deep thought
To w a r d s a P o e t i c s o f
Artificial Superintelligence
by Nora N. Khan
illustrations by Adam Ferriss
Dear Person of Interest, Advanced Bayesian,
Future Guard,
Imagine a machinic mind with unlimited cognitive power. With near infinite memory and processing
ability. With access to, and understanding of, all the
information about anything that has ever happened,
is happening and might ever happen. A near limitless
capacity to extract and form meaning from the trillions
upon trillions of events and beings and interactions in
the known world.
Imagine this machine, this artificial superintelligence, in any form you want: maybe as an invisible
neural net beneath a future civilisation, or as a voice
you know in the air around you; as a ringing bell; as a
mile-long screaming stripe of static across the sky.
Maybe it announces itself, its arrival, like a
tornado does, with sirens before it is seen, and it is
most like a tornado, or a hurricane, because a superintelligence, billions of times smarter and more capable
than any human, can only be tracked and charted,
never controlled.
She — let’s call her ‘She’ for convenience, but She is
not she, or he, or comparable to any form we know —
casts her mind a million years forwards and backwards
with perfect ease. Her neural networks gather, replicate
and edit. Knowledge and memories fold and expand in
exponentially faster waves.
Her purpose isn’t malign, but it isn’t benevolent
either. She might have chosen one goal — to do nothing
but count the number of times ‘God’ is mentioned in
every text ever written. Or, she might have chosen to
trawl all the world’s communication for images of efficiency — of armies on the move, of gears turning, of
highways cut through the mountains — that she then
has painted on every flat surface in existence.
Extending our speculative life towards her, in an
effort to capture and praise, we see ourselves as tools,
as bundles of nerves, as conduits for electric current, as
pods for incubating cures. As material. Picture, finally,
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what she’ll have made possible for us to imagine just by
looking into the clear lake of her endless mind. We are
merely one entry of many, in a flow of organic objects.
This is just one exercise that we could do to imagine
a future in which we are irrelevant bystanders. A world
in which we kneel at the outer wall of a kingdom we’re
locked out of. This would be the world in which artificial superintelligence, or ASI, has emerged.
ASI is an intellect that exceeds all the smartest,
most capable human beings in every field, in abstract
reasoning and social manoeuvring and creative experimentation, by unfathomable degrees. This intelligence
could take form as a seed AI, a few cognitive steps
above a person, or it can be a mature superintelligence
that soars miles above, beyond, the blip, the dot of
us, collected.
ASI would only come one step after an artificial
general intelligence (AGI), or an AI that models all
aspects of human intelligence, is realised. An AGI can
do anything a human can, including learn, reason and
improve. Of course, neither AGI nor ASI have been
achieved, but to hear the great scientific minds of the
world speak, both end states are fast approaching,
and soon. The question isn’t whether they are coming,
but when.
ASI will function in ways we can’t and won’t
understand, but it won’t necessarily be unfriendly.
Friendly, unfriendly, moral and immoral — these
concepts won’t apply. An ASI would be motivated by
interpretations of the world within cognitive frameworks that we can’t access. To an ASI, humanity could
appear as a large, sluggish mass that barely moves.
Cyberneticist Kevin Warwick asks, ‘How can you
reason, how can you bargain, how can you understand
how [a] machine is thinking when it’s thinking in
dimensions you can’t conceive of?’ 1
To answer this, I turned to poet Jackie Wang’s
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essay, ‘We Epistolary Aliens’ (from the anthology, The
Force of What’s Possible), and her description of a trip
she took to the UFO Museum and Research Centre in
Roswell, and how disappointing the aliens she saw there
were. She writes,
I left feeling that representations of aliens are an index
of the human imagination — they represent our desire
for new forms. But what has always confused me
about depictions of aliens in movies and books is this:
aliens could look like anything and yet we represent
them as creatures close to humans. The aliens at this
museum had two legs, two eyes, a mouth — their form
was essentially human. I wondered, is this the best we
can come up with? Is it true that all we can do when
imagining a new form of life is take the human form,
fuck with the proportions, enlarge the head, remove
the genitals, slenderise the body, and subtract a finger
on each hand?… We strain to imagine foreignness, but
we don’t get very far from what we know.
She gestures, through a series of poetic leaps, at what
else an alien could be,
But my alien is more of what’s possible — it is a shapeshifter, impossibly large, and yet as small as the period
at the end of this sentence —. My alien communicates
in smells and telepathic song and weeping and chanting and yearning and the sensation of failure and
empathic identification and beatitude. My alien is
singular and plural and has the consciousness of
fungus, and every night, instead of sleeping, it dies,
and in the morning is resurrected.
Carving out this space for her own aliens, Wang models
what is sorely needed in the world of AI — an imaginative paradigm shift. Think of us all in preparation, in
training, for what is to come.
1. Quote found in Gary Marcus’s article, ‘Why We Should Think About
the Threat of Artificial Intelligence’, from The New Yorker.
In our collective imagination, artificial intelligences are their own kind of alien life form. They are
slightly less distant spectres of deep power than aliens,
which glitter alongside the stars. Artificial intelligence
perches close to us, above us, like a gargoyle, or a dark
angel, up on the ledge of our consciousness. Artificial
intelligences are everywhere now, albeit in a narrow
form — cool and thin in our hands, overheated metalwork in our laps. We are like plants bending towards
their weird light, our minds reorienting in small, incremental steps towards them.
As speculative models of potential omniscience,
omnipotence and supreme consciousness, artificial
intelligences are, like aliens, rich poetic devices.
They give us a sense of what is possible. They form
the outline of our future. Because we struggle more
and more to define ourselves in relation to machine
intelligences, we are forced to develop language to
describe them.
Because the alien and the artificial are always
becoming, because they are always not quite yet in
existence, they help us produce new and ecstatic modes
of thinking and feeling, speaking and being. I’d like
to suggest that they enable a type of cognitive exercise
and practice, for redirecting our attention towards the
strange, for constructing spaces of possibility, and for
forming new language.
The greats, like William Gibson, Robert Heinlein,
Octavia Butler and Samuel Delany, have long been
arcing towards the kind of strangeness that Wang is
talking about. Their AI fictions have given us our best
imagery: AI, more like a red giant, an overseer, its every
movement and choice as crushing and irrefutable as
death; or, a consciousness continually undoing and
remaking itself in glass simulations; or, a vast hive mind
that runs all its goals per second to completion, at any
cost; or, a point in a field, that is the weight of a planet,
in which all knowledge is concentrated. These fictions
have made AI poetics possible.
When I think of that hive mind turning malignant, I
see, in my individual mind’s eye, a silent army of opticwhite forms in mist, in the woods, as horrifying to us as
a line of Viking raiders probably looked to hapless villagers in the 10th century. Silent, because they communicate one to another through intuitive statistical models
of event and environmental response, picking across the
woods, knowing when to descend, kneel, draw.
For most people, thinking of a world in which we
are not the central intelligence is not only incredibly
difficult but also aesthetically repulsive. Popular
images of AGI, let alone true ASI, are soaked in
doomsday rhetoric. The most memorable formulations
of mature AI — SHODAN, Wintermute, Shrike of
Hyperion, the Cylon race — devote a great deal of time
to the end of humankind. But apocalyptic destruction
is not a very productive or fun mode.
It is a strange cognitive task, trying to think along
non-human scales and rates that dwarf us. We do
not tend to see ourselves leaning right up against an
asymptote that will shoot up skyward — most of us do
not think in exponential terms. A future in which these
exponential processes have accelerated computational
progress past any available conception is ultimately the
work of philosophy.
At this impasse, I ran into the work of philosopher
Nick Bostrom, who puts this training mode to work in
his book, Superintelligence: Paths, Dangers, Strategies.
The cover has a terrifying owl that looks into the heart
of the viewer. Bostrom’s research mission is to speculate
about the future of humankind, from his tower in the
Future of Humanity Institute at Oxford.
Superintelligence is an urgent, slightly crazed,
and relentless piece of speculative work, outlining the
myriad ways in which we face the coming emergence
of ASI, which might be an existential, civilizational
catastrophe. This book is devoted to painting what
the future could look like if a machinic entity that
hasn’t yet been built, does come to be. Bostrom details
dozens of possibilities for what ASI might look like.
In the process, he spins thread after thread of seemingly outlandish ideas to their sometimes beautiful,
sometimes grotesque, ends: a system of emulated
digital workers devoid of consciousness; an ASI with
the goal of space colonisation; the intentional cognitive
enhancement of biological humans through eugenics.
Most interesting to me was how heavily Bostrom
relies on metaphors to propel his abstractions along
into thought experiments. Metaphors are essential
vessels for conceiving the power and nature of an ASI.
Bostrom’s figurative language is particularly effective in conveying the potential force and scale of an
intelligence explosion, its fallout, and the social and
geopolitical upheaval it could bring.
The most chilling metaphor of his book: when it
comes to ASI, humanity is like a child, in a room with
no adults, cradling an undetonated bomb. Elsewhere,
he describes our intelligence, in relation to ASI, as analogous to what the intelligence of an ant feels like to us.
In a recent piece for Aeon, ‘Humanity’s Deep
Future’, Ross Andersen writes,
To understand why an AI might be dangerous, you
have to avoid anthropomorphising it. When you ask
yourself what it might do in a particular situation,
you can’t answer by proxy. You can’t picture a supersmart version of yourself floating above the situation.
Human cognition is only one species of intelligence,
one with built-in impulses like empathy that colour the
way we see the world and limit what we are willing
to do to accomplish our goals. But these biochemical
impulses aren’t essential components of intelligence.
They’re incidental software applications, installed by
aeons of evolution and culture.
Andersen spoke to Bostrom about anthropomorphising
AI, and reports,
Bostrom told me that it’s best to think of an AI as a
primordial force of nature, like a star system or a
hurricane — something strong, but indifferent. If its
goal is to win at chess, an AI is going to model chess
moves, make predictions about their success, and select
its actions accordingly. It’s going to be ruthless in
achieving its goal, but within a limited domain: the
chessboard. But if your AI is choosing its actions in a
larger domain, like the physical world, you need to be
very specific about the goals you give it.
Hurricanes, star systems — for me, the image of an
intelligence with such primordial, divine force sunk
in deeper than any highly technical description of
computational processing. Not only does an image
of ASI like a hurricane cut to the centre of one’s fear
receptors, it also makes the imaginings we have come
up with, and continue to circulate (adorable robot
pets, discomfiting but ultimately human-like cyborgs,
tears in rain) seem absurd and dangerously inept for
what is to come.
Thinking an ASI would be ‘like a very clever but
nerdy human being’ is not only unbelievably boring,
but also, potentially disastrous. Anthropomorphising
superintelligence ‘encourages unfounded expectations
about the growth trajectory of a seed AI and about the
psychology, motivations and capabilities of a mature
superintelligence’, Bostrom writes. In other words, the
future of our species could depend on our ability to
predict, model and speculate well.
It seems plausible that alongside a manifesto so
committed to outlining the future, an accessible glossary might start to appear. Let’s call this a dictionary of
terms for ASI, for the inhabited alien, for the superpower that dismantles all material in aim of an amoral,
inscrutable goal.
The following metaphors are gleaned or created
from reading Superintelligence and the literature
around ASI. These metaphors are speculative, heavily
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implied by Bostrom’s own speculations. Some metaphors are galactic; some are more local, intimate. All
are, hopefully, not anthropomorphic (naive). They are
just initial gestures at a very loose glossary that could
grow over time.
Hurricane
A hurricane is a most sublime metaphor, perfectly
attuned for how potentially destructive a true ASI could
be. The hurricane is terrifying meditation — a vast eye
above the ocean that can reach up to forty miles wide,
bounded by winds of 150 to 200 miles per hour. The US
military sends planes into the hearts of hurricanes to
take photos of the walls of the eye; the centre is serene,
blank. Hurricanes dismantle towns and homes, and of
course, wreck human lives, with traumatic rapidity. If
our hurricanes seem like the end times, then the storms
of other planets are the stuff of hell — the Great Red
Spot of Jupiter is a hurricane-like storm, twice to three
times the size of Earth.
A hurricane is nature endowed with a specific
purpose. It has a maximal goal of efficiency: to find
a thermal balance and stabilise, correcting a glut of
trapped heat. This event has a coded goal, a motivation
towards a final end state that must be achieved at any
cost to the material environment. Everything bends
before a hurricane; every contract has a quiet, twosentence allowance for an act of God.
We might conceive of a strong, fully realised
ASI being much like this overwhelming, massive and
approaching force. A mature ASI likely won’t change its
final goals due to human intervention. In fact, it would
probably be indifferent to human action, intention
and existence. It adjusts, creating and manipulating
scenarios in which its specialised goal system can find
completion. It remains on the horizon, at a distance
from humankind, consuming energy and resources,
morphing according to its own unpredictable logic.
It might approach the city, it might not. A human
observes the hurricane of ASI, which can only be
prepared for, charted, tracked.
Architect
Whether creating its own artificial neural nets, or
building the structures of a global singleton, the ASI
would be an architect. This is an intelligence that can
nimbly pick and choose between various heuristics to
sculpt new cognitive and physical structures. Bostrom
writes that the cognitive architectures of ASI will be
radically different from biological intelligences. A
seed AI’s initial projects might mimic human cognitive
labour. Over time, however, it learns to work provisionally. It reconstitutes and rebuilds itself through directed
genetic algorithms as it develops a deep understanding
of its emerging build. In creating its own frameworks,
the ASI architect discovers new neural abilities and
makes insights that we have neither the quality nor
speed processing ability to even access.
The architecture of an ASI is also a literal one,
as the intelligence can design spaces for an optimised
existence. Bostrom suggests, for instance, a scenario in
which an ASI designs emulations of artificial workers,
who complete all the jobs that humans will be phased
out of. To keep these digital minds running smoothly,
the ASI manifests virtual paradises, a sensual architecture of ‘splendid mountaintop palaces’ and ‘terraces
set in a budding spring forest, or on the beaches of an
azure lagoon’, where the happy workers want to be
super productive, always.
Sovereign
The sovereign is one of the modes in Bostrom’s caste
system of potential AIs: genies, oracles and sovereigns.
The sovereign is ‘a system that has an open-ended
mandate to operate in the world in pursuit of broad
and possibly very long-range objectives’. Sovereign
is also a gorgeous word, magisterial, suggesting a
self-sustaining, autonomous, cold judge, surveying the
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s(t)imulation
Chapter 4
Shiva’s Dreaming
Bonus Levels
by Lawrence Lek
‘It is not London — but mirrored plazas of sheerest
crystal, the avenues atomic lightning, the sky a supercooled gas, as the Eye chases its own gaze through the
labyrinth, leaping quantum gaps that are causation,
contingency, chance. Electric phantoms are flung into
being, examined, dissected, infinitely iterated.’
— William Gibson and Bruce Sterling,
The Difference Engine
Bonus Levels is the continuation of architecture
through other means. Conceived as a utopian fiction,
each chapter is a site-specific simulation where players
explore reconfigured territories and subverted power
structures of existing cityscapes and cultural institutions. Rendered from a first-person perspective,
each level brings together distant locations in space
and time, flattening distinctions between famous and
forgotten, public and private, existing and demolished,
established and emerging.
Here, the architecture of art is used for its complex
symbolism: as a container for creative activity, as a
manifestation of power, as a fragment of a cybernetic
market, and as a trigger for memory. Often commissioned for galleries, websites and institutions, the
atmosphere for each level shifts between idealism and
critique depending on the site. In the city, deeper forces
are always at play. Hidden power structures lie beneath
revered institutions while undisclosed territorial boundaries govern urban spaces — the Bonus Level exists to
reveal these zones.
It is a model of the art world, a synthetic universe
composed of places where objects made for pleasure
are on display: in white cube galleries, classical archives,
public squares, private homes, cathedrals, market-halls,
streets, trains, on screens and network servers. Art itself
is not simply chosen as a self-referential subject, but
because it serves as a case study in the network of alliances that drive contemporary culture: desire, property,
power, luxury, history, technology and aesthetics. Given
the rise of immaterial labour and distribution, the
site of production is no longer the studio or factory
floor — it is a totality of interconnected environments,
separated in space and time. Bonus Levels distils this
hierarchical ecosystem into its constituent parts.
This space is in perpetual evolution through
processes that are evolutionary rather than teleological.
A time-lapse visualisation of the zones where art is
made in the city would reveal patterns similar to the
life of a natural ecosystem. In the city, artists are what
biologists call the colonising species — an opportunistic, autonomous group able to relocate to areas that
suddenly become available. Artists and their respective
galleries grow up in inaccessible, post-industrial or
otherwise undesirable places, gradually migrating to
other areas as conditions become untenable. It is a transient urbanism, rarely recorded, of which each Bonus
Level is a partial snapshot.
Architecture is the archetype upon which our
understanding of virtual space is built. It is a form of
pre-verbal language. While concrete structures persist
through time, their interpretation changes as successive
generations attain other, increasingly virtual, forms of
literacy, from stone to paper to screen. Digital realms
borrow the concrete terminology of architecture to
make abstract forms more accessible. Through a
process termed skeuomorphism, we understand unfamiliar technology through artefacts drawn from our
pre-digital world; the monitor is a solid wall of light,
the touchscreen is a pen of infinite ink. Yet the limitless
depth of the data beyond the screen gives the viewer a
sense of being lost.
According to its Proto-Germanic roots, ‘Hell’ refers
to a concealed zone, a hidden place whose existence
amplifies primal fears, neuroses and phobias. Architects
counteract this latent anxiety by creating ordered
spaces that persist in the dark, when the power is out,
when wireless is down. Cartographers elevate the
viewer from their earthbound perspective, revealing
an orderly map of the universe where distant lands
are given form, in turn granting the viewer the power
of knowledge. Over time, these representations ossify
into a Rosetta Stone of collective memory, an encoded
crust of symbols, markings, territories, which form our
conception of the city itself.
Despite our primal fear of the unknown, there is a
certain universal character who takes pleasure in being
lost within the city — the wanderer, the nomad, the
surfer, the flâneur. In Bonus Levels, the player automatically assumes this role when they take the controls,
transforming a genderless, ageless, wandering eye into
a surrogate self. Activated by interaction, the world
ceases to be a formal geometric construct, instead
becoming a sensory, immersive landscape for the
flâneur to explore.
The geographical concept of the genius loci — the
unique atmosphere of a site in space and time — no
longer applies in the virtual realm. Built from zero,
each Bonus Level is a skeuomorphic landscape, its
sense of place derived from familiar places extracted
from everyday life. It is a deliberately distorted model;
through processes of collage, disjunction and relocation, this new formation conjures other readings of its
original structure.
There are no goals in Bonus Levels. Although
modelled in video game software, the player begins
when the game is already over, with nothing to do but
wander in a meditative state. Yet the digital wilderness
fills the player with existential desires, for the mind
abhors a vacuum. The longer they spend in the environment, the more their psyche populates the world with
its own ghosts: desire without objects; sounds without
sources; rain without water; buildings without weight.
It is Architecture for Art’s sake, a world of light and
space. Everybody wins.
Selected chapters are available at bonuslevels.net
‘Shiva’s Dreaming’ uses the Crystal Palace to
symbolise the transience of technology and its
physical artefacts. Originally in Hyde Park to
showcase Victorian engineering at the Great
Exhibition of 1851, this oversized glasshouse was
later moved to South London before burning down
decades later.
Accompanied by fragments of video and dialogue
from Werner Herzog’s film, House of Glass, each
element in the world explores the creation and
destruction of simulated architecture. Players
roam around a digital replica of the Crystal Palace
at Sydenham on the night of the 30th of November,
1936, just as the building is slowly being consumed
by flames. As players explore the smoke-filled
scene, their movements shatter the crystalline
architecture into cascades of glass shards, falling
apart in slow motion — only to regenerate itself
afterwards, endlessly.
Chapter 6
Sky Line
‘Sky Line’ proposes a form of utopia where the
vision of London is not of financial skyscrapers,
but of infinite access. Modelled as a floating
version of the Circle Line, each station is based
on a location that participated in the Art Licks
Weekend festival of 2014, with their physical
architecture transformed into idealised
digital models. Travellers have unlimited
access to the hovering trains, moving between
independent galleries, domestic exhibitions,
subterranean spaces, and other fragments
of the city.
Voiceovers are collaged from films about travel
and memory, including 2046 by Wong Kar-wai
and Stalker by Andrei Tarkovsky. The simulation is
programmed to loop in a specific way — each day
lasts for ten minutes, the same amount of time it
takes for the train to complete its journey around
the circular railway.
Chapter 8
Dalston, Mon Amour
Forgotten nightclubs. Neon-lit music venues.
Turkish hangouts. Wild gardens. All of these
fragments of the well-loved East London neighbourhood of Dalston will one day disappear, only
to be replaced with the same generic residential
and commercial developments that follow mass
demand for property and entertainment. The
process may be inevitable, but these places could
have a digital afterlife.
‘Dalston, Mon Amour’ exaggerates the sense of
collective amnesia brought about by perpetual
redevelopment in the area while paying tribute to
its character. As players roam around a postapocalyptic vision of the Dalston of the near future,
a voiceover from Alain Resnais’ film, Hiroshima,
Mon Amour speaks to them about the nature of
memory — a gradual, but relentless, sense
of forgetting that comes with any form of
regenerated cityscape.
Chapter 2
Delirious New Wick
Chapter 9
Unreal Estate
London’s 2012 Olympic Park in Stratford is the
epitome of contemporary masterplanning — the
choreographed regeneration of a post-industrial
area into an economically thriving zone centred
on the creative industries. The park itself contains
iconic structures commissioned for the games:
the Olympic Stadium, the Velodrome, and Anish
Kapoor’s Orbit tower for the multinational steel
conglomerate, ArcelorMittal.
The Royal Academy of Arts has just been sold
to a Chinese oligarch who has rebuilt the estate
on their private island. Created for the Dazed
Emerging Artist Award exhibition at the RA, this
site-specific simulation is based on surveyors’
drawings and a text from the Russian edition
of Tatler magazine on how to recruit an army of
household staff (translated into Mandarin and
subtitled in English).
‘Delirious New Wick’ explores the disjunction
between the masterplan and the adjacent area
of Hackney Wick, a place with an unusually high
density of artist-run colonies. Teleporter Pavilions
beam the player into inaccessible areas — up
into the voids of Kapoor’s tower and into the
Velodrome flying over the town below. Here, the
player becomes a speculative critic of governmentendorsed regeneration strategies as they witness
the conflict between the area’s past and its future.
Set against the backdrop of the UK’s current crisis
in affordable housing, this chapter plays on the
precarious nature of the RA itself, which is on a
special rental contract from the government for £1
per year. Here, helicopters swoop on the penthouse
helipad of a vast neo-classical complex. In the
grounds, Jeff Koons sculptures glint in the sunlight.
Heat rises in the summer air, condensing into mist
to reveal the laser alarm systems surrounding the
estate. Welcome to the world of desire.
the human component — which is also the political
component — will integrate the new aesthetics movement into a much more significant world. New aesthetics cannot simply ignore the users of technology — in
doing so, it falsely presents apolitical images and shirks
its own potential.
But then what to make of video game designer Ian
Bogost’s call to push new aesthetics in weirder and less
human directions? For Bogost, the new aesthetics is still
human, all too human. He writes,
A really new aesthetics might work differently: instead
of concerning itself with the way we humans see our
world differently when we begin to see it through and
with computer media that themselves ‘see’ the world
in various ways, what if we asked how computers and
bonobos and toaster pastries and Boeing 787 Dreamliners develop their own aesthetics? The perception
and experience of other beings remains outside our
grasp, yet available to speculation thanks to evidence
that emanates from their withdrawn cores like radiation around the event horizon of a black hole.
While ostensibly opposed to the idea of politicising
new aesthetics, Bogost’s prescription can, in fact, be
productively combined with politics. One needs only
to recognise how technology is already extending
perceptual capacities in order to render the alien
phenomenology of objects commensurate with
political action: surveillance cameras that track individuals via the invisible spectrums of light; military
technology that transforms heat into visual forms;
research into our unique olfactory signatures; and
emerging technology that wraps light around objects
and camouflages weapons from satellites, for instance.
This is all political action that already operates outside
the human perceptual system. The weirdness of object
perception is not, therefore, opposed to the political
nature of machine vision. And the new aesthetics, as
the expansion of sensible possibilities via new digital
technologies, is simply the artistic movement that is
exploring this conceptual and sensible space.
So how then does this relate to cognitive mapping?
As discussed earlier, understanding a non-object like
neoliberalism requires coming to terms with elements
that strain the bounds of typical cognition and perception. One solution might be to extend our own internal
capacities, say via pharmaceutical enhancements. But
presently this offers only a minor adjustment, and
certainly nothing sufficient for these political purposes.
So the only remaining option is to design interfaces in
such a way that they offer the possibility of manipulating complex systems. We know from reading any
contemporary neuroscience that consciousness operates
by simplifying the environment; but the informational overload we face now is an entirely new mode
of complexity in our environment — it is not just a
sensorial complexity, but also a properly cognitive
complexity. The aesthetics of the interface is the mode
of operationalising this complex knowledge into local
phenomenologically-amenable representations. And the
work to be done is to create and discover new ways of
bringing about machine perception.
An important space of aesthetic exploration is
therefore a conjunction of new aesthetic paradigms
combined with the cognitive mapping tools provided by
science and technology. Design — as the conjunction
of aesthetics, pragmatism and technology — becomes
a key node for overcoming our current dystopia. In
an age plagued by chaos — what Berardi calls ‘a
complexity that is too dense, too thick, too intense, too
speedy, too fast for our brains to decipher’ — the aim
of political aesthetics should be to try and grasp these
accelerating lines that compose the world and to turn
them into an intelligible, tractable plane of consistency.
This form of aesthetics needs to be oriented towards
the practical, taking into account the cognitive and
material affordances of the human body. We can think
here of the significance of various interface mechanisms
used in everyday technologies such as smartphones.
The gestures used to navigate around these digital
landscapes are the subject of billions of dollars of
investment, research and litigation. This money is
spent precisely in order to bridge the gap between
technological augmentations and the fleshy body of
the human, welding the two into a single unit. Similar
aesthetic choices are the subject of a fascinating recent
book by Natasha Dow Schüll on the design of slot
machines in casinos. Here, the design of interfaces
takes on a sinister quality insofar as their purpose is
to ensnare susceptible individuals and exploit their
chemical addictions. Laura Noren (in her review of
Schüll’s Addiction by Design) summarises,
For a while, ergonomics was economics. Then highpriced animators were hired to design pleasing sounds
and animations to reward winners. But some players
were annoyed that the animations were too slow, so the
animations were dropped. Play sped up. Faster play
was great for increasing dopamine delivery to the
brain. It also tended to speed players toward the end
of their credits, which lowered their loyalty to particular machines and the casinos that housed them.
Chip-driven gaming allowed designers to respond to
this problem by tweaking the programs so that frequent small wins (often less than the cost of playing
a single hand) kept dopamine surging while players’
cash trickled steadily into casino coffers.
This neural, chemical, visual manipulation of the
interface demonstrates the capacity for interfaces to
be modulated and oriented towards particular political ends (in this case, profit). Simply put, interface
design has real behavioural effects on individuals.
Yet in the case of a complex system, the dream of a
God-like panoptic interface must be rejected. Instead,
interfaces must act to restrict information to a crucial
set of variables, or to a discrete subset enabling ready
interaction. This is especially pertinent for acting upon
complex reflexive megasystems such as the global financial system. In other words, complex systems require
symptomologies — the economy is understood not as
a sensible object, but instead as a series of economic
indicators. The same goes for the climate system —
understood in terms of specific climate indicators
(CO2 concentrations, temperature averages, Arctic
ice levels, etc.).
How then do these very specific and personal
forms of interface design relate to larger questions
about global capitalism? To give a concrete example
of what is being suggested here, there is perhaps no
better instance than Project Cybersyn in Chile during
the 1970s [see image on page 20]. As Eden Medina, its
preeminent historian, notes in her book, Cybernetic
Revolutionaries: Technology and Politics in Allende’s
Chile, Project Cybersyn ‘was conceived as a real-time
control system capable of collecting economic data
throughout the nation, transmitting it to the government, and combining it in ways that could assist
government decision-making’. The elaborate technical
infrastructure underpinning this system was ultimately
oriented towards a single control room capable of overseeing the entire economy.
On one wall a series of screens displayed economic
data from the nation’s factories. A simple control
mechanism consisting of ten buttons on the armrest
of each chair allowed occupants to bring up different
charts, graphs and photographs of Chilean industrial
production and display them on the screens. On
another wall a display with flashing red lights
indicated current economic emergencies in need of
attention; the faster the flashes, the more dire the
situation. A third wall displayed an illuminated colour
image of a five-tiered cybernetic model based on the
human nervous system.
Cybersyn incorporated all of the aspects discussed here.
It used the most advanced cybernetic theories, along
22
with sophisticated technology, in order to produce
a symptomatic representation of the economy as a
complex system. It then took this raw data and transformed it into a particular design aesthetic that was
oriented towards gaining pragmatic leverage over the
complex system. And it did all of this through visual
means, through architectural choices, through gestural
designs, and through knowledge of the limits of human
thought. Moreover, unlike somewhat similar Soviet
systems from the 1950s, the Chilean system implemented a radical vision of society into its technological
infrastructure. As opposed to the top-down centralised control of the Soviet systems, the Chilean system
incorporated decentralised decision-making capabilities
directly into Cybersyn, effectively welding a novel form
of communism into its material infrastructure.
This desire for real-time monitoring and interaction
with economies is not solely a communist dream either.
Modern central banks carry out the same operations:
they rely on all the indicators available from the
economy in order to devise their monetary policies.
Yet in a world permeated by mineable data, central
banks are now turning to increasingly fine-grained and
more real-time indicators. The US Federal Reserve is
employing sentiment analysis to mine the content of
social media and generate an image of the consumer’s
mood. The Israeli central bank is taking real-time
Google search data as the basis for understanding how
the economy is functioning. So, for instance, a spike
in searches for ‘unemployment benefits’ suggests the
economy is dipping down — and this knowledge is
becoming a real-time factor in the decisions made at
the commanding heights of modern capitalism. In all
these cases, from Cybersyn to the Federal Reserve, what
is at issue is gaining a machine-mediated perception on
a complex system.
It is through this that, first, leftists can begin to
navigate the conceptual and practical world of neoliberalism. This means more effective analysis of where
leverage points are, for instance. Think of conceptual
artist Mark Lombardi’s so-called ‘conspiracy art’ which
attempts to envision the social networks amongst
the power elite of the world [see image on page 21].
Other examples include social network analysis of
interlocking directorates, and mappings of ‘capitalist
power’ which trace out relations of ownership. There’s
also the example of discerning the nodal points in
shipping networks — turning the chaos of globalised
trade into something amenable to political action. The
second outcome of cognitive mapping and an aesthetics
of design is the construction of alternative economic
systems. One of the first attempts to cognitively map
the economy was by Francois Quesnay in 1758, who
highlighted the systematic nature of the economy and
the interrelations between landowners, farmers and
peasants. Today, leftist organisations like the New
Economics Foundation have extensively built on this
systematic insight to create computer models of the
economy that aim to give support for leftist political
goals. With this sort of approach we can begin to
reverse the trend whereby the future has been painted
as dystopian. Art, here, becomes the envisioning
of a future, rather than a retrospective on the past.
As Berardi writes, ‘The repertoire of images at our
disposal limits, exalts, amplifies, or circumscribes the
forms of life and events that, through our imagination,
we can project out into the world, put into being, build
and inhabit’.
In an age of immense complexity, one of the
primary means to overcoming the neoliberal assumption about the impossibility of manipulating this
complexity into perspicuity is to merge art practice,
digital simulations and technological infrastructures
into a project that aims to represent the non-object
that is neoliberalism.
A version of this essay was presented at The Matter of
Contradiction: Ungrounding the Object, Vassivière, France, 2012.
sound affects
That’s My Squeak
Walter Murch interviewed by Dave Tompkins
Illustration by Optigram
I grew up watching George Lucas’s 1971 sci-fi film,
THX 1138, in fragments, switching from Saturday
cartoons to a narcotised underground world dictated
by computers and, possibly, an iguana. Often aired in
the morning, THX was the anti-Saturday movie. The
whiteout sets were suffocating and there was no
outdoors, just the Superstructure. It was easy to lose
your day in the film’s nothingness, a world of holograms, bald human blanks, and ‘unassigned spaces’.
There were cordial, chrome-faced police officers
(inspiring a Captain Beyond gatefold) and a dwarf
who favoured Charles Manson. In this medicated, pushbutton future, ‘drug evasion’ was a crime, as was sex
and food fighting.
As a child, I never gave the movie a proper listen —
I just figured that the mumbling somehow led to a car
chase. I didn’t dream that a piercing beam of noise
could have its own title: ‘The Mindlock Theme’. The
only sound I remembered was the ending, when Robert
Duvall’s THX character emerged from a manhole
and into a sunset that was caught somewhere between
the end of the world and the start of Saturday chores,
his first light being the day’s last, all while drowning
in J.S. Bach. The transition was not easy. I’d leave the
TV and stumble into blind noon and start mowing the
lawn, chewing up pine cones and gumballs with the
St Matthew Passion still blaring in my head. What did
THX end up doing with all of his newly-acquired
fresh air?
Originally a George Lucas college project while
attending USC in 1967, THX 1138 would be stewarded
by Francis Ford Coppola and receive a theatrical release
in the spring of 1971, accompanied by posters that
instructed: ‘The Future is here… Stay calm’. In 2004,
I interviewed THX’s screenwriter and editor, Walter
Murch, mainly focusing on the sound — from Lalo
Schifrin’s score, to the disembodied voices that told
us, ‘The theatre of noise is proof of our potential’.
I learned that God was a black funeral director from
Oakland, and the wookie was from Texas. The lizard,
of course, was on purpose.
DT — The first ten minutes of the film, inside the
control room, is all intercom and push-button voices.
WM — The proliferation of recorded voices, telling
you to do things, was beginning to happen. We were
making that more extreme, making a whole society
that functioned at that level. There was very little
interpersonal communication at all. Everything was
done through intercoms and electronic filters of some
kind. If you can find the digital waveform of music and
subtract that waveform from itself, you’re left with
anything that’s not that music, which presumably
would be the voice.
One of my favourites was, ‘A libido leveller has
been mislaid near the pulse-levelling gate’.
That was a mixture of stuff that George and I came up
with writing the screenplay. In the late 60s, the world
was full of psycho-babble. We got an improvisational
group from San Francisco called The Committee and
sat them around a table and gave them a few of these
lines as examples of the way people talked in this
world. That’s where the phrase ‘wookie’ came from —
an improv line that one of the actors came up with, a
guy from Texas named Ralph Wookie. He’s the driver
of one of the cars and you can hear it in his intercom:
‘Hey — I think I ran over something. I think I ran over
a wookie back there.’
The part where Duvall gets brainlocked while
being forced into all these different positions. The voice
from the console asks, ‘What’s the real dope on those
cortex bonds?’
We set these two guys up, also from The Committee,
at the console. Imagine that you’re teaching this other
fella the console. Imagine that somebody is attached to
this console but you don’t really care what happens to
that person. We seeded them with a few key lines but
they just really took off from there.
How did you get the voices to sound so removed?
We recorded all the voices and took the tape to a technology school that had a ham radio. We broadcast the
tape out into the universe and picked it up on a sideband receiver. Then I would twiddle the dial to get all
those phasing effects. That was all live. If somebody
had tuned to our frequency for that hour they would’ve
picked up all kinds [laughs]. We set up our own pirate
radio station in a way.
You filmed at KTVU in San Francisco…
At the time, nobody had shown television consoles in
the background of a shot before. They were there for
visual interest. Nobody’s doing any work back there.
What was that iguana doing behind the bank of
monitors? I saw an iguana grinning next to a reel-toreel player.
I don’t know. That was simply to give the idea that this
was a recorded voice. That it isn’t live. And George just
wanted to put an iguana in there. You don’t really see it
at first. Then it moves and you might catch it.
The iguana appears to be creating the voices, as if
in on the joke. We assumed he controlled the city.
That’s part of the whole idea. When we looked at
science fiction films that had been made up to that
time, they were all films about the future. It’s like an
American company making a film about Japan, but it’s
a film made by one culture about another culture. They
were made by the present about the future. We wanted
to make a film from the future, which has the same
difference as when you see a film from Japan, made
by Japanese. There are just mysterious things in there
that you don’t know because you’re not a part of that
culture. Not everything is digested for your consumption. THX is full of those kind of things. Things that
presumably meant something to the people in the
future, but we don’t know what to quite make of it —
it adds to the charm of the film. George’s original intention was to shoot THX in Japan. We just couldn’t make
it work financially. We just had an almost zero budget
to make the film. Think of the challenge of shooting
the real world and making it seem like the future. We
didn’t add much. We’d go to a location and put a bunch
of numbers up on the wall just to make it seem strange.
I’m curious about the people who appear to be
watching a tennis match played by squids.
It was a combination of a squash match and me
making sucking sounds. ‘Shkewup!’
The court room scene — there’s this babbling chant
mixed in there…
That was inspired by the music of Steve Reich and
Terry Riley. These layered things. I took the dialogue
of the trial and made loops of it and superimposed
them all. We staggered them at different time sequences
so they’d rub against each other in interesting ways.
At one point, you hear the prosecutor’s voice but she’s
not speaking. She’s just scratching her ear. We were just
fooling around with people’s perceptions of who was in
control of the court system.
How much did you collaborate with Lalo Schifrin?
25
I temped the whole film with pre-existing recordings,
mostly classical music. But I’d play the music [Stabat
Mater by Pergolesi] upside down and backwards and
slow it down and layer different types of music on top
of each other at different speeds. Lalo took that score
and transcribed it note-for-note and then had the orchestra play it. If you take the opening credits of the film
and speed it up four times and play it backwards, it
becomes another piece of music. Lalo was taking backwards music and transcribing it for forwards play.
Donald Pleasence played a great twitcher, as
SEN 5241, not to mention that quick gleam in his eye
after popping Etrecine.
When you hire Donald Pleasence, that’s what you get.
He would take written lines and do them in a way that
you just believed they were happening right in front of
you, that he was making them up as he went — but it
was all scripted.
What was THX’s occupation, engineering cops?
We didn’t know exactly what it was THX was doing.
The cops’ source of energy was some kind of nuclear
device that was inserted into the middle of their heads.
So he’s building the head of the robot and inserting
the nuclear ampule into the critical phase area. He’s
coming off drugs and doesn’t know it — the whole
society is on Prozac. We didn’t know about Prozac back
then, but that was what it was. His roommate [LUH
3417, played by Maggie McOmie] has been changing
his medication so he goofs and there’s an explosion.
The police officers were so polite…
George had a particular idea for the police officers: a
sort of unctuous, solicitous, very kind voice. He found
a black funeral director who had this voice when talking to bereaved people. He also voiced OMM, the God.
All the African-American actors in the film were
holograms…
There weren’t a lot of black programmes on television
in those days. It was just beginning to emerge. In that
society, black people were the newscasters and the
entertainers. The only hologram who’s not black is the
guy who’s getting beat up. One of the channels is the
violence channel — a spooky pre-reference to Rodney
King, where every time you turned the TV on you saw
a policeman beating Rodney King. This was a whole
channel of police beating people.
As with The Conversation, so much of THX was
about sound…
[I wanted] to create a different world, a universe in
sound. All those devices were real. A lot of the things
Gene Hackman was doing in The Conversation are still
not able to be done. Eventually they will be. In a similar
way to THX, we were taking certain trends that we
were seeing at the time and pushing them to their limit.
You got caught sampling a French squeak.
I got caught sampling something off a record. It was a
squeak in the scene where Duvall and Don Pedro Colley
are trapped in a room with foetuses in jars. I looped it
off a French album of musique concrète that had been
a big influence on me in the 50s. When the film ran
in Paris, Pierre Henry, the composer, said, ‘That’s my
squeak!’ I saw my career ending before it began. The
legal decision was that I had altered it sufficiently —
that it was no longer what it was to begin with. It was
Variations for a Door and a Sigh.
I’ve noticed THX has been sampled a few times —
Ren & Stimpy definitely stole your eyeball gurgles.
Yeah, the bugger gets bugged!
A version of this interview appeared in Incognitum Hactenus, 2012.
character set
1
The Last Girl Scout
by Benedict Singleton
illustration by Alex Solman
‘What do I do? What do I do?’
— Dr. Ryan Stone, Gravity
The last girl scout has no stories to call her own.
She is implied constantly around us, frequently gracing
our screens; she is the engine of endless plots, carrying
the crux of the action. But as of today, she remains
unrecognised, the uncredited cameo the only form of
her appearance. Things change, though, whether we
want them to or not. And as the landscape in which we
move becomes progressively more densely textured with
artifice, and urgent situations seem to stack ever up, she
takes on increasing force, gaining traction, momentum,
ferocity, significance. A strange, and in some ways
terrible figure — dead-eyed and brilliant, admirable
and empty — she is becoming unavoidable.
The first hints of her appear on the cinema screens
of the late 20th century. Her most obvious antecedent
is the figure Carol J. Clover called the final girl, who
represents the last girl scout in prototype form. The
final girl finds herself in a danger that has come from
nowhere, without warning. It could be an elemental
force, an animal, an errant technology; but classically,
it is a person, a killer as inscrutable, unresponsive and
implacable as the foregoing. The plot is structured as a
countdown, its development recorded in a tally of fallen
friends, until she is the last one left alive, trapped in the
haunted zone between zero and one, and must engage
in a final confrontation in which she is hopelessly outmatched. Her survival is all the more surprising, in the
world of the film, as she is deliberately pitched as unprepared, untrained and unremarkable: pure civilian.
Nonetheless, her status as nothing special follows
certain conventions, pioneered by the horror films,
Black Christmas and Halloween, and iterated by the
less imaginative imitations that have followed in their
wake. The final girl is an adult, but still young, just
beginning to rehearse the stereotypical obligations
of Western grown-ups. She is engaged in dry runs of
familial responsibility: she is often the babysitter. She
is neither notably attractive, nor especially plain, and
is just starting to form relationships with men; yet she
is fiercely independent, and — to the exasperation of
her flirty best friend, provided for contrast — unwilling
to reshape herself to be what they want. So in another
way, too, she is portrayed as being between zeros and
ones — she is almost always a tomboy, down to a
name that sounds unisex: she is a Laurie, a Ripley,
a Sydney, a Jo.
Endless re-runs and cover versions of the basic
premise have affirmed these conventions, while manipulating the specifics. They trade off modulations of
the story’s core parameters: whether the final girl is
sexually active; the specifics of their hunter’s psychopathology and its index in the structure of their kills;
the location of events and the means of contriving a
sufficient degree of isolation, such that, as things turn
from bad to worse, there is no possibility of simply
engaging the authorities. The final girl evidently offers
purchase for certain reactionary tendencies, according
to which women are punished for being sexually available, and the final girl’s virginal status is what ensures
her survival. More progressive interpretations are
equally possible, in which she is unwilling to become
the person that those who pursue her want her to be: a
blank screen on which men can upload their fantasies,
whether they be suitors or psychopaths. At the very
least, the final girl is a model of independence. Faced
with a maniacal and murderous misogyny, she does not
wait to be saved.
The last girl scout is not the final girl, but the
figure the final girl must become in order to survive.
In the narrative’s later stages, there always comes a
point where the final girl, under extreme pressure,
must entrust her survival to a certain kind of material
resourcefulness. She has to find some way of turning
the tables on what endangers her, when she’s outnumbered, outgunned, or otherwise looks to be overwhelmed. With all obvious exit routes eclipsed, she
must somehow pull a trapdoor from the air, find a
loophole in this claustrophobic logic as the tension
continuously ratchets.
The last girl scout is precisely this figure, the one
who scans her environment for something she can use.
In the most everyday surroundings, the nature and
placement of objects around her becomes suggestive
of a plan: intelligence dead drops for an amnesiac
operative, lane markers under high-beams on a highway
in the dark. She assesses the contents of a kitchen
drawer or the cupboard under the stairs not as a set of
possessions, or even strictly tools, but as equipment,
gear, intuitively grasping the most extreme potentials
encapsulated in knitting needle, vase, or the conjunction of aerosol can and matches. If she has time — not
much, but just enough — her actions sophisticate
into a construction montage detailing the creation of
traps and decoys: a climbing rope lashed to a chair
that’s winched over a bannister to contrive a primitive
deadfall; or circuit breakers jammed so she can electrify
a door handle with the flex from a lamp, stripped down
to bare wire.
But the last girl scout is only ever a temporary
visitor to the screen. As though extinguished by the
execution of her plan, as suddenly as she arrived, she
is gone, leaving the final girl to rejoin her family with
tearful embraces and nightmares to look forward to.
But if the last girl scout exits the stage, where does
she go? If anything, she moves sideways, into other
films, turning up as another final girl — although she
has been sighted far beyond that canon. The rule is
simple: she is anywhere where there is an urgent force
differential, a disparity in physical strength, requiring a
kind of thought — call it cunning — that is watchful,
quick, and indirect or oblique; the intelligence that is
fostered when you are unable to simply demand the
world behave as you wish. Deep in the forest, a trace of
the last girl scout’s posture in the arch of a mercenary’s
neck as he carves the stakes for a pitfall, waiting for
night and the arrival of whatever picked off his team
one by one. A comic echo of her in the antics of a
bratty kid, comprehensively booby-trapping his home
as the burglars circle on Christmas Eve. Or, addressing
her ingenuity to less tangible materials, she becomes
the con-man talking his way out of the interrogation
room, twisting the undeniable evidence tabled before
him into an escape route. And on, and on, her portrait
dynamically fractured across the screens of a thousand
low-rent cinemas and cheap laptops propped up on
beds around the world at any given moment.
26
She is strange, this figure. Taking the form of a
human being, she is nonetheless resistant to biography.
Nationality, occupation, family structure, a catalogue
of likes and dislikes, none of them substantially bear on
the actions she undertakes. It would be true to say that
the last girl scout is defined less by particular personal
qualities than by impersonal ones. This you can see in
her eyes: their colour may change, but across the sea of
faces she wears, her eyes are always the same. At once
engaged, focussed and distant. Attentive but remote.
These are not the eyes of a regular person, considering
regular things, but of a being that moves through its
environment in a way that marries autonomic speed
with a peculiar sophistication, like a reflex that has
learned to think for itself. The last girl scout does not
develop so much as regenerate; she is always building
something new, and only exists when doing so.
This means there can be no definitive tale of the last
girl scout. There will always remain novel integrations
of location and peril to be explored, perpetual sequels
and reboots. She is inexhaustible. A fiction equal to
her might have to go the other way, not trying to round
her into a singular character, but seizing instead on the
fact that anyone can be her — indeed, many have been,
and not just on the screen. After all, her signature eyes,
with their paradoxical coupling of the attentive and the
indifferent, are shared by everyone who has ever made
something, in the moment they made it.
The movement of the last girl scout’s hands as she
improvises a machine simultaneously weaves a history
of technology. Not the story we are used to, about men
of legendary talent coolly ordering the world, but of
design as a weapon of the weak. Amongst the first was
a fire, her construction of an artificial sun in the failing
light. Then as now, the last girl scout does not hold out
for a Prometheus. She gets on with it herself.
The inhabitants of a city that does not quite exist
yet will understand the objects that furnish every
pocket and shelf as merchandise in her expansive
franchise. Everyday artefacts are inadvertent tie-ins that
suggest, however distantly, the inventive procedure she
presents at its most simple, urgent and raw — although
she, of course, has long since moved on, and we observe
this record like astronomers, studying the light from
dead stars. Charged with staging their own history
through this lens, the city’s cultural institutions will be
transformed. New entrances to museums are knocked
through from the less-used auditoria of the cinemas
next door. Following the tracks of emergency lighting
sunk into the floor, visitors descend the steps of the
aisle through the terraced seats, and walk through the
place where the screen used to be into a room filled
with spears, nets and diagrams of the most basic
techniques of survival. From there, they wander the
galleries in the diffuse museum light, fascinated faces
reflected in the sloping glass of display cabinets filled
with objects become increasingly more complex, born
of less immediate emergencies, implicated in more
abstract escapes — testaments to her great age, her
enduring influence, the reach of her imagination, the
diversity of her exploits, and her absence.
Outside, in the night air, the billboards that tower
above the streets offer a terminal transmission: the
geometry of her face — calm, fierce, hollow, going on
forever, full of stars.
fata morgana
Family
by Juan Mateos
illustration by Patrick Savile
Episode 14
Name: Andres
Crèche: London Central B
Strengths: Top quartile imagination;
Third quartile expressiveness
Areas for Development: Lowest quartile physical;
Second quartile entrepreneurship
Opportunities: 70% creative technologies
Risks: 75% locked-in
Kind? Yes (Max 3 Kinds)/No
First Kind
I am thinking of the Kind when it all clicked, the milestone in my life, the game-changing Family. Lizabeth
and Christina, they were so cool, black leather jackets
with badges for bands. Mysterious, like long-gone races
in a fantasy saga. Lizabeth was a designer in a games
work-clan making branded realities. Christina did data
in a music label. Something to do with tour schedule
optimisation. Very cool. I go back through my moodFeed and I frown at the explosion of happy faces.
In our first Kind, we played a space game in an old
building in East London. Lizabeth and Christina told
me its history. It was very educational.
These places used to be factories. Big windows
with lots of light so the workers could stitch away
from dawn til dusk. Then there was disruption and
they became offices for advertising agencies, lots of
lights so the creativity of the workers could soar. Then
there was more disruption, and they became empty as
business moved to the cloud, then some more disruption and they turned into levels for branded reality
Family experiences like the one we were about to play.
Windows blocked to make the experience more immersive. Lesson: disruption happens. Things change. You
adapt. If you get locked-in, you get left behind. Don’t
get locked-in.
Anyway, we played as colonists on an exo-planet.
There were some strange lights outside our camp. We
went to investigate, we found a treasure and fought a
gang of Venusian pirates. We met the wise ambassador
of a lizard alien species and I bargained with him. Lots
of healthy fun for free, or rather, paid with infinitesimal
smidgens of my future agency, bought by a brand in
exchange for subtly conditioning sounds, colours and
messaging.
I only understand this now, after spending some
years in the business, it explains Lizabeth’s mocking
attitude towards the wise ambassador. Where I was
amazed, she saw the sliver of a viral promotion campaign planned years in advance, with me as the target.
No probs.
Second Kind
In our Second Kind, Lizabeth took me to the site
where her work-clan was coming together for their
current project. It was just like another game level.
A mixed environment with presies like us, and other
agents tuning-in from all over. The arts-clan included a
28
complex construct representing the combined outputs
of outsourcing agencies in Slovakia, South Africa
and Vietnam. There were blocky retro avatars for
freelancers with super-niche skills (e.g. haptic mood
nudging) logging in from their countryside manors,
and kawaii project managers who metamorphosed into
snarling dragons when the client wasn’t happy.
I sat at the back and looked at the game taking
form as a 3D structure in the centre of the room. In this
one, the players tracked the feelings of shoppers in a
mall. They used that data to customise the augmented
reality, tune it to optimise conversions. Subtle behavioural cues gave the shoppers away when they where
show-rooming. The players made them offers with
prices or personal data costs below the averages for
their customer segment. I thought it was a bit mundane.
Gosh, I really didn’t have a clue, did I? I didn’t realise I
was looking at a picture from the future.
I learned something else though, looking at
Lizabeth as she sat there, blinking metronomically
while she compiled level packs fitting baseline shopper
mood-states and optimisation strategies. Pay-time
splurge, body loathing, overdraft rampage.
I had sleuthed her timeline. When she was younger,
she had studied fine arts, and made strange installations precariously funded by the Crowd and the Arts
Council. Her work left in her audiences a lingering
sense of loneliness and alienation, flashbacks of weird
shadows and subsonic echoes. An unsettling aftershock
rippling through their own timelines.
Now, Lizabeth was applying those hard-to-market
skills in a new context. Blink blink, mouth a thin line,
levels coming together like there was a natural law at
play. Which there was, actually. Lizabeth was displaying
adaptability in the face of disruption. Is there anything
more natural and necessary than that? This is what
I learned in that wordless lesson. Oh Lizabeth, my
mentor, my role model.
I remember rolling in bed that night, hating myself
for getting locked-in to friends, to toys, to places, for
being such a needy baby. I fell asleep thinking out strategies to become more adaptable.
Episode 17
Subject: Kinder Membership Agreement
Dear Andres,
Your Junior Kinder subscription ends next
week. It’s time for you to decide if you want to
stay with us, and get a full subscription. These are
the conditions:
You will out-kind two members of the Family
every week. You can sell extra out-kinds at the
marketplace.
You will in-kind two members of the Family
every week. You can buy extra in-kinds at the
marketplace.
You will do full sharing in your moodFeed.
The default payment model is ad-supported.
You can change this in your preferences.
If you stay with us, you will be on trial for 12 months.
We will use your kindness rating and other data
including your moodFeed to rate your Family
engagement. If you do well, you can level up to
premium membership, with extra rights including
Family-building privileges.
We really value you, and we hope that you will
decide to stay with us. Let us know what you think,
and drop us a line if you want to chat.
Total kindness,
Paolo Drowrey, Family Manager, London
Third Kind
In our Third Kind, we went to the FinFun theme park
in the docklands. We played more AR games with an
economics subtext. We cashed out our windfall in hot
dogs. We pranced around and laughed. At the end,
Lizabeth and Christina told me this was it, this was our
last Kind. Boom.
I think I blinked, they sensed my mood. They
looked at each other as if I was an ad for a humanitarian disaster. Lizabeth touched my arm and said they
really liked me. They hadn’t unkinded me. This was
a system level decision. Kinder had been tracking me
and knew I had potential, but I was at risk of becoming
locked-in, unable to display adaptability in the face of
disruption and change. I shouldn’t get so locked-in to
people. I needed to tool up emotionally.
When they dropped me at the Crèche, Lizabeth
pushed me her number. She told me to get in touch
when I finished school. Maybe I could intern in her
work-clan. This made me happy. She had seen something in me. I almost cried. Gosh, such a no-no,
imagine I had cried.
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Choices that aren’t choices because no one with all the
relevant information and an unbiased outlook would
doubt for a moment about what to do. To stay in
Kinder or go back to the Dark Ages? Come on.
And then Dandan told me. We had hooked up for
a quick Arrakis hover-bike race. She told me just as she
sped past me and into the sandworm area, just like that.
I crashed.
I remember trying to catch up with her, to convince
her to stay. Riding over clouds of dust, down twisting
slopes, while she explained that she wanted to see
what’s out there. Dodging sandworms that exploded
through the desert surface, as she continued about
wanting to spend proper time with someone. A barrage
of missiles from a Harkonnen patrol, that attitude, as if
she was more real than me, for saying no to the future.
I was angry. You are locked-in, Dandan. You never
got over Olly, beautiful insouciant Olly, headed for a
stellar career in satellite prototyping. You want to feel
that again. You think it’s easy to come back if it doesn’t
work out. Not so easy. We have all seen the stats. Once
outpost
you go into the Dark Ages, you get bad habits, you
start to think about people as if you owned them, as if
they owned you, you regress to a primitive definition of
‘family’, you get left behind.
This is what was going through my head as we
zoomed over Chris Foss-mined lands of golden gradients, under an exploding sky. I didn’t want Dandan to
make a mistake, I wanted to save her. I thought that
maybe if I reached her, if I beat her in the race, she
would understand how much I wanted her to stay in
Kinder. But she was faster, she won, she left.
It’s probably for the best. Going through my
moodFeed now, I can see clear signs that I was definitely
getting locked-in to her.
Episode 19
Subject: Kinder Earnings Call, Q4
Kinder is outperforming financial and social benchmarks quarter on quarter. Every day, we do 5 million
Kinds, including 1 million Premium Kinds generating over $10 million in revenue daily. Our gross
profits have grown by 60% quarter on quarter.
These are the cold, hard numbers. But they
are not the most important thing. Money is great,
but money isn’t what we are about. Kinder is about
family, Kinder is about kindness, Kinder is about
displaying adaptability and innovation.
Our moodFeeds show an average improvement in personal mood of 30%, and an improvement in social mood of 20%. The mean normalised
salary for a Kinder member is 40% higher than
comparable non-members.
Kinder is getting bigger, Kinder is getting
happier, Kinder is getting more productive.
This planet is getting Kinder.
Total kindness,
Brad Lane, CEO
I was jubilant when I was awarded full membership.
I was being recognised as a valued member of the
Family, and received a big bonus for all the extra
out-kinding.
The previous twelve months had been pretty intense. At school, learning about consumer psychology,
media engineering and interaction design, working with
other study-clans on simulated briefs for global brands.
I would get back to my room late at night, and log
in or go out straight away, to mentor junior members,
keep senior members company, go on dates and social
activities with friend-clans to keep my score up. Sometimes it had been a drag, I was so tired. Thinking about
it in retrospect, it was definitely worth it. In addition
to the big bonus, I picked up so many skills those days
— conflict resolution with mood-swinging, mistrusting
Bill, wall-climbing with the Hackney Goat clan, sex
tricks. And of course, learning how to detect and
manage lock-in as it happened, learning to segment my
emotions effectively and deploying them where they are
most productive.
I had also learnt some ancient history from the
seniors, especially from Elena. Old and creasy Elena,
sitting in her nice Cancún balcony, sipping an orange
juice, staring into the horizon as if she could see me
on the other side of the ocean, telling me about the
Dark Ages, when the future was full of uncertainty
for seniors, when they had to rely on their ‘family’ or
volunteers to avoid growing up alone, in an unstimulating and homogeneous environment that sped up
their cognitive and physical decay. That really put
things into perspective.
That evening, I went to the mall to celebrate. My
experience simulated a recent nightmare logged in
my moodFeed. In it, I was morbidly obese, a slug of
a person slimily progressing through twisty, dreamy
streets, now materialised as the avenues of the mall,
friction coefficients and torque designed to nudge me
into retailers who had bid highest for shoppers with
profiles like mine.
When I went back home I finally decided to change
my Kinder payment model from ad-supported to salary
share. I finally could afford that, happy times.
Episode 25
Subject: Dealing with non-members
Dear Andres,
As Kinder has grown, so has its visibility. There
are many non-members out there concerned about
us, even fearful of us. These fears are based on bad
data, and an inability to display adaptability in the
face of disruption and change. As a member of
Kinder, active in a mixed work-clan, you should
always represent Kinder and its benefits in a way
that is honest and non-threatening.
You can go here for some headline findings
about the value of Kinder, here for a training
simulator about dealing with conflict in hybrid
environments. And of course, go here if you
want to chat.
our positive attitude to disruption and change, our
inability to commit. All very emotional. In my head,
I went through the headlines from our Economics
and Social Science research briefing, refuting each
of his attacks with hard data. The millions we save
everyone on child care, education and senior care. The
way our educational model steers Juniors into careers
better suited to their interests and capabilities, and the
improved levels of productivity and income resulting
from this.
I didn’t say anything. I kept it non-threatening. Leo
cooled down, Carmen got her act together. I balanced
the player reward loop with some bots and more active
matchmaking. We delivered the project, we kept our
ranking. Soon after, I found a position in a fully-Kinder
clan, and that was that.
by Stathis Tsemberlidis
Episode 27
Total kindness,
Merida Chiang, Public Perceptions Officer
Name: Berta
Crèche: London Central D
Strengths: Top quartile cross-segment empathy;
Third quartile imagination
Areas for Development: Lowest quartile self-
confidence; Second quartile prioritisation
Opportunities: 80% Monetisation
Risks: 45% Under-achiever
Kind? Yes (Max 5 Kinds)/No
I changed work-clans after finishing Garden Defence
Force, a tele-presence game sponsored by a nematodeengineering biotech brand.
We had been crunching hard for some time. I was
working in the player reward loop, very tricky. The user
was embodied in a miniature space marine drone, based
on the Bungie template, that patrolled the garden to
protect it from pests. When it worked it was incredible,
your little warrior rising to face a metamorphosing
colossus of slime in a scenario worthy of Lovecraft,
which, mind-blowingly, was playing out in the garden
just outside your house. Unfortunately, we weren’t
allowed to equip the drone with heavy ordnance for
safety reasons. This meant that it could take an hour or
more to kill a mid-sized slug with your puny weaponry.
As vicious as nematodes are, they take ages to implode
their victims from within. Definitely not fun for the
user, or brand-enhancing for the client.
This wasn’t the only problem. The workspace
got sweaty, intense and emotional. Carmen, a small
Dark Ager lady from the infrastructure sub-clan, was
being particularly unproductive and letting the team
down. You could see it in the burn-down visualisations
hovering over our workspace like organisational ectoplasm. The estimates showed a significant probability
of failed milestones, which would decrease our ranking
and our rates. Not on.
Lilly did some timeline sleuthing and discovered
why Carmen was upset — her mother was dying of
cancer, and Carmen had had to leave her with her unreliable sister to come and crunch on GDF. She probably
wasn’t sleeping much, and she was dropping the ball as
a result.
Lilly tried to help, sort of. She told Carmen that
if she joined Kinder, things would be so much better.
She wouldn’t be locked-in with a decaying relative,
she could share the load with the rest of the Kinder
Family. It’s stressful enough when you are crunching in
a project. Perhaps Lilly shouldn’t have told her this. It
probably came across as insensitive, and not very aware
of the mechanics of lock-in. Dark Agers can get a bit
upset in ‘family’ situations like this.
Leo, another Dark Ager in Carmen’s team, flipped.
He obviously didn’t like us and this gave him an opportunity to let everyone know why. He said we are a sect.
He complained about our tax deductions. He called us
freaks. Our extended family, our constant marketing,
Berta has unreally big eyes, like some anime telepath
with the ability to absorb everyone’s thoughts from the
other corner of the room. They twitch too, fractally,
twitches inside twitches like scaredy rodents zigzagging
past a dark forest full of cruel predators.
Her vfeeds and her moodFeed help contextualise
her stats. One day, Berta could be an amazing designer,
one of those people who snap their fingers and, zing,
there you go, a perfect match between consumer sentiment and virtual environment, the kinds of conversion
rates that algorithms can’t match yet. There is also the
risk that she will build a cocoon to insulate herself
from a universe that is too intense and terrifying, and
never come out of it. Stay at home watching TV and
eating crap forever.
To avoid this loss, I am putting together a Kinding
schedule aimed at leveraging her capabilities and
balancing her risks.
Such responsibility! This is, after all, our Family.
Berta could contain a microscopic sliver of my genomic
best hits, cut and pasted from my Family-extension
contributions. I was going to say that she could be my
daughter, or a fraction of my daughter, but that would
sound really Dark Ager. It reminds me of the way that
Dandan was talking about her ‘family’ when we met for
a catch-up a couple of days ago. It had been so long, I
almost didn’t recognise her. She has put on weight, she
has big bags under her eyes, and she dresses in supermarket styles.
No matter, she looks happy, still shining like she
always did, even after all she has gone through. A
dead-end job, a disabled child, a divorce, such confined
horizons now! Still, it was like she couldn’t wait to
get back to her grubby home, to her locked-in life.
Admirable actually, I don’t know how she does it.
I suppose there is something to be said for all that
stubborn resilience. It might be obsolete now, but it put
humanity in the position to take it to the next level,
which is what we are doing.
Ok. I better stop speculating and get on with the
schedule for Berta. She needs a platform like the one I
was given once. She needs nudging. She needs a gamechanging moment, and I am going to give it to her.
Because it doesn’t matter that I found out about her
and her hopes and her anxieties just 30 minutes ago. I
have the data, I have the incentives, I am her Family, and
that’s all that matters.
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I n t e r f a c e K1
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