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The following
was an interview of Josh Nimoy done by Martin Gomez of Philweavers
and is the copyrighted property of Philweavers.
Joshua Nimoy
www.jtnimoy.com / New Media Artist
Design | Media Arts : Digital Cultures and Technologies, UCLA
Visiting Researcher, MIT Media Lab
Interactive Telecommunications Program Graduate Student, NYU
01. Who are you, how old are you and what
do you do?
I'm Josh Nimoy, age 23, and I do things that make myself
and others happy.
02. Do you create for the web or just present on the
web?
Both. I present on the web more frequently than I create
for the web. Sometimes, it's documentation of a physical thing
simply using the web as a gallery space. Sometimes it's hard
to define. For example, I might create for the web, which will
then be presented visually in the physical space - whose
physicality is then documented and put back into digital
perception. The two relationships interplay, and there is
almost no difference between the two if you think about what
the web is.
03. What is design?
To design is to invent, to devise, to plan out in
systematic, usually graphic form. To design is to create or
contrive for a particular purpose or effect. It is to have a
goal or purpose - to intend. It can also mean to execute in an
artistic or highly skilled manner.
http://dictionary.reference.com/search?q=design
04. What is the difference between a designer and an
artist?
I think that for some people, the word "designer" and the
word "artist" intertwine to make a greater whole. Others
consider the idea of being an artist to be a completely - or
even opposite thing from being a designer. Some draw the line
financially - by saying that non-design art happens
independent of money. Others look to history for the
distinction - by saying that design starts with the original
Bauhaus, Paul Rand, ancient Egyptian hieroglyphics, and
cave paintings. Once, a photographer-artist Michelle Cane told
a beginning college student that her picture was very
"designy." She had taken a picture of a flatly lit black
umbrella on a white background. It looked like a silhouette of
an umbrella. Perhaps it reminded Mr. Cane of logo paste-ups,
or geometric formalism. Another time, I brought forth a
typographic print design that was very complex in its layout
relationships, resembling a kind of impasto, only done by
combining symbolic imagery. This was considered by my
colleagues as being a very art-sided design piece. It would be
unfair for me to declare any distinctions between art and
design.
05. What is the difference between good design and bad
design?
Bad design needs to be patient.
06. What are the fundamental skills of a
designer?
Think critically, feel genuine, be patient, and stay
healthy.
07. How did you get started as a young designer?
I was a drawing and painting artist and illustrator from
the late 80s to the late 90s. In that time, I also did a lot
of sculpture, photography, writing, and musical composition. I
was often publicly awarded for my paintings. In college, I
found my new digital pieces being rejected from the Fine Arts
classroom, so I officially changed my college major to design.
I still cannot tell you what the difference between art and
design is, but you know it when you see it.
08. What is digital design?
Digital design is the act of devising a system or
communication that exists or co-exists in a discreteness. The
hand game "Rock Scissors Paper" is digital design. Each
composition is carefully symbolic while a pure communication
is sent.
09. What is digital art?
Some artists equate the word digital exclusively with
pixels, and auditory with sine tones, square waves, and other
part of our reality contrived with electronics. Other artists
see digital to mean a network of relationships between
anything. The act of establishing discrete separations, or
making a judgement concerning the control society at all can
be considered digital art.
10. What is new media?
New media is the title given to experimental research about
media. It can also be seen as a descendent genre of video art
and experimental conceptual works by such artists as John
Cage. It can also be seen as humanist technologist
culture.
11. Where does web design fall under (digital design,
digital art, new media, etc)? Why?
Web design falls under digital design, digital art, and new
media all at the same time. All of these things are so new,
that it is too hard to assign this sort of semiotic hierarchy.
You could also call it web-development, web-art, net.art,
web-programming, and internet communications. These modes of
thought can be used to describe each part of any human
process.
12. Where is new media headed?
Towards the sun.
13. How important is the role of the academe in new
media?
I think higher academia plays a socially and financially
supportive role in new media, but I also think that academia
plays a role in everything.
14. What is your opinion towards the current state of
design education?
Right now, it is changing drastically, and a lot of people
are getting very excited. Both negative and positive energies
are heightening.
15. . and of science/engineering education?
I don't know much about science and engineering education.
My training has always been art-oriented.
16. Are hybrid engineer-designers born or made?
Both, and neither - depending on who you ask, and depending
on how you define identity.
17. How important is innovation?
Innovation is important to me because I dream a lot, and
because I think innovation is something that humans have, that
is uniquely theirs. I like to celebrate being human.
18. Evolution or Revolution?
Deadlines or coffee?
19. What are your views towards software packages such
as Photoshop, Illustrator and Flash?
These are carefully crafted screen based user interfaces,
widely used for the automation of affecting digital forms
within a fixed, proprietary system. I think designers are free
to use any tool they want to, so long as they remain honest
about themselves, and continue to appreciate the past and
future. I think the next step in digital art/design/media
is the dissolving of methodological oligopoly, and the further
break-down of protocol. In plain English, it means that these
software applications will grow less integrated with each
other as more people create a larger range of software
applications for a larger splintering of target users. It is
important to learn how to learn, and to be more compassionate
towards your expression than the tools you depend on.
20. How did your education at UCLA's Department of
Design | Media Arts shape your path?
I was placed into a large community of people who talk to
one another and think together about different things. I
learned from the UCLA department of Design | Media Arts that
actions speak louder than words, and it's important to get at
least eight hours of sleep each night.
21. Please expound the phrase "digital cultures and
technologies".
I think the two are inseparable. I use this as a way to
describe era and aspect of focus on the way people communicate
to one another. I also use "digital cultures" to describe a
way of looking at technologies that considers folk or
vernacular sensibility towards the post-industrial human
experience.
22. Please share your experiences while working at the
MIT Media Lab.
I was a visiting researcher in 1999. I learned a lot of
valuable life lessons, and met some amazing individuals, whom
I continue to respect.
23. How did doing research with ACG and Professor John
Maeda change your views towards design and change you as a
person?
It made me more aware.
24. Now pursuing ITP at NYU, what are your experiences
so far?
I've had a lot of experiences at NYU so far. I am
appreciating a great amount of respect between people and a
positive regard for personal difference. People at ITP
cooperate with each other in a fluid, seamless manner. I am
collecting a lot of collaboration skills.
25. Where are you headed?
I face the inside of myself, but I have trouble perceiving
movement - and what is inside.
26. How do the extremes of design and computation, two
seemingly opposing poles, tango?
They tango with the back legs limping; a yellow carnation
in computation's mouth, and pink rose in design's. Neither one
leading nor following.
27. Compare a programming language vis-à-vis
paper.
A paper is a sheet of wooden pulp compressed and dried.
Different people compress and color different grades of pulp
to make different kinds of sheets - for all kinds of
industrial use. Programming is the word used to describe a
strategic instructing process that a human can undergo in
order to cause an established system to behave in a desired
way. Both programming and paper are barely tapped technologies
of self extension, considering how long they've been
invented for.
28. How do you communicate your ideas?
I communicate my ideas best through making examples, which
become my body of work. When the idea is a performance (for
example, a technical how-to) then I try to compose as clear as
possible process descriptions. Sometimes, those acts of
instruction are a better way of communicating my ideas than
making examples myself. Instead of the receivers of the
communication simply getting to see a result, it's a whole new
thing when you involve the receiver as an active role in the
creation process.
29. What inspires you? Who do you look up to?
That changes all the time. I respect everyone.
30. Which of the following do you prefer: Reactive,
Interactive, or Static?
That also depends on the ultimate meaning of the problem
being solved, or the expression. To draw a distinction between
reactive and interactive is to use too fine grain a separation
method. I think that in the future, people will not have a
convention as to interaction, reaction, intra-action, or just
action, because the self and the media will blur. Nothing is
static, unless you need to believe for an amount of time
that a thing, idea, or concept will be persistent relative to
something else. If it's a question of desktop publishing
methods, then I consider all forms.
31. Design must go beyond the screen. What are you doing
towards aesthetic physical computing?
These days, I am making an active decision to use
non-rectilinear packing forms in my structural relationships.
I also enjoy pursuing the meaning of excess or humanization. I
think that even the way people perceive "screens" will shift
drastically from being seen as a TV, to being seen as a
privileged surface. I also focus on heightening
subjectivity.
32. How does one create a crucible of creative thought,
a force for progress, a place where dreams and generations
become reality?
Practice, practice, practice.
33. How does all these change people's lives?
That is the question we should all be constantly
asking.
34. What are your thoughts on inter-creative universal
spaces for people to communicate through sharing
knowledge?
They are not something I think about often.
35. People are always of thinking of the future and
thinking of moving forward. More often than not, people tend
to forget their past. How important is our past?
I encourage an awareness of the past because the future
will come without you. A "past" is the collective human
memory that escapes Darwin, and to connect with your past is
to celebrate the human condition. The past informs the future
in ways that affects our perception of both of them.
36. Where do you see children in the dawn of a new era
in design?
Children in the dawn of a new era in design are in their
homes, watching, waiting. These children are flexible, yet
take so much for granted.
37. Where do you see the Philippines in the greater
scheme of things?
The Philippines is important to me because my mother was
born and raised in Manila. She came to the States in the 70s
before I was born. Last year, I studied Philippine-American
politics and improved my Tagalog. I think we are all thriving
nations.
38. What can we do right now in order to prepare for the
future?
I think that right now, our society could use a little less
recording, and a little more remembering.
39. What does it take to be like you?
That's a question I do not know how to answer. I look at
myself as rebellious and typical. I also do not put importance
in defining who is like me.
40. Any words of inspiration?
Respect your elders.
Link: www.jtnimoy.net
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Interview by Martin Gomez © 2003 Philweavers
Copyright © 2003
www.philweavers.net
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