Dress Codes:

work environments – wearables – protective wear

 

Prof. Jacqueline C.M. Otten.

Design Department, University of Applied Sciences, Hamburg, Germany.

e-mail: j_otten@web.de

 

 

 

 

Abstract

In the age of digitalisation, knowledge and resources are stored in computers and available to anyone at any time, and workday rhythms as well as our work and leisure schedules have changed. But the effects of the digitalisation go far beyond just the modification of our workday. Significant social effects and the impact on the design of body environments – let it be fashion or the work space - are interacting with this changing society.

Yet, looking at the trends, discernable in interior and fashion design, we see a mixture of 50’s futurism and 70’s plastic flower power, with a dash of the 60’s for the “Average Consumer”.

It seems a contradiction: we live in an era where digital appliances and equipment dominate home interiors and the workplace, but our design reality obviously comes to be through the reproduction of the past.

In designing new utilitarian articles, we connect current thinking and culture with earlier generations of thinking and designing. Yet, the “digital way of life” is not merely restricted to the visual, but incorporates relationships of experiences. In this post-material cult of the “real self”, design focuses on two interfering phenomena: the multitude of real or visionary environments and trends touching the notion that the traditional formal and physical design has to be extended.

This paper deals with the question of materiality and virtuality.

By going back in time in a first step, I come to the roots of use and application. To explain the false materiality of things as a vehicle brings us to the “post material cult of the real self” of designs. Examples of developments throughout the ages - interior design and fashion design – underline the thesis of a new dress code.

 

 

1. Back to the roots

During the renovation of its main building, Weimar's Bauhaus University decided to restore Gropius’ Director’s Room as a usable working room. The Director’s Room only existed at its original location during the period between the great Bauhaus exhibition in the summer of 1923 and the departure of the Staatliches Bauhaus's teachers and students in April, 1925. Subsequently, the furnishings were removed with the furniture going along with the Bauhaus to Dessau.

In the art historical sense, this room represents an important achievement of Weimar's Bauhaus period since the room presents a new kind of what the Germans call “Gesamtkunstwerk”: a complete work of art.

 

The ideology of this modern architecture had a rather paradox character. It was created from a striving for the essential, with no aesthetic references to the past, though still giving the impression of being intentionally “stylish”.

In his book “From Bauhaus to our house” Tom Wolfe points out the crucial problem of this ideology [1]. The first Bauhaus postulate, being “non-bourgeois” can hardly be maintained in daily life. People tend to “personalize” space, as seen in the Gropius room as it was in its original state: with the table cloth and cushions.

 

This aspect is important when creating visions that have to be translated into the “now”. Then, talking about vision and reality, the first question is how many utopias have in fact become a reality. And for those that did, when did they become a reality?

A vision is not yet understood machinery, a desire. Tracing the roots of technology, it is useful to regard the Kapp theory in „Philosophie der Technik“ from 1877 [2]. Kapp states that every tool is an organ projection. Tools produce new tools and those tools include a projection that man cannot define any more. It is what Kapp and Freud call the „unconscious“. This „unconscious“ should be understood as „not yet understood machinery“. Freud adds that the fulfilment of this desire to perfection makes man to a prosthesis god, but that at the same time man has problems with those artificial organs.

Examples from the year 1883 show, that the design of those tools is touched by the fact that, in daily life, we attempt to adjust our environment to our needs and desires, but cognitively we adjust our expectations in order to orient ourselves in our world and survive in daily life.

This adjustment in two directions acts when designing new utilitarian articles. We connect current thinking and culture with earlier generations of thinking and designing.

 

The same development can be seen in the world of wearable computers.

Perhaps wearable computers are not as ground-breaking a technology as is commonly supposed. History gives us examples of a technology that evolved physically from immobile to portable to wearable, that employed a variety of user interfaces, and that revolutionized cultural conceptions.

An example for this is the „Berlin Golden Hat“. A prehistoric hat, used for ceremonies, manufactured by a blacksmith in the period of the „urn fields“, (die Urnenfelderkultur) between 1300 and 800 b.C. It measures about 75 centimetres, decorated with suns, moons and stars. The shape reminds us of a real wizard’s hat as we know it from fairytales and Harry Potter. It had a strap for the chin – and even textiles: with lining inside, as experts found out.

The symbols on this hat were used as a logarithmic table to calculate the lunar solaric calendar. The Berlin Museum Director Wilfried Menghin said about this hat, that „..Who owned the hat and who knew how to decode the symbols, controlled time and was the leader of the cult community“.

It is indeed about the decoding and cult community. Modern wearables are tools, but define themselves less as “solid objects” because they embody the virtual. So we should regard them more involved in actions or processes.

The wearable community is the visualization of the relationship that man has to his tools. In spite of Steve Man’s intention to create wearables that are, as he mentioned it “less off-putting to others”, it is not taken into account that wearables have to have a certain aesthetic value. The designs the Wearable Community works with are mock-ups of the technically possible, but in no way intend to be trend oriented accessories that the end users want them to be.

 

 

 

2. Plug & Play

 

So we have a false materiality as a starting position, and as a next step in development we might have a situation of surrealism: the negation of the actual function, converting to the non-identity. One could say that this is “surrealistic” and I would like to call it the “Nintendo Effect”. This is based on the idea of modules in the broadest sense of the word. Utilities become temporary und multi functional. The product that is used for “Plug and Play” is only a reference to itself - the mobile phone is the clearest example of this process.

Much of our technology was intended multi-functional in their start. The earliest watches date from about 1500-1520 and were worn around the neck. These were called “musk-ball watches,” after the spherical metal perfume containers that early watchmakers fit the clockworks into.

Multi functionality is the dynamic process of conversion and adaption of fashion and technology. “Plug and Play” carries out the principle. Combining as you wish leads to multiple identities of designs. But how it is combined, is often a question of secret codes - only who knows how to decode the symbols, controls and is the leader of the cult community“.

The multi functionality of design objects turns them into modules, and Plug and Play refers to the individual in this context.

The Italian couple Rivetti founded CP-Company. They create waterproof capes that can become tents kites or hammocks, jerkins that can become armchairs. The transformables open the way to a new type of accessory for life in the metropolis. These are not just clothes, they are spatial extensions of the human body, prostheses (which again refers to the Kapp theory about organ projections), that enhance the ability to survive outside the tribe and the herd.

Then, obviously our society needs life support systems, existential equipment for endless voyages.

 

 

3. Protective Wear

 

Jeremy Rifkin describes that information technology „has the potential to release and destabilize civilisation“ [3].

The Camera Performances of Steve Mann demonstrate the other aspect of wearables being a social phenomenon: they are, beyond the available fashion language, a social borderline experience in that they regulate expressiveness and define new conventions. In his work he points out that the right of freedom of information and of expressing oneself in public requires one to be very critical with the so-called „freedom of expression ".

Steve Mann’s statement: “Much of my passion has been fuelled by a desire to restore some balance of privacy in a world where individuals are increasingly affronted by government surveillance and corporate encroachments” [4].

Not to be seen, and refusing to be identified in public places and the protection of the individual are the goals of Vexed Fashion. Their design is based on the principle "protection against unwanted intrusion" and a good example of how fashion trends and social trends interact. Vexed extends the traditional formal and physical design of fashion. They move forward to a world where the interchange of information is one of the driving forces, and fashion becomes concept-oriented.

With view on the recent developments on security (passports with biometric data, surveillance cameras in public space) this topic will further on be a main theme in design.

 

 

4. The post material cult of the real self

 

With a digital reality, the distinction between real and unreal vanishes and it leaves us with products that have multiple or uncertain identities. Interiors in the digital way of life are not merely restricted to the visual. They incorporate relationships of experiences. And this is what I would like to call “The post-material cult of the real self of designs”.

Rooms interact and melt with bodies: the shell becomes the supporting element in managing every day life, nomadism becomes the norm.

The “post-material cult of the real self” is evident in fashion and interior design: everything is temporary or preliminary, no preferences or decision on taste identifies the “ich” or “I”.

Fashion underlines this trend. The designer Chalayan defines „wearable for daily life“ or „a wearable“ as something that allows for the exchange between the immediate environment and the body. Essential in the work of creators like Issey Miyake or Chalayan is the heuristic element in design, to create behavioural patterns and even “design” a spirit, rather than just dealing with the physical world. In the A-poc (a piece of cloth) project, Miyake produces rolls of fabric that hold complete clothing ensembles, including a wallet, a bag and a hat [5].

But the design process in those pieces is not finished yet. This multi-optional collection only finds its final shape when it meets the future wearer. This person has to take over responsibility, which means he or she has to decide what will be cut out.

These pieces of work constantly recreate the foundations of design. They visualize the fundamental changes in our society and offer innovative solutions with aesthetic power – and it is noticeable, that the above mentioned designs are created for the digital society, without having the slightest touch of computer technology in them.

Also the new work places symbolize the transition from an organic, industrial society to a polymorph information system. As a first step, this system has no shape, but just a function.

After the false materiality through the negation of the function we are coming to a certain post materiality, e.g. blue tooth. Data transportation systems have no body, they have a function. Only the additional embodiment will give it an identity, so we deal with a new physical reality and a new physical appearance. And this might include less „hardware“, because it is concentrating on conducting processes. As a result of true innovation, these designs have an inner logic.

 

Last but not least, it is all about acceptance and that has to do with culture.

Spiritual and bodily openness has changed considerably during the last  years [6].We now deal with a new acoustics a new visuality, a different psychological and reduced aesthetical need for keeping one’s distance. Having continual access to communication systems means we are multitasking, even while having a face-to-face conversation. Users develop new forms of social behaviour that, to outsiders, may seem strange or even rude.

In the end, it are social-political conventions that determine use, form and size of tools and environments. An interesting analogue example of size and miniaturization is that watches became bigger when they became more accurate. Not because the improved mechanisms were more difficult to fabricate, but because of the desire of “being seen”. The form is also determined by the function in a social context.

 

Yes, the globalisation has changed public perceptions – on one hand. But a necessary prerequisite for innovative spaces is that culture and technology become compatible and this is a regional question. Cultural influences determine the logic of action, producing standardized systems will not be enough for getting them to function or for solving problems.

 

 

References

 

[1] Wolfe, T., From Bauhaus to our house, Bantam, 1999

[2] Kapp, Grundlinien einer Philosophie der Technik. Zur Entstehungsgeschichte der Cultur aus neuen Gesichtspunkten, Braunschweig 1877

[3] Rifkin, J., The end of work: The Decline of the Global Labor Force and the Dawn of the Post-Market Era. New York, 1995

[4] Mann, S. "Cyborg seeks Community" in www.wearcam.org/shootingback

[5] Vitra Design Museum A-poc making, Weil am Rhein, 2001

[6] Sennett, R., The Fall of Public Man, Alfred A. Knopf, Inc., New York, 1976