tag:blogger.com,1999:blog-10142288.post67187010569874627..comments2023-11-13T09:08:48.937-05:00Comments on words make everything better.: inside the linesAmelia Chesleyhttp://www.blogger.com/profile/18397326563268687659noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-10142288.post-52254169511405670772014-05-30T16:55:42.896-04:002014-05-30T16:55:42.896-04:00Oooh I was thinking about this just the other day....Oooh I was thinking about this just the other day. Not robbing a bank. Design versus art.<br /><br />I think I decided, granting the nebulous definitions of both, that design <i>tends</i> to be more about practical or utilitarian concerns. So when you talk about the design of a video game, say, or an escalator, or an item of clothing, you tend to be talking about the practicality of human interaction--ease of interface, how it's <i>used</i>, etc. (Talk of design is foregrounded in games not only because of things like space and architecture and puzzles, but because player interaction is foregrounded.) Etymologically it's 'marking out', which makes me think of planning, structure, blueprints. It might to be artistic ends, and it might not. Often it seems to be about where art and functionality meet, like how to make a dress pretty and wearable, or how to get that face to be expressive with crummy graphics.<br /><br />Could someone conceivably perform a bank robbery to make some kind of artistic statement? I think so. Might the bank robbery have some kind of aesthetic impact, either on the robber or a spectator, or both? Sure.<br /><br />Does it help if the perpetrator is slick and French? <a href="https://www.youtube.com/watch?v=mr834Cs9ncs" rel="nofollow">Probably.</a>Chrishttps://www.blogger.com/profile/17675764413760578309noreply@blogger.com