NEW YORK, NY.- The Museum of Modern ArtMuseum announces Never Alone: Video Games and Other Interactive Design, an exhibition that investigates how interactive design informs the way we move through life and conceive of space, time, and connections, well beyond the game screen. On view in the Museums street-level gallery from September 10, 2022, through July 16, 2023, the exhibition brings together notable examples of interactive design from MoMAs collection, including computer interfaces, icons, apps, and 35 video games, 10 of which visitors are able to play. This exhibition is grounded in the Museums history and commitment to collecting interactive design, from 1960s computer terminals to MoMAs first selection of video games (acquired in 2012) to the websites of today. Never Alone: Video Games and Other Interactive Design is organized by Paola Antonelli, Senior Curator, Paul Galloway, Collection Specialist, and Anna Burckhardt, Curatorial Assistant, Department of Architecture and Design.
The interfaces we use to access the digital universe are visual and tactile manifestations of code that both connect and separate us, and shape the way we behave and perceive life, says Paola Antonelli. Design is all around us, goes the adage, in everything we touch, use, feel, eat. Ever since digital tools have become ubiquitous, interactive design has become the conduit to systems of all kinds, from communication and information to transportation, supply, and more. It is in the touch commands on the screen of an ATM machine or of a smartphone, and in the interface of an ICU monitor. Interactive design runs a great part of our lives.
Taking its name from the newly rereleased video game Never Alone (Kisima Inŋgitchuŋa) (2014), the exhibition has been organized into three sections: the Input, the Designer, and the Player. The first section, the Input, focuses on users physical interactions with the digital world through tangible objects like keyboards, joysticks, and touchscreens. The second section examines the Designers impact on players experiences through early apps like John Maedas The Reactive Square (1994) and video games like Lucas Popes Papers Please (2014). These first two sections explore different aspects of the interfacewhere the user meets the machinemaking clear that the design of the tangible object and digital experience are fundamental to the success of any interactive design, especially video games. In the third section, the exhibition explores how the Players performance, choices, and interpretation define and reshape games and apps. Video games such as SimCity 2000 (1993) and Minecraft (2011) are on view as examples of how players can create their own personalized worlds. These works demonstrate that a great part of the success of a game might depend on the player, not only on the designer.
The objects, interfaces, icons, and video games featured in this exhibition were selected as trailblazing examples of interactive design. The criteria for selecting video games were based not only on the aesthetic and narrative quality of each, but also on many other aspectsfrom the elegance of the code to the choreography of the players behaviorthat pertain to interactive design. The criteria also focus on how the digital space is designed, flows, and morphs in time; how the game receives and conveys instructions and information via screens and input devices; and how a person interacts with them, whether digitally or physically.