Monday 19 August 2013

THE ZEITGEIST POLTERGEIST

Trends of the past will always come back to bite the hand that fed because the human condition craves nostalgia. Fashion is flexible in its ability to meet needs, but the tried, tested and loved will always maintain celebrity status. Contemporary artistic design is similar in that it is a living, changing pattern; it creates bridges between cultures and makes use and a celebration of history. So it’s an idea that a difference between high end and lower end design could be the license to create history and use history for reputable reasons. With technology at its peak, context is definitely a largely contributing factor to the development of the zeitgeist; the twenty first century spiritual, cultural, ethical, intellectual, political climate; the ambient, moral, sociocultural direction and mood of an era.
The overall achievement of an image can be marked against three main criteria: emotional impact, technical skill and originality. This subjective but mathematical approach can find itself more linked to sales-pitching than art-campaigning, but it gets your voice heard. We have so much and know so much that there is little point in the ‘shocking’ but for a not-quite-yet exhausted lust for irony- to take the edge off that guilt we all have for our overindulgences.   
Tradition is a good excuse to do anything, but a good idea is like the ultra-excuse.

The design lifecycle changes but perpetually goes around. With so much information bombarding us, dichotomies are a good way to express feelings relative to a point or message. And with a fine line between the ‘ironic’ and the textbook/hollywood special effects, illustration in its own world can pull off any ‘style’ with the warranty of the world’s identity crisis it caters for.
So with values economically shifting, is fine art meeting its match with real happy-go-lucky throw-away culture?

Steven Heller and Seymour Chwast, in the book: ‘Illustration: A Visual History’ query this paradox of going back in time from the golden age to current bronze age: celebrating the deemed ‘second cousin to fine art’ as a significant popular art ‘that is often more visible, recognisable and memorable’ than the higher arts.
An international environment has given illustrators the right to empower a kind of free-for-all: giving the public and private collectors guilt-free access to imagery as obscure, strange or ‘distasteful’ as they please. Imagery with the original weighty contexts removed, often a reaction to the darkness the commerce of journalism has become. Work is appreciated for its artistic sensibility rather than the heady story it accompanied; it compliments you as the person who decided to extract it. The identity crisis comes from the difficulty to be selective: not people who don’t know what they like, but how to express their ideas for fear of them being received incorrectly.
The book quotes: ‘in illustration, the Postmodern sensibility was not a revolution against Modernism’, and the situation remains the same. Design communication which aims to be incongruous will often look very polished and that which looks inappropriate is actually doing exactly what is says on the tin. We are becoming primarily aesthetic learners taught by colloquial slogans; the more designers understand the psychology behind the times, the less you even have to think about what you are looking at (or know what it is you are looking at i.e. a joke, an installation or expensive vintage).
The idea of movements in art therefore, is one way to pick and mix your eclectic taste knowing at least a bit about what each thing actually means. The consequence of postmodernism in two-dimensional image making is a removal of the movement-system for a much less formal approach: style collaging; nifty little spaces between truth and fiction that fat-headed corporation directors can’t fit their ‘big ideas’ into.
The examples of work in the book show the change of genre as something which used to dictate certain ‘looks’- to something which is frequently used to describe the look of a thing.
The alternative to ready-mades is doing-it-yourself; the now common approach.


Examples of illustrators practicing purpose-made styles:


 Cartoon Expressionism: Andre Francois, 1960





 Collage/Montage: Lou Beach, 2009












                                                      


Neo Deco: Jose Cruz, 2006







Neo-aesthetics are about flattening planes and encouraging associations.



Pixel Art: eBoy, 1998















Further examples include: Neo realism and neo surrealism, digital, sampling, anthropometric art, caricature, folk art, political and conceptual.
The coming future is very accepting of decorative form: so long as it is still representational. Airbrushed, streamlined, sculptural surfaces mixed with rough and ready nostalgia. There is currently a huge market for the games-aesthetic, from the scratchy and pixelated to the photographically rendered; achieved ‘using the abstract, default language of the computer to critique the stereotypical media of illustration.’ Satire evoking a comic sense of the future is a way for the masses to cope with technological evolution.

What is comforting about illustration is the license to revisit by-gone themes and brand anything in any creative way: be it commercial or not. It takes the term ‘low’ and makes it respectable- youth culture has its own graphic code i.e. skate culture which is just as good-looking as any more grown-up form of communication. The ‘good’ ideas take something unattractive: and give it pleasurable or intelligent visual relevance.
The issue becomes then a case of abundant average ideas (mostly wasted) with which to reinvent, or a stand for less ambiguous and more widely appreciated ideas, of which there are less- probably the elitist option.              
Humanitarian philosophers would dictate that illustrators who deal with the free-country public realm have just as much a right to conceptualism as private custom or gallery-housed fine artists; but the reality is a job description, and how valuable ideas are to people as things they cannot create nor want to come up with themselves. Philosophy Now magazine writer, Tim Delaney, from the popular culture edition 2007 in ‘Pop culture: an overview’ explains how our need to label something ‘Pop’ will never die[1]. And the basic fundaments of philosophy as explained by Tim Madigan, proves design as an important fundament of existence- in whatever way you are involved[2]. Perhaps ‘good’ then: meaning intuitive design.
Epistemology in design has taken cultural value over philosophy; logic has overruled metaphysics; ethics have overruled aesthetics.
Whether creating, looking at or buying artwork, the way we think has been changed quite radically due to evolutionary conditioning.
There is definitely a type of ‘bad’ idea that can be applied to anything.




[1] ‘Popular culture appeals to people because it provides opportunities for both individual happiness and communal bonding.’
[2] ‘Philosophy: ‘Philo’ = Love, ‘Sophia’ = Wisdom. Epistemology: ‘Episteme’ = Knowledge, ‘logos’ = Explanation of’.’

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