Duty Free Art. Hito Steyerl. Читать онлайн. Newlib. NEWLIB.NET

Автор: Hito Steyerl
Издательство: Ingram
Серия:
Жанр произведения: Изобразительное искусство, фотография
Год издания: 0
isbn: 9781786632456
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artwork dealing with the present. The curators didn’t pick Desastres de la Guerra by Goya or another historical work, even though it might have fit perfectly too. They commissioned new pieces and educational setups to speak about the present. To reactivate that model, one has to do the same. If one wants to reactivate this history, it needs to be different. On the next level. With new works. In the present. This is a huge endeavor of course, one that goes far beyond the task of the museum as it is usually understood. It enters into the project of re-creating not only the city, but society itself. And here, we again encounter the idea of play. To play is to re-actualize the rules as one goes along. Or to create rules that demand new actualization every time. There is a continuum between games and play. Both need rules. On one end of the spectrum there is a looped form. On the other, an open one.18

      To summarize these ideas about museums, history, and the planetary civil war: history only exists if there is a tomorrow. And, conversely, a future only exists if the past is prevented from permanently leaking into the present and if Mimics of all sorts are defeated. Consequently, museums have less to do with the past than with the future: conservation is less about preserving the past than it is about creating the future of public space, the future of art, and the future as such.

       2

       How to Kill People: A Problem of Design

      I saw the future. It was empty. A clean slate, flat, designed through and through.

      In his 1963 film How to Kill People designer George Nelson argues that killing is a matter of design, next to fashion and homemaking. Nelson states that design is crucial in improving both the form and function of weapons. It deploys aesthetics to improve lethal technology.

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      An accelerated version of the design of killing recently went on trial in this city. Its old town was destroyed, expropriated, in parts eradicated. Young locals claiming autonomy started an insurgency. Massive state violence squashed it, claimed buildings, destroyed neighborhoods, strangled movement, hopes for devolution, secularism, and equality. Other cities fared worse. Many are dead. Elsewhere, operations were still ongoing. No, this city is not in Syria. Not in Iraq either. Let’s call it the old town for now. Artifacts found in the area date back to the Stone Age.

      The future design of killing is already in action here.

      It is accelerationist, articulating soft- and hardwares, combining emergency missives, programs, forms and templates. Tanks are coordinated with databases, chemicals meet excavators, social media come across tear gas, languages, special forces and managed visibility.

      In the streets children were playing with a dilapidated computer keyboard thrown out onto a pile of stuff and debris. It said “Fun City” in big red letters. In the twelfth century one of the important predecessors of computer technology and cybernetics had lived in the old town. Scholar Al-Jazari devised many automata and pieces of cutting-edge engineering.1 One of his most astonishing designs is a band of musical robots floating on a boat in a lake, serving drinks to guests. Another one of his devices is seen as anticipating the design of programmable machines.2 He wrote the so-called “Book of Knowledge of Ingenious Mechanical Devices,” featuring dozens of inventions in the areas of hydropower, medicine, engineering, timekeeping, music, and entertainment. Now, the area where these designs were made is being destroyed.

      Warfare, construction and destruction literally take place behind screens—under cover—requiring planning and installation. Blueprints were designed. Laws bent and sculpted. Minds both numbed and incited by the media glare of permanent emergency. The design of killing orchestrates military, housing, and religiously underpinned population policies. It shifts gears across emergency measures, land registers, pimped passions, and curated acts of daily harassment and violence. It deploys trolls, fiduciaries, breaking news, and calls to prayer. People are rotated in and out of territories, ranked by affinity to the current hegemony. The design of killing is smooth, participatory, progressing and aggressive, supported by irregulars and occasional machete killings. It is strong, brash, striving for purity and danger. It quickly reshuffles both its allies and its enemies. It quashes the dissimilar and dissenting. It is asymmetrical, multidimensional, overwhelming, ruling from a position of aerial supremacy.

      After the fighting had ended, the curfew continued. Big white plastic sheets were covering all entrances to the area to block any view of the former combat zones. An army of bulldozers was brought in. Construction became the continuation of warfare with other means. The rubble of the torn down buildings was removed by workers brought in from afar, partly rumored to be dumped into the river, partly stored in highly guarded landfills far from the city center. Parents were said to dig for their missing children’s bodies in secret. They had joined the uprising and were unaccounted for. Some remnants of barricades still remained in the streets, soaked with the smell of dead bodies.

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       Special forces roamed about arresting anyone who seemed to be taking pictures. “You can’t erase them,” said one. “Once you take them they are directly uploaded to the cloud.”

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      A 3D render video of reconstruction plans was released while the area was still under curfew. Render ghosts patrol a sort of tidied gamescape built in traditional-looking styles, omitting signs of the different cultures and religions that had populated the city since antiquity. Images of destruction are replaced with digital renders of happy playgrounds and Haussmannized walkways by way of misaligned wipes.

      The video uses wipes to transition from one state to another, from present to future, from elected municipality to emergency rule,3 from working-class neighborhood to prime real estate. Wipes as a filmic means are a powerful political symbol. They show displacement by erasure, or more precisely, replacement. They clear one image by shoving in another and pushing the old one out of sight. They visually wipe out the initial population, the buildings, elected representatives, and property rights in order to “clear” the space and fill it with a more convenient population, a more culturally homogeneous cityscape, a more aligned administration and homeowners. According to the simulation, the void in the old town would be intensified by expensive newly built developments rehashing bygone templates, rendering the city as a site for consumption, possession, and conquest. The objects of this type of design are ultimately the people and, as Brecht said, their deposition (or disposal, if deemed necessary). The wipe is the filmic equivalent of this. The design of killing is a permanent coup against the non-compliant part of people, against resistant human systems and economies.

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      So, where is this old town? It is in Turkey: Diyarbakir, the unofficial capital of the Kurdish-populated regions. Worse cases exist all over the region. The interesting thing is not that these events happen. They happen all the time, continuously. The interesting thing is that most people think that they are perfectly normal. Disaffection is part of the overall design structure, as well as the feeling that all of this is too difficult to comprehend and too specific to unravel. Yet this place seems to be designed as a unique case that just follows its own rules, if any. It is not included in the horizon of a shared humanity; it is designed as a singular case, a small-scale singularity.4

      So let’s take a few steps back to draw more general conclusions. What does this specific instance of the design of killing mean for the idea of design as a whole?

      One could think of Martin Heidegger’s notion of being-toward-death (Dasein zum Tode), the embeddedness of death within life. Similarly, we could talk in this case about “Design zum Tode,” or a type of design