"Bear in Space has an unusual premise for a children's book. It is the fictional story of a bear who shares film of his vacation to the Moon with his animal friends, but that is not the unusual part." Bear faked his trip; his photographs are clearly manipulated. The child should pick up on that, but will Bear's friends? A Russian tale of space travel from 1970.
An excellent post by Priest on lists, and canons, and why you sometimes share your own. Also, strikingly, so much of this is the sf I have grown to love as an adult – the Le Guin, the Pohl, the Dick, and especially the Roberts. You make the list to stop it becoming sacred.
All very beautiful, but I like "Down and Out…" best.
"A not-so-long time ago there were no digital books. There were no Kindles or iPads. There were self-contained objects. Objects unnetworked. The only difference now is that they're touching, they're next to one another. The content is the same. But that small act of connection brings with it a potential sea change, change we'll explore as we continue to platform books." A huge thinkbomb from Craig.
"Realitat is a research and experimental studio founded by Juan Manuel de J. Escalante in Mexico City. Their recent creation "Microsonic Landscapes" visualizes music with physical form as a representation of an algorithmic exploration of the music. Realitat selected some of their favorite albums, including Nick Drake's Pink Moon and Portishead's Third, and converted them into 3D objects. Each album's soundwave were 3D printed in a cylindrical form layer by layer on a Makerbot 3D printer." I don't normally go in for this sort of thing, but it does look nice.
"My next book is even stranger than my last. It's an entire book, 65,000+ words worth, about a single-line Commodore 64 BASIC program that is inscribed in the book's title, '10 PRINT CHR$(205.5+RND(1)); : GOTO 10'… Despite it's relatively simple form and structure, the program produces a surprisingly intricate maze pattern using the C64's unique PETSCII graphical characters. The book discusses many aspects of this feat from different perspectives, including the history of mazes, porting, randomness, the BASIC language, and the Commodore 64 platform. It's interspersed with short "remarks" (get it, BASIC dorks?), among them discussions of assembly, the demoscene, and a variety of ports, including one I somehow wrote to run on the Atari 2600." I would like to buy this book.
"In publishing we now talk about immersive narrative, mainly because we are tense about the future of books. People who love reading are in it for exactly that: to soak themselves in story. To forget whenever possible that there even is a story outside the book, particularly the bubble-busting story of how the book was made. As a reader, I cling to the sense that this all but transcendent experience comes directly to me from one individual imagination. The feeling I have when reading fiction—of a single mind feeding me experience and sensation—is seldom articulated but incredibly powerful. As a reader, I don’t want fiction to be a group project." But, as the article points out, the role of the editor(s) means it always is. A lovely article about books, publishing and fiction.
Chip Kidd’s first novel, The Cheese Monkeys, has been perhaps my favourite book of the year so far. Not the best book I read, but definitely my favourite.
It’s about a young man attending art school in late 50s America, and discovering graphic design, through a particularly memorable course – Art 127, Introduction To Graphic Design, run by one Winter Sorbeck.
I liked it for many reasons, including Kidd’s deft use of language, its acidic humour, and a description of being drunk – and then hungover – that comes close to Lucky Jim‘s. But I think I liked it most because it reminded me of the values of art school that I’ve come – very much secondhand – to appreciate. Namely: the value of the crit.
More specifically: the value of disassembly – taking apart things you know and learning how to start from nothing. Taking apart a problem to find the only appropriate answer (though there may, in fact, be many). The value of being challenged to do difficult things, and honing skills. The value of physical skills – literal muscle control – in an era before the technological overhaul of design (and the value, as ever, of being able to draw. Even just trying to draw. It helps me a lot).
And, most notably, the value of criticising the Work as the Work.
In a crit, the work may be praised, it may be criticised, it may be torn into tiny pieces, fisked until there is nothing left of it. But it is only a criticism of the Work. It is not personal, and it only criticises the Worker in so much as it criticises their efforts and production on this work. It is a magic circle for being able to critically discuss a work.
As Sorbeck’s students find, it is difficult to learn how to be in a crit, difficult to learn how to respond to one, and difficult to learn how to give one. But it’s all valuable: it is focused on making the work better. There is a degree of building a thicker skin about work required – but also a degree of understanding the difference between criticism and complaining, criticism and anger.
I went to see Bauhaus: Art As Life at the Barbican last week, and The Cheese Monkey’s fictional version of the process of learning how to see was very relevant to my reading of that exhibition: seeing an institution begin to create the beginnings of what we now see in foundation art courses around the world. I was most glad to see the early output of the foundation years at the Bauhaus – some really exciting work made by artists learning how to see form, colour, material, and texture again. The Bauhaus reminded me of all the reason’s I enjoyed Kidd’s book.
I could have dog-eared most of the second half of the book – classroom scenes and narrative alike – but there were three quotations I did end up marking, so as usual, time to share them on the blog.
p. 79, in which the narrator meets Himillsy’s architect boyfriend:
He put out his hand.
Yes, Garnett Grey was an Architect. Were a psychoanalyst to approach him from behind, tap his shoulder, and say “Humanity,” Garnett’d spin around, and respond, without hesitation, “Solvable.”
p. 106, in which Winter Sorbeck explains why the title of his course – Introduction To Graphic Design – has been retitle from the Introduction To Commercial Art that is listed in the course programme.
“…I’ve been put in charge of the store here, and I say it’s Introduction To Graphic Design. The difference is as crucial as it is enormous – as important as the difference between pre- and postwar America. Uncle Sam… is Commercial Art. The American flag is Graphic Design. Commerical Art trys to make you buy things. Graphic Design gives you ideas. One natters on and on, the other actually has something to say. They use the same tools – words, pictures, colors. The difference, as you’ll be seeing, and showing me, is how.”
p.177, Winter on design and power.
“Kiddies, Graphic Design, if you wield it effectively, is Power. Power to transmit ideas that can change everything. Power that can destroy an entire race or save a nation from despair. In this century, Germany chose to do the former with the swastika, and America opted for the latter with Mickey Mouse and Superman.”
It’s a lovely book. I had a lot of fun with it.
David Markson left all the books he owned to New York's Strand bookshop; now, they are likely further spread. This blog collects annotations and commentary that people have found in books previously belonging to Markson. Brilliant.
"That’s why I like having these little printed books, or these little files of my notes, because I can literally pull up anything I want to remember from Moby Dick, and in repeating it, remember it. Annotating becomes a way to re-encounter things I’ve read for pleasure." Which is why I have a stack of eight books on my dining table, and more to come over the years – to be read, not just hoarded.
"Melville’s searing, wayward novel about obsession and the nature of evil becomes a twin-stick shooter for consoles. The twist? The playing field is 5000 miles wide, and there’s only one enemy." Christian is brilliant. (I'm pretty sure my links are full of 'Christian is brilliant' annotations)
"Or, in a diffirent formulation of the legendary author of Sim games Will Wright, "Playing the game is a continuous loop between the user (viewing the outcomes and inputting decisions) and the computer (calculating outcomes and displaying them back to the user). The user is trying to build a mental model of the computer model.""