The game:

The consumer picks her way among the products, weighing them in her hands, feeling the seams and surfaces of the packaging. Maybe she is there with a friend; she makes fun of an unlikely toy; she shakes a box of cereal. The everyday license to handle these feels super-sensual in the gallery environment with its don't-touch taboo. In the spirit of Marcel du Champ's ready-mades, the products are recreated by their display. They become ciphers, portentous, but they are transformed differently than ready-mades were. This audience for contemporary American turned that oft-imagined gasp of old-fashioned gallery goers in to the fragile object of display. Here there is no shock, but rather a great ease, an ease alienated by the environment of the gallery.

The exhibit's look is clean Ð no exposed chords, no robotic stacks of machines. At the same time, though, the fake-wood monoliths and the scratchy speaker fabric, which conceal compact computers, and such details as the 1970's-style earphones make the technology feel bulkier, uglier than it really is. Hughes has cited Bond movies as an influence on the design, and the exhibit shares a Bond set's improbably slick surfaces that evoke the blinking, humming myths of computing that are invariably concealed within. It's an understated comment on the glorification of technology so prevalent in digital art, a reminder of an outdated deification.

The products, on the other hand, emphasize their being brand-new. Unlike a "found" object re-presented in a gallery, they have no human history; theirs is a genealogy of marketing strategies and focus groups, product lines and commercials. They have a Warhol blankness or nihilism, except that there is no process involved but the actual industrial process. So, the nihilism belongs to another system than the aesthetic one. Not the Factory but the factory. The product arrives in the gallery without any trace of having ever been anything but what it is now. The only clue to its birth is the suggestion, in the packaging, the name and its lettering, of what niche market it's aimed at, what desire it attempts to satisfy or to create.

We scan the products, figuratively buying them, in order to see their respective commercials played up on the screen Ð a reversal of the usual order of operations in which advertisements make us want to buy a particular good. The visitor scans the product to ask Ð how should I desire this? The answer is mixed Ð playing the real commercial, but with an ironic distancing accomplished through the two LCD stations, one showing the disjunctive close-ups, the other with soundtracks that make fun of it. The ironic distancing doesn't stop the consumer identification though; the visitor is simultaneously attracted to the product and critical of it, with no use value present in the gallery setting to make that experience feel natural. The installation experience is low-risk, fun, interactive, relaxed, as people mill around watching the commercials from one another's "purchases." But the punctuation of the paintball gunshots becomes a reminder of the alienating element of the show.

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Empty Products ©Julie Orlemanski, 2003.