, lectures and concerts, design-wise they can learn from retail design, which, as Riewold points out, “has learnt two lessons from the entertainment industry. First: forget the goods, sell thrilling experience to the people. And secondly: beat the computer screen at its own game by staging real objects of desire – and by adding some spice to the space with maybe some audio-visual interactive gadgetry.” Conclusion In a high-tech society cultural institutions usually follow the industry. A new technology is being developed for military, business or consumer use; after a while cultural institutions notice that some artists are experimenting with it as well, and start incorporating it in their programming. Because they have the function of collecting and preserving the artworks, the art museums today often looks like historical collections of media technologies of the previous decades. Thus one may mistake a contemporary art museum for a museum of obsolete technology. Today, while outside one finds LCD and PDA, data projectors and DV cameras, inside a museum we may expect to find slide projectors, 16 mm film equipment, 3/4-inch video decks. Can this situation be reversed? Can cultural institutions play an active, even a leading role, acting as laboratories where alternative futures are tested? Augmented space – which is slowly becoming a reality – is one opportunity for these institutions to take a more active role. While many video installations already function as a laboratory for the developing of new configurations of image within space, museums and galleries as a whole could use their own unique asset – a physical space – to encourage the development of distinct new spatial forms of art and new spatial forms of a moving image. In this way they can take a lead in testing out one part of augmented space future. Having stepped outside the picture frame into the white cube walls, floor, and the whole space, artists and curators should feel at home taking yet another step: treating this space as layers of data. This does not mean that the physical space becomes irrelevant; on the contrary, as the practice of Cardiff and Liberskind shows, it is at the interaction of the physical space and the data that some of the most amazing art of our time is being created. Augmented space also represents an important challenge and an opportunity for contemporary architecture. As the examples discussed in this essay demonstrate, while many architects and interior designers have actively embraced electronic media, they typically think of it in limited way: as a screen, i.e. as something which is attached to the “real” stuff of architecture: surfaces defining volumes. Venturi’s concept of architecture as “information surface” is only the most extreme expression of this general paradigm. While Venturi’s logically connects the idea of surface as electronic screen to the traditional use of ornament in architecture and to as such features of vernacular architecture as billboards and window product displays, this historical analogy also limits our imagination of how architecture can use new media. In this analogy, an electronic screen becomes simply a moving billboard, or a moving ornament. Going beyond surface as electronic screen paradigm, architects now have the opportunity to think of the material architecture they are normally preoccupied with, and the new immaterial architecture of information flows within the physical structure, as one whole. In short, I suggest that the design of electronically augmented space can be approached as an architectural problem. In other words, architects along with artists can take the next logical step to consider the “invisible” space of electronic data flows as substance rather than just a void – something that needs a structure, a politics, and a poetics. July 2002, Berlin (The complete article is available at www.manovich.net) # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net