Paola Antonelli: Why I brought Pac-Man to MoMA

108,854 views ・ 2013-05-28

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00:00
Translator: Joseph Geni Reviewer: Morton Bast
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翻译人员: ge tang 校对人员: Catherine Gu
00:12
I'm almost like a crazy evangelical.
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我几乎像一个疯狂的福音派信徒,
00:14
I've always known that the age of design is upon us,
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一直深信设计时代来临,
00:17
almost like a rapture.
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几乎像狂喜一般。
00:19
If the day is sunny, I think,
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如果晴天,我就会想,
00:20
"Oh, the gods have had a good design day."
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“哦,众神设计日快乐。”
00:23
Or, I go to a show and I see a beautiful piece by an artist,
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如果我去看展览,看到一件艺术家展示的精美作品,
00:27
particularly beautiful, I say
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特别的漂亮,我就会说,
00:29
he's so good because he clearly looked to design
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他如此优秀是因为他清楚地希望设计ˎ
00:32
to understand what he needed to do.
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理解他需要做什么。
00:33
So I really do believe that design
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因此我真确实相信,
00:36
is the highest form of creative expression.
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设计是创造性表达的最高形式。
00:39
That's why I'm talking to you today about the age of design,
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这就是为什么今天我和你们谈论设计时代。
00:42
and the age of design is the age in which design
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设计时代是这样的,
00:45
is still cute furniture, is still posters,
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其设计仍然是可爱的家具ˎ海报
00:49
is still fast cars, what you see at MoMA today.
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和快车,就是你们今天在现代艺术博物馆(MoMa)看到的东西。
00:51
But in truth, what I really would like to explain
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但事实上,我确实想要向公众,
00:55
to the public and to the audiences of MoMA is that
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向现代艺术博物馆的听众解释的是
00:58
the most interesting chairs are the ones
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这些最有意思的椅子
01:00
that are actually made by a robot,
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实际上是由机器人制造的。
01:03
like this beautiful chair by Dirk Vander Kooij,
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比如说这张漂亮的椅子是Dirk Vander Kooij设计的。
01:06
where a robot deposits a toothpaste-like slur
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机器人将回收的冰箱部件上的牙膏状污物
01:10
of recycled refrigerator parts,
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储存在那里,
01:12
as if he were a big candy, and makes a chair out of it.
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仿佛是一粒大糖果,然后造出了一把椅子。
01:17
Or good design is digital fonts that we use all the time
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好的设计就像我们一直使用的数字字体一样,
01:21
and that become part of our identity.
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成为我们身份的一部分。
01:23
I want people to understand
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我想让人们理解
01:24
that design is so much more than cute chairs,
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设计远远不止是可爱的椅子。
01:28
that it is first and foremost everything that is around us
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设计是我们生活中
01:31
in our life.
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周围首要的一切。
01:33
And it's interesting how so much of what we're talking about
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有趣的是,
01:35
tonight is not simply design but interaction design.
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我们今晚谈论的不是简单的设计,而是交互设计。
01:39
And in fact, interaction design is what I've been trying
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实际上,几年来我一直在努力尝试把交互设计
01:43
to insert in the collection of the Museum of Modern Art
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引入到现代艺术博物馆的收藏品中。
01:45
for a few years, starting not very timidly
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开始时并不很胆怯,
01:48
but just pointedly with works, for instance,
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但是只针对作品,例如,
01:51
by Martin Wattenberg -- the way a machine
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由Martin Wattenberg设计的一个机器人自己下棋的方式,
01:53
plays chess with itself, that you see here,
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你这里看到的。
01:56
or Lisa Strausfeld and her partners, the Sugar interface
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或者是Lisa Strausfeld和她的同伴设计的Sugar界面
02:00
for One Laptop Per Child,
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用于儿童笔记本电脑。
02:02
Toshio Iwai's Tenori-On musical instruments,
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Toshio Iwai设计的酷炫电子乐器,
02:06
and Philip Worthington's Shadow Monsters,
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Philip Worthington设计的«Shadow Monsters»,
02:09
and John Maeda's Reactive Books,
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John Maeda的«Reactive Books»,
02:11
and also Jonathan Harris and Sep Kamvar's I Want You To Want Me.
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还有Jonathan Harris和Sep Kamvar合作的«I Want You To Want Me»。
02:15
These were some of the first acquisitions that really
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这些是部分最先收购的设计品,
02:18
introduced the idea of interaction design to the public.
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它们确实把交互设计的理念带给了大众。
02:21
But more recently, I've been trying really to go even deeper
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但最近,我一直在尝试真正
02:26
into interaction design with examples
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用实例更加深入交互设计,
02:28
that are emotionally really suggestive
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这些实例在感情上真的暗示,
02:30
and that really explain interaction design at a level
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在一定的水平上真正解释了交互设计。
02:33
that is almost undeniable.
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这几乎是无可否认的。
02:35
The Wind Map, by Wattenberg and Fernanda Viégas,
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Wattenberg和Fernanda Viégas制作的«实时风地图»,
02:38
I don't know if you've ever seen it -- it's really fantastic.
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我不知道你们是否曾经见过,确实非常的奇妙。
02:41
It looks at the territory of the United States
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这地图是根据美国版图做的。
02:43
as if it were a wheat field that is procured by the winds
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仿佛它又像被风吹拂的小麦田。
02:49
and that is really giving you a pictorial image
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不过它确实展现给你一幅图案形象,
02:52
of what's going on with the winds in the United States.
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关于美国的风正在吹向哪里。
02:55
But also, more recently, we started acquiring video games,
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另外近来我们开始收购一些电子游戏,
03:00
and that's where all hell broke loose
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至此全乱套了,
03:03
in a really interesting way. (Laughter)
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以一种非常有趣的方式乱了。(笑声)
03:05
There are still people that believe that there's a high and there's a low.
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仍然有人确信有高雅有低俗,
03:07
And that's really what I find so intriguing
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这真的是令我感到有趣的地方,
03:10
about the reactions that we've had to the anointment
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对于在现代艺术博物馆收藏品中
03:15
of video games in the MoMA collection.
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收购的电子游戏的反应。
03:17
We've -- No, first of all, New York Magazine always gets it.
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我们,不,首先,纽约杂志总是最先得到。
03:20
I love them. So we are in the right quadrant.
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我爱他们。所以我们是在右边的象限。
03:23
We are in the Highbrow -- that's daring, that's courageous --
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我们是知识分子,有胆量,有勇气,
03:27
and Brilliant, which is great.
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并且有智慧,这相当的棒。
03:28
Timidly, we've been higher on the diagonal in other situations,
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缺乏自信地说,我们在其它情况下的对角线上的位置也更高。
03:32
but it's okay. It's good. It's good. It's good. (Laughter)
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但是没关系。这很好,很好,很好。(笑声)
03:35
But here comes the art critic. Oh, that was fantastic.
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但是接着出现了艺术评论家。噢,那是奇妙的。
03:38
So the first was Jonathan Jones from The Guardian.
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首先是来自«卫报»的Jonathan Jones。
03:40
"Sorry, MoMA, video games are not art."
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“抱歉,现代艺术博物馆,电子游戏不是艺术。”
03:43
Did I ever say they were art? I was talking about interaction design. Excuse me.
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对不起,我说过它们是艺术吗?我在谈论交互设计。
03:47
"Exhibiting Pac-Man and Tetris alongside Picasso and Van Gogh" --
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“在Picasso和Van Gogh的作品旁边展示Pac-Man和俄罗斯方块游戏”
03:51
They're two floors away. (Laughter) —
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他们相隔有两层楼远。(笑声)
03:54
"will mean game over for any real understanding of art."
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“将意味着游戏结束就会对艺术有任何真正理解。”
03:59
I'm bringing in the end of the world. You know?
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我将带来世界的尽头,你们知道吗?
04:03
We were talking about the rapture? It's coming.
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我们正在谈论狂喜是吧?它就要来了。
04:05
And Jonathan Jones is making it happen.
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Jonathan Jones正在使其发生。
04:07
So the same Guardian rebuts,
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同样的«卫报»反驳说,
04:10
"Are video games art: the debate that shouldn't be.
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“电子游戏是艺术吗?不该有的辩论。”
04:13
Last week, Guardian art critic blah blah suggested
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上周,«卫报»艺术评论家的瞎说表明
04:16
that games cannot qualify as art. But is he right?
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游戏不可能有艺术资格。但他对吗?
04:19
And does it matter?" Thank you. Does it matter?
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这重要吗?谢谢。重要吗?
04:21
You know, it's like once again there's this whole problem
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你们知道,就像再次有这样的设计的整体问题,
04:24
of design being often misunderstood for art,
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即设计经常会被误解为艺术,
04:27
or the idea that is so diffuse that designers want to
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或者普遍流传着这种观点,
04:31
aspire to, would like to be called, artists.
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设计师想要ˎ渴望ˎ喜欢被人叫做艺术家。
04:34
No. Designers aspire to be really great designers.
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不。设计师渴望成为真正伟大的设计师。
04:38
Thank you very much. And that's more than enough.
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非常感谢。这就足够了。
04:39
So my knight in shining armor, John Maeda,
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因此我的白马王子,John Maeda,
04:43
without any prompt, came out with this big declaration
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没有任何的提示,发出了这个大宣言,
04:46
on why video games belong in the MoMA.
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为什么电子游戏属于现代艺术博物馆。
04:49
And that was fantastic. And I thought that was it.
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这是极了不起的。至少我是这么认为的。
04:51
But then there was another wonderfully pretentious article
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不过又有另一篇极其自命不凡的文章,
04:55
that came out in The New Republic, so pretentious,
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刊登在«新共和杂志»上,真的非常自命不凡。
04:58
by Liel Leibovitz, and it said, "MoMA has mistaken video games for art." Again.
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是Liel Leibovitz写的,文章说,“现代艺术博物馆居然把电子游戏误以为是艺术”,再一次出现否定的声音。
05:02
"The museum is putting Pac-Man alongside Picasso." Again.
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“博物馆正在把«小精灵»置于Picasso旁边”,又一次如是说。
05:05
"That misses the point."
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“这样忽略了重点。”
05:06
Excuse me. You're missing the point.
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抱歉,你们正在忽略重点内容。
05:08
And here, look, the above question is put bluntly:
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这儿,看,上述问题被直截了当地提出来了:
05:12
"Are video games art? No. Video games aren't art
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“电子游戏是艺术吗?不,电子游戏不是艺术,
05:15
because they are quite thoroughly something else: code."
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因为它们是相当彻底的别的东西:代码。”
05:20
Oh, so Picasso is not art because it's oil paint. Right?
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噢,所以Picasso不是艺术因为它是油漆,对吗?
05:24
So it's so fantastic to see
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因此如此美妙地看到
05:26
how these feathers that were ruffled,
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这些羽毛是如何被激惹起来,
05:29
and these reactions, were so vehement.
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这些反应是多么的激烈。
05:31
And you know what?
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你知道吗?
05:32
The International Cat Video Film Festival
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国际猫的视频电影节
05:35
didn't have that much of a reaction. (Laughter)
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并没有引起如此多的反应。(笑声)
05:37
I think this was truly fantastic.
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我认为这是十分棒的。
05:39
We were talking about dancing ponies, but I was really jealous
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我们谈论跳舞的小马,
05:42
of the Walker Arts Center for putting up this festival,
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但我真的很嫉妒沃克艺术中心支持设置这个节日,
05:45
because it's very, very wonderful.
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因为它真的非常非常精彩。
05:47
And there's this Flaubert quote that I love:
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引用一句我所钟爱的Flaubert的话,
05:50
"I have always tried to live in an ivory tower,
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“我一直尝试着住在一座象牙塔里,
05:52
but a tide of shit is beating at its walls,
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但是一股胡说八道的言论在敲打它的墙壁,
05:55
threatening to undermine it."
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威胁着要破坏它。”
05:57
I consider myself the tide of shit.
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我认为我自己就是那一股胡说八道的言论。
05:59
(Laughter) (Applause)
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(笑声)(掌声)
06:04
You know, we have to go through that.
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你们知道,我们必须穿越它。
06:06
Even in the 1930s, my colleagues
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即使在十九世纪30年代,我的同行们
06:09
that were trying to put together an abstract art show
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准备举办一个抽象艺术展,把这些类型的作品都汇集起来,
06:11
had all of these works stopped by the customs officers
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但是被海关工作人员阻止了,
06:14
that decided they were not art.
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这些人决定着这些作品不是艺术。
06:16
So it's happened before, and it will happen in the future,
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这样的事情在以前发生过,在将来还会发生,
06:19
but right now I can tell you that I am so, so proud
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但是现在,我能告诉你们我是如此地骄傲,
06:23
to be able to call Pac-Man part of the MoMA collection.
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能把«小精灵»称为现代艺术博物馆藏品的一部分。
06:27
And the same with, for instance, Tetris, original version, the Soviet one.
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同样地,例如,«俄罗斯方块»,苏联的原始版本
06:33
And you know, the amount of work --
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你们知道,这个工作量…
06:35
yeah, Alexey Pajitnov was working for the Soviet government
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好吧,Alexey Pajitnov那时正为苏联政府工作,
06:39
and that's how he developed Tetris,
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这也是他如何开发了«俄罗斯方块»。
06:41
and Alexey himself reconstructed the whole game
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Alexey自己又重建了整个游戏,
06:45
and even gave us a simulation of the cathode ray tube
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甚至给了我们一个模拟的阴极射线管,
06:48
that makes it look slightly bombed.
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使它看上去有点像遭轰炸的。
06:52
And it's fantastic.
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这是多么令人惊叹啊。
06:53
So behind these acquisitions is an enormous amount of work,
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在这些收购品的背后是无比巨大的工作量,
06:57
because we're still the Museum of Modern Art,
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因为我们仍然是现代艺术博物馆,
06:58
so even when we tackle popular culture,
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所以纵使我们正视通俗文化,
07:00
we tackle it as a form of interaction design
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我们视它为交互设计的一种形式,
07:03
and as something that has to go into the collection at MoMA,
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现代艺术博物馆必须收藏的藏品。
07:05
therefore, has to be researched.
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因此,它必须被研究。
07:07
So to get to choosing Eric Chahi's
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让我们从众多电子游戏中,
07:10
wonderful Another World, amongst others,
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选择Eric Chahi的美好的«另一个世界»来看,
07:13
we put together a panel of experts,
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我们组织了一个专家小组,
07:14
and we worked on this acquisition,
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为这个收购而努力,
07:16
and it's mostly myself and Kate Carmody and Paul Galloway.
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主要是我自己、Kate Carmody和Paul Galloway
07:19
We worked on it for a year and a half.
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为此我们工作了一年半,
07:22
So many people helped us — designers of games,
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有很多人帮助了我们,游戏的设计师们,
07:25
you might know Jamin Warren
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你们可能知道Jamin Warren,
07:27
and his collaborators at Kill Screen magazine,
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和他的«Kill Screen»杂志的合作者们。
07:29
and you know, Kevin Slavin. You name it.
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你知道,还有Kevin Slavin,只要你能想到的,
07:31
We bugged everybody, because we knew that we were ignorant.
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我们烦扰了每一个人,因为我们了解自己是多么无知。
07:34
We were not real gamers enough,
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我们还不足以是真正的游戏玩家,
07:36
so we had to really talk to them.
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所以我们必须真正与他们交谈。
07:38
And so we decided, of course, to have Sim City 2000,
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所以我们决定拥有«模拟城市2000»,
07:42
not the other Sim City, that one in particular,
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当然不是其它版本的«模拟城市»,尤其是那一版,
07:45
so the criteria that we developed along the way
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在我们发展的道路上建立起来的标准十分强大。
07:48
were really strong, and were not only criteria of selection.
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而且不单是选拔标准,
07:51
They were also criteria of exhibition and of preservation.
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还包括展示和保存的标准。
07:55
That's what makes this acquisition more than a little game
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这也使得这个收购超越了一个小小的游戏,
07:59
or a little joke. It's truly a way to think of how to preserve
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或开个小玩笑,这真的是一种思路考虑如何保存
08:03
and show artifacts that will more and more
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和展示文物,
08:05
become part of our lives in the future.
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这些东西将越来越成为我们未来生活的一部分。
08:07
We live today, as you know very well, not in the digital,
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我们生活在当下,正如你很清楚的那样,不是在数字中,
08:10
not in the physical, but in the kind of minestrone
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也不是在物质中,而是在那种通心粉里。
08:14
that our mind makes of the two.
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我们的思想中融合了这两种。
08:16
And that's really where interaction lies,
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这确实是交互作用之所在,
08:19
and that's the importance of interaction.
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是交互作用的重要性。
08:21
And in order to explain interaction, we need to really
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为了解释交互作用,
08:24
bring people in and make them realize
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我们确实需要把人们带进,
08:27
how interaction is part of their lives.
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并且让他们意识到交互作用如何组成了他们生活中的一部分。
08:29
So when I talk about it, I don't talk only about video games,
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当我谈论它的时候,我不会只说电子游戏,
08:31
which are in a way the purest form of interaction,
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某种程度上它们是交互作用最纯粹的形式,
08:34
unadulterated by any kind of function or finality.
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不掺杂某种功能或结果。
08:37
I also talk about the MetroCard vending machine,
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我还会讲捷运卡自动售货机,
08:40
which I consider a masterpiece of interaction.
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我认为它是交互作用的杰作。
08:43
I mean, that interface is beautiful.
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我的意思是,它的界面是很漂亮的。
08:45
It looks like a burly MTA guy coming out of the tunnel.
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它看上去像一个魁梧的地铁男走出隧道。
08:49
You know, with your mitt you can actually paw
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你们知道,带着手套你依然可以笨拙去拿捷运卡。
08:52
the MetroCard, and I talk about how bad
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我想说
08:55
ATM machines usually are.
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自动柜员机通常是多么的差劲。
08:58
So I let people understand that it's up to them
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所以我想让人们明白,
09:01
to know how to judge interaction
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由他们自己决定该如何评判交互作用,
09:03
so as to know when it's good or when it's bad.
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以便知道何时好何时坏。
09:05
So when I show The Sims,
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当我展出«模拟人生»时,
09:07
I try to make people really feel what it meant
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我努力想让人们真正地感受到,
09:11
to have an interaction with The Sims,
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与«模拟人生»交互到底意味着什么,
09:13
not only the fun but also the responsibility
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除了乐趣还有责任,
09:15
that came with the Tamagotchi.
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这也是«电子鸡»所带给我们的。
09:17
You know, video games can be truly deep
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你们知道,电子游戏可以非常地深入,
09:19
even when they're completely mindless.
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甚至当它们完全盲目时。
09:20
I'm sure that all of you know Katamari Damacy.
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我确信在座的各位都知道«块魂»,
09:23
It's about rolling a ball and picking up as many objects as you can
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它是一种在有限的时间里滚动一个球,
09:27
in a finite amount of time
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并抓住尽量多的物品的游戏,
09:28
and hopefully you'll be able to make it into a planet.
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希望你将能使它成为一个星球。
09:31
I've never made it into a planet, but that's it.
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我从没使它成为一个星球,但仅此而已。
09:33
Or, you know, Vib-Ribbon was not distributed here in the United States.
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你们知道,«线条兔»并没有在美国发行,
09:36
It was a PlayStation game, but mostly for Japan.
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它是一个PS游戏,但主要是在日本。
09:38
And it was one of the first video games
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它是最早的电子游戏之一,
09:40
in which you could choose your own music.
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游戏里你可以选用自己的音乐,
09:42
So you would put into the PlayStation,
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你可以在PS机里
09:44
you would put your own CD,
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放你自己的CD,
09:46
and then the game would change alongside your music. So really fantastic.
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然后游戏就会随着你的音乐而改变。所以真是奇妙。
09:51
Not to mention Eve Online.
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更不用说«星战前夜»了。
09:52
Eve Online is an artificial universe, if you wish,
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如果你想的话,«星战前夜»是一个人造宇宙,
09:55
but one of the diplomats that was killed in Benghazi,
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一位外交官在Benghazi被害,
09:58
not Ambassador Stevens, but one of his collaborators,
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不是Ambassador Stevens,而是他的合作者之一,
10:00
was a really big shot in Eve Online,
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在«星战前夜»里真是个大人物。
10:02
so here you have a diplomat in the real world
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所以这里在现实世界中你有一个外交官,
10:05
that spends his time in Eve Online
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他把自己的时间都花在玩«星战前夜»这个游戏上,
10:07
to kind of test, maybe, all of his ideas about diplomacy
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可能有点考验他所有的想法关于外交ˎ
10:11
and about universe-building, and to the point that
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宇宙建设,到如此地步,
10:14
the first announcement of the bombing
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第一次宣布轰炸
10:16
was actually given on Eve Online,
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实际上是在«星战前夜»发出的。
10:19
and after his death, several parts of the universe
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在他死后,
10:21
were named after him.
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宇宙的几部分将以他的名字命名。
10:23
And I was just recently at the Eve Online fan festival
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我最近去了Reykjavík参加了«星战前夜»迷们的聚会,
10:27
in Reykjavík that was quite amazing.
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相当的令人惊叹。
10:29
I mean, we're talking about an experience
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我指,我们谈起某一次体验,
10:31
that of course can seem weird to many,
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当然在许多人看来可能会是怪异的,
10:34
but that is very educational.
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但它是极有教育意义的。
10:36
Of course, there are games that are even more educational.
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当然,有更加有教育意义的游戏。
10:39
Dwarf Fortress is like the holy grail
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«矮人要塞»就像这种
10:41
of this kind of massive multiplayer online game,
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大型多人在线游戏的圣杯。
10:44
and in fact the two Adams brothers were in Reykjavík,
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事实上,Adams俩兄弟也在Reykjavík,
10:46
and they were greeted
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迎接他们的是
10:49
by a standing ovation by all the Eve Online fans.
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全场«星战前夜»迷们的起立鼓掌。
10:52
It was amazing to see. And it's a beautiful game.
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看上去相当的神奇,其本身就是一个漂亮的游戏。
10:55
So you start seeing here that
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你可以从这儿看起,
10:57
the aesthetics that are so important
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对于像现代艺术博物馆这样的博物馆藏品来说,
10:59
to a museum collection like MoMA's
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美学是十分重要的。
11:01
are kept alive also by the selection of these games.
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选择这些游戏使美学依然有其影响。
11:05
And you know, Valve -- you know, Portal --
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你们知道,Valve开发的«传送门»,
11:07
is an example of a video game in which
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是电子游戏的一个例子。
11:09
you have a certain type of violence
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在游戏里你有某种暴力行为,
11:11
which also leads me to talk about
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这也导致我谈谈
11:13
one of the biggest issues that we had to discuss
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我们一定要讨论的其中一个最大的问题,
11:16
when we acquired the video games, what to do with violence.
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当我们收购电子游戏时,该如何对待暴力呢?
11:18
Right? We had to make decisions.
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是吧?我们必须做出一个决定。
11:20
At MoMA, interestingly, there's a lot of violence
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有趣的是,在现代艺术博物馆,
11:24
depicted in the art part of the collection,
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艺术部分的藏品描绘了许多暴力。
11:27
but when I came to MoMA 19 years ago, and as an Italian,
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但是当我19年前来到现代艺术博物馆的时候,作为一个意大利人,
11:30
I said, "You know what, we need a Beretta."
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我说,“你知道,我们需要一个枪支制造商。”
11:31
And I was told, "No. No guns in the design collection."
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有人对我说,“不,设计收藏中没有枪支。”
11:35
And I was like, "Why?"
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11:35
Interestingly, I learned that it's considered
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我就问,“为什么?”
有趣的是,我才知道需要考虑
11:39
that in design and in the design collection,
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在设计和设计收藏品中,
11:41
what you see is what you get.
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你看到的就是你得到的。
11:42
So when you see a gun, it's an instrument for killing in the design collection.
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当你看到一把枪的时候,它是一个设计收藏品中的杀人工具。
11:46
If it's in the art collection,
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如果它在艺术收集品中,
11:47
it might be a critique of the killing instrument.
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它可能是批判杀人工具。
11:51
So it's very interesting.
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因此这是非常有趣的。
11:53
But we are acquiring our critical dimension also in design,
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但是我们也从设计中得到批判性的视角,
11:56
so maybe one day we'll be able to acquire also the guns.
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因此可能有一天,我们也将会收购手枪。
11:58
But here, in this particular case, we decided,
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但是这里,在此个别情况下,我们
12:01
you know, with Kate and Paul,
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和Kate 与Paul决定,
12:03
that we would have no gratuitous violence.
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我们将摒弃无端的暴力。
12:05
So we have Portal because you shoot walls
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所以我们收藏了«传送门»,因为你们向墙壁射击
12:08
in order to create new spaces.
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是为了创造新的空间。
12:09
We have Street Fighter II, because martial arts are good.
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我们收藏了«街头霸王 II»,因为武术是好的。
12:12
(Laughter)
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(笑声)
12:14
But we don't have GTA because,
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但我们没有收藏«侠盗猎车手»,因为,
12:18
maybe it's my own reflection,
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可能是我自己的反思,
12:19
I've never been able to do anything but crashing cars
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我从不会做任何事情除了撞毁汽车,
12:22
and shooting prostitutes and pimps.
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枪击妓女及皮条客们。
12:24
So it was not very constructive. (Laughter)
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所以它并不是非常有建设性的。(笑声)
12:27
So, I'm making fun of it, but we discussed this
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好吧,我在嘲笑它,但是我们讨论这件事
12:31
for so many days. You have no idea.
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有许多天了。你一点主意也没有。
12:34
And to this day, I am ambivalent,
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至今我仍然在矛盾着。
12:37
but when you have instead games like Flow, there's no doubt.
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但是当你有替代的游戏像«浮游世界»,当然毫无疑问。
12:40
It's like, it's about serenity and it's about sublime.
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它有点像是关于宁静和崇高的。
12:43
It's about experiencing what it means to be a sea creature.
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它是关于体验变成海洋生物意味着什么。
12:48
Then we have a few also side-scrollers -- classical ones.
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我们也有少量像«横向卷轴»等的经典游戏。
12:52
So it's quite a hefty collection.
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这的确是一个巨大的收藏。
12:53
And right now, we started with the first 14,
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现在,让我们从最初的14个开始,
12:56
but we have several that are coming up,
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我们还有数个即将收购的游戏,
12:57
and the reason why we haven't acquired them yet
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为什么我们还没有收购它们呢?
12:59
is because you don't acquire just the game.
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因为你不会只收购游戏,
13:02
You acquire the relationship with the company.
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你还收购与公司之间的关系。
13:04
What we want, what we aspire to, is the code.
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我们想要,渴望得到的是代码。
13:07
It's very hard to get, of course.
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当然,这是很难得到的。
13:08
But that's what would enable us to preserve
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不过这也使我们能够
13:10
the video games for a really long time,
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>在一段很长的时间里保存游戏。
13:12
and that's what museums do.
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这也是博物馆所做的。
13:14
They also preserve artifacts for posterity.
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当然他们也为后人保存文物。
13:16
In absence of the code, because, you know,
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因为,你们知道,如果没有代码,
13:19
video game companies are not very forthcoming in some cases,
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电子游戏公司在某些情况下不是很愿意,
13:23
in absence of that, we acquire the relationship with the company.
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在没有代码的情况下,我们收购与公司的关系。
13:26
We're going to stay with them forever.
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我们将永远和它们在一起,
13:27
They're not going to get rid of us.
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他们不会摆脱我们。
13:29
And one day, we'll get that code. (Laughter)
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总有一天,我们会得到那个代码。(笑声)
13:32
But I want to explain to you the criteria that we chose
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但是我想向你们解释我们选择交互设计的准则,
13:35
for interaction design. Aesthetics are really important.
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美学是非常重要的。
13:38
And I'm showing you Core War here,
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在这儿我想向你们展示«磁芯大战»,
13:40
which is an early game that takes advantage aesthetically
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它是一种早期的游戏,
13:44
of the limitations of the processor.
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从美学上利用处理器的局限性。
13:45
So the kind of interferences that you see here
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你在这里看到的这种干扰,
13:49
that look like beautiful barriers in the game
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看起来像游戏中的美丽屏障,
13:51
are actually a consequence of the processor's limitedness,
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事实上是处理器局限性的后果,
13:56
which is fantastic. So aesthetics is always important.
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真是很奇妙。所以美学始终是非常重要的。
13:59
And so is space, the spatial aspect of games.
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游戏的空间方面也是如此。
14:03
You know, I feel that the best video games
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我觉得最好的电子游戏是那些
14:05
are the ones that have really savvy architects
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在幕后由真正资深的设计师制作的。
14:08
that are behind them, and if they're not architects,
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如果他们不是受过良好训练的架构师,
14:11
bona fide trained in architecture, they have that feeling.
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他们就不会有这种感觉。
14:14
But the spatial evolution in video games is extremely important.
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但空间演变在电子游戏中是极其重要的。
14:18
Time. The way we experience time in video games,
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时间,我们在电子游戏中度过时间的方式,
14:21
as in other forms of interaction design,
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像在其它形式的交互设计中一样,
14:23
is really quite amazing.
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确实是令人惊叹的。
14:25
It can be real time or it can be the time within the game,
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它可以是真实的时间,也可以是游戏中的时间。
14:28
as is in Animal Crossing, where seasons
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例如在«动物之森»中,
14:30
follow each other at their own pace.
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季节以各自的节奏更替。
14:33
So time, space, aesthetics,
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所以时间ˎ空间ˎ美学,
14:36
and then, most important, behavior.
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然后,最重要的行为。
14:38
The real core issue of interaction design is behavior.
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交互设计的真正的核心问题是行为。
14:42
Designers that deal with interaction design behaviors
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设计师们处理交互设计行为。
14:46
that go to influence the rest of our lives.
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这些行为去影响我们生活的其它部分。
14:48
They're not just limited to our interaction with the screen.
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它们并不局限于我们与屏幕的互动。
14:51
In this case, I'm showing you Marble Madness,
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在这个例子中,我将给你们展示«疯狂石头»。
14:53
which is a beautiful game
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这是一个美丽的游戏。
14:54
in which the controller is a big sphere that vibrates with you,
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控制者是一个大球体和你一起颤动,
14:57
so you have a sphere that's moving in this landscape,
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所以在这种风景下你有一个运动的球体。
15:00
and the sphere, the controller itself, gives you a sense of the movement.
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这个球体,控制者本身,给了你运动的感觉。
15:04
In a way, you can see how video games
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某种程度上,你可以看到电子游戏
15:06
are the purest aspect of interaction design
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怎样是最纯净的交互设计方面,
15:09
and are very useful to explain what interaction is.
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以及在解释交互设计是什么时是如此的有用。
15:14
We don't want to show the video games
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我们不想使用一些设备来展示电子游戏,
15:16
with the paraphernalia. No arcade nostalgia.
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没有怀旧街机游戏。
15:19
If anything, we want to show the code,
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如果可以的话,我们想展示代码。
15:21
and here you see Ben Fry's distellamap of Pac-Man,
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这里你看到Ben Fry的«小精灵»游戏的
15:24
of the Pac-Man code.
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操作代码与图形的混合。
15:25
So the way we acquired the games is very interesting
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我们收购游戏的方式是十分有趣的,
15:29
and very unorthodox. You see them here
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也是极不寻常的。你看在这里,
15:32
displayed alongside other examples of design,
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它们陈列在其它设计样品的旁边,
15:36
furniture and other parts,
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家具和其他的部分,
15:37
but there's no paraphernalia, no nostalagia,
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但是这儿没有游戏设备,没有怀旧街机,
15:40
only the screen and a little shelf with the controllers.
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只有屏幕和带控制器的小架子。
15:43
The controllers are, of course, part of the experience,
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当然,控制器是这种体验的一部分,
15:45
so you cannot do away with it.
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因而你不可以没有它。
15:48
But interestingly, this choice was not condemned
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有趣的是,这个选择并没有被游戏者们
15:52
too vehemently by gamers.
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太过强烈地谴责。
15:54
I was afraid that they would kill us,
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我以前曾担心他们会杀了我们,
15:55
and instead they understood, especially
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相反,他们理解了我们,
15:57
when I told them that I was trying to apply the same stratagem
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特别是当我告诉他们我正尝试
16:00
that Philip Johnson applied in 1934
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应用Philip Johnson在1934年使用的相同的攻略。
16:03
when he wanted to make people understand
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他当时想让人们理解设计的重要性,
16:05
the importance of design, and he took propeller blades
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他采用了螺旋桨推进器,
16:07
and pieces of machinery and
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一些机器的零件,
16:10
in the MoMA galleries he put them on white pedestals
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他把它们放在现代艺术博物馆走廊里的白色底座上,
16:13
against white walls, as if they were Brancusi sculptures.
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紧靠着白色的墙壁,就好像它们是Brancusi的雕塑。
16:16
He created this strange distance, this shock,
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他创造了这个怪异的间隔,这种冲击,
16:20
that made people realize how gorgeous formally,
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使人们认识到是这些设计零件是
16:23
and also important functionally, design pieces were.
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多么华丽而又庄重并且有着重要的功能。
16:27
I would like to do the same with video games.
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我也想这样来介绍电子游戏。
16:29
By getting rid of the sticky carpets and the cigarette butts
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摆脱了黏地毯和烟蒂
16:32
and everything else that we might remember from our childhood,
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以及任何可能回忆起我们童年的东西。
16:35
I want people to understand
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我想让人们明白
16:40
that those are important forms of design.
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这些是设计的重要形式。
16:42
And in a way, the video games, the fonts and everything else
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某种程度上,电子游戏、字体以及其它任何东西,
16:45
lead us to make people understand
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都引导我们使人们理解
16:47
a wider meaning for design.
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设计的更广泛的含义。
16:50
One of my dream acquisitions,
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我梦想的收购品之一,
16:52
which has been on hold for a few years
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已经搁置了好几年,
16:54
but now will come back on the front burner,
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不过现在将要回到首要位置的,
16:57
is a 747.
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是一架747。
16:58
I would like to acquire it, but without owning it.
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我想要收购它,但不想拥有它。
17:01
I don't want it to be at MoMA and possessed by MoMA.
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我不想要它出现并被现代艺术博物馆所拥有,
17:04
I want it to keep flying.
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我想要它继续飞翔。
17:06
So it's an acquisition where MoMA makes an arrangement
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这是一个收藏品,现代艺术博物馆与航空公司达成了一个协议,
17:09
with an airline and keeps the Boeing 747 flying.
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让波音747继续飞翔。
17:14
And the same with the "@" sign that we acquired a few years ago.
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同样,我们几年前收购的"@"符号 ,
17:17
It was the first example of an acquisition of something
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它是公共领域收藏品的
17:19
that is in the public domain.
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第一个例子。
17:21
And what I say to people, it's almost as if
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我想对人们说的是,这几乎就像是
17:23
a butterfly were flying by
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1974
一只蝴蝶在飞舞,
17:25
and we captured the shadow on the wall,
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我们抓住了它在墙壁上的影子,
17:28
and just we're showing the shadow.
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而我们只是在展示这个影子。
17:29
So in a way, we're showing a manifestation
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换言之,我们正在展示一种
17:31
of something that is truly important
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非常重要东西的表现,
17:34
and that is part of our identity but that nobody can have.
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这是我们身份的一部分,没人可以拥有。
17:37
And it's too long to explain the acquisition,
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要解释收购实在是需要太多的言语了。
17:39
but if you want to go on the MoMA blog,
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不过如果你想上现代艺术博物馆的博客,
17:42
there's a long post where I explain why
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有一篇很长的帖子里我解释了为什么
17:44
it's such a great example of design.
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它是这样一个设计很好的例子。
17:46
Along the way, I've had to burn a few chairs. You know?
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在这个过程中,我不得不烧掉几把椅子。你们知道吗?
17:50
I've had to do away with a few concepts of design past.
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我不得不废除过去设计的一些概念。
17:54
But I see that people are coming along,
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然而我看到人们正在进步,
17:57
that the audiences, paradoxically,
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相反的是,相比我的一些同事们而言,听众们
17:59
are much more responsive and much more understanding
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更加积极响应而且更加理解
18:01
of this expansion of design than some of my colleagues are.
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这种设计的扩展。
18:05
Design is truly everywhere,
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设计是真的无处不在。
18:07
and design is as important as anything,
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设计和任何事情一样重要。
18:10
and I'm so glad that, because of its diversity
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我很欣慰,由于它的多样性,
18:12
and because of its centrality to our lives,
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由于它是我们生活中的中心,
18:15
many more people are coming to it
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越来越多的人们正在认识它,
18:16
as a profession, as a passion,
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作为一个专业,或者一种激情,
18:19
and as, very simply, part of their own culture.
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或者简单地作为自己修养的一部分。
18:21
Thank you very much.
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非常感谢。
18:23
(Applause)
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(掌声)
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