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Manifesto for a digital bauhaus


a
Pelle Ehn
a
Malmd University , Sweden E-mail:
Published online: 30 May 2008.

To cite this article: Pelle Ehn (1998) Manifesto for a digital bauhaus , Digital Creativity, 9:4, 207-217, DOI:
10.1080/14626269808567128

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1998, Vol. 9, No. 4 pp. 207-216 © Swets & Zeitlinger

Manifesto for a Digital


Bauhaus1

Pelle Ehn
Malmd University, Sweden
pelle.ehn@kk.mah.se
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Abstract LAN That is Solid Melts into Air


In the history of modern society several grand All fixed, fast-frozen relations, with their own
projects have been launched in an attempt to train of ancient and venerable prejudices and
unite the two sides of the Enlightenment opinions, are swept away, all new-formed ones
project: the hard (technology and natural become antiquated before they can ossify. All
sciences) with the soft (values, democracy, art that is solid melts into air...
and ethics). One remarkable such project was (Marx and Engels, 1848)
the Bauhaus. It was a great modern success story,
but also a failure. Today, in the digital age we All that is solid melts into air. This is how Marx
can witness new more post-modern attempts to and Engels, more than a century and a half ago,
meetings between 'art' and 'technology'. This expressed themselves in the best known and
emerging 'third culture' of nerds and digerati is most quoted manifesto in our modern time.
promising, but still most immature. With this they grasped, maybe more clearly than
With this background, the paper is anyone else, more clearly than they probably
formed as a general manifesto for a digital could envision themselves, the ironic and
Bauhaus for the twenty-first century, and at the dialectical history of modern society, where all
same time an introduction to the attempts to development also seems to be pregnant with its
implement this vision of creative and socially opposite2. The history of the humanistic
useful digital design at the School of Art and Enlightenment project of modern society, to
Communication at Malmo University in which Marx doubtless was most supportive,
Sweden. expresses this contradiction painfully clearly.
The Enlightenment project has more than
Keywords: Bauhaus, design, Enlightenment, fulfilled the 'hard' expectations, the natural
information technology, third culture science-based technological expectations. The
latest example is the digital revolution, the
exponentially growing information and commu-
nication technology. In contrast, however, the
more 'soft' expectations of the Enlightenment
project concerning values, art, aesthetic ideals,
ethics and politics have in no way been met
during the last centuries3.
However, in the history of modern
society several grand projects have been
Ehn

Cover by Herbert Bauer for


the first issue in 1928 of the
Bauhaus journal.
(The Bauhaus Archive)

Bauhaus could only continue


in exile. The project survived,
especially in the US, and
became a success story, but not
without ironies and paradoxes.
As the Bauhaus became
celebrated as 'the international
style' for the salvation of
modern society, it was at the
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same time diminished to a


program of 'hard' regular
geometric white shapes in
steel, glass and reinforced
concrete under the dictum
'architecture or revolution'
with the corollary that a
revolution could only be
avoided if the modern archi-
tects and designers were given
the freedom and power to
change the world6. The social
engagement in this version of
launched in attempts to unite the two sides of the Bauhaus had been transformed to anti-
Enlightenment: the hard (technology and democratic professional elitism7. Despite the
natural sciences) with the soft (values, democ- high moral and aesthetic principles, there was
racy, art and ethics). One remarkable such no real feeling insight or vivid realisation of
project was the Bauhaus. Today, in the digital ordinary people's everyday life and conditions.
age at the turn of the century, we can witness Maybe, the 'soft' ideas of participation and
new attempts at creative and socially useful democracy never were a cornerstone of the
meetings between 'art' and 'technology' — an Bauhaus. All that is solid melts into air ...
emerging 'third culture'4.
1.2 The nerd generation and the third culture
1.1 The Bauhaus All that is solid melts into air. This description of
The Bauhaus School was founded by the modern society can now, by the end of the
architect Walter Gropius in 1919 in Weimar. twentieth century, be given yet another signifi-
Weimar was at that time, just after the war, the cant meaning. Digital information and commu-
centre of the new democratic republic in nication technology changes our understanding
Germany and Bauhaus was a social and progres- of time and space. A room is no longer only
sive experiment full of belief in the future. A material and solid, but also virtual and fluid.
major aim of the project became the unification We inhabit the same space, but not at the same
of art and modern technology to create architec- time. The walls are there, but somewhere else.
ture and design for the modern free man and Someone is present, but still absent. Neither
woman5. The school was forced to close as the does time follow a solid pattern. It is not only
strength of Nazism grow in Germany and the cyclical as in a tradition-bound society, nor only

208
Manifesto for a Digital Bauhaus

linear as in modern society, but interactive and virtual as well as material 'new worlds', may have
fluid as in a narrative where the reader, the the potential to transcend the inability of
observer, the consumer and the user participate communication that 'the two cultures' of
in its creation. modern society has repeatedly demonstrated
Furthermore, in relation to the Enlight- throughout history and, through a practical
enment project, digital technology relates more amalgamation of'art' and 'technology', the soft
to the 'soft' side than to the 'hard', since and the hard, shape the emerging 'third culture'.
software inherently become codes of values, This is, however, just as with the
aesthetic ideals, ethics and Bauhaus, a project full of
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politics. At the same time it contradictions and stands the


seems that art has to become
'harder' than ever in an
a critical risk of degenerating into an
adolescent doctrine of bound-
attempt to express fundamen-
tal ethical and aesthetic
and creative less individualism and
technophilic hubris".
conditions of our life at the aesthetic-
end of this millennium8. 2. The Challenge - Creating a
While this happens technical Digital Bauhaus
unbelievable resources are
invested in new mediating production In trying to reshape conditions
technologies around the world,
though functionally and
orientation for the hard and the soft side of
the Enlightenment project to
aesthetically the results are still
poor. The main reason being
that... meet in the design of informa-
tion and communication
that the development is technology we are left with a
technology driven. New facilities are logical promising but overripe modern Bauhaus
follow-ups of earlier technological innovations tradition in the background and an equally
rather than results of a deeper understanding of promising but immature postmodern third
user situations and profound human needs. culture of nerds and digerati in the foreground.
Knowledge from aesthetic areas such as theatre, This is a challenge we have accepted at
film, music, literature, architecture, painting, the new School of Art and Communication at
sculpture and graphical and industrial design Malmo University by trying to create an arena, a
have been rarely used so far. meeting place, a school and a research centre for
A response to this situation, a new creative and socially useful meetings between
meeting between 'the two cultures' of 'art' and 'art' and 'technology' — a digital Bauhaus for
'science', between the 'soft' and the 'hard' sides the twenty-first century12.
of the Enlightenment project, is now emerging In our version of a digital Bauhaus, nerds
in what with varying interpretations has been and digerati of the emerging third culture will
referred to as a 'third culture'9. be:
All that is solid melts into air in a digital • challenged by established art and the
time where program code is art and architecture, endeavour of expressing fundamental
designed by a LEGO generation of nerds, human conditions, not only as aesthetic
hackers, geeks, techies, digerati and Nintendo theory, but even more in practical projects
kids10. Members of this nerd generation, in co-operation with exhibition halls, art
laboriously designing new tools to explore museums and theatres13.

209
Ehn

• confronted with the natural science culture experiences for ordinary people.
and the search for the truth of universe, not What is needed is humanistic and user-
only as formulas and proofs, but even more oriented education and research that will
in development projects in co-operation develop both a critical stance to information
with engineers and natural science profes- , and communication technology, and at the
sionals in IT and media industry14. same time competence to design, compose,
• forced to take a stance with respect to the and tell stories using the new mediating
s Enlightenment project and our humanistic technologies.
heritage, to ideas and controversies on What is needed are meetings between:
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freedom, democracy and human dignity in • constructive knowledge and competence


the modern civilisation process, not only as related to interactive and communicative
the history of ideas and cultural theory, but possibilities and constraints when using
even more in practical dialogue with people the new mediating technologies,
in the surrounding society: in open forums, • aesthetic knowledge and competence from
exhibitions, debates and not least in our fields such as television, theatre, film,
own 'third culture cafe'15. music, literature, architecture, art and
design, and
What is needed in the design and use of the • analytical-critical knowledge and compe-
most postmodern of media and technologies — tence from philosophy, social science, and
the information and communication technology not least cultural and media studies.
— is not a modernism caught in a solidified The interplay between these kinds of knowl-
objectivity through the design of modern objects edge and competencies will come into play in
in steel, glass and concrete, but a comprehensive applications in all sectors of society: media,
sensuality in the design of meaningful interac- industry, commerce, education, leisure, art
tive and virtual stories and environments. and popular culture. Examples could include
What is needed is not the modern praise interactive television, individually adjusted
of new technology, but a critical and creative mass communication, simulation and visuali-
aesthetic—technical production orientation that sation of industrial processes, virtual
unites modern information and communication workplaces, multimedia for distributed
technology with design, art, culture and society, learning, digital interaction tools for the
and at the same time places the development of elderly and handicapped, everyday objects
the new mediating technologies in their real with virtual properties, interactive exhibitions,
everyday context of changes in lifestyle, work computer games and artistic development in
and leisure. film, theatre, visual art, dance and music.
What is needed in the development of
the aesthetics of the information and communi- 2.1 The School
cation technology society is: 2.1.1 The programs
• a Scandinavian design that unites a demo- As the first steps towards a practical imple-
cratic perspective emphasising open mentation of this digital Bauhaus vision the
dialogue and active user participation, School of Art and Communication has moved
• the development of edifying cultural in to a new building and we have started the
experiences and the production of useful, first six educational programs:
interesting, functional and maybe even • an aesthetic-practical bachelor program in
beautiful and amusing everyday things and material and virtual design and the design

210
Manifesto for a Digital Bauhaus

Theatre at the Weimar


Bauhaus. 'Triadic Ballet' by
Oscar Schlemmer, 1926.
(The Bauhaus Archive)

B.
O
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of products with material and virtual 2.1.2 A 'reflective practicum'


components, in physical and digital form; The pedagogy at the School is grounded in the
• a technical-constructive bachelor program type of learning that is required. Each year of
in interaction technology with design and students will have its own base, a well-equipped
construction of software for highly interac- 'home room'. The school puts resources at the
tive and innovative applications; students' disposal and staff act as advisors and
• an analytical—critical bachelor program support the students' learning activity. Practical
focusing on media and communication skills will be supported by studio-based supervi-
studies with a cultural studies perspective sion. Needs for analysis and critique will be
on the media society and media production; supported as well as help to guide into unknown
• a program in performing arts technology knowledge territory. But it is the students that
learn, and it is the students themselves that have
with focus on work with light, sound, and
to take responsibility for their own learning.
stage technology for different kinds of set
Staff can only help create the problem-based
design and presentations;
learning environment — a
• an interdisciplinary reflective practicum16.
Master's program in
interaction design and
design of interactive digital
... places the Some characteristics of
this environment are the
systems with special focus development of premises that understanding
and design of digital media and
on usability and quality in
use; new mediating mediating technologies
requires teamwork and many
• an interdisciplinary
Master's program in
technologies different competencies; that
knowledge grows in a spiral of
technical communication
with the purpose to make
in their real action and reflection where
learning by doing, coaching
technical artefacts more everyday rather than teaching and a
comprehensive and usable.
For the next few years we are context of dialogue of reciprocal reflec-
tion—in—action between coach
planning complementary
masters and diploma programs
changes in and student is fundamental;
and that knowledge matures in
directed towards new media
producers, curators, and digital
lifestyle, work open dialogue. This teamwork
and dialogue will also stretch
artists. and leisure across the programs in com-

211
Ehn

mon workshops across educational programs, tion technology design from its focus on
joint projects and interdisciplinary courses. organised task systems and specialised tools
One example is the introductory half- towards the both more humble and more
semester course in cultural history and cultural demanding challenge of providing people with
theory with special focus on design, technology 'set-pieces' and 'props' for their continuous
and media that all new students participate in. construction of ever changing lived-in worlds.
The purpose is to create a shared platform with We take a constructivist stance towards the
tools for analysis of modern cultural products notions of space and virtuality. Lived-in space is
and processes and historic understanding of in our view best conceived as the social con-
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cultural development during the last centuries. struction of shared frameworks in which people
orient themselves and act. With this conception
2.2 The research studios the conventional geographical notion of space
We are strongly convinced that close interaction has no predominance or more assured existence
with research is a corner stone in an environ- than spatial patterns brought to life through
ment for creative studies. Hence, it is most people's otherwise mediated interactions.
satisfying that the school has been integrated With this broader notion of 'action
with a network for research into time, space and space' the studio will 're-visit' well-known
interactivity. At the Interactive Institute we will professional environments such as process Design and
explore and constructively use new mediating plants, offices and service shops in order to co-operation.
technology to improve people's social interaction explore how information and communication Design
capabilities and their interaction with material technology can 'soften' or dissolve rigorous exercise
and virtual environments. This will be sup- constructs such as 'the control room', 'the during the
introductory
ported by critical studies and an integrated individualised clerical desk' or 'the service
week at the
artistic program. Research, inspired by the early technician solitude'. School of Art &
Bauhaus schools, will be carried out in studios/ Outside work many people have ambigu- Communication
workshops through close co-operation between ous feelings towards technology. In recent years in Malmo.
researchers, artists and students. Teachers and
students will actively participate in research,
including research into education17.
The first two research studios focus on
space and virtuality and narrativity and commu-
nication.

1.1. \ The space and virtuality studio


The boundaries between material space and
virtual space are growing increasingly harder to
define. Virtual reality is perceived nearly as
intensely with all senses as material reality.
Material space is becoming permeated with
virtual information. What happens to ourselves
and our conditions for living and working when
fact and fiction blend? This will be investigated
in our studio for space and virtuality. The
overall scope of the studio is to redirect informa-

212
Manifesto for a Digital Bauhaus

A scene from Strindberg's


'Dream Play'. Created during
a student workshop in digital
set design using the Visual
Assistant software package.

o
CD

this image has undergone change and various about narrative structures in digital media and
sub-cultures are defining themselves through their quality: how can they be made challenging,
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relationships to technology. In the larger picture exciting, informative, appropriate and maybe
of shaping everyday technology the studio will even beautiful? This will be investigated in our
address the issue of how information and studio for Narrativity and communication
communication technologies can find their where we will explore interactive storytelling
shape and place among the other useful and emerging in the blending of information and
aesthetically pleasing things that make up our communication technology with literature, film,
everyday environment. television and theatre.

2.2.2 The narrativity and communication studio 2.2.3 The design studies program
Information and communication technology An activity across all studios is design studies of
facilitates the development of new and uncon- third culture creativity. The design of digital
ventional narrative forms, where narrativity is media requires technical and artistic as well as
understood in the broad sense of time—based social and political skills. New actors are
representation. Contemporary and future brought into the design process along with a
narrativity is, however, not to be understood as a plethora of social and political issues to consider.
product of only new technologies. Several How can artistic and technological ideas and
interacting social and cultural changes are and traditions be combined in the design process?
will be influencing the way we tell stories. Which new tools can support these processes?
These are an increasing cultural pluralism, a How can work practices and roles in the design
changing relationship towards concepts of process be renewed when all that is solid melts
authority, power and nationality as well as the into air?
postmodern sense of 'meaning' as something
being continuously related and constructed. As 2.2.4 The artists in residence program
a result of information technology closely Just as we are convinced that research is a
interacting with these changes we can observe a cornerstone for a creative study environment we
new set of aesthetic principles emerge. The are equally convinced that the participation of
boundaries between artists and audiences artists is fundamental to a creative research
becomes blurred and the significance of the environment. Hence, artistic development is an
individual artistic fingerprint grows less impor- integral and fundamental part of the knowledge
tant, as in sampling and hybridisation. There is production at the research centre. Art is a
also a stronger emphasis on the narratives' perceptive act, forming and expressing questions
different and changing contexts, of the story about conditions, contradictions and uncertain-
commenting upon itself. Narrativity and new ties in modern society. The intention to give
media become means of creating syntheses in a people new experiences is an important base for
constantly changing society. Little is yet known innovation in communication processes. Close

213
Ehn

co-operation between artists and researchers is practical way to unite the 'hard' scientific and
necessary for beneficial results in the research technological sides of the Enlightenment project
studios: researchers get in contact with artistic with the 'soft' ethical and aesthetic sides, than
ways of approaching problems that may result in the grand vision from the Bauhaus manifesto
:f new solutions, and artists are inspired by new put in the hands of a young generation of nerds
technologies to developing new forms of and digerati. Hence, this is also our vision of an
expression18. To achieve this the already arena, a meeting place, a school, and a research
initiated five-year Shift program focusing artistic centre for creative and socially useful meetings
conceptions and expressions of time, change, between 'art' and 'technology'.
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human experience and technology will be However, this vision of a digital Bauhaus
complemented by artist in residence programs. can never grow strong isolated in a corner in the
The first is developed in close co-operation with far north of Europe. It has to develop in cross-
the Swedish international artist in residence cultural and international dialogue. Fortunately
program IASPIS19 and is devoted to artistic similar activities are going on at several places
development in digital visual media, design and around the world. What is needed is an
architecture. A similar residence program is international network for creative and socially
planned to address the performing arts. useful digital Bauhaus design that embraces,
penetrates and unites art, science, and technol-
3. Enlightenment and Digital Design ogy and that influences research, study, and
work — a third culture in the digital age at the
A manifesto from the first Bauhaus school door to the twenty-first century and a new
written for the opening of the first Bauhaus millennium.
exhibition in Weimar 1923 envisioned how Digital Bauhaus designers of all countries, unite!
an idealism of activity that embraces, penetrates
and unites art, science, and technology and that
influences research, study, and work, will Notes
construct the art—edifice of Man (Schlemmer,
1
1978) The original version of this manifesto was
The manifesto ends: presented in Swedish as an inaugural address to the
Today we can do no more than to ponder the first students at the opening of the School of Art
total plan, lay the foundations, and prepare the and Communication, Malmo University, Malmo,
Sweden, August 30, 1998. I have made a few
building stones. But we exist! We have the will!
revisions in this English version and added
We are producing! footnotes. As the paper now stands it is intended
In this we can only concur, despite our knowl- both as a general manifesto for creative and socially
edge of the contradictions inherent in the useful digital design and an introduction to the
Bauhaus, despite the historical tendencies away practical implementation of this digital Bauhaus
from a socially responsible movement towards vision in our school in Malmo.
2
technology hostile to man, despite a century of For such a contemporary analysis of'modernity'
obstacles and failures in the attempts to establish see Berman (1982).
3
the third culture that already the early Bauhaus In Liedman (1998) this is a main theme in the
tried to create. analysis of modernity and the Enlightenment
In spite of all this, but certainly not project.
4
without ironic distance and postmodern lost The concept was formulated in 1959 by C.P.
Snow (1959) in an analysis of the division of the
innocence, we see no more constructive and

214
Manifesto for a Digital Bauhaus

two cultures of the arts and the sciences. Snow- by Kevin Kelly (www. edge.org/3rd_culture/kelly/
pleaded not without success for the reorganisation index.html), the editor of Wired, the life style
of education and the social system, for a 'third magazine par excellence for digerati and the nerd
culture' where the two could meet. generation. He suggests that "technology now has
5 its own culture, the third culture, the possibility
The early Bauhaus project had many socially
'revolutionary' influences and relations. Not only culture, the culture of nerds — a culture that is
Walter Gropius but also many other influential starting to go global and mainstream simultane-
Bauhaus masters, including the sculptor Gerhard ously. The culture of science, so long in the shadow
Marcks, were associated with the Working Council of the culture of art, now has another orientation to
for Art and others masters like the painter Lyonel contend with, one grown from its own rib. It
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Feininger and the architect Mies van der Rohe were remains to be seen how the lofty, noble endeavour
members of the Novembergruppe. Another of science deals with the rogue vernacular of
example is the painter Wassily Kandinsky who technology, but for the moment, the nerds of the
joined in 1922. He was one of the driving forces third culture are rising." Other authors discussing
behind RaChN, the Russian interdisciplinary the emerging third culture like John Brockman
'academy for art and research. There was also a (1995) are more worried that researchers and
strong influence from De Stijl and the attempt was scientists have replaced the traditional intellectual
made to create 'collectivist solutions'. The interplay author with no room left for the poet, as science is
between ideas and ideologies were, however, much telling the story of our time. And still others like
more complicated than this. One example is the the science journalist Tor Norretranders have
conflict between on the one hand the strong recognised the grand potential if artists and
interest in the Mazdaznan sect and the focus on scientists were to collaborate. He thus initiated the
meditation, ritual and a primitive form of racism as seminar Third Culture Copenhagen in 1996, creating
expressed by master Johannes Itten and the focus a platform where the two branches could meet.
10
on understanding with industry and the commer- Lifestyle and values of these nerds, digerati,
cial outside world, including commissions, as techies and geeks are well captured in Coupland
prescribed by Walter Gropius. For more back- (1995).
ground on the early Bauhaus see e.g. Droste (1998) 11
Just as the Bauhaus was received as the 'white
or Naylor (1985). gods' in the US in the thirties, now digirati — new
6
For a critique of the 'international style' and gods with a job description to design the future —
especially how it was presented by Hitchcock and stand the risk of hubris, sacrificing the rigors of
Johnsson (1932) see Berman (1982). democratic deliberation for the pleasures of vitalist
7 enthusiasm. Such a warning is raised by Jedediah S.
For such an ironic critique of the 'white gods'
(Gropius, Moholy-Nagy, Mies van der Rohe et al.) Purdy (1998). In a critique of the lifestyle bible of
and their 'success' in the US see Wolfe (1982). the nerd generation he suggests that "the Wired
8
Like in the art works by Charles Ray where temperament is contemptuous of all limits — of
human bodies and human relations are expressed as law, community, morality, place, even embodiment.
anti-human hard plastic dolls. The magazines ideal is the unbounded individual
9
Since the analysis that Snow made forty years ago who, when something looks good to him, will do it,
there have been interesting changes and different buy it, invent it, or become it without delay. This
authors have seen new possibilities for a third temperament seeks comradeship only among its
culture to emerge. The debate was started again in perceived equals in self-invention and world
Brockman (1995), where he argued that a number making; rather than scorn the less exalted, it is
of scientists now had left the ivory tower and likely to forget their existence altogether. Boundless
engaged themselves and their scientific knowledge individualism, in which law, community, and even
in public discourse concerning fundamental activity are radically voluntary, is an adolescent
questions about the meaning of our lives. Another doctrine, a fantasy shopping trip without end. In
way of looking at the 'third culture' is represented contrast, liberal democracy at its best starts from a
recognition of certain limitations that all have in

215
Ehn

common. None of us is perfectly wise, good, or fit call the software design viewpoint. We need to
to rule over others. All of us need help sometimes, rethink the fundamentals of how software is made."
from neighbours and from institutions. We are (Kapor, 1996)
bound by moral obligation to our fellow citizens. 15
The 'Third Culture Cafe' is based on the original
We share stewardship of an irreplaceable natural philosophical cafes emerging in Paris at the end of
S world. This eminently adult temperament is alien the eighties, but our focus will be on technical
o
to the digerati." versus philosophical issues: the role of science,
12
The resolution to set up a new university college technology, the arts and the new media, especially
in Malmo was accepted by the Swedish parliament the emergence of cross-fertilisation and hybrids
in December 1996. It was part of the policy to evolving from the encounter between previously
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expand education at graduate and postgraduate separate disciplines.


levels in Sweden by setting up new universities, and 16
Strong inspiration for the organisation of studies
the idea of a school and research centre for art and in a 'reflective practicum' are the experiences
communication emphasising interactive media was discussed and concepts developed for design
a central part of the early plans for the new education in Schon (1987). Another inspiration is
university in Malmo. the idea of legitimate peripheral participation in
13
Such co-operation has already been initiated with 'communities-of-practice', see Lave and Wenger
the five year Shift program focusing artistic (1991).
conceptions and expressions of time, change, 17
The research work is organised in atelier-like
human experience and technology. The project studios. Each studio is be led by a studio director
initiates and supports collaborations between (research professor) with scientific or professional-
regional artists from the Sound region (Oresund- artistic excellence and involves 1-2 post-doctoral
Skåne and eastern Sjælland) and students and positions and 2-4 PhD students. In the projects
researchers at the School of Art and Communica- they will be assisted by 4-6 master's students. This
tion. Examples include co-operation with the will be a part of the ordinary masters programs, but
Music Theatre in Malmo and the Museum for the students may also be employed besides the
Contemporary Art, Arken, in Copenhagen. programs paid by project budgets. The studios will
14
Co-operation with companies within the field of also allow undergraduate students to participate in
interactive media and information technology will relevant projects. Different kinds of specialists
be extensive, not least through agreements with the coming from companies could also join the projects
industrial, research and development park located in a studio.
nearby: Soft Center Malmo. In fact, it is interesting The ideas and the structure for the research centre
to notice that the first 'Software design manifesto' and the studios and their themes were developed in
was written by Mitchell Kapor from Lotus the proposal Malmö Interactive Media Studios (Pelle
Corporation, a most successful leader from the Ehn,, Jonas Löwgren and Peter Ullmark) in April
microcomputer industry. In the manifesto that he 1997. Now the research centre has become part of
delivered in 1990 at a gathering with his fellow the Interactive Institute, a Swedish national research
leaders in the industry he wrote, "The lack of centre focusing on interactive technologies. The
usability and the poor design of programs are the plan is to have a network of studios in Sweden.
secret shame of the industry ... By training and Today the Interactive Institute has four studios.
inclination, people who develop programs haven't Two in Malmö (in co-operation with the School of
been oriented to design issues. This is not to fault Art and Communication), and two in Stockholm
the vital work of programmers. It is simply to say (in co-operation with DI (The University College
that the perspective and skills that are critical to for Film, Theatre, Radio and Television) and CID/
good design are typically absent from the develop- KTH (Centre for user-oriented IT Design/The
ment process, or, if present, exist only in an Royal Institute of Technology).
underground fashion. We need to take a fresh look 18
For an excellent overview of artists as researchers
at the entire process of creating software — what I and the importance of the art-technology connec-

216
Manifesto for a Digital Bauhaus

tion in relation to digital technology see Sommerer Snow C.P. (1959) The Two Cultures and the Scientific
& Mignonneau (1998). Revolution. Cambridge University Press, Cam-
19 bridge.
International Artists' Studio Program Sweden
(IASPIS) enables artists from different countries to Sommerer, C. and Mignonneau, L. (eds.) (1998)
stay and work in Sweden and also functions as a Art@Science. Springer-Verlag, Wien.
forum for dialogue between Swedish and interna- Wolfe, T. (1982) From Bauhaus to our house. Jonathan
tional artists. It has studios in Sweden and abroad. Cape, Great Britain.

References
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Acknowledgement

Berman, M. (1982) All That is Solid Melts into Air — During the past year many of my colleagues at
the Experience of Modernity. Simon & Schuster, the school of Art and Communication were
New York. strongly involved in the development of the
Brockman, J. (1995) The Third Culture — Beyondthe ideas in this manifesto as a platform for our
Scientific Revolution. Simon & Schuster, New York. work.
Coupland, D. (1995) Microserfi. Regan Books, New
York.
Droste M. (1998) Bauhaus 1919-1933. Benedikt
Taschen Verlag, Köln. Pelle Ehn is a professor and the director of
Hitchcock, H. and Johnsson, P. (1932) The Interna- research and development at the School of Art
tional Style. Museum of Modern Art, New York. and Communication, Malmö University,
Kapor, M. (1996) A software design manifesto. In Sweden. He is also co-ordinator for the Malmö
Winograd, Terry: Bringing design to software, pp 3 - site of the Interactive Institute, the Swedish
4. ACM Press, New York. national centre for research into interactive
Kelly, K. The Third Culture, www.edge.org/ media and interaction technologies. He has been
3rd_culture/kelly/. strongly involved in the Scandinavian participa-
Lave, J. and Wenger, E. (1991) Situated learning—
tory design tradition and is the author of many
legitimate peripheralparticipation. Cambridge
books and articles on information technology
University Press, Cambridge.
and design, including Work Oriented Design of
Liedman S-E. (1998) I skuggan av framtiden —
modernitetens ide'historia (In the Shadow ofthe Computer Artifacts.
Future). Bonnier Alba, Falkenberg.
Marx, K. and Engels, F. (1848) The Communist
Manifesto. Pathfinder, New York, 1987.
Naylor, G. (1985) The Bauhaus Reassessed. Herbert
Press Ltd., London.
Purdy, J. S. (1998) The god of the digirati. The
American Prospect, 37 (March-April 1998), 12-14.
Schlemmer, O. (1978) The Staatliche Bauhaus in
Weimar — manifesto from the first Bauhaus
exhibition in Weimar, 1923. In Wingler, H. M.:
The Bauhaus, pp 55—56. MIT press, Cambridge.
Schön, D. (1987) Educating the Reflective Practitioner
— Towards a New Design for Teaching and Learning
in the Professions. Jossey-Bass, San Francisco.

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