SELECTED PROJECTS 2010-2014
Cobra Museum, Amstelveen, 18 january through 16 march 2014
Winners 5th Cobra Art Prize underscores the interdisciplinary spirit of the Cobra movement
The Metahaven Design Collective, founded by Vinca Kruk (b. Leiden 1980) and Daniel van der Velden (b. Rotterdam 1971), is the winner of the fifth anniversary edition of the Cobra Art Prize Amstelveen. With the Cobra Art Prize Amstelveen, the Cobra Museum of Modern Art focuses attention on the values of the Cobra movement in relation to contemporary art practice. Those values were experimental, engaged and interdisciplinary. As Xander Karskens, of De Hallen in Haarlem and chairman of the jury, states, âMetahaven is an outstanding example of a design practice in which, in the spirit of CoBrA, the boundaries of disciplines are explored, interdisciplinary inspiration is sought and art is critically applied to society from a perspective of utopian idealsâ
The exhibition has been designed by Metahaven in collaboration with Katja Weitering, artistic director of the Cobra Museum, and Els Drummen, curator for the Cobra Museum. It is the first museum retrospective of the work of Metahaven in the Netherlands. In addition to many projects - both independent and commissioned - completed from 2010 to 2014, including WikiLeaks Merchandise (previously presented at PS1 in New York), the Uncorporate Identity publication and New Babylon, a new HD video film by Metahaven, inspired by the work of the visionary artist and architect, Constant. The installation, Nomadic Chess, is central to the exhibition, and was previously presented in a Jesuit chapel in Chaumont, France. For the presentation at the Cobra Museum, Nomadic Chess also includes photographs made in collaboration with Meinke Klein.
Metahaven is interested in the social and power structures hidden behind the apparently transparent design of our digital environment. Van der Velden and Kruk are as much researchers and theoreticians as they are graphic designers. In their projects, there is no longer any distinction between these different activities. In this role, together with the editors of De Groene Amsterdammer magazine, they will publish a special addition about the political implications of the Internet, data storage and data access. This is a recurring element in much of Metahaven's work, and today, it has become a topical and important subject, in which political interests and the interests of society are sometimes diametrically opposed to one another.
On winning the Cobra Art Prize Amstelveen, the Metahaven designers responded with, 'It is a great honor to receive an award that wants to further the spirit of artist-architect-designers such as Constant Nieuwenhuys. We therefore see this as explicit encouragement for research and political engagement in design.
NOMADIC CHESS: GEOGRAPHY.
Nomadic Chess: Geography is a piece created by the dutch studio Metahaven (Daniel Van der Velden et Vinca Kruk) and is produced by the International Poster and Graphic Design Festival of Chaumont.
Nomadic Chess is a real life, mobile chess game consisting of flexible leather tiles which are wearable as garments, and playable as chess pieces. Each field is connected to its adjacent fields with metal rings. When tied together, the metal rings enable the user, or the player, to wear the leather tiles as jackets. There are presently four chess sets. Two black sets (titled âConfusionâ and âCapitalâ), and two white ones (titled âConvenienceâ and âMost Popularâ). The design of the game board combines an iconography of geopolitics (power relations on a global scale), and fashion. Fashion can be considered a natural counterpart to geopolitics: its codes of communication and means of production inherently narrate the dynamics of the world through the spectre of visual obsessions and consumption patternsâa game made real. The so-called âpost-Internetâ, âNew Aesthetic,â or âTumblr aestheticâ in the beginning seemed to unlink global capitalism from any of its âpositiveâ political values or connotations, including those of liberal democracy, taking the image instead to be a raw confrontation between the ground and the network, low res and hi res together. This new politics were set against a virtual grid of anything from dolphins, to energy drinks, to solar panels âemphasizing the Internetâs aesthetic roots in the animated GIF image, primitive 3D, and other techniques, while celebrating the failure of those techniques to create any illusory, crackless totality. When R&B singer Rihanna embraced the New Aesthetic in her video for Diamonds (2012), the Internet complained about her theft from a grassroots subculture. But Rihannaâs video and song were clearly hoping to not just âownâ the Tumblr aesthetic but to emphasize what that aesthetic dreamt of: In the post-Internet approach, the realm of visual consumption becomes a bathroomesque interchange of images, values, and prothesesâa swimming pool of pop, waiting to be under the roof of geocapital It has now become imperative, almost, to abandon the post-Internet aesthetic after it has become so obviously seized and overused, but such a departure turns out to be easier said than done. It always already was seized, if only by its own obsessions. Then, can we imagine a new New Aesthetic without the internet? Nomadic Chess answers this question sideways by the conversion of semi-visible, subversive internet phenomena like Silk Road and Anonymous into wearable garments. Not just fashion and style but also conflict are increasingly viewed along the same lines as the New Aesthetic. To begin with, the spectre of terrorism, and especially its backlash in repressive government policies, renders every imaginable threat into a âreal virtuality.â As threats are redefined from actual physical acts into mere thoughts about such acts, at the same time the phenomenon of cyberconflict begins to loom over all other kinds of antagonisms; superior, in the sense that it embodies a totality of threat not just over the physical reality but over its infrastructure and ideology. Might such notions one day find their way into a contemporary chessboard? Real life board games have been played since centuries. Similarly, Nomadic Chess depends on the human as a player, and makes the game wearable. The combination between iconography, wearability, playability and sculptural quality aims to create a relationship between what we see on our computer screens, and the ground that we walk on.
http://www.cobra-museum.nl/en/exhibitions.html#METAHAVENSELECTEDPROJECTS20102014
http://www.cig-chaumont.com/en/cig/page/international-poster-and-graphic-design-festival/exhibitions/metahaven-nomadic-chess-geography