Tuesday, November 4, 2014

World Building - What in the world have we done to toes?!

Team Members:
Travis Clark
Helen Butcher
Hadley Holyoak
Colton Elzey

When we were given the task to create a world in which toes act as sexual organs, our minds immediately jumped to popular culture and fashion. What position would the toe have in this world’s advertising? Would people even walk around on their feet? Shoes and socks began to take on an entirely new meaning. The BYU Honor Code and other religiously-influenced rules and regulations would be different. As we delved deeper into our discussion, we began to see the extent to which our unique reproductive organs would affect our new world.
The most jarring social discovery we made during our world-building was how saturated with sexuality our media is. As we tinkered with the media we consume daily (i.e. television, advertisements, websites, literature, etc.) we realized most of what we came across, no matter how innocuous it seemed, alluded to human sexuality. These sexual references ranged from vague innuendo to combative measures against STDs to the “sex sells” mantra parroted by unabashed advertisers. Our society’s subliminal sexual messages (and let’s face it-- not-so-subliminal messages) connect with media consumers on a base, biological level; sexuality is the timeless, universal aspect of the human experience. Sexuality drives our politics and not merely by way of scandal. Many of the divisive political issues within governmental, religious, and social hierarchies center around gender equality and sexual objectification. Women are voted for and not voted for because of the internal placement of their reproductive organs; centuries-old religious customs are deteriorating as individuals question why anatomy must affect spirituality; a college student’s performance art regarding sex crime legislation gains international attention as she advocates local change.  We kept these hot-button issues in mind as we constructed our new world and quickly realized that altering the location of our genetalia does nothing to alter the spirit behind our reality’s ongoing sexual dialogue; in a world where toes are sexual organs, our eyelines, not our focus, changes.
In his essay entitled “Design Fiction: a short essay on design, science, fact and fiction,” Julian Bleeker discusses how products of design fiction can only present selections, or corners of this new, imagined world. The author goes on to explain that these objects complete these fictional worlds because they encourage imaginative thinking. These small “windows” spark our imaginations, and we naturally fill the social gaps they leave. Theodore Twombly’s (Joaquin Phoenix) world within the film Her (2013) is an excellent example of how design fiction products can reveal something about the social landscape they’re found in. Like our group’s fictional world, Twombly’s world is marked by its members’ needs for sexual fulfillment. A pocket-sized gadget that houses an Operating System provides thousands of men and women with companionship, but as the film reveals the scope of the humans’ dependence on these gadgets, it becomes clear that the Operating Systems are a symbol of the culture’s isolation and social deficiency.
As world-builders, we embraced Bleeker’s design fiction concepts by creating artifacts that drew attention to various facets of everyday life. These products introduced a world with a completely different interpretation of the term “modesty” and an even more insatiable demand for shoe donations than what exists in our reality. Although our artifacts represent only a sliver of what this new world has to offer, their pervasiveness makes them “totems through which a larger story can be told, imagined or expressed.”
Newspaper article

BYU Honor Code

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