Tricky things, manifestos.
They can’t be reasonable, anodyne or sensitive – no-one
marches into battle to Belle and Sebastian. Blood and thunder are it’s prime
requisites to shake up the status-quo, and get people thinking.
Designer and critic Jessica Helfand gives us the basic
formula in her excellent piece on design manifestos ‘me, the undersigned’:
“Here’s the
basic formula, as I see it: Take an idea. Break it down into its component
parts. (Write short sentences: think doctrinaire.) Add paragraph breaks.
Bullets. Numbers. Now add Lots! Of! Punctuation! Assume everyone on the planet
will agree with you and proceed to express yourself with the much-anticipated
collective enthusiasm of the madding crowds. Upload keywords. And post!”
So there’s the craft in a nutshell. Beware though pilgrim,
craft it too well, and it’ll bite you on the arris.
You may end up with unthinking followers processing your
points as stringent rules. Whether it’s rampaging through museums and burning
books while waving Mao’s little red book, or parading PowerPoint after tedious
PowerPoint in design meetings while waving Jakob’s ‘Designing web usability’;
dogma can be dangerous stuff.
However, dogma was exactly what was demanded in the
mid-1990’s, according to a group of avant-garde filmmakers.
Two
Danish filmmakers, Lars von Trier and Thomas Vinterberg in 1995 responded
to what they saw as the increasing inhumanity and formulaic commerciality of
effects-heavy, franchise-friendly feature films. They created a vow of chastity
that placed the stylistic presentation and formal tricks of film subservient to
the narrative and characterisation.
Earlier this year, In a feature on game designer’s industry
site, Gamasutra – Ernest Adams took Dogme95’s objectives and focussed them on
his craft. Much as Von Trier and Vinterburg had wanted to remove the ‘auteur’
ego and the excesses of technology from the equation – Adams’ manifesto strips
away improbable, tenuous plot-lines and the worship of ever-smoother rendering
engines from games design to focus on the simple, addictive essence of
gameplay.
2001 seems to be a year of reflection and retrenchment in
our industry, while there has explosion in personal sites, and the
self-expressing web-author/artist as ‘a-list’ hero or heroine is in the
ascendant.
Could the time be ripe for WebDogme? How could one apply the
energy and trajectory of these manifestos in our medium?
Films and games are both experiential, narrative and usually
‘completable’ – websites are far from
this. They often are dynamic, changing systems whose edges blur into the web as
a whole. In the main they are hypertextual, not serial experiences.
Unlike film and games, we’re never spolit for choice in
terms of expression. It’s mostly the constraints that define our medium, and
happily in the main, these same constraints cast content into sharp relief, and
inspire creativity with the form.
Witness the 5k competition – conceived by Stewart
Butterfield. Butterfield states on the site that hosts the contest: “Since the
space we have to explore is so small, we have to look harder, get more
creative; and that's what makes it all interesting.”
Of course, the 5k is like the cannonball run… get under 5k
by any means necessary, do whatever you want in there.
Not nearly limiting or inflammatory enough.
No. My manifesto needs more bricks to kick against than
just memory resources.
So let’s look to other parallels to the other Dogme.
Accessibility, separation of content, structure and presentation, the
fundamental nature of the medium as an asynchronous and global network… good,
GOOD!!!
Now we’re getting somewhere.
So, here’s my Dogme
for the web, WebDogme 01.
I swear to submit to the following set of rules drawn up and
confirmed by WebDOGME 01:
1. The designer must code.
If the designer cannot code the design, then he is not the designer.
2. The code must be produced in a
text-editor, not through the distorting filter of a WYSIWYG editor.
What you get is what you type.
3. The browser must not be violated.
The use of Frames, Flash, dhtml, pop-ups, or any other device in a fashion that
would remove the browser back-button’s raison d’etre must not be used.
4. Time is not yours to control.
It is the user’s to control.
The use of any
time-based media should be subservient to the asynchronous nature of the user’s
perception of the web.
5. Presentation is not yours to
control.
It is the user’s to control. It is only yours to influence. If design is
fundamental to the experience you are creating, then it must be a system,
malleable and adaptable to the user’s preferences. Let your design be a
conversation.
6. Your experience must be part of the
web, not just a website.
Do not trap people
with devices to keep them on your site, and use URLs that will be permanent,
clear and distributable.
7. Never use a graphic when text will
do.
Don’t destroy
meaning for presentation’s sake.
8. Temporal and geographical alienation
are forbidden.
People will experience what you have created at their leisure and expect it to
be relevant, rather than when it is relevant to you. See also point 4.The
web is a global medium – while staying true to your content, do not be
parochial in your language, symbolism or other conveyance of meaning.
9. The experience should have meaning.
Content (or functionality) maybe self-referential or autobiographical, but the
designer must remember they are in conversation with a visitor. Silence from
that visitor could be reverence for a monologue, but more likely indifference
to a self-obsessed bore. This applies as much to companies and brands, as individuals
10. The designer must not be credited.
Furthermore I swear as a designer to refrain from personal
taste! I am no longer an artist. I swear to refrain from creating a 'work,' as
I regard the whole web as more important than the work. My supreme goal is to
force the truth out of my content. I swear to do so by all the means available
and at the cost of any good taste and any aesthetic considerations.
Thus I make my Vow of Chastity."
So there it
is… Easy to follow? Hell no… Hideously exclusive, and bent towards my personal
prejudices? Of course! But my righteous path shall reap it’s own rewards, my
children.
As shall
your own heresies from the path. That’s the beauty of manifestos.
And needless to say, along with most manifesto-writers
throughout history, I unashamedly reserve the right to do as I do, and not do
as I say… but, my disciples, you’ll
forgive me that, won’t you???
Weblinks:
Dogme 95: http://www.dogme95.dk
Jessica Helfand, ‘me, the undersigned’: http://www.brushstroke.tv/helfand/helfand.html
Gamasutra: ‘Dogma 2001: a challenge to games designers’ :
http://www.gamasutra.com/features/20010129/adams_01.htm
The 5k competition: http://www.the5k.org
Rights granted for non-commercial use
on condition that this page remains intact.
Rip it, steal it, web it, mail it, post it.
This message wants to MOVE!