/

is a platform for parametric design in graphic design. It documents the work of students and teachers at the Department of Design at Hamburg University of Applied Sciences (HAW), who are investigating the significance of the system as a conceptual model and design method under the title “Parametric Design in Graphic Design.”

Design is less about intuitive, even ingenious “strokes of genius” and more about a holistic and rule-based (systemic and systematic) process of gaining knowledge and shaping form. It is becoming increasingly important to be able to design dynamic systems that both guide and inspire the design process.

Parametric design refers to this design in and of systems—with rules, their modes of operation, and systematic manipulability. The research project, led by Prof. Heike Grebin, is an integral part of teaching and aims to raise awareness of design as a performative process.

Play the System brings together selected study projects in which the system plays an important role as a design method – whether analog or digital. The works are created in a fruitful symbiosis of theory, design, and technology. Socially relevant issues and positions from philosophy, art, and avant-garde design from around 1900 to the present day are repeatedly discussed.

Play the System is an invitation to become aware of the systemic competence of graphic design and to gain the maturity to use the tools of digital design critically.

Press F to search
Play the System / Publications /

pb3 Manifestos. Type Out Loud 2.0

“Everything is in motion. There is no such thing as standing still.” (Jean Tinguely, Für Statik, 1968) Tinguely’s 1959 performance was as spectacular as its accounts are speculative: allegedly, the artist dropped 150,000 leaflets of his manifesto over Düsseldorf. There is photographic evidence, but it is still uncertain as to whether the public action actually took place.
Almost as spectacular, but certainly better documented by this publication, are the graphic performances created under the slogan Type out Loud. Although the students did not abandon their physical orientation, they did set the classic elements of graphic design in motion—charged by methodological research and current political discourse. Letters and shapes are staged not only on paper, but also in the space as augmented reality.
In workshops they developed themselves, the students invited each other to examine design methods and ethical positions under the aspects of deconstruction, construction, and affirmation. The students formulated critical, emancipatory statements in a playful and provocative way. Socially critical issues were reflected based on personal experiences: Why is Erich Fromm’s To Have or to Be? of interest to readers (again)? What do feminist texts like Donna Haraway’s essay “A Cyborg Manifesto” or Legacy L. Russell’s book Glitch Feminism have to do with us? How can ideas from Hartmut Rosa’s Frenetic Standstill be translated graphically? Students assumed their own positions and discussed the need for a “new radicalism”—not just in design.