Paola Antonelli: Why I brought Pac-Man to MoMA

109,286 views ใƒป 2013-05-28

TED


ืื ื ืœื—ืฅ ืคืขืžื™ื™ื ืขืœ ื”ื›ืชื•ื‘ื™ื•ืช ื‘ืื ื’ืœื™ืช ืœืžื˜ื” ื›ื“ื™ ืœื”ืคืขื™ืœ ืืช ื”ืกืจื˜ื•ืŸ.

00:00
Translator: Joseph Geni Reviewer: Morton Bast
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ืžืชืจื’ื: Zeeva Livshitz ืžื‘ืงืจ: Ido Dekkers
00:12
I'm almost like a crazy evangelical.
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ืื ื™ ื›ืžืขื˜ ื›ืžื• ืื•ื•ื ื’ืœื™ืกื˜ื™ืช ืžื˜ื•ืจืคืช.
00:14
I've always known that the age of design is upon us,
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ืชืžื™ื“ ื”ื›ืจืชื™ ื‘ื›ืš ืฉืขื™ื“ืŸ ื”ืขื™ืฆื•ื‘ ื™ื•ืจื“ ืขืœื™ื ื•,
00:17
almost like a rapture.
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ื›ืžืขื˜ ื›ืžื• ืžืฆื‘ ืฉืœ ื”ืชืœื”ื‘ื•ืช.
00:19
If the day is sunny, I think,
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ืื ื”ื™ื•ื ื”ื•ื ืฉื˜ื•ืฃ ืฉืžืฉ, ืื ื™ ื—ื•ืฉื‘ืช,
00:20
"Oh, the gods have had a good design day."
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"ืื•, ืœืืœื™ื ื”ื™ื” ื™ื•ื ืขื™ืฆื•ื‘ ื˜ื•ื‘."
00:23
Or, I go to a show and I see a beautiful piece by an artist,
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ืื•, ืื ื™ ื”ื•ืœื›ืช ืœืชืขืจื•ื›ื” ื•ืจื•ืื” ื™ืฆื™ืจื” ื™ืคื” ืฉืœ ืืžืŸ,
00:27
particularly beautiful, I say
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ื™ืคื” ื‘ืžื™ื•ื—ื“, ืฉืื ื™ ืื•ืžืจืช
00:29
he's so good because he clearly looked to design
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ื”ื•ื ื›ืœ ื›ืš ื˜ื•ื‘ ื›ื™ ื”ื•ื ื‘ื‘ื™ืจื•ืจ ืคื ื” ืœืขื™ืฆื•ื‘
00:32
to understand what he needed to do.
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ื›ื“ื™ ืœื”ื‘ื™ืŸ ืžื” ื”ื•ื ื”ื™ื” ืฆืจื™ืš ืœืขืฉื•ืช.
00:33
So I really do believe that design
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ืื– ืื ื™ ื‘ืืžืช ืžืืžื™ื ื” ืฉืขื™ืฆื•ื‘
00:36
is the highest form of creative expression.
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ื”ื•ื ื”ืฆื•ืจื” ื”ื’ื‘ื•ื”ื” ื‘ื™ื•ืชืจ ืฉืœ ื”ื‘ืขื” ื™ืฆื™ืจืชื™ืช.
00:39
That's why I'm talking to you today about the age of design,
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ืœื›ืŸ ืื ื™ ืžื“ื‘ืจืช ืื™ืชื›ื ืขืœ ืขื™ื“ืŸ ื”ืขื™ืฆื•ื‘,
00:42
and the age of design is the age in which design
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ื•ืขื™ื“ืŸ ื”ืขื™ืฆื•ื‘ ื”ื•ื ืขื™ื“ืŸ ืฉื‘ื• ืขื™ืฆื•ื‘
00:45
is still cute furniture, is still posters,
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ื”ื•ื ืขื“ื™ื™ืŸ ืจื™ื”ื•ื˜ ื—ืžื•ื“, ื”ื•ื ืขื“ื™ื™ืŸ ื›ืจื–ื•ืช,
00:49
is still fast cars, what you see at MoMA today.
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ื”ื•ื ืขื“ื™ื™ืŸ ืžื›ื•ื ื™ื•ืช ืžื”ื™ืจื•ืช , ืžื” ืฉืืชื ืจื•ืื™ื ื‘- MoMA (ื”ืžื•ื–ื™ืื•ืŸ ืœืืžื ื•ืช ืžื•ื“ืจื ื™ืช) ื”ื™ื•ื.
00:51
But in truth, what I really would like to explain
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ืื‘ืœ ื‘ืืžืช, ืžื” ืฉืื ื™ ื‘ืืžืช ืจื•ืฆื” ืœื”ืกื‘ื™ืจ
00:55
to the public and to the audiences of MoMA is that
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ืœืฆื™ื‘ื•ืจ ื•ืœืงื”ืœ ืฉืœ MoMA ื–ื”
00:58
the most interesting chairs are the ones
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ืฉื”ื›ื™ืกืื•ืช ื”ืžืขื ื™ื™ื ื™ื ื‘ื™ื•ืชืจ ื”ื ืืœื”
01:00
that are actually made by a robot,
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ืฉื ื•ืฆืจื• ื‘ืคื•ืขืœ ืขืœ ื™ื“ื™ ืจื•ื‘ื•ื˜,
01:03
like this beautiful chair by Dirk Vander Kooij,
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ื›ืžื• ื›ืกื ื™ืคื” ื–ื” ืขืœ ื™ื“ื™ ื“ืจืง ื•ืื ื“ืจ ืงื•ื™ื™,
01:06
where a robot deposits a toothpaste-like slur
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ืฉื‘ื• ืจื•ื‘ื•ื˜ ืžืคืงื™ื“ ืžืฉื—ื” ื“ืžื•ื™ืช ืžืฉื—ืช ืฉื™ื ื™ื™ื
01:10
of recycled refrigerator parts,
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ืžื—ืœืงื™ ืžืงืจืจ ืžืžื•ื—ื–ืจื™ื,
01:12
as if he were a big candy, and makes a chair out of it.
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ื›ืื™ืœื• ื”ื•ื ืžืžืชืง ื’ื“ื•ืœ, ื•ืขื•ืฉื” ืžืžื ื• ื›ืกื.
01:17
Or good design is digital fonts that we use all the time
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ืื• ืขื™ืฆื•ื‘ ื˜ื•ื‘ ื”ื•ื ื’ื•ืคื ื™ื ื“ื™ื’ื™ื˜ืœื™ื™ื ื‘ื”ื ืื ื• ืžืฉืชืžืฉื™ื ื›ืœ ื”ื–ืžืŸ
01:21
and that become part of our identity.
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ื•ื ืขืฉื™ื ื—ืœืง ืžื”ื–ื”ื•ืช ืฉืœื ื•.
01:23
I want people to understand
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ืื ื™ ืจื•ืฆื” ืฉืื ืฉื™ื ื™ื‘ื™ื ื•
01:24
that design is so much more than cute chairs,
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ืฉืขื™ืฆื•ื‘ ื”ื•ื ื›ืœ ื›ืš ื”ืจื‘ื” ื™ื•ืชืจ ืžื›ื™ืกืื•ืช ื—ืžื•ื“ื™ื ,
01:28
that it is first and foremost everything that is around us
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ืฉื”ื•ื, ื‘ืจืืฉ ื•ื‘ืจืืฉื•ื ื” ื›ืœ ืžื” ืฉืกื‘ื™ื‘ื ื•
01:31
in our life.
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ื‘ื—ื™ื™ื ืฉืœื ื•.
01:33
And it's interesting how so much of what we're talking about
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ื•ืžืขื ื™ื™ืŸ ืื™ืš ื›ืœ ื›ืš ื”ืจื‘ื” ืžืžื” ืฉืื ื—ื ื• ืžื“ื‘ืจื™ื ืขืœื™ื•
01:35
tonight is not simply design but interaction design.
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ื”ืขืจื‘ ื”ื•ื ืœื ืคืฉื•ื˜ ืขื™ืฆื•ื‘ ืืœื ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™.
01:39
And in fact, interaction design is what I've been trying
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ืœืžืขืฉื”, ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™ ื”ื•ื ืžื” ืฉืื ื™ ืžื ืกื”
01:43
to insert in the collection of the Museum of Modern Art
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ืœื”ื—ื“ื™ืจ ืœืื•ืกืฃ ืฉืœ ื”ืžื•ื–ื™ืื•ืŸ ืœืืžื ื•ืช ืžื•ื“ืจื ื™ืช
01:45
for a few years, starting not very timidly
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ืžื–ื” ื›ืžื” ืฉื ื™ื, ื›ืฉืื ื™ ืžืชื—ื™ืœื” ืœื ืžืื•ื“ ื‘ื”ืฆื˜ื ืขื•ืช
01:48
but just pointedly with works, for instance,
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ืืœื ื›ืžืขื˜ ื‘ืื•ืคืŸ ืžื›ื•ื•ืŸ ืขื ืขื‘ื•ื“ื•ืช, ืœืžืฉืœ,
01:51
by Martin Wattenberg -- the way a machine
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ืฉืœ ืžืจื˜ื™ืŸ ื•ื•ื˜ื ื‘ืจื’ -ื”ื“ืจืš ืฉืžื›ื•ื ื”
01:53
plays chess with itself, that you see here,
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ืžืฉื—ืงืช ืฉื—ืžื˜ ืขื ืขืฆืžื”, ืฉืืชื ืจื•ืื™ื ื›ืืŸ,
01:56
or Lisa Strausfeld and her partners, the Sugar interface
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ืื• ืœื™ืกื” ืฉื˜ืจืื•ืกืคื™ืœื“ ื•ื”ืฉื•ืชืคื™ื ืฉืœื”, ืžืžืฉืง ื”ืกื•ื›ืจ
02:00
for One Laptop Per Child,
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ืขื‘ื•ืจ ืžื—ืฉื‘ ื ื™ื™ื“ ืœื›ืœ ื™ืœื“,
02:02
Toshio Iwai's Tenori-On musical instruments,
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ื›ืœื™ ื”ื ื’ื™ื ื” ื”ื˜ื ื•ืจื™-ืื•ืŸ ืฉืœ ื˜ื•ืฉื™ื• ืื™ื•ื•ืื™ ,
02:06
and Philip Worthington's Shadow Monsters,
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ื•ืžืคืœืฆื•ืช ื”ืฆืœ ืฉืœ ืคื™ืœื™ืค ื•ื•ืจื˜ื™ื ื’ื˜ื•ืŸ,
02:09
and John Maeda's Reactive Books,
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ื•ื”ืกืคืจื™ื ื”ืžื’ื™ื‘ื™ื ืฉืœ ื’'ื•ืŸ ืžืื“ื”,
02:11
and also Jonathan Harris and Sep Kamvar's I Want You To Want Me.
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ื•ื’ื "ืื ื™ ืจื•ืฆื” ืื•ืชืš ืฉืชืจืฆื” ืื•ืชื™" ืฉืœ ื’'ื•ื ืชืŸ ื”ืืจื™ืก, ื•ืกืค ืงืžื‘ืจ
02:15
These were some of the first acquisitions that really
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ืืœื” ื”ื™ื• ื›ืžื” ืžื”ืจื›ื™ืฉื•ืช ื”ืจืืฉื•ื ื•ืช ืฉื‘ืืžืช
02:18
introduced the idea of interaction design to the public.
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ื”ืฆื™ื’ื• ืœืฆื™ื‘ื•ืจ ืืช ื”ืจืขื™ื•ืŸ ืฉืœ ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™ .
02:21
But more recently, I've been trying really to go even deeper
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ืื‘ืœ ื™ื•ืชืจ ืœืื—ืจื•ื ื”, ื ื™ืกื™ืชื™ ื‘ืืžืช ืœื”ื™ื›ื ืก ืขืžื•ืง ื™ื•ืชืจ
02:26
into interaction design with examples
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ืœืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™ ืขื ื“ื•ื’ืžืื•ืช
02:28
that are emotionally really suggestive
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ืฉื”ืŸ ืจื’ืฉื™ืช ื‘ืืžืช ืžืจืžื–ื•ืช
02:30
and that really explain interaction design at a level
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ื•ืฉื‘ืืžืช ืœื”ืกื‘ื™ืจ ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™ ื‘ืจืžื”
02:33
that is almost undeniable.
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ืฉื›ืžืขื˜ ืœื ื ื™ืชืŸ ืœื”ืชื›ื—ืฉ ืœื”.
02:35
The Wind Map, by Wattenberg and Fernanda Viรฉgas,
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ืžืคืช ื”ืจื•ื—, ืขืœ-ื™ื“ื™ ื•ื•ื˜ื ื‘ืจื’ ื•ืคืจื ื ื“ื” ื•ื™ืื’ืก,
02:38
I don't know if you've ever seen it -- it's really fantastic.
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ืื ื™ ืœื ื™ื•ื“ืขืช ืื ืจืื™ืชื ืื•ืชื” - ื–ื” ื‘ืืžืช ื ืคืœื .
02:41
It looks at the territory of the United States
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ื”ื™ื ืžืกืชื›ืœืช ืขืœ ืฉื˜ื—ื” ืฉืœ ืืจืฆื•ืช ื”ื‘ืจื™ืช
02:43
as if it were a wheat field that is procured by the winds
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ื›ืื™ืœื• ื”ื™ื” ืฉื“ื” ื—ื™ื˜ื” ืžื•ื›ื” ืจื•ื—ื•ืช
02:49
and that is really giving you a pictorial image
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ื•ื”ื•ื ื‘ืืžืช ื ื•ืชืŸ ืœื›ื ื“ื™ืžื•ื™ ืชืžื•ื ืชื™
02:52
of what's going on with the winds in the United States.
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ืฉืœ ืžื” ืงื•ืจื” ืขื ื”ืจื•ื—ื•ืช ื‘ืืจืฆื•ืช ื”ื‘ืจื™ืช.
02:55
But also, more recently, we started acquiring video games,
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ืืš ื›ืžื• ื›ืŸ, ืœืื—ืจื•ื ื”, ื”ืชื—ืœื ื• ืœืจื›ื•ืฉ ืžืฉื—ืงื™ ื•ื™ื“ืื•,
03:00
and that's where all hell broke loose
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ื•ื–ื” ืื™ืคื•ื ืฉื›ืœ ื”ื‘ืœื’ืŸ ื”ืชื—ื™ืœ
03:03
in a really interesting way. (Laughter)
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ื‘ืื•ืคืŸ ืžืขื ื™ื™ืŸ ื‘ืืžืช. (ืฆื—ื•ืง)
03:05
There are still people that believe that there's a high and there's a low.
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ืขื“ื™ื™ืŸ ื™ืฉื ื ืื ืฉื™ื ืฉืžืืžื™ื ื™ื ืฉื™ืฉ ื’ื‘ื•ื” ื•ื™ืฉ ื ืžื•ืš.
03:07
And that's really what I find so intriguing
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ื•ื–ื” ื‘ืขืฆื ืžื” ืฉืื ื™ ืžื•ืฆืืช ื›ืœ ื›ืš ืžืกืงืจืŸ
03:10
about the reactions that we've had to the anointment
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ืœื’ื‘ื™ ื”ืชื’ื•ื‘ื•ืช ืฉืงื™ื‘ืœื ื• ืœื”ืฉืงื”
03:15
of video games in the MoMA collection.
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ืฉืœ ืžืฉื—ืงื™ ื•ื™ื“ืื• ืฉื‘ืื•ืกืฃ ื”ืžื•ื–ื™ืื•ืŸ ืœืืžื ื•ืช ืžื•ื“ืจื ื™ืช.
03:17
We've -- No, first of all, New York Magazine always gets it.
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ืื ื—ื ื• - ืœื, ืงื•ื“ื ื›ืœ, ื ื™ื• ื™ื•ืจืง ืžื’ื–ื™ืŸ ืชืžื™ื“ ืžื‘ื™ืŸ ื–ืืช.
03:20
I love them. So we are in the right quadrant.
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ืื ื™ ืื•ื”ื‘ืช ืื•ืชื. ืื– ืื ื—ื ื• ื‘ืจื‘ืข ื”ื™ืžื ื™.
03:23
We are in the Highbrow -- that's daring, that's courageous --
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ืื ื—ื ื• ื‘ื—ืœืง ื”ืื™ื ื˜ืœืงื˜ื•ืืœื™ ื”ื’ื‘ื•ื” - ืฉื”ื•ื ื ื•ืขื–, ืฉื”ื•ื ืืžื™ืฅ-
03:27
and Brilliant, which is great.
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ื•ืžื‘ืจื™ืง, ื•ื–ื” ื ื”ื“ืจ.
03:28
Timidly, we've been higher on the diagonal in other situations,
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ื‘ื”ืฆื˜ื ืขื•ืช, ื”ื™ื™ื ื• ื›ื‘ืจ ื’ื‘ื•ื” ืขืœ ื”ืืœื›ืกื•ืŸ ื‘ืžืฆื‘ื™ื ืื—ืจื™ื,
03:32
but it's okay. It's good. It's good. It's good. (Laughter)
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ืื‘ืœ ื–ื” ื‘ืกื“ืจ. ื–ื” ื˜ื•ื‘. ื–ื” ื˜ื•ื‘. ื–ื” ื˜ื•ื‘. (ืฆื—ื•ืง)
03:35
But here comes the art critic. Oh, that was fantastic.
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ืื‘ืœ ื›ืืŸ ืžื’ื™ืข ืžื‘ืงืจ ื”ืืžื ื•ืช. ื”ื•, ื–ื” ื”ื™ื” ืคื ื˜ืกื˜ื™.
03:38
So the first was Jonathan Jones from The Guardian.
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ืื– ื”ืจืืฉื•ืŸ ื”ื™ื” ื’'ื•ื ืชืŸ ื’'ื•ื ืก ืžื”ื’ืืจื“ื™ืืŸ.
03:40
"Sorry, MoMA, video games are not art."
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"ืžืฆื˜ืขืจ, MoMA, ืžืฉื—ืงื™ ื•ื™ื“ืื• ื”ื ืœื ืืžื ื•ืช."
03:43
Did I ever say they were art? I was talking about interaction design. Excuse me.
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ื”ืื ืื™ ืคืขื ืืžืจืชื™ ืฉื”ื ื”ื™ื• ืืžื ื•ืช? ื“ื™ื‘ืจืชื™ ืขืœ ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™. ืกืœื— ืœื™.
03:47
"Exhibiting Pac-Man and Tetris alongside Picasso and Van Gogh" --
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"ืœื”ืฆื™ื’ ืคืืงืžืŸ ื•ื˜ื˜ืจื™ืก ืœืฆื“ ืคื™ืงืืกื• ื•ื•ืืŸ ื’ื•ืš"-
03:51
They're two floors away. (Laughter) โ€”
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ื”ื ืฉืชื™ ืงื•ืžื•ืช ืžืฉื. (ืฆื—ื•ืง)-
03:54
"will mean game over for any real understanding of art."
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"ืื•ืžืจ ืฉื”ืžืฉื—ืง ื ื’ืžืจ ืœื›ืœ ื”ื‘ื ื” ื”ืืžื™ืชื™ืช ืฉืœ ื”ืืžื ื•ืช."
03:59
I'm bringing in the end of the world. You know?
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ืื ื™ ืžื‘ื™ืื” ืืช ืกื•ืฃ ื”ืขื•ืœื. ืืชื ื™ื•ื“ืขื™ื?
04:03
We were talking about the rapture? It's coming.
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ื“ื™ื‘ืจื ื• ืขืœ ื”ื”ืชืœื”ื‘ื•ืช? ื–ื” ืžื’ื™ืข.
04:05
And Jonathan Jones is making it happen.
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ื•ื™ื•ื ืชืŸ ื’'ื•ื ืก ื’ื•ืจื ืœื–ื” ืœืงืจื•ืช.
04:07
So the same Guardian rebuts,
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ืื– ืื•ืชื• ื’ืืจื“ื™ื™ืŸ ืžืคืจื™ืš,
04:10
"Are video games art: the debate that shouldn't be.
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"ื”ืื ืžืฉื—ืงื™ ื•ื™ื“ืื• ื”ื ืืžื ื•ืช: ื”ื“ื™ื•ืŸ ืฉืœื ืืžื•ืจ ืœื”ื™ื•ืช.
04:13
Last week, Guardian art critic blah blah suggested
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ื‘ืฉื‘ื•ืข ืฉืขื‘ืจ, ืžื‘ืงืจ ื”ืืžื ื•ืช ืฉืœ ื”ื’ืืจื“ื™ื™ืŸ ื‘ืœื” ื‘ืœื” ื”ืฆื™ืข
04:16
that games cannot qualify as art. But is he right?
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ืฉืžืฉื—ืงื™ื ืœื ื™ื›ื•ืœื™ื ืœื”ื™ื•ืช ืžื•ื’ื“ืจื™ื ื›ืืžื ื•ืช. ืื‘ืœ ื”ืื ื”ื•ื ืฆื•ื“ืง?
04:19
And does it matter?" Thank you. Does it matter?
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ื•ื”ืื ื–ื” ืžืฉื ื”?" ืชื•ื“ื”. ื”ืื ื–ื” ืžืฉื ื”?
04:21
You know, it's like once again there's this whole problem
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ืืชื ื™ื•ื“ืขื™ื, ื–ื” ืฉื•ื‘ ืคืขื ื“ื•ืžื” ืœื‘ืขื™ื” ื›ื•ืœื”
04:24
of design being often misunderstood for art,
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ืฉืขื™ืฆื•ื‘ ืžื•ื‘ืŸ ื‘ื˜ืขื•ืช ืœืขื™ืชื™ื ืงืจื•ื‘ื•ืช ืœืืžื ื•ืช,
04:27
or the idea that is so diffuse that designers want to
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ืื• ื”ืจืขื™ื•ืŸ ื”ื ืคื•ืฅ ื›ืœ ื›ืš, ืฉื”ืžืขืฆื‘ื™ื ืจื•ืฆื™ื
04:31
aspire to, would like to be called, artists.
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ืœืฉืื•ืฃ , ืœื”ื™ืงืจื, ืืžื ื™ื.
04:34
No. Designers aspire to be really great designers.
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ืœื. ืžืขืฆื‘ื™ื ืฉื•ืืคื™ื ืœื”ื™ื•ืช ืžืขืฆื‘ื™ื ื’ื“ื•ืœื™ื ื‘ืืžืช.
04:38
Thank you very much. And that's more than enough.
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ืชื•ื“ื” ืจื‘ื”. ื•ื–ื” ื™ื•ืชืจ ืžืžืกืคื™ืง.
04:39
So my knight in shining armor, John Maeda,
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ืื– ื”ืื‘ื™ืจ ืฉืœื™ ื‘ืฉืจื™ื•ืŸ ืžืฆื•ื—ืฆื—, ื’'ื•ืŸ ืžืื“ื”,
04:43
without any prompt, came out with this big declaration
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ืžื‘ืœื™ ืฉื“ื—ืงื• ื‘ื•, ื™ืฆื ื‘ื”ื›ืจื–ื” ื’ื“ื•ืœื” ื–ื•
04:46
on why video games belong in the MoMA.
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ืขืœ ืžื“ื•ืข ืžืฉื—ืงื™ ื•ื™ื“ืื• ืžืงื•ืžื ื‘- MoMA.
04:49
And that was fantastic. And I thought that was it.
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ื•ื–ื” ื”ื™ื” ื ืคืœื. ื•ื—ืฉื‘ืชื™ ืฉื–ื” ื”ื™ื” ื–ื”.
04:51
But then there was another wonderfully pretentious article
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ืืš ืœืื—ืจ ืžื›ืŸ ื”ื™ื” ืžืืžืจ ื ื•ืกืฃ ื™ื•ืžืจื ื™ ืœื”ืคืœื™ื
04:55
that came out in The New Republic, so pretentious,
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ืฉื”ื•ืคื™ืข ื‘"ื”ืจืคื•ื‘ืœื™ืงื” ื”ื—ื“ืฉื”", ื›ืœ ื›ืš ื™ื•ืžืจื ื™,
04:58
by Liel Leibovitz, and it said, "MoMA has mistaken video games for art." Again.
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ืžืืช ืœื™ืืœ ืœื™ื™ื‘ื•ื‘ื™ืฅ, ื•ื”ื•ื ืืžืจ, "MOMA ืžื—ืฉื™ื‘ื” ื‘ืฉื•ื’ื’ ืžืฉื—ืงื™ ื•ื™ื“ืื• ืœืืžื ื•ืช." ืฉื•ื‘.
05:02
"The museum is putting Pac-Man alongside Picasso." Again.
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"ื”ืžื•ื–ื™ืื•ืŸ ืžืฆื™ื’ ืคืืงืžืŸ ืœืฆื“ ืคื™ืงืืกื•". ืฉื•ื‘.
05:05
"That misses the point."
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"ื–ื” ืžื—ื˜ื™ื ืืช ื”ืžื˜ืจื”."
05:06
Excuse me. You're missing the point.
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ืกืœื™ื—ื”. ืืชื ืžื—ื˜ื™ืื™ื ืืช ื”ืžื˜ืจื”.
05:08
And here, look, the above question is put bluntly:
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ื•ื”ื ื”, ื”ืกืชื›ืœื•, ื”ืฉืืœื” ืฉืœืžืขืœื” ื ืฉืืœื” ื‘ืคืฉื˜ื•ืช:
05:12
"Are video games art? No. Video games aren't art
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ื”ืื ืžืฉื—ืงื™ ื•ื™ื“ืื• ื”ื ืืžื ื•ืช? ืœื. ืžืฉื—ืงื™ ื•ื™ื“ืื• ืื™ื ื ืืžื ื•ืช
05:15
because they are quite thoroughly something else: code."
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ื›ื™ ื”ื ื‘ื™ืกื•ื“ื ืžืฉื”ื• ืื—ืจ: ืงื•ื“. "
05:20
Oh, so Picasso is not art because it's oil paint. Right?
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ื”ื•, ืื– ืคื™ืงืืกื• ืื™ื ื• ืืžื ื•ืช ื›ื™ ื–ื” ืฆื‘ืข ืฉืžืŸ. ื ื›ื•ืŸ?
05:24
So it's so fantastic to see
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ืœื›ืŸ ื–ื” ื›ืœ ื›ืš ื ืคืœื ืœืจืื•ืช
05:26
how these feathers that were ruffled,
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ื›ื™ืฆื“ ื ื•ืฆื•ืช ืืœื• ื ืคืจืขื•
05:29
and these reactions, were so vehement.
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ื•ืชื’ื•ื‘ื•ืช ืืœื•, ื”ื™ื• ื›ื” ื ืœื”ื‘ื•ืช.
05:31
And you know what?
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ื•ืืชื ื™ื•ื“ืขื™ื ืžื”?
05:32
The International Cat Video Film Festival
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ื”ืคืกื˜ื™ื‘ืœ ื”ื‘ื™ื ืœืื•ืžื™ ืœืกืจื˜ื™ ื•ื™ื“ืื• ืฉืœ ื—ืชื•ืœื™ื
05:35
didn't have that much of a reaction. (Laughter)
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ืœื ืงื™ื‘ืœ ื›ืœ ื›ืš ื”ืจื‘ื” ืชื’ื•ื‘ื•ืช. (ืฆื—ื•ืง)
05:37
I think this was truly fantastic.
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ืœื“ืขืชื™ ื–ื” ื”ื™ื” ื‘ืืžืช ื ืคืœื.
05:39
We were talking about dancing ponies, but I was really jealous
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ื“ื™ื‘ืจื ื• ืขืœ ืกื•ืกื™ ืคื•ื ื™ ืžืจืงื“ื™ื, ืื‘ืœ ื‘ืืžืช ืงื™ื ืืชื™
05:42
of the Walker Arts Center for putting up this festival,
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ื‘ืžืจื›ื– ื”ืืžื ื•ื™ื•ืช ื•ื•ืงืจ ืขืœ ื›ืš ืฉืงื™ื™ื ืืช ื”ืคืกื˜ื™ื‘ืœ ื”ื–ื”,
05:45
because it's very, very wonderful.
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ืžื›ื™ื•ื•ืŸ ืฉื”ื•ื ืžืื•ื“, ืžืื•ื“ ื ืคืœื.
05:47
And there's this Flaubert quote that I love:
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ื•ื™ืฉ ืžื•ื‘ืื” ืฉืœ ืคืœื•ื‘ืจ, ืฉืื ื™ ืื•ื”ื‘ืช:
05:50
"I have always tried to live in an ivory tower,
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"ืชืžื™ื“ ื ื™ืกื™ืชื™ ืœื—ื™ื•ืช ื‘ืžื’ื“ืœ ื”ืฉืŸ,
05:52
but a tide of shit is beating at its walls,
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ืื‘ืœ ื”ื–ืจื ืฉืœ ื”ื—ืจื ืฉืžื›ื” ื‘ืงื™ืจื•ืชื™ื•,
05:55
threatening to undermine it."
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ืžืื™ื™ื ืœื—ืชื•ืจ ืชื—ืชื™ื•".
05:57
I consider myself the tide of shit.
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ืื ื™ ืžื—ืฉื™ื‘ื” ืืช ืขืฆืžื™ ื›ื’ืื•ืช ืฉืœ ื—ืจื.
05:59
(Laughter) (Applause)
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(ืฆื—ื•ืง) (ืžื—ื™ืื•ืช ื›ืคื™ื™ื)
06:04
You know, we have to go through that.
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ืืชื ื™ื•ื“ืขื™ื, ืื ื—ื ื• ืฆืจื™ื›ื™ื ืœืขื‘ื•ืจ ืืช ื–ื”.
06:06
Even in the 1930s, my colleagues
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ืืคื™ืœื• ื‘ืฉื ื•ืช ื”ืฉืœื•ืฉื™ื, ื”ืงื•ืœื’ื•ืช ืฉืœื™
06:09
that were trying to put together an abstract art show
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ืฉื ื™ืกื• ืœื”ืฆื™ื’ ืชืขืจื•ื›ื” ืฉืœ ืืžื ื•ืช ืžื•ืคืฉื˜ืช
06:11
had all of these works stopped by the customs officers
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ืกื‘ืœื• ืžื›ืš ืฉื›ืœ ื”ืขื‘ื•ื“ื•ืช ื”ืืœื” ื ืขืฆืจื• ืขืœ ื™ื“ื™ ืงืฆื™ื ื™ ื”ืžื›ืก
06:14
that decided they were not art.
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ืฉื”ื—ืœื™ื˜ื• ืฉื”ื ืœื ื”ื™ื• ืืžื ื•ืช.
06:16
So it's happened before, and it will happen in the future,
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ืื– ื–ื” ืงืจื” ืœืคื ื™ ื›ืŸ, ื•ื–ื” ื™ืงืจื” ื‘ืขืชื™ื“,
06:19
but right now I can tell you that I am so, so proud
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ืื‘ืœ ื›ืจื’ืข ืื ื™ ื™ื›ื•ืœื” ืœื”ื’ื™ื“ ืœื›ื ืฉืื ื™ ื›ืœ ื›ืš, ื›ืœ ื›ืš ื’ืื”
06:23
to be able to call Pac-Man part of the MoMA collection.
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ืขืœ ื”ืืคืฉืจื•ืช ืœืงืจื•ื ืœืคืืงืžืŸ ื—ืœืง ืžืื•ืกืฃ ื”ืžื•ื–ื™ืื•ืŸ ืœืืžื ื•ืช ืžื•ื“ืจื ื™ืช.
06:27
And the same with, for instance, Tetris, original version, the Soviet one.
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ืื•ืชื• ื“ื‘ืจ ืขื, ืœืžืฉืœ, ื˜ื˜ืจื™ืก, ื”ื’ื™ืจืกื” ื”ืžืงื•ืจื™ืช, ืฉืœ ื‘ืจื™ืช ื”ืžื•ืขืฆื•ืช.
06:33
And you know, the amount of work --
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ื•ืืชื ื™ื•ื“ืขื™ื, ื›ืžื•ืช ื”ืขื‘ื•ื“ื”-
06:35
yeah, Alexey Pajitnov was working for the Soviet government
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ื›ืŸ, ืืœื›ืกื™ื™ ืคื–'ื™ื˜ื ื•ื‘ ืขื‘ื“ ืขื‘ื•ืจ ื”ืžืžืฉืœ ื”ืกื•ื‘ื™ื™ื˜ื™
06:39
and that's how he developed Tetris,
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ื•ื›ืš ื”ื•ื ืคื™ืชื— ืืช ื˜ื˜ืจื™ืก,
06:41
and Alexey himself reconstructed the whole game
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ืืœื›ืกื™ื™ ืขืฆืžื• ืฉื™ื—ื–ืจ ืžื—ื“ืฉ ืืช ื”ืžืฉื—ืง ื›ื•ืœื•
06:45
and even gave us a simulation of the cathode ray tube
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ื•ืืคื™ืœื• ื ืชืŸ ืœื ื• ืกื™ืžื•ืœืฆื™ื” ืฉืœ ื”ืฉืคื•ืคืจืช ื”ืงืชื•ื“ื™ืช.
06:48
that makes it look slightly bombed.
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ืฉื’ื•ืจืžืช ืœื–ื” ืœื”ื™ืจืื•ืช ืžืขื˜ ืžื•ืคืฆืฅ.
06:52
And it's fantastic.
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ื•ื–ื” ืคื ื˜ืกื˜ื™.
06:53
So behind these acquisitions is an enormous amount of work,
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ืื– ืžืื—ื•ืจื™ ืจื›ื™ืฉื•ืช ืืœื” ื™ืฉื ื” ื›ืžื•ืช ืขืฆื•ืžื” ืฉืœ ืขื‘ื•ื“ื”,
06:57
because we're still the Museum of Modern Art,
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ื›ื™ ืื ื—ื ื• ืขื“ื™ื™ืŸ ื”ืžื•ื–ื™ืื•ืŸ ืœืืžื ื•ืช ืžื•ื“ืจื ื™ืช,
06:58
so even when we tackle popular culture,
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ื›ืš ืฉื’ื ื›ืฉืื ื• ืžื˜ืคืœื™ื ื‘ืชืจื‘ื•ืช ืคื•ืคื•ืœืจื™ืช
07:00
we tackle it as a form of interaction design
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ืื ื• ืžื˜ืคืœื™ื ื‘ื” ื›ื‘ืกื•ื’ ืฉืœ ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™
07:03
and as something that has to go into the collection at MoMA,
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ื•ื›ื‘ืžืฉื”ื• ืฉืฆืจื™ืš ืœื”ื™ื›ื ืก ืœืชื•ืš ื”ืื•ืกืฃ ื‘- MoMA,
07:05
therefore, has to be researched.
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ืœื›ืŸ, ืฆืจื™ืš ืœื”ื™ื•ืช ื ื—ืงืจ.
07:07
So to get to choosing Eric Chahi's
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ืื– ื›ื“ื™ ืœื”ื’ื™ืข ืœื‘ื—ื™ืจืช ืืจื™ืง ืฆ'ืื”ื™ , ื‘ื™ืŸ ื”ื™ืชืจ
07:10
wonderful Another World, amongst others,
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ืขื "ืขื•ืœื ืื—ืจ ื ืคืœื" ืฉืœื•
07:13
we put together a panel of experts,
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ื”ืจื›ื‘ื ื• ืคืื ืœ ืฉืœ ืžื•ืžื—ื™ื,
07:14
and we worked on this acquisition,
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ื•ืขื‘ื“ื ื• ืขืœ ืจื›ื™ืฉื” ื–ื•,
07:16
and it's mostly myself and Kate Carmody and Paul Galloway.
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ื•ื–ื” ื‘ืขื™ืงืจ ืื ื™, ืงื™ื™ื˜ ืงืจืžื•ื“ื™ ื•ืคื•ืœ ื’ืืœื•ื•ื™.
07:19
We worked on it for a year and a half.
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ืขื‘ื“ื ื• ืขืœ ื–ื” ื‘ืžืฉืš ืฉื ื” ื•ื—ืฆื™.
07:22
So many people helped us โ€” designers of games,
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ื›ืœ ื›ืš ื”ืจื‘ื” ืื ืฉื™ื ืขื–ืจื• ืœื ื• โ€“ ืžืขืฆื‘ื™ื ืฉืœ ืžืฉื—ืงื™ื,
07:25
you might know Jamin Warren
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ืืชื ืื•ืœื™ ืžื›ื™ืจื™ื ืืช ื–'ืžื™ืŸ ื•ื•ืจืŸ
07:27
and his collaborators at Kill Screen magazine,
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ื•ืฉื•ืชืคื™ื• ื‘ืžื’ื–ื™ืŸ "ืงื™ืœ ืกืงืจื™ืŸ.",
07:29
and you know, Kevin Slavin. You name it.
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ื•ืืชื ื™ื•ื“ืขื™ื, ืงื•ื•ื™ืŸ ืกืœื•ื™ืŸ. ืžื” ืฉืชืจืฆื•.
07:31
We bugged everybody, because we knew that we were ignorant.
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ื”ืฆืงื ื• ืœื›ื•ืœื, ื›ื™ ื™ื“ืขื ื• ืฉืื ื—ื ื• ื‘ื•ืจื™ื.
07:34
We were not real gamers enough,
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ืฉืœื ื”ื™ื™ื ื• ื‘ืืžืช ื’ื™ื™ืžืจื™ื ืืžื™ืชื™ื™ื,
07:36
so we had to really talk to them.
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ืื– ื”ื™ื™ื ื• ื‘ืืžืช ืฆืจื™ื›ื™ื ืœื“ื‘ืจ ืืœื™ื”ื.
07:38
And so we decided, of course, to have Sim City 2000,
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ืื– ื”ื—ืœื˜ื ื•, ื›ืžื•ื‘ืŸ, ืฉื™ื”ื™ื” ืœื ื• ื™ืฉ ืกื™ื ืกื™ื˜ื™ 2000,
07:42
not the other Sim City, that one in particular,
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ืœื ื”ืกื™ื ืกื™ื˜ื™ ื”ืื—ืจ, ื–ื” ื‘ืžื™ื•ื—ื“,
07:45
so the criteria that we developed along the way
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ืื– ื”ืงืจื™ื˜ืจื™ื•ื ื™ื ืฉืคื™ืชื—ื ื• ืœืื•ืจืš ื”ื“ืจืš
07:48
were really strong, and were not only criteria of selection.
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ื”ื™ื• ื—ื–ืงื™ื ื‘ืืžืช, ื•ืœื ื”ื™ื• ืจืง ืงืจื™ื˜ืจื™ื•ื ื™ื ืฉืœ ื‘ื—ื™ืจื”.
07:51
They were also criteria of exhibition and of preservation.
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ื”ื ื”ื™ื• ื’ื ืงืจื™ื˜ืจื™ื•ื ื™ื ืฉืœ ืชืขืจื•ื›ื” ื•ืฉืœ ืฉื™ืžื•ืจ.
07:55
That's what makes this acquisition more than a little game
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ื–ื” ืžื” ืฉื”ื•ืคืš ืืช ื”ืจื›ื™ืฉื” ื™ื•ืชืจ ืžืืฉืจ ืžืฉื—ืง ืงื˜ืŸ
07:59
or a little joke. It's truly a way to think of how to preserve
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ืื• ื‘ื“ื™ื—ื” ืงื˜ื ื”. ื–ื• ื‘ืืžืช ื“ืจืš ืœื—ืฉื•ื‘ ืขืœ ืื™ืš ืžืฉืžืจื™ื
08:03
and show artifacts that will more and more
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ื•ืžืจืื™ื ืคืจื™ื˜ื™ ืืžื ื•ืช ืฉื™ืžื•ืฉื™ืช ืฉื™ื™ืขืฉื• ื™ื•ืชืจ ื•ื™ื•ืชืจ
08:05
become part of our lives in the future.
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ื—ืœืง ืžื—ื™ื™ื ื• ื‘ืขืชื™ื“.
08:07
We live today, as you know very well, not in the digital,
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ืื ื• ื—ื™ื™ื ื”ื™ื•ื, ื›ืคื™ ืฉืืชื ื™ื•ื“ืขื™ื ื”ื™ื˜ื‘, ืœื ื‘ื“ื™ื’ื™ื˜ืœื™,
08:10
not in the physical, but in the kind of minestrone
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ืœื ื‘ืคื™ื–ื™, ืืœื ื‘ืกื•ื’ ืฉืœ ืžื™ื ืกื˜ืจื•ื ื”
08:14
that our mind makes of the two.
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ืฉื”ืžื•ื— ืฉืœื ื• ืขื•ืฉื” ืžื”ืฉื ื™ื™ื.
08:16
And that's really where interaction lies,
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ื•ื–ื” ื‘ืืžืช ื”ื™ื›ืŸ ืฉื”ืื™ื ื˜ืจืืงืฆื™ื” ื ืžืฆืืช,
08:19
and that's the importance of interaction.
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ื•ื–ื• ื”ื—ืฉื™ื‘ื•ืช ืฉืœ ืื™ื ื˜ืจืืงืฆื™ื”.
08:21
And in order to explain interaction, we need to really
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ื•ื›ื“ื™ ืœื”ืกื‘ื™ืจ ืื™ื ื˜ืจืืงืฆื™ื”, ืื ื—ื ื• ืฆืจื™ื›ื™ื ื‘ืืžืช
08:24
bring people in and make them realize
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ืœื”ื‘ื™ื ืื ืฉื™ื ื•ืœื’ืจื•ื ืœื”ื ืœื”ื‘ื™ืŸ
08:27
how interaction is part of their lives.
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ืื™ืš ื”ืื™ื ื˜ืจืืงืฆื™ื” ืžื”ื•ื•ื” ื—ืœืง ืžื—ื™ื™ื”ื.
08:29
So when I talk about it, I don't talk only about video games,
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ืื– ื›ืืฉืจ ืื ื™ ืžื“ื‘ืจืช ืขืœ ื–ื”, ืื ื™ ืœื ืžื“ื‘ืจืช ืจืง ืขืœ ืžืฉื—ืงื™ ื•ื™ื“ืื•,
08:31
which are in a way the purest form of interaction,
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ืฉื”ื ื‘ืžื™ื“ื” ืžืกื•ื™ืžืช ื”ืฆื•ืจื” ื”ื˜ื”ื•ืจื” ื‘ื™ื•ืชืจ ืฉืœ ืื™ื ื˜ืจืืงืฆื™ื”,
08:34
unadulterated by any kind of function or finality.
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ืฉืœื ื—ื•ืœืœื” ืฉืœ ื™ื“ื™ ื›ืœ ืกื•ื’ ืฉืœ ืคื•ื ืงืฆื™ื” ืื• ืคืกืงื ื•ืช.
08:37
I also talk about the MetroCard vending machine,
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ืื ื™ ืžื“ื‘ืจืช ื’ื ืขืœ ืžื›ื•ื ืช ื”ืžืžื›ืจ ืžื˜ืจื•ืงืืจื“,
08:40
which I consider a masterpiece of interaction.
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ืฉืื ื™ ืžื—ืฉื™ื‘ื” ื›ื™ืฆื™ืจืช ืžื•ืคืช ืฉืœ ืื™ื ื˜ืจืืงืฆื™ื”.
08:43
I mean, that interface is beautiful.
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ื›ืœื•ืžืจ, ืžืžืฉืง ื–ื” ื”ื•ื ื™ืคื”.
08:45
It looks like a burly MTA guy coming out of the tunnel.
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ื–ื” ื ืจืื” ื›ืžื• ื‘ื—ื•ืจ MTA ื—ืกื•ืŸ ืฉื™ื•ืฆื ืžื”ืžื ื”ืจื”.
08:49
You know, with your mitt you can actually paw
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ืืชื ื™ื•ื“ืขื™ื, ืขื ื”ื›ืคืคื” ืฉืœื›ื ืืชื ื™ื›ื•ืœื™ื ืœืžืขืฉื” ืœืชืคื•ืก
08:52
the MetroCard, and I talk about how bad
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ืืช ื”ืžื˜ืจื•ืงืืจื“, ื•ืื ื™ ืžื“ื‘ืจืช ืขืœ ื›ืžื”
08:55
ATM machines usually are.
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ืžื›ืฉื™ืจื™ ื”ื›ืกืคื•ืžื˜ื™ื ื’ืจื•ืขื™ื ื‘ื“ืจืš ื›ืœืœ.
08:58
So I let people understand that it's up to them
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ืื– ืื ื™ ื ื•ืชื ืช ืœืื ืฉื™ื ืœื”ื‘ื™ืŸ ืฉื–ื” ืชืœื•ื™ ื‘ื”ื
09:01
to know how to judge interaction
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ืœื“ืขืช ื›ื™ืฆื“ ืœืฉืคื•ื˜ ืื™ื ื˜ืจืืงืฆื™ื”
09:03
so as to know when it's good or when it's bad.
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ื›ื“ื™ ืœื“ืขืช ืžืชื™ ื”ื™ื ื˜ื•ื‘ื” ืื• ืžืชื™ ื”ื™ื ื’ืจื•ืขื”.
09:05
So when I show The Sims,
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ืื– ื›ืืฉืจ ืื ื™ ืžืฆื™ื’ื” ืืช ื”ืกื™ืžืก,
09:07
I try to make people really feel what it meant
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ืื ื™ ืžื ืกื” ืœื’ืจื•ื ืœืื ืฉื™ื ืœื”ืจื’ื™ืฉ ื‘ืืžืช ืžื” ื”ืžืฉืžืขื•ืช
09:11
to have an interaction with The Sims,
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ืœื”ื™ื•ืช ื‘ืื™ื ื˜ืจืืงืฆื™ื” ืขื ื”ืกื™ืžืก,
09:13
not only the fun but also the responsibility
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ืœื ืจืง ื”ื›ื™ืฃ, ืืœื ื’ื ืืช ื”ืื—ืจื™ื•ืช
09:15
that came with the Tamagotchi.
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ืฉื‘ืื” ืขื ื”ื˜ืžื’ื•ืฆ'ื™.
09:17
You know, video games can be truly deep
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ืืชื ื™ื•ื“ืขื™ื, ืœืžืฉื—ืงื™ ื•ื™ื“ืื• ื‘ืืžืช ื™ื›ื•ืœ ืœื”ื™ื•ืช ืขื•ืžืง
09:19
even when they're completely mindless.
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ืืคื™ืœื• ื›ืืฉืจ ื”ื ืžื˜ื•ืคืฉื™ื ืœื—ืœื•ื˜ื™ืŸ.
09:20
I'm sure that all of you know Katamari Damacy.
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ืื ื™ ื‘ื˜ื•ื— ืฉื›ื•ืœื›ื ืžื›ื™ืจื™ื ืืช "ืงื˜ืืžืจื™ ื“ืžืืกื™".
09:23
It's about rolling a ball and picking up as many objects as you can
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ืžื“ื•ื‘ืจ ื‘ื’ืœื’ื•ืœ ื›ื“ื•ืจ, ื•ื”ืจืžืช ื—ืคืฆื™ื ืจื‘ื™ื ื›ื›ืœ ืฉืืชื ื™ื›ื•ืœื™ื
09:27
in a finite amount of time
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ื‘ื›ืžื•ืช ืžื•ื’ื‘ืœืช ืฉืœ ื–ืžืŸ
09:28
and hopefully you'll be able to make it into a planet.
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ื‘ืชืงื•ื•ื” ืฉืชื•ื›ืœื• ืœื”ืคื•ืš ืื•ืชื• ืœืชื•ืš ื›ื•ื›ื‘ ืœื›ืช.
09:31
I've never made it into a planet, but that's it.
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ืžืขื•ืœื ืœื ืขืฉื™ืชื™ ืื•ืชื• ืœื›ื•ื›ื‘ ืœื›ืช, ืื‘ืœ ื–ื”ื• ื–ื”.
09:33
Or, you know, Vib-Ribbon was not distributed here in the United States.
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ืื•, ืืชื ื™ื•ื“ืขื™ื , "ื•ื™ื‘-ืจื™ื‘ื•ืŸ" ืœื ื”ื•ืคืฅ ื›ืืŸ ื‘ืืจืฆื•ืช ื”ื‘ืจื™ืช.
09:36
It was a PlayStation game, but mostly for Japan.
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ื–ื” ื”ื™ื” ืžืฉื—ืง ืคืœื™ื™ืกื˜ื™ื™ืฉืŸ, ืืš ื‘ืขื™ืงืจ ืขื‘ื•ืจ ื™ืคืŸ.
09:38
And it was one of the first video games
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ื•ื–ื” ื”ื™ื” ืื—ื“ ืžืžืฉื—ืงื™ ื”ื•ื™ื“ืื• ื”ืจืืฉื•ื ื™ื
09:40
in which you could choose your own music.
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ืฉื‘ื• ืืชื” ื™ื›ื•ืœ ืœื‘ื—ื•ืจ ืžื•ื–ื™ืงื” ืžืฉืœืš.
09:42
So you would put into the PlayStation,
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ื•ืœื›ืŸ, ืฆืจื™ืš ืœื”ื›ื ื™ืก ืœืชื•ืš ื”ืคืœื™ื™ืกื˜ื™ื™ืฉืŸ,
09:44
you would put your own CD,
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ืฆืจื™ืš ืœื”ื›ื ื™ืก ืชืงืœื™ื˜ื•ืจ ืžืฉืœื›ื,
09:46
and then the game would change alongside your music. So really fantastic.
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ื•ืื– ื”ืžืฉื—ืง ื™ืฉืชื ื” ืœืฆื“ ื”ืžื•ืกื™ืงื” ืฉืœื›ื. ื ืคืœื ื‘ืืžืช.
09:51
Not to mention Eve Online.
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ืฉืœื ืœื“ื‘ืจ ืขืœ "ืื™ื‘ ืื•ื ืœื™ื™ืŸ".
09:52
Eve Online is an artificial universe, if you wish,
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ืื™ื‘ ืื•ื ืœื™ื™ื• ื”ื•ื ื™ืงื•ื ืžืœืื›ื•ืชื™, ืื ืชืจืฆื•,
09:55
but one of the diplomats that was killed in Benghazi,
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ืื‘ืœ ืื—ื“ ื”ื“ื™ืคืœื•ืžื˜ื™ื ืฉื ื”ืจื’ ื‘ื‘ื ื’ื–ื™,
09:58
not Ambassador Stevens, but one of his collaborators,
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ืœื ื”ืฉื’ืจื™ืจ ืกื˜ื™ื‘ื ืก, ืื‘ืœ ืื—ื“ ืžืžืฉืชืคื™-ื”ืคืขื•ืœื” ืฉืœื•,
10:00
was a really big shot in Eve Online,
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ื”ื™ื” ื‘ืืžืช ื‘ื™ื’ ืฉื•ื˜ ื‘ืื™ื‘ ืื•ื ืœื™ื™ืŸ,
10:02
so here you have a diplomat in the real world
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ืื– ื”ืจื™ ืœื›ื ื“ื™ืคืœื•ืžื˜ ื‘ืขื•ืœื ื”ืืžื™ืชื™
10:05
that spends his time in Eve Online
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ืฉืžื‘ืœื” ืืช ื–ืžื ื• ื‘-"ืื™ื‘ ืื•ื ืœื™ื™ืŸ,
10:07
to kind of test, maybe, all of his ideas about diplomacy
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ื›ืกื•ื’ ืฉืœ ืžื‘ื—ืŸ, ืื•ืœื™, ื›ืœ ื”ืจืขื™ื•ื ื•ืช ืฉืœื• ืขืœ ื“ื™ืคืœื•ืžื˜ื™ื”
10:11
and about universe-building, and to the point that
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ื•ืขืœ ื‘ื ื™ื™ืŸ ื”ื™ืงื•ื, ื•ืขื“ ื›ื“ื™ ื›ืš
10:14
the first announcement of the bombing
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ืฉื”ื”ื•ื“ืขื” ื”ืจืืฉื•ื ื” ืขืœ ื”ื”ืคืฆืฆื”
10:16
was actually given on Eve Online,
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ื ื™ืชื ื” ืœืžืขืฉื” ื‘- ืื™ื‘ ืื•ื ืœื™ื™ืŸ,
10:19
and after his death, several parts of the universe
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ื•ืœืื—ืจ ืžื•ืชื•, ื›ืžื” ื—ืœืงื™ื ืฉืœ ื”ื™ืงื•ื
10:21
were named after him.
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ื ืงืจืื• ืขืœ ืฉืžื•.
10:23
And I was just recently at the Eve Online fan festival
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ื•ืื ื™ ื”ื™ื™ืชื™ ืจืง ืœืื—ืจื•ื ื” ื‘ืคืกื˜ื™ื‘ืœ ื”ืื•ื”ื“ื™ื ืฉืœ "ืื™ื‘ ืื•ื ืœื™ื™ืŸ"
10:27
in Reykjavรญk that was quite amazing.
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ื‘ืจื™ื™ืงื™ืื•ื•ื™ืง ืฉื”ื™ื” ืžืžืฉ ืžื“ื”ื™ื.
10:29
I mean, we're talking about an experience
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ื–ืืช ืื•ืžืจืช, ืื ื—ื ื• ืžื“ื‘ืจื™ื ืขืœ ื—ื•ื•ื™ื”
10:31
that of course can seem weird to many,
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ืฉื›ืžื•ื‘ืŸ ื™ื›ื•ืœื” ืœื”ื™ืจืื•ืช ืžื•ื–ืจื” ืœืจื‘ื™ื,
10:34
but that is very educational.
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ืื‘ืœ ืฉื”ื™ื ืžืื•ื“ ื—ื™ื ื•ื›ื™ืช.
10:36
Of course, there are games that are even more educational.
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ื›ืžื•ื‘ืŸ, ื™ืฉื ื ืžืฉื—ืงื™ื ืืคื™ืœื• ืขื•ื“ ื™ื•ืชืจ ื—ื™ื ื•ื›ื™ื™ื .
10:39
Dwarf Fortress is like the holy grail
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"ืžื‘ืฆืจ ื”ื’ืžื“" ื”ื•ื ื›ืžื• "ื”ื’ื‘ื™ืข ื”ืงื“ื•ืฉ"
10:41
of this kind of massive multiplayer online game,
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ืžืกื•ื’ ื–ื” ืฉืœ ืžืฉื—ืง ืžืกื™ื‘ื™ ืžืงื•ื•ืŸ ืžืจื•ื‘ื” ืžืฉืชืชืคื™ื,
10:44
and in fact the two Adams brothers were in Reykjavรญk,
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ื•ืœืžืขืฉื” ืฉื ื™ ื”ืื—ื™ื ืื“ืžืก ื”ื™ื• ื‘ืจื™ื™ืงื™ืื•ื•ื™ืง,
10:46
and they were greeted
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ื•ืงื™ื“ืžื• ืืช ืคื ื™ื”ื
10:49
by a standing ovation by all the Eve Online fans.
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ื‘ืชืฉื•ืื•ืช ืกื•ืขืจื•ืช ืฉืœ ื›ืœ ืื•ื”ื“ื™ "ืื™ื‘-ืื•ื ืœื™ื™ืŸ".
10:52
It was amazing to see. And it's a beautiful game.
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ื–ื” ื”ื™ื” ืžื“ื”ื™ื ืœืจืื•ืช. ื•ื–ื” ืžืฉื—ืง ื™ืคื”.
10:55
So you start seeing here that
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ืื– ืืชื ืžืชื—ื™ืœื™ื ืœืจืื•ืช ื›ืืŸ
10:57
the aesthetics that are so important
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ืฉืืกืชื˜ื™ืงื” ืฉื”ื™ื ื›ืœ ื›ืš ื—ืฉื•ื‘ื”
10:59
to a museum collection like MoMA's
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ืœืื•ืกืฃ ืžื•ื–ื™ืื•ืŸ ื›ืžื• ื–ื” ืฉืœ ื”-MOMA
11:01
are kept alive also by the selection of these games.
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ื ืฉืžืจืช ื’ื ืขืœ ื™ื“ื™ ืื•ืกืฃ ืฉืœ ืžืฉื—ืงื™ื ืืœื”.
11:05
And you know, Valve -- you know, Portal --
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ื•ืืชื ื™ื•ื“ืขื™ื,"ื•ืืœื‘" ืืชื ื™ื•ื“ืขื™ื, ืคื•ืจื˜ืœ-
11:07
is an example of a video game in which
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ื”ื•ื ื“ื•ื’ืžื” ืฉืœ ืžืฉื—ืง ื•ื™ื“ืื• ืฉื‘ื•
11:09
you have a certain type of violence
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ื™ืฉ ืœื›ื ืกื•ื’ ืžืกื•ื™ื ืฉืœ ืืœื™ืžื•ืช
11:11
which also leads me to talk about
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ืžื” ืฉืžื•ื‘ื™ืœ ืื•ืชื™ ืœื“ื‘ืจ ืขืœ
11:13
one of the biggest issues that we had to discuss
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ืื—ืช ื”ื‘ืขื™ื•ืช ื”ื’ื“ื•ืœื•ืช ื‘ื™ื•ืชืจ ืฉื”ื™ื• ืขืœื™ื ื• ืœื“ื•ืŸ ื‘ื”ืŸ
11:16
when we acquired the video games, what to do with violence.
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ื›ืืฉืจ ืจื›ืฉื ื• ืืช ืžืฉื—ืงื™ ื”ื•ื™ื“ืื•, ืžื” ืœืขืฉื•ืช ืขื ืืœื™ืžื•ืช.
11:18
Right? We had to make decisions.
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ื ื›ื•ืŸ? ื”ื™ื™ื ื• ืฆืจื™ื›ื™ื ืœืงื‘ืœ ื”ื—ืœื˜ื•ืช.
11:20
At MoMA, interestingly, there's a lot of violence
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ื‘- MoMA, ืžืขื ื™ื™ืŸ ืœื“ืขืช, ื™ืฉ ื”ืจื‘ื” ืืœื™ืžื•ืช
11:24
depicted in the art part of the collection,
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ืฉืžืชื•ืืจืช ื‘ื—ืœืง ื”ืืžื ื•ืช ืฉืœ ื”ืื•ืกืฃ,
11:27
but when I came to MoMA 19 years ago, and as an Italian,
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ืื‘ืœ ื›ืฉื”ื’ืขืชื™ ืœ-MOMA ืœืคื ื™ 19 ืฉื ื”, ื•ื›ืื™ื˜ืœืงื™ื”,
11:30
I said, "You know what, we need a Beretta."
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ืืžืจืชื™, "ืืชื ื™ื•ื“ืขื™ื ืžื”, ืื ื—ื ื• ืฆืจื™ื›ื™ื ื‘ืจื˜ื”."
11:31
And I was told, "No. No guns in the design collection."
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ื•ื ืืžืจ ืœื™, "ืœื, ืฉื•ื ืจื•ื‘ื™ื ื‘ืื•ืกืฃ ื”ืขื™ืฆื•ื‘".
11:35
And I was like, "Why?"
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11:35
Interestingly, I learned that it's considered
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ื•ื”ื™ื™ืชื™ ื›ืžื•, "ืœืžื”?"
ืžืขื ื™ื™ืŸ, ืœืžื“ืชื™ ืฉื ื—ืฉื‘
11:39
that in design and in the design collection,
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ืฉื‘ืขื™ืฆื•ื‘, ื‘ืื•ืกืฃ ืขื™ืฆื•ื‘,
11:41
what you see is what you get.
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ืžื” ืฉืืชื” ืจื•ืื” ื”ื•ื ืžื” ืฉืืชื” ืžืงื‘ืœ.
11:42
So when you see a gun, it's an instrument for killing in the design collection.
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ืœื›ืŸ ื›ืืฉืจ ืืชื” ืจื•ืื” ืืงื“ื—, ื–ื” ื›ืœื™ ื”ืจื’ ื‘ืื•ืกืฃ ื”ืขื™ืฆื•ื‘.
11:46
If it's in the art collection,
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ืื ื–ื” ื‘ืื•ืกืฃ ื”ืืžื ื•ืช,
11:47
it might be a critique of the killing instrument.
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ื–ื• ื™ื›ื•ืœื” ืœื”ื™ื•ืช ื‘ื™ืงื•ืจืช ืขืœ ื›ืœื™ ื”ืจื’.
11:51
So it's very interesting.
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ืื– ื–ื” ืžืื•ื“ ืžืขื ื™ื™ืŸ.
11:53
But we are acquiring our critical dimension also in design,
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ืื‘ืœ ืื ื—ื ื• ืจื•ื›ืฉื™ื ืืช ื”ืžืžื“ ื”ื‘ื™ืงื•ืจืชื™ ืฉืœื ื• ื’ื ื‘ืขื™ืฆื•ื‘,
11:56
so maybe one day we'll be able to acquire also the guns.
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ืื– ืื•ืœื™ ื™ื•ื ืื—ื“ ืื ื—ื ื• ื ื”ื™ื” ืžืกื•ื’ืœื™ื ืœืจื›ื•ืฉ ื’ื ืืช ื”ืจื•ื‘ื™ื.
11:58
But here, in this particular case, we decided,
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ืื‘ืœ ื›ืืŸ, ื‘ืžืงืจื” ืกืคืฆื™ืคื™ ื–ื”, ื”ื—ืœื˜ื ื•,
12:01
you know, with Kate and Paul,
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ืืชื ื™ื•ื“ืขื™ื, ืขื ืงื™ื™ื˜ ื•ืคื•ืœ,
12:03
that we would have no gratuitous violence.
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ืฉืœื ืชื”ื™ื” ืœื ื• ืืœื™ืžื•ืช ืžื™ื•ืชืจืช.
12:05
So we have Portal because you shoot walls
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ืื– ื™ืฉ ืœื ื• ืคื•ืจื˜ืœ ืžื›ื™ื•ื•ืŸ ืฉืืชื ืžืฆืœืžื™ื ืงื™ืจื•ืช
12:08
in order to create new spaces.
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ืขืœ ืžื ืช ืœื™ืฆื•ืจ ื—ืœืœื™ื ื—ื“ืฉื™ื.
12:09
We have Street Fighter II, because martial arts are good.
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ื™ืฉ ืœื ื• "ืœื•ื—ื ืจื—ื•ื‘ II" , ืžืฉื•ื ืฉืื•ืžื ื•ื™ื•ืช ืœื—ื™ืžื” ื”ืŸ ื—ื™ื•ื‘ื™ื•ืช.
12:12
(Laughter)
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(ืฆื—ื•ืง)
12:14
But we don't have GTA because,
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ืื‘ืœ ืื™ืŸ ืœื ื• GTA ืžืฉื•ื
12:18
maybe it's my own reflection,
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ืฉืื•ืœื™ ื”ื•ื ื”ืฉืชืงืคื•ืช ืฉืœื™,
12:19
I've never been able to do anything but crashing cars
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ืžืขื•ืœื ืœื ื”ื™ื™ืชื™ ืžืกื•ื’ืœืช ืœืขืฉื•ืช ื“ื‘ืจ ืžืœื‘ื“ ืžื›ื•ื ื™ื•ืช ืžืชื ื’ืฉื•ืช
12:22
and shooting prostitutes and pimps.
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ื•ืœื™ืจื•ืช ื‘ื–ื•ื ื•ืช ื•ืกืจืกื•ืจื™ื.
12:24
So it was not very constructive. (Laughter)
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ืื– ื–ื” ืœื ื”ื™ื” ืžืื•ื“ ืžื•ืขื™ืœ. (ืฆื—ื•ืง)
12:27
So, I'm making fun of it, but we discussed this
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ืื–, ืื ื™ ืขื•ืฉื” ืžื–ื” ืฆื—ื•ืง, ืื‘ืœ ืื ื—ื ื• ื“ื ื• ื‘ื–ื”
12:31
for so many days. You have no idea.
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ื‘ืžืฉืš ื›ืœ ื›ืš ื”ืจื‘ื” ื™ืžื™ื. ืื™ืŸ ืœื›ื ืžื•ืฉื’.
12:34
And to this day, I am ambivalent,
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ืขื“ ื”ื™ื•ื ืื ื™ ืืžื‘ื™ื•ื•ืœื ื˜ื™ืช,
12:37
but when you have instead games like Flow, there's no doubt.
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ืื‘ืœ ื›ืฉื™ืฉ ืœื›ื ื‘ืžืงื•ื ืžืฉื—ืงื™ื ื›ืžื• "ืคืœื•", ืื™ืŸ ืกืคืง.
12:40
It's like, it's about serenity and it's about sublime.
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ื–ื” ื›ืžื•, ื–ื” ืขืœ ืฉืœื•ื•ื” ื•ื–ื” ืขืœ ื”ื ืฉื’ื‘.
12:43
It's about experiencing what it means to be a sea creature.
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ืžื“ื•ื‘ืจ ื‘ืœื—ื•ื•ืช ืžื” ื–ื” ืื•ืžืจ ืœื”ื™ื•ืช ื™ืฆื•ืจ ื™ืžื™.
12:48
Then we have a few also side-scrollers -- classical ones.
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ืื– ื™ืฉ ืœื ื• ื›ืžื” ื’ื ื’ืœื™ืœื•ืช-ืฆื“ - ืงืœืืกื™ื•ืช.
12:52
So it's quite a hefty collection.
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ื›ืš ืฉื–ื” ืื•ืกืฃ ื“ื™ ื›ื‘ื“.
12:53
And right now, we started with the first 14,
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ื•ื ื›ื•ืŸ ืœืขื›ืฉื™ื•, ื”ืชื—ืœื ื• ืขื 14 ื”ืจืืฉื•ื ื™ื,
12:56
but we have several that are coming up,
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ืื‘ืœ ื™ืฉ ืœื ื• ืื—ื“ื™ื ืฉืžื’ื™ืขื™ื,
12:57
and the reason why we haven't acquired them yet
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ื•ื”ืกื™ื‘ื” ืฉืœื ืจื›ืฉื ื• ืื•ืชื ืขื“ื™ื™ืŸ
12:59
is because you don't acquire just the game.
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ื”ื™ื ืžื›ื™ื•ื•ืŸ ืฉืœื ืจื•ื›ืฉื™ื ืจืง ืืช ื”ืžืฉื—ืง.
13:02
You acquire the relationship with the company.
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ืจื•ื›ืฉื™ื ืืช ื”ืงืฉืจ ืขื ื”ื—ื‘ืจื”.
13:04
What we want, what we aspire to, is the code.
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ืžื” ืฉืื ื—ื ื• ืจื•ืฆื™ื, ืœืžื” ืื ื• ืฉื•ืืคื™ื, ื”ื•ื ื”ืงื•ื“.
13:07
It's very hard to get, of course.
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ืงืฉื” ืžืื•ื“ ืœืงื‘ืœ, ื›ืžื•ื‘ืŸ.
13:08
But that's what would enable us to preserve
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ืื‘ืœ ื–ื” ืžื” ืฉื™ืืคืฉืจ ืœื ื• ืœืฉืžืจ
13:10
the video games for a really long time,
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ืืช ืžืฉื—ืงื™ ื”ื•ื™ื“ืื• ืœืžืฉืš ื–ืžืŸ ืžืžืฉ ืจื‘ ืžืื•ื“,
13:12
and that's what museums do.
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ื•ื–ื” ืžื” ืฉืžื•ื–ื™ืื•ื ื™ื ืขื•ืฉื™ื.
13:14
They also preserve artifacts for posterity.
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ื”ื ื’ื ืžืฉืžืจื™ื ืืช ื”ืคืจื™ื˜ื™ื ืœืžืขืŸ ื”ื“ื•ืจื•ืช ื”ื‘ืื™ื.
13:16
In absence of the code, because, you know,
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ื‘ื”ืขื“ืจ ื”ืงื•ื“, ื›ื™ ืืชื ื™ื•ื“ืขื™ื,
13:19
video game companies are not very forthcoming in some cases,
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ื—ื‘ืจื•ืช ืœืžืฉื—ืงื™ ื•ื™ื“ืื• ืื™ื ืŸ ืžืื•ื“ ื’ืœื•ื™ื•ืช-ืœื‘ ื‘ืžืงืจื™ื ืžืกื•ื™ืžื™ื,
13:23
in absence of that, we acquire the relationship with the company.
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ื‘ื”ืขื“ืจ ื–ื”, ืื ื• ืจื•ื›ืฉื™ื ืืช ื”ืงืฉืจ ืขื ื”ื—ื‘ืจื”.
13:26
We're going to stay with them forever.
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ืื ื—ื ื• ื”ื•ืœื›ื™ื ืœื”ื™ืฉืืจ ืื™ืชื ืœื ืฆื—.
13:27
They're not going to get rid of us.
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ื”ื ืœื ื”ื•ืœื›ื™ื ืœื”ื™ืคื˜ืจ ืžืืชื ื•.
13:29
And one day, we'll get that code. (Laughter)
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ื•ื™ื•ื ืื—ื“, ื ืงื‘ืœ ืืช ื”ืงื•ื“. (ืฆื—ื•ืง)
13:32
But I want to explain to you the criteria that we chose
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ืื‘ืœ ืื ื™ ืจื•ืฆื” ืœื”ืกื‘ื™ืจ ืœื›ื ืืช ื”ืงืจื™ื˜ืจื™ื•ื ื™ื ืฉื‘ื—ืจื ื•
13:35
for interaction design. Aesthetics are really important.
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ืœืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™. ืืกืชื˜ื™ืงื” ื—ืฉื•ื‘ื” ื‘ืืžืช.
13:38
And I'm showing you Core War here,
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ื•ืื ื™ ืžืจืื” ืœื›ื ืืช "ืงื•ืจ ื•ื•ืจ" ื›ืืŸ,
13:40
which is an early game that takes advantage aesthetically
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ืฉื”ื•ื ืžืฉื—ืง ืžื•ืงื“ื ืฉืžื ืฆืœ ืืกืชื˜ื™ืช
13:44
of the limitations of the processor.
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ืืช ื”ืžื’ื‘ืœื•ืช ืฉืœ ื”ืžืขื‘ื“.
13:45
So the kind of interferences that you see here
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ืื– ืกื•ื’ ื”ื”ืคืจืขื•ืช ืฉืืชื ืจื•ืื™ื ื›ืืŸ
13:49
that look like beautiful barriers in the game
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ืฉื ืจืื™ื ื›ืžื• ืžื—ืกื•ืžื™ื ื™ืคื™ื ื‘ืžืฉื—ืง
13:51
are actually a consequence of the processor's limitedness,
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ื”ื ื‘ืขืฆื ืชื•ืฆืื” ืฉืœ ืžื•ื’ื‘ืœื•ืช ืฉืœ ื”ืžืขื‘ื“,
13:56
which is fantastic. So aesthetics is always important.
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ืฉื–ื” ืคื ื˜ืกื˜ื™. ืื– ืืกืชื˜ื™ืงื” ื—ืฉื•ื‘ื” ืชืžื™ื“.
13:59
And so is space, the spatial aspect of games.
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ื•ื’ื ืžืจื—ื‘, ื”ื”ื™ื‘ื˜ ื”ืžืจื—ื‘ื™ ืฉืœ ืžืฉื—ืงื™ื.
14:03
You know, I feel that the best video games
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ืืชื ื™ื•ื“ืขื™ื, ืื ื™ ืžืจื’ื™ืฉื” ืฉืžืฉื—ืงื™ ื”ื•ื™ื“ืื• ื”ื˜ื•ื‘ื™ื ื‘ื™ื•ืชืจ
14:05
are the ones that have really savvy architects
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ื”ื ืืœื” ืฉื™ืฉ ืœื”ื ื‘ืืžืช ืืจื›ื™ื˜ืงื˜ื™ื ืžื ื•ืกื™ื
14:08
that are behind them, and if they're not architects,
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ืžืื—ื•ืจื™ื”ื, ื•ืื ื”ื ืื™ื ื ืืืจื›ื™ื˜ืงื˜ื™ื,
14:11
bona fide trained in architecture, they have that feeling.
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ืืจื›ื™ื˜ืงื˜ื™ื ื‘ืขืœื™ ื™ื“ืข ืžื”ื™ืžืŸ, ื™ืฉ ืœื”ื ืืช ื”ืชื—ื•ืฉื” ื”ื–ื•.
14:14
But the spatial evolution in video games is extremely important.
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ืื‘ืœ ื”ื”ืชืคืชื—ื•ืช ื”ืžืจื—ื‘ื™ืช ื‘ืžืฉื—ืงื™ ื•ื™ื“ืื• ื—ืฉื•ื‘ื” ืžืื•ื“.
14:18
Time. The way we experience time in video games,
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ื–ืžืŸ. ื”ื“ืจืš ืฉื‘ื” ืื ื• ื—ื•ื•ื™ื ื–ืžืŸ ื‘ืžืฉื—ืงื™ ื•ื™ื“ืื•,
14:21
as in other forms of interaction design,
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ื›ืžื• ื‘ืฆื•ืจื•ืช ืื—ืจื•ืช ืฉืœ ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™,
14:23
is really quite amazing.
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ื”ื•ื ื‘ืืžืช ื“ื™ ืžื“ื”ื™ื.
14:25
It can be real time or it can be the time within the game,
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ื–ื” ื™ื›ื•ืœ ืœื”ื™ื•ืช ื–ืžืŸ ืืžืช ืื• ืฉื”ื•ื ื™ื›ื•ืœ ืœื”ื™ื•ืช ื”ื–ืžืŸ ืฉื‘ืชื•ืš ื”ืžืฉื—ืง,
14:28
as is in Animal Crossing, where seasons
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ื›ืžื• ื‘"ืื ื™ืžืœ ืงืจื•ืกื™ื ื’" (ื‘ืขืœื™ ื—ื™ื™ื ื—ื•ืฆื™ื), ืฉื‘ื• ืขื•ื ื•ืช
14:30
follow each other at their own pace.
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ืขื•ืงื‘ื•ืช ืื—ืช ืื—ืจื™ ื”ืฉื ื™ื™ื” ื‘ืงืฆื‘ ืฉืœื”ื.
14:33
So time, space, aesthetics,
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ืื– ื–ืžืŸ, ืžืจื—ื‘, ืืกืชื˜ื™ืงื”,
14:36
and then, most important, behavior.
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ื•ื”ื›ื™ ื—ืฉื•ื‘, ื”ืชื ื”ื’ื•ืช.
14:38
The real core issue of interaction design is behavior.
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ืกื•ื’ื™ื™ืช ืœื™ื‘ื” ืืžื™ืชื™ืช ืฉืœ ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™ ื”ื™ื ื”ืชื ื”ื’ื•ืช.
14:42
Designers that deal with interaction design behaviors
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ืžืขืฆื‘ื™ื ืฉืžืชืžื•ื“ื“ื™ื ืขื ื”ืชื ื”ื’ื•ื™ื•ืช ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™
14:46
that go to influence the rest of our lives.
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ืฉืขื•ืžื“ื•ืช ืœื”ืฉืคื™ืข ืขืœ ืฉืืจื™ืช ื—ื™ื™ื ื•.
14:48
They're not just limited to our interaction with the screen.
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ืื™ื ื ืจืง ืžื•ื’ื‘ืœื™ื ืœืื™ื ื˜ืจืืงืฆื™ื” ืฉืœื ื• ืขื ื”ืžืกืš.
14:51
In this case, I'm showing you Marble Madness,
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ื‘ืžืงืจื” ื–ื”, ืื ื™ ืžืจืื” ืœื›ื ืืช "ืžืจื‘ืœ ืžื“ื ืก" (ื˜ื™ืจื•ืฃ ืฉื™ื™ืฉ),
14:53
which is a beautiful game
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ืฉื”ื•ื ืžืฉื—ืง ื™ืคื”
14:54
in which the controller is a big sphere that vibrates with you,
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ืฉื‘ื• ื”ื‘ืงืจ ื”ื•ื ืกืคื™ืจื” ื’ื“ื•ืœื” ืฉืžื”ื“ื”ื“ืช ืื™ืชืš,
14:57
so you have a sphere that's moving in this landscape,
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ืื– ื™ืฉ ืœื›ื ืกืคื™ืจื” ืฉื ืขื” ื‘ื ื•ืฃ ื”ื–ื”,
15:00
and the sphere, the controller itself, gives you a sense of the movement.
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ื•ื”ืกืคื™ืจื”, ื”ื‘ืงืจ ืขืฆืžื•, ื ื•ืชืŸ ืœื›ื ืชื—ื•ืฉื” ืฉืœ ื”ืชื ื•ืขื”.
15:04
In a way, you can see how video games
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ื‘ืžื™ื“ืช ืžื” , ืืชื ื™ื›ื•ืœื™ื ืœืจืื•ืช ืื™ืš ืžืฉื—ืงื™ ื•ื™ื“ืื•
15:06
are the purest aspect of interaction design
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ื”ื ื”ื”ื™ื‘ื˜ ื”ื˜ื”ื•ืจ ื‘ื™ื•ืชืจ ืฉืœ ืขื™ืฆื•ื‘ ืื™ื ื˜ืจืืงื˜ื™ื‘ื™
15:09
and are very useful to explain what interaction is.
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ื•ื”ื ืžืื•ื“ ืฉื™ืžื•ืฉื™ื™ื™ื ื›ื“ื™ ืœื”ืกื‘ื™ืจ ืžื”ื™ ืื™ื ื˜ืจืืงืฆื™ื”.
15:14
We don't want to show the video games
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ืื ื—ื ื• ืœื ืจื•ืฆื™ื ืœื”ืจืื•ืช ืืช ืžืฉื—ืงื™ ื•ื™ื“ืื•
15:16
with the paraphernalia. No arcade nostalgia.
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ืขื ื”ืžื•ืฆื’ื™ื ื”ืฉื•ื ื™ื. ืื™ืŸ ื ื•ืกื˜ืœื’ื™ื™ืช ืืจืงื™ื™ื“.
15:19
If anything, we want to show the code,
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ืื ื‘ื›ืœืœ, ืื ื—ื ื• ืจื•ืฆื™ื ืœื”ืฆื™ื’ ืืช ื”ืงื•ื“,
15:21
and here you see Ben Fry's distellamap of Pac-Man,
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ื›ืืŸ ืืชื” ืจื•ืื™ื ื” ื“ื™ืกื˜ืœื”-ืžืืค ืฉืœ ื‘ืŸ ืคืจื™ื™ ืœืคืืงืžืŸ,
15:24
of the Pac-Man code.
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ืฉืœ ืงื•ื“ ื”-ืคืืงืžืŸ.
15:25
So the way we acquired the games is very interesting
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ืื– ื”ื“ืจืš ืฉื‘ื” ืจื›ืฉื ื• ืืช ื”ืžืฉื—ืงื™ื ืžืขื ื™ื™ื ืช ืžืื•ื“
15:29
and very unorthodox. You see them here
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ื•ืžืื•ื“ ืœื ืฉื’ืจืชื™ืช. ืืชื ืจื•ืื™ื ืื•ืชื ื›ืืŸ
15:32
displayed alongside other examples of design,
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ืžื•ืฆื’ื™ื ืœืฆื“ ื“ื•ื’ืžืื•ืช ืื—ืจื•ืช ืฉืœ ืขื™ืฆื•ื‘,
15:36
furniture and other parts,
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ืจื™ื”ื•ื˜ ื•ื—ืœืงื™ื ืื—ืจื™ื,
15:37
but there's no paraphernalia, no nostalagia,
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ืื‘ืœ ืื™ืŸ ืฉื•ื ื›ืœื™ื ืื• ื—ืคืฆื™ื,ืื™ืŸ ื ื•ืกื˜ืœื’ื™ื”
15:40
only the screen and a little shelf with the controllers.
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ืจืง ื”ืžืกืš ื•ืžื“ืฃ ืงื˜ืŸ ืขื ื”ื‘ืงืจื™ื.
15:43
The controllers are, of course, part of the experience,
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ื”ื‘ืงืจื™ื ื”ื, ื›ืžื•ื‘ืŸ, ื—ืœืง ืžื”ื—ื•ื•ื™ื”,
15:45
so you cannot do away with it.
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ืื– ืื™ ืืคืฉืจ ืœื•ื•ืชืจ ืขืœื™ื”ื.
15:48
But interestingly, this choice was not condemned
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ืื‘ืœ ืžืขื ื™ื™ืŸ, ื‘ื—ื™ืจื” ื–ื• ืœื ื’ื•ื ืชื”
15:52
too vehemently by gamers.
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ื‘ืœื”ื˜ ืขืœ ื™ื“ื™ ื”ื’ื™ื™ืžืจื™ื.
15:54
I was afraid that they would kill us,
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ืคื—ื“ืชื™ ืฉื”ื ื™ื”ืจื’ื• ืื•ืชื ื•,
15:55
and instead they understood, especially
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ื‘ืžืงื•ื ื–ื” ื”ื ื”ื‘ื™ื ื•, ื‘ืžื™ื•ื—ื“
15:57
when I told them that I was trying to apply the same stratagem
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ื›ืฉืืžืจืชื™ ืœื”ื ืฉืื ื™ ืžื ืกื” ืœื™ื™ืฉื ืืช ืื•ืชื• ืชื›ืกื™ืก
16:00
that Philip Johnson applied in 1934
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ืฉืคื™ืœื™ืค ื’'ื•ื ืกื•ืŸ ื™ื™ืฉื ื‘- 1934
16:03
when he wanted to make people understand
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ื›ืืฉืจ ืจืฆื” ืœื’ืจื•ื ืœืื ืฉื™ื ืœื”ื‘ื™ืŸ
16:05
the importance of design, and he took propeller blades
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ืืช ื”ื—ืฉื™ื‘ื•ืช ืฉืœ ื”ืขื™ืฆื•ื‘, ื•ื”ื•ื ืœืงื— ืœื”ื‘ื™ ืžื“ื—ืฃ
16:07
and pieces of machinery and
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ื•ื—ืœืงื™ ืžื›ื•ื ื•ืช,
16:10
in the MoMA galleries he put them on white pedestals
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ื•ื‘ื’ืœืจื™ื•ืช ื”-MOMA ื”ื•ื ืฉื ืื•ืชื ืขืœ ื›ื ื™ื ืœื‘ื ื™ื
16:13
against white walls, as if they were Brancusi sculptures.
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ื›ื ื’ื“ ืงื™ืจื•ืช ืœื‘ื ื™ื, ื›ืื™ืœื• ื”ื™ื• ืคืกืœื™ื ืฉืœ ื‘ืจื ืงื•ื–ื™.
16:16
He created this strange distance, this shock,
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ื”ื•ื ื™ืฆืจ ืžืจื—ืง ืžื•ื–ืจ ื–ื” , ื”ื”ืœื,
16:20
that made people realize how gorgeous formally,
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ืฉื’ืจื ืœืื ืฉื™ื ืœื”ื‘ื™ืŸ ื›ืžื” ื™ืคื•ืช ื‘ืื•ืคืŸ ืจืฉืžื™,
16:23
and also important functionally, design pieces were.
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ื•ื’ื ื—ืฉื•ื‘ื•ืช ืžื‘ื—ื™ื ื” ืคื•ื ืงืฆื™ื•ื ืœื™ืช, ื”ื™ื• ืคื™ืกื•ืช ืžืขื•ืฆื‘ื•ืช..
16:27
I would like to do the same with video games.
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ื”ื™ื™ืชื™ ืจื•ืฆื” ืœืขืฉื•ืช ืืช ืื•ืชื• ื”ื“ื‘ืจ ืขื ืžืฉื—ืงื™ ื•ื™ื“ืื•.
16:29
By getting rid of the sticky carpets and the cigarette butts
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ืขืœ-ื™ื“ื™ ื›ืš ืฉื ื™ืคื˜ืจ ืžื”ืฉื˜ื™ื—ื™ื ื”ื“ื‘ื™ืงื™ื ื•ื‘ื“ืœื™ ื”ืกื™ื’ืจื™ื•ืช
16:32
and everything else that we might remember from our childhood,
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ื•ื›ืœ ื“ื‘ืจ ืฉืื ื—ื ื• ืขืœื•ืœื™ื ืœื–ื›ื•ืจ ืžื”ื™ืœื“ื•ืช ืฉืœื ื•,
16:35
I want people to understand
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ืื ื™ ืจื•ืฆื” ืฉืื ืฉื™ื ื™ื‘ื™ื ื•
16:40
that those are important forms of design.
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ืฉืืœื” ื”ืŸ ืฆื•ืจื•ืช ื—ืฉื•ื‘ื•ืช ืฉืœ ืขื™ืฆื•ื‘.
16:42
And in a way, the video games, the fonts and everything else
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ื•ื‘ืžื™ื“ืช ืžื”, ืžืฉื—ืงื™ ื”ื•ื™ื“ืื•, ื”ื’ื•ืคื ื™ื, ื•ื›ืœ ื“ื‘ืจ ืื—ืจ
16:45
lead us to make people understand
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ืžื•ื‘ื™ืœื™ื ืื•ืชื ื• ืœื’ืจื•ื ืœืื ืฉื™ื ืœื”ื‘ื™ืŸ
16:47
a wider meaning for design.
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ืžืฉืžืขื•ืช ืจื—ื‘ื” ื™ื•ืชืจ ืœืขื™ืฆื•ื‘.
16:50
One of my dream acquisitions,
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ืื—ืช ืžืจื›ื™ืฉื•ืช ื”ื—ืœื•ื ืฉืœื™,
16:52
which has been on hold for a few years
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ืืฉืจ ื›ื‘ืจ ื ืžืฆื ื‘ื”ืžืชื ื” ื›ืžื” ืฉื ื™ื
16:54
but now will come back on the front burner,
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ืื‘ืœ ืขื›ืฉื™ื• ื™ืงื‘ืœ ืขื“ื™ืคื•ืช ืจืืฉื•ื ื”,
16:57
is a 747.
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ื”ื•ื 747.
16:58
I would like to acquire it, but without owning it.
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ืื ื™ ืจื•ืฆื” ืœืจื›ื•ืฉ ืื•ืชื•, ืืš ืžื‘ืœื™ ืœื”ืคื•ืš ื‘ืขืœื™ื ืฉืœื•.
17:01
I don't want it to be at MoMA and possessed by MoMA.
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ืื ื™ ืœื ืจื•ืฆื” ืฉื”ื•ื ื™ื”ื™ื” ื‘- MoMA, ื•ื•ื‘ื‘ืขืœื•ืช ื”- ื”ืžื•ื–ื™ืื•ืŸ ืœืืžื ื•ืช ืžื•ื“ืจื ื™ืช.
17:04
I want it to keep flying.
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ืื ื™ ืจื•ืฆื” ืฉื”ื•ื ื™ืžืฉื™ืš ืœื˜ื•ืก.
17:06
So it's an acquisition where MoMA makes an arrangement
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ื›ืš ืฉื–ื•ื”ื™ ืจื›ื™ืฉื” ืฉื‘ื” ื”- MoMA ืขื•ืฉื” ื”ืกื“ืจ
17:09
with an airline and keeps the Boeing 747 flying.
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ืขื ื—ื‘ืจืช ื”ืชืขื•ืคื” ื•ืžืฉืื™ืจ ืืช ื”ื‘ื•ืื™ื ื’ 747 ื˜ืก.
17:14
And the same with the "@" sign that we acquired a few years ago.
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ืืช ืื•ืชื• ื”ื“ื‘ืจ ืขื ืกื™ืžืŸ ื” "@" ืฉืจื›ืฉื ื• ืœืคื ื™ ืžืกืคืจ ืฉื ื™ื.
17:17
It was the first example of an acquisition of something
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ื–ื• ื”ื™ืชื” ื”ื“ื•ื’ืžื” ื”ืจืืฉื•ื ื” ืฉืœ ืจื›ื™ืฉื” ืฉืœ ืžืฉื”ื•
17:19
that is in the public domain.
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ืฉื‘ืจืฉื•ืช ื”ืฆื™ื‘ื•ืจ.
17:21
And what I say to people, it's almost as if
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ื•ืžื” ืฉืืžืจืชื™ ืœืื ืฉื™ื, ื–ื” ื›ืžืขื˜ ื›ืื™ืœื•
17:23
a butterfly were flying by
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ืคืจืคืจ ื”ื™ื” ืขืฃ ืœื™ื“ื ื•
17:25
and we captured the shadow on the wall,
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ื•ืœื›ื“ื ื• ืืช ืฆื™ืœื• ืขืœ ื”ืงื™ืจ,
17:28
and just we're showing the shadow.
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ื•ืื ื—ื ื• ืจืง ืžืฆื™ื’ื™ื ืืช ื”ืฆืœ.
17:29
So in a way, we're showing a manifestation
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ื›ืš ืฉื‘ืžื™ื“ืช ืžื”, ืื ื• ืžืฆื™ื’ื™ื ื’ื™ืœื•ื™
17:31
of something that is truly important
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ืฉืœ ืžืฉื”ื• ื—ืฉื•ื‘ ื‘ืืžืช
17:34
and that is part of our identity but that nobody can have.
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ื•ื–ื” ื—ืœืง ืžื”ื–ื”ื•ืช ืฉืœื ื•, ืื‘ืœ ืฉืœืืฃ ืื—ื“ ืœื ื™ื›ื•ืœื” ืœื”ื™ื•ืช.
17:37
And it's too long to explain the acquisition,
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ื•ื”ื•ื ืืจื•ืš ืžื›ื“ื™ ืœื”ืกื‘ื™ืจ ืืช ื”ืจื›ื™ืฉื”
17:39
but if you want to go on the MoMA blog,
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ืื‘ืœ ืื ืืชื ืจื•ืฆื™ื ืœืœื›ืช ืœื‘ืœื•ื’ ืฉืœ MoMA,
17:42
there's a long post where I explain why
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ื™ืฉื ื• ืคื•ืกื˜ ืืจื•ืš ืฉื‘ื• ืื ื™ ืžืกื‘ื™ืจื” ืœืžื”
17:44
it's such a great example of design.
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ื–ื• ื›ื–ื• ื“ื•ื’ืžื” ื ืคืœืื” ืฉืœ ืขื™ืฆื•ื‘.
17:46
Along the way, I've had to burn a few chairs. You know?
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ืœืื•ืจืš ื”ื“ืจืš, ื ืืœืฆืชื™ ืœืฉืจื•ืฃ ื›ืžื” ื›ื™ืกืื•ืช. ืืชื ื™ื•ื“ืขื™ื?
17:50
I've had to do away with a few concepts of design past.
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ื”ื™ื” ืขืœื™ ืœื”ื™ืคื˜ืจ ืžื›ืžื” ืจืขื™ื•ื ื•ืช ืžื”ืขื‘ืจ ืฉืœ ื”ืขื™ืฆื•ื‘.
17:54
But I see that people are coming along,
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ืื‘ืœ ืจืื™ืชื™ ืื ืฉื™ื ืžื’ื™ืขื™ื,
17:57
that the audiences, paradoxically,
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ืฉื”ืงื”ืœ, ื‘ืื•ืคืŸ ืคืจื“ื•ืงืกืืœื™,
17:59
are much more responsive and much more understanding
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ืžื’ื™ื‘ ื”ืจื‘ื” ื™ื•ืชืจ ื•ืžื‘ื™ืŸ ื”ืจื‘ื” ื™ื•ืชืจ
18:01
of this expansion of design than some of my colleagues are.
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ืืช ื”ืชืจื—ื‘ื•ืช ื–ื• ืฉืœ ืขื™ืฆื•ื‘ ื™ื•ืชืจ ืžื›ืžื” ืžืขืžื™ืชื™ื™.
18:05
Design is truly everywhere,
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ืขื™ืฆื•ื‘ ื”ื•ื ื‘ืืžืช ื‘ื›ืœ ืžืงื•ื,
18:07
and design is as important as anything,
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ืขื™ืฆื•ื‘ ื”ื•ื ื—ืฉื•ื‘ ื›ืžื• ื›ืœ ื“ื‘ืจ ืื—ืจ,
18:10
and I'm so glad that, because of its diversity
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ื•ืื ื™ ื›ืœ ื›ืš ืฉืžื—ื” ืฉื‘ืฉืœ ื”ืžื’ื•ื•ืŸ ืฉืœื•
18:12
and because of its centrality to our lives,
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ื•ื‘ื’ืœืœ ืžืจื›ื–ื™ื•ืชื• ื‘ื—ื™ื™ื ื•,
18:15
many more people are coming to it
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ื”ืจื‘ื” ื™ื•ืชืจ ืื ืฉื™ื ืžื’ื™ืขื™ื ืืœื™ื•
18:16
as a profession, as a passion,
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ื›ืžืงืฆื•ืข, ื›ืชืฉื•ืงื”,
18:19
and as, very simply, part of their own culture.
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ื•ื›ืžื•, ืคืฉื•ื˜ ืžืื•ื“ , ื—ืœืง ืžื”ืชืจื‘ื•ืช ืฉืœื”ื.
18:21
Thank you very much.
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ืชื•ื“ื” ืจื‘ื”.
18:23
(Applause)
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(ืžื—ื™ืื•ืช ื›ืคื™ื™ื)
ืขืœ ืืชืจ ื–ื”

ืืชืจ ื–ื” ื™ืฆื™ื’ ื‘ืคื ื™ื›ื ืกืจื˜ื•ื ื™ YouTube ื”ืžื•ืขื™ืœื™ื ืœืœื™ืžื•ื“ ืื ื’ืœื™ืช. ืชื•ื›ืœื• ืœืจืื•ืช ืฉื™ืขื•ืจื™ ืื ื’ืœื™ืช ื”ืžื•ืขื‘ืจื™ื ืขืœ ื™ื“ื™ ืžื•ืจื™ื ืžื”ืฉื•ืจื” ื”ืจืืฉื•ื ื” ืžืจื—ื‘ื™ ื”ืขื•ืœื. ืœื—ืฅ ืคืขืžื™ื™ื ืขืœ ื”ื›ืชื•ื‘ื™ื•ืช ื‘ืื ื’ืœื™ืช ื”ืžื•ืฆื’ื•ืช ื‘ื›ืœ ื“ืฃ ื•ื™ื“ืื• ื›ื“ื™ ืœื”ืคืขื™ืœ ืืช ื”ืกืจื˜ื•ืŸ ืžืฉื. ื”ื›ืชื•ื‘ื™ื•ืช ื’ื•ืœืœื•ืช ื‘ืกื ื›ืจื•ืŸ ืขื ื”ืคืขืœืช ื”ื•ื•ื™ื“ืื•. ืื ื™ืฉ ืœืš ื”ืขืจื•ืช ืื• ื‘ืงืฉื•ืช, ืื ื ืฆื•ืจ ืื™ืชื ื• ืงืฉืจ ื‘ืืžืฆืขื•ืช ื˜ื•ืคืก ื™ืฆื™ืจืช ืงืฉืจ ื–ื”.

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