{"id":1948,"date":"2011-02-03T21:00:32","date_gmt":"2011-02-04T04:00:32","guid":{"rendered":"https:\/\/noisejockey.net\/blog\/?p=1948"},"modified":"2011-02-04T09:18:18","modified_gmt":"2011-02-04T16:18:18","slug":"ambivalence-is-death","status":"publish","type":"post","link":"https:\/\/noisejockey.net\/blog\/2011\/02\/03\/ambivalence-is-death\/","title":{"rendered":"Ambivalence is Death"},"content":{"rendered":"<div id=\"attachment_1967\" style=\"width: 250px\" class=\"wp-caption alignleft\"><img aria-describedby=\"caption-attachment-1967\" decoding=\"async\" loading=\"lazy\" class=\"size-full wp-image-1967\" title=\"ambivalentTee\" src=\"https:\/\/noisejockey.net\/blog\/wp-content\/uploads\/2010\/12\/ambivalentTee.jpg\" alt=\"\" width=\"240\" height=\"240\" srcset=\"https:\/\/noisejockey.net\/blog\/wp-content\/uploads\/2010\/12\/ambivalentTee.jpg 240w, https:\/\/noisejockey.net\/blog\/wp-content\/uploads\/2010\/12\/ambivalentTee-145x145.jpg 145w\" sizes=\"(max-width: 240px) 100vw, 240px\" \/><p id=\"caption-attachment-1967\" class=\"wp-caption-text\">The audience says &quot;meh&quot; when you say &quot;meh.&quot; Image: Arch Wear\/Zazzle.<\/p><\/div>\n<p><strong>When you&#8217;re creating something, nothing kills faster than ambivalence.<\/strong><\/p>\n<p>I&#8217;m not talking about <em>ambiguity<\/em>. When the viewer or listener comes to your work, it&#8217;s OK to be ambiguous. The best art and design only goes halfway: The viewers themselves must ideally step up to the work and actively engage with it (or be engaged by it) in order to leave a significant emotional impact.<\/p>\n<p>This is where a lot of abstract art fails. Too much mystery with too little to draw emotional interest can render the piece inaccessible even to willing viewers, a reaction that many have to the works of <a title=\"Learn more about Mark Rothko on Wikipedia\" href=\"http:\/\/en.wikipedia.org\/wiki\/Mark_Rothko\" target=\"_blank\">Rothko<\/a> and <a title=\"Learn more about Jackson Pollack on Wikipedia\" href=\"http:\/\/en.wikipedia.org\/wiki\/Jackson_Pollock\" target=\"_blank\">Pollack<\/a>, and even the much-maligned <a title=\"Read a typical design critique of the London 2012 logo\" href=\"http:\/\/www.davidairey.com\/london-2012-olympic-logo-disaster\/\" target=\"_blank\">Wolff Olins Olympic logo design<\/a>. Music can do this, too, when compositions are too abstract and even alienating, whether it&#8217;s some of the later works of <a title=\"Visit the official Autechre website\" href=\"http:\/\/autechre.ws\/\" target=\"_blank\">Autechre<\/a> or the atonal and complex works of <a title=\"Learn more about G. S. Ligeti on Wikipedia\" href=\"http:\/\/en.wikipedia.org\/wiki\/Gy%C3%B6rgy_Ligeti\" target=\"_blank\">Ligeti<\/a>. But by leaving a few things tantalizingly uncommunicated, the audience can really engage their senses and curiosity to create a lasting impression which they, themselves, have helped create.<\/p>\n<p>Ambivalence doesn&#8217;t lie in the work, or in the audience&#8230;it comes from the <em>maker of the work<\/em>. Ambivalence can be the result of making arbitrary decisions for the sake &#8220;done.&#8221; It can also come from facing an issue with the work and ignoring it or punting on it for later, and never circling back around to it.<\/p>\n<p>In sound, ambivalence often comes from not taking a stand on big issues, like representation versus abstraction. If one scene has a mix of both very literal and very abstract sounds, the viewer may not understand what emotional state the characters are in. A confusing mix of <a title=\"Learn more about diegesis on Wikipedia\" href=\"http:\/\/en.wikipedia.org\/wiki\/Diegesis\" target=\"_blank\">diegetic<\/a> and non-diegetic sounds &#8211; a classic snafu by sound designers who are driven by the coolest sounds, not the most appropriate sounds &#8211; can seriously muddle the narrative message. In game design, this can mean the difference between a player being oriented properly in the game world to misinterpreting sound cues that can lead to poor decision making in-game.<\/p>\n<p>You can recognize ambivalence when you say, &#8220;tsk, I <em>guess<\/em> this will be OK.&#8221; You can anticipate ambivalence when you hit the point of, &#8220;we&#8217;ll circle back on this sound later in the mix and see if we can make it better,&#8221; but it never happens. You can smell ambivalence when working with clients, producers, or directors who don&#8217;t have clear visions for the emotional content of certain moments.<\/p>\n<p>How does one fight ambivalence? One makes a stand. One analyzes the context of the design problems, and creates a framework, theory, or design approach that all decisions can refer back to. One digs one&#8217;s heels in and says, &#8220;For this use, and in this context, this approach feels emotionally right, for these reasons, and all aural decisions should be based on this framework.&#8221;<\/p>\n<p>It&#8217;s not all bad news if this decision-making framework fails to produce the right results. If it doesn&#8217;t solve the problem, you at least know it&#8217;s the core thinking that&#8217;s flawed, not the specific sounds you chose. It&#8217;s how you&#8217;re using the sounds that&#8217;s the problem. The great thing about discovering that level of failure is that you can revisit the highest level of the problem and discuss it&#8230;this keeps the discussion at a more strategic level, which will help to prevent the client(s) from micro-managing the actual sound design and implementation process. That&#8217;s where <em>your<\/em> expertise comes in, and is most relevant.<\/p>\n<p>Sure, it&#8217;s important to be right. But I think it&#8217;s more important to have an opinion, early and forcefully, even if it doesn&#8217;t work out. <strong>Fail early and often<\/strong>, as so many creative professionals suggest. Get your co-workers and clients used to evaluating your approach and thinking than the nitty gritty details of implementation. The former can help &#8220;scaffold&#8221; your decisions as you revise, whereas critiquing only the latter may not ever resolve the core issues of how sound can support the visual narrative.<\/p>\n<p>Being wrong is better than being ambivalent&#8230;as long as you do so early enough that you can reframe the problem and course-correct before the due date.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>When you&#8217;re creating something, nothing kills faster than ambivalence. I&#8217;m not talking about ambiguity. When the viewer or listener comes to your work, it&#8217;s OK to be ambiguous. The best art and design only goes halfway: The viewers themselves must ideally step up to the work and actively engage with it (or be engaged by [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[47],"tags":[237,234,236,275,276,321],"_links":{"self":[{"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/posts\/1948"}],"collection":[{"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/comments?post=1948"}],"version-history":[{"count":21,"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/posts\/1948\/revisions"}],"predecessor-version":[{"id":2067,"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/posts\/1948\/revisions\/2067"}],"wp:attachment":[{"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/media?parent=1948"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/categories?post=1948"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/noisejockey.net\/blog\/wp-json\/wp\/v2\/tags?post=1948"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}