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> your labor is always actively being transformed into a product sold on a market. there are no "marvelous human experiences", there is only production and consumption.

The first time I used Mac OS/X, circa 2004-2005, I was blown away by the design and how they managed to expose the power of the underlying Unix-ish kernel without making it hurt for people who didn't want that experience. My SO couldn't have cared less about Terminal.app, but loved the UI. I also loved the UI and appreciated how they took the time to integrate cli tools with it.

I would say it was a marvelous human experience _for me_.

Sure it was the Apple engineers' and designers' labor transformed into a product, but it was a fucking great product and something that I'm sure those teams were very proud of. The same was true with the the iPod and the iPhone.

I work on niche products, so I've never done something as widely appreciated as those examples, but on the products I've worked on, I can easily say that I really enjoy making things that other people want to use, even if it's just an internal tool. I also enjoy getting paid for my labor. I've found that this is often a win-win situation.

Work doesn't have to be exploitive. Products don't have to exploit their users.

Viewing everything through the lens of production and consumption is like viewing the whole world as a big constraint optimization problem: (1) you end up torturing the meaning of words to fit your preconceived ideas, and (2) by doing so you miss hearing what other people are saying.

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> Sure it was the Apple engineers' and designers' labor transformed into a product, but it was a fucking great product and something that I'm sure those teams were very proud of. The same was true with the the iPod and the iPhone.

...

> Work doesn't have to be exploitive. Products don't have to exploit their users.

bruh do people have any idea what they're writing as they write it? you're talking about "work doesn't have to be [exploitative]" in the same breath as Apple which is the third largest market cap company in the world and who's well known for exploiting child labor to produce its products. like has this comment "jumped the shark"?

> Viewing everything through the lens of production and consumption

i don't view everything through any lens - i view work through the lens of work (and therefore production/consumption). i very clearly delineated between this lens and at least one other lens (art).

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The guy in Cupertino aren't the ones behind bars so they can't jump their deaths; for someone who supposedly "clearly delineated", you sure are mixing up those who are being exploited with the people who benefitted.

Ultimately the exploitative pyramid always terminates in a peak, and the guys working up there can for sure be having a hecking great time doing their jobs.

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Maybe you'll dismiss it as another poetic waxing but what I understand they're saying is that capitalism hasn't yet captured all the inefficiencies of the human experience.
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So the definition of art is work except you don’t get paid?
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What a sad take. For the sake of human satisfaction I hope this is a minority perspective.
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> What a sad take.

just repeating the same mistake as op: sadness/happiness is completely outside the scope here. these are aspects of a job - "design" explicitly relates to products not art. and wondering about the sadness/happiness of a job is like wondering about the marketability of a piece of art - it's completely besides the point!

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OP never talked about art. Design is not art, it's problem solving. And good design according to Dieter Rams:

1. Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible

Generative AI just tries to predict based on its training data.

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>"design" explicitly relates to products not art

a product can be a piece of art and design can and does in practice often go hand in had with art, practically most designers also other than the utilitarian role practice the artistic one, wether you would want to group art within design as one is a matter of definitions

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Whatever the merits or demerits of 'marvelous human experiences' are from the point of view of production and consumption, the OP's conclusion leaves out the important point that Alexander's 'rationalization of forces that define a problem' produces designs that come closer to solving real-life problems (even in production and consumption) than simply putting attractive lipstick on an economic utility pig. If production isn't solving real human problems, consumers will go elsewhere.
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> If production isn't solving real human problems, consumers will go elsewhere.

of course but that's well within the scope of the whole paradigm (as opposed to how it is originally phrased it in relation to a loss of "marvelous human experiences"): if i use a bad tool to solve my customer's problems in an unsatisfactory way then my customers will no longer be my customers (assuming the all knowing guiding hand of the free market). so there's no new observation whatsoever in OP.

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