Paola Antonelli: Why I brought Pac-Man to MoMA

108,755 views ・ 2013-05-28

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00:00
Translator: Joseph Geni Reviewer: Morton Bast
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譯者: Shengwei Cai 審譯者: Ning Zhang
00:12
I'm almost like a crazy evangelical.
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我就像一個狂熱的福音信徒。
00:14
I've always known that the age of design is upon us,
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一直確信設計時代正朝我們走來,
00:17
almost like a rapture.
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對此,我可是欣喜若狂啊。
00:19
If the day is sunny, I think,
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如果今天天氣晴朗,我就會想,
00:20
"Oh, the gods have had a good design day."
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“哇哦,諸神今天可以好好構思一天了。”
00:23
Or, I go to a show and I see a beautiful piece by an artist,
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再如,我去看展覽,看到了一件漂亮的藝術作品,
00:27
particularly beautiful, I say
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特別漂亮,我會想
00:29
he's so good because he clearly looked to design
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這藝術家真不錯,毫無疑問他懂得
00:32
to understand what he needed to do.
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設計時它需要做些什麼。
00:33
So I really do believe that design
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所以,我深信
00:36
is the highest form of creative expression.
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設計是創造性表達的最高級形式。
00:39
That's why I'm talking to you today about the age of design,
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這也是今天我來給你們講設計時代的原因,
00:42
and the age of design is the age in which design
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在設計時代
00:45
is still cute furniture, is still posters,
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設計仍跟小巧的家具、海報,跑車有關,
00:49
is still fast cars, what you see at MoMA today.
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正如你們在紐約現代藝術博物館(MoMA)看到的一樣。
00:51
But in truth, what I really would like to explain
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但實際上,
00:55
to the public and to the audiences of MoMA is that
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我想向公眾和MoMA的觀眾說明的是
00:58
the most interesting chairs are the ones
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那些最有意思的椅子
01:00
that are actually made by a robot,
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實際上是由機器人製造的,
01:03
like this beautiful chair by Dirk Vander Kooij,
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比如德克•范德•科藝(荷蘭設計師)設計的這把椅子
01:06
where a robot deposits a toothpaste-like slur
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機器人把回收的冰箱零部件上的牙膏状的污物
01:10
of recycled refrigerator parts,
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储存起来,
01:12
as if he were a big candy, and makes a chair out of it.
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仿佛那是一大塊糖果,它可藉此製造一把椅子。
01:17
Or good design is digital fonts that we use all the time
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或說,我們常用的數字字體也是優良的設計作品
01:21
and that become part of our identity.
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它們已成為我們身份特征的一部分。
01:23
I want people to understand
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我想讓人們明白
01:24
that design is so much more than cute chairs,
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設計遠不止可愛的椅子,
01:28
that it is first and foremost everything that is around us
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設計是我們生活周圍
01:31
in our life.
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首要的也是最重要的一切。
01:33
And it's interesting how so much of what we're talking about
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而且有趣的是,今天晚上我們講的很多內容
01:35
tonight is not simply design but interaction design.
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不僅僅是設計,更多的是交互設計。
01:39
And in fact, interaction design is what I've been trying
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事實上,近幾年來我一直嘗試
01:43
to insert in the collection of the Museum of Modern Art
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讓交互設計作品也成為MoMA的藏品
01:45
for a few years, starting not very timidly
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一開始我就沒有畏怯
01:48
but just pointedly with works, for instance,
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只是針對作品,比如
01:51
by Martin Wattenberg -- the way a machine
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你們看到的馬丁•瓦騰伯格的作品——
01:53
plays chess with itself, that you see here,
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一台計算機和它自己下國際象棋
01:56
or Lisa Strausfeld and her partners, the Sugar interface
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另外莉薩•斯特勞斯菲爾德和她的合伙人
02:00
for One Laptop Per Child,
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為“每個孩子一台筆記本”項目設計的“糖果”界面
02:02
Toshio Iwai's Tenori-On musical instruments,
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岩井俊雄設計的Tenori-On(一種觸摸屏樂器)
02:06
and Philip Worthington's Shadow Monsters,
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菲利普•沃辛頓的怪物影子遊戲
02:09
and John Maeda's Reactive Books,
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約翰•前田的"會聽話的書"
02:11
and also Jonathan Harris and Sep Kamvar's I Want You To Want Me.
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喬納森•哈里斯和塞普•卡姆瓦爾的"我想你約我"(一種網上約會應用)
02:15
These were some of the first acquisitions that really
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這批最早的一些藏品
02:18
introduced the idea of interaction design to the public.
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真正把交互設計這個概念呈現給了公眾。
02:21
But more recently, I've been trying really to go even deeper
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最近,我一直試著
02:26
into interaction design with examples
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用具有情緒性暗示的
02:28
that are emotionally really suggestive
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且能詳細闡釋交互設計的例子
02:30
and that really explain interaction design at a level
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去更深入了解交互設計
02:33
that is almost undeniable.
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當然,這些例子的闡釋要無可爭辯
02:35
The Wind Map, by Wattenberg and Fernanda Viégas,
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不知道你們是否看過
02:38
I don't know if you've ever seen it -- it's really fantastic.
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瓦騰伯格和費爾蘭達•維埃加斯的“風圖” 非常神奇
02:41
It looks at the territory of the United States
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在“風圖”里,美國領土看起來
02:43
as if it were a wheat field that is procured by the winds
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就像風在吹過的麥田
02:49
and that is really giving you a pictorial image
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這張如畫的圖片能讓你清楚地看到
02:52
of what's going on with the winds in the United States.
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美國領土上的風是如何流動的
02:55
But also, more recently, we started acquiring video games,
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同時,我們也開始收藏視頻遊戲
03:00
and that's where all hell broke loose
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而且一切都因此亂套了
03:03
in a really interesting way. (Laughter)
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但是非常有意思
03:05
There are still people that believe that there's a high and there's a low.
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因為現在仍有人認為 藏品應有高低之分
03:07
And that's really what I find so intriguing
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對於人們
03:10
about the reactions that we've had to the anointment
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對在 MoMA 收藏視頻遊戲的反應
03:15
of video games in the MoMA collection.
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我真得覺得很搞笑
03:17
We've -- No, first of all, New York Magazine always gets it.
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首先,《紐約雜誌》對此非常了解
03:20
I love them. So we are in the right quadrant.
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我愛死它們了 他們把我們排在這個圖的右上部
03:23
We are in the Highbrow -- that's daring, that's courageous --
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即“高雅”和“非凡”的集合處
03:27
and Brilliant, which is great.
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真是大膽、勇敢又美妙,這很棒。
03:28
Timidly, we've been higher on the diagonal in other situations,
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在其他地方 我們曾“羞怯的”處於過更高的排位
03:32
but it's okay. It's good. It's good. It's good. (Laughter)
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但沒關係,這很好,很好,非常好
03:35
But here comes the art critic. Oh, that was fantastic.
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但是藝術批評家來了,哇哦~再好不過
03:38
So the first was Jonathan Jones from The Guardian.
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第一個是《衛報》的喬納森•瓊斯
03:40
"Sorry, MoMA, video games are not art."
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他說,“不好意思,MoMA 視頻遊戲不是藝術”
03:43
Did I ever say they were art? I was talking about interaction design. Excuse me.
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我說他們是藝術了嗎? 我講的是交互設計,你先搞清楚
03:47
"Exhibiting Pac-Man and Tetris alongside Picasso and Van Gogh" --
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“把《吃豆人》和《俄羅斯方塊》 與畢加索和梵高的作品一起展覽
03:51
They're two floors away. (Laughter) —
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(它們可隔了兩層樓遠啊!) (笑聲)
03:54
"will mean game over for any real understanding of art."
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將意味著藝術真諦的Game Over”
03:59
I'm bringing in the end of the world. You know?
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天啊,我把世界末日召喚來了
04:03
We were talking about the rapture? It's coming.
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我們前面說的「欣喜若狂」時刻 就要到了
04:05
And Jonathan Jones is making it happen.
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喬納森•瓊斯和《衛報》的反駁
04:07
So the same Guardian rebuts,
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做到了這點
04:10
"Are video games art: the debate that shouldn't be.
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“視頻遊戲是藝術嗎:不應有的討論。
04:13
Last week, Guardian art critic blah blah suggested
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上週,《衛報》的藝術批評家提出
04:16
that games cannot qualify as art. But is he right?
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視頻遊戲不夠格成為藝術 但他對嗎?
04:19
And does it matter?" Thank you. Does it matter?
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而且,這有關係嗎? ” 謝謝您,這有關係嗎?
04:21
You know, it's like once again there's this whole problem
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知道嗎,這就像又一次
04:24
of design being often misunderstood for art,
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設計被曲解為藝術
04:27
or the idea that is so diffuse that designers want to
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或說設計師渴望被別人 稱其為藝術家的觀念
04:31
aspire to, would like to be called, artists.
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再一次散佈開來了
04:34
No. Designers aspire to be really great designers.
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那不對 設計師渴望成為偉大的設計師
04:38
Thank you very much. And that's more than enough.
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非常感謝 那已經足夠說明問題了
04:39
So my knight in shining armor, John Maeda,
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於是,我的白馬王子約翰·前田
04:43
without any prompt, came out with this big declaration
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突然從黑夜中走來,並鄭重聲明
04:46
on why video games belong in the MoMA.
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為什麼視頻遊戲應歸入MoMA
04:49
And that was fantastic. And I thought that was it.
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真是太好了,我想,這就對了嘛
04:51
But then there was another wonderfully pretentious article
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但之後《新共和報》登出了
04:55
that came out in The New Republic, so pretentious,
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一篇極其做作的文章 作者是里爾•萊博維茨
04:58
by Liel Leibovitz, and it said, "MoMA has mistaken video games for art." Again.
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上面又一次說到 “MoMA誤把視頻遊戲當藝術”
05:02
"The museum is putting Pac-Man alongside Picasso." Again.
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“該博物館把《吃豆人》 和畢加索的作品放在一起展覽”
05:05
"That misses the point."
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還說“那樣的做法沒有抓住重點”
05:06
Excuse me. You're missing the point.
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我沒重點?你才沒抓住重點吧
05:08
And here, look, the above question is put bluntly:
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看這裡,上面的問題很明顯的擺在這兒
05:12
"Are video games art? No. Video games aren't art
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“視頻遊戲是藝術嗎? 不,電子遊戲不是藝術
05:15
because they are quite thoroughly something else: code."
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因為它們完全是另外一種東西:代碼。 ”
05:20
Oh, so Picasso is not art because it's oil paint. Right?
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嚯~ 所以說畢加索的作品 是油畫顏料而不是藝術?
05:24
So it's so fantastic to see
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看到這些整潔的羽毛
05:26
how these feathers that were ruffled,
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被弄皺的過程簡直太好了
05:29
and these reactions, were so vehement.
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而且批評家們的反應是如此激烈
05:31
And you know what?
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我告訴你們
05:32
The International Cat Video Film Festival
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國際貓視頻電影節
05:35
didn't have that much of a reaction. (Laughter)
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都沒有過如此大的反響
05:37
I think this was truly fantastic.
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我覺得那種感覺好得不能再好
05:39
We were talking about dancing ponies, but I was really jealous
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我們說的可是跳舞的小馬呀
05:42
of the Walker Arts Center for putting up this festival,
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而且我是真嫉妒 沃克藝術中心能承辦這次電影節
05:45
because it's very, very wonderful.
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因為這個電影節真的太精彩了
05:47
And there's this Flaubert quote that I love:
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我很喜歡福樓拜的這句話
05:50
"I have always tried to live in an ivory tower,
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“我總盡力生活在象牙塔中
05:52
but a tide of shit is beating at its walls,
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但屎潮不停拍打著圍牆
05:55
threatening to undermine it."
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威脅著要壞掉這座塔”
05:57
I consider myself the tide of shit.
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我認為自己就是那屎潮
05:59
(Laughter) (Applause)
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(笑聲)(掌聲)
06:04
You know, we have to go through that.
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我們必須經歷這個過程
06:06
Even in the 1930s, my colleagues
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即使在 30 年代,我的同行們
06:09
that were trying to put together an abstract art show
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曾試著把這些作品放在一起 舉行一個抽象藝術展
06:11
had all of these works stopped by the customs officers
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但被海關官員攔了下來
06:14
that decided they were not art.
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因為他們覺得這些作品不是藝術
06:16
So it's happened before, and it will happen in the future,
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看吧,這樣的事情以前發生過 今後還會繼續發生
06:19
but right now I can tell you that I am so, so proud
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但現在,我很自豪
06:23
to be able to call Pac-Man part of the MoMA collection.
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我可以把《吃豆人》稱為 MoMA 的藏品
06:27
And the same with, for instance, Tetris, original version, the Soviet one.
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同樣還有原版《俄羅斯方塊》 (前蘇聯版)
06:33
And you know, the amount of work --
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而且這個過程中的工作量……
06:35
yeah, Alexey Pajitnov was working for the Soviet government
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沒錯,阿列克謝•帕基特諾夫 當時為前蘇聯政府工作
06:39
and that's how he developed Tetris,
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並在那里製作了《俄羅斯方塊》
06:41
and Alexey himself reconstructed the whole game
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而且他自己還改造了這個遊戲
06:45
and even gave us a simulation of the cathode ray tube
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給了我們一個陰極射線管的仿真設計品
06:48
that makes it look slightly bombed.
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讓遊戲有遭受過輕微轟炸的感覺
06:52
And it's fantastic.
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太不可思議了
06:53
So behind these acquisitions is an enormous amount of work,
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為收藏這些作品,需要驚人的工作量
06:57
because we're still the Museum of Modern Art,
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因為本質上 我們還是紐約現代藝術博物館
06:58
so even when we tackle popular culture,
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所以,面對流行文化時
07:00
we tackle it as a form of interaction design
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我們要把它當作交互設計來處理
07:03
and as something that has to go into the collection at MoMA,
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把它當做必須要收藏在 MoMA 的東西
07:05
therefore, has to be researched.
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因此必須要仔細研究
07:07
So to get to choosing Eric Chahi's
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當從很多視頻遊戲中
07:10
wonderful Another World, amongst others,
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選擇埃里克•恰西的《異世界》時
07:13
we put together a panel of experts,
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我們聚集了一組專家
07:14
and we worked on this acquisition,
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一起為這次收購工作
07:16
and it's mostly myself and Kate Carmody and Paul Galloway.
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主要是凱特•卡莫迪、保羅•加洛韋和我
07:19
We worked on it for a year and a half.
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我們花了一年半的時間在這上面
07:22
So many people helped us — designers of games,
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很多人給予了我們幫助,比如遊戲設計師們
07:25
you might know Jamin Warren
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也許你們知道雅​​明•沃倫
07:27
and his collaborators at Kill Screen magazine,
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和他在 KillScreen 雜誌社的合作者們
07:29
and you know, Kevin Slavin. You name it.
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還有凱文•斯拉文,多不勝舉
07:31
We bugged everybody, because we knew that we were ignorant.
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我們向每一個人求教 因為我們缺乏這方面的知識
07:34
We were not real gamers enough,
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甚至算不上真正的玩家
07:36
so we had to really talk to them.
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所以我們必須認真和他們交談
07:38
And so we decided, of course, to have Sim City 2000,
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當然,我們決定收藏《模擬城市2000》
07:42
not the other Sim City, that one in particular,
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不包括其他系列,只收藏那一款
07:45
so the criteria that we developed along the way
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在此過程中我們建立的選擇標準
07:48
were really strong, and were not only criteria of selection.
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非常嚴格,而且不止是選擇標準
07:51
They were also criteria of exhibition and of preservation.
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還包括展覽標準和收藏標準
07:55
That's what makes this acquisition more than a little game
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所以這次收藏不只是遊戲
07:59
or a little joke. It's truly a way to think of how to preserve
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不是玩笑,是考慮如何保存
08:03
and show artifacts that will more and more
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和展示那些在將來
08:05
become part of our lives in the future.
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會成為我們生活一部分的工藝品的方法
08:07
We live today, as you know very well, not in the digital,
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你們很清楚 我們現在不是單純生活在數位世界
08:10
not in the physical, but in the kind of minestrone
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或物質世界中,而是生活在
08:14
that our mind makes of the two.
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由我們智慧創造的 這兩種世界相結合的世界裡
08:16
And that's really where interaction lies,
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那才是“交互”存在的地方
08:19
and that's the importance of interaction.
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和“交互”的重要性所在
08:21
And in order to explain interaction, we need to really
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為了把“交互”解釋清楚
08:24
bring people in and make them realize
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我們必須把人們帶到這個領域來 讓他們意識到
08:27
how interaction is part of their lives.
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為什麼“交互”是他們生活的一部分
08:29
So when I talk about it, I don't talk only about video games,
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當我談論“交互”時 談的不只是視頻遊戲
08:31
which are in a way the purest form of interaction,
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視頻遊戲一定程度上 是最純粹的“交互”形式
08:34
unadulterated by any kind of function or finality.
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沒有摻雜其它功能或權威性
08:37
I also talk about the MetroCard vending machine,
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我同樣會談及 紐約地鐵自動售票機
08:40
which I consider a masterpiece of interaction.
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我覺得那是“交互”作用的傑作
08:43
I mean, that interface is beautiful.
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因為售票機的介面非常美觀
08:45
It looks like a burly MTA guy coming out of the tunnel.
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看起來像從管道裡鑽出來 一位結實的紐約交管局的傢伙
08:49
You know, with your mitt you can actually paw
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事實上,即使帶著手套
08:52
the MetroCard, and I talk about how bad
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你也可以把地鐵卡抓出來 我還會談及
08:55
ATM machines usually are.
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自動取款機經常是多麼糟糕
08:58
So I let people understand that it's up to them
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所以,我讓人們明白
09:01
to know how to judge interaction
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怎樣判斷“交互”由他們自己決定
09:03
so as to know when it's good or when it's bad.
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因此才知道何時是好、何時是壞
09:05
So when I show The Sims,
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所以當我展出《模擬人生》時
09:07
I try to make people really feel what it meant
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我設法讓人們感受
09:11
to have an interaction with The Sims,
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與《模擬人生》“交互”意味着什么
09:13
not only the fun but also the responsibility
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他們感受到的不僅是樂趣
09:15
that came with the Tamagotchi.
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還有伴隨電子寵物而來的責任感
09:17
You know, video games can be truly deep
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即使視頻遊戲有時是完全盲目的
09:19
even when they're completely mindless.
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但也能變得很深奧
09:20
I'm sure that all of you know Katamari Damacy.
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我肯定你們知道《魂塊》
09:23
It's about rolling a ball and picking up as many objects as you can
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其規則是滾動一個球 並在有限的時間內
09:27
in a finite amount of time
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拾起盡可能多的物體
09:28
and hopefully you'll be able to make it into a planet.
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並藉此創造一個星球
09:31
I've never made it into a planet, but that's it.
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我從沒成功過,但僅此而已了
09:33
Or, you know, Vib-Ribbon was not distributed here in the United States.
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另外,《線條兔》並沒有在美國擴散
09:36
It was a PlayStation game, but mostly for Japan.
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那是 PlayStation 遊戲公司的一款遊戲 其市場主要在日本
09:38
And it was one of the first video games
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而且那是最初幾款
09:40
in which you could choose your own music.
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你可以自主選擇音樂的 視頻遊戲中的一款
09:42
So you would put into the PlayStation,
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所以你可以把它放進遊戲機裡
09:44
you would put your own CD,
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或放進 CD 播放機裡
09:46
and then the game would change alongside your music. So really fantastic.
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然後遊戲會隨音樂改變而改變 非常非常了不得
09:51
Not to mention Eve Online.
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更不必說《星戰前夜》了
09:52
Eve Online is an artificial universe, if you wish,
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你可以稱其為一個人造宇宙
09:55
but one of the diplomats that was killed in Benghazi,
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但是,一位在班加西被殺的外交官
09:58
not Ambassador Stevens, but one of his collaborators,
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(並非大使史蒂文斯,而是他的合作者)
10:00
was a really big shot in Eve Online,
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在《星戰前夜》裡可是個大人物
10:02
so here you have a diplomat in the real world
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一名現實中的外交官
10:05
that spends his time in Eve Online
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花時間在《星戰前夜》上
10:07
to kind of test, maybe, all of his ideas about diplomacy
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其目的可能是某種測試
10:11
and about universe-building, and to the point that
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測試他關於宇宙運作的理念
10:14
the first announcement of the bombing
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事實上,最先的炸彈襲擊通告
10:16
was actually given on Eve Online,
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是在《星戰前夜》裡宣布的
10:19
and after his death, several parts of the universe
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他死後 《星戰前夜》中宇宙的有幾個部分
10:21
were named after him.
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就以他的名字命名了
10:23
And I was just recently at the Eve Online fan festival
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最近在雷克雅維克(冰島首都) 舉行了 EVE 全球玩家盛會
10:27
in Reykjavík that was quite amazing.
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我也參加了那場非常不可思議的盛會
10:29
I mean, we're talking about an experience
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我是說我們談論的是一種
10:31
that of course can seem weird to many,
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可能對很多人來說比較奇怪的經歷
10:34
but that is very educational.
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但那很有教育意義
10:36
Of course, there are games that are even more educational.
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當然 還有其他遊戲更具教育意義
10:39
Dwarf Fortress is like the holy grail
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比如《矮人要塞》就是這種
10:41
of this kind of massive multiplayer online game,
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大規模聯網對戰的遊戲
10:44
and in fact the two Adams brothers were in Reykjavík,
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其實 當時亞當兄弟倆也在雷克雅維克
10:46
and they were greeted
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所有的 EVE 玩家
10:49
by a standing ovation by all the Eve Online fans.
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就站著對他們表示了熱烈的歡迎
10:52
It was amazing to see. And it's a beautiful game.
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EVE 是很出色的遊戲 這個盛會也很讓人震驚
10:55
So you start seeing here that
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所以現在你會發現
10:57
the aesthetics that are so important
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畫面美感對 MoMA 這樣的博物館來說
10:59
to a museum collection like MoMA's
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非常重要
11:01
are kept alive also by the selection of these games.
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在挑選這些遊戲的過程中 讓遊戲也保持了其活力
11:05
And you know, Valve -- you know, Portal --
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而且,Valve 軟件公司開發的《傳送門》
11:07
is an example of a video game in which
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是一個有特定類型暴力方式的
11:09
you have a certain type of violence
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視頻遊戲的例子
11:11
which also leads me to talk about
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同時 在我們收藏了這些電子遊戲之後
11:13
one of the biggest issues that we had to discuss
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它也引導了我,讓我去談論
11:16
when we acquired the video games, what to do with violence.
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我們必須討論的一個最大的問題 ——如何看待暴力
11:18
Right? We had to make decisions.
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你們說對吧?我們必須做出決定
11:20
At MoMA, interestingly, there's a lot of violence
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有趣的是,在 MoMA 所有藏品中的藝術品裡
11:24
depicted in the art part of the collection,
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很多都描繪有暴力元素
11:27
but when I came to MoMA 19 years ago, and as an Italian,
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作為一個義大利人 19 年前我來到 MoMA 時
11:30
I said, "You know what, we need a Beretta."
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我說,“知道嗎,我們需要收藏一把槍” (意大利P. Beretta SpA是最古老的槍械生產組織之一)
11:31
And I was told, "No. No guns in the design collection."
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他們卻告訴我 “不行,設計類藏品裡不能有槍”
11:35
And I was like, "Why?"
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11:35
Interestingly, I learned that it's considered
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我就想,“為什麼呀?”
有趣的是,後來才我知道
11:39
that in design and in the design collection,
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人們認為在設計和設計類藏品裡
11:41
what you see is what you get.
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眼睛看到的就是作品要傳達的
11:42
So when you see a gun, it's an instrument for killing in the design collection.
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當設計類藏品裡有一把槍 你看到就是一把殺人工具
11:46
If it's in the art collection,
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如果在藝術類藏品裡
11:47
it might be a critique of the killing instrument.
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可能表達的就是對殺人工具的批判
11:51
So it's very interesting.
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所以這非常有趣
11:53
But we are acquiring our critical dimension also in design,
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但是我們在收集臨界作品 到設計類藏品裡
11:56
so maybe one day we'll be able to acquire also the guns.
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可能有一天我們同樣可以收藏槍
11:58
But here, in this particular case, we decided,
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在現在這種特殊情況下
12:01
you know, with Kate and Paul,
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凱特、保羅和我,我們決定
12:03
that we would have no gratuitous violence.
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必須有理有據的收藏與暴力相關的作品
12:05
So we have Portal because you shoot walls
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我們收藏《傳送門》是因為
12:08
in order to create new spaces.
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射擊牆壁是為了創造空間
12:09
We have Street Fighter II, because martial arts are good.
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收藏《街頭霸王2》 是因為高質量的武術
12:12
(Laughter)
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(笑聲)
12:14
But we don't have GTA because,
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但是我們沒收藏《俠盜獵車手》
12:18
maybe it's my own reflection,
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可能是出於我個人的原因
12:19
I've never been able to do anything but crashing cars
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因为,我不會做任何事情,
12:22
and shooting prostitutes and pimps.
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除了撞車,槍殺妓女和皮條客
12:24
So it was not very constructive. (Laughter)
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所以其可取性不大
12:27
So, I'm making fun of it, but we discussed this
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我剛在開玩笑 但是我們確實討論過很長時間
12:31
for so many days. You have no idea.
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當然你們不會知道
12:34
And to this day, I am ambivalent,
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至今我都比較矛盾
12:37
but when you have instead games like Flow, there's no doubt.
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但有了 Flow 這樣的替代遊戲後 疑慮就消散了
12:40
It's like, it's about serenity and it's about sublime.
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因為它跟寧靜和賞心悅目相關
12:43
It's about experiencing what it means to be a sea creature.
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並帶你體驗作為海洋生物的意義
12:48
Then we have a few also side-scrollers -- classical ones.
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此外 我們還採集了一些經典的小遊戲
12:52
So it's quite a hefty collection.
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那些是相當重要的採集品
12:53
And right now, we started with the first 14,
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而且現在我們開始了 對前面 14 個的研究
12:56
but we have several that are coming up,
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後面還會有一些其他的遊戲
12:57
and the reason why we haven't acquired them yet
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之所以現在還沒決定收藏它們
12:59
is because you don't acquire just the game.
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是因為我們收藏的不僅是遊戲本身
13:02
You acquire the relationship with the company.
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還有要獲得與該公司的關係
13:04
What we want, what we aspire to, is the code.
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我們渴望得到的是遊戲的代碼
13:07
It's very hard to get, of course.
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毫無疑問那很難得到
13:08
But that's what would enable us to preserve
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所以那才使我們能將電子遊戲
13:10
the video games for a really long time,
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保存相當長的時間
13:12
and that's what museums do.
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博物館都這樣幹
13:14
They also preserve artifacts for posterity.
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博物館也為子孫們保存古器物
13:16
In absence of the code, because, you know,
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沒有代碼……你們知道
13:19
video game companies are not very forthcoming in some cases,
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某些情況下 視頻遊戲公司就不太可能出現
13:23
in absence of that, we acquire the relationship with the company.
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因為我們沒有代碼 故必須獲得與視頻遊戲公司的關係
13:26
We're going to stay with them forever.
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我們要永遠和它們在一起
13:27
They're not going to get rid of us.
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想都別想甩掉我們
13:29
And one day, we'll get that code. (Laughter)
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總有一天,我們會得到代碼(笑聲)
13:32
But I want to explain to you the criteria that we chose
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但我想向你們講清楚 選擇交互設計作品的條件
13:35
for interaction design. Aesthetics are really important.
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首先,“美感”非常重要
13:38
And I'm showing you Core War here,
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現在你們看到的是《磁芯大戰》
13:40
which is an early game that takes advantage aesthetically
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它是一個早期的遊戲
13:44
of the limitations of the processor.
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利用介面的美感彌補了處理程序的不足
13:45
So the kind of interferences that you see here
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所以你們在遊戲中看到的
13:49
that look like beautiful barriers in the game
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漂亮的像障礙物的干擾因素
13:51
are actually a consequence of the processor's limitedness,
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實際上是處理器不足的結果
13:56
which is fantastic. So aesthetics is always important.
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那仍然很棒啊 所以說界面美感總是很重要的
13:59
And so is space, the spatial aspect of games.
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同樣還有“空間” 即遊戲的空間方面
14:03
You know, I feel that the best video games
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我感覺最好的視頻遊戲
14:05
are the ones that have really savvy architects
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背後總有一群理解力超強的建築師
14:08
that are behind them, and if they're not architects,
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如果他們不是建築師
14:11
bona fide trained in architecture, they have that feeling.
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但受過良好的建築方面的訓練 他們也會有那種感覺
14:14
But the spatial evolution in video games is extremely important.
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但視頻遊戲中的空間演化極其重要
14:18
Time. The way we experience time in video games,
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還有“時間” 我們在遊戲裡體驗時間的感覺
14:21
as in other forms of interaction design,
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作為交互設計的其他形式
14:23
is really quite amazing.
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這是非常不可思議的
14:25
It can be real time or it can be the time within the game,
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它能作為真實的時間 也能作為遊戲中的時間
14:28
as is in Animal Crossing, where seasons
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比如在《動物森林》裡
14:30
follow each other at their own pace.
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四季就照著固有的順序循環
14:33
So time, space, aesthetics,
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所以 時間、空間、美感都非常重要
14:36
and then, most important, behavior.
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然後是最重要的“行為”
14:38
The real core issue of interaction design is behavior.
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交互設計的根本核心就是“行為”
14:42
Designers that deal with interaction design behaviors
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處理交互設計行為的設計者
14:46
that go to influence the rest of our lives.
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將會影響到我們今後的生活
14:48
They're not just limited to our interaction with the screen.
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他們不僅把我們的 “交互行為”限制在屏幕上
14:51
In this case, I'm showing you Marble Madness,
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既然如此 我給你們看看《瘋狂的石頭》
14:53
which is a beautiful game
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很漂亮的一個遊戲
14:54
in which the controller is a big sphere that vibrates with you,
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遊戲裡,控制器是一個與你一起搖擺的球體
14:57
so you have a sphere that's moving in this landscape,
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有一個在畫面中運動的球體
15:00
and the sphere, the controller itself, gives you a sense of the movement.
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而且球體會帶給你一種移動的感覺
15:04
In a way, you can see how video games
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某種程度上,你們能夠理解
15:06
are the purest aspect of interaction design
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為什麼視頻遊戲是交互設計裡最純粹的方面
15:09
and are very useful to explain what interaction is.
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視頻遊戲對闡釋交互作用也很有用
15:14
We don't want to show the video games
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我們不想展示視頻遊戲設備
15:16
with the paraphernalia. No arcade nostalgia.
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不展示跟街機有關的甜蜜回憶
15:19
If anything, we want to show the code,
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如果非要展示的話,我們想展示代碼
15:21
and here you see Ben Fry's distellamap of Pac-Man,
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在這裡,你們看到的 是本•弗萊用《吃豆人》的代碼
15:24
of the Pac-Man code.
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製作的《吃豆人》代碼軌跡圖
15:25
So the way we acquired the games is very interesting
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所以我們收藏遊戲的方式 很有趣,很另類
15:29
and very unorthodox. You see them here
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你們可以看到這些遊戲
15:32
displayed alongside other examples of design,
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與其他設計作品擺在一起
15:36
furniture and other parts,
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比如家具和其他東西
15:37
but there's no paraphernalia, no nostalagia,
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沒有相關遊戲設備,沒有回憶
15:40
only the screen and a little shelf with the controllers.
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只有屏幕和放遊戲手柄的小架子
15:43
The controllers are, of course, part of the experience,
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因為手柄是體驗的一部分
15:45
so you cannot do away with it.
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所以不能沒有它
15:48
But interestingly, this choice was not condemned
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但奇怪的是,這樣的做法
15:52
too vehemently by gamers.
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並沒有為遊戲玩家所責難
15:54
I was afraid that they would kill us,
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之前我還擔心他們會殺了我們呢
15:55
and instead they understood, especially
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但相反,當我給他們說
15:57
when I told them that I was trying to apply the same stratagem
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我在嘗試飛利浦•約翰遜 在 1934 年用過的花招時
16:00
that Philip Johnson applied in 1934
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他們特別理解我們的做法
16:03
when he wanted to make people understand
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飛利浦想讓人們了解設計的重要性
16:05
the importance of design, and he took propeller blades
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所以他把螺旋槳葉片
16:07
and pieces of machinery and
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和機械零部件
16:10
in the MoMA galleries he put them on white pedestals
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放在 MoMA 畫廊裡靠牆的雕像基座上
16:13
against white walls, as if they were Brancusi sculptures.
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看起來像布蘭庫西的雕刻作品
16:16
He created this strange distance, this shock,
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他營造出這種距離感和衝擊感
16:20
that made people realize how gorgeous formally,
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就是為了讓人們意識到
16:23
and also important functionally, design pieces were.
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設計成品在外形上多麼美觀 還有功能上多麼重要
16:27
I would like to do the same with video games.
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我想對視頻遊戲採取同樣的策略
16:29
By getting rid of the sticky carpets and the cigarette butts
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通過去除掉我們童年記憶中
16:32
and everything else that we might remember from our childhood,
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粘人的地毯、燃盡的煙頭等
16:35
I want people to understand
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而且我想讓人們明白
16:40
that those are important forms of design.
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這些都是重要的設計形式
16:42
And in a way, the video games, the fonts and everything else
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而且在一定程度上 視頻遊戲、数字字體等
16:45
lead us to make people understand
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會讓人們對設計的含義
16:47
a wider meaning for design.
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有一個更寬泛的理解
16:50
One of my dream acquisitions,
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我夢想過
16:52
which has been on hold for a few years
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收藏一架波音747
16:54
but now will come back on the front burner,
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這個想法已擱置了好幾年
16:57
is a 747.
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現在又成當務之急了
16:58
I would like to acquire it, but without owning it.
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我想收藏它,但不是擁有它
17:01
I don't want it to be at MoMA and possessed by MoMA.
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我不想它放在 MoMA 成為 MoMA 的財產
17:04
I want it to keep flying.
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我想它繼續飛行
17:06
So it's an acquisition where MoMA makes an arrangement
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所以這次收購需要 MoMA 和航空公司簽署一個協定
17:09
with an airline and keeps the Boeing 747 flying.
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好讓波音 747 繼續飛行
17:14
And the same with the "@" sign that we acquired a few years ago.
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同樣還有我們幾年前收藏的“@”符號
17:17
It was the first example of an acquisition of something
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它是我們做的第一個
17:19
that is in the public domain.
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屬於公共領域中的事物的收購
17:21
And what I say to people, it's almost as if
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我向公眾說
17:23
a butterfly were flying by
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那就像一隻蝴蝶飛過
17:25
and we captured the shadow on the wall,
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我們抓住了牆上的影子
17:28
and just we're showing the shadow.
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而且 我們只把蝴蝶的影子展示給你們
17:29
So in a way, we're showing a manifestation
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這有點兒像我們展示了
17:31
of something that is truly important
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一個極重要的事物的外在形式
17:34
and that is part of our identity but that nobody can have.
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而且那是我們的部分身份象徵 但沒人能將其據為己有
17:37
And it's too long to explain the acquisition,
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要說清楚這個收購要花很多時間
17:39
but if you want to go on the MoMA blog,
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但如果你們想去 MoMA 的博客主頁
17:42
there's a long post where I explain why
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我在主頁上寫了一篇長博文
17:44
it's such a great example of design.
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講述為什麼那是一個重大的設計
17:46
Along the way, I've had to burn a few chairs. You know?
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你們知道嗎,一路走來 我迫不得已燒掉了一些椅子
17:50
I've had to do away with a few concepts of design past.
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我必須消除一些過時的設計理念
17:54
But I see that people are coming along,
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但我發現,人們在進步
17:57
that the audiences, paradoxically,
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反常的是,觀眾們對設計理念的擴大
17:59
are much more responsive and much more understanding
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比我的一些同行們
18:01
of this expansion of design than some of my colleagues are.
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更积极响应,也更能理解
18:05
Design is truly everywhere,
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設計無處不在
18:07
and design is as important as anything,
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設計與其他事情一樣重要
18:10
and I'm so glad that, because of its diversity
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我很欣慰,由於設計的多樣性
18:12
and because of its centrality to our lives,
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和它在我們生活中的向心性
18:15
many more people are coming to it
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越來越多的人在了解它
18:16
as a profession, as a passion,
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並將其作為職業,作為激情
18:19
and as, very simply, part of their own culture.
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說直接點 作為他們自身文化的一部分
18:21
Thank you very much.
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非常感謝
18:23
(Applause)
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(掌聲)
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