In his 1963 film How to Kill People designer George Nelson argues that killing
is a matter of design, next to fashion and homemaking. Nelson states that
design is crucial in improving both the form and function of weapons. It
deploys aesthetics to improve lethal technology.
An accelerated version of the design of killing recently went on trial in this city.
Its old town was destroyed, expropriated, in parts eradicated. Young locals
claiming autonomy started an insurgency. Massive state violence squashed it,
claimed buildings, destroyed neighborhoods, strangled movement, hopes for
devolution, secularism and equality. Other cities fared worse. Many are dead.
Elsewhere, operations were still ongoing. No, this city is not in Syria. Not in
Iraq either. Lets call it the old town for now. Artifacts found in the area date
back to the stone age.
The future design of killing is already in action here.
A 3-D render video of reconstruction plans was released while the area was
still under curfew. Render ghosts patrol a sort of tidied gamescape built in
traditional looking styles, omitting signs of the different cultures and religions
that had populated the city since antiquity. Images of destruction are replaced
with digital renders of happy playgrounds and Hausmannized walkways by way
of misaligned wipes.
The video uses wipes to transition from one state to another, from present to
future, from elected municipality to emergency rule,3 from working class
neighborhood to prime real-estate. Wipes as a filmic means are a powerful
political symbol. They show displacement by erasure, or more precisely,
replacement. They clear one image by shoving in another and pushing the old
one out of sight. They visually wipe out the initial population, the buildings,
elected representatives and property rights to clear the space and inhabit it
with a more convenient population, more culturally homogenous cityscape,
more aligned administration and home-owners. According to the simulation,
the void in the old town would be intensified by newly built expensive
developments rehashing by-gone templates, rendering the city as a site for
consumption, possession and conquest. The objects of this type of design are
ultimately the people and, as Brecht said, their deposition (or disposal, if
deemed necessary). The wipe is the filmic equivalent of this. The design of
killing is a permanent coup against a non-compliant part of people, against
resistant human systems and economies.
Illustrations from a copy of his Book of Ingenious Mechanical Devices with
scratched out and partly erased faces of Al Jazaris musical robots.
So, where is this old town? It is in Turkey, and more precisely Diyarbakr, the
unofficial capital of Kurdish populated regions. Worse cases exist all over the
region. The interesting thing is not that these events happen. They happen all
the time, continuously. The interesting thing is that most people think that
they are perfectly normal. Disaffection is part of the overall design structure,
as well as the feeling that all of this is too difficult to comprehend and too
specific to unravel. Yet this place seems to be designed as a unique case that
just follows its own rules, if any. It is not included into the horizon of a shared
humanity; it is designed as singular case, a small-scale singularity.4
So lets take a few steps back to draw more general conclusions. What does
this specific instance of the design of killing mean for the idea of design as a
whole?
One could think of Martin Heideggers notion of the being-toward-death
(Dasein zum Tode), the embeddedness of death within life. Similarly, we could
talk in this case about Design zum Tode, or a type of design in which death is
the all-encompassing horizon, founding a structure of meaning that is strictly
hierarchical and violent.5
Disruption shows in the jitter in the ill-aligned wipes of the old towns 3D
render. The transition between present and future is abrupt and literally
uneven: frames look as if jolted by earthquakes. In replacing a present urban
reality characterized by strong social bonds with a sanitized digital projection
that renders population replacement, disruptive design shows grief and
dispossession thinly plastered over with an opportunist layer of pixels.
Warfare in the old town is far from being irrelevant, marginal or peripheral,
since it shows a singular form of disruptive design, a specific design of killing, a
special form of wrecked cutting-edge temporality. Futures are hastened, not by
spending future incomes, but by making future deaths happen in the present;
a sort of application of the mechanism of debt to that of military control,
occupation and expropriation.
While dreaming of the one technological singularity to once-and-for-all render
humanity superfluous, disruption as a social, aesthetic and militarized process
creates countless little singularities, entities trapped within the horizons of
what autocrats declare as their own history, identity, culture, ideology, race or
religion; each with their own incompatible rules, or more precisely, their own
incompatible lack of rules.13 Creative disruption is not just realized by the
wrecking of buildings and urban areas. It refers to the wrecking of a horizon of
common understanding, replacing it by narrow, parallel, top-down, trimmed
and bleached artificial histories.
This is exactly how processes of disruption might affect you, if you live
somewhere else that is. Not in the sense that you will necessarily be
expropriated, displaced or even worse. This might happen or not, depending
on where (and who) you are. But you too might get trapped in your own
singular hell of a future repeating invented pasts, with one part of the
population hell-bent on getting rid of another. People will peer in from afar,
conclude they cant understand whats going on, and keep watching cat videos.
What to do about this? What is the opposite design, a type of creation that
assists pluriform, horizontal forms of life, and that can be comprehended as
part of a shared humanity? What is the contrary to a procedure that inflates,
accelerates, purges, disrupts and homogenizes; a process that designs
humanity as a uniform, cleansed and allegedly superior product; a
superhumanity comprised of sanitized render ghosts?
The contrary is a process that doesnt grow via destruction, but very literally
de-grows constructively. This type of construction is not creating inflation, but
devolution. Not centralized competition but cooperative autonomy. Not
fragmenting time and dividing people, but reducing expansion, inflation,
consumption, debt, disruption, occupation and death. Not superhumanity;
humanity as such would perfectly do.
A woman had stayed in the old town on her own throughout the curfew to take
care of her cow, who lived in the back stable. Her daughters had climbed
through a waterfall in the Roman era walls every week to supply her with basic
needs. They kept being shot at by soldiers. This went on for weeks on end.
When we talked to her, the cow had just had a baby. One of the team
members was a veterinarian.
Daughter: Our calf is sick. Please come and see.
Vet: Sure, what happened? Is it newborn? Did it get the first milk of its
mother?
Mum: No, it didnt get the colostrum. There was no milk. The labor was
difficult. It started five times over and stopped again.
Daughter: The other calf reached first and drank all the milk, we didnt realize
it.
Daughter: Mum, where is the calf?
Mum: [calls into the stable] Where is it? My little pistachu, where are you?
Credits;
Withheld.
This text was first presented as the Benno Premsela Lecture 2016 at Het
Nieuwe Instituut in Rotterdam, 3 November 2016.
Hito Steyerl is a filmmaker and writer who lives in Berlin.